Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the
original version. Changes made, such as to correct incorrect or inconsistent spelling, punctuation,
and grammar have been noted in the Errata section. Project Aon has also added certain pages
taken from the Lone Wolf Club Newsletters (published between 1985–96) which contain information
on the countries of Magnamund and additional words in the Giak language, originally
Appendix is ‘Dusty Shelf’s Giak–English Lexicon’, originally compiled by Jonathan Blake for his
excised from The Magnamund Companion due to space restrictions. Also added as part of the
Desert Lynx’s Oasis website. Further material about the world of Magnamund, taken from the
Monastery Mailbag and Gwynian’s Forum sections of the Club Newsletters, has also been collated
and added to this Project Aon edition.
Publication Date: 31 October 2015
PROJECT AON
ARTISTS
12750 Dragons
emerge from
the oceans 10869 Cynx 8560 Tentarias 6700 Agarash the Damned
destroyed splits rises in Naaros
12209 Nyxator Magnamund
creates the 10148 Nyxator exiled
Lorestones to the core of 8011 6750
11090 The War Magnamund Volcanic activity
re-shapes most
of the Wyrms
of North /
South
Magnamund
Age of the Dragons Age of Entropy Age of Chaos Age of Eternal Night
3799 Battle of Moytura Pass
3400 Doomwolves, Kraan
Defeat of Darklord
3072 Darklords & Zlanbeast bred Vashna at Great Battle
appear in in Helgedad of Maakengorge
Magnamund; 3434 Sommlending arrive in
Giaks bred North Magnamund Death of Ulnar I
3785
Darklords pushed back beyond
3150 Drakkarim nations Vashna
Durncrag Mountains
ally to the Darklords begins the
3450 Holmgard Black Muster
3192 Rise of Vashna built in preparation 3952 Ljuk
3520 - 50 for war with
built
Helghast Wars Sommerlund
3050 3150 3250 3350 3450 3550 3650 3750 3850 3950 4050
Age of War Age of the Old Kingdoms Age of Awakening Golden Age of the Shianti
4050 4150 4250 4350 4450 4550 4650 4750 4850 4950 5050
a
Gourizag
Xaagon
zaga
okriit
Dajd
Tadatizaga
Helgedad
a
L.Ghargon zitzag
Kaga
Naogizaga
Kagorst
Torgar Cragm
Shpydar antle
Darke
p
am Helgor
Gulf of Lencia sw Xanar
Hell Blackshroud
e
Th
Gt Bor R.
Re
arg
Range lo
Humbold ni
an
eD
Th
Boradon
R.D Helmstorm
m
oun
ina
arle
R.K
R.Sw
Anarin Vanamor
The Garthen
Bode
Casala Rang
n
e
Orello
Northern Magnamund
Ljuk
Northern Void
The Kaltersee
Key
Ice
Mountains
Toran Kirlundin Is.
Gulf of Hills
Hammerdal
Mts
Durenor
Holmgard Forest
crag
Ragadorn Desert
Durn
Wasteland
Plains
orn
Minor Cities
Lakuri Is.
R.D
Major Cities
Maa Kadan Swamp
ken
gorg V’ka
e Kuri Sea
Varetta Casiorn
Barrakeesh
Luyen
Dahir Mts
Rhem
Du
Ch
rdas
Suentina ah
on
Mt
s
R.Chu
Tahou
R.Storn
Khordaim Is.
Mogaruith
L.Adon hor
R.K
n
L.Khor
aldo
Firina
Nikesa
R.G
n
oro
Pforodon f Gorg
o
sm
Cha
Gleesh Elzian
Kelis
R.Boari
Talon
The Realms of Northern Magnamund
THE BIRTH OF MAGNAMUND
1. SOMMERLUND
2. DURENOR
3. CLOEASIA
4. VASSAGONIA
5. MAAKENMIRE
6. CASIORN 40
7. THE WILDLANDS
8. LAKURI ISLES
9. LYRIS
10. THE DARKLANDS
11. SALONY 38
12. MAGADOR 10 2
13. DELDEN 1
14. ELDENORA
15. SLOVIA 39 7
16. ANARI
35 37
17. PALMYRION 33
18. RUEL 36 3 8
19. CARON 28 12 5
31 9
20. LOURDEN 6
21. FIRALOND 13
22. KAKUSH 34 32 11
23. CHAMAN
24. BAUTAR 29
25. VALERION
4
30 14
26. DESSI 15 16
27. TALESTRIA 27
28. OGIA
29. DANARG 17
30. BOR 18
31. HAMMERLANDS 22
32. ERU 21
33. SKAROR 19 20 26
34. THE HELLSWAMP
35. NYVOZ
36. NYRAS
23
25
37. GHATAN 24
38. TADATIZAGA
(The Hardlands)
39. ZALDIR
40. IXIA POLITICAL AND GEOGRAPHICAL
41. KALTE
DIVISIONS OF NORTHERN MAGNAMUND
In the silent darkness before the creation from this seed grew a universe filled with
of Magnamund, a titanic struggle raged light and dark, life and death, hope and
between the formless, shapeless Lords despair. The Lords of Good and Evil
of Good and Evil. Ageless and looked down upon Aon in wonder, and
unceasing was their conflict until the so greatly did they desire to enter and
Peace of Ishir heralded an uneasy truce control their creation that the Peace of
between the powers of life and death. Ishir was ended and their struggle was
Goddess Ishir, High Priestess of the born anew.
Moon, sealed a promise with Naar, the The many jewels of Aon shone
King of the Darkness, by which their brightly in the darkness and swiftly were
endless war might cease. A great vessel they claimed by the gods. As one world
was shaped from the truth of her pledge fell to Evil, another was saved by Good,
into which Naar infused the essence of until just one, the brightest jewel of all,
his terrible power. Their creation remained unclaimed and unconquered.
became Aon, the ‘Great Balance’, and The great powersmarshalled their
forces in preparation for the final the Darkness sought to destroy Nyxator
momentous battle that would decide the by other means. He caused the land to
fate of Aon, for control over the last seethe and boil—to erupt, twist, and
world would tip the balance in favour of tear. For two thousand years
the victor and banish the defeated to the Magnamund was tortured, but it refused
void from whence they came. And so it to yield its hidden refugee. In
was that Magnamund, the last free world desperation Naar sent forth his most
of Aon, became a battleground of the powerful servant—Agarash the
gods—the keystone of power in the war Damned. In 6700 MS, he arose and
between Good and Evil. conquered Southern Magnamund,
The forces of the noble God Kai, Lord creating the Doomstones in mockery of
of the Sun, were the first to enter the the Lorestones of Nyxator. In the depths
primeval world of Magnamund, and in of his fortress of Naaros, he used them
doing so they became mortal creatures. to breed a legion of dreadful forms—the
They chose to dwell in the depths of the Agarashi—the Creatures of Darkness.
oceans where they took the shape of They were let loose upon the land and
sea dragons of massive size and power. nowhere was safe from their insatiable
Kai spoke to Nyxator, a dragon of hunger. The power of Agarash grew
immense wisdom, and warned him of unchecked; he forged great weapons of
the birth of evil among his brethren. power and raised the dead to do his
So Nyxator led the true dragons onto bidding. He hunted and slew the aged
the land and created the realm of Cynx, Nyxator in a fiery duel at the core of the
to avoid the evil spawn of Naar that earth, and captured the Lorestones. For
were hatching in the depths of the sea. the gods Ishir and Kai, it was the nadir of
In his wisdom, Nyxator created the their struggle, but in their desperation
Lorestones in order to preserve the they conceived a new power to save
power bestowed upon him by the great their cause—the power of magic.
God Kai. The dragons of Naar emerged
from the sea and waged war on Cynx,
destroying it with a rain of fire that lasted
many centuries. Nyxator escaped and
rallied his brothers to fight again, but
they were defeated and Nyxator was
forced to take refuge at the molten core
of Magnamund. The sea dragons
burned and savaged the land, laying all
to waste in an orgy of triumphant
destruction. But in doing so they sealed
their doom for they were now mortal
creatures.
Following their extinction, the King of The sea dragons savaged the land
R.Thon
n
Mt.Vost Ferava
Th
e Starns
Krak
nalo
rg Ch
s
R.Men
asm
Avalar
Quilla
R.Lause Saldor
a
m
Io
R.
Kaum Pe
aks
Klan
n Mt
s R.Inkil
R.Bandor
Dragen
Great Lunarlian Plain
R.Tehda
Gt. Forest of
Kelderwood
omi
R.Hu
oma
Sheasu Pensei
R.Tkuk
Otavai
Chai Sea
Vaduz
Sea of Vaduz Shotia
Mhytenian
Sea
Zhor
Southern Magnamund
Maula
R. Ralzuha Jungle
Hol-da-kiem Lo
ero
ga
R.S
ills
L.Lucien
nH
cie
Lu
ts
M
a
ad
Sh
R.Oc
ge
an
nR
ka
iye
.S
Gt
R.Rau
Sadi Desert
Rakholi
R.Ito
Shadaki
eK
Th
Andui
Korli
Forlu
Desolation
Valley
In the year 4570 MS, the gods Ishir and the pendulum of fate swung in a
Kai sent forth the magical Elder Magi to favourable arc towards the powers of
challenge the mighty Agarash, servant Good. The Age of the Old Kingdoms
of Darkness. They undertook a daring welcomed the arrival of new civilizations
assault upon his fortress at Naaros and and new hope for a world scarred by
seized the stolen Lorestones of Nyxator war, but it also saw the emergence of a
whilst he slept, entranced by their spells. sinister force. The Cenerese, a race of
Enraged to a terrible fury, Agarash treacherous Druids, appeared in Central
unleashed his Creatures of Darkness in a Magnamund shortly before the Great
great war with the Elder Magi that lasted Plague swept slowly and systematically
over one thousand years. But the across the world, leaving the Elder Magi
magicians used their skill to turn his and the Drodarin peoples decimated in
creatures against themselves and, in so its wake. Their power spread until the
doing, brought about the downfall of his arrival of the Herbalish, a holy order
great empire. devoted to the healing arts, who
With the ruin of the Agarashi Empire, defeated them in a long and bitter war.
42. LENCIA P OL IT IC A L A ND G E O G R A P H IC A L
43. KASLAND
44. BODEN 42 D I V IS I O NS
45. STARN OF
46. CINCORIA S O UT HE R N M A G NA M UND
47. KLARNOS 44
43
48. ILION
49. HALIA
45 48
50. KAUM
51. LUNARLIA
46 53
52. TELCHOS 49
53. REZOVIA 50
54. SIYEN
47
55. NAAROS 51
56. KELDERWASTES
54
57. BHANAR
58. VADUZHAN
52
59. MHYTAN 55 64
60. CHAI 62
61. LISSAN 56
62. SADI DESERT
63. ANDUI 57
60
64. SHADAKI
65. LARA 61
66. KORLI
67. FORLU 65
68. TAKLOKOT
63 66
69. FERNMOST
70. KARNALI 58 59 67
68
71. SUHN 69
72. ISLE OF LORN 71
70 72
73. AZANAM 73
Barbarians and Ulnarians in the north.
But the presence of the Shianti, and
especially their Moonstone, on
Magnamund, disturbed the balance of
the conflict between the Lords of Good
and Evil.
Ishir appeared to the Shianti and
persuaded them to relinquish their
Moonstone and exile themselves to the
remote Isle of Lorn. The Moonstone
was returned to the Daziarn and the
Shianti abandoned their cities and
The remote and shadowy Isle of Lorn began their great exodus. In the years
prior to their exile, a new and evil force
had arrived in the west, a barbaric horde
In the year 1600 MS, an accident took of warriors called Drakkarim. Their
place that was to alter the balance and name struck terror in the hearts of men,
course of history. A race of lesser gods but they were merely a prelude to a far
called the Shianti appeared through a greater nightmare. Naar, the King of the
‘Shadow Gate’—a door between the Darkness, had laboured unceasingly to
material world of Magnamund and the create new champions of evil, and now
astral world of Daziarn. As centuries his task was complete. In the year MS
passed, they grew ambitious and sought 3072, the Darklords appeared and
to increase their knowledge of their new began a terrible war of desecration. The
home and discover the secrets of the Drakkarim nations, in fear and awe of
Daziarn. Their culture spread to the Darklord power, allied themselves to
north and east where they were known this new force and constructed huge
by several names (Majhan, Suukon, city-fortresses to dominate the lands that
Ancients). Their quest for knowledge they helped to conquer. Never, since
was successful and culminated in the the rise of Agarash the Damned, had
creation of the Moonstone, a gem of Magnamund faced such overwhelming
power formed in the astral Daziarn, that evil. Ishir and Kai, woefully ill-prepared
became the focus of their wisdom, their for the speed with which Naar’s
magic and their very existence. It saw champions were conquering
the dawn of their Golden Age, an era Magnamund, sent forth a race of men
that brought health and plenty to all called Sommlending and armed them
creatures of Magnamund. Many humans with wisdom and a great power called
arrived during this age; the Mythenish the Sommerswerd: the sword of the sun.
and Tianese in the south, the Vassa in Their defiant bravery is all that now
the east, the Vaderish, Nael, and stands in the path of Darklord
Aluvians in the west, and the Ice domination.
The Nations of Magnamund
The Races of Magnamund
DARKLORDS
DRAKKARIM
VADERISH DRODARIN
Drakkarim Assault-trooper
c. MS 5050 ALUVIAN
Drakkarim Assault-troopers
are used by the Darklords to
spearhead Giak attacks. They
favour weapons of black steel.
This warrior’s red helmet NAEL
plume signifies over 100 ‘kills’.
MYTHENISH
TELCHARIM
ULNARIAN
VASSA
Sharnazim Warrior
c. MS 5050
The Sharnazim guard the Grand
ELDER MAGI Palace and the royal family of
Vassagonia. They are famed
for their skill with wide-bladed
scimitars known as ‘bitikali’.
SADI
SHADAKINE
Imperial Chai
Drodarin Tower-Gunner Guardsman c. MS 5000
This famous Mythenish
c. MS 4967 warrior is wearing a
Tower-Gunners, armed with ceremonial ‘armour of life’.
axes and primitive handguns, His gold collar and epaulettes
are employed to defend the denote his rank of
entrances to the mountain guard-captain, and his
kingdom of Bor. weapon is a ‘kirusami’.
TIANESE
The Vaderish/Aluvian Nations
THE KINGDOM OF
MAGADOR
Ruler: King Vanagrom VI
Capital: Helgor
Population: 82,000 +
Resources: Iron ore, copper,
bronin, gold,
silver, furs
Currency: Gold Crown
The peoples who settled in
this territory at the source of
the River Storn were mixed
groups of Vaderish and
Aluvian origin. The ore-rich
mountains of its northern
provinces were extensively Hawking was a popular pastime
A Lencian love poet mined, and brought great of Lencian nobles
wealth to its people. However,
THE KINGDOM OF LENCIA the treasures of Magador soon
Ruler: King Sarnac III attracted outlaw bands and THE KINGDOM OF LYRIS
Capital: Helmstorm robber-barons who fought for
Ruler: King Konral XI
Population: 92,000 + possession of the land. In Capital: Varetta
Resources: Copper, silver, tin,
MS 3657, the royal household Population: 40,000 +
agriculture, fish,
was murdered, and the Resources: Agriculture, iron
shipbuilding
pretender Prince Dolgorn ore, mercenaries
Currency: Lune (4 Lune = 1
Currency: Gold Crown
Gold Crown) acceded to the throne. It is
rumoured that the present With the founding of the city-
This rich and fertile land was
ruler, King Vanagrom VI, is a state of Varetta (MS 1270),
the first to be settled by the
puppet of the Darklords. reputedly upon the site of the
Vaderish peoples in MS 1007.
Migration continued rapidly ancient realm of Cynx, the
Lencian shepherd off to market
into other provinces, but the migration of the Vaderish
elder Vaderish settled in peoples slowed to a halt and
Lencia and built many ports, gradually the precincts of the
including the great city port of city expanded to encompass
Helmstorm. They prospered the lands bordering the River
from their command of the Storn. During the War of the
western Tentarias until the Lorestone, the power of the
arrival of the Drakkarim in King was usurped by his sons,
MS 2591. Nyras, formerly
each claiming an equal right to
Northern Lencia, was lost to his throne. Their greed led to
them during the Darkdawn civil war and conflicts with
War (MS 2606–10) and, in neighbouring states eager to
spite of many Lencian exploit this disunity. The
crusades, it has remained current ruler has little control
under their control ever since. over the warmongering
princes of Lyris.
THE PROTECTORATE OF
CINCORIA
Ruler: Margrave Vactor
XXIV
Capital: Quilla
Population: 68,000
Resources: Timber, THE LEAGUELANDS OF
agriculture, ILION
shipbuilding,
silver Ruler: League of the
Currency: Lune (4 Lune = 1 Sword (council of
Gold Crown) Elder Knights)
Capital: Feravan
Population: 55,000
THE KINGDOM OF Resources: Agriculture,
DELDEN shipbuilding,
copper, horses
Ruler: King Naumon III Currency: Lune (4 Lune = 1
Capital: Luyen Gold Crown)
Population: 65,000 +
Resources: Agriculture,
timber, THE GRAND DUCHY OF
THE FREELANDS OF shipbuilding, ore KASLAND
Currency: Gold Crown
TALESTRIA Ruler: Archduke
Ruler: Queen Evaine Chalamis
Capital: Garthen THE UNIFIED Capital: Casala
Population: 53,000 + PRINCIPALITIES OF Population: 180,000 +
Resources: Timber, fish, ELDENORA Resources: Iron ore, timber,
agriculture fish, shipbuilding,
Ruler: Prince Cillan of copper
Currency: Lune (4 Lune = 1 Tyssek
Gold Crown) Currency: Orla (2 Orla = 1
Capital: Duadon Gold Crown)
Population: 137,000 +
The river valleys of Talestria Resources: Timber,
were wrested from the agriculture, silver, THE GREAT UNION OF
Agarashi during the Wars of shipbuilding LUNARLIA
Currency: Gold Crown
Restitution (MS 1660). Under Ruler: King Aluvaria XV
the banner of King Varnos II, Capital: Avalar
the Talestrians pushed the THE PRINCIPALITY OF Population: 300,000 +
ERU Resources: Agriculture, iron
creatures of darkness back
Ruler: Prince Graygor ore, timber,
into the stagnant swamps of shipbuilding,
Capital: Humbold
the Danarg and built border Population: 13,000 copper, gems,
forts to defend their new Resources: Iron ore, copper, bronin
realm. Strong alliances with tin, gold, gems Currency: Lune (4 Lune = 1
Currency: Lune (4 Lune = 1 Gold Crown)
Bor and Palmyrion ensured
Gold Crown)
peace, but with the coming of
the Drakkarim this peace was THE REPUBLIC OF
shattered. Persistent raids and THE DUKEDOM OF HALIA PALMYRION
incursions from Ogia have Ruler: Duke Isak, Ruler: Elector Manatine
Freelordain of of Vanamor
decimated the once-fertile Capital: Vanamor
Halia
northland, and the Talestrians Capital: Saldor Population: 156,000 +
are now hard pressed to Population: 12,000 Resources: Agriculture,
defend their homeland from Resources: Timber, tin, timber, fish,
copper shipbuilding
the Ogian aggressors. Currency: Lune (4 Lune = 1 Currency: Lune (4 Lune = 1
Gold Crown) Gold Crown)
The Nael/Nael-Aluvian Nations
THE KINGDOM OF
DURENOR
Ruler: King Alin IV
Capital: Hammerdal
Population: 96,000 +
Resources: Iron ore,
agriculture,
shipbuilding, gold,
silver, copper,
fish, gems, timber
Currency: Gold Crown
Surrounded by the
mage-winds and illusions of
the Sea of Dreams, the Isle of
Lorn is the last refuge of a race
of lesser gods called the
Shianti. They were exiled to
this small island by command
of the Goddess Ishir, and they
pledged themselves to remain
separate from the peoples and
lands of Magnamund, and to
take no further part in the
destiny of mankind.
THE PLENARY OF BAUTAR
Ruler: Magnalord Fennic
Capital: Talon
THE FREE STATE OF
Population: 8000 +
CHAMAN Resources: Rare herbs,
Ruler: Arch-Chief timber, fish,
Borghanaphon copper, bronin
Capital: Gleesh Currency: Gold Crown
Population: 11,000 +
Resources: Fishery, timber,
copper, bronin THE REALM OF RUEL
Currency: Lune (4 Lune = 1 Ruler: Grand Druid
Gold Crown) Cadak
Capital: Mogaruith
The government and Population: 8000
populace of this independent Resources: Rare herbs,
free state are made up almost timber, fish
exclusively of Kloons—an Currency: Lune (4 Lune = 1
Gold Crown)
intelligent race of Drodarin
descent. They are to be found
throughout the Stornlands and THE GYNARCHY OF
have a reputation for being TELCHOS
scholarly and industrious Ruler: Council of Thirty
creatures. The city of Gleesh Capital: Telchos
is one of the great trading Population: 30,000 +
ports of the Tentarias, a fact Resources: Silver, platinum,
attributed to the renowned iron ore, gold,
agriculture, fish,
business acumen and wisdom rare gems
of the country’s ruler— Currency: Telc (1 Telc = 1
Arch-Chief Borghanaphon. Gold Crown)
23
The Mythenish/Tianese Nations
CHAI
Ruler: Khea-khan of
Pensei
Capital: Pensei
Population: 89,000 +
Resources: Fish, timber, gold,
silver, iron ore,
agriculture,
copper, bronin,
jadin
A Lissanian challenges his foe with ritual insults Currency: Ren (10 Ren = 1
Gold Crown)
Formerly a collection of
remote city states which were
defeated and subsequently
ruled over by the invading
nomads of the Sadi Desert, this
nation rose to power under
the rulership of Shasarak the
THE EMPIRE OF Wytch-king. Its capital was
VASSAGONIA built to celebrate the
unification of the Vassa and
Ruler: Zakhan Moudalla Sadi peoples, and to mark the
Capital: Barrakeesh
Population: 1,000,000 + fall of Jazer, the original
Resources: Gold, gems, rare province of Shadaki. Shasarak
minerals, spices, dedicated himself to the
agriculture, silver, expansion of the realm
platinum, copper, building a mighty iron-clad
bronin, iron ore, fleet in preparation for the War
fish, shipbuilding
Currency: Gold Crown
of the Winds. Victory in this
war brought the downfall of
This rich and powerful empire the neighbouring states and
owes its wealth and status to their occupation by Shadakine
the ruthless imperialism of the armies. Elated by victory, the
Black Zakhan, a former ruler Shadakine empire chose to
declare war on their distant
of Vassagonia. Under his iron
relatives—the Vassagonians of
rule, the nomadic Vassa tribes Northern Magnamund. A
of the Dry Main united and massive invasion ended in
waged war on their weaker disaster for the Shadaki at the
neighbours, capturing much Battle of the Tentarium, in
land and many resources in which both the fleet and the
the north and west. The army were devastated. This
current ruler is old and has no disastrous war paved the way
heir to claim his throne—one for rebellion among its
of the richest thrones in all of subjugated neighbours, and
Magnamund. A rich Vassagonian merchant led to the uprising of Karnali.
THE FREE STATE OF THE GREAT SADI DESERT
CASIORN Ruler: Shasarak the
Ruler: High-Mayor Wytch-king
Kordas Capital: None
Capital: Casiorn Population: 80,000
Population: 30,000 Resources: Iron ore, gems,
Resources: Agriculture, gold, silver
commerce Currency: Noble (1 Noble = 1
Currency: Gold Crown Gold Crown)
THE CLOUD-REALM OF
THE AZANAM
Ruler: King Okosa
Capital: None
Population: 12,000
Resources: Rare herbs, rare
minerals, timber,
spices
Currency: None
Giaks Kraan
Darklord Zagarna, who had emerged Durncrag Range; they were to serve as
supreme after the completion of the marshalling posts for his Giak armies
Doomstone quest, soon turned his and as bases for agents and spies
attention to creating an arsenal of operating within Sommerlund.
terrible weapons. With them, he aided Carefully, he built up his armies, taking
the Vassagonian and Shadakine great pains to hide their numbers and
empires and shared in the spoils of their movements from the prying eyes of
conquests. He forged staves of power Sommlending Border Rangers.
and harnessed blue lightning within It was early in the year MS 5050 that fate
their twisted black steel shafts. Explosive presented the ideal opportunity for
crystals, great swords of iron and flame, Zagarna’s invasion, when a
daggers with magical blades, and Sommlending magician named Vonotar
poisoned spikes that always found their betrayed his country in return for
mark were among the many cruel arms Nadziranim magic and weapons. His
fashioned by Zagarna in preparation for treachery brought about the near total
the fulfilment of his one overwhelming destruction of the Kai Lords, but it did
desire—the invasion and conquest of not secure victory for Darklord Zagarna,
Sommerlund. In MS 4950, he ordered who was destined to perish during the
the construction of fortresses in the siege of Holmgard.
DARKLORD WEAPONS
‘HELSHEZAG’
HELGHAST STAFF The Sword of Darklord
Kraagenskûl
DAGGER OF VASHNA
‘NADAZGADA’
(‘Darkflame’) ‘ZEJAR-DULAGA’
Magical poisoned arrows
The Sword of Darklord
Gnaag of Mozgôar
The first Kai Lord was a noble warrior, a sun-realm and partly in recognition of
Baron of Toran, who achieved his baronial eagles’ crest, and recorded
distinction during the Great Battle of the wisdom of his discoveries in a great
Maakengorge. Aided by the magicians tome that became known as the Book of
of Dessi, he came to realize the true the Magnakai. Guided by the wisdom of
nature of his powers and the purpose for this book and the personal instruction of
which they were bestowed. For on their Kai Grand Master Sun Eagle, the Order
prompting, he searched for and found of the Kai flourished and grew.
the Lorestones of Nyxator, and through Children in the households of Knights
them unlocked the wisdom and strength of the Realm who were seen to possess
that lay dormant within him. dormant Kai Disciplines were sent to the
In the year MS 3810, he built a monastery to receive special training.
monastery high in the hills of Western They entered a caring but very strict
Sommerlund, on lands of the Royal society where their true potential as
Estate, and established the Order of the warrior lords was developed to the
Kai. The monastery became a warrior highest level. The skills by which they
school devoted to the development of had first come to the attention of their
the powerful disciplines that lay within liege-lords were honed to perfection
all true Kai Lords. He took the name under the watchful eye of the Kai
‘Sun Eagle’, partly in honour of the Masters. Besides the Kai Disciplines,
Heeding the Magicians of Dessi Finding the Lorestones of Nyxator
they were also taught the virtues of Master. The pupil was now a teacher
truth, honour, and selfless courage. whose role it was to train young novices
After one year, they each received a in the way of the Kai.
new name. It was given to them by their But a Kai Master’s learning was still
teachers on the feast day of Fehmarn, incomplete, for beyond the ten basic
and it reflected qualities in their growing skills there awaited the higher Kai
personalities. Gradually, as the young Disciplines. The ‘Magnakai’ skills were
novices mastered each of the ten basic handed down through each generation
Kai Disciplines, they were awarded of Kai Masters by personal instruction
ranks and titles and given greater and study of the Book of the Magnakai.
responsibilities both inside and away The skills were divided into groups,
from the monastery. At the rank of each of which was governed by a
Warmarn or Journeyman, a Kai Lord separate training school called a
was either sent into the service of the ‘Lore-circle’. By mastering all of the
Sommlending Army to accustom Magnakai Disciplines of a Lore-circle, the
himself to the command of troops, or Kai Masters increased their fighting
sent abroad to gather information about prowess and their physical and mental
the lands bordering his realm. Upon stamina to a level far higher than any
complete mastery of all ten basic Kai mortal warrior could have otherwise
Disciplines, a Kai Lord became a Kai attained.
TOWER OF THE SUN
The K ai M ona stery
KITCHENS
ARMOURY DUNGEONS
MARSHALLING ROOM
The Kai Monastery
The Kai Monaster y
WATER TANK
GRAND HALL
DORMITORY
BATHS
STABLES
TRAINING PARK
ARCHERY BUTTS
Ragadorn AleHouse Brawl
Introduction Profile Cards. (See Helghast rules for Game Rounds
special conditions.)
The Ragadorn Alehouse Brawl is a 5. Players may now look at their Special The game is conducted in rounds, each
multi-player role-playing game where you consisting of four quarters—Movement
Item counters and adjust their Character
have the chance to play the part of Quarter, Missile Quarter, Combat Quarter,
Profile Cards depending on the nature Gaming Quarter. Play in the first round
Ragadorn’s famous, or infamous, inhabitants. of the Special Item received. takes place in a clockwise direction,
For maximum enjoyment and excitement 6. Each player draws the coloured Player alternating anti-clockwise and clockwise
players should try to act as though they are Counter for their respective character every subsequent round. Actions are
the characters dealt them (hence the term or characters. completed by each player in turn before
‘role-playing’). Whether your character is a moving on to the next Quarter.
native of the city or a visitor, a night to The Landlord player now prepares the
remember awaits you in the Ragadorn gameboard as follows:
Movement Quarter
Alehouse.
1. Place Chair and Tavern Item counters 1. The Landlord moves any or all of the
face upwards on the playing board. Non-player Character counters.
Preparation Care should be taken to place them in 2. Each player takes it in turn to move his
realistic positions on the board e.g. Character Counter(s), any number of
Before play can begin, you will need to cut squares up to the maximum allowed on
chairs should be set around tables,
out the coloured playing pieces and the his Character Profile Card.
torches next to walls, etc. 3. If one player moves his character onto
Combat Results Table that appear on p.
2. Place the Landlord Player Counter and a square adjacent to another character,
97. The Character Profiles on pp. 50–1
the 3 Non-player Counters on the board. he can choose to fight or talk to that
should be copied out onto separate cards,
At least one of the Serving Girls should be character. If so, the character he intends
or alternatively, they can be photocopied,
placed behind the bar, and the Croupier to fight or talk to cannot move his
cut out and stuck onto individual cards.
should be adjacent to the Gaming Table. Character Counter in that move.
(Players may find it convenient to 4. Characters cannot move diagonally or
3. Place the 9 Loot Counters face downwards
photocopy these rules in advance of play, pass through a square occupied by
anywhere on the board. If a Loot Counter
as reference to them will be impractical another character.
occupies the same square as a Non-player
once the game is in progress.)
Character counter, the loot is considered to
be in the possession of that Non-player Missile Quarter
Game Equipment Character. If a Loot Counter is placed on the
1. Any character who possesses, or is
same square as the Bar, the Gaming Table, a adjacent to an item that can be
Playing Board 3 Torch Tavern Item or a piece of furniture (chair or
(Pages 48/49) Counters
thrown, may now choose to throw that
table), then the Loot Counter is considered to item at another character.
10 Character 10 Player
Profile Cards Counters
be hidden from view (see ‘Hidden Loot 2. Consult the chart that is printed on the
3 Non-player 3 Bucket Counters’). playing board to determine if a thrown
Counters Counters missile hits its target, and if it does, how
9 Loot 3 Food Player Objectives many ENDURANCE points are lost by the
Counters Counters target.
Each player must attempt to complete the
9 Chair 1 Broom 3. Weapons may be thrown if so desired,
objective given on each Character Profile but are considered lost until retrieved
Counters Counter
6 Bottle 1 Helghast
Card (see also ‘Helghast’ and ‘Winning the by the throwing character.
Counters Marker Game’). 4. Thrown magical weapons do extra
1 Axe 9 Special Item damage to their target if a successful hit is
Counter Counters Starting Positions scored. Consult the Combat Results
10 Gambling 1 Combat Table in the normal way (see Rules for
Counters Results The game begins with the player to the left Combat), ignoring any loss of
1 Character Table/Random of the Landlord. ENDURANCE points sustained by the
Grid Number Table attacker.
1. Pick a number from the Random 5. Missiles that miss will land one square in
Number Table. To do so, place the front of the target if the random number
Setting-up table face upwards on a flat surface picked is an even number, and one
and hold a pencil directly above it. square behind if the number is odd.
1. The game is designed for 2 to 10 players, The pencil should be at least 25 cm
each controlling one or more of the above the table. Now, let the pencil
characters. Combat Quarter
fall onto the table. The number it falls
2. Characters are allocated to players on is the number that has been 1. Only character counters that are adjacent
according to the number of players picked. If you pick 0 it counts as zero. to each other at the end of the Missile
taking part. Consult the Character Grid Quarter can engage in combat. If either
2. If the number chosen is 0–6, the player
for details. character is unarmed, his COMBAT SKILL is
can place his Character Counter on any reduced by 4.
3. Players take their Character Profile Cards. square inside the alehouse, with the
4. The Landlord player mixes the Special 2. Characters can only cooperate with
exception of any table or behind the bar. other player’s characters once they
Item counters and places one face 3. If a 7–9 is chosen, the player must have elected to ‘talk’ to each other on
downwards on each of the Character position his Character Counter on any the gameboard i.e. the two Player
one of the four doors. Character Counters are
moved adjacent to one another. If a The procedure for gambling is as follows: or the Magic Mace (Special Item) are the only
player has elected to talk to another 1. The Landlord player mixes the weapons that can reduce the Helghast’s
player during the Movement Quarter, he Gaming Counters face down. ENDURANCE points during combat). All
cannot enter into combat with him that 2. Each player in turn calls out a number normal weapons are ineffective against it,
round, unless the other player has between 0 and 9 and declares how and all ENDURANCE points lost by a Helghast
thrown a missile at him during the much they wish to stake (minimum bet 2 in combat with a player character armed
Missile Quarter. Gold Crowns, maximum bet 10). with a normal weapon should be ignored.
The sequence for combat is as follows: 3. When all the numbers and stakes have
1. The player who is launching the attack been announced, the Landlord player
reveals one of the counters at random.
Obstructions to Movement
(‘the attacker’) compares his COMBAT
SKILL to that of the player he is 4. Any player who has called out the same To climb over a table, reduce MOVEMENT
attacking (‘the defender’). number as that which is revealed wins by 2 squares.
2. The defender’s COMBAT SKILL is four times his stake money. If any player To climb on to or off of a table, reduce
subtracted from the attacker’s COMBAT has called out a number that is MOVEMENT by 1 square.
SKILL. This result is the Combat Ratio. immediately before or after the one
To pick up an item, reduce MOVEMENT by
3. The attacker picks a number from the revealed, he wins twice his stake money.
All other players lose their stake. 1 square.
Random Number Table.
4. Turning the Random Number Table 5. Players may enter or leave the Gaming To climb over a dead character, reduce
over, the attacker finds the number Table during the Movement Quarter. MOVEMENT by 1 square.
that is the same as the Combat Ratio To leave the alehouse by a window,
on the Combat Results Table. He now Helghast reduce MOVEMENT by 2 squares.
cross-references it with the Random Helghast are undead shape-changers who
Number that he picked and finds the serve the Darklords of Helgedad. One of Leaving the Alehouse
number of ENDURANCE points lost by the characters (to the exclusion of Lone
both the Attacker and the Defender in Wolf) is really one of these creatures in Players may leave the ale-house by any one
this Combat Quarter. (‘A’ represents disguise. To determine which player of the doors or windows shown on the
points lost by the defender, ‘B’ character is the Helghast, follow the gameboard. They may re-enter by any one
represents points lost by the attacker.) procedure outlined below: of the doors two game rounds later.
5. Each player marks the changes in
ENDURANCE POINTS on his Character NO. OF
PROCEDURE Special Items
Profile card. PLAYERS
6. The loser of the Combat Quarter can 2 The non-Lone Wolf player The Laumspur and Alether Special Items can
now choose to continue the combat next chooses one of his four
only be used once during the game. When a
game round, or to evade combat. characters to be the Helghast.
3–6 Special Item counters are player chooses to do so, the counter must
If he chooses to continue combat, both
dealt to the Lone Wolf player be shown and then removed from play. The
character counters stay exactly where
they are. Neither player can move during first. One of the remaining Magic Wand and the Spell Book can only
the following Movement Quarter or counters is substituted with be used twice during the game.
throw a missile during the Missile the Helghast counter prior to
Quarter. In the next Combat Quarter, the being dealt out. The player Hidden Loot Counters
fight continues but with the defender now character dealt the Helghast
becoming the attacker, and vice versa. counter becomes that Players must remain in a square adjacent to
If the loser chooses to evade combat, he creature. a hidden Loot counter for one game round
may add 2 to his MOVEMENT rate in the 7–10 Lone Wolf and Landlord before they can lay claim to it in the
following Movement Quarter. He must receive Special Item Movement Quarter of the following round.
move away from his attacker in that counters first, then follow Players cannot search for hidden Loot
Quarter. The attacker can attempt to give same procedure as per 3–6 counters if they are involved in combat.
chase if he wishes, but the loser must player game.
always be allowed to move first.
7. Any character whose ENDURANCE points
Winning the Game
The objective for the Helghast player is to
total falls to zero or below is declared kill Lone Wolf; this objective takes priority 2–6 Players
dead. The counter remains on the square over that shown on the character profile
where the character is killed and becomes card. A complete game lasts for 16 game rounds.
an obstruction to movement. At the end of the Gaming Quarter of the
8. Any weapons, gold or items can be taken The Helghast player can enter combat
without revealing his true identity, and all 16th round, calculate each player’s score
from the body by the victor at the end of as follows:
ENDURANCE points lost in combat are
the Combat Quarter. The defeated player
must hand over the dead character’s deducted in the usual way. Should the
For every character’s
ENDURANCE points total of his ‘disguise’ fall +6 points
profile card to the winner of the combat. objective achieved
9. Characters fighting from a higher vantage to zero, the player must reveal his true
identity by placing the Helghast counter For every character
point (on a table, chair or the bar) may that survives the +3 points
add 1 point to their COMBAT SKILL when onto the playing board (on top of his
player character counter). game
fighting an opponent on a floor square. For every Special
He may then continue to play using the +1 point
Helghast COMBAT SKILL, MOVEMENT and Item you possess
Gaming Quarter For every character
ENDURANCE totals as shown on the –2 points
playing board. you have lost
1. In the Gaming Quarter of each round,
any Player Character Counter that is The Helghast player can choose to reveal The player with the highest score is
occupying a square adjacent to the his identity at any stage of the game but, in declared the winner.
Gaming Table, and who is not involved order to keep everyone guessing, it is
in combat, may elect to gamble. recommended that he keep his identity a 7–10 Players
2. No gaming can take place if any secret for as long as possible.
player’s Character Counter is standing When the Helghast appears, it can only be The first player to achieve his objective
on, or if the Croupier is not adjacent killed by a Magical Weapon (Lone Wolf’s and leave the alehouse by the double
to, the Gaming Table. Magic Spear, the Magic Sword (Special Item), doors is declared the winner.
oarebmGhTd
WINDOW
Gaming Quarter:
See ‘Gaming Table’ for details.
MISSILE CHART
Target Distance ENDURANCE
Missile
1 2/4 5/7 8+ loss
DAGGER 2 4 6 8 3
AXE/OTHER THROWN WEAPONS
2 4 5 6 4
CHAIR 3 7 M M 2
BOTTLE 2 4 5 6 2
TORCH 2 4 5 6 3
FOOD 2 6 9 M 1
BUCKET 3 5 9 M 2
BROOM 2 6 M M 1
M = MISS
SPECIAL ITEMS
1. MAGIC SWORD +4 to COMBAT SKILL
2. RING OF SPEED +2 to MOVEMENT
3. ELIXIR OF LIFE +8 to ENDURANCE (once
only)
4. MAGIC MACE +2 to COMBAT SKILL
5. SPELL BOOK Put any player to sleep for
two game turns (twice only)
6. MAGIC WAND Stop any player moving for
two game turns (twice only)
7. MAGIC TALISMAN + 4 to COMBAT SKILL when
attacked by another player
8. GOLDEN SHIELD + 2 to COMBAT SKILL when
attacked by another player
9. MEDALLION OF STEALTH +2 to MOVEMENT
HELGHAST PROFILE
COMBAT END. GCs Weapon Move Objective
SKILL PTS
Kill WINDOW
HELGHAST 20 30 — Sword 5
Lone Wolf
WINDOW
DOOR
GAMING TABLE
1. Landlord mixes Gambling Counters
face down.
2. Players in turn call out their number
and stake money.
3. Minimum bet = 2 Gold Crowns
Maximum bet = 10 Gold Crowns
4. Landlord turns over one Gambling
Counter at random.
5. Identical number pays 4 x stake
money
WINDOW
Number before or after pays 2 x
TABLE stake money
All other numbers lose stake.
TABLE
DOOR
TABLE
WINDOW
Ragadorn Tavern Game Characters
Ragadorn Tavern Game Characters
You are Lone Wolf. A scroll found on the body of a You are a Knight of the White Mountain, a warrior
dead Giak messenger in the Durncrag Mountains lord of Durenor. Two days ago your brother was
points to a Darklord plot to take control of Ragadorn. assassinated at his castle in Ryme. You witnessed the
You arrived in the city last night and were attacked by crime and have followed the assassin, a female
a Helghast. Fortunately, you fought it off with your Adventuress, here to Ragadorn. You hope to capture
Magic Spear. You have now tracked the Helghast to the assassin alive and take her back to Durenor to
this alehouse and you are sure that it has taken on face trial, but you suspect that she will not give up
the appearance of one of the customers. without a fight.
Your objective: To uncover the Helghast and kill it Your objective: To arrest the Adventuress. You may
before it kills you. only attack her if she offers resistance.
Magician Herbwarden
COMBAT SKILL: 13 COMBAT SKILL: 12
ENDURANCE POINTS: 22 ENDURANCE POINTS: 20
MOVEMENT: 3 MOVEMENT: 3
Weapon: Dagger Weapon: Dagger
Gold Crowns: 0 Gold Crowns: 8
You are a Journeyman from the Magicians’ Guild of You are a young Herbwarden from Bautar, sent to
Toran. You reached Ragadorn this morning, but as Ragadorn to investigate the disappearance of a fellow
soon as you stepped inside the city gate you were Herbwarden called Dalimor. You have discovered
attacked by a street thief. In the fight the thief fell on that your arch-enemies, the Cener Druids, have
his dagger and died. You kept the Dagger and the established a secret temple in Ragadorn, and that
Special Item that was in the thief’s pocket. Since then Dalimor was murdered there. You must return to
you have heard that the Thieves’ Guild are now on the Bautar to report your chilling discovery, but you do
lookout for you. not have enough money.
Your objective: To acquire 20 Gold Crowns for the Your objective: To acquire 40 Gold Crowns for your
coach fare to the safety of Durenor. return trip to Bautar by whatever means possible.
Mercenary Druid
COMBAT SKILL: 15 COMBAT SKILL: 12
ENDURANCE POINTS: 28 ENDURANCE POINTS: 20
MOVEMENT: 4 MOVEMENT: 3
Weapon: Sword Weapon: Quarterstaff
Gold Crowns: 16 Gold Crowns: 6
You are a Soldier of Fortune from Varetta. Two You are a member of an evil sect of Druids called the
months ago, your regiment was lured into an ambush Ceners. Your brotherhood has set up a secret temple
and massacred. You were the only one to survive and deep in the heart of Ragadorn, but its location has
you have sworn to take revenge on the traitor who been discovered by your arch-enemies—the
betrayed your comrades. He, like yourself, is a Herbwardens of Bautar. You have already killed one
mercenary from Varetta, and you have learned that of their spies, but now another has been sent to
he is in hiding in Ragadorn. You have never seen this investigate his disappearance. You have tracked him
man, but you know that he often disguises himself as down to this alehouse.
a Magician or a Ranger. Your objective: To kill the Herbwarden as quickly as
Your objective: To kill the Magician and the Ranger. possible.
Adventuress Ranger
COMBAT SKILL: 15 COMBAT SKILL: 15
ENDURANCE POINTS: 24 ENDURANCE POINTS: 24
MOVEMENT: 4 MOVEMENT: 4
Weapon: Short Sword Weapon: Axe
Gold Crowns: 12 Gold Crowns: 10
You are a skilled fighter and assassin who has just You have just returned from a long and successful
returned from a successful mission in Durenor. Your hunting trip to Durenor. On your arrival you sold
contact has just been murdered but before his death some furs to the Merchant for 25 Gold Crowns. You
he hid the payment for your mission, a large diamond later discovered that he had cheated you and that 15
(LOOT counter), somewhere in this alehouse. You of them were counterfeit. You have come to the
fear someone witnessed the assassination you carried alehouse determined to make him give you the
out, and that you have been followed all the way from money he owes you.
Durenor. Your objective: Either to persuade the Merchant to
Your objective: To find the large diamond that is hand over 15 Gold Crowns, or to kill him and take the
hidden somewhere in the alehouse. money.
MOVEMENT 5 4 4 4
You are a wealthy Merchant who owns a trading post
down by Ragadorn quay. You love gambling and Weapon Club Dagger — —
often frequent this alehouse to play the Gaming Gold
20 3 1 1
Table—some nights you are very lucky! You have Crowns
made many enemies due to your shady business
dealings, and you should remain on your guard at all As landlord of the tavern your objective is to collect
times. 40 Gold Crowns from players using the Gambling
Your objective: To win 50 Gold Crowns at the Table, and to ensure that none of your staff (the
Gaming Table, or acquire the money by some other Non-player Characters) get killed.
means before the night is out.
CHARACTER GRID
2 PLAYERS: 3 PLAYERS: 4 PLAYERS: 5 PLAYERS: 6 PLAYERS: 7 PLAYERS:
(Take out Knight) (Take out (Take out
Player 1 Player 1 Player 1 Knight/ Herbwarden, and
Herbwarden & Lone Wolf
Lone Wolf Player 1 Adventuress Druid)
Druid)
Mercenary Druid Ranger Player 2 Players take one character
Druid Magician Player 1 Landlord each
Player 2
Merchant Merchant Magician
Knight Player 3 8 PLAYERS:
Adventuress Ranger Magician
Player 2 Druid (Take out Herbwarden
Player 2 Herbwarden Player 2 Ranger and Druid)
Player 3 Players take one character
Landlord Ranger Merchant Player 4
Merchant each
Magician Lone Wolf Knight Merchant
Mercenary
Knight Knight 9 PLAYERS:
Player 3 Player 3
Herbwarden Player 4 Player 5 (Take out Knight)
Landlord Adventuress
Ranger Herbwarden Adventuress Players take one character
Mercenary Lone Wolf
Lone Wolf Herbwarden each
Adventuress
Player 4
Player 5 Player 6 10 PLAYERS:
Mercenary Mercenary
Magician Players take one character
Landlord Druid
Landlord each
atsEyloRehTeylurF,stoPiaBndescdnuivomlrSfnd
Sommerlund
5
2
8
4
6
3
1
2
LD
LD
IE
IE
SH
SH
THE ROYAL THE BARONIAL
ESTATES OF KING CONFEDERATION
Of all the lands of ULNAR V OF TORAN
Northern Magnamund, The Royal Estates Although it is recognised as a
encompass the capital of baronial province, Toran
one only has defied the Holmgard, and much of the is a confederation of guilds
richly forested vale of
awesome might of the Central Sommerlund.
that dominates the social,
political, and economic life of
Darklands. Sommerlund Stewardship of the estates
rests with the Marshal of the the city. All positions of high
—‘the land of the sun’—is Realm, Crown Prince rank are held by guildsmen,
Pelathar, the King’s only the most influential under the
now poised to fight a war so n . I n a d d it i o n , a l l control of the Magicians’
the highways, bridges, and Guild—
which will decide the fate forests fall within this royal the Brotherhood of the
of the whole continent. fiefdom. Crystal Star.
The resolve of her people 3
4
D
LD
and the bravery of her IE
L
IE
THE BARONIAL
SH
SH
warriors is seen as a PROVINCE OF THE COUNTY OF
shining example, a RUANON TYSO
beacon of hope to all Located far to the south, Control of this small but
Ruanon is a remote wealthy coastal region rests
who fear the terror that province under the control with the Seneschal of Tyso:
follows Darklord of Baron Oren Vanalund. Baron Tor Medar. In
The gold and precious gems addition to his county
domination. Only through that are mined from the duties, the Baron holds the
office of Chancellor of the
Sommerlund’s continued Maaken Range yield an
Realm, and is one of the
important source of
vigilance and stolid revenue for Sommerlund. King’s most trusted advisors.
determination to survive
will the future of the 6
5
D
LD
Lastlands be secured. L
THE BARONIAL IE
IE
H THE FRYELUND
SH
S
PROVINCE OF
OF
ANSKAVEN
THE KAI
7
LD
THE SOUTHLUND Baron Avan Caldar, River Tor in the north, and
Steward of the Royal Court the River Unoram to the
MARCHES and Commander of the Royal south, traditionally have
This vast province to the Fleet. The city of Anskaven belonged to the warrior
south of Holmgard falls has long had a naval lords of the Kai; although it
under the jurisdiction of tradition, with its fishing was not until after their
fleet being the largest in all massacre that the province
Baron Vea Galt. It is an
the Lastlands. was declared ‘fryelund’, and
honorary title, for the given into the command
Southlund Marches are a and protection of Lone
rolling expanse of plains, Wolf, the last of the Kai.
8
THE KIRLUNDIN
Sommerlund. The ‘keeping
of the King’s peace’ is ISLES Medar, brother of Tor, the
enforced by the Border There are six islands in the Baron of Tyso. The
Rangers, who in turn Kirlundin chain, and inhabitants of these rocky
answer to Baron Galt in collectively they fall under isles are famed seafarers,
Holmgard. The Baron is the baronial fiefdom of their ships protecting the coastline
also Keeper of the Privy Knight-commander Baleon from Anskaven to Holmgard.
Seal.
The Saga of Sommerlund
In the year MS 3434, a host of fair-haired coming centuries. Vashna had sworn to
warriors led by a fierce and lordly king destroy Sommerlund and in the depths
called Kian, came to the Lastlands in of his stronghold, within the black city of
ships of yellowed oak. They had sailed Helgedad, he schemed and plotted the
across the Northern Void, through storm downfall of the sun-realm. In the face of
and ice, to turn back a tide of great evil this constant threat, King Kian ordered
that threatened to consume all. For the construction of four great cities:
three centuries the Darklords had Holmgard, Toran, Anskaven, and Tyso,
conquered the lands of Northern and a number of smaller fortifications to
coveted title that raised a man to the successful and in the year MS 3810, he
level of a Baron in wealth and standing. took the name ‘Sun Eagle’ and
With the threat of war so constant, established the Order of the Kai Lords,
every child (girl and boy) was trained in an élite warrior caste whose study of
the use of weapons from an early age. martial disciplines was to ensure the
This training was organized by the future security of Sommerlund. But in
barons and took place in the grounds of spite of that victory at Maakengorge,
their castles. Any child who displayed a and the birth of the Kai Lords, the
natural instinct for combat was placed kingdom of Sommerlund was often
into the household of a Knight of the attacked in the coming centuries. Only
Realm, where they were groomed for the strength of its people, and its
the Sommlending army. Similarly, the alliance with the free kingdom of
Magician’s Guild, the Brotherhood of the Durenor proved steadfast and
Crystal Star, recruited children into their unshakable in these years of conflict.
Lorin Faldon—Young Archer Lorin Faldon—Young Ar cher
10 = 5000 =
The Giak Word List
And (conj)................................... Ash East (n)........................................Dej
Army/War party (n) ..................... Orgar/Dorgar Eat (v) .........................................Raz
Ask/Demand (v) .......................... Jok Eighty (adj)..................................Shazoz
At (prep) ..................................... Iak Enemy (n) ...................................Gaz
Attack (n) .................................... Dargag Escape (v) ...................................Ozon
Attack (v) .................................... Darg Fall (v).........................................Ekor
Bed (n) ....................................... Shardar Far (adj/adv)................................Ish
Big/Great (adj) ............................ Gudjag Fast (adj/adv) ..............................Tagog
Black (adj)................................... Hel Fear (v) .......................................Tuz
Blood (n) .................................... Adez Fifty (adj).....................................Izraz
Blue (adj) .................................... Gug Fight (v).......................................Nak
Boot/Shoe (n) ............................. Hagor Fire (n) ........................................Kaggaz
Break (v) ..................................... Jez
Brown (adj)................................. Klag
Burn (v) ...................................... Azgad
But (conj) .................................... Ka
Carry (v) ..................................... Kag
Castle/Stronghold (n) .................. Gazad
Food (n) ..................................... Googa
For (prep)....................................Tor
Forty (adj) ...................................Roraz
Free (adj).....................................Loga
Friend (n) ....................................Lug
Get/fetch (v) ................................Ek
Giak (n).......................................Zegor
Go (v) .........................................Der
Green (adj)..................................Shug
Guard (v) ....................................Odak
Chain (n) .................................... Shuk
Guard (n) ....................................Odakar
Champion (n) ............................. Kookar
Hammer (n) ................................Moggador
Charge (v)................................... Shaag
Hard (adj/adv).............................Tadat
Chest (n) ..................................... Tadzar
Hate (v).......................................Nig
Church/Temple (n) ...................... Zazgog
He (n) .........................................Dok
City/Town (n).............................. Gedad
Head (n)......................................Nogjat
Climb (v)..................................... Ezar
Hide (v).......................................Zek
Close/shut (v) .............................. Zen
Hold (v).......................................Jokog
Cold (adj).................................... Gour
Horse (n) .....................................Nozod
Come (v)..................................... Dez
Hot (adj)......................................Razi
Cut (v) ........................................ Shez
House/Hut (n) .............................Heza
Dagger/Knife (n).......................... Ogsha
How (adv/conj)............................Dak
Danger (n) .................................. Jatnar
Human (n) ..................................Orgadak
Dark (adj).................................... Nad
Hunt (n) ......................................Kon
Deep (adj)................................... Lenag
Hunt (v) ......................................Shegga
Defend (v)................................... Akag
Hunter (n) ...................................Konkor
Desert/Wasteland (n) ................... Adar
Destroy (v) .................................. Ruzzar
Die (n) ........................................ Gaj
Dog (n) ....................................... Sheg
Doomwolf (n).............................. Akamaz
Drink (v) ..................................... Gag
Drink (n) .................................... Gajog
Dwarf (n) .................................... Shegtar
I/me (n) ....................................... Ok Slave (n)......................................Kuz
If (conj) ....................................... Dar Slow (adj)....................................Jatnek
Ill/Disease/Sickness (v)/(n) ........... Ezog Small (adj)...................................Liga
In (prep)...................................... Kog Smell (v)......................................Zinoz
Is/am/to be (v) ............................. Narg Soft (adj) .....................................Zendod
Kill (v) ......................................... Taag Soldier (n) ...................................Shad
Lake (n) ...................................... Nengud
Lead (v) ...................................... Okgan
Leader/Officer (n)........................ Oknar
Left (n)........................................ Daz
Like/As (prep) ............................. Tek
Listen/Hear (v) ............................ Tan
Live (adj) .................................... Shok
Long (adj) ................................... Lozon South (n) .....................................Zand
Make/Build/Erect (v).................... Dag Spear (n) .....................................Zuk
Many (adj) .................................. Kez Stand (v) .....................................Dan
Map (n) ....................................... Edaz Start/Begin (v) .............................Ekar
Merchant (n) ............................... Kikago Stone (n) .....................................Lajak
Monster (n) ................................. Zutgorak Stop/Halt (v)................................Koa
Strong (adj) .................................Tukor
Succeed/Win (v) ..........................Leka
Swamp/Marsh (n) ........................Nodog
Sword (n) ....................................Shezag
Take (v).......................................Jeg
Thief (v) ......................................Nenrak
Thirty (adj) ..................................Gaggaz
Move (v) ..................................... Daka Threaten (v) ................................Gan
Near (adj) ................................... Naj To (prep) .....................................Eg
New (adj) .................................... Haag Treasure/Wealth/Money (n) .........Kika
Night (n) ..................................... Nadul Undead (n/adj) ............................Zutaagon
Ninety (adj) ................................. Shakoz Up (adv/prep)..............................Tog
No/Negative (adj)........................ Naog Use (v).........................................Oza
North (n) ..................................... Aztar Wall (n) .......................................Zordak
Obey (v)...................................... Okja Want (v) ......................................Aga
Of/From (prep)............................ Kor War (n)........................................Nadgaj
Open (v) ..................................... Tok Water (n).....................................Nen
Or (conj) ..................................... Nart Weapon (n) .................................Ogg
Order (v) ..................................... Zaz West (n).......................................Tozaz
Order (n)..................................... Zazdak Wet (adj) .....................................Neni
Pain/Hurt (n/v) ............................ Zutag What (adv/n) ...............................Teg
Plan (v) ....................................... Tuja When (adv/conj)..........................On
Pleasure/joy (n) ........................... Hoki Where (adv/conj).........................Ega
Poison (n) ................................... Zejar White (adv) .................................Orgad
Red (adj)..................................... Ak Who/Whom (n) ...........................An
Rest (v) ....................................... Dat Why (adv/conj)............................Ka
Retreat (v) ................................... Ogot With (prep)..................................Ar
Ride (v) ....................................... Kluz Wizard/Sorcerer (n) .....................Ziran
Right (n)...................................... Jag
River (n)...................................... Odnenga
Run (v)........................................ Dakagog
Safe/Safety (adj/n)....................... Tanoz
Scout (v) ..................................... Rek
Scout (n) ..................................... Rekenar
Sea (n) ........................................ Egina
See (v) ........................................ Zee Wood (n).....................................Kona
Seventy (adj)............................... Nazgiz Wrong/Bad (adj)..........................Zut
Shoot (v)..................................... Zaj Yellow (adj) .................................Staz
Shut/Close (v) ............................. Kot Yes/Positive (adv) ........................Gee
Sixty (adj) ................................... Nizgaz You (n)........................................Okak
z d a k !
Zegor Jok Dak Eg a
(How to Speak Giak) Zee z tention!)
t
(Pay a
ENGLISH GIAK
1. Your spear is hurting my chest. Zuk okak zutag narg tadzar ok.
2. The view of the slave huts is nice. Zee kor hezaa kuz hoki narg.
10. Do you have a map of the Burning Edaz jokog okak Nodog-
Swamp? Azagada kor ta.
1. The monster lived in the temple near the red river. 3. I fought three dwarf soldiers and I won.
Answers to Giak Language exercises on page 74: 2. Ziran orgadak tukor. Dok ruzzar rogag gazad oka.
The Kai
Monastery
Modelli ng Mag nam und
Modelling Magnamund
MAKING YOUR OWN
FANTASY BUILDINGS
80
Building a Skyrider and a Fantasy Fleet
The diagram below shows a Once the hull is complete, shops have been used for
profile of the Skyrider with you can build cabins and deck cargo, treasure chests,
some notes explaining what deckhouses from card and shields, rolled-up tarpaulins,
each part of the vessel is glue them one on top of each crates, and sacks. Try model
made from. The most other. Alternatively, cabins railways shops for useful
important part is the hull. If and cockpits can be raised up boxes and bags, or you can
you feel that buying a brand on staging and the space make your own from balsa
new kit just for the hull is underneath used for deck wood and modelling clay.
extravagant, you could make storage. The model in the Standing in the cockpit at the
your own from card. A photograph has a central prow, Banedon is one of
modified version of a cabin built straight onto the Citadel Miniatures’ Lone
death-hulk’s hull with deeper deck with a bridge above it, a Wolf figures. Unless you want
sides and a flat bottom would forward observation cockpit a static display, don’t glue the
look very good. and a small house-shaped figures down—characters in
If you are using a hull from cabin at the rear all built up role-playing games move
a plastic kit, you should glue on staging made from balsa around a lot. The Skyrider’s
it together using polystyrene strip. rigging is made from thin
cement. Everything else on The Skyrider’s mast was wire. You can use fuse wire
the model can be glued into part of another old ship kit but florist’s wire is best. On
place using a contact but could be made from the completion, the ship was
adhesive, but small metal thin dowel available in model painted with modelling
items are best cemented shops, as were the ribs enamels.
together with Superglue. stiffening the bat-like sails.
The outriggers are built from FANTASY FLEETS
(NB Be careful not to balsa strip. Ready-made
get glue on your fingers.) accessories from model The battle between Admiral
Calfen’s Durenese fleet and
Vonotar’s death-hulks is the
climax of Fire on the Water.
Overleaf, you can see part of
the action being refought with
models. Building fantasy
ships is not that difficult—
those overleaf were built
mainly from card and strip
balsa wood.
For a death-hulk or
Durenese warship, you will
need:
1) Some mounting card. (Try
artists’ suppliers for large
sheets or picture framers for
cheap offcuts.)
2) Balsa strip for ships’ rails
and mouldings on the stern
and forecastles. Use balsa
forecastles to create a mast.
NOT TO SCALE
Fix it in position under the
BOW STERN FO'C'S'LE F. SIDE F. SIDE deck with self-hardening
DECK modelling clay. Leave to set.
P. SIDE P. BACK Durenese ships should have
intact mouldings on their
stern and forecastles and
FO'C'S'LE POOP
BACK FRONT smart card deckhouses with
SIDE an overall bright paint finish.
Their hulls are painted dark
brown, dry-brushed with a
RUDDER
little pale khaki; the decks,
BOW
POOP
masts, and yards are painted
DECK
DECK light tan. Death hulks will
have suffered damage during
their time beneath the waves
but don’t overdo it. Small,
Fig. 1 Hull pieces used to construct a basic ship jagged holes can be cut into
the sides of the stern and
block about 2 cm square for 7) Modelling enamels for
forecastles to look like
the ram on Vonotar’s painting the ships.
shattered planking and
flagship. Constructing a Basic Hull deckhouses can be made
3) Several pieces of dowel Using Fig. 1 as a guide, draw from irregular balsa planks.
about ½ or ¾ cm in diameter out the ship’s sections using a They should be painted black
for masts and spars. ruler and set square. These with dirty, greeny-brown
4) Cartridge or good quality can be cut out and used as a decks, masts, and spars. Grey
typing paper for sails and, if pattern to produce as many or brown dry-brushing will
you want to make several identical parts as you need. pick out the texture and make
ships, to make a prototype for Use a craft knife to cut the the vessel’s shape more
the various pieces. ship sections out of the card, apparent. Exposed ironwork
5) Impact adhesive, e.g. and bend the ship’s sides to should be painted rust brown
Uhu. correspond to the curve of with vertical streaks leading
6) Ready-made accessories. the deck. Then glue the parts from it to simulate staining.
Anchors, pulleys, etc. from together as shown in Fig. 2. Mould a lump of modelling
model shops. Metal washers This basic hull can then be clay textured with a pin to
make good portholes, and decorated to become either a resemble seaweed, and paint
figures like the bolt throwers death hulk or warship. Add a it green. The evil flagship was
come from Citadel section of dowel midway made bigger to reflect its
Miniatures. between the stern and importance. It also has a
derrick, which swivels round
the mast and carries a cage of
monsters to drop on unwary
opponents. All the ships have
sails and flags cut from paper,
their designs painted with
drawing ink or modelling
enamels. The creases, where
the sails are glued to the
yards, are painted in a darker
shade of the sail’s basic
Fig. 2 Rear and three-quarter view of completed hull colour.
A Fantasy Fleet
Dawn of the Darklords
ES
T
Colour Counters
T
ER
D -
IA
R
R B
H
EN
EN
TU
A R
IC
H
G
IG
W HE
C
N
EN
C
N
ER
A
ER
K
V
R
M
M
M
A
LAUMSPUR POUCH OF ALETHER
G RV C)
G RV C)
ER
L2 G
L1 G
U )
O E
O C
ID
P
IR I N
IR I N
W ON
LO
+4 GOLD +2
R (NP
PI
LF
SE (N
SE (N
U
D
L
R
N
D
LA
points Crowns SKILL
C
POUCH OF LAUMSPUR ALETHER
GAMING GAMING GAMING GAMING GAMING GOLD +4 +2
0 1 2 3 4 20 Gold ENDURANCE COMBAT
COUNTER COUNTER COUNTER COUNTER COUNTER Crowns points SKILL
LARGE
GAMING GAMING GAMING GAMING GAMING
**NO** **NO** DIAMOND
5 6 7 8 9
LOOT LOOT 30 Gold
COUNTER COUNTER COUNTER COUNTER COUNTER
Crowns
ET
LE
LE
K
TT
C
O
O
U
1 2 3
B
B
B
SPECIAL SPECIAL SPECIAL
ET
LE
M
LE
O
K
CHAIR CHAIR CHAIR TORCH FOOD ITEM ITEM ITEM
TT
TT
O
C
O
O
R
4 5 6
U
B
B
B
ET
LE
K
TT
U
7 8 9
B
B
A –0 A –0 A –0 A –0 A –1 A –2 A –3 A –4 A –5 A –6 A –7 A –8 A –9
1 B K B K B –8 B –6 B –6 B –5 B –5 B –5 B –4 B –4 B –4 B –3 B –3 1
A –0 A –0 A –0 A –1 A –2 A –3 A –4 A –5 A –6 A –7 A –8 A –9 A –10
2 B K B –8 B –7 B –6 B –5 B –5 B –4 B –4 B –3 B –3 B –3 B –3 B –2 2
A –0 A –0 A –1 A –2 A –3 A –4 A –5 A –6 A –7 A –8 A –9 A –10 A –11
3 3
Random Number
B –8 B –7 B –6 B –5 B –5 B –4 B –4 B –3 B –3 B –3 B –2 B –2 B –2
A –0 A –1 A –2 A –3 A –4 A –5 A –6 A –7 A –8 A –9 A –10 A –11 A –12
4 B –8 B –7 B –6 B –5 B –4 B –4 B –3 B –3 B –2 B –2 B –2 B –2 B –2 4
A –1 A –2 A –3 A –4 A –5 A –6 A –7 A –8 A –9 A –10 A –11 A –12 A –14
5 B –7 B –6 B –5 B –4 B –4 B –3 B –2 B –2 B –2 B –2 B –2 B –2 B –1 5
A –2 A –3 A –4 A –5 A –6 A –7 A –8 A –9 A –10 A –11 A –12 A –14 A –16
6 B –6 B –6 B –5 B –4 B –3 B –2 B –2 B –2 B –2 B –1 B –1 B –1 B –1 6
A –3 A –4 A –5 A –6 A –7 A –8 A –9 A –10 A –11 A –12 A –14 A –16 A –18
7 B –5 B –5 B –4 B –3 B –2 B –2 B –1 B –1 B –1 B –0 B –0 B –0 B –0 7
A –4 A –5 A –6 A –7 A –8 A –9 A –10 A –11 A –12 A –14 A –16 A –18 A K
8 B –4 B –4 B –3 B –2 B –1 B –1 B –0 B –0 B –0 B –0 B –0 B –0 B –0 8
A –5 A –6 A –7 A –8 A –9 A –10 A –11 A –12 A –14 A –16 A –18 A K A K
9 B –3 B –3 B –2 B –0 B –0 B –0 B –0 B –0 B –0 B –0 B –0 B –0 B –0 9
A –6 A –7 A –8 A –9 A –10 A –11 A –12 A –14 A –16 A –18 A K A K A K
0 B –0 B –0 B –0 B –0 B –0 B –0 B –0 B –0 B –0 B –0 B –0 B –0 B –0 0
A = PTS LOST BY ENEMY B = PTS LOST BY BANEDON K = AUTOMATICALLY KILLED
Action Chart
5
WEAPONS (maximum 2 Weapons)
1
2
If combat entered holding no weapon –4 COMBAT SKILL
-3 EP if no Meal
Can be discarded or changed available when
when not in combat instructed to eat
Additional Material
99
Aztaregina
Dejkaata
a
Gourizag
Gourstaz Is.
Xaagon
zaga
okriit
Azgad
Dajd Aarnak
Is. Tadatizaga
Helgedad
Gournen
a
L.Ghargon zitzag
Kaga
Naogizaga
Gazad
Mozgôar Helkona
Akagazad
Kagorst Tanoz Nadgazad
Torgar Cragm
Shpydar antle
a
Zeegazad kon
hug
Darke S
p
Gulf of Lencia Mayne am Helgor
sw Xanar
ell
Is. Blackshroud
Isle of Avieron Vad e H
Briona
Stonefast
era Th
R.
ra
Gt Bor Re
Ne
arg
Range lo
sar Humbold ni
an
ren
Da
eD
Th
Boradon
Vark Ari Nahsor
Helmstorm an
R.D
m
Utulio
oun
s
ina
arle
edi
Por
R.K
Cor
tD
R.Sw
aw
Anarin rila
Port Chryas Po Vanamor
The Garthen
Fort Bode Drodan
Casala Caderi
Rang
n
The
e Ten Hoest
tari
as
Orello
Northern Magnamund
Ljuk
Northern Void
The Kaltersee
Key
n
ve Broka
ska Thet Ice
An Hem Egen
d Lof Trelsk Mountains
Toran Kirlundin Is.
Kirlu
Gulf of Hills
Hammerdal
Mts
Bolde
Wasteland
Plains
orn
Minor Cities
Lakuri Is.
R.D
Major Cities
Maa Kadan Swamp
ken
gorg V’ka
e Kuri Sea
Kuchek Samiz Kara Kala
Varetta Casiorn
Ferufezan
Barrakeesh
Luyen Teph
Dahir Mts
Rhem
Du
Tekaro Ch
rdas
Suentina ah
on
Mt
s
R.Chu
Bir Rabalou
Tahou
R.Storn
Khordaim Is.
Tabora Bisutan
Mogaruith
L.Adon hor
Adon
R.K
n
L.Khor
aldo
s
ika
Firina
H
Nikesa
R.G
n
oro
Pforodon f Gorg
Leces o
sm
Falsar Cha
Gleesh Comana Elzian
Fort
Racc Kelis Anasundi
an
R.Boari
Talon
Sha Nezh
Gallain
Kaston
Bomars
Starngate R.Thon
n
Mt.Vost FeravaHeldana
Th
e Starns
Krak
nalo
rg Ch
s
R.Men
asm Ferthond
Chywel Avalar
Por
t Ve
nal Quilla
R.Lause Saldor Zhena
a
m
Horstal
Io
R.
Kaum Pe
aks
Klan
n Mt Sendalyr
s R.Inkil Cavalia
R.Bandor
Dragen Vaagen
Great Lunarlian Plain
Denzh
R.Tehda
Gt. Forest of
Kelderwood
omi
Yua Tzhan
R.Hu
oma
Sheasu Pensei
R.Tkuk
Mydnight
Yu
Otavai
aK
Dw
lio
ala
Chai Sea
Mincheng
Vaduz Shoruba
Zhor
Southern Magnamund
Maula
Bas
card
R.Dwerlir o Gulf of Tentarium
oa
Ser Tars
hor
Zhar
loum
Lasah Do
R. Ralzuha Jungle
Hol-da-kiem Lo
ero
ga
R.S
ills
L.Lucien
nH
ra
er
cie
Ob
Lu
ts
M
Ghol Tabras
a
ad
Mingaz Is.
Sh
R.Oc
ge
Vos Is.
an
nR
ka
iye
.S
an
Gt
lsh
Tre
Isle of
Kobra
R.Rau
Tazhan
R.Ito
Caeno
Shadaki
eK
Th
Tiklu
Jazer
Andui
Korli Sea
of
Winds
Forlu
Desolation
Valley
Sea
Gyanima Suhn of Isle of Lorn
Dreams
KarnaliLake
Shen Amida
wu
A condensed history of the last free planet of Aon, covering the major
events that have shaped this world in the 18,000 years from its creation
to the defeat of Darklord Zagarna.
In the silent darkness before the creation of the Sun, were the first to enter the primeval
Magnamund, a titanic struggle raged between world of Magnamund, and in doing so they
the formless, shapeless gods of Good and became mortal creatures. They chose to dwell
Evil. Ageless and unceasing was their conflict in the depths of the oceans where they took
until the Peace of Ishir heralded an uneasy the shape of sea dragons of massive size and
truce between the powers of life and death. power. Kai spoke to Nyxator, a dragon of
Goddess Ishir, High Priestess of the Moon, immense wisdom, and warned him of the
sealed a promise with Naar, the King of the birth of evil among his brethren. Nyxator led
Darkness, by which their endless war might the true dragons onto the land and created
cease. A great vessel was shaped from the the realm of Cynx to avoid the evil spawn of
truth of her pledge into which Naar infused Naar who were hatching in the depths of the
the essence of his terrible power. Their sea. In his wisdom, Nyxator created the
creation became Aon, the ‘Great Balance’, Lorestones in order to preserve the powers
and from this seed grew a universe filled with bestowed upon him by the great god Kai. The
light and dark, life and death, hope and dragons of Naar emerged from the sea and
despair. The Lords of Good and Evil looked waged war on Cynx, destroying it with a rain
down upon Aon in wonder, and so greatly did of fire that lasted many centuries. Nyxator
they desire to enter and control their creation escaped and rallied his brothers to fight
that the Peace of Ishir was ended, and their again, but he was finally defeated and forced
struggle was born anew. to take refuge at the molten core of the
planet. The dragons of Naar burned and
The many jewels of Aon shone brightly in savaged the land, laying all to waste in an
the darkness and swiftly were they claimed by orgy of triumphant destruction. But in doing
the gods. As one world fell to Evil, so another so they sealed their own doom for they were
was saved by Good, until just one, the now mortal creatures.
brightest jewel of them all, remained
Following their extinction, the King of the
unclaimed and unconquered. The great
Darkness sought to destroy Nyxator by other
powers marshalled their forces in preparation
means. He caused the land to seethe and boil,
for the final, momentous battle that would
to erupt, twist and tear. For two thousand
decide the fate of Aon, for control over the
years Magnamund was tortured, but it refused
last world would tip the balance in favour of
to yield its hidden refugee. In desperation,
the victor and banish the defeated gods to the
Naar sent forth his most powerful servant—
Void from whence they came. And so it was
Agarash the Damned. In the year 6700 MS , he
that Magnamund, the last free world of Aon,
arose and conquered Southern Magnamund,
became a battleground of the gods—the
creating the Doomstones in mockery of the
keystone of power in the war between Good
Lorestones of Nyxator. In the depths of his
and Evil.
fortress of Naaros, he used them to breed a
The forces of the noble god Kai, Lord of legion of dreadful forms—the Agarashi, the
Creatures of Darkness. They were let loose appeared in central Magnamund shortly
upon the ravaged land and nowhere was safe before the outbreak of the Great Plague
from their insatiable hunger. The power of (2514 MS ) which swept slowly and
Agarash grew unchecked; he forged great systematically across the world, leaving the
weapons of power and raised the dead to do Elder Magi decimated in its wake. Cenerese
his bidding. He became invincible, but still his power grew until the arrival of the Herbalish,
purpose was unfulfilled: Nyxator still lived. a holy order devoted to the healing arts, who
In the year 5246 MS , with all Magnamund defeated them in a bitter war.
at his feet, Agarash began the Great Hunt. His In the year 1600 MS , an accident took
search took him to the depths of the world place that was to alter the balance and course
and culminated in a fiery duel at the very of history. A race of lesser gods called the
core, in which Nyxator was slain and the Shianti appeared by means of a ‘Shadow
Lorestones captured. For two hundred years Gate’—a door between the material world of
Agarash sought a means of destroying the Magnamund and the astral world of the
Lorestones. They were the last vestige of Daziarn. At first they settled in the southern
Good in Magnamund, and their destruction reaches of Magnamund, but as the centuries
would bring total victory to his master. For passed, they grew ambitious and sought to
the gods Ishir and Kai, it was the nadir of increase their knowledge of their new home
their struggle. Yet, in the depths of their and discover the secrets of the Daziarn. Their
desperation they conceived a new power to culture spread to the north and east where
save their cause—the power of magic. they were known by several names (Majhan,
In the year 4570 MS , the gods Ishir and Kai Suukon, Ancients). Their quest for knowledge
sent forth the magical Elder Magi to challenge was successful and it culminated in the
the mighty Agarash, servant of Darkness. creation of the Moonstone, a gem of power
They planned and undertook a daring assault formed in the astral Daziarn that became the
upon his fortress of Naaros and recaptured focus of their wisdom, their magic and their
the stolen Lorestones while he slept, very existence. It saw the dawn of their
entranced by their spells. Enraged to a terrible Golden Age, an era that brought health and
fury, Agarash unleashed his Creatures of plenty to all creatures of Magnamund. Many
Darkness and waged a horrific war upon the humans arrived during this age: the
Elder Magi that lasted one thousand years. Mythenish and Tianese in the south; the
Outnumbered by their foes, the Elder Magi Vassa in the east; the Vaderish, Nael and
used their powers to devastating effect by Aluvians in the west; and the Ice Barbarians
charming the Agarashi and turning them and Ulnarians in the north. But the presence
against one another. It was thus that they of the Shianti, and especially their Moonstone
brought about the downfall of Agarash and on Magnamund, disturbed the balance
the destruction of his fortress in 3572 MS . between the Lords of Good and Evil.
With the ruin of the Agarashi Empire, the Ishir appeared to the Shianti and
pendulum of fate swung in a favourable arc persuaded them to relinquish their Moonstone
towards the powers of Good. The land and exile themselves to the remote Isle of
became stable and fertile, flora and fauna Lorn. The Moonstone was returned to the
grew in abundance, and the Elder Magi grew Daziarn and a great exodus took place in
in wisdom through the study of the which the Shianti abandoned their cities and
Lorestones. The Age of the Old Kingdoms pledged never to interfere in the affairs of
welcomed the arrival of new civilisations and Man or the course of future history. In the
new hope for a world scarred by war, but it years prior to the exodus, a new and evil
also saw the emergence of a sinister force. force had arrived in the west. A barbaric
The Cenerese, a race of treacherous druids, horde of warriors called Drakkarim were
laying claim to vast tracts of the northwest, against the Sommlending, but his efforts were
putting to the sword and the torch all that to end in defeat at the great Battle of
stood in their path. Their name was enough Maakengorge. Aided by the army of Durenor,
to strike terror in the hearts of men, but they King Ulnar I and his warriors broke Lord
were merely a prelude to the nightmare that Vashna’s forces at the Pass of Moytura and
was about to begin. Naar, the King of the drove them all the way back to the
Darkness, had laboured unceasingly to create Maakengorge. There Lord Vashna was slain in
new champions of Evil, and now his task was mortal combat with the Sommlending King
complete. In the year MS 3072, the Darklords upon the very brink of the abyss. The defeat
appeared for the first time in northern of Vashna halted the Darklord invasion, but it
Magnamund and began their terrible war of did not destroy their considerable power. In
desecration. Huge areas of fertile, cultivated order to triumph over each other, both the
land were devastated by fire and pestilence, Darklords and the Sommlending undertook
and turned into volcanic wastelands through similar quests. Aided by the magicians of
the use of evil magic. The Drakkarim nations, Dessi (the last remnants of the Elder Magi),
in fear and awe of Darklord power, allied Sun Eagle—the first Kai Lord of
themselves to this new force and constructed Sommerlund—sought to find the lost
huge city-fortresses to dominate the lands Lorestones of Nyxator. Meanwhile, in the
they had helped to conquer. Never, since the black city of Helgedad, the Darklords were
rise of Agarash the Damned, had Magnamund commencing a quest for the Doomstones of
faced such overwhelming evil. Agarash, lost during the destruction of
Naaros.
The gods Ishir and Kai mustered their
forces to counter the Darklords, but they were In MS 3822, Sun Eagle completed the
woefully ill prepared for the speed with which Magnakai quest and established the Order of
Naar’s new champions of Evil were the Kai to protect the future of his country.
conquering the land. They sent forth a race of Many years later the Darklords completed the
men called Sommlending, a noble breed of Doomstone quest and a new leader, Lord
warriors both wise and strong, and fortified Zagarna, emerged to claim the throne of
them further with new magic and a weapon of Helgedad. Under his command the Darklords
great power called the Sommerswerd: the began the lengthy construction of fortresses in
Sword of the Sun. In the year MS 3434, the the Durncrag Mountains in preparation for the
Sommlending forced the Darklords out of the eventual invasion of Sommerlund. However,
Lastlands and pushed them back beyond the in spite of overwhelming superiority of
Durncrag Mountains. They established their numbers, the aid of a treacherous
homeland of Sommerlund on territory wrested Sommlending wizard called Vonotar, and the
from the Darklords, and constructed their near-total destruction of the Kai Lords,
capital, Holmgard, in celebration of their Zagarna failed to conquer Sommerlund, and
victory. Defeat so inflamed the Darklord was destined to perish himself during the
commander, Lord Vashna, that he vowed to Siege of Holmgard, destroyed by Lone Wolf,
destroy Sommerlund and its race of men who last of the Kai, and the power of the
had dared to challenge his power. For three Sommerswerd: the Sword of the Sun.
hundred years he waged wars of attrition
The Companion Postscripts
THE DUKEDOM OF HALIA
The Vaderish/Aluvian
In the year MS 1306, Duke Saldor the Recanter rebelled
Nations against the League of the Sword and exiled himself to the
forested hills of Halia. Many disgruntled knights followed
him into exile and pledged themselves to his cause. A brief
THE PROTECTORATE OF campaign was fought and lost by the League, after which
CINCORIA the outlawed realm of Halia became a sanctuary for those
Established in the year MS 1199 as a religious refuge from the seeking an escape from the austerity of Ilion.
doctrines of the Grand Duchy of Kasland, Cincoria prospered
and grew in strength under the leadership of the first THE LEAGUELANDS OF
Margrave. But with the coming of the Nael, Cincoria found ILION
herself drawn into a succession of bitter conflicts with the
warlike Klarnorians. Much of her southern territory, including Ilion was once part of Lencia until the Vaderian Knights of
the gold-rich Klann Mountains, was lost to the enemy. Were it the Sword were granted independence in MS 1294. The
not for the unexpected aid of Kasland, Cincoria would fertile grasslands that surround Feravan are well known for
undoubtedly have suffered total defeat during these wars. the wild white horses that live there. They are long-lived and
intelligent creatures, much prized by the League for their
THE KINGDOM OF ability to understand the languages of men. A strong alliance
DELDEN exists between Ilion and Talestria, and the Knights of the
League form a regiment of cavalry in the army of Queen
Ever since the building of Luyen in MS 1862, the rulers of
Evaine.
Delden have found themselves at war with neighbouring
kingdoms, each of whom have at some time laid claim to
rightful ownership of that city. The Knights of the Owl, an
THE GRAND DUCHY OF
alliance of embittered nobles outlawed in their native lands,
KASLAND
established Delden from land won in wars with Magador With the arrival of the Aluvian peoples, the Grand Duchy
and Eldenora during the Age of the Black Moon. The was the first of their kingdoms to be established in Southern
knighthood disintegrated soon after the War of the Magnamund. It became the base for further expansion
Lorestone, and the crown of Delden was claimed by the across the Tentarias and the spiritual home of their culture
House of Naumon, former rulers of Eldenora. and religion. In MS 1199, the War of Recension saw the birth
of Cincoria, a breakaway state established by Margrave
THE UNIFIED PRINCIPALITIES OF Vactor I as a refuge for his recensionist followers.
ELDENORA
The rich timber-valleys and silver mines of Eldenora THE GREAT UNION OF
attracted the settlement of Vaderish and Aluvian migrants LUNARLIA
from southern Magnamund. Jealously the first of these
In MS 1234, the Great Union was founded on many smaller
settlers guarded their land, forcing later migrants to continue
Aluvian states that shared the fertile plains of central
northwards into Slovia and Salony. Distrust and envy, ugly
Magnamund. Barbaric attacks by the creatures of Kaum,
but common traits among Eldenorians, led them into many
wars with their neighbours and into civil strife amongst Naaros and the Kelderwastes plagued these states for over a
themselves. It remains an unstable country in the hands of century before the Union of Lunarlia established a standing
ruthless and selfish princelings. army large enough and strong enough to defend the plains.
With the arrival of the war-like Nael in MS 1309, Lunarlia
THE PRINCIPALITY OF was plunged into the Great Plain Wars, but emerged
ERU victorious at the defensive Battle of Kaylar Flat (MS 1366).
The climate and terrain of Eru is harsh and inhospitable; THE REPUBLIC OF
were it not for the abundance of natural resources, the PALMYRION
Vaderish pioneers would have undoubtedly moved on to a
more agreeable land. Mining settlements suffer repeated In a region of Magnamund plagued by civil strife and petty
attacks from the creatures of the Hellswamp, and lightning power struggles, the Republic of Palmyrion stands like a
raids by Drakkarim renegades of the Hammerlands. Prince beacon to justice and sanity. Her strong elected government
Graygor and his small army are unable to defend their and her massive regular army guarantees the defense of her
border from attacks that are destroying their land. borders, and the continued support of her ally—Talestria.
The Nael/ The Lastlander/
Nael-Aluvian Nations Old Kingdom Nations
Ruler: King Lomaer II Prior to the coming of the Shadaki, Lara was the realm of
the primitive Kundi Tribe who inhabited its lush mountain
Capital: Anarin
forests. But in the year MS 4663, the forests were burnt to
Population: 120,000+
the ground by order of Shasarak the Wytch-king, in
Resources: Iron ore, bronin, gold, silver, rare
retribution for the guerrilla warfare waged by the Kundi
metals, rare minerals, agriculture, fish
upon his Shadakine armies. Following the destruction of
Currency: Ain (1 Ain = 1 Gold Crown)
their home, the Kundi disappeared, but later reappeared in
The surviving Dwarves of southern Magnamund, known in the jungles of the Azanam. Lara is now a desolate land
some lands as the Droda, settled in the Boden Peaks populated by a few settlers from Shadaki who farm its
following the destruction of their kin during the great plague scorched hills.
of 2514 MS. Unlike their cousins in Bor, they chose to build
castle-fortresses in the steep-sided mountain valleys of their
kingdom, rather than mining and tunnelling underground. A
strong alliance exists with the giants of Starn, and the Droda THE DARK FOREST OF FERNMOST
have grown very rich from trade along the Tentarias.
Ruler: None
Capital: None
THE ICY WASTES OF KALTE Population: Doubtful
Resources: Rare herbs, rare flora, rare timbers
Ruler: Brumalmarc Kzu’tooa Currency: None
Capital: Ljuk
Population: 6000 This large forest was formerly part of Taklakot until the
Resources: Furs destruction of that kingdom in MS 3280. Fernmost has since
Currency: Gold Crown (Ljuk only) been cloaked in mystery for it survived the devastation of
the Great Blast, yet its trees changed and mutated in
The Icy Wastes of Kalte are controlled by a warlike race of extraordinary ways. Strange creatures and tales of vast
nomads called Ice Barbarians. Their only contact with the treasure vaults beneath the blood-red soil have tempted the
rest of Magnamund is through the trading post of Ljuk. Their adventurous to their doom. It is said that no person who has
ruler [MS 5050], the Brumalmarc Kzu’tooa, reigns over his ever entered Fernmost has returned sane in mind after their
snowy domain from the ice fortress of Ikaya, formerly a experiences there.
Shianti fortress built during the Age of Awakening.
THE HELOTRY OF
THE REPUBLIC OF NYRAS
ANARI
The timbered wastes and heaths of Nyras were once Northern
The natural protection afforded by the Chah Mountains has Lencia, until they were lost to the invading Drakkarim during
enabled Anari to repel hostile Vassagonian armies for over the Darkdawn War (MS 2606–10). The Lencians mounted a
three centuries. It was once a much larger state which series of campaigns and crusades to recapture their territory,
but they all proved costly and fruitless. The Drakkarim built a
stretched to the borders of Casiorn, but defeat at the hands
mighty fortress on the ruins of Gamir, the former Lencian
of the Black Zakhan reduced their territories by half. A capital, and named it Nagamir after their victory. In MS 3150,
strong alliance exists with Kakush, Lourden, Firalond and Nyras allied itself to the Darklords of Helgedad, and Nagamir
Slovia, and Slovian mercenaries account for almost seventy was renamed Darke in their honour.
percent of the President’s army.
THE HELOTRY OF
THE IMPERIAL EMIRATE OF NYVOZ
KAKUSH
This forested wilderness north of the great Hellswamp
In MS 4301, a nomadic Vassa tribe called the Kakushi broke became a refuge for bandits and outlaws during the Golden
with nomadic tradition and established a permanent Age of the Shianti. Gradually, they banded together to form
settlement on the plain of southwestern Vassagonia. They a bandit kingdom, and enjoyed great success raiding the
constructed the city of Nikesa and forged strong links of trade territories of Eru and Northern Lencia. When the Drakkarim
arrived, the bandit kingdom fled to the sanctuary of the
and friendship with Dessi, Anari and Firalond. However, since
Hammerlands, leaving the city of Kagorst in ruins. The
the rise of the Vassagonian Empire they have suffered great Darklords took control of Nyvoz in MS 3152, and Kagorst
losses in wars against their former kinsmen. was rebuilt as a city-fortress by their Giak slaves.
THE DARKLORDSHIP OF fathomless pools is home to many giant reptilians and
humanoid amphibians. It harbours a myriad carnivorous
ZALDIR insects and poisonous barbed plants that often ensnare
any warm-blooded creature who is unfortunate or unwise
Zaldir was the first place to fall to the Drakkarim in MS 2591. enough to enter its murky channels. Its eastern border
The city of Shpydar (formerly Vinaldo) was besieged and its with Eru and the Hammerlands is markedly less hostile
inhabitants massacred by the barbaric Drakkarim. In MS than the western or central regions, and access to inland
3140 the Drakkarim were themselves overrun by an territories is often attempted by smaller boats.
invasion from the Tadatizaga. The Darklords tricked the
Zaldirians into allowing their Giak armies into their land in
order to repel the invaders; when the war was won, it was
the Darklords who took control of Zaldir and promptly THE HELOTRY OF
crushed all who dared to oppose their rule. OGIA
The mountains and broken hills of Ogia mark the limit of
SWAMP OF Drakkarim invasion before the Darklords arrived to take
MAAKENMIRE control. Deep below its barren soil, a multitude of evil
creatures have survived since the fall of Agarash the
The geography of the Lastlands underwent dramatic change Damned. Many were enslaved by the Drakkarim and
during the formation of the Maakengorge in MS 3055. Formerly were use to build the city of Xanar, from which they
an expanse of rolling grassland, the Maakenmire Swamp was launched their raids on the rich river-valleys of northern
created when a vast bowl of land sank below sea level as the Talestria.
tremors of the shifting land spread eastwards. Fearsome, semi-
intelligent reptiles, notably the Kwaraz and Gourgaz, emerged
from the Maakenmire and inhabited the newly-formed THE DOOMLANDS OF
swamps. The island stronghold of V’ka is rumoured to contain
many thousands of these hostile creatures.
NAAROS
Formerly the seat of the greatest, most evil dynasty that
has ever ruled upon Magnamund, Naaros is now no
THE INFERNAL more than a desolate wasteland of blackened ash and
HELLSWAMP heat-fused rock. A vast chasm marks the site of the
ancient city, and deep within there lurk the last remaining
This shifting, seething morass of quaking mires and survivors of this once-powerful realm.
Giak Ch at
ADDITIONAL GIAK WORDS FOR USE WITH THE MAGNAMUND COMPANION LIST
ANGER/
ANGRY.......Ganiak JACKET/COAT...... Tugga
ARMOUR .........Zaggan KEY....................... Ruz
ARROW ...........Dulag MAGIC/SPELLS .... Jigi TREE....................... Koson
AXE .................Darg MARCH................. Tak VEGETABLE/HERB Zug
BOAT/SHIP......Muzar MIX ....................... Shushum WARN ..................... Rigi
BOOK ..............Zad MOON................... Dajdok WASTE ................... Tezna
BOW................Tuk MOUNTAIN........... Ritzag
CHEAT ............Noza WAY........................ Tuztor
OLD ...................... Jet WIND ...................... Duga
CLOAK ............Nozosh
PATH/TRACK ....... Adog WINDOW/PORTAL . Zogak
COMPANY ......Nadarog
PROBLEM............. Ketki WINE ...................... Jogg
COURAGE.......Rugga
PUNISHMENT ...... Ekug
COWARD ........Odogon
DIG ..................Nar RING ..................... Ditka
DOOR/GATE ...Etaar ROAD.................... Agna
END .................Zoz SADDLE................ Togtar INDIRECT
FEMALE ..........Zizi SERGEANT........... Kordak
SHALLOW ............ Kaat
TRANSLATION
FLANK .............Nartag
FLY..................Dikoz SHIELD................. Danak Giak is sprinkled with indirect
GOING ............Naka SIT ........................ Dandon translations, otherwise known
GRASS.............Zika SLEEP................... Jat as dialects. The use of the
HELP ...............Niz SMOKE ................. Kokog language is widespread, and
SPECIAL ............... Enoza
differences arise in the way
various creatures pronounce
SPY ....................... Dik
various words. For example,
SQUAD ................. Kezneg the Giaks of Helgedad
STEAL................... Dog pronounce the harsh ‘t’ more
STORE .................. Tekim softly than the Giaks of the
STUPID/DULL....... Egor Durncrag Mountains, and the
SUN ...................... Gadajok human Drakkarim use the
TIGHT................... Doddog plural suffix ‘im’ instead of the
TIME ..................... Ekko commonly used suffix of ‘a’.
TOOL.................... Toz
The Giak Word List
The start of a semi-regular feature in which we catalogue all of the most frequently used
words of the Giak vocabulary.
ENGLISH GIAK ENGLISH GIAK
above............................................. ATOG BRIGHT......................................... gadaj
AND .............................................. ash BROWN......................................... klag
ANGER / ANGRY .......................... ganiak bucket ............................................ EDAK
ANIMAL......................................... gorak BURN ............................................ azgad
archer ............................................ DULDUG bury ............................................... ADUG
arena ............................................. MAGNOK BUT ............................................... ka
arm ................................................ GUK call ................................................. HUK
ARMOUR....................................... zaggan camp.............................................. GOGAK
ARMY / WAR PARTY .................... orgar / dorgar canyon / chasm .............................. OKROG
ARROW ......................................... dulag captain ........................................... EGUD
ash................................................. KEGA CARRY .......................................... kag
ASK / DEMAND ............................. jok cask / barrel .................................... RADGOR
AT.................................................. iak CASTLE / STRONGHOLD............. gazad
ATTACK (n)................................... dargag catapult .......................................... TEGDARG
ATTACK (v) ................................... darg cavalry ........................................... NOZODIM
awake / awaken ............................. RAKKA cell / prison..................................... LIZOG
AXE ............................................... ogg CHAIN ........................................... shuk
baby .............................................. LAG CHAMPION ................................... kookar
bag ................................................ JUGA CHARGE ....................................... shaag
barracks ......................................... GAZJAT CHEAT .......................................... noza
barricade........................................ ODGOZ cheer.............................................. JEGKA
battle.............................................. GUDNAK CHEST .......................................... tadzar
bay / cove ...................................... EGIZA child ............................................... IGGI
BED............................................... shardar CHURCH / TEMPLE...................... zazgog
before ............................................ NUG circle .............................................. ADUZ
behind ........................................... OGAT CITY / TOWN ................................ gedad
belly ............................................... DUG-DUG claw (n) .......................................... HAG
bend .............................................. IKA claw (v) .......................................... HAGAG
berserk / crazy ................................ HEGEZ CLEAN .......................................... stug
betray ............................................ STAG CLOAK .......................................... nozosh
BIG / GREAT ................................. gudjag CLOSE / SHUT.............................. zen
bird ................................................ DIKRAK cloud.............................................. MUGTAZ
bite ................................................ DIG COLD ............................................ gour
BLACK .......................................... hel COME............................................ dez
blind .............................................. EKIZ COMING ....................................... dogez
blockade ........................................ ODGOZEG COMPANY .................................... nadarog
BLOOD ......................................... adez cook............................................... LAZAG
blow............................................... DUZA COURAGE..................................... rugga
BLUE............................................. gug COWARD ...................................... odogon
BOAT / SHIP ................................. muzar crossbow ........................................ NUZOG
body .............................................. HAK crown............................................. REKNOZ
bolt ................................................ SHAZ cup................................................. IOK
BOOK............................................ zad CUT ............................................... shez
BOOT / SHOE ............................... hagor DAGGER / KNIFE .......................... ogsha
border ............................................ GAGJAK damage .......................................... ADUK
bottle / jug ...................................... ADAG dance ............................................. JANTOK
BOW.............................................. tuk DANGER ....................................... jatnar
bracelet .......................................... MUTAZ DARK............................................. nad
BREAK .......................................... jez dawn.............................................. ZUGGUZ
bridge ............................................ MOK day................................................. EGUK
deaf................................................ AKOG
NB. Words in capitals in the English column are those which are featured in The Magnamund Companion and past
issues of the Lone Wolf Club Newsletter. Words in capitals in the Giak column appear here for the first time.
The Giak-English Lexicon
(Adapted from the Desert Lynx’s Oasis website)
For example, the Nadziranim that served Darklord (Reduce by 25% if beyond the limits of the
Haakon fashioned for him a special helm and Darklands.)
body armour which enabled him to survive his visit Darklord Vashna: CS 58 ENDURANCE 88
to Vassagonia in Shadow on the Sand. They also (Reduce by 20% if beyond 400 miles from
created the weapon called ‘The Orb of Death’, Helgedad.)
with which Haakon bargained with the Zakhan in
order to capture Lone Wolf. ————————————————————
———————————————————— If the Darklords physically disintegrate outside the
Darklands after too long, how come Darklord
How do you pronounce ‘Quoku’?
Haakon survived his visit to Vassagonia?
Lone Wolf Club Newsletter New Year’s Special 1986:
Lone Wolf Club Newsletter 12:
‘Quoku’ is pronounced ‘Quo’ (as in ‘Joe’), ‘ku’ (as Haakon’s Nadziranim, his personal magicians,
in ‘you’). made for him a special helmet to enable him to
———————————————————— breathe the air of Vassagonia. Normal air is
poisonous to all Darklords, the oxygen content
Where do the Yawshaths come from?
being the main cause of their disintegration.
Lone Wolf Club Newsletter 6: Haakon’s helmet was featured on the first edition
The Yawshath, like most of the evil monsters that covers of Shadow on the Sand, and is also to be
inhabit Magnamund, is one of the Agarashi—the seen on page 33 of The Magnamund Companion.
creatures of darkness. When Naaros was
destroyed, the Agarashi melted away into the ————————————————————
mountains and swamps where they have hidden
ever since. Many became extinct, but some, like After Darklord Haakon’s death in Shadow on the
Sand (MS 5055), who is the leader of the Darklord
the Yawshaths, evolved and survived in isolation,
eventually emerging to terrorize the areas which Empire?
border their lairs. Lone Wolf Club Newsletter Summer Special 1987:
————————————————————— The successor to Darklord Haakon will be Darklord
Gnaag of Mozgôar. Following Haakon’s demise, a
The Darklords civil war breaks out in Helgedad as rival Darklords
fight for the throne. The war lasts five years before
The Darklords are described as ‘mortal’, but mortal Gnaag emerges triumphant.
means human. The Darklords aren’t human . . .
————————————————————
are they?
Lone Wolf Club Newsletter 10: What are the names of all the Darklords, and
The dictionary definition of mortal is something which of them are alive?
that is subject to death. The Darklords are most Lone Wolf Club Newsletter New Year’s Special 1987:
definitely not human, but they are subject to death. The twenty Darklords created by Naar are as
A Darklord can be slain either by one of his own follows:
VASHNA Lord of Helgedad What happened to the armies of Gnaag after the
ZAGARNA* Lord of Kaag destruction of Helgedad in MS 5067?
HAAKON* Lord of Aarnak
DAKUSHNA Lord of Kagorst Lone Wolf Club Newsletter 11:
KRAAGENSKÛL Lord of Helgedad When the Transfusor was destroyed, those
CHLANZOR Lord of Gazad Helkona Darklords who were outside the borders of the
MENASHGA Lord of Nadgazad Darklands physically disintegrated. Without their
TOMOGH Lord of Gournen tyrannical leadership the factions which made up
UNC* Lord of Aarnak their armies, notably the Drakkarim, began to fight
SLÛTAR Lord of Kaag amongst themselves for control. This widespread
GNAAG Lord of Mozgôar disorder quickly escalated into a virtual civil war
SHEBNAR Lord of Helgedad within the Darkland armies. It gave the Freeland
TAKTAAL Lord of Helgedad forces time to recover and launch an offensive that
ZHANSHAL Lord of Aarnak exploited the chaos and led to a quick and total
GHANESH Lord of Helgedad victory.
NHORG Lord of Gourizaga
MRUGOR Lord of Helgedad
XOG Lord of Helgedad
————————————————————
GHURCH* Lord of Ghargon
KHATELLU Lord of Helgedad What happened to ‘Darkflame’, the sword
belonging to Darklord Gnaag?
Archlord Vashna was killed by King Ulnar I at the
Great Battle of Maakengorge. He was the most Lone Wolf Club Newsletter 12:
powerful of all the Darklords and, technically, he is Gnaag’s sword, Nadazgada, was consumed by the
not completely dead; his spirit lives on, imprisoned flames of Helgedad when the city-fortress exploded
in the chasm of doom, and it can be released if the and fell into the Lake of Blood, as described at the
correct ritual is performed. end of The Masters of Darkness [in MS 5070].
TE
TH
PLANE OF
—————————————————————
DARKNESS
D
AZ
‘Ogot’, by the way, means ‘Retreat’ in English. Lone Wolf Club Newsletter 5:
Strictly speaking, there is no distinction between
———————————————————— the term warrior and monk. During long periods of
peace, the Kai devoted themselves to study and
In Flight from the Dark, Section 267, what does training, which prompted outsiders to call them
the message attached to the Giak dagger say? monks because their order was separate from the
Lone Wolf Club Newsletter 5: rest of Sommlending society. During times of war,
In entry no. 267 of Flight from the Dark, the they formed important army units in the
message is written in Giak and is pronounced as Sommlending army. They wore armour and their
follows: higher-ranking masters were placed in command
of all troops (Kai and regular army soldiers).
“ORGADAK SHADA TAAG OKAK— Hence, they were also called warriors.
ORGADAK OKNARA EK ASH JEK EG
HELGEDAD” ————————————————————
When the above sentence is translated into When was the Book of the Magnakai lost, and
English, it reads: how?
“YOU ARE TO KILL ALL HUMAN Lone Wolf Club Newsletter Summer Special 1987:
SOLDIERS—HUMAN LEADERS ARE TO The Book of the Magnakai was lost in the year MS
BE TAKEN TO HELGEDAD”! 4434. It was stolen by agents of the Zakhan of
Vassagonia who wished to use it to bargain for
————————————————————
power from the Darklords. The plan went wrong
What do the territorial names of areas in the when the agents double-crossed the Zakhan and
Darklands translate as? tried to strike up a deal directly with the Darklords.
They hid the Book in the Tomb of the Majhan and
Lone Wolf Club Newsletter 28: then sought an audience with the Darklords by
The main territorial regions of the Darklands are: approaching a Drakkarim warlord in the city of
AZTAREGINA = Northern Sea Torgar. Unfortunately, the Drakkar dismissed their
GOURIZAGA = Coldlands attempt to strike up a deal and simply tortured them
NAOGIZAGA = No-lands in order to extract the hiding place for himself.
DAJDOKRITZAGA = Moon Mountains However, both agents died before revealing the
KAGAZITZAGA = Fire Mountains location of the book, and the hiding place remained
DEJKAATA = Eastern Shallows a secret until MS 5055 when Haakon learned of
what had happened. He used his power to call on
————————————————————— the spirits of the agents, and bought them back
under his control as ‘Stuzor-zutaagon’—weak,
The Kai Monks wraith-like undead. This is how he learned of the
location of the lost Book of the Magnakai.
How old are the Kai?
————————————————————
Lone Wolf Club Newsletter New Year’s Special 1986:
The Order of the Kai was established by Sun Before their massacre, how long did it take for a
Eagle, the first Kai Grand Master, in the year MS Kai Lord to master each basic and Magnakai
3810. At the time of their massacre, the order was Discipline?
1,240 years old!
Lone Wolf Club Newsletter 9:
———————————————————— There was no set time limit in which a Kai Lord
had to master any particular Discipline. Each of
the Kai developed their innate skills at differing right sleeve. Below are the ten cloak badges
rates of progress. Some Kai never progressed awarded to Kai Lords whilst they study the basic
higher than the rank of Warmarn (Journeyman) or Kai Disciplines.
Guardian, whilst others, having entered the
monastery as children aged seven, developed their NOVICE -------------------------
INTUITE 9
WARMARN -------------------------------------------------------
DOAN 12
ACOLYTE 14 JOURNEYMAN ------
ASPIRANT 18
MASTER ------------------------
GUARDIAN 19/20
WARMARN/JOURNEYMAN 20/22 ————————————————————
SAVANT 24
What are the Badges of Rank like for the Magnakai
KAI MASTER 28
ranks of Kai Master to Kai Grand Master?
KAI MASTER SENIOR 30
Lone Wolf Club Newsletter 8:
KAI MASTER SUPERIOR 32 The insignia for Kai Masters are very different to
PRIMATE 35 the Badges of Rank worn by Kai Lords who have
TUTELARY 38 yet to master all of the basic Kai Disciplines. When
PRINCIPALIN 42 a Kai Lord becomes a Kai Master he is granted the
privilege of being allowed to design his own
MENTORA 48
uniform. But in order for others to be able to
SCION-KAI 50 identify his rank, these unique uniforms had to
ARCHMASTER 52/54 conform to certain specifications. Each level of
KAI GRAND MASTER 56/60 Magnakai training is identified by a colour and a
symbol. When a Kai Master designs his uniform
———————————————————— (which he must do every time he masters a new
Magnakai Discipline) he must incorporate his
In The Chasm of Doom, Lone Wolf is asked for his
Magnakai rank colour and symbol into the design.
Badge of Rank. What does this item look like?
Before their massacre, it was common for Kai
Lone Wolf Club Newsletter 7: Masters to combine elements of their name, rank
Badges of Rank were given to the Kai Lords during symbol and rank colour into a crest which was
their training at the Kai Monastery. These badges worn as an embroidered badge on their right
took the form of cloak clasps worn at the right shoulder. For their formal uniforms, worn in battle
shoulder. The Badge of Rank given to Lone Wolf or on special or state occasions, these crests were
during The Chasm of Doom was that of a ‘Guard woven into the fabric and would cover both the
Captain of Rangers’, a badge shaped like a horse’s chest and the back of the tunic. The Kai Master
head embroidered in red thread and worn on the rank colours and symbols were as follows:
RANK COLOUR SYMBOL On page 44/45 of The Magnamund Companion,
what is the room next to the Armoury?
KAI MASTER Grey Castle
Lone Wolf Club Newsletter Summer Special 1987:
KAI MASTER
Light Blue Anvil The room to the left of the Armoury is the
SENIOR
Marshalling Room. Here, patrols were organised
KAI MASTER
Dark Blue Ship prior to scouting missions in the Durncrag Range.
SUPERIOR
A stout door leads from this chamber directly to
PRIMATE Green Oak tree
the outside grounds.
TUTELARY Scarlet Sword
PRINCIPALIN Horse’s ————————————————————
Orange
head On page 44/45 of The Magnamund Companion,
MENTORA Yellow Dragon what weapons are the two foot soldiers using in the
SCION-KAI White Moon training park?
ARCHMASTER Silver Star Lone Wolf Club Newsletter Summer Special 1987:
KAI GRAND MASTER Gold Sun The two Kai Guardians depicted in the Monastery
illustrations are training with weapons called ‘Toran
It should be noted that following the massacre of Hammers’. They consist of a six-foot shaft of fire-
the Kai, Lone Wolf has chosen not to follow in the hardened oak with a heavy hammerhead at its top.
tradition of designing his own uniform. He has Narrow strips of steel are nailed down each side of
decided to wear his Initiate’s tunic until he has the shaft to prevent the head from being chopped
successfully completed the Magnakai quest.
off during combat, and two sharp spikes protrude
———————————————————— from the tip and the rear of the hammer. The Kai
When Lone Wolf is a Kai Master, does he teach used these weapons to counter attacks by
others his Kai skills at the Monastery? Drakkarim cavalry.
Replaced ‘spell of Lightning Hand, and’ with ‘spell Lightning Hand Replaced ‘spell of Levitation’ with ‘spell Levitation’.
Page 96: Section 78
and’.
Replaced each occurrence of ‘the Captain’ with ‘the captain’.
Page 96: Section 77
Replaced ‘Helghast’ with ‘Helghast:’.
Page 94: Section 64
Replaced ‘blanket’ with ‘Blanket’, and ‘boy, ‘he’s’ with ‘boy. ‘He’s’, and
Page 96: Section 79
Replaced ‘spell of Vigour’ with ‘spell Vigour’.
Page 95: Section 64
Replaced ‘spell of Sense Evil, and’ with ‘spell Sense Evil and’.
moved the last choice (about using Sense Evil) into the first position.
the game. Replaced ‘says, ‘please’ with ‘says. ‘Please’. occurrences of ‘com. ski.’ with ‘COMBAT SKILL’, and slightly altered the
This section is currently unreachable and cannot be brought back into
-----------------------------------------------------------------
0. Preamble through eight counted inclusively, holder of the copyrights © 1984 Joe Dever and Gary Chalk.
of portions of The Magnamund Companion, and holder The Chasm of Doom;
Joe Dever, author of the Lone Wolf game books, and of the copyrights for The Lone Wolf Poster Painting Book; © 1985 Joe Dever and Gary Chalk.
Ian Page, author of the World of Lone Wolf books are Melvyn Grant, holder of the copyrights for the illustrations
of Freeway Warrior 1: Highway Holocaust; Richard Shadow on the Sand;
providing certain of their works for free (gratis)
Hook, copyright holder of portions of The Magnamund © 1985 Joe Dever and Gary Chalk.
download from the internet. Rob Adams, Paul Bonner,
Gary Chalk, Melvyn Grant, Richard Hook, Peter Companion; Peter Andrew Jones, copyright holder for The Kingdoms of Terror;
Andrew Jones, Cyril Julien, Peter Lyon, Trevor the illustrations used in the Lone Wolf 10th Anniversary © 1985 Joe Dever and Gary Chalk.
Newton, Peter Parr, Graham Round, and Brian Calendar; Cyril Julien, copyright holder of portions of The
Castle Death;
Skull of Agarash; Peter Lyon, copyright holder of portions
Williams are similarly offering the illustrations that they © 1986 Joe Dever and Gary Chalk.
did for these books. This license is intended to protect of The Magnamund Companion; Trevor Newton,
the rights of the authors and the illustrators, grant rights copyright holder of the illustrations of Voyage of the The Jungle of Horrors;
to their readers, and preserve the quality of the books Moonstone; Peter Parr, copyright holder of the © 1987 Joe Dever and Gary Chalk.
distributed in this way. illustrations of Black Baron and White Warlord, Emerald The Cauldron of Fear;
Enchanter and Scarlet Sorcerer; Graham Round, © 1987 Joe Dever.
By viewing or downloading the books or the copyright holder of portions of The Magnamund
illustrations, you agree to refrain from redistributing The Dungeons of Torgar;
Companion; and Brian Williams, holder of the copyrights
them in any format for any reason. This is intended to © 1987 Joe Dever.
for the illustrations of Lone Wolf books nine through
protect readers from getting poor quality, unofficial twenty-eight counted inclusively with the exception of the The Prisoners of Time;
versions or from being asked for payment in exchange illustrations for book twenty-one, The Voyage of the © 1987 Joe Dever.
for the books by someone who is redistributing them Moonstone, holder of the copyrights of portions of The
unofficially. The Masters of Darkness;
Skull of Agarash, and holder of the copyrights for the © 1988 Joe Dever.
Anyone who wishes to simply view or download the illustrations of books two through four, counted
The Plague Lords of Ruel;
Internet Editions for their own personal use need not inclusively, of the Freeway Warrior series. Where Paul
© 1990, 1992 Joe Dever.
worry about running afoul of the terms of this License. Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter
These activities are within acceptable behaviour as Andrew Jones, Cyril Julien, Peter Lyon, Trevor Newton, The Captives of Kaag;
defined by this License. Peter Parr Graham Round, or Brian Williams is © 1991 Joe Dever.
mentioned singly, they will be referred to by name. The Darke Crusade;
This section does not contain the legally binding terms
of this license. Please read the precise terms and © 1991, 1993 Joe Dever.
1.3
conditions of this license that follow. ‘Internet’ shall hereafter refer to any means of The Legacy of Vashna;
transferring information electronically between two or © 1991, 1993 Joe Dever.
more ‘Licensees’. (The term ‘Licensee’ is defined in
The current version of this license can be found at the
following URL: The Deathlord of Ixia;
Section 1.5 of the License) © 1992, 1994 Joe Dever.
http://www.projectaon.org/en/Main/License
Dawn of the Dragons;
1.4
‘Internet Editions’ shall hereafter refer to the document
© 1992 Joe Dever.
1. Definitions
or documents, any parts thereof or derivative works Wolf’s Bane;
1.0 © 1993, 1995 Joe Dever.
‘License’ shall hereafter refer to this document.
thereof (including translations) made available to the
© 1993, 1996 Joe Dever.
1.1
‘Authors’ shall hereafter refer to Joe Dever, Ian Page,
transcription of certain text and illustrations by the
Voyage of the Moonstone;
Authors and Illustrators respectively as listed hereafter.
and Gary Chalk, copyright holders for the literary works © 1994 Joe Dever.
covered by this license. Where Joe Dever, Ian Page, or The following are the works written by Joe Dever which The Buccaneers of Shadaki;
Gary Chalk is mentioned singly, they will be referred to are being offered in English and Spanish under the © 1994 Joe Dever.
by name. terms of this license:
Mydnight’s Hero;
© 1995 Joe Dever.
‘Illustrators’ shall hereafter refer to Rob Adams, copyright
1.2 Flight from the Dark;
Rune War;
© 1984 Joe Dever and Gary Chalk.
holder of portions of The Magnamund Companion; Paul © 1995 Joe Dever.
Bonner, holder of the copyrights for the illustrations of the Fire on the Water;
Trail of the Wolf;
World of Lone Wolf books; Gary Chalk, holder of the © 1984 Joe Dever and Gary Chalk.
© 1997 Joe Dever.
copyrights for the illustrations of Lone Wolf books one The Caverns of Kalte;
The Fall of Blood Mountain; The Chasm of Doom;
The illustrations created by Graham Round for the
following book are part of the illustrations being offered
© 1997 Joe Dever. Illustrations © 1985 Joe Dever and Gary
under the terms of this License:
Vampirium; Chalk.
© 1998 Joe Dever. Shadow on the Sand; The Magnamund Companion;
The Hunger of Sejanoz; Illustrations © 1985 Joe Dever and Gary Some illustrations © 1986 Graham Round.
© 1998 Joe Dever. Chalk.
The illustrations created by Brian Williams for the
The Magnamund Companion; The Kingdoms of Terror; following books are part of the illustrations being
© 1986 Joe Dever. Illustrations © 1985 Joe Dever and Gary offered under the terms of this License:
Chalk.
Freeway Warrior 1: Highway Holocaust;
The Cauldron of Fear;
Castle Death;
© 1988 Joe Dever.
Illustrations © 1986 Joe Dever and Gary Illustrations © 1987 Brian Williams.
Freeway Warrior 2: Slaughter Mountain Chalk. The Dungeons of Torgar;
Run; Illustrations © 1987 Brian Williams.
© 1988 Joe Dever. The Jungle of Horrors;
Illustrations © 1987 Joe Dever and Gary The Prisoners of Time;
Freeway Warrior 3: The Omega Zone; Chalk. Illustrations © 1987 Brian Williams.
© 1989 Joe Dever.
The Magnamund Companion; The Masters of Darkness;
Freeway Warrior 4: California Countdown; Some illustrations © 1986 Gary Chalk. Illustrations © 1988 Brian Williams.
© 1989 Joe Dever. The Plague Lords of Ruel;
The Lone Wolf Poster Painting Book;
Black Baron; © 1987 Gary Chalk. Illustrations © 1990, 1992 Brian Williams.
© 1986 Joe Dever.
The text written by Gary Chalk for the following book is The Captives of Kaag;
White Warlord; Illustrations © 1990, 1992 Brian Williams.
being offered in English under the terms of this License:
© 1986 Joe Dever.
The Darke Crusade;
Emerald Enchanter; The Lone Wolf Poster Painting Book;
Illustrations © 1991, 1993 Brian Williams.
© 1986 Joe Dever. © 1987 Gary Chalk.
Scarlet Sorcerer; The Legacy of Vashna;
The illustrations created by Melvyn Grant for the
© 1986 Joe Dever. Illustrations © 1991, 1993 Brian Williams.
following book are part of the illustrations being offered
under the terms of this License: The Deathlord of Ixia;
The following are the works written by Ian Page which
Illustrations © 1992 Brian Williams.
are being offered in English under the terms of this
Freeway Warrior 1: Highway Holocaust;
license: Dawn of the Dragons;
Illustrations © 1988 Melvyn Grant.
Illustrations © 1992 Brian Williams.
Grey Star the Wizard; The illustrations created by Richard Hook for the
© 1985 Ian Page. following book are part of the illustrations being offered Wolf’s Bane;
under the terms of this License: Illustrations © 1993 Brian Williams.
The Forbidden City;
© 1986 Ian Page. The Curse of Naar;
The Magnamund Companion;
Beyond the Nightmare Gate; Illustrations © 1993 Brian Williams.
Some illustrations © 1986 Richard Hook.
© 1986 Ian Page. The Buccaneers of Shadaki;
The illustrations created by Peter Andrew Jones for the
War of the Wizards; following book are part of the illustrations being offered Illustrations © 1994 Brian Williams.
© 1986 Ian Page. under the terms of this License:
Mydnight’s Hero;
The illustrations created by Rob Adams for the following Illustrations © 1995 Brian Williams.
Lone Wolf 10th Anniversary Calendar;
book are part of the illustrations being offered under the
Illustrations © 1994 Peter Andrew Jones. Rune War;
terms of this License:
Illustrations © 1995 Brian Williams.
The illustrations created by Cyril Julien for the following
The Magnamund Companion; book are part of the illustrations being offered under the Trail of the Wolf;
terms of this License:
Some illustrations © 1986 Rob Adams. Illustrations © 1997 Brian Williams.
The illustrations created by Paul Bonner for the The Skull of Agarash; The Fall of Blood Mountain;
following books are part of the illustrations being Some illustrations © 1994 Cyril Julien. Illustrations © 1997 Brian Williams.
offered under the terms of this License:
The illustrations created by Peter Lyon for the following Vampirium;
book are part of the illustrations being offered under the Illustrations © 1998 Brian Williams.
Grey Star the Wizard;
terms of this License:
Illustrations © 1985 Paul Bonner. The Hunger of Sejanoz;
The Forbidden City; The Magnamund Companion; Illustrations © 1998 Brian Williams.
Illustrations © 1986 Paul Bonner. Some illustrations © 1986 Peter Lyon. The Skull of Agarash;
Beyond the Nightmare Gate; The illustrations created by Trevor Newton for the Some illustrations © 1994 Brian Williams.
Illustrations © 1986 Paul Bonner. following book are part of the illustrations being offered
Freeway Warrior: Slaughter Mountain Run;
War of the Wizards; under the terms of this License:
Illustrations © 1988 Brian Williams.
Illustrations © 1986 Paul Bonner.
Voyage of the Moonstone; Freeway Warrior: The Omega Zone;
The illustrations created by Gary Chalk for the following Illustrations © 1994 Trevor Newton.
Illustrations © 1989 Brian Williams.
books are part of the illustrations being offered under
the terms of this License: The illustrations created by Peter Parr for the following Freeway Warrior: California Countdown;
books are part of the illustrations being offered under Illustrations © 1989 Brian Williams.
the terms of this License:
Flight from the Dark;
Illustrations © 1984 Joe Dever and Gary The works distributed under the collective title Lone
Chalk. Black Baron; Wolf Club Newsletters—which are composed of, in
Illustrations © 1986 Peter Parr. part, portions of the above named works—will also be
Fire on the Water; distributed under the terms of this License.
White Warlord;
‘Internet Editions’ shall not refer to any other works by the
Illustrations © 1984 Joe Dever and Gary
Illustrations © 1986 Peter Parr.
Chalk.
Emerald Enchanter;
the Authors or Illustrators amend this License. ‘Internet
Authors, nor any other illustrations by the Illustrators unless
The Caverns of Kalte; Illustrations © 1986 Peter Parr.
Illustrations © 1984 Joe Dever and Gary
Scarlet Sorcerer; Editions’ shall refer solely to the text and illustrations of the
Chalk.
Illustrations © 1986 Peter Parr. above works when made available through the Internet.
‘Licensee’ shall hereafter refer to any person or
1.5 section is made in that you may send the Internet Edi- accordance with section 3.0 for all copies of the Internet
tions or derivative works thereof to the Distribution Editions for which the License is held as invalid or