* **

RUNEQUEST CHARACTER SHEETS

Adventurer Name Rokach Windson

Adventurer Name Esteleon Con Nachaan

Adventurer Name Bond

Adventurer Name Nabareth

Adventurer Name Mylonas

Adventurer Name Morningsong

Adventurer Name Rokach Windson

Species human
Culture Sartar
Gender male
Handedness A
Age 39
Religion Orlanth
Homeland/Clan Sartar
Parents Profession Nobles
Adventurer Profession Warrior
Birthday Windday Movement Storm

Current Original
STR __21__
CON __21__
SIZ __21__
INT __16__ __16__
POW __21__ ______
DEX __21__ ______
APP __21__ ______

DEX SR ___1___ Move Rate ______m SIZ SR ___0___ Fatigue Roll ____ Melee SR _1___ Luck Roll ______%

Bonuses

Agility ______ Manipul ______ Communi ______ Percept ______ Knowled ______ Stealth ______ Magic ______ Damage ______

Skills

Act (05 C) H __25____ Administrate (05 K) M __81____ Balance (05 A) E __75____ Breakfall (00 A) E __69____ Climb (40 A) E -3xEnc __96____ Courtesan (10 C) M __73____ Custom Sartar_ ( K) ___ __91____ Custom Holy Ct ( K) ___ __62____ Custom Prax___ ( K) ___ __58____ Evaluate (05 K) M __78____ First Aid (10 K) E __67____ Gamble dice_ (05 K) E ** __97____ Hide (10 S) E __92____ Instruct (05 K) M * __65____ Jump (25 A) E -3xEnc __53____ Lash/Tie (15 M) E ** __56____ Lore Orlanth_ (___K) ___ __91____ Lore Sartar__ (___K) ___ __62____ Mapmaking ( K) H __75____ Memorize (00 K) M __86____ Orate (05 C) M _111____ Read/Write Sartar(00K) __34____ Read/Write Storm_(00K) __47____ Read/Write Trade_(00K) __20____ Riddle (15 C) E * __34____ Ride horse_ (05 A) M __96____ Run (05 A) E -Enc __61____ Scout Mountain(30 P) E __67____ Scout Chappar (30 P) E __72____ Search (25 P) M __91____ Shadow (05 S) M __73____ Sneak (10 S) M __98____ Social Grace (10 C) M __45____ Speak Sartar_ (50 C) E __64____ Speak Storm___(00 C) __ __91____ Speak Trade___(00 C) __ __37____ Speak Prax____(00 C) __ __33____ Spirit Sense (25 P) H __61____ Spot Hidden (15 P) M __97____ Strategic Skill (00 K) H*__93____ Survival Mt___ (05 K) E __64____ Survival Chap_ (05 K) E __61____ Swim (15 M) E -5xEnc __71____ Tactics (05 K) M * __89____ Throw (25 M) M __91____

Magic Skills Ceremony __81____ Spirit Combat (25) H __57____ Spirit Travel (10) H __47____

Combat Skills

Battle __92____ Dodge __91____ Manuever (25 A) H -Enc _123____ Shift Like the Wind (rune skill)_95____

Weapon 1«SwordA% 143___ D% 122___ Enc _3____ Damage _d10+1 AP_30___ SR __2___ Tactics _Flurry________

Weapon Lance_ A% 97____ D% 95____ Enc __3___ Damage d10+1_ AP__20__ SR ___0__ Tactics _Set & Charge__

Weapon Knife_ A% 65____ D% 37____ Enc __1___ Damage d4+1__ AP_9____ SR ___4__ Tactics ___close_______

Weapon Fist__ A% 93____ D% 64____ Enc __0___ Damage d3____ AP_n/a__ SR ______ Tactics _______________

Missile Thrown Spear A% 132 AP 35 Damage d6+2 Fast Draw 91%

Missle Long Bow A% 130% AP 15 Damage d8+1

Shield Medium A% - P% 96% AP -special-36 Damage d6

History: Rokach Windson was saved from a Telmori massacre by two childless Orlanthi refugee lesser nobles who adopted him by use of Divine Intervention. While he was born Windday, Movement Week, Storm Season, he conceals his actual birth dates and time as wild day, disorder week, Storm Season.

His childhood was spent in Runegate. He has served with Gold-Golti and the Wind Children. He spent a good deal of time beyond the River of Cradles, much of it with the Bison Riders and several smaller independents which he joined into a band known as Spearchildren (named after their unifying secret society.

Spearchildren were about 200 fighters strong, members of a wind shamen led Orlanth Spear subcult) whose shaman once controlled Tada's Sandles and then a lesser horn of plenty. These people were forced from Prax and formed the nucleus of the clan of Jerreck's Promise.

Personal Description: Rokach is probably the biggest man you have ever seen. He has dark hair, blue eyes and fair skin. Deeply muscled, tall and heroically built, he looks like a young Orlanth walking the earth.

Current Goal: He seeks to embody the Orlanthi virtues. He also is a Sartar Patriot and a Geos supporter.

Personality Factors Brave____19__/_____Cowardly Chaste_______/__15_Lustful Enduring__17_/_____Yielding Energetic_19_/_____Lazy Generous__18_/_____Greedy Gentle____16_/_____Wrathful Honest___13__/_____Deceitful Just____16___/_____Arbitrary Modest_______/_19__Proud Temperate____/___13Indulgent Trusting__9__/__11_Suspicious

Allied Spirit Int 14 Winter Storm POW 24 Heal Constitution II 3 x Absorption I Discorporation 3 x Divination I 2 x Spirit Block I Extension II Storm Speech 81% Spirit Speech 82% Spirit Combat 76% Available Magic Points: 71 plus limited use: 64

Spells/Spirit Own Spirit Magics (Int 16) Bladesharp 4 Disruption 1 Escape Bonds 4 Farsee 2 Spirit Binding 1 Other Spirit Magics Coordination 2 Counter Magic 6 Detect Detection 1 Detect Enemies 1 Detect Life 1 Detect Magic 1 Detect Spirit 1 Detect Undead 1 Dispel Magic 6 Disruption 5 Dull Blade 6 Healing 6 Invisibility 4 Mind Speech 3 Mobility 6 MultiMissile 4 Repair 4 Return 6 Sneak 6 Speedart 3 Spirit Shield 6 Xenoheal 5

Spells/Rune or Divine Own Divine Magic Analyze Magic I Dark Walk I Lock I Telekinesis I Command Worshipers II Heal Constitution II Wind Words II Dismiss Elemental III Guided Teleportation III 2 x Teleportation III Other3 x Absorption I Discorporation 3 x Divination I Spell Teaching 2 x Spirit Block I Heal Constitution II Dismiss Elemental III Extension III

Equipment

<on Mount> Full Bronze Plate Barding on War Horse, Leather Barding on Pack Horse, full adventurer's kit (tunic, belt knife, fire making bow/block and flint, coat, snares, water skins x 6, wine skins x 3, ointment, two camp lamps, oil x 6, torches x 3, three week's rations, riding gear and packs, tent (3 person), bedroll, quilt, blanket, cotton pillow, snares, rope, long knife, ax, 6 lbs charcoal, perfume (rose and chaparral), 16 wheels, 500 silver, tent equipment, saddle bags, tool kit (armor repair), mallet, sharpening stone, spare sword, spare lance, 60 arrows, 5 spears, six copper and tin necklaces.

Two Pack Horses carry most of the equipment when combat emminent. They also carry millet and oats.

Also has several battle trained warhorses, misc. clothing, etc. at home base. Armor

Full Iron Plate, with full helm. Padding 4 Clothing (permanent Padding 4 spell woven into the clothing -- 6 pts vs dull weapons, 2 pts vs bladed weapons). Magic Items Iron 1« Sword; has Repair 4 Matrix, Detect Enemies 1 Matrix, Detect Detection 1 Matrix; Sensitivity Crystal & Spell Resisting Crystal (combination) in Hilt (POW +9). Sandals; (a Medium Shade is bound to these; Pow 13/Int 6); Invisibility 4 Matrix, Sneak 6 Matrix, Mobility 6 Matrix; the shade can activate and power the matrix spells.

Live Bow; (long bow, elf spirit Pow 12/Int 12); knows Speedart 3, MultiMissile 4, Xenoheal 5 spells. Is associated.

Throwing Spear; (has a Large Salamander bound to it; Pow 14/Int 3); Return 6 Matrix; when the spear is thrown and hits a target, the Salamander; engulfs the target and then uses its MP to power the Return Spell; Throwing Spear is only a rune metal tin head when not in use (the shaft is magic). Range x 10 during Storm Season, area engulfed for damage x 10 on Windday (effects cumulative).

Laminar Medium Shield; (this has a Small Gnome Bound to it; Pow 16/Int 1); Dull Blade 6 Matrix; shield is magically laminated copper/iron; Gnome adds +18 to the protection the Shield gives, has 30 hit points of its own; the Gnome may and will automatically cast a dullblade on any weapon that hits the Shield.

Wind Cloak; (Allied Large Sylph; 81 cubic Meters, 30 hit points, 32 STR, Pow 24/Int 6) in addition to the usual powers of a Sylph, it can deflect arrows at POW*5% and lend its Magic Points to Ally; Knows Healing 6, Dismiss Elemental III, Extension III, Spell Teaching I.

Head of the Bull Token; 4d6+6 POW Spirit protects in Spirit Combat.

Spirit Binding Headband 1 POW Spirit (11 POW) 2 INT Spirit (9 Int) Detect Life 1 Detect Magic 1 Detect Spirit 1 Detect Undead 1 Disruption 5 3 INT Spirit (12 Int) Countermagic 6 Spirit Shield 6 4 INT Spirit (11 Int) Dispel Magic 6 Mind Speech 3 Coordination 2 5 POW Spirit (12 POW)

2 x Potion: Healing 6 1 x Potion: Poison Antidote 3 x Potion: Blade Venom 6 Potion: Heal Shakes 12 2 x Potion: Glamour Spell 6 (effects endure for d2 weeks) 3 x Potion: Woad (12 Points)

Special Abilities:

Rune Skill: Shift like the wind (Defense). For each point of POW sacrificed, may train up to d6+3 points of RQII Defense. If POW gain occurs while POW = 21, the POW automatically goes to increase this rune skill. This skill requires POW sacrafice, training and an experience check for each increase.

Rune tied magical ability: Dance as the wind. May change shape at will to large slyph (result of herowalk on Storm Mountain). As a large sylph he may gather clouds (cf cloud call) as a spirit magic effect (use magic points to cloud call). Stacking a successful cloud call/gather will cause a light rain. Multiple stackings will cause heavier rains. (See the rune spell).

Financial: Has 15,000 silver ransom at Wind Temple, 200 wheels and much good will there. Has 3,000 silver ranson at the Pavis temple in Pavis and 5,000 lunars at the Yelmalio Temple in Sun County.

Also carries several wheels and has about 2,000 lunars at home base, numerous clacks, bolgs, etc. (he constantly receives and gives out "spare change" to clan members on probation).

Retainers

Usually has d3+1 retainers with him either training them or testing same. The retainers will be carrying misc. equipment, etc. One will be "squire" from Storm's Promise and the others will be from other villages.

Does not keep any thralls or slaves.


Adventurer Name Esteleon Con Nachaan

Species Human__ Culture Redlands Gender Male____ Handedness Left_ Age 40 (29)____ Religion Nylasor ________(Etryies/Yelm)___________ Homeland/Clan Redlands/Extinct___ Parents Profession Ambassadors___ Adventurer Profession Trader_____ Birthday Firday Sacred Time 1____

Current Original STR __19__ ______ CON __18__ ______ SIZ __12__ ______ INT __18__ ______ POW _32 (35) ______ DEX __17__ ______ APP __16__ ______

DEX SR __2____ Move Rate ______m SIZ SR __2____ Fatigue Roll ____ Melee SR 4____ Luck Roll ______%

Bonuses

Agility 14____ Manipul 19____ Communi 22____ Percept 23____ Knowled 19____ Stealth -1____ Magic 34____ Damage d6____

Skills

Accounting (00 K) M _21_____ Administrate (05 K) M _85_____ Bargain (05 C) H _91_____ Beg (05 C) E _27_____ Bribe (05 C) E _32_____ Calligraphy (00 C) H ** _26_____ Chant (05 C) E _32_____ Climb (40 A) E -3xEnc _67_____ Conceal (05 M) M _47_____ Courtesan (10 C) M _33_____ Custom Dorastor( K) ___ _43_____ Custom Lunar__ ( K) ___ _76_____ Custom Prax___ ( K) ___ _38_____ Custom Redlands( K) ___ _65_____ Custom Sartar_ ( K) ___ _53_____ Custom Tarsh__ ( K) ___ _38_____ Debate (05 C) M _29_____ Evaluate (05 K) M 102_____ Fast Talk (05 C) M _78_____ Flattery (15 C) VE _41_____ Flirt (30 C) VE _52_____ Heraldry (10 K) E * _32_____ Hide (10 S) E _67_____ Instruct (05 K) M * _89_____ Interrogate (00 C) M _24_____ Intimidate (05 C) E _22_____ Juggle (05 M) E _41_____ Jump (25 A) E -3xEnc _46_____ Listen _54_____ Lore Animal__ (___K) ___ _37_____ Lore CrimsonB (___K) ___ _26_____ Lore Dorastor (___K) ___ _27_____ Lore Etryies_ (___K) ___ _34_____ Lore Lunar___ (___K) ___ _85_____ Lore Mineral_ (___K) ___ _43_____ Lore World___ (___K) ___ _56_____ Mapmaking ( K) H _67_____ Mime (15 C) E _33_____ Mimic (05 C) E _32_____ Negotiate (00 C) H * _97_____ Orate (05 C) M _92_____ Play Harp__ (00 M) ___ _79_____ Read/Write Lunar_(00K) _105____ Read/Write Spirit(00K) __65____ Read/Write Sartar(00K) __32____ Read/Write Trade_(00K) _50_____ Riddle (15 C) E * _43_____ Ride Griffin(05 A) M 125_____ Ride Horse_ (05 A) M 165_____ Scan (25 P) E _53_____ Scribe (00 C) M _76_____ Search (25 P) M _78_____ Sense Ambush _37**___ Set Traps (05 M) E _43_____ Sing (05 C) E _23_____ Sneak (10 S) M 145_____ Social Grace (10 C) M _76_____ Speak Lunar__ (50 C) E 115_____ Speak Dark____(00 C) __ _93_____ Speak Trade___(00 C) __ _65_____ Speak Prax____(00 C) __ _45_____ Speak Spirit__(00 C) __ 105_____ Speak Wyrm____(00 C) __ _23_____ Spirit Sense (25 P) H _67_____ Survival Desert(05 K) E _91_____ Survival Mount (05 K) E _67_____ Swim (15 M) E -5xEnc _96_____ Tactics (05 K) M * _23_____ Track (05 P) M _98_____ Sense Illumination _47 Hide Illumination _23 Bat Mastery _65

Magic Skills

Ceremony _39_____ Spirit Combat (25) H _71_____ Spirit Travel (10) H _53_____

Combat Skills

Battle _27_____ Dodge _76_____ Manuever (25 A) H -Enc 120_____

Weapon 1«SwordA% 150___ D% 82____ Enc _2____ Damage d10+1_ AP_12/30 SR _5____ Tactics _______________

Weapon L.BSworA% 135___ D% 95____ Enc _2____ Damage d8+1__ AP_12/21 SR _10___ Tactics _______________

Weapon FalchanA% 129___ D% 67____ Enc _3____ Damage 2d6___ AP_15/15 SR __2___ Tactics _______________

Weapon Hand__ A% 135___ D% 78____ Enc _n/a__ Damage d6+*__ AP_n/a__ SR ______ Tactics _______________

Weapon Net___ A% _82___ D% _93___ Enc __2___ Damage d4+*__ AP_4____ SR ______ Tactics _______________

Missile Composit Bow SR 3 A% 130% P% 10 d10

Shield Medium P% 89 AP 18

1B Esteleon Con Nachaan

History: Esteleon Con Nachaan is a "civilized nomad" of noble redlands blood. He was fostered with the Lunar Embassy in Talastor when disaster struck at home. The same conflicts that destoyed the fortunes of Duke Raus of Rhone resulted in all of the Nachaan family being slaughtered or hunted with bounties on their heads.

He was born Fireday of week one Sacred Time.

He was illuminated in Talstor while fleeing bounty hunters. He took shelter with the Crimson Bat's cult as an initiate in Doraster and then fled that when it was turned against civilian populations rather than "chaos monsters" as the priests had promised. That experience culminated in his repulsion towards all that the lunar way represented.

Description: He is smallish and thin with light brown hair and pale olive toned skin. His features are fine and his look is clear.

Current Goal: He seeks an alternative to the Red Moon. While beyond direct vengance, he holds the emporer responsible for the loss of his family. The legends of the Phoenix have offerred him hope.

Guilty Secrets: his illumination (which he has learned to hide). While nominally a member of Seven Mothers (Etyrries), he plans to betray them and has great hatred towards many Lunar Empire elements. It led him to join with the others in this band.

Personality Factors Brave____16__/_____Cowardly Cautious__10_/__10_Impulsive Energetic_15_/_____Lazy Forgiving__2_/__18_Vengeful Generous__12_/_____Greedy Gentle____17_/__3__Wrathful Honest_______/_17__Deceitful Loyal________/_18__Selfish Modest_______/_14__Proud Pious________/_19__Worldly Tolerant__12_/_____Prejudiced Trusting_____/__17_Suspicious

He owns the Great House at Storm's Promise where he dwells and keeps his Griffin. He and Orea share the Great House. He manages trade for the group.

Personality Factors Brave____16__/_____Cowardly Cautious__10_/__10_Impulsive Energetic_15_/_____Lazy Forgiving__2_/__18_Vengeful Generous__12_/_____Greedy Gentle____17_/__3__Wrathful Honest_______/_17__Deceitful Loyal________/_18__Selfish Modest_______/_14__Proud Pious________/_19__Worldly Tolerant__12_/_____Prejudiced Trusting_____/__17_Suspicious

Illuminated (Nylasor), 6 pt skin, never surprised (and ** is able to detect some ambushes), star ruby in left eye (+2d6 to POW), +20% easier to hit. Nylsasor Riddles for 1« sword, Spirit Speech, Lunar Tongue, Riding.

Allied Spirit Int 14 Akallabeth POW 24 Dream Dragon STR 21, CON 11, SIZ 30, DEX 15, APP 11; Movement 7/12. Armor 10 pts. -20% to chance to be hit.

Bite: 4d6+4 (50%); Claw 3d6+4 (80%/60%); Spit 24 Acid (75%); Tail 2d6+4 (90%).

Climbing 95%, Jumping 95%, Move Silent 65%, Spot Hidden 80%, Swim 60%, Tracking 78%, Spirit Speech 82%, Old Wyrmish 89%, Spirit Combat 76%, Lunar 65%.

3 x Absorption I Discorporation Extension II Multispell II Dismiss Elemental II 3 x Reflection II 2 x Vision Detect Gold, Silver, Magic, Spirit, Life, Undead. Heal 6. Has permanent Clawsharp 4 (+20% to hit, +4 to damage) on claws. Awakened/Spirit Linked Steed. cChHa Cach Griffin STR 28, INT 13 CON 15, POW 16 SIZ 32, DEX 16 CHA 16.

Claw 4d6 (75%/50%), Peck 3d8 (57%), Wing Buffet 2d8 (78%).

Clawsharp 4, Heal 6, Protection 3. Flametongue 75%, Lunar 75%, Spirit Speech 20%. Listening 75%, Move Silently 20%, Scan 87%, Spot Hidden 95%, Tracking 97%.

Has spirit bound to fireclaw matrix (+2d6 fire damage to claw) ring on right claw. It yeilds POW 24.

The Griffin and Estelon are linked so that they can share MP, they add their POW to resist mental spells and communicate mentally. This places their ride/ridden at +45% beyond the listed skill.

Spells/Spirit

Own Spirit Magics Vigor Glamor Demoralize Spirit Screen Spirit Vision Mindspeak 4

Other Spirit Magics Bladesharp 4 Clawsharp 4 Detect Gold Detect Magic Detect Silver Detect Spirit Detect Detection Detect Enemies Detect Life Detect Undead 1 Detect Undead 1 Disruption 1 Dull blade 2 Farsee Fire Arrow Heal 6 Ignite Invisibility 3 Iron Hand 4 Light Mobility Multimissle 4 Padding 2 Protection 3 Repair 2 Silence Spirit Binding

Spells/Rune or Divine

Own Divine Magic Cloud Clear Dark Walk Darksee Divination--Yelm 3 points 2 x Path Watch Regrow Limb Resurrection (Single Use) Reverse Chaos 2 x Spell Trading Summon Ancestor 2 x Summon Psychopomp Summon Large Salamander Summon Medium Salamander 2 x Summon Small Lune 2 x Summon Specific Ancestor (Friedannan. POW 30, INT 15, Extension I, II, Shimmer 2, Dullbade 2, Heal 6, Spirit Screen 5. Spirit Lore 127%, Hell Lore 98%, Old Man Lore 87%). 2 x SunSpear (reusable) III Sweat Acid

Other//Ally 3 x Absorption I Discorporation Extension II Multispell II Dismiss Elemental II 3 x Reflection II 2 x Vision

Other//Traded Counter Chaos Face Chaos Counter Law Free Ghost Heal Area Regrow Limb Limited Sunspear (2d6+3)

Equipment

In Left Saddle Bag:

3 kilos smokeless charcoal (Yelm sub-cult special), 3 x 1 liter red wine, formal wear, silk (Prot 3 spell woven into them, protects saddle bag when clothes folded and placed in bag), linen breeks & shirt. Quiver, with 30 yellow fletched arrows, 5 gold banded arrows (will do 4d6 fire damage when they hit), vial potency 15 arrow venom, 10 doses, cooking kit, mess kit, weapon sharpening and repair kit.

Attached to Saddle:

10 meters of rope, sword sheath for the 1« sword, bow sheath, falchon sheath.

In the Right Saddle Bag:

3 «liter gold wine containers, (each heals 2d6+2 when drunk). Crystal tube with 40 grams of ointment ÷ protection woad. Each 10 grams = 10 points of armor. Crystal tube with 30 grams of ointment ÷ magic woad. Each 10 grams = 20 pts countermagic. Spare boots. Folding pole. Misc. equipment. Five sacks with ten silver pennies in each sack.

Bedroll. +75% to hide in cover when sleeping inside of it. Fire Rune on red blanket. Up to +60oF to temperature.

Broadsword slung over back.

Armor (See below) Magic Items Spirit Rattle (Controls Spirits bound into it and allows both the INT and the POW/MP to be used). 4 Rattles. May not bind spirits not controlled by rattle. Only two spirits bound by rattle at this time.

1 INT SPIRIT (8 INT/POW 17) Bound to Earring (also +2 to Head Armor and +2 to APP) Detect Detection Detect Enemies Ignite Farsee Light Silence Spirit Binding Mobility

2 INT Spirit (17 Int/POW 15) Bound to Bow Band. Spirit may cast * spells on arrows without action by binder. Also may cast spells as per multispell III once per season. Detect Undead 1 Disruption 1 Heal 6 *Fire Arrow Padding 2 Repair 2 *Multimissle 4

White Glove Has an INT Spirit (6 Int/POW 15) which resides in Glove (woven from quartz flax). Glove adds + 2 to Armor on Right Arm and x 2 duration Iron Hand. Cumulative with slap power. Iron Hand 4 Dull blade 2

Iron 1« Sword Crystal Pommel. 15 pt POW yielding crystal, also causes the person atuned to regenerate 1pt per melee round (to a limit of 15 pts per day).

Sword Spirit (INT 7, POW 18) Bound to 1«sword. Provides both MP and INT. Such spirits will function only for sword users and will only reside in swords. Unlike a "normal" INT Spirit, the spells known cannot be changed for this spirit (the spirit is similar to a spell spirit in that regard). Invisibility 3 Bladesharp 4

Horn & Wood composit Bow with Iron Band. «cost for firearrow spell.

Iron Chainmail (shirt and skirt) with padding matrix, permanent padding 2 spell part of the armor.

Open Iron Helm.

Iron shin guards.

Iron Bound Medium Shield

Leather Thigh Boots, +75% to climb, +70% to jump, +65% to move silent. Protection 3 spell woven into them.

Verdigris Broadsword. Oozes 6 pt blade venom in any combat. Receives x2 effect from repair spells.

Akallabeth's ring. Made from dream stuff. Manifests only when Akallabeth takes form or when used for the dragon's tooth slap. In that use it also requires 1 MP per extra d6 of damage.

Misc. See above (arrows, ointments, etc.).

Total MP: 32 self 24 ally 16 steed 66 spirits 15 crystal

Financial:

7,000 ransom through Yanafal/ Seven Mothers. 11,657 in Yelm verified credit (against that sum in gold in Yelm temple). 8,700 ransom/deposits with Etryties. 3,400 at the Pyramid Lyceum, Holy Country.

Keeps 300 silver pennies in four bags in the Great House at Storm's Promise where he dwells and keeps his Griffin. He and Orea share the Great House.

Has 14 mules, 6 donkeys and five good horses (would make good war horses, but untrained). Has 12 milk cattle and knows how to make cheese (craft dairy goods 67%).


Adventurer Name Bond

____________ Species Human__ Culture Civilizd Gender Male____ Handedness R____ Age ~40/18_____ Religion ?______ Dayzatar/Truth___________________ Homeland/Clan unknown____________ Parents Profession weaponmaster__ Adventurer Profession ___________ Birthday Wildday/Truth/Storm

Current Original STR _19___ _17___ CON _18___ ______ SIZ _9/13* ______ INT _21___ _23___ POW _41___ ______ DEX _28___ ______ APP _17___ _16___

*has a mass of 13 but a reach of 9 (very solid, but short).

DEX SR __1____ Move Rate ______m SIZ SR __3____ Fatigue Roll ____ Melee SR __4__ Luck Roll ______%

Bonuses

Agility _24___ Manipul _33___ Communi _25___ Percept _25___ Knowled _21___ Stealth _12___ Magic _37___ Damage _d6___

Skills

Accounting (00 K) M _27_____ Acrobatics (00 A) H _29_____ Act (05 C) H _32_____ Administrate (05 K) M _82_____ Balance (05 A) E 115_____ Bargain (05 C) H 117_____ Boat (05 A) E _38_____ Breakfall (00 A) E _85_____ Brew Beer (05 K) M ** _75_____ Calligraphy (00 M) H ** _76_____ Climb (40 A) E -3xEnc 102_____ Courtesan (10 C) M _94_____ Cook _____ (10 K) E ** _43_____ Custom Sartar_ ( K) ___ _48_____ Custom Prax___ ( K) ___ _43_____ Custom Peloria ( K) ___ _23_____ Dance ___ (05 A) E _91_____ Debate (05 C) M 116_____ Dive (15 A) E _42_____ Drive Wain(10 M) E _49_____ Evaluate (05 K) M _41_____ Fast Talk (05 C) M _32_____ First Aid (10 K) E _86_____ Forestry (10 K) E ** _32_____ Flattery (15 C) VE _56_____ Gamble Chess (05 K) E ** _97_____ Hide (10 S) E _29_____ Instruct (05 K) M * _57_____ Interrogate (00 C) M _76_____ Intimidate (05 C) E _43_____ Intrigue (00 K) H _61_____ Jump (25 A) E -3xEnc 104_____ Lash/Tie (15 M) E ** _57_____ Lawyering (00 K) M * _97_____ Listen (25 P) M _91_____ Lore Dayzatar (___K) ___ _92_____ Lore Library_ (___K) ___ _93_____ Lore Chaos___ (___K) ___ _43_____ Mapmaking ( K) H _67_____ Negotiate (00 C) H * _84_____ Orate (05 C) M _93_____ Play Harp__ (00 M) ___ _36_____ Read/Write Trade_(00K) _95_____ Read/Write Fire__(00K) _62_____ Read/Write Spirit(00K) _21_____ Read/Write Sartar(00K) _23_____ Read/Write Jrust#(00K) ________ # this skill is 0 under most circumstances. He has access to a grammer that allows one to both learn and unlearn the lan- guage. The grammer "stores" the degree learned until the next time it is read. At the end of a lesson, the things learned can be "unread" -- returning the mind to a blank slate on that subject. Actual knowledge is 0 too at present, but could, if he ever chose to use the grammer go to 65% Run (05 A) E -Enc _65_____ Sail (00 A) M _36_____ Scan (25 P) E 116_____ Search (25 P) M _87_____ Smith Glass ** _47_____ Sneak (10 S) M _67_____ Social Grace (10 C) M _42_____ Speak Aldryami(00 C) __ _29_____ Speak Dark____(00 C) __ _32_____ Speak Fire____(00 C) __ _67_____ Speak Lunar___(00 C) __ _29_____ Speak OldWyrm_(00 C) __ _31_____ Speak Sartar__(00 C) __ _33_____ Speak Spirit__(00 C) __ _72_____ Speak Trade__ (50 C) E 116_____ Spirit Sense (25 P) H _97_____ Sprint (15 A) E _32_____ Strategic Skill (00 K) H*_92_____ Survival Mount (05 K) E _61_____ Survival Chapp (05 K) E _42_____ Swim (15 M) E -5xEnc _96_____ Tactics (05 K) M * _27_____ Track (05 P) M _51_____ Treat Disease (05 K) M _65_____ Treat Poison (05 K) M _54_____ Psychoanalyze/Counsel _78_____

Magic Skills

Ceremony 47_____ Lore/Spirit _59_____ Spirit Combat (25) H 107_____ Spirit Travel (10) H _89_____

Combat Skills

Battle _46_____ Dodge _64_____ Fast Draw Sword(00M) E _37_____ Manuever (25 A) H -Enc _92_____ Martial Arts (00 K) H _59_____ Martial Hold (00 M) M _97_____ Martial Lock/Choke _96_____ Martial Throw (00 M) M _97_____

Weapon LHSaberA% 140___ D% 128___ Enc _1«___ Damage d8+2__ AP__9___ SR ______ Tactics Riposte/Lunge__

Weapon Slap__ A% 132___ D% 116___ Enc ______ Damage d3____ AP______ SR ______ Tactics _______________

Missile Dwarf Bow A% 97% Enc 1«__ Damage d10+1

History: The true name of "Bond" is Bright Glory of Victory. He is known for his efforts and ability in bonding individuals together. He has a hidden past that is fogged over in his mind. It may be that he came from beyond the walls of the world.

Description: He has a very strong, heavy build, is of medium heighth, with grey blond hair and an open face. He looks honest and likeable, though very young in appearance. (His physical age is less than his chronological age).

Current Goal: He is the person that this group of heroquesters hoped to reform part of Tada around. They are still seeking to bring back light, just now they are not certain which or what light. (They may yet return to Prax to try and reform Tada). He is willing to take the risks inherent in such an endeavor, though he is not fully aware of what the risks are.

Guilty Secrets: He seeks the Transformation Rune, and secret knowledge of all kinds. He is illuminated.

Bond has been on the Five Ogres herowalk and to the stars on the Yearquest as the innocent. That he is still alive and sane is a remarkable achievement.

Personality Factors Brave____17__/_____Cowardly Cautious_13__/_____Impulsive Chaste___18__/__2__Lustful Enduring_19__/__1__Yielding Forgiving_4__/_16__Vengeful Gentle___17__/__3__Wrathful Honest___21__/_-1__Deceitful Just_____18__/__2__Arbitrary Loyal____16__/__4__Selfish Modest___18__/___2_Proud

Geas/Limits

1. Enc. galls. (wears only light clothing). 2. Tell Truth, All Seasons. 3. Wear No Metal Body Armor, Dark Season. 4. Wear No Metal Leg Armor, Storm and Water Season. 5. Wear No Metal Arm Armor, Earth Season. 6. Ride No Horse All Seasons. 7. Ride No Animal Fire Season. 8. Use no mace/ maul (but may use club). 9. Use no sling. (10. Has accepted total geas: wear no metal or forged armor All Seasons). 11. Use no sheild.

0. Illuminated Nylasor (special, must still observe geas). 0. Transformed Phoenix. 1. Immune to all damage from fire. 2. Indetectable by magic. 3. Permanent Farsee ability. 4.,5. POW +2d6/+3d6 (+5d6 total). 6. DEX +3d6. 7. 6pt protective aura (~to shield spell), glows brightly when protecting. 8. Knows Tradetongue Nylasor Riddle. 9. +10 to hit points.

Best Friend is Aria: Fire Nymph (Dayzatar). Bond freed Aria from a cruel imprisonment by ancient troll magics from before time. They have since bonded closely.

STR 6/60 CON 12 SIZ 9/90m3 (x10 during Fire Season) (x10 on Fireday) INT 17 POW 33 (7d6/49 max) DEX 27 APP 30 Body +9 Shield 6 permanent spell

Spirit Magic Farsee 2 Ignite 2 Mindspeech 2 Heal 6 Escape 5 Divine Magic 3xSunspear 3 (reusable) 5xTruth Tell 2xPart Clouds 2xDismiss Elemental III 2xWarding Skills Fire Lore 102% Fire Tongue 102% Memorize 85% Read/Write Fire 102% Social Grace 120% Spirit Combat 165% Spirit Tongue 102% Spirit Travel 132%

Associated Spirit Gray Dawning. This almost ally was gained during a major, year-long service to a Daka Fal shaman (the yearquest). It may discorporate at will. Generally it dwells in the Saber (see below).

INT 14 POW 25

Spirit Magic Repair 4 Dispell Magic 4 Heal 6 Divine Magic 1xSpell Teaching 2xWarding 2xSacred Ground 3xAbsorption I 3xDiscorporation 3xDivination I Skills Spirit Speech 98% Spirit Combat +176% Spirit Lore 132% Spells/Spirit May dispell magic as per spirit magic spell to the limit of magic points used and FREE INT.

Other Spirit Magics: Detect Gold 2* Detect Magic 2* Detect Spirits 2* Dispell Magic 4 Escape 5 Farsee 2 Fireblade 5 Heal 6 Ignite 2 Invisibility 4 Mindspeech 2 Repair 4 Shimmer 4 Silence 3 Spirit Binding 2 Spirit Screen 2 Vigor 4

Sorcery Has an head band that grants second sight (range x 10) for a total of 15 minutes per day and that allows mystic vision at will (but at cost of 1MP per movement round).

Spells/Rune or Divine

Other Absorption I x3 Discorporation x3 Dismiss Elemental III Divination I x3 Part Clouds x2 Sacred Ground x2 Spell Teaching x1 Sunspear 3 x3 (reusable) Truth Tell Warding x4

Magic Items

Light Heavy Saber:

d8+2 weapon. Has a 6 Pt Anti-chaos Truth rune (works as do all such runes described in Shifting City). It also has a Dispel Magic Crystal in hilt (see above for the way it works). POW 18 (yields 18 MP per day). Sustaining Fireblade 5 matrix. Vigor 4 matrix. Bonded item (it is bound to Bond through dream and spirit). May be used as a Rapier in melee.

Wind Walk Boots:

A small sylph and a small shade are bound to each boot. The boot's wearer may walk or run on air as well as on land as if Mobility 4 and Sneak 4 were active. Protects feet/legs as Protection 4 spell would.

Silk Shirt:

White colored. Has a Shimmer 4 matrix. In addition, this shirt has 9pt of armoring enchantment woven into it with brightly colored gold, blue and green threads.

Silk Pants: White.

Cleansing 3 Matrix effect. Limited to clothes worn. May only be used once per day.

Medicine Bag:

Holds various magical trinkets. Also defends self as if possessed by one of each type of wraith. (roll on d3 for which order defense manifests). Provides 18 MP/day.

Tokens (1 mp to use matrixes that allow the casting of their spirit magics as sorcery -- but only at POWx2% chance of success). Detect Magic 2 Detect Gold 2 Detect Spirits 2 Invisibility 4

Talents (d3 magic point yielding each) 2xgold talent (3 pts each) 3xbrass talent (1 pt each)

Sygnals (each holds a bound spirit of sorts. Two control bound spirits in hawks, one calls an elemental animal.)

2xHawks (STR 4, POW 8, DEX 14, SIZ 2, MOV 12. Mindlinked. Used for scouting and observation. No access to INT or POW. Scan 95%, Spot Hidden 96% each.).

1xBreath Sprite

Wraith Stones 2 STR Wraiths 2 empty stones

Matrix Stones (May only use one at a time.) Spirit Screen 2 Vigor 4 Spirit Binding 2 Silence 3

Gossomer Tent:

Weighs only 2oz. Will cover up to 8'x10' and protect against weather extremes by reducing up to 90mph and 60o F in weather and temperature extremes. (Over the limits, the weather is felt inside the tent).

Feather Bedroll:

Weighs only 2 oz. Acts like a full featherbed.

Goldenweave Headband:

Woven of magical cloth, this headband doubles the wearers POW for all defensive matters involving the head (e.g. vs. befuddle spells, etc.) and has 8 pts of armoring enchantment on it. It provides second sight (range x 10) 15 minutes per day and allows mystic vision at will (but at cost of 1MP per movement round). It is woven from the gold of the Sun.

Strengthening Belt:

d3 times per day it will add 2d6 to STR for noncombat purposes.

The belt also provides ties for medicine bag and for purse.

Purse:

Has protective spirit that defends as would a STR wraith. It has Fixed INT and basically attacks those who place a hand inside the purse or who lay hold of it as long as they stay within 1m of the purse. POW of 24. Also resists detect spells with POW (only as to purse contents.).

12 star rubies. 6,000 lunars value each.

60 silvers.

40 pennies.

Tent, bedroll.

Dew bottle (holds 2 liters of water but looks only 2oz size). Pulls water from dew.

Ransom/Finances.

6,000 lunars at Pavis City Temple.

6,000 lunars at Pavis Issarries Shrine. Also 16 star sapphires of 5,000 lunars value each.

300 wheels Yelmalio Temple. Also 9 star rubies of 6,000 lunars value each and 1,000 pennies.

2 Phoenix Feathers (one Pin Feather, one Crest Feather). Keeps hidden in the hearth.

350 wheels in the hearth of Lager House.

Also owns three great wains, misc. formal clothing, some training scrolls, a journal set and a stone chair (chair is in side of hearth).


1D Orea Nabareth

History: Orea Nabareth was born to members of a thieves cult in Lunar Pent. When they were executed she was left alone and lost. Eventually she found "employment" and served as an endentured servant for Irrippi priests who promised, but generally denied, her the training they had promised. Much she learned on her own, reading in the time she was able to make for herself.

She also thieved to survive and to supplement her diet and education. Eventually she was "traded" to the Deezola cult where she learned a great deal more -- though everything learned came at a price.

She continued to thieve in order to pay for the training that was hers by right. She was caught and brought to the slaver's block. Esteleon saved her from slavery or worse when he purchased her during a stop from his flight from the Crimson Bat and its hideous appetite.

Description: Slender, with dark skin, dark brown-black hair, dark brown eyes.

Current Goal: She supports Esteleon.

Guilty Secrets: Hungers for knowledge. "Sold" her soul to chaos (Nylasor) cultists for training (was illuminated) while indentured. Chaos Gift is +4d6 to CON. Permanent Cat's Eye spell. Takes only « damage from fire. 12 pt skin armor. Iron does x2 damage, may wear no metal armor.

Personality Factors Brave_____17_/_____Cowardly Cautious_____/__13_Impulsive Enduring__16_/_____Yielding Honest____12_/_____Deceitful Loyal_____20_/___0_Selfish Optimist__16_/_____Pessimist Temperate_13_/_____Indulgent Thrifty___16__/_____Extravagant Trusting_____/__17_Suspicious

Allied Spirit INT 15 KoraLee -- An Ancestor POW 28 Is able to act as would a shaman's Fetch.

All "new" sacrafices for divine magic must be for Orea (i.e. cannot gain any more divine magic for itself). POW max = 5d6 (35).

3 x Discorporation 2 x Heal Body

Healing 6 Second Sight Spirit Binding Iron Hand 4 Invisibility

Spirit Speech 72% Storm Speech 47% Lunar Speech 30% Spirit Combat 112% Spirit Travel 212%

Spells/Spirit

Own Spirit Magics Dark Lantern 2 Detection Blank 4 Disruption 1 Dullblade 4 Glamor 2 Mindspeak 2 Preserve Herbs 2

Other Spirit Magics Bladesharp 6 Bludgeon 4 Counter-Magic 4 Darkwall 4 Detect Life Detect Magic 3 Detect Traps 2 Healing 6 Invisibility Iron Hand 4 Mobility 6 Multimissile 7 Protection 8 Repair Second Sight Sneak 6 Speed 2 (-1 to SR) Spirit Binding

Spells/Rune or Divine

Own Divine Magic Cure All Disease Cure Area Cure Brain Fever Cure Chaos Wound Cure Chills Cure Shakes Cure Soul Waste Cure Wasting Dismiss Elemental I Extension II Free Ghost x 3 Heal Con Mind Blast II x 2 Multispell II Multispell III Refine Medicine x 3 Resurrection Shield x 4 Summon Small Gnome Summon Small Lune Summon Small Shade

Other 3 x Discorporation 2 x Heal Body

Armor

Spidersilk clothing (1 pt armor, 2 pt vs arrows).

Magic Items

Named Silvered Steel Rapier

Allinora does double damage to undead. It is alive and must be allied and atuned (as a crystal, counts against bound spirits). POW 17 INT 20 Bladesharp 6 (15 minute duration) Speed 2 (-1 to SR) Repair

Crystal Main Guache POW 18

The maine gauche is a focus for the Power of Shatter Weapon. Every parry of a non-rune metal weapon, roll POW (of Main Gauche) v. POW (of spirit in weapon parried or the POW of the user if no spirit in weapon). If succeeds, parried weapon takes POW in damage.

Cloak

Woven from three bound sylphs. It provides 3 points of armor, has 45 hit points of its own, creates 30% of "shimmer," can carry up to 30 SIZ points at movement rate 12, and yields up to 50 MP a day.

Iron Chain

1.3 meters. Special (Enc is only « of an enc. point). Can bind spirits to itself (treat as +16 to APP/ CHA for spirit binding limits). Link 5, Link 7, Link 23 and Link 27 have bound spirits. Treat the chain as fixed INT 5, POW 21. Link 5 -- INT spirit POW 15 INT 8 Bludgeon 4 Counter-Magic 4 Link 7 -- INT spirit POW 14 INT 10 Protection 8 Detect Traps 2 Link 20 Detect Life Matrix Link 23 -- POW spirit POW 24 INT 3 Link 25 Mobility 6 Matrix Link 27 -- INT spirit Pow 14 Int 13 Sneak 6 Darkwall 4 Detect Magic 3

Sling Multimissile 7 Matrix

Shoulder Pack Change of clothes 60 grams of cleaning powder (5 grams per use) Cleaning sponge, cloth sharpening stone Massage oil 140 grams 50' rope (1 kilo weight) 3 doses Sense/Analyze Chaos Potion +140%

Antichaos scroll. One time only will discharge doing 6d6 direct to con to any chaos tainted creature and will destroy one chaos gift per 6 points of damage done.

Three throwing knives

23 lead bullets with Kigor Litor's mark.

Scabbard for rapier is worth 3,000 lunars.

Ransom of 4,000 lunars through Deezola.

Ransom of 6,000 lunars through Yelmalio Temple Bank (under Irrippi/Seven Mothers).


1.E. Mylonas/Kitchen.

While Bond has as his "home base" a small space built in the side of the hearth of the Lagar House (Bond, after all, is immune to fire damage and bonded to a Fire Nymph), Mylonas owns the guest station/commons (though the trade master generally runs the trading post).

He is often a bit apart from the others. He comes from different traditions, cultures and from a different part of the world.

He is as creative and adventurous as sorcerors get. Desirous of retracing parts of the path of both Arkat and Elovare (so that he has now moved near to Dragon Pass).

Think of him as a "good" sorcerer and a good person, trying to do good while also seeking to find himself in his god.

1.E. Mylonas/Kitchen.

History: Mylonas comes from the Stygian Heresy of the Arkat Malkioni in Nochet and is the sole survivor of a sorcerer's household that dissapeared one day.

Description: He has Reddish-yellow hair and green-yellow eyes. Medium build, yellowish skin.

Current goal/notes: While Bond has as his "home base" a small space built in the side of the hearth of the Lagar House (Bond, after all, is immune to fire damage and bonded to a Fire Nymph), Mylonas owns the guest station/commons (though the trade master generally runs the trading post).

He is often a bit apart from the others. He comes from different traditions, cultures and from a different part of the world. He is as creative and adventurous as sorcerors get. He is desirous of retracing parts of the path of both Arkat and Elovare (so that he has now moved near to Dragon Pass).

Think of him as a "good" sorcerer and a good person, trying to do good while also seeking to find himself in his god. He feels he is a part of something with Storm's Promise and is doing his best to make what "it" is a good thing.

Personality Factors

Brave_____16_/_____Cowardly Cautious__17_/_____Impulsive Chaste____11_/_____Lustful Content___16 Enduring__19_/_____Yielding _____________/__16_Lazy Forgiving_17_/_____Vengeful Honest____16_/_____Deceitful Just______15 Loyal_____19_/_____Selfish Merciful__10_/_____Cruel Modest_______/__12_Proud Optimist__19_/_____Pessimist Pious_____17 Temperate_13 Thrifty___14 Tolerant__16_/_____Prejudice Trusting_____/__12_Suspicious


1.F. Jerrek Thereson.

History: Jerrek was successful through his adventures and as a member of the right cadet line should have become a kahn of the Bison people.

He is still fierce, independent and a leader. He still rides his Bison, but now as the "Kahn" of the clan of Jerrek's promise, such as it is.

Only his skills brought the tribe safely through the mountains to where they now are.

His leadership has maintained the clan and he typifies true Orlanthi virtues.

Physical Description: Jerreck looks like an archtypical Bison Rider.

Personality Factors

Brave_____17_/_____Cowardly *Energetic_18_/__16_Lazy* Forgiving__6_/_____Vengeful Generous__19_/ Honest____11_/_____Deceitful Just______18 Loyal_____12_/_____Selfish Modest_______/__15_Proud Temperate_15


1.G. Semphesina.

History: She was the child of ambassadors and skilled communicators. She grew up in a strange location among strange peoples and became attuned to the dance of the other side. There she learned the rest of the ways of Uleria and the ways of Arachne Solara. She runs both deep and shallow. She has a hard time resisting the temptation to play with fire but often has great wisdom.

Note that it was she who invoked Uleria's power to allow all the herds to breed each other. Jerrek's bison and several other animals still retain this power (to breed with any).

Her family has long worshipped Uleria in the aspect of communication (Uleria has fertility, communication, and the left-hand of sex without fertility. Semphesina's family has long been ambassadorial and long devoted to Uleria's ways and secrets).

Physical Description: She is a typical child of Tarsh, but of stunning beauty and appearance.

Goals: she has found reliable friends and trustworthy allies whom she hopes to continue with.

Guilty secrets: She had a number of horrendous encounters and experiences with the trolls of Skyfall Lake as her knowledge of Uleria's worship outside of communication was expanded upon. She also tries to hide her connection with the spider goddess Arachna Solara as she is loyal to Arachna Solara and knows it may conflict with the eventual path that Orlanth will take some of the others on.

Chaste_______/__17_Lustful Forgiving_19_/_____Vengeful Generous__18_/_____Greedy Honest_______/__16_Deceitful Loyal_____17_/_____Selfish Merciful__16_/_____Cruel Temperate____/__18_Indulgent Thrifty___16__/_____Extravagant


1H. Morningsong

History: She began to travel and adventure to learn more and better songs. She has the urge to be a part of a song and to work mighty deeds herself.

She is a true and real child of the Grazelands, yet a true bard and harper in every sense of the world. Morningsong knows that the Grazelanders have not become what they should or ought and that they do not yet fit the world as they should. She seeks more for herself.

Physical Appearance: ideal grazelander noble.

Goals: to find more for herself.

Guilty Secrets:

Brave_____16_/_____Cowardly Cautious__15_/_____Impulsive Enduring__14_/_____Yielding Honest____12_/_____Deceitful Forgiving_17_/_____Vengeful Loyal_____19_/_____Selfish Merciful__18_/_____Cruel Modest____17_/_____Proud Optimist__19_/_____Pessimist Tolerant__19_/_____Prejudice Trusting__18_/_____Suspicious

RULES NOTES

Alternate skill system, seamless version, for opposed rolls:

"Attacking skill" +50% - "Defending Skill" = chance of success. For example. Sneak is an attacking skill. It is the chance to pass without making the kind of noise, or appearance, that would result in being detected without the need for a skill roll.

Scan, listen, etc. are defending skills. Usually they are passive (use only 25% or 50% of the skill), but in trained individuals or attentive ones they may be active. So, assume Sneak 75% vs Listen 60%. The chance to sneak past is (75% + 50%) - 60% or 65%. If the guard was extremely attentive (say she knew that the sneaker was coming) the base modifier might be 0% (so that the chance would be 75% - 60% or 15% chance of sneaking past). If the guard was nodding off to sleep or drunk, the base modifier might be 100% (so that the chance to sneak past would be 175% - 65% or 110%).

The same method can be used for simple tasks like reading a book or climbing a cliff. In a library, with good illumination, reference materials and peace and quiet, it would be easy to alter the base from 0% (standard base on unopposed rolls) to 50% or higher or to change the dice roll from d100 to d50 or d20 in order to take into account the change in location. That same reading test, in a crowded, noisy, poorly lit restaurant would have a base of 0% and a d100%.

The system translates well to combat. Assume attack skill of 80% and parry of 80%. Give a standard modifier of 50% (which is the standard on the resistance table, in case you are wondering where I got that base -- it is one that translates generally to the same average result as the current, more complicated, system). (80% + 50%) - 80% gives a 50% chance of a hit.

For extreme cases (e.g. standard Baboon with 20% sword vs standard rune lord with parry of 94%) one can change the base by "pushing." In combat, one pushes (it is a use of the maneuver skill, by-the-by) and increases both the chance to hit and to be hit (pushers generally have either a SR advantage or are desperate). Thus a Baboon might push an extra 50%. Thus a Baboon with a skill of 20%, by pushing 50% would have a 70% chance of a hit. The defender would gain an extra 50% chance to hit the Baboon.

So in an extreme case it would be Baboon (20% + 100%) - 94% = 26% chance of hitting. On the reply blow (or maybe the first strike, runelords tend to have high dex...) the 97% chance to hit would be +50% (or 97% + 100% - 20%) for 177% and a much higher chance of a slash or critical. The opposite of pushing is hanging back. (You see that in boxing matches all the time).

Sorcery Alternative

Casting skill = chance of success at casting any sorcery spell. Intensity skill = limit on impact of a success. Misc. skills (range, duration, etc. that modify effect of success).

These are limited by Free INT. Each point of Free INT can be devoted to 10% chance of success, 1 level of intensity or one level of a misc. matter (e.g. range), up to the limit of the %skill in that category. Free INT remains the basic limit and the reason for familiars (who add their INT to free int), magic foci (each point gives an extra level of intensity or success...), wands (which affect a skill area generally such as a wand +10% to casting skill or a wand +15% to range), etc.

Each spell learned and currently held in memory for use reduces Free INT (get that focus started now ...). A spell takes one movement round to bring into memory and properly set up in one's mind. Only spells in memory can be cast. However, spells are either learned or not. One may learn spells to a limit of one spell for every 5% of sorcery lore (sorcery lore may exceed 100%).

This rebalances the skill demands of sorcery "slightly" without making it (I feel) too easy or too cheap. Keeps it all fairly close to RQIII. I.e. magic items do not need to change, spell percentages are all reduced (by 20% per spell) summed and then divided between casting success, sorcery lore, spirit sense and similar "new" skills related to magic.

Dayzatar's Gifts

During the fight against chaos, each of the Star Captains sent down from the sky had special gifts from Dayzatar. Even now, men can reach through fire and across the distance and obtain those gifts.

The gifts are all paid for in POW. In addition, because of the distance and the strong nature of the Fire used to cross the distance, the gifts limit the obtainer. (These changes or limits are similar to a geas except that one cannot break the change without breaking oneself. E.g. "cannot breath water" is a limit that we all have and that we cannot break the same way that a geas is broken).

Typical changes include limits on armor types and locations (the armor causing steady physical damage if worn) "always tell truth during Fire Season," "unable to stay awake in dark," and similar things. For convenience use a Yelmalio or Humakt geas chart. The cost of the changes is in addition to the play balanced POW cost of the gifts.

The most common gift is a permanent Shield spell. Ariste, the Star Captain had this gift and Dayzatar is reached via Ariste for this gift. For every two points of POW paid, the individual obtains one point of permanent shield spell (compare 3 points of this protection, costing 6 points of POW, with Shield 3 and Extension III).

The POW may come from current attribute POW or from stored divine intervention. At least one point of POW must come from each source. The individual must be a Rune Lord or Rune Priest of a Fire deity in the Dayzatar/ Yelm pantheon and at least an initiate of Dayzatar.

IV. OTHER NOTES

The clan of Jerrek's Promise

The clan is an outgrowth of a refuge established for some of the Spearchildren and the independent tribes of the cattle and buffalo people.

It had the following groups joined together:

Buffalo Riders: 50 fighters, 200 people, 300 cattle. (The Buffalo referred to here is similar to the Cape Buffalo -- not the American Buffalo/ Bison.)

Beef Runners: 65 fighters, 180 people, 200 cattle. (Note, it is common to refer to herds of "cows" as beefs). (The Beefs were similar to Texas Longhorns). These people lived in twenty great wains (wagons). Bond has often made use of the wains.

Lager house is named after the lager or defensive perimeter that the Runners would form with their wains when under threat of attack.

Dog Friends: 70 fighters (40 human, 30 dogs), 160 people, no cattle. The dogs have begun to prove out very valuable in the mountains and hills where the clan now is.

One Outcast Bison "Hoof:" 5 fighters, 30 people, 12 cattle.

Misc. Prax Individuals: 37 fighters, 120 people, 60 cattle. The Misc. Animals include sheep, etc. Sheep are an outcast animal in Prax, about as loved as Broos.

Misc. Sartar Refugees: 27 fighters, 200 people, no cattle.

The Clan was once the Beefalo tribe and originated with members of the Silent Spear Secret Society and a small oasis refuge East of the River of Cradles where various outcasts, misfits, members of destroyed independent groups and others who have found themselves without a place in Prax inhabited a range to the North East from the River of Cradles. They were called Spearchildren at one time.

The unifying factor was a combination of membership in the Silent Spear secret society and access to a small central oasis. Named for distant lightning, Silent Spear is a variant on the Orlanth Spear sub-cult. It teaches the skills Sneak and Spear for half price and the spells Fireblade and Silence for half price.

The Spearchildren are those members of the society who have lost their places in their own cultures. The group was founded by Sighing Winds, an Orlanth Spear Shaman who is a member of the society.

When a band of five brothers and their families (from the Beef tribe) called on him for aid when their lager was broken and their tribe was destroyed, Winds founded Spearchildren at a hidden oasis in the far waste places where he gathered those who needed him from the members of the society. He is still doing that with the village of Storm's Promise.

Sighing Winds Shaman, Human/Aldryami (just as Pavis was. He appears human) 69 years old, Male. STR 6 CON 12 SIZ 7 INT 19 POW 36 DEX 16 APP 6

FETCH: Wind song INT 14 POW 47 Divine Magic Spell Spirit Combat III Dispel Elemental IV Divination x 11 Spell Teaching Spirit Magic Spirit Screen 6 Protection 4 Dispel Magic 4.

The Shaman's Divine Magic : Cloud Call Dark Walk Discorporate x 4 Extension I Sanctify Soul Sight Spellteaching Spirit Block Sureshot Warding Worship

Spirit Magic: Detect Water 12 (crystal matrix) Each extra point of the spell doubles the range. Detect Enemies 1 Firearrow 2 Fireblade 4 Heal 6 Mindspeech 2 Silence/Sneak 4 Spirit Binding

Magic Items:

Crystal: Enhances Detect Water Spell (POW 12), has Detect Water 12 spell Matrix. At 12 points it has an incredible range of approximately 20 miles.

The Silent Spear (POW 16): x150% to skill with spear (thus, if Spear attack was 75%, with the Silent Spear it would be 112.50%) +60% to Sneak, 1d10 javelin + damage bonus +2d6 fire damage to any hit, Return spell possessed by the spear (& used to return up to 300 meters when the spear is thrown).

Healing Horn (sand placed into horn becomes fruit that when eaten boosts CON by 3d6 for healing/recovery purposes and any attribute by 2d6 for fighting disease). Creates 2d3 items of fruit per day.

Spirit Net (POW 26: when cast over a spirit, it will bind it to the net if it wins a POW v. POW contest). Limit is three spirits bound.

Skills: Spirit Travel +106%; Spirit Combat +121%; Spear 80%; Thrown Spear 120%; Sneak 97%; Plains Lore 98%; Survival (Plains/Desert) 97%; Plant Lore 95%; Teaching 95%; Ritual 131%, Custom Prax 97%, Custom Orlanth 97%. Wraith Weaving 121%.

///////Wraith Weaving///////// Shaman's medicine bags are often guarded by special medicines and dangerous magics. A common one, well known in Prax, is a woven wraith. The shaman locates a wraith, subdues it in spirit combat, locates the binding object, destroys the object, and then binds the wraith into the medicine bag instead.

This takes at least one point of POW. For each point of POW spent on this enchantment, one command may be given the wraith. There is a generic, rather complex formula, that is generally used on the first point of POW that causes the Wraith to attack anyone who places anything (i.e. a theif's hand or similar intrusion) inside the bag without permission and binds the Wraith to obey any legitimate holder of the bag. The wraith usually can attack only those touching the bag or those within 1m per point of POW on the enchantment. /////////end box///////////////

Problems began to develop when the number at the oasis and on the barren range began to grow. While Windson could (and often did) call rain to refresh the growths, the various types of cattle and cultures caused growing conflicts.

A call upon Uleria brought some peace between the peoples by making them one in body by Uleria and one in cult under Orlanth. There were still problems.

Things came to a head when the Bison Riders failed against the Lunar incursion. Two things came of that. First, relatives of the failed Kahn were forced out of the leadership of the Bison Riders even though they excelled at the trials. Five of the were forced out of the tribe even though they prevailed in the underlieing tests and trials of virtue. (That is the source of the "hoof").

Next, the Bison Riders, in a wave, began to take over the entire range area in which the Spearchildren had their hidden retreat. It is one thing to hold against random Baboons, Broos and other rag-tag independent groups. It is another to stand fast in the face of the most powerful of the five tribes.

In a desparate gamble the people unified by Uleria's powers (the goddess in her aspects was called upon. The resulting admixture of the animals created a herd of fertile Beefalo -- a cross between Texas Longhorns, Cape Buffalo and the shaggy coat of a Bison. The people also became dog friends.) decided to call upon Orlanth to lead them. He did.

Prax was no longer the place for them. In a daring move, the people moved North, through the mountains to a more fertile place where they and their dogs could herd their cross-bred cattle while those without cattle could farm and adjust to non-Prax life.

Windson can be considered their champion, Jererek Thereson their Kahn and Sighing Winds their shaman and protector. Outcast members of Silent Spear are still welcome in refuge. At present Windson and Sighing Winds have no conflicts.

The other patrons are seen as allies of these leader figures.

Nylasor Trap: Five Ogres

--a cautionary lesson for anyone who seeks Nylasor Illumination--

Generally this lesson should either be taught to a very obnoxious PC who really deserves it or should be the basis of a song sung by a travelling minstral

Gbaji often used Ogres in his service. He allied Cacodemon early as a secret source and the ogres served him often and well. Towards the end there were five ogre coherts, each with its standard and presence, in his army.

At a critical juncture, as Gbaji drew upon chaos for more power, each of the five betrayed him, taking a part of his substance.

Even now, Ogres prey upon Nylasor iniates during sacred time.

The set-up: An Ogre family of at least five members notices an illuminate character. The character is invited to a "special" sacred time ritual where by means of the unifying force of the world manifested in sacred time, a chaos gift may be safely gained for the sacrafice of 3 pts of POW.

The promise is true as far as it goes. Nylsasor was able to channel and draw safely upon chaos in the instance recorded. The Nylasor illuminate will sacrafice the 3 pts of POW and will get a roll on the chaos gift table (+/- 3% at the illuminate's choice, +/- 2% for every riddle known).

Of course the ritual only works when channeled by Ogres... and it works on the heroplane.

As soon as the illuminate has the gift(s), the Ogres turn on him or her. Each person in this contest will be completely naked -- favoring the Ogres who have numbers, SIZ and STR as well as their own chaos gift(s). The contests take place outside the mundane plane.

The illuminate must fight the Ogres one-by-one. If the Ogre wins, it "eats" a part of the illuminate (transferring one skill from the illuminate and leaving it at 0%, or taking one spell or reducing a characteristic by d3+1 as would a tap spell, or transferring one chaos gift). If the Ogre loses, the illuminate could eat a part of the Ogre, with the same result.

After the last Ogre is fought, the parties return to the mundane plane at the hearth where the sacred time is being celebrated. Any party who lost a conflict will be unconcious and will take 30 - CON rounds to revive.. If found amoung the unconcious persons is the illuminate, he or she will be served up as the main course at the following sacred time meal.

Eating an enemy directly after the quest, and before the end of sacred time, will result in a cancellation of any loss to that person.

For Ogres this is a great deal. At least one of them is bound to win (no MPs are recharged between conflicts, etc.) and all of them will get at least one free meal.

Note that Bond (above) survived Five Ogres. Generally, a GM should not spring the encounter on any Illuminate that the Ogres would expect not to be able to eat, though Ogres are no smarter than anyone else.

Glorantha has a number of traps tied to Nylasor Illumination, God Learner and similar mysteries that function to destroy careless individuals who are touched by the forbidden and do not learn caution. (This quest is one reason why Ogres do not seek Nylasor illumination -- it makes them a target for dinner and pre-empts their ability to undertake any other position on this quest).

Change Altar -- Nosrse Peak

--a cautionary tale for those who think to make use of god learner remnants or to become god learners by partaking of their tools. This particular one is one where the leads and the lines that lead to it are not covered over or hidden by the gods. There is a reason for this.--

A trap for god learners. There is, to the north west of the city, an altar on the highest peak in the hex. It has a direct view down on the city (though, as from all other views, little of use can be seen).

Trapped in the altar is the essence of Gbaji's eyeball. Gbaji was the "fetch" of Nylasor that was created as the counsel attempted to purify their perfect god. Thus Nylasor/Gbaji both had a dual nature and was the "same" being. The God Learners used this part of him, dredged out of the Ash Pits of Dorastor, to move the shifting ruins to where they are. It's influence may very well be one of the reasons that under the doom that fell on the city, the various parts began to move about randomly and shift.

One who studies god learner lore will learn of the secondary ability of the altar. By touching it, and allowing one point of POW to flow from one (successful spirit combat roll or lose d3+2 points), the altar will "free" one of one geas or limit -- similar in impact to Nylsasor Illumination, but without the downside of being illuminated. This effect is known as Gbaji freedom.

Of course there is a downside. The contact initiates a sacrifice to primal chaos. Just as Nylasor's right hand was able to grant blessings (chaos gifts without the risk), so his left eye cursed. For every geas "freed" the character receives one permanent "curse of Thed" (reverse or negative chaos 'gift'). The effect becomes obvious only after the geas is lifted. Generally, only pre-choate god learners would use the altar.

The god learners, in their prime, used the spirit world to "stop" time and prevent the downside effect from touching them. Of course time does pass in the spirit world so that many god learners add these gifts added to them as their dooms arrived. Any character with a doom factor will automatically fail his or her next check which will coincide with the permanent impact of the reverse gift. Others will experience the 'gift' at their next holy day.

Dayzatar's Gifts

During the fight against chaos, each of the Star Captains sent down from the sky had special gifts from Dayzatar. Even now, men can reach through fire and across the distance and obtain those gifts.

The gifts are all paid for in POW. In addition, because of the distance and the strong nature of the Fire used to cross the distance, the gifts limit the obtainer. (These changes or limits are similar to a geas except that one cannot break the change without breaking oneself. E.g. "cannot breath water" is a limit that we all have and that we cannot break the same way that a geas is broken).

Typical changes include limits on armor types and locations (the armor causing steady physical damage if worn) "always tell truth during Fire Season," "unable to stay awake in dark," and similar things. For convenience use a Yelmalio or Humakt geas chart. The cost of the changes is in addition to the play balanced POW cost of the gifts.

The most common gift is a permanent Shield spell. Ariste, the Star Captain had this gift and Dayzatar is reached via Ariste for this gift. For every two points of POW paid, the individual obtains one point of permanent shield spell (compare 3 points of this protection, costing 6 points of POW, with Shield 3 and Extension III).

The POW may come from current attribute POW or from stored divine intervention. At least one point of POW must come from each source. The individual must be a Rune Lord or Rune Priest of a Fire deity in the Dayzatar/ Yelm pantheon and at least an initiate of Dayzatar.

V. PATRON TIME LINE

YEAR 0 Outcasts decide to merge. Uleria intervention (cost of one point POW per being in outcast group).

YEAR 3 Lunar invasion of Prax results in Bison Riders going "over the river." Bison Riders begin to encroach on range.

WINTER 3/4Long trek North to "Orm's Gone." Extremely mild weather blesses travel, allows founding. Bond burns a feather, establishes a hearth.

YEAR 4 Bond locates coal in Rockwood Mountains, Jerrek establishes meat and dairy herd differences, Lager House finished. Windson leaves message at Geos for any "brothers."

WINTER 4/5The first refugees join the tribe. Tribe becomes a clan.

YEAR 5 Lots of exploration and determination. Bond locates coal heartwood log in mountains. Esteleon and Nabareth slay a hydra (killing the heads and not the body) in the grazelands. Brightson begins to brew sophisticated dark and light beers. Inora and Semphesina reach pacts with Grazelands. Semphesina also finds a time web which she begins to walk. Establishes a conversation oriented Uleria Shrine (Uleria's three aspects are conversation, fertility and the left handed sex without conception by which she bested the devil). Inora and Jerrek also vist Prax.

WINTER 5/6The PCs arrive. Each player should have one character who is "Trained" with 26 points to work with, one who is "Average" with 40 points to work with. There should be one non-combat oriented "Expert" in the group (who will start as an NPC).

YEAR 6 Miscellaneous minor quests. Brightson discovers a reversible Jrustelli grammar (stored in hearth). Wains refurbished.

YEAR 7 Bond brings back the heartwood and twelve wains filled with coal. Sable "mercenaries" on looting spree (in official lunar that would be "unattached native calvary units engaged in independent tax collection outside of territorial limits") are consumed in an interesting use of the coal on fire day fire season. Heartwood transformed into an "eternal flame" (hearth is now supported by fire ~315 initiates). Storm's Promise walls are finished.

YEAR 8 Population of the clan rises to over 2,000 fighters over several villages. Windson establishes a Geos Inn. Trips to Dorastor, Hydra's Hill, Prax, Holy Country, Dwarves Run (coal is sold to the Dwarf for several stone giants ~ SIZ 45 gargoyles with 22 pt skins). Treaties and pacts reformed. Militia drills with full population begun. Inora gains feathers for her drepnir. New, complete, Orlanth shrine built by/for shaman on hill top behind Storm's Promise.

New counsel house built that is two stories tall, integrated with walls and central to Storm's Promise. Lager House becomes Bond's residence and historical shrine.

Bond locates a spunfire pouch.

WINTER 8/9First non patron leader's counsel begun under the shaman. They are selected from the militia officers and confirmed during Sacred Time.

Brightson's apprentices begin to run his expanded household.

YEAR 9 Patrons depart (on heroquest). Shaman remains to guide community. Hearth is reduced by 15 "initiates" worth of force. (Someone may have taken a part of the founding fire on the quest). The Fire Nymph in the hearth of Lager House is regularly seen aiding villages in times of severe need (may be summoned for 1d6 POW cost -- similar to initiate divine intervention). Geos Bouncer is seen hounding renegades.

*****


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