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Earthdawn Journal Vol. 8 PDF

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409 views58 pages

Earthdawn Journal Vol. 8 PDF

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William Young
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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THE EQRTHDQWN JOURNEL An Official Publication Devoted to FASA's Earthdawn Fantasy Roleplaying Game Volume #8 $6.50US April 1997 Stock Number: SOK108 The Earthdawn Journal is| putea by Sword of the ‘night Publications, Inc. Copyright © 1997 by Sword of the Knight Publications, Inc. Alll rights reserved. No part of] this magazine may be reproduced in any form or by any means without permission from the publishers. Printed in the United States of America by Mar-Kel of Newburgh, IN ‘Sword of the Knight Publications, Inc. 2240 Schuette Lane Henderson, KY 42420 USA Voice/Fax: 502-826-1218 Net: [email protected] Webpage: http:// members.aol.com/swrdknght Editor Kevin D. Knight Associate Editor Brenda K. Knight Macintosh Guru Richard Biever All materials in the Earthdawn Journal are Copyright © Sword of the Knight Publi- cations, Inc., and Copyright © FASA Corporation. The Eorthdaun Journal Volume & Arms and Services ‘A isi fo the weaponsmith by Aaron Porter The Town of Woes Earthdawn fiction by Karen M. Branham Setting Up a Campaign Suggestion on campaign creation by Richard Tomasso Songsmith Earthdawn fiction by Vicki Kirchoff-Martin Ithuriel’s Archery A selection of arrows by Mike Swiernik Blood Wood Magical Items From the upcoming Blood Wood book by FASA. Corrupt Spirits A selection of nasties by Dan Allard Children of Jaspree A collection of critters by various authors The Pointless Swords A collection of swords by Graeme Lindsell Unpleasant Blood Charms A couple of new blood charms by Graeme Lindsell The Wandering Swordsman ‘A new discipline by Sean Simmons Hammerstone ‘A town near the Tylon mountains by Jeremy Mettler Longhope’s Legacy A selection of new magic items by Roger Gaudreau Artwork Jim Nielsen Cover Kevin Montanaro 7,12, 24, 96, 98, 38, 47 ‘Aaron Porter 3,4, 22, 58 Jason Kerr 10, 16,18 10 13 15 20 25 30 AQ 44 AS 49 54 Table of Contents The Editor Speaks... Greetings and welcome to the seventh issue of the Earthdawn Journal! Again, you may have noticed already, We are very Iate with this issue. Why, you might ask? Welll.. to have a magazine, one must have articles to put in said magazine and we didn't have enough articles! So PLEASE send us ANYTHING you have for Earthdawn that you want to see in print. I promise we will take a look at it and, if itis good enough, it wll see print! Note: If you compare this to EDJ #7, it is exactly the same. We don't have a stable of professional authors to whip stuff up for us for the EDJ. We rely on you, the reader, to send quality articles in to us for publication! Rant mode on. We also have every intention of continuing to support Earthdawn with the Earthdawn Journal and don't particularly appreciate people sending in letters calling us thieves for taking their subscription money and not sending the ine or threatening to report us to the BBB. This just pisses me off. I do this and our other magazines from ‘my home. [ have a job as a computer professional. I'm also notin it for the money. If 1 was, I wouldn't be doing this because I can make a lot more money working on computers in my spate time that working on these magazines. Well, rant mode off. KevinKnight THE EARTHDAWN JOURNAL _ is published by Sword of the Knight Publications, One year (4-issue) subscriptions are $18.00 (North America), $22.00 (Overseas Surface), and $30.00 (Overseas Air). Please make all payments in| US funds or by Visa/MasterCard. Submissiot We are looking for good articles and illustrations for the Earthdawn| Journal. When submitting manuscripts and artwork, enclose a stamped and self- addressed envelope with appropriate postage for the return of your items if you want them returned. We also would appreciate that article submissions be presented on IBM. ‘compatible diskettes along with hardcopy. Electronic submissions (the preferred method for articles) are received at our internet address. The Editor Speats. How Are We Doing??? Please take the time to fill out the questionaire located on, the tear out piece in the middle of this book. Each respondent will have their name placed in a drawing for a free copy of next issue, A lucky three will receive free copies of the Earthdawn Journal Volume #8. Responses from the Earthdawn Journal Volume #7: 3.94 27 From the Library of Victoris Wiseman 3.63 ‘Sarabrennos' Spellbook 3.78 Pattern Patter 3.1 ‘The Protector of Kaer Tallin 361 ‘And the Path Shall be Perilous 3.67 Braztul-char 3.94 ‘Truaga'ar 3.78 Outeasts 3.17 Artwork (Cover) 465 ‘Artwork (Kevin Montanaro) 3.35 ‘Artwork (Aaron Porter) 294 ‘Artwork (John Bridegroom) 3.12 ‘Overall Satisfaction 3.82 Free copies of Volume #8 were sent to Tom Trelenberg, Mark Mazella, and Gernot Hallmann. Congradulations! Looking for some old, out-of-print gaming items? Have some to get rid of? Let Sword of the Knight help you out! We havea large selection of used and out-of-print gaming items! For acomplete list senda large SASE with $1.00 postage to Sword of the Knight Publications! We Buy, Sell, and Tradell! The €arthdoun Journal Volume # ARMS & SERVICES BY AARON PORTER, "You sure ask a lot of questions, son. All I can tell ya is before you start runnin off to anywhere, you Should stop af Firebreather's.” "You never heard of Firebreather's? He's the best forge in town. He's got just what ya need, and he'll know exactly what ta give ya. One warnin, though. You make sure you got plenty of time to spend there. Yah'see, Firebreather tends to get a bit long winded. He loves to talk. He'll go on for hours, but ya don't wanna interrupt him, that's bad manners no matter where yer Overview: A visit to the weaponsmith It may be an everyday occurrence for some player's characters, and the judge must either be prepared, or spend valuable game time in making up prices for everything the player can imagine. This le gives the judge what she needs to. maintain a constant price level in goods, and adds flavor to the visit for the player. Firebreather’s Arms & Services: ‘The dwarven weaponsmith, Firebreather, has grown a good reputation of selling quality work from his clean little workshop. His stock is never, large, but what he doesn't have, he can get. The dwarf has a full line of normal weapons, armor, shields, horse shoes, nails, and all sorts of hand forged goodies. Firebreather's constantly busy with special orders, too , but he's always ready to take on another challenge. Firebreather is not only known for his ski forge, but even more remarkable is ty to talk. The dwarf's mouth never stops from the moment he greets someone until they're able to escape. He talks about the weather, local families, gossip, legendary people, politics, jokes, clients, travels he's been on or Earthdaun Journal Volume & heard about, philosophy, fashion, fads, everything and anything on the dwarf's mind seems to roll right off, and out of his mouth. He never really stops gabbing, but doesn't seem to take a stand on anything he says. It's rumored that he lost his last two assistants because he talked while he worked, when he ate, and even in his sleep. Some customers are irritated by this quirk, and don't ever come back, but Firebreather only thinks he's being friendly, He blames the customers for not recognizing his quality work. Actually, the dwarf believes his ramblings to be helpful, revealing information that will aid, and inform his clients. Most people try and avoid a conversation with him, but Firebreather does have friends who have leamed to put up with his babbling, Arms and Services ‘and some even find it endearing. However much the dwarf may ramble, his work is excellent. He can take steel and iron, and turn it into ‘a beautiful, sturdy, magnificent weapon. His love for his craft is expressed in every blade, every wedge, and every hinge he creates. He could easily charge a fortune for his work, but what good would it do if his creations just hung on the wall of his shop? Firebreather's price is quite fair on his forged and reforged items. Some they're down cheap. His prices on normal can be a bit he gets." no complaints. His work has become well respected in the ‘community as that of quality. "Me Stock..." ‘Usual Anyone _ looking for a specific normal melee weapon, missile weapon, throwing weapon, armor, or _ shield could’ find it here. The availability rating for most of these items is, "Everyday" (-2: see ED 250), but certain less common items reach "Average" (0) to “Unusual” (+2) levels At Firebreather’s , None of the items’ listed above that are found on the Goods & Services tables will ever be higher than The price for these items is a tile higher then normal. Firebreather sells them 10% to 20% higher than the Goods & Services tables. This is not only because his quality is good, but also so he can maintain the availability of more rare items. “Hey...How bout somethin’ a bit potent?" more ‘The thread weapons, and thread armor listed jit Earthdawn Companion may be found here. These rms and Services items are considered “Unusual” (+2) to "Very Rare” 49) for availability. If the item is found to be unavailable, Firebreather may be able to find one and have it brought there, Ths i up tothe judge on whether she wants the item available to the characters yet. It usually takes several weeks for Firebreather to find specific item of this type. The price for these items. bee very near the listed price in Earthdawn Companion. Firebreather also keeps a number of weapons around that he has reforged and upgraded using his Forge Blade talent. These weapons will be from +1 to +3 on their damage step rating, and are of high quality and craftsmanship. The availability of these weapons depends on the bonus rate. The availability rating for a+] weapon will be "Unusual" (+2), a +2 weapon will be "Rare" (+5), and a +3 weapon will be "Very Rare” (49), The specific type of weapon requested can be anything listed on the Goods & Services tables, but the price varies foreach item depending onthe base cost of that particular weapon. A list of some example weapons, their bonuses, and suggested prices are as follows: Melee Weapon In Silver Dagger 100, 300, 600 Dwarf Sword 110, 310, 610 Whip 110, 310, 610 Short Sword 116, 316, 616 Broad Sword 125, 325, 625 Troll Sword 150, 350, 650 2-Handed Sword 225, 425, 725, Hand-Axe 115, 315, 615 Battle Axe 135, 335, 635 Pole-Axe 250, 450, 750 Pole Arms 200-278, 400-475, 700-775 Lance 250, 450, 750 Spear 105, 305, 605 Trispear 125, 325, 625 Sap 100, 300, 600 Quater Staff 105, 305, 605 Club 100, 300, 600 Mace 120, 320, 620 Flail 135, 335, 635, Spiked Mace 140, 340, 640 Warhammer 225, 425, 725 Missile Damage Step Price ‘Weapon (41/42/43) In Silver Blowgun 2.3.4 100, 300, 600 Sling 456 105, 305, 605 Troll Sling 5,6, 7 11S, 315, 615 Windling Bow 4, 5,6 103, 303, 603, Short Bow 4,5,6 115, 315, 615 Longbow 5.6, 160, 360, 660 Light Crossbow 5, 6 150, 350, 650 Med Crossbow 6, 7,8 200, 400, 700 Elven Warbow 6, 7,8 300, 500, 800 Thrown Damage Step Price Weapon (1/42/43) In Silver Darts 2,3,4 100, 300, 600 Bola 456 110, 310, 610 Throwing Axe 4.5.6 125, 325, 625 Flight Dagger 3,4, 5 125, 325, 625 Windling Spear 3, 4, 5 145, 345, 645 Hawk Hatchet 5, 6,7 225, 425, 725 €arthdaun Journal Volume “Sure, | Could Do That..." Firebreather is more than happy to take special requests. The dwarf can use his Forge Blade talent on ‘weapons the client wishes to upgrade, or he can even create a weapon specifically for the client. Whatever the client wishes, review the description of Forge Blade (ED p107), and go over the special rules for crating ‘weapons, armor and shields (Adept's Way p Firebreather works cheap. Instead of using the Forge Blade talent prices, use Firebreather's general price. He charges 50 slver multiplied by the Final Damage Step per week of work. At the end of every week he makes a Forge Blade test as stated in the Forge Blade talent. For Example: Firebreather is asked to work on a normal broadsword. The broadsword is damage step 5, and the Final damage step will be 6. Frebreathet will charge 30 silver per week (SOsilver X 6) for as long as it takes him to finish. ‘The price seems higher than the available weapons above, but special requests do take extra time and energy, and actually his price is much lower than the rules call for. “That Shield Sure Took A Beat Firebreather will also repair weapons, shields, and armor. He can restore weapons and armor to almost new by using his forging skills. Use the process described under Damage to Weapons and Armor (ED ‘Companion p117) Also, use the prices described their. “That's a Lovely Sword Ya Got There..." ‘The dwarf may also buy some items, and sometimes accepts trade; Hell pay a fair pice, close to his own usual prices, but because his prices tend to be low for exceptional items, sometimes he doesn't give the best deal around. Its often best to sell your stuf to someone else. “This Weapon Has A Long Past..." Firebreather may also give private consultation with anyone who has rare or historical weapons or armor. If the client wishes to know more about their item, Firebreather will request to keep the item for a week of study. The dwarf will use his Weapon History talent to find information for the character. Often the dwarf uncovers the Test Knowledge of the item, and may be able to instruct the client on how to uncover the Key Knowledge to tie threads. However, Firebreather's tendency to ramble may confuse more clients than help them. His information is always accurate, but is usually overwhelming and ambiguous. The price for this consultation varies with each occasion, but if the dwarf uncovers the Test Knowledge (ED p270) required for an item, then he charges an amount of silver equal to the legend point value of that rank. For Example: If a client were to bring Firebreather €arthdaun Journal Volume & Nioku's Bow (ED p281), he would charge 500 ver for the first test knowledge because the legend point cost for the first rank of the Bow is 500. ‘The second bit of knowledge would cost 1300 silver (rank 3). Firebreather charges this flat rate no matter how long, it takes him to uncover the item's history. Firebreather loves finding the long stories behind every item brought to him. He may even aid in finding, rare information if asked and the story is good enough. However, his unwillingness to leave his shop may intercede any decision he makes. FireBreather- ‘Sixth Circle Dwarf Weapons Dex(I5):6-1410 Str(13):6-1d10 Per(16): Init Physical Defense: 8 No, of Attacks: see below Spell Defense: 8 Attack Step: 12-2410 Social Defense: 6 Damage Step: (varies with weapon choice) ‘Armor: Ringmail: 6(or his choice) Number of Spells: na Mystic Armor:1 Spelicasting: na Recovery Tests: 3-1d10 Effect: na Toul T-1d12 Wil({3):6-1d10 Cha Death Rate: 72 ‘Combat Move: 30 Wound Threshold: 10 __ Full Move: 60 Unconsciousness Rate: $8 Karma: 12-146 Equipment: Firebreather can get about anything from his shop, but his favorite weapon is a huge spiked mace (Damage Step 9) that he's been crafting in his "spare" time. He also carries around his tools in a large belt apron everywhere he goes. Loot: Firebreather lives above his store and keeps all his ‘money hidden around his place. He also has a stash buried in his basement. Normally he only carries enough money for ‘whatever he has planned for that day. Skills: Craftsman 6(12-2410) (ie. Forge/Repair Armor & Shields and other non-weapon forging), Legendary Weapons 3, Gossip 2, Weather Prediction 1, Politics i, Legends and Heroes 1, Runic Carving 5 Talents: 1 ‘Avoid Blow 5(11-1d10+148); Forge Blade 6(13- 1d12+1410); Karma Ritual 6; Melee Weapons 6(12-2410); Steel Thought 5(11-1d10+1d8); Weapon History 6(13- 1dl2+1d10) Tl Durability 6(36/30); Haggle 6(11-1d10+148); Read/Write Languages (12/2410) Elvish,Human,Ork,Troll, Tskrang IIL" Abate Curse 5(12-2410); Detect Weapon 6(13- 1d12+1410) IV Speak Language 4(11-1d10+1d8) Elvish, Human, Obsidimen, Tskrang; Thread Weaving 6(13-1d12+1410) V "Temper Seif 6(12-2410); Warp Missle 3(10- 1a10+146) VI" Conceal Weapon 4(11-1d10+1d8); Spot Armor Flaw 3(10-1d10+1d6) Arms and Services THE TOWN OF WOES Manon glanced over at his stocky, Ork companion and thought, not for the first time, that he and Grunt had been destined to become traveling adventurers. ‘They had been born in the same nondescript village, liar. Their parents and most of the villagers had been sent tothe grave by Ork scorchers. Without the tenuous hold of family, they had set out in search of high adventure. After all, according to the tales of the elder iar, there were hundreds of unexplored towns and villages dating back to a time before the Horrors had roamed the world. No one would notice if they took a litte gold and saw some of what the world had to offer. ‘That had been the plan in the beginning. Search out some long-forgotten town and take all the loot they could carry. However, all the grand stories about adventure never mentioned just how much walking had to be done. Manon surveyed his road-weary clothes. The green of his shirt had been faded by weather and time, and there were noticeable holes growing in his breeches. The boots however, were in reasonable shape. Manon had just this morning relieved the fine footwear from an unfortunate would-be robber who hhad found Grunt’s ax blade buried in his gullet. As for Grunt's appearance, well, no one would want to mess with the hulking Ork even if he didn’t give off the foul odor of clothes unwashed since the last rain. Boy, it didi rain often enough, Manon thought ashe sniffed the ait While there wasn't a hint of treasure-laden dwellings for miles and miles past liar, by the Passions, there were a lot of bandits and’ thieves. Manon tried tunsuccessfully to remember the last time he and Grunt had slept for more than just a couple of hours. They had to keep watch over each other or fall victim to some other adventurer who wanted their equipment. Manon was surprised that their old sword and battle ax caught anyone's attention. They were a far cry from the majestic weapons the Tliar elders had described in their stories, but they had learned early on that stories by the firelight were one thing and life on the road was quite another. In the last four months they had roamed the countryside, winning battles through sheer determination at first and later, much later, winning by using battle-born common sense and honed combat skills Manon thought about the past and smiled. Despite it all, he couldn't imagine doing anything else. He was proud that they had survived their minor battles; and while they had yet to find prosperity or the fire-side immortality of great adventurers, he had felt the adrenaline rush of victory and knew in his heart that there would be no other life for him but one on the road. "How much further to Ahmeria do you guess?” Manon asked. "Should be there just before night-fall." Grunt said as he squinted at the sky. Grunt could always tell when the sun would fall. It was just one of his uncanny abilities. Manon could not recount a time when Grunt Toun of Woes BY KAREN \. BRANH e had ever been lost. Thank the Passions! They would have been dead or worse long ago, if Grunt got confused about which way to run or what tunnel to take when a fight went sour. "Have we got money enough for food in town?" ‘Manon never carried the money pouch. He was a good height and build for a human, but still nothing compared to the nearly full-grown Ork at his side. Best to let size intimidate any would-be thieves. Plenty of food," Grunt assured as he slowly counted out the coins. Grunt was no mathematician and got confuused quickly. "Maybe," Grunt laughed as he dumped the coins back into the pouch. ‘They continued walking for another hour before they saw Ahmeria standing just off to the West. Manon had never seen a town so big. It must contain hundreds of peopl, he thought. He felt his excitement grow. Surely ere they would meet other adventurers and hear wondrous tales of treasure pulled into the light of day from the cocoon of long-dead kaers. ‘As they approached the ety, Manon studied the gate guards. They were outfitted in armor that had seen plenty of battles wounds and their weapons still shown traces of blood from a recent skirmish. Both men looked rough and ready to defend the gate against anything, "State your business, " the one on the right who was slightly taller boomed. 'We want no trouble, just food," Grunt snarled back. ‘The growling of his stomach underlined the truth of his words. He patted it almost reassuringly as the smaller guard chuckled. "Be off the streets before full dark or the ghouls will be the ones getting the food,” the guard said with a nod as he gestured toward the inner city. Manon and Grunt had heard tales all along the road that ghouls roamed the streets in Ahmeria and were searching out new victims each night in a vain effort to satisfy an unquenchable bloodlust. He didn't look forward to meeting any of them, but adventurers needed good ‘weapons, and they cost money. Slowly they entered the city, Ahmeria looked like war swept through it nightly. Signs, faded and battered, littered mud-caked strips that passed for streets. People were scurrying in the pre-dusk light to pull in their wares from haphazardly arranged tables that might have been called a market place. "Where's the nearest tavern?" Manon asked of a man hastily putting vegetables into a cart. “Eryn's is just down there," he pointed down the emptying street to a dilapidated building on the corner. Before Manon could ask about the food, the. shop keeper was packed and pulling his cart toward the gates, €arthdaun Journal Volume & "Eryn's looks like our best chance to eat tonight, Gruni.” "Anything," he replied with a sour look as his stomach protested any kind of a delay with a groan. They hurried down the street Well, maybe someone would call it a tavern, but it was really more of a battered looking shell where a tavern might have been years ago. The tables that were still standing were ancient and pock-marked from the many lost wars with blades of all sorts. Broken tables were piled high next to a monstrous fireplace. Their ‘wood crackled as if in protest as the flames devoured them. Patrons? Not really. There was one obviously drunken dwarf laying, maybe passed-out, on a table towards the fire. The bartender fingered the blade on his counter with open distrust written on his face. "Can we get some food here?" Manon asked of the ‘man, "It’s nearly dark, boy. We're closed,” he grumbled Manon looked meaningfully at the dwarf as he said, €arthdaun Journal Volume ¢ “It looks Tike you're open for business to me.” Grunt’s stomach let out a how! that startled the poor keeper for just a second before he laughed. AIL have is some bread and cheese left over, but I it to you. " At Manon's skeptical look, he continued, "Everything closes here at night, and I really don't have anything else for you to eat. Don't you know about the ghouls?” "Yes, Grunt and I heard stories on ., the road about some coming out after dark." "Yeah, they come every night now just as soon as it gets dark, and they don't leave until morning light. It’s not right," he explained as he set ‘out the food. "You got a room around here we can " Blam! The door swung open with force and hit the wall behind it. Grunt's ax was unsheathed in a heartbeat. Manon turned pulling his sword to the ready. “Jomlin!" screamed the man in the doorway. "Let's go!" The forgotten dwarf raised his head and blinked slowly at the intruder. "Drunk! You're stinking drunk!" Marching into the room, the intruder punched the dwarf in the face. Manon heard the unmistakable crunch of bones breaking. The man looked satisfied at his work and tumed to the barkeep. "If he's dead throw him to the ghouls. If he wakes up, kill him," he said as he tossed the keeper ‘a small pouch of coins. The stranger looked at Grunt and Manon while they sheathed their swords as if he Just noticed them, but Manon felt sure that this man missed nothing "Boys need some work? We just had an opening on the night watch." "Sure," the — ever-ready-for-a- challenge Grunt replied before Manon could. "What do you need us todo?" [need someone to help me rid the streets of the ghouls. Jomlin was doing a fair job ‘til his brother lost his footing and was devoured by those crazies two nights ago. People call me Zentech." As Grunt and Zentech discussed specifics, Manon studied their new boss. He was taller than Manon and had dark black hair. His eyes showed no emotion about killing Jomlin. Obviously he had fought on many occasions, but he also had an air about him that Manon could not recognize. Maybe it was his clean dark blue clothes that made him appear so alien. Fighters weren't supposed to be that clean, were they? Deal," Grunt proclaimed with an outstretched hand, "Deal. I'll be back in half an hour and we'll start cleansing these streets.” As Zentech left, Manon and Grunt hurriedly ate their meager meal Toun of Woes "Be careful and don't let them near you,” advised Zentech as they walked down the deserted street. "Don't make the mistake of thinking you can handle ‘more than two each. If you want to live to fight another night, don't get caught in the alleys. They can eat your flesh while you scream.’ "Why are they so numerous?" Manon asked. Zentech shot him a quick look of disgust "I'm not paying you to ask questions. I'm paying you to kill ghouls. You two get these ten streets. Get to work." Zentech walked off into the night leaving them alone in the inky blackness with hours until dawn. Manon and Grunt trudged up and down the streets. All the shops and houses had been boarded up recently ‘making Manon feel like he was meandering through a ghost town. Still, these past few hours had been easy money. His heart leapt at the thought of a new blade at his command. "Remember any of the stories about ghouls, Grunt?" Manon asked quietly as he strained to see anything moving in the long shadows the torch light created. Grunt shook his head no and Manon continued. "They're supposed to have grey-green skin because they're rotting. It's said they don't eat food because they can only digest the flesh from their vitims.” “Shhh_hear something." Grunt crept to the edge of the street they were walking towards and looked around the comer. "Three heading our way.” He crunched down behind nearby boxes and motioned for Manon to take a spot a few feet away. Manon knew the plan instantly. Wait until the ghouls passed then jump them from behind, It seemed to take an eternity before he heard the shuffling of feet then finally they came into view. The three were horrific. Their flesh was like ash and their eyes seemed impossibly wide as if they too were shocked at their recent deeds. Fresh blood dripped from one's fingertips while another had a piece of meat hanging from the front of its tattered clothing. Manon felt the familiar battle-induced adrenaline start pumping through his veins. "Ahhhhh!" Grunt screamed as he jumped from his hiding place and wielded his great ax with such force that he cleaved the arm off one of the ghouls. Manon sprang from his spot and gutted a second ghoul with a slash from his sword. The undamaged ghoul spun around, disorientated by the attack, but ready for another meal. It lunged at Manon, but Grunt interrupted the blow by severing the ghouls spinal cord as his ax ripped the beast nearly in half. Still the mangled bodies tried to creep forward. Manon swung with all his might and partially decapitated his original target. It fell to the ground, "Take their heads off," he hissed at Grunt as he bent to finish the job. As a last act, the ghoul at Manon's feet dug its talons into to the flesh of Manon's unprotected leg. Grunt made short order of the one- armed ghoul, and spun swinging his ax hard enough to send the lst ghoul back tothe grave. “You all right?" Grunt asked as he cleaned his ax on the tattered clothing of the ghouls. Pulling a strip for Manon to use as a make-shift bandage. Looking up, Manon exclaimed, "I can't handle them!" Grunt turned to see four new ghouls coming Toun of Woes down the street “This way!” Grunt dashed down a side street nearly running headlong into two ghouls who were feeding off the carcass of what might have been a fellow night patrolman. He skidded to a stop and jerked Manon into an alley. They rushed to get away, but it seemed as if every comer held another ghoul. How could there be so many? It didn't take too long before Manon’s weakened leg gave way on a sharp incline. The ghouls were gaining, Grunt couldn't leave his friend to fend for himself. Frantically he looked for a way to help. His eyes hit upon a street torch glittering as it burnt away the night. That should slow them down! Grabbing the torch he raced back down to Manon who had been forced to turn and fight. Grunt slammed into the lead ghoul, and jammed the buming torch into the ghouls stomach setting the tattered rags it wore ablaze. "Get clear!” Grunt shouted to Manon as he tumed to condemn the remaining ghouls to the bite of the hungry flames. ‘The stench of burning flesh followed Manion as he half walked and half crawled up the street trying desperately to keep his meager dinner in his belly. By mutual consent, they stopped at the crest of the hill turning to see that no dying ghoul happen to set any of the buildings on fire. For all his days, he knew he ‘would carry the sight of flesh bubbling from the ghouls’ bodies as they were burnt to cinders. For him it seemed like an eternity before the light from the flames winked out, “"You always hearin the stores that ghouls just keep coming, but I never saw anything like that before," Manon mumbled. "That was really bad,” Grunt agreed as he helped Manon over to some nearby crates so they could rest and assess their wounds. Grunt had some minor scratches, but they would heal quickly. Manon had a deep gash, and he had lost a lot of blood, but the bandaged looked like it was holding. ‘Manon surveyed the sreet and found they were in a better section of town than before. The streets were fairly well maintained. Shops had glass windows with fancy signs. To his left there were elaborate homes, and he realized that a light shown brightly from one that was set, slightly apart from the bunch. "Look, someone's up.” "Sunrise isin about three hours. Wonder what they're doing down there?" Grunt and Manon curious as ever got up and walked slowly towards the house. Manon wondered about the finery that would adom such a place. As they drew close to the window, Manon saw Zentech sitting at a fine wood table with another, older man, "Maybe we should go in and tell them about the patrolman who died,” Manon suggested. “Let's see what they're talking about first," Grunt said as he surveyed the room. Bookshelves contained huge, leather-bound books and gruesome skulls. Fine pictures graced the walls. The most unnerving thing about the scene was the strangers compulsive rubbing of a skull he held close to his chest. ‘Lumire, call off a few of these ghouls. There must be twenty’ or thirty out there. We have covered our tracks. The townspeople are afraid, and they haven't Eorthdaun Journal Volume & questioned a single ‘attack’ since you summoned the cursed things,” said Zentech. "i'll thin them out some, but all you need to do is keep them busy for a few more hours. I've almost finished threading the spell. These last blood donors you've brought should do the trick." Manon and Grunt watched the gnarled man's face attempt a smile. "Are you sure you can get control of the Horror?" Zentech voice dropped nearly to a whisper. “When the spell is complete, I'll pull him through and enslave him." "You better be right about this," hissed Zentech. "Don't doubt me, fool," came the stern retort. "You know nothing about the awesome power of blood magic. Nezera here," he declared as he stroked the skull, “has shown me the way to control that Horror! Well control an empire the likes of which Thera has yet to find in its dreams." Zentech smiled a truly horrific grin and the long-dead eyes of Nezera, as if in consent, glowed blood red. Manon couldn't suppress a gasp. Zentech's turned and pinned them with his stare. "We can't let them get away," he called to the magician as he pulled his sword. Manon and Grunt sprang to their feet, but before they could move more than a few feet, Manon felt something akin to a great hand capture him and squeeze until he felt sure his eyes were in danger of popping from their sockets. He couldn't move an inch. Out of the comer of his eye he saw Grunt frozen in his tracks. Zentech laughed. "Two more volunteers to fire the magic?” "Bring them inside." This just wasn't happening, Manon told himself. He wasn't tied to the wall watching an obviously insane nethermancer prepare to summon a Horror. Glancing about the chamber, he noted one of the other "volunteers’ look of shock at this twist of the Passions, or maybe that look was numbness from watching an unlucky sole be strapped to a stone alter and cut with a dagger over and over so that the blood could flow ‘out quickly and be used to help thread Lumire's spell. "Blood to spare," chuckled Lumire. Just then, Zentech came down the staircase. "This is messy business," complained Zentech as he cast the dead body off the stone slab and into a shadowy comer to join a score of others. Lumire just laughed as he stepped to the far end of the room where a geometric shape had been drawn onto the floor surrounded by a trough of congealing blood. "The rewards are well worth this hardship." He sprinkled the fresh blood around the edges of the symbol as he chanted some archaic spell. The floor ‘grew black as the air began to shimmer and flow. Grunt ‘was the first to make out the sinister shadow of the Horror and jerked with renewed vigor at his bonds. "I summon thee to do my bidding," spewed Lumire as the Horror slowly grew into a monstrous shape. The only response was & how! of laughter. "What's wrong?” Zentech screamed into the din. "Why is it laughing?" Lumire couldn't or wouldn't answer. The wind created by the rift was screeching through the chamber. Debris was kicked into the air. Lumire screamed! Before Zentech could do more than draw his sword, Carthdaun Journal Volume the Horror had sucked all the life from the magician, leaving a withered husk to shatter and spray dust about the room. As for his second victim, the Horror lashed with an appendage and cut deep chunks of flesh from Zentech. It seemed to take pleasure in every scream. Zentech swung his sword in a vain attempt to end the suffering, and Grunt took a blow across his chest, cutting the rope and a fair amount of skin, but the pain was nothing compared to his relief at being freed. He grabbed the dagger from the stone slab and ripped at Manon's ropes. There was no time to lose as they ran for the stairs. Screams dogged their every step. ‘The house was being sucked down. Beams were shattering, The floor swayed under the pressure. Grunt and Manon plowed through the door to the main house as pictures were flung from the walls. Books bounced off the shelves as if they had a life of their own. Grunt raced to the door and practically ripped it from its hinges, then Manon spotted their weapons laying in a heap near the door. He snatched them and flung himself out after Grunt just as the house collapsed under the strain, They ran blindly into the pre-dawn streets. They didn't’ stop until their bodies quit obeying the commands sent out by fear struck brains. ‘They were outside the city with the sun coming up before either could utter a word. "It's loose in the city,” Manon managed to gasp out. "No, i's buried under all that house." Grunt whispered. "Nothing would block the screams of the Ahmerians if that thing were loose in town. What could ‘we do, if it were loose? It was just too powerful." "By the Passion, it was so big! I never believed I'd see a real one. I always knew we'd fight robbers and the like, but nothing like that.” "Let's head north towards the river. Maybe some time aboard ship while we heal up? We still don't have any money and our equipment is all the worse for wear.” Grunt looked down at his hand. A slow smile grew on his face when he saw the dagger. "This should bring a fair price." He laughed. Manon smiled, but remained silent as they turned North and headed on to another adventure. Something hhad changed in him. His wide-eyed innocence had been shaken in the night. No man was meant to look upon a Horror and live, but somehow he and Grunt had cheated Death. The feeling that he was living on borrowed time chased him as Ahmeria slowly faded with the distance behind them. Toun of Woes SETTING UP CAMPAIGN BY RICH@RD G6 How else can a campaign be started besides the usual “we all run into each other at a tavern" or "we all answered the same call for help?" Given the range of political factions, races, geography, and everything else in Barsaive, there are many possibilities for how to start a campaign and what the central theme or driving element of the campaign will be. This article is.a brainstorming of a few of them. Some of these can also be integrated later to change the direction or focus of the game, either as a change ‘of pace or just to mess with the characters’ lives. Or they can be used to reveal what's really been going on all along (players just love that), GROUP MAKEUP ‘Who and what the characters are. For those groups that want the characters to be a "team" or a “group” of some kind beyond a generic band of adventurers. RENEGADE THERANS ‘This can take on two forms: either Theran ex-patriots, who don't support Theran rule anymore or are unhappy about something in the island, or a mutinous military unit. The ex-patriots could likely go on about their adventuring as most other groups would, but would have different encounters when it came to politics. They could be useful as informants for Throal or the Sky Raiders, provided they could prove their breaking with the Theran line. Depending on their positions and duties within the Theran empire, they could also be Useful to anti-slaver groups or magicians and historians of various sorts. The deserting soldiers could end up a5 mercenaries, or try to join up with Throal’s forces. They would likely be wanted men, and if they were of any renown they would be recognized in areas of ‘Theran influence. If they were from a garrison guarding a Theran outpost, the Sky Raiders would likely find them valuable. ESCAPED SLAVES This would be a great way to start out the characters with nothing. It may even be possible to link this in with the previous option. You'd likely have very few, if any, magicians in a group like this, since the Therans probably wouldn't tolerate any spell casting from the slave pens. Perhaps this group will commit itself to freeing other slaves or to spreading anti-Theran propaganda. If they were taken from the same area, then the retumn trip home would make an excellent sub- plot ESCAPED PRISONERS Much like the above, except it's more likely that the characters will be hunted down, especially if their convictions were for serious crimes. The main problem with this option is that the characters may not have Setting Up @ Campaign ‘much of a reason to stick together unless there is some other force at work such as a false conviction, or they were part of a gang of thieves or raiders before being, incarcerated. MERCENARY OR MILITARY UNIT An old stand-by, but a viable option nonetheless. A Throal or Sky Raider unit would have plenty to do. Another option would be to play the role of a group like the Grim Legion or a band of Ork Scorchers. ‘A mercenary unit would likely get to see more of Barsaive. A military unit may end up doing the same thing all the time. Then again, if they have some unique or powerful abilities, or are some type of special forces unit, they may be hired/assigned to take on the jobs the local forces don't want or can't handle. SPIES How does eaves-dropping on Theran or Sky-Raider plans sound? The characters could be operatives or informants working for Throal in Sky Point to find out what the Therans are up to, or serving as an early- warning system for a Theran attack, or to make sure the Sky Raiders don’t to get too greedy. They could also be spying on the mysterious rulers of lopos, or trying to keep tabs on the movements of the pl within Kratas. There's also the whole range of political angles to be played. Not exactly James Bond, but the high level of magic and the numerous races and cultures interacting could make for a very interesting campaign. For a novel twist, try reversing roles. That is, have the characters be spies in Throal working for someone else. HOW THINGS GOT STARTED A good lead on what they do, and why they do it. ‘A good bet on what the first adventures will cover. ON THE RUN: The characters are accused of a crime they didn't commit, or did commit but don't feel they should be punished for it. The crime could range from freeing slaves, desecrating a temple, or killing a local adept in ‘a duel and failing to realize that the locals wouldn't appreciate the outcome. ‘The characters are on the run and must stick together for survival. They have to learn to trust each other since they all know what happened and can't spill the beans without endangering the whole group. If they were falely accused, then they need to find te real culprit so they can clear their names and get on with their lives. After a while, the heat will probably die down, but the events that got things going can become a recurring subplot, likely emerging at very inconvenient times. Depending on what they did, the characters may make some new friends that they probably would not have met otherwise, as well as a few enemies. CURIOSITY If the characters are all young, they could go out on their first adventure to a nearby "forbidden place” and end up being hurled into a series of adventures that prevent them from returning home or force them to group up very fast. The basic premise is that the characters get in over their heads and end up starting their careers sooner than they expected DISASTER Something, ter earthquake, s The ch le happened. It could be an ck, shipcrash, flood, or invasion. jaracters have to act quickly in order to survive. It may be that some of their abilities jifested during the disaster. The stress of the situation giving their magic that last little push it needed to ween SAME KAER This is an option all groups should seriously consider. It solves some immediate problems. One, all the characters are in one place. Two, they likely know each other and may even be good friends. Three, i's easier to establish some background for the campaign and the group since everyone is working on building tp the same area, Four, the GM can keep the scale of the campaign smaller for a while, until the characters get more powerful and start expanding their area of influence. ‘There are a few disadvantages. The racial and discipline selection may be limited, especially if the kaer hasn't been open very long or is still closed. Some of the variety in character backgrounds you may be used to in other campaigns may be lacking. Starting a game in an unopened kaer, especially Earthdaun Journal Volume ¢ ‘when the characters end up being the central figures in its opening, either as a test exploration, or as a driving force to get out, can provide great opportunity for the characters to bond and build up a powerful base ‘of common experience. BACKGROUND = SUBPLOTS MOTIVATIONS ‘Not everyone adventures for the same reasons. Individuals within a group may have different reasons for being out in the world risking life and limb. Very often this is closely tied in with any major subplot the character has going. While these usually focus on individual characters, they can be incorporated into the group as well. AND DESTINY Personally, Lam wary of this one, since I usually find ito be very artificial and forced. It’s one of those things that tends to work better in a novel than in a game. ‘One or more of the characters has a destiny to do something important (save the world, kill Verjigorm, slay a dragon that's been ravaging the countryside for centuries, ete) or to be at a certain place at a certain time and the outcome is dependent on the character's will, ethics, endurance, or whatever. The character can ‘know he has a destiny or not. The only difference in some role-playing opportunities and possibly that the character knows he won't die until the situation occurs unless he does something really stupid. This can bbe good or bad, regardless of the role-playing ability of the player. The trick is to not make the character with the destiny take over the whole story, unless that is how the group ‘wants to run the campaign. The other trick is to come up with a good destiny and to gear events so fate does have its way without making it look that way. LEGACY/HERITAGE ‘Similar to destiny, but the characters are continuing ‘a journey started by someone else. This can range from taking an item from a dying hero, to living outa family tradition FIRSTBORN The characters are the first generation to be bom outside the kaer. Pethaps the community has placed some special significance on their lives and given them subtle pressure to restore some past glory. This element could likely be part of another campaign element, but I think keeping in mind the significance of being the first generation in three or four hundred years to be born under an open sky and not undergrouind could add something to a campaign. ‘SEEKER ‘The character is looking for something or someone in particular. You can use the quest for the Holy Grail or the search for the Fountain of Youth as a model. ‘The character may never find what he is looking for. This can be either up to the GM or the player/group. ‘The point is the honesty of the quest, and the belief that Setting Up @ Campaign the quest is worth the work of a lifetime. APPRENTICESHIP It makes sense for several of the disciplines and cultures to have a testing period for new adepts. This could be the standard "go forth for a year and a day” journey, or just a directive to go out and do something really heroic and come back alive to tell the tale and to prove that you are worthy of the honor of being an adept. SO YOU WANT TO BE A LEGEND ‘The characters are going to everything they can to convince the world that are made of the right stuff. They probably have a desire to become Lightbearers or members of a similarly legendary force. This could take on a form of arrogance or egoism. They may end. up ignoring the little things or constantly take on bigger and tougher challenges, with all the necessary Setting Up © Campaign ‘consequences. DISCOVERY ‘The characters are out to find something or somewhere new. It doesn't matter what. This is different from seeker or exploration in that they aren't going to a specific place and may not be looking for a specific item. WHAT ARE DOING Related to the subplots, but probably starting later in the game, and by default will involve the whole group. THEY EXPLORATION The characters either are explorers or are hired by an explorer as extra help or for defense. This group could either explore a less well- known area of Barsaive, or roam all over the map looking for lost kaers, lost treasures, ruins, pre-Scourge landmarks, The characters might be working on assignment to complete a section of the Explorers’ Guide to Barsaive for the Great Library of Throal Or they could be hired by the Therans to survey the provin (perhaps without their knowledge). OPEN UP Perhaps a later development, but something to think about from early on. The party could be assigned to discover kacrs, ‘open them, and make contact, welcoming the inhabitants. to the post-Scourge world. This plotline can incorporate exploration, mystery, politics, Horrors, xenophobia, military, diplomacy, straight role-playing, and just about anything else. I suppose it would be possible for the characters to do this on their own, but it would be much easier with sponsorship, particularly from a major government. This could lead to some long-lasting subplots and springboards to future mysteries and adventures, ‘As you can see, there is a lot to do in Barsaive, and a lot of different ways to do it. FASA has provided us with a wonderfully detailed background for Earthdawn, use it any way you can. Eorthdaun Journal Volume ¢ SONGSMNITH BY VICKI KIRCHOFF-MARTIN "Down, down, down underground, 1n the hearts of our Kaers, we gathered around. To listen to tales of the heroes of old, The desperate, the daring, the brave and the bold." "Not that old song agai The villager’s whining voice made Gala stop playin; and listen "That ‘old song’ waa one of the village favorites, or had been the last time she'd passed through. Glancing around at her audience, she could tell that it was no longer. She brushed a stray wisp of red-gold hair out of her face and made eye contact with the one who had spoken. "Well then, what would you like to hear?" "We're tired of old songs of old Kaers and old heroes,” the bold villager replied. "We want a song about now." She sighed. Troubadours like herself were vital to the exchange of news from village to village but they were also historians. Their songs kept Barsaive's history alive. Those were the songs she loved to sing and to play, not the boring gossip songs she had to learn in every new town. "A song about now," she said half to herself. Her fingers absently stroked the strings on her lute. ""A song about now...” Sad notes floated from the instrument as Gala'a grey eyes stared off. The tune drifted, seemingly mourning something or someone. The villagers sat spellbound by the music, When Gala's eyes regained their focus, the music stopped. "Sorry, lost in thought for a moment. I don't know that I have a song for what you want, but I might have a tale." The villagers crept closer. She smiled, though there was a sadness in her eyes. "I'll tell you a tale of someone of now, though I don't know that you would call her a hero yet. Still, who knows what her destiny ‘might be?" Her voice strengthened to be heard over the crowd. "Tl tell you the tale of a Horror and how one person escaped its deadly powers and its deadly mark." ‘Nota noise could be heard as she paused, wondering if the memory might stilll be too fresh. "Now, to begin... ‘A troubadour travels much of Barsaive. It is our calling and what we enjoy. The troubadour of this story chanced upon a village south of the Serpent river called Alusian. It was a village not unlike this one. Its people were a mix of races. There were elves, orks, trolls, humans, dwarves, several windlings and even an obsidiman or two. Bordering the river, it was a trading town and many were the merchants who plied thi trade in Alusian. This troubadour was singing songs near the marketplace when a party of adventurers stopped to listen to a tale of legends of gold. She could see thei interest and they stopped her after to inquire if she €arthdaun Journal Volume & B knew any more. They spoke for a time and were pleased with what they heard. ‘The one that most caught their interest was one she had only recently learned about an old Kaer not too far from Alusian, one in which the inhabitants were all slain one by one by a Horror that had infiltrated their haven before they had closed themselves in. The same magics that would have kept the Horrors out, kept the poor folk inside. It was said to have been opened some yews ago bu that the party who discovered it had all nn found dead or mad within a year and a day. ‘The leader of the group, a dashing, fair haired elf ‘named Thien bade her tell them all she knew about the place. He even convinced her to accompany them on their quest for the treasure, He must have put some ‘enchantment upon her for she was no fool and what they wanted to do seemed the height of folly. Of course, it might also have been the pale green eyes and fine form of the elf that convinced her. ‘And so they rode. She sang travelling songs and enjoyed being in Thien's company. His companions were three: Argus, a red-headed ork man with scars on every visible part of his body and an ill-tempered thundra mount (not that they come in any other temperment); Cythia, an elf woman who wore more weapons than one could count on one hand; and Lysander, a human man in the arcane robes’ of a sorcerer. Thien and his folk were searching for fame and adventure. They told her many tales of their daring and she thought she might work on a song or two about them, but, at the time, she was much more interested in working her charms on the elf. Afterall, he was fair to look at and well spoken. I am not sure to this day whether or not he had enspelled her, but still, he was very pleasant company. ‘They reached the old Kaer just before dark and camped well out of sight of it. Thien set watches and they went to sleep. hey awoke to screaming. The troubadour stumbled toher feet and snatched her sword from its sheath. The others stood around her. The only one missing was Lysander. They heard the scream again and she told me that nothing has ever chilled her blood like that sound. IfT could recreate it here, you would know what I mean, but itis like no other. It is the sound of death in excruciating agony. Cythia cursed and struggled into her armor, the rest of them followed her example. Argus whistled sharply and his mount snorted and stopped by his Thien bade no one move out of the fire's light, so they all stood together in a close circle around it, as if the circle of light was a shield that whatever lurked there in the darkness could not penetrate. It was not that they did not care what had happened to Lysander, it ‘was that not one of them had a doubt that he was well beyond needing their aid. Songsmitt She stood between Thien and Argus, shaking in her boots. Though she knew which end of a sword to hold, she was no warrior and was fairly sure that what waited for them out there in the dark was the Horror of the Kaer. Her heart beat like the war drums of the Crystal raiders, her mouth was as dry as the Wastes. She felt for her lute and tried to think of some inspirational tune, but felt as though her talent had fled and was encouraging her to follow. Then Thien moved out toward the darkness. His sword arm was down and he moved as though in a trance. She tugged at Argus and pointed. The ork lunged at his leader and bore him to the ground. Cythia leapt on the two of them and together they pulled Thien back from the edge. Slowly, a tune crept into the troubadour's mind, weaving its way through her thoughts as a snake through the tall grass. She began to hum and then to sing, taking heart from her own music as her companions struggled on the ground at her feet. She did not know what song it was that she sang or if it was even a song that she knew for in those moments all she remembered is what she saw. Cythia and Argus helped Thien to his feet, the ork keeping strong hold of his wrist as he struggled to leave the clearing. There was still something not right about eyes. She watched them grow colder and colder ihe turned and thrust his blade into the ork's side. ‘Argus howled and Cythia sprang, kicking Thien away from his victim, She landed on top of him and struck his face with her fists while he laughed like a man who had none of of his wits about him. ‘And so it was that it was she who first saw the thing ater into the ight, She, who stil sang as Thien and Cythia struggled and Argus bled out is life on the ground. She who could no mere move from where she was or warn them as It came into the light. It was taller than any troll and stood on three legs. Ithad a reptilian tail that lashed back and forth as if it meant to take down the trees all around it. It's body sprouted from the joining of the legs and tail and had two scaled arms with claws as long as my longest finger. Green slime dripped from its slavering maw as it's many faceted eyes scanned the clearing. She knew death, my friends. She knew it then as it stared into her eyes and stopped her voice. She knew that this thing was going to kill her as surely and as painfully a it had sain Lysander and that there was nothing she could do to stop it. That is death, that is the fear that makes infants of us all. She could not move, could not utter a word as it grabbed Cythia by her head and pulled her free of Thien. She could not even avert her eyes as it crushed her skull like a melon and dropped her lifeless body beside the still bleeding Argus. The ork thrust forward with his axe, but the Horror stepped easily aside. It glared at him and she watched as he tuned the axe on himself and struck himself with it until he no longer had the strength to wield it. Even then, he pulled out a dagger and continued his assault. She could feel tears streaming down her cheeks, unable to move her head or close my eyes as she watched a man brutally murder himself” while the Horror looked on, a grin of satisfaction splitting Its ‘Songemith huge mouth. ‘She was praying that it kill her quickly when it turned those huge eyes on her. 'You are a songsmith,’ said a voice from her own skull. "You tell tales of valor and glory.’ She could not have answered if she'd wanted to. Her body was frozen and her voice had fled. "L would like you to sing me a song." Her mouth opened and closed, but not a word came forth. She stood, shaking in the presence of the Horror, unable to utter a word to save her own miserable life It chuckled. ‘Lost your tongue, have you? Well, then, Iwill allow you to leave. In a year, I want you to return to me with’a song of my power and crielty and the riches of this Kaer. I want a song that will inspire more such fools to come here to their deaths. She knew then that he would mark her and feared that Horror mark would steal away her art and creativity. She could not bear to live without her songs. She struggled hard against my own paralysis to tell it 50, “True;' it said although she had not spoken a word. "Lhad not thought of that. However, if I do not mark you, I must have some way to assure your return.’ The silence seemed to last an etemity as she glimpsed a hope of coming away with my skin intact. "You will return here in a year, young songsmith. On that day, you will sing me your song. If I am pleased, you may go free for another year. If I am not pleased, 1 will cut out your tongue and you will never sing again, However, if you do not return, I will find that town on the river, and kill every child there.’ It's grin widened. 'So, I shall see you in a year, songsmith.’ ‘With that, it tumed away and shambled back into the darkness. It was a long time before she could move again. Her breeches were cold and wet, but she had no desire to change them. She did stop to dig shallow graves for the others. While she was doing so, she noticed that Thien was still alive. He rolled on the ground, clawing at his eyes and laughing to himself, his fair face so disfigured that he more resembled the Horror than the elf. There was no light in those eyes, no life, so with trembling hands and tear filled eyes, she slit his throat and buried him with his companions." Gala could feel that her eyes were filled with tears as she ended the tale. Her audience was silent, many of them wet eyed as well. The bold villager spoke up. “And what will she do now?" "Write songs," Gala said. "And sing them. She can only hope to dissuade foolish adventurers from repeating Thien’s folly. Either that, or become more foolish herself and seek out others to help her kill it Either way, she must return in a year to fulfill her part of the bargain.” She struck a chord on the lute. "But now, for a more cheerful piece." ‘The tune carried throughout the village. €arthdaun Journal Volume & ITHURIEL'’S BY AVIKE S' ARCHERY RIK "Look around the place. Ask questions, because I don't think you've seen most of these before. Some I ‘made, some I found, and most of them have interesting stories. And don't touch anything. No, not even that...1 told you so.” ~Ithuriel Thionn, Elven Archer, selling some of his ‘wares to an overcurious browser. Specialty Arrows All Adepts in Barsaive attempt to enhance their abilities through the use of magical equipment. Archers are no exception to this rule. The following is a far- from-complete listing of arrows that Archers use, both normal and magical. ‘The listing is broken up into two sections: one describing arrow shafts, and the other arrow heads. The player and the GM can put these two arrow ‘components together in virtually any combination to achieve the desired effect. Following these two sections is a more detailed section describing special rules for arrow manufacture as well as for the two special magical items, the ‘Threaded Quiver and Threaded Arrows. Alll of these specialty arrows can also be made as crossbow bolts, unless otherwise stated. Variations of each of these arrows exist for each variety of bow or crossbow, although finding the right kind and size of arrow might be exceedingly difficult. Most Archers make these arrows themselves. ‘The Cost of the items are listed as "Cost to Purchase (Cost to Make." In most cases, the cost is shown as a multiplier to the normal cost, assuming the normal cost for a head or shaft is half that for a complete arrow, as listed in the rulebook in the Missile Weapons Cost Table. In some cases, the actual cost for the component's construction is shown in silver pieces. ‘These costs are per item, i. one head or shaft Range modifications exist for some of these shafts and heads. These are shown as the modifications to short, medium, and long range in the following format, shortimedium/iong. For instance, +10/-10/-30 would be interpreted to mean the short range is increased by 10 yards, the medium range is shortened by 10, and the long range is shortened by 30. These modifications are made to the farthest distance of that weapon's range. For example, a longbow firing an arrow with the above range modifications (normal ranges for a longbow are 2-40/41-100/101-220) would have the final range of 2- 50/51-90/91-190. ‘The modifications imparted by heads and shafts are cumulative. Carthdaun Journal Volume & Heads The heads, or tips, of arrows and bolts are typically made of stone or metal. There are many different styles of heads, depending on the person designing them, but these are some of the more common and interesting heads that archers use. Combinations of some of these heads can be made at the GM's discretion, e.g. crystal armor-piercing tips. Non-magical Armor-piercing Cost: Normal/Normal These heads are very long and narrow, and forged of metal, designed to pierce armor of ail types. An armor-defeating blow is dealt with a Good success on the Attack roll. There is a -2 Step penalty to the Damage roll, and, although the range remains the same, their ability to pierce armor at Long range returns to that of a normal arrow (Excellent success required). "These go in easy. That's good if you're not on the receiving end. If you are, the only good thing is that they come out just as easy - no fins or extra stuff to rip or anything. Makes them easier for you to retrieve, 100." LT. Broad Tip Cost: Normal/Normal ‘These arrows have especially broad tips for causing extra damage against unarmored opponents. An Excellent success is required for an armor-defeating, hit, and the range penalties are 0/-10/-20. There is a+1 bonus to the Damage Step. These tips cannot be used with crossbow bolts. "Ive got dozens of designs for these. Leaf-shaped, _gem-shaped, eye-shaped, you name it. But they all do the same thing." --IT. Flamer Cost: 2X/Normal The flamer head is specially designed to bum very hot when lit. It consists of a metal tip and core, with pieces of flammable wood forming the edges. The tip can be easily lit on fire, and gets a +1 bonus to the Damage test when so li "I design the metal core of mine so that they work like armor-piercers afier the wooden fins have burnt oft That way, theyre sil useful after you've used them ‘once. Plus, the wood I use can absorb blood if I don't light it Itcomes handy for getting blood from creatures that don't necessarily want their blood sampled, if you know what I mean..." LT. Ithuriels Archery Ricochet Cost: 4X/Normal These tips are conical in shape, designed to be uniform all the way around to minimize random scatter. They can be used to make ricochet shots off of hard surfaces by individuals without the Bank Shot Talent (ED p. 98). Only one bank is possible when used in this manner. The Attack Step suffers a -2 penalty, and the Damage Step I penalty. When used by someone with the Bank Shot Talent, there is an Attack Step bonus of +1, but the Damage Step penalty remains -1. They can bank the shot as many times as their Bank Shot Talent allows. "My best use of one of these was to bank a shot off a scorcher's shield and hit his companion in the back. The first one felt so bad at the "accident" that he paused momentarily. That's when I pulled out the used flamers I had...” =I.T. Vial Cost: 10X/5X These heads are specially designed to carry a small amount of material and break on impact, delivering the material to the surface of the target. Typically carried materials include acid, contact poison, dye, and any other liquid or powder that the archer might desire. The range modifiers of this type of head are -10/-20/-30, due to the unbalancing effect on the arrow. The Damage Step is reduced to 1 with this type of head. One typical use of this type of tip would be an Archer Using a Called Shot to hit a lock with acid, allowing companions access to the chamber beyond. "I sell some really useful acid, right from the basilisk’s back, so to speak. Useful” for any situation, chains, doors, trees, an annoying enemy, and now and then just for fun..." LT. Magical Crystal Cost: 50 sp/S0 sp These tips are made of living crystal, and must be reenchanted yearly at a cost of 10 sp each, or they lose their bonus. These tips give a +2 bonus to the Damage Step. "I bought these from a sky raider Archer, one of the best shots I've ever seen. We have a little arrangement now, so I.can get as many as you want to carry out the door." LT. Elemental Cost: Special ‘These tips are very expensive and rare in the extreme. ‘They cost twice what an elemental coin of the same type costs, as they are often forged directly from these coins when made. The attributes of the heads depend ‘on the type of element they are forged from. Air - The range modifiers are +20/+40/+60. Cost Ithuriels Archery 2,000 sp. Earth - There is a +1 bonus to the Damage Step. ‘There are additional abilities when combined with the Elemental Earth shaft (see below). Cost 200 sp. Fire - Functions like the Flamer head above, except with a +2 bonus to the Damage Step. These heads require special orichalcum-lined containers to prevent fires. Cost 2,000 sp. Water - These tips are rarely used by Archers. There are additional abilities when combined with the Elemental Water shaft (see below). Cost 200 sp. ‘Wood - These tips are very rarely made or used, and often only for very specific purposes. (e.g. ritual magic) Statistics for their use would depend on the specifies of the situation, and so are not provided. "These are the best around. The water and Earth ones are useful, and nobody can deny the Air ones. But the Fire ones are the most fun. Sure they're dangerous, ‘but [just keep praying my Quiver doesn't mix these and ‘my blood tips up. No, that can't happen...forget I said it” AT. Blood Magic Cost: 100 sp/200 sp These tips are magically powered by the Archer's €arthdaun Journal Volume 8 blood. They are made with metal fins attached to a living erystal core. In contrast to blood charms, blood arrows are empowered just before use, and cause 2 points of blood magic damage that can be healed after the arrow is fired. The Archer draws the blood arrow, uses the tip to cut the forearm and draw blood, which is absorbed into the crystal core of the tip, and then fires the arrow as normal. It does not take any extra time to empower the blood magic tip. The blood tip gives a-+2 bonus on the Damage Step ifthe Attack Test is successful. This bonus only applies for the shot that is made immediately after empowering the tip, any following shots must be empowered in the same manner. Firing the tip without empowering it does not result in any adverse effects, instead the tip does normal damage. "These are some of the prettiest tips I own. Useful too. The only bad thing is, look here, see all these scars? You can tell anyone who uses them a mile away, Just look at their forearm.” --LT. Shafts Non-magical Curving Cost: 2X/Normal The shaft is fletched to fly in an curving are, allowing for cettain trick shots. The degree of curvature is dependent on the fletching, and can range from very slight to a full 90-degree turn. The degree of curvature is set at the time the arrow is created, Due to the nature of the fletching, the arrow can curve in two opposite directions, depending on how the Archer nocks the arrow. For example, a typical arrow might be fletched tocurve to either the right or left, and the Archer would simply flip the arrow around to make it curve in the apposite direction. These arrows do not spin dui ight like normal arrows, and so their range is reduce significantly (-20/-40/-60). The Attack Step is given a 1 penalty when using this type of arrow, due to the changes in flight characteristics. "These are fun, and they confuse the enemy quite a bit. For me, though, ‘rater we the Heschel tips - ‘more accurate. Just a personal thing.” LT. Flamer Cost: 2X/2X This shaft is made of special wood, designed to burn well when exposed to flame. These are often combined with Flamer heads and designed so that the burning head of the arrow catches the shaft on fire during flight. Flammable objects hit by a flamer shaft have more time to catch fire, and damage from such a shaft, if not removed, is prolonged. Every round for 10 rounds after a successful hit, the arrow causes Step 4 damage to the target. "These are useful for those special occasions when ‘you have to burn somebody out. [usually keep a couple ‘around, just in case. You want that many? Might I ask what for..." LT. Carthdaun Journal Volume & Flight Cost: Normal/Normal ‘These shafts are longer and lighter, and are designed to fly greater distances. They have a -1 penalty to the Damage Step due to their ight weight, and ther range modifiers are +10/420/+30. "These are fun to take out those confident Therans, who sit just outside what they think is your bow range and watch. And if you put the Fire tip on, they're even ‘more fun. Have I shown you those yet?” “LT. Prestressed Cost: Normal/Normal ‘These arrows are designed to break upon impact. They are often used during sieges where the attackers want to prevent the enemy from reusing their arrows. Any normal arrow can be changed into one of this type in one round by an Archer with a successful Half- Magic test against a Difficulty of 6. "These are pretty easy to make. Well, for me they are. Tve already made these, and I'll give them to you cheap." LT. String Cost: 5X/2X The string shaft is hollow, and contains packed string, usually hair from some creature magically Joined end to end and painted red. As the arrow flies from the bow, the string spools out behind it (assuming the Archer tied it down before firing) to a maximum distance of 100 yards. Two varieties exist, one where the string remains attached to the shaft af the end of flight, bringing the arrow to a halt, the other where the arrow continues to fly and leaves the string behind, ‘There is a-1 penalty to the Damage Step, and the range modifiers are -10/-20/-30 due to the extra drag. "Never used one, but that's probably because I'm not very creative. I'm sure they have uses, just haven't figured one out yet." --1.T. Whistler Cost: 5X/Normal This shaft is carved to let out a low whistling sound when shot from a bow. They are often used to signal attacks. Depending on the way the shaft is cut, the sound can range from a high-pitched whistle to a low ‘moan. In no case will the sound be loud enough to sound over pitched melee unless it flies very close by. "I love to play with these. Scared off many a superstitious villager with one of these. It's none of ‘your business why T had to scare off villagers. Have 1 ‘shown you the Fire tips yet..?" LT. Magical Elemental Cost: Special ‘These shafts, like their corresponding heads, are rare, and cost even’ more to make. They are usually only Ithuriels Orchery found in treasure troves from the pre-Scourge era or possessed by palatial guards. They cost three times their corresponding elemental coin value, and are remarkably thinner than a normal shaft due to their increased strength. Their attributes are dependent on the type of element they are forged from. All of the shafts are unbreakable short of magical means. Air- The range modifiers are +20/+40/+60. Cost. 3,000 sp. Earth - None. When combined with Elemental Earth tip, can pierce stone and earth as if it doesn't exist. Cost 300 sp. Fire - Works like the Flamer shaft, but the damage will last forever. These require special containers to hold, and also modifications to the bow or crossbow firing them. Orichaleum is used to line all of the surfaces these arrows come into contact with, and the nock of the shaft is covered with orichalcum. Cost 3,500 sp. Water - None. When combined with Elemental Water tip, can be used underwater as. effectively as in the air, no range penalties. Cost 300 sp. ‘Wood - This type of shaft is extremely rare, since True Wood is so difficult to acquire. Any shafts of this type are made for specific purposes (e.g. ritual magic). “This Fire shaft I retrieved from a tree as it burst into flames. It was shot at me when Iwas scouting out a Theran ruin we believed was empty. I took it as a warning, but I couldn't leave the arrow, not one’ that interesting. I used some orichaleum gloves I had (don't ask, long story) to pull it out, and then I ran. Never had the urge to go back again, but I could get you the map there, for a fair price..." “LT. Levitating Cost: 20X/20X This arrow is unaffected by gravity, and flies in a straight line after being fired. It still suffers the range Attack modifiers as normal, but Long range is extended for a great distance, usually equal to several miles, before the bolt ceases forward movement. After it stops moving, it slowly drifts towards the ground over a period of several hours. They also enable Archers to fire their weapons in narrow spaces, like corridors, for lon; ranges without having to worry about the are of normal arrows. These arrows are crafted with the use of a Named Spell of Levitation made permanent on the arrows, and so are very rare as the wizard must spend Legend Points to create them (see Magic: A Manual of Mystic Secrets, p.36). "This shaft's uses are limited only by your imagination. Again, mine's pretty poor, so I've only used one, but it did the job!" LT. Ithuriels @rchery Manufacture These shafts and heads can all be made by an Archer using the Half-Magic rules given in the Adepr’s Way (p. 114), with the exception of the magical arrows, which need to be created with the assistance of more specialized Adepts (Weaponsmiths, Wizards, or Elementalists). The costs given are for buying the shafts and heads from someone else, the costs for an Archer manufacturing them are based on the materials used. Making non-magical shafts and heads takes twice as long as making normal arrows (except for Armor-piercing and Broad tips, and Flight and Curving shafts, which take the usual amount of time). Making magical arrows requires the efforts of someone who is able to work with the materials in question (True Elements or crystal) or cast the spells required (Levitation), and so the time for construction depends on other factors, but is no less than four times the normal amount of time. _ The Threaded Quiver In addition to manufacturing arrows and bolts, Archers can manufacture a special magical item called the Threaded Quiver. Many Archers individualize their Quiver, which can be made of any material, by adding personalized designs to the surface. ‘The Quiver is also often lined with orichalcum in order to hold Elemental Fire, and can have multiple compartments to hold different arrows, ‘The creation of the Quiver takes the Archer three Circles, and specific tasks must be performed at each Circle ‘order to continue the creation of the Quiver. The Archer can not begin to create a Quiver before Second Circle, and so can creation of the Quiver until Fourth Circle at the earliest. The first task the Archer must perform is the acquisition of the materials. The ‘materials used should be very fine, such as expensive leather, espagra skin, or other hard-to-acquire materials, including the orichalcum that might be needed to line the Quiver. The second task is the manufacture of the Threaded Quiver. The time required for this task depends on the complexity and intricacy of its design, but should take no less than a week of time. Both of the first two steps require the Archer to make a Perception-based Half Magic Test against a Difficulty Number of 12 to succeed. The third step is the weaving of a Thread to the Quiver. Using the Thread Weaving Talent, the Archer weaves a Earthdaun Journal Volume & Thread at Rank | to the Threaded Quiver, thereby enchanting it with its unique powers (see below). It can then also be used to create Threaded Arrows (see below). ‘The Quiver grants the Archer several unique and useful abilities. The Quiver can, upon request, "offer up" an arrow or bolt to the Archer. The Archer simply has to think of the desired arrow, and then, reaching for it in the quiver, will retrieve the arrow. This is useful for Archers who use many different types of arrows, often specialty ones, as described above, or when using the Quick Shot Talent. Also, the quiver can hold more arrows or bolts than its size might indicate, Although the exact number is left up to the GM, the Quiver typically holds twice the number of arrows or bolts a regular quiver of the same size would hold, and cuts the weight of these arrows in half, Note that only arrows and bolts receive this weight reduction, anything else placed in the quiver will weigh normal, In addition to all this, the Quiver has more abil ‘when used to make Threaded Arrows. "I made my Quiver from Invae skin. I know that sounds disgusting, but T spent most of the time during the beginning stages of the Quiver fighting those cursed spirits that I thought it would be appropriate. ‘Made the quiver very resistant to injury, let me tell you. Yes. spirits, not Horrors. Who's the expert here? Let ‘me tell you a story..." “LT. Threaded Arrows ‘The Archer, through the Threaded Quiver, can create Threaded Arrows. Any arrows can become Threaded Arrows, although most Archers will use either magical arrows ‘or personally created arrows. To make Threaded Arrow, the Archer must place the arrow in the Threaded Quiver, which already has a Thread woven to it, The Archer then calls for the arrow, pulls it from the Quiver, and fires it at the target. This target is usually ceremonial, but can be anything. The Archer then retrieves the arrow, which is now capable of being, magically connected to the Quiver. At any time after this ceremony, the Archer can choose to raise the Rank of the Thread woven to the Threaded Quiver. Doing so magically links up to three arrows, now call ‘Threaded Arrows, to the Threaded Quiver, in essence making them one magical item. The Arrows’ and the Quiver's Patterns fuse together, and the Archer has a ‘Thread woven to this new Pattern. Since each Rank after the first in the Thread woven to the Threaded Quiver can support three arrows, an Archer with one ‘Thread of Rank 6 woven to the Threaded Quiver can link the Quiver to fifteen Threaded Arrows (three for each Rank after the first). The number of arrows linked in this way is determined when the Rank in the Thread is acquired, with a maximum of three. Threaded Arrows are useful in several ways. They can be called back to the Quiver using an ability similar to the Call Arrow Talent (ED, p. 100), except that all ‘Threaded Arrows are retumed within the round. No €arthdaun Journal Volume ¢ roll needs to be made. Also, Threaded Arrows receive a +1 bonus to any Talent Step involving the firing of the Arrow, e.g. Called Shot, Missile Weapons, Bank Shot, True Shot, but not to Talents where the Arrow isn't’ actually fired (Stopping Aim, Mystic Aim), Direction Arrow does not receive such a bonus. The Flame Arrow Talent is typically not used on Threaded ‘Arrows, as it destroys them, but if it s, it also does not receive the bonus. Threaded Arrows also get a +1 bonus to the Damage Step when they strike. Most Archers work very hard to create a set of Threaded Arrows, linked to their Threaded Quiver. The Arrows are typically manufactured by the Archer, and have been personalized to suit the Archer's tastes ‘The Arrows and Quiver provide the Archer with many advantages, but are also the Archer's weak spot. Many Archers have the quiver as one of their Pattern Items, usually at least a Minor one, and they must wait a year and a day after the loss or destruction of a Threaded Quiver to begin construction on a new one. The Quiver and Arrows provide none of the normal benefits for anyone other than the Archer who created them, nor can they ever be made to, but possessing them provides distinct advantage over the Archer. Most Archers will 0 to great lengths to recover their Threaded Quivers and Arrows, for obvious reasons. "I spent the better part of a week once trying to get back one of my Threaded Arrows. The Quiver couldn't cell it, and it turned out to have fallen into a zone where magic simply failed to function. Don't ask me to explain. Our wizard couldn't figure it out. You don't believe me again? Let me tell you a little something about the Western Catacombs. Yes, in Parlainth.." — IT. Ithuriels Archery BLOOD WOOD NAGICAL ITEMS MAGICAL AND TRI E ITEMS: ‘The following section describes magical items and treasures that characters might find (or even purchase) while adventuring in and around the Blood Wood. ‘These items range from common magical items similar to blood charms (pp. 258 - 259, ED) and espagra scale cloaks (p. 257, ED) to powerful unique treasures similar to Purifier (pp. 282 - 283, ED) or the Mask of Oltion (p. 280, ED). All of the common magical items, a well asthe thread items, are crafted by the Blood Varders. COMMON MAGICAL ITEMS ‘The following common magical items are all available for sale in the Blood Wood. Many of these items might also be found in elsewhere in Barsaive due to the black market trade which flows down the Mothingale River. The costs listed are those found in the Blood Wood. If these items are found outside of the Blood Wood, they should cost at least twice the listed amount, if not 3 to 4 times the cost listed. BLOOD KARMA (BLOOD CHARM) Made of a small diamond in the center of an intricate weave of gold, silver and copper wire, blood karma charms cause their wearer I permanent point of damage that can never be healed, even after the charm is used. In addition, the wearer must spend I point of Karma when attaching the charm, to attune it to his ‘own Karma. When used, the charm allows the wearer to spend multiple Karma points on a single test, at a cost of 1 point of damage per Karma point spent. The character may continue to add additional Karma dice, ‘one at a time, to the test in question until he has either achieved an’ Average success in the action he is attempting, runs out of Karma, decides to stop. The damage caused by use of the charm cannot be healed for a year and a day. Karma Charms can only be used ‘once, and cannot be recharged. Once used, the diamond in the charm cracks and turns a dusty black color, and it may never be reused. Cost: 1,000 silver pieces Creation Difficulty: 17 CHAIR OF COMFORT ‘These wooden chairs may be crafted in any shape or style, but they are always possessed of the grace and beauty characteristic of elven crafts. True Wood is used in their construction, and gives them exceptional strength while also giving them a springy quali comfortable as cloth cushions. Additionally, these chairs molds themselves to the shape of the person sitting in them, so that the experience is never an unpleasant one. The chairs also have the unique Blood Wood Magical Items property of allowing blood elven thoms to pass sink into them without causing injury or pain to the blood elf or damaging the chair in any way. Chairs of this type that are large enough for trolls or obsidimen are, however, exceedingly rare. Cost: 300 sp (the list price is for normal sized chairs; trolW/obsidimen sized chairs cost at least 350 sp) HUNTSMAN'S BOOTS An improved version of Dry Boots (p.70, Earthdawn Companion), these are leather boots designed to be the perfect footwear for a huntsman who spends extended eriods of time in the forest. Woven with kernels of rue Air and True Water, these boots keep the wearer's, feet both warm and dry, and they add a springiness to his step that makes a long day of hunting feel less tiring. A character wearing a pair of these boots can walk up to 30 miles a day instead of the standard 25 (see Travel, pp. 212 - 213, ED). Cost: 350 sp OAK-LEAF CLOAK These cloaks are woven of leaves harvested from blood oak trees common to the Blood Wood. They provide a measure of protection from cold and rain, though they are primarily used to camouflage those elves who need to move about the Blood Wood unobserved. When in a wooded outdoors setting, the cloak aids the wearer by blending in with the wearer's surroundings. This provides a +2 step bonus to his Dexterity or appropriate talent tests for remaining hidden, ‘the Blood Wood, this bonus is +3 steps, and when the character is actuaily hiding in or next to a blood oak tree, the bonus is +5 steps. For three months of the year, the leaves of the cloak turn a bright crimson, just as the leaves of the blood oak do. During this time the cloak is only effective when the character hides within the branches of a blood ak tree, but is effectively useless for stealth in other is. The character gains the normal +5 step bonus when hiding in or near a blood oak tree, but gains no bonus of any other kind. Cost: 400 sp THREAD ITEMS AND WEAPONS The following thread weapons are similar to. those described in the Earthdawn Companion. All of these weapons are crafted by the Blood Wardes and are predominately used by Exolashers and Wardens, though other blood elves, especially those of the Talshara ranelle have been know to use them. Most of these items can be used without threads woven to them, but their effectiveness is greatly reduced in this case. Eorthdaun Journal Volume & ARROWS OF THE THUNDERCLOUI Maximum Threads: 2 Spell Defense: 15 ‘Though referred to as Arrows of the Thundercloud, this item is really a combination of a magical quiver and the elven warbow arrows placed within it. The quivers are crafted of dark blue leather edged in silver, and it is to the quiver that the thread is woven when using this item. The arrows used with this quiver are specially made, and have pure white fletching and heads crafted of crystal, within which streaks of silvery light flare up from time to time. Until placed in the quiver, the arrows are normal in every way. Each quiver can hold, and empower up to eight arrows at one time. When fired from a bow, the arrows are consumed. New arrows cost 5 sp each, and must be kept in a quiver for at least 24 hours before gaining the thread rank effects described below. Note that normal warbow arrows do not gain these benefits. Without a thread attached to the quiver, the arrows in this quiver have normal Damage and Range for Elven Warbow arrows (p. 253, ED). ‘Thread Ranks Rank! Cos Key Knowledge: The character must know the Name of the quiver. Effect: When fired, the arrow transforms into a jagged bolt of lightning. This gives the arrows a Damage Step of STR +8. The arrow is consumed in the transformation. Rank2 Cost: 300 Effect: The arrows do STR + 9 dam: when the arrow strikes its target, in addi damage (see Rank One), it also produces a loud thunderclap that can stun creatures in the area. The wielder makes a test using the talent or skill used to fire the bow and compares the result to the Spell Defense of each creature or character within 10 yards of the arrow's target. If this test is successful, the character or creature is stunned for a number of combat rounds equal to the thread rank. During this time, any and all tests made suffer a 1 step penalty. The primary target is automatically affected, and suffers a -3 step penalty for the same duration. Rank 3 Effect: The arrows do STR + 10 damage. In addition, for a cost of 3 points of Strain, the wielder can gain a +3 step bonus to his Missile Weapon step when firing the arrows. This bonus does not apply to the stun test (see Rank Two). THORN BOW Maximum Threads: 2 Spell Defense: 12 ‘Thom bows are magical elven warbows whose shafts, are built of wood that sprouts thorns similar to those that the blood elves themselves bear. These weapons are crafted by Queen Alachia's Blood Warders for use by her elite archers among the exolahsers. Each of these bows was crafted originally for a specific €arthdaun Journal Volume & ‘member of the exolashers, and have been passed down through the ranks over the years. There are a total of 25 of these bows in all the Blood Wood. These bows are very rare, and exolahsers have been know to go to extreme lengths to protect them. Note that many wielders of Arrows of the Thundercloud use Thorn ‘bows. In this case, the arrows do damage based on the type of arrow used. Thread Ranks Rank! Cost: 200 Key Knowledge: The character must know the ‘Name of the bow. Effect: Arrows shot from the bow do STR + 6 Damage. Rank2 Cost: 300 Effect: Arrows fired from the bow do STR +7 Damage. The bow's range increases to 50/225/350 yards. Rank3 Cost: 500 Knowledge: The character must know the Name of the elf for whom the bow was originally crafted. Effect: All arrows shot from the bow sprout backward-pointing thos while in flight, causing STR+8 Damage In addition, on an Armor-Defeating hit (an Excellent or better success), the arrow becomes lodged in the target. Pulling the arrow free of the target causes an additional Step 4 damage. No armor protects against this damage. Rank 4 Cost: 800 Effect: The wielder gains +1 step to his Missile Weapons talent or skill. The bow's range increases to (60/250/400 yards. Rank5S Cost: 1300 Key Knowledge: The character must know the Name of the Warder who created the bow, and the date upon which it was given to the Archer who first bore it. Effect: For the cost of 2 strain, the character ma draw one of the thorns from the shaft of the bow. It will elongate into a full-sized arrow, which may be fired normally. This arrow benefits from all other powers of the Thorn Bow. Each bow may create up to 10 of these arrows per day. ‘THORN MEN SPEARS Maximum Threads: | Il Defense: 13 yese are the spears wielded by the thorn men which guard the Blood Wood. They are normal spears in size and shape, though they sprout thorns up and down their length. When wielded by thorn men, these spears do the damage listed under Rank 4. When used by an adept, the damage is based on the rank of the thread woven. These spears are created by the same ritual used to create thorn men. They cannot be purchased, and can only be obtained by slaying a thorn man. Over the years, a number of these spears have been acquired by members of the exolashers and Warders, who use Blood Wood Magical Items them as thread weapons. Thread Ranks Rank! Cost: 200 Key Knowledge: The character must know the Name of the spear. Effect: The spear does STR + 4 damage when wielded in combat. Rank2 Cost: 300 Effet: The spear does STR + 5 damage when wielded in combat. Rank3 Cost: 500 Effect: The spear does wielded in combat. STR + 6 damage when Rank4 Cost: 800 Effect: The spear does STR +7 damage when wielded in combat. THORN SWORD Maximum Threads: 2 Spell Defense: 13 These swords are crafted of wood woven with True Wood, True Earth and True Water. ‘They are incredibly light and flexible magical ‘weapons, used primarily by Queen Alachia’s exolashers and the Wardens. Though very unusual, in certain rare instances, the Queen has awarded one of these blades to a particularly favored hero from outside the Blood Wood. The sword possesses a basket hilt woven of living thorn vines that flower with miniature rose blossoms throughout the year. Without a thread attached, these swords are as normal broad swords, and do STR +5 damage. ‘Thread Ranks Rank! Cost: 200 Key Knowledge: The character must know the Name of the sword. Effect: The wooden sword is as effective as a broad sword in combat, but does STR + 6 Damage. Rank2 Cost: 300 Effeet: The sword does STR + 7 Damage. Rank3 Cost: 500 1004 Wood Magical Items 22 Key Knowledge: The character must learn the Name of the rosebush from which the vine that forms the basket hilt of his sword was taken Effect: The character may call upon the essence of the thors to protect him. For the cost of 2 strain, the character can add +2 steps to his Avoid Blow or Riposte talent (his choice), for a number of rounds equal to the thread rank. If the wielder has neither of these talents, he gains one (again, his choice) at Rank 2, Rank4 Cost: 800 Effect: The sword does STR + 8 Damage. The character gains +3 to his Avoid Blow or Riposte talent ‘when calling upon the essence of the thorns. Rank5 Cost: 1300 Deed: The character must take a cutting from the vine that forms the basket hilt of his sword and plant it in the gardens of the palace of Queen Alachia. Once itis planted, the character must Name it, taking 2 points of blood magic damage which cannot be healed for a year and a day. The cutting will immediately bloom, growinga single rose. This deed is worth 2,100 Legend ints. Effect: The sword causes bleeding wounds in combat. When the wielder Wounds a target using the sword, that target suffers 2 points of damage per round tntl special care is taken to bind the wound. See the Earthdawn Companion for more information about bleeding wounds. €arthdaun Journal Volume 8 LEGENDARY TREASURE ITEMS The following two items are both unique treasures, and are spoken of in legends told in the Blood Wood. BLOOD QUILL OF MORALAR Maximum Threads: | Spell Defense: 19 ‘The Blood Warder Moralar, a Nethermancer adept, crafted this quill from a tail feather of his first blood iliar in the years just following the Scourge. Originally intended as nothing more than a memento by which to remember the bird, Moralar found that the quill somehow possessed the bird's intelligence, and that he could communicate, in a limited fashion, the dead bird's spirit. The quill isa long, lustrous black feather, and any writing performed with it is always deep red, whatever the color of the ink used. Moralar died shortly after the Scourge, and the quill was somehow lost. Rumors insist that the quill is among ‘Queen Alachia's collection of patter items, but if this is true, she has offered no confirmation. In fact, she has tasked the Blood Warder Takaris with finding the quill, aiving support to the theory thatthe quill remains tunelaime Rank| Cost: 300 Key Knowledge: The character must learn the name of the Quill Effect: Add +1 to the character's Spell Defense and Mystic Armor ratings. Rank2 Cost: 500 Effect: For the cost of 1 Strain, the Quill will scribe as the character dictates for one hour. The handwriting is spidery and sharply slanting, but legible. Rank3 Cost: 800 Key Knowledge: The character must learn the name ofthe familiar whose tail feather was used to craft the Quill, Effect: Once per day, for the cost of 2 strait character may ask the spi question. This must be a fairly simple question, and one whose answer a living bird might be able to find. For example, the Quill's owner might ask how many men ‘were camped in the next valley, as a living bird would be able to fly to that valley and count them. After an amount of time appropriate to the difficulty of the question, the Quill writes the answer. Rank4 Cost: 1300 Effect: Add+2 to the character’s Spell Defense Rating. In addition, the character may ask the spirit of the dead familiar two questions per day. Each question costs the character 2 points of Strain. Rank 5 Cost: 2100 Key Knowledge: The familiar whose tail feather was used to craft the Quill was Moralar's first, and he never took another. The character must learn the reason that Moralar forswore any additional familiars. Effect: The character may dip the Quill in the blood of a recently deceased person and make a Thread €arthdaun Journal Volume & 23 ‘Weaving test against the person's Spell Defense. If the test is successful, the Quill is attuned to that person's Spirit. For the cost of 3 strain per question, the character may ask up to three questions of the deceased person. The spirit of the dead familiar acts as a messenger, carrying the questions to the person's spirit and returning with the answers, so the process is a fairly slow one. Once the familiar's spirit returns, the Quill will scribe the answer in its usual way. The magic of the Quill will overcome much of the normal reluctance of dead spirits, ensuring that some sort of answer will be returned. The caster may, however, have to search the answer carefully for the truth it contains, The attunement fades after either the 3rd question has been asked, or one hour has passed, which ever occurs sooner, Rank6 Cost: 3400 Deed: The character must swear blood oath never to take a familiar. This oath causes the character 1 point of permanent damage that may never be healed (see Blood Oaths, Magic: A Manual of Mystic Secrets). If the character ever breaks this oath and takes a familiar, he suffers a ritual scar that brands him an oathbreaker, causing a wound that cannot be healed for a year and a day, and all powers of the Quill immediately cease to function for him. The deed is worth 2100 Legend Points. Note that a character who already has a familiar may not perform this deed until his bond with his familiar is somehow broken. Efffeet: Once per day, the owner of the Quill may summon forth the spirit of the dead familiar. This spi is a Strength 3 Ally Spirit, which appears in Astral space in the form of a huge raven. The spirit will willingly serve the character for 1 service or up to 1 hour. No attempt to force the spirit into additional services will work, and this particular spirit may not be summoned in any other way. Use the following statistics for the spirit. See the Summoning section of Magic, A Manual of Mystic Secrets for a di of spirit powers and the nature of summoned spi the services they perform. Strength 3 Ally Spirit DEX: 8STR: 9 PER: 10 TOU: 8 WIL: 8 CHA: 7 Initiative: 9 Physical Defense: 12 (15 when physically manifest) Number of Attacks: 2 Spell Defense: 12 Attack: 9 Social Defense: 12 Damage: 12 Armor: 10 Number of Spells: 3 Mystic Armor: 5 Spelleasting: 12 Knockdown: 10 Effect: Varies by spell Recovery Test Combat Movement: 120 40 Death Rating: 46 Wound Threshold: 13 Full Movement: Unconsciousness Rating: 39 Karma Points: 20 Karma Step: 5 Powers: Aid Summoner, Astral Sight 13, Confusion 11, Empathic Sense 10, Evil Eye 11, Find 13, Manifest, Giood Wood Magical Items Spells (Circle 3 Nethermancer) Legend Points: 450 Equipment: None Loot: None Spell Defense: 18 Originally conceived as a variation on fernweave armor, this armor, made entirely of red rose petals, was crafted for Kellimar, a warrior adept who was one of Queen Alachia's most trusted exolashers. Kellimar sacrificed his life to protect the Queen from a vicious Horror invasion shortly before the casting of the Ritual of Thorns. The Queen was saved, but Kellimar’s body, and the armor he wore, were lost. ‘The armor has never been recovered, but could easily be hidden or lost somewhere within the immense and dense tangle that is Blood Wood. The rose petals that make up the armor are sustained through the magic of the armor's creation, and do not require the special care that fernweave does. A character can gain no protection at all from the Kellimars Armor of Rose Petals until he attaches a thread to it. Gio0d Wood Magical Items. Rank 1 Key Knowledge: The character must learn the Armor's name. Effect: The armor provides an Armor Rating of 4 and a Mystic Armor Rating of 4. Rank2 Cost: 500 Effect: The armor provides an Armor Rating and Mystic Armor Rating of 5 each. Rank3 Cost: 800 Key Knowledge: The character must leam the circumstances of Kellimar's death. Effect: The beauty of the armor dazzles characters who interact with the wearer, giving him a +2 step bonus to his Charisma step for all Interaction Tests (p. 237, ED). The character also adds +1 to his Social Defense. Rank4 Cost: 1300 Effect: The armor provides an Armor Rating and Mystic Armor Rating of 6 each. Also, the character adds +1 to his Spell Defense. Rank5 Cost: 2100 Key Knowledge: The character must learn the name of the Horror that slew Kellimar. Effect: When in combat with any Horror or Horror-construct, the Armor Rating and Mystic Armor Rating of the armor are 9 each, and the character adds +3 to his Spell Defense and Social Defense ratings. Rank6 Cost: 3400 Effect: The armor provides an Armor Rating, and Mystic Armor Rating of 7 each, 10 each when fighting Horrors or Horror-constructs. In addition, Horrors or Horror-constructs must score an Extraordinary success on any attack tests to defeat the armor. Rank7 Cost: 5500 Deed: The character must track down and destroy the Horror that slew Kellimar. He must then bring proof of the Horror’s destruction to Queen Alachia of Blood Wood, so that all of the Elven Court may lear that Kellimar was avenged. This deed is worth 3,400 Legend Points, in addition to any Legend Points earned in the battle against the Horror. Effect: The character adds +2 to his Spell Defense and Social Defense ratings. The armor may only be defeated on an Extraordinary success, and Horrors or Horror-constructs cannot defeat it at all €arthdaun Journal Volume & CORRUPT SPIRITS BY ban QLLARD Introduction Just as the Scourge caused many name-givers to lose ‘a part of their humanity and become corrupt, so have many spirits succumbed to the influence of the Scourge. The spirits presented here represent several examples of spirits who have been affected, either physically, mentally, or both, by the corrupting powers of Horrors and the Scourge. GMs will need to have access to the Magic: A Manual of Mystic Secrets sourcebook for information on the various spirit powers utilized by these beings. On Using Corrupt Spirits Typically, a successful Summoning will conjure a healthy, normal spirit to follow the summoner's orders. However, there may be times when the GM will decide that the summoned spirit is less than ideal, particularly if the caster is summoning from a region of astrally corrupt space. All spirits presented here are still subject to powers affecting spirits, such as Summoning Circle, even though they may be otherwise uncontrollable using spells and half-magic. Several of these spirits are permanently manifested for some reason, and may be met as one of any other monster encounters, Note that these might still respond to a summoning, though they cannot travel through Astral space to reach the summoning spellcaster. It is possible that some of these spirits may be cured of their respective conditions or possibly dispelled back to their original planes; however, others accept their damaged mental and physical conditions or are too far gone to be helped. Various Unnamed 5 The following spirits are not Named spirits, though several of these have names that others refer to them by. Any of these may be summoned using half-magic, though a few spirits require the summoner to be in a particular part of Barsaive for the summoning to be successful. Wildriss’sinn Strength 3 Air Spirit DEX 11 STR PERT WIL 10 TOUS CHA7 Initiative: 14 Number of Attacks: 3 Attack Step: 14 Physical Defense: 17(22) Spell Defense: 12 Social Defense: 12 Damage Step: 11 ‘Armor: 7 ‘Number of Spells: 3. Mystic Armor: 9 €orthdoun Journal Volume # 25 Knockdown: 9 Recovery Test: 4 Spelleasting: 9 Effect: See Below Death Rating: 50. Combat Move: 170 Wound Threshold: 14. Full’ Move: 330 Unconscious Rating: 43 Karma Step: 5 Karma Points: 20 Legend Pts: 4,800 Equip: None Loot: None Powers: Aid Summoner, Astral Sight 10, Detect True Element, Engulf 13, Manifest, Manipulate Element, Share Knowledge, Spear 12, Enrage Element 13, Spells (Elementalist 3, Air only) Wildriss'sinn was corrupted by the scourge along with many other elemental spirits. He shows few outward. signs of this corruption; his corruption manifests itself as a dangerous insanity. When summoned, Wildriss'sinn will behave as a normal air spirit, and will eyen attempt to be helpfull beyond luties required of him. However, he is in constant danger of losing control; while under the control of a summoning spellcaster, Wildriss'sinn. must make a Willpower test against a difficulty of 8 each round to keep his personality from changing. If he fails at any time, the Air Spirit will fly into a manic rage and ight. If he has not ie, he will use Manifest as his first action, and use Engulf and Spear to assault his new opponents. If Wildriss'sinn's death rating drops to critical levels, he will come to his wits and attempt to flee the combat. Wildriss'sinn. is aware of his damaged mental condition and will not not normally speak of it with his summoners; however, he wishes to be cured of it and may ask for help if he suspects the summoner is powerful enough to help him, The cure for Wildriss'sinn may well form the basis for an adventure, although a party will not be likely to want to take Wildriss'sinn along, as he will continue to suffer from his dangerous insanity until cured. The Reisshids Strength 1 Water Spirits DEX9 STR8 PERS WIL8 TOUS CHAT Initiative: 12 Number of Attacks: 2 Attack Step: I Damage: 12 Physical Defense: 13 Spell Defense: 10 Social Defense: 10 ‘Armor: 8 Corrupt Spirits Number of Spells: 2 Spellcasting: 10 Effect: See Below Mystic Armor: 6 Knockdown: 8 Recovery Test: 4 Death Rating: 46 Wound Threshold: 13 Unconscious Rating: 39 Combat Movement: 125 Full Movement: 250 Karma Step: 4 Karma Points: 15 Legend Pts: 300 Equip: None Loot: None Powers: Astral Sight 9, Detect True Element, Engulf 9, Manifest (permanent), Manipulate Element, Spear 9 The Reisshids are a group of corrupt water spirits who appear to be trapped permanently upon the physical plane, wandering together from place to place along rivers and across seas. The Scourge has left these spirits almost mindless; now they only hunger to. engulf and devour the living. Their behavior is similar to that of the Sirens of legend, but they have no vocal power of control over the living. Reports tell ofthese spirits traveling, ‘groups of ten or more; GMs should adjust their numbers as he or she sees fit Reisshids take vaguely elven forms when the rise from the water, though their elven forms are somewhat wrathlike and —non- corporeal. When Reisshids arrive, they will begin to make a low howling sound; this soon rises to a high pitched scream. The screaming has no real game effect, though anyone who is in hearing range will find it unnerving. The. Reisshids will attempt to engulf shorebound name-givers in the form of a large wave; they will attack name-givers in boats by tearing up the boat out from under them. Each round that the Reisshids attack, they cause 2 points of damage toa wooden boat structure. Reisshids do not typically attack boats that are moving faster than their own movement rate; they will give up an attack if a boat manages to a speed faster than they can travel. These water will continue in their attack until at least half of their number are destroyed. Being mostly mindless, they are unaffected by fear causing spells or talents. Legend has it that these spirits were forced into submission by a Horror, and became free again at the end of the Scourge. However, they had been altered in Corrupt Spirits such a way that they could not return of the Elemental Plane of Water. Adepts may wish to figure out a way to dispel these beings back to their own plane; to do it, they will certainly need to find out the name and nature of the Horror that enslaved them in the first place. The Frozen Strength 7 Water S| DEX9 PER II STR 12 WIL 12 TOU II CHAT Initiative: 12 Physical Defense: 13 ‘Number of Attacks: 5 Spell Defense: 14 Earthdaun Journal Volume & ‘Attack Step: 11 Damage Step: 15 Number of Spelis: 5 Spellcasting: 10 Effect: See Below ‘Social Defense: 13 ‘Armor: 10 Mystic Armor: 6 Knockdown: 12 Recovery Test: 4 Death Rating: $5 ‘Combat Move: 125 Wound Threshold: 15 Full Move: 250 Unconscious Rati Karma Step: 8 Legend Pts: 3,500 Equip: None Loot: None’ Powers: Astral Sight 18, Detect True Element, Engulf 19, Manifest (permanent), Manipulate Element, Spear 19, Enrage Element 19 The Frozen sa corrupt water spirit that dwels in the upper reaches of the Caucavic mountains, haunting ‘what villages it comes across in its wanderings. The spirit appears to be completely mindless, and is often mistaken for a Horror; this is understandable, considering its horrific appearance. The Frozen is bound to the material plane and is unable to return to the plane of water. ‘The Frozen suffered long under the grip of the Horror Icebringer, serving its needs until near the end of the Scourge. Icebringer abandonded the spirit along with several others; the Frozen was the only one to survive the departure of the Horror. The form of the spirit had been changed over the years; once a normal water spirit, the Frozen is now a great beast of ie, resembling a pile of bones with great spikes of ice pointing out in all directions. At the center of the beast is a huge face of ice resembling that of a name-giver; the face has a permanently blank expression on it. The Frozen is driven by conflicting desires; primarily, a seething anger moves the spirit to attack anything it encounters. On the other hand, it feels an instinct to return to its home plane; the sane part of i mind suspects it might be cured of its condition if it is able to return to the plane of water. A name-giver will have to make a Charisma test against the spirit's Willpower to convince it to keep from attacking if the name-giver offers to help return it to its home plane; certain Charisma based talents may be used for this test (e.g, First Impression). In the event that a name-giver is able to restore the Frozen from its mental and physical condition, the spirit will be likely to try and reward the name-giver in whatever way it can. This spirit will only respond to a summoning if the summoning takes place in the colder reaches of the Caucavic mountains. Liar Strength 5 Ally Spirit DEX 8 SIRO TOU I PER 12 WIL 9 CHA9 Carthdoun Journal Volume ¢ aq Initiative: 9 ‘Number of Attacks: 3 Physical Defense: 12 (15) Spell Defense: 12 Social Defense: 13 Armor: 9 Number of Spells: 4 Mystic Armor: 6 Spelicasting: 10 nockdown: 8 Effect: See Below Recovery Test: 4 Death Rating: 53 Combat Move: 120 Wound Threshold: 14 Full Move: 240 Unconscious Rating: 44 Karma Step: 8 Legend Pts: 1,000 Equip: None Loot: None: Karma Points: 20 Powers: Aid Summoner, Astral Sight 17, Empathic Sense 14, Find 17, Taunt 14, Disguise Self 17, Lifesence’ 17, Manifest, Confusion 14, Spells (Nethermancer 5) A particularly nefarious ally s Liar has caused trouble for many spellcasters. While this spirit can be bound to perform certain physical tasks for a summoner, he has a fatal flaw relating to his information gathering abilities. Any time information is requested of this spirit, there is a good chance that he will invent a deliberate falsehood or half-truth; Liar invents such falsehoods to cause as much trouble and damage to the summoner as possible. This spirit is also perfectly capable of telling the truth when necessary, especially if a lie would get him into immediate trouble. Liar has little interest in improving his damaged psyche; his corruption has become a fundamental part of him, In any case, Liar’s falsehoods are rarely discovered until after he has been released by the summoner. He uses his Disguise Self spirit power to make himself appear as a different name-giver each me he manifests; in this way he tries to hide his between summonin, a being known as Myjnbruje; the questor died during the Scourge, betrayed by a Horror that offered him immortality in exchange for the lives of other name-givers. The questor’s spirit lingered after his death and was further tormented and corrupted by astrally dwelling Horrors, until finally reaching its current corrupt state. Named Spirits The following spirits are Named and require the spelleaster to use the Summon talent to contact them. Aash’ih‘iar Strength 6 Air Spirit DEX 9 STR II PERS WIL 13 TOU I CHAT Corrupt Spirits Initiative: 12 Number of Attacks: 4 ‘Attack Step: 12 Damage Step: 12 Number of Spells: 4 Spelleasting: 10 Effect: See Below Physical Defense: 15(20) Spell Defense: 15 Social Defense: 13 ‘Armor: 7 Mystic Armor: 8 Knockdown: 8 Recovery Test: 4 Death Rating: 58 Combat Move: 150 Wound Threshold: 14 Full Move: 300 Unconscious Rating: 49 Karma Step: 8 Karma Points: 30 Legend Pts: 4,100 Equip: None Loot: None: Powers: Aid Summoner, Astral Sight 14, Detect True Element, Engulf 19, Manifest, Manipulate Element, Spear 17 ‘Theran legend tells of the kila called "Sword of Empire” which patrolled much of Vasgothia near the beginning of the Scourge. The kila fell under the attack Corrupt Spi 28 of airbome Horrors, as part of this attack, a Horror spent months invading the mind of one of the Air Spirits that held the kila afloat. Finally the Air Spirits id cracked, and the spirit proceeded to. wrestle control from the Elementalists that held it in yoke. With the spirit free and much of the kila damaged, the ship could no longer support itself and crashed to its destruction on the ground below. The spirit, named Aash'ih’iar, retained enough of its sanity to feel terrible remorse over its actions, and sought for a way to make up for the damage it had caused. Somehow it survived the long Scourge, now trapped on the physical plane, waiting for name-givers to help him in his mission. When the Scourge finally ended, Aash'ih'iar began searching for name-givers to kidnap and bring to the location where the kila was destroyed. Unfortunately, the spirit suffers severe amnesia whenever it reaches the location where the la was disabled; this point happens to be over a mile in the air over a location in eastem Vasgothia. Any name-givers in Aash'ih'iar’s grasp are quickly forgotten, and typically fall to their deaths. Once Aash'ihviar realizes what he is done, he again feels terrible remorse, but is not quite sane enough to res that he shouldn't do it agai mply dispelling Aash'iliar to his home plane is not, likely to cure his mental condition, though it may remove the problem until he is inadvertently summoned again. Adventurers may find a more permanent solution in the ruins of the Kila itself; if ‘Aash'ih'iar could be convinced that his aid would help fly again, his sanity might return enough to is destructive behavior. This will be a challenge, considering that pieces of "Sword of Empire” lie scattered for several miles around... GMs should feel free to relocate Aash'ih’iar to a different site oftheir preference, possibly into Vivane or southern Barsaive. Firemaw Strength 9 Fire Spirit DEX 10 STR 13 TOU 14 PER II WIL 12 CHAS Initiative: 11 Physical Defense: 12(15) Number of Attacks: 6 Spell Defense: 16 Attack Step: 12 Social Defense: 13 Damage Step: 14 _ Armor: 8 Number of Spells: 5 Mystic Armor: 5 Spellcasting: 8 Knockdown: 10 Effect: See Below Recovery Test: 4 Death Rating: 70. _ Combat Move: 130 Wound Threshold: 15 Full Move: 260 Unconsciousness Rating: 61 Karma Step: 9 Karma Points: 55 Legend Pts: 15,000 Equip: None Loot: None €arthdaun Journal Volume & Powers: Astral Sight 20, Detect True Element, Engulf 21, Manifest (permanent), Manipulate Element, Share Knowledge, Spear 22, Enrage Element 21, Remove Element, Spells (Elementalist 9, Fire Only) Firemaw is a spirit now permanently trapped on the ‘material plane in Death's Sea. For reasons not fully understood, Firemaw is convinced that by devouring enough True Fire that he might be cured of his corruption and allowed to reenter the Plane of Fire. Firemaw is incorrect; because of the nature of his entrapment, the more True Fire he devours, the more strongly he is bound to the physical plane. Even after all this time he does not understand this fact, and it is very unlikely that he can be convinced of its truth. Firemaw takes the form of a great whirlpool of fire rising out of the lava of Death's Sea. He preys upon passing air ships searching for Elemental Fire; he is smart enough to wait until an air ship has pulled an amount of True Fire out of the lava sea and attempt to take hold of the net itself, If possible he will attempt to knock out the entire air ship, devouring any True Fire he finds aboard the ship. Note that Firemaw is perfectly capable of devou ig Fire in Death's Sea, but prefers the challenge of taking it from name-givers. Word of Firemaw has been spreading steadily through the ranks of the miners of Death's Sea; it is said that when a large whirlpool begins to form in the lava below an airship, it is a sign that Firemaw is read strike. However, stories regarding the fire spi lly become distorted on the retelling, often depicting him as some sort of Horror. As.a result, those come to deal with the beast may not be prepared to deal properly with this powerful spirit. Firemaw can only devour a certain amount of True Fire each day before he becomes sated; this amount is typically 10 to 20 kemels worth. Though the True Fire hhe consumes serves to bind him more fully to the material plane, it also slowly increases his power; as a result, his Spirit Strength rating (not his Strength attribute) increases by one for every ten years that he survives. It is unknown whether his strength has any upper bound, Nylarthant Strength 15 Ally Spirit DEX12.—STR13 TOU 13 PER 14 WIL 13 CHA 12 Initiative: 12 Physical Defense: 12 (15) Number of Attacks: 5 Spell Defense: 17 Attack Step: 13 Social Defense: 18 Damage Step: 16 Armor: 10 ‘Number of Spells: 5 Mystic Armor: 8 Spelleasting: 13, Knockdown: 8 Effect: See Below Recovery Test: 4 Death Rating: 100 Combat Move: Wound Threshold: 20 Full Move: 240 Unconsciousness Rating: 89 €arthdaun Journal Volume & Karma Step: 14 Karma Points: 60 Legend Pts: 25,000 Equip: None Loot: None Powers: Aid Summoner, Astral Portal, Astral Sight 29, Empathic Sense 27, Find 29, Haggle 27, Taunt 27, Disguise Self 29, Lifesence 29, Manifest, Confusion 28, Evil Eye 28, Possession 28, Temperature, Detect Trap 29, Detect Weapon 29, Spells (Nethermancer 8, Mlusionist 9) ‘Nylarthant is an ancient being, one who's beginnings can be traced back to a peak in'the magic cycle more than 2,000 years before the Scourge. It was during this earlier magical peak that Nylarthant's psyche was damaged permanently. The spirit became active again in Barsaive some time before the Scourge; he had grown in power significantly, and rode out the Scourge without serious difficulty. While Nylarthant is certainly corrupt in his own way, he maintains his sanity and self-control, unlike many other corrupt spirits. His existence is rumored among. many name-givers, but very few know any real facts about him. Those few who have studied this being believe that he has made a number of pacts with powerful Horrors, but the nature of these pacts is a matter of speculation, Rumors have it that Nylarthant is allied with the Broker arm of the Hand of Corruption; it is believed that they know his Truename and summon him when they need information or help regarding matters of the spirit world, Nylarthant has been known on occasion to capture lesser spirits and deliver them to name-giver spelleasters in return for favors or even artifacts. Although Nylarthant may be allied with the Hand, the spirit has his own agenda and is slowly attempting to build up a power base of other spirits and name-giver contacts. Before the Scourge, Nylarthant even made headway in building up a name-give cult around him, but the cult was dispersed with the arrival of the mostly on his spellcasting abilities and spirit powers when dealing with confrontation. He is particularly displeased with being summoned by anyone who he has not had previous dealings with. ‘When Nylarthant physically manifests, he resembles a bloated humanoid with tremendous oversized tentacles that seem to wave about randomly. His body is completely black, though he is also somewhat hazy looking even when physically manifested. ‘Nylarthant is obviously quite a powerful being, on the same scale of some of the more powerful Horrors. For this reason, it is suggested that he be used as.a long- term enemy rather than a one shot encounter. Corrupt Spirits CHILDREN OF J(SPREE Ojovi by Andrew Ragland In the course of my travels, I have found confirmation of many of the theories proposed by scholars of plant and animal life. One of the most basic theories put forth by myself and my learned colleagues is that nothing exists without a predator. Even a beast as dangerous and unpleasant as the stinger must have something larger and more dangerous to keep its population in check -- in this specific case, the cave crab, Upon recording the azontu, the spiny mouse that inhabits the forests and jungles of northern and western Barsaive, | immediately began a search for its predator. Oddly enough, I found it, not in the wild, but in atavern in a small village in the foothills of the Dragon Mountains. The azontu, like most small rodents, adapts well to the presence’ of Name-givers. In the village of lam, the spiny mouse had become a jerable pest. Normal mice could be dealt with by keeping domesticated cats or ferrets. The azontu's formidable defenses, however, preclude such approaches, as even domesticated predators are intelligent enough to realize that the azontu is not prey after the first unsuccessful encounter. Faced with ‘numerous injured pets, horses with ankles damaged from encountering azontus in the straw of their stalls, and children with quills in their feet from playing at the edge of the woods, the residents sought a new solution. Employing methods similar to my ovn, the people of the village observed the wildlife in’ the surrounding area, and discovered a bird that feeds on the azontu. Obtaining its eggs, they raised a few ch ty, and succeeded in domesticating the ojov, Inthe a particular liking for the spiny mouse. Its long, narrow id, the ojovi dines upon small rodents, with beak allows it to make a stabbing attack, much like the pencarrig. The tiny crossing hooks at the end of its bill work like tweezers or pliers, allowing the bird to safely pluck the spines from its meal. Interestingly, the ojovi uses the spines to stitch together its nest. During the mating season, the ojovi carefully preserves the spines of the azontu, and like a tailor sews together large, broad leaves into a sort of basket. It then weaves vines and spines together to make ropes, and suspends the basket well below a large branch on three strands. While vulnerable to high winds, the hanging nest is very difficult for predators to reach, providing a safer haven for the female and her eggs than a standard nest. Some of the spines are left point-out when the leaves are sewn, so that even if'a predator does reach the nest, it finds a formidable, prickly barrier between itself and the potential meal inside. In domestication, the ojovi continues its habit of sewing its nests. Name-givers who keep the birds Children of Jaspree 30 provide leaf-shaped bits of cloth or thin leather for the birds, and encourage them to nest in the rafters of the bars and tool sheds, and in the branches of the fruit orchards. Representing no threat to Namne-givers unless their nests are disturbed, an easy lesson to pass ‘on to children, the domesticated ojovi keeps down the azontu population, and makes it safer to walk through high grass or loose hay. The villagers supplement their birds’ diet with bits of raw meat and berries, to keep them from straying too far afield in search of sustenance and possibly returning to the wild. As well, all newly hatched chicks are handled frequently, to accustom them to Name-giver contact. Ihave observed several female children going about their chores with a sewn cloth bag hanging about their neck, an infant bird poking its head out occasionally. I am told that birds that are carried about in this fashion while infants show less tendency to return to the wild as adults. DEX 11 STR2 TOU3 PER 6 WIL 4 CHAS Initiative: 13 Physical Defense: 14 ‘Number of Attacks: 1 Spell Defense: 8 Attack: 10 Social Defense: 7 Damage: ‘Armor: 0 Number of Spells: 0 Mystic Armor: 2 Spelleasting: 0 Knockdown: 5 Effect: 0 Recovery Tests: 1 Death Rating: 24 Combat Movement: 110 Wound Threshold: 5 Full Movement: 220 Unconsciousness Rating: 15 Legend Points: 200 Equipment: none Loot: none Notes: To keep an ojovi as a pet, the bird must have been raised from an egg. If sufficient effort is put into the raising (a CHA test against the bird's Social Defense once a week for the first four months with a Good success required, if not roleplayed), then the bird will bond with its owner and further tests are only required if the bird is left hungry or otherwi mistreated. To bond with an adult domesticated ojovi, a CHA test must be made against the bird's Social defense, requiring an Excellent success initially, and a Good suceess once per day forthe following week. As well, the bird must be fed and groomed properly each day, and carried with its new owner constantly for the duration of the bonding period. After that, a CHA test must be made once per week for the next two months, with an Average success required. Again, if the bird is mistreated, it will leave. Training an ojovi to attack ‘on command requires the Animal Training skill or Animal Bond Talent. Eorthdaun Journal Volume & Adventure Hook: A tavern that the adepts frequent is beset with azontus. Both of their cats are refusing to hunt anything, since they both took quills in the face. They're losing money paying forthe injuries caused by the Spiny mice. As well, their reputation is suffering. ‘They've heard of a village that has domesticated some bird or other to deal with the pests. The innkeeper will ive the adepts a break on their bill if they'll travel to serolam and bring back some of these azontu predators. Linfait by Andrew Ragland ‘The Mist Swamps have produced some of the stranger creatures that I have catalogued. While the isolation of the swamps from the surrounding lands have prevented an influx of new species, a startling variety of flora and fauna have arisen within the fog- shrouded environs. From my studies, the influence of the Horrors is obvious in the distortion of the swamp's ing beings. This will be the second creature I have catalogued to show direct Horror intervention, where the pre-Scourge form is known and enough common features exist between the old and new forms to link 1 two. The linfait, to use its pre-Scourge name, was a large frog with a unique membrane that stretched between its legs, giving it greater speed and maneuverablity in the water. By extending its limbs, the frog could spi while in motion, make abrupt turns, or come to a sudden halt. The membranes also gave its strokes greater thrust, allowing it to achieve higher speeds than more common frogs. Before the Scourge, the linfa was rapidly crowding out the membraneless frog the swamps. During the Scourge, the linfait tripled in size, now ‘growing easily as large as a housecat. Venomous claws developed on its forelegs, and spurs on the hind ones. Its membranes lengthened, the point of connection moving from the second joint of each timb out tothe third. With no offense intended for comparing such a dangerous and unpleasant beast to a Name-giver, the membranes give the linfait somewhat of | the appearance of a k'stulaami tskrang, appropriate in light of its new-found abilities. Migrating from the waters of the swamp to the trees surrounding the pools, the linfait now hunts larger prey to sustain its increased size. Among its favorite meals are the large, brightly-colored birds that hunt for insects around the borders of the swamp pools.The linfait climbs to the top of a tree nearby and waits. When a potential meal comes into view, the frog launches itself from the treetop, spreads its membranes and glides down silent as an owi. Itonly has one chance at a successful strike, as it cannot truly fly, but if it does make contact, its prey is immediately wrapped up in the frog's gliding membranes and struck with both sets of claws and venomous fangs. Between the three poisoned attacks and being caught between the frog and the ground in the ensuing hard landing, the prey has very little chance of escape. €arthdaun Journal Volume & a What threat does this bring to bear upon Name- givers? The answer should be patently obvious. The larger of our races have little to fear, as the linfait will not drop upon a creature it cannot bear to the ground, and will only claw or bite if its territory is strenuously transgressed. Windlings, however, are in mortal danger from this creature, as it cannot tell the difference between them and the insect-eating birds that it prefers for its meals. Subdued coloration seems to help avoid linfait attack, although convincing a windling to tone down his or her appearance may be difficult. The best advice that T can give is to keep your windling companions on your shoulder while in the Mist ‘Swamps, and do not send them up to scout the terrain unless you are well away from the treeline DEX 6 STR4 TOU4 PER3 WIL4 CHA3 Initiative: 8 Physical Defense: 8 Number of Attacks: 1 Spell Defense: 6 Attack: 9 Social Defense: 4 Damage: 8 Armor: 2 Number of Spells: 1 Mystic Armor: 3 Spellcasting: 12 Knockdown: 7 Effect: 14 (paralyzing toxin) Recovery Tests: 2 Death Rating: 28 Combat Movement: 35 / 50 Wound Threshold: 7 Full Movement: 70 / 100 Unconsciousness Rating: 19 Legend Points: 105 Equipment: none Loot: none Notes: The linfait can only make minor course corrections while airborne, no more than a forty-five degre tum, and cannot truly fly, only glide, so its air movement is limited. Adventure Hool A healer believes that the linfait's poison could be used in conjunction with other drugs to help Name- givers through difficult treatments. She needs a lars quantity of the venom. for her experiments. How the adepts find and capture the frogs is up to them, but she wants the linfaits brought back alive. Tepnidhu by Andrew Ragland Some of the creatures currently inhabiting Barsaive are so similar to their pre-Scourge antecedents that they are instantly recognized. Others can be traced to pre- Scourge ancestors through some commonalities of feature. Horror constructs can be ignored for most classification purposes, being considered separately from all other creatures. Every so often, however, an animal is encountered that is obviously not a Horror construct, that bears no taint of corruption, but that is so radically different from all other beasts of environment that the field researcher is left scratching Chitaren of Jaspree his head in puzzlement, wondering how such a creature could have come to be. ‘The tepnidhu is one of these. It grazes the hills and ‘mountains, but has neither horns nor hooves like the other grazing beasts. It feeds on insects as well as grains, leaves and berries, making it more like the tonduy or bat, but travels in large groups like the ‘mountain goat, It has ten legs, in five pairs down its low, narrow body, giving it amazing speed and ‘maneuverability, and a stinger that bobs from either end, giving it more of the appearance of a caterpillar, but it bears its young alive and suckles them, putting it quite apart from insects. Traveling in groups ranging in size from a handful to dozens, it has a social structure very much like the other grazing plant-eaters of the hills and mountains, with notable differences during the breeding season as described further in this record. With most animals, the male is the larger and stronger, and the female smaller, swifter and more agile, but with the tepnidhu the reverse is true. I find myself quite perplexed by this beast and at a loss to explain either its origin or its presence. Nonetheless, it inhabits the hill and mountains of southern Barsaive, and is slowly migrating north. The next ten. years should see tepnidhu packs (I cannot bring myself to call them herds, despite their being a group of grazing ‘mammals) in the foothills of the Throal Mountains Ido not see this causing a great deal of trouble, as long as the tepnidhu and the Name-givers of the area do not intersect. If there are disagreements over territory, however, and I am quite certain that there wil be, trouble will aimost certainly result. The fore and aft stingers have different venoms, with the latter being substantially more virulent than the former. While a sting from behind will cripple the average Name-giver with intense pain and debilitation that lasts for several days, a sting from the tepnidhu's head can easily slay anyone smaller than a troll. Beyond the immediate physical hazard, though, are farther-reaching concerns dealing with competition. Tepnidhu are very efficient feeders. They can strip an area of all low-lying forage in a very short time. While this does not cause undue difficulties in the wild, deer and other large herbivores being able to forage in high branches and small herbivores such as mice gleaning the fallen grains and seeds left by the tepnidhu pack, domesticated animals ily-accessible fodder. to have to lear to deal with tepnidhu as competitors in their pasturage The nomadic human tribes living in the upper reaches of the Throal and Caucavie Mountains, who move their herds from one region to another as forage is depleted, will suffer from the introduction of this new grazing animal. Its defensive behavior does help explain the size, speed and ferocity of the predators ranging the hills and mountains. Beasts that hunt must be able to overmatch their prey, but not be so much larger that they starve for lack of prey. When a predator is noted by the scout males at the edge of the grazing pack, the tepnidhu form a shield wall around their young, with an outer ring of females to engage the threat directly, and an inner ring of the longer and more agile males that act, as spearmen, whipping their forward stingers down on Chitdren of Jaspree the enemy from behind the females. Only the most determined and savage of predators will gain a meal ‘once the pack has prepared for the onslaught. Strays are of course picked off by smaller, swift predators that ‘can make their kill before the lone tepnidhu can bring its stingers into action, and make away with their meal before the pack can respond, Large, savage predators are also a necessity given the tepnidhu's. high rate. The average litter consists of five or six young. Females den during pregnancy and birthing, burrowing into the soil or making us of small caves, and the males harvest grains, leaves and berries for them, as well as catching the ‘occasional large insect. Harems of males attend the pregnant females, to carry enough food. As can be expected, the pack does noi change feeding grounds for the breeding season. Locating good pasturage for th months it takes to raise the next generation occupies a lot of time beforehand. Tepnidhu packs will quite pladly evict present cecupants if they find land to thet iking, again employing the group tactics. that so resemble the behavior of Name-givers. This behavior quite likely to bring them into conflict with nomadic tribes that either have or are seeking good pasturage for their herds ‘Once again, I find myself puzzling over the origins of this creature. It has five pairs of legs, which no other warm-blooded creature does. It has stingers at both ends, which I have not seen in insects, although it is ‘well known that the Scourge brought about an increase in venomous creatures. Shaggy brown fur covers the creatures and hangs down to their feet, blending them well into the depths of the high grass. I begin to wonder ‘anethermancer, attempting to contact another world, has accidentally unleashed a new threat upon our own. Whatever the source of the tepnidhu, itis here, and we must learn to coexist with it. DEX 9 PER 4 STR4 WIL 4 TOUS CHAS Initiative: 12 Physical Defense: 12 ‘Number of Attac Spell Defense: 5 Attack: 11 Social Defense: 5 Damage: 6 ‘Armor: 3 Number of Spells: 1 Mystic Armor: 2 Spelleasting: 11 Knockdown: 8 Effect: 12 (fore, debilitating), 15 (aft, death) Recovery Tests: 2 Death Rating: 32 Combat Movement: 65 Wound Threshold: 8 Full Movement: 130 Unconsciousness Rating: 24 Legend Points: 155 Equipment: none Loot: Pelt with 25 silver each for making cold-weather clothing; venom sacs worth 75 and 100 sp for fore and aft respectively Notes: The aft stinger is normally used only when the tepnidhu is being pursued. Tepnidhu get a +2 step bonus against cold and cold-based attacks. Their fur sheds ice and frost and is used by Name-givers who 32 €arthdaun Journal Volume 8 live high in the mountains for lining hoods and hats. ‘The fore stingers secrete enough venom for three attacks before running dry, while the aft carries enough for only two stings. Removing the venom sacs without rupturing them requires a DEX test against a 12. Adventure Hook: One of the adepts receives a message from home. Tepnidhu packs are encroaching on the grazing lands. If the tepnidhu aren't slain or driven off, the village may well starve in the coming cold season. Already four dogs and a shepherd have died trying to protect their pastures. The message begs the adept to come home and help resolve the threat Edex by Andrew Ragland If there is one thing that the Scourge has taught the Name-givers of Barsaive, it is that danger cannot be determined by physical size. Mindslugs are only as large as a troll’s fist, and yet they can swiftly devour the brain of a Name-giver. The predators of the wetlands have also learned this lesson, the hard way. The swamps and marshes are home to an abundance of plant and insect eaters, serving up a buffet for the discerning meat eater. However, stepping up to the board may cost more than silver. Some of the meals bite back, some savagely. On first impression, the edex is litle different from a host of other small inhabit ‘About the length of an elf’ foot, with a tail again as long, light brown above and dark green below, with a singie bright blue dot on the back of the head, edexes spend their days foraging for seeds and grains, and sunning themselves con the occasional rock. They mate in the spring, lay eggs, and hatch out a half dozen young every year, most of which will not survive to adulthood. Such is the way of life for small lizards. ‘The primary difference between the edex and its cousins lies in its defenses. To avoid becoming a snack for the predators of the swamps, the edex has learned to make optimum use of its less than formidable weaponry. Possessed of a toxin that causes paralysis, the edex’s bite can halt a linfait in its tracks. However, larger predators, such as the vofog, may require two or three bites, and larger still many bites before enough ‘of the venom has been injected to do any good. Your average lizard’s poison sacs are going to run dry after the second go. Thus, the edex has developed small unit tactics. Working with the precision of a squad of woodsmen defending an elven stronghold, a covey of edexes will surround a large predator moving into their territory While one or two show themselves ahead of the predator to distract it, others rush in from behind, snapping at the predator's legs. When the predator whirls to face the threat, the decoys charge in and make their attacks. Each bite is delivered by a lizard with a full load of venom. Within a few breaths, the predator lies helpless, and the edex covey relocates to a safer sgrazing area €arthdaun Journal Volume # The edex sees no difference between a pencarrig and a Name-giver, in terms of threat. Travelers through the wetlands should be wary of lizards. If one seems to be trying to get your attention, look behind you. While the edex's venom is not deadly, even in large doses, lying parlyzed in the swamp can be detrimental to your ealth, DEX 6 STR3 TOU3 PER3 WIL3 CHA2 Initiative: 8 Physical Defense: 8 ‘Number of Attac Spell Defense: 4 Attack: 12 Social Defense: 3 Damage: 4 ‘Armor: 0 ‘Number of Spells: 1 Mystic Armor: 0 Spelleasting: 7 Knockdown: 4 Effect: 9, Paralysis Recovery Tests: 1 Death Rating: 20 Combat Movement: 33, Wound Threshold: 4 Full Movement: 65 Unconsciousness Rating: 11 Legend Points: 70 Equipment: None Loot: Edex veniom is worth 30 sp per dose. Venom can be extracted from a live lizard with a Creature Lore test against a 6, or a DEX test against a 10. The venom sacs are small and fragile, and require a DEX test against ‘an 11 to remove without damage. The average lizard carries two doses. Notes: Any attack that does damage will include ‘venom. Each lizard carries only enough venom for two attacks. Once a lizard has exhausted its venom, it will hang back, only attacking again if its covey mates are in trouble. A covey will normally consist of six to twelve lizards, and may drop to three or four in the depths of the rainy season, but may have as many as thirty or forty during the height of the growing season. Gudrisn by Andrew Ragland Travel across the plains is dangerous enough when considering surface hazards. Scorcher tribes, large carnivores, predatory birds, long stretches of open plain without immediately accessible water and Unpredictable monsoon rains give even the most experienced caravan runners pause. Hazards under the ‘ground are another consideration entirely. Scholars and adepts who have put in the proper research will be familiar with my record regarding the turfeutter beetle. Unfortunately, it's not the only underground predator out on the prairie. On the other hand, it too has its dangers to face. Nothing exists without something to feed upon it. The turfeutter beetle's grubs frequently fall prey to the gudrisn, a mole the size ofa felux. Squat and powerful, the gudrisn's thick grey fur keeps dirt from matting next to its skin, as well as providing protection from the ends of roots and other underground projections, Its powerful claws can shear through hardpan as easily Chidren of Jaspree as sand, and cause terrible wounds to its enemies. Considering the size of the southwestern plains, a beast this size is needed also to aerate the soil, keep the roots of the grasses from matting, and hold down the populations of other large insects, snakes and small burrowing mammals. ‘The problem with the gudrisn, however, is that it's large. I's very large. The tunnels it makes are bi ‘enough for a dwarf to nearly walk through upright. ‘When these tunnels come near the surface, they pose a terrific hazard. Stepping into a normal mole run can snap the ankle of a horse. Dropping into a gudrisn run plunges the average horse into the ground up to its chest, possibly breaking all of its legs. Wagons have had their axles smashed, even their frames demolished, by encounters with gudrisn tunnels. Experienced caravan guides can spot the ridges that indicate a gudrisn run from a distance, and guide their beasts and ‘wagons around it. Inexperienced travellers, however, may have extreme difficulties should they wander into the teritory of a gudrisn. Falling into one of its runs is bad enough. Dropping in on top of a gudrisn is a formula for trouble, as they do not like unexpected vistors and fight savagely. Being. subterranean creatures, gudrisn are virtually blind, locating their prey and enemies by sound and smell, so they suffer no disadvantage from fighting in total darkness. Most Name-givers do not enjoy this advanta My best recommendation isto watch for ridges in the soil and avoid the area. Failing that, be prepared for a savage fight underground. Very loud noises or strong odors may disorient the creature, considering its dependence on hearing and smell, but { have not sought out the opportunity to test this theory. DEX7 STR 12 TOUS PER 4 WIL 7 CHA 4 Initiative: 9 Physical Defense: 9 Number of Attacks: 2 Spell Defense: 5 Attack: 10 Social Defense: 8 Damage: 15 Armor: 6 Number of Spells: © Mystic Armor: 0 Spellcasting: Knockdown: 14 Effect: 0 Recovery Tests: 4 Death Rating: 48 Combat Movement: 33 Wound Threshold: 14 Full Movement: 65 Unconsciousness Rating: 41 Legend Points: 120 Equipment: none Loot: none Notes: The gudrisn does not suffer any penalties for vision impairment. Name-givers who do not have Heat Sight fighting a gudrisn in its tunnel take penalties for partial or total darkness, depending on whether or not the top of the tunnel is open to the sky. As well, any Name-giver larger than a dwarf takes Difficult Terrain ‘modifiers in a gudrisn tunnel. Spotting a gudrisn tunnel from above ground requires an Average or better success on a PER test against a 13, or a Caravan Guide or similar skillAalent test against a 9, Falling into a run Children of Jaspree causes step 7 damage to Name-givers, animals and vehicles, reduced by physical armor. The drop being unexpected and short, DEX tests and other means of reducing falling damage do not apply. Whether or not sound or smell based attacks interfere with the gudrisn’s abilities to locate its enemies is up to the GM. Adventure Hook: The adepts are hired to find a caravan that is overdue. Thanks to a population surge in large insects, several gudrisns have converged on the caravan route, and two of the wagons have fallen into the tunnels. Reaching the caravan will require travelling through an area riddled with tunnels. Getting the caravan out of the area will be difficult. Not only are two wagons damaged, one is partially down in a tunnel and a gudrisn has made its nest under the wagon. P’Zoul by Andrew Ragland These past few weeks have presented me with more conundrums and confusion than the last several years of my life. Creatures that defy classification, whose origins are shrouded in mystery, and whose very nature cannot be determined with any degree of ease parade themselves by me like the dreams of a madman. Were not staying at a most reputable inn with a Guild mark clearly displayed upon the door, 1 might think that someone had slipped dreamgrass into my food. This latest has me wondering if Jaspree is testing me. The one person I've been able to find who seems to know much about these creatures, an elderly and possibly slightly mad t'skrang, calis them p'zoul, a derivation of the t'skrang word for stomach. Certainly, that seems apt, considering that the beasts are litt more than that, a stomach with teeth, eyes and legs. ‘They resemble gnashers far too much for my comfort, but do not seem to be Horror constructs. When examined astrally, there is no taint of corruption about them. I have observed young clustering about the adults. Not as blocky as a gnasher, the p'zoul has no upper limbs, basically being a somewhat oblate sphere with a pair of short, sturdy legs on the bottom and a pair of froglike, bulbous eyes on the top, the center being split across by a large, toothy mouth. Like a gnasher, its hide is thick and warty, a dull grey-green in color and tough enough to tum aside small blades. They spend a good deal of their time eating, preferring live meals but in pinch devouring anything that’s not earth or stone. Pzoul can chew through full-grown trees, devour cattle in two or three bites, and put away a frightening amount of small game. They seem to be able to eat far more than their stomachs should hold; where exactly the excess volume goes, I have no idea. Cutting up a dead specimen is not an option. P'zoul collapse and shrivel toa small, blackened lump within a candlemark of death, digesting themselves from the inside out. Opening’ a living specimen is a very unattractive For one thing, I have marked reservations about killing an animal in order to study it, I feel that such an act would defeat my purpose, and imperil my €arthdaun Journal Volume & relationship with my Passion. For another, I observed a farmer attempting to drive off a p'zoul from his fields. ‘When his pitchfork impaled the beast, acid spurted from the wounds, dissolving the farmer's improvised weapon, scorching the ground and very nearly doing away with the farmer. The p'zoul, on the other hand, did not seem to take any damage from its own digestive juices, a logical enough development and similar to ‘venomous creatures being immune to their own poison. Having not found an instrument that a p'zoul could not successfully eat, I cannot recommend that anyone attempt to examine these creatures invasively. My source told me of a t'skrang family that was able to tame a p'zoul taken in as a pup. Granted, they had difficulties with it eating the furniture until they got it properly trained, but it made an amazingly effective guard animal. Intruders simply vanished into its maw. Only one member of the family was really able to control the beast properly, and when he left the foundation, the p'zoul went with him. Apparently, like dogs, they form attachments to single Name-givers and do not switch loyalties. Another tale, however, should be considered as a caution to anyone attempting to repeat this feat. Apparently there is a variant of the P’zoul, jet black in color, that lives in the deep caverns under’ the Throal Mountains. Packs of these black p'zoul have descended upon Pale One villages, and within a matter of a candlemark eaten everything and ‘everyone that did not immediately flee. From the tale, the black p'zoul is more resistant to sorcerous attack, and more vicious in close combat, than its less aggressive surface-dwelling cousin. This does not mean, however, that the more placid grey p'zoul is any safer as a pet. Reproductive methods remain a mystery. I have no idea how the beasts mate, or even if they have genders as we understand them. Likewise, gestation period and birth method are a puzzle, although I suspect live birth, as no evidence of nesting has been found. The reader should of course keep in mind that absence of evidence not evidence of absence. In the field, no more than three young have been observed around any particular adult at a time. Assuming that p'zoul conform to the usual behavior of the young staying close by the birth parent, we can further assume that the average litter consists of two young. All of this may very well break down under further investigation, as there are far too ‘many assumptions here for my comfort. T would be very interested in meeting with anyone else who has studied these creatures, to compare notes. Perhaps if we could determine more about them, their ins and their place in the world, we would gain much more understanding of an environment that yet remains a dense and complicated puzzle. The more I see of the world, the less I am certain of my understanding of it! PZoul (Grey) DEX 9 STR 14 TOU 13, PER 3 WIL7 CHA3 Initiative: 12 Physical Defense: 12 ‘Number of Attacks: | Spell Defense: 6 €orthdoun Journal Volume & 35 Attack: 13 Social Defense: 6 Damage: 19 Armor: 10 Number of Spells: 0 Mystic Armor: 7 Spelleasting: Knockdown: 19 Effect: 0 Recovery Tests: 6 Death Rating: 64 Combat Movement: 65 Wound Threshold: 19 Full Movement:130 Unconsciousness Rating: 57 Legend Points: 300 Equipment: none Loot: none Notes: P'zoul get a 4-step bonus against Charisma or Charisma-based tests, to represent the stubborn nature of the beasts, To bond with or train one requires an Excellent success. Once a p'zoul has bonded with a ‘Name-giver, it will not obey or give its loyalty to any other, pining away to its death if abandoned or its master dies. PZoul (black) DEX II STR 16 TOU IS PERS WIL 9 CHAS Initiative: 14 Physical Defense: 14 Number of Attacks: 1 Spell Defense: 9 Attack: 15 Social Defense: 9 Damage: 21 ‘Armor: 12 Number of Spells: 0. Mystic Armor: 10 Spelleasting: 0 Knockdown: 21 Effect: 0 Recovery Tests: 7 Death Rating: 72, Combat Movement: 100 Wound Threshold: 21 Full Movement: 200 Unconsciousness Rating: 65 Legend Points: 900 Equipment: none Loot: none Notes: Black p'zoul get a 6-step bonus against Charisma and Charisma-based attacks. They do not bond with Name-givers the way their grey cousins do, immediately attacking anyone foolish enough to try and train them. They're normally found in packs of 7 to 12, and do not leave the caverns under the Throal Mountains. Light-based attacks do double damage against black pzoul. Oxetat by Andrew Ragland Sadly, I have found yet another example of the corruption brought to our world by the Horrors. Before the Scourge, the oxetat was a small mammal that lived in colonies’ in the southwestern plains, feeding on grains and insects. Oxetat colonies had a rudimentary Social structure. Some scholars, although I was not among them, put forth the opinion that given sufficient time they might develop enough intelligence to become Name-givers. This has not happened, not that Texpected it to, and seems most unlikely now. Chiidren of Jespree While the oxetat has increased in size and intelligence, it has also turned savage, gaining the cunning of a vicious predator. They’ still live it colonies, but no longer get along with each other quite so well. While they still feed on insects, small rodents and reptiles such as snakes and mice, ‘vegetation no longer comprises part of their diet. Oxetat hunter bands have been observed to bring down much larger animals, using primitive traps and group tactics. Their fur has gone from a light sandy brown to a darker earth tone, their fangs and claws have increased in size disproportionately to the rest of their form, and the females now have poisonous ‘spurs on their forelimbs, used to protect their young from predators and from each other. I spent the better part of a month ‘observing an oxetat colony four days’ ride south of Kratas. Their colony divides itself into castes of hunters, protectors, and childbearers, much like any primitive society. However, the various factions are likely to turn on each other for no reason whatsoever, the creatures having nasty tempers and a thirst for blood. Savage battles occur without waming both around the entrances and down in the tunnels of their burrows, the dead frequently eaten by the survivors. 1 suppose we Name-givers should count ourselves fortunate that the oxetats keep their own population down, but I cannot help but be saddened by the corruption of what was once a promising species. Some of the joy has gone out of the world, as watching an oxetat colony is no longer amusing, but disturbing, In build, the oxetat is long and lean, as befits a burrowing mammal. Its snout is rounded, with a smooth curve in profile from the top of the skull to the base of the neck. Its forepaws are nearly hand-like, but long, curving talons. The females have their spurs where the base of the wrist would be. Overall, the oxetat is about the size of a large dog. Unlike many burrowing animals, the oxetat can see quite well in broad daylight, and is active at all hours. It frequently pauses to stand erect, surveying the lands around it for possible threats -- or meals. Hunter bands depart to forage at imegular intervals. When large herbivores are in the area, the hunter packs will fan out ahead of the herd, digging tunnels for their prey to fall into and shallow burrows in which to lie ‘in wait. Once their prey has been crippled by dropping into the trap, the hunter band swarms out, tearing open their prey, then darting away, using hit and run tacties until the herbivore bleeds to death. The typical hunter pack consists of eight to twelve oxetats, enough to bring down anything smaller than an elephant. Protectors range out from the burrow entrances, searching for potential enemies, but always staying within sight of their homes. Anything moving within their territory is immediately attacked, no matter how large or dangerous. The battle-cry ‘of a protector engaging an enemy summons additional protectors, much in the manner of blood monkeys. Even the largest and most savage of predators find an oxetat warren too difficult of a target. Children of Jaspree The childbearers, all females, spend most of their time underground, in the interconnecting burrows that make up the warren. When they do not have young to raise, they spend their time excavating new tunnels, or battling each other to see who will mate with the strongest of the hunters and protectors. When a female ‘comes into heat, the males will fight each other at the entrance to her burrow, with the survivor entering the burrow to mate. Even after bearing young, the females will continue to battle each’ other, with the lives of their pups at stake. A female who unable to protect her pups from another female would weaken the population, and so again the strongest and most savage prevail ‘Oxetat warrens can be seen from a good tance away, by the grouping of protectors standing erect to observe thei territory. A wise Name-giver will avoid the area. When not possible, or when a new warren is being set up too close to existing Name-giver habitation, the services of an celementalist make dealing with the threat much easier, Summoning an earth elemental to collapse the warrens, or lobbing fire from a distance, are much safer ways of eliminating oxetat warrens than direct confrontat DEX7 STRS TOUS PERS WIL 6 CHA 5 Initiative: 9 Physical Defense: 10 Number of Attacks: 1 Spell Defense: 7 Attack: 10 Social Defense: 7 Damage: 8 Armor: 2 ‘Number of Spells: | (females only) Mystic Armor: 2 Spelleasting: 8 Effect: 10 Knockdown: 8 Recovery Tests: 2 Death Rating: 32 Wound Threshold: 8 Unconsciousness Rating: Combat Movement: 45 Full Movement: 90 4 Legend Points: 85 males, 105 females Equipment: none Loot: Any small bright shiny objects taken from vietims, ranging from coins to buttons Notes: Hunting parties tend to attack with one member the first round, half the second and the other half the third. On any given round, half the party will rush in to attack, while the other half will run away to jet out of range of retaliation from the last round. Brotectors attack singly in the first round, with 106 more showing up each round for a minimum of 6 rounds. Females of the childbearing caste only attack if the warren is invaded. Non-childbearing females, either infertile, too young or old, comprise 25% of the protectors and hunters castes. Female venom is of the debilitating variety, taking effect the round after the strike, Earthdaun Journal Volume & Gwelp by Eric Campeau "I'm looking, I'm looking! There is nothing there! =n. look up I?" Moonar, Dwarf Beasmaster, to his Illusionist companion. We had just found the entrance to kaer Estanagoor in the Delaris mountains. We were nervous for we did not know what to expect. We were also excited for this was supposed to be the resting place of the famed ‘weapon we had been looking for along our last year of travel. So, the true Heroes we were, we put our fears and entered the maze of tunnels and caves that was said to lead to kaer Estanagoor. After a day of finding and fighting our way through those tunnels, our scout adept, Yali sensed another presence in the hi tunnels we were traveling. We knew to trust Yali’s warning, so we searched for the disquieting source. Some minutes into our search I heard Niogita, our ork Archer, scream. Turing to look, I found my friend caught’in the jaw of what I came to know to be a Gwelp. A 300 pound panther like creature, covered with black scales was han it hind legs, with time we reacted, it had dropped its hind legs to the ground and was hacking at our archer with its talon like claws. We ran to her, but she was already being ripped apart. She could not seem to free herself from the clutches of the beast. As we were about to give our friend a hand, three more came out of the shadows. You see these thes scars on my ribs? Nasty hey! Talons as sharp as the finest elven blade! I thought I would make it out of there alive. It is of a sweet-sour feeling to be the lone soul to make it .. So when traveling in large tunels, always keep an eye up. RULES ‘The Gwelp is a panther-like creature covered with black scales. Instead of paws it has talons used to crawl along the walls and ceilings of rocky caves. Those talons leave tracks in the rock that can be recognized and followed. ‘Gwelp are social like wolves and hunt in packs of 3-6. They usually engage combat by a bite attack while hanging off the ceiling from their hind legs causing surprise. In combat they like to bite and hold (CoB p.112) while using their second attack each round to hack at their prey. Some rarer versions of these creatures are silver or gray, forcing them to live outside in the snowy peaks. These outcast find others and form packs. DEX 8 STR9 TOU7 PER 8 WIL6 CHAT Initiative: 7 Physical Defense: Number of attacks: 2 Spell Defense: 9 Attack: 12 Social Defense: 9 Damage: Armor: 6 €orthdaun Journal Volume # 37 Bite (12) Talon (14) Number of Spells: NA Recovery test: 3 Spelleasting: Effect: NA Death Rating: $5 Combat Movement: 45 Wound Threshold: 11 Unconscious Rating: 44 Legend Point: 190 Loot: Talons worth D6 x 10 silver pieces. These count as treasure worth Legend Points. ADVENTURE HOOK ‘A rich nobleman from Travar has heard of a pack of silver Gwelps found in the Dragon Mountains. Being the exotic collectionner he is; he would like to have a specimen. Being silver they do not live in caves, t change in color forcing them to live outside in the icy peaks for camouflage. That makes them nonetheless Very fierce opponents. Before you accept his offer, he clearly states: "I want a live one.” Scyther by Victor M. Mariotte Full Movement: 90 Indigenous to mountain or cavernous enviornments, ‘Seythers are the result of an experiment gone horribly avy, This creature is the product of combining, & crayfish and a scorpion together through magic and a little Horror tainting, “The culprits in the merger ofthis creature are Donas H’Lesh, an Elven Wizard living in Kaer Juxor near the Delaris Mountains and a Horror by the name of Galamesh. Unknown to Donas, this bloatform Horror used an underground river as part of its hunting ‘grounds. That river ran into the Kaer and is the one that Donas had been using to gather crayfish for his periment. The Horror discovered what Donas was dole and decided that he should help. Galamesh slowly started to taint the river thus tainting the crayfish ‘Donas still had no idea of what the Horror was doing and continued his experiment. He used the common cave scorpion as the second haif of the project and was eventually successful in combining the two. After Donas successfully combined the two creatures, he placed it in a bird cage and wen to sleep. He never ©. The new creation had grown overnight and burst from its confines. The Scyther killed Donas and his people as well. Itis rumored that a group of adventurers ‘opened the Kaer some years later allowing the Seyther free reign on the world. DEX 12 STR6 TOU 10 PERS WIL 6 CHA3 : Physical Defense: 16 Number of Attacks:2 Spell Defense:7 Attack: Pinchers:13 Social Defense:4 Tail: 4 Armor:12 Chiteren of Jaspree Damage: Pinchers:10 Mystic Armor: 5 Tail:9 Knockdown: 8 Number of Spelis:(1) Recovery Tests: 3 Spellcasting: 9 Effect: 16 Death Rating:62 Combat Movement:90 Wound Threshold:16 Full Movement:180 Unconseiousness Rating:53 Legend Points:1,000 Equipment:None Loot: Their hardened shell, if rescued intact or with very little damage, is valued by a worker of armor. Usual fetching price is 3410x10 silver pieces. This object is worth legend points. Game Mechanics: Scythers measure 5 1/2 - 7 feet in length and the body is 2 feet in height yet the tail has a reach of 6 feet. It appears to be a cross ofa crayfish or lobster and a scorpion. Reddish-gray in color, the body and tail resemble a scorpions while the head and claws/pinchers are the look of a crayfish’ lobster. In combat it has a’ few different options. It can slice at an opponent with its’ claws closed operating like a scythe (hence the name) or it can grab a foe with its limb ona good success or better on an attack roll doing crushing damage (8/ 2d6) which ignores shield armor bonus (unless the PC makes a dexterity check versus. the creatures attack roll) as well as halving physical armor benefits. As well as attacking with its claws, it can_ also strike with its' tail (no poison involved). ‘These three attack modes can be mixed in any combination in the same round (Remember that although these three attacks can be combined, scythers still only receive two physical attacks a around). Also, once a round by bypassing its physical attacks, a seyther can emit a navy blue stream of poison from its tail with a range of 30 yards. It makes a spellcasting test versus the spell defense of its target. If successful, the poison affects the character for three rounds doing the effect dice in damage (mystic armor protects) or Charen of Jaspree 38 until a toughness (or related) resistance test versus the result of the spellcasting test is made. This takes an action, The Craj’rys by Eric Campeau "Nice little puppy ... now put my obsidimen friend down.” Gryk'mon of the Dawn Walkers I recently had a nice talk with my friend Thysmar Fircheart, Troll Elementalist from the Stone Claw moot in the low lands of the Tylon mountains. He told me that he was just returning from a research adventure with his group. They went in the foot hills of the Tylon mountain to look into the sightings of creatures that he had heard about since his childhood. After some research, all he could find is that these stony canines that he was looking for where called Craj'rys but no cone had much more information except the sightings of their defeated oponents. After telling me this he had my full attention. So I got my quill and some paper and wrote down his discoveries for our Great Library. ‘After studying them fo a while Thysmar figured that they where kind of a canine version of an Obsidiman, with a few differences. They don't come exclusively from an Earth Elemental, so they come from something that resembles the Liferock of the Obsidiman. These creature are actually "born” in a "Craj Cave". This cave is.a very special place. What I mean is that it is a cave Eorthdoun Journal Volume & where all elements have a place and are comfortable. The one Thysmar had a chance to look at while defending his life with all his efforts and those of his companions kind of looked like this: a spacious cave filled with an underground lake, an island in its center, with trees and bushes on one end of the island, and above the ring of water is a floating campfires. But this is only one, if other exist they could probablytake any shape and form as long as the elements are all present and not conflicting. Five times a year, a rocky "ege” comes out of the portion of earth on the cave ground. Each time a different elemental joins with a portion of elemental earth to create the new Craj'ahn. A Craj'ahn is the name for a "baby" Craj'rys. With their 4 feet tall at the shoulders, 2 feet wide and 6 feet long of rocky skin, these "babies" are quite impressive. ‘And remembering Thysmar’s face when he was just talking about their great big wide jaw and their destructive rocky mane that goes down to the middle of their back, I certainly wish I never get to meet a live one. Contrary to Obsidiman who learn about the world inthe comfort oftheir Liferock, the Craj'rys learn about the world through their Craj'ahn state. ‘Now when this Craj'ahn is "born" it has none of the characteristics of the peticular elemental that lent i's essence to life since it is mostly made of elemental earth. So this young spends most of it's time playing. It has a very playfull attitude but at 900 and some pounds, games can become lethal. When time passes, the Craj‘ahn gets older and the elemental that formed him becomes a greater part of what he is and he can feel it more. Every time a year and a day passes since i's coming to life the Craj‘ahn lives what is called "ago'rim” that means the rock movement in Troll. A year and a day after an ago'rim there is another ago'rim. Each time this happens the Craj'ahn goes through a "transformation". It's body and mind start to feel more of their elemental. For example at his first ago'rim a Craj'ahn formed with a fire elemental might have his tail tur red. At it's second, its mane could go red. At the third, its mind could get stronger, ... fourth it could get a bit bigger... fifth it could get more of an agressive attitude ... each time a ago'rim comes up the Craj'ahn spend a whole day in pain from the transformations. It howls (which sounds more like a rock slide than wolf howl) all day and depending on the age, either jumps around in pin (young) o sts (th Crafahn) and suffers silently. At their tenth ago'rim (10 years and 10 days after their coming to life) they go through ‘ago'rima'r" (Earthquake in Troll) this is the most painfull ago'rim but at this stage most Craj‘ahn simply sit through it (except the one from the air elemental who jumps around like crazy) and take the pain with honor. Alll they do is howl. This one last for two whole days. They don't eat or sleep during this time. After this ime, the Crajahn is a Crajrys gaining abilities offered elemental. If | mentionned that meeting the youngs might be frightfull, their elders are none the beiter. With a height of 4,5 feet, 2,5 feet wide and 7 feet long they are simply huge. By this time their mane is longer, touching their tail and both, mane and tail, are a different color. Their young have been seen as guard dogs for Ogres and other creatures with that kind of strength but the €arthdaun Journal Volume ¢ Crajys are much harder to control and they seem to have lost the will to play (well almost all of them anyway.) : {As a general note a Crajrys mane has the appearence of boken rock and itis very hard. It can also use it to do a charge attack although it might only do it for the first attack (In game terms: add the Craj'rys or Crajahn's strenght tothe Mane damage tes), Some types are more prone to engage combat this way (Crai'ahn, wood, fire & [if they feel like it] air)} ‘A little note’ on the different variations of this creature. When Craj'ahns are young, they love to play. They are often used by larger more intelligent and very ywerfull (Ex.: Ogres. these babies are strong and a Randfull) creatures as watchdogs. The ‘way this is achieved is by showing them games that protect and Kill. (1 out of 8 times they attack for the fun of it) The Craj'rys of water's mane and tail are mixed white and Blue colors. It seems to have become very sneaky and loves to suprise. In combat it will come in slow, do a quick attack and like a wave, pull back (split movement). It’s elemental gave it an ability of frost breath and the Protective River spell making it more difficult to hit. The Craj'rys of Air's mane and tail are mixed white and tranparent colors. Contrary to the other Craj'rys this one has not abandonned playing games. Actually it likes playing games so much now tht it makes them incontrolable. In combat they are completely impredictable, they jump around everywhere and love to use their tail to ‘knockdown their "playmates" so they can jump on them to bite and slash them. It only wants to play. It's elemental gave it agility and the spell Tumbling Wind which alows it to knockdown his "playmates" using it's tail. The Craj'rys of Earth's mane and tail are mixed black, ‘ocre and brown colors. It has larger chest than the other types of craj'rys which makes it even more impressive, especially with it's confident attitude. In combat it will come in slow, do direct attacks with honor and never back away. It's elemental gave it strengh and the spell Shaking Earth which acts like a small earthquake throwing everything around him off balance. ‘The Craj'rys of Wood's mane and tail are brown. It is a very calm creature, that shows no emotions what so ever and normally has a very defensive attitde when faced with a fight. It loves giving ground to increase it's physical defense. It's elemental gave it toughness and the ability to Wood Heal allow it to heal itself at anytime. ‘The Crajrrys of Fire's mane and tail have an uncanny resemblance to fire: color and "texture" (i.e. it flows like fire). It is probably the most dangerous of them all, It seems to love the fury of a combat (some people that Thysmar met actually think that they are the carnation on Thystonius). It is a very dangerous creature. It doesn't stop growling very often and this growling actually sound as if there were fire sparks in it. In combat it fights with fury, charges and it has won, It's elemenial gave it a lot ig the spell Fire Sphere creates a wave that explodes in a spherical shape from the Children of Jaspree Craj'rys. This ability seems to only come out when there are multiple attackers around it. This Craj'rys also has fire emanating from it's breath, m would not want the reader to think that it beltches fire. No no no, fire just radiates from it. CRAJ'AHN DEX 6 PERS STR 10 WIL6 TOUS CHAT Initiative: 4 Physical Defense: 8 Number of Attacks: | Spell Defense: 7 Attack Step: 9 Social Defense: 9 Damage Step: 12 Claws/ 13 Bite/ 15 Mane Physical Armor: 7 Number of Spells: none Mystic Armor: 4 Spellcasting: none Knockdown: 11 Effect: none Recovery Tests: 3 Death Rating: 50 ‘Combat Movement: 30 Wound Threshold: 12. Full Movement: 60 Uncousious Rating: 40 Legend Points: 115, Equipement: none Loot: Mane worth ID1O x 10sp which count toward legend points. CRAJ'RYS OF WATER DEX7 STR II Tous PERT WIL7 CHAT Initiative: 4 Physical Defense: 9(13) Number of Attacks: 1 Spell Defense: 9 ‘Attack Step: 10 Social Defense: 10 Damage Step: 12 Claw/ 17 Mane 15 + D10 (frost) Number of Spells: 1 Spelleasting: 8 Effect: Protective River Recovery Tests: 4 When the spellcasting is succesfull over a difficulty of 7 it creates a layer of water that runs with some fury ‘on the Crajrys skin. This raging flow seems to emanate from it's mane but it doesn't wet the ground. This raging river-like water has for effet to deflect attacks. ‘Add +4 physical defense directed at the Craj'rys for a duration of 6 rounds. Death Rating: 60 Combat Move: 28 Wound Threshold: 13 Full Move: 56 Uncousious Rating: 48 Legend Points: 260 Equipement: none Loot: Mane contains part of the element so its worth 2D6 x 10 sp which count toward legend points. Children of Jaspree CRAJ'RYS OF AIR DEX 10 STR 11 TOUS PERT WIL7 CHAT Initiative: 7 Physical Defense: 12 No. of Attacks: 1(2) Spell Defense: 9 Attack Step: 13 Social Defense: 10 Damage Step: 12 Claw/ 15 Bite/ Mane 17 Physical Armor: 9 Number of Spells: (1) Mystic Armor: 5 Spelleating: 12 Knockdown: 13 Effect: Tumblimg Wind Recovery Tests: 4 The Craj'rys swings it’ tail at the "playmate" behind it, Do a spelicasting against the target's spell defense. On an average success the traget falls taking 5 steps of damage. For each level of success over average another "playmate" in a 3 yards radius from the original target will also fall. If there is more than one “playmate” it will always try to knock one down and do an attack in one round. This spell can be resisted bya strenght test against the result ofthe spellcsting. If the Craj'rys lands on you, you can either make a strenght test against 20 to throw it offor have someone knock it down. Naturally you are considered knocked- down but you also harried while it is on you, Death Rating: 60 Combat Movement: 45 Wound Threshold: 13. Full Movement: 90 Uncousious Rating: 48 Legend Points: 340 Equipement: none Loot: Mane contains part of the element so its worth 2D6 x 10 sp which count toward legend points. CRAJ'RYS OF EARTH DEX7 STRI4 PER7 WIL7 TOUS CHA8 Initiative: 4 Physical Defense: 9 ‘Number of Attacks: I Spell Defense: 9 Attack Step: 10 Social Defense: 11 Damage Step: 15 Claw/ 18 Bite/ 20 Mane Physical Armor: 9 Number of Spells: 1 Mystic Armor: 5 Spelleating: 13 Knockdown: 16 Effect: Shaking Earth Recovery Tests: 4 It pounds the ground with its fore paws, trying to create an small earthquake. Make a spellcasting test and compare it to the strenght of any one touching the ground withing a range of 40 yards of the Craj'rys. Any one with a strenght lower than the spellcasting test is thrown off balance. All affected targets loose 4 steps ‘on all test BASED on strenght or dexterity only (i.e Talents too!) for 4 rounds if the Crajrys reps on walking. (After the initial pound, just the walking keeps it going for another 3 rounds) 40 €arthdaun Journal Volume & Death Rating: 60 Combat Movement: 28, Wound Threshold: 13. Full Movement: 56 Uncousious Rating: 48 LP: 380 Equipement: none Loot: Mane contains part of the element so 26 x 10 sp which count toward legend points. worth CRAJ'RYS OF WOOD DEX7 PER: 7 STR WIL7 ‘TOU 12 CHAT Initiative: 4 Physical Defense: 9 Number of Attacks: 1 Spell Defense: 9 ‘Attack Step: 10 Social Defense: 10 Damage Step: 12 Claw/ 15 Bite/ 17 Mane Physical Armor: 11 Number of Spells: none Mystic Armor: 6 Spellcasting: none Knockdown: 13 Effect: none Recovery Tests: 5 Power: 12 Wood Heal It allows it to do a Wood Heal test in exchange for an AVAILABLE recovery test (i.e max 5 times a day) instead of it’s normal attack for that round. It must take a bite out of some wood to use this power. As soon as. it goes over 30 damage points it will try do use it if wood is available otherwise it might try to escape. Death Rating: 80 Combat Movement: 28 Wound Threashold: 15 Full Movement: 56 Uncousious Rating: 65 LP: 410 Equipement: none Loot: Mane contains part of the element so its worth 2D6 x 10 sp which count toward legend points. (CRAJRYS OF FIRE DEX8 STR 12 TOU 10 PER8 WIL9 CHA8 Initiative: 5 Physical Defense: 10 Number of Attac Spell Defense: 10 ‘Attack: 10 Social Defense: 11 Damage Step: 13 Claw, 16+ D10 (Fire) Bite, 18 + D10 (Fire) Mane, 7 + D10 (Fire) Tail Physical Armor: 9 (12) Mystic Armor: 6 Knockdown: 14 Recovery Tests: 4 ‘Number of Spells: 1 Spelleasting: 10 Effect: Fire Sphere Make a spellcasting test and compare to the spell defense of anyone in a_15 yards radius from the Craj'rys. This generates a fire wave that has the Craj'rys for center and extends 15 yards in all directions causing 14 steps of fire damage on each affected being in that area. (Note. 15 yards up & down too). It will only cast it when there is 3 or more targets in this area on his initiative. It does not have to be decalred at the begining of the round since it does not see the difference between this attack and it's other type of attacks. For the Craj'rys this is just another attack. Death Rating: 70. Combat Movement: 35 Wound Threashold: 14 Full Movement: 70 Uncousious Rating: 57 LP: 540 Equipement: none Loot: Mane contains part of the element so its worth 26 x 10sp which count toward legend points. The description of these creatures has been brought to you by Light Worker, Scribe of the Great Library of Throal swrdknght!!! Check out our web page at http://members.aol.com/ Earthdaun Journal Volume & Chitéren of Jaspree THE POINTLESS SWORDS their unusual design and their creator's sense of humour. ‘These broadswords have a single-edged straight blade with a square, blunt tip: essentially these weapons are long straight razors. The metal of the blade is silvery and unscratchable, with a dull finish; the alloy that comprises them is a mixture of all of the true elements, orichalcum and more mundane metals. ‘These weapons were created before the Orichalcum Wars by the weaponsmith and elementalist Devrian, of the ancient human nation of Landis. Each of these broadswords was created as part of Devrian’s search for his Heartblade, and their design reflects his philosophy that the essence of a sword is derived from its ed rather than the point. The Pointless Swords were his attempt to make the perfect edge: debate continues within the society of weaponsmiths as to whether he He made at least 10 of these swords over the last two decades of his life, finally forging his Heartblade at the age at 70. Those that did not attain the perfection he demanded he completed, but then disposed of, usually giving them to friends, as he refused to use a weapon that he found imperfect. Devrian labelled them "Pointless" because they failed in their function - to serve as his Heartblade - and his enemies used the name to denigrate his ideas. Devrian did not include his Heartblade amongst the Pointless Swords, as he believed it succeeded, but it has been grouped with them by most historians. As they were a series of experiments, the Pointless ‘Swords are of varying power, and have been graded as being of Lesser, Greater or Mighty status by later students of magical weapons. Devrian named each of the Pointless Swords after the order in which they were made and some failing in himself which he believed made this sword a failure. Five of the Swords are named in later legend: Third Anger (Lesser), Fourth Pride (Greater), Seventh Greed (Lesser), Ninth Pride (Mighty) and Tenth Fear (Greater). The Name of Devrian’s Heartblade is unknown, but Tark Bonchead, an orkish scholar of the weapons, has claimed that it's Named "Devrian's Heartblade”. ‘After he forged his Heartblade, Devrian resigned his position as Master of the Royal Forge of Landis, and announced that he intended to find and slay a Horror that had for many years been haunting the dreams of the nobles of the ‘court, including his own family. Devrian took his Heartbiade with him on this quest, from which he never returned, though the Horror tainted nightmares ceased several months after he left. ‘After his death, Devrian's creations came to be most popular with the swordmasters and warriors of the orkish nation of Cara Fahd, - who employed a combat style that emphasized the edge - while the elves of Wyrm Wood, who favoured a thrusting style of swordplay, disparaged the weapons and the philosophy The Pointless Swords behind them, Ironically, Cara Fahd and Landis were ‘mortal enemies during the Orichalcum Wars, and most of the swords came into the hands of orks as spoils of The stories of elvish and orkish troubadours have followed this pattern In an elvish story the wilder of a Pointless Sword is usually doomed to a pointless death, complete with a final edifying warning on the dangers of ignoring the True Name of an item. Ork storytellers like to point out that it is the style of the death and the manner in which it is approached, rather than the circumstances, that make it significant. Devrian himself often appears in the legends of the orks, usually to advise the hero and pour scorn on the effete ideas of elvish warriors, though the genuine stories of his life are popular as well. Notes for the GM: All of the Pointless swords are Size 3, and Devrian Forged all of them to some degree during construction. The Mighty blades are forged to STR+10 damage, the maximum allowable for a STR+5 broadsword, the Greater to STR+9 or STR+8, the Lesser to STR+6 or STR+7. ‘The maximum thread rank an adept can weave to one of these blades is set by the grade: the Lesser Pointless Swords to Rank 5, the Greater to Rank 7, the Mighty blades to Rank 9. The Pointless Swords are well known, and a swordmaster or weaponsmith could be given most of the history above with a half magic test against a difficulty ‘of 8: an excellent or better result should allow them to recall all of it ‘The Key Knowledges are obviously more difficult to find: the Name of a Blade might be found by consulting Tark Bonehead’s "A History of the Elder Blades", which can be found in the Library of Throal. This describes the five famous blades and makes some guesses as to the Names and provenance of the others. From this work a reader would find that much of this information came from a biography of Devrian written after his death by his daughter Kata. Tracking down this volume should be far more difficult, as it contains the Names of all the blades, their composition and thei type; Tark did not own a complete copy. Finding thi work, and completing the deeds required by the later Ranks, is hampered by the fact that Landis was located in the south-west of Barsaive, and this area is now either under Theran control or subject to frequent raids. Additionally, the key knowledges of the blades have altered as a result of their use by later heroes, and the effect of these new legends upon their patterns. The Rank 7 Deed and Key Knowledge of Ninth Pride was changed by the actions of its last famous wielder, and the rest of the swords, at least the famous ones, may also have been altered in this manner. ‘Two of the Pointless Swords are described here, Ninth Pride and Third Anger. While the properties vary from sword to sword, all of them have the ability to Eorthdaun Journal Volume ¢ add Karma to actions performed using the weapon, as this was the central special power Devrian was seeking, to instill in these blades. Ninth Pride (A Mighty P. Spell Defense: 19 ‘Threads: 2 itless Sword) Size 3 Broardsword, Forged to Str+10 Damage. Ninth Pride is the most famous of the Pointless Swords, and was used by many heroes before and after the Scourge. The last known wielder was Erkelg Bloodletter, a troll mercenary Cavalryman who fought the Therans during the siege of Throal. He claimed that the spirit of Devrian had appeared to him by the side of the road one day, seemingly an ordinary human smith. When Erkelg asked this smith to sharpen his sword, the spirit placed it on the anvil and proceeded to break off the tip of the blade. Handing this back to the infuriated troll, the smith directed him to seek the wreck of acrashed airship nearby, where he would find a similar but better weapon; ‘and then vanished. Realising what had happened, Erkelg located the wreck, slew the horror that had overwhelmed the crew, and found Ninth Pride. Erkelg died, holding this blade, while making a solo attack against a force of 900 Theran raiders afterall the rest of his regiment had fled. He thus gave the elves another example of a pointless death, and the orks an excellent role-model. Rank Cost: 300 Key Knowledge: The wielder must learn the Name of the Blade Effect: Damage = STR + 11. Physical Defense +1 Rank2 Cost: 500 Effect: Physical Defense +2. Rank3 Cost: 800 Key Knowledge: The wielder must determine what type of Pointless Sword he or she owns: whether the sword is Lesser, Greater or Mighty. Effect: Damage = STR + 12. Rank 4 Cost: 1300 Effect: Damage = STR + 13. Rank 5 Cost: 2100 Key Knowledge: The wielder must discover what mixture of true elements, orichalcum and common metals Devrian alloyed in this blade. Effect: The wielder may spend a point of Karma on any test made using the sword, including Attack and Damage tests. Rank 6 Ce 400 Effect: Damage = STR + 14, Physical Defense +3 Rank 7 he will never dishonour the sword by fleeing a battle €arthdaun Journal Volume & which he began. This oath is sealed with blood magic, the wielder 3 points of permanent damage Breaking this pledge will have the same result as breaking a blood oath; in addition the powers of the sword will never again function for the forswom wielder. Effect: The Sword inflicts an automatic Wound i causes any damage after armor is subtracted, in addition to any Wound that may result from’ the damage it inflicts. Rank8 Cost: 8900 Effect: Damage = STR +15. Physical Defense +4 Rank9 Cost: 14400 Deed: The wielder must discover at which Forge Devrian made this sword, travel there and construct a memorial to the weaponsmiths that worked there. This deed is worth 2,100 legend points. Effect: The wielder may spend a second point of Karma on any test made using the sword, including Attack and Damage tests. Third Anger (A Lesser Pointless Sword) Spell Defense: 17 Threads: 2 Size 3 Broardsword, Forged to Str+7 Damage. The history of this sword is a tale of berserkers, brutal raiders and other bloodthirsty killers, all of whom came to early and violent deaths. It is now being used by Iitheen the Impolite, an Elvish bandit whose band has been attacking merchant caravans near Travar for the past two years, and who is reputed to sell to the Therans any captives resulting from his attacks. Rank! Cost: 200 Key Knowledge: The wielder must learn the Name of the Blade Effect: Damage = STR + 8. Rank2 Cost: 300 Efffect: Physical Defense +1. Rank3 Cost: 500 ‘Knowledge: The wielder must determine what type of Pointless Sword he or she owns: whether the sword is Lesser, Greater or Mighty. Effect: Damage = STR + 9. Rank 4 Cost: 800 Effect: Damage = STR + 10. Phy RankS Cost: 1300 Deed: The wielder must slay in single combat an adept of a martial Discipline at least one Circle higher than the wielder's current Circle. This deed is worth 1300 Legend Points, in addition to those gained for defeating the adept. Effect: The wielder may spend a point of Karma on any test made using the sword, including Attack and Damage tests. The Pointless Suords UNPLEASANT BLOOD CHARMS BYG NE LINDSELL ‘These charms are not intended to be used by players; instead, they are meant as background, to demonstrate some of the "dark side” of blood charms, to show to players one of the reasons for their unpopularity in much of Barsaive, and to have at least some charms that are of no use to adventurers. Bind Will This charm is a creation of the Therans, and was developed to break the wills of unruly but valuable slaves. Its effect is to suppress the free will of the person who is forced to wear it: once attached and activated, the victim will have their Social defense reduced by 5, and will have to make a Willpower test against a target number of 10 in order to disobey an command. The Bind Will charm inflicts 2 points of permanent damage on the wearer. ‘As all blood charms take 24 hours to take effect, the victim is usually kept bound for this period. Once released, they can try to remove the Bind Will charm, but the charm's suppression of their will makes this difficult - to remove the charm requires a Willpower of Willforce test against a target number of 15, and may only be attempted once per week. Eventually the charm breaks the will of the victim: after every three attempts toremove the charm, incease the required success level needed to remove it, until an extraordinary success level is required to remove the charm. As with other blood charms, the charm is destroyed afiera year and a day of use, but most Namegivers who have worn a Bind Will charm for 12 months wi undergo a permanent change in personality, and will need no charm to accept themselves as a slave. ‘Simply possessing one of these charms is a criminal offence in Throal; using one is a capital crime. Oddly, the Cult of Dis also disapproves of these charms, because they believe it removes the achievement of breaking another's will ‘The charm consists of a chain of interlinked iron and lead rings; a either ends of the chain are barbed hooks that inflict the damage required by the charm. Cost: 250 in the Theran Empire, usually 1000+ in most of Barsaive Creation Difficulty: 13 Drug Charms These charms are a diverse group, created by filling a hollow charm a drug while it is being constructed. Once attached, the charm induces a Unpleasant Blood Charms aa permanent state similar to that caused by whatever

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