Tales of Gargentihr
Tales of Gargentihr
Additional Contributions
Robert Eccleston
Jamie Reid
Special Thanks
Brian Mccutcheon
Chris Wilby
4
Pathsilker 82 DAM absorption by Skichan webs 122
Siltreaver 83 Fighting Against NCs 124
Streetman 84 Unusual Situations 126
Tavin 85 Unarmed Combat 126
Improvised Weapons 126
Sfj[[s Entangling Attacks 126
Skills and Their Use 87 Using Your Other Hand 126
Skill Levels 87 Similar Weapons 127
Success Tests 87 Mounted Combat 127
Opposed Success Tests 88 Ranged Combat 128
Inanimate Resistance 89 Special Ranged Situations 129
Set-Backs and Skills 89 Firing into a Melee 129
Fortunes and Skills 90 Aimed Attacks 129
Unskilled Attempts 90 Cover 129
Natural Skills 90 Situation Modifiers 129
Trained Skills 90
Speeding Things Up 91 Afeclianic.s
Skill Level Limitations 91 Time 131
Filling in the Character Sheet 91 Movement 132
Skill Descriptions 91 Land Movement 132
Agility Skills 92 Silt and Water Movement 132
Combat Skills 93 Game Time Movement 132
Dalshra Skills 94 Fitness and Exhaustion 132
Health Skills 94 The Energy Bar 132
Kai Skills 95 Fatigue 132
Knowledge Skills 98 Reducing Fatigue Points 134
Manipulation Skills 100 Encumbrance 134
Senses Skills 102 He~ling 135
Stealth Skills 105 Healing through Skills 136
Strength Skills 105 Wound Effects 136
Skill List 106 Blood Loss 136
Character Advancement 108 Collapse 137
Teaching and Practice 109 Death 137
Characteristic Improvement 109 Rushing the Job 137
Failing the Skill Roll 137
Com6at Medical Attention 137
The Risks of Combat 111 Untreated Injuries 137
The Narrator 's Role in Combat 111 The Tools of the Trade 138
The Combat Round 111 Treating Other Races 138
The Combat Round Sequence 112 Other Forms of Healing 138
Combat Rules 114 Natural Healing 138
Interacting with the Environment 114 Natural Damage 139
Situation Modifiers 114 Falling 139
Initiative 115 Asphyxiation 139
Movement During Combat 115 Swamp gas 139
Surprise 116 Fire and Heat 140
Ambush 116 Exposure, hunger and thirst 140
Preparing A Weapon 116 Poisons & Herbs 140
Combat Actions 116 Disease 140
Using Two Weapons 116
Fatigue 116 !Honour
Attacking 117 KAI 143
The Combat Characteristic 117 KAI and Honour Points 143
The Difficulty Factor for the Attack 117 Honour on Agasha 143
Combat Manoeuvres 117 Honour in the Clondis 143
Defending 117 KAI in Game Terms 144
The Defence Roll 118 KAI Levels and Society 144
Set-Backs and Fortunes 118 Personal Worth and Influence 144
Set-Backs 118 Intuition 145
Fortunes 119 Reputation 145
Location 119 Responsibilities 145
Determining Location 120 Honour Points 146
Damage 120 The Importance of Honour 146
Blood Loss 120 The Clondis Code 146
Wound Effects 121 Honour Through Association 146
Healing Wound Effects 122 Gaining and Losing Honour 147
5
The Clondis Aja 147 Ritual Belief 177
Clondis Favours 148 The Darklands 178
Membership Benefits 148 Kyashi 178
Ransom 148 Dreampaths 179
Favours 148 Gates and Warp-holes 180
Healing 149 Town Ha' esh Belief 180
Training 149 Enlightenment 180
Equipment 149 Belief and Sandis 181
Advice & Contacts 149 Essa Tracing 181
KAI, Fear and Insanity 150 Possession 181
Exorcism 182
9(yromancy Warding 183
Kyromancy 153
Terms To Learn 153 !Jfer6s
The Essence of Sa 153 Herbs and Their Effects 185
Dyce Syndrome 153 Mujo 187
The Treatment 154 Ways 187
The Fade 154 The Rituals 187
Kyroware 155 Aspects and Components 187
Phasing 155 Gudj 188
The Institute of Kyromancy 156 Other Ingredients 188
The Apprenticeship 156 Weight of Gudj 189
The Kyros Instructus 156 Gudj in Gameplay 189
Social Acceptance 157 Gudj in Combat 189
Appearance 157 Gudj Descriptions 189
Documentation 158
Kyromantic Factions 158 Mortals
Kyros Ebon 158 Chinte' F'har 195
Kyros Adelti 159 Racial Archetypes 198
Kyros Modare 159 Ha'esh 200
Creating a Kyromancer 159 Racial Archetypes 204
The Powers of Fade 160 Ja'Hansh 205
The Powers of Science 161 Racial Archetypes 207
The Sa Point Pool 161 Je'Khan 208
Game Play 162 Racial Archetypes 211
Phasing In 162 Jouk 212
Determine Sa Point Pool 162 Racial Archetypes 214
Pushing the Dyce Transformer 163 Karro 215
Using Kyroware 163 Racial Archetypes 216
Controlling Kyroware 163 Khostra 217
Damaging Kyroware 163 Racial Archetypes 219
Calculate Initiative 163 Myrdall 220
Using Additional Kyroware 163 Racial Archetypes 222
'Control' Skill Success Test 164 Roquan 223
The Success Test 164 Racial Archetypes 225
The Difficulty Factor 164 Ryamis 226
Control Skills 165 Racial Archetypes 228
Failing to Read Pattern 165 Sha-shen 229
Fortunes and Set-Backs 165 Racial Archetypes 230
Kyroware Devices 166 Windtrader 231
The Dangers of Kyromancy 172 Racial Archetypes 233
Weather & Sa 172
Gates and Warpholes 172 Creatures
Fade Flies 172 The Use of Creatures 235
173 Creature Combat 235
Improving Kyromancy
Gaining New Kyroware 173 Drive 235
Increasing Dalshra 173 Size 236
Using Technology 173 Initiative 236
Fixing Damaged Kyroware 173 Movement Rate 236
NC Kyromancers 173 Defence 236
HEA Success test 236
'Be{iel Fatigue Rating 236
Belief agick 175 Hit Success Test 236
The Ancients 175 Damage 236
NaturaJ BeJfof 175 Creature Descriptions 237
Spiritual Belief 177
6
Politics Be Careful 306
The Societies of Gevuria 251 Be Sneaky 306
The Chronological Society 251 Bluff and Lie 306
The Church of Sanctology 252 Fight dirty 307
The Geographical Society 253 Hide and Sneak 307
The Institute of Law 254 Good Kyromancy 307
The Academy of Martial Studies 254 The Spirit of the Game 307
The Institute of Medicine 255 Combat Notes 307
The Institute of New Science 256 The Law of the Land 307
The Institute of Kyromancy 257 Injuries 308
The Political System 257 An Example of Play 308
The Politics of Race 258 Tips For The Narrator 310
The Balance of Power 258 The Rules 310
The High Chamber of Lords 259 The World of Gargentihr 310
The Chamber of Gentlemen 259 Iyour Gaming Group 311
The Province Council 259 Gameplay 311
Law and Taxes 259 Use your common sense 311
The Overlords 259 Be Mysterious 311
The Cuari Headmen 259 Be Tough but Fair 311
Professional Titles 259 Keep it all moving 311
Expect the Unexpected 311
'Digest Keep the Characters Alive 312
The Gevurian Journals 261 The Narrator's Roles 312
Sa and the Planet 270 Create an atmosphere 312
The Sa-winds 270 Think Big 312
Sa-Storms 270 Think Gargentihr 312
The Seas of Silt 271 The Clondis 313
Features of the Silt-Seas. 271 Finally.... 314
Adventures At Sea 271 Scenario Suggestions 314
Technology on Gargentihr 273 The Plot 314
Gems 279 The Hook 315
Gem Reading 279 Some Twists 315
Tuning A Gem 280 Complications 316
Gem Summary 281 Scenario Ideas 316
'£,quipment Scenario
Currency 283 Enter The Clondis 317
Town Ha' esh Clothilng 284 Adventure Characters 317
Karro Clothing 285 Preparation 317
Armour 287 Running The Scenario 317
Skichan Web 287 The Plot 317
Foreign Armour 288 A Note on Characters 318
Other Items 288 Act 1. The Sanctor's Temptation 318
Standard Clothing 289 Act 2. Capper Way 319
Weapons 290 Act 3. Encounter With Myrdall. 320
Miscellaneous Equipment 293 Act 4. Meeting Gart Daltarian 322
Transport 296 Act 5. Cobbledock Street-station 323
Public Transport 298 Act 6. 'Tuo Trees' Klai-den 324
Technological Tools and Equipment 298 Act 7. Chase Through Tuo Trees 326
Services 299 Act 8.Chase Through the Streets 326
Act 9. Randall the Techler 327
(jamep[ay Act 10. The Windbays 328
Tips for the Players 301 Act 11. Inside Bay 26. 328
Developing your Character 301 Act 12. Death in the Dark 331
Character Archetypes 301 Act 13. To The Docks! 331
Character Quirks 302 Scenario Conclusion 332
Character Goals 302 Player Hand-outs 333
Friends and Enemies 302
Playing Clondis 302 Inde~ 334
Sample Term Events 303
Role-playing 306 Cliarac.ter Slieets
Better Gaming 306 Background Sheet 340
Characteristics and Skills 306 AC Sheet 341
Interaction Between Players 306 Kyromancer Sheet 343
Interaction with the Narrator 306 NC Sheet' 344
Hints and Tips 306
7
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liim, a cacopfiony of cofour ana souncl 'Tu '[fiu, fiis native trac/(fr, utterea sometliing in liis unpronounceaMe Jfa 'esfi
tongue anti pointetf into tfie near6ygreen canopy. Severa[ figures movedfrom [eft to rig/it, maskstf,6y tfie vegetation .
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to imaginary spirits ..'Iliis same man iuiis tfie 6est cfamneascout tfiat he haa ever seen. It was as if he ana tlie
forest were a part of eacfi ptfier. 2\f,mark,a6fe, quite remar/(ghfe..
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that name of revetence wfiicfi tfie :J{a 'e.skoftrret& fiaagiven fiim}. 'Despite tfieir simp[e ways, .9Lnaricfi fiai
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. VineancfEusfi. 'Tu '[fiu stoocl communicat.il(g wit~ j-{a 'esfi cfressed in simp[e ro6es. 'They usea tfie Si[ent Way,
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ezyforer sa[uted liis (jo£ ·
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~ l. . --
'WeCcome to f:Jargentiftr
This fantasy role-playing game takes place in the imaginary world
of Gargentihr, an alien land far removed from our own. The play-
ers will take the role of adventuring individuals and will attempt
to uncover the mysteries of this alien world.
If you are familiar with the concepts of role-playing games, then
'Tales of Gargentihr' should be relatively easy to pick up. If this
type of game is new to you, then it is best to learn a bit about
role-playing before you get swamped by rules. This section has
been designed with you, the humble novice, in mind.
Role-playing is a mixture of story telling, improvisation, acting
and dice-rolling, best enjoyed in a group of between four and
eight players. One player chooses to play as a referee and is
known as the 'Narrator'. The others all take the role of an 'Ad-
venturing Character', or AC, and must work and interact with
each other to solve problems and adventures prepared by the
Narrator. As the story unfolds, the players ' actions, mixed with
luck and the will of the Narrator, determine the outcome of events.
This book has been designed for use by the Narrator of the game.
This is the person who will run the adventures for the other play-
ers, and therefore has access to rules and information that no
other player should read. Only the Narrator is allowed to read
every part of the book. If you are going to be a player, then ask
the Narrator which parts you are allowed to read.
The basic game of 'Tales of Gargentihr' concentrates on the
continent of Agasha, which contains several of the dominant
races of Gargentihr. Future supplements will deal with some of
the other continents and their inhabitants.
Leaming to play
It takes a little time to prepare to play a role-playing game. One
player must choose to become the Narrator and must read through
the rules to learn the basics and get a feel for the game. You're
probably looking at the book and thinking, 'I can't learn all of
this!' Well, don't wcmy because you don't have to. The rule-
book is like a dictionary; you keep it beside you during play for
reference when you get stuck. Once you get used to playing the
game you will find that you use the rulebook less and your im-
9
ant steam engines deep within the shadowed laboratories of the
Institute of Kyromancy. The Narrator will create scenes such as
this and place the other players into them.
The main parts to learn before you play a game are the skill
rules and the combat rules. You can save Kyromancy until you
have the hang of the basics. All of the other rules just add more
detail to Gargentihr. If the Narrator doesn't like any of them,
then he should leave them out. Part of being a Narrator is know-
ing what to use and what to ignore, but you can pick this up as
you go along.
P{aying a !l(p{e
The Narrator must take each other player aside before the game
and have them create a character to play. Basically, this charac-
ter is you; you assume the persona of your character whilst you
play the game. You must think and act like your character, and
make the decisions that you think that he would make. Your
character has certain skills and abilities that are noted on his
character sheet.. It is these numbers which are referred to during
play when your character attempts to use one of his skills. Skills
allow you to fight other characters controlled by the N airntor,
scale giant trees, move quickly through the busy streets of a
Gevurian bazaar, and any number of other tasks. They represent
the abilities that your character has in many different fields of
expertise.
Imagine that you were playing a gruff military sergeant. You
would deal with a fellow soldier far differently than you would
a deserter. It's this type of thinking that is the basis of role-play-
ing, with you making all the choices that your character has to
make. It's like being in a film, but with no concrete script to
follow. You decide what the best course of action is and interact
with the other players' characters and any other characters con-
trolled by the Narrator. You control your character's destiny and
lead him on to greater things.
When you play regularly, the sessions join together more
smoothly, forming a campaign. Think of a campaign as linked
episodes of a long-running TV show. You get to know all of the
main characters and settings, and you see the whole thing de-
velop into an ongoing story. The campaign has a sense of conti-
nuity which is developed through the use of recurring themes,
characters and places. The players continue to use the same char-
acters and see them develop, age and gain experience as the
game continues. Trusted friends and old enemies can make sev-
eral appearances, turning up to help the characters when they
are in trouble or thwarting them just when victory is in sight.
Time will pass during a campaign, and characters will grow older
and wiser. Likewise, the people met and the places visited will
change and develop. The characters will find that their previous
actions will always alter other peoples perceptions. If the char-
agination more. acters protected a Ha' esh village from ravenous monouth, then
they may be welcomed back later in the campaign. If they have
The other main reason for reading the book is to learn about the insulted a Khostran house Chee, then they may remain enemies
world of Gargentihr. As you read about the jagged black spires of that House in the future.
of Jevin, you begin to imagine what they look like. You are al-
ready beginning to role-play as you create the image in your Role-playing games have a life of their own, growing and mutat-
head. Now picture the gaunt figures of the Kyromancers as they ing behind the players' backs. The world which surrounds the
walk through the black marble halls of Jevin. Smell the pungent characters is a living environment which, like the characters, will
aroma of electricity and hear the constant thrumming of the gi- develop and alter during the course of the game. Large scale
events, such as war and famine can change the campaign for
10
soot-blackened halls of the Institute ofKyromancy? Perhaps they
A Brief Note for the Narrator
are there to steal a valuable gem from a powerful K yromancer.
For ease of expression, all references to the players and the Nar-
Maybe they are to meet a fellow Clondis within the Institute.
rator use the masculine pronoun. This should in no way be inter-
Once the Narrator has provided the players with the task it is up
preted as excluding either female players or characters: it was
to them to complete it. He provides the setting, the mission and
just easier to write this way. Some of the very best Clondis are
the details. They must now decide what they are to do next.
female, battling against the draconian attitudes of the Karro on
this subject. We have tried to give you as many ideas for scenarios as we
could throughout the rulebook, and a starting scenario has been
Whilst we're doing the disclaimers, it should be noted that 'Tales
included to help you to run your first game. We will be publish-
of Gargentihr ' is just a game. We do not believe that any of the
ing further scenarios in the future which will add further back-
races, gods or monsters described within this game actually ex-
ground and adventure to your campaign.
ist. and neither should you. This is role-playing, and some sec-
tions of the rules have been written from the point of view of a
Gargentihrian native. This does not mean that we believe in the 'Wliat 'The P{ayers '1Jo
Church of San<lis, or any other religion or cult described within. The players listen to the Narrator's tale, and must decide what
they are going to do. This is where role-playing greatly differs
from most games because there is no board to move around.
good. The campaign game is like a good series of novels; it con- The players can do what they please; it is up to the Narrator to
tiirnously builds on what has gone before, whilst still adding new keep them in line with his story.
twists to the story.
The players work as a team, but they are not in opposition with
the Narrator (actors don ' t generally compete with their director).
Pfaying 'The fjame The Narrator is there to guide the players and turn their deci-
The Narrator gathers all of the players together to play a session sions into part of the on-going story.
of the game, which can last anywhere between two and six hours
(sometimes longer if you're totally insane). This is a social hobby
and you play around a table, with the Narrator seated at one end. 'The Continuing S torg
He starts play by setting the scene and the rest of the players then The game continues in this way. All of the scenes take place in
decide what they are going to do. the imaginations of the players and the Narrator. It's like reading
a book rather than watching a film. You imagine the drama and
Sometimes the players' choices are easy to make (If, for exam- action in your head. The only real difference is that you decide
ple, someone is shooting at you, you dive for cover) but role- everything that your character does.
playing is often more complex than that. What would you do if a
dubious-looking fellow came up to you and offered you the chance The Narrator can use maps, pictures and props to harness the
to make a quick buck? Your character might be interested and player's imaginations and to ensure that everyone is on the same
would listen to his offer, he might be offended and walk away;
he might even start shouting for the cops! The point is that in
role-playing the decisions are all yours.
11
wavelength. He is like the playwright detailing the scenery in an
act. If everyone pictures the same scenery, then everyone can
!l({Jfe-p{aying 'Equipment
As you will have gathered by now there is no board in role-play-
interact in each others imaginations.
ing games. All the action takes place in the imagination of the
The game can last for as long as the players remain interested. At players, with the NruTator describing what is happening and where
first you will play small scenarios which are like the half-hour it is happening. There are, however, certain items that are still
episodes of your favourite TV series. The same characters are in required to play 'Tales of Gargentihr' as well as items that might
it every week, but the story changes. Eventually the story be- prove useful. You will need -
comes more solid as you learn more of the world and more about
A copy of this game. This gives you all the rules and
the characters. You move on to adventures which are like films;
background needed to play. The book may seem daunt-
more involving, more exciting, more epic.
ing to read at first, but bear in mind that its main use is as
Eventually the game becomes more than this. Intricate sub-plots, a reference guide during play
cameo appearances, deep and subtle themes, dramatic flashbacks,
Dice. Certain dice are used to play 'Tales of Gargentihr'.
love and death all become part of the ongoing campaign. Your
If you have played a role-playing game before you will
once a week meetings really do transport you to a land more real
probably already be familiar with the types of dice used
than any found in book or film. Try getting that from a game of
in this game. If you have not, then a small explanation is
Monopoly!
needed.
D6 - Everyone is familiar with the standard six sided die
~ 'Basic,s of P{aying. used by most board games and these are used to a small
One of the most difficult concepts to grasp is the idea that there extent in this game.
are no winners or losers in role-playing. The purpose of the game
is to enjoy yourself by interacting with the other players. As a D 10 - These look very different to normal dice but they
Narrator, you are in charge of the game, and must teach the other are read in the same way. When the die has been thrown,
players about Gargentihr. This is a social hobby rather than a read the uppermost face and ignore all of the others. Un-
competition, and every player must work together to complete like most games using D 10, however, read 0 as a zero
the adventure that has been designed by you. and not as a 10. This will give a number between 0 and 9.
The job of the Narrator is to provide the players with tasks and D20 - Reading the topmost face of these dice will give a
to play the parts of all other people met during the adventure number between 1 and 20.
(The Narrator's Characters, or NCs). These people will include There is also a certain terminology used by role-playing
both friends and enemies of the players, and each must be re- games when talking about dice. To describe a die with a
garded as a separate entity. Role-playing is like acting out a film, certain number of sides the letter 'D' is used, followed
with the players reacting to information provided by the Narra- by the number of faces the die has. (E.G. D6 means a six
tor. You have to set the scenes for the adventures, and must guide sided die, and D20 means a twenty sided die.) If this is
the players through your stories.
12
preceded by another number such as 2D20, then this
number shows the number of dice to throw. (E.G. throw
'Ifie '1Jarf(Cantls
two twenty sided dice and add the two numbers together.)
Pencils and paper. These are handy to have for players
to write notes to the Narrator if they don't want the other
players to know what they are doing. This saves the Nar-
rator taking the player out the room and holding up the
game. They will also prove useful for the players to keep
maps and notes on, and for the Narrator to draw quick
maps for the players.
The Darklands are a mystical place that exists invisibly along-
Models and scale paper. Many players find that by us- side the world of Gargentihr. It is a symbiotic world that both
ing lead models and scenery to depict the action it helps produces and receives all of the Sa-energy found on Gargentihr.
them to better picture what is happening. Although 'Tales When a mortal dies on Gargentihr the Sa stored within his body
of Gargentihr ' models are not yet available, many suit- passes through to this other world, where it is absorbed into the
able models could easily be found in any good games River of Souls. These two lands occasionally meet in places where
shop. Models are completely optional but they can help the Dreampaths are weak, and reality is warped.
show the scene to the players, and they can cut down on
The Darklands are the source of many terrible legends and tales
arguments. If a player places his model to show where he
of powerful beings that exist on Gargentihr. This fantastic loca-
is in a room it will be difficult for him to argue about his
tion is also known as the Non-place, or the Otherworld. It is
position later. ('No! I said Palmer was 2 yards LEFf of
described in more detail in the Belief chapter.
the door!")
13
this solid silt bridge for several seasons before the continents are 'Wor{t{ 9listory
once more pushed apart.
All of the details of Gargentihr's past have been written from the
The inland continental lakes and rivers are similar to those found view of the natives. The old ways, and the mysterious race known
on the Earth, and flow down to the seas of silt. The river estuar- as the Ancients, are now just fading legends and still open to
ies are strange places where water flows into silt, causing unu- much speculation by scholars . The power of the Ancients still
sual, gnarled crystalline structures. The mist-shrouded bays of reaches through the centuries to effect the current inhabitants of
Gevuria contain many clusters of this bizarre coral. The crystal- Gargentihr.
mine stations of the Karro have been built to collect this strange
Gargentihr is still young and all the races are beginning to de-
energy-mineral.
velop technology and sciences that have never been encountered
Gargentihr has a remarkably adaptive and hostile environment. before. At the time of our tales, several races are at the verge of
Most specimens of native flora and fauna are far hardier than leaving the old ways of magic and nature behind and embarking
their Earth equivalents, for they must learn to adapt to their ever- on an exploration of new disciplines . It is a time of great learn-
changing climate. The wilds of Gargentihr are filled with the ing and discovery but also a time ofloss; the magical ways of the
colourful, the exotic and the deadly. Only the bravest and most race known as the Ancients are dying out and only the more
fool-hardy dare to explore the unseen comers of Agasha, for death remote peoples of the world have access to this near-forgotten
lurks around every comer. knowledge.
The two polar silt-icecaps are the only two stationary bodies on
the seas. Lesser fragments of continental shelving, known as rock
ships also drift silently across the oceans of silt, and are small
'Ifie Infia6itants of (jargentilir
Man is not alone on Gargentihr. There are several intelligent spe-
enough to occasionally reach the shorelines of the larger conti- cies on the planet, including the different human races. The Mor-
nents. Many rockships are still large enough to carry their own tal Races chapter describes the inhabitants of Agasha, the conti-
ecosystem, with the largest being over 100 miles in length. nent on which the basic game concentrates. For simplicity, we
Only the Chinte' F'har and the Windtraders have mastered the have described the two main human races of the basic game be-
art of navigating across the silt oceans, thus long-term contact low:-
between continents is extremely limited. The Karro are the protagonists in the basic game. They are a
young and dynamic people, dedicated to the advancement of their
Jilgaslia race. They have recently arrived on Agasha and have claimed
the southern realm of Gevuria as their own. The Karro continue
Agasha is one of the smallest floating continents found on the
to explore the 'New World' of Agasha, and take their cultural
silt-oceans of Gargentihr. The High Navigators of the Chinte'
beliefs deep into the dangerous swampland that smrnunds them.
F'har believe that the continent is 1500 miles long and over 1100
miles wide. The many natural bays found around the coast allow The Ha'esh (Hy-essh) are the natives of Agasha. They are a
much coastal trade, but few vessels dare to try long distance travel splintered and passive race who have been oppressed by the more
across the seas of silt. Agasha is currently drifting north-east- aggressive peoples of Agasha. The Ha'esh are currently torn be-
wards and is moving towards an undiscovered new continent. tween the old traditions of their ancestors, and the new ways of
the Karro. The town Ha' esh are those that have been engulfed by
the culture of these invaders, whilst the swamp Ha'esh remain
Three Humans of Agasha; Ha'esh, Jouk true to nature and the old ways, and are feared by the Karro in-
vaders because of this.
and Roquan.
14
this new civilisation. The town Ha'esh are still regarded as back-
ward second class citizens by most Karro and must constantly
(jooa ant! '£,vi[
fight against prejudice. The towns of Gevuria have segregated The forces of the Darklands are always lurking on the outside of
sections called 'Gei-slums' where the town Ha'esh clans live in reality, looking for ways to exert their power in the other world.
poverty. These Ha'esh clans retain their ties to their ancestral Many of the creatures of the Non-place are not evil, as such, but
traditions but have lost much of their contact with the swamp they have very alien motivations from the mortals of Gargentihr
clans and the Kyashi. and could be perceived as a great threat. Some, such as the kull,
thirst for the souls of the living and will attempt to break through
to Gargentihr to steal fresh Sa.
'Tecnnofogy arulSa
'Ilie Clont!is
The Clondis of Agasha are a legendary organisation which strives
to help the poor, the innocent and those in need. This network
has infiltrated most of Agashan society and their Clon-halls can
be found almost anywhere. The Clondis remain hidden amongst
the shadows of society, pulling unseen strings. Their anonymity
is their shield, allowing them to act outside of the law when the
cause is just. They answer only to their own strict code and fear
no others.
The Karro, and some of the other mortal races, have turned their
back on the old ways of the Ancients, and wield the new powers The A Cs begin the game as members of this honourable organi-
of technology and science, despite the Church's disapproval of sation. Theirs is a station above that of mere adventurers and
such things. Agasha is in the midst of a renaissance period the hired swords. The players must rise through the ranks of this
likes of which has never before been witnessed on Gargentihr. hidden society, so that they may help to shape the future of Gar-
Technology is advancing at a great rate, with the Karro riding gentihr. The Clondis are separated into smaller regional organi-
the crest of the innovative wave. sations called Clon-Halls. It is up to the players to champion,
and to bring honour and prestige to their own Clon-Hall as they
The Church of Sanctology sits in a precarious position between strive to change the world.
technology and their god, Sandis. Whilst they disapprove of the
casual use of 'soul destroying' science, their own Witch-hunters
use both Sa and technology to carry out their holy purges.
The Kyromancers attempt to merge the natural powers of Sa with
the new skills of technology. They are the only group known to
practise this strange mixture of the dark arts and they are re-
nowned and feared across Agasha.
!J(f,{feion
The Church of Sanctology ruled with absolute power on the KatTO
home continent of JLathrnir. This control over the Karro has slowly
diminished as the ties with Lathrnir were severed, and the new
Societies were introduced. Now the balance of power lies in fa-
vour of these Societies, with the Geographical Society standing
head to head with the Church. The Karro are tom between their
new republic and their god.
The Ha' esh of the Karro towns have been fully indoctrinated
into Karro civilisation and rarely venture into the deep swamps.
The Church of Sanctology has converted many of the town Ha' esh
to Sandis. These Ha'esh see Him as the Great Kyashi who rules
over all others. They still believe in the other Kyashi but can no
longer summon or communicate with these creatures. Town
Ha'esh religion is ancient ritual mixed with the more sombre
modem services of the Church of Sanctology.
The wild Ha'esh clans of the swamplands still worship the vast
pantheon of Kyashi and can call on the powers of these creatures
of the Darklands. In some remote plantations and within the Gei-
slums of the swamptowns some town Ha' esh are returning to the
old Ways and can use the powers of the Ancients once again ...
15
\0
,.......
JlqJLSJ{Jl
Miles
I I I I HHI
0 60 120
1(ai ant! !Jforwiu· to the perils of swamp travel. Crumbling ruins, plague-ridden
plantations, Kyashi shrines with their ichhan followers, and the
Each character will have separate aims and goals, depending on
Ha' esh clans that still use the powers of Belief Magick all offer
his background. There is one achievement that all ACs should
possibilities for adventure and danger.
seek; the improvement of their self esteem and personal worth.
'Tales of Gargentihr' is a game about the quest to become a hero. A network of rough gravel roads spans the southern swamplands
Every player should strive to act heroically in their attempt to that join the main cuari villages of the Ha'esh to the sprawling
gain honour within the Clondis, for this is the main object of the stone mass of the Karro swamptowns. Each of the eight Prov-
game. In 'Tales of Gargentihr', the collection of Honour Points inces has many separate laws and customs that can complicate
(HPs) is far more important than amassing great personal wealth. matters for the players. The swamptowns of Gevuria are all de-
scribed in the Travel Path. All players start as Karro (or perhaps
Ha'esh brought up under Karro rule). The players will have heard
'Discovery the rumours of the ancient Ha'esh clans living within the swamps
The basic game revolves around life within the more civilised but will have never met these people.
areas of Gevuria. The characters all come from a populated area
and have had little contact with the dangerous wilds of Agasha. Gevuria is a growing empire ruled by a race of explorers, inno-
As they strive to make a name for themselves the players will vators and scientists. The land close to the coastline and sur-
have the chance to encounter the other cultures and realms of the rounding the swamptowns has been cultivated and tamed, but
land. the majority of Gevuria remains deep, dark and mysterious. Travel
across land is slow and dangerous, with water and silt travel of-
'Tales of Gargentihr' explores the clashing of two human cul- fering the main transportation routes.
tures, the political intrigue of the new realm of Gevuria, the en-
countering of other races found on Agasha, and the conflict be- The Karro continue to change the land around their home, and
tween the new and the ancient. It is a time of exploration, but meddle in the affairs of every other realm on Agasha. They have
also of change. The Clondis are thrown into the midst of these already successfully integrated a few of the Ha'esh clans into
struggles, and may perhaps themselves add to the tales of Gar- their culture and continue to expand northwards. The nations of
gentihr. the Khostra and Je'Khan are more worried about their restless
Karro neighbour than they let on, but political bickering keeps
both these realms from acting offensively. Gevurian life, politics
'11ie Lant£ of.9lgasfia and outlook are described throughout the rules and form the ba-
sis for the game.
The continent of Agasha is one of the smallest floating conti-
nents found on the silt-oceans of Gargentihr. The many natural
bays allow for coastal sea trade, but few vessels dare to try long
distance travel across the seas of silt.
Agasha's current climate is sub-tropical with severe storm sea-
sons. The mountain valleys are cool and dry places, ravaged by
the mighty Sa-winds that carry Agasha eastwards over the silt
oceans.
fjevuria
Gevuria is situated to the south of the continent around the Bay
of Mists. The capital is the great city of Treth, on the East coast
of the bay. From here the mighty Societies of the Karro rule their
surrounding lands. This realm is home to the Karro, who arrived
ninety years ago, and also home to the native Ha' esh, many of
whom remain hidden deep amongst the uncharted swampland of
the realm.
Much of Gevuria is nexplored and there are many Ha' esh tribes
deep within the swamplands who still follow the rituals and ways
of the Ancients. The Karro empire lost contact with many outly-
ing Church missions, plantations and worm-farms when the Blood
Scourge struck in the 1530s. It is only now that explorers are
reaching the areas that were cut off at this time. Many ruins of
old Karro settlements still lie silent amongst the thick green vines
of the swamp.
The western swamps are filled with Je'Khan hunting parties,
Khostran siltreavers from Joss, Therrazha guerrillas and the
myriad hostile forms of flora and fauna that lurk under the green
canopy. Heavy Sa-storms and poisonous thick swamp mist add
17
%asfian (jeograpny Ja'9fa{{
Gevuria is the home realm of the ACs, but it is only one of the The lofty peaks of the Diamondhead Mountains lie to the
countries that make up the continent of Agasha. The map on the west of the swamps. The green valleys of Ja'Hall on the west-
previous page shows the eight separate realms of the land and ern slopes are home to the wondrous herds of horses raised
also some of the more important geographical features. by the Je'Khan in their breeding pits. The plains are amongst
the most beautiful areas of Agasha but the Je'Khan value
their privacy and outsiders are unwelcome in this fair land.
Mountain 9{p,nges
There are four main mountain ranges on Agasha. Every Je' Khan sister-clan is territorial, warlike and proud.
Border disputes are common in this land, as each clan strives
The Ti-Hond Fire Ridge is an active volcanic mass of dark red to rule the entire nation. The Je' Khan are suspicious of stran-
rock and sulphurous gas. Rivers of lava slide down into ancient gers and will kill suspected spies on sight. The sister-clans
Myr caverns and isolate the ridge from the surrounding lands of travel with their horse herds during Raintime and Gathering,
Ghent. Only the huge Archstone Bridge crosses the deep lava and return to their kamarru after Adrach.
gorge and allows access by foot.
Ja' Hall is a land of lush highland valleys and pine forests. It
The Diamondhead Mountains run from the north to the south of slopes down to the rocky western coast of Agasha across wide
Agasha and is the oldest mountain range on the continent. The fertile plains . The western Diamondhead range remains cov-
upper slopes of the taller mountains are sprinkled with diamond ered in diamond dust for most of the year. The great spired
dust in the colder seasons and the entire range is riddled with city of Gho'ja-Keehan is the disputed capital of Ja' Hall. It is
Myr passages that were created before time began. owned by the Ko-han sister-clan and trades freely with the
The Black Ash Mountains split the western lands of Agasha. Roquan of Ghent.
This range may not reach the heights of the others but is the area
with the most volcanic activity. The Black Ash mountains pro- J1Ltlventuring in Ja '9la[{
duce a dark choking soot that blows down the eastern slopes and
Ja'Hall is a lush, rolling hilly land of beauty and danger, with
into Khos-Tavar. This ash has formed black dunes on the eastern
cool rivers meandering down to the rocky coastline. The cir-
slopes and valleys of the range. The ash sticks to everything and
cular domed settlements of the J e' Khan are scattered across
all who travel through the area emerge with a black powder coat-
the land, and the wild herds of horses sweep .majestically
ing.
across the plains. Travelling Je'Khan bands stay in arched
The Skycutter Mountains cross the north-western corner of Aga- wigwams and live off the land.
sha. These are the highest mountains to be found on Agasha and
their peaks pass through the low lying clouds of the area. The
slopes of the Skycutter Mountains are steep and lush around the
base but become increasingly barren and rocky as you approach
the peaks. The upper slopes that constantly lie surrounded by
cloud are covered in diamond dust throughout the year and the
air is thin and freezing. Fantastic crystal dust formations lie in
hidden caverns across this range.
Swampfantfs
There are two main areas of swampland on Agasha; one in south-
ern Gevuria and one in eastern Khos-Tavar. The swamps of Gar-
gentihr are strange places where water meets silt and the result-
ing reaction produces valuable coral formations and a thick, dan-
gerous fog. All swampland holds many hidden dangers awaiting
to snare the unwary.
!Forests
Agashan forests are mostly dark, dense and lush places filled
with a multitude of strange flora and fauna. The forests near the (jlient
wet swamplands are jungle-like with many twisting vines and
The north-west of Agasha is a remote land of heavy Sa-storms
giant gei-trees. The inland forests are ancient places filled with a
and strong winds. The eastern land has suffered from the Jouk
wide mixture of giant pines and gnarled deciduous trees. A thick
Sa-wars of the 1300s, and the later Je'Khan horse raids. The
moss is common underfoot and the air is often dense with pollen
Sarra Lon are the mighty cities of Ghent which have held
far heavier than that which is found on Earth.
against all invasions and now house the Roquan rulers of the
realm, but the land around them is dying. The mist-laden
moors of the east are blackened and dead, and the villages
are cold and silent. Every Dreampath in Ghent has been weak-
18
within such a place although many adventurers have trav-
elled there and never returned.
Tellah lies to the east of Ghent, across the Red Coast. This realm
is known as the 'land of salt' due to the huge salt flats found to
the north of the Diamondhead Mountains. Tellah is the home of
the Jouk, who stay in their ranches and cities scattered across the
north. The capital is Isha-Kabar. This city is built around a huge
mesa which houses the Jouk's living goddess, Isha. The canals
of Tellah stretch north across the salt-flats and reach the coastal
towns.
The salt-flats cover the central plains of Tellah, and appear to be
made of a Sa residue. Only the gressh can survive unaided out in
this desolate area, and are herded by the ranchers known as Ho-
keym, who ride horses bought from Ja' Hall. Giant mesas of salt
cover the barren land, and house the dangerous wild gressh. The
Flats are 1O' high, and have a network of land canals running
across them. These natural channels occur when gressh eat their
way through the high salt plains.
The Jouk are mostly an oppressed people controlled by the state
religion. All Sherraq, Kyromancers and other Form weavers have
been banned, and all users of Sa are immediately executed. The
Jouk are utterly terrified of all forms of Sa-manipulation, and
will religiously hunt down users of Formweaving and Belief
Magick. Like Gevuria, the Tellahns have integrated many local
Ha' esh clans into their culture.
ened by the huge Sa-storms and Jouk Mage-wars, and many
warpholes can be found in this realm. The roads of Ghent are !JLJ{venturing in 'Ie[[a/i
dangerous places, with Je'Khan raiders, mercenaries, and Tellah is a frontier land of wide-open plains and dry salt-flats.
Darkland creatures prowling in the night. The domed gressh ranches of the Jouk are the only settlements
The western forests of Ghent are deep and forbidding places deep in this vast, dry desert, but there are rumours of Ha' esh
filled with many unusual and rare herbs. Ja'Hansh jutes have clans living deep within the rocks of the salt-flats. A 10' high
been known to make the long and dangerous pilgrimage to white salt-crust maze spans the plains, with sharp white mesas
this area for the rich maggot breeding-grounds found within. cutting the sky. Long, narrow water canals cross the land carry-
The Cyatim freely wander in this forest and trick unsuspect- ing cargo and traders to the silt coast.
ing mortals into aiding their dark plans. The Jouk towns are small clustered domes joined by long stone
The constant smoke screen of the Ti-Hond Fire Ridge can be passages often spanning several miles in length. The sprawling
seen from as far as western Tellah and is home to both an- mass of Isha-Kabar radiates out twenty miles from the central
cient Myrdall and the Ryamis wing-kin. This land is rocky mesa, and is a den of intrigue and trade.
and barren, filled with ancient caverns, and high smoking
stacks of deep red rock.
!JLJ{venturing in (jlient
Ghent has a dark and forbidding feel to it, and is filled with
legends of horror. The local Roquan and Ha'esh of the vil-
lages are quiet and superstitious folk who fear the night and
strangers. The shutters are drawn at night as the mist rolls in
over the moors, and the night-kin roam the land. The three
mighty Ghent cities are each carved into the sides of impos-
sibly huge boulders, and offer sanctuary in a forebiding land.
The western forests are deep and menacing, filled with eerie
screams and haunted ruins. The moors are fire blackened and
dead, and the Sa-storms are strong and dangerous. The ruins
of the Mage-city of Kal-Ragan remain untouched under a
strong Sa-field. No-one knows what strange powers lurk
19
Halla, and are known to pay their guards well.
The lower valley is one of the wildest and most dangerous areas
of Agasha. Imagine the scene of a comboat chugging down the
river through the ruins of a once huge city, now covered in a
blanket of ivy. Dark figures move through shadows on both sides
of the bank, and the Shevin know that it is only a matter of time
before the brood's attack begins ...
'llliastor
The wild and desolate area known as Vhastor is situated in the
centre of Agasha. These plains often witness huge Sa-storms and
flow with many strong Sa-winds. Vhastor is a realm of unsettled
weather and is criss-crossed with unknown Dreampaths. The
Ha'esh clans of the area have remained true to the ways of the
Ancients and have many ties to the land. They can use all forms
of Belief Magick, and have a far more primitive culture than
those found elsewhere. Their blue tattooed symbols hold much
power, and are painted onto rocks across the realm. These stones
hold their own powers which may be triggered by unsuspecting
travellers.
Strange creatures riddled with Sa-mutations have been sighted
by merchants brave enough to traverse this barren land. The hills
and valleys to the sides of these desert plains are scattered with
strange Myr rock formations , silent, mossy ruins and tattooed
Ha' esh wildmen.
J1lilventuring in 'Vliastor
The walled valley of Halla was once the pride of the north and a This is the only realm on Agasha that does not have a ruling
part of the Tellahn empire. The upper valley walls still stand on body of some form. The three main possibilities for adventure
both sides of the River Halla and are 30 feet high with a main are the Rockflows, the ancient town of Myrador, and the arrival
trading road running between the guard towers which are situ- of the Thar-Hei in the area. All of these are covered elsewhere in
ated every ten miles. Thirty miles down from the T'Halla min- the rules.
ing town and trading centre, the great walls begin to crumble
into disrepair; a reminder of the terrible Blood Scourge that hit
the valley and wiped out almost all the Jouk of the area.
Thick, dense ivy forests cling to the ruins of the wall along this
area and spread out into the deep forests of the land. This land is
now a wild place, and houses many brigands, outcasts, thieves
and creatures of the Darklands. Further down the west bank, a
large Brood community has built its home in the ruins of a for-
gotten Jouk town.
T'Halla is a wealthy trading centre which ships much of its mined
copper and Myr metals down the river to the coast. This journey
is a dangerous one, but worthwhile for the braver merchants who
risk the river. The Jouk who rule T ' Halla were sickened at hav-
ing to pay extortionate taxes to Isha-Kabar and have used the
Blood Scourge as an excuse to rebel against Isha. Tellah does
not have the resources to attempt a frontal assault on the walls of
T' Halla, and has finally lost control of this valuable mining town.
J1lilventuring in !JfaUa
Halla is a war-tom area filled with mercenaries and soldiers for
hire from every realm. The band known as the Revelstone Reavers
proudly holds T'Halla from the Jouk of the north. Entry to the
town .is not easy, but the wealth of metal within makes it worth-
while. Traders always require protection when sailing down the
20
Exploration through the deep jungle slopes will lead the ACs to
the lair of the High Chinte', where they may discover the secrets
of diamond-glass, Chinte' customs, and the frozen peaks of the
Skycutter Mountains. This area holds many Ancient secrets, un-
known even to the Ja'Hansh of Ne'Hal.
~s-'Iavar
Khos-Tavar is the realm of the Khostra. The dark grey plains of
ash sweep down to the east of the volatile Black Ash Mountains
and cover the land with a dull cloak of infertile soil all the way to
the Halla bay. Across the rest of the plains lie the great Patharr of
Khostran nobility and the harvesting collectives of their poor
underlings. The vast living jungles of the mysterious Sha-shen
cover the eastern coast and continually spread west, kept in check
only by the chemicals brewed by Khostran Poison Lords.
Khos-Tavar is a difficult land to travel across, for the Khostra
are a paranoid and suspicious race. The players should have much
In the north-east of Agasha lies the mountainous realm of Yaskal.
persuading to do if they choose to cross the Plains of Ash. Those
This rugged land contains many inland seas, channels and is-
that travel without an omen-sha will have a great many prob-
lands that are home to the Chinte' F'har. These traders can be
lems. The Khostra of the collectives are far less dangerous, but
found in the open island cities around Trassha Bay and their set-
are very suspicious of outsiders, fearing that they might be spies
tlements are amongst the most cosmopolitan in all Agasha, with
for the local lord.
representatives from almost every race found there.
The Ja'Hansh City of Knowledge, Ne'Hal, is situated in the cen-
Sea Chinte' ports are a collection of vine-covered tiered coro,
tral plains of Khos-Tavar, and the Khostra welcome this race
bridges and canals. The markets and bazaars are always brim-
freely within their borders. This magnificent city houses the best
ming with goods from across the silt seas, as only the Chinte'
libraries and schools on Agasha, and remains under the protec-
can cross to other continents. The giant sarakem often frequent
tion of every Khostran lord.
the Windbays ofYaskal, and the Windtraders are more commonly
found here than in any other realm. The Sharheel forest is the most unexplored area of Agasha, and
the Sha-shen should be used as a mysterious and alien race, little
The coast of Trassha Bay is a breathtaking collection of high
seen by the other races. The lure of gems, herbs, and the Khos-
cliffs, fjords, sea stacks, rock-ships and areas of thick silt-crust
tran ruins of Gee'Tha should make for interesting encounters
which hold many coral gems. The narrow sea channels sided
with the Sha-shen.
with huge mountains give these waters a claustrophobic air and
are haunted by siltreavers from Jagan and Joss.
The high mountain valleys of Yaskal are covered in dense forest .9lt!venturing in ~s-'I'avar
and jungle, with many tiered paddy fields on the lower slopes. The Khostra are a cunning, devious race. Their taboo on carry-
The High Chinte' fortresses of the area hold the decadent rulers ing weapons openly, and their sly political and social backstabbing
of Yaskal and the diamond-forges of the glass makers. They jeal- make Khos-Tavar the perfect location for the ACs to be sent as
ously guard the secrets of their glass with beam-rods and high emissaries for Gevuria. Inter-House politics are filled with com-
walls, and will never let any non-Chinte' into the Family for- plex rituals and may prove deadly. Quests to Ne'Hal and the
tresses. Sharheel forest are other good hooks for adventures in this realm.
The upper peaks are covered with diamond-dust, and suffer from
severe Sa-storms. This land holds few inhabitants and remains
freezing for the whole year around. Diamond dust storms blind
all who are caught in them, shattering even Chinte' masks. The
crystal caverns of these remote mountains hold many hidden An-
cient cities, and are riddled with weak Dreampaths .
.9lt!venturing in 'Yasl(al
Yaskal is a wondrous land of deep channels of silt and jutting
mountains which scrape the skies. The lowest valleys are thick,
lush jungle and the islands used as Chinte' ports are covered in
vines and rock. Yaskal is the ideal setting for a siltreaver cam-
paign, with thousands of islands, rock-ships, hidden coves, and
jutting cliffs. Coral gems, ruins and sunken cutters all hold the
promise of adventure.
21
22
halls, Galleries and Klai-dens. The Menhis-Var Tavin are associ-
Ja '9fa{[ & West r;evuria ated with this area.
J11Jitrossa The small fishing port run by the Vyarr jO'()a The great city-port on the island of Jova
Sister-clan of the Je'Khan in the Bay of Gold. The port is fre- houses the mighty wind-horns of the Ruassh Sister-clan and the
quently raided by the siltreavers of Joss but receives protection holy reflection halls which are a place of worship for all Je'Khan.
from the Ha' esh Therrazha who operate out of the port. Karro The Ruassh hold much power for they are the priestesses of
are not welcomed here, and Clondis should seek protection from Ja'Hall and Jova is the city of worship. The towering spires of
a Vyarr noble before entering port. the city can be seen from the mainland on a clear day. Only
Je'Khan may enter the holy city of Jova, and see the fabled Gem-
Waterfalls of legend where diamond dust
Palace of the Ancients.
and Sa can be found in plentiful supply. A great many strange
creatures and wondrous treasures exist around the Falls but the 9(/iooasli This ancient city at the foot of the south-
area is plagued with Brood and other foul beings. Few living ern Diamondheads was once the capital of all Ja' Hall and home
mortals know the exact location of the Falls and many set out to to the Ja'Hansh scholars of old. Many of the original buildings,
find the reputed wealth that lies there. Watch out for the Myrdall including the great library of Wilbee, still stand in the upper lev-
of this area for they jealously guard the falls and its treasures. els of the tiered city where the Hayyr Sister-clan now reside.
Many of the secrets of the Ancients and their Windtrader disci-
(jeva The majestic port of Geva is the second
ples are supposedly locked away within the highest tier and may
city of the Karro empire and home to the arts. There are many
only be seen and used by the Whisper-children of the Clan.
fine buildings of traditional Lathmirian design to be found here
along with the best Gin-Ghan stadium and training halls in the slia 'lliisli
I The caverns of the Sha'viish Sister-clan
realm. The inhabitants of Geva consider themselves to be the span deep underground and join with the ancient Myr catacombs
most civilised on the continent, and the many impressive struc- of the area. Only these Je'Khan are comfortable with living un-
tures would seem to concur with this view. The Grand Museum derground and have adapted to survive in their tunnels. This maze-
and Thostin Library alone are worth travelling to see. town only appears as several scattered stone entrance buildings
on the surface plains and valleys.
(jlioJa-~ The greatest and oldest of all Je'Khan cit-
ies and home to the Ko-·han Sister-clan. Gho'ja-Keehan has suf- Sliee 'va g:'ire ~ A mass of deep red bubbling silt, the lake
fered recently in the border wars with Ghent but its great walls is one of the most wondrous sights on Agasha. The thick sul-
have held against the Roquan invaders. A truce now exists be- phurous fumes are said to heal but disappearances on the misty
tween the two peoples, and Gho'ja-Keehan has opened its gates shores of the lake are common. The Je'Khan sister-clans of the
to outsiders for the first time in many years. The huge horse mar- area often duel over the many lava gems which are washed ashore,
ket held here during Raintime is the best on Agasha. and a gem trading post is situated on the southern bank.
Je 'tfali{ The main mining town in Gevuria and Sliiim The finest horses of Agasha are reared and
home to the Eragha Sister-clan who now reside in the hills to the sold to nobility across the continent from the breeding pits in
east of the Diamondhead Mountains. All non-Je'Khan miners Shiirn. Most of this town is a maze of tiny streets and dead ends.
who work from Je'dahk must pay hefty tariffs to the Eragha no- Few travellers venture out of the main market square, for Tavin,
bility if they are to ,dig the rich seams of the area. The Eragha mercenaries and slavers lurk in every alleyway. The Muccha Sis-
warriors who police the town are corrupt and dangerous, and ter-clan run the cit)! and breed the horses. They are. not known
should be avoided if possible. The non-Eragha miners are mainly for their hospitality'to strangers.
Chinte', Karro and Ha'esh thugs and undesirables from around
Agasha. The Myrdall o the Southern Diamondheads do not like 'llespin This recently rebuilt swarq.ptown is run by
these miners disrupting t:Qeir sacred lands, and o(ten feud with the Karro and is a rich and growing port owned mostly by the
locals. l Geographical Society 'Yhich has a main .office hf1re. All of
Vespin s buildings are modern, and fill its streets clean and lit by
lanterns. 'Jibe Fellows of Geogra~y are proud of their town and
continue.to'develop the surrounding swaPii> into plantations and
farms. The western Province of Vespin is troubled by herrazha,
J e' Khan Huntresses, and mono.uth flesh-packs. The roads of this
area are best travelled in daylight, out such precautioqs still do
not ensure safety.
23
• rt -
• kf\OWS
The Roe
come more frequent in recent years.
(jevuria & 'Vliastor '11ie 1l.Pcli;ffows The legendary 'river of rock' is known
Cliarra This is the northernmost Gevurian town throughout the world and has to be seen to be believed. Mysteri-
and houses two of the army regiments which patrol the border ous currents carry giant boulders and rocks across the plains of
against the wild Ha' esh tribes of Vhastor. Charra is a large trade Vhastor at a slow and relentless pace to be turned to rubble at
town and provides a biidge between Gevuria and the north. It Stonesmash. The rocks originate in giant caves at the base of the
houses the great feeding pits for the giant Thar-Hei. The Roquan Diamondhead mountains and are carried in waves across the
caravan-masters who control this beast cross the desert plains of plains. Few mortals have ever entered the mysterious caves and
Vhastor on its shelled back. the origin of the Rockflows remain a mystery to this day.
Jagan This port is the haven of the Gevurian sil-
treavers run by the mysterious Karro known only as 'The Gover-
1l.P[ 1(p.te[ This is the largest of the Karro swamp-
towns and all societies are present within. Rol Katel is over eighty
nor of Jagan' .It has never been proven that the siltreavers oper-
years old and has now grown so that its population is too large
ate from here but it is widely known as a den for rogues and
for the original walls of the town. Already slums are appearing
thieves. Jagan is very dangerous for the unwary since it is not
outside the boundaries of the town as it continues to grow. Many
under the control of the Karro and does not have their streetmen
of the poorer Ha'esh quarters of town have begun to show signs
to keep law and order. The local Sullasin Tavin family provide
of returning to the old ways and teachings of the Ancients; signs
protection for the citizens and the Governor's private army pro-
which have attracted the attention of the Karro Witch-hunters
tect the reavers from any Karro attack.
who have adopted a policy of martial law within these walls.
Je'lli.n This port town marks the eastern border
!JWn,tli The giant herb farm at Ronth is the main
of Gevuria. Between this town and Khos-Tavar there are only a
reason for the town's existence. The many exotic herbs and cor-
few scattered, primitive Ha' esh cuari. Because of its border lo-
als found in this area make it the largest and best farm of its kind
cation this is the smallest port in Gevuria, although it does see
and the base for research by the Institute of Medicine. The Insti-
enough trading to keep it in existence. Its importance is ensured
tute has a large library and research station here and uses the
by the headquarters of the Institute ofKyromancy. The huge build-
Ha'esh natives to advance their knowledge of the herbs found
ings of this Society dominate the skyline of Jevin and the great
across the land.
black spires of the Kyros Instructus can be seen far out to sea.
The Institute also houses the largest collection of Sa texts and Sfra-'.Bro Sha-Bro is typical of many of the Ha'esh
gems in Agasha, adding to the importance of the town and draw- swamptowns found across Gevuria but is home to the largest
ing the interest of scholars from far and wide. mission owned by the Karro Church of Sanctology. This has
turned this small Ha'esh village into a place of political impor-
Afyratfor This ancient city has long since been de-
tance and the base for the continued growth of the Church. The
serted by its original giant Myrdall inhabitants and is now the
School of Sanctology is now based in Sha-Bro and teaches its
capital of Vhastor. It houses a collection of native Ha' esh tribes-
pupils here.
men, travellers, outcasts, Tavin and other individuals but is kept
from anarchy by the competent council of Ja'Hansh scholars. Stonesmasli The giant quarries of broken rock and
The city is built into the hills of the Diamondheads and has many stone from the Rockflows provide much of Gevuria's building
hidden passages and sections still left untouched by the modern materials. The sound from Stonesmash is frequently deafening
inhabitants. The area known as the archways holds the largest and can be heard as far away as Charra on occasion. The small
Gallery on Agasha, and contains a massive freak-show and cir- outpost positioned there has recently been abandoned after con-
cus run by Chinte' F'har. The many maggot-farms create a heady tinuous attack from local Ha'esh tribes and the Karro are anx-
stench that is familiar to all that pass through Myrador, for the ious to regain control of this area.
smell can linger for days after a visit to the town.
'Iretli This is the capital and main port of the
Patliasfra Pathasha is little more than a mining town Karro empire and has grown in size and power since .the invad-
and barracks for the 12th Regiment of the Karro army. This out- ers arrived in 1492. This was the first place built by the Karro
post, coupled with frequent expedWons to the Stonesmash quar- and although it is still just over ninety years old, the port city
ries to the north, provides much of the stone required in the build- boasts some of the greatest architecture on the continent. Treth is
ing of the expanding Gevurian empire. The outpost is strongly now a fine city and the seat of political power in Gevuria.
guarded as attacks by local Ha' esh tribes and Khostra have be-
25
!Jfistory
This interpretation of the history of Agasha has been
pieced together by myself with the aid of scholars across
the continent. There have been many disagreements
over this timeline but the following is believed to be
the most accurate version compiled to date. The years
relate to my own people's calendar, the most commonly
used format across the land. May the spirit of Wilbee
bless and protect this work.
Ras Shajee
Ja'Hansh Librarian of N e'Hal
12 Raintime, 1585.
'Before 'Tune Many aeons ago there was a mighty civilisation which spanned the continent. Little
is known of this race called the Ancients, for they disappeared before the arrival of the mortals.
Remains of the Ancients have been found in every realm of Agasha and some of the undisturbed
comers of the land still hold secrets of the past and some of the oldest civilisations still invoke the
powers of this time. The Myrdall are the Firstbom mortals and maintain the world from beneath.
This task is still undertaken by the lava giants today.
'Tunestart 'The Year of Birth'. The mortal races are created and the first children born. Both
the Ha'esh and the Ja'Hansh are created on Agasha and are the native races of the continent. The
Ja'Hansh settle in Ja'Hall and the Ha'esh inhabit Vhastor.
-3400 Both the Ja'Hansh and the Ha'esh have evolved tribal structures and have began to
hunt. Tribes of Ha' esh spread north and south. The Ja' Hansh evolve in Ja'Hall and develop the art
"The of story telling. The huge drifting Sarakem are first sighted and initially worshipped in Ja'Hall.
-1900 The great Ja'Hansh scholar named Wilbee channels the energy known as Sa. The
knowledge Ja'Hansh society has evolved into town structures. Reading and writing has developed and the
storytellers run Ja'Hansh culture.
-1870 The Windtraders land in Ja'Hall on the huge Sarakem, attracted by the Sa-using
of history is Ja'Hansh. They bring with them their Pala translators who also have the ability to manipulate the
Sa. Wilbee and the other great Ja' Hansh scholars sail away with the Wind-people on the backs of
the Sarakem into unknown skies.
the -1000 Wilbee returns to Ja'Hall with much secret wisdom and begins to build the Capital
of the Wise at Khobash. His mighty Sa-powers prevent ageing and death amongst the Ja'Hansh
knowledge people but the Sa changes the race for all time. The first Je'Khan are born to my people but are
branded as freaks and outcast into the wilds of Ja'Hall.
of people" -500 Northern Ha' esh tribes war over runner hunting grounds as a drought has destroyed
many of the herds. The Grassrunner tribe is pushed west across the Diamondhead Mountains in
search of food.
1 My Ja'Hansh forefather named Dargo Shajee develops the modem calendar. The
Grassrunner tribe, now settled in Ghent, skirmish with the Ja' Hansh of the south. The Ja' Hansh
Kai-cha soon rout the superstitious Ha' esh warriors.
103 The Grassrunners capture wild horses in Ghent and learn to tame and ride the beasts.
Peace is reached between the Grassrunners and the Ja'Hansh, whose teachings speed up cultural
development in Ghent.
224 Ja'Hansh explorers discover the Myrdall in the south Diamondhead Mountains.
The Je' Khan outcasts have grown in strength and size in the south and horse raiders begin moving
back into Ja'Hall, attacking farms and villages.
362 Roquan arrive on a great rock-ship on the west coast of Ghent. These people are
26
peaceful refugees from a continent known as Lerrupe and have drifted upon the seas of silt for two
generations. They begin to farm the desolate western coastland and live a simple lifestyle. Ja'Hansh
from the south trade with the Roquan and aid them in building their new homes. This alliance
exists to the current time and all Ja'Hansh are welcomed in Ghent.
468 Ha' esh fisher folk settle in the Gevurian swampland. Tribal violence escalates in
Vhastor and the north as the Ha'esh look for better hunting ground.
(jootf-time The next four centuries are a time of relative peace and growth across Agasha.
During this time all races and cultures develop in varying stages. The Ja'Hansh continue to ad-
vance faster than any other race, and help the Roquan civilisation to expand in Ghent. The Je'Khan
Vhlash
raiders continue to skirmish in the south but inter-clan bickering prevents them from threatening
the peace of the north. The Ha'esh tribes change little in this time. Ko-han
930 Je'Khan warbands organise under Vhlash Ko-han; a feared warrior queen of the
south. Several southern Ja'Hansh cities, including Khobash, are sacked and their inhabitants are remains a
slaughtered by the invaders. The Je'Khan slave collar is produced and used on all caught by the
warbands. Wilbee disappears for a second time during the onslaught. Je'Khan folk
955 The Roquan in Ghent have advanced considerably with Ja'Hansh tuition, and aid
their teachers in quelling the invading Je'Khan. The next hundred years contain a number of bloody
wars between the invaders and the northern allies. The Je'Khan push northwards and seize the
heroine to
southern half of Ja' Hall. The 900's are known as 'The Time of Pain' in Ja'Hansh legends.
this day.
968 The first Brood are spawned by all races. These white-skinned mutations are feared
and killed by all cultures. Some Brood are protected by their parents and escape into the wilderness
where they live in the shadows of civilisation.
1072 The Chinte' F'har arrive in their sleek cutters from the continent of Maharra. They
use the natural ports around Trassha Bay and name the new land Yaskal. Almost instantly a sepa-
rate group of Chinte' set off into the Skycutter Mountains to form their new homes. Ryamis arrive
from Maharra with the Chinte' and fly to the Skycutter Mountains and the Ti-Hond Fire Ridge to
form their wind-lodges.
1089 The Ti-Hond Ryamis trade openly with the Roquan and the Ja'Hansh in Gh-
ent. They bring many lava gems from the Myrdall caverns. These four races enjoy a period
of wealth and trade, exchanging both knowledge and goods with one another.
1105 Many of the Je'Khan raiders desert from the Ko-han Union after a se-
ries of heavy losses suffered at the hands of Roquan and Ryamis. The Eragha Sister-
clan cross the Diamondhead Mountains into the western valleys of Vhastor to escape
from the northern allies.
1123 The mysterious High Chinte' move higherinto the Skycutter Moun-
tains and begin to build their mountain fortresses. The Ha' esh wildmen of Vhastor
cross the Black Ash Ridge and move east. Many settle in fishing villages on the coast of
Halla Bay. The Chinte' F'har leave these primitive people alone.
1161 The Sarakern are sighted often across Vhastor and the north. They often
attack the wild Ha' esh tribes of the area but rarely land. A long famine hits the area and
many Ha'esh tribes war amongst themselves and with the Je'Khan of the western val-
leys.
1185 The continent of Tentardha drifts near to south east Agasha and Khos-
tran explorers from this land venture into south Agasha all along the coast. They land
in numbers in the east and name the land Khos-Tavar. Many Sha-shen child-spores
drift from Tentardha into the eastern jungle lands of Agasha and begin to breed.
1203 The Sha-shen plant many seeds over the next year in the Sharheel
Forest and over the next two decades the jungle spreads rapidly in the west as these
strange plants grow at a phenomenal rate. They produce a barrier which mak~_s :-~,.,.;_,,.,..,, _.,
entry into the jungle realm of the Sha-shen very difficult. ;"."'!"----- "·
1246 The western Khostran force encounter Je'Khan warbands from the
27
Ko-han union and the two races war over swampland valuable for its
high coral-gem content. The Khostra retreat to the coast and build
their fortress at Joss. They send many expeditions into the swamp
to retrieve the coral but are plagued by attacks from the Je'Khan.
The matriarchal Je'Khan and the male Khostran Houses despise
one another and begin a bitter feud that lasts until the modem
day.
1265 Khostran coastal towns flourish in Khos-Tavar
as trade with the Chinte' F'har begins and the strong jet metal
is found in the Black Ash mountains. The Khostra begin to
move north, driving back the Ha'esh tribesmen be-
fore them. By this time the Sha-shen jungle
land has crept roughly 80 miles westward
and engulfs the port town of Gee'Tha in
this year. All Khostra and Chinte' within
are smothered by the silent, green death. The Khostra
honour to 1312 The Khostra reach Halla Bay and slaughter the Ha'esh fisher folk of the area. They
push further north into Yaskal and encounter the Chinte' F'har traders. The Khostra retreat back to
Halla Bay, not wishing to antagonise the trading nation.
Khajeem" 1316 The continued Jouk attack forces the Roquan westward into more barren land and
into the pine forests where they are forced to hide as the invaders sack their cities and steal their
horses. Only the three great cities of the west withstand the onslaught and the Jouk continue south
to the borders of Ja'Hall. Many Roquan fall prey to the murderous Brood of the western wastes
who can sense the mortals' suffering and swarm in on it like sharks to blood.
1322 Without their horsemen allies from Ghent, the glorious cities of the Ja'Hansh quickly
fall to the Je'Khan of the Ko-han union. Many of the Ja'Hansh are slaughtered by their murderous
invaders and the survivors flee their homeland forever. Thus begin the 'Years of Exile' for the
Ja'Hansh.
1330 The two armies of the Jouk and the Je'Khan meet on the borders of Ghent and
Ja' Hall, and agree on a truce. Strong border patrols are placed by both realms.
1343 A large fleet of warcutters arrives at the coastal port of Joss from Tentardha before
the continent drifts out of sight once again. This fleet is lead by the Khostran lord and outcast
called Rhejja He'ak and he assumes control of the port and jts jnhabitants. He kills all Chinte'
traders within and declares Joss a city-state. Yaskal refuses to trade with Khos-Tavar until this
upstart is dealt with.
1350 The Jouk have settled around the Red Coast and use the slaves captured in the wars
to build their new cities. They rebuild the captured Ghent cities and claim them as their own. The
Arch-mages now control the new Jouk nation and the continent of Tell has drifted away to the
West.
1357 After several years of political bargaining, the Chinte' of Yaskal agree to once
again trade with the Khostra. Both nations refuse to recognise the city of Joss as a free state but
Khos-Tavar has done nothing to stop the continued raiding by Rhejja He'ak's reavers. These pi-
28
rates are now feared from Ja' Hall to Yaskal and are known to torture and kill all on ships they raid.
1378 The Je' Khan of the West suffer a great famine and the fragile internal peace of
Ja'Hall is shattered for the last time. It is the end of the Ko-han union and the many sister-clans of
the Je'Khan begin to fight for the leadership of their land. The civil war is as bloody as it is long.
1380 The famine spreads north into Ghent and hits the unprepared Jouk much harder
than the Roquan outlanders. Between the resulting deaths of the famine and continual raids by the
western Roquan, the Jouk people grow restless of their Arch-mages inability to run the land. The
Kal-Ragan
Arch-mages are too caught up in power politics between one another and fail to respond to their
peoples anger. stands alone,
1388 The Eragha sister-clan of Je'Khan move deep into the Diamondhead Mountains to
escape the growing civil war in Ja' Hall. They discover the Myrdall lava caves and raid these
sealed by a
ancient halls. Despite their strength, the Myrdall have little experience of war and lose many of
their numbers to the invaders. The Eragha push far into the peaks and build new clan grounds
mysterious
there.
1391 The Jouk revolutionary named Isha Drytongue leads her people against the Arch-
force from
Mage rulers as dissatisfaction and anger reaches a peak. The casualties are overwhelming and the
invaders of Tell are cut down to a tiny fraction of their previous size. Drytongue triumphs but
within
realises that her people are at the mercy of the western Roquan who demand the return of their
land. She leads her surviving people east, across the Diamondheads and into the land that is re-
named Tellah.
1396 The native Ha'esh tribes of central Agasha have been pushed back into the wild
plains of Vhastor from all directions. As their enemies advance in strength and technology, the
tribes cling to their old ways and religions. Their lands are stolen from them by the nations of
Ja'Hall, Tellah and Khos-Tavar as these new powers expand. The great tribes are reduced in
numbers as their grazing lands are lost to the enemy and their livestock is taken from them.
The tribes disperse into the hills of Vhastor and remain hidden to the outside world, relying on
the rituals and ways left by the Ancients.
1400 The largest group of Ja'Hansh refugees from Ja'Hall reach the land of Khos-
Tavar and settle there. The Khostran lords take to these wise people and many find places as
advisors for the Khostran nobility. The Ja' Hansh build their free city of Ne'Hal which is pro-
tected by the Khostran lords and is now known as 'The House of Knowledge'.
1412 With the Jouk gone from their homeland, the Roquan of Ghent return to the
eastern lands and reclaim their cities and those built by the invaders. Much building is required
and the south borders of Ghent must be reclaimed from Je'Khan warbands. The mage-city of
Kal-Ragan is left untouched by the Roquan and is known to be sealed off by a mysterious force
from within.
1414 Angered by the losses to their fleets, the Chinte' F'har wage war on the Joss
city-state. For the first time, the world sees the devastating powers of the High Chinte's
beam rods which are mounted on the cutters of the Chinte' fleet. Even with this
fire-power, the Yaskal force cannot totally destroy the port but reduce the Siltreaver
fleet substantially and force a truce upon the rebel Khostran lords of Joss.
1419 Isha Drytongue has built her new capital city of Isha-Kabar at
the very base of the Diamondhead Mountains. Her people have cleared the
land of the Ha' esh tribes and have taken many as slaves. The Tellahns fear of
another Magewar is strong and all Formweavers are hunted by law. The new
realm of Tellah begins its growth of power.
29
the Sharheel forest. To this day there are areas within the jungle which are a barren and poisonous
wasteland filled only with hardy and dangerous creatures. The Sha-shen lost many of their green
· kin to the Khostran poisons and have never recovered from this attack.
1430 Jouk miners from Tellah discover the Myrdall in the Diamondhead Mountains.
Isha Drytongue forms a treaty with these ancient and noble people and teaches them the art of war,
so that they might retaliate against the Je'Khan invaders. The trained Myrdall aided by Isha and
her army defeat the Eragha sister-clan who flee down the valleys into Vhastor. In return for the
Tellahns help, the Myrdall aid the Jouk in the building of the great city of Isha-Kabar and the
walled valley of Halla.
1434 After a long and bloody civil war in Ja' Hall, the surviving sister-clans split the land
into separate states. Animosity between the clans is high and skirmishes over border disputes are
frequent.
1440 The Ryamis of Yaskal begin trading with the Sha-shen and they are the only race
who can easily penetrate deep into the Sharheel forest, via the air. In return for gems and metal, the
Ryamis receive many rare herbs and plants. They also are the first outsiders to learn of the Sha-
"Tu'mai shens advanced sciences which are collectively known as Sha-technology.
1446 The Ruassh sister-clan of the Je'Khan begin to supply the northern Ha'esh tribes of
protect us Vhastor with weapons of moon-myr, to aid them in their wars against the Jouk of Tellah. With this
new advantage, the tribes slow the building of the Hallan walled valley and the Tellahns are too
tied up with the tribes to help the Myrdall against Ruassh raids.
from the 1480 The Hallan walled valley is complete and Tellah is protected against the growing
number of attacks by the Ha' esh tribes of the north. High-queen Isha sends her army to aid her
Myrdall allies in the war against the Je'Khan. The northern tribes can no longer advance north and
Tall Ones so turn to the east into Khos-Tavar.
1489 Khos-Tavar is plagued with difficulties. The northern borders have fallen to the
who would Ha'esh tribes and the trading path to Halla bay is severed. In the east, the Sha-shen have spread
further with the aid of their Ryamis allies who carry their spores and drop them further afield than
would be naturally possible.
rape our For the first time in their history the Khostran lords form an alliance to regain
control of their troubled homeland. The lords begin to supply the southern Ha' esh tribes with the
strong jet metal to aid them in attacks on their northern tribal 1ivals and the poison lords work
land" together and produce a powerful and deadly defoliant which once again pushes back the reaches of
the Sharheel forest.
The Khostran poison lords also begin to mix strong and deadly poison gasses which
are unleashed in the middle of northern tribal camps by assassins. These covert attacks aided by
ancient Khostran Forms destroy the powerful armies of the north,
and the Black Ash plains and the Bay of Halla are part of the
realm of Khos-Tavar again.
30
begins in Rol-Katel to build a Karro town beside an existing Ha'esh cuari.
1495 The explorers move west and encounter both Khostran siltreavers from Joss and the
Je'Khan Su'massh sister-clan of southern Ja' Hall. Both these antagonists cause heavy casualties to
the Karro and the explorers move back east into Gevuria. Karro
1499 The Ryamis of Ghent begin trading with all Khostran houses and a trade war be-
tween the Chinte' and the Ryamis begins. Chinte' anger is pushed further by Khostran siltreaver
raids into the bays around Yaskal. The Chinte' F'har refuse to trade with Khos-Tavar and this
explorers
eventually turns into war between the two realms. Relations between the Ryamis and Chinte' be-
come strained at best. It is at this time that the Ryamis also begin trade with a few sister-clans of the
Je ' Khan. soon
1513 The terrible plague known as the 'Blood Scourge' sweeps through the northern tribes
of Vhastor and kills half of the Ha' esh natives. The Khostra show no mercy to the weakened tribes
and drive them out of the hills of the Black Ash Mountains for the last time.
christened
152A Many of the Ha'esh western tribes do not like the Karro domination and begin guer-
rilla raids on the new Karro towns and their people. The Ha' esh freedom fighters known as 'Ther-
their new
razha' are feared and hunted by the Karro in the years to follow.
1528 The Blood Scourge spreads into Tellah and Gevuria, killing Jouk, Karro and Ha'esh world
alike. Over half the populations in these areas are struck down by the plague and both realms are
weakened by this blow. Other races, such as the Chinte' F'har and the Ja'Hansh, are partially
effected but to a far lesser extent than the humans. '' Gevuria''
1540 The continent of Lathmir has passed out of sight and the
realm of Gevuria must now survive without the homelands aid. The major
cities of Treth and Geva are the capitals of the realm. The Karro begin to
develop new technologies and seem set to dominate the whole of Agasha but
still face stiff opposition in western Gevuria from both the Therrazha guerrillas
of the Ha' esh tribes and the Khostran siltreavers and bandits from Joss. In the
east, the Khostran houses grow stronger but there is still much internal strife within
the realm. Yaskal is still the strongest trading nation and is concerned by the abilities
of the Ryamis traders.
1556 To the north, Tellah is now more isolated than ever before
with the walled valley of Halla cutting off much of the trade from over
land. There is much unrest in Tellah with the walled valley, the city of
Partha and the Ha'esh tribes all demanding freedom from Isha's rule.
The Myrdall allies of old have retreated to their mountain homes and are
rarely seen by other mortals. Ghent has rebuilt its empire after the Jouk
invasion of the 1300's but still holds deep grudges against Isha's people.
Of more concern to the proud Roquan of the northern realm
is the continuing war with the Je'Khan to the south. Both the Ruassh and Ko-
han sister-clans claim rights to the rich grazing areas of the borderlands and
constantly battle with the Roquan of Ghent and with each other over this valu-
able area. The rest of Ja' Hall is split between several other sister-clans of vary-
ing power and this beautiful land is still troubled by war and death.
1585 This is the current year on Gargentihr. In the past thirty years,
the Karro have continued to dominate in the south and the technologies
developed by the Institutes of New Science and Kyromancy have in-
creased the power of Gevuria. The other realms are plagued with in-
ternal difficulties which gives the Karro the opportunity to expand
and explore. The men and women of the Cl on Halls are thus in more
demand than ever.
31
By 1524, the Karro had conquered almost all of the southern
qevurian !Jfistory swamplands. A few small Ha' esh clans had turned their backs
on the old ways and had moved into the thriving Karro swamp-
The Karro of Lathmir are the protagonists of 'Tales of Gargen-
towns, pledging clan honour to assorted Karro explorers. The
tihr'. The sighting of the continent of Agasha provided the brav-
main towns ofTreth, Geva, Vespin and Rol-Katel continued grow-
est and most adventurous Lathmirians with the opportunity to
ing and split the surrounding swamplands and plantations into
reshape their future. This is their story.
Provinces.
'£~communication!
In 1506, High Sanctor Rauin III sent the Sanctum Guard over to
Gevuria to regain the Church's control in the new world. The
fleet of six ships never arrived on Agasha, and was mysteriously
destroyed in a huge storm without warning. Gevuria claimed in-
dependence at this time, and appointed a little known mission-
ary, Junter Keel, as the High Sanctor on Agasha. The Lathmirian
Church excommunicated all Gevurian Karro, claiming that the
land was a godless and blasphemous place.
32
Regiments busy. Many of the Ha'esh returned to their old ways erful trade and cultural centres. Treth, Geva, Rol-Katel, Jevin
and the Kyashi grew strong once again. Even in the slums and and Vespin are the pride of Gevuria and the linchpins of the realm.
gutters of Treth are signs that the Ha' esh have once again tapped All of these towns are joined by road, river and signal tower.
the powers of the Ancients. Whilst transport through the swamps is still dangerous, the Karro
have managed to overcome the problems of building in the
In 1539, the mission at Sha-Bro was reopened by the Church of
swamps and now have several large centralised island colonies
Sanctology. As the other Societies grew in power, the Church
scattered across Gevuria.
looked to the Ha' esh as the new followers of Sandis, and began
to convert the natives. Sha-Bro was first built in 1502, but had
been wiped out by the Scourge in 1530. This was to become the 1585, 'Ifie Motlem 'Era '13egins
new School of Sanctology in Gevuria. The Karro have grown strong again. Their cities have prospered,
The Karro had rebuilt their central network by the late 1540s, and their knowledge is growing. The powers of Kyromancy and
and once again paths spanned from Geva to Treth. The Institute Science lead this people to new heights of civilisation.
of New Science had opened the first signal towers and commu- The Ha'esh remain the true owners of Gevuria. Whilst the Karro
nication restored order to the Provinces. Many of the original live in their sheltered colonies, the clans roam free in the unex-
mansions and plantations have been reclaimed by the swamp, plored swamps of the west and the north, untouched by the Karro.
and lie silently rotting within the green depths. These Clans retain the beliefs of their ancestors and are said to
The Karro continued to build across their realm over the next have powers which no Kyromancer can match.
forty years and turned the main ports and swamptowns into pow-
33
Palmergfanced at tfie sf:JI as 'fie pusfied fiis way tfirougfi tfie 6ustfing crowds ofCapper 'Way. 'Ilie first
'ngers of mist were a['ready s"filiing effort[ess(y in from tfie river as nigfit drew cfoser. S treetmen fiad
6egun {igfiting tfie ornamental street {anterns, iffuminating 6otfi tfie 6ou£evard and tfie grim s/(g,{eto
of.9Lndricfi 's tree. Igno/i:no a duster ofscrambfing, screaming urcfiins, fiam{firmly upon fiis cyf-purse,.
s
tfie young 'l(arro reacfietf tlie tloor of ~ 'Sane.tor 'Temptation. '11iis was it, tlitn. ~{a;rjng just a Cittfe,,
Pa{mer swung tfie fieaf!!J tfoorinwanfs anti too{tlit stairs Ceatling d'.ownwartfs.
illie 6asement was dart '1ft.f, ~ipeet meJ[ of cadJ m.b(e't£ witli afcoM{, producing tfie f ami£iar, w&om-
ing smeff of a good k.lai-Uen. 'Eyes narrowed, Pa{mer peered into tfie gfoom a.S, tfie door sfiut out tfie
noise of tfie 'Way 6efiind fiim.
viduals used as spies, agents and assassins in the name of their
Mventuring On (jargentinr lord. The Clondis were used in this way for almost 300 years and
"You need more than a strong sword arm to be a Clondis; a lot built up many separate traditions, laws and rivalries during this
more." time which have lasted to the cun-ent day.
Amos Tathar, Reaver and Clondis. On Lathmir, each Clon Hall was a separate entity that had little
contact with the others. The Clondis were a fragmented organi-
In 'Tales of Gargentihr', each player is expected to assume the sation sharing only their name and a feared reputation for ruth-
role of an adventurer who has a strong desire to become a hero. less efficiency. Each Hall had sworn loyalty to one family within
Agasha is still a young land, and much of the eight realms re- the Karro nobility and were the family's personal retainers, agents
main unexplored. This, coupled with the racial, social and politi- and bodyguards.
cal an-ay found across the continent provides such individuals
with plenty of opportunity to achieve their goal. There is one The Clondis of Agasha are now a very different organisation
organisation in Gevuria that promotes such individuals and aids from the Lathmirian Clondis. When the young Karro nobles of
them on the road to legend. At the beginning of the campaign all Gevuria were excommunicated from Lathmir, the Clondis that
ACs have recently joined this elite group known as Clondis. had travelled with them were banished from their Clon Halls by
the family heads. This act showed
the displeasure of the Church to-
'Ifie CCont!is wards the Karro of Gevuria. The
Gevurian Clondis had their loy-
"A man who proclaims to be Clondis is alties sorely tested as various
almost certainly nothing of the sort. Look petty nobles fought for power. It
for the silent one in the shadows who says was at this time that the traditional
nothing. He is ties between Clondis and Karro
your Clondis!" families were severed. Many
Clondis remained neutral towards
Detective Inspector the lesser family nobles and in ef-
Kellan Ghaji fect became highly trained free-
Chi-Town station, Rol Katel. lance agents. Without the backing
of their Halls and without the pro-
In Gevuria, and further afield, there are tection of the families the Clondis
always tasks which for some reason the were targets for revenge killings
common citizens cannot, or will not, by angry nobles who had been un-
undertake. These tasks have traditionally able to act against the actions of
been undertaken by the organisation the Halls on Lathmir.
known as the Clondis. They have a repu-
tation for being able to turn their hand to The young Gevuria witnessed
any task, be it legal or otherwise, and many political, social and cultural
often work covertly for anonymous pa- changes from the traditional Lath-
trons who wish their involvement to re- mirian way of life. This was a
main secret. The Clondis are men and New World in many ways. The
women of legend and the title alone com_- dispossessed Clondis had to group
mands respect. together for survival in a time
when every organisation was
In all locations in Gevuria, the Clondis grasping for power. The new Clon
maintain a cover of sorts to protect themselvg,s and their Hall. Halls were small and discreet affairs compared to the complex
People from all walks of life, including politicians and law en- hierarchical structures of Lathmir. Their loyalties did not lie with
forcers, use the services of the Clondis and this allows the or- one family-but with every honest group that seeked aid.
ganisation to exist throughout the realm without fear of reper-
cussions after a mission. The Clondis live alongside society and Throughout the early 1500s the Clondis continued to work for
maintain a facade to protect members and clients alike. many separate factions within Gevuria. They managed to infil-
trate almost every society, institute and organisation in Kan-o
Many Clondis are easily recognised as such, for their dress, man- society, for they had the many skills required to successfully run
ner and appearance mark them as true individuals. Every town a covert operation of that scale. By 1540, a dozen separate Clon
has its regular Shevin, but only the foolish would ask such peo- Halls were practically running Gevuria from behind the scenes.
ple if they were members of the local Clon Hall. Good Clondis The secret membership policy which allowed the Halls to inte-
are respected and feared. Reputation can be a powerful tool in grate into society has survived to the present day, with many
this business. high ranking politicians, officials and law keepers still contact-
ing the Clondis when there is a job to be done.
'Ifie 9-Cistory of tfie CCont!is As time has passed and the Gevurian societies have become more
tightly controlled, the Clon Halls have lost some of the power
The first Clondis were originally retainers used by the most pow- that they enjoyed earlier in the century. The Clondis retain a loose
erful Ka1rn families on Lathmir. They were highly trained indi-
35
structure with a wide communication network linking the Halls whose primary concern is the continued survival of the organi-
to one another and to the public. The original Aja have been sation. Every member of the Shevin is of equal stature according
altered to suit the role of the Gevurian Clondis who now regard to Clondis law, and the whole group is accountable for the ac-
themselves as the protectors of society. They remain a small close- tions of one.
knit body of like-minded individuals dedicated to the ideals of
During a campaign, the ACs are all members of the same Shevin
truth and justice for all. The organisation is no longer a Karro or
and thus should learn to trust and help each other. Stealing, dou-
even a Gevurian based group. The Clondis will help all who are
ble-crossing and backstabbing should not occur within a Shevin,
in need of aid and look further than race, sex, colour or creed.
else the AC will lose a great deal of Honour Points. The players
The Clondis have managed to retain these ideals through thor- should learn to work as a team rather than as individuals.
ough selection of members, anonymity and a strict code of hon-
The players should join together to form their own Shevin, and
our. The continuation of the Halls depends on these factors and
the Narrator should encourage them to uphold the Aja and to
any Clondis that breaks the Aja will suffer dearly for it.
punish those in their ranks that do not. Remember that HPs can
be lost through association, and one player's actions can affect
36
'Ifie Cfon-mart
'Your Mark is your signature. Like any artistic endeavour, good 'Your Hall is your home; a safe sanctuary from all who would
work should always be credited. This is our way of doing so'. wish you ill'.
Telford of Rol-Katel, Telford of Rol-Katel,
Hall Willard. Hall Willard.
Every Clon Hall is a separate organisation responsible for its Every Shevin holds loyalty to a Clon Hall. This body of Clondis
members and neutral to all others. The Shevin move freely across is run from one specific location that is regarded as the base for
the land but always remain associated with the town and the Clon the Hall. There are a number of individual Shevin working from
Hall in which they were initiated. Each Clondis has an individual the Hall and each one is loyal to their base. Each Hall has its own
Clon-mark; a sign that indicates Shevin, Hall and town affilia- distinct history, traditions and rivalries with other Halls. All ACs
tion. This sign can be used as a signature by the group and also will remain a member of their Hall until death.
prevents impostors imitating known Shevin.
In highly populated areas, such as a port or swamptown, there
may be several Clon Halls each with a few Shevin. Normally
Mark of the Red Hand Shevin, these Halls will have to interact with one another and may have
Hall Willard, a strong rivalry. Contact with Halls from further afield is less
The Sanctor's Temptation, common with perhaps only a few names and deeds being associ-
Rol Katel. ated with the Hall's name.
37
For providing the patron, the Clon Hall usually takes a cut of the
group's salary when the job is complete. The intermediary holds '11ie Cfont£is Cotfe
on to the payment until the task is complete. All Clon Halls have 'The Aja are our laws. Without these, the Clondis are worthless.
their own loose structure and reflect the surrounding area. Not Break these at your peril'.
all people within the base are Clondis, however, and this allows
group members to move in social circles without having to re- Telford of Rol-Katel,
veal their true profession. Common Halls include:- Hall Willard.
There is a set of laws
'IFie (jentkman s C{u6 which all Clondis must
follow after taking his
These Halls are popular in the Shevin Oath. This code is
larger towns and ports of Gevuria, rigidly obeyed by all who
where there may be several within call themselves Clondis
the one area. They appear to be so- Protect
and consists of the follow-
cial organisations and meeting ing rules, known as Aja.
places for local gentlemen, but
many of the members and workers - U phold the secrecy qf the Clondis. · The Aja are listed in or-
within are Clondis. Such Halls usu- der of importance. The
~·erve your Clon Hall. to the best 9f Clondis are more than
ally have their mark hidden on their
doors, recognisable to all Clondis · your abilities. _mere mercenaries; they
but by no others. are a breed that are as no-
Safeguard your Shevin ·a t all tim~. ble as they are rare and the
Never forget your .brothers and · Aja represent all that is
'IFie 1{vatfsitfe !Hoste{ put th~ir needs before your own. important to the organisa-
These Halls are most commonly tion. Failure to uphold the
found in lesser populated areas Compete with other Shevin for Aja leads to disgrace and
across Gevuria and neighbouring work, but never betray or kill dishonour for both the
realms, and make plenty of income Clondis and his Hall. This
fellow Clon.
simply by acting as a roadside inn. will reflect on the Shevin
There are few Clon groups at- Never refuse a job worthy of your as well as the player who
tached to this type of Hall and trav- broke the Aja, and it is up
. attention. Work with passion and
elling Shevin may find work here. to each Shevin as to how
Again, the Clon-mark will be dis- · honour at all times. · they deal with those that
played on the hostel's sign and eas- break the laws. See the
Sign your mark after every job.
ily recognisable by Clondis. Honour chapter for more
Let no impostor use your mark lest - details on honour within
he damages the reputation of all.
qa«ery !/{a[[s the Clondis.
38
'Ifie 'IasK.5 of tfie Cfon track the impostors down and deal with them in the time hon-
oured traditions of pain and death.
'Cross the Clondis? You need to be suicidal or insane to try'. It should be noted that the Clondis do not exist to simply make
Detective Inspector Kellan Ghaji money, although satisfied wealthy customers ensure the Halls'
Chi-Town station, Rol Katel. continued upkeep. No worthy task would ever be turned down
by the Clondis. They are the protectors of the innocent and the
The Clondis were originally developed to offer you, as Narrator, champions of the poor. Often the honour gained is reward enough
an easy way of offering the players jobs, missions and tasks dur- for the Clondis.
ing a campaign. Everyone in Gevuria, including some of the re-
mote swamp Clans, have heard of the organisation. Everyone
knows that the Clondis exists, but no-one knows exactly who is
a member, although many rumours will surround the more likely
'Ifie .9lCs as Cfmu£is
candidates. Gargentihr is a vast and alien world, ripe for exploration by those
souls brave enough to do so. The Clondis are the lynch-pin of
In every town there will be a complex network of people who the basic game, providing the players with a mutually compat-
know how to contact the Clondis. Word of mouth in the street is ible background and allowing the Narrator to guide these new
usually enough to ensure that the Clondis hear of a job. The High travellers across the continent of Agasha.
Shevin will have contacts in various taverns, streetman stations,
klai-dens, Society buildings, libraries, and other such places. It should be stressed that the ACs are in no way 'company men',
When he hears a cry for help, he can send a local Shevin to deal working with unerring loyalty for a faceless corporation. The
with it. In most cases no details are yet known by the High She- Clon Halls are small close-knit affairs where friendship and hon-
vin or the Clondis. our binds the members together. The Clondis fight for equality
and justice, often overcoming great odds to accomplish their
Traditionally, the Shevin chosen must then approach the patron. goals.
This must be done discreetly, with the Clondis introducing them-
selves as 'friends who have heard of your troubles'. No Clondis The Clondis' honourable code of Aja paint a picture of an or-
would ever admit to being such a person. The patron can then ganisation that is true and good, but like all things, the reality is
tell the Shevin about the mission. rarely as one-sided as all that. The Clondis have had to shed
much blood to achieve the secrecy that they require, a fact that
All Clondis can refuse a task, but they may lose Honour Points has not been forgotten by a great many people. Most Clondis
for doing so, if the job was an honourable one. must be competent with a blade if they are to survive against
Payment is received at the end of a job, at a place determined their foes.
between the Clondis and their patron. The Clondis must only Gevuria is a nation striving for true civilisation, but the cost of
accept that which can be afforded by the patron; it would be a such a goal is high, and the swamptowns and frontier posts can
dishonour to take more. The reputation of the Clondis ensures be as hostile an environment as the teeming jungles and great
that most people would not try to 'con the Clon'. Many have deserts which surround them. Survival is difficult in the New
died by doing so. The same goes for those that would imperson- World, and even more so for members of the Clon Halls. The
ate a Shevin. Normally a real Clondis group would be sent out to risks are high but the rewards are great indeed. Good luck!
39
%is was it. %is' was final{y it! kfter week.§ tfiat fiad seemetf [i/(f_ months, Palmer was to meet tfie otfier new
s
Cfontfis. J{e seemetf to fiave spent fiis wfiofe tfamn Cife in tfie Sane tor 'Temptation, asl(jng Ligfiter wlien tfie
meeting wouU 6e . .91$ usual, tfie wfiite eyetf son-ofa-6itcfi fiad tappetf tfie sitfe of fiis rwse antf simp{y saitf
'Soon'. Pa{mer was practical{y a regu{ar in tfie ':femptation now, sticKing to tfie Cowest ffoor of tfie tfen,
tatfier tfian tfie two 6u,;ier ffoors a6ave.
:From tfie fittfe tfiat fie cou{tf weasef out of Ligfiter, tfiese new Cfontfis were tfie first to 6e ta/(f,n on 6y tfie
J-fa{[ in near[y ten years. 'Ifie Jligfi sfu.vin, :Master Spry, pritfetf fiimself in cfioosing onCy tfie very 6est for tfie
'Temptation, even 6y Cfontfis ~tantfaras. Palmer fiatf feft a swe{[ of pritfe wlien fie fiad lieartf some of tfie
names tumetf away 6y tfii Jligfi Slievin.
Ligfiter {etf tfie way over to a comer 6ootfi, fit on[y 6y a aim retf corn-Camp. 'Tfiree otfier figures sat quiet{y
ta{l(jng in tfie gfoom. Ligfiter pUicea a tray of tfrink.§ on tfie ta6[e antf motionetffor Pa[mer to t~ a seat.
':My Jrientfs, tfiis is POlmer'SfuuU(ane, tlie fourtfi .antffinal mem6er of your Sfievin.'
Palmer rwtftfetf to tfie otfiers '' ¥ Ligfiter introaucetf tfiem, one 6y one.
'Our J-fa 'esfi ftienil is <Janna ,cl / C[an :Mdun. Sfie is an fionOuretf r.fianni amongst tier peopfe '.
an
Palmer raisetf eye6row. lt was saitf tfiat tfie Cfon'tfis took_al{ i.nta tfieir ranK§ equaffy, 6ut fie fuU£ not tfwe[t
upon tfiis tfiOilgfit. .9f. iemale J-fa '.esfi was certainfy an eye-opener! <Janna rose antf 6owea fow. Sfie wore
immacu[ate ro6es, afu£ appeafea almost rtfJal i.n stance. 7Tie cfianni were fegentfary fio[y warriors, respectei
6y al[. :for tfie secontf time Palmer fdt fium6[ec{ 6y fiis p[ace in tfie Cfonais.
':Fitial[y, tfiis is J(arratfi Jkss ef ifie Xyros lnstructus.'
Jl tall gaunt figure cftuf a{[ in 6Uu;fJ_sat in tfie tfar&est recesses of ~fie 6ootfi, fiis features jTi.c,l(f,.ri.ng witfi an
unr~al transparency. Jle notidd sfJglitfY wfiillt a6sent-mjrnfediyfingering a small, meclianical 6~ Mufti-
cofouretfffasfies :o f ene19!1 occasiuita{[y [ic~J tfte sitfe of tfie contraption. Palmer feignea &interest out fiis
lieart feapt., 'Tfiis; was a ~ottum.c.er! !FeareJ ana reilife:tf across <jevuria, it was saitf tfiiit tfieg were 6arefy
fiuman. Palmer sifent[y wardd fiims~CJ uncfer tfte ta6fe. J(arrat'ft sm,ifea in tlie tfark_ness.
Creating J2l Cliaracter 'TlieSteps of Creation
In "Tales of Gargentihr" each player must generate an adventur- There are eight steps to Character Generation, as outlined below.
ing character (AC). This is the guise in which the player will Each one is discussed, in order, in this chapter.
explore the world of Gargentihr and interact with the other play-
ers and the Narrator's· creations. Each adventuring character is
defined through a number of choices and die rolls as outlined AC Creation
below.
1) Conceptualise your Character.
Every AC is destined for great things, but their past is as impor-
tant as their future. Each Character will have a detailed 'history, 2) Roll your Characteristics.
and a number of skills, contacts, trusted friends and bitter en-
emies all created before he starts to play the game. This is role- 3) Choose your Race.
playing, after all. We feel that every character should be special
4) Roll your Family Background.
and unique to reflect this.
Role-playing is a social hobby, and there should be several play- 5) Work through your 6 Terms.
ers in the game. Each player, except the Narrator, must generate
a) Travel Path
his own character for use in the game. This party of characters is
known as a 'Shevin'; the collective noun for a group of Clondis. b) Term Length
This group is an important concept in Gargentihr. The players
c) Term Events
are all sum parts of a greater whole. Each character will have his
own strengths and weaknesses, and only by working as a team d) Spend Skill Points
can the players overcome the tasks set for them by the Narrator.
6) Calculate your Attributes.
As a player your task is simple. You must roll a number of dice
and generate a living person. Your AC should be more than mere 7) Equip your Character.
numbers on a character sheet. Most of the enjoyment of role-
playing is to act out the life of your alter ego on the world of 8) Round Out your Character.
Gargentihr. This chapter will allow you to do just that.
41
will enjoy to role-play and develop during the campaign. or delicate manual tasks.
Mental Cliaracteristics
SEN is senses. This characteristic covers all forms of per-
ception and represents all the character's natural
senses such as sight and hearing.
KNO is knowledge. A character's knowledge is a measure
of his ability to memorise, learn and process infor-
mation.
KAI is Kai. This characteristic is the character's spiritual
link with Gargentihr and its people. It is a measure of
empathy, charisma, inner strength and self esteem
radiating from the character. As characters perform
honourable deeds their KAI will increase. Likewise,
dishonourable and antisocial behaviour will reduce
this characteristic.
Through noble pursuits and actions a Clondis will gain
the respect of his peers and may become an influen-
tial and important individual. The system for gaining
Cliaracteristic 9(p{{s Honour Points (HPs) and thus increasing KAI is fully
described in the Honour chapter.
The next step in creating a character is to roll for your character-
istics. These numbers represent the adventuring character's D AL is Dalshra. Gargentihr is a world surrounded by a
(AC's) physical and mental capabilities and have a maximum strange energy known as Sa which flows through all
range of between one and ten, with a human average of four. its inhabitants. Dalshra is a character's innate ability
to manipulate and channel the Sa. The Kyromancers
Many races have a maximum of greater than ten in certain char- of Gevuria require this ability to control their
acteristics. If a race receives a racial bonus to a characteristic, Kyroware equipment.
then the racial maximum is also raised by the same number. Like-
wise a racial minus will lower the racial maximum. However no A player rolls for all the above characteristics on Table 1 below.
characteristic may go below one. KAI is an exception to this, All characteristics are normally rolled for on the 'Medium' col-
since after character generation it can go down to zero and it umn using a D20 except DAL which starts slighted, and is there-
may rise as high as twenty. fore rolled for on the 'Slighted' column also using a D20.
Before creating your adventuring character read through the de- A player may choose to favour a characteristic by rolling on the
scriptions of the different characteristics below. These are split 'Favoured' column. However, for every characteristic favoured,
into two sections :- Physical and Mental characteristics.
Table 1. Characteristic Rolls.
AGL is agility. This indicates how lithe and quick a char- 13-15 6 8 3
acter is. AGL is the basis for determining initiative 16-17 6 8 4
(INIT).
18-19 7 9 4
MAN is manipulation. A character's manipulation is an in-
dication of their ability to perform intricate, complex 20 8 10 5
42
one must be slighted~ Slighted characteristics must be rolled for
on the 'Slighted' column.
Favouring DAL takes the roll up to the 'Medium' column. DAL
may be favoured twice so that the 'Favoured' column is used but
a second characteristic must also be slighted. DAL cannot be
slighted.
The KAI characteristic is always rolled on the 'Medium' col-
umn. It may not be slighted or favoured.
If, after rolling, the characteristic total is less than 48, the player
can add points to the characteristics to bring them up to this to-
tal.
Cliaracter 9(pce
Each player assumes the role of a human from Gargentihr. There
are four main human races to be found on the continent of Agasha,
the location of our tales. The player assumes the mantle of a
character from one of the two main human races to be found in
the southern realm of Gevuria. This is the area central to 'Tales
of Gargentihr' in the basic game. These two races are discussed
briefly below and more detail of these people can be found
throughout the rules.
Gevurian Clondis are predominantly Karro, for most Ha' esh pre-
fer to remain in their secluded swampland cuari. Most Shevin
consist of Karro with perhaps one Ha'esh who has been brought
up within Karro society.
43
~
The Church of Sanctology claim that although they are not an
The Karro have the most advanced civilisation on Agasha and evil people, the swamp Ha' esh have been corrupted by the power
lead the way in most scientific fields. They have dark, piercing of the Darklands. They say the Ha'esh commune with the de-
eyes and sharp features with hooked noses and long narrow faces mon inhabitants of the Non-place and gain many strange and
with a dull ruddy complexion. They are a hirsute race with their evil powers. According to the Karro Church of Sanctology, the
heavy eyebrows and beards giving them a dark and scowling only way that the Ha'esh can be saved is through Sandis. The
appearance. Karro have taken it upon themselves to spread the word of the
Church throughout Agasha.
!History
The Karro invaded from their home continent of Outfool(
Lathmir nine decades ago and have slowly built The Karro are proud of their achievements and
a powerbase within this new land. The Karro have turned what they consider an unculti-
are now stranded on Agasha but have grown vated and wild land into a cultural and trade
to consider the land as their own. Karro centre. They are trying to recapture the
culture is both cultivated and artistic but glories of the civilisation found on
they have a sense of pride for their cul- Lathmir and have built the ports of Treth
ture that borders on arrogance and rac- and Geva in the style of the mighty cit-
ism. The Karro are, however, an hon- ies of their homeland. Much of the
ourable race and believe in both fair Gevurian swamplands within their
play and in the strong traditions of provinces are still outwith their direct
their culture. Everything undertaken control, especially in the more outly-
by the Karro is done in an artistic, and ing regions. Even these areas, how-
some would say flamboyant, manner. ever, are slowly being taken into the
Their high self-esteem is reflected in Karro sphere of control as their Soci-
all their undertakings. Karro enjoy eties and plantation owners slowly
long debate and complex political ma- spread out from their now established
noeuvring, and the running of Gevuria powerbases.
reflects this attitude.
The Karro are a naturally adaptive race
of explorers, scientists and adventurers.
PoCities They are leaders in all technological fields
It is the great Societies of the Karro that and have built an impressive communica-
form the basis of Gevurian culture. Each of tions network across the swamps. Great in-
these Societies has a position in Gevuria re- stitutions imported from Lathmir such as the
lated to its political power and social achieve- Church and the Geographical Society now wres-
ments, and each Society member is accorded a so- tle for control of Gevuria, with many new powers
cial position depending on his abilities, experience and such as the Chronological Society and the Institute of
merits. It is by rising through the social ranks of one Society that New Science becoming ever stronger.
a Karro may achieve notability and fame.
Most of southern Gevuria is now controlled by the Karro and Cliaracters
their Societies, and their empire is growing. The local Ha'esh Karro ACs come from many different backgrounds, and may
found in the swamptowns and ports are now considered 'civi- belong to one of the Gevurian institutions that now run the realm.
lised' by the Karro and have been absorbed into much of this Karro characters will have more freedom than their Ha' esh coun-
culture. The Ha'esh living outwith Karro civilisation, however, terparts, and will be able to blend into the higher social ranks
are feared. It is said they worship strange gods, and have no more easily. They will also have access to many of the scientific
knowledge of the One True God, Sandis. and technological innovations that have been recently created.
44
'Ifie !Jla 'esfi 'EnfielitentM.nt
Most AC Ha' esh leave their clan once they have undertaken the
The Ha'esh are a squat, muscular race and are the only humans
coming of age ritual known as 'the Fynning', for they know that
that are native to Agasha. They have a darkly tanned complex-
greater things are expected of them. At this time they have the
ion with black hair and are of hardy stock. Their narrow, slanted
right to choose to seek enlightenment by travelling abroad and
eyes burn fiercely with an inner fire, and come in many strange
can choose to follow any apprenticeship outside of the clan's
colours. It is said that they can tell each others clan importance
from the hue of the eyes. cuari. Some ACs can choose to stay in the clan to become Warraji,
and will follow that apprenticeship.
AC Ha' esh leave their clan to seek the path of enlighten-
?{fiture ~~~~~..... ment, and to perhaps become Re-cha or 'Enlightened
The Ha'esh are swamplanders by nature and maP" One'. They have received the blessing of the lo-
stay within their secluded swamp cuari, never cal Kai-cha and have ceremonially 'died' in
venturing into those parts of Gevuria now run the eyes of their clan. This takes place in a
by the Karro. The Karro look down on the complex ceremony known as 'Gharrana
Ha' esh for their simple ways and lack of a Lo'Teh'. Once complete, the AC receives
common civilisation, but fear them for golden coloured eyes which indicate that
their mysterious and ancient beliefs and he seeks enlightenment. He will then
the powers held within. The clans of the be treated as a neutral party by all
swamps wear coloured paints called Ha'esh clans, including his own.
junn, and shave their heads in different
patterns to denote clan affiliation.
Those Ha' esh who have become 'civi- Outfoot
lised' no longer use these traditions, Ha'esh are a patient and philosophi-
and wear more sombre clothing. cal race who passively observe as the
Karro empire moves northwards.
Ha' esh are a passive, silent people who They believe that the great wheel of
avoid communication with strangers. life, the Chon' da Harek, will turn
They keep to themselves and use the again and that someday they will once
Silent Way to talk to other members of more call the swamplands their own.
their close-knit clan. Almost every The Ha'esh worship a huge pantheon
Ha' esh has ties to one of the many clans, of spirits known as Kyashi, with each
and considers his family and clan the most spirit being linked to a particular piece
important aspect of his life. Loyalty to clan of nature, such as a rock, tree, stream or
and relatives is the most important virtue and island. Each cuari also has a Kyashi spirit
an individual's dishonour reflects on his cuari. that protects the village and its people. The
All wear their clan's Rai proudly. holy man, called the Kai-cha, communicates be-
tween the Kyashi and the Ha'esh.
'llp6ringing
AC Ha'esh are born into one of the town clans found throughout Cliaracters
the swamptowns of the Karro empire. They have been brought AC Ha'esh are assumed to be 'civilised'. They have lost most of
up in an environment that has mixed the new technologies and their ties to their own people, and are a part of Gevurian society.
ways of the Karro with the ancient beliefs of their ancestors, and They may know a few of their peoples legends, but they remain
do not fit comfortably into either. The Karro treat them as sec- outsiders. AC Ha' esh will have no family name, and may use the
ond class citizens, whilst the swamp clans regard them as having term 'Hashi', or 'seeker', as their second name. AC Ha'esh have
turned their backs on the old ways. golden eyes as they have left their clan to seek enlightenment.
45
Gargentihr long distance travel is still restricted to the privileged
Cliaracter 'Bacl(arount! and wealthy. For this reason, beginning AC's will find the world
outside of their home realm to be strange and exotic with only
Each AC will begin with a number of skills learnt as he grew up. legends and rumours to guide them. They will know little more
Each skill covers a field of knowledge, such as speaking a lan-
about Agasha than the players guiding their actions.
guage or building a ship, or an ability, such as firing a bow or
riding a horse. The Skills chapter covers all the skills in more
detail. !Family 'BacK.grountl
To gain skills and develop a starting AC, the player will guide Every character has a background, which includes his upbring-
his AC through his younger years, choosing career paths as he ing, his native home and details of his family. The character must
goes. This is an important part of character generation for it de- roll a D20 and look up the corresponding number on table 2 or 3
termines the AC's abilities, outlook and friends and enemies. below, whichever is appropriate to the character's race. This ta-
ble will tell you the social status of the character's family, the
A starting AC will be around the age of 25 and will have trav- location of his home, and a little of his past. The character will
elled little outside of Gevuria's swamptowns and ports. On also receive skills, which are the abilities gained as he grew up.
Town You ran away from your family at an early age and grew up on the streets of a Karro swamptown. You were
adopted by the few local Ha'esh living within the walls of the stone Karro complex . You are proud of your
people and seek to gain the honour of full Clan status.
Crowd manoeuvre- 3 (AGL) ; Sneaking- 2 (STE) ; Brawling- 1 (COM) ; 1 WP.
3-4 Town You were raised in a small cuari high in the Gei-trees surrounding a Karro swamptown. You lived outside of
the stone complex and avoided contact with the tall invaders. You are a proud Ha'esh and seek the path of
enlightenment to bring honour to your Clan.
Survival, swamp- 3 (HEA) ; Swimming, water- 2 (STR) ; Boating- 1 (MAN) ; 1 WP.
Town You were raised in a cuari near to a Karro swamptown under the guidance of your father, who was a clan
elder. You are expected to follow in the footsteps of this great man, but must first seek enlightenment outside
the confinements of the cuari
Cultural lore, Ha'esh- 3 (KNO); Meditation- 2 (KAI); Survival, swamp- 1 (HEA) ; 2 WPs.
Town You were raised in a clan cuari in a Karro Province by your mother who was a pathsilker. Your family held an
honourable position within the Clan, and your mother was a spokeswoman between Karro and Ha'esh. You have
seen both cultures as you have grown, and you have pledged honourable allegiance to a Karro noble family.
Survival, swamp- 3 (HEA) ; Sense Sho'ta- 2 (KAI) ; Cultural lore, Gevurian- 1 (KNO) ; 3 WPs.
7-9 Town You were raised in a Karro noble's house after being found as a young child in the Province swampland. You have
seen both cultures as you have grown, and you have pledged honourable allegiance to a Karro noble family.
Cultural lore, Gevurian- 3(KNO); Literacy, Lathmirian- 2 (KNO) ; Etiquette- 1 (KAI) ; 3 WPs.
10-11 Town Your parents died at an early age and no other relative was found to care for you. You grew up a loner but
were cared for by the people of the cuari in which you were born. You still follow the way's of your Clan.
Survival , swamp- 3 (HEA) ; Swimming, water- 2 (STR) ; Boating- 1 (MAN) ; 1 WP.
12-14 Town Your were raised in the Gei-slums of a Karro swamptown, and your family still resides in the stone complex.
You are a proud member of your Clan and seek to bring honour to your family through enlightenment.
Crowd manoeuvre- 3 (AGL) ; Culture lore, Gevurian- 2 (KNO); Brawling- 1 (COM) ; 2 WPs
15-16 Port Your father pledged his allegiance to one of the Karro Societies and has worked for them ever since. You
were raised within the walls of the Province town and have seen more of the Karro than of your own race.
You still uphold your Clan's ways and are determined to bring honour to your people.
Culture lore, Gevurian- 3 (KNO); Etiquette- 2 (KAI); Literacy-Lathmirian-1 (KNO) ; 4 WPs
17 Ronth You were raised in a village near the swamp-farm at Ronth where your father worked as a gardener for the
Institute of Medicine. You are a member of the local Clan and seek to bring honour to your family.
Herb lore- 3 (KNO) ; Plant lore- 2 (KNO) ; Survival, swamp- 1 (HEA) ; 4 WPs.
18-19 Town You were raised by your family in a Karro swamptown, where your father is a craftsman in the local bazaar.
You are ashamed that your family have turned their back on the Clan ways and have sworn to regain the
honour once held by your father.
Value ~ore- 3 (KNO) ; Culture lore, Gevurian- 2 (KNO) ; Race lore- 1 (KAI) ; 4 WPs.
20 Port You were raised by your family in a Karro port where your father was one of the tew Ha'esh to work for a
respected society man . You have pledged allegiance to a Karro noble family and aim to bring honour to this
family and your own Clan.
Culture lore-Gevurian-3 (KNO); Etiquette- 2 (KAI): Literacy-Lathmirian- 1 (KNO) ; 5 WPs.
46
Startinfi 'Wea!tn SocialStatus
A character will have a number of starting Wealth Points related There is no definable number or series of words to describe a
to the wealth of his family. The number of starting Wealth Points character's social status. The description of a character's back-
(WP's) a character has is also shown on the Family Background ground from the Family Background Table describes the kind of
tables below. Keep a tally of the character's WPs during crea- family the character grew up in. From this the character can de-
tion, for he will gain an amount of the Agashan currency (cylin- termine his social background and gain an insight into how he is
ders, or cyls') depending on his WP total. seen in Gevurian culture, as well as how his allegiances are re-
garded within Gevuria. The character's race also plays an im-
portant part in determining his childhood status, as will his posi-
'.Bacl(arount! ant!SQ[{s tion in the sibling ranks. The events throughout his apprentice-
The character receives certain skills pertaining to his race, such ship and occupations, as well as the careers he takes up, will also
as languages and knowledge of the culture. These skills are listed determine the social position a character will have when he joins
under the appropriate racial description on pages 44 and 45. All the game.
characters receive these skills.
A character's social background and social position should be
reflected in his demeanour and description.
47
Location Table 5. Starting Age.
The Family Background Tables also determine the place where
the AC was raised. This may be one of the swamptowns built by 020 1-5 6-10 11-15 16-20
the Karro or one of the great Gevurian ports found along the Age 13 14 15 16
coast.
If the location states simply 'town' or 'port' then the player must
~urtlier
roll on the table below to determine where he was brought up.
This location will be important later in Character Generation, 1Jevefopme,nt
for it determines the A Cs starting location on the Travel Path .. The character must now work through his first years of adult-
hood. These times in his life are described as 'terms' and all
Table 4. Family Location. characters have 6 of these terms to work through before charac-
ter generation is finished.
020 Town 020 Port
During these six terms, the character will undertake one appren-
1-9 Rol-Katgl 1-10 Treth ticeship and at least one occupation. These choices will provide
10-17 Vespin 11-17 Geva the character with the skills and abilities that he can use in the
game. The following section describes the separate steps that
18-20 Sha-Bro 18-20 Jevin the AC must follow for each of the six terms.
48
the Travel Path in the location of his upbringing as derived from A character may complete as many occupations as he
the Family Background Table. This will be where he spends his wishes, but must serve the minimum terms in each. If the
first term, unless he elects to travel immediately. character does not have enough terms left to complete
the minimum term length then he cannot enter that occu-
Travel
pation.
At any point in his 6 terms, except when pursuing an apprentice-
When the character finishes the terms for an occupation,
ship or occupation, a character may elect to move around the
the character gains any equipment listed under the occu-
Travel Path. Below are the rules for using the Travel Path .
pation description. A starting character only receives the
The player may travel from any one location to any other equipment from ONE of his occupations.
one location during one term. This must be done at the
start of the term.
'Term Lengtli
Travel between two locations takes only a fraction of the Each term begins with a roll on Table 6 to determine the length
entire term length, and thus does not reduce the SPs gained of the term and the number of Skill Points (SPs) accumulated
for that term. The character is assumed to spend almost during that term. The character can spend his points on the ap-
all of the term in the new location. prenticeship, occupation or travelling options depending where
When travelling, the event for the term is rolled on the he is during that term. He can also use some, or all, of these
Location Event Table appropriate to the location where points to place into wealth or to increase any of his characteris-
the character finishes his term. tics.
Locations
On arrival at any one of the locations described on the Travel
Path, the character must decide which of the apprenticeships or
occupations listed at the location that he is going to pursue. He
must choose to undertake one of the options open to him and can
only choose between those listed in that location.
Apprenticeship Remember that a year on Gargentihr consists of 32 weeks of 8
days length.
Every character must complete an apprenticeship prior to start-
ing an occupation. He may move around the Travel Path to find
the apprenticeship he wishes. In order to be accepted into the
apprenticeship he must satisfy the characteristic and racial re-
quirements listed.
All apprenticeships are fully described in the Appren-
ticeships chapter.
The character must remain at that location for one full
term to complete his apprenticeship.
The SPs gained for this term must be spent on the skills
listed under the apprenticeship.
Once the AC has completed this term, he is free to travel
around the Travel Path and to undertake any occupations
which he is suited to.
Occupations
Once a character has completed his apprenticeship he must elect
to take up an occupation. These can be found in the Occupa-
tions chapter.
The AC may travel in search of a suitable occupation but
must satisfy the requirements listed to enter any occupa-
tion chosen.
Once an occupation has been started, the character must
stay at the location until the minimum number of terms
have been served.
The character may decide to stay on for longer than the
minimum number of terms listed. Each additional term
'Ifie 'I'erm s 'Events
During the term, the AC will encounter a situation that will have
over the minimum is worked through in the normal way.
an effect on his life in some way. This situation is randomly gen-
49
erated by rolling on the tables and creating an appropriate situa- The Narrator must now combine the above elements of
tion from the results. the event into a cohesive story that fits into the charac-
ter's background. It is also important that you role-play
This process should generate an interesting event for each of the
the encounter. The Narrator should give the player some
6 terms. The Narrator should feel free to alter the outcome of any
options to follow during the event, and he should modify
dice roll to fit in better with the character's development. The
the outcome of the event, depending on what the player
following steps should be followed to generate the encounter:-
t Roll on the Location Events Table appropriate to the cur-
rent location of the character. These tables can be found
decides to do.
In effect, the events section is like a mini role-playing session,
with both the player and the Narrator ad-libbing. The most im-
in the Travel Path section at the end of the chapter. If a
portant thing to remember is that no dice roll need be followed.
character spends a term travelling he is assumed to only
Choose events which fit in with the character concept and sim-
spend a small part of the term actually travelling and the
ply feel right, rather than slavishly obeying the dice.
major part finding his feet in his new location. In this
case, roll for events on the table appropriate to the char- Do not be alarmed if it takes some modifying of the dice rolls
acter's new location. and alteration of the facts to reach a satisfactory conclusion. The
important thing is to generate a character with an interesting back-
If needed, roll on the Individuals Table, found after the
ground that provides the Narrator with scenario hooks during his
Event tables. This will determine the profession of any
campaign. The Gameplay chapter details the event rolls for an
Individuals met in the encounter that were not mentioned
example character and should give both Narrator and players
in the Location Event roll.
some hints about this section of character generation.
Roll on the Outcome Table found under the Individuals
It should be remembered that the Narrator can shape things as he
table. This determines the final outcome of the encoun-
pleases to make a good event. In the example below the political
ter. This roll determines if the event has aided or hin-
side took second place to the doctor's involvement. Both Jamie
dered the AC, and is perhaps the most important roll of
and the Narrator would take notes of the doctor's name and the
the event.
event for future reference. If during the other 5 terms a similar
event was rolled, the Narrator can choose to totally ignore it and
Jamie roC4 on tfie Yesyin ~vents· 'ra6Ce, anaJamie fias not yet aecUfeawfiat sort
f ouna in tfte Trav.e('Patfi section o. f tfiis of character ';Pa{mer is, so it is yro6a6fe
. cfiayter, for every term tfiat 'Pafmer tfiat fie 6ecomes invo{vea in a yassive
· syends .in Yesyin. ~ay. Sti({; tfie 1J.ocfor Fias an intense
ais[ike of 'Pa{mer so tfie incUfent mu.St
In tfie first term Jamie ro{(s a 7. 'Pafmer fiave affectetf 6otfi parties great{y. Tfie
is caugfit uy in Coca(yofitica( intrigue. :Narrator cCecicCes tfiat 'Pafmer witnessea
'Tfie :Narrator ro{(s on tfie tfiree tabfes tfie gooa aoctor murcfer a Cfiinte' saiCor
owyages 60 aruf 61 to determine if tfiere in a tfingy a«ey 6esicfe tfie Scfioo{ of
are ·any otfiev intfivUfualS. invofvea and! £ore. :Now Jamie must decicfe wfiat
w_fiat tne eventua{ outcome of tfie event 'Pa(mer c£oes. · ·
. lS. 'Ro{{s of 12, 16, 4, 5 ana 10 yrovicCe a
1Joctor of tfie Institute of :M.edi.cine wfio Jamie cfecicfes tfiat 'Pa{mer was too
is f anatica{ ancf fias an intense riva{ry scarea to act at tfie time ana ran from
witfi 'Pa{mer. "Because 'Pa{mer is sti{{ so tfie scene. Tfiis Ceaves tfie :Narrator to
Y~1YJ' tfie :Narrator cfianges rivaCry to -determine wfiy tfie aoctor aisfikes '
c[~fiie ana'Pa{mer fiasftis first enemy. 'Pafmer, so fie tfirows in anotfier twist.
Tfie :Narrator; tfien pieces tfie foffowirig Tfie ·cfoctor saw Pafmer ancffears tfiat
together :- fie'{{ turn fiim into tfie streetmen. .Jt{{
Pa{mer knows is tfiat tfie doctor fioGf.s ·a
1Juring 'Pa{mer's first year at tfie Scfioo{ yosition on ·tfie counci{ amC somefiow fias
of £ore, fie makes an enemy of a re- founa out wfio 'Pa{mer is. Tfie :Narrator
nowned: tfoctor ca{(etf VItfidr 1Jannin. can use tfiis situation in a scenario Cater
'Pa{mer is on{y age fourteen at tfie ·time on.
50
throw in a different one or to have the Doctor make another ap- The player can now fill in the character sheet that the Narrator
pearance. Variety is the spice oflife and role-playing campaigns. will have kindly spent great time and money photocopying (it's
all part of the job). All the AC's characteristics and skills can be
listed on this sheet. There is also a separate 'Background Sheet'
Spent! S/(j{( Points which can be used to write in details of the characters background,
The Skill Points (SPs) received from Table 6 may now be spent including each of the terms events. We advise that further notes
on skills listed under the appropriate apprenticeship or occupa-
tion. Any skills with a number listed in brackets are the first ones
which must be purchased. They have to be bought to the level of
the bracketed number. Once these minimum requirements have
been met, the other SP's can be spent in the areas outlined below.
t Skills : The cost listed in each appropriate section is the
cost per level.
Please note that during character generation no skill can
progress above level 6 (the characters are not yet 'sea-
soned') or above the skills related characteristic, which-
ever is lower. The only exception to this rule are any skills
which are gained from the 'Family Background' tables.
These may be taken at the levels listed in the tables.
Characteristics : Characteristics can be increased by 1
level at a cost of twice the current level. This will in- .. f'ascina.tea 6y t.fie Cfiinte' wfiic'ii
crease the maximum possible skill level. KAI cannot be fie saw cut aown 6y tfie aoctor,
increased in this way, but HPs may be purchased at a cost
fie 6uys 3 {evefs of ~Cu{tura{ fore-
of 1 SP each.
Cfiinte' :f'fiar' for 9 SP's. J-fe afso
taies two {e. vefs of 'LiErary use'
Wealth : Throughout character generation the player can for 6 SP's and two {evefs of. '<jem
save SPs to earn his AC some starting money. Each SP fore 'for 6 SP's as tfiese ski{fs wi{{
saved equals one Wealth point and may be added to the fie(p him in liis studies. Ta6{e 4 ~· of
total and compared to Table 7 once the sixth term is com- tfie Skiffs cfiayter fists tfie differ'"
pleted. Total the WP's saved and refer to the following ent {anguages and costs. Palmer
table. If a character's WP's exceed 10 then the player . {earns 4 [eve{s of 'Speak- Low
rolls for each multiple of 10 on the table. Cfiinte' for 8 SP's. 6 more SP's are
spent on 3 {evefs of 'Sigfit1. J-fis
{astpoint adds 1 to Fi.is 'Wea{tfi
Table 7. Wealth Points and Money Points to give a tota{ of 5 .
WP's Money (Cyls) Gained .Jl{( of tfie
skiffs are written onto
1 60 + (06 x 5) tfie character sfieet under tfie
appropriate cfiara";teristics.
2 120 + (06 x 10) Pa{mer Fi.as now finished Fiis
3 180 + (06 x 15) apyrenticesfiiy_ in tfie Scfioo{ o'f
Lore and Cooks to tfie Trave("
4 240 + (06 x 20) Patfi to determine wfiere fie is
5 300 + (06 x 25) going to go next.
6 360 + (06 x 30)
7 420 + (06 x 35)
8 480 + (06 x 40)
9 540 + (06 x 45)
10 600 + (06 x 50)
The four steps are repeated for each of the character's 6 terms.
After this is done, the character should use his wealth to pur-
chase clothing, weapons and equipment from the lists in the
Equipment chapter. The character will also receive all of the
equipment listed under ONE of his occupations. If he undertook
more than one occupation, then the player will have to choose
which occupation's equipment he wishes to start with.
51
are made elsewhere by the Narrator for his own reference.
The next step is to fill the character's attributes into the relevant
Cliaracter J1Lttri6utes
sections of the character sheet. The following section describes Once the AC has gone through the last of his 6 terms, the player
each of these attributes individually. can fill out the attributes section of the character sheet. The sepa-
rate attributes are listed below.
52
Palmer's 'Energy 'Bar
14
53
Collapse and Death
When the ACs FAT climbs to the level where 'Collapse' is writ-
ten, the AC will collapse in exhaustion. When the AC's FAT
climbs to the 'Death' level, then the character has pushed his
body too far and will soon die. This level is usually only reached
through injury.
It is advisable to keep an AC's FAT levels down below the -4
Fatigue Modifier row. This can be achieved by carrying a sensi-
ble amount of equipment and through Resting and Healing whilst
playing the game.
The full rules for FAT are covered in the Game Mechanics chap-
ter.
INIT is written in the 'Base INIT' box which is found on the characteristic. The D20 roll required for each Difficulty Factor
right-hand column of the Energy Bar. (Easy I Moderate I Difficult I Impossible) is written on the right
hand side of the skill column for ease of use during play.
The player must also fill in the other INIT levels which will oc-
cur as the AC becomes increasingly fatigued. This is done by
moving up the right hand column, continuously subtracting from 'E,quipment
the Base INIT as you do so. It is the Fatigue Modifier which is All items of equipment carried by the AC are listed on the back
subtracted from the Base INIT at each level. of the character sheet, with their location and ENC ratings listed.
Remember that the total ENC carried is added onto the AC's
'Damage ('D.91Af) Base FAT Rating on the Energy Bar.
An AC with a particularly low or high STR characteristic re-
ceives a modifier to the damage he can do in combat. Table 9 'Weapons an4 .!Jlnnour
below lists the modifiers. Each weapon which is bought by the character has a series of
· - - - - - - - - - - - - - - - - - - - - - - - - statistics which must be recorded on the back of the character
I I
sheet for use during play. The type of weapon is written in at the
top of Combat Statistic Box and all the corresponding statistics
from the Melee Weapon Table in Equipment can be fined in .
.__ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _....,. Missile weapon statistics are recorded in the same way, in the
appropriate Box. The range bands for each Difficulty Factor can
DAM modifiers are written beside the STR characteristic and be filled in from the Missile Weapons Table in the Equipment
into the Combat Statistic Box for each weapon carried by the chapter.
character.
The bottom half of the back character sheet shows a stylised
picture of an AC Karro adventurer. You can mark in the Armour
Values of all pieces of clothing in the boxes provided for each
All of the skills bought with SPs during Character Generation location. Remember that only the highest AV counts in any one
can be written onto the character sheet under the corresponding location.
54
Now all that remains to be done is to finish of the character by
giving him a name, choosing a suitable height and weight within
the racial guidelines set out in the racial descriptions on pages 44
and 45 of this chapter, and giving your character a description.
This could just be a brief description of the clothes he normally
wears, his facial features and any interesting features; enough to
give the Narrator and the other players an idea of what your char-
acter looks like. Choosing a likeness based around an actor, or
another well-known celebrity is a good way of all the players
remembering what your character looks like.
The character's personality should also be chosen. Notes on goals,
beliefs, phobias, likes, dislikes and his basic demeanour can add
greatly to a character. The Gameplay chapter covers several ways
in which you can bring your character to life. Although these
tips are not essential to the game, we recommend that all players
flesh out their ACs persona.
Once all these steps have been completed you will be ready to
explore the exciting world of 'Tales of Gargentihr'. Good luck!
Pafnter is stta no·warrior ani£
:remai~ sfwrf aM tiiin for a .Xarro.
Jfe fs:s' i,1" antf..185 ([Js witli Cong
straitJfit 6fac·k.· liair tied: in a pony-
, _tail; as is tfie currentf asliion in
'Tr.etfi. :J{is 6eara is trimmed" into a
goatee, wfiicfi is unusua{for Xarr.o.
·Jfis Cove efreadi:nfJ, even in 6aif
Ci!Jfit, accounts for tfie sma£( circu-
tar reat£i,r11J-fenses worn 6y Pafuter
(tliey dOn't actua{{y improve fiis
ST.N cfiaracteristic).
. Pa{mer wears tlie 6Cack COrllJCOat of
Fiis profession anais never seen
without liis doctor's 6ag. 'T'fie fact
tliat fie carries a 6oft yetrone[ in a
'fiidifen compartment in tfie 6ase of .
tliis 6ag is keyt secret from a{{ 6ut
liisc[osest jri{:!ndS (.'A 'keeysaR.e'from
liis 'T'avin years).
· Jamie lias cliosen tlie arcfietyye of
'Cfiancer' for 'Pa{mer. Jfe fias 6e-
come used" to asking favours in
return for fiis lieafi11fJyowers. :His
quirks inc{uae an adaiction to cad]
anaa tendency to stay at tfie 6ack
in a fifJfit. Pa{mer is now ready t(!
join hisfeffoW Cfondis and" to aiU£ to
tfieir tafes of (iargentiftr.
55
'l'rave{ Patfi Locations
The following are descriptions of each of the locations found on the Gevurian Travel Path shown below. The use and rules for the
Travel Path are described earlier in this chapter.
Streetman
56
Jagan 1)
Jagan Events. Roll 1 020
Tyme siltreavers seek you out.
The fortress town of Jagan is the thorn in Gevuria's side. 2) A great fleet of non-human cutters arrives in port.
Jagan is a free state run by its mysterious governor and is 3) Several Kai-Balor slave-ships arrive in port from Tellah .
home to siltreavers, rogues and other undesirables. This is a 4) You spend much time amongst the fishermen of Jagan.
seemingly lawless town that has amassed wealth through 5) You find yourself on a siltreaver cutter.
piracy and other unsavoury dealings and which is constantly 6) An important Gin-Ghan match is played in town.
under surveillance by agents from Treth. 7) A chase through dark alleys.
8) A friend of yours is on the run .
There is no port as seedy as that of Jagan. Violence and dan- 9) You notice some late night unloading in the docks.
ger lurk in every darkened lane, and every inhabitant is will- 10) Non-human traders take an interest in your affairs.
ing to sell his family to the Kai-Balor slavers. Life is cheap 11) An unexpected meeting with an agent from Treth .
in the Reaver Governor's port. 12) Wild Ha'esh clans terrorise the surrounding land .
13) You make a foolish bet with some gamblers .
Apprenticeships Occupations 14) A local kyashi shrine is desecrated in nearby swamp.
15) Sullasin press-gangs work the gallery.
Siltreaver Agent 16) You witness a duel between two Society men.
Street Urchin Channi 17) A silt-storm floods the dock area under a foot of silt.
18) The Governor's men seek you out.
Warraji Siltreaver 19) Gang warfare explodes on the docks.
20) The Blood-scourge kills many in the town .
Tavin
Jevin 1)
Jevin Events. Roll 1 020
Windtraders arrive aboard their huge , floating Sarakern .
The sinall town of Jevin is the nearest port to the eastern 2) Caught in a feud between non-human mortals.
realms of Khos-Tavar and Yaskal and deals regularly with 3) A chase through the Windbays!
traders from both these nations. It is also the headquarters 4) A local klai-den holds a surprise .
for the Institute of Kyromancy and it is this Institutes black 5) A meeting in the halls of the Kyros lnstructus.
spires that dominate the town's skyline. Within these dark 6) Missionaries head into the border territories .
spired halls the Kyromancers train their recruits and research 7) An early meeting with the Clondis.
8) You receive a message from the local Geldir Tavin .
new and more powerful magicks. Ha'esh from Jevin will be
9) A duel between Kyromancers .
from Clan Hanifa.
10) Skirmishes along Gevuria's eastern borders.
The skies above Jevin are alive with Sa; a warning to all that 11) Trouble brews amongst the locals.
would enter the port where great energies are wielded. The 12) Local Hanifa Ha'esh are accused of being Therrazha .
Kyromancers attract the strange and unnatural and the city 13) Terrible creatures lurk in the sewers .
14) A huge Sa-storm ravages the spires of Jevin.
they control is filled with the strange and exotic.
15) Trouble in the gallery between Danja and Sullasin Tavin .
Apprenticeships Occupations 16) An unusual fleet enters the port.
17) You witness some of the many powers of Sa .
Armsman Recruit Tavin 18) Explosions in the Institute of Kyromancy.
19) A strange meeting in the gallery.
School of Kyromancy Kyromancer 20) Sa-mutations sweep the slums.
Street Urchin
Tavin
57
The small swamp village of Ronth is the headquarters of the
Gevurian Institute of Medicine. A main society headquar-
ters exists in Treth, but it is the large herb-farm at Ronth that
heads the research side of the Institutes work. Whilst mere
doctors work from Treth, the true innovators of modem medi-
cine can be found here. The Jhin and Carloni clans are found
near Ronth and most of the Ha'esh farm-workers belong to
these.
The Institute of Medicine have transformed Ronth from a
sleepy backwater cuari into a thriving farm which covers
over eight miles of reclaimed swampland. A series of walled
gardens, greenhouses, paddy fields and allotments surround
the huge Institute buildings which stand in the centre of the
colony.
Apprenticeships Occupations
Pathsilker Recruit Doctor of The Healing Arts
Warraji Mujo
Slia-'Bro
The cuari of Clan Marro was the site of the first Church of
Sanctology mission in Gevuria. The Sanctologists have es-
tablished themselves in the area and now train new Chiel
here. The first cathedral of the swamplands has been com-
pleted in Sha-Bro and the church exerts much control over
the local Clan Marro Ha'esh in this Province.
The wealth of the Originists has enabled Sha-Bro to thrive
in recent years, and modem Karro architecture now stands
amidst the giant gei trees of the swamp. It is no secret that
the Church is building Sha-Bro as their new centre of power,
for many great religious and political figures are often to be
found in this once remote colony.
Apprenticeships Occupations
Pathsilker Recruit Chiel
School of Sanctology Lysh
Warraji Pathsilker
'Tretli
Treth is the capital city-port of'Gevuria and houses the Par-
liamentary Chambers as well as buildings for all Societies.
It is,also home to the prestigious Academy of Martial Stud-
ies and the two best universities of Agasha. This draws many
foreign students to this great port. Clan Chen is the largest
and most civilised Gevurian clan.
Treth is a vast city and the very centre of Karro political,
social and cultural life, for it was here that Augiss Selirk's
party first landed in 1492. The surviving nobility of Lath-
mir reside in Treth and have retained many of their old tra-
ditions, and now the capital is infamous across Agasha for
its decadence and wealth.
Apprenticeships Occupations
Armsman Recruit Agent
School of Lore Arms man
School of Martial Studies Streetman
58
'llespin 1)
Vespin Events. Roll 1020
Local streetmen are seeking an infamous criminal in Vespin.
The town of Vespin is the pride of the Geographical Society, 2) A Geographical Fellow seeks to hire.
which practically owns the surrounding Province. The head- 3) A dangerous Sa-storm hits and damages many buildings .
quarters of the Society in Treth pale in comparison with the 4) Clan Tanini pathsilkers rebel from the Geographical Society.
great buildings here, where the exploratory side of the Geo- 5) Chinte' F'har traders of the rich Chi'chee family arrive in town.
graphical Society is maintained. 6) You are challenged to a game of tjhav of epic proportions.
7) You are caught up in Geographical Society intrigue.
All the best explorers graduate from the school in Vespin. 8) You meet an old acquaintance in Society halls .
The Ha'esh of Clan Tanini remain loyal to the Geographical 9) The Geographical Society stage a huge expedition .
Society and are often used as scouts. The new town ofVespin 10) Flooding sweeps through a large part of the town.
continues to grow. The many building sites along the west- 11) Eragha Je'Khan raid along the western borders.
ern swamp-wall show that the Society has still greater plans 12) The Church begins to build a new Sanctum in the town.
for this sprawling town. 13) Pathsilkers plan a monouth hunt in the Vespin Province.
14) Ryamis traders known as 'Haichen Geevaar' arrive in town .
15) An encounter in the western swamp-wall building sites .
Apprenticeships Occupations 16) A Clan Tanini elder asks for help.
Armsman Recruit Fellow of Geography 17) Foul swamp-creatures terrify the locals.
18) A meeting with smugglers leads to an old swamp mansion .
School of Lore Armsman 19) You rescue an individual from a dangerous situation .
20) Bandits plague the gravel roads of Vespin Province.
Street Urchin Streetman
59
'Event 'Encounters
Roll 2D20 on the table below to find the individual encountered during the event and any affiliation to one of the Karro Societies he
might have. The Narrator can use this table to generate further NCs met during the event who have not been detailed in the Event
description.
Roll 1020
1-9 INDIVIDUAL WITH NO SOCIETY AFFILIATION. 10-20 INDIVIDUAL WITH SOCIETY AFFILIATION.
5) URCHIN 15) CHINTE ' F'HAR 5) INSTITUTE OF NEW SCIENCE 15) WITCH-HUNTER
10) CLONDIS 20) SELECT ONE 10) ENTERTAINER 20) SELECT ONE
Int!ivitfua{ Cliaracteristics.
Roll once on this table to determine the personality of the individual. This table should only be used if the Narrator has no ideas of an
individuals personality. Use it as a source of inspiration rather than sticking mindlessly to the dice rolls.
Roll 1020
1-10 Unpleasant traits 11-20 Admirable traits
Roll 1020 Roll 1020
1) NAIVE 11) COWARDLY 1) BRAVE 11) HUMBLE
10) JUST PLAIN ANNOYING 20) RACIST 10) GENEROUS 20) CHARISMATIC
60
The f anatica{ doctor
and counci{ {eader,
'Ufthar 1Jannin, has
yroved to he a thorn in
Pa{mer's side since his
days in the Schoo{ of
Lore.
Outcome of'Events
Roll on this table to determine the outcome of the encounter. Again, do not take this table as written in stone. If a suitable event
presents itself through role-play and interaction between Narrator and player, then use it instead.
Roll 1020
1) Owed a big favour by the individual involved in the event.
2) Gain 06 Wealth points due to the event.
3) Gain a useful or personal item that is relevant to the event.
4) Gain 4 extra SPs for this term. These points are a result of extra training with the individual met in the event.
5) Gain a skill at level 3 that is relevant to the event. The individual met during the event is the tutor.
6) Gain + 1 in a characteristic which is relevant to the event.
7) The individual met is now good friends with the AC and both will help one another if the need arises.
8) The individual met is now a trusted contact.
9) The character has gained a 06 Honour Points due to the event.
10) The individual met now has an intense rivalry with the character due to the event.
11) The character has lost a 06 Honour Points due to the event.
12) The individual met now hates the character with a vengeance and wants revenge for this encounter.
13) A friend or relation of the character dies as a result of the individual's actions. The AC now wants revenge .
14) Lose -1 in a characteristic which is relevant to the event.
15) Owe a debt of 1020 x 50 Cyls to a person involved in the event.
16) Owe several favours to the individual involved in the event.
17) Badly injured during the event. Permanently scarred.
18) Hunted by the individual. The AC may not know that the individual is looking for him .
19) Imprisoned for half of this term. You only get 24 SP for this term. Whether you were guilty or not is irrelevant.
20) Roll twice on this table and apply both results.
61
Sitting a[one in tfie aarkg.nea recesses of tfie 'Temptati.on 's ceffar, Pa[mer's mina arifterf [ikg_ tfie tfiic(wafts of cad)
wfiicfi surrounaea fiim. 'Ifie fong ritua£ (nown as tfie Sfievin Oatfi weigfiea fieavi[y upon fiis mina as fie carefuffy
ponaerea over eacfi ana every worcf. Lighter haa [ec[ eacfi of tfie four new Cfonais into tfie Cfiam6er of Light ana
haa 6ecome theirguaraian ana aavisor. Pafmer now reafisea tfie risk_ tfiat tfie giant 6annan haa takg.n, for Lighter's
honour was measurea 6y tfie acti.ons of tfie new Sfievi.n. Pafmer haa sworn tfiere ana tfien not to [et Ligfiter aown.
'Eacfi of tfie four new Cfonc£is haa sworn to upfioU tfie name of J{a[[ Wiffara in front of tfie Jiigfi Sfievin ana fiis
nine Lieutenants. Pafmer stiff couUn 't 6efi.eve it! Ligfiter was tfie Jiana of tfie Jieart; tfie secona most powerju[
mem6er of Jia[[ Wiflan{, answerab[e onfy to Jasper Spry himself, yet fie was preparea to risk_ fiis reputati.on 6y
assuming tfie rofe of (juUi.ng Lieutenant.
.9l.na now Pa[mer was afone. (janna ana 'Tymon haa [eft to pie( up their 6efongings ana tfie 'l(yromancer fiaa
returner£ to Jevin 6y means of fiis aar(powers. 'Ifie four haa agreer£ to meet up that evening for tfiey were soon to
unaertakg. their first task.for tfie J{a[L Pafmer haa not yet got usea to tfie itfea of wor(ing ana fu[{y trusting liis
tfiree comrad:es. 1-k haa afways seen /iimself as a foner; a singfe agent. It wouU takg. time to cficmge.
Sipping fiis mafty yusp1 Pafmer fet liis mma wander 6ac(to liis clays at tfie Scfioo[ of Lore in o/espi.n . .9l.s a 6oy fie
fiaa afways 6een fascinatea by trave{ ana tfie ezyfoits of tfie great ezyforers sucfi as Sefirfv. Cain ana .9l.naricfi. Jie
haa naive[y foflowea fiis heart i.nto tfie Scfioo{, aiming to join tfie (jeograpfiica{ Society as soon as fie graauaterf,
aespite fiis fathers wisfies for /iis son to foffow fiis career in tfie Latfimirian (juarcf. .9l. smife passea /iis fips as fie
picturea a tiny 6oy practising sworap[ay witfi a wooaen aavin whilst fiis prouafather [ookg.a on . .9l.fi, if on[y fife
couU fiave remai.nea so safe!
.9£[{ tfiat haa cficmgea auring fiis time at tfie Scfioo{, wlien lie fiaa witness ea 'Dannin 's attack.on the Cliinte '. Palmer
remem6erea tfie cfiiffing rea[isation tfiat men of upstanaing reputati.ons ana responsi6ifities were no aifferent from
tfie Jia 'esfi in tfie gei s{ums. Jii.s heroes were simp[y men, witfi motivati.ons, fears ana d:esires no 6etter tfian fiis own.
'J{pw Pa[mer's tfiougfits passea quick[y onto tfie aay wfiere fie joiner£ tfie Institute of :Meaicine. Jiis aealings witfi
tfie aoctor fwd utter[y cfiangea fiis out[oo(on fife, ana fie haa 6e[ievea tfiat it was fiis auty to reduce tfie suffering
causea 6y 'Dannin ana /iis /(jna tfirougfi fiis fieafing skiffs. Jiow naive fie fiad 6een to tfiin(tfiat tfie wor[d workg.d
tfiat way.
Jie fiad quickfy grown aisif[usi.onea witfi fiis newfouna occupati.on, as fie watcfiea fiis peers 6ickg.r an.a figfit in
tfieir attempt to gain socia[ standing. 1-k feamt to d:espise tfie upper dasses aecaaent ways, and tfie Institute for
pandering to tfi.em. <The young Pa[mer fiaa wa[kg_c[ tfirougfi tfie Jia 'esfi cuari surrounding 'R,pntfi and haa seen tfie
misery caused 6y tfie 'l(arro.
~6e[fing against tfie system, Pafmer fiaa ffed into tfie company of :fennris 'Tavin from 'R,p{J(p.tel Once again a
s[igfit grin crossed fiis face as fie remem6erea /iis time witfi tfie smugg[ers of Co66[eaocl( 'Ifiis criminaf organisati.on
fiaa taugfit fiim agreat aea[ a6out tfie unfairness of fife ana tlie difficu[ties facing tfiose tfiat are not 6orn into fiigfi
soci.etlJ. 1-k haa afso feamt sf(iffs far different from tfiose tfiat fiis father wouU fiave wisftecf fiis onfy son to possess.
Pa[mer a6sent-mi.nd:ed[y ru66ed tfie four-petaffea ffower tattoo wfiicfi aaornea fiis rig/it wrist. Jie haagained /iis
only true frieruis arrwn.gst tfie :Fennris, and fuu£ seen many of tliem cut aown by tfie greys' petronefs. Since tfiose
clays, Pa[mer haa never sfiown mucfi respect for Caws of any sort. Jie remiruf.e a himself tfiat tfiose views wouU ftave
to cfumge if fie was to upfioU tfie Ylja.
'Ifiis sutUfen reminder of tfie Ct:orufis faws snapped Pa[mer out of fiis quiet musings. 'Enougfi of tfie past, tfien. It
was time to tfii.nK._of tfie future. Swaffowing tfie remainder of fiis now coU yusp, Pafmer stooa and mad:e towaras
s
tfie 'Temptati.on mtlin l({ai aen on the floor a6ove.
J1lrmsman ~cruit (jin-qlian 'Trainee
fMy Regiment is my family, my davin is 'Any game I walk away from I count as a
my bond.' victory.'
61h Regiment. Rol-Katel. 'The Engineering Corps' are tied very The guards wear more armour than the strikers, who are more agile and
closely to the Institute of New Science and their technology. faster. Despite the protective clothing, casualties can be high in the sport.
They have a dark blue uniform. Gin-Ghan is popular with all races and cultures with the best teams
around Agasha meeting annually to play for the Geva Cup. Playing fields
131h Regiment. Jevin. 'Tarson's Sword' are the smallest of the
can be found in all major civilised locations across the continent and are
current regiments in Gevuria. They wear a deep green uniform.
beginning to find their way into the smaller Ha'esh villages deep in the
l 71h Regiment. Geva. 'The Geva Rangers' patrol the western swamplands.
sea borders of Gevuria and have their own marine corps amongst
Gin-Ghan trainees spend their last term of training touring with fellow
the ranks. They wear a white uniform.
hopefuls trying to catch the eye of professional teams. Traditionally this
All the regiments follow their own laws and traditions. The recruits are tour begins in Geva and ends in Treth, taking in many of the smaller
encouraged to stay on to become full members of their family. swamptowns. Gin-Ghan remains a sport popular with the inhabitants of
both large cities and small towns across Agasha. The more primitive
people, such as the Ha'esh Clans found near to Karro swamplands, have
only recently begun to play the sport.
63
PatlisilKf,r Scfwo{ of tlie .9lrts
'I have taken the Mancha of my people. I 'A gentleman is shaped by the three great
will guide you through the Green.' pillars of art, tradition and religion, all
learnt in equal measures'.
In the swamptowns, cuari and swamplands of Gevuria, the local Ha' esh The School of the Arts teaches its pupils in the visual arts and modem
use pathsilkers to protect the waterways through the swamp. These scouts studies of Gevuria. These include such subjects as politics and philoso-
use small barge boats to patrol the land and use silkworm thread to mark phy, and the School has earned a reputation for producing many of the
the safe passages, for it glows faintly in the dark. great thinkers of modem times, believing that the young must be taught
the ways of Lathmir if the Karro are to retain the traditions which made
The Ha' esh know their land well and make excellent trackers. As a type their nation great. The school is popular with upper class Karro, whose
of police force for the native Ha'esh swamplanders, the pathsilkers act donations provide a large budget to spend on equipment and field trips.
as intermediaries between their own people and the Karro of the swamp-
towns and thus learn a little of both cultures. The Silkers usually work Although many Karro look down on the other races, they appreciate
in small groups of up to four men and women and the larger groups may fine art and thus allow artists and prominent intellects from the other
take on an apprentice of between 13 and 16 years of age. The pathsilkers races into the school. Chinte', Ha'esh, Ja'Hansh, and even Khostra can
use small two-man barges, but now many ride the giant sleth found in all be found in the School in limited numbers. Not all of the School's
the swamplands as a means of transport. These reptilian herbivores are students go on to become great scholars or artists, however; many of the
timid creatures and can be easily trained as useful riding beasts by a upper class use the school as a social base for their easy lifestyle. It is
skilled pathsilker. said that this is not so much a school for the arts, but rather an expensive
gentleman's club. The port of Geva is home to the arts in Gevuria and
In the north of Gevuria, where the lands are wilder and more dangerous, naturally has the largest and best of the art schools.
the pathsilkers work with the frontiersmen to protect the Ha'esh cuari of
the area. The Ha'esh of these regions are less accustomed to the Karro The School of the Arts is tied to the Church of Sanctology and teaches
and their culture, and require the pathsilkers to act as intermediaries and its pupils the doctrines of Sandis, the One True God. By the time that
translators in such situations. Many of the apprentices go on to become most students graduate from the school they are firm believers in the
frontiersmen and work with the Karro army regiments of the area. Church and its customs and continue to follow the ways of Sandis after
they finish at the school.
In these dangerous locations, only the best apprentices survive and must
pass an ancient Ha'esh ritual, called The Mancha, to finish their train- The School is steeped in Lathmirian tradition and passes much of this
ing. This ritual is a test of character involving the local Kai-cha and the onto the students. The Carthean Gentleman's Club, one of the most pres-
Kyashi spirits of the land. It serves to remind the Ha'esh who would tigious institutions found across Gevuria, only lets graduates from the
walk amongst Karro that the ways of the land are strong and must be School of the Arts into its ranks. Many of the realms top politicians are
respected. Few pathsilkers forget their ties to the land after this ritual 'old boys' from the school and use the club and the school as a network
and always respect and care for nature and its ways. for contacts. It is a useful place to have contacts if you wish to walk
amongst the upper classes of the Karro.
Pathsilkers retain many of the ancient ways of their people, and are less
civilised than most ACs. They often wear the leathers and junn paint of
the swamp Clans, and may even have the stylised shaved heads which
are common amongst these people.
64
Scfwo{ of ~omancy Scfwo{ of Lore
'Only the powers of the Kyros Instructus 'Every secret of Agasha can be uncovered
can halt the disease that courses through if you have the knowledge, skill and
• I
my veins. courage to travel.'
Race: Karro Race: Karro
DAL Required : 6+ KNO Required : 5 +
The School of Kyromancy teaches its members how to wield the pow- This school is controlled by both the Chronological Society and the
ers of Sa via technological contraptions and devices. This school is run Geographical Society. Both these Societies have an intense rivalry yet
by the Institute of Kyromancy and was founded to assist those members between them they run an excellent school. The pupils learn both of the
of Karro society that were struck down by the terrible affliction known land and history of Gevuria and gain an insight into the surrounding
as 'Dyce Syndrome' . area which makes up the continent of Agasha. The school stresses the
importance of travel and discovery, and provides the necessary skills
Kyromancers are individuals bound together by a rare physical disorder
that allow it's pupils to trek around the continent.
called Dyce Syndrome. This terrible disease attacks the Sa contained
within the victim's body, causing him to waste away. The disorder causes These societies have many rich members who provide income for the
the phenomenon known as 'fading'; a slow and terrifying experience of school. Many field trips and expeditions abroad can be undertaken by
disorientation and blackouts. Over time the victim slowly becomes ethe- the school, and by the two societies which run it, with this money. The
real, unable to touch, feel or interact with the physical world around two finest Schools of Lore can be found in the cities of Treth and Vespin,
him. although the latter tends to specialise in the Geographical Society's point
of view and teaches its pupils more practical aspects rather than the
Dyce Syndrome usually begins to affect Karro children before they hit
academic skills favoured in Treth.
puberty. As the disorder takes hold, the child will be seen to slowly fade
away to a grey mist-like state as he flickers between the Physical Sphere The School of Lore is the largest and most influential school to be found
of Gargentihr and the non-corporeal sphere known as the Fade. The in Gevuria. Because of its ties to the Chronological Society, the school
victim becomes a distant shadow-being, unable to interact with the world receives many pupils from the other races of Agasha and produces many
around him. open-minded individuals. Most of these graduates go on to become mem-
bers of the Geographical or Chronological Societies, with the former
The treatment for Dyce Syndrome must be quickly administered before
gaining most of the adventurous pupils.
the victim permanently disappears from the Physical Sphere. The only
solution for the disorder lies hidden in the dark spires of the Kyros In- The School often sends its final year students to one of the missions
structus; home of the Institute of Kyromancy located in the port of Jevin. located deep within the swamps to the far north of Treth or west of
The High Surgeons are the masters of the Institute and know the secret Vespin, and the pupils soon learn how to take care of themselves. The
medical techniques called Sa-melding. This long process stabilises the Chronological Society provide native Ha'esh guides to aid the pupils in
effects of Dyce Syndrome and prevents the victim from permanently their exploration and research. Graduates of the School of Lore are com-
fading into the unknown. petent and skilled individuals with a sense of practicality. They respect
the other inhabitants of Agasha, and may have had some dealings with
The School of Kyromancy caters for those individuals lucky enough to
other cultures.
find their way to the Institute of Kyromancy before Dyce Syndrome
fully takes hold of their bodies. The apprentice is Sa-melded with a
'Kyrosuit'; a living leather body suit which somehow stabilises the fad-
ing. The Kyromancers train the apprentice in the use of this suit and
other such technical equipment known as 'Kyroware'. It is the use of
these devices which allow the Kyromancers to harness the Sa-energy of
Gargentihr for their own uses.
The additional steps required to generate a full Kyromancer character
can be found in the Kyromancy chapter of the rules.
65
Scfwo{ Of MartialStudies Scfwo{ of9{f,w Science
'Sir, I am born to the noble blood of 'Friend, uncover your eyes. We shape the
Lathmir. I will bring great honour to my very future of Gevuria in our Halls.'
Regiment.'
Race: Karro Race: Karro
66
Scfwo{ OfSanctofogy Siftreaver
'Brother repent! It is only the holy power 'Ah, the silt in your lungs and the wind in
of Sandis that can purge the body and save your hair. Tha t ~s a life of true adventure!'
the soul.'
Race: Karro Race: Karro
KAI Required : 4 + STR Requir ed : 5 +
The School of Sanctology is the place of learning for those who wish to The Gevurian Siltreavers are privateers under orders of the Governor of
become members of the Church of Sanctology. The Church is a deeply Jagan, himself an unidentified Karro noble rumoured to be a society
traditional body and only sons of the aristocratic Karro families from man in Treth. The Jagan siltreavers have a large fleet of cutters and they
Lathmir may become pupils, for they are the true descendants of their sail the Bay of Mists in search of merchant ships to plunder, and the
god Sandis. distinctive black leather sails of their ships are a feared sight on the seas
of silt.
The pupils learn the ways of the Church and must undertake many ex-
ams which are steeped in tradition and symbolism. All pupils are taught The swamptown of Jagan is surrounded by treacherous currents and
the basic doctrines of the religion and its past at the main school which reefs, and only the finest sailor can navigate the dangerous west coast of
is located at the mission in the swamp-town of Sha-Bro. It is only when the bay where the town of Jagan is situated. The government of Gevuria
they finish the course here that they are allowed to take a place in one of have never managed to prove that the siltreavers operate out of this port
the many missions or churches found across Gevuria, where they may but it is widely known that this is the capital for all the main illegal
go on to become an initiate, or 'Chiel', of the Church. operations throughout the realm. Jagan is a dangerous town for the un-
initiated, filled with rogues and scoundrels from across Agasha.
Although not as powerful as it once was, the Church of Sanctology still
holds much political power, and members of the Church are still widely The 'reavers see themselves as honourable gentlemen and follow a similar
respected in the Karro community. All pupils of the school are taught code of honour to that of the main Gevurian Societies. Law abiding
the basics of the Gevurian political system as many of the smaller Ha' esh citizens of the realm regard the siltreavers as bloodthirsty pirates and a
cuari are run solely by the Church Sanctum in the area. bounty remains on the head of all who side with the Governor of Jagan.
At this stage, the pupils are simply taught the doctrines of Sandis and do There are several siltreaver families brought together under the Gover-
not decide which faction within the Church to join. The Originist move- nor of Jagan's uneasy alliance and the character will be adopted into
ment controls the school but cannot prevent many of the idealistic pu- one of these families which operate in the same way as the Gevurian
pils from aligning with the Reformists way of thinking. All pupils re- regiments do. As a siltreaver recruit, the character has no affiliation
ceive a copy of 'The Augury'; the book of religious teachings of the with any family and will serve on one of the allied Jagan ships. It is only
Church of Sanctology. It is from this book that the pupils learn the rites when he has proved his worth as a recruit that the character will be able
of Sandis and his ways and it remains sacred to all members of the to join one of the Families, as described under the Occupations section
religion . on Siltreavers.
Acolytes of the Church wear similar robes to the long black ankle-length
smocks worn by the Chiel. It is only when the pupils graduate from this
school that they receive the skull cap worn by the priesthood.
67
Street 'llrcliin 'Warraji
'The street bonds my kind together like no 'I walk ancient paths and learn the great
society can. I count on no-ones aid but my Ways. Join me, for Enlightenment
own. ' beckons.'
Race: Karro Race : Ha' esh
STE Required : 5 + KAI Required : 4 +
In Gevuria, school is a common option undertaken by the majority of Most Ha'esh belong to one of the many clans scattered across Gevuria.
upper class children. However, many common folk cannot afford to send Unlike other Ha'esh characters, an AC taking this apprenticeship has
their children to one of the society run schools. Many children learn to not yet left his Clan in search of enlightenment. He has returned to his
survive on the streets by using wits and stealth, and have to take to cuari after the Fynning ritual. He has been chosen to become an hon-
thieving simply to stay alive. Urchins learn how unfair life can be from oured Warraji, or a 'Walker of the Ways'.
an early age and tend to be much hardier than their school going coun-
Warraji sit in the smoky cuari Re-Hall and learn many of the tales about
terparts.
the Kyashi and the Ha'esh ancestors, for it is their duty to pass these
Street urchins are survivors. They have seen much suffering in their fables on to the next generation. It is a great honour to be chosen as a
young lives and will have had to fight for their place in the town. They Warraji, for they keep the Ha'esh spirits alive through their tales and
will know the tiny arched alleys of the Windbays well, and can tear fables. Many of their kind reach the status of Re-cha, 'enlightened mas-
through the Bazaar in record times. All urchins know where to go and ter', and travel to D'Haq to learn the secret fables of the Ha'esh stored
where to avoid in their home town. into the gem-libraries of this holy place.
In larger towns and ports, such as Rol-Katel, and in the thieves' town of Warraji is a Ha'esh term for those young clan members who are being
Jagan, there are many gangs of these waifs and strays. By the time an groomed to become clan elders in their latter years. All strive to master
AC has finished this apprenticeship, he should be adept in the ways of the Ways, to learn about the land, and to become Re-cha. They are en-
the street and will not always have stayed on the right side of the law. couraged to follow their own path towards enlightenment, and are taught
many clan secrets and rituals. AC Warraji belong to one of the swamp-
If the character has a KAI of 5 or more, then he will be a renowned gang
town clans and must learn new urban paths, as well as the spiritual Ways
member in his town and may work for the local Tavin, having been
of old. They need to know the ways of the street as much as the lines of
adopted into their 'family'. In a port town, the Tavin work out of the
the Dreampath. All Warraji must one day return to their people and stay
local Gallery and practically rule this area. They are also common
with the clan to teach the next generation. It is said that all Warraji know
amongst the Windbays and Bazaars of Gevuria.
when the time has come, for they can hear their cuari calling them in
Most poor areas of any town have large Ha'esh populations, and most their dreams.
urchins will pick up some of the cultural beliefs and ways of these peo-
The Warraji will belong to one of the following clans :-
ple in their everyday existence on the streets. Often the town slums
contain huge gei trees with buildings found clustered around the base
and within the upper levels of the giant gei. Cuari found high in the gei-
trees which surround the swamptowns are also common sights.
t Clan Jbin (Ronth). Many members of this clan work on the
huge Herb farm of the Institute of Medicine.
68
The following are some of the more common uses for the agents of Ge-
Jll.aent vuria. All players should choose the one which best suits their charac-
ter:-
Race : Karro or Ha' esh Gentleman Rogue- This type of agent often works for his own gain and
sells information to the highest bidder. He is often a high-ranking social-
Minimum Length : 1 Term ~te who performs his work for the thrill of adventure, preferring break-
ms to undercover work.
Requirements : The agent must be skilled in many fields Society Spy- Many of the Gevurian Societies rely on undercover
if he is to remain undetected in his work. This re- agents to wean information out of rival organisations. Such
quires both a calm personality (KAI of at least people usually become full members of two Socie-
4) and a keen perception (SEN of at least 5). ties but remain loyal to the first. The most com-
Agents can come from any background, mon rivalries are between the Chronological
for all use the services of spies. and Geographical Societies, and between the
various factions of the Church. The Insti-
There are many individual power bases tute of Law is said to have a special
across Gevuria, all of which rely on branch of undercover agents trained
both political manoeuvring and cov- to infiltrate every political organisa-
ert operations to stay in power. On tion within Gevuria. This is dis-
the largest scale these powers in- missed as nonsense by the Gover-
clude the various Societies, reli- nor of Public Affairs in Treth.
gious bodies and regiments of
Gevuria and all of these have a
Street Informer- These indi-
viduals work on the streets and
need to collect information
collect information for the local
about their rivals. Much of this
streetmen. They must often in-
information is well guarded and
filtrate gangs and other organi-
requires people to infiltrate and
sations to uncover information.
report back on the other power
This is a dangerous occupation,
bases. This job is left to the
for the Tavin pay a high price for
agents and spies of the various
the heads of street informers.
societies.
Ha'esh agents will normally be
Agents lead a dangerous life for Street Informers.
they must rely solely on their own
Military Spy - These agents are em-
abilities when they work undercover
ployed by the various Gevurian Regi-
in order to collect information. It can
ments to enter foreign lands as a source
take a great length of time to fully pen-
of reconnaissance and information abroad.
etrate another society and many agents must
This career often takes a lifetime to master
lead a double life, both in the social circles of
for many of the other races remain suspicious of
the upper class and in the dangerous streets of the
strangers within their lands.
city slums, to cover their tracks from other groups of
power. AC agents are assumed to have left this profession when
they join the Clondis. They may still have contacts within their previous
If an AC chooses to become an agent, he must also determine who em-
occupations.
ploys him and who he spies on. Both these groups can be generated
randomly on the 'Table oflndividuals' which can be found in the 'Char-
acter Events' section of Character Generation. Starting Equipment:
The Narrator must detail all the parties involved with the AC agent, and
may wish to allow the AC to keep in touch with his contacts during an 1D6 wealth points blowpipe OR knife
ongoing campaign. The skills chosen by the AC should reflect his cov-
ert identity as well as complimenting his true nature. 1 contact in infiltrated organisation
69
has at least one local regiment.
Jllrmsman 2"d Regiment. Treth. This regiment is known as 'The Red Crows' due
to their bright red uniforms. There is an intense rivalry between this
Race: Karro regiment and the 81h.
61h Regiment. Rol-Katel. 'The Engineering Corps' are tied very closely
Minimum Length : 2 Terms to the Institute of New Science and their technology. They wear a dark
blue uniform.
Requirements : There are two ways to enter this occupation. S1h Regiment. Treth. 'The Bulldogs' are the other regiment
The AC may serve time as an 'Armsman Recruit' and then found in Treth. They have a light blue uniform and
become a full-time soldier, or attend the 'School of are generally controlled by the Church of Sanc-
Martial Studies' and become a low ranking of- tology. As such they have many ties with the
ficer. Alternatively an AC can be adopted into Sanctum Guard.
a regiment if he can show he is suitable. This
t0 1h Regiment. Vespin. 'The Lath-
requires a COM of 5+. The AC stays in mirian Guard' fight many skirmishes
the regiment chosen during his appren- with Je'Khan warbands from the
ticeship and becomes one of the 'fam- west. They wear a distinctive
ily'. black and gold uniform.
The Gevurian army consists of eight- 111h Regiment. Pathasha. 'The
een regiments of highly disciplined Wasps' are posted in the Vhas-
troops posted throughout Gevuria, tor mining town of Pathasha
each with its own insignia and uni- to quell the northern Ha'esh
form. The men and women of these raiders of the area. They get
regiments follow a tradition of strict their name from the yellow
training and honour passed down and black uniforms they
through generations of Karro from the wear.
continent of Lathmir. Each regiment
is a close knit unit which adopts only l3 1h Regiment Jevin .
the best recruits. Once adopted, the re- 'Tarson's Sword' are the small-
cruit is considered family and has a est of the Gevurian regiments.
'Jaan', or blood tie to all within the regi- They wear a deep green uniform.
ment. Even those who leave the army are 1511' Regiment. Charra. 'The Grey
expected to maintain the Jaan, retain the Fist' is the only Gevurian skink-cav-
family traditions and uphold the honourable alry regiment. They wear light grey
name of his peers. uniforms and patrol the southern Vhastor
Currently over half of Gevuria's troops can be borders upon their reptilian mounts.
found on the borderlands, protecting the realm from ACs who join a Gevurian regiment retain the
the threats of invasion from Khos Tavar and Ja'Hall. The Jaan ties to their family when they become Clondis.
wild Ha'esh tribes in Vhastor also maintain a threat to Gevu- They will still be regarded as a member of the regiment.
ria's northern borders. Most soldiers are of Karro stock and often look The AC must remove his rank chevrons, located on his collar, to indi-
down on the Ha'esh who they must s'ometimes protect. cate that he is a passive member of the family, but may still wear his
The Gevurian military has recently begun to train troops in the use of military colours.
the high powered missile weapon known as the rockpipe: Such weapons
are still relatively rare outside of the Engineering Corps, but the Insti- Starting Equipment :
tute of New Science receives a large grant from the Academy of Mili-
tary Studies to produce a number of these weapons for the military each
year. The INS remain responsible for the maintenance and upkeep of military uniform military davin
such weaponry.
The best known of the eighteen regiments are listed below. It is into one orange Skichan web skink (officers only)
of these regiments that the AC will most likely be adopted. Every town
70
can, for they believe such skills are the key to enlightenment. Their
Clianni fighting abilities are not questioned, it is the mastering of the Ways that
makes a man great. All AC Channi can take one listed art or craft skill to
Race : Ha' esh level 7 as a representation of their intensive training in such fields.
Like all Ha' esh, Channi remain solemn and quiet in outlook. They admire
Minimum Length : 3 Terms bravery, loyalty, and politeness above all other traits. A Channi must re-
main smart and well-groomed at all times, for this is an indication of
character. A tidy appearance indicates inner strength. Many Channi
Requirements : Only Ha' esh who have completed the shave their heads to further this expression of cleanliness.
Warraji apprenticeship can choose this occupation.
The AC must spend all three terms with a Channi Channi only don their armour when expecting a bat-
master in the clan cuari and travelling the tle. They do not wear it whilst travelling or relax-
Karro areas of swamp. ing, for it is bad luck to wear one's had'shi in
times of peace. HPs may be deducted if the
The Channi are holy warriors chosen from had'shi is worn at the incorrect time. A lanto
the Warraji to protect the clan. They are is the preferred form of dress at other times.
respected throughout Ha'esh society, The Chantin Va is constantly worn and
and treated as masters of warcraft. tucked into the beltsash of the lanto, or
Each Channi will challenge any other slung over the shoulder.
met to test their honour and skill. AC
During his apprenticeship, the Channi
Channi are those rare individuals
takes the sacred vows of 'Haj', which
amongst the holy warriors that have
is believed to tie the spirits of the land
chosen the path of enlightenment.
to his blade and armour. All Channi
They seek to find their place on the
are honourable individuals who will
great wheel of the Chon'da Harek,
uphold their clan laws and traditions
and travel far and wide in their
when they can. They fear the Kyashi
search.
and will stop at shrines to pray to the
The clan elders do not stop a Channi local spirits. Travelling Channi carry
from following his destiny and bless much influence, but are generally
the warrior on his travels. The feared by humble Ha'esh peasants.
Channi must remain true to his sta- Channi are aware of their importance
tion and protect all Ha' esh who require and can be haughty fellows.
his aid. He may be called to return to
Once the AC has completed his 3 terms,
his clan in times of crisis, and is said to
he is free to leave his clan and to travel
receive word of this through his dreams.
the path of enlightenment. He takes the
The Channi use ancient items of war passed Gharrana Lo'Teh ritual and receives golden
down through the generations of their clans. It eyes to show that he has the blessing of the clan
remains a mystery as to how these finely crafted elders. Channi are the only AC Ha'esh who still
pieces of moon-jet metal equipment were produced retain ties to their clan, even when seeking enlight-
so long ago, for the Ha'esh remain unskilled in the arts enment. They wear their Rai proudly.
of metal craft. Once the Channi finishes his 3 terms, the
Chantin Va ('spirit blade') and the set of Juth ('holy armour') become Starting Equipment :
his own. The Channi retains his holy equipment until death, and must
never let an outsider use his sacred blade. Juth armour Chantin Va
Channi measure worth not through combat, but by their abilities in dif-
ferent crafts and arts. All try to master as many peaceful abilities as they Kan'din bow
71
Originists. This is the largest faction and upholds the beliefs of the
Cnie{ original Lathmirian Church of Sanctology. All the other factions are
groups that have broken away from the Originists. Its members can still
remember the times from the home continent when the Church ran the
Race: Karro state and held all the power of the land. With the rise of the Societies the
Church has lost much of its powers but many of this body still remain as
Minimum Length : 3 Terms politicians rather than priests. All Originists hold the belief that the church
must be wealthy in order to carry out the will of Sandis as best they can.
As such, the collections and taxes raised by the Originists go into build-
Requirements : Only an apprentice of the School of Sanctology in
ing grand sanctums and clothing the Sanctors in fine robes.
Sha-Bro can become a chiel.
Reformists. The Reformists grew disillusioned with the greed
As initiates of the Church of Sanctology, the Chiel are trained by
of the Church and split to form a new faction. This
a Sanctor (priest) of the religion. All Chiel learn the ways --~~~~~~~~-
faction believes that only money truly needed
of Sandis, the one true God, and the ancient rituals
by the sanctum should be taken from the
used in worship. The Chiel are taught in a Sanc-
people and the rest used to aid their
tum (church) and spend much time in medita-
flock. The Reformists run simple
tion and contemplation of the ways of Sanc-
sanctums but are frequently in fi-
tology. A chiel has a revered and re-
nancial difficulty.
spected place in Karro society and gains
HPs due to the respect given to a man Even with the split in its
of the cloth. Almost every Karro be- members into different fac-
lieves in Sandis and respects his tions, all still believe in the
chosen followers. The church still same basic facets of the
holds much sway in Gevuria and religion and are united in
this can make the chiel a strong their belief of Sandis, the
ally or a dangerous enemy. One True God. There-
fore the Church is still a
The Church of Sanctology believe
powerful political force,
that Sandis created the world and
even though some scien-
all living creatures upon it. He
tific Society men do not
moulded all mortals, but only one
attend church and disbe-
in his own image. This one he
lieve its dogma. The
named Karro, and his children are
Church of Sanctology is
now the Karro race; the true heirs of
still the major influence on
Sandis and the planet. It is their duty to
the lives of many of the god-
protect the world and see that all other
fearing lower classes of Gevuria,
peoples know and respect the ways of
and its members are still revered
Sandis and the Karro. This view tends to make
in Karro society. Chiel address one
the Chiel haughty and self-righteous.
another as 'Brother'. They are called
All learn the skills to preach sermons to any who 'Father' by worshippers of Sandis.
will listen. It is a chiel's duty to spread the divine word of
AC chiel are travelling missionaries sent out by the
Sandis and to convert unbelievers to His way. The Chiel are guided
Church to spread the word of Sandis. The widespread organisation
by a Sanctor and work for him, either in a sanctum in town, a mission in
of the Clondis allows these individuals to take their beliefs further afield.
the swamplands or on the road teaching unbelievers the ways of the
Many such chiel do not travel in their robes, preferring more practical
Church. Chiel also learn the rites of exorcism and warding for it is they
garb, but all wear the Hacha; the dual crescent symbol of the church.
that the public look to for protection against the dark forces of the night.
The teachings and beliefs of Sandis are all contained within 'The Au-
Starting Equipment :
gury'. This is the holy book where the first Karro wrote down the teach-
ings given to them by Sandis and his disciples on Gargentihr. It is said
that the book used by each successive High Sanctor is the original Au- hand-written copy of the Augury. 1D20 HPs
gury, but all chiel carry a hand-written copy of the book.
All AC Chiel belong to one of the two main bodies in the church:- moonmetal Hacha chain ceremonial robes
72
performers.
'lJanja Of course, many people who call themselves danja are nothing more
than cheap con-men. This criminal element amongst the danja are de-
Race: Karro or Ha'esh spised and loathed by the true entertainers since it gives their whole
profession a bad name. Amongst the higher classes the word 'danja' is
Minimum Length : 1 Term already used to describe con-men and undesirables and the town galler-
ies are thought of as the hang outs for the criminals and thugs of the
Tavin families.
Requirements: Until the danja makes a name for himself, he must
be prepared to perform whatever is asked of him. He must Each danja must choose one of the following sub-classes which
also be good at his art or he will not get paid. The ~~~~~~~......._
best suits his aims and motives :-
danja must therefore be lithe, with an AGL of Players- These danja are the true entertainers and
at least 5 and also be able to carry a part work amongst their peers to produce plays and
reasonably with a SEN of at least 4. exhibitions in their town. The thespians are
also acrobats and dancers but are well ac-
In Gevuria there are many entertainers
customed to the gambling, drinking and
who work the streets or in the homes
brawling which occur in the gallery.
of the wealthy to make a living.
These artisans, minstrels, actors Gentleman Danja- There are a few
and troubadours are known as of the upper class that tire of the
danja. They are generally only easy life quickly and look else-
found in the larger towns and where for excitement. These in-
ports of Gevuria as these towns dividuals enjoy the rowdiness
are the only places large and thrills supplied in the gal-
enough to sustain them unless lery and spend much of their
they are hired by a wealthy time there, often incognito.
family.
Chancer- These rogues are
In each of these towns is an conmen who prey on the more
area known as 'the gallery' naive members of the gallery.
where the danja eat, sleep, They are card-sharks and swin-
practise and perform. The dlers who live off their earnings
halls of the local gallery are made by gambling and cheating.
like a commune and offer char- By the time the character finishes
acters a cheap place to eat and this career he will either be very
sleep. These places tend to be good at cheating and gambling, or
rough and violent, used by local he will be dead. The former option
gangs, rogues and other undesirables is probably the one to aim for.
as a base. For this reason most danja
AC danja have left their profession be-
soon learn to take care of themselves as
hind and have no ties to their previous oc-
life in these places is pretty cheap. Many
cupation.
an unsuspecting traveller can spend a night
in a gallery only to find themselves aboard a
Chinte' F'har slave cutter bound for Tellah the next
morning.
Danja is a collective term for all entertainers who do not travel. It in- Starting Equipment :
cludes actors, acrobats, street performers and con-men, all of who per- longknife 2 + 1D6 tjhav balls
form throughout the city and in the galleries. This is not a career for the
aesthetic performer; life on the streets is rough and so are many of the pack of flatback cards
73
'Doctor of tlie !lfe,afing .!ilrts
from across Agasha and beyond. It is the pride of the Institute and only
the greatest doctors and healers gain access to the upper levels of the
building where, it is said, there is a scientific device which can heal any
ailment.
Race: Karro
Much of the herbal knowledge at Ronth comes from the many Ha'esh
who trade their knowledge of herbs for Karro money and goods. Their
Minimum Length : 2 Terms
are many full time Ha'esh workers who care for the herbs and teach
their uses to the members of the Institute. This makes the lnstitute's
Requirements : All doctors must register with the head office in medicine very powerful as they are the only Karro with any knowledge
Treth. To successfully register the doctor must prove himself able in of the use of Agashan herbs.
the healing arts and show that he is a person of good stand-
The Institute of Medicine has in recent years become
ing. He requires a KAI and KNO of at least 4.
more interested in the politics of Gevuria, and now
The Institute of Medicine has few main centres of many doctors give up their healing arts to con-
power outside the headquarters at Ronth and its centrate on a political career using the con-
small building in Treth, but all practitioners of tacts made whilst treating the higher mem-
healing must register with the Institute if they bers of society. These characters nor-
are to set up their business within Karro soci- mally move to one of the larger towns,
ety. Many local Ha'esh healers have failed such as Treth, to concentrate on high
to do so and must practise their art outside
the safety of swamptownjurisdiction. This
Most ACs will stay as travelling
has had little effect on them as most
doctors and may use their papers
Ha'esh villagers would not visit a Karro
to gain access to the healing-halls
doctor.
of any Institute building across
The Institute tries to have at least one the land and the supplies within.
member in every Karro town and pro- The doctors are often seen as
vides medics for both the army regi- neutrals and used in disputes as
ments and the local streetmen. Although the arbiter and judge. They hold
facilities in some areas are limited, those much respect in Karro society,
found in any major town or port are ex- both in the traditionalist views of
cellent and will provide any registered the Church and in the modern
doctor with all the aid he requires. views of the new forward think-
ing Societies.
Many doctors become researchers for the
Institute, working on the huge herb-farm AC doctors may be called to per-
at Ronth. Others simply travel and docu- form their arts for the Institute dur-
ment the healing techniques and equipment ing a continuing campaign. The
of other cultures they encounter. These indi- streetmen use members of the Institute
viduals receive equipment and medical supplies as medical examiners. The Institute of
from the Institute in return for information and Medicine runs a forensics department in
research into the techniques and herbs used by the every Karro town, and local doctors often
natives. Characters who are doctors will receive a suit- have to assist in the running of this organisa-
able amount of herbs and medical supplies for any expe- tion.
ditions which has the backing of the Institution.
Institute doctors are respected members of Karro society and have a Starting Equipment:
great deal of responsibility to uphold the good name of the Institute of
Medicine. The doctor's black tall-hat, black longcoat and side-slung medical pack doctors papers
medical kit have become synonimous with the healing profession in
Gevuria, and make these professionals welcome in every swamptown.
black tall-hat black traveller longcoat
All doctors receive their basic training in Ronth, for the herb-farm there
has the best facilities for learning and research in the whole of Gevuria.
The herb-farm has a huge library filled with cures, herbs and remedies Loam rod (energy level = 6)
74
~elfow of ljeograpny It is not unheard of for two of the departments to work together on a
project but it is quite rare because of the intense rivalry between them
and the fact that each department is intent on covering the others areas
Race: Karro of expertise. It is far more common for a department to work with an-
other society on a project of mutual interest. In fact recently quite a
close link has been formed between the Geography department and the
Minimum Length : 2 Terms Chronological Society as they have been working together on an accu-
rate mapping of Gevuria and the surrounding lands.
Requirements : The Geographical Society is one of the oldest Despite the internal political bickering, the Geographical Society
and most respected of the Karro institutions to be imported remains in a strong position throughout Gevuria. Its main
from Lathmir. To become a Fellow of the society is an headquarters can be found in Vespin, a town practically
honour which only a few reach. ACs require a KNO owned by the Society. Vespin is the most modem of
of at least 5 and a KAI of 5+. all the Gevurian swamptowns, housing the Geo-
graphical merchant fleet which provides a great
As a full member of this society, access is gained
deal of the Society's wealth. The Society trad-
into one of the most esteemed social clubs and
ing cutters frequently sail along the river
learning centres in Gevuria. All members join
Clyss in western Gevuria.
one of the four specialised departments of the
Society. These departments are :- The Geographical Society is one of the
most politically influential groups to be
Botany. This department is the smallest and
found in Gevuria. With the exception
most specialised. It has close ties with the
of the church, the Geographical Soci-
herb-farm at Ronth. It has a huge botani-
ety is the largest single powerblock in
cal section in its library, rivalled only by
Gevuria and whilst its power is slowly
the Institute of Medicine's herb library.
waning in favour of the newer Socie-
The botanist's collection is far more var-
ties, it is still fighting to retain its un-
ied, however, dealing not only in heal-
matched political control. An AC who
ing herbs but in all plants.
joins this Society will retain his mem-
Exploration. This department is respon- bership when he joins the Clondis and
sible for the larger expeditions mounted may be able to call on favours from
by the society and has a fine equipment other high ranking political members
store for its members. It was this depart- of the organisation.
ment that led the first expedition to the
A Fellow of Geography belongs to the
continent of Agasha when it was sighted
largest and most traditional of the Ge-
from their home continent of Lathrnir. They
vurian societies, and is expected to dress
were closely followed by the other depart-
and act with decorum at all times. Accord-
ments and other Societies, but it is still a mat-
ing to Society regulations, fellows must re-
ter of great pride to them that an expedition
main well presented and polite in every situ-
from their department was the first to land in
ation, for a poor image reflects badly on both
Gevuria.
the individual and the Geographical Society it-
Geography. The true scholars and cartographers of self.
the Society. This department specialises in geology and
map-making. This was the original society from which all
the other departments have split off; a fact the departments mem-
bers delight in pointing out.
Zoology. A widespread department which specialises in the fauna of Starting Equipment :
Gevuria. This department has a huge library and museum on, not only
the creatures and animals of Agasha but also Lathrnir and even some sight-scope traveller longcoat
from the silt seas.
75
discovery of ancient ruins. This advantage has helped them score sev-
eral major coups over their Geographical rivals. The Museum of Ar-
chaeology has a fine collection of antiques and finds snatched under the
noses of Geographical explorers thanks to their local contacts.
Race: Karro
Dept. of Anthropology. This department deals with the collected his-
torical and cultural advances made by the peoples of Agasha. The de-
Minimum Length : 2 Terms
partment's extensive library in Geva has contacts with Ne'Hal, and these
two great centres of knowledge are responsible for piecing together the
Requirements : The Chronological Society is the most open of the entire history of the continent. There are thousands of maps, hand-writ-
new Societies of Gevuria, and freely accepts all Karro into its ranks. ten tomes, kavash and cyanna gems still lying unused within this de-
To become a Fellow of History all ACs require a KNO of at least 4 partment's halls, and their trained staff work continually to index this
and a SEN of 5+. vast collection.
The Chronological Society is, politically, perhaps the weak- Dept. of Foreign Affairs. The foreign affairs de-
est of the Gevurian Institutes, due to its multi-racial partment runs all the Gevurian embassies
outlook which is seen as rather distasteful amongst found abroad. Their members must be
the Karro upper classes. The Society has been trained linguists and versed in the lo-
run from main offices in Geva since 1522, cal customs, to avoid starting a dip-
and the presence of all mortal races lomatic incident. (Like war).
amongst their ranks has added to the cos- Many Chronological trainees
mopolitan flavour of this town. Despite are placed in the remote em-
their lack of influence in Gevuria, it is bassies and consulates in
this society which has helped bring places as far away as the Ti-
the current peace between the Karro, Hond Fire Ridge or the
Khos-Tavar, and Ja'Hall. Kalath High Pass in
Yaskal.
The Fellows of History specialise in
linguistics, anthropology and the past The Chronological Soci-
history of Gevuria. The Head Office ety is a close-knit organi-
in Geva has a fine Museum of Ar- sation which has done
chaeology, which contains remains away with the airs and
from all eight Agashan realms. Each graces of Karro Society.
realm has its own department, with rep- The members tend to be
resentatives from all the races promot- both practical and adaptive.
ing their homelands. This inter-cultural They respect the other cultures
project is regarded as the greatest of its kind, of Agasha and understand them
and presents a hopeful message for the future far more than any other Karro in-
of Agasha. The sight of Ja'Hansh, Je'Khan and stitution. An AC Fellow of History
Khostra in the same room is truly rare. The fact will retain his ties to the organisation
that they work together from the Head Office on behalf and will be able to use his department's re-
of their people makes the Museum a truly unique place. sources during a campaign.
Most AC's from the Chronological Society will belong to one of the Members of the Chronological Society are infamous for their
following Departments :- strange customs and dress sense, which is derived from a wide array of
Agashan cultures and races. Historians traditionally wear simple, dark,
Dept. of Linguistics. This department specialises in the languages found
hooded robes as a sign of equality between every race, sex and creed
across Agasha, and sends its members to Gevurian embassies as transla-
that would hold a place within the Society.
tors. Most of the resources of the Department have been devoted to the
learning of the language of the Windtraders, and the strange hieroglyph-
Starting Equipment :
ics found on many ancient ruins across Agasha.
Dept. of Exploration & Archaeology. This department is small but leather bound notebook pictograph and 2 films
well organised. It cannot compete with the vast resources of the Geo-
graphical Society, but often uses local guides and elders to aid in its Society robes
76
~elfow ofScie:nce following sub-groups. Many scientists work together and co-operation
between the organisations is common.
The Engineers. This group controls the corn-engine technology and runs
Race: Karro the engine-boats used in trade, transport and war. Engineers are practical
craftsmen who prefer to build devices rather than simply designing.
Minimum Length : 2 Terms The Microtists. These scientists work with clockwork and other smaller
pieces of technology. They are responsible for dealing with the Institute
Requirements : The Academy of Science is run by the Institute of of Kyromancy and provide many of the components used by these
New Science and is very open in its membership requirements. All Formweavers.
applicants require a KNO of at least 5 and a MAN of at least 4 to The Signaleers. This department is responsible for the communication
enter. network which spans the realm, from Charra to Treth. They man the
The Institute of New Science runs the Academy of Science and encour- signal towers which carry the messages between towns, and have risen
ages its pupils to experiment in all the fields. The Academy to a place of great power within Gevuria due to this service.
has many departments including Physics, Chemistry, En- -----~~~ Characters from the Academy of Science can gain tem-
gineering and Communication. Each department is poral use of items from the Institute, providing they
run by separate members of the Institute but shares can justify the use of such equipment. Items such
its resources with all other members and there as rockpipes and comboats can be loaned.
is little internal bickering such as that found
in the Geographical Society. The character must apply for acquisition
of the item from the appropriate depart-
People of science are still very much a mi- ment. He requires two fellow members
nority group sneered at by traditionalists of the local Institute to vouch for him.
but with the increased use of both corn A form is filled in stating the equip-
engines and signal towers, and the ment required, the intended use of the
wealth and power generated by these equipment and the length of time for
inventions, both the Institute and the which he intends to keep the item.
Academy are growing in stature.
Every branch of the Institute has vary-
The Institute is seen by many of the up- ing policies on equipment acquisition,
per class as a den of revolution and an- and it is often down to luck whether
archy, for it accepts anyone into its ranks the character will receive loan of the
and condones both change and innova- equipment. If the items are loaned to the
tion. Already the powers that be are fright- player, it should be remembered that the
ened of these upstarts with their new con- good name of the character and his two
traptions and ideas. For this reason many sci- sponsors depends on the safe return of the
entists are rather secretive with their work. The equipment. Damage to the item can lose the
scientific community is still a close knit body, character friends, HPs, reputation and money.
and shares new ideas and innovations through the Sometimes AC scientists will be asked to field-
'New Science Digest', a journal printed in Rol-Katel test a new item or piece of equipment, and must pro-
and read by inventors and scholars across Gevuria. duce a report after a set period of time for their superiors.
Many important technical projects are undertaken by several depart- The INS has recently developed a hand held version of the powerful
ments of the Institute working together. It is this co-operative approach rockpipe, the Hinchley-Parkington '75, and AC scientists may take a
which has lead to groups like the Signaleers gaining a position in soci- loan of such weapons with the Institute's permission.
ety few would have thought possible ten years ago. The majority of
Academy members learn their art in the swamp-town of Rol-Katel, the
Starting Equipment :
home of the Institute of New Science.
Most graduates of the Academy go on to join one of the three main
PGR OR flathead trigger scientists waistcoat
bodies of power within the Institute of New Science and each character
who finishes in the Academy has the option to join the Institute as a
Fellow of the Institute of New Science (FINS) and enter one of the loaned rockpipe
77
Strikers - These are the players who have the task of driving into the
fJin-fJFian P{ayer other players defensive area to score points by hitting their scoring poles
with the ball. They wear lighter armour than the guards but this makes
them much faster and so they have to rely on their agility and nimble-
Race : Karro or Ha'esh ness to avoid the guards, rather than the protection of their armour.
The training halls at Geva are where many of the future Gin-Ghan play-
Minimum Length : 1 Term
ers of Gevuria are taught their trade. They also have one of the best
teams in Gevuria, although many supporters of other teams claim this is
Requirements : Gin-Ghan players must be strong and agile if they only because they have the first pick of the trainees.
are going to survive long in this tough sport. Graduates of the train-
Despite a large number of players having trained in the halls at Geva,
ing halls in Geva will always find work in one of the many league
some of Gevuria's finest players have never received any formal train-
teams around Gevuria but an untrained AC seeking this career must
ing and come from all walks of life. Professional Gin-Ghan
have a natural talent for the game. They must have a
----~~~~~~.....~ players can make a great deal of money and can be-
STR of 5+ and an AGL of 6+ if they are to be come well known personalities both on and off
given a place in a team. the field. Recently several of the most re-
There are many Gin-Ghan leagues across nowned players of the last decade have
Agasha and the sport is now more popu- begun their political careers in Treth
lar than ever. The life of a player is far and act as champions for various So-
different from the trainees of Geva, cieties. This alarming trend is es-
where the games basics are learnt. pecially popular amongst the less
Teams constantly travel in an area, traditional Institutes such as the
playing amateurs on local pitches Chronological Society and In-
and other professionals in the stitute Of Science.
crowded arenas found in towns The following is a list of the
and ports. Being constantly on the top 5 Gevurian Gin-Ghan
move reduces healing time and teams for the 1584 season.
can worsen any injuries received.
All well-off teams will travel with 1. The Geva Nationals
a physician to reduce the effects 2. The Lathmirian Rov-
of injury. ers ( the only travelling team in
Some towns have their own resident the top 5)
teams but most Gin-Ghan squads 3. The National Geographic
travel throughout the area meeting and (Based in Vespin)
challenging other sides to games. Al-
though these groups have smaller The Rol Katel Engines.
followings than local town teams because
The Charra Amateurs (the name is
of their constant travelling, they are the life-
deceptive)
blood of the game. They are always moving on to
new towns and cities and challenging the local side to AC Gin-Ghan players will have retired from their
games, which produce huge crowds and entertain both rich teams but may still have contacts within the team.
and poor.
Although Gin-Ghan is played by 7 man teams, each team has a squad of
10 to 15 players to combat the frequent injuries and all players are trained
Starting Equipment:
in at least 2 of the positions mentioned below :-
Haitos Guard - These heavily armoured defenders have the job of guard-
gin-ghan strip haitos
ing the scoring poles to prevent the other team from scoring points.
Guards - These players are also heavily armoured. They help the Haitos 1D6 tjhav
Guard defend the scoring poles but also work in midfield protecting and
helping the attackers in their drives to score against the other team.
78
The constant manipulation of Sa-energy through the body warps the flesh
~omancer and causes the eyes and nails to pale to white; a trait which adds to the
nightmarish appearance of the members. All Ha'esh fear the Kyromanc-
ers for their powers oppose the natural order of the land. Their pallid
Race: Karro
features and flickering image increases the alien aura that surrounds them.
Minimum Length : 5 Terms The Institute of Kyromancy may be the smallest of the Karro societies,
but it is greatly feared by all of its peers. All members of this Institute are
seen as outcasts by the rest of Gevuria and are treated as such. The super-
Requirements: Only an apprentice of the School of Kyromancy can stitious will never look a Kyromancer in the eye and will go out of their
join the Institute of Kyromancy, for only the pupils of this school suf- way to avoid such individuals. Many of the Institute use this fear to their
fer from Dyce Syndrome and have the ability to Phase. advantage and threaten favours out of colleagues in other Societies.
Before a victim of Dyce Syndrome can become a full Kyro- The Institute has distanced itself from the political intrigues
mancer, he must undertake a long treatment of condition- of Gevuria by building its main office in the small,
ing, as outlined in the Treaty of the Holy Energies. This remote port-town of Jevin where the Kyromancers
Treaty was agreed between the Church and the Insti- can practice and experiment in the dark arts with
tute of Kyromancy in 1571, and acts as a means of little interruption. The Institute, known as the
controlling dangerously unstable victims of Dyce 'Kyros Instructus', has a very loose internal
Syndrome. structure and is used as a training centre, uni-
versity, and meeting place for the arcane
The treatment undertaken by all apprentices of
scientists. All of its members are, first and
the School of Kyromancy is controlled by
foremost, individuals and do not wish
Witch-hunters of the Church of Sanctology,
the petty political bickering of a struc-
who decide which apprentices are worthy of
tured society to get in the way of their
gaining a holy pardon from the Church. All
studies.
apprentice Kyromancers who are deemed of
unsound mind and unholy disposition are at Although Kyromancers are greatly
once put to death by the High Surgeons, as feared, their Society is tolerated by the
commanded by the Church. Church because of its usefulness in
training the Institute renegades who
Every Kyromancer is a victim of the physi-
convert to religion and become the
cal disorder known as Dyce Syndrome, and
now exists in the ethereal state called the Fade. feared Witch-hunters of the Church. It
is only Kyromancers of this Institute who
The Kyromancer can only touch, feel and in-
teract with the Physical Sphere by using a tech- can practice Formweaving in Gevuria, so
nological device known as a Dyce Transformer, all members have a moon-metal registered
badge, the Tabla Rasa, fused to their
which allows him to Phase into Gargentihr for a
limited time. Whilst Phasing, the Kyromancer acts Kyrosuit to prove that they are members of
the Institute. To be caught manipulating the
like any other mortal and may be touched and in-
Sa-energy without this badge is an act of Her-
jured. It is only in this state that the Kyromancer can
esy and is punishable by death.
fully manipulate the Sa-energy of Gargentihr.
An AC Kyromancer must choose which field of the
Whilst in the Fade, the Kyromancer has a transparent, spirit-
arcane arts he wishes to specialise in, what 'Control'
like appearance upon Gargentihr. His pale skin shifts-and con-
skills he has and what Kyroware has been Sa-melded to his
stantly flickers as he tries to keep a grip on the Physical Sphere, and
body. All of these steps are fully detailed in the Kyromancy chap-
his voice crackles and buzzes with energy. All Kyromancers have very
ter of the rules.
poor senses which must be augmented through the use of technological
devices known as Kyroware. It is these pieces of equipment that provide
the Kyromancer with the ability to manipulate the Sa-energy around him. Starting Equipment :
All Kyroware must be physically attached to the Kyromancer's body, be-
coming a part of him. This involves Sa-melding; a complex surgical proc- Kyrosuit all required Kyroware
ess known only to the High Surgeons of the Kyros Instructus. The Kyro-
mancers rely on these devices of moon-metal and sarakem flesh to inter- 'Tabla Rasa' badge laboratory in Jevin
act with the Physical Sphere.
79
Travelling Lysh perform Ashu and play their reoni pipes to make a liv-
Lysn ing. They prefer to play in town cuari, but are often found in klai-dens
and galleries, where there are more cyls to be made. All Lysh are ex-
pected to pay homage to each cuari's Kai-cha and should pass on any
Race : Ha' esh
news to the local elders. All Lysh perform a small ritual at the local clan
shrine when they enter a cuari, to bring luck and good fortune on their
Minimum Length : 3 Terms travels.
It is traditional for Lysh to act as bearers of information to any village
Requirements: The Lysh are Ha'esh who seek enlightenment and visited. In return for his tales, the Lysh receives both food and board. It
the title of Re-cha. To begin this quest, a Lysh must be both wise and is considered bad luck and a loss of face to refuse a Lysh such hospital-
at peace with himself and his surroundings. The Lysh must have ity.
finished the Warraji apprenticeship before he can undertake
.........~~~~~.....~ Lysh are often employed by the Karro Overlord in the planta-
further training. ~
tion towns of the swamp to act as an intermediary be-
Lysh are travelling storytellers who cast off their tween the two cultures. Many wise Overlords have
clan affiliation and ties. They are seen as realised the power held by these lore keepers
neutrals who provide news between the when dealing with the native Ha'esh, and use
town clans across Gevuria. Lysh spend them to keep the peace in troubled times.
as much time in the crowded streets of
The travelling Lysh is also responsible
Karro towns as they do travelling the
for the upkeep of the Kyashi shrines
gravel roads of the swamplands.
found deep within the swamplands.
Before the Lysh can begin travel- All damage must be reported to the
ling in search of enlightenment, local clan and the Lysh must return
he must spend much time with with workers to fix the damage. He
the Kai-cha of his clan. This time must also bless the shrine in a long
is spent being taught the respon- ceremony. Failure to do so will
sibilities of a travelling Lysh, anger the local Kyashi and bears
and the skills required to reach bad omens for all.
enlightenment. The Lysh are
Lysh are expected to show neu-
seen as an important means of
trality and respect to every town
inter-clan communication be-
clan and are often expected to act
tween swamptowns, and are ex-
as a neutral party in local disputes.
pected to learn the arts of commu-
They are a cultural bridge between
nication. All Lysh must perform to
Ha'esh and Karro and often perform
the clans found in plantations, towns
services for both. As travellers, Lysh
and roadside cuari, spinning tales and
also gain physical skills to aid their sur-
acting out legends and fables. The Lysh
vival in street and swamp.
are often the only communication avail-
able to the more remote 'civilised' cuari, and
are often welcomed by Karro and Ha' esh alike.
Lysh are expected to travel in their search for en-
lightenment and they undertake the 'Gharrana Lo'Teh'
ritual when they begin this occupation. They receive their golden eyes
Starting Equipment :
at this time and are no longer seen as part of the clan. The Kai-cha is the
only clansman to communicate with the Lysh using 'Silent Way', and
the other members of the clan will avoid the Lysh. He is now a neutral Lanto robes pouch of herbs (2D6 doses)
party with ties to no clan.
ghurti
80
Several Mujo work alongside the Institute of Medicine's healers at Ronth,
Mujo where they can use the vast herb library and help to grow many of the
rarer Agashan herbs in the glass houses of the Institute.
Race : Ha' esh The Mujo uses a small clay cauldron which has been ritually prepared
to mix his ingredients. This pot is known as a 'gu-tai'. It takes time,
patience, skill and the correct ritual to create gudj, and the Mujo must
Minimum Length : 3 Terms
spend plenty of time collecting the necessary ingredients for his con-
coctions. Most Mujo have a sacred 'Kol', or ritual hall, which is used to
Requirements : The Mujo is partially trained by elders of his store the many ingredients required to make the gudj. It is in this
cuari, and still retains the ties to his clan. He must have chamber that the Mujo spends days on end ritually mixing his
undertaken the Warraji apprenticeship. ingredients and chanting the ancient ceremonies. AC Mujo
should also have such a Kol. He will carry a satchel to
The Mujo or 'Master of Green Ways' holds an im-
collect herbs and other ingredients whilst on his trav-
portant place within Ha'esh society as both healer
els.
and herbalist. The town clans all have one Mujo
who lives on the outskirts of town, close to na- Mujo traditionally wear long robes over their
ture. The Mujo only takes one apprentice from lanto. They cover their face and head to sym-
the clan Warraji and will train him in the ways bolise their separation from their clan. The
of herbalism over the next 3 terms. mask is also a practical protection against
the thick incense and smoke produced dur-
Mujo remain more in tune with nature than
ing the production of gudj.
most other town Ha'esh, and they use
powers of Belief Magick, albeit in a AC Mujo are town Ha'esh who receive
weakened form from that found amongst the training from the clan Mujo before
the strange swamp clans. The Mujo are deciding to take the 'Gharrana Lo'Teh'
experts at mixing various natural sub- ritual and follow the path to enlighten-
stances with complex ancient rituals to ment. The clan Mujo will accept this de-
create a wide variety of useful potions, cision and will train another Warraji in
powders and pastes. the AC 's place. The AC will have re-
ceived blessing from the clan Kai-cha
All Mujo potions are entirely natural,
and will have golden eyes to show that
using many different components mixed
he seeks enlightenment. His ties with his
in precise amounts. Each mixture has its
clan are then severed.
own ritual which can take several hours
to perform. The potions only work as de-
sired if this ritual is completed in a precise
manner. The Mujo is responsible for pre-
paring the correct incense and candles for
every Ha'esh ritual in both town and swamp
clans. He holds an important place within the
clan structure.
Mujo prefer the tranquillity of the green swamp-
lands to the teeming, bustling towns of Gevuria and
tend to become loners, spending much of their time pre-
paring herbs and salves, known as 'gudj', for sale in the
nearest town. Many see the Mujo as antisocial types, but even
Karro seek these individuals out to buy their wares.
Starting Equipment :
Town Mujo have recently been under the watchful eye of the Karro
witch-hunters who believe that the Mujo have been supplying Ther-
razha guerrillas with labassh and other chemicals. There is no proof gu-tai 3D6 prepaired gudj
behind such accusations and as yet there have been no arrests.
81
have a STE of at least 5. These individuals have formed a tight and
Patlisifq,r organised structure and have earned the respect of friends and foe alike.
All of northern Gevuria is still a wild and uncharted area, filled with
Race : Ha' esh dangers that the Gevurian army knows little about. To aid the explora-
tion of this area, the army uses local Ha'esh as trackers, scouts and
Minimum Length : 2 Terms guides and a number of these men are posted with each regiment.
These frontiersmen use their knowledge of the land to secure
areas before the army moves in. The Ha'esh do not tend to
Requirements : The pathsilkers are usually Ha' esh mingle with the armsmen, prefeITing to group together
who have retained many of their native beliefs, in their own units. Although not outwardly hostile to
although a few Karro individuals, including the the frontiersmen , many Karro soldiers regard the
noble Lawrence of Vhastor, have been made Ha'esh as simple savages and look down on these
h_o norary members of the silkers. Since they brave people.
are a form of rural law-keeper, they must be
The frontiersmen use the fast, two-legged skink
observant with SEN of at least 5. They also
lizards as a mount across both the plains and
need to be fast and agile, with an AGL of in the northern Gevurian swamps. Many fron-
4+. Good silkers are rare, and skilled in- tiersmen retain their mounts when they leave
dividuals from other walks of life are their unit. Although not officially a part of
welcomed into the pathsilkers commu- the Gevurian army, the frontiersmen have
nity, as are Ha' esh who have finished begun to form their own units, with insig-
their apprenticeship. nia and uniforms. These units are gradually
being recognised as an important part of the
The pathsilkers are native Gevurian
northern military strength of Gevuria and
Ha'esh who protect and find the safe
may soon be melded into the 191h army regi-
routes through the swamplands of the
ment.
south. They also often work alongside the
KaITo Streetman of the swamptowns and A character coming from this background
act as a rural police force for the more re- will still have contacts within the pathsilk-
mote Ha'esh settlements. They can be ers or the frontiersmen and should try to
found in all towns and other Ha' esh cuari uphold the codes taught in these outfits.
within the swamplands and are a respected
part of native Gevurian society. They
traverse the swamp in small , shallow-
draught barges, using their spears to guide
and propel them.
All swamp paths deemed safe by the pathsilk-
ers are marked using silkworm residue and the
faint glow given off by the silk can be seen along Starting Equipment:
these paths at night. Many pathsilkers train and keep
sleth as a riding beast. These large, docile reptilian
short bow OR bola leather leggings
creatures are native to the swamps of Gevuria and make
useful mounts. A pathsilker who has 'ride-sleth' skill of at
least level 3 can be assumed to have a trained sleth as a piece swamp barge OR skink Ha' esh waistcoat
of starting equipment.
The Frontiersmen of the Gevurian military are all pathsilkers who must ghurti OR long spear
have either 'Survival-swamp' or 'Survival-plains' and they must also
82
based around fame and wealth rather than breeding and many strange
Siltreaver individuals can be found in the court of the pirate king. The reavers have
close ties with the Khostran pirates of Joss and often trade with these
Race: Karro or Ha'esh bloodthirsty and dangerous people. Their language has become a code
amongst the families and is often heard on board the silt-ships.
Minimum Length : 2 Terms The siltreavers have their own code of honour which they try to uphold at
all times. Each ship's crew is seen as a separate family in much the same
way as the regimental families operate. All reavers swear allegiance to
Requirements : A weak siltreaver will not last long since he will not their ship and only death breaks these bonds. Each family has its own flag
be able to pull his weight on board his silt cutter. A siltreaver must and owns one of the town quarters. There are often ties and rivalries be-
have a minimum STR of 5+. He must also be able to withstand the tween the siltreavers and the families of the Tavin criminal organisations.
rigours of weeks at sea and must have a HEA of at least 5. A character who chooses this career will be affiliated to one of the follow-
ing main families:
The siltreavers of Gevuria are a highly organised group of
privateers who raid the merchant cutters sailing in and ~....-ii~~~~~~~........ Sullasin- The most powerful family owns almost half
out of the Gevurian ports. They are also known of the town of Jagan and is run by the Governor
for smuggling contraband into these ports. The himself. The Sullasin ships are behind the
most renowned siltreavers operate out of most daring and skilled raids against the
the town of Jagan, on the treacherous merchant-ships in the Bay of Mists.
west coast of The Bay of Mists. Al- Their all-black leather sails are a com-
though it is well known that Jagan mon and feared sight in the bay.
is the headquarters of the sil-
treavers, no solid evidence exists Harriss- This family concen-
of this and the government of trates on smuggling and works
Treth have had no cause to with the Tavin of Treth and
move against the town. The Geva. They are said to have
treacherous reefs which sur- many of the streetmen and
round the port prevent large customs officials of Geva in
their pay.
Karro fleets from raiding the
reaver's town. Koth- This small family own
The siltreavers believe them- two cutters but have made a
selves to be privateers and gen- name for themselves due to the
strict religious codes followed
tlemen but the rest of Gevurian
by their members. It is said that
society regard them as a group of
no-one crosses the Kuth and
murdering pirates who should be
caught and hanged. The largest band
of siltreavers are led by 'The Gover- Tyme- This rich family hold much
nor of Jagan', a fearless privateer who power and influence in the social cir-
reputedly leads a secret double life as a cles of both Jagan and Treth, where many
Karro aristocrat. No one knows the true iden- of their agents work. The Tyme family are
tity of this pirate-king and there is a generous proud of their noble heritage and see themselves
bounty on his head. When not raiding merchant ships, as gentlemen of honour and worth.
being chased by Gevurian marines or sailing contraband into
Treth under cover of darkness, the siltreavers lead a very comfortable and AC siltreavers will have given up their profession but may still
civilised existence. have ties to their family.
The town of Jagan has its own social structure and political system where Starting Equipment :
high-ranking reavers and members of the Tavin families struggle for power
over one another. Although the streets of this town are dangerous and
siltcoat silt trews
often deadly for the unwary, the riches of the criminal element have pro-
duced an upper-class scene the equal of Treth. In Jagan, social standing is
glass silt-goggles 1 weapon
83
soon as possible. Streetmen are known as 'walkers' or 'greys' and are
Streetman generally honest and hardworking individuals who strive to protect the
common folk of the Karro towns. In the poorer Ha'esh regions of town,
there are fewer streetmento be found and the law is normally handled by
Race: Karro pathsilkers working with the local greys.
Each streetman station acts as both a base for the law keepers and a jail for
Minimum Length : 2 Terms
holding petty criminals until their trial. The larger towns have prisons to
hold long-term and dangerous criminals. These institutes are also run by
Requirements : The streetmen take in members from all levels of the streetmen. In the towns and ports of Gevuria, the streetmen use a
society and allow anyone to advance through their ranks. Streetmen gressh-drawn carriage as transportation. These large black carriages can
need to be able to keep their wits about them and for this hold up to 10 men and are known as 'Black Marias'. They
reason a streetman requires SEN of at least 5. are used mostly to contain prisoners but are also used
Detectives have the same requirements as to transport several streetmen quickly to the scene
streetmen but they also need a KNO of of a crime.
5+ because their job involves more The higher ranking streetmen are known
thought and deduction. Streetmen as 'detectives' and are responsible
must have a KAI of 6+ before both for discipline in the ranks and
they can increase to the rank of for any work of a more investiga-
Detective. tive or covert nature. Although
generally pulled from the
The streetmen are the enforce-
higher classes, many detec-
ment arm of the Institute of
tives pride themselves with
Law and the police force of
the know ledge that they
Gevuria. The dark grey
have worked up through the
longcoat and helmet of the
ranks and have earned their
streetman is a common
title. The detectives have a
sight in all Karro commu-
distinctive light grey uni-
nities. These are the
form but often work out of
watchmen and peace
this, especially on delicate
keepers who patrol the vil-
cases.
lages, towns and cities to
keep them safe from crimi- The detectives are hard-
nals and thugs. Streetman working and astute individu-
stations vary from the large als who often work in their
and highly efficient force, own time as private investiga-
such as that found in Treth or tors. They are the link between
Geva, to the understaffed and the desk-bureaucrats of the Insti-
poorly equipped streetmen that tute of Law and the rough and
patrol the various small swamp ready greys of the street, and must
communities. be capable in both lines of work. All
skills marked with a 'D' can only be taken
All streetmen are trained to use the keldin
by the detective characters.
bar; a weapon devised by the Institute of New
Science, which transforms Sa energy into kinetic AC streetmen have left their law keeping career
energy. This energy is 'earthed' through a target by and must hand in their uniform and badge when they
prodding him with the bar. The keldin bar is also known as a leave. Their keldin bar and bolt petronel remain in their posses-
'quietener'. Some streetmen are trained in the use of bolt petronels which sion.
are commonly used by the watchmen in the larger towns and ports of
Gevuria.
Starting Equipment :
The streetmen use bulls-eye lanterns which have a focusing lens and shut-
ters to allow the darkening of the lamp without extinguishing the flame.
Keldin bar bolt petronel
They also carry whistles to summon their fellow streetmen to the scene as
84
the largest Tavin family can afford to diverge into the various enterprises
'Iavin controlled in the towns.
Each family will have its own tattoo and code of honour. The family head
Race : Karro or Ha'esh is commonly known as the 'Papa'. It is not uncommon for the smaller
families to form alliances to muscle in on other Tavin and such violence is
Minimum Length : 1 Term usually contained within the Tavin underworld.
Throughout all the towns of Gevuria there are several of the larger Tavin
Tavin tattoo longknife
families, all trying to win power over their rivals. These families usually
operate in one specific area of town and run their own line of work. Only
-1D20 HP 1D6 wealth points
85
'Jluny 'fiissea yanna unaer fier 6reatfi. Pa{mer fum6[ec£ witfi si{k_ana fiook_in tfie paCe green moon{igfit,
cursing as fie wor/q,c£. 'Ifie twofigures stooa in tfie c£eep sfiac£ows of tfie impressive c£omec£ structure tfiat
was tfie fieaaquarters of tfie yeograpfiicaCSociety in 2?,p{-'l(ate[ 'Iliree streetmen fiac£ recent{y passea tfie
front of tfie 6uiMing ana wou{c[ 6e 6ack_aiong in a matter of minutes.
Pa{mer raisea tfie graf-gun to liis sfiouMer ana aimea for tfie smaff stone 6a{cony 10 yaras a6ove fiim.
'.Secona time {ueky' fie mum6Cec£ as fie arew a 6eac£.
Snap. J{iss. 'Ifie fine si{k_Cine arcfiea into tfie nigfit sky ana tfie fioo/(;daw wouna arouna an omamentaC
comer stone. Pa{mer tuggea tfie Cine. J{e turneagrinning to yanna.
'Ifie J{a 'esfi stooa in tfie sfiac£ows Coof(jng unimpressecl fier go{c[en eyes gCaring.
''We are on a time scfieauCe fiere . 'We must fiuny Sfianaane. '
Sfie alwaysusec£seconc£ names. It was an o[c£J{a'esfi custom anasfie fiac£ cCaimu! tfiat it was if!J.Fartant,
6ut it stiffgratea PaCmer. 'Witfi a sigfi, fie pu{{ec[ tfie core£ once more ana 6egan to di
'Tymon fCippea tfie {ic£ of fiis poc/q,t cfironometer ana Coo/q,a pensive{y at tfie watcfi face : 'Wfiat was
taf(jng so c£amnec£ Cong? J{e croucfiea 6acl(__c£own, c£eep in tfie c£ark_sfiac£ows oJ. tfie c£oorway ana fook:µ[
over at 'l(arratfi. 'Ifie Xyromancer Coo/q,a even more sinister in tfie aarf<v. witli tfie moon{igfit passing
airect{y tfirougfi tfie grey outCine of fiis fac£ea 6oc£y.
'.Minutes craw{ea 6y. Jl {igfit rain startea to faCl c£ar/(f,ning tfie sky ana recfU.Cing visi6iCity furtfier. 'Tfte
two CConais were sfieCterea 6efiinc£ tfie wic£e ornate co{umns tfiat ran aCong tfie 6uiMing 6ut tfity fuuf
6een fiere too Cong. 'l(p.rratfi peerea tfirougfi tfie strange meta{ sensor-piece tfiat was fusee£ over Ii.is feft
eye, fiis 'Dyce 'Transformer fiumming witfi energy as fie Pfiasec£ into tfie Pliysica{ Spfiere.
'Ifie ne;ict morning, yanna anc£'Tymon retufii.ic£to tfieZypfiyr. 'I1ie aen was jumping witli tfie crews from
two Yask_aCi cutters ana tfiey fiac£ sta ea
tfrinfd.ntJ emfy. 'Ifie Cliin.te ' 'J'fiar aCways R__new liow to ma/q,
tfie most of sfiore Ceave.
'J-{a{tu '.R,[afir, (janna 'Ta{antiri. 'lJo you fiaave ourr gem?' 'Yassfisat on a 6etf of cusfiions, two female
Cfiinte 'curfetl 6esic£e fiim. J{e yawnec£ Ca.ziCy ana too a {r;mg arag from liis 1TUiltu pipe.
(janna reaclid in.to litr Canto ana pu{{ec[ out a snuif{ pared wrap ea in featfttr. Sfie pCiiietf it upon tfie
Cow wootfen ta6(e ana 6owec£. '
'I liope tliat tliis wi{{ sootfie Cfii 'cfiee pric£e. 'Ifie (jeograpfiica{ Society meant no offense, I 'm sure. '
''We liave aiscoverea Ii.is wfierea6outs ana wiff c£ea[ witfi fiim tomorrow'.
s
'!Tie Cliinte ' smifecl impressea witfi (janna etiquette.
~ou speak_!Mafiarran we{{ my Jrrientf. I Wif[ see tfiat you are rewarrc£ec£ we{[ for tliis. !May 'Iiirr'arr
protect you '. · ·
'Tymon stoocf sifent{y 6efiinc£ ant£. watckdJ tfie two. J{e fiac£ not unaerstoocf any of tfie growling, 6ut feCt
reCievea tfiat (janna was fiere to c£ea£ witfi tfie Yask_a£i. '}./jJw for tfie nei(t part of tfie jo6 ...
Sti[[s ant!'Ilieir 'Use 1Jetermine wnicn sfj{{s app{y to test
The basic Success Test can be modified further with any skills
During his adventures on Gargentihr, an AC will often have to which the Narrator deems relevant to the action undertaken. All
rely on the abilities and training that he has picked up during the skills which relate to a·particular characteristic are listed un-
character generation and from experience during adventures. An der it on the ACs character sheet. Each level that the AC has in a
AC can perform routine actions such as walking and speaking in relevant skill increases the target number by one. The higher his
his native tongue with little chance of failure. In stressful situa- skill, the easier the Test becomes.
tions, or when performing actions which are not so routine, the
Narrator may ask the player to make a Success Test to determine
whether the AC succeeds in these more difficult tasks. 1(fite tne aifficulty of tne tast
The narrator must determine a Difficulty Factor for every task
he sets the ACs. There are 4 levels of difficulty, each proving
Sti{[ Leve{s more challenging than the one before.
Every character picks up skill levels in a number of different These are:-
areas during the creation process. These levels represent the
Easy- The task should not provide an able person with
amount of expertise an AC has in any given particular field. Each
too many problems.
skill has a rating between 0 and 10, with the level of expertise
represented by each level listed below on Table 1. Moderate- The task will require some skill and thought
before completion.
Difficult- The task requires both skill and determination
before success is achieved.
Impossible- Even a skilled master will have problems
achieving success.
As the Difficulty Factor increases, the AC's chance of success is
reduced.
87
Table 2. The Skill Table
Characteristic Easy Moderate Difficult Impossible
1 8 4 2 0
2 9 5 2 0
3 10 6 3 0
4 11 7 3 1
5 12 8 4 1
6 13 9 4 1
7 14 10 5 2
8 15 11 5 2
9 16 12 6 2
10 17 13 6 3
11 18 14 7 3
12 19 15 7 3
13 20 16 8 4
14 + + 1 per char point + 1 per char point + 1 per 2 char points +1 per 3 char points
~{[for tlie success of tlie tast -down. In either of these cases, the following rules apply.
The Narrator refers to the Skill Table and cross references the 1) In Opposed Success Tests, one of the opponents is known
characteristic used in the test with the Difficulty Factor of the as the Instigator. This is the person who initiates the test, and
task. To succeed in the task, the D20 roll must be lower than or will usually be the AC. The instigator declares the Difficulty
equal to the number listed on the table. This number is further Factor of the Success Test, then both opponents must roll for
modified by any appropriate skills which the AC may have. For success.
any task, a roll of 1 on the D20 always indicates success and a
roll of 20 indicates failure. 2) The Narrator can determine which skills and other modi-
fiers are appropriate to the test, as per normal.
The skill system allows characters who have a high natural abil-
ity in a skill (i.e.- a high characteristic) to perform 'Easy' and 3) If both opponents make the Success Test roll, then they
'Moderate' takes with a high probability of success as these tasks are equally matched and the test is drawn. They must try again in
rely more on natural skill than any form of training. 'Difficult' the following Round, but the position of Instigator swaps to the
and 'Impossible' tasks rely more on the skill level than the natu- opponent.
ral ability of the user and thus highly trained individuals will be 4) If both opponents fail the Success Test, then they are
better equipped to succeed at these levels of difficulty. equally matched and the test is drawn. They must try again in the
following Round, but the position of Instigator swaps to the op-
ponent. The strain of failure will result in both opponents gain-
OpposetlSuccess 'Iests ing one level of FAT. This applies to particularly demanding tests
There are some Success Tests which pit one characteristic of the only, such as arm wrestling or reading a gem.
AC against that of another person or object. This will usually be 5) If one of the opponents succeeds and the other fails the
either a feat of physical strength (STR) or mental ability (KAI). Success Test, then the test is over. The succeeding opponent wins
For example, the STR characteristic could be used in an Op- the test.
posed Success Test against another person's STR if the two peo-
ple were arm-wrestling, or the KAI characteristic could be used 6) If one opponent rolls a natural 1 (A Fortune) then he
if two honourable combatants were trying to stare each other automatically wins the test, even if his opponent also succeeded
88
in making the Success Test. If his opponent also rolled a For-
tune, the test is drawn.
7) If one opponent rolls a natural 20 (A Set-Back) then he
automatically loses the test, even if his opponent also failed the
Success Test. If his opponent also rolled a Set-Back, the test is
drawn.
8) The time involved for each round of the test will vary.
Arm wrestling will take a Combat Round, but a game of hex board
could take several hours to complete.
9) If there are more than two opponents, such as in a game
of flatback or in a race, then the rules still apply. Every opponent
must make the Success Test to stay in the game. Anyone who
fails drops out until there is only one winner left. The position of
Instigator continues to move around the opponents, with each
acting as Instigator for one round.
Inanimate ~tance
This test is normally used to determine the outcome of feats of
strength. All inanimate objects are given a Difficulty Factor rat-
ing by the narrator. This rating determines the resistance of the
item for use on the Skill Table. Table 3 below indicates some
sample STR ratings for objects.
Larger items may be too heavy or difficult for one person to
attempt on his own. Each additional person helping to shift an
item will reduce the Difficulty Factor by one level. The Success
Test will be made at the level of the strongest participant. Re-
member that only a certain number of people can attempt the test
at the one time, depending on the space available.
Levels higher than Impossible (i.e. - Impossible +2) must be re-
duced to Impossible or lower before the ·test can be attempted.
'Pa£1ne1.: ct:Junts as th.e Inst· ator in
_,· tfii.S test~ Jfe ~petty goo witfi fiis
_,~, 'PeiSutefe' siitr antf £0 c/Woses 'Dijfi- .
Table 3. STR Ratings
· cuft as1 ~tfie . 'IJiffiCu[_ty~ai:.tor, re(ytne
Object Difficulty on s~itr.rat~r tnan raw ability.
wooden door Difficult ·\. . Paftner's .·~ of s :means that ,_ . .
Impossible P~frner requires a ro{[ ef 4 or fe.ss on ··
thick wooden door
'Ji -V 20,to ·' ceea f;n s~ar:&vJ tfiis
reinforced door Impossible+ 1 ttilifJ1i eooi.ie,{'Ut. :His yerstUid:e: sti!lf
metal gate Impossible +2 '.:'. of s t~iii~o t~: a 9,· 11ie.:Narrator
Dalton Lock Impossible +3 : ai£dS s to tliis liitnce :because 'Pd£tner
;;w'tffifft;~j:,':"fu!. ~~~J~,t'fl4
This is done by adding further people to the test. Each additional · ar-icfro{[s_ :a 7, ftis ·fuck is i'ri:. •
person will reduce the Difficulty by one level. (i.e. - From Im- . 1ie Je 'Xnan lias a .xJu ef9 wfticfi
possible +2 down to Impossible+ 1, and so on). i'E?:suCts in a 6 as tlie target num6~r.
''The Narrator aecUfes .tliat tfie
Je'Xfian is rued: tod2afina wi Fi
Set-'BacK/ ant£Sl(ilfs . .smootfi ta(k.ers anct: is not easi(y .
fooCea 6y ''Persuacfe'sk.itr :Jfe cufds 4
If a 20 is rolled before any modifiers are applied, then the char- to fier tota(, so sfie needs a 10 or {ess.
acter automatically fails in his action, even if his chance of suc- 'Tfie :Narrator roO:S an 11.
cess was over 20.
'Ifie ]e'.Xfian nods s{igfit{y anct: steys
If the character rolls a 20 whilst attempting a Difficult or an Im- to one side., affowif}{J Pa(mer to
possible task, then something disastrous has occurred during the ayyroacli :Jferr~n.
attempt, known as a Set-Back.
89
The actual effect of the Set-Back is left up to the Narrator, de- ... Ganna would have won the loyalty of the savage Ha'esh war-
pending on what the AC was attempting at the time. Here are riors.
some examples:-
Ah, if only life were always this simple.
A Set-Back during a physical Success Test can mean ad-
ditional FAT increase.
Palmer was Set-Back after failing an 'Athletics' Success 'll:nsRiJ(etf J1Lttempts
Test when chasing an urchin through the Bazaar, he might If the character does not possess any skill levels in a particular
find that he not only loses the little tyke, he also gains 3 field or skill, then he may find it more difficult, or impossible to
FAT levels through a sprained ankle. attempt the task at hand. There are basically two types of skill to
consider when the character is unskilled in the field.
A Set-Back result in a technical skill can damage equip-
ment.
Tymon rolled a Set-Back whilst trying to open a Dalton ?{g.turalSfj[(s
Lock with his Flathead Trigger. A mighty crackle of en- A Natural Skill is one that everyone possesses to some degree,
ergy shoots out of the lock mechanism and sends Tymon even if they have no levels of the skill. Many of these skills are
leaping back in shock, the blackened remains of his Trig- natural abilities, with skill levels simply honing powers already
ger in his hand. possessed by the character.
A Set-Back can also cause problems with intelligence Examples of Natural skills include :-
skills, and may alter the information gained.
Brawling Crowd manoeuvre Lie
Karrath Hess rolls a Set-Back result whilst researching
the arcane texts of the Thostin Library in Geva for infor- Knife Gaming Throwing
mation about the Diamond Falls. The Narrator does not Sight Heavy drinking Athletics
tell him that he has rolled the Set-Back and provides him
with false information and a fake map. Listen Singing Dancing
90
Speet!ing 'Inings 'Up Sti[[ 'Descriptions
The Narrator should determine the time that a task will take an The remainder of this chapter describes all of the skills included
AC. The character can attempt to complete a task in a shorter in 'Tales of Gargentihr'. Each skill is described in alphabetical
time than that indicated by the Narrator by increasing the Diffi- order under its appropriate characteristic. The number beside each
culty Factor of the task. For every additional level of difficulty skill is the cost per level of the skill in SPs. This is used in Crea-
added, the time taken to complete the task will be halved. Thus tion and in gaining further experience with the skill.
two levels added to the Difficulty Factor will quarter the time
Each skill description lists the general uses for that particular
taken. No task can be increased above 'Impossible' difficulty.
skill and is meant as a brief overview rather than a concrete set
of rules. Suggestions are given about the variables which would
Sfj{{ Leve{ Limitations change the Difficulty Factor of any task undertaken which would
involve the skill. As always, the specific details are left to the
During Creation, the character cannot learn any skill higher than imagination of the Narrator.
the level of the governing characteristic.
Characters are also limited to taking skills to a maximum of level
6 in every characteristic, regardless of how high their character- "Learn your
istics are. This is in addition to the above limitation.
talents well,
This is the only time that these limitations are applied; charac-
ters can increase their skills past their characteristic through ex-
Clondis. Trust
perience and training, as discussed at the end of this chapter. me; you '11 need
them."
91
cess Test, with the Difficulty Factor being determined by the
%ifity Sfj{{s density of the crowd. If either party fails, he may be tripped up,
All agility skills require some degree of deftness and manoeu-
jostled or bumped to the ground and cannot move anywhere for
vrability to complete. The skills classed under this characteristic
D6 Rounds. FAT levels may also be gained when passing through
are listed in alphabetical order below:-
especially heavy crowds.
Acute Balance - 3 Dancing- 1
With this skill an AC gains a modifier to any manoeuvre he makes
The user is skilled in the art of dancing and artistic motion. Many
which involves either balance or light footed movement. This
regional forms may be learnt. This skill is practised in every ba-
allows the AC to walk tightropes, stand on precarious ledges and
zaar, inn and gallery across Agasha and is used in many reli-
other such precise and dangerous stunts involving steady bal-
gious ceremonies and rituals. Groups such as the Chinte' spirit
ance. The Difficulty Factor depends on the weather conditions
dancers have turned this skill into a fine art form.
and the length and width of the walk.
Juggling - 2
Athletics - 2
A Success Test allows the user of this skill to keep a number of
This skill covers any agile manoeuvre such as:-
objects in the air at the same time. The Difficulty Factor is based
Running - This skill is used for chases on foot and in- on the number, bulk and awkwardness of the items being jug-
volves an Opposed Success Test. The person being chased gled. The Danja of Agasha are often experts in this field and can
is the Instigator and calls the Difficulty Factor for the be seen practising in any busy market place with all sorts of ob-
chase. jects.
Each party will gain 2 FAT each Round that the chase Riding - 2
continues. If the Instigator loses the test, then one of his
This skill has a separate subgroup for each creature commonly
opponents has caught up with him. If the Instigator wins
used on Gargentihr as a riding beast. On Agasha these include
the test, then he loses his opponents.
horse, gressh, sleth and skink. The skill also gives the user the
Vaulting - Allows the character to jump up to twice his ability to groom and care for his mount. It also covers the use of
height horizontally, or up to his height vertically at 'Dif- such creatures for pulling carriages and carts. In these situations
ficult' Difficulty Factor. This requires a running start to it is the ability not only to control the creature but also the vehi-
the jump. The Difficulty Factor is a measure of the length cle being pulled.
of jump attempted and the run up available. All charac-
Generally, riding Success Tests are only made if a difficult ma-
ters get to know the difficulty of the jump before attempt-
noeuvre is carried out whilst on a mount, such as combat, calm-
ing it; you can usually tell if you are going to plummet to
ing a startled beast or other such tasks. The Difficulty Factor
your doom.
generally depends on the temperament of the animal and the
Climbing- Allows the character to scale vertical surfaces manoeuvre attempted.
such as cliffs and walls without equipment, ropes and
FAT levels will be gained if riding over a long period of time. (1
pitons. The Difficulty Factor depends on how sheer the
FAT per two hours riding).
surface is and how easy it is to get a grip. One additional
FAT level is gained every time that the character fails his
skill Success Test. A Set-Back result may cause him to
fall! Dangerous and difficult climbs are best attempted
with equipment and require the 'Scaling' skill.
Gressh can be
Contortionist - 5
~ricky beasts to
This specialist skill enables its user to successfully escape bonds
and to squeeze through tight gaps which he could not normally handle
pass. The technique for doing so involves dislocating limbs and
joints and twisting the body in horrible ways. The smallest gap
that a character could squeeze through is 12" by 12". For escape
purposes, the bonds are given a Difficulty Factor and an escape
time by the Narrator. A streetman's bond-cuffs would be more
difficult to remove than a siltreavers rope ties, for example.
Crowd Manoeuvre - 3
Many port and swamptown streets swarm with people going about
their business and manoeuvring through these heaving masses is
a delicate art. An AC with this skill is talented in moving through
large bodies of people and in both following people or losing
one's self in these conditions.
This skiJJ can aJso be used in chase situations through busy streets.
In this case, both parties involved must make an Opposed Sue-
92
Com6atSfj({s
Combat skills are generally various techniques applied in battle.
They cover the use of many different weapons and a few unique
abilities which improve a warrior's fighting ability.
Combat - Various costs
This is the skill of using weapons, including natural weapons, in
combat situations for either attack or defence. Combat skill has
many weapon subgroups, listed in the Skill List at the end of this
chapter. One of these subgroups must be chosen when this skill
is purchased. Combat is discussed in detail in the Combat chap-
ter of the rules.
Dual Weapon Use - 4
This skill allows the user to wield two weapons in combat and
attack with both in the same round. Without this skill the charac-
ter may only attack with one and defend with the other. This is a
difficult action to attempt and the user requires both the 'Dual
Weapon Use' skill and the appropriate weapon skills.
When a character takes this skill he must choose which weapons
he will use it with. One weapon will be used in his off-hand, and
he will be trained to use it thus; so even if he is using the same
type of weapon in each hand he must be trained in it twice, once
normally and once for his off-hand. This skill is not actually rolled
in combat but acts as a limit. When using two weapons, neither
may be used at a skill level higher than the character's skill in
'Dual Weapon Use'. (i.e.- If Palmer has this skill at 4 and two
weapon skills at levels 2 and 7, then he can use both skills but
they count as levels 2 and 4 ).
Essa tracing - 4
This combat skill is the only one which requires an in-depth ex-
planation. It is used by the Chiel of the Church of Sandis. The
Essa are the thirty-two religious symbols which are found in the
Augury. The Karro believe that these mystical signs were first in physical contact with the Augury to use this skill.
drawn by Sandis at the dawn of time, but they are more likely to
Narrators should apply all other obvious combat rules to the skill.
be power-keys once used by the Ancients.
The Chiel must be within melee range, uses Base INIT, can use
When correctly drawn in the air, the Essa displace the surround- any combat manoeuvres, and can parry with the orb. Remember
ing Sa-energy, and give it a physical energy-form. This energy that this is more like a form of physical combat rather than a type
manifests itself as a deep red 1O" orb which floats in front of the of magic, but try to encourage a Chiel player to describe the
Chiel. This orb can be used in a series of physical attacks and orb's movements. Attack Difficulty depends on the user, but can
defences against opponents. be modified by his belief in Sandis if you are feeling particularly
vindictive.
All melee combat rules apply to Essa tracing, but the Chiel is
seen to simply stand and trace symbols in the air as opposed to Quick Strike - 5
physically attacking and defending. These symbols direct the orb
This specialist skill is learnt only by master swordsmen. It is a
in a number of offensive and defensive moves which his oppo-
difficult and refined skill which takes much practice to master. A
nents must attempt to parry and dodge. The statistics given for
Success Test roll increases the users INIT for the Combat Round
Essa tracing in the Melee Weapons Table in the Equipment chap-
by 1 per Difficulty Factor chosen. (i.e. - Easy adds 1 to INIT,
ter are for the energy displacement caused by this orb. Damage
Moderate adds 2 to INIT, and so on). This allows the user to land
is caused by the orb striking the target. The orb will dissipate
his blow faster than he would usually be able to. The AC must
when the Chiel closes the Augury and stops drawing the sym-
state that he is using this skill before he roll his INIT for the
bols in the air. A successful Disarm maneuover will remove the
current Round.
Augury from the Chiel's grasp.
If the user fails his Success Test, then his INIT for the Round is
When tracing the Essa, the Chiel is required to hold the Augury
reduced by one for each level of Difficulty he had chosen.
in his left hand whilst drawing the symbols in the air with his
right. No words need to be said with this attack, but often a Chiel
will chant as he traces. The Augury is not required to use this
power, but no Karro would believe this fact. The Chiel must be
93
'lJafsnra Sfj{[s !Jlealtn Sfj{[s
The following skills provide the user with the powers to channel All of these skills relate to the fitness of their user and are thus
Sa-energy. These skills are grouped under the DAL characteris- governed by the HEA characteristic.
tic and their uses are further detailed in the Kyromancy chapter.
Endurance - 4
Control - 4
This skill gives its user more stamina and helps prevent the loss
The Kyromancer manipulates Sa-energy by passing it through of FAT. The 'Endurance' skill is added to any HEA Success Tests
his Kyrosuit and into separate devices called Kyroware. Each made to resist the effects of a Wound received in combat. More
piece of Kyroware is an individual item and must be controlled details of these tests are given in the Combat chapter.
using a separate subgroup of the 'Control' skill.
Heavy Drinking - 1
Almost every piece of Kyroware has it's own 'Control' skill.
This skill gives a bonus to any success tests made which involve
The description of the Kyroware in the Kyromancy chapter lists
drinking alcohol in any great quantity. The AC will be able to
which 'Control' skill is required for the device.
withstand a greater amount of imbibing before he passes out.
For every unit of alcohol consumed, the character must make a
'Heavy Drinking' Success Test at a Difficulty Factor depending
on the strength of the d1ink. This can vary from watered beer
(Easy), klai (Moderate), mull (Difficult), sarassh (Difficult) to
/--;~~-
koul (Impossible). All Ha'esh take one off the Difficulty Factor
of the drink due to their natural resistance to the effects of alco-
hol.
~
.
. ;•'-" .. ., t ·; A failed Success Test roll will add two FAT levels to the AC's
.·i- ';·. l· 1._·lll'JT" ·. ·,
( ,\
" ' r .· ~
-6
,, ··
· •·...·.· ,.·. I
-· ~
· ·V:o!""
. · . · . •...,, ~ .......Y •. 7. .·.' 'ii
.· . .
1
.r'
.•.. ·.
Energy Bar until he passes out.
A successful 'Heavy Drinking' Success Test at Moderate diffi-
culty will negate the effects of a hangover in the morning. Fail-
/.._!1 _ • !1 • •• ·.
":'j
!J1
..
ure means that the FAT gained from drink will not be removed
until that evening. The characters may still rest and sleep to re-
~ ~J
'.,.. . 4IOlol move gained FAT.
,· 111· ) r .-- Survival - 2
·~.'l ~/ ' . t ~'. This skill enables the character to find food and shelter for him-
self in a hostile environment. The Difficulty Factor is based on
the specific terrain in the immediate area. For every additional
~' ' ...... l! ' ~ t •'
.
' : ')\··. ' · .....
.... ·....."""'; .,,,
person provided for, the difficulty of the test is increased by one
-Ji ;) i - _,,
'
level. There are several subgroups in this skill and all must be
~ learnt separately.
·,·1
1 J '-
·~ ' ( . . .
Swamp - includes marshland and jungle, such as the
/
.
.
.·
'
'
»
I
\
\. . .
!
.
Tavar.
Plains - includes steppes and desert, such as the rocky
\
'
.. ' '...~ . 1
..~ , -. .
Mountains - includes highlands and alpine territories, from
. .
IP'
. .....
\ ,
the barren Ti-Hond Fire Ridge in Ghent to the lush moun-
tain valleys of Yaskal.
' \' . \
. .- ~ . J,
. . . . ... \· . i : ' Forest - includes woodland and jungle, such as the dense
..... ..~
· canopy of the Sharheel Forest in Khos-Tavar to the light
'f~ ' ·. \~ . , .
,• ' .,
~
. • •..•.~
. .~-•.·.::r···. ~.· ~
· ·.· . ) \\ '~
Mechanical devices aid the arcane powers
-~<, i#11J
of the Kyromancers
- ..•-
94
~S~i[[s Etiquette - 2
Many skills require a strong element of luck, charm, charisma This skill covers the characters knowledge of how to behave in
and empathy to carry off. These skills are all related to the KAI the upper social circles of any culture. With this skill the charac-
characteristic and are discussed below. ter will know which piece of silverware to use at a Khostran
lord's banquet, will be able to correctly perform the Chinte' drasp
Acting - 2
tea ceremony and will perform with the correct airs and graces
This is a skill which not only covers on-stage performance but when in good company. Characters with the 'Etiquette' skill can
also provides the ability to assume or feign other identities and hide their rough edges whilst in distinguished company and will
convince an audience that this is his true personality. Combined remain polite and well-mannered. The Difficulty Factor depends
with skills such as 'Lie' and 'Disguise' the character can per- on how alien the surroundings are to the character.
form great feats of falsehood and deceit. The Difficulty Factor
Gaming- 2
depends on how different the role to be played varies from the
characters own personality and background. All actors special- In every tavern and klai-den across the land, games of skill and
ise in one type of recital or form of acting which they can enact chance are played for money and pleasure. There are many vari-
and quote from at will. Such areas are:- ations of the games and only an expert can claim to know them
all. This skill allows the user to play the games and to cheat
Ashu - The Ha'esh form of story-telling through acting
(Sandis forbid !).
covers many types of story but always contains at least
one Kyashi in the narrative. Common games include Flatback; a complex card game with
many regional variations, and Hexboard; a two player wargame
Mimaceous - This is a straight form of acting, usually
involving many carved counters which are moved on a hexago-
associated with sad tales and stories, and minimalist sets.
nal grid. In the rougher taverns, Mumbelty peg is popular. This
Amongst the Karro it is said to be the highest form of the
involves moving a dagger quickly between fingers laid out on a
art.
table. The loser loses money and fingers.
Mime-dancing - This ancient style of Chinte' acting tells
Gaming involves making an Opposed Success Test, with the
tales to music. It is a very beautiful and graceful art which
Difficulty Factor depending on the skill of the others playing the
uses ornate masks and costumes to tell silent fables.
game. All characters involved in the game are considered as In-
Naratti -An acrobatic method of acting, which tells comic stigators and get to choose a Difficulty Factor for the round. All
tales with a moralistic ending. This is a popular style players must either stay in at the highest difficulty level by pay-
amongst the poor, who enjoy the sheer spectacle of it all. ing the stake for that round, or fold and lose. This goes on until
only one player makes a successful gaming Success Test. This is
Animal doctor - 4
the player who wins the kitty which comprises of the stakes
There are many types of animal to be found on Gargentihr and thrown in by every player during the game.
some of these are used by mortal races in areas such as farming
and transport. These creatures are regarded as a valuable com-
modity and thus treated with care. The animal doctor skill al-
lows the user to spot and heal any injuries or illness which the
creature has contracted. This can be a difficult process especially
if the creature is of a rare or exotic breed. The animal doctor can
also groom and tend to most common animals found on Gargen-
tihr. Difficulty depends on the rarity of the illness and on the
breed of animal.
Animal handling - 4
Some people have a way with animals and find them easy to Xarratfi is a cauti,o-us pfayer arnf
train and command. This skill reflects this and is the characters aecU£es . to fofd: j{e wses fiis initia{5
ability to train wild animals and to empathise with tamed crea- Cy{stake but does not fiave to pface
tures. The animals temperament will affect the Difficulty Factor. .any more money into tlie iitty.
Disguise - 3 Tywion aer_ees to Pa{mer's VifficuCty
Jae.tor aiuf stfl,ys in. 'Botfi remaini!llJ
This ability will allow the user to undertake a false outward ap- players pfaCe.,a furtFier s Cyfs into
pearance which will fool the casual observer. Close scrutiny will - tfie kitty and attenipt a 'D1ffie)tft
always reveal the user to any who know him, unless acting, lie or 'Gami1YJ sfr.i{{ Success 'Test. Pafmer
some other means of bluffing or decoy keep the eagle-eyed at niaRes fiis and 'Tymon f aifs, so
bay. Characters with this skill are also adept at spotting others Pa{mer wins tfie Fia:nd: .1fe gets tfie
who are using disguises. The Difficulty Factor depends on how 25 CyCiitty arufsmifes smUfJ{y at
much the character is altering his appearance and on what make- fiis friendS, 6efore 9ettint1 tlie next
up is available to him. rouWf of Xfai in.
95
Gem lore - 3
Across Gargentihr can be found many gem types with useful and
mystical properties. Familiarity with this skill provides the fol-
lowing abilities:-
The Karro use an invention called a Gem Reader (GR) to
read information stored within the gems and crystals. This
skill covers the use of a GR to identify the gem type and
the powers it has, and allows the character to access any
information held in the gem-libraries across Agasha. This
skill is also required to invoke the powers of the gems
via the GR.
Cry-cutters must be used to mine these valuable gems.
This skill provides the user with familiarity with such
equipment.
Gems can be most strenuous to read correctly and characters us-
ing gems may gain FAT levels. l level of FAT is gained per level
of Difficulty involved in the Success Test. (i.e- an Easy test adds
1 FAT, a Moderate test adds 2 FAT, etc). A successful Success
Test roll will negate these additional FAT levels.
Myr and Ryamis traders known as 'Horu' are particularly skilled
at gem recognition, and do not require a GR to read the gems.
Some gems are very old and hold information about the mysteri-
ous past of Gargentihr. These facinating items are detailed in the
Gems section of the rules.
Hidden Tongue - 4
This is one of the Ha' esh Ways, and may only be used by that
race. It is a mental ability which is only taught by Kai-cha to
others that seek enlightenment. 'Hidden Tongue' allows the user
to alter the emotions and thoughts of any target that he speaks to.
The target will believe that the user of this skill is telling him the
gestion will take place when the subject is removed from
truth, unless the information presented opposes a particularly
the trance, and is triggered by a specific stimulus chosen
strong view held by the target. The warraji must say the thought
by the hypnotist. The Difficulty Factor may increase de-
aloud to the target, which will then be repeated aloud and be
pending on the requirements of the suggestion. The sub-
believed by the target. Difficulty depends on the believability of
ject will not be aware of the suggestion and when it is
the thought, and the patience and will power of the recipient.
triggered he must make a Difficult KAI Success Test or
Hypnotism - 4 carry out the suggestion.
This skill is a difficult one to master. It may be used on any sub- If any of the rolls are failed then the subject will come out of the
ject and both people must concentrate on each other for at least a trance but will only be vaguely aware of the encounter.
whole tum. If the subject is unwilling then he gets to double his
Lie- 2
KAI characteristic for all the resistance rolls. During this tum
the subject is placed in a trance and if an Opposed Success Test All people can lie, this skill just makes one better at it. This skill
roll is made against the KAI of the subject, the user has success- is realised to be one of the ACs most used skills and tends to be
fully hypnotised him. Once hypnotised, the subject enters into a practised frequently. The actual player must first come up with
trance and the character can perform the following actions:- the lie to be told and from this the Narrator can determine the
Difficulty Factor of the lie. If the skill roll is failed then the char-
Give simple commands which the subject must obey. If
acter has not convinced the listener and will have to alter his
these commands are homicidal, reckless or out of char-
story. Every failed lie after the first raises the Difficulty Factor
acter, then the character must make a further opposed re-
by one level.
sistance roll to make his subject obey him.
Meditation - 4
Make the subject recall events with more clarity than is
possible in a conscious state. With the constant ebbing of Sa through all mortals, the power of
meditation is a useful one. The user can control this Sa-flow to a
Place the target in a trance which removes the need for
certain extent and can use the energy for his own benefit. A 'Medi-
medical anaesthetic.
tation' skill roll can be attempted every four hours, with the player
Give the subject a post-hypnotic suggestion. A further determining his own Difficulty Factor. The FAT lost through the
opposed resistance roll is made. If successful, the sug- use of meditation is as follows :-
96
Easy - 3 FAT levels lost. To read a signature takes a calm inner spirit and only a skilled
Ha'esh can follow this sho'ta (soul sign). He can track like a
Moderate - 6 FAT levels lost.
bloodhound any whose scent is known to him providing a trace
Difficult - 9 FAT levels lost. of their signature can be found. It takes over a week of being
with someone for their sho'ta to be learnt by the user but once
Impossible - All FAT levels lost.
known, it is never forgotten. The Ha' esh sees this signature as a
Ten minutes uninterrupted medi- series of faintly coloured lines in the air which get stronger the
tation is enough to gain these re- nearer the subject is. These lines are often too faint to follow,
ductions. A failed roll will result especially in wet or windy weather. The Difficulty Factor de-
in no reduction of FAT levels, but pends on the current conditions, and the strength of the surround-
the user can attempt the Success ing Sa winds.
Test again in four hours.
Street lore - 3
Oratory - 2
This skill covers the character's knowledge of large towns and
This skill covers the ability to talk to large bodies of people in their workings. In many ways, all towns are similar and this skill
order to teach or communicate. The orator can project his voice allows the user to find his way around in any large population
in a distinct and interesting manner which will hold an audience centre. The character with this skill is also 'streetwise' and will
enthralled. The user cannot totally change his audiences views know how to get hold of illegal items and how to contact impor-
but can heighten or lessen feelings which the audience share. tant criminal elements in the town. It also allows him to recog-
The Difficulty Factor depends on how similar the audiences feel- nise gang colours, signs and members within the town. The Dif-
ings are to the message being given by the orator. ficulty Factor will depend on the character's familiarity with the
town and how difficult it is to get hold of the item, or person, in
Persuade - 3
question.
The user can try to manipulate and bend the feelings and atti-
tudes of a single target towards those of the user. This skill also
covers the ability to haggle and bargain in the bazaars of Agasha
and the ability to seduce members of the opposite sex. The Dif- You can find anything
ficulty Factor is determined by how well the player 'persuades'
to the Narrator, further modified by the targets feelings on the in the streets of Rol-
subject. Katel if you know
Race lore - 3 where to look
This skill represents the ability to analyse the psychology of a
mortal and determine his state of mind. It is both a form of racial
etiquette and psychology skill. This skill can determine whether
a person is lying, angry, sad and other general emotions and
thoughts. It is also useful for inter-racial encounters and can pacify
otherwise hostile meetings.
To use this skill on a member of a particular race the user must
have a specialist knowledge (skill level 5 or higher) in the appro-
priate 'culture lore' skill. The Difficulty Factor depends on the
subjects ability to hide his feelings. Khostra are masters of de-
ception and can mask their true thoughts well. The Difficulty
Factor for encounters with this race will normally be higher than
with other races.
Race lore allows the user to mingle with other races. Using this
skill will make communication easier with people of the race,
and will aid him in travels through the different realms of Aga-
sha. Life is often easier if you can understand the psychology of
the race that you are dealing with.
Sense sho'ta - 4
This is an ancient Way learnt by Ha'esh and can only be taken by
Ha'esh characters. There are many Ha'esh who still follow the
ways of their ancestors and who know the secrets of these an-
cient people. One common type of ancient power is the ability to
read the energy signature of someone who is well known to the
user. Everyone has their own signature with a scent which can
linger for up to an hour in calm conditions.
97
Ha' esh - This skill covers the ancient rituals, legends,
~now{etfge S/(j{{s
traditions and ways of the people of the Gevurian swamps.
Although all skills require knowledge, there is a group of skills
The swamp Ha' esh have the power to use Belief Magick
which require much scholastic effort and study to learn. These
and those with this skill can be affected by such magick.
skills are collected under the KNO characteristic and are listed
Karro players can gain this skill through interaction with
below.
the Ha' esh of the deep swamps as they begin to uncover
Animal lore - 2 the mysteries of the Ancients.
This skill provides the user with a knowledge of the many crea- Herb lore - 3
tures which inhabit the land of Agasha. The user will be able to
On Gargentihr any piece of flora which has a useful quality is
recognise common species of animal, bird, fish or insect and
known as a herb. Plant lore will identify the plant as a herb but
may know details of their eating habits, areas commonly found
will not reveal its properties. This skill allows the user to iden-
and the like. The rarity of the animal will determine the Diffi-
tify and utilise the more useful herbs of Gargentihr. Many of
culty Factor of the test.
these plants and herbs are rare and of great value and this skill
Building craft - 3 also allows the user to preserve the herbs for a period of time
before they dry out and are useless. The Herbs section gives
As technology advances it has become easier to build structures
descriptions of many of the more common herbs found on Agasha.
of increasing complexity. This skill gives the user the knowl-
edge of building and fortifications as well as the skill to build the Judicial lore - 3
dams and raised platforms seen in the Karro settlements of the
All races and cultures have separate laws and different means of
Gevurian swampland.
enforcement. This skill gives the user insight into the more com-
Cartography - 3 mon laws of the different peoples of Agasha and the intricacies
of the judicial and political systems applied. The Difficulty Fac-
This skill covers both the drawing and reading of maps. A good
tor depends on how complex the local legal and political system
cartographer can not only draw his own maps but can also deci-
is and how many facts are open to the character.
pher other peoples. He will be able to recognise the area drawn if
he has some know ledge of the location. Library use - 3
Classics - 2 There is no better way to
learn of a subject than to
Over the years on Gargentihr, there have been a great many schol-
read about it. However
ars from different races who have written pieces of literature
this requires access to
which are now regarded as essential parts of their culture's make-
books, and even with the
up. Translations of these classics are common place, both in ~ook
aid of the new print en-
and gem form, and give the reader an insight into the feelmgs
gines used by the scien-
and cultural beliefs of other people.
tists of Gevuria, books
The classics include the philosophies of Wilbee the Ja'Hansh, remain a rare and valu-
the stirring Je'Khan war-poetry of Klangar Neesh, and the able item. Few scholars
musings of the brilliant and insane Dr Eculstuun of Treth. Diffi- can afford the luxury of
culty usually depends on the scope and availability of the sub- their own books and so most learn to use the libraries run by the
ject. Those versed in the classics can normally bore other listen- various Societies and universities across the land.
ers to death by reciting their favourite passages.
This skill is required not only to find books within a library but
Cultural lore - 3 also used to gain access to the facilities within. Most scholars
are wary of strangers using their valuable written works and re-
Each race of Gargentihr has its own legends, customs, belief$
quire some persuasion to let an unknown into the premises. The
and rituals and it is this skill which encompasses what the user
Difficulty Factor will depend on the exact nature of the informa-
knows of the separate cultures. Each race is a different subgroup
tion being looked for and on how large the library is.
and must be learnt separately from the others. It is this skill which
reflects how well a person can blend into the background in a Literacy - Various costs
specific area. It also reflects how much a character can be af-
Most languages have a written form and this must be learnt sepa-
fected by the culture and its religions. The Belief chapter deals
rately from the speaking skill. It is still common in the lower
with the relevance of this skill with regards to the powers of
classes to be illiterate and the written word is a luxury afforded
Belief.
only by the wealthy and those who follow the paths of learning.
The two most commonly found Cultural lore subgroups in Ge- Table 4 (page 103) of this chapter lists the most common lan-
vuria are:- guages of Agasha and the cost tQ learn each.
Gevuria - This covers the Karro culture which is now the Medical lore - 3
most dominant force in the realm. It covers the recent
This skill is commonly used by the learned Doctors of Gevuria.
history of the Karro on Lathmir and all of the history of
It is a more advanced form of the 'First aid' skill and applies a
the Agashan Karro.
greater wealth of knowledge and skill to the healing process.
The Healing section of Game Mechanics covers the methods of
98
healing in more detail. 'Medical Lore' also covers the use of the amount of detail required to be uncovered on a specific
technical equipment known as Loam Rods (See Equipment). topic.
There are 3 subgroups to this skill, covering the different mortal Dreampath-This covers the Ha'esh belief of the Kyashi
races to be found on Gargentihr. These are:- spirits and their ties to all of nature and the Dreampaths.
Human - This subgroup covers all 4 human types found With this skill the user can recite tales of the various
on Agasha. Kyashi and can identify the trappings and signs of all the
main spirits. The user can also perform the rituals and
Maharran - This subgroup covers both the Chinte' and ceremonies which are believed to invoke the powers of
Ryamis races. the Kyashi, and can search for both Light and Black
Dreampaths.
Jerrick - This subgroup covers the Ja'Hansh, Je'Khan
and Khostra. This skill also covers the rites of exorcism performed against the
victim of a possession by a creature of the Darklands and allows
Only races covered by the subgroups known can be healed using
the user to set up wards against such abominations.
this skill. Unlike 'First aid' which only covers the healing of
combat-related wounds, 'Medical lore' covers ailments, disease, Science - 4
and all other forms of illness.
'The land of Gevuria can be divided into two categories; those
Navigation - 2 that use the technology of the Institute of New Science and those
that will be left behind!'
This skill allows the user to find his direction by using the stars,
the sun, point stones, or other devices. There are four subgroups Tulworth Haltaran, MINS.
which are mutually exclusive and must be learnt separately. These
Chief Technician, Engine Island.
are:-
The peoples of Gargentihr are currently witnessing a change in
Land - This subgroup covers all navigation inland in all
their surroundings as the old beliefs and ways of magic die out
terrain.
and the new regime of science and technology begins. This skill
Air - This subgroup covers navigation for the wind- covers the young sciences which are currently being developed,
traders. including engineering, physics, mathematics and chemistry. This
skill is most common in Gevuria where technology is most ad-
Sea - This subgroup covers navigation around the coast
vanced and the Institute of New Science is now gaining in power.
of Agasha only.
Common forms of technology include corn engines, Corean
Continental - Only the Chinte' F'har can cross the silt
oceans and know the secrets of continental navigation.
The Difficulty Factor depends on the familiarity of the terrain
and the weather conditions.
Pipe maintenance - 3
The rockpipe is a delicate and rare piece of equipment which
without constant care and attention will cease to function cor-
rectly. This skill provides the knowledge required to maintain
and fix the pipe and keep it in full working order. Rockpipes are
discussed fully in the Equipment chapter of this book.
Plant lore - 2
There are many forms of flora to be found across Gargentihr.
Some of these, such as the glow-bush, are useful and some, like
the arrowquill, should be avoided. This skill allows both recog-
nition of plants and the knowledge of where to find them. The
user will also recognise herbs but requires herb lore to properly
utilise these special plants. The Difficulty Factor is based on the
rarity of the plant.
Rites - 3
This skill represents a knowledge and understanding of the indi-
vidual beliefs of a religion. The two covered in Gevuria are:-
Sanctology - This covers the Doctrines of the Church of
Sanctology. A character with 'Rites' will be able to quote
from the scripture at will, decipher religious texts and
will know the Church's opinion on current religious and
political matters. The Difficulty Factor depends on the
99
boards, PGRs, pictographs and skichan webs. !Manipulation Sti{[s
There are two separate uses of this skill as discussed below :- The following skills involve both manual dexterity and good co-
ordination to perform. They are grouped together under the MAN.
The user has developed a scientific way of thinking and
characteristic.
can attempt to grasp the concepts of any of the new tech-
nologies and devices. The user can attempt to work any Boating - 2
technological item. Difficulty depends on the complex-
The rivers of Agasha are traversed by many different craft in-
ity of the concept or device.
cluding the long narrow boats of the Tellahn barge-families and
The user can apply this skill to repair and modify techno- the smoking cornboats of the Gevurian engineers. All these ves-
logical equipment with which he is familiar. This com- sels require careful handling along the rivers and in the swamp-
monly involves the use of a Flathead trigger and other lands. Boating provides the user with the necessary skills to navi-
tools. Difficulty depends on the complexity of the item gate hidden currents and pass safely along these waterways. The
and the tools available. Difficulty Factor depends on hidden dangers and the boat-mans'
familiarity with his surroundings.
Shipwright - 3
Building boats is a craft which has been best mastered by the
Chinte' F'har, with their narrow cutters. Only these ships can
truly sail the seas of silt; other craft hug the coastline for protec-
tion and navigational reasons. Although the design of the Chinte'
cutters remains shrouded in mystery, there are many who strive
to build boats capable of traversing the silt. This skill covers the
ability to design and build coastal ships with the Difficulty Fac-
tor depending on the exact requirements of the vessel. It takes a
full season to build a ship.
Tactics - 3
A good military leader is not simply an expert swordsman; he
must also have the skills to lead men and the ability to use these
men to gain the greatest advantage over his opponent. Tactics
has two subgroups. These are :-
Land - covers the ability to utilise ground troops in the ~- ..t
100
Glass craft - 4 skill will know at least the rudiments of sailing the seas of silt
and simple shipboard etiquette.
This skill is used by the Chinte' F'har of the Skycutter moun-
tains to forge their glass-metal. Rarely is it taught to outsiders as Salves Way - 2
the glass gives the Chinte' military and trading power. The user
This skill is ~equired to ritually prepare and mix herbal pastes
of this skill can forge and shape the glass into any desired shape,
and salves, with powers outlined in the Herbs section of the rules.
with the Difficulty Factor based on the shape desired.
Scaling - 3
Hideworking - 2
This skill covers the use of climbing equipment to scale sheer
The forming and shaping of leather into armour and other items
surface~ or to climb.treacherous terrain. The equipment will vary
requires the use of Hideworking. The most common leathers are
dependmg on the chmb. In Gevuria, there are native Ha'esh who
the thick and durable sleth hide and the soft and smooth hide of
use scale-chains and pitons to climb the mighty Gei-trees of the
the skink. This skill is useful for shaping the huge leather sails
swamps. These can reach over 400 feet in height and are scaled
which propel ships across the seas of silt and for making the
for the honey-like sap found in their highest branches. The Diffi-
tough leather longcoats worn by sailors and siltreavers alike.
culty Factor depends on how sheer the surface is and other con-
Incense Way - 2 ditions faced during the climb. I FAT level will be gained for
every Success Test failed.
This skill is required to ritually prepare and mix herbal incense,
with powers outlined in the Herbs section of the rules. Sleight of hand - 3
Metal craft - 3 In ~h~ port town galleries of the Danja there are many who make
a hv~ng throu~~ games of trickery and deception. These games
This skill covers both the shaping and hardening of metals into
reqmre the ab1hty to cheat without being seen and the con-men
armour, weapons and more mundane objects. The Digest chap-
rely on their sleight of hand skill to fool those who watch them.
ter has a complete section on the metals found on Agasha and
T~is skill also allows rogues to remove a purse or pick a pocket
their comparative strengths. The Difficulty Factor depends on
without his victims knowledge. The Difficulty Factor is chosen
the number of materials being mixed to form the alloy, as well as
~y ~he character: but his victim can make a 'Gaming', 'Sight', or
the complexity of the object being made. Making a simple dag-
S~1ght ~f hand Success Test to spot the character using this
ger from a base metal would be easy, as would beating dents
skill. This test must be at the level of difficulty that the character
from a breastplate.
used in his 'Slight of hand' test to start with.
Plug craft - 3 Stonecraft - 2
The strange and powerful devices built by the Myrdall known as
This skill covers the ability to work with stone as a medium for
rockpipes require special rocks as ammunition. These rocks, or
both building and carving. Only simple building designs can be
'plugs', must be cut and polished to an exact size if they are to be
built using this skill and 'Building craft' skill is required for any
used in the pipe. Plug craft provides the knowledge to correctly
complex structure.
choose and shape the rocks required so that they may be used in
the rockpipe. The difficulty depends on the rock type used. Trapping- 2
Potions Way - 2 This skill covers both the setting and disarming of traps. Traps
vary between simple dhro-nets to capture sea worms to poison-
This skill is required to ritually prepare and brew herbal liquids
ous chaja pits which can sever the limbs of the unwary. The Dif-
and potions, with powers outlined in the Herbs section of the
ficulty Factor is chosen by the character and dictates how com-
rules. plex and dangerous the trap is. The Difficulty Factor is also the
Powders Way - 2 target difficulty required to be rolled by any victim attempting to
spot the trap before it is sprung.
This skill is required to ritually prepare and mix herbal powders,
with powers outlined in the Herbs section of the rules. Woodcraft - 2
Rope mastery - 2 Woodcraft is the ACs ability to shape, carve and form items in
wood. ~t also covers fletching and bow making. The Difficulty
Especially amongst the sailors of Agasha, a knowledge of the
Factor 1s based on the wood used and the complexity of the carv-
different knots and techniques used to tie and weave rope and
ing to be undertaken.
worm silk correctly is important. Rope mastery also covers 'Knot
tongue'; a simple code using different knots as letters and often
used by sailors, merchants and rogues as a means of communi-
cation and numerical notation. The Difficulty Factor determines
how strong the knot tied is, how easy it is to untie another knot,
or how complex the 'Knot tongue' code used is.
Sailing - 3
This skill is used by the merchants, navies and siltreavers of
Agasha. It covers both simple shipboard maintenance and also
the complexities of rigging and sails. An AC with the sailing
101
The mellow jhuttu pipe favoured by the Ja'Hansh and the Church
Senses Skj{[s of Sanctology.
All characters can use their senses for detection and communi-
cation purposes. The SEN characteristic indicates the ACs natu- The deep and threatening sleth horn appreciated by Je'Khan
ral talent in these areas. warriors and used by that race.
Art- 2 The sweet yinta harp often found in the homes of the rich.
Across the land many use artistic means as a form of communi- The sad reoni pipes of the native Ha'esh swamplanders.
cation. This skill gives its user both the ability to communicate Each race appreciates different sounds and styles of music and a
using a visual medium and also allows appreciation of art. The travelling artist must be careful what type of music he plays. A
technical skill gained makes forgery possible and also allows the good musician will know tunes to play for every occasion and
user to recognise regional styles of art. It is generally accepted every crowd.
that Khostran art is the highest form of this visual skill and good
copies of this style can reach impressive prices amongst the rich. Read lips - 4
The Difficulty Factor determines the complexity of the subject In many circles information equals wealth. Thus the collection
to be created or copied. of information can be a fast route to some easy money and there
Blowpipe - 3 are many who seek this path. The art of reading lips is not an
easy one; with some races it is near impossible. For those who
These small and easily concealable weapons are most often used seek information it can be a very useful skill and for those who
by Khostran assassins, although it is not unheard of for the agents wish to keep secrets it is one to be wary of. The lip reader must
and spies of certain Gevurian societies to be found in possession know the tongue being spoken at least at level 6. The Difficulty
of these items. A blowpipe is a hollow tube that is used to blow Factor depends on the race speaking and the distance between
darts (often poisoned) at a target. Its statistics can be found in the the reader and his target.
Ranged Combat.section of the Combat chapter.
Rockpipe- 4
Bolt Petronel - 4
This rare Myrdall device requires both skill and accuracy to use
The bolt petronel is the missile weapon commonly used by the
correctly. It is a temperamental piece of equipment, as individual
streetmen of Gevuria. It works on the principals of a bow fixed
as its owner, and is often in need of repair. Under the correct
across a wooden stock with a trigger mechanism attached. It fires
conditions it can be a devastating weapon, however. This is the
6" metal bolts. The use of the petronel is covered in the Ranged
skill which is used to fire a rockpipe accurately. It is used when-
Combat section of the rules covering Combat.
ever a character is trying to shoot a target using the ranged com-
Bow- 4 bat rules of the Combat chapter. .
There are many people who learn to shoot a bow whether it be Sight - 2
for necessity or for sport. Similarly there are different types of
This skill is an essential one for any who adventure on Gargen-
bow for separate cultures. The Je'Khan prefer a powerful long-
tihr, for only the wary survive. The sight skill may be the ACs
bow, whilst Ha' esh hunters use a smaller version which is more
only hope of spotting an assassin or trap before it is too late and
useful in swamplands and forest. This skill is discussed more
even the most confident traveller must rely on his senses once in
fully under the Ranged Combat section of the Combat chapter.
a while. Usually the Difficulty Factor depends on the abilities of
Hand Rockpipe - 4 the opponent, whether this is in hiding himself or disguising his
deadly trap from the character's view. Range, weather and dark-
The hand held version of the powerful rockpipe missile weapon
ness can further increase the Difficulty Factor of a 'Sight' suc-
is a recent addition to the many inventions of the Institute of
cess roll.
New Science. This weapon is devastating in close range situa-
tion but takes an entire Combat Round to reload. The Hinchley- Silent Way - 3
Parkington '75 is the most famous version of the weapon, and
This is one of the Ha'esh ancient Ways and may only be learnt
has already made a name for itself across all of Agasha. This
by Ha'esh characters. It allows them to communicate with one
skill covers the use of all hand held versions of the rockpipe.
another using ultra sonic sounds transmitted by their small sec-
More details of these weapons are given under the Ranged Com-
ond ear holes. This works like any spoken language but can only
bat section of the Combat chapter.
be heard by those with the 'Silent Way' skill. All Ha'esh learn
Listen - 2 the Silent Way for it is used by all clan members as a form of
everyday conversation. It is a difficult ability to master and is
The ability to hear the footfalls of a thief or the conversation at
taught during the ritual time called the Fynning.
the next table can sometimes increase a persons longevity more
than a good blade. To keep aware is to keep alive and this skill Levels in 'silent way' work like any 'speak language' skill. The
can give an alert AC the edge. The Difficulty Factor depends on maximum range over which a message can be sent is 100 yards
elements such as range and background noise. per level of skill of the speaker. Obviously the receiver must be
within his own maximum range if he is to reply. All users can
Play Instrument - 1
communicate to a whole group of Ha'esh with this skill, or can
This skill indicates familiarity with one of the many instruments choose to channel his 'voice' so that only one target will hear.
found on Gargentihr. Common types include:- Most Ha'esh use the Way to communicate only with other mem-
102
bers of their clan, but some town Ha'esh speak to other town- Smell- 2
clans using the skill. It is generally only used outside of a char-
All ACs have the ability to detect strong scents and smells. This
acters clan with trusted friends such as members of his own She-
skill allows both detection and recognition of any reasonably
vin.
strong smell. Chinte' F'har have exceptionally sensitive snouts
Singing - 1 and can pick up scents far easier than humans.
Like the other arts, singing is a skill which can be appreciated by Speak - Various costs
one culture and loathed by another. The skilled singer will know
There are many different languages to be found on Gargentihr
when to shut up and get out. Some audiences can cause many
and even more regional dialects. Each race has separate methods
problems for the budding musical star; Jouk are renown~d for
of communicating, involving speech, motion and gesture. A
being especially tone deaf and Je'Khan woman can be set mto a
breakdown of the most common languages is found on Table 4
killing frenzy ifthe wrong note is hit. Difficulty factors normally
below. Table 5 overleaf shows what each level of the skill means.
depend on the singer's audience.
Ha'esh The language of the native swamplanders. Still common in the swamps, it is a none 2
poetic and descriptive tongue favoured by many actors, artistes and Danja .
Low Chinte' The language of Chinte' F'har sailors and traders commonly spoken in the port 2 2
cities of Yaskal. This high screeching language is also used by other races, and is
the most common trading language.
Maharran Spoken by the High Chinte' lords found in the mountain strongholds of Yaskal and
rarely heard elsewhere. It is as complex as Lathmirian and sounds like a clumsy
mixture of growls and snarls.
Tellahn Spoken by the northern Jouk of Tellah . It is a difficult language to speak for non- 2 4
Jouk, for it is filled with bone-clicks and chirps via the Jouk's' dislocating jaw.
Raaq The Roquan of Ghent speak this soft and simple tongue. It is a subtle language 3 4
with much emphasis on tone and gesture to determine meaning. Many words
have over thirty separate interpretations.
Mountain Ha'esh This blunt and simple language is used by the tribal folk of Vhastor and other none 1
regions of Agasha . It has many individual dialects but is simple enough to make
communication between tribes easy.
Signaleer This is a coded language used by the members of the Institute of New Science via
their signaltowers and Corean boards. A written version has been designed , and
is now being used for shorthand note-taking.
Jerrick This ancient language is spoken by the Ja'Hansh people and is the oldest surviv-
ing tongue in common use. Many ancient texts and gems use this language. It has
many hushed and soft 'sss' and 'jhu ' sounds.
Je'Khan A similar language to Jerrick spoken by the inhabitants of Ja'Hall. The Sister-clans
each have a separate dialect which can make communication more strained be-
tween members of the Je'Khan race. It is a very fast language with sharp snapped
tones and words , and an almost lisped 's' sound .
Khan'Dha The Khostra of the east speak this soft growling whine. It is a tongue filled with
double meanings and veiled threats, suitable for such a race. There are many rolled
'r' type sounds and a low background moan indicates the speaker's emotion .
Myr This thick rumbling language is filled with curious bubbling sounds. The Myrdall
speak this tongue with ease , but other mortals have difficulty pronouncing the
deep sounds involved .
Ryand The Ryamis speak this fast chattering language which has a continuous back-
ground whistling which is very hard to imitate .
103
Taste - 4 Weather lore - 3
Taste is a difficult skill to refine but can help to define ingredi- There are many who claim that they can predict the weather but
ents, and may also detect poisons, in food and drink. The Ryamis it is a difficult thing to do. This skill increases the chance of
have very sensitive taste buds and are often hired by High Chinte' prediction and is based on a mixture of senses, knowledge and
lords as chefs due to this fact. gut instinct. This is always a difficult skill to use and should not
be heavily relied upon for weather patterns change quickly on
Throwing- 3
Gargentihr. A successful roll will determine the following days
'Throwing' skill allows the user to accurately throw any item weather, with an increased Difficulty Factor for every further
and can be used as a form of attack. (See Ranged Combat). day predicted. The Difficulty Factor increases during unpredict-
Each throwing weapon is a separate subgroup of the skill and able times, such as the moon seasons of Adrach and Nedra.
must be learnt separately. All throwing weapons are classed as
'similar weapons' and the user can use his skill to throw all other
subgroups of this skill with a -2 modifier.
These subgroups include Bola, Javelin, Jask, Tandin, Tjhav and
other easily thrown items such as rocks and gudj (See Herbs).
Tjhav - 3
This ancient sport is played by many in inns across the country
in a tjhav pit. A spiked ball is thrown at a coloured board, with
points scored depending on the area hit. It is believed to be an
old Ryamis game, for the wing-kin are extremely competent at
it. The game is often played outside rougher inns as the balls can
do considerable damage when thrown in a confined space.
Like 'Gaming', all players choose a Difficulty Factor for the round
and must either play at the highest factor chosen or drop out of
the game. If the character fails his Success Test at the Difficulty
Factor chosen, then he too is out of the game. The longest sur-
viving player wins the kitty determined at the start of play. The
tjhav ball is itself a useful throwing weapon and is covered un-
der Ranged Combat. It can also be counted as a further sub-
group of the 'Throwing' skill.
Touch - 2
This skill is the ability to detect and feel changes in the persons
surroundings. Actively, this skill allows the user to feel across a
surface for changes and flaws and to detect unseen cracks and
gaps. Passively, this skill enables the user to feel changes in the
wind or a thief trying to pick his pocket.
3 Slow paced basic conversation understood Simple writings and passages understood
4 Communicate in simple sentences Basic paragraphs written and understood
104
Stea!tn s~Ufs Strengtn s~Ufs
At some time in his career an adventurer will have to rely on his The following skills are all related to the STR characteristic.
ability to perform covert actions without being detected. Such
Rowing - 1
skills are grouped under the STE characteristic.
This skill has two subgroups :-
Ambush- 3
Rowing - water covers the use of oars to row a boat in
The world of Gargentihr is a dangerous place and many seek
the freshwater rivers and swamps of Gargentihr.
every possible advantage in combat to increase their chance of
survival. This skill allows the user to organise and carry out am- Rowing - slap boats covers rowing in the silt seas. A
bushes on any unsuspecting victim, and also allows the user to slapboat uses a centre mounted paddle which passes
spot obvious sites for an attack. 'Ambush' skill gives a bonus to through a raised hole in the centre of the boat. It propels
surprise if correctly used, as discussed in the relevant section of the boat over the silt in a similar manner to oars in water,
the Combat chapter. but is a slower process.
When planning an ambush, one character is chosen to make the Both groups involve very different techniques and default to each
'Ambush' Success Test. This character is responsible for judg- other at -3. The Difficulty Factor is based on the weather condi-
ing when to attack and signals to his comrades at the appropriate tions. FAT levels will be increased by 1 per failed skill roll.
time. One of the defenders is also chosen to make an 'Ambush'
Swimming- 1
Success Test. This character acts as the scout for the defenders
and keeps an eye out for such attacks. There are two types of swimming skill and, like rowing, both are
very different from one another.
The two parties, both attacker and defender, then make an Op-
posed Success Test using the 'Ambush' skill. If the scout wins, Swimming - water is used in freshwater lakes and riv-
he spots the ambush attempt. If the attacker wins, he success- ers.
fully ambushes the defenders. A draw indicates that the ambush
Swimming - silt requires a very slow and graceful mo-
was only partially successful. The defenders count as Surprised,
tion to prevent sinking into the thick silt. Swimming in
rather than Ambushed.
silt is a slow process as quick movements tend to pull the
Hiding - 2 swimmer down.
This skill is the ACs ability to successfully avoid detection by Both skills are mutually exclusive and must be learnt separately.
hiding and can be used both in urban and rural settings. The Dif- The Difficulty Factor depends on the condition under which the
ficulty Factor depends on the amount of cover available, how character is swimming as well as the encumbrance they are car-
dark it is and how wary the spotter is at the time. If the 'hiding' rying. The character's FAT levels are increased by 1 per failed
Success Test is made then the unwary will not spot the character. skill roll.
If it is failed, the opponent can make a 'sight' test to see if he can
spot the character.
Sneaking - 2
With this skill the AC can move quietly and use his surround-
ings to remain undetected by anyone in the area. The Difficulty
Factor is modified by how much cover there is to use, how noisy
the ground cover is, how dark it is and how wary any potential
listeners may be. If the 'sneaking' Success Test is made, then the
character has managed to move silently.
Tracking - 2
Many of the more primitive people of Agasha rely on the skills
of the tracker for food and shelter. This skill allows the user to
track both man and beast and also gives him a general knowl-
edge of the land around him. Good trackers can avoid even the
best laid poison mines of the Khostra whilst still following the
tracks of his quarry. The Difficulty increases depending on the
information that the character has on his quarry.
105
106
Major Tarrin De'cey of the 18th Regiment
wears the traditional uniform of the
'Swamp Rats'.
107
Increase any skill in which he has no levels but came in
Cliaracter Ylt!vancement contact with during the adventure. These skills must be
As characters complete adventures and explore the world of Gar- easily picked up, such as 'Listen' or 'Cultural lore' of a
gentihr, they will get the chance to advance in their known skills race met and interacted with during the scenario. The cost
and will also be able to pick up new ones. The Narrator provides to start a skill this way is the 'cost per level' of the skill,
the characters with Experience points (XP) at the end of each as listed in character generation and this chapter. Once
game session, which can be spent on advancement. The number purchased they may be put up through experience as nor-
of Experience points given to the player depends on how much mal. The Narrator has the final say in whether a specific
he contributed to the adventure. Table 6 below gives the Narra- skill may be purchased.
tor an idea of how many Experience points he should give out. Save XP towards putting up high level skills when one
The Narrator should award an appropriate amount of points from scenario's total points is not enough to increase a skill by
each of the categories on Table 6. The total is told separately to a level.
each player who notes it on his character sheet. The Narrator
should feel free to add bonuses for particularly difficult and chal- Cost to Increase SK._i{[s
lenging scenarios. An average adventure lasting two or three ses-
The cost in XP to increase skills is based on the character's cur-
sions should gain the character roughly 4 Experience Points per
rent level in the skill and the cost code of the skill. The following
session, with a bonus for completion of the scenario.
formula is used to calculate the cost to raise the skill by one
Self esteem plays an important part in the advancement of an level. A skill can only be raised one level at a time.
AC, and HP lost or gained during a session will affect the XP
COST = Current Level x Cost per level of skill
total. For each HP gained during a session, the XP total is also
increased by one. Similarly, for every HP lost during the session,
the XP total is decreased by one. This total cannot be reduced
below 0. 'Ieacfiing ant! Practice
Experience is not the only way to increase skill levels. The use
of a teacher is a valid way to improve skills without spending
Spentling 'E;rperience Points XP. All that is required is time and a skilled individual who is
The XP received by the character may be spent at the end of the willing to teach. Books and gems can also teach, but take longer.
adventure. The character can :-
Increase any skill which he has that was used in the ad-
venture.
XP Role-play
0 'Uh. What's my name again?'
1 Tries to remember names and places
2 Oscar nominee
XP Completion of Adventure
0 Missed the point completely
1 Caught a flashing glimpse of the plot
2 Knew the basics and the main characters involved
3 Cut through a tangled web of sub-plots
4 Obviously read the Narrator's scenario notes
108
'Ifie 'Ieaclier A sand-scarred
There are two separate types of teacher:-
, Durquin merchant.
1) Practical - The individual who is training the character has These Roquan
'Teaching' skill. This form of teaching is the fastest and has the
control the mighty
best chances of success. The tutor requires both the skill being
taught and the 'Teaching' skill. The tutor can teach any skill up Thar-Hai on the
to the level which is known by him but is limited by his level of plains of Vhastor
'Teaching'.
Tutors without 'Teaching' skill can only teach a skill to level 2.
A teacher without the 'Teaching' skill doubles the time required
to learn.
2) Theoretic - Only instruction manuals and gems fall under this
category. Such items can only teach skills up to three levels less
than the level known by them.
'Tt11te to Learn
All characters can spend a number of hours per day learning a
skill equal to their level in the characteristic which governs the
skill. (i.e. - with a KNO of 4, a character can spend 4 hours per
day learning KNO skills).
The following table lists the number of hours of teaching re-
quired to reach the new level of the skill.
time listed on table 7 with a teacher and 12 times as long with-
out. This will cost approximately 10 cyls an hour.
Table 7. Time to Learn
All teaching and practise must be undertaken on a reasonably
New Level Time to Learn
continual basis; a character cannot take longer than 2 weeks be-
1 24 hours
tween each part of the lesson or practise, else the training will be
2 24 hours
of little use.
3 36 hours
4 36 hours
5 48 hours 'Ifie Comp{ications of Leaming
6 60 hours
70 hours
The N an-ator should be careful with the use of teaching in his
7
8 80 hours campaign. Players allowed to go wild with the 'Teaching' skill
9 90 hours will end up teaching each other all their skills, and players given
10 100 hours free access to books and teachers whenever they want them will
end up as experts in every skill in the game. To combat these
problems consider the following.
If the teacher does not have 'Teaching' skill, then the time is Teachers are not just hanging about waiting for the characters to
doubled. tum up looking for lessons. Teachers, especially for the more
The Nan-ator must decide how much money the teacher will want specialised skills, can be hard to find and even if the character
to teach the character. Adventures can be set around trying to finds a teacher for his chosen skill, the teacher may have many
find a teacher, or teaching can be used as payment for a job car- other students. He may only be able to devote a small amount of
ried out by the characters. As a guide only, a teacher will charge time to this one character, teaching him one level in the skill,
2 cyls per hour, per skill cost point. before he has to move onto another student. If a teacher is popu-
lar and has many students he will put up the cost of his services.
109
%e deep, monotonous chiming of o{c{ Scraper struck_ tfie seventh fiour in tfie distance, 6areCy
audi6£e tfirougfi tfie morning mist. .9l fine rain feCl sCow[y seeping tfirougfi Pa[mers tliicf(tarran
as fie crossed Cfiansis par!( to tfie (jaf{an Strip. 'Two figures, grey•ii!-ifr;e.Jip t [igfit of dawn, stood
6y tfie sma[[ western pavifion. : ·~'..( ~4;i=;~:~
°'...J :" ,.,·'~ I - ." I
"Iliey 're ear[y ~ commented'Tymon dry{y. Pa[mer couMn 't fie~ initi; .
• I
protests wfien fie fiad accepted'Tesfi s duel 'Tymon fiad swo ' 'nd tfiat
as a secondfor fiis fiot-fieadedJriencf. %e dampness a6sor6
way across tfie Strip.
'Tesfi !iad afready stripped to fiis suk.f,n shirt, fiis secqn··;/k .
stood witfi davin raised to cfiin, suent[y reciting fiis 1r~ime~.
entered tfie eas~ern pavi[ion and Pa[mer preparedf ~om;~a;t ..
cou{c{ 6e worn in a duel ' '\.. ·~
·',,,....,.... '. ~-: ; ·:· ~ ~.
%e opponents s[ow[y approached one another, o6£ivious to_ rte.ii '
aCong tfie strip, never once dropping fiis gaze. :J{e fefi ~fie ~ tf.6
weigfit of 6afanced stee[ in fiis fiancf. 'lime s[owed !:id qfi 6 ca-~~6·1·-=•• ...
r, "'
1\_azor accuracy, a Mur ofspeecf. rrfie two figures pCfSsl<i·Pd1[1fr
tfie torso. 'Bfades spark.f,cl once, twice, tfien again.' fdti · "SR'Mi.·'
. -- >
tfie move. 'J{p pain, no 6Coocf. :J{e was afive. '
'Tesfi raised fiis davin into a mocf(sa[ute, a tfiin smi~ ip
I
'My honour is satisfied. I trust tfiat you'[[ k.f,ep your ·mpertineni remdrrq to yo
future." 'Tesfi turned quic/({y·and returned to fiis seconcf. 1 '
111
112
Com6at 9Wies
'Life in the New World is hard, my friend. You'd better be able
to use that davin hanging from your side.'
Lighter,
Barman of the Sanctor's Temptation.
114
Initiative (19{/'I) Characters who have not yet entered the fight may Sprint, pro-
viding that the terrain is flat and there are no nearby obstacles. A
Every character, including NCs, has an initiative, or INIT. This
character cannot sprint into combat, but must slow to a Combat
number shows their base reaction time and determines how
Run before entering the fray. A character can sprint 40 yards per
quickly the character can strike in combat.
Round. See the 'Athletics' skill description in the Skills chapter
Each Character's INIT for the round is based on :- for details on chases.
Character's base INIT. This attribute is calculated from
the AGL characteristic as found in the Attributes section
of the Creation chapter. The Narrator should have a note
of the INIT for all of the NCs involved in the combat. As
a character becomes increasingly fatigued, his base INIT
level will drop. This is shown on the Energy Bar on his
character sheet.
Random INIT from a dice roll. Each character must
roll 1D6 and add the number generated to their Base INIT.
This number represents random factors such as uneven 'llie Narrator Coois at tne stats
ground, weapon advantage, and luck which may slow a for tne tnugs; tfiey nave a 6ase .
character up. It is included to bring that degree of uncer- I:J(IT of i3. 'lfie Narrator aecitfes
tainty, which exists in real combat, into the game. t'? ieep tfiings fast moving in
comp at ant£; so ro{fs on(y 1V6 for
The two factors above are added together to give the character's 6otfi tlie :NCs· !:NIT (normaCCy .lie
INIT for this Combat Round. The total represents the speed with wou(a ro(( a separate 'D6 Jo_r
which the character can react. ·. eacfi NC). :J-[e ro{{s a 2, so tlie
The character with the highest INIT total will act first, and all tfiugs l:NIT tot a{ is is. Pa{mer
combat involving this AC and his opponents should be resolved . ·'Wi{[ striie 6efore tfie !NCs, 6e~ . -
first. Then the character with the next highest INIT total can act cause fiis tota{ !NIT is fiigfier.
out his Combat Round and so on. If two or more characters have 'Because Patmer aid not ro({ a 5
equal INIT then they will act simultaneously. If they are in com- or a 6 on liis 'D6 for !NIT fie does
bat with each other pick one character to act first, but the second . not gain any :F..'A.T tfiis 'R.o untf.
character can be assumed to act before any of the first characters
actions happened, ie - if he was injured by the first characters
attack he can perform his action before any modifiers for that
damage are applied. A character can defend against attacks at
any time, even if his opponent gets his hit in first.
· Tfie Narrator fias y(aced a fCoor
Initiative must be calculated for each combatant. , yCan out on tfie tab(e, sfiowing
tfie Cocationt: tfie Cane wfiere
Movement 'During Combat Pa(mer is con rontetf. :J-fe yCaces
mode(s on t e may indicating
Moving during combat is a tricky business. You must keep an
tliat tne t~fi· s are currentCy 4
eye on your opponent and also avoid any obstacles nearby. It is yartfs away' rom Pa(mer. Tfiis is
difficult to move with speed and care with so much happening -witfiin wan ing aistance of tfiefr
around you. .quarry, so tfie two :fennris tnugs
There are two types of movement allowed during a Combat start to sCowCy ayyroacfi Pa(mer.
Round; Careful Movement and the Combat Run. Any faster form Tfiis costs tfiem no aaaitiona{
of movement is too dangerous to attempt whilst in a melee situ- :r
.'A.'r.
ation. If tlie tliugs liaa 6een 11 yaras
Careful Movement allows a character to move up to 10 away, .tlien tfiey wou{a liave liact
Yards whilst in combat. The character steps slowly and to use a Com6at 'Run to reach
is fully aware of all that goes on around him. A character Pa{mer. Tfits wou{a liave cost
using Careful Movement can attack and defend as nor- tfiem one aaditiona( :f.'A.T eacfi. .
mal.
The Combat Run allows characters to close quickly on
their opponents whilst still keeping their wits about them.
The runner is still aware of his surroundings but may miss
ambushes and hidden obstacles, at the Narrator's discre-
tion. A character using the Combat Run can attack and
defend as normal, but receives one extra FAT level per
Round due to additional exertion.
115
Table 2 above lists the two types of movement allowed in com-
bat situations.
Ambush is a special case of surprise where the character is caught
completely unprepared and unalert by hidden attackers. (ie, wan-
Table 2. Movement Rates dering through an alley daydreaming). In the first round of an
ambush the character being attacked gets no actions (No attack
Movement Type Yards per round FAT per Round or defence). In future rounds, the character can act as usual.
Careful Move 10 O
Combat Run 20 1 When planning an ambush, one character is chosen to make the
'Ambush' Success Test. This character is responsible for judg-
ing when to attack and signals to his comrades at the appropri-
ate time. One of the defenders is also chosen to make an 'Am-
Characters can move and still attack or defend, providing that
bush' Success Test. This character acts as the scout for the de-
they do not move further than the distances outlined in Table 2.
fenders and keeps an eye out for such attacks.
If a character moves further, then he cannot hit in the current
Combat Round. FAT gained due to movement is in addition to The two parties, both attacker and defender, then make an Op-
any other FAT gained due to combat. posed Success Test using the 'Ambush' skill. If the scout wins,
he spots the ambush attempt. If the attacker wins, he success-
Surprise fully ambushes the defenders. A draw indicates that the ambush
was only partially successful. The defenders count as Surprised,
If the character is alert and expecting trouble but is surprised,
rather than Ambushed.
then he will always act after his opponent. (He will still get an
attack in before the end of the Combat Round). The Narrator
must decide if the player was expecting trouble. If he was not, Preparing .9l 'Weapon
then he will be ambushed.
If the player has a weapon handy, then it takes no time to prepare
for combat. 'Handy' weapons are usually kept in belts, scab-
bards, or some other place which is easily reached. The players
may have to check with the Nairntor first if they plan to conceal
their weapons.
If a character wishes to get out a weapon that is in a backpack or
bag, it will take at least one round, at the Narrator's discretion.
Characters who rely on weapons hidden in a sleeping bag will
soon regret it when their opponents are closing in for the kill.
116
All Out Attack. With this manoeuvre, the attacker is
putting all his mind and body into a furious assault of
An attack is any attempt to injure a target by striking him with a blows. The result is a frenzied attack which contains great
weapon. This weapon could be anything from a fist to an Agashan strength but has little finesse. The attacker cannot defend
axe or even an uprooted tree. A character's attack will normally this Round, but receives two attacks both at the end of
occur on the combat phase of a round equal to his total INIT. An the Round, after all other attacks. If two characters at-
attack is not simply one swing or strike; rather it is a series of tempt this manoeuvre in the same Round they will both
swings, lunges, feigns, and evasive motions, over the period of a act after all other actions and their INIT relative to each
Combat Round. If an attack is successful then one of the blows other can then be determined as normal.
has hit your opponent. Death Blow. This precise attack may only be used against
unconscious opponents. The character automatically hits
'l1ie Com6at Cliaracteristic (COM) and the target is dead.
Combat on Gargentihr is part skill and part ceremony. A great Disarm. This manoeuvre is carried out as a normal at-
deal of the combat technique involves psyching out your oppo- tack, but the combatant must state that he is trying to
nent as you try to spot a weakness which you can exploit. All disarm his opponent before he rolls to hit. A successful
combat skills are classed as COM skills and it is this characteris- disarm manoeuvre removes the opponent's weapon from
tic which determines your ability in battle. his grasp for D6 yards in a random direction. If the de-
fender manages to parry this attack, then the attacker will
The character's COM defines the 'Characteristic' column number
lose his weapon in a similar manner instead.
on the Skill Table for both attack and defence rolls in combat.
Any combat skills further add to the success chance as normal
skills would. Proficiency in a weapon skill not only denotes an
ability to attack but also an ability to defend with that weapon.
'Defent!ing
Each weapon has its own technique and each must be learnt sepa- If an attacker successfully hits, then his opponent receives the
rately. (There are 'similar' weapon classes. These are discussed opportunity to defend against the blow. The defender can use
later in this chapter). any combat skill to augment his defence, including 'Unarmed
combat' and 'Brawling'.
117
up your own as they occur throughout a continuing story. Al-
'11ie 'Defence 9(9({ ways try to use an event that fits best with the action at hand.
Defending is not simply one parry or dodge, but rather is a series This will help the players realise that even their most unlucky
of blocks, parries, feigns and dodges. It does not matter whether mistakes are important parts of the ongoing plot.
the defender uses davin, spear or unarmed combat to evade the
blows. Each skill has its own technique and all are effective. If, The effects of Set-Backs and Favours occur instantly. It is up to
for example, the defender is using a gentleman's davin then he is the Narrator to fit them into the flow of the combat.
most likely using it to parry some blows whilst dodging others.
If, on the other hand, the defender is using 'Unarmed' skill it is
unlikely that he is parrying his opponents sword with his arm,
Set-'Bac~
but rather he will be using his skill to duck and dodge the blows. If a player rolls a natural 20 during combat his character will
suffer a Set-Back. A Set-Backs is an event which will hinder the
To avoid being hit the defender must make a Success test based character. The exact effect is left up to the Narrator, although it
on his COM and the appropriate combat skill, at the same Diffi- should be a event which fits in with the current action of the
culty Factor as that used by the attacker to hit. If this roll is suc- story. Combatants may still receive their normal actions in the
cessful then the defender has managed to avoid being hit by that Round, even after a Set-Back has occurred, unless the outcome
particular opponent during the Combat Round. states otherwise.
It should be noted that the defender is allowed to try to evade In addition to any other effects, a natural 20 means the character
every attack that is made against him. But he may only defend failed to perform his intended action, even if his chance was 20
against each attack once, even if he has Dual Weapon Skill. or greater.
The chance of the defender successfully avoiding the attack is Several general Set-Backs are :-
reduced as the Difficulty Factor is increased because the defender
must make his defence roll at the same Difficulty Factor as the Combatant loses weapon - This disarms the combatant.
attack. (i.e.- If the attacker makes an attack at a 'Moderate' Dif- He cannot attack with the weapon until he picks it up
ficulty Factor, then the defender must defend also at the 'Moder- from the ground. The combatant must spend a full Com-
ate' factor to avoid the blow.) bat Round to reach his weapon and pick it up. He cannot
attack during the Round but he may still defend using
'unarmed' or 'brawling' skills.
Set-'Bac~ .9lnt! ~ortunes The combatant can choose to ignore the loss of his weapon
If a player rolls a natural 1 or a natural 20 during combat, then and may continue to fight with natural weapons (fists and
his character will either suffer a Set-Back, or gain a Fortune. The feet) or by drawing another weapon that he is carrying.
effects of Set-Backs and Fortunes are left to the discretion of the The combatant suffers no further modifiers if either of
Narrator. The Set-Backs and Fortunes laid out below are general these options are followed.
ideas that should fit into any combat, but the best idea is to make This event may fit into the story if the combatant just
attempted to defend; the weapon was knocked from his
hand due to his poor parrying technique.
Weapon is broken - The combatant's weapon is broken
and can no longer be used in combat. The combatant can
Pafmer fias successju{[y fiit tfie continue to fight with natural weapons (fists and feet) or
nearest :fennris tfiun, biit tfie ruf- by drawing another weapon that he is carrying. The com-
fian gets a cfiance to r£efe:ru£ against batant suffers no further modifiers if either of these op-
'tlie. 6Cow. . ·. tions are followed.
'1ne tfi'!:'Q fias a COM of 4 anc£ a This event may fit into the story if the combatant at-
'£oneini.[_e skiff of 3. Pa6ner's attack tempted to hit an opponent; he mistimes his blow and the
was a ·'Difficult' Success ~st. 'I1ie weapon smashes off the ground or a wall.
tfi:un tfius requires to make a 'Viffi- Combatant receives no Defence roll against the next
cu{t' Success 'Test on tfie SiilTS 'rtib{e attack - The combatant is unable to parry or evade the
to parry. '11iis requires a rotf of3 or next incoming attack. His opponent can choose his Diffi-
fess on a 'D20, fritt fiis 3 sii{[ feve(,s culty Factor as normal for additional damage. This Set-
take· tfiis to a 6. 'Ifie Narrator ~ain Back only lasts until the end of the next Combat Round.
applies a Situation :M.otfifier of -2 for If no-one attacks the combatant by this time, then he has
tfie poor visi6iCity. Tfie target recovered and can defend as normal.
number is 4orfessona1J20. Tfie
:fennris ro{f.s an B aruffaifs to parry The combatant attempted a tricky manoeuvre and lost
, Pafmer's attack. his footing, he is wide open as he tries to regain his bal-
ance.
Gain FAT - The combatant gains additional points of
FAT onto his Energy Bar through additional strain and
muscle damage. These points are treated as normal FAT.
118
They may be healed through Rest and Sleep. to fight with natural weapons (fists and feet) or by draw-
ing another weapon that he is carrying. He suffers no fur-
The combatant overstretched himself and strained a mus-
ther modifiers if either of these options are followed.
cle.
A masterful parry by the combatant spins his opponents
weapon out of his grasp.
!fortunes
If a player rolls a natural 1 (ie. before any modifiers are applied)
during combat his character will suffer a Fortune. Fortunes are
all events which will aid the attacker. Like Set-Backs, they oc-
Location
cur instantly and the combatant may still receive his normal ac- Before determining the damage done by an attack it is important
tions in the Round, even after a Fortune has occurred, unless the to first determine the location hit. This is for two reasons -
outcome states otherwise. Each of a characters locations may have different AV s,
In addition to any other effects, a natural 1 means the character depending on the clothing and armour worn.
successfully performed his intended action, even if his chance The exact effects of any Wound Effects, as determined
was less than 1. by the Narrator, will depend on the location hit.
Several general Fortunes are:- It is also good for story telling purposes to know exactly where a
Opponent receives no Defence roll for this attack - blow landed and players should be encouraged to describe their
The attacker's opponent receives no chance to parry or attacks. If a player states that his character is going for a deep
evade the attack. If the attacker makes his Attack Suc- thrust with his davin then go along with his description if possi-
cess Test, then he hits his opponent. The attacker must ble. If he hits well in the chest then describe how 'lunging strongly
still roll to hit his opponent as normal, and must choose his blade slides deep into his opponents chest'. If the player had
what Difficulty Factor to attack at. stated that his character was pounding his opponent with his fists
then describe the same good hit as 'a myriad of good blows to the
The combatant performed a perfect thrust which left the chest leave your opponent winded'.
defender no chance of evading the blow.
Mark off FAT levels from your Energy Bar - The at-
tacker regains some of his lost energy. He reduces his
FAT on the Energy Bar by the amount stated. FAT levels
gained through Encumbrance cannot be reduced from this
Fortune. The attacker need not successfully attack
to gain this Fortune.
A surge of adrenaline gives the combatant his sec-
ond wind.
Opponent receives no HEA Success Test for this at-
tack - The defender receives no HEA Success Test against
the attacker's attack this round. He automatically takes a
Wound Effects if the attacker hits.
The attacker must still hit his opponent before this for-
tune can be of any advantage and the defender still re-
ceives a defence roll.
The combatant strikes deep into a vital area of his oppo-
nents body.
Combatant gains DAM - The attacker gains additional
points of DAM to his total. The attacker must still hit his
opponent before this fortune can be of any advantage.
A surge of strength allows the combatant to swing a
mighty blow into his opponent.
Combatant disarms opponent - This disarms the com-
batants opponent. He cannot attack with the weapon un-
til he picks it up from the ground. He must spend a full The combat mastery of
Combat Round to reach his weapon and pick it up.
He cannot attack during the Round but may still the cult of Sharra is
defend by dodging. reknowned and feared
The combatants opponent can choose to ig- across Agasha
nore the loss of his weapon and may continue
119
The Amount of Blood Loss Caused
Blood Loss is measured in DAM. Each point of DAM equals 1
FAT added to the character's Energy bar. The attacker rolls 2D10
and adds the resulting numbers together. (Remember that a 0 on
a DIO counts as zero) . This gives the base DAM of the attack.
The amount of Blood Loss caused is modified by a number of
factors as described below :-
Rolled Damage. To determine the base DAM done the
attacker rolls 2D10 and adds the results together, giving
a number between 0 and 18 . This amount represents how
well the attacker has struck his opponent.
Weapon Type. All weapons have a DAM factor listed in
the Equipment section. This DAM factor is an additional
amount of Blood Loss caused by that weapon type. Basi-
cally the larger the weapon, the greater the additional
Blood Loss caused. All weapon statistics are given in the
Melee Weapon Table in the Equipment chapter.
'Damage ('DJ11.9v()
Successful attacks which are not defended have the potential to
cause damage to the defender. The method below details exactly
what effects are caused by the attack. Pa{mer must now see if lie lias injured
liis oyyonent. Jamie ro{{s a 'D20for
There are two types of damage which can occur during combat,
focation and 2'D10 for 6ase 'D.'A:M. to.
these are Blood Loss and Wound Effects and they are both de- determine tlie outcome of tlie attack.
scribed below. · Jfe {u11fJeS ca{m{y into liis oyyonent's
arm antf liits for 11 'D.'A:M..
'.Blooa Loss Pa{mer must now ca{cufate liis '.D.'A:M.
'Blood Loss' represents the continual effects of injuries that tota[ Jfe is usi11lJ a gentCeman 's davin
slowly wear a character down. The fatigue gained through cuts, (8 'D.'A:M.) and lias a S'I'R of s (o 'D.'A:M.).
bruises and the loss of blood soon mounts up and will have a 'Ifris gives a tota{ of 19 'D.'A:M.. Pa{mer
detrimental effect on the character. In game terms this pain and lias liit tlie tliug's rig/it arm witli tfie
exhaustion is called Blood Loss. tlirust so any armour worn in tliat
wcation is subtractedfrom tlie 'D..'A.'.M
Blood Loss is represented by additional FAT levels added to the , done. Tlie tliug is wearing_ a kass
character's Energy Bar. These levels will slow the character down jacket wliicli lias an ..'A.'V of 7 in tlie
and reduce his chance of successfully completing any tasks. Even- arms. Jfe afso wears a cotton sliirt
tually Blood Loss will lead to collapse and perhaps even death. wfiicli lias an ..'A.'V of 3, 6ut on{y tlie
liigfiest ..'A.')! counts. 'I'fiis reduces tfie
tota{ 'D..'A.'.M dime to 12. 'I'fie :Narrator
Table 3. STR Damage Modifier addS 12 J'..'A.'I'to tlie tliug's Xnergy_ 'Bar
total; wfiicfi is not quite enough to
STR of attacker DAM modifier
cause any f atilJue modifiers.
1-2 -1
3-6 0 Tlie davin cuts d£ey into tlie _J'ennris
7-8 +1 tfiug's sfiouU£er. :Now we must see if
9-10 +2 tlie injury causes any Wouna Xffects.
11-12 +4
13-15 +6
16+ +8
120
These factors are added together. The resulting number of DAM
equals the FAT added to the defender's Energy Bar.
If the total FAT, including all modifiers for DAM and AV, add up
to 0 or less, then the defenders armour has absorbed the attack Palmer's attac~ caused" 'Blood" Loss
and he takes no wounds. No Wound Effects will affect the de- and" so we must now determine
fender if this is the case. wfietner t'Fie tliy.o. suffers a Wcm:ritf
.· 'Effect.
If the total FAT, including all modifiers for DAM and AV, add up
to 1 or more, then the attacker has injured his opponent. Each .·Palmer . attac~ea at q 'Difficuft Cevet;
point of DAM done results in 1 FAT being added to the defend- ·so tfie aejemfers Jf'.E.'A. Success 'Test is
er's Energy Bar. Any Fatigue Modifiers gained through the in- -a{so at tliis 'Difficulty yactor. 'Tlie .-
crease in FAT levels are applied immediately. Even the HEA tliug lias a :Jf'.E.'A. of 4 and" lias basic
Success Test for Wound Effects from this attack are affected by
training (2 Ceve/S) in tfi(} ''.End"urance'
skillJ-Lis cfia ce of success is s or less
this modifier.
on a 'D.20. We rollS a 7.
Collapse 'Tfie tfiug tfius takes a 'Wouna'Effect.
Blood Loss can cause even the greatest combatant to eventually .'A.[[ fiis actions, including contbat
collapse through shock and fatigue. When the FAT level on the actions, wi[[ now be one CevefoJ
Energy Bar reaches 'Collapse', the character falls unconscious 'Diffi£ulty FiifiFi~ tfian Fie cfwoses. Jfe
through exhaustion and pain. He cannot continue until he has will a/So tak,e one Y.'A.'Tyer 'Round:
rested. See the Mechanics chapter for details on rest and heal- 'Because it was a 'Difficult Wouna
ing. 'Effect tfie Narrator a/So •aecUfes tnp,t
Pa{mer's tfirust s{icea tfirouefi tfie
Death
tfiug's sfioulder muscfes Ceavi1YJ fiis
A character may die if massive amounts of Blood Loss occur. When arm usefess unti{ it is fieakc{
the FAT level on the Energy Bar reaches 'Death', the character will
die in a number of Rounds equal to the character's HEA character- :ffis arm fianging Cimj and" use{ess, tfie
istic. Normal Fatigue gains through exertion cannot produce this tfiug's fonek.nife cfatters to tfie
effect; it is Blood Loss which kills the character. ground: 'Watcfii11£J .Pa{mer wari{y, fie
stu11tbks backward:s before turning on
fiis Fieefs antfffeeing into tfie niglit.
'Wound: 'Effects
Every time a character is hit there is a chance that more serious
damage is caused other than the cuts, bruises and FAT of Blood
Loss. These effects are known as Wound Effects and represent If the defender makes the Success Test, then he does not receive
more immediate and dangerous results, such as internal bleed- any further effects from the attack. FAT gained through Blood
ing, fractures and organ damage. Loss still affects the defender, however.
If the defender gained any FAT through Blood Loss, then there is Wound Effects in Game terms
a chance that he will receive a 'Wound Effect'. If the defender's The defender now needs to know the effects of any Wound Ef-
armour absorbed all of the DAM, then there is no chance of the fects taken. All Wound Effects have two main effects and these
'Wound Effect' taking place. are:-
The defender gets a chance to avoid taking the 'Wound Effect'. Each Wound Effect suffered by the character will increase
He must make a HEA Success Test at the same Difficulty Factor the Difficulty Factor of all tasks attempted by him by one
as he was initially hit by the attacker. The more difficult the ini- level. That is, all Easy tasks will have to be rolled at
tial attack was, the greater the chance that the 'Wound Effect' Moderate Difficulty, all Moderate tasks at Difficult Dif-
will affect the defender. It is thus the attackers skill with his ficulty and all Difficult tasks at Impossible Difficulty. The
weapon that determines the chance of the 'Wound Effect' affect- character will be unable to perfonn Impossible tasks at
ing the defender. all. A task includes any form of skill use, including com-
The defender's HEA Success Test is modified by the following bat and both mental and physical skills.
factors :- Each Wound Effect suffered by the character will also
Each level that the defender has in 'Endurance' skill in- add one FAT level to his Energy Bar every Round, in-
creases the chance of success by 1. cluding the Round in which the Wound Effect is taken.
He will continue gaining FAT every Round until a Heal-
All Energy Bar Fatigue Modifiers affect all Success Tests, ing Test is made against the wound (see the Mechanics
including this one. Even Fatigue Modifiers received from Chapter). When a Healing Test is made against the Wound
this Combat Round are subtracted from the chance of the character will stop gaining FAT whether the Test fails
success. or succeeds.
If the defender fails the Success Test, he will take a 'Wound Ef- Normal FAT and FAT gained through Blood Loss cannot
fect'. The Wound Effects take place immediately. be healed until all Wound Effects have been removed
through healing.
121
These effects are cumulative. If a character has two Wound Ef- Dying : A character who is dying lies unconscious in a
fects then all tasks will be rolled for at two Difficulty Factors coma. He is losing a lot of blood and requires immediate
higher (Easy tasks will be rolled as if they were Difficult, Mod- medical attention. If the character does not receive medi-
erate tasks as if they were Impossible and both Difficult and cal attention within a number of Rounds equal to his HEA
Impossible tasks will not be able to be performed at all). As well characteristic, then he will die.
as this the character will have to add two FAT levels to his En-
An AC or important NC in this situation may be able to
ergy Bar every Round. The character will not be able to heal any
hold on slightly longer for medical attention, or to give
FAT or reduce any levels on his Energy Bar until both Wound
the other players a dying soliloquy. This option should
Effects have been fully healed and removed. If only one Wound
only be used at the Narrator's discretion.
Effect is healed then the full effects of the remaining Wound
Effect remain, including not being able to remove FAT levels Knocked back : A character who is knocked back loses
from the Energy Bar. his footing and will act last in the next round, regardless
of his INIT. If the character has not acted in the current
The Narrators Effects
round, he will lose his chance to do so. This includes
As well as these standard Wound Effects the Narrator should
attack actions.
add his own effects and description to Wound Effects which oc-
cur in his story. A Wound Effect is a serious injury and other The distance knocked back can have a great effect on
effects should be used to show this. play if the fight takes place on a ledge or a cliff top, where
every inch of space matters.
These effects are completely at the Narrators discretion but the
severity should be based around the following factors :- Prone : A character who is prone receives no attack or
defence actions next Round as he tries to rise to his feet.
The Difficulty Factor of the attack which caused the
The character also loses any unused actions this round,
Wound Effect. An Impossible Wound Effect may well
including attacks.
cause fatal wounds which could kill a character very
quickly if medical attention is not forthcoming, whereas Render limb useless : A limb that is rendered useless
it is more likely that an Easy Wound Effect will just stun lies limp and will hinder the character greatly.
a character for a while or cause his limb to go numb.
If it is an arm, the character will drop anything held and
The amount of Blood Loss taken. Whilst it is possible for cannot use weapons or items with the limb. It is assumed
a light cut to cause serious internal damage, it is far more that all ACs and NCs are right-handed, unless stated oth-
likely that a heavy cut, causing major Blood Loss will erwise.
have far more serious Wound Effects.
If it is a leg, the character will fall to the ground and can
The amount by which the defender failed his HEA Suc- only drag his leg or limp slowly (The character can only
cess Test by. If the character was looking for a fairly low move 4 yards per Round).
number and rolled well over it, then increase the severity
This could last until healed, or if the attack wasn't too
of the Wound Effect slightly. Instead of a numb arm, give
severe, until the end of the combat.
him a broken finger or instead of stunning him give him
slight concussion. If the player rolled a Set-Back then Stunned : A stunned character cannot attack and may
something pretty nasty should happen such as a broken only defend as he attempts to gather his wits. This will
bone or being knocked unconscious. only usually last until the end of the next Combat Round
following the current one.
The location hit. Obviously a character hit in the head is
far more likely to be KOd than one hit in the leg. A character stunned for the remainder of the combat has
suffered shock. He receives the above penalties each round
Of course, all these factors are at the Narrators discretion, but
and will only recover once the fight is over.
the Difficulty Factor is probably the most important factor for
determining the severity of the Wound Effect the other three fac- A character who is stunned until healed has some form
tors should be thought of more as modifiers to the result. The of concussion. He will suffer all the effects of being
other important factor is the character taking the Wound Effect, stunned until he is healed.
a minor antagonist taking an Impossible, or maybe even a Diffi-
Unconscious : An unconscious character is out for the
cult, Wound Effect would probably be killed outright by the blow,
rest of the combat and will remain so until the Wound
whereas an AC would be fatally wounded but with enough time
Effect is healed.
to be saved by his fellow Shevin.
Below is a list of Wound Effects. These are only examples to
give you an idea. Try not to refer to these during the game, just 1lea!ing 'Wountl '£,ffects
go with the flow of the story and keep the effects in line with the The player must keep close track of Wound Effects until they are
severity of the attack. Read them through and try to remember healed. Wound Effects must be healed before the character's FAT
the spirit of the effects when you are playing. level can be reduced. If a character remains in possession of one
of a Wound Effect, then he is too severely wounded to recover
Blinded : A blinded character can not attack or defend from the effects of FAT. His FAT levels on his Energy Bar can
for the remainder of the combat. Blindness remains until still increase, however, if he continues to exert himself after re-
the wound is healed. ceiving the wound. Further FAT levels also cannot be reduced
122
until the wound is healed .. If the defender receives two Wound
Effects then both wounds affect the character. If only one wound
is healed, then all of the limiting effects of the other wound still
apply, including the limitation on reducing FAT. If tFi.e tfiug in our exampfe fiac{ 6een
wearing a red' siiclian we6, it wou{c{
All Wound Effects have a Difficulty Factor of the Success Test liave mar¥l1Jed' to aBsor6 Pafmer.s
required to heal the wound. 'First aid' or 'Medical lore' skill is attacfr.. :N0".'1f'ice are ro«e.afor v'.'A:::M:,
required to heal the wound. The healing process is described under so fie inft1cts a tot.a{ of. 8 1J..'A.'.M aeainst
the Mechanics chapter. The Difficulty of the Healing Success tlie we6. (8 1>..'A.1vt for liis d'avin, o
Test required to heal a Wound Effect is equal to the Difficulty , Vj\.1\1 for fiis S'PR).
Factor of the Attack which caused the wound. It is therefore im-
Pafmer woulaneed' to fiit tfie tfiug
portant for players to keep a track of Wound Effects.
.twice more 6efore fie infCicts any
Characters will stop gaining FAT from a Wound Effect when- injury_. (8 1J.'A.M from tfiefirst fiit + 8
ever a Healing Success Test is made against the Wound Effect, more.from tli£.second'= I 6. V.'A..'.M fram
whether the Success Test succeeds or fails. tfie we6's totaC.of 20. '!'fie we6 wlnild:
6e Ceft witfi an .'Absorption £eve{ of 4).
'Ifie tfiira liit wouUfreauce tlie we6's
'1J.918v£ absorption by S(.idian webs :Absorption Leve{ from 4 to. o and'
Skichan webs protect individuals in a different way from armour. cause it to sliut aown. '!'lie otlier 4
The webs can absorb a total amount of damage depending on V.'A..'.M caused' 6y Pa{nter's attack are
their colour.
tfien yassed onto tfie tfiUfJ in tfie
normal way.
Any attack which is not successfully defended against will strike
Pa{mer woul2fro{{21>10 and'(U[d' the
the web before it is applied to the defender. The total DAM done
effects to liis 6asic attack of 4 1>.'A:M.
by the attack is deducted from the Web Absorption Level. The
11ie tliug's armour wourayrotect as
defender's modifiers for Armour are not applied. The web sur- usual '!'fie tfiUfJ coura not use fits
rounds the wearer and protects him before the attack hits his si.icfian we6 for a furtfier liour unti{
armour. , it liad' recflargea itself.
No dice are rolled for attacks against Skichan Webs until the
Absorption Level reaches 0. The DAM total that is reduced from
the web consists of only weapon DAM and strength DAM.
When the web's Absorption Level is reduced to 0, it no longer
protects the wearer, and any additional DAM passes through to
the defender as it would in a normal attack. 2D 10 are now rolled
123
?{Cs Com0at Statistics
There are seven statistics required for NC Antagonists. These
are as follows :-
.Jt.ttfie end() tfie first round;
Palmer fias seen tfiejirst of fiis. es n INIT. All NCs need to know their Base INIT, which de-
termines how fast they are.
off witIi a vioCent sCilsli to his sf.i.:Ouf
<fer. 'rurni1JB to face tfie secondi . Hit Success Test (HIT). The NC should have his chance
:fennru, he :snarlS, of hitting for Easy, Moderate, Difficult and Impossible
Success Tests listed for the type of weapons that he is
' yuu Cook.i~'J! same, my most likely to use.
Damage (DAM). The NC should have his total DAM
11iis _pYO'Ves too mucfi for_ tfie t~uq,
modifier for weapon type and STR recorded.
wfio .pins a.r ound aifd" fi1(11itai/S it
. aff tJie way dOwn into tlie foggy Defence (DEF). The NC should have his chance of evad-
streets af Co66fi:c£oc.i 6efore stOJt ing the AC's attack listed. This should be done for Easy,
.. _pirl(J. Pa6rier 5mifes .to fumseff as h:e Moderate, Difficult and Impossible Success Tests.
turns towarth tfie Sanctor's 'TemJJ-
tation. .':Not a fjatf e~ampfe of com- HEA Success Test (HEA). The NC should have his HEA
6at on <jargentilir' "fie t1iink.S as fie Success Test chances listed for preventing 'Wound Ef-
fects'. This should include any modifiers for the 'Endur-
. ~oes in searcfi °{~.,,.Ca[mtngpint of ance' skill.
~ Armour Values (AV). The NC should have any armour
T worn recorded in this section. The AV s are separated de-
pending on location. The AV rating is subtracted from
the DAM done by an AC in the usual way.
~ Fatigue Rating (FAT). The NC requires a total FAT rat-
T ing, to allow any wounds taken to be marked off. The
!Ffentinfi J1laainst 9{Cs NC's FAT rating is, in effect, a reduced version of the
AC's Energy Bar, but there are a few changes made for
The detailed combat rules described previously are for the ben- simplicity.
efit of the players. They must concern themselves with their FAT,
There are only two levels listed on the NCs FAT Rating. The
movements and actions far more than the Narrator must do with
first lists the amount of FAT that the NC can withstand before he
most NCs. The A Cs should be seen as the stars of the scenario,
receives a -4 FAT Modifier which is applied to all Success Tests
with their every action being detailed. You do not need all this
from that moment on. This -4 modifier works like one of the
detail to use NCs.
FAT Modifiers listed on the Energy Bar. It applies to movement
rates, Base INIT and all Success Tests.
'Ifie 9(C's Statistics The NCs first FAT Rating level is equal to:-
You need not detail every characteristic, attribute and skill owned
by an NC. You should just record the data that you need to know. (STR + 14) - ENC carried.
There are basically two types of NC; the actor and the antago- This represents the average amount of FAT levels which can be
nist. gained before any modifiers occur.
Actors The second level lists the further amount of FAT that the NC can
The Actor is a character that plays a part in the scenario, but will withstand before he collapses in exhaustion. No further modifi-
not appear in any fights. This includes the helpful klai-den owner, ers are taken during these FAT levels, but the -4 Modifier is ap-
the patron who hires the Shevin and the streetwise informant plied to INIT, movement and all Success Tests made whilst the
who is a friend of the Clondis. These characters will not get in- NC remains within this FAT level.
volved in combat situations, and so no combat statistics are
needed. A description of the character, with perhaps a few rel- If the NC takes any additional FAT over this second amount, he
evant skills should suffice. will die.
Antagonists The NCs second FAT Rating is 16 for a human.
These NCs are in the scenario as an obstacle and they will prob- For morale purposes, most NCs will surrender or flee when they
ably end up fighting the ACs. Guards, streetmen, Tavin thugs receive the-4 Modifier. Only really desperate and psychotic char-
and Chinte' sailors are all examples of this type of NC. You will acters continue to fight on after this stage.
need some information on the combat prowess of such individu-
als. The following section shows you what you need to know.
124
Important 9{Cs
Some NCs are almost as important as the ACs and should have a
far greater chance of survival than lesser NCs. There are two
types of important NCs as described below :-
In our C01JJ:6at examJ?_Ce, tfie :Na17a-
tor was us~i an :NC record" sheet to The Master NC - These individuals are not described in
keep traci o tlie :fennris tfiugs, wlio game terms, at least until the players are a match for them.
6otfi fiat{ ' tical statistics Jor ease They are true heroes and villains, capable of outwitting
of use. 'T'Fie tliuns fuu£ ST'R 4 ana and besting the players. The Master NC may not always
were wearing cotton cfotfiis, soft have the upper hand, but he is at least equal in strength to
Ceatlier boots (1 'ENC) and kass the entire AC Shevin. Characters such as Jasper Spry and
jackets (1 X:NC). '11iey a/So carriea The Cuckoo, from the example scenario at the end of the
lo'(1fiknives (1 X:NC). 'i1iis 9ave tliem book, are examples of Master NCs. At the beginning of
a first .1'.:A'r Cevef of is. 4 + 14 - 3)~ If the campaign they are forces beyond the ACs sphere of
Pa[mer fiatfi..d(me <YVer15 V..'AM to control.
one of tlie tli:U,g~, th,en tlie :Ne woiifa
<fiave receivea a -4 f atwue nwaifier
to fiis .'Base J!NIT'; Fiis movement
The Henchman - These individuals are important NCs,
who are normally associated with a Master NC. The
henchman is capable of handling a couple of A Cs at the
rates and: a([ef liis ·success 'rests. one time, but can be bested through careful planning and
skilled role-playing. The henchmen are more commonly
met than their masters and can be fun to play. Characters
such as Lighter and Khakk, from the starting scenario,
are examples of henchmen.
If met in combat, both of these types of NC should use the entire
combat rules. They are at least the equal of the ACs.
125
Some .!Jltlvice
During combat, feel free to alter any dice rolls that you make
behind your screen. (The players should NEVER see you do
this. They might feel that you're cheating. You're not; you're
altering the outcome to keep the story flowing). Rolls that acci-
dentally kill ACs, finish a combat too soon, or keep a combat
going for too long should be modified to have the desired effect.
Go with the flow. Whatever feels right is right. Remember that
you are the film director trying to keep the pace of the adventure,
so keep things moving. A Narrator should always be prepared to
fix things so that a story may be told in the best way possible.
'£,ntangling Ylttac~
Another kind of attack involves entangling an opponent and
'Unusual Situations thereby immobilising them. This particular attack can be per-
formed with objects like cloaks, nets and whips. The attacker
This section covers some of the alternative combat situations
rolls to hit in the normal way but if the attack is successful it
which may arise during a game. Adventurers never do anything
does no damage. Instead, the defender must make an AGL Suc-
the easy way, so don' t be surprised if you find yourself making
cess Test at the same difficulty as the attack.
up rules for fighting blind and underwater, whilst still on horse-
back with one hand tied behind your back. If the defender is successful, there is no effect from the attack. If
he fails, a location, determined as normal, is entangled and com-
pletely immobilised. The entangled character may untangle him-
'llnannea Com6at self by spending a full Combat Round doing nothing else and
There will be times when the players are caught without weap- then making an AGL Success Test at the same Difficulty as the
ons and will still have to enter combat. In these situations there original attack. He can attempt to escape the entangle once per
are two skills which will be of use; 'Brawling' and 'Unarmed'. Round.
This type of combat works exactly as normal melee combat but
allows opponents to use techniques such as grapple, throw and
pin. 'Brawling' skill covers natural attacks such as punch, kick 'Using ~our Otlier !Jfant£
and the use of such things as a Roquan's claws or a Khostran's All characters are considered to be right-handed, unless other-
sharpened bones. 'Unarmed' combat brings in a greater degree wise stated. If the character's main hand is immobile, then he
of training and skill and can be much more effective to use. may wish to fight using his offhand. He can still use the weapon
skill but receives a -4 to all combat Success
Tests with the weapon.
ImprO'lliset! 'Weapons
There may be other situations when a character is caught in a
. combat situation without a weapon but does not wish to fight
unarmed. In these situations an improvised weapon may be used,
such as a bottle, a chair or a stick. Normal combat rules apply
here, including a -2 situation modifier for using an improvised
weapon.
Table 5 lists some of the more common objects used as impro-
vised weapons. If any other object is used the narrator should
use the statistics of the closest object from the list, modified for
any differences.
Characters can improve with improvised weapons if they so de-
sire. Their use is included under the 'Brawling' skill and the
modifier with this skill includes the use of any of the improvised
weapons. The -2 to the success roll for improvised weapons
. still applies even if this skill is used.
126
Similar 'Weapons at least one level higher than the attack roll. All skink produce a
vile smelling odour when they are frightened and will certainly
If the character is trained in one type of weapon and tries to use
do so in combat. A wise rider will always carry a swamp-mask
a similar weapon, i.e. one within the same box on table 6 below,
or other form of cover to protect themselves from this horrible
then he may still use his trained weapon skill but receives a -2
stench.
modifier to all COM Success Test rolls with the weapon. If the
weapon is not similar it must be used unskilled. Larger Mounts
Both the gressh and the sleth are huge beasts, too large to be
*Note that the swordcane is listed with the Gentleman's davin.
ridden like a horse. These creatures usually carry a howdah or a
The swordcane has been designed for use by society men who
similar contraption which provides great protection for the rid-
are already comfortable with the gentleman :S davin and no nega-
ers. Only long weapons, such as spears, and missile weapons,
tive modifier is applied when swapping between these two weap-
can reach from the ground to the howdah. All other forms of
ons.
attack will be futile against the riders.
No 'Riding' skill Success Test is required to attack from these
creatures as they are far less easily intimidated than the smaller
Table 6. Similar Weapons mounts. Many gressh are trained for war in Tellah and can be
deadly beasts. The sleth is a more passive creature but the sensi-
l-lantoth Military Davin
ble combatant should always be wary of a creature of such size.
Gentleman's davin ':' Kc lick
Swordc::me Tellahn blade
Jai blade
127
weapons include different types of bow, blowpipes, slings and
9(fingei Com6at the powerful rockpipes.
Ranged combat includes all forms of attack which must travel
some distance to hit their target. The SEN characteristic is used
in place of COM to indicate that a good eye is the prime requi- 'l'fte !RJmgei Com6at 9(punt!
site with ranged combat. There are two separate forms of ranged Ranged combat occurs in the same round as melee attacks and
attack:- follows the same procedure. Each step for ranged combat is listed
below.
'Ilirown weapons
These weapons can usually be used in melee combat but are also 'Detennine initiative for a[{ com6atants
balanced for throwing. These also include improvised weapons The initiative for ranged attacks is based on the INIT of the at-
such as rocks. Common thrown weapons include Ha' esh bola tacker as usual, as well as the random INIT from the D6 roll.
and javelin, as well as more unusual weapons such as the jasks
common amongst danja. All these weapons use the 'Throwing' All missile weapons can be fired once a round. This represents
skill and count as 'similar weapons'. ACs with this skill can use carefully aiming and preparing the weapon, rather than franti-
any other subgroup from his own with only a -2 modifier to hit. cally throwing or firing as many times as possible.
Thrown weapons still receive the STR bonus to damage and can Some weapons, such as rockpipes, take longer to load and pre-
receive a DAM bonus for increasing the difficulty of the attack. pare to fire. It will take an entire Combat Round to ready a rock-
The ranges listed in the 'Missile Weapons' table of the Equip- pipe, during which no other action can take place.
ment chapter show the range bands for each weapon. FAT is gained from ranged combat INIT in exactly the same way
as it is in melee. The character still feels the flow of adrenaline
Projectile weapons and so expends energy.
All of these weapons launch a missile at the target and do not
receive a modifier to damage from the STR of the attacker. These
s cfiaracter, Tymon, yeerea tfirouafi tfie Tymon ancf tfiis recfuces tfie success cfiance 6y 1.
sitJfits of fiis rockyipe. 'l1ie Je 'Xfian guarcfstoocf 11ie tota(mocfiji.ers are +4 - 1 = +3. Tymon must
over 50 yarcf.s away walking tawaras tfie hraw rolls or fess. Jfe roUS a3 ancffiits tfie]e'Xfian.
of tfie fiif[ 'Refaxina fiis 6oc6j, Tymon aimecfuy. 'RaE roUS 1V20 to aetermine tfie fucation of tfie
In tfie first round"of combat, Tymon.J!!epares to attack. .J\ rollof 12 incficates a Torso fiit. .J\
fire fiis weayon. 'Rockyipes take one jull 'Rouncf VJ\Jvl rolIof15 a.adea to tfie 14 VJ\Jvl dOne 6y
to reacfy. 'Ifie.Je'Xfian continues to walk uy tfie tfie rockpipe gives a totalof 29! (:No V..'A.'.M
fiif[ Tymon aecides tfiat fie wi/Isyend"two mocfifierfor S'I'R is a_py(iea to yrojecttre weay-
'Rounas aiming wfiifst tfie Je'Xfian continues ons).
walking. ..'At tfie start of tfie fourtfi 'Round; 'Rab
roUS for !MT. Tymon's base IMT is 13, adifec[ to 'Tlie]e'Xfia:n is wearing a tfiick reatfier fiarness
tfie s on tfie V6 for a totalof18. .'A J'.J\T feve{ is across fier cfiest wfiicfi fias an .J\Y of12. 'lfiis
afso incficated, so 'RaE marks it dOwn on fiis reauces tfze tota(V.'AJvl dOne to 17. 17 J'.'ATis
'Energy 1Jar. Tfie Je'Xfian continues to wafli ancf adifeato tfie]e'Xfian's 'Energy 1Jar aue to tfie
is unaware of fier yeril Sfie dOes not neecf to roll effects of 1J{ooc{Coss. 'lfiis takes tfie ]e 'Xfian over
forIMT. herfirst J'.'AT feve( ancfso sfie wif[receive a -4 to
allSuccess Tests incfudina fier J{'E.Jl Success Test
'l1ie :Narrator aecides tfiat tfie exact ranae is 58 for tfie Wound"'Effect.
yarcf.s; stilIwitfiin tfie :Moderate range for a
sfiort rockyipe. Tymon must make a S'EN 'l1ie :Narrator aecid"es tfiat, cfue to tfie Vijficu{ty
Success Test at :Moderate feve(to fiit ·fiis target. of tfie sfiot ancftfie damage dOne, if tfie Je 'Xfian
Tyrrum's S'E:Nis 6 ancffiis '1Wck._pipe' skif[is 4. fa ifs fier test tfie sftot wilIyierce fier funa and"
:His success cfiances are tfius 17 I 13 I 8 I 5. To sfie wilIfall unconscious. 11ie ViJficufty ]'actor
gain additionald"amage, Tymon aecid"es to for tfie Jf'E.Jl Success Test is norinafiy 'Easy for
increase tfie Vifficufty from Jvlod"erate to ranaecfattacks, but Tymon increasecf fiis attack
Imyosswre. Jfe must roll5 or fess to fiit tfie aifficully 6y two. 'lfiis takes tfie Vifficulty
Je'Xfian. ]'actor to Vijficuft. 'lfie]e'Xfian usuiifiy makes
tfiisfeve(ofsuccess Test on a g (Sfie's touafi). 'l1ie
'Ifiere are a num6er of mocfifiers to tfiis cfiance. Je'Xfian must rolla g or fess to avoid" takf:nEJ_ tfie
Tymonsyent two 'RoundS aiminEJ a1Ulrecetves a 'Wouncf effect. Sfie roUS a 17 ancffalis to tfie
+4 or tfiese. 'Ilie.Je'Xfia:n is walk:i:nlJ away.from growU( unconscious.
128
'lJetennine '1Jiffic:u!ty ofJ'-ttac~ Special 9(9,ngeriSituations
Unlike melee combat, the Difficulty Factor of the attack is not
chosen by the attacker. The range between attacker and the tar-
get determines the difficulty of the attack. All missile weapon !Firing into a Mefee
ranges are listed in the 'Missile Weapons' Table in the Equip- Picking a specific target to hit with a missile is difficult if the
ment chapter and will give the range band for the attack. target is in combat with one of your allies. Combatants rarely
stand still and the possibility of hitting the wrong target is high.
For each person within the melee, the chance of hitting the target
Table 7. Difficulty Factors For Range Bands. is reduced by 2. If the player rolls over this new target number
Range Band
but the roll is still under the original target number then a ran-
Difficulty of Attack
dom person within the melee has been hit. The original target
Short Easy
can still be hit randomly if the roll is thus.
Medium Moderate
Long Difficult If the attacker is not fussy which target is hit and fires randomly
Extreme Impossible into a mass of people then his attack chance is increased by 2 for
every person within the mass. A successful hit will randomly hit
one unlucky person within the mass.
In ranged combat, the attacker can choose to increase the Diffi-
culty Factor above that designated for Range. For every addi-
tional level of Difficulty chosen, the attacker will add one to the .9Limet! J'-ttac~
Difficulty Factor of the defender's HEA Success Test when he is A character can take a bead on his opponent to increase his chance
trying to avoid the Wound Effect. of hitting. Each Round that a character spends aiming adds +2 to
his SEN Success Test. A character can aim for a maximum number
of Rounds equal to half his SEN characteristic. Aiming for any
J'-ttac~r roas to liit longer than this will not improve his chance to hit.
The Difficulty Factor thus determined, the attacker must make a
SEN Success Test modified by his skill in the missile weapon.
The situation modifiers can also effect the chance to hit and are Cover
listed under that section. A sensible defender will make use of all cover around him. If the
cover is soft, such as bushes and tents, then the attacker receives
Defenders get no roll to defend incoming missile attacks. The
a -2 to his attack. If the cover is hard, such as stone walls or trees,
only good defence against missile fire is solid cover. Missiles
then all locations hidden behind the cover cannot be hit. If the
cannot be evaded using COM based skills. Running and evading
attacker hits and rolls a location which is hidden from view then
will effect the chance of being hit, as listed under the Ranged
the attack hits the cover instead of the target.
Weapon Situation Modifiers.
Situation Moaifiers
1UJ{{ !For Location The specific chance to hit a target can be effected by events out-
The attacker rolls 1D20 to determine location and damage just with the attackers control. Some of the more common occur-
as he would in melee combat. Both Blood Loss and Wound Ef- rences are listed on table 8 below. All these modifiers are cumu-
fects still occur in ranged combat. lative and other modifiers may be added at the Narrators discre-
Blood Loss tion.
The DAM for each missile weapon is listed in the Missile Weapon
Table and works in the same way as melee combat. 2D10 are Table 8. Ranged Situation Modifiers.
rolled for the base DAM and the weapon DAM is added on as Situation Modifier
usual. Attacker's DAM bonuses for STR only add to thrown Target Walking -1
weapons and not to projectile weapons. Target Running -2
Wound Effects Attacker Moving -2
Tiny Target -8
A Wound Effect only occurs if the defender took any Blood Loss Small Target -2
after armour has reduced DAM, in the usual way. The HEA Suc- Large Target +2
cess Test required to prevent the Wound effect is not based on Huge Target +4
the Difficulty Factor of the attack. Soft Cover -2
All HEA Success Tests against ranged attacks are made at 'Easy' Hard Cover only hit uncovered locations
level. This is only changed if the attacker increased the Diffi- Aiming +2 per round
culty Factor of the attack above that required for the range.
129
(jame Meclianics
This section describes the basic mechanics of the game system
which provides the Narrator with a frame on which to plan his
tales. These rules are only guidelines and should never get in the
way of good storytelling. The secret is to keep the game flowing
rather than worry exactly how long a particular task will take.
'lime
There are two separate time scales to be considered :-
Table 1. Seasons of Gargentihr. For long periods of inaction, such as long marches, there
is no point in role-playing through each day or individual
Season Weather Length
hour. The Narrator can skip past hours where nothing
Raintime Hot and Wet. Season 8 weeks
happens, and get to the bits with the action. Think of a
of planting and mating.
film, and how the director uses cuts to keep the audience
Gathering Hot and Dry. Season of 7 weeks interested. This is what the Narrator must also do.
harvesting. A calm time.
Turn = 1 minute or 10 rounds. This is used for larger
Adrach. Full of Sa-storms as the 1 week pieces of action, such as how long a skill task takes to
The Red Moon. worlds energy discharges complete.
The Howling Cool and Wet. Volatile 7 weeks Round = 6 seconds on average, but this can vary be-
season full of torrential rain tween 1 and 20 seconds. This is the time scale used for
individual combat. It turns the combat into slow motion,
Darktime Cold, dry and very 8 weeks
so that everyone knows what is going on. Combat and
misty. Winter-time.
Form:weaving both.use this time scale.
Nedra. Calmer than Adrach. 1 week
The Green Moon Heavy Sa-rains all week.
131
ing table to deduct FAT from their current total.
Movement
Each character in the game can move a certain amount in the
separate time segments. 1-'itness ana 'El(liaustion
All characters tire during their
adventures. They are, after all, in
.Lantl !Movement
·-
an exhausting line of work. In 'Energy ~ar
In World Time, a person could hike about 20 miles per day or could game terms, the Fatigue and En-
ride 35 miles a day on horse back. These distances can vary greatly cumbrance rules limit the ACs
=·
depending on terrain and Table 2 below shows some possible dis- actions and how much he can
tances covered in one day. One day of travelling is approximately 8 carry. The basis of these rules is
hours long. Descriptions of the other riding beasts are given in the the Energy Bar.
Equipment section and the Creatures chapter.
-10
In Game Time, movement is much more specific. Most humans ergy Bar. 5
can move at the rates listed below in Table 4. The fatigue loss for s
The 'Death' box represents the
this movement is also listed. If the players are running, or carry- p, 7
point when a mixture of fatigue
ing out strenuous movement for a length of time use the follow-
and blood loss results in the char-
acter's death. This level can only 9
be reached through injury.
Table 4. Movement Rates
Movement Type Yards per Round FAT per Round y
Careful Move 10 0 oiler
Combat Run 20 1 Fatigue is a means of determining · ul
Sprint 40 3 how tired the character is. A char- ssi6{e
132
acter tires as he physically exerts himself through combat, hik- Starting ~atitfue Leve[
ing, climbing or any other strenuous physical activity. The hin-
Each AC starts in a relatively fit state and begins near the bottom
drance of carrying equipment and heavy armour will further slow
of the Energy Bar, at the line equal to his STR characteristic. The
the AC. As the character tires, his status on the left hand column
higher your STR, the further down the Energy Bar you begin.
climbs until he will eventually collapse with exhaustion.
No FAT Modifiers are applied until you climb through the safe
Fatigue is measured in units called Fatigue Points (FAT). These
cushion of FAT levels in the middle of the Energy Bar. Your
points each represent one box on the left hand column of the
Base INIT is written into the right hand box of this section.
Energy Bar. Each strenuous activity will cost a number of FATs
and are continuously marked on to the left hand column of the Your starting FAT level is also affected by what you carry. Each
Energy Bar, starting at the bottom. There are 42 levels on the point of ENC carried increases your FAT level by one point. You
Energy Bar, in total. The AC will climb up these levels as he should mark these levels onto the Energy Bar before you start to
expends energy and will suffer modifiers as he does so. play. Your FAT cannot fall below the total of (STR level+ ENC
total).
Co{{apse
A character can take only so much physical exertion before he
will collapse with exhaustion. In game terms, this point is meas-
ured on the Energy Bar, at the penultimate level to the top. If the
character reaches the FAT box marked 'Collapse', then he is too
exhausted to continue and falls to the ground, unconscious.
Collapse can occur through any form of physical strain, includ-
ing combat and Formweaving. FAT gained through Blood Loss
(See Combat) is one of the main causes of collapse.
'Deatli
The very top of the Energy Bar represents the point where FAT All of these skills and their effects on FAT are detailed in
gained through physical strain and injury becomes too much for the Skills chapter. In most cases, a failed Success Test
the character. If the ACs FAT reaches the level marked 'Death', involving one of the above skills results in 1 FAT added
then he will die in a number of Rounds equal to his HEA charac- to the character's Energy Bar.
teristic. If he gets medical attention before this time, then he can
be healed. Only FAT gained through Blood Loss can take the Tiring Through Daily Exertion. Characters often find
FAT total past the Collapse box. themselves hiking through the wilderness and crossing
great distances on foot. This type of activity is very tiring
and will add to the FAT total on the Energy Bar. The fol-
133
lowing Table shows some example costs for daily exer- Collapsed characters will receive no reduction in FAT through
tion. Resting. Short term rest cannot reduce the levels of exhaustion
which cause collapse.
Characters can only receive the benefits of rest if they are not
Table 6. FAT and Daily Exertion carrying any Wound Effects. If a character is seriously wounded
Activity FAT gained (i.e - the player is suffering the effects of a Wound Effect) then
Walking I Riding per 2 hrs. +1 he will not reduce his FAT through resting.
Hiking I Strenuous Movement per 2 hrs. +2
The FAT levels gained through the carrying of ENC cannot be
removed through resting. They are a permanent increase to the
character's FAT level. (See the Encumbrance section of this chap-
Tiring Through Encumbrance. All characters carry
ter).
equipment, including armour and weapons. The more that
an AC carries, the faster he will tire during an adventure.
The Encumbrance rules cover these situations. Sfeeping
FAT levels gained through carrying ENC are permanent If a character sleeps for 8 uninterrupted hours then he will lose
modifiers to the character's Energy Bar level. The amount FAT levels equal to twice his HEA characteristic. If he sleeps for
of ENC carried always increases the FAT level of the 4 hours, he will lose FAT levels equal to his HEA characteristic.
Energy Bar. These points of FAT can be reduced only by This is a further reduction to those FAT lost through resting.
carrying less ENC. Rest and Sleep (see below) will not Collapsed characters must rest a full 8 hours to remove the first
reduce these FAT points. Mark these points onto the En- FAT level on the Energy Bar. This will bring the character back
ergy Bar with an 'E' to show that they are a result of to conciousness, but will leave his Energy Bar at the -10 Modi-
carrying encumbrance and are thus seperate from any fier level. A further 8 hours sleep will reduce FAT by the usual (2
other FAT gains received. x HEA).
Characters can only receive the benefits of sleep if they are not
!l{f,t!ucing ~atitfue Points carrying any Wound Effects. If a character is seriously wounded
(i.e - the player is suffering the effects of a Wound Effect) then
Characters will often want to rest to prevent their Energy Bar he will not reduce his FAT through sleeping.
from reaching high levels. There are two types of recovery to
consider; Resting and Sleeping. The FAT levels gained through the carrying of ENC cannot be
removed through sleep. They are a permanent increase to the
characters FAT level. (See the Encumbrance section of this chap-
~ting ter).
If the characters stop for 10 minutes (10 Tums) rest, they will
reduce their Energy Bar total by a number of FAT points equal to
their HEA characteristic. 5 minutes rest reduces their Energy Bar '£,ncum6rance
by a number of FAT points equal to half their HEA characteristic
Encumbrance is a measure of how awkward an item is to carry.
(rounded up). Table 7 below shows the FAT loss.
Factors like bulk, weight and shape can affect an items Encum-
brance. Each object has an Encumbrance rating (ENC). This
number represents the amount of FAT points added to the char-
Table 7. FAT Reduction Through Resting
acter's starting Fatigue level on the Energy Bar. For each point
Resting Time FAT Reduction of ENC carried, mark one level onto the left hand FAT level of
5 minutes 0.5 x HEA the Energy Bar.
10 minutes 1 x HEA
FAT levels gained through carrying ENC should be marked onto
the Energy Bar with an 'E' to show that they are permanent modi-
fiers that cannot be removed through healing, sleep or rest. Only
Resting for longer than 10 minutes will have no additional effect
by carrying less ENC can a character reduce this starting level.
on the character's FAT levels, unless he sleeps.
Wise characters will not carry more ENC than they need to. Ob-
It is up to the Narrator exactly how many times a character can
viously an AC with a high STR has a larger cushion of FAT
stop to rest. The more often that characters rest, the less likely it
points and can thus carry more items before he is in danger of
is that they will lose some of their gained FAT levels. Characters
suffering from Fatigue Modifiers. Characters that carry a modi-
that stop every hour to rest will soon receive no benefits in doing
cum of equipment (one weapon, a longcoat and a few small items)
so.
will benefit from this system far more than the AC who carries
Characters can use the 'Meditation' skill to reduce their FAT level, vast amounts of weapons and armour.
as described under the Skills section. This reduction can be in
The ENC value for all clothing, armour, weapons and other items
addition to any gained through rest. The player will not reduce
are given in the tables in the Equipment chapter.
any points of FAT through rest while he is meditating, but may
do so after he has finished using his skill.
134
The use of skills to heal characters should be seen as the
exception rather than the norm, at least from the players
Adventuring on Gargentihr is a dangerous occupation and a char- point of view. It should be used when all other forms of
acter may receive wounds of one sort or another. These wounds healing have run out and the players are out in the wil-
will take time to heal and may require medical treatment of some derness, where resources are minimal.
kind. There are several forms of treatment to be found on Gar- The healing process on Gargentihr is far faster than that
gentihr, some of which are unlike any found on earth as the Sa of Earth, due to the inherantly powerful qualities of the
energy provides many strange and useful powers which can aid Sa-charged atmosphere. All creatures on Gargentihr heal
the sick. relatively quickly if they are not killed outright.
The Narrrator should remember that the ACs are exceptional in-
dividuals. In the real world, healing of broken bones and injuries
takes a long time and requires that the individual stays rested. 9-kafing tfirougfiS~i[{s
This type of realism normally does not lead to interesting and There are two skills which allow the user to heal the injured.
exciting roleplaying, so we suggest the following solutions. 'First Aid' is a concentrated skill which deals with injuries picked
The players' Clon-Hall will have good healing facilities, The following sections cover the treatment of the seperate types
which can be used by the ACs. This can get injured char- of injuries described in the Combat and Fatigue rules. There are
acters back into the action quickly and with minimal fuss. two main types of injury to heal; Wound Effects and Blood Loss.
135
bandages, some stitching and a Tyo leaf to complete the
'Wouna 'Effects healing.
No FAT levels can be reduced from the character's Energy Bar
until all Wound Effects are healed. Resting, sleeping and healing Once the test is successful, the injury is effectively healed.
will not work until all of these wounds have been removed. The The Wound Effects are cancelled and are removed. All
character's FAT levels can still increase, however. FAT levels remain until the character rests, sleeps or re-
ceives further healing, at which time they can be removed
When the injury is healed, all effects of the Wound Effect are like any normal FAT increases.
removed, unless the Narrator has added any permanent effects
of his own. Impossible Wounds. An Impossible wound will surely
kill the victim if treatment is not immediate. Examples of
Wound Effects are pretty serious affairs. It takes time and skill to Impossible wounds are major internal organ damage, shat-
fix up a patient with this type of wound. No FAT levels can be tered bone and massive blood loss. An Impossible 'First
removed from the character's Energy Bar until all Wound Ef- aid' or 'Medical lore' success test is required to heal these
fects are healed and removed. However, a character will stop severe injuries. It takes an hour to attempt this test. The
taking FAT every Round from a Wound Effect whenever a Heal- healer will require three sets of bandages, some stitching
ing Success Test is attempted against the wound, regardless of and two Tyo leaves to complete the healing.
whether the Test succeeds or fails.
Once the test is successful, the injury is effectively healed
Each Wound Effect has a Healing Success Test associated with and the character is no longer dying. All FAT levels re-
it, which has the same Difficulty Factor as the attack which caused main until the character rests, sleeps or receives further
the wound Effect. This details the Difficulty Factor of the 'Medical healing, at which time they can be removed like any nor-
lore' or 'First aid' Success Test which must be made to heal the mal FAT increases.
wound. It also describes how severe the wound is. The Diffi-
culty Factors are described below :-
Table 8. Healing Summary Table
Easy Wounds. Easy Wounds are light but painful inju-
Wound Difficulty Equipment Time
ries including deep cuts, bruising and even sprains . These
Easy Easy 8 5 mins
wounds may produce severe pain and a lot of blood, but
Moderate Moderate 8,T 15 mins
they will generally appear worse than they actually are.
Difficult Difficult 28 ,S,T 30 mins
An Easy 'First aid' or 'Medical lore' Success Test is re- Impossible Impossible 38 ,S,2T 60 mins
quired to stitch up the injury. It takes 5 minutes to at-
tempt this test. The healer will only require bandages to
complete the healing. '.Bfooa Loss
Once the test is successful, the injuries are bandaged up, All injuries cause bruising and bleeding which, whilst not being
and the effects are removed. All FAT levels remain until as serious as the Wound Effects, can still cause a person to slow
the character rests, sleeps or receives further healing, at down, collapse and even die. These injuries are called Blood
which time they can be removed like any normal FAT Loss and are measured in FAT points.
increases. A character with 'Medical lore' or 'First aid' skill can reduce
Moderate Wounds. A Moderate Wound is a mixture of any FAT levels gained through injury and fatigue. The healer
deep tissue damage and bone fracturing. These injuries can remove an amount of FAT equal to his skill level in either
will cause temporary shock and a ,great deal of pain. A 'First aid' or 'Medical lore', whichever is higher. This amount
fractured skull, cracked ribs and severe bone bruising are can be multiplied by increasing the Difficulty Factor of the Suc-
examples of this type of wound. cess Test. The healer chooses the Difficulty Factor that he wishes
to attempt.
A Moderate 'First aid' or 'Medical lore' Success Test is
required to stitch up the injury. It takes 15 minutes to The amount of medical equipment used in the healing process
attempt this test. The healer will require bandages and a and the time it takes to attempt the test also depends on the Dif-
Tyo leaf to complete the healing. ficulty Factor. Table 9 below summarises this information :-
136
!Metlica{ .91.ttention
Characters that receive a 'Dying' Wound Effect or reach the
rymon is exfiauster£ Jfe lias 6een 'Death' level on the Energy Bar require instant medical atten-
tramying tlirougfi tfie swamyfandj tion if they are to survive. Medical attention simply means that a
for six, fiO'l{rs, fias received: sevf!:rqI healer must make a Moderate 'First aid' or 'Medical lore' skill
nasty cuts, aCong.witIi scraEes ana Success Test to stabilise the injury.
bruises in an encounter witfi a wiU{ If the healer fails the test, or does not reach the wounded charac-
marC-liounr£ (:None of tlie injuries ter within a number of Rounds equal to the injured character's
. resuCte<fin a WouM'Effect, 6ut HEA, then the character will die.
rymon's 'Energy 'Bar is current{y_ up
at tlie -3 fatigue moaifier Ceve{).
'llntreatea Injuries
Pa[mer is sreiffeain ':M.eaicaC Core' A treated injury is any one which has received medical attention,
(feve{6)ari1£ attempts to reauc~ ' even if the Success Test was failed. The wounds have been cleaned
. rymon's :f.'ArCeve{ on fiis 'Energy and partially treated, so that there is no longer a danger of infec-
·'Bar. ymon ispretty cut?-'-!!., so
T
. i
tion.
Pa{mer cfecicfes to tr; a 'DijJicuCt
Success Test. Jfe ro/IS an 11 on tfie Untreated wounds are Wound Effects that receive no medical
'D20; tfie exact num6er that fie attention. Such injuries are prone to infection, especially in the
neeaed! Pa{mer lias ma:n!!l:Jecfto steaming swamps of Gevuria.
lieaC Tymon, usine one roff of 6ant£- Any wound-which is not treated in the first 24 hours will worsen.
. aees 4naa tyo Ceaf. An additional 10 FAT is added to the injured party's Energy Bar
Pa{mer lias skiff 6, anti can tfius as the result of additional infection and damage. This additional
' reauce Tymon's 'Energy 'Bar status FAT counts as Blood Loss and cannot be removed until the Wound
6y ~8 (3 x 6) :f.'A.Twitli a 1JifftcuCt has been healed and completely removed.
Success Test. Patclii11fJ up fiisjriencf
took Pa{mer 10 minutes. -
'Deatli
Death occurs when the character's FAT level on his Energy Bar
reaches the very top level. Only Blood Loss can produce this
effect; normally exhaustion causes collapse rather than outright
death. The character will die in a number of Rounds equal to his
HEA characteristic. He can be saved if he receives medical at-
tention during this time. If no healing is avaliable then the char-
acter's Sa-soul leaves his body and travels to the Darklands.
137
'Ifie 'Ioofs of tlie 'Iratk A modern Doctor
of the Institute of
All healing processes require various pieces of equipment if the Medicine carries
skill use is to be successful and tables 8 and 9 show the equip-
ment required. All items can be used only once, even if the Suc-
his invaluable
cess Test fails. If the healer has fewer items than that listed on loam-rod, as well
the table, he may still try to heal the injury but receives a -2 to as his time
the Success Test per piece of equipment missing. The items com- honoured
monly used are as follows :-
doctor's pack.
B- Bandages. Includes bandages, padding, swabs and
dressing. Improvised bandages will also work but may
cause infection.
T- Tyo Leaves. These large dull grey leaves are com-
mon across Agasha and have fast acting healing and an-
tiseptic qualities. Each leaf will last a week after picking.
S- Stitching. The threads must by boiled in Tyo
leaves and wrapped in a dry leaf to keep clean.
The healing Success Test cannot be attempted if none of the re-
quired healing equipment is available.
?{fitural !Jfealing
There may be times where a character has no chance to receive
medical attention and must rely on the natural progression of
time to heal. This should be a rare thing for ACs, and would
normally only occur out in the wilderness where no aid is avail-
able.
Wounds take the following times to heal without aid. The wound
must still be cleaned to prevent infection.
The other races, such as Myrdall, Sha-shen and the Windtraders
are too alien to be treated by other races. They have their own The Wound is not completely healed after this time, but has healed
powers, abilities and methods to heal themselves. enough to warrant removal of the Wound Effects. After the wound
is removed, FAT can be reduced in the usual ways.
138
A 'Difficult' Success Test reduces the number of wounds
?{fituraf 'Damage taken by three.
In most adventures, the greatest threat to an Adventuring Char- An 'Impossible' Success Test reduces the number of
acter is via the weapons and Sa manipulating powers of his foes. wounds taken by four. ·
There are other more passive hazards which can prove just as
deadly as a siltreaver's davin or a Kyromancer's Kyroware. Landing in soft cover, such as into bushes or into a snow drift,
may also reduce the number of wounds taken by an amount de-
termined by the Narrator. Similarly landing on particularly dan-
!fa{{ing gerous sites, such as sharp rocks, may increase the number of
There will be a time in every AC's life that he suffers damage wounds taken.
from a fall. Whether this is through bad luck or just plain clum-
siness is irrelevant; the outcome is the same in any case.
Ylspnytjation
For every 3 yards fallen, or fraction thereof, the character may All adventurers need air. If this source of oxygen is cut off, then
suffer the effects of one wound. As the distance fallen increases, the AC will take damage. These rules cover situations such as
so too does the number of wounds the character may suffer. smoke inhalation, poisoning by gas, choking or drowning in silt
The DAM received by for each wound is generated simply by or water.
rolling 2D 10, there are no other modifiers and this is not re- If the AC had a chance to notice the danger, then he can hold his
duced by any armour worn. For each wound from which the breath for a number of Rounds equal to his HEA. During this
character suffers DAM, there is a chance as normal that he will time the AC is free to continue to try to escape from his plight
also suffer a Wound Effect. and receives no damage.
The character can attempt to make an 'Athletics' skill Success If the situation took the AC by surprise, or after he has run out of
Test to reduce the number of wounds taken. The Difficulty Fac- breath, then the lack of oxygen will do damage to the AC. The
tor of the test is determined by the character :- AC must make a Moderate Difficulty Factor HEA Success Test
An 'Easy' Success Test reduces the number of wounds for every Round that he is asphyxiated. If this is failed, then the
taken by one. character adds 1D6 FAT onto his Energy Bar total. This contin-
ues every Round until the character can breathe again or until he
A 'Moderate' Success Test reduces the number of wounds collapses. These FAT gains count as Blood Loss and can cause
taken by two. death. The collapsed character will continue to gain FAT until he
receives oxygen.
139
The following diseases are common on Agasha. Each has its
![ire ant! !Heat
most common name listed, followed by the characteristic which
Fire can effect more than one location at a time. Several wounds is affected and the incubation period (the time span between char-
are rolled for each Round that the character remains in contact acteristic success roll checks). The symptoms are then described.
with the fire, depending on the intensity of the fire. The 'wounds'
column on Table 12 determines how many wounds are taken
from the fire per Round. The AC will take separate injuries from Creeping S~ !l{pt
every wound suffered.
Characteristic Affected : SEN
A DAM modifier is applied, depending on the intensity of the
Incubation Period : 1 Day
fire. Armour only protects in the first Round of contact. After
the first Round the character's armour will have heated up or This disease eats away at the skin of the victim, leaving tattered
caught fire and will no longer offer any protection. green flesh and exposed bone. The victims sight, hearing and
smell are all effected by the rot and a putrid stench is given off.
The only known cure is through certain herbs. Creeping Skull
Table 12. Heat Damage Rot is passed through infected water.
Type Source Wounds DAM
Flame Candle, lantern 1 2 DAM Cliarr-S(dn
Small fire Campfire 2 4 DAM
Large fire Bonfire , burning house 3 8 DAM Charac~eristic Affected : HEA
Intense Myrdall lava, fo rge 4 10 DAM
Incubation Period: 1 Week
140
turns purple and produces a dull grey crust on the skin. The vic-
tim gradually feels weaker until the swelling bursts and the mus-
'I1ie '13fooa-scourge
cles totally dissolve. This disease is passed through a tiny mite Characteristic Affected : HEA
which breeds within the flesh of the victim. These can be passed
on through water or within food. It is a rare disease with few
Incubation Period: 1 Week
cures. Recently the Blood-scourge has devastated much of Agasha and
effects almost all of the mortal races. The scourge turns its vic-
1lJJ,6y-grip tims into mindless, rabid flesh-eaters with no will of their own.
As the disease grips, all willpower is lost and the victim can
Characteristic Affected : MAN smell the blood flowing through the veins of the surrounding
mortals. Once the feeding frenzy begins, only death can deter it.
Incubation Period : 1 Hour
The scourge is passed through the sarach-fly commonly found
The victim of this disease slowly feels his hands seizing up and in the swamps of Agasha. It can only be cured in the first two
he begins to lose the ability to perform delicate actions. As the weeks, when the symptoms are a raging thirst and violent mood-
disease takes control, the seizures become stronger and more gro- swings. Herbs and 'Medical lore' will heal the disease only at
tesque, until his body collapses under the strain. This is another this time.
Khostran invention, passed through a clear, sweet smelling gas
which must be inhaled to take effect. Both herbs and 'Medical
lore' are known to heal this disease.
141
Silence liung over tlie room, tliick!r tlian tlie storm doucfs wliicli cfark!necf tlie sf(_ies of 1?.Pf-'l(ate{ 'Ifiis was wrong. It
liacf6een fess tlia~ a cfay ago tliat tlie Slievin liacf Geen congratuCatecf for tlieir liancffing of tlie Clii'cliee affair. 'Even
Spry liacf commentecf on tlie joG! <Janna was now Gael(_ to ju[[ lieaftli ancf ')'assli liacf Geen more tlian grateful for tlie
services of tlie C!oncfis. ~[[ tliat praise ancf tlien tliis.
Palmer !ook!cf over at liis two companions. 'Tymon sat at tlie taG[e staring into space, an intense fool(_ of worry cfark!n-
ing liis features. <Janna croucliecf in tlie corner of tlie room on a 'Jv{fie 'ta mat, quietly clianting to tlie 1(-yasliispirits. 'Ifiey
felt it too, tlien. 'Ifie signafgram wliicli liacf arrivecffrom Jevin tlireatenecf to split tlie tiglit family ofSlievin apart, just
wlien tliings were going so we!{ It was out of tlieir liancfs now. 'l(fLrratli liacf to mak! tlie cfecision liimself.
'Ifie 1(-yromancer sat afone in a cfownstairs 6ootli, liis cfarf(_foo/& ensuring liis privacy. 'Even Ligliter liacf f(_nown not to
pusli liis questioning too far. J-{e starecf at tlie note, 6ettt· . ' ecf[y scratcliing at tlie Signafeers w~sea{ Wliy liacf
tliis come now, of a[[ times? J-{e liacfjust Gegun to e~cise tlie g!Wsts of liis past, Ge!ieving tliat tlie C!oncfis liacffina[[y
offerecf sanctuary from 'l(ancfe[{ ancf liis Kjncf. J-{e li41£Aft }'l!:.l!:'¥!f since tlie great Sa-storm liacf liit '!(ate[ a wee!(_ ago.
great
players react to one another. KAI reflects the position of an indi-
vidual within his social grouping, and determines the respect and
KAI is a measure of a character's empathy, charisma, honour aid that the person will receive from his peers. Disrespect to peo-
and inner strength. Most important of all, however, it is a meas- ple of a higher standing can also damage an individual's reputa-
ure of a character's self esteem; how he feels within himself re- tion. To this extent a person's KAI is altered by his actions and
garding his actions, his deeds and his honour. All other facets of by his association with others. A character with a high KAI will
this characteristic are reflections of the character's inner calm- exude a level of power and confidence which can be used to
ness and how confidently he interacts with the world of Gargen- influence others.
tihr.
In 'Tales of Gargentihr', all players are expected to assume the !Honour in tlie Cfont!is
role of a hero and must behave as such. Unlike many RPGs, the 'I fight for Hall Dyce and no other, for that is where my destiny
players of Gargentihr begin the game as trained individuals and lies'.
every AC will stand out in a crowd, his aura of self esteem, or
Fam Hulatra,
KAI, instantly recognisable. As Clondis, the characters are ex-
pected to advance spiritually as well as physically, and it is the Clondis and gentleman.
KAI characteristic which measures this growth. The rewards of
The ACs have severed their ties to their family, clan and society.
this path are discussed in this section along with the methods of
They now belong to their Clon Hall and have sworn to uphold
gaining and losing KAI.
the Aja and traditions of the Clondis. It is his interaction with the
Clondis that affects a character's HPs and KAI totals. Many
X!LJ am{!Honour Points (!Jf!ps) Clondis work under the cover of another organisation or society,
Honour points are a smaller scale within the KAI characteristic. but their loyalty remains to their Hall at all times.
Every point of KAI consists of 20 HPs. Every character's HPs Almost every member of the Clondis has a KAI higher than the
begin at 0, but this may be altered during character generation norm. These are outrageous and impertinent folk who have bro-
via the Events Tables, and it will fluctuate during the game. ken free of the social constraints of Gargentihr. The Clondis live
a fuller life than most people would dare dream. They are both
despised and admired for this reason.
!Honour on Jilgaslia
'You have insulted the name of my family, sir. For that you shall Every Clondis is destined to be a hero, and this has an effect on
surely pay!' their personalities. The Clon Halls buzz with exaggerated and
uncanny individuals living life to the full. The aura of such indi-
Captain Martyn Jalroke, viduals is easily spotted, but Clondis can usually recognise other
Officer of the Red Crows. members of their profession from their dress and attitude alone.
143
common workers and townspeople will often avert their gaze
!!(JU in game 'Ie:rms from their betters and will avoid such powerful people.
KAI is an essential part of Gargentihr. Individuals with a high KAI also has further privileges which can be used by the AC, for
KAI stand out from the masses, omitting an aura of power and holding a high KAI will allow the character to assert influence
confidence which can be quite overpowering. Most ACs will over other NCs without having to resort to 'Persuade' or other
start with a relatively low KAI indicating their lack of power, such skills. There are two such forms of influence:-
esteem and rank at the start of the game, but they will still stand
head and shoulders above the poor and anonymous population. Favours. A character can ask favours from any NC of
The players are important individuals from the start. They are lower KAI to his own. These favours must be easy for
destined for great things and their KAI reflects this. the NC to fulfil and should not be too much of an incon-
venience to carry out. Such favours would include ask-
During the campaign all characters should try .to increase their ing that the NC forgets having seen the player, or request-
KAI through their deeds and adventures as they attempt to find ing that the NC gives the player directions. The player
fame and favour on Gargentihr. simply uses his aura of importance to persuade the NC.
KAI is also a measure of reputation. Great gin-ghan players, sil- Services. A character with a high KAI can force those
treavers and danja have earned high KAI through the admiration with a KAI of over 4 levels lower than him into perform-
and fame gained by their endeavours in their profession. Their repu- ing a service. This cannot be a totally unreasonable re-
tation has spread across the realm and has lead to a great boost in quest such as asking the NC to lay down his life for the
their self confidence. These individuals can gain entry into the high AC, or to give over a large sum of money, and the service
social circles of their home realm through their reputation; all such must be within the NC's power. If the request is turned
celebrities become popular members of both high society and the down then the NC will lose 1D6 HPs from his current
masses, and have influence in both these areas. total, which indicates the loss of face for such disrespect
The Narrator should get into the habit of awarding and deduct- to one's better. A form of tribute is sometimes offered for
ing Honour Points during the campaign, to reflect the current the service. Such services would include persuading a
position of the characters within the Clondis. The players will poor merchant to hide someone on his boat, or persuad-
always have an aura of importance around them when they are ing a secretary to admit someone into his club.
dealing with lowly NCs. Crowds will hush in darkened klai-dens
when the players enter. People will stare as the party crosses
through a quiet area of town. In general, NCs willfeel the heroic
aura which surrounds the ACs. See the section on Intuition later
in this chapter for more details.
1ne pfayers are ,i n a small6ackwooiiS .
district ef tlie. Xtit'€.[.P!ovince witli no
~ Levefs ant£Society mqney or.J!YiiJVlsions. 'Ifiey Fiappen across
A character's KAI can effect the reactions of those around him. · a sniaO:Ma~ . Ii swamp cilari imJ£~e
The individual with a KAI of 0 has no honour or respect within tlietr. way 1i}J to tlie lieadinan's JioUSi ·
society and is considered a non-person by all. He is a JanRai; the {iamuil, is a respecteaJfa'esfi Clianni m:ui
most dishonourable form of person. A person of this KAI has fias a :K.'AJ of7 CO'!"!J!aretfto tfie fiewf. ,.·
most probably committed some dishonourable act which has .· .. man's X'AI ef3. Slie. pe:rswufes tlie
destroyed his reputation, as well as his belief in himself.
liead1nan to.J7UI lie.r S1ie:vi:n ig? for tlie.·
n!H_lit, ·and"agrees to liolif tlie Ceremony
The KAI characteristic can be increased to such an extent that lj"_ I.otus ax tlie.iiJcaCsliri:ne tfie follDw~nn ' ·
the individual's fame spreads across all of Agasha and into the aay as a ret:W;n favour fat .tliis servftJe.
other realms and cultures of the continent. This type of fame is * .,, •
rare. It is usually only the most powerful and legendary figures ,·j>afrner 1ieedS to see tile··· most recent fifes
that reach such a status . The Governor of Jagan, God-Queen Isha, :· 6e~ . to the focalsurgeon wlio
Klangar Neesh and Wilbee are names that are known and re- woris m--·tfie streetmen. 'Pafme:r's cur-
spected throughout every Agashan realm. rent .· is 4 imJ£lie is tryine toper- ·
~ a tfesi cferi (X2li<!f 2) to 14t fiiin
Try to encourage the players to seek fame and honour, and re- into tlie office. Patme:r cannot ask. for a
ward those that do with bonus points. The players will think it all sevvice., so t:r!!f for a favaur. 'Ifie diS
worthwhile when they begin to get noticed on the streets of ckri aecil.W tfibt sucha reques:t is wuttli
Gevuria and beyond. Good players will find their KAI slowly more tlian ft:isJoo is wortn anarefases. It
increasing as the campaign continues and their reputation grows. is up to !Ka:rratli tlie Xyromrmcer, wlio
:, nas a X'AI of7, ·to as~ for a service.
Xarraxli relles on fear ratfier tfian
Personal 'Wortn ant£ Influence persuasion to 9et liis way a:nt£soon tlie
A character with high KAI has a natural aura of charisma and characters gain entry i:nto tfie surgeons
power, which will grow as his KAI increases. He will be treated ." offic.e, past a t~~cfeti.
with a degree of respect and politeness by his peers and lessors
and this will have an effect on game-play. Lesser folk, such as
144
Intuition
The concept of honour and self worth is so fundamental to every
Agashan culture that the inhabitants of the continent can now · Pafmer and' Xarratfi excliangea
instinctively tell how honourable an individual is simply by sens- nervous 9Cances as tftey enterea tfie
ing the aura that surrounds him. infamous <jirey 'Bones Ven. 'Iliis ~.as
tfi'e. V'!_YY tair of tfi~ Xfiostran rea:ver
ACs and NCs alike will be able to tell the approximate KAI lev-
ca{{ea Cfi 'autt; to enter unannouncea
els of other individuals. The Narrator can tell the players some- _coula spell' tfieir aoom. Pa{mer stare'¥
thing about important NCs self esteem and honour. Remarkable coCdiy into tfie Xfiostran !JWJ-rd's eyes
NCs, such as other Clondis and arch villains, will always stand ana aema:naeato see nis master,
out of a crowd, for they have a level of KAI which is above that · mustering as mucfi cour~e as fie
of most people. COUUL On{y Cfi'autf cou(Jf ne(p tfieir
The players may find themselves in a situation where they are friend 'I'ynum now..•
quite aware of who their opponent is due to his high aura of KAI. '11iis is tfie t~e of situation wfiere
The villain may also recognise the players for what they are. onfy nerve aruf XJU can fie(p tlie
Both groups cannot simply attack each other, because such pfayers. 'Iliey are enterine tfte fair of
unsubtle use of force would be dishonourable. An elaborate game a renownea i.Ufer reCying onCy on
must be enacted as the players try to gain the necessary evidence, _tfieir aura ofpower to p~rsuacfe ~im
whilst their foe tries to prevent them from doing so. Both sides ·· to fie(p. 'I'llepCayers sfioit(Jf reaftse
have a strict code of honour which restricts their actions. tfiat anyone .t:ess tfian a true Fiero
wou(Jfperisli for 'sucfi impertinence.
Tne :Narrator, fioweve:r, fias otlier
~putation · pfans.for fiis players.
A character's KAI will affect how those around him act in his
presence and the Narrator can use KAI Success Tests to deter-
mine the reaction of NCs to the character. The Narrator must
remember that KAI has importance even outside a character's
normal environs and is of use when dealing with different cul- headed members of the Shevin may have difficulty with this con-
tures or races. An aura of inner power will be recognised in all cept and will need encouraging to play their role correctly. A
situations and will affect how others react to the character. good Narrator will use HPs and XP to achieve this. Continued
loss of face will ensure that the AC does not increase in skill, for
A character with a KAI of 11 or more will have begun to make a his low self esteem is limiting his abilities.
name for himself and his reputation may precede him. The aura
of confidence which surrounds a character with high KAI allows When the ACs begin to achieve higher KAI levels, then they
them to be noticed and recognised in all social situations. Such should begin to encounter the responsibilities of rank. Individu-
people draw attention to themselves whether they are in the High als with low KAI will look upon the players with awe and re-
Chamber of Lords in Treth or sitting in a Ha'esh koul-den deep spect, and will expect the ACs to be wise and just. Often peas-
within the swamps of Gevuria. Such attention can be both a boon ants and lesser folk will ask the characters for advice and seek
and a curse. wisdom from the players. The Narrator should make the players
feel as if they have achieved their place in the social ranks of
Reputation may also alert one's opponents that you are in the Agasha.
vicinity, and will allow them to prepare for your arrival. As the
players fame grows, they may have to travel in disguise and in-
cognito to keep the upper hand.
Local lords and other important individuals may have heard of
the ACs past exploits and request favours from the characters.
This can lead to patronage from an important NC during the cam-
paign, especially as the characters' reputation grows. As the ACs
fame spreads across Agasha many others will begin to take an
interest in their affairs.
!Rpponsi6i£ities
The level of KAI possessed by a character dictates his place in
society. Agashans believe that this is a natural occurrence, and
most individuals unquestioningly show the necessary respect.
The players should be reminded that they are playing Agashans
and should do likewise.
At low KAI levels, the players have little power or influence
over others. They must learn to be very careful how they act and
what they say around their superiors and betters. The more hot-
145
actions through.
!Jlonour Points (!Jfps) The Narrator should use KAI and HPs as a bribe to encourage
During the game, a character's KAI will change depending on better role-playing. The players should be taught that if they be-
the deeds undertaken. If he acts honourably, or if he performs an have in the spirit of the game, then they will earn the respect of
important task for the Clondis, then his KAI will increase. If he society, and will gain the benefits of their station. Those players
is seen to betray his Aja or to act dishonourably in some way, who refuse to play heroically will soon find that they receive
then he will lose some of the respect which his peers have for few XP and are treated with less respect than those players that
him. All of these situations are covered by Honour Points (HPs) have followed the Aja. Every player should be competing to amass
which are awarded by the Narrator during the game. KAI through HPs, for self worth and respect are far more power-
Honour Points vary between 0 and 20 and act as the 'units' seg- ful on Gargentihr than a fistful of cyls.
ment of the KAI characteristic. If the HPs total goes above 20, The Narrator should increase and reduce the players' KAI dur-
then the character's KAI characteristic will increase by one and ing game play. If the player gains or loses the HPs immediately,
the remaining HPs are added to 0. Similarly, if the character's then he should soon realise what he has done right or wrong, and
HPs total is reduced below 0, then his KAI characteristic is re- will learn how his character should behave during the game.
duced by one and the remaining HPs are deducted from 20.
Think of HPs as the characters conscience telling him what is
There are many ways to gain and lose HPs. In game terms, HPs right and wrong. If the AC commits a wrongful act, then the loss
will be awarded for behaving in a fashion which the Narrator of HPs should reflect this. The characters have spent all their life
deems as honourable and heroic. Although it is the character's on Agasha and instinctively know how they should act. By award-
intentions that count, he will still be affected by what people ing and deducting HPs the Narrator lets the players know too.
think of him. The character may be acting with the purist noble
intentions but if these are misunderstood by the public at large, The two tables in this section list some of the more common
then his reputation and his self esteem are going to suffer as the methods of gaining and losing HPs. As a very rough guideline,
character wrestles with his conscience. HPs awarded through the the players should get one or two HPs per sessions play, with
Clondis Code are less subject to such shallow judgement, and perhaps a bonus at the completion of a full scenario. It should
are based more upon the characters deeds and intentions rather take four or five full adventures before a character gains a full
than outward appearances. point of KAI and the total amount of completed scenarios re-
quired to gain a point of KAI should increase as the ACs begin
to make a name for themselves.
'Ifie Importance of!Honour
Honour is an important aspect of 'Tales of Gargentihr'. This is a
game of heroic fantasy, rather than a dungeon bash. The motives
'Ifie Cfontlis Cot!e
behind adventuring should be higher than simply gaining wealth, Despite the lack of an obvious structure to the Clondis society,
and Honour Points are designed to make the players think their there is a code of honour which all members follow. This code
represents the beliefs held by the Clondis and sets out a structure
of laws which makes the Clondis a tighter, more respected and
powerful group than just a group of hirelings. The Code has sev-
eral Aja, or rules, listed in order of importance.
The Aja were designed to keep players on the straight and nar-
row during a campaign. They are meant to show the players how
heroes should act. HPs should be awarded to those players that
follow the Aja and should be stripped from those characters that
break the Code. Remember that no witnesses are needed for HPs
to be gained or lost. It is the AC's self esteem which is affected
by the Aja.
146
action.
By upholding their Aja and through the completion of jobs in the
name of their Hall, the characters will rise in the ranks of the
Clondis, and thus will be seen as respected members of their
Hall; a reputation which will earn them good stead in the rest of
Gevurian society. Good Clondis will be high ranking members
of society whilst keeping their ties to the Clondis a secret.
These tables are meant only as a guideline for the Narrator, and
HPs should be used sparingly throughout the campaign. If the
AC does something of social significance during the campaign,
then several of the situ&tions can be combined to give greater
totals. The Narrator should bend the table to suit his needs. If he
feels that a player has role played well, then don't punish him.
Use HPs when they feel right. Always judge the players motives
as well as the characters. If the player does something, which
causes loss of honour for his character, because it is in his char-
acter's nature (i.e. he is role-playing) then remove less HPs than
if the player does it because it is in his nature.
The situations found in the tables are ·very much based around
the Karro ideals and principals found in Gevuria, and most Karro
and town Ha' esh follow these. Other cultures and races will have
very different ideas of what achieves fame and power. In other
realms, feel free to adapt the HPs rating to suit the situation at
hand.
Remember that great deeds breed fame and can elevate even the
most common Ha' esh into a popular cultural figure. Players can
find fame and social rank through their deeds and may find them-
selves within the political arena simply because their reputation
has made them a powerful pawn to be used by wily NCs.
As the ACs' KAI increase, the players should find it harder and
harder to gain a further point of KAI. A KAI of greater than 10 is
destructive and dishonourable fashion, for the other players will a rare thing indeed. Players reaching these levels should have
soon pressurise him into behaving himself. · had to work long and hard to do so.
It is far easier to lose HPs at higher levels of KAI than to main-
qaming ant! Losing !Honour tain a high honour. When the players have made a name for them-
By following his Aja, the AC will receive notability and Honour selves they will be expected to behave honourably and will no
Points. Tables 2 and 3 below list some of the more common ways longer gain HPs for the more mundane examples listed in Table
to gain and lose HPs in the ranks of the Clondis. The numbers 2 such as behaving honourably and upholding Clondis traditions.
listed under 'gain' and 'loss' are guidelines only. The exact The ACs will, however, lose HPs if they fail to uphold those
amount lost or gained is completely at the discretion of the Nar- same traditions.
rator and will also depend on the severity or importance of the
Table 2. Honour Point Situations- Gains Table 3. Honour Point Situations- Loss
Situation Gain Situation Loss
Behave honourably within other Hall's territory 1-2 Failure to pay debts 2-6
Respecting adversaries and tradition 1-2 Failure to avenge insult 2-8
Achieve picture and favourable mention in journal 1-3 Accused of minor crime 2-8
Fighting an opponent fairly and honourably 1-3 Impostor using your Clon-mark 3-8
Tricking another Hall's Clondis 1-4 Refuse fellow Clondis' challenge 3-8
Finishing a job for the Hall successfully 1-4 Taking on an unworthy job 4-12
Helping someone in trouble for no gain 1-6 Caught whilst working for Hall 5-10
Discover item or relic of importance 2-6 Identifying fellow Clan without permission 6-12
Upholding Aja in stress1u\ situations 2-8 Smear campaign against name 6-15
Providing a service for society in general 2-8 Betraying a fellow Clondis 8-16
Protecting the name of all Clondis 5-10 Convicted of crime 8-20
Collect trophy for your Hall 5-10 Disclosing your Hall's secrets 10-20
Kill a fellow Clondis 12-30
147
Cfont!is ~avours !favours
As the ACs Shevin completes missions for the Clon-Hall, they
These favours have been added to further entice players to be- will receive Favours. Favours are a way of measuring the re-
come Clondis. The Narrator can use such devices as rewards and spect the AC group has within a Clon Hall and therefore how
plot-devices throughout his campaign. much help they can expect to gain from their Clon peers. Every
time the players finish a special mission successfully they may
!Mem6ersliip '.Benefits receive 1 Favour from their Hall. If they perform spectacularly
well, maybe taking the mission well beyond the point they were
The Clondis receive much respect from all aspects of society
asked to, they will receive more Favours.
and often receive work through their reputation. As their fame
grows they will receive better jobs and employment from the These rewards are given to the Shevin and can be divided be-
High Shevin. In times of trouble, a Clondis can always rely on tween members as the group sees fit. Favours may only be col-
food and board from their Hall, and a hall will offer ransom for a lected from the Hall which gave them out. They may be used to
members safe return. gain medical attention, training, equipment, advice, contacts and
native guides, depending on the resources available at the Hall.
~om Favours are not given lightly by the Clondis, and ACs should
Players have a ransom value equal to their total HPs multiplied use their resources wisely. All Clon Halls have many useful con-
by 10, with each point of KAI counting as 20 HPs. tacts within their local areas. A map of the local swamptown's
sewers or a meeting with the local Tavin's Papa can be far more
A Hall will only pay if they believe that the ransom will save the useful to the players than mere healing services. As Narrator you
Clondis. Some Halls will mount rescues rather than pay a ran- should encourage the players to think about the options open to
som. They will rarely deal with Je'Khan or Khostran kidnap- them, regarding their Favours.
pers.
148
!Jfealing 'Equipment
A Favour will get every member of the Shevin totally healed by A good Clon-Hall will have a storeroom filled with useful items
the local Clon doctor. This type of favour can be called in at any such as weapons and armour, but may have more unusual equip-
time, providing that the Hall has the resources at the time. The ment such as a prized rockpipe, a couple of young skink, a picto-
Narrator should make things increasingly awkward for the play- graph, or a bag filled with glow-stones. Valuable items will not
ers if they insist on constantly using favours for healing. Re- be given out casually, and the ACs should have to role-play out
member that the doctor will have other patients and limited stocks the encounter with the Clondis in charge of the Hall stores.
of herbs, loam rods and medicine.
The best items are always only loaned out to a Shevin, and must
be signed for. Remember that this agreement will be part of the
'Training Shevin Oath, and breakage's, late returns and other violations
Each Favour will get one member of the Shevin one level in any can get the players into trouble.
skill desired, providing that the Hall has a suitable teacher. These
favours are best suited for between adventures. The Narrator can J1lJfvice & Contacts
stop any skill from being taken. A good teachers time is valu-
Every Hall, no matter the size, will know the comings and go-
able, and he will not always be available. NCs don'tjust sit around
ings of the local area. Clon Halls are great sources of informa-
waiting for ACs to get in touch.
tion, and Favours need not always be used to gain such knowl-
Flesh out the teachers, and give them personalities. The one leg- edge. If the players mull around the bar, or use the library, they
ged ex-officer of the Rol-Katel Engineering corps who always might find the clues that they were looking for.
complains about the ACs combat stance can add greatly to this
During a campaign, the players should meet plenty of the other
type of situation. Bring them into the campaign when you need
members of their local Hall. These individuals can be used as a
them, not just when the players want cheap training.
source of free information, but may call for favours from the
ACs.
Information or advice gained from a Favour should always be
useful to the Shevin. The players are turning in a hard-earned
149
Favour, and should get something in return. The Narrator should
prepare handouts for such Favours. Sewer maps, the layout to an ~fJU, ~ear ant! Insanity
important building, or a hidden path through the Gevurian swamps
can all be gained through Favours, as can useful contacts.
The contacts made should all be very individual and mysterious,
for they will be other Clon, or friends of such people. Take a
look at the players' Shevin. Pretty unusualbunch, aren't they?
Your contacts should be the same. Some examples are:-
A Khostran underling in Khos-Tavar who will take the
Shevin into his Collective, and shelter them from the pry-
ing eyes of the local House lords.
A young Ha'esh street urchin who knows the alleys and
hideouts of Rol-Katel like the back of his hand.
The grizzled Chinte' sailor who smuggles items and peo-
ple into J agan.
A travelling Jouk Bloodson who knows the position of
several natural warpholes.
Favours should be given out sparingly, and spent wisely. The She-
vin should treat them as a thing of value, but should never know
how much they are owed. If your players start arguing over whether There are many strange and unnatural sights to be found on Gar-
they should take Hanass the danja to the Clon doctor, or whether gentihr, and some of these are so fantastic and terrible that they
they should see the High Shevin about transport to the salt-plains will have a permanent effect on those who see them. On the whole,
of Tellah, then you know you've got the balance right. Gargentihrians are a simple folk who do not pry into the realms
of the Darklands and the other mysteries of their world. Those
that do may pay a high price for their curiosity.
~ear
Most peasants and commoners will flee from the least sign of the
unnatural (as well they should), but the ACs are supposed to be a
breed apart and do not scare so easily. There are still some un-
natural things that exude a deep foreboding and will cause even
the bravest heart to jump. Such things will require 'Fear checks'
based on KAI to be made by the players. The Narrator must de-
cide when a sight is so fantastic that the players must roll for
such a check. Certain creatures and items have this ability and
the following procedure is used to make a fear check.
Determine the Fear Rating of the test. This is the Diffi-
culty Factor of the Success Test to be made by the play-
ers. Ifa player has faced the particular fear before, then
he may receive an easier check.
Roll the Fear Success Test against the KAI of the charac-
ter. If he makes this roll, then he stands his ground. If he
fails, then continue below.
Determine the effects of the fear. The character may drop
to the ground sobbing, flee, panic blindly, or perform in
any other way that suits the situation. Keep things tense
at this point to bring out the terror felt by the characters.
The Narrator can allow other characters to try and break
the AC or NC out of his terrorised state. Skills such as
'Persuade' and 'Hypnotism' may be useful when trying
to do this. The time between such checks is left to the
Narrators discretion. Fear is a tool which should be used
to create tension during play. Only use the test in truly
horrible situations, for if it becomes common-place then
the tension will be lost.
150
Most weaker NCs will go totally insane if they see such crea-
tures, but the AC is made of stronger stuff and receives a KAI
check when dealing with true horror. The following steps are
followed:-
The Narrator decides on the Insanity Rating of the test.
This is the Difficulty Factor of the KAI Success Test which
must be overcome if the character is to remain unchanged
by the sight before him.
Roll the test against the KAI of the character. If he makes
this roll, then he stands his ground. If he fails, then con-
tinue below.
If the test is failed, then the terrible sight unsettles the
AC, and he will lose one point of KAI permanently. This
terrible encounter will be firmly etched upon the charac-
ters memory.
If a character's KAI falls to 0, then he has gone totally
insane, the effects of which are left up to the Narrator.
Such characters are advised to be removed from play.
(They're not usually very heroic).
Again, this system should be used sparingly for greater effect.
Players who lose KAI will realise that they are up against some-
thing totally beyond their comprehension and should act accord-
ingly. Several of the inhabitants of the Creatures section have
the abilities of 'Fear' and 'Insanity', and the Narrator can create
horror stories around these beasts.
Insanity
The truly gruesome and terrible things which lurk deep in the Placing a shade in a crumbling mansion deep within the misty
shadowy corners of Gargentihr can have a more permanent ef- moors of Gevuria can make for atmospheric and terrifying sce-
fect on those unfortunate enough to encounter them. Only to- narios if played correctly. The enigmatic Ancients and the world
tally alien concepts from the Darklands can have this effect on of the Darklands should remain mysterious and terrifying. Use
Gargentihrian souls, and are dealt with by Insanity Success Tests, these rules to create the feeling that the players are dealing with
again based on KAI. forces outwith their control.
'I1ie great aoors sfummea 6efiina'l(arratfi [itq_ tom6stones, tfieir ominous ecfio rippCing afong tfie 6{ack__mar6Ce corricfors
of tfie 'l(yros Jnstructus. %e 6ustCing noise ana crowcfs of tfie aocl<:§ were now a memory, repfucea 6y tfie tfiic/(;_ 6rooa-
ing atmospfiere tfiat Cingerea in every sfiacfow. 'I1ie 'l(yromancer s footsteps 6ouncea arouna tfie ornate wa{{s of tfie
Satornian Centre, sigfr.ts ana sme{{s ref(jnaCing o{c[ memories. %is migfity 6uiCaing was a catfiecfra{ to tfie arcane sci-
ences of 'l(yros .9/..ae{ti, its giant spires a monument to tfie powers ofSa. It was wfiere 'l(arratfi 6eCongecf.
%e 'l(yromdnCe.'f- fiacf {earnt fiis craft fiere, taugfit 6y tfie powerful tDane %ir!( 'I1ie steam-powerecf Ca6oratories, pan-
effea gem- "6rarie:s, ana fiuge meaitation-fia{{s of tfie Satornian Centre were as famiCiar to fiim as any p{ace fiaa ever
6een. Since fiis arriva{ 6y cutter fust nigfit, 'l(prratfi fiacf 6een searcfiing for famiCiar faces 6ut fiaafouna none. 'Io finaffy
stana in tfie iron gfus-aomeafoyer of tfie Centre was [itq_ greeting an o{c[frimc[, a sense of comfort ana safety wasfiing
over fiis tirea Cim6s. %e 'Ta{ancfar tDisrupters fie{c[ tfie entire 6ui{c[ing in Pfiase, affowing 'l(arratfi to pfiysicaffy fed fiis
surrounaings.
'J{pw to Jina :Master %ir/( Jfe passea afong tfie wfiispering corritfors of tfie western wing, 6reatfiing aeep tfie smeff of
cfiargea Sa-energy. %e :Masters cftam6ers were on tfie tentfi {eve{ of Spire .9/..rance. J{e wou{a 6e re{ievea to see fiis
mentor, for everytliiWJ itt t{te i nstitute felt aifferent. 'I1ie 'l(yros Jnstructus was ever cfianging ana fie fiaa 6een away
for too Cong. . ' 1" ...
'l(arratfi"S{ouf{y dim6ea tfie great circufur staircase oiSpire .9/..rance, a tremenaous feeCing of foss sweffing witfiin fiim as
fie readtei tlie tentfi. Cevel Jnstinctive[y lie K._new tfiat sometfi.ing was wrong, 6ut notfiing cou{c[ prepare fiim for tfie
scene wfiicfi. met liis eyes.
1Tie upper fuvefs of tfie spire were gone! Crum.bfing stairs fea into ruin (i!q, agiant s/q,{eta{finger pointing upwarcfs into
tlie cfarf\snetf sf(jes above. :Heavy aropCets of rain fefl from tfie jaggec[, gaping maw tfiat was once tfie roof of fiis
:Master's quarters. 'I1ie wafCS fiaa!ialffaffen away, reveafing tfie surrounaing spires wfiicfi towerecf a6ove tfie port, ana
Offowing tlie strong eastern wincfs to wfiistJe antf moan liaunting{y tfirougfi tfie ae6ris. 'l(arratfi stooa in si{ence, una6{e
to ta~ tlie scene of tfestruc. . n 6efore ram.
'Loo/(jng for someone?' %e vo · e was liigli antf moc/(ing, jiffec[ witli fiate. It was a voice tfiat 'l(arratfi K._new we{{. Jfe
tense ant! sfow{y turnetf to faee t tfoorway 6efow liim wfiere aMtlier 6facf(:datf Xjfromanar stooc[, smaflflames of
energ}J fu;f(jng mocm-metaffingers in tfeadly anticipation.
'yre1-tings '.Fett'. 'l(prratli starea at liis opponent. '.Fett fiac£ liatetf fii.tn ever since 'l(prratfi fiac£ 6estea fiim in a Gitter
'.Form.-auet. ey ootfi oeen young. 'J{pw 'l(arratfi stooa lidpfe.ss, pfiasec[, wliifst Ii.is foe goaaea fiim.
".You are not so arrogant now, are you :Hess?' {auglietf '.Fett Oitterfy. "I1ie 6{intf oftf man was tfie same, 6efore I snappea
fiim {~ a/twig!'
'l(arra Ii 's lieiz.rt san~ :He fiac£fearea tfie worst for Ii.is !Master, but fiac£ tlenietf tfiose fedings. Jfatrerf, pain anafear rose
insicfe ff.im. :He /(new tliat tfiis was tfie end.
"The $targrows ever stronger. 'We liave lieftf oacl(jrom accepting our riglitfui powerfor too fong. 'J{pw you wiff aie, [itq_
af{ tfiat stantf against us! '
Lines of energy tfancing wafj{iiksring arountf fiisJiit;gers, '.Fett arclierf Ii.is 6ack:_ana Cet tfie Sa course tfirougfi fiis 6oay.
'I1ie m ticoCOU.rnf spiraf of energy fit tlie 'l(yromancer's twistia-features, gross{y q_aggerating ft.is manic g{are as cur-
rents ef controffea power cliar;getf tfie tliicl( atmospliere. J'l torrent of wi{c[-6{ue fire 6urst from fiis fiancfs ana sfiot
6etween lie two '.Formweave:rs. !Muscfe.s spasmetl, a miflion iny neerf{es of fiot agony piercing 'l(arratfi sfCesfi as
fi.owCing efe.ctricity swept tlirougfi fiis 6otfy, 6rutally cutting fi1s Cegs from 6eneatfi fiim.
Jfeacf 6acf<v. '{Fett unkaslietf a mercikss cry of victory as fie tcfiea Sa arcfi from moon-meta{ to foe. Suc[c{en{y fiis face
s
cliangec[, triumpfi tum~ ta pam. >In mliu.ma11-...s · {of feraf agony caugfit tfie wina as :Fett neck__ ex:pCoaecf in a
sfi.ower 0 w ';t.. canet. 'I1ie XJ!romancer 'U)QS ffu.ng to sitfe, smasfi.ing against tfie rain-s{ick__stone as '.Fett 6reatfiea fiis
fust. 'Ifie tric(([es of cofourea Sa saa i.nto roc/(ana slUufow, as tfie energy 6uiCa-up aissipatea into tfie surrounaings.
'l(arratli stooa rigUt, una6k to c.omprelientf 'UJliat mifilit liave liappenecf. .9/..{{ {ogic aictatea tfiat fie sfiou{rf liave 6een aeacf
6ynow.
''We just lfiappenea to 6e passi.ng ana tfiougfit tliat you couUf use a ft.anal' sfi.outecf Pa{mer from tfie stairwdl fiis voice
straining against tfie rising wituf. %e grinning figure.s of'Tymon ana (janna emergecf from tfie aark__ness, tfie Cfianni
resCinging lier fongoow. 1(.arratli was stunner£ into silence.
".You sfi.o IQwuJ oy now tliat we 're aiffo;uft peopCe to sfiaks off 'You join tfie Cfonais for Cife, 'l(arratfi. 'Your pro Mems
are tfie Sfi~vin 's ro6Cems. 'You mustn't 011 et tliat '.
Phasing -The Kyromancer's ability to return to the Physi-
1(yromancy cal Sphere from the Fade using a Dyce Transformer.
"Art and Science in equilibrium forms the power of dreams" The Physical Sphere - The material, real world of Gar-
Toth Maland, gentihr, where all mortals exist.
153
Lathmir in 1478. New Scientists have further speculated that Dyce roware'. He must stay within the dark halls of the Kyros Instruc-
Syndrome is in some way connected with the increasing pollu- tus to fully learn how to control his powers and to earn the coded
tion caused by technology, but no scholar is willing to comment badge-documentation, the Tabla Rasa, which enable him to le-
further on this theory. gally use the powers of Sa across Gevuria.
Fading is a slow and terrifying experience. At first the victim is
prone to disorientation and blackouts as the disorder takes hold. 'Ifie ~atk
Sight becomes permanently blurred at this time and the victim's "We silently touch the fabric of the physical sphere.
voice will become alarmingly faint and hoarse. After several
weeks of the illness, hearing will fail. Soon after this, the victim We are called spirits by the ignorant and feared by the wise,
will experience the first Fade. He will feel the senses slowly drain- Truly there are none more than us alive!"
ing from his body, leaving him in a weakened state. The victim
will now only see a misty haze around him, hear only in muffled Mortigan Fass,
drones, and will no longer be able to physically feel any object. Master of Kyros Ebon.
Only a slight pressure beneath his body indicates where the ground
is. Jevin, 1566.
To others, the victim will appear to slowly fade away to a grey, The Sa-disrupting effects of Dyce Syndrome result in the Kyro-
mist-like state; literally a shadow of his former self. At times his mancer permanently existing in the Fade, with his Kyrosuit act-
image will flicker and blur, bright blue Sa crackling through his ing as the lifeline which prevents him from disappearing into the
body. His voice will whisper and rasp, often lost in a haze of Darklands for ever.
white noise. Attempts to aid the victim are futile and will pass The Fade is a gateway which flows between the Darklands and
through his faded body as if he were mere illusion. At this point, Gargentihr, touching both. The Fade is far closer to Gargentihr
Dyce Syndrome has taken full hold on the body. than it is to the Darklands, thus the Kyromancers exist partially
The first Fade usually lasts eight to ten hours, after which the upon the world of Gargentihr, held there by their technological
victim will slowly ebb back to full solidity, albeit with greatly items. The Kyromancers would slip silently into the Darklands
weakened senses. He will remain solid for only a further day forever if it were not for these Kyroware devices acting as an
before he begins to fade permanently. Dyce Syndrome must be anchor to the physical world.
treated before the final Fade begins, for many victims cannot Every Kyromancer exists in the Fade, permanently alone, look-
endure the mental and physical strains involved. An untreated ing into a hazy image of Gargentihr. The world of the Kyro-
victim will simply fade away for ever, joining the residue of the mancer would appear permanently blurred and unreal without
dead upon the River of Souls which flows through the heart of the use of technological sensors, such as the Optical Filter and
the Darklands. the Phonetic Link. It is these devices which allow the Kyromancer
to constantly interact with the 'Physical Sphere' of Gargentihr,
'Ifie 'Treatment acting as his eyes and ears.
Those sufferers of Dyce Syndrome that are lucky enough to be
diagnosed before they enter the final Fade are sent to the Kyros
Instructus, headquarters of the Institute of Kyromancy in Jevin.
Here, they may be operated upon by skilled masters who can
halt the spread of the disorder. The solution to this terrible ill-
ness lies in a technological device known as a 'Kyrosuit'.
The Kyrosuit is a one-piece body suit which must be physically
melded with the victim's body. The suit is made out of the rub-
ber skin of the giant sarakem beasts and has many strange prop-
erties. A Kyrosuit, once correctly fitted, is a living, growing sec-
ond skin. The thick green blood of the sarakem courses around
the suit and mixes with the victim's own, creating an individual
who is no longer entirely Karro.
This bio-organic device somehow saves the victims of Dyce Syn-
drome, stabilising the effects of the Fade. Whatever secrets lie
within the flesh and blood of the giant sarakem are known only
to the High Surgeons who perform the highly skilled medical
ritual which Kyromancers call 'Sa-melding'. After this compli-
cated operation is complete, the victim will continue to experi-
ence Fade, but will never slip permanently away into the River
of Souls.
Once fitted with his living Kyrosuit, the Karro becomes a Kyro-
mancer, existing in the Fade but able to fully interact and enter
Gargentihr with the aid of technological devices known as 'Ky-
154
In effect, the Kyromancer acts as if he is slightly out of phase items which are implanted into the Kyromancer's body.
with the rest of the world of Gargentihr. He appears as a slightly
Asides from the Kyrosuit, there are three pieces of Kyroware
transparent and silent blur to everyone, even with the Kyrosuit
used by every Kyromancer. These key items are the Dyce Trans-
on. The Kyromancer cannot touch, feel or interact physically
former, the Optical Filter and the Phonetic Link. The first device
with anyone or anything whilst he remains in the Fade, and like-
provides the Kyromancer with the means to fully re-enter the
wise cannot be touched. He is immune to almost every form of
world of Gargentihr, whilst the latter two devices return the Ky-
physical attack whilst he is in the Fade, including weapons, fire
romancer' s failing senses to him, both in the Fade and in
and damage from falling.
Gargentihr. These three contraptions are the only technological
The Kyromancer requires no food, w_ater or air whilst in the Fade, items that work in the Fade. All other Kyroware only works once
and suffers no ill effects from the depravation thereof. The Ky- the Kyromancer has Phased into the Physical Sphere.
romancer must still expend energy whilst in the Fade and is prone
Every technological piece of Kyroware used by the Kyromancer
to the other effects of Fatigue through skill use, Encumbrance
must be constructed entirely from moon-metal, for this element
and physical exertion.
contains the natural ability to phase from Gargentihr to the Fade
Gravity still effects a Kyromancer in the Fade. The surface of with the Kyromancer. All other elements and objects are simply
Gargentihr omits a slight Sa-field which prevents the Kyromancer unable to Phase, and would cause the Kyromancer extreme dam-
from sinking through the ground. The Kyromancer may also age or death if he attempted to Phase whilst carrying them. Only
freely walk on the surface of any large body of water, but can the living tissue of sarakem flesh and the crystalline products
break through the surface if he so desires. called gems would seem to share this ability with moon-metal.
These elements can be used and physically touched by the Kyro-
The Kyromancer may not pass through the ground's large hori-
mancer, even when he is in the Fade.
zontal Sa-field but is freely able to walk through doors, walls
and other solid obstacles that exist in the vertical fields at a cost Devices and items which are made of moon-metal must be fused
of D6 FAT per obstacle. No sounds are made when the Kyro- and joined to the flesh of the Kyromancer before they gain the
mancer walks in Fade. ability to Phase. Even objects of pure moon-metal cannot enter
the Fade until they have been surgically Sa-melded to the Kyro-
There are still a number of items and elements which can harm
mancer using techniques known only to the High Surgeons of
the Kyromancer whilst he is in his natural state of existence within
the Kyros Instructus.
the Fade. These include:-
The Kyromancers' lack of ability to use and touch other ele-
Natural Sa-energy such as that found in Sa-storms and in
ments naturally makes them very non-materialistic and aloof.
another Kyromancer's energy attacks.
The petty affairs of mortal greed have no place within the halls
Sa-energy controlled and wielded by mortals using Be- of the Kyros Instructus.
lief Magick.
Certain alloys of metal that consist partially of moon- Pliasing
metal. "Respect my kind when we walk the Fade.
Weapons whose attack uses energy, such as the Keldin But fear us when we Phase."
bar.
Toth Maland,
It seems that these elements do not physically enter the Fade.
They harm the Kyromancer by disrupting the Sa-energy which Arch-scientist of Kyromancy.
flows through the Fade between Gargentihr and the Darklands. Jevin, 1559.
Kyromancers see the materials and elements that can harm them The true power of Kyromancy lies in the art of 'Phasing'; that is
more clearly than anything else on Gargentihr; they glow with a the ability to return from the Fade back into the Physical Sphere
faint tint of blue Sa. All Kyromancers fear such objects and avoid of Gargentihr. The Kyromancer can utilise a number of technical
them at every opportunity. devices during the limited time when he returns from the Fade.
Such equipment provides him with many unusual powers.
'1Qjroware The Dyce Transformer, first invented in 1481, finally allowed
"The powers of modern science allow us to once again walk the stabilised victims of Dyce Syndrome to regain a physical· state
world of physical mortals." upon Gargentihr, at least for short periods of time. The act of
Phasing takes roughly 6 seconds, at which time the Kyromanc-
Jason Tredean,
er's insubstantial body is surrounded by a fiercely coloured field
Disciple of Kyros Modare. of Sa which crackles and flares intensely. The field is harmless
but is loud and bright enough to alert anyone nearby.
Jevin, 1579.
The Transformer allows the Kyromancer to Phase back from the
In order to fully interact with other mortals and the world of
Fade and into reality. The Kyromancer can touch, feel and to-
Gargentihr, every Kyromancer uses devices called 'Kyroware' .
tally interact with his surroundings like any normal mortal for as
These pieces of equipment are amongst the most advanced tech-
long as the device remains switched on. Likewise, he may be
nology to be found on Gargentihr, mixing the new sciences of
physically attacked and harmed as if he were a normal mortal
gem technology, mechanics and surgery to produce moon-metal
whilst he has Phased into Gargentihr.
155
Whilst Phasing, the Kyromancer may use stored Sa to run a All apprentice Kyromancers who do not receive the Tabla Rasa
number of moon-metal contraptions which can also affect the are deemed of unsound mind and unholy disposition, and are at
physical world. Most Kyroware may only be used whilst the once put to death by the High Surgeons, as commanded by the
Kyromancer has Phased into Gargentihr. It should be remem- Church. The Tabla Rasa are official Church pardons, which pro-
bered that only two other items, the Optical Filter and the Pho- vide their owner with the right to Phase and to use their powers
netic Link, can be used before the Kyromancer Phases into Gar- in Gevuria.
gentihr. These devices allow the Kyromancer's senses to operate
fully both within the Fade and upon Gargentihr.
'11ie 9(yros lnstruc.tus
The art of Kyromancy lies in the ability to walk the Fade and to The Institute of Kyromancy is based in Jevin, in a warren of
Phase into Gargentihr to use advanced equipment. The most com- spires, halls and impressive structures known collectively as the
monly used scientific devices, and the powers which they pro- Kyros Instructus. It is from here that the Institute conducts its
vide, are discussed later in this chapter. business and trains its members in the arcane arts. All of the
Institute buildings are built on sacred ground granted to the
Kyromancers by the Church. The followers of Sandis never over-
'I'/ie Institute of ~omancy look a chance to remind the Kyromancers of this fact.
Bound together by the curse of Dyce Syndrome, the Kyromanc- The Kyromancers have few branches of their Institute outside of
ers of Gevuria began to join forces soon after the Karro's arrival Jevin. They remain a small, secretive organisation existing on
upon Agasha in 1492. The Institute of Kyromancy is unique the edge of Gevurian society. Kyromancers know that they are
amongst Karro societies,, for it's members are first and foremost very different from the mortals that fully exist on Gargentihr,
individuals with their own hidden interests and mysterious goals. and many shun the company of those that cannot comprehend
They usually remain aloof from the petty political power-games the spiritual solitude of the Fade. The tall spires of the Kyros
played by the other societies, working only for their own ben- Instructus contain many dark secrets that the Institute keeps well
efit. hidden from the powers-that-be in Gevuria. There is a very obvi-
Still, the Institute plays an important part in the fabric of Gevuria ous rift between this society and the other Karro institutions, and
and various factions within the Institute often find themselves neither side cares much for the other.
drawn into the affairs of other mortals. The Kyromancers have The Institute in Jevin is testimony to an impressive understand-
their own seperate outlook on life, fuelled through the Dyce Syn- ing of the new scientific powers that are developing in Gevuria.
drome. The Kyros Instructus has split into individual factions The Kyromancers command a great deal of respect in the fields
which reflect the Kyromancers' views on life, internal politics of technology, and are close rivals to the Institute of New Sci-
and the greater schemes of Gargentihr. ence. There are three inventions that are particularly important
to the running of the Kyros Instructus. These are:-
'11ie .!Jlpprenticesh..ip Talandar Disrupters. These giant panels of polished
There is only one way to prevent the oblivion promised by Dyce black wood loom silently around many buildings within
Syndrome, and that is to make your way to the Kyros Instructus the Kyros Instructus. They contain a mass of complex
in Jevin; home of the Institute of Kyromancy. The Kyromancers gem-circuitry which, when 'tuned' with the other panels,
known as the High Surgeons have dedicated their lives to pro- forms a great force-field within the building that they sur-
ducing a cure for the Syndrome, but have not yet found a way to round.
allow permanent Phasing. They do, however, have the ability to
The panels stabilise the area by absorbing Sa, and cause
freeze the Fading process.
all Kyromancers within the building to Phase into the
New 'apprentices' into the Institute of Kyromancy are all vic- Physical Sphere of Gargentihr, without them having to
tims of Dyce Syndrome who have survived long enough to re- expend energy to run their Dyce Transformers. In effect,
ceive the Sa-melding treatment from the High Surgeons. The the Kyromancers become normal mortals within the con-
Witch-hunters of the Church constantly seek such individuals fines of the panels, and they may interact physically with
out and pass them over to the Institute for training. their surroundings for as long as they stay within the field.
The process of fusing Kyrosuit to Kyromancer is a long and dan- Giant Talandar Disrupters surround the Institute's Labo-
gerous one which can cause unimaginable pain and mental strain. ratories, many private chambers and the Halls of the High
The apprentice undertakes an arduous series of training sessions Surgeons. The panels are not only used in the workplace;
with a full Kyromancer immediately after the attachment of the many Kyromancers enjoy the ability to relax in the physi-
suit, so that he may learn the correct techniques of Phasing. cal world, at least for a brief time.
The apprentice training process is closely co-ordinated with the Zetadan Chambers. The Institute has developed a means
Church under the watchful eye of the Witch-hunters. The Church of teleportation which allows Kyromancers to travel in-
of Sanctology has been particularly wary of the Kyromancers stantly from one location to another over any distance.
since High Sanctor Caspin III was almost assassinated in the The Zetadan Chambers are small booths, 6 feet square,
Darktime of 1569 by an insane Kyromancer by the name of Lann which can transport individuals in the Fade from one
Gantirr. This lead to the Treaty of the Holy Energies in 1571, Chamber to another.
when the Witch-hunters gained full control over the selection of
The Kyromancer must remain in the Fade during
which apprentice Kyromancers received their Tabla Rasa code.
teleportation, for no physical material or creature can with-
156
stand the massive energy-fields produced by the Cham-
ber. A number of Ji-crystals are kept in every Chamber,
Social Ylcceptance
11 11
All mortals fear what they do not comprehend
with the other half located in the destination Chamber.
The Zetadan Chambers must be controlled by a second Morhad Tristhu,
individual who programmes the booth from the outside
Arcane scientist of Geva.
whilst the Faded Kyromancer enters.
Gevurians both fear and distrust the Kyromancers, believing that
The act of teleportation is strenuous, even in the Fade. A
all wielders of such power are capable of unspeakable evils. It is
Kyromancer will gain D20 FAT every time that he uses a
dishonourable for a family to be associated with such people and
Zetadan Chamber.
most Kyromancers are disowned when they enter the School of
There are many Chambers to be found in Jevin and be- Kyromancy. Many families go to the lengths of declaring their
yond. The largest swamptowns and ports will all have at child dead when he enters the school and he will never again be
least one small Institute building, containing one or more welcome in his father's home.
of the Zetadan Chambers. The Chambers will be con-
A travelling Kyromancer will attract attention wherever he goes,
stantly manned and protected by trusted members or al-
for they are rarely seen outside of the black spires of Jevin.
lies of the Institute.
Kyromancer characters should appear both mysterious and dark.
Laboratories. Each Kyromancer is a scientist of sorts, Few people, especially the less educated and poorer classes, re-
and will have a workplace within the Kyros Instructus. act to their presence well and the superstitious will often cross
Every Laboratory is covered by a Talandar Disrupter to themselves with religious wards in the presence of such people.
enable the Kyromancer to physically interact with his
The other Societies of Gevuria tolerate the Kyromancers existence,
surroundings. There are a great many laboratories in Jevin,
knowing that they could do little against the powers of the Insti-
for each legal Kyromancer has a workplace here. Often,
tute. The fear felt towards the Kyromancer cancels the social stigma
the scientists use Zetadan Chambers to travel between
carried by the Institute; Kyromancers simply frighten other Socie-
Jevin and their homes in distant towns.
ties into accepting them. The Kyromancers are mostly loners and
individuals and are not politically active as a group. This aloof
attitude has eased the fears of the other Societies and allows the
Institute of Kyromancy to operate in Jevin with little interference.
The Church of Sanctology has sanctioned the use of Kyromancy
in Gevuria, providing that the user wears his Tabla Rasa, the
coded badge produced by the Institute and fused to the Kyro-
mancer's Kyrosuit. The Church dislike the Kyromancers and do
not condone the use of their powers, but the Institute provides
the Witch-hunters used by the Church and they are reluctantly
accepted because of this single service.
Until the invention of the Talandar Disruptors, the Church had
no control over the Kyromancers, adding to the fear and tension
caused by the victims of Dyce Syndrome. The Church has al-
ways kept a close watch on the Institute via the Witch-hunters,
using the fear of Sandis and the powers of technology to subtly
control these remarkable individuals .
.9Lppearance
All Kyromancers must constantly wear their Kyrosuit; a black
sarakem-leather garment covered in tubing and moon-metal clips.
These outfits are designed to stabilise the effects of Dyce Syn-
drome and prevent the Kyromancer from fading further. Thick
rubber pockets containing green sarakem fluid run across the
suit and aid the flow of Sa-energy across the body.
The manipulation of Sa takes its toll on the human body. All
Kyromancers have pale, white skin due to the continual wash of
Sa over their bodies, and other mutations are common. Such is
the price to pay for using the powers of Sa.
The other pieces of Kyroware used by the Kyromancer are all
biologically fused onto his body, and have become a part of him.
These items often have a mass of wires and tubing which run
along the Kyromancer's body and into his flesh, thus making
him appear even more grotesque.
157
When the Kyromancer is not Phased into the Physical Sphere,
he appears as a slightly transparent, hazy blur to all who see him. ~omantic ~actions
The use of the Optical Filter and the Phonetic Link provide the There are many smaller sub-groups within the Institute of Kyro-
Kyromancer with the use of sight, sound and vocal abilities, but mancy, but all tend to have ties with one of three main factions .
add to his alien, non-human appearance. Other devices made of These separate groups secretly vie for power within the Kyros
moon-metal are often attached to his body, further de-humanis- Instructus. They have even been known to become entangled in
ing the Kyromancer's appearance. the politics of Gevuria if they believe that there are others who
can help them rise to power within their Institute.
'Documentation
Kyromancers are greatly feared by the Karro of Gevuria, for their ~os'E6on
powers make them very dangerous. In 1571, Caspin III, the High 11
None of us were given the choice to Fade.
Sanctor of the Church of Sanctology at that time, passed a de-
cree which was designed to reduce the freedom of the We are truly victims of a cruel disease. 11
158
~OS JJWe{ti Alter Characteristics. Victims of Dyce syndrome are
not ordinary mortals. Their minds and bodies have been
"We control our own destiny.
altered by the disorder, and this affects their characteris-
Only a fool would deny the powers given to him." tics.
Tannis Rage, A Kyromancer's DAL characteristic starts Favoured twice
so that the AC begins with a DAL characteristic of at
Kyros Adelti.
least 6. Dyce Syndrome particularly affects the senses of
This faction often deals with the chaotic and destructive side of it's victims, so all Kyromancers begin with their SEN
Sa. The specialists of the Adelti field tend to be loud, outspoken characteristic Slighted. For his second slight the Kyro-
individuals who often use their powers in dramatic ways. There mancer must also Slight one other Physical characteris-
are many amongst the Adelti who have come close to losing their tic to show his weakened state.
Tabla Rasa for crossing power with the Witch-hunters of the
The Kyromancer is free to Favour or Slight any other
Church.
characteristic as he sees fit, but cannot further alter his
The Adelti see their powers as a great gift and strive to better DALorSEN.
themselves and their technology. Whilst the Ebon permanently
Choose Kyroware. Each Kyromancer can have a lim-
seek a cure for Dyce Syndrome, the Adelti would never will-
ited amount of items Sa-melded to his body. These diffi-
ingly give up their powers. They believe that they are truly supe-
cult surgical operations are conducted by the heads of
rior to all mortals and arrogantly use others as pawns in their
the Institute of Kyromancy; the High Surgeons. No start-
struggle for power.
ing Kyromancer has the ability or the equipment to per-
The more destructive organisations of Kyros ,i\~elti, such as the form such delicate tasks by themselves, and are thus lim-
rising Order of the Star, tend to play a more dominant role in ited to the Kyroware described in the basic game.
Karro history than factions within the other two Houses.
The AC Kyromancer has a number of spaces for Kyro-
ware equal to his DAL characteristic. Each piece of Ky-
~OS Af.otfare roware will take up 1 or 2 spaces, as listed under its de-
" Life must continue. scription. The Kyromancer must look through the list and
choose which pieces that he wants Sa-melded with his
We are no greater or lesser than any other Karro. body.
We are simply different." Modifying or replacing existing Kyroware is a long and
Kythand Dallatech, dangerous process, thus some Kyromancers leave a few
spaces free for future addition. An AC Kyromancer is
Kyros Modare. free to take less than his full DAL worth of Kyroware.
This faction deals with the natural balance and equilibrium of all Buy Skills . The Kyromancer spends his Skill Points like
things, and regards the Dyce Syndrome as neither a curse nor a any other character, but must remember to buy at least
blessing. The Modare seek to understand the disorder, rather than one level in each appropriate 'Control' skill for his Ky-
to cure it or to advance it. They use what they have as they see roware. Each level of 'Control' skill for any device costs
fit, simply because it is there. 4 Skill Points.
The Modare are the most practical members of the Kyros In- Fill in Kyromancer Sheet . The player must fill in a
structus. They regard themselves as the equals of 'normal' mor- photocopy of the Kyromancer Sheet so that he ha~ quick
tals and are more willing to interact reasonably with the other reference to his Kyroware and his Sa Point Pool during
societies than their peers. Kyros Modare often act as peace-keep- play.
ers between the Institute and the other Gevurian societies.
Every piece of Kyroware should be listed along with the
appropriate 'Control' skill and the Difficulty Factor lev-
Creating a Xyromancer els.
The player should also fill out the Sa Point Pool section,
The Kyromancer is the most difficult type of AC to generate due
listing his 'Control- Dyce Transformer' skill levels and
to the extra work involved, but it can be the most powerful and
the amount of SA Points gained at each level of Diffi-
rewarding character to play. The steps below summarise the ad-
culty.
ditional creation processes involved when an AC joins the Insti-
tute of Kyromancy. All of the information gained from these steps
should be written onto a photocopy of the Kyromancer Sheet
supplied with the game.
Choose Kyromantic Faction. Each Kyromancer belongs
to one of three main factions within the Institute of Kyro-
mancy, and it is this which determines many of the Kyro-
mancers allies, enemies and beliefs. The player should
read the description of each faction and decide which one
best suits his character concept.
159
'Ifie Powers of !Fatfe
The Kyromancer appears slightly transparent, making him
difficult to see in poor lighting.
There are several abilities open to the Kyromancer whilst he re- The Kyromancer makes no sound when he is in the Fade,
mains in his natural state within the Fade. He cannot draw upon unless he speaks through his Phonetic Link.
the Sa-flow within him in the Fade, and so he cannot use any of
the technical devices which are powered by Sa. The Kyromancer is immune to almost every form of physi-
cal attack whilst he is in the Fade, including weapons,
There are three devices which the Kyromancer may use in the fire and damage from falling.
Fade:-
The Kyromancer requires no food, water or air whilst in
The Optical Filter clears the blurred vision associated with the Fade, and suffers no ill effects from the depravation
Dyce Syndrome and allows the Kyromancer to clearly thereof.
see the Physical Sphere around him, whilst he is in the
Fade or in Gargentihr. The Kyromancer has the ability to walk through physical
barriers such as walls and doors. The power to walk
The Phonetic Link replaces the vocal and aural disrup- through the vertical Sa-fields can be tiring and costs the
tion caused by Dyce Syndrome and allows the Kyro- Kyromancer D6 FAT every time that he does so.
mancer to hear and communicate with the Physical
Sphere, whether he is in the Fade or in the physical world. A Kyromancer may still communicate fully with everyone in the
Physical Sphere whilst he remains in the Fade, providing he uses
The Dyce Transformer allows the Kyromancer to Phase a Phonetic Link and an Optical Filter. Without these devices, the
from the Fade into the Physical Sphere. Whilst this de- Kyromancers senses are hazy, making communication difficult.
vice is on, the Kyromancer becomes solid. Only once
this device is switched on, and the Kyromancer emerges There are also disadvantages to existing in the Fade :-
into 'reality' can any other power be used. The Kyromancer appears as a slightly transparent and
The Fade is the Kyromancer's natural habitat and offers him sev- silent blur to everyone, even with the Kyrosuit on.
eral advantages over normal mortals. The Kyromancer cannot touch, feel or interact physically
with anyone or anything whilst he remains in the Fade,
160
and likewise cannot be touched. Kyromancers require the artificial Kyrosuit to help them to draw
in the Sa. The Kyrosuit also provides the Kyromancer with the
The Kyromancer's senses are greatly reduced, even with
ability to manipulate the Sa that flows through his body. It is this
the assistance of the Optical Filter and Phonetic Link.
ability that gives the Kyromancers their arcane skills.
The Kyromancer must still expend energy whilst in the
All of the Kyromancer's powers are derived from his Kyroware;
Fade and is prone to the other effects of Fatigue through
from the Kyrosuit, which stabilises the effect of Dyce Syndrome,
skill use, Encumbrance and physical exertion. The Kyro-
to the Dyce Transformer, which allows the Kyromancer to Phase
mancer can rest and sleep in the Fade to remove excess
back into the world of Gargentihr. These items can only affect
FAT.
the Kyromancer's surroundings when he has Phased into the
The Kyromancer can only affect the Physical Sphere by physical world of Gargentihr. This section explains how the Ky-
Phasing. Most pieces of Kyroware do not work in the romancer achieves this and what powers are available to him.
Fade.
Gravity still effects a Kyromancer in the Fade. The Ky-
romancer may not pass through the ground's large hori- '1'fte Sa Point Poo{
zontal Sa-field. Every Kyromancer requires Sa-energy to power his technical
equipment when he Phases into the Physical Sphere. Vast fields
There are still a number of items and elements which can
of Sa ebb and flow around the Kyromancer whilst he remains in
harm the Kyromancer whilst he is in his natural state of
the Fade, but the energy is too volatile to use in this state. The
existence within the Fade. These include all forms of Sa-
Dyce Transformer constantly absorbs Sa in the Fade and refines
energy, moon-metal alloys and energy attacks, such as
it so that the Kyromancer may use it when he enters the Physical
the Keldin bar.
Sphere.
'1'fte Powers ofScie:nce In game terms, the Kyromancer has a Sa Point Pool. This Pool
shows the current number of Sa Points that the Kyromancer has
available. He expends these Points every time that he uses one of
Kyromancers live like every other mortal, drawing in Sa from
his pieces of equipment.
thier surroundings in order to exist. The difference is that the
161
The size of the Sa Point Pool is determined by the Kyromancer's
DAL characteristic and his 'Control- Dyce Transformer' skill. (jameP{ay
The Kyromancer must decide the Difficulty Factor of a 'Con-
trol- Dyce Transformer' skill Success Test. The higher the Diffi-
culty, the greater the number of Sa Points gained in the Pool.
Pliasing In
The first thing that a Kyromancer must do if he is to affect the
Physical Sphere is to Phase into Gargentihr by using the device
'Using up Sa Points known as a Dyce transformer. This piece of Kyroware is one of
Sa Points are used to charge up every piece of Kyroware used by the few that can be activated whilst the Kyromancer is in the
the Kyromancer whilst he is Phased. Most devices have a Sa Fade.
Point cost which can be incurred in one of two ways:- It takes one Combat Round (roughly 6 seconds) to fully Phase
into Gargentihr from the Fade. The Kyromancer quickly becomes
*
The device expends a small amount of Sa Points every
Round that it remains in operation. Kyroware such as solid during this Round and may be attacked, although he is as
Damam Scanners and Subvocalisers operate in this yet unable to defend himself or attack back. This is due
way. to the disorientating affect of Phasing.
The device expends a larger amount of Phasing is coupled with a great expendi-
Sa Points in one burst of energy. Ky- ture of Sa-energy which crackles and
roware such as Disrupter Plates and glows around the Kyromancer. He
Trancers operate in this way. becomes fully substantial by the
• ..end of this Round and may pro-
All Sa Point costs from every piece .1 .,. •~ ,..--·-~- -~· ceed to touch, feel and act
of Kyroware run by the Kyromancer .).J r .,~ ( like any other mortals in the
are marked off from his Sa Point
Pool. When the Pool reaches 0,
. '· .r.
~(. ......,.,1.J
0-6·~ · <..,...~ .. ,.
following Round.
•.• ~ o ..• • Using the Dyce trans-
the Kyromancer has run out of
expendable energy to power his
"*11·) ; 1 former to remain
Dyce Transformer and will Phased costs one Sa
Phase back into the Fade. Point for each Round
spent in the Physical
The Sa Point Pool gained lasts Sphere. This cost is in
until all of the points are ei- addition to any others
ther used up powering tech- incurred through the
nical devices, or discharged use of devices or
harmlessly into the surroa--. . \ powers.
ing atmosphere. The Kyro- .
mancer cannot Phase ba It takes
into the Fade until he has use~
up, or discharged, all of the Sa•
Points within the Dyce Trans-
former.
Kyromancer quickly be-
comes intangible during
this Round but may still be
Discharging excess energ-y''t:'Ak'i~~mvf " , attacked and is unable to de-
Round. The Kyromancer caft er- .• . • ),St~p.d himself or attack back
form any other actions ffiifilt· the dis- ~"~4'· \ ~ ' ~~ to the great disorientation
charge Round, including attacking and '*'·
fending. He is seen to grasp the Dyce~<bns- •
~3:) · ··
,A ./ ,...
·
~
lat this time.
\._-,
162
the Kyromancer's surroundings in the Fade into the Dyce Trans- Gargentihr. This costs 1 Sa Point per Round and is in additional
former. to any other costs incurred through the use of technical devices.
The Kyromancer must decide how much energy he wishes to
store. The Dyce Transformer holds a number of Sa Points equal Contro«ing ~oware
to the Kyromancer's DAL characteristic, but this amount can be Once a device is running, the Kyromancer need not concentrate
increased by the Kyromancer making a DAL based Success Test, upon it. He is free to move, talk, fight and act whilst the device
modified by his 'Control- Dyce Transformer' skill. This repre- continues to work for as long as there are Sa Points in his Pool.
sents the Kyromancer's ability to 'fine-tune' his Transformer in
order to gain an increased amount of expendable energy. The flow of Sa passes from the Dyce transformer, through the
Kyromancer 's body, and into the desired piece of Kyroware. The
The Kyromancer decides on the Difficulty Factor of the Success Kyromancer can cut off any device at any time by flicking a
Test. It becomes increasingly difficult to draw the Sa into the switch on the Kyroware, at which time the power will cease.
Transformer as the device is filled, but you gain a larger pool of Many of the more complex pieces of Kyroware have internal
Sa Points if you do so. Failure results in a minimal amount of Sa switches, triggered by thought.
being drawn into the device. Table 1 below shows the amount of
Sa Points stored depending on the Difficulty Factor of the test.
'lJarttOfiing ~oware
Each piece of Kyroware is a part of the Kyromancer, and may be
Table 1. Sa Point Pool damaged if the Kyromancer is injured.
Difficulty Factor Sa Points Pooled An AC Kyromancer must keep a note of where every piece of
Failure 1 x DAL
his Kyroware is located. If the Kyromancer receives a Difficult
Easy 2 x DAL
or Impossible Wound Effect, then all pieces of Kyroware lo-
Moderate 3 x DAL
cated in the injured location will be damaged and will remain
Difficult 4 x DAL
Impossible 5 x DAL
useless until they are repaired.
Kyroware can only be repaired when the Kyromancer is Phased
into the physical world, either by means of his Dyce transformer
It should be remembered that the Kyromancer cannot replenish or through the use of an external force such as a Talandar Dis-
his Sa Point Pool until he has spent at least one hour back in the rupter. The repair takes an additional period of time equal to the
Fade. Kyromancer's DAL characteristic in hours. The repair must be
coupled with a 'Science' skill Success Test equal to the Diffi-
culty Factor of the Wound Effect.
Pusning tfie 'Dyce 'Transformer Particularly badly damaged pieces of Kyroware may require ex-
Using Kyroware can quickly deplete a Kyromancer's Sa Point tra rebuilding at the Narrator's discretion. The materials required
Pool, causing him to Phase back into the Fade. The Kyromancer and the amount of time taken are left up to the Narrator.
can prolong his return to the Fade by pushing the usual limits of
his Dyce Transformer to gain more time in the physical world.
This is done by expending FAT. Cafculate Initiative
Kyroware usually runs on Sa Points from the Kyromancer's Pool, The Kyromancer can use any piece of Kyroware quickly and
but the Kyromancer can divert Sa from his body into the Dyce easily. He acts on his base INIT, modified by the INIT from the
Transformer to keep it running. In game terms, this means that D6 rolled for the Round. The person with the highest INIT total
the Dyce Transformer costs 1 FAT per Round to run, as opposed acts first.
to 1 Sa Point. This allows the Kyromancer to remain solid for Using Kyroware can occur in the same Round as carrying out
longer, for he can use both Sa Points and FAT to run his Kyro- other actions, such as combat. The individual with the highest
ware. INIT total acts first, followed by the next fastest and so on until
The ability to push the Transformer allows the Kyromancer to everyone has acted. In effect, using Kyroware occurs exactly the
Phase into the Physical Sphere for short periods of time without same as using a weapon or other item.
having to determine his Sa Point Pool. He can thus Phase in with-
out having to wait 1 hour in the Fade to replenish his Pool. 'Using J1UU!itiona[ ~oware
A Kyromancer can use as many pieces of Kyroware at the one
'Using ~oware time as his Sa Point Pool will allow for. Each piece of equipment
Each technological device used by the Kyromancer costs a will cost further Sa points and each use must be dealt with sepa-
rately. A 'Control' skill roll must be attempted for every sepa-
number of Sa Points to use. The more powerful pieces of
Kyroware can quickly drain all of the Kyromancer's Sa Point rate item of Kyroware being utilised.
Pool. All uses of Kyroware occur as soon as the Kyromancer can re-
act. There is no time delay between each additional use after the
The Kyromancer can only use the majority of his Kyroware when
he is Phased. The Kyromancer must use the Dyce Transformer first one.
EACH Round so that he remains upon the physical world of
163
successfully read, the Kyromancer can immediately affect the
'Controf' S/(j{[ Success 'Te.st target with his Kyroware.
Using a piece of Kyroware is a tricky business, for each item is
unique and must be learnt separately. A Kyromancer must be A target's Pattern is constantly in flux. The Kyromancer must
trained in every piece of Kyroware Sa-melded to his body :if he attempt a separate Success Test every time that he uses any piece
is to correctly control the flow of Sa through his body and into of Kyroware, even if he has already locked on to that particular
the equipment. target's Pattern in a different Round or with a different piece of
Kyroware.
The Kyromancer can use his Kyroware to affect both his sur-
roundings and any other mortals or creatures nearby, but to do so Remember - Every use of every piece of Kyroware counts as a
he must be able to read the Sa that flows through his target. The separate attempt to read the target's ever-changing Pattern.
technique for doing so is called 'Reading Pattern'.
The Sa Winds sweep across Gargentihr, constantly ebbing, flow- 'Ifie 'IJifficufty ![actor
ing and changing. Every physical object, whether it be rock, tree, Sa is a random and unpredictable force; even to the Kyromanc-
animal or mortal has it's own particular signature, or Pattern. ers who use it every day. An AC Kyromancer will never know
Before the Kyromancer can affect any object or creature, he must the Difficulty Factor of the Success Test made to read Pattern.
first read the Sa-energy Pattern that surrounds it. Once he has He will simply know whether he has managed to lock onto his
access to an object's Pattern, he can affect it with his powers. target or not.
In game terms, it is up to the Narrator to determine the Difficulty
'Ifie Success 'Te.st Factor of the 'Control' skill Success Test required to read the
In game terms, Reading Pattern is achieved by making a Success target's Pattern. Each piece of Kyroware has a number of factors
Test every time that the Kyromancer attempts to use a piece of which will alter the Difficulty Factor of the Test, and these are
Kyroware. The Success Test is based around the DAL of the listed with each device to aid the Narrator in his decision.
Kyromancer and modified by his 'Control' skill in the piece of
There are two over-riding factors which should help the Narra-
Kyroware which is being used.
tor to quickly decide the Difficulty Factor of the Test. These are
The Kyromancer must make a 'Control' skill Success Test if he
is to read any object's Pattern. Once the target's Pattern has been
Xarratli and' (janna stooa in tlie d'ariness Pool Xarratfi inows that lie 11J,USt cross
of tlie Patfiarr's great fia{[, a Cow wind. tlie great ha{{, aru£ use fiis y_owers to .
w'histCinJJ aLi.WJ tfie corriaor 6eliina tfieih. cfisrupt tlie 1JaCton Lock wfiicli is situated"
'Ifie tall, gaunt figure of tlie Jfouse Sfiotli on tfie far siJJi?. Jfe afso wants to give
guara stood' motiont£ss, siifumettecf in tlie (janna a fiand,for slie is st"!f}gCina to taie
ar.c.liway agains ..···t tlie fuwjt!
· U:rw of tfie fia{{'s care of tfie Xfiostran guard: To dO a{{ tliis
:Maas .fires. :l.Yitfi a nod: o gr!m d"etermina- witT tai:e quite a few Sa Points; so he
ti<m, (janna signa/Ie.a or tfie amfrusli to cliooses tofini!.-tune Fi.is 'Dyce Transformer
6egin. 'Now', sfie liissed: for extra energy. Cfiris aecUfes on a 'Diffi-
In,9ame terms, tfie characters must a[[ . cufty J'actor of 'DifficuCt.
6egin fry_ ro{[iri/1 a 'D6 for Initiative. ,<ianna ;,>, Xarratfi's 'D.:AL is 8 aru£ his 'ControC 'Dyce
rusnes tfie Xliostran guard:, wfiifst · Transfonner' skifffi .' 6, so fie needS to roU:
Xarratfi spendS tfie 'Rouna Pfiasino tnto 11 or l:e.ss to succeed" in tuning tlie device.
tfie Pfiysica{ Syfiere ..Cliris roffi a 6 for Jfe roffi a 5, aru£ succeedS! Tfiis gives liim a
· .Xarratfi 's I:NIT aru£ curses at tfie adifi- Sa,Point Poo{ of 32 pointS to yfay.witli. (4
tionaf J'.5\T!Jainea 6y ro({ing tfiis num.6er times his 'D:A.£ oj 8 = 32).
on Fi.is I:NITaie, wfiicfi 'fie must mark. onto
fiis 'Energy ~ar. In tfie secoru£ 1Wunt£, Xarratli lias taien
pliysicaf form aru£ can now use liis Xyro-
Xarratli is 'ifefencefess tfiis turn as fie ware. (:Jfe can afSo 6e yfiysicafiy Ii.armed).
Pfiases into '(jar9entifir. Lucki{y, tfie It automaticalfy 'Costs fiim 1 Sa Point to
Xfiostra is suryrisec{antf (janna stands keey Fiis Vyce 'lransformer runnino in
6etween tfie two, yrotectina tfie Xyro- tfiis, anti' every otlier, 'Rountf, 6ut Xarratli
mancer. (.:A.IIyart of tfie yfan). Witfi a lias a more immeaiate use for one of liis
great ffash aru£ crackfe of energy, devices.
Xarrath comJ?fetes Fiis Pfiasina~
Cliris roffi a V6 and"gets an I:N!Tmoaifier
Xarrath must now aetermine Fiis Sa Point of 2, givine Xarratfi- a totaGof 14. Jfe acts
164
Is the target in tune with the world of Gargentihr? and are separate from the actual Sa-melding process which fits
Basically, the more in tune (the higher KAI) that the tar- the equipment to the Kyromancer's body.
get is with it's surroundings, the greater the Difficulty
Factor. A sacred glade placed on the line of a light
Dreampath, or a Ha' esh Kai-cha who knows the secret !{aifing to 9l&aa Pattern
powers of Belief Magick are difficult targets, whilst man- If he fails the 'Control' skill Success Test, the Kyromancer has
made metal doors and technical equipment are easy tar- failed to lock onto his target but has still expended some of the
gets. Sa Points in his Pool. A failed 'Control' roll still costs the Kyro-
mancer all the Sa Points placed into the use of that particular
How much will the outcome of the Kyromancer's pow- piece of Kyroware for that Round.
ers affect the world? If the Kyromancer uses his powers
to only affect himself, then the Difficulty Factor will be
low. If the Kyromancer is attempting to alter the grand !Fortunes ant! Set-'Bac~
scheme of the campaign or the world, then the Difficulty If a player rolls a natural 1 whilst attempting to Read Pattern, he
Factor will be far higher. has rolled a Fortune. The Sa flows smoothly through the Kyro-
The ability to Read Pattern is a Narrator's tool. It gives you much mancer and the target's Pattern is successfully read, no matter
control over what can be a very powerfuLcharacter type. Basi- what the chance of success was. Furthermore, the Kyromancer
cally you call all of the shots. If the Kyromancer uses his powers does not lose any Sa Points through the use of that particular
and they fit into the current story, then allow him to do';so. If he piece of Kyroware in that Round.
abuses his powers and is in danger of ruining the game, then he If the Kyromancer rolls a natural 20 then he has rolled a Set-
should find things much harder going. Back. The Kyromancer has not only failed to read the target's
Pattern, but the piece of Kyroware that was being used may have
Contro{ Sfj{{s been damaged, and will remain useless until the Kyromancer
has an opportunity to repair the damage in his Jevin laboratory.
Each piece of Kyroware listed requires a separate skill, which
must be purchased with SPs during Character Generation or learnt
during an on-going campaign. The 'Control' skills determine the
Kyromancer's ability with each individual piece of Kyroware
after 6otli t.lie Xliostra an{;[ (ianna, atuf . 'llie :Narrator r£ectaes tfiat t~e' .'Ad"van-
sees tli.e C nni injurerf 6y tlie 9uara i;n ·. tage.•s outw~fa.Ii tfi.e 1Jisa:d1
. ·.·vantaoes aruf,
· .· tfiis .'Rouna;: 'KacfnlJ f orwarif, Xarratfi awartfs a·· 'DiJJif:~uCty:factor of.:M.oaerate.
·9r"a6s tlie .Xfr:ostra's arm awf switcfies on Xarratfi is ·a syecia{ist (f.eveL5) in tlie use
liis 1Jisruyter .PCa.tes, clianneCane 14 Sa of 'Controf.. 'Disrupter Pfates', .and tlius
Points tfir<J1.ffjfi tliem re.q uires a 'i 6 or fess to re.a a tfie Xfiostra's
Pattern. :He rolls an 8 a'lilf aiscfui.r9es tlie
Cliris must now ro([ to reaa tfie Xliostra's ener9y tfirouefi ~is tar9et. Cfiris rofis Fiis
-[pattern, in oraer to cfianneftfie ener9y . tfice anagets 9 1J.'A.'M to tfie Xliostras
tfirOUIJfi liis tar9et. '11iisinvo{ves a 'Con- torso. 11iis <foes a·tota( of 2$ V.'A.'M (..'Ar-
tro'f- 'Disrupter PCa.tes' ski({Succe~s 'lest, so . mour. <foes not count aeainst Visruyter
the. Narrat()'f;, must aecii{e on tffe 1Jijfi- '. tfarrzaeeJ. ·'11ie XlilJstra a/So faiCs liis Molter-
citCty J'a:ctor. · ·: ate :Jf'E.2!.':Suc~ess Test anafaO:s.prdne,
·. 11ie Narrator syllts Fiis aecision into ·two aCCowine '3,anna to CfJlickCy finis Fi ·fiim off.
· · parts, Xarratfi 's aavantaees ana rfis,a.cf.. ~arratli s :attack is successfa(, aiuf Cliris
. vantaoes, as fofioWs :· ;
ma . rks ci to.t a[o··. f.•.15 Sa Po.i nts (.1for fiis. ·.:
.Mvantages 'lra11Sformer amf.1.4 for tlie 'DfsrupterYfor
tliis rR.ound: Xarratn lias 17 Sa Points left
. 71ie attack is lieroic.
'I'fie attack surprise tfie Xfiostra.
-w;i{[
in fiis:. Poof; ana S:_O quicffy 6e9ins to move
towartfs tfie Vafton £ocK. across tfU? fid(L
Wlien liis Poof.runs out, .tfie X.yromanc .
'. '11ie attack fits in with tlie eufrent story. wilr fiave .to remain in tfie :raae for 1 liour
~ to rep(enisfi Fiis SfJ- Po.ints.;
165
Xyroware 'Devices
All of the Kyromancers powers are linked to pieces of techno-
logical equipment called 'Kyroware'. These items consist of
moon-metal, sarakem flesh and gems, for only a few substances
can pass through into the Fade with the Kyromancer.
Each piece of Kyroware must be surgically fused onto the Kyro-
mancers body using the process known as Sa-melding. Each de-
vice becomes a part of the Kyromancer, as important to him as Adrenal Plugs are thin moon-metal tubes which run down the
flesh and bone, and as individual as any fingerprint. Pieces of neck from behind the Kyromancer's ear into his Kyrosuit. The
Kyroware are the only items which are able to pass into the Fade Plugs increase the flow of sarakem fluid around the Kyromanc-
with the Kyromancer. er's body, heightening reflexes and increasing reaction time.
The Kyromancer must state that he is going to use his Adrenal
!lQJrO'UJare Statistics Plugs before any dice are rolled for Initiative. The number of
There are a number of statistics listed with each piece of Kyro- levels added to the Kyromancer' s INIT determines the Difficulty
ware. These are :- Factor of the 'Control' skill Success Test.
DAL Cost. Each Kyromancer is limited in the amount of Each Sa Point placed into the Adrenal Plugs will increase the
Kyroware which may be Sa-melded to his body, for such Kyromancer's INIT level by 1 for that Round only. The Kyro-
equipment warps the mind and the soul. Each piece of mancer must attempt a 'Control' roll for each Round that he uses
Kyroware has a DAL cost listed under it's description. the device.
The Kyromancer can only fit a number of devices equal
to his DAL characteristic onto his body before he is de-
stroyed by the strain. Cart!iac ~tor
Control Skill. All Kyroware requires training to be prop-
DAL Cost - I
erly used, and each item has a separate 'Control' skill
associated with it. The Kyromancer must have the skill if Control Skill - ·control - Cardiac Resistor·
he is to use the device. Sa Point Cost - I per FAT
Sa Point Cost. Each device must be run using Sa-en-
ergy. This section lists the various costs in Sa Points which
must be spent from the Kyromancer's Sa Point Pool to The Cardiac Resistor is a series of large moon-metal valves and
run the item. Sa Point Costs take two different forms. leather pumps which are attached to the Kyromancer's heart via
Cost per Round - These devices require a number of Sa tubing from his Kyrosuit. The Resistor controls the effects of
Points to run each Round that they are used. The Kyro- shock and pain felt by the Kyromancer, allowing him to con-
mancer only pays this cost when he is using the device. tinue to act even when fatigue and damage have taken their toll.
Cost per Measure - These devices require a number of Sa The Kyromancer may attempt a 'Control' Success Test when he
Points to produce a one-off effect. The exact amount of receives any FAT through work or injury. The Difficulty Factor
Sa Points spent is not a fixed amount; the Kyromancer of this Test depends on how many FAT levels the Kyromancer
must decide how many points he is going to place into has taken. If this Success Test is successful, the Kyromancer can
the device. divert a number of the FAT levels received through his Kyrosuit
at a cost of 1 Sa Point per FAT level. The diverted FAT levels are
The larger the amount of Sa Points placed into the de- effectively ignored by the Kyromancer, and do not have to be
vice, the more powerful the effect produced. Damage and marked onto his Character Sheet.
range are two of the most common factors which can be
increased in this way. The Kyromancer can choose exactly how many of the FAT re-
ceived are diverted into his Kyrosuit, but must pay the 1 Sa Point
It should be noted that the list of Kyroware presented here is by cost for every FAT level which is removed. The FAT levels are
no means a full catalogue of devices and equipment utilised by removed permanently. The Resistor will only remove FAT levels
the Kyromancers. Later supplements will deal with other devices, that were received immediately prior to the use of the device. If
and the Narrator should feel free to create his own. all the FAT levels are absorbed, the Kyromancer will not receive
any Wound Effects from the attack.
166
The Kyromancer can channel the kinetic energy stored in
'lJamam Scanner the plates through other technological devices to temporar-
ily disrupt them. A disrupted piece of equipment will cease
DAL Cost - I to work for a limited time. The more Sa Points placed into
Control Skill - 'Control - Damarn Scanner' the equipment, the longer the equipment will remain use-
less. The Difficulty Factor of the 'Control' roll depends on
Sa Point Cost - I per Round the size and complexity of the targeted device.
The Kyromancer can use the kinetic energy stored within
the plates to deflect incoming missiles and energy attacks.
The Damarn Scanner is a 6" moon-metal cube attached to the
The Difficulty Factor of the 'Control' roll depends on
Kyromancer's Kyrosuit via a thick tube of sarakern leather. This
the speed and size of the incoming missile and the amount
device shows the flow of the Sa-winds which constantly pass
of Sa Points placed into the defence.
across the surface of Gargentihr. The Scanner allows the Kyro-
mancer to read the complex patterns of the wind via a small screen
on one of the cube's surfaces. This provides him with the follow-
ing abilities :- 'lJyce 'Transformer
The Kyromancer can see all of the Sa-winds and Dream- DAL Cost - 0
paths in the immediate area.
Control Skill - ·control - Dyce Transformn·
The Kyromancer can see the whorls and loops in the Sa-
Sa Point Cost - I per Round
winds which indicate incoming storms and weather con-
ditions.
The Kyromancer can see areas which are devoid of Sa,
This device is a technical harness which is worn over, and plugged
such as those found within Talandar Disrupters or near to
into, the Kyrosuit. The harness has a frontal control panel which
the creatures called panu.
allows the Kyromancer to fine-tune the Transformer to gain a
The Kyromancer can see Sa-rich areas and any items larger Sa Point Pool.
which have stored Sa, including gems.
The Dyce Transformer controls the Kyromancer's ability to Phase
The Kyromancer can see all other current uses of Sa within into the Physical Sphere from the Fade. Whilst the device is pow-
his surroundings, including the use of Kyromancy, and ered, the Kyromancer becomes solid, and is able to touch, feel
other types of Formweaving and Belief Magick. and interact with his surroundings.
A 'Control' roll is required to read the Damarn Scanner, the Dif- The Dyce Transformer must be switched on if the Kyromancer is
ficulty Factor depending on the amount of surrounding Sa and going to use any of his other Kyroware, with the exception of the
the time taken by the Kyromancer to study the Scanner's infor- Phonetic Link and the Optical Filter. The Transformer provides the
mation. The longer the Scanner is powered up, the easier the Kyromancer with his Sa Point Pool which allows him to power his
Difficulty. other devices. The Difficulty Factor of the 'Control' skill roll de-
termines the size of his current Sa Point Pool. The Kyromancer
determines the Difficulty Factor of the 'Control' skill roll.
'Disrupter Plates Additional energy can be placed into this device via the use of
small gems called Sa-crystals. When plugged into the Trans-
DAL Cost - 2 former, these gems allow the Kyromancer to remain Phased for
Control Skill - 'Control - Disrupter Plates' up to 12 minutes. The Gems section of the rules covers the use
of Sa-crystals.
Sa Point Cost - I per DAM
Disrupter Plates are moon-metal pads which are built into the 'EneTfiY Capacitors
Kyromancer's palms. The pads allow the Kyromancer to charge DAL Cost - I
Sa-energy through his body and unleash it as kinetic energy, in
much the same way as a Keldin bar does. There are three main Control Skill - 'Control - Energy Capacitors'
uses for the Disrupter Plates :- Sa Point Cost - I per Round
The Kyromancer can channel the kinetic energy stored
within the plates through another living creature. Both
plates must touch the target and will cause 1 DAM per Sa Energy Capacitors are a series of 6" long canisters attached to
Point placed into them. This form of attack ignores all the Kyromancer's Kyrosuit via thick tubing. The Kyromancer
AVs in exactly the same way as a Keldin bar does. The can draw additional energy into these capacitors and store it for
'Control' roll Difficulty Factor for this attack depends on later use, thus augmenting his Sa Point Pool. This is a dangerous
how easy it is for the Kyromancer to place his hands upon and complicated task, for only the strongest Sa-winds have
his target. enough energy to fill the capacitors. The Difficulty Factor of the
167
'Control' skill Success Test depends on the strength of the sur- The Kyromancer can tune the Hassie Translator to only one tar-
rounding Sa-winds. A separate 'Control' roll must be made each get at any given time. The Difficulty Factor of the 'Control' skill
Round to read the surrounding wind Pattern. Success Test depends on the familiarity and complexity of the
tongue been translated. It costs 1 Sa Point for each level of lan-
Each Round that the K yromancer remains in the full flow of a
guage skill desired by the Kyromancer.
trade Sa-wind or just before a Sa-storm, the Energy Capacitors
will absorb 1 Sa Point (up to a maximum of 10). These Sa Points
are safely stored within the Capacitors and may be taken into the
Fade. They remain within the Capacitors until they are used up.
In effect, the Energy Capacitors add ta the Kyromancer's total
Sa Point Pool. These points can be used in exactly the same way
as normal Sa Points, but are only replenished when the Kyro-
mancer refills his Capacitors from a strong Sa-wind.
I I
The Kyroscope is fitted to the Kyromancer's Optical Filter. The
Scope further enhances the Kyromancer's visual capabilities,
DAL Cost-- I providing him with the following abilities :-
Control Skill - 'Control - Hassie Translator' The Kyromancer's sight can be increased beyond the nor-
mal human capability to the extent that targets on the ho-
Sa Point Cost - I per language skill level rizon are clearly defined, and minute details can be seen.
The Kyromancer can magnify his sight to such an extent
that microscopic details can be made out. Tiny flaws, in-
The Hassie Translator is a secondary moon-metal voice box which
dividual fingerprints and other specifics are all clearly
is connected over the Kyromancer's mouth. A small connector
see through this device.
runs along the jawline from ear to the box, connecting the two
pieces of this device. The Translator must be used in conjunction The Kyromancer can see in total darkness, regardless of
with a Phonetic Link in order to work. the lighting level.
This device allows the Kyromancer to comprehend, translate and A 'Control' skill roll is required every time that the Kyromancer
communicate in any language that he hears spoken. The Trans- focuses the Kyroscope. The Difficulty Factor is determined by
lator is designed to pick up the sounds transmitted by one crea- the range and the exact requirements laid down by the Kyro-
ture only, and dampens all other background noise. The mancer.
Kyromancer is deaf to all other sounds bar those spoken by the
target whose Pattern has been read. The device cannot translate
any written work.
168
1\grosuit Afanua{'E, r
DAL Cost - O DAL Cost - 2
Control Skill - none Control Skill - ·control- Manual Enhancer"
Sa Point Cost - none Sa Point Cost - I per Round I I per DAM
The Kyrosuit is the device which stabilises the effects of Dyce The Kyromancer can increase his gripping strength and manual
Syndrome, thus allowing the Kyromancer to exist permanently dexterity by replacing one hand with a fully working moon-metal
in the Fade. The Kyrosuit is made purely of sarakem leather, a replica. This Manual Enhancer acts exactly as the original. The
material which, when properly treated, can pass into the Fade hand can be powered through the use of Sa Points to gain addi-
with the Kyromancer. tional benefits.
The Kyrosuit is fused onto the body of the Kyromancer. A mix- The Manual Enhancer can increase the strength of the
ture of blood and sarakem fluid circulates around the suit and Kyromancer, enabling him to achieve remarkable feats
into the Kyromancer, forming a second lair of living flesh around of strength and power. The Difficulty Factor of the 'Con-
his body. The fluid acts as a Sa-conductor, allowing the energy trol' skill is determined by the size of the task in hand.
to constantly flow through the Kyromapcer's body. -r· Additional Sa-Points will increase the gripping and
The Kyrosuit has a thick rubber hid~ which provides the Kyro- smashing DAM done by the hand by 1 DAM. The moon-
mancer with some armour when he Phases into the Physical metal hand is extremely flexible and tough. It cannot be
Sphere. The suit consists of hundreds of tiny tubes which allow damaged through any normal means.
the fluid to circulate. The living tissue repairs itself if the suit is
The Manual Enhancer can also be channelled to perform
damaged, thus preventing leaking. There is no 'Control' skill for
extremely delicate feats of manual dexterity and manipula-
the Kyrosuit. The Kyromancer simply cannot exist without one.
tion. The Difficulty Factor of the 'Control' roll is deter-
The Kyrosuit also holds the Tabla Rasa moon-metal badge, com- mined by the complexity and delicacy of the task in hand.
plete with the Kyromancer's registration code. The entire suit
can be shut down through this device, if the Church and the In-
stitute of Kyromancy both agree that the wearer is a threat.
OpticaC !filter
DAL Cost - I
Lann Ossifar Control Skill - none
DAL Cost - I Sa Point Cost - none
169
Pulse '.Bott
DAL Cost - 2
Control Skill - ·control- Pulse Box·
Sa Point Cost - I per Round I I per DAM
The Optical Illuminator is a 4" cylindrical device which is fused The Pulse Box is a small moon-metal device which is connected
to the side of the Kyromancer's head. This piece of Kyroware to the Kyromancer's throat. The Box is connected to the Pho-
projects a beam of light, illuminating an arc ahead of the Kyro- netic Link via tubes which run up through the neck and into the
mancer, 2 yards wide by 10 yards long. The Illuminator can also user's vocal chords.
omit fast bursts of light as a form of signalling.
The Pulse Box allows the Kyromancer to fling pulses of ultra-
The intensity of the light can be altered via a 'Control' skill Suc- sonic sound with great speed and accuracy. These pulses may be
cess Test, the Difficulty Factor of which depends on the inten- used to determine the range of any object within sight and will
sity of light required. The light produced can vary from the weak allow the Kyromancer to partially 'see' in darkness by reading
glow of candle-light to the blinding burst of a flare. the rebounding sonic waves. The Difficulty Factor of the 'Con-
trol' roll depends on the surrounding terrain. The Kyromancer
must use one Sa Point per Round to continue to move in dark-
ness.
Pfumetic Lint The Pulse Box can omit subtle sound waves to jam any nearby
aural sensors, such as Sonic Receivers and certain types of Khos-
DAL Cost - I
tran orbs. The Difficulty Factor is determined by the complexity
Control Skill - none of the sensor being jammed.
Sa Point Cost - none The Pulse Box can also transmit great waves of ultra-sonic sound
which can be used as a form of attack. These waves cause a huge
roar of sound but are very accurate, hitting any chosen target that
the Kyromancer can see. Each Sa Point placed into the Pulse
All victims of Dyce Syndrome suffer from a great reduction in
Box will cause 1 point of DAM. The Difficulty Factor of the
their senses due to the 'static' which exists between the Fade and
'Control' roll is based around the range, size and motion of the
the Physical Sphere. This. piece of Kyroware allows the Kyro-
target.
mancer to hear and communicate with the Physical Sphere, both
whilst he is in the Fade and when he has Phased into Gargentihr.
There are many versions of the Phonetic Link in circulation. The
two most common forms are a metal face mask which covers the
mouth and throat, and a system of metal tubes which run up the Sonic !1(§.cuwer
neck and into the jaw. DAL Cost - I
Without a Phonetic Link, the Kyromancer's aural perception is Control Skill - ·control- Sonic Reciever·
reduced to a faint buzzing coupled with static. He is out of phase
with the Physical Sphere and only receives and transmits limited Sa Point Cost - I per yard
information from the Fade. The Link reduces the static, allowing
the Kyromancer to hear more clearly and enabling him to com-
municate with his surroundings. The Sonic Receiver is a two-piece device which is fitted onto the
Phonetic Link and covers one of the Kyromancer's ears. The
The Phonetic Link only partially improves the Kyromancer's
outer section of the Receiver splits from the ear-piece and can
senses and does not increase his SEN characteristic. There is no
then be placed wherever the Kyromancer desires. He can tune
'Control' skill for this device. The Kyromancer simply cannot
hear or communicate with the Physical Sphere without it.
into the device via a 'Control' roll and then hear through the
Receiver as if it were his own ear. The Difficulty Factor of this
Success Test depends on distance, background noise and level of
conversation heard.
A Sa Point must be expended for every yard of range between
the Kyromancer and the Receiver. Once these points are spent,
the Kyromancer hears everything through the Receiver until he
switches the device off. He must switch the device off if he wishes
to hear through his own ears once again.
170
Su6vocafuer 'Trancers
DAL Cost - I DAL Cost - 2
Control Skill - ·control- SubnKaliser· Control Skill - ·control- Trancers ·
Sa Point Cost - I per KAI Sa Point Cost - I per yard I I per wound
The Subvocaliser is an additional tiny device which is connected A Kyromancer can choose to have his fingertips replaced by
to the side of the Kyromancer's Phonetic Link. This device trans- moon-metal pads which can fling small orbs of Sa-energy called
mits extremely low pitched subliminal messages beneath the 'Trancers'. These tiny charges of Sa fly brightly through the air
Kyromancer's voice which test the responses and emotions of and are capable of great damage if they are correctly used.
the target. This device provides the following abilities :-
Trancers can be flung over long ranges, but each burst costs 1 Sa
The Kyromancer can heighten any one emotion felt by Point per yard thrown. Trancers will cause damage equal to 1
the target, providing that the Kyromancer knows that the wound with no modifiers. The amount of DAM rolled on 2D10
emotion exists in the first place. (The 'Race lore' skill is the amount of DAM done by the wound. All armour protects
can aid the Kyromancer in this task). against the DAM done by Trancers, but the Kyromancer can in-
crease the number of wounds done by the attack, at a cost of 1 Sa
The Kyromancer can attempt to subliminally manipulate
Point per wound.
the target, providing that he is receptive to the ideas con-
veyed in the message. The Kyromancer must decide how many wounds are to be done
before he rolls to read the target's Pattern. The Kyromancer can
Only one person can be targeted by the Subvocaliser at any one
choose to hit more than one target, but must split the number of
time. The Kyromancer must read the Pattern of the target in or-
wounds done between the targets. A 'Control' roll must be made
der to send his subliminal message. The Difficulty Factor of the
for each separate target, the Difficulty factor determined by range,
'Control' skill Success Test is determined by the emotional state
size and motion.
of the target and the ideas conveyed by the Kyromancer's mes-
sage.
The Subvocaliser will only affect weak willed individuals un-
less the energy placed into the device is increased. The Sa Point I
total placed into the device must be equal to, or greater than, the 'Tyson 'Warp
KAI characteristic of the target. The Kyromancer will never know
the exact amount involved and so must estimate how many Sa DAL Cost - I
Points to place into the device. Control Skill - ·control- Tyson Warp ·
Sa Point Cost - I per Round
'11iennic 'Element The Tyson Warp consists of several moon-metal bars running
DAL Cost - I along one of the K yromancer 's forearms. The bars enter the flesh
at both elbow and wrist, forming a large cylinder around the lower
Control Skill - ·control - Thermic Element ·
arm. This cylinder warps the Sa-energy into a powerful tractile
Sa Point Cost - I per Round force. With this device:-
The Kyromancer can pick up and move objects through
the air. The Difficulty Factor of the 'Control' skill Suc-
The Thermic Element is a 6" moon-metal rod which is attached
cess Test depends on the shape, size and Encumbrence of
to the Kyromancer's Kyrosuit via a thick leather pipe. The Ele-
the object, and the range between Kyromancer and ob-
ment superheats the moon-metal until it is white-hot, thus allow-
ject.
ing the Kyromancer to use the device for cutting, welding and
fusing. The Kyromancer can repel incoming missile attacks, such
as thrown weapons, physical objects and arrows. The Dif-
The Thermic Element produces the same effects as an 'Intense
ficulty Factor of the 'Control' skill Success Test depends
Fire', as outlined under the Game Mechanics chapter. It can
on the range, speed and size of the incoming missile.
quickly cut through most mediums. The 'Control' skill Success
Test for using this device depends on the material to be cut.
171
'Tlie 'Dangers of ~~y It is this unique characteristic that forms the relationship between
Fade Flies and the Kyromancers. The microscopic insects are
often useful for locating areas which are thick with Sa, for they
'Weatlier & Sa will gather there to feed, glowing as they do so. The amber flick-
During different time:s of year, the amount of Sa present in the ering of the flies can indicate both Sa-use and build-up to a Ky-
atmosphere varies. During a Sa-storm, there is a great deal of romancer, warning him of dangers and locating Gates, Warpholes
energy amassed in the air and the sky is wild with colour and the and strong Sa-winds.
salty smell of Sa energy. At this time the energy levels are so
Fade Flies can also be troublesome pests, for they will often
high that no Kyromancer would dare to Phase into the Physical
swarm around a Kyromancer if he uses a great deal of Sa-energy
Sphere. Attempting to leave the safety of the Fade would allow
at any one time. (Over 10 Sa Points in one Round). The parasites
vast quantities of Sa to flood the body and destroy the mind,
will engulf the Kyromancer and will begin to feed off of the Sa
leaving a charred husk in its wake.
Points collected in the Dyce Transformer, absorbing 1 additional
The Kyromancer is still in danger from a Sa-storm, even when Sa Point per Round. The Kyromancer will be swathed in an am-
he is in the Fade. The amount of Sa in the atmosphere is so great ber glow at this time, making his presence easily detectable to all
that excess amounts are channelled into the Fade. The Kyro- around him.
mancer is just as vulnerable to bolts of Sa-energy as every mor-
tal within the Physical Sphere. The Jouk, who fear all use of Sa-powers, have been known to
carry moon-metal jars of Fade Flies, which they unleash to quickly
After the passing of the storm, the area is empty of excess Sa and detect Sa build-up and disable individuals who use the energy.
Pattern Reading is more difficult. (Increasing the Difficulty Fac- Creatures called panu live off vast quantities of Fade Flies, and
tor of all 'Control' skill Success Tests). After several hours the have their own special way of capturing their food. (See the Crea-
background Sa-fields will have returned to their normal levels. tures chapter). ·
The ability to Phase also alters with the weather. On calm days,
such as those just after the moon seasons, there is little energy in
the air and Phasing can take up to 1 Tum (10 Rounds). The Ky-
romancer will be stuckbetween the Fade and the Physical Sphere
during this time, and will be prone to attack and unable to defend
himself due to extreme disorientation.
172
ergy. The whole treatment is known as the Darmanian
Improving ~omancy Technique.
As a campaign continues, the AC Kyromancer should increase Increase through gems. Some cyanna gems hold the in-
in power and ability. Here are a few suggestions which can be formation required to increase a mortal's mental stress
added to the experience system for these remarkable characters. levels, and allow the Kyromancer to gain additional lev-
els of the DAL characteristic.
qaining ~w qq,roware Increase through scientific devices. There are a number
Gaining new Kyroware can be a long and difficult process, for of new inventions which allow a mortal to control greater
every piece of equipment must be Sa-melded to the Kyromancer. amounts of Sa-energy. Such devices are still rare and usu-
This complex surgical process can only be performed in an area ally have to be physically attached to the body of the
protected by Talandar Disrupters and must be carried out by the Kyromancer. The Dalshra Brace and the Power Plate are
High Surgeons of the Institute of Kyromancy. There are said to two such instruments.
be other individuals who can carry out the process illegally, but
Increasing a character's DAL characteristic takes a great deal of
such an operation would be costly and highly dangerous. The
time and effort, and should remain a rare event. The Narrator
Witch-hunters would not take kindly to a Kyromancer operating
should bear this in mind when he is awarding such increases.
illegal Kyroware.
New Kyroware can only be added if the Kyromancer has fitted
less devices than his DAL characteristic would allow. Current 'Using 'TeclinofoBY
pieces of Kyroware could be removed to make room for new A Kyromancer can improve his arcane powers with the aid of
devices, but such a process is very dangerous. science. All Kyroware can be altered over time, at the discretion
of the Narrator.
Here are a few ways in which AC Kyromancers can gain new
pieces of Kyroware over the course of an existing campaign:- Kyroware can be altered to appear more discrete, whilst some
Kyromancers have managed to produce items which are not at-
Obtaining Kyroware through the Institute of Kyromancy tached to their Kyrosuit. Players with 'Devise' and 'Science' skill
in Jevin is the only legal way to procure additional de- may wish to attempt to alter their Kyroware, but this should take
vices. The High Surgeons may agree to Sa-meld new a great deal of time, effort and Cyls.
Kyroware in return for services and valuable items.
Many Kyromancers are trying to develop a fluid-free suit which
The technological expertise found in tomes and gems permanently stabilises the wearer into the Physical Sphere but
belonging to other members of the Institute of Kyromancy this has yet to be perfected. Perhaps an AC Kyromancer will be
can hold the secrets of new Kyroware, but each faction the first to do so.
would jealously guard such knowledge.
The AC Kyromancer can try to research new Kyroware !fqj,ng 'lJamagetf qq,roware
in his Jevin laboratory. This is a most costly and time-
Kyroware can be damaged in combat, through misuse, the result
consuming practise.
of a set-back or simply because the Narrator was feeling vindic-
The Narrator should remember that Kyroware is very valuable. tive. Damaged devices will need to be fixed by the Kyromancer,
AC Kyromancers should only receive such rewards after a diffi- requiring time, materials and the 'Science' skill.
cult struggle and much research. Finding the information is sim-
The Difficulty Factor of the test depends on the materials and
ply the first step in learning to use new devices. It will take a
working environment available to the Kyromancer. If he is in his
great deal of time to learn the exact manipulative techniques re-
laboratory, with his tools and a workbench, then it is an 'Easy'
quired before a new item's 'Control' skill is learnt.
task. Missing tools and poorer conditions make the test increas-
ingly difficult. Trying to fix the device in the wilds of Gevuria
Increasing 'lJat:slira with a scientist's knife is an Impossible Test.
All Kyromancers can only take a certain amount of physical and The Equipment chapter includes a list of tools and laboratory
mental strain due to the effects of Dyce Syndrome, and this level equipment used by the Kyromancers when they perform tasks
is based around the DAL characteristic. By increasing his DAL, such as these.
a Kyromancer becomes more adept at manipulating the Sa-en-
ergy that passes through his body. He is also able to have addi-
tional Kyroware Sa-melded to him. !J.f.C qq,romancers
All Kyromancers should remain mysterious individuals, with
A character's DAL can be increased by the following methods:-
powers beyond the ken of the players. When role-playing such
Increase through training. DAL can be raised in exactly individuals the Narrator should feel free to ignore all Kyroware
the same way as any physical characteristic, providing descriptions and rules. Even other Kyromancers do not know
that the teacher is an experienced Kyromancer. DAL is the abilities of their rivals; the devices listed are there to guide
the only mental characteristic which can be increased in the ACs' rather than the Narrator's characters. Go with the flow
this way. This method represents enlightenment through of the game and have your NC's abilities change to match the
a course of mind-expanding drugs, mental exercises and players' strengths and weaknesses. Remember that you have an
the use of new scientific devices which can read Sa-en- unlimited special effects budget. Use it!
173
fier muscfu
?{fitural 'Be{ief
'We are the Land. The Land is us. Our ways are old and our
hearts are true. So says the Great Wheel'.
Ancient Ha' esh Saying
Table 1. Racial Belief
There are many cultures to be found on Gargentihr, such as the
Race Name of Magick Uses
Sa-catching divination wild Ha' esh clans of the swamp, which have not changed over
Chinte' F'har
healing the ages and still retain the beliefs and rituals used by their an-
darksight cestors. These people still have access to the Belief Magick used
by the Ancients and can wield it freely.
Swamp Ha'esh Kai-cha healing
curses The elders of these peoples know the secrets of the Ancient ways
darksight and have not lost faith through contamination by the 'modem'
sigils cultures of the Karro and others. They still have enough faith in
nature the land to draw forth Sa from the Darklands and wield it as they
see fit. The user must comply with the following rules to use this
Ja'Hansh Fai all
Sa-energy:-
Je'Khan Fai healing
curses He is bound to the laws of his culture and has been 'en-
darksight lightened' into the workings of the world. This process
usually takes many years and can only be taught by an-
Karro The Holy Power Limited use of other enlightened individual. Usually only one member
of Sandis warding and of a clan is enlightened, and takes on one pupil in his
exorcism lifetime. The Kai-cha, and some Lysh, of the Ha' esh clans
Ryamis The Wisdom of healing are the best known examples of enlightened beings.
Vhantra Khajeem curses
He must have a natural inner strength which can cause
darksight
his belief to materialise and thus requires a KAI of 12 or
nature
greater.
Windtraders Shee-Tev'aa all
175
If he is trying to affect another person with his Belief
Magick, then they must also believe in the user's pow-
~ampks of?{p,turaC 'BeCief
The following section lists some of the more common powers
ers. Simply seeing the user manifest his powers can be
gained by those that can use the Magick of the Ancients. The
enough to persuade the target that this Magick exists.
exact rituals and components required for each power will vary
The target can make an Opposed KAI Success Test against between the users, but the effects will be similar.
the KAI of the caster, modified by any 'Cultural Lore'
Divination. Some Kai-cha can forecast the future by us-
that he has in the Belief. The target must fail this roll to
ing the powers of belief, but some form of item is re-
avoid being affected by the Magick. If the target has no
quired to tap the Sa. The Sa-catchers of the Chinte' F'har
knowledge of the culture, then the Magick will simply
use giirdi rings for such a purpose.
not affect him but as he learns more about the people and
their ways, the chance of effect increases. It is simply the Healing. Many Kai-cha can use the Sa to heal wounds,
belief that the Magick exists that makes it real. diseases and other ailments and there will be a separate
chant directly related to the desired healing process. The
Narrators Note- These powers are based around a mixture of
Ha'esh Mujo use a prepared mud poultice to heal inju-
belief, symbolism and an inner strength awakened through knowl-
ries, whilst the Ja'Hansh healers called 'Fai' breed dif-
edge of the Ancient's civilisation that no modem culture has ac-
ferent maggots for healing. Je'Khan use the powers of
cess to. For this reason Belief Magick remains a mysterious tool
music and Ryamis ritually prepare vaal mites to eat away
mostly used by NCs of primitive cultures. The system is deliber-
the infection. The Chinte' float glowing giirdi rings over
ately vague to allow the Narrator to create a feeling of mystery
their injured. Often such cures will be instantaneous.
when he uses Belief Magick against his players. Rules lawyers
can't argue if there are no rules. Curses. Many Kai-cha can place hexes on victims with
the aid of Belief. Such powers often require a lock of hair
AC Ha' esh may have heard the rumours of the powers of their
or other such item related to the victim. With this power,
cousins deep within the swamp, but they have been too contami-
the Kai-cha can cause deep nightmares, horrible disease
nated by civilisation to use the powers of the Ancients and the
and even death. In the slums of Gevuria the mere sight of
Kyashi. They should still be susceptible to its effects, however.
a corn-doll can terrify a believing victim to death.
As players begin to unravel the hidden secrets of the Ancients
Ja'Hansh and Je'Khan roll ritually prepared bones to curse
they will gain levels of 'Cultural lore- Ha'esh'. They will then
a foe whilst Ryamis throw rotting fruit to form the curse.
be able to be affected by the powers of Belief.
Charms and Potions. The users of Belief can use their
powers to alter the feelings of other believers and can
brew potions which will do the same. Love potions and
Pafmer ·Slia:ncfa:rt? is ·travefiine with.in the power to tum people into mindless living zombies
t.lie cfeep swamps fo tlie west .ofY'espin are two of the most common manifestations of this power.
with, a Coca[ Jfa'esfi. guick .from tliat AC Mujo use ancient rituals to form their gudj concoc-
J own. 11iey liave cfisctYVe:rer£rm urt~ tions
·namecf cuari on .tfie 6a:ni of a misty ·.
:s wamp ist:a:ru£ ..'A.s Pa£mer steps asfiore Darksight. The power of Belief allows many of its users
\jjom liis swamp6ara_e,~ . severa[ yefiow to 'see' beyond Gargentihr and into the Darklands. This
s'R.ulfeaJ{a'esli run dOWn to face tfiem. is usually enhanced through mind-expanding drugs and
.·.. ..'A. 6riyfitCy 9ar6ea Xai-cha. native:: rituals. In this way, the Kai-cha can talk to the Kyashi
·a raws out a strarige sym6o{ on tlie and bargain with them into performing tasks for him.
IJ!OUnd:, .ani{ screecfies ·at .PaEmer's Many arrogant mortals have died horribly by abusing the
guUfe. 'rrem6fi:ne awfpace, tliis Pe:!:- honour of communicating with the mighty Cyatim of the
, fect[y fit man~faO:: ~in,to a J_oetaC ~lit[ Darklands, believing that they have the power to control
· .. : on tlie grou:nfwailing ani£m:oaning. such beings.
?11ie :Jfa'esfi Xai-clia fills user£ Natura[ Sigils. Belief Magick may allow the user to sign a sacred
. 1Jetief to attempt to terriftJ 60tfi . mark upon himself or others which protects them from
PaCmer aru£ tfie py-Uk into Siifrmission. harm, pain and illness. Such wards often require heavy
'J1ie guUCe fias CufturaC fore- :Jfa'esfi sacrifice to complete. There are records of some shaman
swaniy' at !£veC 6, and' tfie :Narrator sealing places with wards which will not allow any mor-
. cfecides tliat he tlius inows tlie ritU.a{ tal to cross into the designated area. The Augury con-
. carried: o u i·. tlie ~Ula {iuneali Xii~-: tains fragments of Ancient sigils which allow the Chiel
.clia, and" is e ectea 6y it. Pafmer "riiJes . to use a limited form of warding.
, not liave t is siilt inows notliine df
tfie ·. ritua,4 and: remains unalfectea. Nature. There are believed to be close ties between the
:Jle can 1ww concentrate on flie otlier Ancients and the planet, and many powers of Belief are
ft e :M.ua tri6esmen ranni!ffituwartfs · related to the land. A shaman can often talk to the ani-
. Fitm with spears in fuiru£. . mals, plants and spirits of the area and can use the pow-
ers of the wind and rain to help himself and his people. A
great harmony is enjoyed by the Kai-cha and the land,
and these powers reflect this.
176
All users of Belief have strong ties to both Gargentihr and to the or will not materialise at all. Such dabbling is dangerous
Darklands, and will often seem to be talking to themselves or and can call forth Cyatim and other powers from the Dark-
some other invisible being. It is said that the more a person uses lands.
the powers of Belief, then the more of that person's soul perma-
nently resides in the Darklands. Eventually, the great shaman The user must be in tune with his surroundings and have
and Kai-cha cease to exist on Gargentihr all together and they a KAI characteristic of at least 7. All those attempting
join the Cyatim within the Darklands. rituals with less inner strength will surely go mad as the
Ancients understanding and power is released into the
world.
Spiritual'Belief Only if these two requirements are met can the Sa be drawn into
the world from the Darklands. These rituals can inadvertently be
The souls of the rock and the tree and the stream watch over us.
invoked without the user knowing what he is unleashing. Belief
To know them is to know your own self'.
Magick contains powers only hinted at in the ancient texts found
Ancient Ha' esh Saying in archaeological sites across Gevuria. Several Masters of the
Geographical Society have disappeared after tampering in things
Many powerful and honourable mortals leave a kind of Sa-resi-
which they did not fully understand ...
due behind them when they die; almost like a shadow of their
former selves. This 'shade' is caused if the mortal felt so strong!y Rituals have the power to invoke themselves. There have been
about something that death could not totally wipe out the feel- cases when scholars have read such texts then found themselves
ing, and so the mortal lives on in this shadow. The mortal must involuntarily reading the ritual aloud in their sleep and summon-
meet one of the following requirements to remain on Gargentihr ing dark beings from across the void. All items associated with
as a shade:- the Ancients may be keys to dangerous rituals and powerful
Magick long forgotten. There is much about Gargentihr before
He must feel a tremendous amount of one emotion to
the Timestart that remains unknown and many mysteries have
keep his spirit together even though his body may be de-
still to be solved about the Ancients and their culture.
stroyed. This can be love, hate, pain, a sense of duty or
any other strong feeling.
He can make a pact with a Cyatim to bind his body and
spirit together in the Darklands whilst his shade performs
a service for the Cyatim on Gargentihr.
He has the powers to use Natural Belief and can bind his
own soul together to remain on Gargentihr.
Shades and their powers are discussed in more detail in the Crea- Professor t;etfiar'a.enterea ftis pi,vate
tures chapter. 6ootli witftin nis clian:r[Jers aiuCpow-
eyea1!Jl liis fJem reader. :Jle erz,ter:el£ a
trance-£iie -'-s tate a.s lie concentrated:.
!JUtua{ 'Belief on tne.·ny.f!'1:<?ticfftciertno Cigfits
tlir<JUBfi ffi.e. viewfirufer. (ietfiara
There are many keys of power to open the minds of mortals. . scanner£ tfirO'U§fi tfie .stranee and"
Perhaps we are not yet ready to unlock those hidden doors'. ··ancient miftd_:jicture~ cuntainea
witfiin tlie cyanna 9eni, fm!fuf tfiat
Professor Archinan Taal, MGS. afternoon in tfie liierog[y_pnic ruins of
Halvere University, tJie toin6. :l{e saw a str(;l,1YJe aari_
pCain witftJaottei£spires of ke in f e
Treth. > aistance. Strf!YlBe missli!i/Jen 6eastS
The power of the Ancients was vast, and residue from this power
circf.e tfie cofumns, dru£ a 6Caci sun
still lingers on Gargentihr. Their Belief Magicks remain alive
cas. ts an eerie gf!ow across tlie (.a:ru£
Sud"lknfy one oJ tfie wtnnea creatures
through the primitive cultures of the world, but the original pow-
6rea& offfrom t/U! rest. It fJe9ins to
ers are still strong enough to be invoked through ritualistic chants, · fCy cf.oser, cwse.r.
drawings and symbols found in ruins and ancient temples across
Gargentihr. 'I'fie: :f{a'esfi mpn-servantra:n into tjis
niasters cnam6ers a.s soon as tM '<
These rituals call on Sa-energy stored in the Darklands which fiorri6rR. screamino liaiC 6e.gui'k .· ·
can be directed through to this world if correctly performed. The
user is invoking powers greater and more terrifying than he can
possibly understand and does not have to believe in the ritual.
~· ~:nte:i~':afyfi~::~::::
invisi6Ce attac~ aru£scrett,~ i:n
Two requirements must be met if he is to invoke the powers stored
by the Ancients who first used and believed in the ritual. mvt&tna~Jtz~k~. I:"t::wa:~ay,
The user must know all of the ritual, down to the last iietW carrie<£~J~; .
minute detail. If the ritual is not undertaken correctly,
then the power can materialise in some other terrible form
177
The Darklands exists invisibly alongside Gargentihr, and while
usually disassociated from it, the two meet at spiritually impor-
"It is the prison of all beings of darkness who constantly hunger tant points known as vortex and warp-holes. It is the Ha' esh be-
for life and the energies of the living. It can only be seen in the lief that these points are to be maintained to allow the Kyashi to
glint of the madman's eye, the tears of the unborn babe and in pass between the two worlds. The shrines which are found around
the dark pools of blood of the unbeliever. There are no paths to the Gevurian land are such sites. With the coming of the Karro,
the Darklands except through the minds of the unholy. If we are many of the sacred shrines have been lost forever and threaten
weak and they are strong, then the Nameless Ones can reach the balance between the two worlds. The Ha'esh fear that if the
through into our world to suck the souls of the unwary and the sites are not maintained then both worlds will cease to exist.
unbelieving. We fight a battle every day which is greater than All locales within the Darklands have a peculiar nature. It con-
any fought by our armsmen, for we fight for our very souls. We sists of a multitude of separate and distinct places, each with its
must win or we simply cease to be. Only Sandis is strong enough own distinct scenery, inhabitants and ties with the world of Gar-
to save us now." gentihr. All these facets of the realm are at the whim of the ruling
Excerpt from diary of High Sanctor Tumal IV before the Cyatim lord. Mortals sometimes visit one realm but have no rec-
termination of the Brood-infested town of Krohis, on ollection of doing so. The Kyashi enjoy their privacy and do not
Lathmir, 1446. like the interference of mortals unless it is to further their own
means, so they toy with the minds of those foolish enough to
The Darklands are the source of Gargentihr's Sa-energy. It is a enter the Darklands.
place of great beauty and deep terror; a land which no mortal can
truly comprehend. When mortals die, their Sa-residue returns to Mortals are drawn to these places for a multitude of reasons.
the energy rivers of the Darklands and their memories and Whether it be to rescue a soul of a loved one, to find an ancient
thoughts are collected in the gigantic Sa-seas. Once the mortal's artifact of great power, or to request the aid of some great Kyashi
'soul' reaches these seas it becomes part of the collective energy lord, there have been many legends of heroic individuals making
there. It is at this point that the mortal soul is lost forever. If the the journey to these non-lands. There are many means to reach
soul is fished out of the rivers, then it can be replaced into a the Darklands, especially in those areas of the world known as
body. warp-holes. The entrance can be a cave or sinkhole, or a door in
a tree-trunk or on the side of a hill. All entrances only exist for a
limited time on Gargentihr and can move without warning. En-
tering the realms of the Kyashi without permission can be a dan-
gerous and foolish action.
9Q}asni
A great many creatures live in the Darklands; many nameless
and faceless things which feast on the Sa and thrive in the dark
comers of the world, and many beautiful and terrible beings of
great power and mysterious ways. These creatures can take on
many guises and can be as individual as the mortal races. The
inhabitants of the Darklands are neither 'good' nor 'evil'; they
are similar to the mortals in that they are prone to various moods
and feelings. There are two main classes of these creatures, both
of which are known as 'Kyashi' by the Ha'esh.
The Kull
There are swarms of these lesser beings in the Darklands. These
creatures are vermin, living off the energy residue of the Sa-riv-
ers and seas. These parasites are attracted to Sa like moths to a
flame and will suck the energy from any source. If a gate or
warp-hole is opened up from Gargentihr, dozens of these crea-
tures will attempt to fly through to feast on the souls of the liv-
ing. They can take many forms but usually appear in one of the
three forms listed in the Creatures chapter. Some of these crea-
tures grow so large that even the Cyatim cannot control them.
The Cyatim
The inhabitants of the Darklands are strange, inherently magical
beings, sometimes benign, often wicked, the vast majority of
whom are chaotic and individualistic in their actions. The Cyatim
are believed to be in some way connected with the Ancients of
Gargentihr but the actual relationship is known only by them-
selves. Only the lesser Cyatim are detailed in the Creatures sec-
tion for the others are too powerful to be described in these terms.
178
The Lesser Cyatim live in separate realms within the Darklands Narrators note :- Vhannis is a lesser Cyatim similar to many of
and are ruled by their Greater masters. They are an unpredict- his kind. Mortals often fascinate these creatures and can draw
able folk, given to the ways of mischief and chaos, but they take them away from their Darkland realms.
a great deal of interest in the affairs of mortals and often cross
Sound-catcher
over to Gargentihr to aid or hinder the people there. Their ways
Sound-catcher is always hungry and seeks the souls of the pure
are alien, as are their motives, and all who deal with them never
to take to the Soundless Cave. He traps all those who use their
quite remember all of the encounter.
names freely amongst strangers and engulfs them in icy black-
Cyatim are instinctive rather than intellectual creatures. The ness for all time. Use your name wisely, for Sound-catcher
materialistic and scientific world of the Karro is perceived as watches the wind for fresh souls.
vile and evil. The Cyatim cannot bear to be touched by any tech-
Narrators note:- This Kyashi is a Negative Kull who works for
nological or clockwork device and suffer great damage from any
an unknown source. It appears as a inky sheet of darkness and
such item. This is the main reason why the Kyashi of the town
smothers it's prey through to the Darklands, where it's master
Ha' esh have lost touch with their now civilised worshippers. As
awaits.
technology develops, the Cyatim must increasingly avoid their
old haunts. Only the peaceful and remote areas of Gargentihr are
favoured with the presence of the Cyatim and the creatures asso-
ciated with them. 'l>reampatlis
The lords of the Darklands are the Greater Cyatim. Each of these 'Our thoughts soar along the ancient lines and link us with
Cyatim has its own realm within the Darklands and uses Kull Mother Se' tuu; the land within. Think no evil thoughts, for Se' tuu
and lesser Cyatim minions to carry out its tasks. Each realm is
listens and knows all'.
created by its lord and can thus have very different properties to Re-Malri
the other areas of the Darklands, depending on the disposition of
the ruling Cyatim. Each Greater Cyatim is an individual with Kai-cha of Clan Rakkah
extreme power and should be treated as such.
179
<]ates ant! 'Warp-liofes
The fabric which separates the Darklands from Gargentihr is a
'Iown !Jfa 'esfi '.Belief
fragile thing which can be damaged by mortals meddling with 'The wild spirits have deserted us. Sandis is the Great Kyashi
Sa. Often, unexplained holes can appear in the fabric and act as a who protects us now'.
door to the other side, through which unspeakable creatures may Anon Ha'esh from Rol-Katel.
pass. These weaknesses in the fabric occur at the 'seams' where
two or more Dreampaths intersect. The Dreampaths are very old, Town Ha' esh have lost most of the powers of Belief Magick but
and are beginning to weaken with age. The Ancients had the share many of the rituals and ceremonies used by the swamp
ability to build 'gates' at the intersections which could be opened clans to invoke their powers. Town Ha'esh are a paradoxical
and closed using their technology. mixture of old and new, blending the use of technological items
such as the gem reader with the old ways of herbalism and ritual.
The gates remained after the disappearance of the Ancients and
lay dormant until now. The explorers of Gargentihr have begun Town Ha' esh still know all of the ancient legends, rituals and
to find these devices in the dark comers of the world and meddle ceremonies of their people as covered by the 'Rites- Dreampath'
with the secrets of the past. These items are both priceless and skill, and they still hold the main ceremonies as they have al-
deadly, and should be used very sparingly within a campaign. ways done. The main difference is that they have lost their ties to
the Kyashi.
The gates can take many forms; stories of mirrors and caves which
open up into the Darklands are recorded in many of the most There are several reasons why the town Ha' esh can no longer
prestigious libraries across the world. Most commonly, the gates use natural belief. The Cyatim will not venture into areas of high
are strange black boxes, three yards high by 1 yard square. They technology such as those found in or near to Karro towns, for
have a large ornate door on each side with a complex mechanical they fear science and those that use it. As the Karro have come to
combination lock. If the puzzle of the entry system is solved, the dominate Gevuria, the Cyatim are forced away from the clans
gate opens into a black tunnel-void which allows entry into dif- which live near to civilisation.
ferent locations within the Darklands. These gates are powerful The other main reason for the loss of power is the indoctrination
and dangerous items which can bring unwanted attention from of town Ha'esh into the Church of Sanctology. The town Ha'esh
both sides of the portal. regard Sandis as the Great Kyashi who rules over all others but
Warp-holes are natural gates which occur at Dreampath inter- they still believe in all of the other Kyashi spirits of land and
sections where great volumes of Sa have weakened the fabric of nature. The Church use the Witch-hunters to curb any Ha' esh
reality. Unnatural occurrences and many tales of hauntings are rituals and ceremonies which pay homage to any of their Kyashi.
common at such places. The Ha'esh have built many Kyashi Any ceremonies undertaken without the consent of the Church
shrines on such intersections and this has allowed Cyatim to gain are judged as heresy and are punishable by death. The largest
access to Gargentihr. ceremonies are still allowed under close scrutiny by the Church.
These are little more than carnival celebrations with many Ha' esh
dressing up as Kyashi spirits. The same ceremonies occur within
the deep swamps, but the Kyashi actually take part!
Almost every Ha' esh in the Karro swamptowns and plantations,
and those within cuari near to the towns now worship Sandis.
This has resulted in the loss of almost all forms ofBeliefMagick.
The Mujo are one of the few exceptions to this, for they use
ritual magick.
There are some slum areas within Karro swamptowns which are
so run-down that the Karro no longer patrol within the district.
The Ha' esh within these Gei-slums have allowed nature to re-
claim the land. Huge gnarled trees, masses of vine and lush un-
Great danger and terrible power can be felt by all who would dergrowth cover the once cobbled streets. The local clans have
stand near to a warp-hole:. Only the very brave or foolish would rediscovered the old ways deep within this green maze and have
venture to such locations knowingly. It is said that the Kull can managed to contact the Kyashi of the land once again. The an-
smell the souls of mortals through warp holes and will break cient powers are growing within the Karro cultural centres unbe-
through to carry their victims to the Darklands for eternity. knownst to the ruling bodies.
'Rites- Dreampath'
This skill allows ACs to ritually seek the many lines of the Dream-
'EnBIJFitenment
paths which span Gevuria. They can see the ebb and flow of Sa
along these lines and will be able to determine areas where the
'There is no good and evil. There is only being'.
paths meet, causing warpholes. Such use of the 'Rites' skill will Mamhatu
take several hours of preparation and ritual, coupled with the use
'The Blind Walker'
of mind-expanding drugs. Town Ha' esh are only able to do this
through the learning of the correct rituals handed down through The ancient concept of enlightenment has been retained by the
generations. This is a form of ritual belief, whilst the swamp town Ha'esh despite integration into Karro society. All Ha'esh
Ha' esh can perform the same abilities using natural belief. strive to reach this state of mind, but it is only the more privi-
180
leged members of the clans which can dedicate their lives to this
worthy task. 'lJe{ief ant!Sant!is
Enlightenment is an attempt to find true inner peace and knowl- 'The godless must be purged in the Holy Name of Sandis. It is
edge. In game terms it means reaching 20 KAI. This is a very the duty of all Church men to cleanse the bodies and souls of the
unlikely prospect for A Cs, but should not stop them from trying. unbeliever'.
Enlightened beings do not necessarily have the reputation which
Excerpt from the Augury.
would normally be associated with such a high KAI. Most indi-
viduals have achieved this state through quiet contemplation and The Karro have brought their god, Sandis, to the inhabitants of
meditation, so they are not immediately recognisable as some- Gevuria and the Church of Sanctology is a powerful organisa-
one famous. They do still radiate a great sense of power and tion within Karro society. Every Karro worships Sandis to a de-
awe. gree but the Church has lost its hold over the politics of Gevuria.
Enlightened individuals are totally in tune with Gargentihr. They The following section covers the powers of Belief which are us-
can reach the Darklands by thought and may use the powers of able by members of the Karro Church of Sanctology. These are
Belief Magick at will. They have become an important part of the only powers of Belief open to Karro ACs. All powers of the
the worlds Sa-energy and can feel the flow of all essence through Karro Church of Sanctology are forms of Ritual Belief. The Karro
their bodies. Such beings are very rare and should be deeply re- are not properly tied to the land, or enlightened enough to use
spected. They have lost all concepts of good or evil and only act the powers of Belief fully. Every ritual and ability described be-
in a way which benefits the planet as a whole. Most Enlightened low stems from information left by the Ancients, and it is not
beings are loners, for other mortals are usually tiresome med- fully understood by any Karro, including the High Sanctor.
dlers in their eyes.
Ha'esh have respect for all individuals who travel the path of 'Essa 'Tracing
Enlightenment, for they have given up their clan and family ties This skill is derived from symbols of the Ancients which are
to do so. Most AC Ha'esh walk this path and will be seen in a reproduced by the Chiel when they write their copy of the Au-
different light to other Ha'esh. The golden eyes of the seeker gury. The rituals of the Church combine with the Essa to provide
shows the character's intent, and will often result in a grudging the worshippers of Sandis with this power. They believe it is the
respect from other Ha'esh. holy powers of their God which protects them.
The powers of Essa Tracing are closely controlled by the High
Sanctor, who has realised the considerable advantages gained by
Chiel with this ability. It is the High Sanctor himself who has the
final word over which Chiel are trained in the use of the Essa.
Every trained Chiel and Sanctor is recorded in the Tabla Essa; a
great book held in the Church libraries within Treth. Every Chiel
who learns to use the Essa is interviewed personally by the High
Sanctor and swears personal loyalty to him. AC Chiel will be no
exception to this rule.
Only a very few privileged Chiel are chosen to learn the sacred
arts of Essa combat. Many of these individuals become mem-
bers of the Sanctum Guard, whilst the others are spread through-
out Gevuria. All Chiel with Essa Tracing may be called upon by
the High Sanctor to use their powers for the good of the Church
at any time. Their whereabouts are constantly monitored by the
Church, which can bring unwanted attention to AC Chiel who
use this mystical power.
Possession
All kull long to reach Gargentihr and to live there for eternity
sucking the ripe souls of all mortals. These horrible creatures are
prevented from doing so by the Sa-rich atmosphere of Gargen-
tihr, for the kulls' bodies quickly begin to decay in such an envi-
ronment. After only a few days on Gargentihr the kulls' bodies
begin to rot and their essence is drawn back through to the eter-
nal prison of the Darklands. If the creature can find a suitable
vessel to hide in then it can stay on Gargentihr and live upon the
plentiful supply of food which covers the land.
Possession occurs when a kull has entered Gargentihr and en-
counters a mortal whose soul has been in some way weakened.
This is either someone who is mortally wounded or near to death,
181
or a mortal who can easily pick up on the patterns of Sa, such as
some young children or the insane. The kull enters the body as a
wisp of grey-green smoke while it's own form begins to decay.
Once inside, the kull gains nourishment by devouring one fresh
soul every eight days. It does this by venturing out of its vessel
and into an uncorrupted mortal body. The kull then sucks the life
from this body in seconds and leaves a dry husk in its place.
Once full, the kull cannot prey until the eighth day has come
once again.
The body which the kull inhabits is immune to decay, disease
and damage from natural weapons and possesses supernatural
strength and abilities which vary between kull. Powers such as
wall-walking and vomiting pea-soup should give the players
something to think about. It is only when the kull l~aves the vic-
tim's body to hunt for a fresh soul that the 'vessel' of the posses-
sion can be harmed or saved.
'Ezyrcism
When the kull is in the body of its vessel, it is relatively safe
from external forces. Some individuals know ways of luring the
kull out of its victim, but only characters with 'Rites' or 'Hypno-
tism' skills can aid the exorcism.
A character with Rites can try to draw the kull out of the vessel
and into his own body, but this can only be done if the character
can correctly fool the kull into thinking that he would make a
better vessel. Unless drawn, this test can only be tried once per
character.
The character must make an Opposed 'Rites' Success Test against
the KAI of the kull. (Most kull have a KAI of 8). If the character
wins this Test, then the kull is fooled and exits the body. If the
kull wins the test, then it remains inside the possessed victim
and draws a permanent point of KAI out of the character attempt-
ing the 'Rites'. If the Test is drawn, then it costs the character D6
FAT through the strain but it may be attempted in the next Tum.
The other way to lure the kull out is via the 'Hypnotism' skill.
The character must make the same roll as the 'Rites' success
test, above, to lure the kull out. Of course, some kull are ex-
tremely vain and may be goaded into materialising. A mixture of
good role-playing and skills such as Acting and Persuade may
see the characters succeed in this way. These cases should be
rare.
If the kull emerges, it will take three Rounds for it to find its
bearings before it enters the new host body. During this time it
may be attacked freely as if it were one of the standard kull out
of the Creatures section. Failure to destroy it in this time results
in the kull attempting to enter into the character which drew it
out of the original victim.
The kull will force its gaseous form into the new vessel. Because
the character is (hopefully) neither at deaths door or totally in-
sane, it will be unable to enter and must materialise fully. During
this attempt, the character will take a wound from the strain of
the attack. If the kull can be prevented from finding a new host,
it will be sucked back through to the Darklands to plot its re-
venge against the characters ...
182
'Waraing
There are many long lost rites and incantations which have sur-
vived from the time of the Ancients which can act as 'keys' to
~rotlier XaCafpCacetf tlie fa..st fwfy
the black doorways of the Darklands. These symbols, letters and
designs will, if drawn in the correct sequence, temporarily close
sym6o{ on tlie ancient ruinetf arcli of
{lie torn6. !i(e liatf spent tfie Cast tlir.:~e
a gate through to the Darklands and prevent any of the foul min-
liOurs sittinp in tli:is aamnetf swamp
ions from beyond entering Gargentihr. mist carepi_{{y_ pCacina_ tli~ correct
Such wards can be drawn across any entrance and will prevent 'Essa arouna tnef0r6iili£en entrance
all creatures from the Darklands from stepping over the thresh- to tlie 1Jarkfarufs. 'Exli:a:ustet! lie malfe
old. The Augury contains such knowledge. Similar powers are fiis way back across tlie cCearino to
available to Ha'esh with the 'Rites, Dreampath' skill which rely fits fe[[iiw Climtfis. 71ie·seaCwas com-
on the users memory.
yiete, antf Saiu{is woufi:{ keep ev~{
·.·. ·. from enteri:n{:J tfie world: .
The Grune Mechanics . . Xafa{ lieartf'tfie sound$ of Tymon ,
The first step is a 'Rites' Success Test made by the user as he
returning to tlie cCearfnB, antf turnetf
attempts to correctly draw the ward. The ward must be drawn on ' to greet fiis fij,e.n.d". :His sliout .turnetf
a flat surface and lasts only until any part of it is destroyed. Any to lionor as fie saw T'ymon walliing
mortals stepping across the ward will also remove it. The Diffi- :un<fer tfie 9iant arcli. ..
culty Factor depends on the size of the gate and whether a Chiel
attempting to draw a ward is carrying his copy of the Augury at · "No you Joo{! You'ff d:estr~ tlie
the time. wardl" Fie screamet:C
Ha'esh who use the 'Rites-Dreampath' skill do not need the Au-
.'As t'fie gootf '1Jr.-0tfier watcliea in fear,
gury. They use ancient rituals and marks taken from memory. If ·. tlie un~o(y arcfi slione ... 6riafit{y anif
tlie isCanasliook. ~eliintf T~ tlie
the Success Test roll is successful then the ward seals the gate.
6Cack 9ate s{uw{y_ openetf aiu( a fierce,
The second step only applies when some foul beast from the clii{{wintfliit ffie Cfiie{. In tlie arcli-
way 6eliintf tlie scientist sometliino
unnaturaC antf impossi6Cy farge 6e9an
·. to stir ...
Darklands tries to cross the ward. Wards last until the creator
removes them and this test must be made no matter how far he is
from the ward.
The creator of the ward must make an Opposed Success Test
based on his KAI against the total KAI of the creatures coming
through the ward. If this roll is successful, then the ward holds
and the unspeakable ones cannot cross the warded area. If this
roll fails, the ward shatters and the minions of the Darklands can
cross freely. The creator of the ward will take one random wound
for each 1Opoints of KAI passing through the ward. This repre-
sents the strain placed on the creator's mind and body when his
ward is breached.
A Chiel will receive a bonus to his KAI if he is in the presence of
true believers of the Church of Sanctology. Add 2 points of KAI
to that of the Chiel's when rolling for the Opposed Success Test
for every true believer with the Chiel at the time. ACs who have
properly role-played believing in Sandis will add to the total of
the Chiel's KAI. Ha'esh characters rely on their own ritual-pre-
paring talents and receive no bonus to their KAI.
183
Pa{mer fiacfy,cf cfeep into tfie tfiicf(green vine net wfiicfi coverecf tfie swamp patfi. 'Beads of sweat ran cfown fiis
6acf0. stic/(jng si{k_sfiirt to s/(jn. Sancfis, fie fiatecf tfiis fancf! Large mufticofourecf insects 6uzzec£ {azi{y arouncf fiis
fiecuf, wfiifst 'Tymon ancf 'l(arratfi crasfiecf tfirougfi tfie uncfergrowtfi 6efiinc£ fiim {ify_ a fiercf of sfetfi. (Janna fiac£
cfisappearecf into tfie waf{ ofgreen wfiicfi surrouncfecf tfiem, moving sifent{y afieacf to fine£ tfie fost trail
'Ifie vines fina{{y fe{{ arouncf fiis feet ancf Pa{mer wa{fy_c{ tfirougfi tfie green arcfiway tfiat fie fiacf sfiapecf witfi fiis
own fiancf. 'Ifie grouncf raised s{igfitfy, affowing tfie 'l(arro tfie {uzyry of cfry grouncf uruieifoot for tfie first time
tfiat morning. 'Ifie swamp ffoor was ffoocfecf ancf tfie Cfoncfis fiacf 6een wacfing ank,fe-cfeep tfirougfi a tfiicf(green
mucffor severaf fiours.
Cfim6ing up a steep em6ank,ment, Pafmer co{{apsecf in a smaf{grass-coverecf dearing, gasping for 6reatfi. 'Turn-
• ing, fie watcfiecf 'Tymon ancf 'l(arratfi emerge from tfie swamp, in no better state tfian fiimself. 'Ifie tfiree 'l(arro
sat in a cirde cfrin/(jng cfeep{y from tfieir water-6ottfes in siknce, tfie noises of tfie rainforest ringing in tfieir
ears.
(Janna stepped out from 6efiinc£ a near6y gei-tree, swinging on agreat gnarfecf 6rancfi. Sfie frownecf at fier fe{[ow
Cfoncfis.
'Slie strying to poison us TUJ'UJ ~ mum6recf Palmer after ta/(jng a timic£ 6ite ofsour ofive ffesfi.
'I al.so founi. these'. (janna fit{c[ up a 6rancfi of 6rigfit yeffow 6eni£s.
"Do tfiey taste any better tfian gutt?' inquirecf 'Tymon. '11ie otfier two 'l(arro voicecf tfieir agreement.
Ingest. Herb must be eaten and passed into stomach to
!J-kr6s ant!'Iheir 'Effects take effect.
There are many varied and useful herbs found on Gargentihr, Inhale. Herb must be breathed into the lungs to take ef-
each with its own distinct uses and properties. The herbs dis- fect.
cussed in this section have a number of characteristics used to
determine their usefulness. Paste. Herb must be made into paste and can be ingested
or applied onto a weapon and passed through an injury.
Locale
Describes the terrain on Agasha where the herb is most com-
!RJI,rity
monly found. Some herbs are regional whilst others are found This indicates how common the herb is. The 'Find' column indi-
only in a particular type of terrain. Some herbs will be found in cates the Difficulty Factor of the 'Herb' skill Success Test re-
other areas from that listed, but may be known under a different quired to find the herb. This can be modified by weather, popu-
name. lation of the area and other modifiers. The 'Dosage' column in-
dicates how many uses of the herb will be found. The 'Search'
column indicates how often the character can roll to search for
!Form the herb.
Describes the form that the useful part of the herb takes. The
stem, flower and leaves of separate plants all have their uses. Table 1. Finding Herbs
Rarity Find Dosage Search
Preparation c Moderate 206 Per hour
u Difficult 106 Per 4 hours
Describes how to prepare the herb, as outlined below. A 'Herb R Impossible Per day
lore' success test must be made to successfully prepare the herb.
The difficulty must be determined by the Narrator.
•• C- common. The herb will be relatively plentiful in the
Apply. Herb must be physically placed onto location to appropriate area.
affect it. This takes 1-6 Rounds.
U- uncommon. The herb will be difficult to find in the
Brew. Herb must be boiled in water and drunk to take area.
effect.
R- rare. The herb is very difficult to find due to limited
quantities.
186
Mujo
The Ha'esh herbalists known as 'Mujo' practice a form of belief
magick based around the use of herbs. The Mujo mixes common
herbs into strange concoctions called 'gudj', whilst performing
long and complicated rituals that take between half a day and a
week to perform.
'Ways
The knowledge to make each type of gudj comes under one of
the Mujo's ritualistic skills called 'ways'. These are 'Potions way',
'Powders way', 'Salves way' and 'Incense way'. To success-
fully complete the ritual and produce the gudj, the Mujo must
make a Success Test under the appropriate 'way' skill at the Dif-
ficulty Factor listed under each gudj's description.
A failed ritual means nothing of use has been produced and the
ingredients cannot be reused.
For each successful ritual performed the Mujo will have made a
number of doses of the gudj related to his skill level and the
difficulty of the ritual as shown below:-
Easy ritual - one dose per skill level.
Moderate ritual - one dose per 2 skill levels.
Difficult ritual - one dose per 3 skill levels.
Impossible ritual - one dose per 4 skill levels.
Skill levels are rounded up when calculating the number of doses.
Every 2 points under the target number on the D20 adds a further
one dose to the total number of gudj created.
187
you pardon the pun) and to keep an AC Mujo on his toes. Mujo
characters will have to carry a lot of junk with them if they plan
to make gudj during an adventure and this should be discour-
The following section lists the gudj available to a starting Mujo
aged. Most Mujo have a sacred preparation chamber with a wide
character. The character has the knowledge of all the following
array of ingredients available to them. The AC Mujo may wish
gudj but must obviously have the correct components before he
to do the same.
can produce any of them.
The following are the sections to each gudj description -
The most common name of the gudj. Most Mujo will
have a similar name for each Gudj.
The 'way' required to make the gudj. The Mujo must
have this skill to make the Gudj 'Tu'fio is aruujo wfio wisfies to '. <;.r~
The passage also describes each of the component as- at~ some tabassfi for fiis felfow
pects. These are the gudj effects which can be altered by Cfontfis. :J{e Fias 1_.aose eacfi of
adding extra doses of the component. Multiply the effect Satcfia anc[ Xrotfi amf4 aoses of
by the total number of doses added. · Ya{[, amf fie is goine to use a{{ of
The ritual time is the time taken to perform the entire 'tfiese to make a more potent gudj. ·
ritual. If the ritual is disturbed then the Mujo must begin
again. The components of the ritual are wasted and must 'Tfie ritua{ usea to prepare Ca6assfi
be replaced. The number of doses produced from each takes 48 fidurs. ·'Tfie adt£itiona{3 ··.
ritual is detailed above. ).loses of yaJiadiia furtlier 3 <fays to
The ritual difficulty is the Difficulty Factor of the Suc-
. tfie rit~{ time. It wif{ take T'u 'Fio 5
cess Test needed to successfully perform the ritual. This days of ritua{ to prepare tfie gut{].
also has a bearing on the number of doses produced. 'Tu'fio fias tfie sk.i{['P<Jtions way' at
teve{7 ana must make a '1JifficuCt'
Otlier l119'et!ients suc<ess test to succeea in Fiis r.itual
The 'Aspects' description only lists the variable ingredients of J-fis 3'4..'AN is 6, so tfie cfiance of ··
the gudj. The Mujo must also mix in a number of far more mun- success is 11. 'Tu 'fio rofis a 7. :J{is
dane products to complete the gudj The mixing of gudj is a per- ritua{is coniyfete!
sonal ceremony and the exact ingredients that are mixed with the
herbs vary greatly between Mujo. It is the herbs and rituals that 'Tu'fio fias createa3 gut{]. 1Vitfi a
sparks the Belief Magick. 'Potions way' ski{{ of 7 am£ a 'Viffi.;.
Table 7 lists some of the more common ingredients which go cu{t' success test fie creates 1 cfose
into the gudj. The Narrator can determine the exact ingredients yer 3 fevefs of ski([ (7 cCivUfea 6y 3 is
if he so desires. 2.3, roumfea up to 3). J-fe made tfie
The exact amount required for each non-herb component is un- 1J20 ro{{ 6y four points, wfiicfi aaas
important. The ingredients have just been added for flavour (if a furtfier 2 aoses ofgut{j to tfie tota{
created: 'Tu'fio creates 5 cfay 6a{fs of
{a6assfi.
'Ifie {a6assfi fias a 2 yara ratflus
area effect ana wi{{ burn for 3
'Roumfs. 'I'fie add"ea aoses of tfie yaCC'
fier6 means tfiat tfie fa6assfi wi{[ ao
3 at£c£itiona{ woundS per 1Wum£
witfi no _protection from armour; a
fetfia{ concoction irufeed:
188
Table 7. Mundane Ingredients List qUl{j 'Descriptions
Bark Dust Teeth
Claws Kou I Sap
Animal parts Blood Bones
Rotting vegetation Feathers Hair .91.ntitlote
Common roots Maggots Mud
Way- All Ways
Sleth dung Tiny stones Water
Ritual Time - 24 hours
Ritual Difficulty - Difficult
'WeitJh.t of {jutlj
Each dose of gudj will come in an individual capsule or bag and Component Aspects :
normally weighs 0 ENC, with 3 gudj adding up to one ENC. Oppala gives an EFF of Easy
Some gudj can be rather fragile and care must be taken when
carrying such volatile substances.
This ritual can create an antidote for any poison, providing that
{jutlj in (jamepfay the original type of poison used is known. The antidote is made
using the same ingredients that were used in the poison. For ex-
Most Gudj are prepared between adventures and are thus ready
ample, the moonweed herb would be required to produce an an-
to use. The exact statistics can thus be recorded on a separate
tidote for moonweed, and a blacktree spider would be added to
sheet of paper before the start of the scenario. This speeds play
the gudj to make an antidote for its venom.
and cuts down on awkward bookwork during the game.
Any antidote will be successful if its EFF rating is greater than,
Both players and the Narrator should remember that the gudj are
or equal to, that of the poison taken. The antidote gudj has a base
sacred ritualistic forms of Ha'esh belief. Do not abuse this dur-
EFF factor of Easy. Each additional dose of Oppala increases the
ing play and try to keep their use mysterious. Role-playing is the
EFF rating by one Difficulty Factor.
name of the game, after all.
Additional herbs must be added depending on the original form
which the poison took:-
{jutlj in Combat
Any player can use gudj in combat. Some Mujo have been known Kerry thorn must be used to create a powder antidote
to produce their wares for noble causes, and there is nothing to Beach Ivy must be used to create a poison gas antidote
stop an AC Mujo from providing his fellow Clondis with these
Wy must be used against poisonous salves
items.
Gudj can be accurately thrown using the 'Throwing - gudj' skill. Jhanni must be used in potion antidotes
All other subgroups of this skill can be used to throw the gudj
but the user receives the -2 modifier for using a similar weapon.
The combat statistics for throwing Gudj can be found in the Mis- 'Batltiose
sile Weapon Table of the Equipment chapter.
Way- Incense Way
Ritual Time - 24 hours
Ritual Difficulty - Difficult
Component Aspects :
Kroth gives a 2 yard radius
Fichleaf gives a duration of 2 Rounds
This ritual creates a clay pot filled with a vile smelling smoke.
When the pot shatters the horrible stench is released and causes
all within a 2 yard radius to make a Difficult HEA Success Test
or fall to their knees retching for the next 2 Rounds.
Everyone who makes the HEA check will still be at -3 to all
skills for the next 2 Rounds. If there is a high wind or heavy rain
the stench might dissipate faster.
189
'.Bfutlesa!ve Cfwfjng 'Deatfi
Way - Salves Way ·Way - Incense Way
Ritual Time - 3 days Ritual Time - 1 week
Ritual Difficulty - Difficult Ritual Difficulty - Impossible
Component Aspects : Component Aspects :
Beachivy Moonweed gives an effect of 1 HEA.
Hesedi Petals Wy gives a 2 yard radius
Hetch Pink lotus gives no additional effect
Tyo
This ritual creates incense that when burnt will release a deadly
invisible smoke into the air. This smoke will cover a 2 yard ra-
This gudj is a thick brown paste which is smeared onto a weapon dius and will cause all those who breathe the smoke continu-
prior to combat. This salve bums the skin around a weapon strike ously over the next 3 minutes to lose 1 point of their HEA char-
and adds 4 DAM to the natural DAM of the weapon. acteristic, permanently. A further reduction of 1 HEA will occur
every three minutes after the first. The targets will begin to feel
One dose of bladesalve will coat one blade or three arrow or
drowsy after six minutes. If HEA is reduced below 1 then the
spear heads. The salve only stays fresh on the weapon for 1 Tum
target will die.
but will affect all wounds hit with the weapon during this time.
The beach ivy, hesedi petals, tyo and hetch must all be added to
gain the 4 DAM. Further additions to DAM are achieved by add-
ing to all four of the herbs. !fire6reatfi
Way- Incense Way
Ritual Time - 5 days
190
growth Iceaust
Way - Powders Way Way - Powders Way
Ritual Time - 5 days Ritual Time - 24 hours
Ritual Difficulty - Difficult Ritual Difficulty - Moderate
Component Aspects : Component Aspects :
Kroth gives an area of 5 square yards Bubbleweed gives a 2 yard radius
Screeleaf gives a duration of 5 Turns Sull gives a duration of 5 Turns
Seeds of desired plant Chanta gives a STR rating of 12
This ritual creates a powder which contains the seeds of the plant This ritual creates a powder that, when added to a body of water,
the Mujo wishes to grow. When the powder is scattered on the will cause it to freeze; whether it be a stagnant pond or part of a
ground the plant will grow to full maturity in five Turns. The running stream. The powder will freeze a 2 yard radius of water,
plants will live for a further 5 Turns before dying and withering, 6 inches thick. This is thick enough to make the ice steady to
but may be dug up and used as any normal plant. Herbs grown in walk on.
this way will retain their natural abilities but may not be used as
The water will remain totally frozen for 5 minutes, after which
ingredients for gudj. The plants grown cover an area of up to 5
time it will begin to thaw at a rate dependant on the surrounding
square yards.
clime. Anything, including people, within the water will be fro-
zen in place unless they can make an Opposed STR Success Test
against the ice STR rating of 12.
9-fea[ 'Disease
Way- Salves Way
Ritual Time - 4 days
Itch
Ritual Difficulty - Easy Way- Powders Way
191
La6assfi Poisons
Way - Potions Way Way - All Ways
The Mujo can create gudj poisons in the form of all the 'ways' .
This ritual produces a clay ball which breaks on impact causing These poisons will have a basic EFF of Easy and will kill the
the sticky gudj inside to explode. This explosion causes a ran- victim instantly if the victim fails his HEA Success Test against
dom wound to every person within a 2 yard radius, and armour the poison. Further doses of Oppala will increase the Difficulty
does not protect against this attack. Factor of the Test by one level per dose.
All persons within the radius will have all damaged locations Powders must be blown in the face, incense must be breathed in
coated in the flammable gel which is produced by the explosion. but can affect an area up to 2 square yards. Salves must be ap-
This gel will do 1 random wound to each location hit per Round plied to the skin and potions must be ingested. Each poison re-
for 3 Rounds or until it is extinguished by cutting off the oxygen quires a certain herb :-
to the gel. Immersion in water will not extinguish labassh.
Kerry thorn is used to create a powder.
Beach Ivy is used in incense.
Wy is used in salves.
Jhanni is used in potions.
Poultice
Way - Salves Way
Ritual Time - 4 days
Ritual Difficulty - Easy
Component Aspects :
Vhuul heals a Moderate Wound Effect
Way- Incense Way
Ritual Time - 12 hours This ritual produces a thick mud salve which will rapidly heal
Ritual Difficulty - Moderate injuries when the poultice is smeared over the injured location.
Each dose of Vhuul added in the ritual will heal 1 level of injury
Component Aspects : completely; 1 dose will remove a Moderate Wound Effect, 2 doses
Cadj gives a 10 yard radius a Difficult Wound Effect and 3 doses an Impossible Wound Ef-
fect. Dead individuals cannot be revived. A chanting ritual must
Retch gives a duration of 1 Turn be undertaken as the salve is applied. This will take 1 Turn per
dose of Vhuul in the gudj .
This gudj is a stick of incense that, when burned, rapidly pro-
duces a thick fog . This fog blocks the sight of any creature caught
within its radius and visibility is reduced to 1 yard. The fog has a
radius of 10 yards and wi11 last for 1 Turn (1 minute) before it
begins to disperse, although in high winds or heavy rains the fog
may be less effective. Some devious Mujo make this gudj in the
form of a cadj stick.
192
across the area. The web shoots out from the clay remains and
'Dreampowtier will stick to everything within the radius. It can be used to entan-
gle enemies, trap game or block off an entrance.
Way- Powders Way
The STR rating of the web must be overcome in an Opposed
Ritual Time - 36 hours Success Test if the target is to break out of the web.
Ritual Difficulty - Easy The web covers an area with a radius of 2 yards, has a STR
rating of 12 and lasts for 1 hour before crumbling away.
Component Aspects :
Good-dream
193
Jtff of tfie Sfievin stoorf sifent{y 6ac( to 6ac(in tfie smaI{ cCearing, peering into tfie {usfi, green canopy for any
sign of tfie quarry wfiicfi tfiey (new was tfiere. Jtt Ce.ast tfie arums fiarf stopper£. 'Ieetfi cCencfierf, Pa{mer
munnurerf to yanna,
Ylny sign?'
<Jlie Cfianni rep{ierf over fier Ceft sfiou{rfer.:
s
'''Become so{irl, Jiess. '1/erry sCo~ '. (janna voice li.atl a quiet urgency to it wfiicfi tfie Xyromancer cou{rf
not ignore. Jie rfirf as sfie asf<:#, Pfiasi. into tfie PliysiealSpliere.
yanna 6o{rf{y too( a step forwanf toWa:rtfs tfie nearest Je ·~ warri.Ore.ss. %is one stoorf aCnwst seven feet
taC{ anrf wore a 6Coorf-rerf (]_mt.6ani{ on fier Ctft arm. Sfie woksaJar more dangerous tfian any of tfie otfiers.
'Botfi C{onrfis anrf Je '?(fian tenser£, aruf a[[fell silent.
Ligfitning fast, yanna sfiouttfer-'cliargerf tfie Je '1(/ian am{ s4ppetf untfer fier guarrf, aiming fo r tfie mirfrifj.
s
<Jlie Cfianni sfiou{rfer caugfit fier opponent sfiarpfy, ,wiritling fier anti fJi,ocl<;jng 6otfi to tfie grounrf. yanna
was preparerffor tfiis an(i e~cutea a perfect r(J[[jlip1 fanai.rig on fier feet 6efiinrf tfie stiff prone warrioress.
<Jlie otfier seven Je '?(fian grow(etf Qiu{ 6eat t'fieir weapons in approv'aC wfiiCst tfie CConrfis Coof(_g.rf on in
rfis6eCief 'Wfiat in tfie name ofSa1u:lis was tfie. ignorant J{a"esfi rfoing?
Sfiijting on tfie 6affs ojJier feet,, (gann,a wtiiterffor tfie fiu{f(j.119 Je ''J(fian to rise from tfie grounrf. 'Witfi an
infiuman grow{ of anger, tfie warriaress cfiaigerf' fiead rfown towaras tlie Cfianni. yanna (new tfiat tfie
Je '?(fian wouU not 6e C(l.1'fifit out twice. site sCipped anrf feignea [eJt as tfiree fiunrfrerf pounas of angry
. .
musde tfiunrfererf past, s{amming into a gei tree 6efiinrf tier. ·
yanna turner£ to face tfie now sfiriefGne anrf wfiooping Je 'Xfian antf tfieir oewiUererf captives.
---· .
'.Sfia 'mee R_assa go ta{ I' sfie e:tJ:faimea in tfie sfiarp gCottaE tongue of' l fie 'Je '?(nan. <Jlie otfier non-fiumans
snapper£, grow{erf anti sfirief;:f,if at tfil.s re~rfv_ ~[wious{y in~mirtfi.
PaCmer starer£ at tfie. Cfianni in utter Cl»Uiz,ement. ~{ow{y tlie giant Je 12(,.fian rose, to its feet 6efiinrf yanna,
sfiaf(jng its rfrearfCoc~ ana . w.Cing infiiTy. yanna rfirf not ffi.ncfi aria K.!-pt stari119 at tfie otfiers in front of
fier. <Jlie warrioress ;ose to Fi.er fuCCtieJglit 6efiincf fie CConrfis ani£ 6eg-an to 6rirtg. tier giant 6ar6erf 6Carfe to
6ear. :· · ' •
'Loo( out, yannaf , 'TymotJ 6are{y Ce;t tlie fof t wore{ out 6efore a ffurry of arrows 6rol(g, .out from tfie trees
arounrf tfie cCearing, cutting d'own tfie giant Je '?(fian. 'nie warriore.ssgrunterfaM sC~mpecf 6acf:._against tfie
tree, fier sworcffaffin~ fiavnfus[Yi to tliegroutUf. Stiff (Janna stood stationary ani a[[ eyes turner£ to fier.
'Cfiu 'cfia ass an! ' <Jlie Cow growfing came .from another ef tile seven Je ''l(fidn stantfing 6esirfe the CConrfis, fier
Jinefy 6earferf rfrearf{oc~ marf(jng ~er · as someone of obvious importance . .'llp,on fiearing tfiis remark (janna
rfropperf to fier knees anrf 6owerf, fWUi:ng_ this position of respect for aC~st a minute of si[ence. Sfie tfien
stoorf anrf returner£ to fier:.ctoC£eapiift. 'je '?(fian trier£ to stop fier.
'I insu[terf tfiat warrior.ess.into.attacf(jng anrf sfie 6efiaverf 6arf{y, rfisfionouring her sister-cfan. Sfie motioner£
to tfie jine[y 6earferf Je '?(fian, Ylpparentfy that Sfian-no6[e was impresser£ 6y my courage. 'We are to 6e tfieir
guests witfiin their ?(amarru. I suggest tfiat we rfo not insuft tfiem '.
Stiff rfum6founrferf, tfie other CConrfis were [earlfrom the forest cCearing into the surrounrfing swamps.
Cfiinte '~'liar
!l(flcia{ .!Jlttributes
Height: 5'0" to 5'8" Weight: 80 lbs to 140 lbs
Modifiers : -1 to STR +4 to AGL
+2 to STE +3 to SEN
1Jescription
The Chinte' F'har are a widespread race which can be
found in all civilised areas across Gargentihr. The
Chinte' are tailed bipedal creatures, usually standing
from 5' - 5'8" in height, and covered in a soft short fur.
This fur comes in many colours, from the white which
is common amongst the D'Tehr family of the moun-
tains, to the dark red of the Hesk sailors.
All Chinte' have large sensitive ears with which they
can hear far better than humans. When listening, the
ears sit up and twitch and the head is cocked to the left.
Many Chinte' also cock their heads to the right if an-
gered or uneasy. All Chinte' have exceptional eyesight
and can see equally well in the day or at night. Alert and
quick, the Chinte' would make excellent guards if they
were not overly curious and had such a short attention
span.
The long snout of the Chinte' male is particularly ten-
der and if hit, can cause exceptional pain. Many Chinte
wear protective muzzles to cover this area and this fash-
ion is popular amongst the wealthy ofYaskal and a~
the merchant ships found along the coast of
The mouth of the Chinte' is filled with sha angu-
lar teeth which give them a feral loo n they are
angered. They have a snarling, growling language with
many sharp sounds. This makes them appear more fe-
rocious than they actually are, but can make their feel-
ings difficult to read.
The Chinte' F'har are an agile race known for their quick
and jerky movements. Their prehensile tails are con-
stantly in motion, giving them an excellent sense of bal-
ance. This tail can almost be used as a third arm, with
the ability to grip and carry light objects. When in pain or sorrow, the tail goes limp. In High
Chinte' society, it is uncouth to wear the tail outside of the pantaloons commonly worn by both
males and females.
Ch~nte ' are omnivorous and eat a very mixed diet of nuts, fruit, beetles, fish and meat. No other
race enjoys food like the Chinte', or has such a varied diet and their banquets hold delights for all
who attend. There are over thirty different festivals held by these people every year and each is
celebr~ted with a passion and style rarely encountered elsewhere. Sea Chinte' welcome other races
into their Corns, and enjoy company.
The Chinte' folk live for an average of 50 years and as they get older their fur turns a lighter colour.
Chinte' take several mates over this time but only have one child per coupling. Both males and
females can decide to divorce their mate when they tire of one another and no repercussions come
of this. Chinte' tire of things quickly and their society reflects this. Human 'matrons' are often
employed to look after groups of Chinte' children for they are more patient than the natural par-
ents. This practice is common in Gevuria, where inter-racial communication is more likely.
195
Outfoot
Chinte' culture and society is as varied as the humans outlook and has few set consistencies. The
one trait held by all is their incredible curiosity which has been known to overpower even the most
rational of Chinte' F'har.
The deadly Ta- It is the power of curiosity which has taken the Chinte' over the seas and placed them across all of
Gargentihr in their bid to learn and explore. Their curiosity is only matched by their short attention
hun is a span. Chinte' are notoriously impatient and tend to get very aggravated if kept waiting.
In all Chinte' realms, knowledge is a powerful and respected thing and for this reason their practi-
weapon tioners of Belief Magick, the Sa-Catchers, receive a respect which is religious in outlook. There
are two very separate Chinte' cultures to be found on Agasha, as described below.
commonly
favoured by '1fte 9ligli Cliinte '
There are seven main families of Chinte' to be found on Agasha, and all are run by the High
Hesk family Chinte', who stand 6" taller than their kin. These creatures rule Yaskal from their high mountain
fortresses protected by the powerful glass beam-rods which can cut through solid rock. The High
guards Chinte' are treated with a deep respect by their Sea Chinte' minions and rule with an iron fist.
Disrespect towards these arrogant creatures is met with instant death, and all inhabitants of Yaskal
fear their lords. They are excellent merchants, and control much of the trading to be found across
Agasha. Most of the actual trading is carried out by the Sea Chinte' of each family, for the High
Chinte' are xenophobic and remain in their mountain homes, enjoying a decadent and rich life-
style.
Language
Low Chinte' is the language of the Sea folk and is often used as an inter-
national trade tongue by other races as the Chinte' are the most com-
monly found trading race. It is a fast, glottal and slang language which
lends itself perfectly for this purpose. Chinte' traders love to haggle
and bicker when trading. Often this is more important than the deal
itself and a shrewd trader can use this fact to his advantage.
Cfotliing
High Chinte' prefer the brightly coloured rich silks of the Je'Khan.
They are tasteful dressers with an artistic streak. The most impor-
tant lords wear Mirror-masks and hide their features when in pub-
lic. Sea Chinte' wear more practical clothing, but it too is brightly
coloured and often indicates house affiliation and the ship on which
he works. Many Sea Chinte' wear their tails out of their panta-
loons when ship-board and at rest. Footwear is never worn on ships
as a sign of respect to Shar Go-jeh, the Chinte' Kyashi lord of the
sea. Many Chinte' go bare footed at all times.
196
Cfiinte ' liomes- Coro
Chinte' are athletic and agile, and can
out-manoeuvre most other races. They
enjoy climbing and their homes, called
' Coro' , consi st of several stone tiers
linked by vines, ropes, ladders and nets.
Chinte ' citie s such as Rhosha and
Cho' chi consist entirely of these struc-
tures and are truly breathtaking sights.
The sea-ports of Yaskal contain no roads,
but have a maze of small water-canals
winding through the towns. Many vines
and stone bridges connect the Coro in
these settlements . Sea Chinte' spend
much of their lives near water and silt,
and build their settlements to reflect this.
'Drinfjng
All Chinte' enjoy ale and once they start to drink many cannot stop until they pass out. High
Chinte' never drink in public for this reason, and no drink is ever allowed aboard a cutter, not even
for trade. Offering drink is an insult in these situations, as the Chinte' think it is a test of will. In
new ports, it is traditional for the crew to sample all local ales and journeys will take a few days
longer if this is the case. Few humans
Cfiinte' (jfass
have ever seen
The High Chinte' have developed a form of glass which is exceptionally strong and tough. This
glass is forged in the mountain strongholds of Yaskal from diamond dust, and from it a number of
the
items have been developed, including mirrors, sea-goggles, glass weapons and the deadly beam
rods which protect their mountain homes. The High Chinte' are extremely proud of their achieve-
mysterious
ments with the glass, and jealously guard its production from the outside world. They sell items
made from the glass to every Agashan realm at high prices.
High Chinte ',
who rule
'.Entertainment
Sea Chinte' humour is renowned across the land and there are few travellers who do not enjoy the Yaskal from
infectious wit of these creatures. There are many famous Chinte' Naratti actors and mime dancers,
for they enjoy entertainment in all its forms. These performers can be found in the great barge- their
markets of Yaskal, and all across the bazaars of Agasha. All Chinte' enjoy gambling and gaming,
with mumbelty-peg and tjhav being the most popular. Chinte' will often be heard screeching with mountain
laughter in every Ral and klai-den across Agasha.
fortresses
9<f,{itJion
Sa-powers are a very private subject for all Chinte' and are never discussed in public. Open use of
such powers is taboo and punishable by death in Yaskal, and only the Sa-Catchers may practise the
forbidden arts. Chinte' are easily provoked over faith. They believe that each Sa-catcher is a living
god and should be given the utmost respect. All should avert their eyes from such people, and
197
failure to do so in Yaskal can have very serious repercussions.
The robed figures of travelling Sa-catchers are a common sight across Agasha. These pilgrims
move around Chinte' settlements in each realm collecting donations for the holy city of Ka' Jee.
They carry small bells and move in groups of up to two dozen. Chinte' usually lie on the ground
with their faces averted in the company of such holy creatures. The large coffers of donations make
Raj Arrahk, the Sa-catchers tempting targets, but few attack these monks, for their Belief Magick is strong.
merchant of !Families
the affiuent Family affiliation is very important to all Chinte' F'har, and they are proud to tell all of their
affiliation. Dealing with two families at the same time is very disrespectful and merchants who do
Chi' chee so may incur the wrath of both, for all seven families have an intense rivalry which borders on
feuding. Many Gevurian taverns have banned Chinte' from wearing their family colours on the
family, premises, but trouble can still spill over after a nights drinking.
Families of note include :-
offers three D'Tehr white furred mountain Chinte' known to deal in slaves.
jet Callas to Chi'chee rich family of grey Chinte' . Dealers of Drasp tea and other delights.
Hesk Sea Chinte' sailors with dark red fur.
close a deal
Customs
Sea Chinte' often overeat and suffer from terrible gorging-hangovers which can last a week. Dur-
ing this time they are in great pain and can only laze about in the Ral. They tend to be very snappy
at this time.
Chinte' enjoy playing scala, which is like polo played on skinks. This sport is more popular than
even Gin-Ghan in Yaskal.
A silent Chinte' is a dangerous Chinte'. They only keep quiet when they're furious or crazy. Watch
your back.
'Ieclinofogy
The Chinte' lead in the fields of navigational equipment and glass making.
They have developed the fastest cutter silt-ships and build the finest sea
faring vessels. Chinte' trade with every realm on Agasha and have gained
access to much technology from across the continent.
9(pcia{ Outfool(
The Sea Chinte' are a friendly people who hold few grudges
towards other races. They find the Khostra and the Ja'Hansh a
little humourless for their tastes but enjoy the company of most
other folk. A strong rivalry with Ryamis traders exists, but this
is fuelled by the High Chinte' Overlords of each family. The
High Chinte' are rarely seen outside of Yaskal and travel with
a strong bodyguard. They are arrogant bullies who make the
lives of their Sea Chinte' minions miserable. They trade on
their own terms, and hold long grudges.
Sea Chinte', when not in the company of their masters, are
commonly regarded as the most easy going race on Agasha.
Some unkind scholars have referred to them as 'giggling fools'
and 'wild drunks', but this is unfair. They are a warm and
friendly race.
9(pcia{ J2lrclietypes
Cutter Sailor. Many of the Chinte' encountered in Gevuria
will be sailors from the silt cutters carrying trade between
Gevuria and Yaskal. Whilst on the boat they work hard and
198
take great pride in their sailing abilities, but once in a busy
port they like to work just as hard at having a good time Chinte' F'har Sailor
It is this love of life and their obvious like for the human
races that has made Chinte' sailors very popular with the Characteristics Skills E M D
hard working dockmen of the Gevurian ports. There are Claw brawling 17 13 8 5
STR: 3
not many humans who can hold their drink like a Chinte' Endurance 15 11 7 5
sailor but at least they can have fun trying, and usually HEA: 4 Hantoth 15 11 6 3
with the Chinte's money. AGL: 9 Listen 18 14 9 6
Chinte' sailors enjoy play fighting when drunk. Chinte' Sight 16 12 7 4
COM: 6 Tjhav 16 12 7 4
rough-and-tumble games tend be a little too violent for the
average human. Although Chinte' are welcome in the dock SEN: 7
side bars of Gevuria, many barkeepers will limit the number Weapons DAM INIT
allowed in at a time and will always have a few bouncers Claw 4
on hand, preferably Myrdall. Even if the sailors get a bit Hantoth 9 15
loud and rowdy, they mean no harm and it is only rarely Tjhav 3
that damage is caused or someone is hurt.
Armour Type : Padded leather jacket and silk trews
Sa-catcher. These robed holy folk can be found in every
bazaar and market-place in Yaskal with their giirdi rings
and their see-cards. Chinte' from all walks of life use the First FAT Rating
Sa-catchers to advise and aid them in making decisions both Torso (Equals (STR+14) - ENC
mundane and of great importance. This is the only accepted AV_l_O_
form of mystical power within Chinte' society, and even 14
the High Chinte' will avert their eyes in respect to these
Left Arm
holy beings. AV_&_
High Chinte' Lord. The lords of Yaskal are arrogant and
abrupt when dealing with non-Chinte' . They wear their glass Second FAT Rating
mirror-masks at all times in public and seldom speak to (-4 to INIT and all skills)
those beneath their class. Their trading power has granted
them diplomatic immunity within Gevuria and they have Left Leg
AV _ _ l_
14
the clout to break many of the laws of the land. Their body-
guards are highly trained trigger-happy killers who strike
out at all who incur the wrath of their masters.
High Navigators. These Chinte' are a group of High Chinte'
lords that use ancient rituals and modem technology to traverse the seas of silt. The High Naviga-
tors worship Shar Go-jeh on board the floating temples of Cha'tang cutters. The Navigators com-
mand respect from every Chinte' for they have the power to cross between continents. They con-
trol all communication between Chinte' families and have the final say in all the trading between
Yaskal and other realms.
'lJescription
The humans known as Ha'esh are a squat and powerfully built race, usually standing about 5' 5"
The Ha'esh tall and weighing 150 lbs. They have a darkly tanned complexion with black hair. Their narrow
eyes are sensitive to the Dalshra and change in colour depending on the powers of the owner, from
are the only the deep grey of the young, to the all-white of the Kai-cha.
The Ha'esh are a hardy folk and are also very resistant to the scientific methods of Sa-manipula-
humans tion used by the Institute of Kyromancy which often washes off them with no effect. Kyromancers
find it very difficult to read the Pattern of Ha'esh, for the Sa surrounding them is like no other.
native to All Ha' esh are part of a tight knit society, and can use the powers of the Ancients, which have been
Agasha and preserved through generations of in-breeding. Each clan has separate powers and abilities which
are controlled by the society elders.
have the The Ha' esh require little water to sustain them, with as little as four pints required to last a week,
and their food is notoriously salty and harsh tasting. One particularly favoured delicacy is the silt-
strongest cod; a small silver fish with a strong salty taste. Ha' esh alcohol is also particularly strong, with one
pint being enough to knock out most non-Ha'esh. Their favoured drink is koul; a dark, salty liquid
ties to the hated by all other races for its noxious smell and taste.
The Ha' esh race are especially in tune with nature and work with their environment. From this
land harmonious relationship, the Ha'esh receive many inherent abilities such as 'Sense sho-ta' and
their wide knowledge of herbs.
OutCoot
Ha'esh have an extremely old culture which is based around the teachings of the Ancients. All
members of the community, or cuari, are telepathically linked to one another. This has lead to the
Ha' esh appearing as very quiet, sombre, and seemingly aloof individuals. Their homes are quiet
centres of contemplation and seem very dull to outsiders. Some Ha'esh have given up speaking
entirely, and communicate only via the Silent Way to the others of the clan.
Over many generations, the Ha' esh
have learned to speak with what they
believe are the spirits of the land,
which they call Kyashi. There are
many hundreds of these energy-crea-
tures, and they can inhabit rocks,
trees, rivers, flora and fauna. These
creatures are actually Cyatim from the
Darklands, and are contacted using
methods first devised by the Ancients.
Many of the Gevurian Ha'esh now re-
side in the swamptowns and ports built
by the invading Karro and have
adopted this culture as their own. Most .
of these folk live as second class citi-
zens amongst the Karro, who regard the
Ha'esh as simple natives. Other Ha'esh
see those that entered the Karro towns
as outcasts and call them 'JanRai', a
term which implies great disrespect.
200
Many of the outcast Ha' esh who turned their backs on the old ways have
now realised their mistake in welcoming the decadent, rich culture of
the Karro, and they have once again withdrawn into their old clans,
speaking the Silent Way. Deep within the Ha' esh slum-districts of the
towns, the old ways are beginning to re-emerge in a different kind of
jungle. Already there are new Kyashi of the city and the street which
can be invoked through the power of the Ancients.
The Ha'esh that have not been lured into the material riches of Karro
society can see the damage that the new technology is causing to their
homeland. The Ha'esh can hear the scream of the land as corn-en-
gines belch their smoke and the smog-filled streets of the towns
advance slowly into the swamplands. They blame their broth-
ers who have left the land for the towns and have dishon-
ourably turned their back on the old ways.
~Beious 'lJeCief
The Ha' esh are a calm, even-tempered and rational
people who believe that all things are part of the
'Chon'da Harek', or 'Great Wheel'. Everything
that happens is tied to destiny and cannot be
changed. The Ha'esh passively accept all events,
for they know that nothing lasts forever. This
belief adds to the calm outlook which all Ha'esh
have, and tends to make other races nervous of
these silent folk.
Every Ha'esh is taught to open his mind to the pow-
ers of the land, and is encouraged to follow his own path
through the levels of power. Self-teaching and meditation is expected by all those who would
become a Re-cha, or 'Enlightened One'. Many strive to learn the powers and rituals known as
Ways, for they light the path for Re-cha.
In every cuari, there is one individual who acts as the medium between the Ha'esh and the Kyashi,
and is known as the Kai-cha. Only this individual can learn from the holy cyanna crystals of the
Ancients which are kept in D'Haq, the holy city of Vhastor. The Kai-cha can contact the Kyashi of
the land with the aid of long rituals and fetishes, and may ask them for assistance. This is detailed
in the Belief chapter.
The holy city of D'Haq, on the Vhastor plains, holds a mighty ziggurat which was built many
millennia ago by the Ancients. This structure holds a vast library of kavash and cyanna gems
containing forbidden knowledge from times long past. Only the Kai-cha have access to this temple
and guard the legacy of the Ancients from all others. It is here that all who become Re-cha travel to
The Holy
attempt the final stage of enlightenment. The Ha'esh people are a fragmented race consisting of
many small clans, and this is the only form of clan co-operation found in the Ha' esh culture. The individuals
Re-cha pilgrimage has been handed down through many generations of Ha'esh and is believed to
be a tradition which dates back to the Ancients themselves. known as
'l1ie 'Dreampatlis
Kai-Cha can
Ha'esh believe that Agasha is covered in mystical energy lines known as 'dreampaths' which link
the world of the Kyashi to Gargentihr. There are Light Dreampaths which are lines carrying good
speak with
fortune and luck, and Black Dreampaths which carry demons, pain and misfortune. All Kyashi
shrines and temples are placed on the Light paths, and all Ha'esh will actively avoid Black paths.
the Kyashi
The Kai-cha are often consulted before new buildings are built to ensure that no paths are crossed
by the building. This is something still done by town Ha' esh, and can lead to whole areas of a
of the land.
swamptown being avoided by these people.
The Ha' esh believe that Karro technology blocks the flow of dreams and will not touch the stuff.
Only nature allows the true flow of the Dreampaths. All unnatural materials draw the Black Dream-
paths into a cuari and will surely destroy the clan. Smuggling mechanical items and the like into
such a place is a most heinous and terrible crime in the eyes of the Ha'esh.
201
Communication
In traditional Ha' esh society, commu-
nication is an important aspect of life,
for all must learn the Silent Way if
they are to belong in the clan. The
Ha' esh enjoy all forms of communi-
cation and respect anyone who has a
gift for talk. Their spoken language
is a sweet poetic tongue. Ha' esh never
use the Silent Way to speak to outsid-
ers, including members of other clans.
If they communicate at all, it is with
the spoken tongue. There is no writ-
ten version of the Ha' esh language,
and all the laws and stories are passed
down through speech and the Silent
Way from the elders to the children.
Ha' esh only say their names aloud
when they feel completely at ease.
Calling a Ha'esh by his given name
in the company of strangers is a grave
insult, and allows evil kyashi spirits
to steal away that persons name. Most
use the term 'Maulo', which means
'friend' when addressing a stranger.
trees, high The virtues of bravery, hospitality, politeness, loyalty and sincerity are the most valued character-
istics of the Ha'esh. Both personal and clan honour is to be sought, even in death. AC Ha'esh must
above the first recover from the disgrace of belonging to a swamptown clan.
All clans have their own Rai-symbol; a sign which allows Ha'esh to recognise each other. All Rai
swampland are worn with pride and are common signs in Ha' esh villages. Ha' esh consider those with no Rai
to be the lowest form of life and a dishonour to their family and their race.
'I/W, Cuari
Ha' esh settlements are known as cuari, and are based around extended families called Rai. Only
members of the Rai can stay within the cuari, and it is a great honour for outsiders to be allowed
into the settlement. The cuari are traditionally quiet places with all inhabitants speaking in the
Silent Way. Only in the local koul-den is normal speech common, and even these places have a
sombre mood. All cuari are centred around the Re-Hall of the elders, where laws are made and
tales are told. This is the most sacred building within the cuari and only clan members may enter.
In Gevuria, the Ha'esh live in the huge Gei trees, high above the swampland, whilst the Vhastor
cuari are domed rock buildings joined by walkways and tunnels.
~ynning
By the age of 10, all young Ha'esh minds are open to the Silent Way, but cannot control it. The
Dalshra flood their minds and send psychic waves of pain through the entire community at this
time. To prevent this, all Ha' esh of this age are taken deep into the wilderness with the Kai-cha and
taught how to channel the Silent Way. This takes all of Raintime and is known as 'the Fynning.'
202
Some of the Fynns cannot ever control the Way, and must be outcast from the clan. In the wilder
clans these children are ceremonially killed, then burned and their ashes eaten by the whole cuari.
A weeks mourning is spent when no speech using Silent Way is permitted. It is at this time when
Ha'esh cuari appear to be at their noisiest and most social.
Only
Cliapping Ha'esh
Ha' esh require a heavy salt diet to remain healthy. If they do not receive this, their skin tends to dry
and flake which makes them appear far older than they actually are. This condition is known as
'chapping', and is especially common amongst town Ha'esh who do not eat the same diet as their
seeking
swamp brethren. Swamp Ha'esh say this is a punishment for the JanRai turning their backs on the
old ways. Ha'esh rogues and Therrazha have been known to intentionally 'chap' to disguise them-
enlightenment
selves. Each week without salt adds ten years to their appearance.
will be
Scrudd butter is the white paste which can be squeezed out of the rear of the scrudd slugs found
across Agasha. This white substance can be applied to the skin and prevents chapping for a week.
It works within the hour. Bowls of living, squealing scrudd are found in Ha' esh koul-dens in the
taught the
swamptowns, for use by all. mysterious
'"l1ie 'Ways 'Ways'
There are several abilities described in the Skills chapter which are known as Ways. These are
abilities which were first derived from powers and symbols used by the Ancients, but over the
centuries the Ways have become inherent and natural to the Ha' esh. All Ha' esh can have their
minds opened to the Ways, but they remain sacred abilities only learnt by a chosen few. The clan
elders have much say in who learns the Ways. They are normally learnt by those who strive to
become Re-cha, and as such may be learnt by ACs.
The Narrator should limit the number of starting Ways chosen to one or two, but may allow deserv-
ing players opportunity to learn others during a campaign. Ways are designed as a weak form of
Belief Magick, but should still remain mysterious. If they are used every day then they will lose
this mystery. The Ways described are Hidden Tongue (KAI), Sense sho'ta (KAI), Silent Way (SEN)
and the four Ways of the Mujo which are MAN skills.
203
known as Karro. These clans wear face and bodypaint called junn, and shave their heads into
strange patterns. They distrust outsiders, and fear the Karro who come into their lands and kill the
world. Many missionaries have disappeared in the steaming swamplands of these clans, and the
Ha' esh of the west have been known to torture and kill all intruders.
Swamp
~ia[ OutCoo{
Ha'esh The Ha' esh are a curious race. They are found in every realm across Agasha, but can call none their
home. Their passive views have allowed others to invade the lands which have belonged to the
refuse to Ha'esh for six millennia, and to destroy much of this proud races heritage. The Khostra, Karro and
Jouk all own land that was once owned by the clans. The Ha'esh say that the Chon'da Harek will
accept the tum once more and again the land will be theirs. They patiently await their tum.
'evil ' ways of Ha'esh have a mellow and laid back society, which many regard as lazy. Most Ha' esh maintain an
even-tempered and calm disposition at all times. It takes much to anger these people, but they
the Demon should still be treated with respect. Ha' esh have long memories and forget neither friends nor
enemies.
Karro.
~ia[ Jlb-dietypes
Pathsilker. The Ha'esh pathsilkers patrol the waterways of the Gevurian swamplands. They are
the local Ha'esh law enforcers and can often be found working alongside the Gevurian Streetmen.
16
204
Ja'9lansfi
!RJicia{ J1lttri6ute.s
Height: 4'6" to 5'0" Weight: 120 lbs to 200 lbs
Modifiers : -3 to AGL -2 to MAN
+4 to KNO +2 to KAI
'Description
These natives of Agasha are a squat race, standing five feet tall.
They appear shorter than this as they tend to hunch under the large shell which covers
their entire torso. Two short, heavy legs each with four toes carry the weight of both body and the
shell which encases it. The shell covers their leathery skin from the upper leg to the top of the neck
and is large enough to totally enclose the Ja'Hansh in times of danger. The shell is exceptionally
tough at the back where the plate has a polished sheen but the front is softer and lighter in colour.
A high ridged collar protects the base of the neck and several smaller ridges are common down the
back of the shell. All Ja'Hansh shells have distinctive colour patterns and it is usually only through
these that other races can tell any difference between individuals.
Both the feet and the skull of the Ja'Hansh are very strong and bony. They have an extended snout
with a good sense of smell and their eyes are small and hidden under thick brow ridges of leathery
flesh. The Ja'Hansh have no teeth but rather have a powerful beak and a long pointed tongue. They
have similar senses to the humans. Their arms are short and powerful, each having three fingers
and an opposing thumb. Beneath the arm sockets in the shell are two hidden flapped pouches
where the Ja'Hansh store incubating eggs of their young. These pouches can also be used as pock-
ets and can store several small items in each.
Upon mating, the Ja'Hansh female will produce a clutch of one to four eggs after a further two
weeks. These eggs will be stored in both male and female shell-pouches for another eight weeks
before hatching. The hatchlings grow a shell over the following four weeks and are still carried in
the pouch at this time until their shells harden. Ja'Hansh are notoriously bad tempered during this
time and should be given peace. It is believed that this carrying process is painful and irritates these
normally placid creatures. Only a tenth
Clieming of Ja'Hansh
The Ja'Hansh live for up to one hundred and fifty years before the process called 'cherning' be-
gins. Only a tenth of the race survive this process and it is usually the older ones which do so. The
survive the
first symptoms of cherning are violent swings of mood as the Je'Khan blood within the Ja'Hansh
starts to boil. The entire character of the Ja'Hansh changes at this point and the Ja'Hansh is de-
cherning
clared dead by his kin. As the moods become increasingly violent, most Ja'Hansh seal their shells
and begin the metamorphosis stage of the cherning. Some Ja'Hansh do not chem gracefully, how- process
ever, and continue to become more violent and unpredictable as their alien blood begins to boil.
Often their own families will track down a Ja'Hansh such as this and end their pain for them, but
some Ja'Hansh can hide their changes well and can disguise the cherning process.
The metamorphosis stage can last between ten days and ten years. During this time the Ja'Hansh
totally withdraws into its shell and is left alone by his people. This stage kills ninety per cent of
the Ja'Hansh and is seen as the end of life. The shell is rarely touched by others of the race
as the cherning process is somewhat taboo. If the shell is in a Ja'Hansh village it will be
carried out into the wilderness to finish the cherning process, but it is common to
leave the cherning Ja'Hansh where he lies. At the end of the cherning process, the
Ja' Hansh which survive will have undergone a miraculous change. The shell will
begin to shake and bubble and a foul stench will fill the air. When the shell cracks
open, a ravenous young Je'Khan will burst forth and begin its ritualistic feeding
frenzy.
205
Outfoot
All Ja'Hansh burn with a desire for knowledge and enjoy the hunt for this goal as much as they
enjoy telling of their findings to any that will listen. Many a Ja'Hansh can lecture for hours on
subjects both uninteresting and incomprehensible, for once they start, it is very difficult to get one
to stop talking. A Ja'Hansh is most happy when surrounded by a plentiful supply of books and
knowledge-gems from which he can learn. They make excellent tutors but are infuriatingly precise
in detail and tend to get impatient with pupils from other races who are seen as slow learners by the
Ja'Hansh.
Ja'Hansh are a very open race and share knowledge freely amongst one another. Secrecy has no
place in Ja'Hansh society and thieves are intolerable. Ja'Hansh cannot comprehend the jealous and
mean behaviour of many scholars from other races for they are used to everything being accessable
to one another. Likewise, they do not understand why others get so upset when Ja'Hansh simply
walk into their houses without knocking.
The Ja'Hansh are said to know much about the culture of the Ancients and freely use the powers of
Ne'Hal is Belief Magick, which they call 'Pai'. This strikes fear into many other cultures when the power
wielded by the Ja'Hansh is seen. They are usually a very peaceful race and only turn to violence as
known as a last resort.
'The City of The entire Ja'Hansh nation was evicted from their home realm of Ja' Hall many years ago by their
Je'Khan children who had been treated as outcasts. They both pity and fear their brethren, and still
Knowledge' believe that both races will one day live together. Those foolish enough to have tried telling Je'Khan
this rarely live to regret it.
and houses
Jutes
the finest Ja'Hansh live in family groups of between two and twelve in number. Their nomadic past has
caused them to live in gressh-pulled caravans known as 'jutes' as they roam between cities in a
libraries in never ending search for knowledge. Often guards must be hired to protect the family as they move
from one location to the next. ~
Agas ha Many Ja'Hansh are still travellers after their eviction from Ja'Hall.
As such, this race is found in every realm in Agasha but has no true
home. The largest population of Ja'Hansh is found in their city of
Ne'Hal in Khos-Tavar. This city is a haven for the learned and is
protected by several of the surrounding Khostran lords. It is also
known as 'The City of Knowledge'. Scholars from around the con-
tinent often travel to Ne'Hal but thieving has made the
Ja'Hansh wary of those who are not known to them.
9.lOfiBOts antlS~
All Ja'Hansh feed on maggots and larvae of various
species and the travelling patterns of many nomadic
Ja'Hansh are dictated by the breeding grounds of
many of these larvae types. All Ja'Hansh jute cara-
vans have at least one maggot cart which is known
as a 'skall'. This cart grows and breeds the nomad's
food in a bed of rotting vegetation and carcasses.
There is no trouble locating a skall for the stench
is overpowering. Ja'Hansh claim that the smell
adds to the delicacies within the cart. Some of the
rarer maggot breeds can bring on an uncontrolla-
ble feeding frenzy in the Ja'Hansh; a fact which
shames them but which cannot be
avoided.
206
ers, poets, sculptors and writers whose work will sell for high prices across the land. Curiously, all
other races find Ja'Hansh music offensive to the ear and few of the musicians of Ne'Hal ever
prosper outside their home town.
Customs
Ja'Hansh only drink in the company of trusted friends.
Ja'Hansh tend to make a curious clicking sound when nervous.
Ja'Hansh love the hot drink known as Yusp, which is made from a dark brown bean produced in
Vhastor. They get easily addicted to this product, and there are several Yusp Anonymous clinics to
be found in Ne'Hal. Addicted creatures have brown fingers and shake a lot.
'Tecnnofogy
Ja'Hansh are masters of Belief Magick and do not use the technologies of the other races, for they
know that the Cyatim find such items terrifying. They will freely use gems for they find such items
fascinating. They can use the powers of Belief to activate gems without requiring the use of gem
readers.
9(pcial Outfoot
The Ja'Hansh are the scholars and sages of Agasha and they can be found in every city outside of
Ja'Hall. Other races find them irritating and meddlesome but oflittle danger. The Ja'Hansh treat all
other races (except the Windtraders) as inferior and rather uncivilised, and this outlook can cause
friction between races. All Ja'Hansh fear the Je'Khan and will never deal with their kin. They are
one of the few races to get on well with the Khostra and
are often used as intermediaries by the people of Khos-
Tavar.
Ja'Hansh Jute Guard
!RJtcial !Jl:rcnetypes Characteristics Skills E M D I
Ja'Hansh Jute Guard. The Ja'Hansh are a passive race,
STR: 3 Endurance 17 13 9 6
but still have to protect their caravans and halls of knowl-
Listen 14 10 6 4
edge from attack. These individuals are typical of the war- HEA: 5 Shorts pear 15 11 7 5
riors of this race. Jute guards are specially bred, and do
AGL: 2 Sight 14 10 6 4
not have the soft undershell common amongst Ja'Hansh. Persuade 17 13 8 5
Their armoured shells are commonly a pale green in col- COM: 4
our, and the thick crust of their shell also grows on their
SEN: 4
arms and legs. Only the jute guards receive this armour.
Weapons DAM INIT
Ja'Hansh Scholar. Ja'Hansh enjoy all forms of knowl- Shortspear 7
edge and almost every member of this race regards itself
as a scholar of some type or another. From the herb gar-
11
deners of Gevuria to the librarians of Ne'Hal, Ja'Hansh
will be found in the pursuit of knowledge. They are a Armour Type : Thick Shell
peaceful race and often employ others to protect them on
their travels. If they do resort to violence it is with Belief
Magick rather than with weapons. Few can match the ar- First FAT Rating
cane powers of these mild-mannered creatures and the (Equals (STR+14) - ENC
Torso
mere threat of the knowledge of the ancients keeps many AV _ 1_6_
assailants at bay. 15
Raan. Ja'Hansh with a red circle painted onto the backs Left Arm
AV___lO_
of their shells are known as Raan. They are high-ranking
advisors to Khostran lords and are closely protected by
Second FAT Rating
their employers. Other Ja'Hansh find these individuals (-4 to INIT and all skills)
haughty and unapproachable and only the foolish would
harass these dangerous individuals. The Raan are paid to
provide the Khostra with the hidden secrets of the City of
Left Leg 14
AV _ _IO_
Knowledge, and also work in the chemical workshops
found in Khos-Tavar castles.
207
Je'~n
!l(pcia[ Ylttri6utes
Height: 6'2" to 7'0" Weight: 240 lbs to 360 lbs
Modifiers : +2 to STR + 1 to HEA
+1 to AGL -2 to KAI
'Description
The J e' Khan are taller than their Ja' Hansh
brethren, standing up to seven feet tall. Je'Khan
are tall, proud and muscular and stand com-
pletely upright, having lost their shell. They
enjoy performing feats of strength and have a
ferocity which should not be underestimated.
Their limbs are long, powerful and end in claw-
like hands with three fingers and an opposing
thumb.
The skull is elongated and narrow with sharp fea-
tures and a prominent forehead. Their mouths are wide
with a thick row of molar-like teeth and a long pointed
tongue. They have a milky, pale complexion and tough rub-
bery skin. Their feet and skull are covered in a thicker crusty skin
which can grow into hardened miniature horns across the face. All Je'Khan have flat heads and
long, straight black hair which grows from the temples. The hair is braided, dreadlocked and beaded
to denote rank and power. Both female and male J e' Khan grow thin wisps of facial hair, which can
make it difficult for other races to differentiate between the sexes.
The braids
and beads in Clieming
All Je'Khan are related to Ja'Hansh and are a result of the metamorphosis known as 'cherning'.
a Je'Khan 's This process turns the peaceful Ja'Hansh into a young, starving and frenzied Je'Khan with an
insane and ravenous hunger which can last for several days. The killing sprees which result after
hair denote cherning can be devastating and are feared across all of Agasha.
The Je'Khan are ashamed of their Ja'Hansh kin whom they regard as weak and repulsive. No true
their position Je'Khan would ever admit to a relationship between these two races and even the mere mention of
a link is considered a great insult.
and power There are two types of Je'Khan. The first generation Je'Khan are those that are the product of
cherning. These are the only fertile males of the race and thus much sought after by the ruling clan-
females. Second generation offspring are those born to Je'Khan mothers and are sterile and less
aggressive than their parents. Je'Khan can accurately sense cherning Ja'Hansh up to 10 miles
away.
Yl !Jfealtny 1Jiet
Like the Ja'Hansh, the Je'Khan feed on larvae and maggots. They have a far keener sense of smell
which can send even the calmest Je'Khan into a feeding frenzy upon smelling their food. This
uncivilised behaviour is curbed through the cooking process favoured by the race. The Je'Khan
diet mainly consists of water-maggots formed in large stagnant ponds.
Upon removal from the ponds, the maggots are cooked to make a thick broth which reduces the
scent given off by the food and allows the Je'Khan to eat in a civilised manner. It is a great embar-
rassment and a sign of weakness for any Je'Khan to be caught in the frenzied state by non-family,
thus the cooking process is an important job. Most cooks are second generation Je'Khan or slaves
of another race. All Je'Khan cooks wear thick leather masks to avoid the food 's scent. The broth is
served with fresh raash-leaf and is considered at its best once it has fermented for roughly eight to
ten weeks.
208
Outfool(
The Je'Khan are considered a warlike and aggressive race especially in the way that they have
slaughtered or enslaved the remaining Ja'Hansh in their home realm of Ja'Hall. This killing was in
retribution for the years of exile placed on the Je'Khan people by the Ja'Hansh lords in the first
centuries of modem time. When the J~'Khan finally broke out of their poverty and hunger, they
wreaked a terrible revenge on their Ja'Hansh relatives. It was the great warrior queen, Vhlash Ko-
han, who led this uprising and who is still revered in Je'Khan society. If the true heir to the Ko-han
dynasty is ever found, then it is said that the sister-clans will once again unite and rule over the
entire continent of Agasha.
The Je'Khan
The Je'Khan are fiercely proud and loyal to their Sister-clan and all will die in honour of it. To die are considered
fighting for your clan is the greatest honour and makes the Je'Khan a most dangerous opponent in
a fight. Life is a long ritual of honour and service to the clan, which has a strict hierarchical a warlike and
structure. All Je'Khan have a place in this hierarchy which will remain static until death. .
The clans are each ruled by a first-generation female known as the Queen. The nobility is made up aggreszve
of other first generation females, called shan, who fight each other for their rank under the Queen.
All shan seek the Queen's granting of a fertile male mate, for all such males are the property of the race.
Queen and are only given out to favoured nobles. The male only gains citizenship when he weds a
female noble.
All other males and second generation females are lesser members of the clans whose place is to
serve the nobility without question. This efficient system would make the Je'Khan an organised
and powerful society, both in war and peace, if it were not for the constant war between the sepa-
rate clans. Only the complete hatred for the nation of Khos-Tavar is strong enough to quell the
warring between clans.
Clans of note include:-
Eragha Western Gevurian clan who constantly war with the Karro over border disputes.
Vy arr Peaceful clan of Antrossa who trade with Chinte' and Karro.
Ruassh Northern Ja'Hall clan who are the priests of all Ja'Hall, and who reside in the
island city of Jova.
Ko-ban Ancient clan who run the capital city of Gho'ja-Keehan, and who are allies with the
Roquan of Ghent.
Sliant!u
The greatest honour for any second generation Je'Khan is to be presented with a
clutch of eggs from a noble to raise as its own. This honour means that the
Je'Khan has risen to low noble status and is known as a 'shandu'. All
Je'Khan, both male and female, seek this honour and will do almost
anything to achieve it.
209
All Je'Khan buildings are circular and low-domed sandstone structures with the floor cut 6' into
the earth. Each shan and shandu owns one dome. The main building inside the Kamarru is the Paut,
which is located in the centre of the settlement. This is the home of the Queen and her immediate
family and servants. The most influential shan are placed around the Paut in large domes, with
lesser nobles placed further out. Clan importance is indicated by the size and position of each
nobles' dome.
The second largest buildings in the Kamarru are the Pond-kitchens where the food is prepared. The
shan and the shandu have large halls for meeting, duelling and drinking, called Kust. The outer
buildings are slave-pens, horse stables, and male breeding-pits.
It is a great 9(p,mee
The nomadic herders of Ja'Hall spend the first half of every year travelling with their horse herds.
dishonour for They stay in domed wigwams known as Kamee during this time. The Sister-clans fight great
disputes over the best grazing grounds in Ja'Hall.
a Je'Khan In some clans, over three quarters of the Je'Khan leave their kamarru to travel on the plains. It is a
sister great dishonour to be left behind during the herding season, and all Je' Khan try to prove their
usefulness to their Sister-clan in the days leading up to the ' Kallach', or 'time of choosing'. This is
warrior to a ritual which is carried out by the shan to determine who joins the herding party. Je'Khan are
always edgy during Darktime as the Kallach approaches. They tend to do crazy things to get
!Music
Je'Khan are extremely affected by the powers of music. Certain songs played on sleth horns are
used to work warriors into Battle Frenzy, and the position of Battle Composer is a great honour
within Je'Khan ranks. Je'Khan war-nurses use reoni pipes and the yinta harp to heal their patients
at rapid rates. ACs with musical skills best be very careful when in the company of Je'Khan for
they can affect the psychological state of these creatures.
j
'Warriors
All Je' Khan warriors are females and wear
red hair beads to show their station within
i
society. These individuals are almost al-
ways xenophobic, paranoid and dangerous.
Even other Je'Khan leave twitching war-
riors well alone. Je'Khan warriors never
back down from a combat and will fight
to the bitter end. They are equally as com-
petent on horseback as they are on foot.
Customs
Je'Khan constantly challenge one an-
other in feats of strength and combat.
This is their way of proving their place
in the Sister-clan and makes them very
competitive. No Je'Khan ever refuses
another's challenge, even if it will prob-
ably result in the death of one of the
combatants. Refusing any type of chal-
lenge is a form of weakness.
210
Je'Khan snap angrily when enjoying a conversation.
Je'Khan use a low buzzing song to measure each other up when they are angry. This pleasant
sound is easily mistaken for a tuneful, happy humming.
Je'Khan give prized possessions away as a form of challenging another to a duel. It signifies their
willingness to give up everything for their honour.
'Tecnnofogy
The Je'Khan believe that technology is the ultimate evil created by the males of other races, for no
female would tum her back on the powers of the earth. They refuse to use such devices and see
them as taboo items. Je'Khan will use gems but use their own natural abilities of Belief, or Fai,
rather than rely on technology.
~ia{ Outfool(
The Je'Khan are a passionate and warlike people with a long memory of pain and hatred. They will
never forgive their Ja'Hansh brethren for casting them out of Ja'Hall. Even mentioning that the
two races are related will bring the wrath of the Je'Khan down on the hapless player. Long running
feuds with the Karro and the Khostra ensure that there is little love between those races. The
Khostra are especially hated and all meetings between these two races are strained at best. All
humans are seen as weak and pathetic, except for the Roquan. These humans of Ghent are admired
and respected for their treatment of females, despite long-running disputes and wars between the
two races. They are considered worthy opponents.
~ia! .!Jl.rcnetypes
Je'Khan Sister Warrior. The warriors of the Je'Khan
sister clans are amongst the best and most fanatical fight-
ers in Agasha. All Je'Khan warriors consider it an hon- Je'Khan Sister Warrior
our to lay down their lives in battle for their sister-clan
and will fight to the bitter end. Characteristics Skills E M D I
Eragha Huntress. In the western swamps of Gevuria, STR: 8 Bodyblades 20 16 11 8
bands of Je'Khan roam in search of kalee maggots and Endurance 18 14 9 6
HEA: 6 Jai blade 20 16 11 8
runna flies. These groups set many spiked nets and bas-
kets to contain such beasties, many of which can grow AGL: 6 Listen 14 10 6 4
up to a foot in length. The hunters wear camouflaged bark Riding-horse 18 14 9 6
COM: 7 Sight 14 10 6 4
armour and have been known to hunt down Ha'esh and
Karro who have had the misfortune of stumbling into their SEN: 4
hunting paths. Weapons DAM INIT
Ko-ban Horse-mistress. The northern Je'Khan of the Bodyblades 6
Ko-han sister-clan often send merchants down into Ge- Jai blade 12 14
vuria to trade for hard metals, silt maggots and other
goods. In return they trade their fine Ja'Hall geldings to Armour Type : Hukt collar, leather tunic and slaats
any who would pay the high price for these great beasts.
The Ko-han traders wear golden silks and are the safest
Je'Khan to approach in the bazaars of Agasha. First FAT Rating
(Equals (STR+14) - ENC
Fai Witches. Many of the first generation Je'Khan are Torso
powerful Kai-cha who can use the arts of the Ancients. AV_9_
Mutations caused through the wielding of Sa are a sign 13
of power and ability, and Je'Khan with such deformities Left Arm
are extremely dangerous and powerful. The witches seek AV__J_
to mutate, believing that this is part of their natural evo-
lution. Second FAT Rating
(-4 to INIT and all skills)
Left Leg 18
AV _ _l6_
211
Jou~
!l(pc.ial JZLttributes
Height: 6'6" to 8' 0" Weight: 200 lbs to 400 lbs
Modifiers: +2 STR -1 MAN
-2 SEN+2 DAL
'Description
The Jouk are tall humans from the conti-
nent Tell, who now rule the northern realm
of Tellah. They stand between 6'6" and 8
feet tall and are a powerfully built race, able
to match all but the Myrdall in strength.
Jouk have a highly advanced sense of smell which enables them to detect Sa when it is thick in the
air. They can sense Formweaving for up to five minutes after the Sa has been manipulated, but
their other senses are rather dimmed. Jouk have no ears but two holes on each side of the head
serve as a means of hearing both normal frequency and ultra-sonic sounds.
Their heavy appearance makes them deceptively slow and clumsy, but potential assailants are
often surprised, for they are faster and more agile than they appear.
212
'l'lie 9(p,n 'Bayali
Tellah is a land of ranches and towns ruled by Jouk known as Ran Bayah (Ranchlords), but these
positions are non-hereditary. They are handed out purely on personal merit by Isha herself. When
one Ran Bayah dies, their family has no more right to it than anyone else. Death is not the only
situation which can create a vacancy, and it is not uncommon for positions to be taken away for bad
judgement and leadership. Although these positions are handed out on merit alone, they will usu-
ally stay within the higher social echelons, since the common people have little opportunity to
show their talents to the God-Queen.
The horse
The Jouk are suffering many problems at the moment caused by the Blood Scourge epidemic
riding Ho-
which has swept through their nation. The resulting chaos has given the opportunity for some of
the towns and areas of Tellah to declare independence from what they see as a nation that is too
keyrn protect
centralised around the capital for their widespread needs.
and run the
The biggest loss to Tellah and Isha was the independence of T'Halla, the town which controls not
only the hundred mile long Walled Valley of Halla but also the main mining area for the north west ranchlands of
of Agasha. Although all but the town itself has become abandoned and overgrown, the walled
valley and its river, the Halla, are the main trade route for merchants wishing to trade with T'Halla.
So by controlling both the Valley and the mines, the independent city of T'Halla has taken most of
Tellah.
the trade opportunities away from the rather xenophobic Tellahns.
Tellah is a land of wide, empty spaces and scattered ranch land. Many ranches now lie empty and
deserted because of the Blood Scourge, and much of Tellah remains uncharted frontier land still
unexplored by the Jouk.
Settfements
Tellah is a dry, desolate land, and all Jouk settlements have been built to protect the people from the
cutting salt-storms which can be as dangerous as their silt counterparts. The ranches and cities of
Tellah consist of circular domed buildings similar to those built by the Je'Khan, but usually three
storeys high. Small clusters of buildings are built around deep wells which pump fresh water into
the dwellings. Circular corridors run between each cluster and protect the inhabitants from salt-
storms. Such settlements can be spread over a great distance, with the corridors joining clusters up
to a mile apart.
The Axe-cut river separates the ranchlands of the west from the wild salt-flats of eastern Tellah.
The ranches are protected and run by the Ho-keyrn; horse riding gressh-herders who frequently
use rock-pipes in combat.
Cuur
Jouk salivate a thick black liquid known as cuur (life-water) in the presence of Sa.
In Sa-storms and around areas of heavy Sa-flow, cuur can trickle out of the nose
and ear holes. To do this in public is a deep embarrassment, and all Jouk will
continuously clear their throats when in company. All klai-dens in Tellah con-
tain large cuur spittoons. There are often spittoon drinking competitions within
these taverns, and a sign of trust between Jouk is to drink one anothers cuur.
'Ie{(a/in Sfaves
The Jouk keep slaves. These are mostly Ha' esh and Roquan bred from the times
when the Jouk ruled Ghent, but, upon occasion, groups of people have disap-
peared when Tellahn Longships have appeared in Gevurian waters. This is a fact
of Jouk life, and one which they do not see as evil or wrong. Many other races find
this facet of Tellahn life totally unacceptable, and it has caused much friction be-
tween Tellah and the other realms.
Customs
In Tellah all houses face east, away from Ghent and the area of their bloody civil
war. This symbolises the Jouk turning their backs on the old ways of the Arch Mages.
213
All Jouk still fear and despise Formweavers, for they still remember the treatment of their kind by
the Arch-mages who ruled their people on Tell. The use of Sa-manipulation is outlawed in Tellah
and illegal use of Sa is punishable by death. There is an underground organisation of rogue mages
who are trying to bring down Isha's powerbase through terrorist acts, and they are beginning to
once again tap into the natural abilities possessed by all Jouk. It is ironic that some of the best
natural Formweavers on Gargentihr are prevented from using their powers by the state religion.
The Jouk herd gressh, and sell these beasts of burden across all of Agasha.
'Iecnnofogy
The Jouk have developed fine architectural skills and are masters of mechanical engineering. They
have built huge pumps which dig deep into the dry deserts of Tellah to reach valuable water sup-
plies. The Jouk have also built huge mines in the Diamondhead mountains with the aid of the
Myrdall. They have only recently begun to trade with the other realms.
1(flcia£ Outfoo(.
The Jouk are a xenophobic race who have kept to themselves for many years, but many foreigners
are entering the land now that the walled valley of Halla has fallen. The Jouk are only beginning to
come to terms with their neighbours and treat all other people with an equal distrust. Kyromancers,
Sherraq and other people who freely use the powers of Sa are especially disliked by the Jouk and
all Formweaving remains illegal within Tellah, punishable by death.
1(flcia£ J11rc/ietypes
Jouk Ho-keyrn. The horse riding Ho-keym are a very loosely bound military force . In Tellah they
can be found all over the plains, herding Gressh and protecting the frontier lands. They are also
occasionally used abroad by Tellahn dignitaries and mer-
.J
ouk Ho-keyrn chants as bodyguards and warriors. A slider is a scuttling
shelled creature found on the Tellahn salt flats . Its shell is a
common armour type found in Tellah, and protects against
Characteristics Skills E M D I salt-storms.
STR: 7 Endurance 17 13 9 6
Listen 13 9 5 3 Tellahn Barge Families. Tellah uses a network of canals
HEA: 5 Riding-horse 18 14 10 7 for trade and travel, and there are many Jouk who live upon
AGL: 5 Rockpipe 14 10 6 4 these waterways in great longbarges which constantly carry
Smell 16 12 9 7 trade from the capital to the coastal sea ports. The barge
COM: 5 Tellahn blade 17 13 9 6 families are extremely clannish and can own up to a dozen
SEN: 2 Unarmed 16 12 8 5 of the barges. Inter-family warring is commonplace amongst
these travellers and many have ties to the Gevurian Tavin.
Weapons DAM INIT
Rockpipe 14 Bloodson. The Bloodsons are a near-religious sect of trav-
Tellahn blade 11 13 elling warriors devoted to the perfection of their fighting
Unarmed 4 arts. They have a strict code of honour based around their
preparation for the Final Battle with the Darklands. These
Armour Type : Thick leather and slider plate mysterious individuals wear tunics of red and are respected
and feared in Tellah and beyond.
First FAT Rating Kai-Balor Slaver. The port of Kai-Balor is the Market-
Torso (Equals (STR+14) - ENC place of Flesh. It is a corrupt town run by the Balor Jouk
AV_1_2_ family and is best known for its slave pits and gin-ghan
13 training halls. The Balor merchants are despised and even
banned in other realms of Agasha, often travelling under
Left Arm
AV__&_____ false papers so that they may practise their vile business
abroad. Slavery is a large trade in Tellah and these people
Second FAT Rating will stop at nothing to make their flesh quotas. Many dis-
(-4 to INIT and all skills) appearances in Gevuria are due to the slavers of Kai-Balor.
Rogue Mage. The only use of Sa-energy within Tellah is
Left Leg
AV _ 7_
16 by a group of banned Formweavers known as the Rogue
Mages. These individuals are constantly hunted by the God-
queen Isha and her servants and continue to fight for their
freedom. The Mages have limited Formweaving powers
due to their lack of ability to practise and research.
214
XJirro
The Racial Attributes of the Karro are discussed on page 44 of the Creation chapter.
'Description
The Karro humans of Agasha arrived 93 years ago from the continent of Lathmir, which has long
since moved out of sight. The first Karro explorers seemed like gods to the native Ha' esh, standing
6' 2" on average with their long flowing black hair and their pale complexion. The Karro have a
heavy bone structure which gives them a thick-set appearance but they are neither slow nor dim-
witted. They have both an aesthetic eye and are excellent craftsmen and put these talents to good
use in their cities and towns.
The Karro have piercing eyes with heavy eyebrows, both of which give them a dark, scowling
appearance. The majority of the males are bearded and both sexes wear their hair long.
Outfoot
This race is perhaps the most advanced of the humans on Agasha and pride themselves in
their technical and scientific achievements since moving to Agasha. The Societies and
Institutes of Gevuria are the finest in the known world and the Karro are enjoying the
discovery of new sciences and technology. The Karro are an outgoing and adventurous
race, fuelled by the belief that they have the finest empire on Gargentihr. They undertake every
task with the naive enthusiasm of an expanding colony, and they wish to 'better' every civilisation
met by integrating it with their own.
The Karro invaded from their home continent of Lathmir nine decades ago and have slowly built a
powerbase within this new land. The Karro are stranded on Agasha but now consider the land as
their own. Karro culture is both cultivated and artistic but they have a sense of pride for their
culture which borders on arrogance and racism. The Karro are, however, an honourable people and
believe in both fair play and in the strong traditions of their culture. Everything undertaken by the
Karro is done in an artistic, and some would say flamboyant, manner. Their high self-esteem is
reflected in all their undertakings.
All Karro love debate and stimulating conversation. They can concentrate on seemingly petty
details and argue over these for hours on end. Games such as hexboard intrigue and delight, and
they enjoy the subtle manoeuvring of their complex political system. The conclusion of a long
debate is often viewed as an anticlimactic affair.
215
The Karro have forsaken, and in fact fear, the old ways still followed by many other mortal races
including the Ha' esh cuari of the swamplands. The witch-hunters of the Church of Sanctology
have almost unlimited powers when it comes to dealing with the followers of the old ways. They
carry their duties out with a religious glee, which has given them a feared reputation across Gevu-
ria.
'Greys', of same to the north and to the west. The Khostra and Je'Khan neighbours of the Karro are not trusted
in Gevuria and are still seen by the public as the enemy. These two races are rarely seen on the
Gevuria use streets of the Gevurian towns, but all other races may be commonly found within Gevuria.
The Gevurian culture of the Karro is further discussed through the pages of this rulebook. 'Tales of
Keldin bars in Gargentihr' is written from the viewpoint of these people, and they are the game's protagonists.
They are by no means perfect in their customs and beliefs, but their colonial fire and 'get-up-and-
their fight go' attitude makes them ideal adventurers.
Gevurian Streetman
Characteristics Skills E M D I
Bolt petronel 17 13 9 6
STR: 4
Endurance 16 12 8 5
HEA: 5 Judicial lore 14 10 6 4
Keldin bar 17 13 9 6
AGL: 5 Listen 16 12 8 5
COM: 5 Race lore 15 11 7 5
Sight 16 12 8 5
SEN: 5 Unarmed 16 12 8 5
Weapons DAM INIT
Bolt petronel 8
Keldin bar 4 (ignore AV 13
Unarmed 3
Armour Type : Streetman tarran and streetman helm
Left Leg 16
AV_7_
216
~stra
9(ficial .fllttri6utes
Height: 7'6" to 8'8" Weight: 90 lbs to 160 lbs The
Modifiers: +5 STR +5 AGL deliberately
+2MAN +I KAI
long,
1Jescription
The Khostra are a tall race, standing from 7'6" to well over 8' in height. They are both thin and
exaggerated
muscular with over-long arms and legs giving them an even narrower appearance. They appear to
be a very slow and graceful race and use long exaggerated motions when they move. These move-
movements of
ments are taught at a very early age to hide the real speed of the Khostra, which is concealed from
their enemies at all times. The Khostra have exceedingly fast reflexes which are only seen in
the Khostra
combat and can appear as a blur to a human. Khostra have similar senses to a human, but can see
clearly in pitch-black.
hide their
A Khostran's head is long and almost crescent shaped, with both the chin and forehead protruding true speed
sharply outwards. For this reason they are known as 'Adrach's Children', after the first moon of
Gargentihr. All young Khostra of importance have their noses cut off and eaten in a coming-of-age
ceremony known as Charchi-guvarr. This ritual leaves the Khostra with an almost planar face with
and agility
hollow cheeks and narrow black eyes. Their thin mouths are filled with several rows of razor-sharp
teeth which constantly fall out and are replaced by the next row.
The bones of a Khostra are thin and sharp, and often protrude through
the skin at the joints. These bones are especially prominent on the
arms and at the shoulders and are usually filed down once a year in a
ceremony called Shree-Khunjaa. Only warriors wear their bones un-
filed and can use them as deadly weapons. Khostran hands each have two
opposing thumbs and three fingers, all with four joints. The Khostra are an
extremely nimble and adroit race and are noted for their excellent craftsmen
1
and artists.
~ooa
All Khostra are meat-eaters and can devour plates of their near-raw food
at a time. There are six meals in the day, each one of equivalent size to a
large dinner. Only the poor in the Collectives have to eat vegetables to aug-
ment the little meat received from their Lords. The Khostran nobility also
have an extremely sweet tooth and enjoy all manner of sickly things but
this makes their teeth rot at an astounding rate. 'Khostran breath' is an
insult used by many of the other mortal races. (Although never when
a Khostra is in ear-shot). All Khostra only seem to drink water. No
Khostra would allow himself to fall under the spell of alcohol as this
is a sure way to drop their guard against unknown enemies. To offer
alcohol to a Khostra is a grave insult.
Outfoot
Khostran upper-class society is so male oriented that it does not even
recognise females as a part of it. Females are only used for breeding or
meat. In the Lord's patharr, the only females will be the House harem, used by all the
nobility, and given out as gifts, and the Wain-nurses used to raise the royal children.
The realm of Khos-Tavar is split into separate regions, each owned by a different
family, or House. There are currently eight Houses, each trying to dominate the
realm and covertly trying to destroy the others, although against the other nations
they have a united front. The Houses include:-
217
Shoth A powerfull family who control the jet mines of the Black Ash Mountains.
Resh Who are the biggest traders in Khos-Tavar and who control the bustling port of
Resh'an.
Barrak Who are the richest and most powerful of all the Houses and who reside in the
glorious towers of Shar' ak.
The nobility of each House live in huge castles known as 'Patharr'. Each Patharr is traditionally
situated on a rocky base, with many tunnels and rooms being carved into the rock. These giant,
draughty and dark dwellings contain many shadowy corridors and areas of near pitch-black. Each
House will have up to forty nobles, all of whom have their own Patharr. There are no towns in
Khos-Tavar, and trading or meeting with Khostra must be done in the Patharrs. Only the House
Chee, or 'Master-lord', can order a meeting of the House nobles. The Nobles tend to stay away
from each other except at these meetings.
Manners
Outwardly, the Khostra appear polite, reserved and gracious. This calm facade is kept up at all
times, and when added to the slow and methodical gestures gives the Khostra a very gentle appear-
ance. These characteristics are a front used by the Khostra to hide their scheming and violent
temperament from their enemies. All Khostran nobles learn from an early age that the power of
deception alone is enough to win a battle, and that hiding both weaknesses and strengths from your
enemies is most advantageous. The Khostran political system is rife with corruption, backstabbing
and scheming and has actually been accepted as part of the nobles life. Never trust a Khostran lord;
his plans will always have at least several hidden motives too cunning to be calculated.
Khostran behaviour must be fully understood if they are to be dealt with peaceably. Never raise
your voice to a shout. All Khostran remain calm and only a House Lord can shout in public. For a
lesser being to do so will result in the removal of one's tongue, or worse.
Khostra travel in groups of four to six when
outside of Khos-Tavar. Such hunting par-
ties usually consist of one lord and three
to five underlings. Few lords trust each
other, even if they are in the same House
and will travel in secret when away from their
home.
Customs
Never stare a Khostran in the
eye, or pry into his private af-
fairs. They respect privacy
and secrecy and do not take
kindly to openness. They ap-
pear emotionless in public.
Always swap drinks with a
Khostran friend once poured
as a sign of trust. It shows
that neither drink is poi-
soned.
Do not carry open weapons
in the halls of Khos-Tavar
218
as this is considered taboo and an act of disrespect to the host. Wearing weapons incites duels with
other Khostra.
Khostra always wear dark clothing. Only a fool wears bright coloured garb.
Khostra never use the powers of Sa.
Khostra never acknowledge strangers. They will totally ignore such people, unless they are ques-
tioning them.
'IecnnoCogy
The Khostra are masters of metalworking and clockwork. They have reached a similar technologi-
cal level to the Karro but share little of their devices with the other realms . They have developed
many pieces of equipment for use in covert operations and assassination.
1(pcia[ OutCoot
The Khostra are suspicious of all other races yet freely trade with all but the Je'Khan who are hated
with a passion. Dealings with the Khostra require much diplomacy as a wrong word can tum the
meeting into a blood bath. The Khostra are fond of the Ja' Hansh and welcome this race into Khos-
Tavar more freely than any other. It is often useful to travel with these creatures as they often have
a calming effect on Khostra.
The Khostra and Je'Khan nations continue in a long-lasting and bloody war. All meetings betw~en
these races are filled with distrust and threat. Gevurian diplomats are often caught up in the politics
between the two nations of Khos-Tavar and Ja'Hall, and must be careful not to further a~ger these ,
volatile races.
All travellers to Khos-Tavar require an entry visa, known as ;
an 'oman-sha' to enter the realm. Travellers without such
documentation are treated as spies and killed. Even with the Khostran House Warrior
visa, travellers will often be stopped and thoroughly ques-
tioned by all lords who discover their presence. Bribes and
Characteristics Skills E M D I
gifts are often the best way to gain passage through Khos-
Dual weapon use 21 17 11 8
Tavar. STR: 10
Endurance 17 13 9 6
HEA: s Etiquette 18 14 10 7
1(pcia[ Jlluclietypes Kala (left & right) 21 17 11 8
AGL: 12
Khunjaa 20 16 10 7
House Warrior. These individuals are the only Khostra who COM: 8 Listen 14 10 6 4
can freely carry unconcealed weapons in Khos-Tavar. Each
SEN: 4
Sight 14 10 6 4
House has its own warriors and all wear the markings of
their Lord's estate. The House Warriors also wear the Khos- Weapons DAM INIT
tran equivalent of a yellow skichan web called a Khu-daal 2Kala 9
(absorption level of 40). Khunjaa (Sharpened bones) 7 16
Poison Lords. The Khostra are renowned alchemists and
the Poison Lord is the head scientist within each House. The Armour Type : Leather harness and thigh-flaps
Khostra can brew potions and poisons for every conceiv-
Khu-daal (skichan web) - absorption level 40
able use, and the Poison Lord is master of his art.
House Engineers. The Khostra have embraced technology First FAT Rating
(Equals (STR+14) - ENC
almost as much as their Karro rivals have, and every House Torso
has an engineering department. The ancient castles of Khos- AV_9_
Tavar now have smoke-filled laboratories filled with strange 18
mechanical devices and other items. Many of the Khostran Left Arm
inventions are machines of torture, and the Engineers are AV__L_
constantly pushed to build new devices.
Second FAT Rating
Hound-keepers. Khostra use the giant, vicious marl-hounds (-4 to INIT and all skills)
found on the plains, of Agasha for hunting. The beasts are
difficult to train and only respond to real cruelty, which is
provided by the hound-keepers. These Khostra are so sick
Left Leg
AV _ _14_
19
and anti-social that even others of their race avoid them.
'Chenga-houl' is the Khostran name for these individuals.
It is also a common insult between members of this race.
219
Afyrria[[
9(pcia{ Ylttri6utes
Height: 11' to 15' Weight: 1500 lbs to 2300 lbs
Modifiers : +10 STR +SHEA
+3MAN +2KAI
-2AGL -3 STE
'Description
The Myrdall are a race of huge underground dwellers who have recently become common sights in
the towns and ports of the other races. Most Myrdall easily reach over 12' in height and have a
thick crusty skin resembling rock. There are deep cracks in this skin with the red warmth of their
The Myrdall lava-blood glowing between the plates. At night, their blood outlines their huge frames with a dark
fire.
were the The colour of the Myr's rock-flesh indicates their homeland and clan. Their skin reflects the sur-
rounding geology of their caverns and can vary
Firstborn and from the light red of the North Diamondhead
mountain Myrdall to the ebony of the Black Ash
have been folk.
Myrdall are huge and heavy creatures, weigh-
taking care of ing easily over 1500 lbs. They are excellent
craftsmen and engineers and have found
the land since much in common with the Karro of the In-
stitute of Science. Despite their size, the
before the Myrdall are a nimble people and can build
fine machinery of rock to equal that of the
birth of the scientists.
The Myrdall have a lava-like blood in their
first humans veins which they use as a defensive mecha-
nism and as a building material. They can spit
this lava up to 40 yards and can shape it to
form buildings and equipment in their under-
ground homes.
Myrdall have excellent senses of hearing and
smell but poor eyesight. Their thick rock-skin
covers and protects their sensitive ears and nos-
trils. Their three fingered hands and feet are es-
pecially crusty and thick to allow handling of
their lava-fluid. Myrdall eat rock and earth and
make a deep resonant growling sound as they do
so. They also enjoy wood and other rough mate-
rials but suffer from very painful heartburn if they
overeat. An irritable Myrdall is not a pleasant sight
and should be avoided if at all possible.
Myrdall skin is very warm to touch, and they never
seem bothered by the elements. They are very re-
silient to injury and can do considerable damage
by themselves. Myrdall live for thousands of years
but tend to have very bad memories.
OutCoot
The Myrdall met in the realms of man seem
to be outcasts from their homes deep un-
derground. This is a subject that no Myr
220
wishes to talk about and will become very
agitated about if pushed. Otherwise, they
are passive creatures who are slow to an-
ger and difficult to annoy. They do like
solitude and appreciate others who speak
slowly and softly to them.
Myrdall are stubborn creatures and once
they have made up their minds it is usu-
ally very difficult to persuade them other-
wise. They are a quiet race and often en-
joy sitting for up to 48 hours in the same
place, neither moving nor speaking. Espe-
cially content Myr seem to produce a low
monotonous groaning sound from deep
within as they sit meditating.
Myrdall value friendship but take a long
time to commit themselves in such a rela-
tionship. They seem to enjoy the company
of the faster races such as humans and
Chinte' and are often used as bodyguards
by these races.
!Nfyrtfa{[ 'Iri6es
All Myrdall are clannish and have a fierce rivalry between other tribes. Often two Myr who have
never met before will begin to wrestle with one another in the middle of busy streets, scattering
crowds. This ceremony is a test of strength and honour but can often lead to the death of one of the
combatants. No Myr can resist the bellowing call of the challenge and the chance to prove himself
against another clan.
Despite this clannishness and a pride in their home realms, the Myrdall found in other cultures are
usually solitary creatures. It is rare to find large groups of these creatures out of their caverns.
!NfyrCaves
The Myrdall still often use the ancient passages of their people which are said to run deep under the
land and into the silt. These passages constantly omit a warm red glow strong enough to see by and Once a
lead into the great underground dwellings of the Myrdall. Such passages can join settlements over
1OOO miles apart. Many ancient markings of the M yr can be found on the rock faces across Agasha, Myrdall has
indicating warp holes, underground springs, and other phenomenon, but only a select few non-Myr
can read such symbols. made up its
Myrdall move through the passages by rolling into a ball and throwing themselves along the circu-
lar tunnels. These corridors run for many miles in straight lines and contain many vertical sections mind it can be
off the caverns which the Myr can easily roll up and down. These corridors are smooth and even.
Myrdall stick to the walls in an almost magnetic fashion which they seem to control. They can very difficult
reach speeds of over 80 miles an hour in the passages, and have a complex one way system in the
caves. to persuade it
There are many sections of the caverns which open out into Myr settlements. These giant caverns
often have over two dozen levels, consisting of lava-pools, steam jets and boiling mud lakes. The
otherwise
Myr are a social race and live in communal quarters with smaller separate caverns for work and
meditation. The caverns are a dangerous place for the other mortal races, with some areas reaching
140 degrees.
Customs
Myrdall groups are sometimes seen far from their caves repairing badly damaged parts of the land.
Such groups have been sighted after especially large battles involving Sa-energy. These groups
ignore other forms of life and carry many strange pieces of machinery and equipment fashioned
from lava rock.
221
Little is known about Myr sexuality and means of reproduction. Ja'Hansh scholars claim to have
found strange coffin-like structures which have the moulded features of a Myrdall within, and it is
rumoured that the Myr are built rather than born. These tales are mere speculation at this time.
Strangely decorated Myr ruins have been found scattered deep within the dark hills and ancient
forests of Agasha. Often these buildings hint of the Ancients and contain items and weapons from
a time long forgotten. There are many who would pay handsomely for these items of lava-rock, but
Myr often attack other mortals carrying such things. They seem to sense the lava-rock, which can
draw them from miles away.
'Let sleeping Myrlie' is an old Jouk proverb which the wise will pay heed to. Myrdall who do not
get enough sleep are extremely grumpy and will use force to get this point across.
Myrdall are totally unaffected by Sa, Belief Magick and Formweaving, although they can see the
Sa-winds clearly in the air.
Myrdall are terrible losers. Wise mortals let them win at Flatback and other games. They particu-
larly enjoy hexboard, and are damn good at it.
'l'eclinofogy
The Myrdall use many devices to aid them in their upkeep of the land. They are a race of builders
and use natural resources to create their equipment. Most of their items are very powerful and kept
out of the hands of the other mortals.
1{{icia{ Outfool(
The Myr are a peaceful race who only discovered war when the Je'Khan invaded their caves in
1388. This outrage has not been forgiven or forgotten by
the Myrdall, and the Je'Khan remain the only race which
the M yr dislike dealing with. This is one of the few pieces
Myrdall Cavern Guard of Myr history which they can remember and shows how
deep their hatred for Je'Khan runs. The Jouk of Tellah
Characteristics Skills E M D I are regarded as strong allies against the Je'Khan. The
STR: 16 Brawling 15 11 7 5 Myrdall hold no other prejudices, preferring solitude to
Endurance 22 18 12 8 interaction.
HEA: 9 Lava spit* 16 12 8 6
AGL: 2 Listen 15 11 7 5
Smell 16 12 8 6 1{{icia{ JZLrclietypes
COM: 3 Cavern Guard. These Myr are occasionally hired by
SEN: 4 caravans and taverns as guards and bouncers. They are
good at these type of jobs, generally because they really
Weapons DAM INIT are the strong silent type. Myrdall are immune to lava
Brawling 9 damage. They use their spit to heal injuries.
Lava spit* 10 per round 11
*See the Mechanics chapter for fire damage rules.
Armour Type : Natural armour Cronth. Many Myrdall of the surface world have a strange
natural affinity with the wild creatures of Gargentihr and
can calm even a rampaging sleth. Such individuals be-
First FAT Rating come beast trainers known as 'Cronth'. The bazaars of
Torso (Equals (STR+14) - ENC Gevuria often contain a Cronth's pens filled with rare
AV _ 1_6_ and exotic species which the Myrdall has caught him-
self. Such animals are always expensive but well trained.
It is said that a Cronth always knows when one of its
Left Arm
animals is mistreated, and will track down and kill the
AV___l6_
owner of the beast.
Second FAT Rating Land-healer. These Myrdall roam the land in groups of
(-4 to INIT and all skills) up to four. They carry strange pipes and instruments which
measure and repair any severe damage done to the land
Left Leg by natural means or otherwise. They are antisocial crea-
AV _ _ 16_
tures, even for Myrdall, and shun all contact with other
mortals.
222
9(9quan
!l(fzcia{ Jllttri6utes
Height: 5'8" to 6'3" Weight: 90 lbs to 160 lbs
Modifiers: -1 to STR +2 to AGL
+1 to DAL +2 to SEN
-2 to HEA -1 to KNO
'Description
The Roquan of Ghent are slim and wiry humans of medium height. They have a fair skin
which bums easily in strong sun. They have very thin lips and long, thin eyebrows which
curve up to their hair lines. Their slim faces have high foreheads with a distinctive v-
shape to their hairline. Roquan have very sharp, prominent canine teeth which they show
when angered.
The eyes of the Roquan are deep and black, protected by thin, wide eyelids. They
have both excellent night-vision and keen sight during the day.
Roquan hands are long and slender. Their fingernails are very strong and sharp and
can be extended to form claw-like weapons. When a Roquan is angry or agitated
the nails become very prominent as the hands arch away from the body and the lips
are drawn back to display their large canine teeth. This can be a frightening sight to
a potential enemy, but is only used when the Roquan's calm exterior slips.
The Roquan frame is lithe, thin and extremely flexible. They can squeeze through
the tiniest spaces and are all double jointed. Their fast reflexes and keen senses
make up for their poor constitution and strength.
Formweaving is an integrated part ofRoquan society; they accept Sa as a natural force in the world
and Formweaving as the manipulation of this energy. This understanding and acceptance of Sa has
given many Roquan a natural affinity with the energy. The Roquan are the best natural Formweav-
ers on Agasha, for they do not have to rely on mechanical contraptions to use the Sa, as Kyromanc-
ers do.
Outfoot
The Roquan rely on instinct rather than intelligence. They make a judgement quickly and stick to Male Roquan
it. The Roquan are by no means an unintelligent people; their low KNO comes from a reluctance to
take the time to contemplate and to study. They are an impetuous and instinctive folk who rely on are commonly
their uncanny senses to drive the race politically, socially and economically. Often deals are done
to the detriment of the Roquan trader simply because it 'feels right' to her. tattooed with
Roquan society is based round the precept of 'survival of the fittest'. An increase in position is
gained through besting your opponents. There is no jealousy or malice intended in this; the Roquan the Tuuq
see it as a natural progression and are resigned to it. Personal feelings do not enter into the business
of advancement in any field; a trait which makes them appear cold to outside races. mark of their
Friends and family are important to the Roquan. They are a measure of a female's personal worth.
The larger a person's extended family and the more friends that she has, the higher her standing
female owners
within society. This mixture of group worth and selfish advance makes the Roquan appear confus-
ing and enigmatic to other races.
!families
Most female Roquan are part of a large extended family, and those that are not strive towards being
adopted into one of the Roquan families. Many of the large Roquan families have effective control
of one area of society. A person can only advance in a chosen field if she is adopted into the family
that controls it. Some sample Roquan families are shown below -
Buraq The largest family within the military. They do not control it, but have the largest
say in its running.
223
Durquin The largest Roquan merchant family. They control many important trade routes and
markets across Agasha.
Quella This is the royal family. Adoption into this family is very rare. Only great personal
deeds on behalf of the nation would permit adoption.
Quoli This family produces and adopts the finest craftsmen and artists. Quoli goods are
known as the finest in Ghent and are renowned throughout Agasha.
Sherraq This is the family of the Formweavers. Most family members are adopted when
Huq Tallaqua, their powers first manifest.
All Roquan begin their lives without a family name, and must earn one. Childhood ends at the age
a Roquan of ten, when the young Roquan must earn adoption or remain a social outcast.
A Roquan must prove her worth to the family by completing a series of tasks for the family, or
merchant of showing that her work is more than worthy of their name. It is difficult to get on in Ghent without
the patronage of a major Family.
the Durquin
family, carries Society
. No Roquan male is concidered a true part of any family. Rather they are owned by the family and
precious are required to serve the females as best they can. The Roquan have a matriarchal society run
completely by the female family members. Males of all races are seen as second class citizens and
crystals in her are only used as warriors and menials in Ghent. Many Roquan she-nobles have male breeding pits
within their mansions and tattoo their concubines with their personal mark, known as the Tuuq, as
Sanscran a sign of their wealth.
Roquan males totally accept this domination and expect poor treatment from the females. They see
Gem Holder. this as their place in society, and would never question the authority of a female of any family.
Some males are given important duties within the family, but they
would never be regarded as equals.
!l(pya!ty
The Quella family are outcasts from the true Roquan royal
family of their home continent. All Roquan on Agasha
are descendants or subjects of the breakaway Quella fam-
224
ily, who accompanied them to the new land of Agasha after they were outcast. They regard the
. Quella as the true royalty and obey their rule unerringly.
Customs
Roquan language is simple and blunt. They are honest and straight forward, often too much so for
other races. The Roquan are frequently perplexed by other peoples distress at what they see as
common courtesy in saying what they think. Lying is seen as a great dishonour in Roquan eyes.
Roquan are suspicious of strangers in their land for they do not know her family or friends, and
thus cannot judge the woman. Travellers should always give their family name to Roquan to
show that they are worthy.
Other races usually send females to trade and deal politically with the Roquan. This puts
a strain on relations with male-oriented races such as the Khostra and the Karro.
Once Roquan have made up their minds about an individual, there is little that can be
done to change it. Friends and enemies are for life.
'TecnnoCogy
Whilst the Roquan can use any of the pieces of technology gained through trade, they
prefer to rely on their natural abilities. Many Roquan remain suspicious of science and
its trappings.
1(pcia{ OutCoot
The Roquan suffered great losses at the hands of the Jouk during the early 1300's and
are now a lesser power on Agasha. There is still much ha-
tred between these two races, for the Arch-Mage civil war
left the Roquan homeland of Ghent blackened and dead. The Roquan Buraq Family Guard
Je'Khan are respected as a nation run by females despite
past disputes between Ghent and Ja'Hall. Roquan philoso-
Characteristics Skills E M D
phy has much in common with that of the Je'Khan and the
Claws 18 14 9 4
two races hold a strong respect for one another. Roquan judge STR: 4
Endurance 15 11 7 5
others quickly and are often slow to change their opinions.
HEA: 4 Kelli ck 17 13 8 5
Listen 19 15 11 8
AGL: 7
1(pcia{ !Jlrclietypes Sight 16 12 8 5
COM: 6
Buraq Family Guard. The Buraq Family are the largest
Family in the military. Many guards and military people will SEN: 5
have been adopted into this family. Weapons DAM INIT
Sharra Cultist. The cult of Sharra is a Roquan religious Claws 4
order consisting purely of women and rarely seen by non- Kelli ck 9 14
members. The cultists are all trained assassins and run the
Ghent secret police. They are also used by the Quella family Armour Type : Slider-plate helm and leather coat
as bodyguards. The sharran neck-knife are concealed assas-
sin blades worn as decoration by the cultists.
Sherraq. Roquan Formweavers are all adopted members of First FAT Rating
this family and are extremely competent, not requiring the (Equals (STR+14) - ENC
Torso
trinkets and technology used by the Kyromancers to control AV _ 1_2_
Sa-energy. All Sherraq strive to be individual and will dress 12
outlandishly to prove this point. Non-Roquan tend to see
the Sherraq as very disturbed individuals, and their eccen-
tric behaviour can draw attention wherever they go. Both
female and male Roquan can become Sherraq. Second FAT Rating
(-4 to INIT and all skills)
Pama Trainers. The Durquin family have a specialist branch
of merchants who train and sell the pama-cats of Ghent across
all of Agasha. These felines are the national symbol of Gh-
Left Leg
AV _ _ 7_
16
ent and are regarded as a status symbol by many Agashans.
Pama-cats, if correctly bred, can reach huge prices in ba-
zaars across the continent.
225
9lJjamis
9(flcia{ Ylttri6utes
Height: 4'0" to 4'6" Weight: 50 lbs to 70 lbs •
v
'lJesc:ription
The Ryamis are humanoid creatures with the means to fly
via a set of large leathery wings which can be folded w
away behind the Ryamis whilst on the ground. They
are a short and wiry race, usually only 4' to 4' 6" ill' ,..
height and they have a very light frame with hol-
low bones. The Ryamis are covered in short coorse
hair which ranges from deep red to dark grey i~
colour. It is the hue of the fur which dictates each
individuals initial place within Ryamis society....
Their arms and legs are thin but muscular enough
to carry the Ryamis in the air. They have fast
reflexes and constantly move with a curious jerk-
ing and shaking motion.
The Ryamis have small gaunt faces, with large
ears and very poor eyesight. They use a complex form of sonar which picks up the patterns of Sa in
the area to build up a picture of their surroundings. The clicks and chirps which make up their
language is also their means of gathering sensory information and they make these sounds con-
stantly, even when not communicating with one another. Their coarse hairs are very sensitive to
changes in the wind, and allow the Ryamis to 'read' the weather patterns of the land.
The Ryam.is The Ryamis do not so much fly as glide upon the thermals of the Sa-winds. They can stay in the air
for periods of up to thirty minutes, but have difficulty achieving this outside of their high mountain
use a complex homes. Their religious teachings permit only warriors, scouts and the nobility to ride the winds,
and all other Ryamis are confined to the ground, except during the Raintime mating season. Most
farm of sonar Ryamis accept this ruling, but a small group of rebellious wing-kin have recently broken away
from their people to be free of the ruling classes.
which picks
'J/aa{
up the The bodies of the Ryamis are often covered in small mites known as 'vaal', with which they share
patterns of Sa a symbiotic relationship. The vaal constantly eat the debris, such as pollen, insects and plant mat-
ter, which sticks to the Ryamis' sharp hairs during flight and which can cause sensory problems in
in the area. flight. The number of mites on the body gives an indication of power within Ryamis society and
the flying nobility and priests will be absolutely crawling in these insects. Formal meetings with
important Ryamis can leave humans and other mortals itching for weeks.
'I1ie Cfutcn
Ryamis culture is based around the 'clutch', with the oldest female being in charge of her brood of
up to forty individuals. Ryamis take a mate for life and are truly loyal to their betrothed to the
extent of ritual suicide if their mate dies. If the mate was killed, then it is honourable for the
surviving Ryamis to hunt the murderers down before taking his own life. In most walks of Ryamis
life, the male and female are considered equal and both are responsible for the upbringing of their
hatchlings. Female Ryamis only become pregnant once in their lives and lay up to five eggs, which
both parents must then protect.
226
Outfool(
Ryamis are greedy hoarders who enjoy using their trade skills to con anyone out of a prized posses-
sion. Their close relationship with the Myrdall provides them with many valuable gems and lava-
equipment which they can then sell to other people at extortionate prices. Ryamis traders have the
annoying habit of always having what you want, but at 10 Cyls more than you can afford.
No deal is too
The Ryamis will do almost anything for a fast Cyl. They are greedy, unscrupulous, conniving
traders who love to haggle. Profit is everything to the Ryamis, and material wealth is the sign of
status within the wind-lodges.
shady for the
Giving birth is a great honour within Ryamis society, and both parents' social class can increase Ryamis
depending on the number of fledglings hatched into the clutch. Ryamis are not a numerous race
and they regard life highly because of this. Murder is the most vile crime, and all Ryamis are known as
reluctant to kill any mortal. All life revolves around the clutch and every adult is expected to give
their life for their kin. Profits made reflect the honour of the merchant's clutch, and all Ryamis 'Haichen
proudly share their wealth amongst their family.
Geevaar'.
'WUul-fotfges
Ryamis live in Wind-lodges high in the mountains of Agasha. Each lodge contains one clutch, but
there can be as many as a dozen such lodges in one area, forming a city. Inter-lodge co-operation is
common in Ryamis society.
The Wind-lodge is an open cave shared by the whole clutch. There are commonly several en-
trances into the lodge, for the wing-kin enjoy spacious dwellings ..
and the feeling of wind through their fur. These lodges are usually
too chilly for humans to feel comfortable in, and the Ryamis do not
use fires. Most lodges are filled with the material advantages of a
fine trader, and commonly contain a wealth of expensive goods. "*
Curiously, the Ryamis are not competitive with other members oj
their clutch and share their profits with all of their family. The wind-
lodge has a communal main cavern with several subcavems off this .,,,
which are situated over several levels. The Ryamis sleep in foul-smell.;
ing pits which are literally crawling with vaal.
~[i/Jion
The male of the species control the Ryamis religion which worships
the living god, Vhantra Khajeem. This mighty being lives in the
fabled clutch-city of Mur, the location of which is only known to th~
high-priests. All priests are male and have a copper-red fur. The priests
are responsible for the moral welfare of their people and rigorously
uphold over 2000 strict laws, many of which seem very strange to
outsiders. There are often political struggles between the priests and
the clutch-mothers. ..
Ryamis obey their priests without fail. They would never question or-
ders given by any copper furred creature, and some Chinte' (especial~
Hesk family members) have used thjs to their advantage.
Customs
Ryamis rarely bathe and the vaal keep their bodies clean. Humans and
other mortals cannot stand the odour of Ryamis fur which omits a vile
stench when wet. Often Ryamis are barred from inns during Raintime
and in heavy rainstorms. The Ryarnis have realised that unkempt goods
crawling in vaal can harm profits, and they have learned to keep their
stalls, caravans and goods free from their mites by using a strong mint-
smelling plant called Coog.
Ryamis have a very sweet tooth and a high metabolism. Much of their
diet consists of honey produced by the giant insects known as kree.
Other substances are produced with this honey, including a healing
227
potion known as Vuu and the sweet wine called Ly.
Ryamis love complaining. They moan all the time, and can really
rankle other mortals with this constant whinging. Never ask a Ryamis
how he is keeping; the answer will almost certainly be a list of
The Ryarnis aches, illnesses, problems with the clutch, and other moans.
do not so 'TecnnoCogy
Ryamis are not very technical minded. They tend to buy other
much fly as people's technology rather than building their own.
9{{u;ial Jllrcnetypes
Wind Warrior. These are the Ryamis sent out to protect
Ryamis Wind Warrior the clutch from any dangers, and are the only common
Ryamis allowed, by law, to fly.
Characteristics Skills E M D *Ryamis sight does not require light. See description.
Endurance 14 10 7 4 Haichen Geevaar. Ryamis love to trade and a respected
STR: 4
Javelin 18 14 9 6 position within society is that of the 'Haichen Geevaar'.
HEA: 3 Listen 19 15 9 6
These Clutch Traders are the only Ryamis to stay away
AGL: 7 Sight* 21 17 11 8
from the clutch for a long period of time. They are com-
COM: mon sights in the bazaars of Agasha during Gathering, when
6
they sell the finely crafted clothes and jewellery produced
SEN: 8 by their people. The Geevaar commonly travel with their
Weapons DAM INIT soul-mates in groups of up to four. They are especially in-
Javelin 8 terested in strong metal items and will pay handsomely for
14 these materials.
Rebel Flyers. The Ryamis most commonly met in Gevuria
Armour Type : Soft leather clothing are outcasts from their home clutch. They face certain death
on return to their homes and must always avoid contact
with their own kind. Many rebels have teamed together in
First FAT Rating Geva to form the KeITy Flyers; a fast courier service which
(Equals (STR+ 14) - ENC spans all of south Agasha.
Torso
AV _ 9_ Sea Clutches. There are several clutches in Yaskal that work
14 with the Sea Chinte' as scouts and messengers. Some
Left Wing Chinte' ships have Ryamis nests built across their masts
AV__J__ and the wing-kin are a permanent part of the crew.
228
Slia-slien
9(pcia{ f4.ttributes The Sha-shen
The Sha-Shen vary greatly according to their function and can have any attributes desired by the
Narrator. are a
'Description
mysterious
Little is known about the Sha-shen and their lush green silent dwellings deep within the Sharheel and alien
forest on eastern Agasha. The Sha-shen are an intelligent form of plant life and there are seem-
ingly hundreds of separate species, each of which has a form to suit its function within this alien
society. The only mortal race to communicate and have dealings with the Sha-shen on rare occa-
race, little
sions are the Ryamis, and even they admit that they do not remotely understand this strange plant
intelligence.
understood by
The only description the .Ryamis can give of the Sha-shen is that they come in many different the other
shapes and sizes, but all have a lichen-like flesh . They have no features and many different limbs
and appendages, some can even alter their appendages for different tasks. They communicate us- mortals.
ing what can only be described as empathy. They each sense what the others are feeling and they
can send this empathy out to anyone whom they wish to communicate with. It is very slow and
difficult for non-Sha-shen to understand and communicate in this alien 'plant empathy' and many
Ryamis have given up in despair.
The Sha-shen have a type of technology known as 'Sha' which is organic in nature and can
take many forms. The Sha-shen use these devices in almost every field and seem to have a
very high, albeit alien, technology level.
!facts
The Sha-shen would seem to have no conc;pt o(
murder. Their ever growing forest ha~ ·
already wiped out two towns and ~
countless villages. No one knows
229
what happens to the unfortunate victims when the Sha-Shen
Sha-shen Fighter forests smother a town.
Much of the Sha technology can be used by other mortal
Characteristics Skills E M D races, although no one knows if this is a deliberate act on
Ambush 19 15 10 7 behalf of the Sha-Shen or not. Many of their technologies
STR: 10
Endurance 18 14 9 5 carry diseases and other risks to the user and even the
HEA: 8 Plant limbs 22 18 12 9 Ja'Hansh are wary of the strange green devices.
Sense* 20 16 10 7
AGL: 8 There have been several sightings of Sha-shen in other parts
Sneaking 19 15 10 7
COM: 8 of Agasha, including the Gevurian swamplands and the
Thom darts 22 18 12 9
mountain forests of Tellah. As yet no contact has been made
SEN: 8* with these new colonies.
Weapons DAM INIT
4 Plant limbs 10
Thorn darts
I
3 l4 !l(pcia{ Ylrclietypes
All Sha-shen are dramatically different, and no archetypes
for the race can be given as size and form can vary so dra-
Armour Type : Natural bark matically. A sample of the race is given to provide the Nar-
rator with some ideas.
First FAT Rating Sha-Shen shaped for Fighting. Even amongst Sha-Shen
(Equals (STR+14) - ENC with these characteristics there will be many different
Torso
AV _1_6_ shapes, from tree-like creatures to rolling balls of vegeta-
24 tion. When using the Sha-Shen let your imagination run
wild.
Left Limb
AV_l_Q_
The ever
advancing Sha-
shen for est has
smothered
many towns
and villages,
leaving behind
few survivors.
230
'Wint!trat!er
!RJic,ial Ylttri6utes
The
Height: 6' 10" to 7'2" Weight : 220 lbs to 300 lbs Wind traders
Modifiers: +5 SEN +12 KAI
- 1 STR +9HEA
are an ancient
race and know
'Description
The race known as the 'Windtraders' by the mortals of Agasha have a proper name, but it is known many of the
only by themselves and no other mortals can master their silent tongue.
On average, Windtraders stand 7' tall and are roughly humanoid in shape. Their arms end in a mass
secrets of
of 6" long and half inch wide jointless appendages which are capable of almost unrestricted move-
ment. These 'tendrils' give the Windtraders very fine manipulative capabilities. Their feet end in
Belief Magick
similar appendages, but these are only 1" in length.
The head of the Windtrader is larger than that of a humans and this is expounded by the crested
ridge over the top of their craniums. This bony crest becomes more prominent as the Windtrader
gets older, a fact that is very important to them since age is respected. Where
the lower jaw of a human would be there is a muzzle of 5" - 8" long tendrils
which are constantly moving. These are the Windtraders means of sensing
and communication. This is done using high frequency sounds in a man-
ner similar to sonar. Instead of seeing using light they use these sounds to
form a picture of the surrounding area.
Windtrader ' speech' is too high for a humans ear, but th,.ey can lower the
pitch to a deep mournful sound' which they use to communicate
with their sarakern. They can also use this to pronounce the
uncomplicated and limited human sounds but they rarely
do so. It is a great privilege to be talked to by a Windtrader
in this fashion as it signifies that you have something they
want. Other than their ' sonar' the Windtraders are totally
blind as they have no eyes, just two slits down the front
of their heads separating the tendrils from their crest. But
their 'sonar' allows them to see and 'feel' better than the
most observant human, even in complete darkness, which
makes no difference to them. The only fault with their
'sonar' is that during a Sa-storm the Sa build up makes it
useless, leaving them blind.
The Windtraders know many ancient secrets including those of Be-
lief Magick and each group will have at least one very powerful Kai-
cha amongst them. All adult Windtraders have at least a limited knowl-
edge of Belief Magick. Windtraders are immune to the powers of
Formweaving and are in constant contact with the Sa winds of Gar-
gentihr.
Outfoot
The Windtraders are an ancient race from a continent never seen
by humans. Although they live for well over a thousand years
they are very slow breeding and deeply mourn the loss of any
younger members of their race.
They are nomads of the Sa-winds, gliding through the skies on
the backs of their giant sarakern. Each sarakern is a floating
colony with up to 30 Windtraders living in buildings on their
backs with many more mortal workers. These colonies are
called Senna. Although the Windtraders only pass infrequently
through an area, they are well remembered, for the sight of a
231
giant shelled sarakem floating to the ground is so awe inspiring.
The Windtraders abhor violence but only if it is directed towards intelligent races or useful crea-
tures, such as themselves or the sarakem. Mortals may be seen as pets and they can become very
fond of the mortal workers aboard their sarakem. The Windtraders will only use violence to protect
themselves.
To humans the Windtraders seem very paradoxical. They can trade away valuable items for seem-
ingly useless junk whilst turning down valuable items at very good prices. Some merchants still
refuse to deal with the Windtraders for their unnerving silence can totally break down even the best
bargainer.
~ootl
Windtraders eat crystalline Sa formations, such as gems. But they only have to eat rarely, some-
times only twice a year. Many sarakem have huge nets attached to catch crystalline forms caught in
the winds. There are always fine gems and crystals to be found on board a Sarakern.
The Sarakern
Cfotliing
glide the Sa- Although the Windtraders often deal in silk and fine cloths they prefer to wear simple tunics of
cotton. They wear very little armour, preferring the protection of strong Sa-manipulation.
winds
carrying the 'Ifie ~m-sfie{{
Many Windtraders use a Kam-shell to help on the rare occasions when they talk to mortals. These
colonies of the masks are carved from the Sa-deposit left when a sarakern gives birth and when worn over the
lower face they help to channel the Windtraders voice into a lower pitch that can be heard by
Wind traders mortals. Only the Pala can hear the normal ultrasonic voice of the Windtraders and this is why they
often act as interpreters on the ships.
on their backs.
9.{p,vifiation
The Windtraders use the ancient Myrdall devices known as Pointstones to guide the sarakem through
the skies. These strange monuments of rock can be found across Gargentihr and radiate powerful
Sa-energy. The Myrdall Find-stones can pinpoint the location of these rocks, and all sarakern have
a huge version of these stones on their hulls.
Customs
Rank is shown by the size and colouring of the head-ridge. Age is respected and is very important
in determining rank.
Most mortals, with the exception of the Pala, are beneath talking to directly. Only one with particu-
lar information or items of great value to them will be spoken to using a Karn-shell.
The Windtraders can sense Sa-storms and will avoid them. During a storm they will stay inside
their cabin and wail loudly in a very high pitched voice.
Their religious rituals occur during each moon discharge. during this time they will gather in a hall
and all wail loudly.
232
'Iecfinology
The Windtraders use gems but see the other technologies as too simplistic and clumsy. They use
the powers of Belief Magic as if they were Enlightened beings, and call their powers Shee-Tev' aa.
~ia{ Outloo~
The Windtraders have a love/hate relationship with the lesser mortal races. They see humans and
Chinte' as simple children with dangerous weapons but they enjoy the often random and unpre-
dictable situations which occur when they trade with these races. However, they do like the in-
quisitive Ja'Hansh and see them as more intelligent children. They often tell this inquisitive race
ancient secrets as the obvious joy this produces in the Ja'Hansh amuses the Windtraders.
There are
The only race they seem to have an almost equal relationship with are a race not found on Agasha, many different
called the Pala. These frog-like amphibians are the only mortals who are permanent crew members
of the Windtraders sarakem. They act as translators between the Windtraders and merchants that
they do not wish to communicate with, as well as acting as foreman for all the day to day jobs both
races and
on the sarakem and when stopped for trading. In fact in many cases the Pala will deal with the
trading while the Windtraders remain aboard their giant sarakem.
cultures on
Agasha, all of
~ia{ .9lrdietypes
The Windtraders have no concept of war and do not train any individuals as bodyguards. All of this which have
race can freely use the powers of Belief Magick, and would do so to defend themselves before
resorting to physical combat. They are also usually surrounded by many mortals workers and they their own
would leave it to these mortals to sort out any violent troubles with their own kind. The Narrator
should strive to play these creatures as alien and god-like beings filled with mystery and power. beliefs and
They can disarm and immobilise using their mind powers, and should never need combat statistics.
codes of
honour
233
rrlie young Je '7.(fzan scout sfioutetf aown tfie forest patfi to tlie fiunting party tfiat approacfietf.
''We fiave reacliea tlieir settfement 1• <Janna informea tfie tfiree 'l(flrro. Sfie fiat! 6een guitfe ant! transfator since tfie
incUfent in tfie cfearing. Par some .r~on tfie Je'1:(fian fiat! tali.§n a fi/(ing to tfie femafe Jfa 'esfi; tfie otfier Cfonais fiat!
6een ignoretffrom tfie start.
''Wfiere 'a you fearn to spea/{,tlie faiJe'!'-age ?1 asli.§a Pa[mer.
Similarly, a lone D'hea hunter will be silent, stealthy and Rabid- These creatures will usually attack on sight and
cunning. It won't rush in to meet the players face to face. may even fight to the death. They are easily provoked
It will plan its moves and will attempt to dispatch it's and often deadly. The best tactic is to run from these en-
prey one at a time. Keep a hush over the scene until the counters.
D'hea moves. When the action starts, talk-very-fast-to- Unpredictable- Creatures with this motivation are always
emphisise-that-the-creature-moves-invisibly-and-could- dangerous; they may ignore the characters one second
attack-from-any-side-at-any-time. and pounce the next. Extreme caution should be applied
By changing the speed, tone and volume of your voice in these encounters.
you will find that you can create many different atmos- Apathetic- These creatures will usually ignore people.
pheres. This is one of your most useful narrative devices, They are either very big or very stupid and if in danger
so use it well. Just don't overuse it. they are more likely to flee in panic than attack.
Never let the players see the creature's statistics. There is Timid- Usually timid creatures will not stay in the ad-
a far greater sense of fear and wonder if they don't know venturers vicinity long enough to be noticed. Even if cor-
what the creature can do. If you use the same creature nered, these creatures will normally be petrified and un-
235
able to move. Most adventurers should not have too much ing is, in effect, a reduced version of the AC's Energy Bar, but
trouble dealing with timid creatures. (Yeah .... right.) there are a few changes made for simplicity.
There are only two levels listed on the creatures FAT Rating.
Size The first lists the amount of FAT that the creature can withstand
This gives an indication of the creature's mass and a modifier to before it receives a -4 Modifier which is applied to all Success
the chance to hit the creature. Large creatures are easier to hit Tests made by the creature from that moment on. This -4 modi-
and thus give the attacker a bonus to his combat Success Test, fier works like the FAT Modifiers listed on the Energy Bar. It
whilst small creatures are harder to hit. There are five classes of applies to movement rates, Base INIT and all Success Tests.
size :- The second level lists the further amount of FAT that the creature
Tiny (-4 to attack Success Tests). Generally under a foot can withstand before it collapses in exhaustion. No further modi-
in length or height. Small rodents, birds, etc. fiers are taken during these FAT levels.
Small (-2 to attack Success Tests). Can be up to 4' tall. If the creature takes any additional FAT levels over this second
Dogs and larger mammals, etc. amount, it will die. For morale purposes, most creatures who do
not have a drive of 'Rabid' will surrender or flee when they re-
Moderate (no modifier to attack Success Tests). Roughly ceive the -4 Modifier. Only really desperate, cornered and un-
equal to a human in mass. Up to 7' tall. predictable creatures continue to fight on after this stage.
Large (+2 to attack Success Tests). Can be up to 10' tall
and have great mass. Bears, horses, skink etc. !1-Bt Success 'I'est
Huge (+4 to attack Success Tests). Giant creatures. Sleth, The creature should have its chance of hitting for Easy, Moder-
gressh etc. ate, Difficult and Impossible Success Tests listed. Less intelli-
gent creatures will only know a limited number of attack ma-
noeuvres, and may only know attacks at three, two or one differ-
I nitiati.ve ent Difficulty Factors. All creatures can only attack at the Diffi-
All creatures have a Base INIT which works exactly the same as culty Factors listed.
it does in regular combat. The only difference is that some crea-
tures are much quicker than humans, and some are much slower. Creatures that can make more than one attack in a round will
have it listed here. All of the creature's attacks occur at its Base
INIT. If a creature makes three attacks in the tum but only hits
Movement !l(fite with two, then the first two weapon types would each hit once. If
These rates work exactly as they do for Mortals. Some creatures the creature has fewer weapons than the number of times which
can move more in a combat Round, whilst some can move less. it hits, then it is assumed to make further attacks with the first
It is the maximum movement rate that is listed (i.e- the human weapon listed.
equivalent of sprinting) .
'Damage
'Defence This lists the natural weapons used by the creature and the DAM
The creature should have its chance of evading the ACs attack class of each. The weapons are listed in the order in which they
listed. This should be done for Easy, Moderate, Difficult and hit.
Impossible Success Tests. The effects of the speed and size of The creature will have its DAM modifier for any natural weap-
the creature have been factored into its Defence. ons or other forms of attack listed. This modifier will include
any modifiers for the STR and size of the creature.
!JIE!JI. Success test Some weapons, such as glue, have STR ratings. This is the rat-
The creature should have one HEA Success Test chance listed ing used in an Opposed Success Test against the STR of the vic-
for each Difficulty Factor. This will include any modifiers for tim trapped by the glue.
'Endurance' skill.
Location
Creature locations are left to the discretion of the Narrator. Just
use comon sense. A lot of the creatures are actually biped and
simply use the human locations as they stand. For quadrapeds,
such as horses, read arm as foreleg and for very small animals,
such as drill crabs, ignore locations completely. For very large
creatures, such as sleth, locations should also be ignored
~atizlue !}@ting
All creatures have a total FAT rating, which allow any FAT gained
through Blood Loss to be marked down. The creature's FAT rat-
236
Creature 1Jescriptions 'Burrower
Drive - Unpredictable DEF - See below
237
people who prefer to hide from other races by remaining totally tain both moon-metal and jet metal can harm the Cyatim and
still and disguising themselves as rock formations. Chegg are they are immune to the effects of disease, ageing and other mor-
servants of the Myrdall from long ago, but have been freed of tal diseases. No other mortal attack will damage these creatures.
their duty for some reason. Some Kai-cha of the Vhastor plains
Cyatim can take on many appearances and forms, but all have a
clans have the power to command individual chegg for their own
distinctive blue-grey hue which covers their bodies, clothes and
purposes.
any items which they bring over to Gargentihr from their Darkland
Chegg live in open quarries of red lava-stone. They usually have realms. They all have a humanoid appearance but range from
a large collection of assorted gems of which they are very pos- tiny, lithe, fleeting figures to huge, ugly giants. There are as many
sessive. Brave mortals can enter a Chegg lair and bargain for beautiful Cyatim as there are truly horrifying ones. They can
their services with gems, or by offering to scrape the thick moss freely travel to Gargentihr through gates but do so rarely, for
which clings to their rocky bodies off. If approached correctly, they find this world ugly and cold in comparison with their own.
the Chegg are most amiable.
The nature of these creatures is chaotic, flighty and fickle, and
they have no understanding of mortal traits such as honour and
loyalty. They have no grasp of machinery and science and can-
Cfiu'mi not bear to touch such items. They often need the aid of mortals
when dealing with such items and characteristics, and may lure
Drive - Timid DEF - 13 I 9 I 6 I 4 such folk to their lands to ask for such favours. They enjoy schem-
Size - Large to huge HEA - 22 I 18 I 12 I 9 ing and often appear on Gargentihr to cause pranks and mischief
amongst the mortals. The Cyatim are fascinated by mortals and
INIT- 8 AV-12
their ways but are perceived as demon-folk and evil spirits by
Move -20 yards FAT- 18 I 18 most of Gargentihr. They have strong ties to nature and to belief
magick, and it is these traits which have attracted the worship of
Weapon Hit DAM the Ha'esh.
Acid spit -/12/-/- 4* Many of the 'Kyashi' of the Ha'esh culture are actually mem-
bers of this race, and the Cyatim deal with the swamplanders
*Armour protects only for the first Round against the acid.
more than with any other mortal race. All Cyatim can use the
*Acid will continue to do damage for upto 10 Rounds if it is in
contact with flesh.
Dreampaths to travel across Gargentihr and can enter the Dark-
lands at warp-holes.
There are several Cyatim now living deep within the forests and
These giant dull grey slugs can grow as large as 15' and are more swamps of Agasha, and it is these creatures which become guard-
a passive danger than an active one. They graze peacefully on ians of the land. They protect the wilderness and punish those
swamp plants and algae but can cause great damage in swamp- that do not pray in the Shrines along the roadside, or those that
farms as their slime poisons the paddy fields. The grey pods which damage and desecrate nature. Many Cyatim are 'adopted' by a
hold their young are valuable for their honey-like interiors and local village and become the local Kyashi.
can reach prices of up to 100 Cyls per pod if ripe.
No Cyatim may harm another of his kin, for this is one of the
Unwritten Laws of the folk of the Darklands. Many of the more
devious Cyatim thus tum to the mortals of Gargentihr to aid them
Cyatim, Lesser in this task. Their silken tongues and ability to shape-change aid
these cunning individuals in their schemes.
Drive - Unpredictable DEF - 20 I 16 I 9 I 6
Size - Tiny to huge HEA - 27 I 23 I 17 I 14
INIT - 16 AV -12
Move - 40 yards FAT- 20/20
238
Delts live in family groups which have a complex social struc-
Cyatim, Outfing ture. These reptiles are highly intelligent critters and make popular
pets, especially with Chinte' and Karro. They are utter pests in
Drive - Unpredictable DEF - 23 I 19 I 13 I 10 the wild, destroying crops and pelting passers-by with ripe fruit
Size - Tiny to huge HEA - 27 I 23 I 17 I 14 from the safety of their gei tree homes. Delt-packs are becoming
a more common problem in the larger towns and cities of Gevu-
INIT - 18 AV -12 ria. The delts seem capable of mimicking human gangs and have
Move - 40 yards FAT- 20 I 20 been known to wreck small stalls, stores and shops with their
mischievous antics.
2 attacks ; Examples: .
I
Shapechange special · ~
.·.· ~ ·.
~
239
The Famahat often lurk on the dark misty roads of Gevuria, wait-
'Drif{ Cra6 ing for an unsuspecting caravan to come along. In their natural
form, they are thin and lean humanoids with almost jet-black
Drive - Unpredictable DEF - 11 17 I 4 I 2 skin and a featureless appearance. They resume this form after
32 days without a meal. Famahat are usually very old and have
Size - Tiny (-4) HEA - 15 I 11 I 8 I 6
mastered several languages and cultures. They are excellent ac-
INIT - 16 AV-10 tors, and often pretend to be of this profession.
Move - 30 yards FAT-3 I 3 Some of the more immoral political bodies of Agasha (i.e. - All
of them) have been known to use famahat as spies and agents.
Weapon Hit DAM They provide victims for this vile creature and in return, the
famahat works abroad for the organisation.
Drill teeth -/-/12/- 6
INIT - 13 AV -14
Move - 40 yards FAT - 17 I 16
The famahat are ancient individuals that live hidden amongst the
mortal races and prey on the unwary. The famahat are
shapeshifters who disguise themselves as their victims and travel
throughout Agasha. They can only take the form of one of their
victims and require sustenance once every 4 weeks. They attack
through their energy-bite which drains a point of STR from the
vic6m each round. When STR reaches 0, the victim dies.
240
Gressh are powerful work-beasts and strong mounts, capable of Gyasha are difficult creatures to damage, simply because of their
striking fear into infantry. Their fierce bellowing can be heard size. Wound Effects such as Dying and Unconscious should not
over 20 miles away, especially during the Raintime mating sea- be applied to these creatures. These effects will generally mean
son. Male gressh commonly attack each other during this time that the A Cs have managed to sever one of the tendrils.
and should be kept apart.
Gyasha get four attacks with their tendrils per Round. In the first
Round, the gyasha will attempt to hit and crush the target. The
gyasha picks the target up in the second and third rounds and
qyasfia raises the tendril to its mouth. The tendrils have a STR of 10, and
ACs can attempt an Opposed Success Test to break free of the
Drive - Unpredictable DEF-12/8/4/1 tendril. In the fourth Round, the gyasha begins to eat its prey.
Size - Huge (+4) HEA - 33 I 29 I 23 I 20
INIT- 8 AV-12
Move - 50 yards FAT- 28 I 28 !J{atfrii-KP-i
Drive - Rabid DEF-9/5/2/0
Weapon Hit DAM
Size - Huge (+4) HEA - 30 I 26 I 20 I 17
4attacks
INIT- 13 AV-20
Teeth see below 12
Move - 60 yards FAT- 27 I 27
Tendrils 19/ 15/ 10/7 8
Tendril glue see below STR 10
Weapon Hit DAM
Crush 13/9/-/- 16
These huge floating mushroom plants use the Sa-winds to carry Swallow 13/9/-/- STR20
them across the plains of Agasha. As they lazily drift across the
plains, long tendrils scrape the earth for prey. These tendrils are
coated in a strong glue which traps the victim as the tendril passes
The kai is a huge tube-like burrower, often 30 yards long, with a
and draws it up into the gaping maw found on the underside of
cavernous maw at one end. It is at its most dangerous when bask-
the head. Gyasha over 30 yards wide have been spotted and these
ing, for it places its eyeless head near to the surface of the ground
plants can take herd-beasts as prey.
with its mouth shut as it awaits prey. If the victim steps on the
kai, the jaws open and the creature begins to burrow whilst swal-
lowing the poor fool.
Hadrii-kai can easily swallow anything up to the size of a horse
but it would take several days to digest a meal of this size. The
victim must make a Opposed STR Success Test roll against STR
20 for every day within the gut. If this roll is failed then the
victim is digested and dies. If the roll succeeds, then he survives
for another day, providing he has both food and water to sustain
him. All the victims personal belongings could sit in the kai's
gut for several years before they are digested.
If trapped on the surface the kai will use its huge bulk to crush
opponents. Kai can be found in any terrain, including the oceans
of silt. They are especially attracted to Sa and its use and can
travel up to 50 miles in search of the source. The rumbling of the
earth signals that a kai is less than a minutes travel away. The kai
is extremely sensitive to movement on the ground and can pin-
point the position of surface victims.
Ha' esh of the plains of Vhastor mark out the kai hunting grounds
with red flags which can be seen from the safe rocky hillsides
around such areas.
Because they float along the Sa-winds of the planet, Gyasha are
often thick with this energy and can cause Sa-storms as they drift
across the plains. Fierce flashes of energy can be seen crackling
around the giant head of the plant, as the Sa is earthed down the
tendrils. Many crystals and gems are to be found on the backs of
the plant as the constant ebbing of the Sa causes the growth of
such minerals.
241
Icnlian Jliarrali Strangler
Drive -Timid DEF - 16 I 12 I 8 I 6 Drive - Unpredictable DEF - 11 I 7 I 4 I 2 ,
Size - Small (-2) HEA - 12 I 8 I 4 I 2 Size - Huge (+4) HEA - 25 I 2 l I I 5 I l 2
INIT - 14 AV-4 INIT - 14 AV - 18
Move - 30 yards FAT- 8 I 8 Move - 0 yards FAT- 22 I 22
The kree are giant flying insects bred by the Ryamis in the Ti-
Hond mountains as a source of food and transport. They have a
thick shiny purple skin and grow up to 1O' in length. Kree pro-
duce a powerful honey-drug which has many uses throughout
Ryamis society. The best known product made from this honey
is Ly wine, which is an expensive and popular drink amongst
Agashan nobility.
The Ryamis use Kree as transportation, with up to eight of the
insects being used to carry travel baskets which can hold both
goods and people. The kree are easily trained by the Ryamis, and
their loud chirping can make them excellent guards. They live in
burrows and caverns, which can span for several miles under-
ground.
242
9(()6a
The Kull are parasites which feed on the Sa which makes up a
Drive - Unpredictable DEF - 20 I 16 I 11 I 8 mortal's soul. They reside in the Darklands but are drawn to Gar-
Size - Large (+2) HEA - 23 I 19 I 13 I 10 gentihr by the gates and warp-holes through which they can smell
the souls of the living. Kull take on all shapes and forms; often
INIT- 14 AV -14 these are so vile that a mortal cannot possibly recognise it as a
Move - 50 yards FAT- 20 I 20 living entity. The three most common forms of Kull are described
below:-
Weapon Hit DAM
2 attacks Para-attgufar !I(µ{{
Long spear 18/14/9/6 10
Drive - Unpredictable DEF - 25 I 21 I 15 I 12
Poison automatic in sting EFF-D
Size - Large (+2) HEA - 25 I 21 I 15 I 12
Sting 20 I 16 I 13 I 10 6
INIT - 16 AV - 18
Move - 60 yards FAT- 22 I 22
Koba are ugly half-human, half-centipede creations. They are
solitary, cannibalistic individuals with a deadly poisonous sting
1
in the barbs located on their tails. Koba are believed to be guard- Weapon Hit DAM
ians to the Darklands, and are often found near Gates to the Non- 2 attacks
place. Koba are extremely old and intelligent, often holding in-
Crystal shard 19/ 15I1017 10
formation useful to characters. Only the brave or the foolish try
to deal with such creatures, for they are as treacherous as they KAI drain see below 1 KAI
are wise. They often challenge those they deem worthy to a rid-
dling match, with the stakes being information or death.
These creatures take the form of a floating crystalline mass of
angles and colours which cannot be logically understood by mere
mortals. All who look on such a creature must make a Difficult
KAI success test or lose 1D3 points of KAI due to the loss of
sanity. (0 KAI means that the character goes insane)
The kull attacks through crystal-spears attached to its body. Once
these spears have pierced the target the kull may drain the vic-
tims life-force at the· rate of 1 point of KAI a ro~nd. The victim
will die when his KAI reaches 0. The kull can drain 2 targets at
the same time. Its dazzling colours and geometrically-defying
form make it a difficult target to hit.
As the Kull drains KAI, the victim will begin to take on a crys-
talline appearance. Limbs formed of this substance are often per-
manently transformed, and can draw the attention of other
Darkland _creatures. The victim may enter the Darklands invol-
untarily through his dreams, and will onlY. return if he can de-
stroy the Kull which first attacked him.
Koba attack with their sting and with any weapons held. Their
sting and spines hold a particularly nasty nerve poison which
causes permanent paralysis.
Koba were an experiment by the Ancients to cross the creatures
of Gargentihr with those of the Darklands. The resulting abomi-
nations were left behind when the Ancients disappeared. Koba
have the power to 'phase' in and out of Gargentihr and the Dark-
lands at will. They glow and crackle with Sa just before doing
so, and can only use this power on Dreampaths. They occasion:.
ally make pacts with both Cyatim and mortals, but only if it
amuses or benefits themselves.
243
Swann ~u{[ Lappitli
Drive - Rabid DEF- n/a Drive - Rabid DEF - 20 I 16 I 11 I 8
Size - Tiny (-4) HEA - n/a Size - Moderate (0) HEA - 19 I l 5 I 10 /7
INIT - 18 AV - n/a INIT- 16 AV-8
Move - 60 yards FAT- n/a Move - 40 yards FAT - 18 I 18
Marl-liouna
'1{§,gative ~u{[
Drive - Rabid DEF - 18 I 14 I 10 I 8
Drive - Unpredictable DEF - n/a
Size - Moderate (0) HEA - 18 I 14 I 10 I 8
Size - Moderate (0) HEA-n/a
INIT- 14 AV-6
INIT- 13 AV - n/a
Move - 50 yards FAT - 16 I 16
Move - 40 yards FAT- n/a
Weapon Hit DAM
Weapon Hit DAM
2 attacks
Engulf 15 I 11 /7 I 5 see below Bite -/11/7/- 6
Spines -/11/7/- 4
This creature consists of Darklands fabric and appears as an im-
possible black hovering shadow. The Kull engulfs its prey, in-
stantly warping itself and its target through to the Darklands. These large vicious beasts are favoured hunting animals of Khos-
These Kull are often used as messengers by the Cyatim. They tran lords. The marl-hound can grow as high as 4' and has a pow-
are destroyed totally if they appear in a mirror but no other form erful physique. It's back has a row of sharp bones running down
of attack seems to harm them. its spine which rise when it is angered. The Khostra train their
244
pets well and teach them a number of command words, 'Kill'
and 'Fetch' being two of the most popular. 9{§.gant'e
Wild marl-hounds hunt in packs in the forests of Agasha. Their Drive - Rabid DEF - 11 17 I 4 I 2
deep, sad howl can be heard across many miles on moonless
nights. Their spines can reach 15 Cyls each in the markets of Size - Huge (+4) HEA - 28 I 24 I 18 I 15
Ja'Hall. INIT- 10 AV- 18
Move - 50 yards FAT- 25 I 25
The monouth are a squat and muscular, grey-skinned humanoid Size - Small (-2) HEA-13/9/5/3
race which live in packs ofup to thirty individuals. Their territo- INIT- 8 AV-4
rial screeching can be heard deep into the night when the pack
goes on a flesh-hunt. Monouth can often be well over six feet in Move - 20 yards FAT- 8 I 8
height but they walk in a hunched lumbering gait, which can
make them appear much shorter. The packs prefer cave dwell- Weapon Hit DAM
ings but can be found in simple huts deep within the swamps and
Claws -1101-1- 3
forests of Agasha.
The packs appear to have a simian level of intelligence but can-
nibalism amongst the one pack is common. The monouth pro- The panu is a small, grey furred, slothful
duces a strong acidic saliva when hungry and collects this in herbivore found on the wooded
cheek pouches for use during the hunt. The favoured hunting slopes of Yaskal. It is a passive
technique is to creep up on a victim and vomit this acid over him creature with an unusual talent.
whilst raking with their powerful claws. Tribal ground is usually
The panu prey on the tiny insects
marked with the half melted skulls of their victims.
called fade flies, which exist out-
side of the Physical Sphere of
Gargentihr. To do this, the panu absorb
Sa-energy, effectively forming a void around
the creatures. All Sa within a 2 yard radius
simply ceases to exist, rendering
Formweavers helpless. Panu stabilise the
effects of Dyce Syndrome, automatically causing all Kyromanc-
ers to Phase when they are near to the creature. This type of
Phasing costs no Sa Points, but the panu absorb all surrounding
Sa, leaving the Kyromancer powerless to use his Kyroware.
The panu act as a natural conductor during Sa-storms and will
safely absorb the energy bolts. Additional panu within one area
will increase the Sa-free zone's radius by 2 yards per creature.
Panu are a rare breed much sought after by paranoid Jouk and
others who wish to avoid Formweavers and their powers. A live
panu can bring several hundred Cyls in the bazaars of Agasha.
Many Formweavers obviously fear such creatures, resulting in
events such as the Yaskal slaughter-hunts of the early 1560s.
245
Sara/(f,m
A shade is the spiritual 'shadow' of a mortal, left on Gargentihr
Drive - Unpredictable DEF - n/a
once the mortal dies. Shades take many shapes and forms and
Size - Vast HEA - n/a must meet one of the requirements listed in the 'Spiritual Belief'
section in the Belief chapter.
INIT- 1 AV - n/a
Each shade will normally be one of the following three types,
Move - 80 yards FAT- n/a
but the Narrator is free to alter these rules to suit a particular
Weapons - n/a shade or scenario. Nothing is certain when dealing with the
paranormal.
The sarakem are giant sentient shell-creatures which sail the Sa-
winds of the planet. They are older even than the myrdall and 9{pn-corporeaf shade
have a telepathic rapport with the Windtraders who live upon These shades have no physical form and exist in an invisible
their backs. Sarakem can grow over 1000 yards in length, al- state. They cannot harm physical creatures directly, but may have
though most are between 500 and 700 yards, and they use their the powers to move objects, cause chill air, extinguish flames
giant tentacles to feel the Sa-currents in the air. Their shells are and shatter brittle objects. They can be used as guardians by those
so thick that the Windtraders build great cave-cities within and with the power to control such creatures, but are often simply the
generations can live on the backs of the sarakem without ever residue left over after an important event in a place of strong Sa.
touching the land. ...
Manifestation
This shade has the power to appear in front of those who he
wishes to be seen by and can harm and be harmed by these
mortals. The shade can take on any appearance and will often
choose one so terrifying that those that see him must make a
The sarakem are now a rare sight over much of Gargentihr and difficult KAI Success Test or lose a point of KAI. ( 0 KAI means
tend to avoid the inhabited landmasses, such as Agasha. The that the character goes insane.)
natives still fear these mighty creatures and believe their shadow
to be a bad omen. The sarakem and their Windtrader passengers Only certain metals can damage such a creature, but one hit is
remain a mystery across Agasha. It is said that the oldest of these enough to dispel the shade's corporeal form. The shade can hurl
mighty creatures can pass across to the Darklands at will and can objects and use weapons against those that see him and can cause
take their Windtrader crews through the realms of the Non-plact;. gradual insanity by walking through the mortal's dreams and
I waking vision.
Scruad
Drive - Timid DEF-7/3/0/0
Size - Tiny (-4) HEA - 7 I 3 I 0 I 0
INIT- 7 AV-0
Move - n/a FAT-4/ 4 .... ..
Weapon Hit DAM
Stinking pus 10/-/-/- vomit
Scrudd are a form of slug which grow to 8" in length. Their grey
crusty bodies can be squeezed to push a thick white paste out of
their rear. This paste is used by the scrudd to form their nests and
hardens within the hour to a white ston~-like composition, which
makes an excellent sealant and building component. The paste
can also be mixed with herbs to provide relief for Ha' esh with
chapping skin.
Scrudd produce this material only during gathering, when they
...
are at their most passive. At other times they are poorly tem-
pered creatures which do not take to being squeezed by passers
....... ...
~·.
·- ·~
by. They can spray an evil-smelling green pus which requires a . ... ··· ..
246
Morta{ S liacfe doom. The fish-people live in
small u11derwater lodges of up
Through strong Belief Magick and pacts with the lords of the
to a dozen members and mark
Darklands, some shades gain many abilities and powers. These
their territories with silk nets
dead creatures regain the use of their bodies for the same length
and bones. Local Ha'esh na-
of time as when they lived, but it remains in a semi-decayed and
tives both fear and despise
rotting state. They can be harmed only by certain weapons and
these dangerous beast-men.
items, often related to the way the mortal originally died. The
following powers are some of the most commonly documented Sheashu are excellent hunters
abilities used by these shades :- within their swamp homes,
and often travel further afield
Ageing - If the shade embraces its victim, then the mor-
for better meat. They have
tal will age by 2D20 years. Each I 0 years lost will lower
even been spotted in the nar-
the victims STR, AGL and HEA by I point each.
row canals ofRol-Katel's Chi-
Blindness - The shade can strike its victim blind for any Town district.
period of time by touching the face of the mortal.
Insanity - The shade will entef the mind of its victim,and
show him the true horrors of the Darklands, leaving the
mortal a gibbering fool. (ACs should only lose ID6 KAI-
have them scream and pass out).
Possession - The shade can possess anyone touched and Sliroua
can hypnotically control them in the same way as the skill.
Drive - Unpredictable DEF - I6 I I2 I 8 I 6
Psychic Violence - The shade can attack using the pow-
Size - Small (-2) HEA - I 4 I 10 I 6 I 4
ers of the mind. Such attacks can cause permanent loss of
KAI and DAL, at the Narrator's discretion. INIT - I3 AV-4
Other powers and abilities can be added as the Narrator sees fit. Move - 30 yards FAT- 10 I 10
The players should never be quite sure how to deal with such
creatures and should always feel the menace and awe caused by Weapon Hit DAM
shades. Each shade should be treated as an individual, with it's
own history, motivations and abilities. Beaks I4/10/6/4 2
Blowpipes I4/10/6/4 2
Small spears I4/10/6/4 4
Slieasliu
Drive - Unpredictable DEF - I 7 I 13 I 8 I 5 The shroud are small 3' high humanoids with a dull copper skin
and large razor beaks. They are fast hunters which operate in
Size - Moderate (0) HEA - I 5 I I I I 7 I 5 packs of up to 40 and can overwhelm a small group of travellers
INIT- 13 AV-4 in seconds. They use small spears, blowpipes and their beaks in
combat, often coated with a fast acting poison, such as Kerrythom.
Move - 40 yards FAT- I2 I I2 They have a collective intelligence and work for the good of the
pack.
Weapon Hit DAM
Shroud are usually found in tall grassland and light forest. They
Claws I5 I 11/7I5 4 live in burrow nests under ground which can often span several
Spears I5/11/7/5 6 miles in length. These burrows are often dug near to the surface
Strangle-nets 15/11/7/5 entangle and can cave in if a large weight, such as a horse or skink, is
applied. Shroud guard thefr burrows fiercely and will attack any
who disturb their homes. Watch out for grassland with many nar-
row weaving paths of intersecting dirt, for this is the sign of a
shroud community.
These fish-beasts live in the fresh water rivers and swamps of
southern Agasha where they are feared and hunted by the local
Ha' esh. They have the bodies of fish with short spiny arms and
round bulbous heads. The sheashu are viscous carnivores who
live mostly on silkworms but enjoy all types of meat, including
that of other mortals.
The sheashu have mastered the art of net-making and use the
worm silk to lasso and net their prey from their barges. They also
mark out false pathsilker tracks to lure unwary travellers to their
247
Sktfi
Drive - Timid DEF - 15 I 11 I 7 I 5 Drive - Apathetic DEF-9/5/4/0
Size - Large (+2) HEA - 24 I 20 I 14 I 11 Size - Huge (+4) HEA - 28 I 24 I 18 I 15
INIT - 16 AV - 12 INIT- 8 AV -15
Move - 80 yards FAT-22 I 22 Move - 30 yards FAT- 32 I 32
S trangkweetf
Drive - Unpredictable DEF - 11 I 7 I 4 I 2
Size - Moderate (0) HEA - 18 I 14 I 10 I 8
INIT - 12 AV-0
Move - 0 yards FAT - 12 I 12
248
much sought after by doctors for this reason.
The strangleweed will grapple with it's creepers and will then 'Yarai
sting it's prey with it's poisonous barbs. The poison will knock
Drive - Timid /Friendly DEF - 15 I 11 I 7 I 5
out a victim if the HEA Success Test is failed. The strangleweed
can then slowly suck the life out of it's prey. A knocked out Size - Small (-2) HEA -11 17 I 4 I 2
victim will lose 1 HEA per hour whilst knocked out. When HEA
INIT - 15 AV-0
reaches 0, the victim dies.
Move - 30 yards FAT- 6 I 4
'Ia'gfiee
Drive - Timid DEF - n//a
Size - Tiny (-4) HEA - n/a
INIT - n/a AV - n/a
Move - 60 yards FAT- n/a
Weapons -n/a
249
rrrie giant 6rac~ned 6uiUfings of !]@f-1(f1.teC pierced tlie swamp skJune u~ liuge tom6stones. rrriree mifes away, tlie
Slievin couU a[reatfy sme[[ tlie acrid smo~ of <Engine Isfe. CBrack, cCoutfs of poffution 6efcliedfrom tlie swamp-town,
6Cotting out tlie qatliering sun as it sank, 6eliititf tlie gei trees.
rrrie four fiaures trudged weari[y aCong tlie raisedigrave[ road, past tlie out[ying paddy fieUs wliicli ray slirouded in tlie
ear[y evening mist. %e Jfa'esli wor~rs Ii.ad a[reaily retiredfortlie day, 6ack,to tlieircuari liomes wliicli sat amongst tlie
1
near6y gei trees. )![ready tlie sivamps were coming auve witli tlie sounds of tlie nil]lit. <Even tliis near to civi[isation, tlie
qevurian swamps were a dangerdus prace to 6e a.fler dark:, Witli tlieir destination now in siglit, tlie CCondis pic~d up
~~ ~
'I sti[[ tliink,tliat tliis is a 6reackiif trust', q'ymon argued as tlie group passed tlirougli tlie we[[guardedgates of Centre.
'We were tofind and return tlie two gems and notliing else. I don't tliink,tliat rr'assli wouU 6e too liappy if lie k,new
tliat we were even tliinfjng a6out your insane sclieme '.
<Pa[merffulied a smife tliat was 6ecoming a[[ too fami[iar to tlie scientist. 'Jfey, trust me. We' re deaung witli a Cliinte'
trader Ii.ere. rrriere's 6een sometliing a6out tliis gem tliat 's 6een annoying me since qanna and1(arratli retrieved it'.
'Very weC[, J'{[ agree to tliat, 6ut returning to tlie qeograpliica[ society seems foo[is/i '.
'%ur <P(}<R.., won't crac'k,a fine piece u~ tliis, and tlie :Morgan Li6rary Ii.as tlie finest read"ers in tlie <Province. It seems
peifect[y Cogica[ to me '. <Pa[mer pic~d up tlie pace, feaving q'ymon Coofi.jng at tlie otliers and sliafi.jng Ii.is lieatf.
'Sliantfane, you're impossi6fe'.
rrrie cferk,eyed tlie four irufivUliials suspiciousfy, read tlie scientist's credentials again and returnee[ to tlie front d"esk:,
')![[seems to 6e in oraer, :Miste,r Jfarra[ :May I enquire as to Ii.ow Cong tliat you anayour. .. co[feagues wi[[ 6e uti[ising
tlie :Morgan Li6rary ?'. ,
•,- I. I
'Oli, tlie rest of tlie morning sliouftf suffice'. q'ymon tlirew Ii.is most winni'(1f] smife to tlie cferk, wlio was a[reaay passing
a foUea note into tne arsen tu6e Behind liim rrrie wood"en container s[Uf sifent[y up tlirougli tlie Cong grass tu6e and
into tlie ceiung. :Moments fater. a smart :Ha 'esli servant enterea tlie main mar6[e /ia[[ ana ushered tlie party towaras the
main stairweff. •
'I 6e[ieve I Ii.ave found wh,at we were Coofi.jng for', tlie Ponnweaver announced cryp_tica[fy...
rTlie Societies of (}evuria
from the Karro's point of view.
Every historian wears a simple dark hooded robe beneath this
The centre of political, social and cultural Gevuria are the Karro colourful exterior of fetishes, beads, and other cultural markings.
societies that were imported from the continent of Lathmir over This garment represents the Society's radical view that every in-
90 years ago. These great organisations are the crux of the ex- dividual, regardless of race, sex, colour or creed, is equal and
panding Gevurian empire and are constantly at odds with one should be treated as such.
another in the race for domination. In the past, the Karro of Lath-
mir were dominated by the Church of Sanctology, and the other Members of this society are strange fellows, often preferring the
societies were mere gentleman's clubs. With the exploration of dress codes and mannerisms of a far off Agashan realm. The
the land of Agasha the balance of power has swung away from effects of such a cultural clash are often colourful and bizarre
the Church and towards these newer institutions. and do not add to the Society's prestige amongst it's peers. '
The Societies now control all of civilised Gevuria. These power This Society freely accepts other races into its ranks and has thus
blocks loom over every swamp town and port in the realm, and received much abuse from other Karro political bodies. The Karro
continue to build on their recent success. Now, most important still distrust all other cultures, and see all other realms as inferior
Karro on the continent belong to at least one of the modem Soci- to their own. It is this prejudice which keeps the Chronological
eties. Society as a lesser power in Gevuria.
Each Society has it's own individual codes and laws, undertaken There are four main departments in the Chronological Society:-
with the usual Karro panache for detail. Dress, speech patterns,
*
Dept. Of Linguistics - This department specialises in
quirks and habits all stem from your Society affiliation. The 'Cul- the various languages found across Agasha, including the
tural lore- Gevuria' skill will allow the observant AC to identify dead languages of the Ancients, which often take the form
any affiliation to one of the great Societies. of hieroglyphics and symbols found on ruins across the
land. An elite group of scholars from this department are
secretly trying to work out the particular symbols which
rrlle Clironofogica{Society give the Church the powers of Essa tracing. Many mem-
"The study of Agashan language and cultures, teaches us not bers of this department work as translators in each of the
only about our neighbours but, more importantly, about other realms.
ourselves."
Dept. Of Exploration & Archaeology - This small de-
Soloman Trandhu, MCS., partment attempts to follow in the footsteps of the Geo-
Lecturer at the School of Lore, Vespin. graphical Society, but cannot compete with the huge re-
sources of that noble institution. There are many non-
Karro in this department, and they are very useful when
dealing with expeditions to their home realms. By em-
ploying native guides, and listening to the elders in each
area, the explorers pick up much information which the
Geographical Society misses. This advantage has allowed
the department to find hidden ruins before their rivals.
Dept. of Anthropology - This department dyals with the
collected historical and cultural advances made by the
peoples of Agasha. The department's main library in Geva
has contacts within Ne'Hal, and these two great centres
of knowledge are responsible for piecing together the
known histories of the Agasha. There are thousands of
maps, hand-written tomes, kavash and cyanna gems ly-
ing unused within this department's halls, and their trained
staff work continually to index this vast collection.
Dept. of Foreign Affairs- The foreign affairs department
runs all the Gevurian embassies found abroad. Their mem-
bers must be both trained linguists and versed in the local
customs, to avoid starting a diplomatic incident. (Such as
war). Many Chronological trainees are placed in the re-
This is the most recent of Gevurian societies and was formed in mote embassies and consulates in places as far away as
Geva in 1522 by a group of Ja'Hansh scholars and Fellows of the the Ti-Hond Fire Ridge or the Kalath High Pass in Yaskal.
Geographical Society. It is perhaps the only Gevurian Society to
take an interest in the other races and cultures of Agasha. Mem- The Chronological Society is a close-knit organisation which has
bers of this Society often become diplomats in the Gevurian em- done away with the airs and graces of Karro Society. The mem-
bassies in foreign realms for they are well versed in the ways of bers tend to be both practical and adaptive. They respect the other
the other peoples of the continent. The Chronological Society is - cultures of Agasha, for they understand them far more than any
responsible for piecing together the history of Agasha, at least other Karro institution.
251
should be used to rebuild the great Sanctum cathedrals of
rrfie Cliurcfi ofSanctofogy the old country. The Originists have total control of the
"Brothers, the word of Sandis must be introduced to the native Sanctum Guard, with a military strength which equals
population. The blasphemous belief of the Ha'esh in so called that of the largest Gevurian Regiments.
'Kyashi Spirits' is bofh misguided and sinful. The mission of the
clergy should be to re-educate these misguided souls in the ways The Originists believe that all Chiel should come from
of Sandis; the One True God." one of the noble families of Lathmir, and that there is no
place for non-Karro or women in the ranks of the Church.
From a Sermon by Father Shannis Pydactor These lesser beings should continue to worship Sandis,
Sanctor of Rol-Katel. but they have no right to teach the divine word.
The Reformists- The Reformists represent the new wave
of thinking apparent within the Church. They believe that
the clergy should spend more of its money helping the
flock rather than on themselves. This movement have
stopped wearing the expensive robes of the Originists and
now prefer simpler smocks. Despite making up nearly a
quarter of the Sanctologists numbers, the Reformists
power is limited and many must work in the swampland
missions and as travellers, else they incur the wrath of
the Originist movement.
The Reformists have accepted women into their order. A
female Chiel is still an unusual sight in the Sanctums of
Gevuria, and the Originists would not recognise such a
person as a member of the Church. Great missionaries
such as Sister Callasha ofVespin constantly fight for their
right to be recognised. Non-Karro are still regarded as
unsuitable to take the vows of the Church by the Reform-
ists.
The Denyists- This is the most extreme of the Church's
orders. The Denyists believe that all pleasure is a sin and
the Karro will pay for their decadent ways. Non-believ-
The Church is not officially a Gevurian Society but with it's loss ers are frequently butchered in the Divine name of Sandis
of power, especially in relation to the Societies, many Society by this order. Mostly the Denyists remain in their Sanc-
members think of it only as a political force. Although it has tums, all of which have been strategically placed in re-
been included with the Societies it should be remembered that to mote areas by the Originist movement.
believers and followers of the church it is much more than just a The followers of Sandis worship in Sanctums; huge monasteries
political power, it is a way of life. found in the towns and ports of Gevuria. Some of the Sanctums
The Karro church is still the largest religious organisation in Ge- are designed as places of meditation and contemplation, placed
vuria, despite a major loss of power since the transition between in remote areas outside of the towns. New missions have begun
Lathmir and Agasha. As more people embrace the new powers to appear within nearby Ha'esh communities as the Church takes
of science, less people worship Sandis and his followers. The its message of divine enlightenment to other cultures. Each San-
Church's main following has always remained within the lower day, the eighth day of the week, the Sanctum doors are opened to
classes of Lathmir, and now on Agasha, where the Karro are a allow the masses to worship with the clergy.
prosperous nation, this class has been greatly reduced in size. There are four levels of power within the Church :-
The majority of the middle and upper classes still worship and Acolytes are the pupils of the School ofSanctology. They
pay tribute to the Church, but the Sanctologists wish for a return
perform the lesser tasks within the Church between their
to the halcyon days of the past when the Church ruled supreme. studies.
With the separation between church and state and the rise in power
of the other societies, the Church has turned to the Ha'esh Chiel are the initiates of the Church. They are the main
swamplanders as a method of increasing its flock once again. body which sees to the general running of the Sanctums
and to the preaching of the word of Sandis.
The Church has changed dramatically over the last fifty years,
both externally and internally. There are now three main groups Sanctors are the priests of the Church. They hold the
within the Church of Sanctology :- ceremonies in the Sanctums across the land and control
the political power of the Church.
The Originists- This is the largest order and consists of
the 'old guard' of clergy from Lathmir. The Originists The High Sanctor is the representative of Sandis in Ge-
are trying to keep to the old values of the Church and still vuria. His word is holy and true, and obeyed by all fol-
dress in the rich robes and trinkets of the order. The Orig- lowers of the Church. The High Sanctor resides in the
inists believe that the money made within the Church huge cathedral-like Grand Sanctum in Treth.
252
AC Chiel are by no means common examples of the initiates of There are four departments in the Geographical Society and all
the Church. Most Chiel are faceless individuals who devote most have an intense rivalry with each other. Each department has
of their time to chanting, praying and worshipping in one of the grown in size to cover all their rivals' areas of knowledge. If a
many Sanctums and missions scattered across Gevuria. Travel- new archaeological site is discovered there is usually a race be-
ling missionaries are rare, and often seen as dangerous meddlers tween departments to claim the site as its own. Many underhand
by other Chiel. techniques have been used to make these claims appear legiti-
mate. The four departments are :-
The use of Essa tracing is a skill which is little used by the more
conservative priests and initiates. It takes a great deal of time and Botany - This department is the smallest and most spe-
effort to use the Essa, and most Chiel are too busy controlling cialised of the four. It has particularly close ties to the
their flock to learn this power. The Originists have a military herb-farm at Ronth where a large research station is situ-
wing based in Geva which is devoted to Essa skills. ated.
All members of the Church wear long, ankle-length, black smocks Exploration - This is the department most responsible
with a necklace of the Hacha symbol. Chiel wear a black skull for the larger expeditions mounted by the Society as a
cap, whilst Sanctors have a red belt-sash and a black mitre. The whole. Much of the equipment developed by the Institute
High Sanctor wears robes of holy white. Travelling Chiel can ofNew Science receives its first practical tests at the hands
wear any practical clothing, but retain the skull cap and the Hacha of the Exploration Dept.
necklace.
Geography - This is the department of the true scholars
of the Society and is responsible for most of the income
rrfie qeograpliica[Society via the department's merchant navy. Most of the Soci-
"When mixing with the natives, one should at all times behave ety's politicians can be found in the Vespin offices of this
with the decorum and manners befitting a member of the department.
Geographical Society. Our quest is to unravel the hidden secrets Zoology - This department specialises in both the wild
of this land and its many forms of flora and fauna. Becoming creatures and the sentient races to be found on Agasha.
involved in the affairs of the native population should be avoided. An impressive anthropology department and museum are
Any artefacts discovered in their possession should be purchased located in Geva, where many hundreds of rare specimens,
or otherwise acquired for study in the Society laboratories. In both dead and alive, are kept for study.
the quest for knowledge, nothing should stand in our way."
Notes from the Members Regulations
The Geographical Society of Gevuria.
This is the largest of the Gevurian Societies, with their power
stemming back to the first explorers that sailed across the silt
from the continent of Lathmir. The Geographical Society began
to build the capital city of Treth in the year 1492, when the first
Karro arrived on Agasha. This Society was one of the smallest
on Lathmir and was seen as a club for cranks and wanderers, but
it was the explorers of the Geographical Society that first sighted
Agasha and mounted expeditions into the swamplands.
The Geographical Society has more members than any other po-
litical body, and has always been at the forefront of exploring
and ruling Gevuria. The internal rivalry between departments
has weakened the Society's political position and has allowed
the lesser institutions to gain positions within the Province coun-
cils. The capital of Treth and the swamptown of Vespin are the
two locations most influenced by Geographical Fellows.
Vespin is now the home of the Geographical Society and boasts
the finest modern buildings outside of Treth. This town is run on
profits made by the society through trade. Many lesser merchants
rely on this Society's fleet of merchant ships which sail from
Charra to Treth and beyond. Geographical merchants also sup-
ply the vast amount of construction materials required to build
the still expanding capital.
The Geographical Society codes of dress and manner originate
from the Lathmirian nobility, and no other Society is quite so
refined in their tastes. A Geographical Fellow is expected to be
well presented and polite at all times and in all situations. A poor
image reflects badly on the Society.
253
rrhe Institute of Law the Societies themselves. Because of the seriousness of the crimes,
and the importance of the people tried, justice is slower in these
''The four essential elements of modern criminal detection are courts. The advantage is that people are given the chance to de-
observation, persuasion,. forensic study and interrogation. If the fend themselves, and may even hire court advisors to help. There
methods developed for each of these steps are precisely followed, are a vast amount of court advisors and prosecuting investigators
then an arrest for over three quarters of crimes may be achieved.
who gather and prepare all evidence for such trials.
As scientific methods are improved we can expect this rate to
improve."
Academic lecture by Magistrate Yare Kilark, rrhe )Icademy of :Jvtartia{Studies
" ... So there we were, Ha'esh scum advancing all along our front
The Institute of Law, Treth. line and the river blocking any withdrawal. I told the men we
This Society is responsible for the laws of Gevuria and their en- would hold the line and issued orders to the sergeants that any of
forcement via the Streetmen. Many of its members are faceless the men who did not should be the first to fall. Casualties were
bureaucrats who walk the corridors of the Society buildings in high but we held the signal tower. No Therazzha savage was
Treth and Geva. The Institute controls the legal running of the going to prevent me from getting a Regimental mention and
land, although it may not actually pass new laws without the dinner with the General ... "
backing of both of the Government Chambers. Conversation overheard in the Grand Foyer,
The streetmen of the Institute of Law are the law enforcers of Academy of Martial Studies, Treth.
Gevuria. They police the streets of the cities, towns and even
some larger cuari villages. They have many powers to enforce
the laws of the New World; the right to take people in for ques-
tioning, the right to arrest people on suspicion, and the right to
use suitable force in the carrying out of these powers. Most towns
will have several streetman stations, each havingjurisdiction over
their own area, although some of the larger towns may have as
many as a dozen stations to provide adequate policing over their
larger populace.
The higher ranking members of the streetmen are known as de-
tectives. They are the officers who bring control to the ranks and
organise the running of the stations. Detectives may also be called
upon to forsake the dark grey leather helm and longcoat of the
streetmen to perform important undercover work.
A Governor of Public Affairs is placed in control of all law en-
forcement within each town. The Governor deals with the com-
plex political issues of public law and order, and ensures the
smooth running of Gevuria's legal system.
There are a number of Magistrates under the Governor of Public
Affairs, who deal with the actual sentencing and punishing of
law breakers. These Magistrates have the final authority in the
running of each streetman station. When a person is arrested for
a crime, he is taken to the station to await the Magistrate. When
the case is brought before the Magistrate, all witnesses are heard,
and evidence is presented immediately. The Magistrate will then The Academy of Martial Studies trains the officers who lead the
decide whether the person is guilty or innocent and, if guilty, eighteen Regiments of the Gevurian army. These men and women
will pronounce sentence. may be fiercely loyal to their individual Regiments, but they also
The most common sentence is a fine, or a short term in the sta- remain members of this upper class society.
tion's cells ifthe fine cannot be paid. Public whippings are com- This Society has fewer members than most of the others, but the
mon for more serious crimes such as theft, whilst the death pen- Academy has a great deal of poiiticaI clout as it retains control of
alty will be passed for murder, treason and other grave offences. the armed forces. The Academy is always careful to give full
It is common for the Magistrate to be the highest power in the publicity to any battles that the Regiments are involved in to
Ha'esh cuari that are close to the swamptowns. The Governor of ensure that the populace does not forget the need for a protective
Public Affairs deals with matters in the Province and is usually military force.
too busy to deal with items of lesser importance. The landowner
or lord who runs the plantation is often the Magistrate for that Members of this Society are not only taught combat and military
area of the swampland and controls the Ha'esh cuari of the re- strategy, they are also encouraged to have an interest in politics.
gion. In fact, the higher commissioned officers are as much politicians
as they are military leaders. They have realised that with the loss
The Governor, as well as chairing the town council of Society of political power comes the loss of effective tactical control of
members, is in charge of crimes committed by, or on behalf of, their forces.
254
The Academy is situated in Treth; the fact that the Academy chose
the political capital of Gevuria to house their headquarters is no
%e Institute of:Jvf.edicine
coincidence. This huge building is amongst the largest, and old- "Father, at the moment I am concerned with saving the patient's
est, in Gevuria, and can easily house two thousand troops over mortal body, not his eternal soul. I am sure the Church would
and above the training areas and drill halls occupied by the 500 appreciate a live convert rather than a dead one."
permanent trainees. It is not just military staff who work in the Doctor Anders Holte to an interfering Chiel in the wake
building, there is also the huge clerical staff that takes care of the of a sleth stampede in the outer Sha-Bro province.
smooth running of the Academy, as well as the logistics of feed-
ing and supporting the eighteen Gevurian regiments.
The Academy does not have Fellows and Masters like the other
Societies, instead it has a complex structure of officer titles. Rank
within the Academy will rise as a member's KAI increases. If
the KAI of a character in the Academy rises to the minimum
KAI of a new rank then he will be promoted. A list of the main
ranks in order is given below in table 1.
The three titles of Marshal are historical titles imported from
Lathmir. They exist only in times of war, when the highest rank-
ing Regimental Generals (those with the highest KAI) are tem-
porarily promoted. This dramatic step has not yet occurred on
Agasha, for the Karro Regiments have not yet met such a severe
challenge to warrant these promotions.
255
rrhe Institute of:J.few Science applications into their ranks purely on merit, with no considera-
tion of social class or race.
"If one considers the contribution made by the departmental Corn
Boats to the economy and fabric of Gevurian Society, the There are several departments within this Society, covering many
occasional loss of life due to a boiler explosion is made more technical and modem aspects of science, from Physical Science
acceptable. We strive for perfection but ours is a new science and to Mathematics. Unlike most of the other Societies, the different
there will always be unfortunate teething problems." departments work very well together, sharing both knowledge
and mutual respect. This is the main reason for the Instistute of
Norson Rulmock MINS., New Science having the fastest rate of growth of any Gevurian
Head of Engineering, society. The two largest groups within the institute are :-
Institute of New Science, Rol Katel. Engineering - This is the group that builds and runs the
comboats of the society. Although the comboats were
The Institute of New Science is unique to Agasha. Unlike most
initially developed by many different departments, this
of the other Societies of Gevuria it was formed after the Karro
group was formed to further the concept and it now con-
came from Lathmir, their home continent. Because of its young
trols and runs the many comboats used across the water-
age, and the new ideas and inventions it is putting forward, many
ways of Gevuria and beyond. This department also builds
members of the other Societies see this institute as a threat to
and cares for the clocktowers that now exist in every Ge-
their stable culture. This feeling is especially prevalent through-
vurian town.
out the Church.
Signaleers - The Signaleers run the Gevurian communi-
The New Scientists are seen as a group of troublesome revolu-
cation service, and their signal towers can now be found
tionaries, upstarts and anarchists amongst the Karro aristocracy;
dotted between every major town and city in the realm.
an image that is furthered by the scientist's policy of accepting
The Signaleers are a strict and close-knit organisation,
priding themselves in the tight running of their commu-
nication network. Even the most remote towers are con-
trolled with military precision.
The Signaleers also run a postal service in every Karro
town that has become a communication system in its own
right, delivering important messages across every district.
The Signaleers have been responsible for bringing a great
deal of wealth into the Institute of New Science, thus
making it one of the wealthiest of the Gevurian institu-
tions.
Characters from the Academy of Science can gain temporary
use of items from the Institute, providing they can justify the use
of such equipment. Items such as rockpipes and comboats can
be loaned if the following procedure is followed.
The character must apply for acquisition of the item from the
appropriate department. He requires two fellow members of the
local Institute to vouch for him. A form is filled in stating the
equipment required, the intended use of the equipment and the
length of time which he intents to keep the item.
Every branch of the Institute has varying policies on equipment
acquisition, and it is often down to luck whether the character
will receive loan of the equipment. If the items are loaned to the
player, it should be remembered that the good name of the char-
acter and his two sponsors depends on the safe return of the equip-
ment. Damage to the item can lose the player friends, HPs, repu-
tation and money.
Sometimes, AC scientists will be asked to field-test a new item
or piece of equipment, and must produce a report after a set pe-
riod of time for their superiors. This equipment will often be on
the cutting edge of technology, such as more powerfull rock-
pipes, faster comboats or even new and previously unheard of
developements. However, this also means that the equipment may
be unreliable, or even dangerous, as the character can find him-
self field testing new items for the first time.
256
rrtie Institute of XJromancy these works have now been catalogued, but hundreds of tomes
and crystals lie in the darkest comers of the giant library, remain-
"Brothers, we dance the fine line between science and art, and
ing unread for many decades.
meld the two so that we may advance in our understanding of
the world. Hail to the wonders of technology and the powers of The Kyromancers hold an unusual place amongst the societies
Sa!" of Gevuria. They command both fear and respect amongst the
other institutions, yet they remain aloof from the rest of the New
Grand Kyro-magus Sentis Ro,
World. Many of the Kyromancers live a reclusive life of study,
Inner Circle of The Black Spires, Jevin. practise and contemplation within the spires of the Kyros In-
structus and never learn how to deal with the general public. Those
that travel further afield are shunned and feared by all, and have
the power to reign through fear. Kyromancers are still a rare sight
outside of Jevin. They carry an aura of menace and power which
few mortals in Gevuria can match. For this they are hated.
This position is most true for the members of the Church of Sanc-
tology. By their beliefs any 'miracles' or acts of Sa-manipula-
tion must come from Sandis and his true followers, which the
Kyromancers are not. All Witch-hunters are former members of
the Institute of Kyromancy and are trained in their arts, so the
Church puts up with their Society and provides them with the
Tabla Rasa so that they may practice Formweaving in Gevuria.
rrfie <Pofitica[System
The Karro of Lathmir were very much controlled by the Church
of Sanctology, and separation of Church and state had not oc-
curred. The Karro explorers who have settled in Gevuria shocked
The Institute of Kyromancy teaches its members how to deal
the homeland by abolishing many of the powers of the Church
with the crippling effects of Dyce Syndrome and how to utilise
and forming a new political system for the New World. The Karro
technological devices to manipulate Sa-energy. It jealously guards
of Gevuria believe in the rights of the citizen, at least on paper.
its knowledge, and only members of this Institute may legally
They have formed a New Republic which is run by a confed-
practice Formweaving in Gevuria. The only exception to this
eracy of the Gevurian Societies and Institutes.
rule are the Witch-hunters. These individuals are the Church's
secret police who all suffer from Dyce Syndrome and are trained All of these societies are said to have equal power, but life is
in the arts of Kyromancy. never that fair. Most Gevurian towns usually have one Society
which is politically stronger than the others, and which controls
All members of the Institute must carry legal registration, the
the Province. The old guard of the Geographical Society and the
Tabla Rasa, at all times to prove that they have been accepted as
Originist section of the Church of Sanctology currently hold the
legal Kyromancers by the Church. The Witch-hunters are trained
balance of power, with the lesser societies being mere satellites
by the Institute for the Church and are empowered to hunt down
around these mighty organisations. Both these behemoths fear
and destroy (in the name of Sandis, the one true God) all
for their future, as bright young stars like the Institute of New
unsanctioned practitioners of Formweaving. If caught without
Science and the Chronological Society begin to gain momen-
their moon-metal badge registration, a Kyromancer had better
tum.
be able to prove very quickly that he is a legal member of the
Institute of Kyromancy.
The Kyromancers see themselves as being above the petty poli-
tics of Gevurian society, and, even though their power could give
them much clout within the political arena, they generally stay
out of it. The location of their headquarters in Jevin reflects this,
as Jevin is a minor port town, at least as far as politics goes.
The Institute's buildings in Jevin, the Kyros Instructus, domi-
nate the skyline and are by far the largest structures in the town.
There are enough rooms to comfortably house the entire mem-
bership of the Society, as well as the huge secured training areas.
Many of the buildings are surrounded by Talandar Disrupters
which allow the Kyromancers to remain Phased whilst they work.
The Institute's library collection is also situated in these build-
ings and is the largest collection of Sa-texts on Agasha. Many of
these tomes were imported from Lathmir. They lie alongside vast
amounts of ancient texts of unknown origin and power. Half of
257
Khos-Tavar. The town of Jevin is controlled by the Insti-
'!he Pofitics of ~ice tute of Kyromancy but they only take a passing interest
The Karro remain a proud nation with a high self esteem. This in politics. The other half of the council is run by an as-
characteristic has lead to racism and bigotry towards other races, sortment of Karro trading families.
and the Ha'esh and other mortals remain second class citizens
within the borders of Gevuria. Behind the facade of equality and Vespin Province - Vespin is the westernmost Province
citizenship, Gevuria is still run by the old families of Lathmir. and the starting location for many of the huge geographi-
The councils and chambers of the towns still contain many of the cal expeditions into the surrounding area. The many plan-
names of Karro nobility. tations and worm-farms are controlled by the council; run
almost exclusively by the Geographical Society. Prices
Even in the new institutions such as the New Scientists or the are surprisingly high for this frontier Province.
Chronological Society, membership for other races is still rare,
with only highly esteemed individuals from the other realms gain- Charra Province - The northern trading borders of Ge-
ing entry. The Karro fear the quiet Ha'esh people with their strange vuria run into the dry windswept plains of Vhastor, and
eyes and ancient powers, and any Ha'esh entering the upper class are controlled by a council of non-humans, Karro trad-
areas of town would sti 11 be stopped and questioned by street- ers, and Ha'esh. The other councils look down on this
men. Gevuria is slowly accepting the other races, but the move- rag-tag collection of so-called politicians.
ment for equality has only recently begun. The Karro are slow to Sha-Bro Province - This remote eastern land is still un-
change their Lathmirian prejudices and ways, and the non-Karro explored to a large extent, and is controlled by a Church
characters in the game may have to face the bigotry and hatred of Sanctology council from the mission town of Sha-bro.
that lurks in Gevuria. There are two witch-hunters on the council, as well as
several Reformists, despite the protests of the Originists
'!he <Bafance of <Power of Treth.
The eight Provinces of Gevuria are all separate entities with their
own laws, regulations and military Regiments. The civilised life
and high prices of Treth Province are very different to the Sha-
Bro frontier or the plantations of the Katel Province. Each Prov-
ince has its own council, and the political outlooks of the areas
vary depending on the powers of the local Societies. The current
situation is discussed below.
Treth Province - The trade centre of Treth is the richest
Province, and has a fine network of gravel roads and sig-
nal-towers linking the small Karro towns of the area to
the capital. Treth is home to the richest and most power-
ful Karro families and retains many Lathmirian traditions,
despite a great many foreigners within the port. Power
lies between the rich Geographical Society and the High
Sanctor of the Church.
Geva Province - The home of the arts and the second
richest Province, Geva has a very mixed council, with
the Chronological Society and the School of the Arts both
having a say in its running. Geva is thoroughly civilised,
and its inhabitants are considered very 'uppity' by the
other Provinces.
Katel Province - Untamed swampland still covers much
of the inner trade capital, and Rol-Katel has a very cos-
mopolitan feel to it. The council contains a Chinte' rep-
resentative, and several Ha'esh, much to the disgust of
the more civilised lords. The Institute of New Science is
the most powerful Society in Katel.
Ronth Province - This is the smallest Province, and has
a limited communication and road network, and a small
population. The Institute of Medicine control over half
the council seats in Ronth and are the only real power
within the province.
Jevin Provinc:e - This eastern border Province consists
of little swampland and fewer people. The province in-
cludes the foothills and southern peaks of the Black Ash
mountains, as well as the rugged coast which runs into
258
Province council. It is the Province Council which sets the taxes
for its Province, depending on its separate needs and improve-
ment plans. It is, however, the job of the Institute of Law's Pollmen
to collect the taxes from the people of the Province.
Each resident of the Province is taxed on the value of their pos-
sessions, mostly their house, and it is the job of the unpopular
and often harassed Pollmen to collect this money. The Pollmen
are directly under the control of the Town Governor and can there-
fore always rely on the support of and backup from the Prov-
ince's Streetmen, who are also under his control. These two or-
ganisations remain strong rivals, to the extent that off-duty brawl-
ing between the forces is not uncommon.
%e Overford.s
Much of the swampland of southern Gevuria now contains plan-
tations and Ha'esh villages directly under the control of one of
the Karro families. In such areas the family appoints an Overlord
who is responsible for the protection, laws and upkeep of the
%e Jfigli Cliam6er of Lords area. Often this individual is not a noble himself, but an aspiring
This chamber is situated in Treth and contains the most powerful member of the middle class chosen by the family. The overlord
people in Gevuria. These lords are the family heads of old Lath- has the powers of a Magistrate of the Institute of Law and holds
mir and the highest ranking members of the Institutes and Soci- much of the power in the swamplands.
eties. They meet regularly to discuss and debate the current poli-
cies of the country in their great parliamentary buildings in the %e Cuari Jfeadmen
capital and have the final say in any policy passed through from
the Chamber of Gentlemen. All Ha'esh clan cuari villages are controlled by a headman who
has the final say over any decision in the village. The headman is
In all major policies, each member of the High Chamber receives appointed by the Kai-cha of the cuari. The wise overlords get to
one vote and a majority of at least 10 votes is required to pass a know the local headmen as this can make the running of the area
new law. There are 200 seats in the High Chamber, split between much easier for both Karro and Ha'esh.
all Gevurian towns.
(]lrojessiona[ Pitfes
%e Cliam6er of qentfemen The Societies give all their members the title of 'Fellow' to indi-
This chamber is situated in the parliamentary buildings next to cate their affiliation. Examples include :-
the High Chamber and has 400 seats, each filled by a respected
member of one of the Societies of Gevuria. The exact number of Kellen D'Carr, FGS : Fellow of The Geographical Society
seats per Society varies, depending on the current power of that Jona Gunaan, FIL : Fellow of the Institute of Law.
group, with the exception of the Church which always retains at
least 80 seats. Those Fellows who produce outstanding work are rewarded with
the respect of their peers in the form of the title 'Master'; an
Like the members of the Chamber of Lords, each representative honour usually received only by those with a KAI of 11 or greater
receives one vote. In this chamber, however, a total majority is and who have worked for their Society for many years. The few
needed for any policy to be passed. This means that it must re- Society-men who produce work which has bettered the life of all
ceive at least 201 votes in its favour. All policies must be passed Gevurians receive further honour by gaining a Lordship, as dis-
by both Chambers before they are implemented. cussed in the Digest. All Society titles are personal and are not
passed on to the individual's heir.
%e (]lrovince Counci[ The larger Societies and their abbreviations are shown on the
The main town of each province is controlled by a council of 15 table below.
seats, with power allocated depending on the strength of each
Society located in the town. Each member of a Society gets one
Table 2. Society Titles
vote in the council elections, and all societies usually organise
their members into blocks of voters. The council runs the town Society Fellow Master
and Province, with the aid of an army of bureaucrats. Chronological Society FCS MCS
Geographical Society FGS MGS
Institute of Kyromancy Disciple High Surgeon
Law and rfazys Institute of Law FIL MIL
Each town has its own Governor, chosen by the Institute of Law. Institute of Medicine OM MM
This individual is responsible for law within his town and con- Institute of New Science FINS MINS
trols the streetmen. The governor holds one of the seats of the Academy Of Martial Studies See Description
259
'TTie wind howCetf across the ey;posetf tfock.§ of%~ <Port, fashi11fJ the rain against the four hutftf(etffiBures as tfi.ey
crossed" the tfesertetf marf?.§t. P.ven the Chinte' P'har were ta/&11{J she[terfrom this storm.
rrli.e 6rown waters of the 1\flte[ were swo[(en and a11fjry. Past ffowi-11fJ currents snatched" at the sma[(er cutters that
strained" against their moori11fJS at the tfock,sitl"e. OU ?:own and Centre were 6arefy visi6Ce across the torrent; a dirty,
rain soak§a liaze in the aistance.
<Pa[mer pu[(etf his thic/tfo11f]coat tighter aroundlhis shiveri11fJ 6otfy and cursed" the weather. Wipi11fj the rain from his
6row he gfancetf at his companions, their gri ' nkk.§ a reflection of his own tfark,thoughts. 1\flrrath haa toftf them of
rtassh's pfans 6ut no one k,new just who efs y).tis~invo[vetf in the scheme. Well; tfi.ey were a6out to find out.
rrli.e warm gfow of the Zephyr streamed" out ~i the wiU wet eveni11fj and the sounds of muffed" merriment couftf 6e
heard" over the wind. One way or another ! hu uftf end tonight. rrli.rowi11fJ her soa/&11{J su'cho over one shouftfer
qanna Cea the way into the Chinte tfen.
'Tlie qevurian JournaCs rrtie }l ugury
This is the holy book of Sandis and will be carried by all Chiel
In all the major towns ofGevuria the main societies work together ACs. This book contains the rites of exorcism, warding and the
to produce a printed magazine containing local news, society Essa symbols used in tracing, but has few other powers. Most
information and major national events. These journals are Karro are fervent believers and hold the book in awe.
published at varying intervals depending on their popularity and
the amount of current news. The journals are favoured by the
rich and intellectual and are written with this audience in mind. rrtie <Bfooc{Scourge
The most famous of these printed papers are:- In the 1530's this highly contagious disease wiped out much of
the population of Gevuria, and pockets still exist today. Fully
Rol-Katel Gazette. Published by the Institute of New
described in the Game Mechanics chapter, the blood-scourge
Science every 4 weeks. 16 - 28 pages. 20 Cyls per issue.
can be used to inspire terror in ACs that have been in contact
A rather factual and bland paper.
with this horrible disease.
Vespin Times. Published by the Geographical society
every 6 weeks. 20 - 35 pages. 32 Cyls per issue. Renowned
for its fine maps and diagrams in every issue. <BuiUfing Styfe
Ha'esh buildings are circular domes built from a mixture of
Treth Chronicle. Published fortnightly by New Scien- swamp mud and scrudd paste plastered over a lattice of vines.
tists with inclusions by all main societies. 25 - 45 pages. Interior levels are built of gei-wood and the central room con-
30 Cyls per issue. Most widely read journal across Gevu- tains the hearth and living room. The interior partitions are made
ria. of thin wood and heavy gei-paper. Lighting takes the form of
Geva Herald. Published by an anonymous benefactor small paper lanterns and the floors are covered in 1 yard square
every 4 weeks. 20 - 30 pages. 25 Cyls per issue. Known Mhe 'ta mats. Beaded curtains and sliding panels are the most
for its artistic flair and wry political comment. common forms of door.
CadjStic~
This cheap tobacco drug is favoured by saj]ors and the poor. It
produces a thick sweet smoke which acts as a relaxant. Sticks are
sold in packs of 20, with the most popular brands being the sweet
light cadj produced in the mountain homes of the Ryamis. This
261
particular type is often smuggled into Gevuria due to the high lages are a mixture of simple houses built on the swamp floor
taxation imposed on its import. Smuggled cadj often contains and tree cabins built above the green canopy of the swamp within
burrower eggs. the massive Gei trees which cover the land. The Ha'esh harvest
the rich honey-sap of these trees, farming rice and silkworms in
giant paddy fields around the village. Some of these cuari are
Cfotfiing built on several levels around one huge single Gei tree, whilst
The Karro prefer simply styled jackets in darker colours such as others span between these great plants via vine-bridges and lad-
black and grey, with white cotton shirts beneath. Most items are ders.
made of cotton, with silken imports from Yaskal and Ja'Hall
popular amongst the wealthy. Waistcoats indicate status and many Each cuari is owned by a separate clan with its own Rai symbol.
styles and colours are available. The Institute of Law has recorded over a hundred separate clan
cuari through the eight provinces of Gevuria. Each clan is an
The Ha'esh wear simple tunics with knee length trews and split entirely self-sufficient fishing and silkworm farming community,
toed shoes and sandals. Important individuals often wear robes but with continued Karro influence growing throughout Gevu-
decorated in the clan Rai. Turbans and cowls are popular for both ria, trade between towns and the larger cuari is increasing. Ha'esh
rain and sun protection. Many town Ha'esh now dress in a poor districts within Karro swamptowns are also known as cuari and
quality imitation of Karro clothing and mix the two cultural dress are also owned by separate clans.
styles.
The largest buildings within the cuari are usually the elders' Re-
The primitive Ha'esh clans of north Gevuria and Vhastor have Hall, the shrine to the clan Kyashi, and the Headman's house.
not yet been in close contact with the Karro, and retain their tra-
ditional tunics and robes. These colourful people also wear
facepaint known as junn, and shave their heads in specific pat- <Diamond dust
terns related to their clans. The clans are still very wary of the On the highest peaks of Agasha a cold white powder falls from
Karro and the town Ha'esh who would copy their ways. the skies and lies on the ground near to the many volcanoes which
are scattered through every mountain range. This substance con-
tains a great quantity of Sa and takes much longer to melt than
Cuari : {fWo-aree} the snow found on Earth. Its Sa properties cause it to form strange
Gevurian Ha'esh live in settlements called cuari, which are usu- twisted shapes upon the frozen slopes of the mountains which
ally no larger than small villages. The Ha'esh lifestyle is con- must be chipped into pieces if the dust is to be used.
stantly linked with nature, and their cuari reflect this. These vil-
Dust-meres
are often
found
arguing
over prices
in the cool
klai-ce llars
of Halla
262
Diamond dust can be added to metals and is used by the Chinte' take place. The choice of weapons must also be agreed.
to form their hardened glass. Diamond storms are every bit as Normally the duel will take place in a private location
dangerous as the silt storms found at sea. The level of Sa found where the parties would not be interrupted and will occur
in areas containing diamond dust causes a great deal of mutation at dusk or dawn. In the event of either first party being
amongst the local wildlife, and creates a strange twisted land- injured before the duel, then his second must take his place
scape. The Chinte' call such areas 'Rowandar Chu'larr', the in the duel and has to appoint a new second.
'Mountains of Twisted Sky'.
The Meeting. Most duels are fought honourably, but some
disreputable parties have been known to ambush their op-
<Drasp rrea ponents before a duel. Occasionally the seconds must fight
Drasp tea is an expensive and rare drugged drink popular amongst in a two on two duel, but again this is rare. Most duels are
the rich of Agasha. Only the Chi'chee family of Chinte' F'har fought to first blood. It is the satisfaction of merely injur-
know the secret ingredients which are brewed to produce this ing the opponent that settles the dispute. Killing an oppo-
sweet green liquid. There is an intricate and precise ritual which nent in a duel can still be construed as murder in a Gevu-
accompanies the drinking of the Tea and is carried out by the rian court and should be avoided if at all possible.
truly well bred. It is a great offence to the Chinte' if this ritual is
performed incorrectly. Many richer residences have separate tea CEm6assies
pavilions where guests are received. These buildings are com-
All seven of the other realms of Agasha have representatives to
monly found in Chinte', Ja'Hansh and human cultures.
be found within Gevuria. The embassies found in Treth and Geva
allow each realm to contact the Karro and are often beds of po-
<Due[Cing litical intrigue between cultures. Politicians from each embassy
In Agasha, duelling is seen as an accepted way for people of often carry diplomatic immunity and it would require working
equal status to settle personal disputes. In certain areas, such as outwith the law to gather information from within such places.
Gevuria, it is a perfectly legal solution if the correct procedure is
followed by both parties:- Pfat6ack,
The Challenge. The insulted party challenges his oppo- This is a gambling game involving a deck of 78 playing cards. It
nent through a symbolic gesture. In Gevuria this gesture is similar to poker and has many regional and racial variants which
is the placing of a one Cyl rod in front of the opponent. If only a true professional could hope to master.
the opponent picks the rod up then the duel is accepted
whilst failure to do so will result in a loss of honour for
the opponent. (See the Honour chapter for the removal
Pormweaving
of Honour Points). Formweaving is a term used by all Agashan races to describe the
ability to manipulate Sa-energy for a mortal 'sown uses. The Karro
There are several parties who are exempt from the rules Kyromancers, the Roquan Sherraq and the Jouk Rogue Mages
of duelling. These include :- are the most renowned types of Formweaver, but others exist.
Those over the age of 60 and those under 15.
Members of the Church of Sanctology. rrfie (}a[fery
These giant arched halls can be found in the larger swamptowns
Disabled or badly injured people.
and ports of Gevuria and beyond. They are used by the danja as
If the person challenged is at least 5 KAI lev- a meeting place, a practice ground, an accepted location for du-
els above the challenger he may refuse or nomi- elling, and a trade centre. The labyrinth of winding stone pas-
nate a champion to fight for him without loss sages, klai-dens, gambling holes, Clon Halls and Tavin houses
of face. make these areas within towns dangerous locations for those that
do not know them well.
These parties could still agree to the
duel if they wished but would not
lose honour if they refused. qei-s{ums : (guy-s{ums}
The Arranging. From the The Gei-slums are those areas of swamptowns where the new
point when the challenge is stone buildings of the Karro have met with the old Ha' esh cuari
accepted, nether party can which have been built high in the gei trees of the swamplands.
speak to one another. The ar- These areas often consist of several tiered levels joined by a war-
rangements are made by the ren of alleys, bridges and vegetation. Thousands of Ha'esh can
seconds chosen by each live in these areas, with the deepest, darkest neighbourhoods form-
party. Both parties choose ing a different kind of jungle from the surrounding swamplands.
one close friend or associate
to act as his second. These
two individuals then agree on
(]iirdi <J(fngs: (gur-day}
a time and location over the These fortune telling devices are used by the robed Chinte' known
next eight days for the duel to as Sa-catchers. They consist of 27 rings made of glass and gold.
263
(}in-q han : {gin-gan} J{erecfitary PitCes
Gin-Ghan is a violent, and often bloody team game played in The upper classes of Gevuria contain many of the old and re-
most areas across Agasha. It stems from the continent of Tell, spected families that originally came across from Lathmir. These
where the Jouk of Tellah originated, but it is now widely ac- families have retained their ancient titles and still try to com-
cepted as the game of the masses in all Agashan realms. Hun- mand the respect enjoyed in the old country. Once a title is given,
dreds of people turn out each time their local team plays one of it is retained by the head of the family and passed down through
the many travelling teams that constantly tour throughout the generations. New titles are presented annually by the High Cham-
swamps. The number of spectators can reach into the thousands ber of Lords in Treth. The Societies usually place new candi-
when a major league game is played against a team from a rival dates forward at the start of the year before the High Chamber
town or port. begins its session. All family heads receive the title of 'Lord' or
'Lady' but there is a complex hierarchical structure to the nobil-
Gin-Ghan is played on a field 50 yards by thirty yards, with a 10
ity, depending on ones family, wealth and political power.
yard high pole at each end of the field which the players try to hit
with a tjhav to score points.
J{ex..,6oard
50 yards This complex two-player game of strategy is played on a board
of 53 hexes. Each player controls ten pieces which all have indi-
vidual movements, and the game represents the struggle between
Gargentihr and the Darklands. Myrdall excel at this game, but
always want to play the white pieces.
30
yards
scoring
1(hostran <]WuCette
pole This is a complex mechanical game involving a wooden box filled
with springs and poisonous darts. Each side has a button, which
when pressed will fire a dart out of one side of the box. The box
is placed against the eye when playing, ensuring certain death
for the loser. This 'sport' is a popular form of duelling amongst
Each team has seven players on the field at any one time. Each
the Khostran people, who believe that all forms of open combat
player has a certain role and position to play on the field. The
are taboo.
most common positions are -
Haitos Guard - These heavily armoured defenders have
the job of guarding the scoring poles to prevent the other
1(fai-dens : {kfy dens}
team from scoring points. The klai-dens of Agasha are the most popular form of drinking
hall and gambling den across the continent. These warm, dark
Left I Right Guard - These players are also heavily ar- cellars are found in every realm, and are frequently used by trav-
moured. They help the Haitos Guard defend the scoring ellers, gamblers, and locals. The thick sweet smell of cadj min-
poles but also work in midfield protecting and helping gles with the aroma of klai brandy in the dens.
the attackers in their drives to score against the other team.
Traditionally these dens are separated into candle-lit booths to
Strikers - These are the players who have the task of allow all patrons privacy whilst within the walls of the Klai-den.
driving into the other teams defensive area to score points Besides drink, the halls are host to tjhav pits, hexboard tables
by hitting their scoring poles with the tjhav. They wear and flatback rooms. Local cooking is also popular within these
lighter armour than the guards but this makes them much dens. Ha'esh commonly call these places Koul-halls.
faster and so they have to rely on their agility and nim-
bleness to avoid the guards, rather than the protection of
their armour. 1.(yashi Shrines: {k.y-ash-ee shrines}
Each time a player hits the opponents scoring pole with the tjhav The cuari villages of the Ha'esh culture all follow and believe in
they score one point for their team. The team with the most points the existence of Kyashi; spirits that are closely tied to the land
at the end of the second fifteen minute half is the winner. and to nature. Shrines to the local Kyashi can be found across all
of Agasha and are deemed as holy places by all Ha'esh. Each
Often the teams will be playing for a purse put up either by the swamp clan has its own Kyashi, and a shrine to the spirit will be
two teams, or by a sponsor if it is an important game. The winner found near to the cuari. The Ha'esh also respect the Kyashi of
takes the purse. the land and build small shrines to these spirits across the land.
The haitos spear is used by Gin-Ghan players. One end is a long Such shrines are usually situated in a quiet location such as a
curved pole shaped like a wooden blade which is used as a weapon wooded grove or a mountain valley and have markings through-
against opposing players. Haitos spears used outside of Gin-Ghan out the area to allow strangers to easily find their way to them.
have a real blade at this end instead of a wooden one, making the Each shrine is a small stone building which contains an alter and
spear a very dangerous weapon .. The other end has a net which several candles. When passing through an area, all Ha'esh stop
can be used to catch and toss the ball and it is also weighted so at the shrines and pray to the local Kyashi for allowance to use
this end too can be used as a weapon. the land for food and shelter. A small token of respect is often
264
left for the Kyashi, and later picked up by local ichhan. No Ha' esh
will hunt or sleep in an area if they have not yet visited the local Table 1. Names
shrine and those who do should lose HP. Similarly, no Ha'esh Karro First Names :
will stay in a cuari before first praying in the local shrine and
Jarris Tren Kallin
leaving an offering.
Tully Canath Josh
There are many who have claimed to see the local Kyashi; the
spirits who take care of their area of the wilderness. It is advis- Rufus Hesh Vy Ian
able to leave a token of respect in any shrine passed, else the Frehr Janna Vance
angered Kyashi may seek retribution against those who do not
pay homage. There are tales of entire villages being destroyed Karro Family Names :
after they have failed to show the appropriate respect to the local Montall Geldir Barris
spirit.
Ski arr Cofort Suva II
Yancey Kerrik Shandane
'l(ai-clia
"Heed the words of the local Kai-Cha in the Ha'esh villages you Retrath Tann Dahr
encounter. They may not have been educated at the School of Harper Tareo Feld
Lore but they know more history than you or I ever learned there.
Their words may at times seem like riddles but they have more Ha'esh First Names :
meaning than seems likely." Kai Ii Jin Ghirt
Letter to Jash Hann FGS. which he received from his Ravi Avin Pallo
uncle Tuldis Hann MGS., prior to his first expedition.
Hadj Guri Gherri
All Ha'esh cuari have a holy man who is responsible for holding
Yanni Milo Lyo
the ceremonies and talking to the Kyashi spirits on behalf of the
entire cuari. The Kai-cha is a powerful figure within his village, Ha'esh Clan Names :
second only to the headman. All Kai-cha are revered members Caloni Bashi Marro
of the Ha'esh culture, for they are 'enlightened' beings, blessed
with the powers of Belief Magick. Gharra Hanifa Barr
Gai Tanini Rakkah
Li6raries Chen Mittimo Jhin
The libraries of Gevuria have the largest number of written texts
and knowledge gems of any Agashan realm. The Karro owners
are very careful with the knowledge they possess and although A sign ofrespect originally used by the Ha'esh which has spread
some of the larger towns and cities have libraries into which the to all of Gevuria and beyond is a prefix placed before the family
public are allowed access, most are private collections belong- name. There are four commonly used prefix, each having differ-
ing to the Karro societies and the city universities. ent meanings and they are used as an indication of respect against
the named individual.
Whilst it is true that most of the information in these libraries is
in text form, from ancient, hand written tomes to modem printed Often, a persons first name is not used in the company of stran-
books, it is not unusual to find large collections of Kavash gems gers, for he who possesses one's name may also possess one's
containing stored knowledge, in some of the larger libraries. The spirit. The demon folk of the Darklands can hex those whose
library will have several booths containing gem readers which true names are known to them. Only good friends use first names
can be used by patrons at their will. Some libraries also hold openly, and even the nobility cannot command a peasant to re-
large back stocks of the local journals and papers published by veal his given name. When travelling in haunted areas, such as
the town's societies and institutes. deep forests, or near running water, friends should never address
each other by their first name, for local Kyashi are certain to
People who use a library frequently with care and respect may steal it and use their powers to command him.
be given a library card by the Society or body that owns the li-
brary. This card will allow its owner to access the library at any
time during its opening hours. Those without such cards will Table 2. Prefix Meanings
have to book in advance and may still be refused entry.
Prefix Meaning Notes
Han- honoured one used to indicate respect
!Names to one of higher rank
Agashans usually have two names, the second being his family, Re- enlightened one Used towards priests ,
clan or house affiliation. All the mortal races place importance Kai-cha , and the wise
on a persons family as a measure of each individual's worth. It is Kai- Most revered Indicates deep respect for
a great dishonour to have no family ties and those who use no the individual
second name will be treated with little respect. JanRai- non person Deep insult indicating
worthless family
265
ous and unpredictable than ever, as their lords are willing to do
<Pfantations and <Provinces
anything to hold on to their power. The Je'Khan sister-clans still
The Karro have cultivated the swampland surrounding each of fight for supremacy in Ja'Hall but continue to hold the secret to
their towns and now use the land as large farms and rice planta- horse-breeding which brings in much wealth to the land. Halla
tions. Each plantation is built on raised earthen land or adjoining has recently rebelled from the north and is seen as a free state,
islands, often up to 20 square miles in size. The plantation is run but is under siege from Tellah. Only the ancient powers of Belief
by a Karro landowner, or an appointed underling, who is respon- protect Halla's northern border from invasion.
sible for the land and the people on it. This Overlord has total
power on his land and may run it as he pleases. Most local Ha' esh The land is locked in stalemate at this time. No realm is powerful
workers will have sworn blood-oaths to the Overlord and must enough to invade another and still protect its own borders. The
obey his commands. In the past, this volatile situation has led to powers that be continue to build their strength whilst financing
plantations being burnt to the ground by Therrazha and other covert attacks on their rivals. The plains of Vhastor swarm with
angry Ha'esh who cannot take the tyrannical rule of their Lord warbands, rogues, mercenaries and brigands all waiting for the
any longer. It is a great dishonour to turn upon a Lord, but still peace to break. The clouds of war are gathering over Agasha and
the Karro push their Ha' esh workforce too far. soon the fragile peace of the land may be shattered for one final
time ....
All of Gevuria is separated into Provinces controlled individu-
ally by the largest town within the area. There are eight Prov-
inces in all, each named after the swamptown which owns the <J{ai sym6ofs: {ry sym6ofs}
land. Each Province consists of the main town, plantations, Ha' esh Each Ha'esh clan has its own emblem, or Rai, which is worn by
cuari villages and vast miles of untamed swampland. All people members of the clan. The headman, Kai-cha, Channi and elders
within the Province are expected to pay an annual tribute to the must be seen to wear the Rai at all times as a sign of their respon-
council, but the exact amount varies between provinces. Travel- sibility to the cuari. Other members of the clan often wear tat-
lers are often heard to complain about the ridiculous prices in the toos, necklaces or other forms of their Rai to show affiliation and
Treth Province, whilst the backwoods provinces such as Vespin loyalty. The symbol is often inscribed around the cuari to show
and Ronth have totally separate systems of taxation. The spe- ownership and to keep evil Kyashi at bay.
cialised members of the Institute of Law known as Pollmen col-
lect these taxes from their own Province.
~{igion
Almost all of the Karro on Gevuria are members of the Church
<Pofitics and War of Sanctology and attend one of the three services held on the
There are seven major political bodies situated on the small con- eighth day of every week. This day is known as San-day. Most of
tinent of Agasha, each striving to increase the power which they the town Ha'esh now worship Sandis, and there are many mis-
hold, and this volatile situation can often spill over into conflicts sions and small sanctums to be found across the southern areas
between the different realms. At the current time, Gevuria com- of Gevuria bringing his word to the local cuari.
mands the southlands and Tellah commands the north. The trad-
ing nations of Yaskal and Ghent are fast growing in power and The Ha'esh ofGevuria worship a huge pantheon of various spir-
position, and may soon equal the north and south in strength. its known as Kyashi, with an individual spirit tied to every type
of tree, plant and animal, and other aspects of nature such as
Khos-Tavar is losing its grip upon the eastern lands and is seen weather and rivers. All swamp cuari have their own Kyashi which
as a dying empire. This perhaps makes the Khostra more danger- is said to protect the clan and those who stay in the village. The
local Kai-cha is the shamanic priest who can speak with the spir-
its and acts as a medium between man and spirit. All Ha'esh are
very superstitious and will not voluntarily desecrate any shrine,
grave or other spiritual sign. Those who worship Sandis see him
as a great Kyashi who rules over the others. Those that oppose
the work of Sandis may find themselves receiving a visit from
the Church's witch-hunters.
~ads
Much of the swamplands are stiII uncharted locations with no
easy mode of transport through the green blanket of jungle. The
larger Ha'esh cuari villages on the numerous islands are joined
via a network of gravel paths and roads maintained by the local
Overlord or town. These paths are only found in the most civi-
lised areas of Gevuria. They join local plantations and cuari to
the nearby Karro swamptown. Each Overlord's province is
marked by an arch over the bridge into his area and also occa-
sionally by a toll house, maintained by his underlings. These
guards are often little more than bullies and ruffians and freely
extort money out of the local peasants.
266
Si{~worms et Wonnfarms Both HPs and XPs should be awarded to those who follow these
ideals and traits, for they are an important part of every Agashan's
The silkworms name is deceptive for it is most commonly found
life.
in the swamp-lands of Gevuria. Although found naturally living
in the swamps, the three inch long water-borne worms are most
commonly seen being farmed in the worm-pens of the swamp <Tne Swampfand.s
plantations. Although the practice of silkworm farming has been Much of Gevuria is covered in the giant mangrove-like Gei trees
carried out by Ha'esh swamplanders for thousands of years, it is which grow up to 120 yards in height and can have a diameter of
the plantation owners of the Karro that have really turned it into over 40 feet. These huge, gnarled trees are covered in a thick
a Gevurian industry. In some of the larger plantations up to 20 blanket of moss and ivy which forms a green mantle above the
square miles can be taken up with huge worm-farms. marsh surface of the area. The swampland of Gargentihr is an
Although the older ones are used for food, the main use for silk- extremely hostile environment. The flora and fauna of this lush
worms is the fine silk they excrete as part of their natural life land is as varied as it is deadly. The Karro swamptowns sit like
cycle. This slightly fluorescent silk 'string' is very tough and smoking stone islands in a sea of wilderness. Few colonists dare
strong, and although not as fine as Yaskal silk it is still superior to venture out of the safe plantations which surround their towns.
to the normal cotton found throughout the swamp lands. The swamplands are a vast chain of small islands surrounded by
The silk is used for many things throughout Gevuria including a water. In the very south the water slowly turns to the thicker silt
superior rope material, fishing nets, sails for inland boats and found in the oceans of Gargentihr. The point where these two
stitching for the leather sails of the silt-going ships. The rich use meet is a common location for gnarled coral trees and other
the silk for clothing admired across the world. Its most famous strange formations surrounded by deep vegetation and thick lush
use amongst the Ha'esh people is, however, the fluorescent silk jungle. The larger islands hold the Ha'esh villages and are often
lines that mark out many of the safe routes and channels through joined by ornate bridges built out of Gei wood. The gravel roads
most of the Gevurian swamplands. The layout of these silk mark- of the area join the largest villages to the nearest Karro town, but
ers contain many warnings and signals which only the Ha'esh much of the land is still deep jungle and swampland. Most wa-
pathsilkers can truly understand. It is said that the best pathsilk- terways are too small for any transport other than the shallow
ers can always tell exactly where they are by reading the silk bottomed barges used by the Ha'esh.
lines of the surrounding swamp. The land where the fresh water of the inland rivers meets the silt
seas produces coral gems and the dangerous thick swamp gas
which can incapacitate most mortals with the exception of Ha' esh.
Socia{ I de aCs
"I may not be your equal with a davin sir, but in a battle of wits
I would be facing an unarmed man."
Jornn Bartoth, scholar, wit and raconteur
(1561-1585)
"In that case my man, I hope your wits are sharper than this
davin."
Meridith De'Solma, scholar, wit and duellist
(1559-
In many of the cultures found across Gevuria, there are common
traits which are respected and upheld by all those who would
call themselves civilised. Agashans respect politeness, bravery,
hospitality and loyalty. Family or clan affiliation is one of the
most important aspects oflife and an individual is expected to lie
to protect his kin.
A great obligation is owed to the parents and teachers of an indi-
vidual; one that can only ever be partially repaid. To be cast out Swamp mansions
of your family, or to have no known affiliation is a great dishon- There are many finely built Karro mansions to be found across
our and brands the individual as a 'JanRai' and an outcast. Such the swamplands of Gevuria which are used by the wealthy as
characters will try almost anything to be admitted or adopted bases for their hunting expeditions into the surrounding area. With
into a clan. the outbreak of the Blood Scourge, many of these buildings have
fallen into disrepair and are favoured haunts for smugglers, Ther-
Politeness is also expected in social circles and deference should
razha and Je'Khan huntress-bands. The hanging ivy moss and
be shown to your superiors. Disrespect to elders is also dishon-
thick swamp mist which surrounds these houses adds an eerie
ourable. Cowardice is the most despised trait, followed by greed.
atmosphere to the locations, fuelling rumours of evil spirits and
Many JanRai are those who displayed such characteristics in the
monsters within the crumbling remains.
presence of a superior.
267
try to change the future, but move with the flow of time. The
riJie riJiar-Jfei Therrazha are seen as an impatient band who have lost touch
The Thar-Hei is a creature created by the Sherraq Formweavers with their belief.
of the Roquan. It is a giant Sa-mutated slug from Ghent. These
armoured slugs are nomtally 1' long, but with the use of power- The Therrazha often use the powerful Je'Khan mixture known
ful, ritual Formweaving the Sherraq have mutated one of the spe- as 'Labassh' in their attacks. Filled jars of this foul smelling tar-
cies to 300 times its original size. Many Roquan craftsmen and like substance can be ignited and thrown and will explode show-
artisans then spent over a year burrowing and digging into its ering the area with burning glue. The Ha'esh Mujo have learnt
thick armoured shell to create cabins, passenger areas and cargo how to make labassh. Details are included in the Herbs section.
holds actually within its shell. They also built onto its surface to The Therrazha often wear blood red armbands to show their af-
create more of the same. filiation, but only deep within Ha'esh controlled gei-slums. All
Therrazha are criminals in the eyes of Karro law, a belief which
has strengthened after the recent labassh bombing attacks in Treth
and Geva. The terrorists have begun to attack political figures
and are a growing movement within the swamptowns of the north
and west.
At each of the major towns where it stops there are huge docking
and feeding pits for the giant creature. Even after thirty years
since it first appeared in Charra it still causes some panic when it
arrives in town. The Thar-Hei arrives in Charra at the start of
The Howling, and there is traditionally a week of trading during
this time. Roquan merchants of the Durquin family are a com-
mon sight in Gevuria at this time.
riJierrazfia
"The 'Therazzha' are nof so much an uprising against the Karro Town clans will still have a clan Re-hall, where the elders sit and
of Gevuria as a response to the draconian purges of the Ha'esh by hold council. The Kai-cha will be one with close ties to the Church
the Church and their so called 'witch hunters'. The bloodshed of Sanctology and will hold services to Sandis as well as prepar-
could be halted overnight if the High Chamber of Lords had the ing ceremonies and rituals to the local Kyashi.
courage to face the Church of Sanctology with this fact."
WiU J{a 'esli Cfans
Excerpt from the column of Larak Tully in the Geva In the deep swamps of the north and west, where the Karro do
Herald two weeks before his arrest by Witch Hunter not yet dominate, there are several Ha'esh clans who religiously
Marag Feld on charges of heresy. protect the old ways, and who still have access to the powerful
Belief Magick of the Ancients. These frightening clans are still
The Therrazha are those town Ha'esh who feel strongly enough wild and uncivilised, wear junn warpaint, and shave their heads
about their treatment by the Karro to take action against their into distinctive clan markings. The yellow and black skull faces
oppressors. The movement is strongest in the west, where the of the Mila Gungah clan, and the green skinned mohawk-style
Ha'esh receive covert backing from the Vyarr Sister-clan of hair of the Halliturana clan are the two most feared swamp peo-
Je'Khan which run the port of Antrossa. Most Ha'esh are pas- ples.
sive individuals who believe in a cyclical destiny. They do not
268
The Karro missionaries who ventured into these areas were seen to use their powers in the name of the Church. This uneasy alli-
as demons, and were horribly tortured and mutilated by the clans. ance between the Church and the Institute allows both organisa-
These Ha'esh believe that modem technology is an evil magic, tions to coexist, with the Church providing all Kyromancers with
designed by the 'Tall Demons' to destroy the Ways. They are legal registration to allow them to practise their art across Gevu-
becoming more curious of their Karro neighbours, and have seen ria.
the 'smoking islands' of the Demons as the Karro sail up the
The Witch-hunters are an unpredictable and dangerous force in
rivers in comboats.
Gevuria and are answerable only to the High Sanctor who re-
These Ha'esh are perhaps the only remaining link between Gar- sides in the Grand Sanctum in Treth. They can take anyone in for
gentihr's past and present. Their cuari are all built around ruins questioning, but any trial is conducted by Sanctors of the Church,
of the Ancients, and the crumbling jungle tombs below the gei thus giving the unfortunate victim a little more of a chance of
tree villages hold many undiscovered crystals and other artefacts survival. Ha'esh are especially prone to targeting by the Witch-
from a forgotten time. hunters, who fear the BeliefMagick of this ancient race. All for-
eigners are treated with suspicion by the Witch-hunters and can
The Narrator should use these tribes as a feared and unknown
be taken in on this basis alone.
culture. The strange tattoos and shaved heads, unfathomable ways
and customs, and terrifying rumours of torture and mutilation Witch-hunters normally work in small groups of one to three
can be added to his campaign, along with the lure of the treas- individuals. They use portable Talandar Disrupters, and special
ures of the Ancients deep within the jungle. Kyroware to render rival Kyromancers useless. Often units of
the Sanctum Guard are placed under the control of a Witch-hunter
to add muscle.
Wintf6ays
In many of the major towns throughout Gevuria and Agasha there When on duty, each group of Witch-hunters is accompanied by
are large areas on the boundary of the town where the huge, float- an official of the Church, usually a Chiel. The selection for this
ing sarakem can land. These giant beasts are ridden by the mys- distasteful job is random and ACs of this profession may be called
terious Windtraders and they drift silently across the skies of to do their duty in Sandis' name. Almost every Witch-hunter is a
Gargentihr. The Windbay areas have a raised dry dock upon which dark, egotistical and unbalanced individual on a giant power trip.
the sarakem can land, thus enabling the Windtraders to unload They are easily crossed and ACs should act with extreme cau-
their strange and exotic goods. In many towns tion around such people.
the main bazaar has grown up around these bays,
for the Windtraders prefer to trade next to their
sarakem and all merchants desire the unusual
items brought by the traders.
Although the Windtraders have been trading with
Agashans for hundreds of years, the arrival of
these mysterious merchants and their huge wind-
riding Sarakem can still cause entire towns to
come to a halt. Windtraders arrivals are rare,
however, and even in a main town such as Treth
more than a few visitations per year would be
unusual. The arrival of these magnificent crea-
tures can cause huge disruptions in the local Sa-
winds which may last for several weeks.
The windbays are often dark and strange struc-
tures filled with many mysterious travellers and
bizarre happenings. As with all places touched
by Sa, windbays hold many secrets. They are of-
ten built in a strange architectural style using a
blue stone which is both light and strong. The
stone effects the Sa-fields nearby, causing Kyro-
mancers to remain Phased whilst they remain
within the buildings, in the same way as a
Talandar Disrupter would.
Witcli-liunters
These individuals are the secret police-force of
the Church of Sanctology and specialise in deal-
ing with illegal Formweaving and attacks against
the Church. Most Witch-hunters are Kyromanc-
ers who have left the Institute, but they continue
269
Sa and tlie <Pfanet Sa-Storms
Throughout the year, especially during Raintime and the two
Sa is the source of life, energy and creation on Gargentihr, it's moon-seasons, many wild storms of Sa-energy are common. The
energy fields flow through everything upon the planet. Sa is re- storms tum normal rains into multi-coloured waters alive with
leased from the planet centre through natural vents, such as the Sa-energy which, despite an awe inspiring beauty, can cause much
giant volcanoes found in the largest mountain ranges, and the damage to the surrounding area. The storms are more common
huge whirlpools located out in the deep silt oceans. A small per- along the trade wind routes, especially in wild and desolate ar-
centage of this energy takes the form of Sa-crystals, Sa-plants, eas. Most settlements are built away from such areas to cut down
lava and salt, all of which can be found across the world. These on damage caused by these storms.
items have special properties inherited from the Sa and are dis-
cussed elsewhere. The remainder joins the swirling Sa-winds that When a Sa-storm occurs over a populated area, the inhabitants
cover the surface of Gargentihr. usually seek shelter in a building with a Sa-conductor made of
moon-metal which passes the energy down into the earth. These
conductors are costly and usually only found on the more expen-
rrfieSa-wind.s sive buildings in an area. In very large storms even these con-
"The winds we ride are the lifeblood of the land" ductors will not prevent the energy from destroying the building.
Sa is a dangerous force and should be respected as such.
Ancient Ryamis Saying
Talandar Disrupters produce a Sa-free zone which dissipates the
The discharged Sa is a turbulent and often violent force that
energy of smaller storms. The larger Sa-storms can rip through
traverses the sky above Gargentihr's surface. These winds of Sa
the Talandar plates, causing these devices to fail. All buildings
have set routes and patterns which dictate both weather and the
within the Kyros Instructus are carefully protected with addi-
routes of the floating continents. The prediction of the Sa-wind
tional Sa-conductors and back up Disrupters.
patterns is a skill that is sought by many across Gargentihr for
navigation purposes and energy use. There are two main forms The table below should be used when the players enter a Sa-
of Sa-wind :- storm. It determines the chance of an energy bolt hitting each
person within a Sa-storm who has no protection from the ele-
ments and also indicates the type of damage expected from such
an event. The Narrator should roll for each Tum that the charac-
ters spend out in such a storm.
Kyromancers in the Fade are still prone to the energy bolts caused
by a Sa-storm, for the amount of Sa in the atmosphere is so great
that an amount of energy flows from the Physical Sphere into the
Fade.
Each energy bolt will do 16 DAM, with an additional +4 DAM if
metal armour is worn. Armour is useless against this attack.
The energy bolts produced by the storms are multi-coloured and
Trade Winds- These are the strongest of the Sa-winds strike at naturally receptive targets. The stronger storms can last
and they provide the main flows of Sa energy across the up to an hour and can cause great damage to an area, but most
world. It is these mighty winds that push the continents storms last less than half of this time. After the storm has passed,
across the seas of silt and carry the windtraders in their much of the energy caused by the storm can linger in the area,
huge Sarakern. forming gems and pools of dangerous Sa-energy. Explosions,
mutations and other unusual phenomenon are common events
The Trade Winds shape the Dreampaths that cross Gar-
after the larger storms.
gentihr, passing through the skies overhead. The energy-
fields surrounding these great winds are often too power- Strike probability per Turn = 1 on D20
ful for direct use by the Kyromancers. The largest winds
howl and dance with energy, crossing the skies with
pyrotechnic brilliance, and are seen by every creature upon Table 4. Strike Modifiers
Gargentihr.
Situation Modifier
Local Winds- The lesser winds s~irl around the trade Weak Sa-storm -2
winds, forming complex patterns over smaller areas. The
energy carried by these winds is weaker and provides the Wearing a Kyrosuit +2
energy patterns which flow through everything on the High-ground +2
planet.
Open plains +2
The local winds drift silently around the Trade Winds,
unnoticed by the majority of creatures. The Sa-fields sur- Strong Sa-storm +2
rounding the local winds are strong enough to be used by Carrying Gems +3
the Kyromancers, whilst remaining invisible to those with
alowDAL. Carrying moon-metal +5
270
rr'lie Seas ofSi{t It is rumoured by sea-faring Chinte' that some of these
rock ships have permanent water sources and are often
The world of Gargentihr is very different from our own and there inhabited by small cultures separated from their own peo-
are few things that highlight this difference as much as its seas ple sometime in the past. The larger rock ships can be
and oceans. several miles in diameter and completely self-contained,
but the smaller ones still have their uses. It is said that the
The surface of Gargentihr consists almost entirely of silt, a sedi- underside of many rock ships are composed almost en-
ment made up of sand and water which can drag a foolish sailor tirely of fine coral gems, the like of which are rarely seen
to his death ifhe does not know the correct technique for staying inland.
afloat. The continents of Gargentihr, including Agasha, are situ-
ated upon this sea of sediment. They are carried along by the Salt Crust - There are areas where the silt forms a crust
strong currents of the silt seas, and are constantly moving and of salt that can take the weight of a person. It is very risky
changing their position in the world. This makes permanent trade to walk on this crust because it is difficult to see where it
routes between continents nigh impossible. Although the float- is thick enough to take a persons weight. Even in very
ing islands and continents move relatively slowly, trading part- thick areas of crust there are cracks and fissures that a
ners can float out of sight in a number of decades. Only the Chinte' person might disappear through. The risks are worth tak-
F'har, with their cutters and navigation techniques have the skill ing, for these areas can be a bountiful source of gems.
and know-how to travel between distant continents. Special giant-soled silt-skis have been designed to allow
individuals to walk on the crust and to explore the strange
The craft which traverse these seas have very different hulls to silt-rock formations which appear in such areas.
the ones we are familiar with. Due to the thickness of the me-
dium through which they have to sail the cutters require a very Salt crust also occurs when two continents drift close to
shallow and flat hull which does not cut through the silt but slides each other. The pressure between the two land masses
over the top of it using wide, flat blades. Even these craft, which squeezes the silt into a compact surface and allows travel
are made to travel the silt-seas, are too unreliable to travel out of by foot between the two floating continents. The crust
sight of land. It is only the Chinte' F'har cutters that have the between two huge masses is thicker and safer than that
stability and speed to make the long, inter-continental journeys, found far out to sea.
and the Chinte' guard the secrets of cutter-building very well
indeed. )Idventures )It Sea
Peatures of tlie Sift-Seas. t Siltreaving - The pirates of Jagan and Joss often raid the
trading vessels of the other realms. The players could end
These strange seas which cover the surface of Gargentihr have up protecting a Chinte' ship from the siltreavers, or may
many bizarre features which can cause problems for the inexpe- be involved in a raid themselves.
rienced sailor. Some of the more common difficulties are de-
scribed here.
Silt Storms - These dangerous storms can blow up in
minutes and with silt as hard as glass blowing at up to
100 miles an hour, they can strip unprotected flesh to the
bone in seconds. For this reason, most sailors wear full
leather clothing complete with leather hood and face mask
attached. Chinte' glass goggles have become common as
protection for the eyes against these storms. Although
the worst storms occur out over deep silt, it is not un-
heard of for coastal areas to suffer minor silt storms.
A character will take a random wound with a DAM modi-
fier of +6 for each full Round spent in the midst of one of
these storms. Armour protects in the usual way. These
attacks are treated as Moderate difficulty for any HEA
Success Tests involved. Silt storms can severely damage
unprotected ships and only the Chinte' cutters can with-
stand a full storm without sinking. All ships have tough
leather sails which are not so easily damaged by the silt.
The siltreavers
Rock Ships - Many smaller rocks and islands which are of Jagan are
not connected to a continental shelf float across the silt-
seas beside the great continents of Gargentihr. These 'rock feared along
ships', as they are commonly known, are carried along every Agashan
by the currents at a far faster rate than the large conti- coastal trade
nents and islands. route
271
Exploration - There are many islands and rock-ships out of the boat which is powered by a corn-engine (see later in the
there which contain gems, herbs, hidden treasures and Digest). They have large smokestacks that belch black fumes
secret hideouts. Only the Chinte' have mastered the seas from the bladdercorn-oil used to heat the steam which powers
of silt and all other races will handsomely pay any indi- the corn-engine's turbines. Ships such as 'The Agashan Queen'
viduals who would dare to explore these unknown terri- have become a frequent sight chugging up and down the rivers
tories of Gargentihr. of Gevuria.
Smuggling - Any goods with high import taxes can be The Silt Cutters
smuggled into the ports along the coast of Agasha. Res-
cuing captives from the Tellahn slavers, or aiding a great
Clondis agent to escape from the clutches of Khos-Tavar
can involve the players in smuggling activities.
Shipwrecks - The vicious silt-storms can rip a hull apart
and leave it stranded on the thick salt crust. Only the brave
and the foolish would attempt to walk across to such a
wealth of plunder.
Creatures - Even when simply travelling between loca-
tions, there are many diversions which make for an ad-
venture. The mysterious inhabitants of the silt may ven-
ture onto the ship as it passes through 'safe' waters.
Vessels of qargentilir
Swamp Barge
This narrow, flat bottomed water craft is most commonly used
by the native Ha'esh for travel between the Gevurian swamp
islands. It is most commonly recognised by the Karro as the boat
used by Ha'esh Pathsilkers. This craft is practically useless in The density of the silt prevents most forms of ship from travers-
deep water because it is propelled by pushing a pole against the ing the seas. A specific type of ship is found on Gargentihr which
bed of the water way. has been designed to glide across the silt crust. These ships are
Slap-boat called 'cutters' and use several wide ski-like blades to skim on
The slap-boat is carried on board larger silt- the top of the silt. Most cultures have designed their own forms
going vessels to provide quick transport from of cutter, but these are generally primitive vessels when com-
ship to shore. Slap-boats are propelled pared to the sleek and fast ships designed by the Chinte' F'har.
through silt by means of.a huge oar which The Chinte' now sell their fine ships to the other realms but keep
passes through the flat bottom of the the exact construction details secret. Others, including the Karro,
boat. The crew pull the oar ba~k
forth like a lever to slide the
and _. ~
--~ Ca
f ..
. ,)J
. > have tried to design their own cutters but have not yet managed
to build a ship that matches those of Yaskal.
slap-boat across the silt. ..-· .-J_R'~ Y. {. " The Chinte' are masters of the silt seas due to their finely crafted
Cornboat / ~ -~....,/ ) . / ) cutters. It has taken them several centuries to perfect the materi-
The cornboats of the Institute of N~ Scienet!' a~~ively als and the design. The Chinte' are the only mortal race that can
new sight around the water ways and silt bays of Gevuria. These cross the vast silt oceans to reach other continents. The respected
round-bottomed boats are propelled by a large paddle at the rear Chinte' known as High Navigators are a near religious sect that
use ancient charts, long rituals and Myrdall pointstones to calcu-
late exactly where the other continents are. The Chinte' -built
cutters are the only ships durable enough to withstand the rigors
of a long journey overseas.
River Trade Cutter
Trade cutters are the smallest sea ships and the only ones gener-
ally sold to the other races by the Chinte'. These single masted
sailing vessels are the cutters most often seen in the ports of Ge-
vuria and may be used on silt or water, for they are small enough
to sail up most water channels, such as the River Katel. The small
draft of these ships make them ideal for river trade. Some ships
are converted to carry passengers in comfort on long voyages,
although many of the cargo vessels will also take passengers.
The smaller Chinte' cutters are a similar size to these vessels but
have a slightly different design which incorporates skilled tech-
niques of woodcraft only found in Yaskal.
272
Bladed Te'farr
These cutters are larger and faster than the trade vessels and are
occasionally sold by Chinte' to the other races. The Te'farr has a
far sharper hull and can outrun any other type of cutter. These are
the largest vessels to be found in Gevuria and are used by the
Governor of Jagan, although most siltreavers tend to use smaller
ships. The Te'farr have a main mast and a foremast, using longer
and wider silt-blades for mobility and balance. The hull is too
deep for use in water.
Cha 'tang Cutter
These impressive ships are the largest of the Chinte' built cutters
and the only vessels properly equipped for long-distance voy-
ages over the oceans of silt. The largest Chinte' families only
~ave a few Cha'tang cutters each and the secrets of the design
have been handed down through many generations. Cha'tang
vessels are rarely seen and are only used by High Chinte' nobil-
ity on important journeys. These cutters are sailing temples for
the High Navigators and contain the sacred floating maps and
ancient charts used for inter-continental travel. Each Cha'tang cr',eclinofo,fl"\J Oll f2a~nentl.lir
also has a beam-rod fitted to the bow. "1 t O.J '::I t b
The last 100 years on Gargentihr have been a great renaissance
period in history, unequalled since before the Timestart, with the
Karro, Khostra and the Chinte' F'har developing technology and
sciences new to the world. The inhabitants of Gevuria were at
first reluctant to use the inventions of the Institute of New Sci-
ence but in the last 30 years this has changed, and many devices
once thought to be blasphemous are now accepted parts of Karro
society. Many native Ha'esh would still regard most of the fol-
lowing items as kyashi-magick.
rrfie }l tmosometer
This huge mechanical and chemical globe is over 20 yards in
circumference and takes pride of place in the main hall of the
Geographical Headquarters in Vespin. It is a complex machine
which can accurately predict the location of all Sa-storms within
a 200 mile radius, via it's spinning steam cylinders, brass spheres
and glass chemical valves. This information can then be passed
on by signal tower to warn other towns and stations in the vicin-
ity of the coming storm.
The Signaltower
network run by
the Signaleers
forms the heart of
Gevurian
communication.
273
<Beam-rods Corn CEngine
These giant weapons put the technology of the Chinte' Glass This Gevurian invention was perhaps the first by the Institute of
Smiths to deadly effect. They use a series of mirrors and crystals New Science to find a place within society as a whole. The en-
to harness light into a beam oflethal brilliance, which is fired out gine is a source of mechanical energy produced by boiling water,
of the great jet-metal funnel at the front of the device. The beam- and turning it into steam and expanding it. The expanding steam
rods are mounted in turrets along the mighty walls of the High and its subsequent increased pressure allows the movement of
Chinte' fortresses and can hit targets on the horizon, using the turbines to produce mechanical motion. Many uses for the corn-
intricate telescopic glass scopes fitted in the turret. The power of engine have been found within Gevuria, with the best known
these weapons is great enough to damage even the drifting being the Cornboats and the print engines. The engines are noisy
sarakern of the Windtraders. and dirty mechanical monsters, requiring much maintenance and
care to run.The name, corn engine, comes from the bladder-corns
To date, the beam rods have only been used outside of the Chinte'
which are used as the engines fuel.
realm once and this was against the Khostran pirates of Joss in
the year 1414. Only rwnours of the weapons have been heard
since, but the Chinte' threat keeps many would-be raiders away Crystaf-mine Stations
from their Yaskali mow1tain fortresses. The Karro colonists have built isolated structures deep within
the swamps to mine the valuable coral which grows at locations
Carsen 7'u6es where water and silt meet. These stations include deep mines
which pass into the coral-rich rock around these areas. The crys-
In many of the larger buildings belonging to the great Institutes
tal-mines are usually owned by one Society, and all employees
of Gevuria, there are networks of long, smooth wooden pipes
of the station are members of that Society. The largest mines,
which run between the various rooms and departments of the
such as the Kreel Harbour Station are large enough to have de-
building. These tubes carry messages and mail between the dif-
veloped into small, self-contained colonies.
ferent sections of the building by means of air pressure created
by a corn-engine pump. Some of the larger cornboats of the In-
stitute of Science have recently been fitted with carsen tubes <Da{ton Lock.§
which have speaking tubes that can carry voice messages. These complex devices store Sa-energy and tum it into a form of
kinetic force which will hold a door shut with the equivalent
Chinte' <Diamond"-gfass force of' Impossible +3 '. (See Inanimate Resistance in the Skills
chapter). The energy surrounds the door and passes through its
The High Chinte' ofYaskal are a secretive race, but their inven-
interior, strengthening all parts of the entrance. Dalton locks are
tions are renowned across the land. These people have devel-
controlled through a small slot which is built into the wall at the
oped a form of glass which is as strong as metal and is produced
side of the door. When the correct thin wooden slate is pushed
in their mountain strongholds through a secret process known
into the slot, the lock is activated. The slates all have a separate
only to those Chinte' called the Glass Smiths. The glass has a
number of small holes across their surface. Only the correct pat-
multitude of uses in Yaskal and can now be found outside that
tern will activate the door. When activated, the door will swing
realm in small quantities, most commonly in the silt-goggles used
by the sailors of Agasha.
The diamond-mirrors ma.de by the Smiths have introduced a new
form of technology to Gargentihr which uses light as a power
source. Intricate weapons and communication systems now em-
ploy this technology and have placed the ambitious trading na-
tion on a par with the New Scientists of Gevuria.
Cfocftworft
This was one of the first inventions of the Institute of New Sci-
ence, and it has been adopted by many of the cultures to be found
across Agasha. Clocks are now common in the homes of the
wealthy and in the halls of the larger clubs and taverns across
Agasha. No other society has yet mastered the tiny intricate time-
pieces built in Gevuria, or the mighty town clock-towers found
in Treth, Geva and Rol-Katel. There are even rumours of a means
of land-transport which uns on the same secret powers as the
giant clocks, but the Academy of Science refuses to comment on
such speculations. Clockwork is still a relatively new invention
and the clocks of Gevuria are still prone to missing an hour here
or there.
274
rrlie :lvl_ecliin
The mechin are rare examples of the Khostran ability to produce
fine pieces of technology, albeit with a dark twist. These crea-
tions usually take the appearance of black featureless manne-
quins with a similar build to that of
a Khostra. They are entirely
mechanical and vary in
size from a few inches
to over seven feet.
They can per-
form many ba-
sic motions and actions and
are usually seen as court toys and
amusements. The more advanced
mechin have the ability to move freely
and have very advanced senses, which may
be enhanced through Sa-manipulation. These
items perform many tasks including assassination and guard duty
but are far rarer than the court models.
:lvl_etafs
There are five main materials used by Agashans when they forge
metals. These are :-
Copper - This is a soft metal with a light weight. It is
orange-gold in colour and is common across the conti-
Piefd J{{uminator nent. Mined copper is used for many of the standard items
These bulky instruments were first designed over ten years ago found on Gargentihr and is not mixed with the other com-
by the Institute of New Science for use on board Comboats trav- ponents.
elling at night, but have become more portable since then.
Through a series of clockwork and mirror technologies, Sa can Moon-metal - This soft silver metal is heavier than Cop-
be channelled into light energy within the Illuminator and di- per but is very brittle when forged. Moon-metal is a natu-
rected in a strong beam capable oflighting a 5 foot spot over 200 ral Sa-conductor and is valued by Formweavers around
yards away. Explorers and miners have found this device invalu- the world. In large quantities, moon-metal can attract the
able in their everyday use as the illuminator seemingly stores attention of the strange and deadly creatures known as
energy for indefinite periods. lappiths and no large amount of the metal is ever carried
by the wise trader. Moon-metal is found in the
These devices are prone to damp, and have the annoying habit of Diamondhead mountains and the Ti-Hond Fire Ridge.
draining Sa from the surrounding area. Kyromancers can have
Myr - This is a hard and heavy metal with a dull sheen. It
real problems around such devices, for the device drains pre-
is known as rock-metal as it is a by-product of the lava
cious Sa Points from these characters' Pools.
created by the Myrdall. Myr is found in the Ti-Hond Fire
Ridge and deep within the Diamondhead Mountains.
Pfoating 9rtaps Jet - Jet is both hard and light weight and is coveted by
The Chinte' High Navigators use these sacred items to aid them metalworkers across the continent. Jet is a deep black-
in their travel between continents. The map consists of several colour and only found in the Black Ash Mountains.
ancient moulded models which float in a sealed glass orb con-
taining a Sa-field. Each model is a perfect representation of one Diamond Dust - This is not a metal but is a fine powder
of the continents of Gargentihr and all slowly move to show their containing much Sa which forms around volcanoes in
current locations. These maps, coupled with a fine collection of very cold weather. The Dust has a white colour and must
Myrdall pointstones allow the Navigators to cross the silt-seas. be quickly collected when it falls in the rain, for it dis-
solves within a week of collection. Diamond Dust is most
commonly found in the upper reaches of the Skycutter
'l(yroware Mountains.
These pieces of equipment mix mechanical and electrical tech- These components can be mixed by the skilled to produce the
nology with the Sa-energy that surrounds the land. It is the use of various metals in common use across Agasha. 'Metal craft' skill
crystals placed within these devices that allows the Kyromanc-
allows the user to combine the components. The most commonly
ers to wield the energies of Gargentihr for their own use. Such used alloys are :-
equipment provides the Institute of Kyromancy with its power,
so their secrets are jealously guarded. Many Kyromancers cus- Moon-myr - This is a mixture of moon-metal and myr
tomise and add to existing Kyroware to increase their powers. and produces the dull silver metal most commonly used
275
on Agasha. The armour listings for the alloys are found in the Equipment
chapter. Other uses for the metals are at the Narrator's discre-
Moon-jet - This is a mixture of moon-metal and jet and
tion.
produces a reflective black metal.
Ebony - Mixing myr and jet produces this strong and
flexible black alloy. All ebony weapons receive a + 2
:Jvf..yrda{{ rr'ecfinofngy
DAM modifier due to the strength and sharpness of the The Myr can shape their lava into many forms, and use this ma-
cutting edge. There is an ENC x 1.5 modifier to the weight terial to create dwellings, tools and mechanical devices. Myr can
of the weapon. produce several forms of this white hot substance, including one
type which apparently heals their wounds.
Silver - By mixing myr, diamond dust and moon-metal,
this bright shiny alloy is produced. It is strong and light, Myr technology is more advanced than that of the Karro, but
and a +2 DAM modifier applies to weapons made of sil- most of their secrets remain hidden under the earth. Their tools
ver. There is no ENC modifier applied, however. Silver and equipment are all sized for their own purposes, and this makes
is said to contain magical properties which allow it to them heavy and unwieldy for humans to use. Devices include
harm inhabitants of the Darklands and Kyromancers pneumatic drills, huge rock engines, steam-pressured rock-saws
whilst in the Fade. and gem-forges. Most Myr technology exists to aid them in their
jobs as the repairmen of Gargentihr, but they have occasionally
Nightsky - By mixing jet, diamond dust and moon-metal, applied their devices to other tasks.
this excellent armour can be made. It has a black hue
with silver flecks through it. Nightsky is too inflexible
and brittle to make thin bladed weapons from, but heavy Or6s
crushing weapons will receive a +4 DAM modifier from These Khostran devices use an unknown type of gem to produce
the alloy. An ENC modifier of x 1.5 is also applied. a small Sa-field which allows the orb to float in the air. There are
Nightsky is believed to harm creatures from the Dark- two main types of orb which have been witnessed by Gevurian
lands and Kyrornancers whilst in the Fade. agents working within Khos-Tavar. 'Watchers' are wood and
Ivory - The components of this alloy are jet, myr and metal globes roughly a foot in diameter. They are used ~y House
moon metal. Ivory has a milky white colour and is strong, lords for surveillance and reconnaissance. The orb can end cur-
rent pictures to a lightstone kept within the lords
flexible and light. It produces a + 3 DAM modifier on all
bladed weapons, with an ENC modifier of x 0.5, but is
best used for pointed weapons and missiles, ·where a +6
DAM modifier is gained. All ivory weapons are said to
patharr. Up to half a dozen orbs may be linked
to a single lightstone and are usually situated
around the lords land to keep an eye on his
r ...
be able to harm Darklands creatures and Kyromancers subordinates and his subjects within the lo-
whilst in the Fade. cal collectives.
Diamond - This is the strongest metal alloy and consists Death orbs are small 2" long cylinders which have sharp needles
of myr, diamond dust, jet and moon metal. It is a milky attached. The cylinder usually contains an extremely potent poi-
white colour with silver flecks throughout but catches son which can be administered through the needle. The orb homes
the light in mysterious ways which can make the weapon in on a target by detecting the slightest movements within a 10
almost invisible. All Diamond weapons gain a +6 DAM yard radius. Khostran assassins place the orb within their targets
modifier, with no ENC modifier. It's near invisible prop- private chambers and can leave again before the orb has pow-
erties give the us1::r a + 2 modifier to their hit success tests. ered up. It takes 10 minutes for the orb's sensors to switch on to
All diamond weapons can harm the inhabitants of the allow the assassin time to make his escape.
Darklands and Kyromancers whilst in the Fade.
Nightsilver - It is unknown whether this substance is truly <Pictograpli
a metal or not. It is said that Nightsilver is forged by the The pictograph allows simple black and white photographs to be
Cyatim deep in the Darklands where they mix the souls taken. The pictures are often blurred and dark, for it takes much
of dead mortals into the metal. This gives them a sen- skill and knowledge to successfully use these contraptions, es-
tience, but quite often it is a twisted and depraved mind pecially when trying to develop the picture.
which lives within the metal; the process drives the soul
mad with despair. Weapons of this dark, shifting material
often have exotic and unusual powers, but the cost to use <Point-stones
such items can be high. The ancient Myrdall known as Land Healers built these giant
monolith devices out of lava long ago. Each point-stone is a dif-
Nightsilver is always shifting perceptions as if it were ferent hue of red lava and is a perfect 18' cube. These stones are
constantly twisting between the Darklands and Gargen- impervious to all damage and omit a strange humming sound
tihr. If a mortal uses an item of nightsilver for a prolonged when touched. No moss or plant life grows around the stones. So
time he will begin to take on this shifting appearance, far nine of these stones have been located across Agasha, and a
until it covers his whole body and he vanishes. All number of Find-stones are associated with each.
nightsilver weapons gain a +6 DAM modifier against all
creatures. They can damage creatures from the Darklands The Find-stones are smaller items made of the same material as
and Kyromancers whilst in the Fade. the Point-stones. They allow their user to determine the direc-
276
tion of the point-stone, and can thus be used as a form of naviga- possible to assess wear. The physical effects, however, were most
tion. Each find-stone's colour indicates which point-stone it be- satisfactory.
longs to, as all nine stones are differently coloured. Myrdall do
Target two was also Ha'esh and the range of engagement was 22
not like other races using what they consider to be sacred items,
yards. The firing escapement did not function immediately and
and will try to recover find-stones in any way they can.
the pipe had to be trained on the target for 2 seconds before
Both the Chinte' High Navigators, and the Windtraders use these discharge. The plug struck the subject in the chest and penetrated
items to cross the silt seas to other continents, and this implies the thick leather harness worn. The plug shattered on exiting the
that there are more Point-stones to be found on the other land armour and the shrapnel caused severe secondary wounds on
masses. The actual use of the stones remains a mystery. the target.
Based on this performance it is recommended that the Mark VII
<Print P.ngines escapement should be modified prior to further testing. Reliability
These devices were first introduced to Gevuria by the famous could be enhanced if the lower cocking cog was reduced in
explorer and scientist, Caloman Strahr, after a trip into the high diameter and the spring tightened. Further burn back guards
mountain valleys of Yaskal. The printing process is believed to should also be incorporated to shield the user from the increased
be a relic from the times of the Ancients carefully preserved by discharge flame."
the High Chinte' for thousands of years, but now augmented by Notes on the field testing of Rock Pipe 36 PP134/7
the corn-engines of Gevuria. The engines are temperamental in-
struments which require much care and attention. There are only Tymon Harrel, FINS.
eleven of them in Gevuria, with five of these belonging to the Rockpipes are powerful long-range missile weapons built around
Church. They are valuable and coveted by the Chinte' who wish an ancient Myrdall rock cutting device. They are relatively rare
to be the sole owners of the secrets of print once again. items, with the largest collections belonging to the Institute of
New Science in Gevuria and to the Ho-keym ranchers ofTellah.
Most other rockpipes are family heirlooms and parts of private
<]@ck.pipes collections, but these devices are becoming increasingly popular
"Target one was a Ha'esh who was engaged at a range of 70 with adventurers, hunters, siltreavers and bandits. They are a valu-
yards. The Mark VII firing escapement released the plug with able and powerful weapon and should be treated as such. Even
minimal delay but still with considerable back burn. The plug the New Scientists must sign a requisition sheet if they are to
struck the subject in the lower jaw and penetrated through the borrow one from their Society.
spine before exiting. The plug was not recovered so it was not
277
The New Scientists have obtained a great deal of income from location of, and the staff numbers within, the tower. The number
the eighteen military Regiments over the past twenty years in an of staff varies between 3 (usually the number in a swamp tower)
attempt to manufacture a mass-produced version of the rockpipe. and 150 (as found in the main office in Rol-Katel).
The scientists have as yet failed to develop such an instrument
The tower itself holds the rows of Ji-crystals which are used by
but continue to work on this top-secret programme.
the Signaleers to send and receive messages. Ji-crystals can be
The renowned Microtists, Darryl Hinchley and Garfield split into two pieces which are then given to two separate towers.
Parkington, have developed a smaller hand-held version of the Each crystal is unique and reacts only to its 'twin'. Each group
rockpipe which is cwTently built within INS laboratories in Rol- of crystals is placed within a board which consists of both me-
Katel. There are eleven versions of the Hinchley-Parkington '75 chanical and chemical devices which light up the crystal when
currently in circulation and this remarkable weapon promises to its 'twin' is activated in the next tower along the network. These
change modem Gevurian warfare forever. devices were introduced by Professor Garret Corea and are known
as 'Corean Boards'. Every board within the tower can either send
or receive messages at any one time and all towers have between
Signa{ CJ'owers two such boards for small towers and up to twenty within larger
"Sir, I think we should replace the crew on tower 12. They have towers.
just reported a heavy frog coming in from the north."
Signal towers now connect to some of the more remote loca-
Anon signaleer, tions, such as the Ronth herb-farm and the Sanctology mission at
Tower 13, Katel Province. Sha-Bro. Most towers are separated by a distance of between 25
to 35 miles, depending on the Sa-winds between. (Sa can disrupt
The fastest form of communication across Gevuria is run by the the signal and the towers are often useless in strong Sa-storms).
Signaleers; a highly trained branch of the Institute of New Sci- On average, a message will take about two hours to be passed to
ence. The Signaleers run a network of signal towers which span the next tower, depending on how busy the tower is, the weather,
the swamplands and connect all the major towns across Gevuria. and the length of the message.
This communication service is now used by all the societies to
convey messages between locations and has vastly increased the The Institute of New Science has built every signal tower upon a
importance of the New Scientists. Dreampath. Where they got this information and whether it en-
hances the workings of the towers is unknown. Local swamp
The signal towers consist of a main office building at the base of Ha'esh are extremely unhappy about the location of such tow-
a 40 to 60 foot high tower. The office contains living quarters for ers, and say that this interference changes light Dreampaths to
the staff and a vast catalogue of scientific notes, spare Ji-crystals black.
and other scientific equipment. The size usually depends on the
278
rrlle Spinning <Dervisli rrafandar <Disrupters
This mechanical monster is the pride of the Academy of Martial Talandar Disrupters are large panels of polished black wood that
Studies and is the first fully automated opponent for use in com- contain a mass of complex gem-circuitry. The panels can be tuned
bat training. A complex series of clockwork and mechanical arms into each other, forming an area which is devoid of Sa.
spins the central body of this device, and fires a series of darts at
The panels stabilise the area by absorbing Sa, and cause all Ky-
the combatant whilst simultaneously attacking him with a series
romancers within the zone to Phase into the Physical Sphere of
of spears and turning blades. Only the best students are allowed
Gargentihr, without them having to expend energy to run their
to take on the Dervish, for it has claimed over twenty lives in the
Dyce Transformers. In effect, the Kyromancers become normal
short time since it was built.
mortals within the confines of the panels, and they may interact
physically with their surroundings for as long as they stay within
Street-fanterns the field. No Formweaver can use the powers of Sa within the
Almost all of the main streets of Treth and Geva, and a great field.
many of those in the larger swamptowns, now have a form of Talandar Disrupters were devised by the Institute of New Sci-
artificial lighting which illuminates the busier parts of these highly ence, and provided the other societies with a method of defend-
populated areas. The street-lanterns are ornate metal posts roughly ing themselves against the powers of Kyromancy. It was these
3 yards high with a mirrored bladder-corn lamp on top. These devices that gave the Church of Sanctology the power to enforce
large lanterns are lit at dusk by the streetmen and illuminate a 10 the Treaty of the Holy Energies in 1571, and now every impor-
yard radius around each lamp. They are usually spaced 20 to 30 tant building in Gevuria has high security areas protected by the
yards apart on opposite sides of the street. The lanterns are wind giant black panels.
and rain-proof and the district streetman stations are responsible
for the lighting and maintenance of the lamps within their area. Talandar Disrupters also protect buildings from large Sa-storms
Patrolling streetmen have access to bladder-corn supply stores but have a tendency to short out in such volatile conditions. Small
scattered throughout the towns. portable versions of the panels have been perfected by the INS,
and are now used by the Witch-hunters of the Church in their
attempts to ensnare illegal Formweavers.
q'yfsian 'Vesse£s
These rare devices are complex mechanical vessels built by the
Ja'Hansh ofNe'Hal, aided by Khostran House Engineers. Tylsian
vessels are large, winged, mechanical carriages which have the
power to fly. They appear to use the Sa-winds to soar through the
sky and are steered via solid motionless wings. The vessels are
sleek and black, with a long tail-piece. A strange humming noise
is constantly omitted from within the craft.
Tylsian vessels usually have a Ja'Hansh crew of two, and there is
room within for up to six passengers. The inventor of such a
wondrous vehicle is unknown but there are at least four of the
objects within the House of Knowledge at Ne'Hal. Recent sources
from Khos-Tavar state that several Khostran houses have devel-
oped their own versions of the vessels.
qems
Gems are a common and much used item found across Gargen-
tihr. They are formed from the Sa-residue of the land and take
the form of coral, lava or crystals. Most gems are between 1"-4"
in diameter, and between 0 and 1 ENC. Coral gems are gnarled
and twisted sticks of white or cream, lava gems are black or deep
red lumps of warm, pulsating rock, and crystals are multicol-
oured transparent polyhedrons. The most common types and their
uses are listed below.
(jem ~ading
Karro and town Ha'esh cannot read the contents of a gem with-
out aid. They have to use a scientific gem reader to access the
information. There are two forms of scientific reader common in
Gevuria:-
279
Library Readers - The libraries and studies of Gevuria
often have a large and complex device which can read qem rTypes
the information contained within gems. The gem is placed
in a pull-down frontal drawer in the huge floor-standing
machine. The gem is read within the machine and the
1(avasli (}ems
information is passed onto the user via a viewfinder. Li- These are the most common type of gem, found in all 3 physical
brary readers are built into small booths where the user forms. Kavash gems can be used by anyone with the 'Gem lore'
can sit in privacy whilst he studies. skill and allow the user to 'read' the information contained within
through the use of a gem reader. The Difficulty Factor of the
'Gem lore' Success Test depends on how difficult it is to grasp
the information detailed within the gem. This data takes the form
of mental pictures, thoughts and feelings within the readers mind
and thus requires no reading or language abilities to use.
If the gem has been filled by a user from another culture, then a
'Cultural lore' Success Test may be required to fully grasp the
concepts in the gem. To find any information within the gem, the
user simply thinks about that subject. If a gem is poorly cata-
logued then information within may lie unread for many years.
Many kavash gems can be found in any good library across Gar-
gentihr and these ones are sure to be well catalogued.
To fill a kavash gem requires the user to tune the crystal to his
own mental patterns using a gem reader. This requires a KAI
Opposed Success Test against the KAI of the gem, which is usu-
ally between 4 and 14. If this is successful, the user can add any
thoughts, feelings or stories of his own into the gem. Gems seem
to have an infinite capacity but have an annoying tendency to
'leak' information which can then never be found again.
If the gem is filled with a very strong belief or feeling then that
emotion can also leak from it into the surrounding area. To ac-
PGRs - The New Scientists have developed a portable cess such a kavash will fill the user with the emotion to such an
gem reader which has a separate flip-down eye-piece. This extent that it can control him. This type of possession usually
item is further described under Equipment. occurs with kavash gems which have been used to contain hid-
den religious information of some sort. Frequent kavash users
Natural Reading-Although the Karro and town Ha'esh often pick up many small quirks and subtle personality charac-
must use readers to access the knowledge of gems, there teristics through contact with these gems. The constant use of
are other races, including the swamp Ha'esh, who need the flickering gem-readers often causes a thin grey film to grow
no technology to read the crystals. Some Agashan inhab- over the eyes which can lead to poor eyesight and even blind-
itants have the power to read crystals simply by holding ness. The victim can still use the readers.
the gem and concentrating. This ability is tied to the use
of Belief Magi ck and is found in every culture which uses Empty kavash gems occur naturally in many places. They are
this phenomenon. Myrdall, and Ryamis traders known as usually found attached to trees and rock faces, but require cry-
Horu have this ability and sell their skills in the bazaars cutters and 'Gem lore' to remove without damaging the gem.
across Agasha. The difficulty factor depends on the size and location of the gem.
Empty gems are worth approximately 200 Cyls per point of KAI.
Used gems vary in price depending on the usefulness of infor-
CJ'uning Jl qem mation contained within.
Almost all gems must be tuned by the potential user before the
power of the gem can be invoked. This tuning takes the form of
an Opposed KAI Success Test against the KAI of the gem.
Cyanna (}ems
This type of gem comes in the form of a 3" crystal orb and is far
Such tests are long and strenuous affairs. Each Round of the Test rarer than the kavash gem. Cyanna gems can hold knowledge
will take 15 minutes and costs 1 FAT. If the gem wins the test, which can be taught to the user. These gems must first be tuned
then the user cannot access any information from that particular to the user's mental patterns by using a gem reader. An Opposed
gem. If the user wins the test, then he has no need to do so again, Success Test against the KAI of the gem, which is usually be-
and can freely use the gem. If the Test is a draw, then a further tween 5 and 20, must be made to successfully do this. If this test
Round must be spent trying to tune the gem. This will cost addi- is successful, the knowledge stored within the gem can be learnt
tional FAT. by the user. The tuning success test can only be tried once per
person.
A number of skill points equal to the gems KAI can be stored
within the gem and learnt at the same rate as if the gem was a
280
teacher of a level equal to it's KAI. Only mental (KNO, KAI,
SEN, or DAL) skills can be stored within a cyanna gem.
Ji-Crystafs
These crystal gems are used almost exclusively by the Institute
Cyanna gems are usually found in the areas of poisonous mist of New Scientists in the Corean Boards of their signal towers.
where Sa, silt and water meet, but usually only require a sharp Each crystal is split in two and each of the two halves is given a
twist to remove from their rock-like shell. They are worth ap- similar position on one of two Corean Boards. Using the tech-
proximately 300 Cyls per point of KAI. nology of the boards the two bonded crystal halves will react
when their other half is removed from or placed back in the board,
even when placed as far as thirty miles apart. This is what ena-
£ ig litstones
bles the New Scientists to send messages between the signal tow-
These gems are all made from lava and are usually about 3' in ers which now span most of Gevuria.
height and oval in shape. They have a smooth milky-white tex-
ture and are always warm to the touch. A perfect lightstone is a Ji-crystals are a natural formation which grow in the swamps of
rare and valuable item indeed. In Gevuria they are the property Gevuria. They grow on the side of Gei trees and must be cut out
of the Church of Sanctology and usually only found in the larger using cry-cutters and the 'Gem lore' skill. Difficulty depends on
Sanctums of the area. To own one outwith the Church is an act of the size of the crystal. Ji-crystals are worth 100 Cyls at the near-
heresy which is dealt with by the Witch-hunters. est signal tower.
All lightstones must be tuned to the user. This must be done every
time the lightstone is to be used and involves an Opposed KAI qfowstones
Success Test against the KAI of the stone, which is commonly Glowstones are chunks of deep red rock which give off a con-
between 1 and 20. If this is done, the character can 'see' into the stant, intense heat for about an hour when the interior is exposed
stone and out through to any other activated lightstone at the to air. This is done by pushing in the small sealing knot found on
time of use. Communication through the use of the stones is in- the top of the stone, which then allows air to enter the hollow
stant and not limited by distance. All users can try once per day interior. The air reacts with the unstable material inside which
to tune the stone. heats up the whole stone to a level equivalent to a small camp-
There have been many cases where a lightstone has accessed the fire. The stone may then be used for cooking food and heating. It
Darklands and formed a gate through from the other side. Such will also start a fire instantly if placed on a flammable material.
actions can cause madness or death if the unfortunate user looks If touched, the Glowstone does damage per round as listed under
deep within the stone. Vile creatures from the other side can gain Fire Damage in Game Mechanics. The Glowstone is the equiva-
access to Gargentihr through such a gate and have done so in the lent of a 'Small Fire'. Glowstones can be used only once. They
past. Weaker souls may be tricked into aiding the beings from are commonly found in areas which have witnessed a Myrdall
the other side of the lightstone. presence. Glowstones can reach up to 120 Cyls in the bazaar.
Lightstones are only found deep within the lava caves of the
Myrdall and require careful removal with cry-cutters and several 'l'eclinicafs
'Gem lore' rolls. They are approximately worth 500 Cyls per
Technicals are tiny black gems used by scientists within many of
point of KAI, but the Church will simply remove the stone from
the new inventions and technical equipment. They can be easily
any ones possession and burn the heretic. It's cheaper that way.
attached to wires and act as a form of battery within devices such
as loam rods, flathead triggers and skichan webs. Scientists will
Sa-crystafs pay up to 50 cyls per technical. They are the by-product of Sa-
storms and lie scattered on the ground after such an event.
These gems are small circular crystals that have the power to
store additional Sa in a Kyromancer's Dyce Transformer. Each
Sa-crystal can be plugged into a socket in the Dyce Transformer qemSummary
and contains enough power to keep the Kyromancer Phased for The following table shows all the common Gem types found in
up to twelve minutes. (Roll 2D6 to randomly determine the Agasha. It shows the average ENC of each type, as well as the
number of Turns when the Kyromancer uses the device). range ofkAI that can be found in each type. The Sa-storm col-
Sa-crystals only have enough energy to power the Dyce Trans- umn can be rolled on to determine the type of Gem created and
former and cannot be used with any other Kyroware. Once the left behind by a storm.
crystal has been plugged in, it cannot be switched off. The crys-
tal can only be used once before becoming useless. These gems
are worth 400 Cyls to any Kyromancer. They are found loose Table 5. Gems
and require no equipment to separate from their surroundings. Type ENC. KAI Sa-storm (020)
Kavash 1 206+2 1-6
Cyanna 1 306+2
'l(fa-stones Lightstone 10 1020
Kra-stones are small dull grey pebbles which glow when within Sa-cryste1I 0 7 - 10
5 feet of any other gem. The trouble is that they look like any Kra-stone 0 11 - 13
other stone and are thus difficult to find. Kra-stones are worth Ji-crystal 1 14 - 16
approximately 200 Cyls. Glowstone 1
Technicals 0 17 - 20
281
<Distant peefS of tfiuncfer rum6{etf omirwllS{y and mufti-cofouredjfasfies ofSa arcfietf across tfie 6i6{e 6fack,sk.y.
'[fie storm was drawing ever nearer. Smarter residents were a{reatfy drawing sfiutters and searcfiing for tfie
nearest 6uilding protected 6y a Sa-conductor. <R..,uffana, tfie Cfan :Jvtoun :Jvtujo, fiat! voiced tfie opinion tfiat tfiis
was going to 6e a terri6{e Sa-stonn, and rw-one argued witfi fier.
1(arratfi was in aJou{ mood as fie crossed <Rpf-1(ate[ Pew peopfe ever dared to catcfi tfie eye of a 'l\yromancer,
especially one witfi sucfi a cfark,e:rpression on fiis pa{e face. 'l1ie jostung crowds soon parted wfien tfiey caugfit
sigfit of tfie spirit-uk.§ Ponnweaver. 'l(f:Lrratfi made liis way across tfie 6azaar, tfie fieavy rain mysteriollS{y
passing tlirougfi tfie faint sfiatfow-une of fiis 6otfy witliout so mucli as a tfropfet trickfing down liis featfier
'l\yrosuit.
<By tfie time tfiat fie fiad reacfietf tfie eastern coveredstrip ofsliops k,nown as tfie SlillSs, tfie streets were emptying
quick{y. C£.ven tfie meanest <Jcyamis traders were sliutting up for tfie cfay. 'l1ie 6riglit j{ick.§r-{igfits of ~ndall's
sliop rej(ected in tlie deep 6fack,putftf{es wfiicfi co{{ected on tfie street co66festones as 1(arratfi swept into tfie
sma{{ sliop, sifent{y passing tfirougli tfie mak.§sfiijt curtain ofwires and {eatfs Witfiout a stir.
'[fiesfiop was dimEy fit 6y aj{ick.§ring, stro6oscopic fieU if£uminator wliicli liummed merriEy in one corner. rrlle
room was auve witfi cfock,work, and crysta( as sparf?J of energy ffew from or6s to funnefS and 6ack, again.
~ncfa/l's erwnnollS frame squatted 6efiind a cfuttered desk,, 6areEy tTUJVi,ng to ack,nowfetfge tfie 'Kyromancer's
presence. 'l1ie rfeclifer fiad never 6een overawed6y mem6ers oftfie Institute of1(yromancy; fie fiad deaft witli too
many to 6e 6otfiered 6y tfie rumours of demonic possession and cfark, curses wliicli slirowfetf 'l(f:Lrratli 's kjnd.
'Wfiat you needing tliis time, Jfess? I've just got some fine moon connectors in from Jfaffa ifyou're interested.'
1(arratli's mood {igfitened at fiearing tliis.
'<Perliaps fater. 'ITze sk,ies are cfark.§ning, ~ncfao; and I needprotection from tfie Sa 6uilif-up. Jffreatfy my Ca-
pacitors fiave faifetf me twice and I fiave a pounding lieatfacfie. I need a moon-meta{ conductor to protect my
fa6oratory'.
'%at's 1W pro6fem I'{{ sendJillSkgr around immediate(y. Is tliis for your fojt in Waterwall? ' ~ncfa{{ fiad
stopped tink.§ring witli a meta{{ic 6o:z andgazed intentEy at tfie 1(yromancer tlirougli .tiny reading fenses.
'It is. I fiave tfie most vafua6{e possessions protectedin tfie Sanctor's rfemptation, 6ut I require a more fong tenn
so{ution., Once again you fiave proved to 6e most fieEpju[ I tfiank,you. '
'<Payment is tfianf?J erwugli. Oli 6y_tfie way, one Ofyou; co{{eagues lias 6een askjng a6out you'.
1(arratli sliudd'eredat tfie way ~ncfa!Isaitf 'to{{eagues'. J{e instinctiveEy k!rew tfiat tliis must 6e Sofoman ']Vtfi,
a tru(y poweifularcane scientist and tfie onEy resitfent 'l(;yromancer in <Rpf-'l(f:Lte[ 'l(f:Lrratli fiad fieartf tfiat a{{of
liis kjndwlio came to tfie swainp city met tfzis recfusive indWUfua{one way or arwtfier. Jf.. meeting witli ']Vtli was
fong overdue, 6ut wouU fiave.to wait a wfzife fonger. J{e was a Cfotufis tww, forwfiatev~r reason. 'llieirfirst jo6
for Jfa{{ Wi!Iartf was finally over and 'l(flrratfi fiad arranged to meet fiis Sfievin in · fess tfian an ·Ii.our. ·:Jvtaster .
Spry wouUWish to k,niruJ oftliiir dealings witli tfie Clii'cfiee.
. %ankjng <R..,ancfail; fie set off tnrougfi aark.§netfstreets for tfie Sanctor's rfemptation
50, respectively. The coins weigh the same as the half-inch rods.
CEquipment This ENC is for rods that are carried loose, and twice as many
This section covers much of the equipment, weapons and ar- can be carried for 1 ENC if they are collected into a hexagonal
mour commonly used by adventurers on Gargentihr. All the items bundle.
within this chapter can be made freely available to the players, at Many merchants carry special pouches and boxes made to carry
the Narrator's discretion. the three lengths in groups of 100. For values over 100, banking
notes are becoming increasingly popular especially between
merchants. These notes are usually produced by the 2 banks on
Currency machines built by the Institute of New Science.
In Gevuria the standard currency is the Cyl; a measure used by To aid the Narrator, we have assumed that 1 Cyl has a value of
the Karro and adopted from their home continent of Lathmir. approximately £1.00, or $2.00 U.S, and the cost of living per
The native Ha'esh have no standard currency and have always person to be as follows. Many of the poorer classes would never
bartered or traded with one another in goods and services. Now see that much money and have to rely on the land to produce
the Cyl is freely accepted in the larger of the Ha'esh villages and food and shelter for their families. The numbers represent the
towns. minimum amount to sustain that type of living. People could
The Cyl is a small hexagonal rod a quarter of an inch in diameter, earn much more than that listed, especially amongst the upper
with its length depending on value. The location and date of mint- classes.
ing is printed down two opposite sides in Lathmirian and many
of the original Lathmirian Cyls are still in circulation along with
the new rods produced in the two mints of Gevuria, based in Table 2. The cost of living
Treth and Geva.
Survival Poor Middle Upper
Yearly 250 960 2500 7800
Weekly 8 30 80 240
Items andServices
The following pages show the prices and weights of many mis-
cellaneous items that a player may wish to purchase; and some
of the more common costs of services found in Gevuria. The
Narrator can add to this list as he sees fit. The cost is given for
items of moderate quality. Poorer goods will cost half that listed,
The Bank ofLathmir (Treth) and The New Gevurian Bank (Geva) whilst high quality items may cost up to 10 times that listed. The
are the two institutions that own the mints. The following table actual effects of quality are left up to the Narrator.
lists the length and colour of the various rods in circulation. NB- All of the AVs presented in the Clothing and Ar-
The three smallest forms of currency are half-inch hexagonal mour Tables are not cumulative. Only the highest
coins. They have the name of the bank on one side and their Armour Value worn in a location is subtracted from
minting date and location on the other, and are most common the Damage done.
amongst the poorer folk of Gevuria.
100 of the inch-long rods weigh 1 ENC, with the half-inch and CEquipment Weig/its
the one-and-half inch weighing 1 ENC for 200 and 1 ENC for Encumbrance is a measure of both the bulk and the weight of an
item and is further discussed in the Mechanics section.
283
Poor Ha'esh clansfolk and workers wear a simple short leather
crown Jfa 'esli Cfotliing raincloak called a rouss. This ties at the front and covers the shoul-
ders and upper torso. It is the cheapest form of weather protec-
tion.
Peet
Sandals -Ha'esh wear split-toed sandals that strap up to the shin. Clan elders, Kai-cha and other important Ha'esh wear a lanto.
These are light and comfortable and worn by all members of This is a sleeveless jacket which is padded across the shoulders
Ha'esh society. and down the back. The shoulders protrude at the back to give
the appearance of wings. The lanto is tied around the waist and
the clan Rai is prominent on the shoulders and the back.
Legs
A full length cloak called a su'cho offers protection from the
Leggings - Leather leggings are thin strips that are wound around
elements in the colder seasons.
the lower leg. They are common amongst the hunters and track-
ers of Agasha, including Ha'esh, Je'Khan and Jouk. They cover Waistcoats - Ha'esh hunters and pathsilkers wear a thick leather
from ankle to knee and often have thick leather ankle guards waistcoat with several large pockets. These practical items of
underneath the strips that add extra protection. Leggings are com- clothing give some protection and allow several small items to
monly worn by clan warriors and can be very ornate. be carried without use of a satchel or bag. Six items of 0 ENC
each can be carried in the pockets. Most waistcoats are black or
Knee trews - Most Ha'esh wear simple baggy cotton trousers
dark brown.
which reach to just below the knee level and are tied at the ends.
Female Dress - Ha' esh family women wear long cotton or silken
Rani - Many clan elders and other honoured Ha'esh individuals
kimono in many colours. These are very similar to the robes worn
often wear these stiffened and padded cotton ankle length kilts
by the men. The working women wear much the same as their
as a sign of status, and the Rai of their clan will be prominently
male counterparts.
marked on this garment. Rani are like a skirt divided into two
trouser legs and are both wide and comfortable.
Jfeacf
rrorso Lari - Ha'esh peasants wear a long-wound turban called a lari
which offers protection from both sun and rain. A thicker ver-
Tunics -All Ha' esh wear a simple open tunic which wraps around
sion which covers the face is also worn in the wetter seasons.
the body and ties at the front. The sleeves are wide and the tunic
The lari can cover the face and neck with only the eyes left un-
covers to the top of the legs. Tunics come in many different col-
covered. It is often worn this way when travelling through the
ours.
swamps to protect from gas.
Robes - Whilst the Karro invaders wear styled jackets, the Ha' esh
prefer simple robes over their tunics. There are several forms
worn by the Ha'esh, depending on practicality and clan position. Jutli }lnnour
Most Ha'esh would never wear armour, for it is only the hon-
oured Channi who may wear the sacred metals of the clan. Ha'esh
284
Juth armour is usually very old and is passed down through gen-
erations of clan warriors. The wearing of such an item is a deep 1(arro Cfotliing
honour and should not be taken lightly. Only clan Channi may
wear such sacred items without the loss of HP.
Peet
The torso is covered by a Had'shi. This is a heavy harness sup- Shoes - Leather and suede ankle-length shoes are common
ported by the shoulders and fastened at the sides. It consists of amongst townsfolk. Buckled versions are popular with the upper
many small metal plates laced together with leather and lacquered classes.
to protect from rusting. The Had'shi must be constantly waxed
with the herbal mix known as 'satcha' to keep the metal from Boots - Boots are mostly worn by travellers, adventurers and the
tarnishing. This is done once a week in a ceremony called Lo- military. All boots reach roughly knee-length in height and have
rin. Full had'shi have additional shoulder plates for added pro- a high heel.
tection. The Channi will only wear his had'shi on the rare occa- Sleth-skin boots are popular in high society for the unusual pat-
sion when he believes that a worthy battle opponent has been terns and colours found in this leather and are also worn by the
found, or when his clan is in danger. Juth armour worn at the better off adventurer. They are available in black and many shades
wrong time is most dishonourable and may cost the AC several of greys and browns.
Honour Points.
Gevurian boots are worn by armsmen and soldiers, having thigh
The tunic worn by the Channi is a heavier style than others made protection and a thicker leather than other styles. These would
of thin leather with metallic arm-plates sewn into the fabric. In never be worn in high society, for it is considered uncouth for
battle this would be worn under the had'shi but is more com- individuals outside of the military to wear such items.
monly worn on its own in everyday situations.
The sandals, knee-trews and leggings are similar to those worn Legs
by other Ha'esh. Additional protection comes in the form ofthigh-
Trews - Cotton styled trousers are worn in many cultures. The
flaps. This is a skirt of plates similar to those found in the had'shi
quilted cotton breeches are often worn for riding whilst the soft
suspended by a belt around the waist.
leather trews are popular with Ha'esh natives and thus shunned
Channi wear a protective flat-cone full helmet with additional by the rich. Karro trews are black, narrow and tight, often tucked
neck protection. The helm is often the into boots. White silken socks are worn outside the trews by the
most distinctive piece of the Juth, rich.
with the front plates often carved
Silk pantaloons are bright and colourful, and are preferred by the
into the shape of a fearsome
more outrageous Karro who follow Chinte' and Roquan fash-
Kyashi.
ion. The thick protective leathers of the siltreavers are found
Only the largest clans aboard many ships but are rarely worn inland as they are encum-
have such armour for their bering and uncomfortable.
Channi. The Juth will stay
within the clan at all
times and is closely
'Iorso
guarded by the Channi. Shirts - Cotton shirts are worn by all classes but many adventur-
It remains a mystery ers prefer the thicker quilted cotton shirts favoured by sailors.
as to how the Ha' esh The soft leather tunics of the Ha'esh are also popular with trav-
with their limited metal- ellers but are regarded as a commoners clothing. The upper classes
working skills could have de- wear ruffied, frilled and silken versions of the shirt.
signed and made such im- Waistcoats - The waistcoat is an item of status and favoured by
pressive pieces of crafted the wealthy. There are many popular styles, colours and materi-
armour all those years als to choose from but the cost often makes them impractical
ago. No culture has yet items for adventurers. (Bloodstains are SO difficult to remove).
managed to properly du- Many fellows of science have adopted the Ha'esh style of waist-
plicate Juth. coat for use in laboratories and workshops.
It should be noted that AC Jackets - The Karro place much importance on their clothes,
Channi are a rare breed in- and the correct jacket must be worn, else the AC will stand out
deed and only a handful of like a sore thumb.
the holy warriors have
been known to seek en- The Kass is the most common type of jacket to be found in Ge-
lightenment. Even the vuria, with rich and poor Karro, and even some town Ha'esh,
more primitive swamp wearing such garments. Kass jackets are made of heavy cotton
clans have sets of finely and are usually black, navy, or dark grey. The wealthier mem-
crafted Juth passed bers of society wear tailed versions of such jackets.
through generations of The all-leather heavy kass is favoured by rich travellers and ad-
Channi. venturers. It has a large collar, deep pockets and fastens around
the waist. The more expensive versions have thick fur linings
285
and trimmed collars. Black and brown leathers are most com- rank badges added. This version is not available to the ACs.
mon.
Female Dress - Karro women prefer silken blouses coupled with
The Cain-jack is a thick cotton jacket with leather padding across long ankle length skirts. Many of the more modem women wear
the shoulders. The cain-jack is usually worn with a belt around a knee-length skirt despite the protests of the Church. Laced boots
the waist, and it reaches the upper thigh in length. It has a thin and short jackets are common as are wide brimmed hats.
upright collar which fastens at the front for a more fo~al look.
Longcoats - The longcoat is 'the fashion accessory of the dec-
Large side and front pockets make this jacket very practical, and
ade'. It is a popular item amongst all Gevurians, including ad-
the more expensive versions are favoured by the wealthier soci-
venturers. It offers protection both in melee and against the ele-
ety men. Whilst you could not go to a ball dressed in such a coat,
ments, from the shoulders down to the knees. Longcoats are com-
it would not look out of place around town. Greys, greens and
mon items in most areas of town but may well raise the suspi-
blues are common colours for this type of jacket.
cions of the local streetmen in the wealthiest areas, especially on
The Gevurian regiments all wear a thicker form of cain-jack with a warm day. Longcoats make ideal travelling garments.
added leather padding and military insignia, and all armsmen
The traveller longcoat is a style favoured by many, it offers lim-
wear their regimental colours. Rank chevrons are fastened to the
ited protection against damage but has a warm lining and gives
thin collar, but are removed when the jacket is worn when off
very good protection against the weather. These coats come in
duty. All armsman ACs may continue to wear their regimental
many styles and colours and would be acceptable wear around
jacket without their rank showing.
town.
The Tarran is a longer cotton or leather jacket, worn in the colder
The frontier coat is a simple style of leather longcoat with large
seasons. It is a thick padded jacket which covers to thigh level.
pockets and a high collar. It is often worn by the Ha'esh fron-
Tarran are popular with sailors, dock workers and other labour-
tiersmen of north Gevuria who work with the army regiments of
ers, but would not go down well at a society ball. Most tarran
the area. A long back slit allows the coat to be worn whilst
coats are dark coloured.
mounted.
The streetmen wear a dark grey version of the tarran which has
The street coat is a thicker cotton longcoat with additional pad-
very thick padding and fine copper buttons, station insignia and
ding across the shoulders and on the arms. A dark grey version
286
Table 5. Karro Longcoats
Item Material Armour Value Location ENC Cost
Long coats Traveller 12 Torso
9 Arms
9 Legs
8 Head 200
Frontier 12 Torso
12 Arms
9 Legs 230
Street 14 Torso
13 Arms
8 Legs 250
Outback 15 Torso
12 Arms
12 Legs 290
Storm coat 15 Torso
12 Arms
11 Legs
9 Head 340
Siltcoat 16 Torso
14 Arms
10 Legs
10 Head 380
Skjchan We6
This device was first built by scientists over 30 years ago and is
now a relatively common form of technology. The web appears
to be a leather brace-harness fitted with a number of small black
crystals up the torso and across the shoulders. The belt has a
small leather box with a single switch attached. The crystals are
287
can cause a stir, especially as they have to be worn above any
Table 6. Skichan Webs other items of clothing or armour. They are becoming increas-
Web Type DAM Absorption ENC Cost ingly common, but the price and availability of crystals still make
Red 20 DAM 1 600 these items to treasure.
Orange 30 DAM 1 1200 Blue, violet and white webs are generally heirlooms and prized
Yellow 40 DAM 1 2000 possessions. Finding a web of one of these colours for sale is a
Green 50 DAM 1 3000 very rare occurrance and the price will reflect this.
Blue 60 DAM 1
Violet 70 DAM 1
White 80 DAM 1 <Foreign }1.nnour
A commonly available style of head
protection is the Hukt collar, which
linked with small wires and react when the box is switched on. A has high cheek-plates and a curved
coloured web of energy then surrounds the wearer and protects neckpiece. These items are common
him from every kind of physical force, including natural dam- amongst Chinte' F'har and Ryamis
age, missile and melee attacks. warriors, and can be made to fit any
The colour of the web indicates the power of the protection as human.
outlined on the Armour Table. This is the number of DAM points, Je'Khan armour is an inferior rep-
including weapon DAM and STR bonus, which the web can ab- lica of the Juth worn by Channi. This is
sorb before it collapses (No DlO are rolled). A collapsed web worn by every warrioress and a lighter
cannot be switched on for the next hour, during which time the style is worn by hunters. The Jouk
crystals recharge to full power. The web collapses automatically wear a similar form of armour to
if it is kept switched on for over 5 minutes and cannot be switched this but have a distinctive slider-
on for an hour. This safety mechanism was devised to prevent plate headpiece. Je'Khan and some of the wild Ha'esh clans wear
the web from overpowering and exploding. leather kilts as protection, coupled with leggings. This form of
The web may be voluntarily switched off before the five minute dress would attract much attention and comment in towns.
time has elapsed, but the web will still require one hour to re- Ryamis and Chinte' warriors prefer leathers, with nobles wear-
charge before it can be used again, even if it has been switched ing styled metal and diamond-glass harnesses called chinja. Khos-
on for only a few seconds. tra wear their own versions of the skichan web with certain modi-
It takes 1 phase for a web to be switched on and to power fications regarding extra concealment of the item. Roquan prefer
up. light leathers.
Leg protection takes the form of either slaats, which are inch-
thick bands of metal and leather strapped above the knees, or
thigh-flaps, a Khostran-made skirt which hangs from a belt or
harness. Arm protection can be either Corrin banded strips, run-
ning from wrist to elbow, or Sleeve-rings which protect the shoul-
der and upper arm under a number of linked metal 3" rings.
Adventurers who wish to buy metal armour usually have to get
the pieces specially made by an armourer. The jet-beaters ofKhos-
Tavar and the Myrdall travelling forgiin are the best of their pro-
fession and can improve the quality of the protection (at a price).
288
leather elbow and knee pads. Leather masks and helmets are popu- Middle class - Characters from a middle class background
lar amongst the wealthier teams. The strip worn by the defensive will have low quality cotton clothes including a coat, trou-
player offers more protection but the lighter attackers armour sers and shirt. They will also have a pair of soft leather
provides more mobility at the cost of some of this protection. shoes. Poorer Society members and military characters
The Gin-Ghan strip has many regional variations and often comes will start with this type of clothing.
in the local teams colours.
High class - Characters from a higher class background
Kyrosuit - This one-piece black body-suit is the distinctive garb will own good quality cotton clothes of a fashionable cut.
of the Institute ofKyromancy and is worn by all members of the They will have a cotton waistcoat, trousers, shirt and town
society to prevent the final deadly advances of Dyce Syndrome. jacket. They will also have a pair of sleth skin shoes.. Rich
It is made of leather and rubber and has a number of fluid-filled Society members and other wealthy individu.als will be-.
tubes which run along the length of the suit. Only members of gin with this type of clothing.
the Institute can wear these suits, for they are surgically joined to
the body.
Standard CCothing
Starting characters do not start naked, and a character will have
basic clothing according to his social class. These pieces of cloth-
ing offer no points of armour protection but give an indication of
the common clothing worn by Gevurians. The Narrator has the
final say on the background class of a character.
Low class - Characters from a lower class background
will have a cheap homespun pair of knee length trews, a
shirt, and a pair of sandals, most likely in the Ha'esh style.
Swamp Ha'esh, Tavin and Danja will start with this type
of clothing.
289
Axe is one of the deadliest weapons found on Agasha. They are
Weapons illegal in almost all civilised areas of Gevuria.
Blowpipe -The pipe was originally a Chinte' weapon used by
Weapon :Notes the Rhaja assassins. Due to its high concealability, it is often
Range- These are the ranges in yards that the missile Bola - This weighted throwing weapon is common amongst the
weapon can be: fired at. The four range bands are dis- Ho-keyrn riders of the Tellahn ranchlands. The three weighted
cussed in the Combat chapter. balls are connected by 16 inches of thin leather. Many northern
Gevurian Ha'esh have adopted this throwing weapon.
STR and AGL requirements :- For every point under
those listed, take a -1 to all Success Test rolls made when Bolt petronel -This weapon works on the principle of placing a
using the weapon. bow across a stalk and attaching a trigger mechanism. This hand
cocked device is most commonly used by the streetmen of Ge-
vurian towns and cities. The hand-held bolt pistol is 12 " long
Weapon <Descriptions and fires a 6 inch metal bolt.
Agashan Axe - This dangerous weapon is common amongst the
Bow, Kan' din - The Kan' din bow is a finely made weapon which
native Ha'esh tribes found in Vhastor and to the north. The axe
has the power of a longbow but is smaller and more compact.
is roughly four feet in length and has a viscous metal blade which
These bows are another of the Channi's ancient weapons passed
can be up to 18 inches long. When used correctly the Agashan
through generations of the clan.
Brawling attack 1
Unarmed attack 3
Roquan claws 4
Improvised weapon 3 D
*These weapons have an ENC of 1 for every whole group of 3 carried .
290
Bow, Saree long - The Saree long bow is a powerful missile signed to snap off in the victim and spread the poison held within
weapon favoured by the Je'Khan. Its long range makes it an ex- the blade around the bloodstream. Normally it is a very deadly
cellent hunting weapon which can even be used on horseback. form of attack. Deathneedles are easily concealed about the user.
Bow, short- The short bow is a Ha'esh bow common amongst Essa tracing - Chiel use the holy Essa symbols of Sandis against
hunters and pathsilkers. Its small size makes it suitable for use in their enemies. This power manefests itself as a 1O" floating scar-
swampland. let orb of energy which can be used for attack and defense. The
Chiel must hold the Augury in his left hand whilst drawing the
Chan tin Va - The Chantin Va is the sw : rd used by the Channi
mystical Essa symbols in the air with his right. A full description
holy warriors of the Ha'esh clans. The W blades are heirlooms
of this holy form of combat is given in the Skills chapter.
passed through generations of the clan. ~fthey are exceptionally
sharp and finely made weapons forged us~g techniques unknown 'The holy power of the Essa transformed into the sacred crimson
to even the forgiin. The Va has a 4 foot1f:urved blade of three- orb of Sandis above the head of our Father. His movements were
quarter inch width. A Channi will never l~t another mortal touch slow and precise, directing the hallowed ball in its dance of
his blade and spends muc~iw~ cleaninglfnd practising with the retribution.'
weapon. '\, _ .Ll , ' - Excerpt from the Augury.
i Ghurti - The Ghurti is a native Ha'esh weapon favoured by the
swamp landers of Gevuria. It has a 3 inch thick blade which is 12
to 18 inches long with a single cutting edge and is used to chop
through jungle and swampland as much as it is for melee com-
bat.
Haitos - The haitos is a weapon used in the sport of Gin-Ghan. It
consists of a 5 foot long haft which has a net and weight at one
end and a single edged 12 inch blade at the other. These two ends
allow the haitos to be used for either slashing or crushing at-
tacks.
Davin, gentleman's - This thin bladed weapon is the most com-
Hantoth - This is a Chinte' F'har weapon and is made from the
monly found weapon amongst the ranks of the Karro upper class
strong glass produced by the mountain realm of Yaskal. These
in Gevuria. The davin is a light and fast weapon with a thin half
weapons are often purchased from Chinte' traders, for they are
inch blade of 4 feet length which ends in a point. Many see the
tough and very sharp. The blade is similar to the gentleman's
use of the davin as an art rather than as a fighting style, and it is
davin.
often carried as an accepted part of everyday dress.
Jai Blade - This is the weapon of the Je'Khan warrior. It has a
Davin, military - The davin used by the Gevurian military is a
thick 4' long blade, curved in a crescent shape. The inner edge
heavier weapon than the one used by civilians. It has a hand guard
has viscous barbs on it which can be used to snap an opponents
and a one inch wide blade which makes it slower but more pow-
weapon if a successful 'Disarm' manoeuvre is completed.
erful than the gentleman's davin. The heavier blade produces a
slashing rather than a thrusting style of attack. Jask - Jasks are specially balanced knives made for throwing.
They are common across Agasha but especially so in the Danja
Deathneedle - The Khostra use many strange weapons but the
communities of the larger towns.
deathneedle is perhaps the most renowned. This weapon is a very
thin blade from 6 to 12 inches long which is hollow. It is de-
291
Javelin - The javelin is a lightly weighted spear commonly used The rockpipe is an accurate missile weapon which is slow to
by the native swamp Ha'esh of Gevuria as a hunting weapon. It reload, but can unleash a devastating amount of damage. The
is usually 4 feet in length. device consists of a long pipe with a closed bulb of rock at one
end. When the bulb is heated, the particular properties of the
Kala -The Kala weapon of the Khostra is a viscous double bladed
rock cause the high pressure gasses within to expand, shooting
weapon which the Khostra use to deadly effect. The handle is in
out a rock 'plug' which is wedged into the open end of the pipe.
the centre of the weapon, with a curved 12 to 15 inch long blade
Copying the ideas of the Tellahns, the New Scientists have de-
at opposing ends. Kala are always finely crafted by the Khostra.
veloped frames for these pipes as well as mechanical contrap-
The weapon has a complex, artistic combat style appreciated by
tions, which light a tray containing cotton soaked in bladdercom
the inhabitants of Khos-Tavar. The Khostra claim that the style
oil. This device quickly heats the bulb to the point of explosion.
is a form of dance, but their enemies seem to disagree.
Unlike other missile weapons, rockpipes cannot be fired once a
Keldin bar - The keldin bar is a recent invention of the academy
Round. It takes one complete Round to reload a rockpipe, after
of science. It is a two foot long insulated wood and metal pole
which time it can be fired again.
which has a number of tiny crystals fitted to wires within the l"
diameter bar. The crystal circuitry builds up Sa-energy which The hand held rockpipe is a recent invention of the Institute of
can then be 'earthed' through simply touching a target. The en- New Science, and is usually only used by members of this es-
ergy transfer produces a shock which is equivalent to being hit teemed society. The Hinchley-Parkington '75 is the most suc-
by a large club. The user needs only tap his target with the bar to cessful version of the hand held rockpipe and has already made a
produce the desired effect. name for itself as a revolutionary piece of equipment.
The energy transfer passes through every form of armour, thus Singlestick - This weapon is common amongst sailors, street
no AV (including all clothing, metal armour, and creature's natu- gangs and thugs. It can be used as either a bludgeon or as a par-
ral armour) protects against this attack. Skichan webs still work rying weapon and usually has a thick wooden haft up to 24 inches
against the keldin bar. long.
The keldin bar has a switch which must be turned off when the Spear, short - The short spear is used by Ja'Hansh Jute guards.
bar is inoperative, for the weapon can overload ifleft on for over The haft is roughly 5 feet long and has a double edged metal
an hour. Overloaded weapons may explode! The bars are quite head 12 inches long.
sturdy and can take a good few knocks before they break. These
Spear, long - This form of spear is common amongst the swamp
are the weapons commonly used by the streetmen of Gevuria.
Ha'esh ofGevuria and is used both as a hunting weapon and as a
Kellick - This weapon is a Roquan blade and is common amongst method of propelling the flat bottomed barge-boats of these peo-
that people. The Kellick has a one and a half inch wide blade ple. The long spear is usually about 7 feet long and has a 12 inch
with both a cutting edge and a serrated edge. It is roughly 4 feet single edged blade.
long.
Swordcane -A relatively new invention, the swordcane allows
Knife - The knife is a common weapon amongst all classes. It the careful gentleman to carry a weapon in the urban environ-
usually has a 6 to 9 inch blade with one cutting edge. ment without fear of Streetman intervention or the disdain of his
peers. This weapon looks like a well made walking stick but, in
Kyroblade - The Kyroblade is a thin-edged weapon used by
fact conceals a thin equivalent of a Gentleman's davin within.
Kyromancers. The blades have to be Sa-melded to the Kyromanc-
This weapon is used under the 'Gentleman's davin' combat skill.
er's body, thus allowing the weapon to Phase with the Kyro-
mancer into the Fade. Kyroblades are a physical part of the Ky- Ta-bun - The ta-hun is a Chinte' F'har weapon common amongst
romancer, and retract into his flesh. They are usually fitted into the soldiers of that race. It has a long 6 foot haft with a 24 inch
the wrist or the fingertips, for ease of use and concealment. glass blade attached to the top at 45 degrees to the haft. This
blade is used in a long slashing motion.
Longknife - The longknife is a weapon which is common
amongst street gangs and thugs as it is the most dangerous con- Tandin - The tandin is a short throwing hatchet which is used by
cealable weapon there is. The blade is usually 12 to 15 inches the native Ha'esh tribes in Vhastor and the north of Agasha. It is
long and both its sharpened edges end in a point. The blade is rarely seen outside of these communities.
roughly one inch wide.
Tellahn Blade - This weapon is common in the north realm of
Rockpipe - The rockpipe is a construct of the Myrdall race, used Tellah and is used by the Jouk. The blade is two inches wide and
as a rock cutting tool; hence its name. A Tellahn scholar discov- curved, with blades up to 5 feet long being common. These weap-
ered that a stone ball, or 'plug' inserted into ons are rarely seen in Gevuria.
the pipe could be fired at great velocity,
Tjhav- The tjhav is the three inch wooden ball used in the pub-
thus changing the tool into a dangerous
weapon. It has only recently been in- game of the same name. Many thugs have noticed that with its
many metal spikes, the tjhav makes a good cheap throwing
troduced across
Gevuria and is weapon. There is an art to throwing the ball which, when mas-
usually seen in the tered, can make the tjhav a dangerous missile weapon.
hands of the New
Scientists, but is becom-
ing an increasingly popular
weapon.
292
Flatback Cards - These cards are the basis for the most popular
:Atisce[faneous CEquipment gambling game on Gevuria. It is similar to Earth's poker but is
Cry-cutters - This Khostran invention consists of a 2' long metal more complex and can last several hours.
flask with a directional funnel on the top. The flask contains 2 Ji- Flathead trigger - This modem tool is a scientific invention
crystals which react with an unknown potion which cause~ a very which uses crystal energy to assist the user in any fine manipula-
powerful gas flame to shoot out of the funnel. The Khostra use tive task. It can reduce the difficulty factor of many mechanical
this device for building their metal-contraptions and devices. alteration and repair jobs which use the 'Science' and 'Devise'
Other races now use this as a tool to cut found gems from rock. skills, including lock picking.
Protective siltreaver goggles must be worn when using the cut-
ter. Should an AC decide to use this fragile instrument as a
weapon, feel free to improvise the results of gas explosions. The
cutters count as an improvised weapon with a further -2 due to
size and bulk. Damage will be as an intense fite (4 wounds at 10
DAM per round), and normal fire rules apply, as detailed in the
Mechanics chapter.
~~~==::=~ Grab-gun - The grab-gun is another recent invention. The gun
fires a small grappling hook and claw head which snaps open,
ready to attach itself to the first surface that it connects with. 20
yards of worm-silk are attached to the hook, providing a strong
climbing line between firer and target.
l!!!&f~~
l is roughly 3 feet long and is rather heavy. The jhuttu has been
known to make a good weapon in bar-room brawls. (3 DAM).
Loam rods - These rods are built using several types of gem
mixed with clockwork technology. They are normally 6" in length
and are valued across Agasha for their healing properties. Each
rod has a permanent energy level of between 1and10 depending
on the gems used and the 'Science' skill of the maker. (For found
loam rods, roll lDIO for the energy level).
Find:..stone - These 9" diameter discs of stone split into two when
twisted. One disc is turned over and placed on top of the other, at
which point it will start to spin clockwise. An indicator on the The rod can :-
spinning top stone will come to a halt and point towards the gi- Heal 1 Wound Effect for the cost shown on the table over-
ant Myrdall artefacts known as Pointstones. The find-stone will leaf.
always point towards the pointstone of its origin, for they are
Reduce the character's FAT total on his Energy Bar by a
pieces of the same myr-rock, shaped by that race. These items
are rare and very old. They are prized possessions of Chinte' number oflevels equal to the doctor's 'Medical lore' skill,
per energy point expended. (FAT gained through ENC
High Navigators and Fellows of Geography.
cannot be removed). This can only be attempted once all
( Wound Effects have been healed. Reducing FAT counts
as an Easy Success Test.
Table 13 overleaf summarises this information.
The rod must be placed upon the injury and works instantly, re-
moving one Wound Effects per applicatioi:i, providing that an
293
294
piece which transforms the flashing
Table 13. Loam Rod Energy Costs
lights omitted by the box into signals
Effect Energy Cost readable by the user. The
Reduce FAT by 'Medical lore' 1 PGR allows the use of the
Remove Easy Wound Effect 1 'Gem lore' skill without the
Remove Moderate Wound Effect 2 need to go to one of the gi-
Remove Difficult Wound Effect 3 ant complex gem readers
Remove Impossible Wound Effect 4 found in Gevurian librar-
ies.
adequate amount of energy is expended.
A 'Medical lore' skill roll at the Difficulty Factor of the wound
taken is required by the doctor to tune the gem to the patient. The
energy level is spent regardless of whether this roll is successful
or not. Reducing FAT counts as an Easy Success Test.
Loam rods regenerate energy levels at a rate of 1 point per hour.
Oil Lighter- These small and handy items
are filled with cotton soaked in
bladdercom oil which is highly flam- ~.,_ f __ Reading Lenses - It is only the Chinte' who have the required
mable. The lighter is reliable in most . ~ skill in glass making to produce a pair of wire framed lenses
conditions including driving winds and ·:i. which improve eyesight. This monopoly has led to high prices
rain. The Zoppo lighter company is based for these useful items. If a character has a SEN of 3 or less he
in Treth and guarantees each lighter for a will gain a +1 to his SEN when wearing his glasses, for the pur-
lifetime. poses of rolls involving sight only. If a characters SEN is 4 or
more the glasses will have no effect, since they only improve
Pictograph- This item is a recent inven-
poor eyesight.
tion of the Gevurian Institute of New Science. The pictograph is
a bulky and fragile object which is not yet a reliable piece of Reoni Pipes - This musical instrument is favoured by the swamp
equipment. It is used by scientists and explorers across Gevuria Ha'esh and is said to be an instrument first used by the Ancients.
and as an expensive toy of the aristocracy. Taking a picture with Its soulful sounds are commonly heard in the inns and shrines of
the box requires it to be held steady and pointed at the subject for the Ha'esh people.
at least a minute. Developing is also a tricky business, with each
Scale-chain set - This equipment is required to climb the giant
film requiring a few hours work in a dark room and a knowledge
gei-trees of Gevuria. It can also be used for scaling rock faces
of the 'Science' skill for the best results.
and buildings.
295
Scientists Knife - These small pocket-knives are a recent inven-
tion of the Institute of New Science and consist of six blades of 'Transport
differing use. Along with the 3" main blade can be found a file, a Horse- The horses of Agasha are a strong, hardy breed and the
saw, a flint, a cork-screw and one blade which appears to have mounts of the rich. They are found solely in the green western
no use whatsoever. valleys of Ja'Hall and are a rare sight amongst common folk.
The Je'Khan horse-traders breed the finest mounts of Agasha
and only sell to the richest buyer. Horses can travel about 30
miles a day but must be walked for much of this. They do not
fare well in the Gevurian swamplands and only a foolish or cruel
master would take his mount through such land.
Gressh- These large beasts usually stand 8' off the ground and
can grow to be 16' long. They have eight legs, which give them
excellent mobility, and a tough black plate armoured hide. The
gressh are found on the salt-plains of Tellah where they dwell in
the huge mesas of that land. Wild gressh are dangerous and un-
predictable creatures and should be avoided but they make good
sturdy mounts once 'pinned'. Pinning is a form oflobotomy which
pacifies the creature. Special metal pins must be hammered into
the beast's skull in certain places to tame the gressh. This can be
a tricky and dangerous task for it can cause much pain if not
correctly placed and is usually only attempted by the highly
skilled.
Sleth horn - This curved musical horn has a deep and resonant
sound and is often used by the military as a form of signalling.
They are a common sound on the plains of Ja'Hall.
Swamp mask - The swamp mask was designed by Gevurian
scientists to protect Karro workers when they are mining coral
gems in areas of swampland filled with the dangerous choking
mists. The mask has a self-contained breathing tank and filtra-
tion system.
A small glass phial is contained in some filter masks which can
crush the herb known as 'bubbleweed' to allow breathing under The Jouk of Tellah use gressh as common mounts and breed them
water or silt for up to twenty minutes at a time. for transport and combat. The Tellahn Gre-keyrn cavalry units
Travel desk- This portable desk is commonly used by scholars are feared for their use of gressh in combat. Gressh can carry
and writers on field trips. All contents are well secured, and will tremendous loads in howdahs and garnbags, and can still cover
not spill. over forty miles a day. Gressh are rarer in the south, where their
salt diet must be obtained from filtering silt; an expensive and
Yinta harp - The harp is a twenty stringed instrument which has time consuming process run by the New Scientists. All Tellahn
a sweet and delicate sound. It is a device favoured by the rich settlements have huge salt-bins where tame gressh can graze and
and intellectual. sleep.
Gressh have poor eyesight but an excellent sense of smell. Even
Table 14. Healing Items.
the lobotomised 'tame' gressh can be stubborn and bad-tempered.
Items Cost ENC Notes Hungry gressh tend to get very excited and are impossible to
bandages 5 1 per 12 rolls of bandage control around large quantities of salt.
Tyo leaves 2 O per dose
Gressh secrete eaten salt in a dark grey paste which can harden
stitching 5 0 boiled and wrapped in tyo
to concrete within an hour or so. A gressh will have to eat a
leaves
quarter of its body weight in salt every week, and can secrete
doctors pack 140 2 24 bandages , 20 tyo
roughly the same amount. All secretion is odourless and warm,
leaves and 10 sets of
and law dictates that the owner must clean up after his mount
stitching in a leather pack.
before the secretion hardens. The gressh build the huge salt me-
Also set of small, sharp
sas of Tellah from their paste and live within these giant grey
knifes for bleeding (2
stalagmites.
DAM). All in leather bag
which protects them .
296
Table 15. Transport Fares.
Fares Cost Notes
Cab fare 5 1 person , up to 2 miles
•:•per additional mile 2
•:•per additional person 2
•:•per 15 minutes wait 2
Corn boat 12 per day New Scientist invention . Fastest water vessel.
Passenger cutter 25 per day Comfortable travel in cabins. Kaldin Travelling Co.
The Thar-Hei 35 per day The giant creature that crosses Vhastor
Tellahn longcutter 4 per day Jouk built Long and narrow trading vessel
Trade cutter 8 per day Most common ship found on river and silt
Windtrader 's Sarakern 50 per day The floating behemoths that sail the Sa-winds
Gressh are powerful, but can be stubborn and malicious if not thing.
correctly pinned. Many gressh have erratic behavioural pattern Skink are the most commonly used mounts on Agasha. Every
due to the pinning process. 'Crazy like a gressh' is a common realm now uses skink transport, and the beast's colouration indi-
Jouk term for rash actions. cates where it was bred. The dull green and yellow skink of east
Skink- Skink stand 12' tall on their pow- Yaskal remain the finest mounts.
erful hind legs and use their large tails to Sleth- These huge reptilian beasts are common across the south
balance. They are a brightly coloured and east of Agasha, especially in swamplands. Sleth can grow
lizard commonly found in Yaskal, and up to 30' in length and are usually over 1O' high. They have a
are a popular mount amongst the strong, flat skull with two giant curved horns. Sleth are peaceful
Chinte' F'har who now breed them in creatures with an almost naturally tame persona. They enjoy com-
every realm in Agasha. Skink are no- pany and, if treated well, will never require tethering or a har-
toriously stubborn creatures, prone to ness.
lashing out with their powerful tails
at anyone stupid enough to stand Sleth are slow creatures, well suited to their role as beasts of
near by. The best tamed skink burden as they can carry up to five hundred enc. They can cover
are sold by Cronth, for the 15 miles a day but require several hours grazing. It is unwise to
Myrdall seem to have a way try to speed up a grazing sleth, for they can be fierce creatures
with these beasts. when irritated.
297
No Formweaver should use his powers around a sleth for these jungle rivers. These vessels are often cheap but they are cramped,
beasts are exceptionally sensitive to Sa-energy. If in the vicinity dirty, noisy and smoke-filled. They also have a habit of breaking
of naturally occurring Sa, the sleth will begin to act nervously, down, but its better than spending a fortnight in sheashu infested
but if a larger amount of Sa flows near to these beasts, they may swampland.
fly into a rabid frenzy. Untold damage can be caused by these Air Travel - The adventurous may use the giant sarakem which
powerful creatures in such a state and often the only way to stop float on the Sa-winds to travel between realms. The Windtraders
the creature is to kill it. land in all major cities across Agasha, and often allow travellers
to accompany them. This mode of transport is fast and offers an
insight into the ways of this mysterious race. Sarakem can land
<Pu6Eic <Transport in the huge Windbays found in all the main towns of Agasha.
Cabs - The hansom cabs of Gevuria can be found on the streets These areas are often a mixture of trading halls, Danja galleries
of every main town and are a common means of transport for the and taverns, and draw a more cosmopolitan crowd than other
well off. In the higher class areas of town there are many such areas of a town.
cabs, but the chance of finding one diminishes greatly as you
approach the poorer areas. They are rarely seen outside of the
main towns and ports. <Technofogica[ <Toofs and P,quipment
Technology on Gargentihr is still in its infancy. The Karro are
Land Travel - For travel over great distances, the merchant cara-
one of the leaders in this strange new field, and the Institute of
vans are the safest means, but small enterprising travel compa-
New Science is home to the major technologists ofGevuria. The
nies do exist. Both the Geographical and Chronological Socie-
scientists of this Institute have developed many strange new tools
ties offer places within their expedition groups to those wishing
to help them in their advancement of technology. Many of these
to travel with an escort. It often pays to travel in company through
tools have been adopted as the standard equipment of technolo-
the wilds of Agasha.
gists throughout Agasha.
The giant Thar-Hei travels between the realms of Ghent and
In Gevuria these tools are used by members of both the Institute
Yaskal, and carries a trading town on the back of its huge shell.
of New Science and the Institute of Kyromancy. The latter use
Every year it passes into the northern Gevurian town of Charra
them mainly in the building of their Kyroware. Each different
at the start of the Howling season. During this time there is much
technological branch has its own standard toolboxes which con-
trading with the Roquan merchants who control the beast. The
tains all the equipment for fixing the items that they are most
Thar-Hei offers a safe passage to the northern realms of Agasha
familiar with.
in the cabins carved into its thick shell.
The table below shows the toolboxes and laboratories for the
Sea Travel - Many ships take passengers along the coasts of the
two major technological groups found in Gevuria. (The costs for
silt seas. Most vessels are either sleek Chinte' cutters or huge
laboratories does not include the price of the room or building).
Karro trading ships, but the occasional Khostran or Je'Khan ship
also offer transport. The cost depends on availability and amount Using an appropriate laboratory for any standard task will make
of comfort on board, with passenger vessels providing luxurious that task an Easy difficulty. Using a toolbox will make the task a
cabins for the wealthy. This type of transport is normally faster Moderate difficulty, modified by the location it is being used in.
and often safer than land-based travel. Using a toolbox or laboratory from a different group than your
own will raise the difficulty by one level. A laboratory will also
The northern realm of Tellah uses a network of canals as its main
contain a full toolbox. The Difficulty Factor for more unusual
mode of transportation, and the Jouk Barge-families of the area
tasks is left to the Narrator's discretion.
can offer transportation in the cabins of their houseboats. In Ge-
vuria, the Institute of New Science uses their cornboats on the
298
Services
Standard services found within Gevuria are shown on the table little chance of finding many of the services, such as a library or
below. The prices in this table reflect those found in a medium a Signaltower. As usual, the exact cost and services to be found
sized town, such as Rol-Katel. In larger towns, the chance of in a location are at the discretion of the Narrator.
finding the service that you desire will be higher but so may the
prices. In Ha'esh villages deep within the swamps there will be
Food
poor meal 1 basic meal in cheap tavern.
common meal 3 filling meal in tavern.
superior meal 8 good food in club or hotel.
excellent meal 15 fine meal in fashionable club or restaurant.
1 days food 2 0 1 days good food from market (bread , fish , fruit , etc.)
trail rations 20 2 8 days, preserved rations .
Service
library use 1 entry fee . No withdrawals.
doctor 10 per hour. Must also pay expenses.
lawyer 20 per hour. From reputable firm . No Ha'esh .
Gin-ghan game 1 professional te?m-game
messenger 5 per mile. Written notes only
postage 2 per ounce. Within same urban area .
postage, long distance 15 per ounce . Between Gevurian towns.
signalgrams 20 via signaltowers. Cost per 12 words.
299
'I receivecl worcl tliat you liacl fejt for Jevin. '
I,;
Cl'afmer smiletf. 'We liacl unfinisliecl 6usiness tlierefrom
rrTie 'l(;yromancer saUf nothitl{J.
'I see. Jfocl tlie jo6? Jfow cloes it suit you, tlien? '
'Tyrrwn suppecl Ii.is lefai ancl smiletf. 'Well; it lias 6een an interestitl{J season so far. I tli.inft
,/'.
Character Jfrclietypes
t Chancer- You are a loveable rogue and will charmingly
take advantage of anyone dumb enough to listen.
Quote - "Hey, trust me ... "
Coward - Combat and danger aren't really your scene.
Why risk your own life when there are others perfectly
willing to risk theirs?
Quote - "I'll just stay here at the back then, shall I?"
Cynic- You have a great disdain for all forms of religious
and magical belief and have no respect for followers of
either.
Quote - "Bah! It's all superstitious nonsense".
Conservative- You don't like change; things are fine as
they are so why alter them?
Quote - "If I leave things alone, then things'll leave me
alone."
Fanatic- You are ruled by a cause and it dominates your
life.
Quote - "My life, my body, my soul belongs to the cause".
Guardian - Some people just cannot take care of them-
selves. They need someone to look after them and you
301
Character Quirk§ Character <;oafs
t Irrational Fear-· You are petrified of one specific thing
and will try your best to avoid this at all costs.
As in real life, each character should have some motivation which
drives him to become an adventurer. Adding these to a character
will aid your role-playing and make your characters more three-
Addiction - You are addicted to a substance, such as cadj
dimensional. The following list gives some popular goals for your
sticks or djaat gum. It is not a game destroying addiction,
character:-
but you may get irritable if you miss your daily dose.
Advancement of civilisation
Speech Impediment- Such as a stutter. You may have
trouble getting your point across under stress. Battle glory
Lucky Item - You have a favourite davin which you will Chivalry
never leave behind, or you have a lucky piece of clothing
Discovery
or jewellery. Such items are treasured and would never
be let out of your sight. Fame
Bad Habit - You have a bad habit which you cannot stop. Friendship
You may not even know you do it. This could be any-
Furtherance of scholarly study
thing from always fidgeting to picking your teeth.
Furtherance of science
Compulsion - You have some form of compulsive be-
haviour. This could be attraction towards the opposite sex, Honour
gambling, lying, telling the truth or even gossiping. Again,
Intrigue
it should not be a game destroying compulsion, just some-
thing to add character. Patriotism
Clothes - You may have a lucky hat that you would never Revenge
be seen without, or you may always wear the same col-
Romance
our of clothes. Black leather seems to be a favourite
amongst role-players ... Social rank
Character traits - By adding personality traits, you will Wealth
be able to role-play better. Characteristics such as hon-
esty, greed, friendliness and cowardice can be fun to play.
Other quirks such as being loud-mouthed, nosy, clumsy Priends and P.nemies
or grumpy can also add to your AC. Just don't overdo it. During Character Generation, your AC may make a few friends
If your character is totally obnoxious, then one of your and enemies along the way. The player and Narrator should work
gaming buddies may 'accidentally' stick his sword where together to make these characters more interesting and to give
the sun don't shine. them a personality and a home. These people may come into the
campaign later on and reveal some of your ACs past to the other
All of these quirks will give your AC more personality and will players.
involve you more in the game.
Take notes of NCs met during a campaign. Many of these indi-
viduals may turn up when you least expect it. Old friends can
provide the Shevin with a good meal and a safe place to sleep.
Do not go out of your way to make enemies. You will find that
you will have enough of these without having to try too hard.
<Pfaying CCondis
You and your friends are all members of the same Shevin. You
should remember that these groups of individuals are commonly
closer than family, and rely on each other to survive on Gargen-
tihr. Trust in your fellow Clondis, and help them when you can.
You are part of a close-knit team and should play this way.
This does not mean that the other players should know every-
thing about your character. Having a chequered past can also be
enjoyable, so keep skills and contacts secret until they come up
in play. When the Shevin is trying to track down a murdering
danja and runs out of leads, then mention that you know of an
old Ha'esh beggar who works the local Gallery, and who might
have some information. All the credit for finding this lead is your
own. Its better than another player saying, 'Hey Palmer, didn't
you use to work for the local Tavin?'
302
about the encounter. 17 and 14 are rolled; a Sanctor is involved.
Sampfe rTerm <Events (This will do for the stranger). Further rolls of 14 and 4 indicate
The random events which are rolled at the start of each term are that he is Witty! The Narrator ignores these last two rolls be-
an important part of the Character Generation process. It is these cause he has had an idea. He changes the Sanctor to a Witch-
6 events that shape the character's history, define some of the hunter and begins to make up the tale.
character's advantages and disadvantages, and provide both player At the tender age of 14, Karrath suffers from the first symptoms
and Narrator with background, contacts and enemies. This proc- of Dyce Syndrome. His father is very concerned for his son and
ess can be a tricky one the first time that it is tried, so here is an decides to take the young Karrath to Jevin where the High Sur-
example of the first few terms of a character. geons are said to be able to cure the disorder. Karrath's father,
Kam, is a known smuggler with many enemies and regards a
sick son as a sign of weakness. Kam takes Karrath to Jevin in
rrtie {}lre-generation Conversation secrecy, travelling on a Fennris Tavin cutter.
Before starting his campaign, the Narrator should talk to each
player on his own, asking him what type of character he would During the journey, Karrath learns to control his headaches and
like to play and giving the player a few options which he feels his blackouts (some of his 32 SPs are spent on 'Meditation' skill),
would suit his campaign. There is a lot of background detail which but his migraines are becoming increasingly worse. By the time
will be new to ·the players and this conversation will give the the cutter reached the port of Jevin, he has experienced his first
Narrator a chance to fill them in on Gargentihr. Fade. Kam takes his son into the port at night to avoid the ques-
tions of streetmen.
It can be useful if the player plans out his careers on the Travel
Path at this time. This will allow the Narrator to 'bend' the rolled As the cutter sailed into Jevin under cover of darkness a Witch-
events towards the players chosen character type. The finished hunter named Morgan Kandell 'felt' the strange flux in the Sa-
character will end up as a more rounded individual if this is done. fields caused by Karrath. He knew that there was a child nearby
that suffered from as yet untreated Dyce Syndrome. Kandell races
to the docks to confront the child.
rrtie CEvent ~{[s
The Narrator rolls on the 'Outcome of Events' table and gets a
This section will show how the rolls of some random events can
13. A relation dies! This fits into the story as follows.
be moulded to fit a specific character. The Narrator has already
taken one player, Chris, to the side and told him a little of the Kandell reaches the docks with several streetmen just as Kam
background of the world. Chris has flicked through the rules and carries his near-paralysed son off the cutter. In the ensuing chase,
decided that he wants a Kyromancer character. This fits in with Kam is cut down by petronel bolts on Kandell's orders. Karrath
the Narrators plans. (The other three players have decided on a falls unconscious at his dying fathers side. The rest of the 2 year
Tavin Doctor, a Fellow of Science and a Channi). The Kyro- term is spent under the instruction of Morgan Kandell. Karrath is
mancer is to be called Karrath Hess. trained in the Witch-hunter's Sanctum but still receives the nor-
mal 'School of Kyromancy' skills. Karrath arrives in the port of
<Back£Jrouncf <J@{Cs. Jevin and passes the entry examinations for the School (Or in his
Chris has rolled for Karrath's characteristics. He favoured DAL case, the Sanctum. He has a high enough DAL). He begins to
twice and slighted SEN, as required in the Kyromancy chapter. learn how to control the flow of Sa through his body and has his
Chris also had to slight STR to even out his two favours. Kyrosuit Sa-melded to his body by the High Surgeons.
Chris has rolled for his home location and his family. He is a
Karro from Rol-Katel. His father is a criminal who worships his
son, whilst his brotherTully hates him. Karrath's starting age is
14.
These rolls are rather extreme but can work together. The Narra-
tor decides that Karrath's father is a member of the Fennris Tavin.
He spoils his older son whilst ignoring the younger Tully, who
becomes jealous of Karrath. Chris decides that Karrath will have
a haughty and aloof attitude stemming from his pampered child-
hood.
Term 1.
Chris decides that Karrath will travel from his home in Rol-Ka-
tel to Jevin, in order to join the School of Kyromancy. This ap-
prenticeship will last all of the first term. Chris rolls on the Term
Length Table and gets a 9; his first term is two years long. Chris
also rolls on the Jevin Events Table to determine the outcome of
the term. He rolls a 19.
According to the rolls, Karrath meets a stranger in the local Gal-
lery. The Narrator decides that because Karrath is going to be-
come a Kyromancer, many strange events will feature in his young
life. He rolls on the 'Table oflndividuals' for more information
303
Term 2.
Having finished his apprenticeship, Chris must now decide what
to do next. He decides to remain in Jevin and to undertake the
Kyromancer occupation, which will take up the next 5 terms.
(The Narrator already knew this from the Pre-generation con-
versation). He rolls a 4 for term length (one and a half years
long) and a 4 for the event on the Jevin Events Table. A local
klai-den holds a surprise. This could be a tricky one. The Narra-
tor rolls a 1 and 3 on the Table of Individuals, so an armsman is
involved. The Outcome roll is a 10 (intense rivalry).
The Narrator starts off from the end of Term 1. Morgan Kandell
begins to instruct Karrath in the arts of Sa manipulation and asks
Chris how Karrath reacts to this. Chris (role-playing his little
heart out) decides that Karrath hates Kandell with a vengeance
and refuses to follow the Witch-hunter's orders. Eventually
Kandell decides that Karrath must be turned over to the Institute
of Kyromancy in Jt::vin before Dyce Syndrome kills him.
Kandell sends an escort of the Sanctum Guard (the armsman in
the event) with Kanath. He sends word to the School stating that
Karrath is to be returned to him when his basic training is com-
pleted. streets. Chris receives 4 additional SPs for the term through this
training, and decides to take a level of 'Street lore' and 'Heavy
During the journey, the Narrator tells Chris that Karrath gets the
drinking' to fit in with the story. This takes care of the 4 rolled
chance to escape. He has decided that this escape attempt will be
for 'Outcome'.
aided by an old smuggler friend of his fathers, who will tum out
to be an agent. Chris, however, has other ideas. He declines the The Narrator decides that this lack of concentration and training
offer to try escaping, as he is quite happy to go along with results in a drop of 1 point in DAL. Master Thirk warns Karrath
Kandell's plans for now. Chris' decision ends the term's event. that if he is planning to become a serious Kyromancer he must
(It just goes to show that the Narrator can never bank on a player learn to discipline himself. (This is the result of the 14 on the
to follow his ideas). Chris gets to spend the remainder of his 28 'Outcome' table).
SPs in the Kyromancer occupation.
Karrath now spends his 32 points for the term on the occupation
Term 3. skill list.
Karrath has now arrived in the Kyros Instructus and Chris must
Term 4.
continue with the second of his five 'Kyromancer' occupation
Karrath spends this term in the third of his five required terms as
terms. The term is 2 years long (Chris rolled an 8). The event is
a Kyromancer. He rolls a 19 for term length (a 3 year term). For
rolled on the Jevin Event Table and the outcome is a 19. 'A strange
the Event, he rolls a 6. Missionaries head into the Gevurian bor-
meeting in the Gallery'. The Narrator gets no inspiration from
ders.
this and so continues to roll dice. A 3 and an 8 produce a danja
from the 'Individuals' table. The Narrator rolls a 20 on the 'Out- The Narrator remembers that Morgan Kandell wanted the young
come' table and must roll twice more. A 4 and a 14 produce a Karrath returned to him once he had finished his training, and so
mixed outcome. decides that this will influence the event. The missionary in ques-
tion becomes a chiel Originist from Treth, called Brother Dalso,
The Narrator continues the story. He details the Kyros Instructus
but the Narrator has decided that this event is secondary to the
and describes the halls of the Satornian Centre; the section of the
plot. The main event is that Kandell is travelling with this chiel
Institute where Karrath is trained. He also introduces a blind
to fetch Karrath.
Kyromancer named Dane Thirk, who becomes Karrath's men-
tor. The Narrator rolls for the Outcome and scores a 16. Karrath is
going to owe several favours to someone. This can be worked in
As the young Karrath continues to learn his art, he is closely
as follows:-
watched by a danja from the town. Over the year it becomes
apparent that the danja is a member of the Fennris who work out In the first year of his new occupation, Karrath received full hon-
of a seedy klai-den in Jevin. The Narrator tells Chris that he has ours and gained access to the vast libraries of the Institute of
seen this fellow a nwnber of times during his time in Jevin and Kyromancy. He continues to study and learns more of the arts of
finally runs into him in the Gallery. The Narrator asks Chris ifhe science. Kandell has learnt of his 'pupils' graduation and sets off
approaches the danja. His curiosity piqued, Chris agrees to this for the Institute.
suggestion.
Meanwhile, Kaled Hann has been investigating Kam's death,
Kalad Hann is a short and acrobatic danja who befriends Karrath. for Karrath cannot remember much of his time in the Sanctum
He was good friends with Karrath's father, Kam, and knew that (He was drugged by Kandell). Kaled discovers the truth and warns
Karrath was travelling to Jevin. Karrath finds himself spending Karrath that Kandell is returning to Jevin. He offers to hide the
Jess time on his studies whilst Kalad teaches him the ways of the young Kyromancer, using a creature called a panu to hide
304
Karrath's aura of Sa from prying minds. Kandell spends six warning from his peers that powerful, unnamed individuals would
months searching for Karrath, but eventually leaves the towers like him removed. The Narrator advises Chris that now is the
of Jevin, enraged. Karrath swears that he will repay Hann's kind- time to leave Jevin, at least until the situation dies down. The
ness somehow. Sullasin have backed off from the Gallery, and Kaled is grateful.
Karrath returns to his home town of Rol-Katel, which just hap-
Term 5.
pens to be the base of the Sanctor's Temptation Clon-Hall, where
This is Karrath's penultimate term and he rolls a 13 for length. (2
the Narrator is going to base his campaign...
years long). Chris decides that he will stay as a Kyromancer to
further his Formweaving skills and he rolls a 19 for the Event. Get The Idea ?
The Narrator has already used this encounter, and so Chris rolls The above terms show that different situations can arise out of a
again. A 9 results in a Kyromancer's duel. This is an easy one! few dice rolls. When you are building up the background try not
The Narrator decides that Karrath will be one of the two Kyro- to force things too much. If you can't think of a suitable event
mancers and rolls a 10 on the Outcome Table. An intense ri- with the dice rolls, then roll again. Bounce the ideas off of the
valry... player and accept any good suggestions that he makes. Remem-
ber that it's his character too!
Karrath returns to the Institute to continue his studies and finds
that another young Kyromancer has moved into his personal The dice rolls are really just a method of getting you to think of
chambers! The Narrator tries to provoke Chris into action by possibilities. Don't feel that you have to stick to any one roll. If
mentioning that several valuable items of Karrath's have been you have a better idea than that on the table then go with it. If the
broken, including one of his newly built pieces ofKyroware and player never gets to see the Tables, then he will never know when
Chris must mark off one item from his starting total! you are changing things.
The rival is a black-scarred Kyromancer called Fett. He is ob- Try to balance the good rolls with the bad. If you roll four bad
noxious and unpleasant, insulting Karrath when he returns. Chris events in a row, then give the player a couple of good rewards to
finally snaps and insists on a duel. (The Narrator has managed to make up for it. Experiment with the system and use your own
achieve the outcome through provoking Chris. In this way, both events if they fit in.
Chris and the Narrator control the character's destiny).
Both Kyromancers are still learning their art, and such skirmishes
are common in the Institute. The Narrator decides that an Op-
posed DAL Success Test will decide the duel. Chris wins this
Test, and so Karrath defeats Fett, who slinks off planning re-
venge. This is another character that may well make a few ap-
pearances in the on-going campaign.
Term 6.
Chris rolls a 10 for Karrath's last term length and Chris decides
that Karrath will stay in Jevin as a Kyromancer. His final two
years see Karrath finishing off his occupation. The rolled event
is 15; trouble between the Sullasin Tavin and the local danja.
The Narrator has his work cut out for him. He must provide
Karrath with a reason to join the Clondis, whilst also allowing
him to remain a member of the Institute.
In the first year of the term, Karrath completes his studies and is
awarded the Kaladash Rose, an award given to the best pupils of
the Institute. He gains his legal papers and can now call himself
'Kyromancer'. Master Thirk is proud of his pupil and allows
Karrath to go his own way. (Karrath has only undertaken one
occupation and receives all of the equipment listed).
Papa Sullasin has decided to take over the Jevin gallery for his
own uses and his Tavin lieutenants have waged war on the usual
inhabitants, including Kaled Hann. The danja comes to Karrath
for help and asks if the Kyromancer will aid him. Chris has al-
ready sworn to help Kaled if need be and agrees.
Over the following weeks, the danja strike back at the Sullasin
Tavin, aided by Karrath. Word soon spreads of the black-clad
Kyromancer who aids the Gallery folk against organised crime.
The Narrator decides that he does not have to roll for an out-
come, for Karrath is being hunted by the Tavin.
The Narrator finishes the term off by having Papa Sullasin con-
tact his allies within the Institute of Kyromancy. Karrath receives
305
leaving all the weaker members unprotected from other dangers.
<RJJfe-pfaying Work as a group and things will go easier. Your character may be
Try to role-play your character properly. Tough Gin-Ghan play- a loner, but he has at last found some trustworthy friends in the
ers will always remain uncouth, and scholarly Doctors don't tend other members of the group.
to rush into combat. Your Narrator will reward you well if you Sharing found information will enable more minds to work on
play your character with some thought. He's put a lot of work the solution and will speed play.
into his campaign, so put some work into your character. It makes
Plan ahead and organise first. Even a bad plan is better than no
a difference.
plan at all. Always have faith in the party; a good Narrator will
Think about how your character would react in a situation, and not kill off an AC unless he has blundered badly during the game
act from his point of view. You might want to run screaming session. Often persistence and luck will get the players through
from the angry band of Je'Khan, but your heroic armsman AC where a plan has failed.
would bravely stand his ground, and recite his regimental prayer
to Sandis.
Interaction witfi tfie :Narrator
If you act heroically and in character, chances are that the Nai:a-
Always listen to your Narrator for he is the best source of infor-
tor won't kill you. It's also a good way to get extra XPs. Callmg
mation available to the party. A good Narrator will spread clues
the other players by their AC names is a good way to start, as is
and red herrings throughout the game session and only alert play-
using your quirks and special sayings during the game. If you are
ers will be able to gleam the truth from the data.
a Chiel then call the other players 'my son', and if you are a
Society' man, use phrases such as 'My good fellow': Choose an Respect the Narrator and his decisions. Remember that he is play-
archetype and stick to it. Have fun and ham it up! ing a whole host of characters as well as keeping the rabble of
A Cs in line. This is often not an easy job and argumentative play-
Ask your Narrator for more details on important subjects and
ers will not help the situation. The Narrator can only speak to
read all the background information that you can (Get your Nar-
one player at a time so keep quiet until it is your tum. Civilised
rators permission first). Knowledge can keep you one step ahead
play keeps the game flowing smoothly and will stop the Narrator
of the other players and will get you brownie points if you im-
from blowing his top and killing the whole party.
press your Narrator.
306
unrealistically honourable and just. They are also survivors and
will adapt to suit the situation at hand. You will not lose HP for
running from better opposition or refusing to carry out a fool-
hardy task. Remember this when you are facing several Chinte'
assassins of the Black Petal.
'Tales of Gargentihr' is a game of swashbuckling. You should
attack every problem with panache and bravado. Swing from tall
balconies, jump onto moving gressh-wagons and accept duels
behind the old Sanctum. Above all, enjoy yourself. Good luck!
Com6at :Notes
It should be noted that the combat system in 'Tales of Gargen-
tihr' is designed to be both quick and bloody and even the player
who loves the 'hack and slash' style of game should soon realise
that he cannot jump into every fight and win. Combat is an en-
joyable part of every RPG but continued mindless use of force
will soon see even the luckiest character cut down. If there are
other alternatives, then take them.
307
Rab: Yes. No. Wait. Um ... I'm Tymon Harral, MINS; a master
Injuries of the Institute of New Science. I'm wearing my trusty tarran
Both the Narrator and his players should remember that although coat, on top of my waistcoat, which is packed full of tools and
their characters have not collapsed after taking several light devices. Oops!
wounds or worse, they arc in a bad state and would be advised to
retreat. Most combatants will not fight to the death and often one N: Whilst he's mopping that up you can introduce yourself, Jamie.
long term wound effect will end the combat. Even a veteran war- Jamie: I'm Palmer Shandane, DM; the great Karro doctor from
rior will not fight on if he receives a Difficult Wound. Vespin. I am, of course, wearing my black working clothes and I
The most dangerous combatants are those who will not back down carry my black bag of healing.
even if injured. Such opponents are thankfully rare; the Brood Chris: Yeah, and your other goodies.
and some of the Je'Khan sister-clan warriors are the most com-
mon creatures likely to fight to the bitter end. These opponents Jamie: Er.. Lets not go into that right now Christopher.
are best avoided if you are planning on a long career within the N: Your turn, Ruth.
Clondis.
Ruth: Right. I'm Ganna Talantiri, of the Rol-Katel clan Moun.
_Jln ~ampfe of<Pfay I'm an honoured Ha'esh Channi, and the best damn fighter in
town!
It's Tuesday night, and Jamie, Rab, Ruth and Chris have arrived N: What are you wearing, Ganna?
at Sandy's for their weekly game session, armed with bags of
crisps, donuts, drinks and other goodies to bribe the Narrator Ruth: My ceremonial had'shi and thigh-flaps, my tunic, heavy
with. Sandy has cleared the dining table, and has placed a square leather trews and slethskin boots. Oh, and don't forget my fine
gridded mat and a small box of models upon it. A large screen is curl helm and mask.
set up at one end for the Narrator to roll dice and keep secret N: All that armour to walk across town?
charts behind. Let the game commence!
Ruth: Yup.
Sandy sits behind the screen. He has assumed the role of Narra-
tor, and tries to look important. He has his copy of the rules, The whole Shevin: Nooooo!
several maps and charts, and a big pad which holds the adven- Jamie: Last time you walked 'round town like that, we had half
ture. The others fight over their favourite seats. the streetmen on our tail. Take off some of your damn armour.
Chris sits beside Sandy, but gets a warning that if he looks over N: It's also a great dishonour to wear your sacred Juth armour
the screen this week, then his character will die horribly. He has when it is not required. You will look most cowardly.
his character and his lucky black dice set with him.
Ruth: But I'll feel naked without my lovely had'shi.
Ruth brings out her character sheet and complains about the lack
of experience points being handed out, but a number of thrown The whole Shevin: Tough!
dice and pencils shut her up. Ruth: mutter... mutter... grumble ... mutter...
Rab mutters to himself as he goes through a huge bag of role- N: Now. Last week we stopped as you were entering a certain
playing stuff, and finally pulls out a character sheet. The wrong
klai-den in Cobbledock. Anyone care to remind me what it's
character sheet. He disappears into his bag again. called? 'Might get you some brownie points.
Jamie has produced the:tattiest piece of paper ever seen, and hides Jamie (smugly): 'The Black Dagger'
it away from Chris 's prying eyes. The players are ready, so Sandy
begins. N:No.
Narrator (N): Right, lets start with the usual introductions. Chris, Rab (From bag): It's the 'Black Davin' isn't it?
you first. N: Rab gets the brownie points!
Chris (Picks up a figure from the box): This is Karrath Hess, a Jamie: mutter... mutter... grumble ... mutter...
Karro Kyromancer of no small ability.
N: Okay, let me refresh your memories. It's a cold and wet evening
Ruth: And no big ability either.
during the Howling, and the narrow streets of Cobbledock glis-
N: Now, now, children. Lets not start bickering. Continue, Chris. ten with the rain that's been coming down for the last week. The
wind howls, and you've overheard a couple of Chinte' sailors
Chris: I'm wearing the black leathers of the Institute of Kyro-
mentioning an incoming Sa-storm.
mancy, and the rain seems to disperse before touching me, for
my powers ofFormwcaving are impressive. I'm starting the game Chris: Oh joy.
Phased.
Ruth: Do not worry, honoured friend. I'll let you know when it's
N: You sure you want to do that? Remember last time. coming. I can sense these things, y'know.
Chris: Okay, okay. I"ll begin in the Fade. N: It took you a while to find the klai-hall that old One-eye, the
danja, mentioned, and it looks much like any other. The smell of
N: Right Rab. Came out the bag and introduce yourself.
warm klai wafts from the doorway, and the welcoming sounds of
308
merriment echo along the cold and dingy lane. A couple of grubby Jamie: Its been well disguised. You can barely see it on the door.
Ha'esh watch you from the shelter of an arched doorway across Maybe your right, Tymon. It is a Clon Hall.
the lane. They huddle in long cloaks and eye you suspiciously.
Ruth: Lets kick ass! Chaarge!
Ruth: I'll get 'em! Hack, maim, kill!
Rab: Grab her!
Rab: Calm her down somebody! What do the Ha'esh look like?
N: Nope, its too late this time. Ganna races over to the door,
N: You peer across the dimly lit lane. It's pretty dark remember. opens it and leaps into the klai-den.
They disappear into the darkness when you start peering over.
Ruth: What! I was only joking. I take that back!
Rab: I wasn't going to be that obvious.
N: Sorry Ruth. What you say goes. You thrust open the door and
N: You should have said that then. It's too late now, 'cos its hap- disappear into the den. This is in real time guys. What do you
pened. Right. Make me a roll into this. (He produces a box, and do?
holds it above eye height).
Jamie: Great. So much for a plan. Guess we follow her in.
Jamie: What are we rolling for?
Chris: No way! It's her own fault. I'm waiting here.
N (Looks mysterious): Ah, well. You don't know, do you?
Rab: It's all right for you; you ain't getting wet! Come on, we've
All of the Shevin roll the dice. Rab misses the box. Chris rolls a got to stick together. It's in the Aja.
1.
Chris: Fair enough, I suppose. I'll go in too.
N: Right. Karrath, the sign for the Black Davin looks in some
Ruth: Hurry up!
way strange. You can't quite place your finger on why, though.
The sign is a picture of a finely crafted sword of deep jet metal. N: You all descend into the smoke-filled depths of the cellar.
There are a few symbols underneath which look like this. (Sandy The smell of cadj and lots of sweaty bodies enjoying themselves
produces a prepared picture of the sign.) hits you. Man, It's hot in here. At the base of the stone steps is a
beaded curtain which leads through to a low ceilinged hall, with
Chris: Hmmm. Have I ever seen such symbols before?
lots of tables and booths around the candle-lit room. A roaring
N: Maybe. Roll a D20 into the box. fireplace is in the centre of the wall across from you, which casts
a low glow on the nearby tables. There are Karro workers, Chinte'
Chris rolls another 1. The Narrator makes a mental note to check
sailors and local Ha'esh at the various tables. The bar to your left
if his dice are loaded.
is crowded and small. A couple of booths sit empty on your right.
N: The sign looks similar to your Clon-mark. Towering beside you, the glowing rocky outline a Myrdall
bouncer approaches. What are you doing?
Rab: So it does! I wonder if this is another Clon Hall?
(and so it goes on... )
Jamie: What in this kind of area? Get real.
Chris: Have I seen this exact sign before? It looks kind of famil-
iar now that you mention it.
N: Yes, it does, doesn't it?
Ruth: Hey. Isn't that the mark that was left on the wall when
someone beat us to the Maranian crystals up in Sha-Bro?
Jamie: Hold on, I made a drawing of that.
Chris: Way to go Jamie!
Jamie brings out another tattered piece of paper with an unrecog-
nisable scribble on it.
Chris (sarcastically): Oh wow. Way to go Jamie.
Jamie: Hey, how was I supposed to know it was going to be
useful?
Rab: I made a copy too.
Chris: Great! Where is it?
Rab: In here. (He picks up his bulging bag stuffed with notes
and books.) Somewhere.
Chris: Sandy, help us out.
Sandy smiles and passes out a copy of the symbol, found on a
wall long ago. ·
309
Pips Por rTlie :Narrator crtie WorU of qargentilir
As the campaign progresses, you will find that the rules blend
This section provides hints and tips designed solely for the into the background and the interaction between the players and
Narrator. If you are going to be a player in the game then do the gaming environment comes more to the fore. The Narrator
not read any further. should take time to learn about the world and its inhabitants so
This section is designed to aid you as Narrator in running a series that he may create a convincing backdrop for his tales. Do not
oflinked adventures, known as a campaign. Running a good role- attempt to swamp the players with data early on; let them dis-
playing game is the hardest job known to mankind, but don't let cover about the world gradually through their adventures, and
this tiny fact panic you. The Narrator can have the most fun too. allow them to read some of the background information.
Before you start running the game, be sure that you have the Introduce the other races and their customs whilst bringing im-
enthusiasm and time to build a campaign. You need a good deal portant NCs into the picture. By using these characters in several
of both of these resources to be a success. adventures you will create a 'living' environment into which the
ACs can be placed. Try to give the world a distinctive atmos-
crtie <J{ufes phere. It doesn't have to be the same Gargentihr that we play on.
Providing you stick to your guns and keep the backdrop con-
As a Narrator, it is your job to keep the game flowing. To do this
stant, you will soon have your own version of the world.
correctly you will require a firm grasp of all the important rules
sections within the game. Read over all the rules a couple of Using the rules in the Honour, Belief, Political and other chap-
times. Don't worry if you cannot remember them all as this will ters will help you to create the atmosphere of Gargentihr. Pay
come with time and experience, but make sure you understand attention to the way the different peoples act and use the Digest
the basic concepts of skill success rolls, combat and Kyromancy. chapter as background information. The Mortals of Gargentihr
These will be the sections referred to most during play. As the are all very different and will add to your game if played cor-
Narrator you are the referee, film director and storyteller all rolled rectly.
into one and so the players must have confidence in your abili-
ties. Take control e.arly on but remember to be fair. This is no
ego-trip! (Well, not that big an ego-trip).
Old grudges
remain
between
Ryamis and
Jouk from the
time of the
Ridge Wars
310
ryour qaming qroup unlucky roll; the rules are meant to aid the game-play and not
destroy it. Do not let any player become a rules-lawyer. Your
When you have cornered enough poor saps to play with you,
decision is final, even if the rulebook says otherwise. Just re-
each must generate his AC. You should take time to do this indi-
member to apply any rulings fairly to both ACs and NCs.
vidually with each player to get a grasp of the rules involved and
you should have an idea of the world's background to advise
each player as he generates his AC. Do not feel that you have to (}3e :M..ysterious
generate a full background right away for the players as this can Keep the players on their toes at all times. Have them roll into a
be added as the campaign progresses. box so that they cannot see the outcome of their rolls. Get them
Find out beforehand what type of character each player would to roll dice even when you already know what is going to hap-
like to create and try and build a well-rounded group of ACs. At pen. This will make the players feel more involved, and also
least one of each of the following characters should be included keep them guessing. Look players in the eye and remain emo-
in the party, but some characters may be trained in two of the tionless when they roll dice. Tutting and shaking your head can
fields- get them worried. Build tension by speaking softly and then
SHOUT when the A Cs get ambushed. If nothing else, you'll keep
Scholar- A Society man will give the players access to the players awake.
the upper classes of Gevuria and a Doctor provides valu-
able healing powers. The Lysh gives the party a chance
to see more of the Ha'esh and their culture. (}3e CJ'ougfi 6ut Pair
Don't concentrate on the one or two loud players that are bound
Fighter- An Armsman or Streetman can provide the party
to turn up in the group. Let the quieter players have their say
with protection, although many of the other careers in-
also. Give the players every opportunity to succeed in their no-
clude at least one weapon skill. Try to prevent ACs from
ble goals and adventures. This is supposed to be heroic fantasy,
spending all their points in combat skills as it is only one
after all. Do not give the players everything that they want dur-
aspect of the game. Try to ensure that most characters do
ing the campaign. Limiting the items and powers at their dis-
have some way of protecting themselves. Combats are
posal is essential, for it challenges and stimulates the players.
fun to play out, but only if the players feel that they have
at least some chance of winning. There are many items in the rules to entice players with, and
gems, rockpipes, diamond glass, Myrdall lava items and pieces
Formweaver- A Kyromancer can provide many useful
of technology should all be rare in the campaign. If you keep the
powers within the party, including combat and healing.
players wanting, then they will remain interested. If every Clondis
Remember that these individuals are a rare breed and usu-
has a rockpipe and a bag of gems, then these items become mun-
ally very powerful characters so should be limited to only
dane and boring. Mean is a good trait to have as a Narrator.
one or two in the party.
Never kill a character who was simply unlucky with dice rolls.
Good STE abilities and survival skills are also useful traits to be
Only stupid, greedy or plain nasty actions should terminate a
found within the party, as is a mixture of the two races. The Nar-
character. If you do decide to kill off an AC make sure the player
rator is responsible for building his scenarios arourid the strengths
knows why and chances are that he will not try the same thing
and weaknesses of his party so as to ,make the game both chal-
twice. As you probably know by now, Character Generation is
lenging and rewarding for all involved.
not a fast process and running through it every session with the
The Events section of Character Generation is the hardest part to suicidal player of the group may begin to wear a little after the
get to grips with, as you need to know the background well enough third week. Keep the characters alive. (See below).
to ad-lib through 6 terms of encounters for each AC. We think its
worth the trouble, but what do we know? If you don't feel com-
fortable with this section, then just give out 32 SPs per term. You 'l(flep it a[[ moving
can also do this to create quick NCs. Think of the game as an action film. Every scene is important
and should have relevance to the overall plot. If the players are
floundering with a clue, either have an NC arrive with a huge
qamepfay hint or a group arrive with huge weapons. Either tactic shouJd
start things moving again!
To become a good Narrator takes a degree of skill and the fol-
lowing suggestions will improve the atmosphere created. The
Narrator is a story-teller and must describe the surroundings and P.xpect tfie VneVJectecf
NCs met to the players. Think in both large and small scale for In almost every game ever played, the players will at some point
this. Draw attention to sights, sounds and smells around the ACs come up with something that you didn't think of. Many groups
to create the illusion of 'being there'. Floor plans, maps and props of adventurers specialise in never coming close to following the
prepared beforehand can often help. Narrator's scenario. Don't worry! If the players are too blind to
follow obvious clues, then ad lib. No-one will care providing the
scenario was fun to play and followed some sort of logical path.
Vse your common sense If the characters go and visit an NC you hadn't even considered
When any rule gives a silly result, change it. Always roll behind then the NC might give the players an unsu!Jtle clue as to the real
a screen so that the players do not know when you are changing plot to follow. ("No, I wasn't there at the time, but I believe Gann
rolls to suit the game. Don't kill characters off just because of an was. He's a dodgy fellow that Gann. I never did trust him.")
311
There will be times that you have to ad lib huge sections of a rules for its use.
session just to get the players back on track. This is fine provid-
Always describe the mundane. If the players are ambushed in
ing that you keep things interesting and cohesive. Note down
the woods describe the surrounding scenery in more detail. Tell
any names made up in the heat of a scenario. It can ruin continu-
them that they are amidst giant gnarled gei-trees on a steep hill-
ity if names of people and places change because you can't re-
side covered in tall ferns beside a bubbling stream. Mention the
member them. Keep notes all the time.
pollen which is thick in the air and the glint of sunlight through
the green canopy above. Use pictures from magazines and books
1_Vep the Characters )4.uve to further the detail. If the players know what the area looks like,
The problem with adventures are that they are normally pretty then they will behave as if they were there.
dangerous things to be involved in. Half the fun of the game is
not knowing if you are going to survive. The Narrator must find %int<Bio
the balance between killing the players off and allowing them to
If role-playing is like film-making, then you have one advantage
live to fight another day. It should be remembered that the play-
on your side; an unlimited special effects budget. All you need is
ers are heroes and should have a better chance of survival than
a good imagination. We feel that Gargentihr should have a sweep-
most. Only if they really blunder should they pay with their lives.
ing, exotic feel like that found in all epic films, so think big.
You should rarely have to kill sensible players, but don't let them
Towering windbays, mighty sarakern, sprawling, polluted Karro
know this or the tension is lost.
cities, dense swampland and the vast seas of silt all offer epic
locations for your tales which will add to the flavour of the cam-
'Ifie :Narrator's (}?JJfes paign.
The use of technology and Sa will also augment the epic feel of
As 'film-director' you are in charge of all Non-playing charac-
your tales. Strange mechanical contraptions such as Tylsian ves-
ters met by the players, from the old Ha'esh washer woman to
sels, signal towers, and the Spinning Dervish should all be used
the horde of murderous Je'Khan warriors. These individuals can
to evoke a sense of wonder into the campaign. The Institute of
be the equivalent of background scenery or can have almost as
Kyromancy and it's powers should always be used in a fantasti-
important a part to play in the scenario as the ACs.
cally over-the-top style. Kyroware should provide amazing py-
Give your important NCs distinct personalities and role play them rotechnics and the Kyromancers themselves should be individu-
as best you can. Ham it: up! Use silly accents, dance and jump alistic and strange.
around the room and have as much fun as you want, providing
the scenario is fun to play for the players. Just don't hog the lime-
light. Remember that you are here to provide the background for %int qargentilir
the players to interact against. Gargentihr is an alien world, and this should be remembered
during play. The game has a dark mixture of rough science fic-
Bring out racial quirks and biases through the NCs. Each race tion and heroic fantasy, so both should be included in your sce-
has a personality of its own. Use the Low Chinte' as rowdy and narios. Every adventure should have at least one angle which
loveable rogues and the Khostra as the evil schemers in your places it into the Gargentihr universe, so here are a few notes to
campaign, but don't stereotype them too much. They should be point you in the right direction:-
as individual as the hun1ans of the game.
~ Scenery - The towns should be dark and polluted, al-
Keep the NCs intelligent. They should react to players in a logi- T ways bustling, always crowded. The buildings are domed
cal manner depending on how the ACs interact with them. Rude and loom overhead. Rain batters off of the cobbled streets.
and obnoxious players should be treated as such and will gain Street lanterns, skink-cabs and the non-human races add
little help from NCs in this way. In fights, very few people fight to the alien atmosphere.
to the death. If the players are winning then the NCs will prob-
ably try to escape or flee. Most smart creatures prepare ambushes The colonial towns should appear as stone islands sur-
rather than simply attacking a foe. Don't treat them as fodder for rounded by hostile swampland. The nearby cuari are semi-
the players. Most members of the mortal races will manage to civilised, but danger lurks off every road.
think up a plan of attack which will minimise their chance of The swamps are lush living jungles filled with the exotic.
injury. Missile weapons are also used to this end. Thousands of rare and colourful species cover this dan-
gerous land. All Karro should feel cut off and isolated as
Create an atmosphere soon as they venture into this hostile environment.
The easiest way to do this is to alter the speed of play. After a fast Technology - Almost every scenario should use at least
chase scene, have the party enter an old, abandoned and dark one piece of technology. Loam rods, PGRs, skichan webs
building, filled with strange sounds. Describe this slowly and and keldin bars are common, but the Narrator should think
build up the air of menace. Where's the enemy? What's that noise? further afield than this. Dalton locks, carsen tubes and Ji
Where has the Ha'esh tracker disappeared to? By leaving in un- crystals can be used to change a building to fit into Gar-
certainties, the players imaginations will run overtime and build gentihr, whilst mechanical lifts and steam-powered en-
up better pictures in their minds than your descriptions ever will. gines are also common.
Use belief magick to do the same. This system was devised to
Aliens - The mortals of Gargentihr are all very different
keep the players guessing as they can never work out the exact
and should be treated as such. Their dress, customs, hab-
312
Khostran
warriors often
use Kouhan
Night-cloaks to
advance unseen
upon their
quarry.
313
thus behave more like the heroes of fiction.
It gives a campaign more reason than 'kill the monsters,
Scenario Suggestions
grab the gold'. Whilst these types of scenarios are occa- Scenarios are the most important items in role-playing. They are
sionally fun, the Clondis add to the scope of the game, the reason for the players being together and the plot behind the
and allow for more varied campaigns. adventure. Without a definite plan of what is going on, an inex-
perienced Narrator will soon flounder and his players will be-
It should stop the players from simply thinking about how come bored. Think of a film without a good plot. Generally there's
much money they have and start them concentrating on not much fun to be had by anyone in such situations.
heroics, their Shevin and the Clondis codes.
Scenarios, like stories, can be beautifully simple or remarkably
As with any other part of the game you are free to ignore the complex. They need not be highly original affairs either. A sim-
Clondis and use other devices to bring the characters together ple twist to one of the basic suggestions discussed below will
(or no reason at all). However, we would strongly advise that allow the Narrator to run similar stories without the players even
you use the Clondis, at least to start with, because apart from knowing.
anything else it is a good hook in to scenarios and it gives the
characters some back-up if things get to tough.
%e <Pfot
The outlined plots below are included to give you as Narrator
Pina[[y.... some ideas of what type of story the players can get involved
Some devious players may try to bribe you with food, drink and with. With some imagination and work, these plot hooks can be
even cold cash to aid them in their adventures. Our advice is take turned into full blown adventures. Complications are also listed
them for as much as you can get. It is only a game but why miss to allow you to use the same scenario a few times by twisting the
out on the profits? Feel free to send any excess cash received to plot.
Sanctuary Games and we might even put you on our prestigious
mailing list. Bounty Hunt
The players must hunt down a criminal to bring him to justice.
This could be a Tavin lieutenant, a cherning Ja'Hansh murderer,
or a Therrazha spy.
Complications : Other Tavin protecting the murderer.
Manhunt through misty cobbled streets.
The 'murderer' is actually innocent.
Honour
The characters must protect their good names or help their clans
or families. A Clondis may have to work for his society, help a
contact who is in danger, or hide a friend from the streetmen.
This scenario is a complication in itself.
Complications : The ACs dislike the person they are hon-
our bound to help.
The Shevin have to break the law.
The Item
The players come into contact with one of the stranger pieces of
Agashan technology, which is either a new invention or a long-
lost item of the Ancients. The players may have bought the item
in a tiny stall within the bazaar or have discovered it amongst the
rewards from a previous adventure.
Complications : The item is of religious importance.
A third party desires the item.
The item is a hoax.
The item is dangerously unstable.
Intrigue
The players get caught up in political dealings and must unravel
who their friends and enemies are. Representing Gevuria in a
Khostran lord's Patharr, having to attend a society ball, or spying
for a Karro lord in Treth are all examples of this type of scenario.
Complications : Other spies watch the Shevin.
314
ACs are blackmailed by a third party. Research
A new ruin or area of land has been discovered and the players
The Shevin are caught by authorities.
must explore it. Strange ruins long deserted by the Ancients,
Messengers haunted Karro swamp mansions, and crumbling New Scientist
The players must travel through dangerous terrain with a mes- experimental buildings all hold secrets.
sage. Trips through Vhastor on the Thar-Hei, across the
Complications : New inhabitants.
Diamondhead mountains on skink-back, or deep into Je'Khan
clan territories can be used. Ancient devices and Sa-mutations
Complications : The surrounding terrain. Traps and other devices.
The local inhabitants and creatures. Society Business
The players must undertake a job for one of the Gevurian Socie-
The message is stolen.
ties. Exploration for the Geographical Society, a trip to a far-off
Mystery consulate for the Chronological Society, and a herb-hunt for the
There is an investigation to be carried out and a mystery to be Institute of Medicine are all possibilities.
solved by the players. Finding an important scroll stolen from a
Complications : Other Societies seeking the same thing.
Geographical Museum, working out what the strange Myrdall
lava device does, or what happened to Science Research group Tricky terrain and deadly life forms.
X-15 are all possible hooks.
A traitor in the ranks.
Complications : The surrounding terrain.
Awkward locals. %e Jfook,
Mysterious third parties. Often, the players will need a reason for undertaking a danger-
ous mission. They may be motivated by greed, pride, honour,
Protection lust for power, or guilt. The Narrator must link them with the
The players must escort a NC on a journey or will have to protect story in some way and a good way to do this is through a NC
someone or something from another party. Escorting a Ja'Hansh known as a patron. Many hooks can be provided via the charac-
jute to maggot breeding grounds, a young Karro noble to his ter's Clon Hall, with the patron turning up there looking for a
lover in the swamplands, or a Khostran emissary back to Khos- group worthy of his attention.
Tavar are all possible plots.
The patron provides the characters with a reason for undertaking
Complications : Others who wish to stop the travellers. the scenario. Some examples follow :-
Dangerous terrain. A Chinte' F 'har trader asks the players to undertake a job
Bandits, creatures and other nasties. on his behalf. He offers to pay well.
Complications : The object or person is hidden. The local streetmen request help in a matter that is beyind
their juristiction.
Crossing other realms.
A local Ha'esh Kai-cha warns that the players are in dan-
Awkward NCs. ger and need the help of the spirits.
Rescue Anyone can be looking for the A Cs to ask for their aid. As Clondis,
A victim needs rescuing by the players. This could be a village the players will often be requested to do jobs outwith the law and
under attack by Je'Khan warriors, a sick Myrdall who needs help will thus be hired by anonymous patrons who do not wish their
to return to his caverns, or a Society man's daughter kidnapped identity to be known.
by the Therrazha.
Complications : The victim doesn't want rescued.
Some rr'wists
The ACs get caught and need rescued. Some scenarios can be made more interesting ifthere is an unex-
The victim is murdered and the ACs are pected turn in the action. These twists do not need to be complex
blamed. things. Some examples follow :-
A recently made friend turns out to be an enemy, or vice
versa.
315
The forces of the Darklands are somehow involved in the
action. Scenario Ideas
One of the other mortal races are somehow involved in The following are several scenario ideas for you to use. These
the plot. are only the barest concepts of a story so you will have to do a lot
of work in fleshing out the story before you run it. Feel free also,
The players are being framed for a crime, or crimes, they to alter the ideas as much as you want; it will help you get the
did not commit. hang of writing your own scenarios from scratch. Just bear in
The plot is a small part of a larger story. The players may mind the three important aspects of a good adventure story - plot,
never even discover the effect or scope of their actions. characters and conflict- and ifthe players go off at a tangent, ad-
lib it and keep the game flowing.
The players may never find out about all the twists in a cam-
paign, but those that are discovered should keep them on their The AC's are hired to protect a famed Fellow of the Geo-
toes and make the scenario more enjoyable. graphical Society who has ~eceived death,threats. He is
going into the swamps with a large expedition to search
for ruins rumoured to have come from the time of the
Compfications Ancients. Their are rumours that a Tavin assassin has been
All plots need some obstacles for the players to overcome. The hired.
amount of these placed by the Nattato~ should depend on the A group of gambling friends are being killed one by one.
skills of the party. Some complications are :-
They are all dying in supposed accidents or suicides;
The Bad Guys - These NCs are trying, in some way, to drowning, hanging, etc. so the streetmen do not believe it
stop the players from completing their task. They may be is murder. The AC's Shevin hired to solve the killings.
rival Clondis on the same job, wandering brigands who
A group of Denyists and Witch-hunters from the Church
would pick on anyone, or highly trained assassins hired
of Sanctology are on a hunt for Therrazha in the Ha'esh
by a major villain to dispatch our heroes. Whatever the
cuari near the town. They have already killed and are
reason, the bad guys are going to fight the ACs at some
promising more deaths. The AC's are hired by some
time during the adventure.
Ha'esh to stop the killings.
The Awkward Guys - There may be individuals who
The AC's are hired to guard a high class Karro's private
get in the way of the players but are not actual enemies.
library because he has a very valuable book borrowed
These NCs cannot simply be wiped out by the players
from a local Society library. Unfortunately, whilst they
and must bt~ avoided in some other way. Such NCs would
are guarding it the book is stolen. They must get it back
include the annoying librarian who refuses the players
or lose a lot of face in the Clondis.
entry into the building, the local streetman who notices
the suspicious actions of the players, or the young street A Church of Sanctology mission in the west has been out
urchin who admires one character so much that he fol- oftouch for too long. The AC 's must take supplies through
lows him around all the time. siltreaver and Je 'Khan country and find out what has hap-
pened. When they arrive the mission has been raised and
Nature - This is one problem that the players cannot avoid.
the survivors have been taken to the Khostran siltreaver
Elements such as deadly Sa-storms can cause grief to the
town of Joss. They must get them back!
party, as can the surrounding area. Cliffs to fall off,
swamplands to get lost in and rivers to sail down are all Whilst in the swamplands the ACs stumble on a Ther-
amusing diversions for the Narrator to throw at the play- razha plot to kill the local town Chiel and raise his Sanc-
ers. And that's without even mentioning the seas of silt... tum to the ground. What do they do?
Beasties - The creatures of Gargentihr range from the Rumours have come into town of an ancient burial site
beautiful to the deadly, and many of them can be used as found in the south Vhastor plains. The local Geographi-
the target of the story. Hunting and capturing wild ani- cal Society has no time to get together a full expedition
mals can be used as a whole adventure. since they must be first there, so they hire the ACs to go
with a Geographical member.
Clues - Players often need to gather information to suc-
ceed in their tasks. Locations such as libraries and muse- A group of Je'Khan Eragha clan warriors have raided a
ums can be used as interesting diversions when the bat- 1Oth Regiment outpost to the west of Vespin and have
tle-hardened members of the party try to follow the eti- stolen the important scientific equipment which was
quette required in such places. NCs can fill the characters stored in the Institute of Science's research station at the
full of misinformation and red herrings, but the Narrator outpost. A small well-trained group must track down the
must not go over the top and swamp the players with war-band and retrieve the equipment.
information. Riddles, word-games and the obscure
A noble Channi from a long-dead clan has had his grave
rantings of a local beggar can liven things up.
desecrated by hungry brood and his shade now wanders
Traps - Many scenarios can be filled with traps to catch the swamps seeking the correct burial. This haunting ap-
the unwary. Ambushes, pits and mechanical devices can parition is terrifying local plantation workers and the lo-
all be used to slow up the adventurers' progress through cal Overlord hires the Shevin to investigate.
the scenario .
316
CEnter rrtie Cfoncfis CJ{unning rrhe Scenario
The Scenario is split into separate scenes called 'Acts'. Each act
is a separate part of the story which takes place in a distinct loca-
Introductory Scenario tion. It is up to the Narrator how he gets the players from one Act
This adventure has been written both to give an example of how to the next, and pointers as to how to achieve this are found at the
to run a 'Tales of Gargentihr' game, as well as to provide an end of each Act.
introduction to the realm of Gevuria and the smoking sprawl that
is Rol-Katel. This scenario will also serve the players as an intro- Each Act consists of the following information :-
duction to the ideals and codes of the Clondis, since the real goal 1) Intro. (How to get here)
is for the characters to show their worth to this organisation. The
2) Setting. (Looks & atmosphere)
Narrator should read the scenario through fully before running
it, to thoroughly familiarise himself with the story and the direc- 3) Summary. Motives behind having the scene.
tions it should take.
4) The Plot. What's to happen (dialogue, action, clues)
5) Conclusion. (where to go next)
}ldventure Characters
Many role-playing games supply pre-generated characters to en- Obviously the order in which the players tackle the scenario can
able the players to start straight in with the game, without having vary depending on what leads they follow up. The Narrator must
to spend precious time generating their characters first. Gargen- ensure that no matter how far off the beaten track they roam, the
tihr is a complex and exotic place and the players may soon get players find their way back into the scenario, without spending
swamped in this alien land. Character generation was designed too much time floundering.
to give the players some background information before they
play the game. rrhe rJ>fot
We advise that each player privately makes up his own character A starting scenario should be a relatively simple affair so that the
with the Narrator before play begins. This process can take a players will be able to follow the plot and so that the Narrator
couple of hours per character, but don't be put offi A finished can concentrate in getting the hang of the rules. There should be
character will have his own history and motives, which will make a mixture of characters to meet and places to go, liberally sprin-
role-playing easier. Players and the Narrators should read the kled with action and combat. (Trust us. The players like these
appropriate Hints sections within the rules before generating char- bits).
acters, to create better characters and a more balanced party.
So, here's the story:- The players start in their Clon Hall and get
If a Narrator does not want to 'burden' his players with the time to introduce themselves. They meet Lighter, who tells them about
consuming process of character generation then he may feel free a job.
to generate the characters himself.
The players go to meet Gart Daltarian, learning a little about
Rol-Katel and it's inhabitants on the way. They meet in a small
®'eparation noodle bar and are filled in about the task. The arch villain called
Before you start to play, you should be familiar with the basic the Cuckoo is introduced. They learn about Lalo and Two Trees,
and will get a few chances to try out skill rolls.
rules of the game and understand the tasks of the Narrator. The
main rules involve using skills, combat, and Kyromancy. The The players go to Two Trees. They will spot Lalo and get into a
players should never be allowed to read your scenarios; they fight. The Narrator and the players get to try out combat.
should find out what's going on as they go through the separate
The players will chase Lalo. They see him meet up with Khakk
Acts of the scenario.
and flee into the night. The players find the Dalton key clue.
As Narrator, you should read through the scenario to get an idea
The party learn about Randall and visit the Techler. They learn
of what's going on. Reread it and imagine how each Act is going
the location of the Cuckoo's base.
to look and 'feel'. Once you are comfortable with the plot you
can arrange a time to play the game. The players travel to the Windbays and must break into Bay 26.
They fight the guards and gain the evidence.
You will also need :-
Khakk attacks the players and gives them a run for their money.
Several D6, DIO and D20.
They must then go to Gart and get down to Cobbledock to stop
Pencils, pens and paper. the smugglers.
A screen to hide your notes and scenario behind. The party stops the smugglers and gets their reward. The Cuckoo
disappears and lives to fight another day.
A cut-out copy of the Player Handouts.
On top of all this, the players may run into the Cobbledock street-
Small lead figures to mark the position of the ACs and NCs in
men and are being helped behind the scenes by the Clondis named
combat can also be useful.
Telford.
317
Jl :Note on Cfiaracters }let 1. rflie Sanctor's rfemptation
The Narrator should remember that the A Cs are an unusual group Intro. This is where the players start, so there is no need to men-
of individuals when they are seen together, and reactions to the tion previous scenes.
Shevin may be altered because of this, especially amongst com-
mon folk. Characters such as Kyromancers and Channi will stand Setting. The scene starts with the players sitting in 'The Sanc-
out in a crowd and will be remembered by NCs unless some tor's Temptation', a well known klai den (drinking hall) in Cap-
form of disguise is used. (A simple cloak will suffice). The play- per Way. The Sanctor's Temptation is the oldest Clon hall in Rol-
ers' KAI may not be terribly high, but these characters are still Katel, and was founded in 1514. The Temptation is a three sto-
unusual. rey, square, ivy-covered building with a central courtyard. It has
a fine reputation as a klai den and attracts all sorts through its
heavy wooden doors. The main hall consists of many shadowy
<Telford booths where clients may discuss their business in privacy. The
The Clondis like to look after their new recruits, and also like to Shevin currently inhabit such a booth.
make sure that they stay on the straight and narrow. They do this
by sending out a 'Watchdog' to keep an eye on new parties. The
Summary. This Act introduces the players to their Clon Hall
and to a useful NC contact within the Temptation. It also starts
Watchdog is an experienced single Clondis (known as a Soli-
taire) who remains out of sight as much as he can, whilst staying the scenario.
near enough to watch the proceedings. Plot. Read the following sections out to the players.
In the players' case, this Watchdog is a small and anonymous .'A.t fast a job for tlie C{ond"is! You
Ha'esh Clondis who prefers to be called Telford. This remark- syent montlis seeking for tliis {egen-
able individual is a veteran and a long-time friend of Jasper Spry, aary organisation. Sometimes you
the High Shevin of 'The Sanctor's Temptation'. Telford dresses were reaay to give uy your searcli,
as a simple Ha'esh worker, complete with dark lari and rags. He aoubting wlietlier tlie {egendS were
has a number of gadgets and weapons secreted on his person and true or not, hut your quest for
can take care of himself. lionour, fame ana aaventure keyt
Telford will remain anonymous during the adventure, but he will you a{lgoing . ..'Ana now liere you
always be close at hand if the players get into too much trouble. are, sitting in tlie Sanctor's Temyta-
If you don't feel comfortable keeping track of another NC, then tion, wliicli is tlie cover for tlie {oca{
ignore Telford. Just remember that he is there if the players re- C{on-lia{{, awaiting your first job
ally need help. He will crop up in a couple of scenes and may witli your Slievin. You liave syent
even provide the players with a clue or two if they are totally tlie {ast two weeks waiting ana
stuck. liave got to know your fe({ow Slie-
vin members yretty we{{6y now.
Go around the players and have each of them introduce their
characters to the group. They should give their name and a de-
scription of what they look like.
When they have all finished, read the next section .
Just after you've finisliea introcfuc-
ing yoursefves, tlie barman ay-
yroaclies witli tlie arinks you or-
aerea a few moments ago. Jfe y{aces
tlie arinks on tlie tab{e anag{ancing
round: tlie room, lie sits at tlie enc£ of
tlie ta6Ce.
Tlie barman is a giant of a man,
even for a Xarro. Jfe smi{es ana
runs a meaty liana across liis ba{a
lieacl ..'A husliy heard more tlian
makes up for tlie thinning of his toy,
liowever. ..'As lie stares at you, you
see into tliis giant's eyes; tliey are
tota{{y wliite! 'Even tliougli you liave
seen tliis man around: tlie y{ace for
a couy{e of weeks now, tlie siglit of
liis eyes sti{{ syooks you.
VVe~come to tlie San_ctors 'Temyta-
twn, tfie 6est kfai-den in tlie
318
(jfiowaa.' to shout in conversation. Annoy the players by shouting! You
may as well get into the habit of hamming it up. Continuously
J-{e [owers fiis voice sugfit[y as fie
rub a hand across your head as you play Lighter. Once the char-
continues,
acters have finished asking questions, or if there were none,
'.....'Ana one of tfie best C[on-fia{[s in Lighter continues,
'Rof-Xate[, a reyutation wfiicfi I'm 'Vve[[, ]'[[see you arouna tfien.'
sure you wi{{ on[y imyrove uyon.'
J-{e raises fiis voice to its origina[ Lighter gets to fiis feet, tfien seems
[eve[ ana smi[es. to remember sometfiing.
'Remember, wfien you meet witli
'I'm 'Ranais Treac[, but my friencfs 'Daftarian, you're not C[ondls,
ea[[ me Ligfiter. ..'As you've yrobab[y you're just friencfs wfio fieara tfiat
guessec[, seein' as fiow you're a[[ so fie neeaea fiefp. J-{e'[[ get tlie yic-
observant, I'm tfie barman fiere.' ture.'
Lighter sfiakes fiancfs witfi eacfi of
Witfi tfiat fie winks an oyaque eye,
you in turn. J-{is J;Jriy is strong ana [eaves tfie bootfi ana fieacfs back to
conJicfent. tfie bar.
Lowering fiis voice again fie says, Conclusion. At this time, the players only have the address on
'I'm afso your contact witfi tfie C[on, the handout to follow up, so they shouldn't stray too far from the
J'{{ te[[ you of any jobs tfiat are plot. When they finally decide to approach Gart Daltarian go to
going ana if you want anytfiing just Act2.
ask me, tile worst tfiat wi[[ fiayyen
is tfiat J'{{ say no.'
Ligfiter feans over tfie tab[e towarcfs _Jlct 2. Capper Way
you, Intro. This Act occurs as the players make their way down from
the Sanctors Temptation to Cobbledock.
'Now aown to business. I've got a
job for you if you're reaay for it? I Setting. This wide cobbled street lies in the district of Rol-Katel
wi[(point out tfiat tfiere is no fee for called the Ghowda, a cosmopolitan and arty region filled with
it ana you are free to refuse tfie job, Chinte' F'har jazz joints, gambling dens, street danja from the
but tlie J-{igh Slievin has yassea nearby Gallery, food vendors and other colourful individuals.
aown tlie job so fie must tliink its Capper Way is known as 'No-sleep Street' due to the frequent
wortli [ooking into ...'Are you fre- all-night parties held there. The street will be filled with partying
yarea to take a cfiance? NCs no matter when the players end up here.
As you read the last line look the players in the eye and wait until Capper Way is a fine boulevard lined with small trees and street
they all respond in the positive. Then Lighter continues. lanterns. There are a number of small ornamental fountains and
paved squares found along the street, adding to the pleasant at-
'J can't te[[ you mucfi myse[f, on[y
mosphere of the Ghowda. Most of the buildings are domed, three
tliat we liave been ayyroachea by a
storey affairs which have a covered walkway of ornate arches
streetman ca[[ea (jart 'Da[tarian.
running down both sides of Capper Way.
J-{e works in tfie Cobb[ecfock aistrict
aown by tfie river ana lie neecfs Summary. There will be little action in this Act. It is simply to
some liefp on tfie quiet. }Jou can provide the players with some more background and to give the
meet fiim liere after six o'c[ock'. Narrator more details of Rol-Katel. You could spice it up with a
pick-pocket attempt or a confidence trick played on the party.
J-{e liancfs you a yiece ofyayer witfi
Imagine this Act as a sweeping opening scene in a film. It's there
an aaaress written on it.
to show the players Rol-Katel and to give the adventure some
'..'Any questions?' flavour.
Give the players Handout 1. Plot. Once the players decide to head over to Cobbledock read
the following .
..'As you wa[k aown Cayyer Way
towarcfs 'Bricfge Way ana tfie Xate[
'Bricfge you fiuaa[e insiae your
[ongcoats as a cliif{ winagusts aown
tlie street. ..'An omen of tfze job to
come? ..'A warning wina of tfie evi[
yowers you wi[[ fiave to face? }Jou
If there are any questions you will have to ad-lib the answers.
eacfi sfirug your sfiou[ders, 'Vvfiat
Play Lighter as an imposing and booming character, who tends
319
wi{{ 6e will- 6e. :No sense in worrying
a6out the future.' }let 3. P,ncounter Witli <M-yrda{[
Intro. This Act occurs when the players have reached the end of
Tven with the cofd: weather Cayyer
Capper Way.
Way is as 6ustung as it a{ways is,
no matter the time of day or night. Setting. The encounter takes place in a busy paved square near
}Jou are jost{ed and 6umyed as you the end of Capper Way. The square is filled with small Ha'esh
make your way through the and Ryamis merchant stalls situated around a well, selling salted
crowded street, your senses a{most crusti fish, exotic fruits, and leather goods.
overfoaded 6y the cacoyhony of Summary. This Act will allow the Narrator to get used to mak-
sights, sounds and sme{fs that come
ing non-combat skill rolls. Rash players may want to start a fight
from the buzzing crowds. The wide during this scene but you should try to keep such actions to a
;:avedVVay is a swarming sea of minimum. Remember that there are several streetmen in the vi-
Lari' tur6ans, common{y worn 6y cinity that would not take kindly to the players causing commo-
J{a'esh.
tion and injury.
:Near6y a corn-stick. vendor is
This encounter has no bearing on the rest of the scenario. It is
shouting a6out the deughts of his
designed to give you an idea of the many random encounters and
yie-on-a-stick.. }Jou can smect the
events that can happen around the ACs which are not directly
deucious, meaty aroma of his wares
related to what they are doing. There is a whole world of other
and as your mouth starts to water mortals and creatures all getting on with their own lives regard-
you are almost temyted to go over
less of the A Cs.
and 6uy one. That is unti{ you
remem6er the stories a6out what It also shows one way you can introduce the players to a poten-
they yut in them to fi{{ out the sma{{ tial friend and ally who has no bearing on this adventure but may
·.meat content. be used in later scenarios. Hopefully the players will remember
Graatch, he could easily prove useful in a later adventure.
Allow the players to ask any questions about the street, or look at
some stalls and shops. Remember to mention sounds and smells Plot. The Act starts with the Narrator reading the following to
as well as sights as this will make the street seem more real. the players.
Conclusion. This scene leads directly into Act 3. Tventua{{y you reach the end of
Cayyer VVay and turn the corner
onto 'Bridge Way, {eaving the area
known as the (jhowda 6ehind you.
}Jou are trying to jost{e your way
through a sma{{ crowded square
when you sudden{y hear an enor-
mous 6e{{ow from a 14 feet ta{l;
rock-skinned creature standing
a6out s yards in front of you,
quick.{y fo{{owed 6y an even {ouder
roar from 6ehind.
Quickly ask each of the players in turn what they are doing. Give
each of them about 2 seconds to reply before moving on to the
next. If they didn't reply in time the player's character is stand-
ing still in surprise when the following happens:-
The Myrdall in front of the characters raises its rocky arms in a
sign of challenge and, bellowing forth an ear shattering roar, it
charges straight towards any characters who did not move. At
the same time they hear a similar roar behind them and the sound
of very heavy foot steps rushing towards their backs.
The players are about to be caught in between two charging
Myrdall from different clans. These inter-clan meetings are rare
and are controlled by instinct rather than rational thought. Ask
any players who didn't do anything last time what they are going
to do. Again give each one about 2 seconds to reply before mov-
ing on to the next player.
Players who have moved out of the way will see the two giant
Myrdall rushing towards each other with any players who didn't
move directly in between them. The two Myrdall each give an-
320
other huge bellow before diving at each other. waCks down 13ric(ge Way towards
All the players who are out of the way will see the two Myrdall
tfie 13azaar -ignoring tfie sfiouts of
collide with a huge crack as they try to get a grip on each other.
tfie 'Ryamis trader wfio seems to
Any unfortunate players still in the middle will be lost from sight
tfiink tfiat tfie :M.yrdaCC sfiouCd fiefp
in the tangle of the two huge creatures.
remove its rival
The brown Myrdall will ignore all attempts to persuade it to re-
If any players are still in the middle, they will have to make skill
turn and will quickly disappear into the bazaar crowd.
Success Tests to get out of the tangle. A Moderate difficulty Suc-
cess Test should be made against 'Athletics'. If a player fails the As the characters stand there looking shocked, the Ryamis mer-
roll then have them slip up. Regardless of the players rolls they chant will start to shout for help to move the giant creature from
should escape within a couple of rounds, with only the players his stall.
who made the worst rolls perhaps taking an Easy wound in the
..'As you watcfi tfie 6rown :M.yrdaCC
scuffle.
disayyear into tfie 13azaar you fiear
Read the following to the players. a Coud screecfiing voice 6efiind
..'As tfie crack of tfieir initia{ co{{ision
sfiouting
rings in your ears you can see eacfi 'you tfiere, fiefp me move tfiis stone
:M.yrda{{ trying to get a grayy{e 6rute from my staCC
fioCd on tfie otfier. ..'As you gaze in
<gCancing around, you notice tfiat
awe at tfie strul!.tJCing creatures you aCtfiougfi tfie area is stiCC 6usy, you
notice for tfie first time tfiat tfiey seem to 6e standing in tfie midcfCe of
are 6otfi different co{ours; one is
Cigfit red, wnifst tfie otfier is a du{{ an emyty circCe around tfie 'Ryamis'
staC[ .Jl{C tfie otfier 6ystanders seem
6rown. to fiave meCted into tfie 6ustCing
If any of the players make a 'Cultural lore- Myrdall' skill roll at crowd. 'Tfie 'Ryamis' fiigfi yitcfied
Easy difficulty they will know that these two are from separate voice yipes uy again.
clans and their colours show that they are from different geologi-
'.Jlre you going to stand tfiere Cook-
cal areas, although they will not know the locations. (Light red
ing stuyid or are you going to move
rock originates in the North Diamondheads, whilst dull brown
tfiis tfiing from my staCC? I fiave
indicates the southernmost region of the same mountain range).
work to do, J'C{ fiave to seCC aCC tfie
If the player can make a 'Cultural lore-Myrdall' skill roll at Mod- goods I fiave fiere just to make uy
erate difficulty, they will know that the fight is a form of inter- for tfie damage tfiose monsters fiave
clan challenge to measure each others honour and strength; it done.'
would not be prudent to get in their way.
Ryamis are renowned as argumentative and poor tempered crea-
Read the following out, regardless of skill rolls. tures, and the trader called Chattatt is no exception. He is a com-
plaining, bad mannered and nasty individual and this incident
Sudden{y tfie red :M.yrda{{gets a has ruined an already bad day. Play him as such.
good grip of tfie otfier and tfirows
fiim to tfie ground witfi a force tfiat If the players remove the Myrdall from the stall, which is very
you can fee{ tfirougfi your feet. J-{e hard work as the it weighs about 2000 lbs, they will get no thanks
raises fiis foot to stamy on tfie yrone from Chattatt. In fact he will complain and nag the players con-
combatant wfien just as sudden{y stantly. He will blame them for the mess and claim they are friends
tfie 6rown one kicks out witfi fiis of the Myrdall. When they are finished he will complain about
own feet and catcfies 'red' ju{{ in tfie the extra mess and damage they caused as well as the length of
groin, sending fiim f{ying 6ack over time it took them to do such a simple job.
a si{k-vendors sta{[ The Myrdall however, will be obviously grateful. He will thank
'Tfiere is a fiuge tfiud as tfie red the players for their help and introduce himself as Graatch. Just
:M.yraaCCs fieaa connects sfiaryCy then he will glance past the players and then whisper to them in
with tfie ground. 'Tfie 'Ryamis mer- a deep and low voice,
cfiant wfio owns tfie staCC starts 'you must get me out of tfiis. If tfiey
jumying around and sfiouting for take me down to tfieir station I wiCC
tfie streetmen as tfie :M.yrdaCC over 6e Cate for my work and I wi{{ Cose
fiis staCC tries to raise its fiead, fa ifs, myjo6.'
and s{umys 6ack to tfie ground,
o6viousCy stunned andyro6a6Cy Wondering wfiat <jraatcfi means
unconscious. you Cook round to see tfiree street-
men yusfiing tfirougfi tfie crowd and
'Tfie 6rown :M.yrdaCCgets to its feet, steyying into tfie circCe round tfie
gCares at its rivaCfor a few seconds, sta{[ 'Tfie front streetman, a sfiort,
tfien casuaCCy turns its 6ack and
321
mid"d"(e aged" Xarro witli a 6usliy The thick aroma of the noodles wafts out onto the busy streets
moustaclie, steys in 6etween you and ensures that Yitu's remains constantly crowded. Most of the
and" tlie 'Ryamis wliifst te((ing liis customers are Ha' esh, but there are some empty seats beside a
two comyanions to clieck round" tlie rough-looking Karro down at the left end. This is, of course, Gart
area. Daltarian. He wears a non-descript ragged longcoat and sits read-
ing an old copy of the Rol-Katel Gazette.
''Rig/it tJien. Wliat's 6een going on
liere? .JlndJ'(( liave it one at a time, Summary. This scene introduces the players to Daltarian, who
tliank you, starting witli... ' wishes to hire their services. Daltarian fills the players in on what
they are to do.
Tlie streetman yoints to (pick one of
tlie yfayers and"yoint at liim.] you! Plot. Read the following to the players.
The characters should be able to persuade the streetmen that it You yass a(ongsid"e tlie area of tlie
was not Graatch's fault with a few moderate skill rolls. Have 'Bazaar known as tlie Sliuss, wliicli
them use skills such as persuade, hidden tongue or even lie. Of- is fi(fed" witli sma(( Tecfi(er sta([~
fering to return the favour by promising to tidy the mess or es- c(uttered" witli tubes, wires, syrings
corting the Myrdall to make sure he stays out of trouble should and" otlier mod"ern yieces of teclino{-
give the characters a bonus to persuading the streetman. ogy. You yusli yast many of tliese
strange liood"ed" trad"ers wlio try to
If the characters get Graatch out of trouble he will be very grate-
temyt you witli tlieir wares.
ful. The A Cs may also get one or two Honour Points if they dealt
successfully with the streetmen. (i.e.- they didn't kill everyone :fina((y you make it to tlie ad"d"ress
in the square). on tlie card. Yitu's lias an oyen
front wliicli oyens direct(y out onto
''Tfiank you. (jraatcli d"oes not forget
tlie 6usy street. Tlie wfio(e syan of
liefpfu(friends fike you easi(y. You
tlie counter can 6e seen from across
come 6y tlie 1Justy 'Ijliav in tlie
6azaar any time and" I wi(( make tlie way, and" you see tliat it must 6e
a yoyu(ar y(ace . .Jl tliick c(oud" of
you very we(come.'
steam rises from 6eliind" tlie counter
(jraatch makes a d"eey gurgfing, in tlie oyen kitclien wliere tliree
rum6fing sound" d"eey in liis tliroat, eUfer(y :J{a'esli serve a num6er of
wliicli str ange(y reminds you of a customers sitting on stoofs afong tlie
yurring yardi. 6ar.
'I must he at work now, 6ut d"o not .Jls you cross tlie street to tlie
forget to come 6y, my friends.' canoyy of Yitu's, you see a (one
Witli tliat lie turns and" wa(ks to- Xarro sitting reading a coyy of tlie
wards tlie 6azaar. 'Rof-Xate( (jazette. Tlie on(y free
stoofs are to 6e found" 6esid"e tliis
The Dusty Tjhav is a large underground sports hall which has man.
many tjhav pits and a large bar. It is a popular meeting place and
Daltarian watches the approach of the players in the mirrored
recreational centre for all sorts of characters. It is the Gargentihr
reflection of a yusp steam-um. (Any player with SEN of 6+ will
equivalent of a bowling alley. Graatch is one of the bouncers, a
notice this). He doesn't look up and awaits the player's introduc-
task which he is well suited for. As for the other Myrdall, who
tion. Remember that the players shouldn't mention that they are
knows? You may want to have him crop up in a future scenario.
Clondis (Deduct 2 HP from any player that does so.)
Conclusion. The players can now continue on their way to meet
Once they have introduced themselves read the following to the
with Gart Daltarian. Go to Act 4.
players.
Tlie Xarro turns to face you. :J{e is a
}let 4. ~eeting qart (f)a{tarian 6road'-sliou(d"ered" man in liis ear(y
Intro. The players will have received Handout 1 which details forties, and" fooks fike a we(( trav-
this meeting place. It is most likely that they will arrive here e((ed"fe((ow. :J{e wears a 6attered"
after Act 3. (ongcoat 6ut is we((groomed" witli
sfigfit(y greying (ong sitfe6urns.
Setting. The meeting point is a small Ha'esh noodle bar on the
south strip of the Bazaar called Yitu's. The bar has an open front 'you liave tlie rig/it fe((ow. Can I get
which sits directly off the street. It is covered with a wooden you some yusy?'
canopy which protects customers from Gevuria's heavy rainfall. :J{e motions to tlie nearest :J{a'esli
A long counter looks directly into the steam-filled kitchen where cook and" utters sometliing in :J{a'esli
pots bubble and froth. The counter is a mass of rice bowls and a6out severa( cuys of yusy.
yusp cups, and the patrons sit, their backs to the street, watching
three old Ha'esh silently hurry between pots and clientele.
322
Gart Daltarian will then tell the players what he knows. Try to ad The players will be surrounded and marched through the streets
lib the conversation to get the hang of being a Narrator. If you to the Downwind Road Station. They will lose 1 HP for the shame
feel up to it then speak in a gruff voice when you play the part of of this. (More if they injured anyone during the arrest).
Gart. It will help to give the NC some character.
Setting. The Cobbledock Station is situated on the Downwind
Take as long as you require to get all of the following points road, the main thoroughfare through the district. The station is a
across. The only thing to watch is that it all keeps moving. You typical Lathmirian-style building; a domed, three storey struc-
may want your players to make notes as you talk. Let them inter- ture with two columns situated in front of the large front door.
rupt if they wish. It's supposed to be a conversation rather than a
The upper two floors include administration, storage rooms, and
one-sided narrative.
a mess hall. The ground floor contains the reception area and
Points to make :- overnight holding cells. Like all stations in Rol-Katel, a carsen
tube system forms a communications network around the build-
1) Gart Daltarian is a veteran sergeant streetman who works in
ing. (See the Digest chapter for more information on this techno-
the Cobbledock Station. (A Moderate 'Race lore' Success Test
logical invention).
will imply that he is a shrewd, streetwise fellow.
The Station is an old building with a stuffy atmosphere. It has
2) Gart knows that there are many of his Cobbledock colleagues
wooden panelled walls and tiled floors. A fat desk sergeant works
on Papa Fennris' pay-roll. He isn't one of them.
behind the front desk and the main office area lies behind him.
3) Papa Fennris is the local crime lord and leader of the Fennris
It should be noted that there are few streetman stations that are
Tavin who have much control over the criminals in Rol-Katel.
under the pay of the Tavin. Cobbledock is not typical of the hon-
He is a dangerous man to know.
esty of the Karro law enforcers.
3) He was working on the investigation of a smuggler known
Summary. This scene can be used to show how the streetmen of
only as the Cuckoo. He was beginning to close in on his quarry
Gevuria operate. Most streetmen are middle class Karro who will
when he was pulled off the case and the investigation was dropped.
be working their way up to Detective status through the ranks.
4) He believes that 'someone upstairs' doesn't want the Cuckoo Although there are a few Ha'esh on the force the streetmen tend
to be investigated. This smuggler is a powerful anonymous indi- to be rather racist and distrusting of all non-Karro. Ha'esh ACs
vidual who obviously has some important friends. will be treated far worse than their Karro friends.
5) Gart wants the players to follow up his investigation of the Plot. The players will be taken into the cells through the back of
Cuckoo to see what is really going on. He can't provide too much the ground floor office to be questioned by a Detective called
assistance for fear of alerting Tavin infiltrators within the street- Mull. This tall and lean Karro is a Tavin Lieutenant and will
men. want to pass on any important information to Papa Fennris.
6) He knows that a Ha'esh by the name of Lalo is a contact for The players will be kept in the cells overnight and let go in the
the Cuckoo. Gart hands over a hazy pictograph image of the morning after being questioned. Mull will not push the interro-
Ha'esh. He explains that the streetmen are currently experiment- gation too far; he plans to have the players followed instead. If
ing with the possibilities of a criminal pictorial library. any player tells of their involvement with Gart Daltarian then
they will lose 1-4 HP depending on how much they tell.
7) Lalo frequents a Ha'esh klai-den called 'Two Trees' in Cob-
bledock. This may be a good place to stake out. (Hint, hint). From this point on, the players will be followed by a plain clothes
streetman who will report back to Mull on a regular basis. Occa-
Daltarian can be contacted at the Cobbledock Station, but he warns
sionally mention a shadowy figure lurking in the background
the players to keep their wits about them. The spies of Papa Fen-
whilst the players are in other Acts. A Difficult 'Sight' or 'Crowd
nris are everywhere!
manoeuvre' Success Test will allow the ACs to spot their stalker.
Conclusion. This Act is designed to give the players some clues
as to what to do next. Their best bet is to proceed to 'Two Trees',
Act6.
}let 5. Co66{ec{octStreet-station
Intro. This Act can appear in a number of places, and may not
even be used! The players will end up here if they arouse the
suspicion of the local Fennris Tavin, or if they look for Daltarian
at his work.
Ifthe players act suspiciously around Cobbledock, or if they cause
a commotion at any time during the scenario, they may be ar-
rested by the streetmen. When confronted by several streetmen
brandishing Keldin bars, you should remind the players that in-
juring or killing one of Rol-Katel's finest is a serious offence.
Not all of the streetmen are on the Tavin pay-roll, and they may
even be friends of Daltarian.
323
The plain clothes man is Cambar Wick. He is a young Karro who gei trees signifies the entrance to the klai-den. There is no writ-
is eager to please Detective Mull. He isn't involved with the Tavin ten version of the Ha'esh tongue and simple pictures are used to
and has never heard of the Cuckoo. He respects Gart Daltarian. represent buildings such as this.
Wick will be easy to sneak up on, as he is a bit green around the
Two Trees is a very old and narrow Lathmirian style building,
gills. He will plead with the players not to tell Mull that they
with one peculiar feature. Two young gei trees reach 30 feet from
caught him.
the ground to the third floor. A spiral wooden staircase has been
The Narrator needs no statistics for NCs like Cambar Wick. Such built around the tree nearest the door. There is a small bar on the
characters are mere plot devices for the Narrator to use as he sees first level which surrounds the other tree. The original ornate
fit. If you think that you have enough on your plate running your glass dome still exists, as do the third floor storage doors, com-
first scenario, then ignore him. If you wish to add more depth, plete with crane and pulley.
then you can include him in the story. If the players are doing
Like most Ha'esh klai-dens, Two Trees has a quiet and sombre
well, then they will easily capture Wick. If they are bumbling
atmosphere, which puts most non-users of the Silent Way off
about, then Wick will report back to Detective Mull and the street-
drinking in such an establishment. The air is thick and heady
men may intervene later in the scenario.
with cadj smoke. This is a clan Moun establishment, and so all
Conclusion. This Act is just a diversion and the players can re- members of that clan speak to one another using the Silent Way.
turn to their other leads when they are released. Detective Mull This makes outsiders especially uncomfortable. The Moun Rai
will keep an eye on the players through Wick and will move in to symbol appears around the koul-den, scored into wood and on
arrest the players if they break the law. If you feel that this sub- large woven mats behind the bar.
plot is too complicated to run on your first trip into Gargentihr,
There are no tables or booths within Two Trees. Ha'esh sit on
then leave it out! It 's your scenario, so change it until it suits
Mhe'ta mats arranged around small raised wooden plinths. A
your needs.
few of these plinths have bowls of squirming scrudd maggots on
them, for use by chapping Ha'esh. Paper lanterns provide the
_Jlct 6. 'CJ'wo CJ'rees' 1(fai-cfen dim inner lighting.
The second floor of Two Trees is another sitting area, but is only
Intro. The players are given the lead to go to Two Trees by Gart
used by clan Moun. The smell of incense wafts through this level.
Daltarian. They can easily find out where this is by asking a lo-
The third floor is storage and can be accessed using the winch
cal Ha'esh. The players will look less suspicious if an AC Ha'esh
and crane which hangs out over the lane.
does the talking. If the players are visibly seen asking around,
then they may draw the attention of the Tavin (See Act 5). Summary. This Act will give the players some insight into the
ways of the mysterious, turbaned Ha'esh and will indicate that
Setting. It should be evening when the players arrive here and
there are many differences between the Karro and these people.
the first drops of a rainstorm begin to patter off the cobbled streets
AC Ha'esh are more 'civilised' than most, and will receive a
outside. The Two Trees Klai-den is a small anonymous building
different reaction. They are neither Karro or true Ha'esh; a trait
which lies in the unnamed back lanes of Cobbledock. It is a crum-
which can be both boon and curse.
bling three story building which has been squeezed into a nar-
row gap between two warelofts. Alongside the usual goods-crane The players will stand out in Two Trees and there are some local
hanging above the 1hird floor, a dirty picture of two sprawling Tavin watching their moves with interest.
'Two
Trees'
Klai-den,
Ground
Floor.
324
The players will notice Lalo and will have to act quickly if they The Tavin will either notice the ACs themselves or will be in-
are to question him. A fight will break out and Lalo will bolt for formed of their presence by another Tavin. Either way, this will
the third floor and the exit there. lead to a confrontation as outlined in 3) below.
Plot. All eyes will fall on the players when they enter Two Trees, 3) Confront Lalo and his friends.
unless they are all Ha'esh, which is very unlikely. There is a
If the players approach Lalo and confront him openly, his Tavin
silent and foreboding atmosphere within the place. Low speech
friends will quickly scramble to their feet with ghurti drawn, ready
is only permitted on the first level. It is a great insult to speak
for a fight. Mentioning the Tavin or the Cuckoo openly will have
aloud on the other levels. A Moderate 'Cultural lore - Ha'esh'
this effect, as will insulting the gamblers. The Tavin will con-
Success Test will allow the players to realise this. Remember
front the players, looking for trouble, if they see the A Cs watch-
that any conversation which passes between players around the
ing them.
table will also occur between their characters in the klai-den.
The Tavin are swaggering and bold, and are not used to being
If the players ask for Lalo, they will be told coldly by the Ha'esh
confronted on their own turf. They will threaten violence but
barman that he doesn't know of him. The Shevin will be free to
will only attack if they feel they can outclass the ACs. When
stay in the bar providing that they follow Ha'esh protocol. (i.e.-
they do attack, they may be joined by extra Tavin from around
drink on the first floor, don't speak aloud on the other floors).
the bar to even the numbers.
Ha'esh seeking enlightenment (such as AC Ha'esh) will be shown
more respect and would be less out of place on the upper floors. To differentiate between the separate Tavin, use the following
AC Ha'esh from clan Moun will recognise the Rai symbol of descriptions. This will allow the players to visualise who they
their old clan, as will anyone making a 'Cultural lore- Ha'esh' are fighting and will aid the Narrator in the running of the battle.
Success Test at Moderate difficulty.
1) 'Shorty' - This Tavin is a short Ha'esh, just under 5' tall. He
Any player trying to identify Lalo using the pictograph image has a sly, narrow-eyed expression which makes him look mean.
will have to make a Difficult 'Sight' Success Test. They will see
2) 'Beardy' -The second Tavin has a thin black moustache and a
a familiar Ha'esh sitting cross-legged with three others on the
wispy beard which is unusual for a Ha'esh.
ground level. They smoke cadj and play Flatback. The ground
floor is busy and filled with soft conversation. It is difficult to
see through the smoky haze without peering.
Have at least one player spot Lalo in some way, even if Ha' esh Tavin
all skill rolls are failed. You should get into the habit of
changing dice rolls as you see fit so that the flow of the
Characteristics Skills E M D
game is not broken. If you always have the players roll
Brawling 16 12 8 5
into a hidden box then they will never know when you STR: 4
Endurance 15 11 7 4
alter dice rolls.
HEA: 5 Gambling 14 10 6 4
The players have a number of choices at this point :- Ghurti 17 13 9 6
AGL: 4
Listen 13 9 5 3
1) Gamble with Lalo. COM: 5 Sight 13 9 5 3
If an AC Ha' esh approaches the game and asks to join in, SEN: 4
Lalo and his Tavin friends will be suspicious but will
invite the character to join. (Politeness and hospitality Weapons DAM INIT
are two Ha'esh traits). An AC this close to the group will Brawling 1
notice that the Ha' esh have tattoos of a four-petaled flower Ghurti 7 12
. on arms or on the back of the hand. This is the sign of the
Fennris Tavin- a moderate 'Street lore' Succes.s Test will Armour Type : Lari, quilted tunics and waistcoats
tell this, and any character who dealt with Tavin during
their character generation events will also know what the
sign means. First FAT Rating
(Equals (STR+14) - ENC
Lalo and the Tavin are reasonable gamblers (KAI 3, gam-
ing- 3). You can use the system listed under the gaming
skill (see the Skills section) to run the flatback game. 14
Each player usually throws 2-3 Cyls in per round.
Right Arm
If Karro ACs approach the game, they won't be wel- AV__6_
comed. Any Ha'esh ACs seen with Karro will also be Second FAT Rating
snubbed. The Tavin will be wary from this point on and (-4 to INIT and all skills)
will be expecting trouble. This will lead to a confronta-
tion, as outlined in 3) below. 16
2) Watch Lalo and the Tavin from a distance.
325
3) 'Grubby' - This Ha'esh has an unwashed and unkempt ap- Plot. Lalo will let his Tavin allies confront the players whilst he
pearance. He smells a bit too. slips up the stairs to the upper levels. Have the player with the
highest ' Sight' skill spot Lalo climbing the gei tree steps.
4) 'Petal-head ' - This Tavin has his four-petalled flower tattoo
etched upon his forehead. At least one player should try to break off from combat and fol-
low Lalo. They will see him disappear around the back of the gei
The Narrator can make up other descriptions if they are needed.
tree as he scales the circular stairwell. The second floor is quiet
The Tavin will not fight to the death. If they lose all of their first with several groups of older Ha'esh sitting in meditation. Lalo
FAT level, then the Tavin will collapse or flee. If questioned, a continues up the stairs.
beaten Tavin will not know anything about the Cuckoo. They do
Level three is unlit, but moonlight glints in through the glass
know that Lalo is a member of the Fennris who works as middle
domed roof. It is cluttered with barrels of koul, salted crusti and
man for an important client.
other provisions. Lalo is nowhere to be seen.
Other Ha'esh in the bar will not get involved in the fight. They
The players can here the rush of blood in their ears and the gentle
will scatter and panic, generally getting in the players way. Street-
pitter-patter of rain on the roof. The sounds of commotion ring
men will arrive on the scene in roughly 5 minutes. If the players
out below. In here, all is quiet. Build up a tense atmosphere; lower
fumble around then they may find themselves facing several
your voice and talk slowly. Ask the players what they are doing.
streetmen armed with Keldin bars. (Go to Act 5).
Suddenly shout out that they see movement over by the front
Telford will be sitting quietly on the ground floor watching pro-
wall as the cargo doors swing open. Lalo grabs a pulley rope and
ceedings carefully. He will not interfere unless the players are in
s_wings out over the lane, climbing down to the ground. By the
serious trouble with the Tavin or the streetmen, and even if he
time the players reach the pulley they can hear footsteps running
does aid the Shevin he will disappear quickly and quietly before
on the cobbles below.
the players can ask too many questions.
Conclusion. The players must hurry to keep up with Lalo. Go to
Conclusion. Whilst his Tavin allies confront the players, Lalo
Act 8.
makes a break for it. Go to Act 7.
}let 7. Cfiase crfirougfi rr'wo rr'rees }let 8.Cfiase crfirougfi tfie Streets
Intro. This scene can occur at two different times. If the players
Intro. This Act occurs as the players are confronting the Tavin
had their wits about them, they will be chasing Lalo from Two
in Act 6. If they don 't act right away, then this scene will not
Trees and follow this scene on from Act 7.
occur. Have the streetmen pick the players up and go to Act 5.
If the players lost Lalo and were detained by the streetmen then
Setting. This Act takes place on the upper floors of Two trees. It
they will happen to see Lalo the following evening as he walks
should be a fast moving scene, so do not waste time describing
through Cobbledock. Either way, the chase is on!
every detail. Keep a sense of urgency in this part of the scenario.
The players should realise that if they are not quick they will lose Se~g. This Act takes place in the evening, with a light rain
Lalo. Talk quickly and urge a fast response from the players. fallmg and the mist coming in over the river Katel. The long
shadows of the surrounding three storey buildings make fast
Summary. Lalo will climb up through to level three and use the
movement difficult. The streets are quiet and empty.
cargo pulley to drop to the ground level.
Summary. Lalo will high-tail it through the narrow backstreets
of Cobbledock. The lanes are dark, slippy and treacherous. After
a few incidents, the party will see Lalo jump into an unmarked
sk_ink cab and will catch a glimpse of an inhuman figure at the
rems. A dropped item will provide a vital clue.
Plot. Lalo flees down a narrow lane away from the lights and
bustle of Bridge Way and the docks. His footfalls disappear into
the darkness. Lalo is sprinting and has no encumbrance. The play-
ers must continuously make 'Athletics' skill Success Tests to
avoid losing 1 FAT per Round of sprinting. (See the 'Athletics'
skill description in Skills).
The cobbles are slippery and wet. Have each player make an
AGL Success Test at Easy level to avoid falling and suffering
'Two 1D6 FAT through bruising. The chase continues through more
back lanes.
Trees'
The players rush by a sailor's klai-den and must avoid the two
Klai-den, drunks sprawled by the door. A Moderate 'Crowd Manoeuvre'
Top floor. Success Test is needed to avoid the bodies. The smell of warm
ale wafts out onto the cold lane as ilie players run past.
326
Lalo runs up a dead end and is seen scrambling over an 8' high the few with a sign; a simple affair which simply says his name.
wall onto a lit street. A Moderate 'Athletics' Success Test is re- Thousands of tubes, wires and springs hang down to form a cur-
quired to quickly scale the wall. tain around his store and hide the dark interior.
The first player over the wall will see Lalo reach a black skink- The store is bristling with technical equipment. There are half
drawn cab and leap into the cabin. The sudden glare of the finished metallic inventions sprawled over every surface, and
streetlights prevent the players from clearly seeing the driver, boxes of spare parts clutter the dark corners of the main room. A
but they could swear that a ghastly crescent-faced creature grinned small battered field illuminator hums merrily as it flickers and
maniacally from behind the reins. One character should realise lights the room. Clockwork, crackling generators and crystals
that this was a Khostra if he has had any dealings with this race pulsate and move. The whole scene is animated chaos.
during his character generation events, or ifhe has 'Cultural lore-
Summary. This scene will provide the players with a future con-
Khostran'.
tact and will give them the exact whereabouts of the Cuckoo's
As the first character jumps to the street he must leap athletically Windbay.
to the side to prevent the fast moving cab from running him over.
Plot. Randall is a thin Karro with a moustache. His shop is clut-
The cab thunders past and disappears into the mist. Lalo is gone!
tered with strange devices and wires some of which hang from
The cab was parked outside of a small yusp house on the western the roof. He shuffles and tinkers as he talks. Randall will do any-
side of the Bazaar, called 'Tinker's'. The 'yusper' (barman & thing for a chance to gain new information. He wants 40 Cyls for
waiter) who runs it is an old and friendly Karro who says he saw his trouble, but says that he will be able to provide the lock make,
the tall, hunched coachman wait outside motionless for over an index number and location.
hour. He does not know anything else.
Randall keeps a gem of such data and will use a battered PGR to
Below the street lantern, dropped where the cab stood, lies a scan for the details. This will take ten minutes. He spends a fur-
strange, thin wooden slate with holes punched into it. This is ther twenty taking a copy of the Dalton key's dimensions for
Lalo's Dalton lock key, which he dropped in the rush to get into future reference.
the cab. A Moderate 'Science' Success Test will identify this
Randall hands the key back to the players and prints out an ad-
item as such and the user will realise that it is also a windbay key
dress for them using a giant steaming mechanical printer of his
card. Any Techler in the Bazaar will be able to give the details of
own invention. Give the players Handout 2.
the lock and its location for a fee.
Telford will again be close at hand. He may be used to pass on
the Dalton key if the players overlook it, by pretending to be a
tramp. He'll come up and say,
"I found this over by the street-lantern, so I did. I think your
friend in the cab must have dropped it".
He asks for a few Cyls (to keep up the disguise) and will wander
off into the mist whistling.
Conclusion. The players have to find the Dalton key. It is the
main clue in the adventure and cannot be overlooked. When the
players gain the key, they will have to investigate its use. If they
don't remember about the Techlers in the Bazaar, then give them
some hints. Say that the device looks technological and they need
to contact someone who can deal in such things. This should
lead to Act 9.
327
It reads: cost.
Onlto11 lock 206 XX. The Cuckoo's base is situated in Bay Huth, the mid-sized and
most run-down of the structures. The levels swarm with many
Bny 26
undesirable characters and Huth has a reputation as a hive for
Bny Hutli. illegal activity. Hooded figures lurk in the shadows, illicit deals
are struck in the smoky klai-dens and streetman presence is low.
Conclusion. The players now have the location of the Cuckoo's
base. They can proceed to Act 10. Bay Huth has a central circular atrium which passes from ground
floor to the fifth (top) floor. Several stairwells and a mechanical
lift system join the levels. The cargo bays are situated on the top
}let 10. rTlie Wincf6ays three floors and are numbered from the top down in strange glyphs
(Windtrader numerals). A set of Lathmirian numbers have been
Intro. This scene takes the players to the base of the Cuckoo,
carved into the arched doorways of the bays for use by other
which is situated within Bay 26 of Bay Huth.
mortals.
Setting. The Windbays are situated on the south bank of the river
Bay 26 is situated on the fourth level, off of the main court. The
Katel. They are three giant, alien structures built of sandstone by
giant arched hall holds four of the bays (24 - 27). The hall is
the Windtraders when they first discovered the young Karro Rol-
quiet, with a few huddled figures squatting in the dark comers.
Katel outpost in 15 12. The Windbays are remarkable multi-sto-
The occasional large rat scuttles across the floor in search of food.
rey buildings, the like of which are not to be found in any other
Rubbish and dust blows softly in the breeze. The sounds from
culture. The Bays have huge landing platforms on the roof to
the atrium can be heard in the distance and the whole hall has the
allow the sarakem to land with ease. They are now the centre for
smell of exotic spices about it.
much of Rol-Katel's external trade and are filled with the exotic
and unusual. The Windbays are constructed out of a mysterious Summary. This Act sets the scene and gives the picture of the
blue stone which is both light and very strong. This stone has the Windbays to the players. Let them look around and hint that they
same properties as a Talandar Disrupter; all Kyromancers within are being watched to add to their unease. The hall is almost de-
the Bays remain Phased into the Physical Sphere, at no Sa Point serted and the players should not meet much resistance reaching
the arched door to Bay 26.
~~~~~~~~~~~~~~~~~~~~~
Plot. The players are being watched, but they will never
Karro Guard spot their 'guardian angel'. Telford, again disguised as a
Ha' esh tramp, sits nearby with a bolt petronel close at hand.
Characteristics Skills E M D
The hall is quiet, but there is a Karro sitting by the door to
STR: 6 Bolt petronel 16 12 8 5 the bay. He doses lightly but is alert enough to act if the
Brawling 16 12 8 5 players walk up to the door. The Shevin must take this in-
HEA: 4 Endurance 15 11 7 5 dividual out quickly and quietly without arousing any sus-
AGL: 4 Listen 13 9 5 3 picion.
Military davin 17 13 9 6
COM: 5 The Karro is one of the Cuckoo's guards and is a compe-
Sight 13 9 5 3
SEN: 4 tent fighter. As soon as his suspicions are raised, he will
knock on the door, alerting those inside. He has no key and
Weapons DAM INIT cannot enter without help from within.
Bolt petronel 8
Brawling 1 12 The players can use silent missile weapons to dispatch the
Military davin 10 guard, but will receive added commendation from Telford
(see conclusion) if they use stealth and skill. An Easy 'Hide'
Armour Type : Tarran coat and thick leather boots
Success test and a Moderate 'Sneak' Success Test will al-
low an AC to creep up on the guard and get surprise. If
these rolls are made successfully, then the player should be
First FAT Rating
allowed to knockout the guard with little difficulty.
(Equals (STR+14) - ENC
Torso
AV_l_4_ Conclusion. The players are now at the door and have a
13 Dalton key. They can proceed to Act 11.
Left Arm
AV_____9___
}let 11. Inside <Bay 26.
Second FAT Rating Intro. This scene leads on from Act 10. If the Karro guard
(-4 to INIT and all skills) has knocked on the door, then the guards will be at least
partially ready for the players and a full scale fight will
Left Leg
AV _ _
7_
16 commence. If the players were stealthy, then they have the
element of surprise on their side.
328
Setting. Bay 26 is a typical cargo hangar in the Windbays. The Summary. The players will have to deal with three internal guards
Dalton door opens into the small office building at the front of before they can search the office and the cargo bay. They should
the huge cargo bay. A large winch system crosses the roof to the amass enough evidence to allow the streetmen to move in against
giant back doors where a crane system can transport goods to the the Cuckoo's operation.
landing bay or to the ground.
Plot. The players must get past the three internal guards in Room
The bay is an arched dome which is partially filled with wooden 1. before they can proceed. If the outer guard alerted those within,
crates and other boxes and barrels. The bay is cold and dark, they will be ready for the intruders. One will be behind the Dalton
chains hang from the ceiling and water drips down into pools in door with his davin drawn, the other two are in the doorway to
the comer. There are currently over a dozen workers shifting boxes room two with their bolt petronels aimed at the door. The oil
to the crane at the open cargo doors. There are three field illumi- lamp has been turned down (low visibility, -2 to hit rolls).
nators set up to light the far side of the bay to help them work.
If the players have managed to get to the door quietly, then the
The workers will not hear any commotion in the closed office
guards are sitting playing flatback in Room 1. The two bolt pet-
and will continue to work.
ronels are on the table and the other guard has his davin sheathed.
The Bay Office None of them will have their Tarrans on so their torso and arm
AV s will only be 7. The players will certainly have the advan-
Room 1 - This is the entrance room. It is a bare sandstone struc-
tage in this situation.
ture with a table and four chairs. There is a corn oil lantern hang-
ing on the wall. This is where the other three Karro guards will Run the fight using the Combat rules, using situation modifiers
be. and the INIT rules. Take your time and try to get the hang of all
the rules. The guards will surrender or collapse if they lose their
Room 2 - This is a mess room for the bay workers. A number of
first 14 FAT levels.
coats, cloaks and satchels sit on pegs along the walls. The front
wall has an open window which looks out across the bay to the The three guards can be described as follows :-
workers and the cargo.
1) 'Baldy' - The first guard is older than the others, and is bald
Room 3 - The office is situated on the second floor. It contains a with a thin white beard.
large wooden desk, and several shelves filled with papers and
2) 'Giant' - The second Karro is over 6'8" tall and looks big and
books. On a small side table there is a PGR but no gems. A com-
mean. You might even want to give him a+ 1 DAM bonus due to
plex yusp maker sits on another table. A small window looks out
his size.
over the bay.
Bay 26,
Rooms 1and2
329
3) 'Scaredy' - The third guard is thin, timid and a bit of a wimp. thick top. A successful Difficult 'Sight' Success Test will let a
He will surrender as soon as his life is in danger. player realise this. There is a secret side compartment in this
table which holds a gem, several papers and letters, and 480 Cyls.
The players can now search the office. There is nothing to be
A Difficult 'Devise' Success Test will allow a player to open this
found in Rooms 1 and 2; the real clues are up in Room 3. The
without force.
papers cover the legitimate side of the business and hold nothing
of interest. The manager is a small time Karro trader called Rint The papers include several illicit deals with other smugglers, and
Tandahan. He works for the Cuckoo but no mention of the smug- two letters of note. The first is in a strange language (Khan'Dha-
gler's identity can be found. A Moderate 'Value lore' Success the language of the Khostra) and details the Cuckoo's agreement
Test will tell the characters that there is no mention of the current to smuggle pieces of stolen New Science technology to the Khos-
cargo being loaded outside. This information can be freely given tran House Shoth of Khos-Tavar. A fine crest heads the letter.
if any player thinks to ask.
The players can use this as evidence. There are several technical
The Narrator should subtly hint that no gems can be found for readouts of current New Science inventions included in the en-
the PGR. This would seem unusual. The only other item of inter- velope, which are written in Lathmirian but have had hand-writ-
est is the yusp percolator. The table that it sits on has a rather ten Khan'Dha notations. Anyone with 'Science ' skill will real-
ise that these are details of corn engines.
The gem can be easily tuned (See the Gems section of the rules).
It has a KAI of 4. It can then be read using the PGR if an Easy
'Gem lore' Success Test is made. The gem includes details of
shipping times, the amount of scientific devices shipped and the
agreed price (some 300,000 Cyls!)
Many more details of the Cuckoo's operation are included, but
there is no mention of the smuggler's real identity. The latest
shipment goes out tonight (36 Gathering, 1585) and that is what
the workers are loading at the moment. This is more evidence.
The players should realise that they must go to Cobbledock to
prevent the cutter leaving for Khos-Tavar and will have to act
Bay 26, fast.
Room3 Another letter from the Cuckoo to the Tavin is included. Give
the players handout 3 if anyone can read Lathmirian at level 4 or
greater.
330
player at a time if need be, using 'Dual Weapon Use'.
If the players manage to all escape from Khakk, he will follow
them and attempt to dispatch them one at a time. It would be
most dishonourable to allow the thieves to escape.
Conclusion. Khakk will fight to the death and is thus a most
dangerous enemy. He should be allowed to injure players, but
not to kill any of them. (The players don't know this). The survi-
The players have found all the evidence that they require. They vors can proceed to Act 13.
may wish to search the boxes in the bay. They can try to sneak
over to the boxes (the bay is still dark) or they can bluff their way
over to the cargo. The workers are all simple Karro and Ha'esh
underlings. They will not question anyone who acts with confi-
}let 13. 'Io 'Ifie <Doc~!
dence. The boxes do indeed contain parts of technological equip- Intro. When the players have managed to avoid Khakk they will
ment which are to be loaded onto a gressh drawn cart bound for have to go to Cobbledock. They can find this out from the infor-
Cobbledock. mation on the gem or from talking to one of the bay workers.
The Narrator should ensure that they contact Daltarian first at
Conclusion. The players should have found all the evidence that the Station.
they will need. They may gain extra HP if they remember to
leave their Clon Mark within the secret drawer. (No bonus if you The desk sergeant will look at the party suspiciously but will get
Gart Daltarian, who listens intently to the story. He will say,
have to remind them!) As they go to leave the Bay they will
encounter the Khostran assassin. Go to Act 12. "There's no time to get more streetmen that I can trust. We'll
have to go ourselves!"
}let 12. <Deatli in tlie <Dark, Gart will lead the way to the covered cobbledock. Telford will
follow behind, as will Khakk if he is still alive.
Intro. This scene should occur after the players have gathered
their evidence from the office in Bay 26 (Act 11 ). They
should have had time to discuss what they are going to do
next and are preparing to leave when they encounter the Khakk of House Shoth
Khostran.
Setting. This scene takes place in the Bay 26 office, as de- Characteristics Skills E M D
scribed in Act 11. Dual weapon use 21 17 11 8
STR: 10
Endurance 17 13 9 6
Summary. This is the main fight scene of the Scenario and HEA: 5 Etiquette 18 14 10 7
should be a terrifying experience for the players. Khakk is a Kala (left & right) 21 17 11 8
deadly opponent who will use a number of cunning moves AGL: 12
Khunjaa 20 16 10 7
to whittle down the player's strength. The players should COM: 8 Listen 14 10 6 4
not get to see their enemy until at least half of them have Sight 14 10 6 4
been incapacitated. This will add to their fear as they go SEN: 4
down one by one in the dark. .. Weapons DAM INIT
2 Kala 9
Khakk is the Khostra who drove the cab in Act 8. He is a
House Shoth warrior of great pedigree, on loan to the Cuckoo
Khunjaa (Sharpened bones) 7 16
as an act of faith from the House Chee. Khakk carries a
number of death-needles and two Kala to dispatch his op- Armour Type : Leather harness and thigh-flaps
ponents. Luckily for the players, he is more interested in Khu-daal (skichan web) - absorption level 40
taking them alive so that the Cuckoo may question them.
First FAT Rating
Plot. When the players are in the office upstairs, all the other (Equals (STR+14) - ENC
lights will go out in the building, plunging the place into Torso
darkness. Khakk will have extinguished the lights down AV_9_
stairs. If any player stayed downstairs as a guard, take him
18
aside and tell him that he has been silently knocked out. Left Arm
(Pretend to give him a saving roll into a hidden box. He AV__J___
fails this roll no matter what the D20 result is). He saw or
heard nothing and is not allowed to communicate with the Second FAT Rating
(-4 to INIT and all skills)
other players.
Khakk awaits downstairs in the doorway of Room 2. He
patiently awaits the players to come down the stairs with
Left Leg
AV _ _l4_
19
his Kala drawn. He will use his 'Unarmed' skill to knock
out the players. He is quite prepared to fight more than one
331
Setting. The players must rush to Cobbledock. The shipment is A Moderate 'Sight' Success Test will allow the player to spot
leaving as soon as the workers finish loading the cargo from Bay similar cargo to that seen in Bay 26 being loaded onto a small
26, which will have started being loaded before the players ar- trade cutter called 'The Talon'. A small crane lifts the crates onto
rive. the cutter. Several Karro workers move around the ship and it
appears as if they are preparing to leave.
Cobbledock is a huge quay which sits under a massive and or-
nate glass frame. The covered dock is a hive of activity and re- The players must stall the ship's departure until aid arrives. They
ceives most of the trade and transport for the north bank. The can use threats, bluffs or plain violence, but they must prevent
docks are filled with traders, wagons, travellers and workers of the cutter from setting sail. No matter what the players attempt,
different races. The whole quay has an air of busy urgency and the captain will soon get nervous and several large Karro sailors
the noise of cranes and workers fills the area. will begin to bear down on the players.
Summary. The players must go to Daltarian with their evidence Let the players fight for a couple of combat rounds, until they get
and then race to Cobbledock to prevent the smugglers leaving into serious trouble. Just as things are looking bleak have Gart
for Khos-Tavar. This scene finishes the scenario with the arrest rush up in the street wagon with several grey-clad streetmen who
of the petty smugglers on board 'The Talon'. race onto the cutter and apprehend the criminals.
Plot. The party will arrive at Cobbledock in a gressh-drawn street- Conclusion. As the streetmen round up the smugglers, Gart comes
man's wagon driven by Gart. They will have to race along be- up and thanks the players for their help. He adds,
tween the separate quays whilst Gart goes to the harbourmasters
".Jlnytime you need fie(p in my
to find out the name and location of the smuggler ship.
district, you finow wfiere to come.
The players should frantically search the ships in dock, looking Tfianfi you my friends."
for the cargo. They run past loading wagons, haggling merchants,
net-makers and several ships currently being loaded. Describe a
Tfie streetmen talie tfie smugg{ers
nearby comboat belching black smoke through it's giant funnel
away and (jart as/is tfie yfayers to
as it prepares to leave.
fiand aver tfieir evidence. Jle says,
'V\!e've sti{{ no idea wfio tfie Cucfoo
is, 6ut fie 's suffered a major b{ow
tonigfit. J-foyefoICy it's one tfiat fie'{{
Large Karro Sailors not recaver from."
The players can now return to The Sanctor's Temptation.
Characteristics Skills E M D
STR: 8 Boat hooks 16 12 8 5
HEA: 7
Brawling 17 13 9 6 Scenario Conc[usion
Endurance 20 16 11 8
Read the following to the players.
AGL: 4 Listen 13 9 5 3
Sight 13 9 5 3 You meet uy witfi Ligfiter in tfie 6ar
COM: 5 of tfie Temytation. Jle says,
SEN: 4
"J fiear you did we{{ on your first
Weapons DAM INIT time out".
Boat hook 6
Brawling 2 12 He'll go into details of certain scenes that he couldn't have
known without being there. When the players look surprised
Lighter will add,
Armour Type : Cotton shirt and trews, soft leather boots
"'We ilfie to fieey an eye on our new
mem6ers. I'd a/ie to introduce a
friend of mine. You ma}! fiave seen
First FAT Rating
(Equals (STR+14) - ENC
fiim around: '
Torso
AV _ 3_ Telford will come in and greet the players. At least one
20 player will think that he is familiar even if he did not make
Left Arm
his presence known to the players.
AV__3__ .Jl sfiort and seeming{y fiarmfess
Jla'esfi introduces himself.
Second FAT Rating
(-4 to INIT and all skills) ":M.y name's Telford: I've 6een fieey-
ing a cfose eye on your e:>p{oits, just
Left Leg 16 to fieey you on tfie straigfit and
AV _ _5 _ narrow." Telford says, a{most ayo{o-
getica{{y. "I'm y{eased to say tfiat
you didfine."
332
Ligfiter brings out a 6ag of sfiort The Rewards of the Game
6fack rods; tfiese are ''Bfackies'
wortfi 100 Cyfs eacfi! J-fe tfirows The players receive the following XP.
tfiem to you. Danger Level 1 XP each.
"Tfiese are from a friend. It's tfie Thoughts 0 - 2 XP each.
reward money for tfie smugg{ers.
5'lyyarent{y tfie I.N.S. (Institute o/ Actions 0 - 2 XP each.
New Science) are most gratefuC. Role-play 0 - 2 XP each.
There are two Blackies for each player, sent on by Gart Daltarian. Per clue found without help 1 XP each.
This wraps up the scenario. As for the Cuckoo, who knows? You
If players killed Khakk 1 XP each.
can bet that he won't be happy with the interfering Clondis. Per-
haps he will make a comeback in a future scenario. HP modifiers are detailed where they are most likely to occur
during the scenario. A further 2 HP is gained if the players fin-
ished the scenario without Telford's aid. (Remember that HP gains
are also added or subtracted to XPs ).
Pfayer Jfand-outs
The following are the hand-outs mentioned in various acts. If you photocopy this page you can cut out the hand-outs and give them
to the players at the suitable moment.
-<Jarl (f)ahmian
Q/ilu"' nnodk /Jap_
7f}eJJ£,_ 'I_ <!RJ-U
333
HEA success tests 54 Clothing 262
JI Chinte' 197
NCs 125 Chinte' 196
Church of Sanctology 181
AC 9, 12, 41, 301 Enlightenment 181 Skills 54 Clutch 226
Scenario 31 7 Ha'esh 201 Weapons 54 Collapse 120, 133
Technomancer 159 Karro 215 Characteristic Rolls 42 Healing 137
Academy of Martial Studies 254 Ryamis 227 Characteristics Collectives 218
Academy of Science 77 Belief Magick favouring and slighting 42 Colonel 255
Acolytes 252 Mujo 81 Practice 109 Combat 42, 93, 118
Acting 95 Black Ash Mountains 18, 21 racial maximums 42 Actions 116
Actors 124 Black Dreampaths 179 Role-playing 306 Creatures 235
Acute Balance 92 Black Marias 84 Charchi-guvarr 217 Manoeuvres 118
Adrach's Children. See Khostra Black warp 141 Charms 176 Mounted 127
Adrenal Plugs 166 Bladed Te'farr 273 Charra 25 Movement 115
Advice 149 Blinded 121 Province 258 NCs 124
Agasha 14, 17, 18 Blood loss 113, 119 Thar-Hei 298 Ranged 128
Honour 143 Healing 136 Charra Amateurs, the 78 Role-playing 307
Agashan Axe 290 Blood Scourge 141, 213, 261 Cha'tang Cutter 273 Tiring 133
Age 48 history 31 Chattatt 321 Unarmed 126
Agent 69 Bloodson 214 Chemistry 99 Combat run 115
Agility 42 Blowpipe 102, 290 Chenga-houl 219 Combat skills 93
Agility requirement 290 Boating 100 Cheming 205, 208 Concealment factor 290
Agility skills 92 Boats 272 Chi'chee 198 Contacts 149
Aimed attacks 129 Bodyblades 290 Chiel 72, 252 Continents 13
Air Bola 290 Chinja 288 Contortionist 92
Navigation 99 Bolt petronel 102, 290 Chinte' F'har 21, 195 Copper 275
Aja 38, 147 Streetmen 84 High Navigators 272 Corean Boards 278
All out attack 118 Books 109 History 27 Com craft 100
Ambush 105, 116 Maharra 27 Com-engines 274
Boots 285
Ancients 26, 175, 177 Botany 75, 253 Mime dancing 95 Institute of New Science 77
Andrich, Tomahs 32 Bow 102 Cho'chi 197 Comboats 272, 298
Animal doctor 95 Bra'chool 186 Chon'da Harek 71, 201 Institute of New Science 77
Animal handling 95 Chronological Society 251 Coro 197
Brawling 126
Animal lore 98 Improvised weapons 126 Fellow of History 76 Corrin banded 288
Antagonists 124 School of lore 65 Cost of living 283
Brood 27
Anthropology, Dept. of 76, 251 Chronometer 295 Cover 129
Bubbleweed 185, 296
Antrossa 23 Church of Sanctology Creation
Building craft 98
Apprenticeships 49 15, 44, 215, 252 steps of 41
Buildings 261
Archetypes 301 Bulldogs, the 63 Creatures
Bulldogs, the 63, 70
Archstone Bridge 18 Use of 235
Buraq 223 Chiel 72
Armour Ha'esh 180 Creeping skull rot 140
Family Guard 225
Blood loss 119 history 32 Cronth 222
Armsman 63, 70 c Originists 72 Crowd Manoeuvre 92
Army
Cabs 298 Reformists 72 Cry-cutters 293
Gevurian 63
Cadj 185 Rites 99 Crystal-mine Stations 274
School of martial studies 66
Sticks 261 School of sanctology 67 Cuari 201, 262
Art 102
Cain, Shevass 32 Sha-Bro 25 Headmen 259
Ashu 95
Cain-jack 286 Witch-hunters 269 Cuckoo, the 125, 323
Asphyxiation 139
Cambar Wick 324 City of Knowledge. See Ne'Hal Cultural lore 98
Assassins
Capper Way 319 Clans 202, 268 Gevurian 251
Menhis-Var 85
Captain 255 Classics 98 Cumulative AV 283
Rhaja 290
Cardiac Resistor 166 Climate 17 Currency 283
Athletics 92
Careful movement 115 Climbing 92 Curses 176
Falling 139
Carsen Tubes 274 Cloaks 287 Cutters 272
Atmosometer 273
Cartography 98 Clockwork 274 Cuur 213
Atmosphere 312
Caspin III, High Sanctor 156 Institute of New Science 77 Cyanna Gems 280
Attack 118
Cavern Guard 222 Clon-halls Cyatim 177, 178
Entangling 126
Chamber of Gentlemen 259 Healing 135 Cyl 283
Attributes 52
Chancer 73 Roadside Taverns 38
Augury 72, 261 CJ)
Channi 71, 285 The Gallery Halls 3 8
Ritual belief 181
Chanta 186 The Klai-Dens 38 DAL
Chantin Va 71, 291 Clondis 15, 35 Increasing 173
Chapping 203 Aja 36, 38, 147 Dalshra 42
Bandages 13 8 Cl on Halls 3 7
Character Background 46 Dalshra Brace 173
Bank of Lathmir 283 Clon-mark 37
Character Concept 41 Dalshra skills 94
Banking notes 283 Code 146
Character race 43 Dalton Locks 274
Barge Families 214 Favours 38, 148
Ha'esh 45 Damage 119, 120, 290
Barrak 218 History 35
Karro 44 Attribute 54
Bay of Mists 17 Honour 143
Character sheet Blood loss 119
Beach Ivy 186 Role-playing 302, 313
Armour 54 Creatures 236
Beam-rods 274 Shevin 36
Equipment 54 Natural 139
Belief 175
334
Damam Scanner 167 Engineering Corps, the 63, 70
Dancing 92 Engineers 77
Danja 73 Khostra 219
Dann 186 Enlightenment 180
Darklands 13, 15, 176, 178 Entangling attacks 126
Cyatim 238 Equipment 149
Fade 154 Eragha Sister-clan 209
Kull 243 Huntress 211
Nightsilver 276 Je'dahk 23
Warding 183 Essa tracing 93, 181, 291
Darksight 176 Etiquette 95
Days 131 Events
Death 54, 120, 133 Event rules 49
Healing 137 Examples 303
Death blow 118 FullEvents 61
Deathneedle 291 Outcome 61
Defence 119 Example of play 308
Creatures 236 Exertion
Ranged combat 129 Tiring 133
Denyists 252 Exhaustion 132
Detass 186 Exorcism 182
Detectives 84 Experience points 108
Devise 100 Exploration 75, 253
D'Haq 68, 201 Exploration, Dept of 76, 251
Diamond 276 Exposure 140
Diamond dust 262, 275
Diamond Falls 23
Diamondhead Mountains 18 Fade 153, 154
Difficult wounds 136 Flies 172
Difficulty factor 87, 112 Fai 206
Attack 118 Witches 211
Defence 119 Falling 139
Ranged combat 129 Families Force Beacon 168 Geographical Society 15, 253
Roquan 223 Foreign Affairs, Dept. of 76, 251 Atmosometer 273
Disarm 118
Family Background 46 Forests 18 Chronological Society 75
Disclaimer 11
Family Location 48 Survival 94 Fellow of Geography 75
Disease 140
Forgery 102 History 32
Disguise 95 Fatigue 116
Blood loss 119 Forgiin 288 School of lore 65
Disrupter Plates 167
Creatures 236 Formweaver 153 Vespin 23
Djaat 185
Energy bar 52, 132 Formweaving 263 Geography 75, 253
Doctor 74
Gaining 133 Role-playing 307 Geva 23
Drasp Tea 263
Modifiers 132 Fortunes 88, 90, 112, 117 Chronological Society 76
Dreampaths 179, 201
Kyromancy 165 Gin-Ghan training halls 78
Rites 99 NCs 124
Four-petaled flower 85 New Gevurian Bank 283
Drive 235 Reducing 134
Starting level 133 Friends 302 Province 258
D'Tehr 195, 198
Frontier longcoat 286 Geva Herald 261
Dual Weapon Use 93, 116 Fatigue modifiers
Wound effects 120 Frontiersmen 82 Geva Nationals, the 78
Duelling 263
Fynning 203 Geva Rangers, the 63
Durquin 224 Favours 144, 148
Gevuria 17
Dusty Tjhav 322 Fear 150
Dyce Syndrome 153 Fellow of Geography 75 CJ Culture lore 98
Gallery 73, 263 Locations of 23, 25
Dyce Transformer 167 Fellow of History 76
Gambling Gevurian 103
Phasing 162 Fellow of Science 77
Flatback cards 293 Gevurian boots 285
Dying 121 Female Dress 284, 286
Game time 131 Gharrana Lo 'Teh 71, 80, 81
Fennris 85
Movement 13 2 Ghent 18
Festival of the Cat 224
Gaming 95 Gho'ja-Keehan 18, 23
Ebony 276 Fichleaf 185
Gantirr, Lann 156 Ghowda 319
Eculstuun of Treth, Dr 98 Field Illuminator 275, 293
Gargentihr 13 Ghurti 291
Effectiveness Fighter 41, 311
Role-playing 310, 312 Giirdi Rings 263
Herbs 186 Find-stones 276, 293
Gart Daltarian 322 Gin-Ghan 63, 264
Embassies 76, 263 Fire Damage 140
Gates 180 Player 78
Encumbrance 134 Firing into melee 129
Kyromancy 172 Teams 78
Energy bar 52, 133 First aid 100, 136
Gei slums 263 Strip 288
Tiring 134 Fitness 132
Geldir 85 Glass 274
Endurance 94 Flantu white-fly 249
Gem lore 96 Chinte' 197
Wound effect 120 Flatback 263
Gems 109, 279 Diamond dust 263
Enemies 302 Gaming 95
General 255 Glass craft 101
Energy bar 52, 132 Cards 293
Gentleman Danja 73 Glowbush 185
Energy bolts 270 Flathead trigger 293
Gentleman Rogue 69 Glowstones 281
Energy Capacitors 167 Floating Maps 275
Gentleman's davin 291 Goals 302
Engineering 99, 256 Floorplans 114
335
God-Queen Isha Drytongue 212 Herbalist Ronth 25 Juggling 92
Golden serpent 85 Mujo 81 Institute of New Science 256 Jui-berries 185
Good-dream 185 Herbs 140, 185 Academy of Science 77 Junn 204, 268
Governor of Jagan 25, 67, 83 Hesedi Petals 185 Acquisition 77 Jute 206
Governor of Public Affairs 254 Hesk 195, 198 Cornboats 272 Guard 207
Graatch 321 Hetch 186 Fellow of Science 77 Juth 71, 284
Grab-gun 293 Hexboard 264 Geldir 85
1(
Gre-keyrn 296 Gaming 95 History 33
Great Wheel. See Chon'dra Harek Hidden Tongue 96, 203 School of new science 66 Kai-Balor Slaver 214
Greater Cyatim 179 Hideworking 101 Science 99 Ka'Jee 198
Gressh 92, 296 Hiding 105 Tools 298 Kala 292
Combat 127 High Chamber of Lords 259 Institute ofKyromancy 257, 289 Kallach 210
Grey Fist, the 66, 70 High Chinte' 21, 196 Jevin 25 Kamarru 209
Grey mindlock 140 Lord 199 Kyromancer 79 Kamee 210
Greyhorn 186 High class clothing 289 Tools 298 Kan-gee 179
Greys 84 High Navigators 199, 272 Interaction 114, 306 Kan'din bow 290
Gu-tai 81, 187 Floating Maps 275 Intuition 145 Kam-shell 232
Guards High Sanctor 252 lraja 186 Karro 14, 44, 215
Gin-Ghan 78 Junter Keel 32 Isha Drytongue 212 Belief 181
Gudj 81, 188 Rauin III 32 Isha-Kabar 19, 212 Family background 47
Aspects 187 Caspinlll 156 History 29 History 30
Gun'ha 185 High Surgeons 156 I'tan 186 Names 265
Gutt 186 History 14 Ivory 276 Racial characteristics 44
Ho-keyrn 19, 214, 290 Kass 285
J{
Holy armour. See Juth J Kate!
Had'shi 285 Holy book. See Augury Jaan 70 Province 258
Ha'esh 14, 20, 45, 103, 200 Holy Energies, treaty of 156 Jackets 285 Kavash Gems 280
AC 45 Holy warriors. See Channi Jagan 25 Keldin bar 292
Ashu 95 Honour 146 Clan Caloni 68 Streetmen 84
Clans 268 Association 146 Siltreavers 67, 83 Kellick 292
Culture lore 98 Gaining 147 Sullasin 85 Kerry Flyers 228
Family background 46 Honour points 143, 146 Ja'Hall 18 Kerry thorn 186
Gharrana Lo'Teh 45 XP 108 Locations of 23 Khakk 125, 331
History 26 Horse 92, 296 Ja'Hansh 205 Khan'Dha 103
Names 265 Combat 127 History 26 Khobash 23
Rites 99 Horth 203 Je'Khan 208 Khos-Tavar 21
Swampgas 139 Hound-keepers 219 Years of Exile 28 Khostra 21, 21 7
Town Belief 180 House Chee 218 Jai Blade 291 History 27
Haichen Geevaar 228 House Engineers 219 JanRai 202 Rhejja He'ak 28
Haitos 63, 78, 264, 291 House Warrior 219 Jask 291 Roulette 264
Haj 71 Houses Jasper 185 Tentardha 27
Halla, walled valley 20 Khostra 217 Javelin 292 Kimono 284
History 30 Hukt 288 Je'dahk 23 Klai-dens 264
Hansom cabs 298 Human 138 Je'Khan 18, 103, 208 Klangar Neesh 98
Hantoth 291 Medical lore 99 History 26 Knee trews 284
Harriss 83 Hunger 140 Horse-traders 296 Knife 292
Hassie Translator 168 Hypnotism 96 Ja'Hansh 206 Knocked back 121
Hayyr Sister-clan Exorcism 182 Jerrick 103, 138 Knot tongue 101
Kobash 23 Medical lore 99 Knowledge 42
I
Healing 135 Jet 275 Knowledge skills 98
Belief 176 Impossible wounds 136 Jet-beaters 288 Ko-han Sister-clan 209
Clondis favours 149 Improvised weapon 126 Jevin 25 Gho'ja-Keehan 23
Loam rods 293 Inanimate resistance 89 Geldir 85 Horse-mistress 211
Meditation 96 Incense Way 101, 187 Institute ofTechnomancy 257 Kol 81, 187
Natural 138 Influence 144 Province 258 Koul 200
Other forms 13 8 Initiative 112, 115 Technomancer 79 Koul-halls 264
Other races 13 8 Attribute 54 Travel path 57 Kra-stones 281
Rushing 137 Creatures 236 Jhanni 186 Kreel Harbour Station 274
Tools 138 Energy bar 52, 133 Jhuttu Pipe 102, 293 Kroth 185
Health 42 Kyroware 163 Ji-crystals 281 Kull 178, 243
Health skills 94 Ranged combat 128 Signal Towers 278 Possession 181
Health Success Test 113 Insanity 151 Joss 23 Ku'mahn 186
Creatures 236 Instigator 88 History 28 Kust 210
Ranged combat 129 Institute ofKyromancy 156 Jouk 19, 212 Kuth 83
Wound effects 120 Institute of Law 254 History 28 Ky 42, 143
Heavy Drinking 94 Streetmen 84 lsha Drytongue 29 Fear 150
Henchman 125 Institute of Martial Studies Tell 28 Insanity 150
Herb lore 98 Spinning Dervish 279 Journals 261 Society 144
Herb-farm Institute of Medicine 255 Jova 23 Ky skills 95
Ronth 74 Doctor 74 Judicial lore 98 Ky success tests 145
336
Ky-cha 175, 201, 265 L'rusht 185 153, 155, 162
Kyashi 178 Lysh 80, 175 Phonetic Link 170
Names 265
Cyatim 238 Physical Characteristics 42
Lysh 80
M Naratti 95
Physics 99
Narrator 9, 11, 12, 41, 310
Rites 99 Magick 175 Pictograph 276, 295
Combat 111
Shrines 264 Magistrates 254 Pink Lotus 185
National Geographic, the 78
Kyroblade 168 Maharran 103, 138 Pipe maintenance 99
Natural Belief 175
Kyrobox 275 Medical lore 99 Plains
Natural skills 90
Kyromancers 15, 79, 153 Major 255 Survival 94
Nature
Acceptance 157 Malla 185 Plant lore 99
Belief 176
Kyromancy Manata 186 Plantations 266
Navigation 99
Institute of 156 Mancha 64 Play Instrument 102
NCs
Weather 172 Manifestation 246 Players 11, 73, 301
Belief 175
Kyros Adelti 159 Manipulation 42 Plug craft 101
Combat statistics 124
Kyros Ebon 158 Manipulation skills 100 Point-stones 276
Fatigue 124
Kyros Instructus 79, 156, 257 Manoeuvres 118 Poison Lords 219
Fighting 124
Jevin 25 Mansions 267 Poisons 140
Kyromancers 173
Kyros Modare 159 Manual Enhancer 169 Politics 257, 266
Recording 125
Kyroscope 168 Marl-hounds 219 Pollmen 259
Role-playing 312
Kyrosuit Marshal 255 Pond-kitchens 210
Ne'Hal 21, 206
153, 154, 157, 169, 289 Master NC 125 PortTown Events 58
History 29
Kyroware 153, 155 Master of Green Ways. See Mujo Possession 181
Neluht 186
Fixing 173 Mathematics 99 Potions 176
New Gevurian Bank 283
Gaining 173 Maulo 202 Potions Way 101, 187
New Science Digest 77
Using 163 Mechin 275 Powders Way 101, 187
Nightsilver 276
Medical lore 98, 136 Power Plate 173
£ Nightsky 276
Practice 109
Meditation 96
Non-corporeal shade 246
Laboratories 298 Membership benefits 148 Precise attack 118
Kyromancers 157 Menhis-Var 85 0 Preparation
Lalo 325 Mental Characteristics 42 Herbs 185
Occupations 49 Priest of Khajeem 228
Land Metal craft 10 1
Off-hand 127 Print Engines 277
Movement 132 Metals 275
Oil Lighter 295 Professional Titles 259
Navigation 99 Mhe'ta mats 261
Oman-sha 219 Prone 121
Tactics 100 Microtists 77
Oppala 186 Provinces 25 8, 266
Land-healer 222 Middle class clothing 289
Opposed Success Test 88 Councils 259
Lann Ossifier 169 Military davin 291
Optical Filter 169 Pulse Box 170
Lanto 284 Military Spy 69
Optical Illuminator 170
Lari 284 Mimaceous 95
Mime-dancing 95
Oratory 97 Q
Lathmir 15
Orbs 276
Lathmirian 103 Moderate wounds 136 Quatis Lon 224
Order of the Star 159
Lathmirian Guard, the 63, 70 Moon-jet 276, 287 Quelin 186
Originists 72, 252
Lathmirian Rovers, the 78 Moon-metal 275 Quella 224
Outback longcoat 287
Law 259 Kyroware 155 Quick Strike 93
Overlords 259
Leaming 109 Moon-myr 275, 287 Quirks 302
Leggings 284 Moonweed 186 Quoli 224
Libraries 109, 265 Mortal Shade 24 7
Library Readers 280 Mountain Ha'esh 103 Pala 232
Library use 98 Mountains Pantch 186
Raan 207
Ranges 18 Papas 85
Lie 96 Raaq 103
Survival 94 Parra ral 197
Lieutenant 255 Race lore 97
Light Dreampaths 179 Movement 115, 132 Path-eater. See Kan-gee
Rai 202, 266
Lighter 125, 319 Creatures 236 Patharr 218
Raintime 270
Lightstones 281 Mujo 81, 187 Pathasha 25
Ran Bayah See Ranchlords
Linguistics, Dept. of 76, 251 Belief 180 Pathsilker 64, 82, 204
Ranchlords 213
Mull, Detective 323 Pattern 153, 164
Listen 102 Randall the Techler 327
Literacy 98 Mumbelty peg Paut 210
Randis Tredd 319
Gaming 95 Persuade 97
Lo-rin 285 Range 290
Loam rods 293 Mur 227 PGR 280, 295
Local winds 270 Muscha 185
Locale Muscle mould 140
Herbs 185 Museum of Archaeology 76
Location 120 Myr 103, 275
Long bow 291 Caves 221
Long spear 292 Myrador 25
Wound Effects Myrdall 13, 220, 320
Healing 136 Dreampaths 179
Longcoats 286 History 26
Longknife 292 Mystic 41
Low Chinte' 103, 196
Low class clothing 289
337
Ranged combat 128 Ro! Kate! Gazette 261 Sanctors 72, 252 Senses skills 102
Rani 284 Role-playing 9, 306 Sanctor's Temptation 318 Services 144
Ransom 148 Rollusk 185 Sanctums 72, 252 Set-backs 89, 112, 117, 165
Rarity Ronth 25 Sandals 284 Kyromancy 165
Herbs 185 Clan Jhin 68 Sandis 72, 181, 215 Sha-Bro 25
Re-cha 80, 201 Doctor 74 Augury 261 Clan Marro 68
Re-Hall 68 Geographical Society 75 Church of Sanctology 252 History 33
Read lips 102 Institute of Medicine 255 Ha'esh 180 Province 258
Reading Lenses 295 Mujo 81 Sarach fly 141 School of Sanctology 67
Rebel Flyers 228 Province 258 Sarakem 298 Sha-shen 21, 229
Recharging Rope mastery 101 Kyrosuit 157 History 27
Skichan webs 122 Roquan 18, 223 Windbays 269 Sha-tools 229
Red Crows, the 63, 70 History 26 Windtraders 231 Shade 177, 246
Red wheel 85 Lerrupe 27 Sarra Lon 18, 224 Shan 209
Reformists 72, 252 Roulette Satcha 185, 285 Shandu 209
Regiments 63, 66, 70, 254 Khostran 264 Scach 186 Shar Go-jeh 196
Religion 15, 266 Rounds 111, 131 Scale-chain 295 Sharheel forest 21
Render limb useless 121 Rouss 284 Scaling 101 Sha-shen 229
Reoni Pipes 102, 295 Rowing 105 Scenario Sharra Cultist 225
Reputation 145 Ruassh Sister-clan 209 Complications 316 Sha'viish Sister-clan
Resh 218 Jova 23 Hooks 315 Sha'viish, city 23
Responsibilities 145 Ruby-grip 141 Ideas 316 Shee-Tev'aa 233
Resting 134 Running 92 Plots 314 Shee'va Fire Lake 23
Rhaja 290 Ryamis 226, 321 Twists 315 Sherraq 224, 225
Rhosha 197 History 27 Scholar 41, 311 Shevin 36, 41
Riding 92, 127 Kree 242 Ja'Hansh 207 Healing 135
Rint Tandahan 330 Ryand 103 School of Lore 65 Oath 36
Rites 99 Ryato's voice 196 School Of Martial Studies 66 Shipwright 100
Exorcism 182 School ofNew Science 66 Shirts 285
Ritual Belief 177 s School Of Sanctology 67 Shoes 285
Rituals Sa 13, 153 School of Technomancy 65 Short bow 291
Mujo 187 Brood 237 School of the Arts 64 Short spear 292
River Halla 20 Darklands 178 Science 99 Shoth 218
River Trade Cutter 272 Sa Point Pool 161 Scientists Knife 296 Shree-Khunjaa 217
Roads 266 Determining 162 Scouts Sight 102
Robes 284 Sa-catchers 196, 197, 199 Frontiersmen 82 Sight-scope 296
Rock Ships 14, 271 Giirdi Rings 263 Screeleaf 185 Sigils 176
Rockflows 25 Sa-conductor 270 Scrudd 203 Signal Towers 278
Rockpipes 102, 277, 292 Sa-crystals 281 Sea Chinte' 196 Institute of New Science 77
Institute of New Science 77 Sa-storms 172, 270 Sea Clutches 228 Signaleers 77, 256, 103
Pipe maintenance 99 Sa-winds 270 Seas 13, 271 Signal Towers 278
Plug craft 101 Darnarn Scanner 167 Navigation 99 Silent Way 102, 200, 203
Rogue 41 Saataa 186 Sa 178 Silent-slaves 229
Rogue Mage 214 Sailing 101 Tactics 100 Silk
Ro! Kate! 25 Sailor Seasons 131 Pathsilkers 82
Fennris 85 Chinte' 198 Seaworms 267 Seaworms 267
History 31 Salt Crust 271 Selirk, Captain Augiss 32 Silt 271
Institute of New Science 77 Salves Way 101, 187 Sense sho 'ta 97, 203 Cutters 272
Ro! Kate! Engines, the 78 San-day 215 Senses 42 Movement 132
Rowing 105
Storms 271
Swimming 105
Siltcoat 287
Siltreavers 67, 83
Jagan 25
Silver 276
Silver fish 85
Singing 103
Singiestick 292
Sister warrior 211
Situation Modifiers 114
Ranged combat 129
Size 236
Skall 206
Skeed 185
Skichan webs 122, 287
Absorption level 122
Khu-daal 219
Skill level limitations 91
Skill list 106
338
Skill points 51 Surprise 116 Trassha Bay 21 Rowing 105
Characteristics 51 Survival 94 Travel 298 Swimming 105
Skill level 51 Swamp Barge 272 Travel desk 296 Ways 187, 203
Skills 51 Swamp Events 58 Travel path Hidden tongue 96
Wealth 51 Swamp mask 296 Rules 48 Incense way 101
Skills Swampgas 139 Traveller longcoat 286 Potions way 101
Character sheet 91 Swamplands 18, 267 Treaty of the Holy Energies 158 Powders way 101
Healing 136 Pathsilkers 82 Treth 17, 25 Salves way 101
Role-playing 306 Survival 94 Academy of Martial Studies Sense sho 'ta 97
Tiring 133 Swamprats, the 66 255 Silent way 102
XP 108 SwampTown Events 59 Bank of Lathmir 283 Wealth Points 4 7
Skink 92, 297 Swimming 105 Canobine Casino 148 Weapons
Combat 127 Swordcane 292 Geographical Society 253 Blood loss 119
Skycutter Mountains 18 History 30 Improvised 126
Slaats 288 Province 258 Preparing 116
Slap boats 272 Ta-hun 292 School of lore 65 Projectile 128
Rowing 105 Tabla Rasa 153, 156, 157, 158 School of martial studies 66 Similar 127
Slaves 213 Tactics 100 Treth Chronicle 261 Thrown 128
Sleep 134 Talandar Disrupters 156 Trews 285 Weather
Sleeve-rings 288 Tandin 292 Tu'chak 186 Sa 172
Sleight of hand 101 Tarran 286 Tunics 284 Weather lore 104
Sleth 64, 92, 297 Tarson's Sword 63, 70 Tuuq 224 Weeks 131
Combat 127 Taste 104 Two Trees Klai-den 324 Whenn 185
Sleth horn 102, 296 Tavin 85 Tylsian Vessels 279 Wilbee 98
Sleth-skin boots 285 Siltreavers 83 Tyme 83 history 26
Smell 103 Street urchin 68 Tyo 186 Wind Warrior 228
Sneaking 105 Tattoo 85 Tyo leaves 138 Wind-lodges 227
Social Ideals 267 Taxes 259 Tyson Warp 171 Windbays 269, 328
Social Status 4 7
Societies 44, 215, 251
Teaching 100, 109
Technicals 281
v Bay Huth 328
Windtraders 231, 298
Society Spy 69 Technological Tools 298 Unarmed 126 History 26
Sonic Receiver 170 Technology 173, 273 Unconscious 121 Sarakern 246
Sound-catcher 179 Myrdall 276 Unskilled attempts 90 Witch-hunters 79, 158, 269
Speak 103 Sha 229 Woodcraft 101
Spinning Dervish 279 Telford 318 World time 131
Spirit blade. See Chantin Va Tell 212 Vaal 226 Wormfarms 267
Spiritual Belief 177 Tellah 19, 213 Value lore 100 Wound effect 113, 120
Sprint 115 Gressh 296 Vann 186 Wounds
Spry, Jasper 125 Tellahn 103 Varr'ahr 186 Tiring 133
Spy-creepers 229 Tellahn Blade 292 Vaulting 92 Untreated 137
Stealth 42 Terms 48 Vespin 23 Wurri 185
Stealth skills 105 Term Length 49 Province 258 Wy 186
Sterrarra 185
Stitching 138
T'Halla 20, 213
Thar-Hei 25, 268, 298
School of lore 65
Vespin Times 261
x
· Stonecraft 101 Thermic Element 171 Vhannis 179 XP 108
Stonesmash 25 Therrazha 268 Vhantra Khajeem 227 Scenario 333
Stormcoat 287 History 31 Vhastor 20
Storytellers 80 Thigh-flaps 285 Locations of 25
Street Informer 69 Thirst 140 Vhlash Ko-han 209 Yall 185
Street longcoat 286 Thought Eggs 229 Vho'jha 185 Yaskal 21
Street lore 97 Throwing 104 Vhuul 186 Skink 297
Street Urchin 68 Ti-Hond Fire Ridge 18, 19 Vortex 178 Yinta harp 102, 296
Street-lanterns 279 Time 131 Vyarr Sister-clan 209 Yitu's noodle bar 322
Streetmen 84, 216, 254 Tiring 133 Antrossa 23 Yusp 207
Strength 42 Titles
Blood loss 119 Hereditary 264 z
Strength ratings 89 Tjhav 104, 292 Waistcoats 284, 285 Zansaar 186
Strength requirement 290 Gin-Ghan 264 Walkers 84 Zetadan Chambers 156
Strength skills 105 Toolboxes 298 Warding 183 Zhahn 185
Strikers Tools Warp-holes 178, 180 Zoology 75, 253
Gin-Ghan 78 Healing 138 Warpholes Zoppo 295
Stunned 121 Touch 104 Kyromancy 172
Subvocaliser 171 Trackers Warraji 68
Success test 87 Frontiersmen 82 Channi 71
Combat 112 Tracking 105 Lysh 80
Creatures 236 Trade winds 270 Mujo 81
Ranged combat 129 Trained.skills 90 Wasps, the 66, 70
Su'cho 284 Training 149 Wassaranna bug 249
Sull 185 Trancers 171 Water
Sullasin 83, 85 Trapping 101 Movement 132
339
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'Tales Of Gargentihr' NC Sheet Copyright of Sanctuary Games. Permission is given to photocopy for personal use.