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L. Marcus' Fantasy Campaign Material


L. Marcus

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I think I had a thread for this, but it seems to have been eaten. This is for me to put things for my Fantasy campaign, as the title suggests. Dagrike is a low-end High Fantasy campaign, with not overly abundant low-powered and rather rare high-powered magic. In tone I see it as a bit more benevolent than ASoIaF, and has a fair dollop of inspiration from Lois McMaster Bujold's Chalion books.

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Cosmology and history

 

Exactly how the world was made is unclear. The oldest known account is The Sage's Dream, written by an unknown author so long ago that it is said to be the oldest thing ever

written -- that the Sage himself invented the Ssraavian glyphs to pass on his vision.

 

In The Dream, the Sage describes the Roiling Sea as a primordeal chaos, out of which the First Mind arose. It begat many many children by itself, because it wanted

companions. Most of these children were steeped in chaos and disorder, so the few that shared the First One's creative side saw their attempts at imposing their order on the

raw stuff of chaos soon come to nothing through violence.

 

Six of the greatest creative orderers took counsel, and decided to throw their lot in with each other. Toghether they would make a bulwhark in the midst of chaos, that would

keep their own creation safe from those destructive Outsiders. The six came in three pairs -- Father Sky and Mother Wind, Father Stone and Mother Earth, and Father Brine and

Mother Water. They, the Foundations, created this our world out of themselves, and at first they found it all good.

 

But the world they made was not what they had first thought, because it could not change. Nothing grew, all was frozen, and no minds arose because nothing could be learned --

for as the First Mind, the Foundations longed for children and companions of theirt own. They again took counsel with each other, at the Throne of the World, and saw that

they had too much order in their world. They sent their minds out amongst their brethrens Outside, to find a being who could bring change. They found Fire, that which is its

own mate, to be willing to join the six in bringing new minds to being through the base matter of the world.

 

According to the Sage, the Ssraavi race of serpent men was the first to gain a mind -- but so says almost every ancient race about themselves. But it certainly is true that

the Ssraavi of the South were the first to grow crops, build cities, and write. The Dragon Empire of the East was next to gain civilization, while in the West Dwarfs and

Trolls and Elves fought for supremacy among themselves.

 

The Sage's Dream is so ancient that it has no mention at all of the Human race. They gained mind on the great island of Mannheim in the Foam Sea, and from there their three

kinds spread all over the world. The older races were much more powerful than the latecomers, and ever since then they have spent their existence mostly in the shadow of

their elders.

 

As for the lands that we now call Dagrike, the tribe of Han of the Pale kind came here long ago. The Troll King -- a curse on his name -- had driven the Dvarves into the

mountains and the Elves into the deep forests, but the war had been costly on his race. The Troll King -- may he be forever cursed -- gave Han good land that had been

abandoned to the beasts of the fields, to be his and his children's for all time. But as soon as he felt strong again, the perfidious King enslaved all the Humans in his

lands, and made them work for him as thralls.

 

Many, many generations passed, until Dag was born to the House of Han. He was a strong child, and would have ended a short life in the Troll King's mines if his chief his

mother had not feigned his death and sent him to the court of the Elf King. Well known is the story of his forging an alliance between Elves, Dwarves, Humans, and the great

Dragon Aktaxes. The Troll King's great fortress-city of Churhud was besieged, assaulted, and razed, and Dag himself slew the damned Troll King in single combat before the gates of

his citadel.

 

Ever since, Dagrike and the rest of the West has been home to Humans, with the Trolls being reduced to nothing but savage bands of Goblins. The House of Dag still rule from

the Oak Throne, and our blessed King Steilberh III has followed his mother's and grandmother's path in keeping peace in the realm.

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Magic

 

Several different High Magic traditions, among them Wizardry, Necromancy, Sorcery ...

 

Not everyone can learn High Magic. To be able to manipulate the intrinsic magic of the world, one has to be able to perceive it. This is done by the Talent Magesight, defined as Detect Magic (includes Sense and 360-degree Perception, for a total of 12 points). Magesight can be enhanced through buying more Sense Modifiers -- Ranged, Discriminatory, Analyze, Targeting, and Tracking are allowed. Normally a character is born with Magesight -- but it can be acquired through play. Among other things, the Spirit Warriors of the North get a version through their spirit companion, and some pious priests are blessed with it by the gods.

 

All High Magic spells are bought through a Multipower Pool with variable slots. All spells are bought with common Limitations: Requires [High Magic Tradition, based on EGO] Skill Roll (-1 per 20 Active Points -1/4); Gestures (-1/4); Incantations (-1/4); an Obvious Focus (-1/2 or more); Concentration (1/2 DCV; -1/4); Extra Time (full phase to activate; -1/2). All of these can be bought off, except for Requires Skill Roll. The MP itself takes the RSR Limitation. The size of the Multipower is limited by the magician's skill in the relevant tradition, by the formula (Skill Roll - 10) x 15 -- for example, a Wizard with a wizardry 13- roll can have a Pool up to 45 Active Points.

 

The kind of spells that can be learned varies by tradition: Wizards manipulate elements and forces, Druids manipulate beasts and plants, Sorcerers manipulate the minds of thinking beings ...

 

As for religious magic -- blessings or miracles -- the most common variation is the priestly one. They buy their magic much like the magicians do, apart from that their Multipowers are limited by their PRE Roll in the same fashion as the magician's Skill Roll, and the Requires Skill Roll Limitation is replaced with a Only In The Service Of The Gods Limitation (also worth -1/4); it also cannot be bought off from the miracles, and is taken on the Multipowert Pool. Once in a great while, the gods grant great power to holy men and women of great worth -- these are bought as big Variable Power Pools on an individual basis.

 

--

 

Low Magic is bought as separate Powers with a tentative max Active Cost of ten points, and  all requiring some sort of Focus, Requires [Low Magic Tradition Skill] Roll, and Concentration -- more Limitations are possible, as the traditions demand. Anyone can learn a spell or two, but more should be rare. In Dagrike and the West the common Low Magic is Knot Magic, that requires a caster to make a specific knot to cast a spell. The Focus is any material that can be tied in a knot -- in a pinch, a stem of supple grass will do (IIF; -1/4). The spells also take the Limitations Extra Time (full phase to activate; -1/2), and Concentration (1/2 DCV; -1/4).

 

--

 

The Magician In Society

 

The Wizards are both the most numerous and the most well-known of the orders of mages, but there are not many of them. It is said that their powers have lessened and their numbers have dwindled since ancient times. But they are mostly well-respected, in a way that Necromancers and Sorcerers can never be, for they are almost inately moral and beneficial to all. Wizards are compelled to aid if their aid is needed, and so gain the approval of the common folk. Those who do not approve of Wizards, disapprove vehemently -- they see their magic as usurping the power of the gods, and these fanatics at times assault known mages. This seldom ends well for the attackers. Most Wizards find themselves more and more absorbed by the study of esoteric things, leading to them seeking solitude and release from the distractions of the mundane world. But all have to eat -- for those that have no trade to fall back on, seek the sponsorship of the great and powerful. Having a Court Wizard is a great boost for any lord's esteem, so a Wizard of any skill hardly have to go hungry, unless he or she feels compelled to.

 

There are those who do not feel attracted to the contemplative ways of their likes, though. They take to the roads, wandering the land in search for experiences that can bring them closer to the hidden mysteries of magic. This is also the life of the journeymen Wizard, who wanders from master to master to learn from them what they can, after their first master deems them ready for the road. The wandering Wizards are also those who find new talents in the mysteries during their travel, and then either take them on as apprentices themselves, or pair them up with a master in want of a learner. A master can make one apprentice and journeyman, while it takes seven masters to proclaim a new master.

 

In game terms, an Wizard Apprentice is a 1-point Membership; a Wizard Journeyman is worth 3 points; and a Wizard Master is worth 5 points. Sometimes, when they can be bothered, the Wizard Masters of a realm may come together to elect one of their number Grand Master. Usually the office is for life, and worth 7 points; Dagrike has not had a Grand Master for over a century. The Focus of Wizardry spells is a staff.

 

The Druids are almost only ever found deep in the wilderness -- the tradition has its beginning among the Elves of the Wonderwoods, and followers share the Elves' disdain for the disfigurement of nature that they see as fundamental in contemporary Human culture. The Druids are secretive so little is known about the tradition, but they are treated warily but with respect. It is a common speculation that most practicioners of Druidism have some Elven ancestry. The Focus of Druidic spells is a bronze dagger.

 

As for the Sorcerers, they are even more secretive than the Druids. This is, of course, because the practice of Sorcery is forbidden on the pain of death in all the world, since the free will of all thinking beings are sacred to the gods. It is thought, though, that all Sorcerers find a way to get around the need that other mages have, to have a solid thing with which to focus their spells through.

 

The Necromancers are just a myth.

 

The Priests able to perform miracles are sometimes counted among the mages but, as shown, some would violently resent this. It is by no means common to be able to perform these feats even among the clergy, and those who do are accorded great respect regardless of their actual standing in the temple ranks. In fact, one does not have to be a priest -- just very devout and pious. The miracles are mainly to do with aiding one's friends, healing the sick and wounded, and stemming the works of Outsider Demonolaters.

 

Ah yes, the Demonolaters -- worshipers of those chaotic enemies of the world that are called Outsiders. The siblings of the gods, they hold great power and even greater malevolence. Said powers can be lent to mortals, that are almost as foul and corrupt as them. Needless to say, the practice of Demonolatry is under pain of death -- the law of Hanland states the punishment as being staked out on the ground, then breaking of all limbs, and then a man-high cairn erected while the perpetrator is still alive. Such is almost too good for these enemies of the world.

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More Magic Rules

 

--

 

Great Spells

 

There are spells that cannot fit in a given spellcaster's Multipower, but that does not mean that they cannot wield them. They must be bought separately, with a Requires Skill Roll Limitation that gives a -1 penalty per 10 Active Points, and the common Limitations cannot be bought off.

 

--

 

Learning New Spells

 

This is a process that is often lengthy and laborious, and depends on contemplation and meditation over the mysteries of the elements and forces involved in the spell -- it is a matter of personal enlightenment. Books and teachers greatly help, but ultimately it is up to the individual to understand the spell in his or her own way.

 

A mage who works on his own must spend time in relative isolation -- meals must be eaten, and chit-chat may be had, but nothing more distracting than that -- for as many week as there are Active Points in the most basic build of the spell (for example, a Firebolt spell bought as a 1 pip RKA has 5 Active Points, so it takes five weeks to research). After this time the mage makes an EGO Roll with a -1 penalty per 10 Active Points in the spell, and with other penalties if there has been a disturbance, as the GM sees fit; if he succeeds, he can spend points to add the spell to his repertoire. If he fails he must start over again, but the EGO Roll gets a +1 bonus per previous failure. Proper literature gives a +1 or more bonus to the EGO Roll, and a teacher -- who must be available for guidance throughout the research and has already mastered the spell -- cuts the research time in half.

 

--

 

Magic Items

 

Magic weapons and armors are made by highly skilled craftsmen using an expanded version of the High Quality Weapons and High Quality Armors rules in 5E FH (pp 182-184 and pp 193-195, respectively). Special effects should be nothing too outlandish -- no flamings swords, for instance, but rather swords with Penetrating Armor Piercing, and/or Reduce Endurance, or the like. There are no shops selling ready-made magic items; they are all bespoke, or possibly made by the craftsman as a gift for a powerful lord or a great hero, and each item should be unique in the party.

 

Examples are Elven Hornbows -- composite bows made by the Elves of Wonderwood that can be kept stringed indefinitely and can withstand wet in a way that would make a Human-made bow fray up in a matter of months; the Wonderwood Elves also make bronze weapons that never tarnish and never lose their edge, no matter the abuse they suffer (bows and edged weapons have a -0 version of the Real Weapons Limitation).

 

There are no magic staffs that shoot fireballs or lightning bolts. Other enchanted items are very rare, since the secrets of how to make them has been lost -- these include rings of invisibility, belts of oxenlike strength, jewelry of enhanced beauty, and so forth.

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Races. The templates are mostly for reference, since I would like all PCs to be Humans, at least at the start of the first campaign. To preserve mystery, you know.

 

--

 

Elves

 

The Elves of the West all live in the Wonderwoods, a great forest to the north and west of Hanland, between the Bleak Hills and the Grey Sea. Mostly they keep to themselves, leaving other peoples alone and wishing for the same treatment in return. They wander the woods in small bands, living off the land by hunting and gathering. The elders of a band do not rule, but guide their juniors in all matters of life. The Elves recognize no authority but their Undying King who has the powers of high priest, chief judge, and war captain, in much the same way as Dagrike's own monarch, and he mostly leaves his subjects to themselves.  One would think that this would lead to never-ending feuds among the bands, but as far as Humans know, no Elf has ever raised his fist against another in anger. There are rumors of an Elven fortress out east in the Sea Of Grass, but since no-one who has ever looked has been able to find it, it is most likely just a legend.

 

Template

 

Cost Ability

6 Grace: Dex +3
3 Keen Senses: +1 w/ All Sense Rolls
5 Keen Eyes: Nightvision
1 Elven Body: Life Support (Diminished Eating; only has to eat once a week)
1 Elven Mind: Life Support (Diminished Sleep; only has to sleep one hour per day)
4 Elven Lifespan: Life Support (Longevity; lives up to 1600 years)

 

Total Cost: 20 points

 

--

 

Dwarves

 

For centuries now, the Dwarves have lived in the highlands and the foothills of the mountains. Mostly relying on their cattle and their meager lands, they trade extensively for what else they need. They are very clannish, living in or near the citadel-towns that are secluded high under the mountains. The greatest of the towns is called Stone Spire in Dagmal, and is home to the Rocksplitter clan. Stone Spire dominates the mountain pass between Dagrike and the Sea Of Grass, and has grown wealthy on the caravan trade. The head of the Rocksplitters has a mostly ceremonial role, and the city is ruled by a council of elders. Another notable Dwarven stronghold is the Five Valleys, that lie on the northern side of the Wolf Teeth Mountains, to the south of Dagrike. There, Dwarves and Humans have lived together since Humans first came north, and half-bloods are not a rare sight. The Dukes of Langlach has tried to conquer the Five Valleys several times, but has each time been beaten back.

 

Template

 

Cost Ability

3 Hardy: CON +3
2 Hardy: STUN +10
-1 Short Legs: Running -2m
2 Dwarven Lifespan: Life Support (Longevity; lives up to 400 years)

 

Total Cost: 6 points

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Here are some samples of Wizardry spells I've written up. They're written up by hand -- if you see anything out of kilter, please comment! The special effects are pretty self-explanatory, I hope -- but  they are all treated as natural elements that are created/modified by magic, and not as magic by themselves. APs are Active Points, RPs are Real Points, [this means END Cost].

 

--

 

Offensive Spells:

 

Firebolt: RKA 3d6; 45 APs; Common Limitations (-2 1/2); 13 RPs [4].

 

Fireblast: RKA 2d6+1, Area Of Effect (radius 16 m, explosion; +1/4); 44 APs; Common Limitations (-2 1/2) 13 RPs [4]

 

Magefire Blade: HKA 1½d6, Armor Piercing (+1/4), Lingering (1 turn; +1/2); 44 APs; Common Limitations (-2 1/2); 13 RPs [4].

 

Chain Lightning: RKA 2d6, Area of Effect (4m radius, selective; +1/2); 45 APs; Common Limitations (-2 1/2); 13 RPs [4]

 

Wizard's Hands: Telekinesis STR 30; 45 APs; Common Limitations (-2 1/2); 13 RPs [4]

 

Fist of Wind: Blast 5d6, Does Knockback (+1/4), Extra Knockback (+1/2); 44 APs; Common Limitations (-2 1/2); 13 RPs [4]

 

Grip of the Earth: Entangle 3d6; Area of Effect (16m radius; +1/2); 45 APs; Common Limitations (-2 1/2); 13 RPs [4]

 

Breathtaking: Change Environment (suffocation; countered by breathing through a tube, or through LS: Self-Contained Breathing); 20 APts; Common Limitations (-2 1/2); 6 RPs; AND Suppress END 2d6; 20 APts; Common Limitations (-2 1/2), Costs END (to maintain; -1/2); 6 RPs; Total 40 APts/12 RPts [4]

 

Breathtaking, Mass: Change Environment (suffocation; countered by breathing through a tube, or through LS: Self-Contained Breathing); Area of Effect (32m radius, selective; +1 1/4); 45 APs; Common Limitations (-2 1/2); 12 RPs [4]

 

Ice Chill: Drain BODY 2d6, NND (LS: Safe Environment (intense cold); +0), Does BODY (+1); 40APs; Common Limitations (-2 1/2); 11 RPs [4]

 

--

 

Defensive Spells:

 

Wizard's Armor: Resistant Protection rPD 15/rED 15; 45 APs; Costs END (every phase; -1/2); Common Limitations (-2 1/2); 11 RPs [4]

 

Wizard's Bulwark: Barrier (4m by 4m by ½m; rPD 12/rED 12; BODY 0); 45 APs; Costs END (to maintain; -1/2); Common Limitations (-2 1/2); 11 RPs [4]

 

Stone Wall: Barrier (3m by 2m by ½m; rPD 6/rED 10; BODY 10; opaque); 45 APs; Common Limitations (-2 1/2); 13 RPs [4]

 

--

 

General Spells:

 

Wizardly Aura: PRE +45; 45 APs; Costs END (every phase; -1/2), Only To Make PRE Attacks (-1/2), Common Limitations (-2 1/2); 10 RPs [4].

 

Earthquake: Change Environment (1 point of damage, NND, buildings/structures only; -4 to all DEX Rolls and -3 to all DEX-Based Skills, fall if missed DEX Roll); Area of Effect (4m radius; +1/4); MegaArea (1m = 1km; +1); 45 APs; Common Limitations (-2 1/2); 13 RPs [4]

 

Field of Mud: Change Environment (-12m Running; -2 to all DEX Rolls and all DEX-Based Skills, fall if missed DEX Roll); Area of Effect (4m radius; +1/4); MegaArea (1m = 1km; +1); 45 APs; Common Limitations (-2 1/2); 13 RPs [4]

 

Heat Friend: Life Support (Safe Environment: Intense Heat); 2 APs; Common Limitations (-2 1/2); 1 RP.

 

Warmth: Life Support (Safe Environment: Intense Cold ); 2 APs; Common Limitations (-2 1/2); 1 RP.

 

Quench Fire: Dispel Fire Powers 10d6, Variable Effect (any one Fire power at a time; +1/2); 45 APs; Common Limitations (-2 1/2); 13 RPs [4].

 

Featherfall: Flight 45m; 45 APs; Only To Counter Falling (-1); Common Limitations (-2 1/2); 10 RPs [4]

 

Heat: Change Environment (+6 Temperature Levels), Long-Lasting Adder (6 hours; +12); Area Of Effect (32 m radius explosion; +1/2); 45 APs; Common Limitations (-2 1/2); 13 RPs [4]

 

Weather Spell: Change Environment (+/-1 Wind Level), Varying Combat Effects Adder (+10); Varying Effects (weather effects; +1), Area Of Effect (4m radius; +1/4), MegaArea (1m = 1km, cannot scale down; +3/4); 45 APs; Common Limitations (-2 1/2); 13 RPs [4]

 

Edit: Found something strange in the Quench Fire spell.

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Lokringian Spirit Warriors

 

To the north of Dagrike lies the land of the Lokrings. They are a tribe that counts descent from Han, and so is related to the folks of Dag, but they have many ways and customs that stand apart. One of the stranger institutions that set Lokrings apart are the spirit warriors: fighters imbued with animal spirits, that give them remarkable prowess in battle. This is a purely Lokringian thing, and many scholars are leery about the ethics involved and the common folk whisper rumors of werewolves.

 

There are not many of them, and they are considered an elite among Lokringian warriors. Depending on the animal spirit they carry, they divide themselves into septs. All members of a sept are considered brothers and sisters, and those of other septs are considered cousins. If sept-siblings face each other in battle, no-one thinks less of them if they part ways with but a symbolic trade of a single blow each. The most numerous septs are Wolf and Bear, and there are also Wolverine, Lynx, Puma, Stag, Horse, and other minor septs. Traditionally the mage in charge of the ritual tries to match a warrior's personality and abilities to a fitting animal, so that if someone is good at teamwork he gets a wolf, if she's big and strong she gets a bear, if he's ferocious he gets a wolverine, and so on.

 

The imbuing of spirits is not done lightly. A real hazard is insanity -- it is probably the cause of the werewolf rumors that continue to be spread down south. But the rewards are great. The ability to sense magic is the most obvious one, as it gives the ability to learn High Magic spells. But then there is enhanced strength, toughness, agility, speed -- all things that greatly benefits any fighter.

 

Mechanically, a spirit warrior is created with a Transform Spirit spell -- Create Spirit Warrior: Major Spirit Transform 7d6 (heals back with another application of the same spell); 70 APs; Requires Sacrificial Animal (-1), Side Effects (target must succeed with an EGO Roll or suffer a Transform 7d6: Raving Insane; -3/4), Common Limitations (-2 1/2); 13 RPs [7]. Observe that this is for a spell bought in a Multipower Pool -- if the mage has it outside his Pool, the RSR Limitation increases to -1/2. This does not change the RP cost, though (other than the MP flexible slot cost divisor). Since the penalties to the Skill Roll are rather steep, the spell is most often cast as a ritual lasting hours (a six hour ritual gives +6 to the Skill Roll).

 

The abilities the spirit warrior have varies, but they all get Magesight (12 points) from the spell. All other abilities can be bought with experience points, and must have the Unified Power Limitation and must cost END to use continuously -- STR costs double END.

 

--

 

Yeah, I ripped off The Hallowed Hunt just a bit ... I think I have a sample character somewhere, I'll see if I can find it.

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Val	Char	Cost	Roll	Notes

13	STR	3	12-	Lift: 150 kg; HTH Damage: 2½d6 [3]
15	DEX	10	12-
13	CON	3	12-
13	INT	3	12-	PER Roll: 12-
13	EGO	3	12-
13	PRE	3	12-	PRE Attack: 2½d6

4	OCV	5
4	DCV	5
3	OMCV	0
4	DMCV	3
3 (4)	SPD	10		Phases: 4, 8, 12 (3, 6, 9, 12)	

5 (10)	PD	3		0 rPD (total 5/10 PD)
4 (10)	ED	2		0 rED (total 4/10 ED)
8	REC	4
50	END	6
36	STUN	8
12	BODY	2

Characteristics Total: 73


Cost	Abilities [END Cost]

6	Beast Warrior: SPD +1, Costs Endurance (continuously; -1/2), Unified Power (-1/4) [1]
11	Beast Warrior: CSL +2 with All Combat, Costs Endurance (continuously; -1/2), Unified Power (-1/4) [2]
6	Beast Warrior: Running +10 m (22 m total), Extra Endurance (x2; -1/2), Unified Power (-1/4) [2]
6	Beast Warrior: DEX +5, Costs Endurance (continuously; -1/2), Unified Power (-1/4) [1]
6	Beast Warrior: PRE +10, Costs Endurance (continuously; -1/2), Unified Power (-1/4) [1]
6	Beast Warrior: STR +10; Extra Endurance (x2; -1/2), Unified Power (-1/4) [2]
6	Beast Warrior: PD +5; Costs Endurance (continuously; -1/2), Unified Power (-1/4) and ED +5; Costs Endurance (continuously; -1/2), Unified Power (-1/4) [1]
12	Beast Eyes: Detect Magic; Sense; 360 degrees

1	Membership: Wolverine Brother

3	WF: Common Melee; Bows
0	TF: Equines; Skis*

9	CSL: +2 w. All Swords; +1 w. All Bows

5	Two-Weapon Fighting; HTH Only (-1)

1	Riding 8-
3	Tracking 12-
2	Survival: Temperate Forests 12-
0	PS: Hunter 11-*
2	AK: Lokringland 11-
2	KS: Flora & Fauna 11-
3	Stealth 12-
3	Climbing 12-
3	Breakfall 12-
3	Acrobatics 12-
3	Concealment 12-

Total Abilities Cost: 102

Total Character Cost: 105

125+	Complications

5	Distinctive Feature: Wuh Rune Tattoo on forehead (noticed and recognizable, concealable, not in some cultures)
20	Enraged: If hurt in combat (very common, go 11-, recover 14-)
10	SocComp: Barbarian (frequently, minor)

Meet Furious Will of the Wolverines, a spirit warrior of the Lokrings out to see the world. 

 

Will distinguished himself as a warrior at a rather young age, when he was part of a band that routed a Goblin raid. He caught the eye of the village's shaman, who gave Will a wolverine spirit at the very young age of sixteen. This might have been a slight miscalculation on the shaman's part, as Will was a restless soul -- at eighteen, he left the tribe to see for himself the wonders of the wider world to the south. He has been wandering Dagrike for half a year now, and he has nowhere near sated his curiosity.

 

As a person, he is rather friendly and outgoing. Will seeks out the loudest party in any tavern and tries to make new friends. His background can be a bit of a hindrance in this, but mostly just shrugs it off.

 

In combat Will uses his abilities only when he feels he has to -- except when he gets hurt. He dual wields a broadsword in his right hand and a shortsword in his left.

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Alva the Spearmaiden


Val Char Cost Roll Notes

15 STR 5 12- Lift: 200 kg; HTH Damage: 3d6 [3]
13 DEX 6 12-
13 CON 3 12-
13 INT 3 12- PER Roll: 12-
13 EGO 3 12-
15 PRE 5 12- PRE Attack: 3d6

5 PD 3
5 ED 3
3 SPD 10 Phases: 4, 8, 12
7 REC 3
50 END 6
30 STUN 5
12 BODY 2
5 OCV 10
5 DCV 10
3 OMCV 0
4 DMCV 3

Total Characteristics Cost: 80


Cost Abilities [END Cost]

3 Long Legs: Running +3 m (15 m total) [1]
1 Long Legs: Leaping +2 m (6 m total) [1]

1 Membership: The Spearmaidens
1 Perk: Instructor

6 Amazonian Beauty: Striking Appearance +2/+2d6

MA: Spearmaiden's Dance (used with Polearms)
Maneuver Phs OCV DCV Effect
5 Jab ½ +1 +3 Wpn Strike
4 Thrust ½ +0 +2 Wpn +2 DC Strike
4 Block ½ +2 +2 Block, Abort
3 Legsweep ½ +2 -1 Wpn +1 DC Strike, Target Falls
4 Disarm ½ -1 +1 Disarm, +10 STR for roll
1 Weapon Element: Staffs


0 TF: Equines; Carts
5 WF: Common Melee Weapons; Common Ranged Weapons; Staffs
0 Language: Nerkian (native, literate)

20 CSL: +1 w. All Combat; +1 w. Spearmaiden's Dance; +1 w. Common Melee Weapons

3 Acrobatics 12-
3 Breakfall 12-
3 Riding 12-
3 Teamwork 12-

2 Animal Handler: Equines 12-
3 Charm 12-
3 Courtier 12-
3 Oratory 12-
3 Persuasion 12-

3 Healing 12-
3 Instructor 12-
2 Survival: Temperate Forest 12-

3 KS: Spearmaiden's Dance 12-

Total Abilities Cost: 95


Total Characret Cost: 175


125+ Complications

20 PsychCom: Code of the Spearmaidens (common, total)
10 SocCom: Subject to Orders (infrequent, major)
5 Rivalry: Other warrior fraternities/sororities (professional, as powerful, aware, outdo)
15 Hunted: Baron Runulf (more powerful, non-combat influence, limited area, harshly punish, infrequent)

Born as the fourth child of a horse breeder, Alva was always an unruly and impatient child. She ran away from home at the age of fourteen, after one beating too many and an arranged marriage that she found outrageous -- her prospective husband, a friend of her father, was almost fifty years old. Alva made a living as a horse wrangler, using the skills she learned growing up.

 

One day she was set upon by a gang of thugs, and only escaped with the help of a passing Spearmaiden who gave the louts a damn good thrashing with a walking staff. Shaken, Alva vowed that that was the last time anyone would take advantage of her, and started following the Shieldmaiden, Gunn, around, until Gunn was exasperated enough to accept Alva as pupil.

 

Now, at twenty-two years of age, Alva is an accredited Instructor in the Spearmaiden's signature martial art, the Dance. She will take no challenge to her skill lying down. This has bought her a powerful enemy: the baron Runulf of Birford, a patron and student of the Fellowship of Holy Eabert, whom she beat rather soundly and publicly in a duel at a tourney.

 

Taller and stronger than most men, with what could be described conservatively as favorable looks, she has never lacked for suitors. But as a Spearmaiden, she has sworn off all carnal liaisons. Friendly and outgoing, she has gotten used to letting men -- and a few women -- down easy.

 

Alva is virtually never without arm's reach of her spear. When expecting trouble, Alva also arms herself with a short sword and a dagger, a kite shield, a kettle helmet, and a brigandine byrnie with vambrances and greaves. When fighting one on one, she uses her spear two-handed, unless she thinks the opponent is much better than her, in which case she uses the shield.

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Knight-Brother Wulff

Val Char Cost Roll Notes
15 STR 5 12- Lift: 200 kg; HTH Damage: 3d6 [3]
13 DEX 6 12-
13 CON 3 12-
13 INT 3 12- PER Roll: 12-
13 EGO 3 12-
13 PRE 3 12- PRE Attack: 2d6
5 PD 3  rPD: 0 (total PD: 5)
5 ED 3  rED: 0 (total ED: 5)
3 SPD 10  Phases: 4, 8, 12
7 REC 3
45 END 5
30 STUN 5
12 BODY 2
5 OCV 10
5 DCV 10
3 OMCV 0
3 DMCV 0

Total Characteristics Cost: 74

Cost Abilities [END Cost]
1 Knight
3 Knight-Brother of the Order Of The Radiant Sun
2 Off-Hand Defense
5 WF: Common Melee; Common Missile; Lance
0 TF: Equines; Skis*
10 Defense Maneuver I-IV
5 Two-Weapon Fighting; HTH Only (-1)
0 Language: Jungmal* (idiomatic, native, literate)
MA: Sun-Blade's Method (used with Blades)
Maneuver  Phase OCV DCV Effect
5 Defensive Strike ½ +1 +3 Wpn Strike
4 Martial Block  ½ +2 +2 Block, Abort
4 Martial Disarm  ½ -1 +1 Disarm, STR 25
4 Martial Strike  ½ +0 +2 Wpn +2DC Strike
24 CSL: +1 w. All HTH Combat; +2 w. Sun-Blade's Method; +3 OCV w. Lance
3 PSL: +2 vs. Mounted Combat w. All Combat; HTH Only (-1)
1 Acrobatics 8-
0 Acting* 8-
1 Breakfall 8-
0 Climbing* 8-
0 Concealment* 8-
3 Courtier 12-
1 Cryptography 8-
0 Deduction* 8-
3 Fast Draw: Blades 12-
3 Healing 12-
3 Instructor 12-
1 Interrogation 8-
0 Persuasion* 8-
5 Riding 13-
0 Shadowing* 8-
0 Stealth* 8-
1 Survival: Temperate Forests 8-
3 Tactics 12-
3 Teamwork 12-
0 AK: Dagrike* 8-
3 KS: Sun-Blade's Method 12-
0 PS: Play Kongstavel* 11-
* = Everyman Skill
Total Abilities Cost: 101
Total Character Cost: 175
125+ Complications
25 PsychCom: Code Of Conduct (very common, total)
15 SocCom: Subject To Orders (frequent, major)
10 Hunted: Rival Orders (as powerful, NCI, infrequent, mildly punish)
Total Character Points: 175

As the youngest child of a landed knight, Wulff joined the Order of the Radiant Sun's martial branch as a squire when he was fourteen. He is a veteran of almost twenty years now, and is one of the order's leading instructors in both the sword and the lance. His latest mission, given to him by the Grandmaster himself, is as a instructor in arms and general martial ways to a son of a major noble in the Luthian League. This mission took an unexpected turn when the city's duke unexpectedly died, and in the upheaval the safety of the youth in his care made it necessary to leave the city, under the guise of a warrior's tour of Dagrike.

 

As befits an officer of the Sun-Blades, Wulff is an sober man, almost austere, with a stoic disposition. Very seldom has he given a greater reaction than a pursed mouth and a frown, and people say he smiles once a decade. For his part, he follows the code of his order to the letter, if circumstances allow, but for those who have not taken the vows he gives considerable leeway.

 

When fighting, Wulff prefers the horseback. He wields a bastard sword and shield when he has no lance, and if he has no shield he uses a short sword in his left hand. He is not as fast as he once was, but his experience makes him a formidable fighter even against superior numbers.

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Ander the Sellsword


Val Char Cost Roll Notes

13 STR 3 Lift: 150 kg; HTH Damage: 2½d6 [3]
13 DEX 3
13 CON 3
13 INT 3 PER Roll: X-
10 EGO 0
13 PRE 3 PRE Attack: 2½d6

6 PD 4 rPD: 0 (total PD: 6)
6 ED 4 rED: 0 (total ED: 6)
3 SPD 10 Phases: 4, 8, 12
8 REC 4
50 END 6
30 STUN 5
12 BODY 2
6 OCV 15
6 DCV 15
3 OMCV 3
3 DMCV 3

Total Characteristics Cost: 86

Cost Abilities [END Cost]

3 Lightning Reflexes: +3 DEX w. All Actions

4 WF: Common Melee; Common Missile
1 TF: Equines; Rowboats; Skis*

17 CSL: +1 w. All Attacks; +2 OCV w. Bows ; +1 w. Swords
8 PSL: +4 OCV vs. Firing Defensively w. Bows
6 PSL: +2 OCV vs. Mounted w. All Combat
4 PSL: +2 OCV vs. Range w. Bows

3 Acrobatics 12-
0 Acting* 8-
1 Animal Handler: Equines 8-
3 Climbing 12-
3 Concealment 12-
0 Conversation* 8-
0 Deduction* 8-
3 Fast Draw: Bows 12-
3 Gambling: Dice Games 12-
3 Healing 12-
3 Interrogation 12-
2 Navigation: Land 12-
0 Persuasion* 8-
3 Riding 12-
0 Shadowing* 8-
3 Stealth 12-
3 Streetwise 12-
2 Survival: Temperate Forests 12-
1 Tactics 8-
3 Teamwork 12-
3 Tracking 12-

2 AK: Dagrike 11-
0 AK: Luthian League* 8-
2 KS: Dagrike Brigands 11-
0 Language: Jungmal* (idiomatic, native, literate)
0 PS: Singing* 11-

* = Everyman Skill

Total Abilities Cost: 89

Total Character Cost: 175

125+ Complications

20 PsychComp: Impulsive (very common, strong)
15 PsychComp: Honorable (common, strong)
10 PsychComp: Gambler (uncommon, strong)

Total Character Points: 175

Always having been a restless soul, Ander ran away from home at age thirteen to explore the world. Lured by the glamour of the soldier's life, he joined the then newly-formed Queen's Outriders. He spent ten years with that celebrated regiment, but after this term was up he declined to re-enlist, finding even their lax discipline too much for him. Nowadays, swiftly approaching thirty, he earns his bread as a caravan guard or bodyguard, enjoying the life on the road.

 

Of average height and build, with a mop of unruly, fair hair and a chin that doesn't really have a beard but never seems to ever be clean-shaven. Quick to both anger and laughter, he tends to be ruled by his impulses. Loyalty is very important to him, and would never abandon a friend in need or a innocent in need of defending (even if he would really appreciate to be reimbursed in the latter case).

 

A good horseman and a better shot; he prefers his hornbow, but is no slouch with the sword.

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Hanna
Val Char Cost Roll Notes
10 STR 0 11- Lift: 100 kg; HTH Damage: 2d6 [2]
13 DEX 6 12-
13 CON 3 12-
18 INT 8 13- PER Roll: 13-
15 EGO 5 12-
10 PRE 0 11- PRE Attack: 2d6
5 PD 3 rPD: 0 (total PD: 5)
5 ED 3 rED: 0 (total ED: 5)
3 SPD 10 Phases: 4, 8, 12
7 REC 3
40 END 4
36 STUN 3
11 BODY 1
5 OCV 10
5 DCV 10
3 OMCV 0
4 DMCV 3
Total Characteristics Cost: 72

Cost Abilities [END Cost]
9 Contact: House Rauking Spy Network (8-, useful resources, significant own contacts, organization)
3 WF: Blades; Thrown Axes, Knives, and Darts; Slings
0 TF: Equines; Rowboats*
5 CLS: +1 w. shortswords and knives; +1 OCV w. Slings
8 SL: +2 w. Spy Skills
3 Acrobatics 12-
3 Acting 11-
3 Analyze: Security Measures 13-
3 Breakfall 12-
3 Bribery 11-
3 Climbing 12-
3 Concealment 13-
1 Contortionist 8-
3 Conversation 11-
3 Cryprography 13-
2 Deduction 10-
3 Disguise 13-
2 Forgery: Documents 13-
1 Gambling: Dice Games (craps) 13-
3 Courtier 11-
1 Interrogation 8-
2 Lipreading 10-
3 Lockpicking 12-
2 Mimicry 10-
3 Healing 13-
3 Persuasion 11-
1 Riding 8-
3 Security Systems 13-
3 Shadowing 13-
3 Sleight Of Hand 12-
3 Stealth 12-
3 Streetwise 11-
1 Tracking 8-
2 Ventriloquism 10-
1 Language: Jungmal* (imitate dialects, native, literate)
0 AK: Luthian League* 8-
2 KS: Luthian League Nobility 11-
0 PS: Servant* 11-
3 PS: Spy 13-
Total Abilities Cost: 103
Total Character Cost: 175

125+ Complications
20 PsychComp: Fiercely loyal to House Rauking (common, total)
20 SocComp: Spy (frequent, severe)
10 SocComp: Subject To Order (infrequent, major)
Total Character Points: 175

Hanna has been in the service of the Raukings for as long as she remembers, and they've always been good to her. Her father was a burglar who got caught during a break-in at the Rauking manor, but instead of turning him over to the militia he was retained as an intelligence agent. Hanna was trained in the same shady field, and carried on the field work after her father was caught and killed by a rival House. Her cover/day job is as a handmaiden to Henrek af Rauking, younger son to Lord Rauking, and she follows him on his warrior's tour of Dagrike to watch his back. In addition, she has other tasks entrusted to her, that the young lord knows nothing of.

 

Aged about 25, of plain looks, a shade shorter than average and of sinewy build. Brown hair, cut at the neck. Has an attentive, guarded demeanor. Very devoted to her patrons, especially Henrek, on whom she has developed a bit of a crush.

 

Not a dedicated fighter, she does have some skill with shorter blades and the sling.

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