recursal/Fanatic-Fandom huggingface dataset:
Idiomas

# Idiomas de la Tierra Media

### Idiomas Estándar

Estos son los idiomas comúnmente hablados en la Tercera Edad de la Tierra Media.

### Idiomas Exóticos

Estos son los idiomas que se hablan con poca frecuencia en la Tercera Edad de la Tierra Media, generalmente solo dentro de una sociedad cerrada.

### Idiomas Raros

Estos son los idiomas que rara vez se hablan en la Tercera Edad de la Tierra Media. La competencia en estos idiomas generalmente no está disponible para que los personajes jugadores seleccionen. Los idiomas raros deben discutirse con el Maestro del Saber antes de seleccionarlos para su competencia.

Algunas de estas lenguas no son utilizadas por ninguna raza en la Tierra Media en la Tercera Edad, pero se incluyen aquí como lenguas arcanas que pueden existir en forma escrita en algún lugar entre las antigüedades de la Tierra Media.
Alineamiento

Las criaturas tienen un alineamiento, que describe en líneas generales su moral y su actitud. Un alineamiento es la combinación de dos factores: uno identifica la moralidad (bueno, maligno o neutral) y el otro describe actitudes hacia la sociedad y el orden (legal, caótico o neutral).

## Etiquetas de Personalidad

Las Etiquetas de Personalidad sirven para reflejar una aptitud predominante del personaje, que justo acompaña de las cualidades distintivas de los Trasfondos mejoran la caracterización del personaje.

### Debes escoger dos diferentes de entre las siguientes:

* Legal Bueno - **Altruista**
	+ Tendencia a intentar ayudar siempre a los que necesitan ayuda.
* Legal Neutral - **Legalista**
	+ Tendencia a seguir las reglas, la ley y el orden sobre el caos.
* Legal Neutral - **Autoritario**
	+ Tendencia a hacer cumplir reglas y creencias con autoridad y liderazgo.
* Legal Maligno - **Codicioso**
	+ Tendencia a valorar la riqueza y el confort sobre todas las cosas.

* Neutral Bueno - **Interesado**
	+ Tendencia a ayudar siempre que esté de acuerdo a tus necesidades.
* Neutral - **Pragmático**
	+ Tendencia a valorar lo práctico sobre los principios.
* Neutral - **Precavido**
	+ Tendencia a preocuparte sobre tu propia seguridad que sobre los demás.
* Neutral Maligno - **Inescrupuloso**
	+ Tendencia a salirte siempre con la tuya, sin compasión y sin escrúpulos.

* Caótico Bueno - **Amable**
	+ Tendencia de cuidar siempre a los demás, prefiriendo siempre hacer amigos que enemigos.
* Caótico Neutral - **Cínico**
	+ Tendencia a burlarse de los principios y valores.
* Caótico Neutral - **Egoísta**
	+ Tendencia a ponerte a uno mismo, a los amigos y a la familia antes que a los demás.
* Caótico Maligno - **Violento**
	+ Tendencia a resolver siempre los problemas con violencia, incluso cuando hay otras opciones.
Ironbreaker (Archetype)

Ironbreakers are elite Duardin guardians of the Dispossessed. They are the protectors of the labyrinths of tunnels and all that is sacred to the Duardin, working tirelessly to prevent their homes and underground fortresses from being desecrated. To many they are considered impervious, implacable and unmoving. While defending that which is left of the ancient Khazalid Empire may be their main duty, in the days since Sigmar's return more and more Warden Kings have called for the throngs of war to be gathered to retake those holds long lost to them. Equipped with armor and shields of the finest Duardin craftsmanship the Ironbreaker is the unmovable anvil upon which the enemy will break themselves.

Stats (11XP): Body = 3 Mind = 2 Soul = 2

Species: Duardin (Dispossessed)

Skills (5XP): Awareness Training 1, Reflexes Training 1, Reflexes Focus 1, Weapon Skill Training 1, Weapon Skill Focus 1

Talents (4XP): Ancestral Grudge, Bulwark, Shield Mastery

Toughness: 7

Wounds: 6

Initiative: 4

Melee: Average

Accuracy: Poor

Defense: Average (Great with Shield, Superb against 2+ enemies)

Equipment: Battleaxe or Warhammer, Duardin Chain (Medium Armor), Ancestral Shield, Clothes (Common), Cloak, Glass Sphere (3D Remaining)

(Note: Dispossessed Duardin gain the Ancestral Grudge Talent Free within the Spiral Step Campaign.)

Sources: Core Rulebook, Champions of Order
Elements

**The Elements** in Illuvium Zero is used to make and upgrade buildings as well as increase the production through inventing technology through the Engineering workshop. The element extraction is the backbone of your land plot. Your land won't produce any resources until buildings are placed on top of it. In the same way, these buildings don't harvest a lot of resources until they are upgraded. On top of that, Fuel will require a set amount of elements to be extracted. For this reason, any and all processes on your land require elements.

## Element types

### Carbon

Carbon is the most generally used element. It can be harvested from a carbon outcrop and is used for general purposes. Buildings will most commonly require carbon.

### Silicon

Silicon can be readily harvested from Crystal Deposits. It is a more advanced element that can be used to research new technologies. The Engineering workshop allows new buildings to be constructed and new tech to be invented. These technological upgrades should have a similar feeling to idle clickers where you produce an X amount faster, or more in a similar timeframe.

### Hydrogen

Hydrogen, similar to in real life, can be used to create energy. Since there are Hydrogen Lakes, the Hydrogen does not have to be extracted from water. Therefore it can more readily be used in buildings such as the Power Station or the Data Bank.
Cogsmith (Archetype)

Cogsmiths are are peerless and grizzled combat engineers that maintain the war machines of the Ironweld Arsenal and delight in taking to the battlefield to observe their war machines in action. In battle they use their knowledge to increase the performance and killing power of the machines and perform repairs when needed. Enemies that interrupt them in their duties will often meet a messy end at the barrel of a shotgun or other gunpowder contraption.

Stats (11XP): Body = 2 Mind = 3 Soul = 2

Species: Duardin (Dispossessed)

Skills (5XP): Awareness Training 1, Ballistic Skill Training 1, Ballistic Skill Focus 1, Crafting Training 1, Crafting Focus 1

Talents (4XP): Ancestral Grudge, Stand and Fire, Tinkerer

Toughness: 7

Wounds: 6

Initiative: 4

Melee: Poor

Accuracy: Average

Defense: Average

Equipment: Blunderbuss, Engineer's Armor (Medium Armor), Clothes (Common), Cloak, Bandolier, Hammer, Crowbar, Sparker, Hip Flask, Lantern, Rations (5 Days), Bedroll, Backpack, Cup, Dice, Robe (50ft), Glass Sphere (3D Remaining)

(Note: Dispossessed Duardin gain the Ancestral Grudge Talent Free within the Spiral Step Campaign.)

Sources: Core Rulebook, Champions of Order, Steam and Steel
Wiki Profecías de la Tierra Media - 5E

## Profecías de la Tierra Media - Para 5E

Del creador de Profecías de Candelero del Neverwinter Nights 2

Profecías de la Tierra Media es una modificación personal del sistema para 5E de Aventuras en la Tierra Media y el SRD 5.1.

**NO ES CANON - Es una Interpretación y re-construcción de Aventuras en la Tierra Media y El Señor de los Anilos (MERP) para uso personal en mis partidas de Juego de Rol.**

### Listado de Contenido

* Alineamiento
* Idiomas
* Panteón
* Trasfondos
* Virtudes
* Ventaja y desventaja
* Bonificador por competencia
* Estados
* Gastos
* Inspiración
* Multiclase
* Más allá del primer nivel
* Enfermedades
* Locura
* Trampas
* Venenos
* Magia y Poder
* Lanzar un Conjuro
* ¿Qué es un conjuro?
* Animales
* Personajes no Jugadores
 Culturas 3º Edad* Elfos
	+ Elfo Silvano del Bosque de Lorien
	+ Elfo Sindar del Bosque Negro
	+ Elfo Silvano del Bosque Negro
	+ Elfo Noldor de Rivendel
	+ Elfo Sindar de Lindon
	+ Elfo Noldor de Lindon
	+ Medio-Elfo
* Enanos
	+ Enano de la Montaña Solitario
	+ Enano de las Montañas Azules
	+ Enano de las Colinas de Hierro
	+ Enano de las Montañas Nubladas
	+ Umli
* Humanos
	+ Hombre del Bosque de las Tierras Ásperas
	+ Hombre del Bosque del Salón de la Montaña
	+ Beórnida
	+ Dúnedain
	+ Hombre del Lago
	+ Hombre de Gondor
	+ Hombre de Bree
	+ Hombre de Valle
* Hobbits
	+ Hobbit de la Comarca
	+ Hobbit Salvaje del Valle de Anduin
* Orcos
	+ Medio-Orco
	+ Trasgo

Culturas 2º Edad
Culturas 4º Edad
* Acciones en combate
* Cobertura
* Combatir bajo el agua
* Combatir desde una montura
* Daño y curación
* Movimiento y posición
* Orden de combate
* Realizar un Ataque
* Artefactos
* Criaturas legendarioas
* Monstruos
* Objetos
* Objetos mágicos
* Objetos mágicos inteligentes
* Personajes no jugadores
* Lista de Conjuros
	+ Agente
	+ Saqueador
	+ Asesino
	+ Explorador
* Maestro del Saber
	+ Sanador Maestro
	+ Erudito Maestro
* Guardián
	+ Consejero
	+ Heraldo
	+ Frontero
* Guerrero
	+ Juramentado
	+ Maestro de Armas
* Trotamundos
	+ Cazador de Bestias
	+ Cazador de Sombras
* Vengador
	+ Jinete
	+ Mataenemigos

Clases Avanzadas* Multiclase
* Armadura
* Armas
* Equipo de Aventuras
* Herramientas
* Monedas
* Monturas y vehículos
* Pack Iniciales
* Productos comerciales
* Descansar
* El entorno
* Entre aventuras
* Los planos de existencia
* Movimiento
* Tiempo
* Listado de Objetos Mágicos
Thrun Grurson

**Player:** Breizend

**Name:** Thrun Grurson

**Species:** Duardin

**Subfaction:** Kharadron overlords

**Archetype/Theme:** Skywarden

**Body:** 3 **Mind:** 2 **Soul:** 1

**Toughness:** 6  **Wounds:** 5 **Initiative:** 2

**Melee:** 5 **Accuracy:** 4 **Defense:** 3

**Skills:** ballistic skill (2 training) crafting (1 training) weapon skill (2 training)

**Talents:** ambidextrous, loyal companion (drillbill named Sophocles), Point blank range

**Equipment:** Aether-rig (arkanaut armour, aether endrin, skyhook, vulcaniser pistol) warhammer, Backpack, bedroll, book, common clothes, flask, 50 feet of rope, smoking pipe, deck of cards, dice, 1 litre of oil, quill, hammer, shovel.

**Doom:** 1

**Total Experience:** 22

**Appearance and Personality:** Thrun is a stoat but fit dwarf with a tendency to be a bit too curious for his own good.

**Backstory:** Thrun is a bit of a lone wanderer in the aether guilds. never really following orders Thrun has earned a spot in many a book of grudges. Thrun is intrigued by the supernatural and has come to Chamon seeking more knowledge.

**Short-Term Goal:** Learn more about magic and work on his aether-rig

**Long-Term Goal:** Discover something new

**Contacts:** Grur Grundson (father) Druk Grurson (brother) Grundith Hrunson (former commander)

**Player Contacts:** Unknown as of yet
Shadowblade (Archetype)

The Shadowblades are Aelves of mysterious origin and creed, whispered legends speak of them being a divine gift to Sigmar from another of his ancient pantheon, but in their purpose as assassins dedicated to eradicating the taint of Chaos they are unrivaled. Masters of stealth a Shadowblade is only seen when they want to be seen and With a wicked dagger in each hand, often coated in potent poisons, they strike from the shadows to end fights before they can even begin. Who actually commands a Shadowblade in their missions few can say but their presence in any endeavor of the Free Peoples is valuable indeed, even if that presence is rarely noticed.

Stats (11XP): Body = 3 Mind = 2 Soul = 2

Species: Aelf

Skills (5XP): Awareness Training 1, Dexterity Training 1, Dexterity Focus 1, Stealth Training 1, Stealth Focus 1, Weapon Skill Training 1, Weapon Skill Focus 1

Talents (4XP): Backstab, Practiced Poisoner

Toughness: 7

Wounds: 4

Initiative: 4

Melee: Average

Accuracy: Poor

Defense: Average

Equipment: Dagger, Dagger, Assassin's Leathers (Light Armor), Poison (Basic, 5 uses), Clothes (Common), Cloak, Hip Flask, Lantern, Rations (5 Days), Bedroll, Backpack, Cup, Dice, Robe (50ft), Glass Sphere (18D Remaining)

Sources: Core Rulebook, Champions of Order
Trasfondos

* Atormentado
* Atraído por el camino
* Aventurero a regañadientes
* Buscador de lo perdido
* Cansado del mundo
* Condenado a morir
* Emisario de tu pueblo
* Expulsado del hogar
* Ilusionista
* Perseguido por la Sombra
* Sirviente leal
* Vástago caído

### Atormentado

*"Pues en la víspera del ataque repentino mi hermano durmió agitado y tuvo un sueño, que después se le repitió otras noches; y que yo mismo soñé una vez".*

Tienes un sueño persistente que te persigue. Te anima a completar alguna tarea, aunque ahora mismo no estás seguro de los detalles y de si cumplir el sueño significará algo bueno o malo. Todo lo que sabes es que el sueño es fuerte y se intensifica siempre que te niegas a cumplir sus demandas. En este caso es imposible que tengas una buena noche de sueño.

* **Competencias con habilidades:** Investigación, Saber
* **Idiomas: -**
* **Equipo: -**

#### Rasgo: Presciencia

Tus sueños a menudo te ofrecen acertijos, versos y visiones que no sólo te ayudan directamente en tu misión, sino que también te dan cierta perspectiva sobre gente y lugares que están sólo ligeramente relacionados con tu sueño. Siempre que entras en una nueva comunidad o encuentras a una persona importante, puedes tener una súbita comprensión sobre su relación con tu sueño. Por ejemplo, si encuentras a un señor por primera vez, puedes recordar que un verso que has soñado indica que actúa honorablemente, lo que probablemente significa que puedes confiar en él. De modo similar, puedes entrar en una comunidad con una visión de sus caras amistosas cambiando a indiferencia e incluso a traición cuando se encuentran junto a otra gente ante la presencia de la Sombra.

Ten presente, sin embargo, que semejante conocimiento puede ser incompleto. Es posible que el señor haya actuado honorablemente debido a la culpa de las complicaciones de su pasado, y la comunidad puede haberse derrumbado y huido debido a la influencia de agentes de la Sombra.

#### Características sugeridas

El atormentado puede llevar la carga, o la maldición, de saber lo que va a suceder sin comprenderlo por completo, o ni siquiera saber su propio papel en causarlo él mismo. Está impulsado por su sueño a reconocer los augurios y ver la profecía sin que importe el efecto que tendrá sobre él y su compañía. Muchos atormentados se refugian en los juegos de azar, ya que su carácter impredecible les calma.

 2
 3
 4
 5
 6
 7
 8

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

#### Atormentado opcional: Narrador

No todos los atormentados son seres tristes; algunos disfrutan de sus enigmáticos conocimientos y están ansiosos de compartirlos con los demás, con la esperanza de que atraigan a quienes comprenden aún mejor los acontecimientos con los que sueñan. Estos narradores se esconden tras una fachada de alegría y felicidad, diciendo vivir al día y sin preocuparse del mañana.

Si eliges esta opción, obtienes un instrumento musical. También puedes sustituir tu competencia con la habilidad Investigación por Interpretación.
Magister Avegdathil

Current ruler of the Keepers of Flux, this human sorcerer has lived far longer than his natural lifespan should take him, sustained by foul sorcery and profane mutation. While a powerful magic user indeed, Avegdathil is plagued by a shattered psyche as a myriad of different personalities fight for dominance within his mind. It is this constant switching of priority, pattern, and design that has kept him in favor but also prevented him from making any real progress in understanding and reactivating the Spiral Door. If the Spiral Step is to be reclaimed, Magister Avegdathil must be slain but such a feat is a daunting one as it requires challenging the master sorcerer in his own domain.
Battlemage (Archetype)

Men and women trained by the enigmatic Collegiate Arcane in the art of spellcasting a Battlemage is a force to be reckoned with as they can hurl fire from their hands, banish daemons, heal deadly wounds, or unbind the sorcerous works of their foes. While the exact nature of their powers varies from mage to mage, dependent largely upon the wind of magic they pull from, each is a formidable ally indeed.

Stats (11XP): Body = 1 Mind = 3 Soul = 2

Species: Human

Skills (7XP): Arcana Training 1, Awareness Training 1, Channeling Training 2, Channeling Focus 1, Lore Training 1

Talents (2XP): Spellcasting (Choose), Unbind

Toughness: 6

Wounds: 3

Initiative: 4

Melee: Poor

Accuracy: Average

Defense: Poor

Equipment: Wizard's Staff (quarterstaff), Battlemage Robes (light armor), Arcane Focus, Clothes (Common), Cloak, Hip Flask, Lantern, Rations (5 Days), Ink (pot), Paper (10 sheets), Quill, Bedroll, Backpack, Cup, Dice, Robe (50ft), Glass Sphere (7D Remaining)

Sources: Core Rulebook
Freeguild Handgunner (Archetype)

While the servants and defenders of the Cities of Sigmar are as varied as the realms themselves, the mainstay of their forces are the stalwart Freeguild Guard, mortal men and women who have taken up arms to face whatever horrors threaten them with faith and steel. While the armament and training of a Guardsmen can vary significantly from titular Freeguild to Freeguild this Archetype represents one who has learned the dangerous workings of gunpowder and brings death to Sigmar's foes from afar.

Stats (14XP): Body = 3 Mind = 3 Soul = 1

Species: Human

Skills (4XP): Awareness Training 1, Ballistic Skill Training 1, Ballistic Skill Focus 1, Reflexes Training 1

Talents (2XP): Point Blank Range, Stand and Fire

Toughness: 7

Wounds: 4

Initiative: 5

Melee: Average

Accuracy: Average

Defense: Average

Equipment: Rifle, Guardsmen Uniform (Medium Armor), Clothes (Common), Cloak, Bandolier, Sparker, Hip Flask, Lantern, Rations (5 Days), Bedroll, Backpack, Cup, Dice, Robe (50ft) Glass Sphere (23D Remaining)

Sources: Core Rulebook, Champions of Order
Vermi

Vermi is similar to the Psycho bunny of the secret life of pets. The illuvial is a killer in disguise where its omega ability is so strong, that it becomes one of the most imbalanced illuvials.

## Role in the Arena

Vermi is one of the weirdest Illuvials in the game. It is not tanky by itself, but becomes a menace once it starts to use its omega ability. The shield it gains is strong and the damage from its tail is significant as well. Enemy illuvials will be silenced and lose a great deal of HP, while Vermi is buffed. with this, Vermi is one of the strongest counters against multiple illuvials such as the Elk-Line, Pangolin-line and other illuvials with long cast times. If the silence is started during the cast time or before, it can royally mess-up the way the enemy has set things up.

Vermi is therefore one of the weirdest illuvials where good positioning, with a good amount of aggro and countering make up for an almost imbalanced whole.
Freeguilds of The Step

The realms are vast and varied, with the people inhabiting them just as diverse. Though those mortals who joined or were assigned to the Dawnbringer Crusade to retake and control the Spiral Step were drawn from a great many places they will soon coalesce into a unique unifying culture. The Freeguilds are military guilds that operate within and without the Cities of Sigmar, acting as the main body of defense for the Free Peoples. These guilds can vary greatly in size, some only capable of fielding a company while others are known to be able to field over a hundred regiments at once. All free cities have several Freeguilds, organised into regiments for battle and acting as city watchmen in times of peace. Each is different and has its own customs, cultures, colors, and traditions differing greatly from Realm to Realm and city to city. What Freeguilds will be formed and what cultural traits they will manifest when the Spiral Step is restored is yet to be seen, but when they do they will be recorded here.
Scinari Cathallar (Lumaneth Realm-Lords)

The Scinari Cathallar have the solemn duty of gathering and disposing of the Lumineth's spent aetherquartz. They move with trance-like poise as they burn the sullied realmstone, dressed in diaphanous veils and billowing robes, carrying sacred bowl-shaped censers and other relics of sublimation. Each gesture only hints at the journey taking place within, for the Cathallar teeters always over an abyss of negative emotion. The slightest skip of the heart risks sending them into a dangerous spiral, and they often go barefoot and bare-handed, the better to diver the negative energy coursing through them into the surrounding soil and plant life. The Lumineth who have joined the Dawnbringer Crusade to retake the Spiral Step, an ancient city of their own alongside the other races, are all drawn from those Aelves who have deviated from the norm in some way, or have suffered some great failure, and they now seek to retake and rekindle the glory of the ancient construct in informal exile from the rest of their kin as a way of recompense. The Cathallar of these near-exiles have an especially arduous duty for their kin still require their services and now separated from Hysh and a steady supply of aetherquartz the risk of losing them to negativity is higher than ever.

Stats (9XP): Body = 1 Mind = 3 Soul = 2

Species: Aelf

Skills (5XP): Arcana Training 1, Awareness Training 1, Channeling Training 2, Channeling Focus 1, Lore Training 1

Talents (6XP): Emotional Transference, Spellcasting (Light), Unbind

Toughness: 6

Wounds: 3

Initiative: 4

Melee: Average

Accuracy: Poor

Defense: Average (Good against 2+ enemies)

Equipment: Dagger, Cathallar Robes (Light Armor), Ceremonial Bowl filled with spent aetherquartz (Arcane Focus), Clothes (Common), Cloak, Hip Flask, Lantern, Rations (5 Days), Ink (pot), Paper (10 sheets), Quill, Bedroll, Backpack, Cup, Dice, Robe (50ft), Glass Sphere (7D Remaining)

Sources: Core Rulebook, Champions of Order
Rhamphyre

Rhamphyre is the absolutely most badass illuvial in the game. His overwhelming power in the Illuvium Arena make him the undoubtable best illuvial in the game, especially considering his attack speed boost gained from killing illuvials.

## Role in the arena

Rhamphyre is not meant to take hits. He is meant to dish them out. Place him somewhere he will be safe, and able to become hyper with his double fire affinity. Placing him next to a single spore Illuvial will get him hyper fast enough to silence it before it can do anything. Additionally, when Rhamphyre is hyper for a little while and has been absolutely smashing the lights out of the enemy, he will fly up and kill basically anything around except for the most tanky illuvials. After he's done, he will run towards them and casually finish tem off one by one.

If you can allow Rhamphyre to stay untouched for the entire fight, he will have carry you through the wave.
Forest of Horrors (Mission)

The forests surrounding the Spiral Step were once verdant places tended to by the devoted of Allarielle, they supplied not only lumber and food but held great spiritual and cultural significance for the Step's inhabitants. Now, they are a twisted, blighted wood that serve as the breeding grounds of the Tzaangor horde under the sway of the Keepers of Flux. While the Crusade could force its way through these forests in armored columns, doing so would leave a significant enemy force flanking them, so they must be purged. Origins of activity have been narrowed down and now teams are being sent in to find these dens of corruption and burn them from existence.
Freeguild Greatsword (Archetype)

While the servants and defenders of the Cities of Sigmar are as varied as the realms themselves, the mainstay of their forces are the stalwart Freeguild Guard, mortal men and women who have taken up arms to face whatever horrors threaten them with faith and steel. While the armament and training of a Guardsmen can vary significantly from titular Freeguild to Freeguild this Archetype represents one who has taken up the fabled greatsword and seeks to cut down the wicked foes of Sigmar.

Stats (11XP): Body = 3 Mind = 2 Soul = 2

Species: Human

Skills (5XP): Awareness Training 1, Medicine Training 1, Reflexes Training 1, Weapon Skill Training 1, Weapon Skill Focus 1

Talents (4XP): Bulwark, Sever, Territorial

Toughness: 7

Wounds: 4

Initiative: 4

Melee: Average

Accuracy: Poor

Defense: Average (Good against 2+ enemies)

Equipment: Greatsword, Guardsman Uniform (Medium Armor), Clothes (Common), Cloak, Whetstone, Hip Flask, Lantern, Rations (5 Days), Bedroll, Backpack, Cup, Dice, Robe (50ft), Glass Sphere (23D Remaining)

Sources: Core Rulebook, Champions of Order
Campaign Overview

Age of Sigmar: Soulbound - The Spiral Step is a West Marches styled campaign revolving around the titular Spiral Step in the realm of Chamon. It is played using the Grim and Perilous System in which the Player Characters are not the chosen of the gods but mortal men and women facing the horrors of the realms with faith and steel. While there will be Central Storylines presented as Chapters, the focus will be on player-driven actions and decisions against the myriad threats that may present themselves.

For those interested in playing, please see the Character Creation page for an explanation of character generation and examples.

For those interested in GMing, see the Quests and Missions page for a list of pre-generated mission you can run, or feel free to create your own!

Chapters:

Chapter 0 - To Reclaim the Step
Waywatcher (Archetype)

Those Aelves known as the Wanderers were once the followers and guardians of the goddess Alarielle in the realm of Ghyran but were forced to flee to the realm of Azyr at the dawn of the Age of Chaos. Now, after Sigmar's return, they remain distant from their goddess with many believing that their flight to Azyr was an abandonment of her. Seeking both to make a new home for themselves and to atone for this sin the Wanderers have dedicated themselves to rooting out the corruption of Chaos from the wild places of the realms. They may be standoffish and strange to the other denizens of the cities but none doubt their skill with a bow or the value of their intent.

Stats (14XP): Body = 3 Mind = 3 Soul = 1

Species: Aelf

Skills (2XP): Awareness Training 1, Ballistic Skill Training 1, Ballistic Skill Focus 1, Reflexes Training 1

Talents (4XP): Hail of Doom, Stand and Fire

Toughness: 7

Wounds: 4

Initiative: 5

Melee: Average

Accuracy: Average

Defense: Average

Equipment: Bow, Ranger's Armor (Medium Armor), Deepmire Cloak, Clothes (Common), Hip Flask, Lantern, Rations (5 Days), Bedroll, Backpack, Cup, Dice, Robe (50ft), Tent, Glass Sphere (18D Remaining)

Note: Wanderer characters all start with a Deepmire Cloak for free, as it does not have an assigned value and is unique to the Wanderers.

Sources: Core Rulebook, Champions of Order, Steam and Steel
Arkanaut (Archetype)

Arkanauts are the main infantry forces of the Kharadron Overlords. They are hardened and toughened both by battle and the daily challenges of aeronautical life. They spend whole wind cycles at a time aboard their craft, crammed into tight quarters. Simply standing watch at high altitudes can push a Kharadron to become wind-bitten, even in their Arkanaut armor, due to the strange metallic airs that drift far above the clouds of Chamon. Arkanauts work long shifts scanning the horizon for foes or aether-gold. They must be ready for anything from packs of manticores to harkraken and even enemy fleets hailing from those of rogue sky-ports to airborne grots. When the battle is on the ground they descend swiftly via ships grav-ladders or suspension ropes to deploy rapidly into the fray. When committed to ground combat the Arkanauts bring their wide assortment of aetheric weaponry to bear with all the stoic discipline their unmoving metal-faced helmets would imply.

Stats (14XP): Body = 3 Mind = 3 Soul = 1

Species: Duardin (Kharadon Overlords)

Skills (2XP): Awareness Training 1, Ballistic Skill Training 1

Talents (4XP): Experienced Crewmember (Weapon Operator), Stand and Fire

Toughness: 7

Wounds: 6

Initiative: 4

Melee: Average

Accuracy: Average

Defense: Average

Equipment: Select a Starting Rig, Clothes (Common), Hip Flask, Lantern, Bedroll, Backpack, Cup, Dice, Robe (50ft), Glass Sphere (15D Remaining)

(Variant: If wanting a more close-quarters focused Arkanaut swap out the Experienced Crewmember (Weapon Operator) Talent with the Boarding Party Veteran Talent.)

Sources: Core Rulebook, Champions of Order, Steam and Steel
The Setting

The Spiral Step, once Vollmund by the memory of Men, Barak-Drekbar in Old Khazalid, and Tor Tirval in the Aelfish tongue, a colossal spire-city within the realm of Chamon housing an ancient arcane device dating all the way back to the Age of Myth. Though by all accounts this device is largely defunct, the potential it holds, alongside the strategic position of the spire itself, makes the Step a worthy target for a crusade if there ever was one. This device, known as the Spiral Door, was created by Grungi himself during the Age of Myth to help connect his other creation The Spiral Crux with the rest of Chamon and the peoples of Order. By tapping into the fluid and changing nature of Chamon itself and utilizing a complex web of celestial star charts gifted by Sigmar the Spiral Door is capable of opening miniaturized and temporary Realmgates that, while most reach only within Chamon, is capable of crossing the veil between realms as well.

Then, the Step was ruled by the Duardin known as the Goldspiral Clan who governed the city alongside a council of representatives of all the other peoples of Order, including even the Orruks when they were counted among Sigmar's Pantheon, and it flourished as a beacon of wealth and prosperity. When Chaos came and so many fled to Azyr the King of the time, Drekvarik III, was dedicated to defending his home and it was only by direction of Grungi himself that he and his clan complied but before doing so gouged out his right eye and left it upon his throne to signify that he and his people will always seek to reclaim it. Renaming themselves the Grimeye Clan, their leaders continuing their last King's oath and ritually removing their right eyes even generations later, they have dedicated everything they have to reclaiming the Spiral Step. Currently, it is isolated, far from the other bastions of Sigmar-allied power in Chamon, and while its value cannot be denied attempting to reclaim it is a bold, and some say reckless, venture as even if they succeed in seizing it they will have to hold it near alone. Nevertheless the Grimeye Clan has put forward all the wealth they have generated over the years since their retreat to Azyr into mustering a Dawnbringer Crusade to reclaim the Step.

What they may find within and around their ancient hold, none can say for sure, but one thing is certain: the Grimeye will not abandon their home again.

Key NPCs:

* Princess Magdara II
* Auric Runeson Braki Flametongue
Quests and Missions

The campaign will utilize a continual flow of time via a Chapter system that will contain central storylines that affect the Step as whole. The missions pertaining to the central storylines of each Chapter will be listed blow alongside other less specific missions. These missions can be taken up by groups of any characters but some fit certain character types better thematically, the Subfaction(s) that best fit a mission thematically will be listed beside the mission title as well as a Difficulty Rating of 1-5 with 1 being for newly generated character while 5 is Soulbound-level play. Additionally, some missions will have tags listed, to show that they are not standard in their format or that they have a specific purpose with the tag key provided at the bottom of the page.

At the end of each Mission the players Rest as a party, applying Talents like A Warm Meal and Medic, before going their separate ways. After each Mission, players can perform one Endeavor as described on page 156 of the Core with the alterations that Cleanse Corruption does not require the full party and lowers your personal Doom by 1; Recuperate increases your Mettle by 1 (to no more than your max); and Bond does nothing.

Players are encouraged to create in-character logs of the events they experience during missions and post them in their "character log" channel within the Discord, doing so will give a 30D reward.

Chapter 0 - To Reclaim the Step:

- Phase 1 -

* The Outer Wards - Difficulty Rating: 1 - Theme: Freeguild - Tag: Intro

- Phase 2 - (Not yet unlocked)

* Forest of Horrors - Difficulty Rating: 1 - Theme: Wanderers, Freeguild
* Skies of Flux - Difficulty Rating: 1 - Theme: Kharadron - Tag: Vehicle
* Armored Core - Difficulty Rating: 2 - Theme: Freeguild - Tag: Vehicle
* In the Pipes - Difficulty Rating: 1 - Theme: Dispossessed, Shadowblades
* The Counterattack - Difficulty Rating: 1

Tag Key:

* Intro = This mission is intended to be the first mission players perform.
* Vehicle = This mission involves the players crewing some form of vehicle (ex: airships, tanks, ext.)
* Social = This mission involves little to no combat.
* Exploration = This mission involves journeying to a place players have not yet visited.
Witch Hunter (Archetype)

For some faith does not manifest as a fiery passion but a cold unrelenting determination that drives them to seek out and destroy those blasphemous horrors in the dark. Those who call themselves Witch Hunters are often members of quasi-legal fanatical orders that seek to root out corruption wherever it may be found. In this they make often allies with the Shadowblades who are tasked to carry out much the same mission but where their assassin's will leave a discovered cultist hanging from a lamppost in the dead of night or simply dead on the floor where they encountered them, Witch Hunters will often execute the accused on public pyres as a warning to any who would doubt the righteous faith. Grim individuals one and all their work is doubtlessly necessary and they are invaluable allies to have when the horrors of the realm decide to leave their shadows.

Stats (11XP): Body = 3 Mind = 2 Soul = 2

Species: Human

Skills (5XP): Awareness Training 1, Theology Training 1, Theology Focus 1, Weapon Skill Training 1, Weapon Skill Focus 1

Talents (4XP): Ambidextrous, Scourge, Sigmar's Judgement

Toughness: 7

Wounds: 4

Initiative: 3

Melee: Average

Accuracy: Poor

Defense: Average

Equipment: Rapier (Pick), Pistol, Hunter's Uniform (Medium Armor), Clothes (Common), Cloak, Hip Flask, Lantern, Ink (pot), Paper (10 sheets), Quill, Rations (5 Days), Bedroll, Backpack, Cup, Dice, Robe (50ft), Glass Sphere (10D Remaining)

Sources: Core Rulebook, Champions of Order
Princess Magdara II (NPC)

The current ruler of the Grimeye Clan, Princess Magdara II, is a direct descendant of Drekvarik III the last ancient Duardin King who ruled over the Spiral Step during the Age of Myth. She is a grim and firm leader and it was by her demand that all of her clan rallied and set out for war. The Grimeye leaders have forbidden themselves from taking the royal titles of King or Queen until they reclaim the Step and now if the Dawnbringer Crusade is successful she may be the first Grimeye Queen to ever be crowned. Like all of her ancestors, she has kept the Oath of Drekvarik and ritually removed her right eye as a sign of unwavering dedication to reclaim the Step.

Given the militaristic focus of the Grimeye Clan it is little wonder that their leaders are trained in the martial forms from nearly the moment they can walk and as such Magdara is a fierce warrior who has already proven herself upon multiple battlefields - most predominantly against the Orruk tribes of the Azure Plains. After the death of her father though, thus becoming the head figure of the Grimeye Clan, Magdara has not taken to the battlefield again directly as the loss of her life would be the end of the direct link back to Drekvarik III. Though it is only whispered of by members of her clan when they are deepest in their cups rumor has it that Magdara is seeking a husband as the continuation of the Grimeye Clan hinges as much on her ability to provide an heir as it does the reclamation of the Step.
Freeguild Sergeant (Archetype)

While the servants and defenders of the Cities of Sigmar are as varied as the realms themselves, the mainstay of their forces are the stalwart Freeguild Guard, mortal men and women who have taken up arms to face whatever horrors threaten them with faith and steel. While the armament and training of a Guardsmen can vary significantly from titular Freeguild to Freeguild this Archetype represents one who has taken up a position of leadership and commands their comrades in arms upon the field of battle.

Stats (11XP): Body = 2 Mind = 3 Soul = 2

Species: Human

Skills (5XP): Awareness Training 1, Ballistic Skill Focus 1, Reflexes Training 1, Weapon Skill Training 1, Determination Training 1

Talents (4XP): Tactician, Expert Coordinator, Ambidextrous

Toughness: 7

Wounds: 4

Initiative: 5

Melee: Average

Accuracy: Average

Defense: Average

Equipment: Sword, Pistol, Guardsman Uniform (Medium Armor), Clothes (Common), Cloak, Hip Flask, Lantern, Rations (5 Days), Bedroll, Backpack, Cup, Dice, Robe (50ft), Tent, Glass Sphere (15D Remaining)

Sources: Core Rulebook, Champions of Order
Fyreslayers in The Step

The realms are vast and varied, with the people inhabiting them just as diverse. Though those mortals who joined or were assigned to the Dawnbringer Crusade to retake and control the Spiral Step were drawn from a great many places they will soon coalesce into a unique unifying culture. The Fyreslayers are Duardin mercenaries with a fearsome reputation across the realms. They are scions of the fallen Duardin god Grimnir and they honour him with oaths kept and enemies slain. They style themselves in his image, going to battle wearing almost nothing, their hair waxed and dyed into elaborate crests and wielding magma-forged blades. Through their mercenary ways, they have gathered huge quantities of gold but these riches are of little value to them, for what they truly seek is the Ur-Gold hidden amongst it for it is the physical remnant of their god's power that they can manifest by hammering Ur-Gold Runes into their flesh. The Fyreslayers are a civilization of harsh, aggressive and passionate Duardin prone to sudden eruptions of violence. Every labor, vocation, effort and creation are ultimately dedicated towards war, the only profession they see as worthy. The Fyreslayers that have joined the Dawnbringer Crusade to retake the Spiral Step were hired by the Grimeye Clan who paid a literal mountain of gold; their leader is the Auric Runeson Braki Flametongue who seeks to found a new Lodge within the Step. What shape this new Lodge of Fyreslayers will take within the Spiral Step when it is restored is yet to be seen, but when they do they will be recorded here.
Shadowblades in The Step

The realms are vast and varied, with the people inhabiting them just as diverse. Though those mortals who joined or were assigned to the Dawnbringer Crusade to retake and control the Spiral Step were drawn from a great many places they will soon coalesce into a unique unifying culture. Shadowblades are aelves who are mysterious adherents of an ancient cult dedicated to purging the enemies of Azyr. Aelves have a long history of assassination, many finding grace in the art of the silent and swift kill. The Shadowblades are perhaps the culmination of these death artists and many speculate on their true nature. Very little is known about their origins of the Shadowblades or their nature. Some say that they worship a dead god of umbral might, while others claim that they wield the powers of the Great Void, the vast nothingness that lies between the realms. It is also said they are from the Realm of Ulgu or are divine gifts to Sigmar from another of his ancient pantheon. What shape the Shadowblades will take within the Spiral Step when it is restored is yet to be seen, but when they do they will be recorded here.
Hag Priestess (Archetype)

The priestesses of the Cult of Khaine are selected from the ranks of the Witch Aelves by Morathi herself. They are usually chosen as a reward for exceptional bloodthirstiness or zeal, but the goddess is not above ulterior motives in her selections. Those that survive the many trials which follow emerge hardened by the experience and suffused with a bloody zeal for the God of Murder that surpasses even that of their former sisters. Through blood rituals and incantations the Hag Priestess is able to call down the wrath of Khaine and perform miracles in combat. Further, they are masters of poison, and most carry at least one treated blade secreted away somewhere at hand; they concoct an assortment of witchbrews and potions capable of driving a quiet mage to berserker fury or rendering an ally impervious to pain. Each Hag Priestess is amongst the few with knowledge of the dark rituals of rebirth and, beneath their apparent youth and beauty, might easily be an embittered crone many thousands of years old.

Stats (11XP): Body = 2 Mind = 2 Soul = 3

Species: Aelf (Daughter of Khaine)

Skills (5XP): Awareness Training 1, Devotion Training 1, Devotion Focus 1, Dexterity Training 1, Dexterity Focus 1, Theology Training 1, Weapon Skill Training 1

Talents (4XP): Blessed (Khaine), Practiced Poisoner

Toughness: 7

Wounds: 4

Initiative: 1

Melee: Average

Accuracy: Poor

Defense: Average

Equipment: Sacrificial Blade (Dagger), Ceremonial Armor (Light armor), Poison (Basic, 5 uses), Clothes (Common), Cloak, Bloodstained Ritual Chalice (Holy Symbol), Storm Lantern, Hip Flask, Rations (5 Days), Bedroll, Backpack, Cup, Dice, Robe (50ft), Glass Sphere (45D Remaining)

Sources: Core Rulebook, Champions of Order
Svab

**Player** : Raddish#3281

**Name** : Svab

**Specie** : Spirit Guardian

**Subfaction** : Grennadi's Companion

**Body** : 1 **Mind** : 1 **Soul** : 1

**Toughness** : 3 **Wounds** : - **Initiative** : 2

**Melee** : Poor **Accuracy** : Poor **Defence** : Poor

Skills : Awareness (Training : 1), Intuition (Training : 2), Weapon Skill (Training : 1)

Talents : Bonded Form, Ethereal, & Protector
The Enemies

The enemies that the Spiral Step may face are as myriad as the realms themselves and the potential for new threats to arrive at any time can hardly be understated, but below are a list of those hostile forces already encountered.

Enemy Factions:

- Keepers of Flux

Key Enemy NPCs:

- Magister Avegdathil

Monsters of Renown:
Excelsior Warpriest (Archetype)

Among the most zealous of the God-King's devoted the Warpriest carries the word and light of Sigmar to the far reaches of the realms. Their faith is such that they can work miracles capable of healing the sick and wounded alongside striking down the heretic and burning away the corruption of Chaos.

Stats (14XP): Body = 3 Mind = 1 Soul = 3

Species: Human

Skills (4XP): Devotion Training 1, Devotion Focus 1, Theology Training 1, Theology Focus 1

Talents (2XP): Blessed (Sigmar), Sigmar's Judgement

Toughness: 7

Wounds: 4

Initiative: 1

Melee: Average

Accuracy: Poor

Defense: Average

Equipment: Warhammer, Warpriest's Armor (medium armor), Clothes (Common), Cloak, Sigmarite Tome (Holy Symbol), Storm Lantern, Hip Flask, Rations (5 Days), Bedroll, Backpack, Cup, Dice, Robe (50ft), Glass Sphere (45D Remaining)

Sources: Core Rulebook
Order Serpentis in The Step

The realms are vast and varied, with the people inhabiting them just as diverse. Though those mortals who joined or were assigned to the Dawnbringer Crusade to retake and control the Spiral Step were drawn from a great many places they will soon coalesce into a unique unifying culture. The Order Serpentis is a order of dragon-riding black knights that once ruled the Empire of Narkath but now forced into exile they fight alongside the armies of the God-King, going to battle upon vile and cruel-hearted beasts. Like the Order Draconis, the Order Serpentis is an ancient and storied organization whose lords rode Black Dragons in the skies of many Mortal Realms. When they were driven back to the Realm of Azyr there were few dragons left for the knights of the order to ride and so they created new and terrible war beasts such as the War Hydra and Drakespawn. It is said a pit of hatred still lurks in the heart of the Serpentis warriors which gives them greater strength in battle. What shape the Order Serpentis host will take within the Spiral Step when it is restored is yet to be seen, but when they do they will be recorded here.
Lumineth Realm-Lords in The Step

The realms are vast and varied, with the people inhabiting them just as diverse. Though those mortals who joined or were assigned to the Dawnbringer Crusade to retake and control the Spiral Step were drawn from a great many places they will soon coalesce into a unique unifying culture. The Lumineth Realm-lords are the most stable and pure Aelf souls recovered from the belly of the Chaos god Slaanesh. Often mistaken for angelic beings of pure light, the Lumineth are a scholarly and precise people, often regarding themselves as being the most advanced civilization in the Realms. Teclis taught them to communicate with and channel the powerful geomantic spirits of Hysh known as the Aelementari - mountains, rivers, wind and zenith. Aetherquartz is also bedrock of their civilization which they use to enhance their body, mind and spirit but it would also drain their emotions. For many, this was a price worth paying as it made them less likely to be influenced by Slaanesh but they would become ever more cool or aloof. This has shaped their existence and four distinct sub-cultures have formed:

The Vanari who are the primary military organization of the Lumineth Realm-lords acting as their standing armies and form the radiant core of the host. They are charged with defending the nations of the Lumineth from threats from inside and beyond Hysh. The Scinari who made up of a mage caste that command the Vanari armies of each of the nations of Hysh. While many specialize in casting blinding rays of magic from the Lore of Light, some among their numbers form part of the Cathallar Order, mages who learn to harness the emotional backlash from the lumineth's souls. The Alarith are Lumineth that have devoted their entire lives to the spirituality of the mountain and have been endowed with supernatural abilities by power of the tectonic plates. While the Hurakan caste are those that seek oneness with the wind, be it a calming breeze, howling gale or a raging cyclone. Together they go to war in all the splendor of bygone days.

The disaster of the Necroquake showed that Aelves cannot remain in isolationism and Teclis, seeing that the escape of Slaanesh is inevitable, marshalled the armies of Lumineth. They would go out into the Mortal Realms and seal the sites where reality is thinned to make it harder for daemons to breakthrough. The Lumineth who have joined the Dawnbringer Crusade to retake the Spiral Step, an ancient city of their own alongside the other races, are all drawn from those Aelves who have deviated from the norm in some way, or have suffered some great failure, and they now seek to retake and rekindle the glory of the ancient construct in informal exile from the rest of their kin as a way of recompense. What shape the Lumineth will take within the Spiral Step when it is restored is yet to be seen, but when they do they will be recorded here.