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Aventuria Compendium (Alex Spohr Fabian Talkenberg Jens Ullrich) (Z-Library)

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Aventuria Compendium (Alex Spohr Fabian Talkenberg Jens Ullrich) (Z-Library)

Aventuria Compendium (Alex Spohr Fabian Talkenberg Jens Ullrich) (Z-Library)

200 Chapter 6: Professions Noble Most nobles in the Middenrealm, the Horasian Empire, the Bornland, the Lands of the Tulamydes, and the Warring Kingdoms live not as courtiers but as landed gentry on their own estates. Even though most nobles lead far better lives than their farmers, they still have many responsibilities. They must enforce law and order on their lands, support their liege lord in times of war, and see to the wellbeing of their farmers—at least in theory. The truth is that sons or daughters of noble houses sometimes desire to leave home, and have many reasons for doing so. Maybe, due to birth order or family misfortune, they stand little chance of inheriting. Perhaps an argument in the family drives them away, or they simply decide to seek adventure in far-away lands instead of following the order pleasing unto Praios and staying home to look after their subjects. In the Lands of the Tulamydes and the Horasian Empire, people regard it as good manners to sow some wild oats, get a little experience of the wider world, and return as a wiser person to fulfill one’s duties. Thus, even a simple farmer may meet a member of the aristocracy, an esquire, or the heir of a Tulamydian ruler far from home. However, as tolerant as nobles are toward their commoner friends, they still regard themselves as members of the ruling class of Aventuria, and thus often assume leadership positions in their group, though they do not ignore the advice of their companions. They find that their name and reputation alone is sufficient to open doors that would remain closed to other adventurers. Noble Profession Package AP Value: 262 adventure points Prerequisites: Advantage Noble (5-15 AP) Special Abilities: Languages and Scripts for a total of 8 adventure points, skill specialization Law Combat Techniques: Bows 10, Daggers 8, one of the following combat techniques 10: Impact Weapons, Swords Skills: Physical: Body Control 3, Carousing 2, Dancing 3 Feat of Strength 2, Perception 3, Riding 6, Self-Control 4 Social: Empathy 5, Etiquette 6, Fast-Talk 4, Intimidation 3, Persuasion 5, Willpower 5 Nature: Animal Lore 3, Orienting 3, Survival 2, Tracking 2 Knowledge: Gambling 3, Geography 4, History 5, Law 7, Math 4, Mechanics 3, Myths & Legends 4, Religions 4, Warfare 4 Craft: Metalworking 2 Suggested Advantages: Inspire Confidence, Natural Orator, Rich, Suggested Disadvantages: Negative Trait (Curiosity, Short Temper, Stinginess, Submissive to Authorities, Wastefulness), Obligations I–II (Liege Lord), Personality Flaw (Arrogance, Vanity, Envy, Feistiness, Spoiled, Prejudice—especially against non-nobles or persons from different cultures), Principles (Upholding the Law, Protecting the Weak, Sense of Honor) Unsuitable Advantages: Contortionist, Fox Sense Unsuitable Disadvantages: Frenzy, Poor, Stigma Equipment and Garb Noble attire corresponds to their status. At the very least, nobles wear shirts made from velvet, brocade, or silk, and fur-trimmed coats, when the weather turns cold. As protectors of the common people, nobles train to fight and have passing skill in sword or axe (and possibly, depending on the region, also with khunchomer or saber). Many nobles enjoy hunting and thus know how to use bows (or even crossbows, if their family places less emphasis on the worship of Rondra).


201 Equipment and Garb Pastry chefs are often truly peaceful individuals who are not prone to violence. Rarely will one stockpile weapons or wear chainmail while working in the bakery. However, they know how to use rolling pins as cudgels if necessary. Pastry Chef Profession Package AP Value: 151 adventure points Prerequisites: None Special Abilities: Languages and scripts for a total of 6 adventure points, skill specialization Prepare Food, Confectioner Combat Techniques: Brawling 7, Impact Weapons 8, Thrown Weapons 8 Skills: Physical: Carousing 1, Perception 4, Self-Control 3, Singing 1 Social: Empathy 5, Etiquette 4, Fast-Talk 4, Streetwise 1, Willpower 3 Nature: Plant Lore 4 Knowledge: Law 2, Math 5, Myths & Legends 2, Religions 2 Craft: Alchemy 2, Commerce 3, Prepare Food 7, Treat Soul 2 Suggested Advantages: Aptitude (Prepare Food), Exceptional Sense (Smell & Taste), Inner Clock, Inspire Confidence, Pleasant Smelling, Resistant to Heat Suggested Disadvantages: Fat, Obligations I (Guild), Personality Flaw (Arrogance, Vanity), Slow Unsuitable Advantages: Exceptional Combat Technique, Weapon Aptitude Unsuitable Disadvantages: Color-Blind, Frenzy, Incompetent (Prepare Food), Restricted Sense (Smell & Taste), Susceptible to Heat Variants: Chocolatier (156 AP): Prepare Food 8 instead of 7, SelfControl 4 instead of 3 Schaumkuss Maker (158 AP): Alchemy 4 instead of 2, Prepare Food 8 instead of 7 Pastry chefs specialize in creating treats such as marzipan (or Punipan, after the city of Punin), gingerbread, and fantastic cakes, some of which are made with rose water and liquors. Pastry chefs are just one type of specialized baker. Others include the chocolatier and the schaumkuss maker. Talented chocolatiers are in great demand in the Horasian Empire. Formerly known only to the Forest Folk, the use of chocolate has spread to the far corners of Aventuria. Inventive Horasian chocolatiers have recently begun experimenting with ways to combine chocolate with products made from the coffee bean, another import from Uthuria. Schaumkuss makers specialize in making sweet marshmallows, the recipe for which was accidentally discovered by an alchemist. Even though the secret the recipe is quite simple. fashioning a marshmallow creation of incomparable beauty— for example, in the form of a pirate’s ship, a mask, or the countenance of the Horas— requires great skill and a steady hand. Chocolatecovered marshmallows have proven so popular that the word schaumkuss is now practically synonymous with this mouthwatering variant. Pastry Chef When people think of heroes, do pastry chefs ever spring to mind? After all, what can a pastry chef contribute to an adventuring party’s success? Wouldn’t they be better off staying in their kitchens? Nonsense! Pastry chefs may not be proficient in the use of weapons, but often these artisans can wield rolling pins with surprising effectiveness, and quite a few light-fingered thieves learned hard lessons about staying away from cooling pastries. In fact, many of those who rose up to fight against the usurper Answin of Ravenmouth, the orcs, and even Borbarad, were simple, everyday folk like pastry chefs. As companions go, their optimism is contagious.


Chapter 6: Professions Premian Warrior The Fortress of Prem is home to an ancient warrior academy. In the past, the academy had a reputation for training pirates, but this has been disclaimed. Premian warriors train in the Thorwalers’ ancient art of fighting, which includes learning to fight in the water and on the heaving decks of ships. Secure footing is vital when fighting on the coast or aboard a vessel. The academy emphasizes running as part of students’ physical training, to build endurance. Premian warriors can be found far from their homeland, in harbor cities all over the continent, seeking new challenges. Like Thorwalers, they abhor slavery and despise lizardfolk. They are tolerant of other faiths as long as nobody tries to convert them, and they are fiercely loyal to their friends. They love combat and readily accept gold and other precious items in exchange for their services, though they gladly make exceptions for the poor and are happy to fight on their behalf for fame and glory alone. Premian Warrior Profession Package AP Value: 410 adventure points Prerequisites: AGI 13 (for the SA Feint I and Prem Style), CON 13 (for the SA Inured to Encumbrance I), STR 13 (for the SA Forceful Blow I and Shield-Splitter), disadvantage Principles II (Sense of Honor, Loyalty, Protection of the Weak) (-20 AP) Special Abilities: Languages and scripts for a total of 4 adventure points, skill specialization Intimidation, Feint I, Forceful Blow I, Inured to Encumbrance I, Prem Style, Shield-Splitter Combat Techniques: Brawling 10, Daggers 8, Shields 12, Thrown Weapons 10, one of the following combat techniques 12, another 10: Impact Weapons, Swords, Two-Handed Impact Weapons Skills: Physical: Body Control 5, Carousing 4, Climbing 4, Feat of Strength 6, Perception 3, Self-Control, Swimming 5 Social: Empathy 2, Fast-Talk 2, Intimidation 7, Willpower 3 Nature: Animal Lore 2, Fishing 4, Orienting 4, Plant Lore 2, Survival 3, Ropes 3, Tracking 3 Knowledge: Astronomy 3, Geography 4, History 2, Law 3, Math 3, Myths & Legends 5, Religions 3, Warfare 5 Craft: Commerce 2, Metalworking 3, Sailing 5, Treat Wounds 3, Woodworking 3 Suggested Advantages: Improved Regeneration (Life Points), Increased Life Points, Rich, Rugged Fighter, Weapon Aptitude Suggested Disadvantages: Obligations I (Employer) Unsuitable Advantages: Unremarkable Appearance, all magical and Blessed One advantages Unsuitable Disadvantages: Not Free, Rugged Fighter, Slow, Weak Regeneration (Life Points), Weapon Aptitude, all magical and Blessed One disadvantages Equipment and Garb Warriors from Prem fight with Thorwalian weapons. At range they prefer throwing axes and cut-tooths. In close combat, they prefer orc-noses or broadswords. For defense they carry Thorwaler shields and may wear toadskin armor, studded leather armor, or scale armor. 202


Equipment and Garb Scholars rarely carry more than a dagger. Since they are not warriors, they leave violent confrontations to others. They prefer to wear the attire of a scholar, which varies by region but basically consists of full robes, coats, and some form of headwear. Scholar Profession Package AP Value: 178 adventure points Prerequisites: None Special Abilities: Languages and Scripts for a total of 12 adventure points Combat Techniques: Daggers 8, Polearms 8 Skills: Physical: Perception 4, Self-Control 2 Social: Etiquette 5, Fast-Talk 2, Willpower 2 Nature: Animal Lore 3, Plant Lore 3 Knowledge: Astronomy 3, Geography 6, History 6, Law 5, Magical Lore 2, Math 6, Myths & Legends 6, Religions 5, Sphere Lore 2 Craft: Artistic Ability 4, Treat Disease 2, Treat Wounds 3 Suggested Advantages: Aptitude in Knowledge skills, Inspire Confidence Suggested Disadvantages: Incompetent in Physical and Social skills,Negative Trait (Curiosity, Naïve), Personality Flaw (Arrogance, Envy, Unworldly, Vanity) Unsuitable Advantages: Aptitude in Physical skills Unsuitable Disadvantages: Frenzy, Negative Trait (Superstitious) Variants: Astronomer (198 AP): Skill specialization Astronomy; Astronomy 8 instead of 3, Orienting 4 instead of 0, Survival 2 instead of 0 Historian (194 AP): Skill specialization History; History 8 instead of 6, Magical Lore 4 instead of 2, Religions 7 instead of 5 Legal Scholar (207 AP): Skill specialization Law; FastTalk 5 instead of 2, Law 8 instead of 5, Persuasion 4 instead of 0, Willpower 4 instead of 2 Mathematician (181 AP): Skill specialization Math; Math 8 instead of 6 Numerologist (191 AP): Skill specialization Math, Numerology; Math 8 instead of 6, Mechanics 4 instead of 0; numerologists must choose Aranian, Maraskan, Mhanadistani, Novadi, or Ore Dwarf as culture Mythologer (186 AP): Skill specialization Myths & Legends; Geography 7 instead of 6, Myths & Legends 8 instead of 6 Scholar Scholars spend years studying the sciences and possess profound knowledge in their field. All scholars specialize in a particular area of knowledge. Astronomers are well-versed in heavenly bodies and wandering stars. They devote their time to studying star charts and poring over tomes of astronomical knowledge. Historians concentrate on events of the past. Their research focuses on life in bygone eras such as the Dark Ages or the Reign of the Priest-Emperors. Legal scholars commit themselves to the study of the law and thus can defend individuals brought before a court of law. It is not uncommon for these experts to become advocates or judges later in life. Mathematicians study the disciplines of arithmetic, Al’Gebra, and geometry. People often seek their advice for the construction of buildings, the calculation of profit margins, or even the construction of mechanical items. Numerologists are especially common in ore dwarf society and in the Lands of the Tulamydes. They believe that the gods grant foreknowledge of future events in the form of mathematical equations or codes hidden in texts or numerical sequences. Mythologers study the legends of different cultures. They collect the myriad myths of longextinct peoples as well as those of strange human and nonhuman cultures of the present day. 203


Chapter 6: Professions Servant No noble or patrician would willingly perform menial labor; their domestic servants perform such duties. A servant’s tasks are manifold: clean, cook, muck out the stables, wash the clothes, cultivate the garden, endure the moods of their employer, and so on. To get from one place to another, even if the destination is only a few streets away, nobles and wealthy burghers travel by carriage. Since they do not drive themselves, they hire Carriage Drivers. A Lady’s Maid (or her male counterpart, the Valet) looks after her mistress’ wellbeing. She is responsible for dressing her mistress, brushing her hair, and delivering private messages. These servants enjoy some comforts due to their close relationship with their mistress. If the household includes children, a Governess looks after the well-being of little ones and gives them their first lessons in the social graces. Private tutors educate older children in subjects such as etiquette and the sciences. Stable hands feed, groom, and otherwise care for a household’s horses, and maintain the stables. When finished with their own duties, they help other servants and maids. Even though nobles are expected to look after the administration of their own lands, they almost always have the help of a Steward (such as a majordomo or a vizier). Stewards rank above the other domestic servants and schedule their tasks. Some former servants began their adventuring lives after getting fired, or perhaps they helped uncover a grim conspiracy against their master and were recognized as heroes. Servant Profession Package AP Value: 169 adventure points Prerequisites: None Special Abilities: Languages and Scripts for a total of 4 adventure points, Servant Combat Techniques: Brawling 8, Daggers 8, Impact Weapons 8 Skills: Physical: Body Control 2, Carousing 4, Perception 3, Stealth 4, Self-Control 2 Social: Empathy 4, Etiquette 4, Fast-Talk 3, Streetwise 3 Nature: Animal Lore 2 Knowledge: Law 2, Math 3, Myths & Legends 4, Religions 3 Craft: Clothworking 5, Commerce 4, Driving 4, Leatherworking 3, Prepare Food 3, Treat Wounds 3, Woodworking 3 Suggested Advantages: Aptitude in Social skills, Luck, Socially Adaptable Suggested Disadvantages: Poor, Negative Trait (Superstition) Unsuitable Advantages: Noble, Rich, Weapon Aptitude Unsuitable Disadvantages: Frenzy Variants: Carriage Driver (200 AP): Animal Lore 6 instead of 2, Driving 7 instead of 4, Riding 4 instead of 0, Woodworking 7 instead of 3 Governess (175 AP): Etiquette 7 instead of 4 Lady’s Maid / Valet (175 AP): Etiquette 7 instead of 4 Private Tutor (203 AP): Geography 7 instead of 0, History 7 instead of 0, Myths & Legends 7 instead of 4 Stable Hand (192 AP): Animal Lore 7 instead of 2, Riding 4 instead of 0 Steward (202 AP): Housekeeping; Commerce 8 instead of 4, Math 4 instead of 3, Willpower 4 instead of 0 Equipment and Garb A domestic servant may carry a dagger or a stable boy may own a cudgel, depending on their assigned task, but they are not warriors and avoid armed conflicts. Servants rarely have the opportunity to wear clothes other than those provided by their masters. Usually this includes shirts, trousers, or skirts made from simple linen. It is said that patricians’ wealth is mirrored in their servants, whose clothes are usually clean and of reasonable quality. 204


Shepherd Agriculture and animal husbandry are the two most important sources of income for Aventurian farmers. However, one person cannot always single-handedly look after an entire farm, so larger farms hire shepherds to accompany animals to pasture. Shepherds protect grazing herds, usually with the help of working dogs, from rustlers and wild animals. Given their responsibility, shepherds rarely ear more than a few kreutzers plus meals. On the bright side, they lead a free life and may move on whenever they please. Shepherding is lonely work, and shepherds are often more familiar with animals than with humans. They also have Equipment and Garb A shepherd usually carries a staff, a shepherd’s crook, and a knife. Though not high-quality weapons, they serve to fend off wolves or other wild animals in emergencies. Most shepherds primarily rely on slings to keep wild beasts at bay. Shepherds rarely wear armor, and few can afford such precious items anyway. Shepherd Profession Package AP Value: 294 adventure points Prerequisites: None Special Abilities: Languages and scripts for a total of 2 adventure points, skill specialization Animal Lore Combat Techniques: Brawling 8, Daggers 8, Impact Weapons 10, Polearms 10, Slings 10 Skills: Physical: Body Control 6, Carousing 2, Climbing 6, Feat of Strength 5, Singing 3, Stealth 3, Swimming 4 Social: Fast-Talk 2, Willpower 3 Nature: Animal Lore 8, Orienting 7, Plant Lore 5, Ropes 6, Survival 7, Tracking 5 Knowledge: Astronomy 3, Law 2, Math 2, Myths & Legends 5, Religions 4 Craft: Commerce 3, Leatherworking 3, Music 2, Prepare Food 3, Treat Disease 3, Treat Wounds 4, Woodworking 3 Suggested Advantages: Luck, Inner Clock, Sense of Direction, Sense of Range Suggested Disadvantages: Negative Trait (Superstitious, Curiosity), Poor, Obligations (Employer) Unsuitable Advantages: Rich, Natural Orator, Noble Unsuitable Disadvantages: None passable knowledge of treating injuries, setting traps for game, and making healing ointments from plants. They aren’t always taciturn, and many enjoy company, but they rarely have anyone to speak to. Shepherds do not need much encouragement to become adventurers. They grew up listening to their peoples’ stories of heroes and know that the mightiest and wealthiest of them started out as paupers. Shepherds can lead companions safely through the wilderness and often know hidden paths. Few know more about monsters and animals. 205


Chapter 6: Professions Smith Smithing is critical to civilization. Without smiths, farmers would not have tools, knights would not wear shining armor, and heroes would not carry swords. Smithies are found in almost every village and town in Aventuria. Some smiths gain fame by creating legendary weapons or crafting exquisite suits of armor, but not all smiths are the same, and wise customers seek the right smith for the job. To obtain a suit of armor, especially plate armor, one must hire an armorer. Armorers are smiths who specialize in designing and building various components of metal armor, and then fitting them to the customer’s body. Goldsmiths turn this valuable metal into chains, jewelry, or other precious items. Heroic tales sometimes mention a swordsmith who became famous after making a hero’s blade. Vinsmiths (named for their perceived association with Vinsalt eggs, the Aventurian version of a pocket watch), fashion tiny metal components, including gears and other mechanical parts, for complicated devices. Why would smiths leave the relative safety of their forges to go on adventures? To seek knowledge, of course. Cyclopes and dwarves possess fantastic secrets of steel, and even orcs know how to create blades of exceptional quality. To learn these secrets, smiths must often make dangerous journeys to faraway lands. Smith Profession Package AP Value: 231 adventure points Prerequisites: STR 13 (for the SA Forceful Blow I) Special Abilities: Languages and scripts for a total of 6 adventure points, skill specialization Metalworking, Forceful Blow I Combat Techniques: Brawling 8, Daggers 8, Impact Weapons 12 Skills: Physical: Body Control 3, Carousing 3, Feat of Strength 7, Perception 4, Self-Control 5 Social: Empathy 3, Fast-Talk 2, Intimidation 3, Willpower 3 Nature: Animal Lore 2 Knowledge: Geography 2, History 3, Law 3, Math 4, Myths & Legends 6, Religions 4 Craft: Alchemy 2, Commerce 5, Metalworking 8 Suggested Advantages: Aptitude (Metalworking), Increased Toughness, Resistant to Heat, Rugged Fighter Suggested Disadvantages: Obligations (Guild), Restricted Sense (Hearing) Unsuitable Advantages: Noble Unsuitable Disadvantages: Blind, Color-Blind, Decreased Toughness, Fear of Fire, Sensitive to Pain, Susceptible to Heat Variants: Armorer (254 AP): Prerequisite CON 13; Armorer; Leatherworking 4 instead of 0 Goldsmith (237 AP): Alchemy 4 instead of 2 Swordsmith (263 AP): Weaponsmith; Swords 10 instead of 6; Warfare 4 instead of 0 Vinsmith (239 AP): Mechanics 4 instead of 0 Equipment and Garb A smith’s hammer may be designed for shaping heated iron, but it can crush an orc’s skull just as easily. Weaponsmiths usually let their apprentices test newly finished weapons, so they often at least have a sense for how to handle items like swords or battle axes. Armor is entirely impractical for smithing, though a metalsmith’s leather apron does offer some protection in combat. While traveling, smiths sometimes wear leather armor or products of their own making. 206


Equipment and Garb Weapons and armor vary depending on the soldier’s unit. Some units prefer swords, while others employ battle axes, warhammers, or exotic weapons. Bows and crossbows are preferred missile weapons. Armor usually ranges from cloth to scale armor, typically of average quality. Soldier Profession Package AP Value: 398 adventure points Prerequisites: AGI 13 (for the SA Feint I), CON 13 (for the SA Inured to Encumbrance I), STR 13 (for the SA Forceful Blow I) Special Abilities: Languages and scripts for a total of 6 adventure points, skill specialization Warfare, Feint I, Forceful Blow I, Inured to Encumbrance I Combat Techniques: Daggers 10, Shields 10, one of the following combat techniques 12 another one 10: Bows, Chain Weapons, Fencing Weapons, Impact Weapons, Polearms, Swords, Two-Handed Impact Weapons, TwoHanded Swords Skills: Physical: Body Control 5, Carousing 5, Climbing 4, Feat of Strength 5, Perception 3, Self-Control 5, Stealth 3, Swimming 3 Social: Empathy 4, Fast-Talk 3, Intimidation 4, Streetwise 3, Willpower 3 Nature: Animal Lore 3, Orienting 4, Plant Lore 2, Ropes 3, Survival 4, Tracking 2 Knowledge: Gambling 4, Geography 4, Law 4, Math 4, Mechanics 2, Myths & Legends 4, Religions 4, Warfare 7 Craft: Commerce 3, Driving 3, Leatherworking 2, Metalworking 3, Treat Disease 2, Treat Wounds 5, Woodworking 3 Suggested Advantages: Improved Regeneration (Life Points), Increased Life Points, Rugged Fighter, Weapon Aptitude Suggested Disadvantages: Obligations I–III (Employer), Poor Unsuitable Advantages: Noble, all magical and Blessed One advantages Unsuitable Disadvantages: Sensitive to Pain, Weak Regeneration (Life Points) Variants Archer (396 AP): Bows 12 (as one of the chosen combat techniques) Cavalry (420 AP): Lances 10 instead of 6, Riding 7 instead of 0 Crossbowman (410 AP): Crossbows 12 instead of 6 Soldier Few kingdoms in Aventuria possess large, standing armies, but provincial lords, emirs, and other rulers usually maintain contingents of personal or house troops. Soldiers are usually lured into the army at a young age by recruiters who promise lives of adventure and good pay. What poor, starving child could resist? The truth usually looks quite different. The pay is better than nothing, but soldiers rarely grow rich, even when promoted, before they end up as orc fodder. Soldiers spend most of their time performing guard duty and practicing drills, but all must be prepared for anything. Commoners usually like soldiers better than they like wealthy warriors because most soldiers start out as commoners and know how difficult life can be. Even though many soldiers wish to remain in the army forever, some leave the ranks after serving only a few years to become adventurers and go wherever they please. Even moderately skilled fighters can earn a living as bodyguards, for example. Specialists include Archers, Crossbowmen, and Cavalry. Cavalry may not be as educated as knights on horseback, but they are still highly dangerous. 207


208 Chapter 6: Professions Profession Overview Professions Page AP Value Mundane Professions Adersin Wandering Sword 183 379 Adventure Points Artist 196 131 Adventure Points Baburin Warrior 185 361 Adventure Points Balihoean Warrior 186 387 Adventure Points Dajin Buskur 188 402 Adventure Points Day Laborer 204 141 Adventure Points Elenvinan Warrior 190 299 Adventure Points Escaped Slave 202 188 Adventure Points Explorer 191 290 Adventure Points Farmer 187 263 Adventure Points Fedorino Wandering Sword 192 389 Adventure Points Guide 205 291 Adventure Points Hylailian Warrior 195 416 Adventure Points Innkeeper 206 191 Adventure Points Marwan Sahib-Balayan 197 391 Adventure Points Mechanicus 198 210 Adventure Points Mengbilla Warrior 199 390 Adventure Points Noble 184 262 Adventure Points Pastry Chef 207 151 Adventure Points Premian Warrior 200 410 Adventure Points Scholar 193 178 Adventure Points Shepherd 194 294 Adventure Points Smith 201 231 Adventure Points Soldier 203 398 Adventure Points


209 Chapter 7: Archetypes “The old Tulamydes worshipped numerous gods, no trace of which remain today. Little from those days in Fasar or Mhanadistan has withstood the passage of time. My research revealed that the worship of the old fertility goddess, Radsha Ushtammar, hasn’t changed in millennia in some villages. Today, of course, we know Radsha as Rahja. Searchers should approach these old gods with caution. Radsha and other fertility goddesses may seem harmless but the ancient Tulamydes lived in a brutal age where human sacrifice to false idols was not uncommon. I encountered one particular god in many different guises. He had followers all over the Lands of the Tulamydes and was known by many names, but the most common one was Ras’ar’Rag. Cattle and other horned animals were holy to him, and even though I do not consider myself an expert in the beliefs of the orcs, I remember learning that the orcs worship a god called Brazoragh. The similarity could be a coincidence, but the orcs’ god is also associated with horned creatures, especially cattle. If Ras’ar’Rag was worshiped by humans as well, then his faith could have survived. Not a pleasant thought, especially if their custom of human sacrifice has also survived to the modern day.” – Collected notes of Khelbara ay Baburia, healing and black mage from Arania, 1038 FB This chapter presents eight, ready-to-play archetypes constructed using the rules of hero creation, with an experience level of experienced. They supplement the twelve archetypes from the Dark Eye Core Rules and showcase the many options for the mundane professions listed in this book, such as different types of warriors, craftspersons, scholars, and characters that specialize in Social skills. To inspire roleplaying and creativity, these archetypes are connected by a story about an ancient artifact and a sinister deity who attempts to increase his power while robbing the Twelvegods of theirs. Enjoy!


210 Chapter 7: Archetypes The Albernian Farmer “Mages? Yes, I’ve heard of them. A visit from a mage is supposed to mean trouble. I would still like to meet one, though.” “I may be just a farmer, but Alrika the Dragon Slayer wasn’t high-born, either.” “Gareth? I can’t go to Gareth. I’ve got to get home. I’m in enough trouble as it is!” Finwaen heard his father shouting for him and ran back to the farmhouse to see what was wrong. As sometimes happens on a farm, one of the calves escaped through a gap in the fence. Despite the worried calls of its mother, it wandered off and became lost in the forest. Finwaen was younger and faster than his father, so he was sent out and soon found its trail. The animal had ventured deep into the forest, but its trail was clear. Finwaen lost sight of the forest’s edge before he began to hear the animal’s pitiful cries. It didn’t seem to be moving, and he suspected it had fallen into a hole somewhere. Finwaen’s assumption was proven true when he found the calf struggling to climb out of a pit. With a firm tug, Finwaen freed the animal from its self-inflicted predicament. Then his gaze fell on something unexpected in the hole. He could hardly believe his eyes—it was a small, gilded statuette about 8 inches tall and surely worth a fortune. Lord Phex, this must be a gift from you! All of our worries are forgotten now that we have this. Thank you! The object had the shape of a bull that walked upright on its hind legs and held an ax in each hand. Finwaen couldn’t imagine what it might represent. The statuette must be worth twenty ducats or more, he thought. He set the errant calf down and tugged the object free from the ground. The calf continued bleating for its mother, but it remained at Finwaen’s side until he drove it back in the direction of the farm. On his way home, Finwaen daydreamed about the things he might buy with this statuette. A new pitchfork… Oh, what the heck, two new pitchforks. And Father could finally buy proper medicine for the pain in his knee. And sis could have the necklace she’s wanted for so long. I could even get a Tsa’s Day present for Maegwyn…. When he arrived back at the farm, Finwaen rushed to show the statuette to his family. All of them immediately began discussing what they wanted to buy with it, save for Finwaen’s father, who kept quiet and seemed to want to think it over. That night, Finwaen could not sleep. Bishdariel’s ugly, nightmarish face appeared before him, and he saw images of gruesome creatures with hair the color of coal and an obscene being that bore a striking similarity to the statuette. The next day his heart leaped upon seeing his old friend Celissa at the breakfast table. Her letter had arrived only a few days ago, announcing that her training as a warrior had finally come to an end and she was returning home to visit her dear old friend, but he was still surprised to see her. They hugged tightly, and Celissa launched into stories about her experience at the warrior academy in Elenvina. Finwaen already knew most of them, as they had written each other on a regular basis, but he gladly listed to them again. When the conversation finally turned to him, he told Celissa about how he found the statuette and began


211 to have nightmares. Worriedly, both his father and Celissa took a long look at the strange object. “I’ve never seen anything like it before,” said Celissa, her brow furrowed. “But I don’t trust it. We must take the statue to someone who knows more about these things. Maybe to a mage, or even better—to a Blessed One of Praios,” she suggested. “Seeking a mage in Albernia is a waste of time and effort,” Finwaen interjected. “The closest one is probably days away. And Blessed Ones of Praios are few and far between in this land. We might find one in Havena. Maybe we could visit a temple there.” “We? You mean, you want to come with me?” asked Celissa. “Sure. After all, I found the statuette. It’s my fault that it’s here, which means it’s also my responsibility.” The young Albernian looked determined, but he could hardly believe what he was saying. Celissa thought for a moment. Then her eyebrows rose and a smile appeared on her face as if she thought this was a good idea. “OK, but we shouldn’t travel west. We should go east instead. On the way here I made the acquaintance of a southern scholar by the name of Nestario Fontanoya. He serves a noble from Garetia and is currently staying in Ridgerock, awaiting delivery of some alchemical substances. It didn’t take long to learn that he is a scholar in many fields. He would know what’s wrong with this statuette.” Finwaen’s father nodded, and the matter was settled. “Alright, then let’s go.” The Albernian Farmer in Play A farmer’s life is difficult and monotonous, which might be why nearly every farmer’s child dreams of being an adventurer. Whether to escape poverty, seek adventure, or flee an angry mob, the Albernian farmer made this decision and set off without knowing much of the world and its dangers, trusting only to luck to carry the day. He is by no means stupid, but a bit of naivete influences his decisions. Although he knows how to till the fields and raise livestock, he has no grasp of life in the city nor of courtly intrigues. As a man of action, the farmer can pitch in on manual labor, has a passable knowledge of healing herbs that grow near planted fields, and understands the worries of the common folk, which is why they would rather talk to him than to a noble. He is a born hero, but still must prove himself to be one. COU 12 SGC 10 INT 13 CHA 12 DEX 14 AGI 13 CON 13 STR 13 LP 31 AE - KP - MOV 8 INI 13+1D6 SPI 1 TOU 2 DO 7 FtP 3 PRO/ENC 0/0 Social Standing: Free Advantages: Improved Regeneration (Life Points) II, Luck II Disadvantages: Negative Trait (Curiosity), Poor II Special Abilities: Agriculture, Animal Husbandry, Alertness, Area Knowledge Cultivated Land, Defensive Posture, Expert at Improvising, Predict Weather, Skill Specialization Plant Lore (Crops) Languages: Garethi III Literacy: Kuslik Signs Combat Techniques: Brawling 12 (AT 13/PA 7), Chain Weapons 6 (AT 7/PA -), Daggers 10 (AT 11/PA 6), Fencing Weapons 6 (AT 7/PA 4), Impact Weapons 10 (AT 11/PA 6), Lances 6 (AT 7/PA 4), Polearms 12 (AT 13/PA 7), Shields 6 (AT 7/PA 4), Swords 6 (AT 7/PA 4), Two-Handed Impact Weapons 6 (AT 7/PA 4), Two-Handed Swords 6 (AT 7/PA 4), Bows 6 (RC 7), Crossbows 6 (RC 7), Thrown Weapons 6 (RC 7) Skills: Physical: Body Control 6, Carousing 6, Climbing 4, Dancing, Feat of Strength 4, Flying 0, Gaukelei 0, Perception, Pickpocket 0, Riding 2, Self-Control 4, Singing 4, Stealth 3, Swimming 3 Social: Disguise 0, Empathy 4, Etiquette 2, Fast-Talk 6, Intimidation 0, Persuasion 0, Seduction 0, Streetwise 0, Willpower 4 Nature: Animal Lore 9, Fishing 2, Orienting 3, Plant Lore 10, Ropes 4, Survival 4, Tracking 2 Knowledge: Astronomy 0, Gambling 2, Geography 0, History 0, Law 3, Magical Lore 0, Math 3, Mechanics 0, Myths & Legends 7, Religions 5, Sphere Lore 0, Warfare 0 Crafts: Alchemy 0, Artistic Ability 0, Clothworking 7, Commerce 3, Driving 4, Earthencraft 4, Leatherworking 3, Metalworking 3, Music 2, Pick Locks 0, Prepare Food 6, Sailing 0, Treat Disease 6, Treat Poison 0, Treat Soul 0, Treat Wounds 6, Woodworking 6 Equipment: Dagger, Threshing Flail, Clothes (normal), Traveling Package, 1 Ducat, 20 Silverthalers Race: Human (Middenrealmer) Culture: Middenrealmer Profession: Farmer Experience Level: Experienced


212 Chapter 7: Archetypes The Thorwaler Smith “You think that just because I am a smith, I can also forge swords? Well, I could try, but it would probably come out shaped like a horseshoe.” “The riddle of steel? There is no riddle. A weapon is only as good as the hand that wields it.” “Endurium? Are you saying that you have two whole pounds of that magical metal on you right now? I don’t believe one word.” She still did not know where her journey would take her. Sigrud knew only that she wanted to learn from the Smith of a Hundred Heroes. Thorn Eisinger, the Garethan master weapon smith, was famous even in Thorwal. When she was still a child, Sigrud’s father Garald had told her stories of dwarven smiths of the Olport Stones, and of the Cyclopes of the southern islands whose art of weaponsmithing had no equal. But Sigrud was no longer a child and did not believe in fairy tales. Thorn Eisinger was a real person, made of flesh and blood. Sigrud had set out on a long journey and reached Havena by sea. She continued inland, traveling through green Albernia, until she reached Ridgerock. There, she obtained lodging in a cheap inn and convinced a master smith to employ her as journeyman for a time. She wished to stay in Ridgerock only long enough to fill her coin pouch. She knew it would soon be time to journey through the Kosh Mountains. Only one or two more days…. The sooner I leave, the better. The people of Ridgerock always look at me as if they have never seen a Thorwaler before. Well, maybe they never have. And there’s a strange fellow living in the room next to mine. He appears to talk to himself all the time, and he uses strange words. And sometimes the reek of brimstone flows from beneath his door. He must be a black mage, I say. By Swafnir! Two days before her planned departure, while the master smith was away, two men entered the blacksmith’s shop. They looked like shabby mercenaries, unkempt and heavily built. One had an eye patch and a sword at his belt; the other was brawny and carried a battle-axe over one shoulder. “You there. Yes, you. They told me you live next door to the southlander. Do you know each other?” The man with the eye patch stared intently at Sigrud, watching for any reaction. Sigrud continued hammering the metal into the shape of a horseshoe. “I’m talkin’ to you!” “I do not know him. Why do you care?” “I’m asking the questions here.” Sigrud stopped hammering and rose to her full height. She was a head taller than the stranger. Both of them seemed more tense than they had been a few moments ago. The man with the axe took the weapon from his shoulders and leaned against the grip with both hands. At that moment, a third man entered the blacksmith’s shop. He was smaller than the others and wore a hooded coat. At first, Sigrud thought that it was the black mage, but he was not carrying a mage’s staff and his clothes were not decorated with arcane symbols. “Excuse me, noble smith, but I was told that you know about rare ingredients. I believe that your guild also uses them to process…” began the newcomer. But the smaller man immediately stopped when he saw the two others. They turned around to face him and looked intently at him. Sigrud saw fear in the newcomer’s eyes. Swafnir be with me! I hope I am doing the right thing. Sigrud grabbed up the tongs that had been holding the redhot horseshoe and simultaneously swung her hammer at the man with the eye patch, hitting him on the forehead. Like a felled tree, he toppled over against one of the roof support beams and then slumped to the ground, unconscious. His brawny companion raised a battle-axe but Sigrud pressed the hot iron tongs against his cheek. The man dropped to the ground, screaming and clutching his face. Sigrud then grabbed for the smaller fellow wearing the hooded cape.


213 Social Standing: Free Advantages: Aptitude (Metalworking), Improved Regeneration (Life Points) III, Inner Clock, Resistant to Heat, Rugged Fighter Disadvantages: Negative Trait (Superstition) Special Abilities: Forceful Blow I+II, Shield-Splitter, Skill Specialization Metalworking (Blacksmith) Languages: Garethi II, Thorwalian III Literacy: Hjalding Runes Combat Techniques: Brawling 12 (AT 13/ PA 8), Chain Weapons 6 (AT 7/PA -), Daggers 8 (AT 9/PA 5), Fencing Weapons 6 (AT 7 /PA 4), Impact Weapons 12 (AT 13/PA 8), Lances 6 (AT 7/PA 5), Polearms 6 (AT 7/PA 5), Shields 6 (AT 7 /PA 5), Swords 12 (AT 13/PA 8), Two-Handed Impact Weapons 6 (AT 7/PA 5), TwoHanded Swords 6 (AT 7/PA 5), Bows 6 (RC 8), Crossbows 6 (RC 8), Thrown Weapons 12 (RC 14), Skills: Physical: Body Control 6, Carousing 8, Climbing 3, Dancing 0, Feat of Strength 10, Flying 0, Gaukelei 0, Perception 6, Pickpocket 0, Riding 0, Self-Control 7, Singing 2, Stealth 2, Swimming 7 Social: Disguise 0, Empathy 6, Etiquette 0, Fast-Talk 2, Intimidation 7, Persuasion 0, Seduction 0, Streetwise 3, Willpower 3 Nature: Animal Lore 2, Fishing 2, Orienting 3, Plant Lore 0, Ropes 3, Survival 2, Tracking 0 Knowledge: Astronomy 2, Gambling 3, Geography 3, History 3, Law 3, Magical Lore 1, Math 4, Mechanics 4, Myths & Legends 5, Religions 4, Sphere Lore 0, Warfare 4 Crafts: Alchemy 2, Artistic Ability 0, Clothworking 0, Commerce 5, Driving 0, Earthencraft 5, Leatherworking 4, Metalworking 10, Music 0, Pick Locks 2, Prepare Food, Sailing 3, Treat Disease 0, Treat Poison 0, Treat Soul 0, Treat Wounds 3, Woodworking 2 Equipment: Dagger, Gold Ring, Clothes (normal), Long Sword, Orc-Nose, Traveling Package, Blacksmith’s Hammer, Cut-Tooth, 5 Silverthalers Race: Human (Thorwaler) Culture: Thorwaler Profession: Smith Experience Level: Experienced “Quick, let’s get out of here,” she said, dragging him along behind her. “Thank you, a thousand times thank you. They were after me because my lady…” “Don’t talk. Run.” “But I must get to the inn! I left my important documents there.” “No time.” “I must!” Sigrud had expected fear from the stranger, not determination. “Fine,” she agreed. “But we must hurry.” As they reached the small inn, they hurried to the guest rooms. One door was ajar—the door to the small man’s room. Sigrud motioned for him to wait as she snuck to the entrance of the room. Then she charged in, yelling and with her hammer raised. Two people, a man and a woman, regarded her with shock. Sigrud swung at the woman, who parried Sigrid’s hammer with her sword. Sigrud tried to hit her again, but her diminutive companion intervened. “Stay your weapon! These two are friends. They have nothing to do with those other two scoundrels.” The Thorwaler let her hammer fall and peered closer at the two persons. The woman wore well-kept chainmail and her outward appearance was the polar opposite of that of the two unkempt scoundrels. The man in the background was unarmed and wore simple clothes. “Then let’s hear it. And you’d better hope I didn’t take out those two mercenaries for nothing.” The Thorwaler Smith in Play As a smith, this hero’s Craft skills are highly sought-after in any region. She may not be rich, but she gets by with what she earns for fashioning horseshoes, tools, and other items of daily life. Even though she is primarily a blacksmith, she can also craft simple weapons (if she has the time, that is). Thorwalian sagas often mention smiths who become heroes themselves, which is exactly what this character longs for. As a native Thorwaler, she is courageous and brave, has a strong dislike for all lizardfolk, and can drink Premian Fire like others drink water. Anyone who calls her a pirate had better be prepared to meet her fists. She is always ready to leap into battle to protect her friends with whatever weapon is at hand, whether an axe, a blacksmith’s hammer, or a hot iron right off the forge. COU 12 SGC 11 INT 12 CHA 11 DEX 14 AGI 12 CON 13 STR 13 LP 31 AE - KP - MOV 8 INI 12+1D6 SPI 1 TOU 2 DO 6 FtP 3 PRO/ENC 0/0


214 Chapter 7: Archetypes The Dajin-Buskur “A Tuzak knife must be sharp enough to cut even a falling Dysdychonda leaf in half.” “The lesson of King Dajin V teaches us that Buskurs draw their weapons only when they intend to kill. Don’t make me draw my blade for you.” “Yes, my blade is a real Al’Azzim sword.” As Master Dajin always said, “When two dogs fight over a piece of meat, wait until the battle ends and follow the winner.” Malaziber watched the cutthroats from his hiding place in the bushes. Three villains on one side, four on the other. Malaziber had no doubt a fight was about to erupt. The group of four were Maraskani. They carried reapers and each of them wore a red bandana. They dress like resistance fighters, but they are mere bandits. The group of three had an obvious leader—a large, brawny Tulamyde with a warhammer and a pierced nose. His companions carried swords and wore armor made of Iryan leather. I have no idea who these three are, but they will win. Malaziber was correct. The Tulamyde single-handedly defeated two opponents despite taking a blow to his leg, but he lost a man in battle, too. The Buskur chased the two survivors, who had made off with something that did not belong to them. A piece of meat in the form of a map. Malaziber motioned his companion Elaria to his side. She had been hiding a bit farther away. “We will follow them and ambush them,” he explained briefly. As they walked, he tried to recall how they had ended up in this situation in the first place. When he graduated, Malaziber had not immediately known what he should do. Master Dajin had raised him like a son. Malaziber’s parents lost everything when they fled their home ahead of the Borbaradian Invasion and moved in with relatives in Sinoda. Malaziber was fortunate that his uncle, Alrech the Hard-Working, shared a friendship with the great Buskur, Master Dajin. This friendship convinced Master Dajin to accept Malaziber as a student. Malaziber learned much about subjects such as philosophy and fighting with a Tuzak knife, but in all the years of his training he had never thought about his future. First he had traveled through the southern part of Maraskan, always looking for new challenges. However, in village taverns and even in Sinoda he found only scoundrels and soldiers against whom to test his skill, and he always emerged victorious. When he finally decided to leave Maraskan and cross over to the mainland in search of new challenges, he found more than enough. While staying in the Aranian city of Elburum, he met an explorer named Elaria Bosvani. She had been searching the taverns of Elbria for local guides with good knowledge of the terrain to join her expedition to Maraskan. Malaziber took a liking to the Horasian at first sight. She


215 was adventurous and quick-witted, and seemed fearless. Besides, she provided him with coin in the name of the Lodge of the Friends of Aves, which would more than cover his services. He agreed to serve as guide and bodyguard for her and her hirelings—a pair of cartographers, and they travelled to Maraskan. On more than one occasion, he warned Elaria of poisonous plants and defended her against wild animals. Their trust soon deepened and she told him of a secret treasure map that pointed to a legendary citadel somewhere in the Rain Mountains of southern Aventuria. Malaziber knew then that he would take Elaria there. However, the task soon became more difficult. One day, he and Elaria returned with water from a nearby stream only to find the two cartographers slain and the tents destroyed and plundered. The dishonorable dogs who committed this atrocity had not vanished without a trace. With Elaria’s aid, Malaziber found the trail of the three culprits and gave chase. As far as he could tell, Malaziber did not know the thieves. The bandits had probably come upon their camp by chance and took an opportunity to make some quick money. And now Malaziber would do the same with the Tulamydes. The Buskur gave Elaria a sign as they neared their quarry and motioned to her to take care of the mercenary. Preparing for action, the Buskur once again recalled Master Dajin’s wisdom… Strike as quickly as the spitting cobra, and preferably from behind. If the Blessed Ones of Sister Rondra complain about it, smile. Malaziber drew his Tuzak knife, glided towards his opponent like a snake, and struck, but his enemy twisted unexpectedly and blocked the attack with his warhammer. This fight has turned out more interesting than I expected. Malaziber stepped back, smiling. The Dajin-Buskur in the Game The first duty of Dajin-Buskurs is to uphold their master’s code of honor. Any insult to a Busker, a Busker’s master, or a Busker’s sword demands vengeance. However, this does not always mean blood must be spilled. Sometimes a slap is sufficient. The Buskur’s sense of honor also demands that an adherent never betray sworn loyalty. Little is more odious to a Busker than betrayal. Like all Maraskanis, Buskurs are strongly influenced by their faith in the twin gods, Rur and Gror, and freely share their wisdom with companions, though most foreigners find it incomprehensible. Buskurs themselves are notably tolerant towards other cultures and attitudes. Social Standing: Free Advantages: Exceptional Sense (Hearing), Increased Toughness, Nimble, Resistant to Poison I Disadvantages: Personality Flaw (Arrogance), Principles II (Sense of Honor, Loyalty, Protection of the Weak) Special Abilities: Alertness, Combat Reflexes I, Dajin Style, Feint I, Forceful Blow I, Inured to Encumbrance I, Onslaught, Quick Draw, Skill Specialization Body Control (Jumping) Languages: Garethi III, Tulamidya II Literacy: Kuslik Signs Combat Techniques: Brawling 12 (AT 13/ PA 8), Chain Weapons 6 (AT 6/PA –), Daggers 12 (AT 13/PA 8), Fencing Weapons 6 (AT 7/PA 5), Impact Weapons 6 (AT 7/PA 5), Lances 6 (AT 7/PA 5), Polearms 6 (AT 7/PA 5), Shields 6 (AT 7/ PA 5), Swords 6 (AT 7/PA 5), Two-Handed Impact Weapons 6 (AT 7/PA 5), TwoHanded Swords 12 (AT 13/PA 8), Bows 6 (RC 7), Crossbows 6 (RC 7), Thrown Weapons 6 (RC 7) Skills: Physical: Body Control 8, Carousing 0, Climbing 3, Dancing 0, Feat of Strength 5, Flying 0, Gaukelei 0, Perception 8, Pickpocket 0, Riding 0, Self-Control 8, Singing 0, Stealth 5, Swimming 3 Social: Disguise 0, Empathy 3, Etiquette 4, Fast-Talk 2, Intimidation 4, Persuasion 0, Seduction 0, Streetwise 0, Willpower 6 Nature: Animal Lore 6, Fishing 0, Orienting 4, Plant Lore 6, Ropes 0, Survival 4, Tracking 6 Knowledge: Astronomy 0, Gambling 0, Geography 2, History 3, Law 4, Magical Lore 0, Math 4, Mechanics 0, Myths & Legends 4, Religions 7, Sphere Lore 0, Warfare 5 Crafts: Alchemy 0, Artistic Ability 0, Clothworking 0, Commerce 0, Driving 0, Earthencraft 0, Leatherworking 0, Metalworking 0, Music 0, Pick Locks 0, Prepare Food 0, Sailing 0, Treat Disease 0, Treat Poison 6, Treat Soul 0, Treat Wounds 3, Woodworking 0 Equipment: Wood Harness, Clothes (normal), Heavy Dagger, Tuzak Knife, 5 Silverthalers Race: Human (Middenrealmer) Culture: Maraskan Profession: Dajin Buskur Experience Level: Experienced COU 13 SGC 10 INT 13 CHA 16 DEX 13 AGI 14 CON 13 STR 14 LP 31 AE - KP - MOV 8 INI 14+1D6 SPI 1 TOU 3 DO 6 FtP 3 PRO/ENC 4/1


216 Chapter 7: Archetypes The Garetian Noble “You can count on my steel, o noble highborn!” “You think that just because I am of noble birth I sleep in a soft bed every night? My bed is just as hard as yours. The only difference is that mine is covered with velveteen.” “I am responsible for the protection of my farmers. Get off my land, or I will consider you brigands and have you hung.” Halgor and Lingred stood before Quisira like two children who had been caught in the middle of a prank. But this was no laughing matter. One had accused the other of stealing a pig. As it turned out, the pig had squeezed through a rotten section of fence and run off on its own. A servant found it rooting around in a nearby meadow. For neglecting to repair the fence, Lingred was ordered to pay a five haler fine to the temple of Peraine. Halgor was fined three silverthalers and five halers for falsely accusing Lingred of theft. Quisira pronounced sentence and the farmers accepted their mild punishment. Oh, what I would give to leave this place, thought Quisira. I love Swanrift, but I want to head out again and finally uncover the mystery of the golden bull. I hope Nestario returns soon. As a noble, Quisira had duties—but her duties were not her passions. As a young girl she had loved tales of adventure, and she resolved to see Aventuria when she grew up. She wanted to travel to the Lands of the Tulamydes, Thorwal, and even Al’Anfa, the plague-sore of the south. She was off to a good start. First she hired a Fasarian bodyguard whose mere presence brought a touch of adventure to her boring country life, and then she journeyed to Gareth and Ridgerock, where she met a scholar named Nestario who specialized in old cults. In her spare time, she devoured books and researched legends. She was especially fascinated by stories of the enemies of the Twelve and the gods of the orcs. She read many tales of Brazoragh and Tairach, and consequently encountered many contradictory assumptions. While in Gareth, Quisira found an old diary. It had been written by the famous inquisitor Irmelund Baspelstone, who had investigated a cult that worshipped the bullshaped idol Brazoragh and secretly plotted the downfall of the Churches of the Twelve. This was to be achieved by waking the son of Brazoragh, Bakkamos the Destroyer, who had been transformed into a golden statuette by a powerful sorceress. The cult watched for signs that would herald the return of Bakkamos. With his help, the diary claimed, the cultists would destroy the holiest artifacts of the churches and so bring about the end of the reign of the Twelve. Quisira wanted to learn more about Bakkamos and the cult of the golden bull. She could hardly believe her luck when Nestario returned from Ridgerock with a colorful troop of adventurers. He quickly told her about how a Thorwaler had saved his life, and mentioned that he believed he was now being followed. Quisira agreed that this must be the work of the cult.


217 Nestario had been doubly fortunate to meet a warrior named Celissa and her servant, a farmer named Finwaen, or had he? This meeting could be no mere coincidence, thought Quisira. It fit the omens the inquisitor had mentioned in his diary. The statuette Finwaen had found matched the description in the diary, as did Finwaen’s nightmares. The alchemical analysis confirmed that the statuette was solid gold. There could be no doubt. This was the statuette for which she had been searching for years. “Nestario, please tell Rashid to prepare to leave.” “Your Highborn, should I also inform your mother?” “No, I’ll talk to her myself. She’ll want me to stay, but this is no longer about wanderlust. It is about duty. She will understand.” She felt she could face the cult with Nestario and Rashid at her side. However, she sensed that Celissa would not be content with just a few ducats’ pay. The farmer, Finwaen, seemed a lucky fellow, and what the Thorwaler lacked in manners, she made up for in strength. “My dear friends, I thank you once more for bringing Nestario home safely. It seems that our fates are intertwined. What do you say? Should we unravel the mystery of the statuette together?” The Garetian Noble in Play A farmer’s life may be difficult, but anyone who thinks that nobles enjoy idle lives is mistaken. Nobles have many physical and social responsibilities. They must see to the welfare of their farmers, risk their lives to protect their fiefdom, and administer justice. In times of war, they serve their liege lords by mustering and leading territorial armies. Nobles rarely have a spare moment to themselves— and yet some nobles still manage to find the time to go on adventures. Such individuals are usually third- or fourth-born sons and daughters who stand little chance of receiving an inheritance, or those who wish to sow their wild oats in far-away lands. Nobles do train in combative arts, but most do not undergo the rough schooling of a warrior academy or receive the training of a knight. Their social status, contacts, and reputation in society are great assets for any adventuring party. As a woman of high birth, she is sometimes wont to ignore her common-born friends because she is accustomed to others bowing to her will. Social Standing: Lesser Noble (Esquire) Advantages: Fox Sense, Luck I, Inspire Confidence, Noble II Disadvantages: None Special Abilities: Iron Will, Leader, Skill Specialization Law (Garetia), Heraldry, Housekeeping Languages: Bosparano II, Garethi III, Tulamidya I Literacy: Kuslik Signs Combat Techniques: Brawling 6 (AT 7/PA 4), Chain Weapons 6 (AT 7/PA -), Daggers 12, (AT 13/PA 7), Fencing Weapons 6 (AT 7/PA 4), Impact Weapons 6 (AT 7/PA 4), Lances 6 (AT 7/PA 4), Polearms 6 (AT 7/PA 4), Shields 6 (AT 7/PA 4), Swords 10 (At 11/PA 6), Two-Handed Impact Weapons 6 (AT 7/PA 4), Two-Handed Swords 6 (AT 7/PA 4), Bows 10 (RC 10), Crossbows 6 (RC 6), Thrown Weapons 6 (RC 6) Skills: Physical: Body Control 3, Carousing 2, Climbing 1, Dancing 7, Feat of Strength 2, Flying 0, Gaukelei 0, Perception 7, Pickpocket 0, Riding 9, Self-Control 7, Singing 0, Stealth 3, Swimming 3 Social: Disguise 0, Empathy 7, Etiquette 10, Fast-Talk 10, Intimidation 3, Persuasion 5, Seduction 3, Streetwise 3, Willpower 10 Nature: Animal Lore 4, Fishing 0, Orienting 3, Plant Lore 1, Ropes 0, Survival 2, Tracking 2 Knowledge: Astronomy 4, Gambling 4, Geography 6, History 5, Law 7, Magical Lore 0, Math 4, Mechanics 0, Myths & Legends 6, Religions 6, Sphere Lore 2, Warfare 4 Crafts: Alchemy 0, Artistic Ability 4, Clothworking 4, Commerce 5, Driving 0, Earthencraft 0, Leatherworking 0, Metalworking 3, Music 3, Pick Locks 0, Prepare Food 0, Sailing 0, Treat Disease 0, Treat Poison 0, Treat Soul 0, Treat Wounds 0, Woodworking 1 Equipment: Clothes (Lesser Noble) ×2, Long Sword, Heavy Dagger, City Package, 15 Ducats, 8 Silverthalers, 9 Halers Race: Human (Middenrealmer) Culture: Middenrealmer Profession: Noble Experience Level: Experienced COU 14 SGC 13 INT 13 CHA 14 DEX 10 AGI 12 CON 12 STR 14 LP 29 AE - KP - MOV 8 INI 13+1D6 SPI 2 TOU 1 DO 6 FtP 4 PRO/ENC 0/0


218 Chapter 7: Archetypes The Fasarian Balayan “I am here to send you to Boron’s Halls, Sahib. I regret your death, but it has already been decided.” “A Balayan is no assassin, but like an assassin, he too is a servant of Death.” “I see you place your faith in Rondra, Middenrealmer. I hold with Feqz. Let’s see which of us lives longer.” Rashid al’Fasar grew up in the mother of all cities, and by the age of 10 he knew his way around the dark alleys of the Ghulabad Quarter better than a Blessed One of Phex knows his own coin purse. The swift lad would probably have become the most talented pickpocket in the city if Marwan Sahib, the great Balayan master, had not taken him under his wing. Thus did Rashid the diminutive thief grow into Rashid the brave Balayan. The teachings of Rashid’s masters were like law for him, and he readily adapted to the ascetic life they preached. He had served many Eminences as a bodyguard. Sometimes he killed someone who was a threat to his master. He always did what was necessary, though he hated that kind of work. After many years of dutiful service in the city, Feqz and Marwan Sahib gave him a new opportunity, one that required him to leave the city. An employer who lived beyond Rashtul’s Wall wanted to hire him as a protector. Rashid’s curiosity was piqued, so he agreed and set out. He saw many wonders on his journey. As he quickly learned, the Middenrealm and its inhabitants were not like the Tulamydes (or even the Middenrealmers who lived in Fasar). As a rule, their customs were rough, and they had no manners, but his new employer, a Middenrealmish Eminence named Quisira of Swanrift, was different. Even though she was an independent young woman who knew how to use a sword, she required a protector whenever she traveled because she had numerous enemies. She had friends as well, and while they were much like the other Middenrealmers Rashid had encountered, they also wished to protect Quisira. Together they journeyed to Elburum, where Quisira hoped to hire an expedition leader who could guide them into the Yalaiad. According to her research, the Eminence expected to find an unholy temple of a sinister, bull-shaped deity hidden in the swamp. Having found a suitable candidate in a tavern, Quisira and the explorer began negotiating terms of her employment. Rashid waited outside. He did not like taverns, as they provided too many temptations to his ascetic lifestyle. “Keep away from women and wine,” the Sahib had always told him. Rashid leaned against a shady spot on the wall, casually observing a gaudily dressed stranger. The man’s long hair was done up in many small braids, and he was seated crosslegged near a bridge, apparently meditating. Something about his demeanor seemed off. Eventually he stood up and motioned to Rashid. Rashid’s curiosity got the better of him and he approached, but he remained alert. “You’re a Balayan, aren’t you? I hear your kind have mastered the art of fighting, but you don’t look very dangerous to me. If I didn’t know otherwise, I might mistake you for a dock worker.” The man spoke with the arrogance of a Maraskani. Rashid ignored the man’s taunts until he began to insult his Eminence, at which point he decided to teach the loudmouth a lesson. He drew both swords and assumed


219 an attack posture. Grinning, the Maraskani introduced himself as Malaziber, bowed deeply, and drew his Tuzak knife. What followed next was best described as an elegant dance of blades. This Maraskani is a skilled fighter, I must admit. But I wonder how he would fare with that weapon in the narrow alleys of Elbria? Rashid maneuvered away from the bridge, and he and Malaziber continued their duel in Elbria, the harbor quarter. Here, where the streets were far narrower, the Maraskani Buskur had to struggle to avoid hitting a wall with his sweeping attacks. I knew it! Rashid’s skill shone in the cramped surroundings. He propelled himself off a house wall, performed a feint, and attacked with both scimshar short swords simultaneously. Malaziber parried one attack, but the second sword bit into his wooden harness at the shoulder and nicked his cheek. The Maraskani was bleeding, although not very badly. Once he noticed that he had been hurt, he began to laugh heartily. “You’re quite skillful…for a beggar. Maybe we should not waste our talents by killing each other here, with everyone watching. Murder might annoy the city guards. What would you say if I invited you to join me for a cup of wine?” “Nothing.” “So, you wish to keep fighting, then?” “No. I just don’t drink wine. I prefer tea, if you please.” The Maraskani laughed louder than before, and together they walked to the tea house. The Fasarian Balayan in Play The Fasarian Balayan is a blend of assassin, bodyguard, and Tulamydian wandering sword. Trained in the combat style of Marwan Sahib, he is an excellent fighter. His signature style which use two deadly scimshar short swords, is greatly feared in the narrow alleys of Fasar. His training included indoctrination in his master’s philosophy, namely, to always oppose the covert and sinister plans of the lizardfolk and their servants (to a Marwan SahibBalayan, there is no greater enemy). Balayanim earn their living in the service of one of the Eminences of Fasar or a similar employer. This pupil of Marwan Sahib leads an ascetic life, having sworn off alcohol, intoxicating herbs, and women. Although he appears reserved at first, his companions should soon realize that he will protect them as he would an employer—with his life. Social Standing: Free Advantages: Ambidexterous,, Exceptional Sense (Sight), Improved Regeneration (Life Points) I, Nimble, Rugged Fighter, Weapon Aptitude (Swords) Disadvantages: Principles II (Loyalty, Oppose Lizardfolk Machinations, Protect the Weak) Special Abilities: Alertness, Athlete, Feint I, Marwan Sahib Style, Precise Shot/ Throw I, Skill Specialization Stealth, Tumbling, Two-Weapon-Combat I Languages: Garethi II, Tulamidya III Literacy: Tulamidya Signs Combat Techniques: Brawling 12 (AT 13/PA 8), Chain Weapons 6 (AT 7/PA -), Daggers 12 (AT 13/PA 8), Fencing Weapons 6 (AT 7/PA 5), Impact Weapons 6 (AT 7/PA 4), Lances 6 (AT 7/PA 4), Polearms 6 (AT 7/PA 5), Shields 6 (AT 7/ PA 4), Swords 12 (AT 13/PA 8), TwoHanded Impact Weapons 6 (AT 7/PA 4), Two-Handed Swords 6 (AT 7/PA 4), Bows 6 (RC 7), Crossbows 6 (RC 7), Thrown Weapons 12 (RC 13) Skills: Physical: Body Control 6, Carousing 0, Climbing 6, Dancing 0, Feat of Strength 4, Flying 0, Gaukelei 0, Perception 6, Pickpocket 3, Riding 0, Self-Control 7, Singing 0, Stealth 6, Swimming 0 Social: Disguise 4, Empathy 4, Etiquette 4, Fast-Talk 4, Intimidation 3, Persuasion 0, Seduction 0, Streetwise 7, Willpower 7 Nature: Animal Lore 0, Fishing 0, Orienting 4, Plant Lore 0, Ropes 0, Survival 3, Tracking 0 Knowledge: Astronomy 4, Gambling 6, Geography 0, History 6, Law 2, Magical Lore 6, Math 3, Mechanics 0, Myths & Legends 7, Religions 6, Sphere Lore 0, Warfare 0 Crafts: Alchemy 0, Artistic Ability 0, Clothworking 2, Commerce 6, Driving 0, Earthencraft 0, Leatherworking 0, Metalworking 0, Music 0, Pick Locks 0, Prepare Food 0, Sailing 0, Treat Disease 0, Treat Poison 6, Treat Soul 0, Treat Wounds 6, Woodworking 0 Equipment: Clothes (normal), Scimshar ×2, City Package, Throwing Stars ×5, 2 Silverthalers and 9 Halers, plus 26 additional Ducats stored with master Marwan Sahib Race: Human (Tulamyde) Culture: Mhanadistani Profession: Marwan Sahib-Balayan Experience Level: Experienced COU 13 SGC 11 INT 13 CHA 12 DEX 11 AGI 15 CON 12 STR 13 LP 29 AE - KP - MOV 9 INI 14+1D6 SPI 1 TOU 1 DO 8 FtP 3 PRO/ENC 0/0


220 Chapter 7: Archetypes The Horasian Explorer “I claim this new land in the name of Hesinde, Horas, and the empire.” “Nobody knows the exact size of Uthuria. Some say the continent even reaches as far as the Gyldenland. I intend to find out.” “To some, rough seas and tribes of cannibals are good reasons to stay home, but I say that dangers like those are half the fun.” Elaria Bosvani sat on the shore, trying to catch her breath. Malaziber, blood-stained and completely exhausted, clung to the riverbank further downstream. She saw fear and desperation in his eyes. We lost Finwaen! Without him we would all be dead, she thought. He said he sensed something bad when we found the temple. I thought it was just nerves. Ancient buildings are dangerous places, full of traps and monsters and who knows what else. We found none of those, but Malaziber was still worried when we left the temple with our loot, and he was right to feel that way. Damned idol worshippers. We walked right into their ambush. Elaria watched as Sigrud, the strongest member of the party, fought her exhaustion to pull the Buskur safely onto the riverbank among the mangroves. Elaria’s ears still echoed with Finwaen’s cries for help when he was seized by a bull-masked cultist and dragged away. I am responsible for this expedition! I must get the others out of here! Elaria had just returned from the jungles of Maraskan when she met the small group in Elburum and foolishly let them talk her into joining their expedition. Before traveling to the poisonous island, she had been in financial trouble— or to be more exact, her patrons had refused to finance her expedition to the Rain Mountains. It had all started innocently enough… A few months ago, she had found an old map of southern Aventuria at a market in Kuslik. The map, which had been sealed in an old bottle, seemed to show the location of the Citadel of Spirits, a legendary site in the Rain Mountains. Even though a Blessed One of Hesinde had authenticated the map, her patron refused to finance her expedition. To raise money, she signed on with the Lodge of the Friends of Aves to accompany their explorers. That was how she eventually wound up joining the expedition to Maraskan. Malaziber had been the only good thing she encountered on that trip. Back in Elburum, she agreed to lead a Middenrealmish noble and her entourage to the Yalaid swamps, which lay south of Elburum. They went in search of a secret temple they believed was hidden somewhere in the swamp. They were correct, as it turned out, but not in the way they expected. In Aves’ and Nandus’ name. I know my profession is dangerous, but after surviving Maraskan, I never thought that I would end up as fish food in the swamps of Yalaiad.


221 “Are you hurt, Malaziber?” “No, it’s just a cut on my shoulder. Nothing serious. But I lost sight of the esquire and her entourage, and there’s no trace of Finwaen and Celissa. And my hair is wet.” He is already joking again. Is that a good sign? “You did your best. Let me take it from here.” “What do you intend to do?” Sigrud asked, a grim expression on her face. “Should we set a trap for them? Or should we stake everything on one card and charge them head on?” “Neither, my dear Sigrud. Both would end in death for us—they outnumber us and they might have a wizard or a priest among their ranks. We’ll retreat to the rendezvous point and wait for the others. Then we will think of a plan to rescue Finwaen and the others.” If they still live, she added silently to herself. “But we can’t just abandon them like that!” Sigrid yelled, her had on her weapon. “We aren’t abandoning them. Remember where you are. Any action here requires careful planning. If Harika the Red had sailed to the Gyldenland without any preparations, we would never have seen her again.” The Horasian Explorer in Play Aventuria gets its name from Aves, the god of adventurers, and Aventurians dream of going on adventures. The Horasian explorer lives that dream, traveling to distant lands in search of gold, fame, and secrets of the past, but her boundless curiosity sometimes makes her careless. Thanks to her Horasian education, she possesses excellent knowledge of geography, the languages of the Forest Folk, magic artifacts, and legends of treasure islands and lost cities—in fact, there are few subjects with which she is not at least passingly familiar. She prefers to take charge of expeditions but she appreciates the value of advice and is by no means a lone wolf. When forced to fight, she is a frightening opponent, and while she may not be a trained warrior, she knows how to use a saber or a rapier. Social Standing: Free Advantages: Increased Spirit, Sense of Direction, Sense of Range Disadvantages: None Special Abilities: Area Knowledge Jungle, Sea, Skill Specialization Myths & Legends Languages: Bosparano I, Garethi III, Mohan II, Tulamidya II Literacy: Kuslik Signs Combat Techniques: Brawling 8 (AT 10/ PA 5), Chain Weapons, Daggers 8 (AT 10/PA 5), Fencing Weapons 6 (AT 8/ PA 4), Impact Weapons 6 (AT 8/PA 4), Lances 6 (AT 8/PA 4), Polearms, Shields 6 (AT 8/PA 4), Swords 11 (AT 13/PA 7), Two-Handed Impact Weapons 6 (AT 8/ PA 4), Two-Handed Swords 6 (AT 8/PA 4), Whips 12 (AT 14/PA -), Bows 6 (RC 7), Crossbows 12 (RC 13), Thrown Weapons 6 (RC 7) Skills: Physical: Body Control 4, Carousing 2, Climbing 8, Dancing 1, Feat of Strength 3, Flying 0, Gaukelei 0, Perception 8, Pickpocket 0, Riding 3, Self-Control 3, Singing 0, Stealth 4, Swimming 6 Social: Disguise 0, Empathy 2, Etiquette 3, Fast-Talk 4, Intimidation 0, Persuasion 0, Seduction 1, Streetwise 3, Willpower 6 Nature: Animal Lore 8, Fishing 0, Orienting 8, Plant Lore 4, Ropes 0, Survival 9, Tracking 6 Knowledge: Astronomy 0, Gambling 0, Geography 10, History 7, Law 6, Magical Lore 0, Math 5, Mechanics 1, Myths & Legends 10, Religions 8, Sphere Lore 0, Warfare 4 Crafts: Alchemy 0, Artistic Ability 4, Clothworking 0, Commerce 4, Driving 0, Earthencraft 2, Leatherworking 0, Metalworking 0, Music 0, Pick Locks 0, Prepare Food 2, Sailing 3, Treat Disease 3, Treat Poison 3, Treat Soul 0, Treat Wounds 4, Woodworking 3 Equipment: Balestrina, Dagger, Telescope, Slasher, Cartography Tool, Clothes (normal), Compass, Arrows (10), pack of Paper (10 sheets), Quadrant, Shoulder Bag, Wilderness Package, 3 Ducats, 7 Silverthalers Race: Human (Middenrealmer) Culture: Horasian Profession: Explorer Experience Level: Experienced COU 14 SGC 13 INT 14 CHA 12 DEX 11 AGI 12 CON 12 STR 12 LP 29 AE - KP - MOV 8 INI 13+1D6 SPI 3 TOU 1 DO 6 FtP 3 PRO/ENC 0/0


222 Chapter 7: Archetypes The Brabakan Scholar “Phex is crying. All can see his tears fall from heaven and rain down on Dere.” “Dragonblood and mandrake, mixed with powdered mummy and the petals of a black lotus—yes, I think that could work.” “Heretical theory? Well, all I am saying is that I think theurgy is possible. I didn’t say I thought it was a good idea.” “If I had remained in Brabak, I would never have learned this secret. This is worthy of a book. I’ll call it, let’s see…The Old Cult of Brazoragh and His Followers. OK, maybe that’s a bit long and awkward, but it’s only a working title.” A year ago, Nestario Fontanoya would never have undertaken such a long journey. He was a true Brabakan, born of a long line of scholars. His mother, a skilled alchemist and healer, also had great knowledge of anatomy—a discipline outlawed by the Church of Boron. Nestario learned astrology from his father, a respected astronomer, and considered himself a universal scholar. He worshipped Hesinde and Nandus, and used the wealth he inherited from his parents to fund his years-long study of Alrik’s Theory of Karmic Nodes. Someday I will prove the theory and teach my arrogant colleagues a lesson in humility for having dismissed my work. Maybe it was his colleagues’ rejection that inspired Nestario to leave Brabak. Then again, maybe it was his spirit of adventure that had set him on this path. He wanted more than to prove his theories; he also wanted to see all the wonders he had read about in almanacs and encyclopedias. As he traveled, he stopped to conduct research in the libraries of various temples of Hesinde (Selem’s Hoard proved especially useful, but the city seemed somewhat alien to him). His stay in Gareth had been both a blessing and a curse. The gigantic Imperial city supported many libraries, but even so, Nestario could not pursue his research as freely as he could in his home town. He sometimes had a hard time framing his questions in Gareth, where the Church of Praios held much sway. Certain things one could say publicly in Brabak were strictly prohibited in Gareth. To his surprise, his life of research took an unexpected turn when a woman approached him with a job offer. She introduced herself as Quisira of Swanrift, an esquire from Garetia. Nestario had never given much thought to the opposite sex because he had never considered himself very sociable. He explained that he was grateful but he was close to a great discovery and felt that his work was more important. Nevertheless, she persisted. “Honorable master Fontanoya,” she continued, “I am here today because of your reputation as an expert in the myths of southern Aventuria.” He had to admit to himself that he felt flattered. “If you enter my service,” she said, “I will pay you well and give you more opportunities to pursue your research than you could find here in Gareth. However, I must be honest with you—serving at my side also carries its share of risks.” At first, Nestario thought that the noblewoman was planning something illegal. He even began to suspect that she might be a cultist.


223 Well, I couldn’t have been more wrong about that. Quisira is the exact opposite. She hunts those who worship unholy powers. Nestario never regretted entering into her service. Together, the two friends found the trail of a great conspiracy plotted by a secret bull cult that wanted to break the power of the Twelve. Nestario and Quisira met Sigrud and her companions on this most recent adventure. Together they followed the trail into the Yalaid in search of a temple where, centuries ago, cultists offered sacrifices to a god called Bakkamos. However, the group had walked into an ambush in an underground tunnel. Nestario used his intoxicating alchemicae to confuse their opponents while everyone ran. Afterwards, only Nestario, Quisira, and the Balayan Rashid al’Fasar remained together. Nobody could not say with certainty what had become of their friends. It took the three a whole day to march back to the rendezvous point, and they were thankful for Nestario’s map of the region, for the mangrove swamps were worse than any labyrinth. O Sigrud, I hope you haven’t been hurt. I could have saved you if I was as quick as Rashid and as strong as…you. Seeing the thought in his eyes, Quisira said, “Don’t worry, master Fontanoya. I am sure Sigrud and the others are safe.” “From your lips to the Twelve’s ears.” I am a man of intellect and I prefer knowledge over belief. But if you are good gods, then please protect my friends—especially Sigrud—from these barbarians. The Brabakan Scholar in Play Southern Aventuria is known for its obscure sects and educated philosophers—and the Brabakan scholar is one of the latter. He is characterized primarily by his curiosity and education, and is learned in most sciences. He is not useful in combat and possesses neither great strength nor skill, but when the party needs to solve a riddle, find a book, or answer a question about the starry sky, they look to him. His unworldly and meditative demeanor arises from spending most of his time with other scholars or conducting his own research and experiments. He is not deliberately unfriendly to other people, he is simply unaware of their troubles. His usual motivation for adventuring is to prove a working theory, search for a rare artifact, or simply carry out some field research first-hand. Social Standing: Free Advantages: Luck I, Increased Spirit, Resistant to Heat, Resistant to Poison II Disadvantages: None Special Abilities: Alertness, Analyst, Archivist, Defensive Posture, Skill Specialization Astronomy, History and Religions, Speed-Writing Languages: Ancient Tulamidya II, Bosparano III, Garethi III, Mohan II Literacy: Ancient Tulamidya Signs, Kuslik Signs, Tulamidya Signs Combat Techniques: Brawling 8 (AT 9/PA 5), Chain Weapons 6 (AT 7/PA -), Daggers 10 (AT 11/PA 6), Fencing Weapons 6 (AT 7/PA 4), Impact Weapons 6 (AT 7/PA 4), Lances 6 (AT 7/PA 4), Polearms 10 (AT 11/PA 6), Shields 6 (AT 7/PA 4), Swords 6 (AT 7/PA 4), Two-Handed Impact Weapons 6 (AT 7/PA 4), Two-Handed Swords 6 (AT 7/PA 4), Bows 6 (RC 7), Crossbows 6 (RC 7), Thrown Weapons 8 (RC 9) Skills: Physical: Body Control 2, Carousing 1, Climbing 2, Dancing 0, Feat of Strength 0, Flying 0, Gaukelei 0, Perception 8, Pickpocket 0, Riding 0, Self-Control 6, Singing 0, Stealth 5, Swimming 4 Social: Disguise 2, Empathy 2, Etiquette 5, Fast-Talk 3, Intimidation 2, Persuasion 0, Seduction 1, Streetwise 2, Willpower 8 Nature: Animal Lore 5, Fishing 1, Orienting 3, Plant Lore 5, Ropes 0, Survival 3, Tracking 0 Knowledge: Astronomy 10, Gambling 0, Geography 8, History 10, Law 5, Magical Lore 7, Math 8, Mechanics 4, Myths & Legends 8, Religions 9, Sphere Lore 6, Warfare 2 Crafts: Alchemy 7, Artistic Ability 4, Clothworking 0, Commerce 0, Driving 0, Earthencraft 0, Leatherworking 0, Metalworking 0, Music 0, Pick Locks 0, Prepare Food 0, Sailing 1, Treat Disease 2, Treat Poison 1, Treat Soul 0, Treat Wounds 3, Woodworking 0 Equipment: Antidote (QL 4), Dagger, Quill, Healing Potion (QL 4), Clothes (normal), Pack of Paper (10 sheets), Quadrant, City Package, Hourglass, Diary, Shoulder Bag, 1 Ducat, 8 Silverthalers, 3 Halers Race: Human (Middenrealmer) Culture: Southern Aventurian Profession: Scholar Experience Level: Experienced COU 12 SGC 14 INT 14 CHA 13 DEX 12 AGI 11 CON 12 STR 12 LP 29 AE - KP - MOV 8 INI 12+1D6 SPI 3 TOU 1 DO 6 FtP 4 PRO/ENC 0/0


224 Chapter 7: Archetypes The Northmarcher Warrior “Rondra be with us!” “No, I am not a wandering sword, and I am not a knight, either! I trained at the Duke’s Warrior Academy in Elenvina. Now, get out of my way.” “I am not too late! I arrived at precisely the right time to save you!” “I hope I am not too late!” Celissa’s plan for attacking the cultists differed from Malaziber’s and Rashid’s strategy. They both wanted to sneak up on the scoundrels and strike them from behind. Celissa could see why this would be advantageous, but she did not want the cultists to be that close to Finwaen when the fighting started. Besides, she wanted to face her enemies directly, according to the teachings of Rondra, and not attack from behind. Eventually they agreed that they would all sneak up on the cultists and then announce themselves and attack in the open. Damn it, what have I gotten myself into? The companions gathered at the rendezvous point. Only Finwaen and the statuette were missing. That’s when they changed their plan and decided on a bold offensive instead. Quisira and Nestario would provide a distraction, and then Malaziber, Rashid, Elaria, and Celissa would attack. The cultists’ trail led away from the temple to a ritual site in the swamp. From what Celissa had heard from Quisira, Rashid, and Nestario, the servants of the bull god planned to awaken something that lay dormant inside the statuette. Even if it isn’t the bull god himself, it probably isn’t any friendlier. What was the name of the entity within the statuette? Bakkamos, or something like that? The bull cultists worked hurriedly. Maybe they suspected a reprisal from the heroes, or perhaps they needed to cast the ritual while a specific constellation of stars was visible in the sky. The scholar’s distraction took the form of a loud detonation of alchemical ingredients. Some cultists fled, but many ran toward the explosion. This left few opponents to fight, and the heroes launched their attack. Malaziber scythed through rows of enemies, and Rashid’s blade whirled. Elaria engaged one of the more lightly armed cultists. Celissa struck down her opponent in a flash and ran toward Finwaen. Celissa rounded a corner and came face to face with the cultists’ idol—a large Ongalo bull, smeared all over with blood and adorned with herbs. The animal had pulled up the stake that held it in place via a chain around its neck. If this had been just an ordinary bull, Celissa probably would have ignored it, but it was imbued with a sinister power. It charged her fearlessly, lowering its head for a killing blow. Swords were no use in such circumstances, so she pivoted on one foot and took the impact on her shield. Such a blow might have finished an inexperienced fighter, but Celissa shook it off and stood her ground. As the bull swept past, she jabbed with her sword. The beast roared as the blade pierced its side. It turned and rushed her again. Celissa climbed the steps of the sacrificial altar to gain a height advantage and then swung her blade again. The bull continued to attack her, despite its increasing number of injuries. Rashid and Malaziber were still busy fighting the remaining cultists and could not come to her aid. Guessing that an intelligence drove the beast, she


225 tried to confuse the bull with a feint, but the animal wasn’t fooled. It swung its head and slammed its horns into her chest. The impact knocked the wind from her lungs and she fell to the ground, gasping for breath. The bull then stood above her, poised to gore her to death. Desperately, she reached up and pierced its neck. The animal roared and collapsed near her. Soaked in animal blood, Celissa rose and walked over to the statuette, which apparently had lost its power—at the beginning of the fight it had shone with a golden light, but now it seemed brittle and dull. Celissa raised her sword and swung with all strength, cleaving the statuette in two. Celissa smiled with satisfaction as she freed Finwaen from his bonds. Malaziber and Rashid finished off the last of the enemies. “Now, let’s get out of here. Quickly, before the others get back.” The Northmarcher Warrior in Play Warriors are considered born heroes because they uphold the ideals of Rondra, protect the weak and defenseless, and always behave honorably, and the warrior from the Northmarches is no exception. She trained at the duke’s warrior academy, learning the classic combat techniques of sword fighting, the use of the mace, and mounted combat. She knows how to motivate and lead others, and fights at the forefront of battle. Her desire to oppose sinister powers and protect those in need makes her popular with the common folk—and since she herself is a commoner, burghers tend to trust her more than they would trust a noble. The warrior is straightforward and honest. She hates to hide or use stealth, but she is no fool and understands the wisdom of remaining inconspicuous in the vicinity of an ogre, a tatzelwurm, or a dragon. She is haunted by the fact that the Northmarchers arrived too late to support the Middenrealm in several crucial battles in recent years (she strives never to be late for anything). She is skeptical of those who do not worship the Twelvegods but she holds no animosity for such people. She is willing to accept strangers as companions, as long as they are on the side of right. Social Standing: Free Advantages: Increase Life Points V, Increase Toughness, Rugged Fighter Disadvantages: Principles II (Sense of Honor, Loyalty, Protection of the Weak) Special Abilities: Elenvina Style, Feint I, Forceful Blow I, Inured to Encumbrance I, Leader, Onslaught, Stunning Blow Languages: Garethi III, Isdira I, Thorwalian II, Rogolan I Literacy: Kuslik Signs Combat Techniques: Brawling 12 (AT 14/PA 8), Chain Weapons 6 (AT 8/PA -), Daggers 8 (AT 10/PA 6), Fencing Weapons 6 (AT 8/PA 5), Impact Weapons 12 (AT 14/PA 7), Lances 12 (AT 14/PA 7), Polearms 6 (AT 8/PA 5), Shields 12 (AT 14/PA 7), Swords 12 (AT 14/PA 8), Two-Handed Impact Weapons 6 (AT 8/ PA 4), Two-Handed Swords 10 (AT 12/ PA 6), Bows 6 (RC 6), Crossbows 6 (RC 6), Thrown Weapons 6 (RC 6) Skills: Physical: Body Control 6, Carousing 3, Climbing 4, Dancing 0, Feat of Strength 7, Flying 0, Gaukelei 0, Perception 6, Pickpocket 0, Riding 6, Self-Control 9, Singing 0, Stealth 0, Swimming 2 Social: Disguise 0, Empathy 5, Etiquette 7, Fast-Talk 2, Intimidation 2, Persuasion 0, Seduction 0, Streetwise 2, Willpower 6 Nature: Animal Lore 1, Fishing 0, Orienting 2, Plant Lore 1, Ropes 2, Survival 4, Tracking 2 Knowledge: Astronomy 0, Gambling 0, Geography 0, History 3, Law 2, Magical Lore 0, Math 3, Mechanics 0, Myths & Legends 4, Religions 4, Sphere Lore 0, Warfare 8 Crafts: Alchemy 0, Artistic Ability 0, Clothworking 1, Commerce 1, Driving 0, Earthencraft 0, Leatherworking 0, Metalworking 1, Music 0, Pick Locks 0, Prepare Food 0, Sailing 0, Treat Disease 0, Treat Poison 0, Treat Soul 0, Treat Wounds 7, Woodworking 1 Equipment: Dagger, Wooden Shield, Chainmail, Clothes (normal), Long Sword, Traveling Package, 5 Ducats, 10 Silverthalers Race: Human (Middenrealmer) Culture: Middenrealmer Profession: Elenvinan Warrior Experience Level: Experienced COU 14 SGC 10 INT 13 CHA 13 DEX 10 AGI 14 CON 13 STR 13 LP 36 AE - KP - MOV 7 INI 13+1D6 SPI 1 TOU 3 DO 6 FtP 3 PRO/ENC 4/1


226 Chapter 7: Archetypes Every Ending Is a New Beginning Finwaen could not believe his luck. Only a few months ago, his world had been small and simple. Of course, back then he thought that the Twelve wanted him to lead the life of a farmer. Apparently, however, the gods had other plans for him. His discovery of the statuette had set many events in motion, and since then, he had traveled halfway across Aventuria. Where the gods guiding me, to prevent this despicable idol from falling into the wrong hands? Nestario thought that the cult of the bull must be very old. The bull god’s disciples might have interpreted the lights that appeared in the sky above Havena as a sign that his return was imminent. Or the lights might have been a sign pointing to the statuette. A horrifying thought… Finwaen had received unexpected help on his journey. He missed his childhood friend, Celissa, who had always been by his side, but he was still amazed that he had joined such an illustrious troop—a Brabakan scholar, a Maraskani swordfighter…and a beautiful noblewoman. Oh, Lady Rahja. You meant well, but I’ve fallen in love with a woman beyond my reach. The first time he laid eyes on Quisira, Finwaen was struck speechless. At first he thought this was due only to the deep respect a farmer owed to a noblewoman. But the longer he traveled at Quisira’s side, the more certain he became that she was the one for him. Sadly, we can never wed. Even if Travia allowed it and Rahja granted me her favor, Lord Praios would still forbid it. A farmer’s son and an esquire? It’s a nice ending for a fairy tale, but nothing more than that. I am glad that at least Sigrud and Nestario have found each other. They are free to love each other despite their differences, and no one opposes their union. Leaving Celissa had been difficult enough, but now he had left the others at Quisira’s estate in Garetia. They were all either Quisira’s servants or had become friends. After Quisira promised to fund Elaria’s expedition, she and her Maraskani companion, Malaziber, gladly accepted Quisira’s hospitality, which was pleasing unto Travia. Rashid’s joy was equally great, as he had found a worthy opponent in Malaziber, against whom he could fence with blades and words all day long. Parting was hard for everyone, but Finwaen felt it was time he returned to his family. When Finwaen arrived at his home, his father was out driving the cattle to the meadow. From the wide grin on his father’s face, Finwaen could tell that he was very glad to see his son again, and the two embraced warmly. Finwaen spent the rest of the day telling his family everything he had experienced. Two months after his return, Celissa came home from Havena. When she found him, Finwaen had been driving the family’s cattle herd to the meadow. The same troublesome calf—which had grown considerably—chose that moment to run away again. Finwaen and Celissa chased it, laughing, but this time it did not head for the forest. Instead, it charged headlong towards a carriage that was driving along the path to Finwaen’s farm. Celissa and Finwaen would not have spotted it if the calf had run towards the woods instead. They caught the calf and waited, full of anticipation, for the carriage to arrive. Finwaen recognized the driver as the carriage pulled to a stop in front of them. A rush of emotions almost overwhelmed him when Quisira stepped from the carriage. The calf sniffed at her like a curious dog. “Greetings, Finwaen, Celissa. It is good to see you. I hope we aren’t interrupting anything,” she said, smirking but obviously glad to see them. Through the open carriage door, Finwaen and Celissa saw Rashid, Nestario, and Sigrud. They soon spotted Elaria and Malaziber, too, following on horseback a short distance away. They were keeping a watchful eye on the wood line. “We have decided to accompany the honorable Questadora Elaria Bosvani on her expedition to the Rain Mountains. Her map has awakened my curiosity, and we are traveling to Havena to book passage on a ship bound for Chorhop. We could use another able sword. And someone who knows about plants and animals,” Quisira quickly added, glancing sideways at Celissa, as was her way. “Very well. Let’s go, then,” Finwaen said, without waiting for Celissa to answer. His heart swelled with joyful anticipation.


Combat Special Abilities for Whips The following combat special abilities from the Core Rules (starting on page 246) can be used with the combat technique Whips: Alertness, Combat Reflexes I–III Disarm, Enemy Sense, Feint I–III, Improved Dodge I–III, Inured to Encumbrance I+II, Mounted Combat, Quickdraw, and Takedown. Combat Special Abilities for Slings The following combat special abilities from the Core Rules (starting on page 246) may be used with the combat technique Slings: Alertness, Combat Reflexes I–III, Enemy Sense, Improved Dodge I– III, Inured to Encumbrance I+II, Mounted Archer, Mounted Combat, and Precise Shot/Throw I–III. New Combat Techniques This section presents new combat techniques for exotic weapon types, specifically the close combat technique Whips and the ranged combat technique Slings, both of which are used by some of the professions introduced in this book. As with all other combat techniques, new heroes start with a combat technique value of 6 in Whips and Slings, and can improve them according to the usual rules. For descriptions, primary attributes, and improvement costs, see below. Unusual Use of Combat Techniques Optional Rule The weapons covered by these new combat techniques are so exotic that heroes may have difficulty employing them in combat. As such, they incur penalties of up to 3 on Attack, Parry, and Ranged Combat, as applicable. At the GM’s discretion, these penalties can be reduced or even eliminated over time. This optional rule makes the game slightly more complex. Whips Whips are normally used to goad a beast of burden or mount. However, slaveholders also use whips to intimidate slaves and punish transgressions. Whips can sweep an enemy off their feet, or the weapon can be looped around a branch or outcropping and used as a rope. Special: Attempts to Parry a whip incur a penalty of -2. Shields can apply their simple defense bonus against whips. Attacks with whips botch on a roll of 19. Whips cannot be used to parry. Primary Attribute: Dexterity Improvement Cost: B Slings This combat technique covers all types of slings, bolas, and similar ranged weapons. Most of these weapons are not considered real weapons of war. The sling, for example, has the reputation of being a shepherd’s tool. In skilled hands, though, slings are deadly, and many warriors on the Cyclopes Islands carry these easily-produced, inexpensive ranged weapons. Primary Attribute: Dexterity Improvement Cost: B Appendix 227


Appendix New Weapons and Armor The new close combat and ranged weapons presented here supplement those from the Core Rules and may be used by the professions introduced in this book, when appropriate. Close Combat Weapons DP: Damage Points P+T: Primary Attribute and Damage Threshold AT/PA Mod: Modifiers for Attack and Parry while using the weapon. RE: Reach Weight: Weight of the weapon, in pounds. Length: Length of the weapon, in inches. Cost: Price of the weapon in silverthalers (S) Note: 2H: You must use both hands to wield the weapon. You cannot combine it with a shield, a second weapon (for twoweapon combat), or a parrying weapon. i: The weapon is considered improvised. On attacks and parries, rolling a 19 requires a botch confirmation roll (meaning that a botch is more likely). The defender gains a bonus of +2 for defense against improvised weapons. Combat Technique Impact Weapons Weapon DP P+T AT/PA Mod RE Weight Length Cost Complexity Blacksmith’s Hammer (i) 1D6+3 STR 14 0/-3 Medium 2.8 pounds 27 inches 100 S Simple Hatchet/Hand Axe 1D6+2 STR 14 -1/-2 Medium 1.6 pounds 15 inches 20 S Primitive Rolling Pin (i) 1D6+1 STR 14 -1/-2 Medium 1 pound 15 inches 10 S Primitive Sickle (i) 1D6+2 STR 15 -1/-2 Short 1 pound 23 inches 10 S Simple Torch (i) 1D6 STR 15 -1/-2 Medium 1 pound 15 inches 0.5 S Primitive Note: Successful attacks with a lit torch do not necessarily cause the state burning. Combat Technique Lances Weapon DP P+T AT/PA Mod RE Weight Length Cost Complexity Tournament Lance 1D6+8 - - - 6.6 pounds 118 inches 30 S Simple Note: The tournament lance breaks when it inflicts 11+ DP in a single attack. Combat Technique Polearms Weapon DP P+T AT/PA Mod RE Weight Length Cost Complexity Pailos (2H) 2D6+3 AGI/STR 15 -1/-2 Long 9.9 pounds 70 inches 300 S Complex (3 AP) Shepherd’s Crook (2H) 1D6+1 AGI/STR 15 0/+2 Long 1.6 pounds 59 inches 10 S Primitive Scythe (2H, i) 1D6+3 AGI/STR 16 -2/-1 Long 3.9 pounds 78 inches 40 S Primitive Threshing Flail (2H, i) 1D6+4 AGI/STR 15 -1/-1 Long 3.9 pounds 78 inches 50 S Primitive War Scythe (2H) 1D6+5 AGI/STR 16 -1/-1 Long 3.9 pounds 78 inches 60 S Primitive War Flail (2H) 1D6+4 AGI/STR 15 -1/-1 Long 4.4 pounds 78 inches 50 S Primitive 228


Combat Technique Swords Weapon DP P+T AT/PA Mod RE Weight Length Cost Complexity Broad Sword 1D6+4 AGI/STR 14 -1/-1 Medium 3.3 pounds 35 inches 180 S Simple Parazonium (Cyclopean short sword) 1D6+3 AGI/STR 15 0/-1 Short 1.6 pounds 24 inches 140 S Simple Scimshar (Tulamydian short sword) 1D6+2 AGI/STR 14 0/-1 Short 1.6 pounds 24 inches 140 S Simple Tournament Sword 1D6+1 AGI/STR 16 0/0 Medium 1 pound 39 inches 20 S Simple Note: The tournament sword breaks when it inflicts 7+ DP in a single attack. Combat Technique Two-Handed Swords Weapon DP P+T AT/PA Mod RE Weight Length Cost Complexity Tournament Great Sword (2H) 1D6+3 AGI/STR 16 0/-2 Medium 4.9 pounds 63 inches 40 S Simple Note: The tournament great sword breaks when it inflicts 9+ DP in a single attack. Combat Technique Whips Weapon DP P+T AT/PA Mod RE Weight Length Cost Complexity Horsewhip 1D6 DEX 16 0/- Long 6.6 pounds 98 inches 20 S Primitive Ranged Weapons The following are stats for a new ranged weapon, which appears here for the first time. DP: Damage Points RT: Reload Time Ammunition: The required ammunition. Weight: Weight of the weapon, in pounds. Length: Length of the weapon, in inches. Cost: Price of the weapon, in silverthalers (S). Combat Technique Slings Weapon DP RT Ammunition Weight Length Cost Complexity Sling 1D6+2 2 actions Pebbles 0.5 pounds 19 inches 5 S Primitive Ammunition Ammunition Cost Pebbles 0.1 S 229


Appendix Armor Armor Type Protection (PRO) Encumbrance (ENC) Additional Penalties Cost Complexity Bone Armor 2 1 - 80 S Primitive Horn Armor 3 1 -1 MOV, -1 INI 140 S Primitive Tournament Armor 8 5 - 3,000+ S Complex (5 AP) Note: While on a horse, subtract 2 ENC for the tournament armor, instead of only 1. Wooden Armor 4 2 - 300 S Simple Skill Overview Name Check Encumbrance Improvement Cost Applications Physical Skills Body Control AGI/AGI/CON Yes D Acrobatics, Balance, Combat Maneuvers, Jumping, Running, Squirm Carousing SGC/CON/STR No A Resist Drug Confusion, Resist Drug Intoxication, Resist Drug Pain Climbing COU/AGI/STR Yes B Ice, Mountains, Trees, Walls Dancing SGC/CHA/DEX Yes A Court, Religious, Exotic, Folk Feat of Strength CON/STR/STR yes B Breaking & Smashing, Dragging & Pulling, Lifting, Pushing & Bending Flying COU/INT/AGI Yes B Chases, Combat Maneuvers, Long-Distance Flight Gaukelei COU/CHA/DEX Yes A Clowning, Hiding Tricks, Juggling Perception SGC/INT/INT Maybe D Detect Ambush, Search, Spot Pickpocket COU/DEX/AGI Yes B Create Distractions, Steal from Person, Steal Item, Slip Item Riding CHA/AGI/STR Yes B Chases, Combat Maneuvers, Long-Distance Ride, Show Jumping Self-Control COU/COU/CON No D Ignore Distractions, Resist Torture, Stay Conscious Singing SGC/CHA/CON Maybe A Bard’s Ballad, Chorale, Singing, Recital Stealth COU/INT/AGI Yes C Hide, Sneak Swimming AGI/CON/STR Yes B Chases, Diving, Combat Maneuvers, LongDistance Swimming, Treading Water Social Skills Disguise INT/CHA/AGI Yes B Costuming, Imitate Person, Stage Acting Empathy SGC/INT/CHA No C Discern Motivation, Sense Deception Etiquette SGC/INT/CHA Maybe B Fashion, Manners, Rumors, Small Talk Fast-Talk COU/INT/CHA No C Hard Sell, Begging, Manipulation, Provocation, Subterfuge, Sweet-Talk Intimidation COU/INT/CHA No B Interrogation, Threats, Torture Persuasion COU/SGC/CHA No B Conversation, Debate, Oration, Provocation Seduction COU/CHA/CHA Maybe B Flirting, Romantic Arts, Beautify 230


231 Name Check Encumbrance Improvement Cost Applications Social Skills Streetwise SGC/INT/CHA Maybe C Asking Around, Judging Locations, Shadowing Willpower COU/INT/CHA No D Face Threats, Resist Fast-Talk, Resist Intimidation, Resist Persuasion, Resist Seduction Nature Skills Animal Lore COU/COU/CHA Yes C Domesticated Animals, Monsters, Wild Animals Fishing DEX/AGI/CON Maybe A Saltwater Animals, Freshwater Animals, Water Monsters Orienting SGC/INT/INT No B Below Ground, Position of the Sun, Night Sky Plant Lore SGC/DEX/CON Maybe C Crops, Healing Plants, Poisonous Plants, Plantbased Dyes Ropes SGC/DEX/STR Maybe A Bindings, Knots, Tie Nets, Splice Ropes Survival COU/AGI/CON Yes C Build Campsite, Find Campsite, Make Fire Tracking COU/INT/AGI Yes C Animal Tracks, Conceal Tracks, Humanoid Tracks Knowledge Skills Astronomy SGC/SGC/INT No A Astrology, Calendars, Stellar Cartography Gambling SGC/SGC/INT No A Betting Games, Board Games, Card Games, Dice Games Geography SGC/SGC/INT No B Individual Regions History SGC/SGC/INT No B Individual Regions Law SGC/SGC/INT No A Individual Regions Magical Lore SGC/SGC/INT No C Artifacts, Magical Beings, Rituals, Spells Math SGC/SGC/INT No A Addition & Subtraction, Fractions, Multiplication & Division, Geometry, Trigonometry Mechanics SGC/SGC/DEX No B Complicated Systems, Hydraulics, Levers Myths & Legends SGC/SGC/INT No B Individual Regions Religions SGC/SGC/INT No B Individual Cult/Church/Philosophy Sphere Lore SGC/SGC/INT No B Beings from the Spheres, Limbo, a specific Sphere Warfare COU/SGC/INT No B Open Battle, Partisan Tactics, Sea Battle, Siege Tactics, Tunnel Fighting Craft Skills Alchemy COU/SGC/DEX Yes C Alchemical Poisons, Elixirs, Mundane Alchemy Artistic Ability INT/DEX/DEX Yes A Carving, Drawing, Painting Clothworking SGC/DEX/DEX Yes A Dyeing, Felting, Sewing, Weaving, Spinning Commerce SGC/INT/CHA No B Accounting, Haggling, Money Exchange Driving CHA/DEX/CON Yes A Chases, Combat Maneuvers, Long Distances, Races Earthencraft DEX/DEX/STR Yes A Stonecutting, Masonry, Stone Carving Leatherworking DEX/AGI/CON Yes B Furrier, Produce Leather Goods, Tanning Metalworking DEX/CON/STR Yes C Blacksmith, Casting, Goldsmith, Smelting


232 Appendix Name Check Encumbrance Improvement Cost Applications Craft Skills Music CHA/DEX/CON Yes A Drums, String Instruments, Wind Instruments Pick Locks INT/DEX/DEX Yes C Bit Locks, Combination Locks Prepare Food INT/DEX/DEX Yes A Baking, Brewing, Frying & Boiling, Gutting, Preserving Sailing DEX/AGI/STR Yes B Chases, Combat Maneuvers, Long Distances, Races Treat Disease COU/INT/CON Yes B Individual Disease Treat Poison COU/SGC/INT Yes B Alchemical Poisons, Mineral-based Poisons, Plant-based Toxins, Venoms Treat Soul INT/CHA/CON No B Suppress Negative Trait, Suppress Fear, Suppress Personality Flaw Treat Wounds SGC/DEX/DEX Yes D Enhance Healing, Relieve Pain, Stabilize Woodworking DEX/AGI/STR Yes B Carpenter, Felling & Cutting, Joiner Combat Techniques Overview Combat Technique Primary Attribute Improvement Cost Combat Technique Primary Attribute Improvement Cost Bows DEX C Polearms AGI/STR C Brawling AGI/STR C Shields STR C Chain Weapons STR C Slings DEX B Crossbows DEX B Swords AGI/STR C Daggers AGI B Thrown Weapons DEX B Fencing Weapons AGI C Two-Handed Impact Weapons STR C Impact Weapons STR C Two-Handed Swords STR C Lances STR B Whips DEX B


Combat Techniques and Corresponding Combat Special Abilities The following lists close combat techniques and the combat special abilities from both the Core Rules and the Aventuria Compendium that apply to each. Close Combat Techniques Daggers Combat Special Abilities (Core Rules): Alertness, Catch Blade, Combat Reflexes I–III, Cross-block, Deadly Thrust, Defensive Posture, Enemy Sense, Feint I– III, Inured to Encumbrance I–II, Mounted Combat, Onslaught, Precise Thrust I–III, Quickdraw, Riposte, Two-Weapon Combat I–II Combat Special Abilities (Aventuria Compendium): Blade Storm, Blind Fighting I–II, Circumvent I–II, Combat in Water, Combat Style Combination, Improved Circumvent, Keep at Distance I–II, Master Parry, Mounted Flying Combat, Protector, Targeted Attack Combat Style Special Abilities (Aventuria Compendium): Baburin Style, Baliho Style, Elenvina Style, Fedorino Style, Knight of the Old Path Style, Marwan Sahib Style, Prem Style Advanced Combat Special Abilities (Aventuria Compendium): Bind, Death from the Left, En Passant Fencing Weapons Combat Special Abilities (Core Rules): Alertness, Combat Reflexes I–III, Cross-block, Deadly Thrust, Defensive Posture, Disarm, Enemy Sense, Feint I–III, Inured to Encumbrance I–II, Mounted Combat, One-Handed Combat, Onslaught, Precise Thrust I–III, Quickdraw, Riposte, Two-Weapon Combat I–II Combat Special Abilities (Aventuria Compendium): Blade Storm, Blind Fighting I–II, Circumvent I–II, Combat in Water, Combat Style Combination, Improved Circumvent, Keep at Distance I–II, Master of Improvised Weapons, Master Parry, Mounted Flying Combat, Protector, Targeted Attack Combat Style Special Abilities (Aventuria Compendium): Baburin Style, Elenvina Style, Fedorino Style, Knight of the Old Path Style, Prem Style Advanced Combat Special Abilities (Aventuria Compendium): Bind, Death from the Left, En Passant, High Blade Impact Weapons Combat Special Abilities (Core Rules): Alertness, Charge, Combat Reflexes I–III, Defensive Posture, Disarm, Enemy Sense, Feint I–III, Forceful Blow I–III, Hammer Blow, Inured to Encumbrance I–II, Mounted Combat, Onslaught, Quickdraw, Shield-Splitter, Sweep I–II, Two-Weapon Combat I–II Combat Special Abilities (Aventuria Compendium): Blade Storm, Blind Fighting I–II, Circumvent I–II, Combat in Water, Combat Style Combination, Improved Circumvent, Keep at Distance I–II, Master of Improvised Weapons, Master Parry, Mounted Flying Combat, Protector, Stunning Blow, Targeted Attack Combat Style Special Abilities (Aventuria Compendium): Baburin Style, Baliho Style, Cendrash Style, Elenvina Style, Knight of the Old Path Style, Mengbilla Style, Prem Style Advanced Combat Special Abilities (Aventuria Compendium): Death from the Left, En Passant, Mighty Sweep, Shortened Grip, Windmill Chain Weapons Combat Special Abilities (Core Rules): Alertness, Combat Reflexes I–III, Enemy Sense, Forceful Blow I–III, Hammer Blow, Inured to Encumbrance I–II, Mounted Combat, Onslaught, Quickdraw, Shield-Splitter, Sweep I–II Combat Special Abilities (Aventuria Compendium): Blind Fighting I–II, Circumvent I–II, Combat in Water, Combat Style Combination, Improved Circumvent, Keep at Distance I–II, Master of Improvised Weapons, Mounted Flying Combat, Targeted Attack Combat Style Special Abilities (Aventuria Compendium): Baburin Style, Baliho Style, Elenvina Style, Knight of the Old Path Style, Prem Style Advanced Combat Special Abilities (Aventuria Compendium): Death from the Left, Mighty Sweep Lances Combat Special Abilities (Core Rules): Alertness, Combat Reflexes I–III, Enemy Sense, Inured to Encumbrance I–II, Mounted Combat, Tilt Combat Special Abilities (Aventuria Compendium): Blind Fighting I–II, Combat in Water, Combat Style Combination, Keep at Distance I–II, Master of Improvised Weapons, Mounted Flying Combat, Targeted Attack Combat Style Special Abilities (Aventuria Compendium): Baburin Style, Baliho Style, Elenvina Style, Knight of the Old Path Style, Prem Style Advanced Combat Special Abilities (Aventuria Compendium): Death from the Left, Frontal Assault, Mighty Tilt Whips Combat Special Abilities (Core Rules): Alertness, Combat Reflexes I–III, Disarm, Dodge I–III, Enemy Sense, Feint I– III, Forceful Blow I–III, Improved Dodge I–III, Inured to Encumbrance I–II, Mounted Combat, Quickdraw, Takedown Combat Special Abilities (Aventuria Compendium): Blind Fighting I–II, Combat in Water, Combat Style Combination, Keep at Distance I–II, Master of Improvised Weapons, Mounted Flying Combat, Targeted Attack Combat Style Special Abilities (Aventuria Compendium): Baburin Style, Baliho Style, Elenvina Style, Knight of the Old Path Style, Prem Style 233


Appendix Advanced Combat Special Abilities (Aventuria Compendium): Death from the Left Brawling Combat Special Abilities (Core Rules): Alertness, Combat Reflexes I–III, Defensive Posture, Disarm, Enemy Sense, Feint I–III, Forceful Blow I–III, Inured to Encumbrance I– II, Mounted Combat, Onslaught, Throw Combat Special Abilities (Aventuria Compendium): Blind Fighting I–II, Circumvent I–II, Combat in Water, Combat Style Combination, Headlock, Keep at Distance I–II, Improved Circumvent, Master of Improvised Weapons, Master Parry, Mounted Flying Combat Combat Style Special Abilities (Aventuria Compendium): Baburin Style, Baliho Style, Bornlandish Brawling, Cyclopean Wrestling, Elenvina Style, Gladiator Style, Hammerfist Style, Hruruzat, Knight of the Old Path Style, Marwan Sahib Style, Mercenario Style, Prem Style, Unau School Advanced Combat Special Abilities (Aventuria Compendium): Break Grapple, Chokehold, Chop, Death from the Left, Drop Kick, Foot Sweep, Head Butt, Masterful Throw, Low Blow Shields Combat Special Abilities (Core Rules): Alertness, Combat Reflexes I–III, Defensive Posture, Enemy Sense, Inured to Encumbrance I–II, Mounted Combat, Sweep I–II Combat Special Abilities (Aventuria Compendium): Blind Fighting I–II, Circumvent I–II, Combat in Water, Combat Style Combination, Keep at Distance I–II, Improved Circumvent, Master of Improvised Weapons, Master Parry, Mounted Flying Combat, Targeted Attack Combat Style Special Abilities (Aventuria Compendium): Baburin Style, Baliho Style, Elenvina Style, Knight of the Old Path Style, Prem Style Advanced Combat Special Abilities (Aventuria Compendium): Death from the Left, Shield Cover, Shield Smash Swords Combat Special Abilities (Core Rules): Alertness, Charge, Combat Reflexes I–III, Defensive Posture, Disarm, Enemy Sense, Feint I–III, Forceful Blow I–III, Hammer Blow, Inured to Encumbrance I–II, Mounted Combat, OneHanded Combat, Onslaught, Quickdraw, Sweep I–II, Two-Weapon Combat I–II Combat Special Abilities (Aventuria Compendium): Blind Fighting I–II, Circumvent I–II, Combat in Water, Combat Style Combination, Keep at Distance I–II, Improved Circumvent, Master of Improvised Weapons, Master Parry, Mounted Flying Combat, Stunning Blow, Targeted Attack Combat Style Special Abilities (Aventuria Compendium): Baburin Style, Baliho Style, Elenvina Style, Knight of the Old Path Style, Marwan Sahib Style, Mengbilla Style, Prem Style Advanced Combat Special Abilities (Aventuria Compendium): Bind, Death from the Left, En Passant, High Blade, Jumping Attack, Shortened Grip, Windmill Polearms Combat Special Abilities (Core Rules): Alertness, Charge, Combat Reflexes I–III, Defensive Posture, Disarm, Enemy Sense, Feint I–III, Forceful Blow I–III, Hammer Blow, Inured to Encumbrance I–II, Mounted Combat, Onslaught, Quickdraw, Sweep I–II, Takedown Combat Special Abilities (Aventuria Compendium): Blind Fighting I–II, Combat in Water, Combat Style Combination, Keep at Distance I–II, Knock Down, Master of Improvised Weapons, Master Parry, Mounted Flying Combat, Nail Down, Pike Wall, Protector, Stunning Blow, Targeted Attack Combat Style Special Abilities (Aventuria Compendium): Baburin Style, Baliho Style, Elenvina Style, Hylailos Style, Knight of the Old Path Style, Prem Style Advanced Combat Special Abilities (Aventuria Compendium): Bind, High Blade, Jumping Attack, Mighty Sweep, Shortened Grip, Windmill Two-Handed Impact Weapons Combat Special Abilities (Core Rules): Alertness, Charge, Combat Reflexes I–III, Defensive Posture, Disarm, Enemy Sense, Feint I–III, Forceful Blow I–III, Hammer Blow, Inured to Encumbrance I–II, Mounted Combat, Onslaught, Quickdraw, Shield Splitter, Sweep I–II Combat Special Abilities (Aventuria Compendium): Blind Fighting I–II, Circumvent I–II Combat in Water, Combat Style Combination, Improved Circumvent, Keep at Distance I–II, Master of Improvised Weapons, Master Parry, Mounted Flying Combat, Targeted Attack, Two-Handed Mounted Combat Combat Style Special Abilities (Aventuria Compendium): Baburin Style, Baliho Style, Cendrash Style, Elenvina Style, Knight of the Old Path Style, Prem Style Advanced Combat Special Abilities (Aventuria Compendium): Mighty Sweep, Shortened Grip, Wide Swing, Windmill Two-Handed Swords Combat Special Abilities (Core Rules): Alertness, Charge, Combat Reflexes I–III, Defensive Posture, Disarm, Enemy Sense, Feint I–III, Forceful Blow I–III, Hammer Blow, Inured to Encumbrance I–II, Mounted Combat, Onslaught, Quickdraw, Shield Splitter Combat Special Abilities (Aventuria Compendium): Blind Fighting I–II, Circumvent I–II Combat in Water, Combat Style Combination, Improved Circumvent, Keep at Distance I–II, Master of Improvised Weapons, Master Parry, Mounted Flying Combat, Targeted Attack, TwoHanded Mounted Combat 234


235 Combat Style Special Abilities (Aventuria Compendium): Adersin Style, Baburin Style, Baliho Style, Dajin Style, Elenvina Style, Knight of the Old Path Style, Prem Style, Rondra’s Defiance Style (only Rondra’s Crest) Advanced Combat Special Abilities (Aventuria Compendium): High Blade, Mighty Sweep, Shortened Grip, Wide Swing, Windmill Ranged Combat Techniques Crossbows Combat Special Abilities (Core Rules): Alertness, Combat Reflexes I–III, Enemy Sense, Inured to Encumbrance I–II, Mounted Archer, Mounted Combat, Precise Shot/Throw I–III, Quickload (Crossbows) Combat Special Abilities (Aventuria Compendium): Combat Style Combination, Master of Improvised Weapons, Mounted Flying Combat, Overwind Crossbow, Sharpshooter I–II Targeted Shot Combat Style Special Abilities (Aventuria Compendium): Baburin Style, Elenvina Style, Prem Style Advanced Combat Special Abilities (Aventuria Compendium): Driving Archer Bows Combat Special Abilities (Core Rules): Alertness, Combat Reflexes I–III, Enemy Sense, Inured to Encumbrance I–II, Mounted Archer, Mounted Combat, Precise Shot/Throw I–III, Quickload (Bows) Combat Special Abilities (Aventuria Compendium): Ballistic Shot, Combat Style Combination, Master of Improvised Weapons, Mounted Flying Combat, Sharpshooter I–II, Targeted Shot Combat Style Special Abilities (Aventuria Compendium): Baburin Style, Elenvina Style, Prem Style Advanced Combat Special Abilities (Aventuria Compendium): Driving Archer Slings Combat Special Abilities (Core Rules): Alertness, Combat Reflexes I–III, Enemy Sense, Improved Dodge I–III, Inured to Encumbrance I–II, Mounted Archer, Mounted Combat, Precise Shot/Throw I–III, Quickload (Slings) Combat Special Abilities (Aventuria Compendium): Combat Style Combination, Master of Improvised Weapons, Mounted Flying Combat, Sharpshooter I–II, Targeted Shot Combat Style Special Abilities (Aventuria Compendium): Baburin Style, Elenvina Style, Prem Style Advanced Combat Special Abilities (Aventuria Compendium): - Thrown Weapons Combat Special Abilities (Core Rules): Alertness, Combat Reflexes I–III, Enemy Sense, Improved Dodge I–III, Inured to Encumbrance I–II, Mounted Archer, Mounted Combat, Precise Shot/Throw I–III, Quickload (Thrown Weapons) Combat Special Abilities (Aventuria Compendium): Combat Style Combination, Master of Improvised Weapons, Mounted Flying Combat, Rain of Iron, Sharpshooter I–II, Spread Rain of Iron, Targeted Shot Combat Style Special Abilities (Aventuria Compendium): Baburin Style, Elenvina Style, Prem Style Advanced Combat Special Abilities (Aventuria Compendium): Driving Archer, Powerful Throw, Weapon Throw Advanced Combat Special Abilities and Applicable Combat Styles Armed Combat Bind: Adersin Style, Elenvina Style, Fedorino Style Breach Attack: Baliho Style Death from the Left: Fedorino Style Driving Archer: Baburin Style En Passant: Fedorino Style Frontal Assault: Knight of the Old Path Style High Blade: Dajin Style, Rondra’s Defiance Style Jumping Attack: Hylailos Style, Marwan Sahib Style, Mengbilla Style Mighty Sweep: Cendrash Style, Dajin Style, Hylailos Style Mighty Tilt: Knight of the Old Path Style Nail to the Ground: Baburin Style Powerful Throw: Baburin Style, Marwan Sahib Style, Prem Style Shatter: Cendrash Style, Mengbilla Style, Prem Style Shield Cover: Elenvina Style, Hylailos Style, Prem Style Shield Smash: Baliho Style, Knight of the Old Path Style Shortened Grip: Adersin Style Weapon Throw: Elenvina Style, Mengbilla Style Wide Swing: Cendrash Style, Dajin Style, Rondra’s Defiance Style Windmill: Adersin Style, Baliho Style, Marwan Sahib Style, Rondra’s Defiance Style Unarmed Combat Break Grapple: Bornlandish Brawling, Cyclopean Wrestling, Gladiator Style, Mercenario Style Chokehold: Cyclopean Wrestling, Unau School Chop: Hruruzat Dropkick: Gladiator Style, Hruruzat Foot Sweep: Hruruzat, Unau School Haymaker: Hammerfist Style Head Butt: Bornlandish Brawling, Hammerfist Style, Mercenario Style Low Blow: Bornlandish Brawling, Gladiator Style, Mercenario Style Masterful Throw: Cyclopean Wrestling, Hammerfist Style, Unau School


Appendix Checklist for Optional Rules Use this list to keep track of which optional rules are in effect for your gaming group. Optional Rule Yes, we play with this rule Page Acquiring Focus Abilities 8 Combined Checks 11 Expanded Use of Fate Points 174 FtP-Action 176 Good and Poor Arguments 43 Into the Eye and Through the Hand 132 Playing Out of Social Conflicts 40 Repair Weapon 100 Rolling Dice at the Same Time 128 Thematic Advantage and Thematic Disadvantage 176 Unusual Use of Combat Techniques 227 236


237 INDEX A Activate/Deactivate Mechanism 127 Adersin Style (SA) 156 Adersin Wandering Sword (Profession) 183 Advanced Combat Special Abilities 150, 160 Agriculture (SA) 102 Alchemy 74 Amaunish ScratchScript (Script) 122 Amulashtra-Glyphs, ancient (Script) 119 Amulashtra-Glyphs, modern (Script) 119 Amuurak (Language) 118 Ancestors of the Middenrealmers (Secret Knowledge) 61, 115 Ancient-Imperial (Old Gyldenlandish, Aureliani) (Language) 122 Ancient-Imperial Signs (Script) 122 Animal Husbandry (SA) 111 Animal Lore 51 Animal Tamer (SA) 102 Anneristalya-Pictographic Writing (Script) 122 Application 10 AP Value 11, 102 Archaic (Bashurish) (Language) 121 Archery and Axe Throwing 138 Archivist (SA) 103 Arkanil (Script) 119, 122 Armorer (SA) 109 Armor Improvements 99 Armor Wear 96 Artist (Profession) 196 Artistic Ability 85 Art of Seduction (SA) 111 Astronomy 70 Athlete (SA) 103 B Baburin Style (SA) 156 Baburin Warrior (Profession) 185 Balihoean Warrior (Profession) 186 Baliho Style (SA) 156 Ballistic Shot (SA) 151 Basic Maneuver 150 Basic Rules 7 Battlefield Fever (Trade Secret) 116 Battle of Jergan (Trade Secret) 116 Bind (SA) 161 Black-Gryphonish (Language) 120 Black Rabies (Trade Secret) 116 Bladestorm (SA) 154 Blind Fighting (SA) 152 Bloody Phlegm (Trade Secret) 115 Blue Wheeze (Trade Secret) 115 Boatbuilder (SA) 104 Body Control 14 Boltan (Trade Secret) 116 Book Printer (SA) 104 Bornlandish Brawling (SA) 157 Breach Attack (SA) 161 Break Grapple (SA) 162 Brittle Bones (Disadvantage) 133 Bukanish (Language) 118 C Calligraphy (SA) 106 Carousing 25 Carriage Builder (SA) 107 Cartwright (SA) 110 Cendrash Style (SA) 157 Charcoal Drawing (SA) 106 Chariot Combat 136 Chariot Racing 140 Cheat Death 174 Chocolate (Trade Secret) 84, 115 Chokehold (SA) 166 Chop (SA) 162 Chuchas (Script) 120 Circumvent (SA) 155 Clay Oven Technique (Trade Secret) 87, 115 Climbing 13 Climbing Up/Down 127 Clothworking 90 Combat in Water 133 Combat in the Air 134 Combat in Three Dimensions 133 Combat Special Abilities 149-170 Combat Style Combination (SA) 153 Combat Styles 124, 145 Combined Checks 11 Command Flying Attack (SA) 166 Command Grapple (SA) 166 Command Overrun (SA) 167 Command Powerful Blow (SA) 167 Commands for Mounts 134 Command Scythe Attack (SA) 167 Command Special Abilities 166 Command Stomp (SA) 167 Commerce 77 Common-Amaunal (AhMa) (Language) 121 Common-Imperial (Language) 121 Common Languages 117 Complexity 93, 96 Complexity Level 7 Conductor (SA) 106 Confectioner (SA) 106 Coucris (Trade Secret) 116 Craft Copperplate Engraving (SA) 107 Craft Flamboyant Attire (SA) 109 Craft Mural (SA) 111 Craft Ropes (SA) 110 Craft Skills 74 Crafting 92 Crafting Check 93, 96 Crafting Skill 92 Crunch 7f. Crystal Growth (SA) 106 Cyclopean Wrestling (SA) 160 Cyclopish (Language) 119 D Dajin Buskur (Profession) 188 Dajin Style (SA) 157 Dancing 22 Dark Portals (Secret Knowledge) 66, 115 Darling of the Masses (SA) 107 Day Laborer (Profession) 204 Death from the Left (SA) 164 Deep Dwarvish (Language) 119 Disguise 37 Dragonnic (Language) 118 Dragon Scales (Trade Secret) 85, 115 Drakhhard-Marks (Script) 119


Index Drakned-Glyphs (Script) 119 Draydakanish (Language) 121 Draydakanish Signs (Script) 122 Driving 76 Driving Archer (SA) 161 Drôlan Lace (Trade Secret) 91, 115 Dropping a Chandelier 126 Dshuku (Language) 120 Duels 142 Dwarven Vaults (Trade Secret) 67, 115 E Early-Imperial (Language) 121 Early-Imperial Glyphs (Script) 122 Earthencraft 89 Effeminate (Disadvantage) 133 Elenvina Style (SA) 157 Elenvina Warrior (Profession) 190 Empathic Gift (Fate Point SA) 112 Empathy 35 En Passant (SA) 161 Escaped Slave (Profession) 190 Etiquette 33 Expanded Use of Fate Points 174 Explorer (Profession) 191 F Farmer (Profession) 187 Fascinating Song (SA) 105 Fast-Talk 35 Fate Point Special Abilities 112 Feat of Strength 16 Fedorino Style (SA) 158 Fedorino Wandering Sword (Profession) 192 Ferkina (Language) 118 Filigree Chain Linking (Trade Secret) 87, 115 Fireworks (Trade Secret) 75, 115 Fishing 49 Flesh Wound (Fate Point SA) 112 Fluff 7f. Flying 12 Focus Ability 8 Focus Rule 7,8 Folding Technique (Trade Secret) 87, 115 Foot Sweep (SA) 162 Force a Door 127 Free Climbing (SA) 105 Frontal Assault (SA) 161 FtP Action 176 G Gambling 59 Garadan (Trade Secret) 116 Gaukelei 12 General Special Abilities 102 Geography 60 Giant’s Language (Language) 119 Gimaril (Script) 119 Gjalskish (Language) 118 Gjalsk-Runes (Script) 119 Gladiator Style (SA) 158 Golp (Language) 118 Good Guard, Bad Guard (SA) 105 Goropo (Language) 120 Greater Prophecy (Fate Point SA) 112 Grolmish (Language) 118 Grolmurish (Language) 121 Group Fate Points 172 Group Rules 171 Guide (Profession) 205 H Hammerfist Style (SA) 158 Haymaker (SA) 163 Head Butt (SA) 162 Headlock (SA) 155 Heartening Song (SA) 105 Hiero-Amanual (AhMaGao) (Language) 121 Hiero-Imperial (Language) 121 High Blade (SA) 162 High-Gryphonish (Language) 120 High-Gryphonish (Script) 120 History 61 Hit Zone 128 Hit Zone Rules 128 Hjaldingish (Saga-Thorwalian) (Language) 121 Hjaldingish Runes (Script) 122 Holding Door/Window or Pushing Door/Window 128 Housekeeping (SA) 106 Hruruzat (SA) 158 Hummerish (Language) 118 Hylailian Warrior (Profession) 195 Hylailos Style (SA) 159 K Keep at Distance (SA) 151 Kelmon (Trade Secret) 116 Kemi (Language) 118 Kemi-Symbols (Script) 119 Kerrishitish (Language) 121 Kerrishitish Syllable Signs (Script) 122 Khami (Language) 120 Khami-Hieroglyphs (Script) 120 Khorrzu-Symbols (Script) 122 Knight of the Old Path Style (SA) 160 Knock Down (SA) 153 Knowledge Skills 59 Koboldish (Language) 118 Krakonish (Language) 118 I Iceboating (Trade Secret) 77, 115 Idea 174 Igloo Building (SA) 106 Imperial Signs (Script) 122 Improved Circumvent (SA) 156 Innkeeper (Profession) 206 Inrah Game (Trade Secret) 116 Intimidation 31 Iryan Leather (Trade Secret) 85, 115 Islands in the Fog (Secret Knowledge) 70, 115 Item Repair 95 J Jaundice (Trade Secret) 116 Joust 140 Jumping Attack (SA) 164 L Language Families 116 Languages 118-121 Law 68 Learning Times of Languages and Scripts 116 Leatherworking 84 Leonal (Khorrzu) (Language) 121 Leprosy (Trade Secret) 115 Loualil (Language) 121 Low Blow (SA) 164 238


M Magical Lore 64 Magic Sense (Fate Point SA) 112) Mahrish (Language) 118, 120 Mahrish Glyphs (Script) 119, 120 Marwan Sahib-Balayan (Profession) 197 Masterful Dodge (SA) 154 Masterful Throw (SA) 163 Master of Improvised Weapons (SA) 154 Master Parry (SA) 154 Material 95, 97 Math 67 Mechanics 66 Mechanicus (Profession) 198 Melee 139 Menacorites (Secret Knowledge) 70, 115 Mengbilla Style (SA) 159 Mengbilla Warrior (Profession) 199 Mercenario Style (SA) 159 Metalworking 86 Mighty Sweep (SA) 162 Mighty Tilt (SA) 162 Mixed Languages 117 Molochish (Language) 118 Motivation 172 Mounted Combat 134 Mounted Flying Combat (SA) 151 Music 87 Myranish (Language) 121 Myranor-Geography (Trade Secret) 61, 115 Myths & Legends 68 N Nail Down (SA) 152 Nail to the Ground (SA) 160 Nathani (Language) 120 Nature Skills 47 Navigation (SA) 108 Neristal (Language) 121 New Applications 10 Noble (Profession) 184 O Obstruction through Curtain/Canopy 125 Oil Painting (SA) 108 Omrais (Trade Secret) 116 Opera Singer (SA) 108 Orcish Calendar (Secret Knowledge) 71, 115 Order of Chariot Combat 136 Orienting Below Ground (SA) 108 Orienting 49 Overwind Crossbow (SA) 151 P Pardiral (Bhagrach) (Language) 121 Passive Combat Special Abilities 150 Pastry Chef (Profession) 207 Pentagram (Trade Secret) 116 Perception 21 Persuasion 30 Petaya (Language) 120 Physical Skills 12f. Pick Locks 88 Pick Pocket 23 Pikewall (SA) 154 Plant Lore 50 Powerful Throw (SA) 163 Premian Warrior (Profession) 200 Prem Style (SA) 159 Prepare Food 83 Prerequisites 11 Probability Calculation (Trade Secret) 68, 115 Produce Furniture (SA) 107 Produce Jewelry (SA) 110 Prophecy (Fate Points SA) 113 Protector (SA) 151 Provoke (SA) 108 Pulling up the Carpet 124 Pushing a Large Boulder 127 Pyromancer (SA) 109 Q Quickload (Slings) 155 Quintain 139 R Rabies (Trade Secret) 128 Rahjasutra Knowledge (SA) 109 Rain of Iron (SA) 152 Red and White Camels Game (Trade Secret) 116 Regaining Fate Points 172 Religions 62 Resilient (Advantage) 132 Riding 17 Ring Spearing 139 Rissoal (Language) 119 Rondra’s Defiance Style (SA) 160 Rolling Barrels 125 Ropes 48 Route Through the Sargasso Sea (Trade Secret) 87, 115 Rssahh-Dra (Language) 120 S Sailing 75 Schaumkuss (Trade Secret) 84, 115 Scripts 119-121 Sculpture (SA) 104 Secret Knowledge 10 Seduction 30 Self-Control 20 Servant (Profession) 189 Servant (SA) 104 Sharpshooter (SA) 155 Shatter (SA) 166 Shepherd (Profession) 194 Shield Cover (SA) 163 Shield Smash (SA) 163 Shingwanish (Language) 121 Shinoq (Language) 121 Shipwright (SA) 109 Shortened Grip (SA) 164 Singing 20 Skiing (SA) 110 Skill Use 127 Slave Driver (SA) 103 Sliding Down the Railing 125 Slings (Combat Technique) 228 Smith (Profession) 201 Smutje (SA) 110 Social Skills 30 Soldier (Profession) 203 Solve Riddle 127 Speed-Writing (SA) 110 Special Attack Options in Combat 124 Specialization 10 Special Maneuver 150 Sphere Lore 69 239


240 Index Spread Rain of Iron (SA) 156 Startle Horses 127 Stealth 25 Streetwise 34 Study of the Ages (Secret Knowledge) 61, 115 Stunning Blow (SA) 155 Sunsura (Trade Secret) 116 Supporting Checks 11 Survival 52 Swamp Fever (Trade Secret) 116 Swimming 19 Swinging on a Rope/Chain 127 T Targeted Attack (SA) 152 Targeted Attacks 131 Targeted Shot (SA) 153 Target Weak Spots 131 Tattooist (SA) 110 The Evil One (Trade Secret) 116 Thematic Advantage 176 Thematic Disadvantage 176 Thematic Group 175 Threatening Gestures (SA) 105 Through the Wall of Efferd and Back (Trade Secret) 76, 115 Throwing Small Objects 126 Tournament Calendar 142 Tournament Prizes 142 Tournament Rules 137 Tournaments with Pervalian Rules 142 Tracking 47 Trade Secret 10 Treat Disease 79 Treat Poison 78 Treat Soul 80 Treat Wounds 81 Tulmadron (Trade Secret) 116 Tulmadron Mining (Trade Secret) 90, 115 Tumbling (SA) 110 Two-Handed Mounted Combat (SA) 156 Typical Tournament Opponents 144 U Unau Porcelain (Trade Secret) 75, 115 Unau School (SA) 160 Unyielding (Advantage) 132 Use 10 Use of Combat Environment 124 Uthuria-Geography (Trade Secret) 61, 115 Uthurish (Language) 120 V Valet (SA) 107 Ventriloquism (SA) 104 Vessels of Rohal (Secret Knowledge) 66, 115 Vinsalt Egg (Trade Secret) 67, 115 Vinshinish (Language) 121 W Warfare 62 Water Nymph Song (Language) 119 Weaknesses 172 Weapon Breaking Point 96 Weapon Improvement 99 Weaponsmithing (SA) 111 Weapon Throw (SA) 165 Whips (Combat Technique) 228 Wide Swing (SA) 164 Will of Steel (SA) 105 Willpower 38 Windmill (SA) 165 Wizard’s Philosophy (Secret Knowledge) 62, 115 Woodworking 82 Wound Effect 131 Wound Threshold 131 X Xo’Artal-Glyphs (Script) 120 Xoxota (Language) 120 Y Yearly Fever (Trade Secret) 116 Yetan (Language) 119 Z Z’Lit (Language) 119 Zhulchammaqra (Language) 119 Zorganpox (Trade Secret) 116


2 US25003EPDF www.UlissesNorthAmerica.com Recommended for 1 GM and 3–6 Players 10 Years and Older Aventuria Compendium Aventuria is a dangerous place. Whether strolling down peaceful, sunny streets or leading troops in epic battles, heroes must know how to defend themselves. The Aventuria Compendium presents many new options for combat. Learn powerful fighting styles known only to the best warriors and swordmasters. If you prefer unarmed combat, train in the art of Hruruzat or learn to take down an enemy with Cyclopean Wrestling. This book also includes a wealth of new rules for other professions, tips for using skills and applications, and new Focus Rules for topics such as hunting, gathering herbs, conducting research, and crafting weapons and armor. Learn new special abilities, study new languages and scripts, and discover new trade secrets for everything from forging paintings to creating horoscopes. Whether your character is a battle-hardened veteran or a new adventurer just starting out on a heroic career, this volume has something for you!


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