The base difficulty of this effect is DC15. On a modified total of 25 or more, or a natural ‘20’, the targets both have a penalty of -4 to their saving throw. 5. Causing Love This effect causes the target to fall madly in love, either with the caster or with someone the caster designates. To designate someone else as the beneficiary of this love, the caster must either have the willing knowledge of the beneficiary (who must be present during the ritual of enchantment), or they must have some possession belonging to the beneficiary (or some physical element, like a lock of hair). The target of the effect is granted a saving throw versus magic, and if the target fails, they will believe that the beneficiary (the caster or the other person) is their one true love. If the target is already in love with someone else or is devoutly chaste, they get a +4 bonus to their saving throw. If the target is a Holy person or has sworn a lifelong oath of celibacy, they get a +6 bonus to their saving throw. The effect is permanent but counts as a curse; thus, magic or miracles that remove curses can free targets from this enchantment. Also, if the beneficiary does something to betray that love or demands something that will endanger the life of the target or their loved ones, the target gets a new saving throw (with the same bonuses as above, if applicable) to be freed from the enchantment. The base difficulty of this effect is DC16. On a modified total of 26 or more, or a natural ‘20’, the target has a penalty of -4 to their saving throw. 6. Control The most powerful kind of effect, this is an enchantment that puts the target under the caster’s near-total control. The target, if they fail a saving throw vs. magic, will obey any command given to them by the caster. Only during acts that either go strongly against the target’s nature/values or put their or loved one’s life at risk will the target be entitled to a new saving throw to break free of the enchantment. In their general behavior, the target will mostly act as normal but may seem distracted and somewhat less assertive than their usual self (which could be noticeable if the target was usually a very assertive person, but might not be noted if the person is not by nature a very assertive person). Any magic that can detect magical effects would be able to detect that the target is under the effect of a spell. The enchantment counts as a Curse, so magic or miracles that free one from a curse would liberate the target of the enchantment. If the target is freed from the Enchantment because they made a saving throw or because they are lifted from the curse, the target will immediately realize that they were enchanted. The Control effect is semi-permanent. It must be reinforced by the caster interacting with the target (speaking with them), though not necessarily issuing commands, every few days. If the caster does not interact at all with a target for a number of days equal to the caster’s level, the effect will wear off (and if the caster wishes to re-assert control, they will need to repeat the entire ritual process). If the Control effect is allowed to wear off, the target will not automatically realize they were enchanted, though they may become convinced of that fact if given credible reasons to think so. The base Difficulty for this effect is DC18. 94
Folk Magic Folk Magic are rituals typical of pagan magicians and witches, which are also learned through lore by many Skomrozny. Each time a character gets Folk Magic as a magical skill, he must roll randomly for 4 different techniques. Spell checks work as with other magic, and unless otherwise stated, a failed spell check means the caster cannot use the spell again until the next day. 1. The Cheese Ritual to Prove a Thief This simple ritual requires a block of cheese (typically costing about 1dn). The magician must use a dagger purified with blessed water (water sacred to either pagans or Christians) to carve the magic words AGULA IGULA AGULET on the cheese. Then, he must recite certain incantations over the cheese as he cuts off a piece with the same dagger. The magician must make a spell check with a DC14. The cheese is given to the suspect of the robbery. If he is innocent, the cheese will taste normal. But if he is guilty, it will taste of horrid bitterness, and he will vomit it out. Note that the magician will not know if he failed his check, so in this way, a guilty man might appear innocent. If he did fail his check, he will not be able to cast the spell again with success for 24 hours. 2. A Fish Ritual to Seduce a Man This magic spell will only work for a female caster. To perform this ritual, a woman must obtain a live fish (caught at a river or bought at a market, typically for 1-2dn). The witch must then take the live fish and put it between her bare legs, pressed to her genitals until it dies. Then she must boil the fish, stirring it while chanting certain incantations from memory. She must perform a spell check of DC13. If she succeeds and feeds the fish to a man, then that man will become overcome with lust for her. If the man is already predisposed to relations with her, he is automatically seduced. If the man is not predisposed in that way, he is entitled to a saving throw versus magic. If the man is notoriously chaste or a holy person, he gets a +4 bonus to the saving throw. Any man who is incapable (from birth, injury, or infirmity) of sexual performance will be immune to the effects. 3. A Bat Ritual to Summon a Horse In order to summon forth a horse, the caster must be indoors. He must sacrifice a live bat inside a circle with the magic letters “EBRA DEBRA” written around it (the circle can be 95
drawn with any common matter, but if it is drawn with certain precious inks worth 200dn, then the caster will have a +2 bonus to the invocation). While performing the sacrifice, he must speak certain words of invocation. He must succeed in a spell check DC15. If he succeeds, a horse complete with saddle and bridle will appear just outside. Whoever mounts the horse will be able to ride it. The horse will be easy to direct and will ride true even at night. It will travel at twice the usual speed as a good riding horse. He can ride it for any length of time up to the next sunrise, but if he dismounts before sunrise, the horse will immediately vanish. Otherwise, it will vanish at sunrise. The caster can only summon one horse at a time. 4. A Dove Ritual to Uncover Someone’s Secret If the caster suspects someone to be keeping a secret, there is a ritual that can be used to force them to expose themselves. The caster must ritually slay a white dove (typical cost 1dn), bleed it, and mix its blood with blessed water. The caster then needs to take a piece of paper or parchment and inscribe on it (with the mixture of blood and blessed water) a magic square with the letters “SATAR AREPO TENET OPERA ROTAS.” As he draws this magic square, he must recite certain incantations. He must make a spell check with a DC13. After this, he somehow arranges for that square to be placed (either through deception or by hiding it) on the person of the one he wishes to reveal his secret (it can be folded and hidden in his clothing, cap, or shoes). Every day that the target is carrying the square with him if the spell check is successful, he must make a saving throw. If he fails, he will in some way reveal his most pressing secret so that it will become exposed. 5. A Bone Ritual to Find an Object Suppose the caster knows of an object that has either been in his possession or a specific object that can be identified by a name. In that case, this ritual will find it: He must obtain the shinbone of a dead man, mark one end of it with the letters “ER HX XH HX,” and kneel at the threshold of a doorway. He must then light a candle of the exact same length as the shinbone and practice fervent incantations while he holds the shinbone above the candle flame, naming the object in question in this incantation. This ritual takes about two hours. He must make a DC14 spell check. If he succeeds, then whenever he tosses the bone to the ground, it will point in the direction in which that object is found until the caster touches the object once more. 96
6. A Rose Charm to Stop Blood-loss The caster must plant three rose bushes on the same ground, within the consecrated grounds of a graveyard. Then he must wait for them to bloom, which will take 2d4 weeks, and wait for the third rose from them to bloom (which takes another 1d6 days). He must pluck the third rose and take that rose and grind it up while reciting incantations. He must succeed at a DC14 spell check. If he succeeds, the ground-up rose, when applied to a bleeding wound, will immediately cause all bleeding to cease. The ground-up rose remains useful for up to a year. The same bush can be used every year. 7. A Recipe to Cure Infection The caster must collect a crab apple and 8 common weeds. But he must collect them with his own hand, and all of these must be facing the east (this may require the assistance of someone skilled in wilderness lore or herbalism). The herbs must be ground with a powder and the apple juiced, and all of these are mixed together and added to a bit of water, fennel, an egg, and ashes to form a paste. While doing the grinding and mixing the caster must recite an ancient incantation. He must succeed in a spell check of DC15. If he succeeds, the paste, when applied to a wound, will prevent any infection. If the wound is already infected, it will grant the PC a +4 to saving throws against the infection unless the caster gets a result of 21 or more on his spell check, in which case the victim will be cured of his infection overnight. 8. An Elf-Blood Charm Against Enchantment To create a talisman against enchantment, the caster must obtain the blood of an elf-maid, which must have been drawn not more than 13 days previous. In a ritual performed with incantations, the blood must be poured into blessed water. The caster must make a spell check with a DC15. If the check fails, the blood will be ruined. If he succeeds in the test, the blood will instantly solidify into an unusual coral-like shape when poured into the holy water. After this, when worn around the neck as a charm, the wearer will be completely immune to the magic of enchantment (that is, any magic that alters the mind). 9. A Crystal Ritual to Cure Diseases This spell requires a fairly large, perfectly round crystal ball (such an item will cost a minimum of 8Gr), which must be translucent. Furthermore, magical seals of silver with specific sigils must be fixed onto the top and bottom of the ball. The silver seals will cost 120dn, plus at least 100dn for the work of a master silversmith. 97
The crystal ball must then be activated through a complex ritual taking one full week of practice. At the end of this ritual, the caster must make a DC18 spell check. If the spell check fails, the crystal ball will crack open and be rendered useless. If the check succeeds, from then on, the caster can use the crystal ball once per day by immersing it in a bowl of water. It must remain in the water overnight, and then in the morning, the water must be poured over the target. The target will be healed of any illness within 24 hours. 10. To Cause a Woman to Become Pregnant To ensure that a woman becomes pregnant, the caster must create a magical tablet. This tablet can be made of pure beeswax (at a cost of 3dn). But if it is made of silver (cost 60dn), the caster will get a +2 to his spell check, and if it is made of gold (cost 2Gr), it will grant a +4 to the spell check. In any case, the amulet must be inscribed with the magic name ADNI and other words. Then, in the presence of the woman, at the first light of dawn, the caster must place a glass cup over the tablet and fill it with almond milk. He must then burn magical incense (cost 2Gr) over the glass while reciting certain incantations. He must make a spell check DC16. After this, the caster must place the tablet over the woman’s belly and have her drink the cup of almond milk. If the spell check is successful, she will become pregnant within a fortnight. This spell will only work on a woman who has already begun to menstruate and has not yet entered menopause. It will also only work if the woman is engaging in sexual relations; it cannot cause a virgin birth. 11. To Make a Weapon Able to Harm Magical Creatures The caster must collect daisies, red nettle grown among grains, and fleawort and boil these in water for 4 hours. Then he must boil them again for a half-hour in butter. The resulting oil must be spread on any sharp metal weapon while reciting a lengthy incantation. The oil must be applied to the weapons within 24 hours of the oil’s preparation, or it will not work. One batch of this oil will be enough to treat a couple of swords or axe-heads, four daggers or spear-heads, or a couple of dozen arrow-heads. The caster must make a spell check DC14. If the spell check succeeds, the weapons can harm supernatural creatures who are normally immune to non-magical weapons for the next 24 hours. 12. A Circle Spell to Protect From Missiles The magician must learn a secret incantation, which he must recite while moving slowly in a circle with his hand extended in a certain gesture. The incantation takes 2 full rounds to cast, and the spell check is DC15. If the caster succeeds at the spell check, any ranged attack against him that would usually hit will require that the attacker make a saving throw. If they fail, they miss their shot. The spell lasts for 2 rounds per level of the caster. 98
13. A Crystal To Win a Debate At Court If someone is to appear in an audience before a Lord or King to plead a cause, the caster may prepare a beryl stone worth at least 4Gr. He must spend a full day performing ritual incantations and ‘smoking’ the stone with incense worth 2Gr. He must succeed at a DC15 spell check. If successful, the stone will have power for a number of days equal to the caster’s level. When someone holds the stone in their hand while pleading a cause in front of a Lord or King, anyone who wishes to speak out against the person holding the gem will need to make a saving throw (vs. magic) to be able to speak up. Otherwise, they will find themselves too afraid or nervous to speak. 14. A Cloak to Protect Against Lightning The caster must ritually slaughter a seal. Then, the seal’s skin must be taken and fashioned into a cloak (this will require the service of a master craftsman and cost 160dn). Then the seal must be anointed at mid-day with magical oil (cost 200dn), while reciting incantations. The caster must succeed in a spell check of DC21. If he succeeds, the cloak will protect the wearer against lightning strikes, which will cause him no damage. This cloak will also make him immune to the effects of a magician’s Blasting Wand. 15. A Toad Ritual to Cross a River A caster must ritually slay a large toad (at least 3 inches long), which requires a spell check of DC14. He must then put in a pouch and carry the pouch on his person until all the flesh of the toad rots and comes free from the bones. This process will take 1d4+1 weeks. When the process is complete, the caster can get rid of the corpse except for the toad’s skull. If the spell check is successful, then at any time from then on, the caster can jump into a river holding the toad’s skull in his hand, and it will magically propel him at a good speed (90’ per round) to the other shore of the river. The toad skull is only good for one trip. 16. A Stone Ritual for Battle Magic The caster must collect 13 small stones from a river. He must then put these stones over a flame until they are red hot. Once the stones cool again, he must bury them under a doorway. He must make certain no one crosses the doorway for the next three nights. After this, he must dig them up, and put the stones in a bowl of clean water, while intoning magical words over them. He must make a DC13 spell check. After this, he must return to the same river he 99
took the stones from, and toss all but one of the stones into the water. He must keep the remaining stone on his person (in a pocket or something similar) from then on for the magic to remain active. At any point from then on, if he tosses the stone at a person (probably requiring a ranged attack roll unless he tricks the person into staying still), the stone will become red hot with fire. It will do 1d6+1 points of damage to anyone it strikes. 17. A Serpent Ritual to Kill an Oath-Breaker If someone broke their word, this ritual can be used to hunt and potentially kill the oathbreaker. It will not work against anyone who has not betrayed their word. The caster must obtain a poisonous snake. In a day-long ritual, he must engage in ceremonial incantations over the creature and tell the snake the true name of the person who is to be the victim of the spell. The spell requires a DC16 spell check. At the conclusion of the ritual, he must release the snake (note that if the spell check failed, there is a good chance that the serpent might attack the caster!). If the spell check succeeds, the snake will begin to travel in the direction of the target, wherever they might be. It will travel at its normal rate and try at all times to avoid being seen by anyone (the snake will have a +8 sneak bonus). The snake will act as if it has human intelligence guiding it, using whatever means it can to find its way to the target; it will only stop if the target dies or is absolutely unreachable or if the snake itself dies for whatever reason. When it reaches the target, the snake waits for an opportune moment when the target is alone and ideally helpless (for example, asleep). Then, the snake strikes the target, using its regular poison effect (obviously, the more poisonous the snake is, the more effective this method of assassination will be). During the entire time from the completion of the ritual until the snake attacks, the victim of the spell will count as being Cursed. If, by some chance, the victim realizes that they are cursed, then magic or miracles that remove curses will lift the spell, and the snake will return to normal. 18. A Herb Spell to Identify A Disease or Curse and its Source If someone is afflicted by a disease or a curse, a caster can take the herb vervain and ritually anoint it with olive oil while intoning magical words and gestures. This ritual takes about an hour to perform, but the herb must then be kept dry for a full day. The caster must succeed in a spell check DC15. He must put the dried herb in a small pouch with certain sigils on it and then have the victim 100
hold the pouch in his right hand. If the spell check is successful, the victim will speak the name of his disease or curse. If the disease or curse was caused by a creature or by magic, he will speak the name of what caused it. This will happen even if the victim is otherwise unconscious, so long as the victim is still alive. 19. An Unguent to Cause the Appearance of Youth The caster must take 12 eggs, a pound of donkey’s milk, and an ounce of rare spices (cost: 20dn), mix them together with water, and heat the whole thing in an apothecary’s distillery while reciting magical formulas over it. This requires a spell check of DC14. When distilled and cooled, the resulting unguent must be applied to the face. It will make the person who applies it look 15 years younger than they really are (note: this is only in appearance; it will not change their actual age or remove other ailments related to age or ill health). This effect lasts for a number of days equal to the caster’s level. 20. A Spell to Have Perfect Memory The caster must take a certain amount of myrrh (cost 200dn), along with 3 figs, 7 date pits, 7 dry pine cones, 7 stems of wormwood, 7 dove feathers, and some water from a clear spring. This must all be ground and mixed together to create a special magical ink. With this ink he must write on virgin parchment or paper a series of magical words, when the moon is in the east. He must succeed in a DC13 spell check. The parchment must then be soaked in a container full of water from seven different clear springs until all the ink has washed out into the water. Then, he must drink this water slowly over the next seven days before eating any meal. If the spell check was successful, after the water has been consumed, the caster will have a perfect (photographic) memory for the next seven days. 101
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Glamour The magic of glamour, the skill of creating illusions, was long associated with the power of elves, witches, and trickster-magicians. Glamour magic is done by rolling a D20 + INT + caster level against a difficulty number (which varies according to the casting being done). Failing a spell check means that the spell doesn’t work and (unless otherwise noted) that you cannot attempt to cast this spell again for the rest of the day. Most magic of glamour depends on maintaining a slight level of concentration. This isn’t so much that the PC cannot talk, walk, or do other basic tasks. But concentration would be broken if they try to do something complex or that demands intense attention (such as engaging in combat). Likewise, sudden shocks or surprises (including taking damage) would break concentration. If concentration is broken, a glamour spell will immediately fail. Targets of glamour magic can always make a saving throw to resist the effects of the illusions cast (with the exception of Light or Darkness). This saving throw is modified by INT modifiers. If the spell check to cast the glamour had a total result of 20 or more, targets of the glamour would have a -4 penalty to their saving throw. Furthermore, in the case of illusions based on specific objects or people/creatures, a character familiar with the real creature or person will have a +4 bonus to the saving throw to disbelieve. Characters with Occultism will have a +2 bonus to disbelieve, as will any character who knows glamour magic will also have a +2 bonus to disbelieve. All bonuses or penalties are cumulative. Besides the standard modifiers above, the GM may wish to apply other modifiers, for example, based on the observer’s distance or the amount of illumination available. The first time a PC gets glamour magic, they learn the first two powers. The second time, they get the next two; the third time, they get the final two powers. 1. Light/Darkness The most basic form of glamour is to alter the levels of light or darkness in an area. This magic will work in any area with even a slight amount of illumination (areas of absolute darkness already as dark as imaginable and having no light to increase illumination). To alter the light or darkness of an area, the caster must spend time concentrating while repeating a short phrase in the language of Faeries. While pure elven wizards can make this magic work nearly instantaneously, mortal magicians require more effort. The time required for the magic is 10 rounds, with the time required reducing by 1 round for every level above 1st. Any caster of the 10th level or higher requires only one round to cast the spell. To successfully create light or darkness, the caster must make a spell check vs DC13. If he succeeds, he will increase or decrease the ambient light in a radius of 5’ per caster level; the amount increased or decreased is 10% per caster level. Thus, a low-level caster can only slightly augment the light level, but at higher levels, they may create intense illumination or total darkness. The GM should judge, based on initial levels of light or darkness, whether the illumination or darkness created is enough to cause penalties in combat (generally speaking, any darkness level equivalent to standard night-time should cause a -2 penalty to attacks, while total darkness would cause a -6). 103
If a spell check’s modified result is higher than 20, the caster can double either the range or the intensity of the effect; on a natural ‘20’, they can double both. The effect is always centered on the caster and will move with the caster. It lasts as long as they maintain light concentration. 2. Audible Glamour This is the power to create (illusory) sounds. Sounds can be any variety of noises, so long as they are noises that the caster has heard at some point in their life. They can also be voices, their own or others. Again, voices must be those that the caster has heard. If they are trying to create the voice of a specific individual (e.g., “the captain of the castle guard”) or creature, anyone listening is entitled to a saving throw to disbelieve with the bonus (+4) applicable if the target is highly familiar with the person or creature the illusion is trying to imitate. The sound can be as quiet as a soft whisper or as loud as a powerful roar, but as the sound is illusory, it cannot harm the people listening. The caster can designate the sound’s point of origin, which can be anywhere up to 30’ away from him per level, limited by the caster’s line of sight. To successfully create the sound, the caster must concentrate and whisper certain magic words for 10 rounds, minus one round per caster level beyond 1st (so characters of level 10 and up can cast this spell in a single round). They can maintain the sound or voices (even engaging in prolonged conversation) so long as the caster maintains light concentration, and remains within the range of the location he’s designated as the source of the sound. To successfully cast this spell, the caster must make a spell check vs DC14. If the caster gets a modified total higher than 20, they can make the sound move in location and continue to move it to any spot within the range limits, even as they walk. If the caster gets a natural ‘20’, they can double the possible range. 3. Transformation Glamour This magical skill allows the caster to change the appearance of an object or a person. This power cannot create an object or creature out of thin air, only to change the visible form of an object or creature/person. The change must generally retain the same volume and shape of the target object/person, but it can change the features. For example, a sword can be changed to look like another sword, or a stick. A person can have their facial features, color, or even gender altered, though it cannot alter their height. The object or person changed must be altered to a form that the caster has personally seen. It must remain within the caster’s range, or the illusion will immediately fade; the range is 60’ +10’ per caster level, and they must remain within the caster’s line of sight. Making the change happen requires that the caster whisper words in the Elvish tongue, and the casting 104
takes 10 rounds minus one round for every caster level above first, to a minimum of one round. To successfully cast the spell, the caster must make a spell check versus a DC14. If they succeed, the caster can alter one object/person/ creature no greater than the size of an adult human. On a modified result higher than 20, the caster can affect a larger object/creature (up to the size of a house). On a natural ‘20’, the caster can affect two objects/creatures/ people at a time or double their normal range. If the concealed object/person/creature OR the new appearance of the same is personally familiar to anyone who sees the illusion, they are entitled to a saving throw, with a +4 bonus in the case of significant familiarity with either. The glamour lasts as long as light concentration is maintained and the target remains within the range of the caster. 4. Concealment The glamour of invisibility does not actually render a person invisible. In fact, it just distorts the perceptions of anyone in the area, making it difficult for the subject to be seen. The caster can make himself concealed on a spell check on DC14; to make someone else concealed, he needs to touch them and make a spell check on DC16. On a DC20, the caster can conceal himself and up to 3 other people, while a natural ‘20’ result means he can double this amount. In every case, the magic to create concealment takes 10 rounds to cast, minus 1 round per level above 1st (characters above 9th level can cast it in 1 round). A concealed character will be very difficult to detect; anyone in the area trying to see the subject must make a saving throw versus magic. They have a penalty or bonus equal to the difference in levels between the caster and the observer (so if a 5th-level magister casts concealment, a 3rd-level/HD observer would have a -2 penalty to the saving throw to detect them). If an observer is not intentionally searching (be it for the character in particular or just being watchful in general), they’ll suffer a -2 penalty to the saving throw regardless. The standard saving throw modifiers for disbelieving glamour also apply. The glamour of concealment continues to work as long as the subject (the person being Concealed) is engaging in light concentration. If the subject interacts with an observer in any way (touching them, talking to them, or attacking them), the concealment will immediately be dropped. This power cannot make an object or an unintelligent creature invisible (you would need to use a Complex Illusion for that). Nor can it work on anyone unwilling to be concealed. 5. Complex Illusion This ritual permits the creation of a phantasmal image, which can be a complex combination of image, light, and sounds in three dimensions. It can take the form of a creature, an object, a person, or an area of terrain (for example, an illusion covering a pit to look as though there’s solid ground). Any complex illusion requires the caster to be familiar with what he’s trying to create; it has to be something he’s seen before. To create a complex illusion requires a spell check with a DC15; this will generate an illusion of up to 5’ x 5’ x 5’. On a DC18 or higher, the caster can create an illusion of up to 10’x10’x10’ or up to three separate illusions of 5’x5’x5’. On a DC21 or higher, he can create both. On a natural ‘20’, he can double the number of illusions or create a single illusion of up to 20’x20’x20’. In all cases, a complex illusion must be maintained within the caster’s line of 105
sight. It requires light concentration. If the caster chooses to make the illusion move or make noise, this requires a deeper level of concentration; on any round where the illusion is made to move or generate noise, the caster can take no other action besides concentration. The caster must speak words in Elven to generate the glamour and the casting takes 10 rounds (minus 1 round per level above 1st; characters of 10th level or higher cast in 1 round). As with all other illusions, the generated phantasm cannot physically interact with anyone or harm them directly in any way. Observers are entitled to a saving throw as per standard. 6. Glamour Ward In some ways, this is the most powerful form of glamour magic because it does not require the spell-caster to be in the line of sight, concentrating, or even anywhere near the spell when it activates. A Glamour Ward is a preset spell of glamour placed on an object or location, with a specific condition stating when it will activate. For example, it could cause the programmed illusion to activate when someone opens a door, touches a gem, opens a book, or walks on a certain part of a floor. It can even be set to activate when someone (or anyone) utters a specific word or phrase or at a specific time (e.g., “four hours from now”). The condition for activation must be simple; it cannot include exceptions. You can make it general (for example, “the glamour will activate when anyone enters the room”) or specific (for example, “the glamour will activate if Wojtek the Enchanter enters the room”), but not general with exceptions (you cannot use “the glamour will activate whenever anyone other than Heinrich of Bohemia enters the room”), or specific with exceptions (you cannot use “the glamour will activate when Wojtek the Enchanter enters the room unless he’s holding the snake-staff”). The nature of the ward can be to generate light or darkness, or sound, or a transformation, or a complex illusion. The ritual of creating a ward takes a half hour to perform and requires a DC16 spell check. The ward can be programmed with certain sound patterns or movements and lasts up to 10 minutes. The illusion can manifest up to 30’ away from the ward. If the modified total of the spell check is over DC20, the duration can be doubled, or the range can be doubled. On a natural ‘20’, both can be doubled. The usual saving throws apply to disbelieve the illusion. 106
Runes The runes are the ancient alphabet of the Germanic people, which by the time of the setting are only still in use by the Scandinavians (and are quickly being replaced by the Latin alphabet). However, the runes are also a magical alphabet, and in that form, runic magic was spread to all the areas where the ancient Germanics and the Vikings were present (as invaders or in commerce). In the area of the setting, the Runes are most commonly used by the Pomeranian, Veleti, Lithuanians, and Kievan Rus. However, as magical symbols, they have been studied by wandering magicians throughout the setting region. Runes are a pagan form of magic, but they continued to be practiced even by the Scandinavian and other pagan magicians who converted to Christianity. The Church officially disapproves of runic magic because it could be seen as encouraging pagan beliefs, but in practice, it tends to turn a blind eye so long as the practice is not tied to actual worship of pagan gods. Each time a magician gains this style of magic, they obtain one of the runic skills, in order: 1. Runic Divination When first studying runes, the magician learns how to make a set of rune tiles from Ashwood and use these for divination purposes. These runes must be carved out by the magician himself, and this carving must include an offering of the magician’s blood (a drop will do) to link that particular rune set to his own being. A magician cannot perform runic divination with a set of runes created by someone else. Performing divination by casting the runes does not show a single certain destiny; it will instead show the most likely of events (characters forewarned of outcomes can still change them). To do a rune “casting” in answer to a question posed in a sufficiently straightforward manner, the diviner would need to roll a D20+Level+INT modifier+Occultism lore. A successful general prediction of a vaguely general fortune might require a total roll of 15+, and a generic prediction of a more specific question might require a roll of 20+ In cases where the GM does not really know what the course of events would likely be, he may wish to use a random result to determine what the general theme of the reading predicts (it should only be actually relevant to future events if the reader was successful in their check). While a GM could do this by using real runes, he can also check on this table to see the central and most significant rune in the casting and its meaning, potentially rolling a second time if more inspiration/explanation is needed. 107
Rune (1d24) 1 Fehu (F), the ox, wealth, material prosperity, force, gold, prosperity, strife between kin. 2 Uruz (U), the auroch, the untamed, hardship that serves a purpose, hardiness, a shaping process, a flow of water, purification 3 Thurisaz (Th), the thorn, a giant, brute force, bad for women, poison, warding off enemies, physical obstacles, tilling soil, dynamic, something that can be weal or woe, disrupting union 4 Ansuz (A), the word, Odin, God, air, the wind, divination, inspiration, vibration, spoken magic, a magic word, knowledge 5 Raido ( R), the wheelbarrow, wagon, riding, difficulty with horses, a chariot, rhythm, a ritual, daytime, timing, style, the Sun 6 Kenaz (K), the torch, a sore, bad omen for children, cremation, initiation, the forge, unmaking something to remake it, kingship, control, crafts, hidden power 7 Gebo (G), a gift, an exchange, sacrifice, generosity, offering to the gods 8 Wunjo (W), joy, cheer, courage, goodwill, loyalty, family bonds, safety, a stronghold, harmony, triumph, ecstasy 9 Hagal (H), hail-storm, frozen, extinguishing fire, completion, stuckness, static, the universe, form 10 Nauthiz (N), need, the fire, sparks, want, peril, salvation if acting quickly, an end to squabbles, making fire, desperation, a sacrifice for survival 11 Isa (I), Ice, cold, stumbling, immobility, a bridge, danger caused by foolishness, ending/lack of wind, solidity, lack of motion, the path to hell, preservation, the ego, stillness 12 Jera (J), the year, the harvest, hope, profit, the cycle of the seasons, fertility, male and female together, long-term planning, the green, plants 13 Eiwaz (EI), the yew tree (the tree of death), death and dying, the soul, higher/good spirits, necromancy, the world of the dead, initiation, 14 Perthro (P), the dice cup, divination, a grave pit, luck, random chance, chaos, the well of wyrd, a well 15 Algiz (X/Z), the elk, protection, the elm tree, the shaman, ritual, the Bifrost bridge, the holy fire, communication with gods 16 Sigul (S), the solar ray, the lightning bolt, invincibility, triumph, the will, strength 17 Tiwaz (T), the Spear, Tyr, a star, the sky, communion with higher forces, a single path, stability, law, justice, rigidity, fatherhood, the application of force 18 Berthro (B), the birch tree, the great mother, motherhood, nurturing, the belly, pregnancy, the ancestral goddesses of the family, female ancestors, the earth, a vessel, a cup, the womb. 19 Eoz (E), the horse, a spirit animal, a spiritual journey, travel, leadership, movement 20 Mannaz (M), man, the rational mind, thought, memory, ancestry, the caster or the subject of the casting, male fertility 21 Laguz (L), a lake, depth, water, the great water, life, yeast, poison, a swamp, danger, festering, the subconscious, habits, travel by water 22 Inguz (NG), a seed, vital force, sex, emasculation, the hermaphrodite, secrets, hidden paths, hidden places, a eunuch 23 Dagaz (D), Dawn, Dusk, the day, the horizon, magical union, marriage, alchemy, spiritual realization, achievement 24 Othal (O), the home, property, a boundary, a border, a ritual space, an enclosure, the family, the community, birthright, inheritance 108
2. Runic Charms The second time this power is taken as a magical technique upon leveling, the magician will have mastered creating simple runic charms. Creating a runic charm doesn’t require much in terms of materials; only a piece of wood made into an amulet with a necklace of leather or twine, a knife used only for rune-carving, and a drop of the magician’s blood. However, it has some challenging requirements: it takes 28 days of ritual preparation (requiring partial fasting and meditative practices for at least 2 hours per day), and the rune itself can only be carved on one of the eight holy days of the heathen calendar (the two solstices, the two equinoxes, or the four dates precisely between each solstice and equinox). On the chosen holy day, the magician must spend 12 hours in ritual preparation and must finish carving the rune either at the moment of dawn or dusk. Carving the rune requires a magic check (D20+level+INT bonus) against a DC16. Should the check fail, the amulet won’t function. A magician can only carve one rune each holy day. Once created, the amulet can be worn by anyone, but only one amulet can be worn at a time. Each rune charm gives the following benefits while worn: ² fehu: +1 to reaction rolls involving trading or business ² uruz: +1 to CON-based saving throws ² thurisaz: +1 to melee damage ² ansuz: +1 to spell checks ² raido: +1 to initiative ² Kenaz: +1 to perception checks ² Gebo: +1 to reaction rolls with nobles ² wunjo: +1 to follower morale/loyalty ² hagal: +1 to saving throws versus disease ² nauthiz: +1 to saving throws against instant death ² isa: +1 to saving throws versus cold ² jera: +1 to checks involving farming ² iewaz: +1 to hit undead ² perthro: reroll any single d20 roll once per day (must keep the second roll) ² algiz: +1 to Armor Class ² sigul: +1 to ranged attacks ² tiwaz: +1 to melee attacks ² berkana: +1 to saving throws versus poison ² eoz: +1 to horsemanship ² mannaz: +1 to reaction rolls with peasants ² laguz: heal +1 extra hp per night of rest ² inguz: +1 to attack rolls against surprised opponents ² dagaz: +1 to any INT-based non-magical checks ² othala: +1 to any reaction rolls among your own kinfolk 3. Bindrunes The third level of runic magic obtained the third time a magician takes runic magic, is bind runes. These are more complex combinations of individual runes to generate specific magical effects. Creating a bindrune requires the same type of preparation as a regular runic charm, but in some cases, it may have other requirements in terms of material. 109
The Difficulty for creating a Bindrune is DC21. In most cases, a bindrune can be used in addition to wearing a runic charm. Note that the knowledge of making bindrunes does NOT mean that the magician will know any of the bindrunes. He will need to learn these from other skilled magicians or textual sources, though the latter are rare. If he finds a bindrune on his own, then studying the bindrune for at least a week and succeeding in an occult lore check (DC15) will let him uncover how to create and apply the bindrune (if he fails, he can continue to attempt the check every week of study). List of Common Bindrunes 1. Aegishalmur: The “Helm of Terror”. This bindrune was said to have been discovered by the legendary hero Sigurd as a secret of the dragon Fafnir, which he slew. It must be carved as a protective rune on a warrior’s helm, and it can be used to invoke fear in his enemies. This is an unusual bindrune in that it can be inscribed on metal, though it cannot be placed on steel or iron but rather on lead, which will usually be added to a helm. This lead plate and the tool to carve the rune would only cost about 10dn. Whenever the rune is touched by the person who wears the helm, as a standard action, it will cause anyone in the line of sight hostile to the PC to make a saving throw vs. magic (modified by WIS) to avoid being terrified. Any character of less than 3rd level/3HD who fails the saving throw will flee from the character as quickly as they can for at least 20 minutes. Any character of higher level/ HD will suffer a -4 penalty to attacks if they choose to stay and fight. 2. Angurgapi: This bindrune must be carved on a wooden container of liquids, most often a barrel, though it could be a cask or other container. This is a common symbol used by the Northmen, in non-magical versions, in barrels of beer. When a true vitki carves this symbol ritually, the barrel will be magically (hermetically) sealed to perfectly preserve the beer or any other liquid inside and prevent any leakage. 3. Athunni: A stave to get a girl. This rune is made in the usual fashion, but instead of a drop of the magician’s blood, it requires a drop of the blood of the man who seeks to win a woman’s love (unless, of course, the magician is the one who is seeking a woman). While the rune is carved, the magician must recite an incantation that includes the name of the specific woman the user of the bindrune seeks. This rune must then be placed somewhere on the woman’s bed (it can be under the mattress, for example). On the night the woman sleeps on the bed after the bindrune is hidden there, she must make a saving throw vs. magic against mental control (modified by INT); if the woman would not usually be physically attracted to the man in question or if she is notoriously dedicated to chastity (for example, a sworn virgin for life), or is a deeply pious Christian, she gets a +4 to the saving throw (the bonus is cumulative for each of the above conditions, to a maximum of +12). If she fails the saving throw, she will fall completely in love with the man. However, if the runestave is ever burned or otherwise completely destroyed, she will no longer be enchanted (though, in theory, she could continue to feel naturally in love). 4. Brynslustaflir: This bind-rune, carved on a whetstone, will make weapons especially sharp. Thus, it is carved on stone rather than wood. It has two parts, one carved on the top and the other on the bottom of a whetstone. After the carving, the whetstone must be buried for 9 days. After this, it can be used. Any time 110
that a blade is sharpened with the whetstone, it will become exceedingly sharp; it will get a +1 bonus to damage (non-magical); after each battle, there is a 1/6 chance that the blade will lose its extra sharpness, though it can be sharpened again by the magic whetstone. However, if the whetstone is ever touched by direct sunlight, or if the sharpener or anyone else looks at the blade’s edge while it is being sharpened, the bind-rune will lose its magic. 5. Draumstafir: This sigil is very special. In one sense, it has no real use in the material world. But for some people, it might feel invaluable. Draumstafir means “the dream stave”. It is a bind-rune that must always be carved only on midsummer night (the night precisely between summer solstice and autumn equinox), and it is carved on a strip of leather on which must be sewn a border of silver thread (this thread will have a cost of 25dn). The magician, or the person he gifts this bindrune to, must put the rune under their pillow, and from then on, every night just before dawn, they will have an intense lifelike dream of obtaining whatever is their greatest desire. It does not do anything in reality, but for some people, the ability to dream their fantasy every night is worth a great deal. 6. Dreprun: This sigil is written on paper or cloth. It is a curse-rune that, after being drawn, must be dropped onto a hoof mark where one’s enemy’s horse has stepped. Then, it must be buried in that spot. This will cause the death of an enemy’s cattle, one per day. This will either continue for 28 days, until the enemy has no more living cattle, until someone digs up the bind rune, or until magic or miracle is used to lift the curse. 7. Feingur: This is a bind-rune to cause pregnancy. It is most unusual in that the runestave is carved on a piece of cheese. The woman meant to become pregnant must then eat the cheese. To become pregnant, the woman in question must be capable of pregnancy, and must engage in intercourse within between the time of eating the cheese and her next menstrual period. 8. Gapaldur & Ginfaxi: These twin runestaves can be marked on cloth, or directly on the insoles of shoes. They are to be placed inside of each shoe. The magical effect is that these two runes will give a +4 bonus to the wearer in any wrestling (grappling) checks, so long as they wear the shoes. 9. Holastafur: This bind-rune will open the entrances to tombs and barrows, even if magically protected. It must be carved on a staff of Rowan wood, and the bind-rune colored by blood from the magician’s tongue. If it is successfully made, then any time a magician knocks three times on the entrance of a tomb or the hillside of a barrow, it will open a passage in the ground to go through into the burial place. 10. Kaupaloki: This powerful sigil works to give benefit in business, including illicit things like forgery or cheating, but also conventional trade. The bind-rune must be carved on a piece of beechwood and worn as an amulet (which means it cannot be used simultaneously as any other runic amulet). While wearing it, they get a +4 bonus on any checks directly involving business transactions, including appraising goods, forging materials, or trying to cheat someone on a sale, as well as standard business ventures. If a business check is being made on a weekly, monthly, or yearly basis, the bind-rune must be worn at least 75% of the days involved. 111
11. Lasabrjotur: This sigil allows one to open a door without using a key, though clearly by sinister methods. The magician must first carve and ritually make the bindrune. Then, to open a lock, he must obtain the belly fat of a dead man taken from the graveyard. He must put a little of this belly fat into his mouth. At the same time, he places the bind-rune on the lock he wishes to open, whistles into the lock while he still has the human fat in his mouth, and the lock will open. The sigil can be reused repeatedly, though more corpse fat must be obtained for each use. 12. Lukkustafir: This sigil protects one from evil forces. Worn on the breast, the bindrune grants a +1 bonus per level to all saving throws against demonic, undead, or faerie creatures, and those same creatures suffer a -1 penalty per level to hit him; the bonus is based on the wearer’s level, not the level of the caster who made it. It cannot be worn in conjunction with another rune amulet. 13. Maladeilan: This sigil grants success in a court case. It must be drawn with a mixture of brown coal and blood drawn from the nose. It is then worn on the breast like a runic charm (meaning it cannot be combined with other runic charms). The bind-rune will grant a +4 bonus to checks or outcome rolls related to court cases. However, if a magician wants to be absolutely certain of victory in a trial, another of the same bind-runes can be created, and must be worn on the back. When the two bind-runes are worn together, the wearer will be guaranteed to not lose the court case (note that it protects from losing, but this may not equate to an absolute victory; for example, in a lawsuit, the wearer might just get off without paying but not winning any money). 14. Nabrokarstafur: This sinister rune is used to create “nabrok,” a pair of magical trousers made from the skin of the dead. It requires a complex set of conditions. The magician must first get the freely willed permission of a person to use their skin to make the nabrok after they die. After they are dead, the skin must be carefully flayed from the waist down while keeping it in one piece. The magician must then perform a ritual that will empower the skin, which includes placing this sigil in the scrotum of the dead man’s skin, along with a coin. If the ritual succeeds, when the magician puts the pants on, they will fuse to his own skin. After that, every day, the magician can withdraw a single coin of the same type he put into the scrotum, while the original coin will remain. However, the magic will no longer work if the original coin is ever removed from the scrotum. These necrotic pants are cursed; in that whoever wears them will be damned to hell after their own death, unless they can convince another person to freely agree to take the pants from him and wear them himself. If this agreement is made, the pants can be transferred immediately without the need for further ritual, and the money will continue to be provided as above (so long as the original coin was never removed from the dead man’s scrotum). The curse of damnation will pass on to the new wearer (though he too can try to transfer the pants before his own death); the original wearer might still be damned to hell for their other sins, of course. 15. Rosahringur: This sigil is a seal of magical protection. It must be made on leather, taken from the side of a brown female dog, and instead of the magician’s own blood, it must be marked with the blood of a black male cat that was ritually slain under a full moon. While worn, the wearer is immune to any form of 112
possession and can not use or be affected by any form of magic. Note that this includes benevolent and malefic magic; no spell can affect them in any way. Even magical items will not have any power when used on the wearer or even when wielded by the wearer, except the most powerful magical artifacts or holiest relics. Obviously, no other bind-runes will work when this sigil is worn. 16. Thjofastafur: This bind-rune must be carved on the inside of a (wooden) bowl. Its function is to expose a thief. The magician fills the bowl with water, and the magician (or whoever had an object stolen from them) must sprinkle yarrow on the water as they recite the name of the object stolen. So long as the object was truly stolen by a mortal human, the face of the person who stole the object will appear in the water. 17. Toustefna: A bind-rune to protect your livestock from foxes. This bind-rune is carved on oak at the threshold of your chicken coop or sheep shed. It will make it impossible for foxes to approach. 18. Varnarstafur: This sigil will grant you favor from people in positions of authority. Creating it requires that you draw the rune on cloth with a tincture made from the guts of a flatfish and the membrane of a hen’s egg. You must wear the bind-rune under your hat. When wearing it, you get a +2 to reaction rolls from people in authority, and anyone speaking against you gets a -2. 19. Vatnahlifir: this bind-rune will protect a person from drowning. It must be made with a band and put on the inside of the right upper arm near the armpit. If the character wearing it falls into the water, they will float rather than sink. 20. Vekja: This sigil is used to summon the spirits of the dead. It can be used in any area where there may be a ghost, phantasm, or other spirit haunting to oblige them to appear before the magician holding the sigil. It can also be used on a corpse that has been dead for less than 24 hours to try to summon its spirit to answer questions. The rune must be carved on the skin of a horse’s head and marked with the blood of a seal, a fox, and a human. The bind-rune must be held visibly to invoke the dead, and in most cases, the spirits of the dead will automatically appear. Intelligent and self-aware phantasms who, for some reason, do not wish to be seen can make a saving throw to resist being summoned. The spirits of the recently deceased will appear automatically unless they were the body of someone whose soul was imprisoned in some way or if they were the body of a saint or a particularly pious and devout person of the true faith (a Holy person or very religious person of lawful alignment) or anyone who died in a state of grace (typically meaning they were a person of the true faith who had received confession just before dying). In all of those cases, the deceased’s spirit will not appear at all. In the case of ghosts and phantasms, the bindrune will summon them, but cannot control them as such. However, while someone is holding the sigil in their hand visibly, they will be immune to any special gaze-style attacks or fear effects from the spirit, and the spirit will not attack them unless they attack first. In the case of the spirit of a recently deceased person, the person holding the bind-rune will be able to ask the spirit a number of questions equal to the wielder’s level. All questions must pertain to something that the recently deceased knew in life, or else they will not know the answer (the question would still count against their total, because the spirit will answer “they do not know”). The spirit will remember 113
anything they would have remembered up to the instant of their death. Once a spirit has been raised and interrogated, it can never be summoned in this way again. Spirit Magic Spirit Magic is the term for the secret magical singing rites of the Skomroszny. These are thought to be descended from ancient shamanic practices of the proto-Slavic people. The practices are closely guarded secrets taught by Skomroszny to their fellows. To learn Spirit Magic, a character must have the Music skill, Occultism skill, and must know the Clever Tongue of the Skomroszny (if a Skomroszny PC does not yet have the Occultism Skill, they can still take this form of magic but cannot actually use it until they gain Occultism). Even then, a magician PC who was not a Skomroszny would need someone willing to break certain rules to teach this magic to them. They would need to train in the basics of the technique, requiring at least 2 hours of practice daily for a year or more. The Spirit Magic is also known, although the rituals are performed somewhat differently, by the pagan “Wolchw” shamans. Spirit Magic involves chanting and singing in order to invoke a Nature Spirit. He must work on this invocation for 3 days, doing his ritual every dawn and every sunset. The ritual takes about an hour to perform. It requires that the Skomroszny have a place to perform the rite in secret. Several Skomroszny can practice the ritual together, but no outsiders may be present. They can be indoors or outdoors but must have enough room to be able to move around in a circle that needs to be about a 10’ radius. They must also engage in breathing practices and chants as they dance, the chants taking the form of short repetitions of ineffable words with emphasis on vowel sounds in a kind of vibrating tone (in other words, a series of mantras), and this must be out of earshot of interlopers. If any intruder is in the area and either interrupts or is noticed by the practitioners, the ceremony must be stopped, and the whole process would need to begin again from the start. On the final sunset of the ritual process, the Skomroszny must make a magic check of 1d20+level+INT+Music, against a DC15. If the roll fails, he cannot attempt to invoke this spirit for at least two weeks. If he rolls a natural 1, he cannot perform the same rite again until a full year has gone by from the start of the rite. 114
If multiple Skomroszny are performing the same rite, they will each roll separate checks, but get a +1 bonus for each additional participant involved (up to a maximum of +4). Usually, success or failure is particular to each participant, so some might succeed at their roll, and others might fail. However, if any participant rolls a natural 1, all the other participants also fail their result (as if it were a normal failure). If he rolled a natural 20 on his check, the bonus would be greater than usual. If the chanter succeeds in performing the ritual, he gains the stated power of that spirit. The effect of that power lasts for up to one year or until he performs a rite for another spirit. He can never have the powers of more than a single spirit at a time. The first time a Skomroszny gains Spirit Magic, he will randomly learn the chant of 4 spirits. Each subsequent time he gains Spirit Magic, he will learn the chant of 3 more spirits, also at random. However, if a Skomroszny has spent time among others with Spirit Magic, and they are willing to give him some instruction about the chant of a spirit that he does not yet know (which would involve at least three full days of training in the technique with his tutor), then the next time he gains this magic he can choose a chant he took training in rather than roll randomly. Spirits 1. Spirit of Air: +1 to all saving throws, +2 if a natural 20 is rolled. 2. Spirit of Death: Non-intelligent undead cannot attack the chanter so long as any other target is available to them. On a natural 20, non-intelligent undead cannot attack the chanter even if no other target is available. 3. Spirit of Fates: Once per day, the chanter can perform a D20+WIS check to get an intuition about the best choice between two options. Difficulty depends on the complexity of the choice; DC10 is typical. On a natural 20, the roll can be done twice per day. 4. Spirit of Fire: The chanter may re-roll any failed saving throw to avoid permanent injury from critical hits or permanent ability score loss. On a natural 20, he gains a +1 to this reroll. 5. Spirit of Life: Once per day, the chanter gets a re-roll on a single check. The second roll must be accepted. On a natural 20, he can re-roll twice per day. 6. Spirit of Light: The chanter gets a +1 to ALL d20 rolls for any check relevant to something he has sworn on pain of death to accomplish (as judged by the GM). On a natural 20, the bonus is +2. 7. Spirit of Love: +1 to Reaction Rolls to convince others, +2 if a natural 20 is rolled. 8. Spirit of Metal: The chanter gains a +1 to melee attacks and damage. On a natural 20, he gains a +2 bonus instead. 9. Spirit of Might: The chanter gets a +2 bonus to all saving throws where failure would mean instant death. On a natural 20, the bonus is +4. 10. Spirit of Moon: +1 to Perception checks, +2 if a natural 20 is rolled. 11. Spirit of Night: Once per day, the chanter can attempt a 1d20+WIS check to receive a vision of something happening at this very moment, in a stated location anywhere in the mortal world. The chanter must know the exact specific location he wishes to see; it cannot just be “where person x is .”Thus, it must typically be a place the chanter knows personally, or a specific part of a place with a specific name, or somewhere for which he has a very accurate map or floor plan. The check’s difficulty depends on the distance: anything in a day’s 115
ride is DC10, anything in the same kingdom is DC15, and anything beyond that is DC20. On a natural 20, the chanter can do this check twice per day. 12. Spirit of Paths: The chanter gets a +2 to summoning demons and a +2 to saving throws to bind demons. On a natural 20, the bonuses are +4. 13. Spirit of Power: +1 to Occultism checks, +2 if a natural 20 is rolled. 14. Spirit of Prophecy: Once per day, the chanter can make a D20+WIS check to get a clear sense of the direction of something he seeks. The difficulty is based on the significance of what he seeks, with ordinary things being DC10, while things of greater rarity or importance being DC15 or DC20. His sense will not give any indication of distance, only direction. On a natural 20, he can perform the check twice per day. 15. Spirit of Reckoning: The chanter gets a +1 bonus to medicine and apothecary/ herbalism. On a natural 20, the bonus is +2. 16. Spirit of Rivers: The chanter gains the ability to automatically detect and see through illusions. On a natural 20, he also grants the ability to see the invisible. 17. Spirit of Rule: +1 to Reaction Rolls to Intimidate others, +2 if a natural 20 is rolled. 18. Spirit of Spirits: The chanter gains the power to escape from any imprisonment, being immediately freed from any bonds and magically transported to the nearest place free of any danger. However, any time he uses this power, he permanently loses one point from a random ability score. On a natural 20, he may make a saving throw vs. magic to avoid losing the ability score point. 19. Spirit of Sun: The chanter heals at double the normal rate from rest. On a natural 20, he heals at triple the normal rate. 20. Spirit of Truth: +1 to any check related to a legal or court check; on a natural 20, the bonus is +2. 21. Spirit of Voice: +1 to Morale/Loyalty of anyone under the chanter’s command, +2 if a natural 20 is rolled. 22. Spirit of Water: The chanter can be cured of any poison or disease. However, he must enter a deep healing sleep lasting 1d20 days to do this. He will awaken, cured, and refreshed. On a roll of natural 20 the healing sleep only lasts 1d10 days. A Note on Alchemy Alchemy, a magical system detailed in the Lion & Dragon RPG, does exist in this time, but it is extremely rare in this region. The only place it might be practiced in the Kingdom of Poland would be in some of the richest and largest monasteries. Thus, it is generally not a system of magic practiced by typical player characters. 116
Currency and Trade Currency is rare in this setting, but it exists in the form of coins, usually mixtures of silver and iron. However, much of the common trade is based on barter, specifically with linen cloth (wherein a yard of cloth is equivalent to about 4 denarii). The Kingdom of Poland has started minting currency called “Grzywna.” The Grzywna is the unit of a silver ingot, which has for some time been used in trade, shaped in the form of a long spike or nail, usually with a hole to tie together in bunches. Under Boleslaw the Brave, the Grzywna is the measure of silver of the crown, and smaller coins called ‘denarii’ (a Roman term) have been made from silver to represent portions of the weight of a Grzywna. 240 denarii make up one Grzywna. Grzywna is abbreviated “Gr,” and denarii are abbreviated “dn.” Example: 1 bolt of cloth = 4dn 1Gr = 240dn Economics and Equipment 117
Unlike in many OSR RPGs with a more fantastical than historical setting, money (in the sense of coins) is not something the average person deals with very much. A significant majority of the population hardly ever engages in commerce with hard currency. Peasants barter for crops and services. Servants and vassal knights receive room, board, clothing, tools, weapons, armor, and many other basic necessities in exchange for work and loyalty. On the other end of the spectrum, the aristocracy has vast lands, knights and soldiers, and influence in the courts, but may actually have little in the way of liquid assets (though there are certainly exceptions). They trade as much or more on their reputation, favors, barter, and ‘push’ in government as they do in money. Even the crown is unlikely to have any vast amount of coinage, with its treasury being routinely drained by wars and other engagements. Only in cities and major trading towns do coins become more common, though even there, paying for something in money is often a last resort. The only people who tend to have large amounts of liquid assets are Merchants and high-value craftsmen, crime lords, and some very unusually hyper-wealthy Magnates of the Szlachta noble families. If the GM wants to accurately reflect this medieval-authentic style of economy, he should take pains to remind the players of this situation. Trading with barter, most often in the form of bolts of linen, will be the most common type of economic exchange. But the player characters are adventurers, of course, so sooner or later, they will likely end up with coins. Nevertheless, if they have a routine job (even as a guard, an agent of the Crown or Church, or an adviser to a Noble), it’s possible that very little to none of their payment will be in money. Instead, they will be given the equipment they need (within reason), such as: room and board, facilities, training, letters & permissions granting or requesting the same for them when they travel on official business, etc. Price List of Common Equipment Note: many items on this list will be unavailable for purchase outside of large cities. In some cases, they may be obtainable through barter or the gift economy from allies or patrons. Armor The price of armor could vary significantly if the armor was created by a more renowned craftsman or had fancier finishing. Elaborate armor meant for both show and stopping power could cost as much as twenty times the listed price in the most outrageous cases. Respectable armor is tested, but some unscrupulous merchants sell armor that is not tested for stopping power. Such pieces could cost half as much but could be of significantly inferior quality than they appear (having a 75% chance of reducing the armor-class value by one point). The prices below are for standard armor, which has been tested. For Armor Class values, see “weapons and armor mechanics” in the following section. 118
Armor Type Cost Padded Armor 40dn Padded Splint 125dn Chain Hauberk 4Gr Small shield 160dn Large shield 1Gr Padded is simply a hard, thick cloth armor. A Padded Splint is padded armor with some plating added mainly to the arms. Padded armor is used mainly by common soldiers, splint armor by more professional warriors, and is usually accompanied by a helmet. A chain hauberk is a long shirt made from chain links along with arm and leg protection, and a helm. Shields were typically made in two varieties: smaller round shields and larger kite-shaped shields. Rounded shields were more typical of commoners and rustic pagans. The kite shields were more commonly used by professional soldiers, knights, and aristocrats. Both were made of wood, with leather and metal reinforcement. ² Cost of simple maintenance and cleaning of metal armor: 15dn ² Maintenance and repair of padded armor: 5dn ² Maintenance of shields: 9dn Maintenance of metal armor would be necessary at least once a year. However, maintenance could also be necessary if the armor was used for periods of travel, particularly if exposed to water or damp weather. In times of war, armor would likely need to be maintained after each battle (due to damage in combat). Maintenance would likewise need to be done after any period of “adventuring,” during which the wearer took damage, i.e., shields require maintenance if they were used for parrying, etc. Padded armor would only need repair if the wearer takes damage. Metal or padded armor that isn’t maintained will lose 1 point of AC protection. Shields that are not maintained will have a chance of breaking any time they are used to actively parry (breaking on a parry roll of natural 1). There is also a 10% chance that they could crack each year that they are not repaired. 119
Weapons The most common weapons for warriors in Poland are the spear (typical weapon of the peasant soldier and cavalry), sword, bow (always a short bow), axes, and daggers. Swords are typically long swords. Short swords are rare, and two-handed swords are unheard of in this time & place. Polish long swords in the early Piast era were straight, though in later centuries, these would be supplanted by the curved Polish szabla. As with armor, there are great variations in the cost of weapons. Weapons made for beauty can cost up to a hundred times the listed prices. Weapons of particularly good quality can likewise cost many times their standard value. Any weapon of foreign manufacture will cost at least three times the listed price. See “weapons and armor mechanics” in the following section for damage. Weapon Type cost Axe, battle 6dn Axe, hand 4dn Club 1dn Dagger 2dn Dagger, Silver 175dn Quarterstaff, wood 2dn Quarterstaff, metal-tip 3dn Mace 4dn Spear 3dn Sword, long, cheap 5dn Sword, long, knight’s 15dn Sword, silver plated 1Gr Sword, short 10dn Master-crafted Swords Master weaponsmiths, primarily found in the cities of Gniezno and Krakow, are capable of making high-quality swords, which must always be made to order in person. Each sword takes several weeks to make. These weapons, although non-magical, are designed to grant either a +1 bonus to hit or a +2 bonus to damage. In either case, they cost at least 6Gr, more if they are adorned with special detailing for additional beautification. 120
Ranged Weapon Cost Bow, short 124dn Dart (each) 2dn Sling 2dn Arrows cost 5dn for a dozen. Silver arrows cost 4dn each. Livestock Animals: Horses cost Farm Horse 160dn Riding horse, fast 3Gr Warhorse 7Gr-21Gr, depending on the breed The feeding cost for horses is about 3dn per month per horse in the countryside, about 7dn in a city. Note that in most cities, horses are only permitted on a handful of major streets, making them highly inefficient for everyday travel within the city itself. Stabling costs are 1dn per month (not including feed) in the countryside, and 2dn in the city. Saddles cost about 125dn for a normal riding saddle; a fancy Knight/Lord’s saddle costs 320dn. Good saddlebags cost 40dn. Animals: Others Cost Cow 50dn Donkey/mule 74dn Goose 5dn Ox 100dn Pig 16dn Sheep 8dn Chicken 1dn 121
Clothing Prices for clothing are expressed as a range of prices, representing the typical costs for clothing appropriate to one’s social background. There are no sumptuary laws in this early medieval period, so there are no legal restrictions on how people dress, but the restraints of tradition can be quite powerful. In most areas, peasants make their own clothing, which is generally local. Thus, each area has its regional styles, most of which have a variety of colors (though in some regions, they are very spartan, depending on character). In Greater Poland, male and female dress tends to be modest, typically in two or more layers, depending on the season. Men wear pants and a long waistcoat over that, which reaches down to the knees. The clothes of the poorest peasant classes will tend to be plain gray, brown, or white, but even the middling peasantry will tend to add color. Winter clothing will include fur overcoats. ² Peasant Clothing, very poor/servi: 1-4dn ² Peasant Clothing, average: 6– 16dn ² Peasant Clothing, wealthy farmers: 6 – 60dn ² Grodnik Clothing, very poor: 1 – 5dn ² Grodnik Clothing, craftsmen: 24-72dn ² Grodnik Clothing, wealthy: 128 – 164dn ² Rycerz clothing: 84 – 480dn ² Szlachta Clothing, every day: 72-960dn ² Slachta Clothing, fancy: 8-40Gr An average but good quality cloak costs about 8dn. A fancier cloak for a knight or noble would cost about 160dn. Food Food costs vary wildly between country and town, and in different sizes of towns (from tiny grods to larger cities). Note that while some inns exist in the largest cities and trading towns, there is no real ‘restaurant industry.’ Inns, which in this time were little more than larger houses with stables and extra rooms, would usually provide a meal to those staying there, occasionally even of passable quality. Some larger towns or cities also had “beer cellars” where locals came to drink and fraternize. They rarely provide much in the way of meals. The typical food of the era consisted of grains (millet, rye, and wheat being the most common), vegetables (cabbage being especially prominent, along with beans and peas), and some meat or fish (though peasantry would eat less meat than the upper classes). Pickling of cabbage and fish was common, as was salted meat in some regions. The staples were accompanied by local fruits and berries, eggs and milk products, honey, mushrooms, nuts, horseradish, and local herbs, etc. The most common drinks were beer and mead. Most dishes were prepared simply, cooked in a common pot, roasted, or baked in breads. 122
The highest social classes (the richest Szlachta and the royal house of Piast) have some more sophisticated cuisine strongly influenced by Roman cuisine (brought over by Church officials) or Byzantine food (brought by eastern trade routes), as well as dishes from hunting game (bear paws, bear tongue and bear bacon all being very popular). Food Cost Beer, cheap 1dn / 2 gallons Beer, medium 1dn / gallon Beer, good quality 2dn / gallon Bread 1dn Cheese 3dn / 10 pounds Eggs 1dn / two dozen Fish, pickled or salted 6dn Fruit, dried 3dn / pound Mead 2dn / gallon Meat, one meal 2dn Nuts 5dn / pound Pot of Peasant Stew 1dn / serves 8 people Spices, Pepper 16dn / pound Spices, exotic 34dn / pound Sugar 16dn / pound Wine, high quality 8dn / gallon Meals, cost by class: ² Szlachta: 6dn ² Rycerz class: 4dn ² Grodnik/peasant, prosperous: 2dn ² Grodnik/peasant (poor), servi: 1dn (Note: these are guidelines for those rare occasions where someone would need to pay out of pocket in coin for a meal, for example, if paying to arrange a special meal for a lord, or if staying at an inn, or wanting to reward someone in coin for providing a meal). Real Estate Land in Poland is very rarely purchased; it is inherited or sometimes conquered instead. In larger grods and cities, the Grodnik class may own or rent their homes; the rent payment is usually taken directly out of the profits from labor. Rents, city Cost Home, tenement 2dn/ month Home, tradesman 16dn / month Home, wealthy merchant 40dn/ mont Shop, average 16dn / month Inn 80dn/ month Rents, country Cost Cottage 40dn / year Purchase, city Cost Home, tradesman with shop 8Gr Home, middle class 4Gr Home, wealthy merchant 35Gr Home, noble’s house in city 60Gr Construction, country Cost Grod, small (including walls, towers, buildings, gatehouses, barns, cottages, etc.) 3800Gr Church, average 535Gr Cottage 332dn Keep, modest 8Gr Keep, Large/fortified 55Gr 123
Note: building a grod usually takes about 1d6+4 years to complete. An average church usually takes 2d6+12 years to complete. Both are mostly usable about halfway through their construction time, but a grod will not yet be fully defensible until within a year of completion. (Illuminates a 30’ area for 2 hours) (Good for an armorer/weapon smith’s forge or alchemist’s lab) ¿ (Good for most simple tool sets, including “thief tools”) e (Oil costs 1dn per flask, illuminates 30’ for 4 hours) g (Cost of a cheap manuscript; fancy illuminated manuscripts could cost up to 100 times more) Miscellaneous Equipment Item Costs Bag/backpack, good 3dn Blanket, quality wool 3dn Boat, riverboat, small (3 people) 3Gr Boat, riverboat, large 14Gr Boat, seafaring 415Gr g Book 168dn Bottle, glass, empty 3dn Candles, countryside 2dn/dozen Candles, city 6dn/dozen Cart, hand-drawn 8dn Cart, horse-drawn 32dn Chest, simple 2dn Chest, fine, with lock 24dn Cooking utensils, poor 2dn Cooking utensils, average 16dn Cooking utensils, fancy 116dn Ferry, one trip (man & horse) 1dn Inn stay, average 4dn Hammer & Chisel 13dn Jewelry, fancy ring 5Gr Jewelry, pearl necklace 332dn Jug, clay 1dn e Lamp 8dn Nail or iron stake 1dn Paper, 1 sheet 3dn Ink (per vial) 2dn Quiver, 30 arrows 2dn Rope, strong, 50ft 8dn Sack 2dn Shovel, strong 2dn Tinderbox 2dn ¿ Tools, craftsman’s 2-10dn Tools, workshop 10Gr Torch 1dn Waterskin, good 2dn 124
Services wages per day & per Month Unskilled Labor 1-2dn 4-16dn Animal Handler 1-2dn 8-24dn Apothecary 16dn 50-100dn Armorer/blacksmith 16dn 32-128dn Artist/sculptor (master) 32-128dn 1Gr-4Gr Craftsman, average 1-6dn 40-60dn Craftsman, Master 8dn 100-160dn Guide, wilderness 16dn 16-128dn Merchant, traveling n/a 40-120dn Musician/singer/ dancer 1-3dn 8-32d Sage/Scholar-monk 20-40dn 100-500dn Scribe/accountant 8-32dn 20-60dn Soldier, peasant 6dn 10-30dn Soldier, mercenary 32dn 40-80dn Mercenary Rycerz 64dn 80-120dn Mercenary cavalry (60 knights) n/a 20Gr Mercenary infantry (100) n/a 15Gr Surgeon/barber 10-32dn 48-80dn Thief/spy 60-120dn 60-240dn Offices Income/Year Official, Noble House 7Gr Official, Royal House 60-180Gr (Note: most of the payment of these officials is not in coin, but in goods and benefits) Other incomes: The incomes of peasants who own their own land can vary enormously, from barely subsistence level to perhaps as much as 5Gr per year, though a bad harvest could still be devastating. Wealthy merchants might earn as much as 20Gr per year in coin but risk serious losses or bankruptcy. Characters who engage in farming or trade for a living must make annual checks on their Merchant or Farming skills, with modifiers based on current events (war, droughts, banditry, etc) to determine annual incomes. Most Szlachta with lands generate considerable wealth annually, anywhere between 10-120Gr, but rarely is it translatable to coin values, being in the form of goods, which are then traded for services. Costs of Living 125
The basic costs of living and maintenance for a household are difficult to accurately measure, so the following are, at best, guidelines: (all below are cost per year) Poor Grodniks 168-320dn Wealthy Merchant 20Gr Commoner landowner 20Gr Rycerz Household 7-21Gr Lordly Szlachta Household 10-40Gr Magnate’s Household 68Gr Poor peasants and serfs may have about 160dn a year in maintenance, though in practice, much of that would be in the form of food, work, etc., taken from their own homesteads and not literally paid out. Dowries Paid by the bride’s family on the occasion of a wedding. In most cases, the dowry is not in coin, but in goods (livestock, often) or property. Class Cost $ Servi 8-100dn Peasant, poor 80-500dn Grodnik, poor 160-660dn Villain/Peasant, wealthy 6-60Gr Rycerz or Boot Szlachta 5-55Gr Szlachta, Lord 65-600Gr+ $ (Paid to the servi’s Lord) These costs may vary on any number of factors, including the suitability of the match, and whether the bride or groom (or both) are in a position to inherit significant titles or land. Selling Valuables Attempting to sell valuables privately to a purchaser will be unlikely to obtain the full retail price of the item. The amount that can be obtained will depend on a reaction roll (see “reaction rolls” below), where various modifiers could come into effect. Typical Values ² Purchaser is Agreeable +1 ² Purchaser is Greedy -2 ² Purchaser is Indecisive +1 ² Purchaser is Manipulative -1 ² Purchaser is Naive +1 ² Purchaser is Self-interested -1 ² Purchaser is Stubborn -1 Interests ² The item being negotiated is tied to an Obsession held by the purchaser +2 ² Purchaser is Intemperate or Pleasure-seeking, and the item is connected to their habits +1 ² The purchaser is Intemperate and in desperate need of feeding his addiction +2 ² The PC has connections to people the purchaser is loyal to, admires, or wants to network with +2 126
² The PC belongs to a demographic that the purchaser is prejudiced against -2 ² The PC belongs to a demographic that the purchaser distrusts -2 Situational Modifiers ² Item is currently in a high state of supply and low demand: -2 ² Item is currently in scarce supply and high demand: +2 ² Item is common in the location being sold: -1 ² Item is a luxury item: +1 ² Item is a highly special item (a rare valuable, a master craftsmanship, a work of art, a magical item, any unique object): +3 ² The item is stolen, and the purchaser knows this: -2 ² If the PC is selling the item, and the purchaser already has another purchaser certain to want it: +1 PC Selling Item, Results 1 or less Haggling went badly. The target is very angry and will react accordingly 2-3 Haggling went badly, no sale 4-5 40% of item value 6-7 50% of item value 8 60% of item value 9 70% of item value 10 75% of item value 11 80% of item value 12+ 85% of item value Taxes & Trade Taxation is in a very primitive state in the current Polish Kingdom of the Piasts. In many lands which are only nominally under the King’s authority, there’s no real taxation at all. In many other territories, only the Szlachta landowners charge taxes over their servi and peasant renters, and that “tax” is in the form of rents (or, occasionally, fines). It’s really only the large cities or trade route towns where the Piast authorities obtain taxation. The main taxation is in the form of a tax on trade, done when weighing the values of goods that traders have brought in before selling. The typical taxation rate is 10%, usually paid in the form of a part of the goods themselves, though merchants can choose to pay off the debt with coinage if they hope to get a better deal than the government rate when they sell the goods. The main trading items vary by region. They will be cheaper in their own region, and more expensive when brought over to other regions. 127
² Greater Poland: Furs, honey, leather, and wax products. ² Vistula region: Tin, Salt, Amber, ² Masovia: Slaves, mercenaries, timber ² Pomerania: Shipbuilding, trade goods from the north ² Silesia: Coal In addition to the above trade items, various smaller goods are localized to specific areas. Large-scale agriculture (grains & livestock) is important in trade in all areas that aren’t mountainous or thickly forested. Encumbrance Characters may generally carry up to 20 items on their person. This amount is modified (positively or negatively) by the character’s STR bonus. Coins count as one item for every 1000 coins carried. A quiver with up to 30 arrows counts as a single item. A quiver can also be modified to carry darts or knives, carrying up to 12 of these items without causing additional encumbrance. Heavy or very heavy objects can count as five items for the purpose of weight, while very light or very small items can be said to be “non-encumbering” and not count at all against the item total. Loose items will, of course, need to be carried in bags or satchels, which do not change their encumbering value. Armor does not count as an encumbering item; it has its own effects. Shields only count as encumbering items when carried, not while wielded. For performing any type of skills or actions requiring movement or agility (most checks involving a DEX bonus, like sneaking or climbing), characters carrying more than 10 encumbering items will have a -1 penalty to such checks. Any character carrying more than 10 encumbering items on their person gets a -5’ penalty to their movement rate. Characters carrying 15 or more encumbering items have a -10’ penalty to their movement rate. Examples of non-encumbering items: individual coins, gems, jewels, sling stones, arrows, healing herbs, regular clothes, and padded/leather armor. Examples of encumbering items: all weapons, carried shields, torches, lamps, musical instruments, thief tools, rope, bags with multiple small items, quivers, and metal armor. Examples of heavy items: a small chest, a corpse, etc. A sack or small chest can carry up to 5000 coins, a few dozen very small items, or up to a dozen non-encumbering or encumbering items of larger size (within reasonable limits). A mule with saddlebags can carry up to 30 items; a horse with saddlebags can carry up to 40 items. A small cart can carry up to 100 items, and a large cart pulled by two horses can carry up to 250 items. 128
Weapons and Armor Mechanics Armor Effects: A character’s Armor Class is based on the armor they are wearing, modified by their DEX modifier. However, Fighters, Holy Warriors, and Witch Hunters are specially trained to utilize armor more effectively than other classes. Thus armor will have one base value for those three classes, and another value for every other character class. Additionally, any character wearing heavier armor will be penalized for any type of skill or action requiring movement or agility (most checks involving a DEX bonus, like sneaking or climbing) and initiative rolls. Armor Type AC Trained* AC Other Penalties Unarmored 11 10 --- Padded Armor 13 12 -1 DEX Skills Padded Splint 14 13 -1 DEX Skills Chain Hauberk 16 14 -1 Initiative, -2 DEX Skills Shield, Small +1 +1 -1 DEX skills, while wielded Shield, Large +1/+2** +1 -2 DEX skills, while wielded *Trained: Fighters, Holy Warriors, Witch Hunters **: trained warriors get a +1 to AC with a large shield, but +2 vs ranged attacks. Note: All armors are presumed to come with a helmet, a metal “sallet” in most cases. If the helmet is not worn for some reason, the AC is reduced by -1. 129
Weapon Effects: Weapon damage is by size. Rather than providing separate damages for every single weapon, melee weapons, in particular, are given fixed damage values based on the weapon’s size. STR bonus is added to all melee damage, but not to ranged weapon damage. Melee Weapons Damage Special Unarmed 1d2 Fighters and Yotvingians do 1d3 Metal Gauntlet, or shield 1d3 Fighters and Yotvingians do 1d4 Tiny (e.g., dagger) 1d4 +2 initiative Small (e.g., hand-axe, club, short sword) 1d6 +1 initiative Medium (e.g., long sword, mace, battle axe) 1d8 Spears/quarterstaff 1d6 Can attack from a second row (Note: staffs cannot be used in conjunction with shields; a spear CAN be used in conjunction with small shields) Missile Weapon Damage Range (in feet)* Thrown dagger/dart 1d4 10/20/30 Sling 1d3/1d4** 50/100/150 Short Bow 1d6 50/250/500 *: range penalties are -2 to hit between short and medium, -4 to hit between medium and long for normal ranged weapons. **: sling hurling common stones do 1d3, while forged lead or pewter sling bullets do 1d4 130
Named Weapons: any PC can choose to give a name to any weapon they own. However, for certain classes, one specific weapon can be given a name to represent that it is a special or signature weapon of that character. That named weapon will grant a +1 to hit in combat only when used by that character. A character can name a weapon to gain the benefit once. The type of weapon that can be a signature weapon of this sort depends on character class: ² Archer: Short Bow ² Fighter: Any melee or ranged weapon ² Holy Man: Quarterstaff ² Holy Warrior: Sword (short or long), Mace or Spear ² Skomroszny: Club, Dagger, Sling ² Thief: Club, Dagger, Hand Axe, Short Sword, Sling ² Witch Hunter: Sword (short or long), Battleaxe, Dagger, or Spear ² Woodsman: Battle Axe, Hand Axe, Shortbow ² Yotvingian: Battle Axe, Club, Spear Non-Magical Herbs and Poisons Medicinal Herbs: Angelica: said to have been a gift to humanity from the Archangel Gabriel, this plant is often used in cooking, but medicinally, it is a powerful curative against diseases. Anyone who drinks a concoction of Angelica will get a +2 bonus to saving throws vs non-magical disease (except infections) each day. Creating a dose of medicinal Angelica is DC5, and purchasing it costs 3dn for a week’s supply. Goldmoss: this plant, made into a potion, will aid in recovery from colds and flu. Taking gold moss will grant a +2 bonus to saving throws vs disease against colds/flu. It is DC5 to create, and a week-long supply costs 7dn. Kurpie Mushrooms: The Kurpie people of the White Wilderness know of certain mushrooms that can be concentrated to create powerful visions. Anyone experiencing these visions will be disoriented and unresponsive for the 1d4 hours that they are under the mushroom effects. If they succeed in a WIS-based occultism check DC12, they may obtain some useful insight from their vision. Milfoil: made into a concentrated tincture to be applied over wounds, this medicinal plant will speed healing from injury. Milfoil tincture will accelerate the healing process, healing an extra +1hp per night of rest for three days per dose. A dose requires a DC10 to prepare, taking two days, and each dose is typically worth 6dn. Milk Thistle: drunk as a tea, milk thistle can serve very well to cure the effects of a hangover. It requires no special preparation 131
other than boiling. A 10-dose supply of milk thistle might cost 1dn. Mugwort: this herb is used for medicinal purposes, mainly for relieving menstrual pain in women. However, it is also useful in treating infection. A mugwort tea will grant someone suffering from infections a +1 bonus to saving throws to resist the infection. Additionally, burnt and inhaled as incense, mugwort causes people to remember their dreams. A week’s supply of mugwort can be bought for about 4dn. Silver Thistle: This flower found in foothills and mountains provides protection against plague. Anyone who takes a preparation of silver thistle will get a +4 bonus to prevent contagion from the plague. It is DC5 to prepare, but failing the check will cause the imbiber to suffer from diarrhea. A week’s supply costs 3dn (more in times of plague). Sweet Clover: a tincture made from this herb will reduce swelling and congestion. The tincture is DC5 to create, and a one-week dose would cost around 9dn. Wood Avens: made into tea, Wood Avens can help to reduce fever. Drinking a dose of this common herb will grant a +1 bonus to saving throws vs disease against fever. A week’s supply might cost 1dn. Yellow Gentian: this herb helps against Cholera. The herb, found in foothills and mountains, must be made into a highly concentrated tincture that takes three days to prepare (DC15). Each dose will grant a +2 bonus to saves vs the Cholera disease. It costs 5dn for a week’s supply of the tincture. Poisons: Belladonna: Useful in small doses for medicinal purposes as an anesthetic and sleep aid (in said use, the cost of preparation is only 2dn). Belladonna poison will create disorientation when drunk, and makes a person highly responsive to questioning (save vs. poison or PC will answer all questions posed with disinterested candor). Anyone affected by a poisonous dose of belladonna must make a save vs. poison with a +2 bonus or will die within 1d6 hours. Preparing Belladonna poison takes two days and is DC10. Belladonna may sell for 80dn. Hemlock: Hemlock is a deadly poison that is ingested. However, it has a very noticeable flavor, making it difficult to use for assassination. Anyone who ingests it must save vs. poison or will die in 2d6 hours. The victim feels no pain but only a gradual numbness and paralysis that creeps up the body until one can no longer breathe. Hemlock poison takes two days to create (DC12) and sells for around 32dn. 132
Henbane: Henbane can be used to make a healing medicine (DC12, costing 16dn) that can heal an extra +1hp overnight. Drinking Henbane causes a deep sleep from which the drinker will not awaken for at least 10 hours. However, if violently roused, they may save vs. poison to see if they wake (note that interrupted sleep negates the healing bonus). The sleep brought on by Henbane usually brings strange dreams with it. In more powerful concentration, Henbane is a deadly poison, identifiable by a telltale rash, leaving its victim confused before falling into unconsciousness as above. After 10 hours, the victim must save vs. poison, or they will die. Martagon: this rare herb is only found in the region near Poznan. It can be made into a poison that is lethal to felines. The poison can be ingested, but skin contact will also be lethal. Cats of any kind that are exposed to the poison must make a poison save. If the cat fails the saving throw, they will die in 1d6 hours from ingestion or 1d6 rounds from contact (even if they succeed, they will be listless and unwell for 24-48 hours). The poison is DC12 to create but is not commonly known; it would need to be learned from some local apothecary of the region. A dose of this poison could cost around 15dn in any area outside the Poznan region. Mushroom, poison: there are a wide variety of poisonous mushrooms in the woods of Poland. A particularly deadly kind of poison mushroom (which could be found in deep woods with a DC12 wilderness lore check) might be added to food, causing abdominal pain, diarrhea, and vomiting within 1d6 hours of ingestion, leading to potential renal failure. Victims must save vs. poison or die after 1d10+5 days of agony. Hellebore: In its natural state, it is a mildly poisonous flower; however, herbalists around the Warta River have uncovered the secret of making a powerful poison from it. A special twisted arrowhead can be dipped in this poison. If it is injected into the flesh, it is fairly fastacting. The knowledge of preparing this poison is handed down secretly among the people in the region west of the Warta River, and it is gradually dying out. Anyone hit by an arrow with this poison (which could also be applied to a dagger) will have to make a saving throw vs. poison 2d4 rounds after being struck. If they fail the saving throw they will collapse and die within another 1d6 rounds. To outsiders, doses of this poison may be sold for as much as 124dn. Ledum: This herb is useful as an ointment to prevent infection from puncture wounds. Creating such an ointment is a DC10 check, and it reduces the risk of infection by half. A small jar of 12 doses would cost about 12dn. Ledum flower diluted into water can also be used to protect clothes from moths or other insects. However, the Ledum plant also has poisonous effects, requiring a DC10 check to create. Anyone poisoned with Ledum must make a saving throw versus poison. On a success, they would become violently ill for 2d12 hours and lose 1d6 temporary points of constitution. On a failure, they would become gravely ill and die within 1d4 hours. However, this poison will have a strong aroma; thus, it is difficult to hide its presence except in very strong, undiluted alcohol (keeping in mind that in this era, most people drink watered-down alcohol). White Bryony: this very common plant is moderately poisonous in its natural state and 133
is sometimes responsible for the death of livestock that eat it. Humans would need to eat a vast amount of it (typically berries) to be lethal. But bryony can be distilled into a concentrated poison (DC5 apothecary check). Anyone who consumes the poison must make a saving throw vs poison (CON) with a +2 bonus. If they succeed in the save, they would only feel terrible stomach cramps and pain as well as diarrhea, but if they fail the save, they will fall unconscious and die in 10-60 minutes. Wolfsbane: Very well known in its natural form for its capability to stave off wolves or werewolves, this plant can also be prepared as a significant poison (DC12 check). As a poison, it can be ingested or made into an unguent that is absorbed through the skin. In either form, the immediate effect is a tingling sensation, then numbness, tightness of breath, and blurred vision. It later causes paralysis and then potentially death. Ingested, death will occur in 1d6 hours if the victim fails a saving throw vs. poisons. Taken from a weapon injury, death will occur in 10 minutes if the victim fails a save versus poison. Wormwood: In small doses, this plant is used to sometimes spice mead, and it is sometimes used to aid sick people in recovering their appetite. In more concentrated doses, it is mildly hallucinogenic. In a highly concentrated state, wormwood can serve as an ingested poison (DC10 to create). Someone who consumes it must make a saving throw vs poison; if the save is successful, the target will suffer from nausea and distorted perception for 1d4 hours. If the saving throw fails, the subject will become incoherent and suffer from seizures for 1d6 hours, after which they must make a second saving throw; if they fail the second saving throw, they will die. Wormwood has a very intense flavor, so it is rarely used as a poison. Yew Needles: the needles of the Yew tree can be made into a powerful poison. This tree, associated by the pagans with the spirit of death, is highly toxic even in a natural state. Preparing a poison out of yew needles is a DC5 check, and anyone who drinks it will begin to feel unwell within about 30 minutes. They must make a saving throw vs poison; if they succeed, they will begin to vomit and feel weak for the next 24 hours. Failure means they will collapse and die within 1d4 hours without magical or miraculous intervention. 134
Game Master Procedures 135
Reaction Rolls When the GM needs to determine an NPC’s basic impression of a PC, a reaction roll is called for. This kind of roll should be done when the GM wants to know how the NPC reacts to the player character’s social behavior, be it an initial encounter in the middle of the wilderness, how an NPC reacts to a character flirting with them, how a noble NPC reacts to a speech intended to convince them to do something, or how a guard reacts to a PC’s attempt to lie to them. Note that a reaction roll can also be used in the case of wild animals or monsters to determine whether the creature automatically attacks a PC or group of PCs in a random wilderness encounter. The basic reaction roll is done by rolling 2d6 and consulting the following table: Roll Reaction 2-3 Extremely hostile (if applicable to the situation, the subject will attack the PCs). 4-5 Negative. The subject is likely to be hostile if already inclined in that direction, and if not, will certainly not be favorable in any way. 6-8 Neutral/undecided. The NPC is not strongly directed favorably or unfavorably toward the PC. A creature would attack if it tends to be aggressive by default; an NPC will act according to their own nature unswayed by the PC’s attempt to influence them. A second roll is probably called for if the PC continues to try to influence the NPC. 9-10 Favorable. The NPC/creature is mildly favorable to the PC, will tend to think well of them, try to grant them what they want if it is within reason, will not immediately attack unless provoked directly, and will be swayed by the PC’s arguments. In particularly complex social situations, a second reaction roll may be called for as the PCs continue to interact with and try to influence the NPC. 11-12 Highly favorable. The NPC will be convinced by the PC’s argument if there’s any chance the argument could convince them, fooled by their manipulation if it is not absolutely implausible, or will tend to favor them in any social situation, will be attracted to them, etc. A creature will certainly not attack unless given good cause to and may even demonstrate friendliness to the PC if it is in the creature’s nature to do so. 136
In some cases, the basic reaction check will be done to gauge a being’s reaction to the player character party as a whole. In that case, the GM should feel free to apply modifiers of anywhere between -4 to +4 depending on any number of mitigating factors he feels may apply to the reaction check. A beast found in the jungle that is by its nature fierce and savage will likely have a penalty to reaction checks. A Holy Warrior dealing with a pious priest may have a bonus to his reactions and would have a higher bonus if the Holy Warrior was known for great deeds. In any case, where an individual PC is the one doing the social interaction with an NPC (or the bulk of the social interactions), then that PC’s CHA modifier should also affect the reaction check roll. In situations where multiple PCs are trying to speak up and influence the GM may judge that “too many cooks spoil the broth” and not give any charisma-based modifier to the roll unless the second or subsequent PCs are being very careful to cooperate in how they’re assisting the main PC’s interaction. In some cases where various PCs try to actively influence the situation and use wildly different strategies, contradict each other, or undermine each others’ positions, the GM may choose to add a negative modifier to the reaction check to represent this kind of bungled diplomacy. If a PC has charisma-based skills, and they use those skills in a relevant way to affect reactions, the PC should roll a skill check; if they succeed at the skill check they should likewise gain a bonus to their reaction checks of at least +1, if not more. Some background details or magic indicate a set bonus to reaction rolls in their description. Different situations will also likely modify reactions according to details like background and social class. Note that the reactions in the reaction table are broad outlines; the GM should feel free to interpret them how he feels based on the vagaries of the particular situation. All reaction checks are deeply dependent not only on the circumstances of the environment but also on the quality of the roleplaying done by the player in his expression of what his character is attempting to do and how his character acts. Additional Rules for More Complex Social Reactions When rolling a more complex reaction roll, the ultimate check is the same as a basic reaction, though the table of results can be crafted for specific situations. The roll is still 2d6 and still modified by the PC’s CHA modifier, but other elements are more specifically taken into account. The GM should also make the Player state what he does in the social interaction. Some Gamemasters might want the player to roleplay it all out, while others might want them to just describe the general tactic or strategy they are undertaking to get their way in the interaction. This may specifically interact (for better or worse) with some of the NPC’s values, interests, or modifiers related to the situation. The GM can always impose a benefit or penalty beyond any of those if he feels the PC’s strategy is especially good or bad. First of these is the GM’s determination of whether the NPC the character interacts with has any strong values that could influence the result in one direction. These values could affect the character’s disposition to go along with or reject the PC’s attempt at social manipulation; either as a general principle, or because of something specific to this situation or the approach the player character is taking. 137
The GM should also take note of any special interests that the NPC has. These could be fears, ambitions, loyalty, prejudices, or obsessions, which could benefit or harm the PC’s chances depending on whether they match with what the PC is trying to achieve or clash with the same. Finally, the GM should take note of Situational Modifiers. Things to do with the environment, the current situation, local culture, or any other number of miscellaneous factors that could alter the odds for or against the PC’s favor. After applying all modifiers, the total result on the reaction roll will determine the result as usual. Sample Values Note that many characters could have multiple strong values if those values were not directly incompatible. For example, a character could be Brave, Principled, and Impulsive, but a character could not be Brave and Cowardly. A guard might be Stubborn, Sober, and Naive, but he could not be Sober and Intemperate. In situations where characters have multiple values that could modify a reaction roll, ALL the relevant values that apply should modify the roll. 1. Agreeable: this character always tries to be as nice as possible. Note that “nice” is not the same as good or kind. All kinds of villains or psychopaths can act very agreeable. 2. Arrogant: this character is very strongly convinced of his own inherent superiority. Anything that questions that superiority will be met with disdain, anything that plays to it or manipulates it will tend to work against him. 3. Ascetic: this character eschews great shows of wealth or luxury, and tries to maintain a simple lifestyle. 4. Brave: this character is not easily manipulated by fear or threats. He is not necessarily reckless but is not afraid to be in dangerous situations. 5. Cautious: this character is very careful in thought and action. He is not necessarily cowardly, distrustful, or indecisive; he just lives by making whatever he considers to be the less risky path. 6. Cowardly: whether he shows it publicly or hides it behind bluster, this character is terrified by any kind of danger. 7. Disciplined: this character has very high expectations of himself and often others in terms of work and personal standards. He does not slack off or cut corners. Note that a very disciplined person is not necessarily honest or principled in other ways. He could be very disciplined but corrupt. 8. Distrustful: while a cautious character is generally prudent in all circumstances, a Distrustful character is suspicious, always assuming people have ulterior motives. 138
9. Greedy: this character is always looking to accumulate wealth, or cut costs. 10. Humble: this character is not necessarily ascetic, he may have wealth or power, but will never show off unnecessarily or try to talk himself up. 11. Idealistic: this character has strong beliefs, be they ethical or religious, and believes in the power of his ideals to accomplish things. He is not necessarily naive or overly moralist; his ideals direct his worldview and sense of meaning. 12. Impulsive: this character tends to act before thinking things through. They act on emotion and instinct more than reason. 13. Indecisive: this character tends to vacillate, unable to make quick decisions. This is not necessarily because of caution (it may take him a long time to make a choice that involves little to no risk), he just tends to over-think things. 14. Intemperate: this character is prone to drink, drugs, or other forms of inebriation to the point of addiction. In extreme cases, this could involve other forms of addiction, like gambling, sex, or even food, if their need is so intense that the character will have a hard time resisting the source of his addiction when offered, even if he knows it is unwise. 15. Kind: without necessarily showing it off, or even acting nice or pleasant, this character has a genuinely kind nature, showing mercy and a charitable drive. 16. Law-abiding: this character believes in the law and the rules, and lives by them. He may be unwilling to break the rules even if presented with a good reason. 17. Lecherous: this character is strongly driven by his romantic and sexual impulses, which are frequent. 18. Manipulative: this character is of a nature that they almost can’t help but scheme, plot, and try to get others to do things for the character’s own benefit, whether or not the other person realizes it. 19. Mean: this character has a fundamentally cruel nature. He enjoys bullying others and even just seeing others suffer. 20. Moralist: this character has a strong moral code, which he expresses publicly. It may or may not be in line with local law. It may or may not be a religious code (though it’s very often likely to be). But he lives by whatever moral code he has and expects others to live up to it too. 21. Naive: whether this character has noble ideals or has none at all, he is simply very gullible. He is prone to falling for what others tell him. 22. Ostentatious: This character likes to put on a great show and be the center of attention. This can involve great displays of wealth, power, or luxury, or simply excessively dramatic behavior or other attention-seeking attempts. 23. Pleasure-seeking: this character is dedicated to their comfort above all else. They may not necessarily have any specific addictions or obsessions, but they always want to have a good time. 24. Principled: this character may or may not be disciplined in other ways, may or may not have high ideals, and may not even necessarily be law-abiding, but they live by their own word. The character will try very hard never to break any oath they have personally taken, or fail in any duty they have willingly taken on. 25. Religious: this is a character of very strong religious faith. They may or may not be deeply learned in the faith’s theology, but their devotion is a major aspect of their values. This character may also be a Moralist, but not necessarily, as they may only seek to live out their faith without insisting on imposing its expectations on others. 139
26. Self-interest: this character does not hold strongly to any outside code; his only real value is his benefit. He may be pleasureseeking or greedy, but he may instead have a broader view and look more to his long-term interests. 27. Slothful: This character is very lazy and generally interested in avoiding doing anything too strenuous or hard. 28. Sober: this character is not just personally temperate; he will also strongly resist any form of inebriation and look down on people who engage in or promote insobriety. 29. Stubborn: this character may have other traits that direct his stubbornness, but above whatever his values and interests are, he is doggedly determined to keep to what he decides once he’s decided it. 30. Truthful: This character considers truth and honesty to be the supreme values. He will resist strongly any attempt to get him to lie and will look down on those who are dishonest. Note that this does not necessarily make him a good person in other respects; he could still be cruel or even criminal, but he will just be honest about it. This list is not necessarily exhaustive. The GM can come up with other values and apply modifiers based on them to reaction checks if he so desires. Interests This category covers a wide variety of personal interests that are separate from personal values. These are the things a character wants or cares about rather than what he believes or behaves. As with Values, a character might have more than one interest but cannot have two interests in direct opposition. Examples can include: 1. Admires Knowledge 2. Admires Power/Strength 3. Admires Wealth 4. Admires Wisdom (either Religious wisdom or wisdom in general) 5. Ambition: strengthen family/house/tribe/clan 6. Devout (this indicates strong support for his religion rather than just personal religiosity) 7. Distrustful of Foreigners 8. Distrustful of Magicians 9. Obsessed with a personal goal 10. Obsessed with (specific interest) 11. Opposes (local ruler) 12. Phobia (this can be a broad type: The dark, open spaces, etc; or specific: the Undead, a particular animal or monster, etc.) 13. Prejudiced against (religious denomination) 14. Prejudiced against authorities 15. Prejudiced against criminals 16. Romantic Interest (specific person/match) 17. Supports (local ruler) 18. Supports (local religious authority) 19. Supports (illegal religious faction) 20. Supports (rebel faction) This is by no means an exclusive list. The GM can decide that any other personal interest of the NPC could modify the reaction roll. 140
Situational Modifiers These are modifiers based on location, particular events taking place at the time, or other environmental factors that influence the probability of an interaction succeeding or failing. Example Modifiers: -Trying to bribe an official with an insultingly low bribe: -2 -Trying to bribe an official with a very high bribe: +2 -The judge in a court case or disputation is biased in favor of the character’s side: +2 -The GM judges a character’s argument is unsuitable or incoherent: -1 -The character has a reputation known to the subject: -2 to +2 depending on the reputation -The character is trying to find out information that is a well-kept secret: -2 -The character is trying to find out relatively well-known information: +2 -The character is trying to be convincing about something he has no knowledge of: -2 -The character’s group is more numerous or obviously powerful than the subject: +1 -A crowd of onlookers favors/disfavors the character: +1/-1 -The character is a Noble: +1 or -1 where this might favor or disfavor -The PC’s claims sound probable/improbable: +2 to -2 The above are only a few examples, and all situational modifiers should vary (anywhere from typically -2 to +2, but sometimes as much as -4 or +4) depending on the particular situation the reaction roll is being used to adjudicate. Morale Rules All monsters, animals, non-player character servants, hirelings, and other kinds of NPCs will have a “morale” score. This score indicates the general courage and overall loyalty of that individual. Morale is generally used in two contexts: first, to determine whether an individual or group of beings will flee from combat, and second, to determine whether a servant or employee will be obedient, trustworthy, or loyal to their chief. Morale scores are expressed as a number value, usually between 2 and 12, with an average Morale score of 7. This is the number that a morale check is based upon. The morale check is a 2d6 roll, where if the result of the roll is equal to or less than the morale score, the check is a success. However, if the roll is higher than the morale score, the roll fails and morale is broken. Creatures and monsters in combat (including animal companions of the PCs) make a morale check as individuals: a) when they have taken their first hit in a battle b) after a hit reduces them to less than half their total hit points c) after a hit in a battle reduces them to less than one-third of their total hit points. If they fail the morale roll by 1-2 points (for example, a character with morale 7 rolling an 8 or 9), they will attempt to make an ordered retreat or withdrawal. If they fail morale by 3-4 points, they will directly flee (possibly granting opponents in a melee a free attack). If they fail by 5 or more points, they will attempt to surrender and beg for mercy. If, 141
for some reason, the action they’d normally undertake is impossible (for example, if the opponents have nowhere to flee), the character will still enter into a state of panic for one round, during which they forfeit their action and will afterward be continually seeking a chance to flee; also, any subsequent morale check failure will mean the character automatically attempts to surrender regardless of the margin of failure. Hirelings or followers of Player Characters who have combat training or experience do not make a morale check after their first hit, but rather only if they are reduced to one-half or one-third of their hp. Other potential NPC companions of the PCs would still be required to make that initial morale check. Morale can also fail in combat collectively for an entire group. A group of monsters or creatures will make a morale check collectively if they are operating as a unit: ² a) on the occasion of losing their first teammate ² b) when they are down to half their numbers ² c) when they are down to one-third of their numbers. Henchmen and other followers of Player Characters will likewise have to do morale checks the first time a member of their side is killed or incapacitated in a battle (regardless of whether said member is a PC or an NPC), when half the total party (PCs and NPCs) have been taken out, or when the party is reduced to onethird the numbers it had at the start of a fight. 142
Servants of all kinds may additionally make a morale check if they are ordered to do something that goes deeply against their nature. For example, a deeply virtuous NPC being asked to do a wicked act, a deeply cowardly NPC being asked to risk their lives, or any time that a PC orders an NPC to do something that would significantly and imminently endanger them (if a PC ordered a servant to fight off a group of goblins while the PC ran away), might require an additional morale check. Monsters’ morale score varies wildly according to the race of the monster. As a general rule, most humanoids will normally have a basic score of 7; extremely fierce or steadfast creatures may have 8 or 9. Religious fanatics or other forms of zealots could have 10 or even 11. Non-intelligent constructs and the non-intelligent living dead never check morale under normal circumstances. Creatures who are very powerful are likely to have a morale higher than the average for their species. The morale of servants, hirelings, or followers is always 7, modified by the CHA modifier of the person hiring or leading them. This can be (at the GM’s discretion) further increased by significant rewards or offerings of double pay or by a series of generous actions on the part of their employers. Likewise, failure to pay their wages regularly or repeated mistreatment of the servant will reduce morale. If an NPC has sincerely sworn an oath of loyalty to the PC (a highly loyal retainer, apprentice, etc) they should get a +1 to their base morale. For both monsters or allied NPCs, the morale score can be affected positively or negatively at the GM’s discretion if the conditions of a particular battle indicate it. Generally speaking, if the opponents of a group are vastly superior in power or numbers to the defending group, this should generate a penalty of -2 to the defender’s morale. Likewise, if the group is vastly superior in power or numbers to their opponents, they could have a bonus of up to +2 to morale. Constructs and non-intelligent living dead would, of course, not have their morale affected by such considerations. Travel Times Characters traveling on foot can cover about 18 miles per full day of travel on a road or welldefined trail, about 6 miles per day in forest, about 9 miles per day in hills, and about 12 miles per day in clear open grassland. Traveling on horseback, one can cover about 36 miles per day on the road; 9 in forest, 12 in hills, or 24 in clear grassland. Note that in particularly dense forests or hills/mountains, travel time on horses could be reduced to normal walking speed or worse. Traveling by river on a riverboat, assuming the river is navigable, about 24 miles a day can be covered downstream or 18 miles per day upstream. Assuming calm weather, traveling in the open sea allows one to cover 48 miles, assuming average (favorable) winds. This is reduced to 36 miles with unfavorable winds, and no movement if there’s no wind.wind. Travel through mountains is variable depending on the difficulty of the mountainous terrain, but it generally will only manage up to 6 miles a day on foot or horseback, except on very welldefined trails. 143