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from the mists and ores of heaven, men have sought me Riddle of Steel
Whar is ir?
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
-
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 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."
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 ...
((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
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.
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.
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
-,'-
----
.......
-----
- -- -
-- -~1/L
-
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.
Cl
'-'l
-u
c:Q
~
en
'-'l
0
en
'-'l
~
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-
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~
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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
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."
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.
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.
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
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.
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
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
~
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.
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
-
-
~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
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
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
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.
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.
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
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
-~~---- ~ --
(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)
(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.
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
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?).
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
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).
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
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.
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
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54 The Riddle of Steel
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
~
>
en
en
Book Three: Training 57
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
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:
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
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).
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
<
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.
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.
~
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
: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.
: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
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.
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.
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.
Both parties grab a red die and a white die and throw one
simultaneously. Both throw white dice.
88 The Riddle of Steel
."'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
U~NCUMBER.ED
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
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
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
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
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.
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
~
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
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
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,
+ 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
"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
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
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
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 . ))
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.
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.
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 ..
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.
GROWTH SPELLS
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
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.
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
-
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
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:_ _ _ _ _ _ _ _ _ _ _ _ _ __
"Y"'"AQA~es Spell: ----::;:::::=-- - Spell: --::;;;;;;; ; ; ; ; : :-- - - Spell: --:;:;;:;:;;; ; :; ;:;: :--- -
I -~
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.
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 ~
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
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
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
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
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
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
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
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
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
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
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
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
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
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
...._
202 The Riddle of Steel
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
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:
)C
Lure lOs 5s 3s, 4c
lOs 5s 3c
Book Seven: The World of Weyrth 207
Armor I~ 110:
-,,- ..-
ilf-~-
~
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
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.
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
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
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).
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)
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.
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
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
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?
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
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
..
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 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.
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
..
, -~~=
I l
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
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
? 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
--
.
consciousness lose consciousness. significant damage 1d6-l to all mental
(roll at+ 2")." (KO -3)." amibures)
Unconscious."
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."
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 ."
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
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.
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
!tel!' or d
. See opponents Bout ~ ~as
declares time is bro .~1.u,to Ro
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,
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
r co
250 The Riddle of Steel
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
I.
'
!1
~ v . ,~-F"
J I
I
\
~- ~
k -..,. .
I
-
. '
254 The Riddle of Steel
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.
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
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
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
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260 The Riddle of Steel
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
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Maneuvers. Defensive
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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
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