recursal/Fanatic-Fandom huggingface dataset:
Viggo Mortensen

**Viggo Peter Mortensen Jr** is a Danish-American actor, producer, author, musician, photographer, poet, and painter.

He portrays Aragorn in The three part *Lord of the Rings* film series by Peter Jackson

Mortensen made his film debut in Peter Weir's 1985 thriller *Witness*

He appeared in many notable films of subsequent years, including *The Indian Runner* (1991), *Carlito's Way* (1993), *Crimson Tide* (1995), *Daylight* (1996), *The Portrait of a Lady* (1996), *G.I. Jane* (1997), *A Perfect Murder* (1998), *A Walk on the Moon* (1999), and *28 Days* (2000).
Arrowrock

This massive mining operation is aided by the portal to the plane of Earth. The magic from this portal makes the cave walls of Mount Geodis, named for the primordial being that helped found the Genasi race, plentiful with rare and important ores and minerals. The minors have never even needed to expand the tunnels. The ore is so easy to mine sometimes it just falls out of the walls. The city is technically two cities one in Primoria, Arrowrock, and the other in Delvar, Mithril. The Dancing Mountain Goats, is a famous tavern that connects the two cities with a dividing line right down the middle of the bar room and a statue of two goats dancing on either side of the line.
Baggins Family

## History

Balbo Baggins is the first ever recorded Baggins in the family. He eventually met and fell in love with Berylla Boffin, with whom he had five children: Mungo, Pansy, Ponto, Largo, and Lily.

## Family Members

* **Balbo Baggins:** The first of the Baggins family ever recorded. He was born SR 1167. Balbo married Berylla of the Boffins family. He had five children: Mungo, Pansy, Ponto, Largo, and Lily.. Balbo's death date is never recorded, so he must have died sometime after his daughter, Lily's birth.
* **Berylla Baggins (née Boffin):** The first female Matriarch of the Baggins family. She was born S.R. 1172 and married Balbo Baggins, with whom she had five children: Mungo, Pansy, Ponto, Largo, and Lily. She passed sometime after S.R. 1222. Berylla is the great-grandmother of Bilbo Baggins, great-great grandmother of Frodo and great-great-great grandmother of Pippin Took and Merry Brandybuck

## Family

### Notes

1. ↑ Of Bag End, left the Shire in S.R.1421 and said to have passed over the sea
2. ↑ Drogo and Primula went boating on the Brandywine River and drowned together.
3. ↑ Murdered by Gríma Wormtongue
4. ↑ Left the Shire in S.R.1421 and said to have passed over the sea

## Relatives

* **Boffin Family**
* **Bolger Family**
* **Grubb Family**
* **Took Clan**
* **Brandybuck Clan**
* **Sackville-Baggins Family**
* **Chubb-Baggins Family**
* **Sackville Family**
* **Proudfoot Family**
* **Brownlock Family**
* **Goodbody Family**

## Surname

The surname **Baggins**, is actually an English version of the Westron name, ***Labingi***. It is believed Labingi is related to the Tolkien Westron Word laban, meaning bag and associated with Bag End. It is often translated in other languages keeping the meaning of "bag" or "sack."

## References

1. ↑ 1.0 1.1 Template:App
2. ↑ Template:FR
3. ↑ Template:RK
4. ↑ Tolkien, "Nomenclature of The Lord of the Rings" in Wayne G. Hammond and Christina Scull (eds), The Lord of the Rings: A Reader's Companion, p. 753
5. ↑ Tolkien, Christopher and JRR Tolkien. Jared Lobdell (editor). "Guide to the Names in The Lord of the Rings." Entry: Baggins. *A Tolkien Compass* (edited by Jared Lobdell).
Eonor Campaign Wiki

Our World is Eonor- a vast multicultural haven where race of all kinds can be found living in relative harmony. You will be adventuring in cities, towns, forests, and maybe even a dungeon or two. Eonor has its quirks, such as the continent is completely cut off from the rest of the world by dangerous and vast waters. Of course, the people of Eonor do not know if there is anything beyond these treacherous oceans (and a want to cross it is seen as insane). However, there are monsters to be fought, loot to score, and people to save all across the mainland. While this little world may seem picturesque, Eonor holds a dark secret

## Welcome to Eonor

Countries

Pantheon

Player Characters

Races

Directory
Folkor

While almost all of Delvar is concerned with mining Folkor is a center for creation. Dwarves with their fat clumsy fingers are rarely good artisans, but when paired with the nimble Rock Gnomes the result is the worlds best items and inventions. The city's artisans pride themselves on their work. If you have coin they can make whatever you ask for. The artisans guild has never had a request go unfilled, that was physically possible, sure you will pay dearly but you will get quality. The guild "Mind over Metal" controls all smiths and artisans in the city. When someone wants something in Folkor they go to the guild and then they are given the proper craftsman for the job. The guild will even put together collaborations for lager projects. Rather than the economy being driven by competition it is instead run by need and skill allowing the artisans to better perfect their craft.
Dragonborn

## Dragonborn Society

Dragonborn are a part of the Elven country of Theifrein and, while they can live anywhere people can be found in Eonor, they are found almost exclusively in Soradarr, . Dragons do not control the dragonborn of their color in Eonor and because of this, Dragonborn are their own independent people. Due mainly to circumstance Dragonborn have a reputation of thievery, criminal activity, and general waywardness. Most have a disdain for nobility and a tendency to play by their own rules.

## Dragonborn Traits

Your draconic heritage manifests in a variety of traits you share with other dragonborn.

**Ability Score Increase:** Your Strength score increases by 2, and your Charisma score increases by 1.

**Age:** Young Dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old Genasi child by the age of 3, and reach adulthood by 15. They live to be around 80.

**Size:** Dragonborn are taller and heavier than Genasi, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

**Speed:** Your base walking speed is 30 feet.

**Draconic Ancestry:** You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

**Breath Weapon:** You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

**Damage Resistance:** You have resistance to the damage type associated with your draconic ancestry.

**Languages:** You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

**Names:** Dragonborn Names can be found in the *Player's Handbook* on page 33 or in *Xanathars Guide to Everything* on page 175.
Auris

This city sits halfway up Mount Auriah, named for Auriah the primordial being that helped found the genasi race. Auris has a small farming operation built into the cliffside. The only reason farming is possible here is the nourishing rain and warm air that the portal to the plane of Air brings to this region. Protecting the portal is that sits atop Mount Auriah is the Auriah Monastery. The monastery is the only completely self sustaining place in Primoria. This is also the best place on the continent to study to become a monk.
Vragard and Udrog

The only settlements of the southernmost country home to Goliaths and Orcs. This "country's" only inhabitants are constantly at war. With the orc clan Udrog trying to drive the goliaths of Vragard out of the area. Both are very superstitious and this keeps both clans confined by the rivers and ocean surrounding their land.
Sling

A sling is a loop of cloth or leather into which the stone is placed. Though not as impressive as a bow, it lacks the range of bows and longbows, but it has a range equivalent to a shortbow, and deals the same amount of damage. Furthermore, ammunition is free because any small rock will do. In the right hands, a sling can be a dangerous weapon. Slings do not have variations of craftsmanship; any quality differences are negligible.
Watchman

"Halt! Who goes there?"

## Basic

(Core) Originally, cities and towns were responsible for recruiting and maintaining their own watch organisations. Corruption was so widespread that the Emperor gave the job to the army instead. Now, certain regiments on garrison duty must serve as the town watch. This has cut down dramatically on corruption, though the army itself is not immune. Watchmen are responsible for maintaining law and order and are empowered to make arrests. They also double as fire fighters in smaller towns. For some Soldiers, watch duty is a temporary assignment. For others, it becomes a lifelong career.

### Secondary Profile

**Skills:** Academic Knowledge (Law), Dodge Blow, Follow Trail, Gossip, Intimidate, Perception, Search

**Talents:** Coolheaded or Savvy, Disarm or Street Fighting, Strike Mighty Blow, Strike to Stun

**Trappings:** Light Armour (Leather Jack), Lantern and Pole, Lamp Oil, Uniform

### **Career Exits**

Mercenary, Racketeer, Roadwarden, Sergeant, Soldier, Tradesman

## A Day in the Life

A watchman’s duties depend on where he works and lives. Small settlements only employ a few guards, who are expected to answer an alarm at any time. Meanwhile, in cities an organised force works in shifts and patrols the streets in groups. In Middenheim, for example, watchmen work ten hours a day, one week on daytime patrols followed by a week on nights. Alternate Festags are days off (with the consequence that criminal activity tends to spike on Festags).

Should watchmen see a crime in progress, or spot a criminal at large, they will give chase. If the criminal is apprehended they will decide on the punishment.

Watchmen of larger towns and cities in the Empire are technically part of the armed forces. They train regularly in combat techniques and may consult priests from the cults of Sigmar, Ulric, Myrmidia, and Verena on how best to defend themselves whilst dispensing justice. They will also be instructed in what to do in cases of emergency, such as fires or coach crashes.

## Methods of Punishment

When a criminal is caught the Watchman makes a decision on how to proceed. In areas where crime is endemic many Watchmen see it as a practical expedience to administer punitive beatings for petty crimes.

Spot fines may be charged for minor offences. The proceeds from such fines are meant to be added to the town’s treasury, but often end up supplementing Watchmen’s wages. Offenders may also be placed in a pillory, were local people are invited to subject them to abusive humiliations and overripe vegetables.

In cases of serious crimes the suspects are taken to the local watch house and imprisoned there until an official such as a travelling judge or member of the Cult of Verena can take a look at the case. It is not the job of the watch to decide on whether serious criminals should be fined, sent to gaol, banished, or executed – though they will be consulted about evidence they might have.
The Lore of Myrmidia

Myrmidia is the Goddess of Soldiers and Strategists, and patron deity of Estalia and Tilea. She offers a counterpoint to the fury of the barbarous Ulric, promoting rather the art and science of warfare. Her Priests spread her teachings amongst armies and mercenaries bands and use their spells to prove the superiority of Myrmidia’s way of warfare. Those who call upon Myrmidia often become quick to act, uncaring of overwhelming odds, and very loud in their speech.

## Spear of Myrmidia

Casting Number: 5

Casting Time: Half action

Ingredient: A whetstone (+1)

Description: Your weapon, which must be a spear, is imbued with Myrmidia’s power. It counts as having the Armour Piercing quality and as magical for 1 minute (6 rounds).

## Inspired Leadership

Casting Number: 7

Casting Time: Full action

Ingredient: A baton (+1)

Description: You take on an aura of authority, inspiring allies with faith in your abilities. For a number of minutes equal to your Magic Characteristic, you gain a +20% to all Command and Academic Knowledge (Strategy/Tactics) Tests. Furthermore, any allies within 12 yards (6 squares) can re-roll any failed Fear or Terror Tests they are required to take during the spell’s duration.

## Skill of Combat

Casting Number: 10

Casting Time: Full action

Ingredient: A bundle of sticks (+1)

Description: You instill your allies with the skill of Myrmidia. For a number of rounds equal to your Magic Characteristic, all allies within 24 yards (12 squares) of you gain a +10% bonus to their Weapon Skill.

## Quick Strike

Casting Number: 14

Casting Time: Full action

Ingredient: A charm engraved with a lightning bolt (+2)

Description: Infused with Myrmidia’s power, you gain a +1 bonus to your Attacks Characteristic for 1 minute (6 rounds) and you can take the swift attack action as a half action. You can still only take one attack action per round.

## Dismay Foe

Casting Number: 16

Casting Time: Half action

Ingredient: A beaten copper mask (+2)

Description: You take on the wrathful aspect of Myrmidia. For a number of rounds equal to your Magic Characteristic, any opponent struck by you in melee must make a Terror Test. A test must be made for each successful attack. Those who fail become terrified.

## Shield of Myrmidia

Casting Number: 20

Casting Time: 1 full action and 1 half action

Ingredient: A shield (+2)

Description: You bless your allies with Myrmidia’s protection. All your allies within 24 yards (12 squares) of you gain +1 Armour Point on all locations, though the maximum of 5 APs still applies. Shield of Myrmidia lasts for one minute (6 rounds).
The Beastly Transmogrification of the Omnipotent Tchar

Type: Arcane

Arcane Language: Daemonic

Magic: 4

XP: 400

Ingredients: The freshly severed head of a Beastman shaman, a platinum thimble full of warpstone, and two Human sacrifices. The Humans must be a man and a woman and they must not have eaten in at least one week.

Conditions: Four other spellcasters with Magic Characteristics of at least 1 must chant in unison for the entire Casting Time. The moon must also be full and the spell must culminate at midnight.

Consequences: If the Casting Roll is failed, you and your assistants suffer the effects of the spell instead.

Casting Number: 22

Casting Time: 4 hours

Description: If this ritual is successfully cast, every Human with a Will Power of less than 50% and within 1 mile of you transforms into a hideous Beastman for 24 hours. The Beastmen go on a rampage of killing, burning, and destruction, stopping only when they are killed or the spell expires. Anyone who survives this experience gains 6 Insanity Points (half that if a successful Will Power Test is made).
Castle Briar Wiki

## Welcome to the Castle Briar Wiki

Hello and welcome to Castle Briar Wiki page!

Here you will find out everything you will ever want or need to know about Castle Briar, the latest medieval political strategy game.

## Game Brief

As the newly crowned king of Castle Briar, you suspect that the people around you are trying to take your life. As suspicions grow and the threat of danger increases, there is only one choice left as King. Take out any that stands in your way.

Everyone around you is a possible suspect, and with no one to trust, who will you take out to stay alive?
Career Compendium

### Advanced

* Abbot

* Admiral
* Agent of the Shroud
* Animal Trainer
* Anointed Priest
* Artillerist
* Artisan
* Assassin
* Astrologer
* Ataman
* Badlands Ranger
* Battle Pilgrim
* Black Guard
* Border Courtier
* Cantor
* Captain
* Cat Burglar
* Catechist
* Champion
* Charlatan
* Cloaked Brother
* Courtier
* Crime Lord
* Crusader
* Cult Attendant
* Demagogue
* Duellist
* Enforcer
* Engineer
* Exorcist
* Explorer
* Faceless
* Fence
* Foreman
* Forger
* Friar
* Grandmaster
* Guild Master
* Hedge Master
* Hedgewise
* Herald
* High Priest
* Highwayman
* Horse Archer
* Horse Master
* Innkeeper
* Interrogator
* Journeyman Wizard
* Judicial Champion
* Knight
* Knight of the Blazing Sun
* Knight of the Inner Circle
* Knight of the Raven
* Knight of the Realm
* Knight of the Verdant Field
* Knight Panther
* Lay Priest
* Master Thief
* Master Wizard
* Mate
* Merchant
* Minstrel
* Mystic
* Navigator
* Noble Lord
* Outlaw Chief
* Pamphleteer
* Physician
* Pistolier
* Politician
* Prelate
* Priest
* Questing Knight
* Racketeer
* Rapscallion
* Scholar
* Scourge of God
* Scout
* Sea Captain
* Sergeant
* Slaver
* Spy
* Steward
* Targeteer
* Vampire Hunter
* Verenean Investigator
* Veteran
* Warleader
* Winged Lancer
* Witch Hunter
* Wizard Lord
* Yeoman

### Advanced/Special

* Ambassador
* Daemon Slayer
* Flagellant
* Ghost Strider
* Giant Slayer
* Grail Knight
* Hag Mother
* Hag Witch
* Ice Maiden
* Ice Witch
* Journeyman Runesmith
* Killer of the Dead
* Master Runesmith
* Master Vigilant
* Runelord
* Warlock
* Warrior Priest
* Witch

### Basic

* Agitator
* Anchorite
* Apothecary
* Apprentice Wizard
* Badlander
* Bailiff
* Barber-Surgeon
* Bear Tamer
* Boatman
* Bodyguard
* Bondsman
* Bonepicker
* Bounty Hunter
* Burgher
* Cadet
* Camp Follower
* Carcassonne Shepherd
* Cartographer
* Cenobite
* Charcoal Burner
* Chekist
* Chimneysweep
* Coachman
* Deepwatcher
* Dilettante
* Drover
* Dung Collector
* Embalmer
* Entertainer
* Estalian Diestro
* Ex-Convict
* Exciseman
* Farmer
* Ferryman
* Fisherman
* Freeholder
* Frogwife
* Gambler
* Grail Pilgrim
* Grave Robber
* Grave Warden
* Hedge Wizard
* Hedgecraft Apprentice
* Herrimault
* Horned Hunter
* Horse Coper
* Hunter
* Jailer
* Kislevite Kossar
* Knight Errant
* Lamplighter
* Litigant
* Man-at-Arms
* Marauder
* Marine
* Mediator
* Mercenary
* Messenger
* Militiaman
* Miner
* Monk
* Muleskinner
* Newssheet Vendor
* Noble
* Norse Berserker
* Outlaw
* Outrider
* Peasant
* Penitent
* Pit Fighter
* Protagonist
* Raconteur
* Rat Catcher
* Reaver
* River Warden
* Roadwarden
* Rogue
* Scribe
* Seaman
* Seer
* Servant
* Sewer Jack
* Skald
* Smuggler
* Soldier
* Squire
* Stevedore
* Streltsi
* Strigany Mystic
* Student
* Swamp Skimmer
* Swampaire
* Temple Guardian
* Thief
* Thug
* Toll Keeper
* Tomb Robber
* Tradesman
* Troll Slayer
* Vagabond
* Valet
* Village Elder
* Wall Warden
* Watchman
* Whaler
* Woodsman
* Wrecker
* Zealot

### Basic/Special

* Apprentice Runesmith
* Apprentice Witch
* Envoy
* Fieldwarden
* Initiate
* Kithband Warrior
* Pilgrim
* Runebearer
* Shieldbreaker
* Slave
* Steppes Nomad
* Wise Woman
The Lore of Ranald

Ranald is the God of Good Fortune. He is often associated with thieves, rogues, gamblers, and other unsavoury characters, but the common folk also view Ranald as a patron. Priests of Ranald are tricksters by nature and use their spells as they think Ranald intended. Those that call upon Ranald often find themselves obsessed with change, gambling and telling tall tales.

## Stealth of Ranald

Casting Number: 5

Casting Time: Full action

Ingredient: A tuft of cat fur (+1)

Description: Ranald blesses you with incredible stealth. For a number of minutes equal to your Magic Characteristic, you gain a +20% bonus to Concealment and Silent Move Tests. Should you run across a magic alarm during this time, you can bypass it with a successful Channelling Test.

## Good Fortune

Casting Number: 7

Casting Time: Full action

Ingredient: A rabbit’s foot (+1)

Description: You gift one character with the luck of Ranald for 1 minute (6 rounds). During that time, the subject of the spell can reverse the order of the percentile dice on any one Skill or Characteristic Test. A Concealment Test of 82%, for example, could be made into a 28% instead. This is a touch spell and you can cast it on yourself. A character can only benefit from one good fortune spell at a time.

## Open

Casting Number: 9

Casting Time: Half action

Ingredient: A key (+1)

Description: You cause any one lock, bolt, or latch within 2 yards (1 square) to unlock, unbolt, or lift. They remain open for 1 minute (6 rounds) and cannot be forced shut in that time (though you may shut them if you wish). This spell can override a magic lock with a successful Channelling Test.

## Bamboozle

Casting Number: 14

Casting Time: Full action

Ingredient: A piece of wool (+2)

Description: You fool one humanoid creature (Human, Elf, Orc, Beastman, etc) within 24 yards (12 squares) into doing your bidding unless it makes a successful Will Power test. On his next turn, you may decide what actions you want the character to take and he will do as you say. Bamboozle does not work on Daemons or the Undead.

## Trapsense

Casting Number: 16

Casting Time: 2 full actions

Ingredient: The eyes of a hawk (+2)

Description: You are able to magically sense all traps within 12 yards (6 squares) of you. Trapsense does not disarm these traps, only alert you to their presence and location.

## Bountiful Fortune

Casting Number: 20

Casting Time: Full action

Ingredient: A pair of silvered knucklebones (+2)

Description: As good fortune, but it affects you and all your allies within 24 yards (12 squares).
Goliath

## Goliath Society

Goliaths live almost exclusively in Vragard forever keeping the southern orcs of clan Udrog at bay. They are a jolly and intense people. Their coming of age ceremony regularly kills children. They live a tribal lief and respond to strength. They only people a goliath with tolerate taking orders from is one that can beat them in a fight. The pecking order is important to Goliaths and they all know exactly where they stand.

## Goliath Traits

Goliaths share a number of traits in common with each other.

**Ability Score Increase**: Your Strength score increases by 2, and your Constitution score increases by 1.

**Age**: Goliaths enter adulthood whenever they complete the Uthrol and usually live less than a century.

**Size**: Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

**Speed**: Your base walking speed is 30 feet.

**Natural Athlete**: You have proficiency in the Athletics skill.

**Stone’s Endurance**: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

**Powerful Build**: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

**Tundra Born**: You’re acclimated to the tundra you have naturally adapted to cold climates, as described in chapter 5 of the *Dungeon Master’s Guide*.

**Languages**: You can speak, read, and write Common and Giant.

**Names**: Goliath names can be found in Volo's Guide to Monsters on page 109. Your clan name is Vragard.
The Lore of Taal and Rhya

Taal is the Lord of Nature, and husband to Rhya, the Mother of the Earth. He watches over the creatures of the wild places, whilst Rhya holds guardianship of the earth and its fertility. Taal and Rhya are worshipped as joint, yet distinct deities. Their Priests must protect the huge tracts of land Rhya calls her own, and defend Taal’s children from destruction by Man or Chaos. Those who often call upon Taal and Rhya’s aid find that they are seldom ill and have near boundless enthusiasm, but become melancholy in cities and towns.

## Beastfriend

Casting Number: 4

Casting Time: 1 full action and 1 half action

Ingredient: The tongue of a beast (+1)

Description: With Taal’s aid you are able to converse with a single animal within 12 yards (6 squares). You can understand each other for 10 minutes and during that time you gain a +20% bonus on Charm Animal Tests involving this creature. Animals are not used to conversing with bipeds, so they sometimes have trouble articulating ideas. The GM should decide how much the animal knows, remembering that worldview of the average animal is limited at best.

## Stag’s Leap

Casting Number: 6

Casting Time: Half action

Ingredient: A tuft of hair from a stag (+1)

Description: You are imbued with the power of the wild stag. For a

number of minutes equal to your Magic Characteristic, you

gain +1 M and make a charge attack as a half action.

## Tanglefoot

Casting Number: 8

Casting Time: Full action

Ingredient: A cutting of vines (+1)

Description: You summon up tangling vines anywhere within 48 yards (24 squares) to bind and hinder your opponents. Use the large template. Those affected can’t move at all unless they make a successful Strength Test and even then their Movement Characteristic is halved (rounded down) while in the area of effect. Tanglefoot lasts for one minute (6 rounds).

## Thunderclap

Casting Number: 12

Casting Time: Full action

Ingredient: A small gong (+2)

Description: You cause a cacophonous clap of thunder to peel out anywhere within 48 yards (24 squares). Use the large template. Those affected must make a successful Toughness Test or be stunned until your next turn. The thunderclap is so loud that it can be heard up to a mile (1760 yards) away.

## Bear’s Paw

Casting Number: 15

Casting Time: Full action

Ingredient: The claw of a bear (+2)

Description: Your touch imbues a character with the strength of a bear. The target of bear’s paw receives a +20% bonus to Strength for one minute (6 rounds). You can cast it on yourself. This is a touch spell.

## Rhya’s Comfort

Casting Number: 18

Casting Time: 1 minute

Ingredient: A cup of fresh milk (+2)

Description: You ask the Mother Goddess to provide succour for her children. Center the large template on you. Those affected are refreshed as if they just had a full night’s sleep and received three day’s worth of natural healing.
Nephren

This city sits at the northern tip of Nailis Island, named for Nailis one of the creators of the Genasi race, situated at the mouth of the Presly river. In the river there is a portal to the plane of water which filters and purifies the river water for the town. Fish are plentiful, delicious, and easy to catch. The waters here are the only truly safe waters, no one has died in or due to the water in recorded history. However, the area where the portal's influence ends is the most dangerous place on the continent, Deadmans Rapids, is used for Primoria's trial by water ritual. No one has ever survived. Unsurprisingly, not many people are stupid enough to choose this option. So other than a mainly unoccupied jail, there is very little military involvement in this city. Nephren produces all to the Ale and Mead for the entire country its so delicious the drinks are world renown and even exported to nobles and those who can pay in other countries.
Elfbow

The Elfbow is similar to a longbow, but it is constructed of rare and flexible woods layered with bone. It’s lighter and less bulky than a standard bow, but its unusual construction prevents all but the most skilled archers from using it. Elves are the only craftsmen capable of producing Elfbows and so they are very rare in almost all places aside from Elven lands. If you do not have the Specialist Weapon Group (longbow), the Elfbow uses all the statistics of a normal shortbow in addition to Weapon Skill reduction. There are no differences of craftsmanship with the Elfbow; all are of Exceptional quality.
Crossbow

The crossbow is the next step in bow design, developed from the early Tilean bolt throwers called bellybows. By incorporating a mechanical framework for launching arrows, crossbows fire with greater force than their normal bow counterparts. To draw back the bolt, the archer must use a winch, crank, or even apply raw force to the firing mechanism, which takes time and effort, commodities not normally available on a battlefield. This makes them somewhat clumsy to use. However, in exchange, crossbowmen have an advantage in that their bolts deal heavy damage to their opponents.
Crossbow Pistol

A crossbow pistol looks like a small crossbow, but it is constructed entirely from steel. About the size of a pistol, you can fire it with one hand. Even with the advantages of its size, it is as slow to load as a regular crossbow, requiring you to draw back the bowstring by a screw built into the weapon’s stock.
Petty Magic (Arcane) spells

Anyone with the Petty Magic (Arcane) talent can attempt to cast the following spells. The following spells are those traditionally taught to all Apprentice Wizards, regardless of their Order, as they are give a wide grounding in the basic principles of magic.

## Glowing Light

Casting Number: 3

Casting Time: Half action

Ingredient: A drop of lamp oil (+1)

Description: You can cause any item in your grasp to glow with the light of a lantern for one hour or until you let it go.

## Sounds

Casting Number: 4

Casting Time: Half action

Ingredient: A tiny bell (+1)

Description: You can create a phantom noise with this spell, with volume ranging from a whisper to a roar. You can choose the type of noise and the volume; the spell can reproduce any type of noise but speech. The noise can last for up to one round.

## Drop

Casting Number: 4

Casting Time: Half action

Ingredient: A dab of butter (+1)

Description: You compel a target character within 24 yards (12 squares) to drop whatever he is holding. The subject of this spell can resist it with a successful Will Power Test.

## Marsh Lights

Casting Number: 6

Casting Time: Full action

Ingredient: A firefly (+1)

Description: You create the appearance of a number of distant lights that suggest torches or lanterns. They appear within 100 yards (50 squares) of you and can then be sent off in any direction. They naturally follow corridors or paths and do not need to be controlled or overseen in any way. You can control them more closely if desired, but only as long as they remain in line of sight. You can’t perform any other actions while controlling the lights. The lights travel at various speeds, but never slower than 8 yards (4 squares) per round or faster than 16 yards (8 squares) per round. They last for one hour, and then gradually fade and vanish.

## Magic Dart

Casting Number: 6

Casting Time: Half action

Ingredient: A small dart (+1)

Description: You throw a dart of magical force at an opponent within 16 yards (8 squares). Although small, the magic dart strikes with considerable force. A magic dart is magic missile with Damage 3.

## Sleep

Casting Number: 6

Casting Time: Half action

Ingredient: A piece of down (+1)

Description: Your touch causes one opponent to fall into a slumber for 1d10 rounds unless a successful Will Power Test is made. Sleeping characters are considered to be helpless. Sleep is a touch spell.
Unreliable

Weapons with this quality do not always function dependably. On an attack roll of 96-99, the weapon jams and cannot be fire again until a successful Trade (Gunsmith) Skill Test is made. On an attack roll of 00, the weapon explodes, inflicting its normal damage on the wielder and destroying itself in the process.
Lance

The lance is a heavy long spear, usually with an oak shaft, and a steel point. Capable of punching through armour and knocking foes to the ground, the lance would be popular if it were more common and affordable. Given its price, though by no means as expensive as a blunderbuss, and its availability, lances are relegated to use by knights and wealthy warriors throughout the Empire. Hard (–20% to WS) when on foot.
Snare

A weapon with this quality is designed to entangle enemies. On a successful hit, the target is trapped unless he succeeds on an Agility Test. If this test is failed, the target is restricted to free actions or actions that enable his escape, of which there are two. The target may attempt to break the bonds by making a Strength Test or wriggle free by making an Agility Test. These tests are Full Actions. If another character assists the entangled character (also a Full Action), the Difficulty improves to Routine (+10%). For as long as the character remains entagled, attacks gain a +20% bonus to WS or BS as appropriate to the attack.
Sword-breaker

The Sword-breaker was designed to render bladed weapons useless. If you make a successful attack with it, you can try to break your opponent’s dagger, foil, main gauche, rapier, or sword. This is resolved as an Opposed Strength Test. If you win, your opponent’s blade is broken, counting now as an improvised weapon.
Improvised

Where the hand weapon and the great weapon account for large groups of weapons, improvised weapons include perhaps the largest, for anything you can pick up and potentially hurt someone with counts as an improvised weapon. This group includes tankards, hooks, candlesticks, or even chairs. You can throw improvised weapons as missile weapons. Because improvised weapons are so broadly conceived, the encumbrance value listed on Tables 5–3: Melee Weapons and 5–4: Missile Weapons is the base encumbrance. For larger items, like barstools, chairs, or doors, the encumbrance value increases, though statistically, the weapon deals the same amount of damage. There are no craftsmanship differences among improvised weapons.
Turen

Not much is known about the all Forest Gnome city and while it is in the center of the Freinbrior forest Theinfrein it is certainly not controlled by the Haughty Elves. It is a natural haven in the midst of a industrial nation. There are rumors that a portal to the Feywild protects the town and the woods surrounding, though few are brave enough to find out for themselves. Even the Orcs stays far away from this place. Most travelers will go days out of there way just to avoid these woods and the secrets they hold. One must prove their devotion to nature to get even near the city, whatever that means. These Gnomes are friendly with their nature loving neighbors the Firbolgs and if you have any need to trade with or meet the Forest Gnomes you must first go through the Firbolg in Myth.
Smuggler

*"Smuggling? I don’t know what you’re talking about!"*

## Basic

(Core) Most of the sea and road trade of the Old World is subject to duties and taxes. Imperial tax collectors, local excisemen, petty lords, and anyone with enough muscle can place a duty on the movement of goods. Legal taxes are bad enough, but many pirates and Outlaw Chiefs also demand a cut to allow safe passage. In large ports like Marienburg, nearly everything moving in or out is taxed in some way. Given this state of affairs, the Smugglers’ trade continues to thrive. While smuggling is, of course, illegal, most folks in the Empire don’t think much of cutting a few corners. In their minds, the taxmen and bureaucrats are the real thieves.

### Secondary Profile

**Skills:** Drive, Evaluate, Gossip or Secret Language (Thieves’ Tongue), Haggle, Perception, Row, Search, Silent Move, Speak Language (Breton or Kislevian) or Secret Signs (Thief ), Swim

**Talents:** Dealmaker or Streetwise

**Trappings:** Light Armour (Leather Jack), 2 Torches, Draft Horse and Cart or Rowing Boat

### **Career Entries**

Bailiff, Boatman, Bone Picker, Camp Follower, Coachman, Engineer, Ferryman, Innkeeper, Marine, Miner, Seaman, Shieldbreaker

### **Career Exits**

Boatman, Charlatan, Ex-Convict, Fence, Ferryman, Seaman, Shieldbreaker, Thief

## Affiliations

Astute smugglers collect all manner of contacts, both shady and aboveboard. Corrupt excisemen can be bribed to look the other way, forgers provide official-looking customs papers, a fence can help move goods that are too hot to sit on, and boatmen, stevedores and coachmen can all help move merchandise surreptitiously, or can ensure that a crate or two of the goods they are shipping are lost in transit, finding their way into the smuggler’s hands.

Some merchants are happy to deal with smugglers as long as the profit margin is high and there is little risk of getting caught. Crime lords often run smuggling syndicates, and deal severely with those who run illicit operations without their permission.

## A Smuggler’s Reputation

Smugglers are viewed in many parts of the Old World as champions of the oppressed. By resisting government interference in the free flow of goods, they strike a blow against tyranny – or so a smuggler might say. Smuggling is dangerous and illegal, and only the most shrewd practitioners have long careers. Smugglers can expect to spend part of their lives incarcerated for their crimes, if not exiled for the more incorrigible cases.

Betrayal is a constant threat to a smuggler, as smugglers’ business partners tend to get greedy from time to time, seeking to keep the whole pie for themselves. A good smuggler doesn’t reveal how much he makes on the sale of “imported goods” lest one of the many sets of hands that must handle such cargo decide to keep a larger share for themselves.

Many smugglers, however, are under no delusions of heroism or championing any cause other than their own. There is a powerful reason smugglers assume the many risks their trade poses – there is always ample gold to be made for those ambitious and brazen enough to smuggle goods.
Servant

*"Dost thou wish crisped potatoes with that?"*

## Basic

(Core) There are few lower on the social ladder than Servants. While their work is necessary, they are usually despised by their social superiors. For the scullion, the stable boy, and the serving wench, escape from their hard lives often seems impossible. These unfortunates must perform an unending number of menial tasks for their employers, be they Nobles, Guild Masters, or Innkeepers. It is possible for a Servant to work up to a better position, but the path is difficult. No one wants to listen to the lad that was cleaning the privy last week. Thus many Servants leave their masters behind and become adventurers instead.

### Secondary Profile

**Skills:** Animal Care or Trade (Cook), Blather, Dodge Blow, Drive or Search, Evaluate or Haggle, Gossip, Perception, Read/Write or Sleight of Hand

**Talents:** Acute Hearing or Flee!, Etiquette or Hardy, Lightning Reflexes or Very Resilient

**Trappings:** One Set of Good Craftsmenship Clothing, Pewter Tankard, Tinderbox, Storm Lantern, Lamp Oil

### **Career Exits**

Agitator, Burgher, Camp Follower, Innkeeper, Messenger, Spy, Thief, Valet

## A Day in the Life

The life of a servant is much like that of a burgher, but far lower down on the social ladder. The servant rises earlier and rests later. They usually live where they work, in the crudest of accommodations – a palette of straw in the barn, or a pile of rags in the basement. Breakfast is a simple porridge, sometimes stretched with sawdust. Then comes the workday.

Unlike apprentices and crafters, a servant is considered to have no valuable skills or unique abilities. They can be replaced at whim, and they are reminded of this constantly. There is also no real hope of advancement, at least not without a radical shift in career.

Some few manage, however – there are tales of the serving maid who gained control of the inn where she worked, or the stable hand who somehow managed to become a burgher. For most, though, the best hope is to be given a position of menial authority, where they can cruelly bully and harass other servants.

Verbal and physical abuse is common. It is not surprising, then, that the short, brutal life of an adventurer appeals. For many, it is the only path out of a lifetime of drudgery.

## Special Rule

**Walk Unseen:** Servants are usually beneath notice. It is possible for a maid to clean a room where a dozen nobles are gathered to plot treason, without them ever really noticing her. A servant may act as if they had the skill Concealment (or gain a +10% bonus to it, if they already have it), but only when they are in their “proper place” and are otherwise expected to be there. This ability persists even after they’ve left the career, provided they can still manage to look the part.
Countries

Delvar The western mountain country home to Dwarves and Gnomes.

Ethar At almost the center of the continent, Ethar is mainly home to Halflings.

Primoria The southwestern country home to the Genasi along with four planer portals.

Shaulk The largely unexplored wilderness is inhabited by Tabaxi and Yuan-ti.

Theifrein The northern country run by Elves and also holds Dragonborn, Firbolg, and Forest Gnomes within its borders.

Troshon Sitting at the bottom of the bay of Keros, Troshon is home exclusively to Triton.

Vragard and Udrog The only settlements of the southernmost country and ome to Goliaths and Orcs.
Firearm

A firearm, also known as an arquebus, is the most basic form of gunpowder weapon available in the Old World. Craftsmanship varies with these weapons, ranging from the crude wooden firearms where the wielder must touch a burning match to the black powder to fire the weapon, to the sophisticated Dwarf weapons equipped with a variety wheel lock mechanisms and even a trigger.
Halberd

A halberd is a heavy blade mounted at the end of a sturdy wooden or metal pole. The blade features a sharp point at the top and a wide cutting edge like an axe, which allows it to be used two different ways. When you attack with a halberd, you can treat like a spear or a great weapon. This means it will either have the Fast quality or both the Impact and Slow qualities. There are many variations on the halberd, such as the size of the blade, the length of the point, and composition of the shaft. Furthermore, halberds can include just about any other pole arm such as the glaive and bill, all using the same statistics.
Muleskinner

*"We ought to be able to reach the next inn by nightfall, if we press a bit harder. It’s either that, or risk a night in the open with raiders and wolves."*

## Basic

(RC) Muleskinners guide trains of pack animals, normally mules, across the Border Princes, carrying vital supplies from one settlement to another. Vital but cheap supplies might be transported by a single Muleskinner, while more valuable goods merit at least a few men, and possibly mercenary guards as well. Sometimes, the Muleskinners just don’t let on that they are carrying anything valuable and just hope the bandits ignore them. With all their travel, Muleskinners often know the Borderlands better than just about anyone else, and some choose to put that knowledge to use earning a living in other ways.

Muleskinners also hold mule skinning contests. The dead mule record is under a minute; the live mule record, held unchallenged by Alberic “Flat Face” Schilp, is five and a half minutes.

### Secondary Profile

**Skills:** Animal Care, Common Knowledge (Border Princes), Evaluate, Gossip, Haggle, Navigate, Outdoor Survival, Perception, Speak Language (any one)

**Talents:** Orientation, Seasoned Traveller

**Trappings:** Light Armour (Leather Jack), three Mules, Bow

### **Career Exits**

Animal Trainer, Burgher, Highwayman, Merchant, Messenger, Outlaw, Scout

## A Day in the Life

Up at dawn with the birds, the life of the Muleskinner is a hard one. His first order of the day, even before breaking his fast, is to look to the mule train. Feeding the all-important beasts of burden and checking them for injuries insures the muleskinner can fulfil his obligations.

Once he has taken care of these duties, he can look forward to a hard day leading, or riding, his stubborn charges through oftendangerous territory. On smaller runs, and with unimportant cargo, the muleskinner is all that stands in the way of the bandits, goblins, and other ne’er-do-wells that plague his travels.

His exertions make him hardy and he can well withstand the rigours of a tough journey. Before night falls, he must find a sheltered spot to picket the mules and set up his camp away from prying eyes. Only once he has tended his mules once more will he dare catch a brief rest before the work starts all over again. Only on relatively safer runs can he and his fellows relax.

## Notable Figures – Alberic “Flat-Face” Schilp

A legend in his own lifetime, Alberic holds not one, but two records amongst the muleskinners of the Borderlands. His most famous exploit is, of course, his live mule skinning record, earned one dark, ale-filled evening. Not one to rest on his laurels, Alberic then did the Vapour Gorge run in twenty-four hours.

By the time he arrived in Privy Gulch, his hair was yellow (and folks would swear it was auburn when he started), his flat face florid, and nine of his ten mules had died. What he was unable to load onto the lone survivor, he had carried himself through to the end.
Main Gauche

The main gauche, or left-handed dagger, is a shortbladed weapon slightly longer than a normal dagger. Its construction is such that it is useful for defence, with a broader hilt and narrower blade than a normal knife. However, given its construction, it performs poorly when thrown, counting as an improvised weapon.
Repeater Crossbow

A repeater crossbow looks like a standard crossbow, but it features a 10-bolt magazine, allowing the wielder to make several attacks before having to reload the magazine. The reload time on Table 5-5: Missile Weapons only applies when there are bolts in the magazine. Once it’s empty, it takes 4 full actions to refill the magazine and make the weapon ready to fire again.
The Lore of Manann

Manann is the God of the Sea. He is the patron of all those who make their living on the sea, from fisherman and sailors to marines and pirates. Priests of Manann use spells from their deity to help worshippers weather the capriciousness of the sea and Manann himself. Clerics who often call upon Manann find their tempers becoming fickle and tempestuous, and their moods waxing and waning with the moon.

## Blessed Voyage

Casting Number: 5

Casting Time: 1 minute

Ingredient: A bottle of wine (+1)

Description: You pray for Manann’s blessings at the beginning of a sea voyage. Any Navigation Tests made on the voyage gain a +10% bonus as long as you remain onboard.

## Breathe Water

Casting Number: 7

Casting Time: Full action

Ingredient: A live fish (+1)

Description: Your touch and the power of Manann confers the ability to breathe water for 1 hour. This is a touch spell and you can cast it on yourself.

## Water Blast

Casting Number: 10

Casting Time: Half action

Ingredient: A vial of seawater (+1)

Description: You shoot a powerful blast of seawater from your outstretched hands at one opponent within 36 yards (18 squares). This is a magic missile with Damage 4. The target of a water blast must make a successful Strength Test or be knocked to the ground.

## Water Walk

Casting Number: 14

Casting Time: Full action

Ingredient: A dried water beetle (+2)

Description: You can walk on water for a number of minutes equal to your Magic Characteristic. You can also walk over marsh and swampland as if it were firm ground.

## Becalm

Casting Number: 16

Casting Time: Full action

Ingredient: A dagger carved of whalebone (+2)

Description: You steal the wind out of the sails of one ship within 96 yards (48 squares). The ship is completely becalmed and unless it has oars it will remain dead in the water for 1 hour.

## Curse of the Albatross

Casting Number: 19

Casting Time: Full action

Ingredient: An albatross feather (+2)

Description: You call down doom on enemies of Manann within 48 yards (24 squares). Use the large template. Those affected have the Critical Value of any Critical Hits suffered increased by 2 for the next minute.
Spear

As one of the oldest weapons in history, it has not gone out of style mainly because of its versatility. Spears are decent melee weapons, but are also viable for missile combat. If you use it as a melee weapon, it has the fast quality (see page 106), but has no special qualities when used as a missile weapon.