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The

Old School
Companion
Medieval-Authentic Tome 1

Author
The RPGPundit
Layout & Editing
Brett M. Bernstein
Artwork
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RPGPundit Presents and The Old School Companion
are trademarks of RPGPundit.
Table of Contents
Introduction����������������������������������������� 3
1. New Character Classes ��������������������������� 5
2. Special Rules���������������������������������������� 12
Longbows and Crossbows ��������������������������������� 13
Advanced Critical Tables���������������������������������� 14
Domain Management and Mass Combat ������������ 29

3. Spellbooks and Grimoires ���������������������� 51


Vancian Wizard’s Spellbook������������������������������ 52
The Goetia���������������������������������������������������� 57
The Ghayat Al-Hakim ������������������������������������ 77
The Clavicula ������������������������������������������������ 79
The Theurgia ������������������������������������������������ 84
The Book of Quaternary Tables������������������������ 89
The Book of the New Arts ������������������������������ 91
The Book of the Art of Hours�������������������������� 94

4. Astrology and the Arcana �������������������� 101


Astrology�����������������������������������������������������102
The Arcana��������������������������������������������������� 112

5. Medieval Life and Activities�������������������134


History and Rule of the Clerical Order ��������������135
General Character Activities������������������������������151
Merchant and Caravan Activities�����������������������169
Courtly Events and Intrigues ��������������������������� 189

6. The Supernatural��������������������������������204
The Twilight Realm of the Fae �����������������������205
Cursed Artifacts��������������������������������������������� 225
Sinister Supernatural Wilderland Encounters������� 237

2
Introduction
RPGPundit Presents
This book compiles material from the RPGPundit Presents
periodical that is for use in a Medieval-Authentic setting. While
most rules-related content is intended for the Lion & Dragon RPG,
it should be easily adapted for use with any other OSR game.
Note that adventures have been purposely excluded, since their
inclusion would make this book too unwieldy; they are planned to
be compiled into a separate book.
Individual issues of RPGPundit Presents are available in
downloadable PDF format via Precis Intermedia. These provide
content for Medieval-Authentic, Gonzo Fantasy, general fantasy,
and other settings.
RPG.DEALS/RPP

3
Dice Checks
Most dice checks referenced in this book are made by rolling
1d20, and adding a relevant ability modifier and skill bonus. If the
result is equal to or greater than the assigned difficulty (DC), the
check is successful. Common difficulties are as follows:
DC Description
10 Simple Actions with Relatively Unlimited Time
15 Challenging Actions with Limited Time
20 Exceptionally Tough Actions

Currency
Note that Lion & Dragon relies on three standard coins. These
are copper pennies (p), silver shillings (sh), and the gold pound (L).
1 gold pound (L) = 20 silver shillings (sh) = 200 copper pennies (p)
1 gold pound (L) = 20 gold pieces (gp) = 200 silver pieces (sp)

A Note from the RPGPundit


RPGPundit Presents began as a concept. I wanted to publish
more supplementary content for Lion & Dragon without necessarily
sticking to a single central theme and material from my Gonzo
Last Sun OSR campaign. This led to the concept of weekly short
products, stuff that would fit somewhere between five and thirty
pages for as long as the ideas were in my head. This allowed for a
diversified stream of content without having to focus on a single
unifying theme. Most of the issues fall into two broad categories:
• ultra-historical Medieval-Authentic that is based on real
medieval history, mythology, lore, and sources
• weird Gonzo-Fantasy filled with strange magic, weird places
and creatures, and elements from science fiction
The RPGPundit Presents series has been very well-received.
Even from the earliest of issues, readers were asking for a printed
compilation. This volume is the first, reorganized into thematic
chapters, rather than just a straight compilation of related issues.
Look for a Gonzo-Fantasy compilation in future for all sorts of
wild setting material, special rules, and inspirational content.
I hope you enjoy this Medieval-Authentic volume, along with
newer issues of RPGPundit Presents.
Currently Smoking: Neerup Egg + Image Virginia

4
Chapter One
New Character Classes
5
In theory, these non-standard adventuring classes can be used
for player characters, but would be considerably less-powerful
than those normally in the game. Each should first be created for
Level 0, with all the standard elements, including:
• Rolling for Social Class (or selecting the most-appropriate
social class for non-player characters).
• Determining the free background skill.
• Optionally, rolling for prior background event.
• Starting with 1d6 hit points (modified by CON).
• Adding extra languages if the character’s INT modifier
allows it.
• Determining starting Saving Throw DC (16-CHA modifier).

Courtier
The courtier class is intended mainly for
professionals who are part of the government
machine of the Crown. These are generally
commoners of Villain class, albeit usually
people who start from considerable wealth
and education. They are sometimes
poorer commoners who rose up the ranks
from great talent or the lower class of the
aristocracy. They are full-time secretaries
and minor officials of the Crown, with
great connections and authority, but
often limited by the social class barrier
where higher-status aristocrats with less
actual experience of how to get things
done might end up in charge of them.
Particularly-talented courtiers enjoy
enormous power and influence, having
to be trained in a wide variety of skills;
they may need to act as spies, lawyers,
diplomats, or political officers in some cases. The most-powerful
among them are sometimes secretaries or man-servants to the
royal family, which may seem menial or degrading from a modern
point of view, but allows them incomparable direct access to the
ears of the royals themselves.

6
• Requirements: Charisma 7+; must be of Villain social class or
higher.
• Hit Points: +1d6 (modified by CON) at Level 1; +1 hit point per
level thereafter.
• Combat Bonus: +0.
• Saving Throw: -1 DC.
• Special: Courtiers begin with +2 Court Lore (politics and
etiquette), +2 Service (appropriately tending to a lord in menial
service), +1 Bureaucracy (knowing how to arrange affairs of
state), one extra language, and an inherent bonus of +1 to any
reaction roll when dealing with the nobility.
Starting at Level 1, and at every level gain, the courtier receives
benefits from the following table (in addition to the +1 HP bonus).
Roll randomly twice, or select one single benefit without rolling.
1d10 Benefits
1 +1d6 hit points (modified by CON)
2 -1 Saving Throw DC
3-4 +2 Court Lore, Service, or Bureaucracy
5 +2 Urban Lore (surviving in/knowledge of the streets) or
Cooking (preparation, appreciation, and tasting of foods,
including detecting poison)
6 +2 Forge Documents or Law
7 +2 History or one extra Language
8-9 +1 to hit with one specific type of weapon (i.e. longsword)
10 +2 Save vs. poison or +1 to another type of Saving Throw

Priest
Priests are the everyday civil servants of the Church, as opposed
to the miracle-workers and spiritual warriors that are clerics. They
range from humble, peasant-born parish priests in small villages
to Bishops and Cardinals with power comparable to Earls and
Dukes. The most-talented Priests possess a wide-variety of skills
and lore, though mainly of a spiritual nature.
• Requirement: Wisdom 6+ and Charisma 6+; while most
priests are lawful in alignment, there is no such requirement
for this class (unlike clerics).

7
• Hit Points: +1d4 hit points (modified by CON)
at Level 1; +1 hit point per level thereafter.
• Combat Bonus: +0.
• Saving Throw: +2 vs. Magic.
• Special: Priests begin with Literacy,
+1 Theology, and +2 Performance
of Religious Ceremony (including
an ability to repeat the religious
language in ceremony, but not an otherwise
fluency in that language, which must be
chosen as a language option if possible).
They have the social benefits of being
ordained members of the Church hierarchy,
which means that they are usually treated
with significant respect and cannot be tried
in secular courts.
Starting at Level 1, and at every level gain,
the priest receives benefits from the following
table (in addition to the +1 HP bonus). Roll randomly twice, or select
one single benefit without rolling.
1d10 Benefits Table
1 +1d6 hit points (modified by CON)
2 -1 Saving Throw DC
3 +2 Theology
4 +1 Medicine or Apothecary
5 +1 Court or one new Language
6 +1 Astronomy, Philosophy, or Music
7 +1 Demonology or Occultism
8 +1 Farming, Brewing, or Cooking
9 +2 Save vs. Magic or Disease,
or +1 to another type of Saving Throw
10 +1 to hit with one type of weapon (i.e. staff)

8
Sage
Sages are learned men who have dedicated
themselves to knowledge of a particular subject.
Magisters are a type of sage, but trained very
specifically in the occult arts; the sage class
is for any other type of loremaster. Sages
are common both in universities and in
the service of important nobles. A few are
also independent operators, working for
hire.
• Requirements: Intelligence 8+ (characters from peasant
background must have Intelligence 10+).
• Hit-Points: +1d4 hit points (modified by CON) at Level 1; +1
hit point per level thereafter.
• Combat Bonus: +0.
• Saving Throw: +1 vs. Magic, +1 vs. Mental Control.
• Special: Sages are fluent and literate in their national language
and the academic language (Arcadian/Latin). They begin
with a +1 bonus in Law (religious and secular), Philosophy,
Pathematics, Cartography, History, Geography, Astronomy,
Music, and Theology. Choose one of those skills to begin at +4
or any two of those skills to begin at +2.
Starting at Level 1, and at every level gain, the sage receives
benefits from the following table (in addition to the +1 HP bonus).
Roll randomly twice, or select one single benefit without rolling.
1d10 Benefits Table
1 +1d4 hit points (modified by CON)
2 -1 Saving Throw DC
3 +2 to any single starting skill
4 +1 to any two skills that the Sage already has
5 One new language, +1 Medicine, or +1 Apothecary
6 +1 Occultism or Demonology
7 +1 Court Lore (etiquette, politics, heraldry, etc.) or Military
8 +1 Astronomy(including cartography/navigation) or Natural
Philosophy (medieval sciences, including biology/zoology)
9 +1 Artifact Lore (identifying and valuing items) or History
10 +2 to one type of Saving Throw

9
Craftsman
The craftsman class is for members of
guilds or artisans independent of guild
membership (the latter usually operates
in smaller towns or villages where there are no
guilds, though some might operate in areas on the
peripheries of town outside of guild control,
something that often causes conflict with
nearby guild members). Craftsmen usually focus
on one single specialty (a cobbler makes shoes or
a fletcher makes arrows, for example). In some
cases, they might have knowledge of a related
field (a fletcher might be able to make a relatively decent bow, for
example). Skill in a craft is usually a means to make a very decent
living by the standard of the time, though they would also need
connections and the ability to effectively sell their wares.
• Requirements: Must be of Villain social class, typically from
a tradesman family background.
• Hit-Points: +1d6 hit points (modified by CON) at Level 1; +1
hit point per level thereafter.
• Combat Bonus: +1.
• Saving Throw: -1 DC.
• Special: Craftsmen have one craft skill with a +4 bonus, such
as Blacksmith, Bowyer, Butcher, Goldsmith, Mason, Saddler,
or Weaver (refer to page 4 of Lion & Dragon). They also begin
with either +1 Merchant or +1 Urban Lore.
Starting at Level 1, and at every level gain, the craftsman receives
benefits from the following table (in addition to the +1 HP bonus).
Roll randomly twice, or select one single benefit without rolling.
1d10 Benefits Table
1-2 +1d6 hit points (modified by CON)
3 -1 Saving Throw DC
4-5 +2 craft skill or skill of a related craft
6 +1 Merchant
7 +1 Urban Lore
8-9 +2 to one type of Saving Throw
10 +1 to hit with one type of weapon (i.e. warhammer)

10
Archer
The archer class is essentially that of a yeoman archer, a specialist
from the lower classes that is typical as part of a medieval English
army or mercenary company.
• Requirements: Strength 9+ and Dexterity 9+;
must be of a Peasant or Villain social class.
• Hit Points: +1d8 (modified by CON) at
Level 1; +1 hit point per level thereafter.
• Combat Bonus: +1.
• Saving Throw: +0.
• Equipment: Regardless of income,
archers begin the game with either a
longbow and two quivers of thirties arrows
each, or a light or heavy crossbow with one
quiver of forty bolts.
• Special: Archers begin with a +1 bonus to
all ranged attacks, and +2 bonus to repair
and maintain one type of ranged weapon (bow, crossbow,
firearm, etc). Add half their level (rounded up) to all melee
and ranged damage. Add their level to critical hits when
performing ranged attacks.

Starting at Level 1, and at every level gain, the archer receives


benefits from the following table (in addition to the +1 HP bonus).
Roll randomly twice, or select one single benefit without rolling.
1d12 Benefits
1-2 +1d8 hit points (modified by CON)
3 -1 Saving Throw DC
4 +1 to hit
5 +1 to hit with one type of weapon
6-7 +1 to hit with any one ranged weapon
8 +1 Initiative
9 +2 to one type of Saving Throw (vs. Poison, Area Effects, etc.)
10 +50' range for one weapon
11 +1 (additional) to hit when taking an aim action
12 +1 extra shot with one bow or sling type, or reduce loading
time by 1 round for one crossbow or gunpowder weapon type

11
Chapter Two
Special Rules
12
Longbows and Crossbows
The Longbow
The English longbow is the weapon par excellence of the medieval
archer. It is about six-feet in height and devastatingly effective on
the battlefield during the high middle ages. It proved decisive in
several battles of the Hundred Years’ War, including Sluys, Crecy,
Poitiers, and especially the Battle of Agincourt.
The standard longbow is made of yew or boxwood, with arrows
measuring three feet in length. The bow is coated in wax to help
preserve it; its string made of hemp or silk. It is a demanding
weapon, requiring years of training to use effectively. Its size
and draw strength is such that firing the bow cannot be done by
pulling back with the right arm, rather leaning into the bow with
one’s full body weight. The Crown encourages the use of longbows
for hunting, and obliges freeholding commoners (yeomen) to
train in them regularly to insure that English armies always have
a ready-trained pool of archers.
The maximum effective range of a longbow (when fired by
someone with adequate training) is somewhere over nine-hundred
feet. The quality of arrows and arrowheads were improved in the
late middle ages to allow bows to penetrate improved medieval
armor.

Crossbows
The medieval crossbow is easier to use than the longbow, and
with impressive range and penetration power. Because of this, it is
seen as a less-noble weapon than the longbow. Its use is technically
prohibited by the Church against fellow believers. However, that
rule is generally ignored. Crossbows require far less training than
longbows. Thus, it is seen as a weapon for peasants, but its harming
power is usually targeted to heavily-armored knights at a far
higher station. It was primarily a weapon of mercenaries; because
of that and the general dislike of crossbowmen, those captured
in war are usually executed rather than ransomed back to their
homelands. For many mercenaries, this risk is compensated by the
fact that crossbowmen are paid considerably more than ordinary
mercenary foot soldiers.
13
While crossbows were used in ancient
times, brought to the continent from distant
China, they practically disappeared after
the fall of civilization. They re-emerge in the
Eleventh Century. Crossbows are typically
made of yew wood. Heavy crossbows have
steel laths, which require a crank to draw.
Crossbowmen often work in pairs, hiding
behind heavy shields (pavises) for cover.
One advantage of the crossbow over the
longbow is that it can be carried while loaded.

Advanced Critical Tables


While the Lion & Dragon RPG contains a set of critical rules with
a table for critical results, the following material serves as a more-
detailed replacement. Various tables are used for damage from
different sources. These rules can be used with any OSR game and
most d20-based fantasy games.
If a natural 20 is rolled and hits the opponent’s armor class with
all modifiers applied, a critical hit occurs. This means that another
d20 roll is made, with the attacker’s CHA modifier applied (and
fighter’s level also added to it). Consult the appropriate table with
the result to determine additional effects. As an option, a player
character’s CHA modifier is subtracted from the roll when the
target of a critical hit. The following guidelines should be applied:
• Certain supernatural creatures (undead and constructs, for
example) are immune to critical hits. Very large creatures
may be affected in terms of taking extra damage, but might
get considerable bonuses to any saving throws. In any case, a
natural 20 is still an automatic hit, though such a hit would do
nothing if a creature is immune to the type of damage inflicted.
• The results of scars causing penalties to reaction rolls are not
cumulative, so only the highest injury penalty applies from this.
• If using the optional rules for infection in Lion & Dragon, any
critical hit that does not kill a character should have an added
percentage chance for infection; this chance is equal to the
number rolled for the critical table.

14
• If a limb or other body part is affected and it is not obvious which
one or which side it is, roll randomly to make that decision.
• A bleeding victim can be treated by anyone with medical
training automatically (unless otherwise noted), but someone
with no training must make a DC10 WIS check for the required
first aid. Magical healing can also be used to stop bleeding,
even if the wound itself is not fully healed by it.
• Any mention of a wound refers to the damage inflicted by the
attack and its critical effects (unless otherwise noted).

15
Slashing Weapons Critical Table
Roll EffectPart 1
1 or less Impressive-looking strike (no additional damage)
2–5 Serious slash (+1d4 damage)
6 Slash to the body: it will leave a scar that can be hidden by
clothing (+1d4 damage)
7 Strike to the arm: the victim must make a saving throw to
prevent dropping anything held in that hand (+1d4 damage)
8 Gash to the face: it leaves an ugly scar that causes a penalty
of -1 to reaction rolls in any situation where physical beauty
matters (+1d4 damage)
9 Cut to the muscles of an arm or leg: the victim receives a -2
penalty to attack rolls until the wound is fully healed (+1d4
damage)
10 Serious cut to the leg or thigh: the victim must make a
saving throw or be knocked to the ground (+1d6 damage)
11 Serious cut to the leg or thigh: reduced mobility causes a -2
penalty to DEX modifier for AC (to a maximum of -3) until
the wound is fully healed (+1d6 damage)
12 Serious cut that bleeds profusely: the victim loses 1HP
per round from bleeding until the wound is treated (+1d6
damage)
13 Finger is cut off: the victim must make a saving throw to
avoid dropping anything held in that hand; he also receives
a penalty of -1 to attack rolls until gaining a new level if it is
the dominant hand (+1d4 damage)
14 Severe cut to the torso: the victim must make a saving
throw or fall to the ground; he suffers a -1 penalty to attack
rolls and parry checks until the wound is fully healed (+1d6
damage)
15 Severe cut to the leg: the victim must make a saving throw
or fall to the ground; he permanently suffers from a limp,
only able to run at half-speed (+1d6 damage)
16 Severe cut to the arm: the victim must make a saving throw
or be stunned for one round; he is unable to use that arm
until the wound is fully healed, and suffers a -2 penalty to
attacks and parries with that arm until gaining a new level
(+1d6 damage)
17 Severe cut to the head or neck: the victim must make a
saving throw to avoid falling to the ground and being
stunned from shock for 1d6 rounds; he loses 1HP per round
from bleeding until the wound is treated (+1d6 damage)

16
Roll EffectPart 2
18 Clean cut severs a hand, wrist, or forearm: the victim must
make a saving throw to avoid being stunned from shock for
1d6 rounds; he loses 1HP per round from bleeding until the
wound is treated; if the hand lost was the dominant one,
he also receives a penalty of -4 to attack rolls with the other
hand—upon gaining a new level, reduce the penalty to -2,
and then -1 upon reaching a second level (+1d6 damage)
19 Strike to the spine: the victim falls to the ground and cannot
get up, requiring a saving throw to avoid passing out from
shock; if he survives the ordeal, a second saving throw is
required to avoid losing the ability to walk (+2d6 damage)
20 Brutal strike to the head: the victim must make a saving
throw to avoid having his head sliced open and being
instantly killed; if successful, the victim falls to the ground
unconscious and a second saving throw is required if he
survives the battle to avoid losing the use of one eye, which
causes a -2 penalty to perception checks and melee attacks,
and -4 penalty to ranged attacks (+1d8 damage)
21 or more Extreme and vicious blow: the victim must make a saving
throw to avoid being instantly slain via decapitation or
shearing in half; even if successful, he receives triple the
usual damage, falls unconscious, and loses 1HP per round
from bleeding until treated

17
Piercing Melee Weapons Critical Table
Roll EffectPart 1
1 or less Impressive-looking strike (no additional damage)
2–5 Serious strike (+1d4 damage)
6 Painful strike: the victim receives -2 penalty to attack for the
next 1d4 rounds (+1d4 damage)
7 Glancing strike to the leg: a moderate limp means that
the victim cannot run until the wound is fully healed (+1d4
damage)
8 Glancing strike to the cheek: it leaves a scar that causes a
penalty of -1 to reaction rolls where physical beauty applies
(+1d4 damage)
9 Strike pierces an arm: the victim must make a saving throw to
prevent dropping anything held in that hand; he also receives
a -2 penalty to attack or parry with that arm until the wound
is fully healed (+1d4 damage)
10 Strike digs deep into the torso: the victim loses 1HP per round
from bleeding until the wound is treated (+1d6 damage)
11 Cut to the temple: the victim must make a saving throw or be
stunned for one round; blood running down his eye causes
a -1 penalty to attack rolls and AC for 1d6 rounds or until he
spends one round cleaning it off his face (+1d6 damage)
12 Strike to the lower leg: the victim immediately falls to the
ground and cannot move faster than walking until the wound
is fully healed (+1d4 damage)
13 Strike deep into the upper arm: the victim drops anything
held in that hand, and receives a -2 penalty to attacks and
parries with that arm; he also loses 1HP per round from
bleeding until the wound is treated (+1d4 damage)
14 Piercing blow to the torso: the victim must make a saving
throw to avoid falling to the ground; the wound leaves him in
constant pain, only capable of naturally healing half as much
and suffering insomnia; he may turn to drugs for pain-free
sleep (+1d6 damage)
15 Piercing blow to the throat: if the victim survives, he speaks
with an extremely hoarse voice, causing a penalty of -1 to any
reaction rolls requiring eloquent speech (+1d6 damage)
16 Brutal strike to the groin: the victim must make a saving
throw to avoid collapsing from shock for ten minutes; he loses
1HP per round from bleeding until the wound is treated; if a
male character survives this, he is left permanently impotent,
which has an enormously negative social consequence if
known (+1d6 damage)

18
Roll EffectPart 2
17 Srike to arm cuts through tendons and nerves: the victim
drops anything held in that hand and must make a saving
throw to avoid being stunned from the pain for 1d6 rounds;
he is unable to use that arm until the wound is fully healed,
and suffers a -2 penalty to attacks and parries with that arm
until gaining a new level (+1d6 damage)
18 Strike to the lung: the victim falls to the ground and must
make a saving throw to avoid bleeding into the lung, which
causes death in a number of rounds equal to his CON score,
unless receiving magical healing; if surviving the ordeal, the
victim is effectively incapacitated until the wound is fully
healed (+2d6 damage)
19 Strike pierces the cheek and severely damages an ear: the
victim falls to the ground, stunned for 2d10 rounds; the
wound affects his sense of balance, causing a -2 penalty to
attack rolls and DEX-based checks until gaining a new level;
the victim also suffers a permanent penalty of -4/-20% to
any listening-based perception checks and -2 to all reaction
rolls where physical appearance would be a factor due to his
gruesome disfigurement (+1d8 damage)
20 Severe strike to the gut: the victim must make a saving
throw to avoid dying from shock; surviving immediate
death still means that he loses 4HP per round from severe
bleeding until the wound is treated with a DC15 medicine
check or magic (+2d6 damage)
21 or more Extreme strike to the head or heart: the victim must make
a saving throw to avoid immediate death; even if successful,
he receives triple the usual damage, falls unconscious, and
loses 1HP per round from bleeding until treated

19
Blunt Weapons Critical Table
Roll EffectPart 1
1 or less Impressive-looking strike (no additional damage)
2–5 Serious hit (+1d4 damage)
6 Painful hit to the shoulder: the victim suffers a -2 penalty to
attack and parry with that arm for the next round (+1d4 damage)
7 Quick hit to the gut or body: the victim must make a saving
throw to avoid having the wind knocked out of him and being
stunned for one round (+1d4 damage)
8 Hit to the side of the head: the victim suffers from a severe
imbalance as his ears ring; he must make a saving throw to
avoid stumbling to the floor; he gains a -2 penalty to attacks,
parries, and AC for the next 1d4 rounds (+1d4 damage)
9 Hit to the knee: the victim must make a saving throw to
avoid falling to the ground; he cannot run for the next 1d4×10
minutes and suffers a -2 penalty to DEX-based athletic checks
until the wound is fully healed (+1d4 damage)
10 Hit to the elbow: the victim’s arm is useless for the next 1d4
rounds; if the arm lost was the dominant one, he also receives
a penalty of -4 to attack rolls with the other hand during that
time (+1d4 damage)
11 Crushing hit to the groin: the victim falls to the ground; males
must make a saving throw to avoid being paralyzed with pain
for 1d6 rounds (+1d4 damage)
12 Ringing hit to the head: the victim falls to the ground and
must make a saving throw or be stunned for 1d6 rounds; he
suffers a -2 penalty to all attacks, parries, DEX-based checks,
and any rolls requiring mental effort until the wound is fully
healed (+1d6 damage)
13 Powerful hit to the thigh: the victim falls to the ground and
suffers a -2 penalty to attacks, parries, and AC until the wound
is fully healed (+1d6 damage)
14 Mighty hit shatters a wrist: the victim must make a saving
throw or spend the next 1d6 rounds stunned from the pain;
he suffers a -6 penalty to attack, parry, and perform fine
manipulation (such as picking pockets) with that arm for the
next 1d4 weeks; if the bone is not properly set by someone
with a medical skill (DC10) within the next day, he receives a
permanent penalty of -2 for the above uses (+1d4 damage)
15 Severe hit to the body: the victim loses 2HP per round from
internal bleeding until the wound is treated (DC16, requiring
one hour, and also inflicting 1d4 damage); whether or not the
bleeding is stopped, there is a 30% chance of infection if the
necessary surgery is performed (+1d6 damage)

20
Roll EffectPart 2
16 Crushing hit to the face: the victim’s nose is broken and he is
stunned for 1d4 rounds; he gains a permanent -1 penalty to
any reaction checks where physical beauty is a factor (+1d6
damage)
17 Precise hit breaks the leg: the victim is knocked to the
ground and requires a saving throw to avoid being stunned
for 1d6 rounds; he cannot walk unassisted until the wound
is fully healed; if the bone is not properly set in the first 24
hours by someone with medical knowledge (DC10), he will
also suffer from a permanent limp that prevents him from
running (+1d6 damage)
18 Powerful hit shatters the upper arm: the victim is stunned
for 2d6 rounds; his arm is useless and suffers internal
bleeding—unless magically cured or amputated within
the first 24 hours, the arm automatically becomes infected
(amputation inflicts 1d6 additional damage and requires a
DC15 medicine check, with failure leaving a 35% chance of
infection); even with most ordinary healing magic, the arm
is left practically useless; if the arm lost was the dominant
one, he also receives a penalty of -4 to attack rolls with the
other hand—upon gaining a new level, reduce the penalty to
-2, and then -1 upon reaching a second level (+1d6 damage)
19 Hit to the face shatters the cheek and jaw: the victim must
make a saving throw to avoid falling unconscious, with
success keeping him stunned for 2d6 rounds; if magical
healing is not used within 24 hours to fully heal the wound,
the victim is left hideously deformed and unable to speak
properly, suffering a -2 penalty to any reaction rolls where
eloquent speech or physical appearance is a factor (+1d6
damage)
20 Forceful hit to the side damages the spine: the victim falls to
the ground, stunned for 1d8 rounds; he must make a saving
throw to avoid becoming paralyzed from the waist down
for 1d6 weeks; then he must make a second saving throw to
prevent the paralysis from becoming permanent, barring
magical intervention (+2d6 damage)
21 or more Crushing blow to the skull: the victim must make a saving
throw to avoid instant death; even if successful, he receives
triple the usual damage, falls unconscious, and loses 1HP
per round from bleeding until treated; if the victim manages
to survive, he must make a second saving throw to prevent
permanently losing 1d4 points of INT from brain damage

21
Arrows/Bolts/Pointed Missile Weapons Critical Table
Roll EffectPart 1
1 or less Impressive-looking strike (no additional damage)
2–5 Serious shot (+1d4 damage)
6 Shot hits the side: the arrow’s shaft is stuck in an awkward
position, making one arm suffer a -1 penalty to attacks and
parries until it can be removed, which requires one round
(+1d4 damage)
7 Shot nicks an arm: the victim must make a saving throw to
prevent dropping anything held in that hand (+1d4 damage)
8 Shot cuts the side of the neck: the victim must make a
saving throw to avoid panicking and spending one round
staunching the bleeding out of fear of it being deeper than it
is (+1d4 damage)
9 Shot hits just below the knee: the victim must make a saving
throw to avoid falling to the ground; he suffers a penalty of
-2 to AC for the next 1d4 rounds, as the pain makes avoiding
blows more difficult (+1d4 damage)
10 Shot embeds itself in the shoulder: the victim must make
a saving throw to prevent dropping anything held in that
hand; he cannot use the arm until spending a full round to
remove the missile from his shoulder (+1d4 damage)
11 Shot embeds itself between the ribs: the victim suffers
a penalty of -2 to attacks and parries until the missile is
removed, which requires a DC10 DEX check (modified by any
bonuses to medicine); failing the roll means that the wound
begins to bleed at a rate of 1HP per round until treated (+1d6
damage)
12 Shot grazes the hip: the victim to suffer a -2 penalty to attacks,
parries, and AC for the next 1d6 rounds (+1d4 damage)
13 Shot grazes the temple: the victim must make a saving throw
to avoid being stunned for 1d4 rounds; while the bleeding
is not profuse enough to cause additional damage, enough
blood spills into the victim’s eyes to cause a -2 penalty to
attack rolls for the next 1d6 rounds (+1d4 damage)
14 Shot embeds itself deep in the arm: the victim drops
anything held in that hand and must make a saving throw
to avoid being stunned for 1d4 rounds; the arm is useless
until the missile is removed, requiring a DC14 DEX check
(modified by any bonuses to medicine); failing the check still
removes it, but causes another 1d4 damage and -4 penalty
until fully healed, while success only causes a -2 penalty until
it heals (+1d4 damage)

22
Roll EffectPart 2
15 Gruesome shot to the torso: the victim loses 1HP per round
from bleeding until the missile is removed and is then
treated (one round for each action); until the shot is removed,
he suffers a -2 penalty to attack rolls and AC (+1d6 damage)
16 Shot gets lodged at the base of the neck: the wound is not
bleeding, but removing the missile requires a DC12 DEX
check (modified by any bonuses to medicine); failing the roll
means that an extra 1d4 damage is done in the process and a
vein was cut, causing the victim to lose 2HP per round until
treated with a DC15 medical check (+1d6 damage)
17 Shot to the knee: the victim falls to the ground and must
make a saving throw to avoid being stunned for 1d4 rounds;
he is unable to walk until the wound is fully healed, and then
gains a permanent limp that prevents him from running
and causes a penalty of -1 penalty to AC (+1d4 damage)
18 Shot hits the upper arm, cutting veins and muscle, and
damaging nerves: the victim immediately drops anything
held in that hand and loses 2HP per round from bleeding
until the wound is treated; the arm becomes permanently
useless; if the arm lost was the dominant one, he also
receives a penalty of -4 to attack rolls with the other hand—
upon gaining a new level, reduce the penalty to -2, and then
-1 upon reaching a second level (+1d6 damage)
19 Shot hits the eye: the victim must make a saving throw
to avoid falling unconscious; even if successful, he is still
stunned for 2d6 rounds; the loss of the eye means that
the victim suffers a permanent -2 penalty to sight-based
perception checks and melee attacks, and -4 to ranged
attacks (+1d8 damage)
20 Shot penetrates deep into the torso: the victim is bleeding
internally from organ damage, losing 2HP per round; this
can not be treated by regular medicine, requiring magical
healing, which must be sufficient to fully cure the initial
wound or the victim dies (+2d6 damage)
21 or more Shot to the head: the victim must make a saving throw to
avoid instant death; even if successful, he receives triple the
usual damage and falls unconscious

23
Sling Stones/Bullets Critical Table
Roll EffectPart 1
1 or less Impressive-looking strike (no additional damage)
2–5 Serious shot (+1d4 damage)
6 Shot to the side: the blow causes a -2 penalty to attack rolls
for the next 1d4 rounds (+1d4 damage)
7 Shot to the forearm: the victim must make a saving throw
to avoid dropping anything held in that arm; he suffers a
penalty of -1 to attacks and parries with that arm for the next
ten minutes (+1d4 damage)
8 Shot clips the shin: the victim must make a saving throw
to avoid falling to the ground and dropping anything he is
holding (+1d4 damage)
9 Shot grazes the thigh: the victim falls to the ground and
must make a saving throw to avoid being stunned for one
round (+1d4 damage)
10 Shot takes off a piece of ear: the victim must make a saving
throw to avoid being stunned for 1d4 rounds; he suffers a
-4 penalty to listening-based perception checks for the next
2d6×10 minutes (+1d4 damage)
11 Shot is lodged in the upper arm: the victim must make a
saving throw to avoid dropping anything held in that hand;
he suffers a -2 penalty to attacking or parrying with that
arm until the bullet is removed, which requires a DC10 DEX
check (modified by any bonuses to medicine); failing the
check still removes it, but causes another 1d4 damage and
10% risk of infection (+1d4 damage)
12 Shot clips the back as the victim was turning: the victim
falls to the ground and must make a saving throw in order
to return to his feet; failure means that he cannot stand for
the next 2d6 rounds due to shock (+1d6 damage)
13 Shot clips the skull: the victim must make a saving throw to
avoid being stunned for 1d4 rounds; he suffers a -2 penalty
to attacks, parries, and AC due to blood flowing down his
face until spending one round to wipe it off and staunch the
wound (+1d6 damage)
14 Shot lodges into the hip: the victim falls to the ground and
must make a saving throw or be stunned for 1d4 rounds; he
suffers a penalty of -2 to AC and DEX-based checks requiring
mobility until the wound is fully healed; if the bullet is not
removed (DC14 DEX check, modified by any bonuses to
medicine; failure causes an extra 1d4 damage), the victim
gains a 15% risk of infection (+1d6 damage)

24
Roll EffectPart 2
15 Shot hits the wrist: the victim drops anything held in that
hand and must make a saving throw to avoid being stunned
for 1d4 rounds; he suffers a penalty of -4 to attack and
parry rolls, as well as DEX-based checks that require fine
manipulation with that hand until the wound is fully healed,
and then suffers a permanent -1 penalty for the above uses
due to long-term damage (+1d4 damage)
16 Shot hits the torso and breaks a rib: the victim must make a
saving throw to avoid being stunned for 1d6 rounds; he loses
1HP per round from bleeding until the wound is treated; the
pain from the broken rib causes a -2 penalty to attacks and
AC until the wound is fully healed (+1d6 damage)
17 Shot to the throat: the victim is stunned for 2d6 rounds as
he struggles to breathe; if he survives the ordeal, he must
make a saving throw or permanently lose the ability to speak;
even if successful, his raspy voice causes a penalty of -1 to any
reaction rolls based on eloquent speech (+1d6 damage)
18 Shot to the lower leg: the victim falls to the ground and
is stunned for 1d4 rounds; he loses 1HP per round from
bleeding until the wound is treated; he cannot stand without
assistance until the initial wound is fully healed, and then
cannot run due to a permanent limp (+1d6 damage)
19 Shot shatters the joint of the shoulder: the victim is stunned
for 1d6 rounds; the arm requires magical healing to the full
amount of the initial damage or amputation within 48 hours
to prevent infection (amputation inflicts 1d6 additional
damage and requires a DC15 medicine check, with failure
leaving a 40% chance of infection); even with most ordinary
healing magic, the arm is left practically useless; if the arm
lost was the dominant one, he also receives a penalty of -4 to
attack rolls with the other hand—upon gaining a new level,
reduce the penalty to -2, and then -1 upon reaching a second
level (+1d8 damage)
20 Shot penetrates the gut: the victim falls to the ground
stunned for 2d4 rounds from the pain; he loses 2HP per
round from internal bleeding until the wound is magically
healed (the wound is too extensive for regular medicine);
there is a 40% chance of infection developing, unless the
magical intervention heals the full amount of the initial
damage (+2d6 damage)
21 or more Shot directly to the head: the victim must make a saving
throw to avoid instant death; even if successful, he receives
triple the usual damage and falls unconscious

25
Animal and Monster Claw/Bite Critical Table
Roll EffectPart 1
1 or less Impressive-looking strike (no additional damage)
2–5 Serious shot (+1d4 damage)
6 Strike rakes the chest, pushing the victim off-balance: he
suffers a -1 penalty to attacks during the next round (+1d4
damage)
7 Strike rakes the arm: light bleeding occurs, but it is not
severe enough to cause additional damage; until the wound
is treated, the victim must make a saving throw each round
to avoid dropping anything held in that hand (+1d4 damage)
8 Powerful strike: the victim is knocked to the ground (+1d4
damage)
9 Strike to the head: the victim must make a saving throw or
be stunned for 1d4 rounds (+1d4 damage)
10 Strike to the leg: the victim is knocked to the ground; minor
damage to his armor or clothing causes a -1 penalty to AC
until he can change or repair it (+1d4 damage)
11 Vicious strike to the forearm: the victim drops anything
held in that hand, and suffer a -1 penalty to attack and parry
rolls until the wound is fully healed (+1d4 damage)
12 Bad rake to the shoulder: the victim must make a saving
throw to avoid being knocked to the ground; he loses 1HP
per round from bleeding until the wound is treated; there is
a 25% chance of infection (+1d6 damage)
13 Vicious bite or slash with very little of the ear remaining:
the victim must make a saving throw or be stunned for
1d4 rounds; he suffers from a permanent disfigurement,
causing a -1 penalty to reaction rolls based on physical
appearance (+1d4 damage)
14 Brutal gash to the thigh: the victim must make a saving
throw to avoid falling to the ground; he loses 1HP per round
from bleeding until the wound is treated; he also suffers a
penalty of -2 to AC and cannot run until the initial wound is
fully healed (+1d6 damage)
15 Brutal strike breaks a bone in the arm: the victim drops
anything held in that arm, which cannot be used until the
wound is healed—the bone must also be set, requiring a
DC10 medical check; if the check fails, the bone is not set
properly, causing a permanent -1 penalty to attack or parry
rolls with that arm (+1d6 damage)

26
Roll EffectPart 2
16 Horrific wound to the groin: the victim must make
a saving throw to avoid collapsing from shock for ten
minutes; he loses 1HP per round from bleeding until the
wound is treated; if a male character survives this, he is left
permanently impotent, which has an enormously negative
social consequence if known (+1d6 damage)
17 Bite or slash to the face shreds the nose: the victim must
make a saving throw to avoid being stunned for 1d6 rounds;
the disfigurement is horrific, causing a permanent -2
penalty to reaction checks based on physical appearance
(+1d6 damage)
18 Brutal wound to the lower leg: the victim falls to the ground
and must make a saving throw to avoid being stunned for
1d6 rounds; he cannot stand without assistance until the
wound is fully healed, and then he is unable to move faster
than walking speed (+1d8 damage)
19 Gruesome hit tears off a huge chunk of flesh from the
upper arm: the victim drops anything held in that hand and
must make a saving throw to avoid being stunned for 2d6
rounds; the victim loses 2HP per round from bleeding until
the wound is treated; the arm becomes infected unless it is
amputated, which inflicts an additional 1d6 damage and
requires a DC15 medicine check, with failure leaving a 40%
chance of an infection; even with most ordinary healing
magic, the arm is left practically useless; if the arm lost was
the dominant one, he also receives a penalty of -4 to attack
rolls with the other hand—upon gaining a new level, reduce
the penalty to -2, and then -1 upon reaching a second level
(+1d8 damage)
20 Horrid assault tears open the victim’s side: the victim falls
to the ground and is stunned for 1d6 rounds; there is a 40%
chance of infection; the victim will be in constant pain from
this wound, healing at only half the natural rate, able to carry
only half the usual encumbrance, and marching at half the
normal distance per day before becoming exhausted (+2d6
damage)
21 or more Brutal attack tears open the belly: the victim must make
a saving throw to avoid having his guts spill out and die
instantly; even if successful, he receives triple the usual
damage, loses 2HP per round from bleeding until treated,
and develops an infection

27
Critical Hits from Unarmed Damage
Unarmed damage cannot result in a critical hit, unless a player
character is specifically trained in a lethal unarmed combat style
due to his class or background. In that case, treat a critical hit as if
it was from a blunt weapon.

Critical Damage from Explosives


Explosives do not result in special critical damage. If the
explosion could result in shrapnel being thrown, the gamemaster
may require those in the blast radius make a second saving throw
in the event of a critical result. And if that saving throw fails, they
are hit with a piece of shrapnel that causes an extra 1d4 damage
and a risk of infection.

Critical Damage from


Blasting Wands and Other Magical Energies
Pure magical energies always inflict double their regular
damage on a critical strike.

Critical Damage from Holy Water or Acid


A critical hit from Holy Water or acid always inflicts the
maximum normal damage from a hit, assuming that the target
can be damaged by the substance.

28
Domain Management
and M ass Combat
The following rules have been adapted from the Dark Albion
campaign setting book. They are presented here without the
setting context for quick and easy rules to run a noble domain
and/or mass combat.

Domain Management
These rules provide a system to govern the management of
a noble house. This system works on a highly-abstract basis,
emulating the huge-scale levels of power, money, and political
push that these families have.
A player character would only have access to these resources if
he is the titled head of the household. This would usually mean
that he is the oldest male member of his family in direct patrilineal
descent for a Medieval-Authentic setting, but inheritance may be
determined through other methods for fantasy settings.
If another member of the character’s family is the titled head of
the household, he may still be able to get access to these monetary,
military, or political resources. It would depend on the goodwill of
the head of the family.
The following mechanics would only function for characters in
their native lands. Unless foreigners of lordly status gain a title and
lands in another kingdom, they should not use these mechanics,
although the gamemaster may wish to roughly assess the player
character’s family’s wealth and influence (keeping in mind that
both of these would be limited by distance and relations between
the player character’s homeland and current location).

House Ability Scores


Each noble house has three significant abilities: Military Power,
Financial Power, and Political Power.
Military Power (MP) represents the number of soldiers and
vassal knights a house is able to raise for the purposes of
warfare.

29
Financial Power (FP) represents the wealth of the family; most
of this does not represent liquid monetary assets, rather the
ability to generate wealth (usually from lands).
Political Power (PP) represents the family’s overall influence
with affairs at court, gaining favors from officials or the
crown (or from particular leadership for the side to which
they are allied during the Rose War), and political power in
the parliament.
If you are generating a new noble house, roll 3d6×3 for each
ability’s score. For example, a roll of 9 for Military Power would
result in an initial score of 27MP.
A number of modifiers can alter ability scores (as explained
below). After all modifiers are taken into account, no initial ability
score can be less than 0 (any negative value counts as a 0 in the
ability score). There is no upper limit to any ability score.

Title Modifiers
A family generally only rolls ability scores for the head of the
household, but an adult child of the family with their own title
may have a separate household from their parent. For example,
Richard Neville (Earl of Warwick, a title he obtained through
marriage) has a separate household with separate ability scores
from that of his father, Richard Neville (Earl of Salisbury).
Households only get modifiers based on their highest title. For
example, Prince Richard Crookback, Duke of Gloucester, gets
modifiers as a prince, but not the bonuses of a duke.

30
Title Modifiers
Rich Gentry (non-noble) -5MP, +5FP, -5PP
Lords none
Barons +5 to each Ability Score
Earls +10 to each Ability Score
Dukes +20 to each Ability Score
Royal Households (Prince or King) +20MP, +20MP, +40PP

Regional Modifiers
The region of origin of a noble house (or possibly the region they
currently hold as their main seat of power if the house is very old)
modifies ability scores.
Region Modifiers
Central and Near Capital -10MP, +10FP, +10PP
Central, but not Capital +10FP
Distant from Central Kingdom, +10MP, +10FP, -10PP
but not the Frontier; Prosperous
Distant from Central Kingdom, +10MP, -10PP
but not the Frontier; Poor Lands
Frontier +20MP, -10FP, -20PP
Pacified Client-State or Conquered Area -5MP, +5FP, -10PP
Rebellious Client-State or Conquered Area +10MP, -10FP, -20PP
Island or Overseas Holding* -10PP
* Islands get +20MP for defensive purposes only; transporting troops across
bodies of water to the main kingdom would have a cost of 1FP for every 10
points of MP being moved (up to a maximum of the domain’s MP without the
+20 bonus).

Allegiance Modifiers
If your campaign is taking place during a period of civil strife, be
it political posturing and intrigues or all-out civil war (or any other
situation where there are different factions within the kingdom at
odds with each other), you may wish to implement the use of the
following modifiers:
• Any house that publicly expresses allegiance to one of the
factions: +20PP when dealing with that faction or house allied
to it, and -20PP when dealing with any opposing faction or
house allied to it.

31
• Any house that does not declare allegiance to any faction: -10PP
when dealing with any house that has declared allegiance to a
faction.
• A house may switch allegiance at any time (or revert to
neutrality), which alters the bonuses and penalties accordingly.
Switching allegiances in any direction, calls the house’s
fidelity into question: -1d3PP.
• At any time that only one faction is in firm control of the
kingdom itself (the other factions’ leaders all being exiled or
deceased), the PP bonus no longer applies and the PP penalty
(if the winning line was opposed to the house’s allegiance)
becomes permanent, unless the house renounces its former
allegiance; non-allegiance penalties no longer apply.

Annual Events
A variety of random events and those due to character actions or
campaign situations modify house ability scores over time.

Random Events
The gamemaster can choose to roll for a random event every
year. This is an event local to the lands of the noble house that
potentially affects its resources. If a gamemaster prefers, he can
make such a roll two to four times each year.

32
d100 Event

01-03 Alliance Offered*


04-06 Army Crossing*
07-11 Bad Harvest
12-19 Banditry
20-23 Battle*
24-31 Birth*
32-38 Death*
39-44 Drought
45-47 Flood
48-53 Harsh Winter
54-56 Miraculous Event
57-59 Plague
60-65 Poor Economy
66-71 Prosperity
72-74 Rebellion
75-77 Resource Windfall
78-79 Royal Favor
80-81 Royal Visit
82-84 Scandal
85-88 Troublesome Rumors
89-93 Unpopular Official
94-97 Wedding Proposal*
98-00 Witch Hunt
* Events marked with an asterisk are conditional events—they only apply
if the necessary conditions exist; if the event does not match the current
conditions, then no event takes place in that year.

Alliance Offered
If there are rival factions in the kingdom, one of the sides
(determined by the gamemaster) approaches the house in an
attempt to recruit it. If the house is already allied to a faction, an
opposing group attempts to sway the house into switching sides.
If the house accepts the offer of allegiance, its modifier changes
appropriately and also gains either +1d6PP, or +1d3MP and +1d3FP.
This event does not occur if there is not presently a conflict
between factions.

33
Army Crossing
An army passes through and makes camp in the house’s
territory. The army is either of a faction allied to the house or a
random faction (if the house is unaligned). If the army is allied,
apply -1FP and +1PP. They may also need to join their forces to
the passing army if a battle justifying it is near. If the house is
unaligned, apply -1d3FP and -1d3PP. This event does not occur if
there is no military campaign during that year.
Bad Harvest
The house loses 1FP due to a low-yielding harvest.
Banditry
There is heavy bandit activity in the territory. Roll 1d3 and
subtract that result (in any division desired) from house ability
scores.
Battle
A battle rages in the house’s territory. If the house is allied
with one of the factions involved, it must participate in the battle
and this should be resolved with the battle rules (see below). If
unaligned, the house suffers -1d3FP and -1d3PP. This event does
not occur if there is no active military conflict during the year.
Birth
A new child is born to a married member of the house of
appropriate age, resulting in -1FP and +1PP. If there is more than
one viable candidate, roll randomly to determine which mother
gives birth. A random roll can also determine if the child is male
or female. If there is no married family member with a potential
mother of appropriate age, who has not already had a child this
year, this event does not occur. Either way, roll again for another
event this year.
Death
One member of the noble house dies, either through disease, old
age, or accident. If the house has any children under the age of
two, there is a 75% chance that one of them (determined randomly)
is the family member who dies. Failing that, if the family has
any children between the ages of two to ten, married women of
childbearing age, or any individuals over sixty years of age, there
is a 75% chance that one of those individuals dies. If not, then
one randomly-determined member of the family dies. If the only

34
members of the family are player characters, this event does not
occur (optionally, a random player character associated with the
house comes down with a potentially fatal illness and must make
appropriate rolls for survival). Either way, roll again for another
event this year.
Drought
A serious drought in the area causes -1FP or -2FP.
Flood
Torrential rains and/or a swollen river seriously damage
property and crops, resulting in -1d3FP.
Harsh Winter
The house loses 1FP due to extreme weather conditions.
Miraculous Event
This is not just a cleric casting clerical magic, but some kind
of special event. It can be the discovery of a relic, mass visions
relating to a solar saint, magical healing, or other form of blessing
that causes great attention and leads to pilgrimage. Apply +1FP
and +1PP due to the prestige and profits this event generates.
There is a 25% chance that this is a major event that draws enough
attention to cause a regular feast or pilgrimage, which reduces the
cost of sponsoring any kind of religious fair by 1FP (see Sponsorship
of a Festival/Tourney, below).
Plague
A particularly deadly and virulent pestilence has struck the
house territory, causing -1MP and -1d3FP. Any player character
who resides in these territories should make the standard checks
for contagion and resistance against the disease.
Poor Economy
Larger regional problems in trade cause a slowdown of the local
economy, resulting in -1FP.
Prosperity
Bountiful crops or prominent trade lead to an increase in house
fortunes, resulting in +1d3FP.
Rebellion
Peasants in the house territory engage in a revolt. If the lord
confronts the problem, the result is -1d3MP. If the lord appeases
the problem, the result is -1FP and -1PP.
35
Resource Windfall
A particular local resource is either discovered or benefits from
a boom, resulting in +1d3FP.
Royal Favor
Either a member of the sitting royal family or senior member of
a pretender faction makes a show of favor to the house, increasing
their prestige. If the house is allied to the crown or the faction in
question, it results in +1d3PP; otherwise, +1PP.
Royal Visit
Either a member of the sitting royal family or senior member
of a pretender-line currently claimant to the throne (if the house
is currently allied to a pretender-faction not on the throne) stays
for a time in the house’s lands (while on tour or campaign). This
means -1d3FP and an equal increase of PP.
Scandal
A member of the family is involved in a scandal of significant
proportions, resulting in -1d3PP (the gamemaster should select
an appropriate scandal or determine it randomly). This could
include major adultery, subversion, inappropriate quarreling with
other nobles, serious misconduct at court, unpopular religious
views bordering on heresy, consulting with dubious magic-
users, cavorting with gypsies, extreme drunkenness leading to
humiliating public spectacle, or other similar embarrassments to
the entire family.
Troublesome Rumors
As the Scandal result, but in no way confirmed or proven,
resulting in -1PP. The gamemaster should determine whether or
not the rumors are true.

36
Unpopular Official
A servant of the house has, through corruption or extreme
abuses, become deeply unpopular with the local peasantry.
The situation is severe enough that merely dismissing or even
punishing the official will not necessarily placate the peasantry.
There are three possible options for the house in this situation:
• Supporting the official and standing firm in the face of
malingering peasantry will generate a bonus of +1PP, but lead
to a 50% chance of rebellion later in the same year (apply the
Rebellion result if this occurs).
• Dismissing or prosecuting the official in question will cause
no gain or loss of attributes, but leads to a 25% chance of
rebellion occurring.
• Both dismissing or prosecuting the official and placating the
peasantry through special grants of relief results in -1FP, but
averts any further risk of rebellion.
Wedding Proposal
Another house of similar prestige suggests an alliance by
marriage. The gamemaster should randomly determine the house
member suggested for the wedding alliance out of any eligible
unmarried male or female members that is at least twelve or
older (though marriage for those beyond childbearing years is
very uncommon). The gamemaster should also determine which
family is attempting to make the union with the house. The house
may wish to make an alternative suggestion of the same gender;
they are likewise free to reject the offer, but then risk offending
the family in question. If the proposal is accepted, the wedding
can take place at any mutually agreed time within the next few
years. If the wedding is postponed past the first two years after
the betrothal takes place, there is a 25% chance that the other
family withdraws their proposal each year. When the wedding
occurs, consult the table below. Note that this event does not occur
if there are no unmarried family members of suitable age.
Candidate Modifiers
Title Holder or Eldest Male Heir +1d4-1FP, +1d3PP
Another Male in Family +1FP, +1PP
Eldest Daughter of Title Holder -1d4-1FP, +1d3PP
Another Female in Family -1FP, +1d2-1PP

37
During times when there is active conflict between factions,
the gamemaster should take note of the side to which the other
family seeking this marriage alliance belongs. If of a faction
opposed to the house, the family making the offer is potentially
willing to switch alliances in the conflict, generating +1d3PP (the
percentage chance is based on the house’s current PP). Otherwise,
they request that the house switch alliances as a condition of
the marriage (there is a 25% chance that they accept a switch to
neutrality instead). If the house is already neutral and the family
making the offer of marriage is not, then there is a 25% chance
that the family making the offer declares allegiance to the faction
that family fights as a condition for the marriage happening.

Witch Hunt
Whether true or false, there is a rumor of witchcraft and/or
Chaos worship in the house’s lands, resulting in either -1FP or -1PP.
This causes instability and some notoriety, though the family can
potentially defray that by making a great show of using resources
to investigate the potential witchcraft and supporting the Church.

Additional Events
Investment/Liquidation
The title holder of the household can invest money into the
family’s properties at any time. This is done in increments of
1,000L/20,000gp to receive +1FP. Due to logistical limitations,
there is a limit to how much can be invested each year: one-tenth
the current FP value, rounded up, with a minimum of 3FP.
Likewise, a title holder can liquidate some of his financial
resources for money if cash is needed. This is done at a rate of
1FP for 1,000L/20,000gp. However, the limit of how much can be
liquidated at this rate per year is one-tenth the current FP value,
with a minimum of 1FP; another one-tenth (or 1FP minimum) can
be liquidated at a rate of 1FP for 500L/10,000gp, and a third one-
tenth value (or 1FP minimum) can be liquidated at a rate of 1FP for
100L/2,000gp.
Liquidation also takes time, so it requires approximately one
week per FP point liquidated to obtain the funds. If immediate
funds are needed, they can be obtained at one-tenth the usual
value. For example, a noble with 52FP could usually liquidate

38
5FP for 5,000L/100,000gp in five weeks; if they needed money
immediately, they could liquidate the same 5FP, but only get
500L/10,000gp for it.
Shifting Resources
A noble house may spend some of its financial power in order
to increase military or political power. They may spend up to
one-tenth their FP each year (rounded down to the nearest even
number) to increase either MP or PP at a rate of 2:1. For example,
the title holder of a house with 52FP may spend up to 4FP to
increase MP and/or PP. They could add 2 points to either score or
1 point to each score.
Sponsorship of a Festival/Tourney
A house’s territories always have standard fairs, feast days for
saints, and other festivals. All this is assumed to be factored into
the regular operations of the territory. Once per year, a house
may choose to hold a special event, hosting a religious or secular
festival of grand proportions, or a grand tourney with fair, jousts,
and melee. This requires a significant expenditure of money, but
generates prestige. No festival of this kind can be held during a
year in which a large-scale war or civil war occurs, nor can it take
place during any year in which a house is involved in battle or a
house’s territory suffers a rebellion.
Festival/Tourney Cost Benefit
2FP +1d3PP
4FP +1d6PP
8FP +2d6PP

39
Adventuring
When a player character who is a member of the house does
something during the course of the game year that the gamemaster
judges to be both widely known (or known to the right people,
usually the royal family or high nobility) and demonstrative of
great utility, cleverness, or bravery, +1PP to +3PP may be awarded
to the house (the value should reflect increasingly remarkable
actions). The maximum gain per year for this kind of reward is 3PP.
Likewise, any time a player character who is a member of the
house does something that is both known and terribly scandalous
(dishonorable, politically damaging, shameful, significantly illegal
or otherwise improper), the gamemaster penalizes the house by
-1PP to -3PP (the value should reflect increasingly horrible things
that may cause other negative consequences).
There is no theoretical limit to how much could be lost in one
year, but any time a loss of 2PP is incurred at once, no other minor
scandals (of the sort that would normally cause PP loss) should
cause losses; likewise the moment a 3PP loss is incurred, no further
scandals worthy of 1PP or 2PP losses should have an effect for the
rest of the year. This is due to people becoming conditioned to the
outrageous behavior going on in that family.

Political Risk-Taking
A title holder can attempt to make use of their political power.
This is done with a PP roll whenever trying to bank on the family’s
prestige in order to gain political favor that would otherwise
be denied them. Examples of this include obtaining an office,
pardon, special favor, audience, or to push through a favorable bill
in parliament. Note that this kind of pushing of political power
is often a last resort, and the gamemaster can certainly permit
a player character to attempt to gain what they seek through
roleplaying or other methods first. Also note that certain things
are simply impossible to obtain, and it would be pure folly for the
house to attempt it; this would be known by a politically-savvy old
family most of the time, so the gamemaster should inform the
player character that this is the case (unless the reason for this
impossibility is a secret, such as when the family is requesting the
pardon of a prisoner who has already been executed). Likewise,
there are some favors or influence so simple for noble families that

40
it should not require a roll to be granted. In any case, it is always
up to the gamemaster to decide whether a PP roll is necessary or
permitted.
In most cases, a gamemaster should resolve this by a simple
percentage roll, where the player character must get equal to or
less than the PP value in order to succeed. This check should be
modified based on how serious or difficult the request is and
whether it would benefit or inconvenience the person in the crucial
position to be able to grant the request—usually as much as ±20%,
since anything greater than that modifier should probably just be
something that would never or always be granted.
If the roll is successful, then the family gains what they were
seeking, in addition to +1d3PP. This is because success in this sort
of thing actually increases the general impression of the family’s
political influence.
If the roll fails, the family does not gain what they sought,
also resulting in -1d6PP. The sum for loss is greater than that for
victory, because the appearance of political impotence is always
more damaging. If the gamemaster considers the request to
be particularly challenging (one that required a penalty to the
attempt), then the bonus for victory or penalty for failure may be
doubled or tripled.
The above rules apply when there is no other house whose interest
is in direct and active opposition to the family’s intentions—that
is, not only will they be inconvenienced by the family’s goals, but
also willing to directly oppose their attempts or compete with
them for the goal.
If there are one or more families in political opposition to each
other, then an opposed roll is required. Both sides roll their PP
check as above, but the one who wins by a higher margin gets the
goal. If both sides fail their rolls, then neither obtain the goal. In
the case of binary choices, the gamemaster decides which result is
most likely. For example, if two families are opposed to each other
for the gaining of a specific royal office to one of their younger
sons, and both families fail their roll, the king grants the office
to someone from neither family. On the other hand, if one house
wishes to have an ally pardoned from a bill of attainder, but a rival
family wishes the bill to stand, it is up to the gamemaster to judge
which result is more plausible should both fail—does the king

41
have a good reason to reverse the bill or would he benefit from
having the attainder stand?
When there is doubt in these cases, the gamemaster may wish
to follow the guideline of having the result be more generally
favorable to the interests of the family with the higher Political
Power score.
Note that entire groups of families may engage in a political
conflict. For example, several families may wish to risk their
political influence to push for a change to the membership of the
Star Chamber or pass a bill to annul an unpopular tax. They may
likewise be opposed by more than one family.
In any case like this, an opposed roll should be done as above,
but use the PP of the family with the single highest score on each
side. Then add one-tenth of the PP of every other family involved
(rounded down). For example, if a group of nobles (with PP scores
of 48, 41, 23, and 15) wish to collectively push to influence the crown
to dismiss a hated chancellor, then the value used for their roll is
55% (48 + 4 + 2 + 1).
In the case of a cabal of noble houses working together to enact
a political goal, the house with the highest PP always gains or loses
double the usual number of points for success or failure; all other
houses gain or lose the normal amount from their scores.

42
Battles
A gamemaster may wish to have player characters role-play
through epic battles in the campaign. It is often important to
work out how a house fares in battles, aside from the individual
characters’ performance.
Note that MP does not directly correlate with a specific number
of troops. It can generally be understood that one MP represents
several hundred peasant, some knights, a few archers, and the
necessary support staff (squires, servants, craftsmen, priests, and
camp followers). A single MP might represent a smaller unit of
significant power in some cases. The gamemaster can make broad
estimates for the sizes of armies based on the historical details
of battles in the chronology chapter of Dark Albion if he needs to
figure out exactly how many troops are fighting in any given battle.
Use the following procedures to determine the abstract
resolution of a battle:
1. Determine the amount of military power each participating
house has committed to the battle. When a house goes on
campaign, it is assumed that they usually take a force equal
to the total of their MP. However, it is possible for a house to
divide its army into various contingents: they may leave behind
a significant force to protect home territories or separate the
army into more than one force to fight in different locations. If
their entire army has been moved, they are committing all their
MP to the battle; if that battle takes place outside the domain’s
territory, it means that the domain’s MP is effectively 0 if it
is attacked while the army is away. You must also determine
if one side can be said to be defending in this battle (fighting
specifically to prevent land from being taken) or if both sides
are attacking each other.
2. Add up the total of all MP values present for every house
participating on each side of the battle. The resulting value
is the total MP score for that side. If one side is defending in
this battle, it gets a bonus of +20MP. If one side has at least
double the total MP of the other (before applying any further
modifications below), it gets a bonus of +20MP.
3. Determine the overall commander of each side in the battle.
Apply the following modifiers to the total MP score based
on who is in command of the force. Apply the commander’s

43
Charisma modifier to the total; if the commander is a cleric,
or a fighter of at least Knightly Social Class, and the Charisma
modifier is a positive value (additive), double it.
Candidate Modifiers
Character Never Led -2MP
an Army into Battle
Character Led an Army +3MP
into Battle at least Twice
Character is of Fighter Class + level - 1MP
Character is less than -5MP
Knightly Social Class
Character has been Knighted +3MP
(not just of Knightly Class)
or has Official Military Office

4. The standard army of any house is assumed to be a mix of largely


peasant semi-trained yeomen, with a few trained veterans and
knights acting as unit commanders. Any special forces must
be purchased or hired separately. Apply +5MP for each of the
following special forces to each qualifying side:
• Spellcasters (clerics or magic-users) of at least Level 5
• Significant number of highly-veteran troops (the
gamemaster determines whether troops are veterans)
• Presence of significant and visible monstrous/fantastical
creatures
• Presence of the King or most-senior member of a faction
Apply the following modifiers if mercenary units are
present:
Type of Unit Modifiers
Each Unit of Trained +2MP
Mercenary Infantry
Each Unit of Barbarian Mercenaries* +2MP
One Unit of Expert Crossbowmen +3MP
Two or More Units of +6MP
Expert Crossbowmen
One Unit of Riflemen +4MP
Two or More Units of Riflemen +6MP
One Unit of Bombards/Cannons +5MP/+10MP**
Each Additional Unit +2MP/+3MP**
of Bombards/Cannons

44
* There is a 10% chance for barbarians to ignore orders during a battle,
reducing their total bonus by half. If they are on the winning side of a battle,
there is a 20% chance that they go on a looting rampage, causing serious
destruction and resulting in -1d3PP for their employer.
** The first value is for when cannons are common, while the second is if they
are rare. Before each battle, there is a 25% chance that climate or terrain
conditions make the effective use of bombards impossible, so no bonus would
be granted.

5. The gamemaster may add modifiers of up to +10MP to a side


for each of the following conditions:
• One side has vastly superior ground
• One side is fighting in its native territory
• One side is making use of significant fortifications
• One side has somehow managed to attack the other when
unprepared
6. Once the final MP ratings have been calculated for each side,
both roll 1d20, adding it to their respective scores. If a natural
20 is rolled, roll again and add the new value to the total,
continuing to re-roll on any 20. If a natural 1 is rolled, subtract
1 point from the score and roll again, subtracting the new roll
from the total, continuing to subtract if a 20 is rolled.
7. Compare the two final results:
• If the difference is between 0 and 10, the battle was indecisive
or incomplete. Calculate losses to the MP of every house
involved, check for special casualties, and then each side
must decide whether to flee the field of battle. Alternately,
the battle is repeated the next day (with new calculations
based on any changes to the scores and new rolls).
• If the difference is between 10 and 20, the side with the
higher result scored a minor victory and the loser is forced
to retreat. Calculate losses to the MP of every house involved
and check for special casualties.
• If the difference is 21 or more, the side with the higher result
scored a major victory and the loser is forced to retreat.
Calculate the losses to the MP of every house involved and
check for special casualties.
45
Calculating Casualties
After any battle, reduce MP values of each house involved as
follows:
Indecisive/Incomplete
Every house loses a percentage value of their MP equal to the
difference in the checks modified for each house by 1d6-2%, with
the total point loss rounded down. It is possible to have zero losses,
but not negative ones.
For example, in a battle where the difference was 8 points, a house with
34MP rolls 1d6-2, getting a total of 4; this means that they lose 8+4=12%.
As 12% of 34 is rounded down to 4, they lose 4MP, with 30MP remaining.
Another house in the same battle, with 57MP, rolls a 1, getting a total of -1
(1-2); they thus lose 8-1=7%, or 3MP (7% of 57 is 3.99, rounded down to 3)
and thus have 54MP remaining for the next day’s battle.
Minor Victory
In this case, the losers of the battle suffer a percentage value
of their MP equal to the difference in the checks, modified for
each house by 1d20-10%, with total point loss rounded down. The
winners of the battle suffer a percentage value of their MP equal
to 1/3 of the difference in the checks (rounded down), modified
in each house by 1d20-10%, total loss rounded down. As before, it
is possible for a house to escape with 0 losses (which, it should be
remembered, does not mean that absolutely no one died, but only
that the loses were not significant enough to cost even 1 MP point).
For example, in a battle where the difference in score was 16 points, a
house on the winning side loses 5% plus 1d20-10%.
Major Victory
In this result, the losers of the battle suffer a percentage of their
MP equal to the difference in checks, modified for each house by
2d20-20% (rounded down as always). The winners of the battle
suffer a percentage loss of their MP equal to 1/3 the difference in
checks (rounded down), modified in each house by 2d20-20%.
Special Casualties
If the gamemaster wishes, he may roll a check after each battle
for any NPC character of note that was involved. For each NPC,
there is a 10% chance that he died in battle, and another 10% chance
of just being wounded. In the case of NPCs on the losing side of a
battle, there is a further 10% chance of having been captured.
46
Political/Economic Costs
In any battle, the winning commander’s house receives +1d6PP
(+1d6+2PP if it is a major victory), while the losing commander
suffers -1d6PP. All other houses on the winning side receive
+1d3PP, and those on the losing side suffer -1d3PP. In the case of
an indecisive battle, no one wins or loses any PP automatically, but
commanders on either side may lose PP due to being taken to task
on having failed to score a decisive victory.
The victorious party in a battle may choose to plunder the
land in which they are fighting. If this occurs, there is a cost to
the FP of the land’s owner. If the territory is just countryside, the
landowner suffers -1d6FP, while each house doing the plundering
receives +1d3FP (note that these numbers need not match each
other, because the plundering parties are stealing from more than
just the territorial lord—they are also stealing from all the other
families, peasantry, and maybe even the Church). If the territory
includes a decent-sized town, then the landowner suffers -2d6FP,
while each house doing the plundering receives +1d6FP. The
landholder also suffers -1d3PP due to the plunder, in addition to
any loss from the battle itself.

47
Personal Involvement in Battles
Generally, a gamemaster will want to run a player character or
party through any battles in which they participate. This can be
played out in full and minute detail if the gamemaster wishes.
He could also abstract the conflict slightly by taking note of the
positions in which the player characters find themselves, running
them through certain combat encounters based on the types of
opponents present and how at-risk their location on the battlefield
was. Player characters who were not on the front line and not in
an area overrun by the enemy may have no encounters at all. Those
who were initially in reserve, but later got into the melee may face

48
1d4 opponents in battle (one or two at a time). Those who were
in the front line from the start might face 2d4. Combats should
usually be between regular opponents (level 0 Commoners or level
1 Fighters), but each character who stands a chance of combat
should also get a 2/6 chance of being attacked by a more-powerful
opponent in battle (an armored knight with 1d4 Fighter levels for
example). The gamemaster may wish to check for the chance of
fighting one of the even more-powerful non-player characters
present at the battle (based either on pure luck or the specific
charted path of said non-player character).
If a player character wishes to find a specific type of opponent
to fight (a knight, for example), he should make some sort of
perception-based check, with an easy margin of difficulty as long
as the type of opponent they seek is common on the battlefield. If
looking for a less-common opponent (like a wizard or cleric, in a
battle where there is not an unusual amount of either), they should
have to make a check at a higher difficulty level or with penalties.
Finally, if they wish to find a specific individual to fight (like Sir
James Tyrell or the Earl of Warwick), then they need to make a very
difficult check, unless they already have some clear information
as to their opponent’s location. The fog of war makes seeking out
specific nemeses rather difficult, unless the same have advertised
themselves. Commanders of center, left, or right flanks are
usually identifiable by their standards, but these (as well as most
titled nobles) usually do not fight alone—they are likely to be
surrounded by a dozen or more knights as bodyguards, unless
they have become lost in the fray.
If a gamemaster wishes to completely abstract the events of a
player character’s involvement in a battle for some reason, he
should first roll to determine the severity rating of a battle: 1d4 for
a minor battle, 1d6 for a medium-sized battle, and 1d8 for a large
battle. The resulting rating number is the number of d4s to roll
for personal damage suffered in the battle. If the damage exceeds
a character’s hit points enough to kill him, a saving throw vs.
death is needed to prevent dying in combat. Otherwise, it may be
assumed that they survived the battle, but suffered some kind of
war wound—reduce a random ability score by one.
If using combat-based experience points, treat the severity rating
as if it was the HD for a creature.

49
Optional Events
Refer to this optional random table to determine an additional
event that concerns a player character during the battle:
1d20 Event
1 Character encountered a strange and sinister effect of
magic, either from a spellcaster, spell effect, creature, or
the bloodshed causing a weakening in the fabric between
the material world and the world of the Fae; one randomly-
determined ability score permanently goes up or down by
one point (equal odds); if no magic or supernatural element
was present at the battle, this result means that nothing of
interest took place.
2-6 Character did something sufficiently noteworthy to gain
him a respectable nickname.
7-8 Character found a silver dagger worth 2L (40gp);
grant XP for treasure if appropriate.
9-12 Character found loot; roll 1d6:
1. 1d100p/sp
2. 1d100sh/gp
3. Silver-plated jeweled sword worth 1d6+3L (×20gp)
4. Warhorse
5. Crossbow
6. Piece of jewelry worth 2d20L (×20gp);
XP for treasure if appropriate
13-17 Character gets a cool-looking scar.
18 Character’s heroism was notable; he is offered work by a
noble if a commoner, or a knighthood or suitable office/
command if a noble.
19 Character rallied the troops at a critical moment; he gets a +1
bonus to future Charisma/reaction checks for any veterans
on his side of the battle.
20 Character is rewarded by one of the nobles present in battle;
he is given 1d100L (×20gp) if a commoner, or a suitable and
useful (non-magical) gift of significant worth if a noble.

50
Chapter Three
Spellbooks and Grimoires
51
Vancian Wizard’s Spellbook
The role of a spellbook has been largely unchanged in most OSR
rules systems. A wizard’s spellbook is where he stores the spells
that must be memorized every day in a Vancian system. Other
than that, it doesn’t do anything.
It should not surprise anyone that this has no grounding in
historical medieval/renaissance magic. It’s also kind of boring.
This is a reinvention intended to make a spellbook more useful
and more central to the magic-user experience, one founded on
historical magical diaries.

Spellbooks are Diaries,


Wizards are Loremasters
From Medieval history onward, ceremonial magicians were the
erudite class of the European world. Until the late Middle-Ages,
most famous magicians/wizards were actually monks (because
monks were one of the few occupations that could read and write
fluently). In the early medieval period, when paper was highly
expensive, magicians were trained in the art of memory. By the mid
to late-medieval period, it appears that many magicians became
arduous note-takers.
There were three essential components to a course of magical
training: grimoires, secret teachings, and personal study. The magical
diaries, or personal notebooks of magicians, rarely had complete

52
magical rituals written in them, except for novel innovations by
the magician in question. A young magician would first need to
learn basic secret exercises from a teacher or master—this would
be what a Level 0 or apprentice magician was spending their time
doing before reaching Level 1 and becoming a magician on their
own. Many of these exercises were never completely put in writing.
This personal training was supplemented at times by the study of
grimoires. These were neither personal notebooks nor spellbooks;
some grimoires had complete magical rituals written in them,
but most did not. Instead, they were like magical encyclopedias
of knowledge, training in occultism, and the outline of rituals
that needed to be supplemented by personal instruction from a
teacher. This meant that a grimoire would be nearly impossible to
effectively use in the hands of a non-magic-user.
All this indicates that the spellbook or magical diary was
where a magicians wrote his own study notes for his practices,
kept records of his magical research and their results, and other
important information that was too complex to easily memorize
but that might be vital for later advancement. Surviving examples
of magical diaries contained information about the author’s
personal life and travels, magical objects acquired, and how his
daily practices went. They also contained records of his rituals and
their outcomes; notes on a wide variety of medieval scholarship,
including theology, mathematics, (medieval) sciences, astronomy,
history, medicine, and other types of lore; and records of progress
in making new magical breakthroughs.

Reinventing the Spellbook


(and the Vancian Magic-user)
This is the method for remixing the magic-user to reflect a more-
authentic type of medieval erudite-magician, while still keeping
him basically Vancian. This also retools the role of the spellbook:

The spellbook is not actually for memorizing spells.


The magic-user still needs to take time every day to be prepared
to cast his selection of spells. However, this time is not for
memorization, rather the practice of basic meditative exercises
and rituals that prepare his spells. Because he is preparing spells

53
already known, the magic-user does not need his spellbook to do
this. Since he must perform different ritual practices to prepare
his spells, the time taken still depends on the highest level of the
spells he knows. The recommended time is ten minutes, plus
another ten minutes per level for the highest level spell he has. A
magic-user who only has Level 1 spells would take twenty minutes
to prepare spells or one who has Level 9 spells would take a total
of one-hundred minutes, if he wants to prepare all his spells, for
example.

The spellbook is for spell research.


It is assumed that the magic-user studies his magical arts
throughout his adventures and spare time, taking notes on
magical practices and studies. These notes form the basis of his
future spell mastery.
Whenever a magic-user wants to learn a new spell, he must
announce which one it is. If he already knows a spell of the desired
level, he only needs to use his spellbook for research purposes.
However, if the spell is of a new level that he did not previously
know before advancing to the new level, he either needs access
to a scroll that contains that spell or access to a library that can
facilitate his research. In either case, the time taken for research is
one week per spell level, but he need not do the research all at once.
Once the magic-user completes his spell research, he may roll
to see if he successfully masters that spell. Use a chance to learn
spell test, if the OSR system you are utilizing includes that rule.
Otherwise, make a 1d20 roll, adding the magic-user’s INT modifier
and level; roll equal to or greater than a difficulty number of 11
plus the spell’s level. If the magic-user succeeds, he now knows the
spell. If he fails, he cannot attempt to learn that particular spell
again until going up in level; since he already did the previous
research, however, it only takes him additional research time of
one day per spell level before being able to attempt the roll again—
note that this shortened time is only possible if the magic-user has
access to his spellbook.
Furthermore, a magic-user can engage in spell research of
higher-level spells before he goes up in level. Just like when he
tries to research spells of a level to which he already has access, the
magic-user can announce his plan to research a higher-level spell

54
and begin taking time in the campaign to study it. If he completes
the required study time before going up in character level, he
cannot yet roll to learn it, but can do so as soon as he goes up in
level.
The player of the magic-user (or the gamemaster) needs to keep
careful notes of which spells he is researching, and how many
weeks he has already spent studying them. Naturally, all of this
depends on maintaining access to his spellbook. If he should ever
lose the spellbook, all his research notes are lost along with it, so he
must start again from scratch.

Getting someone else’s spellbook means


that you can copy their study notes.
If a magic-user gets hold of another wizard’s spellbook, he
can read the crib-notes of how the spells were resarched. Most
magicians write their spellbooks in shorthand, or code, often with
awful handwriting. The Read Magic spell is necessary to comprehend
what is written. Once that is done, those notes will be useful, but
not always grant instant opportunities to learn the spells inside,
since they reflect a different style of study from the character’s
own. Instead, the notes only grant the magic-user with the
equivalent of half the time necessary to master the spell (round up).
Thus, Level 1 spells will be ready to learn, while Level 4 spell notes
written by another wizard only give the magic-user the equivalent
of two weeks worth of research done.

The magic-user’s spellbook is also for knowledge skills.


In addition to their magical knowledge, medieval-authentic
magic-users should be loremasters. Some may be true experts on
one or two subjects, while others could only be dilettantes who
know a bit about everything.
To manage this, compile a list of magic-user lores. A sample
list could be: occultism, theology, natural biology, monster biology,
ancient mythology, astronomy/navigation, history, and medicine. Some
gamemasters might want to add others lores, like courtly etiquette,
astrology, alchemy, or herbalism.
At Level 1, the magic-user gets to divide a number of points
equal to 2+INT into his choice of the above skills. Every time he
goes up in level, he gains more points equal to 1+INT, as the magic-

55
user continues to record more knowledge and experiences in his
spellbook. In essence, he carries around a medieval encyclopedia.
These points act as bonuses to ability score-based checks for
looking up useful information relevant to the subject in question.
The magic-user can attempt checks with any lores into which he
has put at least one point. He does not require the spellbook itself
to attempt a check; if he fails a check, however, he can spend one
turn (ten minutes) to look up the notes in his spellbook to attempt
a reroll.
These small changes, adopted in part or in whole during a
campaign, can add a more medieval-authentic flavor to the way
magic-users work. This makes the spellbook a far more-interesting
and active tool of the magic-user.

Grimoires
Grimoires were the key magical texts of medieval European
occultism. They were not spellbooks in the OSR sense, nor were they
really magical handbooks. The key training in magic was given
through word of mouth, from teacher to student. The Grimoires,
rather, were the collected and disseminated works of advanced
magical techniques; sometimes devised by a single author and
sometimes compiled by various sources. To use them, you had to
already have the basic training, which wasn’t explicitly given in the
books. Instead, studying the Grimoires provided new techniques
for magic-users to learn, if they could get their hands on it. The
Grimoires presented here are based on real historical Grimoires,
adapted in ways to be useful for an OSR campaign.

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The Goetia
This grimoire is the summoner’s mother lode. It details the
techniques for summoning seventy-two different demons, each
with special powers. These demons are chaotic and dangerous,
requiring great caution when dealing with them. To summon
them, the magician must draw both a protective magical circle for
himself and a warded magical triangle (which is where the demon
will appear) in a room for this special purpose. Then a sigil of the
demon’s appearance is placed in the triangle with incenses. Finally,
incantations are made to summon the demon by its name. Each
summoning costs about 300gp for the required inks and incenses.
It is also necessary to design and consecrate a special ring, amulet,
censer, and plate, for a combined one-time cost of 1,200gp.
Once all the materials are obtained, the rituals of purification,
bathing, and meditations to summon forth the demon require the
better part of a day. The summoning ritual itself only takes about
forty minutes, but doing so without the cleansing and preparations
will cause a -2 penalty to the summoning roll.
In order to successfully summon a demon, the caster must make
a check of 1d20 + INT modifier + Level. The difficulty to summon
depends on the rank of the demon:
Demon R ank Difficulty
Knight 7
Lord 9
Count 11
Marquis 13
Duke 15
Prince 17
King 21

If a wizard fails in their summoning attempt, they may try to do


so again no less than twenty-four hours later, but at a -4 penalty.
If they fail the second time, they cannot attempt to summon that
particular demon again until the player character gains a level.
If the summoning is successful, the summoner must then
engage in a battle of wills with the demon. They must seek to
obtain dominion over the demon through ritualized commands,
and oblige it to swear agreement to perform a service for the
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summoner. This requires a saving throw versus magic. The
modifier to the saving throw (or DC of the save) is based on the
rank of the demon in question:
Demon R ank Modifier or DC
Knight +3 12
Lord +2 14
Count 0 16
Marquis -2 18
Duke -4 20
Prince -6 22
King -8 26

If the player character is dedicated to Law he gets a +2 bonus; if


he has slain undead in the service of Law another +2, and if he has
slain demons in the cause of Law he gets a further +2.
If the initial saving throw fails, the summoner then faces a
decision: he can either attempt to banish the demon or try again to
dominate it. Banishing the demon requires the same type of check
as the initial summoning (with the same difficulty and bonuses).
Attempting to dominate the demon a second time involves the
same saving throw as before, but with a -1 penalty.
Assuming unsuccessful attempts, the summoner may
continue to attempt either choice; but the saving throw incurs a
further, cumulative -1 penalty every time a subsequent effort at
domination is attempted (if it is the fourth time the summoner
is trying to dominate the demon, for instance, -4 is applied to the
saving throw).
If at any time in either a banishing or a domination attempt the
summoner rolls a natural 1, they end up being possessed by the
demon, who will then have control over the player character to use
for its own bidding. This may involve freeing the demon into the
world or the demon may voluntarily withdraw back to the infernal
realms while retaining control over the mind of the summoner.
The player character does not appear to be controlled and acts
normally for the most part (they may even believe that they had
successfully overcome the demon), only changing in personality
when the demon obliges him to perform services.
Note that the demon can under no circumstances escape the
magical triangle unless it is in some way broken (the markings

58
of its border erased). If this should happen, then the demon is
free to move in the world or return to its infernal realm at will.
Rather than engaging in an effort at banishing or domination, a
summoner may wish to simply try to wait out the demon, hoping
that it chooses to return to the infernal realms of its own accord.
Being immortal, demons will rarely do so.
Alternately, rather than engaging in a domination attempt,
the summoner may wish to enter into a pact with the demon.
This means that the summoner will perform some service for
the demon, in exchange for a service in kind from the demon.
Contrary to common folklore, the demon will almost never request
the caster’s soul as an exchange, since the caster’s soul is already
essentially forfeit by entering into a pact in the first place. More
often, the demon’s condition (which could be almost anything)
involves the summoner engaging in activity that will aid the
cause of Chaos in the world: murdering a holy person, obtaining a
powerful artifact for the demon, assisting the demon’s chaos cult
in a dark activity, and the like.
If a summoner succeeds at the dominion saving throw, he will
then be able to oblige the demon to an act of service. This act must
involve one particular task that is within the demon’s listed powers
to accomplish. Although the demons command large numbers of
forces according to their listing, a demon will almost always prefer
to use the least amount of resources possible to accomplish the
task in question.
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The 72 Demons
Kings
1. Baal
• Looks either like a cat, toad, man, or mix of the three.
• Speaks in a hoarse voice.
• Can make the magician invisible.
• Rules an army of 132,000 lesser demons.
2. Paymon
• Looks like a crowned man on a camel surrounded by
trumpeters.
• Makes a great roar when he speaks.
• Does nothing unless given some kind of offering.
• Can teach any art or science.
• Can grant a title.
• Can make any person bound to the magician.
• Can grant a demon familiar.
• Commands an army of 400,000 lesser demons and 2 other
vassal kings (named Balal and Imabal), along with their
50,000 demons.
3. Biloth
• Ferocious and frightening, appears as a man on a pale horse
with trumpets.
• Can only be safely summoned into the triangle if the
magician has a hazel wand in his hand.
• Can grant the magician the love of women or men.
• Commands an army of 170,000 lesser demons.
4. Forson
• Looks like a man with the head of a lion that is riding a bear
while holding a serpent in his hand.
• Can reveal any hidden thing.
• Can show the magician where buried treasure is found.
• Can tell anything of the past or future.
• Can provide a demon familiar to the magician.
• Commands an army of 44,000 lesser demons.

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5. Asmodeus
• Looks like a man with three heads (that of a man, bull, and
ram) with a serpent’s tail and goose’s feet that is riding a
dragon and wielding a lance.
• Fire comes out of his mouth when he talks.
• The magician’s head must be bare when he summons
Asmodeus or all his words will be lies and all his gifts cursed.
• Can give the Ring of Virtue.
• Can teach arithmetic, astronomy, geometry, or any craft.
• Can grant invincibility in a battle.
• Can reveal hidden treasure or protect treasure that the
magician wants kept safe.
• Commands an army of 144,000 lesser demons.
6. Venu
• Looks like a man with the head of a lion that is riding a black
horse while holding a serpent in his hand.
• Can reveal hidden things or know the location of wizards at
any time.
• Can reveal the past or predict the future.
• Can build a tower for the magician.
• Can tear down a wall.
• Can bring storms to the sea.
• Commands an army of 64,000 lesser demons.
7. Balom
• Looks like a man with three heads (that of a man, bull, and
ram) that is riding a bear and carrying a hawk on his arm.
• Speaks in a hoarse voice.
• Can reveal the past or future.
• Can make the magician invisible.
• Can increase the magician’s Intelligence and Charisma.
• Rules an army of 80,000 lesser demons.
8. Zagon
• Can either appear as a man or as a bull with griffin’s wings.
• Can increase the magician’s Wisdom, Intelligence, or
Charisma.
• Can turn water or blood into wine, or wine into water.
• Can turn lead into gold coins.
• Commands an army of 66,000 lesser demons.

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9. Belal
• Looks like a beautiful angel on a chariot of fire.
• Has a fair voice.
• The magician must make an offering to Belal when
summoning him or all that he gives the magician will be
cursed.
• Can grant the magician offices of the court, cause friends
to grant the magician favors, and enemies to become the
magician’s friend.
• Can give the magician a demon familiar.
• Rules an army of 100,000 demons.

Princes
10. Vasagio
• Appears to be a friendly man.
• Reveals the past or predicts the future.
• Can recover a lost object for the magician or reveal
a hidden thing.
• Rules an army of 26,000 lesser demons.
11. Setri
• Appears as a man with a leopard’s head and griffin’s wings.
• Can make men fall in love with a woman or women fall in
love with a man.
• Can make anyone give themselves over to lust and
debauchery.
• Commands an army of 60,000 lesser demons.
12. Apos
• Looks like an angel with a lion’s head, goose’s feet, and
rabbit’s tail.
• Can grant the magician or someone of the magician’s
choosing increased Charisma or Intelligence, or bravery.
• Can reveal the past or future.
• Rules an army of 36,000 lesser demons.
13. Gep
• Looks like a man guiding four kings.
• Can only be summoned in the spring or summer.
• Has the power to curse an enemy of the magician with a loss
of Wisdom or Intelligence.
• Can grant knowledge in philosophy or sciences.

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• Can make someone either love or hate another.
• Can cause another magician to lose their familiar.
• Can teleport any number of men the magician wishes from
one kingdom to another.
• Rules over an army of 66,000 lesser demons.
14. Stolus
• Appears in the form of either a raven or a man.
• Can teach astronomy, astrology, or herbalism to
the magician.
• Can reveal the location of magic gems.
• Rules an army of 26,000 lesser demons.
15. Arabos
• Appears as either a horse or a man.
• Can reveal the past or future.
• Can have the magician be granted a noble or religious title,
or be granted a favor by another (even an enemy).
• Can reveal the influence or actions of other demons
in the world.
• Rules an army of 20,000 lesser demons.
16. Saer
• Looks like a beautiful man riding a Pegasus.
• Can teleport the magician back to his home, or from his
home to any place in the world.
• Can transport any object from one place to another at the
magician’s request.
• Can reveal where stolen objects can be found.
• Rules an army of 26,000 lesser demons.

Dukes
17. Agros
• Looks like an old, but handsome man that is riding a
crocodile and carrying a hawk in his hand.
• Can cause a foe of the magician to flee or bring someone who
has fled back to the magician.
• Can teach the magician any language.
• Can cause someone to lose a noble or religious title.
• Can cause an earthquake.
• Rules over an army of 15,500 lesser demons.

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18. Valfor
• Looks like a lion with the head of a donkey.
• Becomes a familiar to the magician, coming when called only
if the magician puts on Valfor’s sigil as a pendant and never
removes it.
• Whenever called as a familiar, Valfor manipulates the
magician’s mind to try to cause him to steal something.
• Rules an army of 5,000 lesser demons.
19. Baratos
• Appears as a bearded huntsman.
• The sounds of horns herald his manifestation.
• Can only be summoned during the second-to-last month of
the year.
• Grants the magician the power to speak with birds or
mammals.
• Can allow the magician to break any magical seal or lock.
• Can cause friends who have fallen out to restore friendship.
• Can reveal the past or future.
• Rules an army of 15,000 lesser demons.
20. Guson
• Looks like a blue man with a deformed head.
• Can answer any question.
• Can grant an office at court or a noble title to anyone the
magician wishes.
• Rules an army of 20,000 lesser demons.
21. Eligos
• Looks like a handsome knight with a lance and banner
that is holding a serpent.
• Can reveal hidden objects.
• Knows when wars will occur, and can tell how they will end
and where they will be fought.
• Can make a lord or powerful person love the magician.
• Rules an army of 30,000 lesser demons.
22. Zeper
• Looks like a soldier in red armor.
• Can make a woman fall in love with someone and seek to
marry them.
• Can make a woman barren and infertile.
• Rules an army of 13,000 lesser demons.

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23. Batin
• Looks like a very strong man with a snake’s tail that is
riding a pale horse.
• Can teach herbalism.
• Can reveal the location of magic stones.
• Can teleport any number of men the magician wishes from
one territory to another.
• Rules an army of 15,000 lesser demons.
24. Sallas
• Looks like a gallant warrior that is wearing a crown and
riding a crocodile.
• Can make men love women or women love men.
• Rules an army of 15,000 lesser demons.
25. Ami
• Looks like a man with three heads (that of a snake, donkey,
and man with two stars on his forehead) that is riding a
snake and wielding a torch.
• Has the power to start fires in castles, keeps, or cities.
• Can increase the magician’s Intelligence or Charisma.
• Can reveal the details of secret conversations.
• Rules over an army of 13,000 lesser demons.
26. Bine
• Has the body of a dragon with three heads (that of a man,
griffon, and dog).
• Speaks in a high-pitched, but fair voice.
• Can hide or reveal tombs and burial places.
• Can place demon guards to protect a tomb or sepulcher.
• Can give a magician riches.
• Can increase a magician’s Wisdom or Charisma.
• Commands an army of 15,000 lesser demons.
27. Bealfry
• Looks like a soldier wearing red armor and a gold crown that
is riding a red horse.
• Can reveal the past or future.
• Can turn any other metal into gold.
• Can make the magician or another person be granted a noble title.
• Nothing of what he offers is to be trusted—his words are
always only half true, his treasures are illusions, and his titles
are cursed.
• Commands an army of 13,000 lesser demons.

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28. Asterath
• Appears as an angel that is riding a dragon and holding a
serpent in his right hand.
• Can breathe toxic gas that can kill a person instantly.
• Can reveal any secret to the magician, including anything in
the past or future.
• Can grant the magician knowledge of any science.
• Commands an army of 20,000 lesser demons.
29. Folacor
• Looks like a man with griffin’s wings.
• Can make any one man that the magician wishes die.
• Can cause any ship to sink.
• Can calm the seas and winds, or raise a storm.
• Rules an army of 15,000 lesser demons.
30. Vaphar
• This duchess appears as a mermaid.
• Can command the seas and summon storms.
• Can protect any ship or fleet safely to its destination.
• Can create the illusion of a great navy of ships.
• Can cause any person the magician wishes to be infested
with parasites and die in three days.
• Rules an army of 14,500 lesser demons.
31. Vuval
• Can appear either as a camel or man.
• Only speaks the Khemeti language.
• Can make a woman fall in love with the magician or a man
befriend him.
• Can reveal the past or future if the magician speaks Khemeti.
• Commands an army of 18,500 lesser demons.
32. Crockle
• Looks like an angel.
• Can reveal hidden magical secrets.
• Can give the magician knowledge of geometry or science.
• Can create the illusion of great noises at the moment the
magician desires.
• Can warm waters.
• Can reveal hidden hot springs or underground pools.
• Rules an army of 24,000 lesser demons.

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33. Aloses
• Looks like a warrior with the face of a lion and flaming eyes
that is riding a large horse.
• Speaks in a loud and hoarse voice.
• Can give the magician knowledge of astronomy, astrology,
or any science.
• Can give the magician a demon familiar.
• Rules an army of 18,000 lesser demons.
34. Murmos
• Looks like a warrior that is wearing a crown and riding a
griffin.
• The sound of trumpets can be heard whenever he appears.
• Can teach any philosophy.
• Can make the spirit of any dead person appear before the
magician and answer his questions truthfully.
• Rules an army of 15,000 lesser demons.
35. Gamory
• This duchess appears as a beautiful woman with a crown
hanging from her belt that is riding a camel.
• Can reveal the past or future.
• Can reveal hidden treasures.
• Can make any woman, no matter how old or young, fall in
love with the magician.
• Rules an army of 13,000 lesser demons.
36. Napula
• This duchess appears as a lion with wings.
• Can grant the magician knowledge of any craft or lore.
• Rules an army of 18,000 lesser demons.
37. Haras
• Appears either as a leopard or a terrifying man with flaming
eyes.
• Can reveal the past or future.
• Can reveal the influences of other demons and whether
something is being caused by magic.
• Can cause an enemy of the magician to die by spontaneous
combustion.
• Rules an army of 18,000 lesser demons.

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38. Amdosias
• Appears either as a unicorn or man.
• Can cause the sounds of trumpets or other musical
instruments to play at a time the magician desires.
• Can cause trees and plants to move at the magician’s
command.
• Can grant the magician a demon familiar.
• Commands an army of 14,500 lesser demons.
39. Dantelan
• Takes a form that is shifting constantly to many different
appearances, both male and female.
• Can teach the magician any artistic skill or science.
• Can grant the magician the power to hear a secret
conversation from the past or present, or the secret thoughts
of a person.
• Can change the thoughts of a person of the magician’s
choosing.
• Can show the magician a vision of a location at which any
person he chooses currently is.
• Rules an army of 18,000 lesser demons.

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Marquis
40. Gamagina
• Appears as either a tiny horse or a Human.
• Can teach the magician any science.
• Can reveal if the soul of a dead person is in the underworld
and where they could be found.
• Rules an army of 7,500 minor demons.
41. Amoun
• Appears either as a wolf with a snake’s tail who breathes fire
or as a man with a raven’s head.
• Can reveal the past or future.
• Can cause fights between friends or cause fighting friends to
reconcile.
• Rules an army of 10,000 lesser demons.
42. Lereike
• Looks like an archer dressed in green rangers’ clothes.
• Can only be summoned during the second-to-last month of
the year.
• Can cause a battle or tournament to take place at the time
and place of the magician’s choosing.
• Can make anyone who is shot by an arrow become severely
infected and the wound gangrenous.
• Rules an army of 7,500 lesser demons.
43. Maberous
• Looks like a black crane.
• Speaks with a hoarse voice.
• Can increase the magician’s Charisma or Wisdom, and make
him skilled in debate and public speech.
• Can restore the magician or someone of his choosing to an
office or title they previously held but lost.
• Rules an army of 4,250 lesser demons.
44. Roonobe
• Looks like a classic demon.
• Can teach the magician any language or grant them the
ability to speak with great style to impress.
• Can bring loyal servants to the magician or have someone
(even an enemy) grant him a favor.
• Rules an army of 4,750 lesser demons.

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45. Fornaus
• Appears in the form of a sea-serpent.
• Can cause the magician to become famous.
• Can teach the magician any language.
• Can make an enemy of the magician into his friend or make
a friend love him.
• Commands an army of 7,250 lesser demons.
46. Marchias
• Appears either as winged wolf or winged ox with a snake’s
tail that breathes fire, but can also appear Human.
• Can manifest in person to fight one battle for the magician.
• Commands an army of 7,500 lesser demons.
47. Phonix
• Appears as a giant bird.
• Speaks with the voice of a small child.
• Can speak through the magician at a time of his choosing,
singing an enchanting song, reciting great poetry, or
lecturing about philosophical subjects.
• Rules an army of 5,000 lesser demons.
48. Sabnak
• Looks like a warrior in armor with a lion’s head that is riding
a pale horse.
• Can instantly build a great castle or tower, which is stocked
with weapons and armor.
• Can cause a city to be built.
• Can afflict someone of the magician’s choosing with a
disease that causes open sores that does not kill, but leave
them helpless for many days.
• Can give the magician a demon familiar.
• Rules an army of 12,500 lesser demons.
49. Shasz
• Looks like a pigeon.
• Speaks with a deep voice.
• Can cause any person the magician selects to become blind,
deaf, or feebleminded.
• Can cause any treasure to disappear from a king’s treasury—
it reappears in the same place 1,200 years later.
• Can give the magician the power to make horses appear at a
time he chooses.

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• Can find anything hidden that was not hidden by magic.
• Can give the magician a demon familiar that betrays its
master half of the time.
• Rules over 7,500 lesser demons.
50. Orax
• Has the face of a lion and rides a horse with the tail of a
snake, while holding two serpents in his hand.
• Can teach the magician astronomy, astrology, and how to
communicate with the stars.
• Can allow the magician to communicate with other worlds.
• Can change the magician or someone he chooses to any other
form.
• Can have the magician or someone he chooses be granted a
noble or religious title.
• Can cause someone of the magician’s choosing (even an
enemy) to grant him a favor.
• Rules an army of 7,500 lesser demons.
51. Andros
• Looks like an angel with a raven’s head that is riding a black
wolf and wielding a glowing longsword.
• He can cause disagreements, conflicts, and feuds; unless
the magician is very careful in his wording, these will have
a tendency to get out of control and wreak great chaos, not
necessarily ending well for the magician or his friends.
• Commands an army of 7,500 lesser demons.
52. Androlphus
• Appears either as a loud peacock or a Human.
• Can teach the magician geometry or astronomy.
• Can grant the magician the power to accurately measure
anything.
• Can change the magician or anyone he chooses into a bird, or
back again.
• Commands an army of 7,500 lesser demons.
53. Cimenes
• Looks like a handsome warrior that is riding a black horse.
• Can give the magician knowledge of how to write eloquently
or speak convincingly.
• Can discover a missing object or reveal hidden treasures.
• Commands an army of 5,000 lesser demons.

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54. Decarba
• Appears either as a pentagram in a circle or as a man.
• Can reveal the location of hidden gems.
• Can give the magician the power to summon birds, but not
control them.
• Rules an army of 7,500 lesser demons.

Counts
55. Marex
• Looks like a bull with the face of a man.
• Can teach knowledge of astronomy, astrology, natural
sciences, herbalism, and metallurgy.
• Can provide the magician with a demon familiar.
• Commands 3,750 lesser demons.
56. Glasalabol
• Looks like a winged dog.
• Can give instant knowledge in any art or science.
• Can make the magician invisible.
• Can go forth and murder one person of the magician’s
choosing.
• Can reveal any secret of the past or future.
• Can cause either friends or foes to love the magician.
• Commands 4,500 lesser demons.
57. Furer
• Appears as either a male deer with a flaming tail or an angel.
• Can cause a man and a woman to fall in love with each other.
• Can cause a mighty storm with many lightning bolts to form.
• Can reveal secrets about other planes.
• Commands 3,250 lesser demons.
58. Halfus
• Appears as a pigeon.
• Speaks with a hoarse voice.
• Can construct a tower, complete with weapons and
ammunition.
• Can summon troops to appear in an appointed place
and time.
• Commands 3,250 lesser demons.

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59. Roum
• Appears as either a crow or a Human.
• Can remove treasure from the palaces of kings,
taking them wherever ordered.
• Can cause great damage to cities.
• Can cause someone specified by the magician to lose
their title.
• Can reveal the present and future.
• Can cause love among friends or enemies.
• Commands 3,750 lesser demons.
60. Bithrous
• Appears as either a monstrosity or a man.
• Can teach geology, architecture, art, science, carpentry,
or masonry.
• Can cause the dead to move.
• Can cause lights to appear at graveyards.
• Commands 7,500 lesser demons.
61. Anthromalus
• Appears as a man holding a snake in his hand.
• Can cause thieves and/or their stolen goods to be brought to
the magician.
• Can reveal secret plots and crimes, including fraud.
• Can cause thieves or criminals to be punished wherever no
matter where they are.
• Can reveal long-hidden loot.
• Commands 4,500 lesser demons.

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Lords
62. Marvos
• Appears as either a lion or a man.
• Can reveal secrets or hidden things.
• Can cause or cure disease in someone the magician chooses.
• Can teach the secrets of mechanics or trap-making to the
magician.
• Can change the magician or anyone he chooses into another
creature or appearance.
• Commands 2,225 lesser demons.
63. Boor
• Appears as an archer.
• Can only be summoned during the second-to-last month
of the year.
• Can teach philosophy, biology, logic, and herbalism.
• Can heal illnesses of the body or mind.
• Can give the magician a demon familiar.
• Commands 3,125 lesser demons.
64. Botus
• Appears either as a serpent or as a humanoid that has two
horns, large mouth, and sharp teeth; he carries a shining,
wicked sword in his hand.
• Can reveal the past and future.
• Can bring enemies together in alliance.
• Command 3,750 lesser demons.
65. Forus
• Appears as a muscular man.
• Can give the magician knowledge of herbalism, mining,
or law.
• Can make someone invulnerable to normal weapons for
a single great task.
• Can increase one’s lifespan.
• Can make someone inspiring in speeches.
• Can reveal treasures hidden under the earth.
• Rules 1,812 lesser demons.

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66. Malfous
• Takes the form of either a crow or a man.
• Can build a house or tower.
• Can reveal an enemy’s thoughts or secret desires.
• Can give the magician a demon familiar.
• If someone gives him an offering of any kind, all his
revelations will be lies and his aid will be cursed.
• Commands 2,500 lesser demons.
67. Hagentous
• Appears as either a great, winged bull or a Human.
• Can increase the magician’s wisdom.
• Can turn metal into gold, water into wine, or wine into water.
• Commands 2,062 lesser demons.
68. Chaimi
• Appears either as a small bird or a man carrying a
great sword.
• Ashes and black smoke come out of his mouth when
speaking.
• Can teach the magician secrets of agriculture.
• Can teach the magician how to speak with birds,
mammals, or fish.
• Can reveal details about the future.
• Commands 1,875 lesser demons.
69. Ouso
• Appears as either a leopard or a man.
• Can teach the magician the sciences.
• Can change the magician or anyone he chooses into a
different creature or appearance; once changed, the person
will believe themselves to be what their appearance shows
and have no knowledge of their prior life.
• Rules 1,875 lesser demons.
70. Avny
• Appears as either a great flame or a man.
• Can give the magician advanced knowledge of astrology
and the sciences.
• Can give the magician a demon familiar.
• Can reveal secret treasures that have been guarded
by demons.
• Commands 2,225 lesser demons.

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71. Voloch
• Appears as an angelic child with wings that is riding
on a two-headed dragon.
• Can reveal the location of hidden treasures, as well
as the lairs of dragons and other serpents.
• Can bring the revealed hidden treasure or serpents
to the magician.
• Rules over 2,375 lesser demons.

Knight
72. Forcos
• Appears as a old, cruel, bearded man that is wielding a sharp
axe, while riding a pale horse.
• Can teach the magician to see visions in the stars, flight of
birds, or flames of a fire.
• Rules over 625 lesser demons.

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The Ghayat Al-Hakim
This grimoire originated in distant lands, translated centuries
ago in the court of the Iberian King Alphonso the Wise. It has four
major sections.

Part I
This section is largely philosophical and theoretical. It contains
a wide variety of lore regarding magical subjects. Anyone coming
from an educated background (even non-magic-users, if they
have INT 11+) and studying this section carefully for four weeks
gains a bonus of +1 to knowledge checks regarding Occultism and
Astronomy.

Part II
This section involves training in Astrology. A magic-user who
studies this section for eight weeks can attempt the creation of
horoscopes. Taking thirty minutes to calculate the horoscope
when faced with an important decision, the magic-user can make
a roll based on 1d20+INT modifier+Level. If his result is a 15 or
higher, he receives an impression of whether his intended choice
will be auspicious or inauspicious.

Part III
This section trains the magician in a series of rituals that can
be conducted to invoke the energy of the major planets. Invoking
each planet requires the use of special colored robes, inks, incense,
and precious-metal talismans—the supplies require enough
time to obtain them and cost about 1,500gp/75L. A ritual must be
performed only on the correct days (usually possible only once
a month) and begin at the correct hour; this also requires a full
day of purification and ceremony. The gamemaster may wish to
require either a saving throw (vs. magic) or some kind of check (as
per the check for Astrology above) in order for the ritual to succeed.
The effects of each planetary force are as follows:

Saturnian
The performance of this ritual reveals one hidden secret that the
magician desires to know.

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Jupiterian
This ritual can be used to either obtain the favor of a powerful
person (lord, king, wealthy person, or important priest) or manifest
an opportunity for financial gain (this opportunity can never be in
the form of a gift or windfall of money, but reveal a chance to gain
riches through some form of work or undertaking, such as a quest
or job).

Martial
Correctly performed, this ritual grants the magician and those
allied to him bonuses for a specific battle to come (as bonuses to hit
and damage, as well as saving throws and any follower’s morale).
Alternately, it can be used to conjure fire in a specified location—
this will be normal non-magical fire, spreading from the stated
location in a natural way. The location can be anywhere in eyeshot
or any location the magician has seen with his own eyes.

Solar
This ritual grants the magician and his allies benefits to combat
beings of chaos/evil. These usually begin at the next sunrise and
last until the next sunset. Benefits can include being able to injure
beings that are usually immune to normal weapons, immunity
to special powers of the undead (paralysis and level drain, for
instance), and causing penalties to undead or infernal beings that
attempt to strike them.

Venal
This ritual can be used to grant one of the following benefits:
• Add a bonus to reaction rolls with anyone of the opposite sex
for a period of one week.
• Make a specific person fall in love with the magic-user, with
an effect similar to a charm spell but specifically romantic
• Know if a specific person wishes the magician well or ill.

Mercurial
This ritual allows the magician to send a message to one specific
person, wherever they are in the world. Alternately, the magician
and those who accompany him travel safely from their present
location to a specific destination—all dangers are avoided, unless
they are inevitable or the group actively seeks the danger.

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Lunar
This ritual allows the magician to see perfectly at night or in the
dark (as if in natural sunlight) for twenty-eight days. Alternately,
it can summon a powerful, but otherwise natural, storm in a
specific location—the intensity of the storm varies according to
the humidity of the terrain.

Part IV
This section is incomplete. It details a series of rituals to contact
spirits of the stars. The details of the rituals are provided, requiring
a full week of fasting and quiet meditation before any attempt.
Special incenses are also required, costing about 150gp/8L per
ritual.
The names of a dozen spirits are provided, but only some of
them include listings of the powers they can allegedly grant,
including the ability to curse enemies, gain a perfect knowledge
of plants, produce the perfect child, drive men mad, receive an
accurate prophecy, change gender, master the elements, or gain
perfect wisdom. The sigils required for the ceremonies to work
are not included in the text, however. Any wizard wishing to make
use of these rituals would somehow need to seek out these sigils,
which are likely only to be found in the distant lands from which
this grimoire originated.

The Clavicula
Said to have been written by the ancient wizard-king Solomon,
this grimoire was likely penned by a powerful wizard only a few
centuries ago, choosing to attribute the book to Solomon in order
to maintain his anonymity. The Clavicula has two major sections.

Part I
This section describes a ritual in which the caster draws a
magical circle and makes use of an invocation. The spell takes a
day of work to perform, mostly from purifications, preparation of
the space, and drawing the intricate magical circle, requiring inks
worth 150gp/8L. The ceremony also requires the creation of metal
talismans, with intricate designs carved upon them (construction
of these costs about 500gp/25L each).

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The magician must choose the talisman he wishes to activate.
When he performs the ritual, a random demonic spirit is
summoned to the edge of the circle. It is essential that anyone in the
room be inside the circle for protection from the spirit. If anyone
steps outside the circle, enters the room, or breaks the circle while
the demon is present, it attacks. The type of demon is determined
randomly, having 1d6+4HD, armor class equivalent to plate and
shield, immunity to normal attacks, 1d4 attacks of variable
damage (as the gamemaster likes or randomly determined), and
possibly other powers at the gamemaster’s discretion.
The magician must interrogate the spirit in a battle of wills to
obtain its True Name. This is done with a D20+INT modifier+Level
roll against the demon’s roll of 1d20+Hit Dice. If the demon wins
or ties the roll, the wizard may attempt to continue pushing with
another opposed roll, but each subsequent attempt gets a penalty
of -1; he may instead choose to dismiss the demon, being incapable
of performing the ritual again for one full month. If the wizard
rolls a natural 1 or modified total of 0 or less during any of these
clashes of will, the demon shatters the wizard’s will, causing him
to lose one permanent point from either Intelligence, Wisdom, or
Charisma, and he cannot make use of this ritual again until gaining
a level and at least one month passes. If the wizard succeeds at the
check, he convinces the demon to empower the chosen talisman.
The wizard can only have one of each type of talisman
empowered at a time. If he somehow loses one, empowering a new
talisman causes the previous one to immediately stop functioning.
The talismans work for anyone when worn around the neck as a
pendant or in some other way making contact with the skin. Only
one can be worn at a time. The following talismans exist:
Talisman of Steel: reduces damage from non-magical metallic
weapons by half.
First Talisman of Purity: makes the wielder immune to non-
magical poisonous gasses and grants a bonus of +4 to saving
throws vs. magical poisonous gasses.
Talisman of Oceanus: while worn, the wielder can breathe
underwater.
Talisman of Vulcan: makes the wielder immune to non-
magical fire and reduces damage of magical fire by half.

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Second Talisman of Purity: makes wielder immune to non-
magical ingested poison and grants a bonus of +4 to saving
throws vs. magical ingested poisons.
Talisman of Humors: makes the wielder immune to non-
magical diseases.
Talisman of Necessity: as long as it is worn, the wielder does
not need to eat or drink; he will be hungry and thirsty as
soon as it is removed, as though he has not eaten or had
anything to drink for many hours.
Unbinding Talisman: makes the wielder immune to paralysis.
Alarm Talisman: the wielder is warned a moment before a
sneak attack is committed against him.
Talisman against Sorceries: the wielder gains a bonus of +4 to
saving throws vs. magic.
Talisman of Fearlessness: the wielder is immune to all fear
effects.

Part II
This section describes a mishmash of different magical
operations, many of which are either faulty or incomplete. Study
of this section will require at least twelve weeks of research. Most
of it involves the author’s attempts to create magical objects; some
portions are missing information or are described as theoretical
(meaning that they do not actually work). There are a handful of
magical items that can be created by a magic-user by following the
precise descriptions laid down in the book.

Consecration of Purifying Waters


Sort of like a magician’s equivalent of Holy Water, this ritual
requires the collection of rainwater from the top of a mountain
by the wizard himself (undoubtedly requiring some time and
effort), as well as the collection of the purest coastal sea-salt by the
wizard. These must then be brought to the magician’s temple room,
which is especially dedicated to the performance of rituals. There,
secret incantations are made while filling the room with incense
smoke (at a cost of about 150gp/8L), and then mixing water and
salt in exact proportions. Each ritual performance takes about two
hours and can only be done at certain times of the month (once a

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fortnight) and produce enough Purifying Waters for about two vials.
The Purifying Waters are mainly important because one vial’s
worth must be used for the creation of any of the subsequent items
in this section. They have other qualities too:
• They make poisoned liquids drinkable when poured into
them.
• They can be thrown at incorporeal spirits, such as demons,
extraplanar beings, or the undead, to inflict 1d8 points of
damage per vial.
• Lesser demons and incorporeal beings cannot pass a
doorway or portion of floor on which they are poured for 1d4
hours.

The Moon Knife


This object must be made from a silver alloy and inscribed with
certain symbols, for a total construction cost of 60gp/3L.
It must be ritually consecrated and empowered,
with the use of certain incenses (costing
100gp/5L) and washed with a vial of Purifying
Waters. It is then bound to the magician. In
the magician’s hands, the Moon Knife can
damage creatures that are immune to non-
magical weapons. Note that the Moon Knife is
also necessary for the creation of the Wand of
Dominion, below.

The Wand of Dominion


The magician must make this wand by hand by
cutting it from a living almond tree at the moment of
sunrise on one of eight possible days during the year
(the solstices, equinoxes, or days exactly between each
equinox and solstice) with a Moon Knife. The branch
must be suitable to be made into a rough-looking
wand, purified with a special formula of oils (costing
150gp/8L), washed with a vial of Purifying Waters, and
an invocation performed in a day-long ritual. The
wizard gain a bonus of +4 to his dominion rolls or
saving throws when holding the completed wand and
trying to control extraplanar beings in a summoning,
resist their control in a battle of wills (as in Part 1, above),

82
or resist any kind of magic an extraplanar being uses against him.
Whenever he is holding the wand, extraplanar beings also need to
make a saving throw every round (DC15 vs. magic, if applicable) to
be able to physically attack the wizard in any way. The magician
can still cast spells with somatic components, even while holding
the wand in his hand, since it is an extension of his will.

The Flying Carpet


The guide to creating the legendary flying carpet is found in
this book. To create the carpet requires someone with a significant
ability in carpet-weaving, which may or may not be found locally.
Additionally, the construction of the carpet must be done by a
pure virgin girl, presumably under the supervision of the weaver.
The material for the carpet is quite expensive, depending on its
size (see table below).
Capacity Speed Material Cost
1 person 360' per round 1,600gp/80L
2 people 270' per round 3,200gp/160L
3 people 180' per round 4,800gp/240L
4 people 90' per round
The carpet is quite sturdy but if it is damaged to the point that people can’t sit in it, it cannot retain its magic (even if subsequently repaired or mended).
6,400gp/320L

It must then be ritually charged and consecrated within a magic


circle using copious incense (costs of 300gp/15L), cleansed with
Purifying Water, and then anointed with a drop of blood from the
selfsame virgin girl, which must be drawn with the Moon Knife.
The virgin blood draws forth a Spirit of the Air that can only be
commanded with the aid of the Wand of Dominion; this binds the
spirit into the carpet, requiring a roll of 1d20+INT modifier+Level
(+4 from the wand) against a DC of 20. If the roll fails, the spirit
does not enter and the ritual can only be attempted again after
three months pass. If the roll fails with a natural 1, the Spirit of Air
lashes out, causing 8d6 damage (saving throw against area effects
for half damage) to everyone in the temple room and destroying the
carpet before departing. If the roll succeeds, however, the spirit is
now bound to the carpet.

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The Theurgia
This mysterious grimoire is said to summon spirits of the aire
through a ritual. The spirits can be extraplanar or stellar entities,
rather than a form of elemental. They are said to be Neutral in
alignment. Each can only ever be successfully summoned once by
a magician, and each can only be summoned in a particular time
of the year. When summoned, each spirit will perform one of two
tasks: either reveal a secret to the magician or grant him a magical
object. The secret would refer to a subject chosen by the magician,
with the answer being direct or even cryptic. The objects granted
are described in most of the spirit’s entries (below), although
some are absent. All are said to have magical properties, but what
exactly they do is not described. More than one object is described
in some cases, so the magician must request which he desires to
receive.
To summon the spirit, the magician requires three days of
fasting and purification beforehand, including ritual bathing.
He must be alone when he summons the being. The only object
required is a sigil or seal corresponding to the being, which must
be drawn with special ink on virgin parchment (costs about
50gp/3L). He must roll 1d20+INT modifier+Level against a DC of
15 (unless otherwise listed) to successfully summon the being. If
the roll fails, the attempt cannot be made again to summon that
spirit for an entire year.

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The Spirits
1. Yasyas
• Summoned in the first part of the first month
• Appears as a man in ancient dress, accompanied by a monkey
• Gift: the monkey
2. Yasged
• Summoned in the second part of the first month
• Appears as a man holding a book
• Gift: the book
3. Saspa
• Summoned in the third part of the first month (DC20)
• Appears as man with his head hidden by a cloak
• Gift: a bag
4. Abdar
• Summoned in the first part of the second month
• Appears as a kingly man with a haughty appearance
• Gift: a crown
5. Gerod
• Summoned in the second part of the second month
• Appears as a man dressed as a woman
• Gift: an elderly servant
6. Bihel
• Summoned in the third part of the second month (DC20)
• Appears as a Siamese twin
• Gift: not listed
7. Avro
• Summoned in the first part of the third month
• Appears as a stern man
• Gift: a star
8. Satri
• Summoned in the second part of third month
• Appears as a graceful man dressed as a scholar
• Gift: a bird, donkey, or woman
9. Zaz
• Summoned in the third part of third month (DC20)
• Appears as a dark-skinned man in white robes with flaming eyes
• Gift: a sword

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10. Behah
• Summoned in the first part of fourth month
• Appears as a woman in a short-cut, green dress
• Gift: a garter
11. Sata
• Summoned in the second part of fourth month
• Appears as a man in red robes with golden bracelets
• Gift: a bracelet
12. Kedami
• Summoned in the third part of fourth month (DC20)
• Appears as a woman in flames with luxurious red hair
• Gift: a lock of hair
13. Minach
• Summoned in the first part of fifth month
• Appears as a satyr with golden hair
• Gift: a red cloak
14. Yakas
• Summoned in the second part of fifth month
• Appears as an elephant-man
• Gift: a tusk, horn, or antler
15. Sagara
• Summoned in the third part of fifth month (DC20)
• Appears as a beautiful woman, naked on a horse
• Gift: a horse
16. Shehad
• Summoned in the first part of sixth month
• Appears as a man with the head of an eagle
• Gift: a helm, crown, or bow
17. Betho
• Summoned in the second part of sixth month
• Appears as a warrior in chain-mail
• Gift: two arrows
18. Mathra
• Summoned in the third part of sixth month (DC20)
• Appears as a centaur with a monstrous face
• Gift: a garland of leaves

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19. Raha
• Summoned in the first part of seventh month
• Appears as a beautiful woman in a dress of green leaves
• Gift: a lyre
20. Alin
• Summoned in the second part of seventh month
• Appears as a man in a page’s outfit
• Gift: a serpent or dog
21. Losan
• Summoned in the third part of seventh month (DC20)
• Appears as a beggar, riding a noble’s horse
• Gift: a bear or tattered cloak
22. Zachi
• Summoned in the first part of eighth month
• Appears as a man covered in flowers, holding a bow
• Gift: a bow
23. Sahi
• Summoned in the second part of eighth month
• Appears as a hairy, dark-skinned man
• Gift: a sword or shield
24. Anana
• Summoned in the third part of eighth month (DC20)
• Appears as a virgin girl in a plain tunic
• Gift: An apple or pomegranate
25. Rayad
• Summoned in the first part of ninth month
• Appears as a pale-skinned man with a dark-skinned woman
• Gift: a jar of black liquid
26. Mishpa
• Summoned in the second part of ninth month
• Appears as an old wizard
• Gift: a staff or cloak
27. Taras
• Summoned in the third part of ninth month (DC20)
• Appears as a dark-skinned man with a staff covered in leaves
• Gift: a spear or book

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28. Sahar
• Summoned in the first part of tenth month
• Appears as a black-skinned man with a wicked grin
• Gift: not listed
29. Shach
• Summoned in the second part of tenth month
• Appears as a man on a donkey, with a wolf
• Gift: a donkey or wolf
30. Kamo
• Summoned in the third part of tenth month (DC20)
• Appears as a warrior with a spear, holding a severed heads
• Gift: the spear or the head
31. Nundo
• Summoned in the first part of eleventh month
• Appears as a man riding a camel
• Gift: a scorpion
32. Uthro
• Summoned in the second part of eleventh month
• Appears as a talking horse
• Gift: a wolf
33. Mishra
• Summoned in the third part of eleventh month (DC20)
• Appears as a man with three bodies
• Gift: A red, white, or black potion
34. Vehi
• Summoned in the first part of twelfth month
• Appears as a cowherd
• Gift: a bear or gorilla
35. Abo
• Summoned in the second part of twelfth month
• Appears as an executioner, dragging a prisoner
• Gift: an axe or severed head
36. Lekab
• Summoned in the third part of twelfth month (DC20)
• Appears as a hunter with a long dart in one hand and a hawk
on his shoulder
• Gift: the dart or hawk

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The Book of the
Quaternary Tables
This rare grimoire describes the method by which a magician
can connect to the four primary elemental planes, accessing the
powers within them. The book is also sometimes referred to as
the Al-Madel. This term comes from the distant lands in which the
book’s original version originated, and is what the complex wax
tablet required for the magical operations in the text is called.
The magical operations in the Quaternary Tables requires the
creation of a special, large, wax square tablet. A variety of secret
magical symbols found in the book must be inscribed on this
tablet. It has four holes drilled into corners. Four wax candles
must also be created, using the same pure wax as the tablet. The
tablet is fitted through the holes to those candles, so that it rests a
few inches above their bases.
The wax material is relatively inexpensive, with a total cost
under 20gp/1L. Two other materials are required:
• A special kind of incense burner that costs about 20gp/1L
to make; the incense that must be burned every time the
operation is performed also costs 20gp/1L.
• A special silver and gold talisman that is placed on the center
of the wax tablet and costs 1,000gp/50L.
A different tablet must be used for each of the four Elemental
planes. The same talisman may be used for every operation,
however, so only one of these must be constructed.
Once the materials have been constructed, the
magician can begin to contact the great Elemental
spirits. Attempts may be made to summon each
of the four great spirits (Earth, Air, Water, and
Fire) only once every three months. Before any
summoning, the magician must go through
a week of preparation and purifications that
include:
• fasting (eating only bread and water)
• meditation
• abstaining from hard work, travel,
intoxicants, and sexual activity

89
On the day of the operation, the magician must ritually bathe
himself and dress in special robes (a different colored robe is used
for each operation: red for fire, black for water, white for air, and
green for earth). Each robe costs 50gp (2L, 10sh) to construct.
To summon any of the Elemental spirits, the magician must
light the candles and incense burner, which is placed under the
tablet. The magician then speaks the words of the great invocation,
calling on the desired Elemental spirit. He must roll a 1d20 + Level
+ INT modifier. If the result is 20 or greater, he has successfully
summoned the spirit, which appears as a phantasm in the incense
smoke, trailing upward around the tablet. If he fails the roll, the
spirit does not manifest, and that particular Elemental spirit
cannot be summoned again for another three months.
The magician may speak with the Elemental spirit for as short
a time as he wishes or for as long as the candles remain lit. The
Elemental spirit truthfully answers anything that the magician
asks, if it is within its knowledge. The spirit is unfortunately not
very familiar with the material world or the affairs of Humans, but
it can answer any question regarding the elemental plane from
which it comes or the element it governs. The spirit can also see
anything in the material plane that is primarily composed of its
own element (for example, a spirit of Earth could tell the magician
the location of a specific buried object or a spirit of Water could
detail the location of something in the sea). The magician cannot
request the location of a random object—he must specify a
particular object, person, etc.
The magician can also request that the Elemental spirit provide
him with an Elemental servant. He must request it for a specific
task that can be completed within a set period of time (up to three
months). Being granted this Elemental servant requires a further
roll (1d20 + Level + INT modifier, versus a difficulty of 20). If the
magician rolls a natural one or modified roll of one or less, the
Elemental manifests, but is beyond his control—it attacks the
magician and then breaks free on a rampage.
The Elementals summoned through this method are considered
standard Elementals of their type with 8 Hit Dice.

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The Book of the New Arts
This grimoire is a few centuries old now, but teaches techniques
that were not known at the time of its writing (hence the title).
The Book of the New Arts is a highly unusual grimoire, consisting
of lengthy and detailed instructions compared to most texts. As
it teaches new methods, it does not presume (as most grimoires
do) that the work within will be taught by a teacher or that the
fundamental methods are already known by the reader. The
techniques in the book are highly advanced, however, meaning
that they only work effectively for a magic-user who is at least
Level 4.
Part I
The first part of the book does not contain any rituals, but
exercises meant to train the concentration and memory, which
also gradually alters the dimensional perceptions of the magician.
These exercises and practices require an hour of daily work, and
must be practiced for at least a year and a half before the rituals of
the book can be performed. The work is not difficult, but it is time-
consuming and requires the discipline of steady practice. Missing
practice means longer training time—for every three days that
pass without practicing these exercises, the magician must add
an extra month to his total practice time.
Some of these exercises require the use of special mandala-
like diagrams found in the book. Since the magician must stare
at them intensely (sometimes while slowly rotating the book),
he cannot practice these exercises without the book or carefully-
drawn replicas of these diagrams.
Part II
When the magician has completed these exercises for the
required period, he can then begin the main practice of the book.
For this, the magician must sit two hours each day, mentally
visualizing a ritual-room in his imagination. After he has done
so for six months, this room becomes more intensely vivid in his
consciousness. Starting at the six-month period, the magician can
make a roll of 1d20 + Level + INT modifier once per month. To mark
a success, he must roll a total of 21 or higher. After he has rolled
successfully for three months in a row, he finds himself inside that

91
ritual room, which has become real within a pocket planar space.
Note that the magician can only create one such magical room.
This extraplanar room has various special qualities:
• The room cannot be accessed by anyone other than the
magician, except theoretically by powerful magic that can
access other planes; even then, only if someone else can know
or scry the location of the room, or read the magician’s mind
to see it beforehand.
• The magician can bring any non-living material he can carry
on his person into the room.
• While the magician is inside the room, he recovers from injuries
at twice the regular rate of healing. He can also go twice as long
as normal without food or water while in the room.
• The magician can perform any magic as though he was two
levels higher than his normal level when inside the room.
• The room has a doorway through which the magician can
exit it, arriving outside any non-locked, non-barred doorway
in the material plane through which the magician has passed
previously.
To re-enter the room after the first time, the magician need only
concentrate for ten minutes without distraction and repeat the
roll as before (1d20 + Level + INT modifier versus a difficulty of 21).
If the magician fails the roll, he must spend another ten minutes
concentrating before attempting to roll again.

92
Part III
This book also contains a second extraplanar magical technique,
one that the text presents as a way to guard against thieves. This
technique creates an oubliette of extraplanar space that acts as a
dimensional prison.
To create it, the magician must have first succeeded in the
former technique. Then he may select a doorway in the material
plane, upon which he inscribes a certain sigil presented in the
grimoire. He must spend thirty minutes each day for three months
concentrating on this sigil. At the end of this ritual, he must make
a roll as before (1d20 + Level + INT modifier versus a difficulty
of 21). If the magician fails the roll, he may continue to engage in
daily concentration for another month and roll again (and may
continue doing so until he succeeds).
When he succeeds, the doorway becomes a magical trap.
Anyone who opens the doorway can see the room beyond it as
normal, but stepping through the threshold without uttering
a password chosen by the magician transports the interloper
to a small extradimensional cell. This cell has no visible means
of escape (only magic allowing one to pass through dimensions
allows him to escape). The prisoner within the cell can go twice as
long as usual without food or water. The magician who made the
trap becomes instantly aware if anyone has been transported to
the extraplanar cell. The magician can open the cell at the doorway
in the material plane where the trap was set by concentrating for
ten minutes and making a roll as before; the magician can then
pass into the cell or bring the prisoner out of it. The magician who
has mastered this technique can create as many extraplanar cells
as he wishes.
Addendum
If the magician who has mastered these techniques dies, both
his magical room and any magical cells he created cease to exist.
Any non-living objects in those rooms at the time of the magician’s
death are lost. Any living prisoners in the extraplanar cells at the
time of their creator’s death have to make a saving throw versus
magic—success means that they return to the doorway that had
been magically trapped; failure means that they are lost in the
astral plane.

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The Book of
the A rt of Hours
This strange and powerful text was said to have been revealed
to the great wizard St. Apollonius at Corinth, where he ascended
to the Third Sphere of the Seven Heavens. The grimoire is divided
into two parts.

Part I
This text reveals the method of contacting discarnate spirits that
rule over the twenty-four magical hours of the day. These hours are
not quite the normal hours of a day, because they must be calculated
in a certain way. There are twelve hours of day and twelve of night.
To know the time each hour takes, you must calculate the moment of
sunrise and sunset. Taking the whole time from sunrise to sunset
and dividing it by twelve gets you the length of each hour of day;
doing the same from sunset to sunrise gives you each hour of night.
Thus, the hours of the day are longer than night at certain times of
year, or vice-versa at other times. Each of the twenty-four spirits
can only be summoned on their particular hour of the day or night.
The ritual of summoning itself takes only about fifteen minutes
to perform, but it requires that the magician ceremonially wash
himself beforehand (this can be done before the hour of the
summoning starts). To summon the spirit, the magician requires
the use of a Table of Operations, which is a special board that
contains symbols of the sun and planets. These are arranged in
a certain orientation, depending on the spirit being summoned.
The construction of a Table of Operations costs about 30gp/2L and
requires 1d4 weeks at the hands of a skilled craftsman.
The magician must also recite certain invocations in order
to call the spirit. This summoning depends on the magician
performing the ritual at the right hour of day, having the Table
of Operations correct, and the strength of his magical will. This
means that the magician must roll 1d20 + INT modifier + Level,
against a difficulty number that varies for each spirit based on the
prevailing astrological conditions (if a magic-user has training in
astrology, they could make a skill check in astrology beforehand
to determine what the difficulty would be that given day, or to

94
determine which day would be the next most-convenient date, with
the lowest possible difficulty to invoke that spirit at its hour). If the
check succeeds, the spirit is contacted and performs its function.
If the check fails, the spirit is not reachable. The magician cannot
attempt the ritual again until the next day at the appropriate hour.
Note that any of the spells that involve targeted individuals do
not require them to be present. The magician need not even know
where these people are at the time he does the ritual; how far away
they are from him also does not matter. All that does matter is that
he must know and tell the spirit their true name.

Daytime Spirits
1. Thamore Spirit of the First Hour (DC: 10+1d10)
The spirit can free a captive from their bonds or cells—jail doors
open, and shackles or ropes slip off, for example. The magician
must know the captive’s name and where he is imprisoned.

2. Orer Spirit of the Second Hour (DC: 10+1d12)


The spirit can direct quarreling kings or lords toward peace and
reconciliation. They will be receptive to overtures of truce, with
reaction bonuses to any reasonably legitimate speaker making
sensible suggestions for ending the conflict. Any king or lord
whose alignment or other traits (religious fanaticism, personal
trauma, etc.) would make them strongly inclined against any
peace get a saving throw to resist the effect.

3. Thena Spirit of the Third Hour (DC: 10+1d8)


This spirit causes discord, making two individuals of the
magician’s choosing enter into conflict. The magician must know
the true name of both individuals. If the two individuals have an
intense love (platonic, familial, or romantic) for each other, they
both get a saving throw to resist.

4. Neroe Spirit of the Fourth Hour (DC: 12+1d4)


This spirit grants safe travel. The magician must specify a
destination. No dangerous random encounters take place on the
journey during the daytime hours (and when camped or otherwise
not traveling at night). Inevitable non-random encounters still
occur as usual.

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5. Yayo Spirit of the Fifth Hour (DC: 12+1d20)
This spirit can be called to grant a wizard Protection from Demons
(from that hour until sunset), exorcise someone being possessed
by a spirit or other entity, or create/dispel a cloud of toxic poison
at the moment indicated by the magician (during daytime only).

6. Aba Spirit of the Sixth Hour (DC: 12+1d6)


This spirit can cause a woman to suffer a miscarriage (she gets a
saving throw to resist the effect, unless she does not want the child
to be born). It can also cause either a man to be hopelessly love-
struck (charmed) by a woman or a woman hopelessly charmed by
a man; the individual being charmed gets a saving throw only if
they would normally strongly dislike the other person in question.
The magician must know the true names of the people affected for
any of these effects.

7. Nathalial Spirit of the Seventh Hour (DC: 14+1d30)


This spirit can cause a man and woman who are quarreling or
in conflict to make peace. This is typically used for husbands and
wives, but could theoretically be any man and woman (brother
and sister, parent and child, or business partners, for instance).
If either of the two people have a strongly-compelling reason of
alignment or other cause to continue despising the other, they get
a saving throw.

8. Baran Spirit of the Eighth Hour (DC: 14+1d10)


This spirit can cure people afflicted by madness, poison, or
disease.

9. Barel Spirit of the Ninth Hour (DC: 14+1d12)


This spirit grants an abundant catch of fish, either to the
magician, or a person or boat that he names. For the spirit to grant
such abundance, the person or boat must be fishing or begin
fishing before nightfall on the same day of the summoning and
at a place where fish can be caught. Typically three or four times
what one could usually hope to catch results.

96
10. Thanios Spirit of the Tenth Hour (DC: 16+1d8)
This spirit can grant the magician immunity to normal fire
until nightfall or can start a fire in any location of the magician’s
choosing.

11. Athos Spirit of the Eleventh Hour (DC: 16+1d4)


This spirit can cause a house of the magician’s choosing to
collapse. It can be constructed of wood or bricks, but not solid
stone. There is obviously a risk of anyone inside taking damage.
The magician can instead request a person be compelled to walk
out of a house (this person can make a saving throw if they have
strong enough motive to remain inside the house).

12. Mathos Spirit of the Twelfth Hour (DC: 16+1d20)


This spirit can read the minds of anyone who is asleep or
unconscious. The magician must name the person and ask a
question as if he was talking to him or her. The spirit then reads
the person’s mind, provided the subject is asleep or unconscious at
the time, and tells the magician what the answer is. If the subject
of the question would not wish the answer to be known, they can
make a saving throw; if successful, the answer given to the spirit
is what they would answer when awake (be it a lie, half-truth, or
denial, for instance).

Nighttime Spirits

13. Rano Spirit of the First Hour (DC: 18+1d6)


This spirit can cause fruits to grow overnight on any plant that
normally bears fruit. The plant in question is heavily-laden with
fully-grown fruits on the following morning.

14. Nethos Spirit of the Second Hour (DC: 18+1d30)


This spirit can cause a person to catch a disease—both the
person and disease are chosen by the magician. The target can
make a saving throw to resist (apply a bonus of +2 if the disease
would be potentially fatal). The spirit can also cause a person to die
in their sleep (this saving throw receives a bonus of +6).

97
15. Tabrac Spirit of the Third Hour (DC: 18+1d10)
This spirit can cause a person named by the magician to have
terrible dreams about someone else that is named. The target
must be sleeping at the time of the ritual for the spirit to be able
to do this. The target dreams that the other person is torturing,
insulting, or doing whatever else to him that causes ill feelings.
The target must make a saving throw (apply a bonus of +4 if the
other person is someone the target loves or trusts); failure means
that they feel intense resentment for the other person. Even if
successful, they still feel less-favorable to the person for the next
twenty-four hours, potentially affecting reaction rolls.

16. Sasar Spirit of the Fourth Hour (DC: 16+1d12)


This spirit can either guarantee the magician an audience with
a king, lord, or other powerful person on the following morning
(but not otherwise affect how the magician is received) or cause
one person named by the magician to be cursed by losing the
ability to speak (the target receives a saving throw to resist).

17. Agle Spirit of the Fifth Hour (DC:16+1d8)


This spirit can cause a person named by the magician to be
cursed with an inability to commit evil. That person must make
a saving throw anytime thereafter when trying to do something
evil. The definition of evil depends on the gamemaster’s choice,
be it through alignment, religion, or cultural understandings of
evil acts.

18. Cera Spirit of the Sixth Hour (DC: 16+1d4)


This spirit brings a bird to the magician or as close as possible
to his current location. The bird must be of a kind that is native to
the area. It is completely tame to the magician, not resisting even
if the magician slaughters it.

19. Solem Spirit of the Seventh Hour (DC: 14+1d20)


This spirit can either predict an event that will occur within the
next day (in answer to a magician’s question) or reveal the name of
the culprit of a theft (the magician must be able to state the object
and when it was stolen).

98
20. Yain Spirit of the Eighth Hour (DC: 14+1d6)
This spirit can bind a person named from being able to say
anything negative about or harmful to the magician. The person
named must make a saving throw; failure means that they find
themselves unable to say anything bad, intentionally hurtful,
embarrassing, or something else that can otherwise cause
difficulty for the magician (whether or not the statement is true).

21. Yano Spirit of the Ninth Hour (DC: 14+1d30)


This spirit can cause a person named by the magician to become
friendly toward him. If the target strongly dislikes or hates the
magician, they are entitled to a saving throw. If the person is a
powerful lord or king, they will be disposed to grant the magician
reasonable levels of favor.

22. Nasina Spirit of the Tenth Hour (DC: 12+1d10)


A magician must give the name of a hunter or servant who has
set animal traps that day to the spirit. It then makes sure that
those traps are full of game in the morning.

23. Salos Spirit of the Eleventh Hour (DC: 12+1d12)


This spirit makes the magician or someone he specifies by name
to be protected from any kind of wild, non-supernatural animals
for the next day. This means that no animal can attack the subject
during that time. If the beast in question is of a higher level/HD
than the magician or if the person in question attacks a creature,
its gets a saving throw vs. magic to resist the effect.

24. Saded Spirit of the Twelve Hour (DC: 12+1d8)


This spirit causes one non-intelligent, non-magical creature to
become charmed by the magician. This means that the creature
is tame toward, protective of, and mindful to the magician within
the limits of its animal intelligence. The magician must have the
creature in line of sight when he selects it, and can chose the
creature in question at any time from immediately after the ritual
until the next sunset—if he does not do so, the effect is lost. The
creature gets a saving throw if it has more HD than the magician’s
level.

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Part II
The second part of this grimoire has one particular and dreadful
quality—it summons a particular spirit. In order to do so, the
magician needs the Table of Operations and a crystal ball worth at
least 1,000gp/50L that is placed in the center of the Table.
The magic-user also needs to calculate a number of astrological
formulas. To do this effectively, he must know the true name, date
and location of birth, and time of birth (within a two-hour margin
of error) of himself or the person for whom he is performing the
ritual. If any of these inputs are unavailable, the ritual cannot
succeed. The magician must have a basic understanding of
astrological calculations; otherwise, this would take several weeks
of study.
If this information is available, the magician must perform an
invocation detailed in the text. The invocation takes about forty
minutes (ritual bathing is also required beforehand), but it is
automatically successful.
The magician receives a vision in the crystal ball, which is from
the Spirit of Death. It displays how the subject of the ritual will die.
The vision consists of a few seconds of time, enough to show the
subject at the moment of death and what situation immediately
surrounds him at that time.
This vision does not necessarily specify the time (although in
some cases, the apparent age of the person at the time of death may
provide clues). The place may or may not be evident, depending on
circumstances. Once it is seen, this vision becomes unavoidable,
except, perhaps, through divine intervention—this is how the
subject is destined to die. In game terms, any other situation
that might kill the subject of the ritual somehow results in him
surviving, even if by seemingly outlandish or miraculous means.
When the predestined scenario of death takes place, nothing is
able to save the subject from their fate.
If a subject has already returned from the dead due to powerful
magic, this ritual does not show anything. It can only show the
first natural death that the subject was meant to have.

100
Chapter Four
Astrology and the Arcana
101
Astrology
Divination in standard OSR games tends to focus on direct and
straightforward predictive effects. This certainly has its place. If
you want to add elements of Medieval-Authenticity to your game,
particularly in the larger context of the setting, the following
mechanics can provide simple ways to emulate some of the most-
common elements of real medieval astrology, better representing
how it functioned in historical medieval society. If you are running
the Lion & Dragon RPG, consider this to be an expansion of the
existing astrology rules as a magical technique.
For reasons of playability, all of the mechanics presented here
are highly-simplified compared to the incredibly complex systems
of medieval astrology. The intention is not to be a primer on
practicing medieval magic, but rather to emulate it for old-school
play.
Astrology is considered one of the greatest occult sciences of the
medieval world. It is widely accepted. As it consists entirely in the
orderly progress of the planets and stars through the heavens, even
the most devout followers of the Church understand astrology to
be the most acceptable and least chaotic of magical studies, as
well as an extension of natural philosophy (medieval science). Every
monarch, lord, and any commoner who can afford it attempts
to make recourse to astrology from trusted magisters skilled
in that art to ascertain the answers to important questions—
primarily to determine auspicious dates to undertake a variety of
activities. Royalty uses astrology to determine the favorable dates
for coronations or weddings. Astrology also has a purpose for the
practice of medicine, and is a foundational element of advanced
magic.
Medieval-Authentic astrology is considerably different from
twenty-first century astrology popular in new-age books and
newspaper horoscopes. Even the charts looked very different,
being square instead of round. Astrological houses and
conjunctions were of less importance than the dignities of the
planets in different signs.
Significantly, the sun sign is considered much less important
in medieval astrology. No one born in August goes around
exclaiming that they are a Leo, for example. Astrology in the

102
modern world tends to be about describing a person’s personality
based on a birthday, but medieval astrology has very little interest
in such psychological introspection. Natal charts are not used to
determine vague generalities about whether someone is stubborn,
shy, or extroverted. They are used as a reference to determine
material fortunes—whether someone is predisposed to wealth or
poverty, a stable or unstable family life, fame or infamy, and so on.
The sun sign is secondary in importance to the rising sign, the
zodiac sign on the horizon at the time of someone’s birth. This,
along with a person’s sun and moon signs are the most-important
features of natal astrology.
To medieval astrologers, the natal chart was mainly just a
reference point for determining predictive astrology, ascertaining
the answers to things that would happen in the future, and the
best dates to take certain actions.

Natal Chart Effects For Character Creation


As an option, the gamemaster may wish to incorporate natal
astrology into the character-creation process. The first step would
be to determine the character’s rising, sun, and moon signs. This is
done by rolling 1d12 three times (one for each sign) and consulting
the table below, which also provides a series of bonuses or
penalties. Note that it is entirely possible for two or even all three
signs to be the same.
1d12 Sign Rising Sun Moon
1 Aries 0 +1 0
2 Taurus 0 0 +2
3 Gemini +1 0 -1
4 Cancer 0 0 +2
5 Leo 0 +2 0
6 Virgo +2 0 0
7 Libra 0 -1 0
8 Scorpio 0 0 -1
9 Sagittarius -1 0 -1
10 Capricorn 0 0 -1
11 Aquarius 0 -1 0
12 Pisces -1 0 0

103
Then roll 1d12 for each different sign and consult the table
below for its house. There is no need to roll if a bonus/penalty is 0.
Roll only once for duplicate signs. Apply the bonus/penalty (total
bonus/penalty for duplicate signs) to each house’s influence. If a
house is rolled twice, roll again until it is different.
If you want to be more realistic, roll only once to determine the
house of the rising sign. Count the difference in steps between the
rising sign and sun sign, and then rising sign and moon sign. Move up
or down the table based on the difference in steps for both of those
signs to determine their houses.
1d12 House
1 Strength
2 Wisdom
3 Intelligence
4 Hit Points
5 Dexterity
6 Constitution
7 Reaction Rolls
8 Charisma
9 Extra Skills or Languages
10 Experience Points (×500 if using standard XP system)
or Adventures Completed
11 Saving Throws
12 Bonus to Spellcasting/Prayer Checks;
alternately, to Saving Throws vs. Magic

Example: A character rolls for his sun, rising, and moon signs. His
sun sign is a 12, meaning that he is a Pisces by modern standards. He
also rolls Pisces again for his rising sign, meaning that the sign of Pisces
was at the horizon at the time of his birth. Finally, he rolls Scorpio for his
moon sign.
His sun modifier is 0 and his rising modifier is -1, a total of -1 for Pisces.
He rolls again to see Pisces’ house at the time of his birth, for a result of 3—
this gives him a penalty of -1 to his Intelligence. The unlucky individual
also has a -1 penalty for Scorpio as a moon sign. Since Scorpio is 4 steps
up from Pisces (or a roll of 8 on either table), a penalty of -1 is applied to
saving throws.

104
Predictive Astrology
Casting a horoscope for the purposes of answering a given
question sets a character’s fortune to a certain extent with regards
to that question. If an astrologer makes a chart regarding a
question of a specific nature to which the gamemaster would have
a specific answer, then a successful astrology check should reveal
that answer, though it may be vague. If the gamemaster would not
necessarily have an answer for the question (such as how will I do
in the dungeon tomorrow), the gamemaster could use the following
method to represent the outcome of the astrological prediction.

Astrology Check
In the Lion & Dragon RPG, Astrology is a magical technique that
spellcasters can learn. It can be checked by rolling 1d20 + INT
modifier + Level. A difficulty of DC10 is used for vague general
questions/predictions of an unspecific nature (like how will my
health be in the coming year), DC15 for a more specific prediction
(like will there be dangers on the road to London), and DC20 for a very
specific question with a set time-frame (will I be in great danger
entering the tomb tomorrow).
If a check fails by less than 5, the astrologer realizes that the
stars are too confusing to be accurate at this time. If it fails by 5
or more, the astrologer feels that an accurate prediction has been
made, although there is an error in the calculations. In either case,
the astrologer’s predictions will be inaccurate and have no affect
on the subject of the question. This would likely only apply to
DC20 checks, since the others would be too broad to truly modify
a person’s fate.

105
Since predictive astrology of this sort depends on referencing
the natal chart of the person asking the questions, bonuses or
penalties only apply to that specific person. Likewise, this means
that any character who does not know the precise day and rough
hour of their birth (like most serfs and peasants) cannot benefit
from astrology.
Medieval astrology of this sort worked by looking at clusters of
planets in certain signs, which would be beneficial or malevolent,
depending on whether their dignities and planets were favored
(or not) by the signs. The houses were largely used to determined
where to look for answers. As such, we do not need to worry about
them in the context of using this system during play.
When casting an astrological check, two rolls are made. First,
roll 1d7 (or 1d8, rerolling 8) and consult the first table to determine
a dominant planet in the horoscope. Then roll 1d12 and consult the
second table to determine the planet’s sign. Repeat this process
until a duplicate planet is rolled, ignoring that result. Note that it
is possible to roll several different planets, all with the same sign.

106
1d7 Planet
1 Mercury
2 Venus
3 Moon
4 Sun
5 Mars
6 Jupiter
7 Saturn
1d12 Sign
1 Aries
2 Taurus
3 Gemini
4 Cancer
5 Leo
6 Virgo
7 Libra
8 Scorpio
9 Sagittarius
10 Capricorn
11 Aquarius
12 Pisces

Example: A fighter asks an astrologer how he will fare tomorrow in the


coming battle. The astrologer succeeds at his astrology check and proceeds
to roll for the important planets in the horoscope:
• 1d7 = 1 and 1d12 = 12, for a result of Mercury in Pisces.
• 1d7 = 4 and 1d12 = 11, for a result of Sun in Aquarius.
• 1d7 = 6 and 1d12 = 4, for a result of Jupiter in Cancer.
• 1d7 = 7 and 1d12 = 10, for a result of Saturn in Capricorn.
• 1d7 = 6 for a duplicate result, ending these rolls.
The next step is to calculate the total bonuses or penalties based
on the combination of signs and planets. A number of planets are
favored or exalted by certain signs, while others are in decline
or fallen. Consult the table below for each sign and planet in the
horoscope. Total all the bonuses and penalties for a single modifier,
applying this to all attack rolls and saving throws during the event
in question. Add a bonus of +1 if the character’s rising sign (from
his natal horoscope, if being used) was one of the those generated
for the horoscope.
107
Sign Mercury Venus Moon Sun Mars Jupiter Saturn
Aries 0 -1 0 +1 +2 0 -2
Taurus 0 +2 +1 0 -1 0 -2
Gemini +2 0 -1 0 0 -1 0
Cancer 0 0 +2 0 -2 +1 0
Leo 0 0 0 +2 -2 0 -1
Virgo +3 -2 0 0 0 -1 0
Libra 0 +2 0 -2 -1 0 +1
Scorpio 0 -1 -2 0 +2 0 0
Sagittarius -1 0 -2 0 0 +2 0
Capricorn 0 0 -1 0 +1 -2 +2
Aquarius 0 0 0 -1 -1 0 +2
Pisces -3 +1 0 0 0 +2 0

Example: The fighter from the previous example gets -3 from his first
roll (Mercury in Pisces), -1 from the second (Sun in Aquarius), +1 from the
third (Jupiter in Cancer), and +2 from the last roll (Saturn in Capricorn).
This is a very fateful horoscope, for a total modifier of -1 (-3 + -1 + 1 + 2 = -1)
to all his d20 rolls in the coming battle. This is not a good omen. If his
natal rising sign is Pisces, he would also get an extra +1 (for no bonus or
penalty).

Astrology To Set Auspicious Dates


Rather than asking a question for an assumed date, an astrologer
can ask for the best moment to perform an action or hold an event.
This type of astrological effort is very time-consuming to calculate,
requiring 1d6 hours of work. The difficulty of the astrology check
is DC21.
Astrological bonuses for planning the right moment are based
on certain favorable planets being dominant in a sign—the
specific planet and sign depend on the action in question. While a
wide variety of advantageous influences can be used for different
benefits at the right moment, those listed on the table below are
particularly applicable to adventuring. The gamemaster can also
expand the table to include non-adventuring/combat situations,
if desired.
Refer to appropriate sign on the table to see which benefit
would be granted if the action was taken by a player character at

108
that specific moment. The correct date can be determined with
a successful astrology check; the timing is a random two-hour
window (roll 1d24 to determine the starting hour) within a certain
amount of days away (this varies by the zodiac sign that rules over
the desired advantageous influence). Note that a result of 0 for
the date means that the advantage is available on the same day
of the astrology check. If the date/time chosen is unsuitable, the
astrologer can determine the next two advantageous occasions by
rolling for the day again. To determine beyond that point, another
astrology check is required.
Example: A commoner is going to fight in a judicial trial by combat
against a noble. The noble gets to use armor, but the commoner does not. The
commoner consults an astrologer to determine the most-auspicious date
and time to set the duel, for his best chance to avoid injury. The astrologer
makes his check and looks for the horoscope of a date that features a strong
influence of Cancer, which would increase the commoner’s armor class by
+2. The date is generated by a roll of 1d20-1, for a result of 19-1= 18. This
means that the best date for that duel would be 18 days from now. A roll of
1d24 marks the time as being from 5:00pm-7:00pm. If that was unsuitable,
the astrologer could roll again (1d20-1) to check the next auspicious date,
getting a 5-1=4, meaning that the next date to get the bonus would be 4
days after that (22 days after the astrology check was made).
Sign Bonuses Next Favorable Time
Aries +2 Saving Throws 1d8-1 days
Taurus +2 Constitution-based Checks, 1d6-1 days
including Fortitude-style Saves
Gemini +2 Initiative 1d4-1 days
Cancer +2 Armor Class 1d20-1 days
Leo +2 vs. Fear 1d12-1 days
Virgo +2 to Perception 1d4-1 days
Libra +2 to Reaction Rolls 1d6-1 days
Scorpio +2 to Dexterity-based Skill Checks 1d8-1 days
Sagittarius +2 to Skills based on 1d20-1 days
Leadership, War, or Business
Capricorn +2 to Damage 1d30-1 days
Aquarius +2 to NPC/Retainer/Ally 1d30-1 days
Reactions and Morale
Pisces +2 to Reactions to Negotiate 1d20-1 days
with Opponents/Enemies/Hostiles

109
Astrological Medicine
Astrology played an important part in medieval medicine. It
was believed that various illnesses were caused or exasperated
by the influences of the stars. Learned doctors would often make
astrological consultations to determine if particular illnesses
were caused by these stellar influences, likewise suggesting cures
based on the same. They might suggest different medicinal cures
based on prevailing zodiac signs, for example, or cultivate certain
medicinal herbs at hours or days when certain zodiac signs were
rising.
Without going into great mechanical details, the following signs
govern the different areas of the body, and thus have influence
on their ailments. An astrologer might be able to diagnose a
mysterious ailment based on an astrology check to determine
which part of the body was affected by an unknown or difficult-
to-diagnose ailment.
Sign Parts of the Body
Aries Brain/Head
Taurus Skin, Limbs, Muscles
Gemini Nervous System and Lungs
Cancer Stomach, Intestines
Leo Heart
Virgo Mouth, Throat
Libra Kidneys
Scorpio Genitals
Sagittarius Liver
Capricorn Bones
Aquarius Blood, Circulation
Pisces Lymph Nodes

The seven planets were likewise linked to the trivium and


quadrivium, the Seven Liberal Arts and Sciences. It would thus be
possible for an astrologer who also had apothecary skills or worked
with an apothecary to devise herbal potions to grant benefits with
certain skill checks related to these arts. This requires a moderate
check in astrology and a moderate check in herbalism/apothecary
(DC15 each), the latter performed in a fully-equipped apothecary’s

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workshop and at a cost of 1L/20gp per potion. This would take
several hours to prepare, with failure on either check indicating
that the potion has no effect.

Astrological Potions
Mercury (Logic)
A mercurial potion could grant a +1 bonus to checks made to
analyze data in order to establish facts, study clues, and determine
the credibility or validity of a claim.
Venus (Rhetoric)
A venusian potion could grant a +1 bonus to skill checks for
engaging in debates; this includes legal cases, disputations in
collegiums, and at court.
Moon (Grammar)
A lunar potion would grant a +1 bonus for the use of skills
involving word-smithing. This could include poetry or verse, talent
in writing chronicles, love poetry, and convincing and sentimental
pleas or letters.
Sun (Music)
A solar potion could grant a +1 bonus to singing and performance
with musical instruments.
Mars (Arithmetic)
A martial potion could grant a +1 bonus to checks for
mathematics, accounting, logistics, and cryptography.
Jupiter (Geometry)
A jupiterean potion could grant a +1 bonus to checks related
to architecture, engineering, and even deciphering complex
machinations of secret doors or traps.
Saturn (Astronomy)
A saturnine potion could grant a +1 bonus to checks related to
the observation of stars, which would include navigation as well
as astrology itself.

111
T(Medieval-Authentic
he A rcana
Tarot)

The Tarot was a late-medieval invention, originally created in


the Italian city-states, possibly with Spanish influence. It was later
imported to France and then the rest of the continent. While there
is some academic debate as to whether the Tarot was originally
envisioned as a tool of magic or just a game, it is assumed here
that it was put into early use for magical techniques.

The Origins of the A rcana


The Tarot was developed around 1410. The earliest known decks
(by historical reference) were likely created sometime between
1410 and 1425. Its origins are connected to the aristocratic Visconti
family, who ruled the Duchy of Milan. The Viscontis were a
powerful, decadent, and sometimes heretical family. Several
of their members were suspected of engaging in the occult at
different times.
Most notably, parts of the family were involved in a women’s
cult known as the Umiliati (the humble), which spread to the ladies
of many of the most-powerful families of Milan. Its was founded
almost two-hundred years earlier by a noblewoman named Clara
Bassoni, blaming the corruption of the Church on men. It was
deeply influenced by a heretical holy woman named Guglielma of
Bohemia, who predicted a time of chaos to be followed by a new,
female Papacy. The Umiliati did not wait, as they elected their own
secret female Popes. The very first was Sister Manfreda Visconti,
great aunt to the Duke who patronized the creation of the Tarot.
The Tarot incorporates powerful mystical imagery. Its four suits
correspond to the four elements, its numbered cards (pips) have
links to the Qabalistic worlds, and the image cards (trumps or
trionfi, also termed the Major Arcana) are covered with spiritual
imagery, as well as links to astrology and alchemy.
The most-obvious use of the Tarot is for divination, but it is
perhaps more useful as a teaching-tool, akin to flash-cards for
magicians learning their trade. At the advanced levels, Major
Arcana can work to enact magical powers or reach higher spheres
when they are truly depicted and understood.

112
Getting a Tarot Deck
The earliest Tarot decks were handmade; printed Tarot decks
would not appear until the early sixteen century. Unless the
campaign timeline is sufficiently late as to allow for printing, the
construction of the cards would need to be done by a skilled artist—
the Viscontis apparently used a famed artist named Michelino
Molinari, and later another called Bembo Bonifacio. These cards
were typically made with beautiful details, including gold leaf.
The commissioning of such a work would take several months and
likely cost a lordly sum of 2L to 6L (40-120gp). A magician wishing
to use the Tarot purely for pragmatic purposes without the need
for impressive decoration could contract an artist to make a less-
impressive deck in about a month’s time, ranging in cost from
24sh/gp to 48sh/gp.
The more complicated part of the process would be finding an
artist who knows the correct designs of the cards. This would
require either an artist who has come out of a workshop that
previously made a deck or who has seen the deck in another
context, such as game-playing in the courts of Italia. Alternately,
the wizard might have a deck on loan or more likely be able to
create crude sketches as a copy of an existing deck (doing so
sufficiently well to produce an effective deck might require some
kind of check of an artistic skill).

Using the Tarot


for O ccult Training
Any arcane magic-using character who
gets hold of a Tarot deck can begin to study
its symbolic mysteries and gain insights
into occultism. If a character studies the
Tarot for at least fifteen hours per week
for fifty-two weeks, he gains a +1 bonus
to the occultism lore skill. This benefit
can also be gained by a non-magician, but
only when assisted by a magic-user via
tutoring for the symbols involved.

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Using the Tarot for Divination
Anyone sufficiently crafty and charismatic could probably get
away with cheap fortune-telling via a deck of Tarot. Inventing an
adequately credible, but sufficiently vague fortune that would
likely satisfy someone of low expectations requires an average
Charisma-based check, possibly modified by skill in deception or
showmanship. Repeated success and a bit of luck might even allow
for a lucrative business without having any real occult knowledge.
Effectively gaining meaningful insights from the Tarot for real
divination takes a lot more training. Characters would need at
least a +1 bonus in occultism as a skill/lore and then study the Tarot
for at least a year (at a rate of about fifteen hours per week). At that
point, they could attempt to make checks to accurately answer
questions. In the best of cases, these Tarot readings would answer
simple queries with a yes or no, or favorable or unfavorable sort of
clear response. Such a reading may just provide vague overviews
of how things are likely to occur at other times. In all cases, the
Tarot does not predict an unchangeable future, but the most-likely
direction of events; characters once forewarned of likely outcomes
could still alter how events unfold.
To perform a Tarot reading in answer to a sufficiently
straightforward question, the diviner would need to make a 1d20
+ Level + INT modifier + occultism lore check. A successful general
prediction of a vaguely-general fortune might require a total roll of
15 or more, while a generic prediction of a more specific question
might require a roll of 20 or more.
If the gamemaster did not have a specific
idea for an outcome about the question
being asked, he may wish to use a random
result to determine a general theme for the
prediction (it should only be relevant to
future events if the reader was successful
in their check). The gamemaster could do
this by drawing one or more cards from an
actual Tarot deck (using an early deck like
the Visconti or Marseilles is recommended
for style) or simply roll on the random tables
below to determine the most central card(s)
of the reading and what they mean.

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1d 6 Cards
1 Coins
2 Swords
3 Cups
4 Wands
5 Trumps
6 Roll again twice, ignoring any 6s; there are two equally
important central themes, which may complement each
other or represent opposing possibilities.

It is also possible to choose the suit on which the nature of the


question is based: coins usually deal with material issues, swords
with intellectual dilemmas, cups with relationships, wands with
ambitions, and trumps with big-picture issues.

1d14 Suit of Coins


1 Ace of Coins: some new great material force coming into play
2 2 of Coins: material change, things are in flux,
look for opportunity
3 3 of Coins: hard work will bring great success
4 4 of Coins: there is a position of great stability,
but no room to advance or change
5 5 of Coins: the material situation is highly unstable,
push forward quickly or initiative is lost
6 6 of Coins: great material success with good momentum
7 7 of Coins: stable growth is lost, things are becoming
unpredictable, slowing down is recommended
8 8 of Coins: it is a time to patiently rebuild,
taking great care and requiring time and effort
9 9 of Coins: intense prosperity and growth
10 10 of Coins: abundance, but there is no more room to grow
11 Page of Coins: studious youth, prodigious,
message about opportunity arriving on time
12 Knight of Coins: profit, but the risk that inaction
will squander it; charge forward
13 Queen of Coins: powerful woman of wealth;
uncertainty as to how to proceed, lack of vision
14 King of Coins: powerful man; need to win favor or
compromise, or face suffering

115
1d14 Suit of Swords
1 Ace of Swords: huge excess of uncertainty, chaos
2 2 of Swords: balance, peace
3 3 of Swords: conflict, tragedy, mourning
4 4 of Swords: temporary cessation of conflict;
any action may renew struggle
5 5 of Swords: insufficient force to get what you want; defeat
6 6 of Swords: precise balance and motion;
you will be able to get what you set for yourself
7 7 of Swords: advancing too fast or far, losing coherence,
you will not accomplish what you want
8 8 of Swords: facing too many struggles or obstacles at once,
movement is impossible
9 9 of Swords: triumph only possible by evil means, betrayal,
cruelty
10 10 of Swords: everything will fall apart; ruination
11 Page of Swords: unfortunate news, problematic youth, a spy
12 Knight of Swords: warrior(s), risk of ignorant/reckless
behavior causing trouble
13 Queen of Swords: sinister woman, bereavement
14 King of Swords: judge or lord; harsh judgment, condemnation

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1d14 Suit of Cups
1 Ace of Cups: start of a new relationship, newcomer, feast or party
2 2 of Cups: love, romance, union
3 3 of Cups: great pleasures and abundance
4 4 of Cups: luxury, risk of falling into decadence that will
cause problems
5 5 of Cups: hesitation or half-efforts will cause the loss of one’s hopes
6 6 of Cups: pleasure and dynamic growth
7 7 of Cups: great excess, debauchery,
abomination causing loss of all advancement
8 8 of Cups: things fall apart; no motion is possible;
one must return to their foundations
9 9 of Cups: satisfaction and happiness
10 10 of Cups: suffering the consequences of great excess
11 Page of Cups: beautiful youth, new perspectives,
affection, risk of deception or delusion
12 Knight of Cups: new arrival, gift,
being failed by someone unreliable, frivolousness
13 Queen of Cups: someone who will care for you,
need to be above reproach or fail, an affair
14 King of Cups: the right person at the right time,
without whose aid you will fail

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1d14 Suit of Wands
1 Ace of Wands: explosive change; birth; collapse
2 2 of Wands: domination; rule or be ruled;
self-control and restraint essential
3 3 of Wands: righteousness and virtue will allow success
4 4 of Wands: construction, building something,
completing goals
5 5 of Wands: end to stability; struggle and strife;
position of weakness
6 6 of Wands: victory; success with the opportunity to
advance
7 7 of Wands: heroic efforts to fight a losing battle;
success is possible in the short term, but not the long-term
8 8 of Wands: everything will shift too quickly to achieve
stability, one must move swiftly and be ready to constantly
change
9 9 of Wands: position of strength;
going forward will lead to accomplishments
10 10 of Wands: trap; oppression; imprisonment;
forced into unwanted work
11 Page of Wands: important news; quest or search;
potential distractions
12 Knight of Wands: idle gossip; false information;
separation; facts that will not help
13 Queen of Wands: help from a relative or friend;
kindly person; travel
14 King of Wands: mingling with people of power/
importance; interrogation; corruption

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1d24 Trumps
1 The Fool: beginnings, new journey, ignorance, moving into danger
2 The Magician: skill, knowledge, deception, magic
3 The Popess: mystery, secret wisdom, cults, secrecy, conspiracy
4 The Empress: female authority, coercion, power, beauty
5 The Emperor: male authority, oppression, conquest, battle
6 The Pontifex: hierarchy (especially religious), wisdom,
teaching, righteousness
7 The Lovers: inspiration, discovering truth,
uncovering secrets, instability, personal conflict
8 The Chariot: motion, travel, crusade or quest, working for a cause
9 Justice: legal issues, law, contracts, diplomacy,
restoring balance, indecision due to lack of authority
10 The Hermit: secret places, wandering, lost, wilderlands,
hidden power, artifacts, escaping society
11 The Wheel of Fortune: great change, turn of fortune (success
turning to failure or vice-versa), time, moving with change
12 Strength: force, courage, taking action,
violence, lust, monsters, domination
13 The Hanged Man: punishment, sacrifice, initiation, murder, defeat
14 Death: decay, collapse, putrefaction, the dead or undead,
destruction, the promise of rebirth
15 Temperance: alchemy, transformation, combining forces,
alliances, careful action or planning
16 The Devil: slavery, chaos, evil, temptation, blind impulse, ordeals
17 The Tower: war, ruin, natural disaster, collapse,
catastrophe, divine intervention/punishment, escape
18 The Star: assistance, revelation, new hope,
purification, preparation, fantasies, dreams
19 The Moon: difficult path, monsters, night, illusions,
deception, madness, crisis, narrow path to success
20 The Sun: triumph, glory, riches, treasure,
innocence, happiness, health, family, joy
21 Judgment: resolution, divine judgment,
act of god, new beginnings, the solution
22 The World: closure, the big picture,
high stakes, endings, generational change
23 Roll again twice, combining two trumps
in a favorable connection to each other
24 Roll again twice, combining two trumps
in a conflicting nature with each other

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Invocation of the Trumps
Magic-users who have trained long enough with the Tarot to both
improve their occultism skill and effectively perform divination
can reach a sufficient level of attunement to the symbols of magic
as conceived in the trump cards. This allows them to internally
invoke some of the powers of those symbols into their being.
In order to invoke these forces, a magician must select a single,
suitably detailed and artistically rendered trump card and spend
no less than thirty days meditating on the image of the trump for
at least two hours per day (technically, the rest of the deck is not
needed, so long as the magician studied the Tarot as a whole at
some point in the past). Any interruption requires the process to
be repeated all over again.
At the end of the thirty days, the magician must make a magic
check of 1d20 + Level + INT modifier + occultism lore against
DC15. If he fails, he can continue to meditate on the image for
another two weeks and attempt the roll again, provided he is not
interrupted; this can continue indefinitely until succeeding.
Success means that the magic-user gains a benefit as indicated
by the trump card selected. This benefit lasts for one year or until
he invokes the symbols of a different card (whichever comes first).
Trump BenefitsPart 1
The Fool +1 to all saving throws.
The Magician +1 to occultism rolls.
The Popess +1 to any perception check.
The Empress +1 to reaction rolls in order to convince others.
The Emperor +1 to any reaction roll for the purpose of
intimidation.
The Pontifex +1 to the morale of anyone
under the magician’s command.
The Lovers Once per day, the magician can perform a
1d20 + WIS modifier check to get an intuitive
sense of the best option in making a choice; the
difficulty depends on how complex the choice
is (a standard check would be DC10).
The Chariot The magician gets +1 to all d20 rolls, provided
they are relevant to something he has sworn
on his life to accomplish.
Justice +1 bonus to any check related to the positive
resolution of any legal matter.

120
Trump BenefitsPart 2
The Hermit Once per day, the magician can make a 1d20 +
WIS modifier check to get a clear sense of the
direction of something he seeks; the difficulty
is based on the significance of what he seeks (a
standard check being DC10); his sensing does
not give any indication as to the distance, only
the direction.
The Wheel of Fortune Once per day, the magician gets to reroll
a single check; the second result must be
accepted.
Strength +1 bonus to melee combat and damage.
The Hanged Man +2 to all saving throws where the consequence
of failure is death.
Death Non-intelligent undead do not attack the
magician, so long as another viable target is
available to them.
Temprance +1 to alchemy skill checks, including
identifying alchemical substances.
The Devil +1 to all summoning checks and +2 to resist
any mind-altering effects.
The Tower The magician can escape from any
imprisonment, being freed of all bonds and
immediately transported to the nearest place
free of any danger; every time he uses this, he
permanently loses one point from a random
ability score.
The Star The magician can be cured of any poison or
disease; to do so, he must enter into a healing
sleep/trance that lasts for 1d20 days; he
awakens cured and refreshed.
The Moon The magician gains immunity to illusions.
The Sun The magician heals at double the normal rate.
Judgment The magician may reroll any saving throw to
resist aging effects; he must keep the second
result.
The World Once per day, the magician may attempt a
1d20 + WIS modifier check to receive a vision
of something that is happening at that very
moment at a stated location anywhere in the
world; the difficulty of the check depends on
distance—any check happening within a day’s
ride is DC10, within the same kingdom is
DC15, and anything beyond that is DC20.

121
Pathwalking
The most-advanced magical students of the Tarot can use trump
cards to engage in pathwalking—astrally traveling to other planes
of existence linked to the trumps. In order to reach this level of
ability, a magician must have engaged in the time and effort
necessary for occult training through the cards, learned how
to divine effectively with the cards, and must have engaged in
invocation with the trumps. Pathwalking can only be performed
with a trump card that the magic-user has previously invoked.
A magician must choose a trump card and spend a full day in
the pathwalking ritual. Most of the day involves preparation—the
magician must fast, ritually bathe, and engage in meditation. This
can be interrupted at any time, but doing so means that he cannot
pathwalk that day; it is ideally done in a ritual room of some kind,
but anywhere without significant distraction also works. When
purifications are complete, the magician must then perform a
ritual by drawing a magical circle and lighting special incense
(standard magical incense costs 3L/60gp). He must then perform
a rite of invocation, making a 1d20 + Level + INT modifier check,
with a result of 15 or more indicating success. If he fails, he is not
be able to perform the pathwalking that day, and must repeat
the previous purifications and ceremony at a later time. Success
means that he can sit inside his circle and gaze intensely at the
card until it pulls his astral body through the card and into the
plane connected to its symbolism.
While successfully pathwalking, a magician’s body is in a trance,
unable to interact normally with the material world. The trance
is sufficiently intense that if someone is moving quietly toward
the magician, he would not notice them (he is thus considered
vulnerable to a surprise attack). The trance is also not particularly
intense, so loud noises or any physical contact is enough to break
it, instantly ending the pathwalking. A magician interrupted
while pathwalking in this way must make a saving throw to
avoid being dazed and mentally groggy from the sudden shock of
returning to the material world (this causes a -2 penalty to all d20
rolls until the magician manages to sleep for at least seven hours).
Obviously, if the pathwalking is disrupted, he cannot repeat the
process until going through the purifications and ritual all over
again.

122
Each trump card transports the magician to a different spiritual
plane, featuring certain beings or objects, and providing insight
and knowledge about specific themes. It is ultimately up to the
gamemaster to determine just how much a given plane can reveal
in terms of information; the forces of any given plane are generally
absolute experts in their particular area of knowledge, accurately
answering almost any question on that subject, barring knowledge
that is deeply hidden by other magical powers. Note that these
forces are archetypes, essentially one-dimensional entities akin
to someone having an absolute obsession with a chosen subject.
This means that any advice or answer they give is related to their
particular subject matter.
Based on his studies, the magician can guess the themes of the
various cards, helping him discern where to look for the answers
he seeks. Some pathwalking experiences come with certain risks,
but it is unlikely for the magician to know about these ordeals
beforehand, unless forewarned by someone with more experience.

The Planes
The Fool
Plane: Elemental Plane of Air
Environment: A cliff-side surrounded by endless air.
Contents: A wild youth in tattered yellow and white rags has
feathers in his hair. He holds a walking stick and another stick
with a blanket tied to it as a purse. He is accompanied by a
small, white dog that nips at his heels. The Fool is Dionysus, the
madman god.
Archetype: The Fool can speak mainly of madness, the unknowable,
and liberation. He often speaks in riddles, advocating for
anarchy, rebellion, defying rules, and freedom.

The Magician
Plane: Mercury
Environment: A busy marketplace, full of people and movement.
Contents: The Magician, Mercury is sitting in a stall with his
implements as a common street-magician performing tricks.
Archetype: An expert in all forms of knowledge, communication,
gambling, theft, trickery, and magic, he often answers questions
with other questions.

123
The Popess
Plane: The Moon
Environment: An empty plain with a throne on which sits a
beautiful woman dressed as a nun, but holding the mitre and
crown of the Pontifex, as well as a Holy Book in her hand.
Contents: The Popess has a powerful divine aura; anyone who
looks upon her must make a saving throw or be struck dumb in
religious awe, unable to ask anything. Time seems to stop, and
the magician awakens (if undisturbed) from his trance about an
hour after having been unable to say anything to her.
Archetype: If the magician is able to speak, he finds that the
Popess can answer most secrets, including those of religious
orders or secret cults. Her responses glorifies the feminine,
while condemning the masculine.

The Empress
Plane: Venus
Environment: A throne room of a majestic royal court, the decor is
feminine with an aura of luxury and sensuousness.
Contents: A stunning queen sits on the throne, holding a rod of
authority in one hand and a shield featuring a black eagle in
the other. She is sometimes attended by two maidens standing
beside her throne and two little girls dressed as princesses
kneeling at her feet.
Archetype: The Empress is Venus, able to answer all manner of
questions about love, romance, relations, women in general,
women’s health, childbirth, and female power. She advocates for
peaceful power rather than aggression.

The Emperor
Plane: Aries
Environment: A stark throne room of a royal court, the decor
is very impressive, with stunning architecture, but bereft of
frivolity or decoration. The whole space seems meant to make
you feel extremely small.
Contents: An aged man, still clearly powerful and even
threatening, sits on the thrown. He holds a globe in one hand
and scepter in the other. He has an ornate golden hat on which
is perched a black eagle. His golden robes have blue fringes, but
he is clearly wearing plate armor beneath them. He is sometimes

124
accompanied by two young squires at his side and two little boys
kneeling at his feet, with one of them dressed as a royal prince
and holding his crown.
Archetype: An expert on rulership, war, conquest, and politics, he
always advises in favor of impulsive action and aggression.

The Pontifex
Plane: Taurus
Environment: In the midst of a land made of emerald and
populated by small dragons is a stage for the papal throne.
Contents: A fairly androgynous man sits on the throne, looking
both young and old at once. He is dressed in stunning papal
robes, holding a papal staff, and wearing a papal crown. He
points in the sign of blessing, directed toward a glowing Cup of
Wonder that floats in the air in front of him, as it is bathed in
a golden light. Sprawled in a position of submission at his feet
is a mighty-looking king, now struck with fear and awe, and
almost clinging to the Pontifex’s shoes as if for protection from
the dragons that surround him. Anyone looking upon the cup is
struck with a divine awe and fear, requiring a saving throw to
avoid being too overwhelmed to communicate with the Pontifex.
Archetype: The Pontifex can answer any question about religion,
religious hierarchy or law, relics, theology, religious mysteries,
and moral questions. He tends strongly toward conservatism
and orthodoxy, emphasizing the importance of order and
obedience.

The Lovers
Plane: Gemini
Environment: A lovely field in springtime, with the decorations
of a festival.
Contents: There is a canopy in the field, with elaborate decorations
indicative of a wedding feast for the high nobility. A young man
and woman holding hands are clearly the bride and groom. In
the position where a priest would usually stand there is a pillar
containing a winged naked boy (cherub) with blindfolded eyes,
holding arrows in each hand that point toward the lovers’ hearts.
Archetype: It is the cherub who speaks, though his voice sounds like
that of a man and woman speaking at once. He can offer valuable
information about resolving or causing conflicts, solving problems,

125
and anything to do with the process of acquiring knowledge
(though not knowledge itself). He often answers with two opposing
possibilities.

The Chariot
Plane: Cancer
Environment: A field.
Contents: Shortly after entering the plane, a chariot pulled by two
Pegasi appears in the distance, approaching at great speed. It has
open sides and a canopy made of the night sky and stars, held up
by four red pillars with four white arches. It is being driven by a
man in a red hat. A powerful woman wearing a golden robe and
crown, and holding a rod with a crescent moon on it sits on the
chariot’s throne. In her other arm is a shield featuring a white
eagle. Floating in the chariot in front of her is the golden Cup of
Wonder.
The Chariot charges directly toward the magician. Attempting
to dive out of the way in time requires a saving throw. If
successful, the chariot turns to come at him again; otherwise,
standing still, and willing or commanding the chariot to stop
can be accompanied with a 1d20 + Level + CHA modifier check.
If 15 or more is rolled, the chariot stops right in front of him;
otherwise, it strikes him—he is suddenly and shockingly
knocked back into the material world, with a chance of suffering
the penalty for being suddenly disturbed/returned as detailed
above. Furthermore, being struck by the chariot inflicts 1 HP of
real damage.
Archetype: The woman on the chariot can answer any questions
relating to journeys, travel, quests or crusades, or missions. The
orientation of the Chariot always advises toward obsession with
fulfilling one’s goal at all costs.
Justice
Plane: Libra
Environment: A hangman’s hill.
Contents: A woman stands on a platform on the hill. She wears a
crown on her head and is dressed in regal robes of bright, flowery-
pink with blue and red fringes. She holds a set of scales in one
hand and a longsword in the other. Behind her, a swordsman in
plate armor wields a sword, riding on a horse covered in flowers.

126
Any character not of neutral alignment who approaches the
woman must make a 1d20 + WIS modifier check vs. DC10. Failure
means that the swordsman charges forward and strikes at the
heart. The unlucky magician is then roughly shocked out of the
trance, suffering an automatic -2 penalty to any d20 rolls until
sleeping for at least seven hours.
Archetype: Justice does not speak—the swordsman does the
speaking for her. He can answer any question regarding law,
diplomacy, legal processes, social or other contracts. He always
advocates fair negotiation and compromise, seeking balance in
all things.
The Hermit
Plane: Virgo
Environment: A dark, damp cavern.
Contents: The only light in the cavern is from a lamp hanging
from the staff of an aged man, who is dressed in the blue and
gold robe of a Turk mystic (dervish). He wears a dervish’s hat and
carries an hourglass.
Archetype: An expert on mystical secrets, he knows the secrets
of the dead. He can reveal the location of wild places beyond
civilization and hidden object (specifically-named secret magical
artifacts). He advocates solitude and a rejection of convention.

The Wheel of Fortune


Plane: Jupiter
Environment: An empty space, in the middle of which is a great
wheel with various figures.
Contents: In the center of the wheel is a winged woman wearing
a blindfold. Above her on the top of the wheel is a small
androgynous child seated on a throne, holding a small sword
and crown. Two youths are on either side of her. One wears
red and clings to the wheel upside-down, reaching for a crown
that is just beyond him. The other wears green and clings to the
wheel upright, reaching up for a crown just above him. At the
bottom is an old man in grey rags seemingly being crushed by
the wheel.
Archetype: The winged woman never speaks. The child provides
answers to questions about the beginning of things; the youths
know about rise and decline, respectively; and the old man

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discusses failure and the end of things. They can answer all
questions related to time and change, always framing their
answers in the language of the inevitability of change, will
of heaven, and bigger picture being greater than one’s own
ambitions.

Strength
Plane: Leo
Environment: A wild place of rough hills.
Contents: A huge man in an ancient tunic wields a great club and
fights a lion.
Archetype: The man is recognizable to anyone with a background
in history or ancient religion as the god Heracles. Once he has
beaten down the lion to a sufficiently docile state, he responds
to questions about power, force, or heroism. He has a vast
knowledge of magical beasts and always advocates for following
one’s passions, lusts, and will to power.

The Hanged Man


Plane: The Elemental Plane of Water
Environment: A pier overlooking a seemingly endless sea.
Contents: Just beyond the pier is a rickety scaffold. Hanging
upside down from it by one leg held by a cable-tow is a man
bound in chains. His other leg is tied to a rope with an anchor at
the opposite end that is pulling him down. He is clearly in a state
of agony. The whole structure looks like it will soon collapse and
cause him to drown.
Archetype: The man can answer questions related to sacrifice, be
it self-sacrifice or that of others. He can speak of sinister magic,
punishment and crime, and defeat. He always has a cynical tone,
advocating a stoic acceptance of the inevitable.

Death
Plane: Scorpio
Environment: A field filled with dismembered body parts. Some
parts are very ancient and skeletal, while others are so new that
they look freshly-slain. There are so many of them that one
cannot see the actual earth.

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Content: The Spirit of Death sometimes appears on a horse as a
skeleton wearing nothing save for a bandana with a long tail. He is
armed with a longbow and arrows made of bones. Death’s actions
depend on a reaction roll (if you do not use reaction rolls, roll vs.
DC10, modified by the magician’s CHA modifier). If the reaction
roll is high, Death answers the magician’s questions, although
just a marginal result may mean that it challenges the magician
to a game of chess or dice first. Otherwise, Death fires its arrow at
the magician. This cannot be avoided, but the target must make
a 1d20 + Level + WIS modifier roll. If the result is 15 or more, the
magician realizes the connection between life and death, and
is unharmed. If he fails the roll, the magician falls over, dying,
and then returns to consciousness on the material plane (unless a
natural 1 was rolled, which means that he dies of a heart attack on
the material plane).
Archetype: Death can answer questions regarding death, the
undead, the end of things, collapse, putrefaction, or about later
rebirth. It is its nature to emphasize that there is no special
difference between death and life, advocating that one should
follow his most primal drives.
Temperance
Plane: Sagittarius
Environment: A place that looks like an outdoor workshop,
including a cauldron in the center and rainbow in the
background.
Content: A beautiful woman with very long golden hair and
rainbow-colored wings holds two large cups, mixing the
shimmering liquid contents of one into the other, and then back
again, with much skill.
Archetype: Temperance answers with curt but polite directness.
She is skilled in answering questions related to alchemy,
sciences, union of opposites, bringing together of disparate
forces, and how to create a new synthesis from a conflict.

The Devil
Plane: Capricorn
Environment: A hot and rocky place, much like one would envision
the underworld. There is a slow-moving, sickly-looking river of
brackish water in the background. Behind and to either side of
where the magician manifests, there is a river of fire.

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Content: A demon stands on a red, stone cauldron. He has cat legs,
mass of tentacles where his stomach should be, red-skinned
upper body, beard, tusks, donkey ears, leathery wings, and long
horns. He holds a long wand that ends in a golden hand. At the
base of the cauldron, tethered to a ring, are two long golden
cables that hold a young man and woman bound by nooses. They
are dressed in fine clothes and both beautiful, but have small
horns on their heads. The whole place has an intense aura of
chaos and the sinister, but also of lust and temptation. The devil
beckons with his wand—the magician must make a saving throw
(Lawful characters get a +4 bonus, while Chaotic characters get
a -4 penalty). If the saving throw fails, the magician is drawn
forward into the arms of the devil’s slaves, and a gold noose is
put around his neck. They all then disrobe and time seems to
lose all meaning, as the magician is drawn by animal lusts to
engage in the most perverse acts. The magician only awakens
from his trance in 1d4 hours, either haunted or greatly drawn by
the degeneracy he has experienced; he feels utterly exhausted
until resting, but otherwise suffers no ill effects (if he rolled a
natural 1, the magician grows two tiny horns on the top of his
forehead or awakens with a random mutation—see the Dark
Albion Cults of Chaos sourcebook). If the saving throw was a
success, the magician resists the enchantment of the Devil, and
can demand answers to his questions.
Archetype: The Devil can answer all manner of questions about
sin, evil, demons (providing the names of specific demons or
where their sigils may be found), and most things related to the
powers of Chaos. He always seeks to convince the magician to
embrace Chaos, abandon law, that the notions of morality are a
lie, make pacts with Chaos, and surrender to his lusts.

The Tower
Plane: Mars
Environment: A mighty tower of red stone built on the side of a
cliff.
Contents: The heavens open and a shining star falls down on the
tower with explosive force, destroying the top of it. A man and
woman fall from the tower to their doom. Below, a man dressed
as a king turns away and covers himself in a shroud, mourning.

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Archetype: The king can speak of war, ruin, destruction, folly, and
the inevitable collapse of that which goes against divine will. He
always answers in terms of a resigned nihilism, of how war and
ruin are the fate of all great mortal efforts in the end.

The Star
Plane: Aquarius
Environment: The edge of a pool or lake. A single shining star
(similar in appearance to that of the Tower) burns brightly in the
sky.
Content: A young woman in fine blue and gold dress with a
pattern of stars kneels along the pool by the body of a man. Her
hands are tied by a golden cord to an anchor that rests in the
water of the pool. She is entranced in prayer. For her to speak to
the magician, she demands penitence—he must first pray at her
side and make a 1d20 + WIS modifier check (+4 bonus if Lawful).
If the result is 15 or more, she draws a golden cup, blesses him
and herself with water from the pool (poured over their heads),
and then answers his questions after some time in prayer. The
magician comes out of the trance feeling refreshed if successful;
otherwise, he awakens after an hour, feeling unsettled.
Archetype: The woman can answer questions about human
nature, forgiveness, and purification, and can reveal that which
the magician has not understood. She speaks in hopeful terms,
and of the need to act with humility and faith.

The Moon
Plane: Pisces
Environment: A rocky wasteland, with a narrow path leading
away between two sinister hills (or small mountains). There is a
brackish swamp by where the Magician appears. The ground on
either side of the path is swampy and filled with crawling things
that look poisonous. There is a light in the distance.
Content: The magician must walk along the path and remain in
the very-narrow band where the ground is dry. Stepping off the
path in any direction leads to the magician being attacked by
the crawling venomous creatures of slime. If that happens, the
magician snaps out of his trance, feeling ill—he must make a
saving throw; if successful, he is just vaguely unwell for the rest
of the day, but failure means that he develops a fever, requiring

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a saving throw each day for the next 1d8 days (lose 2 points of
CON each day he fails; the lost points return at a rate of one per
day after the disease runs its course; if the magician’s CON falls
below 3, he is bedridden; falling to 0 indicates that he dies).
If he walks along the straight and narrow path, he reaches a cliff.
There stands a mature woman in a green dress with a pattern of
teardrops. She holds a silver chord from her dress in one hand
and a crescent moon, which was the source of the light, in the
other one.
Archetype: The woman can answer all questions about the night,
illusion, how to find truth in deception or illusion, madness (and
how to cure it), and the means to get through difficult situations.

The Sun
Plane: The Sun
Environment: A shining golden city built on seven hills is filled
with gardens and art. It is a paradise surrounded by a low wall.
The magician senses that there is no way he could get over that
wall, because he is simply not worthy of it. The city appears to be
populated by laughing, playing children, unashamedly naked in
absolute innocence and purity.
Contents: Floating above the magician is a youth, naked except
for a red silk scarf he wears as a sash. He rides a horse, which is
standing on a cloud. The boy is fair-haired and beautiful, and
holds a bright shining sun that has the face of a man. Anyone
with knowledge of history or ancient religions would recognize
the youth as Apollo and the sun as Helios.
Archetype: Apollo can answer any questions about glory and
success, joy, family, health, or treasure and riches. He speaks
poetically and dramatically, always trying to inspire the listener
to greatness.

Judgment
Plane: The Elemental Plane of Fire
Environment: A graveyard with flaming clouds above.
Contents: Some of the clouds part and two fiery angels appear.
One has golden wings with a green fringe and the other has
green wings with a golden fringe. The first holds a trumpet in
his hands, while the second one holds a black banner. When the
trumpet is blown, the tombs in the graveyard begin to crack.

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Archetype: The angels answer any questions about divine will
with regards to a situation, but they may speak in symbolism
and metaphor.

The World
Plane: Saturn
Environment: Space; the magician floats above the entire world.
Contents: Above the world is the canopy of the clouds. And above
that is a woman in magnificent dress. The lower part of her
dress looks like the stars and the upper part looks like flames.
She holds a crown in one hand and golden eagle in the other.
Archetype: The woman does not speak in answer to a question,
but shows the magician a vision of any place or time in the
world. For this experience to be understood, however, the
magician must make a saving throw. Failure means that the
vision is too overwhelming and he cannot retain what he saw,
much less interpret it. Success means that he grasps the vision,
but it depends on the magician to understand how that vision
answers his question.

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Chapter Five
Medieval Life and Activities

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History and Rule
of the Clerical Order
This issue presents an elaboration of the history and regulations
of the Clerical Order as it appears in the Dark Albion setting.
Inspired by the real rules of certain religious orders of knighthood
in actual medieval history, it can be easily adapted to a clerical
order in any Medieval-Authentic game.

A Brief History of the Clerical Order


Holy men and women have been found throughout history,
wherever there have been people who venerate Law. Some of them
have been capable of creating miracles. Actual clerics as they are
understood today, however, did not exist until the apotheosis of
St. Apollonius.
Apollonius brought the faith of the Unconquered Sun to the
Arcadian Empire. He preached for almost a hundred years while
performing many great miracles, although he was known and had
trained as a wizard. Apollonius was the only man in history capable
of both working arcane magic and calling down miracles from the
God of Law. Some of these miracles, such as the true Raising of
the Dead, went beyond anything that any Cleric has been able to
accomplish—there may have been prophets of Law in other lands,
however, who were likewise able to do so (at least in legends).
Apollonius was brought before the tyrannical Emperor
Domitianus for preaching in Arcadia, something in violation of
the ruler’s ban on all philosophers. He chided the fool Emperor for
a lack of virtue and piety, comparing him most unfavorably to his
brother and father who preceded him. Apollonius also predicted
that the Emperor would soon die and the dynasty of Flavius would
be swept away. Domitianus sentenced Apollonius to death. Before
his Praetorians could seize Apollonius, the wizard was bathed in
an intense light as bright as the sun—he vanished, leaving only
his robes.
From that day forward, thirty-three of Apollonius’ young
disciples started to show miraculous abilities. They became the
guardians of the new faith and protectors of the early fathers of

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the Church. Shortly thereafter, certain young children who had
been baptized in the faith also began to manifest spontaneous
miracles. The first Clerics understood these to be their successors,
so they trained the children in the faith to continue their lineage.
For the first four centuries of their existence, Clerics did not
operate with any central hierarchy. They were organized into
schools that were based in local bishoprics. The structure and rules
of these schools varied considerably:
• While always treated as the divinely elect, and in charge of
the protection and guidance of the faithful, some Clerics
operated under the orders of a bishop, while others were
virtually independent.
• Some followed rules of chastity, poverty, or both; others
married or even held lands and properties.
• Male and female Clerics were treated differently in some
regions, while considered as equals in others.
• Some Clerics practiced as a priesthood, while others trained
as monks or were considered something else entirely.
• Emphasis on training in combat also varied enormously,
although they were generally never as focused on martial
training as Clerics are today.

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In 529 Anno Lucis, the Cleric Benedict of Nursia established what
is considered to be the first Clerical Priory in a fortress on Mount
Casinum, near Arcadia. One of his supporters was the Pontifex
Felix IV, who established the law that Clerics could only be tried
by ecclesiastical authorities and priests, and not by secular courts.
The Gothic regent Queen Amalasuntha (daughter of Theodoric
the Great) also supported Benedict to combat the lawlessness and
chaos that threatened the lands she ruled on behalf of her son
Athalaric. She declared that Clerics must train in riding, fencing,
and endurance, and not just the study of holy books. During the
Lombard invasion of 580, the Clerics of Mount Casinum fought
with great valor, but were forced to relocate to Arcadia; this placed
them at the epicenter of the Church and allowed the ideal of
militant Clerics to spread throughout the lands of the Sun.
Even so, the modern Clerical Rule would not be established
until the twelfth century. Although Clerics were deeply revered at
this time, there were still great variations in their training. There
were also many accounts of abuses, as flawed Clerics strayed
from the true faith or into the worship of Chaos. There were no
clear boundaries as to whom the Clerics answered, creating many
difficulties when local rulers tried to use them as enforcers or
corrupt Bishops attempted to limit their authority in dioceses.
Efforts at reform were slowed due to the existence of multiple
Pontifexes, caused by corruption in the Church itself. When the
Pontifex Urbanus II gained enough support to legitimize his rule,
he declared a Great Crusade in 1095 that would send armies of
knights throughout the continent to recapture the Holy Lands of
the Sun from the followers of the Crescent Moon. After the initial
successes of the Crusade and recapture of Heliopolis, it became
urgently necessary to centralize Clerics into a single order. This
required them to be capable of operating as a fighting force
throughout the lands of the faithful, combat Chaos, and aid in the
war against the infidels. Thus, the modern Clerical Order was re-
established in 1128 under a single rule at the Council of Troyes.
Hughes de Payens, a veteran Cleric who had shown great heroism
in the Crusade, was declared the first Supreme Commander of the
Clerical Order.
From that time, the Clerics have operated as a single organized
hierarchy, under a single rule in all the lands where the faith of
the Unconquered Sun is worshiped. They have fought for the

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Church in the Crusades, against the Turk and other followers of
the Crescent Moon, and also Cathar heretics and Frogmen. They
have protected pilgrims, acted as spiritual advisers to monarchs
and lords, worked as inquisitors investigating cases of heresy and
witchcraft, and slain demons, mutants, monsters, and undead
wherever found.

The Clerical Rule


The Clerical Rule is the charter or constitution of sorts under
which all Clerics operate. It is the list of their powers, privileges,
and responsibilities. All the points herein apply to all Clerics in any
kingdom or realm where the Church’s authority is recognized.
Without any extra elaboration, this list constitutes the rules of the
Clerical Order.
1.
All Clerics, upon reaching the title of Cleric, are considered to
be of Knightly class, regardless of the social class of their birth.
Novices can only be passed to Clerical Rank at a Priory, or in the
presence of no less than seven Clerics, of which at least one must
be of the rank of Captain or higher, and two more of the rank of
Lieutenant or higher. A Novice must have completed their training,
and have shown evidence of one miraculous power that can be
used with regularity. They must then swear, kneeling below three
crossed swords in the form of a triangle, while laying their hand
on the Book of Law, that they “will ceaselessly wage a war against the
enemies of the Church, both of flesh and blood, fang and claw, and the
spiritual army of evils of Chaos.”
From the moment they rise from their knees, they are Clerics
and knights in the eyes of all authorities, secular and ecclesiastical.
Their form of address will always be either “Cleric (name)” or
“Sir Cleric,” but never “Sir (name),” unless a Cleric also receives a
knighthood from a secular ruler qualified to grant such a title.

2.
Male and Female Clerics, having been chosen by the will of the
Unconquered Sun, are considered in every respect to be equal, and
must be treated equally by all authorities.

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Note: While this is generally held in practice and the Clerics themselves consider their
brothers and sisters to be equal, the highest ranks of the Clerical Order tend to have more
men than women out of necessity in dealing with Church and Secular authorities, as well
as those with the prejudice to feel great discomfort with the idea of women in positions of
temporal power.

3.
The Clerical Order is its own authority and commands its own
membership. No secular or religious authority outside of the
Order can issue commands to Clerics; they are answerable only
to their own hierarchy, up to the Supreme Commander, which is
answerable only to the Pontifex.
Note: When a Cleric is posted to a lord or monarch, he is expected to obey requests from
and be loyal to that liege, so long as nothing requested is contrary to commands issued
from the Order itself; likewise for any Clerics or units of Clerics posted to serve in an army.

4.
As with priests, no Cleric can be tried in a secular court for any
crime whatsoever. He also cannot be subject to a civil lawsuit in
any secular court. He can only be tried by a special ecclesiastical
court composed of or authorized by his superiors in the order or
directly by the Pontifex.

5.
In every realm, lands must be granted for the Clerical Order to
maintain itself, as well as for the construction of Clerical Priories,
and one Grand Priory in every Kingdom, which Clerics will
administer. All peasants occupying such lands will be governed in
accordance with ecclesiastical law.
No Clerical Commander can sell any lands so granted without
prior permission from the Supreme Commander; the Supreme
Commander cannot give such permission without first receiving
the approval of a Conclave of at least seven Commanders (or their
Captains sent as proxies), including the Supreme Commander
and the Clerical Commander making such a request. Lands and
properties can be rented out at the discretion of the Clerical
Commander ruling over said properties.
Clerical Priories must remain open to any follower of the faith at
all times of the day or night. Any follower of the faith may request

139
sanctuary at a Priory as they would in a temple of the faith. If
the follower requesting sanctuary is not a known heretic, witch,
or worshiper of false deities, it must be granted (though may be
rescinded if the one seeking sanctuary is later found to be any of
those things). The right of Sanctuary at Priories must be respected
by local secular rulers. Those granted sanctuary must follow the
basic rules of the Priory and may be required to assist the Priory
in the form of such labor they are capable of undertaking as a
condition of remaining in the Priory under Clerical protection.
For the purpose of being open to all followers, a doorman or
guardian must be stationed at the entrance to the Priory at all
times in the day and night. A light visible from afar throughout
the night must also be maintained at the Priory.
Every Priory will be staffed with such secular servants (“knaves”)
as are necessary to maintain it. All such servants must be true and
pious believers.
In lands owned by the Order, no less than one in every ten adult
male peasants must be equipped at all times and have received
training to fight under Clerical command if called upon. Such
men when serving in forces under Clerical command are entitled
to wear a badge with the Solar Disc, but under no circumstances
may wear the white dress of a Cleric.

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6.
It is the duty of any secular or religious authority to grant food
and lodging to any Cleric when it is needed, as well as to that
Cleric’s servants or assistants if they are on a mission for the
Clerical Order.

7.
Upon investigation of any child showing spontaneous
miraculous qualities, that child is to be taken to be trained as a
Novice in the Clerical Order if a Cleric deems that child to have
been designated by the Unconquered Sun. Secular and Religious
authorities are obliged to inform the order of any suspected
manifestation as quickly as possible.

8.
The Clerical Order is ruled by a grand master termed the
Supreme Commander, who rules for life unless infirmity or
other conditions prevent it. A living Supreme Commander can
only be deposed by command of the Pontifex. New Supreme
Commanders are selected by a conclave of no less than seven
Clerical Commanders (who may send Captains in their stead to
the conclave if indisposed, but a conclave cannot be legitimately
held unless at least three true Commanders are present), with the
selection of the new master being provided through Divine Aid if
possible.
If Divine Aid is not possible to designate a choice, a selection will
be made by the election of two possible candidates voted on by the
Clerical Commanders, with the final choice determined from those
two by the Pontifex. Candidates for Supreme Commander must
be Clerics, but can be of any rank and need not be Commanders.

9.
Every Kingdom or independent realm will have its own Clerical
Commander, who rules the Order on behalf of the Supreme
Commander in that realm. That Commander will have a number
of Captains, who will in turn command a number of Clerical
Lieutenants, who will in turn oversee common Clerics and Clerical
Novices.

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The special rank of Sergeant will designate Clerics who are
in charge of the administration of individual priories, master
preceptors in charge of training Novices not yet squired to a
Cleric, administrators of lands held by the Order, and other such
logistical and administrative positions.
The title of Master Sergeant is given to a Clerical Captain selected
by the Supreme Commander to audit and oversee all the logistics
of the management of all properties and Priories of the Order. The
Master Sergeant has the authority to travel or send agents of his
authority to any territory and inspect all records and treasuries;
he cannot be overruled in this task by anyone except the Supreme
Commander.
The Supreme Commander will be based in the Grand Priory of
Arcadia, and acts as Commander of all Clerical activities in the
city-states, principalities, and republics of Arcadia. The Supreme
Commander is also entitled to travel to any other realm and, when
visiting another realm, is considered the Commander of that
realm for the duration of his stay.
Note: The number of Captains varies by Kingdom; it is usually three in Albion. A Cleric
must be at least Level 3 to be considered for promotion to the rank of Lieutenant, and at
least Level 7 to be considered for promotion to the rank of Captain.

10.
All Novices of the Clerical Order are obliged to chastity, humility,
and obedience for the length of their studies. They must follow
the rules established at the Priory where they train; if squired to a
Cleric, they must also obey his orders. If a Novice fails to complete
the training and does not manage to manifest Clerical Miracles
by the age of twenty-one years, but has otherwise proved faithful
to the rules of the order, they may not be passed to the rank of
Cleric, but may still pursue a career in the priesthood, or service
as a monk or nun. Novices are entitled at all times to wear a badge
with the icon of the Solar Disc, but may not wear the robes of a
Cleric until passed.
11.
Upon being passed to the rank of Cleric, a Novice must take
lifelong vows of chastity, poverty, and obedience. No Cleric may
marry or have legitimate children, nor own property, except in
trust for the Order, a lord, or monarch.

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Clerics may receive secular
knighthoods, titles, offices, and
honors but none of this can oblige
the Cleric to follow any command
contrary to the orders of his
superiors in the Clerical hierarchy.
No Cleric may participate in any
parade or feast held in his honor.
No Cleric may sell any land held
by them in trust, nor any property
given to them by the Order for
any purposes, without the express
permission of their superiors.
Any Cleric accused of having sold
property belonging to the Order
without permission will be tried by a special ecclesiastical court
judged by a Cleric of superior rank or someone designated by the
Clerical Commander of the land where the crime was committed.
If found guilty, they will be sentenced to no less than two and no
more than twelve lashes. If the property was lands or items of great
value, they will also be sentenced to no less than two months and
up to a full lifetime of seclusion and penance at a Priory, where
they will be required to engage in the most menial of labor and eat
their meals on the floor like a dog.
Note: A Novice passing to the rank of Cleric begins at Level 1.

12.
Clerics are entitled at all time to wear swords, be armored at their
discretion, and wear their white dress with the Solar Disc affixed
in red. No monarch may impede them from doing so, under threat
of excommunication. Clerics are obliged to wear their white dress-
cloak at all times, unless a vital mission requires that they disguise
themselves.
13.
All Clerics are required to engage in solar adoration four times
each day, as well as prayer at each mealtime, and to recite the prayer
of Apollonius no less than 144 times (nine rounds of sixteen) each
day. Exceptions are provided only in times of war or of necessity if
engaged in a struggle against Chaos.

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Note: The Prayer of Apollonius is “Heavenly Father, may I travel as far under thine Light
as is my Will and Thine, and may I only meet with good, and may evil never take me nor
I take it.”

14.
No Cleric may decorate their dress with any jewels, badges, or
insignia, save with express permission of their superior, subject to
the rule of the Commander under which they operate.

15.
Clerics must not engage in idle chatter during mealtimes. In
Priories, all meals are to be eaten in silence, and no wine is to be
served with the meal. Outside of a Priory, a Cleric must refrain
from unnecessary or idle talk at meals and may not drink wine
with a meal. A Cleric must not eat meat more than thrice in one
week. Clerics must fast from the eating of any meat (except fish)
in the forty days prior to the Winter Solstice and in the forty days
prior to the Spring Equinox.
Clerics are strictly forbidden from engaging in a complete fast
for any period of time, as they must be sufficiently strong to take up
arms against Chaos at any time; with the sole exception of Clerics
who have requested and been granted by the local Commander
the right to retire into a life of hermitage.

16.
The Clerical Order in each realm must give no less than one-
tenth of its incomes to the service of the poor, through alms, the
maintaining of hospitals, or houses for widows or orphans. The
Supreme Commander and all Clerical Commanders are required
to wash the feet of thirty-three paupers on the day of the Summer
Solstice, and then distribute food and alms to the poor gathered at
any Grand Priory on that day.

17.
No Cleric may actively engage in hunting natural animals for
sport, as they may only hunt monsters and creatures of Chaos, or
natural animals endangering the lives of innocents. If necessity
requires it, they are permitted to hunt for food. Clerics are
permitted to accompany secular Lords on ordinary hunts, but may
not themselves engage in the hunt.

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18.
Any letter, message, or correspondence sent to a Cleric at
a priory must be registered by the Priory’s Sergeant, and any
superior in rank to the recipient may demand that the letter be
read in their presence. Any superior of any Cleric not residing in
a Priory may demand that Cleric present to him for inspection of
any correspondences, letters, or messages he has received.

19.
Any Cleric accused of a crime will be subject to trial at a special
ecclesiastical court whose judge must either be a Cleric of equal
or greater rank or approved by the Clerical Commander of the
realm where the crime took place. The punishments of execution,
excommunication, or expulsion from the Order cannot be given
if the accused Cleric demonstrates they are still capable of
manifesting miraculous power.

20.
Any male Cleric accused of having sired a child will, if found
guilty by an ecclesiastical court, be subject to a penalty of no less
than two and no more than twelve lashes, and a period of penitence
of no less than two months and no more than forty-eight months
wherein they will be confined to quarters at their Priory or a Grand
Priory, forbidden from all activity save prayer and contemplation,
and may not receive any visitors who are not Clerics or clergy.

21.
Any female Cleric found to be pregnant will be sequestered in a
Priory until such time as she gives birth; after which, she will be
tried by an ecclesiastical court as described above and subject to
the same penalties.
Any child born to a female Cleric or recognized by a male Cleric
of having been sired by them will be raised by the Order in an
orphans home of the Order if there is no other place for them; or
if no such home exists, then in similar homes sponsored by the
Church, or else in a Monastery, Nunnery, or Priory. Assuming said
child is not found to manifest the gifts marking them for training
as a Cleric, they will be provided education at the expense of the
Order and the opportunity to serve the Church in other ways.

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22.
No Cleric may take on legal guardianship of any child, nor act
as godparent or permanent guardian for any child. They may
be assigned (such as by a Lord or Monarch with which they are
posted) to act as a temporary caretaker, bodyguard, personal
spiritual adviser, or tutor to a child.

23.
All Clerics are expected to engage in training and practice
in arms and combat on a daily basis, through such regimens
established in the Priory where they reside or by whatever means
they find convenient if they do not reside in a Priory. No exception
is provided, except for when on military campaigns, holy quests,
or through the excuse of illness, injury or infirmity that make
such training impossible.

24.
Any group of seven or more Clerics united for the purpose of
fighting in war or undertaking a sanctioned mission or divine
quest are entitled to carry with them a Holy Standard of the
Clerical Order, which is of black above white with a centered Solar
Disc in the middle. This standard must be carried by the second
highest rank of Cleric present. If more than one Cleric fits that
description, then it must be carried by the most senior of that
description. It must never be allowed to touch the ground.

25.
If any Cleric receives word at any time from any other Cleric
that they are in need of aid for the purpose of combating heresy,
witchcraft, or the foul creatures of Chaos, no excuse may be given
to refuse to rush immediately to the aid of their brother or sister;
save if the Cleric is already engaged in struggle against those
forces where they are, or suffering from such illness or injury that
would render them unable to go. If either is the case, it is their
duty to do the utmost that is possible for them, short of detriment
to their own life, to pass on this request for aid to any other Cleric
they may reach.

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26.
At every Priory, a chapter-meeting shall be held each Monday, so
long as there are at least four Clerics present to officiate it. At this
meeting, any Cleric or Novice of any rank may bring up any issue
they wish for debate or consideration by the Priory. Any Cleric or
Novice seeking to make any complaint against another Cleric or
Novice with whom they are at variance should do so in public, in
the chapter-meeting, where the other brothers and sisters present
may judge the complaint’s worth. They may also adjudicate any
petition, or assign penalties for any case or complaint, so long as
it is not for any situation that constitutes an ecclesiastical crime,
which must be dealt with through the ecclesiastical courts.

27.
Any Cleric is capable of conducting any of the sacraments of the
priesthood, including baptism and funerary rites, as well as the
Solar Mass, but cannot demand to conduct said rite when a valid
priest is present. Any Cleric may also grant confession as a priest
and is bound to the same vow of the secrecy of confession as a
priest.

28.
A Cleric is forbidden to take the life of a believer, except if it is to
save their own life or that of an innocent, widow, orphan, fellow
Cleric, or member of the priesthood, or if commanded to do so by
a superior of the Order, or to save the life of a lord or lady to whom
they have been assigned by the Order. In any of these cases, it is
considered that the Cleric is then not the killer of a man of faith,
but rather a killer of evil.

29.
Any Cleric who is found to have lost the use of their miraculous
powers is subject to expulsion from the Order, even if the sin for
which they have lost divine favor is unknown. Unless otherwise
indicated by the Clerical Commander under which they operate or
the Supreme Commander, such a Cleric should be held in custody
and questioned until they confess the cause for which they have
been stripped of their divine favor.

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30.
Any Cleric who commits any of the following acts and found
guilty is subject to life-long seclusion in a Priory:
• accepting bribery in exchange for personal favor, favor from
the order, or the use of miraculous powers
• revealing the secrets of the Order or attempting to learn the
secrets of a higher circle in the Order than they belong
• unjustified murder of a believer
• attempting to escape from a lesser sentence of seclusion
• disobedience of an order given by a Commander, Supreme
Commander, or the Pontifex
• engaging in the service of unbelievers without prior approval
by a Clerical Commander
• willfully ignoring or concealing acts of heresy, witchcraft,
blasphemy, or Chaos-worship
• desertion from any Clerical troop where the Holy Standard is
carried
Any Cleric who commits any of the following acts and found
guilty is subject to death by burning at the stake:
• congress with demons, elves, or other creatures of Chaos
• heresy, or the defense or protection of heretics
• blasphemy
• participation in acts of black magic
Note: If a Cleric has not lost the use of his miraculous powers, he cannot be executed under
any circumstances.

31.
No monarch or ruler may oppose the granting of lands willed
by their lawful owners to the Clerical Order. By command of
the Pontifex Celestinus II (1144al) whosoever wills properties
to the Order will be granted a special indulgence against sins
proportionate to the value of the properties willed at the standard
rates, and may be buried in a cemetery of the Order at the
discretion of the Clerical Commander.

32.
Every Priory must maintain no less than three horses for every
Cleric and one horse for every Novice residing in the Priory. Any

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Cleric may at any time request the use of a horse from any person
who is its lawful owner; the nearest Priory must replace said horse
in no less than sixty days.

33.
Any Cleric sent on a mission beyond the lands governed by
his Clerical Commander, other than to heathen lands, must be
given a letter of introduction to be presented to the appropriate
Clerical authorities of the lands to which they will travel. The
Clerical Priories or Grand Priories which they visit must grant
them lodging and any supplies requested; compensation for these
expenses must be provided by the Grand Priory from which he
operates if requested.

34.
Any lord or monarch may deposit funds at any Priory or
Grand Priory in exchange for a letter of value, which could then
be exchanged for an equal amount of funds less administrative
expenses, upon presentation of the letter at any other Grand
Priory.

35.
The Clerical Order is exempt from all forms of taxation by
secular authorities. It is also exempt from all local Church tithes,
instead providing tithes in the form of one-tenth their incomes to
be granted directly to the Pontificate.

36.
The Clerical Order has the right to retain all treasures obtained
by Clerics in the course of battle, or taken from heretics, witches,
or cultists so long as said treasure was not provably stolen from a
legitimate owner in good standing with the Church.

37.
The Clerical Order has the right to confiscate any object deemed
to be derived directly from the powers of Chaos. Every Grand
Priory will maintain and secure a black vault in which to store any
such forbidden objects.

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38.
The Order is exempt from any order of religious interdiction
declared by the Pontifex against a realm. Clerics may thus continue
to perform the Solar Mass and all sacraments even while a land is
under interdiction.
Note: Interdiction is when a Pontifex declares that no priest or bishop may conduct
any religious rituals or sacraments in any part of a specified land due to a conflict with
a monarch or ruler. This interdiction is only lifted when the monarch or ruler makes
restitution and penance, restoring obedience to the Church.

39.
Any Grand Priory may make use of and hire any number of
specialists not from the Order as the Commander sees fit and
within their means. These agents will be permitted lodging in any
Priory to which they are assigned and may be compensated as the
Commander sees fit. They will be expected to follow the rules of
the Priory as they pertain to the house, but will not be required
to follow the strictures by which Clerics are bound as individuals.
Any agent of the Clerical Order must be a devout follower of faith.
As resolved and amended in 1329, it is permissible, so long as
they are devout followers of the faith, that secular agents of the
Clerical Order be individuals who were previously convicted of
crimes, whether in courts secular or ecclesiastical, so long as they
are not currently excommunicated.
Any of the aforementioned agents of the Order are entitled to
wear a black mantle, with a badge of the Solar Disc affixed to it.
Said agents are not entitled to openly carry weapons, unless their
station in life otherwise grants that right; except when they are
directly engaged in an operation on behalf of the Order, where
dispensation to go armed is granted by an overseer of the rank of
Lieutenant or higher.
40.
The Supreme Commander of the Clerical Order has the authority
to temporarily suspend or alter any section of this Rule as he sees
fit, and may permanently alter or suspend any section of this Rule
or add new sections to this Rule if supported by the majority of a
conclave of seven or more Clerical Commanders or Captains who
have been duly authorized to attend said conclave in the stead of
their respective Commanders.

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General
Character Activities
Low-level characters are generally focused on mere survival,
combat, and adventuring as they rise in power when playing Lion
& Dragon and other Medieval-Authentic campaigns, such as those
set in worlds like Dark Albion. At some point, however, players are
likely to be interested in developing their characters beyond the
immediate concerns of any given session. The following guidelines
detail a few of the things on which mid-level characters with time
on their hands may focus, as well as the kind of attention those
sorts of characters could attract.

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Costs of Living
When characters are engaged in non-adventuring activities
during games that last sufficiently long, there are periods of
downtime as the campaign’s timeline progresses. This requires
player characters to engage in expenditures in order to maintain
their basic living expenses. If characters live under a powerful
patron, no special expenses are involved, so costs are strictly
needed for additional items that they may want. This presumes
that the patron is keeping each character at the lifestyle to which
his is accustomed and expected to maintain socially. Otherwise,
the average costs to live up to the standard of each social class are
as follows:
Social Class Average Cost Per Month
Serf, Slave, Poor Peasants 0*
Standard Peasants 1p/sp
Dirt-Poor City-Dwellers 17p/sp
Average City-Dweller 34p/sp
Wealthy Burgher, Knightly Household 50sh/gp
Lordly Household 100sh/gp
High Nobility 175sh/gp
* The only real concern is not starving to death.

Characters who spend double this amount are considered to be


living a lavish or ostentatious lifestyle by the standards of their
class. This means that spending this amount over and above what
the patron provides for the character marks them as ostentatious
(assuming the patron provides the normal level of attention). As
is usual in a medieval-authentic environment, these values are
almost never paid in full by coin. This is a value representing coin
purchases, barter, labor in kind, and networking.
If a character has his own land or other resources besides money,
these can often provide a significant percentage of the necessities,
rather than being calculated directly via monetary values. For any
class short of the aristocracy, see Smallhold Land Stewardship below;
otherwise, see the previous Domain Management and Mass Combat
section for additional aristocracy-related rules.
A character without a patron or the resources to maintain
basic needs, who cannot or does not wish to spend the minimum
required is seen as either a pauper or miser. These characters

152
suffer a penalty of -1 to all reaction rolls in situations where social
prestige is important. Note that this penalty only applies amongst
people within one step of the character’s own social class, since
anyone much lower or higher does really notice or realize the
difference (assuming the character is not literally starving or
dressed in rags).

Rents and House P rices


This is a reproduction and modification of the material from
Lion & Dragon’s equipment section, and is provided here for easy
reference. The costs for rent and housing prices are provided
below. These are mainly for cities, which is the only places where
large amounts of coin circulate.

Rent in City Average Cost Per Month


Home, Tenement 3p/sp
Home, Tradesman 2sh/gp
Home, Wealthy Merchant 5sh/gp
Shop, Average 2sh/gp
Alehouse, Average 2L/40gp
Alehouse, Large 5L/100gp
Rent in Countryside Average Cost Per Year
Cottage, Smallhold Farm 5sh/gp
Purchase Price in City Average Cost
Home, Tradesman (with Shop) 12L/240gp
Home, Professional 5L/100gp
Home, Wealthy Merchant 50L/1,000gp
Home, Noble’s House 90L/1,800gp

Purchases in the countryside are much rarer, as most property


outside of the city is owned by the Crown, Church, or powerful
nobles; it is very rare for them to sell. Freely-owned lands are
occasionally sold, accounting for about 25% of all workable land in
the kingdom. These landholdings are small, averaging about ten
acres, with a typical freehold costing about 6L/120gp to purchase.
Building a castle usually takes about 1d6+6 years, while the
average church requires 2d6+12 years. Both of these are usable
about halfway through their construction process, however.
Construction on land in the countryside costs as follows:
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Construction in Countryside Average Cost Per Month
Cottage 2L/40gp
Manor House, Modest 12L/240gp
Manor House, Stately 80L/1,600gp
Church, Average 775L/15,500gp
Castle 5,500L/110,000gp
Includes tower, building, gatehouse, barns, cottages, etc.

Homelessness
Full-blown homelessness is a very
troubling circumstance, as it often
leads to the risk of starvation.
Note that it is quite difficult
to be truly homeless in this
period for anyone able to
work, fight, or utilize useful
skills. Obviously, nobles only
find themselves homeless if
becoming outlaws of some
kind; knights are usually in
high demand. One’s extended
family is honor-bound to
provide assistance to kinsmen
in dire straights, so only those
with no family (or whose entire extended family is in the same
boat) can find themselves homeless. Clerics are obviously never
homeless, since they are welcome everywhere they go. Homeless
Cymri gypsies would have been shunned by their people, because
fellow Cymri would normally take them into their homes.
The majority of paupers consists of one of three types:
• The helpless poor, widows, orphaned children, very old,
and lame: There is an extensive network of charity provided
by the Church, and wealthy commoners and aristocrats care
for these poor. Common folk also try to help them whenever
possible.
• Those struck by horrible diseases of the body or mind:
These are treated with more reservation, as the line between
misfortune is blurry, as is the notion that certain diseases

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are the product of sin and apparent madness might be due to
possession. The Church provides specific alms or places for
these people to stay, but common folk are likely to drive them
away or even abuse them.
• The unworthy poor, which consist of drunks, lazy vagrants,
and fallen women: These are often given much less care. In
the late part of the campaign period, statutes are passed in
many cities that force these people to be expelled outside of
the city walls.

Smallhold Land Stewardship


Anyone with funds can theoretically purchase land for sale.
This land mostly consists of the relatively small percent not
in possession by the Church, Crown, or aristocracy. These are
freeholds, most being smallholds, which average about ten acres
per holding. It is rare for larger plots of land to come up for sale,
but it is possible for a character to get lucky in finding one. A
character could also try to convince someone to sell by offering
more than the land is worth, which would require some kind
of reaction roll to determine success. The average price of land
works out to 12sh/gp per acre. This does not include the value of
any properties, valuables, or livestock on the land—these must be
worked out separately.
When managing land, a character makes a farming skill check
(1d20 + INT modifier + Farming). This roll can be modified
positively or negatively if there is some kind of beneficial situation
or a more-likely serious problem in the area (like drought, war, or
pestilence), respectively. The gamemaster also rolls 1d20 to reflect
the current year’s challenges. The character’s total profit or loss
(with basic living expenses factored into the cost) is determined
by first calculating the difference between the two rolls. If the
character’s roll is higher than the gamemaster’s roll, he has made a
profit; otherwise, he loses money. Multiply the difference between
the two rolls by the number of acres and appropriate value on the
relevant row below.
Source Profit Loss
Farming 10p/sp 2p/sp
Ranching 1sh/gp 10p/sp

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Roll only once for every farm, regardless of acreage. If a character
owns multiple different landholdings in different places, a roll
should be made for each one. Note that it is impossible for an
individual to work more than one landholding; if a character owns
multiple landholdings, all but one must be worked by servants or
tenants.
For example, a character with a ten-acre wheat farm rolls a farming
check of only 3 (2+1+0), while the challenge roll is a shocking 20. This
means that he has managed to suffer a loss of 340p (17×10×2p) that
year. If he has no savings or supplementary income, he is in serious
trouble, as the debt will mount and he could faces a lawsuit for
payments owed.
Another character who is ranching sheep rolls a farming check of 9
(7+0+2), while the challenge roll is 3. This means that he managed to
turn a profit of 60sh (6×10×1sh) this year.
Note that most of this profit is not typically in coin value. It
represents the value of the harvest/production from the farm,
which is then changeable to goods. If the character actually tries
to sell his wares for coins, he must sell it to a merchant for about
half the listed profit or take it to a market (see the upcoming
Merchant and Caravan Activities section for more information about
markets).
Note that a character actually working the land himself must
spend most of the time during the productive season (spring and
summer) on that land. This leaves little time for other activity.
Alternately, he could leave the actual work to family, but they must
be factored into the cost of living and make the farming check.
Another alternative is to hire a steward that can run the place.
This costs 1L/20gp per year, but payment is not typically in the form
of literal coin, likely being taken from the farm’s profit. A standard
steward comes with INT +0 and farming +2, while a better-skilled
one can charge more, possibly up to triple the standard rate.

Land Management Options


A character may rent out a smallholding to tenant farmers at
a fixed price each year in the form of goods or coin. This rent is
typically set at 5p/sp per acre per year. It can act as a fixed income
for the player character, whether the farm succeeds or fails in any
given year. Of course, if tenants fail at farming checks repeatedly,
they may find themselves unable to pay the rent; however, if

156
the character evicts the tenants, he also loses income from the
smallholding, unless new tenants can be found.
Tenant farmers may also be contracted with a terrage. This
involves a purely nominal rent (such as twelve eggs or one goose
at the spring equinox), but an additional payment of 50% of the
profits generated from the land each year. This was the most-
popular form of tenancy for a long time, but has the disadvantage
of tenants with bad years not generating meaningful profit.

Mercenary Work
Common soldiers in armies are rarely paid more
than housing, food, and a few pennies if they are
lucky. On the other hand, elite forces are often
hired as special mercenary soldiers with good
pay. Fighters, Scots Men, and sometimes even
thieves can be hired in this way. Common
soldiers work at the paltry rate of about
2p/sp per day (typically for forty days,
so a total of 80p/sp for the season), but
higher-level characters can take on work as
mercenary officers.
In order to be considered as a mercenary
officer, a character must be at least Level 3
and have gained some kind of reputation
in the kingdom for his prior activities, be
it adventuring or previous military service.
The likelihood of employment should be based on the result of a
reaction roll, potentially modified due to the character’s fame or
connections. Incomes are as follows:
• A typical commoner mercenary character is hired as a
sergeant in charge of at least ten men, and receives an
income of at least 32sh/gp per season.
• Characters of the knightly class are hired to command units
consisting of between one-hundred and one-thousand men,
and earn at least 80sh/gp per season.
• Characters of the knightly class above Level 5 may be hired as
the captain of a mercenary company, earning a minimum of
160sh/gp per season.

157
Mercenaries are generally only hired in times of war. Fortunately
for them, there is usually a war to be found somewhere in these
troubled times. Their service sometimes involves guard duty or
the training of peasant troops; they would be expected to spend at
least five days of the week in this work.
It should be noted that this position brings no special prestige.
Working as a mercenary is usually viewed as somewhat
dishonorable by those who extol the knightly virtues. A character
is expected to give up his mercenary status upon receiving a
permanent military rank in the service of a lord (which does
not provide any coin income, though it includes all the standard
benefits of supplies and equipment from patronage, as well as a
possible grant of land).

Running a Clerical P riory


A cleric of lieutenant rank or higher (which requires a minimum
of Level 6) may be given the option to take charge of a Clerical
Priory. Any such priory is likely of a secondary nature rather than
one in a larger city or major pilgrimage center—unless the cleric is
very dedicated to clerical administration rather than adventuring.
Taking on the running of a priory is not a small matter. It
requires the cleric to manage its affairs. Much of this could be left
to the sergeant who is second in command, but the player cleric
must spend at least five days each month at the priory to manage
mundane affairs. He is also expected to be present for major
religious feast days.
Part of the work of a clerical prior is to act as diplomat between
the Clerical Order and local lords. He is expected to be present
at significant events, especially religious ones like weddings or
funerals, that any of the local nobility requests him to attend. He
might also be called on to investigate cases of the supernatural in
the region, though he could choose to send lesser clerics under his
command on those missions.
The cleric is in charge of 2d8 Level 1 clerics, plus a Level 2
sergeant, who follows his orders and looks to him for training and
guidance. As is always the case in the Clerical Order, the other
clerics obey his commands, but his superiors would not sanction
them being brought on any adventures not directly relevant to the

158
Order’s mission. No more than half of the priory’s clerics can be
away from it at any given time.
When a cleric reaches Level 4 (apart from the sergeant), he is
reassigned to other duties and replaced with a new Level 1 cleric.
If the sergeant reaches Level 6, he is promoted and reassigned, a
new Level 1 cleric is brought in, and the highest-level cleric at the
priory is promoted to sergeant.
Every priory also contains a font for the creation of Holy Water
and at least one minor relic for the temple space. It also contains a
variety of supplies, as well as enough arms, armor, and horses for
all the clerics (plus a few extra). The priory is likely to have a few
servants— acolytes (Level 0 clerics) accompany some of the clerics,
and wandering clerics frequently pass through the region.
A Clerical Priory is usually granted a small area of land to handle
its needed income. Apart from this, the Clerical Order supplies
it with an emergency fund for necessary expenditures of up to
500sh/gp per year. Any expenses from this fund are replenished
annually, but expenditures must be carefully recorded and
justified to the superiors in the Order. If greater expenses are
required, the Prior must write to his superiors for more funding.

Magisters of the C ollegium


Magisters with experience in the arcane arts are highly valued
as scholars. They usually gain the opportunity to take teaching
positions at their alma mater (whether Oxford or Cambridge); in
the later period of the campaign, new positions open in Middleham
Collegium. Magisters of at least Level 6 are the most-likely to be
offered positions, but lower-level magisters of exceptional fame
and reputation may also be offered the same. Characters who are
notorious for their infamy, lack of piety, or corrupt morals are less-
likely to be offered positions.
An instructor is expected to be at the Collegium’s town during
the teaching season, which is between March and May and then
between September and November. He would be expected to
teach a minimum of five classes per month, being paid 2sh/gp
and 4p/sp per month. He is typically allowed to miss up to one
class per month, but is not paid for the month if exceeding that
amount. In addition to the salary listed (in coin), the magister

159
is given his own apartments (including an office), supervised
access to the alchemical laboratory, and access to the Collegium’s
libraries (except the special collections, where restricted or
dangerous books are kept, accessible only with permission from
the department chair).
A magister who has been in a teaching position for at least a year
can theoretically be promoted to a department head (this is not
automatic). It is much more likely if the magister reaches at least
Level 9. Department heads receive an annual salary of 2L/40gp,
but are expected to reside permanently in the Collegium; if they
go on leave, it is usually with a proportional reduction of salary
during their time away. They also get nicer quarters, as well as
unlimited access to the library and labs.
At Level 9, a magister gains a number of apprentices equal to
1 + CHA modifier (a negative CHA modifier means no apprentices
at this level). A magister gains 1d2-1 new apprentices at every level
thereafter. These apprentices serve the magister with the standard
loyalty/morale of any follower, which could include joining him
on adventures. In exchange for this, they expect to be favored,
provided with teaching and access to resources. Apprentices
remain in the service of the magister until they reach Level 4.

160
Gang Leadership
A thief or Cymri of at least Level 5 can form his own gang in
any urban area. Doing so usually requires the approval of a local
guild. This may also require the character to displace the leader of
the gang previously associated with the guild, unless he died or
retired. It would be possible to theoretically buy them off, though
usually not for a sum less than 12L/240gp. Otherwise, it would
require a challenge by personal combat or assassination.
A thief with his own resources can potentially fund his own
gang. This requires a property in the city that is usable as the
base, as well as basic funds to feed and equip the initial members.
Starting one’s own gang without guild patronage is likely to start
a turf war with a guild-sponsored gang and go without protection
against the local authorities (unless the thief leader has another
powerful contact, like an aristocrat with influence in the city).
Upon starting his gang, the thief immediately gains 4d6 Level
1 thieves as his followers. Every time he goes up in level, the
character also gains 1d4 new followers. They fight for the gang,
engaging in criminal activity throughout the city. Each is required
to pay a share of their earnings to the leader, which amounts to
1d6sh/gp per month. The player thief must maintain his authority
in the gang and presence in the city. He cannot spend more than
two months away from the city or his gang will leave him to follow
another thief of equivalent level.
The player thief must roll 2d6 + CHA modifier every three
months. A result less than 7 means that one of his followers either
leaves to join a rival gang or attempts to assassinate him to take
over the gang. A result of 9 or more indicates that he gains one new
thief in the gang. There is also a 1/6 chance every six months that a
rival gang of thieves attempts to engage in a turf war.

Income from P rofessions


Player characters with background skills and a house with a
craftsman’s workshop in the city (average cost of 12L/240gp) may
attempt to earn money from them. This is done by dedicating at
least twenty days of the month to the profession. At the end of that
time, the character must make a DC15 skill check. Success means
gaining the appropriate wage for the job (see page 65 of Lion &

161
Dragon for a list of professional wages). A failure with a result of at
least 10 means earning only half that amount, whereas results of
less than 10 indicate that no income was earned. Note that in any
city, many professions are regulated by a guild. Membership in a
guild usually requires a seven-year apprenticeship, but someone
could purchase the status of freeman (non-voting member with
the right to practice trade in the city) via a redemption fee of no less
than 12L/240gp.

Big Business
Merchants may wish to invest in a business. It is important
to note that business is not well-regarded in this era, which has
a very different perspective from that of our modern world. The
aristocracy never engages in business, as this is considered beneath
them and very scandalous. The Church treats businessmen with a
great deal of suspicion, as they are examples of rampant greed and
different from productive labor (poverty is seen as more virtuous
than wealth to some extent). Commoners generally tended to
think of businessmen as avaricious and parasitical. Even so,
commoners reaching to great levels of wealth due to trade rise to
levels of influence and prestige (by the late medieval period), and
their money is often courted by aristocrats in need of wealth to
assist their lifestyles or wars (albeit with a pretense of distaste).
Anyone of at least knightly social class known to engage in
mercantile enterprise directly suffers a -2 penalty to all reaction
rolls when involving someone else of these same social classes.
The gamemaster may use specifics for the merchant venture,
arranging for all the costs of infrastructure, requiring the player
character to carefully manage all of his business, and determining
the income generated. For guidelines involving costs and hazards
of mid-level mercantile activity, refer to the upcoming Merchant
and Caravan Activities section.
The gamemaster may also simplify and abstract the process of
big business ventures with the following rules. In order to enter
into a business as a merchant, the player character must be able
to invest at least 500L/10,000gp into his enterprise. He must also
choose whether the type of business is a stable, moderate, or volatile
venture. It is assumed that the investment includes the cost of

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infrastructure (horses, carts, boats, employees, and product).
The player character is required to make a merchant skill check
once per year; refer to the following table to determine the profit
or loss that occurs for the year.
Venture Result Stable Moderate Volatile
15 or more 1d8+1d6-4% 1d20+1d8-10% 1d100+1d20-50%
10-14 1d8+1d4-4% 1d20+1d6-10% 1d100+1d10-50%
2-10 1d8-4% 1d20-10% 1d100-50%
1 or less* 1d8-8% 1d20-20% 1d100-100%
* A natural 1 on this roll always counts as 1.

Any volatile investment also has 1/20 chance per month


of completely collapsing, causing a loss of 1d4+6×10% of the
investment. Any moderate investment has a 1/20 chance per year
of collapsing in a similar fashion.
The character can add or remove money invested into his
business whenever he wishes, but it usually takes 1d10 days to
liquidate it. If his investment ever falls below 500L/10,000gp, he
must add additional funds to bring it back up to a minimum of
that amount or be forced to close shop, losing 1d10×10% of the
remaining money invested.
Managing a business is a full-time job, requiring a minimum
of twenty days out of every month if the player character handles
all the business himself. He may choose to hire an administrator
to act as a trusted manager, running the business in his absence.
Such an administrator costs a minimum of 15L/300gp per year (+2
merchant skill or double the cost for +4 merchant skill).

Noble Attention
The local lord of the area in which the player character has
based himself may hear about him on occasion, wishing to either
reward or make use of his service. This is particularly likely if the
character has set himself up as a landowner or seems to be settling
there. Those who perform great feats of bravery, and have notable
and publicized adventures, or make great shows of wealth, piety,
generosity, or skill at arms or magic may end up being called before
the local lord or the Crown for a mark of favor or displeasure. This
random table may be used to determine the form of attention
(most of these results can occur more than once).

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1d100 AttentionPart 1
01-10 Establish and defend a frontier landholding. The lord asks
the character to establish a small landholding of about ten
acres in a frontier region of the state, either along the border
with a hostile state or a wilderness area. This holding may
already have a manor house upon it, which is included with
the grant. The character is expected to police the area.
11-20 Courtier service. The character is expected to remain in the
lord’s keep, acting as adviser for a period of no less than six
months.
21-30 Land gift. The character is given a large landholding of at least
one-hundred acres in a central part of the kingdom, which he
is expected to maintain. A manor house is usually included on
the land. Selling or giving away this holding would be seen as
an insult.
31-40 Income-generating office. As a mark of favor, the character
is given a minor office that requires no particular work,
but grants him an annual income of 1d6+4×10sh/gp. This
allows the character certain liberties in the lord’s lands and
is welcome in the lord’s properties (if he behaves), but is also
expected to come when called and fulfill requests by the lord.
41-50 Military, clerical, or social title. The character is given an
unpaid title of military commander (fighters), assignment as
a cleric to the lord or one of his family members (clerics), or
granted to the lord’s council (other classes). This brings honor,
influence, and great responsibilities—he must remain in
the territory for at least four months of every year. Military
commanders are also expected to lead forces into battle if
there is a conflict.
51-60 Loan requested. The lord requests a loan of at least
50L/1,000gp—or more if the character is known to be
extremely wealthy. This is supposedly to cover a dire personal
or treasury expense. There is only a 10% chance of the loan
being paid back each year (without interest).
61-70 Gift demanded. The lord invites the character to an event
at which it is expected for him to bring an ostentatious gift
as a test of quality and/or loyalty. This gift must be at least
10L/200gp in value—or more if the character is known to be
extremely wealthy. The cleverness or taste of the gift is at least
as important to how the lord reacts and whether he favors the
character in future as the monetary worth of the gift.
71-80 Present/reward. The lord wishes to reward the character
with a small gift. It could be in the form of a weapon or
armor, horse, fine clothes, small manor or house in a city of
the territory, or a material relevant to his class (alchemical lab
materials for a magister, for example).

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1d100 AttentionPart 2
81-90 Noble visit. The lord visits the character’s home or
landholding. This involves a cost of at least 20L/400gp in
order for the lord to be satisfied by the character’s hospitality.
91-95 Social promotion. The lord rewards the character by a raise
in status. A peasant or villain class is granted a reward of a
smallholding or money (2d10L or 1d20×10gp). If a commoner
exhibited excessive valor or heroism, or is remarkably useful
to the lord, he might grant a knighthood. Someone already
a knight or noble would be offered the opportunity to marry
into the lord’s family via a younger child or sibling, or a close
cousin.
96-00 Removal of title, landholding, or citizenship. The lord
feels distrust or dislike towards the character, either for
legitimate reasons, out of personal paranoia, or because of
falsehoods revealed by unfriendly or jealous courtiers. If the
lord had previously given a landholding, place in his court,
gift of land or income, title, or other honor to the character,
he revokes one of them. Otherwise, if the character has
lands or properties in the territory, the lord confiscates one
of them, possibly as a test of loyalty based on his reactions.
If none of these apply, the lord may temporarily exile or
permanently banish the character from his territory.

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Marriage, Children, and I nheritance
Marriage is a very important social function. Men older than
twenty-five are expected to be married, unless taking a vow of
chastity (which is required of clerics, but some other very religious
people may also decide to take such a vow). Girls are expected to
be married out of their households anytime between the ages of
twelve and eighteen. An unmarried girl at a later age is highly
unusual. It is not uncommon for marriage agreements to be made
earlier, although it is expected that consummation of a marriage
must not occur until a girl is capable of having children.
There are several ways a marriage can occur by law. It can
be that a woman is freely given by her family to a prospective
husband—this is considered the most-proper form of marriage
and is typically done to unite families. This marriage always
includes a dowry of significant value, but very rarely presented in
actual coin. It is much more likely for a dowry to come in the form
of land, valuables, or goods. Refer to the table below for the values
of dowries by social class.
Social Class Dowry
Serf (paid to the serf’s lord) 1d12sh/gp
Peasant 1d6×10sh/gp
Villain 1d4L / 1d4×10gp
Villain or Peasant, Wealthy 1d10×10L / 1d10×200gp
Knightly 1d8×10L / 1d8×200gp
Lord/Aristocrat 1,000L / 20,000gp or more

The dowry is the property of the wife, rather than the husband.
By law, however, a husband is in charge of preserving the dowry
(in the case of land, managing it). Widows who re-marry present
a dowry equal to one-third of their deceased husband’s wealth if
there were other heirs; otherwise, the full wealth of the husband
is presented. An heiresses, which is the eldest daughter when no
living males exist, presents a dowry of her entire inheritance.
Weddings involve a feast that lasts several days (1d4+1 for a
random length). Consult the table below to determine the feast’s
cost per day per person by referring to the social class of the
highest-ranked guest. This cost is usually paid by the bride’s family
(or the bride if she has no family).

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Social Class Cost per Day per Person
Peasant or Villain, Poor 1p/sp
Peasant or Villain, Rich 3p/sp
Knightly 5p/sp
Noble 7p/sp

It is possible, but exceedingly rare, that two people marry for


love, and without the permission of their families. In this case, it is
unlikely that there would be any dowry. The celebration of a feast
is also entirely optional. Such non-sanctioned matrimony is likely
to have serious consequences, often being socially scandalous,
especially if the two people involved are of varying social classes.
The couple could also gain the enmity of the bride’s or groom’s
family, or both. In some circumstances, it could even lead to a
lawsuit.
Whenever a married player character (or one with concubines)
attempts to have children, the gamemaster should roll 1d6 each
month. The wife is pregnant on a result of 1 or 2. The gender of
the child is even odds. The odds of the pregnancy ending in
miscarriage or stillbirth is 1/6. The odds of the mother dying is
1/10. The odds of children dying each year during their first two
years is 1/6; afterward, they have a 1/6 chance of dying sometime
in the next ten years.
Inheritance in Albion/England involves all the father’s
possessions and title going to the eldest surviving son. If there
is no son, the inheritance, but not titles, passes to the eldest
surviving daughter. A titled noble with no male heirs means that
the inheritance of title and two-thirds of the family estate passes
to the oldest male heir (younger siblings or nephews), rather than
to the eldest daughter.
Law is different on the Continent in that women cannot
inherit under any circumstance. In the eastern kingdoms of the
Continent, inheritance is divided among all surviving male sons.
If the heir to a family is a minor, his property and household are
placed under the stewardship of the King until he comes of age,
usually through chosen administrators. This obviously applies
more to aristocrats and knightly families, by may also extend
to all classes in theory. This means that a commoner’s adult
relative or supposedly trustworthy guardian manages the minor’s
inheritance until he comes of age.

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In some cases, particularly pious people leave significant parts
of their wealth to the Church upon their death, This is done in the
hope of securing a more-favorable afterlife. Over time, the Crown
established severe restrictions on how much of one’s wealth,
especially land, could be willed to the Church. No more than one-
third of the deceased’s wealth can be handed over to the Church
(no more than one-half if there were no children).
In the event that someone dies intestate and with no living
spouse or heirs whatsoever, their inheritance passes to the Crown.

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Merchant and Caravan
Activities
There are many possibilities for campaign activity in a medieval-
authentic game, but not typically in the format of standard play
with the player characters being in a group of adventurers at large.
Part of medieval-authentic play involves the characters working
for a specific patron, often a lord or the Church. They may also
work as criminals.
Another option is that the player characters work for a merchant
company, accompanying and assisting it in trade ventures. One
might already have an idea of what this looks like based on popular
media. If approached it in a medieval-authentic way, it would
actually be a little different than probably thought. This short
supplement presents guidelines for running medieval-authentic
merchant activity, including what happens during a caravan to
sell or buy in distant parts of the realm.

Caravan Guards
The most classic merchant-related roleplaying adventure is
probably in which a wealthy merchant offers the player characters
a small fortune to guard his caravan on its journey. They suit up
in full armor and weapons, riding along with the merchant and
fighting enemies along the way.
In a medieval-authentic campaign, the typical player character
would probably be hired to help protect a caravan, but doing so is
far more complicated than in a regular fantasy campaign. This is
because local lords make considerable efforts to keep trade routes
safe in civilized areas and their towns. Some smaller lords rent out
armed guards to escort the caravans.
Naturally, the roads are not entirely safe, no matter how
conscientious a lord may be. Many towns and cities are also not
safe. Note that it is not legal for merchants to hire armed guards of
their own, but they could do so under the guise of these men being
carters. These men could not be found openly carrying weapons,
for being caught could lead to the confiscation of part or all of
their goods in order to pay the fines of the men carrying arms in

169
the open. The punishment for anyone caught armed and armored
on the road (other than nobles or clerics, neither of whom would
ever work as guards for a merchant caravan, except if it was part
of a disguise/cover) is 12sh/gp per man and the weapons would be
forfeit. This applies to any weapons other than a dagger or staff.
Thus, player characters traveling to protect a caravan from
bandits would need to take on the disguise of carters, keeping
their weapons hidden (probably in the carts themselves).

Merchant Travel
In the Medieval period, any kind of transport of goods is
complicated, oftentimes dangerous. Goods must be transported
from small towns and rural regions to big cities (and vice versa),
and then overseas on sea vessels. In general, goods are brought
to local towns from farms and villages, then to the nearest large
cities, particularly those on the coast or on navigable rivers. These
goods are then either exported by sea or transported to other
regions of the land. In terms of internal movement of goods, it is
generally easier to transport them by river or coastline to the areas
in which trade is planned. Only then are they moved by land to
inland regions.
Travel times on navigable rivers is the same as those listed in
the Lion & Dragon rules. Assuming conditions are normal, travel
on riverboats covers about twenty-four miles per day going
downstream or eighteen miles per day upriver. Obviously, if the
weather is bad or there are unusual conditions, this could be cut
by as much as half (one of these conditions could be a large amount
of riverboat traffic in very populated areas). The gamemaster
should check for each day of travel to determine whether there are
any such conditions. The likelihood of bad conditions on a river
should be 1/6 for low-traffic areas, while high-traffic areas could
be as much as 2/6 (if a 1 is rolled, the conditions are caused by an
excessive number of boats on the river).
River travel is not without other perils, though it is generally much
safer than roads. There can be the possibility of a supernatural
encounter of some kind (at the gamemaster’s discretion). Every
time the river passes by a city, there is a 10% chance that the
bailiffs of that city stop the boat. There is then a 75% chance that

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they extract a toll of 6p/sp for every ton of merchandise on the boat
(not technically legal, but extremely common); otherwise, they use
armed men to literally force the merchants to sell their wares in
that town. Of course, the merchants can later attempt a lawsuit
against the government of the city, but this is costly and rarely
effectual.
The major navigable rivers suitable for merchant barges in
Albion/England are the Thames, Severn, Humber/Trent, and
Mersey.
A merchant ship could cover forty-eight miles in one day by
traveling along a coastline with favorable winds and good weather.
On any given day, there could be a chance of unfavorable winds
or bad weather, reducing the distance traveled—consult the table
below.
1d20 Coastal Travel Conditions Distance
1-7 Favorable Winds and Weather 48 miles per day
8-10 Favorable Winds, Bad Weather 36 miles per day
11 Favorable Winds, Terrible Weather 18 miles per day
12-15 Unfavorable Winds, Good Weather 36 miles per day
16-18 Unfavorable Winds, Bad Weather 24 miles per day
19 Unfavorable Winds, Terrible Weather 12 miles per day
20 No Wind 1d4-2 miles per day

When traveling on land, merchants try to stick to the larger,


more maintained and better-patrolled roads. Only smaller, poorer,
or desperate merchants would travel on lesser pathways, generally
leading to smaller and poorer communities—small merchants
unaffiliated to guilds could potentially make a living trading with
them, however. Since the most-common danger in transporting
goods is banditry, merchants often get together in large numbers
for safety.

Land Travel
Due to obvious time constraints, travel times while moving
goods on carts can be different from standard times. A merchant
cart with carters on a major road could likely cover about twenty-
four miles per day, barring unusual conditions. A merchant cart
could cover about eighteen miles a day on a secondary pathway.

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There are several major roadways in Albion/England. All of
these date back to the times of the Arcadians/Romans. The longest
of these is known as the Royal Road, beginning at Plymouth, with
stops at Exeter, Glastonbury, Wells, Bristol, Worcester, Coventry,
Leicester, Nottingham, Sheffield, Doncaster, York, Middleham,
Durham, Newcastle, and Berwick.
The second, but perhaps more significant, major road is known
as the Old North Road. It begins in Chichester, and continues to
London, St. Albans, Cambridge, Lincoln, and Doncaster (where it
joins the Royal Road).
The third major road is known as Watling Street. Of the original
part of this route, only the first section is still in use. This ran
between Dover, Canterbury, and London. The rest of this old route
has been replaced by another road known as Ermin Way, which goes
from London to Oxford, Gloucester, Tewkesbury, and then joins the
Royal Road at Worcester.
All other routes are secondary roads of varying levels of quality,
with the exception of major quality roads in the following areas:
• Linking Hastings to Canterbury and then Watling Street
• Linking Sandwich to Canterbury and then Watling Street
• Linking Salisbury to Winchester, Porchester, Chichester, and
then the Old North Road
• Linking Southampton to Winchester
• Linking Salisbury to Devises, Bath, and then Bristol and the
Royal Road

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• Linking London to Chelmsford, Ipswich, Norwich, and
Yarmouth
• In Wales, linking Newport to Cardiff, Swansea, Pembroke,
Cardigan, and Harlech (and from Newport to Bristol and the
Royal Road)
• Linking Worchester to Derby and Manchester, with the road
then forking to go to both Chester and Liverpool
• Linking Middleham to Lancaster
• Linking Middleham to Whitby
• Linking Durham to Carlisle
There is a 1/6 chance of bad weather on each day of road travel,
slowing travel times to only eighteen miles per day on major roads
and six miles per day on secondary roads. When bad weather
occurs, the gamemaster should make another 1d6 roll; a result
of 1 or 2 on that second roll means that there is a major storm,
which essentially makes any further travel impossible for the day.
Make another 1d6 roll for the day after a major storm; a result of 1
indicates that the storm continues, while a 2 or 3 means that only
regular bad weather occurs.
Other potential hazards can also be encountered when traveling
a major or secondary road. Encounters occur with a 50% chance
per day of travel on a major road or 25% chance per day along a
secondary road. While long encounter tables for road travel are
provided in the Dark Albion book, the following shorter tables may
be used instead.

Major Road Encounters


1d100 Major Road Encounter
01-14 Obstacle
15-28 Bridge
29-35 Ferry
36-49 Other Caravan
50-56 Bandits
57-63 Marching Army
64-70 Pilgrims
71-84 Toll Post
85-92 Inspecting Bailiffs
93-00 Animal or Supernatural

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Obstacle
Something on the road is blocking the path. This could be a
fallen tree or a broken cart (even odds for either). There is also a
10% chance that the obstacle is actually a trap that has been placed
there by bandits (read the entry for Bandits).
If the result is a broken cart and there are no bandits, then a 25%
chance exists for the owners of the cart still being there, pleading
for assistance in repairing it. Merchants are not strictly required to
help, but it is often considered a matter of courtesy to do so. If the
merchants do help, the cart and its drivers may join the caravan if
headed in the same direction (50% chance). If there are bandits,
the cart and its wares have been abandoned.
Bridge
A bridge crosses a small river. There is a 75% chance that a troll
is present at this bridge with 1d4+1 men (Level 0 Humans with
padded armor and spears). They have been empowered by the
local authority to collect a toll of 6p/sp per cart plus 1p/sp for each
person and horse from merchants who cross the bridge. Refusing
to pay the toll would be a criminal act, with authorities being
informed as quickly as possible to hunt down the merchants and
confiscate their wares.
Ferry
Some rivers have no bridge but utilize a ferry, consisting of a
large raft, often with a rope to guide it across the river. Ferries are
always manned by 1d3 people (Level 0 Humans with no armor and
daggers), always charging 3p/sp per cart and half a penny (½sp)
per horse or Human for the crossing. A ferry raft is usually large
enough to move one cart or two horses and a couple of men, or up
to six men at a time. Many crossings would be required to get the
whole caravan across the river.
If the ferry is encountered within twenty-four hours of a major
storm, there is be a 50% chance of the river swelling enough so that
the ferry cannot cross it. This means that the player characters
would be stranded on one side for 1d2 days until the river subsides.
Other Caravan
Another caravan is encountered. It consists of 1d10 carts, 1d4+1
men per cart, and either two or four horses per cart, depending on
its size (with possibly one or two extra horses). The caravan heads

174
in the same or opposite direction as the player characters’ own
caravan (even odds either way). This means delays along most
roads, as the caravans either need to match each other’s pace or
maneuver to get around the other. If the two caravans are going in
the same direction, they may offer to travel together—the larger
a caravan is, the less danger there is of banditry. If the caravans
are heading in opposite directions, they could provide general
information about events occurring during their journeys. If more
unusual information is requested (like details about certain people
or things not usually of interest to merchants), there is a 20% to
50% chance of the caravan being able to provide useful facts.
Bandits
Bandits are potentially out to rob the caravan. They consist of
3d10 men, half of whom are Level 0 commoners and the other half
being Level 1 fighters or thieves. All of them are equipped with jack
splint armor (equivalent of studded leather), and armed with short
bows and spears. If more than four bandits are encountered, they
include a leader who is either a fighter, thief, or possibly a Cymri
of Level 1d3+1. If the encounter is in a region that is very prone
to banditry (like Nottingham/Sherwood or Kent) or currently
suffering from rebellion, the number of bandits encountered is
raised to 3d20, with one leader for every five men.
The bandits are locals, so they select a good spot for an ambush.
Unless the caravan has very watchful carters, the bandits probably
get to attack by surprise during the first round of combat.
The bandits only attack if their numbers are at least equal to that
of the caravan; otherwise, they keep away.
Marching Army
A troop of men are almost certainly from the local lord (unless
at a time of war, which brings a 40% chance of encountering an
enemy army). The caravan faces 1d100 men, many on horseback
and likely with some carts (double this number during times of
war). The troops consist of Level 0 men armored with jack splint
and carrying spears. For every multiple of ten men, a sergeant who
is a Level 1 fighter is also present on horseback, armored in chain,
and wielding a spear and shield. If there are more than twenty
men, there is also a captain on horseback as a knighted fighter
with a level equal to 1d4, armored in plate, and wielding a sword
and shield.

175
These troops are likely marching to a garrison or are on the
search for bandits during peacetime. There is no risk from these
troops, assuming the player characters are not armed or in armor;
otherwise, the troops arrest the whole caravan, sending them to
the local lord. The caravan must yield the road to the troops. It
is possible that the guards transmit their local lord’s offer to rent
soldiers to the caravan while passing through the territory at a
rate of 2p/sp per soldier per day (in groups of five).
During a war, there is a 30% chance for the enemy to demand the
caravan surrender all its goods and wealth. If this is a local army
during wartime, this still occurs 5% of the time.
Pilgrims
1d100 pilgrims are on a religious journey to St. Albans, Bath,
Canterbury, or across the sea to the holy land. They are most-likely
led by a Level 0 priest. They are no danger, simply needing to be let
past. Some may preach to player characters who look unholy and
others may try to buy wares from the merchants.
Toll Post
1d10+2 men in padded armor with spears are stationed here to
collect tolls from merchants for the local lord. The toll is 1p/sp for
every ten pounds of goods being transported. Toll posts with more
than six men offer the merchants to sell goods to the local lord at a
steep discount (20% to 50%) in lieu of paying tolls. This is a difficult
gamble, because not accepting leaves them with paying tolls at
any bridge and post along the way, as well as at their intended
destination. If they accept the deal, they caravan is spared any
tolls and all taxation except for poundage or tunnage (see below).
Inspecting Bailiffs
A group of 3d6 soldiers have been specifically sent to act as
bailiffs (inspectors) of the merchant caravans passing through
their lord’s lands. They are Level 0 soldiers with jack splint armor
and spears. If more than eight are present, they are led by a
Level 1 fighter, who is on horseback, wearing chain hauberk armor,
and wielding a shield and longsword. The bailiffs’ job is to ensure
that merchant caravans are who they say they are, not sought for
evading tolls or taxes, not carrying contraband, and not traveling
with mercenaries. In the event that they do find anything amiss,
the bailiffs arrest the whole caravan, taking them forcibly to the
local lord’s manor.

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Animal or Supernatural
Encounters with dangerous creatures is fairly rare on a major
road. Encounters with supernatural creatures are even rarer.
These encounters usually occur at or near nightfall. Consult the
following table to determine the nature of the encounter.
1d100 Creature Encountered
01-10 1 Bear
11-40 1d6 Wild Boars
41-50 1d2 Lynxes
51-90 2d6 Wolves
91-93 1d10 Walking Dead
94 1 Revenant
95 1 Ghost
96 1 Wraith
97 1d4 Satyrs
98 1 Troll
99 1d6 Strix
00 1 Griffin

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Secondary Road Encounters
1d100 Secondary Road Encounter
01-13 Obstacle
14-26 Fork in the Road
27-39 Bridge
40-53 River
54-67 Other Merchant Cart
68-81 Bandits
82-95 Local Strongmen
96-00 Animal or Supernatural

Obstacle
Something on the road is blocking the path. This could be a
fallen tree or a broken cart (even odds for either). There is also a
10% chance that the obstacle is actually a trap that has been placed
there by bandits (read the entry for Bandits).
If the result is a broken cart and there are no bandits, then a 25%
chance exists for the owners of the cart still being there, pleading
for assistance in repairing it. Merchants are not strictly required to
help, but it is often considered a matter of courtesy to do so. If the
merchants do help, the cart and its drivers may join the caravan if
headed in the same direction (50% chance). If there are bandits,
the cart and its wares have been abandoned.
Fork in the Road
Smaller roads sometimes split into other secondary roads.
A player character can make a check if he has some sort of
wilderness, orienteering, cartography (with a map), or other skill
to help navigate. Otherwise, a random pick is needed. The wrong
path may lead to a small village or manor, ghost town (maybe
literally), or dead end in the middle of forests or mountains.
Bridge
A bridge crosses a small river. There is a 75% chance that 1d4 men
are present trying to charge a toll to cross. They may claim to be
acting under the authority of a local knight or baron, but they are
likely just doing it for themselves. They charge 1d6p/sp to let each
cart and the men on it to cross. If not acting on anyone’s authority,
they likely bolt if threatened.

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If no one is present to charge a toll, there is a 30% chance that it
is an old wooden bridge, with a further 30% chance of the bridge
being in bad condition, potentially at risk of collapsing if too
much weight is put on it at the same time. Characters with skills/
backgrounds in construction should be able to make a check to
notice if that is the case. There is also a 3% chance that a troll lives
under the empty bridge.
River
There is a 40% chance of the section of river that the path reaches
is fordable. Otherwise, there is an 80% chance that a local peasant
has set up a ferry (see Ferry under Major Road Encounters). If no
ferry is present, the player characters must figure out how to cross
the river, which could involve the construction of a basic raft. If
it rained heavily on the previous day, there is a 50% chance of the
river swelling, which means that the ferry cannot cross and the
player characters are stranded on one side for 1d2 days until the
river returns to normal.
Other Merchant Cart
A single cart is present with 1d4+1 desperate low-income
merchants, who are trying to make a profit in the borderlands.
The cart is heading either in the same or opposite direction as
the player characters’ own caravan. If both caravans are going in
the same direction, they may offer to travel together for safety.
Otherwise, they could provide general information about events
occurring during their journeys. If more unusual information is
requested (like details about certain people or things not usually of
interest to merchants) there is a 10% to 40% chance of the caravan
being able to provide useful facts.
Bandits
This is a potential encounter with bandits out to rob the
caravan. The bandits consist of 2d10 men, half of whom are Level 0
commoners and the other half being Level 1 fighters or thieves. All
are equipped with jack splint armor, and armed with short bows
and spears. If five or more men are encountered, they include a
bandit leader who is either a fighter, thief, or possibly a Cymri of
Level 1d3+1. If the encounter is in a region very prone to banditry
(like Nottingham/Sherwood or Kent) or currently suffering from
rebellion, the number of bandits encountered is raised to 3d10,
with one leader for every five men.

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The bandits are locals, so they select a good spot for an ambush.
Unless the caravan has very watchful carters, the bandits probably
get to attack by surprise during the first round of combat.
The bandits only attack if their numbers are at least equal to that
of the caravan; otherwise, they keep away.
Local Strongmen
A group of 2d6 men claim to be sent by the local lord. These
Level 0 men with jack splint armor and spears demand a tax of
1sh/gp for every cart. If more than eight are present, they are led
by a Level 1 fighter, who is on horseback, wearing chain hauberk,
and wielding a shield and longsword. If the caravan consists of
more men than the local strongmen and refuse to pay, they are
threatened with more troops. There is only a 2/6 chance of the men
truly serving a local knight or minor lord. If the characters refuse
to pay in this case, the strongmen return with 3d6 more men and
at least one more Level 1 commander; otherwise, their bluff is
called, so the men flee. If the number of strongmen outnumber
that of the caravan and payment is refused, they attack.
Animal or Supernatural
Consult the following table to determine the nature of the
encounter.

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1d100 Creature Encountered
01-10 1 Bear
11-30 1d6 Wild Boars
31-45 1d2 Lynxes
46-70 2d6 Wolves
71-80 2d10 Walking Dead
81-82 1d2 Clay Giants
83-84 1d4 Ogres
85-87 1 Revenant
88-89 1 Ghost
90-91 1 Wraith
92 1d4 Satyrs
93 1 Troll
94-96 1d6 Strix
97 1 Griffin
98 1 Unicorn
99 1 Will-o-Wisp
00 1 Wyvern

Arriving in the Town


Upon arriving at the destination, merchants usually have to set
down at designated zones. These areas provide caravanserais, or
carriage-inns, where merchants can find stabling and rooms. Some
important merchant guilds (like the Mercers’ Guild) use their
own inns, in which members can stay free of cost, since this is a
privilege granted by their dues. Those not from the guilds must
pay between 3p/sp to 8p/sp per day for each man and horse for use
of a caravanserai. Merchants who want to save money or arrive
late must camp on the fair grounds.
Market towns also charge all merchants a city toll on arrival.
These vary from 1p/sp to 6p/sp per cart and person. Some guilds
(and merchants of the Hanseatic League) negotiated exemptions
from these tolls in certain cities or even nationwide. There are
also special royal taxations called poundage and tunnage that all
merchants pay when bringing in foreign goods.

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Poundage is a tax on dry goods, costing 1sh/gp for every pound
(weight) of imported dry goods brought from abroad. It was
initially a tax on foreign wool, but eventually expanded to most
forms of dry goods. Tunnage is a similar tax on alcohol, costing
1sh/gp for every tun (a barrel of 210 gallons or 954 liters) of drink
sold locally or for export. Foreign merchants importing drink pay
2sh/gp per tun.
These taxes are usually charged in the city where the material
first arrived. Tunnage is the exemption, charged at the market
where it is first sold. These taxes are not collected by city locals
or officials of the local lord, but by royal tax collectors and their
customs men.
Given the potentially high-cost of these taxes, it is tempting and
not uncommon for people to bribe officials. In response to such
bribery attempts, the Crown made customs men work in groups
of two. This led to both men being bribed, however. In larger towns
and cities, the Crown supervises the two customs officials by a
higher-ranking man. This too has not managed to solve the issue,
only requiring that merchants give the supervisor one big sum.
Bribing officials is highly risky. There are certainly many officials
willing to be bribed, but also those of greater principles.
The gamemaster should ascertain just how willing to be bribed
a customs man might be before determining the likelihood of
responding positively. A random roll may be made for this. If
the merchant must bribe more than one official at a time, the
gamemaster should roll for both officials and add the results
together.
2d6 Susceptibility to Bribery Modifier to Check
2 Highly Corrupt +3
3-4 Corrupt +2
5-7 Average 0
8-9 Principled -2
10-11 Highly Principled -3
12 Untouchable (would never accept a bribe) —

Assuming that there is a chance of accepting a bribe, it is further


modified by the value of the bribe being offered (a percentage of
the total value of the tax that would have to be paid).

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Percentage of the Tax Modifier to Check
10% or less -4
11-30% -2
31-50% -1
50-60% 0
61-70% +1
71-80% +2
81% or more +4

If the bribe is for more than one official, reduce all modifiers by
one. If the bribe is for a higher-ranked official, reduce all modifiers
by two. If this official has accepted a bribe from the merchant
before, the modifiers are increased by one.
The merchant must roll 2d6, adding all modifiers (including his
CHA modifier) and any bonus from skill in trade (if applicable).
If the result is 8 or more, the bribe is accepted. If the result is 3 or
less on the first attempt, then the bribe is rejected and the official
reports the merchant to have him arrested.
If the result is between 4 and 7, the official does not accept the
bribe, but is open to a better offer. The merchant must select a higher
rank of percentage than his previous offer and roll again with the
new modifiers. Failure means that he may continue increasing the
offer until accepted or no further increase is possible.

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Note that any merchant charged with bribery by an official
or caught in the act of bribing an official could face a trial. The
guilty can be punished by three years of house-imprisonment and
confiscation of all goods, horses, and vehicles. In spite of this, a
great many merchants are still willing to bribe officials, and a
great many tax men are willing to be bribed.

Market Fairs
One of the chief events of any merchant company’s internal
business is the market fair. Towns and cities require a special
charter from the King to hold a fair. Once granted, these charters
are usually permanent unless revoked. They typically entitle the
town to hold a fair once each year, when merchants can come from
other areas and sell wares generally not available to the locals. The
merchants can also purchase things made locally to resell in other
regions.
Merchants arrive in caravans or boats, and set up tents usually
just outside the town. Games and other events are also run at
the same time, potentially consisting of a tourney of jousts,
acrobats, troubadours, fortune-tellers, games of chance, animal
fights, wrestling, and archery contests. Many illegal activities
also take place, including crime/theft and prostitution. Illegal
entertainment includes games like street-football, which is a crazy,
violent affair with two teams fighting each other on the street to
get the ball to the opposite side’s end of the street or town.
Some market fairs are thematic, dealing with specific products,
usually the most-important trade goods of the region. For example,
the Nottingham Goose Fair is a key fair of high value and crucial
to the city’s growth. The Goose Fair has existed since the time of
Edward Longshanks, and is considered of great importance. It
runs for eight days starting at the Autumn Equinox. It is so named
because thousands of local geese from the region are brought in as
one of the two key local products; the other is high-quality cheeses
valued as trade goods throughout the kingdom.
Fairs typically run for three to eight days, opening for business
at dawn and shutting down business (but not necessarily
entertainments) at around 3:00pm. Business is only conducted until
noon on Saturday. The fair stalls are usually closed on Sunday, but

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merchants can get special exceptions from the Church, usually at
a steep price of at least 1L/20gp.
Merchants of foreign origin, which typically constituted about
20% of merchant activity in Albion/England, are required by law
to open two hours later than local merchants, which is intended
to give the locals an edge. Foreign merchants sometimes partner
with local merchants as a means to circumvent this rule. The
exception to this rule is for merchants of the Hanseatic League
of cities. They enjoy special privileges granted to them by royal
treaties, which also grants them exceptions from bridge, road,
and city tolls. Local merchants consider these exemptions deeply
unfair, so tensions and harsh rivalries are common amongst the
locals and Hanseatic merchants.
Fairs are dizzying places. The stalls are full of barkers, who cry
the wares as the main way to attract customers, shouting out the
products they sell and the prices on offer. Price wars can turn into
more serious sorts of conflict, as every merchant is desperate after
long journeys and all sorts of expenses to turn a profit on their
products.

The Court of Piepowders


All sorts of lawlessness can take place at a fair. This ranges from
petty theft and pick-pocketing to public brawls, drunkenness,
prostitution, illegal games, and gambling. Merchants also
have their own special legal issues. There are laws against
manhandling customers—pushy merchants sometimes grab or
physically restrain potential customers, all but threatening them
into a purchase. Physical fights also often take place between rival
merchants—conflicts over location, general misconduct, and
other details amount to lawsuits between them.
Any conflicts that do not reach the level of major crimes are
dealt with in a special court held specifically for the duration of
the market fair. This type of court is called the Court of Piepowders
(meaning something like dusty shoes, in reference to the footwear
of the traveling merchants and fair-goers). For full details about
mechanically resolving legal trials, see the appendices of Lion &
Dragon. With regard to the Court of Piepowders, here are the chief
things to keep in mind:

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• If the town is chartered and independent, court is always held
in the presence of the city’s mayor. Otherwise, it falls to the
local lord or his appointed steward, which is much more likely.
Three or four local men of high reputation are appointed as the
Justiciars to rule over the case. If any of the player characters
are local men of high reputation, they may be thus appointed.
• The Piepowder Court is entitled to judge merchant disputes
and lawsuits, petty theft, pick-pocketing, manhandling of
customers, and non-lethal public brawling.
• Punishments vary wildly, as determined by the Justiciars,
including fines, non-injurious shaming (such as being
publicly paraded in a two-wheeled manure cart), or the stocks.
Very petty cases of theft may be sentenced with the stocks or
lashing. Serious crimes deserving of more severe punishments
are usually held over for the standard royal courts.
• The accusers speak first during court proceedings, followed
by the defendants. Both are entitled to provide evidence and
witnesses for the case. They can also make sworn statements
that can be accepted as valid equivalent to the presence of
witnesses, if the person making the statement can get twelve
men of good standing to swear alongside him.
• By law, Piepowder courts are required to resolve any case in no
more than a day and a half, making them astoundingly quick
justice by medieval standards. This was done in order for all
cases to be handled during or very shortly after the lifespan of
the fair, and to make certain that merchants and customers
alike are not kept away from their business for too long.
Most of the above cases can be handled by using the standard
trial resolution rules in Lion & Dragon. The disputes between
merchants can usually be handled by the civil lawsuit resolution,
unless it involves violence, since that turns it into a case of public
brawling (of course, murder would be different).

Shipping to the C ontinent


The description of international shipping would require a whole
other supplement. Here are some general details, particularly for
scenarios in which player characters facilitate the transport of
goods eventually bound for foreign sale.

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The exporting of goods is as strictly controlled as the importing
of goods. This is done for the same reason in both cases: taxation.
Taxes on merchant activity is one of the main sources of income
for the Crown, so the movement of goods is highly regulated in
order to make sure that all trade is taxed.
Specific cities (called Staple Cities) are selected where goods can
be transported out of Albion/England. These cities are Newcastle,
York, Lincoln, Norwich, Canterbury, Chichester, Winchester,
Exeter, Bristol, Carmarthen, and Westminster (London). All
goods are shipped from these cities to Calais on the Continent,
and then only from there to an eventual destination. The rights
to this shipping are maintained under the authority of the Staple
Company, which is run by twenty-seven merchant families, who
became some of the richest and most-powerful non-noble families
in the realm. This system was originally designed to control
the wool trade, the most-important export of all, but gradually
expanded to all staple goods, virtually everything of value that is
regularly exported in large quantities.

Owling
Any merchants who want to make a profit without having to deal
with the Staple Company and its exorbitant cut (and royal levies
on top of that) must resort to shipping contraband. The term for
this activity is owling, referring to boats being loaded and setting
sail in the dark of the night, a time when the owls are active.
Between taxation and the fact that the nation produces more
wool than it can possibly sell in the internal market, the temptation
to smuggle is high. As of the early Fifteenth Century, records
indicate that thousands of tons of wool were being smuggled out
of the country every year. The risks were high but the payoff was
huge, with merchants standing to make 150% of the profit they
would make from legal trade.
Anyone who does not want to sell export wool through the Staple
Company needs to take the wool to a smuggler’s cove near a port
town. It can then be loaded in a boat from there, almost always
under the cover of darkness, and taken to its destination, likely a
city on the northern coast of the Continent, other than Calais.
The risks involved are high, since owling is a serious crime. If
caught, all goods are forfeit. And if the smugglers are found guilty,

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they are punished by the severing of their left hand. If using the
trial rules from Lion & Dragon, treat this crime as if it was major
theft, with the exception that the punishment is the removal of
the left hand for a first offense (result of 6 or less). On a further
offense, the punishment should be as listed for major theft.

Joining the Other Side


Since the time of Edward Longshanks, the Crown has employed
professional searchers, whose job is to patrol huge stretches of
coastline to catch smugglers. This job involves considerable work
and some risk, since smugglers are usually armed and tend to
resist arrest. For this reason, payment is quite good, averaging
16sh/gp per month.

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Courtly Events
and Intrigues
This collection of brief Medieval-Authentic adventure seeds is
suitable for a campaign that is set (or partly set) in the intrigues
of a court, be it one of a powerful lord or king. Depending on the
composition of the player characters’ party, some of the seeds
might not be suitable, while others may require modification.
Many of these are inspired by real events in medieval courts or
popular stories and legends of the time.

1
The last local baron of a frontier area has dies. The Lord/King
needs to send someone to administer this area in his name,
either as officers or possibly as a gift of land with a knighthood to
someone worthy.
• The area is either on the border with a territory whose lord
is not very friendly to the player characters’ lord or with that
of a wilderland; it is a very poor land by the standards of the
region.
• The local strongmen of the former ruler are unlikely to be
happy that an outsider has been sent to rule them.
• Do the characters actually want this task? If so, they must
figure out how to get those who influence the court to suggest
it to the Lord/King; otherwise, they need to make sure that
they are not the ones stuck with the job (and have someone else
to stick with it).

2
An important courtier has started an affair
with a lady of influence. His wife needs the
affair to end without it being exposed, her
husband ending up dead, and the lady of influence
finding out that she knows anything about it.
She will compensate any player characters who
can help her with this, either with coin or some
sort of favor at the court.
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• If the husband of the lady of influence discovers the affair, he
may contract the player characters to arrange an accident for
his wife.
• If the lady of influence finds out that her affair has been
exposed, she grows worried and hires thugs to kill the player
characters.

3
A very wealthy commoner who has influence in an important
guild, but relatively little influence at court is desperately trying
to elevate his family fortunes. His son is a capable warrior who has
seen some combat.
• The wealthy commoner wants to purchase a knighthood for
his son and is willing to pay a small fortune to an earl or duke
willing to grant such a thing.
• He wants help from one or more player characters to figure out
which lord has the combination of greed and poverty to accept
such a deal, and to find a way to make the offer without causing
insult.

4
A powerful courtier with an important office has suddenly
fallen very ill. His own doctors, as well as those of the Lord/King
have been unable to help.
• If any of the player characters are clerics or magisters with
healing abilities, they are asked to intercede; otherwise, they
are asked to investigate the possible cause.
• The courtier and his
wife both believe that
his illness is due to
intentional poisoning
or a magical curse; a rival was actually
behind it—if he thinks that the player
characters have any chance of saving
the courtier or discovering the truth, the
rival tries to get rid of them by bribery,
manipulation, or lethal force.

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5
The player characters are invited into the retinue of a Lord/
King’s mother. Only the naive would think that this amounts to a
babysitting or butler job. As the eldest member of the family, she
has a whole web of spies and agents in aid of protecting her son,
but also maintaining her influence over him to maintain her own
power and benefit her allies and favorites.
• The mother is in a prolonged conflict with the Lord/King’s
young wife, who is building up her own circles of power; She
is starting to eclipse the old lady in terms of influence over
her son; the two dislike each other, constantly find themselves
opposed in what they think is the best policy, and try to
marginalize each other in different ways.
• Neither the mother nor the wife are willing to kill each other,
but they might attempt to kill each other’s agents or favorites.
• The Lord/King is largely clueless about all of this.

6
The Lord/King is aging (and/or infirm) to the point that he can
no longer perform his normal duties. His courtiers are scheming
against each other, engaging in power struggles to decide who
gets to be in charge of various matters. One way or the other, two-
thirds of the people vying to hold power will have to be removed.
• Some have aligned with the Lady/Queen and her own
courtiers, others with the youthful (though adult) heir, hoping
to curry favor with the eventual ruler.
• The heir also has his own young friends and favorites with
ideas of attaining the old courtiers’ positions (the Lady/Queen
is trying to push her own courtiers on the heir); in the opinion
of the older courtiers and the Lady/Queen, some of the heir’s
favorites are clearly unsuitable to be given any kinds of
responsibilities, but the heir is trying to push for some of them
into offices (granting this could be a way to win his favor).

191
7
The player characters are sent as part of a diplomatic envoy to a
foreign court on the continent.
• If one of the player characters is of sufficient social class,
renown, experience, and influence, he may be the ambassador;
otherwise, he is part of the ambassador’s retinue.
• The purpose of the visit is to negotiate an alliance (possibly
including a marriage proposal) to work against another
foreign power; this third party has their own embassy to
the foreign court, hoping to convince its king for an alliance
against the player characters’ homeland.
• The foreign court has its own rules (and likely its own
language), so some culture shock should be involved.
• Depending on their station, the player characters might be
required to advise and assist the ambassador in negotiations,
engage in espionage against the court or enemy ambassador,
or protect the ambassador from assassination.

8
Accusations that the treasurer of the Lord/King has
misappropriated funds have been made through the discovery of
a certain irregularity in the records. This is extremely serious, but
the Lord/King has trouble believing it, even though he is obliged
to investigate the claims.
• The treasurer has rivals that would like his position.
• The treasurer may be innocent, framed by his enemies, or an
underling may commit the crime without his knowledge
• The treasurer may be guilty, yet trying to make it appear as
though he is being framed to cover up the truth.
• If any of the player characters are nobles, they might be put
in charge of the investigation or otherwise made to aid the
noble who is in charge (especially those with experience in
administration).
• Either way, someone wants to make sure that the player
characters do not uncover to the truth, probably offering
bribes or favors if willing to manipulate the inquest.

192
9
A new deposit of iron has been discovered, with the potential
to be a prosperous mining concern. It is on the border between
land belonging to the Church and the Lord/King. This is causing a
significant dispute, since the Church insists that the mine is theirs
by right (unlike more normal situations, the Crown cannot just
make a ruling, at least not without risking excommunication).
• If any of the player characters are experienced in ecclesiastical
and civil law, they might be called to argue the case.
• Characters with experience in history or cartography might
be asked to examine the claims to the territory in question.
• Characters skilled in mining or metallurgy lore might be
asked to examine the cave in which the iron deposit was found
and judge its potential value in order to help the Lord/King or
Church determine how much fighting it is worth.
• The caves may have some sort of danger that requires
characters with martial skills to deal with it.

10
The king requires a seal loan from his nobility in order to fund a
military expedition on the continent (possibly against Frogmen).
• A group of noblemen are expressing serious opposition to
this demand; some of them simply refuse to pay, while others
demand a long list of special favors and control over parts of
the expedition (like who commands it).
• If the player characters are in the
service of the King, they may be
required to involve themselves
in negotiations, either as his
envoys (if their stations and
skills merit it) or to put some
pressure on the nobles.
• If the player characters are in
the service of a lord, they may be
asked where he will stand on the
issue, whether on the side of the King
or the other dissatisfied lords.

193
11
The King and Queen are going on a progress, a tour of the various
lands in the Kingdom. This involves staying at several royal castle,
as well as the properties of various earls and dukes. This is a time
for showing the best possible image to the King and gaining
potential favor, but many things can go wrong. It can also be a time
for potential attempts at regicide, particularly if there is unrest.
• The player characters may be accompanying the royals as
part of their entourage or be required to assist their Lord in
making sure that the King’s stay in his keep goes well.

12
The player characters have been recruited by the King’s
Intelligencer to investigate a potential conspiracy involving
members of the court.
• The spymaster assumes that this is a conspiracy seeking to
either spy on the court for a foreign crown or assassinate a
royal.
• The conspiracy may be even more sinister, such as the
machinations of a Chaos cult.

13
The Castellan of the Lord/King’s household has been engaging
in favoritism when it comes to the expenditures of the court. He
is not actually stealing from the court, but taking bribes to favor
certain merchants or services for his own personal enrichment.
• It is not technically treason, but it is scandalous enough to get
the Castellan dismissed.
• The Castellan is being blackmailed by one of the merchants
who was outbribed by his competitor; he needs this to go
away, either by convincing the blackmailer to cease his plans
or through more serious measures.
• Will the player characters help him? There are other courtiers
who would also love to see the Castellan ruined.

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14
There is a wedding at court. It is a great opportunity for social
networking, making or changing alliances, and all kinds of
intrigue. It is also a great time for illicit romance.
• The player characters have been charged by the Lord/King
to watch over a young cousin, who has a beau that would be
utterly scandalous and very problematic if exposed. Helping
to keep it quiet means being complicit in the affair, but they
also probably cannot just physically prevent the young lord
from doing what he wants (if they want to stop it, they would
need to snitch on him to the Lord/King, likely gaining a new
enemy).

15
The son of the Lord/King has suddenly had a serious change of
personality, becoming sullen, withdrawn, and neglectful of his
duties as if sunken into a deep melancholy.
• Someone (possibly the Lord/King, or a courtier interested
in helping or harming his son) has requested the player
characters to uncover the source of the problem.
• The son of the Lord/King himself is not very cooperative. Has
he become ill, cursed, romantically entwined, or otherwise
enchanted by magic?
• Is it some kind of an act or scheme of his own to possibly draw
out or expose an enemy?

16
A courtier becomes publicly drunk, humiliating himself
scandalously. The Lord/King is not showing him favor, so the
courtier fears that he may soon be replaced from his office in the
court.
• The courtier has come up with a harebrained scheme to get
the heat off of him—he wants the player characters to arrange
a very public scandal for another courtier to shift attention to
someone else.

195
• The courtier is not particularly bright, but somewhat charming
and very rich; he is hoping for the player characters to help
him in exchange for the promise of his favor or cold hard cash.
• The courtier is open to reasonable-sounding alternative ideas
that the player characters might have instead of his own
scheme, provided he is convinced that it will put him back in
favor and does not involve any kind of personal danger.

17
A magister of the court has gone missing.
• The magister was working as a court record-keeper/
cartographer, but no one knows that he was actually working
for the Lord/King’s spymaster.
• Some of the magister’s work in map-making was a cover for
spying on smugglers and potential drop-off points for foreign
spies.
• He was keeping an eye on several other courtiers on the
spymaster’s behalf, noting if any of them were looking at the
old records of the keep.
• The magister might have been taken or killed by a criminal
element, foreign agents, or rival courtier.
• The magister may have vanished due to a magical or demonic
influence, rather than a human cause, or something born of
his own magical research and alchemical lab.

18
A great tournament is being sponsored by the Lord/King.
Nobles, knights, and ladies will be visiting the court, as will
artists, troupes of actors, learned magisters, and members of the
clergy. The tournament will also be full of commoners, surely
including criminals and gypsies. There will be jousts, various feats
of strength, wrestling, archery, horse-racing, contests of song,
and maybe even demonstrations of alchemy. Besides the usual
intrigues and networking, there will be a great feast at the court,
including courtly dancing and games of the aristocracy—chess,
tennis, and possibly a hunt.

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• Player characters of high station are tasked with helping
coordinate all the events, both in the court and tourney itself.
• Player warriors are expected to do well in tests of athleticism.
• Player characters of at least knightly class are expected to
participate in the joust.
• Player characters of lower social status are expected to keep
watch on the rabble and prevent problems.

19
Two young nobles (one possibly the son of a player character’s
lord) are dashing scoundrels who have become the centers of the
younger generation’s social circles. A cadre of men (both noble and
commoner) gravitate around each of them. The two have become
bitter rivals, probably over something stupid like a contest,
woman, bad night of gambling, or mutual envy. Things have been
escalating with scuffles in the street and near-fights in the court.
Both have been spending time in the city, mingling with less-
savory types, and interacting with gangs to which they have been
funding. The whole thing is getting out of control.
• The player characters might be recruited to protect the
youth with which their lord is concerned or put an end to the
squabbling; they hate each other so much now that this might
not be easy.
• Note that the death of either or both of the young aristocrats is
not considered an acceptable end to the conflict.

20
A nobleman of the court has been accused of treason. Letters
highly critical of the King have been found in his quarters. A trial
will take place within the court, possibly before the King due to
the severity.
• The nobleman insists that the letters are not his and that he is
being framed. If telling the truth, how did those letters end up
in his rooms and who wrote them?
• The player characters are called to investigate, either by the
Crown or the nobleman (with appropriate rewards promised);
legal or forgery skills would come in very handy.

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• There is more than one suspect in the court that might have
wanted the noble out of the way.
• The nobleman’s family and another noble family are rivals.
• Were foreign spies involved? Was magic involved? If he really
is guilty, is there a reason to save him?

21
A holy woman has gained great renown lately. Despite not being
a part of the Church, she has been said to demonstrate miraculous
abilities. The Archbishop is concerned with the growing popularity
of her movement, which calls for purity, charity, and personal
devotion, but is critical of some of the excesses of the Church. He
has demanded that the Lord/King bring her for examination and
possible inquisition to determine if she is a saint in submission to
the Church or a heretic.
• The woman is under the protection of a powerful lord, who
has been sheltering and sponsoring her either out of belief or
for personal benefit (to quell discontent among his peasantry,
for example, or even as part of the bigger plan to be behind
a religious resurgent movement that allows him to demand
certain concessions from the King).
• The Lord/King either cannot or does not wish to take the
woman by force, so the player characters must go alone
or accompanied by a higher-status envoy to convince this
powerful Lord to hand her over peacefully; if he does not do
so, they must figure out a way to get her out of his land and
into the hands of Church authorities.
• The woman may be real, a fraud, or even a cultist in league
with demons.

22
Someone has somehow stolen one of the Lady/Queen’s jewels
during the winter court. It is of very high value, but even more
valuable as the scandal that would be caused should it be revealed
that the Lord/King cannot secure his jewels. The player characters
(or only some of them) have been entrusted with the secret of the
missing jewel,and tasked with recovering it before the matter
becomes public.

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• The Lord/King is extending the period of festivities, obliging
everyone (due to the rules of hospitality) to remain in his keep
for a few more days; sooner or later, his guests start to demand
leave to go home, questions will be asked, and the truth of the
theft will become public.
• The most-obvious suspects would be the ladies in waiting,
servants, and Queen’s guards; all of these have been thoroughly
questioned to no avail.
• Other people who could have had obvious opportunity would
include the Lady/Queen’s priest, wives of some of the visiting
nobles received in her chambers, or her own children.
• It could also have been a master thief or someone using magic.

23
The Lord/King is not in court, but away on tour (a military
matter or other pressing concern). His wife is currently acting in
his stead, but the court is half-empty and no serious matters are
expected with his absence. A crisis emerges with his return still
many weeks away—the sons of two vassal families with a long-
standing feud have fought a duel, leaving one dead.
• The two families are on the verge of going to war with each
other; the family of the deceased son is at court demanding
that the Lady/Queen punish the guilty party.
• The family of the living son insists that the whole thing was
self-defense and that the others are the truly guilty, as they
have been raiding and engaging in confrontations for ages.
• The Lord/King’s Senseschal and Castellan are on opposite
sides of the conflict, both trying to pressure the Lady/Queen;
some argue that she is not fit to judge in this matter; if the
Lady/Queen tries to delay a resolution until the Lord/King’s
return, the two families will likely go to war with each other.
• The player characters may be called to advise the Lady/Queen
on how to investigate the conflict between the two families,
or put pressure on her husband’s courtiers to reinforce her
authority.

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24
Representatives from the two greatest magical collegiums of the
land are at court, both petitioning for donations to expand. Only
one of them will get these funds. The Lord/King may confer with
player characters (especially magisters) for their advice. The odds
are that magisters went to one of these two schools, so another
magister of the court is likely going to advocate just as strongly for
the opposite school, his alma mater.
• Their cases may take the form of rhetoric, but someone could
suggest a contest of magical or alchemical wonder-working.
• The stakes being so high, there is the risk of subtle (or not)
magical manipulations, including black magic, to sway the
Lord/King’s mind; some may even resort to blackmail against
influential courtiers or undignified, old-fashioned violence.

25
A local minority group (such as player character Gypsies, Cymri,
or Jews) are petitioning the Lord/King for protection against
persecution. Some of his vassals have been recently engaging in
persecutions against them, possibly expelling them from their
territories or confiscating their properties. Are any of the player
characters part of this minority group or do they have ties to
them? Will they try to act on behalf of justice and mercy? They
might be asked to advise or investigate the allegations against this
group; the vassals involved might try to bribe or intimidate them
into giving a report that supports their actions.
• These vassals have claimed legitimate causes for their actions,
ranging from the minority abusing or cheating the locals,
engaging in criminal activity, or performing sinister rituals
against the faithful.
• The Lord/King must not only determine where justice lies,
but also deal with the political repercussions of losing support
among his vassals, or the commoners, if seen to be protecting
this minority.
• Some courtiers suggest that the Lord/King should take
advantage of the situation and confiscate the minority’s
properties for himself and his treasury.

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26
One of the player characters happens to observe a midnight
meeting between a secretary of the court (in the service of
an important courtier) and one of the servants of a foreign
ambassador. It looks as though he is exchanging documents for a
money-purse. Is it treason?
• If the player characters capture the secretary or expose him
to the authorities, he is mysteriously killed in his cell before
revealing anything under torture. Is the secretary’s master
responsible? Was he working for someone else, perhaps a
rival of his master? Could he have secretly been working for
the King’s Spymaster as a double agent? The player characters
may need to tread carefully.
• The one person who might be able to shed light on all this is
the servant of the ambassador, but he seems to have vanished;
the player characters may be asked to find him.
• The player characters may pose a problem for the person
behind this plot or the spymaster when it comes to the security
of the kingdom; they may be at great risk.

27
A marriage has been arranged between a male member of the
Lord/King’s family and the daughter of another powerful house.
• Powerful factions in the court (one of the Lord/King’s most-
senior counselors or possibly the Lady/Queen) were advocating
for a different union, so they will be trying to sabotage it.
• The young groom-to-be has decided that he likes her not; he is
so unsatisfied that he may even try to flee in order to avoid the
wedding, which would cause a political catastrophe.
• Depending on their makeup, the player
characters might be called on
to help escort the bride-to-be
to the wedding (and avoid any
attempts at foul play to stop it)
or hunt down the groom-to-be and
convince him to accept his fate.

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28
An envoy of less-civilized foreigners (perhaps Scots Men) have
come to the court on the invitation of the Lord/King. He needs to
make certain alliances with some of these foreign lords, either for
trade or in preparation of war against others of their people.
• Unfortunately, these uncouth brutes have no idea how to
behave themselves in court; they are bound to get themselves
into all kinds of trouble—drinking, womanizing, brawling,
getting lost, or insulting courtiers whom they see as painted
fancy pants (to the point that honor would absolutely demand
that the foreigner be challenged to a duel).
• The player characters might need to babysit some of them to
avoid trouble. Can the characters keep them occupied and
out of trouble until the negotiation can be settled and the
foreigners carted off back north?

29
It is election time in all the tradesmen’s guilds in the local city/
capital. This is when they choose among themselves who shall be
each guild’s master for the ensuing year.
• All kinds of senior masters of a variety of guilds are appearing
at the court; in the case of the most-powerful, it is to curry the
Lord/King’s favor; in other cases, it is for smaller guilds to win
over a courtier or powerful secretary.
• The senior masters are in search of public or private support,
resources, cash, or muscle to help them against their rivals’
city gangs; courtiers who back them will have access to their
services, which means information about what is occurring in
the city and along trade routes, ability to raise a mob, use of
the skills of a guild-affiliated street gang, and help in moving
things secretly.
• Internal guild votes can sometimes lead to a bit of violence,
but murder only happens in very extreme cases; after voting
for the guild-masters comes voting for city mayor (only open
to guild-members), which can sometimes be truly sanguine.

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30
There is a plague and it has reached the court. If using the Lion &
Dragon RPG or any other system that has rules for plague, be sure
to check if the player characters have been infected.
• The court is being emptied quickly; The Lord/King’s family
has already retired to a safer castle under the guard of dozens
of clerics and magisters; the Castellan is in charge, and it is his
duty to ensure everything is shut down and sealed until the
plague passes.
• The blind panic of the plague is an excellent time for bad
behavior—some servants might try to steal trinkets before
they flee, while some courtiers might try to steal a lot more
than just trinkets.
• Enemies might try to settle old scores during this outbreak,
where one more corpse on the pile of dead will not be noticed.
• Espionage or dark magic could be performed with less risk of
discovery during this time.
• The player characters may have been entrusted to prevent
any trouble in the time of the plague or care for important
courtiers who have fallen ill (if they are clerics or magisters
who have knowledge of healing). They may also try to sell their
services or take advantage of the panic for themselves.

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Chapter Six
The Supernatural

204
the
Twilight Realm of the Fae
There was once a time when the Fae, Elves, and other creatures
made of magic lived in and ruled over the material world. Then
the Human race drove them out, first by the ancient kings who
learned the secrets of their magic, and later by the true faith
of Law. The Elves were driven to the Twilight Realm, a plane of
shadows in which nothing is truly real. This also affected most of
the creatures of Fae, except for a few who linger in the borderlands
where the powers of men are weak.
Brave or (more likely) foolish adventurers may occasionally enter
the Twilight Realm, whether through accident or intent. This issue
provides guidelines for what this realm is like.

Getting to and R eturning


from the Twilight R ealm
Generally speaking, sane people would never want to travel into
the Realms of the Fae. Told of the terrible dangers that the Fae
represent all their lives, some mad wizards or brave adventurers
may still intentionally wish to enter the Twilight Realm.
Reaching the Twilight Realm is not exactly easy, but doing
so without involving the Elves may be the hardest part. Even
common peasants know that there are ancient stone circles that
could act as gateways between the material world and Twilight
Realm, but they do not always work that way all the time. Instead,
the veil may be opened from within the Twilight Realm during a
full moon, sometimes during a new moon, or on other key dates
of astrological significance. Elves may emerge to cause trouble in
the lands of the living, such as by attacking travelers, kidnapping
infants, or depositing changelings at the doors of peasants’ homes.
What is less-commonly known is the ways a magician might be
able to open a gateway outside of these times at stone circles for the
purposes of entering the Twilight Realm unseen. This knowledge
is rare, so a magister who wished to discover it would need to spend
time studying at a well-equipped library (like those at the great

205
Collegiums of magic in Oxford or Cambridge, or a truly excellent
private collection). The gamemaster would need to decide whether
a library is adequate enough to have the information; he may also
require a skill-check in occultism to determine how long it might
take a magister to find the necessary texts.
The ritual of Opening the Veil must be conducted at the site
of a stone circle that is still functional. A couple of these, like
Stonehenge, are commonly known, but often guarded against the
unauthorized practice of magic. Other functional stone circles are
found in isolated places, which could require a dangerous journey.
The ritual must be performed at night and under moonlight. The
key ingredient is a virgin bull, which must be ceremonially slain,
and its blood sprinkled along the circle. To perform the ritual, the
magister must make a magic check (1d20+INT modifier+Level)
against DC17. If the sacrifice is successful, the gateway opens
between two of the stones, remaining open until dawn. Anyone
can step into the Twilight Realm while the gateway is open.
Likewise, a creature in the Twilight Realm could step into the
world of men—there is a 1/10 chance for each hour it is open that a
random Fae creature steps into the material world.

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There are also other specific ways to slip into the Faerie Realm.
In some regions, there is a natural weakness in the veil between
worlds, typically in isolated regions, forests, or islands. There are
many areas on the Isle of Mann, in the Forest of Dean, or around
certain parts of Eire and the Highlands of Scots’ Land—a cave
entrance or a forest path can randomly slip one into the Twilight
Realm in these locations, for example. This is a hit-and-miss
prospect, so someone might spend days wandering through
magical forests without having any such success.
Returning from the Twilight Realm may be just as difficult.
One could make some sort of pact for assistance with the Elves.
Otherwise, finding a stone circle in an area not guarded by Elves
and then attempting to alter the local reality to generate an
opening into the material world would require a different kind of
magical sacrifice—either that of a Human life (one of the various
reasons why the Elves often kidnap Humans) or one permanent
point from the magician’s highest ability score.
Note that neither sacrifice will work if the magician (or sacrificial
victim) has had anything to eat or drink while in the Twilight
Realm. The location to which the characters return in the material
world depends on which gateway they use—the gamemaster
should choose a stone circle or mystical site, as preferred.
Note that time flows differently in the Twilight Realm. See the
upcoming Return from the Twilight Realm section.

Strange Conditions in the Twilight Realm


The Twilight Realm is full of mists and shadows, where it is
never completely bright or dark. The place seems bathed in an
eternal light equivalent to that of a bright full moon. The central
quality of the Twilight Realm is that very few things here are
truly real. Those things that are real are made of magic, like the
various creatures present. The terrain, flora, fauna, and most
objects in the Twilight Realm are temporary and unstable—places
may change in appearance from day to day; with the exception of
certain powerful magic items or objects originally brought over
from the material realm, most taken from the Twilight Realm
to the world of men would just vanish after a few hours. There
are many legends of a mortal stealing a bag full of gold from the
Twilight Realm only to find that it all vanished upon returning to
the normal world.
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All of this means that intelligent creatures in the Twilight Realm
can alter their environment. The most stable places in the Twilight
Realm, mainly the holdings of the Elves, remain relatively static
in the long term through the force of their own will constantly
reinforcing it. Terrain and features in the outlying areas of the
Twilight Realm can change from one day to the next (or even hour
to hour), and even mortals may be able to alter features.
If a player character wishes to change a detail of the surroundings,
a roll of 1d20+CHA modifier is made (magisters and Cymri also
get to add their level to the attempt). The difficulty involved
varies on how stable that area is and how significant the change
is. A minor change would involve altering a small detail or a very
limited area; a moderate change would involve either making a
major change over a small area or a smaller change over a larger
area; and a major change would involve trying to completely alter
the surrounding environment or objects present there.
Change Difficulty
Minor DC12
Moderate DC16
Major DC20
Area is Highly Stable +5 DC
Unstable Outer Reaches of the Wasteland -5 DC

If another player character or intelligent being does not want such


a change to occur, they would make a similar check in opposition
(the higher roll wins; the person trying to make the change needs to
beat both the DC and opposed check). Creatures trying to change a
detail or oppose such a change would roll 1d20+HD (with Elves or
other spellcasting creatures gaining a +4 bonus).
Those who interact in certain ways here could become bound to
the realm. This would make it far more difficult to return to the
surface world. A character who has become bound to the Twilight
Realm is not able to personally open a gateway to the mortal realm.
The most-common way to become bound is if one eats or drinks
anything in the Twilight Realm. Characters will feel hungry and
thirsty if they do not eat and drink, but they never actually starve
or die of thirst (unfortunately, characters may not know this is
the case, eating and/or drinking out of fear of starvation; any
magic-user should get to make a knowledge check with occultism

208
to know this fact). This occurs because the Twilight Realm exists
outside of time, which is also why characters in the Twilight Realm
do not age for however long they are there. Another way to become
bound to the Twilight Realm is if one makes love to an Elf.

Magic and Miracles in the Twilight Realm


The Twilight Realm is a place of Chaos and magic. Casters of
arcane magic will find that they are two levels higher than their
actual level for all purposes related to magic (this applies to magic
rolls and any level-dependent effects).
On the other hand, the powers of Law are weakened here. Clerics
suffer a -4 penalty to any prayer checks while in the Twilight Realm
(if not using the Lion & Dragon rules, instead treat clerics as being
two levels lower than usual for the purposes of effects).

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General Areas in the Twilight R ealm
Given enough time and distance, almost anything could
theoretically be found in the Twilight Realm. There are three
main stable regions in the core of this plane of shadow, which are
easily accessible to Humans for the most part: the Great Forest, the
Kingdom of the Elves, and the Wastelands.

The Great Forest


The Great Forest is just as it sounds—an enormous sylvan land
of impossible beauty and strange character. Beautiful and terrible
all at once, this area is frequented by Elves, but they are not the
dominant beings here, merely visitors or exiles. The natives of
the forest are the other faerie creatures—intelligent animals,
Satyrs, Brownies, Merrow, and other beings. The forest’s terrain
varies considerably, including but not limited to the options below
(presented as a table for random terrain features).
1d12 Terrain
1 Deep and lush green woods with abundant flora and fauna
2 Stunning waterfall and clear lake
3 Area of dark half-dead trees with a sinister atmosphere
4 Area with constant rain and short leafy trees
5 Glade full of strange alien flowers
6 Area of woods overrun with huge spider-webs
(and probably huge spiders)
7 Strange unearthly ruins almost swallowed up by the foliage
8 Lonely ancient road between the trees,
leading toward the Kingdom of the Elves
9 Stone circle seemingly abandoned in a small glade
10 Warm and dry area of woods filled with wild grapes
(and likely Satyrs)
11 Hut or village of faerie creatures (usually Brownies)
12 Faerie Well (described later in this issue)

Lords of the Kingdom of the Elves occasionally ride into the


Great Forest to partake in what they call the Wild Hunt. They ride
in large numbers on their hippogriff steeds, slaughtering animals
and living beings in their paths. Getting in the path of a Wild Hunt
is almost always fatal, unless one is very good at running or hiding.

210
It is also possible to encounter lone Elven Knights who are
questing in the Forest. These knights are solitary as they ride
hippogriffs, and are well-armed and armored in the standard Elven
fashion. The nature of their questing is such that they challenge
whomever they encounter to single combat, typically allowing a
party to choose its champion. If the Elven Knight vanquishes his
opponent, he kills them; if they beg to surrender, he takes them
instead as his slave. If anyone else aids or interferes in the battle
or attacks the knight after the battle, he fights only until at half
hit points and then flees; if he escapes, he will return a day later
with a Wild Hunt to slaughter his foes. If the knight is reduced to
one-tenth of his hit points in an honorable single combat, however,
he instead offers to surrender and is honor-bound to perform any
one favor that is within his power to the victor.

The Kingdom of the Elves


This land with sparse forests is mixed with rustic, primitive
towns. These towns tend to have an unusual architecture that
varies from one to the next. Some have great houses built around
the roots of giant trees, while others have houses built atop the
same trees and interconnected by bridges. Just as common are
houses made of marble or stone that seem to have been molded
and shaped by magic rather than bricks (or other more-fantastical
architecture). The Elven commoners seem to live simple, pastoral
lives. Even the most basic of them can be dangerous. They naturally
seek to capture intruders and take them to their local lord or to
Elfame.
This area is interspersed by the palaces of Elven Lords, which are
stunning affairs, fantastical castles out of fairy tales. Some of them
appear to be made of gold, solid water, or crystal. These palaces
are well-guarded by Elven warriors and knights. The statistics and
powers of the Elves can be found in the monster section of Lion
& Dragon. If you want more details on the Medieval-Authentic
treatment of Elves and their powers, please refer to the appendix
in the Dark Albion Cults of Chaos book.
The population of Elven towns are made up entirely of Elves
(aside from some animal pets or guardians). Elven palaces all
contain a number of Human slaves, mostly raised in the Twilight
Realm from childhood, and stolen by the Elves as infants. Some
of these slaves were captured later in life; others are kept in

211
dungeons for use in magical sacrifices, while still others are kept
as pets by Elven lords or maidens and enchanted by their magic.
Most of these Humans are loyal to the Elves, but a few may dream
of escape and wish to aid adventurers if it offers them a chance to
return to their homes and families.
The capital of the Kingdom is a massive rambling black
structure called Elfame, the Dark Tower. It is from here that the
King and Queen of the Elves who fled to the Twilight Realm are
found—Oberon and Titania. By far the most-powerful Elves
alive, their abilities reach the proportions of near-demigods.
The Dark Tower holds the court of the Elven Lords, and is regularly
populated by a large number of powerful Elven Lords and Maidens.
There, they try to cling to some remnant of the ancient pleasures
they enjoyed when ruling over the world, feasting every night, and
participating in degenerate pursuits with each other and their
Human slaves (including orgies and bloodsports). Elfame is also
the center of the Elven religion, as they worship the god Abracax,
high demon of magic. Dark ceremonies are practiced in Abracax’s
name, with many Humans being subject to mutation in order to
transform them into guards and more-useful servants of this dark
entity.
Traveling directly into the Kingdom would be extremely
dangerous for any Human party, most-likely ending in them being
killed or enslaved. If some heroes appear truly mighty or curious,
however, they might be sent to an Elven Lord (or even to the Dark
Tower) to be received and questioned as to their reason for coming,
though this would likely not end well for the party. Of course, if
the party appears to be powerful worshipers of Chaos, an Elven
Lord might just be impressed with their initiative by entering
the Twilight Realm, leading to recruitment of the Humans into
their service as agents, engaging in plots to obtain more slaves, or
even trying to fulfill some mad dream of returning in force to the
material world in order to recapture their lost rule.

The Wastelands
The Wastelands refers to the fringes of the stable area of the
Twilight Realm. This is a land of hills and mountains, rocky and
barren, with sparse population of creatures. All sorts of truly
strange things can be found here, in spite of most of it being great

212
barren emptiness. In between that emptiness, strange cyclopean
ruins, twisted communities of exiled Elves, wild tribes of Humans
(former slaves of the Elves who fled from the Kingdom), mad
wizard-hermits, and a large variety of Chaos-spawned creatures
(fantastical hybrid monsters, animal-men, and hideous creatures
of slime or tentacles) can be found. There are also upsidedown
castles, floating islands, things and places out of space and time,
towns built on the back of giant slow-moving snails, and a city
of brass populated by genies. Some giants have also entered the
Twilight Realm, their lairs often found in the hills and mountains
of this region.
The most-populated area of the Wasteland is not even on the
surface. The area is riddled with caverns and tunnels, and home
to enormous complexes belonging to two rival races: Dokkalfar
and Goblins. Dokkalfar are black-skinned Elves with hideously-
twisted features, shorter than regular Elves, and with various
deformities. Some sages speculate that this race of Elves was
twisted by mutation. The Dokkalfar are expert smiths and crafters
of powerful weapons, often bound to the spirits of demons.
Goblins are short, brown-skinned humanoids that are extremely
hostile to all other races and obsessed with mining for ore. The
Dokkalfar and Goblins war with each other. Neither care much
for other races—Goblins despise all other living creatures, while
the Dokkalfar are highly paranoid and distrustful, greedy of their
riches and secrets (though they trade with the Kingdom of the
Elves, exchanging their weapons for goods from the sylvan lands).
The exiled Elven followers of the Lord of Death can also be
found here. Back in the time when the Elves ruled the material
world, this cult caused a civil war among them during a time
of decadence. They ultimately failed to overthrow the ruling
followers of Abracax. The devastation of that war so weakened the
Elves that their Human slaves rose up to cast them out into the
Twilight Realm. Some cultists of the Lord of Death were secretly
among the Elven refugees who fled into the Twilight Realm,
setting out into the Wasteland. They have built horrific ziggurats
in isolated parts of the Wasteland, surrounding themselves with
undead forces. They divide their time between plotting revenge
against the Kingdom of the Elves and planning to return to the
world of men.

213
In the outermost reaches of the Wastelands, the terrain
transforms in strange and unpredictable ways, along with the
features and inhabitants that might be found. Everything here
becomes more unstable—manipulating features of reality here
becomes easier.
1d20 R andom Terrain Features
1 Badlands filled with strange gigantic mechanical engines,
some as large as buildings
2-3 Barren desert with frequent dust-storms
4-5 Broken land of floating bits of rock separated by pure
emptiness
6 Totally empty space; characters need to create some kind
of terrain by altering reality in order to escape
7-8 Alien forest of strangely-colored trees
9-10 Forest of living moving intelligent trees that may be aggressive
11 Frozen tundra
12 Vast grassland populated by enormous rat-like creatures
13 Hilly land battered by near-constant thunderstorms
14 Prehistoric jungle, complete with giant lizards
15-16 Enormous mountains
17 River of… (1d6)
1: Water, 2: Blood, 3: Wine, 4: Acid, 5: Lava, 6: Lightning
18 Rocky terrain riddled with geysers
19 Fetid swamp with aggressive fish-headed humanoids
20 Region that affects the mind (see below)

Mind-affecting regions play with one’s personality. Their terrain


may be unique or like any of those listed on the table above. Some
of these environments may also include fatal traps for those who
succumb to the influences. Examples of such effects are:
• Anyone who does not make a saving throw gains extreme
cowardice
• Causes rage and bloodthirst
• Makes one feel confused and addled
• Fills one with greed
• Makes someone lethargic and apathetic
• Tempts one with extreme lust
• Causes illusions that make someone think they are fulfilling
their wildest dreams.

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Faerie Wells
Faerie Wells are powerful magic fonts. Not always wells, they
sometimes appear as fountains, pools, or springs. They could
consist of elaborate construction or be completely natural in
formation. Some Faerie Wells glow or have other qualities that
distinguish them as clearly magical. In other cases, they may be
indistinguishable from ordinary wells in appearance.
Faerie Wells are more-often found in the Great Forest, but may
also be encountered in the Kingdom of the Elves or Wastelands.
A Faerie Well in the Kingdom has a 4/6 chance of having 1d4
commoner Elves acting as watchmen. Those in the Forest or
Wastelands are usually unguarded, but have a 2/6 chance of an
elemental nature spirit making its home there.
This nature spirit takes the form of a beautiful woman and is
not hostile, unless the player characters seek to damage or defile
the well. It tempts travelers to drink from the well, either by
explaining its properties or lying about them. Anyone who drinks
from water guarded by a nature spirit then must make a saving
throw against magic or become enchanted by the spirit; anyone
enchanted is seduced and taken to her bed (if their Charisma is
higher than average) or made into her slaves. Anyone who resists
her enchantment becomes cursed, suffering a -2 penalty to all
attacks, saving throws, and skill checks until magically freed from
the curse or the spirit is slain. Note that anyone enchanted by the
spirit fights to save her on command.
Drinking the water of a Faerie Well has magical effects that are
almost always beneficial. However, it is possible that a well has
somehow become corrupted and produces a dangerous effect.
Drinking water from a Faerie Well, just as with any food or drink
in the Twilight Realm, also binds the imbiber to the Twilight
Realm.
These are some possible random effects of a given Faerie Well
(note that a given well will have the same effect for everyone who
drinks it).

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1d20 Effect
1 Poison: anyone drinking from the well must make a saving
throw vs. poison or drop dead in one round.
2 Chaos Mutation: anyone drinking from the well gains a
random mutation.
3 Curse: anyone drinking from the well suffers -2 to attack
rolls, saving throws, and skill checks until the curse is
magically or miraculous cured.
4 Forgetfulness: anyone drinking from the well gains total
amnesia that can be cured as if it was a disease.
5 Sleep: anyone drinking from the well falls into a magical
slumber, unable to wake except by magic or a kiss from
someone who loves them.
6-10 Heal: anyone drinking the water regains full hit points.
11-13 Cure: anyone drinking the water is cured of any natural and
most magical diseases; it can also cure madness.
14-15 Restoration: anyone drinking from the well regains one
point in an ability score that was previously lost; if a character
lost points from more than one ability score, it restores only
one point to a random ability score; if no points were lost, it
has no effect; this effect only works once per person.
16 Enhancement: drinking the water grants a permanent +1
bonus to a random ability score; this effect works only once
per person.
17 Salubrious: the drinker gains a permanent bonus of +1d3
extra hit points; this effect only works once per person.
18 Epiphany: drinking the water provides the answer to an
important question, discloses a significant and useful vision
of the future, or reveals an important secret to the character;
this effect only works once per person.
19 Invisible: anyone drinking the water turns invisible; this
effect usually lasts for as long as the character is in the
Twilight Realm, but there is a 10% chance that it continues
even if returned to the world of men (in which case, the
Church is likely to see it as a mutation).
20 Pure Power: anyone drinking from the well must roll 2d10;
if the result is higher than their current level, they gain one
level; this effect only occurs the first time someone drinks
the water.

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Creatures of the Twilight R ealm
Aside from Elves, all manner of fantastical creatures listed in
the monster chapter of Dark Albion can be found in the Twilight
Realm. A few more fantastical creatures that tend to only be found
in the Twilight Realm are provided below (though some may very
rarely slip into the world of men).

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Faerie Animals
Faerie Animals are all magical animals, usually larger or fiercer
than their material counterparts, and sometimes having other
magical qualities. All Faerie Animals are highly intelligent; most
are extremely intelligent by animal standards, but 2/6 are of
human intelligence and able to speak. There are a great variety of
these creatures, including great bears, talking ravens, magic fish,
and those provided below.
Faerie Dog
Found in the Forest and less commonly in the Wastelands,
Faerie Dogs are aggressive creatures, larger than a normal hound,
and usually with dark shaggy fur. They are typically encountered
in numbers of 1d8. They are stealthy and can see the invisible; they
prefer to stalk their prey and attack by surprise. Even if surviving
the encounter, anyone attacking a Faerie Dog is cursed—any
ordinary dog is unfriendly to them (barking, growling, and
possibly attacking them); this curse can be removed through
regular magical or miraculous cures.
MV 40'; AC 15; HD 4d4+4; Init +2; Attacks: 1 bite (+5, 2d4); AL C;
Save 14; Morale 9; Special: +4 stealth.
Faerie Hart
A massive male deer with lightly-glowing antlers, these animals
are usually solitary, though very rarely two may be spotted together.
They are not inherently malevolent, but these territorial creatures
become very aggressive if anyone gets too close. If a Faerie Hart
is slain, its horns have a magical property—when ground and
dissolved in water, 1d4 hit points can be healed per dose (a typical
Faerie Hart’s antlers are large enough to provide 2d6 doses). A
character skilled in occultism, alchemy, or apothecary could know
about this property with a moderate skill check.
MV 60'; AC 13; HD 5d6; Init +1; Attacks: 1 gore (+6, 4d4) or 2
hooves (+6, 1d4 each); AL N; Save 14; Morale 8.

Fae Lion
Temperate climate lions are probably extinct in the world of
men, but still common in the Great Forest of the Twilight Realm.
They are larger than standard lions of the material world and very
dangerous. They are sometimes found in captivity in the Kingdom
of the Elves, especially as pets and guardians to Elf Maidens.

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MV 40'; AC 15; HD 5d6+10; Init +1; Attacks: 2 claws (+6, 1d4 each)
and 1 bite (+6, 2d6); AL N; Save 14; Morale 8; Special: pouncing
at an opponent doubles their damage from a successful claw
attack.

Olifant
Strange and wondrous creatures, Olifants are related to
elephants, and only found in distant lands in the world of men.
Olifants are similar in appearance to elephants, but often have
cloven hooves, occasionally shaggy hair, bodies that are longer and
firmer, and elongated trunks that widen at the end. Olifants are
not naturally aggressive, but usually become so if approached. They
are found in the Great Forest and some parts of the Wasteland,
encountered either solitary or in a group of 1d10.
The horns of an Olifant have significant magical properties and
can be taken to the material world. If crafted into a hunting horn, it
can be blown to cause any person about which the wielder thinks to
immediately know where the person blowing the horn is, whether
they are healthy or harmed, and if in danger or safe. If crafted into a
drinking horn, anyone drinking from it is unable to avoid spilling it
if their lover has been unfaithful to them. These effects are known
to people who make skill checks in occultism or history.

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MV 30'; AC 14; HD 10d8; Init -1; Attacks: 1 gore (+10, 2d8) and
2 stomps (+10, 2d6); AL N; Save 10; Morale 8; Special: can also
make grappling attack (+10) with trunk, throwing opponent in
the air for 3d6 damage (save to halve damage).

Giant Snake
The enormous snakes inhabiting the Great Forest of the Twilight
Realm are ten to twenty feet long, malevolent, and very aggressive.
They are commonly green, but sometimes red or multicolored (2/3
of encounters are with green snakes, the other third equally with
red or multicolored). Someone with lore about the ancient stories
(through occultism or history checks) might know that the song
of a virgin girl can enthrall and pacify a Giant Snake—it can take
no action while the song is sung, not even to defend itself from
killing blows.
MV 30'; AC 15; HD 6d6; Init +0; Attacks: 1 bite (+7, 1d6); AL C; Save
14; Morale 8; Special: can also make a grappling maneuver (+10)
against one opponent at a time, pinning the target and inflicting
2d4 points of damage each round.
Special for Red Giant Snake: a saving throw must be made by its
victim after 1d4 rounds of being bitten to prevent falling over
dead from its poison (Snake Caltrop can be of assistance).
Special for Multicolored Giant Snake: same as for Red Giant
Snake, but it also has a hypnotic quality; anyone in its line of
sight when first encountered must make a saving throw or
become paralyzed until such time as they no longer see the
snake; anyone affected by the hypnotic effect must save again
the next time they see that same snake until successful.
Giant Spider
These giant arachnids cover their huge webs over whole
areas of the forest. They are the size of large dogs, with bright-
orange legs and black bodies mottled by strange cream-
colored markings that sometimes resemble the form of a skull.
These typically solitary spiders are not automatically aggressive,
only moving to attack if someone disrupts their webs, either by
walking or falling into one, or cutting through it. Anyone who
steps, walks, or falls into a web must make a saving throw to avoid
finding themselves stuck to it, unable to break free (anyone trying
to help them may also need to make a similar saving throw). While

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stuck in the web, a character may perform non-movement actions,
but with a -4 penalty.
As soon as the spider senses a disruption in its web, it comes to
attack. The spider’s bite is poisonous, but not lethal—a victim must
make a save vs. poison 1d6 rounds after being bitten or become
paralyzed by the toxin. The spider usually bites, then scurries back
cautiously, waiting to see if the poison takes effect. It then scurries
back again to bite a second time or begin to ensnare the target in
a thick web.
MV 30'; AC 15; HD 5d6; Init +1; Attacks: 1 bite (+6, 1d4+1 plus
poison); AL N; Save 14; Morale 7.

Nature Spirits
Nature Spirits can take on a variety of forms. Male nature spirits
sometimes look like green men made out of leaves, while women
may take the form of beautiful maidens with unusual eyes or hair.
A spirit may seem to be an animal, tree, or mass of air or fire at
other times. Two types are presented here: Well Maidens, who are
sometimes found by Faerie Wells, and Living Trees, often found in
the darkest parts of the Great Forest and Wasteland
Well Maiden
A Well Maiden has the power to enchant anyone who drinks
from her well. The target must make a saving throw to resist;
failure means being hopelessly ensorcelled by the Maiden and
doing anything she asks, including fighting former allies or
taking one’s own life. The effect can only be removed by powerful
magic/miracles to remove curses. Whoever succeeds in the saving
throw is cursed, suffering a -2 penalty to attacks, saves, and skills
until the Well Maiden is slain or they are freed by magic/miracles.
The Well Maiden never moves more than three-hundred feet away
from her well.
MV 30'; AC 12; HD 2d6; Init +0; Attacks: none; AL C; Save 16;
Morale 9; Special: immune to non-magical weapons, except
those made of silver; can instantly teleport anywhere within
three-hundred feet of its well, become invisible at will, and
charm anyone drinking from its well.

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Living Tree
This type of nature spirit is a very basic and primordial one.
Usually found in the form of a large and sinister-looking tree, it
can become animated to attack and even move at a slow pace. In
some cases (20%), it can also speak. A speaking Living Tree may
not immediately be in a mood to slay a party, provided the group
does not contain any clerics. Such a tree might offer promises
of knowledge and secrets of the Twilight Realm, whether or not
actually having such to offer, in exchange for the player characters
bringing it sacrifices.
MV 10'; AC 16; HD 5d10; Init -2; Attacks: 1d4+1 branches (+6, 2d6
each); AL C; Save 14; Morale 10; Special: immune to non-metal
weapons, but takes double damage from fire.

Dokkalfar
These twisted, dark-skinned, and
deformed tunnel-dwelling Elves are
mainly interested in mining ores and
smithing. They immediately suspect
all intruders of attempting to steal
their goods. It is exceedingly rare for
them to be friendly or make deals
with any mortals, but those of Chaotic
alignment who offered them something
of value (information or services, such
as to fight the Goblins) might just be given
a chance. Dokkalfars are powerful wizards, capable warriors, and
master smiths. They are crafters of the greatest Elven weapons and
armor, including demonic swords and armor imbued with Chaotic
power that are used by Elven Lords. Obviously, their own armories
are very well-stocked.
A typical community/mine of the Dokkalfar consists of 1d4×100
inhabitants. 10% of these are elites that fight with Chaos Armor and
Demonic Swords (as presented in the section about Lord Elves in
Lion & Dragon). Another 20% are guards that fight with black plate
armor (+2) and Elven Spears (+1). Another 30% are miners or smiths
that use Elven tunics (AC16) and common weapons, like picks or
hammers. The remaining 40% are armored and would only be
combatants in the most-unusual of circumstances. Any Dokkalfar
lair is likely to also contain between 1d20 to 4d20 Human slaves

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working in horrific conditions. Dokkalfar complexes are richly
laden with gold, other ores, and weapons. All weapons made by
the Dokkalfar remain in existence back in the material world and
are capable of inflicting damage to magical creatures.
MV 30'; AC 16 to 20; HD 2d6 to 12d6; Init +2; Attacks: variable, by
weapon (+4 to +14); AL C; Save 16 to 10; Morale 16 to 20.
Special: as with normal elves, Dokkalfar cause Elf-fear in mortals.
Mortals of Level 0 to 1 automatically become paralyzed with fear
(except Cymri, whose Elf blood grants them a saving throw to
resist); they must obey orders given by an Elven knight or lord
while in this state (unless the order is suicidal or completely
contrary to their faith, in which case they get a saving throw to
break free of the effect); characters of Level 2 to 8 get a saving
throw to resist Elf-fear, with clerics and Cymri receiving a +4
bonus; characters of Level 9+ are immune to Elf-fear.

Brownies
This is a neutral, but mischievous race of Faerie creatures.
They appear as very tiny men (about one-foot tall), with wrinkled
ruddy faces, dark-brown curly hair, and dressed in brown clothes
and hoods. Very rarely seen, however, they can make themselves
invisible at will, generally only spotted if taken unawares. They
are also exceptionally good at sneaking. Brownie communities are
centered around streams or small waterfalls in the Great Forest,
typically with populations of around 4d20 individuals.
Brownies are quite timid, fighting only in cases of great peril.
They otherwise flee or hide while invisible. They are happy to play
tricks on interlopers in the Forest. These tricks usually amount to
stealing food (especially milk, alcohol, or sweets; their favorites) or
breaking items (especially in clever ways where their owner would
not realize they are broken until trying to use them).
Brownies sometimes escape into the world of men. When they do,
they attach themselves to one individual, playing tricks constantly,
and making their target’s life and home miserable. Someone with
lore in occultism or history might know that Brownies can be
placated temporarily by making them regular offerings of milk,
alcohol, or sweets. These offerings need to be kept up regularly to
prevent them from returning to their prankster ways.
MV 30'; AC 16; HD 1d4; Init +3; Attacks: 1 tiny sword (+1, 1d3); AL
N; Save 13; Morale 5; Special: +6 sneaking.
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Return from the Twilight R ealm
After a player character has escaped the Twilight Realm and
returned to the mortal world, they find that time has flowed
differently for them than in the world of men. Regardless of how
long they spent in the Twilight Realm, the gamemaster should roll
on the following table to determine how much time has passed in
the material world since their crossing.
1d12 Time Elapsed
1 1d20 seconds
2-3 1d20 minutes
4-7 1d20 days
8-9 1d20 weeks
10 1d20 months
11 1d20 years
12 1d20 decades

Many people who spent time in the Twilight Realm also find
that they return deeply changed from the experience. Roll on the
table below for each character returning; apply +4 if the person
was bound to the Twilight Realm before escaping.
1d20 Side-Effects of Time in the Twilight Realm
1-9 No effects
10-12 Obtained a touch of sixth sense (+1 to perception checks)
13 Sees visions of the past (random, not controllable)
14 Has forgotten everything about what
happened in the Twilight Realm
15 Sees visions of the future (random, not controllable)
16 Has forgotten everything about what happened
in their life before entering the Twilight Realm
17 Can no longer tell lies
18 Can no longer tell the truth
19 Can only speak in rhymes
20 Has been followed by a Faerie (probably a Brownie)
that makes mischief for him in secret

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Cursed Artifacts
These magical items have been created with Medieval-Authentic
roleplaying in mind, but are general enough to be useful for any
OSR fantasy campaign. Each of these cursed items are intended
to be unique and powerful. Most have useful properties, meant to
tempt characters into using them, perhaps even if they are aware
of the potential curse attached.

1. The Apple of False Immortality


This magic apple was created by a cultist/wizard named
Ambrosius, a practitioner of a particular kind of herbalism-
based alchemy. Having made several such apples, all of them
ultimately proved to be cursed in the sense that none of them
grant the perfect intended immortality. If found, Ambrosius’
magical diaries indicate heavily-coded details of how the plants
were created, magically cultivated, and grown. They note that
the alchemist was highly-optimistic about his early studies,
though they did not offer perfect results. Later diaries reveal that
Ambrosius was convinced that he had succeeded, with the apples
granting true immortality. Someone tore out the final page of the
last diary.
The apples turned out to be a failure in the long run. Anyone
who eats an entire apple ceases to age, regenerating even from
any fatal injury short of disintegration or decapitation. This gift
has a flaw, however—for every situation where damage would
normally result in death, the subject loses 1 permanent point of
either Intelligence or Wisdom (determined randomly) for every
ten years that pass since the apple was eaten. Thus, anyone eating
the apple is doomed to live out a lengthy existence with increasing
mindlessness and senselessness.

2. The Assassin’s Dagger


The Fidai of the Nizari was the greatest order of assassins that
ever existed. They were extremely talented at murder. There were
certain times when it was so essential for a target to be killed that
nothing could be left to chance; including the risk of the assassin
being captured alive. The Old Man of the Mountain, allegedly the

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immortal leader of the Nizari, crafted a
number of daggers that assured success
at a terrible price—one that any of the
fanatical Fidai would gladly pay for their
master and his cause. Some stories say
that there were three daggers, others
tell of six, and still others suggest that
there were twelve. When concentrating on
his chosen victim, the wielder of an assassin’s
dagger can approach his target as if invisible,
automatically hitting his target (unless protected
by some kind of magic) and inflicting full damage
(including anything extra for surprise attacks).
The wielder himself immediately suffers the same
amount of damage and then becomes instantly
visible once the attack is made; because of this, the
daggers are suicide weapons in most cases.

3. The Beehive Mace


Obviously some kind of faulty attempt at making a magical
weapon, this Mace +1 has a metallic head that is crafted in a shape
resembling a beehive. Its origins are shrouded in mystery, but first
recorded during the time of the great First Crusade. Any time that
the Beehive Mace strikes a living target in combat two rounds in a
row (regardless of target), it manifests a swarm of killer bees that
surround the most-recent target. These bees distract the target,
causing a -2 penalty to attack rolls, armor class, parry attempts,
and saving throws; they also inflict 1 point of damage from stings
each round. The bees attempt to follow the target at a speed of
up to sixty feet per round. If a character takes more than 4 points
of cumulative damage from stings, he must make a saving throw
(DC10 or +4 to a fixed save) to avoid collapsing and asphyxiating
from the venom—death occurs in ten minutes if untreated. The
bees remain in the area for 2d10 rounds. More than one swarm of
bees can be manifested at the same time, but only one can affect
each target.
Unfortunately, any time a character using the Beehive Mace
rolls a natural 1, the bees manifest and attack him. Their attack
functions exactly as above.

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4. The Copper Jar of Al-Mag
Al-Mag was a powerful eastern wizard, who performed a ritual
to capture a genie and trap it for eternity in a copper jar. The genie
must grant three wishes to whomever opens the jar, after which it
and genie vanish. These wishes can be almost anything, but there
are certain catches that are not explained beforehand.
If a player character wishes for immortality, he would be
transformed into a vampire. If he wishes for someone to return
to life, that person returns as a revenant. If he wishes for a vast
fortune, an enormous amount of pennies fall from nowhere,
causing 6d6 damage. If he wishes to become a lord or king, he
is physically transformed to look like an exact doppelganger of
an existing lord or king. If he wishes for a magical object, the
genie seeks out that object and brings it, but loudly declares who
commanded him to steal it to those already in possession of it. If
the character wishes for a physical or mental enhancement, it is
granted, but involves a physical transformation that is notable and
relevant to the wish. If the character wishes anything for another
person, all of these conditions still apply. If the character wishes
for the death of someone, the genie instantly transports itself to
the target’s location and attempts to destroy him (or it).
If the genie is defeated, the bottle vanishes as if it was the last
wish; the genie does not actually die, but requires seven years
to reform itself within the bottle, which can then be found by
someone else. Whether or not the genie succeeds or fails to slay
a target, it loudly proclaims for all present to hear who sent him.
Less ambitious wishes are usually granted without tricks. And if
anyone ever wishes for the genie’s own freedom (the genie cannot
suggest this), the jar shatters and the genie leaves the person who
made the wish a gift of 1,000L/20,000gp before vanishing.
The genie’s name is Shamhurish. He appears as a tall humanoid
with dark complexion, dressed in white arabesque robes, and
seemingly made partly of fire and air. Neither demons nor
undead, genies are a type of elemental native to the fairy realm.
Genie
MV 240' (flying); AC 16; HD 10d6; Init +2; Attacks: 1 fiery scimitar
(3d6); Save 10; AL C; Morale 11; Special: has the ability to fly, turn
invisible, and teleport instantly to any location in the world
(only if so commanded in his current state); he can also predict
the future and mimic any voice.
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5. The Accursed Chair of Thomas Ap Sean
An old and ornate wooden chair of elegant
design brings with it a terrible curse.
Thomas Ap Sean was not its creator,
but rather its first victim. The chair
was created by a Cymri gypsy-
wizard because of a grudge held
against Thomas, a kinsman and
well-known chief among his
wandering people.
Anyone who sits on the chair
is cursed, but only if they do
so freely. They would still be
cursed by sitting on it by trickery
(not realizing it was cursed), but
not if physically forced onto the
chair. The curse causes misfortune—the victim
suffers a -1 penalty to all saving throws after sitting on the chair
for the first time. This penalty continues to increase by -1 each day
until the character dies or is somehow liberated from the curse
(probably via divine intervention).

6. Domitian’s Knuckle-Bone
This powerful object, which could be said to be cursed, is
deceptively simple in appearance. It looks like a human bone from
an index finger. It is small and has nothing special about its look.
Throughout history, it has sometimes been kept in ornate boxes,
and simply in a pouch at other times.
This is allegedly a holy relic of sorts, as it was created by the
great wizard-saint Apollonius in a sense. The bone belonged
to the Emperor Domitian, the tyrant who tried to sentence
Apollonius to death. When Domitian’s guards went to seize
him, Apollonius underwent divine apotheosis, disappearing in
a flash of intense light. For his part, Domitian would be dead
in mere weeks, murdered by his own government. The bone
of the very finger that tried to pass judgment over Apollonius
became magical. If anyone holds the bone and casts judgment
on another, that person becomes cursed—but only if the person

228
making the judgment is pure. The gamemaster should determine
the definition of purity, but it should mean that the person has
led a virtuous life, is faithful to Law, and behaves for righteous
reasons rather than selfish ones. Most importantly, the reason for
passing judgment should be both legitimate and pure, to punish
an evildoer rather than for personal benefit or petty revenge. Note
that the purity of the target is not relevant, except that the wielder
of the bone certainly would be impure if he knowingly condemned
the innocent. If the wielder of the bone believes his target to be an
evildoer who is worthy of judgment, this is enough.
If the holder of the bone is pure, the person judged dies from a
terrible cause within 4d10 days (no save is allowed). This can only
be avoided with direct divine intervention or by obtaining the
explicit, sincere, and voluntary forgiveness of the person who did
the judging.
On the other hand, if the holder of the bone is not pure, the exact
same curse falls upon him. Once again, the curse can only be lifted
by divine intervention or by obtaining direct forgiveness of the
person they were attempting to judge.
Since Domitian’s Knuckle-Bone is a lesser relic, the Clerical
Order would be strongly interested in obtaining it should the
whereabouts become publicly known. Unless the present owner
is in the aristocracy, the Order would demand (otherwise, they
would plead) that the item be handed over to them, in order for it
to be returned to their black vault for safekeeping.

7. The Dybbuk Box


This cursed object appears to be an ancient wine box. It has a
simple clasp-style lock. If opened, the interior contains blood-
drawn occult symbols. The box was created by a witch, imprisoned
unjustly in a cellar as she awaited execution.
In her desperation, the witch made a very hasty summoning
without proper materials. Unable to draw a full magical circle
or triangle without being detected, she attempted to contain
the demon being summoned inside an unused wine chest. Her
summoning worked, and a Dybbuk (clinging demon) was bound
into the box. Unfortunately, she was unable to dominate it.
Desperate to live, the witch made a pact with the demon—it would
help her escape, but only by temporarily possessing her body; the

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demon would remain in the box afterward, and the witch was
required to periodically open the box to be possessed. After the
possession, its power allowed her to escape imprisonment, killing
everyone in her path. The demon remained bound to the box even
after the witch’s death, so others are now at risk of possession by it.
Any character who opens the box and sees the symbols within
it immediately enters into a mental contact with the Dybbuk.
The demon offers the chance to gain power, claiming to be in
the person’s service, sharing his abilities with this new owner.
If the character accepts the offer, he gains all the Dybbuk’s
attributes and seemingly retains autonomy for a time. Rejecting
the offer causes the Dybbuk to immediately attempt to possess
the character, requiring a saving throw to resist (DC19 or -1 to a
fixed save). Accepting the pact or failing the save results in the
character gaining the Dybbuk’s attributes until slaying a sentient
creature; then the spirit returns to the box. This is not the end of
it, as the character dreams of the box if he does not open it for
fourteen days.
The Dybbuk continues to call the character if he does not open
the box, wanting to be let out again. If he opens the box, he is
again inhabited by the Dybbuk until killing someone. Failure to
open the box within three days, requires a saving throw (as above)
every night or be forced to open the box. This cycle continues for
the rest of the character’s life, unless somehow freed from the
box’s power.
Clerical magic to remove a curse or high-level arcane magic
could free the person from the Dybbuk’s control. The box itself is
nearly indestructible, however. Only divine intervention or very
high-level magic could banish the Dybbuk from the box and back
to the underworld.
When someone is possessed by the Dybbuk, they have the
following attributes (unless existing values are better):
AC 20; HP 35; Init +3; Attacks: unarmed (+7, 2d8).
The character also gains the following special abilities: full
night-vision; immune to normal weapons; half-damage from
silver weapons, fire, cold or energy; attack counts as if it was
magical for the purposes of hitting supernatural creatures.

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8. The Executioner’s Skull
Guieffroy Therage was the prolific and masterful chief
executioner of the Duchy of Burgundy. The job of executioner
brings with it a certain amount of social scorn, but there are
many reasons to take it. For example, it is offered to a debtor or
criminal in exchange for a pardon in some towns. In large cities,
the job of executioner is very lucrative, bringing with it a house,
income drawn from a special tax of the businesses around the
executioner’s square, and additional special fees and provisions.
Some men take the job out of sheer pleasure. Therage was that type
of man. In fact, he enjoyed it so much, that he developed a sinister
reputation in life. After his death some forty years ago, Therage’s
skull was preserved and found to have developed magical qualities.
It looks like an ordinary human skull in every respect. If the owner
of the skull marks it with the blood of three slain wrongdoers
(someone who is guilty of a capital crime), however, the magic
of the skull is activated. Note that the owner must either lay the
killing blow on those evildoers himself or get the man who slew
them to mark the skull with the blood.
When three such men have been marked, the owner can
designate any person by their name. This compels the spirit
of Guieffroy to seek that person and attempt to slay him.
If the person named was a true wrongdoer, guilty of having
committed an act that should be punishable by death (by medieval
standards), that is the end of it. If the person named was not a
wrongdoer (regardless of whether the owner of the skull thought
him so or not), the spirit of Guieffroy appears again in 28 days to
slay the owner of the skull for the crime of murder.
Spirit of Guieffroy Therage
MV 30'; AC 18; HP 26; Init +0; Attacks: 1 axe (+8, 1d8+2); Save 11;
AL C; Morale 12.
If Guieffroy strikes someone with the axe, they must make a
saving throw. Failure means instant decapitation, but success
means only 1d8+2 damage. Guieffroy can only be hurt by magic or
magic weapons, as well as holy water, clerical turning, and magical
banishing. Only the latter two methods or divine intervention
could be capable of permanently destroying Guieffroy. If all of
his hit points are gone, Guieffroy dissipates and does not return
to his target unless called again.

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9. The Helm of Neptune
An ancient artifact, this has been known as the Helm of Neptune
from classical times, but may actually predate that old lost god.
The helm looks like an ancient bronze warrior’s helmet, complete
with face-guard in the form of a fish-face. When worn, the wearer
can safely breathe underwater indefinitely.
Every time it is used by a character, there is a cumulative 1%
chance that he is transformed. If the effect takes place, the
unfortunate character finds that he can no longer breathe air, only
water, even if he is not wearing the helm. This effect is a powerful
curse, only removed by divine intervention or magic that can
remove curses. Even if the curse is removed, the character would
still need to make a saving throw to have the effect removed.
The Clerical Order would likely see this type of transformation
as a mutation. If the character was of impeccable reputation,
afflicted through no fault of his own, and known to be a faithful
believer, they may attempt to remove the curse before burning
him at the stake.

10. The Ring of Senicianus


The Wizard Silvianus crafted a ring in ancient times that allowed
him to control the minds of men. When this was discovered, a local
thug named Senicianus stole it, mortally wounding Silvianus in
the process. Dying, the wizard appealed to one of his patron gods,
Nodens, who then placed a curse on the ring. Senicianus wasted
away from the ring’s curse and died. It was taken to and left at the
temple of Nodens for almost a thousand years. The temple was
abandoned over time with the coming of the new faith. The area
became overgrown by the Forest of Dean. A group of treasure-
hunters eventually made it to the lost temple’s ruins, finding and
taking the ring among other treasures. That did not end well for
the adventurer who put the ring on his finger.
The ring looks fairly simple. It is gold, featuring the icon of
the goddess Venus on the frontispiece and the name Senicianus
inscribed on the interior. When someone is wearing the ring and
concentrates, they can mentally manipulate one person at a time
as if affected by a Charm Person spell. A saving throw to resist the
effect is only permitted if the wearer of the ring orders them to

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do something profoundly contrary to their most fundamental
beliefs or an act that is clearly suicidal. The wearer can use the
ring’s effect at will, but cannot move faster than walking speed
or use any other magic while concentrating. If struck in combat
or otherwise seriously distracted, the wearer loses concentration
(and thus control over whomever he is manipulating).
If the ring is worn by anyone for longer than forty-nine days
(cumulatively, with any day in which the ring is even worn for
a second counting as a full day), the curse begins to take effect.
From then onward, the character must make a saving throw vs.
magic each day or lose one point in a random ability. This effect
cannot be counteracted by magic, continuing until the character
dies, even if it is no longer being worn. There are only two ways
to counteract the effect: either through divine intervention or
if the character takes the ring back to the Temple of Nodens. In
either case, lost ability scores return at a rate of one per ability per
day—one point in each affected ability remains lost permanently,
however.

11. The Soul Bell


This accursed bell comes from the distant east. It was said to
have been created by a lama who was master of the dark arts. It is
a heavy brass bell, decorated with strange geometric patterns and
accompanied by a striker in the form of a stylized thunderbolt. If
the striker or the bell are separated, neither can effect any magic.
When someone strikes the bell with the striker and concentrates
on an individual within earshot of the ringing, that individual
must make a saving throw vs. death or their soul is drawn out of
their body and into the bell. If that happens, they are imprisoned
forever, unless the bell should somehow be destroyed, which could
only be done by a miracle or very powerful magic. The individual’s
body becomes an empty shell, immediately falling comatose and
likely dying in a matter of days.
The bell can only take a soul that is available to take. Thus, the
bell cannot steal the soul of any unintelligent animal, construct,
or creature of the faerie realm (including most intelligent
supernatural creatures), as none of these have souls. Nor can it
take the soul of a cleric, saint, or someone who has made a pact
with a demon, as these souls are already claimed. Whenever the

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bell is unable to take the soul of someone targeted, it attempts to
take the striker’s soul instead.
When the bell is struck to target someone with deep faith in Law
who is not a cleric or saint, he gets a bonus of +4 to the saving
throw. The bell is also highly effective against any undead (whose
souls are trapped in the material world), so they receive a penalty
of -4 to their saves. Undead corporeal bodies turn to dust.
Repeated use of this bell has a deeply corrupting effect on the
striker:
• After successfully using the bell five times, the striker begins
to suffer from terrible nightmares, leaving him unable to
rest effectively in the night, and appearing tired. This results
in a penalty of -2 to most skill checks, attack rolls, and saving
throws.
• After the tenth instance of successfully using the bell, the
striker loses 2 points of CON, which cannot be recovered
naturally. The striker now looks emaciated and aged.
• After the fifteenth successful use, the striker suffers
another penalty of -1 to skills, attacks, and saving throws.
He also loses 2 more points of CON. The striker now looks
profoundly sickly.
• After the twentieth successful use (and further uses), the
striker must make a saving throw every night after the bell is
struck. Failure means that all the spirits he has trapped visit
him in the dark to draw his own soul into the bell.

12. The Violet Diamond


Unlike the other items on this list, the location of the Violet
Diamond is known. It is currently in The Tower, in the royal
treasury. This is a perfect violet-hued diamond of large size and
incredible rarity. The stone alone is worth a king’s ransom of
500L/10,000gp. It is currently set into a pendant on an ornate
chain worth another 100L/2,000gp. Its origin is from distant
eastern lands.
This stone is cursed with a peculiar punishment: any male
aristocrat (lord, earl/count, duke, prince, or king) who wears the
stone on his person loses his title. The curse takes effect within
4d12 months of when it is worn. This curse often, but not always,
brings about illness or violent death, sometimes even revolt or

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civil war; otherwise, the aristocrat may fall into disfavor, suffering
a bill of attainder or similar stripping of his rank. There is a
rumor that King Richard (II) of Bordeaux dared to wear the violet
diamond, leading him to being deposed and eventually murdered
by Henry Bolingbroke.
It should be noted that this curse has no effect on women who
wear it. Queen Margaret, the wife of the Mad King, has occasionally
worn it both for its beauty and as a show of her feminine power.

13. The Warrior Mask


This is a bronze mask, made to be fit around a helmet. Since the
original helmet has long been lost, the mask must be jury-rigged
for it to be attached to another helm or need a custom helm made
to match it. It is quite ancient, dating to well before the time of
Arcadia, but of a style that some sage would confirm is likely of
origin to the southern region of the continent. The mask shows
the visage of a ferocious man. Some sages believe that this is
meant to be an image of a primitive form of the old-god Mars.
This mask has the power to grant great skill in battle. Anyone
who wears the mask gains a bonus of +4 to hit in melee combat,
saving throws, and AC, and also doubles all melee damage
inflicted and the number of regular melee attacks per round (this
only applies to attacks, it does not grant any extra actions that are
not attacks).
These bonuses are granted at
a terrible cost. Every time the
mask is used in battle, someone
dearly close to the wearer dies.
This is usually a lover, child,
spouse, or family member. The
death may manifest through
accident, illness, foul play, or
even a sudden and unexpected
demise. If the wearer of the
mask has no living family or
lovers, then the victim of this
curse would be a close friend,
mentor, patron, or colleague—
anyone the wearer cares about in

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some way, beginning with those for which he feels affection, and
moving down the list to people who he merely considers important
in some way. This could obviously include other player characters,
although the gamemaster should only mark a player character for
death if there is no one else of at least equal importance in the
life of the character wearing the mask. The only way to avoid this
effect is if the wearer has no loved ones whatsoever, nor anyone
the wearer cares about in any way—most likely some kind of
sociopath.
The mask is obviously considered an item of Chaos. If its nature
is understood, then use of the item would be seen as blasphemous
by the Clerical Order.

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Sinister Supernatural
Wilderland Encounters
Twenty different short encounter-style scenarios of varying
complexity and danger are described here. They are all supernatural
in nature, with several being based on medieval folklore.

1. Frogmen Swimmers
The player characters are likely in a marshy area, but this
encounter could also occur in a forest at a river-crossing. The
water is slow-moving at best, but the area is too deep to cross by
foot. A quick investigation discovers a large raft, however. It is
capable of ferrying across six people at a time, or three people and
one horse (if the party has more members or horses than that, they
must choose who crosses first). The area to cross is about eight
feet. The raft would need a ten-foot pole to push it across the river.
If a pole is not available, a thin tree trunk can be cut to size using
wilderness lore and an axe.
When the raft is halfway across the river, a hunting party of
eight primitive Frogmen come out of the water to attack. The
odds are that most characters cannot swim; if any of them were
swimming at the time, they are the first to be attacked. Anyone
in the water or very carefully observing the water might be able
to detect the Frogmen primitives with a perception check against
the Frogmen’s sneak roll (1d20+6, from their natural bonus and
murkiness of the water). Swimmers suffer a surprise attack if
the Frogmen are not spotted. Characters on the raft are likewise
surprised; the Frogmen leap deftly out of the water to bite and then
unbalance them into the water, where they know the Humans are
at a disadvantage.
Frogmen (8)
MV: 30' (40' leaping); AC 15; HP (6, 6, 7, 9, 9, 9, 11, 12); Init +0;
Attacks: bite (+3, 1d4+1 + poison); Save: 16; AL C; Morale 7.
Special: Unarmed, they attack by biting or grappling. Their
bite is mildly poisonous, so anyone bitten must make a save vs.
poison 1d6 round later or suffer hallucinations and a penalty of
-6 to attacks and skill checks for the next ten hours.

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Note: If not using normal morale rolls, any Frogman that is hit runs away after
the first time on a roll of 8+ on 2d6. Roll again when down to half of their hit points
and then one-third of their hit points. There is the same chance for the whole group
to flee at once after the first of them is slain, then when half of them are dead, and
again when two-thirds are dead.
These Frogmen have no treasure. They are only a small hunting
party from a larger tribe of fifty-five primitives, who are likely to
have treasure, but they are far away through river or marsh. This
means that they would be hard to find, unless the player characters
spend a lot of time in the area looking for them.

2. Water Elemental Knight


The player characters are deep in the wilderlands, where they
find a shimmering pool. As they approach, a knight on a horse
seems to come riding out of the water. He
warns them to “turn back or die” in a cracking
voice. If they insist on approaching, the
knight attacks with a sword that appears
to be made out of water.
Water Elemental Knight
MV: 40'; AC 18; HP 23; Init +1; Attacks: sword
(+8, 1d8+1); Save: 12; AL N; Morale 12.
Special: The knight can make one
attack per round against every player
character in melee range, and receives
+1 to hit against opponents on foot. He
is immune to water or cold damage,
does not need to breathe, cannot
be affected by poisons, and cannot be
enchanted by any mind-altering magic.
He receives double damage from fire,
but any normal flaming object that strikes
him (such as a torch) is automatically extinguished.
He bleeds water rather than blood.
If the player characters defeat the knight, his whole body and
the horse on which he rides turns into water, splashing harmlessly
onto the ground. His sword, however, remains—it appears to
be made of water, but keeps its shape and can be held like any

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ordinary sword; it is magical with a bonus of +1 to hit and damage;
it inflicts double damage to creatures of fire, but cannot harm
creatures of water or ice.
The shimmering pool has curative qualities. Drinking from it
does nothing, but anyone who bathes in it heals 1d6+1 hit points
and is cured of any infection (once per person per day).

3. The Lonesome Revenant


While the player characters are camped somewhere late at night
in the wilderlands, whomever is on watch hears a voice from the
trees. It asks, “are you friends?” Any player character who is awake
can make out the broad direction of the voice, but it is very hard to
determine the exact source in the night and with so much cover.
A successful DC18 perception roll allows a character to spot a
single person that is half-hidden behind a tree. If the roll is 20 or
higher, they also note that he is wearing ragged clothes that were
clearly once fancy. If the roll is 22 or higher, they note that there is
something wrong with the person—his skin seems rotted and he
has no nose; this would likely lead them to think that the figure
might be a leper.
If the player characters do not immediately answer the question,
he repeats it. If they do answer with anything other than the
affirmative (yes or similar) or fail to answer a second time, a
revenant (living dead creature) rushes forward and attacks. If they
answer affirmatively to his question, the revenant steps forward
and introduces himself as if everything was perfectly normal; he
then begins to tell his story (he is still intelligent, but his mind is
quite addled due to centuries of being undead).
The revenant’s name is Herbert. He was once a courtier in the
court of a Duke but long ago. He was handsome and had all kinds
of prospects, but fell in love with a fair young maiden. She rejected
him for another, whom he thought had been his best friend. Driven
mad with heartbreak, he fled to the forest, got lost, and died. He
remembered pleading with any power that would hear him not to
let him die before he found love.
Assuming the characters have not attacked him while he chats,
Herbert tells his whole story and then begs of them, “kind sirs,
please speak to me of anything to keep my mind off my melancholy.”

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He listens to whatever the character say, but does not much
like questions, particularly since he either cannot remember the
right answers or does not want to be reminded of his lost love. If
they stop talking, Herbert insists that he is still suffering from his
lonesome melancholy and begs them to speak more to him. If they
refuse to keep entertaining him with talk at any time, Herbert is
driven into a dark mood and attacks.
If there is a female character in the group, someone might get
the clever idea to tell Herbert that she loves him. While he would be
overjoyed at this, he responds by wanting to be sure that they will
be together for always this time. This leads to him immediately
attacking her to drain blood and make her like himself.
If the player characters keep talking until sunrise, Herbert says
that he must go and quickly heads off through the woods to a
small hole in which he hides during the day. It may be possible to
track him if anyone has wilderness skills, and then destroy him. If
the player characters do not do this, he returns to them the next
night and every other night while they remain in the same general
part of the wilderland.
Even if Herbert is slain or just injured, he appears completely
healed on the following night. He also starts by asking the same
question every time, and seems to have no memory of the player
characters from a previous night. The only way to truly keep
Herbert dead is to severe his head from his body and drive an iron
or hawthorn nail through his heart (a bullet through the heart will
also work).
Herbert the Lonely Revenant
MV: 30'; AC 17; HP 13; Init -1;
Attacks: claw (+5, 1d6+2) or bite (+5, 1d6+2);
Save: 14; AL C; Morale 12.
Special: Herbert is undead, with the
standard qualities and vulnerabilities
of corporeal undead—he can be turned
and harmed by holy water, and is
immune to critical hits, some kinds
of magic, and non-silver normal
weapons. If a holy symbol is shown
within his line of sight, Herbert gets a penalty
of -2 to attack rolls and saving throws. He

240
cannot cross running water, except on bridges. People that he
kills are not automatically reborn as undead, unless he drains
all their blood—then they return as unintelligent living dead
(zombies) in his thrall; Herbert will not do this to anyone except
a woman that claims she loves him.

4. The Barrow Trap


The player characters are traveling through a lonely part of the
wilderlands. About halfway through the day, they pass a hill in
the middle of the woods, where no other hills are present. They
might naturally deduce it to be a barrow mound (if used in your
campaign before), so just tell them that it may well be. If they do
not deduce that, characters skilled in wilderness lore or something
related to barrow mounds (history, for example) might realize it
with a simple check (DC10). It is covered with vegetation and looks
undisturbed.
If the characters try to open it, they must dig their way inside of
it. Those with knowledge of mounds are aware that they should dig
along the western side where the entrance would be; otherwise,
they must undertake trial and error. In either case, it takes about
eighteen work hours (eighteen hours divided by the number of
people digging) to get to the entrance with digging implements—
and only if they are digging in the right spot. If they have no such
tools, it takes twice as long. If the characters manage to find the
entrance before nightfall, they discover the burial chamber and
the Wight; otherwise, the Wight emerges to confront them.
If they decide to skip or otherwise avoid the mound, characters
with wilderness lore should make a moderate (DC15) check after
about half a day’s travel. Success means that they notice some of
the terrain being identical to a place they previously passed late on
the day before. The characters do not comprehend this, but they
seem to have gone around in a circle. If the check fails or they just
continue, the characters end up discovering their own campsite
from the previous night just before the end of the day—at which
point, they should automatically realize that they have somehow
traveled in a circle.
The next day, they pass by the barrow mound again, and the
whole process repeats itself if the characters proceeded along

241
the road. If they try to go in a different direction, like through
the wilderness, the characters still end up getting to the barrow
mound around midday, just from a different direction than the
path.
Every day in which the player characters do not attempt to
enter the barrow mound or do not hang around the mound at
night, the process repeats itself. Whatever direction they head, the
player characters find that they are trapped in a spatial loop, the
epicenter of which appears to be the mound.
If they stay at the location of the barrow mound after nightfall,
the Wight appears, emerging through the dirt at the location
of the entrance as a greenish-glowing mist without disturbing
the soil or vegetation. It then forms into a corporeal body. The
Wight’s appearance is of a blue-skinned, clearly-undead Human
in the clothes of an ancient minor chieftain. It attacks the player
characters when fully formed.
Wight of the Cursed Mound
MV: 30'; AC 15; HP 7; Init +0; Attacks: touch (+5, 1d4 + STR drain
+ curse); Save: 14; AL C; Morale 12.
Special: The Wight is immune to non-magical weapons. While
sunlight does not directly harm the Wight, it causes the creature
a penalty of -2 to hit and saving throws. Anyone struck by the
Wight loses 1 point of Strength (anyone reduced to less than 3
is unable to move; anyone reduced to 0 dies and later rises as a
Wight). Player characters who survive the battle regain 1 point
of Strength per day. Anyone struck by the Wight is cursed—
damage from the Wight’s touch cannot naturally heal unless the
curse is removed by magic or clerical miracles.
If the Wight is killed, it rises again in 1d8 hours with full hit
points. If the player characters are still at the barrow mound, it
attacks again. The spatial loop is not lifted with the killing of the
Wight, unless the player characters burn the body to ashes and
throw them into running water (there are at least two small creeks
in the area of the loop). Clerics or characters with knowledge of
the undead can deduce this method to permanently kill the Wight
after it comes back to life at least once (possibly before that if they
are very erudite on these subjects).
As soon as the Wight has been permanently dispatched, the
characters can move out of the area. If they dug their way into

242
the barrow mound, the player characters find that the interior
contains the chieftain’s grave (now empty), his longsword (nice, but
non-magical), three ancient shields (non-magical), three small jet
stones (worth 2sh/gp each), silver and gold locket (worth 7L/140gp),
and a magical rune-amulet that grants the wearer a bonus of +1 to
farming checks for the yield of any harvests on any of the wearer’s
own lands.

5. The Five Barrows


The player characters make their way to an area of lonely
wilderlands containing five barrow mounds. These mounds are
built in close proximity to each other (they form a pentagram from
the air). Optionally, the characters may have been told about this
place by locals from the nearest village (which would be at least
a day away, and this tale would have included dire warnings).
Otherwise, it is possible that a character with lore in history or
local knowledge could know some of the legends surrounding the
tale (with a successful check)—these barrows are cursed so that
no one can dig them out, and that anyone who has been near the
barrows in the time of the new moon has never been seen again.
Of course, there is no reason why the player characters could not
discover this place with no information about it, perhaps with the
possibility of learning more about it later and returning at another
time.
If not keeping track of moon phases, simply decide whether it
is the time of the new moon or determine it randomly, with a 25%
chance of the player characters arriving at that time.
The basic curse of the five barrows, which is always active,
dictates that anyone who tries to dig up the entrances to any of the
barrows must make a saving throw within 2d10 rounds of digging
or become utterly exhausted, unable to take any rigorous action
for 1d4 hours. If the save is successful, the character must make
a another save every 2d10 rounds (if using saves with difficulties,
assume that it is a DC15 Fortitude save). Successfully clearing any
entrance to a barrow takes 8d4 hours of digging, so the likelihood
of anyone actually succeeding at saving throws long enough to
avoid exhaustion is virtually nil. Locals in the region absolutely
refuse to even attempt to dig or do any other work at the barrows.

243
If characters managed any digging and then return to the five
barrows anytime after a night with a new moon has passed, they
note that all signs of their excavation efforts have completely
vanished, and the mound is entirely intact. If the player characters
are at the barrow site in the time of the new moon, the entrances to
all five of them magically open as soon as the last light of sunset is
gone. A large number of living dead then spill out of the entrances
in an attempt to slay anyone present. There are eighteen living
dead in total.
Living Dead of the Five Barrows (18)
MV: 15'; AC 12; HD 2d6; Init -1; Attacks: claw (+3, 1d8); Save: 16; AL
C; Morale 12.
Special: These undead can be harmed by metal weapons, but
normal ones made of wood or other material do no damage to
them. If reduced to no hit points, they return to life (with full
hit points) in 1d4×10 minutes, unless decapitated. Likewise, any
living person slain by one of these undead returns to life as a
living dead within the same time-span (unless decapitated).
Note that if the player characters flee from the fight and return
at a later time, the number of living dead present is equal to the
number of surviving (non-decapitated) living dead that were left
behind plus 1d8 more.
The entrances to the barrows remain open all night, magically
sealing themselves at the first light of day. If the undead have
been dispatched during this time, the characters could explore
each barrow—they are all single chamber burial spaces, each
containing a central grave with the body of a dead chief that poses
no threat. If any characters are still inside one of these mounds
when the first light of day becomes visible, they are trapped. The
interior of the mound has the same curse as the exterior, making
it almost impossible to dig out of it. Unless the player characters
come up with something truly genius (or have access to magic or
miracles to save them), they will soon die in there. Any character
who dies inside a barrow mound becomes one of the living dead.
Mound 1: 11sh/gp worth of bolts of cloth (there was much more
cloth here, but most of it is ruined) and 7 shortbows with 210
arrows.
Mound 2: various foodstuffs, which are mostly spoiled (except
for a pot of honey); magical potion of mead that cures 2d6+2HP

244
when drunk; and a magical bronze necklace (on the chief’s
corpse) that provides protection against magical damage (if
the amulet takes more than 50 points of magical damage in a
twenty-four hour period, it shatters).
Mound 3: almost entirely empty, but a gold bracelet-torc with
emeralds is on the corpse of the chief; it has been covered
in a contact poison, so whomever holds or wears it for more
than a minute must make a saving throw vs. poison or fall
unconscious and die from respiratory failure in 1d6 rounds;
the bracelet-torc is worth about 70L/1,400gp and can be
rendered safe if very thoroughly washed.
Mound 4: 6 shortbows, 180 arrows, and a small vial of a potion
that gives the imbiber 18 Strength and Constitution for
twenty-four hours.
Mound 5: the burial mound of a queen, it contained many fine
cloths that are now ruined; 3 vials of different fine perfumes
(each is worth about 13sh/gp).

6. The Baby-Eating Witch of the Forest


The player characters are somewhere far from most civilization
and come upon a small village. Assuming that they look anything
like heroes, the villagers are overjoyed to see them, immediately
asking the characters for help. There is an evil witch in the forest
nearby that has been kidnapping and eating the town’s children.
The village is technically under the authority of an Earl, but it
is inherited land and his main holdings are very far away. None
of the ruling family has even visited in three generations. If the
player characters are not willing to help, the villagers offer all
their paltry savings (76p/sp). If that is not enough, they offer
anything else—cows, permanent homes in the village, and even
marriageable daughters. If all of that fails, the village priest tries
to guilt them into helping with claims that they will suffer fire and
brimstone if abandoning these innocent people to their doom. The
player characters could obviously just ignore all this and head in
another direction than the forest. Assuming that they agree (out
of altruism or for any of the rewards offered), the characters can
find the witch’s hut after about a day of searching.
The witch likely spots the player characters ahead of time. She
has a familiar demon disguised in the form of a rabbit, who keeps
watch and would fight for her. She approaches in a friendly manner

245
and claims to be innocent of the accusations, merely being an old
hermit and healer. If any character is injured, she offers them a
herbal potion of all-heal (which increases the amount healed by
+1HP each night of rest for a week). If the player characters insist
that she come with them or if they force their way into her hut and
find the chopped parts of babies by her cooking pot, she attacks.
The Witch
MV: 20'; AC 13; HP 12; Init +0; Attacks: blasting wand (+1, 1d6+1)
or dagger (+1, 1d4-1); Save: 15; AL C; Morale 8.
Special: The Witch’s blasting wand ignores non-magical armor
when rolling to hit. Her first attack requires no spell roll, but
must be recharged with a 1d20+4 roll vs. DC13 after the first
attack hits in order to be able to continue to work.
She can float through the air, leaping up to forty-feet vertically
or horizontally. If surrounded by opponents performing melee
attacks or fails her morale checks, the Witch tries to leap up into
a tall tree and then from tree to tree in an attempt to escape.
The Witch can also curse one person at a time with the Evil Eye.
She must look at the target, who needs to make a saving throw
vs. magic or be cursed with a penalty of -2 to all attacks, skill
checks, and saving throws until the curse is removed by some
form of magic or miracle.
Rabbit Demon-Familiar
MV: 30'; AC 17; HP 2; Init +1; Attacks: bite (+4, 1d8+2); Save: 16; AL
C; Morale 12.
Apart from some bits of baby-meat, the Witch’s hovel contains
basic peasant materials of no value, a varied selection of healing
herbs and poisons (those with herbalism can identify), and basic
apothecary’s tools. A shrine to a demoness is also present; it is not
dangerous, but pious characters should probably destroy it.
If the Witch is slain, that would seem like the end of it. If the
characters return to this area in a year’s time, however, the Witch
returns to life as an undead. Now even more terrible in some ways
than before, she hunts and eats children from the village. The
villagers would once again ask for the characters’ help.
Undead Witch
MV: 30'; AC 17; HP 14; Init -1; Attacks: claw (+5, 1d6+2); Save: 14;
AL C; Morale 12.

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Special: As an undead, the Witch is immune to normal weapons
unless made of silver. She is no longer capable of leaping or
using magic, and is only very marginally intelligent (the level of
a very clever animal).
If the Witch is slain again, the characters are praised by the
villagers. Returning in one year’s time reveals that the Undead
Witch has returned yet again. She is reborn as an undead every
year, unless her corpse is burned and holy water is sprinkled over
the ashes. The characters must figure this out either through trial
and error, some form of divination, or research on the undead for
possible solutions.

7. Goblin Bandit-Eaters
The player characters make their way through hilly territory
that is mostly wasteland and far from any civilization. Early in the
day, they find a campsite that has been the scene of some type of
massacre. Blood and signs of struggle are evident. The ashes from
the fire are still slightly warm, indicating that the attack on the
site occurred late at night. The remnants of one victim are still
there—it seems that he has been partly eaten, but the wounds
are from weapons (short spears or long daggers). The apparent
cannibalism and some small bootprints might indicate to
characters that the attackers were not Human; some might guess
that they were Goblins. Characters with tracking or wilderness
lore could very easily spot a trail, where the creatures dragged
away the corpses of three other victims. They might also surmise
that the camp belonged to some impoverished peasant
bandits. The only thing that
could be of use left in the camp
are two torches and a dagger that
the Goblins apparently missed.
Everything else was taken.
If the characters follow the trail, they
discover that it leads to a small cave in the
side of a hill. The entrance is short, requiring
single file and hunched-over walking. The
entryway contains a primitive alarm
made of fishing line and old tin pots. A
perception check would easily find this if

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the first character to enter is being cautious; otherwise, the Goblins
inside rush out to attack. The Goblins are small enough for four of
them to attack the player character at the front at once; only that
character (and the one behind him if armed with a weapon able to
attack from the second row) are able to fight back. And because of
how low the entry is, player characters receive a penalty of -2 to all
combat rolls while in the tunnel. The actual cave, which is beyond
forty-feet of tunnel, is larger. The player characters would be able
to spread out enough to all fight, but it is still quite low, so the -2
penalty still applies due to cramped conditions. There are a total
of ten Goblins.
Goblins (10)
MV: 30'; AC 14; HP (1, 1, 1, 4, 4, 4, 5, 5, 5, 6); Init +0; Attacks: spear
(+2, 1d6) or long knife (+2, 1d4); Save: 16; AL C; Morale 7.
If the Goblins fail their morale checks, they try to weave their
way past the characters and out of the tunnel, abandoning the
cave. If the Goblins are defeated, the player characters find that
the cave contains an old fancy wooden cup worth 4p/sp, pot of
honey (and several other empty pots), and small barrel of ale (along
with a couple of empty barrels). They also discover some blankets,
cooking pots, and three daggers that belonged to the bandits. The
bandits’ corpses are also here, which were being butchered and
eaten.

8. The Tower of Damsels


The player characters are in a lonely place, but suddenly spot
a small and well-maintained keep with a tower. If the characters
approach it, they notice a pair of very pretty young maidens in
noble dress on the balcony of the tower. The maidens also notice
the player characters, waving as they shout, “men… they’re men…
hello! Welcome.” If the party happens to be all-female, the women
stare coldly at them and refuse them entry.
If the party consists of any men and they are not smart enough to
stay away, the damsels open the doors to the keep. The characters
find that there are six pretty maidens, one slightly older than the
others, but all seductively beautiful. There is also an old man who
appears to be a very servile butler to the damsels; he seems utterly
smitten to the point of toadying to the oldest damsel, who is in

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charge. She tells them that her name is Alaine, the caretaker of
these girls, whom she claims are daughters of local knights being
kept here to protect their virtue.
In spite of this, the girls invite them to enter, acting seductively,
and each taking hold of the hands of one of the male characters. As
they look into the males’ eyes or touch their arms, the characters
must make a saving throw vs. mind-affecting magic (clerics and
those notoriously chaste get a +4 bonus to the save). Failure means
being enchanted by the seduction of the damsels; falling madly in
love with the girl who looked at him; and wanting to serve, obey,
and be near her forever.
If all the characters failed their saving throws, they are kept in
the tower of the Damsels as slaves until the end of their days (if the
gamemaster is feeling very generous, a band of clerics storm the
place and wipe out these damsels, liberating the characters after
1d20 months). The damsels gradually drain away the vital life-
force of their slaves, so the enchanted characters age one year for
each month in captivity.
Female characters are not subject to enchantment, unless they
are sexually attracted to other women; likewise, if any male
character is only sexually attracted to other men, he is immune.
Any characters who made the save can never be enchanted by the
damsels, but still cannot convince enchanted characters to leave of
their own free will—the enchanted do not leave the tower under any
circumstance, unless directly ordered to do so by the damsels and
then hesitantly. If the characters unaffected by the enchantment
were to attack the damsels, those who failed their saves would be
ordered to slay their former comrades. This entitles the enchanted
characters to another saving throw, but with a -4 penalty (clerics
and the entirely chaste still get a +4 bonus, negating the penalty).
If this second save fails, the enchanted characters fight their own
party members to the death.
The Damsels (6)
MV: 30'; AC 11; HP (5, 5, 5, 7, 8, 9); Init +0; Attacks: dagger (+3,
1d4); Save: 16; AL C; Morale 7.
Special: If any of the damsels are struck for the first time, they
run from their attacker on an 8 or more on 2d6; they must roll
again to see if they flee when at less than half their hit points,
and again at less than one-third their hit points. Likewise, all the

249
damsels collectively flee or surrender after one of them is slain
if they roll an 8 or more; otherwise, they roll a second time when
half their number are dead, and again if two-thirds of them are
dead.
If the damsels collectively fail their morale rolls, they frantically
try to make an offer to their attackers, swearing to spare their
lives and ordering their enchanted companions to leave with
them. They warn the characters that their companions return to
normal after one night away with them, but will be immediately
enthralled again if they ever return to the keep. If the characters
slay all of the damsels, the enchanted (as well as George) are
immediately freed from their power.
George, the Aged Butler
MV: 30'; AC 13; HP 1; Init +0; Attacks: spear (+1, 1d6); Save: 16; AL
N; Morale 12.
If searched, the Damsels’ tower contains a large number of fine
dresses and perfumes worth about 7L/140gp in total. George knows
where everything is. There is also a money box containing 27sh/gp
and a gold necklace with a ruby (worth 70L/1,400gp). Alaine was
wearing a non-magical gold ring worth 34L/680gp. One of the
other damsels has a diamond brooch worth 90L/1,800gp. There is
also a potion of healing in Alaine’s bedroom (cures 1d6+1HP). If
all the damsels have died, the keep loses its enchantment within
a few hours, changing in appearance to that of an old ruin. Most
of what is inside (except for the items listed above, plus food and
other basic sundry items) is wrecked or ruined.

9. Faerie Wolves
At some point during the day while the player
characters are traveling through the forest, a single
black wolf becomes visible, as
it watches them from a
distance between the trees.
It follows them for a time.
If they try to approach
it or fire an arrow in
its direction, it runs
away (they can try to hit

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it with an arrow, but it is at long range for shortbows, and with
a -4 penalty to hit due to cover in the trees). Characters with a
minimum of wilderness lore know that this wolf is most unusual.
They see it again during the next day of travel, only with a second
wolf. The two wolves run off after a while. They come across four
wolves on the third day, also watching from a distance.
The player characters might try to lose the wolves, but this does
not work. The wolves seem to be tracking them with a strange level
of intelligence, always staying at far missile range and under cover
of trees. They appear to intentionally make themselves visible.
Characters could make a faerie lore or supernatural creature
knowledge check to realize that these may be wolves of the Faerie
realm, rather than ordinary animals—and that they are being
hunted by the wolves.
When the characters would be getting ready to make camp at
the end of the day, they suddenly notice ten of these Faerie wolves
watching them from a distance. Once again, if the characters try to
approach or fire arrows at any of them, all of the wolves run away,
only to return 1d4×10 minutes later. They continue to do this. If the
characters decide to move on, they do not see the wolves during
travel, only when stopping to make camp. If the group has brought
horses, they seem quite nervous.
The wolves do not attack as long as the characters are mostly
armored, armed, and awake. If they stay up all night, the wolves
remain out there, watching but not approaching. When the
characters break camp in the morning, they do not see the wolves
until stopping to rest. If the player characters try to keep this up,
make note of their increasing exhaustion, with whatever penalties
would be applied for that activity.
Thirty minutes after half or more of the party has gone to sleep,
the wolves move in for the kill. This time, they advance stealthily (+4
to stealth checks, and a further +6 due to tree cover and darkness).
If the wolves are not spotted, the characters are surprised during
the first round of attack. If the wolves are all slain or run off due to
a failed morale check, they do not return.
Faerie Wolves (10)
MV: 45'; AC 14; HP (5, 6, 7, 8, 10, 11, 12, 14, 14, 15); Init +2; Attacks:
bite (+4, 1d6); Save: 16; AL C; Morale 8.

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10. The Grave Sword
The characters are in a deep part of the wilderness
when they happen across a shallow grave. Whoever
is in it seems to have been buried there a long time
ago. The grave is marked with a very fancy-looking
sword.
This sword is actually magical, granting a
bonus of +1 to hit and damage, and glowing
anytime there are magical creatures
nearby. If the sword is taken without
performing a proper religious burial for
its former wielder within 1d4 days (either by
a cleric or moving the remains to bury them in
consecrated ground), a Phantom Knight appears
and attacks whomever has become the new owner.
The Phantom Knight attacks after dark, but only
when the owner of the sword is still awake. It
cannot speak, but points an accusing finger at
the sword and then its owner, then drawing an
identical ghostly sword. It fights to the death. If
destroyed, the Knight appears again in 1d6 days,
and continues to do so until the sword is either
returned to the grave or the body is given a proper
religious burial. Characters with lore in theology
might be able to figure this out; likewise, if they
consult with suitably erudite priests or higher-
level clerics.
Phantom Knight
MV: 35'; AC 18; HP 19; Init +1; Attacks: sword (+8,
1d8 + enervation); Save: 12; AL N; Morale 12.
Special: The Phantom Knight can only be hurt by magic or holy
water. It can be turned, but counts as if it was a 9HD creature. Its
strike instantly kills anyone less than Level 2 (or 2HD). Anyone
of higher level who is hit by the Phantom Knight suffers a
penalty of -2 to attacks, saving throws, and skill checks (which is
cumulative with each hit). If the total penalty equals their level,
the victim dies. If the victim survives the attack, the penalties
are reduced at a rate of 1 per day.

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11. The Mermaid Pool
The characters are traveling through the wilderland when they
reach an area of rocky hills. There is a pristine-looking pool of
clear-blue water in the midst of the hills. A rocky outcropping sits
near the far end, which is about forty feet away from the pool’s
edge. If the player characters approach it, a beautiful woman
emerges from the water just behind the rocks. She is naked as if
bathing, although only visible above the waist due to the rocks.
She seems not to notice the characters at first.
If they get closer or speak, she leans up against the rock with her
breasts exposed, and speaks softly, “come here and I will tell you a
secret thing no man should know.” When she speaks, all the characters
who would be attracted to a beautiful woman must make a saving
throw vs. mind-controlling magic or start to slowly walk toward
the pool. Clerics and any notoriously-chaste characters get a
+4 bonus to the save. Enchanted characters who are stopped by
those who make the saving throw (or did not need to do so) resist,
maintaining their approach to the pool—stopping them requires
restraint through grappling or other means.
The pool is shallow, reaching only a bit above the waist of an
average man. Any character (enchanted or not) within ten feet of
the pool’s edge notices that the lower half of the beautiful woman’s
body behind a rock is that of a fish’s tail—she is a mermaid. Any
character with lore related to supernatural creatures or seamanship
knows that mermaids are dangerous nature spirits that drive men
to their doom. Any enchanted character now gets a second saving
throw to free themselves from the enchantment; those who fail
this second save proceed into the pool, unless restrained by their
fellows. If any character (enchanted or not) enters the pool and
gets within five feet of the mermaid, she speaks softly again, “the
secret is this: you are already dead.” She smiles, revealing a set of very
sharp teeth.
Although it looks pristine, the pool is filled with a deadly poison.
Any character who enters the water (unless wearing water-tight
clothing; medieval armor is not water-tight) must make a saving
throw vs. poison with a -4 penalty or find themselves paralyzed,
slipping into the water and unable to move. Even if they do not
drown, they die from the poison in 2d10 minutes, unless given
a strong anti-venom or via magical healing. The poison also

253
affects anyone who drinks of the pool or touches it with bare skin.
The mermaid grabs one of the paralyzed characters and then
swims under the poisoned water quickly to an underwater cavern,
where she intends to devour the corpse of her victim.
If the mermaid is attacked at any time, she flees, having no
interest in taking risks. If any of the player characters already
entered the water when she is first attacked, the mermaid swims
to grab a paralyzed character from under the water, and then
tries to swim away with them. This takes her two rounds, leaving
her open to attack, but hitting her underwater
means a -4 penalty.
The mermaid does not emerge from her
pool again for at least 1d6 days if she did
not manage to take a corpse with her to
eat; otherwise it takes 3d6 days for her
to emerge. Reaching her cavern requires
both immunity to poison and the
ability to breathe underwater.
The water of the poison pool can
be taken and used as a contact
or ingested poison, though great
care is a must while handling it.
Mermaid
MV: 60' (5' on land); AC 15; HP 8; Init
+0; Attacks: bite (+3, 1d4); Save: 16; AL C;
Morale 7.

12. The Faerie O strich


The characters run into a strange creature in the wilderlands,
probably in the plains, moors, or a valley between mountains or
forest. This creature is a Faerie Ostrich, a giant six-foot-tall bird
with bright green and red feathers. It has a head similar to that of
a fox, but with a very large sharp beak. Its cloven hooves are like
those of an ox.
This particular encounter is mostly straightforward. The Faerie
Ostrich is aggressive, attacking if the player characters approach
within sixty feet or fire missile weapons at it. It flees if it fails a
morale roll as per the standard rules.

254
Faerie Ostrich
MV: 40'; AC 16; HP 19; Init +1; Attacks: bite (+6, 1d6+1); Save: 14;
AL N; Morale 8.
If the characters search the area after defeating the ostrich, they
should make a perception or wilderness lore check to discover a
huge ostrich egg half-buried in the dirt. The egg is edible; anyone
who eats it gain a +1 bonus to knowledge of astronomy—according
to Faerie lore, the ostriches guide themselves instinctively by the
stars.
There is also a 50% chance that the egg hatches within 1d6 days
if it is uneaten, kept safe and relatively warm. The baby Faerie
Ostrich would be very valuable to a noble’s menagerie or a wealthy
merchant. It is also very loud, very hungry, and able to run at full
speed from the day after it is born. Baby Faerie Ostriches also have
a tendency to wander, as they do not form bonds, even in infancy.
It would generally be a huge hassle.

13. The Chimera


Certain areas of wilderland hills and mountains feature
dangerous creatures created by the harmful effects of Chaos
magic. These Chimeras are aggressive and very dangerous. They
rarely horde any treasure, but some possessions from previous
victims may be found in their caves. They vary in form, so roll
on the following tables when one is encountered to determine its
features.
1d 6 Head
1-3 2 heads
4 3 heads
5 4 heads
6 5 heads
1d 6 Head Type (roll for each head)
1 Goat (1d4 bite)
2 Reptile (1d8 bite)
3 Lion (1d6 bite)
4 Dog (1d6 bite)
5 Bull (2d4 gore)
6 Bird (1d4 bite)

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1d 6 Body Type
1-2 Lion (5d8 HD)
3-4 Bull (5d8 HD, -1 to initiative)
5 Bird (4d8 HD, +2 to Initiative)
6 Reptile (6d8 HD, AC16)
1d6 Wings?
1-2 Yes (can fly 50')
3-6 No

Apply the features above to these base statistics:


MV: 40'; AC 14; HD per body type; Init +0; Attacks: 1 per head, per
body type (+6); Save: 14; AL N; Morale 9.
Special: There is a 25% chance for a Chimera to breathe fire
in a ten-foot line for 4d6 damage (save vs. area effect to halve
damage).
There is also a 25% chance for a Chimera to possess a snake for
a tail, which can perform an additional attack (+4, 1d3 to hit).
Anyone bit by the snake tail must make a saving throw vs.
poison after 1d4 rounds to avoid falling unconscious; a second
saving throw is also required 2d6 rounds later to prevent death
(if the victim survives the second saving throw, he regains
consciousness after 2d10 minutes).

14. The Dancing Red Demon Sword


The characters are wandering through the woods when they
see a truly stunning sight: a bright red sword, floating seemingly
under its own power. While they might think that there is some
kind of invisible foe, that is not the case. This is a magic sword
called Rubeus, which can move under its own power, since a
powerful demon has been trapped in it by a great Elven wizard-
king thousands of years ago. Its purpose is to slay mortal men.
Buried by an ancient Cymric king, a foolish mortal dug it up
aeons later, so it is free to slay again. The sword can sing in Elvish,
telling its tale (only characters versed in Elvish can understand it).
The sword attacks when finished singing its song or if anyone
tries to grab it.

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Red Demon Sword
MV: 30'; AC 18; HP 20; Init +2; Attacks: sword (+10, 1d8+10); Save:
10; AL C; Morale 11.
Special: The sword is immune to all non-magical damage.
Sustaining 20 points of damage does not destroy it, merely
rendering it inert, reviving in 1d3 hours with full HP.
The sword desires only to kill—it slays foes and then pierces the
corpses to drain all of the blood once there are no more foes to
fight, (this gives the sword its red color).
Banishing magic cannot dispel the sword’s demon (the binding
is too strong), but can render it inert for 1d3 hours, as if being
reduced to 0HP. If the sword is buried, possibly taking the hint
from the song, it remains inert until another fool digs it up from
the ground.
If the characters have some kind of truly powerful magic capable
of banishing the demon, the sword itself remains. It would no
longer be able to sing or move on its own, and all special bonuses
to hit and for damage are lost. It would still be inherently magical
(being forged by Elves), so it could inflict damage upon creatures
immune to non-magical weapons.

15. The Goblin Pit


The player characters travel through moors or hills. There is
barely a trail, it is too difficult to ride (horses need to be led), and it
is far from any settlement. At one point during their trek, a DC15
hunting or wilderness lore check must be made by anyone in the
front two rows of the marching order. If successful, a patch of
ground is spotted ahead; it looks like it has been covered to hide
some kind of pit (and done well). If no check is made or no one is
successful, the first two player characters (or the first one and his
horse) fall into the trap.
The covering hides a natural crevice in the ground, which has
been somewhat opened by Goblins. Any character can make a
reflexive saving throw, although horses cannot. Success means
that they manage to cling to the edge, but failure indicates that they
fall through the crevice, dropping forty feet, taking 4d6 damage,
and then landing on wooden stakes in a moderately-large cave for
additional 2d6 damage.

257
The trap was set by a group of Goblins, as an easy method to
waylay lonesome travelers and the occasional animal. The sound
of the fall quickly attracts these Goblins, though they halt their
approach to the pit room if they hear voices above it. The Goblins
wait until it is quiet to move in and attack the wounded victim (or
just take his corpse).
The characters have several options for proceeding, assuming
that they do not just walk away. Ropes can be used to scale
down the pit. They may also surmise that there could be another
entrance. Someone with tracking or wilderness lore could make
a check to find the front entrance to the Goblin cave (the rear
entrance has been unused for so long that there would be no real
chance of finding it, unless someone literally searched every corner
of the area or through magic). There are two Goblins at the front
entrance. If the player characters approach without sneaking, the
Goblins spot them and run back into the cave to warn their fellows.
If they did manage to silence the guards, the Goblins are found
in the main cave, possibly feasting on Human or horse flesh, and
subject to a round of surprise.
The cave contains a tunnel that is just a bit shorter than
comfortable for Humans, which leads to the first chamber. If the
two guards managed to give warning, it is here that the twenty
Goblins (plus their chief) fights the first defense. If the Goblins
fail their morale roll or are reduced to five or less, they retreat
into the main cave. Another forty-five Goblins wait to fight here,
as well as another thirty-five juveniles who are non-combatants.
Morale should be tracked as if it was a separate battle—as soon as
they fail a morale check or are reduced to twelve or less fighting
Goblins, they flee through the back entrance.
The pit trap is to the side of this area, though it is likely that
victims of the trap are dead by the time the party arrives (assuming
they arrived by the entrance). If the player characters climbed
down with ropes, fifteen Goblins (not including the chief) rush
into the pit room to attack them. If driven back, the Goblins make
their stand in the main room (the chief is there). Failing morale
means that they flee through both entrances. Note that if the
Goblin Chief dies, those remaining only have a morale of 5.
Goblins
MV: 30'; AC 14; HD 1d6; Init +0; Attacks: spear (+2, 1d6); Save: 16;
AL C; Morale 7.

258
Goblin Chief
MV: 30'; AC 14; HP 7; Init +0; Attacks: spear (+3, 1d6+1); Save: 16;
AL C; Morale 7.
If the Goblins are defeated, the player characters can find
mostly crude spears, primitive knives, stinking rags, and rancid
meat in the caves. There are also eleven sacks of grain (taken from
a caravan, but they did not know what to do with them), a mirror
worth 1sh/gp, purse with 15sh/gp, and a lady’s sewing kit.

16. The Giant Prince


The player characters are in the hills or mountains when they
run into a fierce-looking wild man. He has grey skin and is
twice the size of a normal man. Characters with knowledge of
supernatural creatures would recognize him as a Leirjotnar, or
Clay Giant. Speaking the language of Northmen, he identifies
himself as Ulfgar, son of the Giant King, and announces that small
men may not pass.
If the characters move away, he does not pursue them. If they
approach, he attacks, probably throwing a boulder before picking
up his club to engage in melee.
Ulfgar
MV: 30'; AC 20; HP 54; Init +0; Attacks: large stone club (+10, 3d6) or
thrown boulder (+10, 3d10, 50/150/300); Save: 12; AL N; Morale 10.
If Ulfgar fails his morale, he backs off and raises his arms
laughing, seemingly to concede and allowing them to pass. If the
characters are intent in killing Ulfgar, he fights to the death out of
outrage from their dishonor.
If the characters slay Ulfgar, they do not find much in terms of
treasure. He has a large hut nearby with some moth-eaten furs
and his club is too big for anyone to use effectively. He does have a
pendant around his neck. Anyone who wears this ancient-looking
pendant gains an increase in their Strength to 18, but also becomes
highly bloodthirsty and prone to anger—anytime there is a half-
decent attempt to start a fight, the characters feels obliged to do
so; and anytime the player wants his character to flee from a fight,
he must make a saving throw vs. magic to do so.

259
This seems to be the extent of the encounter, but the characters
find that Ulfgar is alive again (if they killed him) if they return
to this region again after three months. He has moved into areas
with Human settlements, attacking the nearest villages. Only
loremasters realize that he was not lying about being of royal
blood. As such, he can only die permanently if a Human of royal
blood decapitates his body (up to seven generations from a king;
legitimacy is not important).

17. Fishmen Raiders


When the player characters are near a
coastline or large river around twilight,
they notice strange markings and what
appears to be a water-damaged chest.
This is bait set by a group of Fishmen
raiders who wish to slaughter
Humans. If the characters take
the bait, they find the chest locked
with a rusty metal chain. As soon
as one or two of them are busy
inspecting the chest or trying to
break the chain, fourteen Fishmen
raiders come out of the water to attack.
If any character is explicitly watching the
water while the chest is being examined,
he automatically spots the emerging Fishmen. Otherwise, any
character not busy checking the chest or doing something else can
make a DC12 perception check to spot the Fishmen still twenty
feet away from the party. If all of them fail the check, they still spot
the Fishmen, but only when already in melee range.
Fishmen
MV: 30' (60' swimming); AC 15; HD 2d6; Init +0; Attacks: trident
(+3, 1d6); Save: 16; AL C; Morale 7.
If the Fishmen fail a morale roll, they flee back into the water
and swim away. The Fishmen have no possessions on them apart
from tridents. The chest only contains rocks and sea-shells. The
Fishmen do not return to this spot if defeated.

260
18. The Mad Dwarf
As the characters travel through the wilderland, they pass near
a farmstead. A peasant farmer’s wife pleads with them for help,
While she has almost nothing to offer them (24p/sp of their life
savings), she is hoping that her story might motivate them to save
her daughter. Her daughter has been kidnapped by an evil Dwarf
that came down from the hills. Characters with knowledge of
supernatural creatures would know that Dwarves infamously lust
after Human women. Her husband tried to stop the Dwarf, who
hit him over the head with a stick—the husband has not been the
same since. Someone with knowledge of medicine can examine her
husband in the house. One of his legs is tied to a stake to prevent
him from wandering away. He is clearly suffering from some kind
of dementia, but a very simple medicine skill check notes that he
does not appear to have a concussion.
Assuming that the player characters agree to save the farmer’s
daughter, they must spend some time in the hills looking for the
Dwarf. They could eventually find the cave where he is staying
either through an easy check of hunting/tracking or by a difficult
listening-based perception check to hear the distant sound of
metal hitting stone. The farmer’s daughter is trapped in a wicker
cage, but the Dwarf is a bit further down the cave digging for
ore. The characters could act stealthily (with sneak checks) to
theoretically sneak into the area, carefully cut open the cage, and
sneak out with the girl without being detected.
If the Dwarf is slain, it emerges after hearing some noise. He is
close to five-feet tall with black skin, thick beard, and wild eyes. He
wears a thick-leather apron over padded clothes. Initially wielding
a powerful-looking pick-axe, he drops it and draws a smaller club
(a seemingly poorer weapon) upon hearing the characters.
The Mad Dwarf
MV: 15'; AC 17; HP 16; Init +1; Attacks: madness club (+5, 1d6+1
+ madness); Save: 14; AL C; Morale 8.
If the Dwarf hits someone with his club, that person must make a
saving throw vs. magic or become befuddled and confused, unable
to take any coherent action. The victim does not know who he is,
where he is, or what is happening; he is also prone to wandering
and mumbling incoherently in a worried tone. This befuddlement
remains in effect until healed by magic or a miracle.

261
If the Dwarf fails a morale check once, he tries to make a deal
with the characters, offering to let them take the girl and let him
leave with the silver that he has mined. If they refuse, he continues
to fight. Failing a second morale check means that he runs for his
life, abandoning both the girl and his silver. If the Dwarf is slain,
the characters find a sack with several silver nuggets (worth about
29sh/gp) that he has managed to mine.
The Dwarf’s pick-axe is of fine quality, and could be wielded as a
weapon (1d8 damage). His club is enchanted, causing 1d6 damage
and the effects described above, but it also has a corrupting effect
on the owner—after one week of carrying the club, the new
owner must make a saving throw every week, with the following
cumulative effects for each failure:
First failure: the owner becomes impatient, gruff, and prone to
ill-temper.
Second failure: the owner becomes more uncaring about
personal appearance and propriety, no longer taking care to
appear respectable even in high society.
Third failure: the owner becomes greedy for treasure, especially
coins, gems, or ores; if previously Lawful in alignment, they
become Neutral; they will refuse to listen to reason or any
suggestion of giving up the club, fighting anyone that tries to
take it from them.
Fourth failure: the owner becomes lusty, seeking to engage in
carnal relations at every opportunity (not to the point of using
force, unless already lusty); this effect applies regardless of
gender or sexuality of the owner, as the targets are alluring
people of the gender to which they were already attracted.
Fifth failure: the owner becomes antisocial and greedy to the
point of being willing to steal or kill for treasure; if previously
Neutral, they become Chaotic in alignment.
Sixth failure: the owner cares about nothing other than treasure
and sex, and wants nothing to do with any activity that does
not get them as much of either as quickly as possible; they
begin to grow a beard, even if female.
Seventh failure: the owner’s skin turns black and they lose one
foot of height, turning into a Dwarf.
If the club is taken away from the character, no further saving
throws must be made, but all effects already applied remain that
way. Only powerful magic or divine intervention can reverse it.

262
Note: The cave in which the Dwarf was mining clearly has a silver deposit. In a
Medieval-Authentic setting, however, the player characters would not be able to
just claim the deposit as their own. The land belongs to someone, likely a distant
lord, or possibly the Crown or even the Church. If the characters mined the ore,
they would be breaking the law and could face severe punishments if discovered.
On the other hand, if the characters were to inform the legitimate owner of the
deposit’s existence, they would no doubt please him immensely, possibly offering
a reward in favor or coin, depending on their social status.

19. The Afanc


The player characters are wandering through the wastelands
when a crazy-looking old woman approaches them. She is an aged
cleric named Cleric Hilda, now on leave to live a life of hermitage.
If the party has a cleric with them, they could confirm all of this.
She has stopped the characters, because she needs their help. The
local lake, vital to the tiny village in these parts, contains a strange
monster that appeared some time after the last full moon. It first
attacked fishing boats, and later the locals who approached the
lake. She describes the monster as something that looks like a
large lizard, is covered in brown fur, has a long tail that ends in a
wide flat shape that it uses for powerful blunt strikes, and its teeth
are equally deadly.
Characters with knowledge in monsters or Faerie realms could
make an average skill check to guess that the creature is an Afanc.
This is an amphibious monster of the Faerie realms that must have
slipped through the veil between worlds. If successful by a decent
margin, the character recalls having read that the Afanc becomes
passive if it is approached by a virgin, just like a unicorn.
If the characters approach the lake in unison, the Afanc rushes
out and attacks. If it takes any damage, the creature rushes back
into the water and swims away. The only way to dispatch it would
be to have a virgin draw it further away from the water’s edge and
then slay it.
Any virgin in the group could act as bait, as the Afanc
approaches male or female virgins. If none of the characters are
virgins or are not willing to risk it, Cleric Hilda offers herself
as the bait (she remained chaste her whole life as a cleric).
If the virgin approaches the edge of the lake alone, the Afanc peeks
out of the water’s edge and slowly approaches after a few minutes.

263
If the virgin slowly backs away, the Afanc passively follows. When
the virgin sits down, the Afanc rests its head on their lap placidly.
The moment anyone either touches or attacks the Afanc, it instantly
becomes violent again—it turns to bite whomever strikes it first,
its tail-slap attacking the virgin who deceived it.
Afanc
MV: 15' (60' swimming); AC 17; HP 35; Init +0; Attacks: bite (+8,
2d6) and tail-slap (+8, 2d10); Save: 12; AL N; Morale 9.
Cleric Hilda
MV: 25'; AC 11; HP 6; Init -1; Attacks: staff (+1, 1d6); Save: 14; AL L;
Morale 12.
Special: Hilda has the miracle of laying on hands. She must roll a
prayer check (+6, DC13) to cure 1d6+1 hit points. As long as Hilda
keeps succeeding her check, she can keep healing; if she fails it,
she cannot attempt it again until the following day.
The Afanc came through a gateway that occasionally opens from
a lake in the Twilight Realm of Fae to this place. The gateway is just
under the water near the middle of the lake, likely quite hard to
find. There is a slight chance that other aquatic creatures from the
Fae realms might slip through here at some future time.

264
20. The Red Hermit
The characters are somewhere deep in the wilderness. They
suddenly find a strange little community. Several miserable little
shacks are located around one slightly nicer hut. There is cultivated
land around this complex. If arriving during the day, there are
nine male peasants, all working on this land.
If the characters approach, the peasants look up at them
with surprise. Perceptive characters might notice that there is
something a bit glassy about their stares. They all look unkempt
and poorly fed. Almost as soon as the characters are noticed, the
peasants call out for their master.
The master emerges from the larger hut. Dressed in rough
brown robes marked with unusual runes, he holds a staff. The
master’s skin is bright-red, more than anything that could be
attributed to sunburn. Contrary to the peasants, he looks well-fed.
If the characters do not immediately attack, he smiles and beckons
them to come closer, signaling to the peasants who approach the
characters. This hermit is a former peasant priest who has made a
pact with a demon. This has caused the mutation of his red skin,
given him power over others, and offered special protection.
Unless the characters immediately leave, he begins his attack
when they are within thirty feet (or if they attack). His peasants
fight the characters with their farm implements, while he uses his
dark powers to enthrall them. Since the peasants are enthralled,
they do not flee, fighting to the death for their master. The Red
Hermit uses his power of enchantment on them, attempting to
enthrall one character per round. If he is not directly at risk of a
melee strike, he targets wizards or spellcasters first, and then the
others; if someone attacks him in melee, he tries to enthrall that
person first.
Peasants (9)
MV: 30'; AC 10; HP (1, 2, 4, 4, 4, 5, 6, 7, 7); Init +0; Attacks: farm
implement (1d6); Save: 16; AL N; Morale 12.
The Red Hermit
MV: 30'; AC 12; HP 7; Init +1; Attacks: enthrall or staff (+1, 1d6);
Save: 14; AL C; Morale 8.
Special: The Hermit’s enthrall attack has a range of up to sixty
feet, and he must be able to see his target (his target need not see

265
him). The target must make a saving throw vs. mind-controlling
magic or become enthralled. Any character thus enthralled
immediately attacks the rest of the party. The Hermit can
attempt to enthrall the same character repeatedly.
The Hermit is immune to non-magical attacks due to the same
dark power that gave him his red skin. He can only be harmed
by silver weapons or magic. Holy Water does not injure him,
but he receives a penalty of -1 to attacks and saving throws once
splashed with holy water.
If all the characters become enthralled, they are trapped as the
Red Hermit’s slaves. They are made to work his lands, while he
keeps and uses their possessions. They are stuck as slaves of the
Red Hermit for 4d20 months; after that, another band of heroes
(possibly clerics) may end up releasing the characters.
If the Red Hermit is slain, anyone enthralled by him is
immediately liberated and returns to their senses, having only
vague memories of their period of servitude. Freed peasants are
immensely grateful for their liberation—it should be clear to
the characters that all the peasants were completely unwilling
prisoners of the Hermit. They plead for the characters to help
them get back to civilization.
The Red Hermit’s hut contains the various possessions of the
peasants, none of which are likely to interest the characters. He
also has a shrine there to his demonic lord Orobax (the shrine
includes the name and seal of the demon). The shrine has nothing
of real value, except for a small silver bell worth 10sh/gp and a plain
dagger. The Hermit’s staff is ordinary,
but the runes on his robes were put
there with a ritual instructed to
him by Orobax. Anyone wearing
the robes (which are of poor
quality and suitable only for a
peasant) receives a bonus of
+1 to Armor Class. The
Hermit kept his former
priestly vestments (worth
15sh/gp) in a box. He
also has a money pouch
holding 15p/sp.

266
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Darkwood
After the Norman Army conquered Britain, the people gave up hope
and accepted a life of virtual slavery. A band of heroes will emerge to
bring hope to the oppressed Anglo-Saxon peoples and strike fear into the
corrupt hearts of Prince John and his agents. Create your own legends of
Robin Hood.

Experience the ancient world not seen from our modern historical
perception, but rather through the eyes of the people who lived it. It
is a world filled with magic and sorcery, demons and monsters, and
incredible powers and forces that hold the key to the domination of all
mankind. Reincarnate as an Egyptian Sorcerer, British Druid, or even an
Irish Leprechaun to face the might and mysteries of the ancient world.

Welcome to the Lair. Designed with the goal of bringing back the wonder
and excitement of that very first roleplaying experience, combat is quick,
fun, and full of excitement. The rest of the game is built just the same.
Metal, Steel, Gold, and Iron meets Mystery, Doom, and High Adventure.

Inspired by the earliest of tabletop RPGs, this rules-light OSR system


requires only a single six-sided die (1d6). A single, expanding monster stat
(plus any special abilities) also makes gameplay extremely quick and easy.
The companion book adds new options, classes, monsters, and a single,
expanding trap stat for more variety and possibilities for expansion.

©2018 Precis Intermedia. Darkwood, Man, Myth & Magic, Lair of Sword & Sorcery, LoSS,
Lords of Olympus, and Swords & Six-Siders are trademarks of Precis Intermedia.

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