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Chapter 1 Introduction. . . . . . . . . . . . . . . . 2
The Age OI StriIe. . . . . . . . . . . . . . . . . . . . . . . . . . 2
The Age OI Shadow. . . . . . . . . . . . . . . . . . . . . . . . 3
The Shadow Lengthens. . . . . . . . . . . . . . . . . . . . . . 3
The People. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
The Enemy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Chapter 2 Gazetteer. . . . . . . . . . . . . . . . . . . 8
Adarnoss. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Annas Eriath. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Aramdol. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Athrand. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Brond Mindas. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Calundath. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Eastwatch. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Eglarth Tower. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Erad Thrand. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Eyries, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Gorgast. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Hadothron. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Hathalad. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Lundiriath. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Malathad. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Menan Mindas. . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Rast-Ecthir. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Rengast. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Rith-Amdol. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Tel Ringal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Telrast. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Map. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Chapter 3 Special Items. . . . . . . . . . . . . . . 14
Superior Materials. . . . . . . . . . . . . . . . . . . . . . . . . 14
Notable Items. . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Chapter 4 Alternate Rules. . . . . . . . . . . . . 16
Point-buy System. . . . . . . . . . . . . . . . . . . . . . . . . . 16
Epic Characters. . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Combat Order. . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Variable Armour Ratings. . . . . . . . . . . . . . . . . . . 17
Non Player Characters. . . . . . . . . . . . . . . . 18
Improvised NPCs. . . . . . . . . . . . . . . . . . . . . . . . . 18
NPC Sheets. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Open Game Licence. . . . . . . . . . . . . . . . . . 26
Author: Kristian Richards
Cover Art: Kristian Richards
Interior Art: Kristian Richards
The Age OI Shadow Campaign Guide
Version 1 - August 2011
Copyright Kristian Richards 2011
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Mark Stevens (order #4922688) 86.8.83.182
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This campaign guide is intended Ior use
with The Age of Shadow role-playing game,
and may be thought oI as the deIault setting
Ior The Age of Shadow system.
The setting itselI is largely concerned with
lands currently ruled by the elves and their
allies - and one where the elvish Iolk are very
much at the height oI their power (and not a
Iailing people that hide themselves away in
shadows). For these elves are a proud and
noble people, with many great lords and
loremasters - an immortal Iolk with a Iondness
Ior great towers and loIty citadels, and a
people to whom the younger race oI men have
oIten looked to Ior guidance.
Into their lands traIIic the dwarves, a short
and secretive Iolk whose skill in metalwork
and mining surpasses that oI all but the most
talented oI the elves, and as such their work is
much sought aIter and highly prized
(especially in times oI war).
Indeed, throughout their long history the
hands oI the elves have just as oIten been upon
their swords as the harpstring, and even now
the land sleeps in an uneasy peace while the
dark Iorces oI the Enemy are contained in the
north - Ior no setting oI this kind would be
complete without an ominous dark lord or
power who threatens the very existence oI all
the Iree people oI the land.
In The Age Of Shadow this power is
represented by three mighty Demon Lords
(though once there were Iour), whose domain
has been conIined to the cold north oI the
world Ior around Iive centuries. Ragroth is the
name that the elves give to these terrors (and
many names besides), though little is known oI
their origins or their true purpose.
What Iollows is a brieI overview oI some oI
the major events that have brought about the
current state oI aIIairs within the elven lands.
However, the Game Master should Ieel Iree to
use as much or as little oI the inIormation that
has been set out here, depending upon the Ieel
oI the game that he or she wishes to run.
The Age of Strife
- A Prelude To The Shadow -
It has been close to seven hundred years
since the Iall oI Hathron (he who was the Iirst
high-king oI the elves), and though he was
mighty in power and majesty, bitter was his
end. It was in the greatest oI all battles that he
Iell, he and his proud knights about him,
though not beIore he had himselI dealt the
death blow to one oI the great terrors oI the
north - and as such he is renowned.
It is told in The Fall oI Hathron how he
stood beIore the gates oI Gorgast (or Garadorn
as it was named in those days), in the Iell
winter oI the Year oI Carnoss, and oI that
place, and what beIell there, many tales and
songs still tell. Yet the strength oI the Enemy
was greater than any had dared guess, and
another Iell host came up out oI the cold
wastes about Rengast so that many a Iair elven
lord perished that day. Yet in the end neither
side could claim victory, Ior though the elves
were beaten back and their king lay dead, the
Enemy had suIIered no less.
Now Mathran, the only surviving son oI
Hathron, was by rights the High King oI the
Elves, and Ior nigh on two hundred years he
continued to wage war against the dark Iorces
oI the north, and into his service he took not a
Iew oI the valiant men oI the southlands to
bolster his strength. The greatest oI these was
Alaric, a chieItain oI a numerous people, and
such aid and Iriendship he lent to Mathran that
he would later become known as Lord Alaric
Elrathdon - and a great princedom would be
his.
So it came to pass that the Iorces oI the
Enemy were eventually contained beyond the
Eriathon Mountains - though neither elI nor
man dared the terrible march north to the gates
oI Gorgast (as it was newly named), Ior Iear oI
what had beIallen there years beIore. So it was
that great Iortresses and watchtowers were
built (or rebuilt) to keep watch upon the
enemy`s movements and to guard the passes.
And though there were still occasional
skirmishes in the lowlands beyond the
mountains or minor aIIrays upon the borders,
the Age oI StriIe was said to have come to an
end with the completion oI the tower oI Annas
Eriath in the west.
- INTRODUCTION -
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Mark Stevens (order #4922688) 86.8.83.182
Thus began the Age oI Shadow, and it was so
named Ior although the might oI the Enemy
was restrained in the north, the Iear oI what
may yet come to pass was ever present in the
minds and counsels oI the wise.
- An excerpt from the Fall of Hathron -
As winter waxed the woodland waned,
and oer the wold the wolf-things wailed.
When shadows filled the solemn skv,
and the silent stars were vet to shine.
There Hathron stood, his head held high,
in silver helm and hauberk bright.
Before the gates of Ragroth-home,
where rorgrim lurk and gorgoth roam.
About those halls the walls climb high,
and neath their shadow horrors hide.
There dread things feast on dark despair
in dungeons deep or darkling lair.
Thence came forth the first of four,
and in its train a fearsome horde,
with banners black and sable shields,
and manv spears of hell-wrought steel.
Loud their bra:en trumpets braved,
and with them beastlv voices baved,
like thunder filling field and fen,
or frightful roar from dragons den.
Amid that storm the high king sang
with shield on arm and sword in hand.
While at his side, gilted it seemed,
his gallant knights about him gleamed.
The Age of Shadow
- The Dawn Of A New Age -
For over Iive centuries the elves and their
allies have kept watch upon the northern
borders oI their lands so that the power and the
terror oI the Enemy might be constrained. As
such, an uneasy peace has existed in the land
south oI the Eriathon Mountains Ior many
generations oI men. Indeed, were it not Ior the
strength and valour oI those men that allied
themselves with the elves during the Age oI
StriIe, then this might have never come to
pass. However, in those days, the men oI the
southlands had been poorly equipped to deal
with such Ioes as the Enemy sent Iorth, and
many perished or were grievously hurt (Ior
they were but lightly armed). In token oI their
loss the elves bid them remove north and
giIted Lord Alaric and his people all the Iertile
land east oI the Lunuin River. There the
people oI Alaric learned much oI the elves,
and were instructed in matters oI lore.
ThereaIter, in the houses oI their lords the
elven tongue was chieIly spoken, and many a
young man entered the service oI the king -
thus strengthening the garrisons oI the north.
And so it has been ever since, though
nowadays men are less willing to leave their
homes to serve upon the borders (save perhaps
Ior the sons oI their lords and chieItains, or
those houses with close ties to the elves -
where it is still customary to do so). In truth,
little has been the need - Ior there has been
naught but minor clashes with the Enemy
(except perhaps Ior the wildmen incursion
some seventy years ago) in all that time.
- Of the Eyries -
(as spoken by Valamir - Lord oI OldcroIt)
'Thev are great stone fortresses with
mightv ramparts that seem to rise up out of
the verv mountains themselves. Bevond the
iron gates, whose likeness is that of two
immense trees with vast interwoven
branches, lie manv loftv towers and fair
halls - above which flv a multitude of bright
banners that dance merrilv in the cold wind
that comes down from the north.
In the vallev below a great number of
cavalrv are housed, and a host of men and
elves with long spears and broad shields.
There it was that I spent manv a long vear -
and would that I were there now, with the
wind in mv hair and the sound of fair elven
voices raised in song all about me.
Long ago and all too brief it now seems to
me, and vet in memorv it is as if it were but
vesterdav.`
The Shadow Lengthens
- The Adventure Begins -
As stated previously, the suggested setting
Ior The Age Of Shadow is one where the land
has enjoyed an uneasy peace Ior around Iive
- INTRODUCTION -
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hundred years. However, the shadow in the
north has been secretly growing - patiently
biding its time and breeding a mighty host in
the cold, dark places oI the world.
Yet the elves and their allies have not been
idle, and High King Mathran has designs oI
his own - whereby he hopes to put an end to
the shadow once and Ior all. However, not all
oI his people are eager to begin a war where
many must surely perish, and trust still to the
protection oI the mountains and the great
watchtowers that lie between. So it is that
Mathran`s plans take shape slowly while the
power in the north grows stronger and bolder
day by day.
Be that as it may, more elves march north
yearly, and the Iorges oI the dwarves are rarely
idle. Indeed the king himselI has removed to
The Eyries, leaving the governance oI lesser
matters to his eldest son (Arohath) at Telrast.
Sadly most men (save Lord Evoric oI Brond
Mindas and a Iew other chieItains), are slow to
heed his words - and as such little oI their
strength has been sent to his aid.
In truth, all is not well within the kingdom,
and oI late the roads have become prone to
banditry and less saIe Ior unwary travellers.
Rumours there are oI strange beasts roaming
the woodlands (which themselves seem quieter
are more watchIul), and old ruins are said to
be the haunt oI unquiet spirits.
To make matters worse the winters grow
steadily longer and colder, and each year
spring is ever later in its coming. Some there
are that say that it is but the way oI things, and
others murmur that their liIe might be better iI
they were to remove south. Yet there are some
among the wise that Iear that this is some
contrivance oI the Enemy, and that already
some oI their servants are abroad.
Othmar looked out from beneath the cover of
the tall pines where he and his cousin had often
hunted, and down into the vallev below. Down
there, awav in the distance, a cloud of smoke
rose up and crept slowlv eastward with the
prevailing wind as though a great fire had been
kindled, and he feared what that mav portend
for old Berigs house lav that wav.
Behind him Lothar rummaged through the
gear of the thing that thev had fust slain - a
thing more beast than man, the stench of which
nearlv made him sick. Dranroth was the name
that the elves gave to such creatures, though
neither Othmar or his kinsman had ever seen
one before - nor had anv of their people, not for
manv a long vear. Indeed there were some
among them that had begun to sav that such
creatures had never existed, and that it was but
a tale contrived bv the elves to ensure that men
were sent to strengthen the northern garrisons
rather than till their own fields.
However, that was not the opinion of the lore
masters - vet even if it were, the hard truth of the
matter lav clearlv at their feet, its dark blood
still fresh upon their steel.
- INTRODUCTION -
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- elvish banners -
Mark Stevens (order #4922688) 86.8.83.182
The People
What Iollows is a brieI overview oI the
three diIIerent races that are available as
player characters in The Age Of Shadow. For
Iurther details regarding their game related
statistics and abilities consult the main rule
book.
The Elves
Elvish Iolk are, Ior the most part, taller than
their human counterparts - though perhaps
more slender (but no less strong). In
appearance they are typically pale skinned and
Iair oI Iace, possessing an air oI nobility and a
graceIulness that surpasses that oI mortal Iolk.
Indeed the elves are an immortal people
(though they may still perish Irom great hurt
or sorrow), seemingly ageless in their
countenance, unless it be in the depths oI their
eyes.
OI all the races the elves produce the wisest
loremasters, the Iinest minstrels, and the
greatest craItsmen - though all too oIten have
their hands been upon the hilts oI their swords.
The Dwarves
Dwarves are, as their name suggests, a short
and stocky people that stand less than one and
a halI metres tall. Unlike the elves (who
consider the dwarves unlovely` in
appearance), they are a bearded Iolk with a
ruddy complexion and dark, deep-set eyes.
They are also a mortal race (though they may
live Ior several centuries), and age in a similar
Iashion as do men - though less swiItly.
As a general rule, dwarven skill in mining
and smithcraIt is unrivalled, and the secret oI
the making oI dwarI-steel` is known to them
alone, Ior the dwarves are slow to share their
secrets, being wary and distrustIul oI
outsiders.
The Race Of Men
In The Age Of Shadow the race oI men can
be divided into two very speciIic groups -
those who have allied themselves with the
elves, and those who have not. So it is that
over the centuries the Iormer have been
instructed much by the elder race, becoming
more civilised` as it were, with noble lords
and chieItains oI their own. The latter, on the
other hand, are in some cases little more than
savages or primitive barbarians by comparison
- many oI whom have been lured into the
service oI the Enemy by Ialse promises or
threat oI torment.
- INTRODUCTION -
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Mark Stevens (order #4922688) 86.8.83.182
The Enemy
While the main rule book provides statistics
Ior traditional Iantasy creatures such as orcs
and trolls (Ior GMs that preIer to use them), in
The Age Of Shadow the soldiers oI the Enemy
will consist almost entirely oI beastlings,
Iellgrim, and wildlings (or dranroth, delrim,
and balgroth, to give them their elvish names).
As such, the hosts oI the north are a terrible
sight to behold (hence the Fearsome nature oI
the more bestial creatures) - though it has been
long since they have come Iorth in any great
number to trouble the world.
Beastlings
Beastlings vary greatly in size and
appearance (standing anywhere between one
and two meters tall), though all are equally
Ioul to look upon. They are, Ior the most part,
a bipedal race (though some appear to be just
as at home on all Iours) that can be best
described as a kind oI hideous animal-human
crossbreed (iI such a thing were possible).
OI their origins little is known Ior sure,
though there are some that believe that the
demonic blood oI their cruel masters runs
within their veins (though much diminished),
while others deem that the invoking oI dark
magics and centuries oI vile experimentation
to be closer to the truth.
In either case, the Iact remains that
beastlings have long been the scourge oI the
world, and are without doubt the most
common type oI creature in the service oI the
Enemy.
Fellgrim
Like beastlings, Iellgrim are quite diverse in
their appearance, though they are usually
larger and more bestial. It is also not
uncommon Ior such creatures to possess Iour
legs (like the centaur oI Greek myth), vestigial
wings, immense horns, or some other
characteristic that sets them apart Irom their
lesser cousins.
Due to their size (and perhaps their ruthless
nature) they can sometimes be Iound as
leaders and chieItains amongst other groups oI
beastlings - though in the great wars oI the
north, they were more oIten seen in elite units
oI their own (or as bodyguards to the trusted
lieutenants oI the Enemy).
Darothan reached for another arrow and
fitted it to his bow as the last of the creatures
made off into the woods. All around lav the
corpses of more of their foul kind - mingled with
the bodies of the dwarven tradesmen thev must
have ambushed onlv a little time before. One
such creature was sprawled out onlv two or
three paces before him - its dead eves ga:ing
skvward, a heavv dwarven axe still embedded in
its chest.
Arothel, his companion, was alreadv off her
horse and passing from dwarf to dwarf as swiftlv
as ever she could. 'This one vet lives,` came the
sound of her gentle voice, 'Though I fear he is
the onlv one, and still he mav perish, so grievous
are his wounds.` With that she knelt and placed
her slender hand upon the breast of the fallen
warrior, whispering softlv over him while
Darothan made sure that the same could not be
said for anv of their foes.
Slowlv the dwarfs eves began to open, and
then, lurching suddenlv forward, thev burned so
fiercelv that the slender elf maid staggered back
- feeling the hatred in that ga:e as an actual
blow. Yet it was swift in passing, and realising
that he was no longer surrounded bv a sea of
foes, the dwarf set his head back down and let
out a long groan. 'Rest master dwarf, for vou
are with friends now, or at least folk that mean
vou no harm,` said Darothan as he helped
Arothel back to her feet. 'Were it not for the art
of mv kinswoman here, then vou would have
surelv perished this dav, as manv of vour own
folk alreadv have.`
'Forgive me,` stammered the dwarf. 'I
thought. I thought that.`
'Thev are gone now,` said Arothel in a more
friendlv manner. 'I am Arothel, and mv
companion here is Darothan. You still have
manv hurts that will need tending, and tend them
I will if vou will allow it - but first will vou not
tell me vour own name?`
'Bere:an. Bere:an, son of Firikan,` answered
the dwarf.
- INTRODUCTION -
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Mark Stevens (order #4922688) 86.8.83.182
Other Creatures
While beastlings, Iellgrim, and (more
recently) wildlings IulIil the role oI soldiers
within the ranks oI the northern hosts, other
creatures, such as werewolves (gorgoth*) or
vampires (egaroth*), can also be Iound in the
service oI the enemy (though not in any great
number).
However, contrary to popular belieI, these
monstrosities are neither shape-changers nor
wielders oI dark magic, but rather large
unwholesome beasts (lupine and bat-like
respectively) inhabited by Iell spirits and
tormented souls.
* the elvish term for such creatures
Tears rolled down Amalias face as she
cradled her grandfathers head in her lap. His
shield lav a little wav off to the left, though
almost cloven in two, and in his hand he still
grasped the hilt of his old sword.
Behind them a column of smoke continued to
rise into the air, and was soon accompanied bv
a loud crash, as the roof of their burning home
succumbed to the flames. 'There were too manv
of them.` he muttered slowlv, though it pained
him grievouslv to do so, 'There was .there was
nothing I could do.`
'Shhh,` she whispered back, wiping the blood
and dirt from his cheek. 'Do not trv to speak
.save vour strength.`
He smiled a little at that, though it brought
about a tremendous coughing bout that sent a
shiver through his whole bodv. 'It is a little too
late for that dont vou think?` he answered with
blood on his lips, when the fit finallv passed.
'Listen to me Amalia, vou .vou must go .go
and tell them what happened here.`
'I cannot leave vou here like this'` she replied,
more than a little confused. 'And what about
mother?`
'Thev.` he answered weaklv after a long
pause and a longer intake of breath, '.thev
took her.`
'Who?`
'Dran.` he began, or so she thought, though
the word died upon his lips as one last spasm
took him - after which he spoke no more.
Special Abilities
Since beastlings come in all manner oI
shapes and sizes, the Primal Rage ability
described in the main rule book might not be
appropriate Ior certain (more specialist) types
oI creature (those bred to be scouts/trackers Ior
example). In such instances the GM should
Ieel Iree to substitute that ability Ior one oI
those detailed below.
Dark Sight: The creature is so well adapted to
hunting at night that it gains the dark sight
ability (see page 56 oI the main rule book).
Diseased: This Ilee-ridden creature is a carrier
oI the disease the shakes as detailed on page
60 oI the main rule book.
Fleet: The creature`s movement rate increases
by 2m.
Foul Stench: Approximately once every hour
the creature can emit a sickening odour (as a
Iree action) that Iorces anyone standing nearby
(i.e. within close combat range) to make a
Resilience roll or become so nauseated that
they suIIer a -25 penalty to all actions on
their next turn.
Hideous: The creature is so hideous that even
those characters that have become immune to
the Fearsome nature oI other beastlings are
still required to make a Fearsome I test Ior this
particular creature.
Lithe: The creature gains a 25 bonus to its
Unarmed skill when making deIensive grapple
tests.
Scent: In Iavourable conditions (i.e. tracking a
Iresh sent, standing downwind oI an
approaching enemy) the creature gains a 25
bonus to the relevant skill.
Thick Skinned: Whether it be covered in
thick Iur or scaly skin, the hide oI this creature
oIIers an additional one point oI armour.
It is worth noting that one or more of these
abilities mav also be applied to a particularlv
nastv fellgrim or beastling chieftain (should
the GM desire), in order to make the creature
a little more interesting (or challenging).
- INTRODUCTION -
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Within this chapter you will Iind brieI
descriptions oI most oI the major settlements
and IortiIications Iound within the elven
kingdom and surrounding lands. It is not
surprising then that most oI these will be oI
elvish origin and, in the majority oI cases,
chieIly inhabited and ruled by the elder race.
Despite the Iocus being very much upon
these settlements, it is worth noting that many
smaller towns and villages (not marked on the
accompanying map) might commonly be the
abode oI other races in a particular area or
region. For example the race oI men have, Ior
the most part, made their homes about the
shores oI Nuin-Telath, upon the lowlands oI
Bor-Athal, and in the north-east oI Fornan
Tarnath - though most oI these are not oI a
suIIicient size to warrant a speciIic entry here,
and are simply too numerous to describe in
any detail.
Using The List
To denote which race is predominant in a
particular settlement/IortiIication, each entry is
accompanied by one oI the Iollowing Iour
emblems that each correspond to a particular
race or Iaction:
Elves Humans Dwarves The Enemv
In addition, iI there is a sizeable population
(or garrison) oI another race in that area, then
a second (or even a third) smaller emblem will
be depicted to indicate this.
(Note that if no emblem is depicted then the
settlement/fortress is unoccupied or in ruins.)
Adarnoss
!"#$%&' Harnan Tarnath
()**"&+ !)-"*' Queen Lunelith
Located on the northern shore oI Lake
Gadril, Adarnoss is a wondrously Iair city with
many well tended gardens and groves. In
happier days it was the king`s Iavourite winter
retreat, and springtime there is a marvellous
thing to behold.
Due to Adarnoss` southerly location (i.e. Iar
Irom the troubles in the north), it is currently
the home oI King Mathran`s younger children
(Thordon and his twin sister Lorithia) and his
queen (with whom he has become somewhat
estranged).
Annas Eriath
!"#$%&' Fornan Tarnath
()**"&+ !)-"*' Nathallon
Annas Eriath is a stone Iortress and IortiIied
wall that spans a wide break in the western
halI oI the Eriathon Mountain Range. The wall
itselI is over three leagues long with Iour
additional towers (evenly spaced along its
length) that look northward into the land oI the
Enemy.
Its current custodian is the ageing Lord
Nathallon (a man oI mixed human-elI
heritage), who is accounted amongst the great
oI men and elves - Ior he is both Iorward in
arms and wise oI council. Indeed, Nathallon is
himselI distantly related to the royal house (his
mother being Heneleth oI Telrast) and as such
he is deep in the counsels oI the king.
Aramdol
!"#$%&' Enerath
()**"&+ !)-"*' N/A
OI what Iate beIell the ancient city oI
Aramdol Iew tales tell, though some there are
who claim that a host oI demons burst Iorth
Irom the peaks oI mighty Tarnaur, and
descended upon the city with a great burning
Iire. Yet once it was a merry place with many
resplendent archways and white walls adorned
with rich Iriezes, but now its blackened stones
are rumoured to have become the haunt oI Iell
spirits and other unwholesome beasts.
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Athrand
!"#$%&' Bor-Athal
()**"&+ !)-"*' None (council)
So named because oI the spear shaped spire
oI its great hall, Athrand was Iounded nearly
Iour hundred years ago, and Iashioned with the
aid oI the elves. Indeed there are elves that
dwell there still, and due to the old dwarI road
that runs through it (Irom Aronbor in the west)
many dwarves can be Iound there also -
though Iew oI the bearded Iolk ever make it
their permanent home.
Brond Mindas
!"#$%&' Fornan Tarnath
()**"&+ !)-"*' Lord Evoric
Brond Mindas was once an elven
watchtower that looked both north towards the
Eriathon Mountains, and south over the Bay oI
Gan-Elath. AIter the great war (and the
coming oI men into these lands) it was giIted
to the men that served alongside the elves, and
has since grown into a large walled settlement
with the ancient tower at its heart.
Here dwells possibly the noblest oI all the
chieItains oI men - Lord Evoric Amandon, and
like his IoreIathers he is both Iriend and ally to
the High King.
Calundath
!"#$%&' Enerath
()**"&+ !)-"*' Garthim
Situated at the north-western tip oI the Bay
oI Ithmal is the sheltered harbour and city oI
Calundath with its dark grey walls and stone
piers. It is a place with many high terraces and
broad colonnades, amid which the sound oI
Iair voices raised in song mingles with the soIt
laughter oI its Iountains.
Eastwatch
!"#$%&' Harnan Tarnath
()**"&+ !)-"*' Lord Elravan
The Iortress-city oI Eastwatch sits atop a
lonely, Ilat-topped hill, out upon the wide
plains oI Lathadon (where the westernmost
Anrun Eriath part). It is a grim place with high
walls and battlements - through which the
eastern road runs into the untamed lands
beyond the mountains.
Eglarth Tower
!"#$%&' Harnan Tarnath
()**"&+ !)-"*' N/A
Perched atop a low spur thrust out Irom the
Arasgar Mountains are the remains oI Eglarth
Tower - the like oI which shall never be seen
again in this world. Its towering walls were oI
Iinest alabaster, and its paved Iloors oI darkest
obsidian, and about it were clustered many Iair
dwellings.
But now all is in ruin, and nought but its
Ioundations and a Iew crumbling walls remain
- Ior long ago the tower Iell to Balgauron the
great wyrm - who (iI tales be true) dwells there
still.
Erad Thrand
!"#$%&' Enerath
()**"&+ !)-"*' Aladron
Erad Thrand is home to the Erad-Elroth
(though that name is sometimes given to any
oI the elves that dwell within the great Iorest)
and Aladron, their lord. OI all the elves the
Erad-Elroth produce the Iinest bowmen and
hunters, though they are perhaps the least
learned in matters oI lore.
The city itselI boasts many Iair houses
about the bases oI tall oaks, and not a Iew
amid the bows oI the great trees themselves.
Though the greatest building oI them all, iI
building it be, is the magniIicent hall Irom
which the city takes its name - Elthrandon,
with its walls oI living wood, and high domed
rooI oI intertwined branches and bright leaves
oI autumn gold.
Eyries, The
!"#$%&' Fornan Tarnath
()**"&+ !)-"*' King Mathran
The towers oI West Eyrie and East Eyrie
are great elven IortiIications that have stood
watch over the Vale oI Lunuin Ior around Iive
centuries. In appearance they are almost
identical to each other - with many lesser
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towers, and a thick curtain wall upon which
several men may walk abreast.
It is by their vigilance (and that oI similar
Iortresses Iurther west) that the dark Iorces oI
the north are held at bay.
Gorgast
!"#$%&' Fornan Raith
()**"&+ !)-"*' Unknown
The dread city oI Gorgast is encircled on all
sides, save in the north-east only, by the dark
and ominous peaks oI the Balgast Mountains.
Yet at the point where the mountains part a
mighty stone rampart has been raised - barring
entry into the Plain oI Gastlath beyond, unless
it be via the great iron gates oI that land. OI
what lies upon the other side oI those towering
walls Iew tales tell, and oI the hellish Iorm oI
the city itselI none but the loremasters may
guess. Yet its name is known to all - though no
rumour or nightmare vision could ever capture
its true nature.
Hadothron
!"#$%&' Aronbor
()**"&+ !)-"*' Targal the old.
Hadothron is the name that the elves give to
the distant dwarven city that lies beneath the
Dorngar Mountains in Iar oII Aronbor. Yet in
the dwarven tongue it is called Gandagethul,
Ior it is also a mighty Iortress with a great
store oI arms. Indeed the smithies and
workshops oI the dwarves are rarely idle - Ior
the mines oI Hadothron run deep and plentiIul.
It is here that the bearded Iolk Iirst discovered
the secret oI dwarI-steel, and oI it they have
Iashioned many Iair and wondrous things.
Yet oI all their works, the greatest is the city
itselI - with its vast lamp-lit halls and many
pillared chambers carved deep into the heart oI
the mountain. There the old king pronounces
his judgements on a seat oI carven stone - Iar
Irom the light oI the outside world.
Hathalad
!"#$%&' Harnan Tarnath
()**"&+ !)-"*' Lagalad
Within the woodlands oI Mallerad can be
Iound the simple dwellings oI Lagalad and his
people. Yet Hathalad is not a great town or
city oI itselI and is rather a collection oI many
pleasant glades and groves connected by Iair
paths and walkways bordered with bright and
Iragrant Ilowers.
Lundiriath
!"#$%&' Harnan Tarnath
()**"&+ !)-"*' Lord Ricimar
Situated near the point where the Nath Nuin
Ilows into Nuin-Telath is Lundiriath - the
largest human settlement in all oI the northern
world. Though its lodgings and halls are, Ior
the most part, simple wooden structures, the
house oI Lord Ricimar is a grand stone aIIair -
built in a like manner to that oI the elves
(though with less skill).
Throughout the years Ricimar has proven
himselI to be a wise and kindly ruler (iI
somewhat proud), even though he inherited his
title at an early age (aIter a hunting accident
robbed him oI his Iather). And so it is that his
people are content Ior the most part - being
slow to take up arms unless their own homes
come under threat.
Malathad
!"#$%&' Harnan Tarnath
()**"&+ !)-"*' Lord Mallroth
Malathad lies in the green and pleasant land
that is Iound between the Iorest oI Mallerad
and the northern Ioothills oI Anrun Eriath. It is
a place oI sloping meadows and musical
streams, and home to Lord Mallroth and his
spouse, Nuinell.
Yet it is not Ior the Iragrance oI its Ilowers,
nor the Iairness oI its children that Malathad is
renowned - but rather its vineyards, Ior the
wine oI the Mallrim (as they call themselves)
is the Iinest in all the land.
Menan Mindas
!"#$%&' Harnan Tarnath
()**"&+ !)-"*' Arenell
Amid the Arasgar Mountains are the white
towers oI Menan Mindas, its spires and tall
steeples reaching skyward like mighty
spear-tipped columns oI ice. The tallest oI
these is the great tower oI Ringist with its vast
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libraries and deep vaults - which Iew oI the
race oI men have ever set eyes upon.
It is also the home oI Lady Arenell and her
Iive daughters, each oI whom is a vision oI
surpassing loveliness - though Arenell herselI
appears almost as one oI the aged amongst
men (seeming thus since the death oI her
beloved husband in that dreadIul battle beIore
the gates oI the Enemy centuries ago). As
such, she Iears greatly the sorrow that will
beIall the land should the king begin his war
upon the powers oI the north - being his chieI
opponent in such matters.
Rast-Ecthir
!"#$%&' Fornan Tarnath
()**"&+ !)-"*' Hiranar
Rast-Ecthir is a large IortiIied town about
the source oI the river Garnuin (which is itselI
but a tributary oI the larger Tamnuin to the
south). Here, where the walls oI the Eriathon
Mountains Iail altogether, many horsemen are
housed, along with some oI the swiItest steeds
in all oI the northern kingdom - Ior they must
oIten ride out westward across the wide plains
oI Methnuin in order to maintain their watch
upon the northlands.
Rengast
!"#$%&' Fornan Raith
()**"&+ !)-"*' Unknown
Far to the north, in the cold wastes oI
Fornan Raith, lies the ancient citadel oI
Rengast. There many dark and unwholesome
things are rumoured to dwell, and Irom its
deep pits and dungeons no captive has ever
escaped. Yet some there are that have descried
that Ioul Iortress Irom aIar, and likened it to a
vast, many pronged collar oI iron, with towers
reaching skyward like the immense blood
stained claws oI some strange and exotic
beast.
But Rengast does not stand alone, and about
it (and in the highlands beyond) are the deep
caverns and darksome holes wherein lie many
oI its smithies and armouries, and also the
crude dwellings oI its cruel and loathsome
people.
Rith-Amdol
!"#$%&' Enerath
()**"&+ !)-"*' Rothor
The Iortress oI Rith-Amdol sits atop a
narrow promontory that looks out over the sea
Irom a great height. At its heart is the dwelling
oI Rothor with its high domed rooI oI silver
and gold, about which a circle oI slender silver
birch stand guard. Taller still, however, is the
tower oI Mallorgan, whose beacon Iires shine
out across dark Fornaron to the mariners that
traverse those treacherous waters.
Tel Ringal
!"#$%&' Harnan Tarnath
()**"&+ !)-"*' Caldath
OI the exact location oI Tel Ringal little can
be said (other than it being Iound somewhere
within the deep vale oI Tam-Inath), Ior the
building oI the city was accomplished (less
than a century ago) with such secrecy that Iew
can Iind their way thither uninvited. Indeed the
greater portion oI the city lies beneath ground,
and lacks the usual grandeur oI elvish design
in Iavour oI a more utilitarian approach to its
construction, Ior Tel Ringal is itselI sparsely
populated - being little more than a reIuge to
Ily to should things go ill in the north.
Telrast
!"#$%&' Fornan Tarnath
()**"&+ !)-"*' Prince Arohath
Elven Telrast is the Iabled city oI the high
king oI the elves, and as such, the capital oI all
Fornan Tarnath. It is a great walled city with
many gates, Iountains, and loIty white towers -
above which Ily the blue and green banners oI
the king. At its highest point, upon the hill oI
Tar Amdol, is the towering citadel oI
Elithindas, with its many windowed halls.
There Arohath sits upon his Iather`s throne,
presiding over matters until the king`s return.
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$($./'3 "#$4%
This chapter deals with some oI the
materials and items speciIic to the campaign
world (rare or otherwise), and details any
special rules that might apply to each.
Superior Materials
Dwarf-steel
DwarI-steel is a lightweight metal alloy that
is stronger than tempered steel. In appearance
it is very much like silver, though it does not
tarnish over time. Items made Irom dwarI-steel
are typically worth at least ten times that oI
regular items, and require a minimum oI
expert` level in the appropriate craIt skill to
produce.
Armour craIted Irom dwarI-steel has an
armour point rating oI 1 above its normal
value and an encumbrance penalty oI one less.
Weapons craIted Irom dwarI-steel give a
10 bonus to to hit` rolls and do one point
oI extra (non-magical) damage.
Andorn
Andorn is an extremely rare metal that
scholars claim can only be Iound in the hearts
oI Iallen stars. In appearance it is a shining
black metal that can be polished like glass.
Items made Irom andorn are priceless, and
require a minimum oI master` level in the
appropriate craIt skill to produce.
Armour craIted Irom andorn has an armour
point rating oI 3 above its normal value.
Weapons craIted Irom andorn give a 20
bonus to to hit` rolls and do two points oI
extra (non-magical) damage.
Aroth Trees
Aroth trees are said to only grow upon the
mounds oI elves that have perished through
weariness oI the world, and as such are
especially uncommon. In appearance they are
akin to huge yew trees - though perhaps more
regular in their shape, with broader leaves
veined with silver or gold. These leaves (iI
prepared correctly*) are bestowed with a great
healing virtue that eIIectively doubles the
amount oI hit points regained through natural
healing Ior a period oI 24 hours.
In addition, bows craIted Irom the wood oI
the aroth tree bestow the user with a 10
bonus to to hit` rolls at normal range. An
expert craItsman may also create a aroth bow
with a suIIiciently heavy pull (so that it can
only be used by someone with a damage
modiIier oI 1d4 or greater) resulting in an
additional 1 bonus to damage rolls at normal
range. A master craItsman may increase this
bonus to 2 - though such a bow may only be
used by someone with a damage modiIier oI at
least 1d6.
*requiring either a normal Lore (Herbalist)
test or a difficult (-25) Nature Lore test.
Dornhath
Dornhath is a dark glasslike material,
similar to obsidian in appearance, that is
believed to be produced by the Enemy with
the aid oI dragon Iire. II used as a magic point
store it also has the unusual property oI storing
twice the magic points put into it - though
accessing these additional points (once the
usual ones have been exhausted) requires a
successIul Persistence test. Attempting such a
thing is not without risk, and iI this test is
Iumbled the user gains a corruption point.
In addition, arrowheads craIted Irom
dornhath are so sharp that they do an
additional 1 point oI damage on a successIul
hit (or 2 points on a critical).
Notable Items
Dwarven Warhelms
The warhelms oI the
dwarves are heavy steel
helmets Iashioned in the
likeness oI a bearded
warrior. In game terms
they are treated as armour
upgrades with 2 AP and
an ENC oI 4. Additionally,
all perception tests suIIer a
-25 penalty while the
helmet is worn.
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Elvish Lamps
Elvish lamps are like to
large shining blue crystals
encased in a Iine Iiligree net
oI silver. However, the art
oI their making has long
been lost, and as such they
are highly prized. In game
terms they are treated as
illuminating the same area
as a torch.
Runes Of Power
Runes oI power are sometimes inscribed (or
woven) into objects so that the item in
question acts in a similar Iashion as one under
the eIIect oI a Create Charm spell. Typically
only the innate spells Enhance Skill (x) and
Protection, and the sorcery spells Damage
Boosting and Enhance (Characteristic), may
be used in this manner - and usually only ever
at a magnitude oI one (though the hinder or
diminish versions may occur on some cursed
items).
Unlike spells, runes oI power Iunction
continuously - requiring no magic points to
cast (though spells such as Dispel Magic or
Neutralise Magic may temporary cancel their
eIIect Ior one minute). However, in the case oI
innate runes, the user`s magic point total is
temporary reduced by one point Ior every
rune-inscribed item equipped (these return in
the normal Iashion once the item is put aside).
For sorcerous runes, the user gains a
temporary corruption point instead.
Needles to say, such items are exceedingly
rare and powerIul, and the secret art oI their
making is known to but a Iew.
An Example Item
Name: Tar-Mithol.
Background: As its name suggests, this Iinely
craIted sword is that oI the high-king oI the
elves - borne Iirst by Hathron, and then
Mathran (his son). It is also known as the
demon-bane due to it being the very sword
that Hathron wielded when he Iought (and
slew) one oI the great terrors oI the north
centuries ago.
Description: An ancient broadsword, with a
simple blade oI andorn and a dwarI-steel hilt
adorned with a single sapphire. In game terms
it is treated as granting a 20 bonus to the
wielder`s close combat skill and a 2 bonus to
damage rolls.
Creation: This item was created using the
Create Charm and Create Magic Store innate
magic spells.
Magic Powers: Weapon Enhancement III (Ior
a total oI 50 bonus to the wielder`s close
combat skill and 5 to damage rolls) and
Jigour J. The pommel is also inscribed with a
rune oI power that bestows a 1 POW bonus
upon the wielder. Furthermore, the sword acts
as a reusable magic point store which holds
eight magic points (which may be regenerated
by the user transIerring their own into it).
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This chapter is concerned with optional
rules or alternatives that allow Ior diIIerent
play styles and preIerences. II used, it is
recommended that the speciIic rule be applied
(or at least be available to) all player
characters within that group.
Point-buy System
When generating a new PC, some players
may already have a speciIic type oI character
in mind (a mighty warrior, or a learned
scholar, Ior example), and as such would
rather build upon that concept Irom the outset.
II this is the case, the GM should consider
allowing players to use the Iollowing
point-buy method to generate their characters -
thus giving players more control over each
characteristic, rather than having the player`s
concept undermined by the whim oI the dice.
When using the point-buy method, each
characteristic starts at the base value stated in
the table below. The player then distributes a
number oI points (38 iI he is playing a human
character or 30 iI playing a dwarI or an elI)
between those characteristics on a one Ior one
basis.
30 30 38 Points
Note that the figure shown in parenthesis is
the maximum starting score for that abilitv.
7 (15) 10 (18) 6 (18) CHA
6 (18) 10 (18) 6 (18) POW
10 (18) 10 (18) 10 (18) INT
8 (12) 10 (18) 10 (18) SIZ
7 (15) 10 (18) 6 (18) DEX
12 (24) 10 (18) 6 (18) CON
10 (18) 6 (18) 6 (18) STR
Dwarf Elf Human
Base Characteristics
For example, a player generating a human
character might distribute his points thus iI he
had a large warrior-type in mind:
10 4 6 CHA
10 4 6 POW
10 0 10 INT
16 6 10 SIZ
14 8 6 DEX
14 8 6 CON
14 8 6 STR
Final
Value
Points
Allocated
Starting
Value
Epic Characters
For a more heroic style oI play, where the
adventures oI the PCs are oI a more epic
nature (with the characters Iacing oII against a
whole host oI Ioes, and perhaps becoming the
great heroes oI their time), the players and the
GM might like to implement the Iollowing
changes to character creation:
Epic Hit Points (HP): II this rule is
implemented, a character`s total hit points will
equal Size plus Constitution (note that this will
also aIIect the character`s major wound level).
Epic Skill Points: At the end oI character
generation each character gains an additional
number oI skill points equal to any one oI their
characteristics (player`s choice). These points
may then be spent on any skill (or divided
between several skills) with that characteristic
as part oI its base score.
Epic Bravery: All Fearsome I creatures lose
their Iearsome ability, and Fearsome II
creatures are downgraded to Fearsome I.
Alternately, some games might start with
PCs created in the normal Iashion and then
progress in such a manner that the GM
rewards his/her players by implementing the
epic rules at a later date (perhaps as the
campaign nears its climax).
In either case, the GM might like to
consider using similar rules Ior particularly
powerIul NPCs or monsters.
Combat Order
During combat, the order in which a
character acts is usually determined by his
DEX score - unless he is spellcasting, in which
case INT is used instead. However, iI this
proves to be too awkward or inIlexible Ior
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your group, then you may like to consider one
oI the Iollowing variants instead.
Simplified Combat Order
II the standard method oI determining
combat order is too cumbersome Ior your
liking, then you may like to include this
variant rule - whereby every character uses
DEX plus INT divided by two (rounded up) to
determine the order in which they act (i.e. an
average oI the two characteristics).
Combat Order Rolls
II the standard method oI determining
combat order is too rigid Ior your liking, then
you may like to include this variant rule -
whereby every character rolls 1d10 and adds
the result to their DEX score (or INT iI
spellcasting) to determine the order in which
they act. Note that this roll is only ever made
once per conIlict, and not each combat round.
This rule may also be used in conjunction
with the SimpliIied Combat Order variant
above.
Variable Armour Ratings
II the Iixed armour values given in the main
rule book are not to your liking, then you may
instead opt to use the Iollowing alternate rule
whereby armour is allocated a die type rather
than a Iixed number. The rules Ior subtracting
armour Irom incoming damage remains
exactly the same, except that a die (or
occasionally multiple dice) is rolled to
determine the armour`s AP Ior that particular
blow.
While this system has the drawback oI
introducing another roll into combat, it does
have the beneIit oI better simulating attacks
hitting areas that are less armoured or more
vulnerable.
For example, let us assume that a character
has shot an arrow at a great lumbering dragon
as it crests the top oI a hill. The player rolls an
8 Ior his damage and the dragon (whose
armour is rated at 2d6) rolls a 3 Ior its armour.
In this instance it might be assumed that the
arrow pierces the dragon`s soIt underbelly Ior
5 points oI damage (i.e. 8 - 3 5).
500 2 1 Upgrades
3,000 7 2d4 Mail Hauberk
1,500 7 1d6 Scale Armour
1,000 5 1d4 Ring Armour
500 3 1d3 Leather
BV ENC AP Armour
Armour Types
Where three figures are given these represent the
lesser, common, and greater varieties of that
particular creature.
N/A or 1d3
None or
Crude Armour
Wildlings
1d2
Leathery
Hide
Werewolves
1d2
Tattered
Armour
Walking
Dead
1d2
Leathery
Hide
Vampires
1d4
Thick
Hide
Trolls
N/A None Spirits
N/A None Sorcerers
1d3
1d4
1d6
Leather Armour
Ring Armour
Scale Armour
Orcs
1d2
Thick
Feathers
Great Eagles
1d3 / 1d4 / 1d6 Carapace
Giant
Spiders
1d4
Tough
Hide
Fellgrim
2d4 / 2d6 /2d8
Scaly
Hide
Dragons
1d2 / 1d3 /1d4
Tough
Hide
Dire Beasts
1d41
Armoured
Hide
Demons
1d3
Leather
Armour
Beastlings
AP Armour Type Creature
Monster Armour Types
N/A None WolI
1d2 Scales Viper
1d3
Thick
Scales
Giant
Python
1d3
Rubbery
Hide
Giant
Octopus
1d2 Hide Horse
N/A None Hawk
N/A None Dog
1d6 Thick Hide Crocodile
1d2 Hide Cattle
1d2 Hide Big Cat
1d3 Tough Hide Bear
AP Armour Type Creature
Animal Armour Types
- ALTERNATE RULES -
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Mark Stevens (order #4922688) 86.8.83.182
!&'(#$) 6
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!&')'.#$)%
In this Iinal chapter you will Iind a quick
and easy method Ior determining the skills oI
NPCs on the Ily` so to speak, along with a
more in-depth look at some oI the common
NPC types that the PCs might Iind themselves
interacting with during their adventures.
Improvised NPCs
While it would be nice to have an accurate
statblock Ior every NPC that you (as the GM)
expect the characters to meet during the course
oI their adventures, it is rarely going to be the
case. More oIten than not, the PCs will interact
with someone that you did not expect, and
though in many cases simply role-playing out
the encounter will suIIice, sometimes skill
tests will be unavoidable.
In such instances (where none oI the NPCs
listed in the Iollowing section will suIIice), the
GM should Ieel Iree to simply assign an
appropriate value to the skills oI the NPC in
question (taking into consideration the age and
experience oI that particular NPC), using the
guidelines set out in the table below.
99 75 66 50
Specialist
Skills
66 50 33 25
Common
Skills
33 25 N/A N/A
Poor
Skills
16 14 12 10
Hit
Points
16 14 12 10
Combat
Order
4 3 2 1
Power
Level
Improvised NPCs
As you can see, when using this method,
each NPC is assigned a power level that
represents the skill and experience oI that
particular character. As a rough guide, a level
1 NPC could be used to represent a relatively
inexperienced or uneducated person, whereas
a level 4 NPC would indicate someone who is
a master in their Iield.
For example, the GM may judge that a
simple herdsman would be a power level 1
NPC (with his specialist skills being
Perception and Nature Lore), whereas an
ageing scholar might be considered a power
level 3 NPC (with several language and lore
skills at 50 and one or two specialist subjects
at 75).
Obviously, the GM need not adhere to these
guidelines too strictly, and should Ieel Iree to
mix and match the values as he/she sees Iit
(Ior example, the ageing scholar mentioned
above might be a level 3 NPC with regard to
his skills, but only a level 1 NPC with regard
to his hit points).
NPC Sheets
What Iollows is a collection oI NPC
reIerence sheets - ranging Irom that oI an ElI
Captain, to a Human Commoner. Each entry
has been presented in such a way that the sheet
upon which it appears may be printed out and
cut in halI - thus allowing GMs to build up a
library oI NPC sheets/cards Ior easy reIerence
during play.
It is also worth noting that each oI these
NPCs may be used as a starting point Irom
which to build more powerIul adversaries and
allies - in which case the GM should simply
increase the values oI certain skills and
characteristics as he/she deems appropriate.
The NPCs are as Iollows:
ElI Captain
ElI Soldier
ElI Scout
ElI Sage
ElI Courtier
ElI Artisan
Human Noble
Human Warrior
Human Scholar
Human CraItsman
Human Commoner
DwarI Lord
DwarI Warden
DwarI ArtiIicer
- NON PLAYER CHARACTERS -
- 18 -
Mark Stevens (order #4922688) 86.8.83.182
Night sight
Immune to diseases
25 vs. Iearsome I tests
Demoralise II Innate Casting 66
Special Abilities Spells Known Magic Skills
Culture (own) 55
Language (own) 88
Language (mannish) 33
Lore (military tactics) 55
Nature Lore 33
Athletics 55
Deception 44
Healing 33
InIluence 66
Perception 44
PerIormance 33
Riding 44
Knowledge Skills Practical Skills
50 Resilience 5 (8)* Armour Points 16 CHA
*Chain hauberk with a
Protection III enchantment.
fLongsword with a Weapon
Enhance II enchantment.
Shield with a Spirit Shield I
enchantment.
All of the above are reusable
enchantments, and each item
also acts as a magic point
store with sufficient points to
cast the associated spell once.
75 Persistence Chain* Armour Worn 15 POW
Notes 50 Dodge 14m Movement 15 INT
Resistances 15 Magic Points 15 SIZ
50 Unarmed 1d4 Damage Mod. 15 DEX
50 Ranged 8 Major Wound 15 CON
fLongsword / 1d8 (2) / M
Shield / 1d6 / H
Longbow / 1d10 / 150m
75 (95)f Close 15 Hit points 14 STR
Weapons Combat Skills Attributes Characteristics
)38 !'(#'/"
Night sight
Immune to diseases
25 vs. Iearsome I tests
None Innate Casting 40
Special Abilities Spells Known Magic Skills
Culture (own) 50
Language (own) 80
Language (mannish) 33
Nature Lore 33
Athletics 50
Deception 40
Healing 33
InIluence 33
Perception 40
Riding 40
Knowledge Skills Practical Skills
40 Resilience 6 / 3 Armour Points 14 CHA
Elven inIantrymen use the Iirst
set oI Iigures quoted and will
usually wear a chain hauberk
and a helm.
Elven bowmen use the second
set oI Iigures and will usually
wear leather armour and a
helm.
40 Persistence Varies Armour Worn 13 POW
Notes 40 Dodge 14m Movement 14 INT
Resistances 13 Magic Points 14 SIZ
33 Unarmed 1d4 Damage Mod. 14 DEX
44 / 55 Ranged 7 Major Wound 14 CON
Longspear / 1d8 / M
Shield / 1d6 / H
- OR -
Shortsword / 1d6 / M
Longbow / 1d10 / 150m
55 / 44 Close 14 Hit points 13 STR
Weapons Combat Skills Attributes Characteristics
)38 $!3,/$)
Mark Stevens (order #4922688) 86.8.83.182
Night sight
Immune to diseases
25 vs. Iearsome I tests
Heal I Innate Casting 50
Special Abilities Spells Known Magic Skills
Culture (own) 40
Language (own) 80
Nature Lore 60
Athletics 50
Deception 50 (70)
Healing 40
Perception 50
Knowledge Skills Practical Skills
50 Resilience 2 Armour Points 14 CHA
fLongsword must be used
two-handed.
*1d4 arrows with a Speed Dart
enchantment upon them.
Cloak with a reusable
Enhance Skill II (Deception)
enchantment upon it.
40 Persistence Leather Armour Worn 14 POW
Notes 40 Dodge 14m Movement 14 INT
Resistances 14 Magic Points 14 SIZ
40 Unarmed 1d4 Damage Mod. 14 DEX
*50 (75) Ranged 7 Major Wound 14 CON
fLongsword / 1d81 / M
*Shortbow / 1d8 (3) / 75m
50 Close 14 Hit points 12 STR
Weapons Combat Skills Attributes Characteristics
)38 $.!-#
Night sight
Immune to diseases
25 vs. Iearsome I tests
Countermagic III / Create Charms II
Enhance Skill (Persistence) I / Heal I
Light / Mind Speech II / Protection III
Innate Casting *75
Sorcery Casting 25
Special Abilities Spells Known Magic Skills
Culture (own) 50
Language (own) 100
Language (high-elvish) 50
Language (mannish) 25
Lore () 75
Athletics 30
CraIt (f) 50
Deception 40
Healing 40
InIluence 50
Perception 30
Knowledge Skills Practical Skills
40 Resilience 0 Armour Points 15 CHA
*A staII with an Enhance Skill
(Innate Casting) rune oI power
upon it. It also acts as a
(reusable) Iive point magic
store.
fMost sages will have an
appropriate craIt skill (e.g.
cartographer or scribe).
Most sages will be well
versed in at least one area oI
lore (GM`s choice).
50 Persistence None Armour Worn 17 POW
Notes 40 Dodge 14m Movement 17 INT
Resistances 17 Magic Points 13 SIZ
33 Unarmed 0 Damage Mod. 13 DEX
55 Ranged 6 Major Wound 11 CON
*StaII / 1d8 / M
Dagger / 1d4 / L / 11m
33 Close 12 Hit points 11 STR
Weapons Combat Skills Attributes Characteristics
)38 $'9$
Mark Stevens (order #4922688) 86.8.83.182
Night sight
Immune to diseases
25 vs. Iearsome I tests
One oI the Iollowing: Countermagic,
Dispel Magic, Heal, Light,
Mind Speech, or Second Sight.
Innate Casting 45
Special Abilities Spells Known Magic Skills
Culture (own) 60
Language (own) 90
Language (high-elvish) 50
Lore (f) 40
Athletics 30
Deception 40
Driving 30
InIluence 50
Perception 40
PerIormance 50
Riding 40
Knowledge Skills Practical Skills
40 Resilience *1 Armour Points 16 CHA
*Amulet (or similar) inscribed
with a Protection rune oI
power.
fMost courtiers will be
Iamiliar with at least one area
oI lore (GM`s choice).
40 Persistence None Armour Worn 14 POW
Notes 40 Dodge 14m Movement 15 INT
Resistances 14 Magic Points 13 SIZ
30 Unarmed 0 Damage Mod. 14 DEX
35 Ranged 7 Major Wound 13 CON
Dagger / 1d4 / L / 11m
40 Close 13 Hit points 11 STR
Weapons Combat Skills Attributes Characteristics
)38 !!-)#/$)
Night sight
Immune to diseases
25 vs. Iearsome I tests
None Innate Casting 45
Special Abilities Spells Known Magic Skills
Culture (own) 50
Language (own) 90
Athletics 40
CraIt (f) or Engineering 70
Mechanisms 40
Perception 40
Trade 50
Knowledge Skills Practical Skills
40 Resilience 2 Armour Points 14 CHA
fEvery artisan will have an
appropriate craIt skill -OR- the
engineering skill.
40 Persistence Leather Armour Worn 14 POW
Notes 40 Dodge 14m Movement 15 INT
Resistances 14 Magic Points 13 SIZ
30 Unarmed 0 Damage Mod. 15 DEX
30 Ranged 7 Major Wound 13 CON
Dagger / 1d4 / L / 11m
30 Close 13 Hit points 12 STR
Weapons Combat Skills Attributes Characteristics
)38 %)#/%'"
Mark Stevens (order #4922688) 86.8.83.182
None None Innate Casting 40
Special Abilities Spells Known Magic Skills
Culture (own) 30
Culture (elvish) 30
Language (own) 60
Language (elvish) 80
Lore (military tactics) 40
Athletics 50
Deception 30
Healing 30
InIluence 50
Perception 40
Riding 40
Trade 30
Knowledge Skills Practical Skills
50 Resilience 5 (6) Armour Points 14 CHA
fBroadsword with a (reusable)
Weapon Enhance I enchant-
ment upon it.
Shield with a (reusable)
Protection I enchantment upon
it.
50 Persistence Chain Armour Worn 13 POW
Notes 50 Dodge 14m Movement 15 INT
Resistances 13 Magic Points 15 SIZ
50 Unarmed 1d4 Damage Mod. 13 DEX
50 Ranged 8 Major Wound 13 CON
fBroadsword / 1d8 (1) / M
Shield / 1d6 / H
Longbow / 1d10 / 150m
70 (80)f Close 14 Hit points 14 STR
Weapons Combat Skills Attributes Characteristics
*-4'" '!:3$
None None Innate Casting 36
Special Abilities Spells Known Magic Skills
Culture (own) 33
Language (own) 66
Language (elvish) 55
Nature Lore 33
Athletics 55
Deception 33
Healing 33
InIluence 33
Perception 33
Riding 33
Knowledge Skills Practical Skills
40 Resilience 5 / 2 Armour Points 12 CHA
Human inIantrymen use the
Iirst set oI weapons listed and
will usually wear scale armour
and a helm.
Human bowmen use the
second set oI weapons listed
and will usually wear leather
armour.
40 Persistence Varies Armour Worn 12 POW
Notes 40 Dodge 14m Movement 13 INT
Resistances 12 Magic Points 14 SIZ
35 Unarmed 1d4 Damage Mod. 12 DEX
45 Ranged 7 Major Wound 12 CON
Longspear / 1d8 / M
Shield / 1d6 / H
- OR -
Shortsword / 1d6 / M
Longbow / 1d10 / 150m
45 Close 13 Hit points 13 STR
Weapons Combat Skills Attributes Characteristics
*-4'" +'))/!)
Mark Stevens (order #4922688) 86.8.83.182
None None Innate Casting 44
Special Abilities Spells Known Magic Skills
Culture (own) 40
Culture (elvish) 30
Language (own) 60
Language (elvish) 80
Language (high-elvish) 30
Lore (f) 60
Athletics 30
Deception 30
Engineering 30
Healing 40
InIluence 50
Mechanisms 30
Perception 40
Knowledge Skills Practical Skills
25 Resilience 0 Armour Points 14 CHA
fMost scholars will be
reasonably well versed in at
least one area oI lore (GM`s
choice).
50 Persistence None Armour Worn 14 POW
Notes 25 Dodge 14m Movement 16 INT
Resistances 14 Magic Points 12 SIZ
22 Unarmed 0 Damage Mod. 10 DEX
33 Ranged 6 Major Wound 10 CON
Dagger / 1d4 / L / 10m
22 Close 11 Hit points 10 STR
Weapons Combat Skills Attributes Characteristics
*-4'" $.&!3')
None None Innate Casting 36
Special Abilities Spells Known Magic Skills
Culture (own) 40
Language (own) 60
Language (elvish) 80
Athletics 33
*CraIt (primary) 66
*CraIt (secondary) 33
Deception 33
Mechanisms 33
Perception 33
Trade 33
Knowledge Skills Practical Skills
33 Resilience 2 Armour Points 12 CHA
*CraItsmen will usually have
craIt skills applicable to their
proIession.
44 Persistence Leather Armour Worn 12 POW
Notes 33 Dodge 14m Movement 14 INT
Resistances 12 Magic Points 13 SIZ
33 Unarmed 0 Damage Mod. 12 DEX
33 Ranged 6 Major Wound 11 CON
Improvised / 1d6-1 / M
Dagger / 1d4 / L / 10m
33 Close 12 Hit points 11 STR
Weapons Combat Skills Attributes Characteristics
*-4'" !)'8#%4'"
Mark Stevens (order #4922688) 86.8.83.182
None None Innate Casting 30
Special Abilities Spells Known Magic Skills
Culture (own) 40
Language (own) 60
Language (elvish) 40
Nature Lore 50
Athletics 40
*CraIt (primary) 40
*CraIt (secondary) 30
Deception 30
Driving 30
Healing 30
Perception 30
Riding 30
Knowledge Skills Practical Skills
40 Resilience 0 Armour Points 10 CHA
*Commoners will usually have
craIt skills applicable to the
tasks they perIorm.
30 Persistence None Armour Worn 10 POW
Notes 40 Dodge 14m Movement 13 INT
Resistances 13 Magic Points 13 SIZ
30 Unarmed 0 Damage Mod. 11 DEX
30 Ranged 6 Major Wound 11 CON
Improvised / 1d6-1 / M
30 Close 12 Hit points 11 STR
Weapons Combat Skills Attributes Characteristics
*-4'" !!44!"$)
Night sight
25 bonus vs. Iatigue tests
Ignore overloading penalties
None Innate Casting 40
Special Abilities Spells Known Magic Skills
Culture (own) 50
Language (own) 80
Language (elvish) 50
Language (mannish) 20
Lore (military tactics) 40
Athletics 50
Deception 30
Engineering 40
InIluence 60
Mechanisms 40
Perception 30 (5)
Trade 30
Knowledge Skills Practical Skills
60 Resilience 8 Armour Points 13 CHA
fDwarI lords are equipped
with warhelms and dwarI-
steel` armour.
the perception skill is reduced
by 25 when wearing a
warhelm.
60 Persistence Chainf Armour Worn 13 POW
Notes 30 Dodge 10m Movement 14 INT
Resistances 13 Magic Points 11 SIZ
50 Unarmed 1d4 Damage Mod. 12 DEX
40 Ranged 8 Major Wound 19 CON
Greataxe/ 2d8 / L
Hatchet / 1d6 / L / 17m
70 Close 15 Hit points 17 STR
Weapons Combat Skills Attributes Characteristics
,;')8 -!),
Mark Stevens (order #4922688) 86.8.83.182
Night sight
25 bonus vs. Iatigue tests
Ignore overloading penalties
None Innate Casting 36
Special Abilities Spells Known Magic Skills
Culture (own) 40
Language (own) 80
Language (elvish) 50
Athletics 50
Deception 30
Engineering 40
InIluence 30
Mechanisms 40
Perception 30
Knowledge Skills Practical Skills
50 Resilience 5 Armour Points 11 CHA
50 Persistence Chain Armour Worn 12 POW
Notes 25 Dodge 10m Movement 13 INT
Resistances 12 Magic Points 10 SIZ
50 Unarmed 1d4 Damage Mod. 11 DEX
30 Ranged 7 Major Wound 18 CON
Battle-axe/ 1d8 / M
Shield / 1d4 / M
Hatchet / 1d6 / L / 16m
50 Close 14 Hit points 16 STR
Weapons Combat Skills Attributes Characteristics
,;')8 +'),$"
Night sight
25 bonus vs. Iatigue tests
Ignore overloading penalties
None Innate Casting 36
Special Abilities Spells Known Magic Skills
Culture (own) 40
Language (own) 80
Language (elvish) 50
Athletics 30
CraIt (f) or Engineering 80
Deception 30
Driving 30
InIluence 30
Mechanisms 50
Perception 30
Trade 40
Knowledge Skills Practical Skills
50 Resilience 2 Armour Points 11 CHA
fEvery artiIicer will have an
appropriate craIt skill -OR- the
engineering skill.
33 Persistence Leather Armour Worn 12 POW
Notes 33 Dodge 10m Movement 15 INT
Resistances 12 Magic Points 9 SIZ
33 Unarmed 0 Damage Mod. 12 DEX
33 Ranged 7 Major Wound 17 CON
Dagger / 1d4 / L / 14m
-OR-
Hatchet / 1d6 / L / 14m
40 Close 13 Hit points 14 STR
Weapons Combat Skills Attributes Characteristics
,;')8 %)#/8/.$)
Mark Stevens (order #4922688) 86.8.83.182
.($" #'4$ -/.$"%$
/$)%/!" +<=>
The Iollowing text is the property oI Wizards oI the Coast, Inc. and is Copyright 2000 Wizards oI the Coast, Inc (Wizards`). All Rights
Reserved.
1. DeIinitions: (a) Contributors` means the copyright and/or trademark owners who have contributed Open Game Content; (b) Derivative
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the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly
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Used` or Using` means to use, Distribute, copy, edit, Iormat, modiIy, translate and otherwise create Derivative Material oI Open Game
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards oI the Coast, Inc.
Modern System ReIerence Document Copyright 2002, Wizards oI the Coast, Inc.; Authors Bill Slavicsek, JeII Grubb, Rich Redman, Charles
Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes,
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RuneQuest System ReIerence Document Copyright 2006, Mongoose Publishing; Author Matthew Sprange, based on original material by
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RuneQuest Companion System ReIerence Document Copyright 2006, Mongoose Publishing; Author Greg Lynch et al., based on original
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RuneQuest Monster System ReIerence Document Copyright 2006, Mongoose Publishing; Author Greg Lynch et al., based on original
material by Greg StaIIord.
OpenQuest Copyright 2009, D101 Games; Author Newt Newport.
The Age OI Shadow Copyright 2011; Author Kristian Richards.
The Age OI Shadow Campaign Guide Copyright 2011; Author Kristian Richards.
- 26 -
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