Sei sulla pagina 1di 275

Since me dawning of time, when Triumph the Forger-God pounded out the world

from the mists and ores of heaven, men have sought me Riddle of Steel

Few have found it.

Whar is ir?

It is invincibility-to strike with all and to be struck by none.


It is understanding-to ask questions and to know the answers.

It is peace-tO walk without fear, to know rhat the end is in your own hands.

Iris skill-to feel the elegance found in violence, and to know the beauty found in stillness.

It is Spirit-to gaze into the face of your God and co know him before he comes for you

What is the Riddle of Steel? Where is it found?

That is the question with no answer

-
TM

RoLEPLAYING
WITH
AN EDGE

The Riddle of Steel, Weyrth, Bladeslingers, and all associated names, characters, logos, marks, and i!Juscracions are and TM 2001
and 2002 Driftwood Publishing and Jacob Norwood. All rights reserved. Printed in Canada.
The Riddle of Steel

CREDITS
Created and Written by Jacob Norwood
Original Sorcery Design and Additional Writing by Rick McCann
Layout and Page Design: Jacob Norwood
Editing and Constant Whining {thanks, bros): Stewart Feil and Ben "Famous the Person" Moore
Additional ~iting by: Mike Staron, Robert Hyatt, Mike Bielaczyc, Ben Moore, Steward Feil, and Aaron Wilson
Creative Consultant, Index (and more whining): Earta "the Runt" Norwood
Cover Design and Artwork: Rick "I've done this 82 rimes now" McCann
Interior Artwork: Rick McCann, Ben Moore, Jacob Norwood, Jaimy McCann, Alan Anderson, Jared Trulock,
and Mike Bielaczyc. Historical Artwork (Books 3 and 4) courtesy of The ARMA. Used with permission.
Map by Rick McCann Knotwork and Character Sheet by Ben Moore
In the End, there is only Steel.

Special Thanks
Eana (my ever-patient wife), James, Cynthia and Ariel "The Gator"Norwood, Gifford Young, John Clements and the
ARMA, Brian Leybourne, Dragon's Keep, Greg Metcalf, Joel Bedolla, Sam Almodovar (I spelled it right this time!),
Glen "Thorin'' Peterson, Justin Tolman, Lance Meibos (who bought the first copy. ..ever), Andy Mayer, James Wakley,

Jared Haslam, Ron Edwards and everyone down at the Forge {www.indie-rpgs.com) and the TROS Forum, RPG.net,
and a lot of other folks who'll probably think I'm ungrateful because I forgot to put them in here. Thank you.

Playtesters '
Gifford Young, April Perry, Aaron Olmsted, Brian "Buzzy, 'cause I like bees"' Berthelsen, Shawna Wilson, Eli
Combs, James Rampron, Shannon Garner, and all the guys in Seattle, Texas, Tennessee, and everywhere else.

Driftwood Publishing
www. TheRiddleofSteel.com
Approved by
The Association
for Renaissance
Martial Arts UBLISHINQ
TJ..e Fellows"i*" of W 111nJeril\g G 111rners Thf
www.theARMA.org

ISBN 0-9715314-1-2

The Riddle ofStee4 Weyrth, Bladeslingers, and all associated names, characters, logos, marks, and illustrations are
and 2001 and 2002 Driftwood Publishing and Jacob Norwood. All righrs reserved.

All artwork and 2000, 2001 and 2002 Driftwood Publishing or the respective artist of each piece thereo
All rights reserved. Permission granted to copy the character sheers and other tables from the Appendices.
The Riddle of Steel

TM

~ONTENTS

Book One: In the


Beginning 3 II. Priorities 15 1.
2.
Sword and Shield
Greatsword/Longsword
1. Race
What is a Roleplaying Game? 4 2. Social Class 3. Cut and Thrust
What Kind of an RPG is The 3. Attributes 4. Rapier
Riddle of Steel? 5 - 4. Skills 5. Case of Rapiers
Basic Rules and Mechanics 5 5. Proficiencies 6. Doppelhander
6. Gifts and Flaws 7. Pole-Axe
I. Dice 5 8. Pole-Arms
II. The Major Rolls and Tes~s 6 III. Other Details 21
9. Mass Weapon & Shield
1. Attribute Tests IV Example of Character Creation 10. Dagger
2. Skill Tests 21 11. Pugilism/Brawling
3. Proficiency Tests 12. Wresdiug
4. Contested Rolls 13. Lances
5. Extended Rolls 14. Missile Weapons
6. ffit Location Rolls IV Maneuvers 59
7. Fumbling/Botching 1. Offensive Maneuvers Described
III. Attributes 8 2. Defensive Maneuvers Described
l.
2.
Temporal
Mental
Book Three: Training V. Character Progression 66
1. Spiritual Attributes
3. Spiritual 27 2. Spending SA Points vs. Using
4. Derived Them
I. Skills 28
1. Skill Packets 3. Insight
2. Skill Tests 4. Temporal and Mental Attributes
3. Languages, Knowledge, and Lore 5. Proficiencies

6. Vagaries ~
Skills
4. Defaulting 7. Gifts and Flaws
5. Quick-Reference Skill List 8. Skills
Book Two: The Birth 6. Skills Described 9. Wealth, Status, Social Class
II. Gifts and Flaws 42
of a Legend? 13 1. Gifts Described
I. C haracter Concept 14 2. Flaws Described
1. Concept 3. Sorcerous Gifts and Flaws
2. Philosophy III. Proficiencies 49
Roleplaying with an Edge

'
Book Four: The Codex of Book Six: Soocery 101 145
III. The Nations ofWeynh 145
Battle 71 I. Magic with a Bite 102
IV The Rdigions ofWeyrth 186
II. Mechanics ofMagic 1. The Role of the Gods
I. Combat Gritty Realism 72 1. Derived Amibures fOr Sorcerers 2. Major, Influential Religions
II. Melee Combat 72 2. The Nine Vagaries of Magic Described
1. The Flow ofTune in Combat III. Spells 110
2: The Order of a Round V The Children ofWeyrth 193
1. Freedom and Power 1. The Siehe
3. Steps 1 & 2: Initiative 2. Spell Types
4. Steps 3 & 5: Exchange of Blows 2. ilollspawn
3. Calculating Spell CINs 3. The Other World
5. Steps 4 & 6: Damage 4. CTN Modifiers
II. Missile Combat 82 VI. The History ofWeyrth 199
5. Formalization ofSpells
III. Defense 83 IV Using the Sorcery Pool 116 VII. Wealth, Stuff, and the Economy
1. Evasion 1. Spell Casting 201
2. Defensive Maneuvers 2. Aging 1. Coinage
3. Armor 3. Resisting Magical Anacks 2. Sources of Wealth
4. Cover 4. Refreshing the Soocery Pool 3. Goods and Services (Stuff)
IV Movement and Combat 86 V. Spell Duration 120
V Mounted Cobat 86 VI. Sorcerers and Sorcerous
VI. An Example ofCombat 87 Characters 122
1. Race and the Gift
2. Gifts and Flaws for Sorcerers
VII. Sorcery in Combat 125
1. Swords and Sorcery
Book Eight: The
2. Mage to Mage Seneschal209
3. Inverting Spells
Book Ftve: The laws of I. Your Role as the Seneschal209
VIII. Example Spell Casting
Scenario 126
n. Why we did what we did 217
Nann~ 91 III. Sample NPG 220
IX. Example Spells 128
I. Movement Outside Combat 92 1. Men and Women
1. Spells of One
1. Movement on Foot 2. Animals and Beasts
2. Spells ofThree
2. Racing and Chasing 3. Siehe and the Fey
3. Spells ofMany(Rituals)
3. Long-Distance Travel 4. ilollspawn
4. Spells ofNone
II. Encumbrance 93 5. Mythical Beasts
X Observations on Sorcery 138 6. The Other World
III. Lifting and Carrying 94
IV Adventure Seeds 229
N. Jumping, Leaping, Falling 94 1. Out with the Old, in with the New
1. Jumping 2. A Prophet amongst Us?
2. Leaping 3. Double-cross
3. Falling 4. The Black Sails ofFauth
V. Fire, Elecnicity, and Other Nasty 5. The Lbrary ofBarameir
Sruff96 Book Seven: The World V The Golden Rule of Roleplaying
VI. Fatigue and Rest 96 233
VII. Healing and Wound Recovery
ofWeyrth 143
I. And the Gods Formed a World...

~z
96
VIII. Aging and Sickness 98 144
1. Mainlund
2. Tegaarn 0
3. Mariah u
IT....And Passed it on to Others
. Appendices 234
. .

be fl)l)le o ~ t:eel
&look ne: n t:be

THE MAGISTRATE leaned back in his chair. His dark click sounded inside the lock, but the door remained
blue robes fit snug over his large body. His hand closed.
mechanically stroked his pointed beard. What should I Frustrated, he sneered at his partner. " If you think
do with you two? Every time you come into my town, you can do any better you're welcome to try, if not, leave
trouble seems to follow. And what happened last nigjt is me be to do my work." His attention shifted back to the
unforgivable! I find it odd that the best tavern in town lock. The taller companion edged down the wall and
burns to the ground and you two are found at the scene peeked around the corner. The shimmering of torchlight
of the crime. Please indulge me on why I should not could be seen down the street. Not waiting to see the
lock you away forever. " source of the light he moved back down the alleyway.
The two mercenaries looked at each other. "Sir, we Moments seemed to drag to minutes and minutes to
had just stepped in da place when the fight broke our hours. Sweat dripped freely from each of the men's
and da latern got knocked over. We had nuttin' ro do wit brows. Dyrek's hands moved as skillfully as those of a
. ))

lt. surgeon. Another soft click and the door shifted slightly.
The Magistrate closed his eyes and sighed. " You know, Torchlight filled the empty alleyway.
I hold your future in the palm of my hand... and that's "What is it Sargent?"
the best story you can give me? I'm afraid your careers as A scruffy old man, clad in chainmail and the tabard
caravan guards and general troublemakers is about to come of the city guard, pulled his torch back. "Nothing private,
to an end. Your future will be to keep the rats occupied just thought I heard something down there. Let's continue
in a deep, dark dungeon under his lordship's castle." on." The small group of guards marched further down
The large man paused for a moment, then a thin the street and around a corner.
smile crossed his face. He looked back and forth between The light from the half moon lit the empty alleyway
the two mercenaries." That is... unless you can do a small as a door softly clicked shut.
favor for me."

BALOR's BREATHING caused small puffs of steam to


HuRRY DYREK, I think I hear them coming" rise up through the vents in the front of his helmet. T he
The light from the half full moon lit the alleyway as joints of his armor creaked in protest as he marched down
two figures crouched against the wall. One hunched over, the snow, covered path. News of barbarian raiders had
his full attention on the door ahead of him. In his hands caused the clan to organize this group of men to go
he delicately manipulated two long steel lockpicks. A soft eliminate the problem. For three days they had marched
4 The Riddle of Steel

through unrelenting weather, the snow and cold more A roughly woven cloak billowed out behind this stranger.
dangerous than any bandits they could imagine. At his waist hung a large broadsword, its sheath as battered
A soft sound in the woods, nothing more than a as the leather breastplate he wore, but both gleamed with
whisper, but it was enough to break Baler's train of oil and were obviously well cared for.
thought. The leader of the war party held up his hand to Both boys stared at the stranger in silence, then one
halt. A dead silence filled the area, a silence that Balor spoke again. " I think I want to be a swordsman when I
,
knew too well. He reached down and unclasped the grow up.
warhammer from his belt. At once, as if the forest itself "M e too. ,
had come alive, large dark figures came crashing out of The stranger looked down at the two boys as he passed
the underbrush and surrounding woods. Balor had barely by. With a wide grin, he nodded at the two and then
enough time to raise his shield as a large axe sliced down, turned in towards the crowd and disappeared.
intent on splitting his head. The axe lodged in the shield
and Balor swung his hammer around hitting the attacker
in the left shoulder. The attacker, dressed in leather and
furs, stumbled backwards, his war painted face going slack
for an instant from the pain. Another swing from the
warhammer and the bandit fell to the snowy ground,
. .
never to nse agam.
Balor turned to see many of the other barbarians had
suffered the same fate as his attackeL Some of his clan
had joined them, their body's contorted in different poses
of death. The white ground was now stained red in many
places.
The small battle had started quickly, and had ended What is a Roleplaying Game?
even quicker. A Roleplaying Game, RPG for short, is a system of
rules that define the way a player may interact with an
imaginary world. Roleplaying is nothing more than the
art of pretending, though some refer to it as acting. Games
such as this one allow the player to experience scenarios,
moraliw. and experiences otherwise unavailable. Like all
ON THE EDGE of a busy marketplace, two boys sat games, roleplaying is meant to be fun, and accomplishes

-
( /)
playing a game involving smoothed circular rocks and this with the stimulation of the imagination in the
and small square of black fabric. One boy threw down company of friends through the use of strategy and
three rocks, two of them landing on the fabric. He looked storytelling.
over at his friend and smiled. In this game, the storyteller and guide, referred to as
"Ya know, when I grow up I want take care of Lord the Sen eschal, uses the rules contained here-in to create
Harland's horses like my 'pa." an interactive story-line for the players' characters to
The other boy, h is clothes not quite as nice and his explore. The Seneschal verbally paints a picture of the
hair matted and dirty, glanced up. "I suppose I'll just be a world in which the characters are immersed, and creates
farmer like my dad, but at least I'll be able to come to events to challenge the players' wits, acting skill, patience,
the marketplace allot, I like it here." and luck. While the player controls a character's actions,
Both boys fell quiet for a while, intent on their game. the accomplishment of these actions is left to fate. Garners
Nearby a young man, barely past being called a boy use dice to attempt to successfully achieve a character's 0
'j
himself, walked by catching the attention of both children. physical actions, but must rely on their brains to solve


Book One: In the Beginning 5

mysteries and their wits to avoid dangerous situations. What kind of RPG is The Riddle of
The point? To have fun. Roleplaying is like reading an
unpredictable book, where you are writing the srory, b ut Steel?
have no idea what will occur next. Unlike video games, The Riddle of Steel involves elements of fantasy
RPGs force you to interact with actual people! People familiar to most ga mers magic, swordplay, intrigue, war,
who are unpredictable, often hilarious, and a hopefully a and adventure. What makes the game special-and
lot more interesting than a glowing box. unusual-is its approach to these "traditional" elements.
Like all games and many RPGs, The Riddle ofSteel Roleplaying g3.!Ties have always seemed to seek some form
involves elements of chance, skill, and strategy-the three of balance in play, found in characters with "levels,"
are, in fact, tightly related. Chance is represented by the classes," and extremely limited choices in sorcery and
use ofspecial dice (discussed below) while strategy is found combat. Things are different here. Magic is deadly and
in how and when you use those dice. Skill is learned over powerful-even the weakest sorcerer is a lethal threat .
time, as not only the character, but the player also Swordplay is fast, dynamic, and ends in blood-choose
improves. To start thee game you will need to acquire your battles wisely. The world that The Riddle of Steel
pencils, paper, a copy of this book, and dice. brings you tO is more real, more rdangerous, and more
exciting, than perhaps what you'll find in any other
RPG ... at least we'd like to think so. You'll have tO play it
to be sure.
Players take on the roles of people. These people, so
their players hope, may one day become heroes, legends,
kings, or will discover the answer to the Riddle of Steel.
They may not be famous yet, but they are already mighty,
powerful, dangerous, crafty, or talented. They are not
"average" at all. Player characters are, by defini tion,
exceptional people in a very real, very harsh world. N o t
one of mythical deserts and castle-laden clouds, or orcs
and dragons around every corner, bur one of greedy men
seeking power, hungry villagers after food and ransom,
wandering swordsmen with an eye on conflict, death,
and the Riddle, and millions of other people just trying
to see tomorrow. This is a game about personal conflict,
moral dilemma, the brevity of life, and the search for
answers.
Now the only question is, how-and where do we
begin ...

Basic Rules and Game Mechanics


I. Dice
The Riddle ofSteel uses two kinds of dice to resolve t1l
situations where chance is involved: several ten sided dice
(referred to as ld, 2d, 3d, or ldlO, 2dl0, etc.), and one
-
u
0
six-sided d ie ( 1d6 or d6). Any time a reference is made to
6 The Riddle of Steel

((dice" without stating d6 or d1 0, assume the reference "' "" " available number
TABLE 1.2:
applies to d1 O's. Most players will need one d6 and 10 or of dice to be
D EGREES OF SUCCESS
more d 1O's (d 1O's may be purchased at any gaming store rolled.
and most comic stores). We also recommend that at least #MaTE,in Result
one of those dice be red and another white, and that each ofSucc~ss Cameron, a young
player have a small bowl or two to keep liis own dice in Stahlnish knight,
on the gaming table. Zeto " Failure has just rescued his
(Ties) Result Varies one and only true
One Narrow Success
II. The Major Rolls and Tests {Rolling love from his own
Two Comfortable
wicked lord. As he
Dice) Three Room to spare
flees from the
Five different kinds of rolls are made during the course Four Expertly done
Five Flawless dungeon (with a
of play, most of which are very similar. maiden over his
shoulder!) the walls
1. Attribute 1sts are made by rolling a number of dice begin to collapse around him. Hoping to avoid being crushed
against a 1ilrgetNumber (TN) based on the difficulty by a falling slab ofrock and debris, Cameron leaps through
of the task at hand. The 1Ns for Attribute Tests are the dungeon entrance. The Seneschal calls for a Test ofAgility
set by the Seneschal, based on standard TN s in Table and assigns Cameron a TN of 9 (he considers this to be
1.1. Thget Numbers range from 2 (foolproof) tO 12 fairly challenging, as the rock is falling pretty fast).
(very difficult) or higher (nearly impossible). Every Additionally, the Seneschal notes, Cameron has a girl over
individual die that equals or beats that TN is kept as his shoulder. Because Cameron is rather strong (and his fair
a success; the rest are thrown away.larget Numbers maiden is rather thin) the Seneschal only imposes a -1 die
over 10 may be achieved by re-rolling any roll of 10 penalty to Cameron's Agility. Cameron's player now rolls
and adding it to the original roll. This process is called
Agility (in this case 4 dice, 5- 1, for the penalty). He rolls
Stacking; any given die may continue to Stack so 4, 6, 7, 9 ... one success! He narrowly escapes the falling
long as a 10 is rolled each time. Usually only one dungeon walls. Had Cameron not been carrying his dearest
success is necessary for an action tO be successful, love he would have had 5 dice, not 4, to roll.
though some may require more. Likewise, the
quantity of successes indicates an action's degree of 2. Skill Tests are a specialized kind ofAttribute Test. Skill
success: one is just enough, while four or five are checks are made by rolling an appropriate Attribute
nearly flawless (see Test against the Skill Rating (SR) of that skill. The
-- - ---- Table 1.2). Skill Rating thus acts as a Target Number. Lower SRs
TABLE 1.1:
Occasionally are better than higher, as they allow more possible
TARGET NUMBERS
circumstances make successes. See Table 1.3 for a generic listing of Skill
2 Foolproof executing a given task Ratings.
4 Easy
eas1er or more As with Attribute Tests, die modifiers may be
6 Average
difficult than it applied to any roll should the task at hand be easier
8 Challenging would normally be or more diffi1cul t than ((average."
10 Difficult
on its own. Penalties
12 Very Difficult
or bonuses to your 3. Proficiency Tests, or tests made from a Pool, are made
14 Amazing
Attributes may be by rolling any number of dice from the appropriate
16 Heroic
20 Nearly Impossible applied in any such Pool (Combat Pool, Missile Pool, or Sorcery Pool)
22 The Unbelievable situation, reducing or against Target Numbers based on the difficulty of
increasing the using the weapon or magic at hand. Sample Target
Book One: In the Beginning 7

re-rolled or resolved by a new test ofWP at a TN set


TABLE 1.3: SIOU. RATINGS
by the Seneschal. Some tests (such as attacking and
3 Master; well known and sought after defending in combat) have predetermined results for
5 Adept; a skilled and respected veteran ties as well.
7 Proficient; a trained professional
9 Some Training; a good beginner 5. Extended rolls can be any of the four types listed
10 Beginners; most students; some defaults above. These rolls are made when attempting to
13 D efault for untrained characters produce so.me kind of final product (such as making
a sword or researching a spell) or to complete some
Numbers will be found in Book T hree: Training lengthy task (such as climbing a tall cLiff-face). Each
and Book Six: Sorcery. Extended Roll has a n umber of successes that must
be met over the course ofany number ofrolls. Generally
4. Contested Rolls ("Contests of ") are made each roll represents the passage of some length of

whenever two characters or forces are competing for time. Such rolls may take as long as time allows or
precedence. Examples include trying to defend until a Fumble is rolled, after which the rolls must
yourself from an attacker, sneaking past a guard (or start over from scratch.
listening for such), and arm wrestling. Any of the
above tests may be contested against any other: one Mik is weaving a basket for his friend and traveling
player might roll a Skill Test while the second might companion Geralt. As a basket is a simple item the Seneschal
roll an Attribute Test in opposition. In such instances requires Mik's player to roll an Extended Skill Test ofAGI
both parties roll against their own Target Numbers Craft Skill (in Mik's case, 9) until he gets 4 successes. The
as determined by the individual circumstances oftheir Seneschal also informs Mik's player that each roll represents
given Test. Successes are then tallied up; he with the the passage ofone hour. Mik rolls his AG (6) against his
most successes is the winner-the other is the loser. Craft Skill (SR 9}, and gets 1 success... he rolls again: no
The loser's successes are taken away from the winner's, successes!And again: 1 success... and again: 2 successes! After
leaving the winner's Margin ofSuccess as an indication 4 hours Mik assembles the basket. The Seneschal may now
of how well he did. An example is provided below: call for him to roll again to assess the beauty of the new
basket (Per/Craft Skill), but that's another story!
Mik, a Siehe roguish fellow, is trying to sneak past a royal
guard on duty. The Seneschal asks Mik to make a contested
Stealth roll (a Skill Test} against the Guard's Perception
(PER). Mik rolls 6 dice-his Agility (A G)-against his
Skill Rating of6 (Mik's done this sort ofthing before}. He
rolls 2, 2, 7, 8, 0, and 0 (Zeros are alwf-ys read as 1O's}:
four successes! The Seneschal simultaneously rolls the Guard's
Perception (PER) -an Attribute Test- 4 dice against a
TN of7 (average difficulty, determined by the environment
that the guard is Listening in). The Guard gets 2, 5, 9, and 6. Hit Location rolls are made by rolling one (just one!)
9: two successes. So Mik wins by two (a comfortable margin} d6 and referring to the appropriate tables (see Book
and sneaks on by the guard. . . ' Four: T he Codex of Battle).

Ttes may be resolved in a number ofways-the details 7. Fumbling


are left open, so as to leave the Seneschal as much Sometimes Tests don't just fail, they're completely
freedom of interpretation as possible. Ties may be botched. This is called botching or fumbling, and happens
8 The Riddle of Steel

any time you fail a roll and have two or more << 1's,
showing on any die. The Seneschal will generally determine
what the effect of any given fumbled roll is, though some
situations, like combat, have pre-figured results. The only
real guideline for fumbles is that they should be worse
than a regular failure.

Mik, our little Siehefriend, is trying to convince a merchant


that he didn't steal anything. The Seneschal asks Mik's player
to roll Test of Soc!TN 8. Mik roLls 4 dice-his Soc
Attribute-and gets 1, 1, 6, 7... no success and two I's-
a fumble! The merchant is going to react very poorly
indeed...

IY. Attributes Described


Each character in The Riddle of Steel possesses a
number of Attributes. Attributes represent basic natural
and developed traits or aspects of your character, such as
how strong he is, how well he gets along with other
people, and what drives him to live and d ie. These
imponant traits are divided into four groups: Temporal,
Mental, Spiritual, and Derived.

1. Temporal
Temporal Attributes deal with the tangible, physical
realm. An average human's ability is ranked at 4, while
10 is the maximum degree attainable.

Strength (ST) is a measure of physical power and brawn,


Health (HT) is a measure of one's immune system and
and has a great influence on damage dealt in combat,
healing capabilities.
as well as some physical feats.

Agility (AG) is a measure ofnimbleness, dexterity, speed, 2. Mental


and hand-eye coordination. Agility is a key elemen t Mental Attributes deal with the mind and thought
in all physically active charaCters such as warriors, processes. An average human's ability is ranked at 4, while
thieves, and some entertainers. 10 is the maxim urn degree attainable.

Toughness (TO) is a measure of physical grit and hardiness. Will Power (WP) is a measure of mental endurance and
0l'11 A high Toughness protects characters from bodily determination. This extremely useful virtue often
en means the difference in tight spots. This kind of
() harm.
~
..... personal determination and grit is best found in
tJ:I
l'11
Endurance (EN) is a measure of general fitness,, and hardened soldiers and those fiercely dedicated to their
0
plays a large roll in any long-term physical activity. causes.
Book One: In the Beginning 9

chosen and defined for each character, resulting in a unique


Wit (Wir) is a measure of mental reflex and sharpness, combination of beliefs, values, and motivations in
best exhibited in comedians and fencers. This trait is everyone. The exceptions are Luck and Conscience, which
key element for both good fighters and those that need not be defined (although defining what kind ofluck
deal in the cutthroat intrigue ofWeyrtlis royal courts you have or what the cause of your Concience is should
and palaces. be discussed). See Book Two: The Birth of a Legend?
and Book T hree: Training for more on choosing and
Mental Aptitude (MA) is a measure of how quickly one using Spiritual ~ttributes.
learns and how much they retain, exemplified by
scholars, know-it-alls, and the finest pupils. This is Conscience refers to one's desire to do the "right thing,"
nota measure of intelligence or cleverness-that's up be ir compassion, heroism, or any one of a thousand
ro rhe player, nor the character sheer! This trait has a manifestations of"righr and wrong., It is a common
great effect on skill advancement. This Attribute is qualiry of determined men, heroes, small calking
especially important for Skill-based characters such crickets, and others that struggle with the difference
as courtiers, thieves, and academics. between good and evil. This attribute represents dice
that may be added to any roll that supports your
Social (Soc) is a measure of how charismatic, empathetic, character in doing what he should instead ofwhat might
and culturally adept your character is. This is a crucial be more fon, more profitable, less dangerous, or just
abiliry for entertainers, courtiers, leaders, wheelers, make more sense.
and dealers.
Destiny signifies a higher calling-perhaps

to become king
Perception (Per) is a measure of alertness and awareness to by your own hand, or to bring down a great empire,
one's surroundings. This attribute can warn your group or even just to be killed by a man "not of woman
of an impending ambush or a nighttime attacker, or born., Whatever it is, chances are the destined
help you find the keys to the king's secret passage ... character is aware ofhis Destiny, bur may be denying
Woodsmen and rogues are often noted for their keen it. Destiny creates special characters with an added
senses and Perception. depth, bur difficult to play. Most great historical and
prophesied religious figures, Shakespeare's King
3. Spiritual MacBeth, and most all of Arthur's Round Table are
Spiritual Attributes differ from other aruibutes in examples of people with a special Destiny. Any time
many ways. There are no averages. These traits fluctuate an important event in the character's destiny comes to
often during a character's lifetime. Unlike other Attributes, a head, these dice may be divvied up and added to
Tests with Spiritual Traits are highly uncommon; rather any number rolls, re.freshing every round, as Long as the
each trait is used in a slightly different manner, as outlined Seneschal says so. These events should be rare, important,
below. The Spiritual Attributes are also important because and short-lived (unless the event is the grand climax of
of the role they take in you r character's life and the Destiny).
progression-beyond the advantages each presents below,
points from your Spiritual Aruibutes may be spent to Drive defines an extra level of determination and a
improve your character over rime (this is discussed further powerful sense of purpose. Someone with Drive has
in Book Five: The Laws of Nature). Unless modified a worthy cause that they would die for (and probably
by nationality or other circumstances, Spriritual Attributes will). Examples include the zeal of freedom fighters
cannot be raised above 5. and patriots like William Wallace, or those that serve
Lastly, each Spiritual Attribute musr be individually great and noble causes or ideals at great personal cost.
These dice may be added to any rolls that defend or
10 The Riddle of Steel

-,'-

----
.......
-----

- -- -
-- -~1/L
-

companion. These dice may be added to any ofyour


further the characters cause, as often as the SeneschaL rolls-all at once or bit by bit-during the course ofa
deems it appropriate. game session. When used up they're gone until next
session, although generous Seneschals may allow refills
Faith reflects the bond between man and deity. Belief is during longer sessions. A point may be spentpermanently
an important issue in Weyrth, for a man without to afford an instant success in any matter normaLLy out
beliefs is not a man. Any character may posses a degree ofyour hands-Like a hay cart at the bottom of the
of Faith-even atheists, if they hold strongly to their castle tower you just filL out of (no matter what the
atheism. These dice may be used in .one of two ways: TN!).
(1) they may be added to any rolL that significantly
furthers or defends the belief. faith or religion involved, Passion entails a specific love, hate, or loyalty-to a single
or (2) they may be added to any roll that defind.s or person or entity-that occupies your characters
protects the truly faithfuL (Seneschals discretion). thoughts and actions constantly. This trait adds life
and vibrance to your characters, and is perhaps the
Luck is a reflection of fate's tendency to smile on you. most fun to play. Good examples include Lancelot
Arrows narrowly miss, archenemies leave their grunts and his loyalty to King Arthur (later overcome by his
to "finish the job," and the cute barmaid across the love-and co mpeting Pass ion-fo r Queen
room notices you instead of your manlier traveling
Book One: In the Beginning 11

Guenevere), Romeo and Juliet, or the Count of are used primarily in special situations, such as
Monte Cristo (who spent a good part of his life combat a nd sorcery.
seeking revenge on his best friend who had horribly
betrayed him). This attribute represents dice which may Reflex is a combination of Agility an d Wit, and
be added to any roll that directly affects the object of determines how quickly a cha r acte r may
Passion, such as killing your hated enemy, rescuingyour physically react to external stimulus. Average
dearest love, or defending the name ofyour lord and Reflex is 4.
king. These dice may be used as many times per game
as the Seneshcal deems appropriate. Aim, extracted from Perception a nd Agility,
quantify one's natu ral ability to hit a target over
An example of a Spiritual Attribute in use: distances.

Cameron, the young Stahlnish Knight from an earlier Knockdown is a measure of how solid and balanced
example, loves the maiden that he's trying to rescue from one remain s after taking a blow. Average
the collapsing dungeon. When the Seneschal asks Knockdown is 4 .
Cameron's player to roll a Test of Agility, Cameron
requests that his Passion of3 {specified as love for his fair Knockout is a measure of how hard it is to kn ock a
maiden) be added to the roll. The Seneschal grants his character un co nscious, based on Toughness and
request, and Cameron now rolls 7 dice (his original4 W ill Power. Average Knockout is 6 .
plus 3 from his Pmsion). He rolls against a TN of9, as set
by the Seneschal in the previous example: 4, 6, 7, 7, 9, Move is a measure of how much distance in yardss--
9, and 10 ... three successes this time! one can cover on foot in approxi mately 1 or 2
seconds (one co mbat round). Average Move is 6.

4. Derived Attributes A special set of Derived Attributes for


Derived Attributes, as their name suggests, come Sorcerers is addressed in Book Six: Sorcery.
from a combination of other Attributes. These traits

Cl
'-'l

-u
c:Q
~

en
'-'l
0
en
'-'l
~
::::>
-
c:Q
~
~
~

<

be i~~le o.,: ~ 'feel


ook wo: be irfb
a


RAIN POURED THROUGH TiiE GAPING HOLE in the Stone a defensive parry. Steel smacked into flesh. A dagger
roof, wening the unconscious man's face. Jequies slowly clattered to the stone Boor as the shadow spun off and
oegan to stir. With a groan he rolled onto his side and ducked behind the large oak table.
tried ro push himself ro his feet. He made it to his knees Jaquies pressed his left arm against his right sleeve to
before he collapsed again. He looked around from his stop his oozing wound. His years of training in the
prostrate position, trying hard to focus his eyes on Geluroise army were finally paying off. 'WJ.Zard," he
something familiar. yelled, "What business have you with me?"
In the comet lay a man with extremely long No answer.
fingernails desperately in need ofa beard trimming and a Jaquies slowly circled back around the room, placing
haircut. The man seemed vaguely familiar, but didn't the column of rain between him and where he last saw the
quite look right. belligerent shadow. As he approached the door he focused
Jequies shook his head and raised himselfagain to his intently on the spot jusr behind the table where the
knees. He noticed that the rest of the room was dry, so he shadow seemed just a little deeper than it should be. If he
dragged himself out of the rain. He looked up and saw could just take the mage alive, he might find the secret to
that the stone of the roof directly over where he had been the Riddle.
lying was charred and jagged around the hole as if recently The shadow flinched. Jaquies fumbled with the latch
struck and shattered. behind him with his injured hand, all the while keeping
The man in the corner stirred. Jequies grabbed at the his eyes locked on his opponent. The shadow grew. The
large oak table behind him for support and stood. Near darkness lessened, and a misty, over-grown face appeared
the door he saw his broad brimmed hat hanging on a near the ceiling.
hood above his rapier, propped against the wall. He "It is a shame Jaquies," the wizard hissed. ''Your future
staggered over to the door, pulled on his hat and strapped could hold the power to overthrow the Emperor.
his sword back on. Unfortunate that I must now alter your destiny."
He turned to survey the room once more and gawked The shadow advanced. Jaquies waited, watching for
directly into the eyes of the man with the fingernails, now the moment the rain hit the wizard from above.
wrapped in his deep black cloak Jaquies reached for his "I seek no power," Jaquies called back, "Just the
sword, but the man lashed out with his hand. The cut on answer to the Riddle."
Jaquies's left forearm was roo dean and too deep for "Fool," the wizard scoffed, <(You are not worthy of the
fingernails. The man held a dagger, clenched awkwardly in Riddle."
an inhibited right hand. Just then the shadowy illusion melted under the rain.
Jaquies leapt to his right, rurned and drew his rapier. Jaquies lunged toward the now distinct form of the
Only a shadow of the man remained. Jaquies hesitated as wizard, thrusting fiercely with his sword ...
the shadow lunged forward, then lashed across his body in
14 The Riddle of Steel

arm. Most are former soldiers or mercenaries with


piecemeal weapons and armor who terrorize the same
counties they grew up in.
Chosen Ones are oracles and visionaries, constantly
receiving insight to the past, present, and future from
gods or spirits. Some are the real thing, some are false
(but which ones?). The most powerful oforacles become
prophets and religious revolutionaries.
Commoners include peasants, farmers, and laborers.
Many such folk leave their homesteads early in life in
search of something better.
I. Character Concept Crusaders seek to further the causes of their faiths
Decide who and what you want to play. This first and gods. Some roam the land in armies, striking down
decision will be the most important you make throughout the heathen, others fulfill the roll of monk and defender
all of the character creation process. Formulate a concept, of the faith.
personality, belief system, and background for your hero- Druids are "heathen" priests (and often sorcerers),
in-the-making. As you do so, consult heavily with the seeking to protect the Fey from the world, and the world
Seneschal and any other players that will be joining your from the Fey. Druids are always highly revered amongst
group or party. Decide on relationships between the their believers, who benefit from druidic blessings and
characters before you start creating them, as The Riddle herbal remedies.
of Steel is a deadly game in a deadly world-your Duelists seek personal combat wherever they can find
characters will be mortal, though your obstacles may not it, acting as champions in trials-by-combat and daylight
be. A unified and complementary group spells life or death assassins for those that can pay it.
for each of your characters in the game, and how much Entertainers travel from city to city, lord to lord, inn
fun you have as a player. to inn searching for a paying audience. The desire to see
A hero's concept and background are tightly related. new places, learn new songs and stories, and flee from
Some examples are presented below. Choose from the offended lords keeps them moving.
concepts and backgrounds below, or create your own. Gamblers and con-men live for the thrill (and pay-
off) ofliving with risk. Most rely on wits and deception
1. Concepts to get ahead in the world. By nature they are forced to
A character concept is something between a personal constantly travel-angry men and marshals in tow-in
mission statement and an occupation. search of the next sucker.
Kni$hts-errant are those armored sword-carrying
() Academics devote their lives to learning and study, members of the higher classes that have left behind a life
::c
> whether doing research in the field or in a university. of comfort and wealth to serve their goals, their gods,
~
()
Bladeslingers are wandering swordsmen and fighters, their people, or to seek out honor, fame, or enlightenment.
...; seeking answers to all the mysteries of life and to the Priests, Monks, Nuns, and other people "of the cloth"
t'l1
:= elusive Riddle of Steel. They go wherever instinct leads spread their faith amongst the people, acting as leaders
() them, always looking to improve their skill, defeat a new and advisors to king and peasant both.
0 opponent, or escape the innumerable enemies that their Roadwardens and Marshals are the long-arm of the
z() previous travels have brought them. law, patrolling borders and keeping the peace. They may
t'l1
"'0 Bounty Hunters track down fugitives and other be called upon to quell a minor rebellion, or hunt down
...;
en wanted persons, dead or alive. a notorious criminal.
Brigands, robbers, and bandits steal with the strong- Scouts and woodsmen are most at home in the wild


Book Two: The Birth of a Legend? 15

spaces of nature. They may be pioneers, guides, freelance The Riddle of Steel. Your hero's philosophy will be the
explorers, soldiers, or fugitives. most rewarding if it is one that you have created on your
Soldiers and mercenaries fight in armies for pay, and own. Nonetheless a short list of sample philosophies is
may be driven by a desire for wealth, travel, fame, or provided.
bloodshed.
Street Thieves, urchins and burglars live by theft and ccKill them all, let the gods sort them out.''
wits, stealing from anyone and everyone in an attempt to ~~for oneand one for all."
eke out an existence. Most are small-time, but all are ''Turn the other cheek, do good unto those that harm
,, .
searching for that ccbig score" that will allow them to retire you.
for good. ''Life is a journey. Wherever you go, there you are."
''If you don't watch your own back and look out for
This list is by no means complete-if you don't see your own interests, who will?''
one you like, or want to combine a few, then make up ''The gods gaye us strength and ability that we might
,
your own! Once you've developed a concept for your serve and protect.
new hero, take a quick moment to ''Eat, drink, and be merry, for tomorrow we die."
figure out his past, and how he ~~ things are in the hands of the gods."
became who he is. Write these ~~ things are in my own hands."
things down in the ((Concept" ''He that knows he knows nothing knows much. ''
and ((Background" spaces on ccOne should never give up until the end."
your Character Sheet. ((Let no man make Jaws for me."

ccwe must build order out of chaos."


2. Philosophies ((Stand~d fight."

Everyone has a ((Run and live tomorrow.''


different approach to Honor is the gift man gives to himself"
life. Some are ((Rule your own destiny. Gain wisdom from failure. "
aggressive, others <'Do what you love, love what you do. "
((Memones . are permanent. ,
passive. Some believe
that the strong
should defend the Proverb books and other sources of pithy sayingsare
weak; others that a good start for developing your character's own approach
the strong should to life. Be creative-if you are an old-time gamer look
rule them. Your for something that you haven't tried before. If you are
character's new to roleplaying choose a philosophy that you will
personal enjoy acting-out. Lastly, be sure that your philosophy
philosophy, when gels well with those of the other players in your group.
combined with
his concept and II. Priorities, Priorities .. .
~) b a c k g r o u n d Your new hero, as great as he or she is, can't do
- ... ;: hi story, willeverything ... at least not yet! Using your character's concept
largely determine and personal philosophy as a guideline, arrange the
what kind of following categories into priorities A-F (A being the

expenence you highest priority, F the lowest, least important aspect of
have as a player .Hi your character). The categories are Race and Sorcery, Social
16 The Riddle of Steel

CLass, Attributes, Skills, Proficiencies, and Gifts and Flaws. may choose to play one of these mysterious races with
Each of these categories, and the results of placing them permission from the Seneschal. Detailed information
in various priorities, is explained in detail below. about playing Siehe, the Fey, and Halflings can be found
Following th ese explanations, Table 2.1 provides a in Book Seven.
summary.
The Fey, the oldest and noblest of the Siehe elves, are
1. Race an ancient, enchanted, and secretive people. Few men have
There are a multitude of races and nationalities seen them, and fewer still have survived the experience.
inhabiting the face of Weyrth. Most characters are They avoid contact with mankind preferring their own
humans, brought up in any one of many unique nations ethereal courts, palaces, and groves. Many people doubt
and cultures. Ifyou plan on playing a non-sorcerer human their existence-others believe in them the same as they
character (which we very strongly recommend especially believe in any other superstition. Being immortal (as to
for your fust character in The Riddle ofSteet) simply put natural death), they are calm and relaxed, and never hurry
"Race" into Priority F (the lowest priority). Record except in the greatest need. They are slow learners with
"human" on your Character Sheet next to "Race." T hen long memories, for their ability to learn is curbed by their
choose a nationality that fits your concept, background, great life span and overly calm approach to all. Physically
and philosophy (remember to talk your natlonality over they are tall and somber looking, though they have smiles
with your other players and the Seneschal) from Book like sparkling pools. They find sleep unnecessary (or
Seven: The World ofWeyrth. perhaps impossible?), and prefer to sit and think during
Players that wish to play one of the "Gifted," a human rest periods. The Fey derive their name from their own
with magical talent, must place Race into Priority "B." word for "magic." Each and every one of these elves is
The Gifted are few and far between. gifted with the ability to form sorcery.
Even rarer than the Gifted are the Siehe: Elves and Players wishing to run Fey characters must place Race
the Fey, dwarves, faeries, sprites, troll-spawn, etc. Players into Priority A.

The Seelie and Unseelie are the smaller, more


troublesome variety of the Siebe. Such frequently serve
the Fey as subjects, being weaker and not always able to
wield magic They vary widely in color, shape, size, and
behavior ... no two are really alike. The Seelie are
mischievous, though not necessarily cruel. Sprites,
dwarves, and most faeries are commonly known
examples. The Unseelie are wicked creatures, causing pain,
suffering, and other troubles. Goblins, trolls, black elves,
and blacker dwarves are all named amongst the Unseelie.
Both kinds are commonly blamed for lost keys, missing
children, and other mischief of all proportions; they're
very often guilty.

Rock Dwarfi, a specific group ofSiehe (provided for


example), hide far away in their own deep caverns
amongst their own people. They know almost
nothing of the outside world, which believes in them
as it believes in legends. They are gruff and given to
Book Two: The Birth of a Legend? 17

than the mighty Fey. Some are magical, others are nor.
Those gifted with sorcery must be placed into Priority
B; those without take Priority C.

Man-elves of"Fey" stock are the result of a tragic love


affair, usually between a human man and an elf
maid. They inherit many of their mother's strengths,
but also cursed with weakness not found in either
parent. They are sharp learners, strong-willed, and
beautiful, but the Elvish desire for evenness and calm
resultS in a slow wit and low constirution. They are
often raised amongst the elves for a season, then enter
the world of men as cast-ours. Many hold prominent
positions in folk tales and legends.

Man-elves of lesser Siehe stock are another story


entirely. They are often comical in appearance (some
are blue), small (sometimes mistaken for dwarfs),
still given to tricks, and make good th ieves and
urchins. They make fine companions (al though
they'll often be more trouble than they are worth),
and are loyal friends. As to where they co me
from .. .it happens!

Other races may be created with the Seneschals permission


arguing, fighting, and sleeping. They are greedy and and guidance.
wicked natured, and do rhings out of spite to
everyone; they love to complain. They mock laziness, Whatever race or nationality you choose, refer to
hue hare ro work long hours, opting to rest and work Book Seven: The World of Weyrth for a detailed
all day without any given nighttime. Dwarfs may be description of cultures and statistical modifiers (such as
either Seelie or Unseelie, according ro disposition. Attribute bonuses).

Players wishing ro play minor Siehe characters (Seelie 2. Social Class


or Unseelie) should determine what exactly their particular T h e peoples of Weyrth divide themselves into
elfor faerie looks like before going further. Seelie characters numerous social classes. These benchmarks o f
who cast spells and weave enchantments require Race to socioeconomic status hold an immense deal of
be placed in Priority A. Others, such as dwarves and most importance. Besides determining wealth and possession, en
en
trolls and goblins who cannot use sorcery require only one's social class determines legal rights and privileges. <
....l
Priority B. All following descriptions refer to human societies. If u
your character isn't human note that both the Fey and ....l
Ha/flings provide an alternative to playing humans
or Siehe. A halfling is the child of one human parent,
the Siebe judge social standing differently than men. For
them this category covers only worJdly wealth.
-
<
0
0
and one Siehe parent (they are not three-foot-tall-hairy- en
footed farmers that live in holes). T hey are even rarer
18 The Riddle of Steel

Lords, or landed nobility (Priority A) possess a sizable this class, as well as many clergymen and courtesans. They
manor, a monthly income of3d10 x 10 Imperial Golden are sometimes educated in either a school or military
Standard from lands, taxes, and other sources, in addition academy, and may possess their own horse and weapons.
to a starting wealth of 250 Golden Standard. You are High Freemen begin with 50 Golden Standard, and
assumed to have about 10 immediate servants, several employment-if available-for 4d1 0 Gold Standard per
hundred serfs, and a small garrison (1d10 + 2 soldiers). month. Freemen may bear arms and wear non-metal
This income requires at least a few weeks at home every armors (unless their lord dictates otherwise), but may not
year to maintain, and some decision making. Little else own more land than their lord allows.
is required, though the local ruler is sure to be aware of
any Landed Nobility in his province, and may call upon Low Freemen (Priority D) are the poorer equivalents
them. Lords possess all possible rights and privileges of High Freemen-they are indentured to no one, but
offered by society. likely work for someone. They may also be merchants,
clergy, or even soldiers and mercenaries (probably infantry
The Gentry, or minor nobility (Priority B), own little or archers); many sailors and pirates come from this class.
or no land (beginning characters are assumed to be the They begin with 15 Golden Standard and a monthly
latter). They instead receive income as soldiers, courtiers, wage of ld6 Gold Standard (at Seneschal discretion).
or freelances. Many become swordsmen and adventurers, They may own weapons (if they can afford it), but a
seeking their fortunes at the tip of a blade. They begin horse is usually out oftheir means. Their rights are identical
with 100 Golden Standard and no monthly income unless to those of High Freemen.
employed (Seneschal's
and Player's Peasants or Serfi (Priority E) may not own weapons
discretion) . Average legally in most lands (that means swords and other forged
monthly pay for weapons-no law about staves or bows), though many
bachelor knights and steal them and become bandits or brigands. In times of
freelances is 1d 10 x 10 need they may be called upon to fight as extras or infantry
Golden Standard, in their lord's army, though this is rare. Most of them
whereas courtiers live cannot afford anything but the clothes on their back and
on gifts from their perhaps a mule or other semi-valuable (to them) items.
superiors. The gentry They begin play with 5 Golden Standard to spend, as
have the right to bear well as a monthly wage of poor food to eat and a leaky
all arms and armors, roof over their heads. Once or twice a year they can make
own land, and enforce an additional 1dl0 Silver Shillings at harvest time by
their lord's laws. Their selling excess and stolen goods at the market. Peasants are
names are prefaced little more than property, and may not leave their lord's
with "sir" or "lady." land without his permission. In practice few lords will
actually pursue any that run off.
en High Freemen
()
(Priority C) are Prisoners and Slaves (Priority F) begin with nothing
0
>
t'""
merchants, clerks,
well-to-do farmers
other than the tattered rags on their backs. In addition to
that they either spend their days in a dungeon or at hard
() and artisans, soldiers, labor. Living conditions are extremely poor, and life
t'""
>
en and mercenaries. Most expectancy is very short. Some slaves, such as trusted
en adventurers and servants or concubines may have better--even excellent-
wanderers come from conditions. Still being slaves, however, they should own
Book Two: The Birth of a Legend? 19

nothing, but have some privileges instead. See the a destiny, or outline some grand cause. Write your specific
Seneschal with any q uescions on beginning with this social focus next to each Attribute.
class or resource level. Derived Attributes are calculated from combinations
of existing attributes. These traits should be figured after
3. Attributes any changes (such as racial adjustmensts) are made to
Determining one's beginning attributes is a crucial Temporal and Mental Attributes. All figures are rounded
part of building a character. Each player is given a number down.
of points to distribute amongst the 10 Temporal and
Mental Attributes. This quantity of points is determined Reflex = (AG + Wit)/2
by Priority level. Priority A affords 47 points; B 43; C, Aim = (AG + Per)/2
39; D 35; E 31; F 27. These points may be distributed Knockdown= (ST + AG)/2
freely, with a few limitations and restrictions. First, all Knockout =TO + 2WP
players must nominate one of their attributes as "high." Move = (ST + AG + EN)/2
No other attribute may be equal to or exceed the "high"
at this stage of character creation. No attribute may be Sorcery also has its own set of Derived Attributes
higher than 7 or lower than 2 prior tO racial and national (for the Gifted and the Fey), found in Book Six: Sorcery.
modifiers. The example of Character Creation, below, Record your Attributes in the appropriate columns
provides well thought-out options for allocating points ofyour Character Sheet.
to Temporal and Mental Attributes.
Additionally many characters' attributes may be
affected by their race or nationality. All such modifiers
are found in the description of the appropriate race or
nationality in Book Seven: The World ofWeyrth. These
modifiers, while optional for human characters, are an
absolute must for Fey, Siehe, and Halfling characters.
Now choose any five of the six available Spiritual 4. Skills
Attributes (Conscience, Destiny, Drive, Faith, Luck, Each new character begins play with two "Skill
Passion) and fill them in on the back of your character Packets," described fully in Book Three: Training. These
sheet. The only Spiritual Attribute that may be taken groups of skills should follow the precedent set forth by
twice is Passion, so long as the focus of each Passion is concept, background, and philosophy-indeed, the skills
different. All other Spiritual Attributes are limited to one in these packets are a product of a character's history,
instance each. Thus Lancelot, thefamous Arthurian Knight, upbringing, and life experience.
had Passion (Love ofGwenevere) and Passion (Loyalty to Priority A allows for both beginning Skill Packets co
Arthur) in addition to 3 otherpassions (maybe Conscience, begin at a Skill Racing (SR) of 6. Priority B starts one
Faith, and Drive...). Beginning Spiritual Attribute Points packet at 6, the other at 7. Priority C grants two packets
are the same for each beginning character: 7 points to be at 7. Priority D: two packets at 8, and Priority E: two
distributed amongst 5 attributes. Though no more than packets at 9. Priority F is the exception, granting only
5 points may be placed in any one area, the minimum is one packet at a paltry SR of 9. As stated in Book One, a
zero; your hero could start play with a Passion of 5, a lower SR signifies greater skill.
Drive of2, and Faith, Destiny, and Luck at 0. Once Priority has been assigned and Skill Packets have
When choosing Spiritual Attributes don't forget to been chosen, write each individual skill and apply any
specify each one that you put points into (except for individual SRadjustments (as oudined in Book Three).
Luck). This may require you to choose a religion, invent Each character gains an additional skill, language, or -1


20 The Riddle of Steel

TABLE 2.1: PRIORITIZATION


Priority Race and Social Skills Proficiencies Gifts and
Attributes
Sorcery Class (& Va~aries) Flaws
Fey or
Landed
Sorcery-
A Nobility 47 6/6 14 2 major gifts
using Siehe
250
or
Non-magical
Siehe, Gifted Landless
1 major gift
B H uman or Nobility 43 617 9
Gifted 100
Halfling
High
Non-magical 1 major gift,
c H alfling
Freeman 39 717 6
1 minor flaw
50
Low 1 minor gift
D H uman Freeman 35 8/8 4 and flaw (or
15 none)
Peasant 1 major flaw,
E Human 31 919 2
1 minor gift
5
Prisoner
1 major flaw,
F H uman or Slave 27 9 0
1 minor flaw
0

SR adjustment to any one skill for each point in his Priorities B-F limit maximum beginning Proficiency at
1-0 Menral Aptitude (MA). A new hero with MA 5, fo r 7, and allow the fo llowing quantities of points for
~
0 example, could have 5 additional skills (each one must distribution: Priority B 9; C 6; D 4; E 2; F 0. Also,
"'11
......
()
be approved by the Seneschal), speak 5 languages other because some weapons resemble others in use and form,
m
z
than his native tongue, lower the SR of 5 individual skills, ability in one weapon may grant free points in another
() or take any combination thereof. New skills bought in (allowing you ro train "from defaults/' elaborated upon
Fi1 this way begin with the same SR as your highest packet. in Book T hree).
...
CJ)
For a complete listing ofskills, see Book Three: Training. The same rules apply for the Nine Vagaries, detailed

-3
Q Write your skills, along with SRs and applicable in Book Six: Sorcery. Proficiency points may be placed
Attributes, in the "Skills" section ofyour Character Sheet. in any combination ofVagaries or Proficiencies, assuming
magical ability (as found in the Gifted and the Fey).
>
z 5. Proficiencies (and Vagaries) Once you have your Proficiencies (and Powers) ready,
0
Proficiencies refe r to weapons t raining. Each jot down any pertinent maneuvers or spells (found in
~
I""' Proficiency covers one style of combat or weapon group. Books T hree and Six respectively). Write them down in
> Priori ty A grants 14 points that may be spread amongst the "ProficienciesNagaries" and rhe <<Maneuvers/Spells"
~
any number ofProficiencies so long as none exceeds 8. portions of your Character Sheet.
CJ)
Book Two: The Birth of a Legend? 21

character will bur serve to bolster, arm and cement the '
6. Gifts and Flaws fictional persona into an enjoyable, death-dealing
These are special abilities or problems-that each adventurer.
person possesses. These unique quirks come in two Once a Philosophy has been selected or created, the
varieties: major and minor. When choosing Gifts and player must decide how that Philosophy will manifest in
Flaws (see Book Three: Training) one major Gift or the character. This, entwined with logic, will dictate the
Flaw is equal to two minor ones. Any Gifts or Flaws selection of Priorities that follow. In example ...
chosen should reflect rhe kind of character that you, the
player, wish to b ring to life. Nick has decided that he really wants to play a Knight. He
Priority A allows 2 major Gifts. Priority B: 1 major decides his Philosophy is "Defend the weak and innocent,
Gift. C: 1 major gift, 1 minor flaw. D: 1 minor gift, 1 uphold truth and honor, grant those worthy of it devout
minor flaw (or, at player's option, no Gifts or Flaws at obedience, and send thy enemies to h ell before thee. " It's
all). E: 1 major flaw, 1 minor gift. F: 1 major flaw, 1 a bit long and more a code than a philosophy, but it's a start
minor flaw. none the less. After reading through Book Seven: The World
Write these down under "Gifts and Flaws" on your ofWeyrth, he concludes he wants his character, Vhord von
Character Sheet. Dreider, to be from Stahl.

III. Other Details Gazing at Table 2.1, some decisions are quickly made.
Both a Fey race and the ability to use sorcery are of little
Fill in any other spaces on your Character Sheet, such
interest to this character, paring down the choices for
as Movement and Encumbrance (see Book Five: The
Priority A. In the end, his selections are:
Laws of Nature) and any Equipment (see Book Seven:
The World ofWeyrth) that your character owns (bought
Priority A: Attributes
with moneys &om his Social Class). Other useful items
Priority 8: Social Class
include your hero's appearance, with age, hair and eye
Priority C: Proficiencies
color, and height and weight. Tables 2.2 and 2.3 provide
Priority D : Gifts and Flaws
an optional way of determining the latter. Calculate any
Priority E: Skills
Pools (such as Combat, Missile, or Sorcery Pools) at this
Priority F: Race
time as well.

Landed nobility looked fittin~ but he'd rather have his


Combat Pool: Reflex+ Weapon Proficiency
knight be statistically well endowed. So he decides to select
Missile Pool: Aim + Missile Weapon Proficiency
Attributesfirst, (He knows that high "stats'' are usually best
Information on the Sorcery Pool is found in Book
for melee prone characters) and has 47 points to divide
Six.
between 10 attributes. Nick assigns the scores to the statistic
boxes on the Character Reference Sheet, based ().n his
N. An Example of Character Creation blueprint for the character. Vhord is to be strong, resilient,
(with Advice) dexterous, and well liked by the people. Nick is attempting
Before the first dnging blow of hammer and chisel to create a well-rounded (yet dangerous) character, and so
smiting stone, the unseen form of the sculpture is already distributes hispoints as on the Character Sheet. Originating
chosen and set in the mind of the artist; so too must the from Stahl grants the following Bonuses (see Book Seven):
player choose the type of legend he or she wishes to play. + 1 TO, -1 Soc, 1 extra point for weapon proficiencies, the
Ofparan1ount importance to the creation process is the right to bear weapom and light armors, and one trained
character's Philosophy on life. All other aspects of the Shire Horse. His attribute scores are demarcated as:
22 The Riddle of Steel

TABLE 2.2: HEIGHf (IN INCHES)


Siehe, Halfling, Hallling,
Human Elf, Fey Siebe*
(ST + TO)- Dwarf Fey Siebe
(AG +EN) 62 + 70 + 45 +
8d10" 64 + 1dlO" 30 + 2dl0"
ldlO" ldlO" ldlO"
- 8 to - 12 -5 -3 -2d10 -5 -5 -3d6
-4 to -7 -3 -2 -1dl0 -3 -3 -2d6
-1 to -3 -1 -1 -1d6 -1 -1 -1d6
0
+1 to +3 +1 +1 +ldlO +1 +1 +ld6
+4 to +7 +3 +2 +2dl0 +3 +3 +2d6
+8to+12 +5 +3 +3d10 +5 +5 +3d6
1
Nationality +1-4 +1-4 +1- 3 +1- 4 +1- 3
Female" - ld6 + ld6 - 1d6 -Id6
t * S~ehe vary drastically in size; this provides a possible sample.
~ee Book Nme: The World ofWeynh fo r possible modifiers due to narionaJiry.
All numbers are assumed for masculine characters; this row is for the fairer sex.

Next he selects Proficiencies as Priority C (6points}, as they


ST 5, AG 5, TO 4 (3+1), EN 4, HT 4
are essentiaL to any prowess in combat. He selects Sword
WP 5, Wf 6 , MA 5, Soc 4 (5-1), Per 5
and ShieLd at leveL 6 (5+1 for being Stahlnish .. .), and
Passion 1 (Undying loyalty to his king), Drive 2 (to
Bow at kvell. This aLlows his various Pools to be caLculated
"defend the weak and innocent"), Faith 1 ("There's no
{aLl except the Sorcery Poo4 which he has no need of):
such thing as Magic or Gods"), Destiny 2 (to be sung of
as a hero in his homeland), Conscience 1 (defend the
Combat Pool = 11 Missile Pool =6
weak, uphold truth and honor, ere.)

Combat Pool: Reflex + Weapon Proficiency


From those scores aJ1 other "Derived Statistics" are tallied,
Missile Pool: Aim + Missile Weapon Proficiency
resulting in
He may also now note the maneuvers-based on his Sword
Reflex 5, Aim 5, Knockdown 5, Knockout 6, Move 7 and Sh~eJ:I J>_rofic~ency-that his character is capable o >
()
~ None too wretched. He decides that resourus and sociaL character s eet for ease o reference.
>
()
status are ofsecondary importance to his character he wants
Desiring a gift and a flaw, though minor; to enLiven the
@ to be a knight, after alL), and selects them as Priority B- character; he selects Gifts and Flaws as Priority D, leaving
,0 giving him the status ofl(landLess nobiLity" and a 67 markl
SkiLls for Priority E and Race as Priority F (because he's
() initiaL weaLth (the Stahlnish equivalent of 100 Golden
human}. He chooses a minor Good Reputation as his Gift>
~ Standard. That wilL be of importance when he begins to and Lecherousness as his flaw.
> purchase equipment. Being StahLnish, he already has a
..;
.... horse.} Intending to purchase supplies later on, hejots down Such a Low priority seLection for skills gives Vhord two packets
0
z his money, and presses on with the rest ofthe sheet. with a Skill Rating of9. Nick chooses the KNIGHT and
COURTIER SkiLl Packets.from Book Three and receives 5
Book Two: The Birth of a Legend? 23

additional skillsllanguages/SR points due to his Mental what! The most important part of Vhord's Character
Aptitude. Sheet for both Nick and his Seneschal are the Spiritual
Nick devotes 2 ofhis bonus skills to additional languages, 1 Attributes. Defmed earlier in Book One, carefully defining
to improving his acumen in Diplomacy (making it a 9}, one's Spiritual Attributes allows the Seneschal to tailor-
and acquires Leadership and Orate (both at SR 9) for one make each story or adventure to the players. When

pomt aptece. choosing Spiritual Amibutes make sure to chose ones
that (a) you want to play and that (b) are not only
After deciding on Vhords personal appearance and rolling compatible with, but actually co-orchestrate with those
(orjust choosing} his height and weight, Nick uses those 66 of the other players in your group and your Sepeschal's
Golden Marks (converted to Stahlnish Marks from 100 plans.
Golden Standard;see Book Seven}to buy the rest of his What kind of advenrures or stories can Nick look
equipment. After he's spent some ofhis money. it will be . forward to playing with Vhord? We know that he is
He is now ready to play. tremendously loyal to his king and that he wishes to
protect the weak and innocent like a true chivalrous type.
What happens when the king he loves orders him to
About Vhord's Spiritual Attributes oppress the weak and innocenr? Perhaps that could be
Nick now has a character, Vhord, made mostly of tied into his destiny as he becomes a hero of the people
numbers. So he's a decent fighter and has a lot ofstuff... so (see examples of this sort of thing in the Adventure Seeds

TABLE 2.3: WEIGHT (IN POUNDS)


Dwarf, Halfling,
Human Elf, Fey Siehet Halfling, Siehe
Rock Elder
Endurance
50"
(EN) 65'' 75" 40" 67'' 40"
150
150 lbs. 175lbs. 80 lbs. 150 lbs. 75 lbs.
lbs.
+ 100 + 30 + 100 + 150
+ 100 + 60
1*
-50 -30 -30 -75 -50 -25
+50 + 20 +50 + 75+50 + 30
2*
-30 -20 -20 -35 -30 - 15
+ 25 + 20 + 25 + 30+ 25 + 15
3*
- 15 -10 -10 -20 -15 -5
4 ----------------------------No Modifiers-------------------------------------------
5+ - 1d10 - ldlO - ld10 - l dlO - 1d6
Every inch
-5 -5 -1d6 -2d6 -5 - ld6
under norm
Every inch
+5 +5 + ld6 + ldiO +5 + 1d6
over norm
Female n -25 -25 . -25 - 15
*Choose between too skinny (lower #s) or too fat {higher #s).
t Siebe vary drastically in size; this provides a possible sample.
" All numbers are assumed for masculine characters; this row is for the fairer sex.
24 The Riddle of Steel

Courtier (9)
Knight (9)
Etiquette (Court) -2 . .. 7
Riding -1. . . 8 Persuasion + 1. . . 10
First aid - 1. .. 8 Ridicule ... 9
Games -1. .. 8
Hunting ... 9
Heraldry -1 . . . 8 Dancing . .. 9
Strategy. .. 9 D iplomacy + 1 . .. 10
Tactics + 1. .. 10 Read/write - 1 .. . 8
Etiquette (Tourney) -1. .. 8 Intrigue ... 9
Law +1. .. 10
Battle -1. .. 8
Sincerity -1. .. 8

'CempoRo.( --r SKit{s SR TEST


Sncngth (St:l 5 ;....
AgRiqj (A<:;)
"Coughncss (LO)
!5
4
- v Knight Packet
Riding
First Aid
8
8
I-
I-
1--
endURMlCc leN!
lhc-ch lht:l
4
4 NAme: Vhord Von Drieder Hunting
Her41dry
9
8 -
I-
'P<'-'YeRs Name: Nick Strategy 9
ffienca( phi<osophy: Defend the weak and innocent , uphold trut h and -
Wi(( })oweR (wp) Tactics 10
5
honor , grant those worth~ of it devout obedience... Ettiqul1c (tOUI'M'() 8
W it: (Wid 6
CDem::.M Aprlrudc (CDA) !5 j:&ch/CReed: Stahlnish Atheism Battle 8
Socia( (Soc) 4
p eRsona{ity: Noble, out9oin9, a tad romantic Courtier Packet
Ettlg. (court) 7
PeRception (peR) 6
Persuasion 10
Qt-cs: Good reputation (minor): Paws: Lecherousness (minor)
Ridicule 11
Known to be a local patriot
Srul+ Locc.\tioo and do-gooder.
Games
Dancing
8
9
-
Horse (Stohln. Destr) under butt I-
Saddlebags ond Tack horse Diplom<lcy 9 0111 ~

Travel Geor saddle bags Read/Write 9


AUks: None yet. enemies: Let's go make some... Intrisue 9
Clothes (gentry: court) home
Law 10
Clothes (gentry: daily) sad. bags
Sincerity 8
Pack.horse ("Sarah")
Arms & Armor Sarah
Back<:;Round &.. Noces: My squire. Froederick, Is 14 yrs old.
Leadership 9
Orate 9

~
Stahlnish ~' E
Imperial 9
Race: Human Socw C<oss: Gentry (landless noble)
cyrinthmeiran 9
Nationo&y: Stahlnish Concept:: knight-errant
Money (Stahlnish; Heavy- weight) Age: 23 Se;c: male height:: 5'8" W eight:: 1651bs
golden marks: 6 pouch eyes: blue h aiR: blond Skin: white/Mainlunder
silver funten: 12 pouch
Appe(\RCJ)Cc: Mildly handsome with moderat e build. Hair worn short,
copper pfennigs: 6 pouch cut to fit the helmet he is always carrying. Prefers f ine clothes In
in house colors of blue and gold.
p........,,._.,..,...-.._r..pNou....... -ioO-.NJ...,....,. ;, ~ 0 200t2002...V.. - ... cw...-t~.u *J'u. ...i'('t.

Book Two: The Birth of a Legend? 25

section of Book Eight). Perhaps at some him! Even more options exist when more characters enter
poi nt he has a vision from a "higher into rhe scene, allowing the Senesch al to mix, match,
power," causing him to question his faith and oppose their various Spiritual Attributes in the
o r continue to live according to his creation ofa story that the players helped write and have
beliefs despite wh at he saw/feltf a personal investment in.
experienced on a religious
level. .. or maybe he'll have
to change his Faith as

he finds the
religion rhat's
right for

'CempoR~L CDenco.{. SpiRicuo.{. OeRived lnsighc


(SC) 5 (wp) 5 Passion
-Drive Loyalty to King
- - - "to defend the weak and innocent" RcRc;c 5 Poincs
~\c;l (Wtd 6 - - - - 2 Aim 5
[CO) 4 (CDAJ 5 _ Fa_it_h_ _ "no such thing as magic or gods" Knockdoum 5
(eN) 4 (Soc) 4 Destiny to be sung of as a hero in homeland 2 Knockout: 6 0
thD 4 (peR} Conscience move 7
ocheR
J)Roficiencies Pocls AV rnm
- ...... mod. W ounds
~ t:ypc kt
Sword/Shield 6 Full Chain -2 -1 mY
Bow --=--
1
- -I
Breast Plate -1
Dogger (def) _5_ Full Helm -2 lPu
1

-
-
~uc PAin ~toodtoss
(:0111
DOD
Ol+ensive m~euveRscost: Oerensive CD~euveRSCost" 0JcleeW C6p<>ns Curong "ChRusring
lz:h At:N d~ At:N cJAJ Ot:N
Bind and Strike Block 0 en and Strike Arming Sword med 6 ST+l 7 ST 6
---r--+-----+-~-----+--~
Cut Block Rondell Dagger h_.o;.;;..
.n... 2 -+-7~---'s...T__--~---'9--;
d 1---'s-+...s...T_-_
Thrust Counter
Evasive Attack Parry
Feint
CDiSS{cW C6p<>ns l)Rep aJ:ectivc: S'C/
Simultaneous Block/Strike Litnc At:N 0
Short Bow 2-4 rnds 6 +1110 ds 4+1=5
- -

-~
-
1 7

-
fC)C)le o
ook ree:

"THE CHILD IS TO BE BORN T HUS, in the falling "the child has white eyes. The Prophecy is fulfilled."
:ain?" Snowden asked. 'White eyes' was all the mother heard, though. "I
His teacher, a grizzled man in a druid's robes, will name it Gwenllygad."
paused and replied, "It is their way. She must give birth Snowden marveled at the look in the Fahalan's gray
i.O the open air, or rhe infant will be unholy. eyes, for they seemed to get a joke that no one else did.
Remember, she is Fey, and understanding them is as
m derstanding the gods-worth a lifetime, but vanity
.n the end.''
The rain grew more violent, and the elf-woman's
~or-born screams were drowned in it. One of the
acolytes at her side marveled at the oddness of it all-
:he Fey were said to give birth painlessly, yet this CHRISTOPHE WAS DISAPPOINTED in his first
'llother-to-be cried our with agony in her voice ... and campaign; the lack of combat, which is what he was
mch rains were unheard of in Farrenshire this time of trained for, was not to his liking. He wanted to taste
~.Behind him a tree fell, only to crash against one of the thrill of battle, brush of death. He didn't realize
:he standing stones of the surrounding henge and rest how soon he would be getting his chance at his wish.
iliere. Strange things; indeed. The end of his first campaign brought him back horne
Snowden, himselflittle more than an acolyte of the to the Sword-Arms mercenary chapter house in
Druids ofAngharad, turned to the fallen trunk and Reshknig.
:ried in vain to lift it. From beneath the pelting rains a His rime there was shon, as within a week he was
rill of figures emerged, both dad in dark, earthy tones caught causing trouble and sent abroad, guarding a
..-ith wet black hair framing their pale-gray skinned caravan heading east into Sarrnatov, its final destination
:3ces-rnen ofFahal. One, a heavily built man, put being the Sarrnatovian capital ofStolitza, accompanied
.::.imself under the fallen tree beside Snowden and by Sir Konigstrausse.
~roceeded to aid in lifting. The second, a smaller man, The first week of travel through Stahl brought
nt to the Elf's side, where her wailing had suddenly little of the excitement Christophe hoped for. Dawning
.:rased. the third night of the second week, a small fire broke
The young acolyte handed the newborn to her out in one of the caravan wagons. The fourth night
~other, who lay exhausted in the soaking grass. brought the caravan a day's ride into Sarmatov, and
"A girl," one druid said. when a wandering thief was caught in the foodstuffs,
"But look," said another. "Not an Elf, but a he was executed on the spot. Midway through the fifth
:Ialfling child is this." night Christophe was awakened by his mentor, Sir
"No matter," said the smaller of the Fahalanirn,
28 The Riddle of Steel

Konigstrausse. Skill Packets: W arrior/Milit


I
I
"Bandits," Konigstrausse whispered gruffly in
Swordsman Soldier
Stahlnish "Three, two on the north side, and one to
the south." He pointed as he spoke. Christophe was Combat/weapon art -1 Leadership
fully awake by the middle of Konigstrausse's words, First aid -1 Intimidate
and on his feet, drawing his long-sword by the end of Body Language (read) +3 Riding
them. "Time for all of that training to get useful, boy.'' Style analysis +2 Heraldry
Etiquette (School) -1 Strategy
I Tactics +1
Battle - 1
First aid -1

Woodsman/Ranger Warrior (Clan or
Tribe}
I Hunting -1
I
T ucK KNELT DOWN in the snow. "These tracks are T racking +1 Battle
easy to follow. They're not more than a day ahead, Survival Hunting-1
now, and if we skip sleep this evening we should be Scrounging First aid -1
able to over take them-maybe even cut them down Animal guise Etiquette (Clan) -1
before they're awake." Herbalist +1 Sneak +1
"There's no honor in that," Marek scoffed. O rienteering -1 Leadership + 1
Sneak +1 Intimidate
"There's no honor in getting killed by traitors to
Camouflage Gambling +1
the king, either. We take them in their sleep. This isn't
' Climbing +1 Boating -1
a bard's tale, son. Heroes in the real world use Swimmin -1
ambushes and kill the enemy in his sleep. No shame in
I it. The story just gets told different, is all." Knight ...
I "It isn't fair, Tuck."
Riding -1
"It's not supposed to be, Marek. It never was, and
I anybody who thinks otherwise doesn't play the game
First aid -1
I Hunting
too long. Sooner or later Mistress Death comes for us Heraldry-1
all ... I choose later, and that means we kill the bastards Strategy
j
as they lie." At the last of it he spat into the snow. Tactics +1

I Marek spat, too, though not for the same reason . Etiquette (Tourney)
I
I

l

I. Skills
I
In The Riddle of Steel, Skills refer to those learned
abilities that each person has. Warriors know how to repair
I
their weapons and gauge the talent of opponents,
I
woodsmen can hunt and track, and peasants and street
I
performers know the tenants of their trade. Each of these
is represented by Skills. Groups ofSkills acquired through
education, training, or life experience are called Skill
Book Three: Training 29

Packets. Where Skills cover items like Skill Packets: Other


hunting, acting, or first aid, skill Packets
Sailor Peasant or Craftsman Clergyman
are collections of Skills that one has
learned in the course of life and Navigation Etiquette (Court,
employment. Swimming-! church) -1
Every time a Skill Test is passed Sailing Meditation
under duress (to be judged by player Gambling+1 Leadership
and Seneschal both) a check is placed Artillery + 1 Orate
in one of the small boxes next to each Climbing Law+l
skill on the Character Sheet. This Boating-1 Read & write -1
mark-called a ''Skill Check" -is Tactics (Sea) + 1 Theology
crucial to your character's advancement, Heraldry (Flags) - 1 Ancienc Languages
and is described later in this Book. Srreetwise - 1 Stewardship
Astronomy +1 Diplomacy +1
First Aid or
1. Skill Packets Sur 1 -11+1
Most characters begin with two
Skill Packets, each of which comains a Laborer
number of skills. These skills are based
Meditation Ancient Languages Teamster -1
on an average difficulty, determined by
Sneak +1 Read & write -1 Streetwise -1
the amount of training and practice that
Arcane theory +1 Orate Intimidate
each skill has undergone for beginning
Ritual Magic + 1 Research Gambling +1
characters this is determined by Any one craft skill
Symbol Drawing -1 Etiquette -1
Prioritization. Some skills are harder Herbalist + 1 Up to 4 knowledge, (varies)
than others as well, and are therefore Astronomy +1 language, orloreskills Mining,
more or less difficult than the average. Surgery +1 shipbuilding, or
As skill increases, the diffi.cul ty to Secret Languages -1 similar
perform a task goes down. This construction skills
difficulty rating- which acts as a Target
~umber in all Skill Tests-is called the
Skill Rating (SR). Easy Skills usually
starr out at -1 SR, hard at a+ 1, and average Skill Packets: Urban
at no modifier from a Packet's base SR (as Courtier Entertainer Thief
determined by Priority during Character
C reation in Book Two). See Book One: In Etiquette (Court) -2 Ridicule Panhandling -1
the Beginning for more information on Skill Persuasion + 1 Dancing - 1 Traps
Tests. After choosing Skill Packets be sure Ridicule Intrigue +1 Streetwise -1
to adjust all Skill Ratings appropriately, and Games -1 Orate Scrounging
m buy any new Skills (see Book Two: The Dancing Musical Instrument Sneak
Birth of a Legend). If both of your chosen Diplomacy + 1 Juggling -1 Pick Pocket + 1
packets have the same skill, rake the better Read/write -1 Games-1 Lock Picking +1
SR of the two and drop it by one. Intrigue Acrobatics + 1 Climbing +1
Always choose Packets with a specific Law+l Acting Gambling +1
Sincerity -1 Disguise B&E
combination in mind. A brigand could be
Singing -1
I
30 The Riddle of Steel

I
Soldier + Thief or even Soldier + Farmer. Those creepy
cultists at the university could be Ritualist+ Academic,
while a regular thug would be composed of Laborer and
Thief. Although it is possible to double-up on one single
packet, most characters will be created using a
combination of two skill packets, which reflect the
I character's background and training. Some sample
combinations:
I
I Scour or Hunter: Woodsman + Warrior or Soldier
Knight: Knight + Courtier
Duelist: Swordsman + Courtier
Rogue: Entertainer+ Thief
Wizard or Sorcerer: Academic or Clergyman +
'
I Druid or Ritualist

Other Packets not found here may be designed by


the Seneschal or by players (with the Seneschal's
approval). General guidelines are thus: Skill Packets have
a minimum of 5 skills, maximum 15. Difficult skills
should be at +1, easy at -1, and average at no change from
the beginning SR Packers should be patterned after actual

possibilities and backgrounds. If you wish to create a


variation on any of these packets (with your Seneschal's
I permission, of course), then go ahead.

2. Skill Tests
Skill Tests-whether contested or otherwise-are
made by rolling an appropriate Attribute against the Skill
I Rating. In extreme circumstances, these rolls may be
modified (by adding or subtracting dice), or certain
'
I numbers of successes may be required to complete the
l action at hand (sometimes "good enough" isn't). Those
I tasks that take time may be rolled over an extended check:
if five total successes are necessary (five is just an example),
then any number of rolls may be made until the total
I number of successes is five; each roll simply requires time.
In these ways both natural talent (the attribute) and training
(the Skill Rating) are represented in tests of skill.

3. Languages and Knowledge and Lore Skills


Weyrth is a big place, and for the travel-oriented
adventurer the ability ro communicate in many languages
Book Three: Training 31

is very important. A character may buy any language Skill Leadership Secret Languages
(at SR + 1) that he has a reasonable explanation for. The Lock Picking Sincerity
tongues of neighboring countries are the most likely (and Meditation Singing
most useful). Musical Instrument Sneak
Several Packets refer to "Knowledge, or "Lore, Skills. Navigation Stewardship
These Skills are meant to be defined by each player. Orate Strategy
Examples might include: Imperial History," "Stahlnish Orienteering Streerwise
Literature," "Folk Tales of Angharad," "the Ecology of Panhandling Style Analysis
the Fey,'' and so on. Persuasion Surgery
Pickpocket Survival
Read &Write Swimming
4. Defaulting (Using Skills that You Don't
Research Symbol Drawing
Have) Ridicule Tactics
Sometimes a character needs to use a skill that he Riding Teamster
doesn't have. This is covered by defaults. The default Skill Ritual Magic Theology
Rating for any skill unknown to a given character is given Sailing Tracking
in the last line of the following skill descriptions. There Scrounging Traps
are three kinds of defaults. Generic Defaults are the same
for everybody that doesn't have the skill in question. 6. Skills Described
Defaults from related Skills simply add to the difficulty
The skills below are roughly outlined as to usefulness
of a similar skill by adding to its Skill Rating. Finally,
and game mechanics. Attributes suggested for tests and
some skills simply have no default, and must be learned
rolls are simply suggested, and are not the only
to be used.
possibilities. A fine example is MA, which may be used
with any skill when attempting to pull raw information,
5. Quick-Reference Skill List as opposed to execution of the skill itself.
This list serves as a reference for choosing additional
Skills upon Character Creation. Acrobatics
This skill allows a character to spin, flip, leap, and
Acrobatics Dancing execute other like maneuvers. It is usually found only
Acting Diplomacy amongst shorter, lighter people. Heavier or even average
Ancient Languages Disguise sized people will suffer serious penalties in dice. Successful
Animal Guise Etiquette acrobatic rolls can be used to entertain (and earn some
Animal Handling, Herding Farming money), impress, and even evade.
Arcane Theory First Aid
Artillery Folk Lore
An unarmored, unencumbered character may roll
Reflex/acrobatics prior to any full evasion (see dodging,
<
Q
Astronomy Gambling Book Four) to whirl out of the way. Every success grants "'-~

Battle Games u
an additional CP die for the following evasion roll only. ;
Boating . Heraldry Failure or fumble on the acrobatics roll is equivalent to a u
en
Body Language Herbalist failed dodge all of the attacker's successes count! The t.lJ
Breaking and Entering Hunting or Trapping same roll may be made for partial evasions (at -1 die for
0
Camouflage Intimidate the skill check) or ducking and weaving (at -2 dice).
Climbing Intrigue No default.
Combat/Weapon Art Juggling
Craft/Trade Law
32 The Riddle of Steel

Acting Artillery
Characters who act may either entertain or deceive. This covers the use ofheavy weapons such as catapult,
Entenainment usually requires an uncontested roll: more arbalests, and (later on) canons. This is an exception to
successes equal more entenainment (and probably profits). combat (it's a skill, not a proficiency). This skill covers
The trait used depends on the kind of performance. not only the upkeep and packing/unpacking of such
Improvisation or comedy is cenainly Wits; staged combat weapons, but also their use. Because these weapons are
or physical comedy would be Agility, and serious drama- usually used against stationary or slow-moving targets
Perception. (such as boats, buildings, walls, and large ranks of infantry)
When used for deception, acting is made as a contested each success determines the effectiveness of the weapon
roll (usually with Social, Wit, or Per), against the at hand. This will be further discussed in future
opponent's Perception (at a TN determined by situation). supplements to The Riddle ofSteel.
Default: TN 13. No default.


Ancient Languages Astronomy
This skill provides the ability tO read (and perhaps This skill covers knowledge ofthe heavens: the moon,
speak) any one of the world's dead languages. Optionally stars, and turning of the constellations. It is usually
one may have a lesser knowledge of rwo languages instead possessed by sailors, wanderers, and practitioners of the
of a good understanding of just one. occult. Used in conjunction with Per or MA, astronomy
Default: Similar language +6 TN.

Animal Guise
This is camouflage used for hiding from animals.
Characters with this skill may successfully hide their
appearance and scent from nearby animals. Movement is
still governed by the "sneak" skill. Usually a contested
roll ofPer/Animal guise is made against the animal's Per
(TN by situation, average 6).
Default: any animal-related skill + 5.

Animal Handling, Herding


This covers knowledge concerning how animals
behave when in and out of groups, as well as how to
handle them (whether in herds or not). This roll is usually
made with either Per or WP, either as an uncontested,
contested, or extended roll.
Default: Any animal skill, such as riding, +3.

0
tr1 Arcane Theory
en
() Used for the creation of new spells based on research
-
~
!:X'
tr1
0
and experience, this skill's use is more fully realized in
Book Five: Sorcery.
No default.
>
Book Three: Training 33

may be used to read omens, navigate one's way, guess at windows, and r.========================il
TABLE3.1: PERTNS FOR
oncoming weather, or even know the date or season. general knowledge THOSE SEARCHING our
Default: Navigation +2 about the locals' CAMOFLAGED
security habits. !twill CHARACTERS.
Battle usually be made as an
Possessed ofsoldiers, warriors, and anybody else that extended roll, in Day 4
is led in battle, this skill covers the execution of combination with Dusk/Dawn 7
commands (whether given by voice, trumpet, drum, or MA, Per, AG, or ST Night 10
whatever). It can also be used to survive the rigors and (all depending on the

chaos of battle should you be separated from your unit, exact ctrcumstances No cover -2
so that you can re-group or whatnot. Most appropriately and place/manner of Light cover -
used with Wit, Per, or EN. entry). This skill does Heavy cover +2
Default: 13, or Tactics +2. not cover lock
picking or traps ,
Boating which have their own skills.
Small sailboats (one or two man), rowboats, canoes, Default: 13.
and rafts are controlled by this skill. This is usually an
uncontested roll (except maybe in a race or in harsh Camouflage
weather), used with ST, Per, AG, or EN most frequently. Hiding under cover of brush, black face paint, or any
Default: 10, or sailing+ 1. number of techniques exist in the interest of staying
unseen, even when in plain sight. When using this skill it
Body Language is assumed that a character is properly covered in some
Many swordsmen are accredited with the ability to fashion, and is remaining still or using the ((sneak" skill
read their opponent's movements a moment before they simultaneously.
are made. This skill allows a swordsman to read the tiny Hiding requires a contested EN/Camouflage roll
indicators of intent in his opponent's movements and against the onlooker's Per (refer to Table 3.1 for TNs).
eyes. Characters with ample preparation (black paint, proper
In combat this skill can be especially useful. When clothing, etc.) gain + 1 die for the roll; those with some
defending, by spending 2 CP dice at any time before the preparation roll at no modifier, and those with no
attacker throws his dice, you may roll Per/Body Language. preparation at -1 die. Size counts as well, and smaller
Each success adds one die to your own CP for the purpose characters may also receive a bonus die, while large
of reacting to the incoming maneuver or attack. Dice characters may lose one.
Default: 10
not used immediately are lost. Failure implies that you u\
read the wrong signs, and an additional CP die is lost. ~
This skill is both potent and risky (especially for Climbing
less experienced types), and should be used when you Used by thieves, sailors, and many others, climbing
guess a tricky maneuver is coming (or has come, such as is the skill ofgoing up or down vertical and semi-vertical
a declared feint). inclines. Slope and handholds all determine modifiers to
No default. climbs. Easy climbs (many kinds of trees, ropes, or sloped
rocky crags) are at +1 die; average climbs (most other
Breaking and Entering trees, rock walls, etc.) are at no modifier; hard climbs
This skill covers know-how and knowledge (reasonably flat surfaces with few or no handholds) are at
concerned with forced or semi-forceful entry. It includes - 1 die or worse. Most climbing checks are extended rolls,
things like quietly breaking glass, forcing open doors and where each success brings the climber closer to his goal.
34 The Riddle of Steel

Failure results in a standstill or even lost ground, and a D iplomacy


fumble means a fall. More information falling can be This skill covers both knowledge concerning political
found in Book Five: The Laws of Nature. relations as well as how to handle them. This is usually
Default: 10 made as a contested roll ofSodDiplomacy against WP/
Diplomacy. Knowledge concerning political matters is
Combat/Weapon Art MA/Diplomacy.
This skill covers rehearsed movements and forms Default: 13, or Etiquette (Court) +3
attached to various weapons by their schools (not unlike
the kata ofmany eastern martial arts schools). These forms Disguise
are used in tests, performances, and in everyday practice. Costumes, masks, or Glamour magic make this skill
Generally an uncontested or extended roll (in conjunction a reality, deceiving others in plain sight through
with AG, ST, EN, or even MA) is called for when using appearance. A good disguise is necessary (and may be
this skill. More successes, for example, may mean greater acquired through purchase or scrounging, or be
control and beauty of movement-useful for homemade). Poor disguises give a -1 die penalty, and
entertainment or tests of skill. excellent disguises add + 1 die. Characters with the disguise
No default. skill may disguise others or themselves by rolling a contest
of Per/Disguise versus Per of the onlooker (TN varies
Craft/Trade by how suspicious the onlooker is) .
Whether blacksmithing, carpentry, Default: 13 or acting +2
basket weaving, sculpture, or painting, craft
and trade skills are widely varied and very Etiquette (Church, Clan, Court. School.
useful. More successes mean a final Tourney)
product of greater quality, endurance, or This skill allows characters to blend in and
beauty. This is often an uncontested (or " act their station when in most settings. Thus
more rarely an extended) roll using Per, AG, Court Etiquette covers how to act in any station
orMA. when at court, and in your own station when
Each craft/trade skill must be specified. elsewhere. Proper behavior, greetings, traditions,
Average time for completion of a product is and so on are all covered by this skill. Generally
varied by craft, from a few hours (a basket or an uncontested roll is made using SodEtiquette.
woodcarving) to many days or weeks I Failures are embarrassing, while a fumble may
(furniture, weapons).
Default: varies from 13 to none. I
'l seriously offend someone. Specification is
required.
A Default: 13, or similar Etiquette skill at +3.
Dancing
This skill covers street and other 'I Farming
spectacle-related dances, folk dances, and the Farming is the daily work of raising food
0t't1 formal dances of a noble's court. Specification (usually fruit, vegetables, and grains). It is
en
() is necessary. Dancing usually calls for an thankless and hard work, and usually the solitary
~t't1 uncontested roll of AG/Dancing, though domain of serfs, peasants, and poorer freemen
0
other traits may be appropriate at other or gentry. Generally an uncontested EN/Farming

nmes. roll is used to raise crops, while Per/Farming may
() Default: 13, or any other Dance +2. be used to gain information about soil, crops, or
'
"t1 other farm-related matters.
No default.
Book Three: Training 3 5

First Aid
Short-term medical care is extremely important, and
most soldiers and mothers know at least a little. Roll an
uncontested Per/First Aid roll for treatment, and MN
Ftrsr Aid for informacion checks. See Book Five: The
Laws of Nature for more.
Default: 13, or Surgery+ 1

Folk Lore
Legends abound in every region, and those that know
mem know the heart of a people. Generally used for
accessing informacion, an uncontested MA/Folk Lore roll
is usually enough.
Default: 10 for locals, none for outlanders.

Gambling
The hard way to make easy money is an honored
skill in some cultures, despised in others. Gambling
encompasses bluffing, rules for most all local games, and
me ability to beat the odds through guessing. This skill is
only useful in games that require some skill. Generally a
contested roll is made of Per/Gambling against Perf
Gambling. One hand or game may be rolled that way,
where the winner takes the pot. Over an extended time
(usually one hour) one roll may be made. Margin of success is enough for common symbols, but less
success defines how much money is gained (#ofsuccesses influential, foreign, or more obscure standards may
.
multiplied by the average bet for the hour), while margin require more.
ofloss defines how much money is lost (# of opponent's Default: 13 or other Heraldry skill +3
successes multiplied by the average bet for the hour).
Default: 13 or Games +3 Herbalist
Roots, herbs, and the concoctions thereof can form
Games life-saving elixirs or deadly poisons. Generally an
This skill covers both knowledge of most popular uncontested or extended roll is necessary to acquire herbs
games, but also how to win them. Generally a contested and ingredients necessary for any given porion, depending
roll is made of Per/Games against Per/Games. on the rarity of the sought-after ingredients. Actually
Default: 10 constructing the potion takes another uncontested or
(more rarely) extended roll. More successes = more
Heraldry (Land and Sea} potency.
This skill is especially useful both in battle and when Default: None, or Farmer +5.
attempting to recognize any unknown party bearing a
flag, standard, crest, or similar device. Generally an Hunting or Trapping
uncontested roll of Per or MA/Heraldry is necessary to These are actually two separate but related skills, both
recognize all bur the most familiar devices. Generally one used for catching animals for food. To hunt game roll
36 The Riddle of Steel

Per/Hunting against the prey's Per/Evasion success may be a flinch or soft concession
(a statistic possessed by game animals. while five calls for a change of pants
For those without it, use Per at a TN Those in no posicion to intimidatt
of 7). It's a contested and extended (peasants in the face of royalty in
roll. When the hunter gains 5 ~" the palace, paraplegics, etc.) wiH
successes (calculated from the suffer die penalties, at the
margin of success, ofcourse) then the prey is Seneschal's option. Other factors, such as
caught-kill it using regular combat rules. size, magic, or obvious superiority in
During the hunt each roll is made about every strength, power, social standing or whatever
three hours. Should the prey gain five successes over may grant additional dice or lower Target
the hunter, then it has successfully evaded and may Numbers.
not be found again that day. Dogs and hunting parties The exact effects of intimidation are up to tht
may add dice to a hunter's pool, though never more Seneschal, though penalties to dice pools and attribute
than +3. may be appropriate in many situations.
For quicker resolution, hunting may be rolled Default: 10
uncontested, where more successes mean a bigger catch .
One might be a rabbit, while three could be a deer and . Intrigue
five a large boar. Only one such roll may be made in a Gossiping has been a past time since the first group
day, and the whole day is assumed to be spent in the of people got together. This skill allows one to pry the
process (though successes may be traded in to lessen the minds and lips of others for gossip, dirt, and the latest
time at the expense of a bigger catch). Modifiers for dogs ((word," straight from the horse's mouth. All courtiers
and the like still apply. practice this one with another, some using it to gain
Trapping works similar to the quick hunting rules informacion; others to lay out their own falsified rumors
above, except that traps are laid in the evening or night and plans. This is done in an uncontested roll when used
and recovered the next morning. Bait can be laid out to for general gossip and news. When trying to pry such
target specific catches (meat for wolves, for example). information out of someone a contested roll is called for.
Number and quality of traps effects the number of dice Use Soc/Intrigue against Soc/Intrigue (or at times, WP/
rolled by +1-1 , though it is assumed that all traps be of Intrigue), with the winner pulling information out of
average quality and about 5 or ten in number. Each success the ocher. As always, more successes mean better
lands a smaller animal or two successes a slightly larger information.
specimen, determined by the Seneschal (randomly or at Default: 13, or Diplomacy +3
will).
Hunting default: 13, Trapping +3, or Tracking +3 Juggling
Trapping default: Hunting +3, Tracking +3 This is an entertainment slcill, used by performers to
earn money in the circus or on the street. Roll an
Intimidate: uncontested AG/Juggling roll. More successes lead to
0lTl This skill covers everything from staring somebody more spectacular results (and more appreciation fron
(/) down (WP) to the veiled threats of the Empire's courts onlookers).
()
~ (Soc). Generally a contested roll ofWP or Soc/Intimidate No default.
t)j
lTl is made against the target's WP/Intimidate. Failure means
0 that you may have offended someone that you didn't Law

want to, or that your threat was simply hollow. Future This skill covers the knowledge and practice of law
attempts to intimidate will be at -1 die. Success causes in either the Empire or another locality. Information
the target of the intimidation to give in some way. One checks are uncontested, but actual debates and practice
Book Three: Training 3 7

o f law (such as in a court) require contested Soc/Law This skill may be used to by those with great faith to
rolls. External factors, such as convincing evidence or contact deity, by sorcerers to replenish lost energy, and
ribery may give bonus dice. by others to recover from fatigue. Meditation improves
Default: 13 or none. healing and aids in clearing the mind when necessary. Rolls
may be contested , uncontested, or extended, depending
Leadership on desired effect. EN, WP, and Per are the most
Masses of people can breed chaos unless properly appropriate attributes, although Faith or other Spidtual
directed. Those with the Leadership skill know how to Arnibutes may come into play as well. See Book Six:
.ep things running smoothly and effectively. Leadership Sorcery for more uses of the Meditation skill.
l.S a key skill in getting others (especially the masses) to Default: 13
listen to what you have to say and then to actually carry
.~out. This skill is used whenever a character is directing Musical Instrument
others, whether at manual labor, in council, or on the The ability to gracefully play a musical instrument-
.:>artlefield. Most rolls are uncontested rolls of WP or whether the peasant's flute or the noble's harp is greatly
Soc/Leadership, depending on the situation . Whenever valued in every culture. This skill covers any one musical
another attempts to take power, or a significant distraction instrument, though other, similar instruments may be
ro your lead comes up, a contested roll may be called for. easily defaulted. Each success represents a greater deal of
Default: 10 skill and beauty, whether in compos ition or in
performance. Some more difficult pieces may require
Lock Picking more successes just to play at all. Rehearsed pieces are
Most every thief prides himself on his ability to pick rolled using AG/Musical Instrument or MA/Musical
locks quickly, quietly, and effectively. Lock-picking rolls Instrument. Attempting to recreate a piece requires Per/
are made uncontested using either Per/Lock-picking or Musical Instrument, and writing original material calls
AG/Lock-picking, depending on the kind of lock for MA or Per/Musical Instrument.
Seneschal's discretion). Fine tools add 1 or 2 Default: Any similar instrument + 1
dice to the roll, while inferior tools subtract or 2; dissimilar instrument +3 or
dice. Lock quality determines the number more.
of successes necessary to open the lock.
Cheap locks require one success, most Navigation
average locks three, and fine locks This skill is useful on land, but
live or more. Each attempt assumes indispensable at sea. Navigation covers
five minutes of work at the basic as tronomy, especially the
lock-extra successes reduce
rime by one minute each.
constellations, and how it all relates to
z
where you are and where you're going. '
....:~
No default. Navigators know how to read
navigational charts and maps, and
Meditation many become
Meditation
~~~S~$J~t:;:~cartographers.
has many ~ 11 MA/
fo rm s, Navigation
whether cross- when charting a
legged chanting, a course, and Per/
worshipper's prayer, or Navigation to stay on it.
deep, quiet contemplation. S uccess gets y ou to your
38 The Riddle of Steel


destination (more successes = less time); failure gets you e nt e rtainment
TABLE 3.2: PICKPOCKET VS.
lost. Cartography (map-making) checks require Per/ skill. .. no show?
PERTARGET NUMBERS
Navigation checks at-1 die. Subtract 2 dice) .
Default: 13 Most rolls will be Out in the open 3
uncontested Soc/
Orate Panhandling. Each Moderate crowd 6
This skill covers the rules and practice of rhetoric, success brings in Heavy crowd or 9
story telling, and other forms of spoken discourse. Those more cash. good distraction
with the Orate skill are often gifted speakers, able to As a side note,
convince men with words of motivation or tell a rousing many local Proximiry to body +1-2
or moving tale. A simple speech calls for an uncontested authorities do n't

roll of Soc, WP, o r Per/Orate (depending on the a ppre c iate
circumstances and subject matter). Debate and other panhandlers or street entertainers ... bur that's another
spontaneous discourse require WP or Wit/Orate, and are problem.
usually contested rolls. Failures simply convince no one Default: 10
(and probably make you look silly), and fumbles cause
the opposite effect of whatever you were going for. Persuasion
Default: 10 This is a specialized form of oration which relies on a
moving argument. Generally a contested roll is made of
Orienteering Wit/Persuasion against WP/Persuasion.
This skiJl is nor unlike land- Default: 11
based navigation. It is based
on landmarks, paces, and Pickpocket
trail signs. See Navigation Most theft isn't at the hands of brigands or robbers,
for mechanics. but by petty thieves and cutpurses. This skill may be
Default: 13 used to pull an object out of someone's pockets, cuffs,
or other open place, or to cut a pouch or similar item
Panhandling loose. Picking someone's pocket requires a contested AG/
Some would say Pickpocket roll against the target's Per (see Table 3.2 for
that begging is an art. Per TNs). Success means that the sought-after item has
Panhandlers know how been secured, ties mean that the item is secured, but the
m get the largest charitable target felt it. Failure means you've been caught without
CJ) contributions from onlookers having taken the item.
~
..... and passers-by. In order to Default: 13
r
r
(f)
panhandle, a show ofsome sort
is required, whether it's a Read &Write
crippled leg (no one says that Literacy beyond a rudimentary level is hard to come
the injury needs to be real) or by in most of the known world, possessed by the educated
a street show. Generally the and wealthy. Roll and uncontested MA/Read & Write
better the show, the larger check to comprehend or correctly write anything. More

the contributions (add 1 successes imply greater beauty or grace of writing, or


0\ die to Panhandling roll- ~- deeper comprehension when reading. A roll is necessary
~ for every success over
- for everything more complicated than road signs.
one on any _
Book Three: Training 39

Ridicule Ritual Magic


Everyone knows how to taunt This skill covers the ability to
m some degree or another- use rituals and ceremonies to
others have made an art out create and channel magical
of it. Ridiculing someone energies. At least one
calls for a contested roll of person in the ritual must
Wit/Ridicule (although possess sorcerous blood.
t.n some contexts Soc See Book Six: Sorcery
may be more for more.
appropriate) against
\<'P/TN 7. Success Sailing
:neans that you've This skill covers
successfully offended the many tasks necessary
md angered the target; for sailing vessels of all
:nore successes equals sizes. Most ships require
gx:eater offence. Offended many sailors (all with this
?eople tend to think less skill) to operate. Those with
rationally, and are likely to act the sailing skill are expert knot-
2f,gfessively and impulsively. While tiers, know how to run and care for
:10 exact dice penalties are applied to sails, rigging, and so on. Usually an
me target, the offended character (whether uncontested roll will suffice, though the
:ontrolled by the Seneschal or a player) should act attribute used varies heavily, depending on the task at
accordingly. hand.
When taunting (see Book Four: The Codex of Battle) No default.
m opponent into attacking first, this skill (and the above

mechanics) should be used for goading an opponent on. Scrounging


Default: 10 Resourcefulness can get some a long way. Scroungers
know how and where to look for useful junk, and can
. Riding build almost anything at sub-standard quality from
Horsemanship is indispensable to many culrures and objects in their surroundings. Sample items include
professions. Those with the Riding skill know not only furniture, crude weapons, disguises and clothing, tools,
how to simply ride a horse, but how to control the animal and other things. Roll Per/Scrounging; the complexity
m a myriad of situations. This skill is necessary for all and quality of an item determines how many successes
those who wish to gallop or fight from horseback, as are necessary.
well as to execute jumps and other tricks. Default: 10
There are many ways to use Riding; for example:
Racing: Contested rolls of Reflex/Riding (short Secret Languages
distance) or EN/Riding (long distance). Many guilds, societies, and factions have invented
Jumping and trick riding: Uncontested AG/Riding. their own code-languages for communication within the
Number of required successes depends on difficulty of group. These languages are usually easy to learn, and may
me jump or trick. be based on slang or bits and pieces of other languages.
Default: 13 They are never taught to outsiders. Roll MA/Secret
Language to successfully communicate. The complexity
of the idea determines how many successes are necessary
40 The Riddle of Steel

-~~---- ~ --
(though one or two is usually financial ruin. Use MA/Stewardship for
TABLE 3.3: SNFAK VS. PER
plenty). most rolls.
T ARGE'f N UMBERS
No default. Default: 13
(BASED ON SURROUNDINGS)

Sincerity Quiet 5 Strategy


The Imperials believe that Strat egy covers the theor y and
perception is more important than
Mild noise 8 practice ofwar from the general's seat. The
(edge of camp)
reality. Sincerity is the epitome of greatest strategists are often the greatest
this belief, and is used to lie in such Loud noise 12 generals (panicularly those that know
a way that there is no doubt as to (crowds) how to plan the attack and lead it). A
the earnestness of the speaker's contested Wit/Strategy roll may resolve
words. In short, this is the skill of Degree of alertness +1-2 mass co mbat between equal fo rces
lying. Roll Soc/Sincerity against (though Per is often a passable attribute as
Per/TN 8. well). More details will be found in
future supplements and sourcebooks.
Singing D efault: 13
This skill may be used to woo, entertain, or just to
pass the time. Those with the Singing skill have honed Streetvvise
their natural talents to do just that. Most singing rolls are This skill covers the general etiquette of the streets
uncontested, using Soc/Singing. More successes mean and underworld. Characters with Streerwise can locate
more beauty and elegance. Failure means several off thieves' guilds, important contacts, and get other useful
notes, and fumbles . .. howling with the dogs. Practiced information. The srreerwise know with whom to talk to
and familiar pieces grant+1 die. fmd almost anything (on the black market, of cou rse).
Default: 10 Additionally, this skill covers how to act in the company
of the dangerous and the slimy. Use WI? MA, Soc, or Per
Sn eak to locate people, equipment, or information (exact
Moving silently has many uses, from sneaking past attribute depends on situation); most rolls will be
guards to sneaking up behind them. When used in uncontested.
conjunction with camouflage, stealthy persons are as Default: 13
good as invisible. Roll AG/Sneak against Per (see Table
3.3 for TNs, based on environment and background Style Analysis
noise). Light, everyday clothing is assumed. Those in Every swordsman's school has its own strengths and
heavy clothing are at-1 die, those in chain mail or similar weaknesses. This skill allows an observer to catch the
at -2 or -3 dice, and those in plate are at -4 dice. patterns present in each fighter, as a by-product of the
Default: 10 school ar which he studied. Som e time is necessary to
judge, and a single duel is rarely enough time-at least
Stewardship several minutes of combat or practice must be observed .
0tr1 This skill covers basic management and economic before a roll can be made. Each success on an uncontested
en skill, and is best exemplified by stewards, castellans, roll of Per/Style Analysis gives a little more informat ion
()
landlords, and overseers. Rolls are made every month to about what maneuvers the subjects school prefers or
~tr1 see ifany profit or loss has come onto the land at question. teaches. Five successes reveal which school the subject
0 Generally one or two successes imply that no loss or gain attended. More than five might betray details such as

(FJ
has taken place, three means profits, and five means big who the subjects teacher was (assuming you'd know).
profits. Failure means loss, and fumbles can incur Alternatively, three successes will tell the viewer exactly
Book Three: Training 41

how many dice the subject has in his combat pool. Survival
No default. Finding water, shelter, and gathering enough food
to survive (not necessarily good food ... ) are all elements
Surgery of the Survival skill. This skill may be used in any
Sometimes first aid isn't enough. Surgery (also climate or surrounding that the character is familiar
called Chirugery) is necessary for serious medical care, with; less familiar territories may incur die penalties of
whether it be leeches and bleeding, amputation, or -1 or more. Most rolls will be uncontested Per/Survival
stitches. Most cases can be handled with an rolls (in the short term) or EN/Survival rolls (in the
uncontested Per/Surgery roll (although having a very long term).
low AG could cause problems in some operations). Default: 13
Some operations and wounds require multiple successes
ro treat; more can be found in Book Five: The Laws Swimming
of Nature. This skill allows for movement through and
No default. buoyancy in water. Except in the case of races or other
contests, an uncontested roll of ST or AG/Swimming
(for maneuvering or complex actions in water) or EN/
Swimming (for any kind of distance swimming or
deep swimming). Most clothing costs one die, and
heavy clothing or armor may cost several dice (even
making swimming impossible). Failure or Fumble
may cause sinking, drowningJ and so on.
Default: 10 or none

Symbol Drawing
Many approaches to magic call for complex and
detailed symbols, glyphs, runes, and diagrams to be
drawn on or around the place of conjuring. To correctly
draw out these symbols roll Per/Symbol Drawing
uncontested. More complex diagrams may require
multiple successes (but rarely so). See Book Six:
Sorcery for more uses of Symbol Drawing.
No default.

Tactics (Land or Sea}


While Strategy plans out the big battles, Tactics
handles the details (often with little or no planning).
This skill is used both in planning and executing
conflicts on small scales such as raids, ambushes, and
the management of individual units on the battlefield.
Generally Per/Tactics is rolled, though the roll itself is
often contested against another tactician.
Default: 13
42 The Riddle of Steel

Teamster can spot traps most people wouldn't see (make a Per/
This skill covers the care and driving of carriages, Traps roll), and have a better chance at seeing ones that
wagons, teams, and the like. Most rolls (other than races aren't as hard to see (make a Per/Traps roll in addition to
and whatnot) will be uncontested AG, Per, or EN/ any other Per rolls that may be made). Spotting traps is
reamstet usually Per/Traps, and disarming them is usually Per/Traps
Default: Riding +3 or 13. or AG/Traps, depending on the trap.
Default: 13
T heology
This skill covers advanced knowledge of one's own
faith, detailed knowledge of similar or related
denominations, and basic knowledge of most other
religions. In addition to simple knowledge, those with
the Theology skill can argue their own philosophical
points and beliefs based on scripture and the precedence 7. Other Skills (The List Isn't Complete)
of other, past great theologians. Use Wit, MA, Per, or Other skills are available as well. If you want it, make
Soc/Theology in a contested or uncontested roll (all it up using existing skills as a basis (most "lore" skills
based on circumstances). would follow the pattern of Theology or Folklore, for
Default: 13 example). As always, consult the Seneschal.

Tracking
The ability to successfully track and follow animals
II. Gifts and Flaws
Gifts and flaws represent the more unique aspects of
and people is one greatly sought after by many. Good
your character-his reputation, how attractive he appears,
trackers can follow solitary creatures across plains, rocks,
permanent wounds or disabilities, and other such odds
and other places with little difficulty. Most of them can
and ends. Most characters begin play with a few Gifts (or
track unsuspecting targets almost anywhere outside of
boons to your character) and/or a few Flaws (or
cities and other urbanized areas. Tracking an unsuspecting
disadvantages that your character has in relation to others).
target calls for an uncontested Per/Tracking roll. Tracking
Gifts and Flaws may be attained (or lost) after character
someone or something that doesn't want to be followed
creation in a number ofways, the most common ofwhich
calls for a contested roll of Per/Tracking (the followed
is through role-playing and the experiences of your
party gets +2 dice). Terrain can add or take away from
character.
the tracker's pool of available dice. Muddy terrain might
Gifts and Flaws are divided into two main categories:
add 2 dice, while rocky terrain might subtract 2 or more.
major and minor. Major Gifts and Flaws are significant
Likewise, trackers must move slowly-movement must
advantages or disadvantages, and are generally rare amongst
be reduced to half or less (going full speed costs 3 dice!).
((average" people. Minor Gifts and Flaws are more
No default.
common-almost everybody has one or two. Many Gifts
and Flaws are available in both major and minor
Traps
incarnations, depending on severity. During Character
This skill allows a character to spot, make, and remove
Creation, two minor Gifts orFlaws are equal to one major.
traps of the "booby" variety-poisoned needles in locks,
trap doors, and just about anything else with a readily
available mechanism. Even those that can't get to the 1. Gifts Described
mechanism or disarm the trap should be able to spot and The following list is but a sample of Gifts-major
avoid it most of the time. Roll this skill anytime you're and minor-that one may have. Many more are possible,
making or disarming a trap. Characters with this skill assuming that they are comparable with those outlined
Book Three: Training 4 3

below. who gladly offer their help (often at personal sacrifice)


from time to time. An example of a minor ally might be
Absolute Direction (minor) a local shopkeeper who supplies your group with supplies
Those with the Gift ofAbsolute Direction are never and information at great risk to himself or a great duke
Lost. They always know which way is north, and which that likes you and helps out when it's convenient. An
way is up or down. Assuming they've been conscious they example of a major ally is that same duke, except that
can guess the amount of distance they've traveled within this time he's willing to risk his own neck to help you
a few miles, and which direction they've been going even out.
ifthey are in a wagon or coach and can't see the road.
Ambidexterity (major)
Accuracy (major or minor) Those born with the Gift of Ambidexterity are
In the whirl of combat one rarely strikes the exact neither left-handed nor right handed, and may use either
location that one aims for-you swing for the head and hand as if it were their main hand. This is not the ability
hit the shoulder, you thrust for the body and strike the to fight well with a weapon in each hand (you have to
groin ... the examples are endless. Those with the Gift of train and go to school for that), but an ambidextrous
Accuracy have an uncanny ability to predict the subtle person may fight freely with either hand. This provides a
movements of their opponent and cater their weapon + 1 die advantage when attacking with a one handed
attacks so that the desired target is struck. weapon in the left hand in duel-like situations {it just
The minor version of this Gift
allows the attacker to modify their d6
Hit Location roll (see Book Four: The
Codex of Battle) by 1 point up or down.
It applies only to stable hand-held
weapons (not bows or flails).
The major version of this Gift
allows the attacker to modify their d6
Hit Location roll by 1 point up or down
with missile weapons, flails, and other
less accurate or unstable weapons. Hit
Location rolls made with other weapons
may be modified by 3 points up or down.

Allies {major or minor)


Some say it's not what you know-
it's who. Allies are those that are willing

ro help you out, sometimes even at the
cost of their own skin. Minor allies are
either average people who are willing to
go a long way to help you out from time
ro time, or exceptional or important
people who might offer some help
(though not too much) should their own
circumstances allow it. Major allies are
also exceptional or important people
44 The Riddle of Steel

doesn't make a big difference on the battlefield). uses include training, calming, and even riding animals.
Additionally, should one arm be wounded, the other may
be used at no penalty. Other uses for this Gift are outlined Area Knowledge {minor)
in the Schools section in Book Four: Combat. While everybody knows the land that they grew up
in (usually their own domain or the domain of their lord),
Animal Kin (major or minor) those with the Gift of Area Knowledge are intimately
This gift creates a meaningful bond with animals of familiar with the local country-sized region. Additionally
all types. Those who possess this gift are not likely to be they are quite familiar with the next several countries or
attacked by animals, are gifted trainers, and can gain the kingdoms (or equivalent). Any knowledge (MA) inquiry
trust of an animal in very little time. rolls are made at TNs of 3, 6, and 9, depending on
The minor version of this gift adds two dice to any familiarity.
roll that involves communication or interaction with
domesticated animals, and one die when dealing with Beauty of Legends (major or minor)
wolves, bears, etc. The major version adds three dice to Most characters are assumed to be somewhat
rolls with both wild and domestic animals. Appropriate unattractive, average, or slightly attractive-looking people;
others are born with the Gift of <<Beauty of Legends."
This gift is available to members ofboth sexes Qust replace
the word "Beautiful" with ''Handsome" or "Dashing").
The minor version of this gift applies to those that
are markedly beautiful or handsome-such as stick out
in a crowd and nearly always attract members of the
opposite sex. Any rolls that are directly effected by beauty
.' (many social or entertainment skill, for example) are made
-~ with+ 1 die.
Those with the major version of this gift are
stunning-songs are written about them, members of
the opposite sex often become irrationally enamored, and
they stick out in a crowd of beautiful people. All die rolls
that are directly effected by appearance are modified by
+3 dice.
In addition to any "game mechanics," beautiful people
are simply treated better by everybody. Many of the
advantages ofsuch beauty are to be seen only in roleplaying
and common sense. There is a dark side ro this gift as
well-beautiful people often attract too much attention,
and can even evoke to jealousy and enmity of others
(remember Snow White?).

Good Reputation (major or minor)


A man's reputation is a funny thing-everybody wants

a good one, but few actually enjoy the fame and troubles
>
\ it can bring; ies hard to gain a good reputation, but easy
0 to lose it. Minor reputations are less impressive and less
well known, while major reputations are very impressive
Book Three: Training 45

and often very well known. Both garner the attention of by the Seneschal on behalf ofthe character. The Seneschal
diose who are aware of your reputation (for better or keeps the actual result secret, simply giving the character
71orse). the needed information. Thus a character must have faith
Those with minor reputations may add one die to in his own intuition, as he never actually sees the rolls-
any roll that directly involves their reputation (particularly only the conclusion that his intuition has led him to.
Social-based rolls). Additionally locals will buy them
drinks and generally do nice things for people that they Linguist (minor)
respect. Recognizing someone with a minor reputation You have an intuition and talent for language. You
:-equires a MfJTN 7 roll (each success brings more automatically begin play with one additional language
information regarding that person's reputation). (remember to explain how/where you learned it!). In
Those with major reputations may add three dice to addition, new languages may be learned in half the time
ruch reputation-effected rolls, and are likely to be and at -1 to your beginning Skill Rating.
recognized (either by appearance or by name) by almost
everybody (MA/TN 4). Patron (major or minor)
These bonuses are not cumulative with other such You, like many artists, explorers, and swordsmen, are
bonuses (such as those attained through the Gifts ofTrue in the general employ of someone more powerful than
Leadership or Beauty). you are. In return for your occasional services they see to
it that you eat, are sheltered, and have other resources.
Intuition (minor) Major Patrons are often powerful nobility or groups with
Some people are lucky others just know how to a great deal of money to burn. Minor Patrons are usually
guess. Intuition is the innate ability to guess right. Any lesser nobility or groups, or powerful but stingy nobility.
rime a character with Intuition guesses as to the solution While having a pauon is usually a great asset financially,
to a problem, what door to take, or any other decision there is often a duty attached. Another version on patrons
rhat involves essentially nothing other than chance or is the feudal system-most all knights are indebted
guessing, their chance of success is increased by 50% of through a kind ofpatronage to their lords.
their original chance. Thus a character randomly choosing
between two doors would have a 75% chance ofguessing Quick Healing (major)
the right one; when choosing between three doors his This Gift facilitates very quick recovery from wounds,
chancewouldbe49% (33% + 16% ... halfof33, rounded doubling the number of dice rolled when healing or
down). recovering from sickness. See Book Five: The Laws of
When the result would be determined not by Nature for more.
percentages, but by an attribute or skill roll, simply add
half again to the dice pool being rolled. Ifa character was True Leadership (major)
rolling an uncontested MA/Etiquette check (trying to While most anyone can learn to lead, others are born
guess what the best way to handle a certain breach of with the power to lead. Such people in our own world

manners, for example), and this character had an MA of have been George Washington, Alexander the Great, Jan
6, then the Seneschal would roll9 dice (6 + 3) against the Sobieski, and even Adolf Hitler. Those with this gift
player's skill rating. It is important to note that this does invariably fmd themselves in positions ofleadership, and
not replace normal skill checks for information-those almost automatically gain the trust and suppon of those
should usually be made first, rolled by the player. Should that they lead. In game terms all rolls that concern
a normal skill check fail the character simply realizes that leadership or follower loyalty are made at+ 4 dice(!!!).
he doesn't know the needed information (except in the
case of a fumble, which gives the character wrong
information). Intuition rolls, on the other hand, are made
46 The Riddle of Steel

2. Flaws Described difficult to deal with (especially for combat-related


The following list is but a sample characters), limiting character movement to crutches or,
of Flaws-major and minor-that in some places, a wooden leg. As a general rule, a
one may have. Many more are deformed or amputated leg causes a negative die
possible, assuming that they are modifier of half the Combat Pool, assuming a peg leg
comparable with those outlined or cane.
below.
Bad Luck (major)
Addiction (minor) Be careful with this one-it could get you killed!
You have to get a daily fix of No points may ever be put into the Luck Attribute.
whatever it is that you're addicted Additionally, once per game, something bad (though
to, whether it's usually embarrassing-never fatal) will just happen to your
a l c o h o l , character. The Seneschal gets to be creative with this one.
gambling, or some other
drug. As long as the daily dose is Bad Reputation (major or minor)
not roo much, no major negative effects It's hard to gain a good reputation-but getting a
take place upon or following consumption (use common bad reputation is easy. The hard part is staying alive with
sense to determine what "roo much" is). Failure to get that kind of a name. Those with a bad reputation may or
you're daily dose incurs a -1 die penalty to ALL rolls may not have earned it-either way they're not real
until you get it. After a week penalty increases to -2 dice, popular. Such infamous characters, while feared, are often
after two weeks to -3 dice. The penalty stays at -3 dice hunted by the law, those they've wronged, or those
until the fourth week, after which the penalty lowers by wishing to prove themselves.
one die every week If this process of withdrawal and The minor version of this Flaw costs two dice to any
rehabilitation is successful then the addiction lies roll that the character's negative reputation might effect
dormant, and will only return if the addiction is re- (mostly social rolls and other interaction rolls). On the
indulged. At any time, before, during, or after withdrawal, up side any roll that relies on fear or intimidation of others
if the object of addiction is offered or made newly brings +2 dice. This flaw is best exemplified in well-known
available, roll WP/TN 9 to resist. brigands and other baddies. Mosr people will recognize
These are generic rules, and may be modified you or your name with an MA/TN 7 roll.
depending on the specific addiction. Is should also be The major version of this Flaw is reserved for the
noted that no major addiction is offered as a flaw due to truly frightening and despicable. Good people abhor such
the dehabilitating (and therefore unplayable) nature of people, and many fear them. Subtract 4 dice from any
such hard addictions. roll that reputation might effect; add 3 dice to any roll
where such a reputation might be used to one's advantage
Amputee (major or minor) (again, fear and intimidation). Most people will recognize
One of your limbs is badly deformed or missing all you or your name with an MA/TN 3 roll.
together. The minor flaw refers to a missing hand, Exact details are left up to the exact reputation and
where the major version includes the whole arm and the Seneschal. No one will ever be terribly friendly or
any portion of a leg. A missing hand restricts weapon helpful to such a person except for fear. Those that are
choices to those things that may be strapped on (flails more powerful than you will show nothing but contempt
and maces at -2 CP) and some shields. Lack of a whole and disrespect, and may even prove dangerous.
>'
tx:l
arm precludes the use of that arm entirely (of course!),
and causes a - 1 to AG. Missing leg parts are extremely
Book Three: Training 47

Bloodlust/Troublemaker (major or minor) the open," be it in your friend's bag or a dragon's lair.
Instead of avoiding trouble, you look for it; instead
of sneaking past the enemy, you do anything you can to Lecherousness (m inor)
nurr them as you pass. The minor version of this Flaw Some have a problem w ith gambling, others with
oould easily be called "troublemaker:" you like to get into drink; you're problem is women (or men, depending on
a.nd cause trouble especially fights. You never forget an your own gender or preference ... ). Examples abound in
enemy and find it hard to forgive those that cross you. literature ofm en easily seduced or distracted by beautiful
This is a common Flaw amongst thugs and some Blade- members of the opposite sex (a certain British super-sp y
Slingers. The major version of this Flaw is much more is the classic example). Any time someone ofyour gender
serious: you have the same trouble-making tendencies and preference makes a pass, n o matter how subtle or
mforgiving spirit as above, but you go for the kill. You aggressive, roll WP; the TN is determined by how
Eight to kill, you never let an enemy live (not if you can attractive this person is, but may be effected by things
nelp it!), and have little respect for human life. It's such as how long since your last score and how aggressive
_mportant to note that this doesn't mean that
-:-ou're an unkind person-you probably still
~~ve your family and friends ... you just have a
.Jig problem with your enemies (both making
~em and dealing with them).
If you ever need to resist an urge to start
:rouble, kill an enemy, etc., roll WP/TN 8 (for
:ninor) or WP/TN 12 (for major). Multiple
uccesses may be required where more serious
~emies are involved.

Chicken (major}
Gutless yellowbelly momma's boy
.:nward . .. At the first sign of trouble you either
run or wet yourself You can't handle torture
nr even threats, and give in easily. Even trying
:o be a little brave calls for a roll at WP/ TN
:0 (but we'd prefer that you just role-play it).

Greed (major) .....l


"The love of money is the root of all evil."
'You love money, wealth, power, or some other
u'

~rand of personal gain. This love and obsession Q
ttl
..s often overpowering, leading you to cross u
2
even those that you love or fear in search for u
CJ)
glory, recognition, or cash. Any time you are ttl
Q
offe red money, power, or whatever you r
obsession d esires roll WP. The TN varies,
depending on the amount of risk and the
amount of reward involved. This holds true
both for offers of money and wealth "out in
48 The Riddle of Steel

the pass is. Resisting someone with the "Ugly" Flaw is encourage it, but sometimes you have to), roll WP/TN
easy: TN 3; "average" people: TN 6; those with a minor 10. One success is enough to stand down or humble you
Gift of Beauty: 9; those with a major Gift of Beauty: 13. a little. Be careful with this one-this particular flaw
isn't too safe ...
Little (minor)
Some Siehe, such as dwarves, are smaller than most Phobia (major or minor)
people are. This makes it difficult to blend in within most Some people, no matter how tough they seem, are
social circles, and limits many physical activities. Dwarf- deathly afraid ofsome things. Whether it's closed spaces,
sized characters (around 3 or 4 feet tall) fight as if their open spaces, the darkness, light, snakes, rats, the sight of
weapon was 2 length categories shorter (including their blood, the sight of weapons, or magic (a dehabilitating
fists!) when fighting larger persons. Even smaller degree of superstition), something causes your character
characters, like sprites and pixies, are unable to even engage to go weak in the knees, faint, or puke. When combined
in combat with larger opponents (though that kind of with Rage, this Flaw can create substantial problems.
size has its advantages). The minor form of th.is Flaw causes people to act
irrationally, suffer from sickness and weakness, and incur
O bese (major or minor) a -1 die penalty to most all rolls (at Seneschal's
Those weighing significantly more than discretion). The major version is simply worse,
"average" for their height are constantly burdened causing -3 dice to appropriate rolls.
by additional encumbrance. See Book Five:
The Laws of Nature to determine just how Rage/Bad Temper (major or minor)
permanently encumbered a character is. The Flaw of Rage makes it
difficult for one to control his own
Overconfident (major or minor) actions when frustrated or under
Some people don't know when pressure. Such people often
they're outclassed others don't care; ''explode" and go berserk, lashing
both suffer from the out physically or verbally to

Overconfident Flaw. Characters anyone or anything.
with Overconfidence have a bit In its minor incarnation
too much self-esteem-big Rage forces one to act out
britches, as it were. This Flaw against the source offrustration
may be either major or minor at in some way or another, be it
Seneschal's option; it simply physically, verbally, or even
depends on what the players are subtly-it need not be loud or
like. Many players, whether even violent (though it usually
they have this Flaw or not, will is), but it must be immediate.
exhibit a good deal of Those wishing to keep their
overconfidence-it's a minor cool must roll WP/TN 10;
Flaw for them. Others are a alternatively one may
bit more prudent and must simply walk out or in some
work to be overconfident- other way distance

it's a major Flaw for them. themselves from the


0
\ Either way this Flaw must be source of frustration by
~ role-played to the hilt. If a roll rolling WP/TN 7.
is ever called for (and we don't The major version of
Book Three: Training 49

Rage forces the character to immediately and violently humans first, other races second. Thus a troll would
act out against the source of frustration. Such characters almost definitely have this Flaw when in contact with
enter a berserk rage, attacking and perhaps killing anything humans, but it would probably not be a problem with
=hat gets in their path. Berserk characters may come out other trolls.
of the rage only by rolling five successes in an extended The minor version of this Flaw causes a one die
WP/TN 6 roll. Those wishing to keep their cool must negative penalty to any roll (particularly social rolls) that
roll WP/TN 15; alternatively one may simply walk out involve appearance. The major version inflicts a three-die
min some other way distance themselves from the source penalty.
of frustration by rolling WP/TN 10.
Being in a state of Berserk (available only in the major Vows (minor}
-:ersion) does have its advantages: ST and TO both increase Many people have undertaken vows-such vows can
iJV one for the duration of the berserk. On the downside be of abstinence from sexual relations, alcohol, violence,

:"''U must always press the advantage and rake the roll of or speaking. For the most part these vows are considered
aggressor whenever possible and all CP dice must be spent minor Flaws (though some really impressive ones, or
every round. combinations, might be worth a major-consult your
Seneschal). If a vow is violated no Insight Points may be
Sleep Disorder (minor or major} earned until proper penance, retribution, or repentance is
You have a problem with sleeping. Either you sleep made, or until the Flaw is bought off. This Flaw does
deep and long, needing about 12 hours of sleep a day to not generally cover vows such as ((I will kill the man that
feel comfortable (minor Flaw), or you have difficulty killed my father," that falls under the Drive Aruibute.
sleeping. Light sleepers (major Flaw) make good guards If ever seriously tempted to break your vow roll WPl
they'll wake up at the slightest hint of trouble), but often TN (varies by difficulty). Failure means violation, with
suffer from severe fatigue. Light sleepers should roll Per all the effects above.
every night. TN is determined by how much noise is in
their environment. Most nights in a building are TN 13, 3. Sorcerous Gifts and Flaws
most camps are TN 7, and noisy areas are TN 4 or worse. Gifts and Flaws for the Gifted and the Fey are found
Succeeding this roll causes -1 die to every roll the next in Book Six: Sorcery.
day. These penalties apply until one full night of good
deep. Failure means a night of tolerable rest, and fumbling
means sound, baby-like sleep.

Tormented (major or minor)


E;veryperson has his own "demons; ,, you haventcome
,
to terms with yours. What's more, is that they haunt you III. Proficiencies
regularly. You suffer from ((flashbacks," nightmares, and
Proficiencies, where combat is concerned, measure
constant guilt. Your combined Passion and Drive
the amount of training, practice, and familiarity a character
Aruibutes can never exceed 7 points total in minor
has with a given brand of weapon or fighting style.
situations, and are limited at 3 in major variations of this
Proficiency covers the basic tenants ofhow such a weapon
Flaw.
or combination is used, and what its effects are.
Proficiencies represent relatively loose categories-a short
Ugly {major or minor}
club, for example, can be used with sword-related
Something about you just bothers people: your
proficiency, based on weight and method of use. This
face. This Flaw is always taken in relation to those
assumes that the two items (swords and shorr clubs) are
that yo u are with-it is assumed to be relative to
Book Three: Training 51

and its strong defense (allowing the sword to deliver a Greatsword -2


mongoffence). This proficiency may also be used without Mass-weapon and Shield -1
a shield at no penalty, but any shield-based maneuvers Pole-arms -4
are also impossible. Pole-axe-4
Pugilism/Brawling -4
Offensive Maneuvers: Rapier-4
Bind and Strike (0) Wrestling -4
Cut (0)
Feint (variable) 2. Greatsword/Longsword
Simultaneous Block/Strike (0) As better armors came into use warriors began
Thrust(O) discarding shields in favor oflarger swords. These longer
Defensive Maneuvers: blades have gained great popularity in Cyrinthmeir, Stahl,
Block Open and Strike (2) Oustenriech, and Xanarium over the last 200 years. They
Block (O) are elegant weapons, capable ofcutting and thrusting and
Counter (3, 2 w/o shield) complicated maneuvering and countering. Greatswords,
Parry (I, 0 w/o shield) longswords, and bastard swords are effective weapons
Defaults: both in personal duel and on the battlefield.
Case of Rapiers -4 The Grearsword Proficiency covers greatswords
Cut & Thrust -2 (roughly 4' 6" to 5' long), longswords (about 4' long),
Dagger-2 bastard swords (about 4' long, with a hard tapering blade)
' Doppelhander -4
52 The Riddle of Steel

and estocs (4' long, unedged for half-


swording), along with any other two-
handed or hand-and-a-half variety.
Primary advantages of these weapons
include a long range, lots of cutting
power, and a plethora of maneuvers.

Offensive Maneuvers:
Beat (O)
Cut (0)
Evasive Attack (1)
Feint (variable)
Half-sword (variable)
Stop Short (O)
Thrust (O)
Defensive Maneuvers: popular in Gelure, Fauth, and-recently-in
Counter (2) Cyrinthmeir, the Empire (Xanarium), and parts ofStahl
Expulsion (2) and Sarmatov (with sabers especially).
Grapple (2) This school covers all lighter one-handed swords such
Half-sword (variable) as basket-hilted broadswords, backswords, most sabers,
Parry (O) sword-rapiers, and so on. The primary sword is almost
Defaults: always accompanied by a buckler, poniard/dagger, or
Case of Rapiers -4 arming glove (a leather and chain gauntlet for grasping
Cut & Thrust -3 and deflecting blades).
Dagger-2
Doppelhander-2 Offensive Maneuvers:
Mass-weapon and Shield -3 Beat (O)
Pole-arms -2 Bind and Strike (O)
Pole-axe -2 Cut (0)
Pugilism/Brawling -4 Double Strike (0)
Rapier-3 Feint (variable)
Sword and Shield -2 Simultaneous Block/Strike (0)
Wrestling -3 Stop Short (O)
Thrust (0)
3. Cut and Thrust Toss (O)
As longbows, crossbows, and primitive firearms Defensive Maneuvers:
began to make plate armor less practical a new form of Block (with bucklers) (0)
combat evolved. This fighting sryle, the predecessor to Counter (2)
the rapier, consists of a somewhat lighter version of the Expulsion (2)
old-fashioned knightly sword, with a new emphasis on Grapple (2)
thrusting in addition to cutting. A companion weapon, Parry (O)
such as a buckler, dagger, or arming glove usually Defaults:
complements this quick and deadly weapon. This style is Case of Rapiers -3
Dagger-2
Book Three: Training 53

Doppelhander -4 Rapiers are long, with blades sometimes reaching 4 feet.


Greatsword -3 Despite their weight, superior balance makes them quick
Mass-weapon and Shield -2 and deceptively deadly thrusting weapons. They are almost
Pole-arms -3 always used along with a companion weapon such as a cloak,
Pole-axe-4 a poniard/dagger, or an arming glove.
Pugilism/Brawling -2
Rapier-2 Offensive Maneuvers:
Sword and Shield -2 Beat (0)
Wrestling-3 Bind and Strike (O)
Double Strike (O)
4. Rapier Feint (1, may be performed from a thrust)
The newfangled rapier is an urban descendenr of the Simultaneous Block/Strike (O)
Cut-and-Thrust style, focusing entirely on the thrust aspect. Stop Shorr (0)
This new weapon has just begun to gain popularity in upper Thrust (0)
circles ofXanarium, parts of Gelure, and in Fauth. There is Toss (O)
a hot (and bloody) debate between those that prefer the Defensive Maneuvers:
more tradicionallongsword or cut and thrust swords, but Block (with bucklers) (0)
the rapier is steadily growing in popularity as a civilian dueling Counter {3, vs. thrusts and for thrusting only)
weapon. It is relatively useless on the battlefield. Expulsion (2)
Grapple (2)

fJ)
~
~
tl..

~
f.1.
0
~
fJ)
<
u

H
54 The Riddle of Steel

Parry (O) Pole-arms -3


Defaults: Pole-axe -4
Case of Rapiers -1 Pugilism/Brawling -2
Cut & Thrust -2 Rapier-1
Dagger-2 Sword and Shield -3
Doppelhander -4 Wrestling -3
Greatsword -4
Mass-weapon and Shield -4 6. Doppelhander
Pole-arms -3 The true two-handed sword, an enoumous weapon
Pole-axe-4 of Stahlnish origin (the name means "double-handee'),
Pugilism/Brawling -2 is the latest addition to the battlefield. Meant for cutting
Sword and Shield -3 down pike formations and other pole-armed infantry,
Wrestling -3 this weapon resembles a spear more than a sword in actual

5. A Case of Rapiers
The capital city ofXanarium, the Seat of
the Empire, recently developed this unusual
style. A case of rapiers consists of one full-size
rapier in each hand. Popularity for this style is
beginning to grow.
This school's primary advantage is the
extended range of both weapons-possible
only due to the thrusting-only attack line of a
rapier. On the downside, a swordsman is left
without a smaller weapon in the case of
suddenly-closing range.

Offensive Maneuvers:
Beat (1)
Bind and Strike (1)
Double Strike (1)
Feint (1)
Simultaneous Block/Strike (1)
Thrust (O)
Defensive Maneuvers:
Expulsion (3)
Parry (0)
Defaults:
Cut & Thrust -2
Dagger-4
Doppelhander -4
Greatsword -4
Mass-weapon and Shield -4
Book Three: Training 55

use. Iris popular in some Srahlnish armies, Gelure, and


Ouesrenriech. Offensive Maneuvers:
Doppelhanders are generally about 6 feet long or Beat (2)
more, with an 18" grip and a second cross-guard about Cut {0)
v"' up from the first. They are fearsome weapons with Hook (1)
great range, but easily overcome by any fighter quick Thrust (1)
enough to close range. Defensive Maneuvers:
Counter (3)
ffensive Maneuvers: Grapple (2)
Bear (0) Parry (0)
Cut (1) Defaults:
Feint {variable) Case of Rapiers -4
Half-sword {variable) Cur & Thrust -4
Stop Short (O) Dagger-4
Thrust (0) Doppelhander -3
Defensive Maneuvers: Greatsword -2
Half-sword (variable) Mass-weapon and Shield -3
Parry (O) Pole-arms -2
Defaults: Pugilism/Brawling -4
Case of Rapiers -4 Rapier-4
Cur & Thrust -4 Sword and Shield -3
Dagger-4 Wrestling -4
Grearsword-2
Mass-weapon and Shield -3 8. Pole-arms
Pole-arms -2 This wide grouping of weapons encompasses
Pole-axe-2 items as ancient as the spear, as new as the pike,
Pugilism/Brawling -4 and as everlasting as the quarterstaff. Different
Rapier-4 forms are popular in different places-pikes in
Sword and Shield -3 Ouestenriech, Gelure, and the Empire, halberds in
Wresding-4 Stahl, bills in Farrenshire, and spears and staves
-. Pole-axe worldwide.
This ancient weapon has proven effective and valuable This school includes all staff or pole-mounted
:nroughout history. The pole-axe's primary purpose is weapons over 6 feet long, though most range
'eaving through armor and shields, providing a powerful anywhere from 8 feet (spears and staves) ro 14 feet
low. Most knights and infantry have trained with this (pikes). They have the advantage of range and
.A.eapon. It is popular in every corner of the world in (often) speed, but are hard to rransport.
:.orne form. Available maneuvers vary gready due ro rhe
Pole-axes are generally 4 feet long, with a hardwood design of each individual weapon. Use discretion
!h.afr and a reinforced steel head. They are often adorned and common sense.
...
t:J.l
ith a spike or hammerhead on the back or top or both. ><
<\
The pole-axe is especially useful against armored Offensive Maneuvers: t:J.l
....l
opponents. Because it requires the use of both hands, no Bash (0) 0
~
:shield is possible. Bear (O)
56 The Riddle of Steel

Cut (0) 9. Mass Weapon and Shield


Feint (variable) Since the earliest clubs mass weapons have found
Hook (1) their place in warfare. With the advent of better and
Stop Short (O) better armors clubs and farming tools were transformed
Thrust (O) into battle-axes, picks, flails, morning stars, and maces.
Defensive Maneuvers: These weapons are in use the world-over, holding
Coumer (4) particular popularity with the peasant infantryman
Parry (O) (these weapons are cheap) and the armored gentry (these
Defaults: weapons are especially effective against plate armor).
Case of Rapiers -4 Mass weapons include any single-handed (and
Cut & Thrust -4 occasionally two-handed) weapon that is particularly
Dagger-4 heavy on the business end. Axes, maces, flails, and picks
Doppelhander -2 are good examples. These weapons' balance makes
Greatsword -3 parrying especially difficult, and forces the use of
Mass-weapon and Shield -3 constant evasion or-more commonly-shields.
Pole-axe -2 Additionally most axes and hammers are outfitted with
Pugilism/Brawling -3 a secondary spike or hammer on the back and/or top.
Rapier -3 To flip the weapon over spend 1 CP if done during a
Sword and Shield -3 round. As with Pole-arms , exact maneuvers are
Wrestling -4 dependent on the weapon at hand. Use discretion and
common sense. This proficiency may also be used

~
>
en
en
Book Three: Training 57

without a shield at no penalty, but any shield-based


maneuvers are also impossible.

Offensive Maneuvers:
Bash (0)
Bind and Strike (O)
Cur (O)
Hook (1)
Simultaneous Block/Strike (0)
Thrust (1)
::>efensive Maneuvers:
Block Open and Strike (2)
Block (0)
Parry (1)
Defaults:
Case of Rapiers -4
Cut & Thrust -3
Dagger-3
Doppelhander -4
Greatsword -3
Pole-arms -4
Pole-axe-2
Pugilism/Brawling -4
Rapier-4
Sword and Shield -2
Wresding-4 Thrust (O)
Defensive Maneuvers:
10. Dagger Grapple (2)
This small, easily hidden weapon comes in many Parry (O)
orms. Found in every place in the world, daggers and Defaults:
knives are used as tools and instruments of death. Daggers Case of Rapiers -4
ue extremely popular civilian weapons, and are carried Cut & Thrust -4
oy almost everyone. Doppelhander -4
This Proficiency covers stilettos, poniards, rondels, Greatsword -4
..illd all manners of short stabbing and slicing blades. This Mass-weapon and Shield -4
~roficiency is directly attached to street brawling and Pole-arms -4
Testling due to the short range of daggers and the like. Pole-axe -4
Pugilism/B rawling - 1
Offensive Maneuvers: Rapier - 3
Cut (0) Sword and Shield -4
Grapple (2 or 4) Wrestling - 1
Kick (2)
Punch (1) 11. Pugilism/Brawling
58 The Riddle of Steel

The one weapon everyone has is his or her own body. Grapple (1 or 3)
Variations of unarmed combat exist all over the world. Punch (1)
This version is popular throughout the western half. Kick (2)
Pugilism and Brawling consist ofpunching, kicking, Defensive Manuevers:
grappling, and dirty tricks. These weapons are infinitely Grapple (I)
portable, but ineffective when compared to a "real
))
weapon. Wrestling, in addition to maneuvers, has special
once combatants hit the ground. When wrestlers hit me
Offensive Maneuvers: ground both are assumed to be 'cFree," meaning that
Grapple (2 or 4) have use of most of their body. Both contestants then
Kick (1) divide their Combat Pool (derived from Wrestling,
Punch (O) course) into offense and defense. Any dice not allotted ro
Defensive Maneuvers: one category or the other are lost. Both players throw
Grapple (2) their offense in a contested roll against the other's defens(.
Parry (0)
Defaults:
Case of Rapiers -4
Cut & Thrust -4
Dagger-1
Doppelhander -4
Greatsword -4
Mass-weapon and Shield -3
Pole-arms -4
Pole-axe-4
Rapier-3
Sword and Shield -4
Wrestling -1

12. Wrestling
Wrestling, though popular as a sport, is
really the most desperate of all battles. As
with Pugilism and Brawling, Wrestling is
always an option for the unarmed character.
Aditionally, many fighters find themselves
unarmed on the ground in the course of battle
or a duel (the Dagger, Greatsword, and Pole-
axe schools are particularly fond of this).
The following maneuvers are by-products
of training as a wrestler. They are generally
~
tt1 used to enter a wrestling situation, not used
~ during.
0
z
Ul
Offensive Maneuvers:
Book Three: Training 59

against a Target Number equal to the opponent's ST + 1/ Defensive Maneuvers:


10lbs over your weight. Thus ifwrestler A has ST 5, and Block (0)
weighs 180lbs, and wrestler B has ST 4 and weighs 250lbs,
then wrestler A's TN is 11 (4 + 70/10) and wrestler B's 14. Missile Weapon Proficiencies
TN is just 5. Missile Weapon Proficiencies are not nearly as
If you win both contests, then yo ur opponent complicated as hand-to-hand Weapon Proficiencies.
becomes "held" (or pinned if he's already held) and loses These Proficiencies go towards building the Missile Pool
1A (% if pinned) of his total CP. Alternatively you may (see Book Four). There are no attached maneuvers,
improve your own condition (from pinned to held, from though each has a few defaults. These Proficiencies are:
held to free) instead of making your opponent's worse.
Ifyou win one contest, then your opponent remains free, Bow (including long and short varieties; defaults to
as do you. If you lose both contests, chen you are now crossbow at -3)
held (if free) or pinned (if held). 0 nly one character may . Crossbow (all sizes; defaults to Bow at -4)
be pinned at any given time. If you successfully pin Darts (defaults to Javelin -3)
whomever is pinning you, then you become held and he . Slings
becomes pinned. Spear/Javelin (defaults from Polearm -3)
These rolls are made every round until one opponent . Thrown Knives
~killed or yields. Small weapons (including punches and Thrown Axes, etc.
kicks) may be used by any free character out of the . Thrown Rocks/irregularly shaped objects (defaults
Wrestling Combat Pool. Any such attacks are made after from any other Missile Proficiency at-3)
the rwo contests are rolled with remaining dice from the
original pool. IY. Maneuvers
Maneuvers are listed together in a lump sum. Each
13. Lances maneuver has an Activation Costwhich is outlined under
As fighting from horseback became more and more Proficiencies, above. What follows are mechanics for using
practical, efficient, and popular, heavy cavalry came into offensive and defensive maneuvers in the course of a bout
being. Their weapon of choice for the opening charge is or battle. Much of the information below will be difficult
the lance. This weapon is found anywhere knights or heavy to use and understand without having first read Book
cavalry are. Five: The Codex of Battle. This information is included
Lances range from 8' to 14' in length, depending on here instead for ease ofreference.
the technological advancement of any given area. They
are usually butted under the right arm and used with a
1. Offensive Maneuvers Described
shield. Lances, though made of wood, are usually capped
Offensive maneuvers are chose initiated from the
with a long steel or iron point. A sporting version, the
aggressor side of any Exchange (see Book Four: The
ousting lance, has a blunted tip for tournaments. The
Codex of Battle). Most maneuvers may be combined
primary advantages to a lance are its range and power in a
for a greater effect, so long as all Activation Costs are
charge, where it uses the mount's ST, not the rider's.

paid. All offensive maneuvers, unless otherwise stated,
use a weapon's Attack Target Number (ATN) for all Tests.
Offensive Maneuvers:
Simultaneous Block/Strike (0) used in a charge
Bash: This is the standard attack for all swung blunt
(mount's ST)
weapons, learned immediately. Extra power may be
Thrust (1) used when stationary (rider's ST)
added to a bash by expending one (and only one)
extra CP die prior to rolling and adding 1 to damage
60 The Riddle of Steel

in the event of a successful hit. All blunt weapons but lost 4 from the beat), and rolls a 5 ... one success. Milt
have an Attack Target Number (ATN) for bashing. hits with two successes.
All beginning fighters and most people in general-
know how ro bash. The beat maneuver is available at proficiency
level4.
Beat: The beat is an attack upon an opponent's weapon
or shield in attempt to temporarily remove it from Bind and Strike: This maneuver uses off-hand weapons
the equation. Beats may only be performed at the (shields, poniards, etc.) to bind or pin down an
start of a bout or following a ((pause," as described in opponent's weapon, opening up a clean follow-up
Book Four. This sudden, brutal, and attack. On one Exchange roll attack as normal with
effective maneuver is executed by declaring the off-hand weapon/shield (use the DTN as

"Bear" as your offensive maneuver, along an ATN for shields). If this attack is
with the dice allotted to the attack. The successful your opponent loses 1 CP
defender assigns defense dice to a for every Success in the Margin, good
defensive maneuver (parry, dodge, block, on the next Exchange. Thus if you
etc.) and the contest is rolled normally. If the beat your opponent by 4 successes,
attacker wins the beat, then the defenders weapon his defense on the next exchange
(or whatever else was being ''beaten") is knocked would be reduced by 4 dice.
aside and cannot be used in defense on the following
exchange. Additionally, every success in the attacker's Cut: This is the standard attack
margin costs the defender 2 CP (this functions for all edged weapons,
similarly to Shock, described under Damage in learned immediately. Extra
Book Four). If the defender wins then the round is power may be added to a
resolved normally and initiative changes over. slash by expending one
Using a Beat is an excellent way to handle (and only one) extra CP
opponents with longer weapons as well: all range die prior to rolling and
penalties are cut in half (round down) when beating. adding 1 to damage in
the event of a successful
Mik our short halfsiehefriend, has been caught in a back- hit. All edged weapons
street brawl with a footpad (that's a "thug" for us have an Attack Target
Americans). Both parties are armed with short swords. Mik Number (ATN) for
decides to poke the thug as fast as he can so that he can get slashing and cutting.
out ofthere. When initiative is thrown, Mik s die is red, All beginning fighters-
the thugs is white. Mik leaps forward, attempting to . and most p eo ple in
pull a beat with 5 dice. The footpad responds with a 3- . general-know how to cut.
die parry (he s been caught offguard a little). Mik rolls 4, .
6, 7, 0... three successes (TN 6); the footpad rolls 5, 6, Double Attack: Attacking with
0 ... one success (TN 7). The Footpads sword is knocked to two weapons at once is a tricky
the side (he can't use it to defend on this exchange) and he thing. Divide your dice on this attack
loses 4 CP (2 CP each for Mik s two successes in the margin)! in any proportion between both weapons
Mik decides to thrust in and finish the thug with his (remember weapon length penalties) and attack. Your
remaining 4 dice at the footpads belly. He rolls 3, 6, 9, opponenr may defend by (a) evading (b) blocking
0. .. three successes (TN 6, unmodified); the footpad goes and parrying or parrying with both ofhis weapons at
for a foil dodge with his remaining one die (he had five, once (c) parry one of the attacks (his choice) and hope
Book Three: Training 61

the other doesn't land or (d) pre-empt (buy initiative). Geralt (CP 15) is facing offwith Stefan's third cousin, Simon.
After several minutes ofattacks and parries Gnalt decides
::Vasive attack: This is a defensive measure that takes place to finish the duel. He declares a low slash from his own
during an attack (thus it counts as an offensive right side {zone II) for 8 CP dice. Simon declares a block
maneuver). In principle the attacker cuts with his with 7 dice {he's feeling pretty safe behind that shield).
weapon while simultaneously leaping backward so Geralt, spending 1 more CP die and laughing heartily,
as to evade an opponent's attack. This maneuver announces afeint-and-slash to zone Iv. Geralt throws three
requires a great deal of skill, but is indispensable to dice away and puts his last three dice into his hand
those who often find themselves in quick-draw style {8+1+3+3=15 ... his whole pool). Geralt rolls his attack
duels where both opponents go straight for the attack. with 11 dice against Simon's measly 7: Geralt gets 2, 3, 5,
To execute this maneuver one attacks as normal, 7, 8, 9, 9, 9, 0, 0, 0... nine successes {at Geralt's ATN of5,
spending an additional die to activate the maneuver. a really lucky roll). Simons defense roll is 1, 2, 6, 7, 6, 9, 0,
Once the maneuver is activated any number of 0.. .five successes {at his D TN of6, aLso a good ro/4 just not
additional dice may be spent to raise your opponent's good enough).
attack TN by one per additional die spent. On the
downside, your own attack TN also raises, though Feints have a tendency to lose their novel effect
only by one for every two additional dice spent (it's after a while when used against the same opponent.
hard to hit a guy when you're going the other way ... ). Each repeated identical feint against a single opponent
As stated above, this maneuver is activated with any (over any number or duels-not just one!) costs an
slash or slash-like maneuver; it is relatively impossible extra CP die to execute.
in conjunction with any thrust-based maneuver. The feint-and-slash is available at proficiency
This maneuver is available at proficiency level6. level 5.

:nnts fall into two categories: Feint-and-cut and Feint- Feint-and-thrust: This is a more practical feint,
and-thrust. as easily performed with long swords and
Feint-and-Cut: This is the first "trick" that most broadswords as with shorter weapons. Like the
swordsmen know, consisting of slashing at one region feint-and-slash it begins with a false slash-usually
of the body, then changing direction mid-swing in overhand or across (zones Ill, IV and V), but
an effort to pass the defender's defenses entirely. This finishes with a thrust to the head, neck, or torso.
is relatively difficult and slow, with a high Activation This maneuver is executed almost identically
Cost. to the feint-and-slash. When attempting a feint-
Once the Activation Cost is paid any number of and-thrust the attacker declares a slashing attack
dice may be added to the attacker's hand, at a cost of (rapiers are the exception, and may feint from a
1 CP for every additional die rolled in the attack. A thrust), complete with location and CP dice
feint is always declared after the defender declares expenditure. The defender then declares his own
defense but before dice are rolled. defense-unlike the feint-and-slash this maneuver
res important to note that a feinted attack lands is good against parries only. The attacker now
in a different spot than originally declared. The states that he is feinting and thrusting and adds
attacker must also state the new location of attack any number of CP dice to his pool at a cost of
(usually within one or two areas of the original one CP die thrown away for every one added to
attack-more exotic feints may be performed at a the attacking hand (as per feinting-and-slashing,
greater execution cost). above).
An example is provided: Feints do have a tendency to lose their novel
effect after a while when used against the same
62 The Riddle of Steel

opponent. Each repeated identical feint against a use the sword as a short spear or pole-weapon. This
single opponent (over any number or duels-nor technique is particularly useful in dose-quarters as
just one!) costS an extra CP die to execute. well, when swinging a long weapon may be
The feint-and-thrust is available at proficiency impractical. Half-swording reduces a swords effective
level 3. length by one or two steps from long to medium or
short, at player's discretion; note that the half-sword
Grapple: Offensive grappling comes in two forms-A may be released into a one-handed arrack ar any time,
set-up grapple, and a straight grapple. Set-up grapples nullifying any half-sword bonuses, bur gaining reach),
are easier to do. To "set up" your opponent you attack and provides +3 damage when thrusting against
during one Exchange-this attack does no damage, armors. The Attack Target Number (ATN) when
and needs only to tie or win. On the following half-swording is 5, and the Defensive Target Number
exchange, you may attack again to attempt a grapple (DTN) is 6.
with no activation cost (but don't forger range One can shift from normal grip ro the half-sword
penalties). Without the set-up the activation cost at any time, though doing so during an Exchange
(usually 2 dice) must fust be paid. If this attack is (shifting suddenly into or out of the half-sword in
successful you may either (a) toss your opponent or order ro execute a particular counter, for example)
(b) pin him down. For tosses you may either deal costS 1 CP and requires a ReAex/TN 6 roll.
damage to him by putting him down hard (DR:
ST +1b for most surfaces, randomly
distributed like a fall in Book Five) or
you can send him rolling or flying
away. Compare the Margin of
Successes to the chart below:

O-at your feet 3-ST +1' away


1-ST - 1' away 4-ST +2' away
2-ST' away 5-ST +3' away

Pinning your opponent down or


wrapping them up reduces their total
CP by % in the case of 4-5 successes
0 in the Margin, 1-3 successes render
"lj
'TJ them "held" (-Y2 CP). A tie or failure
trJ
z leads co Wrestling, as per the Wrestling
-<
en
trJ
Proficiency.

~ Half-sword This is one of the few practical


>
z ways co kill an armored opponent in
trJ
c: full harness (full plate) with a sword.
~
~
Used with long swo rds, bastard
en swords, and other longer weapons, the

half-sword technique is performed by


grasping the blade of the sword with
the off (usually left) hand in order to
Book Three: Training 63

Hook: Many pole-arms and axes are capable of hooking 7). The defense is then rolled against your opponents
an opponent's limb or head. This maneuver is attack, and your offense against his defense (if any).
executed like a thrust that intentionally misses, and This maneuver is obviously only useful in situations
then rhe shaft is pressed against the target and pulled. where both you and your opponent are attacking at
This maneuver is particularly effective on the legs, once. All attacks are resolved normally.
causing one's opponent to fall and become prone.
After spending the Activation Cost (usually 1) allot Stop Short: This maneuver consists ofleaping or stomping
dice for a regular thrust-like arrack. Every success in at an opponent and then halcing suddenly to throw
the Margin of Success lowers the target's Knockdown your opponent off guard.
Attribute by one die. The hooked party chen rolls The maneuver's cost is variable. Roll a contest of ~
Knockdown/TN 8. Failure drops him to the ground the attacker's WP against the defender's Reflex. The ch
(-Y2 total CP for lying prone). Fumbling causes attacker's TN is equal to his opponent's Per. The
damage as a 6' fall (see Book Five: T he Laws of defender's TN is equal to 7 plus the number of dice ~
Nature). The attacker still retains initiative. that the attacker spent in executing the maneuver. ~
This counts as an arrack If the defender wins, then ~
z
Simultaneous BLock/Strike: This gutsy maneuver is nor he may take initiative normally. If the attacker wins, <
unlike the Bind and Strike maneuver, except that it then his opponent loses a number of dice from his ~
all happens in the course of one Exchange. To CP equal to the atracker's margin of success. This ~
perform this maneuver, divide your CP berween maneuver is really only effective once. Every Ci)
attack and defense (remember that you'll still need additional attempt (whether the fusr was successful ~
dice for the next Exchange). Either attack ot defense or not) cumulatively costs 1 extra CP die to the ti:
must be half as large as the other (rhus you could attacker 0
divide 9 dice into 6 and 3, or 3 and 6, but nor 2 and This maneuver is available at proficiency level3.
64 The Riddle of Steel

Thrust: All thrusting-capable


TABLE3.4:
weapons have an ATN
EFFECTS OF COUNTERS
for thrusting. Some
weapons are better suited Roll (d6) Roll (dlO) Effect
to this form of attack, as Half-sword* Normal
reflected in the ATN. 1 Slash at I
Thrusts are also 2 Slash at II
1 3 Slash at III
nororiously fast-act as
4 Slash at IV
if the thrusting party's
5 Slash at V
Reflex was 1 higher,
2 6 Pommel to XIII (DR=ST bludgeoning)
should initiative tie (as Thrust to face (XIII)
3 7
when both sides declare 4 8 Thrust to body (XI or XII)

aggression 5 9 Grapple**
simultaneously. Should 6 10 Disarm***
two parries with equal
Reflex thrust at the same Notes:
time both attacks are *Roll on this column when half-swording.
rolled at once-it was **See the Grappling Maneuver. Note that no Activation cost is necessary for
not uncommon for two this Grapple.
fencers to die upon one ***Success results in no damage, but rather one's opponent loses his weapon.
another's blade after such One or two successes result in the weapon landing within 3 feet, three to
four successes send the weapon flying in a random direction ld6+ 1
a mistake.
yards, five successes put the weapon in your hand, if you want it
All fighters know this
(otherwise it flles ldlO yards in a random direction).
maneuver.

Toss: Distraction has always


been an impo rtant part of dueling and combat. This assumed to be made against the Defense Target Number
maneuver allows you to toss a hat, glove, sidearm, or (DTN) of the weapon at hand unless otherwise stated .
other object into your opponent's face, thereby
distracting him (and causing him to lose CP dice). Block: This is the most basic of defenses, halting or
To execute this maneuver simply allot dice as for a deflecting incoming attacks. Where game mechanics
normal attack. The ATN is assumed ro be 7 for most are concerned, blocking works essentially the same as
hand-held objects such as a fist of sand, a glove, hat, any parry, except that it uses the shield's DTN. See
or dagger. Your opponent may dodge this object at Book Four: The Codex of Battle for more on basic
D TN 7 (like a partial evasion in Book Four). If you defenses.
win each success in the Margin causes him to lose 1 T his maneuver is available at all Proficiency levels.
~ C P on the following Exchange (not unlike a Bind-
>
z and-Strike). Additionally, you retain initiative. Block Open and Strike: This maneuver consists ofblocking
tT1 or parrying an incoming attack wide open, then using
c::
<
tT1
2. Defensive Maneuvers Described a second (usually primary) weapon to attack the new
:xt Defensive maneuvers are those actions used on the opening. During one Exchange defend, according to
en
the Block or Parry maneuver, but with the additional
defensive side of a combat Exchange. Most can be
combined with others for greater effect. All Tests are Activation Cost (us ually 2 dice) . Assuming a
successful defense, the follow-up attack may then be
Book Three: Training 65

made with one additional die for every success in the normally. If the parry is effective, then each die in the
previous Exchange's Margin. defender's success margin causes a -1 CP penalty
This maneuver is available at Proficiency level6. against thrusting attacks to the defender in the
following exchange. See offensive beats, above, for
Counter: Though primarily an offensive action, counters an example.
are initiated by the defender. Sometimes called a This maneuver is available at Proficiency
riposte, a counter relies on receiving an opponent's LevelS.
attack, then using it against him. There are literally
hundreds or even thousands of counters, designed to Grapple: Defensive Grappling appears in three forms-
deal with most any attack from most any direction. grappling to trap, grappling to pin, and grappling to
Counters generally prove weak only against feints. throw. The Activation Cost is the same for each.
When a defender declares "counter" as his chosen
defense he must spend an execution cost of 2 CP. Grappling to Trap: This is the most common form of
Dice are then allocated as in any standard parry. If the grappling amongst swordsmen and others that use
defender loses then the 2 CP he spent on the counter grappling when armed. It leads to a quick and effective
are lost and he is hit. If the parry is successful, then strike or limb-break. While holding an opponent is
every successful die the attacker rolled becomes one possible from this position, it is largely impractical.
extra die that the countering party may add to his Every winning success in the Margin of Success
next attack. adds one die to the following attack {in the next
Additionally, due to the myriad nature of Exchange) in the case of a punch, kick, or pommel
counters, the countering party should roll on table strike. Attempts to hold lead to Wrestling (see the
3.4 to find out the exact effect of his counter (note Wrestling Proficiency), also with an initial die bonus
that counters with rapiers and the like will be different ( + 1 per Success) for the first round.
use the Half-sword collurnn, ignoring rols of 1).
Those with the "Accuracy" Gift may modify their Grappling to Throw: For throws you may either deal
rolls on this chart as if it were a Hit Location chart; damage to your opponent by putting him down hard
others may spend an additional2 CP to modify their (DR; ST+ 1b for most surfaces, randomly distributed
roll (up or down) by 1 or 2. This roll is made prior like a fall in Book Five) or you can send him rolling
to rolling any attack dice. or flying away. Failure results in nothing other than
Counters may also be performed when
half-swording {see below).

Expulsion: This maneuver is not dissimilar to the


offensive beat, but is initiated from the
defender's side. This maneuver is only effective
against thrusts and thrust-based attacks, or
against slash-based attacks made with 4 dice
or less.
To execute an expulsion, simply declare
"expulsion" alongside the standard parry. Dice
are allocated to the parry as usual, usually along
with a two-die execution cost. The effects are
nearly identical to those of an offensive beat.
If the parry fails, then the round is resolved
66 The Riddle of Steel

turning initiative over to your opponent. Compare character levels'' each trait grows independently, allowing
the Margin ofSuccesses (assuming a successful defense) the entire character to grow and change according to his
to the chart below: player's wishes. All advancement comes from two sources:
(a) constant use of a given skill and (b) constant effort in
O-at your feet playing out and furthering one's SpiritualAttributes. Each
1-ST -1 ' away major aspect of your eharacter, and how to advance in
2-ST' away that area, is discussed below.
3-ST +1' away
4-ST +2' away 1. Spiritual Attributes
5-ST +3' away The Spiritual Attributes define those things that are
most important to a character-his loves and hates, his
Grappling to Pin: Pinning your opponent down or dreams, his faith, and his destiny. It should be a primarjr
wrapping them up reduces their total CP by% in the goal of each player to uphold and develop these traits
case of 4-5 successes in the Margin, 1-3 successes throughout play, for it is through these attributes that all
render them "held" (-Yz CP). A tie or fail ure leads to other traits rise and improve (we think about 3 to 5 total
Wrestling, as per the Wrestling Proficiency. points gained in the course ofa night's play is pretty good).
Grappling may be preformed at Proficiency level Each Spiritual Attribute has irs own rules ofadvancement.
3. Should a player ever wish to change the focus of a
Spiritual Attribute (such as a change in religion, lovers,
Half-sword: This technique has fine defensive properties or ideals) that Attribute and any one other Spiritual
as well. See Half-Sword as an offensive maneuver, Attribute must be dropped to zero and the focus re-
above, and Counters, also above. written. It may then progress as normal. An even rarer
and more dramatic event is when a Spiritual Attribute
Parry: This maneuver is the basis for all non-shield non- changes entirely (e.g. replacing "D estiny'' with a
dodging defenses. It consists primarily of using one's "Passion"). This is only possible if (1) the Seneschal
own weapon to deflect-not halt-an incoming approves it and if (2) 10 Spirit Points (explained below)
attack. Parries are performed by simply rolling defense are spent to facilitate the change-over. Whatever happens
with the DTN of the weapon at hand the normal one's Spiritual Attributes should always be compatible
Contested Roll of a with one's Philosophy, as set forth during character
combat Exchange.
creaaon.
This maneuver
is available at all Conscience is effected by your character's
Proficiency levels. day-to-day actions. Every time your
character does the "right thing" when
V. Character faced with any kind of opposition
Progression he gains a point. Extreme
circumstances-such as serious
As yo u r ch aracter
physical danger-may warrant
experiences new th ings,
two points. A point of
furthers his own goals,
Conscience may be lost
beliefs, and personal
whenever one goes against
philosophies, he will
his good-natured instincts,
also improve in many
acting out of selfishness or
ways. Instead of
Book Three: Training 67

cowardice that brings harm to others.


This trait, when combined with Faith
can lead to a truly good person or
legendary hero. When mixed with Greed
or many other Flaws, it creates a tragic
but lifelike character.

Dtstiny grows every time yo u act in


accordance with the path that fate has
chosen for you. If you have any points
in this Attribute to begin with you
should decide (or find out) what your
Destiny is as soon as possible (just finding
out would be worrh a few points).
Rewards vary from 1 point (minor
steps) to 3 points (large steps toward
fulfillment of prophecy). Fighting one's
Destiny is a natural thing to do, and
incurs no loss of points. Remember also
that any existing Destiny points may
come to bear during any Destiny-
dependent crossroads, increasing one's
chances for a favorable outcome.
A second source of Destiny comes
from yo ur character's adventu res,
whether related to one's destiny or not. Particularly Faith works much in the same way as Drive, growing by
long, harrowing, difficult, or otherwise strenuous one point every time you act on Faith or because of
sessions are worth an extra point of Destiny at yo ur your Faith. Denying what you believe in causes one
Seneschal's discretion. Accomplishing any major goal point to be lost, while supporting or defending your
(such as the grand finale of a short adventure or major Faith in the face of danger brings two points, not
turning point in a drawn-out campaign) is also worth one. Remember also that any existing Faith points
a point of Destiny to those players that have this may come to bear during any such situation, increasing
Attribute. one's chances for a favorable outcome.
en
Ul
f-4
Drive, being that one higher purpose that drives you ever Luck is the great wild card of the Spiritual Attributes. ~
al
onward, may increase any time you place yourself at One point of Luck may be gained through any of 2
risk in the name of chat higher purpose. If your three ways. First, any time you make the whole group ~
undertaking is successful you gain two points. If you laugh or impress them with a fine plan, idea, or <(
fail-but really tried-you gain one. Ifyou don't even dramatic piece of roleplaying you gain one point.
try, given the proper opportunity, then you lose one Second, whichever player had the highest single die
point. Remember also that any existing Drive points roHthrough the course of one session gains one point
may come to bear during any such situation, increasing at the close of that session. Lastly, whoever rolled the
one's chances for a favorable outcome. worst overall during the session gets a "consolation
point" with a wish of "better Luck next ti me!" No
68 The Riddle of Steel

more than 3 Luck points may be allowing you to build a stronger


TABLE3.5: INSIGHI' REWARDS
gained in any one session. new character. When you are
Insight Bonus Priorities rolling a new character (whether
Passion, described as an intense personal the last one died or was simply
loyalty, love, or hate-directed 1-15 E "retired") compare the last
towards a specific person or 16-30 D character's Insight to Table 3.5.

enruy-gams one pomt every nme 31-45 c Higher Insight grants additional
your character makes some sacrifice 46-60 B "priorities" (see Book Two) for
or undertakes some risk in the 6 1-75 A character creation. Thus instead
name of this Passion. Thus 76-90 A,C one Priority A, B, C, and so on
defending your love's name, or 9 1-105 A, B you may begin with one Priority
pounding down your archenemy's I 06- 125 A, A A, two Priority B's, one C, D, and
brother just because he's related 126-150 A, A,C so on.
156-200 A, A, B
would grant one point. That point
is always gained after the event
201 + A, A, A
4 . Temporal and Mental
takes place. It is important to note Attributes
that you needn't be successful in Any Attribute may be raised
your endeavors-you just need to really try. Failure by spending Spiritual Attribute points according to Table
to act on such an opportunity may actually cause a
3.6, below. No Temporal or Mental Attribute may be
loss of one point of passion, at the Seneschal's increased by more than one point per session.
discretion. Remember also that any existing Passion
points may come to bear during any such situation,
5. Proficiencies
increasing one's chances for a favorable outcome.
These are easier to raise than Attributes, but require
that a character either spend some time training or use
2. Spending Spiritual Attribute Points vs. the Proficiency in the course of play. Not much training
Using Them is needed, assuming the character has an hour or so a day
Book One outlined a number of ways to use your to spend practicing. To raise Proficiency by one level
Spiritual Amibutes. Those points, though they have simply spend a number ofSpiritual Attribute points equal
limited use during each session, are not lost. They return to the current Proficiency level. Hence the cost to raise
at the beginning of the next session in the same quantity the Greatsword Proficiency from 4 to 5 would be 4
that the last session ended with. Spending Spiritual Spiritual Attribute Points. As with Temporal and Mental
Attribute points is different. All other traits, except Skills, Attributes only one level increase per Proficiency is allowed
increase by permanently spending Spiritual Attribute during any one game session.
en Points. These points, once spent, are lost-and may only Acquiring a new Proficiency requires a teacher with
> be regained through play (as described above). When
spending these points they may come in any quantity
Proficiency level 5 or better, and costs the same as a
~ normal proficiency (minimum 1). Thus buying Cut &
0 from any combination of the five Spiritual Attributes.
z
.....j
Thrust would cost 1 point to begin at level 1, but if you
already were proficient in Greatsword (which defaults to
...CJ) 3. Insight Cut & Thrust at -3) you could buy the new Proficiency
......
zCJ) Another aspect ofspending Spiritual Attribute points as ifyou were already at the same level as Greatsword -3.
-
0 is Insight. One point oflnsight is gained every time you
:i spend one Spiritual Attribute point. These points come Vhord, our examplefrom Book Two, is proficient in Sword
into play after your character dies or leaves the game, and Shield at level 7 He now wishes to learn to fight with
Book Three: Training 69

20. Minor Flaws may be bought off (and therefore


TABLE 3.6: RAISING AITRIBUfES removed) for 10 points; major Flaws go for 20. In
addition, characters may acquire Gifts or Flaws during
Current Attribute Cost to raise the course of play for no cost at all, should the Seneschal
Attribute to next grant them (or punish with them). Afme example is the
level Amputee Flaw, which may be gained simply by losing
an arm or hand . .. free of charge!
1 1
2 2 8. Skills
3 4 Skills generally do not increase through the use of
4 7 Spiritual Attribute points. Instead, every time you
successfully use a Skill under duress of any kind you place
5 10
a check in one of the little boxes next to each Skill. When
6 13
three checks are gained roll Mental Aptitude (MA) against
7 16 a TN equal to 15 - (current Skill Rating). Thus if your
8 19 current SR is 7, then your target number for this MA
9 22 roll is 8 (15- 7 = 8). If you succeed this roll your Skill
10 25 Racing drops one point and you erase all checks. If you
fail this roll you erase two checks, and your SR remains
the same. Ifyou fumble this roll you lose all three checks
a Greatsword, which defaults ftom Sword and Shield at and your SR stays the same.
-2. His automatic default proficiency in Greatsword is Skills may be improved during out-of-game training
therefore 5. For 5 Spiritual Attribute points he can buy by spending 2 Spiritual Attribute points for an MA Test.
Greatsword as an independent Proficiency at level 6. If this Test is successful, then the SR drops. If this Test
fails, then the SR remains the same, though the Spiritual
6. Vagaries Attribute points are still spent.
Raising Sorcerous Vagaries works the same as New Skills may be purchased for 2 Spiritual Attribute
points at SR 9.
Proficiencies, above, except at double price, plus one. Thus
raising any given Power from 2 to 3 costs 5 points (2 x 2
+ 1 = 5). Buying a new power costs 1 point (2 x 0 + 1 = 9. Wealth, Status, and Social Class
1). This cost is doubled for any trying to learn without Alas, these things cannot be changed through training f-<
the benefit of a masterl large libraryl or similar resource. or the use of Spiritual Attribute Points. On the other ~
hand, as your character's story progresses he may find ~
7. Gifts and Flaws opportunities to improve his station and standing in life. U
Gifts and Flaws may be bought (or bought off) If this is important to your character consider making ~
during play if your Seneschal allows. Minor Gifts cost taking the Greedy Flaw, choosing an appropriate Destiny, >
Q
10 Spiritual Attribute points to buy; major Gifts cost or just talking to your Seneschal about it.

<...
Cl)
f-<
-
z
0
~

<
en
be 0 ~ 'feel
"
our: be
ol)ex of a'f'fle
r
ANGRILY HE YANKED THE REIGNS, wheeling the horse they-se arate l ed the Kozaks to the easy prey of
.t.bout; blood and spittle flying from the vicious square the naked train with tern ting plunder.
n in the black steed's mouth. Mid-afternoon sun Remaining in hiding, ~e three other members had
radiated the silent desert terrain casting a harsh black waited for the raiding party oo leave, and then slunk into
,nadow below the charging destrier. the complex of caves comprising the hordes' mesa base.
"Utter foolishness!" his fear screamed. "There are There had been some killing and sneaking about, not to
seven of them, hardened Kozaks with sharp eyes and mention the looting and sabotage. Discovering and
mft bows!, Yet alive as his fear beat in his chest, his fleeing with their prize had been relatively easy. However,
;..uy drowned it in wrath. A morning of hard flight for the Kozak raiders had taken it personally, and those who
me three companions and their captive provided ample survived the poisoned wine gave chase. They had ridden
ppo rtunity for searing rage to brew during a review of throughout the night, tracking them; this very morning
1:!\-eD.ts resulting in this unfortunate end. slaying Bintarnus with arrows when he attempted the
same headstrong charge.

O RIGINALLY FOUR FRIENDS from New Cyrinthmeir


Gry, the Conclave had recently accepted a "contract" G ALLEON SLUNG HIS SHIEI.D in front of him, slipped
:Tom a Helenian m erchant who had been set upon by his right foot from the stirrup, and swung across the
.\farmuluks during a recent caravan to the east. While horse to rest the entirety of his weight on his left foot .
:here, he had purchased a slave so bewitching that he He felt his weight slamming through his leg with every
had married her immediately following her first bedding. desperate footfall of the horse, the saddle slipping slightly
Taken along with numerous other wealth, she was lost under the lopsided strain. As foretold by his instinct,
:o him a month prior during a night raid. Caring more arrows hissed venomously from the sky in a brief long-
fur his money and his life, he continued onward, vowing range barrage. A swift kick to his horsess side renewed
~ ''Finance his loves rescue." Jeriah made use of his its full momentum, and thunderously they plunged
illlguistic talents, and with a good deal of gold, charm, down the hillside .
.md threats, the four had located the raiders' camp. After Though born to the saddle, the Kozaks nonetheless
niring a team of horses and a wagon for a sizable fee, wrestled gravity on the steep embankment; their struggle
72 The Riddle of Steel

for balance weakened their aim, their sight already on three is bad odds Oust think back to wrestling your
compromised by the position of the mid-afternoon sun. friends as a kid). So instead our Heroes hide in the bushes
Plummeting sideways behind his shield down the and concoct a plan (heaven forbid! A plan!). They decide
hillside, screaming at the top of his lungs, Galleon turned to rush out of the bushes as these trolls pass, striking
his horse, which with an extra burst of speed carried three of them down before they even know what hir
him well out of the path of death. A cracking snap of them. That puts the odds at three on two in their
rock against rock and a swift shadow against the sun favor. .. much bener! Remember that it only takes one
warned all too late of the oncoming danger. Screams hit to ruin your character's day ... forever.
and howls proved an ineffective defense against the
avalanche of stone tailing the oncoming rider, and the II. Melee Combat
Kozaks found themselves ground to butter.
Melee combat is often referred to as hand-to-hand
fighting. It involves swords, axes, fists, shields, and
footwork. All melee combat is based on one major set of
dice: the Combat Pool (each point in you Combat Pool
equals one die). The Combat Pool (CP) is used to activate
certain maneuvers, to attack, and to defend. Over the
course of a duel or bout you will divvy up and refill your
pool several times. Factors such as wounding and external
circumstances will cause your pool to fluctuate. We
recommend using two small bowls to keep track of how
I. Combat: Gritty Realism many dice are in your Combat Pool at any given time,
Combat in The Riddle ofSteel is unlike any combat and how many have been spent. _j'
system you've ever seen. There are no hit-points, no
initiative rolls, and as linle abstract thought as possible. 1. The Flow of Time in CottiDaatt----
Instead this system is based on years of hands-on martial Whenever a situation invqfving combat begins the
research and training. Though still a game, it is closer to Seneschal declares that time is how measured in Combat
representing real fighting than any RPG combat system Rounds. A Round in The Riddle of Steel lasrs
ever written. A few words ofadvice are then in order: (a) approximately 1 or 2 seconds during which attacks are
never get hit ... ever! You probably won't recover. (b) Use made and other events take place. Each Round is then
your head. Here, as in the real world, fights are won divided into two Combat Exchanges (sometimes called
very much through strategy, not just high ((stats" or big an "Exchange of Blows"). An' Exchange, being half a
swords. (c) Even the smallest weapon is deadly. Would Round, is roughly how much ti~ it takes to anack with
you want to get stuck with a knife? Neither would your a weapon and begin to recover. A whole ,_series
~~
ofR<funrl~
character. (d) Teamwork, teamwork, constitutes a Bout, or a fight. Bouts occasionally undergo
TEAMWORK!!!. .. need we say more? (e) There's a fine a pause, such as when opponents circle or break apart
line between brave and stupid. Don't be stupid. (f) Have from one another. Though these pauses are still measured
a back-up plan, or a good idea ofwhat your next character in Rounds, one may assume that these Rounds last much
should be like. It's up to you. longer than 1 or 2 seconds.
To illustrate, picture three new characters walking
along the road. They hear some noise up ahead and see 2. The Order of a Round
five burly troll-like guys (some folks call them gols ... read The order ofone melee combat round is summarized

about them in Book Seven). Should our three heroes in the following steps:
charge them head on? N ot in The Riddle ofSteel! Five
Book Four:The Codex of Battle 73

1. Declare stance.
2. Establish aggressor and defender (initiative). Combat Steps 2-6 continue to repeat unril the end of the
Pool fills or refreshes, with all Modifiers. Bout or the flow is interrupted (a pause). At the beginning
3. First halfofthe "Exchange ofBlows;" aggressor attacks of a new Bout (or following a pause) begin at step 1,
and defender defends. then repeat 2-6 as normal.
4. Resolve damage and/or determine new attitude
(aggressor or defender). 3. Steps 1 & 2: Initiative
5. Second halfofthe ((Exchange ofBlows;"aggressor attacks Very rarely do both opponents attack
and defender defends. These roles may have reversed simultaneously-that kind of thing might look neat, but
since the first Exchange. it's not fo r those who wish to live a long time. At the
6. Resolve damage and/or determine new attitude beginning of a melee, duel, Bout, or any kind of combat
(aggressor or defender).
74 The Riddle of Steel

mess each character must secretly decide whether they defense. If a combatant fails to throw any die down, tne1
are going to attack (ass uming the attitude of an that character has hesitated and may only defend
"aggressor") at this time or hold back and see what their one full Exchange (see Surprise, below).
opponent plans (raking the roll of a "defender"). If Each aggressor, in order from lowest Reflex to u,~-~"~1'
enough time is present, both parties should declare a now declares how many dice from his Combat PooL cu"'
stance-this is done out loud, and should be done being spent on the attack, where the attack is 1n......
without hesitation (see Stances, below, for more). Now and what maneuver-if any-is being used. Ue:tender
remember those red and wh ite dice t hat we now-in response to their attackers-declare how
recommended in Book One? Here's where they really dice from their Combat Pool are going towards
come in handy. When time slows to Combat Rounds what kind ofdefense they're using, and what
each active character takes one red die and one white die if any-is being used.
into their hands. After stances are declared (if there's Matters grow especially messy should
time), the Seneschal calls out "throw," and each combatants attack (throwing a red die). A contest
combatant drops one of those rwo dice onto the table~ Reflex (with the combattant's ATNs for Ta n .. PII

a red die indicates aggression and a white die indicates Numbers see "Exchange of Blows" and the
for weapon ATNs) determines who's strike lands first.
Remember that no defense is possible in the middle ofanl
attack, so the loser of this con rest usually ends up dead.
This process (red ad white dice) is only used ~t the
beginning of a Bout or following a Pause (see below).
In all other rounds the winner of the previous
exchange either takes or retains initiative.

Stances provide stronger attacks and defenses at the


cost of predictability and flexibility. While each school
has its own stances and positions that it claims are better,
three are universal (af least where game purposes are
involved-appearance or exact position may be more
varied): Aggressive stances, Defensive stances, and
Neutral stances.

Aggressive stances provide a bonus to attack while


making defense more difficult-the classic samurai
with katana raised high is a good example. Such
stances add CP dice when attacking but increase
the Activati n cost for any Defensive Maneuver by
2CP.

Defensive tances provide a bonus to defense while

~
making a tacking harder-most stances with the
blade or weapon head facing down are good
() examples. Such stances add 2 CP dice when
tTl
en Defending but increase the Activation cost for any
Offensive Maneuver by 2 CP.
Book Four:The Codex of Battle 75

Failure indicates that no


TABLE4.1: action can be taken until
SURPRISE AND HEsiTATION
next round. Success even
TARGET NUMBERS
one-means that you may
5 Purposely standing defend (or attempt to buy
with no stance initiative).
(perhaps to invite an
attacker... ) . Buying initiative, or
7 Aware of opponent -
the preemptive strike, is the
Victim of a cheap shot art of the samurai or the
or you hesitated.
gunslinger (in our case,
10 Unsuspecting or
Bladeslinger)-waiting for
mattennve.
your opponent to strike,
13 Blindsided!
then attempting to beat him
to the blow. It's a risky
move, used by the
Neutral stances allow a great deal desperate, the quick, and
of flexibility, and are favored by the suicidaL
many schools. In a Neutral Initiative is usually
stance the sword (or other bought in one of two
weapon) is positioned to allow a circumstances. The first is
quick attack or defense. Such when two combatants
stances provide no bonuses to attack simultaneously. The
either attack or defense. - loser of the previous contest
for initiative may attempt
Stances only last until the first to buy initiative by
blow or movement-if a character's spending a number of dice
weapon moves, the stance is broken. equal to his opponent's
~ry few swordsmen can evade an Perception (Per). A
4ttack and retain their stance. During contested roll is then made
the Bout itselfthe stances ofboth attacker and defender are of the buyer's WP and his opponent's Wit, with both
considered to be neutral-no bonuses either way. A stance TN's being equal to the other's Reflex. The buyer (and
cannot be taken (or re-taken) until the combatants separate only the buyer) may opt to raise his opponent's TN by
and cease swinging for a moment-the Bout must be one for every extra Combat Die spent, to a maximum
interrupted by a foil pause. bonus of his own Wit. The winner of the contest strikes
fuse-the loser may strike second, assuming any dice
Surprise is a common event even when one is aware remain in his Combat Pool.
of an enemy. Sometimes a character is unprepared for The second situation where one may wish to buy
an incoming attack-perhaps they are surprised or initiative is when a character who has previously declared
hesitated (so you better throw a die at the beginning of defense wishes to attack instead. The process is identical
the melee, huh ... ). To check for surprise or in a similar to that above.
situation the unsuspecting character rolls Reflex against In either case both attackers have committed
a TN based on how alert the character was. Table 4. 1 themselves and may not withdraw, which may cause a
suggests guidelines-the Seneschal has the final say. real mess.
76 The Riddle of Steel

3. Steps 3 & 5: Exchange of Blows


TABLE 4.2: HIT LOCATION ZONES Each Round-as discussed above- con sists of
v "Exchanges." During each individual Exchange ........
party gets one "action," meaning that one usually ,1-T,
and the other defends (usually ... ) . Every attack must
directed at a specific location- numbered with
numerals I-XIV (see Table 4.2). I-VI are for """u"f'.""
attacks; VII-XIV are for thrusting or missile attacks. Ir
not necessary for players to declare the exact nu.u u
but the location and variety of attack (overhand ->J.a.u
upper-hand slash , thrust for the face, &c.) are compteu
necessary-no one attacks randomly but those
hesitate! Maneuvers and targeted locations may ...u ..,.."
difficulties for either the attacker or the defender.
Both combatants-aggressor and defender-
roll the allotted Combat Dice (from Step 2), with
modifications from maneuvers, stances, or other tac1tors
This is a normal contested roll, where the lOSI:!f.

t-~ I successes are subtracted from the winner's, leaving
. t-
~I winner with the Margin of Success. All Target Num,oer
II I I
I forelegs
(thrust)
vm

Taunting is the last resort of a fighter who is tired of


circling and circling (the effects of both sides throwing
white dice and declaring "defender" for several rounds
in a row). By taunting, one can force one's opponent
into becoming the attacker. This is accomplished by
trying the patience (WP) of your opponent through
insults and the like. This is not possible until both
opponents have circled for at least 5 rounds.
This effective tactic is handled with the ((Ridicule"
skill (see Book Three: Training), which may be defaulted
for those without the skill.
Book Four:The Codex of Battle 77

TABLE 4.3: TERRAIN MODIFIERS


Terrain Stand/Crawl Cautious Normal Hurried Sprinting
Solid, flat 0 0 0 0 0
Narrow (ledges, walls, 1 2 3 5 7
roofs)
Swampy or rocky 2 3 4 6 8
Ice/Slippery 2 4 6 8 10
Tight spaces (to get 2 3 4 5 6
stuck)
2 opponents NIA N/A NIA 6 5
3-5 o,..,t'onents NIA N/A NIA 8 6
5-l 0 Opponents NIA NIA NIA 9 7
10+ opponents N/A N/A NIA 10 8

:Or this roll come from the ATN (Attack Target Number, such a.situation allows you to fight just one opponent at
.JSed when attacking) or DTN (Defense Target Number, a time. Failure indicates that one more opponent has
..ISed when defending) listed with each weapon (see the gotten through (forcing you to split your CP). Fumbling
Appendix). The winner, after damage is resolved, may brings two more opponents on you (forcing you to split
press the advantage by taking or keeping initiative (i.e. your CP three ways). No more than three opponents
rhe roll of aggressor) if he so chooses. If the defender may engage a character at a time (just imagine six guys
successfully defends, then he may take the role of the in a tight circle swinging sharp objects every which way
aggressor. Ties, while no damage is dealt, are considered trying to hit you but not their buddies). Exceptions to
ro go to the attacker for purposes of initiative. Such ties this rule include groups of spearmen and the like, who
asually imply that the defender has just barely deflected may gather tightly together and thrust, group chases
Lhe strike, and is still recovering from the momentum of (handled through the Terrain mechanic, below). Even
rhe blow that he just blocked, parried, or dodged (see two or three opponents will drain your Combat Pool
Defense, below). very quickly. Encounters with odds like this should be
Finally, should the loser wish to attack during the avoided at all costs.
next Exchange (normally impossible), he has two choices.
First, he may simply declare an attack. The winner attacks Terrain, or the ground that you're fighting on, has
and resolves damage first; if the loser has any dice left, an immense effect during any melee encounter, whether
he can attack. This is a foolhardy maneuver. The second it's a battle or a duel. Each terrain carries a TN, against
choice is to buy initiative, as per Step 2. This requires no which any number or CP dice may be allotted and rolled.
additional rolls other than the standard process of buying This TN varies with how quickly one wishes to move.
initiative (see above). . All characters engaged in combat are assumed to be
"hurried" or even "sprinting" when attacking, and
Multiple opponents may be dealt with by simply "normal" when defending. Characters not in combat may
dividing up one's Combat Pool between the two set their own pace, and make the rolls with AG instead
opponents in any proportion. Wise fighters will try to of CP dice. Successful terrain rolls mean that the
move around so that they only have to face one opponent character's actions may go on unhindered. Failed rolls
at a time. Doing so acts as "Terrain" (below). Success in lead to disaster-a slip, a fall, a stuck weapon, resulting
78 The Riddle of Steel

in the loss of half of one's CP for the duration of the out of range this penalty applies only to attacks;
round. Fumbled rolls mean a nasty fall or other disaster, the longer weapon is penalized, it applies to both ouem
removing all CP dice and leaving one prone or otherwise and defense.
momentarily disabled. Often the best course of action for long weapons
to use a full evasion in the event of sudden dose co1no:u,
Visibility effects combat as well. In near-darkness or to drop weapons and w.~;escle! Certain maneuvers ->u....
(dusk) reduce all Combat Pools by 1. At night (j ust as the Half-sword) are particularly effective in ., ....~
moonlight) reduce all Combat Pools by 114 total. In pitch situations. Likewise, many weapons- such as spears cu...
darkness reduce all Combat Pools by hal These penalties other two-handed weapons-may shorten their reach..
obviously do not apply to those that can see just fine in
the dark. Fumbling (or "botching") results in failure to strlti
anything and allows the weapon's momentum to . . '-'"'
Higher Footing (such as stairs or horses) adds 2 CP control. Botching on any attack may cause the wea
at the beginning of the Round (Step 2). This also effects to drop, break, or otherwise be rendered useless. no1tcrulni
availability of targets for all involved combatants
according to common sense.

Weapon Length, or reach, often means the


difference between striking one's enemy and
missing them entirely. Weapon length has been
divided into six categories:

1. Hand (fists, daggers, knee-strikes, grappling) less


than 1 ' reach
2. Short (hatchets, short swords, long knives) less
than 2' reach
3. Medium (arming swords, flails) less than 4'
reach
4. Long (greatswords and bastard swords, spears)
less than 6' reach
5. very long {long spears, polearms) less than 8'
reach
6. Extremely long (pikes, lances) everything over
8' reach

Attacks against a longer weapon are made at


-1 CP for each "step'' (i.e.: Short to Medium, or
Medium to Long) the attacker wishes to dose-
attacking a Pikeman with a dagger would cost 5
CP! This penalty holds until the shorter weapon
makes a damaging strike, after which the penalty
transfers to the longer weapon until he scores a
damaging blow, when again the penalty goes to
the shorter weapon. When the shorter weapon is
Book Four:The Codex of Battle 79

:educes your Combat Pool on the next exchange by half melee weapons have aDRofST-2 to ST +3; other factors,
:::Ie number of dice you spent on the failed attack. such as sorcery, may affect this quantity as well. The
defender-now struck- subtracts his own TO and
'!. Steps 4 & 6: Damage Armor Value (if any, depending on location) from the
Should an attacker have one or more successes over attacker's total damage. The result is the Wound Level,
:::.lS opponent then the attack has landed (see Steps 3 & which is cross-referenced on the Damage Tables (see
;; , and a d6 is rolled to determine specific location within Appendix) according to type (cutting, puncturing, or
:ne targeted zone (i.e. I-XIV, as seen in Table 4.2). bludgeoning) and location (ld6 per zone ... see above).
~erally speaking lower rolls mean lower hits, higher Armor, a rare and expensive commodity, only
:-oils mean higher hits. Exact location is important, as in provides protection over those areas which it covers.
-:be Riddle of Steel there are no hit-points or generic Hence, if someone wearing a helmet is struck in zone IV
.:~ mage-every hit causes a very real wound. As such, (see Table 4.2), and the attacker rolls a 4, the neck (see
;:ne only way to kill a man is to deal a fatal blow or let Appendix), then that helmet provides no protection
.::im bleed to death. Wound tables are found in the whatsoever! The following example should help:
.\
_ ~pen
d.lX.
Damage is determined by taking the number of final Geralt, a well-practiced (but poor and unarmored)
~Jccesses in the Margin and adding to that number the bladeslinger and swordsman, is dueling at swords with Felix,
:Jamage Rating (DR) of the weapon being used. Most a lightly armored knight. Geralt has a ST of5, TO of4,
and his Combat Pool is 15; Felix has a ST of6, TO of5,
80 The Riddle of Steel

and a Combat Pool of 12. Felix, having initiative ftom a Most melee and missile weapons are counted as
successful parry, strikes at IVftom his own right-hand side of three types: those dealing cutting wounds, I.JUJ"l"-U.I.
with 7 dice (an ambitious attack). Geralt, wisely knowing wounds, or blunt (or bludgeoning) wounds. Cu
how important it is that he not get hit, assigns 9 dice to his wounds are the most common (swords being what tll~
defense-a parry ftom below. Both combatants throw their are), although the other types have certain aavanta~
allocated dice: Felix, the attacker, gets 4 successes; Geralt Puncture wounds, caused by spears, arrows, ~o:urt"lfl
rolls 5 successes andparries the blow. Because ofhis successful points, and the like, do more internalized damage,
defense Geralt now has initiative, and thus opts to attack are generally deadlier than cuts. They use the th
area IV ftom his own left (notice the fluid motion ftom locations (XI-XIV). Bleeding from puncture wounds
parry to attack-this is intentional!), spending his harder to stop than from cuts, as much of it is u.,,.l.CUJ
remaining 6 dice. Felix realizes his mistake, and throws internal.
the last 5 ofhis dice in for a parry ftom the side. Geralt Bludgeoning wounds, caused by hammers, cl
scores 5 successes and Felix scores only one, leaving Geralt pommels, quarterstaffs, and the like are the liO;;d..)

with a Margin of 4 (this looks really bad for old Felix). damaging though still deadly. The primary advantage
Geralts weapon has a Damage Rating of ST +I, so the that when striking the shoulders or pelvic region mer
sub-total (or Wound Rating) is 10. Rolling location on a can get a kill with a level 5 wound, as crushed oor
d6, Geralt scores a direct hit to the neck-Felix is unarmored severs arteries and other vessels. They also incite a aJ;,u
there! Felix then subtracts only his TO (5) ftom the shock number (even against armored opponen.ts--5(:%
subtotal. .. 10 - 5 = 5. A level 5 wound anywhere is nasty Knockout, below), representing the momentum of
and usually fatal-in the neck it kills instantly (decapitation blow and blunt trauma. Bludgeoning attacks are u.,uLc:LU
does that... ). targeted for the arced areas (I-VII), although wea
such as a quarterstaff or fist may be targeted to forward.'
or thrusting," areas (VIII-XIV).
Finally, for fire, electricity, cold, and other more
abstract forms of damage there is a Generic Damage
Table" (see Appendix).

Wound levels are rated from 0 to 5. A 0-level wound Shock and Pain measure how badly a given wound
is usually a bruise or scratch, with no notably adverse immediately effects one's ability to fight and carry on.
effects. Level one wounds are a tad bit worse, level threes Every wound has its own rating for both.
are quite dangerous, and level fives are usually fatal or Shock subtracts dice from aLl your dice pools (both
close to it. Location always makes a difference as well, as combat and sorcery related pools) immediately upon
a level three to the head is a lot worse than to the shoulder. receiving the blow. Should the Shock rating exceed the
Wound levels are not cumulative (though the Seneschal total current CP, the remainder of the penalty is applied
may rule that several smaller wounds to the exact same at the beginning of the next round unless the "Pain"
location may add up in some way)-it takes a solid hit penalty is greater. Shock is only applied once for each
to do a man in. As is evident from the above example, wound, unless that same body part is struck a second
only one solid hit is necessary for a kill-skill, luck, and .
en orne.
strategy are all needed elements in the fight for Pain is subtracted from one's pools at the beginning
..a survival . . . so choose your battles wisely. of every Combat round. Where shock is a static number,
one's WP can reduce the effects of pain. Pain is also
Damage Types are an important part of the damage important in figuring out healing times, as described in
that a weapon does. Barring sorcery, fire, and other Book Five: The Laws of Nature.
sources of damage, the most common are listed below. Shock and pain are cumulative as long as they are
Book Four:The Codex of Battle 81

applied to different zones. Should one attack the same halved. When HT reaches zero (0), the character enters
area multiple times, the highest shock penalty-new or coma and dies. Assuming the wounded party lives, one
old-is applied (or re-applied) to the wounded party. It point ofHT is recovered for every day of rest.
can be beneficial to attack a well-wounded area over-
and-over, even with weak attacks-the original shock Knockdown and Knockou t are covered by the
:>enalty will keep on returning to haunt the wounded! derived statistics of the same name.
Any time a character receives a blow that through
When recording wounds on your character sheet, pain or shock reduces his CP to less than zero he may be
:nake a note ofwhere the exact wound is and what effects knocked down. In such an instance roll the Knockdown
:t may have, such as shock, pain, and blood loss (BL) . trait against a TN equal to twice the number of your
We use notation such as ((level3 cut, VI-4left," meaning attacker's Margin of Success (counting after your defense,
..level three cutting wound at zone VI, section 4-from but before armor); the TN is three times your attacker's
me d6 roll on the left side;
or just write '' lvl 3 cut left
!leek." Make sure to record
ilie Pain racing as for each
~dividual wound as well.
Hopefully rece ivi ng a
wound will be a rare
occurrence, meaning that
'OU won't need to write this

. nformation down too


often.

Blood Loss (BL) covers


the deterioration of one's
health due to bleeding and
internal damage. Each
wound carries, alongside
Shock and Pain, a Blood
Loss Target Number. These
numbers are cumulative-
adding up to one big BL
number-so long as the
wounds come from different
parts of the body. At the
beginning of each Round
all wounded characters
must roll Endurance (EN)
vs. Blood Loss. Whenever a
roll is failed one point of
Health (HT) is temporarily
lost. When HT reaches 1 all
Attributes and Pools are
82 The Riddle of Steel

Each success on this Knockout roll drops the Shock


one die. This modifier is not in addition to normal 03H\J\.
and pain modifiers inflicted by telling wounds. The
result of failure is that the Shock value is not less;em~d
one does not lose consciousness unless real damage
dealt! This rule helps simulate both fist fighting and
disorienting but not damaging blows that a helmete
combatant may receive to the head.

Fatigue is an optional rule that simulates the


and exhaustion that comes from constant uuhVSlC
exertion. Those characters wearing heavy armors (m<>SI
made of metal or that cover most of the body) lose 1
every EN Rounds. Thus Sir Vhord, who has an EN
4, loses 1 CP for every four uninterrupted Rounds soer
fighting or otherwise physically active. Those oer:m
wearing little or no armor lose 1 C P every 2 x
Rounds. Sir Vhord, fighting unarmored this time, noll
loses 1 CP every 8 Rounds. These points may
recovered by taking a few seconds to rest and
EN /TN 6. Each success reduces Fatigue by one LIUII

For more on Fatigue see Book Five: The Laws

II. Missile Combat (Ranged Weapons)


Missi le weapons-such as bows o r throw
weapons-work differently from melee weapons. When
successes if struck with a mass weapon. Many blows to using a missile weapon all attacks are made from the
the head or legs may also call for Knockdown rolls (see Missile Pool (MP), which refreshes and is used \..UU.~L
Appendix). The TN for such rolls is equal to the Shock from the Combat Pool.
TN, without any WP modificaitons. The Miss il e Pool refreshes-o r f ills up-in
Knockout rolls are covered by the Knockout trait. "segments" equal to a character's Wit score at a rate
Such rolls may be called for due to certain wounds one "segment" every round. Naturally, refreshing begins
(especially blows to the head-see Appendix) or under at zero. This represents how quickly the character can
other circumstances under Seneschal discretion. Such process his surroundings before taking a shot. The more
rolls are made against a TN of7, modified according to time one has to aim and prepare, the more accurate his
the severity of the wound (again, as outlined in the shot is going to be. A pool can never refresh to a higher
Appendix). Failure of one of these rolls results in ldlO number than the pool's own maximum: if a character's
seconds of unconsciousness; fumbling such a knockout MP is 9, it can only refresh up to a 9-any additional
roll result in 1d 1 Ox 10 minutes of unconsciousness. points or segments are lost. Once a shot is fired the refresh
Optionally, Knockout rolls are also called for every must begin anew, starting at zero.
time a character receives a blunt blow to the head, MP refresh begins as soon as a weapon is in position;
whether armored or not at a TN of 1O-AR (armor rating). for arrows, that means as soon as they're knocked, for
Such blunt trauma causes a shock penalty equal to half knives, as soon as they're blade-down in the throwing
of the attacker's damage (that's DR + attack successes).
Book Four:The Codex of Battle 83

character's hand. Most weapons therefore require a small only 2 exua MP dice.
amount of preparation rime (especially between shots)
before they can be fired. This rime may be lengthened Lira, a Dardanian freedom fighter (MP 12, Wit 6), has
or shortened by circumstances or by sheer haste or come to Otamarluk to assassinate the Sul'taan. Taking
hesitation. Generally preparation time may be reduced a perch on a rooftop across from the palace entrance
by one round by spending dice from one's MP and (about 25 yards away), she prepares her short bow and
making a successful Reflex test. MP costs and TNs for sticks three arrows into the earthen roof Some time later
hasty preparation are found in a weapon's statistics. the Sul'taan himself exits the palace surrounded by
Range is also an imporran t factor when dealing with guards. Lira immediately grabs an arrow and knocks it
missile weapons. In The Riddle ofSteel range is measured {2 rounds). Feeling that she has enough time she takes
in increments. If a weapon has a Range Increment of careful aim at the Sul'taan's chest, waiting 2 more rounds
~ +1 per I 0 yards," then the target number increases by for her MP to fill to 12 (at 6 dice per round). She removes
one for every ten yards, rounding down. Thus all shots 2 dice from her MP {because the Sul'taan is walking, an
made at 0 to 9 yards are made at a weapon's base TN, all example of (constant" movement) and uses the rest (1 0
shots at 10 to 19 yards are at+ 1, and so on. dice) for her shot. Her ATN is 6 for the bow, plus 2 for
The statistics for a missile weapon appear thus: the range (25 yards), for a final ATN of 8. She throws
her dice: 1, 2, 3, 4, 5, 5, 7, 8, 8, 8 ... three successes. Her
Standard Shott Bow damage level is 8 (5 for the bow, plus 3 for her successes),
2-4 rounds preparation time: the poor unarmored Sul'taan's TO is 5, leaving him a
Pull arrow: 0 (on ground), 2 (from quiver); level 3 wound in the torso as the arrow strikes him.
knock and draw: 2 Rolling a d6 on Zone XII Puncture Damage Chart (in
Refresh begins with drawing the arrow. the Appendix) she gets a 2-just below the ribs-which
2 MP dice to reduce prep. time by one second at reads: BL: 10, Shock: 8, Pain: 10-WP, "Belly wound-
Reflex/TN of 8 internal bleeding is going to be a problem. " The
Attack Target Number (ATN): 6 Sul'taan reels back, spouting blood everywhere. Li-ra
Effective ST: 4 wants to see him dead, though, and reaches for another
DR (damage rating): ST + 1p (5 total) arrow. This time she's in a hurry as palace guards scatter
Range: + 1 ATN per 10 yards to protect their liege. She opts to attempt reducing the
preparation time by one second, and rolls Rejlex/TN 8
Common sense should always be a factor, especially {her reflex is 6, and she manages a lucky 3 successes).
hen determining preparation time. A previously Reaching for the arrow sticking from the rooftop takes
mocked arrow would have a total preparation time of 1 no time, and her haste has reduced knocking time from
r even zero, while a character with his crossbow in his 2 rounds to 1. After a total prep time ofonly one round
~ckpack would be way behind. her pool begins refreshing. She holds her aim for one
Most missile weapons will use rhe piercing tables and round (giving her 6 dice) and releases the second arrow
.1reas (VII - XIV. Damage Ratings are based on the at the bleeding Sul'taan's belly. 2 ofher 6 dice are removed
~rrength of the user (knives, javelins), or a built-in because ofher hasty preparation, but none for movement
~rrength (for bows and crossbows, called the "Effective (the Sul'taan isn't walking at present.. . he's just lying
IT"). Bows cannot be used by someone that lacks the there). Lira's player rolls the remaining 4 dice {vs. TN
_rrength to pull them. 8): 4, 4, 6, 7 .. . miss! Lira must now choose between firing
Moving targets are especially troublesome. Any target that third arrow, or making her escape before the palace
:hat is moving erratically costs 3 MP to hit in addition guards catch up to her.
:o a normal attack. Those targets moving at any constant
~re-no matter how fast-require the expenditure of
84 The Riddle of Steel

Weave."
TABLE 4.4: EVASION TARGET NUMBERS
Fumbling a dodge is bad news, sending you either
4 Full evasion or retreat. No attack stepping into the blow or tumbling to the ground. Add
possible for either party on the next 2 levels to any damage done.
exchange. This pause in combat calls for Dodging, using dice from the Combat Pool, rna}
a new initiative. Evasion may not be also be used as a defense aga inst incoming missile attacks
attempted on an exchange immediately that you are aware of Unexpected attacks provide no
following one's own attack. defense. When not engaged in hand-to-hand combar
7 Partial evasion. May take initiative as the
use the Reflex Attribute for dodging.
aggressor on the next exchange by paying
2 CP dice, or if opponent fumbles or
fails completely. 2. Defensive Maneuvers
9 "Duck and weave." May attack on the The foundations of all Defensive Maneuvers, as
next exchange as if opponent had described in Book Three: Training, are the Block and
botched his attack (he will be at a CP the Parry. Most all other Defensive Maneuvers are direccl}
disadvantage). related to these two.

Parrying is the chosen defense of duelists and


bladeslingers everywhere. It has the practicality ofspeed.
III. Defense
transportability (no shield or armor to carry around).
Defense is the art of how not to get hit. Defense can
and effectiveness. Most swordsmen have a rudimentaf}
be active dodging and evading, parrying, or blocking,
understanding of parrying; some choose to neglect it iP
or it can be passive-hiding behind a tree or wearing
favor of greater skill with a shield (such as knights and
arm or.

1. Evasion (Dodging)
Evasion-also called voiding or dodging-is the
most natural of all defenses. The advantage to dodging
is that it leaves your weapon completely open for a strike
as your opponent's is whistling through the air. The
disadvantage is that it's difficult to actually pull off. Any
quantity of Combat Dice may be spent in dodging; the
TN depends on what the evasive party is exactly trying
to pull off. Table 4.4 explains and provides TNs for three
forms of dodging.
Two forms from Table 4.4 are partic ul arly
noteworthy: Full Evasion and the "Duck and Weave."
Full Evasion brings the combat to a pause as combatants
separate and must re-establish initiative. The "Duck and
Weave" places the evading party in a prime place to attack
from: shields and weapon-length bonuses are lost or
rendered useless, allowing the dodger a clean shot that
may only be parried or dodged.
Stances have no effect on the full evasion, but work
normally with Partial Evasions and the "Duck and
Book Four:The Codex of Battle 85

soldiers, for whom parrying is often less practical on the it's easy to learn.
:r.1ttlefield). Any quantity of Combat Dice may be spent As passive instruments, shields act as armor offering
.Jn parrying when defending. The difficulty to parry with almost total protection to the off-hand front side of the
my given weapon is determined by that weapon's Defense body, generally providing between 4 and 10 points of
Target Number (DTN). protection to areas III, XI, and IV or more, on the shield-
side (depending on the size and make of the shield).
Blocking is the reasonably unscientific action of Actively they can be used to deflect blows, similarly
.unposing a foreign object (usually a shield) between an to a parry. Any number of dice can be spent on a block.
~coming attack and oneself It lacks the grace of a well- A successful block deflects an incoming blow just as a
?Ctformed parry, but is very effective. Many shields have parry would, lessening the attacker's number of successes.
~e disadvantage of being cumbersome and slow; the The Defensive Target Number depends on the kind of
ulvantage being a large area of efficient cover and that shield. See Armor, and Table 4.5, below.

TABLE 4.5: ARMOR AND S HIELDS

Armor Value* CP modifier Other Mods


Leather ack (w/ sleeves) 2
Leather ack (w/o sleeves) 2
4
4
4 -2 -1 Move
Piecemeal ieces) 3-5 -0 to -2 ea. Various
-Bracers or well-made untlets 3
5 - 1**
4-5 - 1/-2**
3-5 -1
Breast Plate front and back) 6 -1
6 -3 -2 Move
Chainmail coif 3 - 1 or 0*** -1 Per
Pot helm 5 -1 -1 Per
Full helm 6 -2 - 2 Per
Buckler shield (hand) (TN 6) 4 ~
0
Medium round shield (TN 5) 6 -1 Move
-1 -2
-3 -3 Move
~
*Applies only to covered and protected areas.
** Applies when protecting sword or weapon arm. ~0
***When worn under any kind of helmet.
86 The Riddle of Steel

3. Armor additional piece. The maximum negative modifier is -4


Armor, as (as long as the pieces fit well).
previously Other factors, su(";h as being mounted, effect CP
mentioned, reduces modifiers from armor substantially. Mounted combatants
the damage done by may ignore one negative CP modifier as well as all
successful attacks by negative CP modifiers frotn leg-armor and shields. For
deflecting blows fully armored characters simply cur the total CP penalty
and/or by absorbing in half, rounding down.
them. Both of these
qualities are 4. Cover
represented by a Cover, su.c h as hiding behind trees or ledges, is a
piece's Armor Value. simple matter. Those areas protected by cover may nor
As seen above, AV is be hit, thus limiting your opponent's choice of targets.
directly subtracted This is most effective when used in ranged combat.
from the damage
dealt by one's IY. Movement and Combat
opponent. While As discussed in Book Five: The Laws of Nature,
armor can save ones' characters may cover distance equal to their Move score
life, most fighters in yards each Round. During a combat Excha~ge this
cant afford it, don't number is reduced to their Move score in feet. Moving
like traveling with it, so far constitutes a ((charge," which is treated as an
or simply find it too Offensive Stance (granting +2 C P for attacks, bur
cumbersome. In inflicting a-2 CP penalty for defense for the whole round).
addition to Armor Even if not charging, one must move half as far (lh Move)
Value, armor usually during each Exchange (melee combat only). This
negatively affects the movement may be forward, backward, or to the sides.
wearer's Combat We recommend using 25mrn-scale miniatures on a hex-
Pool; thus a heavily armored figure is easier to strike, grid. Turning and more complicated movement is
but harder to injure. Table 4.5 contains several examples covered in Book Five.
of armor with their various modifiers. Various pieces of In order to fire a bow or use any other missile weapon
armor may affect other things as well, such as hearing, (except a javelin or similar instrument) one must be
vtswn, or movement.
standing still.
It is crucial to note that all modifiers from Table 4.5 Movement also impacts Terrain Modifiers, above.
are for well-fitted pieces of armor; any piece of plate
armor not specifically tailored will have more severe
modifiers (-1 or worse), as will any other non-plate armor
V. Mounted Combat
that does not have a good, comfortable fir. By the same Fighting from horseback offers many advantages. In
token, one cannot wear multiple suits of armor (though addition to increased speed and movement (when
mixing-and-matching is acceptable). Shields, Helms and mounted use the horse's Move score), mounted fighters
other headgear are the exception to this rule, and may receive the following bonuses:
be worn in addition to a full suit (or no suit) of armor.
When wearing piecemeal armor, all negative modifiers Height/reach advantage: +2CP
are based on the highest modifier, +1- 1 for each Mounted Charge: +2 CP for the whole Round (attack
or defense)
Book Four:The Codex of Battle 87

Armor: Ignore 1 CP loss due to armor, in addition to Seneschal: The two of you circle for a moment, sizing
any modifiers from armored legs up your respective opponents. Throw again.
Terrain: No need to subtract dice from your CP! Roll a
Riding Test instead Both parties again grab a red die and a white die and throw
one simultaneously. Both again throw white dice. After
-=:bere are a few drawbacks as well: circling for a moment they both throw again and again.

Evasion: no dodges other than {'Duck and weave" are Seneschal: Stefan, tired of circling, begins to taunt you,
available to your character (withoutfalling offthe horse, insulting yo ur family and your skill.
that is). Geralt: I'll return the favor. I say, "It's your brother whose
Wounds: any time you or your mount is wounded, roll
Riding or fall 6' to the ground.
Knockdown/Knockout: if either ofthese things happen
to you or your mount, treat it as a 6'fall
Weapons: only one-handed weapons, spears, and lances
may be used from horseback, though off-hand shields
are fine
Any complicated movement requires a Test ofRiding.
Failure means you don't move, fumble-you fall.
Missile weapons: -1 MP when stationary, -2 when
moving at a walk, -5 when galloping.

See Book Five: The Laws of Nature for details on


:211ing.

VI. An Example of Combat


:Jur hero Geralt has been called out on a duel by Felix'
_-,other, Stefan. Geralt has a ST of5, a TO of4, a Reflex of
6. and his Combat Pool is 15. He is carrying a longsword
:md wearing no armor. Stefan has a ST of5, a TO of5, a
.:~ex of 4, and his Combat Pool is 13. He is wearing a
.~l suit ofchainmail, a pot-helmet, and carrying a heater
:.hield; this reduces his CP to 9. They are fighting on foot.

Seneschal (controlling Stefan): Stefan salutes you and


:nches forward in a neutral stance.
Geralt: I set up in a defensive stance. This guy Looks

dangerous- and he's got a shield. I hate shields.
Seneschal: Declare attack or defense.

Both parties grab a red die and a white die and throw one
simultaneously. Both throw white dice.
88 The Riddle of Steel

This time Stefan throws a red die-he was


taunted into it-while Geralt stays white (so
as to benefit the most from his stance).

Seneschal: He comes in quickly, cutting


sideways at your head, zone rv, from his right.
He's spending 5 dice on that attack.
Geralt: It's about time! I'm going to duck and
weave so that I can strike him from the side.
and get past that darn shield! I'm spending 9
dice.

They both roll. Stefan rolls 1, 2, 2, 4, 5, 8,


9 ... even with the aggressive stance bonus of+2
dice that's only two successes agaimt his weapom
ATN of6. Geralt rolls 2, 2, 3, 5, 6, 7, 7, 7, 9.
9, 0 ... three successes with the defemive stanct
bonus (+2 dice), beating Stefan by 1! It's plenty.
and Stefan's sword goes whizzing harmlessly
by-opening a big hole for Geralt to strikt
through.

Seneschal: You've evaded his blow and may


attack. He loses 3 CP because of the Duck
and Weave.
Geralt: Excellent! It was dose, but it worked.
I'm spending my remaining six dice trying
to hit his left side; that's zone III.
Seneschal: He's going to try and evade
(partially), spending his last 4 dice.
head this inbred, unskilled blade-slinger tore from its
shoulders. Perhaps you would like to join him in hell!" Again, they roll. Geralt, the attacker, rolls 4, 5, 5, 7, 8,
Seneschal: Your insult seems to be really working him 0 .. .five successes at his weapon's ATN of5 (it's a very nice
up. He changes to an aggressive stance and increases the sword). Stefan rolls 1, 7, 8, 0 ... three success at his DTN of
ferocity of his insults. Throw initiative. 7 (due to partial evasion). That gives Geralt a margin of2,
plus his sword's damage rating of8 (ST +3, a greatsword),
Again, both throw white dice. for a subtotal of10. He then rolls 1d6, getting a 3; according
to the cutting damage tables {see Appendix) that's a blow to
Geralt: He wants me to attack first, but this just might Stefan's upper abdomen, just below the ribs. Stefan subtracts
work. I say, "Your brother never even put up a fight. I his own toughness and armor rating (his chainmail covers
felt bad after I killed him-it was like slaying a hand- that area), total8, to finally receive a level two wound (1 0
maiden!" -8 = 2). That wound (again, see Appendix) reads: "Deep
Seneschal: It looks like that did it. Throw initiative. laceration, bleeding, and some torn muscle. BL 5, Shock 3,
Book Four:The Codex of Battle 89

."'3in 6- WE" Next exchange Stefan will have only 6 dice successes, and Stefan is fine for now. The Seneschal also
work with, and only 7 dice every exchange thereafter. applies pain modifiers to Stefan's CP, leaving him with 7
dice.
Seneschal: You duck under his sword and land a solid
_.ow to his side-were it not for his armor you would Seneschal: This is round three; pools refresh. Stefan now
~ve killed him. Nonetheless your blow leaves him has initiative and attacks your side, zone III, from his
eeling somewhat, and you may attack again, though he own right. He's spending five dice.
able to spin himself around for defense somewhat. Geralt: No problem. I'll parry sideways with 8 dice.
-:\7e're beginning round two; pools refresh.
Geralt: Let's do that. I'll swing up from below at VI for Stefan rolls 4, 5, 7, 7, 9 ... three successes {weapon ATN 6).
:0 dice. I'm gonna gut this puppy. Geralt parries, rolling 1, 2, 4, 5, 9, 9, 0, 0...four successes
Seneschal: He's going to attempt to block, using his {weapon DTN 6).
:lleld, with 4 dice.
Seneschal: You just barely manage to knock his sword
Gn-alt rolls 1, 1, 1, 2, 3, 4, 4, 7, 7, and 7... {bad luck!) to the side, and may now attack.
'1f/y three successes against an ATN of5. Stefan rolls 2, 3, Geralt: Time to finish this guy. Seven dice at IV from
- 9 ... two successes against a difficulty of5 (shield's DTN). my left.
Gtralt hits with a margin ofone, plus weapon damage gives Seneschal: He's going to try a block again, for two dice.
.: subtotal of 9. Rolling location {see Appendix), Geralt's
low lands on Stefan's inner thigh. Stefan's armor and TO Geralt rolls 2, 2, 3, 7, 7, 7, 8, 8...five successes. Stefan
ring that down to zero (0), giving Stefan a level 0 wound rolls 1 and 9 ... only one success. Geralt margin is 4, and
deal with-just a scratch. rolling a d6 Geralt gets a 5-the blow lands on 5: the face!
Geralt's blow does 12, minus Stefan's TO (5), but no armor.
Seneschal: You land a hit on the inside of his leg, but it That's a levelfive wound! The damage table reads: "Death.
~s to break Stefan's chainmail armor. You still have Destruction ofcerebellum. Really messy. "And that ends the
.niriative, and may attack. fight.
Geralt: You know it! I'm spending those last five dice to
:tt him in that same side again (zone III). Seneschal: Blood spatters all over you as your opponent
Seneschal: He's blocking with two (that's all he's got). drops like a bag ofsand. Now his retainers start advancing
on you ...
Gtralt rolls 1, 2, 2, 4, 8... one success (A TN 5). Stefan rolls Geralt: Okay, time to get out of here ...
-and 9 ... two successes! He manages to block Geralt's attack
TN 7). Thus ends round two. As round three begins, the And that's how combat works. Lots of freedom, but
Smeschal rolls blood loss (TN 2) for Stefan. He rolls 2 it was really that first hit that won the fight .


be fC)C)le o.,: ~ 'feel
,
ook 1ve: be
Of
THE FIRE had started suddenly, without thought to and thrashing about.
:un the inn's few dozen patrons. At first Jeral, the Setting the second thug aflame drained Snowden,
..i-eep, had seen and smelt a wisp of smoke from the sending him reeling to the floor with another inch of
- room. The flame must have hit the barrels of ale hair on his head and beard. In the rush to escape, no one
.:: barlywine then, because the entire back wall blew noticed either that the thug had nearly exploded without
::-;vard, sending shards of glass and pottery jugs in a touching any fire, the half-conscious man on the floor,
throughout the common room. Snowden's first or the furious woman stepping over the both of them
~ht, after picking himself up, was to check on Sylpha toward the stairs.
Fey.
- \lestavai, '' he told her ro get up. The young Elf-
'-"........~ did so carefully, before panic took her eyes .
.. Gwenllygad! My child, Snowden-where's my
_.. . .'"Frantically
. they both surveyed the hall, squinting
...-... the bright flames. Here and there men dragged DYREK's LEGS couldn't carry him fast enough. The
..: companions from beneath burning rubble, all child's mother-what kind of mother carries a
!lg toward the crowded exit. All bur two ... longsword, he mused-was right behind him. He ran
to the edge of the rooftop the inn wasn't as long as
he'd have liked-and leapt. He managed ro land on his
feet without slipping on the slick tile of the next rooftop
and resumed his flight. She made the leap right behind
him, and seamlessly continued pursuit. Damn she ran
HURRY DYREK!, fast, he thought.
:ve got the kid, I've got the kid." The two thugs
""""'~against the panicked mob, rushing toward the
"Wait!" Dyrek and his accomplice froze in their
~- The woman was up, and some man with her.
:..'ley were coming ~ighc toward Dyrek and the child,
ZW"-S drawn.
":\"e're not gonna make it to the door ... to the stairs,
~-"""' ro the stairs." The pair wheeled around and
.ted the staircase. Halfway up Dyrek's companion
~to flames, and rolled back off the stairs, wailing
92 The Riddle of Steel

I. Movement outside of Combat


Contrary to what some players believe, there is life Sprinting characters are running with all they've got.
outside of battle. Sometimes your character may end up this speed one may cover four times their normal
in a race, fleeing danger (often a wise decision), or score in feet every Round.
scurrying to help a companion.
Speed, other than effecting how far one gets, CLL3IU
has a large influence over Terrain Modifiers (see noo
1. Movement on Foot
Four: Combat) and turning. Those moving at normaJ
All movement on foot is regulated by the EN and
or slower paces may tum any direction at any time u.Ul~
Move Attributes. Endurance quantifies how long a
their movement. Hurried characters may turn 6oo
character can run, Move quantifies how for. Whenever
the right or left for every yard they move. Those i)j.}luUJ~
your movement is important you must declare your
may only turn 60 for every 2 yards they move. On a 1
speed. There are five speeds: crawling, cautious, normal,
hex-grid or hex-map (which we suggest using with 25
hurried, and sprinting.
scale miniatures, available wherever you bought .......~
book) 60 is equal to one hex-face, and one hex
Crawling characters are down hands and knees. A man-
equivalent to one yard.
sized crawling character covers 1 foot per Round.
Endurance determines how long a character .......
keep a certain speed up. Hurried characters must vu
Cautious movement consists of careful, deliberate steps.
EN/TN 7 every 5 minutes. Those sprinting must r
Those sneaking or carefully searching are moving
every mtnute.
cautiously. A cautious character covers half of his Move
score in feet every Round.
2. Racing and Chasing
Normal walking is the most natural pace for most Races and chases are generally won by the character
characters. Someone walking covers as many feet as their with the highest Move Attribute. In the case of equ:u
Move score every Round. Move scores, the character with the highest Endurance
Attribute wins (as his opponent tires and slows). Shoul
Hurried characters are jogging or moving in some other both Move and EN be equal, roll a contest ofWP. The
hasty fashion. Besides making a lot of noise, those moving winner has the will to push on as he leaves his pursuer5
at this pace cover twice their Move in feet every Round. in the dust.

TABLE 5.1: OVERlAND TRAVEL (IN MTT.F.S PER DAY)


Move Score
~ Terrain
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
~
Trail, ath 6 9 12 15 18 21 24 27 30 33 36 39 42 45 48
Poor road 9 13 18 22 27 31 36 40 45 49 54 58 63 67 72
Good road 12 18 24 30 36 42 48 54 60 66 72 78 64 70 76
~
lain 5 7 10 12 15 17 20 22 25 27 30 32 35 37 40
~ Forest 3 4 6 8 9 10 12 13 15 16 18 19 21 22 24
~
r-c Hills 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32
Mountians 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Book Five: The Laws of Nature 93

U~NCUMBER.ED

\lo DERATELY ENCUMBERED HEAVlLY ENCUMBERED

3. Long-distance Travel II. Encumbrance


Terrain and Movement determine how far one may Determining one's encumbrance-or how weighed
rravel in a days time. Qne day's travel assumes about 10 down and hindered one is-is a simple matter. There
."lOurs of walking or riding, including short breaks. are five levels of encumbrance in The Riddle of Steel:
Compare terrain and Move scores to Table 5.1 for unencumbered, mildly encumbered, moderately
overland travel. Rem em ber also to apply any encumbered, heavily encumbered, and overburdened.
encumbrance or armor modifiers when calculating a day's Two major factors determine one's Encumbrance Level.
movement. First, one's own body weight; overweight or obese
characters carry more than their frames were meant to
94 The Riddle of Steel

TABLE 5.2: ENCUMBRANCE MODIFIERS


Move Combat Pool
Encumbrance Level Description
Modifier Modifier
Unencumbered 0 0
Encumbered -1 -1 Robes,
Moderatel Encumbered -114 total -3
H eavil Encumbered -1/2 total -6
Overburdened -3/4 total -10 Lots of stuff...

OVERBURDENED
III. Lifting and Carrying
How much can your character lift? This ability
based on the Strength (Sn Attribute. Attempts to liz:.
great masses are STTests agai nst a Target Number bas
on weight. Table 5.3 sets forth these Target Numbe~
The quantity of successes determines how far off of the
ground: 1-2 successes, just barely off the ground; 3
successes, to the chest; 4-5 successes, over the head.
All characters also have an "auto-lift," or weight tha:
they may automatically raise up as if they had rolled 3
successes (raising the object up to their chest). One degrer
less (auto-lift -1) may be lifted over one's head, and on~
degree more (auto-lift
+1) may be
TABLE 5.3: LIFTING
automatically pulled up
Weight TN!
off of the ground. Auto-
(in lbs.) Auto-Lifr
lift is equivalent to ST-
50 1
bear. Second, what one is wearing and carrying; heavy rhus someone with ST
75 2
objects, backpacks, cloaks~ sheathes and extra weapons 4 has an auto-lift of 4 as
100 3
all interfere with motion. Instead of a complicated system well. Auto-lift is also
125 4
of calculated weights and volumes, simply compare your found in Table 5.3.
150 5
character's trappings to the accompanying illustrations. Any great weight is
175 6
Remember that though a scabbard or a light bag is considered moderate to
200 7
considered "unencumbered," wearing both constitutes heavy encumbrance for
225 8
"mildly encumbered." purposes of carrying it
250 9
Each level of encumbrance beyond "unencumbered" over ground. 275 10
imposes negative modifiers to movement and to the
300 11
Combat Pool. It is wise to dispose of any extra burdens IV. Jumping, 325 12
before engaging in combat or flight. Table 5.2 outlines
Leaping, Falling 350 13
these encumbrance-based penalties.
From time to time Every 25 +1
your characters may lbs. more
Book Five: The Laws of Nature 95

find themselves
TABLE 5.4: JUMPING temporarily
Jump Height TN/Auto- airborne.
(inches) Jump Without magic,
1" 1 however, they will
6" 2
soon come to the

12" 3 ground. How far
18" 4
are they from
24" 5 their original
30" 6
'
position and what
36)' 7 happens when
42" 8
they get there?
48" 9
54)) 10
1. Jumping M o v e
60" 11
66" 12 Jumping Attribute) .
72" 13 vertically, like This is his base
Each lifting, is standing leap (or
+1 controlled by ST. auto-leap). Running-
additional 6"
Table 5.4 outlines requiring at least three good
jumping heights, steps (about 3 x one's height)-
quantified by how much space there is between the adds 3 feet to any leap. Attempts
umper and the ground. To calculate vertical reach add to leap farther call for a ST Test
one's own height (and perhaps arm's length)-in inches against Target Numbers from Table 5.5,
and feet-to the figures in Table 5.4. To jump any given as with lifting or jumping.
height simply roll ST against a TN Like j urn ping,
nom Table 5.4. any encumbrance modifiers
As with lifting, each character TABLE 5.5 LEAPING DISTANCES normally applied to the Move
. '' (ADDED TO HEIGHT) Attribute are applied to ST as well
has an auto-Jump, or
automatically successful jumping Move/Auto- Leap Modifier (feet} when leaping.
height. Based on ST (ST4 =auto-
leap/TN Standing Running
"ump 4), auto-jump is found in the 2 -4' -1' 3.Falling
TN column ofTable 5.4. 3 -3' 0'
Falling describes any
4 -2' +1'
Encumbrance modifiers uncontrolled descent from a high
5 -1' +2'
normally applied to the Move place to a lower one. It is the
6 0' +3'
landing-not the fall-that causes
Attribute are applied to ST as well
when jumping.
7 +1) +4' injury. All damage from falling is ..0
8 +2' +5'
based on two factors: how far and
9 +3' +6'
2. Leaping onto what. Any time a character falls
10 +4' +7'
Leaping is jumping 11
horizontally. To figure how far a 12
+5' +8'
from an elevated position (be it
horse or cliff) consult Table 5.6.
..
+6' +9'
character may leap: add his 13 All damage received from a fall
+7' +10'
height-inches and feet-to his is assumed to be Blunt or
14 +8' +11'
leap modifier" (based on the Bludgeoning damage. Each
is +9' +12'
96 The Riddle of Steel

TABLE 5.6: FALLING


Landino Surface Damage Rating
Soft (hay, mattresses,
water on a successful 1 per 10' fallen
swimming roll)
Hard (ground, stone,
armored people, water on 1 per 2 feet fallen
a failed swimming roll)
Mixed (crowd of people,

falling not diving mto
1 per 5' fallen
shallow water, muddy
banks)

individual point of damage is randomly distributed to


some part of the body, determined by Table 5.7. Damage
to areas rolled more than once is cumulative and applied
to oned6 roll on the Hit Location Charts (see Appendix).

Example: Vhord is knockedfrom his horse during a battle.


He falls 6' (sitting height on a Stahlnish Charger) onto the "Generic Damage" chart in the Appendix. Such wounds
hard ground. Consulting Table 5. 6, we see that that's 3 are calculated like damage from any other attack as in
points of damage. Book Four: The Codex of Battle. Damage from such
Vhords player rolls 3 sources is usually applied randomly using Table 5. 7 unless
TABLE 5.7:
times {once for each directed at a specific target (such as hitting someone with
point ofdamage) on AllOCATION OF a burning torch, where the fire damage is simply allocated
~ Table 5. 7 to see FALLING DAMAGE to the area struck).
.. where Vhord is DIO roll Location
wounded. He rolls 3, (see Table 4.2) VI. Fatigue and Rest
4, and 7. He takes a 1-2 I Fatigue-gained from combat, strenuous work, or
level two 3-4 II
lack of sleep--can be removed by simply resting. Resting
bludgeoning wound 5 III for 30 minutes permanently reduces fatigue by one point.
to his upper leg {area 6 N The exception to this is lack of sleep. Sleeping less than
!!-he still needs to 7 v 4 hours a night causes 1 point of fatigue for the whole
rollld6 to see exactly 8-9 VII day. Multiple nights with less than 5 hours compound
where on his upper 0 XII up to 4 points of fatigue (and thus -4 CP, MP, and SP).
leg) and a level one These points may only be regained by a full night (8
wound to his head. Now he has to get up ... hours) of sleep.

V. Fire, Electricity, and Other Nasty Stuff VII. Healing and Wound Recovery
All damage that originates from fue, cold, electricity, Getting wounded in The Riddle ofSteel, as explored
and other elements or energy forms comes from the in Book Four, is no light matter. While you should avoid
Book Five: The Laws of Nature 97

~er getting injured (don't you in the real world?), rating of each individual wound (where Pain functions
30merimes even the craftiest of characters take a hit. In as the TN; WP modifiers to Pain don not apply here).
order for healing to take place, certain conditions must Each success lowers the Pain (and next week's healing
::>e met. First, you must be resting or relatively passive. TN) by 1.
5econd, for more serious wounds, you must have medical This roll is modified by 2 things: medical care and
care.
Wounds can be
:reared on the spot by
anyone with the First Aid
Skill. Each wound must be
:reared sepera tely. A
mccessful First Aid roll
~uces Blood Loss by 3
:i>r every success. A failed
First Aid roll increases BL
:>v

1, and a fumbled First
...Ud roll doubles any BL
=rom the wound in
question. HT points lost
:""r om Blood loss are
:egained at 1 per day,
J.n.less the character is still
::>leeding.
For the long-term
:tealing of anything
:>eyond a level two wound
requires a character with
the First Aid Skill to be
? rese n t . Any wound
aeyond level three or four
calls fo r a Chirurgeon
someone with the Surgery
Skill). Less serious wounds
m ay be cared fo r by
someone with less training
at Seneschal discretion. If
no outside medical help is
available, you can wor-k on
yourself using WP /First
Aid or 113 WP/Surgery. At
rhe end ofeach week spent
resting roll HT (modified
for any unrestored Blood
Loss) against the raw Pain
98 The Riddle of Steel

TABLE 5.8: AGING AND SICKNESS TNs


Character's Aging TN
Age Category
(vs.
Mature 7
45-49 middle 8
50-54 Latem 9
55-59 Silver 10
Old timer 12
Sickness TN
Sickness or Disease
(vs. HT)
Mild (Serious colds and the 5
8
13

damage type. The character providing First Aid or


may make a Skill Test at the end of the week, before
patient rolls. Each success in this Test adds +1 d ie to
patient's HT rolls for that week. Failure adds no ~
l.ll.

and fumbling causes a -2 die penalty. The very


medical facilities grant an additional 1 or 2 dice to
roll, and the worst remove 2 or 3 dice. Damage type-
meaning cutting, piercing, or bludgeoning-
modifies this HT roll as well. Piercing wounds ar
h arder to heal, incurring a -1 die penal~
Bludgeoning wounds are easier to heal, granting"""
die to healing rolls. Cuts apply no modifier one wa
or the other.
Failure to properly care for a wound will keer
it from healing, but some activities can aggravate
a wound. Any strenuous activity (like fightinf

TABLE 5.9: LOST ATIRIBUTE


POINTS DUE TO AGING OR
~ SICKNESS
2 # of Successes Lost Attribute Points
0
Fumble 10
~ FaiL 5
U':J 1 4
f5 2 3
~
tr1 3 2
en
en 4 1
5 0
Book Five: The Laws of Nature 99

n r riding a horse but the Target Number varies with the character's age.
TABLE 5 .1 0: AGING BONUS
~ter than normal Each success on this HT roll reduces the number of
DICE DUE TO RACE
!peed) re-opens old points lost from amongst the 10 Temporal and Mental
....,.,.,unds on a failed
Race Bonus D ice
Attributes. Table 5.9 sets forth the quantity of points
0
HT/TN 10 roll. As Human lost from these traits. Each point is individually
Fey 0 (ageless)
-:qth healing, roll subtracted from a randomly selected trait (roll 1d10,
Lesser Siehe +3
:o r each wound where 1=ST, 2=AG, 3=T0, 6=WP, 10=Per, etc ... ). If
Dwarf (Siehe) +4
..:ulividually. A re- the same trait is re-rolled more than once the points lost
Halfling +2
-pened wound is are cumulative. When any Attribute finally reaches 0
.:o nsidered fresh due to aging, that character passes away from age or
rncluding a round of Shock), and must begin healing all disease.

.'er agam. Additionally, some races age more slowly than others
Finally, some th ings just can't be healed. do. These characters roll at the same rime as their human
:>ismemberment and death are permanent, although the companions (once a year from age 40 on), bur gain bonus
:rsr can be remedied through sorcery. Magic exists as an dice to their aging rolls. These modifiers are found in
:pcion for healing all manner of wounds (anything short Table 5.1 0.
_f death). See Book Six: Sorcery. Sicknesses and most diseases are handled as aging.
Every week that a character has a serious illness roll HT
VIII. Aging and Sickness against a Target Number based on that sickness. Examples
are found below age categories on Table 5.8. Recovering
Everyone-except the Fey-grows old one day.
from a sickness requires 5 success in a cumulative HT
~g may be brought about naturally, as time passes,
: through unnatural means such as casting spells or Test. These rolls may be made once a week. As with
:xing cursed. After the age of 40 each character must aging, failed HT rolls refer one to Table 5.9 to see how
:oll on Table 5.8 once a year. Aging rolls are Tests ofHT, many Attribute points have been lost.


i~~le o.,: ~ 'feel
ook ~ ix:
~ orcer;y
KNow ME AS 0 U]HA, the last of the Nine. threaten me. Behold the error of thy thinking."
Here begins the era of my lO,OOOth year oflife. The I placed my fingertip over the flickering candle atop
dawn burned the sky with colors and shone down on its ancient wooden desk. The little fellow screamed a
my humble abode. Thunder broke the sky later that little scream as the fire ripped the flesh from his body.
iliernoon. Dust speckled mud fled the sudden impact The smell of burning blood wafted up on black waxy
of the rain. A torrent raged that day, yet I found my smoke. The barbarian smoldered and sizzled away,
mind at peace. Images swirled and formed in my mind dropping small chunks of burnt flesh into the wax.
~glittering black universe, in which .. . As the candle hissed, a low voice slithered behind
Crashing lighming broke my m ental reverie, timed me.
m tune with the splintering dooL The hallway swirled 'Yet I know the Riddle all too well. A pity, for now
with darkness as torchlight projected his shadow amidst you die." An assassin, or an apprentice . . . either way not
the splinters. The smell of heat was vanishing from the the first.
m. The torrent thundered on oblivious to my smashed The intruder's sword passed cleanly through my
door. neck, blood trickling down the blade.
I looked impassivdyon whilst the hulking barbarian "Indeed, it seems ye do. However ye know nothing
boldly strode into the room. of the Sorcerer's Rule," I noted unimpressed. 'Thy next
"WIZARD! I wesh ahn oudience witch yue. I kom assassination shall fare better if ye don't speak."
doo see yue avoud ze Reddul! Vhat deez it, My bloody illusion vanished, as well as the man's
Longvhered'?" His accent was unbearable. weapons. The assassin quickly glanced about, searching
"And if I refuse to tell ye, cretin? Nehummhh?" for me.
"Zhen yue DHIEH!" He grunted, hefting his blade. "Stay if ye like, I could use an apprentice. But thy
"Go away, ye already have it." I dipped my pen, and attempt to slay me shall have to wait until thou hast better
returned to my scrolls. learned thy arts. Steel is no match against magic, only
"Vhat?" flesh."
"Fool, Ye lack insight." The man stood there as if puzzled, considering my
''Tell mi ore dhieh!" words.
I focused a fragment of my energy towards him. His sword appeared at my neck, as his illusion
"Vhh ... Vhuttttttt? Eeeeeeee eeeeep!" screeched the vanished. -
small figure suddenly floating at the end of my fingertip. 'Very well, Longbeard, but never underestimate me
He flailed wildly about, desperately trying to land a again.'' Power glowed from his blade as it sat frozen,
killing blow to my outer cuticle. ''Knowledge of the flashing the candle's light.
Riddle means ye are no longer afraid of death. Ye must I sent him to the kitchens ... the fast way.
already have this knowledge to be foolish enough to
102 The Riddle of Steel

inevitably cost the character his youth. Every spell


has the potential to age the character, as well as
knock the sorcerer unconscious from the st
Sorcerers must temper their actions with
patience and cunning in order to retain their vitali
and often their lives. The- payoff is unparallel
however, for there are n o "weak" so rce re
Undoubted ly, all this is te rri fying-o r sho ul
be ... really.

II. Mechanics of Magic


All Gifted (or Fey) characters create their nu
spells using fast, accessible rules. T hese rules, ho,we:ves:
required a degree of interperetation. The p
and goals of your gaming group and the Senescill~
will often determine how hard and how demanding
spell will be. Magic can be one of the most rewardi
elements of play in The Riddle of Steel, but only
everyone is wo r king under the same set o

I. Magic with a Bite assumptions.
In The Riddle of Steel, magic is unshackled.
Sorcerers wield incredible power, and have the 1. Derived Attributes for Sorcerers
unmistakable ability to disrupt the balance of anything Sorcerers, as stated in Book Two: The Birth of a
and everythin g. These are no mere .mages , nor Legend, have an additional set ofDerived Attributes. These
practitioners of " hedge magic" a nd s im p le are used in magic-related Tests and in formulating your
incantations. These are the Gifted men and women Sorcery Pool. After assignment ofPriorities and Attributes in
that wield the power of the Fey. Such individuals are the character creation system (again, see Book Two), a player
rare, secretive, patient and dangerous.
Each so rcerer learns and uses magic
TABLE 6.1: DERIVED SORCERY ATTRIBUTES
differently. Magic is a precious gift so rarely
(TO + HT + WP) I 2. Kaa is the amount
bestowed that only one in a many tens of
KM of raw energy a sorcerer is capable of
thousands may wield it. For those Gifted few,
roducin from his bod .
only a handful of books on magic are available
FORM (Wf + PER) I 2. Form stratifies a
in the entire world, treasured and guarded in sorcerels skill and ability to cast spells.
secret places by those who wish the knowledge
kept secret. Most sorcerers must, therefore, be (MA + EN) I 2. Art measures a sorcerer's
responsible for their own advancement and ART competence at resisting the harmful effects
development. of rna c.
Magic in The Riddle of Steel is both DISIPLINE (WP + EN) I 2. How cautious and derailed
dangerous and powerful. In contrast to what a sorcerer is in performing rituals.
many players are accustomed to, magic in this (ST + WP) I 2. The rate at which a
game can prove dangerous to a reckless user. DRAW sorcerer can replenish his vagaries.
Wasteful and thoughtless use of magic will
Book Six: Sorcery 103

H ow will yo ur selection of Vagaries further the


TABLE 6.2: THE SORCERY POOL AND ITS
philosophy of the character? How do your Spiritual
BONUSES
Attributes reflect upon your Vagary choices, and your
SORCERY POOL= KM + FORM Vagaries on your Spiritual Attributes? Deciding who and
what you want your character to be should take priority
Provided there is ar least one die in the Sorcery Pool, in defming the style the character will inherit. Consider
additional bonus dice are added when casting either
as well which Vagaries are compatible and might make
Spells of Three of Spells of Many:
an interesting or useful spell, as multiple Vagaries may
Spells ofOne = Sorcery Pool be combined into a single spell. Table 6.3 lists the Nine
Spdls ofThree = Sorcery Pool + Art Vagaries.
Spells of Many =Sorcery Pool +Art+ Discipline A word of advice when choosing Vagaries:
Summoning is an important Vagary for all sorcerers, as
the creation of a Constant Spell (explained below)
requires its incorporation in order to be effective. The
must calculate their derived sorcery attributes based on the capability of refreshing a character's Sorcery Pool dice
Table 6.1 . through the use of the Instant Spell "Mana" is an
additional reason for the selection of Summoning.
2. The Sorcery Pool
Just as bladeslingers have a Combat Pool and archers The Rules of T hree
:lave a Missile Pool, sorcerers have a Sorcery Pool. Once The Rules ofThree" were discovered and codified
:>roficiencies have been assigned, the Sorcery Pool (SP) by Xanar Stormbringer, said to be the first of the Gifted.
:nust be tallied. Calculate your Sorcery Pool using Table They state that all concepts and energies of magic fit
.2. The Sorcery Pool represents the number of dice used within a three-sided polyhedron. This is found in all
hen casting spells and resisting the harmful effects of aspects of the universe, and applies to gods, men, and
:nagic (self inflicted or otherwise). The sorcery pool can the Siehe.
o be modified based on the kind of spell being cast, Following the Rules ofThree, the Nine Vagaries of
but more on that will come later. Sorcery produce thrice as many effects and are contained
in three categories. Three are based in the Temporal (or
3. The Nine Vagaries of Magic physical) realm, three in the Mental, and three in the
or Sorcerous Proficiencies) Spiritual. The number of Vagaries that may comprise a
Next the player assigns scores to Proficiencies in the spell are varied according to the type of spell cast and
:-nagical arts. Henceforth referred to as the nine Vagaries, the desired effect, although
using more than three
:ney represent facets of what can be done using magic. TABLE6.3: THE
Lp to three points may be placed in each Vagary; the Vagaries requires the
NINE VAGARIES
':umber of points available is based on the Proficiency construction of a Ritual spell,
Sculpture
- ignment in character creation. Remember that these described later on.
Growth
='oints come from . the same place as Weapon Movement
roficiencies, and trying to put a lot in both weapons Conquer
T he Nine Vagaries
md magic will quickly deplete a character's available Glamour Described
Proficiency points. Vision Vagaries have three levels
Vagaries should be selected on the basis of the type Summoning of proficiency: Novice (1) -
md manner of spells a player wishes ro use. What are Banishing Apprentice (2)- Master (3).
mu as a player going to enjoy doing most with magic? Imprisoning Each Vagary is broken down
104 The Riddle of Steel

into three effects, which in turn have three level-based


characteristics. The more points placed in a Vagary Intricacy is the level ofdetail that the sorcerer can sha~
(between 1 and 3), the greater the Lev:el of Effect a the target into.
sorcerer may use. Novice level (1 ) is a rudimentary 1) The sorcerer can create basic geometric shapes.
familiarity with the vagary and its capabilities. Apprentice Pyramids, cubes and spheres, for instance.
level (2) is most common. Spells generated by thjs 2) This level of mastery allows complex polygons
proficiency level are generally the core of a sorcerer's surface structures of inanimate objects.
repertoire. Mastering a Vagary (3) includes a number of 3) A sorcerer can replicate the complex forms of
benefits, especially when creating a Ritual Spell. things.
Both the Vagaries chosen by the character and the
spells he selects define his role in the magical community. Composition defines the number and type of materials
The player is responsible for creating all of his character's sorcerer may use to combine or separate.
spells. Thus a sorcerer who wishes to be known as a I) Two types of materials may be joined or separa1:ea.
necromancer would focus on creating spells that utilize affecting inanimate objects.
spirits in some dark and spooky fashion; sorcerers going 2) Ten different materials may be affected, incl .............
for the "battle-mage" approach should design spells that plants and inanimate objects.
are best used in combat and war. If your campaign 3) 100 various elements may be integrated into a
revolves around combating an advancing horde, your composition, finally effectjng animals. This level
character may be essential in repelling them. Spells may skill allows a target to be disintegrated as well.
be patterned after the example spells (at the end of Book
Six), though a personal touch-in title or in function- Concept stratifies the complexity ofthe creation.
should be added to each. As always the Seneschal has 1) The sorcerer can duplicate something that he is
the final say in all spell creation. curren cly viewing.
2) The sorcerer is capable ofduplicating something that
he or another has seen and described.
3) The sorcerer is able to create things from his

unagmauon.

Temporal realms are those that affect physical matter


in some tangible fashion. They generally change, move,
or alter the size of the target. As they may affect large MOVEMENT: Magic that enables a target to defy
areas as well, these spells are useful for both offense as Newton's laws (albeit Newton isn't around in this world
well as defense. and animate things .
Movement spells may be the most useful and deadly of
all spells. The effects of rapid movement and acceleration
realistically affect a target, including any harmfulside-effects
SCULPTURE: Magic that changes the physical form from sudden acceleration/deceleration or being tossed about
or shape of matter. Like a doll.

The use ofSculpture assumes that the materials sculpted


are already present. Miniscule/cellular uses of Sculpture Speed is how fast a target may be accelerated or decelerated,
require Vision3 (clairvoyance 3) to see the reduced area and the maximum rate ofmovement it may achieve. This
clearly. Some Seneschals may require the use ofan Artistic also includes the element ofLift, or how high a target can
Skill when using Sculpture for complicated shapes. be moved from its current location.
Book Six: Sorcery 105

1) A target may be pushed up to 10 yards per second/


combat round (About 20mph). Acceleration/
deceleration are 2x of the target's current speed. Lift
is 10 yards.
2) A target can reach up to 50 yards per second (about
1 00 mph), or slowed to a crawl. Acceleration/
deceleration is 1Ox target's current speed. Lift is 100
yards.
3) A target may be instantaneously transmitted through
open s pace. Acceleration/ deceleration is
instantaneous. (327,857,019 yd/s, the speed of light)
A decelerated target is incapable of movement. Lift
is I mile.

'rfaneuverability allows a sorcerer to manipulate the


tUrection in which a target is moving.

1) The target may only make directional changes in
one plane of direction (up/ down or left/right).
_I The target may change direction swiftly in all three
planes.
3 The target may change direction instantly and reverse
course.

rtnimation controls fine manipulation and complex


'fi'UJvement ofthe previously inanimate.
Target can walk at a shamble and extend limbs.
- Target moves with the coordination of a normal
human.
3 Target can move with the grace of a finely-tuned
nhlete or predatory cat.

GROWTH: Magic capable of regenerating or


apanding a target. Lesser increm ents may always be
d. Affecting any microscopic target demands the
conjunctional use ofVision.
.

Expanding or contracting a target increases or decreases

ltJ SIZe.

A sorcerer may double the target's size, or shrink it
to hal
- The target size is multiplied or divided by 10.
106 The Riddle of Steel

3) The target size is multiplied or divided by 100. Realism quantifies an illusion's duplication ofreality
1) The illusion is shadowy and vague, or blurry
Maturing a target causes it to grow ifit is living. decompose few details.
ifdead, and corrodes (ifpossible) objects. (As time m r.y-:not 2) The illusion is recognizable but lacks sincerity.
be reversed, making things younger is impossible. 3) The illusion perfectly simulates reality.
1) Target ages as though a month had passed.
""----'""
2) Target ages as though a year had passed Tangibility reflects how real the illusion feels to the
3) Target ages as though a decade had passed. 1) The illusion has no form and can be passed thro

Dividing a target causes it to


reproduce a smaller, duplicate
version ofitself
1) Divides an object on a chosen
.
axiS.
2) Divides a common group of
cells, effectively causing them
to reproduce themselves.
3) This level splits molecules
into equally proportional
divisions.

Mental realms are used to affect


the minds of others. The sorcerer
uses these vagaries to create
illusions, dominate the wills of
others and see what was, is and

will be. The TN for the


"Volume" variable of a mind-
affecting spell is zero .
...
GLAMOUR: The magic of
illusions.
Illusions must be programmed
beforehand or actively controlled.
Some Seneschals may optionally
rule that truly realistic illusions
must have a Vtsion 3 requirement.

Book Six: Sorcery 107

2) The illusion is solid and makes ghostly sounds, but Repress will eliminate some aspect ofthe target's memory.
has no thermal or real tactile components. 1) The sorcerer causes the target to forger a recent
3) The illusion has thermal and audio components occurrence. This can be no longer than a day past.
simulating reality. The target may remember the experience as deja vu.
2) The sorcerer may delete all information associated
lnteractivity allows others to manipulate or experience the with a specific person, place, or event.
illusion. 3) The sorcerer may complerdy wipe the mind of the
1) The illusion cannot be moved or felt. target, reverting it to an infantile state.
2) The illusion has to be interacted with in order to
move.
3) The illusion is as animate as the target it is
duplicating. VISION:This Vagary enables the sorcerer to see other
places, other rimes, or into the minds of others.

Divination reveals the events ofthe past or possible events


CONQUER: The use of magic to control or of the future. Divining the future only reveals the most
manipulate the mind of a target. probable event as the future is constantly rewritten. VtSion
heightens the mind's ability to represent or recreate reality
Implant means a sorcerer is capable ofplacing a thought, through imagination. It does not alter the physiology ofthe
zmage or entity into the mind ofanother. eyes in any way. Vision is necessary in the creation ofspells
1) The sorcerer may place a short thought or simple involving miniscule targets as well
image into the mind of the target. 1) The sorcerer is capable of seeing a day into future or
2) The sorcerer may place an experience or emotion past.
into the target. 2) The sorcerer is able to see events that have occurred
3) The sorcerer may implant a SPIRIT, DEMON, or or that may occur within the time frame of a year.
dormant spell into the target. 3) The sorcerer may prophesy events as far reaching as
his lifeline.
Control defines the sorcerer's ability to influence the actions 5
Dfanother being. Clairvoyance allows the sorcerer to remotely view the events fa
1) The sorcerer may coerce the target into performing unfolding around him. >
a reasonably simple action. This action may not 1) The sorcerer can see the events occurring within 1 r:Z
t.hreaten in any manner the life of the target, nor mile of his position at a magnification of lOX if so
may it be an action that the target would normally desired.
5
find offensive. 2) Thesorcerer may view events in the radius of 100 u..
2) The sorcerer may manipulate the target's actions, miles at a magnification of IOOX.
forcing it to act as the sorcerer wishes. H owever, the 3) The sorcerer may view any event anywhere in the
target is aware and likely to resent this manipulation. world, providing he has some form of a link to the
3) The target is completely dominated by the will of event.
the sorcerer, happily acting according to the 0

instructions it is given, regardless of the consequences
and with no memory of the period spent under
Telepathy is used to read the minds ofothers. Time is often
needed to find the information. g
control. 1) T he sorcerer may scan the surface thoughts of a
target.
~
108 The Riddle of Steel

2) The sorcerer senses the needs and desires in addition Magic is lifeforce without direction. It exists, nothing mo'
to the surface thoughts of the target. Raw magic must be summoned and imprisoned in order
3) The sorcerer can dive into the mind of the target, enchant items, grant spells extended duration (i.e. to tJrot.tM
experiencing any of its memories. Constant Spells), and quickly refresh the Sorcery Pool.
1) A sorcerer may summon enough magic to sustain
~ovicelevel spell.
2) A sorcerer may summon enough magic to sustain
Apprentice level spell.
3) A sorcerer may summon enough magic to susrain
Spiritual realms tap into forces beyond the limits of Master level spell.
human understanding. They deal with magic and beings
thereof. Many spiritual Vagaries impose a cost for their
use.
BANISHMENT: Exiling unwanted magical crea:tu.n:
or effects from the physical plane.

SUMMONING: Calling magical beings or forces (that Spirits are beings created by the life force ofliving creatures.
contain their own magic) into the physical world, for a 1) A sorcerer may banish a Minor Spirit.
price. (This Vagary does only that, however, and controlling 2) A sorcerer may banish a Spirit.
these beings is a whole other matter.) It is advised to select 3) A sorcerer may banish a Greater Spirit.
the Vagary of Swnmoning, as the creation of a Constant
Spell-any spell with a duration longer than Demons are magical beings generated by beliefin Gods, /Uij

instantaneous--requires its incorporation in order to be are either good or evil in nature.


effecrive. 1) A sorcerer may banish a Lesser Demon.
2) A sorcerer may banish a Demon.
~
3) A sorcerer may banish a Greater Demon.
Spirits are remnants ofbeings, the residual copy ofa lifeforce.
en Spirits must be seen through the use ofVision.
1) A sorcerer may summon a minor Spirit. Cost A service Magic is life force without direction.
to the spirit, such as a host body or other offering. 1) A sorcerer may banish the magic ofa ~ovice level spell
2) A sorcerer may summon a Spirit. Cost: An extensive 2) A sorcerer may banish the magic ofan Apprentice levd

semce. spell.
3) A sorcerer may summon a Greater Spirit. Cost: An 3) A sorcerer may banish the magic ofa Master level spelL

ep1c quest.

Demons are magical beings generated by belief in Gods,


and are either good or evil in nature. Conquer3 is needed IMPRISONMENT: Trapping magical creatures or
to implant them into a living creature. forces in the physical plane. A focus (such as a talisman
1) A sorcerer may summon a lesser Demon. Cost: 8 must be created in order to bind the energy to the physical
Spiritual Att. points. world.
2) A sorcerer may summon a Demon. Cost: 16 Spiritual
Att. points. Spirits are beings created by the life force ofliving creatures.
3) A sorcerer may summon a greater Demon. Cost: 24 1) A sorcerer may imprison a Minor Spirit. Cost: 2 Spell
Spiritual Att. points. Pool dice (SP); this is not a permanent expenditure,
Book Six: Sorcery 109

and these dice refresh normally. Limits in a Limidess World


2) A sorcerer may imprison a Spirit. Cost: 5 SP; this Each Vagary has an endless-but not limitless-
is not a permanent expen diture, and these dice diversity of uses. Magic in The Riddle of Steel is based
refresh normally. on the concept that sorcery can bend the laws of nature
3) A sorcerer may imprison a Greater Spirit. Cost: to an exorbitant degree, but completely breaking them
10 SP; this is not a permanent expenditure, and is simply not possible. There are no fireballs or similar
these dice refresh normally. '<comic book magic," as a general part of the "feel" of
magic in The Riddle of Steel. A list ofsample limitations
Demons are magical beings generated by beliefin Gods, follows: Your Seneschal may modify this list, adding to
and are either good or evil in nature. or taking from it, at will.
1) A sorcerer may imprison a Lesser Demon. Cost: 7 Spells may not create matter from nothing.
Spiritual Attribute points for permanency. . Spells may not give life to an object (though they
2) A sorcerer may imprison a Demon. Cost: 13 may move and animate it, change its composition
Sp iritual points for
permanency.
3) A sorcerer may imp rison a
Greater Demon. Cost: 21

Spiritual po ints for


permanency.

.lfagic is life force without


direction.
1) A sorcerer may imp rison
the magic of a Novice level
spell. One Sorcery Pool die
is irrevocably lost if the ~

~
imprisonment is to be made
permanent.
..,7

2) A sorcerer may imprison
s:.x..
0
the magic of an Apprentice ,
level spell. Two Sorcery
Pool dice are irrevocably
.....,..

~.....1
lost if the imprisonment is ...
to be made perman en t.
3) A sorcerer may imprison
the magic of a Master level 0
spell. Three Sorcery Pool
dice are irrevocably lost if
th e imprisonmen t is to be
made permanent. ~
110 The Riddle of Steel

Emphasis should be placed on style and description,


should never be as simple or basic as "I cast a 'Lighrn" '!10
)))
b0 It.

III. Spells
1. Freedom & Power (the Diversity of
The whole concept of a "spell" in The Riddle
is a nebulous thing. Just as Combat is a fluid, rrP'l
thing, so is magic. You don't need to have a spell wri
down in one of your character's spellbooks (in fact,
don't even need a spellbook), though bonuses are
for having spells transcribed, as formalizing any pro'ce
makes performing it easier. Instead, spells may be crealtc
on the fly utilizing whatever Vagaries you have cnose
within the constraints of the Nine Vagaries and the SO(:
creation rules that follow. The only exceptions are
highly complex Ritual Spells, which must have
documented pattern to follow. Even the weakest magic
user has a numberless selection of spells at his

2. Spell Types and Casting Times


Following the Rules ofThree, there are three types
of spells: Spells of One, Spells of Three, and Spells
and structure, or blow it to smithereens... ). Many. Spells of Many, or "Ritual Spells" are the safest..
Life may not be restored to the dead. but at the cost of rime; Spells of Three are general usc
Time may not be reversed. spells effective, timely, and low-risk; Spells of One-
Beings may not get younger. (Though they may the fastest and riskiest kind ofsorcery-are sponraneoush-
appear as though they are . .. ) generated freeform magical effects. Spells of Many and
Souls, Spirits, and Demons may not be destroyed "Formalized" Spells (which may either be Spells of One
(but may be banished or controlled). or Spells ofThree) are the transcribed results of perfected
Fire may not suddenly appear and burn on nothing experimentation. Unformalized Spells of One and o
(but can be started on flammable material ... ). Three are generated based solely on a character~
As a general guideline sorcery is scientific in its individual Vagaries and his player's imagination.
application bur nor in its effect. Magic is still magic, weird
and scary, bur irs practitioners (the players and Seneschal) "Spells of One:" Only one Vagary may be used when
are encouraged to use reality as a mitigating force in the casting Spells of One. These spells render faster but
application of irs fiction. Within such guidelines, each heavily draining effects. This is because the sorcerer lacks
player/character may create and cast any number or variety both the peace and time needed to correctly draw and
ofspells. shape the effects generated by this type of magic.
Each rime a spell is cast, a player must describe and Consequently, as the character is forced to draw on latent
justify how his energy alters reality, what sensations it reserves of energy (the Sorcery Pool), Instant Spells tend
causes, and any perceptible effects the magic creates. to quickly deplete the characters supply of magic. No
Book Six: Sorcery 111

bonus dice are allotted is the safest and most powerful form of casting, granting
when casting Instant the sorcerer a once-per-spell increase of ART +
TABLE 6.4: THE FivE
Spells. DISCIPLINE in dice to the Sorcery Pool. Again, these
MAIN VARIABLES IN are only bonus dice and there must be at least one die in
CALCUlATING A The casting time for the Sorcery Pool in order to receive them. Also, because
CTN "Spells of One" is the casting Ritual Magic takes so long, the sorcerer is able to
T ... CTN of the spell in refresh his Pool somewhat while casting. As the sorcery
R... Ran seconds. Pool refreshes at a rate of one dice per hour, at the end of
V .. .Volume the spell, the sorcerer gains as many dice as the TN of
D ... Duration "Spells of Three:" the spell he cast.
L. .. the Level of Effect 1- Allowing for the
2-3), or the minimum incorporation of up to The casting time for Ritual Spells is one hou1 per CTN
Vagary mastery level three Vagaries in their ofthe spell. .
necessary to produce the composition, these
desired effect spells are both versatile 3. Calculating Spell Casting Target Numbers
and advantageous to (CTNs)
.:ast. Incorporating Vagaries takes time to be done The most important part of creating and casting a
,.:orrectly, but the strain on the character's magic reserves spell is its Casting Target Number, or CTN. This
not so great, because a slim portion of energy is gained number must be matched or exceeded by the result of
while casting. When casting Spells ofThree, the Sorcery any roll of the Sorcery Pool dice. Likewise, its value
ool is increased by the ART attribute due to the denotes how many months of aging a character must
..dclitional mental preparation and time. These bonus resist when casting a spell.
'-W:Ce are just that though, and there must be at least one The complexity of any given spell is represented by
._e left in the Sorcery Pool in order to gain them. its CTN. High CTNs increase the likelihood of aging
and unconsciousness dramatically, and wise sorcerers will
The casting time for Spells ofThree" is I 0 seconds per seek ways to increase the number!' die available in
ITN ofspell. their Sorcery Pool in order to offset these~ sks.
The highest Level of Effect (1-3) from each
"Spells of Many," also called Ritual Spells, are incorporated Vagary is added to the TARGET, the
teasible only in a laboratory, sacred place, or other RANGE, the VOLUME, and the DURATION values
~disturbed area. A sorcerer is capable of combining any (0-3) to create the Casting Target Number (CTN) of
~ies he knows in the creation of Ritual Spells. This the spell. This sets the minimum CTN of a spell to 1,

TABLE 6.5: SPEll. CASTING TARGET NUMBERS


CTNs for... CTN

+ R + V + D + L) - 2
T + R + V + D + L (+ 1 ner additional V used)
Three
T+R+V+D+L(+l additional V used) -2
112 The Riddle of Steel

and the maximum CTN ro , 5 (Ritual Spells excluded). of possible adverse effects. Table 6. 7 displays sevr
All Vagaries and Spell Types utilize the same tables in fundamental CTN modifiers.
figuring Target, Range, Volume, and Duration (see Table
6.4). Table 6.5 presents the formulas for figuring CTNs Positive Modifiers:
for different types of spells and Table 6.6 outlines the Dialogue involves chancing, singing, or o
Target, Range, Volume, and Duration Values used in commanding the forces of magic with the aid
those. same c:a.kuh.t\on~. verbal component. Roll Form/Ritual Magic
chanting, Form/Singing to "sing" spells,
4. CTN Circumstantial Modifiers Musical Instrument if playing them, etc. Unless
CTNs may likewise be increased or decreased due Seneschal rules otherwise, Sorcerers must choose
to circumstantial modifiers. Many, such as meditation form of "Dialogue" for casting all spells, and stick
or using dialogue in casting, are done at the caster's it throughout. A successful roll lowers rhe CT?\
option. Others, such as a disruptive environment or being 1. This bonus does not apply to Ritual Spells (""h
wounded while casting a spell, are to be'avoided because dialogue is expected) o r to t hose with

TABLE 6.6: CTN VARIABLES AND VALUFS


Variable Value
Targets: Multiple targets may be incorporeal (a "target" of zero is also possible if
provided they are within the concurrent volume the spell affectS the caster exclusively)
constraint. Objects on someone other than an (1) inanimate objects
enchanted creature can be affected without a spell- (2) plant life
resistance test. A player may split his targets in a (3) animals (including humans)
number of ual to the characters MA.
Range: The caster must have access to vision to (O) (the the caster exclusively)
designate ranges beyond the line of sight. (l) touch
(2) line of sight
(3) unlimited
Volume (or Size): Any value of a target's (0) incorporeal
composition may not exceed any one of the three (1) 3 gallo s I 20 pounds I 1 yard
variables below by any amount without raising the (2) 30 gallons (oo pounds I 10 yards
1N. (3) 300 I 2000 I 100
< Duration: This variable is only used when
composing Constant spells (see V. Spell Duration).
(0) instant (Instantaneous spells have a value
zero, even when constant)
Every success in casting increases the duration; 3 (1) one hour
successes with a Duration of 3 creates a spell that (2) one day
will Last for 3 weeks. Remember that the effects of (3) one week
Instant spells may be lasting without the Duration
Variable.
A s es are other. For instance, a spell that directly effects an
opponent requires a Target of"Animal" (3 points to the TN), but depending on the Vagary used, may
have a Volume requirement of less than the targets weight. If the spell was comprised of the Conquer
Vagary, and only affected the targets' mind, then the volume requirernenr would be 0. T his is true fo r any
of the above variables.
Book Six: Sorcery 113

TABLE6.7: CTN MODIFIERS


Event Roll If Successful If Failed Notes

Dialogue during castina Form/Ritual M c -1 CfN N/A No bonus when used

Gestures during castina Form/Ritual M c -1 CfN N/A with Ritual Spells
Meditation before Discipline/Meditation -1 CTN (-3 ern NIA Ritual spells only
casting with 5 successes)
Cooperation See in-text description Ritual Spells only
Symbol Drawing in the Art/CTN +1 Target's -1 target's Spells ofThree and

area of a Ritual Spell resistance TN reststance Ritual Spells only
TN
Noisy environment WP /Meditation No change +1 CTN + 3 CfN if fumbled
Interrupted WP/CTN No change +2CTN +3 CfN if fumbled
Wounded No roll N/A NIA Apply shock and
pain modifiers SP

"Dependent on Dialogue" Flaw (including most additional die for each additional sorcerer. As
beginning Gifted). many other magicians may cooperate in a Ritual
Gestures involve physical movement associated with as the primary caster has WP. An extra die is added
spell casting, through arm motions, dance, symbol if the total number of sorcerers present in the circle
drawing or similar means. Roll Form/Ritual Magic is a multiple of 3. These dice are cumulative, but
for "normal" wizardly gestures, or Form/ dance, only if the total count is exactly a multiple of 3
Form/Symbol Drawing, or Form/ (appropriate skill) (thus 9 wizards in a circle gain 3 bonus dice in
for other forms ofgestures. This bonus does not apply addition to the second sorcerer's Discipline and
to Ritual Spells (where gestures are expected) or to the 7 dice from the other seven participants, but ,
those with the "Dependent on Gestures" Flaw either 8 or 10 wizards in the circle would gain no \
(ig9uding most beginning Gifted). bonus dice) . All dice are given to the lead wizard
Meditation is an option for casting Spells of Many casting the spell, who must decide how to divide
(Rituals). To obtain the bonus for this option half those dice between casting and aging. Any and all
the casting time of a spell must be spent in quiet aging incurred falls onto the lead wizard. If any
meditation immediately prior to incanting the spell wizard pulls his support or is removed before the
(roll Discipline/Meditation). Success lowers the aging roll is made, the dice that his presence
CTN by 1; five or more successes lower the CTN provided are immediately lost, and the spell is
by 3. considered "interrupted" (a roll must be made-
Symbol Drawing, in an advanced form, can be used see below). The danger of false friends using this
to improve the effectiveness of a Ritual Spell on a against the lead wizard between casting and aging
target by raising its resistance TN by 1 for every rolls is enough to ensure that most sorcerers only
success on an ArdSymbol Drawing roll. Failure on cooperate with those that they truly trust. \
this test lowers the target's resistance TN by 2 (or 5 Formalization of Spells (see 5, below) is a valuaBle
in the case of a botch). process allowing sorcerers to reduce the CTNs of
Cooperation with other sorcerers can increase commonly used spells with a great deal of

one's SP when casti ng Ritual Spells. Add the preparauon.
Discipline of the first additional wizard, plus one
114 The Riddle of Steel

Negative Modifiers: are those spells that he has Formalized. The rormaJlZ.ailO
Noisy Environments, or other significantly of a Spell is a lengthy but valuable proceSs, involving heaw
distracting surroundings, call for a WP /Meditation research, experimentation, and practice-all resulting in
roll. Failure modifies the CTN by +1, a fumble by transcribed spell.
+3. Success allows the spell caster to continue Formalized Spells provide rna ny advantages. They
unaffected. be passed on from one sorcerer to another so long as
Interruption, causing the spell casting ro break for spell is transcribed in a mutually understandable SCJ'll
even a moment, requires a WP/CTN roll. Failure (many wizards invent their own secret cipher for wnJUI
modifies the CTN by +2, a fumble by +3. Success their spells so that they cannot be stolen). The
allows the spell caster to continue unaffected. process also refines a spell, lowering its CTN witho
Wounding, in addition to being considered an injuring its effectiveness. This bonus is found in Table
Interruption (above), also applies any Shock or Pain above.
modifiers to the Spell Pool. Both Spells of One and Spells of Three may
Formalized by Extended Skill Tests ofForm/Arcane
5. Fonnalintion of Spells and (for Spells of Many only) Discipline/Ritual Magic
Within the tomes of a sorcerer's notes and spell books as many success as the CTN ofthe unforma Iized spell. ..tac

roll takes one week to complete (th ga


Book Six: Sorcery 115

em be a lengthy process). Once these Extended rolls are Theory SR is 6 (he's done this before). At the end ofthe first
complete, a single Per/Read & Write Skill Test must be week he rolls 1, 1, 4, 4, 4, 5, 5, 8 ... one success. Week two
passed to write the spell down. All of this must be done in is better, as he rolls 1, 3, 5, 6, 6, 7, 8, 8, 0 .. . six successes!
a library, laboratory, or other environment where After two weeks ofintense study and experimentation the
experiments may be safely conducted. Especially fine spell is ready for transcription. Omar rolls Per/Read & Write
facilities (such as giant libraries or laboratories) may provide (Per 5/SR 8): 1, 3, 6, 0, 0... two successes and the spell is
bonus dice to the Extended rolls at the Seneschal's option. successfully Formalized and written into his spell book. If
The d.ifficultyofFormalizingaspell-<lue to time, expense, he hadfoiled that Read & Write Test he would have had to
and lack of proper resources often leads sorcerers on life- tear out any usedpages and start over; ifhe hadfumbled he
eng quests to hunt down the notes and spell books of the would have had to start the research all over again! Yikes!

anaents.
Any Spell of One or Spell of Three may be Omar's new Formalized Spell now looks like this:
Formalized. Spells of Many, or Ritual Spells, are
Formalized by definition as they cannot be cast without PAIN
the aid of a transcription. Formalized Spell of One
At the Seneschal's option a character may begin play
CTN =5 (casting time: 5 seconds)
with a number of Formalized Spells equal to the total T) 3 R) 2 V) 0 D) 0 L) 2 (-2 for Formalization)
number of points in their Beginning Vagaries. These Vagary(s): Conquer 2
spells are contained in the character's spell book, and Effec : plant 2
may be any combination of Spells of One, Three, or Inst ntaneous (but maintainable)
.\1any. They must be composed of those Vagaries the ~he target is wracked with pain, as if struck with a
character knows and at mastery levels that the character weapon with a DR of7 (plus casting successes; use the
can cast. "generic" damage table). The target may lower the level
of pain by rolling its WP/TN 7. Each success lowers
Example ofSpell Formalization: Omar the Cruel wishes number ofPool dice lost by 1.
:o Formalize the following spell:
6. Physical Damage Caused by Spells (if any)
PAIN Many spells are created with the purpose ofharming
-pell of One others. Whenever magic takes the place of a conventional
CfN = 7 (casting time: 7 seconds) weapon (such as a rock, sword, or lightening blast) its
D 3 R) 2 V) 0 D) 0 L) 2 DR is:
\agary(s): Conquer 2
E.ffect(s): Implant 2 CTN ofthe spell cast + the number ofcasting successes.
!nstantaneous (but maintainable)
The target is wracked with pain, as if struck with a The injured party's TO (and sometimes armor) is
~pon with a DR of7 (plus casting successes; use the subtracted from this value, leaving the difference as the
-generic" damage table). The target may lower the level final Wound Level. For most wounds the standard
of pain by rolling its WP/TN 7. Each success lowers the Cutting/Piercing/Bludgeoning Damage cables, found in
:1umber of SP dice lost by 1. the Appendix, will do. For others (like electrical or fire-
based damage) the Generic Damage charts will provide
Having gained access to a laboratory, some ((test subjects, " specific information regarding wounds. Shock and Pain
md a few books on the subject ofhuman anatomy and the affect Sorcerers as well, applying all negative Pool
physiology ofpain, Omar begins rolling an Extended Form/ Modifiers to the Sorcery PooL
Arcane Theory Test. Omars Form is 8, and his Arcane
116 The Riddle of Steel

IY. Using the Sorcery Pool amount of time. Consequently, botches are
Three events are simultaneously resolved via Sorcery to the casteL The Seneschal may rule that any botch
Pool dice: Casting the spell, avoiding aging, and resisting fumble causes some unexpected catastrophe,
the adverse effects of any incoming spells. the possibility of the botched spell turning on its caste
This effect is in addition to increasing the CTN for
spells (and aging) for the next spell cast by the num
1. Spell Casting
of botches rolled, regardless of the time elapsed.
The Sorcery Pool's first use, casting spells, is
accomplished by rolling an allotment of SP dice against
Sample Spells of One:
the given spell's CTN. Any success from the SP, when
rolling, allows the spell to function . Multiple successes
DWARFING GIANT OBJECTS
can reduce spell maintenance costs, effect damage, or
Spell of One
even allow spells to become Constant {self-sustaining).
CTN = 9 (casting time: 9 seconds)
With some spells, the successes generated may increase
T) 3 R) 2 V) 2 D) 0 L) 2
the difficulty of resisting their effects.
Vagary(s): Growth 2
Effect(s): Expanding 2
Casting "Spells of One" Instantaeous
STEPl The target object suddenly shrinks to one tenth
As soon as the CTN is calculated, the spell is ready its size, or grows to ten times its norm. At caster opu. .,. .
to cast. The player decides how many dice from the this spell~ay affects all it~m.s on o~ s~rounding
character's Spell Pool will be devoted to casting the spell target, provided they are wtthin the limits of the soc::u
(making the spell take effect) and how many dice will be variables. This spell is useful for crushing opponents in
devoted to resisting the effects of aging (the character their armor, or making their swords too large to swing.
will age as many months as the CTN of the spell, minus
the number of successes rolled to resist aging). Always FLIGHT
consider devoting a larg~ ~ount of dice for resisting Spell of One
aging. Reckless use of magtc Jill transform your character CTN = 5 (casting time: 5 seconds)
into a prune in very little time~ . T) 0 R) 0 V) 2 D) 1 L) 2
Vagary{s): Movement 2
STEP2 Effect(s): Speed 2, Maneuverability 2, Lift 2
The player then rolls the dice devoted to spell casting, Instantaneous (but maintainable)
attempting to meet or exceed the CTN of the spell with The sorcerer is capable of flight. Flying faster than
at least one die. Regardless of the Margin of Success in 200 MPH is dangerous unless the sorcerer also eliminates
this roll, the player must then roll the dice allotted the impact of the wind on his eyes and lungs, as well as
towards aging, and try again to meet or exceed the spell's any loose gear.
CTN. If the character ages at all, a Knockout Roll must
be made. The TN of the Knockout roll is 5 plus the
Casting "Spells of Three"
number of months aged. Once again, a single success
Spells ofThree are cast in the same manner as Spells
will allow the sorcerer to remain conscious. If the roll
of One, except that the "Level" variable is tallied
fails, then the sorcerer is rendered unconscious for 1d 10
differently, increasing the CTN of the spell by 1 for each
minutes or until revived by a friend's successful Per/First-
Vagary beyond the first. This means that the Level
Aid roll.
variable for a Spell ofThree is 2 to 5, instead of the 1 to
All Spells of One represent the sorcerer slamming
3 of an Instant Spell.
against reality with all the force he can muster in a minute

Book Six: Sorcery 117

Casting "Spells of Many" (Ritual Spells)


The dark laboratories of academic sorcerers and the
ominous stones of Celtic Druids are home to the most
powerful breed of magic-Rituals. The preparation
involved and the sheer nature of such spells provides
this strength. Though Spells of Many are best cast in the
comfort of a sorcerer's home, he may cast Spells ofMany
anywhere that he is free to prepare the necessary
arrangements undisturbed. Casting a Ritual Spell requires
as many hours as the spell's CTN.
Beyond the large SP bonus added when casting
Ritual Spells, Spells of Many have one other primary
advantage: the ability to combine more than three
Vagaries into a spell. Spells devised solely for use in rituals
may incorporate any quantity of any Vagaries in which
the sorcerer has a Master level of proficiency (although
the Master Level of the Vagary need not be used-just
available).
The sorcerer must have the spell intended for use in
the ritual transcribed in some fashion, and must maintain
ready access it. Preparation and research are crucial to
casting such spells, which often have very high CTNs
(and can therefore cause a lot of harmful aging to the
Sample Spell ofThree: caster). Generally a sorcerer should be well rested and
fed, and at full health. A sorcerer should begin by
FLIGHT spending half as many hours in meditation as the CTN
Spell ofThree of the spell.
CIN = 6 (casting time: 60 seconds) After resting, the character must eliminate any form
n 0 R) 0 V) 2 D) 1 L) 3 (2 + 1) of corruptive intrusion from the immediate area. It must
Vagary(s): Movement 2, Summoning 1 be quiet, calm, and peaceful in order to begin drawing
Effect(s): Speed, Maneuverability 2, Lift 2, Magic 1 the appropriate diagrams and ritualistic symbols. These
Constant Spell (Margin of Success x 1 hour duration) actions allow the sorcerer to focus his mind completely.
The sorcerer is capable of sustained flight. Flying Any other preparations should be finalized before
rister than 200 MPH is dangerous, unless the sorcerer initialization of casting (e.g. in the case of a Summoning,
ilio eliminates the impact of the wind on his eyes and a vessel must be prepared).
rungs, as well as any loose items and gear. Immediately prior to casting the spell, the player
tallies his character's Sorcery Pool + Art and Discipline
.Vote that the only difference between the Spell ofOne version Attributes (as per Table 6.2), and divides the dice in a
.znd the Spell of Three version ofFlight is the inclusion of desired fashion. One need not spend all his Sorcery Pool!
Summoning which allowsflight for Constant Duration (in It is wise, ifsummoning for example, to give thought to
rhis case for a few hours). This has raised both the CTN retaining di~e for defense if necessary one never knows
.md the casting time. Note also that only two Wzgaries were how a summoned entity might react ... it is best to be
~ed in the formulation ofthis spell-Spells ofThree have prepared. Following previous guidelines, notes and u
;tp to three Wzgaries involved, but are not required to.
118 The Riddle of Steel

research, the sorcerer then casts the spell.


Successful spell casting is determined by
TABLE 6.8: A GING AND O VERDRAW KNOCKOUT TNs
meeting or exceeding the adjusted spell's
CTN with a roll of allotted SP dice. Any SPELL erN = AGING TN
successes past the fuse are only counted AGING TN-# of successes= AGING in months. (Marked off
in a contest ofopposing magics. Botching on the boxes on the character sheet.)

KNOCKOUT TN = 5 + # months aged. Failure r ..., . tsm
the ritual casting roll results in doubling
1010 seconds of unconsciousness.
the TN (and number of months) for the
Aging roU.
their characters to live long. Table 6.8 outlines Agi
Example Ritual Spell and Overdraw TNs.
Suddenly aging even a month is a massive s
REGROWTH on one's system. Each time the character ages,
Spell of Many Knockout Roll (an Attribute Test) at a base TN of
CTN = 11 (casting time: 11 hours) must be made. This TN is increased one point
T) 3 R) 2 V) 2 D) 0 L) 4 (3+1+1+1-2) month aged. At least one success must be getler;ate'
Vagary(s): Sculpture 3, Growth 3, Conquer 2, Vision 3 in order to remain conscious. If a spell is succes.rtuf.J7
Effect(s): Composition 3, Intricacy 3, Concept 2, cast, but the caster is then rendered unconscious, the ~~~
Division 2, Expanding 2, Maturing 2, Implant 2, Repress is still considered to have "gone off" right before any UJ
1, C lairvoyance 3 ofconsciousness. Maintaining spells when involuuc:u
Instantaneous (but with permanent effect) knocked unconscious, however, is impossible.
Regenerates a severed limb, slowly and layer by layer.
Without the use of Conquer the pain would be 3. Resisting Magical Attacks
excruciating. The sorcerer must make a successful Per/ Eventually most sorcerers end up at odds with
Surgery Skill Test. The caster uses Vision to remotely other people. This often leads to one person throwi~
view the individual division and growth of cells, using a spell at another person and-if both parties are
the Sculpture Vagary to align them correctly. The target wizards-the other person throwing back. Sooner or
loses 1 point of HT, as the matter needed to generate later resisting the harmful effects of an attacker's spe
the appendage is mainly taken from existing tissue. will come into play. The third use of the SP allows
Failure to cast this spell creates a useless appendage. sorcerer to bolster a defense against magical attack
/
The{e are three ways to resist a spell.
2. Aging Rolls and Overdraw Knockout e first s to get the heck out of the way. External
... Secondly, a portion of Sorcery Pool dice is used projecti e, object, and energy~based magic may only br
to resist aging. Every time a sorcerer casts a spell, he is dodged. Such attacks might include magical projectiles.
forced to exert his life energy in order to alter reality. explosions, and so on. Any "area of effect" spell or
This practice must be done pe rfectly, less the any spell that requires use of the Missile Pool roll may
expenditure partially curtail the sorcerer's own life. be dodged. Dodging is done through the use of the
The Aging TN is the same as the Spell's CTN. If the Combat Pool or Reflex Attribute as discussed in Book
number of successes is equal or greater than the aging Four: The Codex of Bartle. Using many instantaneous
TN then any and al l effects of aging are negated. If missile-based Spells of One is the same as firing a bow,
not, then the sorcerer ages a number of months equal but without rhe weapon proficiency and against an
to the aging TN minus the margin of success. Players ATN assigned by the Seneschal on the basis of
are advised to devote a lot of dice tO this if they wish difficulty. Spells of Three and Spells of Many allow
Book Six: Sorcery 119

enough time to ebb so that an attack ro ll is Refreshing Spells


unnecessary.
Any spell that attacks a living target internally MANA I
(mi nd control, disintegration, etc.) calls for a Contest Spell of One
based on the type of spell. Generally any spell that CTN = 1 (casting time: 1 second)
has a ((target" variable of "an imal" will allow an T) 0 R) 0 V) 0 D ) 0 L) 1
app ropriate contest to defeat the spell. Resisting a spell Vagary(s): Summoning 1
m this manor is handled on a spell by spell basis. For Effect(s): Magic 1
example, the spell PAIN allows the opponent to Test Instantaneous
WP, with any successes lowering the spell's effect. This Increases the caster's Sorcery Pool by his DRAW
IS the second way to resist a spell. attribute in SP dice. If unused after the sorcerer's EN
T~ird is available only to sorcerers and other in rounds, the summoned magic dissipates. Casting
Gifted or Magical beings, who may resist any spell this spell automatically ages the sorcerer one month in
with a CoJ est ofArt plus any available SP dice spent addition to any aging incurred in casting.
lgainst a (equal to the incoming spell's
CTN) verses his oppone~umber of

uccesses from when he originally cast the


spell. Nullification of the attacker's successes
.:onstitu tes a resisted spell. If the spell is not
resisted , sorcerers are still allowed any contest
normally prescribed (such as the WP Test for
:ne PAIN spell). Seneschals may allow other
tayer characters to resist magic with their highest
Pirimal attribute (fate tends to step in fo r heroes,
frer all). (The target must generate as many
successes as the caster in order to remain unaffected .)
..,...his resistance applies only to the character. It does not
a.:d in resisting physical attacks ofany kind.

. Refreshing the Sorcery Pool


Normally the Sorcery Pool will refresh at the rate
r* one di e per hour, or two per hour spe nt in
editarion. In an emergency, however, a sorcerer may
.. fresh his SP by Drawing in energy. This is done
rough the use of certain Spells of One called
~freshing Spells. Refreshing Spells are special
srantan eous Spells of One that allow a character to
replenish part of his Sorcery Pool very quickly for a
gh price.
Be sure to leave at least one die in your Sorcery
Pool at all times. Without it, your character will be
capable of refreshing your SP on demand and may
... nd himself in need of shovel and a headstone.
120 The Riddle of Steel

MANA II MANA III


Spell of One Spell of One
CTN = 2 (casting time: 2 seconds) . CTN = 3 (casting time: 3 seconds)
T) 0 R) 0 V) 0 D) 0 L) 2 T) 0 R) 0 V) 0 D) 0 L) 3
Vagary(s): Summoning 2 Vagary(s): Summoning 3
Effect(s): Magic 2 Effect(s): Magic 3
Instantaneous Instantaneous
Increases the caster's Sorcery Pool by 2 x DRAW in Increases the caster's Sorcery Pool by 3 x DRAW
SP dice. If unused for the sorcerer's EN in rounds, the SP dice. If unused for the sorcerer's EN in rounds,
summoned magic di ssipates. Casting this spell summon ed m agic di ssi pates. Casting this sp~
automatically ages the sorcerer two months in addition to automatically ages the sorcerer three months in addition
any aging incurred in casting. any aging incurred in casting.

The Sorcery Pool u.a


never exceed its m4.1UJu.a.u.
value through the use of the11e
spells or by normal ho
refreshing.

V. Spell Duration
A spell's duration refers t
how long the spell lasts. SotM
spells n eed no duration-
their effect takes place and
the work is done. Others-
such as illusions-must lx
kept up, or sustained , for a
length of time. All spells ha'e
a duration that fits into one
of the following categories:

Instantaneous Spells
~p a duration of zero. Their
pow'e r comes and goes.
leavjg only its own after-
effects. Many (if not most
Instantaneo us spells will have
... permanent effects, such as .1
Instant ane ous spell char
dissolves a door- the door is
gone for good , but th e
execution of the sp ell was
instant. Spells of One are
Book Six: Sorcery 121

always considered Instantaneous or Maintained aging rolls. The subject only has the spell (not the
due to their single-Vagary nature. All Vagaries) to use, and must use all dice received in
Instantaneous spells can be Maintained, however, the casting. The spell-bearer must resist aging as
as described below. though he or it was a sorcerer upon casting the
spell, or suffer the consequences (in the case of
Maintained Spells are sustained with dice from talismans and other magical items, the item must
the Sorcery Pool. To Maintain a spell a number of make an aging roll. Seneschals should assign the
dice equal to the spell's CTN minus the number number of months or years that an item can
of casting successes must be set aside. These dice endure to "age, before it is destroyed or otherwise
do not refresh into the Sorcery Pool, however, until rendered useless, withering away or turning to
the Maintained spell is released (after which they dust-2 or 3 dlO months is a reasonable amount
refresh at the normal rate). Other spells may still for most items). Once cast, the spell acts as
be cast while maintaining a spell and the sorcerer normally as it would for the sorcerer. Though these
may undertake any actions normally allowed in dice remain in the carrier until the spell is cast,
the interim. Spells may not be maintained using the sorcerer that imbued those dice originally
the bonus dice granted for casting Spells ofThree refreshes his own SP normally. A sorcerer can only
and Spells of Many. Maintained spells may be have as many Dormant spells "out" as he has dice
"dropped, at any time. Additionally, if a Sorcerer's in his full Spell Pool.
SP is drops to zero through wounds or other
outside influences, the Maintained spell breaks Example: Ghandul decides to implant "Regrowth, "from
and drops. the above example, as a dormant spell into his walking-
stick. The spell remains unchanged, except that the ~gary
Constant Spells have a definable duration. This of <<Conquer 3 "has now been added to the mix (raising
duration is chosen as a variable when creating the the CTN by 1 to become 12). He spends the full 12
spell and through the use of the Vagary of hours in Ritual, including 6 hours of pre-casting
Summoning. Each success in casting allows the meditation and symbol drawing (-2 CTN, making the
spell to function for the chosen time frame without final CTN 10) and the cooperation ofanother sorcerer
concentration, essentially creating a self-sustaining (who has a Discipline 5, or +5 SP for Ghandul when
spelL Because Constant spells are effectively "tied casting the spell). His SP for this is 28 (13 +Art 4 +
off,,, the sorcerer need not be conscious, healthy, Discipline 6 + 5). At the end of the ritual he rolls 10
or even alive to ensure their pre-established dice to cast the spell (he rolls 1 success, a 13) and uses
dur.a. n. the other 18 dice to make his Aging Roll (He rolls 3
successes, a 10, 13, and 17). He ages 7 months (CTNI
Dormant S ells are cast for another to use, or in Aging TN = 10, minus 3 = 7), but has successfully
the enchantment of talismans and other spell- imbued his staffwith the Regrowth spell and 10 dice (at
casting items. They must be implanted via the a CTN of 10, the same CTN used when casting the
Vagary of Conquer into the subject, in addition spell. When he uses the staff to re-attach an arm or leg ~
to successfully casting the spell (doing this as part (anyone's), he can choose how many ofthose 10 dice will ~
of a Ritual spell will reduce the risk of aging go to casting the spell and how many will go toward txl
considerably). When a spell is given to another, protecting the stafffrom aging. Either way the staffwill 8
Sorcery Pool dice used in casting are transferred be doing all the work next time. Note that he could have
with it. Once a Dormant spell has been passed to tried to implant a simple ((Spell of One" or "Spell of
a subject, the carrier may cast it using those SP Three" using a ritual spell as well (or in a pinch,
dice passed along with the spell for casting and without).
122 The Riddle of Steel

VI. Sorcerers and Sorcerous Characters 1. Race and the Gift


The Fey and the Gifted are challenges for even the most Three races allow player characters ro wield
advanced gamer or RPG veteran. Beyond the mechanics dreadful forces of Weyrth's most ancient power:
inherent in a sorcery system that allows so much freedom Gifted, the Fey, and Faeries.
and grants so much power is the issue of race, culture,
balance, and tone. These items, along with direction and The Gifted are those humans born with the <:LUJ.Jtu

advice for creating a sorcerous character, are outlined below. to channel, control, and direct the energies of ma.gx;
Such power usually surfaces
t h e time of puberty, b
doesn't reach maturity .....u ..
young adulthood. M
human nations
superstitious and fearful
magic. Many religions
cultures hunt down those
have such power
inquisitions and purges.
Gifted hide their covet
"gift" with all that they
Though generally solitary
the practice of magic, man
of the Gifted have sma
networks across thet
homeland, passed on to eaJ
apprentice from his master.
The G ifted are magicall
inferior to the Fey and other
magic-using Siebe in one wa~
all human sorcerers must take
either the "Dependency on
Gestures" or "D epen dency on
Dialogue" Flaw in its minor
version. This is in addition ro
any Flaws gained during the
Priority phase of Character
Creation (see Book Three:
Training). Those Gifted
w illing to take the major
version of either Flaw may do
so if they please, counting it
as a minor Flaw fo r the
purpose of Priorities during
character creation. This Flaw
Book Six: Sorcery 123

may be bought off through Spiritual Attribute points the rest come to be feared and admired by the world.
later in play. This is due to the &agile bond between Sorcerers with the Gift of the Ancients gain three (3)
mortal man and the god-like power of sorcery. extra dice in their Sorcery Pool, reflecting a natural
acumen for magic.
The Fey are those ancient Siehe Elves that ruled the
whole of Weyrth before the coming of man. They are Mindful (major)
revered in Celtic pagan circles, feared by commoners, Those magic-wielders that survive to a ripe old age
md considered superstition by the wealthy and educated. by natural means often write books of the deep sense of
Elves make powerful sorcerers, but are wary to use more insight and enlightenment that their lives and journeys
oower than they can handle. Unlike humans, the Fey have brought them. Few actually attai n this oneness of
nave no life-span- they are immortal, except for the mind and body that the elders once possessed-some
.zging effects of magic (discussed below). Any aging that say it parallels the elusive Riddle of Steel. Characters with
n Elf character undergoes affects him exactly as it would this Gift are on the brink of such enlightenment, having
..1 hu man, causing the effects of age to plague the eternally aligned their thoughts and consciousness with their
ung Fey. It is considered a sign of great power and physical form. All spell casting Target Numbers are
isdom (or foolhardiness) amongst the elves to be reduced by one (1) point when the character is well
.Jdvanced in years, as only great (or foolish) elves channel rested.
so much magic as to endure sorcery's adverse effects.

Sleepless (mi nor}
Faeries are those lesser Siehe (be they Seelie or The unification of the corporeal, the mind, and the
-nseelie) that can use magic. They are not uncommon soul that sorcery creates allows the body to do fantastic
mtongst the Siehe, and are constantly by the side of the things. This Gift has different effects for different races.
rev. Most Faeries disdain and taunt those other Siehe The Fey (are considered to have this Gift automatically)
.......at cannot wield sorcerous powers, considering them never sleep at all unless they so choose. Some faeries (who
be Little more than ugly humans or dwarfs. Due to must buy this Gift) are accredited with the same ability.
fir chaotic nature, most faeries may never take the Human and Hallling Gifted must enter a powerful and
~lindful" Gift, though some wood-sprites may be ancient form of meditation that allows them to remain
conscious and aware (though in a meditative state)
instead of sleeping.
2. Gifts and Flaws for Sorcerers
These Gifts and Flaws are available only to the \ ifted, Weires and Familiars (minor}
Fey, and to Faeries. They apply to the realm oflnagic Weires are those sorcerers bonded to a companion;
cU Y. Rules for selecting them and buying the off are the familiars are the animals which act as that companion.
illlle as for mundane Gifts and Flaws as found in Book Small creatures, such as ferrets, cats, hawks, bats, and
Three: Training. rats are popular, though any kind of animal may be
bonded. Characters with this Gift begin play with a
rcerous Gifts Described familiar of their choice (assuming Seneschal approval).
The benefits of such an arrangement are many,
Gift of the Ancients (major) though not without risk. The familiar grants the sorcerer
Every few decades one is born descended from the one automatic success on all Aging rolls. The charactees
The Gift is strong in such sorcerers, be they elf or mind is linked to that of the animal, constantly sharing
....u Most destroy themselves and everyone around them
thoughts, sights and feelings. The sorcerer is effectively
:heir power is too great for the untrained to control; two beings, and may use either body as a vessel for his/
their mind. Entering the mind of the animal deprives
124 The Riddle of Steel

the sorcerer of his own body, and for the duration it lies The minor version of this Flaw allows sorcerers to
in a catatonic slumber. A Weire would be wise to take magic with only their hands. The major version is ~._. ...
the necessary precautions. ... more debilitating, requiring the use ofboth hands and
and removing any possibility of casting any Spells of
Talisman (major or minor)
Since the days ofthe ancients and ofthe elders, sorcerers Impotent Blood {major}
have been looking for ways to increase and store power. Sometimes the Gift surfaces in generations where
Talismans, physical objects that contain their own magical probably should have lain dormant. Characters bo.rn
energy, are the result. Though smaller, ponable objects are this Flaw loose two dice from their Sorcery Pool.
most popular, any physical non-living thing may be a
talisman. These powerful artifacts add bonus dice to any Haunted {major or minor}
spell cast, not unlike the bonuses provided by non-instant In their dealings with the "otherworld," manysoficen
spell casting. attract the attention ofrestless ghosts and spirits. These~
A major Talisman provides two dice for use with the drifting souls plague the days and nights of any
SP, while a minor talisman provides only one. Up to three with this Flaw. Sorcerers with the minor Flaw are
talismans may be used at once, though finding or creating irritated and bothered by a single ghost or small grOl
more than one may be impossible. Such characters will often find it hard to sleep at night
may face interference in daily matters. Those with the
Sorcerous Flaws Described incarnation of Haunted are tormented almost corlStaJtlt
by many spirits or by one very cranky troublemaker.
Dependence on Dialogue {major or minor) sorcerers awaken each morning tormented and meary-ev~
This common disability amongst sorcerers forces them and find it difficult to do anything about the "voices"
to speak aloud when weaving the threads of magic and the "visions" that seem to barrage them constantly.
sorcery. Each spell is performed by reciting ancient chants such persons are deemed mad.
attached to the Vagaries that compose it. Spells must be
enunciated properly, and may be uttered at any volume Tortuous Magic (major)
above a whisper. This allows other sorcerers to detect what Some sorcerers' bodies don't take well to
Vagaries you are using and to determine the Casting1N of the forces of magic. For such characters casting any
your spell as you cast it by rolling a successful MAlArcane ages the caster by one month in addition to any aging
Theory Test. might be received normally. Don't forget to roll Overdraw
The minor Dependence on Dialogue Flaw carries only Knockout!
the disadvantages listed above. The major version forbids
the casting of any Spells of One as well. Volatile Magic {major}
Sorcery is a fickle thing that both man and Fey lmoe
Dependence on Gestures (major or minor) been trying to understand for thousands of years. Many
Focusing the random energies of magical power is a methods for teaching and using sorcery exist, passed on
difficult thing to do for many sorcerers. Some, in from master to student. Some of these methods are wild
compensation, have learned to use their hands as a method and undisciplined with deadly results for those that loose
of visualizing these channeled energies through flashy control over their powers. Magicians with the Volatile Magic
movements. While enabling such weaker or less developed Flaw receive 1d 10 - TO electrical Wounds (from the
casters to wield magic, it comes with cenain limitations. Generic Damage Table in the Appendix) whenever th~
Sorcerers with this Flaw cannot cast any spell if their hands fumble or botch a casting roll. These Wounds are applied
are bound or-worse yet cut off. randomly to the whole body as with a fall (see Book Five
The Laws ofNature).
Book Six: Sorcery 125

VII. Sorcery in Combat bladeslinger, but with one who dares call
himself... equal. Spectators take heed.
A sorcerer's 'duel' is primarily an issue of time,
1. Swords and Sorcery
as sorcerers attempt to disable each other by casting
With everybody running around swinging
a faster spell than their opponent. As each spell
swords, it's almost inevitable that the target of these
has its own casting time, all involved must keep
blades will eventually be one who wields
track ofwhat they cast and how long it takes
the mysterious powers of magic. That is,
to do so. Thus, running the duel in "real
if the sword's owner hasn't already soiled . ))

ume, a sorcerer may cast multiple spells


nis armor and ran off crying for his momma
with low CTNs in contrast to an
mer discovering who and what you are.
opponent who is casting one spell with
To be effective in melee, sorcerers
a large CTN. Using a piece of graph
must limit their casting to spells with a
paper is an easy way to chart spell
CTN of 2 or less as each exchange of
casting times in a duel. A contest of
:Jlows only lasts for 1 to 2 seconds and
WP vs. each caster's own CTN will
the shortest of casting time for any spell
resolve any ties, should both
1 second per CTN. As a result, a
combatants spells "go off" in the
sorcerer is less than effective in melee.
same round.
-\ny spell with a higher CTN requires

3. Inverting Spells
This is an application of the
Vagaries that applies to many
situations, not just combat.
Many Vagaries have opposite
effects, or may at least be
"cancelled out" by inverting the
effects of a spell. Inverting a spell
oo long to cast, leaving the sorcerer
1. si tting duck. Combat runs is accomplished by using the
regularly, with the sorcerer's spell same Vagaries (at the same
cting as his offense or defense. level of master or
higher) as a deliberate
i\ny other actions taken use the
...ice alloted by the Reflex counter to another
:-\ruibute or any comba pool that spell. Thus, counter-
~e caster might posses. orcerers
casting the same spell in reverse
A..:e well advised to avoid such will nullify the original spell,
~rect confrontations.
provided casting successes equal or
exceed those of the opponent.
,- Mage to Mage . You must know which
Vagaries your opponent is
Just as inevitable, but
using in order to effectively do
e en rarer, is the
this, as you are essentially
ome nt when a
casting the sa me spell as your
rcerer finds h imself in
opponent, only backwards.
oe arena of combat, not with a
126 The Riddle of Steel

VIII. Example Spell Casting Scenario Ghanduls available Sorcery Pool dice for this spell arr
(SP 13 +ART 4).
1. Ghandul Makes a Spell
2. Ghandul Uses hls New Spell
Ghandul has written a spell (after making an Arcane Theory One day he needs to get into an enemy castle nine coum
and Read & Write Skill Test). He decides to name the spell away immediately or his friend will be beheaded at
((FOLD. " hands ofa mad king. He decides that the risk is
He must have MOVEMENT master rank (3) in order to to use this newly written spell.
transmit his molecules instantly. The volume level is 2 (his
weight), and the target value is zero (as the spell effects only To cast the spel4 Ghandul splits his whole Sorcery Pool~
the caster). The range ofthe MOVEMENT component is for one die (so that he can use a Refresh Spell if things
0, but the range ofthe VISION vagary is 3. SCULPTING ugly once he arrives at the mad kings castle). He decitkr
3 is needed to prevent damage to him during transport, use both Gestures and Dialogue to lower the CTN b]
disintegrating him before travel, and reintegrating him After successfUlly rolling an Attribute Test ofForm
afterward Ghandul alro incorporated VISION into the spell 8 (the spell's CTN) for both Gestures and
so that he couldgo anywhere his friends needed him. Master Ghandul focuses his energy, takes one minute (60 ~"r"""
level is needed for a clairvoyant scan ofthe target area. to cast the spel4 and rolls his dice. He devotes 7 SP
towards casting the spell and 9 dice towards resisting
All this totals up to a spell with a TN of 8 Fortune grants him 5 successes in casting and 6 in
aging. He ages 2 months but still casts the spell. He
+0 for Target- Animal (but in this case it's the caster) Knockout/IN 7 (5 + the 2 months he aged) sua:essn'IJJ
+3 for Range- Linked to target. and remains conscious. He's now aged 2 months (and
+2 for Volume- 10 liters 77 kilos (his weight) likely need a shave and a haircut), but is going to surt.>ri
+0 for Duration the hell out ofthat evil king when he shows up.
+3 for Level [the Vagary of MOVEMENT]
[+0 each for the Vagaries ofVISI0 N and SCULPTING 3. Ghandul Casts that Same Spell in a Hurry
because this is a Formalized Spell ofThree] Same spe/4 another situation. Ghandul does not have
to waste. The ceiling ofa cavern is collapsing around him.
TOTAL CTN of spell = 8 (A hard spell!) As he needs to get out quick he's going to cast FOLD as
AGING = 8 months maximum series ofSpellr of One.
KNOCKOUT = 5 + months aged, if any
Ghanduls Spell Poolfor this spell is 13, his unmodified SP.
FOLD
Formalized Spell ofThree FOLD (Vision Component)
CTN = 8 (casting time: 60 seconds) Spell of One
T) 3 R) 0 V) 2 D) 0 L) 3 CTN = 7 (casting rime: 7 seconds)
Vagary{s): Movement 3 Sculpting 3 Vision 3 T) 3 R) 3 V) 0 D) 0 L) 3 (-2 for Formalization)
Effect(s): Speed 3, Composition 3, Clairvoyance 3 Vagary{s): Vision 3
Instantaneous Effect(s): Clairvoyance 3
The sorcerer disintegrates his molecules and Instantaneous
transports them ro a preordained destination at the speed The sorcerer's inner sight is instantly guided to the person
of light, reassembling them upon arrival. or place that is sought.
Book Six: Sorcery 127

FOLD (Sculpture Component) maintaining the spell (holding it for later), after which he
Spell of One refreshes his Spell pool again. This time he uses MANA IL
CfN = 3 (casting time: 3 seconds) as he won't need more than 8 dice (TN 0), and it goes off
T) 0 R) 0 V) 2 D ) 0 L) 3 (-2 for Formalization) without a hitch. He now has a 7 die maximum in his Spell
s): Sculpting 3 Pool (13- 5 to maintain thefirst spell - 1 to maintain the
Effect(s): Composition 3 second= 7).
Instantaneous
The sorcerer disintegrates his molecules for a second, Again he splits his dice with one to pare. Using 3 dice to
TPr which they reintegrate cast the Movement portion (CTN 4) and 3 to resist aging
he rolls 2 successes for the spell and 3 against aging. He ages
LD (Movement Component) another month! He luckily passes his Overdraw Knockout
of One Roll once again.
= 4 (casting time: 4 seconds)
0 R) 3 V) 0 D) 0 L) 3 (-2 for Formalization) With the final component prepared he releases his
,.-..r. ): Movement 3 maintained hold on the previous two spells and whoosh!
:ectts): Speed 3 Ghandul's body is immersed with energy, and time seems
to stop. The pain hefeel as his molecules are shredded asunder
The so rcerer transports his molecules to a is exceeded only by the nausea caused byflying through pace.
,......,~''4<U"..... destination at the speed of light. White light blinds his mind for a split second, folluwed
shortly by the buzzingfeeling ofreintegration. Gravity once
order to pull this off, he will have to cast all three parts of more pulls him toward the earth as his senses return to their
spell separately. Each part of the spell must be Held normal state.
the next is cast. It's going to be tricky to say the least.

~nz"r.w with the Vision portionofthe spell Ghandul splits


Spell Pool evenly, saving one die.

flares up his energy, casts the spell and rolls his dice.
first spell is the hardest, CTN of7, so he devotes seven
CI/.St and five to aging: generating 2 casting and 3 aging
aesses (he ages 4 months). He rolls his Knockout vs. a
of9, andpasses. Ghandul is maintaining the pel! with
'his cast dice (CTN 7- #ofcasting successes}, so though
pool is 1 right now, it can only refresh up to 8.

Ghandul uses MANA III (TN of1, he's Formalized


He gets 3 x Draw (4) dice-12 total-but as he's
a spell with -5 SP dice, he only refreshes to a
XtmtA'm of8 SP.

then casts the second part of the spell. The Sculpture


has a TN of3, so he allots 3 SP to cast and three to
aging, with 2 casting and 3 aging successes the result
doesn't age on this one!). He must devote 1 die to
128 The Riddle of Steel

In total he has aged 4 months from the fust spell, 1 Vagary(s): Sculpture 2
month from the third, and 5 months from using refresh Effect(s): Intricacy 2
spells, or 10 months in all. When he re-appears outside Instantaneous
of the cave he'll have long hair and a wicked looking A 4 ,, inch thick wall of earth or stone rises from
beard. On the other hand, it only took him 16 seconds ground, its mass detracting from the surface area ...
L ..

to do what would have taken 60 if cast as a Spell of it.

Three.
MINE SHAFT
IX. Example Spells Spell of One
CTN = 8 (casting time: 8 seconds)
These spells are only examples, so create your own!
Any spell here can easily be modified for Range,
T) 1 R) 2 V) 3 D) 0 L) 2
Duration, or any other Target Variable for a variation on Vagary(s): Sculpture 2
Effect(s): Composition 3
the stated effects.
Instantaneous
Creates a pit in the earth 10 yards deep. If crea
below someone, an Agility test against a TN 8 +
successes is needed to avoid falling in.

RAPIERS OF BONE
l.Spells of One
Spell of One
CTN = 10 {casting time: 10 seconds)
T) 3 R) 2 V) 2 D) 0 L) 3
Vagary(s): Sculpture 3
SCULPTURE SPELLS Effect(s): Composition 3
Instantaneous
DESTRUCTION The target's bones project spurs through the
Spell of One causing DR 10 (+casting successes, minus TO) to t"VP'r
CTN = 6 (casting time: 6 seconds) part of the body on the Generic damage table. The

T) 1 R) 1 V) 1 D) 0 L) 3 is excruciating and remains until the wounds heal
Vagary(s): Sculpture 3 Pain values with Shock). If this spell is modified
Effect{s): Composition 3 become constant, no healing begins until after
Instantaneous duration of the spell.
Disintegrates any object touched. Resistance is N/A
unless the item is in the possession of an enchanted
creature, in which case the creature has its ART score in
dice plus any devoted SP dice to resist with.
MOVEMENT SPELLS

ff WALL FLING
~ Spell of One
Spell of One
en CTN = 6 (casting time: 6 seconds)
CTN =4 (casting time: 4 seconds)
T) 1 R) 1 V) 2 D) 0 L) 2
T) 1 R) 1 V) 1 D) 0 L) 1
Book Six: Sorcery 129

Vagary(s): Movement 1 Sorcery Pool, one for everyone else. The first roll allows
Effect(s): Speed 1, Lift 1 the target of this spell to resist with dice from the SP.
Instantaneous Any success cancel out one month of aging per success.
The sorcerer upon touch causes an object of light The second roll is to remain conscious, and applies to
weight to be flung into the air. Use the Missile Pool for any target of this spell. The victim uses his Knockout
,macks. Damage is 4 + casting successes. Damage type attribute to best a TN of 5 plus 1 per month aged. Note:
cutting, piercing, bludgeoning) is determined by the canceling out all the months on the first roll negates the
object flung. second one.

FROZEN PlAGUE OF THE DWARF (OR GIANT)


Spell of One Spell of One
CTN = 7 (casting time: 7 seconds) CTN = 9 (casting time: 9 seconds)
n 1 R) 2 V) 1 D) 0 L) 3 T ) 3 R) 2 V) 2 D) 0 L) 2
Vagary(s): Movement
1
----- Vagary(s): Growth 2
Effect(s): Speed 3 .._ Effect(s): Maturing 2
nstantaneous lnstantan~ous
This spell suspends the movement of the air around The target suddenly shrinks to a tenth of its size (or
the target at a distance and depth of an inch. The air grows to ten times its norm). The target looses one point
solidifies and arrests all movement
f the target. The target may make
m AG test at a TN of 7 + casting
uccesses in order to escape an
stant before being frozen. If
caught the target is afforded an AR
f 7 + casting successes against
ncoming physical attacks, but is
mcapable of movement and cannot
eath.

GROWTH SPELLS

CYCLE OF THE SUN


Spell of One
CIN = 9 (casting time: 9 seconds)
3 R) 2 V) 2 D ) 0 L) 2
\ igary(s): Growth 2
E.ffect(s): Maturing 2
brstantaneous
The target of this spell ages as
though a year had passed. This spell
mrces two rolls for those with a
130 The Riddle of Steel

of ST and TO for each 30% of reduction in size; the


target gains one point of ST and TO for every 50%
increase in size. Resisting the spell is accomplished by
nullifying all casting successes with a contest of TO
against a TN of 9.

GLAMOUR SPELLS

SMOKE
Spell of One
CTN "' 6 (casting time: 6 seconds)
T) 0 R) 2 V) 2 D) 0 L) 2
Vagary(s): Glamour 2
Effect(s): Real ism 2
Instantaneous
A thick "smoke" obscures the area (up ro I 0 cubic
yards). PER tests are penalized by 2/3.

DUPLICATE
' Spell of One
CTN "'7 (casting time: 7 seconds)
T) 0 R) 2 V) 2 D) 0 L) 3
Vagary(s): Glamour 3
Effect(s): Tangibility 3
Instantaneous
An illusion of the sorcerer appears anywhere in
the line of sight. Defeating this spell requires a
successful contest of PER at a TN of7. CONQUER SPELLS

VANISH LURE OF THE GLASS


Spell of One Spell of One
CTN "'7 (casting time: 7 seconds) CTN "' 6 (casting time: 6 seconds)
T) 1 R) 1 V) 2 D) 0 L) 3 T ) 3 R) 2 V) 0 0 ) 0 L) 1
Vagary(s): Glamour 3 Vagary(s): Conquer I
Effect(s): Tangibility 3 Effect(s) : Implant 2
Instantaneous Instan taneo us
The sorcerer wraps the area directly around him The victim believes and feels as though he t
in an illusion, effectively making him clear. Movement drunk. Resisting the spell requires a contest of WP
is not possible though, as the so rcerer will reappear the caster adds any casting su ccesses ro those of the
outside the field of the spell. contest.
Book Six: Sorcery 131

MESMERIZE Vagary(s): Conquer 3


Spell of One Effect(s): Control 3
CTN = 6 (casting time: 6 seconds) In tantaneous
T) 3 R) 2 V) 0 D) 0 L) 1 e gft's mind is blanked, causing it to do nothing
Vagary(s): Conquer 2 but stand and stare blankly at the sorcerer. The target is
Effect(s): Implant 2 granted a contest of WP against the TN of the spell,
Instantaneous attempting to cancel out the sorcerer's casting successes.
The sorcerer peers into the eyes ofhis victim, assuring
the person that everything is fine and there is no cause
for alarm. Resisting the spell requires a contest ofWP;
the caster adds any casting successes to those of the VISION SPELLS
contest.
PROPHESY
QUIVERING BOWELS Spell of One
Spell of One CTN = 6 (casting time: 6 seconds)
CIN = 7 (casting time: 7 seconds) T) 0 R) 2 V) 2 D) 0 L) 2
T) 3 R) 2 V) 0 D) 0 L) 2 Vagary(s): Vision 2
\ agary(s): Conquer 2 Effect{s): Divinat ion 2
Effect(s): Implant 2 Instantaneous
Instantaneous Peering into the intricate tapestry of time, a vision
The victim of this spell suddenly needs to find a of the fut ure solely dependent on overwhelming
secluded area .. .. Resisting the spell requires a contest of probability is unfurled, portraying the major events
U'P; the caster adds any casting successes to those of the relevant to the so rcerer for the upcoming year. The
contest. accuracy of this spell is enhanced with an increased
duration. Received as a sudden flash of images, events
SUICIDE may be disrorted, jumbled, merged, or completely
-.. ell of One obtuse. In reality, the Seneschal will only reveal events
CIN = 7 (casting time: 7 seconds) pertinent to the adventure, with a little flavor thrown
- 3 R) 2 V) 0 D ) 0 L) 2 in for drama.
\~ary(s) : Conquer 2
Effect(s): Control 2 MINDGATE

"'itantaneous Spell ofO ne
Unless the target resists the spell via a WP contest CTN = 8 (casting time: 8 seconds)
~st a TN of 7 plus 1 per the caster's successes, it is T) 3 R) 2 V) 0 D ) 0 L) 3
- reed kill itself in the swiftest manner possible. Vagary(s): Vision 3
Effect(s): Telepathy 3
TRANSFIXION Instantaneous
Spell of One The use of this spell allows the sorcerer ro read
CIN = 8 {casting t ime: 8 seconds) the thoughts swirling through the mind of the target.
3 R) 2 V) 0 D) 0 L) 3 An opponent may recognize his mind is being scanned
if a PER test at a difficulty of 7 + casting successes is
made. If the intrusion is d etected, the target may
willingly jumble his t houghts (s u ccessfully
132 The Riddle of Steel

accomplished or not at the discretion of the Seneschal, automatically ages the sorcerer three months in
based an MA) addition to any aging incurred in casting.

The Sorcery Pool may never exceed its maximum


value through the use of these spells or by normaJ
SUMMONING SPELLS hourly refreshing.

MANA I
Spell of One
CTN = 1 (casting time: 1 second) BANISHMENT SPELLS
T) 0 R) 0 V) 0 D) 0 L) 1
Vagary{s): Summoning 1 EVAPORATE
Effect(s): Magic 1 Spell of One
Instantaneous CTN = 3 (casting time: 3 seconds)
Increases the caster's Sorcery Pool by his DRAW T) 0 R) 2 V) 0 D) 0 L) 1
attribute in SP dice. If unused after the sorcerer's EN Vagary(s): Banishment 1
in rounds, the summoned magic dissipates. Casting Effect(s): Magic 1
this spell automatically ages the sorcerer one month Instantaneous
in addition to any aging incurred in casting. This spell reduces an opponent's spell pool by th~
caster's Draw Statistic in dice.
MANA II
Spell of One VANQUISH
CTN = 2 (casting time: 2 seconds) Spell of One
T) 0 R) 0 V) 0 D) 0 L) 2 CTN = 3 (casting time: 3 seconds)
Vagary(s): Summoning 2 T) 0 R) 2 V) 0 D) 0 L) 1
Effect{s): Magic 2 Vagary(s): Banishment 1
Instantaneous Effect{s): Magic 1
Increases the caster's Sorcery Pool by 2 x DRAW Instantaneous
in SP dice. If unused for the sorcerer's EN in rounds, This spell disperses the sustaining dice of a singular
the summoned magic dissipates. Casting this spell spell of novice level. The spell attempts to match th~
automatically ages the sorcerer two months in addition number of dice sustaining the opposing spell
to any aging incurred in casting.

MANA III
Spell of One IMPRISONMENT SPELLS
CTN = 3 (casting time: 3 seconds)
T) 0 R) 0 V) 0 D) 0 L) 3 CHAINS OF FATE
Vagary(s): Summoning 3 Spell of One
Effect(s): Magic 3 CTN = 5 (casting time: 5 seconds)
Instantaneous T) 0 R) 2 V) 0 D) 0 L) 3
Increases the caster's Sorcery Pool by 3 x DRAW Vagary(s): Imprisonment 3
in SP dice. If unused for the sorcerer's EN in rounds, Effect(s): Magic 3
the summoned magic dissipates. Casting this spell Instantaneous
Book Six: Sorcery 133

In the manner of a lightning rod, the sorcerer by the exertion of force in the desired direction. (The
redirects incoming magic to its point of origin. The sorcerer must push himself along .. .)
spell ''sucks" the magic back at whatever source
originated it, forcing said origin to become the target BROOMSTICK
of the spell. This spell is spell sensitive, and must have Spell ofThree
both a visible source of origination as well as a magical CTN = 6 (casting time: 60 seconds)
emanation to redirect. T) 1 R) 1 V) 1 D) 1 L) 2 (1+ 1)
Vagary(s): Movement 1, Summoning 1
SEVER Effect(s): Speed 1, Maneuverability 1, Lift 1
Spell of One Constant (1 hour/success)
CTN = 5 (casting t ime: 5 seconds) A small object is used to bear the sorcerer a short
T) 0 R) 2 V) 0 D) 0 L) 3 distance above the ground. The sorcerer must
Vaga.ry(s): Imprisonment 3 concentrate on the direction he wishes to go, as well as
Effect(s): Magic 3 the velocity. Inattention will allow the object to carry on
Instantaneous in the direction and speed it was last oriented towards.
Successful use of this spell imprisons the
opponent's magic inside of him. Best to cast with as FLIGHT
many dice devoted towards casting as possible, an Spell ofThree
opponent has only his Art score and reserved SP dice CTN = 6 (casting time: 60 seconds)
to contest this spell with. Basically it either works or T) 0 R) 0 V) 2 D) 1 L) 3 (2+1)
ir doesn't. If the opponent's magic is imprisoned and Vagary(s) : Movement 2 Summoning 2
is attempting to escape, he must invert the spell to Effect(s): Speed 2, Maneuverability 2, Lift 2, Magic 2
break free. No other spell may be cast until the sever Constant (1 day/success)
spell is inverted. The sorcerer is capable of sustained flight. The
sorcerer may change directions at a bearing up to a ninety
degree angle in a single motion. Danger to the sorcerer
is based on the speed at which the sorcerer is traveling,
forcing WP and EN rolls at a TN of 8+ based on the
current circumstance. (Generally + 1 to TN for each 50
MPH the sorcerer is traveling at). Flying faster than
200 MPH is dangerous, unless the sorcerer also
eliminates the impact of the wind on his eyes and lungs,
l.Spells of Three as well as any loose items and gear.

LEVITATION ANIMAL
Spell ofThree Spell of Many
CIN = 5 (casting time: 50 seconds) CTN = 7 (casting time: 70 seconds)
n 0 R) 0 V) 2 D) 1 L) 2 (1+1) T) 3 R) 0 V) 2 D) 1 L) 4 (3+ 1+1+1-2)
Vagary(s): Movement 1, Summoning 1 Vagary(s): Sculpture 3, Growth 2, Vision 3, Summoning
Effect(s): Speed 1, Lift 1, Magic 1 3
Constant (1 hour/success) Effect(s) : Composition 3, Expand 2, Magic 3
The sorcerer may float up to 10 yards off the ground Constant (1 week/success)
and hover. Horizontal movement may be accomplished Transforms the caster into an animal ofchoice. While
in the form, the sorcerer acquires all Temporal attributes
134 The Riddle of Steel

associated with the animal, as well as irs method of attack. Spell ofThree
Familiarity with the form however, is learned only CTN = 10 (casting time: 100 seconds)
through practice. Speech is not possible unless the animal T) 3 R) 0 V) 2 D) 1 L) 4 (3+ 1)
possesses the appropriate vocal chords. The Seneschal Vagary(s): Glamour 3, Summoning 3
may require a MA or PER rest at a difficulty of 9 in Effect(s): Tangibility 3, Magic 3
order to use the form correctly. Constant (1 week/success)
The sorcerer wraps himself in an illusion uupm.:au:
STAUNCH BLEEDING the space he is occupying, effectively making him
Spell ofThree An opponent is allowed a Perception test against
CTN = 7 (casting rime: 70 seconds) sorcerers Wit to notice his presence. This test is ma1WE
T) 3 R) 1 V) 1 D) 0 L) 2 (1 + 1) accordingly for any situation that would lend
Vagary(s): Growth 1, Conquer 1 advantage to either contestant.
Effect(s): Maturing 1, Repress 1
Instantaneous DOMINATE
Seals and eliminates the pain and blood loss ofa single Spell ofThree
level 1 or 2 wound. CTN = 10 (casting time: 100 seconds)
T) 3 R) 1 V) 0 D) 2 L) 4 (3+ 1)
ARMOR OF AIR Vagary(s): Conquer 3, Summoning 2
Spell ofThree Effect(s): Control 3, Magic 2
CTN = 8 (casting rime: 80 seconds) Constant (1 day/success)
T) 1 R) 1 V) 1 D) 1 L) 4 (3+ 1) The target's will is suppressed, making the target
Vagary(s): Movement 3, Summoning 3 happy puppet of the sorcerer. The target may con
Effect(s): Speed 3, Magic 3 the sorcerer's will by rolling WP against a TN of 10;
Constant (1 week/success) sorcerer does the same. The party with the most uccc~
This spell suspends the movement of the air around emerges as the victor.
the sorcerer at a distance and depth of an inch. The air
solidifies and stops anything physical save the sorcerer FOLD
that contacts it. This grants the sorcerer an AV of 8 + Spell ofThree
casting successes, without having to wear armor. This CTN = 10 (casting time: 100 seconds)
can be used in conjunction with normal armor. T) 0 R) 3 V) 2 D) 0 L) 5 (3+1+1)

DISAPPEAR
Book Six: Sorcery 135

Vagary(s): Movement 3, Sculpting 3, Vision 3 LUST


Effect(s): Speed 3, Composition 3, Clairvoyance 3 Spell ofThree
Instantaneous CTN = 12 (casting time: 120 seconds)
The sorcerer disintegrates his molecules and T ) 3 R) 2 V) 2 D ) 2 L) 3 (2+1)
transports them to a preordained destination at the speed Vagary(s): Conquer 2, Summoning 2
of light, reassembling them upon arrival. Effect(s): Implant 2, Magic 2
Constant (1 day/success)
MINDSHAPE The target suddenly frnds the sorcerer, another
Spell ofThree person, or another thing unbelievably attractive and
CTN = 10 (casting time: 100 seconds) covets attention, love and physical contact with him. The
T) 0 R) 0 V) 2 D) 3 L) 5 (3+1+ 1) spell is resisted with a WP roll against a TN of 12 +

Vagary(s): Movement 3, Glamour 3, Summoning 3 casnng successes.
Effect(s): Speed 3, Tangibility 3, Magic 3
Constant (1 week/success) SMITE
The sorcerer appears as whatsoever he imagines for Spell ofThree
the duration of the spell. CTN = 12 (casting time: 120 seconds)
T ) 3 R) 2 V) 3D) 0 L) 4 (3+1)
SEAL WOUND Vagary(s): Sculpture 3, Vision 3
Spell ofThree Effect(s): Composition 3
CTN = 10 (casting time: 100 seconds) Instantaneous
T) 3 R) 1 V) 1 D ) OL) 5 (3+1+ 1) Disintegrates any target. Living targets are of course
Vagary(s): Sculpture 3, Growth 1, Conquer 1 afforded the opportunity to resist. A contest is rolled by
Effect(s): Composition 3, Concept 1, Intricacy 1, the defender using their highest spiritual attribute in dice
Maturing 1, Growth 1, Repress 1 against the TN of the spell. The defender attempts to
Instantaneous generate more successes than the sorcerer had upon
H eals a deep slash, gash, or other trauma, eliminating casting the spell. If successful, the target avoids being
the Pain, Shock, and BL of a level 3 or 4 wound destroyed . All gear and items in the area of effect are
obliterated unless the target is an enchanted creature and
FEAR OF FIRE successfully resists for them.
Spell ofThree
CfN = 11 (casting time: 110 seconds) 3.Spells of Many (Rituals)
T) 3 R) 1 V) 0 D ) 3 L) 4 (3+ 1)
Vagary(s): Conquer 3, Summoning 2 TRANSFORM
Effect(s): Control 3, Magic 2 Spell of Many
Constant (1 day/success) CTN = 12 (casting time: 12 hours)
All living beings within 1 foot per casting success T ) 3 R) 2 V) 3D) 3 L) 4 (3+ 1+1+1-2)
react to the target of this spell in the same manner as Vagary(s): Sculpture 3, Growth 3, Vision 3, Summoning
they would react to the existence of a large fire in their 3
>read. They are in no way harmed , but treat the target Effect(s): Concept 3, Expand 3, Magic 3
of the spell with the same manner of caution, Constant (1 week/success)
apprehension and respect as that they would a raging The tiuget physcially becomes whatsoever the
inferno. The Seneschal may call for rolls of WP if a sorcerer imagines for the duration of the spell. The spell
brave individual attempts to dose in on the target. caster must make any skill the Seneschal deems necessary
136 The Riddle of Steel

to accomplish a successful form (Craft, Surgery). A REGROWTH


favored spell to punish unruly opponents with, better Spell of Many
an acquaintance's appearance, or make you( allies into CTN = 11 (casting time: 11 hours)
more formidable opponents. The form cannot be more T) 3 R) 2 V) 2 D) 0 L) 4 (3+1+1+1-2)
than ten times the caster's size, but may be one hundred Vagary(s): Sculpture 3, Growth 3, Conquer 2, Vision
times smaller. Speech in the new form is only possible if Effect(s) : Composition 3, Intricacy 3, Concept :.
the vocal chords of the form allow it. The Seneschal has Division 2, Expanding 2, Maturing 2, Implant 2, Rep rea
the responsibility of adjudicating any changes to 1, Clairvoyance 3
Attributes as they see fit within the scope and confines Instantaneous (but with permanent effect)
of their campaign. Regenerates a severed limb, slowly and layer by layer..
Resisting the spell is accomplished by nullifying Without the use of Conquer the pain would ~
casting successes in a contest; wherein the target rolls his excruciating. The sorcerer must make a successful Per
TO in dice against a TN of 12. As this is a ritual spell, Surgery Skill Test. The caster uses Vision to remotel
the target may be afforded the opportunity to escape view the individual division and growth of cells, using
before the spell is completed. the Sculpture Vagary to align them correctly. The tar~

-
Book Six: Sorcery 137

loses 1 point of HT, as the matter needed to generate a level 2 (+casting successes) electrical wound (use the
the appendage is mainly taken from existing tissue. Generic Damage Table). Only one target may be selected,
Failure to cast this spell creates a useless appendage. and must be within the allotted range. As the SP is
completely drained, resisting aging is not possible with
4. Spells of None this spell. The caster automatically ages two months,
Spells of None are not actually spells as they do not and is forced to roll knockout.
channel energy through the nine Vagaries, but rather
they are fundamental uses of raw magical power. SPITE
However, being an action which uses the power of magic, Spell ofNone
they function as such. The two below are the only known CTN = 4 (casting time: 4 seconds)
spells of exception. The existence of others is still debated 1) 0 R) 2 V) 2 D) 0 L) n/a
in the dark corners of secret circles. Vagary(s): n/a
Effect(s): n/a
LIGHTNING OF THE SOUL Instantaneous
Spell ofNone Usually the last act of a dying wizard, this spell is often a
CTN = 2 (casting time: 2 seconds) final desperate act ofvengeance. The sorcerer wishing to
1) 0 R) 2 V) 0 D) 0 L) n/a execute this spell begins to focus his remaining magical
Vagary(s): n/a energy in upon its self over and over until a critical event
Effect(s): n/a is reached. When this happens, a spherical release of raw
Instantaneous energy is emitted, dispersing the mage's atoms and
The last ditch spell of the sorcerer, lightning is only annihilating everything in its wake. The sphere has a
used when there is no course of action left. (i.e. A sorcerer radius of3 yards per casting success and causes 3 wound
is dropped into melee rounds with a warrior) This spell levels per casting success. Those Gifted and others with
may only be accomplished by completely releasing the Spell Pools may resist the discharge with their ART
sorcerer's energy in a chosen direction. Lightning ensues, attribute plus any SP dice designated for such a purpose
arcing one foot per die released. Casting this spell releases against a TN of 4 with every success lowering the wound
all of the remaining dice from the Sorcery Pool, causing level by one. Armor and TO are factored normally.


138 The Riddle of Steel

OBSERVATIONS ON S oRCERERS IN THE RIDDLE oF STEEL


By Ron Edwards, author of the Sorcerer RPG, with some help from Christopher Kubasik

Look at those sorcery rules ... they seem pretty disguised excuse to bring personal artillery into
dangerous for traditional fantasy role-playing. If you combat.
allow a sorcerer character in your game, then blood, Instead, sorcery is designed as another, very
death, destruction, storm, and much more seem very dramatic means of getting Spirirual Attributes into
likely to follow. The player has the ability to change so play. Sorcerers are men and women working within
much, so fast - he can blow the head off of your the realm of these attributes. They will be casting
favorite villain, he can bring a hurricane into the sky, magic for passionate reasons, and thus will have five t
he can stand your pre-planned scenario on its head. It seven more dice available, for those purposes, than is
seems like a Seneschal's nightmare. Or turn the issue immediately obvious from just looking at sorcery
around - the player might be a bit reluctant too, once pools.
he finds out that any spell, successful or not, might Just as fighting physically carries its risk of being
drain the character's very life away. maimed by one's opponent, spell-casting carries its r
Does sorcery seem like a bad idea? of draining your life. Both of these things put life and
limb at risk. Both of them are the only means, in a
Here's a character to consider: Von Salm, a harsh and low-tech setting, of expressing one's wishes
Stahlnish sorcerer. That might seem odd, since his and values in a situation of crises. Both ask the
culture rejects the possibility of such things ... except question: "What is worth the harm that I can bring to
that it's easier to hide your sorcery when people are others, and the risk I incur for myself?"
blind to it.
Who'd possibly let such a character loose in a Von Salm' s Spiritual Attributes
traditional fantasy game? Von Salm is a Master of Drive 1 - to bring peace to his home province
Movement, Summoning, and Conquer. He can Passion 0 - hatred for the traditional feudal lord
reverse a sword in an opponent's hand and drive it of his home province
through his body. He tell just about anyone to jump Passion 3 - love for his son
off a cliff, and they'd do it. Given time, he can Faith 2 - Xanar is real, and his call is now -
conjure up a pterodactyl and ride it against his especially in Stahl

enelll.les. LuckO

Sorcery in The Riddle of Steel was not written We're talking about a guy who is willing to stand
with any sort of"garne purpose" in mind. It's not an against the official decrees of his culture in order to
alternative way to "advance" on an equal par with preserve his faith. Stahl is a warlike place, with
"fighters." It's not a justification of any sort of lordlings riding against one another all the time, and
technology or culture in the setting. It's not a he wants peace. He knows why he wants it, too -
Book Six: Sorcery 139

because he loves his son, and even though sorcery about magic that draws them? To what end? Just as a
may damn his soul according to his own faith, he's non-sorcerer player-character in this game must be
willing, if his son can know a future that's better more than merely a guy who can kill, let's assume that
than the present. there's more to a sorcerer player-character than the
Look especially at the attributes' potential, ability to destroy a tower wall or take over someone' s
regardless of their current values. His hatred mind. He can do these things ... but for this particular
slumbers, but it can fan into flame, as might his character, at this particular time, the real question is
Drive, which is currently just being born. why?
How are his Spiritual Attributes actually lined up?
One must ask, of a particular character, why is he That will be what he's up to. And it isn't going to be
or she a sorcerer at all? These men and women have the same-old fantasy-game thing, either. How many
devoted years of study to a secret and fearful sorcerers have a Passion for Serving Military Big Wigs?
profession that involves tapping strange forces that can How many of them have a Destiny to be a Court
literally kill them if used incorrectly. Why? What it is Monkey Boy? I suggest not many, if any at all. Real
140 The Riddle of Steel

sorcerers will have other goals, plans, Drives, and A sorcerer, by definition, is someone with an
D estinies, much more personal ones. That 's where agenda. This is another point where story kicks in,
their magic is going to go, and that's how they'll get both for the player of that character, for the other
cons of extra dice for their rolls - including age- players in the game, and for the Seneschal. H ow
resisting rolls. that agenda be brought into full fruition? Alternate!.
how may it be negotiated, altered into new paths, or
Much, much better: now it's not a question of scattered ?
"what Von Salm can do," in terms of disrupting pre- Therefore, sorcery is about drama - passions in
planned scenarios. T he question is not the spell he action, prom ises kept and betrayed, and all the ties oi
casts, but what he casts it about. Is it about some family, friendship, loyalty, and ideals. It brings these
footpad who comes at him with a knife? Is it about things into play with all the chilling, dark power one
some yotz insulting him in a bar? Is it about a can imagine, with no immediate restrictions beyond
stranger who offers him a job? price. Sure, it's unbalanced- so is the h uman heart.
No. When Von Salm casts a spell, I can tell you Sure, it 's dangero us- so is the h uman m ind. Sure, it
that it will be about the fate of his home province. It could well be the death of the on e who uses it - so
will be about peasants persecuted for their faith. It might a sword.
will be about his son's education. It will be about To sum it all up: sorcery is steel too. The Riddle
that Drive and that Hatred flaring into higher values. resides there as well.
It will be personal.
Character: _ _ _ _ _ _ _ _ _ _ _ _ __
, ..., Player:_ _ _ _ _ _ _ _ _ _ _ _ _ __

ce~e1\..s ce Spell: ---==--- - Spell: ---==-----


CTN 1
CTNC

T) R) V) D) L) T) R) V) D) L)

se~ce~' se~ce~eus Vagaries: Vagaries:


At~ c:~~u-ce S Glr~s ec "fl-A~s Effects: Effects:
Duration: Duration:
Kaa
Description: Description:
Form
Art
Discipline
Draw

"Y"'"AQA~es Spell: ----::;:::::=-- - Spell: --::;;;;;;; ; ; ; ; : :-- - - Spell: --:;:;;:;:;;; ; :; ;:;: :--- -
I -~

Sculpture 0 123 CTN CTN CTN


T) R) V) D) L) T) R) V) D) L) T) R) V) D) L)
Movement 0 123
Growth 012 3 Vagaries: Vagaries: Vagaries:
Glamour 0 12 3 Effects: Effects: Effects:
Conquer 0 12 3 Duration:
.
Duration: Duration:
Vision 0 12 3 Description: Description: Description:
-
0123
....... t 0123
[lftlent 0 12 3
)Jaatiaaion ill fj4Wittd ro onA'ke eopica fM J)RivAtt ~llCII:CW) uac. AJ.t cont:~ is c~ 0 200 1.2002 And/OR ~ ro> cJ OAhwood ~ &1. ~ ltC8CJt\IOO
-
... c
..._
,.
.
,._
be i(')(')le o.,: ~ 'feel
ook ~ even: be
orl~ o.,: etyrtb

LIRA PUSHED AHEAD of the group, just a little bit fanher edges of her eyes, she saw movement on all sides, and
oLULLI. she probably should have, and stopped. Pinpoints heard the giggling of a thousand children.
light cut through the leafy canopy, surprisingly green '1t is never the question that one needs, but the answer.
the time ofyear. Soon, from behind, approached the These are our woods, and we give questions for free, but
of her mix-matched band: Snowden-the Druid of answers come with prices. "The voice seemed to float, as
with sunken eyes and a longer beard than a loud as if it were near, but willowing as if it came from
~..... his age should have, Rentus Gwyndolyn-son of a afar. Rentus crossed an "X" over his chest, and murmured
raron of Farrenshire in his polished armor, Ahma ben to the Three. Ahma did the same, though to a different
amun-the dark-skinned, dark-eyed Thayerite god.
d picked up in a prison-break in Gelure, and the "We seek a woman-a tall woman with a sword. She
gray-skinned Fahalanim-Li'ed and Ka' ost. Only one searches for a white-eyed child, and calls for it saying
missing: Sylpha, the mother of that odd white-eyed 'Gwenllygad."'
................ That's how they'd ended up in the woods like this, "Ah ... she is our sister. She is one of the old ones. ~
R>r-h much more greenery than should be anywhere in have her child. we took it from the panting man. She lies
early winter. with us now, in halls you cannot see, singing to her child in
She had run off right after the Inn caught fire. Lira words thatyou cannot hear. She is safe, andyou may return
been outside tending the horses when the commotion the way you came; you are herfriends, and it would not do
rted. After grabbing the others (and pulling the to extinguish your short lives here. She will come to you
I.OC<>ns~:lous and strangely hairier Snowden from the before the sixth moon shines its light on your beds. "The
r) she had set off, trying to track the shadows that musical laughter rose to a chorus and was gone.
from roof to roo The chase had taken them here, Looking about and crossing themselves again, the
the woods, and the sun had just begun to rise. party returned the way it came. The leaves didn't seem so
green on the way out.

"WHAT DO YOU SEEK?" a voice drifted to the party. uOr


tT71.
t~nom.
?" SYLPHA, HAVING CALMED HER CHILD, set out before
Lira halted first-Dardanri were known for their nightfall, having feasted with the Seelie for the first time
upetst tious natures. The others stopped behind her. in many decades. A pity that her child wouldn't have the
"Who asks?" she replied. Somewhere, just outside the chance when she was older, but that's the way things are
144 The Riddle of Steel

amongst the Siehe. Better, she mused, than her own but such places are yet counted mysteries to her .u,~uu.,.LCU.
people, the Fey. The Halfling child never would have This great continent is divided into three subconru'o.en:
even been rescued by such, but would have instead Mainlund-the west, Tegaarn-the east, and ........... <U<U.r-
experienced the fate of her captor. Would her companions the south.
be so close now that they knew? She trusted
Snowden .. . his fold worshiped her kind .. . but what of 1. Mainlund
the others. Time alone would tell. The sub-continent of Mainlund stretches from
Xanarian Peninsula to the icy northern shores of \'3Ulv
and Stahl. Its western border is the Sea ofRaiders and
surrounding ocean; its eastern border extends
Zaporozhya and Sarmatov. The climate is not ~

':And Triumph, the mighty forger of worlds, looked


down upon what he had made and wept, for it must be
passed on to another."
-The Book ofthe Ancients

I. The Gods Formed a World .. .


Weyrth is the official campaign world for The Riddle
ofSteel. She is not unlike our own world in many ways-
many of her cultures will seem familiar to you; many
others won't. That's intentional. Those lands and peoples
that you recognize are to help introduce you to the
world ... to help you begin to feel ccat home." The others
are to explore.
Weyrth is roughly the same size as Earth, has 364
days in a year, and the same wide range of climates and
peoples. Six moons-each one a different size and a
different hue orbit Weyrth in an elongated cluster. Their
luminescence casts a many-colored filter over the night

sky when most of them are full, and leaves a pale darkness
when they wane as new moons. Though the ancients
~ record that three suns once circled the heavens, only one
-z
>
t""
now shines over Weyrth's forests, mountains, deserts, seas,
and cities.
c
z The known world consists of only one continent,
0 simply called Weyrth, as most believe the world to end
at its borders. Explorers claim to have seen other lands,
Book Seven: The World of Weyrth 145

earth's European continent-generally temperate, with Svarastran philosophy in the middle and east, and
-=nlder temperatures in the icy north and Mediterranean countless indigenous and national cults and variations.
temperatures in the south, generated by the Imperial Sea.
\fuch ofMainlund is covered in mountains and forests, II. .. .And Passed it on to Others.
ill while still retaining a very high population of both The rest ofBook Seven outlines the details ofWeyrth-
~ban centers and rural estates. Most of Mainlund was
her peoples, religions, cultures, politics, and more. Everything
nee under the control of the Old Empire ofXanarium below is optional. It's your game; it's your world. Mold and
md bears deep cultural and religious ties to that heritage change it to fit what you want-more magic? You got it.
:oday. No magic? You can do that too. Play in any part of the
Most beginning Riddle ofSteel campaigns take place continent or sub-continents ... or create your own! There's a
:n Mainlund. wide world to explore and invent beyond the foaming shores
of Mainlund, Tegaarn, and Maraiah. Between the many
2. Tegaarn nations ofWeyrth you will also find a number of unlabeled
The largest ofWeyrth's sub-continents begins roughly countries-places you can integrate from other campaigns
.. the world's equator-near the southern borders of or which you can use ro personalize the rich world given to
Otamarluk-and reaches all the way to the frozen seas you.
orth of Zhibara and the Northern Wastes. Tegaarn is Before you start tinkering with it all, though, we
ordatively flat, with very few mountain ranges except for recommend that you try it out "as is" at least once. Weyrth is
borders with the other two sub-continents. In the north different than most fantasy gaming worlds that you may
.00. west this featureless terrain appears as steppe and plains, have found in other RPGs or read about in fantasy novels.
dry in the summer and cold and wet in the winter, Instead ofthinking "b'tg," tryLm h' k'mg ((small," ((pracn'cal"
,
inhabited by hard people. Deserts and wastelands spot "real." Weyrth should feellike a place that really could exist-
the middle and southern end of Tegaarn, with jungles a place so close to our own world that it just might be here
md dense rain forests padding the eastern oceans. A great somewhere. Yes, there are elves and sorcery.. .or are there?
nation once controlled much ofthe Tegaarn, based along Perhaps it's all just superstition ... And ifthey are real .. . then
me eastern shores ofVhedij and Tengoku. Centuries ago what? As you roam Weyrth as a Seneschal or as a Player, put
rnis was weakened by the incursion of Svarastran religious yourself into your characters' shoes, feel what they feel, fear
hilosophy and practices, which in some form or another what they fear, and gasp in wonder when they do. Go gritty.
ominate the entire east. The western half of the sub- Go real. Try something different by returning to the roots
continent attributes major religious and cultural influences of fantasy-to Malory's King Arthur, to the masterworks
m the theologies ofMainlund, Ixliaph, and even Fahal. ofJ.RR Tolkien, to the darkly funny abnormality of the
Brothers Grimm and other fairy tales. . . This is The Riddle
3. Maraiah ofSteeL
The warm climate of Maraiah ranges from the far Once you've done that once, your debt is filled. Change
corners of Fauth to the savage jungles of Savari. The it around, add and take away. Have fun.
western reaches ofMaraiah are covered with treacherous
mountains that smooth out to flat plains and hilly III. The Nations ofWeyrth ~
woodlands, eventually drying up into the deserts of The following entries contain details on most of ~
northern Tez'hamun and the east. As with Tegaarn, the Weyrth's many lands and peoples. Nationality Modifiers ~
eastern shores are thickly vegetated with harsh jungle (discussed in Book Two: The Birth of a Legend) are ~
dlands. Religiously and culturally Maraiah is the lnost contained at the tail end of each passage. All information @
diverse ofWeyrth's three continents, despite its smaller assumes the year 1467 WEYR (see the Timeline, below, for ~
land mass; western religion is common in themountains, more on years and calendars).
146 The Riddle of Steel

Angharad and Picti village leaving blessings and curses, and trying
(ahng-hahr-ahd, pick-tee) appease the often-temperamental denizens of
Geography: The tall, green peaks of the westernmost other world. For the average Pier or Celt it's all jus.t
installment of the Iromooth Mountains rise up from matter of superstition and fairy-story come true.
thick enchanted forests and groves. Frequent short Politics/Military: The Highlanders raid the low.~...
rains summon up toadstool rings and sudden fogs. the lowlanders raid Stahl and Farrenshire, and the
Wee villages surround tall many-spired castles and raid them all.
quaint fairgrounds. Everything about Angharad and Warriors prefer the greatsword, called a ctetA~l"
the Picti shouts "Fey here!, and "Faeries there!, and mawr, the long spear, and short javelins. Armor
the Pieri and the Cyrnry (the Celtic inhabitants of rare, though many better fighters have small net.rr
Angharad) wouldn't have it any other way. round shields, and hardened leather jacks.
Religion: The inhabitants of the misty isles and Celtic Legal System: A combination of imported feudal prac::na:
peninsula worship spirits: wood spirits, tree spirits, and old-world Celtic traditions hold sway
the sun, the moon, the winds ... and revere the Fey Angharad. Kings-any clan chiefwith armor, a nof51
and the Siehe as an extension of it all. Druids-a a sword, and 50 men likewise armed-rule their ow
combination medicine-man and bard-and Shamans little lands over each next hill or peak. Lesser nr.-
officiate in rituals and rites, going from village to rule lesser lands in a vassal/protector J."-uv ~o)LU...,

>
z
0
Book Seven: The World of Weyrth 147

Other areas, particularly in the south, have successfully Ahr


retained all of the old ways, and follow their chiefs (are)
and druids exclusively. Geography: The southern shore touches the Vast Sea, with
Pieri, on the other hand, is a wild land with dozens Yone and its rowers to the west. To the north, the
ofkings, though none claims so much as a horse. All Ancients Spears thrust into the sky drawing an
legal matters are handled by Shamans, chiefs, and impenetrable border with a brush of mountains. To
elders. the east the marshes ofTez'harnun nestle Cairrnesport
Economics: Wool trade is vital to those areas and and its pirates in the mires. Forests of jungle swallow
((kingdoms" that actually engage in useful production. most of the land, but in the north at the foot of the
Farming is common in the lowlands, as are mountains rests the great plane of the Kharnchack.
woodsmen's crafts. Though coinage is rare, gold and Religion: Citizens of Aht bend a knee to the Imperial
other precious metals do hold equivalent value. Warlocks who founded the nation long ago. Though
inhabitants/Culture: The Celts are dark haired and fair none have been seen since the fall ofXanarium (the
skinned, short, and blue-eyed. They favor plaids and Old Empire), no legends recount their deaths, and it
other woolens in dress. Festivals are common, as they is common belief that they became Gods. Many other
love revelry and music. The Piers are even shorter, Gods are prayed to in secret however, and few of them
with darker hair and dark eyes. They are savage and are of the benevolent sort.
wild, and gain their name from tatooing and painting Politics/Military: Ahr has generally poor relations with
themselves with "magical" tatoos and paints. They all ofits neighbors, who see it as a military and cultural
wear woolens and leathers, though nakedness is threat. Unkind terrain has keptAhr out of any major
preferred for battle. wars for many decades, however. Individually, warriors
They are generally mistrusted by more civilized favor the short sword, kopesh (a curved sword of
folk, though their way of dress and many festivals Tez'hamun), short bow, and long dagger.
have grown quite fashionable in Cyrinthmeir and Legal System: Each city-state in Ahr is ruled by an Uv'Ahr.
several other parts of the west. The country has a rigid caste system, enforced by the
Places of N ore: Mythic castles and floating cities are all Soldier caste. Supremacy is held by the Ruling Caste,
over Angharad and Pieri. Though no real full-size followed by the Warriors, the Merchants' caste, and
cities exist, there are probably thousands ofholy sites, finally slaves. Each caste is broken down into four
dragons lairs (abandoned, of course), barrow tombs, individual sub-castes: Ruling into Ruler or Uv'Ahr,
enchanted isles, and very real border castles in both Warlocks, Politicians, and Generals (who hold rank
the north and the south in an effort to contain the in two castes), Soldiers into Generals, Knights,
celts within the mountains. The Irontooth mountains Footmen, and Militia. Merchant's class is partitioned
are said to house whole armies of Gols, and the thick into Builders, Traders, Farmers, and Physicians. Each
woods to the south are overrun with sprites and of these is subdivided into a respective ''Guild of ... "
wood-faeries. Careless travelers may very well be Slaves have no standing at all, and are branded with
captured by the gaze of a dryad, the song of a satyr, the mark of the City and owner. While they have no
or the arrow of a watchful Fey Siehe. standing, they may eventually earn freedom through
Player Bonuses: Celrs and Piers are short (-1d6 inches) the whim of their masters.
and feisty (+1 AG, Wit, Soc; -1 TO, ST). Any coin Assassins take the place of policemen in Ahr.
remaining after buying initial trappings must be either Anyone who feels they have been wronged may legally
Farrenshire or Stahlnish mint. Celt players should also hire an assassin to eliminate the offender. One may
specify if they're going for a Scottish," <'Irish" or generally do whatever one is capable of getting away
Welsh" theme. with respect to ones caste and resources. Any
belonging to a higher caste must be respected and
148 The Riddle of Steel

deferred to at all times:The Uv'Ahr alone is immune and farmland.


from summary execution by a -caste member of Religion: Over 70% of Cyrinthmeirans acknowtea:
greater standing. In Ahr one's caste is power, and the imperial Church of the Three-Gods-BecoJme-
depending on the offense, imposed slavery is the One, the most popular religion amongst nobility.
favored solution. the far north many "heathen" faiths are
Economics: Each city has a barter system based on the including variations on Savaxen religion, ~ta.hlrw
weight of the stone it was founded with. Slavery is Atheism, Thayr-worship, and others. Religion is
the mainstay of the economy, as trade relations with matter of pride in the south, where the Im~>en
neighboring countries are nonexistent. The rulership Church is a matter of a thousand years of tradition..
of Ahr confiscates any and all goods and persons Politics/Military: Cyrinthmeir has been tighdy allied u rn
daring enough to attempt to infiltrate their borders. the old Xanarian Empire since its fall. Tho
Inhabitants/Culture: Harsh and cruel, majestic and deadly, technically a free state, the Imperial Church
fierce, self reliant and proud. The inhabitants value great power in Cyrinthmeir, acting as a key factor
strength and honor, cunning and deceit as well. They nearly every political decision. Cyrinthmeir is
love women, war, and wine. As the clime is generally
warm, helms are favored while little or no armor is
worn an everyday basis.
Places of Note: The capital of Ahr, Ahar, is renown for
its pleasure slaves. Ifyou can get in and bring enough
money, you could have a really, really, really good

tune.
Player Bonuses: Ahrians bonuses are direcdy related to
their caste and the Resource priority selected in
character creation. Example: Warriors receive training
in the shore sword and bow for free (one point of
proficiency). Politicians receive twice the monthly
allotted gold. Assassins receive Herbalism and a + 1
bonus to Perception. All people ofAhr are considered
enemies by the remainder of the world. Nationality
modifiers are -1 HT.

Cyrinthmeir
(kihr-enth-meer)
Geography: Cyrinthmeir is one of Weyrth's largest
territories, extending from the Imperial Sea to the
Iron-tooth Mountains, bordering Ouestenreich,
Gelure, Stahl, Magyarfold, Zaporozhya, the White
Sea, and other, smaller lands. To the south
temperatures are moderate and coastal. In the north
they are harsh and cold in the winter, and temperate
through the bulk of the land. The capital city of
Cycinthmeir is located at the foot of Cyrin's Walk, a
low mountain range. Cyrinthmeir is a rich land, full
of forests, lakes, mountains and ore, and wide plains
Book Seven: The World of Weyrth 149

by the Gathering of Lords: wealthy lords and roads in the known world.
landowners from all over Cyrinthmeir. The King or Inhabitants/C ulture: Most inhabitants are light
Queen is the most powerful of these feudal landlords, complexioned, with all hues of hair and eyes. They
holding the largest army and the most recourses. As are a stout people, hardened by war and weather, but
such the Royal army is still only moderately sized, blessed with a rich country. Cyrinthmeirans are
with the rest of Cyrinthmeir's military lying in the generally easy-going, adaptable, and outspoken. They
hands ofvarious members of the Gathering ofLords. are proud of their long-standing unity to the Empire
Cyrinthmeir's military exploits lead tO very little and its Church, and consider themselves the wealth
expansion outside of her own borders, but a great of the old Empire.
deal ofpower struggle within. Neighboring lords war The official language is Cyrinthmeiran, in the
with one another for resources and political strength. Cyrintho-Xanaric family oflanuages. Stahlnish and
The King allows such infighting so long as it does Gelurouis are popular second languages, in addition
not grow roo large, because it keeps those beneath to the Imperial Tongue.
him weakened. Should any one Duke or Lord grow Cyrinrh meir is fully divided along class lines
strong enough to threaten the King's power, a civil derived from the old Imperial model and the more
war invariably erupts. recent feudal system. Slaves, imported from islands
Cyrinthmeiran cavalry are amongst the best light in the Imperial Sea are common in the south, as are
cavalry in the world. The longsword and spear are native-born serfs in the rest of the country; Cities are
the most popular personal military weapons. generally populated with Freemen, who flaunt their
Border raids and political tensions have led to a rights as often as possible. The rural lands are ruled
long-standing feud with Gelure. Cyrinthmeirans with an iron fist by various lords and Clergy, ranging
tolerate Stahhlners poorly, but have good relations from bannerets and knights to barons, dukes, and
with Ouestenreich. other lords.
Legal System: Cyrinthmeir runs according to feudal Traditional dress is highly varied and based on
models. Each lord or landowner is responsible for climate. To the south linens and short robes are
law and order in his own fief. Appealed disputes go popular for men; light, flowing dresses for women.
to the next lord up, all the way to the King. Generic In the north Stahlnish fashion is popular, as are
punishments include fines, branding, and prison time various wools, velvets, and other heavy textiles.
for infractions by commoners against commoners, Treated and dyed leather is especially popular
and prison time or (more likely) execution for crimes throughout the country for those who can atford it
against lords or gentry by commoners. Freemen have (High Freemen and the Gentry). Hair is worn long
more rights in Cyrinthmeir than nearly any other land, by both men and women, and all manners of beards
and are protected from execution by law except for are common (though northerners tend towards thicker
more heinous crimes. The Church also runs its own varieties).
courts and inquisitions, which are rarely challenged Places of Note: Barameir, home of the old Imperial
by any right-minded lord or magistrate. Library and powerful port-city. Cyrimhmeir City, the
Economics: Cyrinthmeir profits from expansive sea-trade national capital and center of the world's gold and
in the south, amber trade to the east, lumber, livestock silver-smithing guilds. Cyrin's Walk, a gold-and-silver-
(especially sheep, cattle, and horses), and farming in heavy mountain range.
the center, and game and mining to the north. Major Player Bonuses: Natives of Cyrinthmeir are a trusting lot
exports include coal and iron to the north, and gold (-1 PER), but tough (+1 TO). Theyaregenerallywell
and silver from Cyrin's Walk A great deal of trade, educated (free Skill-Read/Write for Freemen and up)
both coming and going to or from the east also passes and familiar with foreign languages (free Skill-
through. Cyrinthmeir has some of the fmest merchant Imperial Tongue in the south, Stalnish Tongue in the
150 The Riddle of Steel

Vows. Numerous other views, sects, and prulos,optu.:


have come as well, all compounding upon the ancto:
religion still followed by many in Helena. The
universal amongst all these warring parties
superstition-never eat from another persons
(or you'll end up fighting with them), always remO'ol
the right shoe first (it's just unlucky), and never scr::tp
a pan (or it'll rain on your wedding day).
Politics/Military: Once Dardanet protected
from Otamarluk and the Seven Vows. Under
leadership of the great chief Scanderburg,
had been respected, ifnot truly powerful. Those Cl.a "
are past. Dardanri see themselves as religious tree:CI.o.t
fighters, mercenaries, or revolutionaries. A doua
governments all proclaim authority over the othen.
and none has the strength to really win. In addition..
much of the country's rescources and manpower goes
to fighting Otamarluk and its hordes, as none
Dardanet has any love for their eastern neighbors.
Dardanri soldiers are particularly skilled
ambushes and small-group and guerilla tactics. The;r
are noted for their cruelty as well, and show no mercr
or quarter to enemies. In battle they often carry shorr
north for freemen and gentry; may learn any language bows, curved swords, or spears. Armor, ifworn, often
of the northern ponion of the old Imperial territories resembles that of the Marluks of the east.
at normal cost). Legal System: Matters are settled by local clan chiefs.
religious leaders, military figures, or nobili ty
Dardanet depending on who's in charge in any given area.
(dahr-dahn-et) Punishments are generally severe, meant to leave a
Geography: Sharp and cutting, rocky peaks cover the lasting mark and frighten others; thus in place of
"Land of Eagles." From the lower costal ranges to execution a murderer might lose his hands, one foot.
the jagged cliffs of the north and east, Darndanet is a both eyes, and part of his nose-the tongue remains
land of mountains and valleys. Goats and sheep dot so that the tale can be told.
those hillsides low enough for vegetation, always Economics: On the coast trade is done in fish and in
accompanied by a boy shepherd or a grizzled man cargo, inland trade consists primarily of wool and
accustomed to killing wolves bare-handed. Though some mining. The violent nature oflife in Dardaner
her inhabitants might not agree, many call Dardanet produces many mercenaries as well, many of which
a hard land. fight abroad and send their profits to the family back
Religion: The Dardanri are a divided people-it is said home.
that ifthey are not fighting outsiders, they are fighting Inhabitants/Culture: Stubborn, superstitious, and quick-
each other. Much of this is due to the land's religious witted, a Dardan can be the perfect ally or the perfect
history. Much of the coastal population prays to the frustration. Skin colors range from light (in the south
Three Gods of the Imperial Church-much of the and to the sea) or rather dark (on eastern borders).
east pray in the name of the Prophet and his Seven Hair is generally brown or black, with brown eyes.
Book Seven: The World of Weyrth 151

Clothing is intricate, with much lace, embroidery, Protectorate as they are called, is guided by a
and knot-work. Red, black, and white are popular Protector of unbroken lineage and proper schooling,
colors, adorned with gold or brass whenever possible. who in turn is guided by a council of often mysterious
Vests are common for men and women. Druids. Defenders assigned by the Protector maintain
The Dardanri speak their own language, of which they peace throughout the various secto rs of t h e
are immensely proud. Most all of them speak either protectorate, and each defender maintains a garrison
Marluk, Hellenic, or Imperial as well (if not all three). of Guardians according to the size and demand of
Places of Note: Earta, "The Golden City," is the much their realm. All but the protector must abide by the
fought-over capital. words of the Druids, and the Druids maintain that
Player Bonuses: +1 WP (stubborn), -1 MA (superstition), they abide by the wishes of the land.
+ 1 EN (from those mountains). Free Skill: Language During times ofwar, men 16 to 27 are marshaled
(Hellenic, Imperial, or Marluk). to form the army; known as the Shield. Every man is
trained to use the bow and axe from birth, and any
Ehld who have served as Guardians have training with the
eld) longsword and shield. However during times of
Geography: Oak shoots from the earth in all directions, peace, these accouterments are forbidden to all save
breaking often into glades and valleys. Willow trees the appointed.
wind the rivers, and aspens stand guard about lakes Legal System: All crimes are judged by the Druids, who
and pools. In fall, the countryside blazes with a rustling dispense punishment as they see fit. Murderers are
fire as leaves kindle in the wind and burst into orange fed alive to wolves. Miners, the despised robbers of
and red fire under the setting sun. Beneath the the earth, are all convicted felons and thieves.
trees, brush of all kind flourishes, dipping in Imprisonment is not common, but
the shallow streams that lace the countryside. stoning by those wronged is.
Religion: Paganism is the core belief of most, who Economics: Economically
revere the Sun as the father creator, Weyrth based on produce, any surplus
as the mother, and the moons as his is sold to neighboring
daughters. Animals have an important countries (exceptAhr).
religious significance as well, and are Inhabitants/Culture: Superstitious and
believed to be the protectors of ceremonious, popular culture is a mix of
man. They are said to offer isolationists and rangers. Many would rather
themselves as food and stroll through the woods on cold winter day
clothing, but in return must than curl up next to a warm fire. History is
be thanked and not wasted or told in stories, as are moral lessons
killed for sport. Druids and justifications for actions.
wander the land protecting it The fey are said to roam free
from over development, planting through this land, remaining
orchards, and aiding the villagers. respectfully unmolested by
Preaching harmonious coexistence the populace.
with nature, they warn of famine Places ofNote: The great
and plague as results of abusing Forrest of Morning
the gifts given by the Gods. revered as a place
Politics/Military: Ehld is of healing, and
comprised of city-states, said to contain
much as Ahr. Each the greatest Circle
152 The Riddle of Steel

ever erected. for it was His, is His, will always be His. Life belongs
Player Bonuses: +2 Spiritual Attribute points upon Fahal to give and to take. "These simple sayings
character creation, -20% beginning wealth. taken with the utmost gravity by all Fahalanim.
The Fahalanim see all things as a matter
Fahal and white-they respect those that stand up for wn:
(fah-hahl) they believe in, and hold extreme contempt for
Geography: The western coast of Fahal is a low flatland that believe in nothing. Better to believe in a
between the Crescent Sea and the Mountains of the god than in none, better to believe a lie than to be
Children of the One God. Those same mountains liar oneself. It can be dangerous to converse with
make up most of the geography of this hard, bleak Fahalan on matters of religion, however, as
land, with scattered lakes and valleys and thousands conversation could end up something like this:
of small creeks and shallow rivers. Farther to the east
the mountains smooth out into volcanic plains and Fahalan: ai cannot trust you, my friend, for you con!Sza.
the dense woodlands on the edges ofKrym-Khanan me a liar"
andTzaul. Unbeliever: 7 do not! How so?"
The most striking feature of this ancient land is Fahalan: '7 tell you that Fahal is God, and you do
how gray it is .. . granite and slate rise out of the believe; I have given you my word, and you do
volcanic rock, muddy water fills the streams and believe. You do not trust me; how, then, can I tTtll
valleys. The sky is eternally overcast, with frequent you?"
rains and thrashing winds. Even the trees and grasses
seem colorless, swaying in the breezes with a graphite-
Politics/Military: Because Fahal has no government
shaded hue. likewise lacks significant policies. Most nations lea,,'C
Religion: The Fahalanim (the people ofFahal) worship Fahal alone, since the mountainous terrain
one god: Fahal. Called Bha'al, and Vahal by some of economically worthless in the eyes of most,
the tribes, Fahal is the Great Gray One; "He is the Fahalanim rarely leave their own country except t-nr
Land, He is the people, He is the One God." occasional border raids. There have been a
Fahalanism has no organized clerics or leaders per se. invasions of Fahal in the past, but none have beea
From time to time, generation to generation, a very successful. Despite their religious vigor
champion or warrior-messiah will rise up to unite Fahalanim leave their nieghbors alone as well, nO(
the tribes and drive out foreign threats. Other times thinking of others as infidels or heathens, but ofllr
a prophet who has "seen the face ofFahal" will come unbelievers outside of the protection and power
our of the mountains of Khaizen Kaa'oud, called the Fahal. No holy war has ever been waged beyond
Fortress of Blood, to bring the words of the Gray Fahal's borders, and all that have come to Fahal from
Father to his Children. Littered throughout the Seven outside have been crushed.
Tribes of Fahal are also secret groups of Hanakim All Fahalan armies are mixed groups, including
Kaa'oud, or Blood Priests. These men kidnap spearmen, archers, berserks, and "battle-champions.
unbelievers, taking them to ritual circles in caverns Calvary is rare given the rocky terrain, though the
beneath rings of standing stones to sacrifice them to myth holds that all ofFahal's true champions-those
the Gray Father. sent by the Gray Father-will ride atop a black mounL
Basic Fahalan beliefs are simple: "Fahal is God- Curved swords taken in ventures to the south and
this is the one great truth. Cities breed corruption- straight blades taken from the west and north are all
build none. The people of Fahal are His Children- popular arms, in addition to all manners of axes and
Fahal is the Land, and the Land is Fahat-one day mass-weapons. Armor is scarce, though most every
the blood of the Children will return unto the Land, warrior has a piece or two taken in previous battle.
Book Seven: The World of Weyrth 153

Shields are more common, though all champions absolute silence ("To hear His Voice"). Every fighter
scoff at them, thinking them to be women's tools present then cuts himself-usually on the forearm-
(there's a whole group of tough women in Fahal ... ). asking that Fahal drink these drops and be satiated,
Such great warriors prefer greatswords and pole-axes. else "every drop must be taken."
Before battle a single ritual is observed, especially Legal System: Every clan is governed by a chief, who is
in those battles waged in matters of faith. The tribal surrounded by at least one (but as many as seven)
chief or champion leads his army in a chanted prayer champion and as many aksakulim, or elders, as live
to Fahal, accompioned by drums and followed by within the camp. Any man who lives to the age of
40 is considered an elder, since life in Fahal is short
and brutal. All decisions are made by the chief and
his council (his champions and the aksakuLim).
Murder or theft within the tribe are the greatest of
crimes, and are always settled through a duel.
Economics: Fahalanim live as hunters, gatherers, raiders,
and shepherds. The last two methods are the most
fruitful, though significant farms exist in the lowlands
where the gray hej-grass is ground and baked into
course bread. Goats and sheep provide most all dairy
and meat, as well as leather and wool for clothing.
The mountains are rich with coal and iron which is
primarily mined by outlanders with enough military
force to hold a mine against raiders for any length of

orne.
All trade is hand led through barter or gift giving.
Inhabitants/Culture: Like the land they call Father, the
Fahalanim are gray-skinned, with a pale slate-
color predominating. Warmer tones are more
common in the east as a throwback from
(sinful) relations with Krymeans and other outlanders.
Hair is always black, though gray speckling leads to
white with age. Eyes may be brown, gray, black, green,
or blue, though the last two are uncommon. The
Children of Fahal are a somber lot, given to long
contemplation and discussion ofspiritual matters. Life
is short, and they feel that they must always be prepared
for Fahal to call for their blood. Their loyalties lie
.. - _,
first to their god, then to their family, then to their
-- tribe, and lastly to their people. They have no concept
of nationalism or patriotism, but rather undying

dedication to their god.
They all speak Fahalan, a language distantly related
to the tongues of Ixliaph and Tez'hamun. Multiple
dialects exist each of the seven major tribes speaks
differently. Those Fahalanim living on the borders
154 The Riddle of Steel

may speak the language of their neighbors. unchanging (+ 1 TO, WP, -1 Soc, MA). T!:
Places ofNote: Danaan, a city on the western shores. It's predominant factor in daily life-other than death-
a muddy town by western standards, but is the largest is the Gray Father, in which the Fahalanim beli~
permanent settlement in Fahal. It was built by unflinchingly (+3 beginning Faith; Faith score IIL6
unbelievers several hundred years ago and is the most reach 7, but this ability is lost if it ever drops to 1
racially diverse place in Fahal. Fahal is also the home below). Because all wealth in Fahal is in goods, ar
of hundreds of catacombs, tombs, and mines built unspent wealth is lost.
by ancient peoples and modern entrepreneurs.
Player Bonuses: The Fahalanim are stubborn, hard, and Farrenshire
(far-en-sher)
Geography: Farrenshire is a Slll..i.!.
country located betwe(."
Ouestenreich and Anghara_
bordering the Sea of Raiders -
the west and Stahl on the nor_
and east. It is a rolling grassy Ian_
with no major mountains b_
plenty of grasslands, woods, ar _
farmland.
Religion: Farrenshire offici~
recognizes the Imperial Church
the Three-gods-become-on~
Many commoners, howeve
follow older Druidic traditio=.
and superstitions mixed with rr
teachings of the Imperial Churc:
Politics/Military: Farrenshire
food for the expansionist Gelu.:.
Empire-at least that's how
feels. Sea travel from Farrenslu:.
has been limited to fishing an_
other small craft since the Gelu:.
Navy began occupying Farre-
bay. They are doub~
uncomfortable wim
Ouestenreich's alliance to Gelure
Though hills and mountains ha' ~
kept all but Cymri and Pictis:
raiders away from anything mort
than raiding, the southern borde;-
has always been protected by gooc.
will from Ouestenreich.
Farrenshire is ruled by.:.
King-in reality little more thar.
Book Seven: The World of Weyrth 155

a pennath or prince-in true feudal tradition. lowliest knight has met his own king, and may even
Subordinate to him are all ofthe barons and bannerets, be known by him in turn.
knights and men-at-arms in the whole country.
Though small, the Farrenshire military is unified and Fauth
well trained. (foth)
As a bastion of chivalry and knightly ways the Geography: Warm coastal breezes make this peninsula a
army of Farrenshire supports fine archers, heavy near paradise for those who inhabit it. Founded in
cavalry, and spear-wielding infantry. They fight well 132 XV (In 1 XV, Xanar the ''Thunderstaff" destroys
from horseback and on foot. the land in what is now the Sea of Fallen Gods by
Legal System: The king's word is the ultimate law, built breaking his stave, forever changing the civilized
on the same basic structure as law in Cyrin thmeir. world ... ) by the renowned wizard Moczvarphoth,
Most crimes are punishable by fines or prison, while who fled for a land free of his tyrannical Queen
fewer result in hanging. Tatyana. Legend holds that merfolk caused the ship
Economics: Farrenshire's small area is excellent for farms to become lost at sea, wherein "Moxbar" (as
and orchards, and supports a fine fishing trade. It has Moczvarphoth came to be called) flew his shipmates
been a bountiful land for the last two centuries, and south to land in the form of a giant condor. At the
fine Farrenshire wines and brandies have paid for feasts time Fauth was inhabited by blood sacrificing brown
and tournaments to no end, allowing Farrenshire to skinned heathens, to whom Moxbar brought
be the envy of all chivalry. civilization and temperance. With time the land and
Inhabitants/Culture: Farrenmen are of average height and people matured, becoming tolerant and warm like
build, with light complexions and all colors of hair the good wizard. Rams and sheep still freely roam
and eyes. They lean towards colorful clothing oflinen, the earth that gives forth bountiful harvests of figs
velvets, wool, and leather. Hats are popular. Hair is and grapes. Fauth's craggy coastlines are home to many
worn long for women, short or bowl-cut for men. species of bird and gull, its rivers and streams
Short beards are popular, but only mildly common. populated with herons and cranes. Sparse windblown
Farrenmen love song and poetry, and consider olive trees dot the rolling hills amidst forests of
themselves part of it. They believe in chivalry, shrubbery.
gentleness, and all that makes one noble. They are Religion: Fauth broke from the Imperium's excursive
great lovers and valiant fighters. religious freedom, refusing to accept any man (or
Places ofNote: Mouren, the captial. Denaille, the next- woman) as a representative of the Divine. Moxbar,
largest city and main supplier ofwines and brandies. well versed in the lore of Spirits and Demons and
Player Bonuses: Farrenmen are very likable and thought how the church of old had hidden this knowledge
to be noble (+ 1 Soc), though such financial success from the people, brought the "truth of the afterlife"
has led them to be, in many ways, soft (-1 WP or to light for the masses. The faith in Faith, called the
EN; add 25o/o to beginning finances). Many are Ohm, rests on a simple foundation. When one dies,
compulsive drinkers of their own wine. All are ones spirit lives on bathed in the light of the Divine
thought to be noble dreamers by outsiders, though Creator (according to his actions in life). Evil in this
this is not necessarily true. Frequent attendance at religion is personified in Shadow of Death, a name
tournaments and feasts has trained even the most whispered rarely though widely feared.
common peasant a degree of manners (free Skill- Politics/Military: Being a friendly folk, and preferring
etiquette {any one kind)). As the poster-nation for negotiation to open conflict, Fauth nonetheless carries
chivalry, Farrenmen all have their own crest of heraldic a strong heritage in the arts ofwar. Fauth rna intains a
symbol, even freemen-peasants use a variation of sound navy, (mainly to guard its ships for trade) as
their lord's (free Skill-heraldry). In addition even the well as active ground forces. Carrels of merchants vie
156 The Riddle of Steel

near reflection of slavery.


greatest crime in the land
theft ofany sort. It is
with blinding for the
offense, and castration for
second. A third offen
heralds death, as such
habitual thief is d ....... ,.... "'
worthless anyway. ~YJ.I..!-!Uii.
requires the offending '-JCU

to pay 100 times the yeat


wages of the man killed to
offended Cartel if the ...... u...

can be proven. This serves


a deterrent or a chal.l.leilge--
depending on ones poinr

vtew.
Economics: Merchants
Fauth have done everything
their power to become
and successful, trading in
and all commodities
wealth and ships can v~u ..

Unfortunately, the land


Fauth is sparse of wood,
the vast majority of
and contest for rulership of the country in an endless building materials for ships come from Yone.
game ofpower. Currently two great merchant factions merchants of Fauth do their best to maintain n-nn.
openly war for control of the country, granting land trade relations with any and all countries they I..IV"'

and titles, commissions in the navy and other boons can.


to any who hinder or eliminate members of the rival Inhabitants/Culture: There is a saying in Fauth thatvl"rw.
Cartel. Civil war is expected any day should the nearly sums up its people: "Smile and nod" . . ...v:;.cu.'"'~'"
smaller guilds openly side one way or another. Until of their inner temperament, the inhabitants try
now, however, the seventeen other main factions have remain cool and outwardly nonplussed, as su
played one side against the other, though each side is obvious displays of emotion are bad for trade. As
known to have at least five of the guilds in its pocket. people, they are dark haired and skinned, but ha'~
As these negotiations are always secret, no one guild blue eyes and slender builds. They love wine and duds..
truly trusts another. The Vardonna and Elujarde, the favoring light thrusting weapons and daggers in t.be
main Cartels, have secret alliances with neighboring Geluroise style of swordplay. Men of Fauth love t:
countries, and open hostilities are about to begin ... bet and wager, and pass the evenings away with dan~
Legal System: As all men of Fauth are free, any infraction Bold colors are favored in clothing, and hats ofwide
committed is judged by their employer. Those who brim are common.
do not belong to a Cartel are considered worthless, Their language is a hybrid of Geluroise and ~
and are set to tasks menial, debasing and physical, a Imperial Tongue with a heavy backgro~d in the old
Book Seven: The World of Weyrth 157

native languages oflocal indigenous tribes. politics: ((kneel before us or die." So far only
Places of Note: Any cathedral in Fauth is worth visiting, Ouestenriech has managed to stay politically allied
as their splendor is nearly unsurpassed. No expense is with Gelure without being conquered first. Stahl also
considered too lavish in their construction. The islands has reasonably good relations with Gelure, due to its
south of Fauth's mainland are thought by many to secure military position and atheistic approaches to
be paradise itself The beaches of Fauth are warm and religion.
blessed with lavishly painted sunsets year round. If The Gelure Military is not especially large or well
one is looking for something that cannot be found, a equipped, but its generals are excellent and their
trek to Xend, the capital of Fauth, is advised. methods are ruthless. Gelure spies are very well
Collectors of every sort are said to have secreted away informed, and most people believe (not without
more wealth than the greatest of mythical dragons. reason) that Uglub uses dark means to both extract
Player Bonuses: Being shrewd is essential to trade, as well information and win battles.
proficient in as many languages as possible. Thus, Only members of the military are allowed to carry
natives of Fauth acquire a+ 1 bonus to their MA score, weapons. Daggers are very popular, as are swords-
and gain an automatic skill point in any language they particularly lighter cut-and-thrust or single-edged

speak (-1 beginning SR on any Language Skill). varteues.
However, the climate of Fauth is one more conducive Legal System: Lord Uglub, Supreme Ruler of the "Gelure
to rest and relaxation than that of hard work (-1 ST). Empire," officially creates and carries out all
judgements. In reality most of this work is done by
Gelure his generals and lieutenants. Everyone in the kingdom
(geh-luhr) is considered part ofa military-like chain ofcommand.
Geography: Gelure is located along the Frostbite At the top sits Uglub, then Sengir, his son, followed
mountains, with Xanar on the southwest, and by his generals and on to other lesser officers, all the
Cyrinthmier and Ouestenreich to the east. Gelure has way down to the peasants, who are considered to be
a great deal of seacoast as well, bordering both the just below grunt soldiers, and are expected to follow
Imperial Sea to the south and the Raiders Sea to the their command unless directed otherwise by someone
north. The northwestern shores are rather flat, making of higher rank. Martial law is the norm, and all
good farmland. punishments for lawlessness are rendered immediately
Religion: The self-proclaimed emperor of Gelure-who by the local lord, magisuate, or general. Anyone of
calls himself((Uglub" claims to be the Dark Betrayer higher rank may punish (or abuse) anyone else of a
Reborn. He is god, priest, prophet, and king of his lower rank. Disputes between those of equal rank are
own land. He is openly opposed to the ((weak" settled by duels. Such deadly exchanges should be
Imperial Church and the Xanarian Empire, claiming approved by the highest-ranking local officer, though
that it knows not its own history ... a history ofwhich usually the duel is done before any request for
He shall remind the world. Uglub preaches that one approval is made.
day the whole world must kneel before him, even as Economics: Bordering on two seas and three wealthy
it did before the Dark Betrayer thousands of years nations has left Gelure economically blessed. The bulk
ago. He endorses witchcraft, the old pagan practices of this wealth goes to the military, which makes up
(not all of which must be in his honor), and sorcery. for lack in size with the very best equipment and
He has publicly proclaimed sanctuary to any training. The lords of the land lived very well,
persecuted sorcerers or wielders of the dark arts- exploiting the peasants worse than in any other
many of which find themselves in places of power country, until Uglub took power a few years ago. He
within His organization. has completely revamped the entire system in Gelure's
Politics/Military: The ((Gelure Empire" has simple new image. Despite protests from other world leaders,
158 The Riddle of Steel

common. Their eyes are generally blue, brown,


green. Nobles generally powder their hair and raa::s,.
though the Emperor dislikes the practice. L-'easan
dress poorly, wearing woolens and cottons mosn
Nobles wear fine silks and other fine materials rror
far-seas trade. All members of the military wear ..........
uniforms whenever possibl~, affording them res~>ea:
and security.
The official language ofGelure is Geluroise.L H......

people in Gelure speak the language of the c1o1;e


neighbo r-Cyrin thmeiran, 0 uestenreichisch,
Xanarian (the Imperial Tongue). The languages
Farrenshire, Picti, and Angharad are not uncomm
in the far northern peninsula.
Places of Note: Drack Guol, the capital, located on me
Lake of Mist. The Frostbite Mountains, where Ugl
is said to have come from, hundreds of small pom
along the seashores.
Player Bonuses: Uglub's social and political reforms ha'~
changed a lot in Gelure. Instead of being hunted, thr
Gifted are taken in and nurtured (+ 3 Proficiencr
points for the Gifted, not the Fey, in Gelure). Milita.rr
training is excellent (any character with a militarT
background gets -1 SR to any mili carily backed S
packet and+ 1 Proficiency point for weapons training
Peasants are not allowed to carry any weapons at alL
but freemen (assumed to be military) may carry almosz
the Gelure fist-a gold coin slightly larger than the anything they wish. Lastly, the strength of Gel~
Imperial Standard-has gained great popularity coinage adds+ 10% to starting wealth.
throughout the western world.
Inhabitants/Culture:T he people of Gelure are struggling H elena
between the pride and safety they've grown (heh-lay-nal1)
accustomed to under Uglub's rule and the fact that Geography: Helena, land of the rolling plains. The so
he is rumored to be the Devil himself The Geluroise of the peninsula is rich in the necessary minerals for
have always been a religious folk, but find themselves growing grapes, which are in turn used to m~
moving away from their faith in light of their growing famous wines, and other sweet fruits. The landscape
prosperity. Most every family has a son in the military. is lush and green with flowing hills and rolling plains
They still generally dissaprove of the idea of witches vast enough to seemingly be oceans unto themselves..
and warlocks running freely in their land-and have These qualities as well as several natural ports and
:x=
m
thus become a superstitious lot-but avoid lynchings easily made harbo rs also have drawn many to
r now that Uglub has made a call for all practitioners nickname this peaceful place "The Merchants
m ))
z of the dark arts to find shelter with him. Paradise.
> Most Geluroise have light skin and hair, with Religion: The majority of Helena's populace follows a
honey-blond and light brown being the most multitude of man-like gods and goddesses, straying
Book Seven: The World of Weyrth 159

into a pagan belief. However along the western front collects taxes from visiting merchants, but not so
of Helena, the religion of"The Three-Gods-Become- much as to discourage outsiders from corning to trade.
One has been gaining influence and popularity among Inhabitants/Culture: The majority of Helena's populace
port towns trading with the Xanarian Empire. is a joyful and friendly sort. Most of the people work
Politics/Military: The nation of Helena is a neutral one, a farm that they will defend with their lives if it were
and often a meeting ground for warring nations to ever threatened, but would also offer the spare room
work out treaties. Though neutral, Helena does boast for a weary traveler at merely a second glance. The
a decent sized militant force composed mainly of wealthier members of the Helena society run the
highly trained foot soldiers and a navy that is rarely ports, harbors and trading posts. All of the populace
matched. Beyond this, it is said that when an invading is of a medium build with light tones skin and
force has tried to take a portion of Helena, the farmers medium to dark hair. The current popular hairstyles
of the land have been known to rise up and fend off are, long hair to the waist, often braided in one or
entire legions at a time. two thick strands for women, and short beards and
Short swords and long spears are popular short cut hair for men.
weapons, ideal for the phalanx, a military formation The populace speak their own language, Hellenic,
of spearmen with large shields in long ranks. though Helena's prominence as a merchant's paradise
Temperature and availability makes most armors provides citizens with opportunities to learn many
impractical, though barbut-style helms, along with others. The Imperial tongue is particularly common.
shin and forearm protection, are common amongst Places of Note: Spatha is Helena's major port town,
many soldiers. Only the more wealthy can afford famous for its merchants and hospitality. Antica, is
breastplates or suits of chain. its capitol city, is known for its incredible and ancient
Legal System: The legal system is a loose democracy, architecture, art, and sculpture.
elected officials from moderate sized towns, each a Player Bonuses: Due to the friendly and easygoing nature
wealthy male, meet in the
capital city of Antica to
decide upon taxes, and
other internal affairs.
These meetings are held
twice a year, and on rare
occasions as often as once
a month.
Economics: Helena is nearly
the ideal trading place and
is thus a very rich
country. Its exports
include, but are not
limited to, exotic fruits,
extremely sweet wines-
for which Helena is
famous-wool, and
some silks. Their imports
are the occasional
shipment of arms and
armor. Helena also
160 The Riddle of Steel

ofHelena's citizens, Player Characters from this nation that is produced in the country in order to abate
get+ 1 Soc. Those fromAntica receive any art or craft wrath. It is gladly given, for resistance results
skill for free, and those fro m Spatha speak on staking near the path of a lava flow.
additional language for free. Politics/Military: Cutthroat bands of mercenaries, oanru
and killers roam the lands looting and burning
lmjia their dark content. A few strongholds have emLer~~
(eem-jee-uh) through out the ages, and th_ose that do exist dwell
G eography: C ut by the massive rushing waters of the constant martial law. A preferable arrangement
Caanan River, the land of lmjia feeds on the bloody starvation and death, many flee to these ~h:adC)WC
water and from it grows twisted trees yearlong, Citadels, and serve the Generals and their armies
crimson and black. An outlaw from the brown color glee. Most are align ed with the Darktongues,
scheme, green grass or leafs are seen briefly only in two remain free, causing strife and perpetual war.
the months of spring. Summer bakes the leaves is a simple matter of survival of the fittest, and "'""'
brown, and fall grinds them to billowing powder. often , the well fed .
In the dark recess of the night clouds of bats wing Legal System: Under martial law, no one leaves
through the skies, silhouetted on fields of glowing home before sunrise, or after sunset. Villagers
crimson issuing from the volcano's mouth. Tho ugh be searched at anytime, and anyone may be bro,ugt
water is plentiful, acidic soil limits the growth of in for questioning by the authorities. Any u L~:r
plants in the vicinity of the Demons Fang mountain found in possession of a weapon, secreting food,
range. Spiting fire and brimstone from a sulfurous creating dissension is exiled. Traitors are executed
maw of dripping lava the Mountain of the block. All other criminals are thrown into ~
D estruction, VoduzoqfEarnd, torments the pits to rot and die, or be eaten by the other prisonea..
earth with ash and rock. Farther northeast Appeals are made with gold. All practitioners
the seed of these shriveled plants take root, "unrighteous" religions are sacrificed by the servant
and flourish in haphazard array. What of fire at the "Temple of the Scourge" on Voduzoqf
wildlife there exists roams from these Earnd.
scraggly forests across the blasted plains and Eco nomics: Imjia is ri ch
into the Desert of Bone. Feeding on gray mineral wealth, iron prim~
hej-grass and twigs are long horned bison, D ark wood of the knurly little
customarily adorned with their flea-eating trees produces excellen
finch from which most life is sustained. bows and arrows, as it 1S
Religion: Forsaken by the gods, or so it is dense and hard. Trade
.
believed, the shuddering masses have taken with Kudara 15

to offering their prayers to their tormentor, necessary to mamtam
in hopes that he will grant them a quick the population's food
death from pestilence in the stead of su pply. Fruit and
starvatio n. H ere worshiped by the spices from Svarasrn
forsaken and bound to his service are are priceless, as is
the Disciples of Shire, a D emon Numerian wine. The
who kills while in ones dreams. main export oflmjia is
Shire, o r his priests, slaves, who are oddh
(depending on your enough not too unhappy to be sold.
point of view) Inhabitants/Culture: Black or crimson is worn by the
demands half of all population, the deeper the black, the wealthier the
Book Seven: The World of Weyrth 161

man. Crimson is reserved for priests,


who follow suit in reverse order. All
save the high military are forced to
prostrate themselves on their bellies
upon the passing of a Child (as the
priest of the Darktongues refer to
themselves). This practice is highly
effective in weeding out dissenters and
strong willed individuals. Tattoos are
popular among the villagers, who etch
their suffering into their skin. Piercing
is also commonplace throughout the
land.
Places of Note: In the Temple of the
Scourge on Voduzoqf Earnd one can
gaze into the fues of hell itself. Only
priests return from that dark abode of
demons and they do so without souls.
To the east, along the coast, more
hospitable regions are maintained in an iron grip by might pervert the minds of the flock. Art, dance,
the denizens of the Shadows and are much more music, weapons, education and faiths not Esauln have
pleasant to live in. been eliminated from the land. While this may seem
Player Bonuses: +2 EN, -2 HT; unfortunately, all harsh, only 3 recorded murders in the last 50 years
members of the military are castrated. and lack of civil war for over 70 prove that their
methods, though extreme, are effective.
Ixliaph Politics/Military: The politics and military oflxliaph are
ihks-lee-af) ' controlled by the Clerics, who interpret and enforce
Crushed in the twisting pestle and mortar of its the word of Mosia. They alone may bear arms or
mountainous terrain, the country oflxliaph unfolds judge the fallen and infidels, who are always
its table toped mesas nonhward until their edges drape attempting to infiltrate and undermine their society
the lapping waves of the silent sea. Perfectly suited to with their pagan beliefs. Primarily responsible for
rams and goats, endless ranges of inhospitable protecting the populous from the demons that lurk
mountain scoff defiantly at the pathetic attempts man in the hills, the military is comprised of bands of
makes to settle them. Wind cut incisors of earth zealous brothers who range the mountain passes and
seemingly avalanche away from gleaming fangs of fight guerilla style against any for they are directed.
vorpal ice. Shallow valleys hide sheltering refugees of Legal System: The following are crimes oftreason. Creating
vegetation and wildlife from the relentless screams a graven image (any form of art), practicing sorcery,
of the snapping wind, slit by glacial streams cradling preaching a false faith, owning any book other than the
life giving fish that feed the adamantine creatures fierce Kova. Crimes against the faith are; Possessing a weapon,
enough to stake claim atop the great plateau. exposing any skin save that about the eyes, knowing
Religion: Hard lined fanaticism ofstricture and abstinence another language, reading and writing, dancing (reputed
is relentlessly enforced by the Clerics that wield the to anger and disgust the holy one), failing to pray thrice
power of steel. Chosen by their god to enforce the a day, practicing medicine, and any action save prayer
true law ofEsauln, they have outlawed anything that on the day of fasting (the last day of the week).
162 The Riddle of Steel

Economics: There is trade oframs wool and gold occasionally Places ofNote: Far within the mountains, a small race
with those who have proven conversion to Esauln, miners is rumored to dwell. Those who have retll!
mainly for grain. tell wild tales of ... before they are silenced for nere
Inhabitants/Culture: Stern and somber, stoical and Player Bonuses: + 1 TO, + 1 EN, - 1 SOC - 1 MA. 1
separatists, the bronze skinned and black haired goat.
populous of gaunt shepherds and housewives are

honest and forthright. They never doubt their law as Krym- Khanan
being right or their lives as harsh or cruel. Viewing (krihm khah-nahn)
other nationalities as week and perverted, they hold Geography: Eagles and vultures circle the open skies'"'..
themselves to be an example for the remainder of endless steppe. Beneath them nomads and barbar
the world to follow. Nonetheless, they manage to hordes roam through tall grasses, winding
eke out decent lives in a land most would regard as shallow marshes, and scattered woodland. The rrc:
savage at best. plains ofKrym-Khanan border a great variety of
and climates, but are all unified by the vuu
never-ceasing frontier-prairie.
Religion: Each tribe, clan, or horde UUJ:.Ao

pray to its own gods or ro none. Many, ..,u...


as the great Tataar Horde, follow the Se'
Vows of the Prophet, brought ro them t-r....,
Otamarluk to the south. All religion
Krym-Khanan, however, is "tainted" by
ancient heathen practices, no matter what
priest or cleric teaches on holy days.
Politics/Military: Krym-Khanan has no
government to speak of. Rather assort
tribes and clans roam the steppe, ea-
enforcing its own law. The most powerf.
of these clans is the Tataar Horde, whi
holds the power to unite most of the smaller
tribes and clans in times ofwar. The Tataan
are closely tied to the Sultan of Otamarl
religiously, economically, and politically.
Tataar horsemen-feared by
-------- but the Kozaks of Zaporozhya-are
diminutive fighters on small, tougher-than-
nails ponies. They excel at hit-and-run an
raiding tactics, are incredibly fast and nimble.
and can live (eat, sleep ... do everything) in
the saddle for days or weeks on end. Th~
carry light sabers and short bows, though
poorer warriors may use only spears or
chekany, axes made using horses' jawbones
No one-man, woman or child-will ever
be found without a long curved knife or
Book Seven: The World of Weyrth 163

dagger.
Legal System: The clan or tribal chief and the tribal
elders have the final say in all intra-tribal
matters. All matters between clans are handled
through violence or, in times of war, by the
Khan. The Khan is the chief of the Tataar
Horde, and is said to be descended from the
greatest warrior and conqueror ever to roam
the steps, Gherei-Khan. Social status is
determined by wealth, alliances, and physical
might.
Economics: Herding is the most productive thing
this land full of hunters and gatherers does.
Many tribes and clans subsist through raiding
and slave trade with (and through) neighboring
countries. The Tataar horde is by far the
wealthiest group, with herds, raiding, slave
trade, and tributes from smaller clans and tribes. Numeria
Inhabitants/Culture: Krymeans are generally short and (new-mehr-ee-ah)
dark skinned with black hair and eyes. They are Geography: Though mostly desert, sheltered from the
extremely resilient and stubborn, and are known for desert wind in the west by the canyons ofVagailith
having fiery tempers. In the cold months, furs and lies the Great Valley offwilight. Astride the enormous
leathers are popular clothes, whereas in warmer oasis, the residents of Sephite farm the arid land for
months many strip down to baggy breeches and a dares and olives, growing fields of grain and graze
simple vest or no shirt at all. Many go barefoot in oxen on the short grass left from the harvest. Much
warmer months. else of the landscape is barren, save the occasional
Several languages find their home in Krym- scraggly brush and withered tree decorated by flowers
Khanan-Sarmatovian, Zaporozhyan, Zhibaran, and only willing to bloom for a thunderstorm. Spilling
Marluk to name a few. K.rymean Tataaruk, the from the canyons walls in the east, the Black Desert
language of the Tataar horde, is the most like a billows in violent douds of shale dust southward
"national" rongue as might be found in Krym- towards Tez'Hamun. No life lives in the black desert;
Khanan. its unquenchable fire flaying meat from all who
Places ofNote: Caanan, Na'zigg, and Ud'Anhul are three traverse its blasted landscape. Near the border ofAhr
great rivers that pass between K.rym-Khanan's sparse rests the holy mount Veetch, habituated by shepherds
hills and flood its low plains in times of rain . Most and priests. Here the N umerians grow grapes and
stationary population lives along these rivers, though press them into a blood red wine favored by all within
the Horde rides everywhere. the region. Little wildlife roams the territories, with
Player Bonuses: Tataars-and K.rymeans gain +1 TO and the exception of birds and their main staple: locust.
EN due to their incredible resilience. Their small Religion: Priestesses lead Numeria, though the rulers claim
stature (-ld6 inches) makes them a bit weaker (-1 to be Descendants from the gods. Entirely
ST). Life on and near horses makes them expert riders disagreeing, the priestesses continue believing their
(-2 Riding Skill, negate missile weapon penalties for gods to posses the bodies of animals, and the faces of
firing a bow from horseback). man. This line of reasoning allowed them to sway a
large portion of the populous into breaking from
164 The Riddle of Steel

Tez'Hamun, and gave the priestesses a measurable this land. As figureheads, the Descendants mah
increase in power. Ceremonies are held on a weekly show of handling merchants and petitioners, ""''"
basis, and the faithful are called upon for tithe and the hedonistic religious leaders engage in .........
offerings in return for intercession on their behalf. debauchery. Controlling a vast organization ofu.~;;cU,
Small idols (icons) can be found in nearly every home, assassins, the Priestesses have more than insured
an example of the commitment and belief of the loyalty and obedience be awarded them at all .......
u ..

people. They hold Ehld in higher status than Yone, Blasphemy against their gods most often results in
their beliefs being similar, and now maintain decent public skinning, slaying one is punished in the .u~AA.
relations with Tez'Hamun (albeit there are definite desert with the accused staked naked to the sand.
rivalries to be had). Economics: Iron mines provide a great deal of trade v.
Politics/Military: Currently engaged in skirmishes on their Ahr, and the N umerian wine is coveted by many
northern borders as both Taveruun and Dardanet Tez'Hamun. Additionally, demands for grain in
en croach, N umeria struggles to
maintain control of the river Anazum.
As the port ofZahnitr is so far from the
capital of Sephite, it is difficult to
supply, and is generally forced to
negotiate and trade in order to maintain
itself. This has worked slightly to the
advantage of other nations, who have
been allowed to maintain embassies
within the city borders. From Zahnirr
goods are sailed across the sea to
Savarstra and south to Tez'Hamun.
Equipment mainly composed of
iron, the weapons and armor of this
region are light and portable. Spears and
short swords are favored, as are small
bronze shields and helms. The military
has mastered the use of the chariot, and
bred a strain of horse well suited to the
demands of the desen. Additionally,
tribes of local camel mounted freemen
can be rallied (for a price) to further add
to the bulk of the standing army. As
the first born child of any family is the
property of the priestesses, an army of
well-trained fanatics is always finding
itself restocked by zealous young
graduates.
Legal System: Law is enforced in Numeria
only when a threat to the Priestesses is
perceived. Treason and war are the only
true concerns of the ruling females of
Book Seven: The World of Weyrth 165

southern regions have maintained the economy for some in the sky, some in the earth. They care not for
hundreds ofyears. Currently, the country is attempting you or your desires, your existence is no more than a
to grow corn and refine their smithing practices, but passing dream. One day they will awaken again, and
is meeting with little success, due largely in part to man shall know that all vanity is self deceit. Unto
the lack of direction by the Descendants. Wood, that day and that fmal end, live as you will, destroy
however, is scarce and imported in vast quantities from those who stand against you, and head not the
Ehld. whimpering of the weak.
Inhabitants/ Culture: N umerians share the browned skin Politics/Military: Be strong that you may die well. No
and lithe musculature of their predecessors, however one but you can defend yourself. Stone weapons and
the men prefer long braided square cut beards banded tools fastened to bones are indicative of the general
in gold or copper with thickly oiled close cropped status of technological advance. Few trees dot the
hair to the shaved heads ofTez'Hamun. Overall the tundric landscape, hence wood is a valuable
country is hedonistic, fond of wine and lotus commodity for life. Politics are simple, protect what
blossoms. Reading and writing is common, though is yours by whatever means necessary. Bands of
practiced in a basic form. tribesmen war with one another, and no unity of any
Places of Note: High atop the Vagailith the Stairway of kind exists throughout the majority of the land. The
the Sun, an enormous tower built long ago, stands Mountain, a semi-nomadic tribe of 200 warriors
silently overlooking the dessert. It is where the under the leadership of the Stormqueen, asserts itself
priestesses practice their rituals, and is taboo to any as the ruler of the land. However, as little is done to
save they. Ascending the Veetch is the final test of maintain the kingdom, individuals in need must
soldiery, and allows the warrior a clear view of what journey to the camp and petition aid. Stone axes and
he is fighting to protect. spears are the common weaponry, as well as bone
Player Bonuses: -1 WP, + 1 PER, due to the eat-or-be- daggers and clubs. Metal weapons are treasures,
eaten attitude often found inN umerians. heirlooms, and the cause of countless thefts and
accompanying murders.
Odeon Legal System: Got a problem? Fight to the death or shut
(oh dee un) up.
Geography: Inky granite armored in a coat of shimmering Economics: Odeons use teeth as coinage. Furs and pelts
samite sternly glares skyward, proud and fiercely stolid are traded for deer, which the inhabitants have limited
within the soft fluffy flurry of icy death wafting success in herding.
earthward in a languid curtsy. Falling darkness heralds Inhabitants/Culture: Many of the inhabitants flee the
the initiation of the moons battle for dominance on forsaken land of ice. Distinguished from other
the virginal canvas of snow. On clear days with still nationalities by their white hair, pale skin and silvery
wind, a man standing amid the seats of giants and eyes, Odeons are hunters by birth, and while
gods can fully grasp the insignificance of his life, and unlearned in the fineries of life, can be assured oftheir
the radiating power that is the land. Here in the north own survival, regardless of their surrounding terrain.
is a land unfit for men. A land for creatures and They are agile climbers and silent as the falling snow.
demons whose hearts are forged ofsteel, Odeon swears Women are the dominant sex, being larger and
none save the strong shall inhabit its borders. It is stronger than the men. On average they tower around
here that the answer to the riddle may be found, if 7 feet, the largest has re-ached 8' 9". z
there truly is one, carried in the deadly kiss of the Places of Note: It is said that paradise lies just over the 0
~
Stormqueen. northern ridge of the farthest mountain, beneath the Q
Religion: Know always that the gods have forsaken you. shimmering aurora that guards it. Few have survived 0
Their battle was waged, and lost. Now they sleep, the trek into those glimmering sabers, and none have
166 The Riddle of Steel

returned to tell of it. There are vast caves of icicles the ccadopted" sons of infidels, fight with similar
beneath the eternal glaciers carved by the steam and but a hatred and fire that has formed many 1~
geysers of the volcanic region. Bands and tribes of in Otamarluk and horror-stories in the west
Odeons inhabit many, and all are eerily beautiful in north.
the glimmer of sunlight. Legal System: The Suul'tahan is the highest power
Player Bonuses: Females receive a +lbonus to STand emperor-king who is counseled directly by the
TO, Males a +1 ST. Both Sexes suffer - 2 MA. and protected by a thousand concubines and ..........__
While all legal and judicial decisions ulcimat~
Otamarluk with him, smaller issues are handled by
(oh-tah-mahr-luke) leaders or local magistrates. The highest crimes
Geography: Wicked peaks, savage and dreadful, frame those that violate the Seven Vows, and de.1.t
the northwest and southeast corners of mighty amputation, castration, or slavery are imposed
Otamarluk. Between these two jagged ranges lie the punishments for most all crimes.
Marluk Steppes, home of great plains, soggy marshes, Economics: Otamarluk is roiling in wealth and
and scattered woodlands. The weather is warm Suul'tahan is loving it. Most people live poorly,
throughout, with frequent winter rains and long the ruling class has more than it could ever use.'-'U'JO.

summer droughts. Great riches-taken from the land spires top nearly every palace and temple. Slave ~
itself- flow along winding rivers, beset by wildmen, is big business, as is mining in the mountains
bandits, and raiders. farming in the plains. On top of it all are
Religion: All of Otamarluk bows before the Emir, the tributes from neighboring countries and the cnn
high cleric, as they recite the Seven Vows of the
Prophet morning, noon, and night. Marluks (those
that live in O tamarluk), though not as outwardly
fanatical as their distant cousins in Ixliaph, have
declared a great holy war upon the infidels--especially
those that follow the Three-Gods-Become-One. This
war manifests itself not only in battle, but in abuse
of prisoners, heavy slave-trade, and janisaries-the
captured sons of infidels raised to the faith of the
Seven Vows and a hatred of their fathers.
Politics/Military: Tzaul and Krym-Khanan pay heavy
tributes to Otamarluk, which funds add to an ancient
war waged primarily on the borders of H elena and
Dardanet. Since the fall ofXanarium and the Emprire
Otamarluk is the most powerful imperial force in
the world, and has designs on the domination of
Maraiah and Tegaarn, if not on the whole ofWeyrth.
This is all under the banner of the Prophet and in the
name of the Seven Vows.
The most feared of all Marluk soldiers are the
light horsemen and mounted archers called
Marmuluks. Armed with short bows and curved
swords these merciless raiders ride small ponies in
guerilla-style tactics. Though less common,janisaries,
Book Seven: The World of Weyrth 167

of constant war in the west. Politics/Military: Ouestenreich is ruled by the Crown


Inhabitants/Culture: Dark olive skin, brown eyes and Prince of the Reich, and follows feudal models. It is
night-black hair sit below turbans and veils. Men oil officially allied with Gelure, but feels uncomfortable
their beards and moustaches to a glossy sheen, and in that situation given "Emperor" Uglub's
women paint their eyes and adorn their bodies with expansionist tendencies. The Iron-tooth Mountains
as much jewelry as they can quality, not quantity, protect them from Stahl, but not from heavy raiding
adjusting with station. by Piers and Cyrnri fromAngharad on the northern
The people are devoutly religious, hot-tempered, borders.
and generally a zesty and fiery lot. Their rulers are Ouestenreich's military is small, but very well
mysterious and cruel, living in the greatest of finery trained. Ouestenreichis~ mercenaries and captains are
while many of their subjects starve. highly sought after. As their own geography is not
They speak Marluk, a relative ofKrymean. Other conducive to cavalry, most of the army is made up of
common languages include Zaporozhyan, Fahalan, infantry and landesknechten. The bulk of the army
Ixliaph, Helenic, and Dardainian. is under the control of the Crown Prince and other
Places of Note: Marsranbuul, the capital and home of powerful lords. The Ouestenreichisch navy is weak,
the Suul'tahan. The Palace of the Seven Djinn, a great being greatly overshadowed by the more powerful
and legendary mountain-top citadel in the southern navies of Gelure.
ranges. Ouestenreichers have good relations with
Player Bonuses: The distribution ofwealth in Otamarluk Cyrinthmeir and Gelure, but poor ones with
leaves all freemen and lesser citizens impoverished ( 11 Angharad and Stahl.
3 starting wealth) and nobles rolling in it (double The longsword and poleaxe are the most popular
starting wealth). Strict social rules and a society full weapons of Ouestenreich.
of duels grant +1 Soc and Wit but-1 WP to starting Legal System: Ouestenreich runs according to feudal
Attributes. models. Each lord or landowner is responsible for
law and order in his own fief. Appealed disputes go
Ouestenreich to the next lord up, all the way to the Crown Prince.
(ow-sten-raykh) Generic punishments include fmes, branding, and
Geography: Ouestenreich is located north of Cyrinthmeir prison time for infractions by commoners against
and Gelure, bordering on the Rock Sea, Stahl and commoners, and prison time or (more likely)
the Iron-tooth mountains, and the Principality of execution for crimes against lords or gentry by
Farrenshire. The northern half is covered in low commoners. Very few hold the old Imperial
mountians and the southern hilly, but the whole classification of Freeman, and no additional rights
country is heavily wooded. The capital, Oustenberg, are granted to such.
is located at the foot of the mountains and buried in Economics: Ouestenreich exports finished goods, lumber,
surrounding evergreen forests. The climate is furniture, and iron products. Ouestenreichisch
temperate, with much rain from spring to fall and craftsmen are excellent with small work, such as locks,
snow in the winters. puzzles, and jewelry. In the south farming and
Religion: Ouestenreich is in a religious mess right now, livestock are important sources of income. While
full of nature-worshiping pagans, Imperial clergy, and not as rich as her neighbors in Cyrinthmeir and Gelure,
pressure from Emperor Uglub of Gelure to worship Ouestenreich's nobility lives in great comfort without
him. Most commoners follow the Imperial Church excess oppression of her commoners. Wool makes
or the Druids of the north, while the ruling class finds up the bulk of Ouestenreichisch textile trade.
itself carefully balancing tradition and political Inhabitants/Culture: Ouestenreichers are tall and fair

necessity. skinned. Blue and hazel eyes with blond or brown
168 The Riddle of Steel

hair are common. In coastal villages red hair and green Places of Note: Ouestenberg, the capital.
eyes are equally common. Commoners dress in wool, Shadowwood, a collection of large evergreen
felts, and suede, preferring fancy needlework to Player Bonuses: Ouestenreichers can understand
jewelry. Moustaches are very popular, as are thick Stahlnish and Geluroise when spoken simply (
beards. The upper classes dress in Gelure or Stahlnish may also gain both languages as a skill for the
fashions, based on the political climate in any given of one). They are very familiar with the forests
area or time frame. They are a people wrapped in Skill-Forest Survival) and the legends surrownClll
tradition and folklore, and seem to have no problem them (free Skill-Folk Lore).
in reconciling their own superstitions with whichever
faith is prevalent in their own area. Sarmatov and the Rzeczpospolita
The official language is Ouestenreichisch, a dialect (sar-mah-toof, zhetch-pohs-poh-lee-tah)
of the Stahlnish Tongue mixed with Geluroise. Geography: Flat southern plains gradually rise to ~va.u.
northern hills and icy arctic peaks, lapped by g.~acJ.c
wrought seas. Sarmatov is a harsh land, covered
snow in the winter and humid days in the s.........~.
H er neighbor, the Rzeczpospolita ("
Commonwealth"), is nearly the same. Forests em~
the hilly portions of both lands, surrounding the
lakes and wetlands on the border between them.
Religion: Despite an overwhelming percentage
adherents to the Imperial Church of the
Gods-Become-One, Sarmatov and
Commonwealth are considered some of
most religiously tolerant and diverse na~v;
in Weyrth. Variations on most major faiths
ground in every reach ofthe two kingdoms. The
and minor nobility are generally Imperial, but dr
U'J wealthier gentry and nobility lean toward Stahlnisla
> atheism. Other popular beliefs include Zhibara
~ heathenism and the Seven Vows of Krym-Khanaa
>
...; and the south .
0 Politics/Military: Sarmarov and the Commonwealth ~
<
been united so long that they are really no longer
~ separate entities. Their governments have bee
...;
::r: essentially combined for almost 400 years, which is a
tr1
good thing considering all of the unrest outside
~
tr1
their borders. War ravages every side, with Zhibarans
() coming out of the mountains in search of wealth.
N
"'tj Kryrneans riding hard up from the south in search
0
en
"'tj
janisaries and white-skinned slaves, and the Stahl.nish
0 constantly attempting to expand their domain and
->
r
...; power. Until recently Magyar, now a province of
Stahl, was part of Sarmarov, as was Zaporozhya and
much ofK.rym-Kanan.
Book Seven: The World of Weyrth 169

Centuries of constant warfare have made the nations, the Seym is divided, and ((official" religious
Sarmats a tough and independent lot. Their cavalry tolerance gives way to faith-led lynchings of minority
is considered to be some of the very best in the world. churches and religions. General lawlessness rages
Light dragoons, riding in the Krymean style, sweep throughout the country, where the strong or ruthless
down with lightening efficacy and flashing sabers. The survive on the frontiers and those with ccconnections"
winged Husars-heavy cavalry with eagle-feathered and powerful patrons survive on the inside. Though
wings attached to their burnished plate harnesses- the gentry are blessed with so many rights, the
have not lost a major battle in over 60 years! peasants live lives of virtual slavery, as they are
For the last 200 years the saber has been the considered to be the property of their masters.
weapon of choice for all gentry, who claim it as their Economics: Cold-sea fishing brings in most of the
right. Gelure-style swords-the thin cut-and-thrust income in the frigid north, as does coal-mining in
swords and rapiers-are looked upon with disdain. the south. Farming is everywhere, where beets,
Most all soldiers carry a short bow in addition to potatoes, and cabbages are raised in abundance.
their spear, lance, or saber, and all know how to use Despite a high percentage of nobility and gentry, all
one either mounted or on foot. Peasants favor pole but the wealthiest do their own farming (though
arms and primitive axes formed from the filed and most gentry have the aid of at least a few peasants).
sharpened jawbones of a horse or cow. Samatovian heavy cavalry are rumored to be the best,
Legal System: When the last king of the recent and find a great deal of work as mercenaries ourside
Yagyelonian dynasty passed away, leaving no heirs, of their own borders.
the Sarmat peoples elected a new monarch. The king Inhabitants/Culture: Sarmats tend toward brown and
of Sarmatov reigns alongside the Seym, or Senate, blond hair and brown, green, or hazel eyes. Men's
over the Crown and the Commonwealth hair is usually closely shorn around the back and sides,
(Rzeczpospolita). Upon the death of a king the leaving a thicker ccbowl cut" on top; walrus-like
nobles and gentry gather together and place their votes mustaches are extremely popular. Women wear their
for any one of the electoral candidates. These hair long and have none of the western tendency to
gatherings are generally very large, as approximately hide it. The gentry dress in bright but not garish colors,
12 percent ofall Sarmats are considered paper-carrying favoring colored leather boots, fur hats, and cloaks
gentry or nobility. The electoral king then rules until made from the hides of exotic animals (such as wolves
his death, when another king is chosen. Any member or the lions and tigers of lmjia). A saber in a black
of the gentry or nobility may be elected, though sheath is a sign of military prowess and is considered
practicality generally limits candidates to the wealthy an invitation to prove that prowess to anyone else
and powerful. wearing a like scabbard.
The Sarmats are perhaps prouder of their legal Places of Note: Stolitza, the capital, rests between the
system than any other people. All gentry and nobility two nations overlooking the enormous Yezhoro lake.
are afforded certain ((gentleman's rights" -no The remainder of the countryside is littered with
gentleman may be imprisoned or even accosted by fortresses, castles, and walled cities, each belonging
the law without proper warrants, all have a say in to a different lord.
elections, any may be elected king or appointed to Player Bonuses: Sarmat player characters gain + 1 to their
the senate, and any may bear arms and keep up a WP or TO and -1 HT due :to the harsh conditions
small military force of his own. These priveleges are in which they live. Constant (and often violent)
in addition to general religious freedom. interaction with their neighbors has made them a
The great flaw with the Samatovian system is multilingual people (free Skill: any two of the
that it doesn't really work. The king is largely following languages: Zhibaran, Krymean,
powerless when compared to his ((royal" peers in other Zaprorozhyan, Magyar, Stahlnish, or Odean). Lastly,
170 The Riddle of Steel

though finances are not effected in any way, all of flowers and animals lurk unseen. An occasiona.
characters in the ((High Freeman, class are considered hill presses aside the matted foliage, only to sink inro
gentry and gain all ofthe rights attached. Low freemen a mire beyond. Water abounds in the central distria
are usually city-folk and have a number of rights rivers providing the easiest route into the land.
depending on their lord. Peasants begin with half the Religion: A highly superstitious people, the tribes ofSavan
normal starting wealth. worship spirits of animals and plants with offerings
of food and dance.
Savari Politics/Military: Only twice in the country's history has
(suh-vahr-ee) a true Zool or High Chieftan and Warlord-united
Geography: Dense jungle and open desert compose the the splintered tribes of this jungle paradise under the
landscape of this long forgotten land. The IbaNahn Spear ofWar. Only the wisemen of the villages trul~
Desert, or ((Endless Thirst" shields the teeming jungles know the account of their unwritten history. The
of the Juba to the west in its wavering, mirage filled Father of the best hunter in a tribe leads the tribe so
heat . Under the canopy of trees and vines, plants of long as his son remains strong. Should the son become
all varieties flourish on nutrient rich soil. Most of deceased or frail, succession falls to the next strongest.
the country is unknown to any but its inhabitants, as Tribes determine the strength ofa leader by how many
the Juba is considered death to all who dare trespass foes he has vanquished, the largest beast taken alone.
beneath its laced fingers. It is known that all manner the number of wives, and signs of the spirits. Tribes
Book Seven: The World of Weyrth 171

often consider men of other races to be spirits, and a razor keen edge, but limits initial understanding of
react accordingly, for good or ill. All are masters of such concepts as technology. (+ 1 Per, -1 MA) As
the short bow, the spear, the javelin, knife and staff. poison and plant use is wide spread in conjunction
They have little armor to speak of, though in times with hunting, the skills ofherbalism and tracking are
of war bear large shields of brightly colored hides free (SR = worst packet rating).
before them. Their greatest strength is the
inhospitality of the jungle, which protects the heart Savaxen
of the land from conquest. (Sah-vax-en)
Legal System: All formal decisions, though counseled by Geography: Savaxen is a combination of mountainous
the wisemen and wives, are made by the chieftain of islands and peninsulas to the west of Stahl.
the tribe. Each tribe has its own taboos and Surrounded by the Sea of Raiders-named for
superstitions, which inevitably leads to war amongst Savaxen raiders-it is a cold, ice-capped land. The
them. Most disagreements are over territory and mountains of Savaxen are snow-peaked nearly year
hunting grounds. Banishment is a popular round, and the warmer shores of its islands and
punishment, as is the removal of teeth. peninsulas are largely barren, save for scant crops and
Economics: Engaging only in meager trade of any kind grasslands. The shores are littered with fjords and
with the outside world, the inhabitants often place lakes, all as deep as the freezing ocean itself.
great value on metals of any sort. Many are willing Religion: The Savaxen northmen worship their own
to kill for them. Though they rust and tarnish quickly pantheon, led by Wodan One-eye, the All-father, god
ifleft uncared for, a large quantity of metal weapons of War and Death, King of all Weyrth. Significant
would undoubtedly grant military superiority to the gods include (but are not limited to) Thule, Protector
tribe possessing them. In trade they offer skins of ofSavaxen and god of Single Combat, Faira, goddess
exotic beasts, ivory, and raw gemstones, all of which of fertility and birth, and Lorek, god of trouble and
are abundant in the land. Recently; Fauth has managed mischief. Savaxen's gods are appealed to when needed,
to establish a sea route and three forts on the shoreline. and not othetwise. The Savaxen gods admire strength,
Ahr is rumored to have a secret base there as well. independence, and wit.
Inhabitants/Culture: Home to black skinned giants (six Politics/Military: Savaxen has no official politics. They
to seven feet tall or more) with short, curly black occasionally send a thane or jarl to Eisenberg for
hair, Savarian culture is best expressed through its "international" matters. All other issues are handled
dance and music. Characteristically drum-laden and between clans and families. The head of a family is a
vibrant, the rhythmic music serves as a chief or ''jar!;" the gentry call themselves ''thanes;"
communication device as well. The culture is prideful freemen are '' karls'' and serfs, "thralls." The largest or
of their skill in arms, as well as their freedom. most powerful of the jarls and chiefs may call himself
Savarians are fond of bright colors and bold patterns, a King, though many of the more powerful jarls do
and often adorn themselves with feathers and paint so as well. Inter-dan matters are managed between
when at war. Little written history is to be found, the clans in question-no greater government exists
though wisemen can recount tales from nearly 500 inSavaxen.
.
years previous. All Savaxen karls, thanes, and jarls are warriors as
laces of Note: Buried in the heart of the jungle are the well, giving this small land a large army (though not
zJ.ll
remnants of a once great, but now lost, civilization, centralized). The Savaxen live largely by raiding and
><
or so the tale is told. No other true cities stand within pillaging their neighbors the Picts, Cymri, Stahlnish, <
Savari, though Fauth's and Ahr's forts may become and even some lands further south and east, in addition >
<
Cf)
very important in the decades to come. to each other. They are feared and accomplished
yer Bonuses: Living in a jungle attunes ones senses to seamen.
172 The Riddle of Steel

No major cities exist in Savaxen, nor do the Inhabitants/Culture: Savaxen's Northmen are
trappings of war associated with such. Savaxen embodiment of their gods (or perhaps vise-versa-
warriors pride themselves in the use of the spear, They are tall, well built, and fair. Red and blond
javelin, axe, hammer, and sword and shield. Ring- is common, as are blue and green eyes. Clothing
mail armor is common. functional, made from wool, furs, leather, and linem.
Legal System: The clan chief or jarl makes all important Light jewelry is very common.
decisions, based on the council of the thanes and karls Northmen admire courage, honesty, generositl:.
beneath h im. Murder may be repaid by means of a and hefty appetites for wine, women, and song. Th~
wergild-a "death price" or by war. What sparse clergy gather regularly for festivals ofwrestling, storytelling,
there is also holds a great role in the administration and the exhibition of any and every skill. Bragging
of justice. a positive trait, as are all forms of largesse.
en
> Economics: Raid, pillage, steal. Oh, and a little bit of The official language is the Savaxen tongue, a cl~
< sparse farming and husbandry, too. Their own relative ofStahlnish.
>
><
tt1 craftsman are valued from clan-to-clan, but are Places of Note: A number of large city-like settlemem:s
z generally inferior to many of their more advanced exist along the Stahlnish coast. All ofSavaxen's snov.-
neighbors. capped mountains are said to hide rock-dwarves, gals.
Book Seven: The World of Weyrth 173

and all manners of faeries, foul and fair. In reality each branch interferes with the others. The
Player Bonuses: T he Savaxen Northmen are proud, C hurch officially leads various groups devoted to the
strong, and robust (+1STand EN). Their technology Righteous War and to the All-Seeing Eye, quietly
is stunted in comparison to the rest ofthe old Empire, professing that the mortal branches of human
however (-1 MA), and they are considered uncouth governm ent need "assistance." The Great and
by more civilized folk (-1 Soc). They are feared or Purifying Inquisition is an example of all three.
hated by most all peoples along the northern and The Seat is currently threatened by the rising
eastern coasts ofWeyrth due to years of raiding (bad power of another "Emperor," Uglub of Gelure.
reputation flaw). They are said to be born with Gelure conti nuously threatens not only the borders
weapons in hand (1 extra proficiency point) and a of the Seat itself, bu t also nations su ch as
boat under their feet (free skills- Boating and Sailing). Cyrinthmeir-the Seat's strongest supporter and ally.
Their language is so close to Stahlnish that with some Internationally the Seat is not especially popular
effort the two may understand each other. politically, but is yet far from dead-it is still both
feared and respected throughout the western world.
The Seat of the Xanarian Empire T he Seat supports a very large and well-trained
ksah-nar-ee-ahn or zah-nar-ee-ahn) military, though it is now little more than a shadow
Geography: T he Seat of the once greatest empire Weyrth of the Empire's former glory. The Seat's navy is still
has ever known lies on a narrow penin sula in the very the best in the world, though it has lost most all of
center of the Imperial Sea, called by the Imperials its influence in the Sea of Raiders to the north, due
((The Sea of God's Sacrifice." Temperatures are warm to the expansion of Gelure. There are still many fine
in the summer and cool in the winter-never truly schools of military science in the Seat, despite no
growing cold. Tropical fruits and surf abound. Most major military victories in almost 50 years.
cities and settlements are coastal, with a few in the Popular weapons for both the military and

moun tams. civilians include longswords, shorter, thrusting
Religion: The old Empire acknowledges its own Imperial weapons, and large shields. Some of the best artillery
Church of the Three-Gods-Become-One. It is and siege engines come from the Seat as well.
thought that the church (or rather the Xanarth, its Legal System: T he Emperor is the fmal authority in all
highest priest) holds more power than the emperor- matters ofjudgement, though the Senate makes most
outside of the Seat's immediate borders that is all of the laws. Feudalism is still largely unaccepted
certainly true. in the Seat-rather a system of patronage is the norm.
Politics/Military: The Seat of the Xanarian Empire was Freemen have as many rights as some gentry in other
once just that-the capital of the greatest empire the nations, though peasants have almost none at all.
world had ever seen. Its decline has been gradual, and
though it now holds a great deal of political sway
(particularly due to the Church) in nearby nations, it
is no longer an Empire in anything but name.
The Seat is ruled by an Emperor, his immediate
councilors, and the Senate. Which is more powerful
is a question that has been asked- and fought over-
for centuries. The basic outline of government
includes a representative from each of the Three-Gods-
Become-One: T he Emperor r ules the "Righteous
War," executing justice. The Senate covers the "All-
Seeing Eye."The Church guides the "Merciful Hand."
174 The Riddle of Steel

Punishments are generally execution, mutilation, or borders, the Frost-Giant's Wake-some


servitude for commoners, fines or servitude for tallest peaks-make up the northern border beta
freemen, and fines for the gentry. The Emperor may the Icy Sea. On the east lie the Sarmatov,
punish anyone with whatever punishment he likes, Rzeczpospolita, and Magyarfold, to the so
however. Cyrinthmeir and Ouesterueich, to the west,
Economics: The Seat of the Empire, though in many Wide plains and forests make up the valleys betv~
ways failing, still has one of the most solid currencies the mountain ranges.
in the entire world. Trade and tribute (paid by a great Religion: Stahlnish nobles, once loyal to the .. u.....
deal of"independenr" nations) keeps the coffers from Church, have proclaimed disbelief in any kind of
going empty, if not exactly full. Sea trade is or higher power whatsoever, claiming that man is
particularly fruitful, as is fishing. The Church also his own in the world. They furiously deny
holds a great deal of economic power-perhaps as superstition and sorcery. Though some of
much as its worldly brother. common folk have come to adopt this pnuo~op
Inhabitants/Culture: The residents of the Seat come from as well, the majority of Stahlners follow
many lands and many races. Natives of the Seat traditional faiths, worshiping the land or old goc
generally have swarthy skin and dark hair and eyes, The north follows the traditions ofSavaxen, the .>V\,

though lighter shades are not uncommon. They are follows the Imperial Church, the west follows
generally short and thin, with slightly exaggerated ways of the Druids. Nobles and lords d.t..scot
facial features. They wear fine clothing (even most organized religion in their provinces, leading to
commoners, whose clothing is supplied by their lords) villages and settlements having their own tracuoc
and sport elaborate hairstyles. Jewelry is common and and religions enacted by locals.
often supports marine-based motifs. They are very Politics/Military: Stahl is ruled by a number of ~
proud and often stubborn, and delight in gossip, princes, and pennaths-all under a "High King,"
plotting, and politics. lacks any kind of real unity. Warring is coinrnKJ
The official language is the Imperial Xanarian amongst the various factions, dans, and families.
Tongue, though many entire neighborhoods within few provinces of Stahl have become reasorlaD!
the seat speak their own dialects or even separate independent of greater Stahlnish rule-.~rull.l'
languages. Angharad, Savaxen, andMagyarfold. Stahl's highn..u.;
Places of Note: Xanarium, the capital city of the old has done nothing to keep these nations in line.
Empire. they are far from his center of power.
Player Bonuses: Xanarians are very well educated (free The Stahlnish army is large and varied. In addirioa
Skill-read/write). All freemen and their betters are to wild barbarian hordes they have highly train
constantly engaged in political or social matters (free hea:vy cavalry, good generals, and armored infant:r1:.
Skills-chose any 4 skills from the courtier packet; Stahlnish steel and metallurgy is some of the besr
repeated skills gain -1 SR). All freemen (high or low) the world, and Stahlnish armor and barding is the
are considered "Citizens of the Empire," and may very best in the world.
receive preferential treatment in countries with strong Stahl's capital, Eisenberg, is perhaps the most
Xanarian ties. Such rights may be forfeit for those heavily fortified city in the world, surrounded
that abandon the Church, however. geological defenses as well as man-made.
Stahlnish relations with Cyrinthmeir are decen
Stahl relations with Gelure and Zhibara are good, w~
(stahl) those with Sarmatov and the seat of the Xanarian
Geography: Stahl is a mountainous, hard land. The Iron- Empire are extremely poor.
Tooth Mountains make up the southern and western Axes and heavy weapons and swords are popular
Book Seven: The World of Weyrth 17 5

amongst the heavily armored Stahlners. available beyond Stahlnish borders. Fur, wool, and
Legal System: Feudal. Punishments are extremely severe wild game also make up a large part of Stahl's
for any-commoner or gentry-that break the law economy.
of the local lord. Missionary work is illegal in most Inhabitants/Culture: Stahners are very tall, with light hair
provinces as well. and eyes. Red hair is common in the north and west;
Economics: Stahl's size allows it co remain largely self- darker hair and eyes in the southeast and southwest
sufficient. They provide much of the world's iron corners, near Magyarfold and Angharad. Furs, wool,
and steel. A breed ofhorse, the Stahlnish Shire Horse, and leathers are common apparel in all social classes,
is one of the largest and most expensive war-horses though exact fashions and workmanship vary from
area to area and within the classes. They are a harsh,
unforgiving, untrusting folk, given to violence and
drink. The lack of real religion has caused great moral
decline as well.
Places ofNote: Eisenberg, the capital. Various mountain
ranges.
Player Bonuses: Stahlners are tough as nails (+1 TO), and
though openly unrrusting they are not given co lying
(-1 Soc). Due to the violent nature of their lives, most
all Srahlners are familiar with weapons (1 extra point
for weapon proficiencies), and all Stahlners-not just
gentry or men-are allowed weapons and light
armors. Many well-to-do commoners, along with
most all gentry-have at least one trained Shire Horse
as well.

Svarastra
(sfar-ahst-rah)
Geography: A refuge for its lions, tigers, leopards,
panthers, elephants and rhinoceroses, Svarastra's vast
tracts ofrich fauna and rivers harbor the country from
starvation and thirst. A vast plateau named the Fissan
gaurds the border to Otalmarluk, secreting below it
the great plain ofTarnassi and the river Enubd, fertile
land seeps from the bank until the coastal waters of
the Saphire Bay. D eep in the interior, small
mountains crop up garnished with cities and temples,
lavishly carved from the existing mountainside.
Forests recede into jungle in the south, dense to the <
{?Oint of midnight, and prowled by invisible terrors. ~
Religlon~...,.Bd.ieving that the fastest way to heaven is rn
through cremation, all bodies are burnt upon death ~
ancl their ashes scattered in the rivers to speed the <
>
souls' journey. Interred in the earth for the period of en
a year, the soul is then reborn into its next incarnation
17 6 The Riddle of Steel

at the whim of nature and the need of the fine pelts, jade, golden statues, tea, sugarcane, cattle,
environment. It is taboo to eat meat in this country, and cotton (in the north). Trade is good with
and all travelers are "encouraged" to adhere to the Taveruun, a loss with Otalmarluk, and d angerous
custom. Fortunately, the wide selection of fruit and with the distrustful tribes of Savari. Eastern convoys
spices ensure meals to be just as savory. also have established trade routes, and bring in a grear
Politics/Military: A caste system common to the Maraiah d eal of silks and ivo.cy.
h as maintained the countries Monarchy for 500 Inhabitants/Culture: Warm and generous,
years. Arbitrary borders with Otalmarluk and with a passion for dance, romance and
Savari alter the countries territory on a ostentation, the culture of this land is as
continual basis. Forests are being depleted spicy and rich as the food they eat. Always
as the surging population cannibalizes shake the right hand of Svarastran, as the
them for farmland. Opulent wealth is left is a dire insult. Once invited into an
found in the gold laden streams, and es tablishment, a guest is under the
funds many a treaty and bribe. While protection of his patron until the guest has
well equipped, the military of Svarastra the good manners to leave. Men are honesr
is more for show than war. Living and upright, clothed in loose skirts of
contented lives keeps most of the brightly died cloth about their waists, and
peasant class in line, and the warm turbans on their heads. Beards are the mark
isolation of the country breeds little of a commoner, though nearly all men
dissention. With Otalmarluk bribed attire themselves with a sharply hooking
and the savages superstitious, the knife. Women adorn themselves with
remaining dangers to the country are jewelry of every fashion, and are always
posed b y the rampant wildlife. looking for more.
Favored by pirates for rich, easy Places of Note: Carved from solid
plunder, Svarastra faces its greatest marble, the palace of the thousand veils
dangers from the sea, having little or currently is the largest single structure in
no navy of which to speak. the world. Most of the land is beautiful,
Legal System: The members of the royal however deadly it may be.
family, the Pashirem, maintain peace Player Bonuses: +2 Soc due to the
throughout the land, though seldom friendly nature and good manners ofthe
are forced to do much more than country. -2 Health (HT) du e to
arbitrate a contested marriage. Most rampant fevers and other contagion's
inhabitants abide by common associated with large populations.
courtesy and supplication to their
betters. There is an underbelly Taveruun
to the culture, but it is hidden (Ta-ver-roon)
well behind a polite smile and Geography: Taveruun, "the land of
courteous bow. the winding rivers, " sp awns
~ Economics: Rich in gold from the folklore from its toes. Taveruun is
>
< interior, the country is able to pay the daughter of the Xanarian
tr:l
:::z:, for anything it desires or requires, though Empire, a now independent
c: it is often charged exorbitant prices for territory that was once captured for
c:
z goods (as the merchants are well aware they vast resources, and lost because of
can pay). Exports from the country include its enormity. Fifteen hundred miles of
Book Seven: The World of Weyrth 177

road were constructed in the Empire's glory, and makes to the territory they inhabit. A line of outposts
remains largely intact to this day. Arrayed vertically has grown over the years into a nearly complete wall,
across the origin ofthe Galadonian River, the Imperial the Highlords hoping to eliminate the Marmaluks
road reaches as far as northern N umeria. A southward ability to steal into the country unseen on their
trek across the road originating in northern reaches frequent raids of the west.
through the Highlords Pass begins at the Kingdom's Legal System: Taveruun adheres to the governmental
Gate, high in the frosty mountains. From there the system of its feudal forefathers. Each baron, count,
road winds through the dark spruce and pine of the duke, earl or landowner is responsible for instituting
Spiders Forrest, along the foothills and into the Lords lawwi'thin his fief. Appeals climb the social
Longstone. Thus begins the second stretch of road, hierarchy, and are only good for nobles who may
now meeting the Cathedral River and its omnipresent ultimately appeal to all eight Highlords in council.
contingent of oak and stonewood. After entering the This is rare though, and usually only occurs when a
fields ofthe lower valley the road proceeds southward, question of succession must be decided. Generic
the land withering and choking into the arid desert punishments include fines, branding, and prison time
ofNumeria. for infractions by commoners against commoners,
Religion: Predominantly Imperialist, a smattering of and prison time or execution for crimes against lords
Thayerism can be found in the north, as well as or gentry by commoners. In stark contrast to the
isolated sects ofEsauln. In the south there is a tendency northern society, however, serfs are considered free
towards the acceptance of nature, but no true outward men, and may come and go as they please, provided
movem ent. With the dominant presence of their contract has been fulfilled. In this manner, there
phenomenally ornate churches throughout the is some competition to be useful, as a higher wage is
country, the Imperialist church holds sway over the paid to those who have skill. Additionally, a serf may
majority of the populous, reinforced by the hatred chose to become a clergyman or join the army as a
for the constant attack by the Marmaluk hordes that footman at any time if his tenure is unendurable.
are fueled by their Seven Vows. Economics: While the hills are suitable to raise cattle in,
Politics/Military: Initially created as an extension of the many farmers prefer sheep, since they are easily
Imperialist Church, the kingdom was eventually herded, and their wool may be sold for an additional
divided into the eight points of the compass, and a profit. Potato's and beans are the staple foods of the
Highlord was set to rule each. Each Highlord protects region, as well as other root vegetables. Due to current
the people, enforces the doctrine of the church, and altercations (war) with Otamarluk, any surplus is
maintains the district in which they rule. Garrisoning being used to feed the army, and nothing is being
a standing army in each district each Highlord keeps sold at this time. Economically, it is beginning to
the soldiers well tra ined in both the old and new styles destabilize the country, though they are not considered
of combat; masters of the arts being sent abroad to poor. Being outnumbered 2 to one in population
study and return with new techniques. Maintaining density by the Marmaluks is also a strain on their
a small navy with which to guard its coasts and ships, ability to produce enough food, weapons and
the Highlord of the west is alone in his vocation. manpower to hold their opponents at bay.
Politically the country remains on good terms Inhabitants/Culture: Hardworking and prideful are the
with Cyrinthmeir, Helena and the Imperium. Taveruun men, whose status may rival that of their
Conditions are not so good with Otamarluk, or lords if the opportunity presents itself. Though well
Ixliaph, with whom religious differences spark treated and cared for, the nation suffers from rampant
conflict. Viewing the Marmaluks as savage raiders and superstition and paranoia spread mainly by the
thieves, great conflict often erupts on the borders, as church. They are distrustful of outsiders, fearing them
Otamarluk does not recognize the claims Taveruun to be blood drinking fiends from hell or similar
178 The Riddle of Steel

absurd threats. Many traditions have mingled together Tengoku


over the years, giving the Taveruun a rich and diverse (ten-go-koo)
collection of holidays, festivals, as well as an odd Geography: As the devastatingly breathtaking, weu
assorunent of tastes. Pious and devour, they attend manicured counuyside shimmers in wintry chem-
church on often a nightly basis, and place their fate blossoms, terraced rice fields ring all sides of the lo~
solely in the hands of the Three. dead volcano that birthed the enormous island from
Places ofNote: Enormous statues ofXanar and an unknown the sea. Vegetation hardy enough to survive the endless
companion adorn the cliff face at the entrance to the assault of elemental rage grows in well ordered lanes
Imperial highway. In Longstone, the Cemetery of the and orchards, carefully tended and cultured. Warm
Honored boasts countless mausoleums and crypts of waters teem with fish off the jagged coastline, fished
resplendent decoration. by the villagers who have settled in habitable coves.
Player Bonuses: Distrustful ofanyone Taveruuns gain a (+1 Moist climes in summer spawn endless swarms oi
PER), but their urban lifestyle has softened them misquotes and bugs, which in turn feed the flocks oi
considerably (-1 TO). They are generally well educated birds that storm the skies. All available land is used
(free Skill-Read/Write for Freemen and up) and familiar for the farming of rice; because of this, only isolated
with foreign languages (free Skill-Imperial Tongue; may families herd livestock such as chickens. With the
learn any language of the northern portion of the old ocean as the countries only borders, the sky free to
Imperial territories at normal cost). paint its full majesty in the splendor from which the
country takes its name.
Religion: Believing that all life is parr
ofan endless circle ofdeath and rebirth.
the inhabitants see death as an
inevitability and therefore strive to
make their lives perfect in hopes of
their next incarnation ascending a levd
beyond one in which they currently
dwell. Fate plays an important role in
daily Life, and all events are thought to
be inevitable and predestined. For
many, life gains meaning while
unraveling the destiny that fate has
granted them, and then bringing it to
bear. Religion is an individual pursuit
more than a driving force for political
acquisition ofpower, as monks are nor
allowed to interfere directly in the
workings of government. Respect of
both spirits and of the Fey is expected
as part of superstition and belief.
~
tr1 Politics/Military: As they are an ancient
z
0 civilization, elapsing time has
0 formalized the social structure into a
~
c:: rigid feudal system, with clearly
defined roles for everyone. Above all
Book Seven: The World of Weyrth 179

others are The Descendants of Heaven, the Emperor Tez'Hamun


and his family. Revered as pseudo divinity, the royal (tez-hah-moon)
family exists on a stipend provided by the Konon, or Geography: As though an ancient dragon passed beyond,
ruling warlord. Beneath him are the Feudal Lords, and in its passing ensorcelled the sand with the fire
who owe their power directly to the lands they and wind of its breath, the ancient black rock oflssairia
control. All lords must be of the appropriate sheds scales of abrasive sand, propagating the endless
bloodline, and swear fealty to the Konon. Politics desert that is Tez'Harnun. Beneath the Dragons breath
are conducted in a ruthlessly polite and formalized flow the waters of the Raan and the trackless marshes
manner of betrayal and honor, with allegiances ofEzivt. Here the inky darkness spawned an ancient
changing hands daily as various lords maneuver for civilization, foul and wicked. Ahr and N umeria are
power. remnants of the wicked society that once enslaved all
The military is comprised of Sinjedi, or the ofMaraiah in order to insure their gods infinity and
honorable warriors of death; Men and women who immortality. In order to create their massive triads of
have dedicated themselves to their lord and whose stone, the once lush jungle was stripped away,
only goal is to uphold the honor of their master. beginning the process of decay and destruction that
Legal System: Do as you are told without hesitation or to this day racks this blasted land. Only the rim of
failure. If you are worthless, you will be culled. the forsaken marsh is habitable any longer, a sad
Economics: Tengoku produces a vast amount of silver, testament to five thousand years of evil. Straggling
which they trade with Kudara for silk. As devastation oases found throughout the camel trains route their
is often wrecked upon Tengoku by typhoon and way winding north can attest to the splendor that
earthquake, most of the gross national product goes once adorned what is now but a windswept sea of
towards supporting the enormous population. sand.
Additionally, the best cutting blades on earth are Religion: A distinct branch ofpaganism has been practiced
forged here, capable of beheading as many as a dozen here since the dawn of man. The gods ofTez'Hamun
men before dulling the blade. bear similarities to monsters of other nations myths.
Inhabitants/Culture: Rigid and ritualistic in their pursuit From the neck up, the gods are an imal, from the
oflife, the nation boasts one ofthe only truly ordered neck down, man or woman. Each is capable of
and civilized societies upon the planet. It is a place of assuming the form they represent. These gods are the
cleanliness and harmony, though life skims the razor's unification of all spirits of a certain type of creature,
edge in a dance of intrigue and loyalty. Nudity is not and are sent to guide men in their fashion. Generally
taboo, and sex is regarded as a fact of life. Obedience one prays to the appropriate god on the appropriate
and respect are of the utmost importance to the occasion, ever vigilant to respect all and anger none.
society. They place an epic proportion of importance Offerings are given on a regular basis to pacify the
on ones reputation, and will go to great lengths to gods one has angered, or in hopes ofgaining the gods
maintain the one they desire. favor.
laces ofNote: Any part of the land that faces the sun or Politics/Military: With the Imperial conquest ofMaraiah
moonrise is beautiful enough to grant one peace for in 29 WEYR came an influx of new religion, leading to
a lifetime. Many of the monasteries and shrines take the decline in heathenish practices of both sorcery z
this into account in their architectural design. and the old religion. N umeria and Ahr splintered ~
Player Bonuses: Tengokunmanners are unmatched in the during this time, asserting themselves as nations in <
world. Therefor a + 2 Soc is granted. Due to their bloody revolution. Heedless of territorial losses, the ;t:
diminutive stature (-ld6 + 1 inches), Tengok:un divine representatives relinquished nothing in the way ~
characters lose -1 ST. of mercy, beheading hundreds of thousands of f-c
"disloyal" followers, citizens and slaves. With drastic
180 The Riddle of Steel

losses to their slave pool, in the army, and are respons..


Tez'Hamun retreated from for feeding the populac~
the lime-light for a time, Whipping and stoning ar
. .
attempnng to reassert us common punishments f
former power. However, the disobedience, and one can 1
loss of habitable land to the forward to a loboromy in
splinter kingdoms severed event one disturbs the peace v;:
the trade lines, and without heresy or like offense. Treason
forests to grow more wood, dealt with harshly, the ac~
the country receded into being fed alive to beetles,
anonymity behind the buried alive in the endless coffu:
grueling shield of the desert. of the desert.
Today, there are 19 Divine Economics: Based soley on the
rulers of Tez'hamun, each production ofgrain in the fielas
house following a particular that will grow it, the ecconom
Divine Spirit. Each manifests itself in the Token,
maintains a city of loyal triangular brass coin bearing
followers and attempts to sun. Gold, while plentiful, is the
prosper. Currently the house property of the divine alone, as
of the Lion maintains the is most precious stones and hare
greatest base of power, metals. This allows the countn
followed by the Hawk and to trade for needed goods wir.b
the Raven. Base metals such the merchants that travel aero
as copper are plentiful and the sea and desert.
as such most armors and Inhabitants/Culture: Bald oilea
weapons are of like make. heads and white linen, airy and
(It was this fact, more than light, are the chosen style of the
any other, that lead to the swarthy brown skinned natives
Imperial "victory, in 45 Women attire themselves in the
WEYR) same, and are not modest abour
Legal System: There are three their semi-nudity. Arrisricallr
tiers of people in and medicinally advanced, the
TezHamun: the Divine, the Library in Uzang rivals those of
servants, and the slaves. the Xanarian Empire in splendor
Slaves have no rights, save and knowledge. Physicians have
the right of being owned. A long sought methods to enhance
slave of the divine is not the life span of their chosen, and
subject to discipline by any have resultantly uncovered a
. .
other one of the divine, but great many mystenes concerrung
failure or embarrassment of human anatomy. Likewise, in
the Divine is an invitation attempts to ensure the eternity
for death. Servants maintain of their masters, the astrologers
order and perform tasks of and engineers have advanced
state within the realm, serve knowledge ofscience and math.
Book Seven: The World of Weyrth 181

Places of Note: Lost in the desert and marshes are the


remnants of an unspo'ken civilization, vanished for
all time but leaving behind wonders to mark its
passing. In the heart of the desert are the six triads of
the moons; "Eqis dizeb nedi," six black pyramids once
covered in gold (long looted) built for an unknown
reason defiant still of the desert's grinding maw.
Rumored by tradesman to be an unholy place of evil
and death, it is shied away from by most.
Player Bonuses: The hot sun and treacherous lifestyle of
Tez'Hamuncauses +1 EN, +1 Per, -2 WI~ Required
religion: A chosen Divine Spirit.

Vhedij
(Vay-deej)
Geography: Lush flowers blooming on vines obscure the
weeping trees from which they hang. Nesting within
the boiling green foliage dense clouds of gnats and
mosquitos heedlessly carpet the moist underbrush,
gobbled voraciously by the birds. Small animals from
monkeys to cats prowl the humid tangle in search of
food and mates. Blind bur for their ears the residents
scream their location in hopes of discovery, layering
their screeches and howls into a droning pulse.
Between the folds of the jungle's dress is a civilization
so ancient it claims to be raised by the very gods that
formed the planet. They have cultivated the land where unrestrained freedom to pursue theology is on the
nature has permitted, and high in the hills where the verge of being outlawed, but the civil war that will
knotted ropes of vine cease to thrive, great fields of inevitably ensue has daunted the ruling emperor from
rice grow in muddy patches. Storm and monsoon passing such edicts.
drench the countryside monthly, keeping the spongy Politics/Military: As the peasants are forbidden weaponry,
landscape green and shimmering. to insure their equality they have developed a type of
Religion: Being an ancient civilization has allowed enough hand to hand combat based on the principles ofwater.
time to elapse for the entire culture to change its It has allowed the common folk to stage multiple
philosophy a hundred times. Original theology revolutions, some successful others not. On any hand
taught that the rulers were the children of heaven, the inhabitants are formidable when marshaled for
taught by the gods and instructed to further the cause war, or when fleeing to another country to pursue
of man. Later, Ru Z:i hypothesized that man existed their destiny.
in harmony with nature, later to be contradicted by Trading with Tengoku for silver the silk that is
Shou Zend, who believed man to be an instrument mass-produced in the villages, the royalty has
of society. Currently, philosophical battles wage maintained a level of decadence unheard of in the ::::::;-
0
attempting to decide the question of equality between west. They strive to ensure that privilege, and thusly ~
ruler and servant, basing their belief on the premise maintain an army of devout followers trained from >
that all life should be treated ethically. Such birth in the art of war. As the west has not met the
182 The Riddle of Steel

east in a true field of combat, correlation's between nearly year-round, though severe storms toss the
the two fighting styles can only be surmised. countryside amidst winter. A land of rolling hills ana
Legal System: The basic laws that cohesive society needs sunken valleys below the cliffs that line its coasr.s.,.
in order to function are enforced with fairness and Yone's soil is rich and fertile, full of grain, orchards
justice, however in regards to the emperors wishes, and vineyards. Cattle, sheep and goats lethargically
life is considered trivial, and most inhabitants are graze carelessly upon the emerald countryside.
more than willing to embrace the next life when Religion: To the Yon, religion bears the reigns of socia.
called to do so. order in a steady hand. In the days of the First Master
Economics: Silk and spices sold to caravans from the east gospel-akin to wildfire-spread throughout .1
provide great revenue, as does the yearly trade with parched land. The tenets he preached, recorded by
Tengoku. Taxes are paid on all income, and not paying Unaro Vazedda upon the Stone of Ages, being or-
is considered very dangerous. sound merit but wide interpretability, have been
Inhabitants/Culture: Highly stylized and introspective, embraced throughout the majority ofYone.
the natives of this land constantly seek to attain
harmony with themselves, one another and nature. ((What ones dream beith upon one's death lies held in th(
It is not surprising that so many of them have sought, actions and regrets ofone's life. Live then without foar
or are seeking, the Riddle. They are somewhat in the light oftruth, mercy andforgivingness. "
diminutive in size and stature, averaging an overall
height of about five feet, with black hair and green It is the belief of the people of Yone that upoc
eyes. Masters of the arts of weaving and smithing, death, one slips into an eternal dream, in which the
clothing consists of finely tailored silks and jewelry regrets of ones life shape the dream of death to a
carved in the manner of an assortment of creatures. facsimile in which the deplorable actions which one
Medicine and science are greatly advanced as well, regrets must be endured by those who committed
and many an alchemist has crossed the barren those wrongs. The Yon consider this as a very forgiving
wasteland in search of eastern teaching. All of this is religion in general, as most people are capable of man)
wrapped up in a great deal ofsuperstition, which rules actions without regret. True mastery of fear gives real
many day-to-day facets ofVhedijian life. believers zealot stature, making the Yon difficuh
Places of Note: The imperial palaces and burial grounds opponents upon the field of battle.
are so well wrought that they must begin upon the Politics/Military: A Feudal system has maintained order
conception of an Emperor to be, and are tirelessly in Yone for many centuries. The strong exist to serve
improved throughout the course of his life. the weak, warding them from danger and injustice.
Player Bonuses: State education and fitness programs grant In turn, the weak provide the strong with tribute, in
+1 MA, +1 AG, but small stature causes-1 ST and order that they may be defended whole-heartedly
TO, and -1d6 +1 to hieght. should the need arise. The Kings of the land are
known as ((Masters," and each of the nine regions is
Yone overseen by one such lord. The country as a whole is
(Yuh-own) governed by a council comprised of the Masters of
Geography: To the west, the horned ram of Fauthrises the Nine Regions, who meet upon the change ofeach
from the great stones of the Vadeon Forrest watched season tO discuss policy, reform, and economics in
over by the Towers of the Guardians. In the East, Nostsanglist; the capital city ofYone.
.-< beyond the Lancing Peaks rests Ahr, stalwart in its While trade remains good with both Fauth and
0 Ahr, both countries look on Yone with a skeptical
ztr1 impenetrable walled cities. Yone became a country
more by the isolating geography than conquerors' eye, regarding the populace with disdain at times.
design. Warm coastal breezes keep the clime warm Fauth holds Yone in even less regard, as a majority of
Book Seven: The World of Weyrth 183

its progenitors were considered revolutionaries even cultures and traditions. Each brings its own history
amongst the Exiles. and culture, which are tolerated so long as they remain
Legal System : Nine Jurors of the common-folk, presided unprompted in a vigorous fashion.
over by a Grand Juror, (always over 60 years of age, Above all else, the people ofYone strive to create.
who at one time in life was chosen to represent the This desire takes m any forms, and m ost inhabitants
community in council) judge most matters of live fulfilled lives. M any struggle in poverty, however,
Servants. A merited appeal may be made to the Master until such tim e as they can achieve their goals.
of the region if p roof of misconduct by any Neighboring countries regard the Yone as prideful
adjudicating party may be unwaveringly proven. (often egotistical) willful, and isolationistic. (They
Nobility of the Region, upon whom charges are laid, are often too busy with their personal works
are granted audience before the Master of the region, to care about distant events.) Amidst
and may p rove themselves by way of combat on th em selves, they regard t olerance,
request. In such instances, the plaintiff is allowed endurance, wisdom, strength, truth,
to chose the weapon used as well as the lethality honor, and self-reliance as their chief
of the d uel, and no armor or shields are qualities. T hough they prefer to think
allowed. Masters are judged by the their way out of a fight, they become
remain der of the coun cil, in th e few formidable opponents if consumed
instances where evil has beset such a by rage.
leader. Languages flo urish in Yone,
Economics: Yone is known for its art above but the 0 ld Imperialis t
all things. Literature and self-expression tongue has long been the
are encouraged by the Enclaves co mmon language o f th e
(churches), who will gladly teach anyone land.
to read and write, for the exchange of a Places of N ote: Yone b rim s
year's loyal service. Yone has good trade with beautiful cities, as those who
relations with Fauth, supplying foodstuffs build them srrive to perfect the
and leather, wool, silks and spices as major art. T he capital, Nostsan glist, h as
exports. Yone is not rich in precious metals, been known to captivate visitors
h owever, and relies mainly on crafts as w i t h it s e ndl ess sc ulptur es,
primary stap les of reven ue. While only tapestries and murals. (There have
moderately skilled in the manufacture of been 3 attempts to capture the city
weapons and armor, those produced in the in all o f history, each attempt h as
country are often sought after heirlooms by ended miserably for the besiegers, as
peoples and nations worldwide. Many th ey qui c kl y di sco ve r th e
countries have been known to commission inhabitants have no tolerance for
artists from Yone to decorate their armors anyo n e who tries to d estroy or
and design their standards. Also, they defame their art!)
harbor the sultriest vixens in the land. Player Bonuses: T he Yon highly
Inhabitants/Culture: Yone has become a prize independen ce (+ 1 WP, - 1
safe-haven for independent and free- Soc), and have learned in many
minded people. Many people of other ways to depend on themselves using ~
coun tries have fled to Yone in search of the attributes, skills and knowledge 0
freedo m from persecution of one s~ or they h ave chosen to develop (free Skill: ~
another. As a result, Yone is a melting pot of any on e craft skill) .
184 The Riddle of Steel

Zaporozhya Zaporozhya. Instead, clans and "brotherhoods" roam


(zah-poh-rozh-yah) the land freely, uniting under the call of the Hetman.
Geography: Whether during the dry summers, wet springs a warlord-general that claims to be of noble birth_
and autumns, or frozen winters, the Dekh, or Breath There are no laws outside of the Hetman's camps
of the Gods, blows across Zaporozhya's rolling steppes (where he is the law), and each man must fend feY.
and grasslands. It is this great wind that best himself and his family.
characterizes this wide nation's fierce inhabitants. Economics: Farming, sheep herding, orchards, and
Wide, shallow rivers run southwest into the Crescent hunting make up the bulk of Zaporozhyaz:
Sea, providing for thick forests, bogs, and tall grasses productivity. The rest of the economy relies Or!
in the south. The north is characterized by open plains raiding and mercenary work for surrounding
and prairies, growing colder as they come closer to countries. Sarmatovian money is still commonly in
Rzeczpospolita and Zhibara. use, though barter is also a standard for monetar:-

Religion: Beyond the general lack of organized religion transacuons.
in such a chaotic land, many Kozaks (as the Inhabitants/Culture: Kozaks have dark hair and eyes, and
Zaporozhyans call themselves) acknowledge either the generally pale skin (though mixing with Krymearu
Seven Vows of the Prophet, a modified version of and Fahalanim in the south has led to many darker
the Imperial Church, or practice the old faith of the skin tones). Men often wear their hair shaved doVI."'l
Thayrs. Despite such proclamations of religion, most to all but a single round tuft in the top or front which
outsiders consider the Kozaks and all ofZaporozhya is usually grown very long. Moustaches are extremel~
to be godless. popular, and are often grown very long and thee
Politics/Military: Zaporozhya recently broke free from waxed or braided and tucked behind the ear on one
political attachment to Sarmat ov and the side. Their clothing is very similar to the Sarmacs and
Rzeczpospolita with the aid of troops from Krym- Zhibarans in the north and the Krymeans in the
Khanan and money from Zhibara. While the Kozaks south.
have gained freedom from one lord they have really Kozaks are renowned as the world's foremost
just knelt to another to the northeast. drunkards. They are wild and untamed, like the
The Krymeans have an odd relationship with the falcons that fly over their great hills and plains. So~
Kozaks, always either fighting with them or against are sung about the most unruly and independent of
them, and reversing position every 20 years or so. their people who revere fantazya, or panache,
The two peoples have a profound respect for one imagination, and flair, above all else in one's character
another, despite constant warring. and carriage.
The Kozaks are legendary horsemen that live, Places of Note: The Dumai river stretches the length of
sleep, fight, and die in the saddle. They have no real the country, flowing into the fertile basin of the
army except in times of great war, when they gather Crescent Sea. Dnyepr, the Hetman's capital, is found
under the H etman, a type of warlord and general. here.
Many Sarmat lords still hold lands and castles in Player Bonuses: The spirited and wild Kozaks rely heavily
Zaporozhya, protected primarily by Kozak troops. upon supersti cion, and find that it supports them (+2
N Kozak footmen carry long spears and short axes, Luck; Luck may reach 7, but never drop below 2).
>
~ while cavalry and those that can afford them wield Most are raised in the saddle (free Skill: Riding with
0
~ sabers or the long saber-like kindjal. Though still rare, -3 beginning SR). Also, social class is less meaningful
0
N the Kozaks are thought to have developed a reasonably to the Kozaks, who don't believe in the western
:t reliable rifle-like handgun, with which they are said concept of"nobility," but rather that Kozaks are their
~
> to be rather accurate. own social class, where each one is free. This does
Legal System: There is no centralized government in not effect beginning wealth.
Book Seven: The World of Weyrth 185

frost laden forests hiddden in the fog.


Zhibara Religion: Carved into the Heart Tree of every village is a
(zhee-bah-rah) depiction of the god or gods ofnature that are revered
Geography: Bleak, dismally barren skies of lead washed by that Clan. Heathenistic (by imperial standards)
clouds strain the basin of heaven into blizzards oficy worship is prevalent throughout this isolated land,
rain. Hardened by eternal cold and smothered in though near the borders of Rzeczpospolita some of
snow, the evergreen forests dominating the landscape the Imperial teachings have swayed farmers. Each
in shadow and pine shelter herds of elk and moose in Warlord vows to destroy all enemies of their god,
stern silence. Wolf packs, bears and mastodons trudge and have no compunctions in carrying out this edict.
throughout the lonely expanses of wood, a howl or Politics/Military: Barbaric in comparison to neighboring
roar carrying for miles. Few crops are resilient enough countries, the ragtag assortment ofclans are constantly
to flourish in the frozen soil, limiting farmers to root losing ground as the boundaries of surrounding
crops such as potatoes and beets. Mountains, split in nations increase. Sheltered by the vast expanses of
twain by banks of dense wet clouds, rise high revealing forests and streams, conquest of this land is nearly
impossible. Though there is speculation that the
mountains may be wealthy in ore, the country is
considered worthless and is generally left to its own
devices. As such, it is home to many a bandit and
exile who wishes to escape prosecution.
Clans raid both west and south, seeking wealth
and trappings unafforded in their homeland. Little
armor is to be found in the country of axe wielding
maniacs, and that that is is fashioned from boiled
hides and leather. Several lmjian refugees turned
Warlords have attempted to implement mastodons
as assault platforms, with limited success. General
tactics are to slip in under the cover of night, steal all
that is available, and burn the rest to the ground.
Legal System: Few laws exist, and those that do involve
the rights of a clan when anacked by another clan.
Economics: Miserably poor, no export or trade is to be
found.
Inhabitants/Culture: Anarchists from society who prefer
to live free, fight and die as they chose, the freemen
ofZhibara care little for proper manners or education.
Continuously hunting in pursuit of a full belly or
chopping wood to stoke the fires has grown monsters
out of men. Smelly and shaggy in their fur wrappings,
drunk on fermented potato mash, any male can be
expected to fly off in a fit of rage at any instant while <~
women are either timid and removed, or bold enough < !:Q
.......
to lash the fires of hell itself. ::r:
Skilled in carving wood, ones status is assured by the N
number of carvings within their lodge.
186 The Riddle of Steel

Places ofNore: Far in to the mountains looms the Maw authors or anyone else. Any similarities to real-work
ofNight, a titanic crevasse a thousand feet deep. faiths, real or imagined, are either completd"~
Player Bonuses: A harsh, cold land has conditioned coincidental or used to add a dash of realism, not as 1
Zhibarans physcially, bur left them otherwise a representation of any real persons beliefs or ideals. E
backwards folic + 1 STR + 1 EN + 1 TO -1 HT -1 at any time any of players are uncomfortable wit.
SOC -2 MA, Survival skill at best packet rating free. the religious content of the game the Seneschalu
obligated to accommodate that player (see Book.
IY. The Religions ofWeyrth Eight: The Seneschal for more).
Faith and devotion are important elements in the life These religions are meant to provoke thought, action..
of every man, woman, and child, and the residents of and emotion in the characters and their players. Use
Weyrrh are no different. As with our own world them as such! Faith has always been the number-one
religion-and actions under the guise of religion-have motivational factor for the propagation of good anc
formed much of the history of Weyrth. The following evil since rime began.
entries describe a few of the largest and most influential
faiths on the great continent. 2. Major, Influential, and International
Religions of Weyrth Described
1. T he Role of the Gods The following entries expand on those
Each believer takes his or her religion rather religions presented in "Th e Nations oi
seriously-wars have been fought over such Weyrrh Described," above, chat apply 0
matters. The gods and religions ofWeyrth are many nations or peoples, having crossed the
very real to their followers; while rarely any boundaries of simple politics, language, or
so-called "proof" or miracles surface, the culture. In addition to fundamental beliefs
people continue to believe. There are a few and histories each entry describes each
"rules" governing the use of religions and gods given religion's perception of others ana
in The Riddle ofSteel. how it is perceived by others. As wi rh
Gods do not grant <'s pells" and there are all c ultures and peoples, these are
no fantasy-style "clerics." Miracles, the stereotypes made to be broken.
fruit of great need and greater faith,
however, are rumored to occur from The Imperial Church of the Three-

tune to rune. Gods-Become-One
There is no "official" true religion of History: Once there was but man and
Weyrth ... at least none that the players woman, separate and apart. Then the
should be aware of. Each character believes Betrayer came to them-the Foul One, the
~ eldest of th e Demons. He enticed them.
--
t"""
0
0
his or her own chosen path to be the "true"
one. It is up to the Seneschal and the flavor saying to the man, "See her beauty and her
strength ... take it to yourself." And the man
of his campaign as to which-if any-
z
en took her. The birth of the first child shattered
of the following mythoi is the "one true
0 church." the heavens, raining the pieces throughout
"t1
This is still just a game. Though the skies. As the heavens broke so did truth,
many of th e religions presented an d all sense was lost for many ages.
here and in the dossier of lands Mankind was then alone in the world, only
borrow from real-world faiths, no parents and children. This was man's first sin,
preference is taken on the part ofthe for he created life with no right.

Book Seven: The World of Weyrth 187

Children coupled with children and many more and the Righteous War in their hands. Having so
men were born, man and woman both. And the Dark done he wrote his last words to the wayward children
Betrayer came to some and said, "See how the others of men and marched alone to do battle with the Foul
walk your lands and gaze upon your women. It should one and the Nine.
not be so. See their lands and their women .. . there is The battle that followed was great indeed-the
but one way to gain recompense." And those men power of Truth against the Power of Darkness.
took up weapons, and killed their brothers so as to Weyrth shattered beneath the strain, and every nation
gain their brothers' lands and women. This was man's within 300 miles was broken (as the heavens before
second sin, for he took life with no right. them) and plunged into the sea. Xanar gave his life,
Then one man found a shard ofthe heavens, and and in so doing trapped the Dark Betrayer beneath
saw the truth it held, for through the shard he could land that lies beneath the seas, defeating him 1n a way
see all things. "By what power is this?" he asked. "It and for a time.
is the power of the All-seeing Eye,'' it responded. He That time is now. Through the power ofTruth,
was commanded to reveal the truth to all men, his Mercy, and Justice a mortal man defeated the Foul
brethren, that they might no longer sin, but rather One and scattered his minions, for only through the
restore the order of the heavens. To combat the first Three-Gods-Become-One can man prevail over
sin came The Merciful Hand, as what is done cannot darkness and restore order to the shattered world as
be undone, but forgiveness is in the Hand of the They did for the Heavens.
offended, He Who Gives the Right to All. Only he Basic Beliefs: The Descendants ofXanar rule today in the
may cover the sins ofmen. To combat the second sin Seat of the Empire named for him. The Senate
l:1l
arose the Righteous War, Who dispenses Justice over embodies the All-seeing Eye, the Courts rule as the z
what the Hand does not cover, and Takes the Right Merciful H and, and the Emperor guides the 0
from Those that Should Not Have It. Righteous War. Above all is the Church, which is '
l:1l
::E
Some men began to follow the way of the master of the tenants of all Three, and houses all the 0
()
Merciful Hand, others the way of the Righteous War; words ofXanar given prior to the martyrdom in what l:1l
t:Q
the All-seeing Eye said that it was not good, "For we is now the Imperial Sea or the "Sea of God's Sacrifice." rn'
are not Three, but One: Knowledge, Mercy, and The empire handles all matters of "the flesh," the Q
0
Justice. We will show the world that this is the way Church the soul." 0
of Truth." They chose the man who first found the There are two overarching principles according '
l:1l
Shard of Heaven as their messenger and their
conqueror, and called him Xanar. Xanar gathered an
to the Church: do not take that to which you have
no right, and do not give that which is not yours to
~~
army of Justice and land by land took the whole of give. This roughly translates to "no murder, no
the world, taking a wife and begetting a son in each stealing, no illegitimate children, and obedience to
land, so that Truth might prevail in all times. local laws." Mercy is valued, as are honor and justice.
It was after Xanar had subdued the wicked world Priests and other ecclesiastical figures, who represent
beneath the banners ofTruth that the Dark Betrayer, the highest interperetations of Xanar's words, may
the Foul One, rose again. He chose nine men and not commit violence-lest by accident they should
women-practitioners of darkness and witchcraft- kill, and abstain from all inter-sexual relations, lest a
to lead an army of Darkness against Xanar and the life be given. In addition to these stringent vows, they
banners ofTruth. One by one the Betrayer stole the spend their days in study, so as to emulate the All-
hearts of men by murder and sorcery, until only a seeing Eye.
few remained in the west that had not fallen. In his Though the Foul one is imprisoned in the Pit,
great age Xanar called his brothers and his sons and his minions still run the earth, as do his human
left the keys of the All-seeing Eye, the Merciful Hand, followers. The faithful ward off the evil eye, demons,
188 The Riddle of Steel

and other hellspawn by "crossing themselves," or the last century, the C hurch- led by the Xanarth, or
tracing an "X" across their chest. high priest of the Church- is still quite strong, and
Upon death the soul is brought to trial before has much international influence. One branch of the
the Great Tribunal ofTruth, where the Three sit. The Church, calling themselves the "Sons of the Righteous
soul will be weighed according to how it balanced War," instituted an all-out inquisition and purging
and adhered to the great principles ofTruth (seeking of the ccDarkness," burning both suspected and
knowledge, serving mercy, and fighting the righteous practicing witches, sorcerers, and any who meddle in
war against the Foul One). Those that fail are sent to the arcane. They have tremendous support from man~
the pit to drown forever in lakes of blood. Those ruling figures in many countries, as well as the
that pass are taken in as angels and kings of heaven to appreciation-if not the love of the populace.
prepare for the las t ba ttl e between Truth and Perceptions: Magic is the tool of the Dark Betrayer, used
Darkness. to destroy the souls of all those that come into conraa
Traditions: The faithful generally celebrate a number of with it. Other religions are lost from the Truth, ana
festivals and religious ceremonies every year. The most may be returned to the fold by teaching, mercy, or
important is "the March," a 21-day m emorial of the war, as the Church sees fit. The farther adherents to
final journey and battle ofXanar Shard-Finder. It is the Church live from the Empire, the more moderare
marked by somber days of fasting during the fust they tend to be in this area, leading to advanced
week and a 3-day feast at the very end, in celebration religious tolerance in the far northeast (such as i.e
of his victory. Sarmatov). The Church is seen as a threat by other
Current Events: Though the Empire has grown weak over religions in "missionary nations" where the Words oi
Xanar are preached by wandering evangelists or brutal
crusaders.

Thayrism
History: In the beginning there was Eimekal, the one
true god of the world. Eimekal went to Triumph.
the forger-god, and commissioned that a world be
built fo r Him. Triumph forged th'e world and
Eimekal placed his children on the world, naming ir
Thayrth and calling His offspring men. The world
was pure, then, without the Darkness- witchcraft.
wickedness, and all its kind. War was unknown then,
as was hate.
Many great nations rose out of Eimekal's first-
born children, who were strong and immortal. With
time the many nations grew and split, creating more
nations for the sons and daughters ofEimekal, each
ruled by an undying member of the eldest-born-
the children ofThayr. The oldest and most powerful
of these were Methusdal the Wise and his next-
brother, Xanar Storm-Bringer. Methusdal ruled jusdy
and with great prudence, and his realm grew. Xanar
Storm-Bringer looked upon his brother's wealth and
posterity, and gave birth to greed and envy.
Book Seven: The World of Weyrth 189

Calling the names of dark gods Xanar released Eimekal's most holy temple, the Weyr-gods
spirits and demons, all in effort to gain advantage committed their greatest affront to all that Eimekal
over his brother. Giants and titans, the sons of deposed had built. Xanar himself, through deception and
gods of other worlds heard what Xanar clid, and said trickery deftled that sacred edifice, and brought the
to one another, "There is a world down there, calling rage of his own father down upon him. Even as
itself Thayr, ruled by only one god. This Eimekal Eimekal struck his own second-born son from the
cannot keep such power all alone! Let us go down to face of his dying world, so did the Weyr-gods unveil
that world and take our positions as gods there, for their most hateful sorcery-for as Xanar perished so
when we control lands and take a harvest of souls did all the land around him, crushed in the release of
will we not be gods, and giants nevermore?" all his awful, hateful power. All the sons ofEimekal
These demon-giants came to Xanar, hearing his died that day but a very few, and those that lived fled
call, and began teaching him the dark arts of other to the ends of the world.
worlds ... sorcery, summoning, speaking with spirits Today only a few roam Thayrth called Weyrth
and commanding the dead. The wood-spirits and by the fallen ones-many gathered in the north,
rock-spirits were released then, acting as tools of chaos crossing the icy seas, and there dug a hole to the depths
and a scourge upon the children ofThayr and all men. of the world, from where a new moon is pulled every
Xanar, having mastered the black tricks ofwitchcraft, three centuries. One day there will be enough moons
gathered an army of his subjects-those he had been that the great tide will drown the world, and Eimekal
trusted to nurture-and began war upon his brethren may begin his work again.
the immortals and all the people ofThayr. Others of Basic Beliefs: Those few that still follow the "old ways of
the eldest-born saw what he did and fell before him Thayr" are dedicated to one main thing: the return
pleading mercy, pleading for him to give them a piece ofEimekal to his throne in the heavens. This includes
ofhis victory and a taste ofhis knowledge in exchange the end of all witchcraft and sorcery and the downfall
for their service-in exchange for their souls! These of those nations that live under the rule ofXanar or
became known as the N in e, and only Xanar Storm- his Nine. Since neither Xanar or his N ine have been
bringer himself is more foul: Ouija the Spirit Walker, seen in ages, however, the Thayrs have been forced to
Nixardean the Seer, Magen the Corruptor, Aurak the settle with most any Weyrthly government or society.
Smiter, Taikella the Captor, Merddyf the Summoner, One of the most popular angles toward this goal is
Vitchar the Blasphemer, Aimthes the Deceiver, and the propagation of anarchy and chaos, which draws
Wolfenthrax the Reaver. power away from the rulers of the world.
This dark army ofXanar and his N ine Generals T he most important ideal is that of one's "word"
marched throughout the world, lying and stealing, or "honor,, for that is what was lost by man during
deceiving and laying waste, until much of the world the great betrayal. As such a Thayr's word given must
was wasted. ManyThayrs and men were mislead, and never be broken, no matter what the cost. Most have
fell before the Storm-Bringer or yielded to join him. even taken stringent vows often involving inflicting
As the children of Eimekal were pushed back from pain on one's self-as a reminder of how men
their ancient lands the wicked giants swept up what betrayed their Father and that such oaths and promises
was left behind, taking the souls of the fallen and can never be violated.
setting themselves up as gods. Having become such Beneath honor in one's word comes perhaps the
they called themselves "the Weyrs," and swore to wipe virtue of patience, to which the Thayrs look as their
every last vestige of Eimekal from the world they north star, leading them to the redemption of their
renamed Weyrth. world.
When the last remnants of the armies ofThayrth Traditions: The Thayrs are scattered across the whole of
had been surrounded in the west, at the foot of Weyrth, seeking to further their religion's ends as
190 The Riddle of Steel

individuals or in small groups. They have no holidays lost. For a hundred years darkness covered the world.
and will celebrate none ("For who can rejoice during until fi nally the Prophet came. Guided b
the displacement of our Father?"). The only possible Ha'shalosh--the Three-the Prophet entered a ca'~
exception is the "Rising of the Moons," said to occur on the shores of the Sea of Fallen Gods, and fo un
once every 300 years by the power of Eimekal's last there the tomb ofXanar Shard-Finder. The guardian
priests. In that they see their salvation and their god's of the tomb, an angel called Maladreil, told ht
return to Thayrth, when the world will be cleansed Prophet that the war was not over. "The Datt
of the Weyrs in a great flood. Betrayer, though locked away in the Pit, still conrro
Current Events: Times have come and gone in recent the hearts and minds of many men, and many ofhls;
history when the numbers of Thayrs has surged, Nine still walk the on the face of this world. The-r
primarily due to an influx of converts from other have retreated to the west, in fear of the wrath
faiths (most commonly from the Imperial Church Ha'shalosh. There they have entered into the hearn
of the Three-Gods-Become-One). That has, in turn, of men, and control them even as the Nine att
created significant persecution of the Thayrs, many controlled by the Foul One himself"
of which now live quietly or in hiding. In the year Maladreil gave the Prophet all the words ofXarur
1460 (seven years before the recommended year to Shard-Finder, and the wisdom ofHa'shalosh, that
begin play) an unsuccessful assassination attempt on men might know who sent him. Since that day th~
theXanarth (the High Priest of the Imperial Church) followers of the Prophet have led a Holy War upon
brought horrid retribution upon hundreds ofThayrs the Nine, swearing to bring light to the Darkn~
living in the Empire at the hands of the Inquisition. He then placed the Shard into the Prophet's hanch..
Since that time the followers of the old god have sat and swore him to the Seven Vows that would keep
quiet, but their patience is well known. him pure and protected from the powers of the
Perceptions: The Thayrs know that all men are the children Enemy and the Nine. The Prophet then walked ~
ofEimekal, and seek to return them to their Father. the world in a great circle, gathering the faithful and
They bear no malice to anyone of another Faith the strong to fight the Darkness. When his time was
(Weyr or no), except to those that stand in the way done he came to Hakh'mah, the Citadel of Trum
of the return of their god (such as priests, inquisitors, and Light, and died. He is buried there today, ana
and many kings). Others look at the Thayrs either as the Shard with him.
anarchists and menaces, or as misguided rebels with Basic Beliefs: Every follower of the Prophet is a soldier
no real cause. Governments detest them (lynch-mobs ofH a'shalosh against the Darkness of the Foul One
en
tTl are tolerated when there are known Thayrs in town), and the Nine. To become such a soldier ofTruth one
<
tTl churches preach against them, and the common man must remain completely pure, adhering to the Seven
z
believes what he is told until he meets one, after which Vows given by Maladreil to the Prophet. The Seven
<
0 he just may be touched by how honest and mild they Vows are always repeated thus:
~ seem.
en
l There is One God, Ha'shalosh, and his name is holy. Therr
The Seven Vows of the Prophet is One Shard-Finder, Xanar, and his name is hoi).
History: The Seven Vows of the Prophet roughly follow There is One Prophet of Truth, and his name is hoi).
the same history as set forth by Imperial Church of These are the words Maladreil (and his name is holyJ
the Three-Gods-Become-One, though it does not end spake unto him:
in the same place, nor do all of the details line up. It II Take not but what God gives, give not but what has
continues thus: been given to you; these things were the first sins, and
After the great battle and much of the world had the world is unclean because ofit.
sunk beneath the sea, many men believed that all was Ill Pray at sunrise for Wisdom, that all will be made plain.
Book Seven: The World of Weyrth 191

Pray at mid-day for wtlr; that as a soldier you may


cleanse the world ofsin and Darkness. Pray at sunset
for Mercy, that Ha'shalosh will preserve you until
tomorrow.
IV Give alms to the poor; and protect the needy. 'U:Ie are all
beggars under Ha'shalosh.
V. Fast day and night in the month ofRhaidon, to purify
your mind, body, and soul.
VI. The journey to Hakhmah must be made in this life-
there you willfind your soul and your God.
Vll As God lives so does his word, as contained in the
writings ofthe Prophet.

Following these traditions and the words ofXanar


Shard-finder, devout followers of the Prophet do not
drink the fermentation of grape or wh eat," nor are
breaches ofchastity tolerated. Women, being generally
less zealous, are held to the Vows by tradition and
society. Many young men are fanatical believers and
take the idea of the Great Holy War against the Nine
very seriously.
All faithful followers pray at morning, noon, and
night, facing Hakh'mah (where lies the Prophet and
the Shard) lying prostrate with bared feet and hands.
In those countries where there are many believers,
mosques and temples ring bells calling all in the city
to prayer at the appointed hours.
Daily reference to scripture, following the frnal
vow, is important as well, leading the illiterate to
temples and houses of worship daily. Those that can f-c
read most always posses their own copies ofXanar's ~
writings, which they refer to for a short time every ~
da~ ~
~
Traditions: All devout followers of the Prophet must
make a once-in-a-lifetime pilgrimage to Hakh'mah,

I
\ to commune with the spirits of the Prophet,
Maladreil, and the Shard. The seventh month of the
~
0
JI----J I ' year-Rhaidon-is spent in a daylight fast, no true ~
-~ 1
follower allows food or drink to touch his lips from 0
4 -// / sun-up to sun-down, nor does he or she engage in >
any sexual relations for the duration of the month. ffi
Modesty is expected of all (especially women). GJ
- In some nations this is as simple as daily clothing- en
in others, it consists ofveils, shawls, and head-to-toe
192 The Riddle of Steel


covenng. have always fought and won at least 60 or 70 duels.
Current Events: As there is no ecclesiastical head of the are wandering outcasts, and go into retirement t:br
Faith of the Seven Vows of the Prophet, each nation day that they realize that they've achieved tbt
interperets and acts upon the Seven Vows differently. riddle .. .for there is no longer any challenge in am'
In past years there have been many crusades (lead by thing. Such men always seem to drift away, becominc
the Imperial Church) in attempts to take Hakh'mah teachers for a spell, but eventually entering the life
in an effort to "return" the Shard to Xanarium and a hermit before writing their philosophies and d
the Seat of the Empire. Constant failure has begun of old age.
to lessen the Church's zeal, but rumors abound that Whatever the facts and myths might be, ~
another crusade is in the making. elusive Riddle of Steel is sought by most all warrion
Some nations, such as Otamarluk, have taken on in most all lands.
a form of counter-crusade against the west, calling it Basic Beliefs: There are nearly as many approaches to t:br
a "Righteous Holy War." Such sentiments are popular discovering the Riddle of Steel as there are Riddle-
amongst the Prophet's followers. seekers. Some search for it in constant practice 4.t.A&

Perceptions: In the west especially in Mainlund- training, studying anything and everything they can.
Followers of the Prophet are considered godless Others look for it in unending violence, belie
barbarians, heathens that need to be put down. The that the answer is found in strength and power.
failure of recent crusades has not lessened these Many-especially within the gentry-quest for
feelings. The Faithful, on the other hand, feel that it through service to king, country, god, and man a
is their calling to return their wayward cousins in the knights-errant. Numerous men entered the crusad.o
west to the true faith ofXanar Shard-finder, though in hope that it would either be found in the hands
some wish to do this through preaching, and others the Marluks and the Followers of the Prophet, or
through a holy war. The latter option seems to be that in killing them in the name of the Three-Goas
more popular. would reveal it. It is said to be found in music,
blood, in pilgrimage, in wanderlust, in philosoph.
Riddle-Seeking in war, in peace, in excellence, in contemplation,
History: Riddle-seeking is not, and never really has been, repetition, in far-away lands and lost books, and
a religion. It is more a goal, sought by men and the soul of every fighter. Where is it really? He "'n
women of all faiths and creeds. The entire quest is to finds that has found the key to the Riddle of SteeL
unravel the question, "What is the Riddle of Steel?" Traditions: There are no organized societies of Riddle-
Classical mythology contains many possible origins seekers, though occasionally small groups bana
for this question, many dating back to the roots of together hoping to learn from each other or perhaps
Thayr-worship and the Forger ofWorlds, Triumph. find it together. The nature of violent men and.
Some say that when Triumph pounded out the world women, however, often overshadows this, leading
that he left his mark upon it-as any smith does bloody farewells after bloodier journeys. In somt
upon his work-but this mark was not a physical lands the day that a given local hero who is said r
sign, but rather the Mystery of Steel. Any man who have reached enlightenment is quietly celebrated by
finds it will be the greatest master of his generation those that wish to follow in his stead.
and many generations-a man that cannot be killed Current Events: The last man rumored to find the Riddle
by the sword, because there is no myste1y left to him. lives in the mountains between Sarmatov and the
History tells of only a few such individuals. Their Rzeczpospolita. His name is Yezhy Srebrny, and he
stories are revered by every blade-slinger and teaches saber to any that come in earnest and can pass
swashbuckler from the Sea of Raiders to Tengoku, his strenuous tests. Ambitious fighters used to
though their names vary with the telling. Such heroes challenge him regularly-looking to make a name
Book Seven: The World of Weyrth 193

that-some say-existe d
before the world did. These
denizens of the "oth ee'
Weyrth do not recognize any
mortal human ruler, but
instead reign over their own
lands, under their own
masters-sometimes bowing
only to gods and demigods.
These m ay be divided into
three factions: the Siehe,
Trollspawn, and those that
come from the Other World.
One extremely important
note is the "frequency" of
these races. They are all
incredibly rare. The Siehe are
blamed for lost keys and
misplaced items, talked of in
legends but never really seen.
T h e Fey are the stuff of
legends alone--stories talk of
for themselves-but as none ever lived through it, them, but no one has even seen anyone who claims to
he is now left alone by the outside world. have seen one of the Fey. Trollspawn hide in dark places
The nation ofCyrinthmeir is practically overrun safe from men-mountains, caves, the wilds. And the
with Riddle-seekers and blade-slingers of late, and Other World ... ghosts, demons, phantoms ... "That's the
many more arrive there every day to fight and to learn stuff of black magic. None of that ever happens here ... "
from their betters.
Perceptions: Most common folk tell stories of heroic 1. The Siehe
blade-slingers and Riddle-masters, though none The Siehe (pronounced "shee-hee") are best known
actually like to have them nearby. It is said that where as faeries, sprites, and elves. They inhabit forests, groves,
a blade-slinger walks, death follows him like a lover. bogs, and all places untouched by men, engaging in
The mling classes generally try to ignore riddle-seekers, constant revelry and song. Such creatures are the stuff of
hoping they'll go away, unless there is sudden need folk-tales, fables, and legendary romances amongst men.
of a champion or an instructor prior to trial by Though wildly varied in appearance, size, demeanor, the
combat. In some lands blade-slingers are accused of Siehe may be divided into three categories of their own:
stealing children, though the reality seems to be more the Seelie, the Unseelie, and the Fey.
that children run off to become blade-slingers, often

following the first one to wander through their village. TheSeelie ~
Called "the goodly folk" by superstitious humans (and ~
V. The Children ofWeyrth "nonsense" by others), the Seelie encompass all the l:l.l

Between the borders established by men, deep in the mischievous leprechauns, dwarves, faeries, nymphs, ::r:
mountains and forests, live innumerable races and peoples dryads, tree-spirits, and other relatively benevolent ~
194 The Riddle of Steel

gnomes and elves. Most Seelie are small compared to and metal. Dwarfish women are excellent weapon-smiths.
men, ranging from the size of a pinhead to that of a bird though the men excel with armors. Stone working ~
to that of human child. Some varieties, such as satyrs, reserved for the elderly who have the wisdom of ages r
nymphs, and dryads, are as large as men, and often rule engrave their histories and language into the stone waL
over many of their smaller brothers and sisters. The Seelie of the deep-dug mountain kingdoms. All dwarves live ir.
are often adorned with soft light when they want to be, a commune-like society, doing their fair share of the wou.
and many of them wield magic with great ease. in long shifts. They are given to drinking, fighting, anc
Seelie gather in groups called Courts which usually other noisy behavior which is often restricted by the Ki~
meet several times a month (in accordance with lunar who claims that he "can't get any sleep with all that damno:
cycles most generally) in sacred places such as groves and racket going on." Therefore drinking and partying u
henges. These meetings are generally filled with laughter reserved for feasts and name-days (a dwarf has a "name
and dancing, all centered around some faerie-king or day" once every five or ten years, depending on ho~
queen. While some courts are homogenous famous he is; on this day he receives a new name ro
(only one kind ofSeelie in attendance) most commemorate the last few years of his life). Festivals anL.
are filled with every type found in the name-day parties are generally attended in armor, a.i
nearby woods and hills. dwarves are violent drinkers and become easil-
Playing the Seelie: Be animated. drunken.
Talk in character. Laugh a lot. The most valuable commodity to dwarves u
Remember that you don't look like not their craftsmanship whi<
most anyone else, and that this could they see as plain un til a.
. .
get you in trouble when around men. true masterpiece L
Try to keep a low profile (while causing produced-but thei:
as much trouble as you can in the process). friendships. A dwarfwi:..
Bow in respect or fear to the Fey, who are do anything for a true
your ancestral masters. Seelie Characters gain an friend, and ma n~
automatic 2 points in the Glamour Vagary, +2 dwarfish walls contai.c
Wit, -1 WP, the Ridicule Skill at SR 9, and any the histories oi
color skin they want ... whole courts anc
kingdoms torn
Rock Dwarves apart because o:
An example of homogenous Seelie courts, Rock broken or abusec
Dwarves live deep beneath the surface of the world, in friendships.
mountain kingdoms and subterranean castles and Playing ::
fortresses. They are short by human standards (about 4 Dwarf Talk loud.
feet tall), and prefer long beards and stout clothing. They fast, and with a realh-
speak in short bursting yells that are hardly intelligible to thick, almosr
any but each other. Dwarves generally live long lives, unintelligible accent
spanning as many as three or four hundred years. Energetic (we like Scottish).
and aggressive in their youth, they cool down with age, You love to drink but
setting into grouchy, stubborn patterns of lazy get drunk easily, and tend
complaining and insult slinging. to get louder and more
Most Dwarfish courts bow to a single King and his violent (though often
council ofElders. The entire court lives together-usually only playfully so).
spread out over a few mountains-where they craft stone Admire an yt hing
Book Seven: The World of Weyrth 195

made with fine craftsmanship or unusual qualities. Feint always sure you're gonna get caught!). Fear the Fey or
when pretty girls wink at you. Act extremely protectively powerful creatures of the Other World; be extra-spiteful
over your friends, for whom you would do anything. to Trollspawn and the Seelie. Unseelie characters gain 2
Never sell anything you own, but give gifts often. Buy points in the Glamour Vagary, +2 Wit, -1 WP, and the
anything you like ... it's only money! As with other Siehe, Ridicule Skill at SR 6, but must take the Rage/Bad
remember that you're trying to get around incognito Temper" Flaw as well.
when around humans that don't
know about Dwarves or the The Fey-Siehe
world of the Siehe. The Fey-Siehe (also called Fey-elves)
Dwarf characters are perhaps the oldest of all the races.
must take the Their history is forgotten even to the
"Little" flaw, -1 Soc, Seelie, which bow before them, and
+2 ST or TO, and the Unseelie, who fear them terribly.

gam an automatic Despite that fact that most of the
Craft Skill (like world has forgotten about both the
smithing) at SR 6. Fey and their history, they have not
forgotten it.
The Unseelie Long before man discovered fire or
Ghosts, goblins, and things farming, the Fey ruled the world. The lesser
that go bump in the night-these things Siehe served them then, and many men worshiped
are the Unseelie. Generally wicked, mean, and the Fey as gods. The Elvish Courts-homes of the
foul-tempered, the Unseelie resemble their Seelie great households of the Fey-divided over what do to
cousins in almost every way. Generally small and impish about men. Some wished to see them put down or driven
looking, they lay dangerous traps for men and beast (often into mountains and caves like the Trollspawn; others
as pranks). Some, such as the dreaded Banshee, are feared sought either peace or continued power through the
by all that hear or see them. Others-such as the likes of manipulation of mankind. Wars were fought between
gremlins and goblins-are cursed for the trouble they the various factions, and in the chaos of it all many lesser
cause. While the Seelie are problematic, the Unseelie are Siehe broke away. The Dwarves entered the mountains,
dangerous. seeking stone and steel, the Seelie either continued under
Like their benevolent relatives the Unseelie also gather the Fey or established groves of their own, close to the
in courts, hold revelries, and sing and dance. The sight is homes of men (with whom many a faerie had become
often significantly different. In the dark groves, rocky enamored), and the Unseelie swore to torment mankind,
cliffs, and deep caves that they meet in, the Unseelie bow joining the ranks of other dark forces. In the end of it all
ro power and to Evil and do the bidding of the greatest the Fey decided to leave man alone, and retreated to the
demon or foul spirit amongst them. They are extremely deepest and most hidden groves and forests, where their
jealous and spiteful creatures, and will backbite and betray courts exist to this very day.
one another to gain favor with their lord or master. This There are reasons, of course, that the Fey remember
particular sentiment is- overwhelming in regard to Troll this: many of them were there. By the standards of any
Spawn, which the Unseelie hate and will kill if given the other race on Weyrth, th e Fey are immortal. Elvish
chance. mothers carry an unborn child for one year before
P/4ying the Unseelie: Be mean. Cackle. Spit on things. painlessly giving birth to the youngling. Fey-elves are born
Torture little animals. Be afraid of anything bigger or into the world already well developed, able to walk and
stronger than you are (until it turns its back). Avoid notice, to weave simple magics. They are usually very thin and
especially around men (since you're always guilty, you're emaciated in appearance, standing roughly 2 feet tall and
196 The Riddle of Steel

looking not unlike many woodland Seelie. The youngling new births have taken place in over 800 years. Each
then grows to its adolescent size after only 6 or 7 years, household or court may have no more than two O! three
where it remains indefinitely. Aging-in any form- born since that time. Increasingly rare pregnancies produa
comes in the form of sorcery. Just as humans age when increasingly common miscarriages and still births (a thing
they use magic, so do Elves ... and they age the same once unheard of amongst the Fey). Many of the Fey now
amount. The Fey only die when killed, or when their wonder what is causing this, and Courts have begun
bodies have grown frail with the use oftoo much sorcerous sending secret emissaries out amongst men to see if the
power. Thus an elf may appear as a boy in his teens, but answer lies there. Those elves out amongst men remain
in reality be thousands of years old. Another elf could hidden, searching for the answer without ever revealing
appear as ancient as father time, but have lived for only a their true nature. Their mission will determine whether
few decades having been unwise with his use of that most any Elves are ever born (or re-born) again.

ancient power.
The Fey have
always believed that the
immortal soul of an elf
does not vanish with
death, but that it is
reborn. Once great wars
were fought between
the houses, clans, and
courts of the Fey each
army believed that those
killed would be reborn
elsewhere in the world,
perhaps within their
own house or court.
Death, then, was
perceived the same way
that shattering a
beautiful sculpture
was-a pity to lose so
much time, effort, and
beauty, but ultimately
replaceable (and, in the
case of an enemy,
replaceable with
improvement). The
great tragedy of all the
Elvish courts now,
however, is that while
the Fey continue to die
from magic-induced
age, accidents, and now-
rare violence, almost no
Book Seven: The World of Weyrth 197

Playing the Fey: Be reserved, calm, mystical. You have


all the eternities to contemplate philosophy and faith .
Men caused the ruin of the world, but not these
men ... their lives are so short. Feel things deeply, worry
about the future ofyour people and whether or not there
is any kind of an afterlife or not. Hide your true nature
from men, except perhaps from those you truly trust (and
even then think twice). Enjoy the wilds, enjoy beauty,
enjoy song. Cry sometimes, unless sorrow has swallowed
all of your tears. Remember that you are a member of
the most powerful race in Weyrth, and that your race is
dying. Fey characters gain+ 1 AG, Wit, and Per, -2 MA,
the Sneak Skill at SR 7, and 2 Points in the Glamour
Vagary. They also start with 3 less Spiritual Attribute
Points upon character creation.

Hal flings
Halflings, often called man-elves, are the child of one
human and one Siehe parent. They retain much of the
character and appearance of their Elvish parentage, but
the mortality and resultant mindset of man. Those
halflings born of Seelie or Unseelie stock generally keep 2. Trollspawn
the same color and build of their Siehe parent, often Every story of every hero contains a battle with
producing small blue or green men that look like big- "monsters." These creatures are Trollspawn-the ancient
nosed bat-eared midgets. Though given to pranks and races have plagued men and Siehe since the world began.
trouble, much human sobriety runs through their veins Their numbers are small, but each one is a dangerous
as well. In the case ofUnseelie-begotten halflings this can force in and of itself. There are perhaps hundreds of
lead to a deadly variety of cunning with a mean streak a varieties. Two varieties that live with some semblance of
mile wide. social order are presented below.
Those halflings who have one Fey parent-a true
man-elf or "elfling"-usually look like tall, handsome Gols
men or women. They often have odd hair or eye colors The Gols, called ('die Golen" in those reaches of Stahl
and mature to adolescence very quickly (usually about 6 and Farrenshire that touch the lrontooth Mountains, are
or 7 years). Their confused parentage leads to mood a military race in every way. Organized into battle-ready
swings within and the notice ofsorcerers and others who units from birth, each Gol is raised to fight and die for
wish to study the Fey (and their bastardized offspring). his chief and his tribe. Male and female Gols fill different
Elflings are never allowed to remain in the grove or Court rolls within the Army: Men train, fight, build, and
where their Fey parents reside, though a parent may choose destroy; women hunt, scout, and tend to camp. Larger,
to leave the Court in order to stay with his/her child. smarter Gols rule as captains and generals, leading through
Fey-Halfling characters gain +1 Per and the Sneak compulsion, strength, and brute force. The whole Army
Skill at SR 8. Seelie and Unseelie Halfling characters gain moves constantly, roaming the mountains in search of
+ 1 Wit and the Ridicule Skill at SR 8, in addition to other tribes and armies to fight with. Only rarely do they
inheriting much of their magical parent's appearance ... ever come down into the foothills or lands around the
198 The Riddle of Steel

Irontooth, when called by some higher power or when


food is scarce in the mountains.
Physically die Golen are heavily built and very tall,
ranging from 6 feet (at the shortest) to 8 feet tall and
averaging 300 pounds. Their skin ranges from brown
to grey-green and every shade between. They have yellow

eyes with slit pupils (like cats) and are generally bald,
though some tribes have course, black hair and others
have short (1-3 inches) horns jutting out above the
temples. A serious underbite frames their faces with
two or four long tusks protruding from the lower
jaw. They wear whatever armor they can make
on their own or capture (restricting them to
simple steel components such as arm-guards and availab ilj n
heavy leather armors). Gol/H ei
crosses are rare bu,.
Hef particularly mean
The Hefroam the arctic climes ofWeyrth, H ef d o gro
living in lands too cold for most men. They attatched to an
are most feared in times ofwinter when, stories woman that survives ~
say, they drift southward to hunt men fo r their birth of her first child
skins and steal the women and children for mates (mortality is about 50-
and for food. The men of Savaxen are especially 60%), and any woman capable
wary of the Hef, and often send small parries of giving birth to more than one
northward to kill the Hef and.gain glory. child is highly honored amongst all
Physically the Hef are massive, towering at 8 feet H ef. Hef-wives receive rou gh
tall on average, covered in shaggy white hair over jet black treatment until they are with child, after
skin. Long black bull-horns sit atop feral heads which they are generously cared for. Many Hef actually
overlooking the predatory muzzles of wolves or bears. have several wives, with the most fertile generally being
Their hands end in black talons capable of tearing flesh placed as the "first wife." Overall Hef-wives hold much
or holding a weapon equally well. Though clothing is importance in Hef society, as they are credited with first
not a necessity, many have taken on the habit of wearing teachi ng the H ef to speak and to make weapons and
clothes usually made from polar bear or seal hide. The clothing.
most prized leather is human, though, and such is always The Heflife-span is terribly short. W ithin 3 years of
worn into battle. Hef are fully capably of building simple birth most H ef have reached close to their full size, and
weapons (spears and axes) and using those taken from by 7 they are substantially mature. Assuming a Hef
their prey (such as Viking swords and shields). They prefer survives battles and climate, he can expect to live between
ambush-style tactics, burying themselves in the snow and 13 and 21 years before passing of .old age. Wives thar
striking when they hear and smell their prey. out-live their husbands are either given places of honor
All H ef are male. Propagation of the species is done within the tribe, given to another Hef as a wife or
through females of most any other race, humans being concubine, or eaten if particularly unpopular.
preferred above bears. Any species large enough to carry a
Hef child will generally do, however. Instances of elves 3. The Other World
are unheard of, though this is probably due to lack of
Book Seven : The World of Weyrth 199

Very little is known about the denizens of the Other Empire.


world-spirits, demons, angels, and devils. It is said that Early growth ofXanarium over land. Xanarian rulers
they fight a constant war (the Thayrs believe it to be a unite the local tribes and peoples, forming the first
continuation of the battle for the world itself, the unified nation since the Great Battle.
Imperials believe it to be the angels of the Three-gods- The number and quality of ships sailing the new Sea
become-one against the lost souls of the Dark Betrayer). of Fallen Gods and along Xanarium's western coast
They rarely involve men or even the Siehe into this expand, leading to increasing political, military, and

conflict, though sorcerers--especially summoners-have econonuc power.
been known to stick their noses in to the business of the
Other World. See Book Six: Sorcery and Book Eight: 3. T he Age of the Fourth Moon (5 50 to 773
The Seneschal for more on Demons, devils, and the WEYR)
undead.

c. 550 WEYR. Rise of the Fourth Moon. Increasing
tides destroy many shoreline villages and ruin crops,
VI. The History ofWeyrth hurting the young Empire financially. Faster
The subject of history is a touchy one, always written expansion becomes paramount to survival for the
by conquerors and the victorious. As emporers and Empire. These same increasing tides seem to come
Sulhans change, so do the ccfacts." Each religion holds its with the rise of each new moon in the sky.
own assertions and traditions of how the world and its Major Sea victories lead to the conquest of Helena
nations came to power long before men wrote things (565 WEYR), Dardanet (583 WEYR), Fauth (601 WEYR),
down. Despite all of the confusion a few written histories and Yone (608 WEYR).
have survived, containing the works of the Imperial 610 WEYR. The capital ofXanarium officially titled
Dynasties ofXanarium and the Seat of the Empire. The ((The Seat of the Xanarian Empire., Military strength
following timeline covers most major historical events grows through tribute from conquered lands.
from the founding of the Seat of the Empire until the Missions and war bring the Imperial Church to the
current year, 1467 WEYR. ((heathen" conquered nations. It takes some hold in
Helena and Dardanet, but fails to gain a significant
1. The Age of the New Moon (myth to approx. following further south.
250 WEYR) 658 WEYR. Witchcraft of any form is outlawed and
Xanar Shard-finder subdues the world and names it considered punishable by death, even in those lands
Weyrth. where the Church isn't generally accepted by the
1 WEYR. The Great Battle between Xanar and the Dark populace. PriestS and missionaries spend as much time
Betrayer ends in the shattering of the west and the rooting out ccevil" as teaching the Word ofXanar and
Sea of Fallen Gods. A new moon rises in the sky as a the Three-Gods-Become-0 ne.
gift from the Gods in remembrance of Xanar and 692 WEYR. Increased economic and military power
the Great Battle. makes a large overland expedition to the north
possible. Entire legions of Imperial soldiers march
3 WEYR. Xanarium is founded in honor of the fallen
side-by-side with missionaries of the Three to subdue
hero, and his breth.ren take the Seat, now called the
Seat of tl1e Empire. the northern barbarians and show them the true way
of the Gods.
2. The Age of the Third Moon (approx. 250 739 WEYR. Northern campaigning brings all the lands
south of the Irontooth Mountains under Imperial
to 550 WEYR) Rule. The Stahlnish and the Celts of Angharad
c. 250 WEYR. Another moon rises, totaling three. It is continue to provide a serious obstacle to Imperial
taken as an omen of prosperity by the fledgling
200 The Riddle of Steel

advancement. The discovery of


improved metalworking
techniques among the northerners
leads to the more frequent use of
steel and metal armors.

4. The Age of the Fifth Moon


(773 to 1200 WEYR)
773 WEYR. The rise of the Fifth
Moon brings the dawn of new
strategies for Imperial conquest.
Political alliances are created where
military might fails with Stahl.
Though military victories with
Stahl are fleeting, missionaries frnd
significantly more success. The
Church is officially established as
the State Religion of Stahl and the
entire north. Unlike the south, the
Church is accepted with much
popularity throughout all of the
Empire's northern territories.
Within 15 years Stahl becomes a
vassal-state to the Empire due ro
religious involvement, not military power. the Prophet in Hakh'mah and to wage war upon
heathens everywhere. Other smaller groups bane
approx. 900 WEYR. Over one hundred years of intense
together to hunt down the last of the Nine, those
missionary work bring the Word of Xanar and the
Three as far as Zhibara and Krym-khanan. It is sorcerers that served the Dark Betrayer at the time o:
accepted with some warmth in Zhibara and the Great Battle. More crusades follow with limited
Zaporozhya, fully embraced in Sarmatov and the degrees of success. The Shard is never recovered
Rzeczpospolita, and utterly, bloodily rejected in though many claim to have slain some of the Nine.
Krym-khanan and the rest of the east. Severe wars Increased travel and international trade lead to better
break out on all borders as the Imperial Church technology on all fronts-better armors, weapons.
clashes with the Faith of the Seven Vows of the foodstuffs, etc.
Prophet.
957 WEYR. Imperial involvement in wars against the 5. The Age of the Sixth Moon ( 1200 WEYR
followers of the Prophet, along with religious ties, to present)
lead to direct alliances between the Empire and 1200 WEYR. The Sixth Moon rises, leading to record
Sarmatov and other eastern nations. flooding on the shores as tides increase. The Church
1000 to approx. 1200 WEYR. The one thousand-year claims it to be punishment fo r the failed crusades
anniversary of the Great Battle inspires a number of and calls for more.
"Holy Crusades.'' Entire armies of crusaders are 1200 to 1275 WEYR. Expensive wars and losses taken
formed to retake the Shard from the Followers of in flooding lead to increased levies and taxes. Much
Book Seven: The World of Weyrth 201

and opens a violent campaign in


TABLE 7. 1: STANDARD ExCHANGE RATES conquest of his neighbors. By the end
From... To.. . Modem uivalent of the year he has all but taken
1 Gold Coin 20 Silver Coins $1,000.00 Farrenshire and Ouestenreich, and has
1 Silver Coin 12 Co er Coins $50.00 begun to work on Cyrinthmeiran
1 Co er Coin 4 Quarter-bits $4. 16 ($4.00) borders. That same year a counter-
1 Quarter-bit $1.04 ($1.00) crusade is declared by the Sul'taan of
Otamarluk, calling all that follow the
of these funds are squandered or embezzled by Seven Vows of the Prophet ro destroy the infidels of
Imperial politicians. Corruption grows within the the west.
senate and the Empire as a whole. Civil wars erupt
both at home and abroad as overtaxed commoners VI. Wealth, Stuff, and the Economy
seek ro replace rotten lords and state officials. Wealth comes in many forms-land, possessions, or
1302 WEYR. Stahl openly rebels, declaring just plain money. In the course of their adventures
independence from the Empire. When the lmperi.al characters will find opportunities to acquire and use such
Church attempts to increase its grip on Stahl m wealth. Some are born with it (such as the Gentry and
response, Stahlnish lords unanimously ou~t. the Nobility) and ochers must earn it.
Church, declaring atheism as the state rel1g10n.
Commoners continue their support and faith in the
1. Coinage
Church, despite the drastic religious retaliation of
Though each nation calls its coins and monies by
their leaders.
different names, all divide their coinage into four main
1317 ro 1338 WEYR. Tired of troublemaking crusaders
groups: Gold Coins, Silver Coins, Copper Coln_s, and
and constant war, both Dardanet and Helena align
one fourth-size copper "bits." Bits and copper corns are
with ancient enemies in Otamarluk to drive the
everyman's money, used on a daily or weekly basis by
Empire out. This leads to more civil war, partic~lar.ly
most of Weyrth's impoverished population. Silver and
in Dardanet, and trading one lord for another. W1thin
gold are reserved for the wealthy and the fmancially
20 years Helena re-aligns with the Empire, but
prudent. Table 7.1 displays exchange rates for ~old to
Dardanet remains in a state of civil war and never-
silver to copper to bits, along with the rough eqUivalent
ending conflict with Otamarluk.
in US Dollars (compared the Imperial Standard Weight,
1340 to 1400 WEYR. Following the lead of Stahl,
discussed below).
Helena, and Dardanet, the rest of the Empire's vassals >"'
cease paying tribute. The break is peaceful in mo~t of
As if a multitude of names wasn't enough, different ::s
countries mint their coins in different weights, making 0
the north, as ties to the Church are not left behmd. z
Stahlnish Marks worth more than Farrenshire Crowns 0
Matters in the south are generally more violent, and u
worth more than Numerian Tokens. Thanks to money- Ul
the weakened Empire flees its southern territOries in
changers-and the universal value of gold and silver-
great haste. By 1400 WEYR the Empire is once again
coins of most any origin may be used most anywhere,
reduced to Xanarium alone and a few islands spread
0
across the Sea ofFallen Gods. In response the Church z
declares its supremacy above all matters of the world, <
TABLE 7.2 : COIN W EIGHTS ~
centering all real Imperial power in religion, not lands 0
Coin Weight Effect of Size <
or military.
Smaller .Sx Imperial Standard ~
1467 WEYR. (This is the recommended year to begin 0
play.) The king of Gelure-a mysterious man with
Imperial Standard u
Larger l.Sx Imperial Standard
black skin and white hair declares himself emperor

...._
202 The Riddle of Steel

coin weights, while Table 7.3


TABLE 7.3: CURRENCIES AND ExCHANGES presents the names of eac
Counuv Currency* c&in Wei~ht country's coinage and their coin-
Ahr Disk Imperial Standard weights. Any countries not oro
Cyrinthmeir Crown/Shilling/Penny Imperial Standard Table 7.3 lack their own mints o
Dardanet Alekrands/Leke/Rande Imperial Standard
comage.
Ehld Flag Imperial Standard
Fahal Shekhai Light 2. Sources of Wealth
Farrenshire Crown/ Shilling/Penny Im__e_erial Standard Each character begins with
Fauth Stallion/Charger/Mule Imperial Standard quantity ofwealth representati\ e
Gelure F ist/F in_g_er!N ail Heavy of their social station and ..
Helena Laurel Imperial Standard lifetime of saving (perhaps it's ar:
Imjia Year L!ghr inheritance, a nest egg, or jll..'!
Ixliaph Horn Light carefully saved cash
Kudara-Shiragi Koku/Bu/Zeni Light Additionally, those characters witt:
Numeria Token Light the time or means to hold an~
Odeon Teeth Just plain teeth ... maintain a regular job within thet:
Otamarluk Dollmar/Mare/Marczyki Heavy station may receive addiriona..
Ouestenreich Mark/Punt/Pfennig Imperial Standard money every year. Both figures a..--e
Sarmatov/Rzecz. Zlory/Srebrny/Grosh Heavy shown on Table 7.4, in Imperia.
Savaxen Mark/Fun t/Pfennig Heavy Standard Weight coins.
Stahl Mark!Funt/Pfennil7 Heavy Starring fu nds sho uld he
Svarastra Bull/Cow/Calf Heavy devoted to building up one
Taveruun Librum/Floren/Denarius Imperial Standard livlihood- not just buying toys-
Tengoku Koku/Bu/Zeni Light Clothing, lodgi ng, and othe
Tez'hamun Token Light income-dependent items shouk
Tzaul Rupi Light be arranged first. Likewise, no o~
Vhedij Dragon/Tiger/Ox Heavy lives for free. Generally speakin;
Xanarium Librum/Sterling/Denarius Imperial Standard most of one's yearly income goes
Yone Legend/Myth/Tale H eavy to keeping clothing in good repa;.r
0 Zaporozhya Zloty/Ruble/Grosh Im__e_erial Standard (or, for the wealthy, in fashion
c:: *Those currencies with three listing feature the names of food, lodging, and othe:
~z Gold/Silver/Copper coins. Those with only one listing refer to the neccessities. Those that want extr..
() generic name for any coin from that country, prefaced with ''Gold," money are going to have to fina
fi1
en
ccSilver," or "Copper." E.g.: Silver Token, Golden Flag, etc. some way to make more, or wL...
> have ro scrimp and save. Lasdy
z though exchanging coins is rarely free (usually around 2- one's nation of choice may effect starting wealth. Ched
0
6%) and one's coinage can betray one's past travels. The your character's nation of origin, under ((Player Bonuses.-
t'I1
>< coins ofWeyrth may be divided into three primary weight to see if any such modifier applies ro your character.
()
::r:: groups: (1) those that match the Imperial Standard, set
>
z forth by the Emperor on the Seat ofXanar in 560 WEYR, 3. Goods and Services (Stuff)
0 (2) those that are lighter, roughly half the Imperial
tr1 Table 7.5 presents dozens of items-from beeswax
en Standard Weight, and (3) those that are heavier, adding ro weapons and everything in-between-for purchase.
50% to the Imperial Weight. Table 7.2 compares the three
Book Seven: The World of Weyrth 203

Prices are given in all three coin weights (to save calculation
TABLE 7.4: YEARLY AND STARTING INCOME
time). The location of the market, famines or surpluses,
{~ERIAL WEIGHT) BASED ON SOCIAL CLASS
Starting
war, and many other factors may affect a product's price
Yearly Income or availability. Likewise many items require days
Social Status Wealth
(Gold)
(Gold) (clothing), weeks (weapons). or even months (suits of
Slave 0 0 armor) for completion. As many such items are custom-
Peasant 1 5
made for their buyer, this wait should not be neglected.
Low Freeman 3 15
Hi Freeman 10 50
Some characters may wish to purchase items of finer
quality (more jewels, better craftsmanship, exceptional
Landed Noble 50* 250 weapons). Such items may be arranged for anywhere from
*Landed Nobility may hire a steward to manage their land 5x to 1Ox the listed price. Other characters may wish to
while away on quests, adventures, etc. The steward rakes buy substandard items (due to constraints on time or
20% of this value, leaving the noble with 40 gold on
finances). Such items cost around 50-60% of the list price,
average. This option applies only to Landed Nobility.
and are always in poorer condition.
Combat statistics for normal armors and weapons
are found in Book Four: The Codex of Battle and the
TABLE 7.5: EQUIPMENT AND WFAPONS
Appendix. Fine weapons may grant -1 ATN or DTN,
Cl0 th'mg fine armors+ 1 or +2 AV or reduce CP loss. Substandard
Light- Imperial Heavy- weapons will often have a +1 ATN and DTN penalty,
ltem weight Standard weight
Coin:aue
or may break upon heavy use. Similar armors will fit
Coin Coinage
Full Set of Clothing {by social dass/quali~): poorly and come loose during battle, penalizing the CP
Peasant 6c 3c 2c by 1-3 dice and possible reducing AV by as much as 30%
Freeman (Poor) ls, 4c Be 5c or more.
Freeman (Av~e) 4s 2s ls, 4c
Freeman (Wealthy) 2g lg 13s, 4c
Merchant lOs 5s 3s, 4c
Soldier (Enlisted) Is, Be 10c 6c, Ib
Soldier (Officer) 6s 3s 2s
Clergy (Simple) l s, Be IOc 6c, 2b
Clergy (Elaborate) 4-lOg 2-Sg l-3g .JewelryJ
1 IDecorattons

Gentry (Daily) 4g 2g lg, 7s iii


Light- Imperial Heavy-
Gentry (Court) 10-40g 5-20g 4-l4g Item weight Standard weight
Nobiliry 20-SOg l0-25g 6-l?g Coin:aor Coin Coin~
Individual Items (all .J quality):
Bracelets/Arm-
Belt 6c 3c 2c lOg 5g 6s, 4c
bands/Anklets (Gold)
Boors Ss 2s, 6c 2s Bracele[s/Arm-
Breeches 2s ls 8c bands/Anklets (Silver)
2g lg 13s
Cap, hat 20-30c l-15c 6-lOc Brooch (FJabora[e) 8g 4g 2g, l Os
Cloak ls 6c 4c Brooch (Simple) 2g lg 13s
Girdle lOc Sc 3c Circler (Gold) 20g lOg 6g, 7s
Gloves ls, 4c Be 5c Dishes, etc. (Gold) 16g 8g Sg
Robe 'ts, 8c JOe 7c Dishes, etc. (Silver) 4g 2g 25s
Sandals Is, 2c 7c 4c, 2b Earrings (Eiabora[e) 2g lg 13s
Sash Be 4c Sc Necklace (Elaborate} 14g ?g Sg
Shoes ls 6c 4c Necklace (Simple) 5-60s 3-30s 2-20s
Silk jacket 2g lg 13s Ring (Elabora[e) 2g lg l3s
Surcoat lg, lOs 15s 1Os Ring (Seal) 8g 4s 2g, lOs
Tunic lOc 5c 3c Ring (Simple) 4s 2s lg, 5s
Vest ls 6c 4c Tiara (Silver and Gems) 20g lOg 6g, 7s
204 The Riddle of Steel

Food and T.vlvin Services for Hire


Light- Imperial Heavy- r :~r- I ...! II Heavy- '
we-igb t
&

Item weight Standard weight Item Standard weight


Coinage Coin Coinage Coinage Coin Coinage
Banquets/Fea.s ts: Academic/Clerical: l
Banquet Read a letter 2c lc 3b
Is, 4c 8c 5c
(Noble; per person) Write a letter 8c 4c 2c, 2b
Feast Book (1 50 ~!_s~ )-1--P 4g-_.-!-_:._
2!iL._g-+---.JO!l
g::..::,5=-s_
4c 2c l c, lb
(Com mon; per person) fll n rni , -; .... n ( :>er ~) 4s 2s l s, 4c
Beve~es: Cop y a J. .1. by :1and, lOs Ss 4c
Ale (Pitcher) 4c 2c lc, l b P"'' 10 ~) 3s,
Beer (Pitcher} 4c 2c l c, l b R..J;.,.._
-' u Ceremonies
Liquor (Bottle) Gc 3c 2c (weddmgs, funerals, 1-2s ls
M ead (Bottle) 6c 3c 2c m asses, righ ts)
Wme {Borde) 8-40c 4-20c 3 -13c 1n.rlq ) ) m inor sin 2-4s 1-2s Is
Foodstuffs: l .J . main r sin ..,- r..
~E:t

Bread (Loaf) 2b lb lb Hire a La , ..... ~per day; 4s


i

C heese (2 lbs.) 2c lc 3b Heralds and M


Meat( I lb.) Gc 3c 2c D eliver a liemer (per day
-led) ls 6c 4c
Grain (5 lbs.) Sc 2c, 2b l c, 3b
Fresh Vegetables (1 Jb.) 4c 2c l c, lb H ire a H erald ~per .. -':) lg, 4s 12s 8s
Household Provisions:
D etermine G . 1. 8s 4g 2g, 7s
Fv~: J D ocuments 10s-2g 6-23s
Butter (per lb.) lc, 2b 3b 2b
Coarse sugar (per lb.) 2s ls 8c Medical:
Medicin e {various) 2s ls 8c
Rations, Hard (per week) 4c 2c l c, lb
Simnle First Aid 4s 2s l s, 4c
Rations, Soldier's (per
2s 1s 3b Su lg, lOs 15s lOs
week}
Rations, Knight's (per H ... ;. ,Jl.a l (per .. 1
l s, 8c lOc 6c
4s 2s Is, 4c t"~ ..> r)
week}
H
Firewood (per day) 4c 2c l c, lb ,d)-' 1l C (o e r ..
r - -
.1.
2g, l Os l g, 5s 16s
I
Herbs (per lb.) 2s Is 8c
Entertainment:
Salr (per lb.) 2c lc 3b
Acting Troupe tper
Sp ice, Common {per lb.) 4s 2s ls, 4c n '- r) ., 16s 8s 5s
Spice, Rare (per lb.) 16s 8s 5s
r. a Poem 8s 4s 2s, 8c
Tun of cider (250 gaL) 2g lg 13s
14s 7s 4s, 6c
Tun of good w ine
8g 4g 2g, l Os Courtesan ( ni~h r) ?.C. 1 5s~3g l Os~
(250 gal.)
Dancers, Common (per
Meals {Tavern Quality, per day}: nioh t)
3s, 4c 20c 13c I
Lavish ls, 8c lOc 7c D ancers, Exotic (p......
G ood 8c 4c 2c, 2 b ;ftl,c) lg lOs 6s
Co mmon 4c 2c l c, lb Dancers, Fine (J n i.!i,t.r) 16s 8s 5s
Poor lc 2b lb Musicians, Common
lnnlod (per room, day/week): 6s 3s 2s
(per night)
Lavish (suite) 12s/4g 6s/2g 4s/25s Mu~iri'l Fine (per
Common {private roo m) 16c/8s 8c/4s 5c/30c niuht) l 2s-lg 6-l Os 4-?s
Poor (common room) 6c/40c 3d20c 2d12c ls 6c 4c
G rain and stabling for Theater Ticker 6c 3c 2c
3s/l g 18c/10s l s/6s
one horse F~-hr-ino Men:
City Rooms/A!)artments (per month): Gwtrd (J month) l0-14s 5-7s 4-5s
Lavish 12g 6g 4g M ere Archers (20 men ;
Common lg, 4s 12s 8g 16g 8g 5g
P"'' m on th)
Poor 8s 4s 2s, 6c Mere Cavalry (lO.men;
24g Ug 8g
!'"'"'month)
Mere Tnf:t1 ry (50 men;
24g l 2g 8g
..,..... mlln th)
Book Seven: The World of Weyrth 205


T ransportatJon
Light- Imperial Heavy-
Item weight Standard weight
Coin Coin Coin~
Barge (per 10 miles) 4c 2e l c, 2b
Carriage (per day) Bs 4s 2s, Be
Ferry (per trip) 6c 3c 2e
Raft (per 10 miles) 2c 1e 3b
, River Boar (per 10 miles) 2e 1e 3b
' Sedan Chair (per day) 12s 6s 4s
Ship (at Sea; per 10
4c 2e l c, lb
miles)
Wagon (per day) 4c 2c lc, l b
Animals
Light- Imperial Heavy-
Item weight Standard weight
Coin Coin Coin~
Mounts:
Camel Bg 4g 2g, 13s
Horse, Charger 20-50g 10-25g 6-9g
Horse, Courser 10-60g 5-30g 3-lOg
H orse, Desrrier 80g 40g 26g, 13s
Horse, RicF 2g, lOs lg, 5s Bs
Horse, Work or Carr 16s Bs 5s, 4c
Mule/Donkey 12s 6s 4s
Pony 14s 7s 5s
Farm Animals:
Bull lg, lOs ISs lOs
Chicken (12) 2s ls 8e
Swordsman (per day) 12s-2g 6-20s 4-13s
Cow lg, 6s 13s Bs
The Underworld:
Goat 2s ls Be
Assassin (per job) 4s-20g 2s-10g ls-7g Ox lg, Bs 14s lOs
Burglar (per job) 12s-lg 6-lOs 4-?s Pig 3s, 4c ls, Be ls, 1c
Cutpurse/Thief (per day) ls, 4e Be 5c
Rabbits (12) 2s ls Be
FootpadsiThugs (5 men; Ram 12s 6s 4s
lOs 5s 3s, 4c Sheep 4s 2s ls, 4e
per day)
Harlot, cheap (per night) Be 4e 2c,2b Domestic Animals:
Harlot, pricey (per night) 6-lOs 3-Ss 2-3s Carrier Pigeon 4s 2s ls, 4e
Poison (various types) 2s- 10g ls-Sg Be-3g Cat ls 6e 4c
Other Services: Dog (H uming) 2s-lg 1-lOs l-7s
Bach/Shave/Haircut 6e 3e 2c Songbird 16s Bs 5s
Guide, Ciry (per day) 2s ls 8s Exotic Animals:
Guide, Wilderness (per Alligator lOg Sg 3g, lOs
lOs Ss 3s Bear (Trained) 4g 2g 13s, 4e
week)
Laborer (per month) Bs 4s 2s, 6c Elephant 60g 30g 20g
Lantern/torchbearer (per Giraffe 70g 35g 23g, 7s
6c 3c 2c
night) Lion or Tiger 70g 35g 23g, 7s
Laundry (by load) 2e lc 3b Monkey 6g 3g 2g
Mourner (per funeral) 8c 4c 2c,2b Parrot/Tropical Bird 4g 2g 13s, 4e
Servanc (per month) 2s, lOc ls, 5c ls Wolf (not ha..,..,_,) lg, 4s 12s Bs
206 The Riddle of Steel

Other r 1i:

Light Imperial Heavy-


Item weight Standard weight
C.ni Co.in c. . ..:. '"' ......
Tack and Harness:
Ho ;hoe_~ & shneino ls, 4c 8c 5c
Saddle 6s 3s 2s
S<:~..-1...11 ... ~ 4s 2s lOc
T~vel~
G~e-
~-r. ----~------~~~--~--~~1

Tent, 2-man ls, 4c 8c 5c


Tent, P;.til it)n 4g 2g 13~. 4c
"Tt.s.vd Pack"
12s 6s 4s
(tv.-.'"jthing below)
Jh 1 1rk lOc 5c 3c
6c 3c 2c
0 -\roll 8c 4c 2c, 2b Panpipe 8c 4c 2c,2b
Gra. line Hook ls Is 8c Tambourine 6c 3c 2c
H: -~ 8c 4c 2c, 2b Violin lg, 12s 16s lOs, 2b
Lantern ls, 4c 8c 5c Other Items:
Mess Kit lOc 5c 3c Barrel 12c 6c 4c
P 1 t~ 2c lc 2b Basket 8c 4c 2c, 2b
Rope ~s o: 8c 4c 2c, 2b Bell (hand size) 6s 3s 2s
Satchel ls, 4c 8c 5c Bucket 4c 2c lc, lb
" 2c lc 2b Candles (per pair) 4c 2c lc, lb
Ti .J .1. 6c 3c 2c Cards (Playing) 2s ls 8c
Torch lc 2b lb Cards (Tarot) 18s 9s 6s
Whetstone and Oil 8c 4c 2c,2b Chain {per 10') 6c 3c 2c
Academic Supplies: Chest 6s 3s 2s
Chalk 2b lb lb Climbing Gear lOs 5s 3s, 4c
Tn k I 1
~ . 4c 2c lc, 1b Cloth, course {yd.) 2c lc 2b
4c 2c lc, lb Cloth, fme (yd.) 8c 4c 2c, 2b
Parchment 3' roll) 8c 4c 2c, 2b Cloth, silklexotic (yd.) 3s, 4c ls, 8c Is
Quil ...,.... 2c lc 2b Dice!Bones/Jacks 2c lc 2b
' Case 6-20c 3-lOc 2-7c Fishing Gear 4s 2s Is, 4c
2c lc 2b Hunters' T raps {per 5) 6s 3s 2s
Fineries: Ladder lOc 5c 3c, lb
Hou rob~~ 8s 4s 2s, 8c Lock Picks 8s 4s 2s, 8c
M: ifying Glass 12s 6s 4s Lock, good 16s 8s 5s, 2c
M!l lcPiln 2s ls 8c Lock, poor 2s ls 8c
Mirror 34s 17s 6s Tools (assorted) 8s 4s 2s, 8c
~--;P~e::r~fum~e:.__ _ _ _---4___:?=:''c~-? !.--f-_l_s=-
-l.Jii!....g-t--8-:c-=-U_s__ Whisde 4c 2c lc. lb
c; .1. 2s ls 8c
S leJ: 16s 8s 5s
S~--; ~"
1
4g, 6s 2g, 3s ?Rc 8c
~\V~a~te~r~C~~~~-~~--~~_L~l~Og,~l~6sJ__~5t:~~8~s--~~12s
M usical lnstruments:
ll. ipes lg, 4s 12s 8s
Drums 4s 2s ls, 4c
l s, 8c lOc 6c, 2b
Flute 12s 6s 4s
H: c. /. 3s-2g 2-27s
o
Horn Is, 4c 8c
~

)C
Lure lOs 5s 3s, 4c
lOs 5s 3c
Book Seven: The World of Weyrth 207

Armor I~ 110:
-,,- ..-
ilf-~-

ltept "' Light- pPperial Heavy- Y.:. - -


l
lT ~ ~I
V' I L'
Tm..,'ri
I>
<> J 'LI
~ ..,
weight Standard weight weigh t Standard weigh,l t/!

Coinage Coin Cqinage Cn in~ Coin ,_r, .:.. )ge


"' ...
:: IR~-= ,. :' .. fl
~
S uits: ~ y '
-.1 ~ ltnd r' l)e T : L-....
Leather Jack (w/ sleeves) ls, 8c lOc 6c, 2b Armi n , Sword lg, lOs 15s lOs
Leather Jack (w/o r. 1 rt Sw0rd 6g 3g 2g
ls 6c 4c
sleeves) Cur <>nrl Thrust 7g ~lOs 2o. 6s
Chain shirt (w/ sleeves) 5g 2g, lOs lg, 13s n r. Poniard 12s 6s 4s
Chain shirt.(w/o slvs) 2g, 16s lg, 8s 18s f' "'... Ron de-l lOc lOc 7c
Chain (full suit) lOg 5g 3g, 7s T' L, Sril 2s ls 8c
BreastPlate (fronr and
14g 7g 4g, 12s
Do -lh<>~~~~ 8g 4g 2o. 13s
back) Escoe lg lg- 12s
Plate (full suit, w/o J1glrh' lg, 6s 13s 4s
30g 15g lOg
helm) Grear Sword 5g 2g. lOs lg, 13s
...
Jiead ean T $, ~rd 4g ~ 13s, 4c
"'
Chain mail coif
" " " ,. "'
7s 3s, 6c 2s, 2c R<>niPr 8g 4g lg, 7s
P6t helm lOs 5s 3s .<\<> 3g lg, lOs lg
Full helm lg, lOs 15s lOs Scimitar lg, 16s 18s 12s
I
: "' "' '"" -"' Ill> ... " '
Shields: Shnrt S 1rd lg lOs 6s, 8c
Buckler l Oc 5c 3c , >ill
""' Ma.ss We ..,: ,, ... "'
M edium round shield 20-c 10c 6c, 2b -Club 6c 3c 2c
Medium "heater" shield 3s ls, 6c ls Fl :~ i I 8s 45 2s, 8c
Lare:e "kite" shield 5s, 4<: 2s, 8c ls, l Oc Hand Axe 4s 2s l s, 4c
Knrlrl .._,-1,' 8c 4c 2c, 2b
Mace 4s 2s l s, 4c
Maul 12s fu 4s
Mnrnino .<::r<>r 2s ls 8c
Pick (Fuu Bm's) 2s ls 8c
PoleAxe Bs 4s 2c, 2b
War~"~ ,;1 l2s 6s 4s
w~ , tm P r 6s 3s 2s
:1M P 1 An:ns:
Bill lOs 5s 3s, 4c
H:t Jl .J
12s 6s 4s
Lance (l lVV 14c 7c 4c,2b
Lance (I "u.L 8c 4c 2c, 2b
Pike Be 4c 2c,2b
s, 1r 4c 2c lc} lb
~' r, lonu 6c 3c 2c
. C\
short 3c lc, 2b lc
rx:
0
~
Staff, Quar 1ft 6c 3c 2c
<:r'lff < 1:'!
Be 4c 2c, 2b
<
lL
-mm.
M i .:f. m,
A
~
_t
Arrow (1 .r) 2b lb lb 0
Anow - I l L lUUV/( 2b lb lb z
Crossbow arrow 2b lb lb
<
Cl)
Gross bow lg, lOs 15s lOs z
] ... , l in 2s lc 2b 0
~
T ,.~
1~ lOs 7s <
Short bow
Sling
l L ~s
2c
7s
k
6s, 6c
2b
~
<:r ~~~ Bnller-s :5' 2b lb lb
Thru ina: Knife 8c 4c 2c, 2b

~
be i~~le o ~ -feel

~ enesc al
Seneschal
character creation.
{sen'e shal)- n. steward major-domo or bailiffwho represents
Writing scenarios, adventures, and campaigns for
his Lord in the feudal courts and in the management ofhis
your players.
estates.
Rounding up the posse (gettin' 'em all to gather).
Ordering (but never paying for) the Pizza.
Ifyou're not the Seneschal don't read this section. Its not Delivering the Goods (running the game and
meant for you ...you don't want to know what's in here! following all of the tenets there in)
Buying more Driftwood and The Riddle of Steel
I. Your role as the Seneschal products and encouraging players to do likewise (so
So you're the Seneschal? Congratulations. You've got that they stop borrowing your copy and we stay in
the most entertaining-and difficult-role in the game. business).
If you've ever run another game before, under the title
"GM" or something similar, you already know more or 1. Before you begin .. .
less what a Seneschal does. If you're not familiar with
. .. the things you will need (the essentials)
running games (or have never seen someone else do it),
this section will provide you with a very general and basic
This Book
guide. Many other RPGs have large sections on how to
Buy this book! No, really, having this book will
be a GM . .. in The Riddle ofSteel we know better than
make your job infinitely easier. If you've already got
that. Good Seneschaling can only com e through
one, buy another. It couldn't hun.
experience, not from a bloated manual. What we have
Dice
provided is some helpful hines and tips on getting started
Get as many 1 0-sided dice as you can afford and
and making the most out of your experience.
scrap up a few six-sided. These are a must, you can't
roll with out 'em.
In short a Seneschal's duties include (but are not limited
Bowls
to}:
These are to keep your dice warm and h appy
(or at least where you can fmd them).
Having all of your Stuff (not just owning it but
Friends
actually having it on hand).
We strongly recommend having at least one of these.
Learning, Knowing and then Teaching the game.
If you don't have any we recommend getting lots of
Finding players (and getting them to the game).
them. What can we say, the game just isn't the same
Providing for your Players (oh the humanity!).
without.
Holding the players hands as you take them through
210 The Riddle of Steel

Pencils remember. We've tried to make that easy for you bl


To stab your friends with . . . actually they're for including appendices, an index, and ''page content tabs-
writing up your character sheets and game notes, on the side of each page. Review the guidelines in Book
and for keeping them current. Always use a pencil, One: In the Beginning and Book Four: Combat ofter.
never a pen! And don't stab anyone, we were joking... If your campaign involves much sorcery, read Book Six
Character sheets regularly as well. That will cover the bulk of your
To soak up the blood from pencil workload; the other chapters are best read once, and usee
wounds ... actually they're for keeping track of your as reference after that.
characters stats, stuff, wounds, and so on. Really, don't By now you've probably read through most of the
stab a soul. .. we were joking! book and have at least some idea ofhow the game works.
A Sense of Humor If not, grab a friend and play through the examples tha
Hey, it helps ... this is a GAME-albeit one that have been provided through out the book. If you're scil.
covers serious territory (religion, philosophy, death baffled, contact us at www.theridd.leofsteel.com. \\e
and dying . . .). And don't really stab anyone with your fully support all of our games and products and will be
pencil. That was a joke. Ifyou didn't get it, look into glad to help. Now that you know the game, you have ro
finding a sense of humor before teach it to your players ...
you begin playing the game.
3. Finding players
2. Learn the Game Players are best gathered from among your frienru
To be the Seneschal, you'll or through them. Player selection is fai rly important as
need to know the game. Read just one jerk can ruin the experience for the whole group.
this book and know what's If you don't know one of your players well, meet with
in it. That doesn't him or her before hand and get to know them. Ask
mean you need yourself if you really want this person in your game or
to know t he not. Chances are that if you can't stand them away from
text word for the game, you won't like hanging with them in the game.
word, but Spotting problem players prior to play is a difficult ar
rather just best and most likely you won't know it until you have
know the rules one. For more on this, see ''Conflict Resolution," below:.
an d have a
g e n e r a 1 4. Providing for Your Players
understanding There are a few things you have that your players
of how they don't. Well, probably a lot of things. Fortunately, you're
might be only required to provide them with but a few.
manipulated. You Consequentially, the players are required to perform
don' t have to several duties as well. Make sure they know this.
memorize all of the Character Sheets: YOu make them and you pass them
rules either- just out. Once the characters are made, the sheets belong to
know the the players and are their responsibility. If ever a player
basics and forgets to bring his sheet to the game, punish them! We
where to frnd don't care how. Some Seneschals are tempted to ' hold'
the ones you the sheets for their players for various reasons (chronically
c a n ' t forgetful players, dishonest players (oh yes, we know) ... ).
Book Eight: The Seneschal 211

Don't do this. The players should feel like the characters local bargain, discount store. Little plastic rice bowls
are theirs (which they are), and holding the sheet is part (found at Asian import stores) are great and very cheap,
of that. Instead, make copies of all character sheets. This for about a dollar each.
is extremely advantageous in those rare instances when a Dice: Under no circumstance are you required to
player actually loses his sheet. Never let the player keep provide dice. If they don't have dice, beat them!
your copy and always make him beg for its use. The Place: While you're not required to use your
Pencils: Expecting players to bring pencils to a game own place, you are obligated to find and make all
is a pipe dream. Get over it. Expecting to get them back arrangements for a suitable playing area.
in the same condition is also a pipe dream. The eraser (if Fun: You can't get out of this one. It's all up to you.
still attached) will be chewed, the body broken or gnawed But you can be assured that if you provide this, your
or both, and- the in case of Papermate's excellent players will return it in spade.s. For more on this, see the
Sharpwriter mechanical pencils-the pocket-tab will have rest of this chapter.
been broken off Buy the cheapies in bulk and toss them
out at will (just watch the eyes and don't stab anyone). 5. T he First Session
Bowls: While it's nice to expect players to bring Gather up all your players, and go to work. Begin
bowls, don't bet on it. You can expect slightly better care by having them read the game basics at the beginning of
to be taken of your bowls than of your pencils, though. the book, or by reading to them. After that, pass out the
But just in case, don't use the good ones. If you really character sheets and pencils and work your way through
want your players to bring their own bowls, punish them the book starting with Book Two: T he Birth of a
by giving out extremely ugly ones, broken ones, plastic Legend? During this process is the best time to explain
or paper ones, ones that are too small to hold all their in further detail how the rest of the game works by
dice, or that really big one used to serve punch at correlating entries made on the sheets with the rolls that
holidays. Very inexpensive bowls can be found at yo ur
212 The Riddle of Steel

apply to them. Once the characters are made, you will But where do you find plot ideas? If you haven't col:Ile
want to run demonstrations on combat, spell casting, up with any yet, think over the last book you read
and the use of skills, attributes, and all the rest. Now movie that you saw. Was there anything there that wou...:::
you're ready for the adventure, if you have enough time. apply to the PCs in your group? Sources for plot lines
We never do. Ifyou find yourselves shan oftime in which and adventures abound in our everyday lives. Oft~
to properly stan an adventure, it may be advantageous those with a lesson to learn make the very best stories..
and loads of fun to play through the highlights of the Lastly, we've provided you with a collection of advenru..~
characters' childhoods, possibly exploring the origins of hooks and ideas that might help you get started. You
their Gifts and Flaws or the foundations of their Spiritual find them later in this Book.
Attributes. Doing this is not only a hoot, it's also a great Also keep in mind that the root of all adventure ...
way to really round out a character and gives you, the conflict. Conflict is best derived from villains. As yoLo:
Seneschal, more time and much valuable
information for writing an adventure.

6. Writing Scenarios, Adventures, and


Campaigns
The bread-and-butter of all RPGs is the
adventure. Adventures consist of multiple
scenarios, and campaigns consist of multiple
adventures. Who writes these adventures? YOU
DO! Well, actually, we'll have a few you can buy,
and we'll let people post some adventures on our
web site, but you, as the Seneschal, are still left
with the bulk of adventure creation.
How is it done? Take a look at all of your
players' character sheets. See who they are and
what they want out of the game (asking your
players this same question is a good stan as well).
Lots ofWeapon Proficiencies .. .write an adventure
with lots of fighting. Tons of Skills? Base your
adventure around using them. Dozens of
flaws ... you get the idea. The next step is to take
into account everyone's Spiritual Attributes, along
with each Attribute's focus. Your players need
opportunities to make these traits come to life
(or else their characters won't grow). Start with
those focuses that several characters have in
common. Do they have a common Drive, a
common Passion, a common Destiny? Build your
whole campaign around such things. Then see to
it that each adventure (which may run over the
period of several sessions) center on at least one
Spiritual Attribute from each characteL
Book Eight: The Seneschal 213

players will probably be heroes (we encourage this), pick ups, and calling the day (and a few hours) before
remember that a hero is only as good as his villain. ~ch just to make sure no one forgot. They sometimes do.
doctor is more revered: the cardiologist who battles heart What you do now that you've got them all in one place?
disease or the dermatologist who fights acme. Who is ... Order Pizza!
more gallant: the marshal who spends his days hassling
the local child gangs or the knight who wages war with ii. Ordering the Pizza
wild beasts and evil sorcerers. The better th e villain and This may need to be done multiple times for longer
the higher the stakes, the greater the triumph and feeling sessions and optionally, the group may wish to do this
of accomplishment. So make that villain a good one. during a mid-game break, but a gaming session should
That being said, it's probably not a good idea to have never go without refreshment. The kind of grub at the
your players "save the world" on the first go around, as table can make a large impact on the atmosphere of the
any adventure to follow will undoubtedly be far less evening's session. Instead ofpizza, try ethnic foods related
spectacular. You can however, plan far enough ahead and to the nations that your PCs are in. Meat, potatoes,
link several adventures together with the last adventure cabbage, and other odd foods add flavor and feeling tO
being the grand climax. This sequence is known as a the adventure you've worked so hard to write. For drinks,

campatgn. skip the soda and try juices, teas, and other less orthodox
And while it's good to plan an adventure to the end, beverages. If everyone insists on pizza (who doesn't love
try not to get too detailed in the later parts as the story is pizza?), then go ahead and order it, but don't let them
almost certain to meander quite some distance during make you pay for it... you buy the books! ... and write
play. Expect major revisions to occur while running a the adventures! .. . and run the games! ... and . . .
game.
iii. Delivering the Goods (entertaining your
7. A Typical Session friends)
Your number one purpose as the Seneschal is (a) to
The 3 tenets of a typical session: have a good time and (b) to make sure your friends do,
i -rounding up the posse too. If people don't enjoy the game, they won't come
ii -ordering (but never paying for) the pizza back and play next week. That usually m eans constant
iii -delivering the goods (entertaining your freinds) adjustment to carefully written plans, putting up with
!-running the adventure some player's stupid ideas, and going along with those
2-providing tone and atmosphere ideas when the rest of the players agree with them. If at
3-controling NPCs and the weather (ahhh, the any time someone isn't enjoying themselves, figure out
power!) why not and what can be done to improve their time at
4-Making Everyone Feel Important the table with you. Always remember that this is just a
S-Taking care of the Players (doling out rewards) game, and if it's not fun, it's not worth playing.
6-Being fair and impartial. . . and cheating like a dog
when no one is looking 1. Running the Adventure
7 -the rules (knowi!lg, bending, breaking and faking) This begins when all the players stop talking to each
8-conflict resolution and dealing with problems other and start listening to you. Star t w ith an
introduction. A good introduction is important. If they've
i. Rounding Up the Posse never played in this game world before, you,ll need tO
It's your job to bring them all together. This includes fill their characters in on the basics (some of which
hassling everybody for their schedule, setting a date, happens during character creation). Next, describe in
calling to let everyone know when that is, coordinating detail the surroundings and events happening around
214 The Riddle of Steel

your characters at the beginning ofthe adventure. Details 2. Tone, Theme, Atmosphere
are very important. Your players will then, hopefully in The ideas of tOne, theme, and atmosphere exist O:"l
turn, tell you how they will react tO those events and several different levels in an RPG. Some of these are St!
you in turn tell them how the events have reacted tO by the room's decor, props, food and drink, maps an~
them and so on. The most important thing to remember drawings, costumes, or music. These are all fine example1
when running an adventure is that the players will always of external atmosphere. Internal tone and theme are
find some way to bungle your carefully thought-out harder to establish-they take skill and purpose. Most o-
plans. They'll take the wrong road, kill the wrong bad your efforts tO establish the right themes are already i:-
guy, chase the wrong due, or outsmart your craftiest your adventure created by using the Spiritual Attriburo
scheme. What do you do? Keep things running. Fly with as the guidelines we discussed above. Beyond all of those
it. Fake it. Call for a pizza break and quickly write up things is a greater overarching mood for your game. Wha:
something new. Just never let them know that this "new ideas are you exploring? What passions, motivations, an~
direction" wasn't in your plan and they'll think you're a beliefs are being pitted against one another? What wi.
genius (which you probably are ... ). the results mean and what will they teach? These things
Book Eight: The Seneschal 215

are the Riddle of Steel-a deeper understanding of who 5. Taking Care of the Players
we all are and what is important to us. As you begin (Playing Santa-schal)
creating scenarios and adventures, think about what ideas How many Spiritual Attribute points you hand out
are important: philosophy? Religion and faith? Trust and to each player during a game session is a subjective matter.
betrayal? Love and Hate? Sticking to those things, beliefs, We've tried to simplify the process by giving concrete
and people one holds dear? This is what The Riddle of requirements in Book Three: Training. Instead ofstaring
Steel was meant to explore. That's the kind of game you at the ceiling after every game, trying to choose a ''fair"
have in your hands. Sure, it's an RPG, and a suategy number of experience points or character points (or spirit
game, but it's also a moral play. Try it our that way .. .it'll points) or whatever, each player earns his points in the
be a different kind of roleplaying experience for you and course of the game. You hand them out right when they
your players. We promise. are earned-not before, not after( ... unless you forgot ... ).
This is meant to drive your players to really get into
3. God of This World? character and push the game forward. Most of them will
The tools you, as the Seneschal, have at your disposal know when they deserve a spirit point, and they'll let
are considerable. You are in complete control of the you know (then you give the thumbs-up or thumbs-
actions, words, and thoughts of everyone in Weyrth- down). We have found that 3-5 points per player per
except the PCs. The weather is yours to control. The session is a pretty reasonable amount. Most players are
politics of Weyrth's nations, faiths, and peoples are at willing to put that much effort into their characters.
your mercy. And you can change the rules whenever you That's also a reasonable pace for character progression.
want. What do you do with all of that responsibility? If you want them to progress faster make gaining spirit
Use it to create a world of wonder and magic, a place for points easier. If you want to slow it down, require more
your players to roam, explore, and add to. By following of you players before you throw a point at them.
the patterns outlined above, yo u'll create a new and As we said before, Spiritual Attribute points are given
amazing experience for your friends and fellow garners. out right when they're earned. There are a few fun ways
That's what being a Seneschal is all about. You'll have a to go about that. In our sessions at Driftwood we use
lot more fun than they will (just don't let them know poker chips marked with a "D" for Drive, a "P" for
.lt.') Passion, an "F" for Faith, and so on to show which
Attribute gains a point. Think of it as throwing a biscuit
4. Making Everyone Feel Important to a dog that just "rolled oveL" It's really the same idea . ..
The best way to make every one feel important is
to make them important. Make sure that your PCs are the 6. Fairness and Cheating
heroes of the story and not just a bunch of spectators Playi ng fairly is pretty easy to do. Don't jack one
watching the world whirl around them. Tailor each player more than any others, make sure the same rules
adventure making them the pivotal hub by catering to the apply to everyone, and try to be both merciful and just
specific needs ofeach player and his character. The character in your intra-player relations. Being fair and impartial
progression system, based on Spiritual Attributes, is your outwardly is a must. Never assume that your players are
best guide in seeing to each player's needs. If a player isn't trying to take advantage of you-they just want to be
presented with areas to grow, his character will not progress. treated evenly and justly by you and by the game. See to
This should push players into action, but some will remain it that this happens.
in the quiet background. See to it that each player has a In order to be fair outwardly, however, you must
rime to shine as often as possible. Ifyou're not handing out learn to cheat like a weasel behind your book or screen,
enough Spiritual Attribute points, someone is being left out. when and where the players never see. Cheating itself
Take care of your players, and they'll take care of you. isn't so hard .. .lie about die rolls, or make die rolls when
216 The Riddle of Steel

you weren't planning on it. Let players roll and feedback about this and other
to realize how big their characters' mistakes ~~~~~~=~~~~ Driftwood publications. In
really are. Give characters a second chance and l:luu.J. cion to our insight and

"remember" suddenly that they had earned a suppon, you'll be joined by other Seneschals ana
Spirit point last game or a few hours ago and let players with similar issues and advice for yours. ~
them have it in their time of greatest need. In we intend to publish in the upcoming year, severa.
shon, bend the rules so that they have a supplements to The Riddle ofSteel each containing n~
good ti me with it-but never let them and expanded rules for combat, sorcery, the Fey, ana
know that. the world ofWeyrth. Keep an on your loc:a..
There's a flip side to this, too. RPG retailers
Sometimes you have to cheat for shelves, or visl:
the bad-guys. That's OK- our web site fo.-
even encouraged so long as updates on ne""
your players are having a good Driftwood releases.
time. All we really mean by
cheating is to bend the game- 8. Conflict
and the evenrs that take place Resolution
within it-so that everyone has In a game that 5
more fun. so full ofgritty reaHsm
(yes, actions have
7. The Rules of the Game co nsequences and
As the Seneschal ies your job characters do die in Tht
to make judgments in all situations Riddle of Steel) some
within the game. That goes twice players may become distracted
for the rules. Sometimes you won't or upset with you or other players. This is besr
have the rules you need to run the avoided by picking your gaming group wisely and
game. That leaves you with three best handled by talking to the offending player in
options. First, make it up on the private and resolving the problem with him.
spot. You don't have to let your Always encourage your players to work together
players know! If you encounter a as a team- not only will their characters live a lor
situation, even fighting style, longer, but they'll have more fun. We find that one
maneuver, or some such thing that of the best ways to create a unified group is to starr
isn't covered in this book, go ahead the game with common ground. Instead of
and invent it on the spot. Just make beginning each campaign in an inn where all the
sure if fits with the tone of the characters accidentally end up as a party of
game that you want to set, and on adventurers, run a homogenous group of gentry,
you go. Second, get on a computer peasants, blade-slingers, fey, or gifted. Or try
and visit binding all the characters together through family
www. theriddleofsteel.com. We ties-fathers, sons, daughters, brothers, cousins,
fully support our games and or spouses. Such groups always have an odd
products, and you will find a camaraderie that is conducive to teamwork. In
discussion board where you can addition, they'll likely have similar goals (read:

post your quesuons, concerns, Spiritual Attributes), causing the group to
Book Eight: The Seneschal 217

grow and develop as a unit. This alone will solve many just so happens that we really like rolling
player/character conflicts before they starr. big handfuls ofdice. We think its more
fun than just rolling one or two.
8: Buying More Stuff... P lus, it keeps the die-making
We strongly recommend that each player have his industry in business.
own copy of this book-or at least the players have one
collective copy in addition to yours. Beyond t hat, 2. Why aren't there any
however, Driftwood Publishing promises to provide a host character classes?
of useful supplements and add-ons to enhance play. Look Do you fit into any one
for expansion volumes on combat- including rules for "person class?" Freedom to
mass battles and new proficiencies and maneuvers-on design the kind of
sorcery-with new spells and details on the world of character you want is one
magic and the mysterious Fey-and on the ever-growing of the things that we felt
world of Weyrth. We also plan a number of modules was most unportant m
(pre-written adventures and campaigns) and other The Riddle of Steel.
Riddle-related products, like a collectible card game.
3. Why are skills
II. Why We Did What We Did selected in
This section explains why the game is set up like it
is, from sudden-death battles to the layout of Weyrth.
H ere you will find answers to the questions players and
Seneschals most frequently ask. If you have
any other questions, visit us at
www.theriddleofsteeLcom.

1. Why do we
need so many
dice?
M o s t
games limi t
rolls over 1 0
dice. It

~
218 The Riddle of Steel

((packetsr..,, machine" or anything like it. Skill packets assure clw


First, it saves a lot of time by choosing two packets your character has a number of skills that a player rnigb
instead of30 skills. Secondly, no one is a walking "combat not have selected but which are very useful. Afte:-
character creation packets are no longer an issue.
and all Skills are learned individually.

4. Why is combat set up like it is?


Okay, so no one ever asks this, but \\e
wanted to explain anyway. The Riddle of Steel
combat system is one-of-a-kind in the world o
RPGs. Instead of winning by brute force or
superior stats, the key to survival and victon
are tactics, teamwork and strategy. This 1
intentional. This system is based on years o~
research and application of western Europear:
martial art forms (incidentally many schools anc
organizations that teach western martial arts
particularly from the late medieval and earl:'
renaissance-abound. Our website contain:
links to many of them). Every maneuver anc
concept in this combat system is based on rea.
technique. We're not recommending that yo4
use this book as a martial arts manual-it isn~
one-but this is as close as you'JJ ever get tore-
creating real fighting on the tabletop. Theres
so much more that we wanted to include here.
but the sheer volume of it forced us to write
The Flower ofBattle: Advanced Combat for Tht
Riddle ofSteel.
We highly recommend running players thar
are new to the game through several mock
combats before play begins. This will give them
time to develop their own strategies and styles.
as well as familiarize them with the lethalitY
'
and brutality ofreality-based combat. We found
that the combat system alone could occupy our
time for hours on end, filled with merry duels.
One last particularly important note about
combat is how you run it. The "take turns going
around the table in order of initiative, thing
doesn't work very well in The Riddle of Steel.
Instead run several rounds or even a whole bout
with each character involved in the combat.
Book Eight: The Seneschal 219

When you reach the end of the bout or a good stopping sorcery wonderful if it isn't rare, dangerous, and full of
point, go on to the next PC and run a few rounds with awe? Sorcerers the Gifted and the Fey-are uncommon
him. That'll keep everyone happier. th ings. No magic retailers, no wizards' guild, no fireballs.
Warriors and other mortals have good reason to fear
5. T he maneuvers are cool and all, but I don't Sorcerers. Make sure that they keep that sense of fear.
want to use them. Som e Seneschals have shared concerns that their
Then don't. We like them, as they add a lot of realism sorcerer characters have gotten out of hand ... that they're
and flavor to combat, but if you like "hit and m iss" too powerful. That doesn't need to happen. Remember
combats, go ahead. The combat rules are set up so that who's the boss! You are! Keep a close eye on any magic-
you can use the mechanics you like, and leave the rest wielding PCs, and know when to knock them down.
behind. Never let the rules bog you down.
9. What's up with all the philosophical mumbo-
6. T here are a lot of combat tables. Isn't that jumbo?
time-consuming? This game is about more than fighting or sorcery
Yes, there are a lot of com bat tables-damage tables (though it does have a great combat system and really
in particular. The good news is that you shouldn't need cool magic rules). As each character seeks the answers to
to use them more than once or twice per bout-they are their own riddles, players and Seneschals can explore
pretty lethal, and getting wounded (hopefully) is a rare deeper questions and investigate their own feelings on a
event. number of issues. Use the game as a moral sounding
board and watch as you r stories take on more meaning
than the last adven ture you ran in a fantasy RPG ... it'll
7. Why is your character progression system so
end up feeling more like a good book.
weird?
We're actually pretty fond of it. The point is to
10. I'm not comfortable with all of this talk of
motivate players to run their characters according to
realistic motivations. It might be hard for old-school
religion and moral issues. What can I do?
garners to accustom themselves to at first, but soon you'll Don't go anywhere you're not ready to go. H ave fun
fmd them getting more involved in their characters' lives, with the system and change the parts that don't work for
goals, and personalities than in any game you've ever you. Always remember that it's just a game.
played. Just remember as Seneschal to provide them with
the right kind of adventures for their characters' focuses. 11. I don't like Weyrth. Can I use the game on
If no one gets many points during the fust few games, my own world?
don't sweat it-this is new for them, too. If continues Go ahead. Feel free to change Weyrth around, add
with no one gaining any points during play, try loosening continents, blow up cities, or re-draw and re-name
your requirements fo r gaining Spiritual Attribute points everything. It's your game now. You paid for it. If you
or for changing their focuses. have another ga me world you like-one from another
game or one that you created yourself-take any elements
8. Why is Sorcery so powerful? from this book you like; they're yours to play with. Do
We strongly reject the classic RPG tradition of you prefer science fiction to fantasy? Change a few things
"balanced " play. Sorcery is a scary, mysterious, and around and do ccWeyrth 2025" or some such thing.
deathly powerful thing. Is it ever any other way in books Lastly, don't be afraid to let us know if there's something
or in the movies? No. In the legends and fairy tales? NO! you really want to see. We just might write a supplement
Why should things change for the game? What makes for it.
220 The Riddle of Steel

III. Sample NPCs (Non-player Temporal: 4


M ental: 4
Characters) Reflex: 4
This small collection ofNPCs may be modified for Move: 6
whatever purpose. Attributes and other traits are
CP: 6
simplified to save space. All statistics represent "average,
Peasants are more interested in day-to-day survivai
samples. Permission is granted to photocopy these N P Cs than the larger world around them. Any combat or
for personal private non-commercial home use only. For interaction should reflect this.
natural weapons (such as horns, teeth, and claws) see
the combined weapon statistics in the Appendix. Sorcerer or Druid
Temporal: 4
1. Men and Women Mental: 6
Humans come in all the colors and cultures of our Reflex: 5
own world, plus a few. Nationality modifiers may be Move: 6
appropriate to any of these basic templates. Spirit p oints CP: 6
may be assigned in any quantity to any trait, as best fits SP: 13
the Seneschal's purposes. Vagaries: 12-15 points total
These Gifted men and women are dangerous. They
Guardsman are patient, fleeing physical danger only to seek vengeance
Temporal: 4 (ST, AG 5) years later. They are often supported by warrior-types.
Mental: 4 (Per 5, Soc 3)
Reflex: 4 Warrior
Move: 7 Temporal: 4 (ST, AG 5)
CP: 8 (7-1 0) Mental: 4 (Wit 5, Soc 3)
MP: 8 (6-9) Reflex: 5
Most town guards and constables are more interested Move: ?
in getting paid and causing trouble than getting in a real CP: 9 (7-11)
fight that they might die in. They always travel.in small MP: 8 (6-10)
groups, and will never start a fight they're not sure they'll Most warriors are tribal or villager types with a decem

wm. amount of weapons training. They are generally cautious
and quick in combat, going for multiple small wounds
Knight or Man-at-arms instead ofthe quick kill. They rely on small-group tactics
Temporal: 5 (EN, HT 4; AG 6) when possible, and often use evasion when defending.
Mental: 4
Reflex: 5 2. Animals and Beasts
Move: 7 Weyrth's many hills, forests, jungles, and plains are
CP: 14 (10-16) filled with all manner of beasts. Some, such as horses
Knights, being wealthy enough to afford armor, and dogs, have been domesticated. Most others remain
z rarely fight without it. They prefer sword-and-shield wild and untamed. In combat most all animals opt for
?5
(J)
styles, and fight very well from horseback. In single evasion of one sort or another. See the Appendix for
combat they are bold and deliberate, relying h eavily on h ow to handle damage against 4-legged and non-
their armor for protection. humanoid creatures.

Peasant
Book Eight: The Seneschal 221

Reflex: 4
Move: 8 (due to size)
CP: 9 (8-10)

These medium-
r sized bears are
common throughout
the temperate parts of
Weyrth. They are
generally non-
aggressive unless
provoked or threatened
(when they become
very dangerous).

Bear, Polar or Grizzly


Temporal: 6 (ST 12,
TO 9)
Mental: 4 (Per 6)
Reflex: 5
Move: 9 (due to size)
CP: 10 (9- 11)
These great bears
inhabit the colder
regions of the north.
They are more
aggressive than their
smaller cousins. It is
co n sidered a great
honor by many peoples ~
of the north to kill one. ;5
Such being the case ~
these bears are often ~
hunted and have <
grown wary of
humans.

Boar, Wt.ld
(J')
Temporal: 8 (AG 4)
Mental: 2 (WP, Per 6)
Reflex: 5
~
Move: 8 (due ro build)
Bear, Brown or Black CP: 10 (8-12)
Temporal: 6 (ST 10, TO 8) Wild boars often travel in small herds, though it is
Mental: 3 (Per 6) not uncommon to find solitary specim ens. They are
222 The Riddle of Steel

stupid, mean, and aggressive. In combat they attack with Horse, Plain ol'
their large rusks and trample prey, relying on charges Temporal: 4 (ST 7, AG 8)
and numbers. They are often hunted for their meat and Mental: 2 (Per 6)

for the glory of killing one. Reflex: 5


Move: 9
Cat, Great CP: 8

Temporal: 5 (ST, AG 10) Horses are used for all sorts of things-travel.
Mental: 3 (Wit, Per 7) transportation of goods, farm-work. They are generalJ~
Reflex: 8 skittish and dull-witted. Some are trained as carthorses.
Move: 12 (varies by species) others to be ridden, and others for working. They avoid
CP: 12 (10-15) confrontation whenever possible.
Lions, tigers, big jungle cats ... these creatures are
feared by all that live near them. They are aggressive and Horse, Charger
bold, tempered only by their own cunning. They attack Temporal: 5 (ST 12, AG 8)
from an ambush whenever possible, and have little Mental: 3 (Per 6)
compunction for attacking larger groups of "inferior" Reflex: 5
creatures. As with the great bears, much glory and fame Move: 12
is to be found in hunting these deadly beasts. CP: 8
These large war-horses are available only to knights
Cat, Wild and other wealthy individuals. They are powerful and
Temporal: 3 (AG 12, EN 4) quick. In combat they are instructed by their rider, but
Mental: 3 (Wit, Per 8) when un-mounted fight by biting and, more commonly.
Reflex: 10 kicking. They are less skittish than other horses.
Move: 10 (due to build)
CP: 14 (12- 16) Horse, Courser
Bobcats, minxes, and most small cougars fall into Temporal: 4 (ST 8, AG 12, EN 6)
this category. They are quick animals that are not likely Mental: 3 (Per 6)
to be found if they don't want to be. They pounce on Reflex: 7

~
~
their prey from an ambush or similar position, granting Move: 13
them the element of surprise. These cats are crafty and CP: 10
intelligent, and will avoid large groups except for hit- Coursers are spirited mounts meant for combat,
z
""d and-run tactics. hunting, and racing. They are usually expensive and
() sought-after by lords for their training. Coursers are
en
found throughout Weyrth, though the best known come
Dog
Temporal: 5 (EN 8, AG 1O) from the southern reaches of the continent.
Mental: 3 (Wit 7, Per 10)
Reflex: 8 Horse, Destrier
Move: 11 Temporal: 6 (ST 14, AG 5)
CP: 12 (10- 15) Mental: 3 (Per 6)
These statistics represent dogs trained and Reflex: 4
conditioned for aggressive behavior such as those dogs Move: 12
used for hunting, guarding, or even for battle. Their CP: 8
primary weakness is a low WP, which may be exploited. These are truly massive mounts, found primarily in
Better-trained canines may have a higher WP and MA. Stahl and Ouestenreich. They are stalwart and trained
Book Eight: The Seneschal 223

Reflex: 9
Move: 11
CP: 13 (10- 15)
Wolves travel and hunt in packs.
While they are not generally a danger
to humans, they are a serious problem
for many villages and farms, where they
kill livestock In times of famine wolves
may attack humans. They are
incredible hunters and tacticians,
cornering, herding, and separating
their prey from any protection. Wolf
furs are considered valuable in many
parts of the world.

3. Siehe and the Fey


Classifying the mystical races of
Weyrth is even more difficult than
attempting to do so with humans.
Broadly they are divided into two
groups: the Fey, and the Siehe. The Fey
are the highest of the elves, and live
separate from men. The Siehe-
themselves divided between the Seelie
and Unseelie-come in thousands of
shapes, colors, and sizes. While all Fey
are capable of Sorcery, only some of
the lesser Siehe are.

Dwarf Warrior
Temporal: ST, EN 6; AG 3; TO, HT
7
Mental: 4 (WP 6 Soc 2)
Reflex: 3
Move: 7
CP: 11 (8-13)
ofcombat. They are otherwise similar
to endure the rigors Rock D warfs are careful fighters, accustomed to
(/)
to chargers. D estriers are tremendously expensive,

~
dose-quarters combat. They prefer thrusting weapons
available only to wealthy Stahlnish gentry and to the and short swords, though axes and picks are not
truly wealthy outside of Stahl. uncommon due to their origins as tools. They use shields
wh enever possible. Dwarfs also work hard to exploit their
Wolf small stature, revel in tight spaces and mass battles, and
Temporal: 4 (AG, EN 9) choose low targets.
Mental: 4 (Wit, Per 9)
224 The Riddle of Steel

'\

Reflex: 7
Fey Elf Move: 10
Temporal: 5 (AG, EN 6) CP: 11 (7-15)
Mental: 6 (Soc 4, MA 2) MP: 13 (10-18)
Reflex: 6 SP: 16
Move: 8 Vagaries: 9 points total
CP: 16 (12-20) The Siehe of the forests come in many forms. The:-
MP: 16 (14-20) use trickery and Glamour to trap and ensorcell those
SP: 13 that enter their holy places and protected woodlands.
Vagaries (optional): 15-24 points total They avoid hand-to-hand combat at all costs, but many

~
The Fey are immortal unless killed or drained by are deadly with bows, slings, and other missile weapons.
their own magic. The Fey are powerful. The Fey are rare.
(/)
They are set, unchanging, and superior to all other life Siehe, Seelie or Unseelie
on Weyrth (j ust ask one). Fey elves avoid contact with Temporal: varies widely
men at all costs, though they interact freely with the Mental: dino ...
Siehe (who often worship them). In combat elves are Reflex: also dino ...
beautiful, deadly, and brutal. They do not play with men. Move: this too . ..
And as far as most men are concerned, they do not exist. CP: that too ...
SP: likewise ...
Satyrs, Nymphs, Woodspirits Vagaries: 9-12 points total
Temporal: 6 (AG 8) Every Siehe is different from the last. They are
Mental: 7 (MA 2) generally non -confontational, delighting in causing
Book Eight: The Seneschal 225

mischief and trouble, but avoid actual combat at all costs. Mental: 2 (Wit, Per 4)
Unlike the Fey, they are mortal, and are rather sensitive Reflex: 3
of the fact. Generally superstitious people go out of their Move: 7
way not to inconvenience the "faeries," hoping to avo.id CP: 8 (7-10)
as many mishaps as possible. Such people are wise. The Gorem are the offspring of a small giant and
another trollspawn. They are large (between 8' and 10'
4. Troll Spawn tall), violent, and very aggressive. In combat they go strait
Not all Siehe are cowardly. Some breeds have grown for the kill, paying little or no heed to defending
into formidable combatants and killers. These are Troll themselves. They tire quickly, and are likely to flee .if
Spawn, and are unitied only by the name humans call wounded badly. They are stupid and generally solitary
them: monsters. creatures.

Gol (Grunt)

Temporal: 6 (HT, AG 4)
Mental: 3 (Per, WP 5)
Reflex: 3
Move: 8
CP: 10 (8- 13)

The mountain-dwelling Gols are SOCiety,
with the grunt at the bottom of the n,rl
favor brutality over efficiency, and are prcme
rash decisions and attempting overly bold
live for blood, and will argue with each other to the
of death unless checked by their superiors.

Gol (Captain)
Temporal: 6 (ST, TO 7)
Mental: 6 (MA, Soc 3)
Reflex: 6
Move: 9
CP: 16 (14-18)
Gol Captains are from the higher end of the gene
pool. They are found either rnl ing over entire units of
Gol grunts, or in small groups. They are generally larger
than their grunt brethren, and possess a cunning
intelligence. They are bold in combat, but careful and
scheming. They have lived as warriors their whole lives, '
(J)

~
and have learned not 0nly how to survive, but how to
conquer. They wear armor whenever possible, and are
sa.id to even forge their own.

Gorem
Temporal: 9 (EN, AG 3)
226 The Riddle of Steel

Hef
Temporal: 8
Mental: 5 (Wit, Per 6; Soc 3)
Reflex: 7
Move: 12
CP: 15 (13- 18)
The Hef are the most feared creatures of all the
freezing spaces ofWeyrth. These 7'-9' tall wolf or bear-
faced black-horned humanoids raid northern villages in
search ofHef-maids and man-skins. They hunt men just
like men hum beasts. H ef use spears oftheir own making,
their own claws and horns, or weapons taken in raids
(note that an arming sword in a Hef's hands will seem
rather small). They often wear leather armor made from
human skin as well, providing 1 or 2 DV to covered
areas.

Vllkolak
Temporal: 6
Mental: 3 (Wit, Per 7)
Reflex: 6
Move: 9
CP: 10 (8- 13)
Vilkolaks are wolf-headed furry man-sized
trollspawn. They hunt in packs, and are fond of herding
tactics and ambushes. They prefer flail-like or pole-based
weapons. They suike quickly, from behind, and flee any
time the battle fails to go their way. Move: 13
CP: 8 (6- 10)
5. Mythical Beasts Giants-reaching 20 to 40 feet tall-live in the hills
Many animals and creatures are members of the Siehe and mountains, feared by man and elf alike. They are
wodd. They are often imbued with keen intelligence, dreadful, powerful, and very stupid man-like titans. In
combat they prefer to stomp (DR ST+10, distributed

~
the ability to talk, or magical powers. Many are no
different than mundane beasts (as above), save their like a fall) or a huge club (such as a tree trunk-DR ST
en
powers of sorcery or communication. Others are rruly +5 bludgeoning). Should one encounter a giant the best
special. Only a few are presented here. As for other option is always to run, as their great size makes sprinting
animals, information on striking many-legged creatures impossible (but a hurried giant is a site to behold).
is found in the Appendix.

Giant Griffin
Temporal: 3 (ST 20, TO 13) Temporal: 8 (ST, AG 12)
Mental: 3 Mental: 3 (Wit, Per 6)
Reflex: 3 Reflex:?
Move: 16 (fly)
Book Eight: The Seneschal 22 7

CP: 11 (9-13) or otherwise-are set in their ancient ways, less changing


Griffins are half lion, half eagle. These mountain- than the elves (hence the low MA). Many of them fly,
dwellers are savage, bloodthirsty beasts with an appetite and most all of them breath horrible flames, capable of
for flesh of all kinds. In combat griffins prefer to dive at melting a man and his armor into one gelatinous mass
their prey (like a charge), slashing and clutching at it (DR 10).
with their eagle's talons. On ground they fight with their
razor-sharp beaks. 6. The Other World
Not every threat in Weyrth comes from the realm of
Unicorn men or the Siehe. Some are from farther, scarier places.
Temporal: 15 Wicked sorcery brings wrestless souls back from the dead,
Mental: 10 (Per 15) reanimates fallen heroes, and summons up the very
Reflex: 12 foulest denizens of hell.
Move: 22
CP: 16 (14-18) Fallen Warriors
SP:35 Temporal: 3 (ST 6)
Vagaries: 12 points total Mental:o (Wit, Per 3)
Unicorns rule the forests, woods, and groves of Reflex: 3
western Weyrth. They are respected and adored even by Move: 6
the Fey. These magical creatures avoid any human that CP: 7
they see, preferring to watch from afar. They show These are the zombies and walking skeletons of lore.
themselves only to aid the pure in heart, or to destroy They are devoid of personality, and are only an imated
those that threaten the forests and sacred spaces they by sorcery. Without their source of power they'll fall back
protect. In combat they are fearsome, thrusting with their to lifeless heaps. In battle they follow whatever orders
long spiral horn and lashing out with their horse-like they are given by their master-attack, defend, flee,
hooves. charge . . .it's all the same to them.

Wyrm (Dragon) Fallen Legends


Temporal: 12 (ST 20) Temporal: 8
Mental: 10 (Per 12, MA 1) Men tal: 6 (MA, Soc varies widely)
Reflex: 10 Reflex: 7
Move: 22 Move: 12
CP: 17 (14-20) CP: 18 +
SP (optional): 23 SP (optional): 18
Vagaries: 18 points total Vagaries: 12 points total.
The great old wyrms are relics of the days before These undead heroes and villains walk the face of
men, when the elves and the gods ruled the world. Their Weyrth still, in search of something. In life they were ~
long, serpentine bodies are often adorned with wings knights, blade-slingers, swordsmen, and champions. In
V)
and spikes, their limbs. with talons and jaws with sword-
~
death they are even more powerful. They fight with
like teeth. Most range from 30 to 100 feet long, though
few are even half as massive as a giant is. Some are cunning
intelligence and care, as any great fighter might. Some
possess sorcery given beyond the grave-as well. They
z
and intelligent, with the ability to communicate with are not to be trifled with.
other races, wield sorcery, and lay out grand schemes
and plans. Others are bestial, little more than god-like D emon, Lesser
beasts (but beasts nonetheless). All of them-intelligent
228 The Riddle of Steel

Demon
Temporal: 8 (TO 9)
Mental: 8 (WP 10)
Reflex: 8
Move: 12
CP: 20
SP:29
Vagaries: 18 points
Sculpture 3
Movement 3
Conquer 3
Growth 3
Glamour 3
Summoning 3

For more on summoning consult Book Six: Sorcery.

Demon, Greater
Temporal: 9 (TO 1O)
Mental: 9 (WP 12)
Reflex: 9
Move: 14
CP: 25
SP:33
Vagaries: 24 points
Sculpture 3
Movement 3
Growth 3
Conquer 3
Temporal: 7 (TO 8) GJamour 3
Mental: 6 (WP 9) Vision 3
Reflex: 6 Imprisonment 3
Move: 11 Summoning 3
CP: 15
SP: 19 For more on summoning consult Book Six: Sorcery.
Vagaries: 15 points
Sculpture 3 Devil (a devil, not the Devil)
~
() Movement 3 Temporal: 20
en
Conquer 3 Mental: 20
Glamour 3 Reflex: 20
Summoning 3 Move: 30
CP: 40
For more on summoning demons consult Book Six: Sorcery. SP:50+
Vagaries: 27 points (all Vagaries at level 3)
Book Eight: The Seneschal 229

Don't screw with devils. Period. You will die (unless, players respond when the invading army wants to disarm
of course, you are truly good . .. then it is they who should them and "liberate" any valuables from them? Did the
be deathly afraid). Consult Book Six: Sorcery for more players have advanced warning that the attack would
about these foulest of beings. take place? Were they politically involved in goading the
invading lord or in placating the old knight? Were they
IY. Adventure Seeds saboteurs?
Writing a good adventure can be a hard thing to Spiritual Attributes can-and should-take an
do. Sometimes the hardest part is getting an idea that important role where possible. Involve Passions with a
fits both your players' personalities and the mood you romantic interest with one of the lords or knights, or
want to set for the game. This short list should prove with their daughters/sons; loyalty to one party or the
helpful. other can also cause problems. Drive can push the PCs
Feel free to change anything you see here- to fight on one side or the other, or to try to avoid the
names, places, dates, themes . .. whatever. H ave fun with problem altogether. Perhaps one of the characters'
it! Destiny is to become a lord (or the reverse-to fall and
become a peasant!). Lastly, never underestimate the
meddling power of faith and religion!
1. Out with the Old, in with the New
Background:
A small but profitable farming village and manor 2. A Prophet amongst Us?
are operated by a minor knight who is getting old (read Background:
weak) and who owes fealty to a banneren or other minor Kanoarn lnuram has denounced all existing social
noble. The manor just happens to have a valuable order as wrong due to their catering to the rich and their
resource that a neighboring lord/knight/ duke/whoever oppression of the poor. H e travels from village to village
wants (for example, an iron mine, a large herd ofhorses- spreading the word of the Jheziev, a philosophy based
perhaps war horses-a plentiful vineyard, a pretty view, on owing nothing to anyone, and achieving through hard
lots of women, whatever). work and understanding anything imaginable. H e is
passionately disinterested in the workings of existing
Player Character Involvement: social hierarchies, and believes that all men should exist
1) the players live in the village, or as equals. He cites that that knowledge and literature
2) the players are stopping by (staying at an inn) on are for all men to have access to and, that regardless of
the way to somewhere else, or birth everyone should be entitled to life, liberty and
3) the players are knights/soldiers of the bannerett, happiness.
or The ruling order of clerics in Ixliaph is violently
4) the players are knights/soldiers/mercenaries for opposed to such teachings. They fear social discord and
the opposing lord, or revolution will manifest unless the madman is silenced.
5) the players are the old knight or the opposing In two days the festival of the Fourth Moonrise will hail
lord. the arrival of fall, and as they have fo r centuries, the
clerics will gather to preach in the capital city of C ith.
What happens with the fealty issues? Does the Kanoarn has already arrived, and his sermons have
bannerett get involved? How powerful is the invading already inspired three near riots and lead to two proven
Lord? How powerful is the baneren? How strong are murders of corrupt officials.
the players' ties to their lords (if they are knights/soldiers/ With such unrest in the city, how can peace be
mercenaries)? Do the players duck their tails and run? maintained?
Do they get involved (if just passing through)? How do
230 The Riddle of Steel

Player Involvement: 5) travelers on the same road who witness the ambush
Are the Player Characters also there to preach? or attack on Tathal and his men, or arrive immediately
To quell preaching? Just passing through? Perhaps one afterward. Will they be swayed to help the poor assaulted
of them knows Kanoarn, or is his disciple. Will the ruling lord Tathal, or will they wish to be party to the apparent
order of clerics seek to capture Kanoarn or to kill him? victor, Earl Cynrain?

3. Double-Cross Else the players could be politically involved ...


Background: 1) in Tathal's court
Duke Tathal is a large, powerful, and ruthless noble. 2) in Cynrain's court
He gained his power and land through unprovoked Perhaps the PCs are the planted spies. Maybe they
invasions against his neighbors. A coalition of nobles froze know who the spy is.

his territory in a series of treaties to prevent his
further expansion. Tathal however, maintains
border raids and skirmishes between several of
his neighboring nobles. Currently, Tathal and
his allies are much too powerful to challenge
directly.
Earl Cynrain, one ofTathal's enemies, has placed
a spy within Tathal's court. The spy, who is yet
undiscovered, has just discovered that Tathal's family will
be traveling to one of his outlying manors for a harvest
festival. Cynrain is planning to attack the duke and his
fami ly as they travel. In doing so the earl hopes to
eliminate both Tathal and any apparent heir, so as to
thrust Tathal's dukedom into chaos. The remaining
(and now leaderless) knights and lands
would be forced into allegiance or
easy picking for an
invading noble.

P 1 a y e r
Involvement:
If the Players
are militaristic
fighting
6"' bloodthirsty types
< they could be . ..
tTi 1) Tathal's peasants
2) Tathal's kiiights or
soldiers
r:n 3) Cynrain's peasants

rn 4) Cynrain's knights, soldiers, -,.,- -


0 .
en mercenaries
-
Book Eight: The Seneschal 23 1

Possibly, Tathal becomes aware of the ambush (thanks the best. Southern dock, 3rd berth. Ask for
to the players or despite them) and plans to trap Cynrain Ahlehandro. Meals and ale supplied. This is the
with a counter-ambush ... opportunity of a lifetime!
If Cynrain is successful, what happens to Tathal's Peasants - Get yer ass on that ship forin' I kick yer
cessation of expansion? Who fills the vacuum left by teeth in. An' shut yer yap!
Tathal? Do the players profit?
5. T he Library of Barameir
4. The Black Sails of Fauth Background:
Ali of these hooks are for the same adventure, but The Festival of Lights, in Barameir, is held every
are divided by the PC's social class (hey-we told you third year in the late summer. When the darkness falls
it was important). All five of these stories are late, and the stars rain down (there's a group of comets
interconnected ... orbiting Weyrth that pass every 3 years). This year
people from aU over this side of the Imperial Sea have
If the PCs are ... come to enjoy the Tourney and other festivities.
Important guests include:
.
Wealthy Nobles - Constintine Frizzel and her twin
daughters Felicia and Cynthia were captured at The High Lord Inquisitor of the Imperial Church,
sea, along with the ship taking them to their Duke Danath Caen-Baram auth Bairameir,
summer home in Talatta. Recedy a ransom Lord Chief Librarian (Leiborhod) Geralt Caen-
demand of 10,000 dema was delivered Taryth, head of the Order of Saint Baram
anonymously to Don Frizzel, who is activly
searching for any assistance available. Other notables, though not "Important"
Thaddeus Hatch, of the Hatch Family Thieves
Gentry/Lesser Nobles - Roberdo Vascialli has frnally Guild, and his thieves
finished his masterpiece, a ship called the Numerous Knights trying the lists
"Toranado." He is actively seeking a captain, pilot, A handful ofblade-slingers, come to test their luck
and crew to test the design at high sea, in hopes at the sword contests
of selling the design-when proven successful- Numerous craftsmen and Entertainers
to merchant guilds throughout Fauth.
The Library of Barameir, one of the largest in the
High Freemen - The Black Sail, a merchant guild in world, is home to the knowledge, history, and lore of
Fauth has recently spread the word that it is much of the old Empire. As with other monuments
seeking able bodied men to assist in an attack on of higher learning, the college and library house more
the pirate stronghold of renown pirate Amidio than books-much of the library and university staff
Frazinno. For motivation, the Guild has offered a dabble in the powers of sorcery-collectively known
share of the plunder. They are seeking master as the Order of Saint Baram (founder of the Library
swordsmen with knowledge of the sea, but are and the city). These ritualists, chased into hiding since
willing to settle for what they can get. the Imperial Inquisition began some 25 years ago, have
grown powerful and bitter. They have begun moving
Low Freemen - Sailors wanted! High pay for any book they feel may one day be useful- books of
experienced seamen willing to put out to sea for a magical theory, occultism, and the histories of great
3-month journey. 30 dima for 3 months !(10 dima sorcerers-into storage, so that they might be again
to start, and 20 on completion of voyage.) Only moved into a monastery/fortress in the mountains of
232 The Riddle of Steel

Ouestenriech. The
Inquisition has grown
especially hot in the
southern Cyrinth meir
Provinces (especially on
the Gelure Borders, in
response to Lord
Uglub's known practice
of black magic). In
order to retain alibis
during this diffi cul t
time, the Order of Saint
Baram has hired one of
the local thieves'
guilds-the Hatches-
to ((steal" the books and
transport them to a
storehouse on the
docks.
Their plan is to
transport t he ((sto len,
books up river to
Ouestenriech, then by
wagon up into the
mountains. To cover
their crime the Order
plans to hold a meeting
at the library fo r the
High Lord Inquisitor
and his staff, so that
h ((
t ey can e ucate d ,,
them in the ways of
known occultists. In
reality the Order plans
to lock the High Lord
Inquisitor and his men
in the library, then burn
it to the ground-
allowing them to escape
undet ected and reap
some vengeance upon
the Inquisition
simultaneously.
Book Eight: The Seneschal 233

Player Involvement: V. The Golden Rule of Roleplaying


How will the players learn of this plan? Will they Finally, there's one more rule that every Seneschal
support it (no one likes the Inquisition) or oppose it (and player) should know by heart. It's the most
(so much lost knowledge! There must be a better important rule: the Seneschal is always right. That's
way!)? Which side of the conflict are they on? How right, we said, "THE SENESCHAL IS ALWAYS
did they get there? Start the players out just enjoying RIGHT!" You are in charge of the game. Remember
the festival, perhaps competing in events fit ting to your responsibilities (like making sure no one gets
their social standing. Then let the plot build ... stabbed with a pencil), and no o ne will ever say you're
not.

..

JC)C)le o.,: ~ 'feel


ppeni)ices

Appendix One: Damage Tables


Items under the "Roll" column are determined with As with everything, the Seneschal should use
the roll ofa d6. Roman numerals refer to the Hit Location common sense and discretion in interpreting wounds,
Chart (Table 4.2), explained in Book Four: The Codex damage, and anything on this table. When encountering
of Battle. All results are open to Seneschal interpretation. non-humanoid opponents, modify results appropriately.
Wounds are meant to hurt, and most light wounds
are just an opening for the killing blow. Remember-
you don't have to lead your opponent to instantaneous
death to kill him off. Sometimes it takes a while. Likewise,
most pain modifiers assume standing postures (especially
v
those related to the feet-sitting or prone characters may
have less of a modifier from pain). When characters are IV IV
knocked down all pools drop to 113 current value (after
penalties, etc ... ). Yeah, getting hit sucks.
....anns {thrus~)
arms (swil\g)
VII XIV
MODIFIERS FOR STRIKING AT DIFFERENT ZONES
(OPTIONAL): III III
In the interest of realism and game balance, the following
modifiers may be applied to the attacker's combat pool when attacking f
... t

che following areas:
Thrusts (including punches) to the head (XIII): - 1 CP
.. ,

Thrusts to the lower legs (VIII): -2 CP II \


II
Thrusts to the arms and hands (XIV): - 1 CP

Cuts (including blunt swung attacks) to the lower legs
(I) vs. shields: + 1 CP
t., '"l

Cuts/Bashes to the arms/hands (VII): +1 CP I I ;


forelegs I
Missile Weapon attack to the head (XIII) -2 MP (thrust)
Missile Weapon attack t o the lower legs or arms (-3 vm
MP)
Missile Weapon attacks that miss due to a tie may strike another,
nearby r~on of the body at Seneschal discretion.
Appendices 235

CUTTING DAMAGE TABLES


Cuttin~ Damage Table: Zone I, right and left (Lower legs)
RoD location Level One Level Two Level Three Level Four Level Five
1 Foot BL: 0 BL: l BL: 2 BL: 5 BL: 10
Shock: 3-WP Shock: 3 Shock: 4 Shock: 6 Shock: 9
Pain: 2-WP Pain: 3-WP Pain: 5-WP Pain: 6-WP Pain: 8-WP
Surfoce wound Some flesh ttnd Deep cut, hit bone Broken foot (roll Foot totally tkstroyed.
bruised bone. (knockdown +3). knockdown + 1). lmtant knockdown.
2-4 Shin and BL: 0 BL: 2 BL: 4 BL: 8 BL: 13
lower leg S: 3 S: 5 S: S S: 7 S: 9
P: 2-WP P: 6-WP P: 6-WP P: 8-WP P: 10-WP ~,

Ow... owow ow Bone chipped !'As a Level two, plus Broken (knockdown 11t Limb irr!ntroytd. =
dammit ow ow ow (k1Wckdow11 at +2). you are swept offyour -2). lnstllnt lmocltdown.
ow ow!. fret automatically.
5-6 Knee and BL: 0 BL: 2 BL: 4 BL: 8 BL: 13
nearby Shock: 5-WP Shock: 5 Shock: 8 Shock: 10 Shock: 12
areas Pain: 3-WP Pain: 5-WP Pain: 8-WP Pain: 13-WP Pain: 12-WP
Glancing blow. Solid blow; funny- Tom ligament qr Shattered knee. Roll Destroyed or tom off
bone effict. similar wound; roll for knockdown at -5. at knee. Instant
knockdown. knockdown.

Cuttin Dama e Table: Zone II, ri t and left (U s)


RoU Location Level One Level Two level Three Level four Level Five
1-2 Knee and BL: 0 BL: 2 BL: 4 BL: 8 BL: 13
nearby Shock: 5-WP Shock: 5 Shock: 8 Shock: 10 Shock: 12
areas Pain: 3-WP Pain: 5-WP Pain: 8-WP Pain: 13-WP Pain: 12-WP
"Glancing blow" "Solid blow; funny- "Torn ligament or "Shanered knee. Roll "Destroyed or torn off
bone effect" similar wound; for knockdown at -5." at knee. Instant
roll knockdown." knockdown."
3-5 BL: 1 BL: 2 BL: 4 BL: 8 BL: 12
S: 4-WP S: 2 S: 5 S: 1(} S: 12
P: 3-WP P: 4-WP P: 6-WP P: 10-WP P: l l-WP
"Lighr "Deeper laceration. "Serious flesh "More serious damage "Compound fracture.
laceration." including corn wound, including and bleeding, including Instant knockdown."
musde torn tendons; t.oll a broken femur
(knockdown +2)." kllockdown.' (Knockdown -4)."
BL: 0 BL: 2 BL: 4 BL: 8 BL: 12
Shock: 4-WP Shock: 3 Shock: 5 Shock: 8 Shock: 10
Pain: 3-WP Pain:5-WP Pain: 7-WP Pain: 10-WP Pain: 12-WP
"Small cut, some "Deeper cur." "Near dislocation "Cracked hipbone and "Weapon stuck, hip
blood." and chipping. " dislocation. (-2 co broken, lots of blood
Roll knockdown knockdown)" (knocked down)."

ADVICE FROM AN Oto 8LAOESLING.ER


Hitting an opponem is easy-bur not getting hit is hard. Allocate more dice to defense than to offence, and always be willing
to evade should things get tight.
Use maneuvers carefully-many of them can speU the doom of your opponent when executed at the right moment. But
beware-he might have a few up his sleeve, as well.
W'henever you fight someone chat you have never fought before-especial ly in a duel or one-on-one setting-be extra
cautious. You don't know how many dice he's got in his pool, and fmding out the hard way usually leads to death.
Ambushes, surprise attacks, dirry tricks, and guerilla tactics have been working for thousands of years. They'll work for you,
too. u
236 The Riddle of Steel

Cuttin Dam e Location Table: Zone III (Horizontal swin r t and left)
Roll Location Level One Level Two Level Three Level Four Level Five
1 Hip BL: 0 BL: 2 Bl: 4 BL: 8 Bl: 10
Shock: 4-WP Shock: 3 Shock: 5 Shock: 8 Shock: 10
Pain: 3-WP Pain:5-WP Pain: 7-WP Pain: 10-WP Pain: 12-WP
"Small cut, "Deeper cue." .. Near dislocarion "Cracked hipbone and "Weapon stuck, hip
some blood." and chipping. " dislocation. (-2 ro broken, lots of blood
knockdown}" knocked down)."
2-3 Upper BL: 1 Bl: 3 BL: 7 BL: 10 Bl: 20
(2) and S: 2 S: 4 S: 8 S: I 0 S: All
Lower (3) P: 5-WP P: 6-WP P: 10-WP P: 12-WP P: All
Abs "Light "Deeper laceration, " lnreroal damage "More serious inremal "Toral disembowelment.
laceration." including corn equivalent to a damage and bleeding." May lose consciousness
muscle." hernia." (-3 ro roll)."
4-5 Ribcage BL: 0 BL: 2 BL: 3 BL: 9 BL: 20
Shock: 2 Shock: 4 Shock: 8 Shock: 10 CP loss from shock and
Pain: 4-WP Pain: 5-WP Pain: 7-WP Pain: 12-WP pain is total. as weapon
"Light slash" "Long slash" "Winded, maybe "Cracked ribs and is lodged in chest. Death

with a broken rib." internal bleeding. May IS tmmtnent.
Roll knockdown lose consciousness."
6 Arms Go to Zone YTT (Arms), below.

Cuttinu Dam~ue Location Table: Zone IV (Overhand~ Lt and left)


Roll Location Level One Level Two Level Three Level Four Level Five
1-2 Upper arm BL: 0 BL: 2 BL: 4 BL: 8 BL: l3
and Shock: 4-WP Shock: 4 Shock: 5 Shock: 8 Shock: 13
Shoulder Pain: 4-WP Pain:5-WP Pain: 8-WP Pain: 10-WP Pain: 14-WP
"Small cut, some "Deeper cut." ~seriou.~ fl~h " Broken bones, 'Total loss of limb,
blood." wound." serious blood." etc... "
3 Chest BL: 0 Bl: 2 BL: 3 Bl: 9 BL: 20
Cross-cue Shock: 2 Shock: 4 Shock: 8 Shock: I 0 CP loss from shock and
Pain: 4-WP Pain: 5-WP Pain: 7-WP Pain: 12-WP pain is coral, as weapon
"Light slash" "Long slash" "Winded, maybe "Cracked ribs and is lodged in chest. Death
with a broken rib." internal bleeding. is imminenr.
Roll knockdown May lose
.
consciOusness. "
Neck Bl: 1 BL: 4 BL: 9 BL: 20 Total or near-coral
Shock: 4 Shock: 7 Shock: I 0 Shock: 13 decapitation. Instant
Pain: 5-WP Pain: 10-WP Pain: 11-WP Pain: 14-WP Death.
"Flesh wound." "Chipped or "Crushed or slashed "Cut jugular, maybe
cracked vertebrae." larynx." throat, too."
5 Head BL: 0 BL: 2 BL: 5 BL: 7 Death. Oestruction of
(lower), S: 5-WP S: 8 S: 8 S: 10 cerebellum. Really
including P: 0 P: 5-WP P: 7-WP P: 10-WP messy.
the face. "Classic scarring "Nasty ceeth, "Roll 1d6 for "Jaw has been
.,
cut. cheek, or nose featu re loss: 1-2 eye; shattered, with a
slash char will leave 3 nose; 5 whole ear; concussion. May
long-term effects." 6 partial ear." lose consciousness."
6 Head BL: 3 BL: 3 BL: 4 BL: 10 ReaJ, real messy. Instant
(upper) S: 3 S: 7 S: 10 S: All Death.
P: 4-WP P: 8-WP P: 12-WP P: All
0 "Scalp cut. After " Dizzi'nes~ and "Cracked skull. "Skull is shattered.
I d6 exchange bleeding. May May lose Characrer is
a blood seeps into lqse consciousness consciousnes.~ (-3 to unconscious and tnay
eyes: CP reduced (+ 1 ro roll)." roll)." not recover (or will
by 1/3 until have brain damage if
wiped away he does)."
(giving another
I d6 exchanges.
and so on . . .)"
Appendices 23 7

Cuttin Dama e Location Table: Zone V (Vertical swin


location Level One Level Two level T.hree Level Four Level Five;;
Head BL: 3 Bl.: 3 l}L: 4 !lL: rt> lte , real m~.
(.Lppe{) S: 3 8: 7 S: 10 S: All Instant Death.
P: 4-WF P: S-WP . P: 12-WP P: All
''SCilp cut. After 1d6 "Dizziness and "Cracked sk:ull. "Skull i$ .shatt'ered.
exchange blood seeps' inro bteeding. May May lose Cluraccer is
eyes: CP xeduced by 173 los~consciousn~ consciousfl~(~ unconsclo\.1.$ and may
until wiped away (giving (+1 ro roll)." 3 to roll)." nor~over (or 'will
another full exchange, have br.ain damage if
~d so on ... )" he! does)."'
4 Head BL: 0 BL: 2 BL: 5 BL: 7 Death. Destruction
(lower), S: 5-WP $: 8 S: 8 S: 10 of cerebellum.
including P: 0 P: 5-WP P: 7-WP P: 10-WP Really messy.
the face. "Classic scarring cut." "Nascy reeth, "Rollld6 for "] aw has been
cheek, or nose feature loss: 1-2 shattered, with a
slash that will eye; 3 nose; 5 concussion. May lose
whole ear; 6 .
consctousness. ))
leave long-rerm
effects." arrial ear."
5-G: BL; 1 BL: 2 BU 5 JlL; 10
Shock: 4-WP Shock! A Shock: 6 Shock: 8
Pain: 4-WP Pain:5-WP Pain~ 7 ~TVWTnolt: Paih: H>~WP
"Small..:w.t, some blood.'' "Deepet cur." "Ser4ous IJesh ..Br.okea collar.bone, .,.Broken collarbone\
. wound." serious blooit., ana fibs, heavy
bl

Table: Zone VI
Level
. 1
%Shook: i
Pain: 5-""WrnP
Shock: 5 '
Pain~ 1'6-WP Pain: 8-WP
Sho<>k:i 7
Pain: H)..WP
"Light ,.'Deeper laceration. "Deep curt hi ?bone: ""SoJlle large Blood "A maJor arre~BJ
Lacerarion" Blood lo~ is now Mearl (foll vessels have been bit: 1\.,_bl:en severed. 0$1th
. "
more senoU$. "
.
In 9 . 12 ,U,l.,;" 18 20
(Male) S: 9 S: 9 S: 10 S: All S: All
P: 9-WP P: 10-WP P: 12-WP P: AJJ P: All
"Yup ... Sorry. "Worse; much "Surface organs "Instant loss of "Weapon desrroys
Pain drops by 5 more blood." destroyed. May lose pelvis and lodges just
after 1d6-1 consciousness (-2)" below the navel.
.
mmures. " Death is imminent."
BL: 2 .,..,........ 9 As for men, aoc1ve.
ShoCk: 5-WP Shock: ~
"Palm .4-.Wl~ Pain: 9-WP
"Smal~ cut, some "Near dislooation of
blood~ J.U..., from beneath
..
, -~~=

5 Abdomen BL: 1 BL: 3 BL: 7 BL: 10 BL: 20


S: 2 S: 4 S: 8 S: 10 S: All
P: 5-WP P: 6-WP P: 10-WP P: 12-...,W""'P P: All
"Liabt
0
"Deeper laceration, "Internal damage "More serious internal "Toral disembowel-
laceration." including tom equivalenc ro a damage and bleeding." ment. May lose
muscle." hernia." consciousness (-3 co
"
Ctfe5t Bl:: ~
SHock: 4 10 GP loss from shook
Pain~ 5-WP Pam: 12-WP and pain is total~ as .
"Long slash" "Cratked ri~ and
inn;rnal bleeding.
weapon is lodge<l in
ches-r. Deam is
u
; M11y lQs~
consciousness."
238 The Riddle of Steel

Cuttin Zone VII,


Location One Level Two Five
..,..... 0 ..,.__ 2 BL: 6 BL: 8 BL: 10
Shock: 7-WP Shock: 3 Shock: 9-WP Shock: 8 Shock: 10
Pain: 4-WP Pain: 4-WP Pain: 6-WP Pain: 9-WP Pain: 11-WP
"Surface graze. "Some flesh (like the "'Broken. lnscandy "Lost 1d6-2 (min 1) "Hand destroyed or
Maydr0p palm) and bruised drop hand-held fingers. Drop any item. cut off.>t
.!(ems. ,
anything held bone. May drop at- insm.ntly."
in hand." 3."
2-3 Forearm BL: 0 . 3 BL: BL: BL: 12
S: 4-WP S: 5 S: 5 S: 8 S: 10
P: 4-WP P: 7-WP P: 7-WP P: 8-WP P: 12-WP
"Grazed." "Bone chipped (May "As a Level two, "Arm broken, and lots of "Arm destroyed,
drop hand-held plus you blood." perhaps cur off."
irems)." automatically drop
held."
4 FJbow BL: 0 BL: 0 ........ 3 .., ..... 12
Shock: 5-WP Shock: 4 Shock: 6 Shock: 8 S: 10
Pain: 4-WP Pain: 5-WP Pain: 6-WP Pain: 9-WP P: 10-WP
''Glancing "Solid blow; funny- '"'Torn ligament or "Elbow shattered." "Arm torn off at
blow" bone effecr. May similar wound; elbow."
drop items in thac instantly drop icems
hand." in thar hand.
Upper BL: 0 BL: l BL: .., .... 12
arm and Shock: 4-WP Shock: 4 Shock: 5 Shock: 8 Shock: 13
Shoulder Pain: 4-WP Pain:5-WP Pain: 8-WP Pain: 10-WP Pain: 14-WP
"Small cue, "Deeper cut. " "Serious flesh "Broken bones, serious "Toralloss of limb,
some blood." wound." blood." ere ... "

I l

M oRE ADVICE FROM AN O LD B IAD.ESLlNGER

Strike for unarmored body parts. If your opponent is using a lot of dice to protect his unprotected
parts, throw several attacks at different, armored parts of his body. Change location frequently. When
he has gotten into a rhythm of allocating a steady quantity of dice against your attacks, go for the
unarmored part again. Your opponent is likely t o stick to his pattern, and you will stdke his
unprotected flesh.
If this fails, resort to Half-sword techniques or grappling. When he is pinned, stick him wim a dagger.
Always carry a dagger, especially if your primary weapons rend to be longer.
You can't parry .an arrow, nor can you dodge a curse. Unless you are close and fast, .flee from sorcerers
and archers. Catch them later with their guard down.
() Save Luck dice for defense. Not getting hit is more important than hitting hard.
Take advantage of longer weapons, and close range when against them.
Use terrain to lower your opponent's Combat Pool. Take higher ground, work him into a corner, or
Q push him toward a cliff edge.
0 A little leather on the arms and legs> and chain on the chest, costs little money and has no CP loss.
Never go into a big battle without armor (or at least a shield). Even the greatest swordsman can't
defend all sides at once.
Never get into a fight without a plan, reinforcements, or a way out.
Appendices 239

('~) PUNCTU$ D~GE TABLES


Puncture Wound Dam t and left)
Roll Location Level One Level Two Levellluee ~elFour Level Five
I Foot BL: 0 BL: 0 BL; 2 BL: 3 BL: 3
Shock: +WP Shock: 3 Shock: 4 Shock: 7 Shock: 7
Pain: 4-WJ> Pain: 5-WP Pain: 6-WP Pain: 7-WP Pain: 7-WP
"Surface wound" "Some flesh and "Sunk deep ''Hit ankle bones (roll "As previous, with
bruised bone." (knockdown +3)." knockdown -1)." instant knockdown."
2-4 Shin and BL: 0 BL: 1 BL: 2 BL: 3 BL: 4
lower leg S: 4 S: 5 S: 5 S: 5 S: 7
P: 4-WP P: 6-WP P: 6-WP P: 6-WP P: 8-WP
"0 w ... ow ow ow "Bone chipped "As a Level two, "Totally passes " Bone damaged in
damrnit ow ow ow (knockdown at plus you are swept through, hindering addition to Lvl. 4.
ow ow..,' +2)" off your feet movement lnstanr knockdown."
aut.omaticall ." (knockdown at -2) ."
5 Knee and BL: 0 BL; 0 BL: 3 BL: 4 BL: 6
nearby Shock: 5-WP Shock: 4 Shock: 6 Shock: 7 Shock: 9
areas Pain: +WP Pain; 5-WP Pai.Jl: 6-WP Pain: 8-WP Pain: 11-WP
11
"Glancing blow'' "Solid blow; Torn ligament or "Dislocated or "Shattered knee.
funny-bone effect" similar wound; roll otherwise jacked up Roll for knockdown
knockdown." knee. Roll at -5."
knockdown ar -2."
6 Passed Sorry, you missed. It happens. Don' t thrust for me feet that often ... they move a lot. Try the body.
between
I

Puncture Wound Dam e Table: Zone IX {U


Roll Location Level One Level Two Level Three Level Five
1 Knee and BL: 0 BL: 0 BL; 3 BL: 4 BL: 6
nearby Shock: 5-WP Shock: 4 Shock: 6 Shock: 7 Shock: 9
ar,eas Pain: 4-WP Pain: 5-WP Pain: 6-WP PaiJ);: 8-WP Pain: 11-WP
"Glancing "So1id blow; funny- "Torn ligamen r or "Dislocated or otherwise "Shattered knee. Roll
blow" bone effect" similar wound; roll jacked up knee. Roll for knockdown ac-5."
knockdown." knockdown at -2."
2-5 Thigh BL: 0 BL: 1 BL: 2 BL: 4 BL: 8
S: 4-"'WTnP S: 3 S: 5 S: 5 S: 5
P: 4-WP P: 4-WP P: 5-WP P: 6-WP P: 7-WP
"Light " Deeper puncture, "Serious flesh "More serious damage "As four, bur with
laceration." including torn wound, including and bleeding, including more serious bleeding
muscle (knockdown torn tendons; roll some bone damage (a blood vessel was
+ 2)." knockdown." (Knockdown -2)." hit)."
6 Hip BL: 0 BL: 1 BL: 3 BL; 6 BL: 10
Shock: 4-WP Shock: 3 Shock: 5 Shock; 8 Shock: lO
Pain: +WP Pain:S-WP Pain: ~-WP Pain: 10-WP Pain: 12-WP
''Small cut, "Deeper puncture." "Near dislocation "Cr:tcked hipbone and "Weapon sruck in
some blood." and chipping. " dislocation. (-2 ro hip. lots of blood
knockdown)" (knocked down)."

Optional house rule: To prevent characters from attacking the same spot every time impose a 1-die CP
penalty if they use the same attack maneuver and or location more than once in a row.
240 The Riddle of Steel

Punctttr@ Wound Dftm 't! Tttsll!! Ul\t! X(P~lvi~ '~ i&Pt)


Ro Location level One Level "Fwo level Three Level Four Level Five
1-2 Hip BL: 0 BL: 1 BL: 3 Bl.: 6 BL: 10
Shock: 4-WP Shock: 3 Shock: 5 Shock: 8 Shock: 10
Pain: 4-WP Pain:5-WP Pain: 9-WP Pain: 10-WP Pain: 12-WP
"Small cut, "Deeper "Near dislocation and '"Cracked hipbone and "Weapon stuck in hip,
some blood." punctl.J,re." chipping. " dislocati()n. (-2 to lots of blood (k.nQ<;ked
knockdown)" down)."
3-4 Groin BL: 6 BL: 8 BL: 10 BL 12 BL: 15
(Male) S: 7 S: 8 S: 10 S: All S: All
P: 9-WP P: 10-WP P: 15-WP P: AJJ P: All
"Yup.. .Sorry. "Worse; much "Shish-kabob. May "Instant loss of "As Level Five to the
Pain drops by more blood." lose consciousness (- consciousness. The abdomen, above."
10. after
, l d6-1 2)" damage is real, real
mm. bad."
Groin Count as Lower Abdomen (on 3) or Hip (on 4)
(Female)
5-6 Lower BL: 0 BL: 6 BL: 8 BL 12 BL: 18
Abdomen S: 3 S: 4 S: 7 S: 10 S: All
P: 4-WP P: 6-WP P: 9-..-vwrnp P: 12-WP P: All
"Light "lnternal "Belly wound- "More serious internal "Serious damage to
laceration, no damage in cernal bleeding is damage and bleeding. internal organs and heavy
puncture." equivalent to a going ro be a problem. Some internal organs bleeding. May lose
hernia." are in trouble." consciousness (-3 to
roll)."

p uncture W<oundDamage T a ble: Zone XI (Belly thrust)


RoU Location level One Level Two Level Three Level Four Level Five
1-5 Lower BL: 0 BL: 6 BL: 8 BL: 12 BL: 18
Abdomen S: 3 S: 4 S: 7 S: 10 S: All
P: 4-WP P: 6-WP P: 9-WP P: 12-WP P: All
"Light '"Internal damage "BelJy wound- "More serious internal ..Serious damage to
laceration, no equi-valMt to a internal bleeding is <lamage and bleeding. internal organs and
puncture." herni.a." going to be a Some internal organs heavy bleeding. May
problem. are in trouble. " lose consciousness (-3 to
roll)."
6 Flesh to BL: 3
the side S: 5
P: 6-WP
Pierced body without hitting any major organs, mostly just flesh and muscle. it hurts and bleeds, but probably im 't fotai.

Puncture Wound Table: Zone XII
One Level Four Five
1-2 Under the BL: 0 BL: 8 BL: 10 BL: 13 BL: 19
ribs (upper S:3 S: 5 S: 8 S: 13 S: All
abdomen) P: 4-WP P: 6-WP P: 10-WP P: 15-WP P: All
"Light "Internal damage "Belly wound- "More serious internal "Serious damage to

? laceration, no
puncture."
equivalent to a
hernia."
internal bleeding
is going to be a
damage and bleeding.
Some internal organs
internal organs (heart or
lungs) and heavy

2
~
problem. (diapb.ragrn or liver) are
in uouble."
bleeding. May lose
consciousness (-3 co

. 8 19 IS
0 S: 9-WP S: 4 S: 7 S: 13 nearly instanr;tneous.

~0 P: 5-WP
"Just muscle--
no organs yet, as
P: 6-WP
"Deeper puncture,
including torn
P: 8-WP
.. Deep. but
survivable;
P: 13-WP
"Punctured lung, with
serious internal bleeding;
tr1
attack is stopped muscle." wound hits deep, death from drowning is
short by bone." but misses any very likely."
m "
Appendices 241

--

p uncture oundDamage T a ble: Z one XIII (Head)


Roll Location Level One Level Two Level Three Level Four Level Five
1-2 Collar and BL: 2 BL: 6 BL 7 BL: 15 Weapon pierces
rhroar S:4 S: 7 S: 13 S: All throat and punctures
P: 5-WP P: 6-WP P: 15-WP P: 20-WP the cerebellum or
"Right below "Right above the "Pierced the throat, "Pierced the throat, lower brain. Death
the collarbone;
. .
collarbone." missing the jugular; destroying the larynx lS mstantaneous.
hurrs, but not sci II very nasty." and jugular."
fatal."
3-6 Face (3-4) BL: 1 BL: 2 BL: 8 BL: 19 Pierced brain. Death
and head S: 7-WP S: 6 S: 10 S: 13
.is nearly
(5-6) P: 4-WP P: 6-WP P: 9-WP P: 13-WP mstantaneous,
"Grazed cheek "As a graze, only "Pierces part offace, "Part of brain coming from massive
or remple. deeper. The skull is missing the brain, desrroyec;l- permanen.t brain damage and '
May lose still unbroken; may, but still causing, men tal damage reSults ( hemorrhaging. ~

.
consciousness lose consciousness. significant damage 1d6-l to all mental
(roll at+ 2")." (KO -3)." amibures)
Unconscious."

Puncture Wound D Table: Zone XIV


Level One Level Two Level Three
1 Hand BL: 0 BL: 0 BL: 2 BL: 5 BL: 9
Shock: 6-WP Shock: 3 Shock: 9-WP Shock: 7 Shock: 8
Pain: 5-WP Pain: 4-WP Pain: 6-WP Pain: 9-WP Pain: 9-WP
"Surface graze. "Some flesh (like the "Pierced hand "Hie wrist bones "As previous, a
May drop palm) and bruised totally. May drop (instantly drop whatever slashed artery or
anything held bone. May drop ar- hand-held items (at may be held in that
.
vern.
..
in hand." 3." " ..
2-3 Forearm BL 0 . ] . 2 L6 BL: 7
S: 5-WP S: 5 S: 5 S: 7 S: 8
P: 4-WP P: 6-WP P: 6-WP P: 8-WP P: 9-WP
"Grazed." "Bone chipped (May "As a ~el two, "Torally passes through, "As lvl 4, wich more
drop hand-held plus you causing greater blood blood and some bone
irems)." automatically drop loss and forcing any item damage."
. held." robe "
L 0 . 0 ...,.._ 3 L: 5 BL: 7
Shock: 6-WP Shock: 4 Shock: 6 Shock: 8 Shock: 9
Pain: 5-WP Pain: 6-WP Pain: 7-WP Pain: 9-WP Pain: l 1-WP
"Gia,nciog "Solid blow; fUClOy- "Toro ligamertr or " Dislocated or otherwise "Shattered elbow.
blow" bone effect. May similar wound; jacked up elbow. Use of Arm now useless."
drop items in char insrandy drop items arm temporarily lost."
hand." in rhar hand.
pper .u~. 0 B l B 5 7
arm S: 4-WP S: 3 S: 5 S: 6 S: 7
P: 4-WP P: 5-WP P: 6-WP P: 7-WP P: 8-WP
"Light "Deeper puncture, ..Serious flesh "More serious damage "As four, bur with

laceration." including torn wound, including and bleeding, including moresenous
muscle." torn rendons." some bone damage." bleeding (a blood
vessel was ."
242 The Riddle of Steel

BLUDGEO
~
Table: Zone I (Lower
One pv,plTwo Levellllcee LeveiFour Level Five
1 BL: 0 BL: 0 BL: 0 BL: 1 BL: 2
Shock: 4-WP Shock: 3 Shock: 4 Shock: 5 Shock: 8
Pain: 4-WP Pain: 5-WP Pain: 6-WP Pain: 6-WP Pain: 9-WP
"Surface "Some bruised "Hit bone, may be "Broken foot (roll "Foot totally mashed.
wound" flesh and bone." broken (knockdown knockdown + 1)." Instant knockdown."

BL: 0 ...~. 0 BL: 0 BL: 2 BL: 5


lowet leg $: 4 S: 5 S: 6 S: 8 S: I 0
P: 5-WP P: 6-WP P: 7-WP P: 9-WP P: 12-WP
"Ow. OW OW "Bone chipped "As a Level two, plus "Broken (knockdown "Compound Fracture.
OW darnmit OW (knockdown at you are swepr off your ar-3)." Instant knockdown."
OW OW OW ow!." +2)" feet "
Knee and BL: 0 ..,...... 0 . 2 u._ 8
nearby Sb.ock: 5-WP Shock: 4 Shock: 8 Shock: 10 Shock: 15
areas Pain: 4-WP Pain: 5-WP Pain: 8-WP Pain: 10-WP Pain: 12-WP
"Glancing "Solid blow; "Torn ligament or "Sbanered knee. "Compound fracture at
blow" funny-bone effect" similar wound; roU Roll for knockdown knee. Instant
knockdown." at -5." knockdown."

e Table: Zone II (U s)
RoU Location Level One Level Three Level Four Level Five
1-2 Knee and BL: 0 BL: 0 BL: 2 BL: 6 BL: 8
nearby Shock: 5-WP Shodc 4 Shock: 8 Shock: 10 Shock: I 5
areas Pain: 4-WP Pain: 5-WP Pain: 8-WP Pain: 10-WP Pain: 12-=w"'P
"Glancing blow" "Solid blow; "Torn ligament or "Shanered knee. Roll "Compound fracture
funny-bone effect" similar wound; roll for knockdown ar-5." at knee. Instant
knockdown." knockdown."
3-5 Thigh BL: 0 BL: 0 BL: 0 BL: 3 BL: 7
S: 4-WP S: 5 S: 7 S: 8 $: 10
P: 4-WP P: 4-WP P: 7-WP P: 9-WP P: 12-WP
"Glancing "Serious 'Charlie .. Bone is bruised, "Femur is broken , and "Compound fracture.
blow-will leave horse' (knockdown maybe broken; roU muscle is pulverized Instant knockdown."
a bruise." +2)." knockdown." (Knockdown -4)."
6 Hip BL: 0 BL: 0 BL: 2 BL: 10 BL: 20
Shock: 3 Shock: 5 Shock: 8 Shock: 10 Shock: AU
Pain: 4-WP Pain:6-WP Pain: 10-WP Pain: 12-WP Pain: 13-WP
"Th ump." "Nearly dislocates "leg dislocar:ed, hip "Hip mangJed badly, "Pelvis destroyed,
leg, bone is cracked; instant broken bone fragments with massive
bruised." knockdown. " cause bleedin ." bleedin ."

RECOMMENDED READING AND REsOURCES .Jlot lUcommtnbeb bp &cannon...


Books: f)r bp tf)e autf)or tf)ee bap.
Clements, John. Medieval Swordsmanship; Illustrated Methods and Techniques. Boulder: Paladin Press, 1998.
Renaissance Swordsma1lship; Illustrated Methods and Techniques. Boulder: Paladin Press, 1998.
These two texts are che best modern manuals on the actual physical practice of medieval and renaissance martial arcs
currently available. A real eye-opener for enthusiasts, garners, re-enacrors, and martial artists.

Malory, Sir Thomas. Le Marte D'Arthur. 2 vols. Janet Cowen, ed. 1969 London: Penguin Classics, 1986.
Appendices 243

Roll Location Level One Level Three Level Four level Five
. . 2
1 p 0 10 BL: 20
Shock: 3 Shock: 5 Shock: 8 Shock: 10 Shock: All
Pain: 4-"""W.,...,.P Pain:6-WP Pain: 10-"""W""'P Pain: 12-WP Pain: 13-WP
"Th ump. " "Nearly dislocates "Leg dislocated, hip "Hip mangled "Pdvis destroyed, with
leg, bone is cracked; inseam badly, broken bone massive bleeding."
bruised." knockdown. " fragments, cause

pper BL: 0 BL: 0 BL: 3 BL: 8 ......... 1


(2) and S: 3 S: 7 S: 10 S: I 0 S: All
Lower (3) P: 5-WP P: 6-WP P: 8-WP P: 12-"'WTTIP P: 15-WP
Abs ''Glancing "Slightly winded, "Badly winded, may "More serious ~Internal damage is real
blow-will may los~ vomit and/or lose internal damage and nasty. May lose
leave a nasty
.
COOSCIOUSil~
.
consciOusness.
,
bleeding." con$(:iousness (-3 to roll)."
bruise:." Roll at+ ."
4-5 Ribcage BL: 0 BL: 0 BL: 1 BL: 3 BL: 9
S: 5-WP Shock: 4 Shock: 8 Shock: 10 Shock: All
P: 4-WP Pain: 5-.vw:rnp Pain: 6-WP Pain: 9-WP Pain: 15-WP
"Glancing "Solid blow, ribs "Winded, maybe "Cracked ribs and Broken ribs (perhaps
blow-will and muscle will with a broken rib. serious winding. several) and some internal
leave a nasty be bruised." May lose May lose damage and bleeding. May
bruise." consciousness (+2)"
.
consciOusness.
,
lose consciousness (roll at-

Musashi, Miyamoto. A Book ofFive Rings.

Sapkowsi, Andrz.ej. Swiat KrolaArtura. Warsaw (Warszawa): superNOVA, 1998.


This is the best book on Arthurian lore and the background mythology available from a standpoint of scope and readability,
wiitten by Poland's premiere fantasy author. Unfortunately, it's in Polish.

Sun Tzu. The Art ofWar

Talhoffer, Hans. German Fechtbuch of 1467. Available in a translation by Mark Rector under the tide Medieval Combat.
Boulder: Paladin Press, 1999.

Tolkien, J .R.R. Tht Lord ofthe Rings. Houghron Mifflin. Available in editions from 1954 to the presenr.
The recent film from New Line Cinema, directed by Peter Jackson, is worth seeing a few times as well.

Yamamoto Tsuneromo. Hagakure.

Films:
13th Warrior. Dir. John McTiernan
Braveheart. Die. Mel Gibson.
Gladiat01: Dir. Ridley Scott.
Ladyhawke. Die. Richard Donner.
Legend. Dir. Ridley Scott.

The Dark CrystaL Dir. Jim Henson
The Seven Samurai. Dir Akira Kurosawa. (Anything by Kurosawa is good)
And there are so many more...
244 The Riddle of Steel

Blud eonin D e Location Table: Zone IV (Overhand t and left)


Roll Location Level One Level Two Level Three Level Four Level Five
1-2 Upper arm BL: 0 BL: 0 BL: 1 BL: 5 BL: 10
and Shock: 5-WP Shock: 5 Shock: 7 Shock: 10 Shock: 13
Shoulder Pain: 4-WP Pain: 5-WP Pain: 8-WP Pain: 9-WP Pain: 12-"'W..,.,P
"Thump." "Charlie horse." "Broken humerus "Broken bones, "Entire shoulder caves
(hairline). May drop including collar in. Lots of blood and

item in that hand." bone or worse." bone fr ments."
3 Upper BL: 0 BL: 0 BL 1 BL: 3 BL: 9
body S: 5-Wl' Shock: 4 Shock: 8 Shock: 10 Shock: All
P: 4-WP Pain: 5-WP Pain: 6-WP Pain: 9-WP Pain:lS-WP
"Glancing blow- "Solid blow, ribs "Winded, maybe "Cracked ribs and. Broken ribs (perhaps
will leave a nasty and fllUscle will with a broken rib. serious winding. several) and some
.
brwse. be bruised." May lose May lose internal damage and
consciousness {+2)" consciousness." bleeding. May lose
consciousness (roll at -3)
4 Neck BL: 0 BL: 1 BL: 3 BL: 3 Neck insrandy broken.
Shock:4 Shock: 7 Shock: 10 Shock: All
Pain: 5-WP Pain: 9-WP Pain: 12-WP Pain: 15-WP
"Glancing blow, "Damage co "Crushed larynx. "Cracked vertebrae
crick in neck throat and air May lose and other throat
. " .
rerruuns. tracts." consCiousness or problems."
suffocate."
5 Head BL: 0 BL: 1 BL: 4 BL: 6 Death. Destruction of
(lower), S: 5-WP S: 8 S: 10 S: 12 cerebellum. Really
including P: 0 P: 6-WP P: see below J>: 9-WP messy.
the face. "Gonna leave a "Broken nose or "Bones near eye are "Jaw has been
shiner ... May lose lost t~th (or smashed; eye is shattered, with a
consciousness (roll both)." May lose considered losr. Lose concussion. May

ar + 3)" consctousness ~ of current pool lose consciousness (-
(roll at+ 1) (Unc at -1)." 3)."
6 Head BL: 0 BL: 3 (internal) BL: 4 BL: 6 Real, real messy. lnsrant
(upper) S: 8-WP S: 8 S: I 0 S: All Death.
P: 5-WP P: 8-WP P: 12-WP P: All
"Glancing blow, "Concussion. "Cracked skull. May "Skull is shattere.d.
some dizziness, May lose lose consciousness (- Character is
may lose .
consctousness. " 3 to roll)." unconscious and
consciousness (+2 may not recover (or
to roll)." will have brain
dam e if he does)."

for l'ronct4!t Tests invol g attack .........., both


Melee <1H'UI ~~~..
e Comba See Book . The
contams

t terms Codex of
The . .u .... UJ. ...,
'bute: A m;e .............. a~q~~:s prowess
major spttene:$: Temporal, and S
fourth the Deri 'butes,
See So rcery. S Book On

!tel!' or d
. See opponents Bout ~ ~as
declares time is bro .~1.u,to Ro

~:h indiv,._~"'\XTIP.~ pon during co , and ends"''" the ngtLnn;~


, which is N er used abstract me:ast:rtenaent. See Book Four:
Appendices 245

D Location Table: Zone V ertical


LlwelOne Level Eive
1-2 0 BL: 0 BL: 5 BL: 10
Shock; 5-WP Shock: 5 Shock: 10 Shock: 13
Pain: 4-W P Pain: 5-WP Pain: 8-WP Pain: 9-WP Pain: 12-WP
"Thump." "Charlie hoi:Se." "Broken humerus "Broken bones, "Entire shoulder
(hairline) . May including collar bone or caves in. Lots of
drop item in that worse." blood and bone
hand." "
3 Head BL: 0 1 ...,.......... Destruction
(lowe~). 5-\'P S: 8 S: 10 S: 12 of cerebellum. Really
ihclodiqg P: 0 P: 6-WP P: see below P: 9-WP messy.
die face. "Gonna leave a "Broken nose or "Bones ne11r ere ~e ~ aw ,has been
shiner... May lose los~ ~rh (or smashed; eye ,s shatteted, with a:
consciousness (roll both)." May lose constdered los~. concussion. May lose
ar-+ 3Y' .
cortsctousne$s
.

hOse~ of current conscjpysuess (-3)."

0 0 BL: 6 Real, real messy.


(upper) S: 8-WP S: 10 S: All Inscanc Death.
P: 5-WP P: 12-WP P: AU
"Glancing blow, "Concusswn.
. "Cracked skull. "Skull is shauered.
some dizziness, may May lose May lose Character is
lose consciousness consciousness." consciousness (-3 to unconscious and may
(+2 to roll)." roll)." not recover (or will
have brain damage ifhe
D

I
I he C OffiuHJlC1LJ\'I'lfL of DR I<LlH& rhe HL<U. attack
ne1re are tw ! ds of acters in Riddle uccesses creatt ....-\.F. See J:t()Pk Four:
)tec:m Player Ch cters (o e referred t s "PCs" he Codex
"Charac l s") are .
unagrn. ersona's D c : The Riddle Steel uscts rh rn kinds ~4\. ygonal

1WJ1o~;e ac:wms are c ntrolled a player. "ce: several l \llt$aea (dl ) d6). See
rt".,rc (or ('NPCs") are those imagin ook One: In ute
l<fL''"'- entities controlled by rhe Seneschal.
D
l<tJI~Lctc~r Sheet: A piece of used to {rec,prd ........ ,
aairs, ataibu\."'"" 1qn... ...,

''

up-close
awflJIJt.g, sword t1gnlq .
:~ex of Battle.

successes.
246 The Riddle of Steel


Dama e Location Table: Zone V (Vertical swin
RoD Location Level One Level Two Level Three :Level Four Level Five
1-2 Shoulders BL: 0 BL: 0 BL: l BL: 5 BL: 10
Shock: 5-WP Shock: 5 Shock: 7 Shock: 10 Shock: 13
Pain: 4-WP Pain: 5-WP Pain: 8-WP Pain: 9-WP Pain: 12-WP
"Thump. " "Charlie horse." Broken humerus "Broken bones, "Entire shoulder
(hairline). May including coUar bone or caves in. Lots of
drop item in chat worse." blood and bone
hand." fr menrs."
3 Head BL: 0 BL: l BL: 4 BL: 6 Death. Destruction
(lower), S: 5-WP S: 8 S: 10 S: 12 of cerebellum. Really
including P: 0 P: 6-WP P: see below P: 9~WP messy.
the face. "Gonnllleave a ~'~Broken nose or ;Bones near eye are "] aw has been
shiner.. . May lose lost teeth (or smashed; eye is shattered, with a
consciousness (roll both)." May lose considered lost. concussion. May lose

at+ 3)" conscaousness Lose Y2 of current consciousness (-3)."
(roll at+ 1) ool (Unc at -1)."
4-6 H ead BL: 0 BL: 3 (in rernal) BL: 4 BL: 6 Real, real messy.
(upper) S: 8-WP S: 8 S: 10 S: All Instant Death.
P: 5-WP P: 8-WP P: 12-WP P: All
"Glancing blow, "Concusston.
. ucracked skull. "Skull is shattered.
some dizziness, may May lose May lose Characrer is
lose consciousness .
consctousness. " consciousness (-3 ro unconscious and may
(+2 ro roll)." roU)." nor recover (or will
have brain damage if he
does)."
Halfling: character b~..Jn of both and siehe o'"r Pain: A ,,, r appl e4 to the Com1bBk:, Missile, and
fey par . Also calle~ a man-elf o .ljfd.LI -elf ~oJrcti:-'ill Pools due t ounds taken o other harmful
Insight: T s trai t tracks a ch a ra.cqr)J a See Book ;F : Co of BaJttle.
progressiOn. It is a vital ..... r leon tr 1 an
fler Insight cafl PC.
how nn,.A/Pf'H a new PC crt:la ion. See U.4L:II=.J skill, ~C1H' with
tncoK Three: weapons . See Boo

acuon w1 Training.
y--, defense,
uu.Jllu. . The ...n,~ of time usecll situations ~nl'olving
combat. Round is one to ....,.... seooi
n successes long. See Four: The \..J.U<aex of ua.1.uq1.
have been :pe~;ch:ltl: A player who
ucces~~on any '-'V storyteller referee. Often \4U.l~:u
TestS. Book In the MasteL
IJPCK: A form n that lasts tb\r one .n .v plying
severe ne:g< c,,,,.. modifiers. Four: Codex
Book of Battle.
t:X'
t""" JUStment any die

~ ., All

0 0

~

extra die ro11, " means and
0 one die n this roll. In the
trl
tudy, or
Appendices 24 7

D am e Table: Zone VI (U
Roll Location Leve:l One Level Three Level Four Level Five
1-3 Inner BL: 0 BL: 0 BL: 0 BL: 3 BL: 7
thigh S: 4-""'W.,P S: 5 S: 7 S: 8 S: 10
P: 4-WP P: 4-WP P: 7-WP P: 9-WP P: 12-WP
"Glancing "Serious 'Charlie "Bone is bruised, "Femur is broken, and "Compound fracture.
blo~~ll leave horse' (knockdown maybe broken; roll muscle is pulverized [nstant knockdown."
a bruise." +2)., knockdown." (Knockdown -4)."
4 Groin BL: 0 BL: 0 BL: 3 BL: 18 BL: 20
(Male) S: 7 S: 9 S: 11 S: All S: All
P: 9-WP P: 10-WP P: 15-WP P: All P: All
"Yup ... Sorry. "'As Level one, but "Surface organs "Instant loss of "Weapon destroys
Pain drops by 10 worse. May lose destroyed. May Lose consciousness. T he ~!vis. Death is
n . . ,
after 1d6- 1 min.'' consctousness. consciousness (-2)"' damage is real, real 1mmment.
bad."
Groin BL: 0 BL: 0 BL: 3 BL: 10 BL: 20
(Female) Shock 3 Shock 5 Shock: 8 Shock: I 0 Shock: All
Pain: 4-WP Pa.i n: 16-TVwrnp Pain: 10-WP Pain: 12-WP Pain: 13-WP
"Thump." "Nearly dislocates "Leg dislocared, hip "Hip mangled badly, "Pelvis destroyed, with
leg, bone is cracked; instant . broken bone fragments massive bleeding."
bruised." knockdown. " cause bleedin "
5 Abdomen BL: 0 BL: 0 BL: 3 BL: 8 BL: 15
S: 3 S: 7 S: 10 S: 10 S: All
P: 5-WP P: 6-WP P: 8-WP P: 12-WP P: 15-W P
"Glancing "Siighcly winded, "Badly winded, may "More serious internal "Internal damage is
blow-will leave may lose vomit and/or lose damage and bleeding." real nasty. May lose
a nasty bruise."
CO OSCIO us ness
.
consciousness. " consciousness (-3 to
(RoU ar + 3)." roll)."
6 Head BL: 0 BL l BL: 4 BL: 6 Death. Destruction of
(lower), S: 5-'"'W.,P S: 8 S: 10 S: 12 ~rebeUum. Really
inducting P: 0 P: 6-WP P: see below P: 9-WP messy.
the face. "Gonna leave a "Broken nose or "Bones near eye are "Jaw has been
shiner ... May lost teeth (or smashed; eye is shattered, wjth a
lose both)." May lose considered lost. concussion. May lose
.
consc1ousness consciousness (roll Lose~ of currenr consciousness (-3)."
(roll at+ 3)" at +1) ool (Unc ar -1)."
. .
~ee Book l)JJt: Sorcery.
d each one is quantified by
ork in com with pool used n.u1 the

ra.trung.
S ting: A sl:J~:~tahze:d form
ed in skill See ~e1re1s no
S Class: many ..a.,,~ ., ~[a.JtK\ For exa n~e,

co diverse classes. roll



ucanon, rights, and 16.
asses gnized in

e ....n .l.><
ook
So ry: The
~ ne's will. ..r u is
rches, 't-.--:- and the Fey (h-om UThA .....
(TN). See Book T hree: In the Beginning.
248 The Riddle of Steel

-
AA
Zone VII to
wo ve
BL: 0 BL: 0 BL: 0 BL: 0 BL: 2
Shoclc 5-WP Shock: 3 Shock: 5 Shock: 7 Shock: 8
Pain: 4-WP Pain: s-=WP
...... Pa.in: 5-WP Pain: 7-WP Pain: 10-WP
"Surface graze. "Bruised bone. "Smashed fingers. "Hand broken. "Hand is mashed
May drop May drop hand- Drop any item Lnsran dy drop hand- badly"
anything held held items (rolJ ar .tnstan dy." held items."
in band." -3)."
2-3 orearm BL: 0 BL: 2 BL: 3 BL: BL: 12
S: 4-WP S: 5 S: 5 S: 7 S: 10
P: 4-WP P: 6-WP P: 6-WP P: 8-WP P: 10-WP
"Glancing "Bone chipped "As a Level two, plus "Arm broken, and lots "Arm destroyed,
thump." (May drop hand- you automatica1ly of blood." perhaps cut off."
~--fE~;---fE~o------tihdid~~~~----t]~~~~h_el_d_."~~~~--------~~~--------~
I BL: 0 BL: 0 BL: 2 BL: 5 BL: 12
Shock: 5-WP Shock: 4 Shock: 6 Shock: 8 S: 20
Pain: 4-WP Pain: 5-WP Pain: 6-WP Pain: 9-WP P: 10-WP
"Glancing "Solid blow; 'Tom ligament or "Elbow shattered." "Arm rom off at
blow" funny-bone effect. similar wound; elbow."
May drop irems in instandy drop items in
that hand." that hand.
pper u&...." 0 ua.... 0 BL: 1 L: 5 B 10
arm and Shock: 5-WP Shock: 5 Shock: 7 Shock: 10 Shock: 13
Shoulder Pain: 4-WP Pain: 5-WP Pain: 8-WP Pain: 9-WP Pain: 12-WP
"Thump." "Charlie horse." "Broken humerus "Broken bones, "Enrire shoulder caves
(hairline). May drop including collar bone in. Lots of blood and
,
item in char hand." or worse." bone

Blud eonin Wound Dama Table: Zone VIII (thrust to lower le )


Roll Location Level One Level Two Level Three Level Four Level Five
I Foot BL: 0 BL: 0 BL: 0 BL: 0 BL: 1
Shock: 4-WP Shock: 3 Shock: 4 Shock: 6 Shock: 9
Pain: 4-WP Pain: 5-WP Pain: 6-WP Pain: 8-WP Pain: l 0-"'wrnp
"Surface wound" "Some bruised "Hit bone, may be "Broken foot (roll "Poor rotalJy mashed.
flesh and bone." broken knockdown +1)." lnsrant knockdown."
(knockdown +3)."
2-4 Shin an<i BL: 0 BL: 0 BL: 0 BL: 2 BL: 5
lower leg S: 4 S: 5 S: 7 S: 8 S: 10
P: 4-WP P: 6-WP P: 7-WP P: 10-WP P: 12-WP
"Ow ... ow ow ow "Bone chipped "As a Level two, "Broken (knockdown "Compound
dammit OW OW OW (knockdown at plus you are swept at -2)." Fracrure. Instant
ow owI.." +2)" off your feet knockdown."
automaricall .,
5 Knee and BL: 0 BL: 0 BL: 2 BL: 6 BL: 8
nearby Shock: 5-WP Shock: 4 Shock: 8 Shock: 10 Shock: 15
areas Pain: 4-WP Pain: 5-WP Pain: 8-WP Pain: 10-WP Pain: 12-WP
"Glancing blow" ,.Solid blow; "Torn ligament or "Shattered knee. Roll "Compound fracture
funny-bone effect" similar wound; roll for knockdown at -5." at knee. Instant
knockdown." knockdown."
6 Passed Sorry, you missed. It happehs. Don't thrust for the feet that often ... rhey move a lot. Try the body.
between
I s
Appendices 249

Wound Dam Table: Zone IX (Thrust


RoU Loc:ation Level One Level Two Level Four Level Five
1 . 0 O ........ 8
Shock: 5-WP Shock: 4 Shock: 10 Shock: 15
Pain: 4-WP Pain: 5-"'wrnp Pain: 10-WP Pain: 12-WP
"Glancing "Solid blow; "Tom ligament or "Shattered knee. Roll for "Compound fracture
blow" funny-bone effecr" similar wound; roll knockdown a t -5." ar knee. Instant
knockdown." knockdown."
2-5 BL: 0 L: 0 ......... 0 ........ 3 ... ~.. 7
S: 4-WP S: 5 S: 7 S: 8 S: I 0
P: 4-WP P: 4-WP P: 7-WP P: 9-WP P: 12-WP
10
"Glancing "Serious 'Charlie "Bone is bruised, "Femur is broken, and Compound fracrure.
blow-will horse' (knockdown maybe broken; roll muscle is pulverized Instant knockdown."
leave a +2)." knockdown." (I<nockdown -4)."
bruise."
p 2
UJ..." ........ 10
Shock: 3 Shock: 5 Shock: 8 Shock: 10 Shock: All
Pain: 4-WP Pain:6-WP Pain: 10-WP Pain: 12-WP Pain: 13-""W""P
"Thump." "Nearly dislocates "Leg dislocated, hip "Hip mangled badly, "Pelvis destroyed,
leg, bone is cracked; instant broken bone fragmenrs wirh massive
, ,
bruised." knockdown. " cause

eonin Wound Dam e Table: Zone X (Pelvic/ oin thrust)


RolJ Location Level One LevelTvvo Levellnhree LeveiFour Level Five

1-2 Lower BL: 0 BL: 0 BL: 3 BL: 8 BL: 15


Abdomen S: 3 S: 7 S: 10 S: 10 S: All
P: 5-WP P: 6-WP P: 8-WP P: 12-WP P: 15-WP
"Glancing "Slighdy winded, "Badly winded, may "More serious internal "Internal damage is real
blow-will may lose vomit and/or lose damage and bleeding." nasty. May lose
. ,
leave a nasty consciousness COnSCJOUSness. consciousness (-3 to
bruise." (Roll at+ 3)." roU)."
3-4 Groin BL: 0 BL: 0 BL: 3 BL: 18 BL: 20
(Male) S: 7 S: 9 S: 11 S: All S: All
P: 9-WP P: 10-WP P: 15-WP P: All P: All
"Yup.. Sorry. "As Level one, "Surface organs "Instant loss of "Weapon destroys pelvis.
Pain drops by bur worse. May destroyed. May lose consciousness. The Death is imminent."
I0 after 1d6-1 lose consciousness (-2)" damage is real, real
.,, tt
man. COnSCIOUSness. bad."
Groin Count as Lower Abdomen (on 3) or Hip (on 4)
(Female)
5-6 Hip BL: 0 BL: 0 BL: 2 BL: 10 BL: 20
Shock: 3 Shock: 5 Shock: 8 Shock: 10 Shock: All
Pain: 4-WP Pain:6-WP Pain: 10-WP Pain: 12-WP Pain: 13-WP
"Thump." "Nearly "Leg dislocated, hip "Hjp mangled badly, "Pelvis destroyed, with
dislocates leg, cracked; instant broken bone massive bleeding."
bone is knockdown." &agmenrs cause
bruised."' bleedin ."
I

r co
250 The Riddle of Steel

Table: Zone XI thrust)


Two Level Four
1-6 Lower BL: 0 BL: 0
3 8 1
Abdomen S: 3 S: 7 S: l 0 S: 10 S: All
P: 5-WP P: 6-WP P: 8-WP P: 12-WP P: 15-WP
"Glancing blow- "Slightly winded, "Badly winded, may "More serious internal "Internal damage is
wiiJ leave a nasty may lose
.
vomit and/or lose damage and bleeding.~ real nasty. May lose
bruise." conscrousness .
consciOusness. " consciousness (-3 ro
Roll at+ 3 ." "

Bl eonin W ound D ama Table: Zone XII (Chest)



t1o.n Level One Level Five
Under the BL: 0 BL: 0 BL: 3 BL: 8 BL: 15
ribs (upper S: 3 S: 7 S: 10 S: J 0 S: AJJ
abdomen) P: 5-W'\V1T1P P: 6-WP P: 8-WP P: 12-WP P: 15-WP
"Glancing "Slighdy winded, "Badly winded, "More serious internal "Internal damage is real
blow-will may lose may vomit and/or damage and bleeding." nasty. May lose
leave a nasty consciousness lose consciousness (-3 to roll)."
bruise." (Roll at+ 3)." consciousness."
3-6 Chest :&L: 0 BI1: 0 BL: 1 . BL: 3 BL: ~
S: 5-W,J> S'bod{; 4 Shock: 8 Shok: 10 Sliocki.: ,All
P:-. 4-WP Pain: 5-WP Pain: &~ ~aio: 9-WP Pain: ~5-WB
"GIancmg . "Solid blow, ribs WLndhJ, maybe "Cracked ribs and Broken ribs (perbaps
blow----wiU and masde will be with a broken rib. serious winding. May several) anP' some rntemal
t .It>. ,~
kave,~ nasty bruised." .May los:e l05e CODSClOl::ISness. ghlhage and bleeding.
l:)~;,uise." con.scibusness May lose consoiaus~
(+4)" (ro11 ar-3)

Location wel Qne


Neck BL: 0 BL: 1 BL: 3 BL: 4 Neck inscandy
Shock: 4 Shock; 7 Shock.: 10 Shock.: AU broken.
Pain: 5-WP Pain: 9-WP Pain: 12-WP Pain: 15-WP
"Glancing "Damage to throat "Crushed larynx. "Cracked vertebrae and
blow, crkk in and air tracts." May lose ocher throat problems."
.
neck remains." consctousness or
suffocate."
. Face~-4) BL: ~ BL: I . BL: 3 Bl; 6 Death. Destruction
~a head S: 5-WP S: 8 S: 10 S: 12 of cetebeUum. Reilly
. ~5~6) P: 0 I!: 6-WP P: 7-WP P: 9~WP mesly.
'tGonna leave a "Br9ken nose or lost "Bones near e~ are "Jaw Has Been shattered)
sh,in~r... May teeth (or boil\}." Splashed; eye iS' . . with a concussiqn, May
lose May lose considered lost. lose c;,onsciousness (-3)."
<:onsciousness consciousness (wll at# Lost: !12 oictutenr
(rbll at + 3)" +l) . . ool (Unc at -1).''
5-6 Head BL: 0 BL: 3 (internal) BL: 3 BL: 7 Real, real messy.
(upper) S: 8-WP S: 8 S: 10 S: All lnsrant Death.
P: 5-WP P: 8-WP P: 12-WP P: All
"Glancing "Concussion. May "Cracked skull. "Skull is shatt.ered.
blow, some lose consciousness." May lose Character is unconscious
dizziness, may consciousness (-3 to and may not recover (or
lose roll)." will have brain damage if
.
COllSClOUSllCSS he does).''
(+2 to roll)."
Appendices 251

0 ~ ~
Blud eonin Wound Dama e Table: Zone XIV (Arms thrust)
Roll Location Level One Level Two Level Three Level Four Level Five
l Hand BL: 0 BL: 0 BL: 0 BL: 1 BL: 3
Shock: 4-WP Shock: 3 Shock: 7-WP Shock: 7 Shock: 9
Pain: 0 Pain: 4-WP Pain: 5-WP Pain: 8-WP Pain: 9-WP
"Glancing "Some flesh (like "& Two,, bur with a "Fingers are broken. "Hand broken."
blow. Ma.y the palm) and good funny-bone Drop any item
drop anything bruised bone. May effect. May drop held instandy."
held in hand." dro ar -3." items."
2-3 Forearm BL: 0 BL: 0 BL: 1 BL: 2 BL: 3
S: 4-WP S: 3 S: 5 S: 8 S: 10
P: 0 P: 4-WP P: 6-WP P: 8-WP P: 10-WP
"Abrutse
... n "Bone bruised (May "As Two, bur with a "Bone broken, arm is "Serious break."
drop hand-held good funny-bone useless (drop
~terns ar- 3)." effer. May drop held automatically). n
.
ttems. "
4 Elbow BL: 0 BL: 0 BL: 0 BL: 1 BL: 3
Shock: 5-WP Shock: 5 Shock: 5 Shock: 8 Shock: 9
Pain: 4-WP Pain: 4-""'"W"'P Pain: 6-WP Pain: 7-WP Pain: 1o-=W"'P
"Glancing "Solid blow; funny- "Mashed elbow; "Broken." "Elbow shattered."
blow" bone effect. May insrancly drop irems in
drop items in that chat hand.
hand."
5-6 Upper BL: 0 BL: 0 BL: 0 BL: 1 BL: 5
arm and . Shock: 4-WP Shock: 5 Shock:
"
5 Shock: 7 Shock: 10
Shoulder Pain: 4-WP Pain: 5-wP Pain: 6-WP Pain: 7-WP Pain: 10-WP
~Thump ." "Charlie horse." "Bruised bone. May "Broken humerus "Broken bones,
drop item in that (hairline). May drop including collar bone
hand." irem in that hand." or worse.
..
v
v v \)
I
GE RIC AMA ET
f
a p
is table i sed for man
d to a si . e body part
agical ttac , c
uch as WI
l
0

a w
he , ~ othe
t
n-body
modifi
-specifi
n (use 0
age. be

0

Roll Location Level One Level Two Level Three Level Four Level Five
BL: 0 BL: 0 BL: 0 BL: 0 BL: 0
Shock: 2 Shock:5 Shock: 8 Shock: 11 Shock: All
Pain: 5-WP Pain: 8-WP Pain: 12-WP Pain: 16-WP Pain: 20-WP

I
I
252 The Riddle of Steel

eapo

' SWORDS AND THE LIKE

Weapon Grip, Length Attack TN Defensive Damage


......
Cut Thrust TN Cut Thrust "

Arming Sword IH, medium 6 7 6 ST+l ST


Arming Swords are typical "knightly' swords one-handed tools meant for a variety
of situations. 33"-45", 2-3 lbs.
2H, long 6 6 6 ST+l ST+2
Bastard Sword
1H, long 7 7 7 ST ST+l
The Bastard Sword is a fearsome anti-armor sword with a wide, stiff blade specially
geared towards thrusting through plate armors. This sacrifices cutting ability to some
degree. 48,, 3 lbs.
Cut & Thrust IH,medium 6 6 6 ST ST+l
Cut & Thrust style swords are a direct descendent of the knightly arming sword. They
are popular with bladeslingers and many light calvarly and infantry. Compoud hilts
are popular, as are finger-rings and other extra hand protection due to the increased
use of the thrust 36" -48", 2-3 lbs.
Da_gger (long) lH, band 8 7 9 7) ST - 2 ST
Daggers come in many varieties. The rondel dagger, often a sidearm of warriors in
battle, was unedged and had a triangular shaped blade. It had a small, round guard, a t
nasty point, It was designed to punch through openings in armor and deliver a nasty,
hard-to-heal wound. The poniard was used as an off-hand weapon, usually with a cut
and thrust sword or a rapier. It had an edge for slicing, a sturdy cruciform hilt so that
it could bind other weapons, and a nasty point for sticking it in the eye, groin, arm pit,
neck, hand, mouth, etc. of the opponent. The DTN for a rondel is 9, for a poniard 7 (5
against rapiers). 18', 1-2lbs or less.
Doppelhander
zH, very long 7 8 8 ST+4 ST+l
*2H, Ion 7 6 6 ST+2 ST+2
The Doppelhander is the true two-handed sword, as long as a man and used by anti-
pike formations and the banner guard of Stahl and Oustenreich. When at longer
ranges it is swung about not unlike a great sword. As the crush of battle increases, the
back hand chokes up beneath the "second guard" (protruding spikes several inches
below the cross-guard on the blade), employing pole-arm and half-sword techniques,
including much thrusting. 72H, 6-8lbs.
Estoc 2H, Yz-sword 7 7 6 ST+l* ST+2
The Estoc is a purebred anti-armor sword. Consisting of a long triangular "blade" and
a cruciform hilt, it is really little more than a sharp steel pole with a handle and cross- I
guard. It is designed to club opponents until closing-in is possible, after which it is
used with ''balf-swording'' techniques to bteak through armor for the kill. 48", 3-4 ~
lbs. *Damage is blunt and ba$hing, not cutting.
Appendices 253

Weapon Grip, Length Attack TN Defensive Damage


Cut Thrust TN Cut Thrust
Great Sword 2H, long 6 7 7 ST + 3 St +1
Great Swords are the largest of true swords, wielded with two hands and capable of
terrifying blows. Longer and slower than .shorter swords, they are still capable of
impressive speed and finesse. The Scots Claymore (popular with the Highlanders of
Angharad and Picti is a ftne example. 55" 3-51bs.
2H, Ion 6 7 6 ST + 2 ST + 1
Long Sword
lH, long 7 8 7 ST + 1 ST
Longswords are extremely popular in Stah4 Farrenshire, and Cyrinthmeir due to their
substantial versatility. Long and powerful they may be used with one hand or two,
can be used with half.-swording techniques, and are still small enough to wear on the 111\
hip. 48", 2Y2 -3 lbs.
Rapier lH, medium 6 5 8 (5) ST -3 ST + 2
Rapiers, while nearI y useless in the crush of battle, are fearsome and deadly when
encountered on the street or in a duel. Quick, agile, and lethal, a single thrust of a
rapjer will .kill with little strength. The light build of the weapon is unsuitable for
panying larger swung weapons (hence the high DTN), but perfectly well-suited to
blocking thrusts from most single-handed weapons such as other rapiers, arming
swords, and the cut & thrust ~TN 5). 46'' -56", 2-4 lbs.
Saber/Scimitar lH, mediu:m 6 6 6 ST +2* ST
Sabers and scimtars are curved single-handed swords common in the east ofWeyrth.
Commonly used as cavalry weapons, they are capable of wicked cuts and slashes,
though that same eurvature slightly complicates the mechanics of thrusting. 36" 2-3
lbs. * Damage ST + 1 vs. soft armors, ST vs. metal armors.
Short Sword 1H, short 7 5 7 ST ST
Smaller than an anning sword, longer than a dagger, short swords are common
emergency side-arms for archers, pikemen, and wealthier commoners. Like the now
out-dated Imperial Gladius, shert swords are quick on the thrust and capable of short,
sudden cuts and chops. 20''..,33", 2lbs.
Falchion lH, medium 6 8 7 ST + 2 ST
The falchion is little more than a large meat-cleaver. Curved on one side and
relatively heavy, it is a superb weapon against lighter armors such as leather or chain.
36, 4-5 lbs.

I.
'
!1

~ v . ,~-F"
J I
I

\
~- ~
k -..,. .
I


-
. '
254 The Riddle of Steel

AXES AND MAss W EAPONS

Attack Defensive
Weapon Grip, Length Damage Notes
TN TN

2H, m edium 6 7 ST+lb + ;c shock (x = Dam Lvl)
Club
lH, m edium 6 8 STb
A simple hickory stick or other hard wood can be an effective weapon in the h and of
most any trained fighter. 30"-50'', 1-3 lbs.

+ ;c - 1 shock (x = Dam Lvl)


+ I Damage vs. hard armors
......
Flail lH, medium 8 15 ST + 2b +4 Blood Loss
Automatically ignores 2
shield/blocking successes
This incredibly nasty weapon consists of a short p ole attach ed to a steel ba ll with a
length of chain between the two. P articular y adept at wrap ping around shields and
bashing armor, flails can be dangerous to an un experienced user as well (any fu mble
causes damage as if each t " rolled was a successful attack on o ne's self). 30-36", 2-
4 lbs.
Footman' s + 2 Damage vs. hard armors
IH, m edium 6 8 ST + 2p May get stuck
Pick
A short, pointy version of the war-hammer used aga inst opponents in metal armors.
24" 1-2 lbs.

2H, medium 7 8 ST + 2c I x shock (x = Dam Level)


Band Axe
tH, medium 7 10 ST + lc + I Damage vs. bard armors
Common as both an infantry and cavalry weapon, this ancient favorite is as effective
against armored knights as it is against regular infanLy. 24"-36", 2-3 lbs.
2B, m edium 6 8 ST + 2b + I + x s hock (x = Dam Lvl)
Mace
lH, medium 6 10 ST + lb + 1 Damage vs. hard annors
An iron-shod club, usu ally bearing a large iron or steel head in a ball or flower shape. '

24"-30", 2-4 lbs .


+1 + x shock (x = Dam L vl)
Maul 2H, long 8 10 ST + Jb + 1 Damago vs. hard armors
This near-mythical battle-version of a sledge-hammer is awkward and difficult to
v
fight with , but capable of significant damage. 36"-54", 5-8 lbs.
2H , medium 6 8 ST + 2b + x - I shock (x = Dam Lvl)
Morning Star . + 1 Damage vs. hard armors
IH, medium 6 10 ST + lb +4 Blood Loss I

A meaner version of the mace, this weapon bears large spikes meant to draw blood in
addition to blunt trauma. 24"-30", 2-4 lbs. l
Pole Axe 2H, long 7 7 ST + Jc ++2x Damage
shock (x "" Dam Level)
vs. hard annors
A noble weapon, the pole axe is an excellent anti-armor or du eling weapon .
Techniques similar to the " half-sword" allow man y close-combat possibilities in
add ition to simply swingi ng and cuttin~. 45-55", 3-5 lbs.
+ I + x shock (x = DL)
lH, m edium 6 8 ST + lb +I Damage vs. hard armors
Warhammer +2 Damage vs. hard armors
lH, medium 6 8 ST+ 2p May get stuck
Often misunderstood, the warhammer is an anti-armor weapon with a narrow blunt
head on one side and a sharp pick-like head on the other . In addition to maces and
axes, the warhammer is a favorite of heavy cavalry and those that fight them . 24"-
30", 2-3 lbs. ""
~
+ ;c - 1 shock (x = DL)
-
WarflaU 2H, long 8 16 ST + 4b
+ I Damage vs. hard armo rs
+4 Blood Loss
Automatically ignores 2
shield/blocking successes
,.
A two-handed variation of the flail, with a longer pole and chain. 36"-48", 4-8 1bs.
Appendices 255

SPEARS, STAVES, AND OTHER POLE WEAPONS

Attack Defensive
Weapon Grip, Length Damage Notes
TN TN

2H, extr. May be set against charges
Pike 7 9 ST+2p (ATN 6, + 2 damage)
long
I

An extremely long spear used at the front of battles in group formations. Especially
effective against charging cavalry (ATN 6, + 2 damage . 14 long.
*Uses Horses ST for
Lance (Heavy lH, very
I 7 15 *ST+2p damage; only used when
Cavalry) long charging
I
Few battlefield weapons are as devastating as the long and heavy lance of armored
cavalry. Often adorned with banners, this long spear-like weapon is tucked under the
right arm prior to charging. It is rarely useful after the first charge, as 50% of the time
such a charge will break it. 11 -14 long.
*Uses Horses ST if
Lance (Light 1H, very
7 9 *ST +lp charging; use own ST
Cavalry) long otherwise
Essentially just a long spear, this light lance may be used in charges in the heat of
battle. 6' -9' long.
2H, long or May be set against charges
Long Spear 7 8 ST+2p (ATN 6, + 2 damage)
very long
Shorter than the pike, this spear is also good against cavalry charges. 7' -10' long.
2H, medium 7 7 ST+2p May be thrown like a
Short Spear javelin
1H,medium 7 10 ST p
Spears of this sort are common in all degrees of technology in the hands of mounted
soldiers and infantry alike. 3 '-4' long.
2H, long or
Short Staff 6 7 ST+2b None
very long
Short when compared to a long spear or pike, the "short staff' is actually quite long,
and is perhaps one of the most versatile and deadly weapons available, despite such
common orimns. 8'-9' long.
Spear 2H, long 6 7 ST+2 May be thrown (-3 MP)
\ Spears are amongst the earliest of weapons. Due to their effectiveness they've never
, gone out of style on the battlefield. 5 -7' long.
Quarterstaff 2H, long 6 6 ST+lb None
A shorter version of the "short staff, .. quarterstaves are popular as walking sticks and
everyday item-turned weapon on the street or in the woods. 5 '-7' long.
Bill 2H, long 7 7 ST+3c None
A long, curved blade (often with a spike at the end) attached to a very long pole. A
versatile and dangerous weapon. 8' long.
ST+3c
Halberd 2H, long 7 8 None
ST+1p
A broad axe-head backed and topped with a hammer or spike, affixed to a very long
pole. 6' long.
256 The Riddle of Steel

NATURAL W EAPONS
rr=======~======~==~====~====~========~:t
Attack. Defensive
Weapon Length Damage Notes
TN TN
Following a successfuJ bite
Bite (Long the jaws begin to crush,
Hand 7 N/A ST - 3c doing STb damage until the
Teeth/Fangs) victim succeeds in a contest
ofST. ,.L
~------------------------------------------------~~~----------~,. ,
These figures are for the long, sharp, predatory teeth found on bears, wolves, and
other mythic and real animals.
Only thrusting attacks may
Claws ST - 3c be defended-otherwise
Hand 5 6 *ST - 2c
Talons take damage to the
deflecting limb!
Claws are shorter than talons, generalJy under and inch long and good for tearing.
*Talons, as found on many larger creatures, are often as long as daggers and tear, cut,
and pierce w ith great effectiveness.
Only other kicking attacks
may be defended-
Kick Hand 7 8 ST - 1b otherwise take damage to
the deflecting Limb!
This form of attack is particularly popular against shins, knees, and the groin. Kicking
ab ove waist level is uncommon and more difficult +1 A TN .
Only thrusting attacks may
Punch /Hand/ Hand 5 6 be defended-otherwise
Grappling ST - lb take damage to the
~----------~----------~------~--------~------~d_efl_ec_t_in~glliri
__ b!______~ ll
The addition of a metal gauntlet, "iron kuckles" or a "knuckleduster" adds 1 damage.
v I

B :YV~
' I~ tHo-
Ill'
.L
....,.
v

&.<.7
"''!% rounds rA- ~arion time:
C bow Pull ar ": 0 (on 0nJUI1 '4t}, 2 (from qt );
4 -6 [OUOdS -r LJ.ton time:
Ir:
,,.,..k and d 2 rn

Pull ar1uvv (on groun~: , 2 (from qj\1 ~~1 ); If- _.;hI.. drawing 1 l::l LvW.
)m 'f.1J,th
knc~~ and draw: 4 vlP dice to 1 :'-' 'u-:P prep. rime: IY one seoom1<
R_ ;., :!;h begins oncj<l rhP arrow i ~ -L ~ ..l flpyfl of '
2 ) dice to l ' ~~~ ~ 1 prep. 1e~ b" one secoq11 ~t 1r:k Target ~ltlml... ~ (ATN):
R x/1 of 8 r :rive ST: ~ ,rp one with a. 11 ..:t ST may this
Att :tk Target Nu11,.,...L (ATN): 5 w)
~ "veST: 4 lim~ (damage '~ i ~g): ST +3 p (: pral)
~Z DI ~~m:l racin: ST +2p (.._ ' ~ Ll) !JIWnc, +1 A:ll\ per 25 yards
~ p + 1 A 1 ~ Of!~vard ~L"= ;bu lr.n ; ~ lfe abou ~
.;n ~Duvv~ are puv.i: and P:l~ t ro USe, th, Ci:1'-ncredi ly .-~1li 1l !iiio/ dr /.w a<!k
4ing one is slo Damage i: ~~gutcd mi '' lthe Significant tr 1i ing n, :.I<:H r their ~s
ST, not the uJtr's. ,.::._ ~o~'mage is fi~ using the b" ~ ST, not tlf~..2f\;.
(0'
'--=:'
....-' ../':
Appendices 257

2 MP dice to prep. time by one second at



up..., reparationnme: r Reflex/TN of?
) .,~arrow: 0 (on groun 2 (from iver);
~ w:2
the a row. : ST +1p
5 yards
-

CU-lu 1srn.aJ 1spears
ng man. GI;;I'IF..
rating): al)
A.,.,,.. per 1
almost eirer ange 3 unds preo:aJ
from 3-4 '""'*r in u amage is i ured Pull storH:t 0 (in
'2-3
,
using the ST, user . ; load andhVfit.rl: 3
qesnbegins
dice to red
of8
Target N (A
Efflet:rive ST: by

damage ST +1c
Ki~1~e: + 1 ATN p yards
lsr$aU, common
"...._._.., with CQ<;-Pl bac o rhrow. lemakers, stones or balls
reduce NJI'I often stagger effects.
of?
Target Number :7 rnuJ n Objects
VUJllu.) p
l:ll<J<Jtl. ve ST: by thrower
D damage rating): ST -1 p 9 ject: 0
K<fJlge: +1 ATN 3 yards
....., daggers be thrown \f+I\.IUJ::-1 back to row.
oniards a little in w o me by o second


I

n tune: +1 gon (I)

0 (already ,1 u -but z0
t etc.
~
~

,!,
- ... .. .
~

-
258 The Riddle of Steel


you now 1s acru genre r

The Steel, w will ever of have

a very of ab 00 copies prov1 ~'""'- kind o re FRPG

March for GAMA Show, expen e . U nforr

mstant . It that every website Fantasy weren't U'-~ :o.u'L'- any more;
ned the us tell lllll'-1 tories that w~=> ~~,.,, ted. Then
~ne whole ~~1.!.~-t'=u<LLL<....., issue ..
((

ten curwst ~..


later to ..u... JflaY years ago A rl:> I was playing

having u _....~ Its way m a figh ..,<2.,.,._ gotten invntvPt1 in a fairly
New Le:JLlal~, German Sweden, dramati on of a mo cliff. We

addition the in had bee nga critters of sort for quire
and thro ....nt handful o hen I red, and the GM how
seller at game izona, No were.
chasm
Carolina, other 100 feet to
A lot success is attributed,
long thread RPG.net that opened or <Jq>-\..."' drake
u.n... say) right the Trade S 0-40 i points
that it was most .net ). I h d 60-
(I don't know that's true not, but it~- a huge ing, so leapt. After
..,p_._.......... e bo to and
4~, . Shortly 41-.Lt-~"'.... fficial T forum "'.........~ ..n up onnv 34 hit po .. u ~ ... p::; ::~,) I ran off. ' res up
~ ........ up on the ._.._...,.._....-rpgs.co .... 'l)l and the "'""shot at a few rimes, b even w ith 7 ows in
's popularity ""u... ued to I have body I to run a I.
JLvbab Y-tt:IWWSlllg And so my was . I couL \ appily
that ore. It
become a ~flttoc>n
I later got of
asked ere this q:ruc::vat and German l sword,
fanatical and co English q4aftt;:rstatt, -t.'t-'-' cut-and- t. The
of Steel from. I really ~~fllO:a( ofour elegant, d~:f.nding,
I
. It back intelligen stra and skill. I red-
fill a Fantasy rtt~W?aps I neeae~~to play such a
Appendices 259

I

.. ~. .ged ~+'-Ace the trst
"
Prin~.-H-~
.
F'

The few prou ....


gaps left by oth Riddle of .rt'IPI
end-all FRPG in a few
things welrlctver make
up with. t D<l.1;eQ1 '&/"' nes here <LUJo-L
historical rnndels. MorrvaJ;lOnl-OJ~JVC:In play ...... clarity. p Shorr

Flexible and the
Ron .Lf-Uf'Y ) ""~~'''"'. Proncaer ,...,"
fantasy <U.~,...... tasy roaeo.aav1 o~c:prr1e too ~~..->for healing
"nice" (so if thaes I agree r tweaks u , ... made
e-ne~~neru . The ~ntqtnsa ,ry RPGs ......H~ ...., ...t. The fi
-DI:lDer re-c:r~<iQJ.cm of a repJt~ce:a with a
with new ......,11
back. Edwards
made in Boo cs
most of the is still
and reasot but it has lbtl:n re:-orgcu claJntHed. A few
uaate of Steelr~mar
gly cool combat, wicked sorcery, C!fraLin~ c a
st<:J;l1}ttc!Uu g, or for anything else we hope Y' ' fe

lt. hope others will find it ~ you . w a
I
II re-
Ja ob made due
Cr'~-t'+or, Th Ri U'-'4 LJJ.~t was ted
p .net Steel qor~m at

I a 29, other woras


~.~,_n).
I
I
I.

I
'
!...- t .

-
260 The Riddle of Steel

Blacksmithing 34 Chasing 92 112


Bladeslinger 47, 75, 79, 193 Cheating 215 Culrure 122
Bladcslinger (Concept) 14 Chekany 162 Currencies Table 202
Bleeding 41 Ollcken (Flaw) 47 Cut&Thrust 52,69
Block (Maneuver) 50-59 Cllild 161 Cur (Maneuver) 50-59,60
Block Opc:n/Soilre (Maneuver) Chirurgeon 97 Curcing 115
Absolute Direaion (Gifi:) 43 Armor Value: (AV) 79, 86, 129, 50-59, 63, 64 OUrurgy 41 Cyde of the Sun (Spell) 129
Academic . 9. 14, 30 134 Blocking 85 Chosen One (Concept) 14 Cymry 146
Academ.ic (Concept) 14 Art 102 Blood Loss (BL) 81, 97 Christophe 13, 27 . Cyrin's Walk 148
Academic (Skill Packec) 29 Arthur, King 9, 10, 19, 145 Blood Loss1N 81 Cipher, Secret ll4 Cyrinchmeir 147, 148, 157, 167,
Accderation I 05 Arrillery (Skill) 29, 31, 32 Blood PriestS 152 Cirdc: 151 173, 174. 177, 193
Accuracy (Gifi:) 43, 65 Artisan 18 Bloodlust (Flaw) 47 Gmdd offruth & Light 190 Dagger 57
Acrobarics (Skill) 29, 31 Artist 45 Bludgeoning 115 Oairvoyanc:c: I07 Damage: 79
Aaing (Skill) 29, 31,32 Assassin 14 Bluffing 35 Ocdydhmawr 146 Damage Raring (DR) 79
Accivation Cost 50, 59 Astronomy (Skill) 29, 31, 32 Blunt 59 Oergyman 18, 30 Damage Types 80
Addiction (Flaw) 46 Atheism 201 Boar 36,221 Clergyman (Skill Packer) 29 Danaan 154
Adepr 7 Atmosphere: 214 Boating (Skill) 28, 29, 31,33 Oeric 161 Dance 113
Adulthood, Young 122 ATN, Weapon 74 Body Language (Skill) 28, 31, 33 Oerk 18 Dance:, Folk 34
Advmrure 212 AnackTarget Number (ATN) 77 Body Weighr93 Oimbing (Skill) 28,29,31,33 Dance:, Formal 34
Advmrure Seeds 23, 229-233 Aa:ack, SimuiCillc:OI.IS 73 Bonuses 6 Code-language 39 Dance:, Spectacle 34
Advmrurec 18 Amihurc: (Prioricy) 16 Booby 42 Coin Weight Table 201 Dancing (Skill) 29, 31, 34
Aggressor 73 Amihurc: PointS Loss Table 98 Botching 7, 78 Coinage 201 Dardanec 150, 164, 166, 199,
Agilicy (AG) 8 Arttibure Tcsr6 Bouncy Hunter (Concept) 14 Cold 96 201
Aging 99,116, 196 Attributes 8, 19 Bout 72-73 Combat 72, 125 Darkness, Powerof 187
Aging & Sickness TN Table Attributes, Menml 69 Bow 59 Combat (Skill) 28, 31, 34 Darkrongues 160
98 Amibutes, ~g 69 Bowl 209 Combar Exchange 72 Darts 59
Aging Due ro Racz Table: 99 Aaributes, Spirirual 66 Brawling 57 Combat Pool (CP) 6, 21, 72, 74 Dashing 44
Aging Rolls 118 Amibures, Temporal 69 Brc:aking & Entering (B&E) (Skill) (;ombar Pool (CP) 74 Dc:aler 9
Aging TN Table 118 Aurak chc: Smirer 189 29, 31. 33 (;ombat Round 72 Death 196
Ahar 148 Aut~lifi: 94 Breach of che Gods 184 Combat, Mounted 86 Deceive 32
AhmabenTa'Hamun 143 Axe 59 Bribery 37 Combat, Scagcd 32 Deceleration I 05
Ahr 147, 163, 171, 179, 182 Backsword 52 Brig:md 29, 46 Comedy 32 Dc:c:c:ndants ofHeaveo 179
Aim (Amiburc) II, 19 Bad Luck (Flaw) 46 Brigand (Concept) 14 Command 33 D<xx>rations Table 203
Bad Rq>ucarion (Flaw) 46 Broa~td 52 Commoner (Concept) 14 De&ulr, Prom Rdarcd Skills
Aim~ che Deceiver 189
Aksakulim 153 Bad Temper (Flaw) 48 Broomstick (Spell) 133 Composition l 04 31
Aloohol 46 Bait 36 Buckler 52 Concept 104 Dc&ulr, Generic 31
Balance: 122 B~((;oncepQ 15 Concubine: 18 Dc&ult, No 31
Alexander the Grear 45
Allies (Gifi:) 43 Balor 3 Caanan 160, 163 Conquer 107, 115 Defaulting 7. 31
All-Seelngqe 173, 187 Bandit 13, 28 Cairmesporr 147 Conquer Spells 130 Dc&ults (Cur &Thrust) 52
Amber Trade 149 Bandit (Concept) 14 Calming 44 Conscience (Attribute) 9, 19, 66 De&ults (Dagger) 57
Ambidexrericy (Gifi:) 43 Banishment I 08 Cameron 6, 11 Constant Spell l 08, 116, 121 Defuults (Doppelhander) 55
Ambush 28,41,150 Banishment Spells 132 Camouflage 32 Construction skill (Skill) 29 Dc:fu.ults (Longswotd) 52
Ampwacion 41 Banshee 195 Camouflage (Skill) 28, 31, 33 (;omcsrofArt 119 De&uiiS (Mass Weapon) 57
Amputee: (Flaw) 46 Baramdr 149 Camouflage Search Table 33 Contested Rolls 7 Dc&ults (Pugilism/Brawling) 58
Anazum 164 Basc:c:rweaving 34 Campaign 212 Comraa:ing I 05 Dcf..ultS (Rapier) 54
Ancient languages (Skill) 29, 31, Bash (Maneuver) 50-59 Canoe 33 Comrol 107 Dcf..ults (Sword & Shield) 51
32 Bastard Sword 51 Canon 32 Coopeacion 113 Defender 73
AncientSpears 147 Bar 123 Carpentry 34 Cosrume 34 Defense Target Number (DTN)
Angel 199 Barrle 35 Carriage 42 Counter (Maneuver) 50-59, 65 64,84,77,85
Angharad 27, 143, 146, 154. Battle: (Skill) 28, 31. 33 Carrying 94 Counter Effects Table 64 Deffi:nsive Maneuvers 64, 84
158, 167, 174, 199 Battle, Grear 199-200 Carrel 156 Court 194 Dejhu 107
Animal (Spell) l33 BanJe.axe 56 Cartography 38 Courtesan 18 Dckh 184
Animal Guise (Skill) 28, 31, 32 Battlefield 41 Casting Thget Number (erN) (;currier 9, 18, 30,36 Demon 49, 107-109, 110,
Animal Handling (Skill) 29, 31, Batde-mage 104 116 (;currier (Skill Packet) 29 155, 186, 193. 199,228,
32 Bear 221 Casting Tunes II 0 Courtier (Skill) 24 Demons, Pang 160
Animal Kin (Gifi:) 44 lkasts 220 c,r 123 Cover 86 Denaille 155
Animals 220 BeastS, Mythic 226 Cac,Great 222 Craft skill (Skill) 29, 31, 34 Dependence on Dialogue (S. Aaw)
Animals Table 205 Beat (Maneuver) 50-59, 60 Ca!llpult 32 Cra.frsman (SkU! Packet) 29 113, 122, 124
Animation 105 Bc:aury ofLc:gcnds (Gifi:) 44 Carellan 40 Crawling 92 Depcndc:nce on Gesrures (S. Aaw)
Anrica 159 Bcginnc:r 7 Cathedral River 177 Cresc:c:nt Sea 152, 184 113, 122124
Apprentice I 03 ~ 4849.152 Cch 146 Crest 35 Dc:rivl!d (Attribute) 8, II, 19
Arbalcsr 32 Betrayer, Darlc 186, 190, 199 Celtic Pagan Circle 123 Cricket, Talking 9 Derived Sorcery Amibutes I02
Arcane: Theory (Skill) 29, 31, Betrayer, Dark Rroom 157 Celtic Peninsula 146 Crimson 160 Derived Sorcery Attribures Table
32, 115 Bba'al I 52 Cemecery of che Honored 178 Crossbow 52, 59 102
Area Knowledge (Gifi:) 44 Bind& Suike (Maneuver) 50-59, Chains off-are (Spell) 132 Crown, Parreruhire 201 Desc:c:ndanr 164-165
Arm Motions I 13 60 Ch.'Ulc:c: 5 Crusader (Concept) 14 DcserrofBone 160
Armor 86, 87, 116 Bimamus 71 Clunting 37, 112 Crusades, Holy 200 Dc:spc:rare 75
Armor & Shields Table: 85 Birth 195 Charaaer (;oncept 14 CIN Calculating Table 111 Dcsriny 66-67
Armor ofAir (Spell) 134 Bits 201 Charaaer Creation 21,42 CIN Modifiers 112 Dcsriny {Attribute) 9, 19
Armor Table 207 Black Dc:scrt 163 Charac:rer Progression 66 CIN Modifiers Table 113 Desuuction (Spell) 128
Black Marlrer40 Charac:rer Sheer 210 CIN Variables & Values Table Devil 158, 199, 228
Appendices 261

Dexterity 8 Encumbered, Mildly 93 Flaws 21, 42, 46, 67, 122 Gremlin 195 Insight 69
Diagram 41 Encumbered, Moderately 93 Flaws (Priority) 16 Griffin 227 Insight Reward Chart 69
Dialogue 112 Encumbrance 21. 93 Flaws for Sorcerers 123-124 Grinun, Brothers 145 lnstaru Spell 103, 115
Dice 5, 209 Enamhrana: Modifiers Table Flaws, Cost 69 Growth 105 lnstmt2lleous Spell 120
Die, Rod 74 94 Flight 116-117 Growth Spdls 129 lnreractivity I07
Die, White 74 Endless Thim 170 Flight (Spell) 133 Guardians 151 lntenuprion 114
Diplomacy (Skill) 29,31,34 Endurance (EN) 8 Fling (Spell) 128 Guardsman 220 Intimidate (Skill) 28, 29, 31, 36
Disappear (Spell) 134 Entertainer 9, 30 Fold (Spell) 126, 134 Guenevere, Queen I0, 19 Intricacy I 04
Disciples of Shire 160 Entertainer (Concept) 14 Polk lore (Skill) 29, 31,35 Guerilla 150 Intrigue (Skill) 29, 31, 36
Discipline I 02, 113 Enrmainer (Skill Packet) 29 Follower of the Prophet 192 Guild 39 Intuition (Gifr) 45
~(Skill) 29,31,34 Enubd 175 Food Table 204 Gunslinger 75 Inverting Spells 125
Dividing 106 Equipment Table 203 Footing. Higher 78 Gwmllygad 27, 91, 143 lrontooth Mountains 147, 148,
Divination I07 Equipment, Other T2hle 206 Forger ofWorlds 192 Hakh'mah 190,200 167, 174, 197. 199
Divine Crcaror 15 5 Esauln 177 Fonn I 02 HaUling 16, 17, 18, 27, 197 lssairia 179
Divine Rulcn, 19, 180 Esauln,lawof 161 Formalization ofSpells 113-LI4 HalOing 197 lxliaph 145. 153, 161
Divine Spirit 180 Estoc 52 Forrest ofMorning 151 Half-sword (Maneuver) 50-59, Janisaries 166
Dnyepr 184 Etiquette (Skill) 28, 29. 31, 34 Forrress of Blood 152 62,66, 78 Ja.rl 171
Dodging 84 Europe 145 Foul One 186, 190 Hanakim Kaa'oud 152 Javelin 59
Dog 222 Evaporare (Spell) 132 Fourth Moon, Age of 199 Handsome 44 Jeral 91
Dominate (Spell) 134 Evasion 36, 84, '07 Freelance 18 Harland, Lord 4 Jeriah 71
Doppelhandec 54 Evasion, Full 84 fll:CIIlall 18, 34. 149 Ha'shalosh 190 Jewelery Table 203
DormanrSpells 121 Evasion, Partial 84 Frostbite Mounrains 157, 158 Haunted (S. Flaw) 124 Juba 170
Double Strike (Maneuver) 50-59 Evasive Armck (Maneuver) 50-59, Frost-Giant's ~ 174 Hawk 123, 180 Juggling (Skill) 29, 31,36
Double Srrike/Arrack (Maneuver) 61 Frozcn (Spell) 129 Headgear 86 Juliet II
60 Exchange 60 Fumble 7. 31, 78 Headstone 119 Jumping 94
DrackGuol 158 Exd!ange of Blows 72,73,76 Galadonian River 177 Healing 96 Jumping Table 95
D.ragon 227 Exchange Rare Table 201 Galleon 71 Healing. Quick (Gifr) 45 Junk 39
Drama 32 Expanding I 05 Gambler (Concept) 14 Health (HI) 8 Juror, Grand 183
Draw I 02, 119 Explorer 15, 45 Gambling 46 Heanlitt 185 Jurors, Nine 183
Drive 42,67 Expoulsion (Maneuver) 50-59, Gambling (Skill) 28, 29, 3 L 35 Heathen 14 Justice 187
Drive (Acrribure) 9, 19 65 Games (Skill) 29, 31, Hef 198,226 Kaa 102
Drug 46 EXTended Rolls 7, 115 35 Hef-wife 198 Ka'ost 143
Druid 27, 30, 143, 146, EXTended Skill Test 114 Gclure 143, 148, 149, 154, 157, Height Advanrage 86 Karl 171
151,167,174,220 Ezivt 179 167, 201 Height Table 22 Kata 34
Druid (Concept) 14 Faction 39 General 40 Helena 158, 166, 177, 199,201 Khai71'n Kaa'oud 152
Druid (Skill Packer) 29 Faerie 16, 123, 146, 193 Generic Damage 96. 115 Helm 86 Khamchack 147
Druid, Celtic 117 Faha1 27, 145. 152 Genay 18,34,50 Ha.Udry (Skill) 28, 29, 31,35 Khan 163
Drum 33 Faira 171 Geometric Shapes I 04 Hmling(Skill) 29, 31,32 Kick {Maneuver) 50-59
dryad 193 Fairness 215 Geralt 7, 61. 79, 87 Hesirarion TN Table 75 Kindjal 184
Duck & Weave 84 Faith 42, 67 Gesrures 113 Heanan 184 King. High 174
Dud 43 Faith (Acrribute) 10, 19 Ghandul 121, l26 Highlord 177 Kingdom's Gate 177
Duelist 30, 84 Falling 94-95 Gherci-Khan 163 Highlord.s fuss 177 Knckout (Attribute) 11, 19
Duelist (Concept) 14 Falling Table 96 Ghost 124,193, 195 Hit Loc:arion 7 Knife 59
Duke 43 Famil.iar:s (S. Gift) 123 Giants 189, 226 tfit~onZones 76 Knight 30,220
Dumai River 184 Fanner 14, 18, 30 Gifr of the Ancient (S. Gifr) Hider, Adolf 45 Knight (Concept) 14
Duplicate (Spell) 130 Faon1ng(Skill) 29.31,34 123 HolyWar 190 Knighr (Skill Packet) 28
Duration Ill Farren Bay I 54 Gi.fi-ed 16, 102, 103, 119, 122 Hook (Maneuver) 50-59, 62 Knighr (Skill) 24
Dwarf 16, 48. 193, 195, Farrenshire 27, 143, 154, 158, Gifts 21,42 Hook (Maneuver) 62 Knockdown 81, 87
223 167, 197. 201 Gifts (Priority) 16 Horse 222 Knockdown (Attribute) II, 19
Dwarf. Black 16 Fatigue 82, 96 Gifts for Sorcerers 123 Ho[l;('mansbip 39 Knockout 81, 87, 116
Dwarf, Rock 16 Fauth 145, 155. 171, 182, 199 Gifts, Cost 69 Human 16 Knot-tier 39
Dwarfing Giant Objects 116 Fear 122 Glamour 34, 106 Hunter 30 Knowledge 30, 1'07
Dynasties ofXanarium 199 Fear of fire (Spell) 135 Glamour Spells 130 Hunting (Skill) 28, 31, 35 Kna.vledge (Skill) 29
Dyrek 3, 91 Feint (Maneuver) 50-59.61 Glove, Arming 52 Husar 169 Koniftmausse, Sir 13,27
Eagles, land of ISO Feint-and-au: 61 Glyph 41 Iba'Nahn Desert 170 Konon 179
ana 151 Feint-and-mrust 61 GM 209 IcySea 174 Kopesh 147
Earth 144 Felix 79, 87 Goblin 16, 195 Imjia 160 Kova 161
Economy 40, 20 I Ferret 123 Gods 186 Imperial Church 148, 150, 154, Kozak 71, 162, 184
Edwards. Ron 138 Fey 14, 16, 19, 27, 99, 102, Gol 72, 147, 172, 197, 225 167,174.177,184 Krym-Khanan 152, 162, 166,
Ehld 151. 164, 165 122, 123, 146, 178, 193, 195.223 Good Repurarion (Gift} 44 Impaial Sea 145. 148, 157, 173, 184,200
Eirnekal 188 Fifth Moon, Af,e of 200 Gorem 225 187 Kubasik. Ouisropher 138
Eisenberg 171, 174 Fire 96 Gossiping 36 Imperium 177 Kudara 160, 179
Elders, Council of 194 FU"StAid 98 Grapple (Maneuver) 50-59, 62, Implant 107. 115 LaboratOry liS, 117
Eleerricity 96 Fim Aid (Skill) 28, 29, 31. 35, 65 lmporenr Blood (S. Flaw} 124 laborer 14
Elf 16, 193,195,224 97 Grnpple, Pin 66 lmprisonmenr 108 Laborer (Skill Packet) 29
Elf. Black 16 FIShing (Skill) 29,31 Grappling. Throw 65 lmprisonmem Spells 132 Lake of Mist 158
Elixir 35 P"ISSall 175 Grappling. Trap 65 Income Table 203 Lancdot 10, 19
Elujarde 156 FISt, Gdure 158 Gray Father 152 In&nay 18 lances 59
Emir 166 Flag 35 GreaGW<>rd 51,69 Initiative 73 lancing Peaks 182
Fmperor 173, 179 Aail 56 Greed 67 Iniriarive, Buying 75 landeskneduen 167
Encumbered, Heavily 93 Flashback 49 Greed (Flaw) 47 Inquearion 122, 173 landlord 40
262 The Riddle of Steel

language 30,45 Margin ofSucccs 6, 7. 76, 79, 37 Piai 146, 158 Religion 14, 42, 122, 186
language (Skill) 29 116 Mystery of Steel 192 Pike 55 Remus Gwyndolyn 143
Law (Skill) 29, 31.36 Mark, Stahlnish 20 l Nations ofWeynh 145 Pit, The 187, 190 Rep= 107
leader 9 Marluk 192 Navigation (Skill) 29,31,37 Pixie 48 Rcsearcb (Skill) 29. 31
Leadership (Skill) 28, 29, 31. ?i7 Marluk Sreppcs 166 Na'zif8 163 Pizza 209 Resbknig 13, 27
Leadership, True (Gilt) 45 Mannuluk 71, 166, 177 Necromancer 104 Plague of the Dwarf (Spell) 129 Resisting Magic 118
leaping 94 Marshal (Concept) 14 New Cyrinthmcir 71 Plague of the Giant (Spell) 129 Rest 96
Leaping DistanceTable 95 Marscanbuul 167 New Moon, Age of 199 Plan 72 Rhaidon 191
Lecherousness (Flaw) 47 Mask 34 Newron 104 Player 209 . Rhetoric 38
Leeches 41 M2SS Weapon & Shield 56 Nick 21 Poison 35 Riddle ofSteel, The 14, 123,
Legend 35 Master 7, 103, 182 Nighrrnare 49 Pole-amlS 55 182
Legend, Fallen 227 Masrer Level 117 Nine Genemls 189 Pole-axe 55 Riddle-master
l.q>rechauns 193 Maturing I 06 Nine Rl:gions. The 182 Policies 34 193
Level ofElfo:x Ill Maw ofNighr 186 Nine, The 187, 189, 190, 200 Poniard 52 Riddle-Seeking 192
~arion (~) 133 Medical Care97 Nixaardean The Seer 189 Pool 6 Ridicule(SkiU) 29, 31, 39,76
Library 115 Meditation (Skill) 29, 31, 37. Nobility 50 Potion 35 Riding 44, 87
Li'ed 143 112, 113. 117 Noisy Environmem 114 Powtr 47 Riding (Skill) 28, 31, 39
Lifiing 94 Mdee 125 Norrhem Wastes 145 Prayer 37 Riding. Trick 39
Lifting Table 94 Mdee Cornbu n Noswnglist 183 Priest (Concept) 14 Rigging 39
Lighming of!he Soul 137 Mental (An:ribure) 8 Novice 103 PriestesseS 164 Righteous War 173, 187
Limb 46 Menral Apr.irude (MA) 9 NPC, Sample 220 Priorities 15 Righteous War 187
I.imil3 109 Mental Realm 103, I 06 Numeria 160, 163, 177. 179 Priorities Table 20 Riposte 65
Linguist (Gi[{) 45 Mental Rr:alrn I06 Nun (Concept) 14 Prioritization 29 Rising of the Moons 190
Lion 180 M=urie 3, 13, 14, 15, 18 ~b 191224 Priority L:vels 19 Rirual Magic I 17
Lira 83, 143 Men::enarie (Concept) 15 Obese (Fiaw)48 Priority Phase 122 Rirual Magic (Skill) 29, 31,39
Lircle (Flaw) 48 Merchant 18 Obesity 93 Prisoner 18 Rirual Spell 103, 104, 111
Lock Picking (Skill) 29, 31,37 Merciful Hand 173, 187 Odeon 165 Proficiencies 20, 49, 69 Rirualist 30
Lodging Table 204 Mercy 187 Obm 155 Proficiency (Priority) 16 Rirualist (Skill Packet) 29
Loogbow 52 Merddyf the Swnmoner 189 Ornar rhe Crud 115 Proficiency TCSI3 6 Roadwarden (Concept) 14
l..onj>}tone 177 Mesmerize (Spell) 131 One-Handed Sword 50 Proficiem 7 Robber (Concept) 14
Longsword 51 Merhusdal the WISe 188 Omcle 14 Projectiles, Magical US Rock 59
Lord 18 Mik 7, 8, 60 Orate (Skill) 29, 31, 38 Prophecy 27, 67, 107 Rock Dwarf I72, 194
Lords, Gathering of 149 Mindful (S. Gilt) U3 Orienteering (Skill) 28, 31, 38 Prophecy (Spell) 131 Rock Sea 167
Lore 30 Mindgare (Spdl) 131 Otamarluk 83, 145, 150. 162, Prophet 14 Rogue 9, 30
Lore (Skill) 29, 31 Mindshape (Spell) 135 166, 175. 176, 192, 201 Propher, The 190200 Role Playing Game (RPG) 4
Lorek 171 Mine Sbafr (Spell) 128 OrherWorld 193 Protectorate 151 Romeo II
luck 67 Mining (Skill) 29 Oucsrenberg 168 Proverb 15 Round 86
Luck (Amibure) 9, I0, 19 Minor 42 Oucsrenmcb 148, 149, 154, 157. Puberty 122 Round, Order 72
Lure of the Glass (Spell) 130 Missile Combat 82 167, 174, 20 I Pugilism 57 Ru Zi 181
Lust (Spell) 135 Missile Pool (MP) 6, 21, 82, 118 Ouija the Spirit Walker 189 Punch (Maneuver) 50-59 Ruling Caste 147
MacBeth 9 Missile Pool Rc&tsh 82 Oujha 101 Purge 122 Rune 41
Mace 56 Missile Weapon 87 Overburdened 93 Quarrersralf 55 R=pospoli12 168, 174. 184,
Mage 125 M()(7;V3J]>hoth 155 Overconfident (Flaw) 48 Quivering Bowels (Spell) 131 185, 192, 200
Magcn rhe ConuJXor 189 Modifier 73 Overdraw Knockout 118, 124 Raan 179 Saber 52
Magic 102, 108, 108 Modifier, Proficiency 50 Overdraw Knockout TN Table Rabbit 36 Sailboat 33
Magic Damage Raring 115 Modifiers, Negative 114 118 Race 99, 122 Sailing (Skill) 29, 31, 30
Magic, Mechanics of 102 Modifiers, Positive 112 Overland Travel Table 92 Race (Priority) 15, 16 Sailor 32, 33, 39
Magistrate 3 Money 47 Overseer 40 Racing 39. 92 Sailor (Skill Padcet) 29
Magyar 168 Monk (Concept) 14 Paganism 151 Rafi 33 Samurru 75
Magyarfold 148, 174 Monte Cristo 11 Pain 80, 115 Rage (Flaw) 48 Saphire Bay 175
Mainlund 144, 192 Moon 144 Painr.iog 34 Raid 41 Sannatov 13, 27. 144, 168,
Maintained Spells 121 Morning Star56 Palace of rhe Seven Djinn 167 Raiders Sea 157 174, 192, 200
Major 42 Mosi2 161 Panhandling(Skill) 29,31,38 Range ll1 Satyr 224
Maladreil 190-191 Mother 35 Parry (Maneuver) 50-59, 66. 84 Ranger (Skill Packer) 28 Savarasrra 164
Malory 145 Mountain of Destruction 160 Pashirem 176 Rapier 51. 53 Savari 145, 170, 176
Mana 103, 119 Mountain,The 165 Passion 66, 69 Rapiers Of Bone (Spell) 128 Savaxen 144, l71, 174, 198
Manal(~ 132 Mountains, Children of the One Passion (Amibute) I0, 19 Rapiers, Case of 54 Scanderburg 150
Manall (Spell) 120, 127, 132 God 152 Patron (Gifr) 45 Rat 123 Scenario 212
Mana ill (Spell) 120, 127, 132 Mounred Charge 86 Peasant 14, 18, 34, 220 R.wen 180 Scout 30
Managcrnenr40 Moun:n 155 Peasant (Skill Packer) 29 Reach Advantage 86 Scour (Concept) 14
Man-at-3!TtlS 220 Move 86 Ptnalcies 6 Read (Skill) 29, 31.38 Scrounging 34
Man-df 17 Move (Anribure) 11, 19 Pcnnath 174 Realism 106 Scrounging (Skill) 28, 29, 31, 39
Maneuver 50 Movement 21, 92, 104 Perception (Per) 9 Rebirth 196 Sculprure 34, l 04
Maneuverability 105 Movement & Combat 86 Persoosion (Skill) 29, 31, 38 Recovering 99 Sculpture Spells 128
Maneuvers 59 MovememSpells 128 Phalanx 159 Reddul 101 Sea 37
z
0
Maneuvers. Defensive
Maneuvers, 0~
50-59
50-59
Movement, Cautious
Movemenr, Hurried
92
92
Phantom
Pbilosopbie 15
193 Rdlc:x 74
Rdlc:x {An:ribure) 11, 19
Sea ofFallen Gods 155, 199
Sea of God's Sacrifice 173, 187
m Maraiah 144,145, 166, 176. Movement. Nonnal 92 Phobia (Flaw) 48 ~Spells 119 Sea of Raiders 144,
>< 179 Moxbar 155 Pick 56 Regrowth 118 154. I71. 192
March, The 188 Multiple Oppooenl3 77 Pick Pocket (Skill) 29, 31 Rcgrowrh (Spell) 136 Seal Wound (Spell) 135
Mardc 28 Musicall:nstrument (Skill)29, 31, Pickpocket TN Table 38 Reich 167 Scar of the Empire 173, 199
Appendices 263

Sea-trade I 49 Soldier (Skill Packet) 28 Subconcinenr:s 144 Thrust {Maneuver) SO-59, 64 Vod~fErumd 160
Secret L-lnguagt"S (Skill) 29, 31, Some liaining 7 Suicidal 75 Thrusting 65 Voiding 84
39 Sorcerer 30, 37, 102, 122, Suicide {SpeU) 131 Thug 47 Volatile Magic (S. Flaw) 124
Sedie 143, 193, 224 220 Sul'taan 83 Thule 171 Volume Ill
Sdf~eem 48 Sorcerer; Academic 117 Sununoning 108, 117 1ie 7, 77 VonSalm 138
Senechal 4,209 So~' Dud 125 Summoning Spells 132 Tune, Combat 72 Vows (Flaw) 49
Sengir 157 Sorcery (Priori!}') 16 Sun IS I 1irans 189 Wagon 42
Sephire 163-164 Sorcery Pool (SP) 6, 21, 102, Superstition I 22, 150 Token 180 Walking-Stick 121
Serf 18,34 103 Supreme Ruler 157 Token, Numerian 201 Wall (Spdl) 128
Services 202 Sorcery Pool Bonuses Table t 03 Surgery 98 Tolkicn, J.RR. 14 5 Wanderer 18,32
Session, Fmt 211 Sorcery Pool Usage 116 Surgery (Skill) 29, 31, Tone 122, 214 Waoior 30,220
Session, Typical 213 Sorcery Pool, Refreshing 119 41 Tormented 49 Warrior (Skill Packet) 28
Seven Vows of the I>rophet 150, Soul 110 Surprise 75 Torruous Magic (S. Flaw) 124 Warrior, Fallen 227
166, 184, 190, 200, 201 Spatha 159 Surprise TN Table 75 Toss {Maneuver) 50-59,64 Washington, G<:orge 45
Sever (Spell) I 33 Spear 55, 59 Survival (SkiU) 28, 29, 31, 41 Toughness (TO) 8 Wealth 69
Sevices Table 204 SpearofWar 170 Suul' tahan 166 Towers of the Guardians 182 Weapon 87
Seym 169 Speed 104 Svarastra 160, 175 Tracking (Skill) 28, 31, 42 Weapon Art (Skill) 34
ShadowofDeath 155 Spell 102, II 0 Swimming (Skill) 28, 31, 41 Trade skills (SkiU) 29, 31, 34 Weapon Length 78
ShadO\\II:d Citadel 160 Spell Casting 116 Sword 116, 125 Training 44 Weapons Table 203,207
ShadO\vwood 168 Spell Casting Scenario 126 Sword & Shield 50 Transfixion {SpeU) 131 Weight Table23
Shala:speare 9 Spell Casting lN (erN) II 1 Sword & Shield 52 Transform {Spell) 135 Weires (S. Gilt) 123
Shaman 146 Spell Casting lN Table Ill Sword-Arms 13,27 Transportarion Table 205 Weyr 189
Shard of Heaven I 87 Spell Dunuion 120 Swordsman 4, 18, 30, 40, 45, 79, Trapping (Skill) 29, 31, 35, 42 Weynh 144, 151
Shard-Finder 188, 190, 199 SpellTypes 110 84 Travel, Long-distance 93 Wheeler 9
Shield 86 Spdl-cascing Trem 121 Swordsman (SkiU Packet) 28 Tree-spirit 193 White Sea 148
Shield, The 151 SpellsofMany 110, Ill, 135 Sylpha 91, 143 Triumph 144, 188, I92 Will Power (WP) 8
Shipbuilding (Skill) 29 Spells ofMany, Casting 117 Symbol 41 lroU 16,49 William w.illace 9
Shire 160 SpellsofNone 137 Symbol Drawing 113 Trollspawn 16, 193, 195, 197, Wit {Wit) 9
Shire Horse 175 Spells ofOne II 0 Symbol Drawing (Skill) 29, 31, 225 Wl22td 30
Shock 80, 115 Spells of One, Casting 116 41 Troublemaker {Flaw) 47 WIUICI, Leadtl3
Shopkeeper 43 Spells ofThree 110, Ill, 133 Tactics (Skill) 28, 29, 31 , 41 Trumpet 33 Woclan ODMYC 171
Short Bow, Standard 83 Spells ofThrec, Casting 116 Taikella the uptor 189 Truth, Great liibunal of 188 Wolf 223
Shou Zend 181 Spells, Example 128 Talisman 108, U 1 Trurh, Power of 187 Wolfenthrax the Reaver 189
Shovel 119 Spiders Forest 177 Talisman {S. Gilt) 124 Tuck 28 Woman 47
Sickness 45, 99 Spirit 107, 108, 110, 124, 155, Tangibilil}' I06 Twilight, Great VaUey of 163 Woodsman 9, 30
Siehe 7, 16, 19, 48, 122, 199 Target Ill T:zaul 152, 166 Woodsman (Concept) 14
146,193.197,223,224 Spirit PointS 66 Target Number (TN) 6 Ud'Anhul 163 Woodsman {Skill Packet) 28
Simon 61 Spirir Points. Spending 69 Thgct, Moving 83 Uglub 157. 167, 173 Woodspirit 224
Sinceril}' (Skill) 29, 31, 40 Spirit Points. Using 69 Tanussi 175 Ugly {Flaw) 49 Wood-sprites 123
Singing 112 Spiritual ~bure) 8, 9, 19, 23 Tataa.S Horde 162 Unaro Vazedda 182 Wound 87
Singing (SkiU) 29, 31, Spiritual Realm I03, I 08 T:uyuna, Queen 155 Unencumbered 93 Wound Level79, 115
40 Spire 137 Taunting 39, 76 Unfonnalized Spells 11 0 Wound Recovery 96
Sinjedi 179 Sporting 42 Taveruun 164, 176 Unicorn 227 Wound, Blunt 80,98
Sixth Moon, Age of 200 Sprinting 92 Team 42 Universil}' 14 Wound, Cutting 80,98
Skill 5, 19,28,29 Sprite 16, 48, 193 Teamster (Skill) 29, 31,42 Unscdie 16, 193. 195, 197,224 Wound, Puncture 80,98
Skill Ota:k 29 Stadcing 6 Teamwork 72 Untrained 7 Wounding 114
Skill Difficulty 30 Scilil 13, 27, 144, 148, 154. 167, Tcgaam 144, 145, 166 Urchin {Concept) I5 ~ 51,52,65
Skill Packet 19, 28-30 171, 174, 197, 199, 201 Telepathy I07 Uv'Ahr 147 Wrestling 58
SkiU Quick List 31 Stairway of the Sun 165 Temple of the Scourge 160 Uzang. Library 180 Wrestling Combat Pool 59
SkiU Racing (SR) 6, 29-30 Stance 73, 74 Temporal (Anribure) 8 VadeonForrest 182 Write (SkiU) 29, 31, 38
Skill Test 6, 29-30 Stance, Aggressive 74 Temporal Realm 103, 104 Vagailith 163, 165 Wynn 227
SkiU Use 66 Srance. Defensive 74 Tengoku 145, 178, 181, 192 Vagaries 20, I03 Xanar 157, 178. 187, 190
Skills (Priori!}') 16 Stance, Nama! 75 Terrain 77, 87 Vagaries Table I03 Xanar Scormbringer 103, 188
Skills, Raising 69 Stanee, Offensive 86 Terrain Modi6ers Table 77 Vagaries, Raising 69 Xanar the Thundersraff 155
Slang 39 Standard 35 Tcz'hamun 145. 147, 153, 163, VahaJ 152 Xanarian Empire 145, 147, 166,
Slave 18 Starus 69 164, 165, 179 Vaiden 167 173, 174, 176, 199
Sleep Disorder (Flaw) 49 Staunch Bleeding (Spdl) 134 Thane 171 Vanish (Spell) 130 Xanarian Peninsula 144
Sleepless (S. Gilt) 123 Sref.m 61, 87 Thayerism 177, 184, 188, 192, Vanquish (Spell) 132 Xanarth 173
Slin~ 59 Sreward 40 199 Vardonna 156 Yagyelonian 169
Smite (SpeU) 135 Stewardship (SkiU) 29, 31, 40 Theme 214 Vast:Sea 147 Yahi Srebmy 192
Smoke (Spell) 130 Stitches 41 Theology (Skill) 29, 31. 42 Veercb, Mount 163, 165 Yezhoro 169
Sneak (SkiU) 28, 29, 31, 40 ~ 13,27,169 Thitf" 9, 27, 30, 33, 38 Veetcb, Mount 165 Yone 147, 156, 164, 182, 199
Snow Whire 44 Stone ofAges 182 Thief (Concept) 15 Vhedij 145, 181 Zahnitr 164
Snowden 27, 91, 143 Stop Sbort {Maneuver) 50-59,63 Thief (SkiU Packet) 29 Vhord. von Dreider 21, 69, 82, Zapor<Yl.hya 144, 148, 162, 184
Sobieski, Jan 4 5 Srormqueen 165 Third Moon, Afe of 199 96 Zhibara 145, 184, 185, 200
Social (Soc) 9 Story rdling 38 ThraU 171 Vtlkolak 226 Zoo! 17
Social 03SS 69 Smregy 5 Thn:e-Gods-Bccome-One, Church VISibilil}' 78
Social Cl3SS (Priority) 15, 17 Strategy (Skill) 28, 31,40 148, 159. 166, 168, 173, 186, VISion 107
Society 39 ~(Skill) 29,31,40 190, 199 VISion Spells 131
Soldier 14, 15, 18, 30, 35 Samgth (ST) 8 Throw Hard 65 VISionary 14
Soldier (Concept) 15 Style Analysis (Skill) 28, 31. 40 Throwing Distance O!art 66 Vircbar the B13$J>hemer 189
LempoRa{ TM
SKi{{s SR TEST
Smengrn (SD
A.giCk:y (Ac;)
Z:oughness (CO)
enduRance (eN)
heo.tch (hL:) NAme:-' ------------------------------
pco.yeR's Nc\me:._____________________________
CDen-ca{ PhKosophy:.________,_________________________
WiC( PoweR (wp)
Wtc (Wid
J=airh/ CReed:.__ _ __:_
_ _ __ _ _ _ _ _ _ _ __
ffienLC.( ApLirude (Q)A) I I
Socia( (Soc}
p eRsono.(rcy:._ _ _ _ _ _ __ _ __ _ _ _ __
p eRception (peR)
c;i~z:s..__ _ __ _ _ __ r(o.ws:._ _ _ _ _ __ _

Srul+ LocG\rion

Ames: e n emies:- ----------------

Bo.cK<:;Round & N oz:es:: ___ _ __ _ _ __ _ __ _

R.o.ce: Socio.( C (o.ss:- -- - - - -


No.riono.(i-cy: C oncept:._ _ __ _ __ _

Age: Se~ h eighc W eighc:.___ _


e yes: ho.iR: S kin:._ _ _ _ __
Appeo.Ro.nce:.______________________________

)JcmniSGion is gRoW.~ to n\&kc copies rat pRiv"tt (non-<:0111ffiC~ 1.18(, N..l e~ is copyRight 0 200 1.2002 <V'!d/ ()It tll.\dcm.~ "Qn o~ ~rwood ~ t.o.(l ltlf.IIU ~teao\VCd
LempoRa( CDenr:a( SpiRirua( OeRived lnsighc
(SD (Wp) Rene;: poincs
~ ~~ ~
reo) (mAJ Knockdown ~---~
(eN) (Soc) Knockouc
(hLJ (peR) Wove
r .
PROr-lClencJes p 0.0(8 ~-
V\KffiOR AV
ocheR
cpm mod.
W ounds ( IV
) \
' Q v
I ( ). tv
( ) Loco.Ce Z:::ype Levd " "' >..~ I r .., / " "'
.
~- . It < ,,
--------;;
-?
( )
c) t
4 j t
~~
_,,.....

~,,- ~ ) ((~ ~ loll X r. / xJ


t: ' t- . IO
U X
.! ~l ""') " __} ,,,, ~ -~ \ . .
rw
- ~t!:~-='fiiii
::J XI "'- ..)~
~J t . XJ
~~ooo "" ~.... ( ) vn ~' v r- -
1 ))
VJJ.. ,xrv
ils

I '. . I ) ( ) ( .) ~ 1I _.'' )
: '""~ ) -( ) ------ .. v~~ .....,x - ..
~, t ~ 2 () (:::) ~ ) (:::) -
~~ .,~- ~: P~n
1
) (:o.t:igue BCood{oss ,

... ~~ .~M I ..
. ~~;~." \ ., . ~ ) . r: - .

Otl=ensive CDaneuveRs DeFensive CDo.neuveRs CDeeeeW eapons Cucring c hRust:ing


cosc cost Lrn A'CN damaoe A.CN d~aoe D'CN
(
) ...::::::

- - -- - - -- -----..::-=::) ( ...::::::
) ) ..
--------------------~ -~ ---- L-~~----~L-~------~~~

----------------------:::: =:::) )) CDiss(eW eapons PRep err=ecrive S"C/


- - - - - - - -- --:( Z:::ime A'CN Rc.noe Damaoe
( ) ) .
--------------------~ -------r-----~--~-----+------~
)
-=::
)
) )
--------------------~--
What price will you pay to get what No spells, no elves. No detailed
you want? made-up world to memorize.

What demons would you pay it tp? Just you and the demons.

And then what happens? Can you handle it?

Why should I play this game?

Because it raises interesting questions without putting up barriers against answering


them.
Because the rules make sense and are easy to use, without being simplistic.
And, because you have person-to-person, honest contact with the designer, and full
support of your actual play, to an extent never before seen in role-playing.

Core book and multiple


supplements

Critically-acclaimed

Diana Jones Award nominee

Flagship of independent role-


playing publishing

Totally not kidding

http://www.sorcerer-rpg.com

P Rf S S
......
. . .. ~
-
e
www. ddleo
/
\

~--- - "-
,_..
-
...
--
~ c-.-~ o ~ ;:~-

.J : .- ~-- ~~-~ - ,..~ Oowntoad pRogRams,


~ .su...-:z..!'" - ~. ~ supptemencs, maps,
... ,_ ---- >
" <v~ _. chaRacceR sheeL"s, and
t'

~ OrneR aids, a(( ~OR ~ee1


Discussion ~aRums,
mailing (isL"s, p(ayeR and
SeneschaL Lips, Q & A.
and inL"eRacdon wkh me
0RiFcwood Publishing
SL"a~.
News, updaL"es,
pRoducL" Rdeases,
conL"esL"s, oRdeRing,
convendon in~o. and links.
ln~oRmadon on
submissions, invo(vemenc,
disLRibudon, -che Ridd(e-
SeekeRuo pRogRam. and
ways -co geL" a ho(d o~ even
moRe ~Ree sru~. (ike Ridd(e
o~ S-cee(-cro L-shiRL"S, books
and supptemenL"s, posL"eRs,
and omeR 0RirL"wood
Publishinguo
meRchandise.
I )

UBLISHIN
T l.e F.Jlowal.;., of W .,Jering G__.s
presents three

upcomtng
UBLISHIN q
The Fsllowshj~ of W ~nJeril'\g G~~ers TM
supplements for

TM

Of Beasts and Men (DFW 1003) The first supplement for The
Riddle ofSteel, detailing new myths, new beasts, new creatures, faeries, the Fey, specific
and generic NPCs, new Adventure Seeds and more! Available November 2002.

Sorcery and the Fey (DFW 1004) What are the powers and
histories of the mysterious Fey and Siehe? Who is the dread Emperor Uglub, really?
The second supplement for The Riddle ofSteel approaches these questions and many
others, including new information and rules for Rituals, Enchantments, Summoning,
magical places, important sorcerers of days gone by, Xanar and the nine, Fey and Siehe
Courts. Also: new spells, talismans, Gifts, Flaws, and more! Available Winter 2003 .

...

The Flower of Battle (DFW 1005) More than just weapons


and maneuvers, the third supplement to The Riddle of Steel will expand upon
the schools, fighting styles, and ways ofWeyrth's warriors. Rules for mass combat,
naval battles, castles and sieges, and advanced stances and maneuvers taken from
real historical manuals and techniques will all be part of this most anticipated addition
to The Riddle ofSteel's core rules. A must-have for any Bladeslinger or !
Available Spring 200


Slt

e tee .com
for updates, spoilers, and details!
eQptaCq
e(U.City
~
t:oWn
~

\hR 1ZJ.7 ~o.uth 155 urneRio. 163 So.vo.Ri 110 Lengoku 178
\ngho.Ro.d 1ZJ.6 ~duRe 157 Odeon 165 So.vo.;:en 171 tex'ho.mun 179
'yRinthmeiR 1ZJ.8 hdeno. 158 Oto.mo.R{uk 166 SecK oF !\. empiRe 173 t 'xo.u{ n/ A
Jo.Rdo.net 150 lmjio. 160 OuestenReich 167 ShiRo.gi n/ a Vedij 18 1
,:::h{d 151 l lio.ph 161 Pieri 1ZJ.6 Sro.h{ 171f ~one 182

~o.( 152 Ryrn-1\ho.no.n 162 RiecxypospoUto. 168 Svo.RO.stRo. 175 Zo.poRoxhyo. 181
:iRRenshiRe 15ZJ. Kudo.RO. n/ A So.Rmo.rov 168 to.veRuun 176 :Zhibo.Ro. 185
..\.{{ concen-c is copyRigh-c 2001 ,2002 ~nd/OR "CR~dem~Rksto::> o~ 0Ri~-cWood Pubtishing

Potrebbero piacerti anche