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Gates of

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5 - Combat 43 Content Combat Round & Turn ...... 43 Initiative ...... 43 0 - Introduction 4 Action ...... 43 Rule Zero ...... 7 Morale ...... 44 Repeat ...... 44 1 - Mechanics 8 Combat Details...... 44 The Roll ...... 8 End of Combat ...... 44 The Difficulty ...... 8 Attacking ...... 44 Abilities ...... 8 Defense ...... 45 Attribute Bonus ...... 8 Deadliness ...... 47 Dice Size ...... 9 Maneuvers ...... 48 The Vantage ...... 9 Movement...... 48 The Comparative Roll ...... 10 6 – Advanced Rules 49 Level of Difficulty ...... 10 6.1 Advanced Basics ...... 49 Summary ...... 11 Illness ...... 49 2 – Abilities & Skills 12 Languages of Gehenna ...... 50 Coinage ...... 51 Attributes ...... 12 Income & Earnings ...... 51 Skills ...... 13 6.2 – Advanced Optionals ...... 52 Characteristics ...... 15 Degrees of Success/Failure.....52 3 – Character Creation 18 Character Points ...... 52 Horror ...... 53 3.1 - Advancement ...... 20 Character Advancement ...... 20 7 – Encounters and Retainers 55 Advancement Talents ...... 21 Random Encounter ...... 55 Advancing Aptitude ...... 21 Retainers ...... 56 Beyond +10? ...... 21 8 - Equipment 57 4 – Talent, Style & Vice 22 Weapons ...... 57 4.1 - Talents ...... 22 Armour ...... 58 Heritage ...... 24 Elixirs ...... 58 Grenades ...... 59 General ...... 26 Blackstahl ...... 59 Combat ...... 28 Weissstahl...... 59 Skills ...... 32 Poison ...... 60 Occult ...... 34 Ecstatica ...... 60 4.2 - Vices ...... 39 Equipment Special Rules ...... 60 4.3 – Combat Style ...... 41 General Equipment ...... 61 List ...... 41 9 – The Enemy 63

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Building the Enemy ...... 63 The Occult ...... 140 9.1 – Bestiary of Gehenna ...... 65 Pact-Binding ...... 140 Ritualism ...... 140 10 – The Setting of Gehenna 69 Power of Blood ...... 141 A Lesson in History ...... 69 The Gates...... 141 The Mire of History ...... 69 Glossary ...... 141 From City to Empire ...... 70 11 –Example Charactersheets 144 Years of Torpor ...... 73 Sacred Cordian Realm ...... 76 12 – Collected Tables 145 War of Exhaustion ...... 79 13 – Index 147 Map of Gehenna ...... 83

Origin ...... 89 Game Credits The Powers That Be ...... 91 Author – Mr.Misfit Cities of Gehenna ...... 108 Editor - None Ateleian Lands...... 108 Layout – MS Office Icons made by Lorc; Delapouite; John Colburn; Borgese Lands ...... 110 Felbrigg; John Redman; Carl Olsen; sbed; Cordian Lands ...... 113 PriorBlue; Willdabeast; Viscious Speed; Lord Free Cities of Pagomas ...... 115 Berandas; Irongamer; HeavenlyDog; Frigumite Lands ...... 116 Faithtoken; Skoll; Andy Meneely and various others. Available on http://game-icons.net; all Gatylian Lands ...... 118 icons used for art are used under the Creative Gendarka ...... 120 Commons 3.0 BY license. Independents...... 120 Historical Images taken from Kingdom of Cymris ...... 122 oldbookillustrations.com under the rules of public domain Principality of Rasporn ...... 123 Playtesting - Dellingr, Zwerg, Matthias Second Dynast Kingdom ...... 124 Leutheuser, Hajei, Daniel Bruckner, René List of Settlements ...... 124 Current Version - v0.45 GATES OF GEHENNA - All copyrights © Cultures ...... 127 2016, Mr.Misfit Religion ...... 130

Aen Sidhe Beliefs ...... 130 Anryism ...... 130 Atarism ...... 131 Bandar and Religion ...... 132 Cordiism ...... 132 Druidism ...... 136 Eye and Star, Cult of ...... 136 Lianism ...... 136 Shamanism ...... 137 Suprematii ...... 137 Svart Beliefs ...... 139 Zar´Vas ...... 139

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0 - Introduction What is a Pen & Paper Role-play Game? Pen & Paper role-playing is a mostly Greetings and welcome to Gates of social activity of at least two persons Gehenna, short GOG, the role- coming together to tell a sort of playing game about sword and sorcery, interactive story. One, where each evil monsters and dastardly participant is able to influence some, adventurers fighting, killing, looting or every part of it, often moulded by and pillaging for glory, conquest and adherence to rules as are presented personal gain. from Chapter 1 onwards. After months of planning, writing, GOG is a traditional Pen & Paper testing and fixing, this little document role-playing game with a game master has grown to include a small and a number of players. collection of rules to help and guide you through your experience with this The Gamemaster? little rules set. But let us start with a For some among you, the idea might few explanations. be a new thing, but in Pen&Paper the gamemaster has been an established What´s Gates of Gehenna element of the game since its Gates of Gehenna or GOG is a inception, and some while some pen&paper roleplaying game in a games have decided to eschew twisted fantasy world close to the end him/her, at least in GOG you will times during a development stage not still find that role present. unlike our own renaissance, when great religious wars are fought within The gamemaster is the person that will a crumbling empire of old. be your ears and eyes representing the surroundings and everything that´s Everywhere the tell-tale signs can be part of the world you play in, as well found, crops go bad animals are as being the person to manage some infected with strange diseases, while parts of the rules. beasts and worse have overrun the countryside, doomsayers plague cities Unless your group consent says as do widespread illness and war, as otherwise, he is the final arbiter of all political and religious motives cross questions arising during the game, as towards dangerous holy wars between long as they are game-related, of the remnants of once-great empires course. amidst the ruins of ages.

Above all a strange cult, the Eye and Star, have proclaimed the dawn of the End times and many believe the opening of the Gates of Gehenna be near, the time when the world shall end, and all will be lost to the unspeakable void.

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What do I need to participate? Chapter 7 expounds upon Retainers To play GOG, you need a few and followers as well as how a general things: encounter in GOG might look like. - A few sheets of paper - Something to write with Chapter 8 defines equipment, what it - Three six/eight/ten-sided dice does, how it can help and where to get - Mental Flexibility aka. Fantasy it. - Other people1 Chapter 9 clarifies enemy handling for What is in this book? the GM and how a GOG enemy is Chapter 0 is an introduction, used and/or created. explaining basics and giving an Chapter 10 provides an overview of example of how roleplaying in GOG the example Setting of Gates of might look like. Gehenna and the city of Maledictas Chapter 1 explains the base game Chapter 11 displays example character mechanics on which the rest of the sheets which can be photocopied. game is build upon. Chapter 12 collects all tables from the Chapter 2 takes apart and explains the other chapters into one big collection different parts of the character sheet, for quick re- and overview. detailing the different attributes, skills and stats and what their function in the Chapter 13 contains the index and game is. helps finding that elusive rule or talent you were missing. Chapter 3 concerns itself with Character Creation and Level What can I play with GOG? Advancement and explains the how, Theoretically? Everything. when and why of Experience. Of course this will never be Chapter 4 details talents, vices and combat styles. completely true. GOG works best for Sword & Sorcery games, where the Chapter 5 describes Combat in GOG players represent intrepid heroes or and its inner workings. villains around the time of something close to our own renaissance. Though Chapter 6 collects advanced and/or you can add or detract from this with optional Rules that can be used to the use of optional rules presented in enhance the base game. chapter 6. So, while you might add to the base game with some of the optional rules content, the base game is meant for action-oriented play. 1 You can do without, but somehow most social circles tend to shun this, notwithstanding the inherent difficulty of course.

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Naturally I don´t mean to tell you how Wily: Like what? A wet marble floor? to play your game of GOG. If you Ann: So, traps? want, you can use it to play your home game of Cyberpunk or Swashbuckling George: Roll perception versus 12. or High Court Intrigue, but what I´m saying is, that GOG might not be Ann: My character has perception +4 so a best suited to those genres. In the end, 12 or higher. however, it´s all in your hands and after all, imagination knows no boundaries. Ann: Ha, 11, that´s 15, success!

Example of Play George: Well, as you look around, your We are in the living room of George. sharpened senses do make out a sound George´s living room is just about big coming from the outside. Some sort of talk enough to contain a nice gaming table and from beyond the windows high, high up. space enough for several other persons, a Though you do realize that, at some points few of which are currently sitting with in the floor ahead, some parts of the George. marble seem crooked and Jerome there is about to step on one of The others are Ann, Wily and Sophia. At those. this moment, the player characters of Ann, Wily and Sophia are inside the temple of a Ann: Jerome, stop! god of illegitimately gained wealth during the night and try to help themselves to Wily: Alright, I freeze. Like, with a foot some of the tithe recently collected. still in the air or something and turn around asking “What?!” George: Alright, as you enter the great hall, with only sporadic rays of moonlight Sophia: You almost stepped on a trap. illuminating the place, you can see your Possibly a spear trap, or something equally very own reflection on the very marble sinister. floor and some meters ahead, at the other end of the hall, the statue of He-Who- George: Now Sophia, you know that, but Collects, a bizarre formation of slesh and you character doesn´t know that yet, as she metal holding a veritable pot of gold in its hasn´t taken a gander around. strange claws. No sound except your own breathing goes through the night and the Ann: So what kind of trap is it? gold glims like white pearls before you. What do you do? George: How would you know, without a closer look? Ann: Alright, I look around to check if this might be a trap. Is this a trap? Please tell Ann: Damn. me it´s not a trap. Wily: Do I have to stay like this? Wily: Walking over and getting the gold. Sophia: Come back then. Sophia: What? Are you crazy?! Don´t just go over to the pot! There might be some Wily: Stay still, I´m gonna try something. sort of trick to it. I sneak to his side, while looking out for

6 those illuminated, crooked marble spots Ann: Pah, Valoria fears no danger. and then take a closer look. Noooo, only a 9, just one shy of success.

George: Sure. As you slip ever closer to George: Well, you do successfully crush Jerome still holding his strange position, into her, but you both land directly on one you notice that the marble spot seems of the marble spots. And it sinks into the somehow even stranger, as if it ground. You can hear a loud thump and crookedness somehow makes the hairs on ringing and thousands of gold coins split your neck stand up. out of the pot at the statues hands that has suddenly turned about 180°. And above all Sophia: Is it magic? this, the guards ouside going “What was that?!” George: How would you know? Wily: Aw crap! Sophia: Urghhh….fine…I try to perceive if there is magic involved here. Rule Zero Last, and before we get to the rules Wily: Hello? Still standing still, feets itself, let me tell you the single most getting cold. important rule of all, the basic rule and George: As you widen your senses, a point of all of this. flood of different emotions rushes at you, as if the place is full of them, greed, anger, It´s a game. Have fun. Don´t be dicks sadness, you are quickly threatening to to each other and enjoy the time spent. drown in this sea of magical residue. Roll And if there is something you don´t Resolve. like, change it. It´s your game now.2

Sophia: Oh come on! A 1. . Wily: Uh oh…

George: Critical failure, eh? Right, something compels you to come closer as the different and at times paradoxical waves wash over you, making you go step…by…step come towards the statue at the back of the room.

Ann: Can I stop her?

George: How?

Ann: I throw myself against her, seeing as she must be completely bonkers to do something this stupid.

George: Sure, but you might endanger 2 Within the usual copyright limitations, of yourself and her by doing this, remember, course. It is after all my game, but you, who crooked marble spots? If you still want to play and GM, can toggle anything about it as have a go at it, roll Agility versus 10. you like. I won´t ever tell you “how to play correctly”.

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1 - Mechanics number you are trying to reach, you succeed. Now you might wonder, after reading the Introduction, how exactly you are Example: The priest tries to climb a going to maim and defeat your very difficult looking wall of about 2m enemies? Not to worry, in this chapter height. To do this, the GM rules, he we will introduce all base game needs to roll Strength against DC 10. mechanics and how to use them. He rolls 2d6 and gets a 4 and 6. A 10. Just enough to get over the wall. In Short This chapter gives an overview and If the result is less than the difficulty explanation of the differing game number, you fail. mechanics that make the game up, Example: Having bested the wall, the how they are applied and rolled. priest now faces the guards in the gardens. He wants to sneak past them, The Roll against DC 9. He rolls 2d6 and gets a 3. The guards notice him trying to Let´s say you want do something in sneak past, and trouble is afoot. this game. You say you want to do it and, if appropriate, roll 2 dice. That The difficulty is determined by the tells you whether you succeed in GM and depends on the nature of the doing what you wanted to do, or not. action in question. We call this general roll. The task at hand decides One should only need to roll, when the which ability you roll for. outcome of the current activity is in doubt. The outcome should be doubt Abilities whenever it can substantially alter the Every character has a number of events of the game. abilities, such as strength, charisma or intuition. They represent the character In making a roll, you need to roll a in numerical values. number equal to or higher than the 3 target number. This target number is Each attribute has both a numbered called the difficulty. value as well as a dice-size associated with it. The numerical value is called The Difficulty the attribute bonus. The difficulty, or DC, is the number you need to roll equal or higher than. Attribute Bonus Each attribute has a numerical value When you roll two dice, you add up attached, which is something you add both die results, and if that result is to all results from rolls when rolling equal to, or higher than the difficulty for that attribute.

It goes from +0 to +10 and is added to

3 The basic rule of GOG Mechanics: rolling the end result of a roll. high is good, rolling low is bad.

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The dice you roll wih however, is Example: Having lost the guards, the determined by the dice size of the priest finds himself in the lords´ study. attribute in question. Filled with rich and noble lore, he knows that the secret corridor to his Dice Size forbidden dalliance should be To make a roll, you use a two dice, somewhere here, and his backgrounds either six-sided (d6), eight-sided (d8) of book and secrets makes it that much or ten-sided (d10). easier to find the secret passage. Making an intuition roll with 3d6 The corresponding aptitude versus a DC of 7, he rolls a 1, 4 and 6. determines the dice size. Every He chooses the 4 and 6 resulting in a attribute has an aptitude. It goes from 10, clearly the better result and allows Mortal (M), to Gifted (G), to Supernal him to find the secret door. (S). Disadvantage means rolling a third For mortal attributes, you roll 2d6, die of the correct size and choosing for gifted attributes, you roll 2d8, the lesser two results of the three. This for supernal attributes, you roll 2d10. represents trying to unlock a Safe with a broken hand or arguing in a They represent the level of natural language your character doesn´t speak ability and skill found within that all that well. character for that specific attribute in comparision to everyone else. Example: Opening the trap door is one thing, but the newly setup guard Some mechanics require the use of a dog something completely different. As single die. This is specific to those the wild beast snarls and growls, the mechanics, not for the general roll. priest realises, to his disadvantage, that he has come ill-prepared for this The result of a roll can change journey when the dog attacks him. depending on the circumstances. We Having little alternative he tries to call such a circumstance a vantage. jump out of the way, rolling 3d6 in The Vantage defense for his agility against a DC of Vantage, either Ad- or Dis-, is when a 9, getting a 2, 3 and 4. Having to character has certain arguments for or choose the 2 and 3, he fails his roll. against him when making a roll. That’s going to hurt.

He can gain advantage or Advantage is when the situation is disadvantage. favourable for you, and a disadvantage is when it´s Gaining advantage means rolling a unfavourable for you. third die of the correct size and choosing the higher two results of the One can gain several of either. three. This represents other characters Whenever a character can justify both helping in a task, or using the best a dis- as well as an advantage, he tools available for the job. rolls two dice as normal, as

9 disadvantages and advantages negate and 5 which combine to 11 against 9. each other. This counts, regardless That Dog is going to break through! having only 1 advantage to 20 disadvantages and vice versa. Sets Sometimes in a roll a player rolls more Example: With a severely hurting than one instance of a result in a roll. behind, our priest has by now Whenever you roll such a set, you successfully reached a small oil lamp, may add one (1) to the final result. which he utilizes against the monstrous dog. The flame gives him Furthermore, when making a roll with advantage, but the small space, his Dis-/Advantage, and you roll a set, lack of options and the severe hurting whether you take the dice required for behind combine to a great number of it or not, you still gain +1 to the final disadvantages. However, both equal result. each other out so that, despite everything, he rolls with his normal Helping set of dice instead. Whenever you are trying to do a task that others can logically help you with When you need to compare with an and they wish to do so, add 1 for each opponent that also would roll dice, person helping. Be aware that this instead of a difficulty, you make a counts for your value as if the comparative roll. attribute/skill was of the higher value at the time, making a previously The Comparative Roll difficult roll suddenly common etc.

The comparative roll looks at how Time much you´ve rolled for a result in Sometimes the passage of time can be comparison to the opponent. of vital importance in the game. In GOG we add turn and round to the Roll as normal, but without a DC, usual concept of time. A round, instead noting the roll result you usually a combat round, is about 6 gained. The opponent does the same. seconds, while a turn is 10 rounds, so 1 minute. Then, compare the results. The higher result succeeds. If the results are equal, Level of Difficulty it’s a draw instead. The Level of Difficulty or LoD Example: Having failed to evade the determines how difficult or at what dog, the priest runs up the stairs and level of challenge a DC set by the GM attempts to block the door, blocking is in relation to the current abilities of the dog from following him. He rolls the character. his strength versus the dogs strength with 2d6. He rolls a 4 and 5, while the As you´ll note, some aptitudes make it dog, whom the GM rolls for gets a 6 much easier to reach a certain DC than others. This is by design, as it

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represents the greater natural talent Attribute – Base numerical values that flows into them. depicting character abilities with an aptitude. See Chapter 2 The following table present the Level Attribute Bonus – Bonus given by of Difficulty for their respective value. value of attribute, added to roll result. You´ll notice that it increases with See Chapter 2 rising ability bonus, as the DC Comparative Roll – Both sides roll increasey by ¾ for each ability point. their dice and winner has the higher result, with equal results being a draw +0 to +5 Dice (d) – Resolution tool used to determine whether a task at hand can be DC/+x +0 +1 +2 +3 +4 +5 resolved with success or failure, comes Easy 3 3 4 5 6 6 Common 5 5 6 7 8 8 in 3 versions, a six-sided die (d6), eight- Taxing 7 7 8 9 10 10 sided die (d8) and a ten-sided die (d10). Difficult 9 9 10 11 12 12 Difficulty (DC) – Target Number, a roll Backbreaking 11 11 12 13 14 14 result has to reach to make it a success, Unmanageable 13 13 14 15 16 16 depends on ability rolled for and Level of Difficulty. +6 to +10 Disadvantage - Roll additional, third dice and select the two with the worse DC/+x +6 +7 +8 +9 +10 result Easy 7 8 9 9 10 Common 9 10 11 11 12 Helping – Whenever another helps you Taxing 11 12 13 13 14 with a task, add +1 as RM Difficult 13 14 15 15 16 Level of Difficulty (LOD) – Goes from Backbreaking 15 16 17 17 18 Easy, to Common, Taxing, Difficult, Unmanageable 17 18 19 19 20 Backbreaking to Unmanageable, Due to this handling, you also know determines what DC to be how difficult what to roll, when your GM tells you in terms of Advancement that a certain taks is certainly difficult, Roll Modifier (RM) – A die-roll- or challenging. modifier (drm) which is added or subtracted from/to the result of a roll and Conclusion which creates a modified, final result. Those are the base game mechanics, Negative RM is bad (Decreased Chance from which most of the game engine of Success), Positive RM is good flows and to which you will return (Increased Chance of Success). very often during game play. Roll – What you do to succeed at a task at hand whose outcome is of importance Summary to the current plot. Set – Whenever rolled with two dice Advanced Mechanics – See Chapter 6 used for a result, that result is modified Advantage – Roll additional, third dice by +1, even if the set isn´t used for the and select the two with the better result roll due to dis-/advantage Aptitude – Determines dice size used when rolling for corresponding attribute, goes from Mortal, to Gifted, to Supernal, d6, d8 and d10. See Chapter 2

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2 – Abilities & Skills Aptitude Dice Size Mortal 2d6 Gifted 2d8 In GOG, every player is represented Supernal 2d10 by a player character. They confer certain facts about themselves, found The nine attributes are: on their respective character sheet, an example of one such can be found in Agility chapter 11. Charisma Constitution In Short Influence Intuition This chapter explains the different Logic parts of the character sheet, abilities, Perception skills, and characteristics. Resolve Strength Each player character has a number of attributes with an aptitude, several Agility (AGI) skills, a combat style and This represents the characters ability characteristics. to dodge, run, his general quickness and aptitude for acrobatics and other Attributes fields.

Attributes tell us of the characters Charisma (CHA) ability for a task. They run from +0 to This represents the general aura and +10. They also have an aptitude, atmosphere the character exudes representing the level of natural talent. towards others. A character with great charisma is more often greeted by The different levels of attributes are: people, intuitively treated better and gets better deals when trading. Score Level +0 Undeveloped Constitution (CON) +1 Weak This represents the general health and +2 Common the ability of a character to withstand +3 Trained poison and disease as well as how +4 Veteran +5 Expert good he is at running a marathon, not +6 Master for speed, but pace. +7 Grandmaster +8 Heroic Constitution also influences the +9 Epic number of health boxes a character has +10 Legendary available, gaining a new box row for every +2 points, starting with a single row, the first one. Each attribute also has an Aptitude, determining both dice size and talent. Influence (INF) This represents the ways to manipulate and influence others around the

12 character in ways that are often helpful persuaded by others to actions the to him and/or unhelpful to others, right character would not usually take. up to being downright harmful. Skills Intuition (INT) This represents the general mental Skills represent derived capabilities acuity and sharpness, the speed with and have a cap, a maximum value which someone picks up on facts they depending on the attributes they derive are being told and how they from. understand events happening around them. In GoG, every character has nine different skills, and they represent Perception (PER) specialization or investment into the This represents the general perception, outcroppings of their respective field. the ability to see, hear, acknowledge and realize all that is before one´s eyes, Skills function as attributes in that you whether it is the mental eye or a real can roll for them. They are capped one. A good perception allows a with a maximum value by the higher character to notice little details, small of the two attributes they are derived or often missed things about a scene or of and use the lowest aptitude of the a story they are being told about. connected attribues. Like attributes, they have a maximum value of +10. Logic (LOG) This represents both the learnedness At character creation, you also choose and knowledge of a character as well 4 skills, to be trained in. These skills as his ability to make logical use only 2 attributes to create their cap, connections between them and the while all others use three. world at large or the small scene before them. By itself, the The skills are: characteristic is rather abstract and Alchemy Deception more often used for academic skills or Etiquette Insight knowledge, or how good a character Leadership Lore can recall facts. Mechanics Stealth Trade Strength (STR) All skills open with a name, the This represents the muscles and attributes making up their cap and general might a character can put into some descriptive text. his grip, whether it is by technique or just more and more muscles. Alchemy Trained Untrained Resolve (RES) CON+LOG +INT This represents both the ego and What would later come to be called general willpower of a character, his chemistry, knowing how nature and mental fortitude and ability to different alchemica work, what to withstand torture and attempts to be brew and where to get a steady supply

13 of sulphur are all treated within, as are Lore more fantastic applications. Trained Untrained LOG+PER +CHA Deception Here you will find all manner of Trained Untrained knowledge, whether by tradition or STR+RES +AGI learned academics, all the history and To lie and cheat, hide a truth among law, all the great names and positions many misconceptions or just trying to enclosed. get someone to believe that you are the moon are all made on the basis Mechanics that you either use your given gifts to Trained Untrained manipulate someone into believing or AGI+PER +STR make him/her acknowledge the fact by Be it that you know how to build a sheer force of personality. mechanical golem, or want to create a simple apparatus, build a castle gate or Etiquette a steampowered monstrosity, disarm a Trained Untrained mechanical trap or open that lock. CHA+INF +PER The right thing to say at the right time, Stealth and to the right person, to know when Trained Untrained to bow or what title someone has, AGI+CON +RES whose status is higher, whose lower, To move unseen in dark places, from and when you really shouldn´t stress shadow to shadow, between places of something are all part of this skill. light, with those who await the right moment for every move, or those who Insight just go as fast as possible, hoping to Trained Untrained evade all between them and their INT+PER +LOG target. Getting into the mind of others, understanding their intentions and Trade deciphering whether someone lies or tells the truth is a difficult thing to do, Trained Untrained and it can be done by observing the INF+INT +CON other or not falling for the trap. Selling high or low, to the best bidder or choosing the fastest economically Leadership viable route, bickering and bargaining Trained Untrained at the table are all part of this skill. CHA+RES +INF To lead is to be responsible for lives beyond your own. And whether your leadership comes from the strength of your personality or from the fact that you are simply the best choice for the job is indifferent to those being led.

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Characteristics finally Deadly.

The characteristics are comprised of Incur enough damage to fill up one character health levels, combat styles column and further damage starts and talents. filling up the next lower column.

Combat Styles Reaching a certain column always Combat Styles represent special skills, confers a negative effect, though they allowing characters to use maneuvers aren´t treated cumulative. and other special abilities based on A character starts with a single row their training. and gains additional rows for every Combat Styles are chosen during full +2 bonus in Constitution. character creation or as part of character advancement. No character All Health Levels Marked When all boxes of a character are can have more than three (3) combat ticked, the character is mortally styles available at the same time. wounded, knocked out and in danger Combat Styles use the same system as of ending his adventures permanently. skills, but are treated different in that a player may choose which to get A player, whose character filled all his health boxes, rolls 2d6 on the At instead. Deaths Door table and applies the Combat Styles are expanded upon in result. Chapter 4. At Deaths Door Roll Outcome Effect Health Levels 0-5 Death You are dead The general health and survivability is Death offers you a bargain. Accept Cruel and you live to fulfil the bargain or divided into Health Levels. They 6 Bargain earn death´s ire. Refuse and enter his represent the tolerance of the character realm permanently for physical wounds of any kind and Deep scars and wounds damage your their effects. body. Roll d6 7-8 Crippled (STR,AGI,CON,PER,CHA,INF), lower resulting attribute by 1, and Every treat as KO The close death experiences leaves character 9- Rattled you rattled, apply Disadvantage for starts with a 10 the next 48 hours, and treat as KO single row for 11- You´ve been brought down, but no KO each of the 12 permanent damage has been made health stages You´ve just been shaken up and 13+ Shaken aren´t really down. Uncheck the final available, health level and carry on. from Shallow, to Light, Regaining Health Levels Strong, There are several ways to regain Critical and health levels.

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A character can rest. For each full day his past and where he is coming from. of rest a character heals The species also acts as a requirement [Constitution] points of damage. If a for some background talents. character rests for a whole week, he heals all damage. The different species of GOG are expanded upon in Chapter 10. You can also regain health by medical treatment, which, depending on the Talents quality of the item used, allows Talents are special abilities/skills that healing some damage, depending on represent uniqueness and mark the the items used. characters among the common masses as special Another resort you can try is quick- heal-items, objects which allow a Player characters gain one (1) new small infusion of healing with talent point per every two (2) attribute diminishing return on continued use, advancements they made. but can save lifes in the nick of time, or occult talents. Talent mechanics are expanded upon in chapter 4. And finally, after every combat, every surviving character not yet knocked Vices out heals 2 damage automatically, No one is without them, a small sin representing the will to survive. here and some deviousness there. Vices serve to represent these in the Attribute Damage player characters, as well as that big Adventurers can encounter attribute flaw, that might ultimately prove to be damage. Attribute damage weakens their downfall. attribute scores and makes actions harder to succeed at. Each vice has an aptitude, like an attribute, but vices are always rolled as To regain attribute points, a character if at +0 and determine what your needs to rest for 4 weeks of full-time characters weaknesses are. rest, or after 4 months naturally. They are expanded upon in chapter 4. Otherwise, only occult methods can help. Initiative How fast does a character react, when Attribute Damage can lead to an his or the life of others is on the line? attribute going below +0. Going below Initiative is mostly used in fighting via 0 works as if the same attribute a pre-determined value and calculated confers a negative dice roll modifier by taking the average of Agility, onto a roll. Intuition and Resolve.

Species Initative A characters species tells us whether [AGI + INT + RES]/3 he is a member of an illustrious people, (fractions rounded up)

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Summary Abilities Agility General speed, quickness, coordination Charisma How the character is perceived by others Constitution Ability to withstand pain, poison, disease Influence Ability to manipulate others Intuition Wisdom and mental acuity Logic General Intelligence and Knowledge Perception Ability to see details Resolve Mental Fortitude Strength Muscles and Technique Skills Alchemy Brewing potions, workings of chemistry Deception How good you are in lying and cheating Etiquette In what way to act in civilized society Insight How to discern truth and lie Leadership Commanding units and respect Lore Knowledge of the world and its history Mechanics How to build, craft and repair mechanics Stealth When you need to hide and be sneaky Trade Trading, Crafting, Haggling Characteristics Combat How a character Fights Style Health Physical Health/Fitness Levels Vices Character-related Disadvantages Talents Special Abilities Initiative How fast a character reacts

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3 – Character Creation Choose four (4) out of the nine (9) available skills. Those are your trained In Short skills. They use only two attributes as The following is a step-by-step guide cap, while all others count as for character creation for use with the untrained. GOG rules. The highest of the named attributes Step 1 - Concept determines the cap, while the lowest Think of a concept for your character. determines the aptitude. Who is she supposed to become? Who do you want him to be? Skills start at the lower derived attribute level -1, Step 2 - Origin though no lower than +0. Select a species. Being a member of a Alchemy Untrained Deception Untrained certain species costs nothing by itself CON + LOG +INT STR+ RES +AGI and never confers mechanical Etiquette Insight advantages but it may include or CHA + INF +PER INT + PER +LOG exclude you from certain talents. Leadership Lore RES + CHA +INF LOG + PER +CHA Step 3 – Attributes Mechanics Stealth You get 27 Points. Use these to AGI+PER +STR AGI + CON +RES increase attributes determine Aptitude. Trade Start with all attributes at +0 and INF+INT +CON mortal aptitude. Step 5 - Talents You have 9 attributes. Now you get 5 talent points. You may use them to activate, and only activate To increase an attribute by one, you up to 5 talents of your choice. Talents spend are unique abilities that allow you to 1 Point. develop your character further. They can be found in Chapter 4. To advance an aptitude by one, you spend Gaining new, or advancing current 6 Points. talents later on can be done per every two attribute advances. A character may not start with an attribute better than +5. Afterwards, you gain 1 talent point for every 3 points you invested in your A character may not start with an attributes in Step 3. (Investing the points into a aptitude better than Gifted. better aptitude does not count for this purpose!)

Step 4 – Skills The next step is calculating current skill caps and aptitude, as they derive attributes.

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Step 6 – Combat Style creation limits as normal. No character Choose one (1) Combat Style your should ever leave character creation character knows in addition to gaining with a supernal aptitude though. the Unarmed Combat Style. Combat Styles are combat specific skills. You Starting Character 27 Points Max +5 can find a list of them in Chapter 4.3 Proficient Character 45 Points Max +7 Expert Character 63 Points Max +9 Step 7 - Vices Step 10 – Filling in missing pieces Now take a closer look at the You have now filled in the abilities, characters vices. Each Character has 4 skills and can begin to fill in all the Vices, Fear, Greed, Disrepute and missing values, even those of less Pride. They are expanded upon in importance, like age, hair colour etc. Chapter 4. Common Start Common Max Species Each Vice is given an aptitude. Age Age You may give one (1) Supernal, Human 18-30 (16+2d6) Start Age +2d20 two (2) Gifted Svart 30-50 (29+d20) Start Age + 2d20 20-60 Aen Seidhe 50 + 2d20 years and one (1) Mortal. (18+2d20) As previous Current Age Revenant Step 8 - Equipment Race +2d6 years You gain equipment your character Bandar Log 7-12 (6+d6) Start Age +2d20 would usually have, apart from a regular set of clothing and 2d10 silver Summary pieces. Try to limit the value of your Points As per Experience/Step 9 Attributes 27/45/63 Points for 9 Attributes, 1 start possessions at 200 silver at most. point per +1 Aptitude 6 Points to go from Mortal to Gifted For example, a former gladiator would start with Skill Calculate from Attributes, start at a melee weapon and some sort of light armour, (lowest attribute)-1, min 0 perhaps even a chariot, while a merchant might Talents 5 Points at Start, +1 point per 3 start with cart and mule and some cargo. attribute points Remember Rule 0. Vices 4 Vices, one aptitude per, 1 Supernal/Mortal, 2 Gifted Step 9 – Character Experience Equipment As fits character background +2d10 sp Decide the starting power/experience Experience Depends on group and play style level of your character.

New characters start as per the normal build rules above, as can be seen at Step 3, but depending on the game you´re playing, a higher level might be appropriate.

If you choose to create a more proficient character, change the number of attribute points from Step 3 as per the table and change the

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3.1 - Advancement Example: Last time the priest was trying to escape from an escape dog Once created, a character is able to breaking through his cover. He has advance, to develop himself and since been captured but also learned a become stronger. He does this mostly few things and has now only one more by using and prevailing with the skills roll he needs to advance his Intuition he has at hands and with the trust of a from +2 to +3. Luckily such a sharp sword. possibility is provided by destiny itself and he succeeds at the roll as well. He In Short marks it down, erases all other marks This partial chapter contains rules for and replaces the +2 with +3. Hooray! character advancement and how to apply it. This counts for both attributes and skills. You also have to note the rolls Character Advancement for each by themselves, as a roll for GOGa uses a directed practice system one attribute/skill cannot be suddenly to simulate the advancement of changed to another. abilities and skills instead of levels or experience spending. Once the needed number of rolls has been made, the attribute/skill is Each ability and skill have a numerical immediately advanced to its new value value, designated as +0 to +10. To and a new number of rolls is needed. increase this bonus/value, a number of successful rolls against specific If a roll was made against a higher difficulties are needed. Level of Difficulty, it is counted for the LoD as per players choice. Number of Rolls The number of successful rolls and the If the roll gains a roll modifier beyond difficulty needed are given in the the base attribute or skill value, the Advancement table below. LoD is modified respectively.

+x/DC Common Taxing Difficult Example: You remember that our +1 1 and 1 or 1 priest recently increased his Intuition +2 2 and 1 or 1 +3 3 and 2 or 1 from +3 to +4. Armed with this +4 4 and 2 or 1 greater and deeper intuitive ability, he +5 n/a / 3 and 1 +6 n/a / 3 and 2 needs to go against a sudden DC of +7 n/a / 4 and 2 12! That´s a challenging Level of +8 n/a / 4 and 3 Difficulty. However, for this situation, +9 n/a / 5 and 3 +10 n/a / 6 and 4 not only has he gotten 2 friends The number of successful rolls willing to help him, but he also gets a describes how many rolls against a +2 RM from his greatly advanced certain difficulty you need to succeed talent. He thus gets +8 instead. at until you may increase an However, this also diminishes the attribute/skill to that stage. current Level of Difficulty to Common instead. He wouldn´t be able to make

20 the roll count anyway, but if he could checks, which we can embrace but have, he wouldn´t even be able to they are also our true limitations. make it count. No player character can ever have Each attribute or skill can only be supernal aptitude. It is used for beings increased once per module/milestone, far beyond the humanoid spectrum though you may decrease or increase presented. this to fit the advancement speed to your groups’ playstyle. Beyond +10? You´ll note that +10 is treated as the Only one roll may be counted per maximum that attributes and skills can scene for a given attribute/skill. If a add to a roll. That is done so on fight breaks out, it counts as part of purpose. Characters reaching such a the larger scene. high mark are already beyond most normal challenges of the game and as Skill Cap such present their very own obstacles. Skills, whether general skills or as combat skills, are capped at certain Summary values, depending on whether or not Advancing Via collecting common, they are used untrained or not. Attribute/Skill taxing or difficult rolls Max 1 roll per scene, combat counts within You cannot collect successful rolls for How fast? scene, each skill/attribute a skill/combat style that has reached can only increase once per his current cap value. To further module/milestone Depends on derived highest increase the cap, increase the Skill Cap attribute connected attributes. For every 2 points of Advancing attribute increase, gain 1 Talents Advancement Talents talent point Advancing Advancing a given value does confer No. some benefits on a player character. Aptitude?

Whenever a character has advanced his attributes twice (2x), and only attributes, he gains one talent point.

Talent points can be used to either advance a talent or gain a new talent. Talent points are expanded in chapter 4.

Advancing Aptitude A player character, once he has set a specific aptitude, may never advance or increase that aptitude. Aptitudes are natural born talents and inborn ability

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4 – Talent, Style & Vice Each talent can only be advanced a maximum number of three (3) times Talents are what set your character and only if it has “advanceable apart from the common folk, by giving components”, that is, if it is made up you not only greater skill but also of things that can be advanced. special abilities, while combat style explains how your character prefers to Talent advances can either be by fight, and everyone has some vices advancing value, dice, size, or under which they suffer. category.

In Short Advancing Value This chapter lists available talents in- Some talents include roll modifiers depth in alphabetic order under each and thus clear numbers. These are respective category, lists the available annotated as +X RM or –X RM. combat styles and the attributes they Advancing a positive roll modifier derive from, and explains vices and increases it´s value by one. Advancing how to use them. a negative roll modifier decreases it´s value by one. A negative roll modifier 4.1 - Talents cannot be decreased to less than 0.

Talents represent special knowledge or Example: Wily has just activated the talent abilities gained or advanced by “I´ve seen Death” for his character Jerome. He spending talent points on them. now wants to advance the talents value. He chooses one of the two bold values in the talent, here the +1 Resolve Defense Roll Modifier, Talents are divided into five categories, increases that by one, so that it becomes a +2 Heritage, General, Combat, Skill RM, and pays a talent point. He has now and Occult. advanced this talent once out of three possible times. All talents are written similar. They are divided into category, name, Be aware that, when advancing a description, requirements, a value, you always advance one value, mechanical effect gained and a even if there are several others in the descriptor about what can be advanced. same talent. You can only choose one per advance. Name Flavour Text Advancing Dice Minimum Requirement for Talent Some talents include a dice size, like a Effect Effect six-sided die or d6. When advancing a Advance Value? dice, you can either increase the size All talents are gained with base effect along the following chart: and can be differentiated into talents that grow passively actively, by d3 > d6 > d8 > d10 > 2d6 spending talent points to advance the > 2d8 > 2d10 talent.

22 or decrease its current die size by one, Example: Ann found replacing her followers adding a +1 to its end. This decrease really expensive after every mission, so she goes for the “Uncountable Numbers” talent, that cannot go below a d3 and the increase decreases the cost of new retainers/followers by not above 2d10. 5%. As this is a size, she may advance the talent, thus doubling the percentage from 5% to 10%. Example: Sophia wants Lady Foxnot to really On a second advance this might become 20% be able to pack a punch when hitting a target and finally on a third advance even a whooping and chooses “Dirty Fighting” as her talent. As 40%. Now that’s some cheap workers. it stands the talent currently allows her to roll a d3 to determine the amount of damage done, but Talents that use range categories she can advance the talent once to increase the advance per category, so range 1 > die size to d6. Continuing on with her second advance she might increase the dice she can roll range 2 > range 3 and so on. to d8, or even d10 with a third advance. Example: Wily, always wanting to walk around A talent can both be advanced to throwing bombs gods-know-where, decides to get the “Pitcher” talent to increase his range of increase the die size and decrease it throwing. The Pitcher talent increases the range afterwards, resulting in (original category of throwing weapons by 0, so he has to die)+1. Each further time a talent is advance the talent to really take advantage of it. advanced by decreasing the die size Advancing it even once already increases the range by 1, meaning most throwing weapons after being decreased once, the bonus might even be thrown accurately at range 1 or increases by 2. normal at range 2.

Example: Sophia might also decide to go into Advancing Category the other direction and decrease the dice size Some talents include special first or later on. Each decrease of the dice size adds a bonus to the die result. So with the categories that can be advanced. These “Dirty Fighting” talent she might go to d6 with are annotated specially and their the first advance, then d3+1 with the second advance is explained specifically and finally d3+3 with the third, or even d6+1. under the advance row of the In theory, she could also decrease the dice size when still at d3+3, but as there is no lower dice corresponding talent. size, the bonus would increase to d3+5 instead. Example: Some talents, like “Trusted Weapon” Advancing Size include a category advance. This means that they can be advanced specifically to the things Some talents include a value or size of included in that category. For this talent that some sort, like x meters or even range means that the chosen trusted weapon may gain categories as direct measurements. the ability to ignore Armor up to Light, Medium or even Heavy armour, responding to one, two Talents that use size measurements or three advances on the talent itself. increase by 2 per advance, so 2m > 4m Stacking Bonuses > 8m > 16m…, or 5% > 10 % > 20 % 4 Unless specifically noted, talent etc Such talents can also be decreased effects are always cumulative, so that in advancing them. similar bonuses are allowed to stack.

Activation & Advancing 4 %-Chances can be rolled by using 2d10 as a To activate or advance a talent, d100. Treating one die as the ten digit, and the satisfy its requirements other as the one digit allows you to roll %- chances as per their value. and pay 1 talent point.

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Heritage lands. You gain +1 RM to all rolls to find food and water and survive in a green, hilly or forested Heritage talents are background talents, environment, and can increase your speed in a which allow players to enrich their forest by 2m per turn characters backgrounds and represent Advance Value, Size special pasts or experiences Embracing Your Other Side You are the child of two worlds Heritage Talents that don´t require a Species Half-Breed specific species can only be chosen at Effect Your embrace of a side of your heritage has led members of that origin to welcome you more character generation, not afterwards. warmly, giving you +1 RM to reaction rolls when encountering them. Best of Both Worlds Advance Value You have the best of both worlds, no matter which worlds that might be Emotionally Distant Species Half-Breed You are a member of the ethereal race, the long- Effect You may activate up to 1 talent requiring lived and lost people of the otherworld either of one of the two species that make up your Species Aen Sidhe own half-breed. Effect Your people live long, and treat the death of Advance Value another not with the same grievance that others do, making you appear as cold and distant . All Bond of Fire and Steel negative effects resulting from the death of a Non- Your people were always mastersmiths and you Aen Sidhe are lowered by 1 for you you get +1 RM grew up with some of these talents influencing your to all rolls to withstand emotional pleas/attempts to works and abilities sway you. Species Svart Advance Value Effect Whenever you want to craft something by use of a smithy, you get +1 RM to all rolls relating Exiled to it and can reduce its price by 5%. You´ve been on the run for a very long time, ever Advance Value, Size since they threw you out, wherever that might have been, whatever crimes you commited Bound to the Seasons Effect Your past has made you more aware of You are a member of the ethereal race, the long- things around you, giving you +1 RM to all lived and lost people of the otherworld perception rolls on sight and made you wary of Species Aen Sidhe trusting strangers. You always have a 5%-chance Effect Your people were always affected by the to infer if someone is lying to you. season. During Spring, you gain +1 RM to Insight, Advance Value, Size during Summer +1 RM to Leadership, during Autumn +1 RM to Lore, during Winter +1 RM to Fervor Deception. Few races can bring themselves, and with it, others Advance Value into such fervor, whip out the great will into open rebellion, as humans do, so bound to their hearts, Cordian Pride yet so ruled by their stubborn heads You come from the old cordian core lands, where Species Human Cordis itself is said to have been laid to rest and Effect When attempting to influence a group of pride yourself on this connection of history humans, gain +1 RM to Influence rolls to convince Effect As you yourself are connected to Great them or whip them into a frenzy Cordis, people tend to listen when you speak, Advance Value giving you +1 RM to Influence rolls and your pride tends to make you less inclined to listen, giving +1 Guild-Born RM to Resolve against social rolls of others Your early years were spent learning and living Advance Value under the disciplined hand of the merchants of Maras, living in one of their Kontors. Cymric Effect You´ve learned numbers, calculations and Born on the far isle of Cymris, in one of the petty all manners of bookkeeping, when to help carry or kingdoms that inhabit the island on the shores of how to order those lesser around, giving you +1 the Makria Thalassa has left its mark upon you RM to all Leadership rolls for people paid by your Effect You feel at home amidst the green and hilly purse and +1 RM to all rolls about topics of

24 relevance to a merchant Noble Past Advance Value Your family was once of worth and rank, possibly even noble, but has since fallen on hard times and Gurus´ Foresight lost everything except the name and all that confers You are a member of the monkey people and like towards those who remember their smaller white-hide chimpanzees have learned Effect When in the presence of aristocrats, on the rare ability to predict the unpredictable feasts or at a ball, you gain +1 RM to all Charisma Species Bandar Log rolls, provided the other knows of you past. Effect You are one of the few able to glimpse Advance Value pieces of the future, often only a second at most. You gain +1 RM to all physical defense rolls as Past Mired in Shadows long as this ability is active. Using it gives you the Your past is a mystery, perhaps even to you, but bonus for d2 rounds. As it is exhausting to stare you use this to great effect with those who are into the face of the unknown, it can only be stumped by it activated once per day. No other Heritage Talent Advance Value, Dice Effect You may add +1 RM to all Charisma rolls when meeting someone for the first time and +1 I´ve Seen Death RM to all Deception rolls when speaking about Your death was gruesome and your experience with your own past, whatever claim you make whatever followed has hardened your mind against Advance Value further cruelties Species Revenant Smell of Undeath Effect You gain +1 RM to all Resolve defense Your Undeath has changed the way, many, rolls and +1 RM to rolls on the At Deaths Door especially ethereal beings react to your presence, table when rolling for the first in Combat. This at times even drawing them closer to you bonus is halved outside of combat, rounded down. Species Revenant Advance Value Effect Your experience during your time beyond has led to a change of behaviour of beings from Oversized Monkey Paws there. You get +1 RM to Reaction rolls of occult Just as your people are, you yourself are especially beings. gifted at climbing Advance Value Species Bandar Log Effect You may gain either +1 RM to climb rolls or Stone Mentality negate disadvantage for the same Your bond with the mountain has given you some of Advance Value its resilience Species Svart Of Faithful Flock Effect Gain a 5% chance to ignore all effects of Your parents embraced the new believe and entered mind-control and illusions. you and yours into the Suprematii from the earliest Advance Size possible age Effect When confronted by non-believers, you may Uncountable Numbers add +1 RM, once per scene, to a roll, or increase There has seldom be more truth spoken, than when the result by d2, so long you confront the non- humans are compared to cockroaches and how they believer with righteous fury and passion can soon after being introduced be found anywhere Advance Value, Dice in a given space Species Human Magi Effect Replacing a human follower, no matter the You´ve finished your early education as an occupation, costs you 5% less. absolvent of the School of Magi in distant Yvyz and Advance Size are an ordained priest of Atarism Not Species Bandar Log Wildechilde Effect You gain +1 RM to all reaction rolls and +1 You´ve been born of the wildemen, the barbarians RM to all Influence rolls with followers of Atarism of the southern coast on the Mare Frig and have and reduce all fire damage received by 0 learned much in that time Advance Value Effect You can smell the sea from far away and feel at home on icy waves. You gain +1 RM to all rolls to resist ice and cold and can increase your speed in snow and on frozen ground by 2m per turn Advance Value, Size

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General serving General talents are open to everyone Advance Dice and represent common abilities or Brute Strength those that did not fit into any other Others would describe you as ripped, but maybe category. you are just a phenomanelly strong exemplar of your people Academic Effect You get +2 RM to all Strength rolls for You have an academic education, whether by pushing, pulling, lifting or holding something trade or hobby down LOG +3 Advance Value Effect Choose an academic discipline, you gain +1 RM when rolling Logic or Lore for it. You Cats Eye may choose a different discipline each time you You have found that, even in deepest darkness, advance this talent. (Possible choices are: you are still somehow able to see more than Alchemy, Ancient Literature, Arithmetics, Arts, others Astronomy, Canon Law, History, Medicine, PER +3 Occultism, Philosophy, Physics, Rhetoric, Effect You can see somewhat well even in dim Theology) and darker nights, giving you something close to Advance Value Lowlight-vision, and extending the range of your vision by 5 meters. Animal Companion Advance Size You have won a friend for life, an animal willing to accompany you in your travels, and fight, live Fool´s Luck and die with and for you You have a certain ability to get out of trouble, CHA +3 despite the circumstances Effect You have gained the service of a +0- Effect You gain 1 luck point. You may use that animal companion with morale 10. The luck point whenever you wish to add d3 to a companion is created by the GM and can be dice roll you just made, whether combat or skill- what is commonly considered a domesticated related. You regain these points at certain animal. If sent away, he needs to seek another, milestones, like the end of the current adventure. at which point it will become feral and hostile to Advance Value, Dice the player. Seeking a new companion takes 3 week. Hardened Advance Value You have learned to cope with stress and exhaustion Biologist Effect You gain +1 RM to all rolls to cope with Studying plants and the environment has given stress, exhaustion and similar obstacles. you a knach for all manners of the green, be it Advance Value more or less dangerous in their substance Lore and PER +3 Healers Skill Effect Your knowledge of herbs and wild plants Where your soft fingers help against wounds gives you the ability to identify any poison with and ailments, the pain lessens a Knowledge roll and a +1 RM. Effect Attempting to heal or help others by Advance Value dressing their wounds or healing them increases the amounts of Health Level boxes healed by 1. Born Leader Equipment used that increases the number of You have a natural talent in leading others boxes healed increases them by an additional d3 Leadership +5 points. Effect You gain a group of d6 retainers, people Advance Size willing to follow your ideals and support your actions. They are skilled specialists and/or warriors of zeroth level with morale 10 and require player support and payment to keep

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Lightning Reflexes Scholar Your reaction time is incredibly fast, allowing You´ve dug deep for your expertise of a certain you to act that much sooner topic or field, and, unlike an Academic, are able Effect You gain +1 to Initiative. to use this knowledge for more practical Advance Value applicance Lore +4 Linguist Effect Choose a topic of interest (History, Your knowledge of languages allows you to Heraldry, etc.). You gain +1 RM for all rolls communicate with a wide range of creatures about that topic, whether of practical or Effect You gain knowledge of 1 other language theoretical nature beyond your own and the general trade language Advance Value known to every character. Advance Value Second Wind You can come back from anything, even the Loyal Ally gates of death A friend or follower of special talent has Effect When forced to roll on the At Deaths decided to join you, whether by free will or your Door table for the first time during combat, own overbearing determination, in your quest character gains +1 RM, and regains d3 Health Leadership +5 Level Boxes extra added if result is 13 or higher. Effect You gain a loyal companion, a +0-NPC This bonus is halved outside of combat, rounded that is willing to accompany your on your down. travels, with morale 10, that can advance up to Advance Dice, Value +1 in his abilities. Advance Value Tough You are able to endure pain more easily than Mechanist others The new age and return to newer wonders has CON +4 allowed and given you the knowledge necessary Effect You gain +1 Health Level Box. to create purely mechanical creatures Advance Value LOG +5 Effect You have gained the knowledge to create Unyielding a mechanical monstrosity, a Mechanus. It has a You are able to continue to fight despite height and width of 0,4m, costs 1,500 silver grievous wounds and horrible pain pieces to be made and takes 1 week of time to RES +4 be build. It acts like a +0- retainer of its creator Effect Whenever character would mark her final and will stop functioning, if left alone for more Health Level, she has a 5% chance to negate than 24h. The appearance of the mechanus is up that final point of damage instead to its designer. Advance Value Advance Value, Size Uncanny Perception Monstrous Companion You have found to be able so as to perceive Your little friend is one of those wild beasts, that things, others would casually overlook intimidate others simply by being near them, PER +3 terrifying monstrosities, or cute friends? You Effect Your sharp eyes allow you to perceive decide! and pick up things others might not see. You Requires Animal Companion may declare to use this ability to gain +1 RM to Effect The animal companion can now be an all perception rolls for a scene, taking animal of bestial or monstrous origin, like a bear, disadvantage for all other rolls during that time, raptor, or a mantikor. The animal can reach a giving you a chance to notice things others size of 0,5m and gains +1 RM to all its rolls would miss. Advance Value, Size Advance Value

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Combat least once during this scene. Combat talents focus on special Advance Value, Dice maneuvers and abilities to deal Close Quarter Fighter damage and fight more extravagantly. You have learned to better handle your weapons, allowing you a greater ease of use when Armour-Training maneuvering or aiming for a weak spot You have trained long and hard to learn how to PER +3, only melee weapons wear armour correctly Effect Decrease the Deadliness value of a melee Effect You have learned to wear light armour weapon in your hands by 1, to a minimum of 1. and lower armour categories without suffering Advance Value disadvantage. Advance Category (light > medium > heavy > Critical Quarter Fighter super-heavy) You have learned to hit your opponent where it hurts most Attack from Behind PER +3, only melee weapons You have the uncanny ability to always hit Effect Increase the damage dealt by a successful where it hurts most rolled set attack of your melee weapon by 1. Stealth +3 Advance Value Effect Attacking an enemy from behind adds d3 to your damage. Deadly Shot Advance Dice Your shots are made with an eye for the really dangerous moments Baptism of Fire Min. PER +3, only ranged weapons Whether you were baptised by the Suprematii, Effect Increase the damage dealt by a successful by providence or just a thick hide, are able to rolled set attack of your ranged weapon by 1. shake off the effects of fire that much more Advance Value easily. CON +5 Detect Weakness Effect Reduce fire damage dealt to you by 1. You just know, where to hit, at which point the Advance Value enemy is weakest PER +3 CHARGE Effect You can find enemy weak spots with a Others might care for tactics, you know that successful perception check with disadvantage. nothing stops the enemy in his or her tracks Attacks made by you against this weak spot add better than someone just charging them down +1 RM to the Combat Roll. CON +3 Advance Value Effect When you run at the enemy, you are able to add your speed into the first bout. This is a Dirty Fighting CON-maneuver against enemy CON. On a You don´t fight fair. But you win. And that´s all success, add +1 RM for every 3m you run over that counts. on your way to the target, to your next combat Effect Whenever you make a damaging attack, roll against that same target but before armour is subtracted, you may, in lieu Advance Value of all other damage values roll a d3 to determine the amount of damage you do instead of your Chosen of Eris own damage value but have to describe what You´ve been trained in the temples of Eris and dirty trick you are using to do so. her Wrath has become your second nature, as Advance Dice you fight for her glory and victory Can´t be combined with Knight Martial/Legionnaire Effect You´ve learned to channel your goddesses pain and anger into your actions, as you may, once per day, add +d2 RM to the next roll against anyone who has already hurt you at

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Duellist rounds. You´ve been trained to fight one-to-one and Advance Value, Dice excel at that RES +3 Knight Martial Effect As long as you are fighting alone, on The Supreme Ones blessing was given to you your own and without any allied help against a and after your baptism you know that you burn single target, you get +1 RM to all Combat rolls with righteous fury. The unbelievers shall burn! against that target. Species Human, can´t be combined with Advance Value Chosen of Eris/Legionnaire Effect The righteous fury of the Supreme One Endurance leads you to impossible heights and adds +1 RM You can take hits that would tear others apart to all rolls against priests, cultists and zealots of without blinking once other religions. CON and RES +5 Advance Value Effect Lower the amount of lost Health Levels from an Attack by 0. Legionnaire Advance Value Being trained to the highest standard as part of the elite guard of the Immortal Tyrant of Quios Eagle Eye has strengthened your abilities to succeed where Others commend you for the sharpness of your others would fail vision Can´t be combined with Chosen of Eris/Knight PER +3 Martial Effect Your vision is remarkably sharp and Effect You´ve been trained to exceed the limits allows you to see clear up to a distance of a of ability as part of the Legionnaires Guard. The hundred meters, decreasing the range category first time you fail a roll in combat by a of a ranged attack by 1, if it is at 4 or higher difference of 1, you may reroll with +1 RM. The Advance Value second result stands, even if it is worse than the first. Exploit Weakness Advance Value Singling out his weak point means knowing just how hard you have to hit, to make the hit really, Love to Kill really hurt Theres something about them, that just makes Detect Weakness , PER +4 you giddy whenever you encounter them, and Effect Your attacks against a found weak spot already you can hear the blood in your ears and increase the damage dealt by 1. the drumming beat of your heart, enthused to Advance Value kill more of them… Effect Choose a category of enemy (Aen Seidhe, Fistful of Rage Animal, Bandar, Beyonder, Elemental, Human, Animatron, Your fists hunger for more and you love to have Monstrosity, Plant, Revenant, Svart, Undead). You gain +0 them meet anothers liver or stomach, face or RM to all attack rolls against that category of heart… enemy in a fight. RES +3 Advance Value Effect Your fists now deal +1 damage. Advance Value One-Man-Army A mob doesn´t frighten you. In fact, numbers Go for the Eyes! don´t frighten you. Let them come. You will You have a certain knack for attacking certain stand. special parts of the opponent, that others don´t. Effect Even when being outnumbered 2 to 1, Min. PER +3 you are able to hold your ground, as your Effect Your ability to target specific body parts enemies will be unable to give you disadvantage allows you to cripple or knock out specific to your defense rolls. enemy body parts. This is a PER maneuver. Advance Value Choose a target body part, an arm, hand, leg or foot. You get +1 RM to that maneuver and can disable the function of that body part for d2

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Master Parry Sentinel Every attack is an opening and every opening a You have taken it upon yourself, to stop those chance to prolong your own survival who would dare walk past you. No one walks +4 in at least one Combat Style past you. Effect You may always announce going into CHA and CON +3 Parry Stance, which adds +0 DRM to all Effect You are able to bind up to 1 opponent to defense rolls in close combat, but gives you yourself. As long as you are standing, that disadvantage to all attack rolls. Opponents don´t opponent may not leave your side, nor ignore or get +RM for attacking you multiple times while choose another target but you, for fear of in Parry Stance. leaving himself open to an attack from you. You Advance Value may choose which opponent/s at the start of the turn. Mirror Fighter Advance Value Your opponent will have to fight against his own technique when facing you, as you´ve learned to Sharpshooter mirror his every move, making this a difficult You have learned to aim for the most battle devastating effect PER +3 PER +3, only ranged weapons Effect Your ability to mirror the enemy fighting Effect Decrease the Deadliness value of a style allows you to “foresee” his next action. ranged weapon in your hands by 1, to a This is a PER-maneuver. On a success, the GM minimum of 1. will tell you the enemies´ next move and you Advance Value get +1 RM to all defense rolls against that enemy. Shield-Training Advance Value You have learned to use your shield more efficiently and can even use it as a weapon Pitcher CON +3 Whether a bomb or a throwing dagger, things Effect Learning the most efficient way allows you throw find their target you to use even the heaviest of shields without STR +4 disadvantage. Effect When throwing an item with THR, you Advance may increase the Range by 0 and add THR 1 to items that not usually have that keyword, Signature Move decreasing their damage by 3. An item cannot You´ve developed and perfected this one move be affected by both parts of this talent. to a level of mastery unseen by many, and will Advance Value show it as your pride and joy whenever you can RES +3 Riposte Effect Choose some sort of signature maneuver When they decide to go for the slash, you or action. Your character has trained this move instead use that to your own advantage and to perfection and gets +1 RM to combat rolls soon after, someone lies on the floor with an when you´ve used this maneuver in the previous open stomach combat turn. As your enemies won´t be awed AGI +4 too often by it, you can only use it once per Effect You may use an enemy opening to combat. immediately go for the jugular. This is an AGI- Advance Value maneuver. Your next successful defense roll is immediately followed by an attack roll against Trusted Weapon that target, with +1 RM to that attack roll. A weapon you can trust can help you more than Advance Value the best friend might. And you can´t stab other people with friends. Effect Choose a weapon (For this purpose, your fists count as a weapon). You gain +1 RM and IA - on all Combat rolls with it. Advance Value, Category (IA - > IA L > IA M > IA H)

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Two-Handed Two-Weapon Fighting Weapon Block You have learned to fight with a weapon in each You´ve internalized the training for defensive hand and excel at delivering a rain of steel. maneuvers, allowing you to put much greater STR +6, Two-Weapon Fighting duress onto your weapon to defend yourself Effect You´ve trained to fight with a two- from harm handed weapon in each hand, each deals 3 STR +3 damage less, and lowers your initiative by 1. Effect Choose a specific weapon. You have Advance Value learned to use Block with that type of weapon and can now always apply this defense just as if Two Weapon Block you used a shield to block, giving it 2 durability Others concentrate on attacking, you have hits. You may always choose to retrain the mastered the art of building a steel whirlwind, chosen weapon category by investing 7 day of to push aside all who would try to hurt you training and the use of a training montage. AGI +3 Advance Value Effect When wielding two weapons at the same time, you may block using them, even if you Whats Yours is Mine haven´t got Weapon Block. Each weapon used Whoever said that fighting means only the to block suffers a durability hit. winner profits obviously never met you Advance Value AGI +3 Effect You have a knack for taking from Two Weapon Defense enemies that which they least suspect, even Your ability to wield two weapons at once has, when fighting them. This is an AGI-maneuver. more often than not, helped you divert and On a success with disadvantage, you are able to deflect hits others would have had to endure acquire an item chosen at random from them or Two-Weapon Fighting, AGI +5 a specific item of your choice with a 10%- Effect When wielding two weapons, you chance. receive +1 RM to defense rolls against physical Advance Value, Size attacks. Advance Value Whirlwind You are fury incarnate and your attacks are a Two Weapon Fighting wild thunderstorm, clashing down on them You have learned to fight with a weapon in each again and again hand and excel at delivering a rain of steel. CON +3 AGI +3 Effect You are able to move across the Effect When fighting with two one-handed battlefield like a storm. You may move before weapons, your initiative increases by 1 and you and after every attack you make up to 1m. gain +1 RM to defense rolls. You still have to Advance Value decide with which weapon to attack during a turn Wrath Advance Value You are led by your constantly boiling hatred and anger, and in desperate times can call upon Warlord that anger to BRING ON THE WRATH You have an air of violence and combat about RES +3 you and men are ready to die at your command Effect You can go into Wrath Mode. During Leadership +3 Wrath Mode you get +1 RM to Strength rolls, 5 Effect Once per day, you may make a War temporary Health Level Boxes, and can´t act Shout, which adds a +1 RM to all combat rolls stealthily or do anything requiring precise and allows a re-roll with disadvantage for all control. Wrath Mode lasts up to d3 rounds and failed morale checks your retainer make for the afterwards you suffer from exhaustion, giving next d2 rounds. you disadvantage for the same time. Advance Value, Dice Advance Value, Dice

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Skills per grenade you wish to build. Each of these Skill talents describe abilities of selfmade grenades increases their EX range by 1m. For each grenade a separate Knowledge roll general deception, social quality and is required. The roll is only made once a special powers, as these talents fit grenade is thrown to determine whether it is stealthy characters. functional at all or not. Advance Value, Size Alchemist The knowledge to combine the right ingredients Craftsmen gives you the ability to create previously You have learned some sort of craft and are unkown elixirs and contraptions quite proficient Alchemy +2 Effect Choose a profession. You add +1 RM to Effect You have learned to create an alchemical all rolls for that profession. brew, an elixir or poison, of which you may Advance Value choose 1 from the list of elixirs and poisons from the equipment list. It costs you 5% less Dead Lead than the listed price in silver pieces and 7 days Somehow what you say can reach even those time to brew one. When it is consumed or ears long since dead, deaf, lost or rotten. applied, you make a Knowledge roll to Leadership and RES +5 determine whether it is functional or not. Effect You may attempt to order a group of up Advance Value, Size to 2 undead to follow your order with a DC 12 Leadership roll. On a success, they follow your Alchemical Expertise next order until someone else takes control. On Your time with the strangest of chemical a failure, they focus you as their next target. combinations has led you towards a much You may only use this ability once per combat. greater experience with them, allowing you to Advance Value, Size penetrate their secrets to previously unknown depths Dead Mans Luck Alchemist, Alchemy +5 Some call it luck, others know it is but borrowed Effect You may increase the potency of 1 time, and death tends to collect rather early, known formula to its heightened effect. than late Furthermore, your experience with alchemica Effect Whenever you fail a dice roll against increases the elixirs/poisons effect and duration some sort of non-combat damaging-event, you by d2 rounds. may immediately, once, reroll with Advance Value, Dice disadvantage. If you decide to go for this reroll, you have to accept the final result, even if it´s Bloodhound worse than the last. Others would call you a dog, but that doesn´t Advance Value even come close to your ability to track your prey Demagogue PER +3 Your personality is charming, powerful and Effect You gain +1 RM to all rolls for following dominating in all the right aspects, which a track, regardless of the circumstances gathers others in the storm of your actions Advance Value CHA +4 Effect When influencing a group, gain +1 RM Bomb Maker to Influence and Charisma rolls to convince You have embraced the new age of explosive them if your point, regardless of its validity weaponry and wish to share this with everyone Advance Value by making all of it explode. Violently, if possible. Lore +3 Healers Touch Effect You have learned to mix different You have the incredible ability to lessen pain powders and materials which revealed 1 simply by touching others blueprint to you, allowing you to create a type Effect Once per day you can heal someone, of grenade. This requires both a unit of your can touch, for d3 Health Level Boxes via gunpowder and about 1 hour and 5 silver piece touching them. This exhausts you, giving you

32 disadvantage on your next action. use a mantle, to cover yourself in darkness, be Advance Dice enveloped by it, walking in it without distance. Stealth +4 Inspirational Effect You´ve become able to step between Some words have the power to do more than shadows without crossing the space between, so just wound. They can heal, inspire, and lead long the distance between them is no more than men to do wrongs of even greater magnitude 2m and you succeed on a DC 12 Stealth Check INF +4 Advance Value Effect You can do an Inspiring Speech 1/day, allowing you to heal every ally in 5m for 1 Stranger Faces Health Level Box You´ve learned to change your own outward Advance Value, Size, Dice appearance in style and manners, so not even close friends would recognize you. Locksmith Deception +5 Your fingers were born to get you in there, Effect By Self-Conditioning you are able to wherever there is completely change the way you act and feel for AGI +3 or Stealth +4 others, so that for an outward observer, you Effect You get +1 RM to Lockpick attempts become a completely different person, giving and can attempt to lockpick something, even, you +1 RM to all Deception rolls. As changing when you have no tools available to do so. mannerisms so completely is very exhausting, Advance Value you can only use it once per day. Advance Value, Size Occult Dabbling You have, from time to time, sought out Street Rat knowledge of the arcane and subliminal and You were born in the dirt and grew up on the made it your own. You will never be what others street and cracks of society consider a sorcerer, but you have gained some INT +3 precious knacks along the way Effect You learned to disappear in urban areas, Doesn´t have an Initial talent, may not giving you +1 RM to Stealth rolls and allowing combine with Initial talent, Lore +4 you to always attempt to find an alley or Effect Choose 1 non-initial-occult talent. You doorway to hide into on a successful DC 12 gain the ability to use it as if possessing that Lore roll. same talent without any advances. Using this Advance Value talent requires a taxing Lore roll with disadvantage and deals you 2 damage. Thieves Nose Advance Value, Size You have an uncanny ability to find items of value, no matter how good their hiding spot Powder Maker INT +3 You have embraced the new age of gunpowder Effect You can practically smell valuables. On a and revel in it´s marvels successful difficult Perception roll with Lore +3 disadvantage the GM has to inform you if any Effect You have learned how to create valuables are within 5m radius of your character. gunpowder and can usually recreate the mixture If the roll succeeds with a set, you are also able if given enough time. You need one hour and to determine the general direction and distance materials equal to 20 silver pieces to create towards them according to range categories. about 100 gram or one unit of gunpowder. Such Advance Size special gunpowder suffices for d3 ammo with it and guns using it decrease their Deadliness by 0, Trap Sense and increase the damage dealt by 0. Increasing You have some sort of sixth sense in finding and the ammo die increases the base silver price as working with traps per normal equipment rules. PER +4 Advance Value, Size, Dice Effect You gain +1 RM to all Perception rolls to detect a trap in your immediate vicinity and +1 Shadowstep RM when attempting to disarm them. You´ve learned to use the shadows as one would Advance Value

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Occult Pact-Bound (Initial) Occult talents allow the manipulation You had neither the innate ability nor the learnedness to gain what you wished for. Yet of the physical world by powers you wished so very much...and something beyond our own understanding. listened. RES +1, doesn´t have another Initial talent All occult talents effects last only Effect You now possess the ability to call upon your pact and activate occult talents. Resolve is either until the end of the next round your occult power attribute, which you roll, (in combat) or up to 4 hours (out of whenever you attempt to use occult talents. You combat), unless otherwise noted. can now activate other occult talents. You can Currently active occult talents peter advance your non-initial occult talents up to 0 times. Your special ability is that you can hold out at the end of the second round if back the effect of all your occult talents for up combat started during it. to 1 rounds after using them, after which they gain an increased effect by 1. Every occultist can try to counter an Advance Value opponent’s occult talent. For this, he Power of Blood (Initial) declares to do so, forfeits his next The power was always within you, sleeping, action and makes an opposed roll waiting, dreaming, until it finally broke free and against the occultist casting. On a asserted itself into your life. Violently. success, the opponents´ occult talent CON +1, doesn´t have another Initial talent Effect You now possess the ability to call upon fails, otherwise it works as normal. your pact and activate occult talents. Constitution is your occult power attribute, All armour influences occult abilities which you roll, whenever you attempt to use and adds the armour value as a occult talents. You can now activate other occult negative RM to occult talent rolls. talents. You can advance your non-initial occult talents up to 0 times. Your special effect is that you can pay with your own life force to increase Finally, using occult talents puts great your ability effect, which allows you to pay 3 mental strain on the user and he Health once during the use of the ability, for suffers 1 damage regardless of success which they gain an increased effect by 1. or failure, if an attempt is made. Advance Value, Size Ritualism (Initial) You have learned to harness the power by devising complex rituals and signs, lowering the danger but increasing the work and time required LOG +1, doesn´t have another Initial talent Gº You now possess the ability to call upon your pact and activate occult talents. Logic is your occult power attribute, which you roll, whenever you attempt to use occult talents. You can now activate other occult talents. You can advance your non-initial occult talents up to 0 times. Your special effect is that every use of occult talents lowers your initative by d6 and may lower the amount of damage taken from using occult abilities by 0. Advance Value, Dice

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Animate the Unliving yourself or is carried by a still living being that By your will, that which is not alive, shall be so, is part of the ritual. Each use of the ritual carries and your otherworldly ally sends an aspect of the risk of the caster being infected as well with himself into the object, which becomes bound to a 40%-chance. your command. Advance Value, Size Requires Pact-Bound Effect You may animate an object of up to Coaxing the Soul 30cm³ size for up to 1 minute. The animated Blood calls to Blood, and so you do to the souls object will follow your orders, and acts as if a of those that bind to the body, the spirit as they +1 opponent and may choose traits as fit the bind to their flesh. And in doing so, enrich object. yourself with their life force. Advance Value Requires Power of Blood Effect You´ve learned to consume the souls of Blood and Life the slain by coaxing them out with your blood, Your blood gives you the ability to heal others, which gives you 1 temporary additional health though the act of healing itself might require box for a duration of 1 hour per soul consumed. you to spill your own. However, some souls fight back and there is a Requires Power of Blood 40% chance that the soul might instead deal 2 Effect You spill your own blood to heal damage to you. someone. Per 3 points of damage you deal to Advance Value, Size yourself, you can heal d2 points of damage. The targets skin must come into contact with your Curse of Weakness blood. You have learned to drain others of their Advance Value, Dice strength, of their power, of peace and prosperity, of fortitude and endurance. For a while. Blood Golem Requires (Initial) talent Your experience in creating golems and a bit of Effect You can weaken up to 1 opponent by experimentation leads you towards using your cursing him aloud. You and all allies get +1 RM own power source to create a terrifying to all defense rolls against him until the end of monstrosity combat. Requires Power of Blood, Golem Advance Value Effect You tapped into your own blood and as such can create a golem out of your own blood Distorted Realities wherever you want within 50 rounds of Your powers have begun to change the outward uninterrupted casting as a +3-creature after appearance of the world around you, making which it jumps to life for d2 day/s, but it costs you feel more at home, but disturbing others you dearly. After summoning your blood golem, Requires (Initial) talent you suffer d10 damage. The golem can, at any Effect Whenever you use an occult talent time, be drained by you, by which it suffers d6 successfully, the area around your character in damage, healing you for the same amount. Due range 0 changes to a distorted version to it´s freakish nature, it will always have to take depending on your initial talent and gives you the Aura of Fear trait, but may otherwise choose +d2 RM on your next action. You can only gain traits from the Trait list corresponding to its this RM to an action once per 8 rounds. It´s a/n ability value. dead, barren wasteland (Ritualism)/ Screaming Advance Value, Dice Hellscape (Power of Blood)/ all engulfing black mouth (Pact-Bound). Ceremony of Moros Advance Value, Dice, Size Forbidden even by the standards of Gehennan occultism, is this infamous ritual used to send Dreadful Avatar illness and disease one of the better known Your powers have offered you a chance to fragments from Old Cordis. impress upon those who thought to hurt and Requires Ritualism deny you, and you will teach them the fear in Effect You can curse a person, of whom you their heart possess an item of personal use, that is no Requires (Initial) talent , Occult Attribute +3 further away than 100 km from your position, to Effect You summon an apparition from the be infected by a disease you either suffer from

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Void in a form corresponding to your initial Mastery of the element chosen has led you to talent for d2 rounds. Anyone attacking you create a concentrated elemental ball, which directly is forced to witness this Dreadful explodes upon impact. It has Range 2 and deals Avatar and makes a Resolve (Player)/ Morale d6 damage upon explosion to all targets in (NSC) Check to not flee immediately with Range 1 with a Deadliness of 3.The elemental disadvantage instead of continuing to attack you. force works equally for all Initials. It is a Dreadful Golem (Ritualism)/ Terrifying Advance Value, Dice, Size Demon (Power of Blood)/ impossible creature from the Void (Pact-Bound). Force Blast Advance Value, Dice You learned to channel your occult talent into a destructive beam of force Elemental Blast Requires (Initial) talent To shape elemental powers and form them into Effect You can make ranged attacks with a something equal to a weapon, a terrible talent Force Blast, an occult beam. It deals d3 damage for destruction with Range 1 and a Deadliness of 3. It is a Requires (Initial) talent Stroke of Lightning (Ritualism)/ Stream of Effect Choose an element (fire, air, earth, water). Boiling Blood (Power of Blood)/ Acidic Ray You can make ranged attacks with an elemental (Pact-Bound). blast. It deals d3 damage with Range 1 with a Advance Value, Dice, Size Deadliness of 3. The elemental force works equally for all Initials. Golem Advance Dice, Size You can infuse a creature with life, for a short amount of time, that is required to follow your Elemental Wall every whim and command To shape elemental powers and form them into Requires (Initial) talent something equal to a weapon, a terrible talent Effect You have learned to create a clay golem, for destruction a simple occult homunculi of sorts. It is a +1- Requires (Initial) talent , Elemental Blast creature that requires about 10 silver pieces of Effect Choose an element (fire, air, earth, water). material and 1 hour of work, after which it You can create a wall made out of the element jumps to life for 1 day/s. Due to its clumsiness, chosen, with a wide of 1m, height of 3m and it will always roll with disadvantage. It may length of 4m. It deals d3 damage with a choose traits from the Trait list corresponding Deadliness of 3 and remains for up to 2 rounds. to its ability value The elemental force works equally for all Advance Value, Size Initials. Advance Dice, Size Golem Mastery Your experience in creating golems has enabled Elemental Breath you to further develop your creatures, allowing To shape elemental powers and form them into them much greater ability something equal to a weapon, a terrible talent Requires (Initial) talent , Golem, Blood Golem for destruction or Iron Golem Requires (Initial) talent , Elemental Blast Effect You have learned to imbue your golem Effect Choose an element (fire, air, earth, water). with greater mental flexibility and as such can You can breathe out the element chosen, with a give him 1 talent from the Combat Talent wide of 1m, and length of 4m. It deals d3 section. The talents given are used without any damage and has a Deadliness of 3. The advance. Your golems also no longer require elemental force works equally for all Initials. any materials, though the Blood Golem still Advance Dice, Size requires Blood but you may now halve the amount rolled, and always gains the the Elemental Ball “Mindless”-trait for free. To shape elemental powers and form them into Advance Value, Dice something equal to a weapon, a terrible talent for destruction Illusion Requires (Initial) talent , Elemental Blast To create the reflections of light, the refractions Effect Choose an element (fire, air, earth, water). of a shattered mind, to cast false images for all

36 to see nature, it always has to take the “Natural Requires (Initial) talent, Deception +4 Armor”-trait, but may otherwise choose traits Effect You can, just by the snip of your hand, from the Trait list corresponding to its ability conjure illusions with a size of up to 0,4m³, that value. require a successful Insight roll with Advance Value, Dice disadvantage to be recognized as such. They can only hold their form for d6 rounds before Molding resolving into smoke Your otherworldly ally gives you the ability to Advance Value, Size, Dice, Category (rounds > empower items with your own power to minutes > hours > days) strengthen or weaken them. Requires Pact-Bound Illusionary Warriors Effect Changing the overall bonding of items, You have become able to create almost lifelike you´ve learned to strengthen or weaken them. illusionary beings, able to fight even master You may restore the durability of an item for up swordsman to d2 points, or further weaken it by decreasing Requires Illusion, Deception +5 the durability for up to d3 points. To do so, you Effect You can create up to d3 illusionary need to be able to touch the items you change. beings under your command. They fight as if Advance Dice +1-creatures and dissolve into mist if “killed”. They can only hold their form for d6 rounds Occult Summon before resolving into smoke. They cannot deal a Your otherworldly ally has taught you how to killing blow call upon the powers of netherworld and its Advance Value, Dice, Category (rounds > denizens minutes > hours > days) Requires Pact-Bound Effect.You have learned to summon a +d3 Invisibility occult being. The summoned creature needs to It´s quite easy. All you have to do is just not be be controlled by a difficult Resolve roll or it there. attacks the summoner after the action, and Requires (Initial) talent serves the summoner for d3 turns, before Effect You become quasi-invisible, forcing suddenly disappearing in a cloud of sulphur. everyone who tries to perceive you to make a The summoner may shape the being he common Perception roll with disadvantage. summons by forcing it to have up to 1 trait/s of Anyone failing this roll cannot see you, while his choosing., otherwise they are chosen at everyone else will notice at least some sort of random. outline moving about. Fighting while invisible Advance Value, Dice gives you advantage to all attack/defense rolls, so long as the enemy relies on their eyes to Sinorotaxid perceive you. You can be heard as normal. The For the truly gifted, the ability to travel to the invisibility lasts for d2 rounds. Void exists, but the dangers inherent to it Advance Dice, Category (rounds > minutes > remain hours > days)/(common > taxing > difficult > Requires (Initial) talent , Occult Attribute +7 backbreaking) Effect You are able to rip a hole into reality for up to 4 rounds that can transport up to one Metal Golem person to a target destination of your choice by Your experience in creating golems and a bit of travelling through the void. However, each trip experimentation leads you towards using more has a 40%-chance to attract a +7-Being from and more expensive materials, having finally the Beyond that acts hostile to the people using been able to create this great metal horror the void as a sort of highway for travel. Requires (Initial) talent , doesn´t have Power Advance Value, Dice, Size of Blood, Golem Effect You tapped into the powers of metal and Returning the Soul can now shape a golem out of iron, bronze, steel Delving deeper into the secrets of life and death, and copper wherever you want after 2d10 you´ve become able to fully return a soul back rounds of uninterrupted casting as a +2-creature to life after which it jumps to life for d2 day/s, costing Requires (Initial) talent , Occult Attribute +7 you 150 silver pieces for the material. Due to its

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Effect You can attempt to revive a dead person, may also imbue your bindings onto other however only at the highest cost. You require a surfaces than your body. Such bindings hold for blood red ruby with a value of at least 5,000 up to 1 week/s. You can create specific silver mark. The ruby is pulverised during the conditions, when such a binding is to activate. casting, but the soul returns to inhabit the body Advance Value, Size (Week > Month > Year > and brings it back to life, but drawing the soul Decade), Dice back costs you 2d6 years of life. The reawakened person returns to life with all Sybilline Waters wounds closed. This requires a mostly intact By clearing the water of the bowl and chanting body, as a skeleton body won´t do. The soul the correct verse, you are able to spy upon must be willing to return. enemies, and divine the future to a point Advance Size, Dice Requires (Initial) talent , Occult Attribute +1 Effect You´ve learned to use a still and clear Strengthen water surface to take a look into the murky Once you´ve begun to fill your essence into waters of future and present. Whenever using items, you learned how to truy empower them, this talent, determine whether you wish to spy adding to their effect and quality. on someone or wish to divine the future. Spying Requires Pact-Bound, Molding on another is a DC 12 roll and requires you to at Effect You can now empower items you´ve least know or have met the person once in your molded before. You may, for up to d3 rounds, life, while divining the future is a DC 20 roll add up to or increase up to 1 keyword of the with no further requirements, but the same scene item by 1. (For the purpose of this talent, can not be seen twice. The vision is always Damage is counted as a keyword) presented in the waters and without any sound Advance Value, Dice or way to interfere. On a failure, the vision is clouded and the target instead gets a vision of Soul Anchor you, or the future changes in mysterious ways. You have learned how to transfix and rebind the Advance Value, Dice soul into a body, so long it hasn´t already left the body, though not always in a sane way Taking Life Requires (Initial) talent , Occult Attribute +4 You have found that the blood of others can heal Effect You can anchor a soul inside a dying you and empower you body, binding it on a successful roll, at the cost Requires Power of Blood of their true life. You require a fully black onyx Effect You can now drain blood from another with a value of at least 2,000 silver mark. The afar by attacking them at Range 1 with your onyx is pulverised during the casting, but the occult power attribute dealing 2 damage. If your soul continues to inhabit the body, but it is attack is successful, you regain d3 health boxes. brought to unlife instead. The person cast upon If you kill a living being by draining their blood, becomes a revenant and loses all talents you may increase the amount of health boxes pertaining to their old species, as well as 2d6 healed by 4. experience points. Advance Value, Dice Advance Size, Dice Warding Ritual Spell Binding You have learned to create a circle of warding Others might try themselves at exhausting to protect you and eventually also others with themselves, you learned to save your energy your powers through binding spells into magical signs and Requires Ritualism bindings Effect You can create a warding circle of size Requires Ritualism up to 2m radius. This warding circle adds +1 Effect You can store up to 1 occult talent effect RM to all defense rolls made by people within it into a binding tattoo on your body. To create against all outside influences. It has the duration such a binding you need the corresponding of 3 rounds. talent at hand to either cast it yourself or have it Advance Value, Size cast upon the bindings. Each created binding lasts for d2 days until running out of energy, or until used, whichever comes first. You may activate up to 2 bindings as a single action. You

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4.2 - Vices A lesser aptitude means a stronger vice and vice versa. Once chosen, Everyone has a dark side. Even the vices do not grow, but can be called greatest of us have hidden depths, into play. things we keep from others to assure that the darkness doesn´t get out. Disrepute “Where they don´t discriminate between fame In Short and infamy, the latter presents itself as plainly This chapter lists the quirks, all player more achievable.” – Lionel Shriver characters have, as well as how and Disrepute represents scandal, society when to use them. in uproar, a reputation in tatters and Mechanics the belief in true villainy and Vices are quirks characters have, ruthlessness. something representing the primal and Fear deeper darkness within them. “I must not fear. Fear is the mind-killer. Fear is Showcasing, that we are not men, but the little-death that brings total obliteration.” – mere beasts in hiding. Frank Herbert, Dune

Each Character has 4 possible Vices, Fear represents a multitude of possible things everyone can be afraid of, be it Disrepute Fear Greed Pride the unknown or the reaction to the bloodbath around you. All Vices are used the same mechanical way, though they Greed represent very different things. Vices, “He who is not contented with what he has, like attributes, can be rolled for when would not be contented with what he would like they are called upon. to have.” - Socrates

When being called upon to roll for a Greed represents the desire to possess, vice, you roll according to their be it a materialistic desire to own and chosen aptitude against a difficulty as gain more and more wealth, or the per the incident calling upon the vice. avarice to keep all the worlds Vices are not a “ROLL ROLL ROLL” knowledge. mechanic. You should only roll when it can enhance the situation. Pride “Pride goeth before destruction, and an haughty A success avoids the vice in question, spirit before a fall” – Proverbs 16:18 while a failure means you fall prey to its negative consequences. Pride, the, often inflated, belief in a persons self-worth, is a tragedy in At character creation, all vices are itself. To boast of prowess, or believe given an aptitude as if attributes. The yourself more beautiful, or just greater aptitude in question explains how than your peers. The great and small strong that vice is in a given character. alike fall prey to its claws.

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How to roll Vices Whenever a situation calls into question a vice and requires a roll, the Difficult difficulty to roll against it depends on Fear - Be in an unwinnable, and the situation at hand. The following possibly deadly, situation overview tries to offer examples of Disrepute - Mingling at a nobles party situations and their respective Pride - You “should” have succeeded difficulties. when others failed Greed - Be the first to find a thing of Easy great value Fear – See a door opening by possibly ghostly influence Backbreaking Disrepute - Convincing others of your Fear - A terrifying from ability to deliver beyond the void Pride - Another boasting of his Disrepute –Convincing royal actions personage of your innocence Greed – Get to know someone very Pride –Risk exposure of dark secrets gullible or being otherwise humiliated Greed - Have the opportunity to Common enrich yourself without anyone else Fear – Learning of possible knowing consequences of your actions Disrepute - Passing a guard Unmanageable checkpoint Fear - See a friend die on the field of Pride - Claiming something is battle impossible Disrepute – Being judged without Greed – Being left alone in a room recourse in front of those you value with a bowl of coins most Pride – Being humiliated before all Taxing your peers and those you respect Fear - Gaining insight into the true Greed – Find something that would nature of the world absolve all your worries about money Disrepute - Being recognized for past forever misdeeds Pride - Being challenged Greed - Witness the uncovering of a great treasure

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4.3 – Combat Style learned after Character Creation 5 , it starts at Untrained level (+0). However one fights, it is with style, All Combat Styles are built like the whether learned on the streets, on the template below sailing boats of the west or among the Name of Combat Style fine and noble teachers of the Realm. Flavour Text describing a bit Attributes used as basis for style In Short Weapons using this style This chapter lists and explains Combat Master Level Effect in Detal Styles as a mechanic similar to skills, List but used for combat only. Bandari Green Fighting like the apemen of the northern jungles, Mechanics you spring from corner to corner Combat Styles are specialised skills AGI+STR Club, Cutlass, Improvised, Spear, Unarmed used exclusively for fighting. Every Master? All weapons of this style gain your halved character starts with the Unarmed STR (round down) as bonus damage Combat Style, but may, in Character Central Style Creation, or at a later point in the Born out of regimental combat, you learned to fight game, acquire other styles and learn to with Polearm and Gun LOG+RES be a true master at fighting in a Arquebus, Bill, Caliver, Halberd, Pike, Spear, particular style and possibly gain Zweihander bonuses for it. Master? Gains advantage for combat rolls when fighting in formation (Minimum 3 people) Each combat style works as if using a Dominator trained skill, by referencing two Your magnetic charisma has made you able to dominate a lesser mind and use the one dominated attributes which form both cap as well to attack for you instead as aptitude to roll. Also, each style has CHA+INF a bonus for reaching master level in Unarmed (Dominated) Master? The Dominated gains Deadliness 3, IS that particular style (at +6) and Range 2 Eastern Style Attracking without a Combat Style Your style is as deep as the Endless Blue, and you still allows you to strike, but is always draw your enemy in, only waiting for the moment to done with Disadvantage and at +0, as hit and hurt him AGI+PER you are simply not trained or practiced Broad Sword, Cutlass, Dagger, Pike, Rapier for that kind of combat. Master? May follow up successful attack with additional, attack with disadvantage. If attack fails, No character can have more than 2 attack series stops. Glancing Blows are not a failure. different combat styles trained at any Kordraxi Pirate time, exluding unarmed, which can be You´ve learned to fight like a true Kordraxi pirate, the scum of the sea, the dark flags of the Mare unlearned and learned at will. Monachikos Whenever a Combat Style is first AGI+RES Axe, Cutlass, Dagger, Pistol Master? Defeating an opponent and immediately

5 At character creation, it starts at a value of (lowest attribute -1)

41 looting him heals 3 health boxes, provided you Sidhe Autumn looted items of at least 50 silver Mark of value You move with the grace of the Aen Sidhe and your cuts are deep and hurting Marksman AGI+CHA You always had an eye for hitting even far-away Broad Sword, Cutlass, Longbow, Quarterstaff, targets Spear PER+STR Master? May reroll failed Dodge once per combat Crossbow, Longbow Master? You always fire your weapon with Siege Meister advantage, even above range, negating There is no weapon that you cannot command, as disadvantage there instead. long as it can bring down the walls of a city LOG+PER Noble Duellist Cannons (6p, 12p, 24p) You are a duellist, an elite fighter of speed and pin- Master? May reroll a failed hit once per combat point accuracy CHA+RES Southern Style Broad Sword, Cutlass, Dagger, Pistol, Rapier You fight like the wildemen of the Frig Mare, with Master? When fighting alone, against a single bestial fury, with great weapons and power enemy, you gain advantage to all rolls. PER+STR Axe, Club, Halberd, Longbow, Zweihander Northern Style Master? Double all Wrath bonuses You are clad in armour and your mighty weapon. Let the world tremble before your iron fists. Street Fighter CON+STR You´ve learned your lessons in the school of hard Bill, Crossbow, Lance, Pike, Zweihander knocks Master? Increase protection of worn armour by 2 AGI+INT Club, Dagger, Improvised, Pistol Possessor Master? Rolling a set always counts as a glancing Focusing your occult talents onto projection allows blow, but you also take 1 damage for it. you to create a weapon of force, and attacking your enemies with it Supreme Fury INT+RES The Supreme Ones blessing is upon you, and you Unarmed (Mental Attack) will bear it forward! Master? Your Possessor gains Range 1, IA L and RES+STR Deadliness 2 Arquebus, Broad Sword, Halberd, Lance, Spear, Zweihander Rage of Eris Master? May declare a single opponent Anathema, The fury of a goddess is swelling and sleeping gaining advantage for all actions against them within you AGI+RES Svartish Hammer Axe, Broard Sword, Club, Cutlass, Improvised, From the Depths and with the Hardness of Spear gehennan metal comes the Hammer down Master? You gain +1 RM to all combat rolls per LOG+STR damaging hit suffered during combat for the Arquebus, Caliver, Club, Halberd, Musket, duration of the fight Quarterstaff, Spear Master? Always deals additional durability hit Raspori Streltsy With the trusty axenmusket at your side you stand The Shield against the Black Horde and zerkonite swamp Nothing goes beyond where you say it does raiders CON+RES CON+INT Axe, Broad Sword, Club, Cutlass, Dagger, Rapier Axe, Axenmusket, Broad Sword, Musket Master? You gain your Shields Bonus Armour Master? While fighting in evergreen woods, you Value as a +RM to Defense Rolls get +1 RM to all rolls Unarmed Sharpshooter Hitting something, whether with your fists, feet or You´ve embraced the modern age and the head, hurts like technology that came with it CON+STR INT+PER Unarmed (Hands, Feet, Your Body) Arqebus, Caliver, Musket, Pistol Master? Increase Base Unarmed Damage by 1 for Master? May ignore all man-made armour every point in this style above Master Level

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5 - Combat Fortnox 5. The guards come up with an initiative of 2, meaning that Lady In the harsh lands, chaos and death Fortnox acts first, followed by Valoria, reigns supreme. Player will need to the guards and ending on Jerome. fight to survive. To do this we create an “action order”, In Short a list of phases for each participant in This chapter explains how combat and combat for when that character may fighting works. act. For this purpose, opponents are usually grouped together for easier Combat Round & Turn handling. Characters act during their respective Assuming, that intentions to hurt one result phase. If two characters are at another have been clear, all the same initative count, they have to participants enter a turn-based system determine who acts first by comparing to resolve the situation. first their AGI, then INT and finally In GOG, combat is resolved with RES. If all 3 values are exactly the astep-by-step resolution: same, roll 2d6 and highest goes first, otherwise the one with the first higher Initative value acts before the other. Action Morale Action Repeat As soon as a characters initative result is reached, their action phase begins. The moment when a character acts, is That means that they can now declare the action phase. A number of action an action to make, of which they have phases, equal to the number of only one (1). combatants fighting, must be resolved, to complete one round of combat. As One can attack, move, use a talent, go previously established, each round has for a maneuver or any other equally a length of 6 seconds. valid action.

Initiative Alternatively, you may use a In the Initiative phase we ascertain, combined action, for example draw whether a player character acts before and shoot a pistol. You may only or after their opponents. Initiative in combine actions that go logically GOG is not rolled, but determined by together, or are dramatically their Initiative value. appropriate. This excludes running around and loading a cannon etc. Example: Our hardy group of adventurers has since managed to They then roll the attribute or skill encounter a group of guards. Anns´ corresponding to the action they want character Valoria has an initiative of to do and, if necessary, compare the 3, Wily´s Jerome 1 and Sophias Lady result to the opponent´s result.

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Morale End of Combat Before finishing a combat round, a Whenever the player characters morale check might be in order. Player survive combat to the end, every characters are excluded from this. surviving character immediately regains 2 Health Level Boxes to A morale check is necessary, when represent their will to survive. one of the following events has happened during the current combat Attacking round: GoGs world is full of violence and sooner or later you will have to defend - Leader of the opposition is killed yourself by hurting someone or –thing - Strongest/Most powerful opponent else. To do this, you make an attack killed roll. - At least half of opponents are killed - Opponents are greatly (at least 1 to Attack Rolls 3) outnumbered Player character making an attack are using an active roll. A morale check is a 2d6 roll against the morale value of an NPC character Therefore you roll the aptitude for the or group. To succeed, the NPC or combat style used, add the Combat group testing their morale needs to roll Style Value and determine whether above their morale score. If rolling you hit against the comparative equal to or below their morale score, Defense Roll of an opponent. they will attempt to flee at their earliest convenience. To hit you have to roll equal to or higher than the value compared to. Repeat When rolling equal to, you deal only Once the previous phases of combat base damage, otherwise you may add finished, the current combat round secondary effects. ends and the next one begins with the action phase. Attack Sequence Any attack, whether melee or ranged, This continues, until combat ends by is treated the same way. In the the death, flight or surrender of one following two examples, we have side or the other. Of course, you might included both the short and long have a stand-off or some sort of version of how an attack/maneuver is diplomatic conclusion. made.

Short Combat Details 1 – Attacker rolls Combat Style(Attack)/Maneuver(Attribute) In the following partial chapter, details 2 – Defender rolls Defense or declares Block of combat are explained. 3 – If successful hit, calculate damage/process maneuver effect 4 - Subtract defender armour, remaining damage is dealt to defender

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Complete Damage 1 – Attacker chooses Attack/Maneuver A successful hit, if not absorbed by (Weapon?) 1a – Attack modifiers are determined (Dis- armour, deals damage. /Advantage? RM?) 2 – Attacker rolls Attribute (Maneuver) or Damage is marked on the Health Attack roll(Combat Style) Level Tracks, of which each character 3 – Defender rolls Defense roll 4 – If Attacker roll is (Defense Roll)<, it fails, has 5, each with up to 6 boxes. otherwise continue 5 – Calculate damage dealt (Base Damage? Every point of damage forces a tick on Deadliness? Set?) one box of those Health Levels, going 6 – Subtract defender armour value from from the top left box to the most-right damage 7 – If remaining damage 0≤, attack ends, no row available to the player character damage dealt due to his CON attribute. 8 – Subtract remaining damage from defender health levels Example: Lady Fortnox is hit by a crossbow bolt. Despite her best efforts, Attack Modifiers she is dealt 4 damage after all. Lady When an attack is declared, we check Fortnox has only a Constitution of +1, for possible roll modifier and whether, which forces her to use the single first if a ranged weapon, the attack is row of her Health Tracks. She marks within weapon range, below or outside the first box on Shallow, and, as she of it. has no other row available, has to go to the next lower column, and so on. Whether he gets a roll modifier or Dis- Only the Deadly box she doesn´t has /Advantage depends heavily on the to mark, as that would mean 5 damage. circumstances. It still isn´t looking good, as the next Range hit will put her down… All ranged weapons have a range from 1 to 4 (or higher).

Number 1 2 3 4 Category Close Near Medium Far Range 0-3m 4-24m 24-49m 50+m If the attacking character uses a weapon above his range, he gets disadvantage, otherwise he rolls as normal.

If the attack is a ranged attack stretching beyond the visible distance or 2 range categories higher than the Defense weapons range, the attacker Defense has a special role in GoG, as additionally lowers the dice size used a character will and often has to by one step. If the dice size would be defend against incoming threats. lowered from Mortal, the attack automatically fails. You defend in GoG via Defense Rolls.

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Defense Rolls Defense Modifiers Whenever a character, whether player Each time a character defends after the or non-player, is being attacked, he first time during a combat round, the may make a Defense Rolls. attacker may add +1 RM to his roll.

Defense Rolls are made by declaring Example: Having just defended how the character in question is herself against the crossbow bolt from defending, as in which attribute he the side, Valoria still stands in close wishes to use to defend himself. In combat to yet another grave robber this regard, Defense Rolls are who now starts to corner her. He has comparative rolls. an attack result of 7, but Valoria has to defend for the second time this turn, There are three ways to defend when which means that his attack result making a Defense Roll. increases to 8, and should yet another - Dodge (Agility) attack be upon Valoria, that attack - Endure (Constitution) might get +2, making it even more - Parry (Intuition) dangerous. Things are looking grim for her. Example: Valoria, fighting for her life against a pair of grave robbers, is A defender might also get Ad- getting shot at by a crossbow-wielding /Disadvantage, depending on the rogue from afar. The rogues´attack circumstances. result is 10. Valoria wants to dodge the bolt and rolls for her agility with Blocking +2, getting a 9 on 2d6. That’s final Using a shield, or a fitting weapon result of 11. She is able to overcome with the Defensive Training talent or the rogues attack value, which means dual-wielding weapons with the Two- his attack failed. Weapon Defense talent, allows a player instead of rolling his defense, Rolling equal to the Attackers Result to declare that he is blocking the with your Defense Roll doesn´t attack. succeed in stopping the attack, but reduces the damage received as no Blocking an attack negates all Deadliness rating will be applied. In damage dealt, but the item blocked GOG this is called a Glancing Blow. suffers a durability hit.

Not every method to defend is Example: Valoria is about to get hit available for every kind of attack, you by the third attack this round, meaning can´t parry a musket ball6, but there her defense is as good as shattered. will always be at least one possible The opponent, wielding a dangerous attribute you may roll. two-handed warhammer swings, has an Attack result of 10, but gets +2, going to 12 instead. She decides to declare a block instead of rolling for her defense. Her shield arm goes up, 6 Unless you have the talent required

46 bringing her small wooden shield Shield and heavy plate armour negate between her and the attacker. Her 6 points of that, leaving both with a shield suffers a durability hit, bringing huge dent, suffering a durability hit, it down to 1, but negates all damage and 4 points of damage he still has to dealt. Another one of these hits and suffer. that shield is toast. Each time the armour has to lower an Each weapon and armor has a base amount of damage equal to or higher durability value between 1 and 6. than his full armour value, it suffers a Every such durability hit decreases durability hit. Like items blocked that value by one. Should the with, should the armours durability go durability of an item go to 0 or lower, to 0 or lower, the armour shatters. it shatters. A character can not gain a benefit Example: Valorias shield has gone from more than one armour value, with her for quite some time, having unless that armour value is additional, been repaired again and again, but it not a single value. seems that time has taken its toll, as she prepares to block another hit with Single value armour is represented by it. Already decimated by acid breath things like gambesons, plate armour and a warhammer, a mighty bandar etc. and denoted by using a single, mercenary smashes his waraxe into nominal armour value. Additional her shield. This durability hit sends armour value is represented by things her shields durability from 1 to 0. like shields and denoted with a plus- With a loud crash the shield shatters symbol in front of the armour value. into pieces. A character can only ever gain one You cannot defend against every bonus armour value, even when she attack with every item. Breath- and wears multiple items giving her such. Blast-type attacks, for example, can only be blocked by a large enough Deadliness shield, and some weapons can deal All weapons carry a Deadliness rating. durability as well as normal damage. It determines how deadly, as in how easy it is, to hurt someone with it, Armor especially for someone with a bit of When character takes a hit, the highest experience with it. amount of armour value is deducted from the damage point total while the Whenever an Attack/Defense roll is armor´s durability might weaken. made, and the difference between the target value and the roll result is at Example: Jerome, mighty Paladin of least equal to the Deadliness rating of the Martial Order of the Supreme One, the weapon used, add +1 to the is hit by the claws of a mighty beast, amount of damage dealt before dealing 10 points of damage to him. subtracting armour for every full Lucky for him, his trusted Tower amount equal to that rating.

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Example: Valoria goes on the offense. Example: Jerome knows that he Wielding her broadsword, she goes doesn´t want to kill his enemy and just for the deep cut. Attacking the grave wants to bring them down. He robber in front of her, she rolls an 11, attempts to knock his opponent down with her Combat Style that adds up to using brute strength Jerome rolls and a 14, a hit! Since the grave robbers gets a 10 against a maneuver defense defense result is only a meagre 8, result of 5. A resounding success. which means she has overcome it by 6. Jerome easily breaks his opponents Her broadsword has a Deadliness feeble balance and throws him to the rating of 4, meaning for every full 4 ground. points she deals an additional point of damage. Therefore she deals the Movement weapon damage plus one point, a A character can, unless otherwise terrible hit. crippled, move about 30 meter in a single combat round. This is not a The maximum amount of bonus leisurely walk, this is running in a damage an attack can deal via short, adrenalin-fueled bout. deadliness is three (3).

Maneuvers Every character can attempt maneuvers.

They are actions that allow the characters to do things like charge the enemy, disarm him, use a feint or knock him down.

Using a maneuver requires an attribute roll corresponding to the maneuver used, made against the maneuver defense roll of the opponent.

When trying to do a maneuver that would require a talent, that maneuver can still be attempted, but must be done with disadvantage instead.

The effect of a maneuver should be determined by player-GM cooperation or as per talent description and can range from silencing someone, kneecapping them or just disarming another.

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6 – Advanced Rules The Red Death The Red Death is the single most This chapter and everything in it deals lethal illness Gehenna has ever known with advanced rules and is split into in its existence. Wherever it appears, two parts. Advanced base rules and panic and riots follow as those yet advanced optional rules. uninfected barricade their property while those infected try for every In Short possible and impossible way to heal This chapter contains advanced rules themselves of this deadly disease. about advanced aspects of the game world and as well as covering some The Red Death appears as a collection additional optional rules that can be of red spots, small fleshy bubbles on entered into a game of GoG. the skin that begin to boil and finally explode, spraying blood and mucus on 6.1 Advanced Basics every reachable surface, infecting others. Advanced Basics contain rules like Infected Spit/Blood, Infected Rat bite those for illnesses encountered on Roll vs 20 with CON and Disadvantage Gehenna and other such ilk. Rules that Lose d6 attribute points, as per infecteds choice are not important enough for their own Effect repeats once/day chapter, but should be kept in mind. 2 successful consecutive backbreaking CON rolls against illness Illness Sky-Touched Illnesses are one of the most frequent Those who are sky-touched are said to killers encounterable and can be have kept their heads too often above blamed for many a heroic death come their station and are punished by the too early. Gehenna too knows many of gods with it. If that were true, then this these illnesses that plague the people, would be a cruel punishment indeed. but for the sake of brevity, we shall only illuminate those extraordinary Those sky-touched have a need to ones that the common adventurer sneeze, an unbearably strong desire to would encounter and have to fear. do so, and when they do, lightning strikes outward from their body, often Mechanics times hitting those near them, but All illnesses work mechanically much more often, finding no other identically. They follow the same target, searing and striking their own, schematic as presented in the Example already weakened body. Table below, pre-faced by a short fluff explanation. Being hit by infected sneeze/monstrosity, Gods´ Humor Infection Vector Roll vs 15 with CON and Disadvantage What to Roll against the Infection All in Range 1 incl. Infected gets d3 lightning Effect of the Disease damage Intervalls of the Effect Repeating Effect repeats once/hour or if Infected has to sneeze How to Heal It 2 succesful consecutive difficult CON rolls against illness

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Blue Eyes More prevalent along the eastern coast Languages of Gehenna of the Endless Blue, this disease Gehenna has a long and storied past appears in the eyes of those infected, and much more even, than is known, mixing a deep blue into it until at last has been lost to disaster. they are blinded by this blue, unable to see anything else, only to wait until Every character is presumed to be able their eyes begin to water and finally to speak the general trading language, bleed out from within their skull. a strange mixture of mercantile meanings mired in human words, As those blue-eyed often are of a Bandar grunts, svartish numbers and melancholic nature, it is said to be the sidhe forms. It forms the minimum illness of poets and philosophers, but base level of communication. many a sailor and craftswomen has been struck by this disease, driving Beyond the trade language each region them to suicide. has both its general language as well as several dialects found there. A Random, occurs only if prolonged exposure to character is presumed to be able to Endless Blue (4+ Months) read any language he can speak. Roll vs 13 with PER and Disadvantage -1 PER, character slowly goes blind Effect repeats once/day Language Script Location 2 succesful consecutive difficult CON Atelei, Atelein Cordite Script rolls against illness Dynast Bandar Bando Hand Signs Wilde Anger Jungles Borgish Cordite Script Borges Those who survive a wildemen Rasporn, Yorazi Yorazi Runes reaving tour along the coast and Pagomas streams up the lands, can tell that Cordite Cordite Script Cordis Frigum, Frigit Frigite Runes many of their own suffer from this Pagomas Logographic Gendarka, disease and always threaten those Gendark surviving the attack with it as well. Script Balaim Alphasyllabary Yzylyn Yvyz Scritp Those wounded by wildemen are said Jipang, Logographic Monaikol Quios, to be always infected, though the Script Kordrax disease might not always break No known script, Amaranthine through, but their attitude and will to Nabat all knowledge Nabas hurt and kill for the taste of blood, and transmitted orally Cymric Cordite Script Cymris inability to recognize friend or foe Silence of No known script Beyond make it a terrifying prospect. Meaning Cuneiform script, Svartish Sveddish Blood/Spit of Infected, Poisoned Wildemen no separate name Ghettos None, entirely Weapons Trade Language General Roll vs 15 with RES symbol-based Character enters WRATH Mode for (10-CON) turns, Wildersprack No known script Wildelande but is unable to see anything but enemies Z (Clack None known Void Effect repeats whenever character enters dangerous Noises) situation 2 succesful consecutive difficult CON rolls against illness

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Coinage Income & Earnings Over time, a plethora of different The world of Gehenna is a wild and coins have been minted, but only a dark one, but the people in it still few even survive the trip outside of breathe, and work, and live, to survive, the city mint. Those that do are and thus have to earn their survival, counted as the so called Great Coins even in the face of such a dark world or Grosze Muenzen at large.

The general rule of thumb is as The following table presents the follows: One (1) gold thaler is worth presumed common earning of general a thousand (1000) silver mark, which occupations and class status. All itself can be broken down with one earnings are written as silver mark per silver mark becoming two hundred year. and eighty-eight (288) iron groschen. Occupation Earning No steady income, depends In spite of this, different regions still Richter on assignment use different coinage, which is often Farmer 7.000 exchanged at less worthy rates. The Scribe 7.200 following table serves to offer a way Craftsmen 7.500 City to compare and understand the 7.800 Guardsmen coinage used. Ca. 8.000, depends on Mercenary assignment Coin Thaler Mark Artisan 8.500 Thaler 1 1000 Priest 9.000 Mark 0,001 1 Local Merchant 10-12.000 Groschen 0,000... 0,0034 Guild Artisan 15.000 Cass´U (Jipang) 0,09 90 Graf 25-40.000 Cenarii (Old Cordis) 0,0001 0,1 Marasi 30-55.000 Daric (Yvyz) 0,05 50 Merchant Diran (Balaim) 0,5 500 Prinz/Voivode 40-80.000 Draken (Quios) 0,2 200 Electates 120.000 Ducato (Cordis) 0,25 4 Duke 200.000 Florin (Atelei) 0,1 100 King 225.000 Gulden (Atelei) 0,01 10 Kaiser 400.000 Kreuzer (Borgese) 0,000… 0,15 To note, this presumes the amount of money Marat (Frigum) 5 5.000 one earns over the course of an entire year. Most Penny (Cymris) 0,002 2 of it is used up by the cost of living associated Real (Gatylia) 15 15.000 with the respective occupation/class and as such Sixpence (Cymris) 0,012 12 it is unlikely that one has more than 1/36th available at anytime.

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6.2 – Advanced Optionals usually serve to better differentiate between results. These advanced rules are always optional and can be classified as a Adding Degrees of Success/Failure is strong or weak choice. Strong choices a weak choice. influence the game you wish to play Character Points by a mile and then some, dramatically Character Points are an optional meta- changing the balance and style of game-resource and allow players to game you play, while weak choices “bend the rules” in their favour, are used more as an enhancement, usually to twist a situation or dice roll something that allows for fine-tuning in such a way, as to assure a positive or deeper customization. outcome or to survive a greater Degrees of Success/Failure calamity. Degrees of Success/Failure are based Mechanic upon the idea that instead of using the Every player character starts with 2 idea of Success and Failure, the game Character Points and can use them to: instead revolves around degrees of success or failure. - Create a fact in the game world, if the GM agrees7 Whenever a character would make a - Call upon his deeper strength and roll as normal, depending on the result willpower to overcome adversity, and DC in question, he can instead healing 2d6 damage achieve a degree of either. - Take a second action during combat There are 2 levels for both sides,as per - Act first, before everyone else, the lower table. during combat

Degree Positive Negative Spending Character Points Task succeeds To spend a Character Point, the player Up to 2 Task succeeds but with better than points a slipup declares that he wishes to do so at any expected Up to 5 Task succeeds fitting moment during the game and Task fails as normal points par excellence lowers his current point total by one or Task succeeds Up to 8 with Task fails and bad the amount of points he wishes or points additional slipup needs to expend. advantage Task fails, something Task succeeds bad happens and The number of points one has to spend Beyond on world-class additionally something 8 points can vary depending on the effect the style unrelated gets messed up as well player wishes for, as per GM Fiat.

About Degrees Degrees are most often used to expand the base game, as one can easily convert entire game systems based on 7 Like arriving in a new town and spending a this concept so long as the number of point to declare “There is a branch of my secret degrees is equally usable, though they society in this town.”

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Regaining Character Points When going for horror, I advise using Character Points are regained by only one of these two systems. Refreshment, a moment happening during a level-up, or at the start of a Using Mental Stability new module, whichever comes first. Chaosiums Cthulhu series uses the During Refreshment, a player regains central “Mental Stability” stat that Character Points, up to his current usually goes down, and that´s about it, Character Points Maximum. A but that really serves to represent the Character cannot have Character way that constant horrors lead to a Points beyond that value. dangerous downward spiral.

Another method to gain Character Each character gains a Stability Rating Points is by creating or having what is equal to [10+Starting Resolve]. Every known as “awesome moments”, often time something horrible represents times happening by accident or due to itself, a character rolls his fear-vice on insane daring-do by a player. At such a corresponding difficulty, and lowers times, a Character Point is regained by his Stability by one on a failure or the character, provided he has spent at does nothing on a success. least one since the last time he had gained one. Should the stability of a character reach 5, the character goes insane, About Character Points leaving play for an extended period of Character Points and their like, at least 4 weeks until regaining a whether you call them Fate, Destiny, stable mental state Edge or Bennies, can be found in a plethora of modern games and serve to When the stability value reaches 0, the empower the player side of the game character becomes irrevocably mad, and add their voice more fully into the fleeing into the darkness of the night game world and the plot, if they so and adding himself to the hordes of choose. mordbrenners, leaving play.

Adding Character Points is a strong A character can be healed of this, but choice it takes a quiet convalescence and some time off, with about 1 month per Horror point, though a helpful monk or wise Horror as a rpg genre usually relies on men might be able to speed the the continuing alienation of the player process up. from his very own character and despite numerous attempts at imitation, Using Madness Meter the most sound mechanical Atlas´ Unknown Armies uses implementation has been either been “Madness Meters”, of which there found in Chaosiums Cthulhu games exist 5, on which you can either and Atlas´ Unknown Armies, though harden or break down upon and which both follow very different principles. slowly, but surely, show how a character is destroyed by the world around him, as he continues to accrue

53 problems with his declining mental goes into a quasi-catatonic state of health. shock and simply shuts down. Becoming aggressive means attacking To represent this, each character gains and trying to destroy the object of the five Madness Meter, each representing roll with all means possible. a personality aspect of the character and their reaction to the surrounding When reaching a sum of 35 points of context, those are Violence, hardening, the character has become a representing the reaction to death and sociopath, halves all positive roll wounds, Occult, for reactions in modifiers he receives and receives no regards to supernatural matters, more roll modifiers to social rolls. Weakness, representing After reaching 50 points of hardening, powerlessness in the face of the he is little more than a machine in overwhelming and that which we human skin and should be put down. cannot control, Isolation, representing the distance between the outer and When reaching a fifth point of failure, inner world, and finally Self, for the character receives a mental questions about identity and the Id. deficiency instead (Phobia, Flashbacks, Blackout, etc.) to cope with the Each of those meters has two lines, problem. A character cannot receive a one for Failure and one for mental deficiency from the same Hardening. The line for failure goes meter twice. 1-5, the one for Hardening goes 1-10. To heal the mental wounds requires Each time the character faces long hours of meditation, quiet, and something correlating to one of the often hours with mental health five aspects with a strength higher specialists. At the very least it requires than his current hardening value, he a backbreaking comparative influence has to roll against a corresponding roll against the targets resolve. difficulty for the issue, with hardening acting as a positive roll modifier for A character starts with 3 points of the meter. failure and 1 point of hardening in the meters of her choice. When the roll succeeds, the character gains another point of hardening, up to The UA-mechanics also replace the a maximum of ten. normal vice system.

When the roll fails, the character About Horror checks a point of Failure instead, and Horror mechanics change the by choice of the player, becomes complete base game as they divert the panicked, paralyzed or aggressive. feeling the characters get from Action Becoming panicked means escaping and Adventure towards a more the situation by taking all measures cautious play. available into account, while paralyzed means that the character Adding Horror mechanics is a strong choice

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7 – Encounters and certainly not the GM envisioned. Random encounters always require a Retainers reaction roll.

Encounter Random Encounter Noun, An interactive scene between Random encounters in GOG function two or more different sides of people by rolling a number of dice depending with varying degrees of bloodlust. on the enviroment the group is travelling in. Furthermore, based on Encounters are often touted as the the enviroment, the kind of encounter building blocks of the rp gaming can change dramatically. module and usually come in one of three variants. Unplanned, planned To determine, whether a random and random encounters. encounter happens, roll a number of d6, as per the table. A result of 6 Unplanned encounters are those that always results in a random encounter. happen because your player decided to Multiple results of 6 do not strengthen do something, whether is is something or increase the encounter. incredibly clever or stupid. They require no reaction rolls, because the Terrain d6´s Terrain d6´s situation itself tells us how the Aquatic 2 Forest 3 opposing side will react. Hills 3 Urban 3 Plains 4 Jungle 4 Steppe 3 Mountains 2 Planned encounters are encounters Desert 1 Tundra 2 the GM has pre-planned. They might Arctic 1 Underground 2 not work out exactly the same way as envisioned, but usually come out as Reaction Rolls part of a greater story development or Assuming that a random encounter during the course of the events as happens, a reaction roll is necessary. planned out beforehand. They don´t A reaction roll is a 2d10 roll according require a reaction roll either, as they to the table below. have been pre-planned and the GM usually already determined the Roll Result Reaction reactions. 2-4 Hostile 5-7 Aggressive & Opportunistic Random encounters are a middle 8-12 Cautious & Evasive ground of the two, an event that has 13-15 Indifferent 16-19 Warm & Friendly been neither completely planned nor 20 Trusting to a Fault unplanned, for it happens because of a random roll, but that roll has been decided to possibly happen. Random encounters are one of the more fun parts of adventuring because it can lead to suprising events and developments neither players and

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Retainers determines their reaction to any kind No one can do anything by himself. of working offer. The roll might be And neither can an adventurer take all modified by talents or special player knowledge into himself and become abilities or actions. completely self-sufficient. We need other people, whether to help our Roll Result Accepts? Pay Morale mental sanity or because of their 1-7 No - - specialised knowledge. 8-10 Yes 200% 14 11-14 Yes 150% 12 These are retainers. 15-18 Yes 125% 10 19+ Yes 100% 8 A character can directly interact and If accepted, the base wage is changed command a number of retainers up to by the percentage listed. At this point (+Charisma). Every retainer above the player can accept or shake his head that number gives disadvantage to and leave. Charisma rolls, because the character has overextended himself and cannot Morale divide his attention among more and Morale in the sense of the word does more people. not mean the health points a character has, but rather the willingness to stay To command more people, you will in action for the character. need to delegate, and each of your retainer can in turn command or retain Morale is checked in combat, and if people up to (+Charisma). In this, the needed, made by rolling a 2d6. If the character might grow to slowly create result is above the morale value of the an army, organization or entire character, he succeeds at the roll, kingdom. otherwise he will try to flee the situation. Retainers must be paid wage. How much is subject to negotiation, but the Employers History table below should help in that regard. Whenever the players hire someone, that someone will inevitably talk to Common Pay/week another NPC about how he is treated. Type of Work in silver This can quickly spread word of Unskilled/ No Combat 1 mouth about the player characters, in Skilled/ Combat possible 25 Master/ Combat guaranteed 100+ both a good and bad sense. Provided you have found people of the A good treatment will make future quality and talent that you need, next employees more open to job you need to hire them. This requires a opportunities or working for less pay hiring roll. initially, while harsh mistreatment and Hiring Rolls cruelty will lead to penalties on hiring When attempting to hire retainers, a rolls and people turning away from the separate hiring roll, equal to a reaction cruel bastards. If they dare. roll, is made for them, which

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8 - Equipment Weapons List Name DMG/Deadl Keyw DUR Axe 3/5 R 1, THR 4 In Short 2H, DUR, IA L, Axenmusket 5/5 R 1, REL, STR 3 This chapter contains lists and 4+ description of weapons, armours and Bill 4/8 2H, L, STR +2 4 Broad sword 4/3 5 common items that can be used during Cannon, 06 DUR, IA M, IS, 7/2 3 gameplay. pound R 3, REL, UB Cannon, 12 DUR, IA H, IS, 10/2 3 pound R 4, REL, UB Cannon, 24 DUR, IA S, IS, R Keywords 15/2 3 pound 4, REL, UB Keywords are special features that Club 3/5 2 2H, DUR, IA M, equipment can have. Crossbow 3/4 4 R 2, REL Cutlass 3/3 4 2H 2-handed – Requires 2 hands to use Dagger 2/1 R 1, THR 5 Armour Training – Requires Talent to use Dominated AT X 2/4 2H, R 1, BL 2 without Disadvantage (Person) BL Block – Can be used to block without talent Flintlock 2H, DUR, IA M, DEF 7/2 3 Defensive – Gives +X RM to defense rolls Musket R 2, REL, UB X DUR, IA L, R 1, Delayed – Effect happens at end of current Flintlock Pistol 5/2 3 DL REL round 2H, DUR, R 0, Durability – Always deals durability hit when Halberd 5/2 4 DUR STR +3, THR damaging Improvised 1/5 1 Explosive – Deals its damage to all those within 2H, IA M, HO, EX Lance 5/2 3 Range 1 STR 14 HO Horse – Can be used one-handed on Horseback 2H, CRIT 1, IA Ignore Armour – Ignores armour including Longbow 3/3 4 IA X L, R 4, STR +5 category (Light/ Medium/ Heavy/ Superheavy) Matchlock 2H, DUR, IA L, Ignores Shields – Cannot use/block with 5/5 3 IS Arquebus R 1, REL shields against Matchlock 2H, IA L, R 1, 4/5 2 R X Range – Has range category of X Caliver REL Reload – Needs an action to reload before Matchlock 2H, DUR, IA M, REL 6/5 2 another attack Musket R 2, REL, UB STE Stealth – Gives either (d)is- or (a)dvantage to Pike 3/4 2H, R1, STR +3 4 A/D Stealth Rolls Possessor 2/4 2H, DEF 1, THR 3 Requires Strength – Needs at least strength STR X Quarterstaff 3/5 2H, BL, DEF 2 4 attribute +X to use Rapier 3/3 BL, DEF 2 3 Throwable – Can be used as throwing weapon Snaplock, 2H, DUR, IA M, THR 6/3 3 with range 1 Musket R 2, REL, UB UB Unblockable – Cannot be blocked Snaplock, 4/3 IA L, R 1, REL 3 Pistol Spear 3/3 2H, R 1, THR 4 Weapons Unarmed 1/6 - Wheellock 4/4 IA L, R 1, REL 3 In GOG all weapons, whether melee Pistol 2H, BL, DUR, or ranged, work the same way, with a Zweihander 5 4 name, a damage value and Deadliness IA L, STR +4 Rating, a number of keywords and Ranged weapons require ammunition. durability value. Ammunition is treated the same way as rations and equally important pieces of equipment by using a dice value.

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Gunpowder created by player abilities Elixirs uses it´s own ammo die and entry. Each Elixir has a name and both a normal and heightened effect. Unless Number 1 2 3 4 stated, they last d6+2 rounds. Category Close Near Medium Far Range 0-3m 4-24m 24-49m 50+m Elixir Normal Heightened Imbiber Armour becomes Become immune to Of confused and Mind Control and Armour saves lifes. And one day, it Confusion mad with Illusion/Invisibility could save the life of your character, if hallucinations you let it. +d10 RM for 2 Gives Imbiber rounds instead, Of Fire +d3 RM for d6 Imbiber loses ½ Max All armour influences occult abilities rounds Health Level and adds the armour value as a afterwards Of Heals 1d6 Heals 2d6 instead negative RM to all occult talent rolls. Healing damage Imbibers weight Category Value Keyw DUR increases by d6 All poison effects are pounds, all ended, imbiber is None 0 STE a - Of Iron Light 1 AT 0 4 poisons are immune to poison for Medium 2 AT 1, STE d, STR 4 flushed out d6 hours +2 within d6 hours Imbiber cannot Heavy 4 AT 2, STE d, STR 5 Forces immediate enter Wrath for +4 backbreaking CON Of Peace d6 hours, is Superheavy 8 AT 3, STE d, STR 5 roll, otherwise heart lethargic and +6 stops Shield, Small +1 3 nearly comatose Shield, Large +2 STE d, STR +2 4 Enter Wrath As Normal, but treat Shield, +3 STE d, STR +5 5 Of Rage Mode, even Wrath as advanced Tower- without talent thrice Falls into deep, Sleep extends into Of Sleep comatose sleep d20 days Light includes everything from simple of d20 hours leather or hide armour to thick linen Gains one additional Of Speed +4 to Initiative action in each combat shirts. round Medium includes both the classic If used upon weapon, Weapon gives chainmail, scalemail, ringmail and the Of Strike weapon gives advantage while cuirass. +1 RM to using instead combat rolls Heavy includes the partial plate and Imbiber is Roll 2d6, if 9+ after the banded armour. haunted by imbibing, gain free Superheavy is reserved for full Of Vision visions of past, reroll for all rolls for present and the day, otherwise d6 plate/full-body armour. future damage

Shield bonuses are special in that they can only be ignored by the IS keyword, not the IA X keyword.

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Grenades Blackstahl increases the price of a Each Grenade has a type, a damage weapon times 50 (Base price × 50), value, the attached keywords and a the damage or armour value by 2 and short effect description. all item keywords are increased by 1.

Type DMG/Deadl Keyw Effect Price × 50 Dur = 7 Caltrop- EX, Rains small 5/5 Blackstahl Keywords Damage/Armour Filled THR spiky metal +1 +2 EX, IA Sprays liquid Cordian Fire 8/1 L, IS, fire on those in THR range Weissstahl EX, Creates thick Dust-Bomb -/- THR, Despite all attempts of proof to the dustcloud UB contrary, there exists a rumour, that EX, IA Terrible Frigmendo 1/3 S, THR, Freezing slows another sort of steel exists, one even UB all in range more coveted than even the rare DL, big ball of DUR, Blackstahl. Slow-Burner 10/2 gunpowder with EX, long fuse THR EX, UB, Deafening The name given to this elusive Thunderclap 8/4 THR Thunderclap material is Weissstahl, as blades and armour made out of it are said to be of Blackstahl pure white, gleaming in the sun like a Ever since its introduction in 933 T, mirror. the svartish method of creating blackstahl, incredibly durable steel, Numerous wondrous properties are was held secret and only those said to apply to it, from being able to initiated know of the methods of its inflame a blade or cutting through creation. everything like it was but a leaf, while Weisstahl armour would protect its Since then, even nowadays, the only wearer from ever being grazed, even place that Blackstahl reliably is diverting cannon balls from their path. produced is in the Great Forge of Buergen, one of the Kontorstadte of Weissstahl is not available on any the League of Maras, close to the open market and even its existence is centre of the Mare Frig. highly disputed.

The unique properties of blackstahl, As such, no value or even effect of colouring the blade in a deep, dark using it for weapons or armour can be black mark them and armour made of given here, but the GM may, at any it clearly. point in time, enter such enigmatic materials into his campaign. Creating a weapon or armour made out of Blackstahl is a costly and long- winded endeavour, and only items made completely of metal can even be crafted with it.

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Poison Each poison available has a name and Equipment Special Rules both a normal and heightened effect. Ammo, rations, and other such non- Unless stated, they last d2+2 rounds if single-items follow special rules, and ingested, or for d3 hits if applied onto are bought in dice size. a weapon. Whenever you buy such an item, you Poison Normal Heightened buy a dice size, starting with d3 > 6 > Target loses 2d6 Confuses Target, instead, if 12 is rolled, 2d6 > 3d6 > 4d6 > 5d6. First time, you Confusing losing d6 LOG and target becomes buy the item with size d3, and then INT mindless, drooling idiot instead upwards from that one to every bigger Target must make Target must flee from die size. Frightening Morale Check with source of poison disadvantage or flee Target loses 3d6, Whenever you use those item, roll the Obfuscating Target loses d6 PER discard lowest, instead Target loses 3d6, dice size. If the result is equal to a discard lowest, points of result as shown in the below table, the Paralysing Target loses d6 CON CON. May lead to sudden heart failure dice size shrinks by one. Should the (5%) dice size shrink below d3, the item is Target falls into deep Target falls into deep Sleeping slumber if fails coma used up. Target always acts lasts, Target halves all always fails agility Slowing Shrinks On Shrinks To Dice Size agility roll results checks, acts as if slowed by factor of x0,1 1-2 Used up d3 Target becomes All physical actions 1-2 d3 d6 completely stunned and are done with 2-4 d6 2d6 Stunning unable to act in any disadvantage due to 3-6 2d6 3d6 capacity, but remains paralysis awake 4-8 3d6 4d6 Target loses d6 Target loses 3d6, 5-10 4d6 5d6 Wounding Health Level Boxes discard lowest, instead Buying a greater die size increases the Ecstatica price by the item price per item size Ecstatica, or drugs, are the things one category. might enjoy once s/he has access to the finer things in life.

Ecstatica Effect Anestethic in small amounts, highly Belladonna poisonous Eaten, inhaled in burning or smoked, Opium allows for ecstatic high In miniscule doses used as a drug, Hemlock anything larger than a drop in a spoon is deadly Commonly smoked, induces relaxed Cannabis and euphoric state in user Consumption leads to hyperactivity Mandrake and induced hallucinative state

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General Equipment Elixir of Vision 15 The following is a general list of things, Firewood (daily) 0,1 commonly or uncommonly available at a Fish hook 1 market. Equipment marked with an r in Fishing Net 1 Flail 30 brackets is rare and requires a d10 roll of Flint and Steel 10 8+ to be available. Flintlock Musket 1.600(r) Flintlock Pistol 1.000(r) Item Cost (in silver) Frightening Poison 100(r) Axe 10 Frigmendo 450(r) Axenmusket 400(r) Gloves, linen 30 Backpack (20 kg) 20 Gloves, woollen 0,5 Bandages, linen (3m) 0,5 Grappling hook 10 Bandages, silk (3m) 10 Halberd 60 Banded Armor 900 Hammer (tool) 5 Bedroll 2 Hemlock, per use 40(r) Belladonna, per use 85(r) Hide Armour 35 Belt, leather 5 Holy Symbol, silver 250 Bill 40 Holy Symbol, wooden 6 Blanket, woollen 0,5 Horse, Rouncey 250 Block and Tackle 50 Horse, War 2000+(r) Book (100 pg), empty 320 Javelin 5 Boots 10 Ladder (3m) 5 Caltrop-Filled 120(r) Lance 90 Caltrops 10 Lantern 70 Candle 0,1 Leather Armour 50 Cannabis, per use 45(r) Lock 200+ Cannon, 06 pound 4.000(r) Longbow 600 Cannon, 12 pound 40.000(r) Mace 70 Cannon, 24 pound 70.000(r) Manacles 150 Cart, Horse 150 Mandrake, per use 90(r) Chain (3m) 300 Matchlock Arquebus 50 Chainmail 750 Matchlock Caliver 30 Chalk, per piece 0,1 Matchlock Musket 200 Chest, empty 20 Mirror, Great 450 Cloak, linen 0,3 Mirror, Small 200 Club 0,2 Mule 180 Confusing Poison 200(r) Musical Instrument 50+ Cordian Fire 350(r) Needle & Thread 0,3 Crossbow 150 Obfuscating Poison 25(r) Crowbar 20 Opium, per use 35(r) Cuirass 375 Ox 150 Dagger 20 Paralysing Poison 100(r) Dice, pair of 5 Parchment (per sheet) 2 Dominated As Retainer Pike 30 Doublet, linen 30 Plate Armour 4000(r) Dust-Bomb 200(r) Pole (3m) 2 Elixir of Confusion 120 Polearm 60 Elixir of Fire 80 Pony 120 Elixir of Healing 200(r) Possessor8 100(r) Elixir of Iron 150(r) Pot, iron 5 Elixir of Peace 125(r) Elixir of Rage 150(r) Elixir of Sleep 100(r) 8 The cost represents the money needed for Elixir of Speed 400(r) things that help regain concentration and focus, Elixir of Strike 70 not for the possessor by itself.

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Pouch, belt 2 . Pouch+Bullets 15 Pouch+Stones 1 Quarterstaff 0,1 Quill 1 Quiver+Arrows 25 Quiver+Bolts 30 Rapier 150 Ration, standard (per day) 20 Ration, trail (per day) 60 Ringmail 300(r) Robe, linen 30 Robe, silk 600+ Rope, hemp (15m) 10 Rope, silk (15m) 100 Sack, large (10 kg) 1,5 Sack, small (5 kg) 0,9 Saddle & Stirrups 100 Sap 0,1 Satchel 10 Scalemail/Lamellar 450 Scrollcase, bone 40 Scrollcase, leather 10 Shield, Large 120 Shield, Small 100 Shield, Tower- 150(r) Shoes, common 5 Shoes, noble 300+ Shovel 20 Sleeping Poison 80(r) Sling 5 Slow-Burner 75(r) Slowing Poison 125(r) Snaplock, Musket 850 Snaplock, Pistol 450 Soap (per lb) 5 Spear 10 Stunning Poison 150(r) Sword, Broad 150 Tent (2 persons) 100 Thick Linen 15 Thieves´Tools 300 Thunderclap 150 Torch 0,1 Tunic, banqueting 100+ Tunic, woollen 0,5 Vellum (per sheet) 3 Wagon, large 2500 Wagon, small 1000 Waterskin (3 pints) 10 Wheellock Pistol 350 Whetstone 0,2 Whip 50 Wine, pint 5 Wounding Poison 75(r) Zweihander 300

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9 – The Enemy All opponents can be statted using this basic stat block. By adding to it with No game would be complete without the traits you can find on the right, you an opponent for the players to face, be can easily reskin, change or build it the villain himself or his minons. enemies of all colours. And that is what this chapter is about, the opponent, the enemy, the one the Building the Enemy players are beating up in each combat Opponents in GOG are built with a round. very simple mechanic. Every opponent starts with the same base In Short statblock, which is then modified This chapter explains the mechanics of according to the traits chosen. creating an opponent and using it by explaining the different types of Using this basic statblock as presented opponents. above, we next add traits, though an opponent should not have more traits The Statblock than his roll modifiers from Attack or To explain how opponents in GOG Defense, whichever is highest of the work, we take a look at the base two. Each trait adds active or passive statistics of an opponent. abilities which improve the opponent we are building. Base Statistics 5 HL Initiative 1 In the same vein, all opponents can be ATT/DEF +1/+1 built. Using this quick and easy Rolls 2d6 1 DMG/ 4 Dead system, you can even try randomizing Morale 8 some encounters by simply rolling for Traits - X their traits instead of selecting them. Health Levels (HL) - Amount of Health Level Boxes the opponent has Free-Forming Opponents Initiative – The point at which the Instead of building according to the opponent may act presented system, you can always just Attack/Defense (ATT/DEF) – Bonus to “wing it”, building according to a gut be added to corresponding combat feeling of challenge. That´s fine too. rolls Rolls 2d? – Determines dice size opponent rolls Damage/Deadliness (DMG/Dead) – How much damage a glancing blow deals as well as Deadliness of his weapon Morale – Difficulty the opponent rolls against to not flee Traits X – List and number of traits opponent may have, shouldn´t exceed either ATT/DEF-RM for balance

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Traits Soft Can never deal killing blow Traits are smaller special abilities that Stealthy Advantage to Stealth Rolls Supernal Rolls 2d10 instead of 2d6 opponents have. They can be +5 Health Level Boxes/1 Health Tough specificially chosen for an enemy you Level Row create or randomly determined. Talent Effect Gains alternate movement mode +Move (Underground/Fly/Swim) Gains +2 RM to Attack rolls, not Accurate used for Deadliness May attack additional time in Add. Attack combat Enemies in R1 roll with Aura of Fear disadvantage R1 3m cone breath attack that deals Breath d6 damage Carries deadly R1 poison cloud, Cloud deals d3 damage every turn to all in range that breathe it Damaging Increase Damage dealt by 2 Deadly Decrease Deadliness value by 2 First damage received is redirected to closest melee opponent instead, Dorn or attacker if attacker is attacking in melee Always deals a durability hit with Durability damage Adds elemental effect to Attack or Elemental Defense Elite +4 to Attack/Defense Halves all non-occult damage Ethereal received Explodes in Death, Range 1, d6 Exploding Damage Fanatic -3 to Morale Value Fast +2 Initiative Fearful +3 to Morale Value Gifted Rolls 2d8 instead of 2d6 Hard Increase Defense Value by 2 Enemy Morale rolls are made with Horrifying Disadvantage Leech Heals 1d6 damage per damaging hit Mindless Ignores Morale Rolls Natural +2 Armour Armour Occult Gains an occult talent Damaging hits deliver poison, Poisonous dealing d6 attribute damage Heal 1d6 damage at end of combat Regeneration round Reinforce Can call d3 allies into combat Immune to Poison/Mind Revenant Control/Fear/Charm

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9.1 – Bestiary of Gehenna other such animals, up to smaller livestock animals. No game would be complete without an opponent for the players to face, be Animal, Big Big animals contains Big Animals it the villain himself or his minons. 10 HL And that is what this chapter is about, a wide range, from the Initiative 3 the opponent, the enemy, the one the elks of the wildelande, ATT/DEF +3/+1 to the great wooly Rolls 2d6 players are beating up in each combat 3 DMG/ 4 Dead round. mammoths, bears of Morale 8 the borgese woods to Damaging, Fast, Tough In Short the ateleian lion. As This chapter contains a list of pre-built such, it is comprised of everything opponents ready for use and fitted into with a size greater than 1 meter. the world of Gehenna. Bandit The Bestiary The common bandit, Bandit 5 HL All opponents presented here are built whether threatening Initiative 3 using the rules from Chapter 9, travellers on the ATT/DEF +3/+2 wayside in Borges or Rolls 2d6 offering a description and a stat 1 DMG/ 4 Dead overview. riding as the vanguard Morale 11 of cordian looters, as Fast, Fearful, Stealthy Damned Souls part of gatylian The Souls of the Damned Souls mordbrenners or frigite .mercenaries, 5 HL Damned, ghostly Initiative 1 remains the same. A bastard by nature. apparitions haunting ATT/DEF +1/+1 places of gruesome Rolls 2d6 City Guard 1 DMG/ 4 Dead City Guard battle, sites of Morale 8 Sworn to protect their 10 HL Ethereal massacres and equally settlement, these Initiative 1 horrific areas, hoping to find a warm wardens of peace are ATT/DEF usually armoured with +1/+3(5) body for another second at the Rolls 2d6 sensation of life. at least a breast plate 3 DMG/ 4 Dead and some sort of Morale 8 Damaging, Animal, Small halberd while wearing Hard, Tough Animals exist in all Small Animals a tabard with the city 5 HL shapes and forms, and Initiative 1 colours, extinguishing any hope of this entry attempts to ATT/DEF +0/+0 solving problems the easy way. encompass all those Rolls 2d6 1 DMG/ 4 Dead of a shoulder or Morale 11 general size of up to 1 Fearful meter. Be aware that smaller animals should be typed together into groups if the single animal would be too small. Generally this category includes everything from ravens, sheep, wolfs

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Lone Richter Cultist An often romanticised Lone Richter Coming in all kinds of Cultist 15 HL 5 HL person, the lone Initiative 3 colours or differences, Initiative 1 richter is a member of 2 Armour most cultists are ATT/DEF +1/+3 the Guild of Richters ATT/DEF usually equal in their Rolls 2d6 +4/+5 1 DMG/ 4 Dead and acts as judge, jury Rolls 2d6 desire not to fight or Morale 11 and executioner by 3 DMG/ 4 Dead more exact, to die, Fearful, Morale 8 Reinforce imperial decree, often Damaging, Fast, and will try to flee at times boasting both Natural Armour, the first opportunity they get. immense fighting Tough II prowess as well as the ability to Ordo Peucinia Turm/Knight Martial discover the truth, making them one of Tutored from an early Turm/Knight 5 HL the less ideal prospects for bandits in age to fight as an elite Initiative 1 the first place. member of a warriors 2 Armour rank, both those that ATT/DEF +6(10)/+4(8) Pirate/Slaver have become Tuerme Rolls 2d8 Whether it’s the Pirate/Slaver or Knights Martial 3 DMG/ 4 Dead 5 HL Morale 5 kordraxite pirate or Initiative 5 boast and often times Damaging, Elite, the ylish slaver, either ATT/DEF +4/+2 can also prove their Fanatic, Gifted, can be summed up as Rolls 2d6 respective style and if Natural Armour, 1 DMG/ 4 Dead Tough the scum of their Morale 8 lead by equally great respective sea and one Fast II, Soft, men, often stand triumphant were Stealthy the first to change lesser would have fallen. sides for any clinging coin. Revenant Wildemen Berserker The wild revenant is a Revenant Wildemen that have Berserker reborn member of the 5 HL 10 HL Initiative 1 eaten of the shamans Initiative 1 quasi-undead, that has ATT/DEF +4/+3 broth often report a ATT/DEF +5/+1 lost both will to live Rolls 2d6 3 DMG/ 4 Dead state of heightened Rolls 2d8 and the mind to find 3 DMG/ 4 Dead Morale 8 ecstasy, where pain Aura of Fear, that conclusion by Aura of Fear, Damaging, leaves the body and Damaging, himself, and as such Gifted, Mindless, Horrifying, one is able to fight as Tough has become feral, Revenant, ten men instead of attacking any living thing in his sight, one, making the berserkers, as these acting more aking to animals than mad warriors are called, a dangerous whatever they previously were. prospect for any fighter. Svartish Krieger Despite being Svart Krieger 5 HL predominantly Initiative 1 occupied by their ATT/DEF dedication to their +0(4)/+2(6) Rolls 2d6 craftsmensship, even 1 DMG/ 4 Dead the svarts have Morale 8 Elite, Stealthy recognized the need

66 for protection, and while little can be Monstrosity done from their ghettos, Those Who Monstrosities, beasts Monstrosity 15 HL Think have created a secret company borne out of the dark Initiative 1 of svartish warriors, the Krieger, of the ground, let ATT/DEF +5/+2 svarts trained in modern weaponry, loose upon the world Rolls 2d10 1 DMG/ 4 Dead acting only under the protection of the from the underworld Morale 8 night sky instead of lonesome armor. when Eris Wrath Supernal, Horrifying, shook the world, can Mindless, Aen Seidhe, Aen Bith come in all sizes, Tough II As the most impulsive Aen Bithe Seidhe from small to great, and vary and 10 HL of the Aen Seidhe, Initiative 5 differ greatly between themselves, as some would say ATT/DEF +5/+5 one can look like a cow with an choleric, anything can Rolls 2d8 3 DMG/ 4 Dead additional pair of arms, while another set of an Aen Bith, Morale 8 is a mutated sack of flesh that even telling him to Damaging, Fast II, Gifted, Tough swallows everything in its path. stop being choleric, and few live to tell the tale of such Mechanist Animatron encounters. Built by an inventor Animatron 5 HL or mechanist, the Initiative 1 Bandar Mercenary animatrons created 2 Armour There are few things Bandar Merc are puzzling displays ATT/DEF 15 HL +1(3)/+3 more dreadful than Initiative 1 of nature, some would Rolls 2d6 seeing 160+ kilogram ATT/DEF +5/+3 even say heresy, and 1 DMG/ 4 Dead of muscle and fur Rolls 2d6 Accurate, 5 DMG/ 4 Dead are usually created in Natural Armour, running at you with Morale 8 the form of a known Mindless full speed and able to Add.Attack, Damaging II, being or animal, in all shapes and either bite your head Tough II forms, some as small as a house cat, off or .simply twist others as big as a bear, and for your arms out their sockets, but then purposes of serving as well as again, there do exist Bandar riding guarding vaults. Kiori, their great reptiles. Black Horde Horseman Beyonder Known as the Terror Black Horde Rider Beyonders, unlike Beyonder of the West, the riders 10 HL 10 HL monstrosities, are Initiative 1 of the Black Horde Initiative 3 creatures born of the ATT/DEF +4/+3 have done much to ATT/DEF Void, summoned into Rolls 2d8 +3(5)/+3 1 DMG/ 4 Dead impress the notion Rolls 2d6 the world of Gehenna Morale 8 upon Gehenna that to 1 DMG/ 4 Dead by an occultist and Aura of Fear, Morale 8 Gifted, Occult, encounter one of their Accurate, Fast, though they usually Tough kind is to face death Tough conform to the form itself. Accomplished both on and off the occultist presses upon them at the their horses and willing to burn down summoning, there are a few tell-tale anything in their path for their signs. conquests, the Black Horde Horsemen remain a danger for all in their way.

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Legionnaire, Quionite Trained to the highest Legionnaire 10 HL standard and Initiative 1 absolutely loyal to the ATT/DEF Immortal Tyrant has +3(7)/+3(7) Rolls 2d6 made the legionary 1 DMG/ 4 Dead guard of Quios a Morale 5 Elite, Fanatic, terrifying force to Tough fight, as they fight in complete silence, and are allowed full rights within the territory, and there are not few travellers who lost their bowels for perceived slights against a legionnaire.

Peasant The common peasant Peasant 5 HL as can be encountered Initiative 1 on the fields of ATT/DEF +0/+0 Gehenna, from the Rolls 2d6 1 DMG/ 4 Dead borgese bauer, the Morale 11 frigite bonde, the Fearful cordian contadino, the cymric farmer, to the ateleian fermier.

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10 – The Setting of I am Richard von Klage, esteemed historian and personal scribe of Gehenna Heinrich IV the Illustrious of the House of Ahnspor, of Cordian descent, Welcome to the World of Gehenna, Duke of Lange and Langental, Master where city-states and petty kingdoms of the Knights Martial of the First fight for power and glory among the Order of the Supreme and Member of ruins of a past long since forgotten or the Council of Intermediaries. twisted. The Mire of History You will learn about the world you are And finally, before we shall engage about to enter, from the great north this dark past, let us remember that and its vibrant jungles of the Bandar, the history of Gehenna is the history of great apes and furious beasts like their men. Lesser creatures might believe native Kiori to the frozen coast of the the Aen Sidhe true masters of the Mare Frig and its masters, the League world, or hope for the volk of the Svart of Maras. About the wild lands of the to take their “rightful” place, or even, petty kingdoms and the Great Blue as laughable as it may seem, for the that ends the world, the Black Gloom wild Bandar to arise united, ready to of Maledictas and the final days of slaughter the world. They are wrong. Cordis. It was, as ever, only man, who formed the great realms. Only man, who But beware. Gehenna is a dangerous toiled, bled and bore arms for land. Where uncultivated barbarism millennia and ever again. lies close to the height of civilized subtlety, and may at times be hard to We begin, at the moment it all began. differentiate. Something or someone made Gehenna. And from Gehenna sprang forth the In short land, the people and finally, the world This chapter provides an overview of as whole. We may not know what the setting that GOG is built upon, by times are lost in this swamp of details, explaining the general layout of the but we need not concern ourselves world, nations, religions and history, with such finer points, when not even in focusing on a specific part of it. history remembers it, as even the ruins of old are but a negligent thing to A Lesson in History ignore, rather than write about.

I shall start this overview of our Not even about the earliest years of history as Iskender before him, and “known” history, when Cordis was Malchoros afterwards, and Johan von but a small settlement and even such Vijay have so precisely said: great personage as the renowned historian Iskender was a babe fresh “History is not what we remember. born, when the Aen Sidhe claimed to It is what we leave behind.” rule more than just the Amaranthine Nabas and long before the dark volk

69 was leaving the blackness of the new lands went out in all directions. ground, much is reliable. But surrounded by other villages of hatred or out of fear, the drive to Of that, which we know, we know only, expand was hampered. Only to the that history began with the first of North there was wild land truly cities. The one jewel, that would untamed, not yet teeming with man become the greatest and vilest, of all and his own. in the long forgotten days, before the first Reich claimed dominance. It was here, so Iskender writes in his “Anodos Tou Megaleiou”, that the In those days man was as uncivilized disaster began. In their drive to as he is today, but far less subtle about expand, the people of young Cordis it. Those were days, where small began a great project, to slash and villages would war on one another burn the great green, the jungles of and such would be the greatest of the north, and build up on its ashes. conflicts, until the red death or any Such aggression could not go without other calamity claimed them, with rich the Bandar rising up, and true as it pickings for war, pestilence and all of ever was, the great black and silver the other harbingers of finality. beasts arose from the depth of their . But among them one settlement rose to the forefront. Cordis. Proclaimed the Iskender writes of the great beasts, jewel of the Green Bay, and found on that they came upon the cordian the northern border, barely one single settlers in a single night and with patch of civility in the proximity of power so known of them even today, Bandar transgression. they fell upon the innocent and the daring as the fell beasts that they are, From City to Empire preying on all they could find, killing Cordis rose from simplest of occasions. hundreds, and, so he writes, primarily What began as a simple fishing village men. Such a massacre it was, that the on the great stream of the Borus, wailing of the women of Cordis was hidden by the cliffs and hills of the said to have reached the heavens itself, wild lands, soon began to encompass where fiery Eris was to have heard a greater commune that arose from their screams and sent down a leader. those humble beginnings, until it This was mighty Elaina. stretched all along the cliffs and deep along the border of the great northern An exemplar among them, Elaina jungle. gathered the womenfolk of Cordis and trained them in the art of fighting, and But this small settlement would never sent out messengers to the other have risen above its own station, were villages, so that they might learn of it not for tragedy that befell it soon Cordis´ fate. Touched by this, the after. Like man is wont to do, the other villages each send one hundred people of Cordis were ever of their strongest and most capable enterprising and in their search for females to be trained by Elaina and

70 enact vengeance on the furried beasts From this humble beginning, so states of the jungle. Iskender, Elaina was crowned Lady of Cordis and began her reign for the Thus bolstered, Elaina led the centuries, to lead the city against all womenfolk, and finally all the people it´s enemies, from the first encounter of Cordis to strike at the jungle, and in with the devious Aen Sidhe, who daring the Bandar to come again, called her the Proditor Sanguis and began to systematically burn the had tried to have her killed, only to jungle again, again and again. Led by see her make war upon them again the will of fiery Eris, no other would and again, to the battles against the have dared such action, and it bore wildemen of the icy coast of snowy fruit a thousandfold. Frig.

Iskender writes, that the Bandar, so enraged by what they saw, came together to repel her aggression and tried to strike her down. For one hundred nights they attacked, thousands and thousands of beasts, riding on the Kiori as they are known to do. But it was without hope. With nary 500 warriors, one would not believe such an assault withstood. But Elaina led them and the fury of the goddess is a terrible thing to behold, even to the mighty man-apes. And when Elaina finally had felled their Elaina In Thought, 223 CR mighty war leader, the greatest of the Bandar, a huge silverback of When Elaina vanished, so Iskender reports, the people were at first unspeakable gore and brutality, the distraught, just as they were when Bandar fled into the deepest recesses Elaina revealed the presence of other of their jungles, cowed by the power of gods among the great, until finally a men. few of them arose and created what With this demonstration it was, that would become the Senate of Cordis. Cordis defeated the North, and as the Thus Cordis became the republic, and victorious women returned to Cordis ruled the known world. and went out into the world, as Elaina set foot on the place of what would Broken Ground But over the years, corruption settled later be the center of the great forum in. More and more, the people of of Cordis, the other villages submitted and thus, true Cordis was born and we Great Cordis forgot the meaning of began counting time, with the Year 1 humility and squandered their wealth. of Cordis Reign (1 CR).

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Senators began to squabble among debt we incurred, when Eris send themselves and build great and down the titanic wrath and split open aggrandizing statues, not of the gods, ground and world. but of them and theirs, kept favoured concubines, desecrated temples and In only a single week such devastation laws, destroyed all they touched. was wrought across the land that whole territories were flooded by the Malchoros writes of this era as the endless Blue and new ways and cliffs Point of the Golden Bull sometime opened up, as fiery death came from during 720 CR, the age, when humans red-hot magma boiling up and the began to tolerate, even accept lesser eruption of the long since silent gods into the greater temples, with one, Krakos which shook the earth itself as Poloia of Hanur, even going so far to Eris led the fire towards the sinful and openly devote herself to foreign gods depraved. completely, murdering her own family in a claim to take their essence into Thus fell Great Cordis, which was herself as taught by her heathen pulled into Tartarus, while it´s empire northern gods, before being crucified of iron and blood rapidly declined, as by an enraged mob. old trade routes were torn apart and new land appeared to take the place of It was during this age, that such minor the old, where no man was safe, for members of the pantheon such as with the goddesses wrath was set upon Good Zat, Lord of Wine and the world loose the great fiery Debauchery, The Sisters Three, Ladies Phoenix and it´s children, the of Death, Deceit and Decay, and monstrosities. Hleton, the Beast Mastered, were The Fall of Cordis, 3rd Century, Years of Torpor raised from lesser gods to their modern state.

This age of contempt was also one of Strife, as Deimos, Master of Terror and Lies was called upon often, and several times Great Cordis was only saved by paying the highest price from splintering into a festering mass, left to be cut out by the realms around it.

Cordis Unmade But, as Malchoros remarks, all must find an end, and thus we come to the moment of the great quake, at the last days of 729 CR.

Even today the priests of Old toil and wail daily to remind their flock of the

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Thus began the Years of Torpor as 729 CR ended, and 1 T began.

With such chaos came opportunists. Those tribes and wildemen on the edge of Great Cordis, who began to swamp the new lands like a wave of people and began to further dilute the heathen blood, to weaken it all the more.

The Monstrosity Appears, 1st Century, Years of Torpor Such beasts the world had not yet seen before and to this day we curse the hubris of Great Cordis, who in their demise, have cursed us all to suffer the threat of these dangerous and wild creatures, who, even Anathema to the bestial Bandar, are enemy to all other living beings.

Years of Torpor As Great Cordis had perished, the land was remade and much knowledge Dread, 4th Century, Years of Torpor was lost. The great library of Weneta, But while knowledge was lost, a new which supposedly held the key to presence made itself known. From the mysteries still lost, the Sword of dark and red-hot that was the Kairon, the great iron testament to the underground came the black volk, the League of Maras and its own fight for Svart, to seek new lands to settle, survival among the cold lands of the amass their riches and peddle their Mare Frig and its monstrosities, trade. While their presence is shattered in half, of which one part tolerated, often enough a progrom remains lost below the eternal ice and against these base creatures was of others. necessity, were it not, they would have long since tried to buy or forge their way out of any problem, but I digress.

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The Years of Torpor as Johan von create a new sort of steel previously Vijay first coined them, was both a thought impossible, with incredible time of stagnation and small change, durability and hardness, but at a cost as man began to acclimate to this new of extreme prohibitiveness, not to world, while only slowly old conflicts mention guarding the secret of how it began to flare anew among new sides, is created by the svarts themselves. as several times the Aen Sidhe can attest, who began to violently occupy However, with this discovery a door and enslave several of the now was opened that made the League of defenceless cities, like Avilas and Maras the focal point of many an Nobré, who, even today, are still innovation and invention, from the under military governship of the Sidhe, great Marasi Painters of the age like while on the other side of the world Umbricht vin Reinswind to composers some territories began to anoint new like Kolma zu Avilas, an exiled citizen gods and priests, sometimes even their of the now occupied city and gifted priests as gods, while other times musician who created some of the best proclaiming themselves Cordis known pieces of the time, like Kolma´s Reborn. Requiem and the Eris Irii.

But slowly, as the years became And while this meant the end of the decades, and then centuries, Gehenna Years of Torpor, in a small, lonely continued to exist, to thrive, and chamber of his laboratory, a discovery return to what some might even call a was made, that would change the face semblance of normality, as the world, of Gehenna even further, when as we today know it was formed. alchemist Ticolo Furiosos´ house exploded one late summer day. And thanks to Waltir vin Buergen, a Svart that applied and gained The Reascension naturalisation in the City of Buergen, While not completely unkown, the one of the Marasi Kontorstadte, all explosive powder the alchemist had would change with the introduction of created, and of which only smallest the Blackstahl in 933 T. quantities where needed to create great and terrible thunder, smoke and Appearance of Stahl fire, was mostly known from trade At the end of the Years of Torpor, the along the western trade routes, where, discovery of Blackstahl, attributed to alongside the mountain range of Waltir vin Buergen, a svartish citizen Everwhite the way to the west and the of the Kontorstadt of Buergen, one of exotic and strange lands lay, of which the smaller members of the still we know so little even today, but growing League of Maras, named where the powder first found its way after the biggest city on the Mare Frig, to the cities near the Amaranthine became the impetus for a new age. Nabas and to the Aen Sidhe itself, who mostly refused to use it, for it created, Blackstahl united svartish forging as they said, a great loud noise of techniques with a novel method to which ears begin to bleed and smoke

74 enough to cloud even the sharpest of polearmed soldiers to fight each other eyes, except for a few radicals among in great “formations”, not unlike them. Cordian tactics of ancient times, and the southern cities began to train their His discovery of how this powder was warriors to brutal discipline, willing created from regional materials, like to run into battle with swords and axes the use of sulphur, charcoal and as great as a single man and saltpetre, would not even have been withstanding the pain of the arquebus noticeable, had he not killed himself and later musket, as the early firearms with the explosion, which brought the came into being. eye of Joachim Goetterhart to his laboratory. The watch captain of the As the first neared its city of Blustock found the plans, and completion, in 999 RA, so too did while not completely understanding many of the feuds that had, until that them, he soon found himself famous point, consumed the regions of what for their possession. was to become the Realm, and a strange sense of peace overcame many. And while he was, as Johan von Vijay During such a time it were, that a writes, willing to sell them, he wasn´t secret meeting of the rulers of borgese fast enough, as the day before he lands happened, in the city of could hold an auction on which he Kaynbuehl. There, under Lehos was going to sell them to the highest mantle, sworn to secrecy, they plotted bidder, unknown assassins robed the an undertaking, so vast and grand, watch captain of both life and that it could only succeed on the property and the discovery found it´s greatest scale, or otherwise doom way onto the black markets of the them all. lands.

Within several decades the discovery, the appearance of firearms became prevalent, and soon began to overtake both crossbow and bow, leading to a revolution on the battlefield. Just like that, a new age had begun. The first Year of the Reascension (957 RA)

In the east, near the cities along the Endless Blue, a style of combat arose, in which cities would pay mercenary units who were outfitted with these weapons to strengthen their own forces and fight mock battle of strange manoeuvres among themselves, while the core lands began to outfit entire regiments of these gunners with How the Light returned, 1004 RA, Theoderique du Lauges

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Heralds were send to all corners of called the Wise, former Ruler of Gehenna, to each and every city, to be Kaynbuehl, now Kaiser of the Sacred invited to a Great Conference of the Cordian Realm, truly began a new, Lands. Many followed the call, though difficult era for Gehenna. some, like Ylien, ignored it, and do so even to this day. Those however, who But nothing can last forever, and for did, came together in the great every good, there must be an equal chambers of the Sybilline Oracle and bad. For Theobald I ruled for a from there began, what we now know measly nine years, until 1008 RA, to be the first steps towards a unified when he drowned during a crossing of Gehenna. the Inner Sea, and his great-cousin In a historical time and over the span Reinholt von Fluuß was chosen to of two months, the situation was close succeed him by the Reichskammer. to spill into blood at any moment, as factions clashed inside the great halls, and it was only due to the interference of the oracles that no further blood was spilled than was already there.

Sacred Cordian Realm In this atmosphere, a momentous accord was made, sealed and lettered, Reinholt the Drunkard, 1151 RA recreating the great federation of Soon after Kaiser Reinholt earned cities that once made up Great Cordis, himself the nickname of the Drunkard, without making a tyrants pledge out of as there was seldom a moment when a it, by creating what we know today as bottle wasn´t at his side. Remarkably the Sacred Cordian Realm with the he still held onto the imperial throne City of Kaynbuehl at its core, creating for fourty-eight years, when in 1056 the Reichskammer as an institution RA, he finally chose to leave life as he that would work as the bureaucracy of had lived it, dead in a cheap brothel the realm itself, affirming itself and bed on the wayside. made up of representatives of the Him followed Theobald II, called the member cities, like the senate of old, Fat, for he was known to have but giving every single city a voice, no appetites of all sorts, but most of all matter how small, so long as it was for eating, and after becoming so big not subject to another and was of that they had to construct a special certain size. wagon for him to continue his administration of the lands, he was And as commemoration of this taken by a failure of the stomach, moment, those overcome with joy at when his burst open on the inside after this occasion called for the re- a particularly excessive meal in 1069 institution of the Kaiser. The RA. representatives chose the man that brought them all together in the first place, and thus, now styled Theobald I,

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After Theobald II came Heinrich I von After him was crowned Ottomar II in Lauges, called the Good, who 1222 RA, grandson of the former instituted the southern expansion and Kaiser Ottomar I, and he was called granted land to settlers left and right, the Bald, for his hair is said to have but also lifted the tax burdens on the fallen out at the news of his election as peasantry. Much wailing was done, Kaiser, and forever more it was thus when he passed on in 1104 RA. told as fact. His reign is ill- remembered, despite him warring Him followed Otto von Wallingen, upon the west several times, with three styled Ottomar I, who became known separate wars against the Aen Seidhe as the Pious, as he built and extended alone, as well as expeditions as far as many temples of the Realm, though he the Zerkonite swamps, as little also upped and furthered taxation for remains of it nowadays. all and had to, several times, beat back peasant revolts for it. As his death in 1251 RA left a great hole, it was to be filled by Ludovico It was the at the height of the biggest von Gennona, who styled himself of those, in 1159 RA, after Ulrich Theobald III instead, called the Brickmann had risen with the Illustrious, and he initiated a series of Brickmannian Tax Revolt of 1158 RA laws that soon brought all the Realm in the Lands of Atelei and Borges, that under his sway as he returned the land the Kaiser lost his life while out on a to the rule of Just and righteous morning walk, and being ambushed by Sovereignty. It was his death in 1298 the revolters. To this day, his head has RA that left a deep mark upon the not been found, though twice it has people. been claimed to have returned, once in 1210 RA in the city of Dorbrugge and Following up was Heiner von Maras, in 1289 RA in Wajetaal, where a styled Heinrich III, called the Greedy, peddler claimed to have found it. for he continued his economic policies that he had once put to good use in Following Ottomar I in 1159 RA was growing the great Marasi Kontorstadt Heinrich II, styled the Poor, as he was onto the Realm itself and it is said that left with an imperial administration in the coffers of the realm were bursting ruins, the peasantry in revolt and of gold, but bloody gold, intermixed illoyal subjects in east and west. His with the sweat of those who suffered rule extended for the longest and for it. remains remembered as the Rule of the Missing Hand, as it was often His sudden death after a prolonged asked of the Kaiser to intervene, illness in 1320 RA left a hole in the though he could not and thus had to realm that could not immediately be rule by words, rather than action. As filled, and for the first time in three such his death meant his consecration centuries, the lords, ladies and as one of the lesser cordiine patrons in representatives of the cities could not 1221 RA. unite behind a single candidate for the

77 imperial throne. This time, we now That was, until the Suprematii call the Kaiserlose Zeit. appeared.

Marek The Suprematii Into the Kaiserlose Zeit, a time of As the new Kaiser Marekoi I, culture, blood and strange re- and Champion of Eris and Crowned of discovery came one man, as the years Cordian Hand, ended his third turned to 1331 RA, who began a campaign in 1353 RA, unrest was campaign that would change the what followed in it´s wake. The forced realm and usher in what many great crowning of a Kaiser without vote or philosophers had already begun to election by the Reichskammer had led call the return of Eris Reborn, in the to great tensions among the person of Graf Marek von Dorbrugge. neighbouring territories and many feared this new Leader of Man to Marek von Dorbrugge, a brutal and guide his new domain against many of stubborn man who saw both his wife the smaller settlements, of which and seven children succumb to the Great Cordis counted almost a Red Death, began a brutal reign of thousand at its height. terror in the county of Dorbrugge, which led to him at first occupying, Into this came religious tensions, as then directly drafting from the the appearance of what many called a populace of the occupied modern and new faith, subverting the neighbouring settlements with the old religions, played into. The promise of not withholding food or Suprematii, as the Followers of the medicine from people serving in his Supreme One were known, who had army, and a sudden and swift conquer seen his Appearance and heard his of borgese lands of what soon became message in the eastern realm, were known as the entrance of a man with soon swelling to substantial numbers, ambition equal to Elaina herself. which led to prosecution by the old and heathen faiths, which feared for But while many a doomsayer warned their ill-gotten gains in the light of this of the hubris this might carry, Marek true testament of faith. forced the Sybilline Oracle of Kaynbuehl to acknowledge him as the Into this atmosphere of fear, suspicion true Heir of Elaina and thus champion and chaos entered the Dame of Eris Reborn even to the people. Brunhilde. The first of the Supreme While some screamed and thought to Ones disciples, gifted in diplomacy fight against this oppression of the and rhetoric, understood it perfectly, Sybillines, even more cheered at his to explain to many a doubting soul the coronation, as the signal for stability one and only true message of the and a central order was long sought faithful, and was often able to clear after by many, and few wanted to the name of members of the faith return to the Kaiserlose Zeit, even at against allegations of corruption by the cost of a pretender taking the priests of the obsolete and forgotten throne.

78 beliefs, often converting the masses at It would also be his downfall. the same time. War of Exhaustion As the situation stood poised to end As would only later be clear, after the only on the peace a bullet and sword Dame Brunhilde could escape, the could bring, a meeting of the great Kaiser was a madman, a dabbler of powers of the lands that now made up powers occult and much more all of former Great Cordis, old and revolting than even most of his closest new, was established in the City of allies knew, sacrificing people daily to Dorbrugge, now renamed Maledictas his fiendish supporters, who in honor of the Kaisers dead wife empowered him. After fending off early in 1355 RA. several of his assassins, Dame Brunhilde escaped Maledictas with a Over two months, the situation was feint, declaring that she would need to boiling, ready to spill into skirmishes explain the compact to the Suprematii at any moment, when the different directly. factions clashed inside the great palace of the extended city, which by Two legions of Bandar Mercenaries now had grown to a size to rival wound up dead on her way to the Cordis itself before its demise, close to Eastern Cities and many more of our a million people living there, not loyal brothers in faith gave their lives counting the masses of those, living to protect her from the heinous within their own ghettos, like the Svart attempts to kill the Supreme Ones or exiled Aen Sidhe. most faithful servant, but all was made well, when she finally arrived in In this moloch of a town, so it was Walzen, Fortress City on the edge of hoped, would another momentous the Endless Blue and home to the accord be made, one that would re- great citadel build to honor the affirm the Kaiser and make him Supreme One. chosen not only by Eris, but of the people, and their representatives as There she remained in seclusion for well. two years, in communion with the Supreme One, while the faithful An accord was made, but it was under prayed. And while they prayed, the duress, forced by the secret guard of Kaiser began his fourth, wicked the Kaiser at the tip of a sword, signed campaign, inviting forces from the at the stroke of midnight, with many of Beyond and nary a month would go by the signees force out into the halls of without another city suddenly closed the palace in their bedding clothes. off by his armies under threat of quarantine. A true act of evil, as we This compact was sealed by all parties now know, for the people of these attending and would be the crowning cities would be sacrificied to appease achievement of the now truly crowned whatever dark things the Kaiser had by cordian hand Kaiser Marekoi I, at to thank for his ascension. the onset of summer of 1355 RA.

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All the while, an envoy, one after another would come to Walzen and spies fought with poisoned blades among the streets and alleyways of Atelei to cloud the faithful and lead them away from the Golden Path, during which even our esteemed patrons father, Duke Heinrich III von Ahnspor, would one day give his life for our cause due to an assassins blade. Thankfully the assassin was slain by his son, the current duke, The Fiend Prepares a Sacrifice, 1378 RA before the assailant could escape. It would take an additional five years But as time went on, the situation of fighting, before outsiders dared to became more and more critical. Entire enter the conflict. cities were now converting to the newly named Church of the Supreme In 1362 RA, five years of war had One and often bloody paths lay behind come and gone, when at last the Aen them, as many an idol was destroyed Sidhe decided to intervene, not on over the dead body of their servants. behalf of either side, but rather out of Some cities even began fighting opportunistic glee, first attacking among themselves, as the those cities closest to their own Reichskammer, this great body of borders and then, after a while, “equality and representation” would creating bands of mordbrenner, prove nothing more than a naive madmen armed with incendiaries to daydream, as brother fought against bring strife to the lands itself, while brother on the field of battle. some of the Kontorstadte of the League of Maras hired Bandar Two long years went by, when finally Mercenaries to support either side of Dame Brunhilde emerged from her the conflict, whichever served them chamber during Spring of 1357 RA, best at the moment. Adding to this proclaiming that the Supreme One had were several of the greater territories, given her a way to defeat the Kaiser petty kingdoms which had sprung up and drive out the heathen faiths once during the campaign of the fiendish and for all. As the call went Kaiser and which now believed throughout the Sacred Cordian Realm, themselves champion of either cause, the faithful armed themselves, and so long as it served to increase their once again the land was thrown into own domain. chaos, as a war loomed on the horizon, that would go on for many years. The resulting conflict brought back all the calamities of the eras. Famine, as entire armies fed themselves on the fields of the peasants, pestilence, with the Red Death prevalent everywhere,

80 among the dead as well as the living, The Now exacting his toll on both sides, and It is the summer of the year 1393 since darker apparitions, like the the Fall of Cordis, in the Age of abominable Revenants, the dead Reascension. walking among us, without reason or understanding, most likely brought about by the powers of the Kaiser and his allies of the beyond.

The end of this, what we now call the War of Exhaustion, came to be only two years ago, in 1391 RA. The victory of the Suprematii could never be denied. Our faith empowered and helped us to overcome the fanatic and corrupt soldiers of the Kaiser, when Dame Brunhilde led the great army onto Maledictas itself.

For weeks, the fighting devastated the once great metropolis and spilled out into every street and alley, where even the citizenry would take up arms, such that we were forced to employ the Fire of Righteousness against them, as the

Church had done previously only Maledictas Under The Gloom, 1392 RA three times in living memory, against To this day, no one knows what those cities steeped most deeply in sin. happened at Maledictas, but we all But as the fall of the Great Palace know that the city is cursed. The loss itself seemed all but assured, a great of Dame Brunhilde is felt deeply, but black gloom came over the city. The with the current leadership of the entire metropolis enveloped within. church in the hands of the faithful and Hundreds of thousands of citizen and the Council of Intermediaries, among soldiers of either armies suddenly them Duke Heinrich IV von Ahnspor vanished in the stroke of a clock as the and Graf Johann II von Weidbrun, gloom descended. Those left on both called the Inventive, we are safe for sides, suddenly bereft of their armies the moment. and greatest leaders, retreated from With the current situation unresolved, their current posts to lick their wounds. soldiers still continue to roam the land, The sudden silence continues still, an often times creating mercenary bands, uneasy peace has descended on the or worse, falling into banditry to realm. But for how long, remains to be survive. Some have even taken to seen. becoming treasure hunters in the ruins

81 of dead cities like Maidborg, one of intervention from those states and the three cities devastated by the Fire petty kingdoms still looms. of Righteousness. Those of greater madness have even plunged Continuing the list is the sudden rise themselves to go into the black gloom of cults during those last two years, of Maledictas, but so far, only the mad some of which even proclaim radical have returned. and dangerous new ideas, among them the ascension of Marekoi to Godhood, or the coming of the Final Days, chief among them the Eye and Star, who seem magnetic in their charisma and ability to command the masses, be it as demagogues from the frontline or with their slimy influence from behind the scenes.

Sack of Maidborg, 1388 RA But even beyond that, the land itself is dead. Great stretches of soil had to endure thousands of soldiers on them, something not even the best farmland can endure, especially not for years at a time. Entire harvests lost, because of a siege or the need to feed their own The Price of Heresy, Suprematii Art, 1393 RA troops. The abominable “revenants” roam the land, preying on both living These are dark days, and only those and dead. And from outside the realm, willing to dirty their hands in the the continued danger of another name of justice will prevail…

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Map of Gehenna

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Origin of unimaginable beauty and grace, who rules his people from a palace of Among the people of Gehenna, there Gold and Crystal, on a throne of are several species that can be found. jewelled thorns. Of course such stories Of course, all of them carry within are often even more nonsensical, but numerous cultures and possible to this day, no human has ever made deviations from the norm, but this contact with anything resembling a should serve as a general overview, true ruling body of the fair folk. rather than a specific look. Bandar Aen Sidhe The ape people of the northern jungles The Aen Sidhe, a species of humanoid are a wild and mostly uncivilized lookings beings with a faintly human, species, who have only recently rather long-drawn appearance and learned how to use metals and in many pointy ears and very unhealthy blue- parts remain a tribal and patriarchal greyish shade of the skin, remain a animal society that only on the surface presence in the Amaranthine Nabas, can even be said to imitate the the Dying Woods. civilized people.

Aen Sidhe aren´t born. They appear, Each Bandar Tribe has a size of one day, by will of nature itself, to between 2 to 40 and is led by an Alpha which they often share a special Male, usually the strongest member of connection. As the general condition the tribe. Bandar Society works of their species, so too does the mostly on group behaviour and young Amaranthine change, and for over one males are often pushed away from a hundred years, the woods now have group to create their own group or go been in a state of constant autumn. and find something to convince a female to create such a group with The Sidhe have been here since long them. before the humans arrived on the scene, but whether they will remain Over the centuries, the Bandar could long after is doubtful. If anything can not survive without taking on some be said of them, it is, that they are form of civilized behaviour and among the fairest folk one can find on especially those in the border lands or Gehenna. But this beautry is in sharp close to human cities adopt more contrast to their ways, which tell us of human behaviour, having learned to a deadly and intrigant people, who are truly forge and adapt to the situation. just as willing to enslave your people Many a noble prides themselves on a to sell to the western kingdoms, as Bandar Bodyguard. Who wouldn´t, they are of breaking their leaven bread when your bodyguard can rip out a among them. mans´ arms with a strong pull?

Tales and myths spread by those that Something which stands out is, that wandered into Sidhe lands know to among all the beings on Gehenna, the tell us of the White Court, and a leader Bandar are, if undisturbed, one of the most peaceful, as they chew but leaves 89 of trees and live their lives mostly Half-Breeds among Humans and the undisturbed in their wild jungles. Svart are small gruntly little creatures, Numerous clashes between man and most commonly found where the ape have led to many an abandoned biggest ghettos of the black volk exist settlement on the outset of the and a bit more tolerance is found for northern jungles but even nowadays a them, though such kindness cannot be daring adventurer might share a small spoken of for their offspring. These band of mercenaries around himself to little beings, called Dwerg by the find one of their mythical cities, as the common people only share among the Bandar are said to hide among their worst traits of either side of their thick green. respective

Half-Breeds Of those born of a union of Bandar A strange point of contention, Half- and Humans, only a smallest number Breeds between the species are not exists, as human women cannot bear, only possible, but have infrequently due to their frailty, to bring out a popped up, usually after small Bandar child and even then, such conflicts and wars, but just as well children are quickly mercy-killed to after calamities and other, stranger spare them the reaction. events. Humans Most who are openly known to be a Humans are like blowflies. Even Half-Breed are shunned by the general though they die to just about anything populace, as they are sad reminders of you throw at them, they still continue evil done to them or to others in the to populate just about any ecological past. Sometimes, especially in the niche you put them into. times after a calamity has struck, the Red Death has come and reaped its The sad thing is, that though they victims or any of the others sadnesses, adapt, they do so with their continued a pogrom against them and others of tool use. They aren´t as strong as a their kind is made, in the hope of Bandar, nor as graceful as an Aen appeasing whatever bloodthirsty belief Sidhe, and surely not even close in that the people hope to satisfy. craftsmanship to a Svart, or as tough as a Revenant. But there are many of Among those existing, there are them. And still they continue to thrive, several. Half-Breeds between Humans even under the worst of circumstances. and Aen Seidhe have come to be called Laib and often only possess Revenants rudimentary features of the Aen Sidhe, Having first appeared during the War like their pointed ears or some sort of of Exhaustion, these are human bodies otherworldy but somehow lesser, that were somehow revived, with a unappealing sort of beauty, and are soul still bound to a decaying body. said to have gained some of their longevity, though there is none known Characterized by ashen skin and the who would point to such a fact. ever-present smell of decaying flesh,

90 they have been titled as both autumn for now close to over a Abominations of Tartarus by believers hundred years, is as alive and of Cordiism and Servants of the dangerous as it ever was. Enemy by the Suprematii. Few are willing to get into business with what Ever since first occupying the cities amounts to a living corpse, but even closest to the Dying Woods, a true so, there are always some enterprising regime of terror has been instituted or unscrupulous souls willing to get and man and others alike fear for the the kind of people they need. return of the terrible riders of the Sidhe, warriors clad in leather made Svart from human skin and sending their The dark volk, the little people, poisoned arrows or the diseased average height of at most 1m, are towards cities under siege. humanoid beings that lived under the mountains of what is now known as While not as against the idea of the Sacred Cordian Realm and where firearms as they were during their pushed up by the Fall of Great Cordis, introduction, the Aen Sidhe have been as their Cave Cities were destroyed slow in adapting this weapon and when the world changed it´s face. many still seem to believe it to be but a passing fad, something that will go Usually organized into clans led by a away, if they only wait long enough Thing or an elected king, Svart live to for it. work or do something with their hands. Their continued reliance on Arete, a concept of Excellence in any kind forces them and their culture to perfection, no matter what they do. Gifted craftsmen, they are able to create as no other species can. The Powers That Be

The following is a short description of the city-states and proclaimed sovereignties of Gehenna, each fighting the other tooth and nail for Palace of the Balaim God-King any scrap of power and prestige. Balaim, Autocracy of Ruled by the God-King, the city of Amaranthine Nabas Balaim, heart of the The great forest Balaim Autocracy, remains the core remains a hotbed of territory of the Aen in-fighting, as the Sidhe, the fair folk, different factions of and despite being in a the Autocracy constant state of remain in a semi-

91 constant civil war, even if the ever been seen from them to Balamites would rather describe this commence in the settling and as “Status Quo”. nationbuilding humans are known for, but that does not stop most people to The fact that they even agreed on a suspect the secret Kingdom of the common King remains a testament to Apes to exist somewhere in the Gerjais II ability to unite the divided deepest reaches of the jungle. populace from their differences but doesn´t alleviate the problems the Autocracy has.

Set at the Oroí river wetlands and surviving due to the swelling of the river every year and the cultivated farmland this leaves, made the Autocracy both a unique point of entry into the Northwest, but also the trading hub for the Silken Roads of the West for those that come along the shores of the Mare Pythikos.

Over the years, the Autocracy has on- and off quarrelled with Gendarka, but no real conflict has erupted, as the Balamites are a handful enough for their own people, so that a real war would only unite that which works better divided. Still, among the threats the Autocracy has to defend from, are Wolfshager Alte Feste also recurring bandari raids, though Bergewald, Margraviate of (SCR) the introduction of early firearms has The northern counterpart to the begun to nip the issue in recent years. Margraviate of Eisern, the Margraviate of Bandar Tribes Bergewald, is ruled The Bandar live, as ever, both deeply by the Margrave within and without their jungles and Theobald IX, of the those met at the Kontors of the Maras Haus of Kutteglueck, often and quickly sell themselves to and remains both a the highest bidders in a frantic attempt steadfast fortress on to get into a group or find something the mounds of the Hager river, as well worthwhile to do while looking for as a haven for refugees from other females or how to prove themselves. cities.

As a group of people, the Bandar are After the declaration of the far from united and no true effort has Wolfshager Freiheit in 1369 RA, a

92 constant stream of those who were therefor the faithful have to rely on the hunted followed, refugees from all Council of Intermediaries, a group of over the Realm, of all beliefs and rulers, dukes and counts who were status, came, and filled the city, with previously only the executing arm of many falling back onto the Hager the church structure and had to take Land, the meagre slums on the general control of the church. mountaineous side of the city. Based in the Fortress City of Walzen, The inspiration for this decree, for the church uses the more militarily which the Margrave was cursed by inclined members to swell the both sides in the Reichskammer, came numbers of their orders of knights, as from the Margraves only son, Ingmar they have come to be called, while von Kutteglueck, who at the time many others are send out to convert resided in the Wolfshager Kolleg as and proselytize those yet on the fence. part of his studies, and has since given rise to a prosperous, if somewhat torn Eye and Star, Cult of the cultural scene. The Eye and Star has first been revealed to exist during the Siege of Maidborg and some claim them to be the true reason the church went through with the massacre that later became known as the Sack of Maidborg.

The Eye and Star as a group are a cult, at best of times, and at worst only but a loosely aligned number of people

Seat of the Church of the Supreme at the centre of the Fortress-City Walzen who believe in using occult rituals to Church of the Supreme, The (SCR) further their plans, of which none are The divine Church of the Supreme known to the public. Even their One and his Return to the Faithful membership numbers remain in the remains in tight control of the eastern dark and accusing a public figure of realm and has build up their territories being a member has become a dark in many regards to be exemplars of stain in the witchhunt for power and their own ideology. madness which can whip people as easily into frenzy as the first signs of Though the church is supposed to be the Red Death can. led by one of the disciples of the Supreme One, with According to common folklore, the the disappearance Eye and Star wish to unlock the Gates of Dame Brunhilde of Gehenna, the mystical place where the last of those has the sum of all knowledge is buried and left gehennan soil which the gods are said to have sealed to take place at the at the dawn of time itself, but how masters side and

93 much of that is true, or if even any of outward the isle and claims the Kolpos it is, remains clouded in shadows. Cymria for his own, which has put the kingdom in direct opposition to many of its ateleian neighbouring cities who would rather face monstrosities than pay tolls on the wares that ship alongside the Kolpos.

Myrddin revealed to a Green Knight, Artists Representation, 1370 RA Cymris, Kingdom of From the isle of Cymris the High- King Benedig looks and commands the forces of the petty kings of Cymric The Eiserne Mines origin. Eisern, Margraviate of (SCR) “The song of iron, sung by blades, Supported by the cymric druid circles, from Nobis to Meza, goes Cling Clang nature-bound wise men, he commands Aargh.” the mighty cymric fleet and the Green Knights, elite riders of highest order Eisenthal remains and discipline. a vital industry for the Sacred Cordian As Cymris was first colonised by Realms and has at cordian settlers many centuries ago, so one time or it has developed a another supplied tradition of exclusion half the realm with and isolation that has the weapons used, only in recent years as such that the sound of weapons begun to break with with the particular brand of iron ore the rise of High-King gained from the Eiserne mines were Benedig who looks

94 said to have echoed from Nobis to that would harken him and his people Meza. into what scholars describe as a “territorial cage”. As a Margraviate, the realm is ruled from Eisenthal by the Margrave This does remember many of the Siegmund I von Breitseit, the heritage of the Debilians, who came as Margrave of Eisern, and he has the Debilian Horde to cordian lands in continued to rule the Margraviate for the fifth century of the Years of these past thirty years, which makes Torpor, and have since woken up to him one of the oldest rulers in the that ambition and drive. All that SCR. The title of margraviate stems remains, is whether the Amaranthine from the role of the city as a border Nabas will react to it. state or “March of Eisern” at the time of cordian settlement, when the lands Gendarka were far wilder and less civilized than “As the Ulark flows from the Unclear they are nowadays. Sea to the Mare Pythikos, so does the wanderer on his journey move from Gatylia, Voivodeship of (SCR) the small to the great. The world has Despite being surrounded by Aen opened up, and with it, the future.” Seidhe in either direction, the city of Debilis has continued its proud From the great city of Ul´Bathor, the resistance. This has shown itself gendarkans praise and honor the great especially spectacularly in the rise of black obelisk at the northern end of the Voivode Jadwigo. the Unclear sea, of which is said, that it goes even deeper than been The Voivode, witnessed and as such may be much claiming the title bigger than thought. Despite this, the from the ancient inscriptions and symbols on the cordian title of the obelisk remain, after deliberation, the Voi Vorum, war- object of worship and discussion leader of a cordian among the gendarkans, who still, raiding band, a man every year, send out travellers along of the people and risen from among the Zar´Vas, and look for the pieces of them, is a terrifyingly big man of great the whole, that remain missing, in the appetite and greater girth, with a deep, hopes of completing the teachings of dark beard and a booming voice that the Abba Ne´Tsa. would scare children into the dark forest to escape it. Born out of disgruntled elements of the Black Horde that wandered along As the leader of what has come to be the White Desert, encountering the called the “Dunkelgangen”, a series of Abba Ne´Tsa for the first time was nightly raids, the Voivode has not only akin to an epiphany for them, and after proven his ability to lead men into settling close to the black Obelisk left combat, but also his own prowess in afterwards, at the site that would later stealing, looting, and burning those on become Ul´Bathor, set out to

95 understand, and transcribe the places that was spared the greater message of the Obelisk. Thus Zar´Vas devastation of the War of Exhaustion, was born. as the fighting never edged too close to the city itself. The Council of Elders that leads Gendarka has repeatedly told ambassadors sent to them that they have no place for any riches, presents or inventions, for all the riches they need is present in Ul´Bathor. Furthermore any attempts to ascertain whether they have any political designs upon the world are underminded by the fact that the City Gate of Jipang, Seat of the Ji´An Republic Gendarkans don´t hide their actions Ji´An, Republic of and instead invite even foreigners to Situated close share with them traditions and time, as to the western anything is a piece of the Path, and for steppes and far the Gendarkans, we are all searchers. way from any civilized Hersteinen, County of (SCR) circumstance, The young county has the city of Jipang remained the of Hersteinen, ruled frontier of the north at the Mare by Graf Reik V of Monachikos and despite all attempts the House of Gryfe, to institute tyrants regime or offers of is a young city that support from foreign nobles, the city has only grown up has remained fiercely republican, to its proportions in going so far as to quarter the last the past century and is one of those pretender to shock others away from representing both opportunity and trying it for themselves. rivalry to the League of Maras. The republic claims ownership of all As the city itself has denied an offer to lands north and west of its position join the League, the League has sinced and has several times boasted of the tried several methods to cut off or in hundred thousands of citizens living other ways denounce or hurt the just beyond the steppes that seem County, few of which have shown to endless over there, but few travellers have had any effect at all, for which have ever returned to speak of such both the heritage and the loyality of wonders. Despite this, the republic has the populace to its ruling family can remained a steadfast focal point of be counted upon. attention at its shores, as it remains rival to the Quion Tyranny, with As the county is very young, there whom the republic warred several aren´t many that really act with or times in the past and a staunch against it and it was one of those advocate of its belief-philosophy of

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Lianism, taught in its schools as both a force was long gone by the time they way to live and to worship. arrived. Among the common people, the story holds sway, that among the dead was the dukes young wife, the Duchess Marianne, as her remains could not be recovered from the destroyed districts, which fell to fire and smoke after the first explosions, and that for this reason alone the Duke has since changed to the gloomy, dreadful person with a penchant for The Red Light District Langer Lauf of Langental the obscene and debauched. Lange, Dukedom of (SCR) Ruled by the illustrious Duke Heinrich IV of the House of Ahnspor, ever since his father was assassinated by imperial agents in 1357 RA, the dukedom and Langental at its heart have risen in importance, which began when the previous Duke converted to the Suprematii faith and continued with the steady support of his son on the Council of Intermediaries.

But despite growing gains both on the council and in the issue of war, as the Suprematii troops made steady gains under the dukes leadership, the War of Exhaustion never did hit the dukedom as it did other regions of the realm The Waller Blitz of 1387 RA until the Waller Blitz of 1387, when a Whatever the reason, returning to find raiding party under the command of Langental in flames changed the Duke, Duke Minrab IX von Saalbrog and in the years since rebuilding, he personally entered the city in secret has more and more slipped back into and laid explosives which devastated the shadows and let his councillors run entire districts and claimed many an events while throwing himself into innocents life. ball after ball, each more depraved than the previous. Despite returning from the current battlefield as fast as possible with a detachment of soldiers, the Waller

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Maersk, Freehold the black gloom ever since the War of “To everyone as Exhaustion stopped in 1391 RA. they need. From everyone as they Maledictas Today can spare.” The once proud city remains enveloped in the Black Gloom, which As a relatively some even claim, grows with time. young settlement that has only in Even though so many disappeared recent years swelled in size, the with it, many remain, who wish to freehold has put the diversity of its plunder the riches. Those who do populace to great use, as its motto come, usually land in one of the requires a willingness to sacrifice for a camps outside the Gloom, one of greater good that is seldomly found several, that exist around the area the outside its walls, but then again, being Gloom envelops. made up of runaway slaves and serfs has made those living at the freehold These mercenary camps are both painfully aware of what one may and waystation and end of the line for does need to survive, both in action many a daring youth and always a and inaction. ready supply of cutthroats can be found, willing to do just about As it is placed uniquely on the shores anything, for a price. A small price, at of the Mare Aqueor, the great cliffs that. are harsh to any arriving trader but the often times unique goods the freehold Even worse, of course, is what those, offers from its friendly relations to the who leave the gloom, are willing to wildemen have made it a popular hub tell. They talk of moving walls, of a of smaller and more risk-inclined changing city, of the dead walking the traders. street, whether in pieces or as a whole, and a constant feeling of something, Maledictas that is in the city, that slowly, but The great city of Maledictas with a surely changes. But for good or evil, population of close to one million no one can say. people, some forcefully relocated, others having come of their own, free will, remains a great mystery.

Built upon the city of Dorbrugge, a rather small, if pleasant city, it grew in size and form in the span of but a few years after the first campaign of the Kaiser Residence of the Marasi Handelsherr at Maras started and has been enveloped in

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Maras, The League of (SCR) The great trading cities of the south, sitting close to the icy waters of the Mare Frig, or the Cold Sea, as common folk call it, still remain in control of just about any trade route along the sea and land they border and are said to be the only thing preventing the barbarians of the Wildelande to overrun the civilized

lands of the SCR. Great Priory of the Ordo Peucinia, Galdrahagji Ordo Peucinia (SCR) Born out of a Instituted during the Years of Torpor secret trade after what is claimed to have been a meeting among sign of Eris herself, the Ordo Peucinia, the richest and was founded by Theoderich zu greatest of traders Tempelstadt in 778 T with a number of their cities, the of nobles at his soon-to-be league side. couped the elected leaders of their respective cities and took complete The young control in what history has come to Theoderich, a call “The Money-Bleed”, as no blood, knight errant and only coins were spilled. adventurer of small means, and Be it, as it may, the League thus born no noble by any would soon send out merchants and stretch of the traders to all corners of the world and name, was able to convince enough of nowadays no true city can boast of those rich yet modest sons of good their wealth without at least one of the breeding to his cause, that soon they Marasi Kontors. opened what would become the first Priory, the Hourse of the “Order for The league itself is a very loose the Enforcement of the Will of Eris federation of trading houses, who and her Wrath at our Behest” or Ordo come together once every three years Peucinia as to the honourable name to elect one among them to become Theoderich zu Tempelstadt took after Handelsherr, a spokesperson for the foundation. league interests outside of its member cities, but in the end each Kontorstadt Since its inception, the order has risen remains a separate legal power. from those meagre beginnings to a true fighting force, first during several battles with wildemen in pagoman lands, and later on against the Amaranthine Nabas, followed by their

99 fight against the Black Horde of the As it stands, the order continues its West which led to what has been role as defender of the Old Faith in called the “Wave of Wrath”, a military and outside of the Sacred Cordian campaign of religious motivation Realm, but it is for good reason that which in turn freed Katendreia and many fear ulterior motives behind Aveygacha from the Horde their actions. Occupation, though they gave that over to the Ordo Peucinia in return.

Since then, the order has settled in Galdrahagji with its main branch and rules and orders its territory, all the while plans for further conquest are surely to exist, as the attack on Inke has shown, which was made under the pretense that the Black Horde still Free City Inke From The South, 1217 RA ruled the Free City, only to be rebuked Pagomas, Free Cities of by the overwhelming and astonishing Set along the coast of the Mare display of fervor by a populace Pagoma, the free brought against the order. cities of the south By organisation, the order is ruled unite in the guild from its branches, the priories, of council, where which a single Hofritter, the highest each of their city- single rank a member can reach, rules state has a single akin to a count or governor over the voice, almost as if territory. Each Hofritter in turn to mock the greater commands a hundred Tuerme, all men Sacred Cordian Realm and its of noble birth, induced into and Reichskammer. trained by the order from an early age, On its own, the free cities have who in turn command the lesser forces defended against several incursions of the order. As such, the Ordo from the north, against the Ordo Peucinia is an attractive proposition Peucinia, the Black Horde of the West for many families, especially for those and several smaller encounters with of noble birth, but without the income marasi trade wars have made them to support it. both wary of outside interference and Each Hofritter in turn elects a herald, fiercely independent. who has to be a Turm, who reports Despite these experiences however, back to the Ordensmeister, who leads the free cities remain a heaven for and sets the policies of the order from those fleeing from all directions, and the Main Branch, despite not ruling a few have the stomach or purse to city himself. follow a criminal that fled to such great extent that he would wander

100 towards the southern edge of the under the control of its dreaded world instead of seeking justice. Legionnairy Guard, an elite force of warriors known to recklessly slaughter This also in turn does somewhat show anyone for even the tiniest offense. the differences in the free cities, as one gets closer to the south, the more As the city is ruled by the Immortal sparsely populated and less animated Tyrant, who claims a new mind and the people become, and close to cold body when the old has faded, it has border, in the city of Growdjno, the kept one of the most consistent light itself vanishes for nigh-on half a sovereigns of Gehenna, who has now, year at times, as such that one couldn´t as for the past centuries, attempted to tell whether it be night or day, so that extend his grasp outwards in all no sane soul would keep themselves in directions. that place. Despite extensive trading with the entire coast of the Mare Monachikos, the Tyranny has remained one of the lesser trading nations of the sea and many claim this to stem not from their customs but the fact, that cults are openly allowed to worship and are even followed, while other beliefs fight for the scraps at the bloody gate, the cities temple district.

City of Raspotio from a Hill, 1393 RA

Tower of Sacrifices, Quios Rasporn, Principality of Quion, Tyranny Set on the western side of the Yorazi Set on the Quionian peninsula on the mountains has given the principality a grassy hills of the Tyrants Bay, the peaceful space to expand and contend Tyranny survives mainly by force of itself with all that is terrifying, from arms, as the monstrosities of the permafrost friend to the south of Zzcrelm, or the swampen pirate raids from Zerkonite bandits, not to commune of speak less of the Black Horde that at Kordrax and one time stood before the gates of the

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princely palace itself and often empty, until the profession was was only saved by a finally recognized by Kaiser timely inference by the Theoderich I, called “the Wise”, and gods themselves. permanently institutionalized into what we know today as the Guild of Still, the quasi-feudal Richters. state of Prince Ilvaldr IV of the House of Rasporn And today, just as they have in remains in control of the centuries past, the richters continue to serfs and the greatest roam the countryside, scouring for power of the Mare monstrosities, whether in or out of a Raspori, insofar as one humans form and continue to judge in can call those willing to the imperial name that they now carry. brave an icy, storm-filled coast brave, if not Each richter is a lone traveller, usually foolhardy. selected for their prowess in both combat and the ability to read others, Supported by an aristocratic class of but they sometimes attract a group of soldiers called the Streltsy, that rely able individuals and while many a itself on their Axenmusket, a sturdy richter is more often despised and musket that has an axehead attached feared than welcomed in a village, for for close combat purposes. their tendency to lay bare even the smallest infraction, the deepest secret, Richters Guild (SCR) they continue to be a necessity of life Borne out of the Years of Torpor, outside the walls of cities. from the unique circumstances following the great quake, when Despite the guilds modern position on lawlessness and war where the status non-interference in the higher politics quo, these were men and women that for all its members, the guild was took it upon themselves to don arms forced to govern the city of and fight back against the darkness, Tempelstadt after the death of High becoming the lone light in the long Temple Overseer Immanuel Haendl, nights. which has led to protests from both followers of Cordiism as well as the For centuries lone richters, individuals suprematii Council of Intermediaries, proclaimed judge, jury and but the decision stands and can only executioner, wandered the lands be overturned by imperial decree, and between the great cities, fought back with the fall of Maledictas three years against the tide of ago, no one knows when, or even if monstrosities and that may happen, before the situation defended escalates further. innocent and guilty for a few coins extra in a purse all-too-

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Sacred Cordian Realm The Große Reichskammer The Sacred Cordian Realm or SCR is, First instituted by Kaiser Theobald I as it was during its inception in 120 the Wise in 999 RA, the große SC, an anomaly, a weak overhead- Reichskammer is, for all intents and structure created by threat of force and purposes, the Reichskammer. diplomacy on a stage that was supposed to unite the disparate Created out of the three pillars of the remains of what was once known as realm (Nobles, Craftsmen, Priests), it Great Cordis. consists of the fifty-five (55) delegates or seats for each of the great cities of It did so to much upheaval and the realm and determines, debates and applause, but at the same time, to this decides internal and external decisions, day, remains a most strange concept, puts forth the foreign policy of the as no one dares to proclaim realm as a whole and debates politics themselves Kaiser with the legacy of that threaten the SCR as a construct. the Fiend behind them, while others use the opportunity to prey on weaker Despite this, some forces have a neighbours and those neighbours hope greater concentration of voices than to appeal to the Reichskammer in one would assume, with an what can only be described as a evershrinking number of independent destitute attempt at bureaucracy. cities to their number, which has resulted in the creation of the Kleine Still, each and every day messengers Reichskammer. come and go to the diplomats and message posts, bearing the seal of the The current number of votes is divided realm and even as overburdened as it as follows: is, it´s still a first step towards a true unificiation of the disparate territories Votes Control that once made up the world. 25 Independent 9 Council of Intermediaries 5 Ordo Peucinia 3 League of Maras 2 Amaranthine Nabas 1 Margraviate of Bergewald 1 Metropolis of Cordis 1 Dukedom of Lange 1 County of Hersteinen 1 Margraviate of Eisern 1 Kingdom of Zapadni The Große Reichskammer at Kaynbuehl from the Outside 1 Voivodeship of Gatylia 1 Principality of Velikily 1 Dukedom of Wallingen 1 County of Storingen 1 Empty Seat (Maledictas)

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influenced even the cordian landscape today.

With entrance for non-believer restricted to the foreign quarter, and even worse, even access to travel along the Gasch upwards, few reports exist of the lands that Yvyz gates.

The city is also unique in that it

Golden Hall of Isenhuut houses not only the great atarist The Kleine Reichskammer temple fire, but also the school of Placed on the opposite side of the sea, magi, a priest school that teaches not the kleine Reichskammer, as it has only religion, but what a cordian come to be called, consists of seats for would denounce as occult dabbling each of the remaining sovereign and and dark sorcery, which has given the independent cities of the Sacred city sinister disposition. Inside Yvyz Cordian Realm and coordinates itself, the Magi are untouchable, all- actions and policies for them in powerful and feared and honoured all relation to the encroaching forces of the same. autocratic, feudal, priestly and mercantile rule. Second Dynast Kingdom “There has always been a Dynast Kingdom, and there will always be a Dynast Kingdom. So it was willed. So it shall be.”

Situated in the Marshes of the western

Yvyz from a Distance, 1100 RA peninsula and Sacred Yvyz ruling from As the centre of the swamp city of Tadyffa, does the Atarism, the kingdom claim rule over the whole belief in the western peninsula as a successor state holy flame, the to the first Dynast Kingdom that fell desert city, that when the Great Quake came more than sits on the river banks of the Gasch a thousand years ago, and while few river, prospered not only from the would recognize such far-fetched trade with the cities of the south and claims, it has succeeded in regaining west, but also by sending its caravans control of coastal Olefiron recently out into all directions, some of which after fierce military action, though the have even braved the long desert to city now chafes under the Dynasts reach distant Gonnanes and as such fists.

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The current king, or Dynast, as they Storingen, County call it, the boy-king Bel-Sarra-Uzur I, of (SCR) only crowned in the past year after the Under the sudden and tragic accidental death of guidance of the his older brother Putur-Sim, who fell young Count to his death from the palace balcony in Johann II of the a drunken stupor, controls all aspects House of of life in his kingdom, and has Weidbrun, the small county of recently sent his most trusted Advisor, Dambaum has remained the most the Kings´Second, his half-brother steadfast of the cities among its Irib-Ben-Datsu, to further develop enemies in the Realm, as it is Olefiron and return trade to the city as surrounded by Kaynbuehl to the north it once had on the Akti Ble. and Berwangstedt to the south and neither would allow for the city to Despite their best efforts however, prosper, were it not for the brothers in Dynast traders are seldomly good faith from Nieurodee and Langental received on ateleian shores and their who to this day supply the city by the disputes have only increased as the Small Sea. Suprematii now require religious observance from all who wish to Count Johann II himself, only a mere peddle their wares to their cities, 24 years old, a strapping lad of which has further incensed the boy- courage and energy, remains well king, as he is a convert of the jipangi beloved by his countrymen and while school of Lianism and has since some may bemourn the loss of his decreed it the official state belief, father Giesbert V, Johann has done replacing the previously dominant much to rebuild the bridges his Ancestor Worship of the commoners. budding reign endangered.

Ruling from the city of Dambaum has made the County richer than one would suppose for its position and situation, especially in light of its position, but the Lions City, named for its heraldry as worn by both city and the House of Weidbrun, continues to be a fountain of experimentalist Justizpalast des Loewen of Dambaum mechanisms and the great city clock in the central square with its miniature Mechano-Mannen recounting the current hour are a tourist attraction by itself, for which the Count has since the Guilds inception in 1359 RA paid even out of his own coffers to reassure both the guild and himself of amiable terms.

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Despite there having been three peasant revolts so far, each of them ended in a bloody execution of the ringleaders, the spark that once created the problems seems to burn yet, and few wonder why someone as apt as the Freiprinz at creating these problems would do so at is own home, instead of the courts of his enemies, but those on the other hand seem content to see him at work there instead on their gates.

Old Cordian Ruins of Cantor Velikily, Principality of (SCR)

Infamous for its The Neuer Herzogenpalast of Wallheim ruler, the Freiprinz Curteanos IV of the Wallingen, Dukedom of (SCR) House of Veke, From Wallheim, also called “The situated at the Cruel” for his Waller river, where treatment of both the banks clash with his enemies and his friends, has the the shores of the principality, though never officially Mare Frig, the raised to that position, remained in the Dukedom is ruled hands of his family. by Duke Minrab IX of the House of Saalbrog, from which he commanded Little is known of the reasons that the both the war effort as the premier Freiprinz abandoned his previous leader on the side of Cordiism during residence, a manor closer to the fount the War of Exhaustion. of the Avedorn, but whatever the reasons were, his newly styled The Dukedom itself, while not a Prinzenpalast, a regal palace in the particularly old one, only elevated in style of Old Cordis, built over six the reign of Kaiser Theobald III, years on the backs of the local during the last century, remains a populace, as well as his building prestigious price for anyone to behold, project to re-arrange and –build the especially after the recent finish on the old cordian ruins back to life, have Neuer Herzogenpalast, painted in all created immediate and palpable tensions in the city.

106 blue as a personal retreat for the Duke northern front, but the price was dear, on the highest point of the City. even for the Duke, who continues to mourn his friend, for whom a marble The Dukedom and its ruler are statue was erected in Wallheim. infamous, in a fashion. Duke Minrab IX, still unmarried after fourteen years Zapadni, Kingdom of (SCR) of rule, and thus without heir, so that From the city of the ducal crown might fall onto the Einbruck, the lesser line of Saalbrogs, dominantly Kingdom of his distant cousin Baerhold von Zapadni is ruled Saalzweige, has withstood all offers of by the Royal marriage from the highest and lowest House of Orac, nobility, and up to a point has repute currently King as a dastardly sire of a legion of Karel II of his line, second son of bastard sons. As the saying goes, If former King Kolejahn III, who rules one might throw a stone in Wallheim, by the grace of the Gods and the anywhere in the city, you might hit one support of the nobility of his lands. of his illegitimate children. But the Kingdom is in a precarious The second pertains to the events situation, as there is little room to surrounding the Waller Blitz of 1387. expand. Beyond the Gatyer Sea lie the After Duke Minrab took command of cities conquered by the Amaranthine the Army of the Faith at Tempelstadt, Nabas and few have as of yet been a battle was joined near Luchsfels, able to withstand the pressure of the with the Kaynau river as its backdrop. Aen Seidhe, though even fewer have But where the Suprematii forces tried to, while to the north both the thought to smash through the lines and mountains and the cordian lands of capture the ducal forces and thus bring Asthantus sit, long since ready for a home a price, they were war that might never come, and to the outmaneuvered and betrayed, as the east the Nornenburg all attempts to Duke never entered the battle, instead expand the state quells, and finally, having taken a ship to distant the south itself in the hands of the Langental days before hand, with his Margraviate of Bergewald stands, and part being played by his close friend there little hope remains to take them Leopold Tietz, who for his part paid on. with his life at the hands of the Suprematii Cavalieri. As such, the pressure on King Karel II increases, though only few dare to At the same time the Duke and a bring up the idea of retirement to the detachment of elite soldiers sneaked king, that dares to bring moneylenders into Langental and placed explosives into the city, opened a university in his at strategic positions. In effect, the day name and begun monumental projects was won, and the Suprematii were of architecture in the name of forced once again back to their modernising and traditions that “hold positions behind the Kaynau on the the kingdom back”.

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Bazann Cities of Gehenna Part of County of Nieurodque

There exist many settlements in the Erishavre Realm and outside of it, but only a few “Bury me on the hills of Erishavre” is a famous of them are of true importance. song of travellers all over Atelei, for you´d seldomly find a more beautiful place on Gehenna, carved out of its great rockside and The following is a short overview of cliffs, has this remade port become an important each region of the SCR and the trading hub on the ateleian side of the inner sea neighbouring independent states and and nowadays houses what has become the their specialties. The overview is Suprematii naval forces, the Golden Fleet Ruled by Prinz-Electat, chosen by deliberations further split into the great cities and of the Council of Intermediaries from among the great towns (who at most have up to a ecclesiastical princes, Electates, of the thousand citizens, at most.) Suprematii Ruled for Council of Intermediaries City Name Faith: Suprematii One Sentence Description Part of County of Oesthaffen Ruled by WHOM, HOW CHOSEN? Size 6 (150.000) Ruled for WHOM? Wealth 5 (1.250) Faith (Which faith dominates the city) Specialty Trading District (Borgese), Temple Part of (County/Dukedom/State/etc.) District (Suprematii), Military District (Golden Size numbers the estimated population (1-10 = Fleet Docks), Military Outpost (Suprematii 1k/6k/21k/48k/90k/150k/232k/337k/469k/630k) Naval Forces), Natural Defenses (Cliffs of Wealth (1-10, per point stands for an amount equal to 250 Erishavre), Slums (Cote du´Pauvre) thaler you can reasonably invest in a single day there) The Wajet river allows quick travel towards Specialty (Wide range, from special armory, manufactories, Wajenaas or Wajetaal. or other such things) Short Overview Gijmegen Part of County of Abheairtaighenn Settlement Name Part of (County/Dukedom/State/etc.) Gmunben Despite having been ravaged by the Red Death Ateleian Lands several times in recent years, people flock to the Auriluçon city and with good reason. The famous white Situated at the southern edge of Gehenna, close sand beach and cordian air are a popular to Cymric lands, the city has long attempted to tourist spot and many a sailor would wish for dominate the Kolpos Cymria, while also being nothing more than to own a spot of land along heavily influenced by the Kingdom of Cymris in these shores turn, which has lead to a great cultural flux in Ruled by Prinz-Electat, chosen by deliberations and outside the city of the Council of Intermediaries from among the Ruled by Prinz-Electat, chosen by deliberations ecclesiastical princes, Electates, of the of the Council of Intermediaries from among the Suprematii ecclesiastical princes, Electates, of the Ruled for Council of Intermediaries Suprematii Faith: Suprematii Ruled for Council of Intermediaries Part of County of Gmunbenhirt Faith: Suprematii, Cymric Druidism Size 4 (48.000) Part of County of Auriçon Wealth 3 (750) Size 5 (90.000) Specialty Trading District (Borgese), Temple Wealth 4 (1.000) District (Suprematii), Aniquity District (Cordite Specialty Temple District (Suprematii), Trading Shore), Tourist Attraction (White Sand District (Cymric), Foreign Quarter (Cymric), Beaches) Religious Quarter (Druidic Circles) The Meza river allows quick travel towards Touraux.

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Heirich Size: 6 (150.000) Part of County of Chancy Wealth 5 (1.250) Specialty Temple District (Suprematii), Artist Helzand Colony (Kunststrasse), Tradition (Art Situated on the smaller coastal shore of the Akti Patronage), Red Light District (Langer Lauf), Ble, has Helzand developed towards an almost Slums (Kurzeweh) idyllic image of peace and prosperity under suprematii leadership with luxurious avenues Lauges and plazas after cordite example, all leading The endpoint of the silken road has made the towards the central Helzander Supreme city prosperous in its own right, even after being Cathedral of “Leur Seigneur” slowly perched in by Helzand and Auriluçon Ruled by Vogt, chosen from the bureaucratic and allowed it to create a flourishing if staff of Walzen by the Council of Intermediaries somewhat small-scaled ecclesiastical version of and the Electates advisory board walzen on the mezan river mound Ruled for Council of Intermediaries Ruled by Vogt, chosen from the bureaucratic Faith: Suprematii staff of Walzen by the Council of Intermediaries Part of County of Heleland and the Electates advisory board Size 4 (48.000) Ruled for Council of Intermediaries Wealth 3 (750) Faith: Suprematii Specialty Temple District (Cathedral “Leur Part of County of Chancy Seigneur”), Trading District (Cymric, Ateleian) Size 4 (48.000) Wealth 4 (1000) Inwern Specialty Fortress (Walzen-Style “Fort du Part of County of Abheairtaighenn Lauges”), Trading District (Borgese, Silken Road) Laagewarden The great trading city of the Mare Monachikos Maidborg remains a center of economic activity for Famed for its great walls and noble citizenry, traders from all over the west, from Quios to has the city fallen deep since being burned by Tadyffa, and coupled with its great wharfs has the suprematiis Fires of Righteousness and is become a center of explorative activity among now a hollow husk of its former glory, with even sailors of the Endless Blue. the survivors only clinging to scraps of what Ruled by Vogt, chosen from the bureaucratic was once a formidable city on the lower Eder staff of Walzen by the Council of Intermediaries Ruled by Reichsvogt, chosen by majority vote and the Electates advisory board of the Reichskammer from among previous Ruled for Council of Intermediaries reichskammer delegates for a duration of one Faith: Suprematii year Part of County of Laager Ruled for Große Reichskammer Size 6 (150.000) Faith: Suprematii Wealth 5 (1.250) Part of County of Maiden Specialty Trading District (Quion, Dynast, Size 5 (Before the War)/ 2 (Now) Ji´An, Cymric, Cordite), Manufactory District Wealth 1 (250) (High Sea Docks), Slums (Laagerhohl) Specialty Fortress (Maidenburg, devastated), Heritage (Post-War Fatalism), Crisis (94% of Langental population burned alive), Trading District Centre of the greatest artists of the age and (Borgese, Ateleian, all abandoned), home to some of the most debauched festivals The Eder river allows quick travel towards imaginable, has the city long since become a Edebrugge, or Seeymog in the other direction, centre of suprematii ecclesiastical de- and while taking the Meza river arm allows quick cadence travel to Heirich and Mesalim Ruled by the Großvogt, chosen by ducal decree from among his most trusted advisors. Mesalim Ruled for Duke Heinrich IV von Ahnspor Part of County of Chancy Faith: Suprematii Part of Dukedom of Lange

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Nieurodee chosen by unanimous vote among the councils Built on the backs of its guilds and influenced by Ruled for Council of Intermediaries both Borgese and ateleian influences, Nieurodee Faith: Suprematii has become refuge for those not accepted Part of County of Walze elsewhere and many an artist found their peace Size 5 (90.000) on the quiet banks of the Bazré Wealth 4 (1.000) Ruled by Prinz-Electat, chosen by deliberations Specialty Citadel (Walzener Fortress), Armory of the Council of Intermediaries from among the (Magasin d´Armes), Temple District ecclesiastical princes, Electates, of the (Suprematii), Manufactory District (Firearm), Suprematii Administrative District (Council of Ruled for Council of Intermediaries Intermediaries) Faith: Suprematii Part of County of Nieurodque Borgese Lands Size 5 (90.000) Altrholz Wealth 4 (1.000) Part of County of Kleinauen Specialty Temple District (Suprematii), Artist Colony (Bazrér Ufer) Berwangstedt Previously a favourite city of all four emperors , Oestdrenn in part due to its preserved Altstadt, was put Part of County of Walze under repeated siege during war of exhaustion Seeymog and has only slowly begun to return to its place Part of County of Maiden of glory, as shown on its great Berwanger Plaza Touraux Ruled by Losunger, chosen by great lottery once Part of County of Auriçon every year from all free citizens without Wajenaas position or rank. Part of County of Wajeland Ruled for Große Reichskammer Faith: Cordiism Wajetaal Part of County of Berwangen One of those few cities without an older cordian Size 7 (232.000) settlement below it, was Wajetaal borne out of Wealth 6 (1.500) its naturally defensible position and the fleeing Specialty Slums (Kleinberwang), Historical radical scientists from the eastern lands that led District (Altstadt, cordian style), Administrative to the foundation of the Wajer Kolleg. District (Altkaiserpalast, in disuse since 1320 Ruled by Vogt, chosen from the bureaucratic RA), Stock Exchange (Berwanger Boerse), staff of Walzen by the Council of Intermediaries Trading District (Berwanger Plaza), Ghetto and the Electates advisory board (Svart) Ruled for Council of Intermediaries The Kaynau river allows quick travel to Faith: Suprematii Luchsfels, the Bazré river allows quick travel Part of County of Wajeland towards Bazann and the Eder river allows quick Size 6 (150.000) river towards Edebrugge Wealth 5 (1.250) Specialty Citadel (Wajer Feste), University Blustock (Wajer Kolleg), Trading District (Ateleian), Home to the Great Mines of Bernoul and the Leihaus (Zollner), Slums (Wajeweint) great metal manufactories of the realm, The Wajet river allows quick travel towards prosperous in times of war and peace, now Wajenaas or Erishavre unter the control of the Reichskammer, as no individual leader would dare control them Walzen Ruled by Reichsvogt, chosen by majority vote Centre of Suprematii belief and power has the of the Reichskammer from former Fortress-City of Walzen withstood all attempts reichskammer delegates for a duration of one to siege it and allowed its unique belief to year spread throughout Gehenna, housing the Ruled for Große Reichskammer Surpeme Council and the oldest of the firearm Faith: Cordiism manufactories. Part of County of Blaustokken Ruled by Fuerst-Electat, leader of the Council of Size 5 (90.000) Intermediaries and highest of the Electates,

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Wealth 4 (1.000) the margrave from his closest advisors Specialty Mining Complex (Great Mines of Ruled for Margrave Siegmund I von Breitseit Bernoul), Manufactory District (Armor), Ghetto Faith: Cordiism (Svart) Part of Margraviate of Eisern Blustock allows quick travel via the Norne River Size 4 (48.000) to Nornborg or Grantwarde Wealth 3 (750) Specialty Mining Complex (Iron), Manufactory Buchtenwald (Weapons), Ghetto (Svart) Part of County of Wallheim, Dukedom of The Hager river allows quick travel towards Wallingen either Wolfshag or Tempelstadt

Dambaum Granzwarde Renowned for its mechanical marvels, one of the Part of County of Blaustokken first to convert after the Suprematii appeared, remains the Lions City as its heraldry attests Isenhuut Ruled by the Stadtrat, elected every two years One of the oldest settlement of Borges, seat of from the wealthiest citizens and confirmed by the Golden Hall and great guilds of the northern the Count. realm, houses the Kleine Reichskammer Ruled for Count Johann II von Dambaum Ruled by Stadtrat,chosen by the cities eldest Faith: Suprematii from those citizen that distinguished themselves Part of County of Storingen with their service to the city Size 5 (90.000) Ruled for Große Reichskammer Wealth 4 (1.000) Faith: Cordiism Specialty Guild Quarter (Mechanists), Part of County of Isermaud Administrative District (Counts Residence), Size 6 (150.000) Bureaucratic District (Justizpalast des Loewen) Wealth 5 (1.250) Specialty Administrative District (Kleine Edebrugge Reichskammer), Guild Quarter (All guilds Part of County of Berwangen except Richter), Slums (Huutheim), Leihaus (Zollner), Ghetto (Svart) Einbruck As the western-most settlement of the borgese Kaynbuehl lands, the beautiful and ancient architecture After the fall of Maledictas, the city at the remains a centre point of this great city situated Kaynsund has become the new centre of realm at the Einer river. bureaucracy and since houses the Große Ruled by King Karel II Orac, hereditary Reichskammer and the Sibylline temple monarch of his line by the grace of the gods and Ruled by Erwahlter, chosen by the sibyllines the nobility of Zapadni. from visions and portents of the future Ruled for King Karel II Orac Ruled for Große Reichskammer Faith: Cordiism Faith: Cordiism Part of Kingdom of Zapadni Part of Kaynau Size 6 (150.000) Size 5 (90.000) Wealth 5 (1.250) Wealth 4 (1.000) Specialty Administrative District (Royal Specialty Diplomatic District (Große Residence), University (Karel-Universitas), Reichskammer), Administrative District Slums (Hradzecs), Leihaus (Zollner) (Zentrale Reichsverwaltung) Temple District (Sibylline Oracle) Eisenthal The Kaynau allows quick travel towards Partially divided in two districts due to its Luchsfels. heritage as two distinct settlements, Isern and Thale, Eisenthal has emerged as one of the Kleinau premier centres of manufactories and the What begun as a small traders village on the production of great quality iron due to its banks of the Waller has since developed to a numerous iron mines. rich trading city in its own right with imposing Ruled by Burggraf, the castellan as chosen by buildings and a great river trade district,

111 together with a unique artificial harbour Nornborg planned by ateleian engineers to further Dominated by the great Nornenburg, the enhance the cities trading ability ancient castle and military academy of imperial Ruled by Altere Herren, a council of the ten might, the city remains one of the foremost oldest male citizens centers of martial education and prowess Ruled for Große Reichskammer Ruled by Marschallenrat, made up by previous Faith: Cordiism academy directors and retired military leaders of Part of County of Kleinauen realm cities. Size 3 (21.000) Ruled for Große Reichskammer Wealth 4 (1.000) Faith: Cordiism Specialty Trading District (River, Waller Part of County of Nornyi Zirkel), River Harbour (Artifical, Ateleian High Size 4 (48.000) Seas Style) Wealth 3 (750) The Waller river allows quick travel to Specialty Citadel (Nornenburg), Military Wallheim or Tempelstadt, while the Altr river in Academy (Nornborger Schule) the other direction allows quick travel to The Norne river allows quick travel to Blustock Drangar or Altrholz Tempelstadt Luchsfels Set at the point where the rivers Hager, Waller Set on the Kalkberg and looking down upon the and Kaynau meet, it has become the dwelling Kaynau, is greeted by the monopoly of its great place of gods, with every belief, from smallest to salt mines and the veritable supply of lynx, greatest being allowed worship given it the eponymous name and a steady Ruled by Großrichter Artur Schreckensbrauch, supply of fur chosen by great conclave of richters once every Ruled by Schultheiss, chosen by the ten years by popular vote Reichskammer from among distinguished Ruled for Große Reichskammer members of the bureaucratic staff. Faith: Cordiism/Suprematii/Zar´Vas Ruled for Große Reichskammer Part of County of Nordwallern Faith: Cordiism Size 5 (90.000) Part of County of Witeberge Wealth 4 (1.000) Size 4 (48.000) Specialty Temple District (All Faiths), Guild Wealth 3 (750) Quarter (Richter) Specialty Mining Complex (Salt), Hunting The Hager river allows quick travel to Eisenthal Grounds (Lynx/Fur), Guild Quarter (Hunting), or via the Waller river towards Wallheim or Ghetto (Svart) Kleinau The Kaynau river allows quick travel to either Kaynbuehl or Berwangstedt Wallheim Originating out of a lone legions fortress at the Letztje border, the wall and armory have since Part of County of Isermaud remained and been extended, as has building a modern-style ducal palais in the centre of the Maledictas city Former capital of the realm, fallen under the Ruled by Landhofmeister, chosen personally by gloom and devastated by war, a terrifying ruin. the duke, answers only to him. Ruled by Unknown Ruled for Duke Minrab IX von Saalbrog Faith: Unknown Faith: Cordiism Part of County of Flutereich Part of County of Wallheim, Dukedom of Size: 10 (Before the Gloom)/ ? (Now) Wallingen Wealth: 10 (Before the Gloom)/ ? (Now) Size 3 (21.000) Specialty The Gloom Wealth 2 (500) What once was a glistening city on the northern Specialty Citadel (Legionswall), Armory edge of the great borgian sea, has since (Waller Zeughaus), Ducal Palace (Neuer transformed to a wasteland of dead soil and Herzogspalast), Ghetto (Svart) banditry. And with The Gloom ever-expanding, The Waller river allows quick travel towards no one knows how long, or even if we will either Tempelstadt or Kleinau remain safe.

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Wolfshag Wealth 4 (1.000) Looking onto the great sea from the coastal side Specialty Quarry (Limestone), Manufactory of the Hagere Berge, divided by the Hager river, District (Mechanists), Leihaus (Zollner, Central remains a Borgese centre of arts and techne due Branch) to the Wolfshager Freiheit The Narne river allows quick travel towards Ruled by Stadthofmeister, chosen by the cities Gadan, while the Norne river allows quick guild leaders and confirmed by the margrave travel to Granzwarde Ruled for Margrave Theobald IX Kutteglueck Faith: Cordiism, Suprematii, Zar´Vas, Atarism, Cnidontos Anryism Borne out of differing mercenary camps slowly Part of Margraviate of Bergewald growing together from constant meetings, has Size 6 (150.000) given the city both identity and a reputation for Wealth 5 (1.250) debauchery and ruthlessness, especially in light Specialty Slums (Hager Land, mountainous part of their defense during the war of exhaustion, of the city), Manufactory District, College (Of when the canidonto regimente was the lone Techne and Invention), Ghetto (Svart), Cultural survivor of several battles,true to their motto District (Rising Art Scene) “Steel Remains” The Hager River allows quick travel to Ruled by Oberst-Hauptmann, leader of the city Eisenthal guard and rotating between the founding families of the city Cordian Lands Ruled for Große Reichskammer Argerikon Faith: Cordiism Claiming status as the oldest surviving Part of County of Canis Minor settlement since ancient times, has been the Size 4 (48.000) centre of several attempts of would-be royalty Wealth 3 (750) advancing their own causes, until it fell to Specialty Mercenary Camp (All factions and Bandar tribes a century ago, only to be freed by kind imaginable), Armory (Oploteros) phalatine mercenaries in 1190, remains a shell of its former glory, a ruined city, settled in ruins Gadan of its past and greatness Part of County of Azthan Ruled by Stadtmeister Giorgio di Citta Grande, a hereditary position, always given to the Gonnannes firstborn son. Nestled deep into Gonna valley, has become a Ruled for Große Reichskammer trading hub for nomadic tribes from the deserts Faith: Cordiism of Yvyz and smaller Bandar tribes not allwed Part of County of Argon into the buros cities, thriving on a culture of Size 3 (21.000) piracy and aggressive expansion Wealth 2 (500) Ruled by Merchant Oligarchs, with each of the Specialty Antiquity District (Whole City), six seats being bought in a public auction by Heritage (Conquered by Bandar), Temple those willing to pay the most to the city treasury District (Unique northern style buildings due to to finance it for the coming two years, as the Bandar and traveller-influences) auction is held once every two years Ruled for Große Reichskammer Asthantus Faith: Cordiism Also known as the bleak city from the white, Part of County of Gonaee look of the city due to its limestone quarries,it Size 4 (48.000) remains home to one of the great mechanical Wealth 3 (750) manufactories of the continent and home to the Specialty Merchant District (Great Families), Zollner family on the cliffs of the sea Trading District (Bandar Camps), Nomad Ruled by Altere Herren, a council of the ten District (Yvyz Tribes), Harbor (River-borne) oldest male citizens The Gonna river allows quick travel towards Ruled for Große Reichskammer Pollepa Faith: Cordiism Part of County of Azthan Itheryka Size 5 (90.000) City of bridges, built upon a lagoon just outside

113 of land, a great defensive position and superior Faith: Cordiism trading position, but the wild waters of the Part of County of Canis Maior northern sea have several times already make Size 5 (90.000) them very reliant on sea power, as they like to Wealth 4 (1.000) feud with the other cordite cities Specialty Castle (“Ratshaus”), Red Light Ruled by Merchant Oligarchs, with each of the District (Phalatino), Leihaus (Zollner) six seats represent the richest families, each The Pa river allows quick travel towards Nova representant chosen by the famiglia in question Cordis Ruled for Große Reichskammer Faith: Cordiism Phililli Part of County of Ithis Built ontop of ancient cordian ruins, the Size 5 (90.000) settlement enjoyed a rise in colonists once the Wealth 4 (1.000) still existing cordian underground cistern Specialty Trading District (Merchant Houses), network was discovered Armory (Maritime Arsenal), Manufactory Ruled by Burgermeister, chosen by popular vote District (Great Galley Wharfs), Military after intensive two-month campaigns for Academy (Accademia della Marina Militare) duration of three years Ruled for Große Reichskammer Keiaseu Faith: Cordiism Part of County of Solonika Part of County of Constantia Size 5 (90.000) Nova Cordis Wealth 4 (1.000) Claims to have been built upon the ruins of Specialty Historical District (Entire city sacred Cordis herself, though the claim remains consists of cordian ruins), Water Filtration shaky at best, given rise to a tyranny of quickly Network (Ancient Underground Cistern), changing priest-despots that rule from the great Trading District (Bandar Camp) temple of Yerv´Edhaz, built on the back of slave labour from all corners of cordite lands Pollepa Ruled by Council of Beliefs, each member Part of County of Gonaee chosen from the highest ranks of the great old faiths of the realm to represent their respective Rhypossa congregration Rebuilt upon the ruins of Ancient Cordis´ Ruled for Priest-Despot Martino di Salano í greatest rival city, has continued sacred Cordia tradition of hating their close neighbour of Faith: Cordiism Tyleiroe with a passion and reconstructed the Part of Metropolis of Cordis old temples of possan bull worship Size 7 (232.000) Ruled by three Tribunes , each chosen annually Wealth 6 (1.500) by the public senate of 400 randomly Specialty Antiquity Site (Old Cordis), Sibylline determined citizens, acting as non-hereditary Temple (Former, closed now), Temple District rulers, keeping each other in check, who may (Main temple of Yerv´Edhaz), Slums (Veteri not be chosen twice in a row Cordis) Ruled for Große Reichskammer The Pa river allows quick travel towards Faith: Cordiism Phalatis Part of County of Possany Size 5 (90.000) Phalatis Wealth 4 (1.000) Melting Pot for all sorts from Gatylians, Specialty Religious District (Bullshead Temple), cordites, Bandar to even Aen Seidhe exiled from Trading District (Bandar Camp), Mercenary their Bith, centered around the two phalatine Camp (Axestoplanis) institutions of the central Ratshaus, a puny The Buros river allows quick travel towards castle, and the red light district, that claims to Tyleiroe, though no boatsmen will take you be open to anyone so long as their silver is true there. Ruled by Schultheiss, chosen by the Reichskammer from among distinguished Solopolis members of the bureaucratic staff. Almost forgotten on the northern coast, the city Ruled for Große Reichskammer

114 has become known as the slavers retreat, due to Size 4 (48.000) its ruthless nature when its white flags come Wealth 3 (750) upon the shores, as its poised at the edge of the Specialty Guild Quarter (Merchants, Craftsmen, SCR to often be left to its own devices instead of Mercenary) Trading Quarters (Borgese, being punished Frigumite), Armory (Citizens Arsenal), Military Ruled by Altere Herren, a council of the ten District (Training Grounds), Heritage oldest male citizens (Homestead Fervor– Will defend home territory Ruled for Große Reichskammer even in face of overwhelming odds) Faith: Cordiism Part of County of Solonika Growdjno Size 4 (48.000) Set close to the southern permafrost at the banks Wealth 3 (750) of the Zigen river, Growdjno remains a haven Specialty Trading District (Slavers Retreat) for outcasts and lost souls with its open mission The Solon river allows quick travel towards and welcoming demeanor, allowing anyone, Letztje even those most hostile, entry to the city, and for good reason, as the city still doesn´t seem to Tyleiroe grow, all the while remaining strangely quiet One of the youngest reclaimed northern cities, even in the south, as no monstrosity has ever has come into attention recently as one of the dared attack the city or its palisades most aggressively growing settlements close to Ruled by Guild Council, chosen for a duration the Bandar territories, while renewing old of seven years by members of a cities guild to resentiments against rhypossan traders represent each and every of its members Ruled by Burgermeister, chosen by popular vote Ruled for Free Cities of Pagomas after intensive two-month campaigns for Faith Cordiism, Wildemen Shamanism duration of three years Part of Free Cities of Pagomas Ruled for Große Reichskammer Size 2 (6.000) Faith: Cordiism Wealth 2 (500) Part of County of Tyris Specialty Fortification (Palisades), Military Size 4 (48.000) District (Temple Guard) Temple District Wealth 3 (750) (Southern Shrine), Guild Quarter (Hunter, Specialty Mercenary Camp (Eleutheri), Armory Woodcutters, Priests) Trading Quarters (Arsenale Tyrisio), Trading District (Bandar (Borgese, Frigumite), Tradition (Cannibalism, Camp) Sacrifice to the South) The Buros river allows quick travel towards The Zigen river allows quick travel towards Rhypossa, though no boatsmen will take you Zigstain, provided you can find someone willing there. to travel upstream

Free Cities of Pagomas Hardoga Inke Part of Free Cities of Pagomas As the northernmost of the free guild cities on the coast of the Mare Pagoma, Inke has Zigstain developed a tumultuous relationship with the Set in the Bay of Stainas, Zigstain has become Sacred Cordian Realm and its defenders, one of the better known places for hardy especially in light of their recent victory against knowledge, as the remote location and endless the Ordo Peucinia who proclaimed the black supply of wood and the nearby mountains horde not yet vanquished and sought the free enable alchemists and other, more dangerous city to be soon under their control as well, only occupations free workings and the quiet to shell uselessly against the might of the guild- neccessary backed citizens army of fervor Ruled by Guild Council, chosen for a duration Ruled by Guild Council, chosen for a duration of seven years by members of a cities guild to of seven years by members of a cities guild to represent each and every of its members represent each and every of its members Ruled for Free Cities of Pagomas Ruled for Free Cities of Pagomas Faith Cordiism Faith Anryist, Cordiism Part of Free Cities of Pagomas Part of Free Cities of Pagomas Size 3 (21.000) Wealth 3 (750)

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Specialty Guild Quarter (Alchemists, Arms, Drangar Foreign) Trading Quarters (Borgese, Frigumite), The former southernmost town of old Cordis has Heritage (Secluded Quiet – One doesn´t ask since both grown in size and lessened in questions one doesn´t want answered.) importance, as most of its trade has since begun The Zigen river allows quick travel towards to flow towards the Marasi Kontore instead Growdjno, though no boat will take you directly Ruled by Altere Herren, a council of the ten into, only along towards the city itself oldest male citizens Ruled for Große Reichskammer Frigumite Lands Faith: Cordiism Arnahvhalla Part of County of Sudwaller As the connection from Maras towards the Mare Size 5 (90.000) Aqueor, the city has grown well beyond the size Wealth 4 (1,000) of other such frontier settlements and now Specialty Administrative District contains some of the finest of frigmeni (Altherrenschloss), Marasi Kontor, Leihaus sailorship one might encounter (Zollner, Garstig), Ghetto (Svart) Ruled by Duca Mercantile, the cities richest The Waller river allows quick travel to Kleinau, trader chosen by the mercantile citizenry once while the Altr river arm allows quick travel to every two years Altrholz Ruled for Große Reichskammer Faith: Cordiism Galdrahagji Part of County of Arnstokke Originally a poor fishermens harbour, the city Size 6 (150.000) rose to prominence during the last century when Wealth 5 (1.250) the Ordo Peucinia settled its Main Priory, soon Specialty Marasi Kontor, Trading District after which the first Marasi Kontor followed (Marasi, Wildemen), Military Academy and trade began to flourish, which further (Militarhafen Arna), Heritage (Wildemen picked up once the city became the nowadays Settlement), Slums (Sloetje) famous gateway to the west, towards Pagoman and Raspornian lands and beyond Buergen Ruled by Hofritter, chosen among brothers Buergen has been widely known as the martial of the Order by decision of birthplace of the alchemist Ticolo Furioso and Ordensmeister is often credited as the home of the Re- Ruled for Ordo Peucinia ascension, and up to-date a greater percentage Faith: Cordiism of inventions and alchemical discoveries have Part of County of Garlanz been made here than everywhere else, which Size 3 (21.000) speaks both to the inventiveness of its citizens Wealth 2 (500) and why occasionally whole districts have to be Specialty Marasi Kontor, Trading District rebuilt from fire or alchemical explosions. (Borgese), Military District (Priory of the Ordo Ruled by Duca Mercantile, the cities richest Peucinia, Main Branch) trader chosen by the mercantile citizenry once The Gach river allows quick travel towards every two years Aveygacha. Ruled for League of Maras Faith: Cordiism Grensmar Part of County of Kaldbergen Originating out of a border fortress of cordian Size 7 (232.000) descent and after a prolonged period as a noble Wealth 7 (1.750) republic, Grensmar has re-emerged as one of Specialty Marasi Kontor, Trading District the premier cities on the Mare Frig where trade (Borgese, Wildemen, Pagoman), Guild Hall and civil rights reign before all others after the (Alchemy, Techne), Slums (Hugeln), Ghetto Bronze Compact was set at the foot of the cities (Svart) great Palatial Gate, a giant stone gate facing towards the sea Dannemark Ruled by Altere Herren, a council of the ten Part of County of Halsenberge oldest male citizens Ruled for Große Reichskammer Faith: Cordiism Part of County of Kazowicze

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Size 5 (90.000) Katendrei both rich as it allows access over Wealth 4 (1.000) land towards southern Pagomas, but also made Specialty Marasi Kontor, Trading District, the city tributary to the black horde before it Tourist Attraction (Palatial Gate), Tradition was freed by the warriors of the Ordo Peucinia (Bronze Compact – No man, who set foot in this in the past century and has sincen given over all town, may ever be persecuted for deeds done matters of warfare into the orders hands, while outside of it), Leihaus (Garstig), Ghetto (Svart) keeping mercantile concerns to themselves, which has since led to the almost bloodless Gurz Muenzputsch where the local priory took over Part of County of Hersteinen the administration completely from the Marasi Kontor after a short struggle Halsgrof Ruled by Hofritter, chosen among brothers Set to lonely existence on the eastern shore martial of the Order by decision of towards the Mare Aqueor has Halsfgrof since Ordensmeister begun to grow as if to remind people that they Ruled for Ordo Peucinia are there and there to stay, for its harsh and Faith: Cordiism hardy surroundings betray the friendly and Part of County of Katenowze helpful people that have somehow succeeded in Size 6 (150.000) living in peaceful communality with many of Wealth 5 (1.250) their surrounding wildemen warbands and have Specialty Marasi Kontor, Military District since established a rustic if small living on the (Priory of the Ordo Peucinia), Slums (Ubogy) eastern shores of the south. The Katdr river allows quick travel towards Ruled by Altere Herren, a council of elders Santianaros and, if taken into the Chigevadr, consisting of the ten oldest male citizens also towards Chigav. Ruled for Große Reichskammer Faith: Cordiism Maras Part of County of Halsenberge Great Maras, birthplace of the Trading League Size 4 (48.000) of Maras and home to the forst Kontor ever Wealth 3 (750) built, is a magnificient seat of neo-cordian Specialty Trading Distric (Wildemen, Cymric), architecture and the greatest marketplace of Tradition (Peaceful Coexistence with Southern Gehenna, where all goods from all over the Wildemen), Temple District (Wildemen continent and seas flow into, not the least for the Shaman Huts) great schlund dividing the Mare Frig in half and for whose navigation marasi navigators are Herjolfsaldr paid in gold to navigate entire shipping lines Settled out of a small trading outpost of borgese along and around exiles, the city has only in the last century Ruled by Duca Mercantile, the cities richest gained its own stadtrecht, but is already a trader chosen by the mercantile citizenry once prospering town of the shores of the eastern every two years Mare Frig and can easily compete with some of Ruled for League of Maras the bigger Kontorstadte Faith: Cordiism Ruled by Kommuneherr, chosen by the cities Part of County of Frig guild leaders and confirmed by the graf Size 7 (232.000) Ruled for Graf Reik V Gryfe Wealth 10 (2.500) Faith: Cordiism Specialty Stock Exchange (Frige Boerse), Part of County of Hersteinen Marasi Kontor (Central Branch), Leihaus Size 4 (48.000) (Garstig, Central Branch), Maritime District Wealth 3 (750) (Great Frigum Wharfs), Modern Architecture Specialty Marasi Kontor, Trading District (Neo-Cordian Style), Slums (Winzigen), Relic (Borgese), Administrative District (Broken Sword of Kairon – Lower half of the (Grafenresidenz), Heritage (Hardy Settlers) great iron sword monument, testament to the Kopenhagen survival of the city in an age past)

Katendreia Marekatte Set at the mouth of the Katdr has made Part of County of Kazowicze Orugern

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Part of County of Garlanz ever come outside, as all entrance to and from Rexberga the city is prohibited Part of County of Katenowze Ruled by Firbás, chosen by the Aen Bith by draw of lottery from among the remaining Sigermundar populace The Official and Free Marasi City of Ruled for Amaranthine Nabas Sigermundar is the biggest city on the southern Faith: Tethism frontier, rich by trade with both the realm and Part of County of Gatys the differing wildemen tribes but also poised for Size 5 (Before Occupation)/ 3 (Now) conquest inwards, as constant attacks by Wealth 1 (250) warbands hardened the city and raised its walls Specialty Administrative District (Gatilian ever higher, which makes it no wonder that Bureaucratic Centre), University (Bibliotheca sigermunder ships are among the most heavily Avernus), Occupying Force (Aen Seidhe) armed on the southern seas. The Averas river allows quick travel towards Ruled by Maraten, a council of Grand Burghers, Pas. the ten most prestigious merchants of the city Ruled for League of Maras Cantor Faith: Cordiism Originally a smaller settlement, having been Part of County of Yfalonien chosen by the infamous Freiprinz Curteanos as Size 7 (232.000) the new site for his residential palais, its Wealth 6 (1.500) nickname “Micul Cordi”, with entire buildings Specialty Marasi Kontor, Fortification being copied in style and look from cordian (Southern Walls), Military District lands, has given rise to a city of stark (Kriegshafen), Trading District (Borgese, differences and the continued oppression of Wildemen), Manufactory District (Naval even the lowliest serf continues Armament), Slums (Darligen) Ruled by Hofmeister, a chosen councillor from among the Freiprinz´ advisors by his decree Stangr Ruled for Freiprinz Curteanos IV Veke Part of County of Sudwaller Faith: Tethism Part of Principality of Velikily Gatylian Lands Size 4 (48.000) Wealth 3 (750) Aveygacha Also called the Red Stone Town due to its Specialty Antiquity District (Micul Cordi), prevailing red brick architecture, has the city Administrative District (Prinzenpalast), Armory only recently found back to its own midst after (Spliliaplo) the Ordo Peucinia pushed out the black horde of The Averas river allows quick travel towards the west Pas. Ruled by Hofritter, chosen among brothers martial of the Order by decision of Debilis Ordensmeister Last of the free cities of the east in the past, Ruled for Ordo Peucinia having come under dynastic rule with the rise of Faith: Cordiism the Voivode Jadwigo, has given the city a much Part of County of Gachien needed push to survive despite being Size 3 (21.000) surrounded by Aen Seidhe territory and given Wealth 2 (500) its fierce populace a terrifying reputation for Specialty Trading District (Aen Seidhe), their nightly raids Nomad District (Black Horde Stragglers), Ruled by Voivode Jadwigo, hereditary war- Military District (Priory of the Ordo Peucinia) leader of the debilitan horde The Gach river allows quick travel towards Ruled for Voivode Jadwigo of Gatylia Galdrahagji. Faith: Tethism Part of Voivodeship of Gatylia Size 5 (90.000) Avrilas A proud and great city on the banks of the Wealth 4 (1.000) Averas, has the city since fallen under the Specialty Military District (Horde Stables) occupation of the Aen Seidhe, and few news The Nobilis river allows quick travel towards Nobré.

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Gramadorn vote from the populace and confirmed by the Set alongside the Avedorn banks, developed out two great families of the city. of the Avern walls, a cordian prestige project to Ruled for Große Reichskammer build a perfect keep-out towards the Nabas, with Faith: Tethism, Zar´Vas the project long since abandoned by its Part of County of Gennus Maior investors, the city has remained, and thrived, Size 3 (21.000) despite all attemts against it, with a moderate Wealth 3 (750) citizens militia being created out of those forced Specialty Trading District (Silken Roads), Red to migrate to the city Light District (Swamp Monastery) Ruled by Grabenherr, primogenitive hereditary The Modon river allows quick travel towards leader of the construction project around the Modoverati. Attempts have been made to Avern walls lengthen and redirect the Pythis towards the city, Ruled for Große Reichskammer but so far, all projects in that direction have Faith: Tethism been sabotaged. Part of County of Gramen Size 3 (21.000) Sanitanaros Wealth 2 (500) Defended by the civil and military authority of Specialty Fortifications (Avern Walls), the local nobles, Sanitanaros has successfully Diplomatic District (Amaranthine Nabas), withstood the black horde and since emerged as Heritage (Citizens Militia) the great fortress city of the west, placed on the The Avedorn river allows quick travel towards western-most edge of the Realm. Pas. Ruled by Noble Council, each of the twelve seats given to a member of the great families of Nobré the city, chosen by their respective families Originally constructed as an artificial city to Ruled for Große Reichskammer house the former Duke of Gatylias future Faith: Cordiism residence, all fell apart at the Aen Seidhe Part of County of Snkov occupation, as the beautiful and mathematically Size 4 (48.000) sound city was overrun in a matter of hours Wealth 3 (750) Ruled by Firbás, chosen by the Aen Bith by Specialty Citadel (Five-Ringed City Wall), draw of lottery from among the remaining Trading District (Western Merchants), Military populace Outpost (Ordo Peucinia) Ruled for Amaranthine Nabas The Katdr river allows quick travel towards Faith: Tethism Katendreia, while the Chigevadir allows quick Part of County of Nobrés travel to Chigav. Size 6 (Before Occupation)/ 4 (Now) Wealth 2 (500) Selecta Specialty Administrative District (Ducal Palace, Part of County of Gatys now abandoned), Occupying Force (Aen Seidhe), Modern Architecture (City designed by Spaklion engineers and mathematicians) Set on the routes of the silken roads to the west The Nobilis river allows quick travel towards has made the city both prosperous and a Debilis. common target for banditry which has forced a culture of paranoia upon its populace and many Pas a spaklian trader doesn´t even leave the city Part of County of Gramen anymore without a detachment of canidonto mercenaries at his side Ragugliari Ruled by Wahlherr, chosen by popular majority One of the smaller cities along the coast of the vote from the populace and confirmed by the Mare Pythikos, borne out of a swamp monastery four great families of the city. and the desire to create a place along the silken Ruled for Große Reichskammer roads where one could rest in peace, this retreat Faith: Tethism has created a city where western and eastern Part of County of Canis Minor culture collides, as the influence from Gendarka Size 3 (21.000) and beyond becomes stronger along the routes Wealth 3 (750) Ruled by Wahlherr, chosen by popular majority Specialty Trading District (Silken Road),

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Mercenary Camp (Canidonto) Part of Balaim Autocracy The Pythis river allows quick travel towards Size 4 (48.000) Ragugliari, but does not connect to the city itself, Wealth 3 (750) despite attempts to lengthen the river. Specialty Merchant District (Gendarkan, Cordian), Administrative District (Palace of the Gendarka Autocrat), Temple District (Shrine to the God- Mandasan King), Military District (City Guard), Trade Part of Gendarka Route (Silken Roads, goes north from Balaim) Sara Juk The Oroí river allows quick access to Taboriz. Part of Gendarka Chigav Ul´Bathor Independent raspori/frigumite Community Built around the almost ten meter high black obelisk at the foot of the Unclear Sea has taught Gratholm Gendarkans much about Zar´Vas and the city An anachronism in the modern age, is the remains the focal point of both belief, debate primarily wooden city of Gratholm a former and scholarly expansion, and many dread the outpost of pagoman free traders that settled on day when the Gendarkans will move upon the these distant shores many centuries back and world started mixing with the local wildemen tribes Ruled by Council of (twenty) Elders, chosen for until a martial tradition arose, by which the city life as per instructions of the great Obelisk still stands even today Inscriptions that are debated for several months Ruled by Furst, chosen by trial by combat at the after the death of an elder death of the current Furst in a martial tourney Ruled for Gendarka held by the guild leaders Faith Zar´Vas Ruled for Furst Tohmjor I Part of Gendarka Faith Wildemen Shamanism Size 5 (90.000) Part of Furstenstadt Gratholm Wealth 4 (1.000) Size 3 (21.000) Specialty Temple District (Great Monolith of Wealth 2 (500) Gendarka), Trading District (Balaim, Cordian, Specialty Fortification (Great Palisades), Guild Eastern Caravans), Military District (Wardens Hall (Blacksmiths), Manufactory District of the Path), Administrative District (House of (Tools), Mining Complex (Iron), Trading Old), Religious University (Houses of Dispute) District (Frigumite, Wildemen) The Ulark river allows quick travel towards Sara Juk and Mandasan Ji´An From the shores of the Mare Monachikos and Independents the far way steppes of the north-east claims the republic hundreds of thousands of citizen and Antrechten arms but has yet to proof either, instead trying Independent ateleian/cymric Community to convince travellers and merchants of its philosophy and sending out missionaries in Balaim droves all around the Mare Monachikos instead Set between the distant Oroínar mountains and Ruled by Zhouguo, chosen by majority vote in the great Oroí river has placed the city in a the republican senate of one hundred for precarious balance but the more than duration of ten years, while senators are chosen prosperous wetlands that come and go with the from each of the cities district by popular vote floods have given the autocracy the staying by the residents of a district power it needs between inter-factional fighting Ruled for Ji´An Republic and the warring with Gendarka every few years Faith Lianism Ruled by Autokrat, selected by the former Part of Ji´An Republic autocrat per decree or by the power of ones Size 6 (150.000) sword and the ability to bend the knee of the Wealth 5 (1.250) three factions of the city, the guard, merchants Specialty Military District (City Guard), and priests. Temple District (Academy of Lian), Ruled for Autokrat Gerjais II of Balaim Administrative District (Hall of the Republic), Faith God-King Gerjais II (Cult of Personality)

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Trading District (Ateleian, Yvyz, Quion, proposed as experiment, a place, where no one Dynast), University (Schools of Philosophy) would ever be slave, where no one would be under the rule of anyone else, where rule was a Kordrax construct deconstructed instead of used The lone city on the hills surrounding Mount Ruled by/for No One, the entire city is an Monarch, the dangerous central volcano in the experiment in quasi-anarchistic self-rule center of the Mare Monachikos, home to some Faith Zar´Vas, Cordiism of the most dangerous fugitives and criminals of Part of Modoverati Gehenna, remains now as ever, a free and Size 2 (6.000) piratical port from which the dangerous reefs Wealth 2 (500) are weathered by their experienced navigators Specialty Antiquity Site (Ancient balaimite to steal, roam and plunder the sea and increase style, unknown architecture) Trading District their wealth, borne out of raiding and slave (Balaim, Cordite, Gendarkan), Heritage (Former trading with less reputable smugglers Slaves, Rebellion in Blood) Ruled by/for No One Faith Father Monarch, Master of the Mountain Quios Part of Pirate Heaven Kordrax Ruled by what is proclaimed an immortal tyrant Size 2 (6.000) since time immemorial that changes bodies Wealth 4 (1.000) every twenty or so years, has the city of Quios Specialty Trade District (Quion, Ji´An, Dynast, remained a mystery, as the tyrant not only Borgese, Ateleian) Merchant Quarter (Slave allows the worship of all kinds of strange beliefs Market), Tradition (Reef-Navigation, Slavery, but openly courts the Cult of Eye and Star in its Piracy) midst, while restricting all other faiths to the Bloody Gate Luxern Ruled by Immortal Tyrant, chosen by the Independent ateleian/cymric Community previous Tyrant at the beginning of his reign, to take over his soul, spirit and self at the time of Maersk this bodies death, as enforced by the tyrants Originally begun as an outpost of runaway serfs legionnaire guard and slaves, the Freehold has since its inception Ruled for Immortal Tyrant in 1112 RA gathered impressive numbers both Faith Eye and Star, Atarism, Suprematii in populace and personality, as its people have Part of Quion Tyranny begun trading with the regional tribes and Size 5 (90.000) adopted their position to their advantage, Wealth 3 (750) creating an impregnable position for any Specialty Military District (Legionnary Guard), assailant Trading District (Yvyz, Ji´An, Dynast, Ateleian), Ruled by Direct Voting, every decision is put to Administrative District (Tyrants Palace), Occult a vote where all current citizens of the freehold District (Tower of Sacrifices), Temple District are allowed to vote (The Bloody Gate, small district in which any Ruled for Themselves belief may be worshipped, but space is restricted, Faith Cordiism so every belief fights to the blood, literally, for Part of Freehold Maersk it), University (Academy of Elites) Size 3 (21.000) Wealth 2 (500) Taboriz Specialty Citadel (Mountain Fort), Trading Part of Balaim Autocracy District (Frigimute, Wildemen), Tradition (Democracy, Personal Freedom) Natural Vejasomi Defenses (Great Cliffs of Maersk, While many claim disbelief at its existence, the Mountaineous Region) city of Vejasomi is indeed a conglomerate of wildemen tribes having come together for Modoverati mutual protection and civilization and has After an uprising of slaves and many weeks of proven enduring despite all naysayings to the slaughter, when peace finally calmed upon the contrary, offering a unique kind of wood for city on the Mare Pythikos, those former slaves shipbuilding and attracting many an adventurer most knowledgable in Statecraft and Rhetorics for the tales and rumours of hidden treasure somewhere in the lands beyond

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Ruled by Shamans Council, one shaman is (Ji´An, Ateleian, Quion, Cordian), Military chosen from each of the eleven tribes that make District (Flame Guard), Foreign District up the city, that inhabits the position for life (Contains Merchant District), University Ruled for Vejasomi (School of Magi), Tradition (Holy River – Non- Faith Wildemen Shamanism believers are forbidden from travelling upwards Part of Free City of Vejasomi the Gasch river; Purity – Non-believers may Size 2 (6.000) only enter the cities foreign quarter) Wealth 1 (250) Specialty Unique Ressource (Vejasomer Wood), Kingdom of Cymris Trading District (Pagoman, Frigumite), Temple Buriff District (Shamans Hut), Tradition (Coastal Far away from the other side of the isle has Raiding, Shamanism) made the city enjoy a degree of freedom seldomly seen in monarchical systems and Ylien allowed it to prosper all the bit more away from The independent city of Ylien was one the only prying, royal eyes, though none can sayfor how Marasi Kontorstadt to deny the offer to become long this situation will last, as more and more a member of the Sacred Cordian Realm and has voices grow that claim the city for independence since upheld its freedom despite several “pirate” instead of bending the knee to a king attacks supported by “illegitimate” forces to Ruled by Sheriff, chosen by royal decree as per end its independence with great force, as it the advise of the local druidic circle remains the hub of slave trade between the Ruled for Kingdom of Cymris Mare Frig and Yfalos Faith Cymric Druidism Ruled by Herrenrat, seven men chosen from the Part of Kingdom of Cymris cities most prestigious members by honorary Size 5 (90.000) nomination from the rest for a duration of five Wealth 5 (1.250) years Specialty Trading District (Ateleian), Heritage Ruled for Free City of Ylien (Unruly Subjects), Military Quarter (Free Bands Faith Cordiism of Misfits) Part of Free City of Ylien Travelling on the Hiksa river allows one to Size 4 (48.000) quick travel to Cardinia Wealth 5 (1.250) Specialty Trading District (Frigumite, Borgese, Burughe Pagoman), Merchant District (Slave Traders), Quick to point out that, technically, they don´t Fortification (Ylian Seawall), Military District really belong to the kingdom of Cymris as they (Ylian Sea Raiders), Tradition (Slavery, live on the other side of the mountains, Independence) burughese citizens nonetheless pay homage to cymric kings, even if from time to time only to Yvyz better kick them in the shins Reachable only either via one of the nomad Ruled by High Druid, chosen by the caravans from Gonnannes or upriver travel congregration of all druids once for life along the wild Gasch, has made Yvyz, the Sandy Ruled for Kingdom of Cymris Jewel of the northern deserts a hard-to-reach Faith Cymric Druidism place, despite its access further onto the Part of Kingdom of Cymris continent behind it via the river, which is closely Size 5 (90.000) guarded by the city guard, and many a wonder Wealth 4 (1.000) Ruled by Council of Magi, chosen by their Specialty Mining Complex (Iron, Coal), predecessors at the behest of the college of magi Heritage (Unruly Subjects), Tradition from among absolvents of the local school for (Rebellion) duration of five years, with a one-term limit Ruled for Yvyz Losum Faith Atarism, the Holy Flame Set towards the south of Cymris has the city Part of Sacred Yvyz remained a royal guarantee of force and loyal Size 4 (48.000) to even the most despicable of kings in the past, Wealth 4 (1.000) as the great castle of Notlosung proved again Specialty Temple District (Great Atar – Central and again, as the elite firces of cymric kings Temple of the Holy Flame), Merchant District

122 remains in possession of the city, that might evergreen woods of Rasporn has given Malask resemble more of an armed camp than a true both a natural beauty few cities ever matched, city in civil times and also a rustic style of living, as its citizens Ruled by Sheriff, chosen by royal decree as per continue to do so as they have for hundreds of the advise of the local druidic circle years, despite the world changing around them, Ruled for Kingdom of Cymris rather concentrating on making their lives Faith Cymric Druidism bearable Part of Kingdom of Cymris Ruled by Royal Prefect, chosen from royal Size 6 (150.000) advisors by princely decree Wealth 5 (1.250) Ruled for Prince IIvaldr IV Rasporn Specialty Citadel (Castle Notlosung), Faith Anryism Fortification (Cymric Double Wall), Military Part of Principality of Rasporn District (Green Knights, elite royalist force of Size 3 (21.000) armoured riders able to smash even the most Wealth 2 (500) unruly of mobs and disciplined soldiers to Specialty Heritage (Hardy Ice Sea Navigators), pieces), Trading Quarter (Cymric), Temple Military District (Streltsy Guard Post), Temple District (Druidic Circles, outside the walls), District (Anryist Tower), Manufactory District Slums (Pennypincher Quarter) (Wood Economy) Travelling on the Hiksa river allows one to Travel along the Yora river allows quick access quick travel to Cardinia to Siksva

Cardinia Prieiev Capital city of Cymris, dominating the Part of Principality of Rasporn surrounding Kolpo Cymria and keeping contacts on the high seas as far to the north as Raspotio Dynast and to the east towards the Mare Frig Capital city of the principality and seat of the have made Cardinia a prosperous, if, at times, royal palace, has established itself as the seat of volatile city, as recent revolts against foreigners southern civilization and was mostly kept safe due to a new royal tax have shown, when the from the devastations of the great quake that King had to flee the city to survive the city destroyed Old Cordis, but only barebly able to burning keep the black horde from advancing with a Ruled by Sheriff, chosen by royal decree as per saving victory at the Princely Palace when the the advise of the local druidic circle black sun threw the horde into disarray Ruled for Kingdom of Cymris Ruled by Royal Prefect, chosen from royal Faith Cymric Druidism advisors by princely decree Part of Kingdom of Cymris Ruled for Prince IIvaldr IV Rasporn Size 7 (232.000) Faith Anryism Wealth 6 (1.500) Part of Principality of Rasporn Specialty Foreign Quarter (Outside Size 5 (90.000) Merchants)Trading District (Ateleian, Dynast, Wealth 4 (1.000) Frigumite), Administrative District (Royal Specialty Military District (Streltsy Guard Post), Palace), Bureaucratic District (Sheriffs Hall), Temple District (Anryist Tower), Military Temple District (Druidic Circles), Manufactory School (Streltsy Training Academy), District (Shipbuilding), Military District (Royal Administrative District (Princely Palace), Guard), Tradition (Naval Superiority), Naval Tradition (Rasporni Streltsy, Serfdom, Arsenal (Cymric Arsenal), Military School Mistrusting Foreigners), Growing Pains (Royal Cadet School), Tradition (Mercantilist (Superstitions – Serfs believe it a bad omen, that Policies), Slums (West End), Heritage (Climate the rasporni coat of arms changed to a black of Fear and Fire) sun) Travelling on the Hiksa river allows one to Travel on the the Ust river allows quick access quick travel to either Losum or Buriff to Ustev, or, if going along the Vala arm, towards either Prieiev or Siksva Principality of Rasporn Malask Siksva Set at the mound of the Yora river along the Part of Principality of Rasporn

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Ustev Ruled by Kings´Second, the personal favourite Part of Principality of Rasporn and close advisor of the current Dynast King Ruled for Second Kingdom of Dynast Yorazdal Faith Lianism Set deep in the mountains has given Yorazdal a Part of Second Dynast Kingdom deep insight into the goings of the world and its Size 6 (150.000) impossibly large iron and silver deposits remain Wealth 5 (1.250) the economic drive of the entire principality, Specialty Trading District (Ateleian, Ji´An, which also explains the need for a full streltsy Quion, Cymric), Military District (Naval Guard), detachment being stationed at the city at all Administrative District (Southern Residence), times, especially around the royal mint Slums (Salan) Ruled by Royal Prefect, chosen from royal Traveling along the Fonta river allows quick advisors by princely decree access to Tadyffa Ruled for Prince IIvaldr IV Rasporn Faith Anryism Tadyffa Part of Principality of Rasporn Despite growing inside marshen lands the re- Size 3 (21.000) established second Capital of the kingdom Wealth 5 (1.250) remains a focal point of western attention, as Specialty Temple District (Anryist Tower), the boy-king has recently decreet the adoption Mining Complex (Iron, Silver), Military District of Lianism as the kingdoms new and only (Streltsy Guard Outpost, Standing Company), religion, which has the populace concerned Economic District (Royal Mint) about future actions Travelling along the Yora river allows quick Ruled by royal Councillor, chosen by decree of access towards Siksva the king for as long as the whims of the king allow Zzcrelm Ruled for Second Kingdom of Dynast Located at the edge of the Principality and close Faith Lianism to the permafrost ground of the south, Zzcrelm, Part of Second Dynast Kingdom city with an impossible name, has continued to Size 6 (150.000) weather everything from monstrosities to the icy Wealth 5 (1.250) cold and continues its trade as the exploratory Specialty Administrative District (Royal harbour for the foolhardy and adventurous, as Residence), Temple District (Lianist School), there remains no place in Gehenna you could Military District (Royal Guard), Heritage further get away from everywhere else (Successor of First Dynast Kingdom), Slums Ruled by Royal Prefect, chosen from royal (Gariba) advisors by princely decree Traveling along the Fonta river allows quick Ruled for Prince IIvaldr IV Rasporn access to Olefiron Faith Anryism Part of Principality of Rasporn List of Settlements Size 2 (6.000) Name Size Wealth Control SCR Wealth 1 (250) Antrechten 1 1 None YES Specialty Temple District (Anryist Tower), Argerikon 3 2 SCR YES Military District (Streltsy Guard Post), Red Arnahvhalla 6 5 SCR YES Asthantus 5 4 SCR YES Light District (Riverside “Taverns”), Trading Council of Aurilucon 5 4 YES District (Rasporni,Eastern Freetraders), Heritage Intermediaries (Slayers of Monstrosities) Aveygacha 3 2 Ordo Peucinia YES Amarant. Travelling along the Crelme river allows quick Avrilas 3 1 YES Nabas access to the settlement Lavert Balaim Balaim 4 3 NO Autocracy Second Dynast Kingdom Berwangstedt 7 6 SCR YES Blustock 5 4 SCR YES Olefiron Dukedom of Buchtenwald 1 1 YES Trading port and royal summer residence has Wallingen League of the city recently let grow in importance, but the Buergen 7 7 YES decadence presented by the Kings´Second Maras Kingdom of Buriff 5 5 NO remains a thorn in the eyes of the aristocracy Cymris

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Kingdom of Freehold Burughe 5 4 NO Maersk 3 2 NO Cymris Maersk Principality of Maidborg 2 1 SCR YES Cantor 4 3 YES Velikily Malask 3 2 Rasporn NO Cardinia 7 6 Cymris NO Maledictas ? ? Unknown YES Chigaev 1 1 None NO Mandasan 1 1 Gendarka NO Cnidontos 4 3 SCR YES League of Maras 7 10 YES County of Maras Dambaum 5 4 YES Storingen Marekatte 1 1 SCR YES Dannemark 1 1 SCR YES Council of Mesalim 1 1 YES Voivodeship Intermediaries Debilis 5 4 YES of Gatylia Modoverati 2 2 None NO Drangar 5 4 SCR YES Council of Nieurodee 5 4 YES Edebrugge 1 1 SCR YES Intermediaries Kingdom of Amarant. Einbruck 6 5 YES Nobré 4 2 YES Zapadni Nabas Margraviate of Nornborg 4 3 SCR YES Eisenthal 4 3 YES Eisern Metropolis of Nova Cordis 7 6 YES Council of Cordis Erishavre 6 5 YES Intermediaries Council of Oestdrenn 1 1 YES Gadan 1 1 SCR YES Intermediaries Galdrahagji 3 2 Ordo Peucinia YES 2nd Dynast Olefiron 6 5 NO Gijmegen 1 1 SCR YES Kingdom Council of Orugern 1 1 Ordo Peucinia YES Gmunben 4 3 YES Intermediaries Pas 1 1 SCR YES Gonnanes 4 3 SCR YES Phalatis 5 4 SCR YES Gramadorn 3 2 SCR YES Phililli 5 4 SCR YES Granzwarde 1 1 SCR YES Pollepa 1 1 SCR YES Furstenstadt Principality of Gratholm 3 2 NO Prieiev 1 1 NO Gratholm Rasporn Grensmar 5 4 SCR YES Quion Quios 5 3 NO Free Cities of Tyranny Growjdno 2 2 NO Pagomas Ragugliari 3 3 SCR YES County of Principality of Gurz 1 1 YES Raspotio 5 4 NO Hersteinen Rasporn Halsgrof 4 3 SCR YES Rexberga 1 1 Ordo Peucinia YES Free Cities of Rhypossa 5 4 SCR YES Hardoga 1 1 NO Pagomas Santianaros 4 3 SCR YES Council of Sara Juk 1 1 Gendarka NO Heirich 1 1 YES Intermediaries Seeymog 1 1 SCR YES Council of Amarant. Helzand 4 3 YES Selecta 1 1 YES Intermediaries Nabas County of League of Herjolfsaldr 4 3 YES Sigermundar 7 6 YES Hersteinen Maras Free Cities of Principality of Inke 4 3 NO Siksva 1 1 NO Pagomas Rasporn Inwern 1 1 SCR YES Solonpolis 4 3 SCR Isenhuut 6 5 SCR YES Spaklion 3 3 SCR YES Itheryka 5 4 SCR YES Stangr 1 1 SCR YES Ji´An Balaim Jipang 6 5 NO Taboriz 1 1 NO Republic Autocracy Katendreia 6 5 Ordo Peucinia YES 2nd Dynast Tadyffa 6 5 NO Kaynbuehl 5 4 SCR YES Kingdom Keiaseu 1 1 SCR YES Tempelstadt 5 4 SCR YES Kleinau 3 4 SCR YES Council of Touraux 1 1 YES Kordrax 2 4 None NO Intermediaries Council of Tyleiroe 4 3 SCR YES Laagewarden 6 5 YES Intermediaries Ul´Bathor 5 4 Gendarka NO Dukedom of Principality of Langental 6 5 YES Ustev 1 1 NO Lange Rasporn Council of Free City of Lauges 4 4 YES Vejasomi 2 1 NO Intermediaries Vejasomi Principality of Council of Lavert 1 1 NO Wajenaas 1 1 YES Rasporn Intermediaries Letztje 1 1 SCR YES Council of Wajetaal 6 5 YES Kingdom of Intermediaries Losum 6 5 NO Cymris Dukedom of Wallheim 3 2 YES Luchsfels 4 3 SCR YES Wallingen Luxern 1 1 None YES Walzen 5 4 Council of YES

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Intermediaries Margraviate of Wolfshag 6 5 YES Bergewald Free City of Ylien 4 5 NO Ylien Principality of Yorazdal 3 5 NO Rasporn Yvyz 4 4 Sacred Yvyz Free Cities of Zigstain 3 3 NO Pagomas Principality of Zzcrelm 2 1 NO Rasporn

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Cultures shamans, smoking dangerous and unknown herbs from all around them Among the different people of and define themselves by an almost Gehenna, a great many different whiten complexion that one might cultures have arisen, and one could as think them colourless ghosts instead of well go from city to city and proclaim people, were it not for their fiery red them all unique, or the same as hair. everywhere else. In the southwest live the Yorazi, Among Humans along the great mountains that divide Over the years, a number of cultures Gehenna along the Mare Raspori and have prevailed among the human Pagoma. Along the Mare Pagoma live territories, many of which have led those Yorazi that once founded the directly into their formation as petty free cities of the south where kingdoms and dukedoms. Wildemen and Yorazi settlers intermixed, where you might mistake To the south are the Frigmeni, who a Yorazi for a Wildemen before he make up the population of the League might attack you all the same. Along of Maras, men and women born in the the Mare Raspori live the Yorazi that coldest climate of Gehenna, who are found access towards the zerkon able to survive in freezing wheather swamps and encountered the western just as well as they do on the stormy hordes, intermixing and mingling with sea. Known by their greater common their ilk, until few were able to divide height, blonde hair and extremely light a western Yorazi and a Zerkonite with complexion, these are the hardy their shaggy, dark-blue hair and settlers of one of the most deadly earthen-gray skin. territories of our world. Added to that is their common courtesy to all The Eastern Realm with the Endless travellers and their great sense of Blue, the great and terrible ocean, are hospitality, which saved many a lost the domain of the Atelei, a good- soul on the dark winter days that lasts natured people who show themselves for more than half a year down there. as devout and good Suprematii ever since the faith came to the region, and Even deeper to the south then come many an Ateleian prides himself on the Wildemen, the people of the the hard farmwork he does and his Wildelande around the Mare Yfalos, contribution to the cause at a whole. that live in the deepest forests, among, With a pleasant, if rocky land and the and at times even with monstrosities, boundless sea on their border the or fight against them in the fur of their eastern realm has had to weather many slain enemies, riding both great furred a stormy relationship with roaring beasts with elken horns or one neighbouring territories and any of the great furred Loxogants that are ateleian will be ready to burn his crop at home in the deepest forests of the if it means denying a raider his share. Wildelande, all the while listening to This has also impacted ateleian art the strange musings of their tribalistic which celebrates the transient nature

127 of life and where artists can gain To the north-east then lie the lands of patrons and lose them in the span of a Balaim and Gendarka, where the single month as one finds another Pythikans, those living on or near the artists even besser in his style, while shore of the Mare Pythikos live, the the upper classes frolick in ephemeral people of the deserts and swamps, the parties and decadent intrigues against Gendarkans who worship the sacred one another to escape their own ways of self-perfection as proscribed worries with fanciful masks and on their mythical black monolith at the strange games. center of the great eastern desert, and Balaim, where the God-King rules To the north-east then we have the over the marshed along the Oroí river, Monachikens, the people living all where civil war is the status quo and around the upper bays and show each day can be an exercise in finding themselves to be of darker, or deeper out which faction you support or fight complexion than those of the southern for today. lands, more accustomed to a great influx of constant sun and shine, who In the sacred cordian heartlands live live at the edge of civilized Gehenna, the Borgensen, the kind-hearted those who survive in the states of people of the core lands who had to Quion, Ji´An or one of the far eastern endure the greatest hardship during the Dynast Kingdoms. War of Exhaustion. Where once the farmland of the Realm could be found, To the north are the Cordites, those nowadays only death covers the place, who claim direct descendance from with unusable soil for many a mile the lost city of Cordis. Living in the around. Though one of the most humid environment of the great Borus industrialised areas of the Realm with and its dozen smaller arms, the their great iron halls and with the Cordites are known for their dark skin greatest number of Svart Ghettos and sense of pride and ambition. This among their cities, the common is not suprising, considering that they Borger is a stocky fellow with some live among the ruins of the greatest brownish-blackish hair and a dirty, empire man has ever known. The old dusky skin and shifty eyes. As the old curse about Cordite Pig-Headedness faith remains strong in the region, so is well known among the realm and does conflict loom up every now and tradition is valued greatly among them, then. for that is how things have been done and should be done till the end of days. There are of course countless smaller Even nowadays every Cordite city and lesser cultural groups, often only proclaiming themselves to be true of regional importance, but their sheer heirs of Cordis assembles all its number within the Sacred Cordian citizens once a month to council their Realm and the fact that their influence Syndikos, the chosen city- rarely outstretches beyond their city representative. makes it rather impossible to truly count them among the great cultures.

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Among Aen Sidhe their elders are still wont to do, they Of what little we know of the Aen proclaim that this is their dark age and Sidhe, we know that they divide all was well when they still knew themselves among three different where the roof was above them, courts, which are again subdivided instead of an unruly sky of now. into four different expressions depending on the current season. Still, some traditions survive even great upheavals, and for the Svart Each winter they meet in the Halls of those are the clans. Each svart is part the Nidavellir, a mythical place where of a clan, and each clan is divided into the Amaranthine Court, the leading the castes of Those who Rule, Those congregation of Sidhe lives and which who Think and Those who Work, no non-Aen Sidhe has ever visited. while all following their belief in the concept of Arete. This also means that Of the three courts we know that they no Svart should ever change his are divided into the Aen Fintan, Aen station, as he is born to do, as his Bith and Aen Ladra, who represent ancestors did, for that is his best place different parts of their mythology and in life. their restoration from Ancient Kessair. Interestingly, unlike general human The Aen Fintan represent the societies, the Svart do not discriminate Ambition and Sovereignty of the Aen against someone based on their gender, Sidhe, they are the diplomats and which might be telling, considering thinkers, who advise calm and most cannot tell a male and female thinking among their people. svart apart.

The Aen Bith are the Wild ones, fiery Those who Rule are the highborn clan and full of temper, wild and unbound, chiefs, the leaders of their community children of life and action, prone to and also those, who talk and mediate impulsive deeds and include most of for trouble with outsider communities. those willing to fight and die for their people. Those who Think are the great engineers and smiths of the Svart, the The Aen Ladra are the spiritual Masters of techniques still hidden leaders of the Sidhe and proclaim the from the common eye, who, as knowledge of their forefathers after rumours persist, are able to let their traditions and communion with nature own lifes blood flow into their great and the stars. They craft the weapons work to create true craftsmanship. the Aen Bith wear to kill and write the They sometimes travel outside their contracts the Aen Fintan carry to their clan to fulfil missions of great enemies. importance, though they usually do so under the cover of another work, or as Among Svart part of their great age travel, to find The Svart have changed greatly since traces of Helvelid somewhere in the arriving on Gehennas upper land. As world.

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Those who Work are simultaneously you of the seasons and their grip upon the most populous and most powerless the fair folk, of how each season is of castes among the clan, which can somehow personified in each Aen often confuse outsiders. They are Sidhe and how they can feel the pain forbidden contact with outsiders and of every place they visit, even in the punished harshly if they break that deepest of winter. taboo, and represent the common worker, s/he who does all the work.

Among Bandar If we can even call what the Bandar are doing a culture, then it is a culture born of their own past, where only the strongest have a right to live and all others are thrown out, only to return if proven stronger. Anryist Temple near Raspotio As such, and since true civilization has Anryism only come among the Bandar in recent To live, means to live in harmony. And years, it remains to be seen if they will that harmony is with sky, the sun, the continue to imitate those around them open world. So we believed. But as the in a bizarre attempt to fit in, or create sky darkened, and the sun blotted out, something just as strange as they are. as the Dark Light rose and the Black Horde knocked on our gates, we found Religion salvation.

Religion is and always will be a great To live, is to live in fear. Fear of death. point of contention in Gehenna, as it is Fear of decay. Fear of the Other. To an integral part of the daily life of all live, is to survive. Survive and Thrive. involved. No day goes by where not For in those moments, when the sky someone prays to one or several gods seems endless, it gives you but a taste or whatever stranger things they might of that which will betray you. The believe in. Dark Light has shown us the way. And the Black Sun is its symbol. Aen Sidhe Beliefs It can be difficult to explain, but the Look to the sky when the light is gone Aen Sidhe do not believe in the same and you will know what lurks beyond vein as the other species do. After all, the sky. Know our enemy. And in this, they know of their place, of their you step through the veil, and will connection to nature and where they know the true face of Gehenna. come from. Anryi – Book of Worship 1st Print, Rasporni Edition But if one were to ask an Aen Sidhe, provided he is not Bith and tries to kill Anryism, a relatively new faith, you for the impertinence, he might tell compared to Cordiism at least, has

130 been borne out of Ejeiism, the belief nature. They are creation, and the end. in the eternal sky, and the events They are Light, and Dark. surrounding the Black Horde Raid on Raspotio in 1381 RA. Proclaimed by To counter the Dark is to require the the Prince as the new truth and Light. And as Dawn follows Night, so decreed for all faiths, a book of to does the Light banish the Dark. prayers and worship has since been Thus is borne Ur Annunas Gift. The given out, that explains and instructs Holy Flame. Everburning. It banishes in this new way of life, that edges the Dark. closer to destructive cult behaviour than traditional religions. But beware. To get too close to Good, is to be as the moth is to the flame. We Adopting this faith has led to some strive to be in their kind, but we are upheaval in raspori society, but as fallible. They are not. serfdom remains enforced by its Excerpts of words of the Prophet 1rd Edition, Scrolls stored in Yvyz nobles, so does the acceptance of the serfs for all things new. Borne far to the north of Gehenna, has Atarism come to the south in the form of the Atarists and their belief in the Holy Flame, which is symbolised in the Eternal Fire that burns at the place where the first prophet of Ur Annuna, Atar´Ushu appeared.

Atarist priests, called Magi, are taught in special schools, not unlike those missionaries of Lianist belief, and teach and are taught that one has to be and want to be good for Ur Annuna ever to be victorious.

As such, their priests can be found at places few would ever think of looking for one as such, in brothels,

The Bringers of Flame Debate Their Deed, 7th Century, Years of Torpor mercenary camps, in gambling dens Atarism and on pirate ships. To do good, you There exists but one good. It is the have to live. To live, you need to do greatest, universal and transcendent good. Such is life. in form of Ur Annuna. There exists but Atarist shrines and temples are easily one evil. It is the widest, vilest and identifiable by their height, as they are most despicable in the form of Kige usually the highest places once can Geshuar. These forces are in conflict. find in any given location that has Now. Yesteryear. Tomorrow. They are, extensive atarist beliefs. Atarists call and forever will be, for it is in their them Towers of Quiet and they are, at

131 all hours, lit with torches and open for the disparate belief structure of the old everyone so long as the visitor is Faith is but a patchwork of solemn in his request to enter. connections that has been build up over the ages. Bandar and Religion The ape-men don´t have the same At the dawn of time, there was relation as we do to religion. For them, Mannus, the Father of all. He made all that counts is to follow the the gods and gave them order, and direction the tribal leader gives. If a each of them, a piece of himself, to Bandar Silverback commands his tribe rule what he had created. But in doing to follow a belief, they will, unless so, he gave them freedom, and his that Silverback is challenged. children, Tethys, Hemis, Rhea and Yperon fell upon their father and tore For this, the Bandar have been willing him apart. Thus was born Treachery. shock troops for both sides used during the War of Exhaustion, because And as Mannus lay dying, out of his nothing is scarier than one giant stricken body his Wrath alone was gorilla running at full-speed at you made manifest and bore Eris, the Red with about 100 of his best friends in Lady. Immediately she began war full armour and armed to the teeth, upon the other four and for a including the fearsome teeth. millennium their battle raged on and devastated the young creation.

The Fall of Yperon, 2nd Century, Years of Torpor The first to fall was Yperon, and where he lay dying, the trees sprouted. Where his blood flew, the rivers flooded the land. Where his tears met the ground, the soil became fertile, and where his hand drew into the ground, it became rich with minerals.

The second to fall was Hemis, who Cordian funeral procession in a temple of the Ladies Three believed that a second treachery Cordiism would secure her victory and lied to Born out of the myriad of beliefs of her remaining brother and sister old Cordis and the separate city states, about a plot to betray Eris as they had

132 betrayed Mannus, but Eris saw came into his life, his first view was of through the Treachery of which she wine and he demanded everforth it herself was born and threw Hemis should spring from his mothers teat, high upon the sky and skewered her Agathis, who gave of her nobility to with her spear. And her body became the gods and became seated upon the the night sky, for every light is a point world, and Leho, but he was as his where eris golden spear had hit Hemis, mother was, a creature of deceit, as he and her blood became the rain, to fall was not born of a union with Tethys, upon the fertile soil, as her tears as claimed. became its sorrow and filled the sea, so great was it that it almost drowned In secret, as she lay ever-dying in her creation and created the Endless Blue prison, Rhea bore a son, made inside as her dying breath came over her from the stolen seed of Tethys, and Gehenna and froze the world. she named him Deimos, for he was all her terror personified, and upon him Left alone, Tethys and Rhea fell upon she gave her will and power, so that each other to present the other to Eris he might one day free her. in the hope of gaining her forgiveness, but when they fought, Rhea secretely This Deimos, who was not imprisoned took of Tethys but a single piece and as his mother was, fled to Gehenna, grew from it within herself the seed to where he found peace among the early one day return, as Tethys men, and it is here, where, among overwhelmed her. The Betrayer them, Apate found him and took him in brought his slain sister before Wrath Tethys place. And out of that union personified and Eris saw what he had was Leho, who was son of Apate and done. He was kinslayer. And yet. Deimos, of Rhea and Tethys, who were of Mannus as was Eris. And So she sealed Rhea below even They took their place among the gods. Tartarus and made a prison upon her, where her soul was bound for all One day Tethys called upon Eris, and eternity. Tethys she took for husband, she, who believed him treacherous but forbade him ever to come upon the and was full of Wrath, for he had land ever again, for he had to watch begat children of gods, slew him once the Underworld, to see that all was and again until her wrath was sated, right with the dead. after which he revealed the Beast which had come upon Gehenna and Herself pregnant with her husbands which was stealing the souls of man. seed, Eris bore three Daughters, sisters to each other, whom she gave And Eris descended upon the Beast to Death, Deceit and Decay, and they with greater Fury still, and the ground were Thanatis, Apate and Fthora. And shook with terrible fire as she thrust each of her daughters gave themselves her spear into the Beast, until finally it to Tethys, who became father to the fell. Where the beast fell, she came young gods, of whom each daughter and drove into the beast, until finally bore Zat, of whom is said that as he it was unable to act against her, and

133 thus she ascended the Beast to her and leader of the Gods, Mother of side, where it became Hleton, the Creation, Daughter of Mannus and Beast Mastered, whom she took as central deity of the Sacred Cordian lover. Realm Dimiourga Eris Hleton, the Beast Mastered, lord over 14th Edition, Nornborg Edition the animals, husbands, hearth, home, the woods and the hunt, devourer of Gehenna, especially in the wider Old souls and the last judge before the Faith, knows a multitude of gods for gates of Elysium, who sits at Eris side every occasion, from lowly household as her lover but never her equal gods to those worshipped on a daily Leho, son of Fthora and Deimos, lord basis across the entirety of Gehenna, of the riches, law, the night, mineral but few would ever dare claim even wealth and metalworking, who steals one of them to be unimportant. the day and flees the dawn, patron of However, a number of gods have those who work unseen and those become generally accepted in the under greatest scrutiny wider Realm and outside of it as so- Agathis, daughter of Apate and called Higher Gods, who together Tethys, lady of reason, skill, peace, make up the Mannusan Pantheon of craftsmanship, growth and childbirth, Gods. who sits upon the world and hunts for her brother Leho, in eternal plight, for without their fight there would be no sun in the sky, and no day would follow night, and thus they are eternal Zat, son of Thanatis and Tethys, lord of wine, fruitfulness, parties, madness, wisdom, vegetation and ecstasy, who drinks to forget but never forgets to drink Deimos, child of Rhea and Tethys, lord of betrayal, trust, love, marriage, innocence and guilt, who for eternity is forced to wander Gehenna in search of that which will return his essence to the higher sphere, from which the gods continue their rule Tethys, wounded forever, protector of the wounded, of kings and empires, of communication, language and the underworld, who remains wounded and ever bleeds where Eris pierced his

Portrait of Eris as the Muse, 1012 RA flesh Yerv´Edhaz, born of the waves, lord Eris, the Red Lady, Lady of Wrath, of trade, storms, sea, rivers, floods, War, and Bloodshed, Mistress of Fire droughts and quakes, who rides atop

134 dark clouds and drives a chariot on Mannusans, of whom Eris is said to the deep sea, thus shaking the ground have tried and failed to depose him Rhea, imprisoned below, lady of the after which she had to use deceit Tartarus, lightning, poison and young instead. Tethism is still practiced girls, protector of the imprisoned, who today, especially in the western lands, dwells in the deep below Tartarus and though several attempts have been itself where she remains, always made to reconcile the different watching the world for her son Leho, positions, neither has been willing to whispering poison into his ear budge. Thanatis, Apate and Fthora, daughters of Eris and Tethys, The Zatonian – The youngest known cult, Ladies Three, ruling over death and first appeared shortly before the War chastity, deceit and retribution, decay of Exhaustion, in 1348 RA, has its and time, who quarrel and make peace followers belief that the only way to with one another as each new day reach enlightenment and therefore the rises and withers divine is within the realm of excess, whether carnal or ecstatic makes no Cordiism is practiced on a daily basis difference. As such, the Zatonians are in hundreds of villages, cities and known for their Revelries, great feasts settlements all over Gehenna and it of highest debauchery and perversion remains the most widely known of the and it is not without reason that one belief systems presented, if only for its might end up dead on such a feast, be ability to integrate other belief it from the consuming of the ecstatic structures into its own. or other such things. The cult is most widely spread among the upper ranks Cordiist temples are typically chosen of society, though it has been known according to the deity worshipped and to be welcoming of all classes of are led by a head priest and several people. Unlike other cults, it is less lower ranked priests who are more persecuted than one would imagine. often than not apprentices for priesthood, as each temple by itself Mannusean – Born out of theological trains its priests. differences during the early Years of Torpor, Mannuseans believe Mannus Cordiist Heresies as the Father of All to sit at the Throne Throughout the history of Gehenna, instead of his daughter Eris, which has there have been several documented led to several pogroms in those cities heresies. The following have proven that embraced this belief. the greatest staying power as time Mannuseanism was later on declared went on. heresy by a congregration of the faith and persecuted relentlessly, though it Tethism – One of the oldest, if not the is said to still crop up from time to oldest heresy in the history of time due to the excellent rhetorics its Cordiism, has this cult exchanged the demagogues are said have possessed. positions of Tethys and Eris and believes him to be the true Lord of the

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Myrddin, and no one can say whether that is his title as Great Druid of Cymris or a name.

Cymric Druid Circle Druidism Druid shrines and temple take the Among the most mysterious of beliefs form of stone circles and monoliths on Gehenna are the Druids of Cymris. built in circles around a specific place, As wise men bound to nature and the often somewhere close to nature, and world beyond, they worship ancient way from the bustle of daily life. and primal forces to which they sacrifice animals and, according to the Eye and Star, Cult of claims of one Mikkel Ayder, an What little is known of the Eye and ateleian poet that lived during the Star is, that they believe that their second century of the Years of Torpor, gods are hidden away, somewhere out also that of humans, whom they there, beyond the light of the nightsky, believe to return in the next life, so as behind the great door from the dawn to assuage believers and sacrificed. of creation.

At the same time, they remain one of And those doors are the Gates of the more secretive belief structures of Gehenna, which is why the Cult is Gehenna, as only those initiated into searching for them feverishly, for only their mysteries may ever practice them, in freeing the true rulers of existence, and even then never in the open. those who lost the battle of creation against what the Cult believes the Druids are known as healers, judges usurper gods, will man and by for small or unadministered extension all of Gehenna, finally arise. communities on the isle of Cyris and oversee holy rituals on their sites of Lianism belief, more often great stone There are three things in life, that are monoliths and constructs, the further required. south you go, the more these ritual First, is Position. It is not the person, sites become burial mounds instead of but the place that is important. open areas. Second, is Precision. Care not for the For a belief structure, there is little unruly tongue, only for that which is common structure between the to be said to be most precise. differing circles, though it can be assumed that at least three levels of Third, Approach. Nothing may status exists, from the lowest, the approach that which gives it an druid apprentice, to the initiate, who advantage over that which does not. has become a full druid, to the Great These are the instruments of just rule. Druid, who advises the High King. Thoughts on Life – Lian Aolan 7th Print, Jipang Copy At the time, only one Great Druid is known to exist, by the name of

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The practice of Lianism is as much a But as we are unable to perceive these thought experiment, life philosophy as spirits, we can only witness that which well as belief system. Conferring, or happens by their influence. To claiming to confer the ability to create communicate or even withstand these a well ordered state and thus life, has influences requires a mediator, a role made Lianism popular for the eastern which the shamans of their society states and stands in stark contrast to take upon themselves. many of the other belief systems of Gehenna.

Lianism is taught in schools and applicable regardless of the reigning belief of a place, where it slowly encroaches until it has filled up both spaces and the old belief is no more. Thus it continues its march from place to place, or so the Church of the Supreme argues.

What can be said about Lianism is that it has helped order states that were deeply divided over personal allegiance and loyalties in previous centuries, but whether the philosophy will be able to endure remains to be seen. The Supreme One Reveals, 1366 RA Shamanism Suprematii Beyond that which we can see, lies On a day of clear sky, a man was another world, a world of spirits, of a sentenced to die by being exectured on world of shadows and strange lights, the shores of the Cliffs of Atelei of colours beyond our understanding. Magnus. This man had one day It is the spirit world that we see, and appeared, without a trace of where he from which all good and all bad flow had come from, and without saying a into the world. single word to anyone, that he was bound, gagged, and taken to their The predominant belief among the dungeons, where he would not say wildemen of the south, reliant on spirit anything, even under greatest pain we diviners and shamans, claims there to can imagine. exist a secondary plane of existence, where ancestors, the dead, good and And out of fear, the local ruler had bad spirits dwell, and come to haunt or him sentenced to die by beheading him guide us. and giving his head to the Endless Blue and the deadly waters below Atelei Magnus, as the waves grew

137 higher and higher. A great crowd had And while they spread the good word, gathered to see the stranger die, the the Supreme One wrote down, for all merchants peddling their dubious to know, the truth of the world. About wares, the thiefs to steal and many a the betrayal of the beings proclaiming man, woman and child to watch. But to be gods, and how they had tried to as the executioner stepped forward, hide this truth from the people, how and the stranger, who was, even after they had chained him in the dark all that was done to him, still hooded, places of Gehenna and how his titanic so that none may know his face, as is struggle had shaken the earth until he tradition among the Atelei, looking at could finally break free. him, stopped in his track, and threw himself in that instant down the cliff. As his work was finished, he laid down the book and gave it to all his As the hooded stranger arose, the followers, only to disappear again. guardsman convened and a scream And to this day, his followers pray for from the audience came loud shouting his return. for someone to be executed, but with a Book of the Supreme simple gesture the stranger was bound 3rd Edition, Walzen Print no more as chains of iron fell from Suprematii worship has come with a him, and as he took of his hood for but new kind of temple. Suprematii build a moment, the guardsmen screamed in churches, temples of “supreme terror and anguish before his glare elevation”, as they are called, and and died instantly on that same spot as worship is made in great they stood. congregations on the same day so that all may partake in the experience. As the audience screamed and ran, only a select few stayed behind, awed The belief divides itself into several by the stranger, and as the great light ranks, at the top of which stands the of the sun bathed him in her warm Council of Intermediaries, filled with rays, he revealed himself to them and the high and mighty, dukes and electat taught them of the Supreme One´s who were chosen as Prince or Fuerst teachings, so that they might become of a city. Below them come the his disciples and bring his teachings Electates, regional supervisors chosen among the faithless, for he foresaw a by the council to oversee worship and great darkness before the land. collectors of that which is owned to the church. After them come the And the disciples of the Supreme One, priests of the faith, those who as they now knew, the Dame administer the flocks. Brunhilde, Heinrich the Just, Johan the Righteous, St.Michael the Not unlike the cordiist Ordo Peucinia, Converted and Anna of Grace, the Suprematii have instituted a wandered about the land and told martial order of warriors, the Knights people of the miracle of the Supreme Martial of the Supreme, but as they Ones coming. are a very new institution, they remain as of yet untested.

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Unlike Cordiism, the Suprematii have svartish wight, a creature of greed and not yet known any heresies, though destruction and fled with Helvelid in whether this is by design or a superior hand. ability of suppression is not known. As his brother ran away, so Bouri Svart Beliefs awoke and he knew what Snorri had According to the Svart, all began with done, for the fire of the forge had died two brothers. Bouri and Snorri. down and he was alone in the darkness, his greatest creation stolen by he Bouri was a builder, a creator and day whom he loved like kin. And thus he in, day out he would forge at his smith, vowed to destroy his brother, for only creatures, worlds, the lands, in Snorris death could his brother find everything, while his brother Snorri the solace and freedom from jealousy. would toss in the ore he found, for His warmth of heart lit the forge anew Snorri was a digger, the one who and Bouri began to swing his crafting drove through the ground to find all hammer, and he forged and forged the rare ore they would then use to until finally, he had made the first create. But Snorri itself could not Svart, and with his hand gave them create, for he was rubbish with a life and purpose. hammer. Thus each svart knows the story of the But instead of understanding that two brothers and their place in life, sometimes our place in life is exactly and legend has it that the cataclysm where we are and be content with that, was but the first in a line of titanic in his heart grew malice and jealousy battles between the brothers under the towards his brothers´ talents. Thus ground and that on any day, if you put with each year and a day from the last your ear to the soil, you can, if you one he would begin to provide his listen really closely, hear Bouri brother with less and less pure ore, hammering away, still at his forge. and yet Bouri would strive to create even greater works than his last, until Zar´Vas finally, after 77 years and 77 days he The gendarkan beliefs stem from the had crafted mighty Helvelid, the great appearance of what they call the Abba hammer fit for the gods. Ne´Tsa. As is written on the great monoliths of Ul´Bathor, centre of And as he had forged so mighty a Gendarka, the Abba Ne´Tsa spread his thing from the basest of materials, teachings in secret and throughout this from the worst of ore his brother had world, for those who follow to find, on found, he had to lie down and sleep. obsidian plates and tablets. But in this sleep, his brother found the jealousy in his heart had grown to It is written, that each and every unimaginable heights and he stole beings place is found within these Helvelid for himself. As his hands secrets, so that enlightenment might however touched the mighty hammer, follow for those who search willingly. he transformed into the first Vættir, a

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However, each of those teachings is Pact-Binding hidden by a host of spirits, the Dybuk, Those who make the pact receive malicious and evil beings that came up power, the ability to mold occult from , the dark place below, and forces and sometimes even create thus every searcher, those who leave beings out of thing air. the sacred places and lands of the Gendarkans, are always threatened by The great question, each and every them. occultist asks themselves is, whom they are making the pact with. Is it The Gendarkans call this process of some horror from beyond, or a life-long search Zar´Vas, or Path messenger of the gods, a monstrosity Above and it has characterized all or some benevolent entity? efforts and contacts with the outside world. No two occultists will answer this question the same way and it seems, Unlike many of the other beliefs, that for everyone something fitting to Zar´Vas requires no special temples or his or her perspective answers their buildings, and more often than not, a call, but often, there is a price they pay, simple place that is constantly in view often unknowingly. is in truth a Zar´Vas shrine or place of pilgrimage. Of the three great disciplines of the occult, being Pact-Bound will still get The Occult you flayed by the Suprematii, but at least your soul will be saved. The occult has a place on Gehenna, but whether it is one of glory or Ritualism nefariousness remains in the eyes of Those occultists who remain bound on its beholder. using rituals and complicated gestures to empower the arcane and mysterious What is clear is that most religions at arts are the most accepted, if still least watch those who practice the suspect, of the occult paths. occult, some, like the Suprematii and the Aen Sidhe even hunt for those As the most clear and understood way practicing it, as they believe it to call on the powers beyond, it allows destroys the sanctitiy of the world, as one to create mystical circles to ward if the occultist were to break some evil or good and neither is inherently unwritten law of nature. destructive to the people, unlike the other paths might be, but you can be Most occultists practice one of the assured, even so, that openly three ways, whether by choice or proclaiming your practice will still get being forced to do so, and few are you a quick way to a watch station, or willing to share their secrets, as each a bloody confession, if we talk about of them might believe in the power it the Suprematii. brings you.

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Ritualism is unique in that it is the Entire libraries have been written on only pathway, for which there exist the subject, of course, most of those small colleges in some of the greater are lost to the flames of…lesser minds, cities, the greatest of which of course but those that remain speak of a portal fell with the coming of the Black that allows anyone who finds their Gloom, as it was situated in way there, to learn all that is to learn, Maledictas at the time of the War of about everything, to see and Exhaustion. understand where ones path will lead and reach enlightenment. Power of Blood Those who draw upon the power of It should come as no surprise, that the their own blood to create and late Kaiser Marekoi I found the Gates empower occult forces are among the to be of great interest to himself and most feared and hunted, so dark is financed three expeditions across the their spirit, that among the Suprematii known world in search of hints of it, a place, where a known Blood which has lead to a plethora of Occultist worked, would receive the treasure hunters, who, even nowadays, Fire of Righteousness and to go to are wiling to kill to find some hint of such a place is Anathema to them. its existence.

Having no need to make a pact and But whether it really contains what thus being able to empower oneself by many people, or something more own and arcane means and without the sinister, like the Eye and Star claim, or problems of lesser means like needing even exists at all… to paint a ritual circle or use complicated hand gestures, this type Glossary of occultist remains the strangest and Akti Ble – The blue coast of the west most feared of all. Altere Herren – Older Men Altkaiserpalast – Old Imperial The Gates Residence, fallen into disuse in What are the gates? Where can one Berwangstedt find them? Are they real or Axenmusket – A combined musket metaphorical? Do they truly contain and two-handed axe of raspori making the sum of all knowledge or is it just Bluudgelt – Pagoman word for the feverish dreams of madmen? Money Bleed Cavalieri – Member of the Suprematii First mentioned in a quasi-occult book Knights Martial, Knight Title equal to called Revelations of the Soul by a Hofritter or count in rank someone called Robert Kaéyk in 788 Dame – Lady T, have the Gates of Gehenna Dunkelgangen – Debilisan Horde, remained a mystery that fascinates all infamous for their night raids, led by parts of society and interests just about Voivode Jadwigo anyone who knows about the occult. Dynast – Both kingly title of the east and kingdom Electates – Regional Overseers of the

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Suprematii faith, equal in rank to a Mare Raspori – The Raspornian Sea count if invested as Prince-Electat, or Mechano-Mannen – Animatrons, duke, if Fuerst-Electat part of the great Rathaus Clock of Freiprinz – Free Prince, equal in rank Dambaum, proclaim the time at every to a count, instead of duke, as title is every noon, a tourist attraction self-styled Money Bleed – Bloodless takeover of Graf – Count a city from previous owners by a Großrichter – Grand Judge, leads the marasi kontor, known as the Bluudgelt Guild of Richters, chosen by the great in Pagoma conclave every ten years, also rules Mordbrenner – Madmen who Tempelstadt as of 1393 RA, equal in gleefully burn and kill rank to a count Neuer Herzogenpalast – New Ducal Handelsherr – Trade Master, elected Palace, built in modern style in representative of the League of Maras Wallheim as a whole Ordensmeister – Grandmaster of the Hofritter – Leader of a Priory of the Ordo Peucinia, equal in rank to a duke Ordo Peucinia, equal in rank to a Priory – A branch office of the Ordo count Peucinia, usually fortified Kaiser – The Emperor Reichskammer, Große – Grand Kaiserthron – The imperial throne Imperial Chamber, federal senate of Kaiserlose Zeit – Years without an the SCR, contains 55 seats, with one Emperor, describes the time after the for every recognized member of the sudden death of Heinrich III and the Realm takeover by Marekoi I Reichskammer, Kleine – Small Kolpos Cymria – Cymric Channel Imperial Chamber, created after the Kontor – A trading hall or house, Große Reichskammer, contains only usually build by one of the great those city-states still independent in merchant families of Maras the SCR Kontorstadt – Trade City, a city build Richter – Travelling Judge, member around a trading post or hall of the Guild of Richters, treated as Kriegshafen – War Harbor/Docks Judge, Jury and Executioner by Kunststrasse – Artists Street imperial authority outside the cities of Langer Lauf – The Long Run, Red the realm Light District Street of Langental Silken Road – Trade route to and Lehos Mantle - Night from the east, carries famous silk Leihaus – Moneylender, divided in caravans the Realm by two great families, the Schultheiss – Head of a municipality Garstig of the south and Zollner of the or executive official of a city North Streltsy – Elite noble Infantry of the Maledictas – Formerly Dorbrugge, Principality of Rasporn, famous for now The Cursed City their axenmusket Mare Aqueor – The Distant Sea Turm – One of one hundred knights Mare Frig – The Cold Sea below a Hofritter, member of the Ordo Mare Monachikos – The Lone Sea Peucinia, plural Tuerme Mare Pagoma – The Pagoman Sea Von – Name Suffix, means “of”,

142 mostly used by those of noble blood Voivode – Modern styled title equal to Count, from cordian Voi Vorum, meaning the war leader of a raiding band Wave of Wrath – Religiously motivated war of cordiisi followers, called Crusade by the Suprematii Zentrale Reichsverwaltung – Central Realm Administration/Bureacracy Zu – Name Suffix, also means “of”, but of lesser quality, mostly used by those of non-aristocratic heritage

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11 –Example Charactersheets

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12 – Collected Tables CON + LOG +INT STR+ RES +AGI Etiquette Insight CHA + INF +PER INT + PER +LOG In Short Leadership Lore This chapter collects the different RES + CHA +INF LOG + PER +CHA tables from all over the rules for easy Mechanics Stealth reference. AGI+PER +STR AGI + CON +RES Trade DC/+x +0 +1 +2 +3 +4 +5 +CON Easy 3 3 4 5 6 6 INF+INT Common 5 5 6 7 8 8 Taxing 7 7 8 9 10 10 Difficult 9 9 10 11 12 12 Starting Character 27 Points Max +5 Backbreaking 11 11 12 13 14 14 Proficient Character 45 Points Max +7 Unmanageable 13 13 14 15 16 16 Expert Character 63 Points Max +9 DC/+x +6 +7 +8 +9 +10 Easy 7 8 9 9 10 Species Common Start Common Max Age Common 9 10 11 11 12 Age Taxing 11 12 13 13 14 Human 18-30 (16+2d6) Start Age +2d20 Difficult 13 14 15 15 16 Svart 30-50 (29+d20) Start Age + 2d20 Backbreaking 15 16 17 17 18 Aen Seidhe 20-60 (18+2d20) 50 + 2d20 years Unmanageable 17 18 19 19 20 Revenant As previous Race Current Age +2d6 years Score Level Bandar Log 7-12 (6+d6) Start Age +2d20 +0 Undeveloped Aptitude Dice Size +1 Weak Points As per Experience/Step 9 +2 Common Mortal 2d6 Attributes 18/36/54 Points for 9 Attributes, 1 point per +1 +3 Trained Gifted 2d8 Aptitude 6 Points to go from Mortal to Gifted +4 Veteran Supernal 2d10 Skill Calculate from Attributes, start at -1 lower attribute +5 Expert Talents 5 Points at Start, +1 point per 3 attribute points Vices 4 Vices, one aptitude per, 1 Supernal/Mortal, 2 Gifted +6 Master Agility Equipment As fits character background +2d10 sp +7 Grandmaster Charisma Experience Depends on group and play style +8 Heroic Constitution +9 Epic Influence +x/DC Common Taxing Difficult +10 Legendary Intuition +1 1 and 1 or 1 Logic +2 2 and 1 or 1 Perception +3 3 and 2 or 1 Resolve +4 4 and 2 or 1 Strength +5 n/a / 3 and 1 +6 n/a / 3 and 2 +7 n/a / 4 and 2 At Deaths Door +8 n/a / 4 and 3 Roll Outcome Effect +9 n/a / 5 and 3 0-5 Death You are dead +10 n/a / 6 and 4 Death offers you a bargain. Accept and Cruel you live to fulfil the bargain or earn 6 Bargain death´s ire. Refuse and enter his realm Advancing Via collecting common, taxing or permanently Attribute/Skill difficult rolls Deep scars and wounds damage your Max 1 roll per scene, combat counts body. Roll d6 How fast? within scene, each skill/attribute can only 7-8 Crippled (STR,AGI,CON,PER,CHA,INF), lower increase once per module/milestone resulting attribute by 1, and treat as KO Skill Cap Depends on derived highest attribute The close death experiences leaves you Advancing For every 2 points of attribute increase, 9- Rattled rattled, apply Disadvantage for the next Talents gain 1 talent point 10 Advancing 48 hours, and treat as KO No. 11- You´ve been brought down, but no Aptitude? KO 12 permanent damage has been made You´ve just been shaken up and aren´t Number 1 2 3 4 13+ Shaken really down. Uncheck the final health level and carry on. Category Close Near Medium Far Range 0-3m 4-24m 24-49m 50+m

Alchemy Untrained Deception Untrained Infection Vector

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What to Roll against the Infection UB Unblockable – Cannot be blocked Effect of the Disease Intervalls of the Effect Repeating Base Statistics How to Heal It 5 HL Initiative 1 Shrinks On Shrinks To Dice Size Language Script Location ATT/DEF +1/+1 1-2 Used up d3 Rolls 2d6 1-2 d3 d6 Ateleid Cordite Script Blue Coast 1 DMG/ 4 Dead 2-4 d6 2d6 Bandar Bandar-o Hand Signs Morale 8 3-6 2d6 3d6 Jungles Traits - X 4-8 3d6 4d6 Borgensish Cordite Script Core Lands 5-10 4d6 5d6 Cordian Cordite Script Cordis Frigit Frigite Runes Mare Frig Western Gendarian Logographic Script Trade Routes No known script, all Talent Effect Amaranthine Nabat knowledge Gains alternate movement mode Nabas +Move transmitted orally (Underground/Fly/Swim) Silence of Gains +2 RM to Attack rolls, not used for No known script Beyond Accurate Meaning Deadliness Cuneiform script, no Svartish Sveddish Add. Attack May attack additional time in combat separate name Ghettos Aura of Fear Enemies in R1 roll with disadvantage None, R1 3m cone breath attack that deals d6 Breath Trade Language entirely symbol- General damage based Carries deadly R1 poison cloud, deals d3 Wildersprack No known script Wildemen Cloud damage every turn to all in range that breathe Z (Collection of None it different comprehensible Void Damaging Increase Damge dealt by 2 ClickClack- known Durability Always deals a durability hit with damage Noises) Elemental Adds elemental effect to Attack or Defense Elite +4 to Attack/Defense Terrain d6´s Terrain d6´s Ethereal Halves all non-occult damage received Exploding Explodes in Death, Range 1, d6 Damage Aquatic 2 Forest 3 Common Pay/week Fanatic +3 to Morale Type of Work Hills 3 Urban 3 in silver Fast +2 Initiative Plains 4 Jungle 4 Fearful -3 to Morale Unskilled/No Combat 1 Steppe 3 Mountains 2 Gifted Rolls 2d8 instead of 2d6 Skilled/Combat possible 25 Desert 1 Tundra 2 Hard Increase Defense Value by 2 Master/Combat guaranteed 100+ Arctic 1 Underground 2 Enemy Morale rolls are made with Horrifying Disadvantage Roll Result Accepts? Pay Morale Leech Heals 1d6 damage per damaging hit 1-7 No - - Mindless Ignores Morale Rolls Natural 8-10 Yes 200% 14 +2 Armour Armour 11-14 Yes 150% 12 Occult Gains an occult talent 15-18 Yes 125% 10 Damaging hits deliver poison, dealing d6 Poisonous 19+ Yes 100% 8 attribute damage Regeneration Heal 1d6 damage at end of combat round Reinforce Can call d3 allies into combat Revenant Immune to Poison/Mind Control/Fear/Charm 2H 2-handed – Requires 2 hands to use Soft Can never deal killing blow Armour Training – Requires Talent to use without Stealthy Advantage to Stealth Rolls AT X Disadvantage Supernal Rolls 2d10 instead of 2d6 BL Block – Can be used to block without talent Tough +5 Health Level Boxes/1 Health Level Row DEF X Defensive – Gives +X RM to defense rolls DL Delayed – Effect happens at end of current round Durability – Always deals durability hit when DUR damaging Explosive – Deals its damage to all those within EX Range 1 HO Horse – Can be used one-handed on Horseback Ignore Armour – Ignores armour including IA X category (Light/ Medium/ Heavy/ Superheavy) Ignores Shields – Cannot use/block with shields IS against R X Range – Has range category of X Reload – Needs an action to reload before another REL attack STE Stealth – Gives either (d)is- or (a)dvantage to A/D Stealth Rolls Requires Strength – Needs at least strength STR X attribute +X to use Throwable – Can be used as throwing weapon with THR range 1

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13 – Index

Abilities ...... 8 Combat ...... 43 Advanced Action ...... 43 Character Points ...... 53 Attack General ...... 44 Degrees ...... 53 Attack Rolls ...... 44 Horror ...... 54 Attack Sequence ...... 44 Advanced Rules ...... 49 Block ...... 46 Advancement ...... 20 Deadliness ...... 48 Advancement ...... 20 Defense ...... 46 Advancement Defense Rolls ...... 46 Rolls ...... 20 End ...... 44 Advancement Initiative ...... 43 Benefits ...... 21 Maneuver ...... 48 Agility ...... 12 Morale Check ...... 44 Alchemy ...... 13 Movement ...... 48 Altrholz ...... 111 Range ...... 45 Antrechten ...... 121 Combat Round ...... 43 Argerikon ...... 114 Combat Style ...... 41 Arnahvhalla ...... 117 List ...... 41 Asthantus ...... 114 Mechanics ...... 41 Attributes ...... 12 Common Income ...... 52 Auriluçon ...... 109 Comparative Roll ...... 10 Aveygacha ...... 119 Constitution...... 12 Avrilas ...... 119 Damage Balaim ...... 121 Attribute ...... 16 Bazann ...... 109 Dambaum ...... 112 Berwangstedt ...... 111 Dannemark ...... 117 Bestiary ...... 66 Debilis ...... 120 Blue Eyes ...... 50 Deception ...... 14 Blustock ...... 111 Dice ...... 8, 9 Buchtenwald ...... 112 Dice Sets ...... 10 Buergen ...... 117 Difficulty ...... 8 Buriff...... 123 Drangar ...... 117 Burughe ...... 124 Ecstatica ...... 61 Cantor ...... 119 Edebrugge ...... 112 Cap ...... 21 Einbruck ...... 112 Cardinia ...... 124 Eisenthal ...... 112 Character Creation ...... 18 Elixirs ...... 59 Characteristics ...... 15 Encounter ...... 56 Charisma ...... 12 Random ...... 56 Chigav ...... 121 Reaction Roll ...... 56 Cnidontos ...... 114 Enemy ...... 64 Coinage ...... 51 Equipment ...... 58

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Keywords ...... 58 Langental ...... 110 Equipment Rules ...... 61 Languages ...... 51 Erishavre ...... 109 Lauges ...... 110 Etiquette ...... 14 Leadership...... 14 Gadan ...... 114 Letztje ...... 113 Galdrahagji...... 117 Level of Difficulty ...... 10 Gates of Gehenna ...... 142 Logic ...... 13 Gijmegen ...... 109 Lore ...... 14 Glossary ...... 142 Losum ...... 124 Gmunben ...... 109 Luchsfels ...... 113 Gonnannes ...... 114 Luxern ...... 122 Gramadorn ...... 120 Maersk ...... 122 Granzwarde ...... 112 Maidborg ...... 110 Gratholm ...... 121 Malask ...... 124 Grenades ...... 60 Maledictas ...... 113 Grensmar ...... 118 Mandasan ...... 121 Growdjno ...... 116 Maras ...... 118 Gurz ...... 118 Marekatte ...... 119 Halsgrof ...... 118 Mechanics ...... 8, 14 Hardoga ...... 116 Mesalim ...... 111 Health Level Modoverati ...... 122 All Filled ...... 15 Nieurodee ...... 111 Health Levels Nobré ...... 120 Regaining ...... 16 Nornborg ...... 113 Heirich ...... 110 Nova Cordis ...... 115 Helping ...... 10 Oestdrenn ...... 111 Helzand ...... 110 Olefiron ...... 125 Herjolfsaldr ...... 118 Orugern ...... 119 Illness ...... 49 Pact-Bound ...... 141 Mechanics ...... 49 Pas ...... 120 Influence ...... 13 Perception ...... 13 Inke ...... 116 Phalatis ...... 115 Insight ...... 14 Phililli ...... 115 Introduction ...... 4 Poison ...... 61 Intuition ...... 13 Pollepa ...... 115 Inwern ...... 110 Power of Blood ...... 142 Isenhuut ...... 112 Prieiev ...... 124 Itheryka ...... 115 Quios ...... 122 Ji´An ...... 122 Ragugliari ...... 120 Katendreia ...... 118 Raspotio ...... 125 Kaynbuehl ...... 112 Red Death ...... 49 Keiaseu ...... 115 Resolve ...... 13 Kleinau ...... 113 Retainers ...... 57 Kordrax ...... 122 Hiring Roll ...... 57 Laagewarden ...... 110 Morale ...... 57

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Rexberga ...... 119 Tadyffa ...... 125 Rhypossa ...... 115 Talents ...... 22 Ritualism ...... 141 Combat ...... 28 Rule Zero ...... 7 General ...... 26 Sanitanaros ...... 120 Heritage...... 24 Sara Juk ...... 121 Occult ...... 34 Seeymog ...... 111 Skills ...... 32 Selecta ...... 121 Tempelstadt...... 113 Setting ...... 70 The Roll ...... 8 Short Time ...... 10 Initiative ...... 16 Touraux ...... 111 Species ...... 16 Trade ...... 14 Short Tyleiroe ...... 116 Combat Style ...... 15 Ul´Bathor ...... 121 Health Level ...... 15 Ustev ...... 125 Short Vantage ...... 9 Talents ...... 16 Vejasomi ...... 123 Short Vices ...... 39 Vices ...... 16 Wajenaas ...... 111 Sigermundar ...... 119 Wajetaal ...... 111 Siksva ...... 125 Wallheim ...... 113 Skills ...... 13 Walzen ...... 111 Sky-Touched ...... 49 Wilde Anger...... 50 Solopolis ...... 116 Wolfshag ...... 114 Spaklion ...... 121 Ylien ...... 123 Stangr ...... 119 Yorazdal ...... 125 Stealth ...... 14 Yvyz...... 123 Strength ...... 13 Zigstain ...... 117 Tables ...... 146 Zzcrelm ...... 125 Taboriz ...... 123

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