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Fantasy war gaming rules. Now out of print.

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Stock # 7500ISBN 1-55806-136-3

Produced byIRON CROWN ENTERPRISES, Inc.

P.O. Box 1605Charlottesville, VA 22902

BladestormTM

Rulesbook

RULESBOOK CREDITS

Designer/Developer: Coleman CharltonCover Illustration: Angus McBrideInterior Illustration: Michael Hernandez, Sandy ColloraLayouts: Ted DinwiddieProject Specific Contributions:Additional Art & Graphics: Andrew Christensen

Page Layout: Ted Dinwiddie; Cover Graphics: Terry AmthorDesign & Editorial Contributions: Kevin Barrett, Pete Fenlon, John Ruemmler, Tim Taylor.

Playtesters and Proofreaders: Tim Taylor, George D. DeRosa, Kevin Barrett, Keith Bond, Fred Brader,David Bukata, Joseph A. Colosante Jr., Scott Conner, Monte Cook, Pete Fenlon, Charles Grimes, DaveGriffin, Shawn Howe, William E. Johnson, Russell Jones, Larry Key, Eric Messersmith, John Morgan,Bruce Neidlinger, Frank Schiavo.

Special Thanks to the Buffalo Playtest Group: George D. DeRosa, David Bukata, Charles Grimes, JosephA. Colosante Jr., Shawn Howe, and Fred Brader.

OTHER CREDITSBox: Illustration: Angus McBride; Design: Terry Kevin Amthor; Graphics: David Martin, Kevin

Stuart Williams; Miniature Photos: Grenadier Models.Color Maps: Brian Travis Thompson, David Martin, Peter C. Fenlon.Painting & Terrain Guide : Author: John Ruemmler; Page Layout: Terry Amthor;

Photographs: B.T. ThompsonColor Guidebook: Author: Peter C. Fenlon; Page Design & Graphics: Will Hyde; Character

Renderings: Janet Aulisio; Banners: Pete Fenlon, Kevin Williams; Miniature Photos: GrenadierModels.

ICE MANAGEMENT — Art Director/Production Manager: Terry K. Amthor; Sales Manager: Deane Begiebing Editing & Development Manager: Coleman Charlton; President: Peter Fenlon; CEO: Bruce NeidlingerController: Kurt Rasmussen.

ICE STAFF — Marketing Consultant: John Morgan; Print Buyer: Bill Downs; Production Supervisor: Jennifer KleineEditing & Development Staff: Kevin Barrett, Rob Bell, Pete Fenlon, Jessica Ney, John Ruemmler, Terry AmthorGraphics & Production Staff: Eric Bruns, Andrew Christensen, Edward Dinwiddie, Jonathan Hart Eddy, William Hyde, B.T. ThompsonSales & Customer Service Staff: John Brunkhart, Jo Lori DrakeFinance and Administration Staff: Chad McCully, K. Alex BorgShipping Staff: John Breckenridge, Kurt Fischer, David Johnson, David Mercier.

INTRODUCTION

B — BASIC GAMEB-1.0 Introduction: ............................................................ 6

B-2.0 Conventions: ............................................................ 6B-2.1 Dice Rolls ................................................................. 6B-2.2 The Time Scale ......................................................... 6B-2.3 The Size/Distance Scale ........................................... 6B-2.4 Bases ......................................................................... 6

B-3.0 Environment: ........................................................... 7

B-4.0 Combatants: ............................................................. 8

B-5.0 Turn Sequence: ....................................................... 8

B-6.0 Movement: ............................................................... 8

B-7.0 Melee Combat: ...................................................... 10

B-8.0 Damage: .................................................................. 10B-8.1 Hits Taken .............................................................. 10B-8.2 Damage Results ...................................................... 10B-8.3 Damage Modifiers .................................................. 11B-8.4 Combat Example .................................................... 11

I — INTERMEDIATE GAMEI-1.0 Introduction: ............................................................ 12

I-2.0 Conventions: ........................................................... 12

I-3.0 Environment: ........................................................... 12

I-4.0 Combatants: ............................................................. 13

I-5.0 Turn Sequence: ....................................................... 13

I-6.0 Movement: ............................................................... 13

I-7.0 Melee Combat: ....................................................... 14I-7.1 Terrain Modifications .............................................. 14I-7.2 Shield Effects ........................................................... 15

I-8.0 Damage: ................................................................... 15

I-9.0 Missile Combat: ..................................................... 15

S — STANDARD GAMES-1.0 Introduction: ........................................................... 16

S-2.0 Conventions: .......................................................... 16S-2.1 Dice Rolls ............................................................... 16S-2.2 The Time Scale ....................................................... 17S-2.3 The Size/Distance Scale ......................................... 17S-2.4 Bases ....................................................................... 17

S-3.0 Environment: ......................................................... 17

S-4.0 Combatants: ............................................................ 18

S-5.0 Turn Sequence: ...................................................... 18

S-6.0 Movement: .............................................................. 18S-6.1 Terrain Effects ........................................................ 19S-6.2 Facing ..................................................................... 19S-6.3 Weapon in Use ........................................................ 19S-6.4 Movement Restrictions ........................................... 20

S-7.0 Melee Combat: ...................................................... 20S-7.1 Terrain Modifications ............................................. 21S-7.2 Shield Bonuses ........................................................ 21S-7.3 Flank and Rear Attacks ........................................... 21

S-8.0 Damage: ................................................................... 22S-8.1 Hits Taken: .............................................................. 22S-8.2 Damage Results ...................................................... 22S-8.3 Damage Result Mods .............................................. 22S-8.4 Armor ...................................................................... 22

S-9.0 Missile Combat: .................................................... 23

S-10.0 Morale: .................................................................. 24

S-11.0 Unit Effects: ......................................................... 25S-11.1 Formations ............................................................ 25S-11.2 Movement ............................................................. 27S-11.3 Changing Formations ............................................ 28S-11.4 Combat .................................................................. 28S-11.5 Morale ................................................................... 29S-11.6 Movement Restrictions ......................................... 29

S-12.0 Special Combatants: .......................................... 30S-12.1 Leaders .................................................................. 30S-12.2 Heroes & Monsters ............................................... 30S-12.3 Spell Users ............................................................ 30

S-13.0 Bladestorms: ........................................................ 30

Standard Game Summary Sheet: ................................. 31

O — OPTIONAL RULESO-1.0 Introduction: .......................................................... 32

O-2.0 Conventions: ......................................................... 32

O-3.0 Terrain Types: ....................................................... 32

O-4.0 Stats: ........................................................................ 33

O-5.0 Turn Sequence: ..................................................... 33

O-6.0 Maneuvers: ............................................................ 34O-6.1 Combatant Maneuvers ........................................... 34O-6.2 Unit Maneuvers ...................................................... 36

O-7.0 Melee Combat: ..................................................... 38O-7.1 Parrying & Targeting ............................................. 38O-7.2 Second Line Polearm Attacks ................................ 38O-7.3 Unit Type Bonuses ................................................. 39O-7.4 Wound Penalties .................................................... 39O-7.5 Open-ended Die Rolls ............................................ 39O-7.6 Depth Melee Bonuses ............................................ 39

O-8.0 Damage: .................................................................. 39

O-9.0 Missile Combat: ................................................... 40O-9.1 Missile Parrying ..................................................... 40O-9.2 Missile Targeting ................................................... 40O-9.3 Firing Into Melee ................................................... 40O-9.4 Unit Missile Attacks ............................................... 40O-9.5 Blocking Terrain .................................................... 40

O-10.0 Morale: ................................................................. 41O-10.1 Combatants vs. Units ........................................... 41O-10.2 Effects of Rout ..................................................... 41O-10.3 Effects of Losses .................................................. 41O-10.4 Morale Rolls Caused by Charges ......................... 41O-10.5 Depth Morale Roll Bonus .................................... 41O-10.6 Retreat & Follow-up ............................................ 41

O-11.0 Formations: ......................................................... 42O-11.1 Special Formations ............................................... 42O-11.2 Changing Formations ........................................... 43

O-12.0 Special Combatants: ......................................... 44O-12.1 Spell Users ........................................................... 44O-12.2 Standard Bearers .................................................. 44

O-13.0 Bladestorms: ....................................................... 45O-13.1 Determining a Starting Point ................................ 45O-13.2 Field Bladestorms ................................................ 45O-13.3 Ring Bladestorms ................................................. 45O-13.4 Tornado Bladestorms ........................................... 46O-13.5 Front Bladestorms ................................................ 46O-13.6 Moving Into or Through a Bladestorm ................ 46O-13.7 Terrain Effects ...................................................... 46

O-14.0 Spells: .................................................................... 46O-14.1 Channeling Spells — Level One .......................... 46O-14.2 Channeling Spells — Level Two ......................... 47O-14.3 Channeling Spells — Level Three ....................... 48O-14.4 Channeling Spells — Level Four ......................... 48O-14.5 Channeling Spells — Level Five ......................... 48O-14.6 Essence Spells — Level One ............................... 49O-14.7 Essence Spells — Level Two............................... 50O-14.8 Essence Spells — Level Three ............................. 51O-14.9 Essence Spells — Level Four .............................. 52O-14.10 Essence Spells — Level Five ............................. 53

O-15.0 Unit vs. Unit Combat: ...................................... 54O-15.1 Combining Attacks From a Unit .......................... 54O-15.2 Larger Scale Battles ............................................. 55

O-16.0 Personal Challenges: ........................................ 56O-16.1 Before the Battle Starts ........................................ 56O-16.2 During the Battle .................................................. 56

O-17.0 Flying: ................................................................... 57

O-18.0 Miscellaneous: .................................................... 57O-18.1 Recovering Combatants ....................................... 57O-18.2 Power Hues .......................................................... 57

A — APPENDIXA-1.0 Point Costs: ............................................................ 58

A-1.1 Total Point Cost ..................................................... 58A-1.2 Base Costs .............................................................. 58A-1.3 Weapon Costs ........................................................ 58A-1.4 Stat Change Costs .................................................. 58A-1.5 Special Stat Costs ................................................... 58A-1.6 Unit Costs ............................................................... 59

A-2.0 Designing Your Own Scenarios: ..................... 62

A-3.0 Options Checklist: ............................................... 62

A-4.0 Conversions: .......................................................... 63A-4.1 From Fantasy Hero. ..............................................63A-4.2 From D&D® . ........................................................... 63A-4.3 From Rolemaster. ..................................................63

Optional Rules Summary Sheet: ................................. 64

4

INTRODUCTION

The use of miniature figurines and miniature terrain torepresent, recreate, and refight battles has been going onfor centuries. This type of gaming has ranged fromchildren playing with toy-soldiers to elaborate militarysimulations conducted in war colleges. Today, such“miniatures” battles are an extensive, growing part of ahobby that encompasses wargaming, role playing, andthe collection and painting of miniatures.

A set of rules that governs battles using miniatures isoften referred to as “a miniatures system” or “table-toprules.” However, in order to distinguish between a mass-combat miniatures system and a skirmish miniaturessystem, we will refer to the Bladestorm system as a“skirmish system.” For these purposes, a skirmish sys-tem emphasizes rules for battles involving individualcombatants, while a mass-combat system emphasizesrules for battles involving “units” (i.e., large groups ofindividual combatants).

Bladestorm deals primarily with a medieval-type fan-tasy environment as presented in the BladelandsSourcebook. The Bladestorm rules consist of four parts:• The Basic Game• The Intermediate Game• The Standard Game• The Optional Rules

NOVICE PLAYERS

Novice skirmish players should start by reading theBasic Game and then play the scenarios provided. Onceyou have mastered the Basic Game, read the Intermedi-ate Game and play the provided scenarios. Similarly, youcan then move on to the Standard Game, and, eventually,to the Optional Rules. We hope that you will use thislayered approach to gradually absorb the basic conceptsand principles that must be understood in order to fightfull-blown Bladestorm skirmish battles.

MORE EXPERIENCED PLAYERS

Depending upon the amount of previous experience,some players may wish to proceed directly to the Stan-dard Game. All of the Basic Game material and theIntermediate Game material is repeated in the StandardGame.

Note: For readability purposes, Bladestorm usesstandard masculine pronouns when referring topersons of uncertain gender. In such cases, thesepronouns are intended to convey the meanings: he/she, her/his, etc.

MEASUREMENTS

These rules use English measurement (i.e., inches andfeet). An equivalent Metric measurement is provided inbrackets after each occurence of an English measure-ment. The Metric measurements have been rounded tothe nearest millimeter, centimeter, or meter and thus arenot exactly equal to the English measurements.

MOUNTING MINIATURES ON BASES

When fighting a miniatures battle, it is very useful tohave each individual miniature mounted on a “base.” Abase can be made of thick card stock or cardboard or eventhin plastic sheets. Each miniature should be pasted orglued onto its base. See the Terrain and Painting Manualfor mounting suggestions.

A base gives a miniature stability, and it also gives arepresentation of the minimum space required for theminiature to move and fight. Bladestorm rules assumethat each miniature is mounted on a base.

We suggest a 1"x1" base [or 25mm x 25mm] forminiatures representing human sized combatants (i.e.,5'-7' [2m] tall). Other sized combatants can use propor-tionally smaller or larger bases, e.g., 5/8"x5/8"[15x15mm] for Halflings, 1.25"x1.25" [40x40mm] for7'-9' [2.5m] Trolls, 1"x1.5" [25x40mm] for cavalry, etc.See the Appendix for a listing of standard base sizes.

Note: These rules assume the use of “25mm” minia-tures. If a different scale is to be used, the figures usedin this product must be adjusted accordingly.

Note: A base is used to abstractly represent the 6'[1m] area influenced by a combatant during com-bat. Certain abnormal situations arise due to theuse of a square base. For example, the diagonal ofa 1"x1" [25x25mm] square is ≈1.4" [≈36mm], so aminiature on such a base could not turn around ina 1" [25mm] wide corridor. Use common sense insuch cases (e.g., a combatant can turn-around in a1" [25mm] wide corridor).

5

TERMSAttack Roll — The dice roll that determines the success or failure

of an attack.Attack — An attempt by one combatant/unit to damage another.Blocking Terrain — Missile attacks may not pass through “block-

ing” terrain (e.g., woods, impassable terrain, etc.).Chance — Sometimes an event has a “chance” or a “percentage

chance” of occurring, and this chance is given in the form of “#%.”To determine if the action occurs, roll 2D10 — one die is the tens,the other is the ones, for a result between 1 and 100 (treat 00 as100). If the result is less than or equal to the “#%”, the event occurs.

Combatant — Each individual participant in a skirmish battle iscalled a combatant and is represented by a miniature.

Disrupted — A combatant/unit that has failed a morale check isdisrupted and less effective in a battle.

Endurance — A stat indicating how much damage a combatant/unit can absorb before being removed from play.

Facing — After each combatant is moved, it must be “faced” in aspecific direction. Facing determines a combatant’s front, flank.and rear.

Formation — Each unit must be in a specific formation thatdetermines its movement, combat, and morale capabilities.

Hero — A human-like combatant who has special capabilities.Impassable Terrain — Terrain that totally prohibits normal move-

ment (e.g., a wall, a sheer cliff, a ravine, etc.).Leader — A leader is a special combatant who can modify the

morale and combat capabilities of other combatants and units.Mass-combat System — A miniatures system that emphasizes

rules for battles involving “units” (i.e., groups of similar indi-vidual combatants).

Melee Attack — An attack against a target adjacent to the attacker(e.g., hand-to-hand attacks with swords, axes, polearms, etc.).

Miniature — A small figurine or statue used to represent anindividual participant in a skirmish battle.

Missile Attack — A ranged attack against a target not adjacent tothe attacker (e.g., bows, thrown weapons, slings).

Monster — A monster is a beast-like combatant that has specialcapabilities.

Morale — A stat that reflects how resistant a combatant/unit is topanic and demoralization on the battlefield.

Movement Rate — The distance that a combatant/unit may movein a given turn.

Playing Surface — A playing surface can be any regular surface onwhich the miniatures can be set up and moved (e.g., a table top, thefloor, etc.).

Rallying — An attempt by a disrupted combatant/unit to becomeundisrupted and thus operate normally once again.

Skirmish System — A miniatures system that emphasizes rules forbattles involving individual combatants.

Spell User — A combatant who can cast spells.Stat — One of the statistics representing the capabilities of a

combatant/unit.Target — A combatant or unit being attacked is called the “target

of the attack.”Terrain — Terrain consists of objects placed on the playing surface

to represent various features of the battlefield (e.g., trees, bushes,buildings, roads, walls, etc.).

Turn Sequence — The order in which activities occur during a turnof play..

Turn — Combatants/units fight and move in terms of a fixed periodof battle time called a turn. Each turn represents 10-30 seconds ofbattle time, but a given turn may take much longer for the playersto actually resolve.

Unit — A unit is a group of similar combatants who move and fighttogether in a battle.

NUMBERING MINIATURES

In a miniatures battle, figures of the same type andpainting scheme are often used (i.e., members of thesame military unit). During play it is necessary to be ableto distinguish between miniatures of the same type. So,for each type of miniature, you should place a uniquenumber on each figure’s base (start with ‘1’ each time).This can be accomplished with a marking pen or scotchtape and small bits of paper.

MEASURING DISTANCES

In a miniatures battle it is necessary to be able tomeasure distances. For this purpose, we have includedseveral ruled pieces of cardboard and paper. However,players may find it useful to use real rulers and/or tapemeasures.

String is often useful for measuring distances that donot occur in straight lines. Just lay the string along a routewhose length needs to be determined; then straighten thestring and measure the route’s length.

Note: Normally, a player may measure a distance(e.g., for the purposes of movement, missile fire,etc.) only after committing to perform the actionbeing measured.

6

B-1.0

INTRODUCTIONThe Bladestorm Basic Game is designed to introduce novice

skirmish players to some of the key elements of resolving abattle in a skirmish system. First a few basic conventionsconcerning die rolling and other factors are presented; then themeasurement scale and playing surface are discussed.

Game mechanics presented in the Basic Game are:

Environment .................. Section B-3.0Combatants .................... Section B-4.0Turn Sequence ............... Section B-5.0Movement...................... Section B-6.0Melee Combat ............... Section B-7.0Damage.......................... Section B-8.0

B-2.0

CONVENTIONS

B-2.1 DICE ROLLSIn most games, it is necessary to generate a random number

in order to determine the result of an action (e.g., an attack).A Bladestorm player generates such random numbers byrolling dice.

There are two types of dice used in Bladestorm: 6-sideddice and 10-sided dice. A 6-sided die gives a result between 1and 6, inclusive. Such a roll is referred to as “D6”. A 10-sideddie actually gives the results: 0, 1, 2, 3, 4, 5, 6, 7, 8, and 9 —but the 0 is treated as a 10. Thus, a 10-sided die gives a resultbetween 1 and 10. Such a roll is referred to as “D10”.

Multiple Dice — If more than one die is to be rolled, thenumber of dice precedes the “D”.

Example: 3D6 indicates that three 6-sided dice are tobe rolled. 2D10 indicates that two 10-sided dice are tobe rolled.

An Addition: A fixed number may be added to a given dieroll.

Example: “1D10+4” means: the result of a 10-sideddie plus four. If the 10-sided result is a 7, then the resultof the roll is 11 = 7 + 4.

A DICE “R OLL ”The result of a dice roll is the total of all dice rolled — after

modification by additions and multipliers.

Example: “2D6+1D10+4” means: two 6-sided diceplus the result of a 10-sided die plus four. If the two 6-sided results are 2, 5 and the 10-sided result is a 7, thenthe result of the roll is 18 = 2 + 5 + 7 + 4.

B-2.2 THE TIME SCALEIn Bladestorm, combatants fight and move in terms of a

fixed period of battle time called a turn (see B-5.0). Each turnrepresents 10-30 seconds of battle time, but a given turn maytake much more time for the players to actually resolve.During a given turn each combatant may only move once (seeB-5.0).

B-2.3 The Size/Distance ScaleTo fight skirmish battles it is impossible to use the real sizes/

distances for the combatants and the area in which they fight.Instead we will use “scaled down” sizes: every one inch ofsize/distance in a Bladestorm skirmish battle represents sixfeet in the “real world.” In metric terms, 25 millimetersrepresents two meters.

6 feet = 1 inch ≈ 25 millimeters = 2 meters

Example: A 1" [25mm] high miniature can represent a6' [2m] tall man, while a 1.5" [40mm] high Trollminiature can represent a 9' [3m] tall Troll. If a Trollcan move 42' [14m] in 10 seconds, the miniature repre-senting the Troll can move 7" [18cm] in a turn.

Note: These rules use English measurement (i.e., inchesand feet). An equivalent Metric measurement is pro-vided in brackets after each occurence of an Englishmeasurement. The Metric measurements have beenrounded to the nearest millimeter, centimeter, or meterand thus are not exactly equal to the English measure-ments.

Note: Normally, a player may measure a distance (e.g.,for the purposes of movement, missile fire, etc.) onlyafter committing to perform the action being measured.

B-2.4 BASESThe Bladestorm rules assume that each miniature is mounted

on a base that is proportional to its size. A base gives aminiature stability, and it also gives a representation of theminimum space required for the miniature to move and fight.See page 5 for guidelines for base sizes and for mountingminiatures on bases.

B — BASIC GAME

7

B-3.0

ENVIRONMENTThe combatants in a skirmish battle fight in an environment

which consists of a playing surface and any special terrain.The playing surface can be any regular surface on which theminiatures can be set up and moved (e.g., a table top, the floor,etc.). See the Terrain and Painting Manual.

Terrain consists of objects placed on the playing surface torepresent various features of the battlefield (e.g., trees, bushes,buildings, roads, walls, etc.). These terrain features can bepurchased commercially or they can be created from commonevery day objects. For example, you can use a box to representa house, a couple of pieces of stacked cardboard to representhill contours, balls of cotton to represent bushes, etc. See theTerrain and Painting Manual.

For the Basic Game the only terrain used totally prohibitsnormal movement. Such terrain is called impassable terrain.For example, movement through a wall is prohibited.

Example: The following terrain is used in the first Basic Game Scenario: the impassable walls of a cavern and fourimpassable pillars (see below).

SCENARIO #1 “WARRIORS OF ASH”

1 in

2.5 cm

N

T

MA

C

1"

1"

Sea-Trolñ

Montu

Cro

Argh

solid rock, impassableclear

Scenario Type: SkirmishThe Tale: Beneath the Folenn Spikes lie labyrinthine cav-

erns known as the Ash Lairs. Within these dark passages,foul creatures incessantly battle one another.

Terrain: The impassable walls of a cavern and four impass-able pillars. Note that the gaps marked as 1" [25mm] cannot be traversed by the Troll — his base is 1.25" [40mm]wide. A full-sized playing surface for this scenario isincluded in the Scenario Book.

Victory Conditions: To win, a player must eliminate all ofhis opponent’s combatants.

Player #1 — The Goblins; move first and set up as indicatedon the map.

Player #2 — The Sea-troll; move second and set up asindicated on the map.

SEA-TROLL CRO, Greater Goblin(Large Claws) (2H-sword)

Movement Rate7"[18cm] Movement Rate 6"[15cm]Melee Attack .... 3D6+4 Melee Attack2D6+D10+3Melee Damage . High+2 Melee DamageHigh+Low+2Defense ..................... 10 Defense ......................... 9Endurance (51) ❏ Endurance (18) ❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏

ARGH, Lesser Goblin MONTU, Lesser Goblin(Scimitar) (Scimitar)

Movement Rate5"[13cm] Movement Rate 5"[13cm]Melee Attack ..... 3D6-2 Melee Attack ........3D6-1Melee Damage . High+2 Melee Damage ....High+2Defense ....................... 7 Defense ......................... 7Endurance (10)❏❏❏❏❏ Endurance (10) ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏

8

B-4.0

COMBATANTSEach combatant in a skirmish battle is represented by a

miniature and a set of statistics called its stats. These statswill be explained in the following sections on movement andcombat. For the basic game, only the following stats are used:

• Movement Rate• Melee Attack• Melee Damage• Defense• Endurance

Example: A 1" [25mm] high miniature can represent a6' [2m] tall man, while a 1.5" [40mm] high Trollminiature can represent a 9' [3m] tall Troll. If a Trollcan move 42' [14m] in 10 seconds, the miniature repre-senting the Troll can move 7" [18cm] in a turn.

Example: The following combatants are used in the firstBasic Game Scenario: a Sea-troll versus three Goblins(Orc-like creatures). The Goblins should be mounted on1"x1" bases and the Troll on a 1.25"x1.25" base.

SEA-TROLL CRO, Greater Goblin(Large Claws) (2H-sword)

Movement Rate7"[18cm] Movement Rate 6"[15cm]Melee Attack .... 3D6+4 Melee Attack2D6+D10+3Melee Damage . High+2 Melee DamageHigh+Low+2Defense ..................... 10 Defense ......................... 9Endurance (51) ❏ Endurance (18) ❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏

ARGH, Lesser Goblin MONTU, Lesser Goblin(Scimitar) (Scimitar)

Movement Rate5"[13cm] Movement Rate 5"[13cm]Melee Attack ..... 3D6-2 Melee Attack ........3D6-1Melee Damage . High+2 Melee Damage ....High+2Defense ....................... 7 Defense ......................... 7Endurance (10)❏❏❏❏❏ Endurance (10) ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏

B-5.0

TURN SEQUENCEIn the Basic Game, one player may move all of his combat-

ants, and then combat occurs between combatants in base-to-base contact. Then the other player may move all of hiscombatants and combat occurs again. This comprises one turnand represents 10-30 seconds of activity in the battle. Theplayers repeat this process until one player wins.

Each individual scenario (see the Scenario Book) willindicate which player moves first and when a win occurs.

Example: In the first Basic Game Scenario, the Goblinsmove first, and the Troll moves second.

B-6.0

MOVEMENTDuring his part of the turn, a player may move some, all, or

none of his combatants. Each combatant may move (in anydirection) a distance up to its Movement Rate.

Distance is measured from the center of one of a miniature’sedges. These restrictions apply:• A combatant may not move through another miniature. That

is, a combatant’s base may not pass through the area occu-pied by another miniature’s base.

• A combatant may not move through impassable terrain (seeB-3.0). That is, a combatant’s base may not pass throughimpassable terrain.

T

MA

C

1 in

2.5 cm

N

9

Example: The diagram below shows each of the com-batants in the first scenario. The shaded area aroundMontu shows the allowable position to which he canmove during his part of the first turn. The Troll, Argh,and Cro have similar limitations.

Example: In the first scenario after the Goblins move,the Troll moves up to the closest Goblin, Montu, asshown below.

AC

T

M

Montu's possible movement

1 in

2.5 cm

N TM

A

C

1 in

2.5 cm

NT

Example: After combat takes place between Montu andthe Troll (see B-7.0), it is the Goblins’ turn to move.Montu chooses not to move, while Argh and Cro more toattack the Troll as shown in the diagram below.

MA

AC

C

1 in

2.5 cm

N

T

Example: In the first scenario the Goblins move first.Since they can’t get all the way to the Troll, they all moveabout 3" [7.5cm] towards the Troll. They end up in thepositions shown below.

MM

AA

C

C

1 in

2.5 cm

NT

10

B-7.0

MELEE COMBATWhen the turn sequence (see B-5.0) calls for combat to

occur, each combatant may make one attack against one othercombatant (called the target of the attack). The followingrestriction applies:

• One edge of the target’s base must be in contact with oneedge of the attacker’s base (i.e., they may not just touch at acorner). The area of contact must be at least 1/4" (6mm).

• All combatants get to make their attacks before any combat-ants are removed from play. Though combat is simulta-neous, the player that just moved his combatants mayresolve his attacks first. Attacks are announced and resolvedone at a time.

• In the Basic Game, combatants need not face each other inorder to attack; only base-to-base contact is required.

Example: In the first scenario after the Goblins move,combat cannot occur because none of the combatantsare in contact. After the Troll moves (see below), theTroll and Montu are in contact and may attack eachother (see below).

To determine the result of an attack, roll the dice (see B-2.1)indicated by the attacker’s Melee Attack stat. This is called an“attack roll.” If the attack roll exceeds the target’s Defensestat, the attack damages the target. Otherwise, the target takesno damage (i.e., the attack misses).

B-8.0

DAMAGEAn attack roll determines whether or not an attack damages

a target (see B-7.0).

B-8.1 HITS TAKENIf a target is damaged, its Endurance stat is decreased by an

amount indicated by the attacker’s Melee Damage stat (e.g.,High, Low, Highx2, etc.). See the section below on “DamageResults” for a discussion of how High and Low results areobtained. This damage is based upon the attack roll, so don’tmove the attack roll dice until after the damage has beenapplied.

To record damage, check off boxes next to the target’sEndurance stat. Each box checked off is called a “hit”; sodamage is often referred to as “hits taken.”

After all attacks have been resolved, any combatant whoseEndurance stat is zero or less (i.e., all of its boxes have beenchecked) is removed from the game. Such a combatant isassumed to be incapacitated, killed, or unconscious for the restof this battle.

Note: This removal process takes place after all attackshave been resolved, thus all combatants get to maketheir attacks before any combatants are removed fromplay. Therefore, combat is simultaneous.

B-8.2 DAMAGE RESULTSThe Melee Damage stat will indicate a damage result based

upon “High Damage” or “Low Damage.”

High Damage — The target takes a number of hits equal tothe highest die already rolled. If more than one die are highest,the damage taken is equal to the sum of the highest dice.

Example: An attack roll of “3D6+7” results in dieresults of 3, 5, and 1. “High” damage from such anattack would be 5 hits. If the rolls were 2, 4, and 4, the“High” damage would be 8 = 4 + 4 because both 4’sare high. If the rolls were 2, 2, and 2, “High” damagewould be 6 = 2 + 2 + 2.

Low Damage — The target takes a number of hits equal to thelowest die already rolled. If more than one die are lowest, thedamage taken is equal to the sum of the lowest dice.

Example: An attack roll of “3D6” results in die resultsof 6, 4, and 1. “Low” damage from such an attack wouldbe 1 hit. If the rolls were 3, 4, and 3, the “Low” damagewould be 6 = 3 + 3 because both 3’s are low. If the rollswere 4, 4, and 4, “Low” damage would be12 = 4 + 4 + 4.

TM

A

C

1 in

2.5 cm

N

11

High+Low Damage — The target takes a number of hitsequal to the sum of the highest die and the lowest die alreadyrolled. If more than one die are lowest or highest, the damagetaken is equal to the sum of all three of the dice.

Example: An attack roll of “3D6” results in die resultsof 6, 4, and 1. “High+Low” damage from such an attackwould be 7 = 6 + 1. If the rolls were 3, 4, and 3, the“High+Low” damage would be 10 = 4 + 3 + 3 becauseboth 3’s are low.

B-8.3 DAMAGE MODIFIERSAs with normal dice rolls (see B-2.1) damage results can be

modified by additions and multipliers.

Example: An attack roll of 3D6 results in die results of6, 4, and 1. “Low+2” damage from such an attack wouldbe 3 = 1 + 2. If the rolls were 3, 4, and 3, the “Low+2”damage would be 8 = 3 + 3 + 2 .

Example: An attack roll of 3D6 results in die results of6, 4, and 2. “Lowx3” damage from such an attack wouldbe 6 = 2 x 3. If the rolls were 3, 4, and 3, the “Lowx3”damage would be 18 = (3 + 3) x 3 .

B-8.4 COMBAT EXAMPLEIn the first scenario, after the Troll and the Goblins have

moved (see the example in Section B-7.0), the Troll andMontu may attack one another. The Troll’s Melee Attack is“3D6+4” and his attack roll is a 1, a 5, and a 3, for a total attackroll of 13 = 1+5+3+4. Since Montu’s Defense is only “7”, theTroll’s attack damages Montu. Since the Troll’s Melee Dam-age is “High+2” and his dice results were 1, 5, 3, Montu’sEndurance is decreased by 7 = 5 + 2 (i.e., check off 7 boxesnext to Montu’s Endurance, he takes 7 hits).

Montu’s Melee Attack is “3D6-1” and his attack roll is a 2,a 3, and a 6, for a total attack roll of 10 = 2+3+6-1. Since theTroll’s Defense is “10”, Montu’s attack just misses anddoesn’t damage the Troll.

Next the Goblins move, and all decide to move next to theTroll (see the diagram to the right).

The Troll decides to attack Montu again and his attack rollis 12 = 2+3+3+4. This is more than Montu’s Defense of 7, sothe Troll damages Montu again — Montu’s Endurance stat isdecreased by 8 = 6 + 2, since the High result of a 2,3,3 roll is6 = 3+3. Montu attacks and rolls 11 = 4+2+6-1 — which ismore than the Troll’s Defense of 10, he damages the Troll!Since Montu’s Melee Damage stat is High+2, the Troll’sEndurance is decreased by 8 = 6+2. Argh’s attack roll is 8 =1+5+4-2, he misses. Cro’s attack roll is 15 = 6+2+4+3 (hisMelee Attack is 2D6+D10+3), so he damages the Troll. Cro’sMelee Damage stat is High+Low+2, so the Troll takes 12more hits (i.e., 12 = 6+2+2).

After those attacks the Troll has taken 20 hits (i.e., itsEndurance is reduced by 20), Montu has taken 15 hits, and theother Goblins are undamaged. Since Montu only has anEndurance of 10 (i.e., 10 boxes), he is removed from play.

MA

AC

C

1 in

2.5 cm

N

T

STATUS AT END OF EXAMPLE

SEA-TROLL CRO, Greater GoblinMovement Rate7"[18cm] Movement Rate 6"[15cm]Melee Attack .... 3D6+4 Melee Attack2D6+D10+3Melee Damage . High+2 Melee DamageHigh+Low+2Defense ..................... 10 Defense ......................... 9Endurance (51) ❏ Endurance (18) ❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏

ARGH, Lesser Goblin MONTU, Lesser GoblinMovement Rate5"[13cm] Movement Rate 5"[13cm]Melee Attack ..... 3D6-2 Melee Attack ........3D6-1Melee Damage . High+2 Melee Damage ....High+2Defense ....................... 7 Defense ......................... 7Endurance (10)❏❏❏❏❏ Endurance (10) ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏

12

I — INTERMEDIATE GAME

I-1.0

INTRODUCTIONThe Intermediate Game introduces more key elements of resolv-

ing a battle in a skirmish system. Novices players should master theBasic Game first.

The new game mechanics presented in the Intermediate Gameare:

Terrain Types ............................................Environment, I-3.0New Combatant Stats ................................ Combatants, I-4.0New Turn Sequence .............................. Turn Sequence, I-5.0Terrain Effects ..............................................Movement, I-6.0Terrain Effects, Shields ......................... Melee Combat, I-7.0Armor ............................................................... Damage, I-8.0Missile Combat .................................... Missile Combat, I-9.0

I-2.0

CONVENTIONSAll of the conventions presented in the Basic Game (see B-2.0) are

in effect for the intermediate game — dice rolls, time scale, and size/distance scale.

DICE ROLLS

A Multiplier: The results of a dice roll may be multiplied by anumber (#) indicated by “x#” following the dice roll indicator.

Example: “1D6x2” means: multiply the results of a 6-sideddie roll by two. If the 6-sided result is a 4, then the result of theroll is 8 = 4 x 2.

Example: “2D6+1D10x2+4” means: two 6-sided dice plusthe result of a 10-sided die multiplied by 2 plus four. If the two6-sided results are 2, 5 and the 10-sided result is a 7, then theresult of the roll is 25 = 2 + 5 + (7 x 2) + 4.

Example: “2D6x3+1D10+2” means: two 6-sided dice mul-tiplied by 3 plus the result of one 10-sided dice plus two. If thetwo 6-sided results are 3, 4 and the 10-sided result is a 2, thenthe result of the roll is 27 = [(3 + 4) x 3] + 2 + 4.

I-3.0

ENVIRONMENTAll of the environment material presented in the Basic Game (see

B-3.0) is in effect for the Intermediate Game. However, in theIntermediate Game, we will present a number of terrain types whichwill have an effect on play — movement (I-6.0) and combat (I-7.0and I-9.0). The terrain types are:

• Clear• Brush• Heavy Woods• Streams• Impassable

1 in

2.5 cm

HeavyWoods

Stream

ClearBrush

N

Wall(impassable)

13

I-4.0

COMBATANTSAll of the material on combatants presented in the Basic Game

(see B-3.0) is in effect for the Intermediate Game. However, for theIntermediate Game, a number of new stats come into play:

• Missile Attack• Missile Damage• Shield Bonus• Armor

Example: The following combatants are used in the examplesin the Intermediate Game: a Sea-troll versus three Goblins.These combatants were also used in the Basic Game examplesand the first Basic Game scenario.

SEA-TROLL CRO, Greater Goblin(Large Claws, Thrown Rocks (2H-sword,

Rigid Leather Armor) Chain Armor)

Movement Rate .. 7" (3.5") Movement Rate ....... 6" (3")[18cm (9cm)] [15cm (8cm)]

Melee Attack ......... 3D6+4 Melee Attack .. 2D6+D10+3Melee Damage .... High+2 Melee DamageHigh+Low+2Missile Attack ....... 4D6-1 Missile Attack ............ noneMissile Damage ........ High Missile Damage .......... noneDefense ......................... 10 Defense ............................. 9Shield Bonus ............... +0 Shield Bonus .................. +0Armor ........................... -2 Armor .............................. -3Endurance (51) ❏ Endurance (18) ❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏

ARGH, Lesser Goblin MONTU, Lesser Goblin(Scimitar, Throwing Daggers, (Scimitar, Throwing Daggers,Shield, Soft Leather Armor) Shield, Soft Leather Armor)

Movement Rate .. 5" (2.5") Movement Rate .... 5" (2.5")[13cm (7cm)] [13cm (7cm)]

Melee Attack ......... 3D6-2 Melee Attack ............ 3D6-1Melee Damage .... High+2 Melee Damage ........ High+2Missile Attack ....... 2D6+2 Missile Attack ......... 2D6+2Missile Damage ........ High Missile Damage .......... HighDefense ........................... 7 Defense ............................. 7Shield Bonus ............... +4 Shield Bonus .................. +4Armor ........................... -1 Armor .............................. -1Endurance (10) ❏❏❏❏❏ Endurance (10) ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏

I-5.0

TURN SEQUENCEIn the Basic Game, one player moves all of his combatants and

then melee combat occurs; then the other player moves all of hiscombatants and melee combat occurs again. In the IntermediateGame, this sequence is modified to include missile attacks (see I-9.0).

An Intermediate Game turn consists of the following phases:

Player 1 Movement-Missile Phase .......................... I-6.0 & 9.0Melee Combat Phase ......................................................... I-7.0

Player 2 Movement-Missile Phase .......................... I-6.0 & 9.0Melee Combat Phase ......................................................... I-7.0

During its movement-missile phase, a combatant may eithermove or make a missile attack, but not both. A player must make allof his missile attacks before moving any combatants.

A battle is resolved as a series of turns, which continues until a winoccurs. Each individual scenario (see the Scenario Book) willindicate when a win occurs and which player is Player 1 and whichis Player 2.

I-6.0

MOVEMENTDuring his movement-missile phase, a player may move some,

all, or none of his combatants. Each combatant may move (in anydirection) a distance up to its Movement Rate. Distance is measuredfrom the center of one of a miniature’s edges. Once all of acombatant’s Movement Rate has been used, it may not be movedagain during the current turn.

The following restrictions apply:• A combatant may not move and make a missile attack in the same

phase (i.e., during its movement-missile phase).• A combatant may not move through another miniature. That is, a

combatant’s base may not pass through the area occupied byanother miniature’s base.

• A combatant may not move through impassable terrain (I-3.0).• A combatant’s Movement Rate may be affected by the terrain it

moves through (see the next page).

TERRAIN EFFECTS

Certain types of terrain are more difficult to move through thanclear terrain.

If a combatant moves through any Heavy Woods terrain and/orany Stream terrain, its Movement Rate for that turn is reduced to halfof normal. Regardless of how much Heavy Woods or Stream terraina combatant moves through, its Movement Rate will never bereduced below half of normal. The “half movement rate” for acombatant is given in the parentheses after its normal MovementRate. [The numbers in brackets are Metric Movement Rates (see B-2.3)].

14

I-7.0

MELEE COMBATAll of the material on melee combat presented in the Basic Game

(see B-7.0) is in effect for the Intermediate Game. However, for theIntermediate Game, several other factors can come into play.

To determine the result of an attack, roll the dice (see B-2.1)indicated by the attacker’s Melee Attack stat. This is called the“attack roll.” There can be two different attack results:

• An attack damages a target if the attack roll exceeds the target’s“Modified Defense,” which is equal to:

Defense stat + Terrain Modification + Shield Bonus stat

• Otherwise, the target takes no damage (i.e., the attack misses).

I-7.1 TERRAIN MODIFICATIONSCertain types of terrain make a target easier or more difficult to

attack.

Whenever an attack is made against a target, the target’s Defenseis modified by an amount determined by the terrain that the targetoccupies (see the chart below).

Use common sense and the following guidelines to determinewhat terrain type a combatant occupies:• If any part of the base of a combatant is in “Stream” terrain, the

combatant occupies stream terrain.• Otherwise, if more than half of the base of a combatant is in “Heavy

Woods” terrain, the combatant occupies Heavy Woods terrain.• Otherwise, if more than half of the base of a combatant is in “Brush”

terrain, the combatant occupies brush terrain.• Otherwise, the combatant occupies clear terrain.

TERRAIN MELEE EFFECTS CHART

Target’s Target’sTerrain Type Terrain Modification

Clear +0Brush +1Heavy Woods +3Streams -2Impassable not allowed

Example: Cro the Goblin is in some Heavy Woods next to astream. He is being attacked by the Troll that is standing in thestream. Cro’s Modified Defense is 12 = 9 + 3. The Troll’sModified Defense is 8 = 10 + (-2).

MOVEMENT RATE REDUCTION CHART

Terrain Type Movement Rate Reduction

Clear no reductionBrush no reductionHeavy Woods 1/2 of normalStreams 1/2 of normalImpassable not allowed

Note: A combatant’s Movement Rate for an entire turn isreduced by entering restrictive terrain. Thus, a combatantwho has already moved more than half of his Movement Ratemay not enter Heavy Woods terrain or Stream terrain.

Example: The Troll (a Movement Rate of 7" [18cm]) startshis position at the point marked “x”. If he moves towards point“y”, he moves through 2" [5cm] of Clear terrain and thenenters Heavy Woods terrain. This reduces his Movement Ratefor the turn to 3.5" [9cm] (half of 7" [18cm]), so he can onlymove 1.5" [4cm] further during his movement-missile phase.

Once again, the Troll starts at point “x” and then movestowards point “z”. He moves through 1" [2.5cm] of clearterrain and then enters a 1" [2.5cm] wide Stream with HeavyWoods on the other side. This again reduces his MovementRate for the turn to 3.5" [9cm] (half of 7" [18cm]), so he couldcross the stream and move up to 1.5" [4cm] on the other side.The Heavy Woods on the other side does not slow him furtherbecause his Movement Rate has already been reduced to 1/2of normal due to his passage through the stream.

Once again, the Troll starts at point “x” and then movestowards point “w”. He moves through 2" [5cm] of Clearterrain and then 2" [5cm] of Brush terrain (does not reducehis Movement Rate) and then stops in front of an impassablewall. He could move 3" [8cm] along the edge of the wall, butthe Troll wants to stop with his back to the wall so that a limitednumber of foes can attack him.

Wall

(im

pass

able)

HeavyWoods Stream

Clear Brush

N

1 in

2.5 cm

T

T

T

T

2"1.5"

1"

1"

1.5"

2"

2"

xy

z

w1 in

2.5 cm

Wall

(im

pass

able)

HeavyWoods

Stream

ClearBrush

N TC

15

I-7.2 SHIELD EFFECTSA target’s shield makes the target harder to attack.

Whenever an attack is made against a target, the target’s Defensemay be modified by its Shield Bonus stat. This modification can beapplied against one and only one attack during each phase.

Example: The Troll attacks Montu the Goblin (see I-4.0).Montu’s Defense is 7, but he decides to use his shield againstthe Troll’s attack (a good idea since Montu is only beingattacked by one opponent). This means that the Troll mustmake an attack roll greater than 11 = 7 + 4 (for the ShieldBonus) in order to damage Montu.

I-8.0

DAMAGEAll of the material on damage presented in the Basic Game (see

B-8.0) is in effect for the Intermediate Game. However, for theIntermediate Game, one other factor can come into play.

ARMOR EFFECTS

A target’s armor can reduce the damage taken from an attack.

The four Armor stats used in the Intermediate Game are:• -1 — This stat usually indicates “Soft Leather” armor and indicates

that the target takes one less hit than normal from any attack.• -2 — This stat usually indicates “Rigid Leather” armor and

indicates that the target takes two less hits than normal from anyattack.

• -3 — This stat usually indicates “Chain” armor and indicates thatthe target takes three less hits than normal from any attack.

• 1/2 — This stat usually indicates “Plate” armor and indicates thatthe target takes half of normal damage from any attack (round up).

Example: Cro the Goblin attacks the Troll and delivers 11hits. However, the Troll has -2 armor (his natural hide) so theTroll only takes 9 hits: 9 = 11 - 2.

Example: Cro attacks a man in plate armor (1/2 damage) anddelivers 11 hits. So the man only takes 6 hits: 6 = 11 ÷ 2(rounded up).

I-9.0

MISSILE COMBATWhen the turn sequence (see I-5.0) calls for a player to make

missile attacks, each of that player’s combatants may make onemissile attack against one other combatant. A missile attack isresolved just like a melee attack.

The following restrictions apply:• A combatant may not move and make a missile attack in the same

phase (i.e., during a movement-missile phase).• The target may not be more than 20" [50cm] away (i.e., 120'

[40m]).• The target may not be engaged in a melee combat (i.e., its base may

not be in contact with the base of an enemy combatant).• The combatant making a missile attack may not be engaged in a

melee combat (i.e., its base may not be in contact with the base ofan enemy combatant).

• The attacker have a missile weapon (e.g., a combatant with only abattleaxe may not make a missile attack).

• There may not be a combatant and/or “blocking” terrain betweenthe attacker and his target (see B-3.0). For these purposes blockingterrain includes: all impassable terrain and Heavy Woods terrain.

Note: If a target occupies blocking terrain, no one may makea missile attack against him and he may not make any missileattacks.

Example: The diagram below shows the positions of theTroll, Cro, Montu, Argh, and a fourth Goblin, Nay. Player 1controls the Goblins and player 2 controls the Troll. Duringthe Player 2 movement-missile phase, the Troll may move ormake a missile attack against Montu or Cro. The Troll may notmake a missile attack against the other two Goblins — Arghis 21" [53cm] away and there are Heavy Woods between theTroll and Nay.

The Troll decides not to move and makes a missile attackagainst Montu. His attack roll (4D6-1) is 12 = 3 + 2 + 4 + 4- 1. Montu’s modified Defense is only 11 (7 normal +4 for hisshield), so the attack damages Montu. Because the Troll’sMissile Damage stat is “High”, Montu takes 7 hits = 4 + 4 -1 (for armor).

No melee attacks are made because no one is adjacent.During the following Player 1 Movement-Missile Phase, onlyMontu may make a missile attack against the Troll — Cro hasno missile attack, Argh is too far away, and there are HeavyWoods between Nay and the Troll.

Montu’s missile attack roll (2D6+2) is 10 = 3 + 5 + 2. TheTroll’s Defense is 10, so the attack misses.

T M A

C

N

1 in

2.5 cm

HeavyWoods

Stream

Brush N

16

S — STANDARD GAME

S-1.0

INTRODUCTIONThe Bladestorm Standard Game is designed to introduce all of the

key elements of resolving a battle in a skirmish system. All of thematerial presented in the Basic Game and the Intermediate Game isrepeated in the Standard Game. Thus, more experienced players canskip the Basic and Intermediate Games and proceed directly to theStandard Game.

The game mechanics presented in the Standard Game are:

Conventions .................................... Section S-2.0Environment ................................... Section S-3.0Combatants ..................................... Section S-4.0Turn Sequence ................................ Section S-5.0Movement ....................................... Section S-6.0Melee Combat ................................ Section S-7.0Damage ........................................... Section S-8.0Missile Combat .............................. Section S-9.0Morale .......................................... Section S-10.0Unit Effects .................................. Section S-11.0Special Combatants ...................... Section S-12.0Bladestorms .................................. Section S-13.0

NEW MATERIALFor players who have played the Basic and Intermediate Games,

new material in Sections S-1.0 to S-9.0 is marked like this paragraph(i.e., with a bar on the side). Since all of the material in Sections S-10.0 to S-12.0 is new, it is not marked with bars.

The new game mechanics presented in the Standard Game are:

New Terrain Types .................................. Environment, S-3.0New Combatant Stats ............................... Combatants, S-4.0Facing, Terrain Effects ................................ Movement, S-6.0Facing, Terrain Effects ......................... Melee Combat, S-7.0Range, Blocking Terrain ..................... Missile Combat, S-9.0Morale .............................................................Morale, S-10.0Unit Effects ............................................. Unit Effects, S-11.0Leaders, Heroes, and Monsters .. Special Combatants, S-12.0

S-2.0

CONVENTIONS

S-2.1 DICE ROLLSIn most games, it is necessary to generate a random number in

order to determine the result of an action (e.g., an attack). ABladestorm player generates such random numbers by rolling dice.

There are two types of dice used in Bladestorm: 6-sided dice and10-sided dice. A 6-sided die gives a result between 1 and 6,inclusive. Such a roll is referred to as “D6”. A 10-sided die actuallygives the results: 0, 1, 2, 3, 4, 5, 6, 7, 8, and 9 — but the 0 is treatedas a 10. Thus, a 10-sided die gives a result between 1 and 10. Sucha roll is referred to as “D10”.

Multiple Dice — If more than one die is to be rolled, the number ofdice precedes the “D”.

Example: 3D6 indicates that three 6-sided dice are to berolled. 2D10 indicates that two 10-sided dice are to be rolled.

An Addition: A fixed number may be added to a die roll.

Example: “1D10+4” means: the result of a 10-sided die plusfour. If the 10-sided result is a 7, then the result of the roll is11 = 7 + 4.

A Multiplier: The results of a dice roll may be multiplied by anumber (#) indicated by “x#” following the dice roll indicator.

Example: “1D6x2” means: multiply the results of a 6-sideddie roll by two. If the 6-sided result is a 4, then the result of theroll is 8 = 4 x 2.

A DICE “R OLL ”The result of a dice roll is the total of all dice rolled — after

modification by additions and multipliers (see above).

Example: “2D6+1D10x2+4” means: two 6-sided dice plusthe result of a 10-sided die multiplied by 2 plus four. If the two6-sided results are 2, 5 and the 10-sided result is a 7, then theresult of the roll is 25 = 2 + 5 + (7 x 2) + 4.

Example: “2D6x3+1D10+2” means: two 6-sided dice mul-tiplied by 3 plus the result of one 10-sided dice plus two. If thetwo 6-sided results are 3, 4 and the 10-sided result is a 2, thenthe result of the roll is 27 = [(3 + 4) x 3] + 2 + 4.

17

FRACTIONSIf the rules call for a fraction of a value to be used (e.g., half, one-

third, etc.), round up any results. For example, half of 5 would givea result of 3, one third of 7 would give 3, etc.

English Movement Rate reductions are the exception to this rule(see S-6.1 and S-11.2) — in these cases, increase fractions to thenearest half inch (e.g., 5.25 to 5.5, 6.75 to 7, etc.).

S-2.2 THE TIME SCALEIn Bladestorm, combatants fight and move in terms of a fixed

period of battle time called a turn (see S-5.0). Each turn represents10-30 seconds of battle time, but a given turn may take much moretime for the players to actually resolve. During a given turn eachcombatant may only move once (see S-5.0).

S-2.3 THE SIZE/DISTANCE SCALETo fight skirmish battles it is impossible to use the real sizes/

distances for the combatants and the area in which they fight. Insteadwe will use “scaled down” sizes: every one inch of size/distance ina Bladestorm skirmish battle represents six feet in the “real world.”In metric terms, 25 millimeters represents two meters.

6 feet = 1 inch ≈ 25 millimeters = 2 meters

Example: A 1" [25mm] high miniature can represent a 6'[2m] tall man, while a 1.5" [40mm] high Troll miniature canrepresent a 9' [3m] tall Troll. If a Troll can move 42' [14m] in10 seconds, the miniature representing the Troll can move 7"[18cm] in a turn.

Note: These rules use English measurement (i.e., inches andfeet). An equivalent Metric measurement is provided in brack-ets after each occurence of an English measurement. TheMetric measurements have been rounded to the nearest mil-limeter, centimeter, or meter and thus are not exactly equal tothe English measurements.

Note: Normally, a player may measure a distance (e.g., for thepurposes of movement, missile fire, etc.) only after committingto perform the action being measured for.

S-2.4 BASESThe Bladestorm rules assume that each miniature is mounted on

a base that is proportional to its size. A base gives a miniaturestability, and it also gives a representation of the minimum spacerequired for the miniature to move and fight. See page 5 forguidelines for base sizes and for mounting miniatures on bases.

S-3.0

ENVIRONMENTThe combatants in a skirmish battle fight in an environment which

consists of a playing surface, and terrain which is placed on it. Theplaying surface can be any regular surface on which the miniaturescan be set up and moved (e.g., a table top, the floor, etc.).

Terrain consists of objects placed on the playing surface torepresent various features of the battlefield (e.g., trees, bushes,buildings, roads, walls, etc.). These terrain features can be pur-chased commercially or they can be created from common every dayobjects. For example, you can use a box to represent a house, acouple of pieces of cardboard to represent a hill, balls of cotton torepresent bushes, etc.

For the Standard Game, we will present a number of terrain typeswhich will have an effect on play — movement (I-6.0), combat (I-7.0), and morale (I-10.0). The terrain types are:

• Clear• Brush• Light Woods• Medium Woods• Heavy Woods• Slopes• Streams• Impassable

HeavyWoods

Stream

Brush

N

1 in

2.5 cm

MediumWoods

LightWoods

Clear

Slopes

Wall(impassable)

18

S-4.0

COMBATANTSEach combatant in a skirmish battle is represented by a miniature

and a set of statistics called his stats. These stats will be explainedin the following sections on movement (S-6.0), combat (S-7.0), andmorale (S-10).

For the Standard Game, the following stats are used:

Stat Abbreviation Stat AbbreviationMovement Rate ................. MR Defense ........................ DefMelee Attack ................... MeA Shield Bonus ................. SBMelee Damage ................ MeD Armor ............................. ArMissile Attack ................. MsA Morale ........................... MoMissile Damage ............... MsD Endurance ...................... EnRange Mod ........................ RM

SEA-TROLL CRO, Greater Goblin(Large Claws, Thrown Rocks (2H-sword,

Rigid Leather Armor) Chain Armor)

Move. Rate .. 7"(5.5"/3.5") Move. Rate ....... 6"(4.5"/3")[18cm (14cm/9cm)] [15cm (11cm/8cm)]

Melee Attack ......... 3D6+4 Melee Attack .. 2D6+D10+3Melee Damage .... High+2 Melee DamageHigh+Low+2Missile Attack ....... 4D6-1 Missile Attack ............ noneMissile Damage ........ High Missile Damage .......... noneRange Mod ....... -2 per 10" Range Mod ................. none

[-2 per 25cm]Defense ......................... 10 Defense ............................. 9Shield Bonus ............... +0 Shield Bonus .................. +0Armor ........................... -2 Armor .............................. -3Morale ............................ 6 Morale .............................. 7Endurance (51) ❏ Endurance (18)

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏

❏❏❏❏❏ m❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏

ARGH, Lesser Goblin MONTU, Lesser Goblin(Scimitar, Throwing Daggers, (Scimitar, Throwing Daggers,Shield, Soft Leather Armor) Shield, Soft Leather Armor)

Movement Rate5"(4"/2.5") Movement Rate 5"(4"/2.5")[13cm (10cm/7cm)] [13cm (10cm/7cm)]

Melee Attack ......... 3D6-2 Melee Attack ............ 3D6-1Melee Damage .... High+2 Melee Damage ........ High+2Missile Attack ....... 2D6+2 Missile Attack ......... 2D6+2Missile Damage ........ High Missile Damage .......... HighRange Mod-2 per 5" [13cm] Range Mod-2 per 5" [13cm]

[-2 per 13cm] [-2 per 13cm]Defense ........................... 7 Defense ............................. 7Shield Bonus ............... +4 Shield Bonus .................. +4Armor ........................... -1 Armor .............................. -1Morale ............................ 9 Morale .............................. 9Endurance (10) ❏❏❏❏❏ Endurance (10) ❏❏❏❏❏

m❏❏❏❏❏ m❏❏❏❏❏

S-5.0

TURN SEQUENCEIn the Basic Game, one player moves all of his combatants and

then melee combat occurs between combatants in base-to-basecontact. Then the other player moves all of his combatants and meleecombat occurs again. In the Standard Game, this sequence ismodified to include missile attacks (see S-9.0).

A Standard Game turn consists of the following phases:

Player 1 Movement-Missile PhaseMove or Missile Attack ................................ S-6.0 & S-9.0Rally ......................................................... S-10.0 & S-11.5

Melee Combat Phase ......................................................S-7.0

Player 2 Movement-Missile PhaseMove or Missile Attack ................................ S-6.0 & S-9.0Rally ......................................................... S-10.0 & S-11.5

Melee Combat Phase ......................................................S-7.0

During its movement-missile phase, a combatant may eithermove or make a missile attack, but not both. A player must make allof his missile attacks before moving any combatants.

A battle is resolved as a series of turns, which continues until a winoccurs. Each individual scenario (see the Scenario Book) willindicate when a win occurs and which player is Player 1 and whichis Player 2.

S-6.0

MOVEMENTDuring his movement-missile phase, a player may move some,

all, or none of his combatants. Each combatant may move (in anydirection) a distance up to its Movement Rate. Distance is measuredfrom the center of a miniature’s front edge. Once all of a combatant’sMovement Rate has been used, it may not be moved again during thecurrent turn.

The following restrictions apply:• A combatant may not move and make a missile attack in the same

phase (i.e., during its movement-missile phase).• A combatant may not move through another miniature. That is, a

combatant’s base may not pass through the area occupied byanother miniature’s base.

• A combatant may not move through impassable terrain.• A combatant’s Movement Rate may be affected by the terrain it

moves through (see S-6.1).

Note: Three numbers are provided for the Movement Ratestat. The first number is the normal (x1) Movement Rate, thesecond is the x3/4 MR, and the third is the x1/2 MR (see S-6.1).[The numbers in brackets are Metric Movement Rates(see B-2.3)].

19

S-6.1TERRAIN EFFECTSCertain types of terrain are more difficult to move through than

clear terrain.

If a combatant moves through terrain other than Clear, Brush, orLight Woods, its Movement Rate for that turn is reduced to eitherhalf of normal (x1/2) or three quarters of normal (x3/4) — increasefractions up to nearest ‘half inch’ [cm]. The Movement Rate reduc-tion is determined by the type of terrain moved through (see theCombatant Terrain Effects Chart). Regardless of how much restric-tive terrain a combatant moves through, its Movement Rate willnever be reduced below half of normal.

Note: A combatant’s Movement Rate for an entire turn isreduced by entering restrictive terrain. Thus, a combatantwho has already moved more than half of its Movement Ratemay not enter Heavy Woods terrain or Stream terrain.

Note: Three numbers are provided for the Movement RateStat. The first number is the normal (x1) Movement Rate, thesecond is the x3/4 MR, and the third is the x1/2 MR. Thefractions are already rounded to nearest ‘half inch’ (cm).[The numbers in brackets are Metric MR’s (see S-2.3)].

If a combatant moves through several different types of terrainduring a given turn, its Movement Rate is modified by the highestreduction involved. For example, if a combatant moves throughBrush terrain (x1), Medium Woods terrain (x3/4), and Streamterrain (x1/2) during its turn, its Movement Rate is 1/2 of normal.

Example: The Troll (a Movement Rate of 7" [18cm]) startshis position at the point marked “x”. If he moves towards point“y”, he moves through 2" [5cm] of Clear terrain and thenenters Heavy Woods terrain (x1/2). This reduces his MR forthe turn to 3.5" [9cm] (half of 7" [18cm]), so he can only move1.5" [4cm] further during his movement-missile phase.

Once again, the Troll starts at point “x” and then movestowards point “z”. He moves through 1" [2.5cm] of clearterrain and then enters a 1" [2.5cm] wide Stream (x1/2) withHeavy Woods (x1/2) on the other side. This again reduces hisMR for the turn to 3.5" [9cm] (half of 7" [18cm]), so he couldcross the stream and move up to 1.5" [4cm] on the other side.The Heavy Woods on the other side does not slow him furtherbecause his MR has already been reduced to 1/2 of normal dueto his passage through the stream.

Once again, the Troll starts at point “x” and then movestowards point “w”. He moves through 2" [5cm] of Clearterrain and then 2" [5cm] of Brush terrain (does not reducehis Movement Rate) and then stops in front of an impassablewall. He could move 3" [8cm] along the edge of the wall, butthe Troll wants to stop with his back to the wall so that a limitednumber of foes can attack him.

COMBATANT TERRAIN EFFECTS CHARTMelee Missile Terrain

Defense Defense MoraleTerrain Movement Terrain Terrain RollType Reduction Mod. Mod. Mod.

Clear x1 +0 +0 +0

Brush x1 +0 +2 +1

Light Woods x1 +1 +3 +1

Medium Woods x3/4 +2 +4 +2

Heavy Woods x1/2 +4 n/a +3

Streams x1/2 -2 +0 -1

Slope * x3/4 +2 +1 +2

Impassable n/a n/a n/a n/a

n/a = Movement not allowed.* — If a target is above an attacker, the target is said to be

“Up Slope” from the attacker. Only a target “Up Slope”from an attacker receives the modifications listed aboveand only movement “Up Slope” receives the movementreduction above.

S-6.2 FACINGAfter each combatant is moved, it must be “faced” in a specific

direction. Facing determines a combatant’s front, flank. and rear. Aunit’s facing will affect its ability to make attacks (see S-7.0 & S-9.0)and it may affect attacks made against the combatant (see S-8.0).

DEFENDER FACINGAfter all of the moving player’s combatants are moved, the non-

moving player may face each of his combatants in a specificdirection. This represents the defender combatants reacting to themovement of their opponents.

Note: “Units” may not perform this action (see S-11.1 andS-11.4) .

S-6.3 WEAPON IN USEIf a combatant has more than one weapon, only one weapon can

be used each phase. However, it can be any weapon that thecombatant has and the weapon used can change each phase.

N Front

Rear

FlankFlank

1 in

2.5 cm

20

S-6.4 MOVEMENT RESTRICTIONSThe Bladestorm turn sequence (see S-5.0) requires one player to

move his combatant and then the other player to move his combatants.However, combatants move simultaneously during a real battle. Inorder to minimize the unrealistic effects of such “alternating” move-ment, the following movement restrictions must be adhered to:• No combatant may move within one inch [Metric: 25mm] of an

opposing combatant unless the moving combatant is movingdirectly away from the unit or it is moving directly into “base-to-base contact” with the unit (i.e., into melee combat).

• No combatant or “unit” (see S-11.0) may move within two inches[Metric: 5cm] of a unit unless the moving combatant/unit ismoving directly away from the unit or it is moving directly into“base-to-base contact” with the unit (i.e., into melee combat). Thetwo inch [5cm] effect represents the coordinated effectiveness andpresence of a unit as compared to a single combatant.

Note: Units may freely move within an inch [25mm] ofindividual combatants.

Example: A combatant entering area “A” in the diagrambelow must move into base-to-base contact with Cro’s front.If entering area “B”, he must contact Cro’s left flank. Ifentering area “C”, he must contact Cro’s right flank. Ifentering area “D”, he must contact Cro’s rear.

S-7.0

MELEE COMBATWhen the turn sequence (see S-5.0) calls for melee (i.e., hand-to-

hand) combat to occur, each combatant may make one attackagainst one other combatant (called the target of the attack). Thefollowing restriction apply:

• One edge of the target’s base must be in contact with one edge ofthe attacker’s base (i.e., they may not just touch at a corner). Thearea of contact must be at least 1/4" (6mm).

• The target must be in front of the attacker (see S-6.2).• The attacker must be using a melee weapon (e.g., a combatant using

a bow may not make a melee attack).

Though combat is simultaneous, the player that just moved hiscombatants may resolve his attacks first. Attacks are announced andresolved one at a time.

Note: All combatants get to make their attacks before anycombatants are removed from play.

DETERMINING ATTACK RESULTSTo determine the result of an attack, roll the dice (see S-2.1)

indicated by the attacker’s Melee Attack stat. This is called the“attack roll.” There can be four different attack results:1) The attack automatically does no damage (i.e., it misses) if two or

more die results are ones.2) If result 1) does not apply — the attack automatically damages the

target if the result on the “Death Die” is a one. When an attack isrolled, a player must use one and only one black six-sided die; thisis the “Death Die.”

3) If results 1) and 2) do not apply — an attack damages the targetif the attack roll exceeds the target’s “Modified Defense,” whichis its Defense stat plus any applicable modifications (see below).

4) If results 1), 2), and 3) do not apply — the attack does no damage.

Example: Suppose we have a 2D6+D10+3 attack beingmade against a Modified Defense of 10. The “Death Die” isthe first result listed in each case.

Case 1 — The die rolls are 1, 6, 1. There are two 1’s, so theattack does no damage, even though the total of 12 (1+6+1+3)exceeds the Modified Defense of 10.

Case 2 — The die rolls are 1, 3, 2. There is a 1 on the DeathDie, so the attack automatically damages the target, eventhough the total of 9 (1+3+2+3) does not exceed the ModifiedDefense of 10.

Case 3 — Die rolls are 4, 1, 7, attack damages the target;total of 15 (4+1+7+3) exceeds the Modified Defense of 10.

Case 4 — The die rolls are 2, 4, 1, attack does not damagethe target; total of 10 (2+4+1+3) does not exceed the Modi-fied Defense of 10.

MELEE DEFENSE MODIFICATIONSThe following Defense modifications will be discussed in the next

few sections.

Shield Bonus .................................... Target’s Shield Bonus stat

Melee Defense Terrain Mod Based on Terrain Target Occupies

+2 .................................. If Target is “Up Slope” from Attacker-2 ...................................... If Attacker is on the Target’s “Flank”

-5 ..................................... If Attacker is on the Target’s “Rear”

Example: A combatant/unit entering area “A” in the dia-gram below must move into base-to-base contact with theunit’s front. If entering area “B”, it must contact unit’s leftflank. If entering area “C”, it must contact unit’s right flank.If entering area “D”, it must contact unit’s rear.

N

Front

Rear

A

B

D

CCro

CombatantExampleDiagram

1 in

2.5 cm

NFront

Rear

A

B C

D

UnitExampleDiagram

1 in

2.5 cm

21

MELEE ATTACK ROLL MODIFICATIONSThe following Melee Attack roll modifications will be discussed

in the next few sections.

Leader Bonus .............................. Based on Leader (see S-12.1)

Formation Bonus ..... If combatant is part of a unit (see S-11.0)

-5 ...................................... If Attacker is Disrupted (see S-10.0)

S-7.1 TERRAIN MODIFICATIONSCertain types of terrain make a target easier or more difficult to

attack.

Whenever an attack is made against a target, the target’s Defenseis modified by an amount determined by the terrain that the targetoccupies (see the Combatant Terrain Effects Chart).

Use common sense and the following guidelines to determinewhat terrain type a combatant occupies:

• If any part of the base of a combatant is in “Stream” terrain, thecombatant occupies Stream terrain.

• Otherwise, if more than half of the base of a combatant is in acertain type terrain, the combatant occupies that type of terrain.

• Otherwise, the combatant occupies clear terrain (or use commonsense to determine terrain type).

Example: Cro the Goblin is in some Heavy Woods next to astream. He is being attacked by the Troll standing in thestream. Cro’s Modified Defense is 12 = 9 + 3. The Troll’sModified Defense is 8 = 10 + (-2).

S-7.2 SHIELD BONUSESA target’s shield makes the target harder to attack.

Whenever an attack is made against a target, the target’s Defensemay be modified by its Shield Bonus stat. This modification can beapplied against one and only one attack during each phase. TheShield Bonus may only be used against an attack made by anopponent in front of the target or against a target on the target’sshield flank (assume left side unless specified otherwise).

Note: The Shield Bonus can be used in the movement-missilephase (see S-9.0) and against one melee attack in the MeleeCombat Phase.

Example: Two Trolls, Rumlar and Barut, attack Belluk theGoblin. Rumlar is attacking on Belluk’s left flank and Barut isattacking on Belluk’s front. Thus, Belluk may use his +4Shield Bonus against either foe (but only against one of them).If Rumlar had not been extremely old and slow of wit, he wouldhave attacked Belluk’s right flank and Belluk would not havehad the choice of using his Shield Bonus against him. Bellukuses his Shield Bonus against Barut (he is from the great whiteNorth lands, and thus is unusually dense in both body andmind) — his Modified Defense against Barut’s attack is11 = 7 +4.

S-7.3 FLANK AND REAR ATTACKSAttacks made against a target’s “flank” and “rear” are more

effective.

If a combatant that is making an attack is in contact with a targetsflank (see S-6.2), the target’s Defense is modified by -2. If acombatant that is making an attack is in contact with a target’s rear(see S-6.2), the target’s Defense is modified by -5.

Note: Flank and Rear modifications do not apply to Missileattacks.

Note: A combatant can change its facing after its opponentsmove (see S-6.2). So, normally, flank and rear attacks againsta combatant are possible only if two or more combatantsattack the same foe.

Example: In the example in S-7.2, Rumlar is attacking Belluk’sflank. Remember, Belluk did not use his Shield Bonus tomodify his Defense against Rumlar (Belluk is young and hasno respect for the aged Rumlar). Thus, Belluk’s ModifiedDefense is only 5 = 7 + (-2) against Rumlar’s feeble attack.

UP SLOPE MODIFICATIONIf a target is “above” an attacker, the target is said to be “Up Slope”

from the attacker. A target “Up Slope” from an attacker receives a+2 modification to its Defense stat.

Example: In the diagram below, the Troll is “above” Cro theGoblin. The Troll’s Modified Defense against attacks made byCro is 12 = 10 +2.

1 in

2.5 cm

N Barut

BellukRumlar

Ba

BeRu

22

S-8.0

DAMAGEAn attack roll determines whether or not an attack damages a

target (see S-7.0). See B-8.4 for a detailed combat example.

S-8.1 HITS TAKENIf a target is damaged, its Endurance stat is decreased by an

amount indicated by the attacker’s Melee Damage stat (e.g., High,Low, Highx2, etc.). See the section below on “Damage Results” fora discussion of how High, Medium, and Low results are obtained.This damage is based upon the attack roll, so don’t move the attackroll dice until after damage has been applied.

To record damage, check off boxes next to the target’s Endurancestat. Each box checked off is called a “hit”; damage is often referredto as “hits taken.”

After all attacks have been resolved, any combatant whoseEndurance stat is zero or less (i.e., all of its boxes have beenchecked) is removed from the game. Such a combatant is assumedto be incapacitated, killed, or unconscious for the rest of this battle,etc.

Note: This removal process takes place after all attacks havebeen resolved. Thus, all combatants get to make their attacksbefore any combatants are removed from play. Therefore,combat is simultaneous.

S-8.2 DAMAGE RESULTSThe Melee Damage stat will indicate a damage result based upon

“High Damage”, “Low Damage”, “Medium Damage”, or “FixedDamage.”

High Damage — The target takes a number of hits equal to thehighest die already rolled. If more than one die are highest, thedamage taken is equal to the sum of the highest dice.

Example: An attack roll of “3D6+7” results in die results of3, 5, and 1. “High” damage from such an attack would be 5hits. If the rolls were 2, 4, and 4, the “High” damage would be8 = 4 + 4 because both 4’s are high. If the rolls were 2, 2, and2, the “High” damage would be 6 = 2 + 2 + 2.

Low Damage — The target takes a number of hits equal to thelowest die already rolled. If more than one die are lowest, thedamage taken is equal to the sum of the lowest dice.

Example: An attack roll of “3D6” results in die results of 6,4, and 1. “Low” damage from such an attack would be 1 hit.If the rolls were 3, 4, and 3, the “Low” damage would be 6 =3 + 3, because both 3’s are low. If the rolls were 4, 4, and 4,the “Low” damage would be 12 = 4 + 4 + 4.

High+Low Damage — The target takes a number of hits equal tothe sum of the highest die and the lowest die already rolled. If morethan one die are lowest or highest, the damage taken is equal to thesum of all three of the dice.

Example: An attack roll of “3D6” results in die results of 6,4, and 1. “High+Low” damage from such an attack would be7 = 6 + 1. If the rolls were 3, 4, and 3, the “High+Low”damage would be 10 = 4 + 3 + 3 because both 3’s are low.

Medium Damage — If there is a high die rolled, a low die rolled,and a die (or dice) rolled with a value between the high and the low,the target takes a number of hits equal to the mid-range die (or dice)already rolled. If there is no mid-range die roll, the damage taken isequal to the sum of the highest dice.

Example: An attack roll of “3D6” results in die results of 6,4, and 1. “Medium” damage from such an attack would be 4hits. If the rolls were 3, 4, and 3, the “Medium” damage wouldbe 4 because the 4 is high. If the rolls were 5, 4, and 5, the“Medium” damage would be 10 = 5 + 5 because both 5’s arehigh.

Fixed Dice Damage — The number of hits that a target takes isequal to the result of one of the dice already rolled. If more than onedie of the type indicated have been rolled, the highest one is used.In a similar manner, more than one die may be specified.

Example: An attack roll of “3D6+1D10+3” results in dieresults of 6, 4, 1, and 9 (for the 10-sided die). “1D10” damagefrom such an attack would be 9 hits. “2D6” damage from suchan attack would be 10 = 6 + 4 (i.e., the highest two 6-siders).

S-8.3 DAMAGE RESULT MODSAs with normal dice rolls (see S-2.1) damage results can be

modified by additions and multipliers.

Example: An attack roll of 3D6 results in die results of 6, 4,and 1. “Low+2” damage from such an attack would be 3 =1 + 2. If the rolls were 3, 4, and 3, the “Low+2” damage wouldbe 8 = 3 + 3 + 2 .

Example: An attack roll of 3D6 results in die results of 6, 4,and 2. “Lowx3” damage from such an attack would be 6 = 2x 3. If the rolls were 3, 4, and 3, the “Lowx3” damage wouldbe 18 = (3 + 3) x 3 .

S-8.4 ARMOR EFFECTSA target’s armor can reduce the damage taken from an attack.

The four Armor stats used in the Standard Game are:• -1 — This stat usually indicates “Soft Leather” armor and indicates

that the target takes one less hit than normal from any attack.• -2 — This stat usually indicates “Rigid Leather” armor and

indicates that the target takes two less hits than normal from anyattack.

• -3 — This stat usually indicates “Chain” armor and indicates thatthe target takes three less hits than normal from any attack.

• 1/2 — This stat usually indicates “Plate” armor and indicates thatthe target takes half of normal damage from any attack (round up).

Example: Cro the Goblin attacks the Troll and delivers 11hits. However, the Troll has -2 armor (his natural hide) so theTroll only takes 9 hits: 9 = 11 - 2.

Example: Cro attacks a man in plate armor (1/2 damage) anddelivers 11 hits. So the man only takes 6 hits: 6 = 11 ÷ 2 (i.e.,5.5 rounded up).

23

S-9.0

MISSILE COMBATWhen the turn sequence (see S-5.0) calls for a player to make

missile attacks, each of that player’s combatants may make onemissile attack against one other combatant.

The results of a missile attack are determined in the same manneras melee attacks are resolved, except that some of the Defensemodifications are different (see S-7.0 and S-8.0).

The following restrictions apply:• A combatant may not move and make a missile attack in the same

phase (i.e., during a movement-missile phase).• The target may not be engaged in a melee combat (i.e., its base may

not be in contact with the base of an enemy combatant).• The combatant making a missile attack may not be engaged in a

melee combat (i.e., its base may not be in contact with the base ofan enemy combatant).

• The attacker have a missile weapon (e.g., a combatant with only abattleaxe may not make a missile attack).

• The target must be in the “Front Firing Arc” of the attacker (see thediagram below).

• There may not be a combatant and/or “blocking” terrain betweenthe attacker and his target (see S-3.0). To determine if there isblocking terrain, just place a straight edge or string between thecenter of the closest edge of the target and the center of the frontedge of the attacker — if the straight edge intersects any terrain,that terrain is “blocking Terrain”. For these purposes blockingterrain includes: combatants, Impassable terrain, and Heavy Woodsterrain.

Note: If a target occupies blocking terrain, his edges areassumed to be in the blocking terrain. Thus, no one may makea missile attack against him and he may not make any missileattacks.

Note: Combatants are assumed to be able to use their meleeweapons and missile weapons interchangeablly.

MISSILE ATTACK ROLL MODIFICATIONSThe following Missile Attack roll modifications will be discussed

in the next few sections.

Range Modification .......... based on attacker’s Range Mod stat

Leader Bonus .............................. Based on Leader (see S-12.1)

Formation Bonus ..... If combatant is part of a unit (see S-11.0)

-5 ...................................... If Attacker is Disrupted (see S-10.0)

RANGE MODIFICATIONSIn the Standard Game, the ranges for missile attacks are no longer

restricted to 20" [50cm]. Instead, each missile attack has a RangeMod stat associated with it.

The Range Mod stat indicates a modification and a distanceincrement (e.g., -2 per 10" [25cm] implies a modification of -2 anda distance increment of 10" [25cm]). The Range Mod modificationis applied to the target’s Defense once for each distance incrementabove the first between the attacker and the target.

Example: The range modification for -2 per 10" [25cm] is: 0for 0.1"-10" [0.25-25cm], -2 for 10.1"-20" [25.1-50cm], -4for 20.1"-30" [50.1-75cm], etc.).

Example: The diagram below shows the positions of theTroll, Cro, Montu, Argh, and a fourth Goblin, Nay. Player 1controls the Goblins and player 2 controls the Troll. Duringthe Player 2 movement-missile phase, the Troll may move ormake a missile attack against Montu (11" [28cm] away) orCro (6" [15cm] away). The Troll may not make a missileattack against the other two Goblins — Argh is not in front ofhim, and there are Heavy Woods between the Troll and Nay.

The Troll decides not to move and makes a missile attackagainst Montu; his Range Mod stat is -2 per 10" [25cm]. Hisattack roll (4D6-1) is 13 = 6+2+4+4-1 - 2 (for the 11" [28cm]range). Montu’s modified Defense is 11 (7 normal +4 for hisshield), so the attack damages Montu. Because the Troll’sMissile Damage stat is “High”, Montu takes 5 hits = 6 - 1 (forarmor).

No melee attacks are made because no one is adjacent.During the Player 1 Movement-Missile Phase, only Montumay make a missile attack against the Troll; his Range Modstat is -2 per 5" [13cm]. Cro has no missile attack, Argh is toofar away, and there are Heavy Woods between Nay and theTroll.

Montu’s missile attack roll (2D6+2) is 7 = 4+5+2 - 4 (forthe 11" [28cm] range). The Troll’s Defense is 10 (his normalDefense), so the attack misses.

MISSILE DEFENSE MODIFICATIONSThe Modified Defense for the target of a missile attack consists of

the target’s Defense stat plus any of the following modifications thatapply (see S-7.0 and below).

Shield Bonus .................................... Target’s Shield Bonus stat

Missile Defense Terrain Mod. ................. Based on the Terrain“Between the Target and the Attacker”

+1 .................................. If Target is “Up Slope” from Attacker

Note: Flank and Rear modifications do not apply to Missileattacks.

NFrontFiringArc

1 in

2.5 cm

N

11 in.6 in.

T

A C

M

24

SHIELD BONUSA target’s Defense against a missile attack is modified by its

Shield Bonus (see S-7.2) only if the missile attack comes from thetarget’s front or shield flank. However, the Shield Bonus applies tothe target’s Defense against all missile attacks coming from its frontand shield flank (see S-7.2).

TERRAIN MODIFICATIONSA target’s Defense stat against a missile attack is modified by the

Missile Defense Terrain Mod. of any non-clear terrain between theattacker and the target (see the Combatant Terrain Effects Chart inS-6.0). Such modifications are cumulative.

Example: The Troll throws a rock at Cro whose Defense isnormally 9. However, there is Brush terrain (+1 Mod.) andLight Woods terrain (+3 Mod.) between the Troll and Cro. SoCro’s Defense is 13 = 9 + 1 +3 against the Troll’s missileattack.

S-10.0

MORALEMorale reflects how resistant a combatant is to panic and demor-

alization on the battlefield.

Note: None of the material in S-10.0 was included in the BasicGame.

A combatant must make an immediate Morale Roll whenever itsEndurance is reduced to half of normal (round up). This occurs whenthe last box before “m” is checked off next to its Endurance stat.

To make a Morale Roll, roll 3D6 and add any applicable modifi-cations (see below). If the result is greater than the combatant’sMorale stat, the Morale Roll is successful and the combatant mayoperate normally. Otherwise, the Morale Roll fails and the combat-ant is disrupted; mark a “D” next to the combatant on its record sheet.

Example: A Sea-troll is fighting Cro the Goblin (see S-4.0).Cro has already taken 6 hits and his Endurance is 18; thus, ifCro takes 3 or more hits, he will have to make a Morale Roll.Cro takes 5 hits of damage and Cro rolls 2, 5, and 1 for his 3D6Morale Roll. Since this total (8) does not exceed his Moralestat of 9, he fails his Morale Roll and is disrupted.

MORALE ROLL MODIFICATIONSIf applicable, the following modifications may be added to a roll

for a Morale Roll:

Leader Bonus .............................. Based on Leader (see S-12.1)

Terrain Morale Roll Mod. ............. Based on Terrain Occupied(see S-7.1 and the Combatant Terrain Effects Chart)

Example: In the example above, if Cro have been in MediumWoods when he made his Morale Roll of “8”, the roll wouldhave been modified by a +2 Terrain Morale Roll Modifica-tion. This modified roll would have exceeded his Morale statof 9, and he would not have become disrupted.

EFFECTS OF DISRUPTIONA disrupted combatant operates under the following restrictions:

• If a disrupted combatant is within 1" [25mm] of any opposingcombatant at the start of its movement-missile phase, it must moveso that it is not within 1" [25mm] of any opposing combatants (i.e.,it must try to avoid melee combat). If this is not possible, thecombatant remains in place.

• All attacks made by a disrupted combatant are modified by -5.

RALLYINGAt the end of his movement-missile phase, a player may make a

Morale Roll (3D6+Modifications as described above) for each of hisdisrupted combatants:

• If the modified Morale Roll is greater than the combatant’sMorale+5, the combatant is no longer disrupted and may operatenormally.

• If the modified Morale Roll is less than or equal to the combatant’sMorale stat, the combatant panics and flees the battle. Remove thecombatant from the game — the combatant is killed, captured, orescapes.

• Otherwise, the combatant is still disrupted.

Example: In first example above Cro is disrupted and mustmake a Morale Roll at the end of his next movement-missilephase. Since there are no applicable modifications, if Cro’sMorale roll is greater than 14 (= 9 + 5), he will no longer bedisrupted. If the roll is less than or equal to 9 (his Morale stat),Cro is removed from play. If the roll is greater than 9 and lessthan 15, Cro remains disrupted.

25

S-11.0

UNIT EFFECTSA unit is a group of similar combatants who move and fight

together in a battle.

Note: None of the material in S-11.0 was included in the BasicGame.

In a skirmish battle it is often useful to be able to organize andmove combatants as “units.” Not only does this make a large numberof combatants easier to handle, but it also helps represent militaryorganization and a command structure. The more combatants in-volved in a battle, the more important the use of units becomes.

ADVANTAGES AND DISADVANTAGESThe stats of combatants in a unit are modified by the type of

formation that the unit is in (see S-11.1). So a combatant in a unit willhave bonuses for Morale Rolls, melee attacks, Defense, etc. How-ever, combatants in a unit usually are more restricted in terms ofmovement (see S-11.2).

UNIT STATSThe stats for combatants in a unit will be provided as part of a “unit

description” (see below). A unit can break into individual combat-ants if it takes heavy losses (see S-11.1) or if it chooses to do so (seeS-11.3). In this case, each combatant of a unit:

• Has the same stats as indicated in the unit description• Uses a different line of boxes to keep track of his Endurance

Note: Four numbers are provided for the Movement Rate: thefirst number is the normal (x1) movement rate, the second isthe x3/4 MR, the third is the x1/2 MR, and the fourth is the x1/4 MR (see S-11.2). The fractions are already rounded tonearest ‘half inch’. [The numbers in brackets are MetricMovement Rates rounded to the nearest cm (see S-2.3)].

S-11.1 FORMATIONSIn the Standard Game, a unit must be in one of four formation

states (changing formations is discussed in S-11.3):

• Battle Order formation• General Order formation• Disbanded (i.e., operating as individual combatants)• Destroyed

BATTLE ORDERThe standard formation for a battle. A unit in battle order is very

good in combat but relatively slow for movement purposes.

• The individual combatants of a unit must abut at the edges of theirbases (i.e., the edges must touch along their entire lengths).

• The individual combatants of a unit must be arranged in “rows” thatabut at the edges of the bases of the individual combatants. Thenumber of combatants per row may not vary by more than one.Exception: If several combatants are left over after the rowsare organized, they may be placed at the rear of the unit (seediagram). These extra rear combatants do not count as a row,but they may be attacked and defend normally as “rear”combatants of the unit.

• There must be at least two rows, and each row must have at leasttwo combatants.

• All of the individual combatants of a unit in Battle Order must befaced towards the front of the unit (i.e., facing forward from thefront row).Exception: If an enemy combatant/unit moves into contactwith a unit’s rear or flank, the combatants in contact mayimmediately rotate to face the attackers (see S-11.4). Theflank/rear modifications still apply (see S-11.4).

GOBLIN GUARD UNIT (8)Move. Rate: ............. 5" (4/2.5/1.5) [13cm(10/7/3)] Morale: ..... 9

Defense: ........ 7 Shield Bonus: ..... +3 S. Leather Armor: ... -1

Endurance: ........ 10

Weapon Attack Damage RangeScimitar .............. 3D6-1 ............... High+2 .......... NoneDagger ................ 2D6+2 .............. High .............. -2 per 5" [13cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏❏ : #5 ❏❏❏❏❏ m❏❏❏❏❏ :#2 ❏❏❏❏❏ m❏❏❏❏❏ : #6 ❏❏❏❏❏ m❏❏❏❏❏ :#3 ❏❏❏❏❏ m❏❏❏❏❏ : #7 ❏❏❏❏❏ m❏❏❏❏❏ :#4 ❏❏❏❏❏ m❏❏❏❏❏ : #8 ❏❏❏❏❏ m❏❏❏❏❏ :

Melee Missile MoraleFormation Att Def Att Def Roll ModBattle Order +2 +2 +0 -1 +2General Order +0 +0 +1 +0 +1Disbanded Unit operates as individual combatants

1 in

2.5 cm

Legal, 2 rows

Illegal, only 1 row

Battle Order

Illegal, uneven rows

Legal, 3 rows Legal, 3 rowsLegal, 2 rows

Illegal, uneven rows

Illegal, bases not abutting

Front

Rear

FlankF

lank

26

GENERAL ORDERThis formation is a loose formation that must be assumed in

certain types of terrain and when a unit becomes routed (see S-11.5).It can also be referred to as “loose formation” or “skirmish forma-tion.” The following restrictions apply:

• Each individual combatant of a unit must have an edge of its basewithin 1" [25mm] at least three other combatants of the same unit.Exception: Each unit in General Order can have four “cor-ner” combatants that only have to be within 1" [25mm] of twoother combatants.

• No combatant in a unit in General Order can be closer than 1/2"[13mm] to any other combatant in the same unit.

• All of the individual combatants of a unit in General Order must befaced towards the front of the unit.Exception: If an enemy combatant/unit moves into contactwith a unit’s rear or flank, the combatants in contact mayimmediately rotate to face the attackers (see S-11.4). Theflank/rear modifications still apply (see S-11.4).

THE EFFECT OF LOSSES ON FORMATIONSDuring combat units will suffer losses and have combatants

removed. After each round of combat, each player may reorganizehis units to maintain formation. This usually involves:• Moving combatants from rear rows to front rows to fill gaps• Shortening rows to fill gaps and maintain required unit integrity• When possible, units engaged in combat must remain engaged

Legal

General Order

1 in

2.5 cm

Maximum legal separation for 2 rows

Minimum legal separation for 2 rows

Legal

SPECIAL FORMATIONSCertain units have training and capabilities that allow them to

assume “special formations” (e.g., line, column, square, hedgehog,etc.). Allowable special formations and their effects are specified ineach unit’s description. These formations are defined in the OptionalRules (see O-11.1) and are not normally used with the StandardGame.

1 in

2.5 cm

1

2

no change

3

1 2 3 4 5

6 7 8 9 10

1 3 5

6 7 8 9 10

1 7 3 5

6 8 9 10

1 2 3

4 5 6

7 8 9

10

4 2 6

7 5 9

8 10

If at the end of a melee combat phase more than half (round up)of a unit’s combatants have been removed from play, the followingprocedure must be followed:• If the unit is routed, remove all of its remaining combatants from

play.• If the unit is disrupted, the unit must break into individual

combatants, each individual combatant is disrupted, and eachremaining combatant must make an immediate Morale Roll (seeS-10.0).

• If the unit is neither routed nor disrupted, the unit must break intoindividual combatants, and each remaining combatant must makean immediate Morale Roll (see S-10.0).

Example: If the Goblin Raiding party (see S-11.0) loses fiveof its eight combatants, it must break into individual combat-ants. Each of the remaining three combatants must make aMorale Roll based upon its Morale stat of 9.

Certain large groups of combatants are given the choice ofoperating as one large unit or several smaller ones (see the ScenarioBook). When operating in its larger unit-size, such a group does notbreak up when its losses first exceed half of its combatants. How-ever, when its size is reduced to less than half of its smallest allowedunit size, it must break up into individual combatants in the mannerdescribed above.

Example: A company that consists of 20 men can operate astwo 10-man units or one 20-man unit. If the company isoperating as one 20-man unit, it does not have to break intoindividual combatants when its 11th combatant is removed.When it loses its 16th combatant, it will have to break up.

27

S-11.2 MOVEMENTA unit’s Movement Rate is given in the unit’s description. Four

numbers are provided for the Movement Rate; the first number is thenormal (x1) movement rate, the second is the x3/4 MR, the third isthe x1/2 MR, and the fourth is the x1/4 MR (see S-6.0 and below).[The numbers in brackets are Metric Movement Rates (see S-2.3).]

A unit may perform four types of movement during its movementphase:

Move ForwardBack UpTurn *

Wheel *

Each type of movement requires the use of part of the unit’sMovement Rate. As long as the unit’s Movement Rate is notcompletely used up, the unit may perform the various types ofmovement in any order. However, each unit may perform only oneWheel or one Turn during a given movement-missile phase.

Note: Remember, a unit must commit to a type of movementbefore measuring any distances. For example, a unit candeclare “move forward 2 inches [5cm],” and then measurethe 2" [5cm] and move. After that, it can declare a 1" [25mm]wheel followed by more forward movement.

MOVE FORWARDA unit moves forward in the same manner as an individual

combatant moves — it uses 1" [25mm] of its Movement Rate foreach 1" [25mm] distance moved. Distance is measured from thecenter front of the moving unit.

A unit’s Movement Rate reduction (see S-6.1) is determined bythe terrain moved through by each combatant of the unit (e.g., if anycombatant moves through x1/2 terrain, the entire unit’s MovementRate is reduced to half of normal).

The terrain Movement Rate reductions for units is based upon theunit’s formation. Note that certain formations may not enter certaintypes of terrain.

UNIT TERRAIN EFFECTS CHARTMOVEMENT REDUCTION

Terrain General Order & BattleType Individual Combatants Order

Clear x1 x3/4

Brush x1 x1/2

Light Woods x1 x1/2

Medium Woods x3/4 x1/4

Heavy Woods x1/2 n/a

Streams x1/2 x1/4

Impassable n/a n/a

Up slope * x3/4 x1/2

n/a = Movement not allowed.* — If a target is above an attacker, the target is said to be

“Up Slope” from the attacker. Only movement “Up Slope”receives the movement reduction above.

Example: A Goblin unit (5" [13cm] Movement Rate) in BattleOrder formation starts its position at the point marked “a”. Ifit moves to point “w”, it moves through Clear terrain (x3/4).This reduces its Movement Rate for the turn to 4" [10cm] (3/4’s of 5" [13cm], increased to nearest ‘half inch’ [cm]), so itcan only move 4" [10cm].

The Goblin unit starts at point “b” and then moves towardspoint “x”. It moves through 1" [2.5cm] of clear terrain (x3/4)and then enters 1" [2.5cm] of brush terrain (x1/2) with LightWoods (x1/2) on the other side. This reduces its MovementRate for the turn to 2.5" [7cm] (half of 5" [13cm]), so it couldreach the brush and move 1" [2.5cm] through it and 0.5"[2cm] into the Light Woods on the other side. The Light Woodsdo not slow it because its Movement Rate has already beenreduced to 1/2 of normal due to its passage through the Brush.

The Goblin unit starts at point “c” and then moves towardspoint “y”. It moves through 1" [2.5cm] of clear terrain andthen enters a 1" [2.5cm] wide Stream (x1/4) with Light Woods(x1/2) on the other side. This reduces its Movement Rate forthe turn to 1.5" [3cm] (one quarter of 5" [13cm], increased tonearest ‘half inch’ [cm]), so it could only move 0.5" [0.5cm]into the stream.

The Goblin unit starts at point “d” and then moves towardspoint “z”. It moves through 1" [2.5cm] of Clear terrain (x3/4) and then 1" [2.5cm] of Brush terrain (x1/2). The unit cannotmove into the Medium Woods (x1/4) on the other side becausethat would reduce its total MR for the phase to 1.5" [3cm] (x1/4) and it has already moved 2" [5cm].

BACK UPA unit may “back up” by moving straight back with all of its

combatants still facing forward. Each inch “backed up” throughcounts as 2" [5cm] moved.

Example: A Goblin unit with a Movement Rate of 5" [13cm]is in Battle Order in Clear terrain. It can move 4" [10cm]forward (Clear terrain is x3/4 for units in Battle Order), butit can only back up 2" [5cm].

28

TURNWhen a unit “turns,” every combatant in the unit turns around

180˚ or every combatant turns 90˚ in the same direction (see thediagram below). Performing a turn uses 2" [5cm] of a unit’sMovement Rate (or all of it if the Movement Rate has been reducedto less than 2" [5cm] by terrain factors).

Example: A Goblin unit with a Movement Rate of 5" [13cm]is in Battle Order in Clear terrain. It can only move 4" [10cm]forward (Clear terrain is x3/4 for units in Battle Order). It canalso turn 180˚ (costs 2" [5cm]) and then move forward 2"[5cm].

Example: A unit with a Movement Rate of 7" [18cm] is inBattle Order in Clear terrain (see the diagram above). It canonly move 5.5" [14cm] forward (Clear terrain is x3/4 for unitsBattle Order). It can also wheel and then move forward, ormove forward and then wheel. If the unit wheels 45˚ and thecombatant at the end of the front row moves ≈3" [7.5cm] (seethe diagram above), then the unit could move 2.5" [6.5cm]forward. Alternatively, the unit could move forward 0.5"[1cm] and then wheel 90˚ (the end combatant moves ≈5"[13cm]).

S-11.3 CHANGING FORMATIONSA unit may only change formation during its movement-missile

phase. To change formation a unit must use half of its MovementRate (increase fraction to nearest ‘half inch’ [cm]) and may not bein terrain that the formation may not enter. Formation changesinclude:• Changing from individual combatants (i.e., disbanded) to

General Order; the combatants must be in position to meet therequirements for General Order (see S-11.1)

• Changing from General Order to Battle Order• Changing from Battle Order to General Order• Changing from General Order or Battle Order to individual

combatants• Changing a unit’s number of rows

Note: Individual combatants may not change directly toBattle Order; they must change to General Order first.

Example: A Goblin unit with a Movement Rate of 5" [13cm]is in Battle Order. It changes to General Order and wants tomove forward through clear terrain. It may only move 2.5"[6cm] since it uses half of its Movement Rate to changeformation.

S-11.4 COMBATCombatants of a unit attack and defend normally, but they can

receive bonuses based upon their unit’s formation. These bonusesare included in each unit’s description.

Example: Combatants in the Goblin unit whose descriptionis given in S-11.0 have the following modified stats whenfighting in Battle Order:

a Melee Attack of 3D6+1 (3D6-1 +2)a Missile Attack of 2D6+2 (unchanged)a Defense against melee attacks of 9 (7 +2)a Defense against missile attacks of 6 (7 -1)and all of its Morale Rolls are modified by +2

WEAPON USEUnless a unit has special capabilities, all combatants in a unit must

be use the same weapon. If a unit has more than one weapon, onlyone weapon can be used each phase. However, it can be any weaponthat the unit has and the weapon used can change each phase.

90˚turn

90˚ turn

180˚turn

WHEELA unit “wheels” by fixing the combatant at one end of its front row

and moving the combatant at the opposite end of the front rowforward along an arc up to 90˚ (see diagram). All combatants in thefront row move so as to remain between the fixed combatant and themoving combatant. All rows behind the first move so as to maintainposition behind the front row.

The movement cost for wheeling is equal to the Movement Rateused by the combatant at the moving end of the front row. Measurefrom that combatant’s starting center front edge location to itsending center front edge location.

Movement Rate reductions apply for the terrain moved throughby any member of the moving unit.

45˚ wheel(≈ 3" from a to b)

90˚ wheel(≈ 5" from a to b)

a

b

a

b

90˚45˚

29

FACING FLANK AND REAR ATTACKSIf a unit is attacked from its flank or rear, its combatants in contact

with the attackers may rotate to face and thus attack the enemy.However, the combatants that rotate to face the unit’s flank or rearreceive the flank/rear Defense modification (i.e., -2 or -5).

Example: In the diagram below, a Goblin unit is attacked bya Sea-Elf unit. Combatants 1 and 5 may rotate to face the Sea-Elves. The Goblin Defense is normally 12 = 7 + 3 (shield) +2 (formation); but because the unit is being attacked from theflank (-2 Defense mod), the Defense for #1 and #5 is only10 = 12 - 2.

RALLYINGAt the end of his movement-missile phase, a player must make a

Morale Roll for each of his disrupted units and each of routed units:

• If the roll is greater than the unit’s Morale+5, a disrupted unit is nolonger disrupted and may operate normally and a routed unitbecomes unrouted, but becomes disrupted.

• If the roll is less than or equal to the unit’s Morale, a disrupted unitbecomes routed (mark a “R” next to the combatant on its recordsheet) — it panics and attempts to flee the battle (see below).

• If the roll is less than or equal to the unit’s Morale, a routed unit isremoved from play.

• Otherwise, no change occurs; i.e., the combatant is still disruptedor routed.

EFFECTS OF ROUTINGA unit that routs receives all of the effects of disruption. In

addition, it will immediately assume a General Order formation (ifpossible) and move so as to place itself as far as possible from enemyunits. Use common sense to determine exact movement. Duringeach of its movement-missile phases, a routed unit will again moveso as to place itself as far as possible from enemy units. A routed unitmay not attack and all attacks against it are modified by +5.

A routed unit must stop upon reaching the edge of the board. Ifsuch a unit is still routed after it makes its Morale Roll at the end ofits movement-missile phase, it is removed from play.

S-11.6 MOVEMENT RESTRICTIONSNo combatant or unit may move within two inches [5cm] of a unit

unless the moving combatant/unit is moving directly away from theunit or it is moving directly into “base-to-base contact” with the unit(i.e., into melee combat). The two inch [5cm] effect represents thecoordinated effectiveness and presence of a unit as compared to asingle combatant. See S-6.4 for a complete explanation and ex-amples.

1 2 3 4

5 6 7 8

a b

c d

e f

a b

c d

e f

Lugrok Unit

Sea-Elf Unit

1 2 3 4

5 6 7 8

S-11.5 MORALEIndividual combatants of a unit do not make Morale Rolls (see S-

10.0). Instead, whenever a combatant of a unit is removed (i.e.,killed), the unit must make a “Morale Roll” at the end of the phase.

A unit is only required to make one Morale Roll in a given phaseregardless of how many casualties it takes.

Morale Rolls are performed as indicated in S-10.0. Applicablemodifications include:

• Leader Bonus ........ Based on Leader Combatant (see S-12.1)• Formation Morale Roll Mod ..................................See S-11.4• Terrain Morale Roll Mod. ........... Based on Terrain Occupied

(see S-7.1 and the Combatant Terrain Effects Chart)

Note: For morale purposes, a unit occupies the terrain typeoccupied by the a majority of its combatants. If a majority ofits combatants does not occupy one terrain type, the unit usesthe smallest Terrain Morale Roll Mod of any of the terraintypes occupied.

DISRUPTIONIf the Morale Roll fails, the unit is “disrupted;” mark a “D” next

to the unit on its record sheet. A disrupted unit must operate underthe following restrictions:

• If a disrupted unit is within 1" [25mm] of any opposing combatant/unit at the start of its movement-missile phase, it must move so thatit is not within 1" [25mm] of any opposing combatants/units (i.e.,it must try to avoid melee combat). If this is not possible, the unitremains in place.

• All attacks made by a disrupted unit are modified by -5.

30

S-12.0

SPECIALCOMBATANTS

Note: None of the material in S-12.0 was included in the BasicGame.

There are four types of special combatants: leaders, heroes,monsters, and spell users.

S-12.1 LEADERSLeaders are combatants that can modify the morale and combat

capabilities of other combatants. In addition to the normal stats (seeS-4.0), leaders have five other stats:

Morale Roll Mod ............................................ MM

Melee Mod.................................................... MeM

Missile Mod ................................................... MsM

Defense Mod ................................................... DM

Influence Range ................................................. IR

GRAG — GOBLIN LEADERMovement Rate: ............... 8" (6"/4"/2") [20cm (15cm/10cm/5cm)]

Defense: ..... 9 Shield Bonus: .... +2 R. Leather Armor: ........ -2

Endurance: ....... 15 Morale: .............. 7

Weapon Attack Damage RangeScimitar ............... 3D6+3 ............. High+2 ............ NoneDagger ................. 2D6+5 ............. High ................ -2 per 5" [13cm]❏❏❏❏❏ ❏❏❏m❏❏ ❏❏❏❏❏

Morale Mod: ...................... +1 Melee Mod: ........................ +1Missile Mod: ........................ 0 Defense Mod: ....................... 0

Influence Range: .................. 0

INFLUENCE RANGE

If a leader’s Influence Range is zero, its Mod stats may only beapplied to one unit controlled by its player. The leader must bewithin 1" [25mm] of one of the combatants of that unit and the unitmust be in General Order or Battle Order formation.

Example: Grag is adjacent to one of the combatants of theGoblin unit in General Order (see S-10.0). The unit receivesa +1 bonus when making a Morale Roll and a +1 bonus formelee attacks. Grag’s Missile Mod and Defense Mod are 0, sothe unit receives no bonuses for missile attacks and defense.

If a leader’s Influence Range is not zero, its Modifier stats may beapplied to any and all units and/or combatants controlled by itsplayer and within the leader’s Influence Range. A unit is within aleader’s Influence Range if at least half of its combatants are withinthe range.

MULTIPLE LEADERSA given unit/combatant may only use the modifications of one

leader at a time (player’s choice).

ATTACHING A LEADER TO A UNITIt is often convenient to “attach” a leader to a unit and thus move

the leader with the unit. In such a case, the leader is part of the unitfor all movement and combat purposes. A leader may may detachfrom a unit at any time.

LOSING A LEADERIf a leader is killed, a Morale Roll must be made by every unit/

combatant in its leadership range. If its leadership range is zero, anyunit with one of its combatants within 1" [25mm] of the dead leadermust make a Morale Roll.

S-12.2 HEROES & MONSTERSHeroes and Monsters are individual combatants that have special

capabilities.

Example: A man (i.e., a Hero) armed with a rapier and a maingauche has the special capability of making two separatemelee attacks each round.

Example: A man (i.e., a Hero) that is especially mobile andsneaky has the special capability of ignoring S-11.6; so he isable to move within 2" [5cm] of a unit without being forced toengage it in combat.

Example: A Dragon (i.e., a monster) has the special capabil-ity of making three separate melee attacks each round, one ofwhich can be made against a target not in front of it. It can alsomove and make a missile attack (i.e., its flame breath) in itsmovement-missile phase.

12.3 SPELL USERSSpell users are individual combatants that can cast spells. Spells

are not used in the Standard Game, so spell users will not bediscussed in this section (see the Optional Rules, O-12.1).

S-13.0

BLADESTORMSNote: None of the material in S-13.0 was included in the BasicGame.

If playing the Standard Game, a scenario ends within six turns ofthe appearance of a Bladestorm (i.e., everyone flees from thebattlefield). When a Bladestorm appears, roll 1D6; the result indi-cates how many turns remain to be played in the scenario.

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TURN SEQUENCEPlayer 1 Movement-Missile Phase

Move or Missile Attack: ............................... S-6.0 & S-9.0Rally: ........................................................ S-10.0 & S-11.5

Melee Combat Phase: ..................................................... S-7.0

Player 2 Movement-Missile PhaseMove or Missile Attack: ............................... S-6.0 & S-9.0Rally: ........................................................ S-10.0 & S-11.5

Melee Combat Phase: ..................................................... S-7.0

MOVEMENTA unit may perform four types of movement during its movement

phase (only one Wheel or Turn):Move Forward Costs 1" per 1" movedBack Up Costs 2" per 1" movesTurn * Costs 2"Wheel * Costs the distance moved by end of front row

COMBATANT TERRAIN EFFECTS CHARTMelee Missile Terrain

Defense Defense MoraleTerrain Movement Terrain Terrain RollType Reduction Mod. Mod. Mod.

Clear x1 +0 +0 +0Brush x1 +0 +2 +1Light Woods x1 +1 +3 +1Medium Woods x3/4 +2 +4 +2Heavy Woods x1/2 +4 n/a +3Streams x1/2 -2 +0 -1Slope * x3/4 +2 +1 +2Impassable n/a n/a n/a n/a

n/a = Movement not allowed.* — If a target is above an attacker, the target is said to be

“Up Slope” from the attacker. Only a target “Up Slope”from an attacker receives the modifications listed aboveand only movement “Up Slope” receives the movementreduction above.

UNIT TERRAIN EFFECTS CHARTMOVEMENT REDUCTION

Terrain General Order & BattleType Individual Combatants Order

Clear x1 x3/4Brush x1 x1/2Light Woods x1 x1/2Medium Woods x3/4 x1/4Heavy Woods x1/2 n/aStreams x1/2 x1/4Impassable n/a n/aUp slope * x3/4 x1/2

ATTACKS1) Attack misses if two or more die results are ones.2) Otherwise: Attack damages target if “Death Die” is a one.3) Otherwise: Attack damages target if the attack roll exceeds the

target’s “Modified Defense.”4) Otherwise: Attack does no damage.

MELEE DEFENSE MODIFICATIONS

Shield Bonus .................................... Target’s Shield Bonus statMelee Defense Terrain Mod Based on Terrain Target Occupies+2 .................................. If Target is “Up Slope” from Attacker-2 .................................... If Attacker is on the Target’s “Flank”-5 ..................................... If Attacker is on the Target’s “Rear”

MELEE ATTACK ROLL MODIFICATIONS

Leader Bonus .............................. Based on Leader (see S-12.1)Formation Bonus ..... If combatant is part of a unit (see S-11.0)-5 ...................................... If Attacker is Disrupted (see S-10.0)

MISSILE DEFENSE MODIFICATIONS

Shield Bonus .................................... Target’s Shield Bonus statMissile Defense Terrain Mod. ................. Based on the Terrain

“Between the Target and the Attacker”+1 .................................. If Target is “Up Slope” from Attacker

MISSILE ATTACK ROLL MODIFICATIONS

Range Modification ......... Based on attacker’s Range Mod statLeader Bonus .............................. Based on Leader (see S-12.1)Formation Bonus ..... If combatant is part of a unit (see S-11.0)-5 ...................................... If Attacker is Disrupted (see S-10.0)

MORALEMorale Roll: To make a Morale Roll, roll 3D6 and add anyapplicable modifications. If the result is greater than the combatant’sMorale stat, the Morale Roll is successful. Otherwise, the MoraleRoll fails and the combatant is disrupted..

Rallying: At the end of his movement-missile phase, a player maymake a Morale Roll for each of his disrupted combatants anddisrupted or routed units:• If the modified Morale Roll is greater than the combatant/unit’s

Morale+5, a disrupted combatant/unit is no longer disrupted anda routed unit becomes unrouted and disrupted.

• If the modified Morale Roll is less than or equal to the combatant’sMorale, a disrupted combatant or a routed unit is removed and adisrupted unit becomes undisrupted and routed.

• Otherwise, no change occurs.

MORALE ROLL MODIFICATIONS

Leader Bonus .............................. Based on Leader (see S-12.1)Terrain Morale Roll Mod. ............. Based on Terrain Occupied

(see S-7.1 and the Combatant Terrain Effects Chart)Formation Morale Roll Mod (Units only) ................See S-11.4

STANDARD GAME SUMMARY SHEET

32

O-1.0

INTRODUCTIONThe Bladestorm Optional Rules increase the detail and realism of

the Standard Game by providing additional rules and guidelines. Allof the Standard Game material should be read and mastered beforeproceeding to the Optional Rules. Only the most experiencedplayers should try to use the Optional Rules before playing severalStandard Game scenarios.

Players should feel free to use none, some, or all of these OptionalRules. However, before play begins, both sides must agree whichoptional rules are to be used. A checklist is provided in the Appendix(A-3.0) for these purposes.

More detailed optional rules on these and other topics will beaddressed in future Bladestorm supplements called BladestormCompanions. Write to Iron Crown Enterprises, P.O. Box 1605,Charlottesville, VA 22902 for a free catalog describing these andother products.

The new game mechanics presented in the Optional Rules are:

New Terrain Types..........................................................O-3.0New Stats ........................................................................O-4.0Revised Turn Sequence ...................................................O-5.0Maneuvers for Combatants and for Units .......................O-6.0Melee Combat — Parrying, Targeting, ...........................O-7.0

Second Line Polearm Attacks,Unit Type Bonuses, Wound Penalties,Open-ended Rolls, Depth Melee Bonuses

Damage — Chain Armor ................................................O-8.0Missile Combat — Missile Parrying, ..............................O-9.0

Missile Targeting, Firing into Melee,Unit Missile Attacks, Blocking Terrain

Morale — Combatants vs. Units, ....................................O-10.0Effects of Rout, Effects of Losses,Morale Rolls Caused by Charges,Depth Morale Roll Bonus, Retreat & Follow-up

Formations — Special Formations, ................................O-11.0Changing Formations

Special Combatants — Spell Users, ...............................O-12.0Standard Bearers

Bladestroms — Fields, Rings, Tornados, Fronts ............O-13.0Spells — Channeling, Essence ........................................O-14.0Unit vs. Unit Combat ......................................................O-15.0Personal Challenges .......................................................O-16.0Flying ..............................................................................O-17.0Miscellaneous — Recovery, Power Hues .......................O-18.0

O-2.0

CONVENTIONSPlayers should feel free to modify the standard Bladestorm time

and distance scales to fit specific scenarios (i.e., a distance scale of1" = 20 feet might be used for very large scenarios).

O-3.0

TERRAIN TYPESThese optional rules add several new new terrain types. These

terrain types have been added to the updated Optional CombatantTerrain Effects Chart and Optional Unit Terrain Effects Chart.

• Marsh • Deep Water • Shallow Water• Rough • Steep Slopes • Buildings• Road/Path

OPTIONAL UNIT TERRAIN EFFECTS CHARTMOVEMENT REDUCTION

Terrain General Order & Battle ColumnType Indiv. Combatants Order Formation

Clear x1 x3/4 x1.25 ‡Brush x1 x1/2 x3/4Light Woods x1 x1/2 x3/4Medium Woods x3/4 x1/4 x1/2Heavy Woods x1/2 n/a n/aStreams x1/2 x1/4 x1/2Slope * x3/4 x1/2 x1Steep Slope * x1/2 x1/4 x3/4Rough x3/4 x1/4 x1/2Marsh x1/4 n/a n/aShallow Water x1/4 x1/4 n/aDeep Water † x1/4 n/a n/aBuildings x1 n/a n/aRoad/Path ‡ x1.5 x1.0 x2.0Impassable n/a n/a n/a

n/a = Movement not allowed.* — If a target is above an attacker, the target is said to be “Up Slope” from the

attacker. Only movement “Up Slope” receives the movement reductionabove.

† — Movement only allowed for individual combatants (not for General Orderformations) and it requires a Swim maneuver (see O-6.1).

‡ — This “movement reduction” is actually a movement increase, but all thecombatants in a unit must spend their entire movement-missile phase on theroad/path to receive the increased Movement Rate. If the entire movement-missile phase is not spent on in road/path terrain, treat the movementreduction as x1.

O — OPTIONAL RULES

33

O-4.0

STATSThe following stats are added in Optional Rules:

Maneuver .................................................... MaResistance .................................................... RsUnit Maneuver .................................... Unit MaManeuver Mod (for leaders) ................... MaM

The Maneuver stat is used to determine the success or failure ofmaneuvers attempted by individual combatants (see O-6.1).

The Resistance stat is used for resisting the effects of magicalspells (see O-14.0).

Each unit has one Unit Maneuver stat for each of its formations.The Unit Mr for each formation is found in parentheses next to thename of the formation. A Unit Mr is used whenever a unit attemptsa maneuver (see O-6.1).

The Maneuver Mod stat modifies all maneuver rolls (see O-6.0)made by unit/combatants in the leader’s Influence Range. OnlyLeaders have this stat.

GRAG — Goblin LeaderMove. Rate: ................ 8" (6/4/2) [20cm(15/10/5)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ..... 10 R. Leather Armor : ... -2

Endurance: ........ 15 Maneuver† ....... 9 Resistance† .......... 9

Weapon Attack Damage RangeScimitar 3D6+3 High+2 NoneThr. Dagger 2D6+5 High -2 per 5" [13cm]‡

❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ :

Morale Mod: ...................... +1 Melee Mod: ........................ +1

Missile Mod: ........................ 0 Defense Mod: ....................... 0

Maneuver Mod: ................. +1 Influence Range: ................. 0

O-5.0

TURN SEQUENCEWhen using this Optional Rule, the options available to each

combatant during its movement-missile phase are increased — eachcombatant/unit may perform one and only one of the following:

• move• make a maneuver (see O-6.0)• make a missile attack• cast a spell

Rallying still occurs at the end of the movement-missile phase.

Note: Several unit maneuvers (see O-6.2) may be attemptedas part of normal movement: Reaction Turn, Turn/Wheel,Back/Center Wheel, Move-Fire, and Push Back.

GOBLIN GUARD UNIT (8)Move. Rate: ............. 5" (4/2.5/1.5) [13cm(10/7/3)] Morale: ..... 9

Defense: ........ 7 Shield Bonus: ..... +3 S. Leather Armor : ... -1

Endurance: ........ 10 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeScimitar ............... 3D6-1 ............. High+2 ............ NoneDagger ................. 2D6+2 ............. High ................ -2 per 5" [13cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _______ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ____#2 ❏❏❏❏❏ m❏❏❏❏❏ : _______ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ____#3 ❏❏❏❏❏ m❏❏❏❏❏ : _______ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ____#4 ❏❏❏❏❏ m❏❏❏❏❏ : _______ #8 ❏❏❏❏❏ m❏❏❏❏❏ : ____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll ModGeneral Order (9) +0 +0 +1 +0 +1Battle Order (10) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is only used for reforming the unit.Column (10) † +1 -1 -2 -2 +1

OPTIONALCOMBATANT TERRAIN EFFECTS CHART

Melee Missile TerrainDefense Defense Morale

Terrain Movement Terrain Terrain RollType Reduction Mod. Mod. Mod.

Clear x1 +0 +0 +0

Brush x1 +0 +2 +1

Rough x3/4 +1 +1 +1

Light Woods x1 +1 +3 +1

Medium Woods x3/4 +2 +4 +2

Heavy Woods x1/2 +4 n/a +3

Stream x1/2 -2 +0 -1

Marsh x1/4 -3 +1 -2

Shallow Water x1/4 -4 +0 -3

Deep Water x1/4 † -5 † +0 -5

Slope * x3/4 +2 +1 +2

Steep Slope * x1/2 +3 +1 +3

Buildings x1 +1 +3 +2

Road/Path x1.5 ‡ +0 +0 +0

Impassable n/a n/a n/a n/a

n/a = Movement not allowed.* — If a target is above an attacker, the target is said to be “Up Slope” from

the attacker. Only a target “Up Slope” from an attacker receives themodifications listed above and only movement “Up Slope” receives themovement reduction above.

† — Movement only allowed for individual combatants (not for GeneralOrder formations) and it requires a Swim maneuver (see O-6.1).

‡ — This “movement reduction” is actually a movement increase, but thecombatant must spend his entire movement-missile phase on the road/pathto receive the increased Movement Rate.

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O-6.0

MANEUVERSThe Optional Rules in this section introduce the concept of a

“maneuver.” A maneuver is an action that is not normal movement,not an attack, and not the casting of a spell.

O-6.1 COMBATANT MANEUVERSThis section provides a basic set of maneuvers that most indi-

vidual combatants can attempt to perform. Individual combatantdescriptions may restrict these maneuvers and perhaps specify othermaneuvers that a specific combatant may take.

MAKING A MANEUVERTo make a maneuver, roll 3D6 and add any applicable modifiers.

If the result is greater than the combatant’s Maneuver stat, themaneuver is successful. Otherwise, the maneuver fails. A roll of “3”before modifiers are applied always indicates failure; a roll of “18”before modifiers are applied always indicates success.

Applicable maneuver roll modifications include:

• The modification for the specific maneuver.• A leader’s Maneuver Mod stat (if applicable), see O-4.0.• -3 if the combatant is disrupted.

COMBATANT MANEUVERS

Disengage (Maneuver Roll Modification: -1 per adjacent enemycombatant/unit) — If a combatant begins a turn adjacent to anenemy combatant/unit facing him, he must attempt a Disengagemaneuver if he wants to move away.• If successful, the combatant may immediately move normally.• Otherwise, each adjacent enemy combatant/unit facing the

disengager may make an immediate melee attack (if using a meleeweapon). For the purposes of such attacks, the disengager’sDefense stat is modified by +2. After these attacks are resolved, thedisengager may move normally.

Note: The +2 Defense modification reflects the fact that thedisengaging unit is moving away and is not attacking.

Run (Maneuver Roll Modification: +2) — If a combatant begins aturn more than 3" [8cm] from the nearest enemy combatant/unit, hemay attempt a Run maneuver.• If successful, the combatant may immediately move up to double

his normal Movement Rate for that turn. However, the combatantmay not end his movement within 3" [8cm] of an enemy combat-ant/unit and he may not pass within 3" [8cm] of an enemycombatant/unit during his movement.

• Otherwise, the combatant’s MR is reduced to 3/4 of normal (roundup to nearest half inch) for the phase.

Sprint (Maneuver Roll Modification: +0) — This maneuver isidentical to a Run maneuver, except that the combatant’s MovementRate is tripled if the maneuver is successful. In addition, onlycombatants wearing no armor or leather armor may attempt a Sprintmaneuver and a combatant may not Sprint through medium woods,heavy woods, buildings, streams, water, and impassable terrain.

COMBATANT MANEUVER CHART

Maneuver Roll Result if Result ifManeuver Modification Successful Not Successful Special

Disengage -1 per adjacent Move Normally. Adjacent foes attack, then If not successful,enemy combatant move normally. +2 to Disengager’s Defense.

Run +2 MR is doubled. MR is 3/4 of normal. May not move within 3" [8cm]of enemy units/combatants.

Sprint +0 MR is tripled. MR is 3/4 of normal. May not move within 3" [8cm]of enemy units/combatants.

Charge -2 x2 MR, Melee Attack is MR normal, no bonuses. Sucessful or not, charger mustincreased: +1D6-2 if foot move directly towards target.

+1D10-2 if mounted.

Climb Varies Climbs at “per turn Falls, roll a “falling attack,” Use the Climbing Chart.climbing rate,” see chart. see chart.

Swim Varies Swim at half MR, No movement, roll Use the Swimming Chart.see chart. “drowning damage,” see chart.

Fire-Move +0 Make a missile attack mod- Half movement. Mounted missileified by -2, half movement. combatants only.

Move-Fire +0 Half movement, then make a Half movement. Mounted missilemissile attack modified by -2. combatants only.

35

Charge (Maneuver Roll Modification: -2) — If a combatantbegins a turn more than 4" [10cm] from the nearest enemycombatant/unit, he may attempt a Charge maneuver against oneenemy combatant/unit. The enemy combatant/unit must be withindouble the charger’s Movement Rate. If a straight line is drawnbetween the charger and the combatant/unit being charged, therecan be no intervening combatants/units, medium woods, heavywoods, buildings, streams, water, or impassable terrain.

• If the Charge maneuver is successful, the combatant must imme-diately move directly to the combatant/unit that he is charging. Inaddition, his Melee Attack stat is increased by 1D6-2 for thefollowing Melee Combat Phase (1D10-2 for mounted combat-ants).

• If unsuccessful, the combatant must still move directly towards thetarget of the charge, but his movement rate is normal. If he reachesthe target, no charge bonuses apply.

Climb (Maneuver Modification: see Climbing Chart) — If a com-batant begins his movement-missile phase next to a terrain featurehe wishes to climb, he may attempt a Climb maneuver.• If a Climb maneuver is successful, the combatant may immediately

climb the number of inches indicated by the climbing surface’s“Per Turn Climbing Rate” given in the Climbing Chart.

• If a Climb maneuver is unsuccessful, the combatant falls and rollsa “falling” attack. The Attack stat is 1D6 per 1" [25mm] fallen. Thedamage delivered is given in the Climbing Chart.

CLIMBING CHART

Per Turn ManeuverClimbing Climbing Roll FallingSurface * Rate Mod Damage

Ladder 4" [10cm] +2 Med

Rope, Knotted 3" [8cm] +1 Med

Rope 2" [5cm] +0 Med

Incline, rough 3" [8cm] +1 Low

Incline, smooth 2" [5cm] -1 Low

Face w/handholds 2" [5cm] -1 High

Face, rough 1" [3cm] -2 High

Face, smooth 1" [3cm] -5 High

* — An incline is slanted between 45˚ and 70˚, while a faceis slanted more than 70˚. Slopes slanted less than 45˚ arehandled by normal movement rules (see S-6.1 and O-3.0).

Swim (Maneuver Modification: see Swimming Chart) — If acombatant begins a turn adjacent to Deep Water (see O-3.0), he mayattempt a Swim maneuver.

If successful, the combatant may immediately move up to half(round down) his normal Movement Rate through the water (i.e., heswims along).

Otherwise, the combatant does not move — if he began adjacentto water, he moves 1" [25mm] into the water. In addition, he takes“1D6-3” damage from inhaling water (i.e., he begins to drown). Thisdamage is unaffected by armor and this damage is increased by +1for every consecutive turn of failed Swim maneuvers (e.g., 1D6-2 forsecond turn of failure, 1D6-1 for the third, 1D6 for the fourth, 1D6+1for the fifth, etc.).

Swimmers may not make attacks and may not cast spells.

SWIMMING CHART

ManeuverCondition * Modification

Wearing No Armor +1

Wearing Soft Leather Armor -1

Wearing Rigid Leather Armor -3

Wearing Chain Armor -5

Wearing Plate Armor -7

Light Equipment -1

Medium Equipment -3

Heavy Equipment -5

Rough Water -1

Very Rough Water -2

Extremely Rough Water -3

* — These conditions are cumulative.

MOUNTED MISSILE COMBATANT MANEUVERSIn addition to the normal unit maneuvers, a mounted missile

combatant (e.g., a horse archer) may attempt a “Move-Fire” maneu-ver or a “Fire-Move” maneuver.

Fire-Move (Maneuver Roll Modification: +0) — A mounted com-batant using a missile weapon may attempt to make a missile attackand then move:• If successful, the combatant may immediately make a missile

attack modified by -2 and then move up to half his normalMovement Rate.

• Otherwise, the combatant may not make a missile attack and maystill only move up to half his Movement Rate.

Move-Fire (Maneuver Roll Modification: +0) — A mounted com-batant using missile weapons may move half his normal MovementRate and then attempt to make a missile attack:• If successful, the combatant may make a missile attack modified

by -2. The combatant may not move any further.• Otherwise, the combatant may not make a missile attack and must

immediately end his movement.

36

O-6.2 UNIT MANEUVERSThis section gives a basic set of maneuvers that most units can

attempt. Individual unit descriptions may restrict these maneuversand perhaps specify other maneuvers that a specific unit mayperform.

MAKING A MANEUVERTo make a maneuver, roll 3D6 and add any applicable modifiers.

If the result is greater than the unit’s Unit Maneuver stat for itscurrent formation, the maneuver is successful. Otherwise, the ma-neuver fails. A roll of “3” before modifiers are applied alwaysindicates failure; a roll of “18” before modifiers are applied alwaysindicates success.

Applicable modifications include:

• The modification for the specific maneuver.• A leader’s Maneuver Mod stat (if applicable), see O-4.0.• -3 if the unit is disrupted.

EFFECTS OF ROUT ON MANEUVERSEach turn, a routed unit will only attempt a Run maneuver, but it

receives an additional +2 modification. The normal rout restrictionsin S-11.5 still apply.

UNIT MANEUVERSDisband (Maneuver Roll Modification: +5) — If a unit wishes tooperate as individual combatants (e.g., in order to climb or swim),it must attempt a disband maneuver. While Disbanding is automaticin the Standard Game (see S-11.3), it requires a successful maneuverif using the Optional Rules.• If successful, the unit is replaced by a mass of individual combat-

ants. These combatants may then move half of their normalmovement rates.

• Otherwise, the unit is still replaced by a mass of individualcombatants but they may not move this turn.

Reform (Maneuver Roll Modification: +0) — If a mass of combat-ants “reform” their unit, they must attempt one group maneuverusing the Unit Maneuver stat for “Disbanded” (see O-4.0). Thecombatants must still meet the normal reforming requirements (seeS-11.3). Note that while Reforming is automatic in the StandardGame, it requires a successful maneuver if using the Optional Rules.• If successful, the combatants are replaced by the corresponding

unit in a General Order formation, facing in any direction thecontrolling player wishes. The unit may not move this turn.

• Otherwise, the unit is not reformed, and the combatants may notmove this turn.

Battle Shift (Maneuver Roll Modification: +0) — If a unit is inGeneral Order, it must attempt a maneuver to shift to Battle Order(S-11.3). The General Order Unit Maneuver stat is used.

If a unit is already in Battle Order, it must attempt this maneuverto shift to a different Battle Order (see O-11.1). The current BattleOrder Unit Maneuver stat is used. While Shifting is automatic in theStandard Game, it requires a successful maneuver if using theOptional Rules.• If successful, the unit shifts into the desired Battle Order formation.

The unit may then move half of its normal Movement Rate.• Otherwise, the unit does not change formation and the unit may

may not move this turn.

General Shift (Maneuver Roll Modification: +3) — If a unit is inBattle Order, it must attempt a maneuver to shift to General Order(see S-11.3). The Battle Order Unit Maneuver stat is used. Note thatwhile Shifting is automatic in the Standard Game, it requires asuccessful maneuver if using the Optional Rules.• If successful, the unit shifts into General Order formation. The unit

may then move half of its normal Movement Rate.• Otherwise, the unit is still in Battle Order, and the unit may may not

move this turn.

Disengage (Maneuver Roll Modification: -2 per adjacent enemyunit) — If a unit begins a turn adjacent to an enemy unit that is facingit, it must attempt a Disengage maneuver if it wants to move away.A unit may ignore individual combatants for the purpose of disen-gagement.• If successful, the unit may immediately move normally, but for the

first 1" [25mm] it must “Back Up” (see S-11.2).• Otherwise, each adjacent enemy unit facing the disengager may

make an immediate melee attack (if using melee weapons). Forsuch attacks, the disengager’s Defense is modified by +2. Afterthese attacks, the disengager may move normally, but for the first1" [25mm] it must “Back Up” (see S-11.2).

Run (Maneuver Roll Modification: +1) — If a unit begins a turnmore than 3" [8cm] from the nearest enemy unit, it may attempt aRun maneuver.• If successful, the unit may immediately move up to double its

normal Movement Rate for that turn. However, the unit may notend its movement within 3" [8cm] of an enemy unit and it maynot pass within 3" [8cm] of an enemy unit during its movement.

• Otherwise, the unit may only move 3/4 of its normal movement rate(round up to nearest half inch) for the phase.

Charge (Maneuver Roll Modification: -1) — If a unit begins a turnmore than 4" [10cm] from the nearest enemy unit, it may attempt aCharge maneuver against one enemy combatant/unit. The enemycombatant/unit must be within double the charger’s MovementRate. If a straight line is drawn between the charger and thecombatant/unit being charged, there can be no intervening combat-ants/units, medium woods, heavy woods, buildings, streams, rivers,or impassable terrain.• If the Charge maneuver is successful, the unit may first make one

turn or wheel. Then it must immediately move directly to thecombatant/unit that it is charging. If the unit makes contact withthe opposing unit, its Melee Attack stat is increased by 1D6-2 forthe following Melee Combat Phase (1D10-2 for cavalry). If it doesnot make contact, the unit is disrupted. In certain circumstances,the unit/combatant being charged may be required to make aMorale Roll (see O-10.4).

• If unsuccessful, the unit must still move directly towards the targetof the charge, but its movement rate is normal. If it reaches thetarget, no charge bonuses apply.

Reaction Turn (Maneuver Roll Modification: -3) — After all of themoving player’s combatants are moved, the non-moving player mayattempt to change the facing of any or all of his units by attemptingReaction Turn maneuvers. This represents the defender units react-ing to the movement of their opponents.• If the Reaction Turn maneuver is successful, the unit may “turn”

(see S-11.2) as it desires, but it may not disengage from adjacentenemy units.

• If unsuccessful, the unit may not turn, and its Defense is modifiedby an additional -1 for that turn’s attacks.

37

Turn/Wheel (Maneuver Roll Modification: +0) — During move-ment, a unit may normally only perform one wheel or turn (see S-11.2). However, a unit may attempt a Turn/Wheel maneuver inorder to perform more than one such maneuver. A second turn/wheel during a turn requires a maneuver roll (+0 Mod); eachadditional turn/wheel would require another maneuver roll with a -2 modification.• If the Turn/Wheel maneuver is successful, the unit may perform an

extra turn/wheel (see S-11.2) and continue moving.• If unsuccessful, the unit must halt movement for the phase.

Back/Center Wheel (Maneuver Roll Modification: +0) — Nor-mally, a unit may only wheel forward by keeping the combatant onone end of its front row fixed (see S-11.2). This maneuver allow aunit to wheel backwards or around its center.• If the Back/Center Wheel maneuver is successful, the unit may

wheel by either: a) by fixing one end of its front row and wheelingbackward or b) by fixing the middle of its front row and wheelingaround the fixed point.

• If unsuccessful, the unit must halt movement for the phase.

UNIT MANEUVER CHART

Maneuver Roll Result if Result ifManeuver Modification Successful Not Successful Special

Disband +5 Unit breaks into individual Unit breaks into individual See S-11.3.combatants, half movement. combatants, no movement.

Reform +0 Combatants form a unit in Unit is not reformed, See S-11.3.General Order, no movement. no movment.

Battle Shift +0 Unit assumes Battle Order No formation change, See S-11.3, also required forformation, half movment. no movement. shifting within a unit.

General Shift +3 Unit assumes General Order No formation change, See S-11.3.formation, half movment. no movement.

Disengage -2 per adjacent Back Up 1" [25mm], then Adjacent units attack, then If not successful,enemy combatant move normally. Back Up 1" [25mm] and +2 to Disengager’s Defense.

move normally.

Run +1 MR is doubled. MR is 3/4 of normal. May not move within 3" [8cm]of enemy units/combatants.

Charge -1 x2 MR, Melee Attack is MR normal, no bonuses. Sucessful or not, charger mustincreased: +1D6-2 if foot move directly towards target.

+1D10-2 if mounted. Target may have to make aMorale Roll (see O-10.4).

Reaction Turn * -3 Unit turns to face an Unit may not turn, its Performed at the end ofattacking unit/combatant. Defense gets a -1 mod. opponent’s movement.

Turn/Wheel +0 Unit may make an additional Unit must halt movement. Performed during movement.turn or wheel. -2 for each additional one.

Back/Center +0 Unit “center wheel” or Unit must halt movement. Performed during movement.Wheel “back wheel.” -2 for each additional one.

Fire-Move +0 Make a missile attack mod- Half movement. Mounted missile units only.ified by -2, half movement.

Move-Fire +0 Half movement, then make a Half movement. Mounted missile units only.missile attack modified by -2.

* — May only be performed by the non-moving player’s units.

Push Back (Maneuver Roll Modification: varies, see below) —Normally, a unit must stop when it encounters an individual combat-ant (see S-6.0). This maneuver allow a unit to keep moving forwardwhen it encounters an individual combatant — those combatants are“pushed back.” One roll must be made for each combatant encoun-tered and pushed back.

Huge creatures and certain other “Monsters” may not be pushedback (see S-12.2 and the individual creature descriptions).

The Maneuver Roll Modification is [+1 x the unit’s number ofrows] + [-1 x each combatant being “pushed”].• If the maneuver is successful, the unit may continue moving

forward (no further turns, wheels, etc.). The combatant beingpushed back remaind in contact with the front row.

If a combatant is pushed into another combatant, the secondcombatant should be shifted so that it too is in contact with thefront of the pushing unit. If there is no room on the front of thepushing unit, the unit must halt movement for the phase.

• If unsuccessful, the unit must halt movement for the phase.

38

O-7.0

MELEE COMBATThe Optional Rules in this section concern melee combat.

O-7.1 PARRYING & TARGETINGMany combatants/units have a Melee Attack stat with a “fixed

bonus” (e.g., a 3D6+5 Melee Attack stat has a “fixed bonus” of 5).This fixed bonus usually represents the combatant’s skill with theattack.

Before any attacks are resolved, each combatant/unit may allo-cate the fixed bonus of the Melee Attack stat it is using. Allcombatants in a unit must allocate their fixed bonuses in the sameway.

This allocation must be declared at the beginning of each meleecombat phase, with the player that just had his movement-missilephase declaring first.

Note: The allocations must be stated to all players. If noallocation is stated, the fixed bonus is added to the attack roll.Each allocation may be recorded next to the appropriate unit/combatant on his record sheet.

The fixed bonus may be split between the following three uses:• Adding to the Attack Roll — The normal use for a fixed bonus.

It adds to the attack roll for purposes of determining whether or notthe attack does damage.

• Increasing Defense (Parrying) — All or part of the fixed bonuscan be used to increase the attacker’s Defense against one meleeattack. Of course, any part of the fixed bonus allocated to parryingis not added to the attack roll. The attacker parried must be in frontof the parrier.

• Increasing Dice Rolled (Targeting) — For every 5 points of fixedbonus allocated to “targeting”, the Melee Attack stat is increasedby 1D6. This represents the attacker attempting to hit a morevulnerable area of the target’s body. Of course, any part of thefixed bonus allocated to targeting is not added to the attack roll.

All combatants in a unit must allocate their fixed bonuses in thesame way.

Example: A unit has a Defense of 9 and a 3D6+8 MeleeAttack: a fixed bonus of +8. At the beginning of his meleecombat phase, the unit’s player declares that it will parry with+2 and use +5 for targeting. Thus, the unit may make a 4D6+1melee attack and has a Defense of 11 = 9 + 2.

O-7.2 SECOND LINE POLEARM ATTACKSThe combatants in the second row of a unit in Battle Order using

polearms may attack enemy combatants in contact with the frontrow. Such an attack can only be made against an enemy combatantdirectly in front of the second row combatant and the attack rollmust be modified by -3.

Note: Units in phalanx formation have their own modifica-tions and are not affected by this rule.

RESTRICTED MANEUVERS

Sprint — Normally, units may not sprint.

Climb — Normally, units may not climb. A unit must disband inorder to climb an obstacle.

Swim — Normally, units may not swim. A unit must disband inorder to swim.

MOUNTED MISSILE UNIT MANEUVERSIn addition to the normal unit maneuvers, a mounted missile unit/

combatant (e.g., horse archers) may attempt a “Move-Fire” maneu-ver or a “Fire-Move” maneuver.

Fire-Move (Maneuver Roll Modification: +0) — A mounted unitusing missile weapons may attempt to make a missile attack andthen move:• If successful, the unit may immediately make a missile attack

modified by -2 and then move up to half its normal MovementRate.

• Otherwise, the unit may not make a missile attack and may still onlymove up to half its Movement Rate.

Move-Fire (Maneuver Roll Modification: +0) — A mounted unitusing missile weapons may move half its normal Movement Rateand then attempt to make a missile attack:• If successful, the unit may make a missile attack modified by -2.

The unit may not move any further.• Otherwise, the unit may not make a missile attack and must

immediately end its movement.

CHANGING FORMATION WHILE ENGAGEDIf a unit is engaged (i.e., in base-to-base contact) with an enemy

unit (not just a combatant), any maneuver to change formation (seeS-6.2) is modified by an additional -2. Such maneuvers includereforming, disbanding, general shift, and battle shift.

39

O-7.3 UNIT TYPE BONUSESBased upon their armament, units will receive bonuses and/or

penalties when making melee attacks against certain types of units.For these purposes, units will be classified as being:

Foot Missile — Foot troops using primarily missile weapons orusing no weapons (e.g., spell users, siege weapon handlers, etc.).

Foot Melee — Foot troops using non-polearm melee weapons.

Foot Polearm — Foot troops using polearms.

Mounted Missile — Mounted troops using missile weapons.

Mounted Melee — Mounted troops using melee weapons.

UNIT TYPE MELEE ATTACK MODIFIERS

ATTACKER UNIT TYPE

DEFENDER Foot Foot MountedUNIT TYPE Melee Polearm Melee

Foot Missile +2 +1 +3

Foot Melee +0 +0 +2

Foot Polearm * -1 / +1 +0 / +0 -2 / +2

Mounted Missile +1 +1 +1

Mounted Melee -1 +0 +0

* — The first modification only applies for the initial round of melee combatbetween two units. For later rounds, the second modification is used.

O-7.4 WOUND PENALTIESAny combatant whose hits taken exceeds 1/4 of his Endurance

must modify all of his attack rolls as indicated on the AttackPenalties Due to Wounds Chart. These penalties also apply tomissile attacks.

ATTACK PENALTIES DUE TO WOUNDS CHART

No Damage up to 1/4 Damage ........................................... -0

1/4 Damage up to 1/2 Damage ........................................... -1

1/2 Damage up to 3/4 Damage ........................................... -2

3/4 Damage and up ............................................................. -3

O-7.5 OPEN-ENDED ROLLSIf a one is rolled on the “Death Die” (see S-7.0) in the Standard

Game, the attack rolled for automatically hits. If using this optionalrule, that is no longer the case. Instead, if the “Death Die” result isa six, the attacker can roll one more D10 to increase his attack roll.If this second die is a ten, he may roll one more D10 to furtherincrease his attack roll. All dice rolled are used when the Damagedelivered is determined.

Example: A ‘3D6, High’ attack is made with the die rollsbeing: 6, 2, 5 (the 6 result is on the Death Die). So anadditional D10 is rolled, resulting in a 10. Thus, another D10is rolled, resulting in a 6. The total attack roll is thus29 = 6+2+5+10+6, and the High Damage is 10 hits.

O-7.6 DEPTH MELEE BONUSESWhen a unit (or combatant) has melee combat with another unit,

the unit with the most rows of combatants will receive a bonus to itsmelee attack roll. This bonus reflects the benefit of having thesupport and “mass” provided by the rear rows of combatants.

• A unit’s number of rows is called its “depth.”• The attacker with the greater depth receives a +1 melee attack

bonus for every row in excess of its target’s depth.• Individual combatants are assumed to have a depth of zero.• A unit being attacked from the flank or rear has a depth of one

versus the unit attacking from the flank.• Regardless of its number of rows, a unit’s depth may never exceed

five.

Example: In the diagram below, unit “A” has 4 rows and isattacking unit “B” which has 2 rows. Thus, all melee attacksmade by unit “A” against unit “B” receive a +2 bonus. Unit“B” receives no melee attack modification due to depth.

Unit “C” (2 rows) is attacking unit “A” on its flank, so allmelee attacks made by unit “C” against unit “A” wouldreceive a +1 bonus, because the depth of unit “A” is only onewhen it is attacked from the flank.

1 in

2.5 cm

N

AC

B

O-8.0

DAMAGEThe armor effect for units wearing chain is “half damage” (see S-

8.4) against bladed weapons and “-3” against all other weapons.For these purposes, bladed weapons include all axes and all

swords (e.g., scimitars, falchions, 2 handed swords, short swords,broadswords, etc.).

40

O-9.0

MISSILE COMBATThe Optional Rules in this section concern missile combat. The

Melee Combat optional rules on Wound Penalties (S-7.4) and Open-ended Rolls (S-7.5) also apply to missile attacks.

O-9.1 MISSILE PARRYINGA unit (or a combatant) using shields may allocate all or part of its

“fixed bonus” to parry (see O-7.1) missile attacks. The followingrestrictions apply:• The unit/combatant(s) making the missile attack(s) must be in front

(see S-6.2) of the parrying unit.• An individual combatant may only parry one missile attack in a

given movement-missile phase.• A unit may parry all missile attacks from one unit or from all

individual combatants firing at it.• In the following melee combat phase, the parrying unit/combatant’s

Melee Attack stat is decreased by the amount used to parry . Recordthe amount used on the unit/combatant’s record sheet.

• The parrying unit’s Defense is only increased by half (round up) ofthe part of the fixed bonus used to parry.

Example: In the diagram below, unit ‘A’ may parry themissile attack from either unit ‘B’ or combatants ‘c’, ‘d’, and‘e’. It may not parry a missile attack from unit ‘F’, becauseunit ‘F’ is not in front of unit ‘A’.

O-9.4 UNIT MISSILE ATTACKSNormally a combatant is blocking terrain for the purposes of

missile attacks (see S-9.0). However, the optional rules in thissection allow combatants in the non-front rows of a unit to makemissile attacks over the combatants in front of them.

• A combatant in a unit in General Order formation receives a -1modification to its missile attacks for every combatant in front ofit.

• A combatant in the second row of a unit in Battle Order formationreceives a -2 modification to its missile attacks, but combatantsbehind the first two rows may not make missile attacks.

Example: In the diagram below, unit ‘A’ is in General Orderand unit ‘B’ is in Battle Order. Combatant ‘w’ may fire at ‘c’with a -1 mod, at ‘b’ with a -2 mod. Combatant ‘x’ may fire at‘d’ with a +0 mod. Combatant ‘z’ can fire at ‘e’ with a -2 mod.Combatant ‘y’ cannot fire at anyone.

1 in

2.5 cm

Nd

c be

x

w

z

yAB

O-9.5 BLOCKING TERRAINA missile attack is blocked (see S-9.0) if it must pass through 2"

[5cm] or more of light woods and/or medium woods.

Example: In the diagram below, combatant ‘a’ may fire at‘d’, but not at combatant ‘b’ or combatant ‘c’.

1 in

2.5 cm

N

a

b

c

d

front

A

B

F

c d

e

1 in

2.5 cm

N

O-9.2 MISSILE TARGETINGA unit (or combatant) making a missile attack may allocate +5 of

its “fixed bonus” to targeting (see O-7.1) — the attack’s fixed bonusis reduced by 5, but the Missile Attack stat is increased by 1D6.

O-9.3 FIRING INTO MELEENormally, a combatant may not fire at a target engaged in melee

(see S-9.0). However, if using this optional rule, a missile attack maybe made against a target engaged in melee. All normal requirements(see S-9.0) must be met and the attack roll is modified by -4 inaddition to all other modifiers.

If such an attack fails to hit the intended target, roll 1D6. If theresult is a one or two, roll the same attack against one of the friendlycombatants currently engaged with the original target.

41

O-10.0

MORALEThe Optional Rules in this section concern morale.

O-10.1 COMBATANTS VS. UNITSIf an individual combatant is in contact with an enemy unit at the

end of its movement-missile phase and if there is no friendly unitwithin 6" [15cm], the combatant must make a Morale Roll asoutlined in S-10.0.

O-10.2 EFFECTS OF ROUTEach turn, a routed unit will only attempt a Run maneuver (see

O-6.2), but it receives an additional +2 modification to the maneu-ver roll. The normal rout restrictions in S-11.5 still apply.

O-10.3 EFFECTS OF LOSSESAny unit whose losses (i.e., combatants killed) exceeds 1/4 of its

total combatants (see S-11.1) must modify all of Morale Rolls asindicated on the Unit Loss Morale Chart.

UNIT LOSS MORALE CHART

No Losses up to 1/4 Losses ................................................ -0

1/4 Losses up to 1/2 Losses ................................................ -1

1/2 Losses up to 3/4 Losses ................................................ -2

3/4 Losses and up ............................................................... -3

O-10.4 MORALE ROLLS CAUSED BY CHARGES

In certain circumstances, a unit/combatant being charged (see O-6.2) by another unit may be required to make a Morale Roll:

• If a charging unit makes contact against the flank of an enemy unit,the unit/combatant being charged must make an immediate Mo-rale Roll. If the charging unit is mounted and the unit/combatantbeing charged is not mounted, such a Morale Roll is modified by-2.

• If a charging unit makes contact against the rear of an enemy unit,the unit/combatant being charged must make an immediate Mo-rale Roll modified by -2. If the charging unit is mounted and theunit/combatant being charged is not mounted, such a Morale Rollis modified by -4.

• If a mounted charging unit makes contact against the front of a non-mounted enemy unit/combatant, the unit/combatant being chargedmust make an immediate Morale Roll.

Note: A charge by an individual combatant never causes aMorale Roll. A charge by foot troops against the front of aunit/combatant does not cause a Morale Roll.

O-10.5 DEPTH MORALE ROLL BONUS

In addition to other modifications, a unit in Battle Order receivesa bonus to Morale Rolls of +1 times its depth minus two (see O-7.5).This bonus does not apply if there is an enemy unit in contact (i.e.,attacking) with its flank or rear.

Depth Morale Roll Bonus = +1 x (Depth - 2)

O-10.6 RETREAT & FOLLOW-UPIf a unit/combatant fails a Morale Roll at the end of a Melee

Combat Phase, it must retreat 3" [8cm] (i.e., it backs up) and it is stilldisrupted. If this is not possible due to terrain, the presence of a unit,or the edge of the board, the unit/combatant will backup as far aspossible. If one or more individual combatants are in the way of aretreating unit, they will also be moved back as the unit retreats.

Any unit that was in contact with the front of a retreating unit/combatant may “follow-up” the retreat. Just move the unit follow-ing-up so that it maintains contact with the front of the unit orcombatant. If this is not possible due to terrain, the presence of a unit,or the edge of the board, the unit may follow-up as far as possible.Disrupted units may not follow-up a retreat.

The player that just moved his troops should roll his Morale Rollsfirst and then his opponent. Then the player that just moved histroops should retreat his units/combatants one at a time with hisopponent following-up as desired. Finally, the non-moving playerretreats his units/combatants with his opponent following-up asdesired.

Example: Unit ‘B’ in contact with unit ‘A’ fails its MoraleRoll, is disrupted, and retreats 3" [8cm] to the positionindicated on the left in the diagram below. Unit ‘A’ mayfollow-up and move forward 3" [8cm] to maintain contactwith unit ‘B’. On the right in the diagram below, unit ‘D’ incontact with unit ‘C’ fails its Morale Roll, is disrupted, andretreats 3" [8cm] to the position indicated. Unit ‘C’ may onlyfollow-up 0.5" [12mm] because of the wall in its way. Even ifthe wall were not there, unit ‘C’ could only advance 2" [5cm]due to the presence of Unit ‘E’.

B

A

ED

C

B

1 in

2.5 cmN

D

42

O-11.0

FORMATIONSThe Optional Rules in this section concern unit formations.

O-11.1 SPECIAL FORMATIONSCertain units may assume special Battle Order formations that are

provided in the unit descriptions. A few of the more common onesare described in this section. All special formations except “Col-umn” are considered to be Battle Order for the purposes of move-ment, maneuvers, and other factors (see S-11.2 and O-6.2).

NEW FORMATION STANDARD MODIFICATIONSThe Formation Modification Chart gives the standard formation

modifications for the special formations presented in this section.Specific unit modifications may differ from these standard modifi-cations.

COLUMNA very good formation for movement purposes, but in most cases,

a bad formation for combat purposes. Except for the followingrequirement, Column formation has the same requirements as thestandard Battle Order formation (see S-11.1):• The number of combatants in each row may not exceed the number

of rows.• See the Formation Modification Chart for unit modifications.• A unit in column formation has certain movement advantages and

disadvantages as outlined below.

Moving in Column Order — A unit moving in column order isassumed to be following its front row in a manner similar to a snakefollowing its head. Movement should be resolved under the assump-tion that the front row wheels while each row follows the exact routetaken by the front row. Whenever possible, the unit will end up ina standard column formation at the end of movement.

To determine distance moved, just calculate the longest distancemoved by one of the combatants in the front row.

Due to formation requirements, a unit in column formation maynot turn 90˚ (see S-11.2) and it may not Back/Center Wheel(see O-6.2).

L INEThis formation is a loose formation that has all of its combatants

one row. This allows the maximum frontage for the unit and it isgood for missile fire, but it has bad morale effects. The followingrestrictions apply:• The normal Battle Order formation restrictions apply (see S-11.1).• See the Formation Modification Chart for unit modifications.• All combatants are in one row.• If two or more adjacent combatants in a unit in Line formation are

killed in the same Melee Phase, the unit must immediately disband(see S-11.1 and S-11.3).

Line Formation

SQUAREThis formation is a tight formation that only foot units may

assume. A Square has all of its combatants facing outward, so it hasno flank or rear. However, a square is virtually immobile and is veryvulnerable to missile attacks. The following restrictions apply:• The normal Battle Order formation requirements apply (see S-

11.1).• See the Formation Modification Chart for unit modifications.• There may be an empty space in the center rows of the formation.• Each of the individual combatants of a unit must be faced towards

the closest edge of the unit (i.e., facing outward from the center).Thus, the unit has no flank and no rear. It may move forward in anydirection. The corner combatants are assumed to be faced in bothdirections (i.e., they have no flanks).

20-ManSquareorHedgehog

1 in

2.5 cmN

43

FORMATION MODIFICATION CHART

Standard Morale MovementUnit ‡ Melee Missile Roll Rate

Formation Maneuver Att Def Att Def Mod Mod * Special

Column (9) +1 -1 -2 -2 +1 x1 Has special movement rules.

General Order (9) +0 +0 +1 +0 +1 x1 See S-11.1.

Battle Order (9) +2 +2 +0 -1 +2 x1 See S-11.1.

Line † (9) +2 +2 +0 +0 -1 x1 All combatants in one row.

Square † (9) +1 +2 +0 -3 +2 x1/4 All combatants face “outward.”

Hedgehog † (9) +1 +3 +0 -3 +2 x0 All combatants face “outward.” Charging & mountedattackers must make Morale Rolls.

Shield Wall † (9) +0 — -1 — +2 x1/2 None.Front +4 +5Flank, Rear +2 -2

Phalanx † (9) — — +0 -1 +2 x3/4 Second and third row combatants may attack.Front +1 +3 -1 Melee Attack Mod is -1 for 2nd row combatants.Flank, Rear -2 +0 -1 Melee Attack Mod is -3 for 3rd row combatants.

* — This Movement Rate modification is applied before any terrain movement reductions (see O-3.0).† — These formations are treated as Battle Order formations for movement purposes (see S-11.2).‡ — Each Unit Maneuver number above is based upon a unit with average training with the maneuver. A more expert unit wopuld have a lower value, while a unit

with less training would have a higher value. A unit which has never trained in the maneuver should have an Unit Maneuver number of 14.

HEDGEHOGThis formation is a tight formation that only foot units armed with

polearms may assume. In a Hedgehog, the combatants form aSquare formation and “set” their polearms in the ground pointingoutward, usually in anticipation of a charging enemy unit. However,a Hedgehog is immobile, is vulnerable to missile attacks, does notattack very well. The following restrictions apply:• The Square formation requirements and modifications apply (see

above).• See the Formation Modification Chart for unit modifications.• Any unit attempting to charge a Hedgehog must first make a

Morale Roll.• Any mounted units making a melee attack against a Hedgehog

must first make a Morale Roll. Thus, a mounted unit charging aHedgehog must make a Morale Roll to charge and then a secondMorale Roll to before making melee attacks.

• Any melee attacks by mounted units against a Hedgehog aremodified by -2 in addition to any other modifications.

SHIELD WALLThis formation is a tight formation that only foot units using large

shields may assume. In a Shield Wall, the combatants pack tightlyand hold their shields close together so that they almost overlap,usually in anticipation of missile attacks. However, a Shield Wall isalmost immobile, is vulnerable to missile attacks from the flanks andrear, does not attack very well, and may make no missile attacks. Thefollowing restrictions apply:• The normal Battle Order formation restrictions apply (see S-11.1).• See the Formation Modification Chart for unit modifications.

PHALANXCertain units armed with long pole arms can assume a battle order

formation called a phalanx. Usually such units were armed withspears of varying lengths that enabled the unit to overlap theirattacks. In such a formation, each combatant in the second or thirdrow may attack an enemy combatant directly in front of it and incontact with the front row.• The normal Battle Order formation restrictions apply (see S-11.1).• See the Formation Modification Chart for unit modifications.• Attacks may be made by 2nd row combatants and their Melee

Attack mod is -1.• Attacks may be made by 3rd row combatants and their Melee

Attack mod is -3.

O-11.2 CHANGING FORMATIONSIn the Standard Game (S-11.3) all formation changes use half of

a unit’s Movement Rate and occur automatically. When using theOptional Rules, a unit must make a Unit Maneuver (see O-6.2) andthe part of the Movement Rate required is variable. These “forma-tion change” maneuvers and their effects are presented in O-6.2. Forthese purposes, all of the special formations in O-11.1 are assumedto be Battle Order formations.

CHANGING FORMATION WHILE ENGAGEDIf a unit is engaged (i.e., in base-to-base contact) with an enemy

unit (not just a combatant), any maneuver to change formation (seeS-6.2) is modified by an additional -2. Such maneuvers includereforming, disbanding, general shift, and battle shift.

44

O-12.0

SPECIALCOMBATANTS

O-12.1 SPELL USERSSpell users are combatants that can cast spells during battles. In

addition to the normal stats (see S-4.0), spell users have three otherstats:

• Known Spells (see O-14.0) ................................................ KS• Power Points ...................................................................... PP• Elemental Spell Bonus .....................................................ESB

KNOWN SPELLSIf a spell user’s Known Spells includes a series of letters, each of

which is followed by a number and preceded by a number:• The spell user knows a spells from the spell class indicated by the

letter (C = Channeling, E = Essence).• The number following the letter indicates the maximum level of the

spell (see O-14.0); a spell’s level is an approximation of its power.• The number preceding the letter “#x” indicates how many spells of

that spell class and level that the spell user knows and can use.• The player controlling the spell user must choose and record which

spells the spell user knows.

Example: A spell user’s Known Spells stat is: “3C1, 2C2,1C3”. The spell user knows three 1st level Channeling spells,two 2nd level Channeling spells, and one 3rd level Channel-ing spell.

CASTING SPELLSA spell user may cast one spell each of his movement-maneuver

phases (see O-5.0) and still move up to one-fourth of his normalMovement Rate (round up).

POWER POINTSNormally, for a battle, a spell user has a number of “Power Points”

(PPs) equal to his Power Points stat. Each spell uses a certainnumber of the spell user’s PPs when it is cast — normally the numberof PPs required is equal to the spell’s level (see O-14.0). When a spelluser’s PPs are all used, he may no longer cast spells. Mark PowerPoint usage on the spell user’s record sheet.

A spell user’s Defense stat can be affected by personal spells notspecifically cast during a battle. If a spell user expends one PowerPoint at the beginning of his movement-missile phase, his Defenseis increased by +5 until the beginning of his next movement-missilephase. This does not affect his ability to cast a spell during that phase.This +5 modification may not be applied if the spell user is using ashield or if he is wearing non-magic armor.

ELEMENTAL SPELL TYPEIf a scenario does not specifically indicate an element type for a

spell user’s spells, the player controlling the spell user should roll1D6 to determine the spell user’s element type:

1: fire; 2: cold; 3: wind; 4: water; 5: electricity; 6: earth

DISRUPTED SPELL USERSA disrupted spell user (see S-10.0) cannot cast a spell, but he may

still expend his one PP per movement-missile phase to receive his +5Defense modification.

O-12.2 STANDARD BEARERSStandards are highly visable symbols of a group of combatants

(usually from the same Warring Hold or similar political/culturalentity). Standards are usually flags or banners on poles, but anythingwith symbolic value to its combatants could be used (e.g., a greatenemy’s head on a spear, a huge glowing artifact, a totem, etc.).Individual scenarios will indicate the presence of any standards.

The combatant that carries a group’s standard is called its Stan-dard Bearer. A Standard Bearer can be a leader or just a normalcombatant; he can be an individual combatant or part of a unit. Astandard can be transfer between combatants in base-to-base contactat the end of any movement-missile phase.• A Standard Bearer receives a -2 modification to his melee attack

rolls.• A Standard Bearer receives a +4 modification to his Morale Rolls.• If a Standard Bearer is in base-to-base contact with an enemy

combatant/unit, all combatants/units within 8" of their group’sstandard will receive a +2 mod to Morale Rolls. This range andmodification may vary depending on the standard being used.

• If a Standard Bearer is killed and he is part of a unit, transfer thestandard to another unit member (he becomes the new StandardBearer). However, if the unit fails its Morale Roll at the end of thatphase and retreats (see O-10.6) and its opponent follows-up (seeO-10.6), the opponent gets the standard instead. If a foe takes it,mark it on his record sheet.

• If a Standard Bearer is killed in melee combat and he is not part ofa unit, the foe that killed him may take his standard — mark thison the foe’s record sheet.

• If a Standard Bearer is an individual combatant killed by a missileattack or combat or, place a marker on the playing surface toindicate the standard’s location. It may be taken by the nextcombatant to reach that location. If one of the standard’s owncombatant’s recovers it, he will become the new standard bearer.If a foe takes it, mark it on his record sheet. This procedure is alsofollowed if the Standard Bearer is removed from play due to thefailure of a Morale Roll (see S-10.0).

• A standard can be recovered from a foe that has captured it in thesame manner as outlined above.

45

O-13.0

BLADESTORMSIn the Standard Game, the arrival of a Bladestorm automatically

ends a scenario one to six turns after its arrival (see S-13.0. Thisoptional rule provides descriptions of the four ways that a Bladestormcan manifest itself on a field of battle: the front, the ring, the tornado,and the field.

If a scenario doesn’t specify a type of Bladestorm, roll 1D10:1-3: front — 4-5: ring — 6-7: tornado — 8-10: field

Note: Damage from these Bladestorms is cummulative andwill kill most combatants over the course of a number ofrounds. If the players want to use more deadly Bladestorms,increase the attack rolls by +2D6.

O-13.1 DETERMINING A˜˜˜ STARTING POINT

When a ring, tornado, or field Bladestorm appears, its startingpoint must be determined. A front Bladestorm appears from an edgeof the playing surface and follows its own appearance guidelines(see O-13.5).

To determine the starting point follow this procedure:1) Determine the center of the playing surface.2) Roll 1D10 to determine direction from the center:

1: North; 2: Northeast; 3: East; 4: Southeast;5: South; 6: Southwest; 7: West; 8: Northwest; 9-10: reroll.

3) Roll 2D6+1D10 to determine the distance (i.e., #, the number ofinches [x2.5 for centimeters]) from the center of the playingsurface.

4) The starting point is # inches [# x 2.5 for centimeters] from thecenter in the direction determined in step 3).

Example: In the diagram below, the center point is ‘A’, thedirection roll is ‘5’ (i.e., south), and the distance roll is7" =1+3+3 [17.5cm]. So the starting point is 7" [17.5cm]south of the center point. If the center point is ‘B’, the directionroll is ‘3’ (i.e., east), and the distance roll is 8" =4+1+3[20cm], then the starting point is 8" [20cm] east of the centerpoint.

O-13.2 FIELD BLADESTORMSOn its first turn a field Bladestorm only covers a 2" [5cm] radius

around its starting point. However, at the beginning of each turn afterthat its area of coverage/effect increase in radius by 1D6 inches. Thiswill continue until the entire playing surface is covered.Damage: At the beginning of each turn, just after its size increases,

a field Bladestorm automatically delivers High+Low damagefrom a 2D6+D10 attack (Armor does affect this) to each combat-ant within its area of effect.

O-13.3 RING BLADESTORMSOn its first turn a ring Bladestorm only covers a 2" [5cm] radius

around its starting point. At the beginning of each turn after that itsarea of coverage increase in radius by 1D6 inches. However, its areaof effect (i.e., the area in which damage occurs) is only a 2" [5cm]wide ring on the outer edge of this area. The increase in size willcontinue until the ring passes entirely off the board; if the battle isstill going when this happens, start making rolls again to see ifanother Bladestorm appears.Damage: At the beginning of each turn, just after its size increases,

a ring Bladestorm automatically delivers High+2 damage from a4D6+D10 attack (Armor does affect this) to each combatant thatits area of effect has just passed over or that is currently in its areaof effect.

Example: In the diagram below, a ring Bladestorm hasincrease in size by 2" [5cm]. So there is a 2" [5cm] wide ringwith a 4" [10cm] radius. The area of effect does not includethe inner circle with a 2" [5cm] radius

1 in

2.5 cm

N

NoDamage

O-13.4 TORNADO BLADESTORMSOn its first turn a tornado Bladestorm only covers a 2" [5cm]

radius around its starting point. At the beginning of each turn afterthat its area of coverage/effect increase in radius by 1D6-3 inches.

The center of a tornado Bladestorm area of effect/coveragemoves just after its size increases. Roll for the direction and distanceof movement as outlined in O-13.1. If its movement would carry itoff the playing surface, just stop the center of its area of effect on theedge of the board.Damage: At the beginning of each turn, just after it grows and

moves, a tornado Bladestorm automatically delivers High+Lowdamage from a 2D6+D10 attack (Armor does affect this) to eachcombatant that its area of effect has just passed over or that iscurrently in its area of effect.

1 in

2.5 cmN, 1

S, 5

NE, 2

E, 3

SE, 4

W, 7

NW, 8

SW, 6

CenterA

StartingPoint

ACenter

B

StartingPoint

B

46

O-13.5 FRONT BLADESTORMSFor a front type Bladestorm, just roll 1D10 to determine the edge

of the playing surface that the front starts on:1-3: West — 4-5: North — 6-7: South — 8-10: East

If the edges of the playing surface are not aligned on a north-south-east-west basis, just use a similar type roll to pick a boardedge.

On its first turn a front Bladestorm only covers a 4" [10cm] widestrip adjacent to its starting edge. At the beginning of each turn afterthis 4" [10cm] wide strip (i.e., the area of effect) moves 1D6 inchesin the direction away from its starting edge. This movement willcontinue until the strip passes entirely off the board; if the battle isstill going when this happens, start making rolls again to see ifanother Bladestorm appears.Damage: At the beginning of each turn, just after it moves, a front

Bladestorm automatically delivers High+2 damage from a4D6+D10 attack (Armor does affect this) to each combatant thatits area of effect has just passed over or that is currently in its areaof effect.

O-13.6 MOVING INTO OR THROUGH A BLADESTORM

If a combatant moves into or through the area of effect of aBladestorm, he will take the damage appropriate to that type ofBladestorm at the end of his movement-missile phase. This damageis in addition to the normal damage that the Bladestorm delivers atthe beginning of each turn.

O-13.7 TERRAIN EFFECTSIf a combatant is in certain types of terrain, the damage he takes

from a Bladestorm is modified as follows — Light Woods: -1;Medium Woods: -2; Heavy Woods: -3; Building: -5. These modifi-cations are applied before normal Armor modifications are applied.

O-14.0

SPELLSThese spells are classified by their power levels.

DURATIONMany spell effects last for the “duration of battle.” If both players

agree and are willing to do the bookkeeping, the duration of suchspell effects can be 3D6+10 turns. If the players desire a fixed timefor strategic reasons, use a duration of 10-20 minutes.

A spell that affects a unit will dispel (i.e., ceases to function) if theunit disbands.

POWER POINTSCasting a spell requires that the spell caster use an number of

Power Points (PPs) equal to the spell’s level unless stated otherwise.See O-12.1 for how the use of PPs affects the spell user.

RESISTANCE ROLLSA spell marked with a “(RR)” only affects its target if the target

fails a Resistance Roll (RR). To make a RR, a target rolls 3D6 andsubtracts the level of the spell. If the result is less than or equal to thetarget’s Resistance stat, the RR fails and the target is affected by thespell. Otherwise, the spell has no effect. Only one RR is madeagainst a spell directed at a unit.

COMBATANTS IN UNITSIf a spell affects only one combatant in a unit in such a way that

the unit would be restricted in its activities, the unit can ignore theoverall effects.

Example: If a combatant is “Confused” and cannot missilefire, the rest of the unit can still do so. If a combatant’s legs areare paralyzed and he cannot move, the rest of the unit canleave him (he becomes an individual combatant until he canrejoin his unit). If a combatant has a -2 Morale Roll mod, theunit’s Morale Rolls are unaffected.

KEY

Power Points ............................................ PPResistance Roll ....................................... RRMovement-Missile Phase........... M-M phaseMelee Combat Phase .................. M-C phase

47

O-14.1 CHANNELING SPELLS — LEVEL ONE

BARRIER--------------------------------------- 1Range: 10" [25cm] Duration: Duration of Battle

Creates a straight stone wall 3" [8cm] high, 0.2" [0.5cm] thick(treat as impassable terrain). The length is 3" [8cm] for each PP used.

BLESS ----------------------------------------- 2Range: 10" [25cm] Duration: Duration of Battle

For each PP used, target combatant receives a +1 bonus to one ofthe following (maximum bonus is +5):Defense ; All ResistanceRolls he makes; All Morale Rolls he makes.

CALL BLADESTORM I --------------------------- 3Range: — Duration: Until end of turn

Modify the roll for a Bladestorm this turn by +1. The bonus is +2for Duskwalker servants and allies. Soulslayer servants and alliesmay never cast this spell.

CANCEL MAGIC (RR) -------------------------------- 4Range: 20" [50cm] Duration: —

Cancels any one spell on one combatant (not unit). The “spell”gets to make a RR to avoid being cancelled; its Resistance stat isequal to 12 - (its level x 2). The level of this spell is half the PPs(round down) used to cast the spell (a max. of 10 PPs may be used).

DARKNESS ------------------------------------- 5Range: 20" [50cm] Duration: Duration of Battle

Creates an area of darkness (as a dark night) with a radius of 3"[8cm] for every 1 PP used. While inside the darkness, creatureswithout nightvision receive a -2 Morale Roll modification and a -2 modification to maneuvers and missile attacks.

HEALING -------------------------------------- 6Range: 10" [25cm] Duration: —

Remove 10 hits taken from one combatant for each PP used.

LIGHT ---------------------------------------- 7Range: 20" [50cm] Duration: Duration of Battle

Creates an area of light (as bright sunlight) with a radius of 3"[8cm] for every 1 PP used. While inside the light, “creatures of thenight” (e.g., undead, Goblins, etc.) receive a -2 Morale Roll modi-fication and a -2 modification to maneuvers and missile attacks.

PAIN I (RR) ------------------------------------------ 8Range: 20" [50cm] Duration: —

Target combatant takes 5 hits.

PANIC (RR) ----------------------------------- 9Range: 20" [50cm] Duration: —

Target combatant must make an immediate Morale Roll. The RRagainst this spell is modified by -5.

POISON IMMUNITY ---------------------------- 10Range: 20" [50cm] Duration: Duration of Battle

Target combatant is immune to the effects of poisons.

RALLY ---------------------------------------- 11Range: 20" [50cm] Duration: —

One combatant on the caster’s side may make an immediateMorale Roll modified by +2.

SPRAIN LEG (RR) ------------------------------------ 12Range: 20" [50cm] Duration: Duration of Battle

Target combatant’s Movement Rate is halved.

O-14.2 CHANNELING SPELLS —LEVEL TWO

CALL BLADESTORM II -------------------------- 1Range: — Duration: Until end of turn

Modify the roll for a Bladestorm this turn by +2. The bonus is +3for Duskwalker servants and allies. Soulslayer servants and alliesmay never cast this spell.

EXTEND TERRAIN ------------------------------ 2Range: 20" [50cm] Duration: Duration of Battle

Already existing terrain can be increased in area by approxi-mately 4 square inches [26 square cm] for every 2 PPs expended(maximum of 10 PP for each spell). Certain types of terrain can notbe extended: Deep Water, Impassable (e.g., walls), Slope, SteepSlope, Roads/Paths, and Buildings.

FOG CALL ------------------------------------- 3Range: 20" [50cm] Duration: Duration of Battle

Creates an area of fog with a radius of 3" [8cm] for every 2 PPsused. Any missile attacks passing through the fog are modified by-5.

MASS BLESS ----------------------------------- 4Range: 10" [25cm] Duration: Duration of Battle

For every two PPs used, target unit receives a +1 bonus to one ofthe following (maximum bonus is +5):

1) Its Defense2) All Resistance Rolls it makes3) All Morale Rolls it makes

MASS CANCEL MAGIC (RR) ------------------------- 5Range: 20" [50cm] Duration: —

Cancels any one spell on one unit. The spell gets to make a RR toavoid being cancelled; its Resistance stat is equal to 12 - (its level x2). The level of the Cancel Magic spell is equal to half the PPs (rounddown) used to cast the spell (a maximum of 10 PPs may be used).

MASS HEALING -------------------------------- 6Range: 10" [25cm] Duration: —

Removes 5 hits taken from each combatant in an area with a radiusof 3" [8cm] for every 2 PPs used.

MASS PANIC (RR) -------------------------------------7Range: 10" [25cm] Duration: —

Target unit must make an immediate Morale Roll. The RR againstthis spell is modified by -5.

MASS RALLY ----------------------------------- 8Range: 20" [50cm] Duration: —

Target unit (on the caster’s side) may make an immediate MoraleRoll modified by +2.

MASS SPRAIN LEG (RR) ------------------------------ 9Range: 20" [50cm] Duration: Duration of Battle

Target unit’s Movement Rate is halved.

PAIN II (RR) ---------------------------------------- 10Range: 20" [50cm] Duration: Duration of Battle

Target combatant takes 10 hits.

SUDDEN LIGHT (RR) ------------------------------- 11Range: 20" [50cm] Duration: —

Creates a sudden burst of intense light with a radius of 2" [5cm]for every 2 PPs used. All of the combatants/units in the radius aredisrupted.

48

O-14.3 CHANNELING SPELLS — LEVEL THREE

BRIDGE --------------------------------------- 1Range: 20" [50cm] Duration: Duration of Battle

Creates a 10" [25cm] long, 5" [13cm] wide “bridge” that can beused to cross restrictive terrain; treat as clear terrain. This spellcannot cross Impassable terrain.

CALL BLADESTORM III ------------------------- 2Range: — Duration: Until end of turn

Modify the roll for a Bladestorm this turn by +3. The bonus is +4for Duskwalker servants and allies. Soulslayer servants and alliesmay never cast this spell.

MASS DISRUPT (RR) --------------------------------- 3Range: 20" [50cm] Duration: —

Target unit is disrupted.

MASS POISON IMMUNITY ----------------------- 4Range: 20" [50cm] Duration: Duration of Battle

Target unit is immune to the effects of poisons.

PAIN III (RR) ---------------------------------------- 5Range: 20" [50cm] Duration: —

Target combatant takes 15 hits.

RESTORATION I -------------------------------- 6Range: 1" Duration: —

A combatant that has been removed from play may be broughtback at full strength, except the PPs are as when the combatant died.The PPs required are equal to the combatant’s Endurance.

SUMMONING ---------------------------------- 7Range: 20" [50cm] Duration: Duration of Battle

Summons a monster or beast that will fight as a combatant on thesummoner’s side. Its applicable stats are:

Base Mod per PP StatStat Stat used Over 3 Maximum

Movement Rate 4" [10cm] +2 per PP 14" [35cm]Melee Attack 3D6 +2 per PP 3D6+10Melee Damage High +1 per PP High+5Defense 7 +1 per PP 12Armor -1 -1 per PP -4Morale 9 -1 per PP 4Endurance 8 +4 per PP 32Maneuver 10 -2 per PP 4

Resistance 9 -1 per PP 4

For each PP above three used to cast the spell one stat may bemodified by the amount indicated on the chart above. No modifiedstat may exceed the maximum limits given above. The base size is1"x1" unless over 20 PPs are used; in which case, use a 1.5"x1.5"[40x40mm] base.

The exact type of beast summoned should be appropriate to thenumber of PPs used, the terrain, and the situation. If in doubt, use alarge bear or a Troll. See the Source Book for sample creatures thatlive in the Bladelands.

Example: A spell user uses 9 PPs to cast a Summoning spellto summon a large bear. It takes 3 PPs for the base stats. Hechooses to use 3 PPs to increase the Endurance stat (+12), 1PP for Armor, and 2 PPs for Defense. Thus the creature hasan Endurance stat of 20, an Armor stat of -2, a Defense stat of9, and base stats for everything else.

O-14.4 CHANNELING SPELLS — LEVEL FOUR

CALL BLADESTORM IV-------------------------- 1Range: — Duration: Until end of turn

Modify the roll for a Bladestorm this turn by +4. The bonus is +5for Duskwalker servants and allies. Soulslayer servants and alliesmay never cast this spell.

CREATE TERRAIN ------------------------------ 2Range: 20" [50cm] Duration: Duration of Battle

Changes 4 square inches [26 square cm] of clear terrain to anothertype of terrain. Certain types of terrain can not be created: DeepWater, Impassable (e.g., Walls), Slope, Steep Slope, and Roads/Paths.

MASS HEALING TRUE -------------------------- 3Range: 10" [25cm] Duration: —

Removes 10 hits taken from each combatant in an area with aradius of 3" [8cm] for every 4 PPs used.

MASS PAIN (RR) ------------------------------------- 4Range: 20" [50cm] Duration: —

Combatants in the target unit take 5 hit each.

MASS ROUT (RR) ------------------------------------ 5Range: 20" [50cm] Duration: —

Target unit is routed.

RESTORATION II (RR) ------------------------------- 6Range: 1" Duration: —

One combatant that has been removed from play may be broughtback into play at full strength, except that the PPs are as they werewhen the combatant died. The PPs required is equal to the combatant’sEndurance divided by 2 (round up).

O-14.5 CHANNELING SPELLS — LEVEL FIVE

BRIDGE TRUE --------------------------------- 1Range: 20" [50cm] Duration: Duration of Battle

Every 2 PP used creates a 10" [25cm] long, 5" [13cm] widesection of a “bridge” that can be used to cross restrictive terrain; treatas clear terrain. Maximum length is 50" [125cm]. This spell cannotcross Impassable terrain.

CALL BLADESTORM V--------------------------- 2Range: — Duration: Until end of turn

Modify the roll for a Bladestorm this turn by +5. The bonus is +6for Duskwalker servants and allies. Soulslayer servants and alliesmay never cast this spell.

DEATH (RR)------------------------------------------ 3Range: 10" [25cm] Duration: —

Target combatant dies and is removed from play.

MASS PAIN TRUE (RR) ------------------------------ 4Range: 20" [50cm] Duration: Duration of Battle

Combatants in the target unit take 10 hit each.

RESTORATION TRUE (RR) --------------------------- 5Range: 5" [13cm] Duration: Duration of Battle

One combatant that has been removed from play may be broughtback into play at full strength, except that the PPs are as they werewhen the combatant died. The PPs required is equal to the combatant’sEndurance divided by 5 (round up).

49

O-14.6 ESSENCE SPELLS — LEVEL ONE

ARMOR --------------------------------------- 1Range: 20" [50cm] Duration: Duration of Battle

Target combatant’s Armor stat is modified by -1; may only be castonce on each combatant.

CANCEL MAGIC (RR) -------------------------------- 2Range: 20" [50cm] Duration: —

Cancels any one spell on one combatant (not unit). The “spell”gets to make a RR to avoid being cancelled; its Resistance stat isequal to 12 - (its level x 2). The level of the Cancel Magic spell isequal to half the PPs (round down) used to cast the spell (a maximumof 10 PPs may be used).

CONFUSION (RR) ------------------------------------ 3Range: 20" [50cm] Duration: For target’s next M-M phase

Target combatant can take no action other than movement duringhis next movement-missile phase. This spell has no effect on meleecombat.

DEFLECTIONS --------------------------------- 4Range: 20" [50cm] Duration: During next M-M phase

During the next movement-missile phase, the caster may modifyone missile attack roll by -8. The combatant making the attack mustbe within 20" [50cm] and within his front arc (see S-9.0). The attackto be modified must be chosen before the attack roll is made.

DISRUPT (RR) ---------------------------------------- 5Range: 20" [50cm] Duration: —

Target combatant is disrupted.

ELEMENTAL BOLT I ----------------------------- 6Range: 20" [50cm] Duration: Duration of Battle

A bolt of elemental energy (e.g., fire, ice, electricity, etc.) is shotfrom the palm of the caster. The target combatant suffers an attackwith the following stats:

Attack: 1D6+1D10+ (caster’s Elemental Spell Bonus stat)Damage: Low+2

ENHANCEMENTS ------------------------------- 7Range: 10" [25cm] Duration: Duration of Battle

For each PP used, target combatant receives a +1 bonus to one ofthe following (maximum bonus is +5):

1) His Defense2) All Maneuver rolls he makes3) All Resistance Rolls he makes

ENCHANT WEAPONS --------------------------- 8Range: 20" [50cm] Duration: Duration of Battle

Target combatant’s Melee Attack stat is modified by +1; may onlybe cast twice on any given combatant.

FIRE WALL ------------------------------------ 9Range: 10" [25cm] Duration: Duration of Battle

Creates a straight wall of fire 3" [8cm] high and 1/4" [6mm] thick.The length of the wall is 3" [8cm] for each PP used. Any combatantpassing through the wall takes 1D6 hits (no RR).

LANDING------------------------------------- 10Range: 20" [50cm] Duration: Until next fall

If cast on a target combatant, that combatant may ignore anydamage resulting from its next fall during the current battle(see O-6.1).

LEAVING ------------------------------------- 11Range: 5" [13cm] Duration: —

A willing target combatant may be “teleported” up to 10" [25cm]for each PP used. The caster must be able to see the destination andthere can be no intervening “barriers” in a direct line between thetarget and its destination. If any material (other than air) occupies thedestination, the target does not leave and it is disrupted.

LIGHT --------------------------------------- 12Range: 20" [50cm] Duration: Duration of Battle

Creates an area of light (as bright sunlight) with a radius of 3"[8cm] for every 1 PP used. While inside the light, “creatures of thenight” (e.g., undead, Goblins, etc.) receive a -2 Morale Roll modi-fication and a -2 modification to maneuvers and missile attacks.

NIGHTVISION -------------------------------- 13Range: 10" [25cm] Duration: Duration of Battle

Target combatant may see in darkness as if it were day.

PARALYZE LEGS (RR) -------------------------------- 14Range: 20" [50cm] Duration: Until end of his next M-M phase

Target combatant may not move on its next movement-maneuverphase.

PORTAL -------------------------------------- 15Range: 5" [13cm] Duration: Duration of Battle

Opens a 1" [25mm] wide, 1" [25mm] tall portal in an solid surface.This will enable a human-sized combatant to pass through animpassible barrier. The portal will go thru 1" [25mm] of material foreach PP used.

RESIST ELEMENTS ----------------------------- 16Range: 10" [25cm] Duration: Duration of Battle

Target combatant is totally protected from natural light, heat, andcold. His Defense against attacks (spells and creatures) involvinglight, heat, and cold is increased by +4.

RUN ----------------------------------------- 17Range: 5" [13cm] Duration: Until attacks or is attacked

Target combatant’s Movement Rate is doubled until it next makesan attack or is attacked by an enemy. Target may not attempt a Runor a Sprint maneuver while using this spell. This spell only appliesto movement.

RUST/ROT (RR) ------------------------------------ 18Range: 20" [50cm] Duration: Duration of Battle

Target combatant’s Armor stat is modified by +1; may not exceedzero.

STRENGTH ----------------------------------- 19Range: 20" [50cm] Duration: Duration of Battle

Target combatant’s Melee Damage stat is modified by +1; mayonly be cast twice on any given combatant.

WEAKEN (RR) ------------------------------- 20Range: 20" [50cm] Duration: Duration of Battle

Target combatant’s Melee Damage stat is modified by -1; themodification from this spell may not exceed -2 for any givencombatant.

50

O-14.7 ESSENCE SPELLS — LEVEL TWO

BLADETURN ----------------------------------- 1Range: 20" [50cm] Duration: During next M-C phase

During the next melee combat phase, the caster may modify onemelee attack roll by -8. The attack must be within 20" [50cm] andwithin his front arc (see S-9.0). The attack to be modified must bechosen before the attack roll is made.

ELEMENTAL BALL I ----------------------------- 2Range: 20" [50cm] Duration: —

A 0.1" [3mm] ball of elemental energy (e.g., fire, ice, electricity,etc.) is shot from the palm of the caster; it explodes to affect a areawith a 3" [8cm] radius. All target combatants in the area suffer anattack with the following stats:

Attack: 2D6+6Damage: (Lowx2)-1

ELEMENTAL BOLT II ---------------------------- 3Range: 20" [50cm] Duration: —

The target combatant suffers an attack with the following stats:Attack: 1D6+1D10+1+ (caster’s Elemental Spell Bonus stat)Damage: High+1

FEAR (RR) -------------------------------------------- 4Range: 20" [50cm] Duration: Duration of Battle

Target combatant’s Movement Rate is doubled, but it must moveas far away as possible from one specific combatant/unit chosen bythe caster.

FLY ------------------------------------------- 5Range: 5" [13cm] Duration: Duration of Battle

Target combatant may fly (see O-17.0) up to 20" [50cm] high witha Movement Rate of 10" [25cm].

HASTE ---------------------------------------- 6Range: 5" [13cm] Duration: Until end of next M-C phase

During the next melee combat phase, the target combatant maymake twice its normal melee attacks against the same combatant.

HATRED (RR) -----------------------------------------7Range: 20" [50cm] Duration: Until foe is attacked

Target combatant hates one combatant chosen by the caster.Target will attempt to attack that combatant as soon as possible (e.g.,move towards and melee, make a missile attack, etc.). As soon as thehated combatant has been attacked once, the spell is canceled.

HOLD (RR)------------------------------------------- 8Range: 20" [50cm] Duration: Duration of Battle

Target combatant’s Movement Rate is halved and all attack rollshe makes receive a -2 modification.

ILLUSIONARY TERRAIN -------------------------- 9Range: 20" [50cm] Duration: Special

When cast on a clear terrain area of up to 2"x2" [5x5cm], the areaappears to be of another type of terrain type — just place terrain ofthat type on the playing surface (the player casting the spell shouldrecord what terrain is not real). No RRs need be made, it looks realto the combatants. However, the terrain is not real. If any enemycombatant/unit moves adjacent to its position or moves into orthrough it or makes a missile attack against the area, the terraindisappears (remove the terrain from the playing surface).

Normally, this spell may only be cast at the start of a scenario inwhich the players are placing the terrain. Both players must agree ifthis spell is to be used.

INVISIBILITY ---------------------------------- 10Range: 20" [50cm] Duration: Special

Target combatant is invisible. Remove from the playing surfaceand keep track of its position on a sheet of paper. If he makes anyattack or if any enemy combatant/unit makes base-to-base contactwith him or attempts to move through his area or makes a missileattack against the area he occupies, the combatant becomes visibleand is immediately placed on the playing surface. This spell can alsobe applied to a terrain area up to 2"x2" [5x5cm] (i.e., the terrain willappear to be clear terrain).

This spell works best for combatants on the playing surface at thestart of a scenario. Both players must agree if this spell is to be used.

LONG DOOR --------------------------------- 11Range: 5" [13cm] Duration: —

A willing target combatant may be “teleported” up to 10" [25cm]for every 2 PPs used. Exact distance and direction must be specified.If any material (other than air) occupies the destination, the targetdoes not leave and it is disrupted.

MASS ARMOR--------------------------------- 12Range: 20" [50cm] Duration: Duration of Battle

Target unit’s Armor stat is modified by -1; may only be cast onceon any given unit.

MASS CANCEL MAGIC (RR) ------------------------ 13Range: 20" [50cm] Duration: —

Cancels any one spell on one unit. The spell gets to make a RR toavoid being cancelled; its Resistance stat is equal to 12 - (its level x2). The level of the Cancel Magic spell is equal to half the PPs (rounddown) used to cast the spell (a maximum of 10 PPs may be used).

MASS ENCHANT WEAPONS --------------------- 14Range: 20" [50cm] Duration: Duration of Battle

Target unit’s Melee Attack stat is modified by +1; may only be casttwice on any given unit.

MASS ENHANCEMENTS ------------------------ 15Range: 10" [25cm] Duration: Duration of Battle

For every two PP used, target unit receives a +1 bonus to one ofthe following (maximum bonus is +5):

1) Its Defense2) All Maneuver rolls it makes3) All Resistance Rolls it makes

MASS PARALYZE LEGS (RR) ------------------------- 16Range: 20" [50cm] Duration: Until end of its next M-M phase

Target unit may not move on its next movement-maneuver phase.

51

MASS PORTAL -------------------------------- 17Range: 5" [13cm] Duration: Duration of Battle

Opens a 3" [8cm] wide, 3" [8cm] tall wide portal in an solidsurface. This will enable most units combatant to pass through animpassible barrier (they may have to use column formation). Theportal will go thru 1" [25mm] of material for every 2 PPs used.

MASS RUST/ROT ----------------------------- 18Range: 20" [50cm] Duration: Duration of Battle

Target unit’s Armor stat is modified by +1; may not exceed zero.

MASS STRENGTH ------------------------------ 19Range: 20" [50cm] Duration: Duration of Battle

Target unit’s Melee Damage stat is modified by +1; may only becast twice on any given unit.

MASS WEAKEN (RR) -------------------------------- 20Range: 20" [50cm] Duration: Duration of Battle

Target unit’s Melee Damage stat is modified by -1; the modifica-tion from this spell may not exceed -2 for any given combatant.

POWDER STONE/WOOD----------------------- 21Range: 10" [25cm] Duration: —

Turns stone and/or wood to powder (as “Rough” in covered area):1"x1"x1" [25x25x25mm] area for every 2 PPs expended.

SPRINT --------------------------------------- 22Range: 5" Duration: Until attacks or is attacked

Target combatant’s Movement Rate is tripled until it next makesan attack or is attacked by an enemy. Target may not attempt a Runor a Sprint maneuver while using this spell. This spell only appliesto movement.

SUDDEN LIGHT (RR) ------------------------------- 23Range: 20" [50cm] Duration: —

Creates a sudden radius burst of intense light with a radius of 2"[5cm] for every 2 PPs used. All combatants/units within the radiusare disrupted.

WATERLUNGS ---------------------------------24Range: 10" [25cm] Duration: Duration of Battle

Target combatant may breathe water as well as air, so he maymove through water without having to swim.

O-14.8 ESSENCE SPELLS — LEVEL THREE

ELEMENTAL BALL II ---------------------------- 1Range: 20" [50cm] Duration: —

All target combatants in a 3" [8cm] radius area suffer an elementalattack with the following stats:

Attack: 2D6+8Damage: Lowx2

ELEMENTAL BOLT III --------------------------- 2Range: 20" [50cm] Duration: —

The target combatant suffers an attack with the following stats:Attack: 1D6+1D10+4+ (caster’s Elemental Spell Bonus stat)Damage: Highx2

FIRE WALL TRUE------------------------------- 3Range: 10" [25cm] Duration: Duration of Battle

Creates a straight wall of fire 3" [8cm] high and 1/4" [6mm] thick.The length of the wall is 3" [8cm] for each 3 PPs used. Anycombatant passing through the wall takes 2D6 hits.

FRENZY (RR) ----------------------------------------- 4Range: 20" [50cm] Duration: Special

Target combatant goes into a frenzied state and will attempt tocharge and melee the closest enemy combatant/unit. Target willcontinue to attempt to attack that combatant/unit until one or theother is disrupted, routed, or destroyed. The frenzied combatantadds +5 to all Morale Rolls, his Defense is modified by -2, and hismelee attacks are modified by +2.

ILLUSIONARY TROOPS -------------------------- 5Range: 20" [50cm] Duration: Special

When cast on a clear terrain area of up to 2"x2" [5x5cm], the areaappears to be occupied by a combatant — just place a combatant’sminiature on the playing surface (the player casting the spell shouldrecord what terrain is not real). No RRs need be made, he looks realto the combatants. However, the combatant is not real. If any enemycombatant/unit moves adjacent to his position or moves into orthrough him or makes a missile attack against the area, the combat-ant disappears (remove the combatant from the playing surface).

Normally, this spell may only be cast at the start of a scenario inwhich the players are choosing their combatants. Both players mustagree if this spell is to be used.

MASS CONFUSION (RR) ----------------------------- 6Range: 20" [50cm] Duration: For target’s next M-M phase

Target unit can take no action other than movement during its nextmovement-missile phase. This spell has no effect on melee combat.

MASS DEFLECTIONS ---------------------------- 7Range: 20" [50cm] Duration: During next M-M phase

During the next movement-missile phase, the caster may modifyone unit’s missile attack rolls by -8. The unit making the attacks mustbe within 20" [50cm] and within his front arc (see S-9.0). The attackto be modified must be chosen before the attack roll is made.

MASS FEAR (RR) ------------------------------------- 8Range: 20" [50cm] Duration: Duration of Battle

Target unit’s Movement Rate is doubled, but it must move as faraway as possible from one combatant/unit chosen by the caster.

52

O-14.9 ESSENCE SPELLS — LEVEL FOUR

ELEMENTAL BALL III --------------------------- 1Range: 20" [50cm] Duration: —

All target combatants in a 3" [8cm] radius area suffer an elementalattack with the following stats:

Attack: D6+1D10+6Damage: (Lowx2)+1

ELEMENTAL BOLT I TRIAD ---------------------- 2Range: 20" [50cm] Duration: —

Three bolts of elemental energy (e.g., fire, ice, electricity, etc.) areshot from the palm of the caster. The target of each attack suffers anattack with the following stats (the Elemental Spell Bonus may onlybe added to one of the attacks):

Attack: 1D6+1D10+ (caster’s Elemental Spell Bonus stat)Damage: Low+2

ELEMENTAL BOLT IV --------------------------- 3Range: 20" [50cm] Duration: —

The target combatant suffers an attack with the following stats:Attack: 2D6+1D10+1+ (caster’s Elemental Spell Bonus stat)Damage: Highx2

MASS BLADETURN------------------------------ 4Range: 20" [50cm] Duration: During next M-C phase

During the next melee combat phase, the caster may modify oneunit’s melee attack rolls by -8. The attack must be within 20" [50cm]and within his front arc (see S-9.0). The attacks to be modified mustbe chosen before the attack rolls are made.

MASS FRENZY (RR) ---------------------------------- 5Range: 20" [50cm] Duration: Special

Target unit goes into a frenzied state and will attempt to chargeand melee the closest enemy combatant/unit. Target will continue toattempt to attack that combatant/unit until one or the other isdisrupted, routed, or destroyed. The frenzied unit adds +5 to allMorale Rolls, its Defense is modified by -2, and its melee attacks aremodified by +2.

MASS HASTE ---------------------------------- 6Range: 5" Duration: Until end of next M-C phase

During its next melee combat phase, the target unit may maketwice its normal melee attacks. Each hasted combatant must attackthe same target with both attacks.

MASS HOLD (RR) -------------------------------------7Range: 20" [50cm] Duration: Duration of Battle

The target unit’s Movement Rate is halved and all attacks it makesreceive a -2 modification.

MASS HATRED (RR) --------------------------------- 9Range: 20" [50cm] Duration: Until foe is attacked

Target unit hates one combatant/unit chosen by the caster. Targetwill attempt to attack that combatant/unit as soon as possible (e.g.,move towards and melee, make a missile attack, etc.). As soon as thehated combatant/unit has been attacked once, the spell is canceled.

MASS LEAVING-------------------------------- 10Range: 5" [13cm] Duration: —

A willing target unit may be “teleported” up to 10" [25cm] forevery 3 PPs used. The caster must be able to see the destination andthere can be no intervening “barriers” in a direct line between thetarget and its destination. If any material (other than air) occupies thedestination, the target does not leave and is disrupted.

MASS NIGHTVISION--------------------------- 11Range: 10" [25cm] Duration: Duration of Battle

Combatants in the target unit may see in darkness as if it were day.

MASS RUN ----------------------------------- 12Range: 5" [13cm] Duration: Until attacks or is attacked

Target unit’s Movement Rate is doubled until it next makes anattack or is attacked by an enemy. The target unit may not attempta Run maneuver while using this spell. This spell only applies tomovement.

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O-14.10 ESSENCE SPELLS — LEVELFIVE

ELEMENTAL BALL IV---------------------------- 1Range: 20" [50cm] Duration: —

All target combatants in a 3" [8cm] radius area suffer an elementalattack with the following stats:

Attack: 1D6+1D10+8Damage: (Lowx2)+2

ELEMENTAL BOLT II TRIAD --------------------- 2Range: 20" [50cm] Duration: —

Three bolts of elemental energy (e.g., fire, ice, electricity, etc.) areshot from the palm of the caster. The target of each attack suffers anattack with the following stats (the Elemental Spell Bonus is onlyadded to one of the attacks):

Attack: 1D6+1D10+1+ (caster’s Elemental Spell Bonus stat)Damage: High+1

ELEMENTAL BOLT V ---------------------------- 3Range: 20" [50cm] Duration: —

The target combatant suffers an attack with the following stats:Attack: 2D6+1D10+3+ (caster’s Elemental Spell Bonus stat)Damage: Highx2

MASS ILLUSIONARY TROOPS --------------------- 4Range: 20" [50cm] Duration: Special

When cast on a clear terrain area of up to 10"x10" [25x25cm], thearea appears to be occupied by a unit — just place the miniatures fora unit on the playing surface (the player casting the spell shouldrecord what terrain is not real). No RRs need be made, it looks realto the combatants. However, the unit is not real. If any enemycombatant/unit moves adjacent to its position or moves into orthrough it or makes a missile attack against the area, the combatantdisappears (remove the combatant from the playing surface).

Normally, this spell may only be cast at the start of a scenario inwhich the players are choosing their units. Both players must agreeif this spell is to be used.

MASS LONG DOOR ---------------------------- 5Range: 10" [25cm] Duration: —

A willing target unit may be “teleported” up to 10" [25cm] forevery 5 PPs used. Exact distance and direction must be specified. Ifany material (other than air) occupies the destination, the target doesnot leave and is disrupted.

MASS WATERLUNGS ---------------------------- 6Range: 10" [25cm] Duration: Duration of Battle

Combatants in the target unit may breathe water as well as air, soit may move through water without having to swim.

MASS WORD OF PAIN (RR) --------------------------7Range: 20" [50cm] Duration: —

Combatants in the target unit take hits equal to 50% of theirEndurance (round up).

MASS ILLUSIONARY TERRAIN -------------------- 8Range: 20" [50cm] Duration: Special

When cast on a clear terrain area of up to 10"x10" [25x25cm], thearea appears to be of another type of terrain type — just place terrainof that type on the playing surface (the player casting the spell shouldrecord what terrain is not real). No RRs need be made, it looks realto the combatants. However, the terrain is not real. If any enemycombatant/unit moves adjacent to its position or moves into orthrough it or makes a missile attack against the area, the terraindisappears (remove the terrain from the playing surface).

Normally, this spell may only be cast at the start of a scenario inwhich the players are placing the terrain. Both players must agree ifthis spell is to be used.

MASS INVISIBILITY ----------------------------- 9Range: 20" [50cm] Duration: Special

Target unit is invisible. Remove from the playing surface andkeep track of its position on a sheet of paper. If it makes any attackor if any enemy combatant/unit makes base-to-base contact with itor attempts to move through its area or makes a missile attackagainst the area it occupies, the unit becomes visible and is imme-diately placed on the playing surface. This spell can also be appliedto a terrain area up to 5"x5" [8x8cm] (i.e., the terrain will appear tobe clear terrain).

This spell works best for units on the playing surface at the startof a scenario. Both players must agree if this spell is to be used.

MASS RESIST ELEMENTS ----------------------- 10Range: 10" [25cm] Duration: Duration of Battle

Combatants in the target unit are totally protected from naturallight, heat, and cold. Its Defense against attacks (spell and creature)involving light, heat, and cold is increased by +4.

MASS SPRINT --------------------------------- 11Range: 5" [13cm] Duration: Until attacks or is attacked

Target unit’s Movement Rate is tripled until it next makes anattack or is attacked by an enemy. Target may not attempt a Runmaneuver while using this spell. This spell only applies to move-ment.

WORD OF PAIN (RR) ------------------------------- 12Range: 20" [50cm] Duration: —

Target combatant takes hits equal to 50% of his Endurance (roundup).

54

O-15.0

UNIT VS. UNITCOMBAT

The optional rules in this section help speed up play in battlesinvolving a large number of combatants and units. These rules arepresented in terms of melee attacks, but the same techniques can beused for resolving missile attacks.

O-15.1 COMBINING ATTACKS FROM A UNIT

In many situations, two units in base-to-base contact require anumber of attack rolls to resolve a single phase of melee combat.These optional rules allow you to make one attack roll for each unit’sattacks against another unit. The results obtained are not exactly thesame as the results that would be obtained by making each attack rollseparately. However, if the same method is used for each unit vs. unitcombat, the results should be balanced.

DETERMINING THE TOTAL DAMAGETo determine how much damage (i.e., hits) a unit delivers to

another unit in base-to-base contact, follow this procedure:

• Determine the number of attacks (i.e., how many combatants in theattacking unit are in contact with the target unit).

If there are more than 10 attacks, follow this procedure once for10 attacks and once for the number of attacks over 10 (follow asimilar procedure if there are more than 20 attacks).

If the attacks have different modifications (e.g., 2nd line polearmsattacks, see O-7.4), use the average of the different modificationsinvolved (round up).

• Roll one attack roll, and determine the following value:Modified Attack Roll - Target’s Modified Defense - 1

• Determine the ‘Damage Multiplier’ by using this value andreferring to the Unit vs. Unit Damage Multiplier Chart.

• The number of hits delivered is equal to the normal damagedelivered by the attack roll multiplied by the Damage Multiplier:

Damage = Normal Damage x Damage Multiplier

Example: In the diagram below, a Goblin raiding party (‘G’)is attacking a group of Men (‘M’). The Goblins have 5 attacksand the Men have 5 attacks (in both situation #1 and #2). TheGoblins have a ‘3D6-1•High’ attacks and a Modified Defenseof 9, while the Men have ‘2D6+1D10•High’ attacks and aModified Defense of 10.

The Goblins’ attack roll is 3,4,2 for a modified attack rollof 8 = 3+4+2-1. Thus, the “Modified Attack Roll - Target’sModified Defense - 1" is -3 = 8-10-1. Referring to the Unit vs.Unit Damage Multiplier Chart, we see that the DamageMultiplier is ‘x2’ (cross-index -3 and 5 attacks). Normal‘High’ damage from a 3,4,2 roll is 4; so the Goblins deliver8 hits = 4 x2.

The Men’s attack roll is 5,4,5 for a modified attack roll of14 = 5+4+5. Thus, the “Modified Attack Roll - Target’sModified Defense - 1" is +4 = 14-9-1. Referring to the Unit vs.Unit Damage Multiplier Chart, we see that the DamageMultiplier is ‘x3.5’ (cross-index +4 and 5 attacks). Normal‘High’ damage from a 5,4,5 roll is 10; so the Men deliver35 hits = 10 x3.5.

ASSIGNING DAMAGEOnce the total damage delivered to a unit is determined, the

damage must be assigned to the combatants in the unit. First theattacker assigns half the damage (round up), then the defenderassigns half the damage (round down). When assigning hits thefollowing restrictions apply:

• Damage may only be assigned to combatants in contact with theattackers.

• In situation #1 in the diagram below, each combatant can beattacked by only one enemy combatant. In this situation, onecombatant cannot be assigned more hits than the normal damagedelivered by the attack roll.

• In this situation #2 in the diagram below, each combatant may beattacked by two enemy combatants. In this situation, one combat-ant cannot be assigned more hits than twice the normal damagedelivered by the attack roll.

• A combatant may only be assigned hits up to 1.5x its Endurance(round up).

• The limits on assigning hits apply to the total hits assigned by boththe attacker and the defender.

Example: In the example above, the Goblins delivered 8 hitsand the Men delivered 35 hits. Assume situation #1 in thediagram below. Each Goblin has an Endurance of 9 and eachMan has an Endurance of 10.

The Goblin player assigns 4 hits (half of the total of 8 hits)to one Man. Because the normal damage was only 4, the Manplayer must assigns the other 4 hits to a different Man.

The Man player gets to assign 18 hits to the Goblins, but nomore than 10 hits can be assigned to any one Goblin (G1),killing the Goblin. He decides to assign 9 hits (enough to kill)to one Goblin and 4 hits to another Goblin (G2) and 5 hits toa third Goblin (G3). The Goblin player then assigns 17 hits:1 more to the already dead G1 and 4 to each of the other fourGoblins. The limit of 10 hits applies to the total hits assignedby both players.

Assume situation #2 in the diagram below applies, so thattwice normal damage (20 hits) can be assigned to any onedefender. The Man player assigned his hits as before: 9 to G1and 4 to G2 and 5 to G3. G1 is already dead due to the 9 hitsassigned. So, since 20 hits can be assigned to a combatant(due to situation #2), the Goblin player can now assign 6 morehits to G1 (limited by 1.5x Endurance = 15 hits). He alsoassigns 5 hits to G4 and 6 hits to G5.

1 in

2.5 cm

G G

#1 #2

M M

55

UNIT VS. UNIT DAMAGE MULTIPLIER CHART

Attack Roll - Number of AttacksDefense - 1 2 3 4 5 6 7 8 9 10

≤ -20 x0 x0 x0 x0 x0 x0 x0 x0 x0

-18, -19 x0 x0 x0 x0 x0 x0 x0 x0 x0.5

-16, -17 x0 x0 x0 x0 x0 x0 x0 x0.5 x1

-14, -15 x0 x0 x0 x0 x0 x0 x0.5 x1 x1.5

-12, -13 x0 x0 x0 x0 x0 x0.5 x1 x1.5 x2

-10, -11 x0 x0 x0 x0 x0.5 x1 x1.5 x2 x2.5

-8, -9 x0 x0 x0 x0.5 x1 x1.5 x2 x2.5 x3

-6, -7 x0 x0 x0.5 x1 x1.5 x2 x2.5 x3 x3.5

-4, -5 x0 x0.5 x1 x1.5 x2 x2.5 x3 x3.5 x4

-2, -3 x0.5 x1 x1.5 x2 x2.5 x3 x3.5 x4 x4.5

-1, 0, +1 x1 x1.5 x2 x2.5 x3 x3.5 x4 x4.5 x5

+2, +3 x1.5 x2 x2.5 x3 x3.5 x4 x4.5 x5 x5.5

+4, +5 x2 x2.5 x3 x3.5 x4 x4.5 x5 x5.5 x6

+6, +7 x2 x3 x3.5 x4 x4.5 x5 x5.5 x6 x6.5

+8, +9 x2 x3 x4 x4.5 x5 x5.5 x6 x6.5 x7

+10, +11 x2 x3 x4 x5 x5.5 x6 x6.5 x7 x7.5

+12, +13 x2 x3 x4 x5 x6 x6.5 x7 x7.5 x8

+14, +15 x2 x3 x4 x5 x6 x7 x7.5 x8 x8.5

+16, +17 x2 x3 x4 x5 x6 x7 x8 x8.5 x9

+18, +19 x2 x3 x4 x5 x6 x7 x8 x9 x9.5

≥ +20 x2 x3 x4 x5 x6 x7 x8 x9 x10

DAMAGE MULTIPLIER FORMULAIf the players prefer, the following formula can be used instead of

the Unit vs. Unit Damage Multiplier Chart. Both the Chart and theFormula give the same results:

Damage Multiplier =(# attacks ÷ 2) + ( (Attack Roll - Defense -1) ÷ 4)

[round down to nearest 0.5, maximum is # of attacks]

O-15.2 LARGER SCALE BATTLESTo resolve really large battles, the players may want to use single

figures to represent units. In this case, the time scale should bechange to 60-180 seconds (1-3 minutes) per turn. The distance scaleshould be changed to:

36 feet = 1" ≈ 2.5mm = 12 meters.

Most rules should be applied normally. For example, MovementRates will not change, because both the time and distance scaleswere changed by 6x. Certain things like Range mods will have to bemodified to reflect the change in scale — just divide by 6.

56

O-16.0

PERSONALCHALLENGES

If these optional rules are used, a combatant can challenge anothercombatant to a one-on-one fight. The individuals involved areusually leaders, heroes, monsters, and/or spell users. But if bothplayers agree, any combatants can be involved.

O-16.1 BEFORE THE BATTLESTARTS

Either player can challenge his opponent to a “fight of champions.”A challenge involves one player making the challenge and naming hischampion, usually accompanied by disparaging comments concern-ing the personal habits and parentage of the other player’s forces. SpellUsers may not be champions unless both sides agree.

REFUSALIf the challenge is refused, the challenged player’s forces will

receive a -1 Morale Roll modification for the remainder of the battle.If all of the forces on the challenged side have base sizes smaller thanthe champion of the challenging side, the challenge can be refusedwithout receiving the -1 Morale Roll modification.

ACCEPTANCEIf the challenge is accepted, the challenged player choses one of

his combatants as a champion, and the two champions fight until oneis dead. If both die on the same phase, there is no winner. Spell Usersmay not be champions unless both sides agree.

• The forces of the player whose champion loses receive a -1 MoraleRoll modification for the remainder of the battle.

• The forces of the player whose champion wins receive a +1 MoraleRoll modification for the remainder of the battle.

The fight should take place in clear terrain in a circle shaped areawith a radius of 4" [10cm]. The combatants should start in the centerin base-to-base contact. The challenger is player 2, his opponent isplayer 1. If either combatant leaves the circle, he loses and isremoved from play.

O-16.2 DURING THE BATTLEDuring a battle, certain combatants may challenge each other.

HEROES AND MONSTERSHeroes and Monsters can always challenge each other. However,

they must engage each other within the normal constraints of therules, and no special modifications result from the outcome of sucha fight.

SPELL USERSSpell Users can challenge each other. However, they must engage

each other within the normal constraints of the rules, and no specialmodifications result from the outcome of such a fight.

LEADER VS. LEADERAt the beginning of its melee combat phase, a leader may

challenge another leader. The challenging leader must have a unitwithin its Influence Range (see S-12.1) that is in contact (i.e.,engaged in melee) with a unit influenced by the challenged leader.• If the challenge is accepted, the challenged player places his leader

within the unit he is influencing; the leader must be in contact withthe challenger’s unit. The challenger then places his leader withinhis unit so that the two leaders are in base-to-base contact. Thecombatants replaced are moved back to the rear or side of theirunits.

On that melee combat phase and following ones, the two leadersmust attack each other until one is dead. No other combatants mayattack (or cast spells on) the leaders until after the personalchallenge fight is over. After one leader is dead, the other leadermay immediately be moved to the rear or side of its unit andreplaced by a normal combatant.

The winner’s unit receives a +1 Morale Roll modification forthe remainder of the battle. The loser’s unit receives a -1 MoraleRoll modification for the remainder of the battle.

• If the challenge is refused, the unit being influenced by thechallenged leader will receive a -1 Morale Roll modification forthe remainder of the battle. If the challenged leader is wounded(i.e., has taken hits) or has a base size smaller than the challengingleader, the challenge can be refused without receiving the -1Morale Roll modification.

57

O-17.0

FLYINGThe following optional rules are intended to simulate flying

combatants. Players should realize that the use of flying creatureswill necessitate abstract representation on the playing surface,because two combatants may occupy the same horizontal position(i.e., one will be on the ground and another will be flying above him).

A flying combatant/unit may be at one of four “elevations” aftermovement:

• Elevation 0 — Ground level. On the ground.• Elevation 1 — Attack level. Within 2" [5cm] of the ground.• Elevation 2 — Low level. Higher than 2" [5cm], still within

10" [25cm].• Elevation 3 — High level. Higher than 10" [25cm].

Combat is handled normally, except as indicated in the FlightAttack Chart.

FLIGHT ATTACK CHART

Defender’s Attacker’s ElevationElevation 0 1 2 3

0 +0 / norm -2 / norm na / +10" na / na

1 -2 / norm +0 / norm -2 / norm na / na

2 na / +15" -2 / norm +0 / norm na / na

3 na / na na / na na / na +0 / norm

Note: The first value given is the effect on melee attack rolls. Thesecond is the effect for missile attacks and spells.

na — No attack allowed.norm — Normal missile attacks and spells.+10" — A missile attack or spell is treated as if the target were 10"

[25cm] farther away than is indicated on the playing surface

MANEUVERSFlying combatants/units move normally as long as they stay on

the same elevation. There are three maneuvers that flying combat-ants/units may attempt in order to change elevation:

• Ascend — Gain one elevation. 1/4 normal movement.• Descend — Lose one elevation. Normal movement.• Combat Dive — Lose two elevations. Defense of diver is

modified by -2. 1.5x normal movement.

Ascend and Descend have a +0 Maneuver Roll Mod, whileCombat Dive has a -2 Maneuver Roll Mod. Success of one of thesemaneuver means that the combatant/unit may change elevation andmove as indicated. Failure means that there is no elevation changeand the combatant/unit only gets 1/4 normal movement.

O-18.0

MISCELLANEOUSThe following optional rules are merely suggestions for how to

handle special battle situations. More detailed optional rules onthese and other topics will be addressed in future Bladestormsupplements called Bladestorm Companions. Write to Iron CrownEnterprises, P.O. Box 1605, Charlottesville, VA 22902 for a freecatalog describing these and other products.

O-18.1 RECOVERING COMBATANTS

If players desire, eliminated friendly combatants may be “recov-ered” after the battle has ended. This assumes that many casualtiesduring a battle are not dead but were just wounded or fled the battle.

For each casualty, roll 3D6:• If the result is 12 or less, the combatant died in battle or dies soon

after due to wounds.• If the result is 13 or 14, the combatant was wounded and may be

recovered and used in future battles (some races and cultures havesuperior healing resources that may lower this to 12 or even 11).Such combatants must recuperate for 1D10 weeks before beingused again.

• If the result is 15 or greater, the combatant fled or was driven fromthe battlefield and may be recovered and used in future battles.Some forces may not be allowed to recover such “traitors” and“cowards.”

O-18.2 POWER HUESPower Hues give additional Power Points to certain Spell Users.

If a Spell User is attuned to a specific color sky (i.e., Power Hue)during a battle, he receives 1D10 additional PPs for the battle. If aSpell User in a scenario is not specified as being attuned to a PowerHue, roll 1D6. If the result is a 1, the Spell User is attuned to thePower Hue active for that scenario.

58

A — APPENDIX

A-1.0

POINT COSTSWhen you decide to design your own scenarios and battles, it is

often useful to have some sort of measurement of the relativeeffectiveness of combatants and units. This section provides asystem that allows you to calculate the relative “Point Cost” (PC) foreach combatant and unit. These Point Costs can then be used forscenario design (see A-2.0) and gauging the balance of encounters.

The Point Costs provided have been playtested during theBladestorm design and development process. However, the mostextensive playtesting will come from you, the players, afterBladestorm is released. So, as you play Bladestorm and use thesePoint Costs, keep track of your experiences and let us know if anyof the values seem out of line. We can always update them in latereditions, printings, and our magazine (the IQ).

Write to Iron Crown Enterprises, P.O. Box 1605, Charlottesville,VA 22902 for a free catalog describing all ICE and Bladestormproducts.

A-1.1 TOTAL POINT COSTThis section presents the formulae for calculating the Total Point

Cost (TPC) for a combatant and a unit. Sections A-1.2 through A-1.6 will discuss the specific Point Cost elements that are used tocalculate the TPC: Base Costs, Weapon Costs, Stat Change Costs,Special Stat Costs, and the Unit Costs.

A Combatant’s Total Point Cost = Base Costs+ Weapon Costs + Stat Change Costs + Special Stat Costs

A Unit’s Total Point Cost = Formation Costs +(1 Combatant’s TPC x # of Combatants x Unit Cost Savings)

A-1.2 BASE COSTSNormally, a combatant’s Base Cost is determined by its size and

its race. The Base Cost for a combatant is equal to its Base Cost forsize plus its Base Cost Modification due to race. If the Base CostModification for a race or monster type is not available, thecombatant’s Base Cost is just determined by its “size:” Small,Medium, Large, or Huge.

Similarly, a combatant’s race and size also determines its BaseStats, its “Maximum Stats” (see A-1.4), its “Unit Cost Savings” (seeA-1.6), and the size of its base:

Small 5/8" x 5/8" 15x15mmMedium 1" x 1" 25x25mmLarge 1.25x1.25" to 1.5x1.5" 40x40mmHuge fit to creature size fit to creature sizeCavalry 1" x 1.5" 25x40mm

A-1.3 WEAPON COSTSThe Weapon Costs Chart provides the Attack stat, Damage stat,

and Weapon Cost for each weapon, animal attack, and naturalattack.

A-1.4 STAT CHANGE COSTSThe Stat Change Costs Chart provides the cost per change and the

maximum allowed change based upon the size of the combatant. Thecosts for stat changes are the same for all combatants regardless ofsize.

Experienced players may want to use the Optional Stat ChangeCosts instead of the standard Cost per Change values. These optionalcosts increase the cost per incremental change as the change in-creases. In either case, the maximum allowed changes are the same.

A-1.5 SPECIAL STAT COSTSSpecial combatants such as Leaders and Spell Users have specific

costs for their special stats. The Special Stat Costs Chart presentsthese Point Costs.

A mount can be added to any medium-sized combatant; figure themount’s Point Cost as if it were a combatant and then divide by two.A mounted combatant uses his mount’s Movement Rate; his Endur-ance is increased by half of his mount’s Endurance; he may attemptmounted maneuvers (see O-6.0).

SPELL USER STAT COSTS(Normal Stat Costs must be calculated separately)

PointStat Cost MaximumAbility to Cast:

Level 1 Spells 10 —Level 1-2 Spells 20 —Level 1-3 Spells 40 —Level 1-4 Spells 80 —Level 1-5 Spells 160 —

Each Spell Learned:Level 1 5 5Level 2 10 5Level 3 20 5Level 4 40 5Level 5 80 5

Each Power Point 5 10 x HighestLevel Spell Learned

Elemental Spell Bonus:Each +1: for +1 to +3 10 +3Each +1: for +4 to +6 20 +6Each +1: for +7 to +10 30 +10

59

LEADER STAT COSTS(Normal Stat Costs must be calculated separately)

ModificationFor Each INFLUENCE RANGE

“Mod” Stat * 0 5" 10" 15" 20"

+1 5 10 20 40 80+2 15 30 60 120 240+3 30 60 120 240 480+4 50 100 200 400 800+5 75 150 300 600 1200

* — These costs are for each non-zero Leader “Mod” stat: Morale Mod,Melee Mod, Missile Mod, Defense Mod, Maneuver Mod.

A-1.6 UNIT COSTSEach unit may use General Order and Battle Order automatically

(i.e., zero Point Cost), but the other formations (see O-11.1) havespecific Point Costs.

If combatants are part of a unit their Point Costs are cheaper, butall members of a unit must have identical stats. The Unit CostSavings are based upon the size of the combatants in the unit and arepresented in the Unit Costs Chart along with the minimum andmaximum number of combatants in the unit:

COMBATANT BASE COST AND STAT CHARTBASE COSTS & BASE STATS BASED ON SIZE

SMALL MEDIUM LARGE HUGEBase Max Base Max Base Max Base Max

Point Cost 40 150 50 250 60 400 75 500Movement Rate 3" [8cm] 9" [24cm] 5" [13cm] 15" [38cm] 7" [18cm] 21" [53cm] 9" [23cm] 27" [68cm]Defense 9 15 7 13 5 11 3 9Shield Bonus 0 +4 0 +4 0 +4 0 +4Armor 0 -4 0 -4 0 -4 0 -4Endurance 3 15 5 25 10 60 15 150Morale 9 3 10 4 10 4 10 4Maneuver 9 3 10 4 11 5 12 6Resistance 10 4 10 4 10 4 10 4

Melee Attack *Fixed Bonus -1 10 normal 10 -2 8 -4 6Extra D6’s ‡ — — — — — +2D6 — +2D6Extra D10 ‡ — — — — — — — +1D10

Melee Damage * -2 +0 normal +2 +2 +4 +4 +6

Missile Attack * †Fixed Bonus normal 10 normal 10 -1 9 -2 8D6’s ‡ — — — — — +1D6 — +2D6

Missile Damage * -1 +1 normal +2 +1 +2 +2 +2

Range Mod * -1" [3cm] +3" [8cm] normal +4" [10cm] +2" [5cm] +6" [15cm] +4" [10cm] +8" [20cm]

* — Based upon weapon used. The cost indicated is in addition to the Weapon Cost (see A-1.3).‡ — Only allowed for weapon attacks, not allowed for Animal and Natural attacks.

† — Half normal cost for one use missile attacks (e.g., thrown weapons).

MODIFICATIONS TO BASE COST & BASE STAT DUE TO RACE

Size Point Move. Melee Missile Range ArmorRace † Cost Rate Att. Dam. Att. Dam. Mod Def. ‡ Man. Mor. Res. End.

Human M +0 0 0 0 0 0 0 0 0 0 0 0 0

Dwarf M +7 -1" [3cm] +1 0 -1 0 0 0 0 +2 0 -4 +2

Elf M +41 +2" [5cm] 0 0 +2 0 +4" [10cm] +1 0 -2 0 +1 0

Hirazi M +25 +4" [10cm] -2 0 +1 0 +2" [5cm] 0 0 -3 0 +1 0

Gark / Kral M +0 +1" [3cm] 0 0 -2 0 0 +1 0 -1 +1 +1 0

Goblin M -10 0 0 0 -1 0 -2" 0 -1 +1 +1 0 0

Lugrôk M +5 0 +1 0 -1 0 -1" 0 -1 +1 0 0 +1

Hue-Eater * M +95 +1" [3cm] +1 +1 0 0 0 +2 0 -1 -1 -1 +3

River Ogre L +72 +1" [3cm] +4 0 +1 -1 -2" [5cm] +3 -1 -1 -1 -1 +1

Sea Troll L +204 0 +5 0 +3 0 0 +4 -2 -1 -1 -2 +12

Giant L +260 +1" [3cm] +7 0 +4 +1 0 +5 -2 -1 -2 -3 +33

Titan ** H +1299 +5" [13cm] +10 0 +5 0 0 +8 -4 -4 -3 -3 +65

Note — Shield Bonuses are not included because they are totally based upon equipment.† — The size determines which base stats these modifications apply to (see the columns for Small, Medium, Large, and Huge above)‡ — Armor bonuses included reflect naturally tough hide or skin; if regular Armor is worn, ignore this bonus.* — Known Spells: 1C1 (knows ‘Pain I’); 5 Power Points. ** — Known Spells: 3E1, 3E2, 3E3, 3E4, 3E5; 35 PPs; +5 Elemental Spell Bonus

60

Weapon / Range Wp.Attack Type Damage Attack Incr. † Cost

One-Handed Edged Weapons:Dagger Lowx2-1 2D6-2 3" 20Main Gauche (melee only,

acts as +1 shield) Lowx2 2D6-1 — 30Rapier Lowx2+1 2D6+4 — 40Short Sword High 3D6-1 — 40Handaxe High+1 3D6-2 3" 40Broadsword High+2 3D6-2 — 45Scimitar High+2 3D6-3 — 45Falchion High+2 2D6+D10-4 — 50

One-Handed Concussion Weapons:Whip Low+1 2D6+3 — 25Club High 2D6-2 — 20Mace High+1 2D6 — 30Warhammer High+1 3D6-3 3" 40Morning Star High+2 2D6+D10-3 — 55

Missile Weapons:Bola Lowx2 3D6-1 8" 35Short Bow Lowx2 2D6-3 12' 20Sling Lowx2 D6+D10-4 9" 30Lt X-Bow Lowx2+1 2D6-2 18" 30Comp. Bow Lowx2+1 D6+D10-4 15" 35Long Bow Lowx2+2 D6+D10-4 20" 40Hvy X-Bow (fires every

other M-M phase) Lowx2+3 D6+D10-2 18" 40

Polearms:Javelin Lowx2+1 3D6-4 5" 25Spear Lowx2+2 3D6-2 3" 35Polearm High+Low+1 D6+D10-2 — 50Mounted Lance Highx3-1 2D6-3 — 60

Two-Handed Weapons:Quarterstaff Lowx2+2 2D6+2 — 35War Mattock Highx2+1 2D6-1 — 45Flail Highx2-1 3D6-2 — 60Battleaxe High+Low+1 2D6+D10-4 — 602 Handed sword High+Low+2 2D6+D10-3 — 70

Miscellaneous Weapons(not normally available for units):Armored Fist Attack Low-1 2D6-1 — 5Martial Arts: Sweeps & ThrowsRank 1 Low-2 2D6 — 5Rank 2 Low-1 2D6 — 10Rank 3 Low 3D6-5 — 15Rank 4 Low+1 3D6-5 — 20Martial Arts: Strikes (Bare Fist)Rank 1 High-1 2D6+4 — 25Rank 2 High 2D6+4 — 30Rank 3 High 3D6+2 — 35Rank 4 High+1 3D6+2 — 40

Weapon / WeaponAttack Type Damage Attack Cost

Animal & Natural Attacks:Stinger

Small ..................... Low-1 2D6-2 5Medium ................ Low 2D6-1 10Large ..................... Low+1 3D6-4 20Huge ..................... Med-1 3D6-2 25

Grapple-Grasp-Swallow-EnvelopSmall ..................... Low-1 2D6 10Medium ................ Low D6+D10-1 15Large ..................... High-2 3D6-2 25Huge ..................... Med 2D6+D10-3 35

Ram-Butt-Bash-Knock Down-SlugSmall ..................... Low 2D6 15Medium ................ Low+1 D6+D10-1 20Large ..................... Medium 3D6-2 30Huge ..................... High-1 4D6-3 45

Claw-TalonSmall ..................... Low 2D6+1 15Medium ................ High 2D6+2 25Large ..................... High 3D6 40Huge ..................... High 4D6-3 50

Beak-PincherSmall ..................... High-1 2D6+1 20Medium ................ High-1 D6+D10 25Large ..................... High 2D6+D10-2 45Huge ..................... High+1 4D6-2 60

Horn-TuskSmall ..................... High 2D6+2 25Medium ................ High D6+D10+1 35Large ..................... High+1 2D6+D10-1 55Huge ..................... High+1 3D6+D10-2 70

Trample-StompSmall ..................... Low+1 2D6+3 25Medium ................ Lowx2 2D6+3 35Large ..................... Medx2-1 3D6+1 60Huge ..................... Medx2-2 4D6 75

BiteSmall ..................... High+1 2D6+1 30Medium ................ High+2 3D6 50Large ..................... Medx2 3D6-1 60Huge ..................... Medx2+2 2D6+D10-2 70

Fall-CrushSmall ..................... High 2D6+6 35Medium ................ Medx2-2 3D6+4 60Large ..................... Medx2-1 4D6+3 85Huge ..................... Medx2-2 5D6+1 110

Tiny Animal Attack .... Lowx0.5 2D6 5(round down)

† — The Range Increment indicates the standard distance for aRange Mod of -2. For example, a Range Increment of 5" indicatesa Range Mod of -2 per 5".

WEAPON COSTS CHART

61

STAT CHANGE COSTS CHART

STANDARD STAT CHANGE COSTS

Cost / MAXIMUM CHANGE BASED ON SIZE

Stats Change Change Small Medium Large Huge

Movement Rate 5 +1" +6" +10" +14" +18"Defense 10 +1 +6 +6 +6 +6Shield Bonus § 5 +1 +4 +4 +4 +4Armor * 7 -1 -4 -4 -4 -4Endurance 3 +1 +12 +20 +50 +135Morale 5 -1 -6 -6 -6 -6Maneuver 3 -1 -6 -6 -6 -6Resistance 3 -1 -6 -6 -6 -6Melee Attack

Fixed Bonus 5 +1 +10 +10 +10 +10Extra D6’s 20 +1D6 — — +2D6 +2D6Extra D10 30 +1D10 — — — +1D10

Melee Damage 5 +1 +2 +2 +2 +2Missile Attack †

Fixed Bonus 5 +1 +10 +10 +10 +10Attack Dice 20 +1D6 — — +1D6 +2D6

Missile Damage 5 +1 +2 +2 +2 +2Range Mod 2 +1" +4" +4" +4" +4"

* — Treat -4 armor as plate (i.e., half damage).§ — Only usable with 1H-weapons.† — Half normal cost for one use missile attacks (e.g., thrown weapons).

OPTIONAL STAT CHANGE COSTS

Cost For Each Increment ChangeStats 2 3 5 10 20 30

Movement Rate — — +1" to +5" +6" to +10" +11" to +18" —Defense — — +1 to +2 +3 to +4 +5 to +6 —Shield Bonus § — +1 to +2 +3 to +4 — — —Armor * — — -1 to -2 -3 to -4 — —Endurance +1 to +10 +11 to +75 +76 to +135 — — —Morale — — -1 to -2 -3 to -4 -5 to -6 —Maneuver — -1 to -2 -3 to -4 -5 to -6 — —Resistance — -1 to -2 -3 to -4 -5 to -6 — —Melee Attack

Fixed Bonus — — +1 to +5 +6 to +8 +9 to +10 —Extra D6’s — — — — +1D6 to +2D6 —Extra D10 — — — — — +1D10

Melee Damage — — +1 to +2 — — —Missile Attack †

Fixed Bonus — — +1 to +5 +6 to +8 +9 to +10 —Extra D6’s — — — — +1D6 to +2D6 —

Missile Damage — — +1 to +2 — — —Range Mod +1" to +2" +3" to +4" — — — —

FORMATION COSTS

Point Unit PC for -1 toFormation Cost Maneuver Unit MaBattle Order 0 10 10General Order 0 10 10Column 50 10 10Square 100 11 15Hedgehog * 100 12 20Line 100 10 10Shield Wall † 100 11 15Phalanx * 100 12 20

UNIT COSTS

Small Medium Large HugeUnit Cost Savings 0.75 0.8 0.9 naMinimum Size 8 6 4 naMaximum Size 40 30 12 na

* — Polearm units only.† — Shield units only.

62

A-2.0

DESIGNING YOUROWN SCENARIOS

In order to design your own scenarios, you can use the Point Costsprovided in A-1.0 and the guidelines presented below:

• First decide on the number of points for each player. Assumearound 120 points per medium-sized combatant. Try 1200 perplayer for a small battle, 3600 for a medium battle, and 10000 fora large battle.

• Each player should pick a specific race or group to play. We suggestone of the Warring Holds.

• Set up the battlefield and terrain. Both players must agree on theterrain set-up.

• Both players then buy their forces (see A-1.0).• Each player then rolls 3D6 — the highest roller is the “Player 1”

and chooses one edge of the battlefield and places his forces on theplaying surface. Player 2 then places his forces. Normally, forcesshould be placed within 10" of the edge of the playing surface.Player 1 gets to move first.

• Bladestorms: Each turn, roll 5D6 and add the modifiers describedbelow to determine if a Bladestorm appears. If the modified roll is’30+’ a Bladestorm appears (see O-13.0). The modifiers are:

a) Turn Number ÷ 4 [round down]b) (Total Point Cost for both Players’ forces) ÷ 5000

[round down]• The scenario can last for an agreed on number of turns, for a set

period of time, until one side or the other is wiped out, or until aBladestorm appears.

A-3.0

OPTIONS CHECKLISTThis section provides a “Checklist” for the options presented in

Bladestorm. Before starting play, both players should go throughthis list together and agree on which optional rules are to be used andwhich are not to be used.

BLADESTORM OPTIONS CHECKLIST

Optional Terrain, O-3.0, p. 32 ..................................... All — ❏❏ Marsh ❏ Rough ❏ Buildings❏ Shallow Water ❏ Deep Water ❏ Steep Slopes❏ Road/Path

Optional Stats, O-4.0, p. 33 ......................................... All — ❏❏ Maneuver ❏ Resistance ❏ Unit Maneuver❏ Maneuver Mod (for leaders)

Turn Sequence, O-5.0, p. 33 ........................................ All — ❏❏ Maneuvers ❏ Spells

Combatant Maneuvers, O-6.1, p. 34-35 ...................... All — ❏❏ Disengage ❏ Run ❏ Sprint ❏ Charge❏ Climb ❏ Swim ❏ Fire-Move ❏ Move-Fire

Unit Maneuvers, O-6.2, p. 36-38 ................................. All — ❏❏ Disband ❏ Reform ❏ Battle Shift❏ General Shift ❏ Disengage ❏ Run❏ Charge ❏ Reaction Turn ❏ Turn/Wheel❏ Fire-Move ❏ Move-Fire ❏ Back/Center Wheel

Melee Parrying, O-7.1, p. 38 .................................................. ❏

Melee Targeting, O-7.1, p. 38 ................................................ ❏

Second Line Polearm Attacks, O-7.2, p. 38 ........................... ❏

Unit Type Melee Bonuses, O-7.3, p. 39 ................................. ❏

Melee Wound Penalties, O-7.4, p. 39 ..................................... ❏

Open-ended Rolls, O-7.5, p. 39 .............................................. ❏

Depth Melee Bonuses, O-7.6, p. 39 ........................................ ❏

Chain Armor vs. Bladed Weapons, O-8.0, p. 39 .................... ❏

Missile Parrying, O-9.1, p. 40 ................................................ ❏

Missile Targeting, O-9.2, p. 40 ............................................... ❏

Firing Into Melee, O-9.3, p. 40 ............................................... ❏

Unit Missile Attacks, O-9.4, p. 40 .......................................... ❏

Blocking Terrain, O-9.5, p. 40 ............................................... ❏

Morales Rolls for Combatants vs. Units, O-10.1, p. 41 ......... ❏

Effects of Rout, O-10.2, p. 41 ................................................ ❏

Effects of Losses, O-10.3, p. 41 ............................................. ❏

Morales Rolls Caused by Charges, O-10.4, p. 41 .................. ❏

Depth Morale Roll Bonus, O-10.5, p. 41 ............................... ❏

Retreat & Follow-up, O-10.6, p. 41 ........................................ ❏

Special Formations, O-11.1, p. 42-43 .......................... All — ❏❏ Column ❏ Line ❏ Square❏ Hedgehog ❏ Shield Wall ❏ Phalanx

Maneuver Rolls for Changing Formations, O-11.2, p. 43 ...... ❏

Spell Users, O-12.1, p. 44 ....................................................... ❏

Standard Bearers, O-12.2 p. 44 .............................................. ❏

Bladestorms, O-13.0, p. 45-46 ..................................... All — ❏❏ Field ❏ Ring ❏ Tornado ❏ Front

Channeling Spells, O-14.1, p. 46-48 ...................................... ❏❏ 1st Lvl: # 1-12 _______________________________________❏ 2nd Lvl: # 1-11 ______________________________________❏ 3rd Lvl: # 1-7 ________________________________________❏ 4th Lvl: # 1-6 ________________________________________❏ 5th Lvl: # 1-5 ________________________________________

Essence Spells, O-14.2, p. 49-53 ................................. All — ❏❏ 1st Lvl: # 1-20 _______________________________________❏ 2nd Lvl: # 1-24 ______________________________________❏ 3rd Lvl: # 1-12 _______________________________________❏ 4th Lvl: # 1-12 _______________________________________❏ 5th Lvl: # 1-7 ________________________________________

Unit vs Unit Combat: Combining Attacks, O-15.1, p.54-55 .. ❏

Unit vs Unit Combat: Changing Scale, O-15.2, p.55 ............. ❏

Personal Challenges: Before the Battle Starts, O-16.1, p. 56 . ❏

Personal Challenges: Leader vs. Leader, O-16.2, p. 56 ......... ❏

Flying, O-17.0, p. 57 .............................................................. ❏

Recovering Combatants, O-18.1, p. 57 .................................. ❏

Power Hues, O-18.2, p. 57 ..................................................... ❏

Racial Mods for Point Costs, A-1.2, p. 58-59 ........................ ❏

Optional Stat Change Costs, A-1.4, p. 58, 61 ......................... ❏

63

A-4.0

CONVERSIONSThis section provides notes for converting statistics from other

systems to Bladestorm stats.

A-4.1 FROM FANTASY HEROTo convert Fantasy Hero stats to Bladestorm stats, follow these

guidelines:

Movement Rate FH Move stat.

Melee Attack FH (OCV-2) + BS Weapon Attack value.

Melee Damage BS Weapon Damage value.

Missile Attack FH (OCV-2) + BS Weapon Attack value.

Missile Damage BS Weapon Damage value.

Range Mod BS Range Mod stat.

Defense (FH DCV x 0.7) + 7 [round off]

Shield Bonus FH Shield DCV + 1.

Armor FH rPD ÷ 2 [round down];BS Plate Armor effects (i.e., 8 FH rPD).

Maneuver 11 - (FH DEX ÷ 5 [round off] );minimum result is 4.

Morale 12 - ( (FH EGO + FH PRE)÷ 10 [round off] ); minimum result is 4.

Resistance 14 - FH tED; minimum result is 4.

Endurance FH STUN x .75

A-4.2 FROM D&D®

To convert D&D ® stats to Bladestorm stats, follow these guide-lines:

Movement Rate D&D ® Move x 0.8 [round off].

Melee Attack (20 - D&D ® To Hit Roll for AC10)+ BS Weapon Attack value.

Melee Damage BS Weapon Damage value+ any D&D ® magical bonuses.

Missile Attack (20 - D&D ® To Hit Roll for AC10)+ BS Weapon Attack value.

Missile Damage BS Weapon Damage value+ any D&D ® magical bonuses.

Range Mod BS Range Mod stat.

Defense 7 + D&D ® Dex Adjustment+ any D&D ® magical bonuses.

Shield Bonus BS Shield Bonus values.

Armor BS Armor values based on armor worn.

Maneuver 12 - (D&D ® Dex ÷ 3 [round off] ).

Morale 10 - (D&D ® Level x 0.4 [round down] ).

Resistance 11 - (D&D ® Level x 0.4 [round down] ).

Endurance D&D ® Hit Points x 0.6 [round off]

Note: D&D ®is TSR’s (Lake Geneva, WI) trademark for theirfantasy role playing product, and our references to them arein no way meant to indicate that ICE has a license from TSRwith regards to this or any of our products.

A-4.3 FROM ROLEMASTERTo convert Rolemaster stats to Bladestorm stats, follow these

guidelines:

Movement Rate RM Base Rate ÷ 10[round to nearest 0.5 inch].

Melee Att. * BS Weapon Attack value+ (RM OB - 35) ÷ 10.

Melee Dam. † BS Weapon Damage value.

Missile Att. * BS Weapon Attack value+ (RM OB - 35) ÷ 10.

Missile Dam. † BS Weapon Damage value.

Range Mod -2 per (RM Max Range ÷ 20).

Defense ‡ 7 + (RM DB ÷ 10) + Crit Type Bonus.

Shield Bonus BS Shield Bonus values.

Armor BS Armor values based on armor worn.

Morale 10 - (RM Level ÷ 5 [round off] ).

Maneuver 10 - (RM Ag bonus ÷ 10)+ (RM Armor Penalty ÷ 10 [round off] )- (RM Level ÷ 5 [round off] ).

Resistance 10 - (RM Level ÷ 5 [round off] ).

Endurance § (RM Hits ÷ 5) x Crit Type Multiplier.

Power Points RM PPs ÷ 3 [round up]

ElementalSpell Bonus RM Directed Spell Bonus ÷ 10

Spells Some RM spells will convert toBS spells with similar names.RM 1st-5th lvl spells = BS 1st lvl spells.RM 6th-10th lvl spells = BS 2nd lvl spells.RM 11th-15th lvl spells = BS 3rd lvl spells.RM 16th-20th lvl spells = BS 4th lvl spells.RM 21+ lvl spells = BS 5th lvl spells.

Mounts A mounted combatant uses his mount’s BSMovement Rate; his BS Endurance isincreased by half of his mount’s BS Endur-ance; he may attempt mounted maneuvers(see O-6.0).

* — Modified by special RM conditions (e.g., “2x-” for two attacks).Some creatures and large combatants may exchange +4 in fixedbonus for 1D6 in attack dice.

† — Modified by special RM conditions (e.g., “x2” for doubledamage).

‡ — Crit Type Bonus is +1 for “II” and “#” combatants, +2 for “LA”combatants, and +3 for “SL” combatants (see C&T).

§ — Crit Type Multiplier is 1.4x for “I” & “@” combatants, 1.7x for“II” and “#” combatants, 2x for “LA” combatants, and x3 for “SL”combatants (see C&T).

64

TURN SEQUENCEPlayer 1 Movement-Missile Phase

Move, Maneuver, Missile Attack, or Cast a SpellRally

Melee Combat Phase

Player 2 Movement-Missile PhaseMove, Maneuver, Missile Attack, or Cast a SpellRally

Melee Combat Phase

MOVEMENT

COMBATANT TERRAIN EFFECTS CHARTMelee Missile Terrain

Defense Defense MoraleTerrain Movement Terrain Terrain RollType Reduction Mod. Mod. Mod.

Clear x1 +0 +0 +0Brush x1 +0 +2 +1Rough x3/4 +1 +1 +1Light Woods x1 +1 +3 +1Medium Woods x3/4 +2 +4 +2Heavy Woods x1/2 +4 n/a +3Stream x1/2 -2 +0 -1Marsh x1/4 -3 +1 -2Shallow Water x1/4 -4 +0 -3Deep Water x1/4 † -5 † +0 -5Slope * x3/4 +2 +1 +2Steep Slope * x1/2 +3 +1 +3Buildings x1 +1 +3 +2Road/Path x1.5 ‡ +0 +0 +0Impassable n/a n/a n/a n/a

UNIT TERRAIN EFFECTS CHARTMOVEMENT REDUCTION

Terrain General Order & Battle ColumnType Indiv. Combatants Order Formation

Clear x1 x3/4 x1.25 ‡Brush x1 x1/2 x3/4Light Woods x1 x1/2 x3/4Medium Woods x3/4 x1/4 x1/2Heavy Woods x1/2 n/a n/aStreams x1/2 x1/4 x1/2Slope * x3/4 x1/2 x1Steep Slope * x1/2 x1/4 x3/4Rough x3/4 x1/4 x1/2Marsh x1/4 n/a n/aShallow Water x1/4 x1/4 n/aDeep Water † x1/4 n/a n/aBuildings x1 n/a n/aRoad/Path ‡ x1.5 x1.0 x2.0Impassable n/a n/a n/a

MANEUVERSTo make a maneuver, roll 3D6 and add any modifiers. If the result is

greater than the combatant/unit’s Maneuver stat, the maneuver is success-ful. Otherwise, the maneuver fails. A “3” always fails; an “18” alwaysindicates succeeds.

MANEUVER ROLL MODIFICATIONS• The modification for the specific maneuver (see p. 34 and 37).• A leader’s Maneuver Mod stat (if applicable), see O-4.0.

COMBATParrying & Targeting: The fixed bonus for an attack may be split betweenthe following three uses:• Adding to the Attack Roll.• Increasing Defense (Parrying).• Increasing Dice Rolled (Targeting) — For every 5 points allocated, the

Melee Attack stat is increased by 1D6.

Second Line Polearm Attacks: Such an attack roll must be modified by-3.

Depth Melee Bonuses: The attacker with the greater depth receives a +1melee attack bonus for every row in excess of its target’s depth.

Firing into Melee: An attack roll against a target engaged in melee ismodified by -4 (plus other modifiers). If such an attack fails, roll 1D6. If theresult is a 1 or 2, roll the same attack against a friendly combatants engagedwith the original target.

UNIT TYPE MELEE ATTACK MODIFIERSATTACKER UNIT TYPE

DEFENDER Foot Foot MountedUNIT TYPE Melee Polearm MeleeFoot Missile +2 +1 +3Foot Melee +0 +0 +2Foot Polearm * -1 / +1 +0 / +0 -2 / +2Mounted Missile +1 +1 +1Mounted Melee -1 +0 +0

ATTACK PENALTIES DUE TO WOUNDS CHARTNo Damage up to 1/4 Damage ...................................................... -01/4 Damage up to 1/2 Damage ...................................................... -11/2 Damage up to 3/4 Damage ...................................................... -23/4 Damage and up ....................................................................... -3

MORALEDepth Morale Roll Bonus = +1 x (Depth - 2)

UNIT LOSS MORALE CHARTNo Losses up to 1/4 Losses ........................................................... -01/4 Losses up to 1/2 Losses .......................................................... -11/2 Losses up to 3/4 Losses .......................................................... -23/4 Losses and up .......................................................................... -3

RESISTANCE ROLLSTo make a RR, a target rolls 3D6 and subtracts the level of the spell. If

the result is less than or equal to the target’s Resistance, the RR fails.Otherwise, the spell has no effect.

OPTIONAL RULES SUMMARY SHEET

1

Welcome to the Bladelands! We hope you survive your stay. Tohelp get you right into the heat of battle, the Scenario Book includescopies of 17 of the 26 ready-to-play scenarios. All 26 scenarios areincluded in the Bladelands Sourcebook, so you can take this Sce-nario Book apart and start playing right away — no need tophotocopy anything.

The first two Basic Scenarios (#1-#2) are specifically designed touse with Bladestorm’s Basic Rules (see the Rulesbook). Similarly,the four Intermediate Scenarios (#3-#6) which follow will help youlearn and use the Intermediate Rules. The other twelve scenarios(#7-#18) can be played using Bladestorm’s Standard and/or Op-tional Rules. With these scenarios you can learn the system in stages.Scenarios #18-#26 are only included in the Sourcebook and shouldbe photocopied before playing.

USING THE SCENARIO BOOKThe first time you play each scenario you can record damage and

information directly on these sheets. For subsequent use of ascenario, you should photocopy the scenario copies in the Sourcebookbefore beginning play.

You can remove the center staples and take the pages containingthe information for the scenario you want to play (place the otherpages aside). This is especially useful for the first scenario (on pages16 and 17) because the scenario map is full-sized and can be used asthe playing surface.

TIME AND SPACEYou can play each of the scenarios presented here in an afternoon

(several hours) or less. The Basic scenarios can be played in underan hour. A standard 4' x 8' table is adequate to play almost all of thesescenarios, but some require a 6' by 8' playing surface, roughly.

TERRAINThere are several ways to represent terrain depicted on the

scenario maps. You can purchase commercially made miniatureterrain features (trees, houses, etc.) or make them yourself out ofanything handy. If you dislike the given terrain, feel free to modifyor ignore it. Just be sure both players understand and approve of thechanges. (See 8 page, Terrain and Painting Manual, for more ideas.)

SCENARIO STATISTICSEach scenario has much information in common and employs the

following terms:

The Tale describes events leading up to combat.Terrain specifies salient features of the battlefield.Victory Conditions detail the circumstances required to win a

scenario. Some scenarios end when the victory conditions arefulfilled by one side or the other instead of after a certain numberof turns.

SCENARIO BOOK

Player Information details which side is Player #1 and which isPlayer #2. It also outlines how and where the forces set up.

Combatant/Unit Stats detail which miniatures are to be used inplay and what their capabilities are in combat.

STANDARD/OPTIONAL SCENARIO STATISTICSThe Standard/Optional Scenarios include some information not

included in the other scenarios:

Scenario Types — all scenarios are grouped into three types: Ambush,Assault, or Skirmish. An Ambush usually indicates combat betweenindividual combatants and units. It can also mean that one side has ahidden set-up. An Assault usually indicates combat between units,whereas a Skirmish is a battle between combatants. These divisions mayhelp you decide which scenarios you most want to play. A Skirmish willusually take far less time to play than an Assault, while an Ambushindicates unequal forces.

Game Length refers to the number of Turns in the scenario. If the word“Varies” appears instead of a number, game length depends on the notedVictory Conditions or the arrival of a Bladestorm (S-13.0 and O-13.0).

Weather give weather at the start of the scenario.Power Hues give the dominant sky color for use with Section (O-18.2).Bladestorm is the percentage chance of a Bladestorm occurring on any

given turn (see S-13.0). Roll at the end of each turn. If the Optional Rulesin O-13.0 are used, an active Bladestorm will disappear “1D6 ÷ 2” (roundup) rounds after one side is eliminated. If both players agree, use the A-2.0 Bladestorm chance instead of the fixed value given in each scenario.

Random Encounter gives the percentage chance (roll 2D10: one die istens, the other is ones) that an unexpected beast will appear on thebattlefield at the start of a battle. If one appears, the players may choosea beast from the Sourcebook or they may create the stats for one usingthe guidelines in the Summoning spell (O-14.3) on page 48 of theRulesbook (use 3D6 or 4D6 PPs). To determine who controls such a beast,roll a D6 at the beginning of each turn: on a roll of 1-3, Player #1 controlsit, while on a roll of 4-6, Player #2 controls it.

Special Rules are scenario-specific modifications to the rules. Feel free toalter or ignore them.

The special and optional in the scenarios are just that — optional. If youdon’t feel like using them, especially at first, don’t. Again, make sure bothplayers know of and agree with which Optional Rules you’re using. TheRulesbook Appendix (A-3.0) provides a checklist for deciding andkeeping track of which optional rules are being used.

Aftermath explains the potential outcome of a battle.

SPECIAL NOTATIONThe Standard/Optional scenarios include several standard nota-

tions:

† — Only used with Optional Rules.‡ — A “thrown weapon,” once the weapon has been used for a missile

attack, is no longer available for use (mark through its entry on thecombatant’s record sheet).

A FINAL NOTEWe hope you enjoy your stay in the Bladelands. Have a brutal day!

It may be your last!

2

SCENARIO #1

“WARRIORS OF ASH”See the center of this book for the first scenario (pages 16 and 17).

This scenario may be played directly on the terrain map provided —the playing surface is full size.

SCENARIO #2

“A TEST OF ARMS”Basic Game Scenario: Three Footmen of Cavan vs. three Footmen

of Rukon.The Tale: In a daring and unprecedented move, Brool Highrunners

of Rukon raid a Cavan outpost in the Folenn Spikes. Cavanfootmen rush out into the level valley to do battle with theHighrunners.

Terrain: Clear terrain. 15" x 15" playing surface. A wall runsnorthwest to southeast through the skirmish site, but an openingallows for the flow of combatants.

Victory Conditions: To win, a player must eliminate all hisopponent’s combatants from the playing surface.

Player #1: Rukon Highrunner Skirmishers; set up first within 1"[3cm] of the south edge; move first.

Player #2: Cavan Garrison Skirmishers; set up last within 1" [3cm]of the north edge; move last.

ARNO, Rukon GARV, Rukon(Spear) (Short Sword)

Movement Rate .... 6" [15cm] Movement Rate .... 5" [13cm]Melee Attack .............. 3D6-2 Melee Attack .............. 3D6-1Melee Damage .......Lowx2+2 Melee Damage .............. HighDefense ............................... 8 Defense ............................... 7Endurance (8) .............. ❏❏❏ Endurance (10) ...... ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏

STAEL, Rukon RASER, Cavan(Battleaxe) (Flail)

Movement Rate .... 6" [15cm] Movement Rate .... 5" [13cm]Melee Attack ..... 2D6+D10-3 Melee Attack ................. 3D6Melee Damage High+Low+1 Melee Damage ....... Highx2-1Defense ............................... 9 Defense ............................... 9Endurance (15) ...... ❏❏❏❏❏ Endurance (14) ......... ❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

TIXOM, Cavan NOVI, Cavan(Broadsword) (Mace)

Movement Rate .... 5" [13cm] Movement Rate .... 6" [15cm]Melee Attack .............. 3D6-1 Melee Attack ................. 2D6Melee Damage .......... High+2 Melee Damage .......... High+1Defense ............................... 7 Defense ............................... 8Endurance (7) ................. ❏❏ Endurance (11) ...... ❏❏❏❏❏

❏❏❏❏❏ ❏ ❏❏❏❏❏

3

SCENARIO #3

“ CALL OF THE WILD”Intermediate Game Scenario: Two Adventurers vs. a Large Sull

Bear.The Tale: In the badlands of Sull, near the Falling Wood, Finiul and

Teleul (two adventurers from Cavan) stumble upon Bear-men.These Bear-handlers release one of their charges to attack the twoadventurers.

Terrain: Mixed Clear, Brush, and Heavy Woods. 16"(N-S) x11"(E-W).

Victory Conditions: To win, a player must eliminate all hisopponent’s combatants from the playing surface.

Player #1: Adventurers; set up first within 1" of north edge. movefirst.

Player #1: Bear; set up last within 1" of south edge; move last.

FINIUL TELEUL(Rapier, Shield, (Falchion, Composite Bow,

Soft Leather Armor) Rigid Leather Armor)

Movement Rate .... 7" [18cm] Movement Rate .... 6" [15cm]Melee Attack ............. 2D6+6 Melee Attack ........ 2D6+D10Melee Damage .......Lowx2+1 Melee Damage .......... High+2Missile Attack ............... none Missile Attack ........ D6+D10Missile Damage ............ none Missile Damage ..... Lowx2+1Defense ............................... 9 Defense ............................... 8Shield Bonus ..................... +3 Shield Bonus .................... +0Armor ................................ -1 Armor ................................ -2Endurance (9) ........... ❏❏❏❏ Endurance (13) ............ ❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

LARGE BEAR(Medium Bite, Soft Leather Hide)

Movement Rate .... 9" [23cm] Defense ............................. 10Melee Attack ............. 3D6+4 Shield Bonus .................... +0Melee Damage .......... High+2 Armor ................................ -1Missile Attack ............... none Endurance (46) .. ❏ ❏❏❏❏❏Missile Damage ............ none ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏

N

5 in

12.5 cm

#4 "DEMONS PREY"SCENARIO #4

“ DEMON’S PREY”Intermediate Game Scenario: A Lord of Kulm vs. an Agath.The Tale: In an ill-fated but bold adventure, Lord Holu lost all his

retainers in the treacherous Ash Lairs. Alone and somewhatfatalistic, he makes his way back to the surface world. Unfortu-nately, a foul demon blocks his way.

Terrain: Irregular cavern. 32"(N-S) x 22"(E-W).Victory Conditions: To win, a player must eliminate his opponent’s

combatant from the playing surface.Player #1: Agath; set up last within 1" of south edge of playing

surface; move first.Player #2: Lord Holu; set up first within 1" of north edge of playing

surface; move last.

LORD HOLU AGATHKulmean Warrior-lord Flightless Demon-dragon

(Magic Broadsword, Shield, (Large Claw/Bite,and Helm & Plate Armor) Rigid Leather Skin)

Movement Rate .... 5" [13cm] Movement Rate .. 12" [30cm]Melee Attack ............. 3D6+6 Melee Attack ............. 3D6+8Melee Damage .......... High+4 Melee Damage ..... Mediumx2Missile Attack ............... none Missile Attack ...............noneMissile Damage ............ none Missile Damage .............noneDefense ............................. 11 Defense ............................. 13Shield Bonus ..................... +5 Shield Bonus .................... +0Armor ..............damage x 1/2 Armor ................................ -2Endurance (27) ............... ❏❏ Endurance (50) .. ❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏ ❏❏❏❏❏ ❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

4

SCENARIO #5

“THE WAGES OF SIN”Intermediate Game Scenario: A Lord of Kulm and his aide vs.

three Ekeren Bandits.The Tale: Warrior-lord Boku’s Lady of Kulm set him on a quest as

punishment for being untrue to her. (In a moment of weakness hewas swayed by the charms of another woman.) To get back in LadyJay’s good graces, he is to retrieve liquid gems from the JewelWell in the Folenna Spikes. On the way back, he encountersEkeren renegade-bandits eager to slit his throat and steal hisgleaming, invaluable prize.

Terrain: Mixed Brush and Heavy Woods. 32"(E-W) x 22"(N-S).Victory Conditions: To win, a player must eliminate all his

opponent’s combatants from the playing surface.Player #1: Ekeren Bandits; set up last within 1" of south edge; move

first.Player #2: Kulmean Lord and Aide; set up first within 1" of north

edge; move last.

ODOM, Ekeren ELIN, Ekeren(Warhammer, Thr. Daggers, (Morning Star, Short Bow,Shield, Soft Leather Armor) Rigid Leather Armor)

Movement Rate .... 6" [15cm] Movement Rate . 5.5" [14cm]Melee Attack .............. 3D6-1 Melee Attack ........ 2D6+D10Melee Damage .......... High+1 Melee Damage .......... High+2Missile Attack ................ 2D6 Missile Attack ............ 2D6-1Missile Damage ..... Lowx2-1 Missile Damage ......... Lowx2Defense ............................... 7 Defense ............................... 8Shield Bonus ..................... +4 Shield Bonus .................... +0Armor ................................ -1 Armor ................................ -2Endurance (9) ........... ❏❏❏❏ Endurance (12) ............... ❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

UXOR, Ekeren(War Mattock, Chain Armor)

Movement Rate .... 5" [13cm]Melee Attack ............. 2D6+3Melee Damage ...... Highx2+1Missile Attack ............... noneMissile Damage ............ noneDefense ............................... 8Shield Bonus ..................... +0Armor ................................ -3Endurance (17) ...... ❏❏❏❏❏

❏❏ ❏❏❏❏❏ ❏❏❏❏❏

BOKU, Kulmean Lord AYDU, Kulmean Aide(Broadsword, Shield, (Handaxe, Shield, Thr. Dagger,

Plate Armor) Soft Leather Armor)

Movement Rate .... 5" [13cm] Movement Rate .... 7" [18cm]Melee Attack ............. 3D6+2 Melee Attack .............. 3D6-1Melee Damage .......... High+2 Melee Damage .......... High+1Missile Attack ............... none Missile Attack ............ 2D6-1Missile Damage ............ none Missile Damage ...... Lowx2-1Defense ............................... 8 Defense ............................... 9Shield Bonus ..................... +4 Shield Bonus .................... +3Armor .............. damage x 1/2 Armor ................................ -1Endurance (25) ...... ❏❏❏❏❏ Endurance (10) ...... ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏

5

SCENARIO #6

“ SUBTERRANEANDOOM”

Intermediate Game Scenario: Five Goblins vs. three Dwarves.The Tale: Within the dark myriad passages of the Ash Lairs,

between King’s Warren and Goblin Deeps, a series of bloodyskirmishes rage. Hard-pressed Dwarves tenaciously resist theattacks of bloodthirsty and greedy Goblins.

Terrain: Irregular cavern. 32"(N-S) x 22"(E-W).Victory Conditions: To win, a player must eliminate all his

opponent’s combatants from the playing surface.Player #1: Goblins; set up last within 1" of south edge of playing

surface; move first.Player #2: Dwarves; set up first within 1" of north edge; move last.

LURG, Goblin GOBBET, Goblin(Club, Soft Leather Armor) (War Mattock, Soft Leather)

Movement Rate . 4.5" [11cm] Movement Rate . 4.5" [11cm]Melee Attack .............. 2D6-1 Melee Attack ................. 2D6Melee Damage .............. High Melee Damage ...... Highx2+1Missile Attack ............... none Missile Attack ...............noneMissile Damage ............ none Missile Damage .............noneDefense ............................... 8 Defense ............................... 7Shield Bonus ..................... +0 Shield Bonus .................... +0Armor ................................ -1 Armor ................................ -1Endurance (6) .................... ❏ Endurance (8) .............. ❏❏❏

❏❏❏❏❏ ❏❏❏❏❏

LUNKA, Goblin BLARTI, Goblin(Mace, Short Bow, Rigid (Handaxe, Shield, Soft

Leather Armor) Leather Armor)

Movement Rate .... 5" [13cm] Movement Rate . 4.5" [11cm]Melee Attack ............. 2D6+2 Melee Attack .............. 3D6-1Melee Damage .......... High+1 Melee Damage .......... High+1Missile Attack ............. 2D6-2 Missile Attack ...............noneMissile Damage ......... Lowx2 Missile Damage .............noneDefense ............................... 8 Defense ............................... 7Shield Bonus ..................... +0 Shield Bonus .................... +3Armor ................................ -2 Armor ................................ -1Endurance (7) ................. ❏❏ Endurance (9) ........... ❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏

DUURT, Goblin BORUL, Dwarf(Scimitar, Shield, (Battleaxe, Plate Armor)

Rigid Leather Armor)

Movement Rate .... 5" [13cm] Movement Rate . 5.5" [14cm]Melee Attack ................. 3D6 Melee Attack ........ 2D6+D10Melee Damage .......... High+2 Melee Damage High+Low+1Missile Attack ............... none Missile Attack ...............noneMissile Damage ............ none Missile Damage .............noneDefense ............................... 8 Defense ............................... 8Shield Bonus ..................... +4 Shield Bonus .................... +0Armor ................................ -2 Armor .............. damage x 1/2Endurance (10) ...... ❏❏❏❏❏ Endurance (16) .. ❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

FANUL, Dwarf KUNDUL, Dwarf(Handaxe, Shield (Flail, Light Crossbow,

Chain Armor) Chain Armor)

Movement Rate .... 5" [13cm] Movement Rate .... 5" [13cm]Melee Attack ................. 3D6 Melee Attack ............. 3D6+1Melee Damage .......... High+1 Melee Damage ....... Highx2-1Missile Attack ............... none Missile Attack ............ 2D6-1Missile Damage ............ none Missile Damage ..... Lowx2+1Defense ............................... 7 Defense ............................... 8Shield Bonus ..................... +3 Shield Bonus .................... +0Armor ................................ -3 Armor ................................ -3Endurance (10) ...... ❏❏❏❏❏ Endurance (12) ............... ❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

N

5 in

12.5 cm

#6 "SUBTERRANEAN DOOM"

6

SCENARIO #7

“ DESPERATEMEASURES”

Scenario Type: Ambush. Game Length: 30 Turns.Setting: In the Western foothills of the Folenn Spikes, Central

Pebble Lands.The Tale: Kulm has invaded Ekeren in early Summer, smashing

Ekeren forces in the Climbing River Massacre. Poised on the edgeof total victory, Kulmean commanders falter, unsure of how bestto exploit the situation. After a delay, Kulmean forces fan out intothe Ekeren countryside. Ekeren mountain holds have thwartedKulm in the past, but without troops to man them, their castles areworthless. What little Ekeren might remains is tied up garrisoningnearby villages. The shattered Ekeren Army offers resistancewherever possible, hoping to slow the Kulmean invasion longenough to muster the forces necessary to defend their holds. Oneimportant action is fought before the Climbing Bridge.

The invaders must cross the Climbing River at this bridge, orbuild one over its rushing, chill waters. Ekeren miners are busydestroying the bridge, but will not be finished by the time Kulmeanforces arrive. Individual Ekeren footmen seek to slow the invad-ers, harrassing them along the winding valley trail which leads tothe Climbing Bridge. In this scenario, Kulmean forces lead byLord Duru must rapidly break through commander Malon’s smallEkeren holding force.

Terrain: A valley running from East to West approximately bisectsthe rough, steep slopes to either side. The valley floor is Roughwith a 1.5" [4cm] wide Path running along it; the hills to either sideare Steep Slopes; the forests are Medium Woods;& the playingsurface is 65" [165cm] (E-W) by 45" [114cm] (N-S).

Weather: Clear, no wind. Power Hues: Roll Randomly.Bladestorm: 18 (3D6). Random Encounter: 12%.Special Rules:

1. To set up, the Ekeren player writes down the location of all hiscombatants rather than placing them on the playing surface. Thismay be accomplished by noting its inches [cm] west by inches[cm] south or by photocopying map diagram (permission given)and marking Ekeren positions, for example. They may be placedanywhere as long as they are more than 8" [20cm] from theWestern edge. An Ekeren combatant is revealed only if aKulmean combatant passes within 2" [5cm] of them or if theEkeren combatant makes an attack or if the Ekeren combatantmoves.

2. The first attack roll a hidden Ekeren combatant makes ismodified by +4 because of its ambushing status. Subsequentattacks are resolved normally.

3. When setting up, the Ekeren player secretly notes the locationof a 2" [5cm] by 2" [5cm] area, more than 8" [20cm] from theWestern edge. Use a method described above in Special Rule #1.This area is trapped; a landslide may be released by the Ekerenplayer at any time. This rockfall has a Melee Attack of 5D6+1and Melee Damage of ‘Mediumx2-2’ which affects all withinthe trapped area. Afterwards, this section of the valley slowsmovement to 1/4. Of course, the trap may only be used once pergame.

4. An Ekeren combatant is not forced to engage an enemycombatant when moving within 1" of him (see S-6.4). An Ekerencombatant is not forced to engage an enemy unit when movingwithin 1"-2" of it (see S-6.4); normal restrictions apply whenmoving within 1" of an enemy unit.

Special Note: Scenario may be improved through use of aGamemaster to keep track of hidden placement.

Victory Conditions: To win, the Kulmean player must exit 12combatants off the Eastern edge via the path or clear all Ekerenfigures from the playing surface by the end of thirty Turns. Anyother result is an Ekeren victory.

Aftermath: Forced to march through a narrow valley, Kulmeanunits are beset by numerous Ekeren ambushes. By landslide andarrow, men of the shattered Ekeren army slow the invader, oftenat the cost of their lives. But will the delaying action be a success;will the Climbing Bridge be destroyed? With the Kulmean inva-sion stalled at the crossing, Ekeren garrisons shift to their moun-tain holds. Or will the Climbing Bridge be secured, threatening themountain fortresses of Ekeren?

KULM: WARRIORS AND LORDS OFTHE REALMPlayer 1: Set up Last, in Column Order, within 5" [13cm] ofWestern edge, on the trail. Move First.

ELITE SWORDSMEN (21)Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ..... +4 Chain Armor : .......... -3

Endurance: ........ 10 Maneuver† ..... 11 Resistance† .......... 9

Weapon Attack Damage RangeBroadsword ........ 3D6+2 .............. High+2 .......... NoneSpear .................. 3D6+1 .............. Lowx2+2 ....... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____

#8 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #12 ❏❏❏❏❏ m❏❏❏❏❏ : _____#9 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #13 ❏❏❏❏❏ m❏❏❏❏❏ : _____#10 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #14 ❏❏❏❏❏ m❏❏❏❏❏ : _____#11 ❏❏❏❏❏ m❏❏❏❏❏ : ____

#15 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #19 ❏❏❏❏❏ m❏❏❏❏❏ : _____#16 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #20 ❏❏❏❏❏ m❏❏❏❏❏ : _____#17 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #21 ❏❏❏❏❏ m❏❏❏❏❏ : _____#18 ❏❏❏❏❏ m❏❏❏❏❏ : ____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1Square (9) † +1 +2 +0 -3 +2Shield Wall (9) † +0 +4(+2) +0 +5(-2) +2

Note: May operate as three 7-combatant units or a 21-combatant unitor as a 7-combatant unit and a 14-combatant unit.

7

LORD DURU — Kulmean LeaderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ........ 7 Shield Bonus: ..... +4 Plate Armor: ....... x1/2

Endurance: ........ 19 Maneuver† ..... 11 Resistance† .......... 8

Weapon Attack Damage RangeBroadsword ............. 3D6+5 .............. High+2 ............. NoneFlail ......................... 3D6+3 .............. Highx2-1 .......... NoneSpiked Mace ........... 2D6+7 .............. High+2 ............. None

❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏: ______________________

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................... 0 Defense Mod: .............................. +1

Maneuver Mod † ............ 0 Influence Range: ........................... 0

EKEREN: REMNANTS OF THEEKEREN FIELD ARMYPlayer 2: Set up First anywhere (see Special Rules #1 and #3).Move Last.

EKEREN LIGHT DEFENSE (8)Move.Rate: .......... 7" (5.5"/3.5"/2") [18cm(14/9/5)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ..... +0 S. Leather Armor: ... -1

Endurance: .......... 9 Maneuver† ....... 7 Resistance† .......... 9

Weapon Attack Damage RangeShort Sword ....... 3D6+2 .............. High .............. NoneLong Bow .......... D6+D10 ........... Lowx2+2 ....... -2 per 20" [50cm]

#1 ❏❏❏❏❏m❏❏❏❏: _______ #5 ❏❏❏❏❏m❏❏❏❏: ________#2 ❏❏❏❏❏m❏❏❏❏: _______ #6 ❏❏❏❏❏m❏❏❏❏: ________#3 ❏❏❏❏❏m❏❏❏❏: _______ #7 ❏❏❏❏❏m❏❏❏❏: ________#4 ❏❏❏❏❏m❏❏❏❏: _______ #8 ❏❏❏❏❏m❏❏❏❏: ________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1

HANSOR DOLLON(Mace, Shield, Long Bow, (Broadsword, Shield, Long

R. Leather Armor) Bow, Rigid Leather Armor)Move.Rate ............. 8" (6"/4"/2") Move.Rate ............. 8" (6"/4"/2")

[20cm(15/10/5)] [20cm(15/10/5)]Melee Attack .................. 2D6+4 Melee Attack ................... 3D6+1Melee Damage ............... High+1 Melee Damage .............. High+2Missile Attack .............. D6+D10 Missile Attack ......... D6+D10+1Missile Damage .......... Lowx2+2 Missile Damage .......... Lowx2+2Range Mod .... -2 per 20" [50cm] Range Mod .... -2 per 20" [50cm]Defense .................................. 11 Defense ................................... 10Shield Bonus .......................... +3 Shield Bonus ......................... +3Armor ..................................... -2 Armor ..................................... -2Maneuver ............................... 10 Maneuver ................................. 9Morale ..................................... 7 Morale ...................................... 8Endurance (18) Endurance (14)

❏❏❏❏ ❏❏❏❏❏ ❏❏ ❏❏❏❏❏m❏❏❏❏ ❏❏❏❏❏ m❏❏ ❏❏❏❏❏

NARON(Two-handed Sword, Long Bow,

Chain Armor)Move.Rate ....... 6" (4.5"/3"/1.5") Shield Bonus ......................... +0

[15cm(11/8/4)] Armor -3Melee Attack ......... 2D6+D10+3 Maneuver ................................. 9Melee Damage ...... High+Low+2 Morale ...................................... 7Missile Attack .......... D6+D10+1 Endurance (17)Missile Damage .......... Lowx2+2 ❏❏❏❏ ❏❏❏❏❏

Range Mod .... -2 per 20" [50cm] m❏❏❏ ❏❏❏❏❏

Defense .................................. 10

MALON — Ekeren LeaderMove.Rate: .......... 7" (5.5"/3.5"/2") [18cm(14/9/5)] Morale: ..... 6

Defense: ...... 11 Shield Bonus: ..... +4 Chain Armor: .......... -3

Endurance: ........ 22 Maneuver† ....... 8 Resistance† .......... 7

Weapon Attack Damage RangeFalchion ............. 2D6+D10+3 ..... High+2 .......... NoneLong Bow .......... D6+D10+2 ....... Lowx2+2 ....... -2 per 20" [50cm]

❏❏❏❏❏ ❏❏❏❏❏ ❏m❏ ❏❏❏❏❏ ❏❏❏❏❏: ________________

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +2 Defense Mod: .............................. +2

Maneuver Mod† ........... +1 Influence Range: ........... 10" [25cm]

8

SCENARIO #8

“ STORMIN’WEATHER”

Scenario Type: Assault. Game Length: Varies.Setting: Northern Yolmer, Late Autumn.The Tale: Commander Irdfal’s raiding party has campaigned in

Yolmer for three months. Although sometimes victorious andloaded down with loot, they are exhausted. These Urdan raidersneed winter quarters, but deep as they are in Yolmerian territory,lodging can not be gained without a fight. Sighting what isbelieved to be a lightly held fortress outside Yol Yoy in easternYolmer, the Urdan warriors attack. Within the wooden pallisades,Grev Tarr’s Yolmerian warriors defend their territory (and theirlives!) with greater than expected resistance, even though the maingate has been battered down. With the storms of winter approach-ing, Irdfal resolves to continue the assault on the fortress untilsuccessful. Retreat this late in the season would prove disastrousas well as embarrassing.

Terrain: A rectangular wooden fort on a Sloping hillock is borderedon the southwest by Light woods and a small Stream. The playingsurface is 65" [165cm] (N-S) x 45" [114cm] (E-W).

Weather: High winds from the South (see Special Rule #1).Power Hues: Roll Randomly.Bladestorm: 17+ (3D6) Random Encounter: 5%.

Special Rules:1. High winds from the South affect missile attacks. Attacks made

in the SE to SW arc are modified by -4. Attacks in the SE to Eastarc and the SW to West arc are modified by -3. Attacks in the Eastto NE arc and the West to NW arc are modified by -2. Attackstoward all other directions are modified by -1. Attacks on theedge of two arcs use the higher of the two modifiers involved.

2. The gateway into the fortress has been broken down by batteringram just prior to commencement of play. Treat the opening asClear terrain.

3. The Urdan raiders have grappling hooks and ropes with whichto scale the fort’s walls. The wall is 4" [10cm] high, treatclimbing attempts as “Knotted Rope” surface (i.e., it takes atleast 2 turns to climb, see O-6.1). An Urdan unit must disband inorder to climb.

4. If the Bladestorm optional rules (see O-13.0) are used, eachcombatant in the fort only takes 1D6-3 damage each round ofBladestorm effect. Any active Bladestorm will end in 1D6-3rounds when one side or the other is eliminated.

Victory Conditions: To win, the Urdan player must be in solecontrol of the fortress (i.e., the sole occupant). Otherwise, theYolmer player wins.

Aftermath: In a bloody battle, Urdan forces enter the stronghold,but are unable to defeat its defenders. Withdrawing to buildingswithin the fortress, the warriors of Yolmer stand firm. As greaternumbers fall, units dissolve, leaving fighting in the hands ofindividual combatants. The ensuing slaughter will determine whocontrols the badly damaged castle and hold.

URDA: RAIDING PARTYPlayer 2: Set up First outside the fort, in General Order. MoveLast.

URDAN RAIDERS (24)Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 9

Defense: ........ 8 Shield Bonus: ..... +2 S. Leather Armor : ... -1

Endurance: ....... 7/8 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeHand Axe ........... 3D6-1 ............... High+1 .......... NoneShort Bow .......... 2D6-2 ............... Lowx2 ........... -2 per 12" [30cm]

#1 ❏❏❏❏ m❏❏❏ : __________ #5 ❏❏❏❏ m❏❏❏ : ___________#2 ❏❏❏❏ m❏❏❏ : __________ #6 ❏❏❏❏ m❏❏❏ : ___________#3 ❏❏❏❏ m❏❏❏ : __________ #7 ❏❏❏❏ m❏❏❏ : ___________#4 ❏❏❏❏ m❏❏❏ : __________ #8 ❏❏❏❏ m❏❏❏ : ___________

#9 ❏❏❏❏ m❏❏❏❏ : ________ #13 ❏❏❏❏ m❏❏❏❏ : ________#10 ❏❏❏❏ m❏❏❏❏ : _______ #14 ❏❏❏❏ m❏❏❏❏ : ________#11 ❏❏❏❏ m❏❏❏❏ : _______ #15 ❏❏❏❏ m❏❏❏❏ : ________#12 ❏❏❏❏ m❏❏❏❏ : _______ #16 ❏❏❏❏ m❏❏❏❏ : ________

#17 ❏❏❏❏ m❏❏❏❏ : _______ #21 ❏❏❏❏ m❏❏❏❏ : ________#18 ❏❏❏❏ m❏❏❏❏ : _______ #22 ❏❏❏❏ m❏❏❏❏ : ________#19 ❏❏❏❏ m❏❏❏❏ : _______ #23 ❏❏❏❏ m❏❏❏❏ : ________#20 ❏❏❏❏ m❏❏❏❏ : _______ #24 ❏❏❏❏ m❏❏❏❏ : ________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1

Note: May operate as three 8-combatant units or a 16-combatant unitand an 8-combatant unit.

N

10 in

25 cm

#8 "STORMIN' WEATHER"

9

SCENARIO #9

“ EVIL BREEDS”Scenario Type: Skirmish. Game Length: Varies.Setting: In the Far southeastern foothills of the Folenna Spikes,

south of the Spice River.The Tale: Lugrôki are mustering in their caverns, ready to spill out

into the Vale of Horror (so named by the stumpy cannibals) tocarve a larger domain from nearby Vancu lands. Expecting littlemore than a small raid, Vancu leaders are astonished by thenumber of Lugrôki facing them. Regardless of the odds, Vancuwarriors anxiously await the coming battle. As everyone in theBladelands knows, Vancu adorn themselves with the tongues oftheir foes; the black, loathsome tongue of Lugrôki they prizeabove all others. This scenario is representative of skirmishing inthe badlands outside the Warring Holds.

Terrain: Rugged lands with a mountain spur running roughly eastto west, covering nearly half the battlefield. All high ground istreated as Steep Slope, the lowlands are Rough. Playing surface is84" [213cm] (E-W) x 60" [152cm] (N-S).

Weather: Dusk. Power Hues: Grey.Bladestorm: 17+ (3D6). Random Encounter: 17%.Special Rules:1. This battle occurs at dusk, so all Lesser Lugrôki have their melee

and missile attacks modified by -2 from Turn #1 to Turn #15 andby -1 from Turn #16 to Turn # 30. Afterwards, they fight normally.

2. The triple-headed War-Claws of the Vancu contain Gems ofSoulslaying. Whenever damage is delivered to a target, that targetmust make a Resistance Roll (see O-14.0). Failure to make this RRresults in immediate removal of the target combatant. For thepurposes of the RR modifications, consider this to be a fifth levelspell attack (i.e., -5 mod).

Victory Conditions: To win, the Lugrôki player must eliminate allVancu forces from the playing surface. Otherwise the Vancuplayer wins.

Aftermath: Meeting at the edge of a mountain’s spur, the two forcesviciously clash. Which will hold sway, Lugrôki numbers or Vancuforces of arms? By nightfall the answer will be known.

VANCU: WARRIORSPlayer 1: Set up Last, within 6" [15cm] of South edge. Move First.

VANCU WARRIORS (10)Move.Rate: .......... 7" (5.5"/3.5"/2") [18cm(14/9/5)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ....... 0 Dr.-skin Armor : ...... -4

Endurance: ........ 13 Maneuver† ....... 9 Resistance† .......... 9

Weapon Attack Damage RangeWar-Claw ................ 3D6 .................. High ................. NoneComposite Bow ...... D6+D10-1 .... Lowx2+1 .... -2 per 15" [38cm]

❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : __ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : ___❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : __ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : ___❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : __ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : ___❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : __ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : ___❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : __ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : ___

Note: May only operate as individual combatants.

IRDFAL — Urdan LeaderMove.Rate: ....... 6.5" (5"/3.5"/1.5") [16cm(12/8/4)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ..... +0 Chain Armor : .......... -3

Endurance: ........ 16 Maneuver† ..... 10 Resistance† .......... 9

Weapon Attack Damage RangeBattle Axe .......... 2D6+D10 ......... High+Low+1. NoneShort Bow .......... 2D6 .................. Lowx2 ........... -2 per 12" [30cm]

❏❏❏❏❏ ❏❏❏ m❏❏❏ ❏❏❏❏❏ : __________________________

Morale Mod: ................. +0 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +0 Influence Range: ............. 5" [13cm]

YOLMER: GUARDIANSPlayer 1: Set up Last, within the fort, in any Battle Order. MoveFirst.

YOLMER GUARDIANS (12)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 8

Defense: ........ 7 Shield Bonus: ..... +0 Chain Armor : .......... -3

Endurance: ........ 10 Maneuver† ..... 11 Resistance† .......... 9

Weapon Attack Damage RangePolearm .............. D6+D10+1 ....... High+Low+1. NoneShort Sword ....... 3D6+2 .............. High .............. NoneLt Crossbow ....... 2D6+1 .............. Lowx2+1 ....... -2 per 18" [45cm]

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #8 ❏❏❏❏❏ m❏❏❏❏❏ : ______

#9 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #10 ❏❏❏❏❏ m❏❏❏❏❏ : _____

#11 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #12 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1Square (9) † +1 +2 +0 -3 +2Hedgehog (10) † +1 +3 +0 -3 +2

Note: May operate as an 8-combatant unit and 4 individual combat-ants.

GREV TARR — Yolmerian LeaderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ...... 10 Shield Bonus: ..... +3 Chain Armor : .......... -3

Endurance: ........ 21 Maneuver† ....... 9 Resistance† .......... 8

Weapon Attack Damage RangeBroadsword ........ 3D6+2 .............. High+2 .......... NoneHvy Crossbow ... D6+D10+2 ....... Lowx2+3 ....... -2 per 18" [45cm]

❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ : __________________

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +0 Influence Range: ............. 5" [13cm]

10

#9 "EVIL BREEDS"

N

10 in

25 cm

GREATER LUGRÔK WARRIORS (8)Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ....... 0 Plate Armor : ....... x1/2

Endurance: ........ 15 Maneuver† ..... 11 Resistance† .......... 9

Weapon Attack Damage RangeWar Mattock ...... 2D6+4 .............. Highx2+1 ...... None

#1 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________#2 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________#3 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________

Weapon Attack Damage RangeFalchion .................. 2D6+1D10+2 .. High+2 ............. NoneComposite Bow ...... 1D6+1D10 .... Lowx2+1 .... -2 per 15" [38cm]

#4 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________#5 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________#6 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________

Note: May only operate as individual combatants.

UKCHU — Lugrôki LeaderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ...... 10 Shield Bonus: ..... +0 Plate Armor : ....... x1/2

Endurance: ........ 26 Maneuver† ..... 10 Resistance† .......... 8

Weapon Attack Damage RangeFalchion .................. 2D6+D10+4 .... High+2 ............. NoneComposite Bow ...... D6+D10+1 ... Lowx2+1 .... -2 per 15" [38cm]

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏ m❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : __________

Morale Mod: ................. +1 Melee Mod: ................................. +2

Missile Mod: ................. +1 Defense Mod: .............................. +0

Maneuver Mod† ........... +0 Influence Range: ........... 10" [25cm]

URKUUM — Vancu LeaderMove.Rate: .......... 7" (5.5"/3.5"/2") [18cm(14/9/5)] Morale: ..... 6

Defense: ...... 10 Shield Bonus: ..... +0 Dr.-skin Armor : ...... -4

Endurance: ........ 28 Maneuver† ....... 9 Resistance† .......... 8

Weapon Attack Damage RangeWar-Claw ................ 3D6+3 .............. High+1 ............. NoneComposite Bow ...... D6+D10+1 ... Lowx2+1 .... -2 per 15" [38cm]

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _______

Morale Mod: ................. +2 Melee Mod: ................................. +2

Missile Mod: ................. +0 Defense Mod: .............................. +0

Maneuver Mod† ........... +0 Influence Range: ........... 10" [25cm]

LUGRÔKI: WAR MOBPlayer 2: Set up First anywhere within 3" [8cm] of the Northedge. Move Last.

LESSER LUGRÔK WARRIORS (8)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 9

Defense: ........ 7 Shield Bonus: ..... +3 S. Leather Armor : ... -1

Endurance: ........ 10 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeWarhammer ....... 3D6-3 ............... High+1 .......... None

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #8 ❏❏❏❏❏ m❏❏❏❏❏ : ______

Note: May only operate as individual combatants.

LESSER LUGRÔK WARRIORS (8)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 9

Defense: ........ 8 Shield Bonus: ..... +3 S. Leather Armor : ... -1

Endurance: ........ 10 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeWarhammer ....... 3D6-2 ............... High+1 .......... None

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #8 ❏❏❏❏❏ m❏❏❏❏❏ : ______

Note: May only operate as individual combatants.

LESSER LUGRÔK WARRIORS (8)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 9

Defense: ........ 7 Shield Bonus: ....... 0 S. Leather Armor : ... -1

Endurance: .......... 9 Maneuver† ....... 8 Resistance† ........ 10

Weapon Attack Damage RangeWarhammer ....... 3D6-3 ............... High+1 .......... NoneShort Bow .......... 2D6-2 ............... Lowx2 ........... -2 per 12" [30cm]

#1 ❏❏❏❏❏ m❏❏❏❏ : _______ #5 ❏❏❏❏❏ m❏❏❏❏ : ________#2 ❏❏❏❏❏ m❏❏❏❏ : _______ #6 ❏❏❏❏❏ m❏❏❏❏ : ________#3 ❏❏❏❏❏ m❏❏❏❏ : _______ #7 ❏❏❏❏❏ m❏❏❏❏ : ________#4 ❏❏❏❏❏ m❏❏❏❏ : _______ #8 ❏❏❏❏❏ m❏❏❏❏ : ________

Note: May only operate as individual combatants.

11

SCENARIO #10

“IRON LEGACY”Scenario Type: Skirmish. Game Length: Varies.Setting: Near a temporary (spontaneous) Jewel Well in central

Harro, 25 miles [40km] west of the Hole Fields, Early SummerThe Tale: Compelled by the Iron Wind, a faction of Unlife from

faraway Mur Fostisyr, adventurous but bewildered Syrkakar war-riors of the Kasir clan pass through a temporary Essence Portal intothe mystical (and dangerous) Bladelands. With the aid of theNavigator, Tydae of Jaiman, this group appears near the anticipatedmagical event, only to be harrassed by an encounter with maraudingSea-trolls. Within moments, the temporary Jewel Well will appear.

“Nothing must prevent our gaining the gem-slime!” cries Ky-duman, the Syrkakar Leader. The Trolls have other plans.

Terrain: Lightly Wooded Sloped hills with a cave mouth (Sea-troll’s Lair Entrance) in side of central hill. Playing Surface is 32"[81cm] (N-S) x 22" [56cm] (E-W).

Weather: Storms. Power Hues: Roll Randomly.Bladestorm: 18 (3D6). Random Encounter: 0%.Special Rules:

1. The sky is very dark, allowing the Sea-trolls to operate normally.2. Any combatant that enters the Sea-troll’s Lair is no longer

available for use in this sceanario.Scenario Note: The Syrkakar are among the so-called “Invaders”

who are not native to the continent of Folenn.

Victory Conditions: The Syrkakar player must eliminate all Sea-trolls from the battlefield. Otherwise, the Sea-troll player wins.

Aftermath: Caught off-balance by the Sea-troll’s sudden attack,many Syrkakar lives will be lost. But can the Mannish warriorssuccessfully drive away the Sea-trolls and gain magical gem-slime for their master, the powerful but hidden Iron Wind?

SYRKAKAR: 9 WARRIORSPlayer 1: Set up First within 12" [30cm] of the Lair opening.Move First.

SYRKAKAR WARRIORS (8)Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ...... 11 Shield Bonus: ....... 0 R. Leather Armor: ... -2

Endurance: ........ 17 Maneuver† ....... 9 Resistance† .......... 9

Weapon Attack Damage RangeShort Sword ............ 3D6+2 .............. High ................. NoneComposite Bow ...... D6+D10-1 .... Lowx2+1 .... -2 per 15" [38cm]

#1 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: _________________ Kyrai#2 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: __________________ Lytai#3 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: ________________ Ny-rab#4 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: _______________Hy-skura#5 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: ________________ Sy-pura#6 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: _________________ Ly-jur#7 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: ________________ Ly-tura#8 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: _______________ Ny-omer

KY-DUMAN — Syrkakar LeaderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ...... 12 Shield Bonus: ..... +0 Chain Armor: .......... -3

Endurance: ........ 27 Maneuver† ....... 8 Resistance† .......... 8

Weapon Attack Damage RangeShort Sword ............ 3D6+5 .............. High ................. NoneComposite Bow ...... D6+D10+1 ... Lowx2+1 .... -2 per 15" [38cm]

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏: _________

Morale Mod: ................. +1 Melee Mod: ................................. +2

Missile Mod: ................. +0 Defense Mod: .............................. +2

Maneuver Mod† ........... +0 Influence Range: ............. 5" [13cm]

SEA-TROLLS: BRUTESPlayer 1: Set up Last, within 8" [20cm] of the Lair opening.Move First.

SEA-TROLLS (4)Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ....... 0 R. Leather Armor: ... -2

Endurance: ........ 40 Maneuver† ....... 9 Resistance† .......... 7

Weapon Attack Damage RangeLarge Claws ....... 4D6 .................. High+2 .......... NoneThrown Rocks .... 4D6+4 .............. Mediumx2 ..... -2 per 3" [8cm]

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏: _________________ Urg

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏: ________________ Barg

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏: ________________ Baak

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏: ________________ Taak

12

SCENARIO #11

“ DEAD OF NIGHT”Scenario Type: Assault. Game Length: Varies.Setting: Southern Rukon, late Autumn.The Tale: After a particularly bloody battle with Rukona forces, an

evil Necromancer raises more troops from battlefield dead. Rein-forced undead armies from Wiocoola march into the Rukonhighlands (near Thol) in search of men to slay and perhaps toenslave. On a stormy night, Zombies and Skeletons find a majordefensive position manned by Rukona troops. Behind their pre-pared earthen walls, Cogar’s men wait in horror as the dead slowlyapproach.

Terrain: Rough terrain everywhere except the 10' tall Steep Slopes(Slope terrain if the Standard Game is used) of the earthen wall andClear terrain within the fort. Playing Surface is 65" [165cm] (E-W) x 45" [114cm] (N-S).

Weather: Rainy Night, Easterly wind. Power Hue: Black.Bladestorm: 16+ (3D6). Random Encounter: 10%.Special Rules:

1. Zombies emit a nauseous odor. Each Rukona Combatant within1.5" [4cm] must make a Resistance Roll (RR) (“spell level” isone, see O-14,0) at the end of every “friendly” Melee CombatPhase. Failure results in a -1 penalties to all rolls for the rest ofthe scenario. This is not cumulative.

2. “*” — Skeletons take two less points of damage when hit dueto their magical, fleshless nature. This is reflected in their Armorstat.

3. Rain causes a -1 penalty to be applied to all attacks.4. Night visibility reduce the maximum Missile Range to 6"

[15cm].Scenario Note: This scenario can use the Zombie and Skeleton

figures available from Grenadier Miniatures.Victory Conditions: To win, the Undead player must eliminate all

Rukonu forces from the battlefield. If even one Combatant sur-vives until game’s end, the Rukonu player wins.

Aftermath: Desperately fighting Undead forces, the valiant Biscarclansmen resolutely defend their earthen walls. Throughout thenight, skeletons and zombies return to battle anew. With dawn’sfirst light comes Rukona victory and the realization that overthree-quarters of their fellows lay slain.

UNLIFE: WALKING DEADPlayer 1: Set up Last within 6" [15cm] of the South edge inGeneral Order. Move First.

SKELETON UNIT (10)Move.Rate: .................. 4" (3"/2"/1") [10cm(8/5/3)] Morale: ..... 5

Defense: ........ 7 Shield Bonus: ..... +0 No Armor : ............. -2*

Endurance: .......... 8 Maneuver† ....... 9 Resistance† .......... 8

Weapon Attack Damage RangeHandaxe .................. 3D6-3 .............. High+1 ............. NoneBony Grasp ............. 2D6+2 .............. Low .................. None

#1 ❏❏❏❏ m❏❏❏❏ : ________ #6 ❏❏❏❏ m❏❏❏❏ : _________#2 ❏❏❏❏ m❏❏❏❏ : ________ #7 ❏❏❏❏ m❏❏❏❏ : _________#3 ❏❏❏❏ m❏❏❏❏ : ________ #8 ❏❏❏❏ m❏❏❏❏ : _________#4 ❏❏❏❏ m❏❏❏❏ : ________ #9 ❏❏❏❏ m❏❏❏❏ : _________#5 ❏❏❏❏ m❏❏❏❏ : ________ #10 ❏❏❏❏ m❏❏❏❏ : ________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (10) +2 +1 +0 -1 +1Disbanded (13) Unit Ma is used only for reforming the unit.

ZOMBIE UNIT (10)Move.Rate: .............. 3" (2.5"/1.5"/1") [8cm(6/4/2)] Morale: ..... 5

Defense: ........ 9 Shield Bonus: ..... +0 No Armor : ............. -2*

Endurance: ........ 14 Maneuver† ....... 9 Resistance† .......... 8

Weapon Attack Damage RangeHandaxe .................. 3D6-3 .............. High+1 ............. NonePummeling Blow .... D6+D10-1 ....... Low+1 ............. None

#1 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ :#2 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : ___________________________#3 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : ___________________________#4 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : ___________________________#5 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : ___________________________#6 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : ___________________________#7 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : ___________________________#8 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : ___________________________#9 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : ___________________________#10 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : __________________________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (10) +2 +1 +0 -1 +1Disbanded (13) Unit Ma is used only for reforming the unit.

N

10 in

25 cm

#11 "DEAD OF NIGHT"

13

SCENARIO #12

“ KING’S SPORT”Scenario Type: Assault. Game Length: Varies.Setting: Southern Harro, near the Hills of Hail, Late Spring.The Tale: The finest jewellers in all Harro labored on the Crown of

Marl, a valuable gift from king to prince. However, by the time ofPrince Loth’s coronation, the Crown still had not arrived. Harro’smerchants said that it had been lost in transit; they would notreplace it nor reimburse Loth. The recently crowned King Loth,unable to convince the Merchant’s Council, foolishly invaded therichest of all Warring Holds, Harro. (King Loth of Marl thussought to press his claim for remunerations by force of arms.) Hisfinest cavalry charged into Harro, to retrieve the King’s gold.Harro’s mercenaries gathered quickly to defend the realm, meet-ing the King’s Cavalry in battle near the Lambwater River. Thisscenario represents the initial clash of arms between Marl’s RoyalCavalry and Harro’s Mercenaries.

Terrain: The battlefield is bounded by two North-South obstacles;to the east there is a cliff face (impassable except at the Stream andby Climbing) while to the west lies a sandy shoreline and ShallowWater. A Shallow Stream roughly bisects the surface into northand south halves. Additionally, there is a few clumps of MediumWoods scattered about. The playing surface is 96" [244cm] (N)S)x68" [173cm] (E)W).

Weather: Fair. Power Hues: Roll Randomly.Bladestorm: 17+ (3D6). Random Encounter: 3%.Special Rules:

1. If both players agree, one Spell User of 300 points may beincluded in each player’s force (see S-12.0 and A-1.0).

2. The stats given for the mounted combatants are based upon therider and horse combination.

3. “*” — During a melee combat phase, a mounted combatant mayuse his “Horse” attack instead of his weapon attack. The combat-ant must make a maneuver roll (see O-6.4) modified by -3: if themaneuver is successful, the Horse attack proceeds normally;otherwise, no attack may be made that phase.

4. If both players agree, each side can make one of its combatants(not a leader) a Standard Bearer (see O-12.2).

5. Once a Bladestorm appears, any combatants that leave theplaying surface do not count as losses for Victory Conditionpurposes.

Scenario Note: This scenario occurs long ago; the political situationin Marl has changed.

Scenario Note: This is the only scenario with cavalry in it.Victory Conditions: The side which eliminates the most combat-

ants from the field is the winner.Aftermath: Both cavalry forces were the pride of their respective

armies. On that sunny strand both met in head-long collision. Theensuing fight destroyed both sides, destroying the only majorcavalry units in Warring Holds.

RUKONA: DEFENDERSPlayer 2: Set up First within the earthen walls of the fort inBattle Order. Move Last.

RUKONA MILITIA (16) — Biscar clanMove.Rate: .......... 5.5" (4"/3"/1.5") [14cm(11/7/4)] Morale: ..... 9

Defense: ........ 8 Shield Bonus: ..... +0 Chain Armor : .......... -3

Endurance: .......... 8 Maneuver† ..... 11 Resistance† ........ 10

Weapon Attack Damage RangeHandaxe ............. 3D6-1 ............... High+1 .......... -2 per 3" [8cm]‡Short Sword ....... 3D6 .................. High .............. None

#1 ❏❏❏❏ m❏❏❏❏ : ________ #5 ❏❏❏❏ m❏❏❏❏ : _________#2 ❏❏❏❏ m❏❏❏❏ : ________ #6 ❏❏❏❏ m❏❏❏❏ : _________#3 ❏❏❏❏ m❏❏❏❏ : ________ #7 ❏❏❏❏ m❏❏❏❏ : _________#4 ❏❏❏❏ m❏❏❏❏ : ________ #8 ❏❏❏❏ m❏❏❏❏ : _________

#9 ❏❏❏❏ m❏❏❏❏ : ________ #13 ❏❏❏❏ m❏❏❏❏ : ________#10 ❏❏❏❏ m❏❏❏❏ : _______ #14 ❏❏❏❏ m❏❏❏❏ : ________#11 ❏❏❏❏ m❏❏❏❏ : _______ #15 ❏❏❏❏ m❏❏❏❏ : ________#12 ❏❏❏❏ m❏❏❏❏ : _______ #16 ❏❏❏❏ m❏❏❏❏ : ________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (10) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1Square (10) † +1 +2 +0 -3 +2

Note: May operate as two 8-combatant units or a 16-combatant unit.

COGAR — Rukona LeaderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ........ 9 Shield Bonus: ..... +3 Plate Armor : ....... x1/2

Endurance: ........ 16 Maneuver† ..... 10 Resistance† .......... 9

Weapon Attack Damage RangeShort Sword ....... 3D6+2 .............. High .............. NoneHandaxe ............. 3D6+1 .............. High+1 .......... -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏ m❏❏❏ ❏❏❏❏❏ : __________________________

Morale Mod: ................. +1 Melee Mod: ................................. +0

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +0 Influence Range: ............. 5" [13cm]

14

HARRO: MERCENARIESPlayer 1: Enter North edge of the playing surface East of thecliff. Enter in in Column Order (General Order if the OptionalRules are not being used). Move First.

HARROAN MERCENARYCAVALRY UNIT (10)

Move.Rate: ........ 9" (7"/4.5"/2.5") [23cm(18/12/6)] Morale: ... 8*

Defense: .... 10* Shield Bonus ....... +2 Plate Armor : ....... x1/2

Endurance: ...... 39* Maneuver† ..... 6* Resistance† .......... 9

Weapon Attack Damage RangeLong Sword ............ 3D6+1 .............. High+2 ............. NoneComposite Bow ...... D6+D10-1 .... Lowx2+1 .... -2 per 15" [38cm]Horse* ..................... 3D6+6 .............. Mediumx2-2 .... None

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#5 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#6 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#7 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#8 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#9 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#10 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (6) +0 +0 +1 +0 +1Battle Order (7) +2 +2 +0 -1 +2Disbanded (9) Unit Ma is used only for reforming the unit.Column (8) † +1 -1 -2 -2 +1Line (8) † +2 +2 +0 +0 -1

Note: May operate as one 6-combatant unit and four individualcombatants.

TIGARON — Harroan Mercenary LeaderMove.Rate: ........ 9" (7"/4.5"/2.5") [23cm(18/12/6)] Morale: ..... 7

Defense: .... 10* Shield Bonus: ..... +3 Plate Armor .......... x1/2

Endurance: ...... 40* Maneuver† ..... 6* Resistance† .......... 8

Weapon Attack Damage RangeLong Sword ............ 3D6+3 .............. High+2 ............. NoneComposite Bow ...... D6+D10+1 ... Lowx2+1 .... -2 per 15" [38cm]Horse* ..................... 3D6+6 .............. Mediumx2-2 .... None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____________________

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 10" [25cm]

MARL: KING’S CAVALRYPlayer 2: Enter South edge of the playing surface East of thecliff. Enter in in Column Order (General Order if the OptionalRules are not being used). Move Last.

ROYAL CAVALRY UNIT (12)Move.Rate: .............. 8" (6"/4"/2") [20cm(15/10/5)] Morale: ..... 8

Defense: ...... 11 Shield Bonus: ..... +0 S. Leather Armor : ... -1

Endurance: ........ 42 Maneuver† ....... 6 Resistance† .......... 9

Weapon Attack Damage RangeSpear .................. 3D6-1 ............... Lowx2+2 ....... -2 per 3" [8cm]‡Short Bow .......... 2D6-2 ............... Lowx2 ........... -2 per 12" [30cm]Horse * ............... 3D6+8 .............. Mediumx2-2 . None

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

#5 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

#6 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

#7 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

#8 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

#9 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

#10 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

#11 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

#12 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (7) +0 +0 +1 +0 +1Battle Order (8) +2 +2 +0 -1 +2Disbanded (9) Unit Ma is used only for reforming the unit.Column (7) † +1 -1 -2 -2 +1

Note: May operate as one 9-combatant unit and three individualcombatants.

15

N10 in

25 cm

#12 "KING'S SPORT"

LORD TABUR — Marl’s LeaderMove.Rate: .............. 8" (6"/4"/2") [20cm(15/10/5)] Morale: ..... 7

Defense: ...... 11 Shield Bonus: ..... +3 S. Leather Armor : ... -1

Endurance: ........ 42 Maneuver† ....... 6 Resistance† .......... 8

Weapon Attack Damage RangeSpear .................. 3D6+1 .............. Lowx2+2 ....... -2 per 3" [8cm]‡Short Bow .......... 2D6 .................. Lowx2 ........... -2 per 12" [30cm]Horse * ............... 3D6+8 .............. Mediumx2-2 . None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : ___________________

Morale Mod: ................. +0 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +0

Maneuver Mod† ........... +0 Influence Range: ........... 10" [25cm]

SCENARIO #13

“ BEAST OF BOTHWORLDS”Scenario Type: Skirmish. Game Length: Varies.Setting: In the Falling Wood, Early Summer.The Tale: The Bear-men of Sull prize their independence and

solitude greatly, vigorously defending against any and all invad-ers. Sull possess little to entice an aggressor, but monsters predis-posed to mindless violence are eager to slay them regardless. Inthis scenario, an invading group of River Ogres fights the awe-some Bear-men of Sull (and their fighting bears as well!) near thenorthern tip of the Falling Wood.

Sull’s fighting bears are trained from birth to fight beside theirmasters and respond to their voice commands without hesitation.If a bear’s handler falls in combats, the bear will defend him to thedeath.

Terrain: Three Sloped hills and sparse Medium Woods are oneither side of a bisecting Stream. The playing surface is 65"[165cm] (E-W) x 45" [114cm] (N-S).

Weather: Light Rain. Power Hues: Roll randomly.Bladestorm: 18 (3D6). Random Encounter: 15%.Special Rules:

1. Any unit may start the game Disbanded.2. A Light Rain is falling, which modifies all attack rolls by -1.3. Ogre combatants may use both attacks (claw and club) each

melee phase, applied to one or two targets.Victory Conditions: The player who has combatants remaining on

the playing surface at the end of the game wins.

BEAR-MEN OF SULLPlayer 2: Set up Last on the East edge of the playing surface.Move Last.

BEAR-MEN (12)Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 9

Defense: ........ 9 Shield Bonus: ..... +0 S. Leather Armor : ... -1

Endurance: ........ 11 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeGreat Sword ....... 2D6+D10-1 ...... High+Low+2. None

#1 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____ #7 ❏❏❏❏❏❏ m❏❏❏❏❏ : _____#2 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____ #8 ❏❏❏❏❏❏ m❏❏❏❏❏ : _____#3 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____ #9 ❏❏❏❏❏❏ m❏❏❏❏❏ : _____#4 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____ #10 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____#5 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____ #11 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____#6 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____ #12 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +0 +0 +1 +0 +1Battle Order (10) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.

16

SCENARIO #1

“ WARRIORS OF ASH”Basic Game Scenario: A large Sea-troll fights three tough Moun-

tain Goblins.The Tale: Beneath the Folenn Spikes lie labyrinthine caverns

known as the Ash Lairs. The Ash Lairs run beneath both land andsea. Within their dark passages foul creatures incessantly battleone another. In this scenario, a Sea-troll from under the BrokenOcean is hunting in drier caverns. It comes upon three tastyGoblins.

Terrain: The impassable walls of a cavern and four impassablepillars. Note that the gaps marked as 1" [25mm] cannot betraversed by the Troll — his base is 1.25" [32mm] wide. A full-sized playing surface is included.

Victory Conditions: To win, a player must eliminate all of hisopponent’s combatants.

Player #1: The Goblins; move first and set up as indicated on themap.

Player #2: The Sea-troll; move second and set up as indicated on themap.

SEA-TROLL CRO, Greater Goblin(Large Claws) (2H-sword)

Movement Rate .... 7" [18cm] Movement Rate .... 6" [15cm]Melee Attack ............. 3D6+4 Melee Attack .... 2D6+D10+3Melee Damage .......... High+2 Melee Damage High+Low+2Defense ............................. 10 Defense ............................... 9Endurance (51) .................. ❏ Endurance (18) ............ ❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏

ARGH, Lesser Goblin MONTU, Lesser Goblin(Scimitar) (Scimitar)

Movement Rate .... 5" [13cm] Movement Rate .... 5" [13cm]Melee Attack .............. 3D6-2 Melee Attack .............. 3D6-1Melee Damage .......... High+2 Melee Damage .......... High+2Defense ............................... 7 Defense ............................... 7Endurance (10) ...... ❏❏❏❏❏ Endurance (10) ...... ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏

N

Starting position for Montu

Starting position for Argh

Starting position for Cro

1 in

2.5 cm

Starting position for Troll

18

BEAR #1 BEAR #2(Large Claw, Med. Bite, (Large Claw, Med. Bite,

Soft Leather Hide) S. Leather Hide)

Move.Rate .. 9" (7"/4.5"/2.5") Move.Rate .. 9" (7"/4.5"/2.5")[23cm(17/12/6)] [23cm(17/12/6)]

Melee Attack(Claw) .. 3D6+3 Melee Attack(Claw) .. 3D6+3Melee Damage(Claw) ... High Melee Damage(Claw) .. HighMelee Attack(Bite) ........ 3D6 Melee Attack(Bite) ........ 3D6Melee Damage(Bite) High+2 Melee Damage(Bite) High+2Defense ............................. 10 Defense ............................. 10Armor ................................ -1 Armor ................................ -1Maneuver ............................ 8 Maneuver ............................ 8Morale ................................. 7 Morale ................................ 7Resistance ........................... 8 Resistance ........................... 8Endurance (45) ............ ❏❏❏ Endurance (40) .....................

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

N

10 in

25 cm

#13 "BEAST OF BOTH WORLDS"

ULL — Leader of the Bear-menMove.Rate: ........ 9" (7"/4.5"/2.5") [23cm(18/12/6)] Morale: ..... 8

Defense: ........ 9 Shield Bonus: ..... +0 R. Leather Armor: ... -2

Endurance: ........ 16 Maneuver† ....... 7 Resistance† .......... 9

Weapon Attack Damage RangeGreat Sword ....... 2D6+D10+2 ..... High+Low+2 . None

❏❏❏❏❏ ❏❏❏ m❏❏❏ ❏❏❏❏❏ : __________________________

Morale Mod: ................. +0 Melee Mod: ................................. +2

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ............. 5" [13cm]

RIVER OGRES: MARAUDERSPlayer 1: Set up First on the West edge of playing surface. MoveFirst.

RIVER OGRES (6)Move.Rate: .............. 8" (6"/4"/2") [20cm(15/10/5)] Morale: ..... 7

Defense: ...... 10 Shield Bonus: ..... +0 S. Leather Armor: ... -1

Endurance: ........ 33 Maneuver† ....... 7 Resistance† .......... 8

Weapon Attack Damage RangeLarge Claw .............. 3D6+5 .............. High ................. NoneSpiked Club ............ 2D6+3 .............. High+1 ............. None

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________________

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________________

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________________

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________________

#5 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________________

#6 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +0 +0 +1 +0 +1Battle Order (10) +1 +1 +0 -1 +1Disbanded (11) Unit Ma is used only for reforming the unit.

19

SCENARIO #14

“TOWN BAITING”Scenario Type: Assault. Game Length: 20 Turns.Setting: The town of Alkoon in northern Cavan, Late Spring.The Tale: A group of organized River Ogres has sailed down the

Writhing River in northern Cavan. Although Commander KuturHan’s men guard the town of Alkoon, he fears that a determinedOgre raid may prove too strong for his battle-weary men. If he canhold out just a little while longer, more troops are on the way fromHone, just thirty miles to the south. As the Ogre unit descendsupon the boggy Cavani capital, Kutur Han has slim hope.

Terrain: A small town is the center of the playing field, surroundedby mostly Clear terrain with some sparse Heavy Woods. If theOptional Rules are not being used, treat the buildings as impass-able terrain. The playing Surface is 65" [165cm] (E-W) x 45"[114cm] (N-S).

Weather: Fair. Power Hues: Roll Randomly.Bladestorm: 17+ (3D6). Random Encounter: 1 %.

N

#14 "TOWN BAITING"

10 in

25 cm

Special Rules:1. Cavan Combatant/Units receive a +1 Defense modifier when

inside buildings (Optional Rules only).2. Either Unit may start Disbanded.3. Each Cavani combatant has 2 spears and may make one missile

attack.Victory Conditions: To win, the Ogre player must eliminate all

Cavani combatants from the town by Game’s End. Otherwise theCavani player wins.

Aftermath: If the River Ogres drive the men of Cavan from Alkoonbefore help arrives, great rapine will result. Can Butur Hoon’s menhold out long enough?

RIVER OGRES: RAIDERSPlayer 1: Enter from any edge on Turn 1. Move First.

RIVER OGRES (8)Move.Rate: .............. 8" (6"/4"/2") [20cm(15/10/5)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ..... +0 S. Leather Hide ........ -1

Endurance: ........ 40 Maneuver† ....... 8 Resistance† .......... 8

Weapon Attack Damage RangeLarge Bash .............. 3D6+3 .............. Medium ........... NoneLarge Claw .............. 3D6 .................. High ................. None

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#5 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#6 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#7 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#8 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (11) +1 +1 +0 -1 +1Disbanded (11) Unit Ma is used only for reforming the unit.

20

SCENARIO #15

“EVIL THATMEN DO”Scenario Type: Assault. Game Length: 60 turns.Setting: Northern Warring Holds, Summer.The Tale: Late last winter a Bladestorm devoured a battlefield full

of Kulmean and Cavani troops. In its wake it left numerous relicsof earlier battles. One was the legendary Dwarven artifact, TheKingshelm. This conical, steel helm mimics the wearer’s facewhen worn, presenting a weird, double headed aspect. It also addsa +4 bonus to one of its wearer’s stats: Melee Attack, MeleeDamage, Defense, or Morale.

Prince Ulur Akatu of Cavan immediately donned Kingshelm,proclaiming himself Ruler of the Equinox. News quickly spreadto the King’s capital of Luarp, in the Folenna Spikes, and to thetribal Dwarven King Lyskota. (Lyskota is one of three such triballeaders, or Kings.)

Incensed by the effrontery, the Dwarven King demands thatUlur Akatu, loudest of the three ruling Voices of Cavan, return theDwarves’ rightful property. Of course, King Lyskota deliveredthe message with a small army of his finest warriors, the BlackGuard of Luarp, just like the Dwarves of old. Akatu of Cavan haslittle desire to fight, but rather than part with Kingshelm, he fieldshis own army.

N

Obelisk

#15 "EVIL THAT MEN DO"

10 in

25 cm

CAVAN: GARRISONPlayer 2: Set up First anywhere. Move Last.

CAVANI GARRISON (20)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 9

Defense: ........ 8 Shield Bonus: ..... +0 Quilted Armor: ....... -1

Endurance: .......... 9 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeSpear .................. 3D6-1 ............... Lowx2+2 ....... NoneSpear .................. 3D6-1 ............... Lowx2+2 ....... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏ : _______ #6 ❏❏❏❏❏ m❏❏❏❏ : ________#2 ❏❏❏❏❏ m❏❏❏❏ : _______ #7 ❏❏❏❏❏ m❏❏❏❏ : ________#3 ❏❏❏❏❏ m❏❏❏❏ : _______ #8 ❏❏❏❏❏ m❏❏❏❏ : ________#4 ❏❏❏❏❏ m❏❏❏❏ : _______ #9 ❏❏❏❏❏ m❏❏❏❏ : ________#5 ❏❏❏❏❏ m❏❏❏❏ : _______ #10 ❏❏❏❏❏ m❏❏❏❏ : _______

#11 ❏❏❏❏❏ m❏❏❏❏ : ______ #16 ❏❏❏❏❏ m❏❏❏❏ : _______#12 ❏❏❏❏❏ m❏❏❏❏ : ______ #17 ❏❏❏❏❏ m❏❏❏❏ : _______#13 ❏❏❏❏❏ m❏❏❏❏ : ______ #18 ❏❏❏❏❏ m❏❏❏❏ : _______#14 ❏❏❏❏❏ m❏❏❏❏ : ______ #19 ❏❏❏❏❏ m❏❏❏❏ : _______#15 ❏❏❏❏❏ m❏❏❏❏ : ______ #20 ❏❏❏❏❏ m❏❏❏❏ : _______

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.

Note: May operate as two 10-combatant units or a 20-combatant unit.

KUTUR HAN — LeaderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ..... +0 Quilted Armor: ....... -1

Endurance: ........ 14 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeSpear .................. 3D6+1 .............. Lowx2+2 ....... NoneSpear .................. 3D6+1 .............. Lowx2+2 ....... -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : _____________________________

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +0 Influence Range: ........................... 0

21

Unused to maneuvering such a large force, Ulur Akatu widelydisperses his forces to avoid another Bladestorm. In the plainsknown as the Iron Walk (twenty miles east of Alasima, the Cavanicapital), a small part of Ulur Akatu’s force stumbles into part of theDwarven King’s guard.

Terrrain: Generally Clear terrain has a prominent Sloped hill(containing a Navigator’s Obelisk) and sparse Light Woods.Playing Surface is 65" [165cm] ((N-S) x 45" [114cm]E-W)

Weather: Overcast. Power Hues: None.Bladestorm: 15+ (3D6). Random Encounters: 1%.Special Rules:

1. Kingshelm is currently worn by the Cavani leader, Ulur Akatu.It grants wearer one of the following stats per Turn: +4 to eitherMelee Attack, Melee Damage, Defense, or Morale. The wearermust chose the stat to be affected at the beginning of his friendlymovement-missile phase.

2. If both players agree before play begin, a player may attempt touse the Navigator’s Obelisk to summon a Navigator. Operatingthe Obelisk requires a leader be adjacent to the Obelisk for a fullTurn of inactivity; then a 13+ roll on 3D6 summons the Naviga-tor. The Navigator may be used to remove the summoner’sforces from the field of battle or to Summon a Beast (see theSummoning spell in O-14.3, 20 PPs may be used).

3. Cavani forces may not leave the battlefield before Turn 12except by using the Obelisk (see Special Rule #2).

4. If both players agree, each side can make one of its combatants(not a leader) a Standard Bearer (see O-12.2).

5. Once a Bladestorm appears or the Cavani forces retreat, anycombatants that leave the playing surface do not count as lossesfor Victory Condition purposes.

Victory Conditions: The Dwarven player wins by either capturingor eliminating the Cavani leader, thereby retrieving Kingshelm.The Cavani player wins by either capturing or killing the DwarvenKing, or by simply retaining Kingshelm. If the Cavani forcesretreat and have lost more combatants than have the Dwarves, theDwarven player wins.

Aftermath: The Dwarves attack mercilessly and perhaps evendefeat Ulur Akatu. Will the Cavan ruler ransom his life withKingshelm? Will he be forced to do so?

DWARVEN BLACK GUARD (21)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ..... +0 Chain Armor: .......... -3

Endurance: ........ 10 Maneuver† ....... 9 Resistance† .......... 5

Weapon Attack Damage RangeWar Mattock ...... 2D6+2 .............. Highx2 .......... None

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____

#8 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #12 ❏❏❏❏❏ m❏❏❏❏❏ : _____#9 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #13 ❏❏❏❏❏ m❏❏❏❏❏ : _____#10 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #14 ❏❏❏❏❏ m❏❏❏❏❏ : _____#11 ❏❏❏❏❏ m❏❏❏❏❏ : ____

#15 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #19 ❏❏❏❏❏ m❏❏❏❏❏ : _____#16 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #20 ❏❏❏❏❏ m❏❏❏❏❏ : _____#17 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #21 ❏❏❏❏❏ m❏❏❏❏❏ : _____#18 ❏❏❏❏❏ m❏❏❏❏❏ : ____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order(9) +0 +0 +1 +0 +1Battle Order(9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1Square (10) † +1 +2 +0 -3 +2

Note: May operate as three 7-combatant units or a 21-combatant unitor as a 7-combatant unit and a 14-combatant unit.

TRIBAL KING LYSKOTA — Dwarven LeaderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 6

Defense: ...... 13 Shield Bonus: ..... +4 Chain Armor: .......... -3

Endurance: ........ 30 Maneuver† ..... 11 Resistance† .......... 4

Weapon Attack Damage RangeBattleaxe * ......... 2D6+D10+4 ..... High+Low+1. None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ______________________________

Morale Mod: ................. +2 Melee Mod: ................................. +2

Missile Mod: ................. +1 Defense Mod: .............................. +2

Maneuver Mod† ........... +2 Influence Range: ........... 20" [50cm]

* — Lyskota has a special Battleaxe that can be used one-handed.

DWARVES:BLACK GUARD OF LUARPPlayer 1: Set up First within 3" [8cm] of the West edge. MoveFirst.

DWARVEN BLACK GUARD (21)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ..... +0 Chain Armor: .......... -3

Endurance: ........ 10 Maneuver† ....... 9 Resistance† .......... 5

Weapon Attack Damage RangeBattleaxe ................. 2D6+D10 ......... High+Low+1 ... None

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____

#8 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #12 ❏❏❏❏❏ m❏❏❏❏❏ : _____#9 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #13 ❏❏❏❏❏ m❏❏❏❏❏ : _____#10 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #14 ❏❏❏❏❏ m❏❏❏❏❏ : _____#11 ❏❏❏❏❏ m❏❏❏❏❏ : ____

#15 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #19 ❏❏❏❏❏ m❏❏❏❏❏ : _____#16 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #20 ❏❏❏❏❏ m❏❏❏❏❏ : _____#17 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #21 ❏❏❏❏❏ m❏❏❏❏❏ : _____#18 ❏❏❏❏❏ m❏❏❏❏❏ : ____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order(9) +0 +0 +1 +0 +1Battle Order(9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1Square (10) † +1 +2 +0 -3 +2

Note: May operate as three 7-combatant units or a 21-combatant unitor as a 7-combatant unit and a 14-combatant unit.

22

SCENARIO #16

“SEA RAIDERS”Scenario Type: Assault. Game Length: Varies.Setting: Near the Abderan coast, Spring.The Tale: With milder weather come frequent Sea Elf raids along

the shores of the Warring Holds. This year, Abdera is particularlyhard hit. A major Sea Elf group openly advances eastward beyondAdlee (in southern Abdera) almost unhindered by the AbderanMilitia. Thirty-five miles east of Adlee, in a small canyon alongthe banks of the Horse River, Abderan troops under Landan IIprepare for battle against Sea Elf raiders. The commander of theSea Elves, Ka-Tal, feels confident enough (due to previousvictories) to meet the Abderan force head-on.

Terrain: Generally Clear terrain with sparse Medium Woods isroughly bisected by an impassable Cliff-face. This Cliff-face isbreached by a Sloped area (South is higher). The playing surfaceis 65" [165cm] (N-S) x 45" [114cm] (E-W).

Weather: Fair Power Hues: Roll RandomlyBladestorm: 16+(3D6) Random Encounter: 5%Special Rules:

1. If both players agree, the Abderan player may field a 250 pointSpell-caster.

N

#16 "SEA RAIDERS"

10 in

25 cm

CAVAN: IRON VOICEMENPlayer 2: Set up Last within 3" [8cm] of the East edge. MoveLast.

CAVANI IRON VOICEMEN (40)Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ..... +0 Quilted Armor: ....... -1

Endurance: ........ 14 Maneuver† ....... 6 Resistance† .......... 9

Weapon Attack Damage RangeBattleaxe ............ 2D6+D10 ......... High+Low+1 . NoneSpear .................. 3D6+1 .............. Lowx2+2 ....... -2 per 3" [8cm]‡1 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 6 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

2 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 7 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

3 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 8 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

4 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 9 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

5 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 10 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

11 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 16 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

12 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 17 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

13 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 18 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

14 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 19 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

15 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 20 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

21 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 26 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

22 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 27 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

23 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 28 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

24 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 29 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

25 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 30 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

31 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 36 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

32 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 37 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

33 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 38 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

34 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 39 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

35 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 40 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order(9) +0 +0 +1 +0 +1Battle Order(9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1Square (10) † +1 +2 +0 -3 +2

Note: May operate as four 10-combatant units or two 20-combatantunits or as two 10-combatant unit and a 20-combatant unit.

ULUR AKATU — Cavan Leader“THE LOUDEST VOICE OF CAVAN”

Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ...... 10 Shield Bonus: ..... +0 Plate Armor: ....... x1/2

Endurance: ........ 28 Maneuver† ....... 9 Resistance† .......... 8

Weapon Attack Damage RangeBattleaxe ................. 2D6+D10+3 .... High+Low+1 ... NoneSpear ....................... 3D6+4 ........... Lowx2+2 .... -2 per 3" [8cm]‡‡

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : _______________________________

Morale Mod: ................. +2 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +2 Influence Range: ........... 15" [38cm]

23

2. If both players agree, the Sea Elf player may field a 300 pointSpell-caster.

3. The canyon face is impassable, but may be Climbed. Thecanyon face is 4" [10cm] high; treat as “Face with Handholds”(i.e., takes at least 2 turns to climb, see O-6.1)

Victory Conditions: To win, the Sea Elf player must exit 15 (of 31)combatants off the South edge of the playing surface. Otherwise,the Abderan player wins.

Aftermath: If the Abderan commander cannot win this battle, thefertile inland regions to the west lie open to the invader. Victoryfor the Sea Elves will mean rich spoils and fleeting but great famebeside the cold crashing waters of the Broken Ocean.

SEA ELVES: RAIDERSPlayer 1: Enter from the North edge on Turn 1. Move First.

SHULUR RAIDERS (30)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ..... +3 Chain Armor: ........... -3

Endurance: ........ 10 Maneuver† ....... 8 Resistance† .......... 8

Weapon Attack Damage RangeSerrated Sh. Sword . 3D6+1 ......... High+1 ............ NoneSpear ....................... 3D6+1 ......... Lowx2+2 ......... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #8 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #9 ❏❏❏❏❏ m❏❏❏❏❏ : ______#5 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #10 ❏❏❏❏❏ m❏❏❏❏❏ : _____

#11 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #16 ❏❏❏❏❏ m❏❏❏❏❏ : _____#12 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #17 ❏❏❏❏❏ m❏❏❏❏❏ : _____#13 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #18 ❏❏❏❏❏ m❏❏❏❏❏ : _____#14 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #19 ❏❏❏❏❏ m❏❏❏❏❏ : _____#15 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #20 ❏❏❏❏❏ m❏❏❏❏❏ : _____

#21 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #26 ❏❏❏❏❏ m❏❏❏❏❏ : _____#22 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #27 ❏❏❏❏❏ m❏❏❏❏❏ : _____#23 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #28 ❏❏❏❏❏ m❏❏❏❏❏ : _____#24 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #29 ❏❏❏❏❏ m❏❏❏❏❏ : _____#25 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #30 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1

Note: May operate as three 10-combatant units or as a 10-combatantunit and a 20-combatant unit.

KA-TAL — Sea Elf LeaderMove.Rate: .......... 7" (5.5"/3.5"/2") [18cm(14/9/5)] Morale: ..... 7

Defense: ........ 8 Shield Bonus: ..... +0 Chain Armor: ........... -3

Endurance: ........ 20 Maneuver† ....... 7 Resistance† .......... 7

Weapon Attack Damage RangeSerrated Sh. Sword . 3D6+4 .............. High+1 ............. NoneSpear ....................... 3D6+3 ........... Lowx2+2 .... -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ : ____________________

Morale Mod: ................. +2 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +0

Maneuver Mod† ........... +0 Influence Range: ........... 20" [50cm]

ABDERA: DEFENDERPlayer 2: Set up First within the canyon. Move Last.

ABDERAN MILITIA (36)Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 9

Defense: ........ 7 Shield Bonus: ..... +3 R. Leather Armor: ... -2

Endurance: .......... 8 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeShort Sword ....... 3D6+1 .............. High .............. NoneDagger ................ 2D6+3 .............. Lowx2-1 ........ -2 per 3" [8cm]‡

#1 ❏❏❏❏ m❏❏❏❏ : ________ #4 ❏❏❏❏ m❏❏❏❏ : _________#2 ❏❏❏❏ m❏❏❏❏ : ________ #5 ❏❏❏❏ m❏❏❏❏ : _________#3 ❏❏❏❏ m❏❏❏❏ : ________ #6 ❏❏❏❏ m❏❏❏❏ : _________

#7 ❏❏❏❏ m❏❏❏❏ : ________ #10 ❏❏❏❏ m❏❏❏❏ : ________#8 ❏❏❏❏ m❏❏❏❏ : ________ #11 ❏❏❏❏ m❏❏❏❏ : ________#9 ❏❏❏❏ m❏❏❏❏ : ________ #12 ❏❏❏❏ m❏❏❏❏ : ________

#13 ❏❏❏❏ m❏❏❏❏ : _______ #16 ❏❏❏❏ m❏❏❏❏ : ________#14 ❏❏❏❏ m❏❏❏❏ : _______ #17 ❏❏❏❏ m❏❏❏❏ : ________#15 ❏❏❏❏ m❏❏❏❏ : _______ #18 ❏❏❏❏ m❏❏❏❏ : ________

#19 ❏❏❏❏ m❏❏❏❏ : _______ #22 ❏❏❏❏ m❏❏❏❏ : ________#20 ❏❏❏❏ m❏❏❏❏ : _______ #23 ❏❏❏❏ m❏❏❏❏ : ________#21 ❏❏❏❏ m❏❏❏❏ : _______ #24 ❏❏❏❏ m❏❏❏❏ : ________

Weapon Attack Damage RangeRapier ................. 2D6+5 .............. Lowx2+1 ....... NoneDagger ................ 2D6+3 .............. Lowx2-1 ........ -2 per 3" [8cm]‡

#25 ❏❏❏❏ m❏❏❏❏ : _______ #28 ❏❏❏❏ m❏❏❏❏ : ________#26 ❏❏❏❏ m❏❏❏❏ : _______ #29 ❏❏❏❏ m❏❏❏❏ : ________#27 ❏❏❏❏ m❏❏❏❏ : _______ #30 ❏❏❏❏ m❏❏❏❏ : ________

#31 ❏❏❏❏ m❏❏❏❏ : _______ #34 ❏❏❏❏ m❏❏❏❏ : ________#32 ❏❏❏❏ m❏❏❏❏ : _______ #35 ❏❏❏❏ m❏❏❏❏ : ________#33 ❏❏❏❏ m❏❏❏❏ : _______ #36 ❏❏❏❏ m❏❏❏❏ : ________

Formation Melee Missile(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (10) +2 +2 +0 -1 +2Disbanded (12) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1Square (10) † +1 +2 +0 -3 +2

Note: The combatants armed with short swords (#1-24) may operate asfour 6-combatant units or two 12-combatant units or as two 6-combatant unit and a 12-combatant unit. The combatants armedwith rapiers (#25-36) may operate as two 6-combatant units or a12-combatant unit.

LANDAN II — Abderan LeaderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ........ 9 Shield Bonus: ..... +0 R. Leather Armor: .... -2

Endurance: ........ 16 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeShort Sword ....... 3D6+3 .............. High .............. NoneLt Crossbow ....... 2D6+2 .............. Lowx2+1 ....... -2 per 12" [30cm]

❏❏❏❏❏ ❏❏❏ m❏❏❏ ❏❏❏❏❏ : __________________________

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 10" [25cm]

24

SCENARIO #17

“ DEAD BLACK”Scenario Type: Ambush. Game Length: Varies.Setting: Near the Goblin-hold of Drong and the Ash Lands, Late

Summer.The Tale: Undeterred by considerable losses, Goblins have invaded

the Dwarven ore-mines of Luarp. Outnumbered, Dwarves of theDark Tribe led by King Lyskota’s son ambush and punish theGobrul warriors without discouraging them. After pushing backDwarven defenders in the labyrinths of Luarp, individual Goblinunits spread throughout the dark, bewildering passages, seekingDwarves to slay. This scenario represents one engagement in thisbattle. Here, a Dwarven unit lead by Yukota ambushes Goblinsunder the sway of Uparg the Younger.

Terrain: Irregularly shaped cavern with passages leading to theNW, SW, and SE. Except for the Clear terrain, all terrain isimpassable. 45" [114cm] (E-W) x 65" [165cm] (N-S).

Weather: Not Applicable. Power Hues: Not Applicable.Bladestorm: Not Applicable. Random Encounter: 1%.Special Rules:

1. To set up, the Dwarf player writes down the location (inches[cm] west by inches [cm] south, for example) of all his combat-ants/units rather than placing them on the playing surface. Theymay be placed anywhere as long as they are more than 3" [8cm]from any edge of the battlefield. Dwarven forces are revealedonly if a Goblin combatant/unit passes within 2" [5cm] of them,or if the Dwarven combatant/unit makes an attack, or if theDwarven player decides to have his fighters open their lanterns(see Special Rule #3).

2. The first attack roll a hidden Dwarven combatant/unit makes ismodified by +4 because of its ambushing status. Subsequentattacks are resolved normally.

3. When the scenario begins, the chamber is shrouded in darkness.Dwarves may decide to open their lanterns, thus lighting thechamber completely. Darkness modifies Dwarven attacks by -2.Light modifies Goblin’s attacks by -1 for the first two Turns, butalso reveals all of the Dwarven positions.

4. “*” — A “War Mob” is a special formation that represents theGoblins fighting in more individualistic, helter-skelter style.Treat as General Order (see S-11.1), except for the modifica-tions.

Victory Conditions: To win, the Goblin player must eliminate allDwarves from the playing surface. Otherwise, the Dwarf playerwins.

Aftermath: In these subterranean battles, every victory counts. Willthe Goblins be stopped by the resolute resistance of Dwarves?Yukota’s Dwarves will have to skillfully defend themselves ifthey hope to best Uparg the Younger’s cannibal-Goblins.

GOBLIN: UPARG THE YOUNGER’SMARAUDERSPlayer 1: Before moving, roll 1D6 for each Goblin Unit. On a 1-2, it enters the playing surface from the Northwestern tunnel. Ona 3-4, it enters the from the Southwestern tunnel. On a 5-6, itenters the from the Southeastern tunnel. Each unit is in ‘WarMob’ formation and the leader may be placed with any one of thethree units. Move First.

DRONGA GOBLIN GUARDS (18)Move.Rate: ......... 4.5" (3.5"/2.5"/1") [11cm(8/6/3)] Morale: ..... 9

Defense: ........ 7 Shield Bonus: ..... +3 S. Leather Armor : ... -1

Endurance: .......... 8 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeScimitar .............. 3D6-1 ............... High+2 .......... NoneDagger ................ 2D6+2 .............. Lowx2+1 ....... -2 per 3" [8cm]‡

#1 ❏❏❏❏ m❏❏❏❏ : ________ #4 ❏❏❏❏ m❏❏❏❏ : _________#2 ❏❏❏❏ m❏❏❏❏ : ________ #5 ❏❏❏❏ m❏❏❏❏ : _________#3 ❏❏❏❏ m❏❏❏❏ : ________ #6 ❏❏❏❏ m❏❏❏❏ : _________

Weapon Attack Damage RangeMace .................. 2D6+3 .............. High+1 .......... NoneDagger ................ 2D6+2 .............. Lowx2+1 ....... -2 per 3" [8cm]‡

#7 ❏❏❏❏ m❏❏❏❏ : ________ #10 ❏❏❏❏ m❏❏❏❏ : ________#8 ❏❏❏❏ m❏❏❏❏ : ________ #11 ❏❏❏❏ m❏❏❏❏ : ________#9 ❏❏❏❏ m❏❏❏❏ : ________ #12 ❏❏❏❏ m❏❏❏❏ : ________

Weapon Attack Damage RangeMorningstar ........ 2D6+D10-2 ...... High+2 .......... NoneDagger ................ 2D6+2 .............. Lowx2+1 ....... -2 per 3" [8cm]‡

#13 ❏❏❏❏ m❏❏❏❏ : _______ #16 ❏❏❏❏ m❏❏❏❏ : ________#14 ❏❏❏❏ m❏❏❏❏ : _______ #17 ❏❏❏❏ m❏❏❏❏ : ________#15 ❏❏❏❏ m❏❏❏❏ : _______ #18 ❏❏❏❏ m❏❏❏❏ : ________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (12) +2 +1 +0 -1 +1Disbanded (11) Unit Ma is used only for reforming the unit.War Mob (10) * +1 +1 +1 +0 +1

Note: May operate as three 6-combatant units.

UPARG THE YOUNGER — Goblin LeaderMove.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ..... +3 Chain Armor : .......... -3

Endurance: ........ 18 Maneuver† ....... 9 Resistance† .......... 9

Weapon Attack Damage RangeFalchion ............. 2D6+D10+2 ..... High+2 .......... NoneHandaxe ............. 3D6+1 .............. High+1 .......... -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ : _______________________

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +0 Influence Range: ............. 5" [13cm]

25

N

10 in

25 cm

#17 "DEAD BLACK"

YUKOTA — Dwarf LeaderMove.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 7

Defense: ........ 8 Shield Bonus: ..... +4 Plate Armor : ....... x1/2

Endurance: ........ 20 Maneuver† ..... 10 Resistance† .......... 6

Weapon Attack Damage RangeBroadsword ........ 3D6+4 .............. High+2 .......... NoneHandaxe ............. 3D6+1 .............. High+1 .......... -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ : ____________________

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +0 Influence Range: ........... 10" [25cm]

DWARVES: WARRIORS OF THEDARK TRIBEPlayer 2: Set up anywhere First (See Special Rule #1). MoveLast.

DARK TRIBE DWARVES (5)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 7

Defense: ........ 8 Shield Bonus: ..... +0 Plate Armor : ....... x1/2

Endurance: ........ 10 Maneuver† ..... 10 Resistance† .......... 6

Weapon Attack Damage RangeBattle Axe .......... 2D6+D10-1 ...... High+Low+1. NoneLt Crossbow ....... 2D6-2 ............... Lowx2+1 ....... -2 per 12" [30cm]

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #4 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (10) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1Line (10) † +2 +2 +0 +0 -1

DARK TRIBE DWARVES (5)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 7

Defense: ........ 8 Shield Bonus: ..... +3 Plate Armor : ....... x1/2

Endurance: ........ 10 Maneuver† ..... 10 Resistance† .......... 6

Weapon Attack Damage RangeWarhammer ....... 3D6 .................. High+1 .......... -2 per 3" [8cm]‡Dagger ................ 2D6-2 ............... Lowx2-1 ........ -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #4 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (10) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1Line (10) † +2 +2 +0 +0 -1

Move.Rate: ........... _________________________ Morale: ... __

Defense: ...... __ Shield Bonus: ..... __ ________Armor: ... __

Endurance: ...... ___ Maneuver† ..... __ Resistance† ........ __

Weapon Attack Damage Range___________ ..... __________ ..... _________ .... _________________________ ..... __________ ..... _________ .... _________________________ ..... __________ ..... _________ .... ______________

#1 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #13 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :#2 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #14 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :#3 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #15 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :#4 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #16 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :#5 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #17 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :#6 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #18 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :#7 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #19 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :#8 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #20 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :#9 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #21 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :#10❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #22 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :#11❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #23 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :#12❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #24 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (__) +0 +0 +1 +0 +1Battle Order (__) +2 +2 +0 -1 +2Disbanded (__) Unit Ma is used only for reforming the unit.__________ (__) † ___ ___ ___ ___ _____________ (__) † ___ ___ ___ ___ ___

Notes:

Move.Rate: ........... _________________________ Morale: ... __

Defense: ...... __ Shield Bonus: ..... __ ________Armor: ... __

Endurance: ...... ___ Maneuver† ..... __ Resistance† ........ __

Weapon Attack Damage Range___________ ..... __________ ..... _________ .... _________________________ ..... __________ ..... _________ .... ______________

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____

Spells Known† ................................... ________________________

Power Points† ............. ___ Elem. Spell Bonus† ................... ___

Morale Mod: ............... ___ Melee Mod: ............................... ___

Missile Mod: ............... ___ Defense Mod: ............................ ___

Maneuver Mod† ......... ___ Influence Range: ............. ________

XXX XXX(_____________________) (_____________________)

Move.Rate ......... _____________ Move.Rate ........ _____________Melee Attack ......... ___________ Melee Attack ........ ___________Melee Damage ...... ___________ Melee Damage ..... ___________Melee Attack ......... ___________ Melee Attack ........ ___________Melee Damage ...... ___________ Melee Damage ..... ___________Range Mod ............ ___________ Range Mod ........... ___________Defense ................................ ____ Defense ............................... ____Armor .................................. ____ Armor ................................. ____Maneuver ............................ ____ Maneuver ........................... ____Morale ................................. ____ Morale ................................ ____Resistance ............................ ____ Resistance ........................... ____Endurance (___)❏❏ ❏❏❏❏❏ ✎ Endurance (___)❏❏ ❏❏❏❏❏..... ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ .... ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏..... ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ .... ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏..... ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ .... ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏..... ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ .... ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

Move.Rate: ........... _________________________ Morale: ... __

Defense: ...... __ Shield Bonus: ..... __ ________Armor: ... __

Endurance: ...... ___ Maneuver† ..... __ Resistance† ........ __

Weapon Attack Damage Range___________ ..... __________ ..... _________ .... _________________________ ..... __________ ..... _________ .... _________________________ ..... __________ ..... _________ .... ______________

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____#5 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____#6 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____#7 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____#8 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____#9 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____#10 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :#11 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :#12 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :#13 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :#14 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :#15 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :#16 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (__) +0 +0 +1 +0 +1Battle Order (__) +2 +2 +0 -1 +2Disbanded (__) Unit Ma is used only for reforming the unit.__________ (__) † ___ ___ ___ ___ _____________ (__) † ___ ___ ___ ___ _____________ (__) † ___ ___ ___ ___ ___

Notes:

Move.Rate: ........... _________________________ Morale: ... __

Defense: ...... __ Shield Bonus: ..... __ ________Armor: ... __

Endurance: ...... ___ Maneuver† ..... __ Resistance† ........ __

Weapon Attack Damage Range___________ ..... __________ ..... _________ .... _________________________ ..... __________ ..... _________ .... _________________________ ..... __________ ..... _________ .... ______________

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :

#5 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :

#6 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (__) +0 +0 +1 +0 +1Battle Order (__) +2 +2 +0 -1 +2Disbanded (__) Unit Ma is used only for reforming the unit.__________ (__) † ___ ___ ___ ___ _____________ (__) † ___ ___ ___ ___ ___

Notes:

12

34

56

78

9IN

CH

ES

CM

12

34

56

78

910

1112

1314

1516

1718

192

02

12

22

32

4

12

34

56

78

9IN

CH

ES

CM

12

34

56

78

910

1112

1314

1516

1718

192

02

12

22

32

4Disr

upted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Disrup

ted

Routed Routed Routed Routed Routed Routed Routed Routed Routed Routed

Routed Routed Routed Routed Routed Routed Routed Routed Routed Routed

Routed Routed Routed Routed Routed Routed Routed Routed Routed Routed

-1 -1 -1 -1 -1 -1 -1 -1 -1 -1

-1 -1 -1 -1 -2 -2 -2 -2 -2 -2

-2 -2 -2 -2 -3 -3 -3 -3 -3 -3

-3 -4 -4 -4 -4 -5 -5 +1 +1 +1

+1 +1 +1 +1 +1 +1 +1 +1 +1 +1

+1 +2 +2 +2 +2 +2 +2 +2 +2 +2

+2 +3 +3 +3 +3 +3 +3 +3 +4 +4

+4 +4 +4 +4 +5 +5 +5 +5Parry

+1 Def-1 AH

Parry+1 Def-1 AH

Parry+1 Def-1 AH

Parry+1 Def-1 AH

Parry+1 Def-1 AH

Parry+2 Def-2 AH

Parry+2 Def-2 AH

Parry+2 Def-2 AH

Parry+2 Def-2 AH

Parry+2 Def-2 AH

Parry+2 Def-2 AH

Parry+3 Def-3 AH

Parry+3 Def-3 AH

Parry+3 Def-3 AH

Parry+3 Def-3 AH

Parry+3 Def-3 AH

Parry+4 Def-4 AH

Parry+4 Def-4 AH

Parry+5 Def-5 AH

Parry+5 Def-5 AH

Parry+6 Def-6 AH

Target+1D6Dam

-5 AH

Target+1D6Dam

-5 AH

Target+1D6Dam

-5 AH

Target+1D6Dam

-5 AH

Target+1D6Dam

-5 AH

Target+1D6Dam

-5 AH

Target+1D6Dam

-5 AH

Target+1D6Dam

-5 AH

Target+1D6Dam

-5 AH

Target+1D6Dam

-5 AH 1Elevati

on

1Elevati

on

1Elevati

on

1Elevati

on

2Elevati

on

2Elevati

on

2Elevati

on

2Elevati

on

3Elevati

on

3Elevati

on

3Elevati

on

3Elevati

on

-1 -1 -1 -1 -1 -1 -1 -1 -1 -1

-1 -1 -1 -1 -1 -1 -1 -1 -1 -1

-1 -1 -1 -1 -1 -1 -1 -1 -1 -1

-1 -1 -1 -1 -1 -1 -1 -1 -1 -1

-2 -2 -2 -2 -2 -2 -2 -2 -2 -2

-2 -2 -2 -2 -2 -2 -2 -2 -2 -2

-2 -2 -2 -2 -2 -2 -2 -2 -2 -2

-3 -3 -3 -3 -3 -3 -3 -3 -3 -3

-3 -3 -3 -3 -3 -4 -4 -4 -4 -4

-4 -4 -4 -4 -4 -5 -5 -5 -5 -5

+1 +1 +1 +1 +1 +1 +1 +1 +1 +1

+1 +1 +1 +1 +1 +1 +1 +1 +1 +1

+1 +1 +1 +1 +1 +1 +1 +1 +1 +1

+1 +1 +1 +1 +1 +1 +1 +1 +1 +1

+2 +2 +2 +2 +2 +2 +2 +2 +2 +2

+2 +2 +2 +2 +2 +2 +2 +2 +2 +2

+2 +2 +2 +2 +2 +2 +2 +2 +2 +2

+3 +3 +3 +3 +3 +3 +3 +3 +3 +3

+3 +3 +3 +3 +3 +4 +4 +4 +4 +4

+4 +4 +4 +4 +4 +5 +5 +5 +5 +5

Move.Rate: ........... _________________________ Morale: ... __

Defense: ...... __ Shield Bonus: ..... __ ________Armor: ... __

Endurance: ...... ___ Maneuver† ..... __ Resistance† ........ __

Weapon Attack Damage Range___________ ..... __________ ..... _________ .... _________________________ ..... __________ ..... _________ .... _________________________ ..... __________ ..... _________ .... ______________

#1 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #13 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :#2 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #14 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :#3 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #15 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :#4 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #16 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :#5 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #17 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :#6 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #18 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :#7 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #19 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :#8 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #20 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :#9 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #21 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :#10❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #22 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :#11❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #23 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :#12❏❏❏❏❏❏ m❏❏❏❏❏❏ : ______ #24 ❏❏❏❏❏❏ m❏❏❏❏❏❏ :

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (__) +0 +0 +1 +0 +1Battle Order (__) +2 +2 +0 -1 +2Disbanded (__) Unit Ma is used only for reforming the unit.__________ (__) † ___ ___ ___ ___ _____________ (__) † ___ ___ ___ ___ ___

Notes:

Move.Rate: ........... _________________________ Morale: ... __

Defense: ...... __ Shield Bonus: ..... __ ________Armor: ... __

Endurance: ...... ___ Maneuver† ..... __ Resistance† ........ __

Weapon Attack Damage Range___________ ..... __________ ..... _________ .... _________________________ ..... __________ ..... _________ .... ______________

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____

Spells Known† ................................... ________________________

Power Points† ............. ___ Elem. Spell Bonus† ................... ___

Morale Mod: ............... ___ Melee Mod: ............................... ___

Missile Mod: ............... ___ Defense Mod: ............................ ___

Maneuver Mod† ......... ___ Influence Range: ............. ________

XXX XXX(_____________________) (_____________________)

Move.Rate ......... _____________ Move.Rate ........ _____________Melee Attack ......... ___________ Melee Attack ........ ___________Melee Damage ...... ___________ Melee Damage ..... ___________Melee Attack ......... ___________ Melee Attack ........ ___________Melee Damage ...... ___________ Melee Damage ..... ___________Range Mod ............ ___________ Range Mod ........... ___________Defense ................................ ____ Defense ............................... ____Armor .................................. ____ Armor ................................. ____Maneuver ............................ ____ Maneuver ........................... ____Morale ................................. ____ Morale ................................ ____Resistance ............................ ____ Resistance ........................... ____Endurance (___)❏❏ ❏❏❏❏❏ ✎ Endurance (___)❏❏ ❏❏❏❏❏..... ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ .... ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏..... ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ .... ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏..... ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ .... ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏..... ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ .... ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

Move.Rate: ........... _________________________ Morale: ... __

Defense: ...... __ Shield Bonus: ..... __ ________Armor: ... __

Endurance: ...... ___ Maneuver† ..... __ Resistance† ........ __

Weapon Attack Damage Range___________ ..... __________ ..... _________ .... _________________________ ..... __________ ..... _________ .... _________________________ ..... __________ ..... _________ .... ______________

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____#5 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____#6 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____#7 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____#8 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____#9 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____#10 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :#11 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :#12 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :#13 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :#14 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :#15 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :#16 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (__) +0 +0 +1 +0 +1Battle Order (__) +2 +2 +0 -1 +2Disbanded (__) Unit Ma is used only for reforming the unit.__________ (__) † ___ ___ ___ ___ _____________ (__) † ___ ___ ___ ___ _____________ (__) † ___ ___ ___ ___ ___

Notes:

Move.Rate: ........... _________________________ Morale: ... __

Defense: ...... __ Shield Bonus: ..... __ ________Armor: ... __

Endurance: ...... ___ Maneuver† ..... __ Resistance† ........ __

Weapon Attack Damage Range___________ ..... __________ ..... _________ .... _________________________ ..... __________ ..... _________ .... _________________________ ..... __________ ..... _________ .... ______________

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :

#5 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :

#6 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (__) +0 +0 +1 +0 +1Battle Order (__) +2 +2 +0 -1 +2Disbanded (__) Unit Ma is used only for reforming the unit.__________ (__) † ___ ___ ___ ___ _____________ (__) † ___ ___ ___ ___ ___

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32

TURN SEQUENCEPlayer 1 Movement-Missile Phase

Move or Missile Attack ................................ S-6.0 & S-9.0Rally ......................................................... S-10.0 & S-11.5

Melee Combat Phase ...................................................... S-7.0

Player 2 Movement-Missile PhaseMove or Missile Attack ................................ S-6.0 & S-9.0Rally ......................................................... S-10.0 & S-11.5

Melee Combat Phase ...................................................... S-7.0

MOVEMENTA unit may perform four types of movement during its movement

phase (only one Wheel or Turn):Move Forward Costs 1" per 1" movedBack Up Costs 2" per 1" movesTurn * Costs 2"Wheel * Costs the distance moved by end of front row

COMBATANT TERRAIN EFFECTS CHARTMelee Missile Terrain

Defense Defense MoraleTerrain Movement Terrain Terrain RollType Reduction Mod. Mod. Mod.

Clear x1 +0 +0 +0Brush x1 +0 +2 +1Light Woods x1 +1 +3 +1Medium Woods x3/4 +2 +4 +2Heavy Woods x1/2 +4 n/a +3Streams x1/2 -2 +0 -1Slope * x3/4 +2 +1 +2Impassable n/a n/a n/a n/a

n/a = Movement not allowed.* — If a target is above an attacker, the target is said to be

“Up Slope” from the attacker. Only a target “Up Slope”from an attacker receives the modifications listed aboveand only movement “Up Slope” receives the movementreduction above.

UNIT TERRAIN EFFECTS CHARTMOVEMENT REDUCTION

Terrain General Order & BattleType Individual Combatants Order

Clear x1 x3/4Brush x1 x1/2Light Woods x1 x1/2Medium Woods x3/4 x1/4Heavy Woods x1/2 n/aStreams x1/2 x1/4Impassable n/a n/aUp slope * x3/4 x1/2

ATTACKS1) Attack misses if two or more die results are ones.2) Otherwise: Attack damages target if “Death Die” is a one.3) Otherwise: Attack damages target if the attack roll exceeds the

target’s “Modified Defense.”4) Otherwise: Attack does no damage.

MELEE DEFENSE MODIFICATIONS

Shield Bonus .................................... Target’s Shield Bonus statMelee Defense Terrain Mod Based on Terrain Target Occupies+2 .................................. If Target is “Up Slope” from Attacker-2 .................................... If Attacker is on the Target’s “Flank”-5 ..................................... If Attacker is on the Target’s “Rear”

MELEE ATTACK ROLL MODIFICATIONS

Leader Bonus .............................. Based on Leader (see S-12.1)Formation Bonus ..... If combatant is part of a unit (see S-11.0)-5 ...................................... If Attacker is Disrupted (see S-10.0)

MISSILE DEFENSE MODIFICATIONS

Shield Bonus .................................... Target’s Shield Bonus statMissile Defense Terrain Mod. ................. Based on the Terrain

“Between the Target and the Attacker”+1 .................................. If Target is “Up Slope” from Attacker

MISSILE ATTACK ROLL MODIFICATIONS

Range Modification ......... Based on attacker’s Range Mod statLeader Bonus .............................. Based on Leader (see S-12.1)Formation Bonus ..... If combatant is part of a unit (see S-11.0)-5 ...................................... If Attacker is Disrupted (see S-10.0)

MORALEMorale Roll: To make a Morale Roll, roll 3D6 and add anyapplicable modifications. If the result is greater than the combatant’sMorale stat, the Morale Roll is successful. Otherwise, the MoraleRoll fails and the combatant is disrupted..

Rallying: At the end of his movement-missile phase, a player maymake a Morale Roll for each of his disrupted combatants anddisrupted or routed units:• If the modified Morale Roll is greater than the combatant/unit’s

Morale+5, a disrupted combatant/unit is no longer disrupted anda routed unit becomes unrouted and disrupted.

• If the modified Morale Roll is less than or equal to the combatant’sMorale, a disrupted combatant or a routed unit is removed and adisrupted unit becomes undisrupted and routed.

• Otherwise, no change occurs.

MORALE ROLL MODIFICATIONS

Leader Bonus .............................. Based on Leader (see S-12.1)Terrain Morale Roll Mod. ............. Based on Terrain Occupied

(see S-7.1 and the Combatant Terrain Effects Chart)Formation Morale Roll Mod (Units only) ................See S-11.4

STANDARD GAME SUMMARY SHEET

2

You can use the Bladestorm rules to fight miniatures battles setin virtually any fantasy world. To get you started, this Sourcebookprovides a detailed and exciting setting: the Warring Holds ofFolenn, a part of the Shadow World.

The Sourcebook is organized into seven Parts.• Part 1 is entitled “Folenn” and gives you vital information about

Bladestorms, Folenn’s history, and how warriors and explorerscome to be in the Bladelands.

• In Part 2, “Greater Powers,” the mighty Forces of Unlife, Hope andIndependence stand revealed.

• Part 3, “Principal Races,” tells you what you need to know aboutthe groups involved in the struggle for control of Folenn, fromDemons and Dwarves to Men, Elves and Giants.

• “The Warring Holds” come alive in Part 4, the heart of the book.Here you will find out how the Thunder Runners execute a raid andwhy River Ogres steer clear of Rukon’s twisting Slave River.Eighteen battling clans, races and strongholds square off.

• Parts 5-6 cover the rest of the Bladelands, including the Tiger-folk,Wights and Titans who call it home.

USING THIS SOURCEBOOK

• In Part 7, the Appendix, you will find detailed unit statistics for allten Warring Holds and the eight surrounding states described inPart 4. A Glossary of unusual terms and an Index (where to findthings) follow. The Sourcebook concludes with 26 quick-to-playskirmish scenarios, handy information you will find partly dupli-cated in the 32 page ready-to-use Scenario Book.

Note: This Sourcebook was designed for you to fight skirmishbattles in the Warring Holds. The Sourcebook provides 26Scenarios and complete statistics for Warring Holds units andcharacters (or personalities) of note. Upcoming supplementswill allow Bladestorm players to expand their battles intoother areas of the Bladelands.

Coming soon to a bookstore, gamestore, comic shop or hobbyshop near you:

• A Bestiary with complete statistics and encounter guidelines for amyriad of beasts and monsters that prowl the Bladelands.

• A supplement detailing how to run extended Campaign Games inthe Bladelands — you plan the attack and control the warriors ofyour own Warring Hold!

• A Bladestorm Companion with a host of optional rules and spellsthat allow you to expand your Bladestorm battles into sieges andnaval actions! Plus Magic and much more!

We call this part of the Sourcebook “The World of Bladestorm.”It details a flexible but self-contained adventure environment con-sisting of two small continents called the Bladelands. The first isFolenn, the Land of Hues. Folenn’s sister continent, the secondBladeland, lies beyond the Curtain of Mists. The Men of Folenn callit Tulingit. Few people living in the Shadow World on the windwardside of the Curtain know anything about this vast, uncharted realm.

Our focus is Folenn, specifically the westernmost realms in andaround the Warring Holds. It is a large enough area to providecultural and territorial variety, but is compact enough to let usconcentrate on the gritty details of daily life and everyday warfare.

THE WORLD OF BLADESTORM

This is, after all, a sourcebook for skirmish battles, and it is better tounderstand the habits and personalities of the adversaries than it isto know the types of foliage in every far-flung corner of thecontinent.

Nevertheless, you probably want to know something more aboutFolenn.

Note : Skip Parts 1-3 if you do not want a lot of backgroundmaterial. Instead, turn to Part 4, “The Warring Holds,” andready your blades.

3

A new world, the Land of Hues measures 1,400 miles northeastto southwest and about 1,900 miles along the northwest-southeastaxis. It is a warm, temperate domain, rich in natural resources. Thecontinent remains generally unsettled and unexploited, despite itssize and mineral wealth, because it is shrouded and imprisonedwithin a mantle of ferocious storms.

Chroniclers call the prevailing winds guarding Folenn the Gale ofHues. These frighteningly powerful tempests carry colorful cloudsand spawn wicked ocean currents. Lethal and capricious Bladestormsfollow the Gale, sweeping the seas and skies around Folenn like anarray of ethereal scythes. The first settlers to penetrate this barrierlanded in the Land of Hues only twenty centuries ago. Anothernineteen hundred years passed before the second migration began.

The bold (or lost) explorers and colonists who came to Folennduring the last century encountered a host of indigenous creatures,but very few people. Scattered, warlike, and uncivilized, the residentpopulation never tamed the land or developed an enduring civiliza-tion. Rare, ruined cities stood in testimony to countless wars. Othersigns of their handiwork were lost or abandoned. Newcomers spokeof these native folk as savages living in a vast wilderness crawlingwith unspeakable beasts.

Folenn is wild, to be sure, yet it is a sparkling sort of place — alivewith color and sound, aroma and texture, drama and power. Steep,mist-enshrouded peaks dominate the continental interior, which ismostly unexplored. Bays and inlets punctuate the rugged coastline.Deep canyons knife through the foothills and lowlands, particularlyalong the gentler eastern flanks of the mountains. Folenn’s thickforests and thundering rivers offer travelers an often insurmountablechallenge.

Into this land came a host of adventurers, warriors, pirates,explorers, prospectors, freebooters, traders, and settlers, each search-ing for a fresh start in a new world. Unfortunately for most of them,their conflicting aims invited war. Folenn’s original inhabitantsfueled the struggle, for they fought hard to stay alive and free.

Thus, Folenn became (and remains) a land characterized byconstant strife. Perpetual, small-scale warfare grips the Land ofHues. Here, a little battle can decide the fate of a budding tribe ornation, and a small group can conquer and forge an empire in anastonishingly short time. Most any skirmish impacts on history,making Folenn the ideal setting for a miniatures game.

PART 1: FOLENN

THE HISTORYOF FOLENN

Originally settled by the Duskwalkers, a mysterious peoplevaguely associated with the godlike Lords of the Essence, Folennhas been virtually uninhabited until recent times. Only the small,self-sufficient Hidden Colonies serve as a reminder of a morecivilized age. Exceedingly dangerous winds and currents prevent allbut a handful of travelers from reaching the continent’s shores, andperpetual Bladestorms (tied to the Gale of Hues) crush most at-tempts to use the magical portals errected at the tips of the island’smyriad penninsulas. During the last millenium, only the Deep Gatesremained open. These ancient, subterranean barrier-doors werebroken, enabling the denizens of the Ash Lairs to inhabit Folenn,haunting the land with a host of warring evils. While the hideouscreatures passing through the maze of volcanic tunnels have yet toinhabit much of Folenn’s astounding wilds, they threaten the island’simmigrants with extinction.

BLADESTORMSInfamous Bladestorms guard Folenn, just as they did in ancient

times. A legacy of the omnipotent Duskwalkers, these horrifyingEssence Storms are designed to destroy any aggressor force number-ing more than few ships or a few hundred souls. No fleet or armyenters the Gale of Hues without fear of annihilation.

Bladestorms annihilated three armadas manned by the blood-thirsty Soulslayers of Murlis during the prehistoric Wars of Ire. TheSoulslayers, rival Lords of the Essence, hoped to conquer Folenn,but the reclusive Duskwalkers crushed them. Summoning mael-stroms from the heart of the Gale of Hues, the Duskwalkers createdthe enchanted Bladestorms to scour the oceans around Folenn.Tumultuous whirlwinds swallowed the fleets, carrying the magicarms and armor of the slain Soulslayers into the skies. Folennremained unscathed and unconquered.

Over the centuries, the Bladestorms grew in fury. Each time thewinds inhale a victim, his weapons merge with swirling mass of ironand steel, lending more strength to the swirling tumult. (Theseartifacts occasionally drop from the sky, littering isolated placeswith ancient — and often powerful — prizes.) Bladestorms sur-round Folenn like a magic wall. They also haunt the continent itself,although they are rarer and smaller, like surreal tornados. Theselandbound whirlwinds usually appear at random; however, when abattle takes place, there is always a chance that a Bladestorm will“interrupt” the fray. After all, the Duskwalkers designed theseenchanted winds to protect Folenn from invasion, and they remainattracted to any clash of arms.

4

THE PYTO TRAVAILNot long ago, a crippled tomb-robber named Onel Pyto discov-

ered a magic, multi-chambered Wind Flute, one of many suchinstruments crafted by the kings who ruled Folenn in the grandprimeval years. These flutes open fragile passages in the Gale ofHues. When fitted to a boat or small ship, a Wind Flute enables thevessel to pass through the otherwise impenetrable storm. Onel andhis wife Wim used their flute for exactly this purpose. The PytoTravail followed, a tragic expedition which reopened the tale ofFolenn. Wim Pyto discovered the priceless, volcanic Jewel Wellswhile on the sojourn. When the party returned home to Emer, wordleaked out about the marvelous bubbling pools of melted gemstones.So began the rush to seize the enormous wealth of the Land of Hues.

BLADESTORMSThe skies around Folenn play tricks on the senses. Thick with

electricity and mist, they provide an explosive and often disturb-ing pallet of color and shapes. These ever-changing displaysserve as beautiful but haunting warnings about the dangers thatsurround the island-continent, dangers wrought by the twistingcurrents of the Gale of Hues.

Terrible Bladestorms accompany the Gale of Hues. Youcannot afford to ignore Bladestorms while in or around Folenn,for they are a part of the weather. Sweeping across the oceanswith unpredictable abandon, they carry the accumulated debrisfrom the countless fleets and armies ravaged by their over-whelming winds. The steel borne by a Bladestorm acts like awave of slicing weapons, cutting and crushing everything in itswake. Nothing can withstand such a force. In a matter ofseconds, a Bladestorm hews a large ship into splinters or cuts aphalanx of warriors into a scattered, decimated mob.

Stories speak of Navigators and Sages who predict the comingsand goings of these magical whirlwinds, but there are no booksor laws bespeaking their nature. Simple chaos or some mystify-ing, primeval balance dictates the flow of Bladestorms. Regard-less of reason, they kill what they touch — quieting the life anddrawing the steel out of the grandest of armadas.

FLUTE DOORS OPEN

FOLENN NOWAfter nearly two centuries of exploration, exploitation, and settle-

ment, only about half of Folenn’s 1,700,000 square miles is inhab-ited. The rest of the C-shaped continent is wild. Dark forests,smoldering geyser basins, soaring spires, deep ice-blue lakes, andvolcanic plains strewn with huge, jagged, lichen-covered bolderscharacterize the inland marches. Haunted by daunting topography,strange creatures, and hideous monsters, this wilderness resists anysort of civilized penetration.

A curving mountain spine dominates Folenn’s interior. It iscomprised of volcanic massifs, granite fells, and gigantic coralformations. Thousands of cavern systems snake through thesecolorful but forbidding highlands. The caves provide homes foreverything from Cave Bears and Wolves to Demons and Dragons,making most of the peaks exceedingly dangerous. At the same time,the caverns hide stores of gems and precious metals — wealth andmagic beyond comprehension — the sort of treasure that no onedares to ignore.

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Folenn also offers more obvious gifts. Its Bladestorms sprinkleheirlooms, arms, and artifacts across the dramatic landscape like agod sowing priceless seeds. Be they whole or broken, these relicsonce belonged to victims of the guardian whirlwinds, and manyembody astounding power. Most of the items deposited in open orsettled land are found and carried away. Others lie undiscovered, orbecome objects protected and revered by wary beasts or carefullocals. Many of these gifts from the sky display bewilderingproperties or unfathomable origins, a sort of otherworldly character.The presence of the so-called “Storm-treasures” in Folenn explainswhy the continent is known as one of the Bladelands.

PRINCIPAL FACTIONSAlmost all of the groups vying for land, wealth, and power on

Folenn live along the coast or in the neighboring hills and rivervalleys. While their motives for coming to the Bladelands vary,nearly all are newcomers. In addition, virtually everyone in Folennis affected by the unsettled state of affairs in the new land. Everyonemakes war on or is warred upon by his neighbors.

The following factions dominate affairs in Folenn. Each containsa number of subgroups, for none of these peoples can concentrate itsforces too much without running the risk of visitations from theawful Bladestorms.

• Denizens of the Ash Lairs — These new monsters beganappearing when the ancient barrier doors were broken. Awide variety of these beasts have issued out of the volcanicdeeps over the last few centuries, filling the warrens beneathFolenn with unspeakable danger.

• Greater Powers — The Duskwalkers still watch over Folenn,but no one seems to know how many there are or where theylive. The same goes for the Soulslayers, servants of theUnlife who covet the continent. Various other “greaterpowers” are also entangled in the Bladeland Wars.

• Hidden Colonies — Located mostly in the highlands and outerisles, many of these isolated realms date from a time whenthe Duskwalkers ruled the island. Immortals occupy hiddencolonies situated on the two great eastern isles — Lycoodurin the Northeast, and Olchel in the Southeast. Men reside insimilar domains in southwestern Folenn.

ASH LAIRS

• Immigrant Domains — Located mostly in the north and east,dozens of Immigrant Domains are recently establishedrealms. They include the more civil New Colonies aroundthe Bay of Cries, as well as the unsteady holds further inland.Most of these realms are little more than small, pugnacioussettlements. Fortified and aggressive, they are usually atwar over Folenn’s vast natural wealth. Every year, dozensof these castles change hands or disappear.

The ten kingdoms situated in the Pebble Lands ofwesternmost Folenn are known as the Warring Holds. TheMen that inhabit these domains form fleeting alliances andare rarely at peace.

• Lost Immigrants — Numerous expeditions in the BrokenOcean accidently arrived in Folenn. Most ended up slain orin bondage, but a few have established fortified holds in theNorth.

• Old Beasts — Indigenous animals and monsters roam Folenn.Many are unique to the continent, and some are the offspringof the ancient creatures spawned by the invading Soulslayers.

6

AN ESSENCE PORTAL

GETTING TO FOLENNFew people travel between Folenn and the Older Lands that

comprise the rest of the planet Kulthea. Sojourns in and out of theBladelands are extraordinarily tricky. The routes are all hidden,guarded, or perilous. A glimpse of each avenue follows:

• Accident — Accidents account for much of the travelbetween the Older Lands and the Bladelands. OddCurrents in the Gale of Hues occasionally permit travel-ers to slip through the frightful ocean eddies and warrenof Bladestorms protecting Folenn. Swept off-coursewith abandon, ships caught in these currents suddenlyappear in Folenn’s calmer seas, never having had achance to steer their own way. They are swallowed bythe clouds and water and tossed into the quiet eye of thestorms — just like the lost artifacts littering the locallandscape.

• Ash Gates — Opening into the Ash Lairs — submarine,subterranean tunnels — the Ash Gates provide access tothe cavern passages that join Folenn and the continents tothe south and west. These labyrinthine halls are oftencalled the Deeps, for they reach far below ground, cuttingdown into the seabed. Some areas of the Ash Lairs wereonce home to the Soulslayers and Duskwalkers andharbor immeasurable wealth. Unfortunately, they alsoaccommodate foul monsters.

• Coral Road — The Coral Road once stood as the sole trueavenue into Folenn. An ancient thoroughfare, it servedas the Royal Highway during the latter days of Duskwalkerrule. The Coral Road begins at the Shell Towers locatedat the northwesternmost point of the continent. Fromthere the road descends into the Winding Reef, a coralridge joining tip of Folenn to the Isles of the BrokenOcean (Tairken Usuiv). A vast tunnel complex situatedalong a vaguely linear plan, the road rises and falls withthe flow of the reef. Many parts of the route cut beneaththe sea, although most of the road twists inside atolls andislets on its way northwestward. Windows cut into thecoral illuminate the elevated stretches, affording travel-lers a view of the stormy seas surrounding the Bladelands.

• Essence Portals — The ancient Essence Portals are magicalgates. Most are ruins situated in inaccessible placesCreated by the Duskwalkers, they connect Folenn to anetwork of similar gates that link special points all overthe globe. Some are active, but most must be activated oropened with special keys. These keys may be physicaldevices, items of power, or power words that requiresome special cadence or phrasing.

• Flute Doors — Openings in the Gale of Hues, Flute Doorsserve as magical gates through the ring of Bladestorms.The Duskwalkers created these channels to permit loyalseamen to safely sail to Folenn. Magic flutes associatedwith each door serve as keys, enabling a Navigator or seacaptain to follow the safe but twisting currents all the wayto the Bladelands.

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PART 2: GREATER POWERS

While Folenn’s inhabitants struggle against the land and oneanother to survive, more powerful forces battle for control of theBladelands. These groups hold sway over many of Folenn’smultitudinous factions and manipulate a number of peoples.

Various greater powers are embroiled in the wars gripping Folenn.Some seek destruction, while others desire complete dominationand reorder. Two groups scheme to maintain Folenn as an open anddisunified land. These forces rarely intervene in an overt fashion,although their influence is unwavering, and neither shuns a battlewhen presented with a crucial challenge.

THE FORCESOF UNLIFE

• The Steel Rain — Servants of Ulya Shek, the Dragon-mistressof Thuul, the Steel Rain is led by the five Watching Sisters.These ruthless Priestesses form an order that seeks todominate all of the Bladelands’ peoples. Using techniquesof infiltration and seduction, they twist the hopes andaspirations of their prey, ripping societies apart from within.Then they use ancient or respected institutions as tools toremake the culture in Ulya’s mold.

Ulya Shek is a minion of the Unlife. Her goal is to createa new race of creatures in Kulthea, a race capable ofcrushing all rivals. Reputedly based in the grottoes of theisland called Upuhanuk, the Steel Rain acts as her primarymechanism for change. The composition of the organiza-tion is unclear, but their purpose is unquestionable: theyplan to conquer Folenn. Whether the Steel Rain understandsthe ultimate desires of the Unlife — the complete annihila-tion of the world — is altogether another matter.

The symbol of the Steel Rain is a pentagonal array of fiveinverted silver spearheads on a dark blue field.

Allies: NoneServants: Drakes of the Broken SeaRivals: Soulslayers of MurlisEnemies: Jewel Knights

• The Soulslayers — The Soulslayers of Murlis eat the souls oftheir prey. Like the Steel Rain, they serve the Unlife;however, Soulslayers openly espouse the destruction andreformation of Kulthea. These Demons devour life withoutregard to concealing their aims. Terrifyingly unsubtle, aSoulslayer feels no compunction about leaving an emptycarcass rotting in the middle of a highway.

Soulslayers look at the Steel Rain as rivals and, while theyserve the same master, the two groups war upon one another.Fortunately for the Steel Rain, the Soulslayers have troublelocating the elusive Sisters. In addition, Soulslayers are fewin number. They can rarely identify, much less engage, theminions of Ulya Shek. Their chief servants, the Vancu,execute most of their plots.

The symbol of the Soulslayers is an array of eight blackrays emanating from a black orb, all on a golden field.

Allies: NoneServants: The VancuRivals: The Steel RainEnemies: Guardians of the Gale; Jewel Knights

THE FORCESOF HOPE

• The Duskwalkers — As always (it seems), the Duskwalkerswatch over Folenn. These graceful Lords of the Essence arefew in number. No one seems to know how many there areor where they live. They remain ever-elusive, although theyare effective protectors against the onslaught of the awfulSoulslayers. Their mysterious nature serves as their greatesttool in the fight versus the Unlife, but it forces them tocultivate alliances with lesser groups like the Guardians ofthe Gale and the Longreaders of Roarc.

The symbol of the Duskwalkers is a pair of eyes, onewhite and one black, set on a divided field of black and white(each eye the respective opposite backdrop).

Allies: Guardians of the GaleServants: Longreaders of RoarcRivals: Jewel KnightsEnemies: Soulslayers of Murlis; The Steel Rain

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• Guardians of the Gale — The Guardians of the Gale are alsoknown as “Stormrunners.” A Guild of learned Navigators(magic-using guides), they understand the nature of theGale of Hues and know where to find the various Portals andEssence Flows leading in and out of the Bladelands. Theirunique insight about the storms surrounding Folenn makesthem a powerful force in local affairs.

The Breathless (see below) comprise the chief danger tothe Guardians’ navigational hegemony. Both groups nowstruggle for control of certain key gateways. While theGuardians seek to close the Bladelands from the dangers ofthe Older Ones, the Breathless plan to change the pattern ofFolenn’s storms to destroy their masters’ enemies. TheStormrunners hope to maintain the rippling balance, just astheir rivals want to instill a new order.

The symbol of the Guardians of the Gale is a stylizedtornado (actually a narrow, tilted triangle) formed of alter-nating bands of red, blue, and green set on a white field.

Allies: DuskwalkersServants: Warders of the Coral MarchRivals: Jewel KnightsEnemies: The Breathless

THE FORCESOF INDEPENDENCE

• The Breathless — The Older Ones spawned the heinousnoctunal force known as the Breathless. They travel on thewind, sailing on air wains or chariots, or merging with thebreeze. The Breathless never inhale to breathe; rather, theyabsorb what they need from the air, water, or even rock.Inhaling and exhaling only as means of creating implosionsor explosions of wind; they use the breathing process as alethal weapon.

The Breathless ally with no one. They work with thosewho serve them, particularly the Hue Eaters, and war oneveryone else. Their chief enemies are the Guardians of theGale and the Jewel Knights, although they never shy awayfrom an opportunity to kill.

The symbol of the Breathless is a pair of curving silverlightning bolts piercing an open-mouthed white skull onpurple field.

Allies: NoneServants: Hue-eatersRivals: The Steel Rain; SoulslayersEnemies: Guardians of the Gale; Jewel Knights

• The Jewel Knights — The Jewel Knights serve the Lords ofOrhan. Superb Elven warriors, they are relative newcomersto Folenn who hope to unite and lead their immortal breth-ren. Their leaders actually hail from Orhan, Kulthea’slargest moon.

As their name suggests, the Jewel Knights draw theirpower from jewels of power, specifically Gold Laen. Theyseek control of the Jewel Wells, which appear and disappearat will and are reputed to be a virtually unlimited source ofmagical strength.

The symbol of the Jewel Knights is a twelve-sided greenjewel bathed in a golden aura and set on a pale silver field.

Allies: NoneServants: Elves of YellowbladeRivals: Duskwalkers; Guardians of the GaleEnemies: Soulslayers of Murlis; The Breathless

A broad array of races are involved in the struggle for the Land ofHues. Some are predatory, while others are defensive in nature. Allshare the instinct of survival, and all are at war with somebody.

9

PART 3: PRINCIPAL RACES

ELVES (TULINGU)An immortal race, Elves are related to Men, but have finer

features and enhanced senses. (This accounts for an Elf’s slightlyenlarged eyes and enlongated ears and nose.) A gracile but hardypeople, they are highly resistant to disease and extreme tempera-tures. Elves never sleep, instead preferring rest through meditation.Most Elves are active at night and meditate for about two hours atdawn or midday.

There are five notable divisions among the Elves: High Elves(Iylari); Wood Elves (Erlini); Dark Elves (Dyari); Sea Elves (Shuluri);Mountain Elves (Punkari), and Half-Elves (Ta-lairi). Only thePunkari, who originally hail from Tulingit, are indigenous to theBladelands. They all enjoy a high standard of living and employsohisticated tools and magic. Together, Elves number in thethousands. Nonetheless, like Men, Elves remain seriously threat-ened by other races like the Ogru, Garku, Ulcathu, and Loaru. Theirextreme pride strengthens their resolve but discourages unity, mak-ing it difficult for the Tulingu to muster any sort of serious campaignof aggression. Thus, Elven clans remain isolated and perpetually onthe defense.

Elf Size: 5.5-6.9' (1.7-2.1m) Figure Size: 27 mm(1.06")

DEMONS(OTHMONU)

The Othmonu, or “Demons,” are incorporeal spirits that assumeinnumerable physical forms. They comprise a vast and wildlyvaried group of extremely powerful creatures that fit into twogeneral categories: Demons of the Void (Othu) and Demons of theEssence (Emonu). The majority of Demons come from the lattergroup and owe their origin to imperfections in the Flows of Creation.Demons of the Void, on the other hand, were created outsideExistence. They originate on other planes.

Othmonu reside in remote or subterranean areas and shun contactwith other races. Most move alone or in small groups, cultivating thecover of darkness. They kill or enslave those that they encounter.Unless cornered or surprised, then, they choose their rendezvousvery carefully.

Demon Size: 35-50' (10.7-15.2m) Figure Size: 120-150 mm+(4.7-5.9")

DWARVES (LOARU)Stalwart, long-lived, and fierce, the Dwarves are an ancient and

introspective race. Their limited numbers and suspicious natureprevent them from forming emotional ties with other peoples. Theyare neither cruel nor war-loving, but they are exceptionally proud,vengeful, unsympathetic, and greedy for pecuniary wealth. Dwarvesnever forget a favor or a transgression. While they are often willingto put aside their feelings for a time in order to increase theirfortunes, their love or wrath remains unwavering.

The Loaru are uniformly short and stocky. Most have pale orruddy complexions, but the skin of some clans exhibits a perpetualstain, a dark color imparted by millenia of mine-labors. Dwarvesusually grow their hair long and never cut their beards, although theywrap or braid their hair in order to keep it out of their way. They areinvariably pragmatic. This is also the case with their garb, whichtends to be utilitarian and relatively plain. As with their architectureand toolwork, Dwarves prefer subtle but marvelous embellishmentto useless opulence.

Like Othmonu, whom they fear and despise, Dwarves reside inunderground strongholds. These palatial and labyrinthine delvingsserve as homes, fortresses, factories, and mines. They exploit theunseen riches tucked beneath the earth, transforming the rawest ofores into objects of remarkable delicacy and splendor. Dwarvescraft all sorts of goods using stone and metal, even sophisticatedmachines incorporating pulleys, springs, and gears. Their handi-work is much in demand, enabling the Loaru to trade with virtuallyanyone they choose. Regardless of the nature of the commerce, theyexact a good price and leave little room for bargaining and bickering.

Dwarf Size: 4-5' (1.2-1.5m) Figure Size: 20 mm (.8")

GARKS & KRALS(KARKU)

Karku, or “Kark-races,” are fearsome but diminutive creaturesthat look like deformed primates. They are unquestionably relatedto both Trolls and Men, although the link is unclear. While smallerand less civilized than Men, they are nimble, aggressive, andexceedingly prolific. All Karku despise Men, whom they considertheir chief rivals. These wild races present mankind with a formi-dable challenge.

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There are two principal Kark subgroups: the Garku (Garks), orLow Karku, and the Kralu (Krals), or High Karku. The morenumerous but less intelligent Garks reside throughout Folenn. Kralsconcentrate in only a few areas, notably in the off-shore islands.

Only about four to four and one-half feet tall, Garks have longarms, short legs, round heads, and prehensile tails. Mottled grey,grey-brown, or brownish fur covers every part of their slenderbodies, save their palms and the soles of their clawed feet. Like Men,they are omnivores who possess rudimentary intelligence and theability to master complex speech. Garks cannot, however, write orfashion finely crafted works. They are capable of smithing stouttools and building rude structures, but they make poor artisans.

Garks are asocial hunters. Savoring red meat (especially that ofMen), they stalk large game on a year-round basis. Garks movefrequently and typically live in small groups, as families or bands.Some of the more advanced Gark, though, form larger clans and, inat least a few cases, tribes. The peculiar tribes of Garkamun and Culaactually maintain a loose political structure.

Krals resemble Garks. Although the Kralu are uniformly taller(standing about 4.5'-5'), they display the same cruel freatures andstrange body hair. Their demeanor is also similar, despite the factthat Krals are more intelligent and exhibit a higher sense of crafts-manship. Sea-krals build and sail some fine ships, but they still shyaway from commerce or any other form of civil activity.

Gark Size: 4'-4.5' (1.2-1.4m) Figure Size: 20 mm (.8")

Kral Size: 4.5'-5' (1.4-1.5m) Figure Size: 20 mm (.8")

GOBLIN-RACES(LUGORKU)

The Lugorku include all the “Goblin-races,” the most renownedbeing the diminutive Goblins (Gorlu) and the larger, more fearsomeLugrôki. These vile, grotesque races revel in darkness, so they areoften labeled “Darklings.”

Both Goblins and Lugrôki have large, wide, rounded heads andsharp teeth. The larger Lugrôki sport large tusk-like fangs andpatches of hair. Unlike Goblins, who are uniformly wiry, theLugrôki are also stout and immensely powerful. A Greater Lugrôkcan break a Man’s arm with the twist of his wrist.

Lugrôki shun the sun and despise moonlight, although those of theGreater variety are capable of operating during the day. Bornwarriors and plunderers, they live in and travel as warbands. Killingstimulates their perverted souls. It is no surprise that they practicecannibalism. Lugrôki hunt, slay, and play throughout their long day,never stooping to labors unassociated with war. Nonetheless, theymake fine smiths.

Goblins live beneath the earth, mining, smithing, and fashioningcomplex but crude caverns. Hairless, toeless creatures, they arepoorly adapted to the variable climes of the surface. They ventureout at night, when they can avoid the sun and take comfort in therelatively stable nocturnal temperatures.

Goblin Size: 3.5'-4.5' (1.1-1.4m) Figure Size: 20 mm+(.8"+)

Lugrôk Size: 4'-5' (1.2-1.5m) Figure Size: 20 mm (.8")

Greater Lugrôk Size: 5'-6' (1.5-1.8m) Figure Size: 25 mm(1.0")

MEN (TERANU)While Men enjoy less supremacy in Folenn than they do else-

where, they remain a major force. Mannish societies dominatemany areas of the Bladelands. Because of their disunity, however,Men remain seriously threatened by other races like the Ogru,Garku, Ulcathu, and Loaru. The machinations of their unseenadversaries challenge them even more, for Men remain somewhatnaïve and susceptible to spiritual and intellectual corruption.

There are numerous varieties of Men. Nearly all are categorizedas either High Men, Odd Men, Common Men, or Low Men. Theformer include the Darkmen — tall, noble Elf-friends — and theirrivals, the Fairmen. Northmen and Southmen are considered OddMen, while the diminutive Woodmen and Sandmen are counted asLow Men.

Common Men include most Teranu, particularly those hailingfrom temperate climes. The vast majority of Folenn’s immigrants,including those in the Warring Holds, identify with this label.

Man Size: 5.5-6 feet Figure Size: 25 mm

GIANT-RACES(TOKORKU)

The Tokorku include all the “Giant-races,” notably the Trolls(Torku), Ogres (Ogru), Giants (Kortu), and Titans (Khó-rai). Thesecreatures are reclusive and highly independent, but extremely famil-ial and exceptionally loyal to their own kind. They look at all otherpeoples as lesser beings.

Both Titans and Giants, who are closely related, love mists andstorms and prefer living in the uppermost highlands. It is said thatthey draw their power from the clouds. The Torku and Ogru resideeverywhere, even along the seaside, but they keep to their cavernsand shy away from open ground. Many live in the Ash Lairs, wherethey fight a never-ending battle against the strange denizens of theDeeps.

Of all Tokorku, Trolls have the greatest impact on events inFolenn. Although relatively modest in size, they are both numerousand aggressive. Tough and fearless, Troll warriors are capable ofexacting terrible destruction. Their thick, flabby features bely theirstealth and agility.

Nine to twelve feet tall, Trolls have loose grey skin (like that ofa rhino), protruding bellies, and long, flat noses. Four protrudingfangs frame their fleshy maws. Their three-fingered hands andthree-toed feet both sport thick claws. Torku have small, round,black or red eyes.

The Ogru stand only eight feet tall. They are the smallest, oldest,and most societal of the Giant-races. Two large fangs protrude fromhis upper jaw, interlocking with four smaller fangs in lower jaw.Claws tip his five-toed feet and five-fingered hands. Their large,leaf-shaped ears resemble those of Elves. Like Garks and most

11

Giants, Ogru also have stout bluish bodies and long, whip-like tails.Ogre offspring are born alive but, unlike those of the greaterTokorku, they develop in a marsupial pouch that covers female’sabdomen.

Ogre Size: 8'+ (2.4m) Figure Size: 30 mm+ (1.2")

Troll Size: 9'-12' (2.7-3.7m) Figure Size: 40-50 mm (1.6-2")

Titan/Giant Size: 18'-24' (5.5-7.3m) Figure Size: 75-100 mm(3-4")

FEEDER-RACES(ULCATHU)

Except for Men and Elves, the Ulcathu, or “Feeder-races,” are themost sophisticated peoples inhabiting the Bladelands. They areuniformly evil and instinctively hate other races, including otherUlcathu. Hue Eaters war on their Teeth Eater cousins as quickly asthey attack Elves or Garks.

Hue Eaters, Teeth Eaters, Bone Eaters, and Flesh Eaters are thefour most prominent Ulcathu. The Sercathu, or “Hue Eaters,” are theoldest and most heinous of these races. All Ulcathu share a human-like appearance, although their hide is generally protected by scales,spines, or plates rather than hair. Instead of mouths, the Feeder-racesemploy a siphon, beak, or syringe-like pincher-claws to absorbfluids. Most have tentacles and two or more sets of eyes, ears, andtusks. No race in Folenn spawns more disdain, or fear, than thesehideous creatures.

Ulcatha Size: 6.5-8' (2-2.4m) Figure Size: 30-35 mm (1.2-1.4")

AVIANS (CHIRANU)The Chiranu, or Avian races, include the noble Wing-men (Hirazi))

and the various “Duck-races” (Ankori). These peoples trace theirdescent to a common, warm-blooded lizard-like ancestor, the samecreature that spawned the family of Fell Beasts and Dragons. Theyshare cosmetic characteristics with Elves and Men, but their evolu-tionary nature is radically different. Chiranu harbor instincts anddesires that at best peculiar and at worst brutal.

Hirazi stand 6 or more feet tall. Winged creatures that look likehumanoids, they have extremely slight bodies. Short, silver-whitehair covers their head and the back and top of their wings. Their blueor grey eyes, fair skin, graceful features suggest an Elven origin, buttheir 12' (wingspan) wings betray their Chirana roots.

Ankori are shorter than Hirazi and evolved as swimmers. Theylook vaguely like true ducks, having wide beaks, small (but func-tional) wings, and webbed feet. Ankori even spend most of theirtime paddling around and fishing. Despite these features and habits,the Duck-races form sophisticated but cruel societies. Calculatingand capable of creating and manipulating fine tools, they makeformidable foes. Unlike their brethren, Ankori are indigenous toBladelands, but nearly all of their kind reside on Tulingit, theFolenn’s sister continent (to the east of the Curtain of Mists).

Hirazi Size: 6' (1.8m) Figure Size: 25 mm (1.0")

Ankori Size: 4-5' (1.2-1.5m) Figure Size: 20 mm (.8")

URDA FIGHTS HUE-EATERS

12

PART 4: THE WARRING HOLDS

INTRODUCTIONTen small immigrant domains occupy a swath of rugged coastal

hills known as the Pebble Lands of western Folenn. Loremastersspeak of them as the “Warring Holds.” Tucked between the FolennaSpikes to the east and the Broken Ocean to the west, these realmsstraddle a rich, well-watered corridor dotted with caves, inlets,ravines, and deep lakes. Thick volcanic soils cover much of thelowlands, where farming is good. Fish and shellfish congregate inthe bays to the north and south, yielding bountiful harvests of dyes,medicines, and seafood.

This natural wealth invites conflict. Frequent invasions andnever-ending civil strife plague the Warring Holds. Ever since thecolonists set foot in this confined region, they have been at war. Theyfrequently battle one another and constantly beat back threats fromsurrounding enemies. A turbulent land, it is an ideal setting for aminiatures game.

No single Hold predominates. Larger, richer realms, like Cavanin the North and Abdera in the South, exert much of their energiesfending off Sea-troll incursions, Gark invasions, or plots hatchedwithin rival alliances between their poorer neighbors. Greatconquerers, like Corlum Sann and Esiel Hoon, perished fightingHue Eaters sent to thwart their campaigns.

Since neither politics nor culture serves to unite the WarringHolds, trade relations govern local affairs. Highways like the Mistwaythat hugs the coast and the Trail of Lamps that winds through the hillsto the east bustle with traffic. Commerce binds the ten domains, eachof which is dependent on imports. Warlike Kulm and Rukon bothmaintain an uneasy peace with at least a few of their neighbors. Evenwealthy Cavan relies on grain and iron ore exports grain in order toacquire cloth, spices, and meat. Drulavin, the largest city in thePebble Lands, stands in resource-poor Harro, which survives as abanking center and fields a formidable array of well-trained war-riors.

A brief description of each of the Warring Holds follows, togetherwith summary of all of the groups assailing the region. We describeeach faction in terms of character and background, paying particularattention to warcraft. Besides detailing tactical preferences, thesections focus on weaponry, famous military units, and notableheroes and leaders.

Note: The number after each land refers to its location on theenclosed map of the Bladelands. For example, Rukon isnumber 9 on the map.

13

THE HOLDS

RUKON (9)Rukon is the southernmost of the Warring Holds. A well-

protected domain, it measures roughly 70 miles wide and 150 mileslong. The wild Ashlands lie to the north, the Folenn Spikes to theeast, and the wide Spice River to the south. Abdera borderssouthwestern Rukon, while Yolmer stretches along the hold’snorthwestern edge.

THE LAND

A large, rocky, upland dominates most of Rukon. Two swift riverscut through the plain, dividing the region into three parts. Bothempty into the Spice River. The Slave River is the larger of the pair.Rising deep in the Spikes, it flows through a broad, 150 mile longcanyon. A wild flood plain fills the valley, splitting the pasturelandsof central Rukon from the even rockier foothills to the northwest.The Slave River’s lower thirty-six mile section serves as the borderbetween Rukon and Abdera.

The Horse River follows a parallel course, and is located aboutforty miles to the east. Lying entirely within Rukon, it acts as theprincipal conduit for internal commerce. The Horse Trail, the hold’sbest road, runs along the western bank from the mouth at SteedAnchor to the waterway’s source outside Thol.

Threatened by harsh winds and saddled with poor soil and a harshtopography, the Rukonu eke out a subsistence economy that sup-ports its powerful warrior class. Slaves and horses comprises theirchief exports, which are exchanged for arms and essentials likewood, vegetables, fruits, and even grain. Rukon offers virtually nofarmland, so herding, hunting, and raiding dominate everyday life.The beautiful, desolate landscape tempers the spirits of her warriors,who believe that soldiering is an honored profession — a notionsupported by every strata of society.

PEOPLE AND POLITICS

Rukon’s ruling class consists of a rich, warrior elite. Both men andwomen fight, and anyone who is ruthless and tough enough canbecome a warlord. Military might regulates everyday life, evenreligious worship. The great warlords, the kings and queens ofRukon’s eight clans, also serve as priests.

Strength and fear dictate the rise and fall of the High Clan. Coupsenjoy ritual status. The current rulers, the Brool, ousted their predeces-sors in a daring takeover seventeen years ago, slaughtering their foesin an orgy of mass killings. Brool executioners decapitated dozens ofthe rival Trela clansmen using the “knife-yoke,” a whirling trio ofblades fitted to three horses. During the subsequent years, the Trela allbut perished; however, a decade-old pardon now protects them.

Both the Trela and Cuth clans quietly oppose their Brool over-lords. Cathar and Tomar, the restless Priest-queens of the Trela andCuth (respectively), both bide their time and await the day when theBrool weaken. Neither realizes that the Brool Priest-king, Ty Amar,secretly holds a magic well that lends his clansmen an exceptionaledge. Ty’s exalted Brool Guards drink from canteens laced withWild-water before every fray. The potion drives them into a frenzy,enabling them to fight without feeling pain, exhaustion, or fear. (Itis also a rare, addictive, life-shortening serum.)

WARCRAFT

The flag of Rukon is comprised of a light green field adorned witha stylized Blue Vulture head and a red outline of a single drop ofblood. It symbolizes two concepts associated with Rukona warcraft.The bird-head represents the trained Blue Vultures accompany all ofRukon’s war-parties. The huge birds serve as scouts and couriers,and even attack selected targets. The single drop of blood isassociated with the opening of a “Hunt,” or raid, when the Rukonudraw a taste of blood by ritually cutting their tongues.

The Rukonu constantly send Hunts into neighboring lands. Hon-ing their fighting skills and taking valuable plunder, these one- ortwo-day raiding forays involve small groups of eight to thirty-twowarriors. Most are simple footsoldiers, although mounted clanguards occasionally follow in their wake, especially when a battleensues or their compatriots discover particularly prized booty.

The standard Rukona battle group is based around eight-manunits called “Runs,” or “Kyu” (sing. “Ky”). Brool Highrunnerssometimes operate in 4-man units, which can also combine to form8 or 16-man units, if needed. Three “Students” and a “Teacher”make up each Run, which is a sort of school. Besides learningwarcraft, the less-experienced warriors also learn a craft. Moregeneralized teaching occurs at the Company (“Parl”) or Clan(“Rukol”) level, where the Masters, or even the Priest-king, instructsfighters about everything from philosophy to cooking.

CUTH SLAVERS ATTACK

14

The Rukonu maneuver in staggered ranks, with the commanderson the far right and to the rear. The more experienced Run in eachHalf-company moves to the right and behind the junior Run, so thecommanding Teacher (who is called a “Senior”) occupies theposition at the rear right-flank. When all sixteen Runs assemble toform the Clan, they move in two or four alternating ranks, like rowson a chess board.

Rukon recognizes few friends and many enemies. Rukona Huntsplague Yolmer and Ekeren, and even threaten the uneasy peace withAbdera. When they are not battling the Mountain Goblins, raidingRukonu also slip through Folenna Spikes and strike the rich miningareas of Kulm and southern Cavan. Captured enemies end up in theSlave Pits of northern Rukon, where they labor until they die or aresold.

ELITE GROUPS

The Brool Highrunners and the Cuth Slavers constitute two ofRukon’s most decorated forcets. The former specialize in mountainwarfare and are renowned climbers and bowmen. They carry ropesand short bows, along with their trusty hand-axes. Their reputationas alpine scouts and guides is unblemished, and they have consis-tently vanquished larger units of the Goblins threatening Rukon’seastern marches.

The Cuth Slavers are infamous kidnappers and freebooters.Equally adept on land or sea, they roam Rukon’s southwesternflanks, striking into Abdera or across Thunder Sound. They ply thewaters of the Spice River in outrigger war canoes, but they spendmuch of their time at home or on campaign in or near Steed Anchor.Their fascination for short swords is legendary. Slavers can berecognized whenever they unsheath their elaborately engravedblades.

PERSONALITIES

Three Rukona Clan-lords deserve special note. Ty Amar, who isoften called “the Tongue” (because of his habit of eating hisopponents’ severed tongues), is the most powerful of the trio.Besides being the Brool Priest-king, he is the High-king of all ofRukon. He is a loud, ostentatious poet who possesses unparalleledskill with a mace. His mace-head is shaped like the head of a BlueVulture and reputedly contains the skull of one of his rival’s favoritebirds. Ty wears green and blue checked armor, and presents analmost comic visage. He is as cruel as they come, though, and shouldnot be underestimated. Ty’s fondness for Wild-water makes himboth murderous and unpredictable.

Cathar, the Priest-queen of the Trela clan, despises Ty Amar, whois married to her sister. Cathar’s forces are too weak to openlychallenge the the Brool, so she has allied herself with the coastalCuth clansmen. In addition, the Trela support a slave revolt plothatching in the Brool’s eastern heartland. Tall, athletic, and graceful,Cathar was once a dancer at the Brool court in Thol. She knows thecity well. Cathar even wears a helm stolen from the Brool treasury.

Tomar, the beautiful Priest-queen of the maritime Cuth clan,serves as Cathar’s chief ally. Tomar’s status as the lord of the onlysea-faring Rukonu makes her support exceptionally important. TheCuth market Rukon’s slaves, most of whom are provided by the

Trela, and Tomar and Cathar form a wealthy faction. Ironically, theyboth love the same man, a mercenary Asasopo warlord named Raf.Tomar employs Raf and enjoys his affections, but Raf is fonder ofCathar. Tomar’s hot temper and venal nature scare Raf. His fears arewell-founded, for Tomar slit the throat of her last lover.

FIGURE SUMMARY

Appearance — 5’7"-6’4" male or female humans; blond; slender.Garb/Armor — Green leather armor (breastplate and full greaves)

emblazoned with blue vulture symbol; open-faced helms with avaguely Asian shape (i.e., sporting long, wide neck-guards andbrow guards) crowned by a single, flowing tuft of blue hair thatmimics a pony tail.

Weaponry — Hand-axe, mace, or short sword (all with wicked-looking handguards); small, silvery, kite-shaped ovalish shieldemblazoned with the blue vulture symbol.

Ty Amar — Carries a mace surmounted by a vulture head. A greenand blue pattern of diagonal checks covers his armor.

Cathar — Carries a short sword. Her helm is crowned by a flowingtuft of red hair and her armor and shield are accented with redstuds.

Tomar — Carries a long, thin hand-axe and rarely wears a helmet.When she wears it, her helm is crowned by a flowing tuft of silverhair.

Note: See p.89-90 for Rukon’s unit statistics.

CATHAR, RUKON'S QUEEN

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CAVAN (1)Cavan is the largest and northernmost of the Warring Holds. It

stretches 160 miles south from the shores of the Lake of Rains andspans the 175 mile wide plain east of the Warring Bight and west ofthe Folenna Spikes. Well-watered and fertile, it is an inviting land.No other Hold is as powerful or well-populated as Cavan.

Cavan is unusually secure. The Feedwater and Writhing Riversguard its northern frontier, which borders the wilds of the WalkingWood to the northwest and the Pouring Fells to the northeast.Colorful peaks discourage incursions out of the east, although thehighlands also harbor increasingly large numbers of MountainGoblins. The crashing surf of the Warring Bight guards Cavan’swestern flank.

Only in the south, where the hostile realms of Harro and Kulmthreaten the traditional boundary along the river Ironwater, do theCavani exhibit any real fear of invasion. Kulm’s foothold in BowValley north of the river justifies these concerns, since the strategicvale lies within the old Cavan Claim and serves as an ideal avenuefor attackers seeking to pillage the Cavani heartland.

THE LAND

Cavan is traditionally divided into three fiefs, or “Walks.” TheCoast Walk comprises the western portion of the hold, which is amarshy, misty moorland. Even the capital, Alkoon, rests on a tamedbog. The area’s only arable land surrounds the small lake calledBread Well, a deep mere that feeds into the Ironwater about eighteenmiles above the river’s junction with the Warring Bight.

By contrast, the Green Walk that forms a band running north-south through central Cavan is entirely cultivated. This regionaccommodates three of Cavan’s five major towns. The largest isAlasima, Cavan’s central capital. Known as the Terrace City, it isconstructed atop a huge earthen step-pyramid. Crops abound on thegarden-like terraces that comprise the city walls.

Few people live further east, in the Iron Walk, the largest of thethree fiefs. While largely unpopulated, the Iron Walk is a valuabledomain. Its mines yield a host of ores, particularly a fine grade of ironthat the Cavani employ to make their renowned Red Steel. The LenoHoles, a group of caves located along the southeastern border, houserich emerald deposits. In the northeast, where the headwaters of theFeedwater spill over the Pouring Fells, Cavan’s famous Green Pitsprovide an abundance of copper and zinc.

Sirama (“Steaming Halls”), the easternmost of Cavan’s threecapitals, is the only city in the Iron Walk. Located on the north bankof the Ironwater, it is a strange town surrounded by walls of boilingwater — a circle of unsleeping geysers.

PEOPLE AND POLITICS

Three figures rule Cavan. Each controls a Walk and together theyconstitute the Three Voices, an omnipotent council that presidesover the Assembly and regulates Cavani life during peacetime. Withthe outbreak of war, the senior Voice becomes the dictatorialSpeaker. He serves until the end of the lunar, at which time he stepsdown and he is replaced by the next oldest Voice. The three Voicesrotate as warlords until the conflict subsides.

The Voices act as civil, military, and religious leaders. They wieldthe power of life and death, and dispense justice with a special macecrowned by the head of a Sea Eagle. No one openly challenges theirpower. Only rivalries within the triad threaten their sovereignty.Currently, the three enjoy good relations on the surface, but theleaders of both the Coast and Iron Walks (Butur Hoon and UlurAkatu, respectively) quietly plot to overthrow their compatriot andinstall his daughter Asima as the Voice of the Green Walk.

WARCRAFT

Cavan’s square white flag is normally hung vertically from astandard hewn out of sharkwood. A round Warclaw punctuates thewhite field. A stylized red eagle, it symbolizes the powerful SeaEagle of Gaalt. The Cavani revere the Warclaw, for they arepredatory people.

Cavan’s soldiers fall into two distinct categories. The warriorclass is small, but they are an exceedingly tough lot. Auxilariesnumber into the hundreds; however, they lack the warriors’ skills.Most auxiliaries are freed slaves, subject peoples, or aspiring war-riors, and only serve as support or garrison troops.

Cavani warriors act in ten-man units, or “Runs,” called Cavura.Each Cavur is a self-sufficient fighting machine comprised of sixspecialists: a cook, a scout, an orienteersman, an armorer, aweaponsmith, and a hunter. While these fighters all carry similarequipment and wear the same white quilt armor, they bear a uniquetool kit and apply their peculiar skills to support their squad.

The Cavani maneuver in open ranks, since they rely on battle-axesas their principal weapons. They like rough, open ground, wherethey can maneuver around their more heavily-armored foes. Themarshlands of the Coast Walk and the hills of the Iron Walk servethem well, but the farmlands of the Green Walk make the Cavaniquite vulnerable to Kulmian incursions.

Kulm is Cavan’s principal enemy. Aside from the River Ogres ofthe Lake of Rains and the Ekereni slave miners of the Iron Walk, theKulmians provide the sole threat to Cavani hegemony over thenorthern Holds.

ELITE GROUPS

Cavan’s three groups of Voicemen serve as the hold’s elitecombatants. Each provides protection for the respective Voices, andeach consists of exceedingly experienced warriors drawn from theranks of the most decorated Runs. Of the three, the Green Voicemenare the best fighters, for they frequently engage soldiers from Kulmalong the Bow Valley frontier. The Coastal Voicemen are moreskilled as outdoorsmen, while the Iron Voicemen are undoubtedlythe most ruthless.

Iron Voicemen control the auxiliaries assigned to the mines ofeastern Cavan, and their disciplinary methods defy description.These cruel warriors rarely restrain themselves, and their excessesare legend. Unfortunately, the Iron Voicemen are also unrulyenough to fight amongst themselves. Such infighting foments troublein the court at Sirama, where Ulur Akatu has ordered a number of hisguardsmen hewn in half.

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ALKOON, CAPITAL OF CAVAN

17

PERSONALITIES

The Voice of the Coast Walk, Butur Hoon, is a slender, passionatefellow known as a master orator and able marshman. Fiercelycommitted to his domain, he commands unwavering loyalty fromhis soldiers. His warriors both love and fear him. Hoon’s great love,however, is his provocative wife Kimbrea, the deposed pretender tothe throne of Ekeren. Her presence provides Hoon with both strengthand vulnerability.

Colur Relp, the lord of the Green Walk, is a brilliant, unstable manof large proportions. Relp is reputedly the biggest man in his fief.Aware of his rivals’ ploy, he ruthlessly prepares for civil war. Hemerely uses his eldest daughter’s machinations as a ploy. Relp nevertrusted Asima, who he is slowly poisoning, and he has cleverlyplaced his beloved younger daughter in Asima’s confidence. Theyounger sibling, Wis Elgena, serves her father well. She providesRelp with plans of Asima’s movements, as well as intimate detailsof Ulur Akatu’s plans.

Ulur Akatu is the Voice of the Iron Walk. Outwardly calm andalways softspoken, he is an anomaly in his own court. Unlike hisrowdy highland retainers, Akatu shies away from public displays ofemotion. Akatu guards his likes and dislikes well, always watchingand scoffing at the weaknesses of those around him. He hides hislove for Wis Elgena from virtually everyone in Cavan. The Voice ofthe Iron Walk loves the young girl, but only a handful of Cavani areaware of their trysts. Elgena’s affair with Akatu acts as a wedgebetween her father’s enemies, since Akatu originally forged analliance with Butur Hoon with the aid of Hoon’s wife Kimbrea, whohas always been enamored of Akatu.

FIGURE SUMMARY

Appearance: 5’6"-6’3" humans; red or reddish blond; average build.Garb/Armor: White quilt armor; helms shaped like cruel eagle-

heads (with cowls like beaks); armored gauntlets that look likewings.

Weaponry: 2-head battle-axe; spears with pennants emblazonedwith Warclaw symbol.

Butur Hoon — Carries a long mace surmounted by a Sea Eagle head.His helm looks like an eagle, its wings wrapped around his headso that the wing-tips touch above his eyes. His white armor isadorned with a pattern of red circles.

Colur Relp — Carries a long mace surmounted by a Sea Eagle head.His white armor is adorned with a pattern of green circles.

Ulur Akatu — Carries a battle-axe surmounted by a blade shaped likethe Warclaw. His silvery armor is adorned with black circles.

Note: See p.90-92 for Cavan’s unit statistics.

TWO NOBLEWOMEN OF CAVAN

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HARRO (2)“Harro rules the seas!” That cry, backed by a powerful and swift

fleet of ships and Harro’s renowned warriors, strikes fear in thehearts of many a seafaring adventurer in the Warring Holds. Withmore than 160 miles (256 km) of coastline, Harro flexes her muscleand controls a considerable amount of the shipping and shorelineraiding in the Warring Bight. The Hold’s 5,000 citizens muster animpressive if unaligned corps of 900 mercenaries. Harro’s only realally, the shellfishers of Urda, depend upon the wealth and power ofthis large and wily hold to survive in the Bladelands. Cut off fromthe iron-rich mountains and fertile plains by her enemies, Harroansdepend upon and revere the Broken Ocean as provider, pathway andparagon.

THE LAND

Over 100 miles (160 km) long east to west and 150 miles (240 km)across southwest to northeast, Harro carves out a big chunk of theHolds yet has little but wealth and power to show for it. (People andPolitics explains why. See below.) Blessed by the fresh sparklingwaters of the 70 mile-long (112 km) Goldstream River (which cutsthrough the heart of this rocky, sandy hold), Harro has six tradingtowns, the most important being Pune, a port at the mouth of theGoldstream. Scoured by harsh sea winds and cursed by a rocky soil,Harro grows nothing of note. With a landscape dotted by hundredsof natural vertical shafts, Harro is a dangerous land to travel at night.Limestone caves are plentiful and serve as hideouts as well asweapon caches. (The River Guards and Assailers, Harro’s nativewarriors, have mapped every cave and use the limestone passage-ways to move themselves and their booty secretly throughout theHold.)

Harroans relish the hunt, for game as well as for gold, and herdsheep and goats for milk and meat. Fruits, grains, vegetables andwood are imported at high prices from neighboring holds and paidfor with gold.

Steep coastal cliffs give way to gradually rising uplands in thecentral and eastern parts of Harro. The Goldstream River Basin isnarrow and vertical, offering little respite from the winds andsponsoring very little vegetation. The Goldstreamyields just whatyou would expect: gold nuggets the size of a plum. Harro river-guards patrol the waterway and protect its precious bounty withtenacity and vigilance, but roving bands of gold-miners and robberssweep through the plains from time to time.

Harroans have learned to thrive on a diet that includes few greensand little fresh fruit. Fish and seafood augment a narrow diet.Harroans are tall, ruddy and handsome; tales of the double-dealingmen of Harro are as common in the Warring Holds as scars.

PEOPLE AND POLITICS

Wealthiest of all the Warring Holds, Harro is the banker andenforcer of this region of the Bladelands. Bordered by hostileregimes in Kulm (to the east) and Soluthurn and Marl to the south,Harro is an independent fief of the first magnitude. Much Harroanwealth is invested in “foreign” markets, encouraging a dependentrelationship on the part of the other hold. For example, the spices andtobacco of Abdera are highly prized by all the Warring Holds, butonly Harro will sail into combat to insure their abundance. The sameholds true of Urda’s famed shellfish dyes, unparalleled for beautyand subtlety in all of the Bladelands. Woe be to the aggressor whoinvades either of those small states without considering the disposi-tion of Harro’s 900 mercenaries. No other power has the naval mightand guile, either mercantile or military, to challenge Harro straight-up, head to head.

When economic opportunity arises, the twelve members of theMerchant’s Council act quickly to approve transport of Harroanmercenaries “to open new markets aggressively.” This prompt andbusinesslike action pomotes a fearful respect in nearby holds.(“Harro smells gold where others smell only blood,” is a commonlyheard phrase in other, less fortunate holds.)

Harro wants to be the power broker who controls all the majorfighting in the West and will provide the gold and liquid jewels toraise an army, build a navy or to invade a hostile state. As such, Harrois rarely attacked directly by other holds. Who but the very Unlifeitself would attack their banker? Still, barbarians appear and skir-mishes arise, and when they do, Harro hires only the best. Harro’smilitary consists of hired, professional soldiers, from the lowliestwarriors to the most-decorated generals. Harro ensures loyalty withgenerous payments and rewards success with bonuses, although afew military men grumble that “the merchants grow rich in safetywhile we shed blood for a handful of gold pieces!” The truth is thatall Harroan leaders are well-paid, earning thousands of gold piecesevery year. Most miltary men and merchants live in luxuriousstrongholds and are attended to by a staff of servants.

The Merchant’s Council oversees the hiring of mercenaries,leaving strategy and tactics to the commanders, but the Councilretains ultimate jurisdiction over the forces of Harro. Motivated bygreed and profit, the Council decides when war (or a skirmish) is aviable alternative and when to withdraw from the field of battle.Their decisions are not always militarily sound, but Council mem-bers can usually bribe or bluff their way out of difficult situations,such as when two companies of mercenaries were trapped in the AshLairs by an Agathu just a month ago. Besides paying outright bribes,Harro can cut off trade or engage in retaliatory strikes. The twelve-member Council breaks ties by bidding for (“paying off”) thesupport of those needed to break the tie. Economic might remainsHarro’s greatest single asset, overweening pride her most easilyexploited weakness. Led by Ragaran, wealthiest of all Harroanmerchants, the Council is united in greed but divided by fear; thecharismatic leader of the mercenaries, General Du-Landal, has donelittle to discourage talk of a coup. (The General has ambitions to ruleHarro singlehandedly.)

WARCRAFT

Motivated by dreams of wealth and retiring to a lifetime of leisure(if they live so long), Harro’s Mercenaries are among the WarringHold’s best-organized and most efficient killing machines. TheGolden Hold’s flag presents a gold trident-head on a hexagonal bluefield, in obvious homage to Harro’s wealth (in gold) and her love ofand dependence upon the sea. Before entering a skirmish, Harroanmercenaries traditionally (when time permits) dip their hands in alarge sack of gold pieces carried by the company leader and “bathe”in the coins.

Mercenaries operate in bands of six, patrolling the cavern-riddenHole Fields, the Thunder Coast and the banks of the Goldstreamregularly. These one and two-day long scouting expeditions ofteninvolve two to four such bands. Harro’s mercenaries march on foot;the rare mounted warriors remain well-behind, for horses are prizedand guarded here as well as in all the Warring Holds. The strongholdat Pune is the center of Harro’s military operations, and it is here thatGeneral Du-Landal maintains his office and trains the fighters intechnique. (Harro’s mercenaries develop stamina by racing acrossmiles of empty plains in full battle regalia, only to race back to thestronghold without rest. Men have died on “raceabouts,” but no onecomplains.)

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PUNE, CAPITAL OF HARRO

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The Hole Fields stand as a natural barrier to invasion by Kulm(from the west) and Marl (from the south). Scores of abandonedmines and hidden cave mouths deter movement by any large-scaleforce. Harro’s mercenaries have added traps and captured andmoved wild beasts to caves in the Hole Fields, where they “greet”foreign warriors with a leg-snapping “Crack!” or a flash of claws.

Like other raiders sailing the Warring Bight, Harro’s warriorsavoid skirmishes at sea; treacherous waters, the greater risk ofinviting a Bladestorm and the precious nature of lumber severelydiscourage combat at sea. In the past, when skirmishes at sea werenot so rare, many a fine fighter went to a watery grave, dragged downby a Kraken, slashed by a Bladestorm or betrayed by the wickedcurrents and treacherous shoals all along the coast. The moneylend-ers of Harro soon learned to protect a precious resource like tall treesand penalized those Holds which did not heed a ban on cutting them.

The standard Harroan band (or run) of six footsoldiers is led byan experienced commander who is rarely mounted. Guards patrol-ling the Goldstream River often take time from their duties to pan forgold, a practice the General allows but the Council would like tostamp out. Only rarely are Harro’s mercenaries caught off-guard, forthey know every inch of their home soil and are said to have the bestnoses in the war-business. (A Harroan warrior can smell a horse fivemiles away and a “foreign” man from a mile off.)

Harro’s fighters enter battles led by an experienced commander.When eight runs gather to form a Roal, they move in a horsehoe-shaped formation, the most experienced warriors at each of the twopoints. Retreat is unknown and unheard-of, although falling back infeigned disarray is a favorite ploy against an enemy unfamiliar withHarroan tactics.

The Assailers of the Warring Bight are freebooters who pillage asfreely and successfully as they fight. Unable to be outmaneuvered atsea, they wield razor-sharp longswords and gold-tipped javelinswith alarming results. A favorite Assailer ploy is to “play dead” andto lure the enemy to a booby-trapped ambush site before springingat them like panthers. Assailers like to attack at night. The favoritetarget of any Assailer is a Sea-troll camp loaded with ill-gotten bootyand a cave-full of sleepy Trolls; of such slaughters is the stuff ofmyth created.

PERSONALITIES

Harros’ weak point is the nature of her military: as mercenaries,the men of Harro will fight for whoever pays them the most goldpieces, now. Thus, treachery is possible. Several leaders — amongthem, the handsome, broad-shouldered, and affable General Du-Landal — are eager to cause mischief, for a price. (The Generalfancies himself underapaid and under-appreciated by the MerchantCouncil, who in turn find the General insufferably vain and greedy.)Du-Landal awaits the Council’s next major misstep — perhapsordering a retaliatory raid into Kulm’s western province, forexample — before declaring himself ruler and jailing the twelvemembers of the Council, a trap that stands ready to spring with thepopular General’s order. But Du-Landal is no fool and wants thesupport of most of Harro’s five thousand citizens before abolishingthe only government this wealthy hold has ever known.

Standing opposed to the General is Ragaron, unofficial leader ofthe Council. A slight but seasoned man quick with a dagger, Ragaronhas ordered spies to report on the General’s actions and may orderDu-Landal tried and drowned as a traitor, but first must catch thewily head-commander red-handed. In fact, Ragaron has enoughinformation to hang every man on the Council as a traitor but tradessilence for votes. A first-rate politician, he is well-liked in Pune andthe other commercial centers but is despised by the military as weak.Ragaron prays that the General will reveal himself too soon or failin the field so that he might step forward as a tactical genius and savethe hold from extinction, and worse, bankruptcy. Ragaron is worth(conservatively) 300,000 gold pieces and has a handful of spies andscouts who serve him slavishly.

FIGURE SUMMARY

Appearance — 6' tall and more, these humans are ruddy in complex-ion, red-haired, and sport light, trimmed beards..

Garb/Armor — Breatsplates and greaves; short, gold surcoatsemblazoned with a blue and gold hexagonal symbol; visored orunvisored helms with “wings” protruding and protecting the ears.

Weaponry — Long sword; gold-tipped javelin; composite bow;small, rounded blue hexagonal shields emblazoned with the goldtrident-head symbol of Harro.

General Du-Landal — Carries a shortsword inlaid with gold and inbattle, wears a gold helm and carries the standard Harroan shield.

Ragaron — Carries a dagger only but is always surrounded by fouror more personal guards.

Note: See p.92-93 for Harro’s unit statistics.

ELITE GROUPS

Harro’s most feared (and wealthiest) fighters are the River Guardsof the Goldstream and the seafaring Assailers of the Warring Bight.River Guards are adept at surprise and composite bows andlongswords with devastating results. (More than a few Harroansongs relate the massacre of sleeping River-ogres by river guardswho are said to make no sound when they walk the rocky banks ofthe Goldstream.) Adept swimmers, river guards have also attackedfrom underwater and train to be able to hold their breath for as longas two minutes while submerged.

DARK ELVES RAID HARRO

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KULM (3)The throbbing war drums of Kulm skirmishers beat out a message

(“March! Fight! Kill!”) that strikes terror in the heart of many anopposing warrior. Landlocked and only 75 miles by 100 miles (120by 160 km) in area, Kulm is blessed with minerals and ores treasuredby all the Warring Holds. The River Pike and the Ironwater carryfresh water into the dry expanses of Kulm and serve as the principalmeans of transport. A 60 mile (96 km) long tunnel road, theUnderway, also connects the capital city, Skera, with the mines ofthe outlands and the docks at the confluence of the Pike andIronwater Rivers. Eighteen hundred men call Kulm their home,seven hundred and fifty of them seasoned warriors with blood ontheir hands and fire in their eyes. Around a campfire of Kulm’ssoldiers, you are liable to hear the old favorite, “Friend to None,Feared by All, “ the song most Kulmians learn as a lullaby. Withenemies poised on three sides, Kulm is an uneasy and ever-vigilantland always at war with somebody and often at war with everybody.

THE LAND

A broad rocky upland composes most of Kulm, a Hold asuninviting as any. Sweetwater is precious, and battles over it arecommon, particularly with the roaming fighters from Cavan to thenorth. Rocky foothills dominate the northern reaches. Trees andshade are at a premium, and horses are scarce here as everywhere inthe Holds, to say the least.

A permanent Jewel Well, the Emerald Pool, lies far to the east ofnorthern Kulm and high in the mountains. The Emerald Pool hastaken on mythical proportions in Kulm; it is said that he who securesthe Well for his people will live forever and rule all the Holds as one.Like all such wells, Bladestorms and Undead seem always to plagueit, and even the purposeful warriors of Cavan have all but given uptrying to control the Well.

The mines along the Underway yield copper and tin and other oresperfect for weapon-making; nearby smelters in Skera and othersmall towns turn out weaponry admired all over the Bladelands.Twoespecially large mines (noted on the map) are guarded by units everyhour of the day and have been raided time and time again by River-Ogres and regulars from the three Holds which border Kulm.

PEOPLE AND POLITICS

For the last fifty years, Kulm has been ruled by the militant KingSkera, a bearded powerhouse of a man. Through diplomatic juggling(and thinly veiled threats) as well as by military recklessness, Skerahas prevented his neighbors from joining forces to defeat anddethrone him. Although he has lost numerous small battles, Skerahas avoided total defeat by pitting erstwhile and current enemiesagainst each other. At home, he faces the threat of a rebellion led bythe warrior-hero Lord Roku, a handsome and imperious man lovedby the ladies and respected by his men. (Roku sports a fistful ofglittering rings and a jem-encrusted sword that total 10,000 goldpieces in value. The sword is believed by many to have extraordinarypowers on the battlefield, for Roku has never been seriously injuredin over fifty major and minor skirmishes.) Roku deems Skera’sdesire to capture the Jewel Well in the mountains and to rule all ofthe Warring Holds a “madness” he will cure — with his blade, ifneed be. For the moment, Skera and Roku pretend to be admirers ofeach other, at least in court and in military processions. In reality,they are wary of each other’s power and motives, with good reason.To the relief of her neighbors, Kulm’s king and her military areunaware of the Unlife and seek only their own power and glory.

The stronghold and town of Skera (named by and after the Hold’sregent) stands just inside the western border with Harro, along thebanks of the Goldstream River. A walled community of 200 men andwomen, Skera is the site of the King’s fortress and home, whichcrowns the summit of a bare volcanic plug. Fresh water from theGoldstream has been diverted to the town, but in times of siege, theenemy usually cuts off that flow as a first measure. Proud of theirhardy natures, Kulmians are reknown for needing little water andstore hundreds of gallons in huge stone cisterns under the King’sfortress. The rectangular walls of Skera have never been success-fully breached by any of Kulm’s enemies, although many have triedin the last half-century of warfare. A hidden “tap” of water designedto help the Kulmians resist a siege also lies hidden in the depths ofthe King’s stronghold.

CAVAN VS. KULM

A proud and unforgiving folk, Kulmians commit ritual suicidewhen they can no longer fight or work, impaling themselves throughthe left eye with a thin dagger engraved with a fox symbol. The deadare prayed over and the bodies burned at sunset on the day of death,unless a skirmish prevents the ritual from being carried out at theappointed hour.

WARCRAFT

Militarily, Kulm has one of the most highly developed andstratified military hierarchies in all of Folenn. Fifty years of cam-paigning have conferred upon the leaders a status which bordersupon that granted royalty or even the minor gods of the Bladelands.Yet powerful individual lords have at times wielded their ownpersonal forces in response to dictates of their king, with whom theyhope to sweep across the Holds like a swarm of bloody locusts. Whatthe battling lords will do then is anyone’s guess.

The warriors of Kulm march into battle singing grotesque songsabout decapitating and castrating every enemy on the field — andevery member of his family as well. Drummers pound a martial beatand carry shortbows over their shoulders, weapons they employwith more finesse than the leather-wrapped human bones they useas drumsticks.

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Kulm’s tactics require tough and unyielding “squares” of eightpikemen who occupy the enemy’s front ranks as royal swordsmen(in runs of seven) swing behind, to scatter or slaughter opposingforces. This tactic has usually worked effectively but has occasion-ally caused problems. In one notable battle against the white-quiltedarmor of Cavan (at the Battle of the Knoll along the banks of theIronwater), Kulm’s swordsmen chased the enemy too far and left thebattle behind them. The Cavan guard rallied and defeated Kulm’spikeman in fierce fighting; King Skera was so furious that he orderedthe mutilation of every member of his own sword-wielding clan, anorder his underling wisely ignored. To this day, the King is skepticalof the swordsmen’s claims and abilities, especially considering thatthey serve under Lord Roku.

ELITE GROUPS

Each lord has his own standard as well as his own troops. LordGolu’s insignia is an orange fox on a black field. (Golu controls 150warriors.) Lord Pilsu is identified by a distinct rune lettered in brightorange against a black diamond. (Pilsu numbers 200 warriors whoare loyal to him alone.) Lord Roku marches into battle with a blackboar’s head against a crenellated background of shocking orange.(Roku has 300 men who belong to him alone, although all swearloyalty to the king once a year, as do all Kulmian warriors.)

King Skera’s royal insignia is a battering ram with a ram’s headon a tri-colored field of black, orange and gold. When marching intobattle as a united army, all clans unfurl the colors of Kulm first, theblazing moon of Orhan (Kulthea’s largest) against a black sky.

Kulm’s warrior-lords are despised by all the other Warring Holdsfor their savagery toward prisoners. Each lord has his own “signa-ture” or style of mutilation to quell dissent and inspire fear in theenemy. To render prisoners unfit for future combat, Golu gouges outthe left eye, Pilsu chops off a foot and Roku cuts off a hand. (Manya one-armed warrior has charged Lord Roku but none has lived to tellof it.) Golu’s action is particularly relished by the Kulmians, as onlya coward would live on after losing his left eye.

PERSONALITIES

King Skera is primarily concerned with expanding the borders ofhis realm; in particular, he now wants a seaport from which to stageraids as well as to export and import goods, like weapons and food,respectively. Although temporarily successful in pushing the bor-ders of his realm beyond those recognized by maps of the Holds,

King Skera has been unable to deliver the crushing blows needed todestroy a neighboring realm, mostly because of the factious com-mand structure of his army. Currently, Skera plans to launch an all-out invasion of Marl when the spring rains let up. By Skera’sreckoning, Marl cannot properly defend or resupply herself underconstant assault, and it has no allies, a loneliness Kulmians treasureas fitting and manly. Once the territory to the south (now, Marl) isfirmly under the thumb of Kulm, Skera will appear to be a peacefulruler of a larger hold; nothing could be further from the truth. Hemerely seeks to assimilate his conquest before proceeding furthersouth and west, swallowing up land like a dragon.

Biding his time anxiously is Lord Roku, military genius and somesay, a man marked by destiny and blessed by the gods. With his 300swordsmen, he can assume control of any major skirmish by sheernumbers (and risk inviting a Bladestorm) but wisely uses force asneeded. An inspirational leader who leads his men in song beforebattle and who calls out the beat of Kulmian war drums, Roku maysoon tire of Skera and see to it that the king awakes on another planeone fine spring morning — if he awakens at all. Roku’s only problemis Skera’s success at ruling and his half-century of practice; fewnobles or lords will lightly turn against a king who flayed the lasttraitor alive and served him to the wild dogs of the plains on a bedof wild prarie kale.

FIGURE SUMMARY

Appearance — 5’9" to 6’3" men with heavy-set, dark features andbony ridges above the eyebrows. Warriors shave their eyebrowsbefore battle.

Garb/Armor — Chain mail; black surcoats emblazoned with ablazing moon symbol; squarish helms with the same round blaz-ing moon design.

Weaponry — Broadsword; spear; shortbow (drummers only); pikes;large, round shields emblazoned with the blazing moon symbol ofKulm.

King Skera — Bearded and stout, Skera carries a shortsword and asking, carries a sceptre with a golden full moon at its tip.

Lord Roku — Tall and elegant for a Kulmian (meaning he doesn’tpick his teeth with his dagger), Roku carries the gem-encrustedsword that many say make him invulnerable on the battlefield andstandard chain mail.

Note: See p.93-94 for Kulm’s unit statistics.

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SOLUTHURN (4)Defended by the mercenaries of Harro but threatened by the

armies of Kulm and Urda, the two thousand citizens of Soluthurnhave the smallest army of all the Warring Holds — just 300 men.Almost 100 miles (160 km) wide at its broadest point east to west andnearly as long, Soluthurn lays claim to 150 miles (240 km) of theWarring Bight’s most precarious coastline. The cool, clear LambwaterRiver runs for 50 uncontested miles (80 km) within Soluthurn’sborders, cutting through the midsection of the land.

The fighting swan, white against a purple field, which symbolizesthis land, speaks of grace under pressure. No hold other thanSoluthurn could lay just claim to such a symbol, for the swan is alarge territorial bird loyal to its kindred and willing to die in theirdefense. Will this endangered state soon sing its swan song?

THE LAND

A broad, rocky plateau dominates Soluthurn, once you leave theguarded inland plain called the Basin and the sheltered inlets of thecoast. The plain includes the Lambwater Valley, this hold’s mostwelcoming stretch of shade. But for one pampered stand of mast-likeoak near the port of Allu along the Lambwater, coastal trees aresmall and whipped by the offshore winds; few crops thrive in thisstony land. Frequent summer squalls and thick clouds of fog rollacross Soluthurn, giving much of the lanscape an eerie, dreamyquality.

Scores of caves dot the steep cliffs along the peninsula called theWindland Rises. Several small islands used as bases by raiding Sea-trolls stand just off the western shore. Even Harro’s determinedmercenaries have been unable to kill all the Trolls on the offshoreisles, which are protected by treacherous currents and ship-smash-ing shoals.

PEOPLE AND POLITICS

In Harro’s protective shadow, the shipbuilders and fishermen ofSoluthurn give thanks to Shaal, the moody and tempestuous god ofthe sea. Wealthy and somewhat complacent, Soluthurn is viewed bythe martial realms as a plum ripe for the picking — were it not forHarro’s 900 armed mercenaries less than a day’s march away. TheSwan Realm is Harro’s strongest trading partner and has the stand-ing guarantee of Harros’ protection in case of invasion. Because ofits “most favored nation” status, a great deal of gold pours intoSoluthurn, but such dependence upon any of the Warring Holds isplaying with fire, for no land stands forever in the Bladelands.

Historically, Soluthurn harbors only one territorial ambition: toregain from Urda the 250 square mile (400 km) chunk of southernSoluthurn known as the Conch Tract. Located between theShellstream River and the Conch, the Tract is a stretch of river valleyprized by Soluthurn as most resembling their lost homeland. Twenty-five years ago, the Urdans invaded and seized control of the Tract,slaughtering opposing forces. Soluthurn has never recovered fromthe loss and longs to even the score and to regain their lost land in thenext season of campaiging. Of course, they are dependent uponHarro for help; taking on Urda is a chore the Harroans would like topostpone for as long as possible.

Brought here by a freak Essence Flow seventy-five years ago,Soluthurn’s ancestors have never come to grips with the land or theirwarlike neighbors. The hold’s small army rarely leaves its homesoil. It is said that a true Soluthurnian yearns for his real homelandand that he will not speak until he sees it, either in reality or in death.

Two fortresses and two towns of note deserve mention. Allu is thecapital and chief port; her sister town, Blia, rests dangerously closeto the border with Urda to the south. The oceanside strongholds ofLord-ruler Saaldon and his chief rival, Doneli, stand in bold reliefalong the twisting coastline.

When Soluthurn’s spies warn of an imminent invasion, the Holdsummons aid from Harro, a costly but effective strategy. (Note thatscenarios involving Soluthurn call for the use of Harroan mercenar-ies.) Soluthrun’s native forces are small in number and inexperi-enced in battle; they are considered inadequate to stop an invadingforce of more than 100 experienced fighters.)

Lord-ruler Saaldon I is Soluthurn’s regent; his power is contestedby Doneli, Lord of the Donel Clan. Both men are typicalSoluthurnians: tall, fair-skinned and all but mute. (This Hold has asaying: the mute speak volumes.) Whether the mute survive isanother matter altogether.

Saaldon is cautious and seeks to maintain the status quo until heand his people can leave the Bladelands and return to their realhomeland far to the east, on a continent they know as Mulira. Thedevil-may-care nobel Doneli laughs at such a preposterous idea andurges small-scale military actions to improve the Hold’s standingand the forging of alliances with Urda and Marl.

WARCRAFT

Soluthurn’s troops more readily defend their own castles than dothey march into open battle on foreign soil. Because of their less thanferocious fighting spirit, their morale rolls are modifed by -2 in open,mobile skirmishes. In enclosed or defensible positions, they receivethe inflated morale values shown below. All Soluthurnian troopscarry shortbows, which they use effectively at a distance. Bowmenseek to fight defensively, drawing into a half-circle and firing in tworanks, one kneeling as the other fires. In hand to hand combat, theSwan Hold’s troops use a mace with efficiency yet lack the killingfever so common in other neighboring fiefs.

Only Lord Doneli’s forces take to the sea and raid small strong-holds along the coast, mostly in Urda, hoping to discourage suchraids in their own land. Thus far, the tactic has not worked, andUrdans cry out for blood in voices so loud, they can almost be heardin Allu, or so says Doneli.

Fighters are organized into runs of six, called Soans. Leading afull clan of 36 men into a skirmish is almost unheard-of, as is a warcry or even a sound as these intensely quiet and somber men walkinto battle.

ELITE GROUPS

Lord Doneli’s Swan-raiders ply the coastal waters, coming ashorein the stealth of night or behind the shield of fog, to raid coastal fortsalong the Thunder Sound. Their favorite tactic is to gather theenemy’s weapons as they sleep and then attack, leaving themdefenseless. Nimble thieves, the Swan-raiders sometimes flee thescene of a raid with weapons, jewels and other war booty before theenemy has taken note of the raid. Often, instead of slaughtering theirfoes, they pardon them after wounding them, perhaps hoping to oneday build a ship for them or win them to their side. Such “kindness”is viewed as weakness in the Warring Holds, but Soluthurnians havelittle stomach for blood. However, they have an impressive collec-tion of stolen enemy weapons and shields which they sell forfoodstuffs, skins, wood and information.

The Elite, a clan native to Allu, guard Saaldon. They carryshortswords, daggers and shields and are intensely loyal to the QuietOne. No enemy has ever heard the Elite cry out, either in victory orin death.

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PERSONALITIES

Saaldon I, the Quiet One, is an amiable if stern middle-aged manworn down by a decade of death and bloodshed. He passes his daysheld up in his stronghold along the coast, ruminating and praying. Avision of a wandering mage with a silver beard and no eyebrows hasgiven him hope, for in his vision, the mage gathered the good folkof Soluthrun into three sailing ships and guided them home toMulira, far from the Bladelands. A month has passed since the“word” came to him, and no mage has appeared. Saaldon hasmentioned the foretelling to no one. The business of the realm carrieson normally, yet gossip of the regent’s “madness” has begun tospread through the land, perhaps started by the Doneli clan.

Lord Doneli is brash, strong, battle-wise and for a Soluthurnian,outspoken. (He yells in battle and insluts the enemy before engaginghim, standard practice in the Bladelands.) The Doneli clan seeks toupend the rule of Saaldon and to establish their own line of rule, yetthey lack the numbers or the influence to succeed. Thus, Doneliplans to go behind Saaldon’s back and forge alliances with otherclans, both inside and beyond the borders of Soluthurn. However,intrigue with Harro’s mercenaries may cost the Lord dearly, for hecannot pay them for a successful raid into Urda, and they may sooncome after him for a bucket of gold or a bucket of blood — his blood.

FIGURE SUMMARY

Appearance — Men 6’2" and taller; Fair, with short, spiky hair.Garb/Armor — Half-plate armor; purple surcoats emblazoned with

the fighting swan symbol; squarish helms crowned with a swanlikedesign.

Weaponry — Swords of all types; shortbow; mace; rectangularshields emblazoned with the fighting swan symbol.

Lord-ruler Saaldon I — carries a ceremonial mace with a goldswan’s head and wears no armor.

Lord Doneli — carries a shortsword and a shield of the realm.

Note: See p.94-95 for Soluthurn’s unit statistics.

MARL (5)Like its arch-enemy Kulm, Marl has no coastline; worse, there is

little fresh running water in this rugged upland. Streams and rivuletspoisoned by a high mineral content support little life and “tease” themen of Marl, who can watch the water flow but cannot drink it. Suchcruelties of nature may explain a little of the pugnacious nature ofthis Hold’s native population. Extending about one hundred miles(160 km) north to south and sixty miles (96 km) in breadth, Marl isa small Hold. Just over 400 hundred warriors fight to protect thissparsely inhabited domain of twelve hundred people. Surrounded byunfriendly states and lacking an escape to the sea, Marl’s tense,offensive society appears to be ready to explode into war, both civiland foreign.

THE LAND

Bare, windswept plains and a rocky parched earth dominate thetortured landscape of Marl, where it is said, “nothing grows buttrouble.” Natural caves abound. Limestone spires and arches dot thelandscape, like the handiwork of a troubled lesser god. Little rainfalls east of the Lambwater River, Marl’s principal source oftransport and fresh drinking water. Thus, the Archlands (as Marl isknown) must trade for grains, wood, metals and even game, whenthe plains are bare of herds in the winter. What does Marl offer inreturn? Magic and weapons. Spears and axes crafted by Marl’sweaponmakers are among the sturdiest in all of the Bladelands.Local mages and conjurors are feared and held in awe by neighbor-ing lands, although their magical powers seem to wane as they leavetheir solitary home-hold.

Living off herds of wild bison and black elk, packs of untamedwolves roam freely through this hold. Driven by hunger in the longwinters, they have attacked men and in packs of eight or more, nolonger fearing men and their weapons. The men of Marl areunbothered by roving wolf packs and look upon the beasts as fellow-warriors, using them as able scouts. The lonesome wolf howl is ineffect, the state song of Marl, and is imitated by her warriors beforeand during battle.

PEOPLE AND POLITICS

This divided and magic-charged kingdom is ruled by King Loth,but a rebellion led by the loathsome Master Cabur threatens to unseat(or behead) the “Old Grey Wolf,” as his supporters call Marl’s King.If successful in his attempt to kill the King or to drive him into exile,the patently evil Cabur will singlehandedly alienate the realm fromall of its would-be allies, those nearby lands which fear Kulm morethan Marl. Bereft of friends and adept at irritating neighboringstates, Cabur would be hard-pressed to fend off invaders from Kulmand elsewhere in upcoming campaigns.

The King’s supporters include the common citizenry, most mer-chants and a majority of Marl’s military. However, the wily Master,Lord of the Wolfherds, uses bribery and the promise of shared powerto persuade influential nobles and leaders to join his unjust cause.

SOLUTHURN VS. KULM

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LOTHAL, CAPITAL OF MARL

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Why doesn’t the King behead the treacherous noble? The answersare several and solid. First, Cabur while feared and mistrusted bymost citizens, is revered by the 200 warriors who serve under him.During the last invasion by Kulm just a year ago, Cabur alone slewa dozen seasoned pikemen in one-to-one combat. Second, the Lordhas connections with the nobility of Marl. Killing him would cost theKing a good deal of political capital. Third, the King fears thatwithout Cabur to watch, he might be toppled by an unexpectedsource which bears no loyalty whatsoever to the warring state ofMarl. (The King does not know that Cabur’s sworn loyalty is false.)

Tall, broad-shouldered and scowling, Master Cabur has weak-ened the army of Marl by executing top commanders whom hesuspected of loyalty to Loth. To advertise his seriousness, Cabur hasordered the impalement of a half-dozen foes on stakes lining theLamb Road; their “bleating” is said to have given the road its name.(The King is kindlier and sends captured rebels to the dungeons ofthe Royal Keep in Lothal, often lopping off their ears first.) Caburreplaced the dead leaders with men of his own choosing who had lessmilitary experience but were (and are) firmly under his sway. Thesefive commanders are untested in battle, a potentially disastroussituation.

Unbeknownst to his enemies and his allies, the Lord has made apact with forces of the Unlife. Cabur employs Jonzac, a conjuror ofDemons, to provide magical support for his somewhat meager army.Jonzac will attempt to summon and dispatch Demons as spies,messengers and assassins to aid Cabur’s forces in upcoming battles.The handsome, young Jonzac was schooled by the Jeweller andplans to kill both the King and the Lord, when the time is right. ThenMarl will exist solely as a fife of the Jeweller, a pawn in his greaterand more grotesque game played by the Unlife.

Three of Marl’s four centers of population are under control of theKing. The exception, Grim, is located in the extreme southeastcorner of the Hold, land long ago given to the Lord’s clan in thanksfor their slaughter of a plague-weakened Ekeren raiding party, avictory celebrated in song and story by the Lord’s Archers. Grimrests forebodingly atop a butte and is surrounded by a circle ofnatural arches which serve as gateways and warning symbols towould-be invaders. Trade with other holds is infrequent, and mer-chants loyal to the King are harassed or attacked by masked rebelforces weekly. (Cabur attempts to lay the blame on raiders fromEkeren and Yolmer.) Food and weapon shortages plague loyalist aswell as rebel forces, a situation not unnoticed by the nearby Hold ofHarro. Both the King and the Lord would promise to pay any pricefor jewel slime to enhance their weapons and to empower theirtroops to fight until death or success.

Poised to enter the fight are the pikemen of Kulm, once they arecertain who will win the battle for control of Marl’s governmentaland military machines. Kulm secretly roots for the Lord, who (likethem) is ammoral and power-hungry. But if King Loth is successfulin retaining his crown, Kulm may offer to make a false peace withthe old regent before invading the Wolf Land — again.

WARCRAFT

Marl’s flag shows a howling black wolf against a silvery field, asif moonlight shone on the most remote reaches of this stark andunforgiving land. The flag screams defiance; in attitude as well as indeed, Marl is the lone wolf of the Warring Holds. The men of Marladmire the animals who like the men themselves, hunt and fight inpacks. The helm worn by the warriors of Marl celebrate and imitatethe wolf’s most feared weapon: his teeth. Master Cabur lords his ruleover the Wolf-keepers, men who tend two small wolf packs and haveearned their loyalty. The two wolf packs currently serve Cabur asscouts and more rarely, as fighters. Through breeding and magic,Cabur hopes to build the wolf-packs into a formidable force.

When not fighting amongst themselves, the fighters of Marl raidEkeren, Urda, Soluthurn, Kulm and even (in disguise, for no onewants to anger a wealthy banker), Harro. Besides the pleasure theyget from slaughtering opposing forces, Marl’s soldiers steal gold,weapons, food and women. Such lightning-quick raids are some-times executed by packs of 72 men who split into runs and/orcompanies just inside the enemy’s border. Known for their strealthand rapid rate of fire, the warriors fight with ease in the most ruggedterrain or the worst weather, including dense pockets of fog whichoften sweep across the land with no warning.

The standard group of nine fighters makes up a lo, or a run. Thesemen customarily carry handaxes or shortbows; spears are used instraightforward skirmishing, when the element of surprise has beenlost. A company of shortbows, the Archers of Grim, is feared for itsaccuracy. Amongst themselves, the Grim Archers wager up to onegold piece per shot to see who can land the most arrows in theenemy’s throats. This they call “choking the pig,” a game highlyrespected in Marl’s military. (The only pigs native to Marl are wild,dangerous and tusked, thus adding to the hilarity of the “game.”) TheGrim Archers owe allegiance to the Lord and despise the King andalmost everyone else.

CABUR'S STRONGHOLD IN GRIM, MARL

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PERSONALITIES

King Loth is typical of his countrymen: a dark, fierce man whogives no quarter yet relishes slapstick hijinks and a wild pig roast atmidnight, under the stars and moons of Kulthea. His fervent prayerto the Howling Gods is that Cabur will die in battle soon, althoughfears ending royal assassins whose failure could lead to civil war andthe fall of Marl. Loth’s grotesquely ugly daughter has been and isoffered to the Lord in marriage, but even Cabur’s greed knows somelimits, and thus far, no ceremony has taken place. (Marl’s weddingvows are exchanged at midnight, under Orhan’s light, and demandthe spilling of blood and the presence of a live wolf.) Fearful oflosing control of his country, Loth is poised to act hastily and mayentice the Lord to the royal keep at Lothal and assassinate the traitorin his sleep, if possible.

Master Cabur is swarthy, strong as a bull and untroubled by adozen old wounds that Marl’s warriors call “bragging scars.” Themost ferocious and gifted of all fighters in Marl, Cabur can outfighttwo or three experienced soldiers singlehandedly, and has, manytimes. Lightning quick with a throwing dagger, Cabur is adept withthe axe, shortsword and shortbow. His grip is strong enough to breakthe average man’s hand. Cabur is crafty and has cut a deal with theJeweller to guarantee the Lord exclusive rule over the WarringHolds (but for Cavan, Harro and to the south, Rukon, Holds theJeweller has other plans for.). First, however, he must dispense withKing Loth, his homely daughter, and the King’s pack-warriors.Because his forces are limited in size, the Lord must use stealth anddeceit to win the civil war raging in Marl. Once victorious and incontrol of a larger army, Cabur intends to march upon neighboringstates in full force, risking a Bladestorm with no more thought thanhe might give to crushing a bedbug.

The Demon-conjuror Jonzac is almost feminine in appearanceand more than once, has been mistaken for the Lord’s mysteriousbride, a woman no one but the Conjuror has seen. (In fact, “she” isa Demon from another pale, deadly and irrational when uncontrolledby spells.) A student of the Jeweller, Jonzac is warped by thepowerful servant of the Unlife and has sheltered in the dungeons ofthe Lord’s stronghold four other Demons of various hues and might.Jonzac would not admit the fact to his employer, the Lord, but he isbarely able to control the Demons, which seek “freedom” andslaughter with every heaving and raspy breath they take.

FIGURE SUMMARY

Appearance — 5’10"-6’5" humans with long unkempt hair and nobeards.

Garb/Armor — Chain mail; grey surcoats emblazoned with theblack wolf symbol of Marl; helms with cowls shaped like stylizedwolf mouths.

Weaponry — Handaxe; spear; shortbow; dagger; round shieldsemblazoned with the black wolf symbol.

King Loth — Grey-haired, black-eyed and husky, the King carriesthe royal mace surmounted with a wolf’s head. Loth’s armor andshield carry the symbol of Marl.

Master Cabur — Carries a shortsword and a dagger; his helm, armorand shield sport the howling wolf of Marl.

Jonzac — Carries only a dagger and wears long grey robes trimmedin black.

Note: See p.95-96 for Marl’s unit statistics.

In organized skirmishes, Marl’s warriors attack in revolvingbands of nine frenzied men who (like wolves) closely watch andobey the signals given by their lord. When eight runs unite to attackin force as a full pack, a rare occurrence in the Bladelands, theycustomarily move in eight rows of nine each. Fighters from the WolfLand consider it cowardice to surrender in battle and fight to thedeath almost without exception. Captured enemy-fighters are eitherslain or dragged home to Marl in chains, where they toil in unbear-able cold and heat, trying without success to raise crops in the rockyearth of Marl until they perish or are slain trying to escape. (Thisform of imprisonment has given rise to the saying, “Grow grain ordie.”) Prisoner exchanges are rare but have taken place with Ekerenand Harro.

ELITE GROUPS

The Grim Archers serve Master Cabur and base their operationsin his stronghold of Ipurcroon in southeastern Marl, very near theEkeren border. Feared by everyone, even their King, the Archers arealmost 100 strong and compose half of Master Cabur’s considerablemilitary forces. Archers carry shortbows and razor-sharp daggersand can travel thirty miles a day for a week in the wilderness withlittle or no food and water. More “civilized” Holds, like Harro andCavan, consider the fighting men of Marl to be barbarians and toowolflike to be reasoned with.

Pack-warriors are excellent scouts and make up most of KingLoth’s elite warrior force of less than a hundred men. They wearchain mail and surcoats with the howling wolf symbol; most carryhandaxes or spears and a shield. In imitation of the wolf-packs, aspecial nine-man run of the King’s forces raids along the southernbanks of the Goldstream, fighting and making camp as the animalsthemselves might; these Gold-raiders are famed for the booty theyclaim and the blood they spill, using only gold-inlaid axes asweapons. Gold-raiders are equally formidable in any terrain andscorn shields, the notion of retreat and warriors of all other holds.

MARL VS. KULM

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EKEREN (6)The Highlanders of Ekeren have carved out a hold 125 miles (200

km) long, and at its widest point, more than 100 miles (160 km)across a rugged territory scorned as cruel by lesser men. The snow-capped and unapproachable Folenna Spikes loom in the high miststo the east, mountains so foreboding that even mountain cats leavethem in the winter, settling into the more hospitable climes of theAsh Lairs to the south. Yet the more than two thousand men andwomen who live here take great pride in the “Land Nearest the Sun”as they call their home-hold. Ekeren’s warriors total 600 and belongto one of three clans.

THE LAND

Blessed by the Climbing River, which snakes through the heart ofthe hold, Ekeren merchants ship goods safely to markets south andwest, offering raw mountain ores (at steep prices) to the men of Marland Urda. Ekerens refuse to trade with Kulm, whose river raiderstake what they want and leave bodies in return. (The bounty for adead Kulmian raider is up to 5 gold pieces, with or without the head.)A fortified road/canal, the Climbing Canal, runs along the west bankof the river and also serves as a major source of hydropower.

Bordered on the southeast by the stark and barren Ash Lands andthe mighty but navigable Ashwater River, Ekeren is threatened onall sides and has no real allies.

PEOPLE AND POLITICS

The Highlanders of Ekeren take great pride in the antiquity oftheir ruling line. Two centuries ago, the same royal family who nowrules the land through and in the person of Queen Fere provided thekings and queens of the realm. In the past, the warriors of this holdhave never been successfully invaded or defeated in a full-scaleskirmish with 50 or more warriors, largely due to their tactics andknowledge of the highlands. Ekeren nobles maintain inaccessiblekeeps high in the Folenna Spikes, where no one can attack at anadvantage.

On the plains, Ekeren warriors yield to stubborn and overwhelm-ing forces only to fall back to their keeps, from which they spring aseries of surprise attacks on their foes. Narrow mountain paths, icyclimbs and dangerous winds keep most foes at bay. This rugged landis kindest to those who know its every gully and peak, as do only theEkeren people.

The stubborn Queen Fere (called behind her back, “Fere theFeared”) refuses to sign a pact of protection with one of the mightierholds for fear that the allying fief would interpret the agreement asa sign of weakness and invade. (Such is the logic of the Bladelands.)There are some grounds for the Queen’s fears, but Ekeren’s optionsare few: Kulm is dedicated to the usurpation of Fere’s throne and theend of her independent rule by any means.

The nobility are weak-willed and fractured by strife, envy andgreed, giving the widowed Queen more than her share of grief. Ledby the wily Animist Lord Trupp, a cabal of power-hungry noblesplans to kidnap the queen and sell her into bondage (or worse) toKulm, a hold which has its own battling factions to deal with. ThenTrupp and his accomplices would rule their native land as a council,at least until treachery proved to be their undoing. (Trupp is underthe dark sway of the Unlife and receives orders from the Jeweller’srealm far to the south, via messenger-falcons. This scheme explainsthe lord’s insistence that falcons be proclaimed sacred birds inEkeren territory, a notion the Queen suspects and will not allow.)

A sovereign and xenophobic people, Ekerens have little compul-sion to expand their borders beyond those recognized by her lessmartial neighbors to the north and west. Not a realm of warmongers,Ekeren values life and honor above all else. However, the neighbor-ing Kingdom of Kulm incites almost constant warfare. Under threatof attack in their lowland villages and upland castles, the defendersof Ekeren have naturally succumbed to a seige mentality. Everyoneis either friend or foe, ally or enemy. This polarized view of politicalrelationships has taken its toll. Now, the Ekerens often stand aloneagainst the hegemony of Kulm, which seeks to overrun and to ruleEkeren with an iron fist wrapped in an iron glove. The Pikemen ofKulm are responsible for the death of Ekeren’s last king, Daet, whowas ambushed while hunting bear along the Ashwater River.

WARCRAFT

Ekerens do not engage in open warfare, preferring strike-and-fleetactics. The remoteness of their highland holds and the tenacity oftheir wills have thus far kept their enemies at bay, or at least off-balance. Ekeren Animists have some power to call forth help fromthe earth, its fruits and it waters (as well as its stones!). Theycommand a subtle magic to call forth the wind and even a fewanimals (particularly birds) in their cause.

In most skirmishes, Ekeren fighters deploy in runs of eight,forming a sweeping semi-circle of swordsmen. In battles, clansoperate as five companies (of 16 warriors each) or break down intoten runs if the terrain or the enemy demands greater mobility. Thetypical Ekeren fighter likes to fight close-in, so near the enemy thatthey can watch his face turn pale as a strike hits home. Then he stepsback from the fray, reorganizes (if need be), and offers the outnum-bered enemy a chance to flee the field with his honor (and hisintestines) intact. Like other warriors who lack the killer instinct,Ekerens are berated as “old women” and “running rodents” by theKulmians.

In Ekeren warrior-slang, “enemy” and “foreigner” are the sameword, braelun.

ELITE GROUPS

A rising silver half-circle of sun with five spiked wedges againsta green field is the symbol of this land. The figure represents thesunrise over the Folenn Spikes. (Ekeren is the easternmost of all theWarring Holds.) Clans based at Ekek, Vo Daet (the Queen’s strong-hold) and Ekersee exercise control over most of the Hold, althoughunallied bands rob and loot along the Ashwater, fleeing into theSpikes when pursued.

The Queen’s clan, the Land-men or Lundi, own most of the ore-rich foothills east of Ekek, a fact that galls the Urli clansmen of thatmountainous village, men who are mostly craftsmen, miners andore-workers. The Urli cry out to own the land they work, but theirplease fall upon the deaf ears of the ruling Lundi clan, backed by theQueen and her personal guard of almost 100 veteran swordsmen andnearly as many bowmen. In Ekersee, the riverman clan (called theRuari) control transportation and travel throughout southern Ekeren.They also face the dangers of the Ash Lands and the ever-presentthreat of Urda’s proximity, although other than raiding, the War-priests of Urda have shown little interest in her neighbor to the east.

Distrust, envy and rivalry among the three clans play into thehands of Trupp, who hopes to stir the cauldron of seething passionsto a boiling point, and soon.

29

PERSONALITIES

The Queen is revered and respected by all Ekerens, but for thenobles stifled and overtaxed by her powers. Fere rules firmly butfairly and leaves skirmish tactics to the field commanders them-selves, a freedom most military men appreciate. The Queen lives inVo Daet, a fortified village along the border with Marl and astridethe east-west road, the Climbing Way. Fere named the royal strong-hold and village for her husband, whom she loved and supported fortwenty years.

The unctuous and flattering Lord Trupp uses every ploy buthonesty in his quest to rule Ekeren. Pitting clan against clan andnoble versus noble, he hopes to incite civil war, a situation intowhich he can step firmly to reassert control. The plans for kidnap-ping the Queen have been laid; the act is to take place under Orhan’snext full moon, signifying (by Trupp’s twisted logic) the Lords’blessing upon the deed.

FIGURE SUMMARY

Appearance — 6' and taller humans; dark ; strongly built.Garb/Armor — Chain shirts and greaves; dark green surcoats

emblazoned with the rising silver sun symbol; elaborate helmswith mesh visors and two thistle like plumes protecting the ear-openings.

Weaponry — Broadsword; flail; long bow; small, round shieldsemblazoned with a green circle and in the center, a rising silversun.

Queen Fere — Wearing long flowing robes, she carries the mace ofthe land atop of which rests the silver sun, in near-solid silver.

Lord Trupp — Wears silver and green robes and carries a sharpceremonial dagger with a silver blade in the shape of a rising sunhidden beneath the folds of the robe. In skirmishes, the Lordcarries an engraved broadsword and wears a helm shaped like afalcon in flight.

Note: See p.97 for Ekeren’s unit statistics.

CAVAN VS. EKEREN

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URDA (7)Most bizarre of all the Warring Holds, the four thousand men and

women of Urda make no attempt to hide their contempt for nearlyeveryone and everything else. Almost a thousand warriors serve thistheocratic Hold with unswerving devotion and religious fervor, afrightening concept to Urda’s neighbors and enemies. Nearly onehundred miles (160 km) long and almost as broad, Urda carves outa strategic chunk of the Holds and hangs onto it with a fanatical grip.They ply the seas of the Thunder Sound adeptly, raiding north andsouth.

THE LAND

The shellfish beds offshore grant to the otherwise barren Urda theriches of the sea and the Hold’s only valued item of trade. Dyes madefrom the shellfish are used here and in other fiefs to color clothing,hair, skin and shields. Urdans tattoo themselves on the face, armsand legs with the bright dyes in day-long religious ceremonies andbefore entering a skirmish. Harro in particular values the dye andrefrains from attacking Urda for fear that the shellfish beds would bepurposely destroyed by the High-Priest’s fanatical regime.

All of the 50 mile-long Shellstream and Mussel Rivers flowthrough this Hold, blessing it with abundant fresh water, fish andshells (where they empty into the Sound). The 75 mile-(120 km)long Mussel River meanders through Urda’s heart like a snake andis celebrated in Urdan worship as “the Blood of the Land.”

Most of Urda is a flat, windswept, grassy plain, with foothills andridges looming to the north and east.

PEOPLE AND POLITICS

Each campaigning season and in a hundred incessant skirmishes,the High-Priest consults the omens to determine the weakest regime,which is immediately raided. Retaliatory raids on the heighboringHold of Yolmer (whom the urdans “displaced”) are especiallycommon. Urdans raid in lieu of trade, honoring the old saying, Takewhat you need; take what you want; leave what is useless.

Urdans especially value women, who are few (perhaps because intimes of famine, they are the first eaten) and horses, which are evenrarer. A common Urdan warrior would offer all his gold, his familyas slaves and even his weapons (but for his war hammer) in exchangefor a sound mount, for horses are objects of religious significancehere. (Some Urdan gods ride horses; almost no one else does in thispart of the Bladelands.)

Culturally, if one may use the word, Urda is primitive. Small,walled villages provide meager protection from invaders. Weaponsare made of bronze and low-grade steel; fine steel is scarce andhighly prized. Men unflinchingly fight and die for a fine steel sword.

A complex spiritual life fills the material void in the typicalUrdan’s life. Urdans worship a range of animalistic spirits andnatural forces, especially the Essence Storms which plague theregion. They sacrifice captive rival warriors to the storm gods of theSound and of the Bladelands in bloody ceremonies atop ritual stonetemples. Shamans hold political power and serve as military advi-sors who must be obeyed. In certain storms and disruptions of theFlows, Urdan shaman can summon almost any giant animal or beastof the Ash Lairs, but the creatures return to their homes when thestorm dies or the Flows calm

WARCRAFT

In matters of strategy and tactics, the High-Priest and his visionsare more influential than are military leaders. This military-religiousfriction often reduces the devastating effectiveness of Urdan’sforces. Led into battle by War-priests who are both skilled fightersand holy men of the highest order, Urdans fight with the zealot’srighteousness.

Urdan forays are designed to grab the booty, prisoner or beast asquickly as possible with the maximum amount of bloodshed andnoise. (It is no accident that the wolverine is the animal most imitatedand hunted by Urdans.) Smaller raids are led by lesser leaders andtheir successs or failure is a matter of honor and prestige. When a raidfails to bring back anything of value, the leader is hacked to piecesby his disheartened followers, who then elect a new leader by ordealor mutual assent, whichever sheds the most blood.

ELITE GROUPS

Urda marches into battle showing the clors of the hold: a greenfanged serpent spitting red fire on a tan field. With varying tacticalploys — some as crude as playing dead or pretending to have beenpoisoned by and water — Urdans enter skirmishes confident ofvictory and unafraid to die. Tattooed and chanting rtual prayers inhigh-pitched wails, they fight in a frenzy brought on by prayer,fasting and self-lacerations before the skirmish begins.

PERSONALITIES

All Urdans worship Eissa, Goddess of Death and Rebirth. Statuesof the hooded, balck robed goddess adorn all state buildings; failingto fall flat before the statue is punishable by death. Urdans believethat if you die in battle or in a state of ritual purity (granted only bythe High-priest), you are granted the chance to return to this realmas an infant and are guaranteed a greater fate. By nature and belief,Urdans despise the Unlife as a soul-eating abomination.

Faru the High-Priest and unquestioned ruler is a mysterious andcharismatic figure, even to his own people. He fasts for days, praysmost of the day and drinks the blood of wolverines for spiritualguidance and purification. No one has ever seen Faru eat or drinkanything else; he seems to have no ordinary desires. All of Urdawould follow him into the Broken Ocean if he so ordered.

URDU VS. YOLMER

31

A rival warrior-priest, Cula, serves the Essence Storm god andbelieves that he controls such storms in the region. (He is mistaken.)Due to blind luck — no Essence storms have struck Cula’s followersfor a month — and their leader’s luminous eyes and spellbindingoratory, Cula’s warriors are growing in number and intensity. (Faruignores them and would not stoop to squash them, regardless of theirill-fated plans.)

A third warrior-priest, Scula, secretly sympathizes with Yolmer,which rewards him with jewel slime for information about the HighPriest’s raiding plans. Thus Scula is a feared fighter whose warhammer bashes heads in a manner many foes find disarming. No oneis yet aware of Scula’s treachery.

FIGURE SUMMARY

Appearance — 5’3"-6’0" humans; beaded and hairy; stocky andstrong.

Garb/Armor — Tan and dark brown leather coats (some reinforcedand inlaid) emblazoned with the spitting green serpent symbol;pot helms covered with wolverine’s pelt, and a wolverine’s tailstreaming down the back of the neck.

Weaponry — War hammer; handaxe; mace; club; shortbow; small,silvery kite-shaped oval shield emblazoned with the serpentsymbol.

Faru the High-Priest — Wears a robe of wolverine pelts and littleelse; he is never armed. Faru always appears with his face garishly(to the uninitiated) painted in shocking, bright colors suggestinga perverse rainbow or a highly charged Bladestorm.

Note: See p.98 for Urda’s unit statistics.

HARRO VS. URDA

YOLMER (8)Nearly 125 miles (200 km) long but just 25 miles (40 km) wide at

its narrowest point, Yolmer might prove to be a major power if itdidn’t serve as a minor battleground so often. Two major trade routescross this forbidding region known as “the Wargrounds.” Despisedby Abdera, which rests at the southeast border, Yolmer is the site offrequent skirmishes. To the west, the Denizen-prowled Ash Landsoffer no protection or assistance to the small, tough men of thislandlocked hold. With a population of twenty-four hundred —including 700 warriors — Yolmer has enough men to play asignificant role in the ongoing warfare of the Bladelands. Do theyhave the character?

THE LAND

Two major roads crisscross the flat, parched heartland of this arid,treeless fief. Trade from the Folenna Spikes to the east must first passthrough the grey and murderous Ash Lands before reaching Yolmerand Urda. Under the Ash Lands lie the Lairs of gruesome andmonstrous denizens whose might is rarely challenged head-on, evenin the Bladelands. Some crazed and desperate fortune seekersjourney to the Ash Gates to find immeasurable wealth in Jewels andJewel-slime— and face a breathtaking opportunity to die painfully,perhaps in the jaws of a beast thirty feet tall and strong as a host ofmen.

The north-south road from the southern reaches of the AshwaterRiver is travelled by the merchants of Ekeren and Abdera. Theseadventurous and well-armed men buy and sell gold, other ores, peltsand wood, as well as the occasional urn of priceless jewel slime. (Itmust be said that travelling with jewel slime is an invitation to attack,no matter how many guards one has.)

For a land blessed by two major trade routes, Yolmer has littleinterest in mercantile pursuits. At small outposts along the roads,King Vire’s warriors demand 2-5% of every wagon and sometimesgets it, although threats upon the King’s life (and upon Yolmer’sindependence) multiply daily.

PEOPLE AND POLITICS

The ruling government of King Vire is weak and uncoordinated.Bandits raid the east lands of the realm regularly, as do raiders fromUrda and Marl. Abdera threatens a small scale invasion from timeto time, although the Spice Warriors like to stay close to home, toprotect their own land. The despised Urdans offer a real threat andraid across their shared border almost at will.

The burning hatred between Urda and Yolmer goes back acentury and more. First of the two to arrive, Yolmerians sprawledacross most of what is now Urda. Unfit sailors, they failed to protectthe shoreline, and soon invading bands of Urdan sailors had claimedthe oyster and shellfish beds offshore. Once the valuable dyes werediscovered and used, Urdans drove the men of Yolmer further east,expelling them from their adopted homeland. The Trek of Shameended 100 years ago, when Yolmer fell back across the AshwaterRiver and left the spoils to the victors of Urda. Revenge lies heavilyupon the minds of all fighters who call the Wargrounds their home.

King Vuren’s governmental seat is a small stone strongholdcalled “The High Helm” just inside the eastern border, near the AshLands. The Helm just like a fist of stone from the vast emptylandscape of eastern Yolmer. Five hundred warriors live in oraround the High Helm, which houses a formidable tower andextensive dungeons and tunnels underground.

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WARCRAFT

The Axe-men form in runs of eight, four men in two straight linesled by a commander at their flank. In battle, the warriors of Yolmerprefer to take on the enemy one at a time, man to man, alwaysallowing their foes the first swing. Yolmer’s axe-men are deadly ifthe enemy fails to slay or stun them and like to grab their opponentby his jerkin and toss him to the ground before chopping off a limb.They call the maneuver “jerking the enemy around.”

To stay sharp, Yolmerians engage in frequent duels and gruesomephysical challenges. To decline is to invite scorn and the loss of alimb or an eye. Favored contests include arm-wrestling until a boneis broken, head-butting until consciousness leaves one participant,and dagger-duels to the death.

ELITE GROUPS

Yolmer’s standard, a Red-axe comprised of four two-headed axesarrayed to form a square against a solid gold field, pervades themilitary as the military pervades the society. Only weapon-makersare accorded the respect (and granted the freedom to ignore the codeof their society) given warriors. Merchants, river fishermen, crafts-men and nobles are all despised as parasites. For example, a warriorin battle dress can freely take what he wants from a travellingmerchant; the merchant’s only redress is to hire a mercenary to getback the stolen items through stealth or use of force. The danger inemploying such a scheme is that the warrior’s clansmen may wellcome looking for the merchant and take more than his barrels of ale.

Led by tough-hided clan leaders, songs and tales recount battleswon and lost, land seized and relinquished, and blood spilled allacross the Holds. One legendary warrior, Voll of the Darting River,is celebrated in song as the “slayer of a hundred Rukonu.” Exaggera-tion is also a character trait shared by all Yolmerians.

PERSONALITIES

King Vire is a swaggering, bragging murderous oaf who stumbledinto leadership when his brothers, heirs to the throne, slew each otherin a duel, considered a sport in this contentious realm. A scatteringof petty tyrannical underlords rule the eastern outlands with cruelauthority; for example, suspected spies are roasted on a spit whilebeing insulted as “gutless pigs, dim-witted wolves and spinelesswolverines.” Every real Yolmerian laughs himself hoarse at thesight — and the smell.

Rival clanlords are too bitter and shortsighted to unite behind oneof their own. Like true Yolmerian fighters, they enjoy fighting,drinking and sleeping. Running a government is one skill unnaturalto the fierce men of this Hold.

Five rival clanlords control major pieces of the Hold; any of themwould cut Vire’s throat for the crown and the chance to slay his rivalsin an axe duel. Vollu son of Voll controls the river valley along the65-mile long Darting River, in eastern part of the hold. This 6' tallbrute has strangled to death a Sea Troll, no mean feat. Roaming andraiding along the Riping River is Rile and his clan, reknown forentering battles wearing nothing but their helms. The sight is said tohave sickened even the River Ogres of the Ashwater. The BurningRiver belongs to the clan of Kole and his twin brother, Kile. Theseshort, husky thugs wield pole arms with the agility of a mountain catbringing down a wounded deer. Near Del Yoy in northern Yolmer,the Gole Clan robs travellers along the north-south trade route andspread terror along the banks of the Ashwater River as well. After aparticularly rewarding raid, the Goles not only bathe in the booty,they “glue” it to their skin with a bitter herbal juice, thus advertisingtheir skill and ferocity. Yolmerian maids are said to swoon at thesight of a Gole clansman entering their villages, weighed down withjewels, rings, necklaces, and perhaps a swaying pot or two swingingfrom under his beefy arms. Last of the five major rival clans are theVirians, the King’s clan. Based in the town of Yolmial in the centerof the hold, this most numerous group (totaling 250 warriors) raids,robs and plunders everyone and everything in reach. Virians are thehairiest of all Yolmerians and in bad light, are often mistaken forsmall Bear-men of Sull and thus persecuted unmercifully.

FIGURE SUMMARY

Appearance — 5’2"-5’9' humans; fair, bearded and hirsute; verystocky.

Garb/Armor — Leather jerkins (some with greaves), some embla-zoned with the redaxe symbol of the land; conical pot helms witha pointy “nose” and cheek guards.

Weaponry — Various pole arms, some surmounted with banners.Vire — Wears jerkins, helm and carries axe of the land.

Note: See p.98 for Yolmer’s unit statistics.

YOLMER VS. ABDERA

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ABDERA (10)With well over 200 miles (320 km) of rugged coastline jutting into

Thunder Sound, the green hold of Abdera is home to 2,000 sailors,tobacco-and-spice farmers and fighters. Bordering their enemiesRukon and Yolmer on the south and east, Abderans face the militantand unaligned men of Urda to the north. Anchored in the BrokenCove are the many ships of Abdera as well as those of her principaltrading partners, Cavan and Harro. Raids up and down the coast andaround the Thunder Spine by Sea Elves and Sea Trolls plague theSpice Land with alarming regularity.

THE LAND

The broad Ashwater River cuts through northwestern Abdera,emptying into the Broken Cove at Kenlee, one of the hold’s twoprincipal ports. The Broken Cove is of great strategic import to anyland wishing to dominate the Warring Holds; the Cove offers one ofthe few safe harbors in all the Holds. Wide and windswept fields ofcabbo, the gold-leafed tobacco plant native to the rich black soil ofAbdera, stretch from the Ashwater south and east to the rockyfoothills of Rukon. Kallu and oram, pungent spices used to seasonmeats and fish, also grow only in Abdera and bring a fabulous priceon the docks of Kenlee and its sister-port to the south, Lund,Abdera’s capital. (A single pipeful of cabbo sells for as much as 10silver pieces; kallu and oram are sold by the ounce, fetching as muchas 2-5 gold pieces.)

Abdera’s other three ports face sporadic attacks from raidingElves, Trolls and mercenaries. Her 500 warriors are hard-pressed todefend their home-hold. Just across the Sound stands a Major Portal,the Falling Door, just north of the Falling Wood. (Like any portal inthe Bladelands, it lures troublemakers and would-be travellers toanother land or dimension.). By sheer good fortune, the Bear-men ofSull (Abderan allies) watch over the Portal, although they cannotcontrol it.

The rolling fields and orchards of Abdera’s manors and estatesrun in an unbroken green expanse stretching fifty miles, east to west.Blessed by rains drawn in from the Sound and a rich, black soilunique in the Warring Holds, Abdera’s land and climate could be nokinder. (The Abderans have a slogan: Save the land, and the land willsave you.)

PEOPLE AND POLITICS

Better suited to seafaring, trade and agriculture, the tall andhandsome men of Abdera have had but limited success in warfare.A shortage of experienced warriors indicates to some scryers thatone successful campaign by the Spice Land’s hostile neighborscould push the Abderans into the Sound. Under attack, King Dura-gar has called upon the mercenaries of Cavan and Harro to help, butthey take time to arrive (often, days) and expect to be paid hand-somely, as much as 1gp per day, per man. Both Cavan and Harrohave a stake in Abdera’s health; their citizens relish a good smokeof cabbo and sprinkle the twin spices of Abdera upon their foodsextravagantly. More importantly, most men in Harro and the otherWarring Holds who oppose the Jeweller and the Unlife believe theymust support each other or face exile or extinction.

Abdera’s strength lies in her unity of spirit and the unbroken royalline of the ruling family. The current regent, Dura-gar, has ruled fortwo decades, and barring disaster, his son will rule after him. Buoyedby the fighting farmers of the green fields and the hit-and-runsuccesses of the Thunder-runners, Abdera’s small but tight royalfamily is firmly in control of the Spice Land’s political machinery.

LUND, ABDERA'S CAPITAL

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WARCRAFT

Abdera’s flag displays two sharks diving to form a circle, anobvious homage to the hold’s love of and dependence upon the seafor trade and survival. However, the shark’s tenacity may be morehoped for than realized in the fighting spirit of the men of Abdera,who are skilled but unfrenzied fighters.

Using the tactics of retiring and feint, Abderan Militia andRegulars have been able to delay the collapse of their fertile hold formonths longer than the gold-lenders of Harro have predicted. (Manyof Harro’s advisors recommend doing little or nothing to “save”Abdera, hoping instead to carve up a piece of the fallen hold for theirown use. Such a greedy attitude neglects the ferocious power-lust ofRukon’s feared Slavers and Highrunners, among others.)

Abdera’s warriors fight defensively, to keep what they have: thefertile land of the Spice Hold and its attendant wealth. They mustalso maintain free and easy access to the shipping lanes of the Bay,keep control of the calm waters of the Broken Cove and patrol thetreacherous rocks and underdeeps of the Thunder Spine.

The standard Abderan unit is based on a six-man group of fighterscalled a “Kal.” Masters, who lead a Company of twelve fighterscalled a “Lu,” teach warcraft and weapon use as well as survivalskills and herb use. Most fighters are full-time farmers or sailors andlack the “killer instinct.” Like most units in the Bladelands, Abderansalmost never enter a skirmish on horseback. (Horses are rare andprized, and thus protected from battle and injury.) Defense of therealm is concentrated on the manors and plantations, each of whichmaintains 1-2 Kals and is fortified to withstand raids and sieges.

Abderan units skirmish in staggered defensive ranks, with theMaster or Lord on the left, in the rear. Upon the very rare occasionwhen all 8 Kal (a full Crew) enter a battle, they march in a line, sixdeep.

ELITE GROUPS

Abderans revere the sea-faring warriors known as the Thunder-runners above all others. Based at the Shark Wall, the great dam/forton the Spice River, this elite Crew of 48 men plies the waters of theThunder Sound and the Spice River as if they own them. Even theCuth Slavers of Rukon think twice before engaging the Thunder-runners on the high seas. They carry trident and net (to fish, not tofight) at sea, short swords and crossbows upon land. Abderan crewshave held their own against foes outnumbering them in countlessskirmishes along the coast and inland, on the borders of Rukon andYolmer. Self-sufficient fishermen-raiders who fight on the rockycoasts of the Bight, Thunder-runners favor stormy seas amd cloudynights for their rare but effective raids into enemy territory, strikinga stronghold or an enemy camp and fleeing before an organizedcounter-offensive can be set into motion.

The Hold’s other crew celebrated in song and poem are the SpiceWarriors, an elite band of farmers who protect the broad belly ofAbdera’s breadbasket. Based at Lund, these well-trained fightersuse shortswords, light crossbows and halbards in skirmishes oftenfought on tricky terrain, a ploy the sure-footed farmers favor. Just ayear ago, the Warriors (24 strong) slew 12 River-ogres at the mouthof the Ashwater, losing no men to the Ogres’ blades. Master-warriors also use a pike with three forks at the end in imitation oftheir trident-wielding brothers-at-sea.

ABDERA'S FAMOUS TOWER/DAM

The Bear-men of the Falling Wood also relish the spices andtobacco of Abdera and have fought at Dura-gar’s side, but theireffectiveness is limited by their numbers and their location acrossthe Sound. The only long-term hope for Abdera is to make a firmalliance with one of her less belligerent neighbors. King Dura-garhas proposed just such an alliance with Harro and Cavan yet insistsupon maintaining his kingdom’s independence, a notion the twolarger states decry as foolish and vain. Like a doomed wedding pactmade to join two enemy-nations, an uneasy peace now existsbetween Rukon and Abdera. (The alliance is a matter of convenienceto Rukon, which often abuses the agreement and never exerts controlover Rukonu raiding parties.) The Fortress-above-the-Dam built inthe Sound is a source of friction, although Abdera no longer chargesa toll of Rukonu in exchange for the promise of peace. Othertravellers to wild southern lands must pay 1 gp per crossing.

Distance from her allies and the threat of invasion from Yolmerand Rukon — an aggressive act which could cut off the Abderansfrom their supporters to the north — make any such an alliancetenous at best. Yet without such a union and regardless of short-livedtactical successes and her seaworthy ships and men, Abdera appearsto be doomed to fall to the Blue Vultures of Rukon in the dark andnear future.

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THE SHARK WALL

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PERSONALITIES

The current king of Abdera, Dura-gar, is a fiesty, sly old regentwith one shortcoming: he wholeheartedly trusts his learned advisorAvun, a tactical genius. Dura-gar is 55, healthy and active. Hisobsession is passing the reins of power to one of his two sons, Grarand Stire. Both sons covet the crown, and a civil war in the small holdis a possibility once Dura-gar is killed, imprisoned or renderedpermanently senseless. In a pocket of his vest Dura-gar carries asmall silver “coin” which when cast by the King of Abdera growsand accelerates as it heads toward its target; the coin in fact hasserrated edges and can take a man’s cleanly off, as a former clanlordof Rukon, Lomar the Silent, can attest to, if he could talk. At homein the capital and coastal port of Lund, Dura-gar relishes sea traveland tales of far-off lands and battles. The rivalry between the Kingand the fractious Spice Growers, lords of considerable wealth andpower, has grown recently, for they fear the King is too old and weakto rule much longer. The Spice Growers own palatial manors inKenlee, the principal port of the Broken Cove. (The widening splitbetween the Regent and his Lords is exploited by Avun, who plansto use the Spice Growers as his power base until he no longer needsthem.)

Unknown to all but himself, Avun derives his uncanny magicalinsight from ties to the Unlife. His talent for scrying has revealedenemy strategies which were then thwarted by clever traps anddeadly ambushes, by sea and on land. Thus far, Avun has resisted thetemptation to serve only the Unlife; he remains a brilliant tacticiantorn between duty and the lust for uncontested power. (The legend-ary Jeweller has great plans for Avun.) Avun is tall, bearded and hasthe hypnotic eyes of the Jeweller. Women and winged creatures ofintelligence find him irresistible and spill their guts to him before hecan ask the first question.

Exerting considerable military power are two charismatic lead-ers, Landan of the Spice Warriors and Lobsco Cox, Lord of theThunder Runners. A broad-shouldered gentleman-farmer, Landanis a Spice-lord of Lund. Equally adept at growing kallu or wieldinga shortsword with deadly effects, Landan inspires awe and devotionin his men, who total 24 warrior-farmers. On the other hand, Lobsco

is a scoundrel who would make himself at home with the RiverOgres, were he not so handsome and well-spoken. Two companiesof Thunder Runners are fiercely loyal to Cox, who operates out ofthe Shark Wall, the dam-fort on the Spice River. Cox listens to noone but the King and heeds Dura-gar only when he agrees with theroyal commands given him. Were it not for his battlefield prowessand leadership, Cox might find himself rotting in the dungeonsbelow the King’s stronghold in Lund, with Landan’s sword at histhroat. (The two military leaders despise each other and refuse tocooperate on or off the field of battle.) Avun plays them both like alyre, alternately flattering and berating each for not disposing of theother.

FIGURE SUMMARY

Appearance — 5’4" to 6’2" male and female humans; fair-skinned;lean and broad-shouldered, with braided beards and long hair.

Garb/Armor — Blue leather armor breastplates and purple shoulderplates emblazoned with the symbol of the hold: two sharks divingto form a circle, one white and curving under blue water, the othershark blue and leaping out of the water across a white sky. War-helms are open-faced and formed of scaly, purple plates, sleek asthe prow of a fast ship, and are crowned with the leaping sharksymbol (rather than a plume).

Weaponry — Sailing and the high seas are sacred to Abderans; thus,their Militia fights with trident at sea. On land, pole-axes,shortswords and halbards are standard issue. The light crossbowsof Abdera’s archers are feared everywhere.

Dura-gar — Wearing a sea-blue cloak and carrying the gold-tippedSceptre of the Realm. The king carries only a dagger and a rapier,as do most Abderan nobles.

Avun — Wrapped in a white robe splashed by a holy red flame, theshaman carries a rapier and mace into battle. Avun’s fierce greeneyes are said to cast a spell of inaction upon some opponents, whostand transfixed while an Abderan archer gives them a third “eye”in the middle of the forehead.

Note: See p.99-100 for Abdera’s unit statistics.

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NEIGHBORINGGROUPS

Surrounding the ten Warrings Holds is a host of Goblins, Ogres,Trolls and Elves, as well as the mysterious Jeweler. Other racesscheme and fight for superiority or survival in the lands west of theFolenna Spikes. To find out more about them, read on!

BEAR MEN OF SULL (11)A lycanthropic race, the Bear-men of western Folenn constitute

a remnant of an ancient religious order with very peculiar origins.Their isolated domain, which roughly corresponds with the FallingWood, stretches across most of the peninsula known as the ThunderArm. They call their land and their race Sull.

BACKGROUND

Generally tall, strong, and hairy, the Sull descended from the BearPriests of Sulkona. Their woodland culture owes its roots to thearboreal rituals practiced in holy groves all over Folenn prior to thefirst Soulslayer invasion. This culture unites a diverse group whoseracial origins are unclear. Thrown together as a result of a commonaffliction, the ancient Bear Priests were drawn from the ranks ofpeople stricken with a rare blood disorder associated with bears. Thedisease, which was erroneously labeled as very contagious, causedinsanity, periodic convulsions, scarring, rampant hair growth, andelephantiasis. Extreme cases of this lycanthropy resulted in cyclicalbody transformations. Victims of this “Bear Sickness” found them-selves shunned and were sometimes isolated in quarantined colo-nies. The community located at Sulkona, the Lake of Frogs, wasrenowned and contained the most pronounced examples of theillness.

Over the centuries, this group produced a stable, theocraticsociety with its own distinct culture. Their leaders forecast weatherand predicted the changes in the Essence Flows better than any oftheir “normal” rivals. Bear Priests developed a dependable reputa-tion as information mercenaries, and cemented ties with the mightyDuskwalkers. When the Soulslayers of Murlis assailed Folenn, theLords of Sulkona helped create charts for the enchanters whooriginally summoned the Bladestorms.

SULL SOCIETY

Many different races contribute to the makeup of Sull society.Bear-men come in all shapes, colors, and sizes, although most arehardy, hirsute, and ugly by the standards of other Men. They carrythe physical scars borne out of their common illness.

Suspicious, introspective, and fierce, Bear-men also live with theemotional scars of a stigmatized society. They rarely travel or forgeemotional bonds to other peoples. Sull scoff at treaties and promiselittle or nothing in their dealings with the outside world. Whileneither vicious nor violent, they respect force. Deeds, not talk, movethe Bear-men.

Sull make fine hunters, warriors, and woodsmen. Sea Elves callthem “Wildwooders,” for they are masters of forestry and woodcraftand care little for trinkets valued by other races. The Sull employunique forms of magic tied to fish or wooden objects. They workwith wood and live inside and atop sacred trees. Bear-men evenbefriend certain trees, who they believe are inhabited with veryactive spirits.

Like true bears, however, the Sull roam beyond the woods andembrace a variety of interests. Bear-men enjoy fishing, swimming,and caving and relish physical sports. They jealously guard openvales, streams, and ponds (especially the Lake of Frogs). Sullcarvers even hollow and shape logs, which the Bear-men use ascovered boats or submarines for use on the Thunder Sound.

Bear-men always change into a bear-like form for one full daywhenever Orhan’s lunar cycle dictates that there is no moon. Theyfall into a brief coma during full lunar eclipses. This cycle governsSull life. One day in every lunar month (Kulthea’s five months eachlast for 70 days!) is set aside as the Dark Hunt.

Some Sull can adeptly control themselves and bring aboutlycanthropic changes at other times. They are capable of willingthemselves into bear-form through concentration and frenzy (eitheras rage or as a ritual dance). Other Bear-men lapse into bear-formwhenever they are enraged.

Most of the time, the Sull live like other Men. They maintain aclose-knit matrilineal society centered around small, scattered com-munities containing two to ten extended families. They speak theirown language, Koleen, and enjoy a rich oral tradition based on epicsongs. No people dance more than the Sull, and no group embodiesa better understanding of the weather or the seasons.

STRONGHOLDS

Two Sull towns deserve special mention. The oldest and largestis Sulkona, which is located on the western shore of the small Lakeof Frogs on Thunder Arm, about sixty miles southeast of ThunderTip. The site overlooks Thunder Sound and commands an old pathup the leeward side of the peninsula. Constructed on high ground, itoccupies three concentric circles of artificially-joined (350' or 310mtall) redwood trees. The whole area occupies a space about 330 yards(300 meters) in diameter. An shaded yard located in the center of thecommunity serves as a gathering place and dance floor. It serves asthe village bailey, for Sulkona is akin to a natural castle comprisedof towers and gantries. The town makes a fine capital.

The second largest town in Sull is called Akoleen. Situated on thestrategic Sull Inlet about fifteen miles southeast of Sulkona, it is aport community. Here, non-Sull are allowed to enter the Bear-men’slands and conduct limited trade or missions. Like Sulkona, Akoleen’sbuildings are constructed inside and atop a grouping of tall red-woods, but many of the village’s larger shops and dwellings standclose to ground level. Some adjoin docks or quays. Only a third ofthe town is properly connected and fortified.

POLITICS

The Bear-men are internally unified and elect a new Priest-kingduring each winter solstice. (In accord with the Eighth Rule, noPriest-king can succeed himself, so every election is an importantand storied event.) He or she presides over the governing bodyresponsible for the election. This so-called Meet is comprised ofcommunity elders that each represent a pairing of extended families.

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Sull lands lie between two great Sea-troll (Torka) fortresses andadjoin the Sea Elf (Shulur) domain located to the southwest. Neitherthe Elves nor the Trolls like the Bear-men, so fighting along the Sullfrontier is endemic. Fortunately, the Sull understand the value oftraps, and their girdle of woodland defenses claims a healthy enoughproportion of invaders to turn back most incursions.

The Bear-men also fear attacks from the Warring Holds. Al-though they regularly trade with the Abderans, with whom theymaintain a sort of long-standing “friendship,” they remain at warwith both Rukon and Urda.

WARCRAFT

The Sull fight in either man- or bear-form. They prefer the latterwhen seriously threatened, but they usually engage an enemy onmore normal terms. Bear-men maneuver better as Men, for theycannot create formations when they adopt bear-form.

Every able-bodied Sull is trained to fight, and every communityfields a levy. There are no elite or professional Sull warriors, but theaverage Bear-man can waste any Man or Elf in close combat.

PERSONALITIES

Twice Priest-king, Wame of Sulkona is the mostrevered mage, dancer, and actor in all of Sull. Somewhatschizophrenic but undoubtedly passionate and brilliant,he is a shrewd tactician and politician. He carries amagic, bluish-grey staff made from a twisted redwoodroot and carved to look like the neck and head of anenraged mongoose. Besides serving as a two-hand warclub, it enables him to change his guise. Wame becomesanyone he has every seen after a simple, quietly hummedcommand. Normally, he is comfortable being himself,but rumors abound about how he served a year as Priest-king under a separate identity.

Wame is somewhat ostentatious by Sull standards.He wears a quilted, yellowish leather jerkin trimmedwith mongoose hair. which is dyed gold to matchWame’s own hair. A red bear paw, the symbol ofSulkona, adorns the forehead of his helm.

Hame Koneenan wears quilted, black leather jerkin istrimmed with white sheep fur and emblazoned with awhite bear paw, the symbol of Akoleen. He is the mostexalted of all the Bear-men and has long served as theprincipal Priest in Akoleen. He now acts as the Priest-king of the Sull and spends much of time living in ortraveling to Sulkona. This is his fourth term as Sulloverlord. His followers refer to Hame’s magic, silver 2-hand, Troll-slaying sword (which is inlaid with motherof pearl) as the Kingsblade. They want to abandon theEighth Rule and retain Hame as permanent Priest-king,but the old warrior despises he idea. Hame is a quiet,modest figure who embodies the very best in Sullsociety. A superb fighter, craftsman, and singer, he is athome with himself and has no need for political acco-lades.

FIGURE SUMMARY

Appearance: 6’2"-7’2" lycanthropic men; extremely strong bodies;brown, black, blond, or reddish facial hair; green, hazel, or greyeyes; fair to ruddy skin; heavy brow and thick features. When inbear-form they look like large, nimble Kodiak bears, varying incolor (according to their hair) but always standing at least 8’0"(add 2' to their usual height).

Garb/Armor: Quilted, fur-covered, jerkin; helm shaped like stylizedbear-skull; green cape emblazoned with symbol of the single bearclaw..

Weaponry: Great-sword; staff.Wame — Carries a magic, bluish-grey staff made from a twisted

redwood root and carved to look like the neck and head of anenraged mongoose. It serves as a two-hand war club. He wears aquilted, yellowish leather jerkin trimmed with mongoose hair.which is dyed gold to match Wame’s own hair. A red bear paw, thesymbol of Sulkona, adorns forehead of his helm.

Hame Koneenan — Wears a silver helmet shaped like the head ofa ram. Bears a silver 2-hand sword, which is inlaid with mother ofpearl. His quilted, black leather jerkin is trimmed with white sheepfur and emblazoned with a white bear paw, the symbol of Akoleen.

Note: See p.100 for Sull’s unit statistics.

BEAR-MEN VS. URDA

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GOBRUL (MOUNTAIN GOBLINS)The Lugorku, or “Goblin-races,” reside in remote, rugged areas

all over Folenn. Called “Darklings,” these vile, grotesque creaturescomprise two related races: the diminutive Goblins (Gorlu) and thelarger, more fearsome Lugrôki. The Lugrôki, or Greater Goblins,reach heights of up to six feet and have more exaggerated features.Lesser, or low, Goblins are called Gorlu. Their tribes haunt thesubterranean landscape throughout the Bladelands.

BACKGROUND

The wiry Gorlu average about three and a half to four and a halffeet in height. They have long, thin appendages and thick, greenish-yellow hides. Their large, wide, rounded heads and sharp teethcontribute to their bizarre, sinister appearance. Hairless, toelesscreatures, they are poorly adapted to the variable climes of thesurface.

Like all Lugorku, Goblins shun the sun and despise moonlight.They live and labor beneath the earth. They only venture out oncloudy or moonless nights, when they can operate in the relativelystable nocturnal temperatures.

GOBLIN SOCIETY

Goblins spend their lives mining and fashioning complex butcrude caverns. They make fine smiths. Their ability to smelt andfashion metal is unparalleled. Goblins rarely make items unassociatedwith stone-work, metal-work, leather-work, or fighting, but theyhave refined such implements. While crude in appearance, theirtools and weapons perform exceptionally well.

Raised as laborers and warriors, Goblins respect little but bruteforce and tribal loyalty. They are without exception cannibalistic,bloodthirsty and cruel. Their chaotic nature makes them uniformlyundisciplined. Gorlu break into unrestrained frenzy unless servingunder a “focused will.” They attack or flee with unpredictableabandon. Only a strong leader can harness them and keep thembattle-ready.

The Folenna Spikes shelter three large groups of Gobrul, or“Mountain Goblins.” Squeezed between the Loara Dwarf-kingdomto the east and the Warring Holds to the west, their domains stretchacross a narrow four hundred mile long swath of mountains. Theirconfederation is undoubtedly the most powerful of its kind. TheWest-goblins not only fend off but threaten their extremely hostileneighbors.

Gobrul speak, organize, reason, and fight better than other Gob-lins. Mountain Goblins even use a written language. Gobrula textsare rare, but their inscriptions adorn ceremonial halls throughouttheir domain.

Like all Gorlu, Mountain Goblins are born, live, fight, and die indarkness. They abhor light and are blinded by the unshielded sun.Nonetheless, the Gobrul can operate in moonlight or under verycloudy skies. They create a much more troublesome threat than theirlowland cousins.

STRONGHOLDS

The westernmost Mountain Goblin confederation concentrates inthe mountains east of Kulm and Ekeren. Three tribes occupy a trioof cavern-holds along the Goblin Road joining the Slaywater valleyto the Ashwater Canyon. The three sites trade with and war upon oneanother, but most of their energies are directed toward raiding therich Warring Holds to the west.

Sark is the northernmost of the Goblin-towns. It occupies theinterior of Pale Mountain and overlooks the springs feeding theSlaywater. The Ironwater Valley and Cavan’s southern border lieless than 25 miles (40 km) to the north. Standing only about 15 miles(24 km) from both Kulm and Ekeren, Sark threatens the heartland ofthe Warring Holds. Small wonder that Sark is always in a state ofwar-readiness. Ten iron doors bar its entry passage; fires burn besidethe murder holes that line the ten overhangs guarding the outer gate,keeping huge cauldrons of hot oil at a constant boil.

Located about 30 miles (48 km) northeast of the River Ogresettlement at Morgatas, Von sits halfway between Sark and Drong.Its central but somewhat isolated position makes it an ideal site as thecapital of the West-goblins. Von serves as the seat of the High Kingof the Mountain Goblins and is the most elaborate of the Gobrulastrongholds. Rich veins of jade and rubies cut through the complex.Stone facades adorned with carved inscriptions cover the wallsflanking the wide ceremonial entrance passage.

Drong controls the Ashwater Pass, the route between the AshwaterCanyon and the Dwarf-kingdom of Loargan. Strongest of threeMountain Goblin settlements, it is surrounded by huge peaks and isguarded by a precipitous cliff. The low, arched gate faces thesmoldering Ash Lands that stretch across the highlands to thesouthwest. This vast wasteland serves the Drongu well, for itprovides an ideal raiding conduit into Ekeren, Yolmer, and Rukon.A constant threat of Dwarf attacks forces the Mountain Goblins tomaintain a large garrison and keeps them from fielding anythingresembling an invasion force.

POLITICS

Fiercely independent, the three Mountain Goblin tribes cooperategrudgingly. Each prefers to follow its own overlord. Only the Vonuopenly support the idea of a High King. Their brethren resistinterference from the Court of Von and pay little attention to theGreat Goblin’s (Jard’s) edicts. While he exacts a healthy tribute incaptive-sacrifices, trophy skulls, and silver, Jard receives onlynominal respect.

Both of the Great Goblin’s vassals covet his throne, believing thatthey can unite the West-goblins and embark on a campaign ofconquest. Neither realizes that the High King is as shrewd and astough as they come; neither understands that no lord can subjugatethe western Gobrul. So they quietly plot to kill and supplant Jard.Dangu hopes to accomplish this feat using Jard’s brother Kogard asan assassin, while Uparg plans to lure the Great Goblin out of Vonand into an ambush.

The Great Goblin has designed a different scheme. Realizing thatDangu and Uparg might act together out of a common jealousy, Jardintends to play the two vassals against one another. The High Kingknows that Von will benefit from a war between Sark and Drong,and he feeds both rivals a steady stream of arms and misinformation.

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WARCRAFT

All three western Mountain Goblin tribes carry a rectangular flagbearing the symbol of their confederation, a pair of crossed silverpicks on brown field. Some units carry individual tribal banners,which they suspend from their borer-pikes. Larger groups alsoemblaze their tribal emblem on their war drums. The Gobrul oftenmarch and fight according to drum-commands.

Depending on their weaponry, Mountain Goblins fight in bothopen and closed order. Miner-warriors equipped with borer-pikesprefer to operate in tightly aligned phalanxes, while Gobrul wieldingtwo-hand weapons melee in a looser structure. When operating withcombined groups, Goblin commanders prefer to keep their pikemenin the center of the line, employing their more freewheeling forceson the flanks.

Regardless of their alignment, Mountain Goblins like to attackrather than stand their ground. Gobrul often run when forced on thedefensive. Only well-disciplined guards consistently hold firmwhen halted by a larger or more aggressive foe.

ELITE GROUPS

Each Mountain Goblin tribe fields an elite guard. Led by the Kingor his most trusted warlord, they form the backbone of the army. Thethree guards also insure stability within each tribe, for they guard theirrespective Kings from the constant spectre of being overthrown.

The strongest fighting force among the Gobrul, the Sarka Guardrarely rests. They raid virtually every night, striking deep into theWarring Holds in order to take captives, plunder rich mines, and slayappointed victims. Unpredictable and highly intuitive, they “feeltheir way” through campaigns. Their apparent capriciousness makesthem virtually impossible to pin down. They are as elusive a foe ascan be found in the Warring Holds. Even their garb is designed forcovert action. Sarka Guards wear brown and grey-striped armorresembling Mountain Tiger hide. This camouflage enables them toblends into the nocturnal landscape.

The Vona Guard protects the Great Hoard at Von and accompa-nies the High King whenever he leaves the capital. While less battle-tested than their Sarka counterparts, they are better equipped. Theyfight with gilded picks and finely-made shields and wear black rigidleather jerkins. The Vonu’s heavy boots are fitted with greaves andtheir steel caps are adorned with their lord’s emblem, a pair ofcrossed gold picks.

The Dronga Guard is larger than those of Sark or Von. Theircommonplace equipment betrays their less exalted status. Otherthan their iron pot helms, they resemble a normal Mountain Goblingroup. Led by King Uparg, they operate as Drong’s principaloffensive threat. The rest of the Drongu generally remain at home atall times, guarding against the possibility of a Dwarf assault.

GOBLINS VS. KULM

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PERSONALITIES

Dangu is the King of Sark. Vile and predatory, he hungers forblood and revels in battle. His Sarka Guard provides him with asteady stream of captives, each of whom he personally “sacrifices”— to himself. Dangu rarely accompanies his guard on raids, but theyreflect his highly instinctual nature. Friends and foes alike refer tothe lord of the Sarku as the Goblin Tiger. Dangu carries a thin, three-edged, two-hand sword with serrated edges. His helm looks like aMountain Tiger’s head, its maw open around his face so that thefangs guard his cheeks and temple. Dangu’s dark brown armor isadorned with silver studs.

Jard, King of the Goblins of Von and High King of the West-goblins, is greediest and most aggressive of the three Goblin-lords.Jard wields a pair of silver-covered steel weapons, the two exaltedGoblin Picks. Each is masterfully adorned with a magic, jade inlay.Both double as throwing and melee weapons. Should either bethrone or simply dropped, it will return (upon command) to whoeverholds the companion pick. Jard wears an open-faced gold steelhelmet. His black armor is trimmed with gold and emblazoned withcrossed gold picks.

The King of the Drongu, Uparg is smartest of the three Goblin-kings. He is brilliant craftsman, engineer, and politician. But for theDwarf menace that threatens Drong’s survival, he might be HighKing of the Gobrul. Uparg’s secret alliance with the Jeweler mayeventually free him from this threat, but he now remains embroiledin a deadly conflict. Although his consort Gorkida actually managescivil affairs within Drong, the Dronga King cannot leave the citywithout risking utter disaster. Uparg fights with a battle axe withblades engraved to look like Goblin-heads. His greyish leatherjerkin is inlaid with small, silver plates.

FIGURE SUMMARY

Appearance: 3’6"-4’6" humanoids; rµounded heads; snub-noses;wide mouths; greenish-yellow skin.

Garb/Armor: Leather caps; clogs; brown, soft leather jerkin embla-zoned with crossed silver picks.

Weaponry: 2-hand war-mattock; 2-hand serrated sword; battle-axe;borer-pike.

Dangu — Bears a thin, three-edged two-hand sword with serratededges. His helm looks like a Mountain Tiger’s head, its maw openaround his face so that the fangs guard his cheeks and temple. Hisdark brown armor is adorned with silver studs.

Jard — Carries the two silver-encased Goblin Picks, each adornedwith a magic jade inlay. Each acts as both a throwing and meleeweapon. He wears an open-faced gold steel helmet. Trimmed ingold, his black armor is emblazoned with crossed gold picks.

Uparg — Wields a battle axe with blades engraved to look likeGoblin-heads. His greyish leather jerkin is inlaid with small, silverplates.

Gorkida — Uses a 2-hand war mattock surmounted by a head thatresembles a Spitting Cobra. Her grey rigid leather jerkin is inlaidwith a coiled silver snake emblem.

Note: See p.100-102 for Goblin unit statistics.

DWARVES (LOARU) (37)Dwarves are an ancient and introspective race. Also called

“Loaru,” they are descendants of the Three Loarom Brothers, theGods of the Earth, Water, and Darkness. Their three tribes share acommon history, mythology, and worldview; however, they differaccording to the Brother that sired their line. Each tribe reveres theLoarom as a group, but they trace their lines to one patron God,whom they consider their progenitor. Although Dwarves considermountains sacred, each tribe favors its own “tribal essence.” TheEarth Tribe worships stone, while the Water Tribe pays homage toSprings, and the Dark Tribe draws strength from black chasms.

BACKGROUND

Stalwart, long-lived, and fierce, Dwarves exhibit a suspiciousnature that prevents them from forming emotional ties with otherpeoples. Loaru respect force and operate in accord with their ownstrict code. These laws reflect their exceptionally unsympathetic,proud, greedy, vengeful character. Still, Dwarves are neither cruelnor war-loving.

Loaru rarely sign treaties, forget favors, or forgive transgressions.Their brief, narrowly construed alliances serve very specific andpragmatic needs. While they are often willing to put aside theirfeelings for a time in order to survive or increase their fortunes, theirlove or wrath remains unwavering.

The Loaru are uniformly short and stocky. Males average about4 to 5 feet in height. They have deep-set eyes, dark hair, and thickfeatures. Most have pale or ruddy complexions, but the skin of someclans exhibits a perpetual stain, a dark color imparted by millenia ofmine-labors. Dwarves usually grow their hair long and never cuttheir beards, although they wrap or braid their hair in order to keepit out of their way. They are invariably pragmatic. This is also thecase with their garb, which tends to be utilitarian and relatively plain.As with their architecture and toolwork, Dwarves prefer subtle butmarvelous embellishment to useless opulence.

Extremely strong and sturdy, Loaru live an average of about 200years. They are virtually immune to disease and environmentalextremes. Those that perish while still young normally die in battle.

DWARVEN SOCIETY

Relatively unfertile and slow to marry or reproduce (femalesconstitute less than a third of their kind), Dwarves rarely produceoffspring. They know of magic and certain enchantments, butgenerally scoff at the ways of conjurers or the use of spells,preferring instead to use such power in the making of physical items.

Dwarves speak Loaran, a guarded tongue employing two sets ofvocabulary and inflections. Inner Loaran, which is rarely recorded,is known by virtually no one but the Loaru. Outer Loaran serves astheir language of trade, politics, and commerce. It is used whenevernon-Dwarves might be present. Dwarven monuments only bear textin Outer Loaran, which is inscribed in Stane, a runic script employedby stone-carvers.

Both forms of Loaran are marked by harsh consonants and utilizetwo-consonant patterns to denote common concepts. For example,“LR” structures refer to the Dwarves or things essential to theDwarven identity (e.g., Loaru = Dwarves; Loaran = Dwarvish).“KT” words denote concepts associated with war (e.g., Kotor = War;Kota = Warrior or Man; Kotaru = Army).

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Threatened by harsh winds and saddled with poor soil and a harshtopography, the Rukonu eke out a subsistence economy that sup-ports its powerful warrior class. Slaves and horses comprise theirchief exports, which are exchanged for arms and essentials likewood, vegetables, fruits, and even grain. Rukon offers virtually nofarmland, so herding, hunting, and raiding dominate everyday life.The beautiful, desolate landscape tempers the spirits of her warriors,who believe that soldiering is an honored profession — a notionsupported by every strata of society.

The Loaru have superior sight underground and in places of neartotal darkness. Their crafts are superb, and they are unsurpassedworkers of stone. Like the Goblin-races, they are masters of miningand metalwork. Dwarven works, however, include many sophisti-cated mechanical devices. The Loaru also take pains to impart totheir creations a sense of beauty as well as strength and utility.

Anyone interested in mining or warfare keeps a close eye onLoara wares, but Dwarves sell to whomever they please. The Loaruconduct trade according to their own whims. They refuse exchangeswith enemies or overly-proud purchasers. Dwarves exact a goodprice and leave little room for bargaining and bickering.

STRONGHOLDS

Like Othmonu, whom they fear and despise, Dwarves reside inunderground strongholds. These palatial and labyrinthine delvingsserve as homes, fortresses, factories, and mines. They exploit theunseen riches tucked beneath the earth, transforming the rawest ofores into objects of remarkable delicacy and splendor. Dwarves craftall sorts of goods using stone and metal, even intricate machinesincorporating pulleys, springs, and gears.

Loara lands stretch throughout the north-central part of theFolenna Spikes. Flanked by Goblin territory to the west and southand alpine wilderness to the north and east, it is a dangerous setting.Only a narrow passage opening northeastward into the WailingWood affords the Loaru with a safe avenue to the outside world. Theninety-mile long subterranean road, known as the Avenue of Bars,joins all six of the Dwarven cities and is one of the busiest conduitsin all the Bladelands.

The most famous of the three Loara lines is that of Lyskota theDemonkiller. His twin cities lie due east of the Goblin-hold atDrong, in the northwestern corner of the Dwarf-lands. Both townscut into the side of Lyskota’s Spike, the second tallest mountain inthe region. Luarp faces northward and serves Lyskota’s home. Itssister-town, Loarnapal, looks southward over the upper SlaywaterValley. Loarnapal contains some of Folenn’s richest ores.

Likota the Troll-hunter rules two cities of the Water Tribe in thewesternmost Dwarf-lands. Called Likarp and Likapal, they bothface westward toward the wild Ash Lands. A three-mile longelevated causeway built over a subterranean river unites the towns.Each site is self-sufficient, but marriages invariably occur between,rather than within, the communities.

Kotarp and Kotapal, twin cliff-cities of Akota’s People, standfifty miles southeast of Horse Pass. Tucked beneath Slave Horn, thetowns command all the routes into the southern Dwarf-lands.Anyone traveling through the Horse, Slave, or Warwater Passescrosses the Folenna Spikes beneath the gaze of Akota’s vigilantguards. Both Kotarp and Kotapal share the same impregnabledesign. Carved as a series of stacked circular bastions, the cities’look like inverted ziggarats crowned by mountain greenery. Theymake an appropriate abode for the Earth Tribe.

DWARVEN STRONGHOLD OF ONG CHAME

43

POLITICS

No one Dwarf rules the Loaru. Power rests in the three tribalkings, who normally act according to their own desires. Duringwartime, the oldest of the three Kings presides over the War Sitting.His word breaks ties and his plans hold sway unless overruled byboth of his compatriots.

The three monarchs face few restrictions, all of which are embod-ied in the Brothers’ Law. Each King is obliged by the Law’s OldSection to support other Dwarves against non-Dwarves, although noDwarf is estopped from attacking his kinsmen. According to theMiddle Section, the King may not imprison, censor, or executeanother Dwarf without an order derived from a fair trial. The NewSection compels Dwarf-kings to summon Counsel no less than twicea year. This involves a Counselor speaking for the Sitting of Six, agroup of retired war-priests who hold sway over the King for aperiod of one week per summoning.

Lyskota, King of the Dark Tribe, is currently the most powerfulfigure among the Loaru. His People worship black chasms and focustheir efforts on deep mining. Accordingly, he is preoccupied withsubterranean threats, such as Goblins and denizens stirring out of theAsh Lairs. Lyskota hopes to launch an expedition into the Ash Landswhich would wipe out many of his most feared enemies, but theother two Dwarf-kings are more concerned with crushing the RiverOgres of Cula and Kel Ogru. A increasingly difficult schism existsbetween the Dark Tribe and Likota’s and Akota’s peoples. Lyskota’sson and heir, Yukota, fuels the fire of the dispute in hopes of topplinghis father and seizing control of Luarp and Lornapal.

WARCRAFT

The Loara emblem symbolizes the Dwarven preoccupation withmaterial wealth and warfare. Both their shields and their roundstandards bear the emblem, a gold triple-axe (3 axes arranged like aY) arrayed across a blood-red triangle and set on a black field.

Dwarves typically maneuver in tight ranks, breaking only to loosea barrage of throwing axes or hammers. Then, they draw meleeweapons and close their spacing. Their reliance on two-hand weap-onry and small, round shields precludes any sort of shield wall, butLoara warriors like to use ganging tactics. Every other Dwarf willfend off the foe facing him while attacking the enemy across and tohis right.

Dwarven arms are peerless. Quality rolled steel and hard weldinginsure that Loara weapons will equal or crush the best the enemy canoffer. Given this advantage, Dwarves often simply slug it out withan enemy until the foe weakens or breaks due to weapon or physicalfatigue.

ELITE GROUPS

Each Dwarf-town fields an elite guard. These six groups form thebackbone of the Loara army. Lyskota’s two guards, the Black Guardof Luarp and the White Guard of Lornapal are the largest of thesegroups. Akota’s Bridge Watch is the smallest, but no one has everproperly defeated them in a melee. Slaughtered to the last warriortwice, they have never broken ranks nor surrendered their roundwar-standard.

Only one other Dwarven contingent, the exalted Law Keepers,enjoys higher accolades. War-priests fill the ranks of the LawKeepers. Selected for their piety and prowess, they are drawn fromall three tribes and maintain quarters in each of the six Dwarf-holds. The group quarters together and rotates residence according

A GIANT BATTLES DWARVES

44

to a bewildering seasonal pattern. They are entrusted with enforc-ing the Brothers’ Law and are considered sacrosanct. Anyone intheir charge is immune from prosecution. Accorded both respectand an unlimited stipend from the fearful Dwarf-kings, theycomprise their own wealthy, insular society. Their black robes aretrimmed with a golden thread that matches their golden armor,helms, and pole-axe blades.

PERSONALITIES

Rash and fiery, King Lyskota wants to disband the Law Keepers.He sees them as an impediment to his goal of uniting the Loaru in anopen war against the Agathu and Gobrul. His fixation on eradicatingthe Demons that slew his older brother borders on the irrational. Hisdisdain for the Brothers’ Law accentuates his prejudice and con-cerns everyone outside the Dark Tribe’s Sitting. Even his sonYukota believes that Lyskota is insane. Cloaked in brilliant red robesand given to wearing multishaded blue armor, Lyskota loves toshock his brethren. He cares little about plots and innuendo, for heis a pure warrior, and he knows that he is the best the Loaru can offer.

By contrast, Likota is a quiet King who guards his strong ties withthe Law Keepers. A fast friend of Yukota, he hopes to enlist the LawKeepers in Yukota’s plot to overthrow Lyskota. Rescued as a youthby a deranged Mountain Goblin during a snowstorm, he has nodesire to attack the Gobrul. His Water Tribe shares the Goblins’enmity toward Trolls, and Likota believes that the Gobrul act as afine buffer against Torka incursions. The Dwarf-king hopes to keepthe peace, seal the Dwarf-lands’ borders, and open regular trade withthe Warring Holds.

Akota usually supports Likota’s aims, but the two Kings differabout how to deal with Goblins. While Akota shuns outright war, hiswarriors regularly hunt the Gobrul. Akota trusts no one, not even aDwarf, and he has slain both of his wives out of misplaced jealousy.He rightly believes that the Mountain Goblins will eventuallyoverrun the Dwarf-kingdom unless kept in check. He wronglybelieves that both Lyskota and the Law Keepers want him dead.

FIGURE SUMMARY

Appearance: 4'-5' dwarves; stout and strong; large heads andappendages; ruddy skin; long, thick, braided hair and beards.

Garb/Armor: Chain hauberk; full helm shaped like stylized headof (one of various types of) cave beast (bat, cave-drake,subterranean gar-fish, etc.); black surcoat emblazoned withgold triple-axe set over a blood-red triangle.

Weaponry: 2-hand war-mattock; battle-axe; pole-axe; warhammerand round or triangular shield (faced with triple-axe symbol).

Lyskota — Carries a black battleaxe engraved with the names ofhis victims. He wears a red surcoat trimmed with blue Garkfur. His bright blue chainmail matches the hue of platesadorning his dark blue helm. His black and red shield isemblazoned with a white triple-axe, the symbol of the DarkTribe.

Likota — Wears a silver helmet shaped like the head of a gar-fish.Bears a silver pole axe. His dark blue and black, checkedsurcoat covers his silvery armor.

Akota — Carries a red handaxe with a head made from magicglass. Wears a golden helmet shaped like a bat-head. Drapedover black chain mail, his red and black striped surcoat ismade of fine silk.

Note: See p.102-103 for Dwarven unit statistics.

A HIRAZI-TOWN

HIRAZI (38)Winged people so lean their bones show through their blue-

veined skin, the Hirazi are a noble, blue-feathered race. The JewelSlime greatly empowers their weapons and gives them hope ofsurvival. Only 500 Hirazi have survived the ravages of the lastcentury.

BACKGROUND

Hirazi sculpt grottos in rocky, icy ledges high above the treelinein the Folenna Spikes, where Thyfur (War Eagles with a 30'wingspan) and Drakes rule the skies. Below, Jewel Pools erupt likesmall volcanoes of glittering intensity, so bright men have goneblind watching them.

Sudden, disastrous storms and impossible footing make raidingthe Hirazi Jewel Pools unlikely except in the summer, when briefand erratic spells of warm weather makes an assault on the moun-tains feasible. The men of Rukon, Yolmer and Ekeren are especiallyintent upon seizing Jewel Slime, as they live nearby and aretantalized by the proximity of such great power and wealth.

HIRAZI SOCIETY

In the fall and winter months (which last 70 days each), about halfof the Hirazi live in rocky caves in far eastern Ekeren and Rukon.Five clans totaling 150 winged folk pass those two seasons at theorigin of the Ashwater, in the high foothills of the Spikes. There,they find plenty of fresh water, fish and fowl to eat, and solitude, forfall and winter are bitterly cold, and few men dare to challenge themountains in those intemperate seasons. Further south, above Tholin northeastern Rukon, three Hirazi clans (numbering almost 100individuals) live in the same two harsh seasons. The Horse Riveroffers plenty of pure drinking water; the rugged landscape and fiercefall and winter storms discourage intrusions into Hirazi Ledges.

45

POLITICS

At peace with the winged folk, Air Drakes and Thyfur serve todiscourage incursions into the Hirazi realm. Thus, although few innumber and long-suffering, the winged folk rest easily at night andhave hope of a peaceful future. Related in temperment to thelowland, riverine Ankori, or so-called, “Duck Races,” the Hiraziseem out of place, out of time, and perhaps, out of luck.

Led by their King, Veno, the Hirazi have enhanced all their swordswith Jewel Slime. When struck by one of their blades, the foe feels allthe fires of the Underworld in the cut; his fever rises like a fire fueledby demons, and he dies shivering, babbling and screaming in terrorand pain. (Typically, Urdans believe there is no finer death.)

There is great family and clan unity among the Hirazi; the worstpunishment is banishment, not death. Hirazi spurn contact with allland-dwelling creatures, judging them inferior. The defense of theLedges rests entirely with elite Warrior-Mages, protectors of theKing and the Realm. The ancient code of the Hirazi dictates thatthose of evil or destructive intent must be driven from the Ledgeswith all haste. Such banishings occur once every ten years at most.

WARCRAFT

With 12' wingspans, the Hirazi are awesome to watch in flight andinspire terror in many men the first time they see the winged folkswoop into battle. But truth be told, the Hirazi are second classwarriors weighing just 60 to 90 pounds. In skirmishes, they imitatethe attack of a band of hawks, dipping one after another and neverfinishing off a fallen foe with their magical swords. Vulnerable tobow fire and close melee, the Hirazi avoid such tactics at all costs.When two or three of their warriors are felled in a skirmish, theremaining fighters tend to gather together and flee to the safety of theLedges high up in the Spikes. There, they pass a day mourning theirdead brothers before risking their lives to retrieve their bodies,which must be set abalze upon a rocky pyre to satisfy the Hirazi gods.

ELITE GROUPS

The Wing-men’s flag shows a silver eagle’s head against a bluefield. Superb fliers, Hirazi are also gifted with the ability to with-stand extremes of cold and thus prefer to fight (when they must) highin their home reaches. Warrior-mages use arcane magic unknownelsewhere in the Warring Holds.

Once the fiercest of all Hirazi fighters, Huul has been banishedfrom the Ledges. Reknown for his use of two shortswords while inflight — no mean feat — Huul slew a pair of Goblins near Dreng lastyear, a skirmish recorded in Hirazi folktales. Yet his name ismentioned no more, for he defied the King and openly courted theblue-eyed warrior-Queen Kua. (For more about Huul’s fate, readPersonalities below.)

Led into skirmishes by the King and Queen, the Hirazi form intoa run of ten, five lines of two each, hoping to appear formidable.They swoop into battle either one at a time or in pairs and keep a closewatch over each other.

Fighting to survive, the Winged Folk place little value upon warand its attendant skills; thus, they have no great heroes to celebratein song and poem.

PERSONALITIES

As shy and peace-loving as the rest of his folk, Veno is a naturalleader and follows his father as regent of the High MountainGrottoes. He scorns men as petty, venal and fallen. His goal is tokeep his people alive until greed leads the wicked men of the Holdselsewhere. Veno loves his wife and pines for the banished Huul,once his best friend.

Leader of the Warrior-mages as well, Veno faces an unknown rival:his mate, Kua. Complicating the scene is the recent arrival of an envoyfrom Cavan, the son of Colur Relp, really a spy. Kua is flattered by theenvoy’s attentions; what he wants is yo locate and to map the imperma-nent Jewel Pools near the Ledges ans return with a Cavani war party toseize them. Relp has offered the King and Queen dazzling jewels anddaggers, but to no avail: Veno wants him gone, now. The Queen insiststhat he stay until a break in the weather allows his safe departure.

Living in exile is the fallen Hirazi warrior, Huul, who lives alonein the peaks beyond Ekek, in eastern Ekeren. Licking the doublewounds of denial (by the Queen) and banishment by the King, Huulmay soon be swayed to join the forces of Lord Trupp, who also wantsto know where the Jewel Pools are. Trupp promises Huul everythingbut the Moon of Orhan in exchange for the information, but Huul isno fool; what guarantee does he have of seeing tomorrow onceTrupp has what he wants? Their delicate, dangerous dance goes on.

FIGURE SUMMARY

Appearance — 6' and taller winged humanoids; extrememly thinbodies; short, silver-white hair covers the head, back and top of thewings; blue or grey eyes; fair skin; graceful features; 12' wing-span.

Garb/Armor — No armor; light blue tunic embalzoned with thesilver eagles’ head; feathered headband.

Weaponry — Katana-like sword and long bow.Veno — A typical Hirazi but for his exceptional height — 6’6'.Kua — Her feathered headband is elaborate and just 3' into the air

above her head.Huul — Carries two shortswords into skirmishes.

Note: See p.103-104 for Hirazi unit statistics.

HIRAZI VS. TROLLS

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RIVER OGRES (KEL OGRU) (39)

Like all the Tokorku, the so-called “Giant-races,” the Ogres(Ogru) are a brutal, gang-like lot. Paranoid and highly independent,they scorn all other creatures, classifying them as either enemies orprey. All other peoples, even distant Ogre-tribes, are consideredlesser beings. Their tightly-knit society does not tolerate variety,much less outsiders.

Ogres are exceptionally loyal to their own kind. They revere thetribe as an extended family and worship family gods. While quitecapable of eating their neighbors, Ogres love their families andrespect their kin. Ogre offspring are born alive but, unlike those ofthe greater Tokorku, they develop in a marsupial pouch that coversfemale’s abdomen. Their long infancy bonds them to their mothers,forging a frighteningly intense passion. When you harm an Ogre,you invite fierce retribution from his family.

While rather closely related to the Torku, the Ogru are smaller andmuch more common than their Troll cousins. They also present asgreat or a greater threat to Men. Ogres stand “only” eight feet tall, butthey are the oldest, most sophisticated, and most societal of theGiant-races. They craft weapons, eat pickled meats (mostly sharkand elephant), and brew a harsh beer out of wild grains and pungentberries.

Ogres sport six interlocking fangs, two large in the upper jaw andfour smaller fangs in the lower jaw. Their five-toed feet and five-fingered hands all bear sharp claws. Like Elves, they have large,leaf-shaped ears. Like Garks and most Giants, Ogru also have stoutbluish bodies and long, whip-like tails. Like Sea-trolls, they havestrong lungs and retractable webbing between their fingers and toes,permitting them to swim exceedingly well.

STRONGHOLDS

Ogres usually swim into their holds through submarine passages.They keep their thick, flat-bottomed skiffs in hidden paddocksoutside their caverns, which are invariably guarded by a solid rockcurtain. Entry requires swimming underneath. The cave gate opensonto a water-filled entry chamber rather than affording access to theopen air. Major strongholds contain more than one entry and usuallyhave a narrow landward door.

The River Ogres occupy six such major strongholds in and aroundthe Warring Holds (from north to south): Orgathar, Orgamurl,Morgatas, Orgask, Sorgagar and Worgathun. These sites run in aline along the edge of the Folenna Spikes. All lie beside tranquilpools that feed a lake or river in the eastern quarters of the WarringHolds.

Orgathar stands above the mouth of Woundwater. It overlooks thesoutheastern shore of the Lake of Rains. Only 12 miles (19.5 km)northeast of the Feeding River and Cavan’s northern border, thisgranite citadel serves as significant threat to the northernmost of theWarring Holds. Over a 100 River Ogres make their home in thetriangular complex, which is defended by three batteries of fire-spitting flame bellows. Since the narrow entranceway is flanked bytwo sheer cliffs and a 35 foot (11.5m) submarine tunnel, it is almostunassailable. Even the Sea-trolls of Rotorko refuse to attack thestronghold.

Orgamurl and Orgathar are sister strongholds, for the two lie onlyabout 75 miles (120 km) apart. Orgamurl’s remote position in therugged cliffs above the Feedwater Springs makes travel between thesites an arduous task. The closest trail winds through 95 miles (152km) of steep fells and foothills. The Cavani often cut this route,shutting off contact between the Ogre-holds and forcing the Ogru ofthe Feedwater Valley into battle. Despite their prowess, only 60River Ogres reside at Orgamurl, so the Cavani invariably prevail.Their peculiar, hand-shaped citadel is hard to defend, making itdifficult for the Orgu to muster a large enough force to crush Cavan’sheralded Iron Voicemen.

Morgatas is the second largest of the western Ogre-holds. Locatedjust below the source of the Climbing River, it threatens northern andeastern Ekeren. The complex houses over 150 residents, who havevirtually no contact with their brethren. Morgatas is the mostisolated River Ogre stronghold in western Folenn. Fortunately forthe Ogru, it is virtually impregnable. Its basalt walls offer no meansof entry, save a winding volcanic tunnel that connects the complexto a natural water-filled well placed beneath a machiocolated cliffoverhang.

Cut into a sheer spire near the springs that spawn the Horse River,Orgask lies 25 miles (40 km) northeast of Rukon. The complex islaid out like a natural tower-fortress. A single, round chamber withthree small adjoining rooms occupies each of the eight levels. Onlytwo of the levels lie below ground level, so the entry opens onto thethird (or ground) floor. The main gateway straddles an undergroundstream running westward through the side of the 200 foot (60m) tallgranite chimney. Virtually water-filled, the passage is guarded by atrio of portculli.

Sorgargar, the largest and principal Ogre settlement in the West,stands just below the falls that give birth to the Spice River. It is lessthan 40 miles (64 km) east of Rukon. The surrounding locale isespecially dangerous, for the Ash Gate known as the Spice Maw liesonly 15 miles (24 km) to the northwest. The southward-facingentrance to Sorgargar is hidden beneath an algae-filled pool stockedwith freshwater sharks. Horseshoe-shaped, the Ogre citadel fills thegreenish, granite cliffs surrounding the northern end of the pool. Itcontains a hundred chambers and is divided into five, roughly equallevels. 200 River Ogres live within the well-appointed stronghold.Sally ports open onto the fourth and sixth levels, enabling the Ogruto strike westward and eastward (respectively) without betraying themain gate.

The River Ogres of Worgathun once lived in Goborko, a magnifi-cent site in the Hiding River Canyon. Sea-trolls captured thestronghold ten years ago. Driven 150 miles (240 km) eastward toWorgathun in the Feather River Canyon, the Ogru have sworn toreclaim their ancient home. Rather than directing their effortsagainst Rukon and Abdera, River Ogres spend most of their timebattling Torku. Worgathun’s warriors spend most of their time oncampaign. Their return home infrequently. Since their hold is cutinto fragile chalk cliffs, it is too small to comfortably accommodatethe 100 residents. The two cramped, linear levels were designed tohold no more than about 40 inhabitants.

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POLITICS

Two River Ogres vie for control of the six strongholds. LordOrglamar of Sorgargar rules Orgask, Worgathun, and the SpiceRiver region, but he is unable to subjugate any of the four northerncitadels. Bortarkar of Morgatas refuses Orglamar’s demands anddefeated the Sorgargar Ogru in the war’s only battle. Bortarkar’sunparalleled savagery enables him to manipulate his northern coun-terparts. He is gradually establishing dominion over both Orgamurland Orgathar. Given the fact that the Jeweler secretly controlsOrglamar and his domain, Bortarkar remains the chief hope forRiver Ogre independence.

River Ogres worship the mothers of their respective Lords. EachLord speaks for his line; matriarchal Priestesses are deified by aritual embalment and swathed in clear amber resin at the end of thefirst year their son assumes the throne. Dead and preserved, theycannot interact with other Ogres — except through their sons.

Ogre-lords enjoy absolute power and carry a ritual slay-knife thatthey use to carve up transgressors. River Ogre justice is swift andlethal, according to the Code of Fangs. Executed prisoners areground up and fed to the freshwater Ogre-sharks that the Ogru keepin royal ponds.

WARCRAFT

River Ogre war-bands carry a silvery grey, rectangular flag withtwo pennant tails. The flag bears the symbol of the western Ogru, aBluish ogre skull biting a short, dark-blue mace set on silvery greyfield. It is a traditionally device revered and claimed by followers ofboth Orglamar and Bortarkar.

The River Ogres of western Folenn march under a vertically hungrectangular standard. A three-fingered grey gauntlet holding splitred skull (with thumb puncturing side) adorns the black field. Thesestandards protrude from the stern of their thirty-foot (9.5m) longwooden, war-canoes and cover the walls of the Lords’ thronerooms,but they are never borne into a melee.

Like Sea-trolls, River Ogres swim well and occasionally paddletheir eliptical, flat-bottom boats through the rough waters of therivers along the mountains’ western flanks. Their portage trails windthrough the foothills near their strongholds. Unlike Sea-trolls, Ogrudo not utilize boats while raiding. The only time they rely on watertransport during war is when launching a strike across a lake or broadriver.

River Ogres favor long weapons, particularly clubs, warhammers,and curved two-hand swords. Standard-bearers carry pole armstipped with wide blades shaped like a half-moon. Their morale is notas high as Sea-trolls, but they compensate by functioning morecooperatively. While well-disciplined, they are forced to fight inopen ranks.

A RIVER OGRE SETTLEMENT

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ELITE GROUPS

Each River Ogre stronghold fields warriors worth special distinc-tion. Every settlement produces its own elite war-band. The best ofthe six are undoubtedly the Orgamurlu of Orgamurl, who are led byKogamar Fene. Their prowess is legend. Another group, theWorgathunu, terrorizes the shores along the Spice River. Theydeserve mention, since they row to most battles and rarely stopcampaigning.

The Orgamurlu are also known as the Purple Ogres. They wearleather armor made out of dyed Purple Ape hides. Trophy teethcover their thick belts. Shaped vaguely like perforated Ape-heads,their helms are fine examples of sophisticated craftsmanship. Thisartistry also characterizes the inlaid, two-hand scimitars and throw-ing-hammers. Each warrior is skilled smith, leather-worker, andpioneer. Self-sufficient mountaineers who are capable of survivingin the worst wilderness, they eat their own dead. The Orgamurlu liketo ambush their enemies by attacking them through seeminglyimpassable terrain. Their morale never wavers, regardless of theodds, and fight with unyielding ferocity.

The Worgathunu eat their enemies’ dead, bones and all. Sincethey spend little time in any spot, they finish their work quickly. AWorgath warrior can strip, loot, and consume the bodies of two foesin less than twenty minutes. Then they move on, usually retreatingto the safety of the Spice River. They sleep in their stout boats, whichthey gather in a circle in some remote cove.

PERSONALITIES

Kolomog serves as the war-master of the Worgathunu. Lord ofWorgathun since killing his three rival brothers, he has rebuilt hissmall, shattered community. The Troll War devastated theWorgathun, but Kolomog reversed their misfortunes. A loud, bois-terous, jolly figure, he acts as both a father and cheerleader. Beneaththis oddly pleasant-seeming demeanor lies the heart of a determinedand pitiless murderer.

As noted, Bortarkar of Morgatas is one of two rivals for the titleof Ogre-king of the West. Younger and more vocal than his rivalOrglamar, he has recently gained the upper hand in the struggle.Besides appealing to the other lords’ desires for independence,Bortarkar exhibits battle skills surpassed by no other River Ogre —save Kogamar.

Orglamar of Sorgargar also claims lordship over the West-ogres.No other River Ogre controls as many followers or rules as opulenta stronghold, so he has a good argument. A careful, patient warlordin the service of the heinous Jeweler, he is willing to wait yearsbefore attacking a rival. His calm is bizarre and unique, but some-what effective. It enables Orglamar to survive his numerous recentsetbacks. He is the only River Ogre lord who understands Men andthe only Ogre with knowledge of the Ash Lairs.

Kogamar Fene, the war-master of the Orgamurlu, is often calledthe Cannibal. He kills and eats anyone who opposes his word, andhe has feasted on quite a few of his kinsmen. Other River Ogres fearhim like no other lord. Brilliant by the standards of the Ogru,Kogamar’s reputation as an unpredictable, unbeatable commanderhelps explain why his small army has survived for so long.

FIGURE SUMMARY

Appearance: 8'+ giant race; stout bluish bodies; long, whip-liketails; greyish or bluish hair adorns face, back of hands, and tip oftail; two large fangs in upper jaw and four smaller fangs in lowerjaw; five-toed feet with claws; five-fingered hands with longerclaws; large, leaf-shaped ears; marsupial pouch (like a kangaroo’s)covers female’s abdomen.

Garb/Armor: Scale armor comprised of thousands of teeth sewn onthick jerkin; crude pot-helm or no helm.

Weaponry: Warhammer; club; curved 2-hand sword; half-moonpole arm with attached banner bearing Kel Ogru symbol.

Kolomorg — Carries a blue warhammer with a head shaped like apair of giant claws. He wears typical River Ogre garb.

Bortarkar — Bears a beautifully carved spiked club made fromAgath (Demon) bone. Wears black scale armor inlaid with withbright blue star-sapphires.

Orglamar — Wields a short pole arm surmounted by an engravedbluish-steel half-moon shaped blade. He wears a coat of bluish-grey scale armor trimmed with bright blue plates. His skin iscovered with dozens of blue tatooes.

Kogamar — Carries a purple, leather-bound throwing-hammer anda gently-curving, purplish steel, two-hand falchion inlaid withamethysts. Wears a mesh-like helmet shaped like an Ape-skull.His purple steel scale armor is adorned with the eyes of his victims,all of which have been dipped in resin and hardened to a glass-likeconsistency.

Note: See p.104-105 for Ogre unit statistics.

49

SEA ELVES (SHULURI) (54)

Sea Elves (Shuluri) constitute one branch of the immortal Tulingu,or Elves. Concentrated in western Folenn, they are a noble butfragmented people.

Elves resemble Mortal Men, although the two races remain quitedistinct. While unions of Elves and Men produce offspring, they arenot of the same species. Elvenkind predates Mankind by tens ofthousands of years and has coexisted with countless extinct, ances-tral groups of Men.

While Men are as varied a race as exists in the Bladelands, Elvestend adhere to a unbending racial and social pride. Their uniformityenables them cooperate and excel in the face of great challenges,while denying them the passionate resolve and inspired nature bornout of Man’s divine chaos. Uncompromising and gifted, the Tulinguknow little about the wonders of the mortal struggle.

Elves are fairer in appearance than their mortal brothers, havingfiner features and smooth, unmarred skin. They are considereduniformly beautiful. Tall and slender, male Elves average between6 feet and 6’10" in height yet weighing but 150-230 pounds. Theslender female Tulingu range from 5’6" to 6’2". Elven males rarelysport facial hair and, as a rule, have less body hair than Men. Tulinguhave little need for such protection, for they are highly resistant toextremes of natural heat and cold. Tulinga clothing serves asidentification, decoration, or camouflage.

Elven senses are extremely keen; thus their large eyes andenlongated noses and ears. An Elf’s hearing and sight are as acute asa cat’s. Tulingu see as well at night as a man sees on a cloudy day.During daylight hours, they perceive subtleties of hue and tempera-ture unknown to any Men.

Most importantly, Elves do not grow old. They are immortal, andtheir hardy bodies are immune to all bacterial and viral infections.Save a violent or voluntary death, they live forever. Of those that dodie, most will themselves away, wearying of a life without obviouspurpose or temporal incentive. Elves suffer wounds but heal quickly(although they do not regenerate limbs). They show no scars and agegracefully until maturity.

Preferring rest through meditation, Elves never sleep. Most Elvesare active at night and meditate for about two hours at dawn ormidday. Their meditation involves memories, past events they recallwith remarkable vividness. Although they can function for manydays with little or no relief, Tulingu pass into this trance-like statewhenever the opportunity presents itself. While in their meditativestate, Elves are extremely difficult to awaken; they rise at a point intime previously decided.

There are five notable divisions among the Elves. The High Elves,or Iylari, rarely appear in the Bladelands, although the Jeweler’sconsort is Iylar. The more numerous Wood Elves (Erlini) live in SlyWood of southeastern Folenn, while the Dark Elves (Dyari) maketheir home on the isle of Lycoodur far to the north and east. Smallwaves of Sea Elves (Shuluri) have recently established footholds inwestern Folenn, particularly along the shores near the WalkingWoods and Huntwater Bight. Only the Punkari, or Mountain Elves,who originally hail from Tulingit, are indigenous to the Bladelands.They maintain a small domain along the northern flanks of the SteelReach.

The Shuluri, or Sea Elves, vie for control of western Folenn. Theyenjoy a high standard of living and employ sophisticated tools andmagic, but their disunity and modest numbers offset these advan-tages. Less than a thousand Shuluri reside in the Bladelands.

Together, all of Folenn’s Elves number in the thousands. None-theless, like Men, Elves remain seriously threatened by other raceslike the Ogru, Garku, and Ulcathu. Their extreme pride strengthenstheir resolve but discourages unity, making it difficult for theTulingu to muster any sort of serious campaign of aggression. Thus,Elven clans remain isolated and perpetually on the defense.

Shuluri resemble other Elves, although they tend to be moremuscular than any Tulinga race, save the Punkari. Sea Elves havepale blue or grey eyes and very fair skin that exhibits a unique trait.Unlike those of other Tulingu, a Shulur’s complexion darkenswhenever he loses control of his carefully guarded temperament, hishue turning from a light cream to a dark grey or tan. Shuluri shuncosmetics, instead preferring to tatoo their faces with permanentdesigns that serve as makeup.

Shuluri prefer clothing of an neutral grey or blue-grey color,functional clothes spun from fine kelp threads. Although thesetrappings are less elaborate than those worn by most other Tulingu,they blend into the nocturnal landscape and fade into the grey rocksalong the stony western seacoasts. Sea Elves are very adept atmoving silently, especially in rocky terrain or in the forest.

SEA ELF PORT OF MYAMEL

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Threatened by Sea-trolls and hostile Men, the Shuluri wage aquiet deadly war against all of their neighbors. They are ruthlessraiders who strike from the land or sea at virtually any time of day.Using cruel methods, they terrorize the Warring Holds while con-centrating their strength against the Torku and the Warders of theCoral Marches.

STRONGHOLDS

Sea Elves reside in elevated coastal strongholds. Situated onrocky islets or atop tree-crowned buttes, they act as natural citadels.Shuluri rarely erect walls, although some groups carve ramparts andbattlements out of the stone along the upper edge of vulnerable rockfaces. Usually, cliffs protect their open, multi-level homes. Coveredwith thick thatch and constructed out of posts and beams, Sea Elfhomes have a rough but beautiful character. Tile adorns the floorsand lines the pools and open hearths scattered throughout theircavernous parlors and verandas.

Shulur keeps serve as the last refuge in war. Hewn out of graniteor basalt and covered with ribbed mortar, they designed to look likestylized trees and suggest the Sea Elves’ arboreal roots. Larger limbsconstitute the keep’s turrets and towers. Smaller limbs bear plantersthat provide fruit and shade and mimic tree foliage.

Five principal Shulur strongholds surround the Warring Holds.Three stand north of the Warring Bight and two lie in the southwest-ern reaches of the Falling Wood. The former group, which includesAroki, Oktah, and Umunhoel, cluster near the Cape of Doom, at thenorthwestern edge of the Bight. Mardyari (Darkrunner) settlements,they threaten both of the Sea-troll fortresses at Kitorko and Rotorko.Sea Elves from this area regularly assault the coasts of Cavan, Kulm,Harro, and Soluthurn.

The Shelari (Seabat) towns of Awnil and Shelil flank the mouthof the Batkiller River. Both sites concern the Bear-men of Sull, whobelieve that the Sea Elves are allied with the heinous Jeweler. (Thesefears are unfounded.) Shelar Sea Elves hope to dislodge the Jeweler’sminions from the Hiding River Valley and eventually to capture theHiding Mere. The Jeweler has other plans, and his armies appear toostrong to capitulate.

POLITICS

Two Elf Lords, Mydien and Shusien, vie for control of theShuluri. Each rules a tribe that once comprised part of the Reef SeaTribe. After their expulsion from the Broken Reef and the CoralMarches, the Elves split into rival groups and sailed southward. TheMardyari, or Darkrunners, settled just south of the fringe of theoriginal Elf claims. Their brethren pushed onward and weighedanchor beyond the Falling Wood.

Neither Sea Elf has a superior claim to the true throne, for boththeir fathers took part in the murder of the rightful royal family.Whoever succeeds in crushing the other can proclaim himself Kingand establish his own dynasty. Until then, the two tribes live asdistinct Sea Elf kingdoms.

Shulur Elf Lords preside over a well-ordered society organizedthrough descending pairs of co-equal vassals. Two Wardens rankabove four Quarter Lords who, in turn, call upon the services of eightMasters. Equivalent vassals have little contact with one anotherbecause their superiors invariably balance one inferior againstanother. Arbiters of law, politics, commerce, and family life, thesenobles wield a great deal of power. A clever renegade noblemanpresents a serious challenge to the status quo.

Mydien, Lord of the Darkrunners, currently enjoys the upper handin the struggle to control the Sea Elves; however, his ongoing warwith the Men of the Warring Holds prevents him from turning hisresources against Shusien. A savage fighter, Mydien plans to subju-gate all of his race and resurrect the Sea Elf Kingdom. By driving theWarring Holds into oblivion, he hopes to avenge the Shuluri’searlier defeat and create a realm capable of assailing the CoralMarches. His goals are in line with the original Shulur designs.

Reselien, Mydien’s cousin, was once the Warden of Oktah. Henow leads a group of renegade Mardyari who allied with theWarders of the Coral Marches. His fondness for Men is uniqueamong the Shulur Lords. Known as the Oktari, these rebels haunt thewestern reaches of the Walking Wood, just north of the WarringBight. They bear their city flag. Its the split field pairs a blue krakenon a white background with three white bars (signifying placidwaves) set against a sea green field.

Like Reselien, Shusien wants no part of Mydien’s war. Hebelieves that the Sea Elves are too weak to conquer the WarringHolds, much less take on the Torku and Warders. without firstunifying their factions. His Shelari are using the respite to strengthentheir hand against the Jeweler, who (Shusien realizes) constitutes aconsiderable threat to everyone in western Folenn. In order to insurethe safety of his domain, Shusien has opened a dialogue with theMen of Abdera, but his efforts to ally with Rukon have failed.

WARCRAFT

The Darkrunners carry sea-green banners emblazoned with anupright red squid-like kraken splitting a ship. They bear shields andshort swords, but they march with readied spears and harpoons.When engaged, they unlease a hail of thrown missiles beforecharging with drawn small arms. They only stand their ground whensurprised or surrounded. Then, they form a tight phalanx bristlingwith spear or harpoon heads.

The Shelar, or Seabat, Tribesmen fight under a red banneremblazoned with a black seabat symbol. Fine bowmen, they rarelyrely on spears and never carry the traditional Shulur harpoon.Instead of taking an aggressive stance whenever presented with athreat, Shelari retreat carefully while pummeling the enemy witharrows. When the foe breaks, they attack.

ELITE GROUPS

Mardyari, or Dark Sea-folk, are generally stouter than their Shelarcousins (while remaining slender by Men’s standards) and relish agood melee. Their elaborate, asymetrical tatoos are also larger andmore prominent than those of the Seabat line. Of the two Sea Elfbranches, they are the most skilled metalworkers. Blessed with fineweapons and armor, they constantly wage war.

Darkrunner traditions have produced two notable groups. Thefirst, the elite Nightsaws, consists of a hereditary band of warriorsdescended from the Shulur royal guard. They operate out of Umunhoeland typically act as assassins.

Without doubt, the Oktari are the finest Sea Elf force in all ofFolenn. Trained as trackers, orienteers, and seamen, they live off theland and sea. Oktari move with impunity, leaving few if any tracesof their passing. Their magic grey armor blends into the night air,while their surcoats change hue upon command. Thus, the Oktarican hide with little fear of detection. They use their gift to lie in waitfor foes, ambushing them with deadly efficiency.

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PERSONALITIES

Lord of the infamous Darkrunners, King Mydien is the strongerof the two Shulur monarchs. His fearless, heartless nature enableshim to act in any way he pleases. He uses capriciousness andbrutality to eliminate rivals and foment trouble with his neighbors.No one is safe around Mydien. So far, he has employed this fear togreat effect: only Reselien has left the Mardyar fold alive and of hisown accord.

Reselien, Mydien’s rebellious cousin, is tired of waiting for hisfellow vassals to wake up to the fact that Mydien can never betrusted. No one recognizes that the best way to deal with Mydien isto overthrow him. Reselien now hopes to effect that goal througharmed struggle. Supported by the Warders of the Coral Marches, hisgroup of renegade Mardyari preys on Mydien’s warriors whereverthey can. Reselien’s recent marriage to a Warder woman namedAbrena Jaer insures him a safe haven north of the Walking Wood,but he rarely seeks a respite and keeps his warriors constantly on themove.

Shusien, Mydien’s loud, haughty rival, is a pragmatic leader.Unlike Mydien, he acts rationally. While he takes a reasonable viewof Men, he harbors no pretensions about slaughtering the armies ofthe Warring Holds. Because Shusien’s domain borders the Jeweler’slands, he cannot afford to act otherwise.

FIGURE SUMMARY

Appearance: 6'-6’10" Elves; slender and fair-featured; exception-ally pale skin; leaf-shaped ears; pink, light grey, or light blue eyes;long, flowing hair; beardless faces; elaborate facial tatoos thatreplace eye, lip, and cheek makeup (females) or adorn forehead orchin and denote spiritual association with a particular beast(males).

Mardyari Garb/Armor: Dark blue chain mail; sea-green surcoatemblazoned with sea-elf symbol; helm shaped like stylized kraken(with intertwined tentacles).

Mardyari Weaponry: Harpoon; javelin; spear; serrated short-sword;kite-shaped shield with concave upper edge emblazoned withMardyar symbol.

Shelari Garb/Armor: Grey chain mail; red and black surcoat embla-zoned with seabat symbol; helm shaped like a bat-head.

Shelari Weaponry: Spear; serrated short-sword; longbow; round orkite-shaped shield (with convex upper edge) emblazoned withseabat symbol.

Mydien — Wields a dark green and silver serrated two-hand swordstudded with the magically petrified and shrunken eyes of hisvictims. He wears a silken surcoat adorned with a black and greendiagonal check pattern. Diamond-shaped links form his drab blue-grey chainmail. Like those of his followers, his dark green fullhelm resembles a stylized kraken.

Shusien — Wears a black helmet shaped like the head of a Seabat.Bears a black and silver pole axe. His dark red and black, checkedsurcoat covers his black armor.

Reselien — Carries a blue hand-axe with a head made from magicglass. Wears a grey helmet shaped like the tail of a porpoise.Draped over grey chain mail, his blue and white striped surcoat ismade of fine silk.

Note: See p.106-107 for Sea Elf unit statistics.

SEA TROLLS (TORKU) (55)

The Sea-trolls of western Folenn comprise but one confederationof the eleven Unions of the Torku scattered throughout the Bladelands.

Of all Tokorku, Trolls have the greatest impact on events inFolenn. Although relatively modest in size, they are both numerousand aggressive. Tough and fearless, Troll warriors are capable ofexacting terrible destruction. Their thick, flabby features bely theirstealth and agility.

Nine to twelve feet tall, Trolls have loose grey skin (like that ofa rhino), protruding bellies, and long, flat noses. Four protrudingfangs frame their fleshy maws. Their three-fingered hands andthree-toed feet both sport thick claws. Torku have small, round,black or red eyes.

STRONGHOLDS

Sea-trolls maintain five principal strongholds near the WarringHolds. The largest, Kitorko, is situated about 50 miles (80 km)northwest of Alkoon and the mouth of the Writhing River (inCavan). A huge, skull-shaped, sea-level cavern mouth marks theentry into the complex.

Another sizable settlement lies 90 miles (144 km) to the northeast,some 100 miles (160 km) north of Alkoon. Called Rotorko, it iscarved into the cliffs along the western edge of Walking Bay, an inletin the Lake of Rains. A grid of steel covers the elaborately carvedgranite that frames the triangular lakeside entry. Huge troll-canoesplying the waters of the lake barely slip through the gate when it iscompletely open, and the grid parts only when the proper signal issounded. Sea-trolls employ special drum calls sounded on bizarrebut sophisticated instruments. Made of kraken-hide stretched overan Fell-elephant skull, a Sea-troll drum emits a varied and resonantbeat, sophisticated enough to serve as a code. Rotorko’s entry call isa good example: “Bum-ba-bumbum-babum, Bum-ba-bumbum-babum, bubu-papapa, swa-swa-papapaswa.”

Ortorko opens onto a cavern tucked within Thunder Rocks, thegranite islands guarding the main channels into Thunder Sound.Torflumur, Lord of the West-trolls, resides here with an entourageof about thirty-nine battle-scarred retainers. The hold serves as bothTorflumur’s fortress-home and as his high temple. The Sea-trollsconsider the rocks sacred ground.

Sultorko is situated in Sull Bear-man territory. It is a small,carefully hidden cavern located on the western side of Thunder Tip.The Sull suspect its whereabouts, but the cave is guarded by a twohundred foot wide circle of sharp, torturously-twisted petrifiedcoral. This natural moat is virtually impossible to cross without aguide, for there are only three narrow paths through the maze thatmight be called safe. Only eighteen Sea-trolls now live at Sultorko,and three are recuperating from coral cuts.

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Sea-trolls seized Goborko from the River Ogres of the HidingRiver Canyon. Goborko is built on three levels and contains aboutninety chambers. The top of main entrance is at the river’s optimumwaterline, so that anyone coming off of the river must submerge andswim through a thirty foot (9.5m) long submarine passage. Anotherentry twenty feet below the surface of the river, but requires only asix foot (2m) horizontal swim. The third entry opens skyward, atopa ninety-three foot (27.5m) limestone chimney. A spiral stairwayconnects the top of the spire to the upper level of Goborko. Anyonescaling the chimney must negotiate a treacherous series of carvedladder-like handholds in order to reach the aperture. Thirty Sea-trolls man the site, which they use as a base for raids against Abderaand the Sull Bear-lands.

POLITICS

Torflumur of Ortorko rules all of the West-trolls and is one of thestrongest of the eleven Troll-kings of Folenn. He is both Lord andHigh-priest of the western Sea-trolls, and his word is like the edictof a god. No one dares openly oppose him. (In fact, only Ukitur ofKitorko covertly challenges the Troll-king.)

Six Lords serve Torflumur. Four command other Troll-sites andtwo remain by Torflumur’s side in Otorko. All supposedly receiveequal respect; however, Torflumur is closest to Jyugar of Rotorkoand Torbul of Otorko (Torflumur’s eldest son and advisor).

Sea-trolls rule by both force and authority. A Lord receives hismandate from his brother, uncle, or father based on his preferencesof age and blood. He must then defeat any challengers in singlecombat. Once he has established his position, he cannot be de-throned unless a foe is willing to fight him at a considerabledisadvantage. During such a challenge, the standing Troll-lord isallowed to use a weapon of his choice, while the challenger mustfight unarmed and unarmored. He cannot even capture a weapon.The prevailing combatant must then cut or tear off his opponent’shead — no mean feat for a bare-clawed Sea-troll.

WARCRAFT

The Sea-trolls of western Folenn march under a vertically hungrectangular standard. A three-fingered grey gauntlet holding splitred skull (with thumb puncturing side) adorns the black field. Thesestandards protrude from the stern of their thirty-foot (9.5m) longwooden, war-canoes and cover the walls of the Lords’ thronerooms,but they are never borne into a melee.

Sea-trolls swim and paddle well, and usually strike targets alongthe long coastline of the Warring Holds. They rarely venture morethan a few miles away from their sturdy, well-provisioned boats.While the Trolls fight on land, they prefer to move by water. Thedouble-outrigged Troll-canoes can skim at speeds up to ten miles(16 km) an hour.

Sea-trolls move and fight in open ranks, employing heavy bash-ing weapons like warhammers, maces, and clubs to beat theirenemies into submission. They rely on their unbreakable morale andtheir huge size, not tactics. The Torku win most battles, even againstconsiderable odds, but they are no match for a large, well-disci-plined army, and they shy away from fortified sites.

ELITE GROUPS

Two Sea-troll war-groups bask in special renown. One, thetwelve-troll Ukitorti Bane, serves as Ukitur’s guard and has neverlost a skirmish. They paddle or march under a banner surrounded byFell-elephant tusks. These skilled warriors operate effectively invirtually any setting and are capable of scaling walls and assailingcastles. Their enchanted, ivory-inlaid armor resists magic and actslike full plate. The Ukitori also bear magic steel and ivory weapons,which they can wield in hand or throw with equal skill. Whenthrown, these weapons return magically.

The Fire-eaters are crueller but less effective than the UkitoriBane. Nonetheless, they are Torflumur’s most deadly servants. Hisyounger son, Worbrul, commands the unit. Eighteen strong, theyoperate in three six-troll groups, generally on special kidnapping orambush missions. They derive their name from the fact that they cancommand their magic scarlet armor to immolate. All of the Fire-eaters revel in the flames with complete impunity, watching theirbewildered foes roast at close quarters.

SEA TROLL HOLD

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PERSONALITIES

Torflumur of Ortorko is the Lord and High-priest of the West-trolls. His blood-letting ceremonies invoke fear among his dis-ciples, for anyone who unsuccessfully opposes the Troll-king isslowly skinned alive in a bed of sea-salt. Torflumur plans to ruleFolenn, but first he must crush the Warring Holds and capture theelusive Emerald Well. Once he establishes dominion over theregion, he can call other Trolls to his side and force the allegianceof the Mountain Goblins. Then, Torflumur can turn northward andsouthward, taking the remaining Jewel Wells and building hispower to an untamable level.

The brothers Dubrath of Goborko and Wullflumur of Sultorkohate one another, for they both coveted their now-deceased sisterBurapa. Neither is willing to unite forces in order defeat the Bear-men. If either is fortunate enough to capture one of his brother’sminions, he takes pleasure in roasting the prisoner alive, eating thebrain and sending the entrails homeward in a box.

Oddly, both Dubrath and Wullflumur emulate their father andwear similar garb. They each favor black half-plate armor, enameledblack plates covering bright red mail. The only thing distinguishingthe brothers is the fact that Dubrath is missing one of his lower fangs.Although he would never admit it, his enraged sister pulled his toothwith a pair of pliers during one of their trysts.

FIGURE SUMMARY

Appearance: 9'-12' tall; loose grey skin (like that of a rhino); thickfeatures; protruding bellies; three-fingered hands with thick claws;three-toed feet with thick claws; small, round, black or red eyes;long, flat noses; wide mouths punctuated by four fangs (2 small,upper fangs; 2 large, lower fangs).

Garb/Armor: Half-plate armor (chain hauberk covered with ironscale-plates around upper body); steel gauntlets with openings forbare fingers; thick steel pot-helms crowned by a fist-shaped spike(to which they often attach a string of ears or noses).

Weaponry: Warhammer; mace; club adorned with spikes; shieldshaped like oval with a bite taken out of one or two sides andemblazoned with Torku symbol.

Dubrath — Carries a black warhammer surmounted by a pair ofdragon’s teeth. Wears black half-plate armor combing enameledblack plates and bright red mail.

Jyugur — Carries a long red mace surmounted by his predecessor’sskull. Wears a closed, black full helmet and grey and black half-plate armor inlaid with silver.

Torbrul — Carries a black spiked mace. Wears a simple chain shirtand greaves inlaid with crushed rubies. His skin is completelytatooed a reddish hue.

Torflumur — Carries a reddish steel, two-hand mace surmounted byhead shaped like the symbol of the Torku. He wears a coat ofbluish-grey mail. Each ringlet is adorned with the tooth of one ofhis victims. A round grey badge adorns the front of his blood-redhelm. The badge bears the symbol of Torflumur’s illustrious line:four simple red slashes or lines, one horizontal and three vertical.

Ukitur — Carries an ivory club bristling with spikes. Wears a helmetcut out of a baby Fell-elephant skull, the tusks facing backwards.The plates of his half-plate armor are inlaid with rubies andgarnets.

Wobrul — Carries a red spiked club. Wears magic scarlet, half-platearmor that immolates on command (3x/day for 1 turn).

Wullflumur — Carries a red warhammer surmounted by a steel-covered human head. Wears black half-plate armor combingenameled black plates and bright red mail.

Note: See p.107-108 for Sea Trolls’ unit statistics.

SEA TROLLS VS. ABDERA

Torflumur wears a coat of bluish-grey mail. Each ringlet isadorned with the tooth of one of his victims. A round grey badgecrowns the front of his blood-red helm, and bears the symbol ofTorflumur’s illustrious line: four simple red slashes or lines, onehorizontal and three vertical.

Ukitur of Kitorko, the toughest and cruelest of Torflumur’swarlords, eats a live baby seal or child at the end of each lunar week.He plans to overthrow his master, but only when the time is ripe.Torflumur is sacrosanct and is the only figure capable of preventingthe Sea-troll settlements from battling amongst themselves. WithoutTorflumur, the Sea-trolls have no hope of sujugating the WarringHolds.

Ukitur wears a helmet cut out of a baby Fell-elephant skull. Thetusks face backwards, lending him a disarming appearance. Likecommon Sea-trolls, he wears half-plate armor, although Ukitur’splates are inlaid with rubies and garnets.

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THE JEWELER (47)Pomo Bol, the mysterious Jeweler, is the most powerful figure in

western Folenn. His treasuries contain untold riches, his armoriesunrivalled weaponry. His small but powerful armies dominate theland of Scrym, the area west of the Folenna Spikes, south of the SpiceRiver, and north of Cloud Reach. Sea Elves and Bear-men who livealong the fringes of his domain struggle for survival, while the morelearned Men in the Warring Holds fear that he might soon control theGoblins and Ogres threatening their eastern borders.

The Jeweler seeks control of all the Bladelands, but his empireremains small. Given the fact that he has few minions, he is forcedto operate through client-kings and other proxies. He uses subter-fuge and terror to expand his interests.

The Jeweler’s immediate term goal is the acquistion of theEmerald Pool and the conquest of the Warring Holds. In order toachieve these ends, he plays various factions against one another, allthe while attempting to crush the Elves and Bear-men and to subvertthe wild races of the Folenna Spikes.

BACKGROUND

Pomo Bol was born in Bolku on Reeg, the Isle of Sleet. He livedthrough a awful childhood, for both his parents died at the hands ofthe Hue Eaters when he was only an infant. Forced into slavery, helabored in the ruby mines of the Palia archipelago until the age oftwenty. The ordeal hardened him, and gave him an acute under-standing of precious gemstones.

Pomo escaped bondage by poisoning his captors and swimmingacross the two mile Crystal Straits to the Palian mainland. Takingrefuge with a young jeweler woman named Espesia Fane, he hidfrom his Breathless pursuers for nearly three years. His hidingcoincided with his education as a gem-cutter and creator of finejewelry.

Pomo also fathered three children at this time, all by Espesia, whohe loved with an unhealthy passion. His smothering attentions to histutor and consort crippled their union. Pomo’s relationship erodedafter the birth of his third child; Espesia eventually attacked him andnearly killed him with chisel. She claimed his left eye and scarred hisface beyond repair. Leaving Pomo in a temporary coma, Espesiafled with her offspring — never to be seen again.

Pomo Bol revived after a few weeks, but his spirit never recov-ered. He awoke an embittered man. His spite imbued him with aunbridled desire for power and vengeance: he resolved to revise theworld in his own mould. It was then that he overheard a conversationabout a new land called Folenn.

Departing from Palia with an expedition bound for an immigrantdomain called Harro, Pomo landed at the port of Wimru in 65 N.T.He accompanied the explorers southward across the Warring Holdslater the same year. Pomo briefly settled as a jeweler’s apprentice inKo Otum (Spice Harbor) in Abdera, but pushed onward after a briefaffair with a neighbor’s wife resulted in his indictment for theneighbor’s murder.

By 67 N.T. Pomo Bol established a home on an islet in the HidingMere. There, he lived among a small group of High Elves (Iylari)who presided over a rich emerald mine and crafted exceptionalworks of power and beauty. The Iylari befriended Pomo and taughthim a great deal about artistry and magic. An Iylar woman, Ilkiesa,fell in love with Pomo and the two married in 69 N.T.

Ilkiesa’s insatiable lust for power proved even stronger than herhusband’s, and the two quickly resolved to construct a domain basedon an Iylar model. They succeeded in seducing the Iylari. By 75N.T., Pomo was proclaimed the King of the Mere. Elevated to theposition of Master-smith, he also became known as the Jeweler.

The Jeweler’s Iylar servants captured numerous Sea Elves duringthe ensuing decade and began purchasing slaves from the markets ofsouthern Rukon. Pomo forced these captives to construct a smalllake-borne fleet and to build a stronghold. His citadel, which lies offthe northern shore of the Hiding Mere, is called Mere’s Rest. Itbecame his new capital. From there, he began his war of conquest.

POLITICS

The Jeweler controls a number of subsidiary groups, including theMountain Goblins of Drong, the River Ogres of Worgathun, and theMen of Yolmer. His agents operate openly in Rukon and fomenttrouble among the Dwarves. Even the King Mydien’s Sea Elvesunwittingly labor on the Jeweler’s behalf.

The Jeweler’s core realm, which he calls the Lands of the Mere-king, is organized in four parts. Ilkiesa administers the kindomthrough four Iylar Elf-lords, who are periodically slain or rotated inorder to insure that they never become too independent. These Elf-lords rule “Manors,” territories stretching in roughly cardinal direc-tions from the center of the Hiding Mere.

Each Manor deploys its own army, but the Jeweler’s principalforces operate from the area around Mere’s Rest. High Elvescomprise most of the elite groups and lead many of the remainingunits. Men and Sea Elves fill out the ranks of the Manors’ armies,while Garks consitute the bulk of the main horde.

PERSONALITIES

The Jeweler stands 6’4" tall and possesses a stalwart build. Hispale hazel eye and ruddy complexion typify Palia’s Bolark peoples.He wears simple but tasteful ruby-colored garb and shuns any sortof armor or adornment. The only distinguishing vain feature is theenchanted ruby that occupies his left eye socket. (He calls the jewelEspesia.)

Insane by most standards, the Jeweler has unusual tastes. Hekeeps a small zoo, feeding the animals with portions of his impris-oned enemies. Pomo never slays his prisoners, instead preferring toleave them maimed and suffering in the dank deeps beneath hisstronghold. These tortured spirits simply waste away, perish insubterranean “hunts,” or die mining ores and emeralds.

The Jeweler uses his menagerie of beasts as messengers andavengers. When acting in the latter role, they seek out and woundvictims, but they rarely resort to killing anyone. Enemies of theJeweler live in pain and/or fear, spreading anguish and sorrow.

Ilkiesa, the Jeweler’s consort, often wears magical, steel-rein-forced, metallic cloth armor sewed in a checkered pattern of silverand gold and adorned with emeralds. Her magic helm is completelyinvisible, so that her beautiful features are never obscured. Ashameless exhibitionist, the Iylar queen understands her assets andwields her beauty with unbounded zeal. 5’9", fair-skinned andblessed with bright green eyes, Ilkiesa is disarmingly attractive. Herlong strawberry locks are the basis of more than one legend, the bestof which centers on the story of how she once strangled a rival withher ponytail.

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Ilkiesa — Bears a golden sword with a green-silk hilt inlaid withemeralds and silver filagree. An invisible visored helmet shapedlike her own skull crowns her graceful head. Each day she choosesa new wig, so that her hair color varies wildly. (She is naturally astawberry blonde.) She wears magical, steel-reinforced, metalliccloth armor sewed in a checkered pattern of silver and gold andadorned with emeralds.

Ulkien — Wields a battle axe with blades engraved to look likeeagles’ beaks. He wears magical, steel-reinforced, metallic clotharmor sewed in a checkered pattern of silver and blue and adornedwith aquamarines.

Orbolkien — Carries a golden 2-hand sword inlaid with purpleamethysts. He wears magical, steel-reinforced, metallic clotharmor sewed in a checkered pattern of gold and purple and adornedwith yellow amethysts.

Elbiena — Wields a graceful hand axe with a double blade shapedlike a pair of stylized tongues. She wears magical, steel-rein-forced, metallic cloth armor sewed in a checkered pattern of silverand green and adorned with diamonds.

Arpenien — Uses a 2-hand sword engraved with a design resemblingan Agaath. He wears magical, steel-reinforced, metallic clotharmor sewed in a checkered pattern of gold and burgundy andadorned with yellow star sapphires.

Note: See p.108-109 for the Jeweler’s unit statistics.

During recent years, Ilkiesa has seduced, wed, and abandoned ahalf-dozen lords throughout Folenn. She leaves each of them with anheir, knowing that their successors may eventually become theJeweler’s most valued vassals.

Ulkien, Orbolkien, Elbiena, and Arpenien serve Ilkiesa as thePrelates of the four Lands of the Mere-king. Each wears distinctivelycolored armor that resembles that of their mistress. Ulkien rules theNorth Land, while Orbolkien reigns over the West. Elbiena isPrelate of the South, and Arpenien administers the Jeweler’s EastManor.

FIGURE SUMMARY

Garb/Armor — The warriors of each Manor wear chain shirts andsurcoats. Their garb is colored to conform with the schemeassociated with their home territory: East Army = red and bur-gundy; North Army = blue and silver; South Army = green andsilver; West Army = gold and purple; Main Army = ruby red(Guard units) or silver and gold.

Weaponry — The warriors of each Manor carry arms associated withtheir home territory: East Army = 2-hand swords; North Army =battle axes; South Army = shields and hand axes; West Army = 2-hand swords; Main Army = shields and maces (Guard units) orshields and broadswords.

The Jeweler — Carries a long, thin mace with a black steel headcarved in the shape of Espesia’s skull. It is adorned with a crushedruby inlay. Both a throwing and melee weapon, it is a pricelessheirloom. Wears a ruby-colored silk-like woolen surcoat andpants. A magic, 77 carat smooth-cut ruby marble fills his left eyesocket.

THE JEWELER'S QUAY

Warring Holds at a GlanceHold Symbol Ally Enemy Desire Possession Subplot

1. Cavan War claw with red eagle on a white field Abdera Kulm, Harro, Rukon, Ekeren Greater Wealth! Iron, copper, zinc, emerald TwoVoices (rulers) schememines; Holds’ breadbasket to overthrow the 3rd Voice.

2. Harro Gold trident head on a dark blue field Urda All but Urda Trade,wealth Gold, money, ships Gen. Du-Landal plotsto overthrow the Council.

3. Kulm Blazing orange moon with rays on black None! Cavan, Marl, Rukon, Rule all the Holds! Copper, tin, ores; weapons. Lord Roku vs. King Skera.Ekeren, Soluthurn

4. Soluthurn White fighting swan on a purple field Harro Kulm, Urda, Sea-trolls Survival Shipbuilders Lord Doneli vs. Saaldon I.

5. Marl Howling black wolf on a silvery field None Kulm, Ekeren, Yolmer Jewel slime, food Magic, weapons. Threat of civil war; Jeweller’s& fresh water spy serves Cabur.

6. Ekeren Rising sun with spikes on a green field Mountains Kulm Survival as an Animists, ores, hydropower. Plot to kidnap Queen Fere.independent state

7. Urda Serpent spitting fire on a tan field Harro All but Harro (esp. Yolmer) Women, horses Rare shellfish dye; magic Rival priest secretly serves Yolmer.

8. Yolmer Four 2-headed axes on a gold field Jeweller Urda, Abdera Urda’s land; Jewel slime, trade routes Rival clans battle for control.combat

9. Rukon Blue vulture head over a drop of blood None Abdera, Kulm, Yolmer, Conquer nearby Slaves, horses. Trela clan slave revoltCavan, Sea-elves, Sea-trolls Holds vs. the Brool ?

10.Abdera Two sharks against a white sky Cavan, Harro, Yolmer, Rukon, Urda Survival. Spices, tobac, fertile soil King Dura-gar’s advisorBear-men serves the Unlife.

11.Bear-men Battling bears on a green field Abdera Sea-elves, Sea-trolls Survival, guard Access to Major Portal Leader swayed by the Jeweller?of Sull Rukon, Urda

12.Goblins Crossed silver picks on a brown field None! Dwarves, Rukon, all Holds Booty, weapons, Unity, ferocity, Split by rival leaders?raiding mountain skills

13.Dwarves Gold, triple-axe over red triangle on a None Goblins, Trolls, most Men Jewel Well & Strongholds, weapons, Greedy King...black field Jewel-enhanced united culture

weapons weapons

14.Hirazi Silver eagle-head on a blue field War Eagles, All Men & other races To be left alone Control Jewel Pool Exile plots vs. ruler; is CavaniAir Drakes envoy a spy?

15.River Ogres Blue Ogre skull biting a mace on a None! River-raiders, Sea-elves, Booty, slaves, River guiles, ferocity Leaders fight each other for power.grey field Bear-men, all Holds weapons,

Jewel-slime

16.Sea-elves Kraken splitting a ship None! Cavan, Harro, Rukon, Slaves of Rukon, Daring sea-raiders, Rival clans vie for supremacy.on a sea-green field Sea-trolls, Sea-elves, Abdera booty, weapons, river-runners & warriors

Abderan spices

17. Sea-trolls Gauntlet holding split red skull None! Sea-elves, Cavan, Abdera, Booty, slaves, Vicious culture, Stupid, under sway of the Jeweller.on a black field Harro, Rukon spices brave sailors

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57

PART 5: OTHER REALMS

HIDDEN COLONIES IMMIGRANT DOMAINS

Ancoovur (Coral March) Abdera†Borvan (Mountain Elves) Cavan†Cryan (Wood Elves) Ekeren†Emun (Dead Marches) GalathaHírazi (Wing-men)† Harro†Lycoodur (High & Dark Elves) KlaykalaManamo (Low-men) Kulm†Munull (Tiger-folk) LalienOlchel (Wood Elves) Marl†Rill NefarinRoarc (Longreaders) OlolocoScrym (Jeweler’s Elves)† OloponoxShuluri (Sea Elves)† OolcorSull (Bear-men)† RoneUrnull (Wolf-folk) RoynVancu Realm Rukon†

Soluthurn†LOST IMMIGRANTS Tatanapo*Alchua (Petty Fiefdoms) TharoKalanda TralfKaw Kaw Urda†Lasapanax VylanaMeir WiocoolaMorn Yolmer†Thalar (City States)

INVADER STATES

Cula (Garkula) Saraxa (The Low Empire)Garayax (Flesh Eaters) Slike (Bone Eaters)Garkamun (Green Garks)† SoolPaia Vyath (Hue Eaters)

Note: To understand the unit information given below eachgroup, consult the Key to Other Realms & Other Groups in theAppendix.

INTRODUCTIONSo far we have concentrated on the groups living in western

Folenn, the area in and around the Warring Holds. Now we turn tothe rest of the continent. It is a vast chunk of land and sky, so we willjust hit the important points.

Approximately half of Folenn is settled territory. Only about 10%of the area is civilized, and even these places are thinly populated.Towns and cities tend to be young, small, compact, and widelyscattered.

The Bladelands are truly a “new world.” Few residents trace theirancestry to indigenous groups and most hail from first, second, orthird generation families. Their origins differ, although all share theexperience of trying to tame or adapt to a strange, turbulent land.

For convenience’s sake, chroniclers divide Folenn’s peoples into61 settled realms, excluding nomads and temporary visitors(“Assailers”). Realms fall into five categories:

(1) Hidden Colonies

(2) Immigrant Domains

(3) Lost Immigrants

(4) Invader States

(5) Indigenous Realms. Indigenous Realms include the non-human nations and confederations founded before the comingof the ancient Duskwalkers. They remain more or less intact,albeit reduced in size and confined to remote locales.

The other four groups contain realms founded during or after theSoulslayer Wars that ended the Duskwalker’s dominion and closedFolenn’s Golden Age. They are distinguished by both their age (theolder Hidden Colonies versus the very young Invader States), andthe nature of their founding; in other words, whether they came to beby plan (Immigrant Domains and Invader States), by accident (LostImmigrants), or by dire necessity (Hidden Colonies). An alphabet-ized summary listing follows. A † indicates a realm described in Part4.

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HIDDEN COLONIESThe Hidden Colonies contain the remnants of Folenn’s indig-

enous peoples, groups that occupied the Bladelands hundreds (oreven thousands) of years ago. These reclusive kingdoms date backto the time when the Duskwalkers created the mantle of Bladestormsthat now guards the continent. Their rich heritage provides themwith unique weapons and well-defined defenses, but none save thatof the Vancu are particularly large or strong realms.

Most Hidden Colonies lie in the highlands and outer isles. Isolatedfrom recent immigrations and invasions, their peoples cling to highlydefensible refuges. Many are exiles from once-glorious mainlanddomains, while others reside in ancient, ancestral bastions.

Both Men and Elves inhabit the Hidden Colonies of western andsouthern Folenn. Sundered in ancient time, these domains have longbeen at war. The Sull, for instance, rarely travel and have neverformed a true alliance. The highland Longreaders of Roarc, thedescendants of the Duskwalker’s Librarian society, also keep closeto their homeland.

Immortal Elves (Tulingu) occupy hidden colonies located furthereast. The Iylari (High Elves) and Dark Elves (Dyari) live on the isleof Lycoodur, which lies off Folenn’s northeastern coast. Other Iylarimake their homes in Scrym. Wood Elves reside in the mysterious SlyWood (Cyrac) of southeast Folenn, as well as on the isle of Olchel,which lies off the coast further south.

Having already described the Sull, Shuluri, and Hírazi in detail,we turn to a sampling of the rest of the Hidden Colonies.

Note: The numbers following each group’s title refer to thefaction’s color guidebook listing and map location. See theAppendix for a key to the unit combat summaries that concludeeach Colony’s section.

TIGER-FOLK OF MUNULL (12)Munull encompasses the southern reaches of the Rising Wood of

easternmost Folenn. There, three hundred Tiger-Tribesmen live inisolated bands. Roaming through the dark forest, these people valuetheir independence and privacy above all else.

Like the Sull, the Tiger-folk are a lycanthropic people who owetheir origins to a rare blood disorder. They descend from victims ofthe ancient “Tiger Sickness.” Shunned, their ancestors spawned theMunull culture after being isolated in remote, woodland colonies.

Unfortunately, the Rising Wood is cherished by other hostilegroups, notably the Myriad Realms of Tatanapo to the west. En-croachment by other Men and periodic raiding by the Iylari ofLycoodur threaten the Tribe’s autonomy. Their only buffer againstthese assaults is the primitive Manamo domain.

Although the Tiger-Tribe avoids pitched warfare (they can raiseonly 80 veteran warriors, and their levy includes less than 50 others),the continuing erosion of their homeland precludes peace. Even inquiet times, settlers from the New Colonies and Immigrant Domainstry to explore and exploit the fringes of Munull. Small skirmishesresult, often escalating until either the new community is destroyedor the Tiger-Tribesmen are driven off to lick their wounds.

Tiger-Tribesmen lead a remarkably simple life, guided by theprinciples laid down by their religious leaders. For any harminflicted, it is the warriors’ duty to return a more debilitatingpunishment. Those not subscribing to this doctrine are consideredunfit to be warriors. Weakness is seen as a great crime which mustbe punished by execution or banishment. Thus there is a great dealof pressure on warriors to behave either foolishly or bravely,depending upon where you stand against them.

The conflict of cultures in this region breeds some of the fiercestand bloodiest battles in all Folenn. Quarter is neither asked nor givenby the combatants. In all battles involving Tiger-Tribe forces,prisoners are rarely taken.

Shapeshifters also provide the Tiger-folk with a powerful shockweapon. Were-tigers, Munull Priests alter their forms merely throughthe application of resolute will. These Priests transform themselvesin battle. Wild and powerful, they are impervious to non-magicalweapons and move through the forest with alarming speed andgrace. Were-tigers strike from all directions, instilling their enemieswith a sense of inescapable doom. They mercilessly maul foes untilno more blood remains to be spilled.

Additionally, the Munull train true tigers as traditional lightinfantry forces. Driven headlong in the enemy ranks, they shattermorale and rend flesh. They are allowed their choice of a victim’sremains after battle.

Unit Size: 8

Standard: 8' (2.75m) Pike Surmounted by Totem

Unit Type: Medium Infantry

Insignia: Burning Grey Tiger on Red and Black Field

Experience Level: 5

Decoration: Short Surcoat Adorned With Insignia

Morale: Very High

Armor: Leather Jerkin, Pot Helm

Demeanor: Reclusive but Aggressive

Arms: Mace, War Hammer, Throw-axe

Tactical Approach: Aggressive

Strategic Approach: Defensive

• THE HIDDEN COLONIES •Elf Colonies OthersCryan (Wood Elves) Roarc (Longreaders)Olchel (Wood Elves) Manamo (Low-men)Lycoodur (High & Dark Elves) Vancu RealmScrym (High Elves)* Ancoovur (Coral March)Borvan (Mountain Elves) Sull (Bear-men)†Shuluri (Sea Elves)† Munull (Tiger-folk)

Urnull (Wolf-folk)Emun (Dead Marches)Hírazi (Wing-men)†Rill

* Now the Jeweler’s Lands.† See Part 4.

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URNULL, THE WOLF-LAND (13)Urnull is a small domain located in southernmost Folenn. Cradled

within two spurs of the Folenna Spikes, it occupies the WolfwaterValley stretches to the southern banks of the fierce Dreamwaterriver. Wilderness encircles Urnull, except along the northern border.There, the Wolf-folk maintain a vigil over the adjoining BloodEaters (Garcathu) of the Kingdom of Garayax.

Six hundred Wolf-Tribesmen live in Urnull. About a quarterreside in the cliff caves of the capital at Weer, where they mineprecious gems. Others travel in isolated bands along traditionalmountain circuits. Hunting and fishing in the dense upland woods,they live off the land.

Like the Munull and Sull, the Wolf-folk suffer from a rarelycanthropic disease borne in their blood. This “Wolf Sick-ness” dates to an ancient time when the Urnull were isolated incamps scatted across the southern part of the continent. Bothreviled as plague-ridden and worshipped as gifted seers, theylived in quarantine. Their current realm is the only Urnullencampment to survive the depradations of the invading FeederRaces.

Unit Size: 8

Standard: 6' (2m) Pike Surmounted by Totem

Unit Type: Medium Infantry

Insignia: Glowing Red Wolf on Yellow and Black Field

Experience Level: 4

Decoration: Jerkin Inlaid With Insignia

Morale: Extremely High

Armor: Leather Jerkin, Helm

Demeanor: Reclusive but Aggressive

Arms: Shortbow, Hand Axe

Tactical Approach: Aggressive

Strategic Approach: Defensive

EMUN, THE DEAD MARCHES (16)Emun stretches along the northeastern flank of the Folenna

Spikes, east and across the ridge from the Coral March. It lies southand west of the Lost Immigrant domains. The Shimmering Woodcovers much of this upland realm, which is noted for its forestofferings.

Belasar the Demon-king rules the realm of Emun with an iron fistwrapped in an iron gauntlet. His austere keep at Emog harbors manychambers of horror. The site of Belasar’s unspeakable interests, thefortress overlooks a spring that feeds the Dead River.

The Demon-king has magically enslaved a multitude of prison-ers. Belasar’s troops are charmed (stupidly obedient) warriors whowould die on his word. They live in unspeakable filth. Most residein Belasar’s mountain-hold, dying of disease and battle-wounds.The Demon causes these pestilential corpses to walk again asundead Ghouls, further augmenting his forces. Belasar segregateshis living warriors from the undead, for the Ghouls possess vora-cious appetites for flesh.

OGRES BATTLE MEN

Emuna Ghoul-warriors are little more than transformed putres-cent corpses with fang-like teeth and clawed hand. Stupidity cloudstheir minds, preventing independent action. They inspire terror bytheir presence, not by their guile. Their claws cause infections whichoften fell the greatest warriors. Commanded by more powerfulliving Men, Ghouls weaken the enemy ranks, preparing the way forthe Demon-king’s well-drilled Guard.

The Knights of Death patrol Emun’s borders. Powerful animatedskeletons, these undead warriors act independently and employ achilling, paralyzing gaze to freeze their foes. They then slay theirvictims with razor-sharp battle-axes.

Unit Size: 6

Standard: Flag Mounted on Black Pole

Unit Type: Medium Infantry

Insignia: Blue Twin-axe, White Sun, Black Field

Experience Level: 4

Decoration: Insignia on Cape and Shield

Morale: Instinctual

Armor: Chain Shirt, Shield

Demeanor: Evil

Arms: Spear, Hand Axe

Tactical Approach: Aggressive

Strategic Approach: Defensive

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ANCOOVUR (CORAL MARCH) (21)The Warders of the Coral March hold the four spires (known as

the Shell Towers) that stand watch over the entries to the Coral Road.Their rugged southern frontier lies along the northern shores of theWhirling Waters, the Ancient Drain (Lake of Drains). The Marchstretches to the northernmost tip of Folenn, straddling the shelfbetween the Reef Sea to the west and Bull Mountain section of theFolenna Spikes to the east. This territory is carefully marked by aring of coral cairns and guardposts, while signal towers ring itshighland perimeter. With the Barrow Marches of Kroel to thesouthwest and the Dead Marches of Emun to the southeast, the Menof Ancoovur stay vigilant.

The Warders rely on a well-trained army of about 250 soldiers.These warriors constitute a military order with spiritual and eco-nomic underpinnings. Their families also belong to the order, whichregulates everyone’s lives. The order is known as the Coral Tatoo,and includes about a quarter of the population of the Coral March.Each adherent is adorned with a small, deep-red, shell-shaped tatooon his or her upper chin. Non-members suffer as second-classcitizens. The Tatoo considers those coming from outside the Marchas mere animals, enemies who cannot aspire to deal with the orderuntil they execute a trade agreement recognizing the Warders’peculiar religious beliefs.

A typical Warder unit includes twelve soldiers: three knights andthree groups of three armsmen. Each knight owns a horse, but theWarders prefer to fight on foot. They wear flexible chain armor andfavor short swords and crossbows. Most avoid open combat unlessengaged at night, the Warders’ favorite time for battle. Instead, theyprefer to defend themselves from their numerous fortifications.

Unit Size: 12

Standard: 10' Pike Surmounted by Totem

Unit Type: Medium Infantry

Insignia: White Shell on Dark Green and Blue Field

Experience Level: 4

Decoration: Short Surcoat Adorned With Insignia

Morale: High

Armor: Chain Shirt, Helm With Half-cowl

Demeanor: Careful

Arms: Short Sword, Light Crossbow, Throw-axe

Tactical Approach: Defensive

Strategic Approach: Defensive

VANCU (23)Few peoples rival the Vancu in terms of greed, cruelty, and

brutality. An ancient order founded by the Soulslayers, these pitilesswarriors crossed into Folenn in ancient times and established theirholds in the highlands around the deep, dark Lake of Sighs. There,in the great valley between the Steel Reach and the Folenna Spikes,they carved citadels from the course volcanic rock, delving tunnelsto join their outposts to the main complex at Ink Falls.

The Vancu symbol, the black knot, represents the concepts oforder, symmetry, and control. Vancu seek domination and desireabsolute perfection or utter destruction. Since the only way toadvance in their society is to amass tongues, the Vancu are alwaysat war. They constantly seek foes and have no qualms about slayingdefenseless victims. Even more terrifying, the Vancu eat the rawflesh of their fallen prey. (They consider hearts and livers to bedelicacies.)

Vancu number about one thousand warriors. Most are footsoldiers,although all are trained to ride. Both men and women fight, the latteratop strange, lizard-like creatures called Ulthula. Ulthula are small,omnivorous, forest-dwelling drakes that immobilize prey with apotent nerve poison.

Six warriors compose a typical Vancu unit. Every fighter carriesa trio of darts and a composite bow. Their favorite weapon is the war-claw, a three-headed war hammer shaped like the talons of a dragon.Each war-claw is fitted with a gem that sucks out the soul of a victimwhenever it draws blood. Vancu wear superbly crafted dragon-skinarmor fashioned during the ancient days of Soulslayer dominance.Tongues of their victims adorn their belts. Each warrior’s helm isshaped like a horrifying caricature of his own head.

Unit Size: 6

Standard: A Colored Head on a Black Pike

Unit Type: Medium Infantry

Insignia: Black Knot on a Colored Field

Experience Level: 5

Decoration: Roundal Atop Helm With Insignia

Morale: Fanatic

Armor: Black Half-hide Dragon-skin Plate

Demeanor: Fanatic & Cruel

Arms: War-claw (Triple-head War-hammer)

Tactical Approach: Highly Offensive

Strategic Approach: Highly Offensive

61

VANCU BATTLE ROYN WARRIORS

62

MANAMO (24)Manamo is home to the cannibalistic Low Men, or Manamo. They

are a mysterious race of short, wiry people adapted to life in thewooded wilderness. Indigenous to the neighboring continent ofTulingit, they were the first race of Men to set foot in Folenn. Theirlands once included most of the continent’s lowland forests.

Manamo is now confined to the northern half of the Rising Wood,which stands in easternmost Folenn. The Low Men share the forestwith the Munull, who live to the south. The Manamo cherish theirfriendship with the Munull, for without the help of the Tiger-folk,the Low Men would be overrun by settlers and armies from nearbyTatanapo (the Myriad Realms).

Little is known about the Low Men. Manamo apparently fightwith elaborate crossbows and blowguns and fashion intricate traps.They hollow out huge Kankamo trees, building homes and keepswithin the giant trunks. Manamo’s capital, Mankama, consists of 25interlocked Kankamu, the smallest of which stands 250' (80m) talland measures 30' (9m) in diameter.

Unit Size: 10

Standard: Dyed Wood Spear

Unit Type: Light Infantry

Insignia: 4 Pairs Arrows on Black, White, and Red Roundal

Experience Level: 6

Decoration: Braided Ponytails

Morale: High

Armor: None

Demeanor: Reclusive but Aggressive

Arms: Crossbow, Blowgun (Light Crossbow), Spear

Tactical Approach: Defensive

Strategic Approach: Reclusive

RILL (44)Rill is known as the Glass Land, for its ashen soil offers a wealth

of obsidian deposits. The walls of Foetbranger, its tower-capital,shine like stained glass over the western bank of the Steel River.Their beauty recalls the days when Rill was the chief province of theDuskwalker’s republic.

Rill looks eastward from the eastern side of the Steel Reach. Anupland realm lying between the Steel and Tongue Valleys, its peoplelive in relative isolation.

Unit Size: 10

Standard: Streamer Attached to Leaders’ Helmets

Unit Type: Light Infantry

Insignia: Blue Light-tower on Orange Field

Experience Level: 5

Decoration: Jerkin Inlaid With Insignia

Morale: Extremely High

Armor: Quilted Silk Breastplate, Helm

Demeanor: Suspicious

Arms: Composite Bow, Warhammer

Tactical Approach: Defensive

Strategic Approach: Defensive

A CONSTRUCT AWAITS ORDERS

OLCHEL & CRYAN (48)The twin Wood Elf kingdoms of Olchel and Cryan face one

another across the Whispering Narrows of southeastern Folenn.Rich and militarily powerful, they act as a bulwark against the spreadof the Feeder Races (Ulcathu) into the eastern Bladelands. The Erliniare at war with the Hue Eaters of Vyath and frequently raid the coastof Slike.

Olchel and Cryan share the island capital of Tulingan, reputedlyFolenn’s most beautiful city. The two lands also share access to themagical healing waters of the Sly Mere, a deep lake situated onCryan’s northwest border.

Unit Size: 9

Standard: Banner Attached to Short Pike

Unit Type: Light Infantry

Insignia: Black and Red Trees on Gold Field

Experience Level: 5

Decoration: Breastplate and Hood Inlaid With Insignia

Morale: Very High

Armor: Quilted Silk Mail, Helm

Demeanor: Quiet

Arms: Spear, Composite Bow, Shortsword

Tactical Approach: Defensive

Strategic Approach: Defensive

63

LYCOODUR (49)The great isle of Lycoodur is home to two semi-united Elven

Kingdoms populated by both High Elves (Iylari) and Dark Elves(Dyari). Unstable but long-lived, these small, warlike domains raidthe shores of the mainland and make war on the weak peoples ofMorn, Manamo, and Munell. Their principal rivals, the Erlini ofOlchel and Cryan, live far to the south. Only the upstart NewColonies prevent the two lords of Lycoodur from subjugating all ofnortheastern Folenn.

Iylar nobles dominate Lycoodur’s politics, so it is no surprise thatthe Elves maintain strong relations with both Thalar and the Jewelerof Scrym. This unholy alliance suits the Iylari, who hope to eventu-ally regain control of the Bladelands by whatever means they can.Their disgruntled Dyar subjects know little about these plans.

Lycoodur’s well-trained warriors are among Folenn’s finestfighters. Superb sailors, climbers, and tacticians, they strike allalong the continent’s northern and eastern coasts. Their most eliteunit, the Walrus-riders of Iylan, actually travel on the backs of thegiant Iylana War Walruses. These 40' (12m) long behemoths sport6' (2m) tusks and swim at speeds of up to 20 miles (32 km) per hour.

Unit Size: 9

Standard: Banner Attached to Rod Attached to Back

Unit Type: Light Infantry

Insignia: Four Entwined Gold Rings on Black Field

Experience Level: 5

Decoration: Shield and Helm Inlaid With Insignia

Morale: High

Armor: Quilted Silk Mail, Helm

Demeanor: Haughty

Arms: Spear, Composite Bow, Broadsword

Tactical Approach: Aggressive

Strategic Approach: Aggressive

BORVAN (50)Situated south of the lower reaches of the Laughing River, Bovan

lies in the center of Folenn. Inhabited by exiled Punkari, or MountainElves, this Tulinga kingdom struggles to regain its homeland region.Gobrul occupy the Elves’ original domain, which lies to the westalong the eastern flank of the Folenna Spikes.

Lord Gethis of Gethan is King of the densely populated (byFolenn’s standards) Borvan state. He presides over an anxious butvigilant land whose people openly despise their life along the grassycoast of the Bay of Sighs.

Unit Size: 9

Standard: Banner Attached to Rod Attached to Back

Unit Type: Light Infantry

Insignia: Flaming White Eagle on Blue Field

Experience Level: 5

Decoration: Jerkin Inlaid With Insignia

Morale: Very High

Armor: Quilted Silk Jerkin, Helm

Demeanor: Cocky

Arms: Spear, Composite Bow, Shortsword

Tactical Approach: Aggressive

Strategic Approach: Defensive

TWO UNDEAD ENTER BATTLE

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KROEL BARROW MARCHES (51)Located in northwest Folenn, the Barrow Marches of Kroel

occupy the coastal hills between the Ancient Drain and the Reef Sea.The Walking Woods lie to the south, while the Coral March issituated to the north. It is a marshy land punctuated by colorfulswaths of heath and laced with countless streams.

Kroel once served as the burial grounds for the invading Soulslayersof Murlis. The disembodied spirits of thousands of Soulslayerservants haunt the land. Their barrow tombs dot the landscape of theBarrow Marches; thus its name. The restless Kroela spirits thatinhabit the barrows are apparitions that awaken at night whensummoned by a higher force. Relying upon curses and spreadingdisease, they frighten, disable, and scatter most every enemy whodares invade their domain. Later, the Jeweler used the Kroelu tospread pestilence and defeatism among the Cavani and throughoutthe southern reaches of neighboring Ancoovur.

Ghostly in shape, Kroelu manifest themselves in a black, icy,incorporeal form. These shadowy creatures rise from broken tombsto menace those who venture too near. The Soulslayers’ Inwa clanburied their most exalted leaders in mountainous barrows whichhave been subsequently profaned by priests of the Unlife. Fortu-nately, most Barrow-wights cannot campaign further than one milefrom their tombs, but they still claim their share of victims. While thepresence of the barrows deters all but the boldest adventurers, thegreat wealth rumored to be within the barrows often draws treasurehunters.

Barrow-wights retain the skills and weaponry they possessedwhile living. The Inwa of eastmost Kroel carry the Irgaak, aceremonial two-handed sword of great destructive power. Theywear fabulous plate armor and carry wonderfully-crafted full shields.Fully bedecked in royal finery, these Barrow-wights present achilling and malevolent countenance.

Kin to the dreaded Barrow-Wight, these less insular Wights hauntKroel’s western graveyards and battlefields. Their vague, darkforms present (through magic) the image of fair and perilous folk.Those slain by their burial swords become Wights themselves. TheWights project fear and coldness.

The main body of Wights, the Ghostly Legion of Hara, lingers inthe burial lands overlooking the Reef Sea. Fed by the souls of theshipwrecked, these non-corporeal spirits look like blood-stainedwarriors. They are tied to the physical plane by their weapons, whichact as foci, and they drain energy from the living through mereproximity. A Haran’s ghostly visage incites fear, while its touch iscold and relentless.

Unit Size: 8

Standard: Dried Head Mounted on Pole

Unit Type: Medium Infantry

Insignia: Lavender and White Bloodroot Deathmask

Experience Level: 3

Decoration: Deathmasks on Leaders’ Helms

Morale: Instinctual

Armor: Chain Mail

Demeanor: Sluggish

Arms: Spear, Broadsword

Tactical Approach: Aggressive

Strategic Approach: Very Defensive

LONGREADERS OF ROARC (53)Hidden in the mountains of the Roarc Spur, the one thousand

Longreaders are of ancient lineage with roots extending backthousands of years to the First Era of Ire. These brilliant, reclusiveHumans serve the Duskwalkers, gathering information and battlingforces of Unlife. They jealously guard the finest collection of arcanemagic and lore on Folenn. Located in underground chambers(separate from the Ash Lairs), their society is stratified and ritual-ized, with two primary social classes: sages (who number 101) andwarriors (who number about 200).

Schooled in magic use and lore from an early age, Sages scheme,plan strategies, and instruct the warriors in ways of subtlety.Longreader Sages also monitor the Essence, correcting any imbal-ances in the Flows. Owing to their unique responsibilities, Sages arein a position to summon and converse with both the Spirit of Folennand the Duskwalkers themselves. This is achieved through use of theOolomo, a deep crystaline pool prized by the Duskwalkers. OnceFolenn’s most prized Jewel Well, the Oolomo cooled and solidifiedlong ago; however, it remains extremely powerful.

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• THE IMMIGRANT DOMAINS •Warring Holds† New Colonies OthersAbdera Klaykala Tatanapo*Cavan Lalien** RoneEkeren Galatha OolcorHarro Royn TralfCavan Vylana WiocoolaKulm Oloponox OlolocoMarl Nefarin TharoRukonSoluthurnUrdaYolmer

† See Part 4.* The Myriad Realms** Paltry Lands)

Longreaders are inspired by a legacy of individual heroism. Theirwarrior class uses an ancient type of martial arts called “Ropopo”,which emphasizes disarming and subduing. Fallen foes are easilydispatched with a curved, single-edged blade of magical steel. Thewarrior’s sword is called a “Ropoon”, meaning “best friend” in theRoarc tongue. Self-rallying Longreader units consist of ten soldiers,each of which is capable of acting as leader. Warriors rotatecommand according to the day of the week. At least one of thesoldiers is a Sage.

Unit Size: 10

Standard: 20' Scroll Unfurled Between 2 Pikes

Unit Type: Light Infantry

Insignia: 4 Opposing Pairs of Silver Arrows on Red Field

Experience Level: 6

Decoration: Ceramic Insignia Inlaid on Breastplate

Morale: Extremely High

Armor: Leather Jerkin, Leather Helm with Neck Guard

Demeanor: Reclusive but Aggressive

Arms: Recurved Composite Bow, Broadsword

Tactical Approach: Aggressive

Strategic Approach: Defensive

IMMIGRANTDOMAINS

Recently established realms, the Immigrant Domains include awide variety of competing colonies. Most of these states are no morethan fifty years old, when the rush to cash in on the Pyto clans’ JewelWells began in earnest. Some, like the Warring Holds of westernFolenn and the New Colonies located around the Bay of Cries, arerelatively civilized settlements. Others, such as Tralf and the MyriadRealms of Tatanapo, are wild and brutal locales engaged in a never-ending war over lands and resources.

The New Colonies hug the shores of the strategic peninsulaseparating the Bay of Cries from the neighboring Bay of Sighs.Unlike the settlers of the more rustic realms to the south, thesecolonizers made a comfortable landfall. Well-provisioned vesselsallowed the New Colonists to firmly establish themselves in someof Folenn’s richest lands.

Small, unstable, well-armed, and hungry, the southernmost Im-migrant Domains rise and fall, blossom and wane, come and go, withthe passing seasons. These realms own few traditions and have littleor no political heritage. Overlords answer to no one and respect nolaws or creeds but their own. Their policies grow out of the hungerthat brought their founders to the Bladelands, so aggression, explo-ration, conquest, and destruction serve as primary motivations.

Having already described the Warring Holds in detail (see Part 4),we turn to a sampling of other Immigrant Domains.

Note: The numbers following each group’s title refer to thefaction’s color guidebook listing and map location. See theAppendix for a key to the unit combat summaries that concludeeach section.

THARO (17)A mountainous domain located around the easternmost peaks of

the Roarc Spur, Tharo is often called the Stairlands. A steep alpineridge cuts the realm in half, while another mountain wall seals mostof its southern border. Both of these granite ranges rise above 15,000feet (4,600m). They create astounding vistas and nightmarish barri-ers for the Tharan highlanders.

Tharans descend from the Dúranaki of Jaiman, a very reclusiveand mysterious race of Men who delve tunnels and reside inoppulent cavern complexes. Unlike the forebears, Tharans shunslavery and show little fear of strangers. They trade with the nearbyMen of Lalien and Wood Elves of Cryac and openly contest theirborder with the Bandit-lords of Tralf.

Like their ancestors, Tharans make superb smiths and cave-builders. Vast passage networks connect the Tharo’s rich northernfrontier with the Tharan heartland in the Stairwater Valley.

Unit Size: 11

Standard: Rectangular banner on a pike

Unit Type: Light Infantry

Insignia: Black cave mouth with orange flame emerging

Experience Level: 5

Decoration: Gold and silver filigree on chain shirts

Morale: High

Armor: Varies from Light to Heavy Mail

Demeanor: Vigilant, aggressive

Arms: Warhammers, clubs, pikes

Tactical Approach: Offensive

Strategic Approach: Balanced

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OOLCOR (18)One of the oldest of the Immigrant Domains, Oolcor is a rugged

kingdom located in the mountains of southern Folenn. WhisperingReach, the tallest mountain on the continent, marks its northernapex. Volcanic ridges guard Oolcor’s northern and western borders.Smouldering geyser basins litter the hilly landscape, clouding thealready misty air with noxious fumes and hot, pungent sprays.

The Oolcori displaced the Roarc over a century ago, but wars withthe Slicathu of nearby Slike all but wiped out the Oolcor state.Driven northward into the mountains, the Oolcori regrouped aroundtheir King’s summer capital at Remdoon. They now struggle forsurvival. Their desperate plight forces them to rely on aid from theVancu, making them unwitting servants of the Soulslayers.

Unit Size: 9

Standard: Square banner on a pike

Unit Type: Light Infantry

Insignia: Brown geyser spewing silver swords

Experience Level: 3

Decoration: Earth toned-tunics

Morale: Medium

Armor: Rigid leather

Demeanor: Distrustful, vengeful

Arms: Short swords, bows, pikes

Tactical Approach: Defensive

Strategic Approach: Spring traps

TRALF, THE BANDIT REALM (19)North of the Roarc Spur lies the notorious Bandit Realm called

Tralf. Filled with peasant refugees and flotsam from the PaltryLands of Lalien, the population of Tralf rises and falls with thefortunes of war. Other realms shun Tralf, for it has no wealth towarrant an invasion. Inhabitants dwell primarily along the westernedge of Tralf, demarcated by the Murmuring River. There, peasantseke out a meager subsistence by fishing and practicing agriculture.

Often decimated by disease and famine, the unfortunate Tralfanscower under the vicious rule of Kasandra. Kasandra is a demonConformer who appears as a beautiful, 8' tall Elf. She manipulatesthe baser emotions of her followers to achieve her desired end:garnering enough souls to barter for her release from this world.Kasandra gathers souls from irrevocably corrupt mortals whom shehas seduced with promises of wealth, fame, or physical pleasures.She stores debauched souls in a translucent green crystalline spherewhich she wears around her neck on a chain.

Tralf’s forces include a motley collection of the dregs of Folenn.War criminals, deserters, and brigands form the bulk of Kasandra’sarmy. She trusts no one fully, appointing to leadership only thosewho are most under her sway. Her bandit hordes make frequentforays into the Paltry Realms. Kasandra encourages wanton destruc-tion with promises of booty. She gives rewards for all prisoners

brought back to Tralf. They are vulnerable souls ripe for the picking.Those not immediately succumbing to her presence are killedwithout remorse in a public display of bloody torture. Thus, herminions obey her directives without question.

Unit Size: 12

Standard: Triangular pennant on a pole

Unit Type: Light Infantry

Insignia: A fist holding.fiery embers

Experience Level: 4

Decoration: Bloodied faces

Morale: Medium

Armor: Rigid leather

Demeanor: Vicious, cruel

Arms: Longswords, clubs, pikes, daggers

Tactical Approach: Offensive

Strategic Approach: Sneaky, ill-organized

KLAYKALA (25)Fierce and rugged as the landscape, the stocky men and women

of Klaykala number about 4,100 and range far outside the borders oftheir bayside realm. Originally the Horde were warring nomads whoset out to find “the Plains of Plenty,” a mythical setting where goldand silver flowed like rivers and fighting men died from pleasure andexcess. This migration drove them through an Essence Portal fromtheir distant ancestral lands, and they arrived in Folenn. A fullyarmed warband passed into Kulthea replete with a precious fewtrained warhorses, a handful of smiths, and fifty camp followers.

Distinct in appearance, Klaykalans display some rather oddfeatures. Averaging from 5' to 5’8 in height, they are solid andstrong. Bushy, wild hair rings their faces (even women have such“manes”) and covers most of their bodies, except the palms of theirhands and feet. Klaykalans generally have black, grey, or white hairand brown or green eyes. Leaders of Klaykalan raiding parties havesilver hair and red-rimmed eyes, the change in features explained bytheir intense physical desire to lead and succeed. A prominent ridgeof bone runs from the crest of their head to the base of the skull.Klaykala’s myths state that this bony ridge houses the soul. Whenslain in battle or felled by disease, a Klaykalan is cermonially burnedupon a pyre, after which his bones are scattered to the winds. (Thesole god of the Klaykala, Olum, has an oversized head with a bonyridge so broad that the River of Life runs through it.)

Now, a raiding party makes a pilgrimage each month to the samePortal, hoping to return home or to pass into a more favorable land.Thus far, the Guardians of the portal have prevented such a journey.The Klaykalans have rarely been allowed to import replacementsthrough the portal and have vigorously cut a new and temporaryhomeland out of the area surrounding the minor Portal, whichremains a significant feature of their formidable fiefdom. Althoughthe 1,200 Klaykalan warriors might easily defeat most foes, theywish to leave the Land of Hues and to return home. To pass the time,they raid nearby domains and set sail for ports unknown, hoping todiscover a convenient Essence Portal or an Essence Master to bribeor woo.

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Despised as barbarians by the petty lords of the Paltry Lands to thesouth and the squabbling states and cults of the Myriad Realms to thenortheast, the Klaykalans maintain a sophisticated culture. Theirthree port-towns stand watch over a blessed domain. Paved roadsconnect the triad. The ports serve ships landing on the western,northern and eastern sides of the Klaykalan Peninsula, which jutsinto the Bay of Sighs like a glove. Wawkeeyoon, which stands on theruins of an ancient Duskwalker hold, is the largest town and servesas the capital.

Klaykala’s Horde trades for magic weapons, offering to barterhorses, small sailing ships, and their own crude but damagingweapons. A few even fight as mercenaries. Almost all of thesewarriors believe that death in combat equates to the promiseof a return voyage to their homelands, which they believelie in another dimension.

Viewed as sacred and inspirational by theKlaykalans, wolverines roam Klaykala holdfreely. Rival warriors who slay woverines facethe full wrath of the Klaykalans, who imitatethe fierceness of the creature in battle andrespect its tenacity. Wood-burned representa-tions of the fiesty beasts decorate Klaykalanhides, clothing and weapons; most warriors sport“wolverine” scars (tatoos) on the palms of bothhands.

Klaykalan raiding parties are communities in micro-cosm. Each member of a 20-man raiding party hasunique skills and motivations. Klaykalans strive forhardy individuality. A warrior takes responsibility for hisfinal destiny and conducts his life accordingly. Theirreligion emphasizes the divinity in all, but they believe thatonly enlightened beings have souls. The Klaykalans valuea fine horse more than a human life (and treat their fewremaining mounts very well), although they do not killwithout reason. Raiding Lalien for booty, weapons andhorses is considered almost sport to the fierce Klaykalans,who pride themselves on never surrendering in battle, nomatter the odds.

Weapons favored by the Klaykalans are also rather unusual.They use a jagged, razor-sharp boomerang called an “Olala” to fellprey up to 100' away. For hand-to-hand combat, Klaykalans usethick-bladed razor-sharp short swords called “Kokala.”

Klaykalan Warbands are composed of numerous (4-12) raidingparties working in conjunction. Only a gathering by Batu (the GreatLeader) or some catastrophe brings them all together. Any full-blooded warrior can challenge the leader to a duel to the death at anytime; the winner rules, provided he survives the ordeal. (When bothcombatants are slain, the High Priest, or Bata, “nominates” twowarriors, who then battle for leadership. Such a forced contestrequires the spilling of blood but not death.)

Friction between the current leader, Kurhal, and his eldest son,Urhal, threatens to divide the Klaykalans into two camps, a split thatwould weaken them and reduce their effectiveness on the Bay andin the lands south of their fief. Urhal is the first of Klaykala’s youngwarriors who favors staying in the Bladelands and forsaking anyhope of return to their homeland. Such talk is blasphemy to mostKlaykalans, who seek not wealth nor power but only the means toleave Folenn and to arrive home, alive and well.

KLAYKALA HORDE WARRIORS

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Klaykalan raiding parties usually range throughout an area, livingoff the land, and moving on when the area is exhausted. Traveling byship or on horseback, raiding parties strike quickly and withoutwarning, hoping to collapse resistance by pure shock value. The firstwave of fighters throws their Olala with devastating accuracy andforce; only well-protected warriors survive the onslaught of whirringblades. Surviving defenders are attacked again and again in bloodywaves of destruction. Eventually, the defenders either retreat or die.

Unit Size: 8

Standard: Broad almost square banner on a pike

Unit Type: Heavy Infantry

Insignia: Black Wolverine snarling on a green field

Experience Level: 5

Decoration: Smear their bony foreheads with fresh blood

Morale: High

Armor: Chain mail

Demeanor: Capable, cool, efficient

Arms: Short swords (Olalas), boomerangs (kokalas), pikes, clubs

Tactical Approach: Offensive

Strategic Approach: Attack in waves, first throwing boomerangs

LALIEN, THE PALTRY LANDS (26)Lying to the south of the Klaykala holdings, Lalien is known as

the Paltry Lands. It is a rude, plague-swept region. Bordered by theBandit Realm of Tralf to the South and the Klaykala to the north, thepeoples of Lalien suffer dearly. They receive no respite from theconstant border raids and crippling invasions from their hostileneighbors. The Lalienu’s allies in the Myriad Realms of Tatanapoare too weak to offer much help, so the numerous Paltry Lords ofLalien see survival as their major goal.

The Paltry Lords’ rule is characterized by ruthlessness, pettyambition, and general animosity. Lalien lacks a unifying culture orany sort of social amenities, so none of the farmers and herders hasa ready means of uniting in rebellion. Economy is at a subsistencelevel and trade is practically non-existent. All material, labor, andeconomic wealth is channeled into the military.

No major expeditions issue forth from Lalien. Minor lords areconcerned only with holding their own castles. This consists ofmaintaining decrepit fortifications and impressing unfortunates intotheir ragged forces. Tensions run high and newcomers to the land areviewed with hostility. Petty lords are more likely to torture interlop-ers than offer them a meal. Most lords maintain dungeon chambersfilled with diabolical instruments for extracting the truth or justhaving fun. Occasional alliances between rulers usually deterioratewithin months for treachery is commonplace. They only keepconvenient pacts.

Unit Size: 6-10

Standard: Varies, but most are narrow banners on a pike

Unit Type: Light Infantry

Insignia: Varies, but most feature weapons against a dark back-ground

Experience Level: 3-4

Decoration: Little but for the colors of their favored warlord

Morale: Medium

Armor: Rigid leather

Demeanor: Fearful, treacherous

Arms: Short swords, bows, pikes

Tactical Approach: Defensive

Strategic Approach: Spring traps

NEW COLONY OF GALATHA (27)Galatha is nearly a century old, making it the oldest of the New

Colonies. Formed by the Uspidor Trading Company just two monthsafter the Pyto Travail, Galatha has steadily grown as more and moremoney flows into the Immigrant Domains. Galatha is the mostardent trading power in the boot-shaped region jutting into the Bayof Sighs and the Bay of Cries. Galathians are motivated almostsolely by mercantile considerations. More than 6,000 men andwomen call Galatha home.

Galatha employs a formidable army of over 840 warriors toprotect its wealth. Organized in groups of eleven, Galathan squadscontain ten soldiers and one veteran commander. Most units operateas part of the labor corps or as guards, for the Galathans maintain apeaceful stance. Being content to make lots of money and to pile upgold and gems in mounds beneath the capital/stronghold, Galathautilizes its army in a purely defensive mode.

Since wealth breeds envy, there is no shortage of invaders whoregularly try to gain the wealth of Galatha. Stout castles and otherdefensive arrangements have kept the Galathean forces relativelyunharmed for decades. Only with depradations of the Plunderers ofVylana have seriously threatened the realm. Even then, massivebribery performed the work of the beaten army.

Led by Overlord Timeron, a handsome and wily military manwith a fortune in gold, Galatha has prospered. Her Pikemen arerenowned. They fight in squares of eight, two to a side, shoulder toshoulder, when surrounded. Their red and grey banners and shieldsappear everywhere in the central Bays, protecting trade, profit and(some say) greed.

Unit Size: 11

Standard: Tall, rectangular banners on pikes

Unit Type: Heavy Infantry

Insignia: Black castle against red sky

Experience Level: 5

Decoration: Shields sport red abd grey slash-patterns

Morale: High

Armor: Heavy chain mail

Demeanor: Efficient, well-trained

Arms: Pikes, Short swords

Tactical Approach: Offensive

Strategic Approach: Fight in squares, shoulder to shoulder, usingpikes

ROYN (28)Northernmost of the New Colonies, Royn depends on its highly

trained army for defense of the realm. This force is over 900 strong,but its human warriors are only part of the picture. War-elephantunits add terror and power to Royn’s offensive capabilities. Warelephants are easily goaded into a frenzied charge by their masters(whom they live with from birth) and trample enemies underfootwithout slowing. Poisoned tusks gore those who escape trampling.Elephant cavalry bear riders wielding polearms. There is no easyway for opposing forces to deal with these colossal beasts, and manyotherwise fierce warriors simply flee before them.

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Few Immigrant Domains bother to attack Royn, whose residentsnumber almost thirty-four hundred. This leaves Valri Rossic ofRoyn free to engage in whatever aggressions he cares to enjoy.Lately Royn’s king has been involved in military expeditions toneighboring lands, crushing organized resistance and gatheringadditional forces for long range plans. Rossic wants to unify all thenorthern realms under his rule. The Valrey hopes one day to capturethe Jewel Wells by utilizing the combined might of all New Colo-nies. For the present, he contents himself with unseating localprinces to establish himself as Overlord of all New Colonies.

Forces of Royn use a type of pole-arm composed of an ornateblade on the end of a seven foot long pole. This ceremonial weaponis called a “Royoco”. Different variations exist, with elongated polesfor elephant-riders and a short hilt for melee combat. The weapon isblessed by War-priests of Royn and is ensured of drawing enemyblood before the death of its wielder.

Unit Size: 7

Standard: Triangular banner on a 7' long pole

Unit Type: Heavy Infantry

Insignia: War elephant head

Experience Level: 5

Decoration: Carved “tusks” of wood hang from the waist

Morale: High

Armor: Rigid leather

Demeanor: Righteous, inspired

Arms: Pole arms, longswords, daggers

Tactical Approach: Offensive

Strategic Approach: Attack riding war-elephants

OLOPONOX (29)Cast ashore during a storm in the turbulent Essence Flows,

founders of the New Colony of Oloponox settled the northern coastof the Bay of Sighs. These quiet people fled a homeland of religiouspersecution in Palia. Upon arrival in Folenn they discovered a ruinedcity, the site of an extinct civilization. Dating from the time of theDusk-Walkers, these vast ruins encompass broken temples, a cita-del, a theatre, and enigmatic, 8' tall stone statues. Twenty in numberand vaguely Humanoid in shape, the weathered stone beings areobjects of awe and worship among the Olopono.

People of Oloponox live amongst these massive ruins, buildingstone homes from shattered columns and broken temples. They leadlives of quiet contemplation and spirituality. Their High Shaman,Orellana, directs seasonal rites involving prayer and fasting fol-lowed by feasts and dancing. It was she who discovered that theStone Guardians could be awakened. Through her magical rituals,Orellana summons the spirits of long-dead warriors to the temple.Warrior-spirits have entered and animated the Stone Guardians,giving them a semblance of life.

In the past, Orellana has awakened the Guardians to drive off sea-raiders who threatened her people. Stone Golems have immense andstrength and endurance although they are awkward and slow. Onlymagical weapons or spells affect them. They obey the commands ofOrellana and are subject to her will alone. When their task isfinished, the spirits depart, leaving the Guardians silent and still.

In battle, Guardians pummel and rend enemy forces with massivefists. Regulars follow in their wake to dispatch survivors. They useshort swords; heavy, curved and single-edged. Regulars also carrya three-pointed disc of metal, a “shri”, for throwing at close range.Guards train only in the use of net and trident. Shaman priests bindspirits of the deceased to do their bidding. Under the shamans’control these terrifying spirits of Cold, Fear, and Pain scatter manyenemy forces. The Shamans’ Power Hue is Blue.

Unit Size: 10

Standard: Blue pennant on a pole

Unit Type: Mounted warriors, Light Infantry

Insignia: A black shri against a blue sky

Experience Level: 4

Decoration: Warriors tie the shrunken heads of their deceased lovedones to their belts

Morale: High

Armor: Light chain mail

Demeanor: Inspired, magically enhanced

Arms: Short swords, shri, net and trident

Tactical Approach: Offensive

Strategic Approach: Shaman leads attack with magic

GOLEMS BATTLE A DRAGON

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NEFARIN (30)A dynastic realm ruled by a Priest-queen, the New Colony of

Nefarin is a highly stratified theocracy. Its rigid social and tightly-knit political caste systems make it one of Folenn’s most distinctcultures. A highly religious military order makes it an ideal instru-ment for the Steel Rain.

The Nefar homeland is located in faraway Thuul. Few have hadto sail farther in order to reach the Bladelands. They worship theGoddess Nian, who is a manifestation of Ulya Shek, the Dragon-mistress of Thuul. Nian purportedly desires the subjugation andeducation of all of Folenn, so the Nefari engage in almost constantproseletizing campaigning. Highly charismatic Priests preside overtheir rituals, which stir worshippers into a violent frenzy and serveas a prelude to war.

Priest-lords and bureaucrats occupy Nefarin’s upper two socialstrata. Craftsmen, sellers, laborers, slaves, and captives form thelower castes. All live and worship in their own, walled towns ordistricts. They never intermarry, nor do they ascribe to changecastes.

Nias, a modest but wealthy port on the western shore of the Bayof Cries, serves as Nefarin’s capital and chief religous center. Thecity’s hedonistic lifestyle attracts all manner of foreigners, manyunsavory, who wander the Nias’s narrow, crowded streets. It acts asthe terminus for the Steel Strands, a pair of paved roads that connectthe coast with two rich mines located in the Colony’s westernhighlands. Slaves captured in the war labor in these the deep, darkprison tunnels. Besides producing iron and carbon, the mines yielda trickle of precious silver. Silver deposits enabled the Nefari tocreate a unified and well-guarded domain, but the veins produce lesseach year. Steel, brass, and grain now form the bulk of Nefarin’sexports.

The Nefari Guard ride great sloth-like beasts called Voorg. Huge,arboreal creatures, they can climb with alarming speed and can killa horse with a single blow. Limira, the Priest-queen, adopted theBlack Voorg as the symbol of her Limuri dynasty.

Unit Size: 8

Standard: Narrow rectangular banner on a pole

Unit Type: Light Infantry, a few mounted warriors

Insignia: White Voorg against a black sky

Experience Level: 5

Decoration: Warriors prefer white shields and dress

Morale: High

Armor: Rigid leather

Demeanor: Sly, cool, efficient

Arms: Short swords, daggers, pikes

Tactical Approach: Offensive

Strategic Approach: Infantry follows Voorg-riders into battle

TATANAPO, MYRIAD REALMS (31)The domains occupying the long coastal region of Tatanapo are

known as the Myriad Realms. They line the eastern shores of the richbut windy Bay of Cries. Scores of small, culturally-related statescomprise Tatanapo. Incessantly squabbling amongst themselves,they each vie for supremacy, but no individual fief has the strength

NEFARI QUEEN AND FOLLOWERS

to forge any sort of hegemony, and no single group has the power towithstand a concerted attack from united neighbors. Nonetheless,they all keep trying. Constant internecine warfare and shiftingalliances color Tatanapon politics.

Over fourteen thousand five hundred people live in the MyriadRealms. They form a huge market (by Folenn’s standards), andproduce some of the finest finished goods on the continent. Artisansby heritage, the Tatanapo make superb craftsmen and rather poorstatesmen. The quality of their warriors varies wildly, but theirarmies are invariably small and prone to flee.

Unit Size: 6-12

Standard: Varies, but most are narrow banners atop a pole

Unit Type: Light Infantry (mostly)

Insignia: Varies, but most are simple and celebrate a craft

Experience Level: 3-4

Decoration: Little but for glittery armor and shields

Morale: Medium

Armor: Light chain (mostly)

Demeanor: Waery, vigilant

Arms: Short swords, daggers, pikes

Tactical Approach: Defensive

Strategic Approach: Disorganized

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VYLANA (33)Vylana, the Land of the Plunderers, lies amongst several small

kingdoms on the northern coast of the Bay of Sighs. Recentlyexpanded in size, Vylana lusts for adjoining domains, includingGalatha to the south and Oloponox in the north. Settled by a looselyallied barbarian tribal confederation, Vylana thrives on constantaggression. War unifies the realm’s numerous clans, peoples whootherwise ascribe to a variety of tastes and lifestyles.

Vylanans roam the rolling hills in bands of 15 to 20 warriors andan equal number of women and children. Their temporary sheltersconsist of skins thrown over bent poles and banked with sod toanchor the tents. Clans remain in an area for several weeks, huntingand foraging; then they move on when the resources are depleted.Each group uses its own complex method of conveying basic ideasthrough elaborately knotted leather thongs and rope. These are oftenleft at secret locations as messages for other clans.

Enamored of fine cloth, weaponry, other “luxury” items producedby adjoining realms, the Vylanans continually engage in plunderingalong their borders. Raiding parties make off with their neighbors’cattle or horses. As they acquire quality arms, the raiders becomebolder and more dangerous, raiding deeper and wider.

Vylana’s infamous Plunderers favor tactics of night raiding andambush. Scouts usually locate prime targets. They enter farmyardsto set fires and open gates, allowing livestock to run free. Mountedwarriors storm in, making a fierce display to drive off inhabitants.Vylana women and children then ransack houses and captureanimals. Should warriors meet determined resistance, the womenoften assist them in battle.

Larger war-bands gather yearly to mount an invasion of neighbor-ing New Colonies. These small armies consist of approximately 150warriors. Most fight on foot, for horses are rare throughout Folenn.Only high ranking warriors possess mounts, a sign of great status.Mounted units employ hurling weighted bolas called “Wodahs”.They more often entangle than kill, but a strike to the head could befatal. Although footmen sometimes wield Wodahs, they normallyuse flint-tipped spears and arrows or finer captured weapons.

Unit Size: 8-12

Standard: Pennant on a pole

Unit Type: Light Infantry (mostly)

Insignia: Silver spear aginst a black sky

Experience Level: 4-6

Decoration: Self-inflicted welts across face and armsevery 2.5" (1 cm)

Morale: High

Armor: Light chain mail

Demeanor: Savvy, vicious, unyielding

Arms: Bolas, spears, Short swords, daggers

Tactical Approach: Offensive

Strategic Approach: Scatter opposition with cavalry and sweeppast like a flood of blades

WIOCOOLA, THE SLAVE LAND (46)Home of the Vampire-lord Valsatholas, Wiocoola lies tucked in

the mountains south of the Warring Holds. The kingdom’s bound-aries correspond with those of the Slamwater Valley, but the RiverOgres of Worgathun have driven the Wiocoolans out of the mouthof the vale. Servants of the Jeweler of Scrym threaten Wiocoola’ssouthwestern border. Vancu occasionally cross the mountains andraid the kingdom’s eastern frontier.

Valsatholas presides over a small, insular domain composed of acollection of hillside manors worked by hundreds of slaves. Thelargest plantation, Shoon, employs 300 and serves as the capital.Fortified and surrounded on three sides by sheer limestone cliffs,Shoon occupies a butte guarding the confluence of the Slamwaterand the Mosquito Rivers.

Valsatholas’ piercing grey eyes, black hair, and prominent fea-tures betray his Noren (Jaimani) origins. His pronounced canineteeth and odd habits distinguish him as a true vampire. He lives inthe dark and savors the blood of his daily victims. Under Red skies,the Vampire Lord may function normally, even in daylight.

Even alone, the Vampire-lord is capable of crushing most incur-sions. Valsatholas is a truly terrifying foe who drains the life energyof his enemies whenever he comes in contact with their skin. Manymistake him as one of the Garcathu, or Blood Eaters, of Garayax.

Valsatholas constructed the fortress of Shoon about thirty yearsago, filling his keep with all sorts of traps. He possesses an array ofmagical and physical weapons. Though his army is small, it presentsa formidable obstacle to invaders.

An extraordinarily beautiful group of 30 men and women control

DWARVES FIGHT KAEDEN

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the manors under the Wiocoolan yoke. These undead creaturesresemble their master, for they possess the ability to change shapeinto any nocturnal mammal — be it an oppossum, a bat, wolf, orjaguar. Like all vampires, they use magic and drain life energy.Although they look like normal Teranu, Vampires have pale skin,elongated canine teeth, and feel cold to the touch. They shun sunlightand water and reside in tomb-like refuges by day. Legends dictatethat a stake through the heart, a silver weapon, or a magical attackwill dispel these undead, although no proper documentation has everbeen recorded.

Unit Size: 8

Standard: None

Unit Type: Light Militia

Insignia: Two yellow canine teeth against a black field

Experience Level: 4

Decoration: None

Morale: High

Armor: None

Demeanor: Distrustful, vengeful

Arms: Daggers, claws and teeth

Tactical Approach: Defensive

Strategic Approach: Spring traps

RONE (57)A dynastic realm ruled by a boyish God-king, Rone is a lowland

plains domain located to the south of the Wailing River. It is a smallestablished kingdom threatened by both the Garks of Cula and thewarlike empire-builders of Saraxa. Only the swift waters of theWailing and the existence of a 170 mile (272 km) long earthern wallkeep Rone from being overrun.

Most of Rone’s population lives in Erpeen, an island port locatednear Wailing Mouth. Erpeen is renowned for its hospitals anduniversities and enjoys a well-educated and well-traveled populous.It is one of Folenn’s most cosmopolitan centers.

Roneans worship a pantheon of gods, all of whom promotedominance through bloody conquest and religious sacrifice. Noneof these hideous dieties is more revered than Erpakone the Blood-drinker. Erpakone serves as both Sky-god and War-god, and his willprevails above all others. His cult dominates Ronean life. Erpakone’s500' (160m) tall smooth, oval mound-temple (constructed out ofbluish stone and coated with glazed brick) rises out of the center ofErpeen. Ome Peen, Rone’s God-king, considers his military forcesan extension of Erpakone’s will and directs much of the Roneanwealth to the upkeep of his troops and the long Omeem Wall.

Ome Peen believes in attacking his more powerful enemies as ameans of keeping them off-guard. The God-king campaigns season-ally, personally overseeing maneuvers in battle. The bulk of hisarmy consists of infantry armed with pole axes and pikes. Thesewarriors are accompanied by the Ronean Guard, who carry long,thin shields and broadswords. All infantry wear elaborate helmetsand light mail shirts.

The King’s small personal guard unit is called the Erpakoni. Oncecharioteers, they now fight on foot and carry short spears tipped withpoison. Erpakoni hurl their spears with great speed and accuracy bymeans of an atlatl (spearthrower). Their swords, called “shotels,” aresickle-shaped and sharpened only on the inner curve of the blade, ashape designed to circumvent opponents’ shields.

Traditional Ronean chariots are light two-wheeled vehicles drawnby two horses. Rarely employed for want of horses, they are sturdyaffairs. Three men crew a chariot, including a driver, a shield-bearer,and a bowman or javelin-thrower. Charioteers attack en masse in closeformation. Each chariot has long, blades extending from the axleswhich mow down foes. Charioteers are limited to engagements onsmooth, fairly flat terrain. They excel in battle on the Ronean Plain, aswell as long stretches of firmly packed coastal sand.

Unit Size: 10

Standard: Rectangular banner on pole

Unit Type: Light Infantry, a few charioteers

Insignia: Sickle-shaped sword against a green field

Experience Level: 5

Decoration: Helmets sport elaborate engraved family scenes

Morale: High

Armor: Light Mail

Demeanor: Determined, calm

Arms: Broadswords, pikes, pole axes, javelin, bows

Tactical Approach: Offensive

Strategic Approach: Dismay foe with chariots, then attack withbows, spears and javelins

INVADER STATESThe Invader States include all the lands founded by groups who

recently landed with the expressed intent of conquering part or all ofFolenn. They are not satisfied with simply making new homes.These forces navigated the Gale of Hues in small groups, comingtogether when the arrived in Folenn. The Invader States nowthreaten the delicate balance of brutality across the entire continent.

Note: The numbers following each group’s title refer to thefaction’s color guidebook listing and map location. See theAppendix for a key to the unit combat summaries that concludeeach section.

• THE INVADER STATES •Realms of Men OthersSaraxa (The Low Empire) Garayax (Flesh Eaters) *Paia Vyath (Hue Eaters) *Sool Slike (Bone Eaters) *

Garkamun (Green Garks) †Cula (Garkula)Gragolon (Garks)

* Feeder Races.

GARAYAX, THE LICH REALM (20)Garayax lie between the Folenna Spikes and the eastern shores of

Dreaming Bay. The Dreamwater constitutes the kingdom’s southernborder and the Palewater Valley forms its heartland. Grasslands lie tothe west, while the reclusive Urnull live in the highlands to the south.

Commonly and improperly known as the Lich Realm, Garayaxwas once a province of the dead and undead. Like Kroel, it servedas a burial ground for the Soulslayers’ minions. The Wolf-lordAlthol the Lich oversaw the region, guarding the tombs of hiscompatriots with a small army of undead.

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Less than two decades ago, the Garcathu, or “Flesh Eaters,”landed at the mouth of the Bloodwater river and pushed eastwardinto Althol’s domain. Garcatha armies slaughtered and ate theLich’s warriors and founded the kingdom of Garayax. (An adultFlesh Eater can consume a grown man in about ten minutes.) Altholfled into the highlands, where he now wages a guerilla war againstthe Flesh Eaters. Althol’s allegiance to the Soulslayers forces him tocontinue the fight against the servants of the Breathless.

The Garcathu use Yumox, Althol’s old citadel at the confluenceof the Dreamwater and Palewater, as their capital. It is one of eightFlesh Eater nesting communities. There the Gartha overlord,Garfagur, plots his coming campaigns against Roarc and Urnull. Heeven plans the destruction of Vyath, the twin domains of his HueEater cousins.

Garcathu resemble Sercathu (Hue Eaters), except that four scis-sor-like claws (rather than eight short tentacles) surround the FleshEaters’ beaks. These claws cut through tissue with startling ease.

Unit Size: 8

Standard: Streamer Attached to Top of Helm

Unit Type: Light Infantry

Insignia: Black Crab on Red Circle

Experience Level: 4

Decoration: Insignia on Chest, Helm

Morale: Instinctual

Armor: Yellow Leather Jerkin and Helm

Demeanor: Evil

Arms: Spear, Warspike (Warhammer)

Tactical Approach: Aggressive

Strategic Approach: Extremely Aggressive

SARAXA, THE LOW EMPIRE (32)A recently conquered territory south of the Great Reach, Saraxa

(“Empire of the Saru”) lies on the northern coast of the Bay of Sighs.Various subjugated lands radiate around a central hub of the Prov-ince of Sarraut, resulting from fifteen years of successful campaign-ing. These outer lands were conquered to provide much needed rawmaterials for an ever expanding military. Amongst Sarraut’s recentconquests are a deep-water harbor, forested lands, iron mine, andfertile farmland. The Empire’s expanding population aggressivelycolonizes newly conquered territories, where they introduce theirculture and laws to natives. This strategy helps to stabilize theperimeter of the Empire.

Sarraut province has retained its hold on this vast area in twoways. Highly organized and professional in its conduct, the Saraxanarmy has achieved maximum conquests with minimal losses. Thisefficiency is augmented by superb generals, hand-picked by theGreat Father. Politically, established frontier governments are re-tained by the Saraxans, to maintain continuity and ensure stability.

Too brilliant for his own good, the megalomaniacal “GreatFather” craves universal domination. Certain of success, he isconfident enough to take military risks that seem unwarranted. Dueto the audacity of these schemes, the majority are brilliant successes.The Great Father traded his soul to the Soulslayers in exchange fora flowering empire. Now his plans grow ever more ambitious.Additionally, he displays great magical prowess in battle.

The basic tactical unit is a Saraxan Company, composed of ninesoldiers and an inherent sub-commander. This formation is allowedfull self-rally capability. The function of the Company is to exploitweaknesses and inflict casualities without taking excessive losses.This structure has proved both effective and flexible, securingSaraxan victories where their armies were badly outnumbered.

Ten Companies form a Division and this is the standard opera-tional maneuver unit. Ten Divisions form a “Sarkuta,” the largeststrategic maneuver unit. Each Division is under the direction of theGreat Father through his various generals. Division remain undercontrol of individual Generals. Auxillary troops are remnants ofconquered forces and are diverse in nature. These flesh out theSaraxan forces.

Saraxan troops use two weapons, a weighted throwing spearcalled a “Saurta” and a broad Shortsword called a”Sarelin.”

Unit Size: 10

Standard: Battle Flag

Unit Type: Medium Infantry

Insignia: Silver Gauntlet, Lightning Bolt, Burgundy Field

Experience Level: 3

Decoration: Insignia on Cloak, Shield

Morale: Average

Armor: Chain Shirt, Oval Shield, and Helm

Demeanor: Disciplined

Arms: Throwing Spear (Javelin), Shortsword

Tactical Approach: Careful

Strategic Approach: Aggressive

AGATHU VS. DRAGONLORD

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SOOL (OUTLAND WOLVES) (34)The Outland Wolves are a nomadic tribe from west-central

Govan, a continent located 2,000 miles (3,200 km) southwest ofFolenn. Adept horsemen who favor the bow and light lance, theytravel in small, swiftly moving groups. Although they shun meleecombat, they are nonetheless fearless fighters. Only 125 warriorslive in the wilds of central Folenn, but roam over a 1600 square mile(2560 sq. km) area.

The Wolves call their tribal holding Sool. A grassy steppe landnear the Vale of the Laughing River, it was once ruled by Uwel Pyto,son of Onel Pyto. Uwel employed the Wolves and brought them toFolenn to secure the Jewel Wells. When Uwel died nearly a centuryago, his plan collapsed and his expedition scattered. The Wolvesrode eastward, where they now hunt and herd. Their enemies includethe River Ogres and Garks of Cula. They trade with Rone and countPunkari Elves as friends but consider no one a true ally.

A typical Outland Wolf patrol consists of five experiencedwarriors, all armed similarly. One rider serves as the “point” andperforms most scouting and tracking chores. Another acts as com-mander and trailmaster. All ride light warhorses and sleep in a roundcommunal tent called a “Goval.” In battle, five patrols band togetherto form a war-band. They are led by a “Khuftaan” whose horse bearstwo light standards. Rising 8' (2.5m) over his saddle, the two polesare flexible and support twin oval streamers, each exceeding 4'(1.25m) in length. The Kuftaan also wears a partially visored helmet.The band gathers in protected spots and moves in relatively closeorder. While aggressive, they utilize strike and run tactics andalmost never dismount.

Unit Size: 5

Standard: Streamer Attached to Pole Set in Saddle

Unit Type: Light Cavalry

Insignia: Black Wolfhead on Light Blue Field

Experience Level: 5

Decoration: Pot Helm Covered With Wolfhead

Morale: Very High

Armor: Reinforced Leather Jerkin, Helmet

Demeanor: Aggressive

Arms: Light Lance, Shortbow

Tactical Approach: Evasive

Strategic Approach: Balanced

PAIA (35)Bounded on the north by the Bay of Sighs, Paia is home to a race

of fiercely independent female warriors. They arrived by shipseveral generations ago, colonizing the Tongue. A fertile peninsulathat separates the Bay of Sighs from Strange Bight, the Tongue isblessed with fine soils and good pastures. Wild horses and anteloperange across its eastern reaches; communal farms cover Paia’swestern half. Paias, the sprawling capital, hugs the northwest coast,where a ridge separates the sandy coast from a line of deep lakes.

A matrilineal, monarchal state, Paia is ruled by a queen anddefended by an elite army comprised of a female guard and a malelevy. Queen Theselia resides with her guard, who form an elite socialclass. They live in a walled compound set in the lake adjoining Paias’eastern quarter. The Queen’s Women only venture out and minglewith men during two months of each year.

GARKS FIGHT PAIA

Generally, women head Paian households and never marry. Theirbrothers rear their children and perform all physical labor. Paianwomen view males as shiftless and stupid. Women make all politicaland military decisions and are trained from a young age to wieldweapons. They comprise the warrior class, while men serve as either“mules” or “levies.”

Although lacking the brute strength of men, Paian warriorspossess great finesse and agility. They favor bows and spears,although they are skilled with a variety of arms. Some employ axesin battle. They carry a moon-shaped shield and wear a crested helm.

The Paian army is primarily a defensive force, consisting of lightcavalry. A mounted patrol which guards the borders. Paian warriorsrarely cross outside the border. Each endures a rite of passageinvolving a solitary journey to the Tusk Wood in search of a pair ofelephant tusks, but they usually stay home after returning to Paia.

Unit Size: 9

Standard: 10' (3m) long Polehammer with Streamer

Unit Type: Light Infantry

Insignia: Blue Warhammer on Red Field

Experience Level: 4

Decoration: Insignia on Breastplate, Shield

Morale: High

Armor: Breastplate and Shield

Demeanor: Boisterous

Arms: Composite Bow, Warhammer

Tactical Approach: Very Aggressive

Strategic Approach: Aggressive

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VYATH, HUE EATER LANDS (45)Unspeakably evil servants of the Breathless, the Hue Eaters

(Sercathu) are the most powerful and brutal of the Feeder Races(Ulcathu). These creatures dominate the southern wilds of Folennand make frequent sorties into neighboring areas and along thecoast. They call their twin domains Vyath. These two Hue EaterKingdoms are both ruled by a Queen who represent the samedominant clan. The Queens, Vulshu and Kalfu, are twin sisters whorevile one another. They worship different manifestations of theBreathless, and each has fed on the others’ offspring. In the HueEater tradition, this shows disdain for her rival.

Eight warriors compose a typical Hue Eater unit. Each fightercarries a small, double-stocked crossbow, and a large, biting axe.The twin blades of the axe close when they strike, chewing the fleshout of the victim and opening a wide wound from which the Feederwill feed. Hue Eaters wear light leather armor made from sea turtlehide or layers of human skin. Some adorn themselves with peculiarhelms. Extra armor protects them from the rear, wherethey attach anarrow banner showing their affliation.

Sercath warriors often ride Tartu, huge reddish sea turtles whichhave been bred to sport double shells with an armored compartment.This small chamber, located between the Tartu’s two shell layers,accomodates 2-4 Hue Eaters. Hue Eaters cut apertures in the outershell,transforming the Tartu into a living tank.

Hue Eaters’ Power Hue is Red, at which time they draw energydirectly from the red skies. This gives them +2 to attack, defense anddamage.

HUE EATER WARRIORS

Unit Size: Unit Size: 8

Standard: Banner Attached to Spine

Unit Type: Light Infantry

Insignia: Malicious Red Squid on Black

Experience Level: 5

Decoration: Insignia on Shoulders, Helm

Morale: Instinctual

Armor: White Leather Jerkin and Helm

Demeanor: Evil

Arms: Biting Axe (Medium Missile), Crossbow

Tactical Approach: Aggressive

Strategic Approach: Extremely Aggressive

TARTU RIDERS

Unit Size: 2-4 Tartu (4-16 HEs)

Standard: Banner attached to Tartu Shell

Unit Type: Heavy Cavalry

Insignia: Malign Red Squid on Black

Experience Level: 7

Decoration: Insignia on Tartu, Shoulders, Helm

Morale: Instinctual

Armor: Red Leather Jerkin and Helm

Demeanor: Evil

Arms: Crossbow (Medium Missile), Biting Axe

HUE EATERS IN ACTION

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HUE EATER QUEEN

Unit Size: 1

Standard: Banner attached to Pole

Unit Type: Supreme Commander

Insignia: Malign Red Squid on Black, 1-2 Stars

Experience Level: 13

Decoration: Long Red Robes, Red or Gold Crown

Morale: Instinctual

Armor: None

Demeanor: Evil

Arms: Poisoned Longknife (Shortsword)

Total Number: 3

CULA (52)The Gark kingdom Cula, or Garcula, encompasses the vast

grasslands known as the Field of Bars. A confederacy of small RiverGark tribes from Agyra occupies the plain, which is known for thedozens of ruins that line its network of abandoned roads. The curvingstone walls found at most of the sites resemble stacks of gold ingots.These ruins remain undisturbed, for the Garks fear the powers thatleft the massive structures behind.

Garcula borders Rone, Sool, and the Lugrôk Yards. A large,strategic realm blessed with rich soil, Cula stretches from the GhostRiver Valley in the north to the banks of the Laughing River in thesouth. Its westernmost point reaches the foothills of the FolennaSpikes, while its eastern bounds touch the shores of the Bay of Sighs.

Unwitting servants of the Steel Rain, the Cula River Garks battleSaraxa for dominance along the western coasts of the Bay of Sighs.Most of their futile skirmishes take place in the open lands west ofRone, for the disorganized Garks have yet to penetrate the wall thatprotects Rone’s western border. Numbers, not strategy, dictatesGarkula’s policy.

Tocula is the capital of Garkula. This iron-clad pallisade risesabove the banks of the Warwater, across from Sool. It guards a fordthat serves as the principal invasion route into the domain of theOutland Wolves. Twenty-nine hundred River Garks live in thesprawling town, poised to strike southward into Sool and Borvan.

The King of Garcula, Urcobba the Spiker, carries a two-hand warmattock wrapped with tissue made from dried hearts. He wearsbluish steel plate mail and thick steel greaves. All are emblazonedwith the black symbol of the Cula Garks, a heart impaled on avertical spike. Urcobba shaves his silvery hair so that circles of bareskin adorn his head, chest, and back.

Unit Size: 9

Standard: 9' (2.75m) Standard

Unit Type: Medium Infantry

Insignia: Black Heart Impaled on Black Spike on Grey Field

Experience Level: 3

Decoration: Emblem Branded on Breastplate

Morale: Low

Armor: Leather Jerkin, Leather Helm with Nose Guard

Demeanor: Very Aggressive

Arms: Spear, Hand Axe, Warhammer

Tactical Approach: Extremely Aggressive/Reckless

Strategic Approach: Extremely Aggressive

SLIKE (58)The Slicathu, or Bone Eaters, live in Slike. An Invader State

located in southernmost Folenn, Slike borders Vulshu’s Dominionof Eastern Vyath. Slicatha armies control all the lands east of Vyathand south of the Fell and Cooing rivers. Their capital, Vawnis, lieson an island in the Whispering Bight.

Like the Sercathu (Hue Eaters) and Garcathu (Flesh Eaters),Slicathu are hideous minions of the Breathless. They are covered bybony plates and sport thick, four-part beaks instead of mouths. Anarray of eight additional plates surrounds this beak, forming a sortof gripping, or outer, beak. A Slicath also has eight eyes. Foursurround the outer beak at the front of a Bone Eater’s elliptical skull.The other four face backwards. Four hollow tusks circle the skull.Hollow, they house a Slicath’s ears. His four arms end in four-fingered talons.

Slicathu eat bone and drink bone marrow. Crushing their foes,they quickly spit away any fluids or extraneous organs. Then theyslowly suck the marrow out of the shattered skeleton, saving theharder bone for dessert. An adult Slicath can consume a grown manin about five minutes, although it prefers feeding over the course ofan hour or two. Their meals are characterized by a great deal ofmessy waste.

Lord Sika rules Slike. The youngest son of the kingdom’s firstqueen and founder, he is utterly ruthless. He slaughtered his mother’scourt upon ascending the throne, and he has eaten all but one of hisown children.

Unit Size: 8

Standard: Streamer Mounted on 16' (5m) Pole

Unit Type: Light Infantry

Insignia: Pile of White Bones on Black Field

Experience Level: 4

Decoration: Insignia on Chest, Helm

Morale: Instinctual

Armor: Grey or Black Leather Jerkin and Helm

Demeanor: Evil

Arms: Throwing Hammer, Warhammer

Tactical Approach: Aggressive

Strategic Approach: Extremely Aggressive

GARKAMUN (59)Garkamun is a Gark kingdom comprised of a confederacy of

small Gark tribes that originally hailed from Palia. These tribesentered Folenn relatively recently, and their domain is less than adecade old. They settled Garkamun after being routed at the Battleof Savage Lake, at the end of the Gark War. Known as the “GreenGarks,” they are the most advanced Gark society in all of Folenn.

Like Gragolon, Garkamun lies along the flank of the SavageRange, the wild chain of volcanic peaks in northern Folenn. Themountain ridgeline forms Garkamun’s southern border, while theswift-flowing Savage River marks the kingdom’s northern bounds.

The Green Garks are at war with all their neighbors, notably theSaraxans to their south and the Petty Fiefdoms to their north. Theyeven raid the lands of Gragolon to the east, although the two Garkkingdoms occasionally forge temporary truces in order to combatgreater threats. Aside from some vague allegiance to the Steel Rain(about whom they know very little), they cultivate no allegiances.

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Green Well is the capital of Garkamun. A vast complex carvedinto the sides of a three hundred foot wide volcanic pit, it is situatedat the top of Well Spire. The city overlooks a greenish pool that fillsthe lower portion of the mountain’s caldera (thus it’s name). Asidefrom the daunting altitude of the site (16,200' or 5400 m), GreenWell is protected by a trio of concentric walls cut into the mountainsidejust below the summit. A gate in the lower wall affords entry into thecity, which is joined to the outer flank of the peak by a seven hundredfoot long corridor.

Uff Uspurgar is master of Green Well and Warlord of the elevenclans of the Green Fist tribe. An astoundingly cruel Gark, Uffconsumes the unwanted offspring of his minions rather the eating“lesser creatures.” He carries a battle axe crowned with a small,green, jade fist. Uff wears pale green leather breastplate and greavesemblazoned with a round grey field punctuated with a green fist. Hisgreyish hair is streaked with dyed green stripes.

Like other River Garks, the Garkamunu stand 4.5 feet (1.5m) tall.They have long arms, short legs, round heads, and prehensile tails.Grey-green hair covers most of the body (save the palms and thesoles of the clawed feet). Garkamuna warriors wear grey leatherbreastplates emblazoned the Green Fist, the tribal symbol. Simple,grey steel pot helms protect their heads. Most are fitted with chainneck guards.

Unit Size: 9

Standard: 9' (2.75m) Standard

Unit Type: Medium Infantry

Insignia: Green Fist on Grey Field

Experience Level: 3

Decoration: Emblem Branded on Breastplate

Morale: Average

Armor: Grey Leather Breastplate, Steel Pot Helm

Demeanor: Very Aggressive

Arms: Spears, Battle Axes

Tactical Approach: Extremely Aggressive

Strategic Approach: Aggressive

GRAGOLON (61)Gragolon lies along the flank of the Savage Range, the wild chain

of volcanic peaks in northern Folenn. Mountain spires mark therealm’s southern boundary, which is under constant threat fromneighboring Garkamun. The cool Painwater River forms Gragolon’snorthern border.

Unit Size: 12

Standard: Flag Attached to Pike

Unit Type: Light Infantry

Insignia: White Mountains on Blood Red Field

Experience Level: 2

Decoration: Emblem Branded on Shield

Morale: Low

Armor: Leather Jerkin, Leather Helm

Demeanor: Suspicious

Arms: Spear, Scimitar

Tactical Approach: Aggressive

Strategic Approach: Unpredictable

ASSAILERSAssailers rarely capture land or establish residence in Folenn.

They come to steal. Some escape homeward, but most assimilate orperish.

Since the Pyto Travail uncovered Jewel Wells, many races of Menhave assailed Folenn. The allure of Jewel-slime draws militaryexpeditions to collect this magical fluid. They usually arrive viaEssence Portals located throughout Folenn. Occasionally, armiessail to the Bladelands, daring the deadly Gale of Hues or travel alongthe Coral Road. Passages through the Ash Lairs await the mostadventurous. Finally, there are Navigators, mysterious and powerfulbeings with the ability to transfer people and goods over vastdistances. Such expeditions vary greatly in character, but all havetwo things in common. Assailers seek the instant wealth of JewelWells and come to Folenn well-prepared for combat.

The following is a sketchy sampling of some of the more recentAssailers.

MOREGADORANSInvaders from Govon (also known as the Star Crown Empire), the

aggressive Moregadorans measure success in terms of wealth. Theirsociety rewards ruthlessness and audacity. Moregadorans are inde-pendent and make fierce opponents. However, they lack discipline,hampering the deployment of large formations. Their leaders are notdiscrete, which results in heavy casualties. In battle they pushforward relentlessly, often over-extending themselves.

Rumors of Jewel Wells have come from Folenn via trade connec-tions. Moregadorans have utilized Kerqan naval prowess to trans-port an expedition through the Gale of Hues. They operate from abase established on the southwest coast of Folenn.

RUECHAIHot-tempered Ruechai are among the fiercest and most skilled

warriors in Govon. They disdain diplomacy of all sorts, preferringbrute force. Their social order is based upon a military commandstructure. A Ruech Master wields supreme power and wears the“Ithaf,” a scar or tattoo identifying him as the true ruler. There is aclass of women warriors (Women of Iron) schooled as the men inarts of combat, martial strategy, tactics, and survival. They rankslightly beneath the male warriors. They utilize exceptional armorand weapons of their own making.

Arriving in the Bladelands via Essence Portal south of the SteelReach, Ruech troops prepare for an assault on Jewel Wells. Ruechaimust fight through hordes of Vancu to reach their goal.

SYRKAKAR (*)The Syrkakar are natives of the Mur Fostisyr, a group of islands

situated in far north, near Jaiman. These superstitious people havefallen under the sway of the Iron Wind, a faction of Unlife similarto the Steel Rain. Ten clans divide the Syrkakar, each ruled by aKakar. Syrkakar warriors wield Shortsword, composite bow, andpole-arms. They wear a rigid leather breastplate. The Unlife of theIron Wind compels Syrkakar to journey to Folenn via EssencePortal. They seek the liquid jewels for reasons known only their darkMasters.

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SIRIANS (*)An amphibious race of humanoids hailing from the Seas of Palia,

Sirians possess both gills and lungs. They breathe in the air andunder water. Sirian appearance changes as they age. They seemcompletely human when young (up to 20 years old). Over the nexttwenty years their form becomes more grotesque and monstrous.Sirians develop webbed hands and feet, along with distinctive gill-slits. Their skin assumes a mottled greenish-grey color, exuding aprotective mucous slime. Sirians have glowing yellow-green eyeswhich allow excellent underwater vision.

Sirian homeland lies deep beneath the ocean. They reside insculpted coral caverns and rocky grottos. Sirians enjoy waylayingocean vessels and confiscating gold or gems on board. Ships that donot surrender are immediately scuttled by underwater forces. Sirianspull victims below water and feast on their bodily fluids by meansof hollow fangs. Remains are fed to sharks.

For some years a ferocious Sea-Drake hasthreatened their realm,attracted by Sirian plunder. Sacrificial children no longer placate thegreedy beast. It demands Jewel-Slime, hoping to augment its magi-cal powers. Sirians mount expeditions to Folenn in search of a JewelWell. Reaching land via the Coral Road, Sirians thus far have beenthwarted by Warders of the Coral March.

Scouting parties are composed of their youngest members, whomasquerade as Humans while spying. The major force of Sirians

HERALD OF THE NIGHT

THE CORAL ROAD

XAN (*)Hailing from the smallest state in Govon, Xani Legions combine

the best of obedience and independent thought. Their unique train-ing turns out tough, capable, intelligent soldiers. Military educationis compulsory, even for women. Those not serving in the Legion areconsidered to be on active reserve. Commanding the famed XaniLegions is Captain of the Legions, Steref Nestor. Xan was estab-lished as a military dictatorship, but has since become a loosemonarchy. Xan’s main export is mercenary soldiers. Powerfulindividuals, cities, and states hire Xani Legions, the price dependenton relative danger.

PALIANS (*)Various clans from Palia, including the Pytos and Inwas, periodi-

cally invade Folenn searching for Jewel Wells. These expeditionscross the Gale of Hues with the assistance of Wind Flutes; thus theyfield rather large formations. Usually these armies plow throughindigenous forces, only to dissolve in Folenn’s interior.

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LOST IMMIGRANTSSmashed hulks litter the shoals and shores of northern Folenn.

Monuments to the horrific trip through the Gale of Hues, many serveas tombs for the victims of the Bladestorms. Others mark the pointwhere lucky expeditions struggled to the coast after being blownacross the twisting waters of the Broken Ocean. Whether theyarrived in the Bladelands by design or by accident, these hardysurvivors generally ended up slain or in bondage, but a few estab-lished fortified holds in the North. Lost Immigrant realms reflect thenature of their founders’ travails. Brutal yet pragmatic, disunifiedyet strong, they dominate the harsh lowlands along the northern edgeof the Great Reach. They withstand the invasions from the neighbor-ing Hidden Colonies, as well as the challenges and machinations oftheir unseen adversaries.

There are seven distinct Lost Immigrant territories. Five form aband along Folenn’s northern coast, facing the waters locals call theSea of Pain. The other two realms, Morn and Meir, lie to the east.Morn occupies the isle of Rakel in the Northeast, while Meir issituated on the continent’s southeasternmost peninsula.

Let’s take a look at some of the kingdoms of the Lost Immigrants.

Note: The numbers following each group’s title refer to thefaction’s color guidebook listing and map location. See theAppendix for a key to the unit combat summaries that concludeeach section.

MORN (14)The Nation of Morn occupies all of Rakel, a volcanic island

located off the northeast coast of Folenn. A poor, windswept land,Rakel is surrounded by rocky shoals and islets. The strait separatingthe island from the mainland is simply called the Graves.

Morn’s 1,700 residents constitute a broad array of peoples whowere forced together over a few decades. About 1,100 live in Vonka,the port capital situated in southern Rakel at the mouth of thetumbling Stonefall River. This terraced city rises behind the array oftwenty waterfalls forming the “Stonefall Delta.”

Unit Size: 8-10

Standard: Varies; most are simple banners

Unit Type: Light Infantry

Insignia: Varies; most display a volcano spewing ash

Experience Level: 4

Decoration: Flashy red tunics, mimicking lava flows

Morale: Medium

Armor: Varies from Light Mail to none

Demeanor: Vigilant, aggressive

Arms: Short swords, tridents, pikes

Tactical Approach: Offensive

Strategic Approach: Balanced

MEIR (15)The oldest and most remote of the Lost Immigrant domains, Meir

is the only such land located in southeastern Folenn. It is an isolatedland without neighbors or natural enemies. Both of Meir’s tradi-tional allies, Tharo and Morn, lie far away.

Meir produces Folenn’s finest olives and oils, as well as wool anddairy products. Huge flocks of sheep roam the peninsula’s rockycountryside. Many of the 1,100 Meiran people live as shepherds,although nearly three quarters of the population reside in the capitalof Weese. A fishing port, Weese faces the stormy Dawn Sea to theeast of Folenn. Its fishermen compete with the Elves of Olchel formuch of their catch, so relations between the Meirans and Erliniremain tense. Erlin raids aggravate the problem, but the peacefulMeirans hope to avoid outright war. They already have their handsfull fending off the Tralfan rustlers who periodically attack Meir’snorthwest frontier.

Unit Size: 8

Standard: Blue pennant on a pike

Unit Type: Light Militia

Insignia: Brown boat on blue waves

Experience Level: 3

Decoration: None

Morale: Medium

Armor: None

Demeanor: Passive, watchful

Arms: Short swords, tridents, spears

Tactical Approach: Defensive

Strategic Approach: Fearful, united

KALANDA (40)Most unusual of the Lost Immigrants, the Kalandan people did not

reach Folenn due to shipwreck, but via an Essence Portal. Throughthis Portal they wish to return. However, the Portal does not functioncontinuously. No one can determine when the Portal will next beoperational. However, slime from Jewel Wells seems to activate theEssence Portal.

In an effort to leave the Bladelands Kalandans foray into WildLands to the northern Jewel Well. Lord Talpor has ordered his finestwarriors on a quest for liquid Gem-stuff. These raids are carried outby small and mobile units determined to do or die. Several successfulraids have returned with a precious horde of Jewel-slime, but onlya fraction of the quantity needed. This priceless stock is secured ina subterranean vault beneath the Lord’s castle.

• THE LOST IMMIGRANTS •Petty Realms OthersLasapanax MornAlchua (Petty Fiefdoms) Meir

Eliarda KalandaClane Kaw KawRew Thalar (City States)Bayntyvur AramegWark RyaMerhool Taspar

LamissaRyaKlapePaychSesla

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Home forces of Kalanda are considerably different, equipped forstalwart defense of the realm. Heavy Crossbowmen keep enemyforces at bay, away from the walls of their castles. Kalandanconjurors summon mainly Zephyr Hounds to unbalance foes. TheKalandan Power Hue is Iridescent, which allows the conjurors tosummon Drakes.

Unit Size: 10

Standard: Pike bearing Dragonfly Insignia

Unit Type: Light Infantry

Insignia: Green Dragonfly on Yellow Field

Experience Level: 5

Decoration: “Sting” themselves with dagger-wounds before battle

Morale: High

Armor: Light Mail

Demeanor: Aggressive

Arms: Crossbows, pikes, longswords

Tactical Approach: Offensive

Strategic Approach: Balanced

CITY-STATES OF THALAR (41)Sprawling along more than 250 miles (400 km) of coast, eight

City-States of Thalar are so militarily prepared that they findthemselves fighting each other. Thalari are descended from aspectacular army, shipwrecked while invading the continent ofPalia. Off-course by a few thousand miles, the expedition found afoothold on Folenn just as easily. Thalar is a rugged land withwindswept coasts and rocky terrain. Marine resources and an excessof quality building stone appealed to the immigrants.

Arameg, Aded, Lamissa, Rya, Klape, Taspar, Paych, and Sesleaare the Eight City-States of Thalar. Five are perched upon easilydefended bluffs and rocky promontories overlooking the sea. Natu-ral fortifications have been augmented by cut stone walls andwatchtowers. Rya, Taspar, and Seslea are inland cities. Althoughthey lack hilltop advantage, all are walled. A bronze-age culture,Thalari nonetheless create architectural masterpieces in marble andlimestone. Invaders have carried rumors of these beautiful cities tohome domains, creating the mistaken impression of vast wealth. Forthis reason, Thalari are ever prepared to defend themselves.

The great fortress of Aded houses a religious shrine known asAded’s Oracle, the envy of other city-states. Travellers tell of a Musewho gives divinely inspired predictions (to those with the money topay). Military applications of the Muse are readily apparent. Herown sister cities have skirmished with Aded to gain control of theOracle, but all attempts have failed. Such “in-house” squabbling isaccompanied by political scheming and machinations. None has asufficient advantage to overcome the others, and alliances arefleeting. Still, invasions mounted from without Thalar will inducethe city-states to band together temporarily.

Taspar is the greatest land power amongst Thalar. Its army,although small, is reputed to be composed of the finest soldiery in allFolenn. Only lack of numbers prevents Taspar from being the pre-eminent City-state. This numerical inferiority is partially off-set bya phalanx-like structure, which allows for maximum support. Thisformation with its out-thrust spears has acquired a reputation fortenacity second to none.

Unit Size: 9

Standard: White pennant on a pike

Unit Type: Light Infantry

Insignia: Limestone bluffs overlooking a blue sea

Experience Level: 5

Decoration: Paint arms and legs with white chalk before battles

Morale: High

Armor: Light Chain mail

Demeanor: Aggressive

Arms: Spears, Short Swords, Pikes

Tactical Approach: Offensive

Strategic Approach: Balanced (phalanx)

ALCHUA (PETTY FIEFDOMS) (42)Eliarda, Clane, Rew, Bayntyvur, Wark, and Merhool constitute

the six Petty Fiefdoms of Alchua.Many small military bands have been shipwrecked on the Strand

and formed small realms. Uniformly uncivilized and barbarous(Bronze Age), these fiefdoms are sites of death and destruction asvarious forces sweep the lands. Each petty lord fields his ownpersonal army. These forces guard each lord’s fief, raid neighboringfiefs, and collect goods from serfs. It is a mean existence and,so far,no lord has been able to rise above his surroundings, claiming all theLost Lands.

Survivors making shore usually are slain or taken prisoner by oneof the petty fief-lords. Those who live through unspeakable brand-ing practices marking them as property of their fief-lord are slavesfor the rest of their lives.

A few fortunate expeditions have landed successfully and are ableto protect themselves with hastily constructed fortifications. Most ofthese small groups have no hope of escape. They cling to their land,fending off escalating attacks, as more and more fief-lords joinforces against them. Only one group is capable of leaving, theKalandans.

Unit Size: 7-10

Standard: Varies, but most mount pennants on pikes

Unit Type: Light Infantry

Insignia: Vary greatly

Experience Level: 4

Decoration: Burn limbs with hot coals before battle

Morale: High

Armor: Light Chain Mail

Demeanor: Aggressive

Arms: Longswords, pikes, clubs

Tactical Approach: Offensive

Strategic Approach: Balanced

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KAW KAW (43)Descendents of sixty-fourth century raiders, Kaw Kaw represent

some of the oldest Lost Immigrants. People of Kaw Kaw are primarliyconcerned with defense of the realm, for they are surrounded on allsides by hostile powers. With tenacity borne of nationalism anddesperation, Kaw Kaw consistently defeats invaders.

The state-religion of Kaw Kaw is devoted to the god of war,Kaym. Kaw Kaw youngsters are taught to be heroic and martial inchildren’s games more reminiscent of combat. Adults take their dutyto fight seriously and religiously, eagerly mustering when called up.Individual warriors supplement the levies raised in response toforeign incursions.

Unit Size: 8

Standard: Rectangular banner on a pike

Unit Type: Medium Infantry

Insignia: Kaym’s portrait against a black background

Experience Level: 5

Decoration: Paint faces and limbs black before battle

Morale: High

Armor: Chain Mail

Demeanor: Aggressive

Arms: Short Swords, pikes, clubs and daggers

Tactical Approach: Offensive

Strategic Approach: Balanced

LASAPANAX (60)Lasapanax is the strongest of the Petty Realms. Once part of

Alchua, it recently broke away and now threatens its neighbors’eastern border. Situated on the northwestern coast of the Gulf ofCries, Lasapanax straddles the Crying Reach, a wild peninsulalocated across from Rakel. It is a sea-faring republic organized alongtribal lines, with each tribe possessing its own port-state and havingequal representation in the assembly.

Cryanchor is the capital, chief city, and largest port in Lasapanax.Built on a pair of islands and an adjacent spit of the mainland, thehighly fortified town is located at the southwesternmost point in therepublic, where the Kneeling River runs into the Gulf of Cries’northwestern inlet. Wilp Arga is the lord of the port and HighCaptain of the Republic.

The Lasapani are a warlike people who tatoo themselves withelaborate green and red designs. These markings depict aspects of aperson’s character and personal history. Lasapana leaders, the Larpi(“Captains”) dye their tongues a bright red. Few races covet suchfrightening and colorful imagery. Then again, few societies recordtheir feelings on their own flesh.

An aggressive race, the Lasapani threaten shipping in the Gulf ofCries and the Endless Sea. They board or destroy any vessel they canout sail, assuming it looks like easy prey. The Lasapani also enjoyraiding along the vulnerable coasts of northern Folenn. Few unwalledvillages along these shores have escaped their wrath.

Lasapanax’s chief weapon is the ingenious “Fire-skimmer,” along, swift, armored galley powered by two banks of oars and a trioof triangular (lateen) sails. Although these ships are uniformly swiftand strong, each Fire-skimmer is unique. Lasapana shipwrights take

care to endow every bow with a peculiar head-shaped design. Whileone looks like a shark, another galley produced by the same artisansresembles a sea-hawk. These magnificent sculptures incorporate asteel-tipped prow and one or more forward-facing apertures. Somehave gaping maws, other multitudinous nostrils, but all of them haveportals for belching streams of fire.

Each Larp, or Captain, produces his own mixture of LasapanaFire. Most prefer a liquid recipe; however, gaseous or solid concoc-tions are better weapons under certain conditions. The Fire-skim-mers rarely band together, since the Captains invariably operate ontheir own as privateers, so a change in the weather can render aLassapana assault less dangerous. Without sufficient men to boarda larger enemy warship, a flameless Fire-skimmer is relegated toramming, entangling, or fleeing from a well-armed foe.

Fire-skimmers are equipped with an array of nets and one or twonet- and harpoon-throwing ballistas. A favorite Lassapana battletactic involves an age-old fishing technique. By dropping a heavybuoy, the Lassapani can quickly extend a rigid, floating boom or netby sailing away. These devices may stretch for two or three hundredyards. Once extended, the boom or net is left affixed to the ship orit is attached to another buoy. The nets entangle enemy vessels,while the booms can be set on fire or used to bar a foe from passingby a specific point on the water.

A typical Fire-skimmer carries a complement of about thirtywarriors. This force is capable of wasting a merchantman or sackingan unprotected town, but they are no match for a trained enemy forceof equal numbers. Still, they are rugged marines who give no quarterand take no prisoners — save the slaves they peddle back home.Lasapana soldiers fight in groups of nine called Bena. A Squire(Enlarp) leads each Bena. Three Beni comprise a Ubena, which iscommanded by a Captain (Larp) and two Masters (Olarpi). Shouldthe Captain fall, the senior Master presides over the force. Like theCaptain, a Master is a trained seaman.

Lasapana units also engage enemies on land, although theircampaigns are little more than raiding expeditions. Lasapanax isoften at war with the easternmost City States of Thalar to the north.The republic’s traditional enemy, however, is Lycoodur, an Iylar Elfkingdom located across the rough waters of the the Grave. The Iylarionce sacked Cryanchor, slew the Ularp of Lasapanax, and enslavedhis family.

The Lassapani fight well on land, although they rely on mobilityand surprise to carry most battles. Lightly armed and rarely mounted,they avoid engangements with enemy cavalry or knights.

Unit Size: 9

Standard: Pike Bearing a Red and White Wind-sock

Unit Type: Marine Light Infantry

Insignia: Bleeding Tongue on a White Field

Experience Level: 5

Decoration: Body Tatoos; Red Scale Neck Guards; Red CapesShaped Like a Tongue

Morale: High

Armor: Scale Mail = Chain Shirt & Greaves

Demeanor: Aggressive

Arms: Short Swords, Pikes, Clubs

Tactical Approach: Offensive

Strategic Approach: Balanced

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Here you will find a good deal of information about some of themore unusual races of the Bladelands, including Giants, Goblins andTrolls. The domains ruled by these extraordinary beings occasion-ally interact with the realms of western Folenn, through trade, raidsand war.

Note: See the Appendix for a key to the unit informationfollowing each group.

GARKSGarks are furry grey ape-like beings of a limited intelligence that

have been trained as a crude military force by Granth, the Sorcerer.Although they are normally arboreal, Granth bivouacs them in hishighland keep near the Gulf of Cries. Through a combination ofreligious mind-control and fear the sorcerer controls over 1000warriors in his realm’s defense. Occasionally, Granth will lead aforay into the neighboring New Colonies for booty, but theirunruliness precludes his dream of capturing the Jewel Wells.

A Gark war-mob consists of at least 100 troops in a disorganizedmass. Small units vary from ten to twenty with 15 being the mostcommon. These units do not work well separately as anything otherthan war mobs. When fully gathered, their force of numbers isoverwhelming. Only the Bladestorm and worthy opponents preventGranth and his Garks from attempting grand conquests.

Garks are armed with crude flint hatchets and a wide variety ofcaptured weapons and armor. Senior commanders possess the finestof arms, but only Granth has magic. Generally, Gark warriors areunarmored and wear no helms.

Unit Size: 15

Standard: Varies; Skull on pike is common

Unit Type: Light Infantry

Insignia: Varies; Wounded beast is common

Experience Level: 2-3

Decoration: Dyed tufts of fur on helmets

Morale: Medium

Armor: Varies from Rigid Leather to none

Demeanor: Stupid, aggressive

Arms: Warhammer, axe, short sword, pike

Tactical Approach: Offensive

Strategic Approach: Attack en masse as a mob

• PART6: OTHER GROUPS •

JEWEL KNIGHTSRecent arrivals, Elven Jewel Knights were sent to Folenn by god-

like beings called the Lords of Orhan. The Jewel Knights' missionis two-fold. First, they warn Elven leaders of the dangers of associ-ating with Elf-Demon counsels. Secondly, Jewel Knights want tocapture a Jewel Well, fashioning its awesome magic into forms oftheir choosing. Creating arms and armor of exquisite crystal willallow them to expand their control of all Jewel Wells (in the nameof the Lords of Orhan). Clearly, their greastest obstacle in achievingthis is the Dusk-Walkers’ Guardian Titans at each Jewel Well.

Small groups of Jewel Knights are scattered throughout differentElvish realms, each trying to subtly guide Elven society with varyingdegrees of success. High Elves of Rakel have chosen to ignore theJewel Knights’ advice, placing their trust in Demonic advisors. Insouthern Erlini realms Jewel Knights have had a great impact,counselling on tactics fordefeating foces of Unlife. Erlini Elves ofYellowblade see Jewel Knights as demi-gods sent to aid them. Forthis reason, if ever the Knights require numbers, they utilize Elvesof Yellowblade.

Jewel Knights draw their great energy from jewels of powerbestowed by the Lords of Orhan. These crystals also allow JewelKnights to magically appear anywhere in an instant. They alsoenhance the Knights’ ability to manipulate Essence. The jewels aretwelve-sided green gems which glow wih an unearthly light. Gem-slime can be fashioned into additional jewels of power, furtheraugmenting Jewel Knights’ magical strength. Jewel Knights gain a+3 modifier to attack and defense under Green or Gold Power Hues.

Unit Size: 1

Standard: None

Unit Type: Light Infantry

Insignia: 12-sided green jewel bathed in golden aura

Experience Level: 12-20

Decoration: Silver and gold plumage from helmets

Morale: Very High

Armor: Magical Full Plate

Demeanor: Vigilant, protective

Arms: Magical two-handed sword

Tactical Approach: Offensive

Strategic Approach: Balanced

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HUE EATERSAkin to hairless men, Hue Eaters are unspeakably evil servants of

the Breathless. They are covered by tough, toenail-like protrusions,which form a scaly skin. Hue Eaters have beaks instead of mouths,which are surrounded by an array of eight squid-like tentacles,tipped with hollow spines. They have four eyes in the front and fourin the rear of their elliptical skull. Four ears crown theirheads, eachprotected by a bony tusk. Their four arms end in four-fingeredtalons.

Hue Eaters thrive on blood and other bodily fluids, which theysuck out through syringe-like tentacles. An adult Hue Eater candrain the fluids from a grown man in about an hour, although it oftenfeeds on a victim for a day or two. Within a minute, a Hue Eaterconsumes enough blood to render unconsciousness.

These creatures dominate the southern wilds of Folenn and makefrequent sorties into neighboring areas and along the coast. There arethree Hue Eater Kingdoms, each of which is ruled by a dominantclan with rigid social structure. A Queen rules each domain. Two ofthe Queens, Vulshu and Kalfu, are twin sisters who revile oneanother. They worship different demonic spirits, and each has fed onthe others’ offspring. In the Hue Eater tradition, this shows disdainfor her rival.

Eight warriors compose a typical Hue Eater unit. Each fightercarries a small, double-stocked crossbow, and a large, biting axe.The twin blades of the axe close when they strike, chewing the fleshout of the victim and opening a wide wound from which the Feederwill feed. Hue Eaters wear light leather armor made from sea turtlehide or layers of human skin. Some adorn themselves with peculiarhelms. Extra armor protects them from the rear, where they attach anarrow banner showing their affliation.

Warriors often ride Tartu, huge reddish sea turtles which havebeen bred to sport double shells with an armored compartment. Thissmall chamber, located between the Tartu’s two shell layers,accomodates 2-4 Hue Eaters. Hue Eaters cut apertures in the outershell,transforming the Tartu into a living tank.

Hue Eaters’ Power Hue is Red, at which time they draw energydirectly from the red skies. This gives them +2 to attack, defense anddamage.

Unit Size: 8

Standard: Varies; most are simple narrow banners

Unit Type: Light Infantry, although a few attack riding turtles

Insignia: War-turtle against a brown field

Experience Level: 5

Decoration: Weird helms adorned with skin; turtle insignia onshoulder

Morale: High

Armor: Varies from White Leather jerkin and helm to none

Demeanor: Evil, aggressive

Arms: War-axe, crossbow

Tactical Approach: Offensive

Strategic Approach: Cruel and well-practiced

TITANSClean-shaven giants (18' to 24' tall) with handsome, nobly propor-

tioned bodies, Titans drape their muscular limbs with diaphonoussilk. They posses fair skin, brown or black hair, and blue eyes.Occupied by solitary pursuits within lonely castles, Titans fre-quently ignore their own kin for decades. They are equally uncon-cerned with affairs of Mortals, whose ephemeral lives bore them.

The few remaining Dusk-Walkers fear world domination by anygroup who might capture a Jewel Well. Titans of Folenn have formillenia served the interests of these ancient beings. Titans dwell inthe vicinity of Jewel Wells, guarding this precious fluid from allinvaders. Titans receive greatly enhanced magical abilities whiledwelling near these Wells. Thus it is in their own interest to protectthe Jewel Wells.

The echo of a forgotten whim or jealousy stirs Titans every fewcenturies to break their seclusion and disturb the privacy of neigh-bors with war, seduction, or intrigue. Their departure leaves theJewel Wells temporarily unguarded, when raiders may plunder theWells at will. More frequently, Titans bathe unharmed in the jewel-slime to restore and energize themselves magically. During this timethey become immobilized, assuming the crystalline structure ofgemstone and unaware of events around them. Despite the Titan’simmobility, they are nearly invulnerable and can leave the JewelWell at any time.

GOLEM GUARDING A JEWEL WELL

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Equipped for warfare, Titans don elegantly wrought breastplatesand greaves which they have forged. Their huge two-handed swordsradiate raw Essence magic, extinguishing the power of nearby spell-casters. Fighting single-handedly, Titans employ awesome magic torend earth and sky. Any remaining foes will taste their potentweapons. Few have ever bested the might of Titans; none under theirPower Hue of Silver. This gives Titans +4 to attack, defense, anddamage rolls.

Unit Size: 1

Standard: None

Unit Type: Special

Insignia: Erupting jewel well on a gold field

Experience Level: 20

Decoration: Flashy red tunics, mimicking lava flows

Morale: Medium

Armor: Beautifully wrought gem-studded breastplates and greaves

Demeanor: Protective, fanatical

Arms: Oversized, essence-enhanced two-handed swords

Tactical Approach: Offensive

Strategic Approach: Balanced

GIANTSSuperhuman strength allows Giantish folk frequent victory over

lesser foes. Yet lack of numbers diminishes their threat to Mannishcivilizations. At one time Giants had an organized society butinterracial strife led to a sundering of the race. Over centuries,isolation created the variation present in Giant strains, each adaptingto their different environments. Most giants are solitary beingswithout family. They have little social interaction, and as a resultthere is little specialization of skills. Giants generally wear hidesroughly stitched together or coarse cloth. Their dwellings includeopen caves, forested glens and crude huts of earth and stone. A fewmore sophisticated giants build intricate castles on craggy hills oricy peaks. Their seemingly civilized nature belies the man-eatingtendencies giants often harbor. Some increase the swollen armies ofevil lords, but most value their independence above all else.

CLOUD GIANTSThese aloof beings dwell in lofty mountain passes where their

presence is hidden by prevailing fogs, clouds and snow. Theypossess high intelligence (for a giant) and live a fairly civilized lifein great stone castles. In times of war Cloud Giants may aid Mannishfolk, but only when their peace is threatened. Such giants do not bandtogether, but fight individually to drive invaders from their land.Most carry weapons into battle, but they are skilled at rock-throwingas well. Cloud Giants stand 17'-19' tall. They have pale skin andwatery blue eyes. Cloud Giants can manipulate winds and waterswith subtle magic. Their Power Hue is Blue, giving them +2 to attackand damage rolls.

Unit Size: 1

Standard: Multi-colored banner on a 20' pole

Unit Type: Special

Insignia: Sun half-hidden by mountain peak and clouds

Experience Level: 12

Decoration: Gem-studded leather bracers

Morale: Medium

Armor: Skin=Chain Hauberk

Demeanor: Reclusive

Arms: Great spear

Tactical Approach: Defensive

Strategic Approach: Balanced

FIRE GIANTSRuddy skinned with black, brown or red hair, Fire Giants stand 12'

to 14' tall. They often dwell in rocky grottos near active volcanoes orsteam vents. These giants wear little but loincloths and wield ham-mers or clubs in battle. Easily aroused to a battle-frenzy, Fire Giantsfight until the field of battle is cleared. Their tempermental nature isexploited by those having the cunning and boldness to approach FireGiants. They are easily bribed with talk of booty. These giants areimmune to heat and fire but take double damage from cold. FireGiants’ age-old enemies are Frost Giants. They have greatest powerunder Red and Orange skies, when they are +3 to attack and defense.

Unit Size: 1

Standard: Painted leather shield

Unit Type: Special

Insignia: Flaming hammer against white

Experience Level: 6

Decoration: Skull necklace

Morale: High

Armor: Skin=half Hide Plate

Demeanor: Aggressive

Arms: War hammer, club

Tactical Approach: Offensive

Strategic Approach: Balanced

FOREST GIANTSStanding 13'-15' tall, these beings have dark skin and long tangled

hair. They live in the deepest forests, usually under overhangingrock ledges. Often black bears are found guarding a Forest Giant’sdwelling. Clad in coarse cloth or skin garments, Forest Giants use asling or club as weapons. They forage throughout the woods, rarelyventuring beyond the forest eaves for food. Reclusive, Forest Giantsare generally a random encounter. Direct threats to their forest homewill motivate them to wage war against all marauders. These giantsespecially loathe the corrupted Treemen and any agents of fire.Forest Giants use natural magics which allow them to summon andemploy animals as allies. Their Power Hue is Green, allowing themto merge with vegetation and regenerate in one turn.

Unit Size: 1

Standard: Sapling pole with narrow pennant

Unit Type: Huge Monster

Insignia: Thorny club

Experience Level: 7

Decoration: Red and yellow body paint

Morale: Medium

Armor: Skin=half Hide Plate

85

Demeanor: Aloof

Arms: Sling, club

Tactical Approach: Offensive

Strategic Approach: Balanced

FROST GIANTSLarge (17'-19' tall), but not especially bright, Frost Giants have

pale blue skinand silvery hair. Their abodes lie in glaciated areas orcold mountainous regions. They don furs more for appearance thancomfort, for Frost Giants are immune to cold. They domesticatehuge white bears or arctic wolves to aid in hunting and defense.These beings will wage war to defeat their enemies the Fire Giants,or aid any cause which promises them wealth. In combat they hurlboulders or fight with huge, blue-steel axes. Frost Giants employcold-based spells. but take double damage from fire attacks. Theyare most powerful under White or Yellow skies, giving them +2 toattack and defense.

Unit Size: 1

Standard: White bearskin on pole

Unit Type: Huge Monster

Insignia: Silver icicle on a blue lake

Experience Level: 6

Decoration: Bear-claw necklace

Morale: High

Armor: Skin=half Hide Plate

Demeanor: Greedy, aggressive

Arms: Battle axes

Tactical Approach: Offensive

Strategic Approach: Balanced

MOUNTAIN GIANTSElevated mountain passes provide shelter to these giants. Stand-

ing 18'-20' tall, they have greyish skin and black hair, camouflagingthem in rocky terrain. Mountain Giants use magic which allowsthem to manipulate earth and stone. With this power they constructsquat stone towers, moats, walls and other fortifications. They guardstrategic passes along routes to the Jewel Wells. Mountain Giantsdislike armed forces invading their lofty domains but will allowpolite individuals or small, non-hostile groups safe passage. Theyenjoy hurling rocks for target practice, but usually wield black steellongswords. The Power Hues of Mountain Giants are Grey andBrown, when attack and damage are +2.

Unit Size: 1

Standard: Varies; most are silver grey banners

Unit Type: Huge Monster

Insignia: Snowy mountain peak

Experience Level: 10

Decoration: Silver head circlet

Morale: High

Armor: Skin=Full Hide Plate

Demeanor: Normal, wary

Arms: Longswords

Tactical Approach: Offensive

Strategic Approach: Balanced

STORM GIANTSThe tallest race of giants, these beings stand 18'-22' tall. Storm

Giants have long, flowing hair and grey eyes. Their clothing consistsof layered robes and billowing cloaks. Also the most intelligent ofall giants, they construct elegant stone castles on high promontories.They delight in living amongst turbulent and ferocious weather.Storm Giants may manipulate the elements of water, wind, light, andice. Basically neutral in outlook, they occasionally make theirpresencefelt by scattering armies and disrupting battles. Few Storm Giantsever mingle with Mortal folk, although they might be motivated byarmies despoiling their domain. They brandish a great trident, swordor spear in times of conflict. Storm Giants are most potent beneathWhorled or Stormy skies.

Unit Size: 1

Standard: Deep blue banner on a pole

Unit Type: Huge Monster

Insignia: Fist holding silver lightning bolts

Experience Level: 15

Decoration: Emblazoned robes

Morale: Very High

Armor: Skin=Chain hauberk

Demeanor: Varies, sometimes aggressive

Arms: Spear, sword, trident

Tactical Approach: Offensive

Strategic Approach: Balanced

GOBLINSRound-headed creatures with snub noses and wide mouths,

Goblins possess greenish-yellow skin and tender toeless feet. Toprotect these sensitive appendages Goblins wear clumsy stone clogsand have excellent night vision, but they are blinded by daylight,receiving only one quarter of their normal abilities. Thus Goblinsstay below ground in the Ash Lairs by day and swarm the land insearch of brutal amusement at night. The short (3’6"-4’6") creaturesare governed by “might makes right”, so the largest are usuallyaccounted to be rulers. Goblins have been lucky in avoiding rule byother races. Their realm sprawls along the central Highlands.

Mechanical devices appeal to the clever cruelty intrinsic toGoblins. They haveinvented many machines to torture as well asthose useful in warfare and siege. Utility and strength mark most oftheir creations, but beauty eludes them. Skilled miners, Goblinsenlarge their underground kingdom by connecting nearby cavernswith tunnels. These they build more to mine metals than in search ofconquest.

The Goblin ruler wisely realizes that hiding in his hole is betterthan being slaughtered in open battle. To this end, King Rawg theRipper has resolutely avoided combat on the surface with superioropposing forces. Thus, in any scenario, the Goblins must outnumbertheir foes (in # of figures) by at least 1.25:1 to expect a victory.

86

LOW GOBLINSThe lowest of Goblin-folk, these are poor unfortunates who do all

the “dirty work” such as suicide missions. Generally, Goblin leadersdo not care if Low Goblins take excessive losses.

Unit Size: 18-20

Standard: Varies; most are simple rectangular flag bearing thesymbol of their tribe or clan

Unit Type: Light Infantry

Insignia: Varies; most display crossed picks or warhammers

Experience Level: 4

Decoration: Brown and grey-striped armor

Morale: Medium to High

Armor: Varies from Rigid leather jerkins to light chain mail

Demeanor: Violent, aggressive

Arms: Battle axe, pike, mattock, short sword

Tactical Approach: Offensive

Strategic Approach: War Mob tactics apply

Mob-tactics combined with vicious, spiked weapons give Lugrôkia fearsome reputation. In battle, they unnerve their opponents withunearthly shrieking and howling. Lugrôki tear apart prisoners,feasting on their limbs as they continue to fight. Night combat is theirspeciality, when their Experience Level is increased by one.

Unit Size: 8-10

Standard: Varies; most are simple banners

Unit Type: Light Infantry

Insignia: Varies; most display spiked clubs against a dark sky

Experience Level: 4

Decoration: Plumed helmets

Morale: Medium to High

Armor: Varies from Rigid leather jerkins to none

Demeanor: Stupid, aggressive

Arms: Spiked clubs, pikes

Tactical Approach: Offensive

Strategic Approach: Loosely-organized, they must be tightly con-trolled in combat or all order is lost

OGRESAn unkempt, slovenly race, Ogres resemble Giants in size only (8'

to 10' tall), although their mental faculties are stunted. Ogres arequarrelsome, odoriferous, and easily incited to violence. Theysharpen their teeth to fanged points, better to rip and rend flesh.Ogres wield wood or stone clubs,which they often abandon in favorof unarmed combat.

One of the few Ogre-Clans in Folenn roam the coastal Plain ofForn, bordering the Bay of Sighs. These River Ogres of Cula fightTiger-Tribes, Outland Wolves, and Punkari Elves. They inhabitlittered dens along the banks of the Laughing River. Small familygroups skirmish with nearby Humans to increase their territory.

Unit Size: 8-10

Standard: Varies; most are simple silvery grey rectangular bannerswith two pennant tails

Unit Type: Light Infantry

Insignia: Varies; most display an Ogre biting his favorite weapon

Experience Level: 4

Decoration: Helms shaped like ape-heads

Morale: High

Armor: Varies from scale armor to none

Demeanor: Aggressive

Arms: Clubs, warhammers, two-handed swords

Tactical Approach: Offensive

Strategic Approach: Balanced, determined, unrelenting

TROLLSRanging in height from 8' to 15' tall, Trolls possess huge, hulking

bodies. Their hands and feet are unnaturally large and display sharp,granite claws. A perpetual snarl reveals curved blood-stained fangs.Rough, stony hides protect the calcified innards of the Troll. How-ever, they are vulnerable to sunlight, halving their ExperienceLevels when exposed. Common Trolls are immune to normal heatand cold. Trolls assume physical characteristics of their myriadenvironments.

LUGRÔKIThese grotesque humanoids have heavily-built, muscled bodies

with long arms and thick, swarthy hide. Their faces are distorted byflattened snouts, slanting eyes, and sharpened tusks. Lugrôki aremotivated by cannibalistic cruelty and respect little save superiorforce. Superb smiths, Lugrôki rarely fashion items unassociatedwith war. Lesser Lugrôki live and die in the darkness, easilypanicked by sunlight. Greater Lugrôki function normally in daylightand are smarter and tougher than Lesser Lugrôki.

Many tribes of Lugrôki live in the Ash Lairs, but only a handfulare free due to their worship of power. Elf-Demons of Tharo enslaveLugrôki, using them for physical labor and troops. Sulthon Ni’Shaang, a shapeshifter, commands a large force of Lugrôki in hisquest to conquer the Immigrant Domains. Free Lugrôki hate anyoneenslaving their race. They wage relentless war against these tyrants.

LUGRÔKI AMBUSHING MEN

87

War-Trolls sport more formidable armor, articulated stony plateswhich grow naturally from their skin. War-Trolls are often found inthe Guard units of Evil Lords. Bred to withstand the sun, War-Trollsare quicker and more clever than common Trolls. They use massiveclubs or warhammers, rending claws, or hurled objects in battle.War-Trolls have a Power Hue of Black which adds +2 to attack anddamage.

Unit Size: 6-8

Standard: Varies; most are simple rectangular banners with a balckbackground

Unit Type: Light Infantry

Insignia: Varies; most display a gauntlet holding a split skull

Experience Level: 6

Decoration: Helmets made of elephant skulls

Morale: High

Armor: Half plate armor, steel gauntlets, steel helms

Demeanor: Vigilant, aggressive

Arms: Warhammer, club

Tactical Approach: Offensive

Strategic Approach: Bold and vicious

TROGLIUgly humanoids, Trogli range in height from 4’6" to 5’6". Trogli

skin their fallen foes, creating simple garments from the cured pelts;claws, tails, and mummified heads remain as ornament. Goblinhides dominate Trogli rainment. Beneath this macabre clothing,Trogli possess muscled bodies with bluish-white skin. Slopingforeheads and massive jaws form the contours of their large heads;long, tangled, black hair grows from their scalps.

Trogli settlements range throughout the Ash Lairs, but no largecolonies exist. When faced by superior forces they retreat, separat-ing in the labyrinthine caverns. Divided groups usually remainisolated for days or weeks. As a result, forces larger than 50 Trogliare rare. Trogli often wear armor and wield weapons stolen fromtheir foes, but use stones as clubs or missiles in a pinch.

Unit Size: 8-10

Standard: Varies; most are simple blue and white rectangularbanners

Unit Type: Light Infantry

Insignia: Varies; most display a fallen foe hacked to pieces

Experience Level: 4

Decoration: Goblin hides, pelts, tails

Morale: Medium

Armor: Varies from Light Mail to none

Demeanor: Vigilant, aggressive

Arms: Short swords, clubs, stones

Tactical Approach: Offensive

Strategic Approach: Simplistic and direct

CENTAURSNobly proportioned men (and women) whose torso joins at the

waist to the body of a horse, Centaurs strive for knowledge andmagic power. After two millenia of invasions these beleaguered folkhave all but been driven from the open lands. Their life has beenreduced to mere survival in a hostile world. Centaurs distrust allinvaders, from Soulslayers to ordinary Warriors. They never fightfor others, but may form alliances when goals coincide.

Once these proud creatures ranged over the whole of theBladelands, but great forces have swept across the land for centuriesbattering the Centaur kingdoms to rubble. Now they only reside inthe Forest of Garn, the Rising Wood, and the Walking Wood. Eachgrouping has its own customs, heritage and standards. The insigniaof the Centaurs of Garn is a centaur warrior on a green hill; ofWalking Wood, a bunch of roses surmounting a bow and pole-armcrossed; and of Rising Wood, a skullcap with a horse’s tail.

Tactically, Centaurs rely on home-made weapons of wood andflint, although weapons of steel and magic exist as heirlooms. Theyfavor shortbows and pole-arms; weapons of considerable reach.Their survival strategy is fairly obvious: they melt into the forestwhen opposed by overwhelming forces. They never form entan-gling alliances, for it was such that laid them low. They especiallyhate and fearthe treachery of Men. Only in a case of dire need wouldCentaurs ally with Humans. Centaurs will aid Elves defending thewood.

Centaurs’ Power Hue is Green, at which time they gain a +2 bonusto attack and damage rolls.

Unit Size: 6-8

Standard: Varies; most are simple brown banners

Unit Type: Light Cavalry

Insignia: Varies; most display a reverence for Nature

Experience Level: 3

Decoration: Skullcaps, braided bejeweled ponytails, flint medal-lions on headbands

Morale: Medium

Armor: None

Demeanor: Vigilant, cautious

Arms: Shortbows, polearms, pikes

Tactical Approach: Defensive

Strategic Approach: Balanced

SKYRIDER VS. RIVER OGRES

88

PART 7: APPENDIX

Military Number ofOrganization Combatants Officer Name

RukonRun 8 Leader KyCompany 16 Master ParlHalf-clan 32 Warlord RukolClan 64 Priest-king Rukol

CavanRun 10 Leader ChucavasCompany 20 Master AlcavasClan 80? Lord Wilcavas

HarroRun 6 Commander DuCompany 12 Master BolClan 48 Overlord Roal

Kulm

SwordsmenRun 7 Commander KaCompany 21 Master KaloClan 49 Overlord Ho-lome

PikemenRun 8 Commander HaleCompany 16 Master StumClan 48 Overlord Boan

BowmenRun 8 Commander BrunCompany 16 Master BrundlClan 32 Overlord Nulom

SoluthurnRun 6 Commander SoanCompany 18 Master AnolClan 36 Lord Lanol

MarlRun 9 Commander LoCompany 36 Master LothaPack 72 Overlord Marlu

Cabur’s Wolf PacksPack 8 Alpha Oal-lai

EkerenRun 8 Commander AkenCompany 16 Master HalkenClan 80 Overlord Ekeson

UrdaRun 8 Commander WulCompany 24 Master VuraClan 48 Overlord Ene

Military Number ofOrganization Combatants Officer Name

YolmerRun 8 Commander StuunClan 56 Underlord Stunae

AbderaRun 6 Seaman KalCompany 12 Master LuCrew 18 Lord A-Lu

Bear-men of SullRun 12 Commander SwarCompany 24 Leader ArbanClan 96 War-priest Sullarban

Mountain GoblinsRun 10 Subleader GlumWarband 20 Leader GlamugClan 80 Clan Lord Barglam

DwarvesRun 7 Commander KotalCompany 21 Leader KotanClan 84 War-priest Kotar

HiraziRun 10 Leader UmfauClan 30 O-Lord Umau

River OgresRun 6 Commander GoraCompany 24 Leader GarsunClan 48 Clan Lord Garag

Sea Elves

ShelarHalf-company 6 Commander TaceCompany 12 Leader StraceClan 24 Lord Shunem

DarkrunnersRun 5 None Half-taceHalf-company 10 Commander TaceCompany 20 Leader StraceClan 40 Lord Shunem

Sea TrollsRun 4 Commander TorulCompany 8 Leader TormClan 16 War-priest Torbul

The Jeweler’s ForcesRun 8 Commander SurynCompany 16 Leader SurkylClan 32 War-priest Skyl

MILITARY ORGANIZATION FOR THE WARRING HOLDS

89

3. CUTH SLAVERS (8)

Move.Rate: ......... 5.5" (4"/3"/1.5") [14cm(11/7/4)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ..... +3 R. Leather Armor: ... -2

Endurance: .......... 9 Maneuver† ..... 10 Resistance† ........ 10

Weapon Attack Damage RangeShort Sword ....... 3D6+1 .............. High .............. NoneHandaxe ............. 3D6 .................. High+1 .......... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏ : _______ #5 ❏❏❏❏❏ m❏❏❏❏ : ________#2 ❏❏❏❏❏ m❏❏❏❏ : _______ #6 ❏❏❏❏❏ m❏❏❏❏ : ________#3 ❏❏❏❏❏ m❏❏❏❏ : _______ #7 ❏❏❏❏❏ m❏❏❏❏ : ________#4 ❏❏❏❏❏ m❏❏❏❏ : _______ #8 ❏❏❏❏❏ m❏❏❏❏ : ________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (11) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.Column (11) † +1 -1 -2 -2 +1

Note: May operate in 8 or 16-combatant units. These stats are“Wildwater Enhanced.”

4. BROOL HIGHRUNNERS (4)

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 9

Defense: ........ 8 Shield Bonus: ..... +3 R. Leather Armor: ... -2

Endurance: ........ 10 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeShort Bow .......... 2D6 .................. Lowx2 ........... -2 per 12" [30cm]Handaxe ............. 3D6 .................. High+1 .......... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #3 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #4 ❏❏❏❏❏ m❏❏❏❏❏ : ______

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (11) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1

Note: May operate in 4, 8, or 16-combatant units. A 4-man unit neednot disband to climb.

5. TY AMAR “THE TONGUE” –Brool Priest-king & High King of All Rukon

Move.Rate: ....... 6.5" (5"/3.5"/1.5") [16cm(12/8/4)] Morale: ..... 6

Defense: ...... 18 Shield Bonus: ..... +3 Plate Armor: ....... x1/2

Endurance: ........ 30 Maneuver† ....... 9 Resistance† .......... 8

Weapon Attack Damage RangeVulture-head Mace . 2D6+13 ............ High+2 ............. None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________________

Power Points† ............... 15 Spells Known† ................. 3C1, 2C2

Morale Mod: ................. +2 Melee Mod: ................................. +2

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 15" [38cm]

RUKON (9)

1. WARRIORS (8)

Move.Rate: .......... 5.5" (4"/3"/1.5") [14cm(11/7/4)] Morale: ..... 9

Defense: ........ 8 Shield Bonus: ..... +3 S. Leather Armor: ... -1

Endurance: ........ 10 Maneuver† ....... 8 Resistance† ........ 10

Weapon Attack Damage RangeShort Sword ....... 3D6 .................. High .............. NoneShort Bow .......... 2D6+3 .............. Lowx2 ........... -2 per 12" [30cm]

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #8 ❏❏❏❏❏ m❏❏❏❏❏ : ______

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1

Note: May operate in 8 or 16-combatant units.

2. BROOL GUARDS (8)

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ........ 9 Shield Bonus: ..... +3 R. Leather Armor: ... -2

Endurance: ........ 12 Maneuver† ....... 9 Resistance† .......... 9

Weapon Attack Damage RangeMace .................. 2D6+4 .............. High+1 .......... NoneHandaxe ............. 3D6+1 .............. High+1 .......... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : __ #5 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ___#2 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : __ #6 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ___#3 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : __ #7 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ___#4 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : __ #8 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ___

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (10) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1

Note: May operate in 8 or 16-combatant units. These stats are“Wildwater Enhanced.”

90

5. CATHAR – Priest-queen of the Trela

Move.Rate: ......... 5.5" (4"/3"/1.5") [14cm(11/7/4)] Morale: ..... 7

Defense: ...... 15 Shield Bonus: ..... +3 Plate Armor: ....... x1/2

Endurance: ........ 23 Maneuver† ....... 9 Resistance† .......... 8

Weapon Attack Damage RangeShort Sword ....... 3D6+5 .............. High .............. None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏ : _______________

Power Points† ............... 12 Known Spells: .................. 2C1, 1C2

Morale Mod: ................. +2 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +0

Maneuver Mod† ........... +1 Influence Range: ........... 10" [25cm]

6. TOMAR – Priest-queen of the Cuth

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ...... 13 Shield Bonus: ..... +3 Plate Armor: ....... x1/2

Endurance: ........ 19 Maneuver† ..... 10 Resistance† .......... 9

Weapon Attack Damage RangeHandaxe ............. 3D6+3 .............. High+1 .......... -2 per 3" [8cm]‡Handaxe ............. 3D6+3 .............. High+1 .......... -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏❏❏ m ❏❏❏❏ ❏❏❏❏❏ : _____________________

Power Points† ............... 11 Known Spells: .................. 2C1, 1C2

Morale Mod: ................. +1 Melee Mod: ................................. +0

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +0 Influence Range: ........... 10" [25cm]

CAVAN (1)

1. GARRISONS/AUXILIARIES (10)

Move.Rate: ......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 9

Defense: ........ 8 Shield Bonus: ..... +0 Quilted Armor: ....... -1

Endurance: .......... 9 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeSpear .................. 3D6-1 ............... Lowx2+2 ....... -2 per 3" [8cm]‡Spear .................. 3D6-1 ............... Lowx2+2 ....... -2 per 3" [8cm]‡

#1 ❏❏❏❏ m❏❏❏❏ : ________ #6 ❏❏❏❏ m❏❏❏❏ : _________#2 ❏❏❏❏ m❏❏❏❏ : ________ #7 ❏❏❏❏ m❏❏❏❏ : _________#3 ❏❏❏❏ m❏❏❏❏ : ________ #8 ❏❏❏❏ m❏❏❏❏ : _________#4 ❏❏❏❏ m❏❏❏❏ : ________ #9 ❏❏❏❏ m❏❏❏❏ : _________#5 ❏❏❏❏ m❏❏❏❏ : ________ #10 ❏❏❏❏ m❏❏❏❏ : ________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.

Note: May operate in 10 or 20-combatant units.

2. SCOUTS (10)

Move.Rate: ......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 9

Defense: ........ 9 Shield Bonus: ..... +0 Quilted Armor: ....... -1

Endurance: .......... 9 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeShort Bow .......... 2D6+3 .............. Lowx2 ........... -2 per 12" [30cm]Spear .................. 3D6 .................. Lowx2+2 ....... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏ : _______ #6 ❏❏❏❏❏ m❏❏❏❏ : ________#2 ❏❏❏❏❏ m❏❏❏❏ : _______ #7 ❏❏❏❏❏ m❏❏❏❏ : ________#3 ❏❏❏❏❏ m❏❏❏❏ : _______ #8 ❏❏❏❏❏ m❏❏❏❏ : ________#4 ❏❏❏❏❏ m❏❏❏❏ : _______ #9 ❏❏❏❏❏ m❏❏❏❏ : ________#5 ❏❏❏❏❏ m❏❏❏❏ : _______ #10 ❏❏❏❏❏ m❏❏❏❏ : _______

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.

Note: May operate in 10 or 20-combatant units.

3. COASTAL VOICEMEN (10)

Move.Rate: ......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ..... +0 Quilted Armor: ....... -1

Endurance: ........ 10 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeSpear .................. 3D6+1 .............. Lowx2+2 ....... -2 per 3" [8cm]‡Spear .................. 3D6+1 .............. Lowx2+2 ....... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #8 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #9 ❏❏❏❏❏ m❏❏❏❏❏ : ______#5 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #10 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1Square (9) † +1 +2 +0 -3 +2

Note: May operate in 10 or 20-combatant units.

91

4. IRON VOICEMEN (10)

Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ..... +0 Quilted Armor: ....... -1

Endurance: ........ 14 Maneuver† ....... 6 Resistance† .......... 9

Weapon Attack Damage RangeBattleaxe ............ 2D6+D10 ......... High+Low+1. NoneSpear .................. 3D6+1 .............. Lowx2+2 ....... -2 per 3" [8cm]‡1 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 6 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

2 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 7 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

3 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 8 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

4 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 9 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

5 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 10 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1Square (10) † +1 +2 +0 -3 +2

Note: May operate in 10 or 20-combatant units.

5. GREEN VOICEMEN (10)

Move.Rate: ......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 8

Defense: ........ 9 Shield Bonus: ..... +0 Quilted Armor: ....... -1

Endurance: ........ 10 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeSpear .................. 3D6 .................. Lowx2+2 ....... -2 per 3" [8cm]‡Short Bow .......... 2D6+2 .............. Lowx2 ........... -2 per 12" [30cm]

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #8 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #9 ❏❏❏❏❏ m❏❏❏❏❏ : ______#5 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #10 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1Square (9) † +1 +2 +0 -3 +2

Note: May operate in 10 or 20-combatant units.

6. ROYAL GUARDS (10)

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ..... +0 Quilted Armor: ....... -1

Endurance: ........ 16 Maneuver† ....... 6 Resistance† .......... 9

Weapon Attack Damage RangeBattleaxe ............ 2D6+D10+1 .. High+Low+1 ... NoneSpear .................. 3D6+1 .............. Lowx2+2 ....... -2 per 3" [8cm]‡

#1 ❏❏❏ ❏❏❏❏❏ m❏❏❏ ❏❏❏❏❏ : ________________________#2 ❏❏❏ ❏❏❏❏❏ m❏❏❏ ❏❏❏❏❏ : ________________________#3 ❏❏❏ ❏❏❏❏❏ m❏❏❏ ❏❏❏❏❏ : ________________________#4 ❏❏❏ ❏❏❏❏❏ m❏❏❏ ❏❏❏❏❏ : ________________________#5 ❏❏❏ ❏❏❏❏❏ m❏❏❏ ❏❏❏❏❏ : ________________________#6 ❏❏❏ ❏❏❏❏❏ m❏❏❏ ❏❏❏❏❏ : ________________________#7 ❏❏❏ ❏❏❏❏❏ m❏❏❏ ❏❏❏❏❏ : ________________________#8 ❏❏❏ ❏❏❏❏❏ m❏❏❏ ❏❏❏❏❏ : ________________________#9 ❏❏❏ ❏❏❏❏❏ m❏❏❏ ❏❏❏❏❏ : ________________________#10 ❏❏❏ ❏❏❏❏❏ m❏❏❏ ❏❏❏❏❏ : _______________________

Formation Melee Missile Morale(Unit Ma) Att Def AttDef Morale

General Order (8) +0 +0 +1 +0 +1Battle Order (8) +2 +2 +0 -1 +2Disbanded (9) Unit Ma is used only for reforming the unit.Column (8) † +1 -1 -2 -2 +1Square (8) † +1 +2 +0 -3 +2

Note: May operate in 10 or 20-combatant units.

7. COLUR RELP – Voice of the Green Walk

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ...... 11 Shield Bonus: ..... +4 Plate Armor: ....... x1/2

Endurance: ........ 30 Maneuver† ....... 8 Resistance† .......... 8

Weapon Attack Damage RangeLong Mace .............. 2D6+8 .............. High+1 ............. None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____

Morale Mod: ................. +1 Melee Mod: ................................. +2

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +2 Influence Range: ........... 10" [25cm]

8. ULUR AKATU – Voice of the Iron Walk

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ...... 10 Shield Bonus: ..... +0 Plate Armor: ....... x1/2

Endurance: ........ 28 Maneuver† ....... 9 Resistance† .......... 8

Weapon Attack Damage RangeBattleaxe ............ 2D6+D10+3 .. High+Low+1 ... NoneSpear .................. 3D6+4 .............. Lowx2+2 ....... -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ______

Morale Mod: ................. +2 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +2 Influence Range: ........... 15" [38cm]

92

9. BUTUR HOON – Voice of the Coast Walk

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ..... +3 Plate Armor: ....... x1/2

Endurance: ........ 22 Maneuver† ..... 10 Resistance† .......... 8

Weapon Attack Damage RangeLong Mace ......... 2D6+6 .............. High+1 .......... None

❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏ : ________________

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +2

Maneuver Mod† ........... +1 Influence Range: ........... 15" [38cm]

HARRO (2)

1. MERCENARIES,ASSAILERS OF THE WARRING BIGHT (6)

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ..... +3 Plate Armor: ....... x1/2

Endurance: ........ 12 Maneuver† ..... 11 Resistance† .......... 9

Weapon Attack Damage RangeLongsword ......... 3D6+2 .............. High+2 .......... NoneJavelin ................ 3D6-1 ............... Lowx2+1 ....... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : __ #4 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ___#2 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : __ #5 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ___#3 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : __ #6 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ___

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (10) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1

Note: May operate in 6, 12, 18, or 24-combatant units.

2. MERCENARIES,RIVER GUARDS OF THE GOLDSTREAM (6)

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ...... 10 Shield Bonus: ..... +0 Plate Armor: ....... x1/2

Endurance: ........ 14 Maneuver† ....... 8 Resistance† .......... 8

Weapon Attack Damage RangeLongsword .............. 3D6+2 .............. High+2 ............. NoneComposite Bow ...... D6+D10+1 ... Lowx2+1 .... -2 per 15" [38cm]

#1 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : ___________________________#2 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : ___________________________#3 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : ___________________________#4 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : ___________________________#5 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : ___________________________#6 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : ___________________________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1Line (10) † +2 +2 +0 +0 -1

Note: May operate in 6, 12, 18, or 24-combatant units.

3. MERCENARY CAVALRY (6)

Move.Rate: ........ 9"(7"/4.5"/2.5") [23cm(17/12/6)] Morale: ..... 8

Defense: ...... 10 Shield Bonus: ..... +2 Plate Armor: ....... x1/2

Endurance: ........ 39 Maneuver† ....... 6 Resistance† .......... 9

Weapon Attack Damage RangeLong Sword .......... 3D6+1 ........... High+2 .......... NoneComposite Bow .... D6+D10-1 ..... Lowx2+1 ....... -2 per 15" [38cm]Horse * .................. 3D6+6 ........... Mediumx2-2 . None

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#5 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#6 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (6) +0 +0 +1 +0 +1Battle Order (7) +2 +2 +0 -1 +2Disbanded (9) Unit Ma is used only for reforming the unit.Column (8) † +1 -1 -2 -2 +1Line (8) † +2 +2 +0 +0 -1

Note: May operate in 6, 12, 18, or 24-combatant units. The stats givenfor the mounted combatants are based upon the rider and horsecombination.

“*” – During a melee combat phase, a mounted combatant may use his“Horse” attack instead of his weapon attack. The combatant mustmake a maneuver roll (see O-6.4) modified by -3: if the maneuveris successful, the Horse attack proceeds normally; otherwise, noattack may be made that phase.

93

4. GENERAL DU-LANDAL – Mercenary Leader

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ...... 10 Shield Bonus: ..... +3 Plate Armor: ....... x1/2

Endurance: ........ 28 Maneuver† ....... 9 Resistance† .......... 8

Weapon Attack Damage RangeShort Sword ....... 3D6+6 .............. High+1 .......... NoneJavelin ................ 3D6+3 .............. Lowx2+1 ....... -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _______

Morale Mod: ................. +1 Melee Mod: ................................. +2

Missile Mod: ................. +1 Defense Mod: .............................. +2

Maneuver Mod† ........... +1 Influence Range: ........... 15" [38cm]

5. RAGARON – Merchant’s Council Leader

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ...... 12 Shield Bonus: ..... +0 No Armor: ............... -0

Endurance: ........ 23 Maneuver† ....... 6 Resistance† .......... 8

Weapon Attack Damage RangeDagger ................ 2D6+5 .............. Lowx2-1 ........ -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏ : _______________

Morale Mod: ................. +2 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +2

Maneuver Mod† ........... +2 Influence Range: ........... 15" [38cm]

KULM (3)

1. SWORDSMEN (7)

Move.Rate: ......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 9

Defense: ........ 7 Shield Bonus: ..... +3 Chain Armor: .......... -3

Endurance: .......... 9 Maneuver† ..... 10 Resistance† ........ 10

Weapon Attack Damage RangeBroadsword ........ 3D6 .................. High+2 .......... None

#1 ❏❏❏❏❏ m❏❏❏❏ : _______ #5 ❏❏❏❏❏ m❏❏❏❏ : ________#2 ❏❏❏❏❏ m❏❏❏❏ : _______ #6 ❏❏❏❏❏ m❏❏❏❏ : ________#3 ❏❏❏❏❏ m❏❏❏❏ : _______ #7 ❏❏❏❏❏ m❏❏❏❏ : ________#4 ❏❏❏❏❏ m❏❏❏❏ : _______

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (11) +2 +2 +0 -1 +2Disbanded (12) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1Square (11) † +1 +2 +0 -3 +2Shield Wall (11) † +0 +4(+2) +0 +5(-2) +2

Note: May operate in 7, 14, or 21-combatant units.

2. ELITE SWORDSMEN (7)

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ..... +4 Chain Armor: .......... -3

Endurance: ........ 10 Maneuver† ..... 11 Resistance† .......... 9

Weapon Attack Damage RangeBroadsword ........ 3D6+2 .............. High+2 .......... NoneSpear .................. 3D6+1 .............. Lowx2+2 ....... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (12) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1Square (9) † +1 +2 +0 -3 +2Shield Wall (9) † +0 +4(+2) +0 +5(-2) +2

Note: May operate in 7, 14, or 21-combatant units.

3. PIKEMEN (8)

Move.Rate: ......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 8

Defense: ........ 7 Shield Bonus: ..... +0 Chain Armor: .......... -3

Endurance: .......... 9 Maneuver† ..... 10 Resistance† ........ 10

Weapon Attack Damage RangePike .................... D6+D10 ........... High+Low ..... None

#1 ❏❏❏❏❏ m❏❏❏❏ : _______ #5 ❏❏❏❏❏ m❏❏❏❏ : ________#2 ❏❏❏❏❏ m❏❏❏❏ : _______ #6 ❏❏❏❏❏ m❏❏❏❏ : ________#3 ❏❏❏❏❏ m❏❏❏❏ : _______ #7 ❏❏❏❏❏ m❏❏❏❏ : ________#4 ❏❏❏❏❏ m❏❏❏❏ : _______ #8 ❏❏❏❏❏ m❏❏❏❏ : ________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (11) +2 +2 +0 -1 +2Disbanded (12) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1Square (11) † +1 +2 +0 -3 +2

Note: May operate in 8, 16, or 24-combatant units.

4. LORD GOLU – Leader

Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ...... 11 Shield Bonus: ..... +4 Plate Armor: ....... x1/2

Endurance: ........ 30 Maneuver† ....... 9 Resistance† .......... 7

Weapon Attack Damage RangeBroadsword ........ 3D6+4 .............. High+3 .......... None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________________

Spells Known† ..................................................................... 1E1, 2E2

Power Points† ............... 10 Elem. Spell Bonus† ..................... +3

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 10" [25cm]

94

5. DRUMMERS/SHORT BOWMEN (8)

Move.Rate: ......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ... 10

Defense: ........ 7 Shield Bonus: ..... +0 Chain Armor: .......... -3

Endurance: .......... 9 Maneuver† ..... 10 Resistance† ........ 10

Weapon Attack Damage RangeShort Bow .......... 2D6+2 .............. Lowx2 ........... -2 per 12" [30cm]Dagger ................ 2D6+2 .............. Lowx2-1 ........ -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏ : _______ #5 ❏❏❏❏❏ m❏❏❏❏ : ________#2 ❏❏❏❏❏ m❏❏❏❏ : _______ #6 ❏❏❏❏❏ m❏❏❏❏ : ________#3 ❏❏❏❏❏ m❏❏❏❏ : _______ #7 ❏❏❏❏❏ m❏❏❏❏ : ________#4 ❏❏❏❏❏ m❏❏❏❏ : _______ #8 ❏❏❏❏❏ m❏❏❏❏ : ________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (11) +2 +2 +0 -1 +2Disbanded (12) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1

Note: May operate in 8, 16, or 24-combatant units.

6. LORD PILSU – Leader

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ...... 10 Shield Bonus: ..... +4 Plate Armor: ....... x1/2

Endurance: ........ 25 Maneuver† ....... 9 Resistance† .......... 7

Weapon Attack Damage RangeBroadsword ........ 3D6+3 .............. High+2 .......... NoneDagger ................ 2D6+3 .............. Lowx2-1 ........ -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :____________

Spells Known† 1E1, 1E2

Power Points† ................. 8 Elem. Spell Bonus† ..................... +1

Morale Mod: ................. +2 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 10" [25cm]

7. LORD ROKU – Leader

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 6

Defense: ...... 13 Shield Bonus: ..... +4 Chain Armor: .......... -3

Endurance: ........ 35 Maneuver† ....... 9 Resistance† .......... 7

Weapon Attack Damage RangeBroadsword ........ 3D6+6 .............. High+3 .......... None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ : ________________________

Spells Known† ............................................................ 2E1, 2E2, 1E3

Power Points† ............... 15 Elem. Spell Bonus† ..................... +2

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +2 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 15" [38cm]

8. KING SKERA – Ruler

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 6

Defense: ...... 12 Shield Bonus: ..... +4 Plate Armor: ....... x1/2

Endurance: ........ 31 Maneuver† ..... 10 Resistance† .......... 6

Weapon Attack Damage RangeShort Sword ....... 3D6+6 .............. High+1 .......... None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________________

Spells Known† ............................................................ 1E1, 1E2, 1E3

Power Points† ............... 11 Elem. Spell Bonus† ..................... +2

Morale Mod: ................. +2 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +2

Maneuver Mod† ........... +1 Influence Range: ........... 15" [38cm]

SOLUTHURN (4)1. BOWMEN (6)

Move.Rate: ......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ... 10

Defense: ........ 8 Shield Bonus: ..... +0 Plate Armor: ....... x1/2

Endurance: .......... 8 Maneuver† ..... 11 Resistance† ........ 10

Weapon Attack Damage RangeShort Bow .......... 2D6+3 .............. Lowx2 ........... -2 per 12" [30cm]‡Mace .................. 2D6+2 .............. High+1 .......... None

#1 ❏❏❏❏ m❏❏❏❏ : ________ #4 ❏❏❏❏ m❏❏❏❏ : _________#2 ❏❏❏❏ m❏❏❏❏ : ________ #5 ❏❏❏❏ m❏❏❏❏ : _________#3 ❏❏❏❏ m❏❏❏❏ : ________ #6 ❏❏❏❏ m❏❏❏❏ : _________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (11) +0 +0 +1 +0 +1Battle Order (11) +2 +2 +0 -1 +2Disbanded (12) [Unit Ma is used only for reforming the unit.Column (11) † +1 -1 -2 -2 +1

Note: May operate in 6, 12, or 18-combatant units.

2. DONELI’S SWAN-RAIDERS (6)

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 9

Defense: ........ 7 Shield Bonus: ..... +4 Plate Armor: ....... x1/2

Endurance: .......... 8 Maneuver† ..... 10 Resistance† ........ 10

Weapon Attack Damage RangeBroadsword ........ 3D6+1 .............. High+2 .......... NoneDagger ................ 2D6+2 .............. Lowx2-1 ........ -2 per 3" [8cm]‡

#1 ❏❏❏❏ m❏❏❏❏ : ________ #4 ❏❏❏❏ m❏❏❏❏ : _________#2 ❏❏❏❏ m❏❏❏❏ : ________ #5 ❏❏❏❏ m❏❏❏❏ : _________#3 ❏❏❏❏ m❏❏❏❏ : ________ #6 ❏❏❏❏ m❏❏❏❏ : _________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (11) +0 +0 +1 +0 +1Battle Order (11) +2 +2 +0 -1 +2Disbanded (12) [Unit Ma is used only for reforming the unit.Column (11) † +1 -1 -2 -2 +1Square (11) † +1 +2 +0 -3 +2

Note: May operate in 6, 12, or 18-combatant units.

95

3. ELITE WARRIORS (6)

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ........ 9 Shield Bonus: ..... +4 Plate Armor: ....... x1/2

Endurance: ........ 10 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeShort Sword ....... 3D6+3 .............. High .............. NoneDagger ................ 2D6+4 .............. Lowx2-1 ........ -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #4 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (11) [Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1Square (10) † +1 +2 +0 -3 +2

Note: May operate in 6, 12, or 18-combatant units.

4. LORD DONELI – Leader

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ..... +4 Plate Armor: ....... x1/2

Endurance: ........ 18 Maneuver† ....... 9 Resistance† .......... 8

Weapon Attack Damage RangeShort Sword ....... 3D6+5 .............. High .............. None

❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ : _______________________

Morale Mod: ................. +1 Melee Mod: ................................. +2

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 10" [25cm]

5. LORD-RULER SAALDON I – Ruler

Move.Rate: ......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 7

Defense: ...... 10 Shield Bonus: ..... +4 No Armor: ............... -0

Endurance: ........ 20 Maneuver† ....... 6 Resistance† .......... 8

Weapon Attack Damage RangeCeremonial Mace .... 2D6+5 .............. High+1 ............. None

❏❏❏❏❏ ❏❏❏❏❏ m ❏❏❏❏❏ ❏❏❏❏❏ : ___________________

Morale Mod: ................. +2 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +2 Influence Range: ........... 15" [38cm]

MARL (5)

1. PACK-WARRIORS (9)

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 9

Defense: ........ 8 Shield Bonus: ... +3* Chain Armor: .......... -3

Endurance: .......... 9 Maneuver† ....... 8 Resistance† ........ 10

Weapon Attack Damage RangeHandaxe ............. 3D6-1 ............... High+1 .......... -2 per 3" [8cm]‡Short Bow .......... 2D6+1 .............. Lowx2 ........... -2 per 12" [30cm]

#1 ❏❏❏❏❏ m❏❏❏❏ : _______ #6 ❏❏❏❏❏ m❏❏❏❏ : ________#2 ❏❏❏❏❏ m❏❏❏❏ : _______ #7 ❏❏❏❏❏ m❏❏❏❏ : ________#3 ❏❏❏❏❏ m❏❏❏❏ : _______ #8 ❏❏❏❏❏ m❏❏❏❏ : ________#4 ❏❏❏❏❏ m❏❏❏❏ : _______ #9 ❏❏❏❏❏ m❏❏❏❏ : ________#5 ❏❏❏❏❏ m❏❏❏❏ : _______

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (10) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.

Note: The “*” indicates that the Shield Bonus only applies when theHandaxe is the only weapon used in a given turn.

2. GOLD-RAIDERS (9)

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ........ 9 Shield Bonus: ..... +0 Chain Armor: .......... -3

Endurance: ........ 12 Maneuver† ....... 7 Resistance† .......... 9

Weapon Attack Damage RangeHandaxe ............. 3D6 .................. High+1 .......... -2 per 3" [8cm]‡Handaxe ............. 3D6 .................. High+1 .......... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : __ #6 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ___#2 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : __ #7 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ___#3 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : __ #8 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ___#4 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : __ #9 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ___#5 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : __

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (7) +0 +0 +1 +0 +1Battle Order (8) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.

96

3. ARCHERS OF GRIM (9)

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ...... 10 Shield Bonus: ..... +0 Chain Armor: .......... -3

Endurance: ........ 11 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeDagger ................ 2D6+1 .............. Lowx2-1 ........ -2 per 3" [8cm]‡Short Bow .......... 2D6+4 .............. Lowx2 ........... -2 per 12" [30cm]

#1 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ___ #6 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ____#2 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ___ #7 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ____#3 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ___ #8 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ____#4 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ___ #9 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ____#5 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ___

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +0 +0 +1 +0 +1Battle Order (8) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1

4. WOLF PACK WARRIORS (8)

Move.Rate: ...... 11" (8.5"/5.5"/3") [28cm(21/14/7)] Morale: ..... 8

Defense: ...... 10 Shield Bonus: ..... +0 S. Leather Hide ........ -1

Endurance: ........ 23 Maneuver† ....... 7 Resistance† .......... 9

Weapon Attack Damage RangeMedium Bite ...... 3D6+3 .............. High+2 .......... None

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________#5 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________#6 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________#7 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________#8 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Disbanded (11) Unit Ma is used only for reforming the unit.

5. JONZAC THE CONJUROR

Move.Rate: ......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 6

Defense: .... 10* Shield Bonus: ..... +0 Magic Robes ............ -1

Endurance: ........ 21 Maneuver† ....... 7 Resistance† .......... 7

Weapon Attack Damage RangeDagger ................ 2D6+3 .............. Lowx2-1 ........ -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ : __________________

Spells Known† ........................................... 3E1, 3E2, 2E3, 2E4, 1E5

Power Points† ............... 31 Elem. Spell Bonus† ..................... +3

Morale Mod: ................. +1 Melee Mod: ................................. +0

Missile Mod: ................. +0 Defense Mod: .............................. +0

Maneuver Mod† ........... +0 Influence Range: ........................... 0

* — Defense may be “15” if optional rule O-12.1 is used and one PP isexpended each round.

6. JONZAC’S DEMON-BRIDE

Move.Rate: ........ 16"(12"/8"/4") [40cm(30/20/10)] Morale: ..... 5

Defense: ...... 13 Shield Bonus: ..... +0 S. Leather Hide ........ -1

Endurance: ........ 30 Maneuver† ....... 5 Resistance† .......... 6

Weapon Attack Damage RangeWhip-like Tail .... 2D6+6 .............. Lowx2+2 ....... NoneMorningstar ........ 2D6+D10+3 ..... High+2 .......... None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____

Power Points† ............... 18 Spells Known† .......... 2C1,2C2,1C3

* — Defense may be “18” if optional rule O-12.1 is used and one PP isexpended each round.

7. MASTER CABUR – Leader

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 6

Defense: ...... 15 Shield Bonus: ..... +4 Plate Armor: ....... x1/2

Endurance: ........ 32 Maneuver† ....... 9 Resistance† .......... 7

Weapon Attack Damage RangeShort Sword ....... 3D6+10 ............ High .............. NoneHandaxe ............. 3D6+6 .............. High+2 .......... -2 per 3" [8cm]‡Dagger ................ 2D6+8 .............. Lowx2+2 ....... -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________________

Morale Mod: ................. +1 Melee Mod: ................................. +2

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 10" [25cm]

8. KING LOTH – Ruler

Move.Rate: ......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 6

Defense: ...... 11 Shield Bonus: ..... +4 Plate Armor: ....... x1/2

Endurance: ........ 25 Maneuver† ....... 9 Resistance† .......... 7

Weapon Attack Damage RangeRoyal Mace ........ 2D6+10 ............ High+1 .......... None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ :____________

Morale Mod: ................. +2 Melee Mod: ................................. +2

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 15" [38cm]

97

EKEREN (6)

1. LIGHT DEFENSE WARRIORS (8)

Move.Rate: .......... 7"(5.5"/3.5"/2") [18cm(14/9/5)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ..... +0 S. Leather Armor: ... -1

Endurance: .......... 9 Maneuver† ....... 7 Resistance† .......... 9

Weapon Attack Damage RangeBroadsword ........ 3D6+1 .............. High+2 .......... NoneLong Bow .......... D6+D10 ........... Lowx2+2 ....... -2 per 20" [50cm]

#1 ❏❏❏❏❏ m❏❏❏❏ : _______ #5 ❏❏❏❏❏ m❏❏❏❏ : ________#2 ❏❏❏❏❏ m❏❏❏❏ : _______ #6 ❏❏❏❏❏ m❏❏❏❏ : ________#3 ❏❏❏❏❏ m❏❏❏❏ : _______ #7 ❏❏❏❏❏ m❏❏❏❏ : ________#4 ❏❏❏❏❏ m❏❏❏❏ : _______ #8 ❏❏❏❏❏ m❏❏❏❏ : ________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1

Note: May operate in 8 or 16-combatant units.

2. HEAVY DEFENSE WARRIORS (8)

Move.Rate: ......... 5.5" (4"/3"/1.5") [14cm(11/7/4)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ..... +0 Chain Armor: .......... -3

Endurance: ........ 10 Maneuver† ....... 9 Resistance† .......... 9

Weapon Attack Damage RangeFlail .................... 3D6-2 ............... Highx2-1 ....... NoneLong Bow .......... D6+D10+1 ....... Lowx2+2 ....... -2 per 20" [50cm]

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #8 ❏❏❏❏❏ m❏❏❏❏❏ : ______

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1

Note: May operate in 8 or 16-combatant units.

3. GUARDIANS (8)

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 6

Defense: ...... 10 Shield Bonus: ..... +3 Chain Armor: .......... -3

Endurance: ........ 13 Maneuver† ....... 8 Resistance† .......... 8

Weapon Attack Damage RangeBroadsword ........ 3D6+4 .............. High+2 .......... None

#1 ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : ____________________________#2 ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : ____________________________#3 ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : ____________________________#4 ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : ____________________________#5 ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : ____________________________#6 ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : ____________________________#7 ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : ____________________________#8 ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : ____________________________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +0 +0 +1 +0 +1Battle Order (8) +2 +2 +0 -1 +2Disbanded (9) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1

Note: May operate in 8 or 16-combatant units.

4. LORD TRUPP – Leader and Animist

Move.Rate: ......... 5.5" (4"/3"/1.5") [14cm(11/7/4)] Morale: ..... 6

Defense: .... 12* Shield Bonus: ..... +3 Magic Robes ............ -1

Endurance: ........ 25 Maneuver† ....... 6 Resistance† .......... 6

Weapon Attack Damage RangeBroadsword ........ 3D6+4 .............. High+2 .......... NoneDagger ................ 2D6+4 .............. Lowx2-1 ........ -2 per 3" [8cm]‡

❏❏❏❏❏❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏❏❏❏❏ : _________________

Power Points† ............... 30 Spells Known† .......... 2C1,2C2,2C3

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +2

Maneuver Mod† ........... +1 Influence Range: ........... 10" [25cm]

* – Defense may be “17” if optional rule O-12.1 is used and one PP isexpended each round.

5. QUEEN FERE – Ruler

Move.Rate: ......... 5.5" (4"/3"/1.5") [14cm(11/7/4)] Morale: ..... 6

Defense: .... 10* Shield Bonus: ..... +3 Magic Robes ............ -1

Endurance: ........ 23 Maneuver† ....... 7 Resistance† .......... 5

Weapon Attack Damage RangeMace .................. 2D6+5 .............. High+2 .......... None

❏❏❏❏❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏❏❏❏ : ____________________

Spells Known† ................................................... 3C1, 2C2, 2C3, 1C4

Power Points† ............... 17 Elem. Spell Bonus† ..................... +0

Morale Mod: ................. +2 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 20" [50cm]

* – Defense may be “15” if optional rule O-12.1 is used and one PP isexpended each round.

98

URDA (7)

1. RAIDERS (8)

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: . 10*

Defense: ........ 8 Shield Bonus: ..... +2 S. Leather Armor: ... -1

Endurance: .......... 8 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeWarhammer ....... 3D6-1 ............... High+1 .......... -2 per 3" [8cm]‡Mace .................. 2D6+1 .............. High+1 .......... NoneClub .................... 2D6-1 ............... High .............. NoneHand Axe ........... 3D6-1 ............... High+1 .......... -2 per 3" [8cm]‡Short Bow .......... 2D6-2 ............... Lowx2 ........... -2 per 12" [30cm]

#1 ❏❏❏❏ m❏❏❏❏ : ________ #5 ❏❏❏❏ m❏❏❏❏ : _________#2 ❏❏❏❏ m❏❏❏❏ : ________ #6 ❏❏❏❏ m❏❏❏❏ : _________#3 ❏❏❏❏ m❏❏❏❏ : ________ #7 ❏❏❏❏ m❏❏❏❏ : _________#4 ❏❏❏❏ m❏❏❏❏ : ________ #8 ❏❏❏❏ m❏❏❏❏ : _________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1

Note: May operate in 8 or 16-combatant units. ‘*’ indicates thatMorale is 9 in 16-combatant groups. Only two of the weaponslisted above are usually used.

2. FARU THE HIGH PRIEST – Ruler

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ...... 11 Shield Bonus: ..... +0 No Armor: ............... -0

Endurance: ........ 22 Maneuver† ....... 6 Resistance† .......... 8

Weapon Attack Damage RangeMartial Arts ........ 3D6+5 .............. High+1 .......... None

❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏ : ________________

Spells Known† .......................................... 5C1, 4C2, 3C3, 2C4, 1C5

Power Points† ............... 40 Elem. Spell Bonus† ..................... +0

Morale Mod: ................. +2 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 15" [38cm]

* — Defense may be “16” if optional rule O-12.1 is used and one PP isexpended each round.

YOLMER (8)

1. AXEMEN (8)

Move.Rate: ......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 9

Defense: ........ 8 Shield Bonus: ..... +0 S. Leather Armor: ... -1

Endurance: .......... 8 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeBattleaxe ............ 2D6+D10-3 ...... High+Low+1 .. NoneDagger ................ 2D6+1 .............. Lowx2-1 ......... -2 per 3" [8cm]‡

#1 ❏❏❏❏ m❏❏❏❏ : ________ #5 ❏❏❏❏ m❏❏❏❏ : _________#2 ❏❏❏❏ m❏❏❏❏ : ________ #6 ❏❏❏❏ m❏❏❏❏ : _________#3 ❏❏❏❏ m❏❏❏❏ : ________ #7 ❏❏❏❏ m❏❏❏❏ : _________#4 ❏❏❏❏ m❏❏❏❏ : ________ #8 ❏❏❏❏ m❏❏❏❏ : _________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (10) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1

Note: May operate in 8 or 16-combatant units.

2. GUARDIANS (8)

Move.Rate: ......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 8

Defense: ........ 7 Shield Bonus: ..... +0 Chain Armor: .......... -3

Endurance: ........ 10 Maneuver† ..... 11 Resistance† .......... 9

Weapon Attack Damage RangePolearm ................... D6+D10+1 ...... High+Low+1 ... NoneShort Sword ............ 3D6+2 .............. High ................. NoneLt Crossbow ............ 2D6+1 ........... Lowx2+1 .... -2 per 18" [45cm]

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #8 ❏❏❏❏❏ m❏❏❏❏❏ : ______

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1Square (9) † +1 +2 +0 -3 +2Hedgehog (9) † +1 +3 +0 -3 +2

Note: May operate in 8 or 16-combatant units.

3. KING VIRE – Ruler

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ...... 12 Shield Bonus: ..... +3 S. Leather Armor: ... -1

Endurance: ........ 26 Maneuver† ....... 7 Resistance† .......... 8

Weapon Attack Damage RangeAxe of the Land ...... 2D6+D10+2 .... High+Low+1 ... None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏ m❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : __________

Morale Mod: ................. +2 Melee Mod: ................................. +2

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 15" [38cm]

99

ABDERA (10)

1. SAILOR/FARMER MILITIA (6)

Move.Rate: ......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 9

Defense: ........ 7 Shield Bonus: ..... +3 R. Leather Armor: ... -2

Endurance: .......... 8 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeShort Sword ....... 3D6 .................. High .............. NoneDagger ................ 2D6+3 .............. Lowx2+1 ....... -2 per 3" [8cm]‡

#1 ❏❏❏❏ m❏❏❏❏ : ________ #4 ❏❏❏❏ m❏❏❏❏ : _________#2 ❏❏❏❏ m❏❏❏❏ : ________ #5 ❏❏❏❏ m❏❏❏❏ : _________#3 ❏❏❏❏ m❏❏❏❏ : ________ #6 ❏❏❏❏ m❏❏❏❏ : _________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (10) +2 +2 +0 -1 +2Disbanded (12) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1Square (10) † +1 +2 +0 -3 +2

Note: May operate in 6, 12, or 18-combatant units.

2. SPICE WARRIORS (6)

Move.Rate: ......... 5.5" (4"/3"/1.5") [14cm(11/7/4)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ... +3* R. Leather Armor: ... -2

Endurance: ........ 10 Maneuver† ....... 9 Resistance† .......... 9

Weapon Attack Damage RangeShort Sword ............ 3D6+2 .............. High ................. NoneLt Crossbow ............ 2D6+1 ........... Lowx2+1 .... -2 per 18" [45cm]

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #4 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +0 +0 +1 +0 +1Battle Order (8) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (8) † +1 -1 -2 -2 +1Square (9) † +2 +2 +0 -3 +2Shield Wall (8) † +0 +4(+2) +0 +5(-2) +2

Note: May operate in 6, 12, or 18-combatant units. The “*” indicatesthat the Shield Bonus only applies when the Short Sword is theonly weapon used in a given turn.

3. THUNDER-RUNNERS (6)

Move.Rate: ......... 5.5" (4"/3"/1.5") [14cm(11/7/4)] Morale: ..... 7

Defense: ........ 8 Shield Bonus: ..... +0 R. Leather Armor: ... -2

Endurance: ........ 10 Maneuver† ....... 9 Resistance† .......... 9

Weapon Attack Damage RangeShort Sword ....... 3D6+1 .............. High .............. NoneLt Crossbow ....... 2D6+4 .............. Lowx2+1 ....... -2 per 18" [45cm]

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #4 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1

Note: May operate in 6, 12, or 18-combatant units.

4. ROYAL GUARDS (6)

Move.Rate: ......... 5.5" (4"/3"/1.5") [14cm(11/7/4)] Morale: ..... 6

Defense: ...... 10 Shield Bonus: ..... +3 R. Leather Armor: ... -2

Endurance: ........ 15 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeShort Sword ....... 3D6+4 .............. High .............. None

#1 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________#2 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________#3 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________#4 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________#5 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________#6 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +0 +0 +1 +0 +1Battle Order (8) +2 +2 +0 -1 +2Disbanded (9) Unit Ma is used only for reforming the unit.Column (8) † +1 -1 -2 -2 +1Square (8) † +1 +2 +0 -3 +2Shield Wall (8) † +0 +4(+2) +0 +5(-2) +2

Note: May operate in 6, 12, or 18-combatant units.

5. KING DURA-GAR – Ruler

Move.Rate: ......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 6

Defense: ...... 11 Shield Bonus: ..... +3 No Armor: ............... -0

Endurance: ........ 27 Maneuver† ....... 7 Resistance† .......... 6

Weapon Attack Damage RangeRapier ................. 2D6+9 .............. Lowx2+1 ....... NoneDagger ................ 2D6+3 .............. Lowx2-1 ........ -2 per 3" [8cm]‡Coin of Doom .... 4D6+D10-4 ...... High+Low+3. -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ________

Morale Mod: ................. +3 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +2

Maneuver Mod† ........... +1 Influence Range: ........... 20" [50cm]

100

3. WAME — Former Priest-king

Move.Rate: ........ 9" (7"/4.5"/2.5") [23cm(18/12/6)] Morale: ..... 6

Defense: ...... 11 Shield Bonus: ..... +0 R. Leather Armor: ... -2

Endurance: ........ 31 Maneuver† ....... 7 Resistance† .......... 7

Weapon Attack Damage RangeQuarterstaff ........ 3D6+6 .............. Lowx3+2 ....... None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________________

Power Points† ............... 15 Spells Known† ........ 3C1, 3C2, 2C3

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +2

Maneuver Mod† ........... +2 Influence Range: ........... 15" [38cm]

4. HAME KONEENAN — Priest-king

Move.Rate: ........ 9" (7"/4.5"/2.5") [23cm(18/12/6)] Morale: ..... 6

Defense: ...... 12 Shield Bonus: ..... +0 R. Leather Armor: ... -2

Endurance: ........ 28 Maneuver† ....... 8 Resistance† .......... 6

Weapon Attack Damage RangeGreat Sword ............ 2D6+D10+4 .... High+Low+2 ... None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____________________________

Power Points† ............... 18 Spells Known† ........ 3C1, 2C2, 2C3

Morale Mod: ................. +2 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 10" [25cm]

MOUNTAINGOBLINS (36)

“ *” — A “War Mob” is a special formation that represents theGoblins fighting in more individualistic, helter-skelter style. Treat asGeneral Order (see S-11.1), except for the modifications.

1. REGULAR WARRIORS (10)

Move.Rate: ............ 4.5" (4"/2.5"/1") [11cm(8/6/3)] Morale: ..... 9

Defense: ........ 8 Shield Bonus: ..... +0 S. Leather Armor: ... -1

Endurance: .......... 8 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeScimitar .............. 3D6-1 ............... High+2 .......... NoneShort Bow .......... 2D6+2 .............. Lowx2 ........... -2 per 12" [30cm]

#1 ❏❏❏❏ m❏❏❏❏ : ________ #6 ❏❏❏❏ m❏❏❏❏ : _________#2 ❏❏❏❏ m❏❏❏❏ : ________ #7 ❏❏❏❏ m❏❏❏❏ : _________#3 ❏❏❏❏ m❏❏❏❏ : ________ #8 ❏❏❏❏ m❏❏❏❏ : _________#4 ❏❏❏❏ m❏❏❏❏ : ________ #9 ❏❏❏❏ m❏❏❏❏ : _________#5 ❏❏❏❏ m❏❏❏❏ : ________ #10 ❏❏❏❏ m❏❏❏❏ : ________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Disbanded (11) Unit Ma is used only for reforming the unit.War Mob (8) * +1 +1 +1 +0 +1

Note: May operate in 10 or 20-combatant units.

6. AVUN – Leader and King’s Advisor

Move.Rate: .......... 5.5" (4"/3"/1.5") [14cm(11/7/4)] Morale: ..... 6

Defense: .... 12* Shield Bonus: ..... +0 Robes Armor: ....... -1*

Endurance: ........ 30 Maneuver† ....... 6 Resistance† .......... 7

Weapon Attack Damage RangeRapier ...................... 2D6+10 ............ Lowx2+1 ......... NoneMace ....................... 2D6+6 .............. High+1 ............. None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________________

Spells Known† ................................................... 2C1, 2C2, 2C3, 2C4

Power Points† ............... 30 Elem. Spell Bonus† ..................... +0

Morale Mod: ................. +2 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 15" [38cm]

BEAR-MEN OFSULL (11)

1. BEAR-MEN (12)

Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 9

Defense: ........ 9 Shield Bonus: ..... +0 S. Leather Armor: ... -1

Endurance: ........ 11 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeGreat Sword ....... 2D6+D10-1 ...... High+Low+2 . None

#1 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____ #7 ❏❏❏❏❏❏ m❏❏❏❏❏ : _____#2 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____ #8 ❏❏❏❏❏❏ m❏❏❏❏❏ : _____#3 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____ #9 ❏❏❏❏❏❏ m❏❏❏❏❏ : _____#4 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____ #10 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____#5 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____ #11 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____#6 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____ #12 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +0 +0 +1 +0 +1Battle Order (10) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.

2. TYPICAL BEAR

(Large Claw, Med. Bite, Soft Leather Hide)Move.Rate ..... 9" (7"/4.5"/2.5") Defense ................................... 10

[23cm(17/12/6)]Melee Attack (Claw) .... 3D6+3 Armor ..................................... -1Melee Damage (Claw) High+1 Maneuver ................................. 8Melee Attack (Bite) .......... 3D6 Morale ...................................... 7Melee Damage (Bite) .. High+3 Resistance ................................. 8Endurance (45) ❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

101

2. WARBAND (10)

Move.Rate: ......... 4.5" (3.5"/2.5"/1") [11cm(8/6/3)] Morale: ..... 9

Defense: ........ 9 Shield Bonus: ....... 0 S. Leather Armor: ... -1

Endurance: .......... 8 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeBattleaxe ............ 2D6+D10-1 ...... High+Low+1. NoneHand Axe ........... 3D6 .................. High+1 .......... -2 per 3" [8cm]‡

#1 ❏❏❏❏ m❏❏❏❏ : ________ #6 ❏❏❏❏ m❏❏❏❏ : _________#2 ❏❏❏❏ m❏❏❏❏ : ________ #7 ❏❏❏❏ m❏❏❏❏ : _________#3 ❏❏❏❏ m❏❏❏❏ : ________ #8 ❏❏❏❏ m❏❏❏❏ : _________#4 ❏❏❏❏ m❏❏❏❏ : ________ #9 ❏❏❏❏ m❏❏❏❏ : _________#5 ❏❏❏❏ m❏❏❏❏ : ________ #10 ❏❏❏❏ m❏❏❏❏ : ________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (12) +2 +1 +0 -1 +1Disbanded (11) Unit Ma is used only for reforming the unit.War Mob (10) * +1 +1 +1 +0 +1

Note: May operate in 10 or 20-combatant units.

3. SARKA GUARDS (6)

Move.Rate: ......... 5.5" (4"/3"/1.5") [14cm(11/7/4)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ..... +2 S. Leather Armor: ... -1

Endurance: ........ 10 Maneuver† ....... 7 Resistance† .......... 9

Weapon Attack Damage RangeMace .................. 2D6+5 .............. High+1 .......... NoneDagger ................ 2D6+5 .............. Lowx2+1 ....... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #4 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (12) +2 +1 +0 -1 +1Disbanded (11) Unit Ma is used only for reforming the unit.War Mob (10) * +1 +1 +1 +0 +1

Note: May operate in 6, 12, or 18-combatant units.

4. VONA GUARDS (6)

Move.Rate: ......... 5.5" (4"/3"/1.5") [14cm(11/7/4)] Morale: ..... 9

Defense: ........ 7 Shield Bonus: ..... +3 R. Leather Armor: ... -2

Endurance: .......... 9 Maneuver† ....... 9 Resistance† .......... 9

Weapon Attack Damage RangeWarhammer ....... 3D6-2 ............... High+1 .......... NoneDagger ................ 2D6+3 .............. Lowx2+1 ....... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏ : _______ #4 ❏❏❏❏❏ m❏❏❏❏ : ________#2 ❏❏❏❏❏ m❏❏❏❏ : _______ #5 ❏❏❏❏❏ m❏❏❏❏ : ________#3 ❏❏❏❏❏ m❏❏❏❏ : _______ #6 ❏❏❏❏❏ m❏❏❏❏ : ________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (12) +2 +1 +0 -1 +1Disbanded (11) Unit Ma is used only for reforming the unit.War Mob (10) * +1 +1 +1 +0 +1

Note: May operate in 6, 12, or 18-combatant units.

5. DRONGA GUARDS (6)

Move.Rate: ......... 4.5" (3.5"/2.5"/1") [11cm(8/6/3)] Morale: ..... 9

Defense: ........ 7 Shield Bonus: ..... +3 S. Leather Armor: ... -1

Endurance: .......... 8 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeScimitar .............. 3D6-1 ............... High+2 .......... NoneMace .................. 2D6+3 .............. High+1 .......... NoneMorningstar ........ 2D6+D10-2 ...... High+2 .......... NoneDagger ................ 2D6+2 .............. Lowx2+1 ....... -2 per 3" [8cm]‡

#1 ❏❏❏❏ m❏❏❏❏ : ________ #4 ❏❏❏❏ m❏❏❏❏ : _________#2 ❏❏❏❏ m❏❏❏❏ : ________ #5 ❏❏❏❏ m❏❏❏❏ : _________#3 ❏❏❏❏ m❏❏❏❏ : ________ #6 ❏❏❏❏ m❏❏❏❏ : _________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (12) +2 +1 +0 -1 +1Disbanded (11) Unit Ma is used only for reforming the unit.War Mob (10) * +1 +1 +1 +0 +1

Note: May operate in 6, 12, or 18-combatant units. Will only use onenon-dagger weapon: Scimitar, Mace, or Morningstar.

6. DANGU — King of Sark

Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 7

Defense: ...... 10 Shield Bonus: ..... +0 R. Leather Armor: ... -3

Endurance: ........ 23 Maneuver† ....... 9 Resistance† .......... 7

Weapon Attack Damage Range2 Handed Sword 2D6+D10+4 ..... High+Low+2... NoneHandaxe ............. 3D6+3 .............. High+1 ............ -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏ : _______________

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +2

Maneuver Mod† ........... +0 Influence Range: ........... 10" [25cm]

7. JARD — King of the Goblins of Vorn

Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 6

Defense: ...... 11 Shield Bonus: ..... +0 Plate Armor: ....... x1/2

Endurance: ........ 27 Maneuver† ....... 8 Resistance† .......... 7

Weapon Attack Damage RangeGoblin Pick ........ 3D6+5 .............. High+3 .......... -2 per 10" [25cm]Goblin Pick ........ 3D6+5 .............. High+3 .......... -2 per 10" [25cm]

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _________

Morale Mod: ................. +1 Melee Mod: ................................. +2

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +0 Influence Range: ........... 10" [25cm]

102

8. UPARG — King of the Drongu

Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 6

Defense: ...... 12 Shield Bonus: ..... +0 R. Leather Armor: ... -3

Endurance: ........ 22 Maneuver† ....... 8 Resistance† .......... 6

Weapon Attack Damage RangeBattleaxe ............ 2D6+D10+6 ..... High+Low+1 ... NoneHandaxe ............. 3D6+4 .............. High+2 ............ -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏ : ________________

Morale Mod: ................. +2 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 15" [38cm]

9. GORKIDA — Uparg’s Consort

Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 9

Defense: ...... 10 Shield Bonus: ..... +0 R. Leather Armor: ... -3

Endurance: ........ 20 Maneuver† ....... 7 Resistance† .......... 7

Weapon Attack Damage RangeWar Mattock ...... 2D6+7 .............. Highx2-1 ......... NoneDagger ................ 2D6+8 .............. Lowx2 ............. -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ : ____________________

DWARVES (37)

1. DARK TRIBE WARRIORS (7)

Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 7

Defense: ........ 8 Shield Bonus: ..... +3 Plate Armor: ....... x1/2

Endurance: ........ 10 Maneuver† ..... 10 Resistance† .......... 6

Weapon Attack Damage RangeWarhammer ....... 3D6 .................. High+1 .......... -2 per 3" [8cm]‡Dagger ................ 2D6-2 ............... Lowx2-1 ........ -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (10) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1Line (10) † +2 +2 +0 +0 -1

Note: May operate in 7, 14, or 21-combatant units.

2. BLACK GUARDS OF LUARP (7)

Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ..... +0 Chain Armor: .......... -3

Endurance: ........ 10 Maneuver† ....... 9 Resistance† .......... 5

Weapon Attack Damage RangeWar Mattock ........... 2D6+2 .............. Highx2 ............. NoneBattleaxe ................. 2D6+D10 ......... High+Low+1 ... None

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1Square (10) † +1 +2 +0 -3 +2

Note: May operate in 7, 14, or 21-combatant units. Each specific unitonly uses one type of weapon: Battleaxe or War Mattock.

3. WHITE GUARDS OF LORNAPAL (7)

Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 7

Defense: ...... 10 Shield Bonus: ..... +0 Chain Armor: .......... -3

Endurance: ........ 10 Maneuver† ....... 9 Resistance† .......... 5

Weapon Attack Damage RangeBattleaxe ............ 2D6+D10 ......... High+Low+1 ... NoneHandaxe ............. 3D6+2 .............. High+1 ............ -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1Square (10) † +1 +2 +0 -3 +2

Note: May operate in 7, 14, or 21-combatant units.

4. LYSKOTA — King of the Dark Tribe

Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 6

Defense: ...... 13 Shield Bonus: ..... +4 Chain Armor: .......... -3

Endurance: ........ 30 Maneuver† ..... 11 Resistance† .......... 4

Weapon Attack Damage RangeBattleaxe * ......... 2D6+D10+4 ..... High+Low+1 . None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________________

Morale Mod: ................. +2 Melee Mod: ................................. +2

Missile Mod: ................. +1 Defense Mod: .............................. +2

Maneuver Mod† ........... +2 Influence Range: ........... 14" [35cm]

* — This special Battleaxe can be used one-handed.

103

5. THE BRIDGE WATCH WARRIORS (7)

Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 5

Defense: ........ 9 Shield Bonus: ..... +3 Chain Armor: .......... -3

Endurance: ........ 11 Maneuver† ....... 8 Resistance† .......... 5

Weapon Attack Damage RangeWarhammer ....... 3D6+1 .............. High+1 .......... -2 per 3" [8cm]‡Warhammer ....... 3D6+1 .............. High+1 .......... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ___ #5 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ____#2 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ___ #6 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ____#3 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ___ #7 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ____#4 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ___

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +0 +0 +1 +0 +1Battle Order (8) +2 +2 +0 -1 +2Disbanded (9) Unit Ma is used only for reforming the unit.Column (8) † +1 -1 -2 -2 +1Square (9) † +1 +2 +0 -3 +2

Note: May operate in 7, 14, or 21-combatant units.

6. LAW KEEPERS (7)

Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 5

Defense: ...... 10 Shield Bonus: ..... +0 Chain Armor: .......... -3

Endurance: ........ 11 Maneuver† ....... 8 Resistance† .......... 5

Power Points† ................. 7 Spells Known† .......................... 2C1

Weapon Attack Damage RangePole-axe ............. 2D6+D10+2 ..... High+Low ..... NoneHandaxe ............. 3D6+2 .............. High+1 .......... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ___ #5 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ____#2 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ___ #6 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ____#3 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ___ #7 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ____#4 ❏❏❏❏❏ ❏ m❏❏❏❏❏ : ___

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (9) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1Square (9) † +1 +2 +0 -3 +2

Note: May operate in 7, 14, or 21-combatant units.

7. LIKOTA — King of the Water Tribe

Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 6

Defense: ...... 12 Shield Bonus: ..... +4 Chain Armor: .......... -3

Endurance: ........ 35 Maneuver† ..... 10 Resistance† .......... 4

Weapon Attack Damage RangePole-axe ............. 2D6+D10+5 ..... High+Low ..... None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ________________________

Morale Mod: ................. +2 Melee Mod: ................................. +2

Missile Mod: ................. +0 Defense Mod: .............................. +2

Maneuver Mod† ........... +1 Influence Range: ........... 14" [35cm]

8. AKOTA — King of the Earth Tribe

Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 6

Defense: ...... 14 Shield Bonus: ..... +3 Chain Armor: .......... -3

Endurance: ........ 28 Maneuver† ..... 11 Resistance† .......... 4

Weapon Attack Damage RangeHandaxe ............. 4D6+3 .............. High+2 .......... -2 per 4" [10cm]‡Handaxe ............. 4D6+3 .............. High+2 .......... -2 per 4" [10cm]‡

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____________________________

Morale Mod: ................. +3 Melee Mod: ................................. +2

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 14" [35cm]

HÍRAZI (38)

1. WARRIOR-MAGES (10)

Move.Rate: ........ 9" (7"/4.5"/2.5") [23cm(17/12/6)] Morale: ..... 8

Defense: ........ 9 Shield Bonus: ..... +0 No Armor: ................ 0

Endurance: .......... 8 Maneuver† ....... 6 Resistance† .......... 9

Weapon Attack Damage RangeBroadsword ........ 3D6-2 ............... High+3 .......... NoneLong Bow .......... D6+D10-1 ........ Lowx2+2 ....... -2 per 18" [45cm]

#1 ❏❏❏❏ m❏❏❏❏ : ________ #6 ❏❏❏❏ m❏❏❏❏ : _________#2 ❏❏❏❏ m❏❏❏❏ : ________ #7 ❏❏❏❏ m❏❏❏❏ : _________#3 ❏❏❏❏ m❏❏❏❏ : ________ #8 ❏❏❏❏ m❏❏❏❏ : _________#4 ❏❏❏❏ m❏❏❏❏ : ________ #9 ❏❏❏❏ m❏❏❏❏ : _________#5 ❏❏❏❏ m❏❏❏❏ : ________ #10 ❏❏❏❏ m❏❏❏❏ : ________

Spells Known† ............................................................................. 1E1

Power Points† ................. 5 Elem. Spell Bonus† ..................... +1

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (7) +0 +0 +1 +0 +1Battle Order (7) +2 +2 +0 -1 +2Disbanded (9) Unit Ma is used only for reforming the unit.Squadron (7) † +0 +0 +1 +1 +1

* — Defense may be “14” if optional rule O-12.1 is used and one PP isexpended each round.

Note: The Squadron formation is treated as a General Order formationwith the modifications given. If the Optional Flight rules (see O-17.0) are not used, play normally, except that Hírazi are notaffected by terrain movement restrictions.

104

2. KING VENO – Ruler

Move.Rate: ...... 10"(7.5"/5"/2.5") [25cm(19/13/6)] Morale: ..... 7

Defense: ...... 11 Shield Bonus: ..... +0 No Armor: ............... -0

Endurance: ........ 19 Maneuver† ....... 5 Resistance† .......... 8

Weapon Attack Damage RangeBroadsword ........ 3D6+4 .............. High+3 .......... NoneLong Bow .......... D6+D10+2 ....... Lowx2+2 ....... -2 per 22" [55cm]

❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ : ______________________

Spells Known† ............................................................ 3E1, 2E2, 2E3

Power Points† ............... 28 Elem. Spell Bonus† ..................... +3

Morale Mod: ................. +2 Melee Mod: ................................. +0

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +2 Influence Range: ........... 15" [38cm]

* — Defense may be “16” if optional rule O-12.1 is used and one PP isexpended each round.

3. KUA — Warrior-Queen

Move.Rate: ...... 10" (7.5"/5"/2.5") [25cm(19/13/6)] Morale: ..... 9

Defense: ...... 11 Shield Bonus: ..... +0 No Armor: ............... -0

Endurance: ........ 14 Maneuver† ....... 5 Resistance† .......... 8

Weapon Attack Damage RangeBroadsword ........ 3D6 .................. High+2 .......... NoneLong Bow .......... D6+D10+1 ....... Lowx2+2 ....... -2 per 18" [45cm]

❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : _____________________________

Spells Available† .................................................................2E1, 1E2

Power Points† ............... 12 Elem. Spell Bonus: ...................... +2

Morale Mod: ................. +1 Melee Mod: ................................. +0

Missile Mod: ................. +1 Defense Mod: .............................. +0

Maneuver Mod† ........... +1 Influence Range: ............. 5" [13cm]

* — Defense may be “16” if optional rule O-12.1 is used and one PP isexpended each round.

4. HUUL – Exiled Warrior-Mage

Move.Rate: ...... 10"(7.5"/5"/2.5") [25cm(19/13/6)] Morale: ..... 9

Defense: ...... 11 Shield Bonus: ..... +0 No Armor: ............... -0

Endurance: ........ 17 Maneuver† ....... 5 Resistance† .......... 8

Weapon Attack Damage RangeShort Sword ....... 3D6+3 .............. High+2 .......... -2 per 8" [20cm]‡Short Sword ....... 3D6+3 .............. High+2 .......... -2 per 8" [20cm]‡

❏❏❏❏❏ ❏❏❏❏ m❏❏❏ ❏❏❏❏❏ : _________________________

Spells Known† .....................................................................2E1, 1E2

Power Points† ............... 10 Elem. Spell Bonus† ..................... +1

* — Defense may be “16” if optional rule O-12.1 is used and one PP isexpended each round.

RIVER OGRES (39)

1. ORGAMURLA MARRAUDERS (6)

Move.Rate: .............. 8" (6"/4"/2") [20cm(15/10/5)] Morale: ..... 7

Defense: ...... 10 Shield Bonus: ..... +0 S. Leather Armor: ... -1

Endurance: ........ 33 Maneuver† ....... 7 Resistance† .......... 8

Weapon Attack Damage RangeLarge Claw ......... 3D6+5 .............. High .............. NoneSpiked Club ....... 2D6+3 .............. High+1 .......... None2-H Scimitar ....... 4D6-2 ............... High+3 .......... NoneThr. Hammer ...... 4D6-4 ............... High+2 .......... -2 per 4" [10cm]‡

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________________

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________________

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________________

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________________

#5 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________________

#6 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +0 +0 +1 +0 +1Battle Order (10) +1 +1 +0 -1 +1Disbanded (11) Unit Ma is used only for reforming the unit.

Note: May operate in 6 or 12-combatant units. Each unit uses eitherthe 2-H scimitar or the Spiked Club.

105

2. WORGATHUNA RAIDERS (8)

Move.Rate: .............. 8" (6"/4"/2") [20cm(15/10/5)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ..... +0 S. Leather Hide ........ -1

Endurance: ........ 40 Maneuver† ....... 8 Resistance† .......... 8

Weapon Attack Damage Range2-H Hammer ........... 4D6-2 .............. High+3 ............. NoneLarge Bash .............. 3D6+3 .............. Medium ........... NoneLarge Claw .............. 3D6 .................. High ................. None

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#5 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#6 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#7 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#8 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (11) +1 +1 +0 -1 +1Disbanded (11) Unit Ma is used only for reforming the unit.

Note: May operate in 8 or 16-combatant units.

3. KOLOMORG — Worgathuna Warmaster

Move.Rate: ......... 7" (5.5"/3.5"/2") [18cm(14/9/5)] Morale: ..... 6

Defense: ...... 10 Shield Bonus: ..... +0 S. Leather Hide ........ -1

Endurance: ........ 55 Maneuver† ....... 8 Resistance† .......... 7

Weapon Attack Damage Range2H Warhammer ....... 5D6-4 .............. High+3 ............. NoneLarge Bash .............. 3D6+4 .............. Medium ........... NoneLarge Claw .............. 3D6+2 .............. High ................. None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _________

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +0

Maneuver Mod† ........... +0 Influence Range: ............. 8" [20cm]

4. KOGAMAR — Orgamurla Warmaster

Move.Rate: .............. 8" (6"/4"/2") [20cm(15/10/5)] Morale: ..... 6

Defense: ...... 10 Shield Bonus: ..... +0 Chain Armor: .......... -3

Endurance: ........ 52 Maneuver† ....... 7 Resistance† .......... 7

Weapon Attack Damage Range2H Falchion ....... 2D6+2D10-4 .... High+4 .......... NoneThr. Hammer ...... 4D6-2 ............... High+3 .......... -2 per 4" [10cm]‡Large Bash ......... 3D6+4 .............. Medium ......... NoneLarge Claw ......... 3D6+1 .............. High .............. None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : __________

Morale Mod: ................. +1 Melee Mod: ................................. +2

Missile Mod: ................. +0 Defense Mod: .............................. +0

Maneuver Mod† ........... +1 Influence Range: ........... 10" [25cm]

5. BORTARKAR — West-ogre Leader

Move.Rate: .............. 8" (6"/4"/2") [20cm(15/10/5)] Morale: ..... 7

Defense: ...... 10 Shield Bonus: ..... +0 Chain Armor: .......... -3

Endurance: ........ 57 Maneuver† ....... 9 Resistance† .......... 7

Weapon Attack Damage RangeSpiked Club ............ 4D6-3 .............. High+3 ............. NoneLarge Bash .............. 3D6+4 .............. Medium ........... NoneLarge Claw .............. 3D6+1 .............. High+1 ............. None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _______

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +0

Maneuver Mod† ........... +1 Influence Range: ............. 8" [20cm]

6. ORGLAMAR — West-ogre Leader

Move.Rate: .............. 8" (6"/4"/2") [20cm(15/10/5)] Morale: ..... 7

Defense: ...... 11 Shield Bonus: ..... +0 Chain Armor: .......... -3

Endurance: ........ 51 Maneuver† ....... 7 Resistance† .......... 6

Weapon Attack Damage RangeBladed Polearm ....... 5D6-6 .............. High+Low ....... NoneLarge Bash .............. 3D6+3 .............. Medium ........... NoneLarge Claw .............. 3D6+1 .............. High ................. None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________

Morale Mod: ................. +1 Melee Mod: ................................. +2

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ............. 8" [20cm]

106

SEA-ELVES (54)

1. SHELAR WARRIORS (6)

Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 9

Defense: ...... 10 Shield Bonus: ..... +0 Chain Armor: .......... -3

Endurance: .......... 9 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeLong Bow .......... D6+D10+2 ....... Lowx2+2 ....... -2 per 20" [50cm]‡Spear .................. 3D6 .................. Lowx2+2 ....... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏ : _______ #4 ❏❏❏❏❏ m❏❏❏❏ : ________#2 ❏❏❏❏❏ m❏❏❏❏ : _______ #5 ❏❏❏❏❏ m❏❏❏❏ : ________#3 ❏❏❏❏❏ m❏❏❏❏ : _______ #6 ❏❏❏❏❏ m❏❏❏❏ : ________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1

Note: May operate in 6, 12, 18, or 24-combatant units.

2. DARKRUNNERS (10)

Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ....... 3 Chain Armor: .......... -3

Endurance: ........ 10 Maneuver† ....... 8 Resistance† .......... 8

Weapon Attack Damage RangeSerrated Sh. Sword . 3D6+1 ........... High+1 ......... NoneHarpoon .................. 3D6 ............... Lowx2+2 ...... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #8 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #9 ❏❏❏❏❏ m❏❏❏❏❏ : ______#5 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #10 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1

Note: May operate in 10 or 20-combatant units.

3. NIGHTSAWS (5)

Move.Rate: ......... 7" (5.5"/3.5"/2") [18cm(14/9/5)] Morale: ..... 7

Defense: ...... 10 Shield Bonus: ....... 2 Chain Armor: .......... -3

Endurance: ........ 12 Maneuver† ....... 6 Resistance† .......... 8

Weapon Attack Damage RangeSerrated Sh. Sword . 3D6+3 ........... High+1 ....... NoneJavelin ..................... 3D6+1 ........... Lowx2+1 .... -2 per 5" [13cm]‡

#1❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ : __ #4❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ : ___#2❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ : __ #5❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ : ___#3❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ : __

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +0 +0 +1 +0 +1Battle Order (8) +2 +2 +0 -1 +2Disbanded (9) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1

Note: May operate in 5, 10, 15, or 20-combatant units.

4. OKTARI (5)

Move.Rate: ......... 7" (5.5"/3.5"/2") [18cm(14/9/5)] Morale: ..... 6

Defense: ...... 10 Shield Bonus: ....... 3 Chain Armor: .......... -3

Endurance: ........ 12 Maneuver† ....... 7 Resistance† .......... 8

Weapon Attack Damage RangeSerrated Sh. Sword . 3D6+4 ........... High+1 ....... NoneLong Bow ............... D6+D10+3 ... Lowx2+2 .... -2 per 20" [50cm]‡Javelin ..................... 3D6+2 ........... Lowx2+1 .... -2 per 5" [13cm]‡

#1❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ : __ #4❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ : ___#2❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ : __ #5❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ : ___#3❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ : __

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +0 +0 +1 +0 +1Battle Order (8) +2 +2 +0 -1 +2Disbanded (8) Unit Ma is used only for reforming the unit.Column (8) † +1 -1 -2 -2 +1

Note: May operate in 5, 10, 15, or 20-combatant units.

5. MYDIEN — Lord of the Darkrunners

Move.Rate: ....... 6.5" (5"/3.5"/1.5") [16cm(12/8/4)] Morale: ..... 6

Defense: ...... 12 Shield Bonus: ..... +0 Chain Armor: .......... -3

Endurance: ........ 26 Maneuver† ....... 9 Resistance† .......... 7

Weapon Attack Damage Range2-Handed Sword 2D6+D10+3 ..... High+Low+2 ... NoneLong Bow .......... D6+D10+5 ....... Lowx2+2 ....... -2 per 20" [50cm]‡

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏ m❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : __________

Morale Mod: ................. +3 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +2 Influence Range: ........... 15" [38cm]

107

6. SHUSIEN — Lord of the Shelar

Move.Rate: ......... 7" (5.5"/3.5"/2") [18cm(14/9/5)] Morale: ..... 7

Defense: ...... 12 Shield Bonus: ..... +0 Chain Armor: .......... -3

Endurance: ........ 28 Maneuver† ....... 8 Resistance† .......... 7

Weapon Attack Damage RangePole-axe ............. 2D6+D10+6 ..... High+Low ..... NoneLong Bow .......... D6+D10+6 ....... Lowx2+2 ....... -2 per 20" [50cm]‡

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _______

Morale Mod: ................. +2 Melee Mod: ................................. +1

Missile Mod: ................. +2 Defense Mod: .............................. +2

Maneuver Mod† ........... +1 Influence Range: ........... 12" [30cm]

7. RESELIEN — Rebellious Darkrunner

Move.Rate: ......... 7" (5.5"/3.5"/2") [18cm(14/9/5)] Morale: ..... 8

Defense: ...... 11 Shield Bonus: ..... +3 Chain Armor: .......... -3

Endurance: ........ 25 Maneuver† ....... 8 Resistance† .......... 7

Weapon Attack Damage RangeHandaxe ............. 3D6+6 .............. High+2 .......... -2 per 3" [8cm]‡Long Bow .......... D6+D10+4 ....... Lowx2+2 ....... -2 per 20" [50cm]‡

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________

Morale Mod: ................. +1 Melee Mod: ................................. +2

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 10" [25cm]

SEA TROLLS (55)

1. BRUTES (2)

Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ....... 0 R. Leather Armor: ... -2

Endurance: ........ 45 Maneuver† ....... 9 Resistance† .......... 7

Weapon Attack Damage RangeLarge Claws ....... 4D6 .................. High+2 .......... NoneThrown Rocks .... 4D6+4 .............. Mediumx2 ..... -2 per 3" [8cm]

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _________________

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _________________

Note: May only operate as individual combatants.

2. WARRIORS (4)

Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ........ 9 Shield Bonus: ....... 0 Chain Armor: .......... -3

Endurance: ........ 38 Maneuver† ..... 10 Resistance† .......... 7

Weapon Attack Damage Range2-H Mace ........... 3D6+D10-3 ...... High+4 .......... NoneLarge Claws ....... 4D6-3 ............... High+2 .......... NoneThrown Rocks .... 4D6+2 .............. Mediumx2 ..... -2 per 3" [8cm]

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ______________________

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ______________________

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ______________________

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ______________________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +1 +1 +0 +0 +1Disbanded (11) Unit Ma is used only for reforming the unit.

Note: May operate in 4, 8, or 12-combatant units.

3. UKITORTI (4)

Move.Rate: ......... 7" (5.5"/3.5"/2") [18cm(14/9/5)] Morale: ..... 7

Defense: ...... 10 Shield Bonus: ....... 0 Plate Armor: ....... x1/2

Endurance: ........ 48 Maneuver† ....... 9 Resistance† .......... 6

Weapon Attack Damage Range2-H Hammer ...... 2D6+2D10-2 .... High+4 .......... -2 per 4" [10cm]*Large Claws ....... 4D6-3 ............... High+2 .......... None

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ______________

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ______________

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ______________

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ______________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +1 +1 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.

Note: May operate in 4, 8, or 12-combatant units. “*” one of thesehammers will return to its user at the end of the phase in which itis thrown.

108

6. TYPICAL TROLL LORD

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 6

Defense: ...... 10 Shield Bonus: ....... 0 Chain Armor: .......... -3

Endurance: ........ 46 Maneuver† ....... 8 Resistance† .......... 6

Weapon Attack Damage Range2-H Weapon ....... 3D6+D10-2 ...... High+3 .......... NoneThrown Rocks .... 4D6+1 .............. Mediumx2 ..... -2 per 3" [8cm]

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏ m❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _______________

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +0

Maneuver Mod† ........... +1 Influence Range: ............. 8" [20cm]

JEWELER OFSCRYM (47)1. TYPICAL WARRIORS OF SCRYM (8)

Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 9

Defense: ........ 9 Shield Bonus: ..... +0 Chain Armor: .......... -3

Endurance: ........ 10 Maneuver† ....... 8 Resistance† .......... 9

EAST ARMY WARRIORS:Weapon Attack Damage Range2 Handed Sword 2D6+D10-1 ... High+Low+2 ... NoneShort Bow .......... 2D6+3 ........... Lowx2 .............. -2 per 12" [30cm]‡

NORTH ARMY WARRIORS:Weapon Attack Damage RangeBattleaxe ............ 2D6+D10-2 ... High+Low+1 ... NoneShort Bow .......... 2D6+4 ........... Lowx2 .............. -2 per 12" [30cm]‡

SOUTH ARMY WARRIORS (Shield Bonus is +3):Weapon Attack Damage RangeHandaxe ............. 3D6+1 ........... High+1 ............. -2 per 3" [8cm]‡Handaxe ............. 3D6+1 ........... High+1 ............. -2 per 3" [8cm]‡

WEST ARMY WARRIORS:Weapon Attack Damage Range2 Handed Sword 2D6+D10-1 ... High+Low+2 ... NoneSpear .................. 3D6-1 ............ Lowx2+2 ......... -2 per 3" [8cm]‡

MAIN ARMY WARRIORS (Shield Bonus is +3):Weapon Attack Damage RangeBroadsword ........ 3D6 ............... High+2 ............. NoneHandaxe ............. 3D6-1 ............ High+1 ............. -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #8 ❏❏❏❏❏ m❏❏❏❏❏ : ______

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (10) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1

Note: May operate in 8, 16, or 24-combatant units. Guard units haveslightly improved stats: +1 to Defense, +3 to Endurance; +1 toAttack stats; -1 to Morale, Maneuver, and Resistance; -1 to all UnitManeuver stats.

4. FIRE-EATERS (6)

Move.Rate: ......... 7" (5.5"/3.5"/2") [18cm(14/9/5)] Morale: ..... 7

Defense: ...... 10 Shield Bonus: ....... 0 Chain Armor: .......... -3

Endurance: ........ 43 Maneuver† ....... 8 Resistance† .......... 7

Weapon Attack Damage Range2-H Hammer ...... 3D6+1D10-4 .... High+3 .......... -2 per 3" [8cm]‡Large Claws ....... 4D6-4 ............... High+2 .......... NoneThrown Rocks .... 4D6 .................. Mediumx2 ..... -2 per 3" [8cm]

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : __________________

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ______________

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ______________

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ______________

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ______________

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ______________

#5 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ______________

#6 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ______________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +1 +1 +1 +0 +1Battle Order (9) +2 +1 +0 -1 +1Disbanded (10) Unit Ma is used only for reforming the unit.

Note: May operate in 6, 12, or 18-combatant units. Any foe in base-to-base contact with one of these Trolls will take 1D6 of damage fromflame each round.

5. TORFLUMUR — King

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 6

Defense: ...... 11 Shield Bonus: ....... 0 Chain Armor: .......... -3

Endurance: ........ 50 Maneuver† ....... 9 Resistance† .......... 6

Weapon Attack Damage Range2-H Mace ........... 4D6+D10-4 ...... High+4 .......... NoneLarge Claws ....... 4D6-2 ............... High+2 .......... NoneThrown Rocks .... 4D6+3 .............. Mediumx2 ..... -2 per 3" [8cm]

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________

Power Points† ............... 15 Spells Known† ................. 3C1, 2C2

Morale Mod: ................. +2 Melee Mod: ................................. +2

Missile Mod: ................. +0 Defense Mod: .............................. +0

Maneuver Mod† ........... +1 Influence Range: ........... 10" [25cm]

109

2. THE JEWELER — The Mere-king

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 5

Defense: .... 12* Shield Bonus: ....... 0 Magic Robes: ....... x1/2

Endurance: ........ 33 Maneuver† ....... 8 Resistance† .......... 6

Weapon Attack Damage RangeMace .................. 5D6-3 ............... High+3 .......... -2 per 10" [25cm]§

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : __________________________

Spells Known† ........................................... 6E1, 5E2, 4E3, 3E4, 2E5

Power Points† ............... 49 Elem. Spell Bonus† ..................... +4

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 15" [38cm]

* — Defense may be “17” if optional rule O-12.1 is used and one PP isexpended each round.

§ — Returns to user at the end of a phase in which it is thrown.

3. ILKIESA — The Jeweler’s Consort

Move.Rate: ......... 7" (5.5"/3.5"/2") [18cm(14/9/5)] Morale: ..... 7

Defense: .... 10* Shield Bonus: ....... 0 Magic Robes: ....... x1/2

Endurance: ........ 23 Maneuver† ....... 7 Resistance† .......... 7

Weapon Attack Damage RangeBroadsword ........ 4D6-2 ............... High+2 .......... NoneDagger ................ 2D6+4 .............. Lowx2-1 ........ -2 per 5" [13cm]§

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏ : ___________________________________

Spells Known† ............................................................ 4E1, 3E2, 2E3

Power Points† ............... 25 Elem. Spell Bonus† ..................... +2

* — Defense may be “15” if optional rule O-12.1 is used and one PP isexpended each round.

§ — Returns to user at the end of a phase in which it is thrown.

4. ULKIEN — Prelate of the North Lands

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 6

Defense: ...... 12 Shield Bonus: ....... 0 Magic Armor: ..... x1/2

Endurance: ........ 39 Maneuver† ....... 7 Resistance† .......... 8

Weapon Attack Damage RangeBattleaxe ............ 2D6+D10+7 .. High+Low+2 ... None

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ______________________

Morale Mod: ................. +2 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +2 Influence Range: ........... 12" [30cm]

4. ORBOLKIEN — Prelate of the West Lands

Move.Rate: ......... 7" (5.5"/3.5"/2") [18cm(14/9/5)] Morale: ..... 6

Defense: ...... 11 Shield Bonus: ....... 0 Magic Armor: ..... x1/2

Endurance: ........ 43 Maneuver† ....... 8 Resistance† .......... 7

Weapon Attack Damage Range2 Handed Sword 2D6+D10+6 .. High+Low+3 ... None

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : __________________

Morale Mod: ................. +2 Melee Mod: ................................. +2

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 12" [30cm]

4. ELBIENA — Prelate of the South Lands

Move.Rate: ......... 7" (5.5"/3.5"/2") [18cm(14/9/5)] Morale: ..... 6

Defense: ...... 12 Shield Bonus: ....... 4 Magic Armor: ..... x1/2

Endurance: ........ 33 Maneuver† ....... 6 Resistance† .......... 9

Weapon Attack Damage RangeHandaxe ............. 3D6+9 ........... High+2 ............. -2 per 3" [8cm]‡Handaxe ............. 3D6+9 ........... High+2 ............. -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : __________________________

Morale Mod: ................. +3 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 12" [30cm]

4. ARPENIEN — Prelate of the East Lands

Move.Rate: ......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 5

Defense: ...... 12 Shield Bonus: ....... 0 Magic Armor: ..... x1/2

Endurance: ........ 37 Maneuver† ....... 7 Resistance† .......... 8

Weapon Attack Damage Range2 Handed Sword 2D6+2D10+3 ...... High+Low+1 ..... None

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _______________________

Morale Mod: ................. +2 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +2

Maneuver Mod† ........... +1 Influence Range: ........... 12" [30cm]

110

KEY TO THESTATISTIC SUMMARIES

The material in this Sourcebook was designed for skirmish battlesinvolving the Warring Holds. For these purposes, this Sourcebook provides26 scenarios and complete stats for the Warring Holds units and personali-ties.

Each of the Other Realms (Part 5) and the Other Groups (Part 6) has a verygeneral statistic summary. This Key provides descriptions of those statisticsand some guidelines on how to use this information to generate theBladestorm stats used to fight battles.

Later Bladestorm supplements will provide very specific stats for theserealms and groups, allowing Bladestorm players to more easily expand theirbattles into the other areas of the Bladelands.

THE STATISTICSThe statistics are all descriptive and fairly self-explanatory. The signifi-

cance of certain statistics is only apparent when the statistics are used togenerate Bladestorm “Battle” stats (see Rulesbook S-4.0 and S-11.0). Suchbattle stats are for typical combatants for a specific group/realm, not forspecial and elite combatants.Unit Size — The smallest number of combatants that are required for a unit

(see Rulesbook 11.0). Unless stated otherwise, units of the group/realmmay operate in units of this size and/or in units of twice this size.

Experience Level — This is a general measure of the equivalent fantasyrole playing level of the standard combatant. This level is equal to theRolemaster level; multiply by 2/3 to obtain the equivalent D&D ® level(see Rulesbook A-4.0).

GENERATING TYPICAL “B ATTLE ” STATSA typical combatant/unit can be generated for a given group/realm by using

the statistics, the material in this section and the material in Section A-1.0 of theRulesbook. The stats obtained by this process are only rough approximationsand should be adjusted based upon the text description for the group/realm.

Movement Rate: Based on ‘Unit Type’, see Unit Type Chart. Modify theMR value by +2" [5cm] for Huge creatures and by +1" [3cm] for Largecreatures (e.g., non-monsters like Ogres and Trolls).

Defense: Based on ‘Unit Type’, see Unit Type Chart. This value ismodified by adding the ‘Level’ statistic divided by 5 (round off).

Endurance: Based on ‘Unit Type’, see Unit Type Chart. This value ismodified by adding the ‘Level’ statistic divided by 2 (round up). Modify theEndurance value by x3 for Huge creatures and by x2 for Large creatures(e.g., non-monsters like Ogres and Trolls).

Maneuver: Based on ‘Unit Type’, see Unit Type Chart. This value ismodified by subtracting the ‘Level’ statistic divided by 5 (round off). Fora ‘Level’ of 4 and a Maneuver value of 9 from the Chart, the Resistance is8 = 9 - (4÷5).

Resistance: This stat is equal to 10 minus the ‘Level’ statistic divided by5 (round off). For a ‘Level’ of 7, the Resistance is 9 = 10 - (7÷5).

Morale: Based on the ‘Morale’ statistic: Poor = 12; Low = 11; Instinctual= 10; Average = 9; Medium = 9; High = 8; Very High = 7; Extremely High= 6; Fanatic = 5.

This value is modified by subtracting the ‘Level’ statistic divided by 5(round off) and by adding the “Morale Mod.” indicated on the Unit TypeChart. The minimum Morale is 4 and the maximum is 13.

Armor: Based on the ‘Armor’ Statistic:-1 = Soft Leather, Leather Jerkin, Quilted Silk Jerkin, Reinforced

Leather Jerkin.-2 = Rigid Leather, Leather Breastplate, Quilted Silk Mail, Light

Mail.-3 = Chain, Chain Mail, Chain Shirt, Chain Hauberk, Scale Mail,

Medium Mail, Heavy Mail, Quilted Silk Breastplate, Half HidePlate.

x1/2 = Plate, Half Plate, Full Plate, Breastplate, Full Hide Plate.

Weapon (Attack, Damage, Range): Based on the ‘Arms’ statistic; choosean appropriate weapon mix from those listed and refer to the WeaponCosts Chart in Section A-1.0 in the Rulesbook for the base Attack,Damage, and Range.

Modify the Attack value by adding the ‘Level’ statistic divided by 2(round off) and by adding the “Attack Mod.” indicated on the Unit TypeChart. Modify the Damage value by +1 for Large creatures and by +2 forHuge creatures.

Shield Bonus: If a combatant/unit has a two-handed weapon, a polearm, ora bow, then the Shield Bonus is ‘+0’; otherwise, the Shield Bonus is ‘+3’.See the Weapon Costs Chart in Section A-1.0 in the Rulesbook for theseweapon classifications.

Formations: Unless stated otherwise in the group/realm text, allowableformations are General Order (9), Battle Order (9), Disbanded (10), andColumn (10).

Modify the Unit Maneuver values in parentheses by subtracting the‘Level’ statistic divided by 5 (round off) and by adding the “Unit Ma Mod.”indicated on the Unit Type Chart.

Modifications Based on ‘Tactical Approach’:Evasive — +2 to Defense, -2 to all Attacks.Careful, Defensive — +1 to Defense, -1 to all Attacks.Offensive, Aggressive — Normal, no modifications.Highly Offensive, Very Aggressive — -1 to Defense, +2 to all

Attacks.Extremely Aggressive / Reckless — -2 to Defense, +3 to all Attacks.

UNIT TYPE CHARTMorale Attack Unit Ma

Unit Type Movement Rate Defense Endurance Maneuver Mod Mod. Mod.

Light Militia 6" (4.5/3/1.5") [15cm(11/8/4)] 8 7 9 +1 +0 +1Medium Militia 5" (4/2.5/1.5") [13cm(10/7/3)] 7 9 10 +1 +1 +1

Light Infantry 6.5" (5/3.5/1.5") [16cm(12/8/4)] 9 8 8 +1 +0 +0Medium Infantry 5.5" (4/3/1.5") [14cm(11/7/4)] 8 11 9 +0 +1 +0Heavy Infantry 4.5" (3.5/2.5/1") [11cm(8/6/3)] 7 14 10 -1 +2 +0

Light Cavalry * 12" (9/6/3) [30(23/15/8)] 9 25 6 +0 +0 -1Medium Cavalry * 10" (7/4.5/2.5") [23cm(17/12/6)] 8 35 7 -1 +1 -1Heavy Cavalry * 8" (6/4/2") [20cm(15/10/5)] 7 45 8 -1 +2 -1

Large Monster 7" (5.5/3.5/2") [18cm(14/9/5)] 9 40 9 +0 +2 —Huge Monster 9" (7/4.5/2.5") [23cm(17/12/6)] 10 70 10 -1 +4 —

* — Based on mount and rider combination.

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GLOSSARY

BEINGS, PLACES ANDTHINGS OF NOTEAsh Lairs: Volcanic deeps, caverns and tunnels inhabited by

ferocious monsters and wicked humanoids.Bladestorm: Accumulated and deadly debris (weapons, armor and

jewels) from countless fleets borne upon tornado-like winds.Chiranu : Avians, including the Hirazi.Coral Road: Underwater remains of an ancient tunnel complex

extending from the northern tip of Folenn into the Broken Ocean.Deep Gates: Ancient barred Portals in the Ash Lairs, opened long

ago, and the source of all the monsters prowling the Ash Lairs.Duskwalkers: An ancient race of powerful beings who once lived

throughout the Bladelands, their ruins are scattered over Folenn.A few watch over Folenn, but their locations are unknown.

Emerald Pool: A volcanic well of bubbling, liquid magic emeraldswhich enhance weapons, and some say, have even greater powers.

Essence: Magical force native to the planet of Kulthea which maybe tapped and used by those few skilled in its use.

Essence Portal: Dusk Walker ruins which allow magical travelfrom distant regions to Folenn.

Essence Storm: A tremendous and potentially devastating flux inEssence energy accompanied by high winds, lightning, seismicactivity, and other unusual weather. Essence storms can also openrandom gates into other locations or worlds (including the onewhere liquid Jewels originate).

Flute Doors: Safe passages through the Gale of Hues invoked byuse of a magical Wind Flute.

Folenn: Continent on the planet Kulthea, the setting of Bladestorm.Gale of Hues: A stormy sky surrounding Folenn, the Gale is misty

and ever-changing in color. Magical in origin, these winds areoften accompanied by Bladestorms.

Gates of Dawn: The easternmost Major Essence Portal on Folenn.A Herald of the Night guards this valuable portal and nearby JewelWell.

Gates of Twilight: Essence portals in southwestern Folenn whichoverlook Dreaming Bay.

Guardians: Protectors of Major Portals and Jewel Wells.Hidden Colonies: The most ancient kingdoms on Folenn, many of

these realms date from the time of the Duskwalkers. The tencolonies of the Pebble Lands are known as the Warring Holds.

Immigrant Domains: Recently established realms, they are forti-fied and aggressive in nature.

Invaders: Fighters from outside Folenn, many sail to the Bladelandsfrom other continents or other worlds, sometimes brought againsttheir will, by an Essence Storm.

Jewel-slime: Liquid gems with a myriad of valuable properties.Containing Essence, Jewel-slime is useful in making or recharg-ing magic items and for powering minor Portals. The slime isdangerous and explosive. Liquid jewels form perfect and almostpriceless gemstones.

Jewel Wells: Rifts in Essence Flows created priceless pools ofbubbling Jewels. two types exist: permanent (noted on the map)and the more common temporary wells, or pools.

Karku : Garks and Krals.Loaru: Dwarves.Lords of Essence: Immensely powerful Immortals who manipulate

lesser groups on Folenn and throughout Kulthea.Lost Immigrants: Expeditions of men who accidentally arrived in

northern Folenn, they are the most recent arrivals (excluding theInvaders) to the Bladelands.

Lugorku : Goblins.Navigators: Mysterious agents of a Guild, they magically transport

people and goods for exorbitant fees.Othmonu: Demons.Pebble Lands: Westernmost Folenn, south of the Ancient Drain and

site of the Warring Holds.Shuluri : Sea Elves.Sky Hues: A range of colors the sky assumes within a Gale of Hues.

Different groups gain or lose power beneath certain hues.Soulslayers: Servants of the Unlife who covet control of the

continent of Folenn.Teranu: Men.Tulingu : Elves.Tokorku : Giants of all persuasions.Ulcathu: Feeder races (including Hue-eaters).Unlife: Unseen evil force native to Kulthea, its many minions

include the Undead and demons galore. The Unlife is devoted tothe destruction of life and the Essence.

Warring Holds: Ten independent states of the Pebble Lands, a partof the Hidden Colonies, they include Cavan, Abdera, Rukon,Harro, Kulm, Marl, Ekeren, Urda, Yolmer and Soluthurn.

Wind Flute: A rare magical instrument which can create interfer-ence in the Gale of Hues, opening a safe passage into or fromFolenn.

112

LLalien 68Lasapanax 57, 81Longreaders of Roarc 57, 64-65Lost Immigrants 5, 57, 79Lugrôki 39, 86Lycooder 57, 63

MManamo 57, 62Marl 24, 27, 95-96Meir 57, 79Morn 57, 79Munull 57, 58

NNefarin 57, 70New Colonies 5, 68

OOgres 36, 37, 46-48, 52, 54, 86, 104-105Olchel 57, 62Ololoco 57Oloponox 57, 68Oolcor 57, 65, 66

PPaia 57, 74Pebble Lands 12Petty Fiefdoms 57, 80

RRill 57, 62Roarc 57, 64Rone 57, 72Royn 57, 68Rukon 12, 13, 14, 33, 38, 44, 89-90

SSaraxa 57, 72Scrym 57Sea Elves 33, 38, 45-47, 50, 51-53, 86, 107-108Sea Trolls 33, 38, 45-47, 50, 51-53, 86, 107-108Slike 57, 76Soluthurn 23-24, 94-95Sool 57, 74Soulslayers 3, 7Steel Rain 7Sull 37-38, 57

TTatanopo 57, 74Thalar (City States) 57, 80Tharo 57, 65Tralf 57, 66

UUrda 23, 30-31, 38, 98Urnull 57, 59

VVancu 57, 60Vyath 57, 75Vylana 57, 71

WWiocoola 57, 71

YYolmer 13, 30, 31-32, 33, 44, 54, 98

INDEXA

Abdera 12, 13, 31, 33-36, 38, 99-100Alchua 57, 80Ancoovur 57, 60Ash Gates 6Avians 11, 44-45

BBear-men 34, 37-38Bladestorm 3,4Borvan 57, 63Breathless 8

CCavan 12, 14, 15-17, 21, 29, 33, 34, 39, 90-92Coral Road 6, 60, 78Cryan 57, 62Cula 57, 76

DDuskwalkers 3, 7, 37Dwarves 9, 41-44, 71, 102-103

EEkeren 28-29, 39, 44, 97Elves 9, 20, 37Emun 57, 59Essence Portals 6

FFeeder Races 11Flute Doors 6

GGalatha 68Garayax 57, 72Garkamun 57, 76-77Garks 9, 46, 74, 76-77, 82Giant Races 10, 43, 84-85Goblins 10, 37, 39-41, 54, 85-86Gobrul (Mountain Goblins) 15, 39-41, 100-102Guardians of the Gale 8

HHarro 18-20, 31, 33, 34, 92-93Hidden Colonies 5, 57, 58Hirazi 11, 44-45, 57, 103, 104

IImmigrant Domains 5, 57, 65Invader States 57, 72

JJeweler 54-55, 108-109Jewel Knights 8, 82

KKalanda 57, 79Kaw Kaw 57, 81Kel Ogru (River Ogres) 46-48Klaykala 66-68Krals 9Kroel 64Kulm 14, 15, 21-22, 23, 26, 28, 39, 93-94

113

Welcome to the Bladelands! We hope you survive your stay. Tohelp get you right into the heat of battle, the Scenario Book includescopies of 18 of these 26 ready-to-play scenarios. All 26 scenarios areincluded in this section, so you can take the Scenario Book apart andstart playing right away — no need to photocopy anything.

The first two Basic Scenarios (#1-#2) are specifically designed touse with Bladestorm’s Basic Rules (see the Rulesbook). Similarly,the four Intermediate Scenarios (#3-#6) which follow will help youlearn and use the Intermediate Rules.

The other scenarios (#7-#26) can be played using Bladestorm’sStandard and/or Optional Rules. With these scenarios you can learnthe system in stages. In addition, using these as models, you candesign your own scenarios (see A-2.0), whether set in the Bladelandsor a world of your choosing. Scenarios #19-#26 are only included inthis section and should be photocopied before playing.

TIME AND SPACEYou can play each of the scenarios presented here in an afternoon

(several hours) or less. The Basic scenarios can be played in underan hour. A standard 4' x 8' gaming table is more than adequate to playalmost all of these scenarios, but some require a 6' by 8' playingsurface, roughly. Of course, if you want to play on the floor, that’sfine too.

TERRAINThere are several ways to represent terrain depicted on the

scenario maps. You can purchase commercially made miniatureterrain features (trees, houses, etc.) or make them yourself out ofanything handy. You could even draw the terrain right on the tabletop, using erasable or water-soluble markers. If you dislike the giventerrain, feel free to modify or ignore it. Just be sure both playersunderstand and approve of the changes. (Refer to the 8 page, Terrainand Painting Manual, for more ideas.)

SCENARIO STATISTICSEach scenario has much information in common and employs the

following terms:

The Tale describes events leading up to combat.Terrain specifies salient features of the battlefield.Victory Conditions detail the circumstances required to win a

scenario. Some scenarios end when the victory conditions arefulfilled by one side or the other instead of after a certain numberof turns.

Player Information details which side is Player #1 and which isPlayer #2. It also outlines how and where the forces set up.

Combatant/Unit Stats detail which miniatures are to be used inplay and what their capabilities are in combat.

STANDARD/OPTIONAL SCENARIO STATISTICSThe Standard/Optional Scenarios include some information not

included in the other scenarios:

Scenario Types — all scenarios are grouped into three types:Ambush, Assault, or Skirmish.

An Ambush usually indicates combat between individualcombatants and units. It can also mean that one side has a hiddenset-up.

An Assault usually indicates combat between units, whereas aSkirmish is a battle between combatants. These divisions mayhelp you decide which scenarios you most want to play.

A Skirmish will usually take far less time to play than anAssault, while an Ambush indicates unequal forces.

Game Length refers to the number of Turns in the scenario. If theword “Varies” appears instead of a number, game length dependson the noted Victory Conditions and/or the arrival of a Bladestorm(see S-13.0 and O-13.0).

Weather give weather at the start of the scenario.Power Hues give the dominant sky color for use with Optional rules

(O-18.2).Bladestorm is the percentage chance of a Bladestorm occurring on

any given turn (see S-13.0). Roll at the end of each turn. If theOptional Rules in O-13.0 are used, an active Bladestorm willdisappear “1D6 ÷ 2” (round up) rounds after one side is elimi-nated. If both players agree, the A-2.0 Bladestorm chance can beused instead of the fixed value given in each scenario.

THE SCENARIOS

114

Random Encounter gives the percentage chance (roll 2D10: onedie is tens, the other is ones) that an unexpected beast will appearon the battlefield at the start of a battle. If one appears, the playersmay choose a beast from the Sourcebook or they may create thestats for one using the guidelines in the Summoning spell (O-14.3)on page 48 of the Rulesbook (use 3D6 or 4D6 PPs). To determinewho controls such a beast, roll a D6 at the beginning of each turn:on a roll of 1-3, Player #1 controls it, while on a roll of 4-6, Player#2 controls it.

Special Rules are scenario-specific modifications to the rules. Feelfree to alter or ignore them.

The special and optional in the scenarios are just that —optional. If you don’t feel like using them, especially at first, don’t.Again, make sure both players know of and agree with whichOptional Rules you’re using. The Rulesbook Appendix (A-3.0)provides a checklist for deciding and keeping track of whichoptional rules are being used.

Aftermath explains the potential outcome of a battle.

SPECIAL NOTATIONThe Standard/Optional scenarios include several standard nota-

tions:

† — Only used with Optional Rules.‡ — A “thrown weapon,” once the weapon has been used for a

missile attack, it is no longer available for use (mark through itsentry on the combatant’s record sheet).

A FINAL NOTEWe hope you enjoy your stay in the Bladelands. Have a brutal day!

It may be your last!

SCENARIO #1

“ WARRIORS OF ASH”Basic Game Scenario: A large Sea-troll fights three tough Moun-

tain Goblins.The Tale: Beneath the Folenn Spikes lie labyrinthine caverns

known as the Ash Lairs. The Ash Lairs run beneath both land andsea. Within their dark passages foul creatures incessantly battleone another. In this scenario, a Sea-troll from under the BrokenOcean is hunting in drier caverns. It comes upon three tastyGoblins.

Terrain: The impassable walls of a cavern and four impassablepillars. Note that the gaps marked as 1" [25mm] cannot betraversed by the Troll — his base is 1.25" [32mm] wide. A full-sized playing surface is included.

Victory Conditions: To win, a player must eliminate all of hisopponent’s combatants.

Player #1: The Goblins; move first and set up as indicated on themap.

Player #2: The Sea-troll; move second and set up as indicated on themap.

SEA-TROLL CRO, Greater Goblin(Large Claws) (2H-sword)

Movement Rate .... 7" [18cm] Movement Rate .... 6" [15cm]Melee Attack ............. 3D6+4 Melee Attack .... 2D6+D10+3Melee Damage .......... High+2 Melee Damage High+Low+2Defense ............................. 10 Defense ............................... 9Endurance (51) .................. ❏ Endurance (18) ............ ❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏

ARGH, Lesser Goblin MONTU, Lesser Goblin(Scimitar) (Scimitar)

Movement Rate .... 5" [13cm] Movement Rate .... 5" [13cm]Melee Attack .............. 3D6-2 Melee Attack .............. 3D6-1Melee Damage .......... High+2 Melee Damage .......... High+2Defense ............................... 7 Defense ............................... 7Endurance (10) ...... ❏❏❏❏❏ Endurance (10) ...... ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏

1 in

2.5 cm

N

#1

115

1 in

2.5 cm

#2 "A TEST OF ARMS"

N

wall

SCENARIO #2

“A TEST OF ARMS”Basic Game Scenario: Three Footmen of Cavan vs. three Footmen

of Rukon.The Tale: In a daring and unprecedented move, Brool Highrunners

of Rukon raid a Cavan outpost in the Folenn Spikes. Cavanfootmen rush out into the level valley to do battle with theHighrunners.

Terrain: Clear terrain. 15" x 15" playing surface. A wall runsnorthwest to southeast through the skirmish site, but an openingallows for the flow of combatants.

Victory Conditions: To win, a player must eliminate all hisopponent’s combatants from the playing surface.

Player #1: Rukon Highrunner Skirmishers; set up first within 1"[3cm] of the south edge; move first.

Player #2: Cavan Garrison Skirmishers; set up last within 1" [3cm]of the north edge; move last.

ARNO, Rukon GARV, Rukon(Spear) (Short Sword)

Movement Rate .... 6" [15cm] Movement Rate .... 5" [13cm]Melee Attack .............. 3D6-2 Melee Attack .............. 3D6-1Melee Damage .......Lowx2+2 Melee Damage .............. HighDefense ............................... 8 Defense ............................... 7Endurance (8) .............. ❏❏❏ Endurance (10) ...... ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏

STAEL, Rukon RASER, Cavan(Battleaxe) (Flail)

Movement Rate .... 6" [15cm] Movement Rate .... 5" [13cm]Melee Attack ..... 2D6+D10-3 Melee Attack ................. 3D6Melee Damage High+Low+1 Melee Damage ....... Highx2-1Defense ............................... 9 Defense ............................... 9Endurance (15) ...... ❏❏❏❏❏ Endurance (14) ......... ❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

TIXOM, Cavan NOVI, Cavan(Broadsword) (Mace)

Movement Rate .... 5" [13cm] Movement Rate .... 6" [15cm]Melee Attack .............. 3D6-1 Melee Attack ................. 2D6Melee Damage .......... High+2 Melee Damage .......... High+1Defense ............................... 7 Defense ............................... 8Endurance (7) ................. ❏❏ Endurance (11) ...... ❏❏❏❏❏

❏❏❏❏❏ ❏ ❏❏❏❏❏

116

SCENARIO #3

“CALL OF THE WILD”Intermediate Game Scenario: Two Adventurers vs. a Large Sull

Bear.The Tale: In the badlands of Sull, near the Falling Wood, Finiul and

Teleul (two adventurers from Cavan) stumble upon Bear-men.These Bear-handlers release one of their charges to attack the twoadventurers.

Terrain: Mixed Clear, Brush, and Heavy Woods. 16"(N-S) x11"(E-W).

Victory Conditions: To win, a player must eliminate all hisopponent’s combatants from the playing surface.

Player #1: Adventurers; set up first within 1" of north edge. movefirst.

Player #1: Bear; set up last within 1" of south edge; move last.

FINIUL TELEUL(Rapier, Shield, (Falchion, Composite Bow,

Soft Leather Armor) Rigid Leather Armor)

Movement Rate .... 7" [18cm] Movement Rate .... 6" [15cm]Melee Attack ............. 2D6+6 Melee Attack ........ 2D6+D10Melee Damage .......Lowx2+1 Melee Damage .......... High+2Missile Attack ............... none Missile Attack ........ D6+D10Missile Damage ............ none Missile Damage ..... Lowx2+1Defense ............................... 9 Defense ............................... 8Shield Bonus ..................... +3 Shield Bonus .................... +0Armor ................................ -1 Armor ................................ -2Endurance (9) ........... ❏❏❏❏ Endurance (13) ............ ❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

LARGE BEAR(Medium Bite, Soft Leather Hide)

Movement Rate .... 9" [23cm] Defense ............................. 10Melee Attack ............. 3D6+4 Shield Bonus .................... +0Melee Damage .......... High+2 Armor ................................ -1Missile Attack ............... none Endurance (46) .. ❏ ❏❏❏❏❏

Missile Damage ............ none ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏

117

SCENARIO #4

“ DEMON’S PREY”Intermediate Game Scenario: A Lord of Kulm vs. an Agath.The Tale: In an ill-fated but bold adventure, Lord Holu lost all his

retainers in the treacherous Ash Lairs. Alone and somewhatfatalistic, he makes his way back to the surface world. Unfortu-nately, a foul demon blocks his way.

Terrain: Irregular cavern. 32"(N-S) x 22"(E-W).Victory Conditions: To win, a player must eliminate his opponent’s

combatant from the playing surface.Player #1: Agath; set up last within 1" of south edge of playing

surface; move first.Player #2: Lord Holu; set up first within 1" of north edge of playing

surface; move last.

LORD HOLU AGATHKulmean Warrior-lord Flightless Demon-dragon

(Magic Broadsword, Shield, (Large Claw/Bite,and Helm & Plate Armor) Rigid Leather Skin)

Movement Rate .... 5" [13cm] Movement Rate .. 12" [30cm]Melee Attack ............. 3D6+6 Melee Attack ............. 3D6+8Melee Damage .......... High+4 Melee Damage ..... Mediumx2Missile Attack ............... none Missile Attack ...............noneMissile Damage ............ none Missile Damage .............noneDefense ............................. 11 Defense ............................. 13Shield Bonus ..................... +5 Shield Bonus .................... +0Armor ..............damage x 1/2 Armor ................................ -2Endurance (27) ............... ❏❏ Endurance (50) .. ❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏ ❏❏❏❏❏ ❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

N

5 in

12.5 cm

#4 "DEMONS PREY"

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SCENARIO #5

“THE WAGES OF SIN”Intermediate Game Scenario: A Lord of Kulm and his aide vs.

three Ekeren Bandits.The Tale: Warrior-lord Boku’s Lady of Kulm set him on a quest as

punishment for being untrue to her. (In a moment of weakness hewas swayed by the charms of another woman.) To get back in LadyJay’s good graces, he is to retrieve liquid gems from the JewelWell in the Folenna Spikes. On the way back, he encountersEkeren renegade-bandits eager to slit his throat and steal hisgleaming, invaluable prize.

Terrain: Mixed Brush and Heavy Woods. 32"(E-W) x 22"(N-S).Victory Conditions: To win, a player must eliminate all his

opponent’s combatants from the playing surface.Player #1: Ekeren Bandits; set up last within 1" of south edge; move

first.Player #2: Kulmean Lord and Aide; set up first within 1" of north

edge; move last.

ODOM, Ekeren ELIN, Ekeren(Warhammer, Thr. Daggers, (Morning Star, Short Bow,Shield, Soft Leather Armor) Rigid Leather Armor)

Movement Rate .... 6" [15cm] Movement Rate . 5.5" [14cm]Melee Attack .............. 3D6-1 Melee Attack ........ 2D6+D10Melee Damage .......... High+1 Melee Damage .......... High+2Missile Attack ................ 2D6 Missile Attack ............ 2D6-1Missile Damage ..... Lowx2-1 Missile Damage ......... Lowx2Defense ............................... 7 Defense ............................... 8Shield Bonus ..................... +4 Shield Bonus .................... +0Armor ................................ -1 Armor ................................ -2Endurance (9) ........... ❏❏❏❏ Endurance (12) ............... ❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

UXOR, Ekeren(War Mattock, Chain Armor)

Movement Rate .... 5" [13cm]Melee Attack ............. 2D6+3Melee Damage ...... Highx2+1Missile Attack ............... noneMissile Damage ............ noneDefense ............................... 8Shield Bonus ..................... +0Armor ................................ -3Endurance (17) ...... ❏❏❏❏❏

❏❏ ❏❏❏❏❏ ❏❏❏❏❏

BOKU, Kulmean Lord AYDU, Kulmean Aide(Broadsword, Shield, (Handaxe, Shield, Thr. Dagger,

Plate Armor) Soft Leather Armor)

Movement Rate .... 5" [13cm] Movement Rate .... 7" [18cm]Melee Attack ............. 3D6+2 Melee Attack .............. 3D6-1Melee Damage .......... High+2 Melee Damage .......... High+1Missile Attack ............... none Missile Attack ............ 2D6-1Missile Damage ............ none Missile Damage ...... Lowx2-1Defense ............................... 8 Defense ............................... 9Shield Bonus ..................... +4 Shield Bonus .................... +3Armor .............. damage x 1/2 Armor ................................ -1Endurance (25) ...... ❏❏❏❏❏ Endurance (10) ...... ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏

119

SCENARIO #6

“ SUBTERRANEANDOOM”

Intermediate Game Scenario: Five Goblins vs. three Dwarves.The Tale: Within the dark myriad passages of the Ash Lairs,

between King’s Warren and Goblin Deeps, a series of bloodyskirmishes rage. Hard-pressed Dwarves tenaciously resist theattacks of bloodthirsty and greedy Goblins.

Terrain: Irregular cavern. 32"(N-S) x 22"(E-W).Victory Conditions: To win, a player must eliminate all his

opponent’s combatants from the playing surface.Player #1: Goblins; set up last within 1" of south edge of playing

surface; move first.Player #2: Dwarves; set up first within 1" of north edge; move last.

LURG, Goblin GOBBET, Goblin(Club, Soft Leather Armor) (War Mattock, Soft Leather)

Movement Rate . 4.5" [11cm] Movement Rate . 4.5" [11cm]Melee Attack .............. 2D6-1 Melee Attack ................. 2D6Melee Damage .............. High Melee Damage ...... Highx2+1Missile Attack ............... none Missile Attack ...............noneMissile Damage ............ none Missile Damage .............noneDefense ............................... 8 Defense ............................... 7Shield Bonus ..................... +0 Shield Bonus .................... +0Armor ................................ -1 Armor ................................ -1Endurance (6) .................... ❏ Endurance (8) .............. ❏❏❏

❏❏❏❏❏ ❏❏❏❏❏

LUNKA, Goblin BLARTI, Goblin(Mace, Short Bow, Rigid (Handaxe, Shield, Soft

Leather Armor) Leather Armor)

Movement Rate .... 5" [13cm] Movement Rate . 4.5" [11cm]Melee Attack ............. 2D6+2 Melee Attack .............. 3D6-1Melee Damage .......... High+1 Melee Damage .......... High+1Missile Attack ............. 2D6-2 Missile Attack ...............noneMissile Damage ......... Lowx2 Missile Damage .............noneDefense ............................... 8 Defense ............................... 7Shield Bonus ..................... +0 Shield Bonus .................... +3Armor ................................ -2 Armor ................................ -1Endurance (7) ................. ❏❏ Endurance (9) ........... ❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏

DUURT, Goblin BORUL, Dwarf(Scimitar, Shield, (Battleaxe, Plate Armor)

Rigid Leather Armor)

Movement Rate .... 5" [13cm] Movement Rate . 5.5" [14cm]Melee Attack ................. 3D6 Melee Attack ........ 2D6+D10Melee Damage .......... High+2 Melee Damage High+Low+1Missile Attack ............... none Missile Attack ...............noneMissile Damage ............ none Missile Damage .............noneDefense ............................... 8 Defense ............................... 8Shield Bonus ..................... +4 Shield Bonus .................... +0Armor ................................ -2 Armor .............. damage x 1/2Endurance (10) ...... ❏❏❏❏❏ Endurance (16) .. ❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

N

5 in

12.5 cm

#6 "SUBTERRANEAN DOOM"

FANUL, Dwarf KUNDUL, Dwarf(Handaxe, Shield (Flail, Light Crossbow,

Chain Armor) Chain Armor)

Movement Rate .... 5" [13cm] Movement Rate .... 5" [13cm]Melee Attack ................. 3D6 Melee Attack ............. 3D6+1Melee Damage .......... High+1 Melee Damage ....... Highx2-1Missile Attack ............... none Missile Attack ............ 2D6-1Missile Damage ............ none Missile Damage ..... Lowx2+1Defense ............................... 7 Defense ............................... 8Shield Bonus ..................... +3 Shield Bonus .................... +0Armor ................................ -3 Armor ................................ -3Endurance (10) ...... ❏❏❏❏❏ Endurance (12) ............... ❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

120

SCENARIO #7

“ DESPERATEMEASURES”

Scenario Type: Ambush. Game Length: 30 Turns.Setting: In the Western foothills of the Folenn Spikes, Central

Pebble Lands.The Tale: Kulm has invaded Ekeren in early Summer, smashing

Ekeren forces in the Climbing River Massacre. Poised on the edgeof total victory, Kulmean commanders falter, unsure of how bestto exploit the situation. After a delay, Kulmean forces fan out intothe Ekeren countryside. Ekeren mountain holds have thwartedKulm in the past, but without troops to man them, their castles areworthless. What little Ekeren might remains is tied up garrisoningnearby villages. The shattered Ekeren Army offers resistancewherever possible, hoping to slow the Kulmean invasion longenough to muster the forces necessary to defend their holds. Oneimportant action is fought before the Climbing Bridge.

The invaders must cross the Climbing River at this bridge, orbuild one over its rushing, chill waters. Ekeren miners are busydestroying the bridge, but will not be finished by the time Kulmeanforces arrive. Individual Ekeren footmen seek to slow the invad-ers, harrassing them along the winding valley trail which leads tothe Climbing Bridge. In this scenario, Kulmean forces lead byLord Duru must rapidly break through commander Malon’s smallEkeren holding force.

Terrain: A valley running from East to West approximately bisectsthe rough, steep slopes to either side. The valley floor is Roughwith a 1.5" [4cm] wide Path running along it; the hills to either sideare Steep Slopes; the forests are Medium Woods;& the playingsurface is 65" [165cm] (E-W) by 45" [114cm] (N-S).

Weather: Clear, no wind. Power Hues: Roll Randomly.Bladestorm: 18 (3D6). Random Encounter: 12%.Special Rules:

1. To set up, the Ekeren player writes down the location of all hiscombatants rather than placing them on the playing surface. Thismay be accomplished by noting its inches [cm] west by inches[cm] south or by photocopying map diagram (permission given)and marking Ekeren positions, for example. They may be placedanywhere as long as they are more than 8" [20cm] from theWestern edge. An Ekeren combatant is revealed only if aKulmean combatant passes within 2" [5cm] of them or if theEkeren combatant makes an attack or if the Ekeren combatantmoves.

2. The first attack roll a hidden Ekeren combatant makes ismodified by +4 because of its ambushing status. Subsequentattacks are resolved normally.

3. When setting up, the Ekeren player secretly notes the locationof a 2" [5cm] by 2" [5cm] area, more than 8" [20cm] from theWestern edge. Use a method described above in Special Rule #1.This area is trapped; a landslide may be released by the Ekerenplayer at any time. This rockfall has a Melee Attack of 5D6+1and Melee Damage of ‘Mediumx2-2’ which affects all withinthe trapped area. Afterwards, this section of the valley slowsmovement to 1/4. Of course, the trap may only be used once pergame.

4. An Ekeren combatant is not forced to engage an enemycombatant when moving within 1" of him (see S-6.4). An Ekerencombatant is not forced to engage an enemy unit when movingwithin 1"-2" of it (see S-6.4); normal restrictions apply whenmoving within 1" of an enemy unit.

Special Note: Scenario may be improved through use of aGamemaster to keep track of hidden placement.

Victory Conditions: To win, the Kulmean player must exit 12combatants off the Eastern edge via the path or clear all Ekerenfigures from the playing surface by the end of thirty Turns. Anyother result is an Ekeren victory.

Aftermath: Forced to march through a narrow valley, Kulmeanunits are beset by numerous Ekeren ambushes. By landslide andarrow, men of the shattered Ekeren army slow the invader, oftenat the cost of their lives. But will the delaying action be a success;will the Climbing Bridge be destroyed? With the Kulmean inva-sion stalled at the crossing, Ekeren garrisons shift to their moun-tain holds. Or will the Climbing Bridge be secured, threatening themountain fortresses of Ekeren?

KULM: WARRIORS AND LORDS OFTHE REALMPlayer 1: Set up Last, in Column Order, within 5" [13cm] ofWestern edge, on the trail. Move First.

ELITE SWORDSMEN (21)Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ..... +4 Chain Armor : .......... -3

Endurance: ........ 10 Maneuver† ..... 11 Resistance† .......... 9

Weapon Attack Damage RangeBroadsword ........ 3D6+2 .............. High+2 .......... NoneSpear .................. 3D6+1 .............. Lowx2+2 ....... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____

#8 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #12 ❏❏❏❏❏ m❏❏❏❏❏ : _____#9 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #13 ❏❏❏❏❏ m❏❏❏❏❏ : _____#10 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #14 ❏❏❏❏❏ m❏❏❏❏❏ : _____#11 ❏❏❏❏❏ m❏❏❏❏❏ : ____

#15 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #19 ❏❏❏❏❏ m❏❏❏❏❏ : _____#16 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #20 ❏❏❏❏❏ m❏❏❏❏❏ : _____#17 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #21 ❏❏❏❏❏ m❏❏❏❏❏ : _____#18 ❏❏❏❏❏ m❏❏❏❏❏ : ____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1Square (9) † +1 +2 +0 -3 +2Shield Wall (9) † +0 +4(+2) +0 +5(-2) +2

Note: May operate as three 7-combatant units or a 21-combatant unitor as a 7-combatant unit and a 14-combatant unit.

121

N

10 in

25 cm

#7 "DESPERATE MEASURES"

NARON(Two-handed Sword, Long Bow,

Chain Armor)Move.Rate ....... 6" (4.5"/3"/1.5") Shield Bonus ......................... +0

[15cm(11/8/4)]Melee Attack ......... 2D6+D10+3 Armor ..................................... -3Melee Damage ...... High+Low+2 Maneuver ................................. 9Missile Attack .......... D6+D10+1 Morale ...................................... 7Missile Damage .......... Lowx2+2 Endurance (17)Range Mod .... -2 per 20" [50cm] ❏❏❏❏ ❏❏❏❏❏Defense .................................. 10 m❏❏❏ ❏❏❏❏❏

MALON — Ekeren LeaderMove.Rate: .......... 7" (5.5"/3.5"/2") [18cm(14/9/5)] Morale: ..... 6

Defense: ...... 11 Shield Bonus: ..... +4 Chain Armor : .......... -3

Endurance: ........ 22 Maneuver† ....... 8 Resistance† .......... 7

Weapon Attack Damage RangeFalchion ............. 2D6+D10+3 ..... High+2 .......... NoneLong Bow .......... D6+D10+2 ....... Lowx2+2 ....... -2 per 20" [50cm]

❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏ : ________________

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +2 Defense Mod: .............................. +2

Maneuver Mod† ........... +1 Influence Range: ........... 10" [25cm]

LORD DURU — Kulmean LeaderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ........ 7 Shield Bonus: ..... +4 Plate Armor : ....... x1/2

Endurance: ........ 19 Maneuver† ..... 11 Resistance† .......... 8

Weapon Attack Damage RangeBroadsword ............. 3D6+5 .............. High+2 ............. NoneFlail ......................... 3D6+3 .............. Highx2-1 .......... NoneSpiked Mace ........... 2D6+7 .............. High+2 ............. None

❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏ : ______________________

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................... 0 Defense Mod: .............................. +1

Maneuver Mod † ............ 0 Influence Range: ........................... 0

EKEREN: REMNANTS OF THEEKEREN FIELD ARMYPlayer 2: Set up First anywhere (see Special Rules #1 and #3).Move Last.

EKEREN LIGHT DEFENSE (8)Move.Rate: .......... 7" (5.5"/3.5"/2") [18cm(14/9/5)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ..... +0 S. Leather Armor : ... -1

Endurance: .......... 9 Maneuver† ....... 7 Resistance† .......... 9

Weapon Attack Damage RangeShort Sword ....... 3D6+2 .............. High .............. NoneLong Bow .......... D6+D10 ........... Lowx2+2 ....... -2 per 20" [50cm]

#1 ❏❏❏❏❏ m❏❏❏❏ : _______ #5 ❏❏❏❏❏ m❏❏❏❏ : ________#2 ❏❏❏❏❏ m❏❏❏❏ : _______ #6 ❏❏❏❏❏ m❏❏❏❏ : ________#3 ❏❏❏❏❏ m❏❏❏❏ : _______ #7 ❏❏❏❏❏ m❏❏❏❏ : ________#4 ❏❏❏❏❏ m❏❏❏❏ : _______ #8 ❏❏❏❏❏ m❏❏❏❏ : ________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1

HANSOR DOLLON(Mace, Shield, Long Bow, (Broadsword, Shield, Long

R. Leather Armor) Bow, Rigid Leather Armor)Move.Rate ............. 8" (6"/4"/2") Move.Rate ............. 8" (6"/4"/2")

[20cm(15/10/5)] [20cm(15/10/5)]Melee Attack .................. 2D6+4 Melee Attack ................... 3D6+1Melee Damage ............... High+1 Melee Damage .............. High+2Missile Attack .............. D6+D10 Missile Attack ......... D6+D10+1Missile Damage .......... Lowx2+2 Missile Damage .......... Lowx2+2Range Mod .... -2 per 20" [50cm] Range Mod .... -2 per 20" [50cm]Defense .................................. 11 Defense ................................... 10Shield Bonus .......................... +3 Shield Bonus ......................... +3Armor ..................................... -2 Armor ..................................... -2Maneuver ............................... 10 Maneuver ................................. 9Morale ..................................... 7 Morale ...................................... 8Endurance (18) Endurance (14)

❏❏❏❏ ❏❏❏❏❏ ❏❏ ❏❏❏❏❏m❏❏❏❏ ❏❏❏❏❏ m❏❏ ❏❏❏❏❏

122

SCENARIO #8

“ STORMIN’WEATHER”

Scenario Type: Assault. Game Length: Varies.Setting: Northern Yolmer, Late Autumn.The Tale: Commander Irdfal’s raiding party has campaigned in

Yolmer for three months. Although sometimes victorious andloaded down with loot, they are exhausted. These Urdan raidersneed winter quarters, but deep as they are in Yolmerian territory,lodging can not be gained without a fight. Sighting what isbelieved to be a lightly held fortress outside Yol Yoy in easternYolmer, the Urdan warriors attack. Within the wooden pallisades,Grev Tarr’s Yolmerian warriors defend their territory (and theirlives!) with greater than expected resistance, even though the maingate has been battered down. With the storms of winter approach-ing, Irdfal resolves to continue the assault on the fortress untilsuccessful. Retreat this late in the season would prove disastrousas well as embarrassing.

Terrain: A rectangular wooden fort on a Sloping hillock is borderedon the southwest by Light woods and a small Stream. The playingsurface is 65" [165cm] (N-S) x 45" [114cm] (E-W).

Weather: High winds from the South (see Special Rule #1).Power Hues: Roll Randomly.Bladestorm: 17+ (3D6) Random Encounter: 5%.

N

10 in

25 cm

#8 "STORMIN' WEATHER"

Special Rules:1. High winds from the South affect missile attacks. Attacks made

in the SE to SW arc are modified by -4. Attacks in the SE to Eastarc and the SW to West arc are modified by -3. Attacks in the Eastto NE arc and the West to NW arc are modified by -2. Attackstoward all other directions are modified by -1. Attacks on theedge of two arcs use the higher of the two modifiers involved.

2. The gateway into the fortress has been broken down by batteringram just prior to commencement of play. Treat the opening asClear terrain.

3. The Urdan raiders have grappling hooks and ropes with whichto scale the fort’s walls. The wall is 4" [10cm] high, treatclimbing attempts as “Knotted Rope” surface (i.e., it takes atleast 2 turns to climb, see O-6.1). An Urdan unit must disband inorder to climb.

4. If the Bladestorm optional rules (see O-13.0) are used, eachcombatant in the fort only takes 1D6-3 damage each round ofBladestorm effect. Any active Bladestorm will end in 1D6-3rounds when one side or the other is eliminated.

Victory Conditions: To win, the Urdan player must be in solecontrol of the fortress (i.e., the sole occupant). Otherwise, theYolmer player wins.

Aftermath: In a bloody battle, Urdan forces enter the stronghold,but are unable to defeat its defenders. Withdrawing to buildingswithin the fortress, the warriors of Yolmer stand firm. As greaternumbers fall, units dissolve, leaving fighting in the hands ofindividual combatants. The ensuing slaughter will determine whocontrols the badly damaged castle and hold.

URDA: RAIDING PARTYPlayer 2: Set up First outside the fort, in General Order. MoveLast.

URDAN RAIDERS (24)Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 9

Defense: ........ 8 Shield Bonus: ..... +2 S. Leather Armor : ... -1

Endurance: ....... 7/8 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeHand Axe ........... 3D6-1 ............... High+1 .......... NoneShort Bow .......... 2D6-2 ............... Lowx2 ........... -2 per 12" [30cm]

#1 ❏❏❏❏ m❏❏❏ : __________ #5 ❏❏❏❏ m❏❏❏ : ___________#2 ❏❏❏❏ m❏❏❏ : __________ #6 ❏❏❏❏ m❏❏❏ : ___________#3 ❏❏❏❏ m❏❏❏ : __________ #7 ❏❏❏❏ m❏❏❏ : ___________#4 ❏❏❏❏ m❏❏❏ : __________ #8 ❏❏❏❏ m❏❏❏ : ___________

#9 ❏❏❏❏ m❏❏❏❏ : ________ #13 ❏❏❏❏ m❏❏❏❏ : ________#10 ❏❏❏❏ m❏❏❏❏ : _______ #14 ❏❏❏❏ m❏❏❏❏ : ________#11 ❏❏❏❏ m❏❏❏❏ : _______ #15 ❏❏❏❏ m❏❏❏❏ : ________#12 ❏❏❏❏ m❏❏❏❏ : _______ #16 ❏❏❏❏ m❏❏❏❏ : ________

#17 ❏❏❏❏ m❏❏❏❏ : _______ #21 ❏❏❏❏ m❏❏❏❏ : ________#18 ❏❏❏❏ m❏❏❏❏ : _______ #22 ❏❏❏❏ m❏❏❏❏ : ________#19 ❏❏❏❏ m❏❏❏❏ : _______ #23 ❏❏❏❏ m❏❏❏❏ : ________#20 ❏❏❏❏ m❏❏❏❏ : _______ #24 ❏❏❏❏ m❏❏❏❏ : ________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1

Note: May operate as three 8-combatant units or a 16-combatant unitand an 8-combatant unit.

123

SCENARIO #9

“ EVIL BREEDS”Scenario Type: Skirmish. Game Length: Varies.Setting: In the Far southeastern foothills of the Folenna Spikes,

south of the Spice River.The Tale: Lugrôki are mustering in their caverns, ready to spill out

into the Vale of Horror (so named by the stumpy cannibals) tocarve a larger domain from nearby Vancu lands. Expecting littlemore than a small raid, Vancu leaders are astonished by thenumber of Lugrôki facing them. Regardless of the odds, Vancuwarriors anxiously await the coming battle. As everyone in theBladelands knows, Vancu adorn themselves with the tongues oftheir foes; the black, loathsome tongue of Lugrôki they prizeabove all others. This scenario is representative of skirmishing inthe badlands outside the Warring Holds.

Terrain: Rugged lands with a mountain spur running roughly eastto west, covering nearly half the battlefield. All high ground istreated as Steep Slope, the lowlands are Rough. Playing surface is84" [213cm] (E-W) x 60" [152cm] (N-S).

Weather: Dusk. Power Hues: Grey.Bladestorm: 17+ (3D6). Random Encounter: 17%.Special Rules:1. This battle occurs at dusk, so all Lesser Lugrôki have their melee

and missile attacks modified by -2 from Turn #1 to Turn #15 andby -1 from Turn #16 to Turn # 30. Afterwards, they fight normally.

2. The triple-headed War-Claws of the Vancu contain Gems ofSoulslaying. Whenever damage is delivered to a target, that targetmust make a Resistance Roll (see O-14.0). Failure to make this RRresults in immediate removal of the target combatant. For thepurposes of the RR modifications, consider this to be a fifth levelspell attack (i.e., -5 mod).

Victory Conditions: To win, the Lugrôki player must eliminate allVancu forces from the playing surface. Otherwise the Vancuplayer wins.

Aftermath: Meeting at the edge of a mountain’s spur, the two forcesviciously clash. Which will hold sway, Lugrôki numbers or Vancuforces of arms? By nightfall the answer will be known.

VANCU: WARRIORSPlayer 1: Set up Last, within 6" [15cm] of South edge. Move First.

VANCU WARRIORS (10)Move.Rate: .......... 7" (5.5"/3.5"/2") [18cm(14/9/5)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ....... 0 Dr.-skin Armor : ...... -4

Endurance: ........ 13 Maneuver† ....... 9 Resistance† .......... 9

Weapon Attack Damage RangeWar-Claw ................ 3D6 .................. High ................. NoneComposite Bow ...... D6+D10-1 .... Lowx2+1 .... -2 per 15" [38cm]

❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : __ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : ___❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : __ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : ___❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : __ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : ___❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : __ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : ___❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : __ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : ___

Note: May only operate as individual combatants.

IRDFAL — Urdan LeaderMove.Rate: ....... 6.5" (5"/3.5"/1.5") [16cm(12/8/4)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ..... +0 Chain Armor : .......... -3

Endurance: ........ 16 Maneuver† ..... 10 Resistance† .......... 9

Weapon Attack Damage RangeBattle Axe .......... 2D6+D10 ......... High+Low+1. NoneShort Bow .......... 2D6 .................. Lowx2 ........... -2 per 12" [30cm]

❏❏❏❏❏ ❏❏❏ m❏❏❏ ❏❏❏❏❏ : __________________________

Morale Mod: ................. +0 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +0 Influence Range: ............. 5" [13cm]

YOLMER: GUARDIANSPlayer 1: Set up Last, within the fort, in any Battle Order. MoveFirst.

YOLMER GUARDIANS (12)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 8

Defense: ........ 7 Shield Bonus: ..... +0 Chain Armor : .......... -3

Endurance: ........ 10 Maneuver† ..... 11 Resistance† .......... 9

Weapon Attack Damage RangePolearm .............. D6+D10+1 ....... High+Low+1. NoneShort Sword ....... 3D6+2 .............. High .............. NoneLt Crossbow ....... 2D6+1 .............. Lowx2+1 ....... -2 per 18" [45cm]

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #8 ❏❏❏❏❏ m❏❏❏❏❏ : ______

#9 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #10 ❏❏❏❏❏ m❏❏❏❏❏ : _____

#11 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #12 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1Square (9) † +1 +2 +0 -3 +2Hedgehog (10) † +1 +3 +0 -3 +2

Note: May operate as an 8-combatant unit and 4 individual combat-ants.

GREV TARR — Yolmerian LeaderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ...... 10 Shield Bonus: ..... +3 Chain Armor : .......... -3

Endurance: ........ 21 Maneuver† ....... 9 Resistance† .......... 8

Weapon Attack Damage RangeBroadsword ........ 3D6+2 .............. High+2 .......... NoneHvy Crossbow ... D6+D10+2 ....... Lowx2+3 ....... -2 per 18" [45cm]

❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ : __________________

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +0 Influence Range: ............. 5" [13cm]

124

#9 "EVIL BREEDS"

N

10 in

25 cm

GREATER LUGRÔK WARRIORS (6)Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ....... 0 Plate Armor : ....... x1/2

Endurance: ........ 15 Maneuver† ..... 11 Resistance† .......... 9

Weapon Attack Damage RangeWar Mattock ...... 2D6+4 .............. Highx2+1 ...... None

#1 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________#2 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________#3 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________

Weapon Attack Damage RangeFalchion .................. 2D6+1D10+2 .. High+2 ............. NoneComposite Bow ...... 1D6+1D10 .... Lowx2+1 .... -2 per 15" [38cm]

#4 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________#5 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________#6 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________

Note: May only operate as individual combatants.

UKCHU — Lugrôki LeaderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ...... 10 Shield Bonus: ..... +0 Plate Armor : ....... x1/2

Endurance: ........ 26 Maneuver† ..... 10 Resistance† .......... 8

Weapon Attack Damage RangeFalchion .................. 2D6+D10+4 .... High+2 ............. NoneComposite Bow ...... D6+D10+1 ... Lowx2+1 .... -2 per 15" [38cm]

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏ m❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : __________

Morale Mod: ................. +1 Melee Mod: ................................. +2

Missile Mod: ................. +1 Defense Mod: .............................. +0

Maneuver Mod† ........... +0 Influence Range: ........... 10" [25cm]

URKUUM — Vancu LeaderMove.Rate: .......... 7" (5.5"/3.5"/2") [18cm(14/9/5)] Morale: ..... 6

Defense: ...... 10 Shield Bonus: ..... +0 Dr.-skin Armor : ...... -4

Endurance: ........ 28 Maneuver† ....... 9 Resistance† .......... 8

Weapon Attack Damage RangeWar-Claw ................ 3D6+3 .............. High+1 ............. NoneComposite Bow ...... D6+D10+1 ... Lowx2+1 .... -2 per 15" [38cm]

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _______

Morale Mod: ................. +2 Melee Mod: ................................. +2

Missile Mod: ................. +0 Defense Mod: .............................. +0

Maneuver Mod† ........... +0 Influence Range: ........... 10" [25cm]

LUGRÔKI: WAR MOBPlayer 2: Set up First anywhere within 3" [8cm] of the Northedge. Move Last.

LESSER LUGRÔK WARRIORS (8)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 9

Defense: ........ 7 Shield Bonus: ..... +3 S. Leather Armor : ... -1

Endurance: ........ 10 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeWarhammer ....... 3D6-3 ............... High+1 .......... None

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #8 ❏❏❏❏❏ m❏❏❏❏❏ : ______

Note: May only operate as individual combatants.

LESSER LUGRÔK WARRIORS (8)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 9

Defense: ........ 8 Shield Bonus: ..... +3 S. Leather Armor : ... -1

Endurance: ........ 10 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeWarhammer ....... 3D6-2 ............... High+1 .......... None

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #8 ❏❏❏❏❏ m❏❏❏❏❏ : ______

Note: May only operate as individual combatants.

LESSER LUGRÔK WARRIORS (8)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 9

Defense: ........ 7 Shield Bonus: ....... 0 S. Leather Armor : ... -1

Endurance: .......... 9 Maneuver† ....... 8 Resistance† ........ 10

Weapon Attack Damage RangeWarhammer ....... 3D6-3 ............... High+1 .......... NoneShort Bow .......... 2D6-2 ............... Lowx2 ........... -2 per 12" [30cm]

#1 ❏❏❏❏❏ m❏❏❏❏ : _______ #5 ❏❏❏❏❏ m❏❏❏❏ : ________#2 ❏❏❏❏❏ m❏❏❏❏ : _______ #6 ❏❏❏❏❏ m❏❏❏❏ : ________#3 ❏❏❏❏❏ m❏❏❏❏ : _______ #7 ❏❏❏❏❏ m❏❏❏❏ : ________#4 ❏❏❏❏❏ m❏❏❏❏ : _______ #8 ❏❏❏❏❏ m❏❏❏❏ : ________

Note: May only operate as individual combatants.

125

SCENARIO #10

“IRON LEGACY”Scenario Type: Skirmish. Game Length: Varies.Setting: Near a temporary (spontaneous) Jewel Well in central

Harro, 25 miles [40km] west of the Hole Fields, Early SummerThe Tale: Compelled by the Iron Wind, a faction of Unlife from

faraway Mur Fostisyr, adventurous but bewildered Syrkakar war-riors of the Kasir clan pass through a temporary Essence Portal intothe mystical (and dangerous) Bladelands. With the aid of theNavigator, Tydae of Jaiman, this group appears near the anticipatedmagical event, only to be harrassed by an encounter with maraudingSea-trolls. Within moments, the temporary Jewel Well will appear.

“Nothing must prevent our gaining the gem-slime!” cries Ky-duman, the Syrkakar Leader. The Trolls have other plans.

Terrain: Lightly Wooded Sloped hills with a cave mouth (Sea-troll’s Lair Entrance) in side of central hill. Playing Surface is 32"[81cm] (N-S) x 22" [56cm] (E-W).

Weather: Storms. Power Hues: Roll Randomly.Bladestorm: 18 (3D6). Random Encounter: 0%.Special Rules:

1. The sky is very dark, allowing the Sea-trolls to operate normally.2. Any combatant that enters the Sea-troll’s Lair is no longer

available for use in this sceanario.Scenario Note: The Syrkakar are among the so-called “Invaders”

who are not native to the continent of Folenn.

Victory Conditions: The Syrkakar player must eliminate all Sea-trolls from the battlefield. Otherwise, the Sea-troll player wins.

Aftermath: Caught off-balance by the Sea-troll’s sudden attack,many Syrkakar lives will be lost. But can the Mannish warriorssuccessfully drive away the Sea-trolls and gain magical gem-slime for their master, the powerful but hidden Iron Wind?

SYRKAKAR: 9 WARRIORSPlayer 1: Set up First within 12" [30cm] of the Lair opening.Move First.

SYRKAKAR WARRIORS (8)Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ...... 11 Shield Bonus: ....... 0 R. Leather Armor: ... -2

Endurance: ........ 17 Maneuver† ....... 9 Resistance† .......... 9

Weapon Attack Damage RangeShort Sword ............ 3D6+2 .............. High ................. NoneComposite Bow ...... D6+D10-1 .... Lowx2+1 .... -2 per 15" [38cm]

#1 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: _________________ Kyrai#2 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: __________________ Lytai#3 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: ________________ Ny-rab#4 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: _______________Hy-skura#5 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: ________________ Sy-pura#6 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: _________________ Ly-jur#7 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: ________________ Ly-tura#8 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: _______________ Ny-omer

KY-DUMAN — Syrkakar LeaderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ...... 12 Shield Bonus: ..... +0 Chain Armor: .......... -3

Endurance: ........ 27 Maneuver† ....... 8 Resistance† .......... 8

Weapon Attack Damage RangeShort Sword ............ 3D6+5 .............. High ................. NoneComposite Bow ...... D6+D10+1 ... Lowx2+1 .... -2 per 15" [38cm]

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏: _________

Morale Mod: ................. +1 Melee Mod: ................................. +2

Missile Mod: ................. +0 Defense Mod: .............................. +2

Maneuver Mod† ........... +0 Influence Range: ............. 5" [13cm]

SEA-TROLLS: BRUTESPlayer 1: Set up Last, within 8" [20cm] of the Lair opening.Move First.

SEA-TROLLS (4)Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ....... 0 R. Leather Armor: ... -2

Endurance: ........ 40 Maneuver† ....... 9 Resistance† .......... 7

Weapon Attack Damage RangeLarge Claws ....... 4D6 .................. High+2 .......... NoneThrown Rocks .... 4D6+4 .............. Mediumx2 ..... -2 per 3" [8cm]

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏: _________________ Urg

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏: ________________ Barg

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏: ________________ Baak

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏: ________________ Taak

126

SCENARIO #11

“ DEAD OF NIGHT”Scenario Type: Assault. Game Length: Varies.Setting: Southern Rukon, late Autumn.The Tale: After a particularly bloody battle with Rukona forces, an

evil Necromancer raises more troops from battlefield dead. Rein-forced undead armies from Wiocoola march into the Rukonhighlands (near Thol) in search of men to slay and perhaps toenslave. On a stormy night, Zombies and Skeletons find a majordefensive position manned by Rukona troops. Behind their pre-pared earthen walls, Cogar’s men wait in horror as the dead slowlyapproach.

Terrain: Rough terrain everywhere except the 10' tall Steep Slopes(Slope terrain if the Standard Game is used) of the earthen wall andClear terrain within the fort. Playing Surface is 65" [165cm] (E-W) x 45" [114cm] (N-S).

Weather: Rainy Night, Easterly wind. Power Hue: Black.Bladestorm: 16+ (3D6). Random Encounter: 10%.Special Rules:

1. Zombies emit a nauseous odor. Each Rukona Combatant within1.5" [4cm] must make a Resistance Roll (RR) (“spell level” isone, see O-14,0) at the end of every “friendly” Melee CombatPhase. Failure results in a -1 penalties to all rolls for the rest ofthe scenario. This is not cumulative.

N

10 in

25 cm

#11 "DEAD OF NIGHT"

2. “*” — Skeletons take two less points of damage when hit dueto their magical, fleshless nature. This is reflected in their Armorstat.

3. Rain causes a -1 penalty to be applied to all attacks.4. Night visibility reduce the maximum Missile Range to 6"

[15cm].Scenario Note: This scenario can use the Zombie and Skeleton

figures available from Grenadier Miniatures.Victory Conditions: To win, the Undead player must eliminate all

Rukonu forces from the battlefield. If even one Combatant sur-vives until game’s end, the Rukonu player wins.

Aftermath: Desperately fighting Undead forces, the valiant Biscarclansmen resolutely defend their earthen walls. Throughout thenight, skeletons and zombies return to battle anew. With dawn’sfirst light comes Rukona victory and the realization that overthree-quarters of their fellows lay slain.

UNLIFE: WALKING DEADPlayer 1: Set up Last within 6" [15cm] of the South edge inGeneral Order. Move First.

SKELETON UNIT (10)Move.Rate: .................. 4" (3"/2"/1") [10cm(8/5/3)] Morale: ..... 5

Defense: ........ 7 Shield Bonus: ..... +0 No Armor : ............. -2*

Endurance: .......... 8 Maneuver† ....... 9 Resistance† .......... 8

Weapon Attack Damage RangeHandaxe .................. 3D6-3 .............. High+1 ............. NoneBony Grasp ............. 2D6+2 .............. Low .................. None

#1 ❏❏❏❏ m❏❏❏❏ : ________ #6 ❏❏❏❏ m❏❏❏❏ : _________#2 ❏❏❏❏ m❏❏❏❏ : ________ #7 ❏❏❏❏ m❏❏❏❏ : _________#3 ❏❏❏❏ m❏❏❏❏ : ________ #8 ❏❏❏❏ m❏❏❏❏ : _________#4 ❏❏❏❏ m❏❏❏❏ : ________ #9 ❏❏❏❏ m❏❏❏❏ : _________#5 ❏❏❏❏ m❏❏❏❏ : ________ #10 ❏❏❏❏ m❏❏❏❏ : ________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (10) +2 +1 +0 -1 +1Disbanded (13) Unit Ma is used only for reforming the unit.

ZOMBIE UNIT (10)Move.Rate: .............. 3" (2.5"/1.5"/1") [8cm(6/4/2)] Morale: ..... 5

Defense: ........ 9 Shield Bonus: ..... +0 No Armor : ............. -2*

Endurance: ........ 14 Maneuver† ....... 9 Resistance† .......... 8

Weapon Attack Damage RangeHandaxe .................. 3D6-3 .............. High+1 ............. NonePummeling Blow .... D6+D10-1 ....... Low+1 ............. None

#1 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ :#2 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : ___________________________#3 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : ___________________________#4 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : ___________________________#5 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : ___________________________#6 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : ___________________________#7 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : ___________________________#8 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : ___________________________#9 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : ___________________________#10 ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : __________________________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (10) +2 +1 +0 -1 +1Disbanded (13) Unit Ma is used only for reforming the unit.

127

SCENARIO #12

“ KING’S SPORT”Scenario Type: Assault. Game Length: Varies.Setting: Southern Harro, near the Hills of Hail, Late Spring.The Tale: The finest jewellers in all Harro labored on the Crown of

Marl, a valuable gift from king to prince. However, by the time ofPrince Loth’s coronation, the Crown still had not arrived. Harro’smerchants said that it had been lost in transit; they would notreplace it nor reimburse Loth. The recently crowned King Loth,unable to convince the Merchant’s Council, foolishly invaded therichest of all Warring Holds, Harro. (King Loth of Marl thussought to press his claim for remunerations by force of arms.) Hisfinest cavalry charged into Harro, to retrieve the King’s gold.Harro’s mercenaries gathered quickly to defend the realm, meet-ing the King’s Cavalry in battle near the Lambwater River. Thisscenario represents the initial clash of arms between Marl’s RoyalCavalry and Harro’s Mercenaries.

Terrain: The battlefield is bounded by two North-South obstacles;to the east there is a cliff face (impassable except at the Stream andby Climbing) while to the west lies a sandy shoreline and ShallowWater. A Shallow Stream roughly bisects the surface into northand south halves. Additionally, there is a few clumps of MediumWoods scattered about. The playing surface is 96" [244cm] (N)S)x68" [173cm] (E)W).

Weather: Fair. Power Hues: Roll Randomly.Bladestorm: 17+ (3D6). Random Encounter: 3%.Special Rules:

1. If both players agree, one Spell User of 300 points may beincluded in each player’s force (see S-12.0 and A-1.0).

2. The stats given for the mounted combatants are based upon therider and horse combination.

3. “*” — During a melee combat phase, a mounted combatant mayuse his “Horse” attack instead of his weapon attack. The combat-ant must make a maneuver roll (see O-6.4) modified by -3: if themaneuver is successful, the Horse attack proceeds normally;otherwise, no attack may be made that phase.

4. If both players agree, each side can make one of its combatants(not a leader) a Standard Bearer (see O-12.2).

5. Once a Bladestorm appears, any combatants that leave theplaying surface do not count as losses for Victory Conditionpurposes.

Scenario Note: This scenario occurs long ago; the political situationin Marl has since changed.

Scenario Note: This is the only scenario with cavalry in it.Victory Conditions: The side which eliminates the most combat-

ants from the field is the winner.Aftermath: Both cavalry forces were the pride of their respective

armies. On that sunny strand both met in head-long collision. Theensuing fight destroyed both sides, destroying the only majorcavalry units in Warring Holds.

RUKONA: DEFENDERSPlayer 2: Set up First within the earthen walls of the fort inBattle Order. Move Last.

RUKONA MILITIA (16) — Biscar clanMove.Rate: .......... 5.5" (4"/3"/1.5") [14cm(11/7/4)] Morale: ..... 9

Defense: ........ 8 Shield Bonus: ..... +0 Chain Armor : .......... -3

Endurance: .......... 8 Maneuver† ..... 11 Resistance† ........ 10

Weapon Attack Damage RangeHandaxe ............. 3D6-1 ............... High+1 .......... -2 per 3" [8cm]‡Short Sword ....... 3D6 .................. High .............. None

#1 ❏❏❏❏ m❏❏❏❏ : ________ #5 ❏❏❏❏ m❏❏❏❏ : _________#2 ❏❏❏❏ m❏❏❏❏ : ________ #6 ❏❏❏❏ m❏❏❏❏ : _________#3 ❏❏❏❏ m❏❏❏❏ : ________ #7 ❏❏❏❏ m❏❏❏❏ : _________#4 ❏❏❏❏ m❏❏❏❏ : ________ #8 ❏❏❏❏ m❏❏❏❏ : _________

#9 ❏❏❏❏ m❏❏❏❏ : ________ #13 ❏❏❏❏ m❏❏❏❏ : ________#10 ❏❏❏❏ m❏❏❏❏ : _______ #14 ❏❏❏❏ m❏❏❏❏ : ________#11 ❏❏❏❏ m❏❏❏❏ : _______ #15 ❏❏❏❏ m❏❏❏❏ : ________#12 ❏❏❏❏ m❏❏❏❏ : _______ #16 ❏❏❏❏ m❏❏❏❏ : ________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (10) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1Square (10) † +1 +2 +0 -3 +2

Note: May operate as two 8-combatant units or a 16-combatant unit.

COGAR — Rukona LeaderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ........ 9 Shield Bonus: ..... +3 Plate Armor : ....... x1/2

Endurance: ........ 16 Maneuver† ..... 10 Resistance† .......... 9

Weapon Attack Damage RangeShort Sword ....... 3D6+2 .............. High .............. NoneHandaxe ............. 3D6+1 .............. High+1 .......... -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏ m❏❏❏ ❏❏❏❏❏ : __________________________

Morale Mod: ................. +1 Melee Mod: ................................. +0

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +0 Influence Range: ............. 5" [13cm]

128

HARRO: MERCENARIESPlayer 1: Enter North edge of the playing surface East of thecliff. Enter in in Column Order (General Order if the OptionalRules are not being used). Move First.

HARROAN MERCENARYCAVALRY UNIT (10)

Move.Rate: ........ 9" (7"/4.5"/2.5") [23cm(18/12/6)] Morale: ... 8*

Defense: .... 10* Shield Bonus ....... +2 Plate Armor : ....... x1/2

Endurance: ...... 39* Maneuver† ..... 6* Resistance† .......... 9

Weapon Attack Damage RangeLong Sword ............ 3D6+1 .............. High+2 ............. NoneComposite Bow ...... D6+D10-1 .... Lowx2+1 .... -2 per 15" [38cm]Horse* ..................... 3D6+6 .............. Mediumx2-2 .... None

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#5 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#6 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#7 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#8 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#9 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

#10 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : ______________________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (6) +0 +0 +1 +0 +1Battle Order (7) +2 +2 +0 -1 +2Disbanded (9) Unit Ma is used only for reforming the unit.Column (8) † +1 -1 -2 -2 +1Line (8) † +2 +2 +0 +0 -1

Note: May operate as one 6-combatant unit and four individualcombatants.

TIGARON — Harroan Mercenary LeaderMove.Rate: ........ 9" (7"/4.5"/2.5") [23cm(18/12/6)] Morale: ..... 7

Defense: .... 10* Shield Bonus: ..... +3 Plate Armor .......... x1/2

Endurance: ...... 40* Maneuver† ..... 6* Resistance† .......... 8

Weapon Attack Damage RangeLong Sword ............ 3D6+3 .............. High+2 ............. NoneComposite Bow ...... D6+D10+1 ... Lowx2+1 .... -2 per 15" [38cm]Horse* ..................... 3D6+6 .............. Mediumx2-2 .... None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____________________

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 10" [25cm]

MARL: KING’S CAVALRYPlayer 2: Enter South edge of the playing surface East of thecliff. Enter in in Column Order (General Order if the OptionalRules are not being used). Move Last.

ROYAL CAVALRY UNIT (12)Move.Rate: .............. 8" (6"/4"/2") [20cm(15/10/5)] Morale: ..... 8

Defense: ...... 11 Shield Bonus: ..... +0 S. Leather Armor : ... -1

Endurance: ........ 42 Maneuver† ....... 6 Resistance† .......... 9

Weapon Attack Damage RangeSpear .................. 3D6-1 ............... Lowx2+2 ....... -2 per 3" [8cm]‡Short Bow .......... 2D6-2 ............... Lowx2 ........... -2 per 12" [30cm]Horse * ............... 3D6+8 .............. Mediumx2-2 . None

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

#5 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

#6 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

#7 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

#8 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

#9 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

#10 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

#11 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

#12 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (7) +0 +0 +1 +0 +1Battle Order (8) +2 +2 +0 -1 +2Disbanded (9) Unit Ma is used only for reforming the unit.Column (7) † +1 -1 -2 -2 +1

Note: May operate as one 9-combatant unit and three individualcombatants.

129

N10 in

25 cm

#12 "KING'S SPORT"

LORD TABUR — Marl’s LeaderMove.Rate: .............. 8" (6"/4"/2") [20cm(15/10/5)] Morale: ..... 7

Defense: ...... 11 Shield Bonus: ..... +3 S. Leather Armor : ... -1

Endurance: ........ 42 Maneuver† ....... 6 Resistance† .......... 8

Weapon Attack Damage RangeSpear .................. 3D6+1 .............. Lowx2+2 ....... -2 per 3" [8cm]‡Short Bow .......... 2D6 .................. Lowx2 ........... -2 per 12" [30cm]Horse * ............... 3D6+8 .............. Mediumx2-2 . None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : ___________________

Morale Mod: ................. +0 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +0

Maneuver Mod† ........... +0 Influence Range: ........... 10" [25cm]

SCENARIO #13

“ BEAST OF BOTHWORLDS”

Scenario Type: Skirmish. Game Length: Varies.Setting: In the Falling Wood, Early Summer.The Tale: The Bear-men of Sull prize their independence and

solitude greatly, vigorously defending against any and all invad-ers. Sull possesses little to entice an aggressor, but monsterspredisposed to mindless violence are eager to slay them regard-less. In this scenario, an invading group of River Ogres fights theawesome Bear-men of Sull (and their fighting bears as well!) nearthe northern tip of the Falling Wood.

Sull’s fighting bears are trained from birth to fight beside theirmasters and respond to their voice commands without hesitation.If a bear’s handler falls in combats, the bear will defend him to thedeath.

Terrain: Three Sloped hills and sparse Medium Woods are oneither side of a bisecting Stream. The playing surface is 65"[165cm] (E-W) x 45" [114cm] (N-S).

Weather: Light Rain. Power Hues: Roll randomly.Bladestorm: 18 (3D6). Random Encounter: 15%.Special Rules:

1. Any unit may start the game Disbanded.2. A Light Rain is falling, which modifies all attack rolls by -1.3. Ogre combatants may use both attacks (claw and club) each

melee phase, applied to one or two targets.Victory Conditions: The player who has combatants remaining on

the playing surface at the end of the game wins.

BEAR-MEN OF SULLPlayer 2: Set up Last on the East edge of the playing surface.Move Last.

BEAR-MEN (12)Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 9

Defense: ........ 9 Shield Bonus: ..... +0 S. Leather Armor : ... -1

Endurance: ........ 11 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeGreat Sword ....... 2D6+D10-1 ...... High+Low+2. None

#1 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____ #7 ❏❏❏❏❏❏ m❏❏❏❏❏ : _____#2 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____ #8 ❏❏❏❏❏❏ m❏❏❏❏❏ : _____#3 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____ #9 ❏❏❏❏❏❏ m❏❏❏❏❏ : _____#4 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____ #10 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____#5 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____ #11 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____#6 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____ #12 ❏❏❏❏❏❏ m❏❏❏❏❏ : ____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +0 +0 +1 +0 +1Battle Order (10) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.

130

BEAR #1 BEAR #2(Large Claw, Med. Bite, (Large Claw, Med. Bite,

Soft Leather Hide) S. Leather Hide)

Move.Rate .. 9" (7"/4.5"/2.5") Move.Rate .. 9" (7"/4.5"/2.5")[23cm(17/12/6)] [23cm(17/12/6)]

Melee Attack(Claw) .. 3D6+3 Melee Attack(Claw) .. 3D6+3Melee Damage(Claw) ... High Melee Damage(Claw) .. HighMelee Attack(Bite) ........ 3D6 Melee Attack(Bite) ........ 3D6Melee Damage(Bite) High+2 Melee Damage(Bite) High+2Defense ............................. 10 Defense ............................. 10Armor ................................ -1 Armor ................................ -1Maneuver ............................ 8 Maneuver ............................ 8Morale ................................. 7 Morale ................................ 7Resistance ........................... 8 Resistance ........................... 8Endurance (45) ............ ❏❏❏ Endurance (40) .....................

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

N

10 in

25 cm

#13 "BEAST OF BOTH WORLDS"

ULL — Leader of the Bear-menMove.Rate: ........ 9" (7"/4.5"/2.5") [23cm(18/12/6)] Morale: ..... 8

Defense: ........ 9 Shield Bonus: ..... +0 R. Leather Armor: ... -2

Endurance: ........ 16 Maneuver† ....... 7 Resistance† .......... 9

Weapon Attack Damage RangeGreat Sword ....... 2D6+D10+2 ..... High+Low+2 . None

❏❏❏❏❏ ❏❏❏ m❏❏❏ ❏❏❏❏❏ : __________________________

Morale Mod: ................. +0 Melee Mod: ................................. +2

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ............. 5" [13cm]

RIVER OGRES: MARAUDERSPlayer 1: Set up First on the West edge of playing surface. MoveFirst.

RIVER OGRES (6)Move.Rate: .............. 8" (6"/4"/2") [20cm(15/10/5)] Morale: ..... 7

Defense: ...... 10 Shield Bonus: ..... +0 S. Leather Armor: ... -1

Endurance: ........ 33 Maneuver† ....... 7 Resistance† .......... 8

Weapon Attack Damage RangeLarge Claw .............. 3D6+5 .............. High ................. NoneSpiked Club ............ 2D6+3 .............. High+1 ............. None

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________________

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________________

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________________

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________________

#5 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________________

#6 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏ : __________________________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +0 +0 +1 +0 +1Battle Order (10) +1 +1 +0 -1 +1Disbanded (11) Unit Ma is used only for reforming the unit.

131

SCENARIO #14

“TOWN BAITING”Scenario Type: Assault. Game Length: 20 Turns.Setting: The town of Alkoon in northern Cavan, Late Spring.The Tale: A group of organized River Ogres has sailed down the

Writhing River in northern Cavan. Although Commander KuturHan’s men guard the town of Alkoon, he fears that a determinedOgre raid may prove too strong for his battle-weary men. If he canhold out just a little while longer, more troops are on the way fromHone, just thirty miles to the south. As the Ogre unit descendsupon the boggy Cavani capital, Kutur Han has slim hope.

Terrain: A small town is the center of the playing field, surroundedby mostly Clear terrain with some sparse Heavy Woods. If theOptional Rules are not being used, treat the buildings as impass-able terrain. The playing Surface is 65" [165cm] (E-W) x 45"[114cm] (N-S).

Weather: Fair. Power Hues: Roll Randomly.Bladestorm: 17+ (3D6). Random Encounter: 1 %.

N

#14 "TOWN BAITING"

10 in

25 cm

Special Rules:1. Cavan Combatant/Units receive a +1 Defense modifier when

inside buildings (Optional Rules only).2. Either Unit may start Disbanded.3. Each Cavani combatant has 2 spears and may make one missile

attack.Victory Conditions: To win, the Ogre player must eliminate all

Cavani combatants from the town by Game’s End. Otherwise theCavani player wins.

Aftermath: If the River Ogres drive the men of Cavan from Alkoonbefore help arrives, great rapine will result. Can Butur Hoon’s menhold out long enough?

RIVER OGRES: RAIDERSPlayer 1: Enter from any edge on Turn 1. Move First.

RIVER OGRES (8)Move.Rate: .............. 8" (6"/4"/2") [20cm(15/10/5)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ..... +0 S. Leather Hide ........ -1

Endurance: ........ 40 Maneuver† ....... 8 Resistance† .......... 8

Weapon Attack Damage RangeLarge Bash .............. 3D6+3 .............. Medium ........... NoneLarge Claw .............. 3D6 .................. High ................. None

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#5 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#6 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#7 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#8 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (11) +1 +1 +0 -1 +1Disbanded (11) Unit Ma is used only for reforming the unit.

132

SCENARIO #15

“EVIL THATMEN DO”

Scenario Type: Assault. Game Length: 60 turns.Setting: Northern Warring Holds, Summer.The Tale: Late last winter a Bladestorm devoured a battlefield full

of Kulmean and Cavani troops. In its wake it left numerous relicsof earlier battles. One was the legendary Dwarven artifact, TheKingshelm. This conical, steel helm mimics the wearer’s facewhen worn, presenting a weird, double headed aspect. It also addsa +4 bonus to one of its wearer’s stats: Melee Attack, MeleeDamage, Defense, or Morale.

Prince Ulur Akatu of Cavan immediately donned Kingshelm,proclaiming himself Ruler of the Equinox. News quickly spreadto the King’s capital of Luarp, in the Folenna Spikes, and to thetribal Dwarven King Lyskota. (Lyskota is one of three such triballeaders, or Kings.)

Incensed by the effrontery, the Dwarven King demands thatUlur Akatu, loudest of the three ruling Voices of Cavan, return theDwarves’ rightful property. Of course, King Lyskota deliveredthe message with a small army of his finest warriors, the BlackGuard of Luarp, just like the Dwarves of old. Akatu of Cavan haslittle desire to fight, but rather than part with Kingshelm, he fieldshis own army.

N

Obelisk

#15 "EVIL THAT MEN DO"

10 in

25 cm

CAVAN: GARRISONPlayer 2: Set up First anywhere. Move Last.

CAVANI GARRISON (20)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 9

Defense: ........ 8 Shield Bonus: ..... +0 Quilted Armor: ....... -1

Endurance: .......... 9 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeSpear .................. 3D6-1 ............... Lowx2+2 ....... NoneSpear .................. 3D6-1 ............... Lowx2+2 ....... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏ : _______ #6 ❏❏❏❏❏ m❏❏❏❏ : ________#2 ❏❏❏❏❏ m❏❏❏❏ : _______ #7 ❏❏❏❏❏ m❏❏❏❏ : ________#3 ❏❏❏❏❏ m❏❏❏❏ : _______ #8 ❏❏❏❏❏ m❏❏❏❏ : ________#4 ❏❏❏❏❏ m❏❏❏❏ : _______ #9 ❏❏❏❏❏ m❏❏❏❏ : ________#5 ❏❏❏❏❏ m❏❏❏❏ : _______ #10 ❏❏❏❏❏ m❏❏❏❏ : _______

#11 ❏❏❏❏❏ m❏❏❏❏ : ______ #16 ❏❏❏❏❏ m❏❏❏❏ : _______#12 ❏❏❏❏❏ m❏❏❏❏ : ______ #17 ❏❏❏❏❏ m❏❏❏❏ : _______#13 ❏❏❏❏❏ m❏❏❏❏ : ______ #18 ❏❏❏❏❏ m❏❏❏❏ : _______#14 ❏❏❏❏❏ m❏❏❏❏ : ______ #19 ❏❏❏❏❏ m❏❏❏❏ : _______#15 ❏❏❏❏❏ m❏❏❏❏ : ______ #20 ❏❏❏❏❏ m❏❏❏❏ : _______

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.

Note: May operate as two 10-combatant units or a 20-combatant unit.

KUTUR HAN — LeaderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ..... +0 Quilted Armor: ....... -1

Endurance: ........ 14 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeSpear .................. 3D6+1 .............. Lowx2+2 ....... NoneSpear .................. 3D6+1 .............. Lowx2+2 ....... -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : _____________________________

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +0 Influence Range: ........................... 0

133

Unused to maneuvering such a large force, Ulur Akatu widelydisperses his forces to avoid another Bladestorm. In the plainsknown as the Iron Walk (twenty miles east of Alasima, the Cavanicapital), a small part of Ulur Akatu’s force stumbles into part of theDwarven King’s guard.

Terrrain: Generally Clear terrain has a prominent Sloped hill(containing a Navigator’s Obelisk) and sparse Light Woods.Playing Surface is 65" [165cm] ((N-S) x 45" [114cm]E-W)

Weather: Overcast. Power Hues: None.Bladestorm: 15+ (3D6). Random Encounters: 1%.Special Rules:

1. Kingshelm is currently worn by the Cavani leader, Ulur Akatu.It grants wearer one of the following stats per Turn: +4 to eitherMelee Attack, Melee Damage, Defense, or Morale. The wearermust chose the stat to be affected at the beginning of his friendlymovement-missile phase.

2. If both players agree before play begin, a player may attempt touse the Navigator’s Obelisk to summon a Navigator. Operatingthe Obelisk requires a leader be adjacent to the Obelisk for a fullTurn of inactivity; then a 13+ roll on 3D6 summons the Naviga-tor. The Navigator may be used to remove the summoner’sforces from the field of battle or to Summon a Beast (see theSummoning spell in O-14.3, 20 PPs may be used).

3. Cavani forces may not leave the battlefield before Turn 12except by using the Obelisk (see Special Rule #2).

4. If both players agree, each side can make one of its combatants(not a leader) a Standard Bearer (see O-12.2).

5. Once a Bladestorm appears or the Cavani forces retreat, anycombatants that leave the playing surface do not count as lossesfor Victory Condition purposes.

Victory Conditions: The Dwarven player wins by either capturingor eliminating the Cavani leader, thereby retrieving Kingshelm.The Cavani player wins by either capturing or killing the DwarvenKing, or by simply retaining Kingshelm. If the Cavani forcesretreat and have lost more combatants than have the Dwarves, theDwarven player wins.

Aftermath: The Dwarves attack mercilessly and perhaps evendefeat Ulur Akatu. Will the Cavan ruler ransom his life withKingshelm? Will he be forced to do so?

DWARVEN BLACK GUARD (21)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ..... +0 Chain Armor: .......... -3

Endurance: ........ 10 Maneuver† ....... 9 Resistance† .......... 5

Weapon Attack Damage RangeWar Mattock ...... 2D6+2 .............. Highx2 .......... None

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____

#8 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #12 ❏❏❏❏❏ m❏❏❏❏❏ : _____#9 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #13 ❏❏❏❏❏ m❏❏❏❏❏ : _____#10 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #14 ❏❏❏❏❏ m❏❏❏❏❏ : _____#11 ❏❏❏❏❏ m❏❏❏❏❏ : ____

#15 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #19 ❏❏❏❏❏ m❏❏❏❏❏ : _____#16 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #20 ❏❏❏❏❏ m❏❏❏❏❏ : _____#17 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #21 ❏❏❏❏❏ m❏❏❏❏❏ : _____#18 ❏❏❏❏❏ m❏❏❏❏❏ : ____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order(9) +0 +0 +1 +0 +1Battle Order(9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1Square (10) † +1 +2 +0 -3 +2

Note: May operate as three 7-combatant units or a 21-combatant unitor as a 7-combatant unit and a 14-combatant unit.

TRIBAL KING LYSKOTA — Dwarven LeaderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 6

Defense: ...... 13 Shield Bonus: ..... +4 Chain Armor: .......... -3

Endurance: ........ 30 Maneuver† ..... 11 Resistance† .......... 4

Weapon Attack Damage RangeBattleaxe * ......... 2D6+D10+4 ..... High+Low+1. None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ______________________________

Morale Mod: ................. +2 Melee Mod: ................................. +2

Missile Mod: ................. +1 Defense Mod: .............................. +2

Maneuver Mod† ........... +2 Influence Range: ........... 20" [50cm]

* — Lyskota has a special Battleaxe that can be used one-handed.

DWARVES:BLACK GUARD OF LUARPPlayer 1: Set up First within 3" [8cm] of the West edge. MoveFirst.

DWARVEN BLACK GUARD (21)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ..... +0 Chain Armor: .......... -3

Endurance: ........ 10 Maneuver† ....... 9 Resistance† .......... 5

Weapon Attack Damage RangeBattleaxe ................. 2D6+D10 ......... High+Low+1 ... None

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____

#8 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #12 ❏❏❏❏❏ m❏❏❏❏❏ : _____#9 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #13 ❏❏❏❏❏ m❏❏❏❏❏ : _____#10 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #14 ❏❏❏❏❏ m❏❏❏❏❏ : _____#11 ❏❏❏❏❏ m❏❏❏❏❏ : ____

#15 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #19 ❏❏❏❏❏ m❏❏❏❏❏ : _____#16 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #20 ❏❏❏❏❏ m❏❏❏❏❏ : _____#17 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #21 ❏❏❏❏❏ m❏❏❏❏❏ : _____#18 ❏❏❏❏❏ m❏❏❏❏❏ : ____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order(9) +0 +0 +1 +0 +1Battle Order(9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1Square (10) † +1 +2 +0 -3 +2

Note: May operate as three 7-combatant units or a 21-combatant unitor as a 7-combatant unit and a 14-combatant unit.

134

SCENARIO #16

“SEA RAIDERS”Scenario Type: Assault. Game Length: Varies.Setting: Near the Abderan coast, Spring.The Tale: With milder weather come frequent Sea Elf raids along

the shores of the Warring Holds. This year, Abdera is particularlyhard hit. A major Sea Elf group openly advances eastward beyondAdlee (in southern Abdera) almost unhindered by the AbderanMilitia. Thirty-five miles east of Adlee, in a small canyon alongthe banks of the Horse River, Abderan troops under Landan IIprepare for battle against Sea Elf raiders. The commander of theSea Elves, Ka-Tal, feels confident enough (due to previousvictories) to meet the Abderan force head-on.

Terrain: Generally Clear terrain with sparse Medium Woods isroughly bisected by an impassable Cliff-face. This Cliff-face isbreached by a Sloped area (South is higher). The playing surfaceis 65" [165cm] (N-S) x 45" [114cm] (E-W).

Weather: Fair Power Hues: Roll RandomlyBladestorm: 16+(3D6) Random Encounter: 5%Special Rules:

1. If both players agree, the Abderan player may field a 250 pointSpell-caster.

N

#16 "SEA RAIDERS"

10 in

25 cm

CAVAN: IRON VOICEMENPlayer 2: Set up Last within 3" [8cm] of the East edge. MoveLast.

CAVANI IRON VOICEMEN (40)Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ..... +0 Quilted Armor: ....... -1

Endurance: ........ 14 Maneuver† ....... 6 Resistance† .......... 9

Weapon Attack Damage RangeBattleaxe ............ 2D6+D10 ......... High+Low+1 . NoneSpear .................. 3D6+1 .............. Lowx2+2 ....... -2 per 3" [8cm]‡1 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 6 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

2 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 7 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

3 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 8 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

4 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 9 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

5 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 10 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

11 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 16 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

12 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 17 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

13 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 18 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

14 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 19 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

15 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 20 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

21 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 26 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

22 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 27 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

23 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 28 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

24 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 29 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

25 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 30 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

31 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 36 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

32 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 37 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

33 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 38 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

34 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 39 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

35 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏ 40 ❏❏❏❏❏❏❏ m❏❏❏❏❏❏❏

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order(9) +0 +0 +1 +0 +1Battle Order(9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1Square (10) † +1 +2 +0 -3 +2

Note: May operate as four 10-combatant units or two 20-combatantunits or as two 10-combatant unit and a 20-combatant unit.

ULUR AKATU — Cavan Leader“THE LOUDEST VOICE OF CAVAN”

Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ...... 10 Shield Bonus: ..... +0 Plate Armor: ....... x1/2

Endurance: ........ 28 Maneuver† ....... 9 Resistance† .......... 8

Weapon Attack Damage RangeBattleaxe ................. 2D6+D10+3 .... High+Low+1 ... NoneSpear ....................... 3D6+4 ........... Lowx2+2 .... -2 per 3" [8cm]‡‡

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ : _______________________________

Morale Mod: ................. +2 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +2 Influence Range: ........... 15" [38cm]

135

2. If both players agree, the Sea Elf player may field a 300 pointSpell-caster.

3. The canyon face is impassable, but may be Climbed. Thecanyon face is 4" [10cm] high; treat as “Face with Handholds”(i.e., takes at least 2 turns to climb, see O-6.1)

Victory Conditions: To win, the Sea Elf player must exit 15 (of 31)combatants off the South edge of the playing surface. Otherwise,the Abderan player wins.

Aftermath: If the Abderan commander cannot win this battle, thefertile inland regions to the west lie open to the invader. Victoryfor the Sea Elves will mean rich spoils and fleeting but great famebeside the cold crashing waters of the Broken Ocean.

SEA ELVES: RAIDERSPlayer 1: Enter from the North edge on Turn 1. Move First.

SHULUR RAIDERS (30)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ..... +3 Chain Armor: ........... -3

Endurance: ........ 10 Maneuver† ....... 8 Resistance† .......... 8

Weapon Attack Damage RangeSerrated Sh. Sword . 3D6+1 ......... High+1 ............ NoneSpear ....................... 3D6+1 ......... Lowx2+2 ......... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #8 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #9 ❏❏❏❏❏ m❏❏❏❏❏ : ______#5 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #10 ❏❏❏❏❏ m❏❏❏❏❏ : _____

#11 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #16 ❏❏❏❏❏ m❏❏❏❏❏ : _____#12 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #17 ❏❏❏❏❏ m❏❏❏❏❏ : _____#13 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #18 ❏❏❏❏❏ m❏❏❏❏❏ : _____#14 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #19 ❏❏❏❏❏ m❏❏❏❏❏ : _____#15 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #20 ❏❏❏❏❏ m❏❏❏❏❏ : _____

#21 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #26 ❏❏❏❏❏ m❏❏❏❏❏ : _____#22 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #27 ❏❏❏❏❏ m❏❏❏❏❏ : _____#23 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #28 ❏❏❏❏❏ m❏❏❏❏❏ : _____#24 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #29 ❏❏❏❏❏ m❏❏❏❏❏ : _____#25 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #30 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1

Note: May operate as three 10-combatant units or as a 10-combatantunit and a 20-combatant unit.

KA-TAL — Sea Elf LeaderMove.Rate: .......... 7" (5.5"/3.5"/2") [18cm(14/9/5)] Morale: ..... 7

Defense: ........ 8 Shield Bonus: ..... +0 Chain Armor: ........... -3

Endurance: ........ 20 Maneuver† ....... 7 Resistance† .......... 7

Weapon Attack Damage RangeSerrated Sh. Sword . 3D6+4 .............. High+1 ............. NoneSpear ....................... 3D6+3 ........... Lowx2+2 .... -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ : ____________________

Morale Mod: ................. +2 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +0

Maneuver Mod† ........... +0 Influence Range: ........... 20" [50cm]

ABDERA: DEFENDERPlayer 2: Set up First within the canyon. Move Last.

ABDERAN MILITIA (36)Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 9

Defense: ........ 7 Shield Bonus: ..... +3 R. Leather Armor: ... -2

Endurance: .......... 8 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeShort Sword ....... 3D6+1 .............. High .............. NoneDagger ................ 2D6+3 .............. Lowx2-1 ........ -2 per 3" [8cm]‡

#1 ❏❏❏❏ m❏❏❏❏ : ________ #4 ❏❏❏❏ m❏❏❏❏ : _________#2 ❏❏❏❏ m❏❏❏❏ : ________ #5 ❏❏❏❏ m❏❏❏❏ : _________#3 ❏❏❏❏ m❏❏❏❏ : ________ #6 ❏❏❏❏ m❏❏❏❏ : _________

#7 ❏❏❏❏ m❏❏❏❏ : ________ #10 ❏❏❏❏ m❏❏❏❏ : ________#8 ❏❏❏❏ m❏❏❏❏ : ________ #11 ❏❏❏❏ m❏❏❏❏ : ________#9 ❏❏❏❏ m❏❏❏❏ : ________ #12 ❏❏❏❏ m❏❏❏❏ : ________

#13 ❏❏❏❏ m❏❏❏❏ : _______ #16 ❏❏❏❏ m❏❏❏❏ : ________#14 ❏❏❏❏ m❏❏❏❏ : _______ #17 ❏❏❏❏ m❏❏❏❏ : ________#15 ❏❏❏❏ m❏❏❏❏ : _______ #18 ❏❏❏❏ m❏❏❏❏ : ________

#19 ❏❏❏❏ m❏❏❏❏ : _______ #22 ❏❏❏❏ m❏❏❏❏ : ________#20 ❏❏❏❏ m❏❏❏❏ : _______ #23 ❏❏❏❏ m❏❏❏❏ : ________#21 ❏❏❏❏ m❏❏❏❏ : _______ #24 ❏❏❏❏ m❏❏❏❏ : ________

Weapon Attack Damage RangeRapier ................. 2D6+5 .............. Lowx2+1 ....... NoneDagger ................ 2D6+3 .............. Lowx2-1 ........ -2 per 3" [8cm]‡

#25 ❏❏❏❏ m❏❏❏❏ : _______ #28 ❏❏❏❏ m❏❏❏❏ : ________#26 ❏❏❏❏ m❏❏❏❏ : _______ #29 ❏❏❏❏ m❏❏❏❏ : ________#27 ❏❏❏❏ m❏❏❏❏ : _______ #30 ❏❏❏❏ m❏❏❏❏ : ________

#31 ❏❏❏❏ m❏❏❏❏ : _______ #34 ❏❏❏❏ m❏❏❏❏ : ________#32 ❏❏❏❏ m❏❏❏❏ : _______ #35 ❏❏❏❏ m❏❏❏❏ : ________#33 ❏❏❏❏ m❏❏❏❏ : _______ #36 ❏❏❏❏ m❏❏❏❏ : ________

Formation Melee Missile(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (10) +2 +2 +0 -1 +2Disbanded (12) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1Square (10) † +1 +2 +0 -3 +2

Note: The combatants armed with short swords (#1-24) may operate asfour 6-combatant units or two 12-combatant units or as two 6-combatant unit and a 12-combatant unit. The combatants armedwith rapiers (#25-36) may operate as two 6-combatant units or a12-combatant unit.

LANDAN II — Abderan LeaderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ........ 9 Shield Bonus: ..... +0 R. Leather Armor: .... -2

Endurance: ........ 16 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeShort Sword ....... 3D6+3 .............. High .............. NoneLt Crossbow ....... 2D6+2 .............. Lowx2+1 ....... -2 per 12" [30cm]

❏❏❏❏❏ ❏❏❏ m❏❏❏ ❏❏❏❏❏ : __________________________

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 10" [25cm]

136

SCENARIO #17

“DEAD BLACK”Scenario Type: Ambush. Game Length: Varies.Setting: Near the Goblin-hold of Drong and the Ash Lands, Late

Summer.The Tale: Undeterred by considerable losses, Goblins have invaded

the Dwarven ore-mines of Luarp. Outnumbered, Dwarves of theDark Tribe led by King Lyskota’s son ambush and punish theGobrul warriors without discouraging them. After pushing backDwarven defenders in the labyrinths of Luarp, individual Goblinunits spread throughout the dark, bewildering passages, seekingDwarves to slay. This scenario represents one engagement in thisbattle. Here, a Dwarven unit lead by Yukota ambushes Goblinsunder the sway of Uparg the Younger.

Terrain: Irregularly shaped cavern with passages leading to theNW, SW, and SE. Except for the Clear terrain, all terrain isimpassable. 45" [114cm] (E-W) x 65" [165cm] (N-S).

Weather: Not Applicable. Power Hues: Not Applicable.Bladestorm: Not Applicable. Random Encounter: 1%.Special Rules:

1. To set up, the Dwarf player writes down the location (inches[cm] west by inches [cm] south, for example) of all his combat-ants/units rather than placing them on the playing surface. Theymay be placed anywhere as long as they are more than 3" [8cm]from any edge of the battlefield. Dwarven forces are revealedonly if a Goblin combatant/unit passes within 2" [5cm] of them,or if the Dwarven combatant/unit makes an attack, or if theDwarven player decides to have his fighters open their lanterns(see Special Rule #3).

2. The first attack roll a hidden Dwarven combatant/unit makes ismodified by +4 because of its ambushing status. Subsequentattacks are resolved normally.

3. When the scenario begins, the chamber is shrouded in darkness.Dwarves may decide to open their lanterns, thus lighting thechamber completely. Darkness modifies Dwarven attacks by -2.Light modifies Goblin’s attacks by -1 for the first two Turns, butalso reveals all of the Dwarven positions.

4. “*” — A “War Mob” is a special formation that represents theGoblins fighting in more individualistic, helter-skelter style.Treat as General Order (see S-11.1), except for the modifica-tions.

Victory Conditions: To win, the Goblin player must eliminate allDwarves from the playing surface. Otherwise, the Dwarf playerwins.

Aftermath: In these subterranean battles, every victory counts. Willthe Goblins be stopped by the resolute resistance of Dwarves?Yukota’s Dwarves will have to skillfully defend themselves ifthey hope to best Uparg the Younger’s cannibal-Goblins.

GOBLIN: UPARG THE YOUNGER’SMARAUDERSPlayer 1: Before moving, roll 1D6 for each Goblin Unit. On a 1-2, it enters the playing surface from the Northwestern tunnel. Ona 3-4, it enters the from the Southwestern tunnel. On a 5-6, itenters the from the Southeastern tunnel. Each unit is in ‘WarMob’ formation and the leader may be placed with any one of thethree units. Move First.

DRONGA GOBLIN GUARDS (18)Move.Rate: ......... 4.5" (3.5"/2.5"/1") [11cm(8/6/3)] Morale: ..... 9

Defense: ........ 7 Shield Bonus: ..... +3 S. Leather Armor: ... -1

Endurance: .......... 8 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeScimitar .............. 3D6-1 ............... High+2 .......... NoneDagger ................ 2D6+2 .............. Lowx2+1 ....... -2 per 3" [8cm]‡

#1 ❏❏❏❏ m❏❏❏❏ : ________ #4 ❏❏❏❏ m❏❏❏❏ : _________#2 ❏❏❏❏ m❏❏❏❏ : ________ #5 ❏❏❏❏ m❏❏❏❏ : _________#3 ❏❏❏❏ m❏❏❏❏ : ________ #6 ❏❏❏❏ m❏❏❏❏ : _________

Weapon Attack Damage RangeMace .................. 2D6+3 .............. High+1 .......... NoneDagger ................ 2D6+2 .............. Lowx2+1 ....... -2 per 3" [8cm]‡

#7 ❏❏❏❏ m❏❏❏❏ : ________ #10 ❏❏❏❏ m❏❏❏❏ : ________#8 ❏❏❏❏ m❏❏❏❏ : ________ #11 ❏❏❏❏ m❏❏❏❏ : ________#9 ❏❏❏❏ m❏❏❏❏ : ________ #12 ❏❏❏❏ m❏❏❏❏ : ________

Weapon Attack Damage RangeMorningstar ........ 2D6+D10-2 ...... High+2 .......... NoneDagger ................ 2D6+2 .............. Lowx2+1 ....... -2 per 3" [8cm]‡

#13 ❏❏❏❏ m❏❏❏❏ : _______ #16 ❏❏❏❏ m❏❏❏❏ : ________#14 ❏❏❏❏ m❏❏❏❏ : _______ #17 ❏❏❏❏ m❏❏❏❏ : ________#15 ❏❏❏❏ m❏❏❏❏ : _______ #18 ❏❏❏❏ m❏❏❏❏ : ________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (12) +2 +1 +0 -1 +1Disbanded (11) Unit Ma is used only for reforming the unit.War Mob (10) * +1 +1 +1 +0 +1

Note: May operate as three 6-combatant units.

UPARG THE YOUNGER — Goblin LeaderMove.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ..... +3 Chain Armor: .......... -3

Endurance: ........ 18 Maneuver† ....... 9 Resistance† .......... 9

Weapon Attack Damage RangeFalchion ............. 2D6+D10+2 ..... High+2 .......... NoneHandaxe ............. 3D6+1 .............. High+1 .......... -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ : _______________________

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +0 Influence Range: ............. 5" [13cm]

137

N

10 in

25 cm

#17 "DEAD BLACK"

YUKOTA — Dwarf LeaderMove.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 7

Defense: ........ 8 Shield Bonus: ..... +4 Plate Armor: ....... x1/2

Endurance: ........ 20 Maneuver† ..... 10 Resistance† .......... 6

Weapon Attack Damage RangeBroadsword ........ 3D6+4 .............. High+2 .......... NoneHandaxe ............. 3D6+1 .............. High+1 .......... -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ : ____________________

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +0 Influence Range: ........... 10" [25cm]

DWARVES: WARRIORS OF THEDARK TRIBEPlayer 2: Set up anywhere First (See Special Rule #1). MoveLast.

DARK TRIBE DWARVES (5)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 7

Defense: ........ 8 Shield Bonus: ..... +0 Plate Armor: ....... x1/2

Endurance: ........ 10 Maneuver† ..... 10 Resistance† .......... 6

Weapon Attack Damage RangeBattle Axe .......... 2D6+D10-1 ...... High+Low+1. NoneLt Crossbow ....... 2D6-2 ............... Lowx2+1 ....... -2 per 12" [30cm]

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #4 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (10) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1Line (10) † +2 +2 +0 +0 -1

DARK TRIBE DWARVES (5)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 7

Defense: ........ 8 Shield Bonus: ..... +3 Plate Armor: ....... x1/2

Endurance: ........ 10 Maneuver† ..... 10 Resistance† .......... 6

Weapon Attack Damage RangeWarhammer ....... 3D6 .................. High+1 .......... -2 per 3" [8cm]‡Dagger ................ 2D6-2 ............... Lowx2-1 ........ -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #4 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (10) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1Line (10) † +2 +2 +0 +0 -1

138

RUKON: ADVENTURERSPlayer 2: Set up First anywhere within 12" [30cm] of the JewelWell. Move Last.

KALAR MITAR(Broadsword, Shield, Rigid (Morningstar, Shield,

Leather Armor) Chain Armor)

Move.Rate .. 7" (5.5"/3.5"/2") Move.Rate .. 6" (4.5"/3"/1.5")[18cm(14/9/5)] [15cm(11/8/4)]

Melee Attack ............. 3D6+1 Melee Attack ........ 2D6+D10Melee Damage .......... High+2 Melee Damage .......... High+2Missile Attack ............... none Missile Attack ...............noneMissile Damage ............ none Missile Damage .............noneRange Mod ................... none Range Mod ....................noneDefense ............................... 9 Defense ............................... 8Shield Bonus ..................... +4 Shield Bonus .................... +4Armor ................................ -2 Armor ................................ -3Maneuver ............................ 8 Maneuver ............................ 9Morale ................................. 8 Morale ................................ 8Resistance ........................... 9 Resistance ........................... 9Endurance (9) ........ ❏❏❏❏❏ Endurance (10) ...... ❏❏❏❏❏

m❏❏❏❏ m❏❏❏❏❏

RYLAR RAMAR(Warhammer, Shield, (Scimitar, Shield,

Chain Armor) Chain Armor)

Move.Rate .. 6" (4.5"/3"/1.5") Move.Rate .. 6" (4.5"/3"/1.5")[15cm(11/8/4)] [15cm(11/8/4)]

Melee Attack ............. 3D6+2 Melee Attack ............. 3D6+2Melee Damage .......... High+1 Melee Damage .......... High+2Missile Attack ............... none Missile Attack ...............noneMissile Damage ............ none Missile Damage .............noneRange Mod ................... none Range Mod ....................noneDefense ............................... 9 Defense ............................... 8Shield Bonus ..................... +4 Shield Bonus .................... +4Armor ................................ -3 Armor ................................ -3Maneuver ............................ 9 Maneuver ............................ 9Morale ................................. 8 Morale ................................ 8Resistance ........................... 9 Resistance ........................... 9Endurance (13) ...... ❏❏❏❏❏ Endurance (15) ...... ❏❏❏❏❏

❏❏ m❏ ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏

SCENARIO #18

“ FROM BEYOND”Scenario Type: Skirmish. Game Length: 15 Turns.Setting: Beneath the Folenn Spikes, in the Ash Lairs.The Tale: A group of Rukona warriorrs turned adventurers, led by

Gatar, delve into the Ash Lairs in search of treasure. Delighted atcoming upon a temporary Jewel Well, the five fail to notice alurking, loathesome presence. Creeping from shadows is anAgath, a 30' tall demon-dragon spewing heat and acid. Too latethey see its dripping jaws and taloned claws.

Terrain: Irregularly shaped cavern with passages leading to theNorth, East, and West. A Jewel Well bubbles in a SW grotto. Allnon-clear terrain, including the Jewel Well, is impassable. 45"[114cm] (E-W) x 65" [165cm] (N-S).

Weather: Not Applicable. Power Hues: Not Applicable.Bladestorm: Not Applicable. Random Encounter: 6%.Special Rules:

1) If both players agree, the Agath may cast one of the followingSpells (all are 3rd level Essence, O-14.8) during the battle:Elemental Ball II, Elemental Bolt III (ESB is +3), or Fire WallTrue (3 PPs used).

2) If both players agree, Gatar (the leader) or Ramar may onehealing Spell (its from a scroll) during the battle: Mass Healing(2nd level Channeling, O-14.2) or Restoration I (3rd levelChanneling, O-14.3).

Victory Conditions: To win, the adventurer player must maintaina combatant adjacent to the Jewel Well for one full Turn withoutmoving or attacking. This combatant is gathering liquid jewels.This combatant must exit the playing surface by any passage.Otherwise the Agath player wins.

AGATHPlayer 1: Set up Last anywhere within 2" [5cm] of an adven-turer. Move First.

AGATHMove.Rate: ............ 12" (9"/6"/3") [30cm(23/15/8)] Morale: ..... 5

Defense: ...... 13 Shield Bonus: ..... +0 R. Leather Hide ........ -2

Endurance: ........ 50 Maneuver† ....... 5 Resistance† .......... 6

Weapon Attack Damage RangeLarge Claw ......... 4D6+5 .............. High+1 .......... NoneLarge Bite .......... 4D6+2 .............. Mediumx2 ..... NoneAcid Spittle ........ D6+D10+5 ....... Highx2-2 ....... -2 per 1" [3cm]

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________

139

SCENARIO #19

“ DEATH FROMTHE SEA”

Scenario Type: Skirmish. Game Length: 25 Turns.Setting: In land from Allu, west-central Soluthurn, Late Spring.The Tale: As dawn breaks over the rocky shores of Soluthurn,

scouts spy several slimy forms emerging from the Broken Ocean.After sending runners to a nearby village for help, remainingscouts valiantly defend the signal beacon at Allu, which warnsships at night to steer clear of the treacherous shores. Sea-trollswant to destroy the beacon so that merchant ships will runaground, providing food and treasure for the 10' tall Sea-trolls.Saaton, leader of the few scouts, readies the defense of beacon,praying that a relief force is only minutes away.

Terrain: On generally Clear terrain rests three Slopes (one hill isentirely represented), sporatic Light Woods, and a Stone Tower(the beacon tower) which may only be entered from the South.Stone steps lead up to the tower; these should be treated as SteepSlopes (just Slopes if only the Standard Game is used). Theplaying surface is 65" [165cm] (N-S) x 45" [114cm] (E-W).

Weather: Fair. Power Hues: Roll Randomly.Bladestorm: 18 (3D6). Random Encounter: 13%.Victory Conditions: The Sea-troll player wins by eliminating all

men from the battlefield, or by being in sole control of the beaconat game’s end. Sole control means that the player’s forces were thelast to pass through or occupy the beacon, when it is free fromenemy troops.

Aftermath: What if the brave troops of Soluthurn successfullydefend the beacon only to let the Sea-trolls slip by them to marraudinland, unopposed?

SEA-TROLLSPlayer 1: Set up Last within 1" [3cm] of the sea. Move First.

UKITIR KUBRATH(Large Claws, Large Bite, (Large Claws, Large Bite,

R. Leather Hide) R. Leather Hide)

Move.Rate .. 7" (5.5"/3.5"/2") Move.Rate .. 7" (5.5"/3.5"/2")[18cm(14/9/5)] [18cm(14/9/5)]

Melee Attack (Claw) .. 4D6-2 Melee Attack (Claw) .. 4D6-1Melee Damage .......... High+2 Melee Damage .......... High+2Melee Attack (Bite) ... 3D6+1 Melee Attack (Bite) ....... 3D6Melee Damage .....Mediumx2 Melee Damage ..... Mediumx2Defense ............................. 11 Defense ............................. 10Shield Bonus ..................... +0 Shield Bonus .................... +0Armor ................................ -2 Armor ................................ -2Maneuver ............................ 8 Maneuver ............................ 9Morale ................................. 7 Morale ................................ 7Resistance ........................... 8 Resistance ........................... 8Endurance (45) ...... ❏❏❏❏❏ Endurance (40) .....................

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

N

10 in

25 cm

#18 "FROM BEYOND"

GATAR — LeaderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ........ 9 Shield Bonus: ..... +4 Plate Armor : ....... x1/2

Endurance: ........ 20 Maneuver† ....... 9 Resistance† .......... 8

Weapon Attack Damage RangeBroadsword ........ 3D6+4 .............. High+2 .......... NoneHandaxe ............. 3D6+4 .............. High+1 .......... -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ : ____________________

Morale Mod: ................. +1 Melee Mod: ................................. +0

Missile Mod: ................. +0 Defense Mod: .............................. +0

Maneuver Mod† ........... +1 Influence Range: ............. 5" [13cm]

140

SOLUTHURN: ELITE SCOUTS (6)Player 2: Set up First within 6" [15cm] of the Gorosta beacon.Move Last.

RAALDON CAAL(Short Sword, Shield) (Broadsword, Shield)

Move.Rate .. 5" (4"/2.5"/1.5") Move.Rate .. 5.5" (4"/3"/1.5")[13cm(10/7/3)] [14cm(11/7/4)]

Melee Attack .............. 3D6-1 Melee Attack ................. 3D6Melee Damage .............. High Melee Damage .......... High+2Missile Attack ............... none Missile Attack ...............noneMissile Damage ............ none Missile Damage .............noneRange Mod ................... none Range Mod ....................noneDefense ............................... 8 Defense ............................... 9Shield Bonus ..................... +2 Shield Bonus .................... +3Armor ................................ -0 Armor ................................ -0Maneuver ............................ 9 Maneuver ............................ 9Morale ................................. 9 Morale ................................ 8Resistance ......................... 10 Resistance ........................... 9Endurance (5) ..... ❏❏❏ m❏❏ Endurance (9) ........ ❏❏❏❏❏

m❏❏❏❏

N

#19 "DEATH FROM THE SEA"

10 in

25 cm

DARNAAL TOORAL(2-handed Sword,Chain Armor) (Short Sword, Shield)

Move.Rate .. 5" (4"/2.5"/1.5") Move.Rate .. 5" (4"/2.5"/1.5")[13cm(10/7/3)] [13cm(10/7/3)]

Melee Attack ........ 2D6+D10 Melee Attack ............. 3D6+3Melee Damage High+Low+2 Melee Damage .............. HighMissile Attack ............... none Missile Attack ...............noneMissile Damage ............ none Missile Damage .............noneRange Mod ................... none Range Mod ....................noneDefense ............................... 9 Defense ............................... 9Shield Bonus ..................... +0 Shield Bonus .................... +4Armor ................................ -3 Armor ................................ -0Maneuver ............................ 9 Maneuver ............................ 8Morale ................................. 8 Morale ................................ 8Resistance ........................... 9 Resistance ........................... 9Endurance (10) ...... ❏❏❏❏❏ Endurance(12) ... ❏❏❏❏❏ ❏

m❏❏❏❏❏ m❏❏❏❏❏ ❏

GARMAAL NAALDON(Broadsword, Shield, (Falchion, Short Bow,

S. Leather Armor) R. Leather Armor)

Move.Rate .. 6" (4.5"/3"/1.5") Move.Rate .. 5" (4"/2.5"/1.5")[15cm(11/8/4)] [13cm(10/7/3)]

Melee Attack ............. 3D6+1 Melee Attack ........ 2D6+D10Melee Damage .......... High+2 Melee Damage .......... High+2Missile Attack ............... none Missile Attack ........... 2D6+1Missile Damage ............ none Missile Damage ......... Lowx2Range Mod ................... none Range Mod -2 per 12" [30cm]Defense ............................... 8 Defense ............................. 10Shield Bonus ..................... +3 Shield Bonus .................... +0Armor ................................ -1 Armor ................................ -2Maneuver ............................ 9 Maneuver ............................ 8Morale ................................. 8 Morale ................................ 8Resistance ........................... 9 Resistance ........................... 9Endurance (15) ..................... Endurance (18) .....................

❏❏❏ ❏❏❏❏❏ ❏❏❏❏ ❏❏❏❏❏m❏❏ ❏❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏

SAATON — Soluthurn LeaderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ...... 10 Shield Bonus: ..... +0 Plate Armor : ....... x1/2

Endurance: ........ 21 Maneuver† ..... 10 Resistance† .......... 8

Weapon Attack Damage RangeBroadsword ........ 3D6+2 .............. High+2 .......... NoneShort Bow .......... 2D6+4 .............. Lowx2 ........... -2 per 12" [30cm]

❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏❏❏❏❏ ❏❏❏❏❏ : __________________

Morale Mod: ................. +1 Melee Mod: ................................. +0

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +0 Influence Range: ........................... 0

141

SCENARIO #20

“ SHORES OFINFAMY”

Scenario Type: Assault. Game Length: 20 Turns.Setting: Coastal Harro just north of Shing, mid-summer.The Tale: Harroan merchant ships have spotted Sea Elf warriors

sailing for the shores of Harro. The Council has enough time tomuster a small mercenary force of Assailers to defeat the Sea Elfinvaders. Corbaron, Harro’s Commander, wonders if his forcewill be enough to thwart the violent raiders from the sea. He knowsthat the invaders have come to steal the wealth of a nearby tradingpost in Shing. The commander of the Sea Elves, Darian, is moreconcerned with captured spoils than casualties, so he attacksaggressively, heading toward the trading village and its spoils:gold, weapons and rumored caskets of jewel slime.

Terrain: Generally Clear terrain spotted with sparse Light Woods,a shoreline with Shallow Water, and a bridge-crossed streamwhich dominates the southern edge of the battlefield. The playingsurface is 48" [122cm] (N-S) x 33" [84cm] (E-W).

N

#20 "SHORES OF INFAMY"

5 in

12.5 cm

Weather: Fair. Power Hues: Yellow.Bladestorm: 18 (3D6). Random Encounter: 7%.Special Rules:

1. If both players agree, allow each side to add a 250 point SpellUser to its force.

2. The Stream does not slow down Sea Elf Combatants/Units asthey cross it.

Victory Conditions: To win, the Sea Elves player must exit sixcombatants off the South edge of the playing surface within 20" ofthe West edge. Otherwise the Harro player wins.

Aftermath: If Darian can sack the trading post before substantialmercenary reinforcements arrive, his power and prestige will beassured above and beneath the waves. Only Corbaron and theAssailers stand in his way.

SEA ELVES: RAIDERSPlayer 1: Set up First within 6" [15cm] of the sea and within 10"[38cm] of the North edge of the playing surface. Move First.

SEA ELVEN RAIDERS (12)Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 9

Defense: ........ 8 Shield Bonus: ..... +3 Chain Armor : .......... -3

Endurance: ........ 10 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeSerrated Sh. Sword . 3D6+2 .............. High+1 ............. NoneHarpoon .................. 3D6 ............... Lowx2+2 .... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #4 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______

#7 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #10 ❏❏❏❏❏ m❏❏❏❏❏ : _____#8 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #11 ❏❏❏❏❏ m❏❏❏❏❏ : _____#9 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #12 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (8) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1

Note: May operate as two 6-combatant units or a 12-combatant unit.

DARIAN — Sea Elf CommanderMove.Rate: .......... 7" (5.5"/3.5"/2") [18cm(14/9/5)] Morale: ... 11

Defense: ...... 11 Shield Bonus: ..... +3 Chain Armor : .......... -3

Endurance: ........ 20 Maneuver† ....... 9 Resistance† .......... 8

Weapon Attack Damage RangeSerrated Sh. Sword . 3D6+5 .............. High+1 ............. NoneHarpoon .................. 3D6+3 ........... Lowx2+2 .... -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ : ____________________

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +2 Influence Range: ........... 10" [25cm]

142

SCENARIO #21

“ IN THE LONG RUN”Scenario Type: Ambush. Game Length: Varies.Setting: Eastern Cavan, in the foothills of the Folenna Spikes, 15

miles east of Sirama, Summer.The Tale: A marrauding Run of Rukon’s Brool Highrunners has

been preying upon commerce along the southeastern border ofCavan, along the Ironwater River. Lead by Ganar, theseHighrunners take all they want — ore, jewels, weapons and gold— by waylaying (and often slaying) passing merchants. Aware ofthe presence of bandits in the highlands, Cavan has sent somewarriors disguised as traders. Their leader, Untur Dulp, wants totrick them into getting close enough to fight. When both sidesmeet, neither knows how dangerous the other truly is.

HARRO: ASSAILERSOF THE WARRING BIGHTPlayer 2: Set up Last anywhere which is more than 6" [15cm]from the shore. Move Last.

HARROAN WARRIORS (10)Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ..... +3 Plate Armor .......... x1/2

Endurance: ........ 12 Maneuver† ..... 11 Resistance† .......... 9

Weapon Attack Damage RangeLongsword ......... 3D6+1 .............. High+2 .......... NoneJavelin ................ 3D6-1 ............... Lowx2+1 ....... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : __ #4 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ___#2 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : __ #5 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ___#3 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : __ #6 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ___

#7 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : __ #9 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : ___

#8 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : __ #10 ❏❏❏❏❏❏ m❏❏❏❏❏❏ : __

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (11) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1

Note: May operate as one 6-combatant unit and 4 individual combat-ants.

CORBARON — Harroan CommanderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ... 10

Defense: ...... 10 Shield Bonus: ..... +3 Plate Armor : ....... x1/2

Endurance: ........ 26 Maneuver† ..... 10 Resistance† .......... 8

Weapon Attack Damage RangeLongsword ......... 3D6+3 .............. High+2 .......... NoneJavelin ................ 3D6+1 .............. Lowx2+1 ....... -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏ m❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : __________

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 10" [25cm]

N

#21 "IN THE LONG RUN..."

5 in

12.5 cm

143

Terrain: Sparse Medium Woods and four Sloped hills on mostlyClear terrain. The playing surface is 32" [81cm] (N-S) x 22"[56cm] (E-W).

Weather: Fair. Power Hues: Roll randomly.Bladestorm: 18 (3D6). Random Encounter: 25%.Special Rules:

1. To set up, the Rukona player writes down the location of all hiscombatants rather than placing them on the playing surface.(This may be accomplished by noting inches [cm] west byinches [cm] south or by photocopying map diagram (permissiongiven) and marking Rukona positions, for example.) They maybe placed anywhere. A Rukona combatant/unit is revealed onlyif a Cavani combatant passes within 4" [10cm] of it, or if theRukona combatant makes an attack or if it moves.

2. Modify the first attack roll a hidden Rukona combatant makesby +2 because of its ambushing status. Subsequent attacks forthat combatant are resolved normally.

3. In the first phase that any Cavani combatant attacks, all Cavaniattack rolls are modified by +2, because the Rukona Highrunnersdon’t realize the Cavanis are fighters and not traders. Subse-quent attacks are resolved normally.

Victory Conditions: The player who still has combatants remain-ing at the end wins.

Aftermath: With both sides suffering surprise, the victor will be thecommander whose forces can most readily adapt to adversity.

CAVAN: IRON VOICEMENWARRIORSEnter the playing surface on Turn 1 from any edge. Move First.

CAVAN WARRIORS (5)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 9

Defense: ........ 8 Shield Bonus: ..... +0 Chain Armor : .......... -3

Endurance: .......... 9 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeShort Bow .......... 2D6+2 .............. Lowx2 ........... -2 per 12" [30cm]Spear .................. 3D6 .................. Lowx2+2 ....... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏ : _______ #4 ❏❏❏❏❏ m❏❏❏❏ : ________#2 ❏❏❏❏❏ m❏❏❏❏ : _______ #5 ❏❏❏❏❏ m❏❏❏❏ : ________#3 ❏❏❏❏❏ m❏❏❏❏ : _______

Note: May only operate as individual combatants.

UNTUR DULP — Cavan LeaderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 9

Defense: ........ 9 Shield Bonus: ..... +0 Chain Armor : .......... -3

Endurance: ........ 13 Maneuver† ....... 9 Resistance† .......... 9

Weapon Attack Damage RangeSpear .................. 3D6+2 .............. Lowx2+2 ....... -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ : _______________________________

Morale Mod: ................. +1 Melee Mod: ................................. +0

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ............. 5" [13cm]

RUKON: BROOL HIGHRUNNERSPlayer 2: Set up anywhere on the playing surface, hidden (seeSpecial Rule #1). Move Last.

BROOL HIGHRUNNERS (4)Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 9

Defense: ........ 8 Shield Bonus: ..... +0 R. Leather Armor : ... -2

Endurance: ........ 10 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeShort Bow .......... 2D6+2 .............. Lowx2 ........... -2 per 12" [30cm]Handaxe .................. 3D6 .................. High+1 ............. -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #3 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #4 ❏❏❏❏❏ m❏❏❏❏❏ : ______

Note: May only operate as individual combatants.

GANAR — RUKONU LEADERMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 9

Defense: ...... 10 Shield Bonus: ..... +3 R. Leather Armor : ... -2

Endurance: ........ 15 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeShort Sword ....... 3D6+2 .............. High .............. NoneHandaxe .................. 3D6+1 .............. High+1 ............. -2 per 3" [8cm]‡

❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ :

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +0

Maneuver Mod† ........... +0 Influence Range: ............. 5" [13cm]

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SCENARIO #22

“ HIGHLANDHORROR”

Scenario Type: Assault. Game Length: 40 turns.Setting: Inland from the Spice River, in southeastern Rukon.The Tale: A Goblin troop under command of Kard has infiltrated

and pillaged into Rukona territory. Most harassed have been thetraders of Malkunu, on the Slave River, where Goblin raiders haveput to the torch what they could not carry away. In response, theruling Trela Clan-lord dispatches a small force of warriors led byRomar to deal with this incursion. His orders are clear: take noprisoners, never retreat and let the black blood of the Goblins flowlike a river! When the two races clash, they meet as equals on thebattlefield.

Terrain: Generally Brush terrain with sparse Medium Woods isbounded by Sloped hills in the East and a marsh-choked stream tothe North. Playing surface is 65" [165cm] (E-W) x 45" [114cm](N-S).

Weather: Dusk (see Special Rule #1).Power Hues: Roll Randomly.

N

10 in

25 cm

#22 "HIGHLAND HORROR"

Bladestorm: 16+ (3D6). Random Encounter: 14%.Special Rules:1. As the scenario begins, night approaches. Goblin Combatant/

Units’ attacks are modified by -2 during Turns 1 to 10, -1 for Turns11 to 20, and normal thereafter.

2. As the scenario begins, night approaches. Rukonnu Combatant/Units’ attacks are modified by -1 during Turns 1 to 10, -2 for Turns11 to 20, and -3 on Turns 21 to 40.

3. “*” — A “War Mob” is a special formation that represents theGoblins fighting in more individualistic, helter-skelter style. Treatas General Order (see S-11.1), except for the modifications.

4. If both players agree, each side can make one of its combatants(not a leader) a Standard Bearer (see O-12.2).

Victory Conditions: To win, the Goblin player must eliminate fromthe battlefield all Rukonu combatants or kill Romar by game’send. Otherwise, the Rukonu player wins.

Aftermath: If the Spice Warriors cannot stop the Goblins, thestunted cannibals will soon strike at vital areas of Trelan interest.They must be stopped, but at what price? The death of Romar, theClan-lord’s son?

RUKON: WARRIORSPlayer 1: Enter from the West edge. Move First.

WARRIORS (16)Move.Rate: .......... 5.5" (4"/3"/1.5") [14cm(11/7/4)] Morale: ..... 9

Defense: ........ 8 Shield Bonus: ..... +3 S. Leather Armor : ... -1

Endurance: ........ 10 Maneuver† ....... 8 Resistance† ........ 10

Weapon Attack Damage RangeShort Sword ....... 3D6 .................. High .............. NoneShort Bow ............... 2D6+3 .............. Lowx2 .............. -2 per 12"[30cm]

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #8 ❏❏❏❏❏ m❏❏❏❏❏ : ______

#9 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #13 ❏❏❏❏❏ m❏❏❏❏❏ : _____#10 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #14 ❏❏❏❏❏ m❏❏❏❏❏ : _____#11 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #15 ❏❏❏❏❏ m❏❏❏❏❏ : _____#12 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #16 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1

Note: May operate as two 8-combatant units or a 16-combatant unit.

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ROMAR — Rukon CommanderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 8

Defense: ........ 9 Shield Bonus: ..... +3 Chain Armor: .......... -3

Endurance: ........ 14 Maneuver† ....... 7 Resistance† .......... 9

Weapon Attack Damage RangeShort Sword ....... 3D6+4 .............. High .............. NoneShort Bow .......... 2D6+4 .............. Lowx2 ........... -2 per 12" [30cm]

❏❏❏❏❏ ❏❏m❏❏ ❏❏❏❏❏: _____________________________

Morale Mod: ................. +1 Melee Mod: ................................. +0

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........................... 0

GOBLIN: RAIDERSPlayer 2: Set up anywhere within the hilly area First, in WarMob formation. Move Last.

GOBLIN WARBAND (20)Move.Rate: ......... 4.5" (3.5"/2.5"/1") [11cm(8/6/3)] Morale: ..... 9

Defense: ........ 9 Shield Bonus: ....... 0 S. Leather Armor: ... -1

Endurance: .......... 8 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeBattleaxe ............ 2D6+D10-1 ...... High+Low+1. NoneHand Axe ........... 3D6 .................. High+1 .......... -2 per 3" [8cm]‡

#1 ❏❏❏❏m❏❏❏❏: ________ #6 ❏❏❏❏m❏❏❏❏: _________#2 ❏❏❏❏m❏❏❏❏: ________ #7 ❏❏❏❏m❏❏❏❏: _________#3 ❏❏❏❏m❏❏❏❏: ________ #8 ❏❏❏❏m❏❏❏❏: _________#4 ❏❏❏❏m❏❏❏❏: ________ #9 ❏❏❏❏m❏❏❏❏: _________#5 ❏❏❏❏m❏❏❏❏: ________ #10 ❏❏❏❏m❏❏❏❏: ________

#11 ❏❏❏❏m❏❏❏❏: _______ #16 ❏❏❏❏m❏❏❏❏: ________#12 ❏❏❏❏m❏❏❏❏: _______ #17 ❏❏❏❏m❏❏❏❏: ________#13 ❏❏❏❏m❏❏❏❏: _______ #18 ❏❏❏❏m❏❏❏❏: ________#14 ❏❏❏❏m❏❏❏❏: _______ #19 ❏❏❏❏m❏❏❏❏: ________#15 ❏❏❏❏m❏❏❏❏: _______ #20 ❏❏❏❏m❏❏❏❏: ________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (12) +2 +1 +0 -1 +1Disbanded (11) Unit Ma is used only for reforming the unit.War Mob (10) * +1 +1 +1 +0 +1

Note: May operate as two 10-combatant units or a 20-combatant unit.

KARD — Goblin LeaderMove.Rate: ......... 4.5" (3.5"/2.5"/1") [11cm(8/6/3)] Morale: ..... 9

Defense: ...... 10 Shield Bonus: ..... +0 S. Leather Armor: ... -1

Endurance: ........ 12 Maneuver† ....... 9 Resistance† .......... 9

Weapon Attack Damage RangeBattleaxe ............ 2D6+D10+1 ..... High+Low+1. NoneHand Axe ........... 3D6+2 .............. High+1 .......... -2 per 3" [8cm]‡

❏❏❏❏❏ ❏m❏ ❏❏❏❏❏: _________________________________

Morale Mod: ................. +0 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +0 Influence Range: ........................... 0

SCENARIO #23

“BY THE SACRIFICEOF MANY”

Scenario Type: Assault. Game Length: 60 Turns.Setting: Near the border between southern Cavan and northeastern

Kulm, along the Ironwater River, Late Summer.The Tale: At the orders of Kulmean King Skera, Lord Golu takes

possession of part of the Bow Valley, which Cavan also claims.After several preliminary skirmishes, the Voicemen of southernCavan under Commander Colur Relp are ready to deal with Golu’smen. Colur Relp chooses to meet the foe along the banks of theIronwater; Kulm’s Lord Golu is happy to oblige. Unfortunately,as the two armies clash, a Bladestorm gathers, threatening todestroy all in its wake. Too much force is gathered on thebattlefield for the magical defenses of Folenn to ignore.

Terrain: Generally Clear terrain with sparse Brush and HeavyWoods to the North and South. A Stream bisects the battlefield.Playing Surface is 96" [244cm] (N-S) x 68" [173cm] (E-W).

Weather: Fair Power Hues: Roll RandomlyBladestorm: 15+ (3D6) Random Encounter: 3%Special Rules:

1. If both players agree, each side can add a 400 point Spell Userto its force (see O-12.1 and A-1.0).

146

2. If both players agree, each side can make one of its combatants(not a leader) a Standard Bearer (see O-12.2).

3. Once a Bladestorm appears, any combatants that leave theplaying surface do not count as losses for Victory Conditionpurposes.

Victory Conditions: The side which loses the fewer combatantswins.

Aftermath: The great battle draws numerous casualties as well asa Bladestorm. Within ten minutes of its start, the battle may wellbe decided. Both sides throw caution to the winds!

KULM: LORD GOLU’S ARMYPlayer 1: Enter South edge on Turn 1. Move First.

KULMEAN SWORDSMEN (49)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 9

Defense: ........ 7 Shield Bonus: ..... +3 Chain Armor : .......... -3

Endurance: .......... 9 Maneuver† ..... 10 Resistance† ........ 10

Weapon Attack Damage RangeBroadsword ........ 3D6 .................. High+2 .......... None

#1 ❏❏❏❏❏ m❏❏❏❏ : _______ #5 ❏❏❏❏❏ m❏❏❏❏ : ________#2 ❏❏❏❏❏ m❏❏❏❏ : _______ #6 ❏❏❏❏❏ m❏❏❏❏ : ________#3 ❏❏❏❏❏ m❏❏❏❏ : _______ #7 ❏❏❏❏❏ m❏❏❏❏ : ________#4 ❏❏❏❏❏ m❏❏❏❏ : _______

#8 ❏❏❏❏❏ m❏❏❏❏ : _______ #12 ❏❏❏❏❏ m❏❏❏❏ : _______#9 ❏❏❏❏❏ m❏❏❏❏ : _______ #13 ❏❏❏❏❏ m❏❏❏❏ : _______#10 ❏❏❏❏❏ m❏❏❏❏ : ______ #14 ❏❏❏❏❏ m❏❏❏❏ : _______#11 ❏❏❏❏❏ m❏❏❏❏ : ______

#15 ❏❏❏❏❏ m❏❏❏❏ : ______ #19 ❏❏❏❏❏ m❏❏❏❏ : _______#16 ❏❏❏❏❏ m❏❏❏❏ : ______ #20 ❏❏❏❏❏ m❏❏❏❏ : _______#17 ❏❏❏❏❏ m❏❏❏❏ : ______ #21 ❏❏❏❏❏ m❏❏❏❏ : _______#18 ❏❏❏❏❏ m❏❏❏❏ : ______

#22 ❏❏❏❏❏ m❏❏❏❏ : ______ #26 ❏❏❏❏❏ m❏❏❏❏ : _______#23 ❏❏❏❏❏ m❏❏❏❏ : ______ #27 ❏❏❏❏❏ m❏❏❏❏ : _______#24 ❏❏❏❏❏ m❏❏❏❏ : ______ #28 ❏❏❏❏❏ m❏❏❏❏ : _______#25 ❏❏❏❏❏ m❏❏❏❏ : ______

#29 ❏❏❏❏❏ m❏❏❏❏ : ______ #33 ❏❏❏❏❏ m❏❏❏❏ : _______#30 ❏❏❏❏❏ m❏❏❏❏ : ______ #34 ❏❏❏❏❏ m❏❏❏❏ : _______#31 ❏❏❏❏❏ m❏❏❏❏ : ______ #35 ❏❏❏❏❏ m❏❏❏❏ : _______#32 ❏❏❏❏❏ m❏❏❏❏ : ______

#36 ❏❏❏❏❏ m❏❏❏❏ : ______ #40 ❏❏❏❏❏ m❏❏❏❏ : _______#37 ❏❏❏❏❏ m❏❏❏❏ : ______ #41 ❏❏❏❏❏ m❏❏❏❏ : _______#38 ❏❏❏❏❏ m❏❏❏❏ : ______ #42 ❏❏❏❏❏ m❏❏❏❏ : _______#39 ❏❏❏❏❏ m❏❏❏❏ : ______

#43 ❏❏❏❏❏ m❏❏❏❏ : ______ #47 ❏❏❏❏❏ m❏❏❏❏ : _______#44 ❏❏❏❏❏ m❏❏❏❏ : ______ #48 ❏❏❏❏❏ m❏❏❏❏ : _______#45 ❏❏❏❏❏ m❏❏❏❏ : ______ #49 ❏❏❏❏❏ m❏❏❏❏ : _______#46 ❏❏❏❏❏ m❏❏❏❏ : ______

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (11) +2 +2 +0 -1 +2Disbanded (12) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1Square (11) † +1 +2 +0 -3 +2Shield Wall(11) † +0 +4(+2) +0 +5(-2) +2

Note: May operate in any combination of 7-combatant units, 14-combatant units, and 21 combatant units.

KULMEAN PIKEMEN (24)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 8

Defense: ........ 7 Shield Bonus: ..... +0 Chain Armor : .......... -3

Endurance: .......... 9 Maneuver† ..... 10 Resistance† ........ 10

Weapon Attack Damage RangePike .................... D6+D10 ........... High+Low ..... None

#1 ❏❏❏❏❏ m❏❏❏❏ : _______ #5 ❏❏❏❏❏ m❏❏❏❏ : ________#2 ❏❏❏❏❏ m❏❏❏❏ : _______ #6 ❏❏❏❏❏ m❏❏❏❏ : ________#3 ❏❏❏❏❏ m❏❏❏❏ : _______ #7 ❏❏❏❏❏ m❏❏❏❏ : ________#4 ❏❏❏❏❏ m❏❏❏❏ : _______ #8 ❏❏❏❏❏ m❏❏❏❏ : ________

#9 ❏❏❏❏❏ m❏❏❏❏ : _______ #13 ❏❏❏❏❏ m❏❏❏❏ : _______#10 ❏❏❏❏❏ m❏❏❏❏ : ______ #14 ❏❏❏❏❏ m❏❏❏❏ : _______#11 ❏❏❏❏❏ m❏❏❏❏ : ______ #15 ❏❏❏❏❏ m❏❏❏❏ : _______#12 ❏❏❏❏❏ m❏❏❏❏ : ______ #16 ❏❏❏❏❏ m❏❏❏❏ : _______

#17 ❏❏❏❏❏ m❏❏❏❏ : ______ #21 ❏❏❏❏❏ m❏❏❏❏ : _______#18 ❏❏❏❏❏ m❏❏❏❏ : ______ #22 ❏❏❏❏❏ m❏❏❏❏ : _______#19 ❏❏❏❏❏ m❏❏❏❏ : ______ #23 ❏❏❏❏❏ m❏❏❏❏ : _______#20 ❏❏❏❏❏ m❏❏❏❏ : ______ #24 ❏❏❏❏❏ m❏❏❏❏ : _______

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (11) +2 +2 +0 -1 +2Disbanded (12) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1Square (11) † +1 +2 +0 -3 +2

Note: May operate as three 8-combatant units or a 24-combatant unitor as a 8-combatant unit and a 16-combatant unit.

KULMEAN DRUMMER/BOWMEN (24)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ... 10

Defense: ........ 7 Shield Bonus: ..... +0 Chain Armor : .......... -3

Endurance: .......... 9 Maneuver† ..... 10 Resistance† ........ 10

Weapon Attack Damage RangeShort Bow .......... 2D6+2 .............. Lowx2 ........... -2 per 12" [30cm]Dagger ................ 2D6+2 .............. Lowx2-1 ........ None

#1 ❏❏❏❏❏ m❏❏❏❏ : _______ #5 ❏❏❏❏❏ m❏❏❏❏ : ________#2 ❏❏❏❏❏ m❏❏❏❏ : _______ #6 ❏❏❏❏❏ m❏❏❏❏ : ________#3 ❏❏❏❏❏ m❏❏❏❏ : _______ #7 ❏❏❏❏❏ m❏❏❏❏ : ________#4 ❏❏❏❏❏ m❏❏❏❏ : _______ #8 ❏❏❏❏❏ m❏❏❏❏ : ________

#9 ❏❏❏❏❏ m❏❏❏❏ : _______ #13 ❏❏❏❏❏ m❏❏❏❏ : _______#10 ❏❏❏❏❏ m❏❏❏❏ : ______ #14 ❏❏❏❏❏ m❏❏❏❏ : _______#11 ❏❏❏❏❏ m❏❏❏❏ : ______ #15 ❏❏❏❏❏ m❏❏❏❏ : _______#12 ❏❏❏❏❏ m❏❏❏❏ : ______ #16 ❏❏❏❏❏ m❏❏❏❏ : _______

#17 ❏❏❏❏❏ m❏❏❏❏ : ______ #21 ❏❏❏❏❏ m❏❏❏❏ : _______#18 ❏❏❏❏❏ m❏❏❏❏ : ______ #22 ❏❏❏❏❏ m❏❏❏❏ : _______#19 ❏❏❏❏❏ m❏❏❏❏ : ______ #23 ❏❏❏❏❏ m❏❏❏❏ : _______#20 ❏❏❏❏❏ m❏❏❏❏ : ______ #24 ❏❏❏❏❏ m❏❏❏❏ : _______

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (11) +2 +2 +0 -1 +2Disbanded (12) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1

Note: May operate as three 8-combatant units or a 24-combatant unitor as a 8-combatant unit and a 16-combatant unit.

147

LORD GOLU — Kulmean CommanderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: ...... 11 Shield Bonus: ..... +4 Plate Armor : ....... x1/2

Endurance: ........ 30 Maneuver† ....... 9 Resistance† .......... 7

Weapon Attack Damage RangeBroadsword ........ 3D6+4 .............. High+3 .......... None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________________

Spells Known† ..................................................................... 1E1, 2E2

Power Points† ............... 10 Elem. Spell Bonus: ...................... +3

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +1 Influence Range: ........... 10" [25cm]

CAVAN: VOICEMENPlayer 2: Set up First anywhere within 8" [20cm] of the Northedge. Move Last.

CAVAN IRON VOICEMEN (40)Move.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 9

Defense: ........ 9 Shield Bonus: ..... +0 Quilted Armor : ....... -1

Endurance: ........ 10 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeBattleaxe ............ 2D6+D10-1 ...... High+Low+1. NoneHand Axe ........... 3D6 .................. High+1 .......... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #8 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #9 ❏❏❏❏❏ m❏❏❏❏❏ : ______#5 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #10 ❏❏❏❏❏ m❏❏❏❏❏ : _____

#11 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #16 ❏❏❏❏❏ m❏❏❏❏❏ : _____#12 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #17 ❏❏❏❏❏ m❏❏❏❏❏ : _____#13 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #18 ❏❏❏❏❏ m❏❏❏❏❏ : _____#14 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #19 ❏❏❏❏❏ m❏❏❏❏❏ : _____#15 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #20 ❏❏❏❏❏ m❏❏❏❏❏ : _____

#21 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #26 ❏❏❏❏❏ m❏❏❏❏❏ : _____#22 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #27 ❏❏❏❏❏ m❏❏❏❏❏ : _____#23 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #28 ❏❏❏❏❏ m❏❏❏❏❏ : _____#24 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #29 ❏❏❏❏❏ m❏❏❏❏❏ : _____#25 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #30 ❏❏❏❏❏ m❏❏❏❏❏ : _____

#31 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #36 ❏❏❏❏❏ m❏❏❏❏❏ : _____#32 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #37 ❏❏❏❏❏ m❏❏❏❏❏ : _____#33 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #38 ❏❏❏❏❏ m❏❏❏❏❏ : _____#34 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #39 ❏❏❏❏❏ m❏❏❏❏❏ : _____#35 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #40 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1Square (9) † +1 +2 +0 -3 +2

Note: May operate as four 10-combatant units or two 20-combatantunits or as two 10-combatant unit and a 20-combatant unit.

CAVAN COASTAL VOICEMEN (40)Move.Rate: .........5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 8

Defense: ........9 Shield Bonus: .....+0 Quilted Armor: ...... -1

Endurance: ........10 Maneuver† .......8 Resistance† ..........9

Weapon Attack Damage RangeSpear .................. 3D6+1 .............. Lowx2+2 ....... -2 per 3" [8cm]‡Spear .................. 3D6+1 .............. Lowx2+2 ....... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #8 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #9 ❏❏❏❏❏ m❏❏❏❏❏ : ______#5 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #10 ❏❏❏❏❏ m❏❏❏❏❏ : _____

#11 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #16 ❏❏❏❏❏ m❏❏❏❏❏ : _____#12 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #17 ❏❏❏❏❏ m❏❏❏❏❏ : _____#13 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #18 ❏❏❏❏❏ m❏❏❏❏❏ : _____#14 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #19 ❏❏❏❏❏ m❏❏❏❏❏ : _____#15 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #20 ❏❏❏❏❏ m❏❏❏❏❏ : _____

#21 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #26 ❏❏❏❏❏ m❏❏❏❏❏ : _____#22 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #27 ❏❏❏❏❏ m❏❏❏❏❏ : _____#23 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #28 ❏❏❏❏❏ m❏❏❏❏❏ : _____#24 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #29 ❏❏❏❏❏ m❏❏❏❏❏ : _____#25 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #30 ❏❏❏❏❏ m❏❏❏❏❏ : _____

#31 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #36 ❏❏❏❏❏ m❏❏❏❏❏ : _____#32 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #37 ❏❏❏❏❏ m❏❏❏❏❏ : _____#33 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #38 ❏❏❏❏❏ m❏❏❏❏❏ : _____#34 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #39 ❏❏❏❏❏ m❏❏❏❏❏ : _____#35 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #40 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1Square (9) † +1 +2 +0 -3 +2

Note: May operate as four 10-combatant units or two 20-combatantunits or as two 10-combatant unit and a 20-combatant unit.

148

CAVAN GREEN VOICEMEN (20)Move.Rate: .........5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ... 10

Defense: ........9 Shield Bonus: .....+0 Quilted Armor: ...... -1

Endurance: ........10 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeSpear .................. 3D6 .................. Lowx2+2 ....... -2 per 3" [8cm]‡Short Bow .......... 2D6+2 .............. Lowx2 ........... -2 per 12" [30cm]

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #8 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #9 ❏❏❏❏❏ m❏❏❏❏❏ : ______#5 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #10 ❏❏❏❏❏ m❏❏❏❏❏ : _____

#11 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #16 ❏❏❏❏❏ m❏❏❏❏❏ : _____#12 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #17 ❏❏❏❏❏ m❏❏❏❏❏ : _____#13 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #18 ❏❏❏❏❏ m❏❏❏❏❏ : _____#14 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #19 ❏❏❏❏❏ m❏❏❏❏❏ : _____#15 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #20 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1Square (9) † +1 +2 +0 -3 +2

Note: May operate as two 10-combatant units or a 20-combatant unit.

COLUR RELP — COMMANDER OF CAVAN’S VOICEMEN

Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ...... 7

Defense: ...... 11 Shield Bonus: ...... +4 Plate Armor: ......... x1/2

Endurance: .......... 30 Maneuver† ........ 8 Resistance† ........... 8

Weapon Attack Damage RangeLong Mace ......... 2D6+8 .............. High+Low+1 . None

❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ : ____________________

Morale Mod: .................. +1 Melee Mod: .................................. +2

Missile Mod: .................. +1 Defense Mod: ............................... +1

Maneuver Mod† ............. +2 Influence Range: ............ 10" [25cm]

SCENARIO #24

“ SLAVER RAID”Scenario Type: Assault. Game Length: 60 Turns.Setting: Southeastern Abdera, near the Horse River and the Rukon

border, Summer.The Tale: Abdera, weakened by assaults of other powers, lies

almost at the mercy of Rukon’s Cuth Slavers. The problem is: theydon’t have any. These foul merchants of flesh raid for only onepurpose: the aquisition of human “merchandise” to sell for goldpieces in the cities of Rukon. During the summer, a particularlylarge group of Slavers, led by their Priest-queen’s brother Tathar,penetrates several miles into Abderan territory with little opposi-tion. Near the banks of the Horse River, a small force of AbderanSpice Warriors and Thunder Runners led by the shaman Avunprepares to drive back the invaders.

Terrain: Three Sloped hills with sparse Medium Woods on Clearterrain. A Stream is the North boundary. The playing surface is 65"[165cm] (E-W) x 45" [114cm] (N-S).

Weather: Fair. Power Hues: Roll Randomly.Bladestorm: 16+ (3D6). Random Encounter: 10%.Special Rules:

1. If both players agree, each side can add a 250 point Spell Userto its force (see O-12.1 and A-1.0).

2. If both players agree, each side can make one of its combatants(not a leader) a Standard Bearer (see O-12.2).

3. Once a Bladestorm appears, any combatants that leave theplaying surface do not count as losses for Victory Conditionpurposes.

4. A “§” beside Avun’s weapons indicates that he may make twoattacks each melee phase: one with his mace and one with hisrapier.

Victory Conditions: The side which has eliminated more enemycombatants at game’s end, wins. In a tie, Rukon wins.

Aftermath: Even one more defeat may spell disaster for Abdera.For this reason the King has dispatched his most trusted andsuccessful leader, Avun, to field Abderan forces. Will Avun’sgenius be enough to avert disaster? If not, who is going to tell theKing? Not me!

149

RUKON: CUTH SLAVERSPlayer 1: Set up within 3" [8cm] of the East edge. Move First.

CUTH SLAVERS (32)Move.Rate: .......... 5.5" (4"/3"/1.5") [14cm(11/7/4)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ..... +3 R. Leather Armor : ... -2

Endurance: .......... 9 Maneuver† ..... 10 Resistance† ........ 10

Weapon Attack Damage RangeShort Sword ....... 3D6+1 .............. High .............. NoneHandaxe ............. 3D6 .................. High+1 .......... -2 per 3" [8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏ : _______ #5 ❏❏❏❏❏ m❏❏❏❏ : ________#2 ❏❏❏❏❏ m❏❏❏❏ : _______ #6 ❏❏❏❏❏ m❏❏❏❏ : ________#3 ❏❏❏❏❏ m❏❏❏❏ : _______ #7 ❏❏❏❏❏ m❏❏❏❏ : ________#4 ❏❏❏❏❏ m❏❏❏❏ : _______ #8 ❏❏❏❏❏ m❏❏❏❏ : ________

#9 ❏❏❏❏❏ m❏❏❏❏ : _______ #13 ❏❏❏❏❏ m❏❏❏❏ : _______#10 ❏❏❏❏❏ m❏❏❏❏ : ______ #14 ❏❏❏❏❏ m❏❏❏❏ : _______#11 ❏❏❏❏❏ m❏❏❏❏ : ______ #15 ❏❏❏❏❏ m❏❏❏❏ : _______#12 ❏❏❏❏❏ m❏❏❏❏ : ______ #16 ❏❏❏❏❏ m❏❏❏❏ : _______

#17 ❏❏❏❏❏ m❏❏❏❏ : ______ #21 ❏❏❏❏❏ m❏❏❏❏ : _______#18 ❏❏❏❏❏ m❏❏❏❏ : ______ #22 ❏❏❏❏❏ m❏❏❏❏ : _______#19 ❏❏❏❏❏ m❏❏❏❏ : ______ #23 ❏❏❏❏❏ m❏❏❏❏ : _______#20 ❏❏❏❏❏ m❏❏❏❏ : ______ #24 ❏❏❏❏❏ m❏❏❏❏ : _______

#25 ❏❏❏❏❏ m❏❏❏❏ : ______ #29 ❏❏❏❏❏ m❏❏❏❏ : _______#26 ❏❏❏❏❏ m❏❏❏❏ : ______ #30 ❏❏❏❏❏ m❏❏❏❏ : _______#27 ❏❏❏❏❏ m❏❏❏❏ : ______ #31 ❏❏❏❏❏ m❏❏❏❏ : _______#28 ❏❏❏❏❏ m❏❏❏❏ : ______ #32 ❏❏❏❏❏ m❏❏❏❏ : _______

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (11) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.Column (11) † +1 -1 -2 -2 +1

Note: May operate as four 8-combatant units or two 16-combatantunits or as two 8-combatant units and a 16-combatant unit.

TATHAR — Cuth Slaver CommanderMove.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 7

Defense: .... 10* Shield Bonus: ..... +3 Plate Armor : ....... x1/2

Endurance: ........ 19 Maneuver† ..... 10 Resistance† .......... 9

Weapon Attack Damage RangeHandaxe ............. 3D6+3 .............. High+1 .......... -2 per 3" [8cm]‡Handaxe ............. 3D6+3 .............. High+1 .......... -2 per 3" [8cm]‡

❏❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ : ______________________

Power Points: ................ 12 Known Spells: ................... 1C1,1C2

Morale Mod: ................. +1 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +1

Maneuver Mod† ........... +0 Influence Range: ........... 10" [25cm]

* — Defense may be “15” if optional rule O-12.1 is used and one PP isexpended each round.

ABDERA: DEFENSE FORCEPlayer 2: Set up within 6" [15cm] of the West edge. Move Last.

ABDERAN SPICE WARRIORS (12)Move.Rate: .......... 5.5" (4"/3"/1.5") [14cm(11/7/4)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ..... +3 R. Leather Armor : ... -2

Endurance: ........ 10 Maneuver† ....... 9 Resistance† .......... 9

Weapon Attack Damage RangeShort Sword ....... 3D6+1 .............. High .............. None

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #4 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______

#7 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #10 ❏❏❏❏❏ m❏❏❏❏❏ : _____#8 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #11 ❏❏❏❏❏ m❏❏❏❏❏ : _____#9 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #12 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1Square (9) † +1 +2 +0 -3 +2Shield Wall (9) † +0 +4(+2) +0 +5(-2) +2

Note: May operate as two 6-combatant units or a 12-combatant unit.

ABDERAN THUNDER-RUNNERS (12)Move.Rate: .......... 5.5" (4"/3"/1.5") [14cm(11/7/4)] Morale: ..... 8

Defense: ........ 8 Shield Bonus: ..... +0 R. Leather Armor : ... -2

Endurance: ........ 10 Maneuver† ....... 9 Resistance† .......... 9

Weapon Attack Damage RangeShort Sword ....... 3D6+1 .............. High .............. NoneLt Crossbow ....... 2D6+4 .............. Lowx2+1 ....... -2 per 18" [45cm]

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #4 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______

#7 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #10 ❏❏❏❏❏ m❏❏❏❏❏ : _____#8 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #11 ❏❏❏❏❏ m❏❏❏❏❏ : _____#9 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #12 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1

Note: May operate as two 6-combatant units or a 12-combatant unit.

150

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#24 "SLAVER RAID"

AVUN — Abderan Leader and King’s AdvisorMove.Rate: .......... 5.5" (4"/3"/1.5") [14cm(11/7/4)] Morale: ..... 6

Defense: .... 12* Shield Bonus: ..... +0 Robes Armor: ....... -1*

Endurance: ........ 30 Maneuver† ....... 6 Resistance† .......... 7

Weapon Attack Damage RangeRapier § ................... 2D6+10 ............ Lowx2+1 ......... NoneMace § .................... 2D6+6 .............. High+1 ............. None

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________________

Spells Known: .................................................... 2C1, 2C2, 2C3, 2C4

Power Points† .......... 30 Elem. Spell Bonus: ........................... +0

Morale Mod: ........... +2 Melee Mod: ....................................... +1

Missile Mod: ........... +1 Defense Mod: .................................... +1

Maneuver Mod† ..... +1 Influence Range: ................ 15" [38cm]

* — Defense may be “15” if optional rule O-12.1 is used and one PP isexpended each round. His robes are magic.

SCENARIO #25

“WINGS OF DEATH”Scenario Type: Assault Game Length: 15 TurnsSetting: In the Folenna Spikes, Late Winter.The Tale: Near a Hírazi Ledge, or village-stronghold, Mountain

Goblins lead by Uharg have marched to the snowy, wind-blown crestsof a ridgeline. Hírazi warriors cannot abide these foul creatures so neartheir home-Ledge. An armed party of Wing-men under the warrior-Queen Kua glide down low to pick off Goblins at a distance. But theGobrul are tough, and they live — and die — to fight.

Terrain: Generally Rough terrain is punctuated by three parallelridgelines of Steep Slopes and sparse Medium Woods. Theplaying field is 65" [165cm] (N-S) x 45" [114cm] (E-W).

Weather: Fair Power Hues: Roll RandomlyBladestorm: 18 (3D6) Random Encounter: 20%Special Rules:

1. “*” — A “War Mob” is a special formation that represents theGoblins fighting in more individualistic, helter-skelter style.Treat as General Order (see S-11.1), except for the modifica-tions.

2. The Hírazi unit’s (or “Kau”) Squadron formation is treated as aGeneral Order formation with the modifications given.

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#25 "WINGS OF DEATH"10 in

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151

MOUNTAIN GOBLINS: WAR MOBPlayer 2: Set up on the tops of the ridgeline. Move Last.

MOUNTAIN GOBLINS (20)Move.Rate: ............ 4.5" (4"/2.5"/1") [11cm(8/6/3)] Morale: ..... 9

Defense: ........ 8 Shield Bonus: ..... +0 S. Leather Armor: ... -1

Endurance: .......... 8 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeScimitar .............. 3D6-1 ............... High+2 .......... NoneShort Bow .......... 2D6+2 .............. Lowx2 ........... -2 per 12" [30cm]

#1 ❏❏❏❏ m❏❏❏❏ : ________ #6 ❏❏❏❏ m❏❏❏❏ : _________#2 ❏❏❏❏ m❏❏❏❏ : ________ #7 ❏❏❏❏ m❏❏❏❏ : _________#3 ❏❏❏❏ m❏❏❏❏ : ________ #8 ❏❏❏❏ m❏❏❏❏ : _________#4 ❏❏❏❏ m❏❏❏❏ : ________ #9 ❏❏❏❏ m❏❏❏❏ : _________#5 ❏❏❏❏ m❏❏❏❏ : ________ #10 ❏❏❏❏ m❏❏❏❏ : ________

#11 ❏❏❏❏ m❏❏❏❏ : _______ #16 ❏❏❏❏ m❏❏❏❏ : ________#12 ❏❏❏❏ m❏❏❏❏ : _______ #17 ❏❏❏❏ m❏❏❏❏ : ________#13 ❏❏❏❏ m❏❏❏❏ : _______ #18 ❏❏❏❏ m❏❏❏❏ : ________#14 ❏❏❏❏ m❏❏❏❏ : _______ #19 ❏❏❏❏ m❏❏❏❏ : ________#15 ❏❏❏❏ m❏❏❏❏ : _______ #20 ❏❏❏❏ m❏❏❏❏ : ________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (9) +0 +0 +1 +0 +1Disbanded (11) Unit Ma is used only for reforming the unit.War Mob (8) * +1 +1 +1 +0 +1

Note: May operate as two 10-combatant units or a 20-combatant unit.

UHARG — LeaderMove.Rate: .......... 5" (4"/2.5"/1.5") [13cm(10/7/3)] Morale: ..... 8

Defense: ........ 9 Shield Bonus: ..... +0 S. Leather Armor: ... -1

Endurance: ........ 12 Maneuver† ....... 8 Resistance† ........ 10

Weapon Attack Damage RangeScimitar .............. 3D6 .................. High+1 .......... NoneShort Bow .......... 2D6 .................. Lowx2 ........... -2 per 12" [30cm]

❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ : _________________________________

Morale Mod: ................. +0 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +0

Maneuver Mod† ........... +0 Influence Range: ........................... 0

3. If the Optional Flight rules (see O-17.0) are not used, playnormally, except that the Hírazi are not affected by terrainmovement restrictions.

4. Once a Bladestorm appears, any combatants that leave theplaying surface do not count as losses for Victory Conditionpurposes.

Victory Conditions: To win, the Hírazi player must eliminate tenGoblin combatants by game’s end. Otherwise, the Goblin playerwins.

Aftermath: If the Hírazi can drive off the Goblins with losing morethan a handful of their precious warrior-mages, their ledge andtheir lives will be safe — for now. Can they do it?

HÍRAZI: WINGMENPlayer 1: Enter from any edge on Turn 1. Move First.

HÍRAZI WARRIOR-MAGES (10)Move.Rate: ........ 9" (7"/4.5"/2.5") [23cm(17/12/6)] Morale: ..... 8

Defense: ........ 9 Shield Bonus: ..... +0 No Armor: ................ 0

Endurance: .......... 8 Maneuver† ....... 6 Resistance† .......... 9

Weapon Attack Damage RangeBroadsword ........ 3D6-2 ............... High+3 .......... NoneLong Bow .......... D6+D10-1 ........ Lowx2+2 ....... -2 per 18" [45cm]

#1 ❏❏❏❏ m❏❏❏❏ : ________ #6 ❏❏❏❏ m❏❏❏❏ : _________#2 ❏❏❏❏ m❏❏❏❏ : ________ #7 ❏❏❏❏ m❏❏❏❏ : _________#3 ❏❏❏❏ m❏❏❏❏ : ________ #8 ❏❏❏❏ m❏❏❏❏ : _________#4 ❏❏❏❏ m❏❏❏❏ : ________ #9 ❏❏❏❏ m❏❏❏❏ : _________#5 ❏❏❏❏ m❏❏❏❏ : ________ #10 ❏❏❏❏ m❏❏❏❏ : ________

Spells Known† ............................................................................. 1E1

Power Points† ................. 5 Elem. Spell Bonus: ...................... +1

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (7) +0 +0 +1 +0 +1Battle Order (7) +2 +2 +0 -1 +2Disbanded (9) Unit Ma is used only for reforming the unit.Squadron (7) † +0 +0 +1 +1 +1

* — Defense may be “14” if optional rule O-12.1 is used and one PP isexpended each round.

KUA — HÍrazi warrior-QueenMove.Rate: ...... 10" (7.5"/5"/2.5") [25cm(19/13/6)] Morale: ..... 9

Defense: ...... 11 Shield Bonus: ..... +0 No Armor: ............... -0

Endurance: ........ 14 Maneuver† ....... 5 Resistance† .......... 8

Weapon Attack Damage RangeBroadsword ........ 3D6 .................. High+2 .......... NoneLong Bow .......... D6+D10+1 ....... Lowx2+2 ....... -2 per 18" [45cm]

❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : _____________________________

Spells Available† ................................................................. 2E1, 1E2

Power Points† ............... 12 Elem. Spell Bonus: ...................... +2

Morale Mod: ................. +1 Melee Mod: ................................. +0

Missile Mod: ................. +1 Defense Mod: .............................. +0

Maneuver Mod† ........... +1 Influence Range: ............. 5" [13cm]

* — Defense may be “16” if optional rule O-12.1 is used and one PP isexpended each round.

152

SCENARIO #26

“ THE FOOD OF LIFE”Scenario Type: Skirmish. Game Length: 24 Turns.Setting: Far South of the Warring Holds, Spring.The Tale: Outside the Pebble Lands, warfare also occurs, but of a

different nature. In this scenario, a group of Garks is beset by twoenormous Hue-eaters.

Terrain: Generally Clear terrain with Medium Woods and a Streambisects the map. The playing surface is 65" [165cm] (N-S) x 45"[114cm] (E-W).

Weather: Fair. Power Hues: Roll Randomly.Bladestorm: 18 (3D6). Random Encounter: 16%.Special Rules:

1. Hue-eaters actually feed on the life force, so any Gark struck bya Hue-eater must make a Resistance Roll against a 2nd levelattacks (see O-14.0). If the RR fails, the Gark suffers anadditional D10 of damage due to life drain. If optional rule O-14.0 is not used, the D10 damage is automatic.

2. The Garks may start the game Disbanded.3. The Hue-eaters may ignore the movement restrictions outlined

in S-6.4.Victory Conditions: To win, a player must eliminate from the

battlefield all enemy combatants.

HUE-EATERS: SCOUTSPlayer 1: Set up Last within 6" [15cm] of a Gark. Move First.

KUTRO BAZLIN(Biting Battleaxe, (Biting Battleaxe,S. Leather Armor) S. Leather Armor)

Move.Rate .. 6" (4.5"/3"/1.5") Move.Rate .. 6" (4.5"/3"/1.5")[15cm(11/8/4)] [15cm(11/8/4)]

Melee Attack ........ 2D6+D10 Melee Attack ........ 2D6+D10Melee Damage High+Low+1 Melee Damage High+Low+1Missile Attack .............. None Missile Attack .............. NoneMissile Damage ........... None Missile Damage ............ NoneRange Mod .................. None Range Mod ................... NoneDefense ............................. 11 Defense ............................. 11Shield Bonus ..................... +0 Shield Bonus .................... +0Armor ................................ -1 Armor ................................ -1Maneuver ............................ 7 Maneuver ............................ 7Morale ................................. 8 Morale ................................ 8Resistance ........................... 9 Resistance ........................... 9Endurance (15) ...... ❏❏❏❏❏ Endurance (16) ...... ❏❏❏❏❏

❏❏❏ m❏❏ ❏❏❏❏❏ ❏❏❏ m❏❏❏ ❏❏❏❏❏

GREEN GARKS: WARRIORSPlayer 2: Set up First within 6" [15cm] of the Stream. MoveLast.

GREEN GARKS (10)Move.Rate: .......... 6" (4.5"/3"/1.5") [15cm(11/8/4)] Morale: ..... 9

Defense: ........ 9 Shield Bonus: ..... +0 S. Leather Hide ........ -1

Endurance: ........ 12 Maneuver† ....... 7 Resistance† .......... 9

Weapon Attack Damage RangeScimitar .............. 3D6-2 ............... High+2 .......... NoneGrapple .............. 2D6+2 .............. Low-1 ............ None

#1 ❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ : ______________________________#2 ❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ : ______________________________#3 ❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ : ______________________________#4 ❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ : ______________________________#5 ❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ : ______________________________#6 ❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ : ______________________________#7 ❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ : ______________________________#8 ❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ : ______________________________#9 ❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ : ______________________________#10 ❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ : _____________________________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll Mod

General Order (10) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.

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#26 "THE FOOD OF LIFE"

153

LEGEND

n

BRO

KEN

OC

EAN

WHISPERING NARROWS0 50 100 150mi

0 80 160 240km

AlpineMountainousRoughMountain Spine

Hills Forest ActiveVolcanoe

DREAMINGBAY

BLOODSEA

WHISPERINGBIGHT

GATESOF

DAWN

DAWN'SBIGHT

BAYOF

SIGHS

BAY

OF

CR

IES

GULF OF CRIES

FELLBIGHT

SOUNDOF

DREAMS

STRANGEBIGHT

MU

RMU

RING

BIGH

T

WHISTLINGBIGHT

WARRINGBIGHT

REEFSEA

SEAOF

PAIN

CAPEOF

DOOM

THU

ND

ER SO

UN

D

DAWNSEA

154

LEGEND

BRO

KEN

OC

EAN

WHISPERING NARROWS0 80 160 240km

0 50 100 150mi

1

23

45 6

78

9

1011

12

13

14

15

16

17

18

1920

21

22

23

24

25

26

27

2829

30

31

32

33

34

35

36

38

40

41

42

43

44

45

46

47

48

49

50

51

52

53

54

55

5657

58

59

6061

45

48

54

DREAMINGBAY

BLOODSEA

WHISPERINGBIGHT

GATESOF

DAWN

DAWN'SBIGHT

BAYOF

SIGHS

BAY

OF

CR

IES

GULF OF CRIES

FELLBIGHTSOUND

OFDREAMS

STRANGEBIGHT

MU

RMU

RING

BIGH

T

WHISTLINGBIGHT

SHELLBIGHT

WARRINGBIGHT

REEFSEA

SEAOF

PAIN

THE GRAVES

CAPEOF

DOOM

THU

ND

ER SO

UN

D

HIDINGMERE

L.O.SIGHS

55

5539

DAWNSEA

Hidden ColonyImmigrant DomainStrongholdsMountain Spine

Lost ImmigrantsInvader StateIndigenous Invaders

3937

37

3739

n

158

FACTIONS INDEX BY NAME

-------------------------------A--------------------------------Abdera * ‡ (10) ................................................................ 33, 99Aded (A City-State of Thalar) ¥ ............................................ 80Alchua (Petty Fiefdoms) ¥ (42) ............................................. 80Ancoovur (Coral March) † (21) ............................................ 60Arameg (A City-State of Thalar) ¥ ........................................ 80Assailers ........................................................................... 77-78

Moregadorans, Palians, Ruechai, Sirians, Syrkakar, XanAvians (Chiranu) ............................................................. 11, 44

Ankori (Duck-races), Hírazi (Wing-men)

-------------------------------B--------------------------------Bandit Realm (Tralf) ‡ (19) ................................................... 66Barrow Marches (Kroel, Undead) † (51) .............................. 64Bayntyvur (A Petty Fiefdom of Alchua) ¥ ............................ 80Bear-men (Sull) † (11) ............................................. 11, 37, 100Bone Eaters (Slike) § (58) ............................................... 11, 76Borvan (Punkari, Mountain Elves) † (50) ......................... 9, 63Breathless ................................................................................ 8

-------------------------------C--------------------------------Cavan * ‡ (1) ................................................................... 15, 90Centaurs ................................................................................. 87City-States of Thalar ¥ (41) ................................................... 80

Arameg, Aded, Taspar, Lamissa, Rya, Klape, Paych, SesleaClane (A Petty Fiefdom of Alchua) ¥ .................................... 80Cloud Giants .......................................................................... 84Coral March (Ancoovur) † (21) ............................................ 60Cryan (Erlini, Wood Elves) † (48) .................................... 9, 62Cula (Garcula) § (52) ............................................................. 76

-------------------------------D--------------------------------Dark Elves (Dyari) ............................................................ 9, 62Darklings ......................................................................... 10, 39Dead Marches (Emun) † (16) ................................................ 59Demons (Othmonu) ................................................................. 9

Demons of the Essence (Emonu), Demons of the Void (Othu)

Duck-races (Ankori) .............................................................. 11Duskwalkers ............................................................................ 7Dwarves (Loaru) (37) ................................................ 9, 41, 102Dyari (Dark Elves) ............................................................ 9, 62

-------------------------------E--------------------------------Ekeren * ‡ (6) .................................................................. 28, 97Elf Colonies † ........................................................................ 58

Borvan (Punkari, Mountain Elves) † (50) ............................ 9, 63Cryan (Erlini, Wood Elves) † (48) ....................................... 9, 62Lycoodur (Iylari, High & Dark Elves) † (49) ...................... 9, 62Olchel (Erlini, Wood Elves) † (48) ...................................... 9, 62Scrym (Jeweler’s Lands, High Elves) † (47) ............... 9, 54, 108Shuluri (Sea Elves) † (54) ............................................ 9, 49, 106

Eliarda (A Petty Fiefdom of Alchua) ¥ ................................. 80Elves (Tulingu) ....................................................... 9, 54, 62-63

Dark Elves (Dyari), Half-Elves (Ta-lairi), High Elves (Iylari),Mountain Elves (Punkari), Wood Elves (Erlini)

Emonu (Demons of the Essence) ............................................ 9Emun (The Dead Marches) † (16) ......................................... 59Erlini (Wood Elves) ........................................................... 9, 62

-------------------------------F--------------------------------Feeder-races (Ulcathu) ......................................... 11, 72-76, 83

Bone Eaters, Flesh Eaters, Hue Eaters, Teeth EatersFire Giants ............................................................................. 84Flesh Eaters ..................................................................... 11, 72Forest Giants .......................................................................... 84Frost Giants ........................................................................... 85

-------------------------------G--------------------------------Galatha (New Colony of) ‡ ¤ (27) ........................................ 68Garayax (The Lich Realm, Flesh Eaters) § (20) .............. 11, 72Garcula (Cula) § (52) ............................................................. 76Garkamun (Green Garks) § (59) ........................................ 9, 76Garks (Garku) .............................................................. 9, 76, 82Giant-races (Tokorku) .................................... 10, 46, 51, 83-86

Giants (Kortu): Cloud, Fire, Forest, Frost,Mountain, Ogres (Ogru), Titans (Khó-rai)

Goblin-races (Lugroku) ........................................ 10, 39, 85-86Darklings, Goblins (Gorlu), Low Goblins, Lugrôki

Gobrul (Mountain Goblins) (36) ....................... 10, 39, 85, 100Gragolon § (61) ..................................................................... 77Green Garks (Garkamun) § (59) ........................................ 9, 76Guardians of the Gale .............................................................. 8

-------------------------------H--------------------------------Half-Elves (Ta-lairi) ................................................................ 9Harro * ‡ (2) .................................................................... 18, 92Hidden Colonies † ................................................................. 58

Ancoovur (Coral March) (21) .................................................. 60Borvan (Punkari, Mountain Elves) (50) ............................... 9, 63Cryan (Erlini, Wood Elves) (48) .......................................... 9, 62Emun (Dead Marches) (16) ...................................................... 59Hírazi (Wing-men) (38) ............................................. 11, 44, 103Kroel (Barrow Marches, Undead) (51) .................................... 64Lycoodur (Iylari, High & Dark Elves) (49) ......................... 9, 62Manamo (Low-men) (24) ......................................................... 62Munull (Tiger-Folk) (12) ........................................................ 58Olchel (Erlini, Wood Elves) (48) ......................................... 9, 62Rill (44) .................................................................................... 62Roarc (Longreaders) (53) ......................................................... 64Scrym (Jeweler’s Lands, High Elves) (47) .................. 9, 54, 108Shuluri (Sea Elves) (54) ............................................... 9, 49, 106Sull (Bear-men) (11) .................................................. 11, 37, 100Urnull (Wolf-Land, Wolf-folk) (13) ........................................ 59Vancu (23) ............................................................................... 60

High Elves (Scrym, Lycoodur, Iylari) † (47) ............ 9, 54, 108Hírazi (Wing-men) † (38) ........................................ 11, 44, 103Hope, The Forces of ................................................................ 7Hue Eater Lands (Vyath, Sercathu) § (45) ................ 11, 75, 83

-------------------------------I--------------------------------Immigrant Domains ‡ ............................................................ 65

Abdera * (10) ..................................................................... 33, 99Cavan * (1) ......................................................................... 15, 90Ekeren * (6) ........................................................................ 28, 97Galatha, New Colony of ¤ (27) ............................................... 68Harro * (2) .......................................................................... 18, 92Klaykala ¤ (25) ........................................................................ 66Kulm * (3) .......................................................................... 21, 93Lalien, The Paltry Lands ¤ (26) .............................................. 68Marl * (5) ........................................................................... 24, 95Nefarin ¤ (30) .......................................................................... 70Ololoco (22) ............................................................................. 57Oloponox ¤ (29) ...................................................................... 69Oolcor (18) ............................................................................... 66Rone (57) ................................................................................. 72

159

Royn ¤ (28) ............................................................................. 68Rukon * (9) ........................................................................ 13, 89Soluthurn * (4) ................................................................... 23, 94Tatanapo, Myriad Realms (31) ................................................ 70Tharo (17) ................................................................................ 65Tralf, The Bandit Realm (19) ................................................... 66Urda * (7) ........................................................................... 30, 98Vylana ¤ (33) .......................................................................... 71Wiocoola, The Slave Land (46) ............................................... 71Yolmer * (8) ....................................................................... 31, 98

Independence, The Forces of ................................................... 8Invader States § ..................................................................... 72

Cula (Garcula) (52) .................................................................. 76Garayax, The Lich Realm (Flesh Eaters) (20) ................... 11, 72Garkamun (Green Garks) (59) ............................................. 9, 76Gragolon (61) ........................................................................... 77Paia (35) ................................................................................... 74Saraxa, The Low Empire (32) .................................................. 73Slike (Bone Eaters) (58) ..................................................... 11, 76Sool (Outland Wolves) (34) ..................................................... 74Vyath, Hue Eater Lands (Hue Eaters) (45) ........................ 11, 75

Iylari (Lycoodur, High Elves) † (49) ........................... 9, 54, 62

-------------------------------J--------------------------------Jewel Knights .................................................................... 8, 82Jeweler’s Lands (Scrym, High Elves) † (47) ............. 9, 54, 108

-------------------------------K--------------------------------Kalanda ¥ (40) ....................................................................... 79Kark Races (Karku) ..................................................... 9, 76, 82

Garks (Garku), Krals (Kralu)Kaw Kaw ¥ (43) .................................................................... 81Kel Ogru (River Ogres) (39) ............................. 10, 46, 86, 104Khó-rai (Titans) ............................................................... 10, 83Klape (A City-State of Thalar) ¥ ........................................... 80Klaykala ‡ ¤ (25) .................................................................. 66Kortu (Giants) .................................................................. 10, 84Krals (Kralu) ............................................................................ 9Kroel (Barrow Marches, Undead) † (51) .............................. 64Kulm * ‡ (3) .................................................................... 21, 93

-------------------------------L--------------------------------Lalien (The Paltry Lands) ‡ ¤ (26) ....................................... 68Lamissa (A City-State of Thalar) ¥ ....................................... 80Lasapanax ¥ (60) ................................................................... 81Lich Realm (Garayax, Flesh Eaters) § (20) ..................... 11, 72Loaru (Dwarves) (37) ................................................ 9, 41, 102Longreaders (Roarc) † (53) ................................................... 64Lost Immigrants ¥ ............................................................. 79-81

Alchua (Petty Fiefdoms) (42), Kalanda (40),Kaw Kaw (43), Lasapanax (60), Meir (15),Morn (Rakel) (14), Thalar (City States) (41)

Low Empire (Saraxa) § (32) .................................................. 73Low Goblins .......................................................................... 86Low-men (Manamo) † (24) ................................................... 62Lugroku (Goblin-races) ......................................................... 10Lugrôki (56) ............................................................... 10, 39, 86Lycoodur (Iylari, High & Dark Elves) † (49) .................... 9, 62

-------------------------------M--------------------------------Manamo (Low-men) † (24) ................................................... 62Marl * ‡ (5) ...................................................................... 24, 95Meir ¥ (15) ............................................................................. 79Men ........................................................................................ 10Merhool (A Petty Fiefdom of Alchua) ¥ ............................... 80Moregadorans (Assailers) ...................................................... 77

Morn (Rakel) ¥ (14) ............................................................... 79Mountain Elves (Borvan, Punkari) † (50) ......................... 9, 63Mountain Giants .................................................................... 85Mountain Goblins (Gobrul) (36) ....................... 10, 39, 85, 100Munull (Tiger-Folk) † (12) .................................................... 58Myriad Realms (Tatanapo) ‡ (31) ......................................... 70

-------------------------------N--------------------------------Nefarin ‡ ¤ (30) .................................................................... 70New Colonies ‡ ¤ ................................................................. 65

Galatha, New Colony of (27), Klaykala (25), Lalien,The Paltry Lands (26), Nefarin (30), Oloponox (29),Royn (28), Vylana (33)

New Colony of Galatha ‡ ¤ (27) .......................................... 68

-------------------------------O--------------------------------Ogres (Ogru) .............................................................. 10, 46, 86Olchel(Erlini, Wood Elves) † (48) .................................... 9, 62Ololoco ‡ (22) ........................................................................ 57Oloponox ‡ ¤ (29) ................................................................ 69Oolcor ‡ (18) ......................................................................... 66Othmonu (Demons) ................................................................. 9Othu (Demons of the Void) ..................................................... 9Outland Wolves (Sool) § (34) ............................................... 74

-------------------------------P--------------------------------Paia § (35) .............................................................................. 74Palians (Assailers) ................................................................. 78Paltry Lands (Lalien) ‡ ¤ (26) .............................................. 68Paych (A City-State of Thalar) ¥ ........................................... 80Petty Fiefdoms of Alchua ¥ (42) ........................................... 80

Bayntyvur, Clane, Eliarda, Merhool, Rew, WarkPunkari (Borvan, Mountain Elves) † (50) ......................... 9, 63

-------------------------------R--------------------------------Rakel (Morn) ¥ (14) ............................................................... 79Realms of Men § .............................................................. 72-74

Paia (35), Saraxa (Low Empire) (32),Sool (Outland Wolves) (34)

Rew (A Petty Fiefdom of Alchua) ¥ ...................................... 80Rill † (44) .............................................................................. 62River Ogres (Kel Ogru) (39) ............................. 10, 46, 86, 104Roarc (Longreaders of) † (53) ............................................... 64Rone ‡ (57) ............................................................................ 72Royn ‡ ¤ (28) ........................................................................ 68Ruechai (Assailers) ................................................................ 77Rukon * ‡ (9) ................................................................... 13, 89Rya (A City-State of Thalar) ¥ .............................................. 80

-------------------------------S--------------------------------Saraxa (The Low Empire) § (32) ........................................... 73Scrym (Jeweler’s Lands, High Elves) † (47) ............. 9, 54, 108Sea Elves (Shuluri) † (54) ......................................... 9, 49, 106Sea Trolls (Torku) (55) ............................................ 10, 51, 107Sercathu (Hue Eaters) ................................................ 11, 75, 83Seslea (A City-State of Thalar) ¥ .......................................... 80Shuluri (Sea Elves) † (54) ......................................... 9, 49, 106Sirians (Assailers) .................................................................. 78Slave Land (Wiocoola) ‡ (46) ............................................... 71Slike (Bone Eaters) § (58) ............................................... 11, 76Soluthurn * ‡ (4) .............................................................. 23, 94Sool (Outland Wolves) § (34) ............................................... 74Soulslayers ............................................................................... 7Steel Rain ................................................................................. 7

160

Storm Giants .......................................................................... 85Sull (Bear-men) † (11) ............................................. 11, 37, 100Syrkakar (Assailers) .............................................................. 77

-------------------------------T--------------------------------Ta-lairi (Half-Elves) ................................................................ 9Taspar (A City-State of Thalar) ¥ .......................................... 80Tatanapo (The Myriad Realms) ‡ (31) .................................. 70Teeth Eaters ........................................................................... 11Thalar (The City States of) ¥ (41) ......................................... 80Tharo ‡ (17) ........................................................................... 65Tiger-Folk (Munull) † (12) .................................................... 58Titans (Khó-rai) ............................................................... 10, 83Tokorku (Giant-races) ........................................................... 10Torku (Sea Trolls) (55) ............................................ 10, 51, 107Torku (Trolls) ............................................................ 10, 51, 86Tralf, The Bandit Realm ‡ (19) ............................................. 66Trogli ..................................................................................... 87Trolls (Torku) ............................................................ 10, 51, 86Tulingu (Elves) ........................................................................ 9

-------------------------------U--------------------------------Ulcathu (Feeder-races) .......................................................... 11Undead (Kroel) † (51) ........................................................... 64Unlife, The Forces of ............................................................... 7Urda * ‡ (7) ..................................................................... 30, 98Urnull (Wolf-folk) † (13) ...................................................... 59

-------------------------------V--------------------------------Vancu † (23) .......................................................................... 60Vyath (Hue Eater Lands, Hue Eaters) § (45) .................. 11, 75Vylana ‡ ¤ (33) ..................................................................... 71

-------------------------------W--------------------------------Wark (A Petty Fiefdom of Alchua) ¥ .................................... 80Warring Holds * ‡ ................................................................. 12

Abdera (10) ........................................................................ 33, 99Cavan (1) ............................................................................ 15, 90Ekeren (6) ........................................................................... 28, 97Harro (2) ............................................................................. 18, 92Kulm (3) ............................................................................. 21, 93Marl (5) .............................................................................. 24, 95Rukon (9) ........................................................................... 13, 89Soluthurn (4) ...................................................................... 23, 94Urda (7) .............................................................................. 30, 98Yolmer (8) .......................................................................... 31, 98

Wing-men (Hírazi) † (38) ........................................ 11, 44, 103Wiocoola (The Slave Land) ‡ (46) ........................................ 71Wolf-folk (Urnull, Wolf-Land) † (13) ................................... 59Wolf-Land (Urnull, Wolf-folk) † (13) ................................... 59Wood Elves (Olchel & Cryan, Erlini) † (48) .................... 9, 62

-----------------------------X—Z-----------------------------Xan (Assailers) ...................................................................... 78Yolmer * ‡ (8) ................................................................. 31, 98

-----------------------------KEY------------------------------

* — Warring Hold† — Hidden Colony‡ — Immigrant Domains¤ — New Colonies§ — Invader States¥ — Lost Immigrants

FACTIONS INDEX BY NUMBER# Name Pages1) Cavan * ‡ ............................................................................... 15, 902) Harro * ‡ ................................................................................ 18, 923) Kulm * ‡ ................................................................................. 21, 934) Soluthurn * ‡ .......................................................................... 23, 945) Marl * ‡ .................................................................................. 24, 956) Ekeren * ‡ .............................................................................. 28, 977) Urda * ‡ .................................................................................. 30, 988) Yolmer * ‡ ............................................................................. 31, 989) Rukon * ‡ ............................................................................... 13, 8910) Abdera * ‡ ............................................................................ 33, 9911) Bear-men of Sull † ....................................................... 11, 37, 10012) Tiger-Folk of Munull † .............................................................. 5813) Urnull, The Wolf-Land (Wolf-folk) † ........................................ 5914) Morn (Rakel) ¥ ........................................................................... 7915) Meir ¥ ......................................................................................... 7916) Emun, The Dead Marches † ....................................................... 5917) Tharo ‡ ....................................................................................... 6518) Oolcor ‡ ...................................................................................... 6619) Tralf, The Bandit Realm ‡ ......................................................... 6620) Garayax, The Lich Realm (Flesh Eaters) § .......................... 11, 7221) Ancoovur (Coral March) † ......................................................... 6022) Ololoco ‡ .................................................................................... 5723) Vancu † ...................................................................................... 6024) Manamo (Low-men) † ............................................................... 6225) Klaykala ‡ ¤ .............................................................................. 6626) Lalien, The Paltry Lands ‡ ¤ ..................................................... 6827) Galatha, New Colony of ‡ ¤ ...................................................... 6828) Royn ‡ ¤ .................................................................................... 6829) Oloponox ‡ ¤ ............................................................................. 6930) Nefarin ‡ ¤ ................................................................................. 7031) Tatanapo, Myriad Realms ‡ ....................................................... 7032) Saraxa, The Low Empire§ .......................................................... 7333) Vylana ‡ ¤ ................................................................................. 7134) Sool (Outland Wolves) § ............................................................ 7435) Paia § .......................................................................................... 7436) Mountain Goblins (Gobrul) ................................... 10, 39, 85, 10037) Dwarves (Loaru) ............................................................ 9, 41, 10238) Wing-men (Hírazi) † .................................................... 11, 44, 10339) River Ogres (Kel Ogru) .......................................... 10, 46, 86, 10440) Kalanda ¥ ................................................................................... 7941) Thalar, The City States of ¥ ....................................................... 8042) Alchua (Petty Fiefdoms) ¥ ......................................................... 8043) Kaw Kaw ¥ ................................................................................. 8144) Rill † ........................................................................................... 6245) Vyath, Hue Eater Lands (Hue Eaters) § ............................... 11, 7546) Wiocoola, The Slave Land ‡ ...................................................... 7147) Jeweler’s Lands (Scrym, High Elves) † ......................... 9, 54, 10848) Olchel & Cryan (Erlini, Wood Elves) † ................................. 9, 6249) Lycoodur (Iylari, High & Dark Elves) † ................................ 9, 6250) Borvan (Punkari, Mountain Elves) † ..................................... 9, 6351) Kroel (Barrow Marches, Undead) † ........................................... 6452) Cula (Garcula) § ......................................................................... 7653) Roarc, Longreaders of † ............................................................. 6454) Sea Elves (Shuluri) † ...................................................... 9, 49, 10655) Sea Trolls (Torku) ........................................................ 10, 51, 10756) Lugrôki ........................................................................... 10, 39, 8657) Rone ‡ ........................................................................................ 7258) Slike (Bone Eaters) § ........................................................... 11, 7659) Garkamun (Green Garks) § .................................................... 9, 7660) Lasapanax ¥ ................................................................................ 8161) Gragolon § .................................................................................. 77

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WINDLANDRISES

1

CREDITS

Author/Designer: Tim TaylorEditor/Developer: Coleman CharltonCover Illustration: Terry K. Amthor (a collage of the art of Sandy Collora, Darrell Midgette, Paul Jaquays, and

David Miller)

Interior Illustration: Mitch Byrd, Sandy Collora, Liz Danforth, Colleen Doran, Gerald Forton, Dell Harris,Michael Hernandez, Jim Holloway, Paul Jaquays, Karl Kochvar, Denis Loubet, Ellisa Martin, DarrellMidgette, David Miller, Charles Peale, Stephan Peregrin, Roger Raupp, Shawn Sharp, and a number ofillustrations are from the following books published by Dover Publications, Inc., New York: Animals–1419Copyright –Free Illustrations of Mammals, Birds, Fish, Insects, etc. (Jim Harter); Curious Woodcuts ofFanciful and Real Beasts (Konrad Gesner); Treasury of Fantastic and Mythological Creatures (RichardHuber).

Layouts: Ted Dinwiddie, Bill Covert.

Project Specific Contributions: Page Design: Ted Dinwiddie & Bill Covert; Layout: Sharon Bouton;Cover Graphics: Terry K. Amthor.

Special Contributions: Special thanks to Randall Hilbert for his method of Shard movement resolution.

ICE MANAGEMENT — Art Director/Production Manager: Terry K. Amthor; Sales Manager: Deane Begiebing; Editing& Development Manager: Coleman Charlton; President: Peter Fenlon; CEO: Bruce Neidlinger; Controller: KurtRasmussen.

ICE STAFF — Marketing Consultant: John Morgan; Editing & Development Staff: Kevin Barrett, Monte Cook, Pete Fenlon,Jessica Ney, Terry Amthor; Graphics & Production Staff: Edward Dinwiddie, Bill Covert, Sharon Bouton, B.T. Thomp-son; Sales & Customer Service Staff: John Brunkhart, Heike Kubasch; Finance & Administration Staff: Chad McCully;Shipping Staff: John Breckenridge, David Mercier.

BLADESTORMBESTIARY ™

ISBN N/A Stock # 7501P

Produced byIRON CROWN ENTERPRISES, INC.

P.O. Box 1605Charlottesville, VA 22902

© 1991 Iron Crown Enterprises, Inc. and the International Fellowship Partnership. Bladestorm, Bladelands and names andcharacters within are trademark properties of ICE and the International Fellowship Partnership.

2

XI – DEMONSDemons of the Void

1. Agathu ........................................... 562. Demons of the Pale ....................... 583. Conformers (Culorgor,

Tharogor, Bororgor) ............... 59-604. Demons Beyond the Pale .............. 61

Demons of the Essence5. Elemental Demons ........................ 626. Death-watcher ............................... 627. Doombringer ................................. 638. Durgul ........................................... 639. Belasar ........................................... 64

XII – INVADERS &ASSAILERS

1. Ratmen .......................................... 642. Serpentoid ..................................... 663. Swartalfr ........................................ 664. Dragonians .................................... 675. Scorpion Men ................................ 676. Thraxx ........................................... 687. Wolfmen ........................................ 688. Natharl’nacna ................................ 68

Cresh’urim ..................................... 68Cthugans ........................................ 69Ni’hashbin Warriors ...................... 69

XIII – SCENARIOS#1 – “Spare Parts” ............................. 72#2 – “Heat of Battle” ......................... 73#3 – “This Vile Earth” ...................... 75#4 – “Horror Stalks the Forest” ......... 76#5 – “Sentinels of Doom” ................. 77#6 – “Battle at the Gates of Dawn” ... 80#7 – “Terror From the Skies” ............ 81#8 – “Lairs of Ash” ........................... 83#9 – “Gateway to Oblivion” .............. 84#10 – “Dark Fiends” ......................... 85

XIV – TABLES &CHARTS

1. Magic/Item Table .......................... 862. Power Hue Determination Table ... 893. Weather Determination Table ....... 894. Encounter Table ............................ 895. Creature Summary Table .............. 92

VII – DRAGONSGreat Drakes

1. Light Drake (Blue Dragon) ........... 292. Cold Drake (White Dragon) .......... 303. Gas Drake (Green Dragon) ........... 304. Fire Drake (Red Dragon) .............. 31

Lesser Dragons5. Air Drake (Grey Dragon) .............. 336. Land Drake (Brown Dragon) ........ 337. Cave Drake (Black Dragon) .......... 34

Minor Drakes8. Wyvern .......................................... 349. Hydra ............................................. 3510. Cave Worm ................................. 35

VIII – UNNATURAL &ARTIFICIAL BEINGS

1. Kæden ........................................... 362. Armored Construct ........................ 383. Elementals (Air, Cold, Earth,

Fire, Light, Water, Dark) ....... 38-394. Golems (Flesh, Stone, Steel) .... 40-415. Shards ............................................ 416. Neng .............................................. 427. Vile ................................................ 42

IX – UNDEAD1. Zombie .......................................... 432. Apparition ..................................... 433. Barrow Wight ................................ 454. Corpse Devourer (Living Ghoul) .. 455. Skeleton ......................................... 466. Giant Skeleton ............................... 467. Skeleton Lord ................................ 468. Knight of Death ............................. 469. Ghoul ............................................. 4710. Ghoulking .................................... 4711. Ghost ........................................... 4812. The Ghost Legion of Hara .......... 4813. Vampire ....................................... 4914. Vampire Lord (Valsatholis) ........ 4915. Mummy ....................................... 5016. Lich (Lord Althol) ....................... 5017. Wraith .......................................... 5118. The Herald of Night .................... 5119. Undead Drake ............................. 52

X – SHAPECHANGERS1. Were-Tiger .................................... 522. Were-Bear ..................................... 543. Were-Wolf .................................... 554. Silverscale (Were-Drake) .............. 55

I – INTRODUCTION

II – ANIMALS1. Tiger ................................................ 42. War Horse ....................................... 43. Fighting Bear ................................... 64. Wolf ................................................ 65. War Elephant ................................... 76. Ulthula ............................................. 77. “Killer” Rhino ................................. 88. Tartu ................................................ 89. Bone Worm ..................................... 8

III – GIANT ANIMALS1. Sabretooth Tiger .............................. 92. Giant Scorpion ................................ 93. Great Eagle .................................... 114. Great Serpent ................................. 115. Great Spider .................................. 126. Giant Ant and Beetle ..................... 127. Battlepede ...................................... 12

IV – LAND-BASEDCREATURES

1. Chimera ......................................... 132. Manticore ...................................... 133. Tree Fiend ..................................... 154. Basilisk .......................................... 155. Black Unicorn ............................... 166. Gorgon .......................................... 167. Minotaur ........................................ 178. Sirrush ........................................... 179. Unicorn .......................................... 1810. Obanshi ....................................... 1811. Bogman ....................................... 19

V – ZEPHYR HOUNDS1. Fire Hound .................................... 192. Ice Hound ...................................... 213. Night Hound .................................. 214. Storm Hounds ............................... 215. Vapor Hound ................................. 216. Water Hound ................................. 21

VI – FLYING BEASTS1. Fell Beast ....................................... 222. Thyfur ............................................ 223. Pegasus .......................................... 244. Gryphon ........................................ 245. Gargoyle ........................................ 256. Nasti .............................................. 257. Banshee ......................................... 268. Harpy ............................................. 269. Phoenix .......................................... 2710. Roc .............................................. 2711. Sphinx ......................................... 2812. Baashi .......................................... 2813. Tentmorse .................................... 2814. Horribar ....................................... 28

CONTENTS

3

I – INTRODUCTION

“Fiercely whirling winds gather shards of steel from fallenwarriors. Raining down from a livid sky, these Bladestormsswoop unexpectedly upon a crimson battlefield. Flying bladesscatter combatants on both sides. Oblivious to the danger, anevil Garcathu gnashes its claw-ensconced beak, its bloodybattleaxe poised to decapitate a fallen Manticore.”

Welcome to the Bladelands, home of fierce and foul monsters!We hope you survive your stay. The Bladestorm Bestiary bringscreatures and other non-humans to your Bladestorm (BSt) games.This product is organized into four parts:• The Introduction (Section I)• Beast Descriptions and Stats (Sections II-XII)• Ten ready-to-play Scenarios involving beasts (Section XIII)• Charts for generating random encounters, treasures, and scenario

conditions (Section XIV)

SPECIAL NOTATIONThe beast descriptions and scenarios include a number of stan-

dard notations:* — Poisoned attack.† — Used with the BSt Optional Rules.‡ — A “thrown weapon,” once the weapon has been used for a

missile attack, it is no longer available for use (mark through itsentry on the combatant’s record sheet).

∆ — Only used with BSt Optional Rule O-12.1. The spell user’sDefense may be increased by +5 each turn that 1 PP is expended.

Note: For readability purposes, this product uses standardmasculine pronouns when referring to persons of uncertaingender. In such cases, these pronouns are intended to conveythe meanings: he/she, her/his, etc.

MULTIPLE CREATURE ATTACKSMany creatures have more than one non-weapon melee attack.

Usually, such a creature may only use one of its attacks in a giventurn (see below for exceptions). The front facing for such attacksshould be determined by the type of attack. For example, a tailattack might be limited to rear or side facings, while a claw attackmight be limited to front and one of the sides.

Certain creatures will have specific restrictions placed upon theirattacks:¥ — All attacks may be used each Melee Combat Phase with no

target restrictions.« — The creature’s Melee Attack II may be used against a foe if the

creature’s Melee Attack I has already delivered damage to thatspecific foe during the current Melee Combat Phase (i.e., bothattacks may be made during the same phase).

√ — The creature’s Melee Attack II may only be used against a foeif the creature’s Melee Attack I delivered damage to that specificfoe (i.e., hit the foe) on the previous Melee Combat Phase (see BStRulesbook S-5.0).

¤ — The Melee Attack may be used if the rider (if any) does notattack during the same Melee Combat Phase.

ß — The creature’s breath weapon may only be used in a given turnin place of one of the melee attacks it would normally make withits head (i.e., bite, horn, etc.). In other words, if the breath weaponis used, the creature may only attack during one of the MeleeCombat Phases of the same turn (see BSt Rulesbook S-5.0).

§ — The number of allowable attacks against human-sized foes isdetermined by the number of potential targets (see the chartbelow). If a target is larger than human-sized, increase the numberindicated by 1 (up to the actual number of attacks). If a target ismuch larger than human-sized (i.e., huge), increase the numberindicated by 2 (up to the actual number of attacks).

No. ofPotential # of Potential Target CombatantsAttacks 1 2 3 4 5 6 7 8 9 10+

One 1 1 1 1 1 1 1 1 1 1Two 1 1 2 2 2 2 2 2 2 2Three 1 2 2 2 3 3 3 3 3 3Four 2 2 2 3 3 3 4 4 4 4Five 2 2 3 3 3 4 4 5 5 5Six 2 3 3 3 4 4 5 5 6 6

SLAYING WEAPONSSlaying weapons are very adept at killing the type of creature that

they are attuned to (e.g., Dragon, Troll, Elf, etc.). These highlymagical weapons are very rare. If you are randomly generatingitems, a slaying weapon can only be obtained on a “Special” result.If a slaying weapon is obtained the creature to which it is attuned canbe determined by using the Slaying Weapon Chart (see the Magic/Item Table XIV-1).

The effects of a slaying weapon can be handled in two ways:• A specific slaying weapon can have special bonuses for Attack

and Damage (see Scenario #7, Grim has three such DragonSlaying Arrows).

• A non-specific slaying weapon automatically inflicts an addi-tional 1D6 of Damage when it strikes a target that it is attuned to.In addition, if more than one attack die rolled for a slaying weaponhave the same result, the normal Damage delivered will bemultiplied as follows:

# Dice with same result Damage Multiplier2 Dice 2x Damage3 Dice 5x Damage4 Dice 10x Damage5 Dice 20x Damage6 Dice 40x Damage7 Dice 80x Damage8 Dice 150x Damage

4

II – ANIMALS

In addition to being randomly encountered, animals are oftenused to provide support for various armies in the Bladelands, eitheras mounts (for cavalry) or as individual combatants. The capabili-ties of an animal used as a mount are presented as part of thestatistics of the rider (see the Bladestorm Sourcebook).

1. TIGERNative to the northern rain forests, tigers prowl in solitary stealth,

searching for prey. Their cunning makes them fearsome foes,preying on livestock and helpless men alike. A tiger is mostdangerous when cornered or wounded. Tigers often set up hiddenand near enemy forces.

The Tiger-folk of Munull use these ferocious beasts in their wars(BSt Sourcebook p. 58). Superbly adapted for jungle warfare, tigershave keen senses and great patience. Given a scent, tigers will stalktheir prey, whether man or beast, for hours. Tiger-folk keep theirtigers on the edge of starvation, making them keen to hunt. Orangetigers are by far the most common strain, and the rare great whitetigers are considered to be divine by the Tiger-folk.

(Large Claw, Large Bite, and Soft Leather Hide)

Movement Rate10"(7.5"/5"/2.5") [25cm(19/13/7)]

Base Size .......................... Large Number Appearing ............... 1-2

Melee Attack I ................ 3D6+4 Melee Damage I ................. High

Melee Attack II « ............ 3D6+6 Melee Damage II ...... Mediumx2

Defense .................................. 10 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 6

Morale ..................................... 9 Resistance † .............................. 9

Endurance (30) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

2. WAR HORSEThese statistics are for rider-less war horses. Generally, each

mount is considered an inherent part of its cavalry combatant.

(Medium Bite, Large Trample, Soft Leather Hide)

Movement Rate9"(7"/4.5"/2.5") [23cm(18/12/6)]

Base Size .......................... Large Number Appearing ............. 1-10

Melee Attack I ................ 3D6+2 Melee Damage I ............ High+2

Melee Attack II ¤ ........... 3D6+4 Melee Damage II ... Mediumx2-1

Defense .................................. 11 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 5

Morale ..................................... 8 Resistance † .............................. 9

Endurance (42) ❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

5

6

3. FIGHTING BEARSome brown bears are used as close-support by natives of the

Bear Men of Sull (BSt Sourcebook p. 37). If wounded in combat, abear often becomes berserk, turning on friend and foe alike.Anytime a bear combatant’s Morale Roll equals its Morale stat, itgoes berserk and attacks the nearest combatant for the rest of thebattle.

Black bears, larger and stronger than their brown cousins, makeable guards for Forest Giants (BSt Sourcebook p. 84). When ForestGiants wage war, their guard-bears lumber into battle wearingspiked collars. As the bears crush a victim against their chest, thespikes further imperil. Lesser bears use the stats given in the BStSourcebook (p. 100).

(Medium Bash, Large Claw, and Thick Leather Hide)

Movement Rate9"(7"/4.5"/2.5") [23cm(18/12/6)]

Base Size .......................... Large Number Appearing ............... 1-5

Melee Attack I ......... D6+D10+5 Melee Damage I ............. Low+1

Melee Attack II § ............ 3D6+3 Melee Damage II ................ High

Defense .................................. 12 Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 7

Morale ..................................... 8 Resistance † .............................. 8

Endurance (64) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏4. WOLF

Social creatures, wild wolf-packs roam the forests and grasslandof Folenn. They rely on this pack structure to run down their prey.The Wolf-folk of Urnull employ a special strain of Great-wolf intheir quest for domination (BSt Sourcebook p. 59). These Great-wolves were bred for huge size, strength and endurance. Four to fivefeet at the shoulder, Great-wolves bear riders or packs and are mostpotent on clear, moonlit nights. Their excellent night vision andsense of smell make it unlikely that unmounted enemy will escape(+1 to Encounter Rolls).

WOLF(Medium Bite and Soft Leather Hide)

Movement Rate11"(8.5"/5.5"/3") [28cm(21/14/7)]

Base Size ...................... Medium Number Appearing ............. 2-20

Melee Attack .................. 3D6+3 Melee Damage .............. High+2

Defense .................................. 10 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 7

Morale ..................................... 9 Resistance † ............................ 10

Endurance (22) ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏

GREAT WOLF(Medium Bite and Soft Leather Hide)

Movement Rate11"(8.5"/5.5"/3") [28cm(21/14/7)]

Base Size ...................... Medium Number Appearing ............. 1-10

Melee Attack .................. 3D6+8 Melee Damage .............. High+2

Defense .................................. 11 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 6

Morale ..................................... 8 Resistance † .............................. 9

Endurance (36) ❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

7

5. WAR ELEPHANT

Gleaming ivory tusks beset withwicked spears strike fear in thehearts of the greatest warriors.Unfortunates in the path of warelephants are trampled underfoot.The Immigrant Domain of Roynmakes use of the great beasts inbattle (BSt Sourcebook p. 68).Although easily panicked, a frontline of bedecked war elephantshas great shock value. These statsmay also be used to represent wildor runaway elephants. All com-batants or units within 2"[5cm] ofthe front facing of an elephantfigure undergo Mass Panic (as thespell in the BSt Rulesbook, p. 47).

(Huge Tusk, Huge Trample,Thick Leather Hide)

Movement Rate:13"(10/6.5/3.5) [33cm(25/17/9)]

Base Size ........................... Huge

Number Appearing ............. 2-12

Melee Attack I ....... 3D6+D10+4

Melee Damage I ............ High+1

Melee Attack II √ ............ 4D6+4

Melee Damage II ...Mediumx2-2

Defense .................................. 11

Shield Bonus .......................... +0

Armor ..................................... -2

Maneuver † .............................. 8

Morale ..................................... 8

Resistance † ............................. 9

Endurance (160) ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

6. ULTHULAUlthula are the trained reptilian mounts of fierce Vancu warriors

(BSt Sourcebook p. 60). Small, omnivorous, forest-dwelling drakes,Ulthula sport poisonous claws and jaws. Treat this as the first levelEssence spell Paralyze Legs (BSt Rulesbook p. 49). It is applied inaddition to normal damage. Their venom is very potent, so treat itas 2nd level for RR purposes.

(Poisonous Large Bite, Poisonous Large Claw, and Scale Hide)

Movement Rate8"(6"/4"/2") [20cm(15/10/5)]

Base Size .......................... Large Number Appearing ............... 1-6

Melee Attack I ............. 3D6+3 * Melee Damage I .... Mediumx2 *

Melee Attack II § ¤ ..... 3D6+3 * Melee Damage II ............. High *

Defense .................................... 9 Shield Bonus ......................... +0

Armor ..................................... -3 Maneuver † .............................. 6

Morale ..................................... 8 Resistance † .............................. 8

Endurance (56) ❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏

❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

8

7. “KILLER” RHINOFound in the forests and plains of northwestern Folenn, these

massive, armored beasts sport a vicious horn the size of a man’sarm. Despite their bulk, rhino are reasonably agile and aggressiveenough to charge anything. Although their vision is poor, a rhino’ssenses of hearing and smell are excellent.

(Huge Horn, Huge Trample, and Thick Hide)

Movement Rate8"(6"/4"/2") [20cm(15/10/5)]

Base Size .......................... Large Number Appearing ............... 1-2

Melee Attack I ....... 3D6+D10+7 Melee Damage I ............ High+1

Melee Attack II « ............ 4D6+8 Melee Damage II ... Mediumx2-2

Defense .................................. 10 Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 8

Morale ..................................... 9 Resistance † .............................. 9

Endurance (75) ❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

8. TARTUHue Eater warriors (Sercathu) often ride Tartu into battle (BSt

Sourcebook p. 75). Tartu are huge reddish sea turtles which havebeen extensively trained by the Hue Eaters. Tartu have been bred tocontain an armored compartment within their double shells. HueEaters often cut apertures in the outer shell of a Tartu, transformingit into a living tank. The stats given here should be used only forunmanned Tartu.

(Large Bite, Medium Bash, {Soft Underbelly}, and Thick Shell)(May carry 2-4 Hue Eaters within its double shell.)

Movement Rate4"(3"/2"/1") [10cm(8/5/3)]

Base Size ........................... Huge Number Appearing ............... 1-4

Melee Attack I ....... 2D6+D10+2 Melee Damage I ................. High

Melee Attack II § ¤ . D6+D10+4 Melee Damage II ............ Low+1

Defense .................................... 7 Shield Bonus ......................... +0

Armor ............................. -4 {-2} Maneuver † .............................. 8

Morale ..................................... 8 Resistance † .............................. 8

Endurance (85) ❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

9. BONE WORMThese two foot long creatures are bone-white, eyeless worms

with large maws and teeth. Bone Worms feed on corpses found ingraveyards, battlefields, trash piles, etc. Although unimpressiveindividually, Bone Worms can be dangerous if they attack innumbers.

(Medium Bite and Fleshy Hide)

Movement Rate2"(1.5"/1"/0.5") [10cm(8/5/3)]

Base Size .......................... Small Number Appearing ............. 4-24

Melee Attack .................. 3D6+1 Melee Damage .............. High+2

Defense .................................... 8 Shield Bonus ......................... +0

Armor ..................................... -0 Maneuver † ............................ 10

Morale ................................... 10 Resistance † ............................ 10

Endurance (2) ❏ m❏

9

III – GIANT ANIMALS

In the Bladelands, certain types of animals are much larger thanthe species we are normally familiar with. This larger size greatlyincreases such an animal’s power and potential danger to the theinhabitants of Folenn.

1. SABRETOOTH TIGEROften dwelling in rugged, open terrain, the Sabretooth Tiger

usually attempts to ambush its prey. With their long, powerfulclaws and teeth, they can rend their prey to pieces, savoring the tastytidbits of flesh.

(Large Claw, Large Bite, and Soft Leather Hide)

Movement Rate ...................................... 12"(9"/6"/3") [30cm(23/15/8)]

Base Size .......................... Large Number Appearing ............... 1-2

Melee Attack I ................ 3D6+6 Melee Damage I ................. High

Melee Attack II « ............ 3D6+8 Melee Damage II ...... Mediumx2

Defense .................................. 11 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 5

Morale ..................................... 8 Resistance † .............................. 8

Endurance (60) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

2. GIANT SCORPIONAt home in rugged terrain, this fearsome arachnid moves quickly

despite its bulk and strikes victims with a poisonous stinger. Thispoisonous sting is treated as the first level Essence spell ParalyzeLegs (BSt Rulesbook p. 49) and is applied in addition to normaldamage. After poisoning a victim, this beast pulls its food apart withstrong pincers. Often the scorpion lurks patiently in rocky grottos(appearing as a Random Encounter). However, Conjurors or Sha-mans allied with the Unlife are often able to summon GiantScorpions in the Mountains of the Bladelands.

(Large Pincer, Large Stinger, and Rigid Leather Hide)

Movement Rate ........................................ 8"(6"/4"/2") [20cm(15/10/5)]

Base Size ...................... Medium Number Appearing ............... 1-2

Melee Attack I ....... 2D6+D10+3 Melee Damage I ................. High

Melee Attack II ¥ ......... 3D6+1 * Melee Damage II ......... Low+1 *

Defense .................................. 11 Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 8

Morale ..................................... 8 Resistance † .............................. 8

Endurance (25) ❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏ ❏❏❏❏❏ ❏❏❏❏❏

10

11

4. GREAT SERPENTNormally dwelling in grassy plains, the Great Serpent is camou-

flaged by its yellow-brown coloration. Both livestock and Men canfall prey to its spitting attack, which can immobilize even the largestof opponents. Treat both the spitting attack and poisonous bite asthe first level Essence spell, Paralyze Legs (BSt Rulesbook p. 49),that applied in addition to normal damage. Once enmeshed in theSerpent’s coils, a victim is slowly swallowed whole.

(Medium Poisonous Bite, Poison Spittle, and Soft Leather Hide)

Movement Rate .................................... 6"(4.5"/3"/1.5") [15cm(12/8/4)]

Base Size .......................... Large Number Appearing ............... 1-5

Melee Attack ............... 3D6+6 * Melee Damage ........... High+2 *

Missile Attack (poison spittle) .................................................. 2D6+6 *

Missile Damage ............ poison * Range Mod ..... -2 per 1" [2.5cm]

Defense .................................. 11 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 7

Morale ..................................... 8 Resistance † .............................. 9

Endurance (30) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

3. GREAT EAGLERulers of the sky, these noble birds have built eyries in lofty

mountain peaks. In ancient times, Great Eagles were allies with theLord of the Winds, acting as messengers and spies. Although theirwing span has dwindled since then, it is still an impressive 30-60feet. They retain a fierce spirit, remaining enemies of Evil. Eaglesaid only those of pure heart and the “Good” cause and are subser-vient to none.

Great Eagles swayed the course of several battles against theUnlife, their sworn enemies. Their favorite tactics include grap-pling claw attacks followed by dropping foes from great heights.They always improve the morale (by -1) of any army which theyaid. Their Power Hue is Gold which gives them a +1 modifier to allrolls.

(Huge Claw and Soft Leather Skin)

Movement Rate ............................ 18"(13.5"/9"/4.5") [46cm(35/23/12)]

Base Size .......................... Large Number Appearing ............... 1-2

Melee Attack .................. 5D6+5 Melee Damage ................... High

Defense .................................. 12 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 4

Morale ..................................... 5 Resistance † .............................. 5

Endurance (120) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ m ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

12

5. GREAT SPIDERGiant spiders spin complex web traps amongst trees or rocky

grottos to ensnare the unwary. They lurk high above, sensing subtlechanges in pressure on the ground (100' range) or within their 200-300' webs. Once a victim is surrounded by webs, a Great Spidercloses in to inject a muscle poison, rendering prey helpless. Treatthe poisonous pincer attack as the first level Essence spell ParalyzeLegs (BSt Rulesbook p. 49), applied in addition to normal damage.Bound in a silk cocoon, the victim is suspended until mealtime. Areduction poison breaks down the prey’s entrails allowing its fluidsto be sucked out. Spiders augment their hunting skills with subtleEssence magic use (BSt Rulesbook p. 44). Their Power Hue is Grey,which improves their Defense by +2.

(Poisonous Huge Pincer and Rigid Leather Hide)

Movement Rate ................................ 10"(7.5"/5"/2.5") [25cm(19/13/7)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack ............... 4D6+7 * Melee Damage ........... High+1 *

Defense ............................... 15 ∆ Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 5

Morale ..................................... 5 Resistance † .............................. 6

Known Spells ...................... 5E1 Power Points .......................... 20

Elemental Spell Bonus .......... +2

Endurance (140) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

6. GIANT ANT AND BEETLEHuge ants and beetles are common throughout the varied terrain

of the Bladelands. Both are well-armored, with horny exoskeletonsand grasping jaws or pincers. Travellers usually encounter a soli-tary beetle, which can attempt to eat virtually everything —including them. Both beasts employ a poisonous bite treated as thefirst level Essence spell Paralyze Legs (BSt Rulesbook p. 49),applied in addition to normal damage. Giant Ants are most fearedwhen travelling in armies, stripping away all living material in theirpath.

(Medium Pincers and Plate Skin)

Movement Rate .................................... 5"(4"/2.5"/1.5") [13cm(10/7/4)]

Base Size ...................... Medium Number Appearing ............... 1-5

Melee Attack ........ D6+D10+4 * Melee Damage ............ High-1 *

Defense .................................... 9 Shield Bonus ......................... +0

Armor ................................. x1/2 Maneuver † .............................. 9

Morale ..................................... 9 Resistance † ............................ 10

Endurance (23) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏

7. BATTLEPEDEThese magical giant centipedes are found throughout the

Bladelands, usually guarding the treasures of powerful spell-users.Their mandibles inject a poison treated as the first level Essencespell Paralyze Legs (BSt Rulesbook p. 49), applied in addition tonormal damage. Battlepedes also possess a magical attack. Thesefire bolts which spring from their eyes are treated as the first levelEssence spell Elemental Bolt I (BSt Rulesbook p. 49).

(Poisonous Medium Pincer, Fire Bolt I, and Plate Skin)

Movement Rate .................................... 5"(4"/2.5"/1.5") [13cm(10/7/4)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack ........ D6+D10+3 * Melee Damage ............ High-1 *

Elemental Attack (fire bolt) .................................................. D6+D10+7

Elemental Damage ...... Highx2-1 Range ....................... 20" [51cm]

Defense .................................. 11 Shield Bonus ......................... +0

Armor ................................. x1/2 Maneuver † .............................. 6

Morale ..................................... 8 Resistance † .............................. 8

Endurance (76) ❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

13

IV – LAND-BASED CREATURES

1. CHIMERABefore the Wars of Dominion, Soulslayers molded a creation of

destruction. Grafted to the Chimera’s lion’s body are a goat’s andserpent’s head. The latter is in the form of a tail which can spew firebolts, treat as 2nd level Essence spells Elemental Bolt II (BStRulesbook p. 49). Chimeras roam freely over the Bladelands eversearching for new prey, which makes them useful allies for theUnlife. When employed in combat, the Chimera charge into battle;their primary targets are powerful knights, mages, or commanders.These creatures are most potent under skies of yellow or orange,when the Damage they deliver is increased by +3.

(Large Claw, Large Bite, Fiery Breath, and Rigid Leather Hide)

Movement Rate ................................ 10"(7.5"/5"/2.5") [25cm(19/13/7)]

Base Size .......................... Large Number Appearing ............... 1-2

Melee Attack I ................ 3D6+6 Melee Damage I ................. High

Melee Attack II ¥ ............ 3D6+5 Melee Damage II ...... Mediumx2

Elemental Attack (fire bolt) .............................................. 1D6+1D10+4

Elemental Damage ......... High+1 Range ........................... 3" [8cm]

Defense .................................. 11 Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 5

Morale ..................................... 8 Resistance † .............................. 8

Endurance (50) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ m ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

2. MANTICORECoarse evil beasts that roam in packs, Manticores spread carnage

wherever they appear. Generally they haunt the ruins of Folennserving the Unlife. Their lion’s bodies are perverted by an uncouthMannish head and a spike-throwing tail. These spikes are treated aslight crossbow bolts smeared with a poison; treat this poison as the1st level Essence spell Paralyze Legs (BSt Rulesbook p. 49), appliedin addition to normal damage. Their Power Hue is Yellow, whichmodifies their spike’s range from -2 per 18"[46cm] to -2 per36"[92cm].

(Large Claw, Poisonous Spiked Tail, and Rigid Leather Hide)

Movement Rate .................................. 9"(7"/4.5"/2.5") [23cm(18/12/6)]

Base Size .......................... Large Number Appearing ............... 1-5

Melee Attack .................. 3D6+7 Melee Damage ................... High

Missile Attack (spikes) .............................................................. 2D6+3 *

Missile Damage ....... Lowx2+1 * Range Mod ..... -2 per 18"[46cm]

Defense .................................. 12 Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 7

Morale ..................................... 8 Resistance † .............................. 9

Endurance (48) ❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

14

15

3. TREE FIENDAwakened and warped by the Unlife, these gnarled trees are

malicious and spiteful. When aroused, the creatures can rend stoneand earth with iron-hard roots, making Tree Fiends especiallyeffective against fortified positions. Groves of Tree Fiends are notlimited to forested regions, but will march into open lands. Theirprimary weakness is fire, natural or magical, from which TreeFiends will flee. Fire-based attacks on them do 1D6 extra points ofdamage. Exceptional Tree Fiends possess spells (14 Power Points,optional rule O-12.1 does not apply): 1C1 (Darkness), 1E1(Nightvision), 1E2 (Powder Stone/Wood). The power of TreeFiends is greatest when the sky is brown or grey, modifying theirattack and damage rolls by +2.

(Many Huge Bashes, Huge Crush, and Wooden Flesh)

Movement Rate .................................... 6"(4.5"/3"/1.5") [15cm(12/8/4)]

Base Size .......................... Large Number Appearing ............. 1-10

Melee Attack I .............. 4D6+10 Melee Damage I ............ High+2

Melee Attack II √ ............ 6D6+3 Melee Damage II ...... Mediumx3

Defense .................................. 14 Shield Bonus ......................... +0

Armor ..................................... -4 Maneuver † .............................. 6

Morale ..................................... 6 Resistance † .......... 6 (10 vs Fire)

Endurance (200) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

4. BASILISKRarely seen, but broadly distributed throughout the Bladelands,

Basilisks seem drawn to battles either by curiosity or blood lust. Inappearance they resemble serpents with feathered wings, legs, andhead. Although winged, Basilisks are clumsy flyers and so spendmost of the time on the ground. A Basilisk’s beaks and claws,although cruelly sharp, are not its main weapons. In combat, theyuse a wailing hiss to inspire terror; treat as the 4th level Channelingspell Mass Rout (BSt Rulesbook p. 48). The gaze of a Basilisk turnsthe viewer to stone. Treat this as a 5th level attack against onecombatant per round; if the target fails its RR, it is eliminated.Intentional or not, these creatures spread chaos, so are prized alliesof the Unlife. Their Power Hue is Violet which allows them to movetwice as fast as normal.

(Large Beak, Large Claws, and Scaly Skin)

Movement Rate ........................................ 8"(6"/4"/2") [20cm(15/10/5)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I ....... 2D6+D10+1 Melee Damage I ................. High

Melee Attack II § ............ 3D6+2 Melee Damage II ................ High

Spell Attack, Damage, & Range (gaze and hiss) ......................... Special

Defense .................................. 11 Shield Bonus ......................... +0

Armor ..................................... -4 Maneuver † .............................. 8

Morale ..................................... 8 Resistance † .............................. 8

Endurance (37) ❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

16

5. BLACK UNICORNThese former Unicorns are occasionally used as demonic steeds.

Evilly warped by Demons of rare cunning and cruelty, BlackUnicorns often prey upon mortals for sport. Black Unicorns frolicamidst the carnage, reveling in the gore. Their immense egosusually preclude their use as mounts by any but the most powerfulservants of the Unlife. Ebony hide and luminous green eyes are theonly clues to the Black Unicorn’s true nature. Magic hides theirdemonic temperament fooling unwary mortals. Black Unicorns’powers are exalted when the sky is black, grey, or whorled — onlyat these times may they use their 3rd, 4th, and 5th level spells.

(Large Horn, Medium Trample, and Soft Leather Hide)

Movement Rate .............................. 14"(10.5"/7"/3.5") [36cm(27/18/9)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I ....... 2D6+D10+8 Melee Damage I ............ High+1

Melee Attack II ¤ « ........ 4D6+4 Melee Damage II ............ Lowx2

Defense ............................... 12 ∆ Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 5

Morale ..................................... 8 Resistance † .............................. 9

Known Spells .................................................. 2E1 (Landing, Leaving);2E2 (Invisibility, Long Door); 1E3 (Mass Leaving);

1E4 (Mass Invisibility); 1E5 (Mass Long Door).

Power Points .......................... 20 Elemental Attack Bonus ......... —

Endurance (34) ❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

6. GORGONOriginal inhabitants of Folenn, their numbers are now depleted

by the ever-present warfare of the Bladelands. Long ago these hagswere beauties warped by the touch of the Soulslayers. Now theirsnaky hair and stoning glance drive away all eligible suitors. Thegaze of a Gorgon turns the viewer to stone. Treat this as a 5th levelattack against one unit or 1-10 combatants per round (in view of hergaze); if the target fails its RR, it is eliminated. Existing Gorgonskill out of sheer spite. Gorgons may either appear as an ally of theUnlife, as a Random Encounter, or as a Guardian of her lair. AGorgon’s visage is fatal when viewed, so in daylight her effect isawesome. Her stoning gaze is lessened by worsening visibility.Highly reflective surfaces such as polished shields or mirrors areone of the few defenses against the being. Gorgons never followrouting forces, preferring to guard their lairs.

(Dagger, Poisonous Snake Hair, and No Armor)

Movement Rate .................................... 5"(4"/2.5"/1.5") [13cm(10/7/4)]

Base Size ...................... Medium Number Appearing ................... 1

Melee Attack I ................ 2D6+2 Melee Damage I .......... Lowx2-1

Melee Attack II ¥ .......... 2D6-1 * Melee Damage II .......... Low-1 *

Spell Attack, Damage, & Range (gaze) ....................................... Special

Defense .................................. 10 Shield Bonus ......................... +0

Armor ..................................... -0 Maneuver † .............................. 7

Morale ..................................... 8 Resistance † .............................. 7

Endurance (18) ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏

17

7. MINOTAURPossessed of great strength and stupidity, these bull-headed men

are prized by evil-doers for their unwavering savagery. Often theycontinue to attack when retreat would be the best option. As such,Minotaurs are most often used as the vanguard of an attacking force.Minotaurs tend to reside in labyrinthine caves beneath the centralhighlands of Folenn, the region known as the Ash Lairs. Their bloodlust is such that Minotaurs always seek battle and will travel farafield to engage in a little wanton butchery. Their massive battle-axes are kept honed to a razor’s sharpness.

(Battle Axe, Medium Horn, and Tough Leather Hide)

Movement Rate ................................ 10"(7.5"/5"/2.5") [25cm(19/13/7)]

Base Size .......................... Large Number Appearing ............... 1-2

Melee Attack I ....... 3D6+D10+3 Melee Damage I ... High+Low+1

Melee Attack II § ... 2D6+D10+2 Melee Damage II ................ High

Defense .................................. 12 Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 5

Morale ..................................... 7 Resistance † .............................. 8

Endurance (55) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏ m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

8. SIRRUSHFound throughout the Bladelands, the Sirrush is a marsh-dwell-

ing drake-like creature with powerful legs and a narrow head. Itsforelimbs end in compact paws, while its hind legs sport cruelclaws. These special appendages allow the beast to walk on two orfour legs. Sirrush tongues are 10' long and can grapple unwary foes.Their breath is electrified; treat as the 3rd level Essence spellElemental Bolt III (BSt Rulesbook p. 51). Sirrushes can employ allmanner of Illusions. Extremely greedy, Sirrushes will fight for thehighest bidder. In fact, if the enemy proposes a better offer, theSirrush will promptly switch sides. As such, Sirrushes are usedprimarily for shock value by wealthy armies. Their Power Hue isSilver or Gold, which allows them to fly.

(Large Claw, Large Grapple, Huge Bite, and Scaly Hide)

Movement Rate ................................ 10"(7.5"/5"/2.5") [25cm(19/13/7)]

Base Size ........................... Huge Number Appearing ................... 1

Melee Attack I ..................... 4D6 Melee Damage I ................. High

Melee Attack II § ............ 3D6+5 Melee Damage II ............ High-2

Melee Attack III « ..... 4D6+D10 Melee Damage III Mediumx2+2

Elemental Attack (electrified breath) ß ................................... 3D6+D10

Elemental Damage ......... Highx2 Range ............... 20"[50cm] max.

Defense ............................... 14 ∆ Shield Bonus ......................... +0

Armor ..................................... -3 Maneuver † .............................. 7

Morale ..................................... 7 Resistance † .............................. 7

Known Spells ......... 1E1 (Light); 3E2 (Illusionary Terrain, Invisibility,Sudden Light); 1E3 (Illusionary Troops); 2E4 (Mass Illusionary

Terrain, Mass Invisibility); 1E5 (Mass Illusionary Troops).

Power Points .......................... 23 Elemental Spell Bonus .......... +5

Endurance (210) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

18

9. UNICORNBeautiful, graceful, and free, unicorns roam the whole of the

Bladelands seeking to aid righteous folk. A shimmering, opalescenthorn surmounts its equine head, with which it dispatches the forcesof Darkness. Magically, it can avoid danger by simply beingelsewhere. Truly free spirits, Unicorns eschew battle unless alliedto the forces of good in conflict with the Unlife. Unicorns may onlybe ridden by maidens of pure heart (an admittedly scarce commod-ity on Folenn). Usually they can serve as a shock force to drive anenemy from the field of battle. The power of the unicorn is greatestin white, silver, or whorled hues. Under these skies, Unicorns areblessed with more powerful Magic — only at these times may theyuse their 3rd, 4th, and 5th level spells

(Large Horn, Medium Trample, and Soft Leather Hide)

Movement Rate .................................. 16"(12"/8"/4") [41cm(31/21/11)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I ........... 4D6+D10 Melee Damage I ............ High+2

Melee Attack II ¤ « ........ 4D6+2 Melee Damage II ............ Lowx2

Defense ............................... 13 ∆ Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 4

Morale ..................................... 7 Resistance † .............................. 8

Known Spells ............................... 4E1 (Deflections, Landing, Leaving,Resist Elements); 3E2 (Bladeturn, Fly, Long Door);

2E3 (Mass Deflections, Mass Leaving); 2E4 (Mass Bladeturn,Mass Resist Elements); 1E5 (Mass Long Door).

Power Points .......................... 33 Elemental Attack Bonus ......... —

Endurance (36) ❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

10. OBANSHIIntensely hostile and ravenous, these massive four-armed lizards

walk upright on trunk-like legs. Although originally native toThuul, long ago Soulslayers brought Obanshi to the Bladelands totip the balance of power in their favor. The behemoths resolutelyrefused training and in one disastrous battle slew several Soulslayercontingents. Since then, the Obanshi wander desolate countrysidelaying waste to all in their path. The tough skin of the Obanshi is amottled brown color; their gaping jaws are large enough to swallowa man whole. Although they are awesome beasts of battle, Obanshiare rather stupid and easily confused. (See ICE’s Shadow Worldmodule, Kingdom of the Desert Jewel , for more information.)

(Huge Bash and Thick Leather Hide)

Movement Rate ........................................ 3"(2.5"/1.5"/1") [8cm(6/4/2)]

Base Size ........................... Huge Number Appearing ............... 1-3

Melee Attack .................. 4D6+8 Melee Damage ................... High

Defense .................................. 12 Shield Bonus ......................... +0

Armor ..................................... -3 Maneuver † .............................. 6

Morale ..................................... 7 Resistance † .............................. 7

Endurance (150) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

19

11. BOGMANThrough an unlikely combination of lightning, fire, water and

earth, a man who sank in swampy ground later was reborn as thechampion of nature, Bogman. Although of limited intellect, Bogmanknows enough to detest the constant warfare on Folenn. He stopsthe fighting in the only way he can — killing everyone in sight withhis massive, pummeling fists. Only with the battle field cleared canthe Peace of Humus once again prevail. Bogman is 8' tall and iscomposed entirely of animated plant-matter. If Bogman sufferssevere damage or dismemberment, he withdraws from battle toregenerate lost limbs. Only magic, heat, acid, and cold damage himpermanently. Those who can speak with plants and who are of goodheart may seek his aid in defeating despoilers of nature. Otherwise,Bogman destroys all mutilators of the land. Bogman’s Power Hueis Green. Under Green skies he gains a +2 modifier to attack anddamage rolls.

(Large Bash and Fibrous Skin)

Movement Rate .................................... 6"(4.5"/3"/1.5") [15cm(12/8/4)]

Base Size .......................... Large Number Appearing .... 1 (unique)

Melee Attack .................. 3D6+9 Melee Damage ............. Medium

Defense .................................. 13 Shield Bonus ......................... +0

Armor ..................................... -4 Maneuver † .............................. 6

Morale ..................................... 6 Resistance † .............................. 6

Endurance (56) ❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏

❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

V – ZEPHYR HOUNDS

Summoned from elemental realms near Kulthea, brutish ZephyrHounds devastate the lands through which they roam with theirDragon-like breath. Appearing as the largest of curs (3' at theshoulder) with glowing eyes and mouth, these hounds may besummoned anywhere on the Bladelands by any adept conjuror.Each type of Zephyr Hound will associate only with its own kind.

1. FIRE HOUNDSoot dulls the coppery fur of this hound. It has glowing red eyes

and a mouth that roars flames. Treat its fiery breath as the third levelEssence spell Elemental Bolt III (BSt Rulesbook p. 51). Immune tofire, the fire hound takes double damage from cold.

(Medium Bite, Fiery Breath, and Soft Leather Hide)

Movement Rate .............................. 14"(10.5"/7"/3.5") [36cm(27/18/9)]

Base Size ...................... Medium Number Appearing ............. 1-10

Melee Attack .................. 3D6+4 Melee Damage .............. High+2

Elemental Attack (fire bolt) ß ............................................... D6+D10+5

Elemental Damage ......... Highx2 Range ......................... 5" [13cm]

Defense .................................. 10 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 7

Morale ..................................... 8 Resistance † .............................. 8

Endurance (20) ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏

20

21

2. ICE HOUNDFrost-tinged ground marks the passage of Ice Hounds. They have

grey fur and fluorescent blue eyes. Treat its icy breath as the thirdlevel Essence spell Elemental Bolt III (BSt Rulesbook p. 51). Theyare immune to cold,but take double damage from fire. Thesehounds enjoy full movement on ice and snow.

(Medium Bite, Cold Breath, and Soft Leather Hide)

Movement Rate .............................. 14"(10.5"/7"/3.5") [36cm(27/18/9)]

Base Size ...................... Medium Number Appearing ............. 1-10

Melee Attack .................. 3D6+4 Melee Damage .............. High+2

Elemental Attack (ice bolt) ß ................................................ D6+D10+3

Elemental Damage ......... Highx2 Range ......................... 5" [13cm]

Defense .................................. 10 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 7

Morale ..................................... 8 Resistance † .............................. 8

Endurance (18) ❏❏❏❏❏ ❏❏❏❏ m ❏❏❏❏ ❏❏❏❏❏

3. NIGHT HOUNDNocturnal creatures, these hounds shun the daylight. They are

adept at stalking their prey on the blackest nights, virtually invisiblewith sooty coats. Their poisonous breath is treated as the 2nd levelEssence spell Mass Paralyze Legs (BSt Rulesbook p. 51). Thisbreath extends 5"[13cm] in a 60˚ arc, affecting all within. NightHounds are immune to “Sleep” spells and their own breath.

(Medium Bite, Poison Breath, and Soft Leather Hide)

Movement Rate .............................. 14"(10.5"/7"/3.5") [36cm(27/18/9)]

Base Size ...................... Medium Number Appearing ............. 1-10

Melee Attack .................. 3D6+3 Melee Damage .............. High+2

Spell Attack, Damage, & Range (poison breath) ß ..................... Special

Defense .................................. 10 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 8

Morale ..................................... 9 Resistance † .............................. 9

Endurance (16) ❏❏❏❏❏ ❏❏❏ m❏❏❏ ❏❏❏❏❏

4. STORM HOUNDSTheir long yellow fur crackles from static, their eyes glow with

phosphor. Storm Hounds employ as shock breath treated as the 2ndlevel Essence spell Elemental Bolt II (BSt Rulesbook p. 50).Immune to electricity, these hounds take double damage fromwater.

(Medium Bite, Shocking Breath, and Soft Leather Hide)

Movement Rate .............................. 14"(10.5"/7"/3.5") [36cm(27/18/9)]

Base Size ...................... Medium Number Appearing ............. 1-10

Melee Attack .................. 3D6+2 Melee Damage .............. High+2

Elemental Attack (shock bolt) ß ........................................... D6+D10+1

Elemental Damage ......... High+1 Range .................... 10" [25.5cm]

Defense .................................. 10 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 7

Morale ..................................... 9 Resistance † .............................. 9

Endurance (12) ❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏

5. VAPOR HOUNDMoving silently as fog, these hounds creep along the ground to

envelop victims in a cloud of green vapor. They are disguised bythick, snowy coats and have iridescent eyes. Vapor Hounds havedeadly poisonous gas breath treated as the 5th level Essence spellMass Word of Pain (BSt Rulesbook p. 53), with two exceptions. Theattack is treated as 3rd level for RR purposes and the range is only3"[8cm]. They are immune to poisons, including their own breath.

(Medium Bite, Deadly Poison Breath, and Soft Leather Hide)

Movement Rate .............................. 14"(10.5"/7"/3.5") [36cm(27/18/9)]

Base Size ...................... Medium Number Appearing ............. 1-10

Melee Attack .................. 3D6+3 Melee Damage .............. High+2

Spell Attack, Damage, & Range (poison breath) ß ..................... Special

Defense .................................. 10 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 8

Morale ..................................... 8 Resistance † .............................. 9

Endurance (15) ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏

6. WATER HOUNDBlue-furred with aqua eyes, these hounds are adept swimmers

and breathe water as well as air. Water Hounds possess the abilityto shoot a water bolt from their mouth. Treat this as the 1st levelEssence spell Elemental Bolt I (BSt Rulesbook p. 49). Such houndsare immune to water-based attacks but take double damage fromfire.

(Medium Bite, Water Bolt, and Soft Leather Hide)

Movement Rate .............................. 14"(10.5"/7"/3.5") [36cm(27/18/9)]

Base Size ...................... Medium Number Appearing ............. 1-10

Melee Attack .................. 3D6+2 Melee Damage .............. High+2

Elemental Attack (water bolt) ß ........................................... D6+D10+1

Elemental Damage .......... Low+2 Range .................... 10" [25.5cm]

Defense .................................. 10 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 8

Morale ..................................... 9 Resistance † .............................. 9

Endurance (14) ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏

22

VI – FLYING BEASTS

1. FELL BEASTFell Beasts look much like small armless Dragons and usually

nest in cliff-nooks. Although they lack breath weapons, theirpowerful talons and huge jaws can defeat most foes. Agile, strong,and moderately bright, they are often trained as air steeds for theUnlife. Primarily nocturnal, they can abide the loathsome touch ofthe Undead, so Fell Beasts are often chosen as mounts by Wraiths,Death Knights, and the like. Under Black skies, Fell Beasts havedouble normal movement rate.

(Huge Claw, Large Bite, and Rigid Leather Hide)

Movement Rate ................................ 32"(24"/16"/8") [81cm(61/41/21)]

Base Size ........................... Huge Number Appearing ............. 1-10

Melee Attack I ................ 4D6+2 Melee Damage I ................. High

Melee Attack II § ............ 3D6+5 Melee Damage II ...... Mediumx2

Defense .................................. 13 Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 4

Morale ..................................... 7 Resistance † .............................. 8

Endurance (96) ❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

2. THYFURCold mountain peaks shelter the Thyfur, huge birds resembling

Great Eagles, but of lesser wingspan. Thyfur are more sociable thanthe Great Eagle, often forming friendships with Human, Elvish, andHírazi riders. Grottos and mountain caves serve as an abode for birdand rider. A remnant of Hírazi people formed a strong allegiancewith these great birds centuries ago. Mounted Thyfur troops makeregular forays into the lowlands for food and to guard their loftyrealm from enemies. Their Power Hue is Blue, when Thyfur can flyat a doubled rate.

(Huge Claw, Large Beak, and Soft Leather Hide)

Movement Rate .............................. 14"(10.5"/7"/3.5") [36cm(27/18/9)]

Base Size .......................... Large Number Appearing ............... 1-2

Melee Attack I ................ 4D6+4 Melee Damage I ................. High

Melee Attack II § ... 2D6+D10+3 Melee Damage II ................ High

Defense .................................. 11 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 4

Morale ..................................... 8 Resistance † .............................. 8

Endurance (56) ❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏

❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

23

24

3. PEGASUSRemote alpine valleys secure privacy for the shy Pegasus.

Ranging in hue from silver to white, a Pegasus has the form of awinged horse. Hollow-boned and lightly built, the creatures take tothe sky for the joy of flight or to escape predators. The lure ofexcitement draws a few from their secluded abodes. Intelligent andof good nature, a Pegasus values its freedom; never does it serveforces of evil. Men sometimes steal foals to raise as steeds. Pegasusare primarily bred and used by the Erlini of Orchel and Cryan (BStSourcebook p. 62). Under White skies their Defense is 15.

(Medium Bash, Medium Trample, and Soft Leather Skin)

Movement Rate .............................. 14"(10.5"/7"/3.5") [36cm(27/18/9)]

Base Size .......................... Large Number Appearing ............... 1-5

Melee Attack I ......... D6+D10+1 Melee Damage I ............. Low+1

Melee Attack II « ............ 2D6+6 Melee Damage II ............ Lowx2

Defense .................................. 11 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 5

Morale ..................................... 9 Resistance † .............................. 8

Endurance (43) ❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

4. GRYPHONEndowed with an eagle’s wings and head, a Gryphon’s forequar-

ters are covered with metallic plumage. Sharp talons protrude fromits forelegs. A muscular lion’s body provides great strength andagility. The scent of blood draws the Gryphon into battle, seekingfresh meat for its insatiable hunger. Its soaring grace and glintingbody belie its deadly nature. The Titans who guard the Jewel Wellssometimes use Gryphons as spies. Their Power Hue is iridescent,when Gryphons attack at +2 modifier.

(Large Claw, Medium Beak, and Soft Leather Hide)

Movement Rate ................................ 10"(7.5"/5"/2.5") [25cm(19/13/7)]

Base Size .......................... Large Number Appearing ............... 1-2

Melee Attack I ................ 3D6+6 Melee Damage I ................. High

Melee Attack II « ... 2D6+D10+2 Melee Damage II ............ High-1

Defense .................................. 12 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 5

Morale ..................................... 8 Resistance † .............................. 8

Endurance (55) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

25

5. GARGOYLEGrotesque mockeries of Man and imps, Gargoyles pass the time

between battles imitating statuary. They prefer to crouch, unper-ceived, on the eaves and gables of ruined structures. They swoopdown on prey, attacking with teeth and claws. Fresh Human fleshis the Gargoyles’ favorite meal; however, these creatures also huntfor sport. Though their form varies, all are winged. Rough, leatheryhide and a chameleon ability aid in their subterfuge. Too small tobe ridden, Gargoyles sometimes band together to drive off invadersor despoil villages.

(Large Claw, Medium Bite, and Scaly Hide)

Movement Rate ........................................ 8"(6"/4"/2") [20cm(15/10/5)]

Base Size ...................... Medium Number Appearing ............. 1-10

Melee Attack I ................ 3D6+3 Melee Damage I ................. High

Melee Attack II « ............ 3D6+1 Melee Damage II ........... High+2

Defense .................................. 12 Shield Bonus ......................... +0

Armor ..................................... -3 Maneuver † .............................. 6

Morale ..................................... 9 Resistance † .............................. 9

Endurance (22) ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏

6. NASTIVicious, semi-intelligent insects with sharp, toothy mandibles

and claws, Nasti dwell near civilized areas. Believed to be theproduct of demonic experimentation, Nasti bedevil civilized folkson Folenn. (See ICE’s C&T II for more information.)

(Small Claws, Medium Bite, and Soft Leather Hide)

Movement Rate .................................. 9"(7"/4.5"/2.5") [23cm(18/12/6)]

Base Size .......................... Small Number Appearing ............. 1-20

Melee Attack I ................ 2D6+3 Melee Damage I ................. Low

Melee Attack II § ............ 3D6+2 Melee Damage II ........... High+2

Defense .................................. 10 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 9

Morale ................................... 10 Resistance † ............................ 10

Endurance (6) ❏❏❏ m❏❏❏

26

7. BANSHEELong, wild hair veils a Banshee’s flesh, while desiccated, filmy

wings carry the Banshee’s shriveled body. The Banshee’s cry, atortured wail, spreads panic, despair, and death. This wail affects allcombatants and units within 10"[25cm] using any one of the spellslisted below each turn.

(Dagger and Soft Leathery Skin)

Movement Rate .................................... 7"(5.5"/3.5"/2") [18cm(14/9/5)]

Base Size ...................... Medium Number Appearing ............... 1-2

Melee Attack .......................2D6 Melee Damage ............ Lowx2-1

Defense ................................. 9 ∆ Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 9

Morale ..................................... 9 Resistance † .............................. 9

Known Spells ....................................... 1C1 (Panic); 1C2 (Mass Panic);1C3 (Mass Disrupt);1C4 (Mass Rout); 1C5 (Death).

Power Points .......................... 30 Elemental Attack Bonus ......... —

Endurance (13) ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏

8. HARPYA woman’s head and breasts surmount an eagle’s body covered

in shining blue plumage. The Harpy’s keening cries paralyze herfoes, rendering them vulnerable to her cruel talons. Treat this wailas the first level Essence spell Paralyze Legs (BSt Rulesbook p. 49)with a range of 10". Harpies feast on the flesh of their victims.

(Medium Talons and Soft Leather Hide)

Movement Rate .................................. 9"(7"/4.5"/2.5") [23cm(18/12/6)]

Base Size ...................... Medium Number Appearing ............. 1-10

Melee Attack .................. 2D6+4 Melee Damage ................... High

Spell Attack, Damage, & Range (gaze) ....................................... Special

Defense .................................. 11 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 7

Morale ..................................... 9 Resistance † .............................. 9

Endurance (10) ❏❏❏❏❏ m❏❏❏❏❏

27

9. PHOENIXRed and gold plumage adorn an eagle-like body, while a sinuous

neck supports the phoenix’s graceful fan-crested head. Hawk-likegolden eyes look out over its crimson beak. Although immortal, thelegendary Phoenix can be killed in battle. Upon its death, the bodyburns fiercely; treat as the 5th level Essence Spell Elemental BallIV (BSt Rulesbook p. 53). From its ashes will arise the Phoenixreborn. Immune to fire-based attacks, the Phoenix takes doubledamage from cold-based ones. A Phoenix’s Power Hues are Redand Gold; under those skies, its Fire Attacks and Defense areincreased by +2.

(Huge Claws, Medium Beak, Fiery Breath, and Soft Leather Hide)

Movement Rate .................................. 16"(12"/8"/4") [41cm(31/21/11)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I ................ 4D6+6 Melee Damage I ................. High

Melee Attack II § ..... D6+D10+4 Melee Damage II ............ High-1

Elemental Attack (fire bolt) .................................................. D6+D10+3

Elemental Damage ......... High+1 Range ....................... 20" [51cm]

Defense ............................... 13 ∆ Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 4

Morale ..................................... 7 Resistance † .............................. 7

Known Spells ................. 2E1 (Fire Bolt I, Fire Wall); 2E2 (Fire Ball I,Fire Bolt II); 3E3 (Fire Ball II, Fire Bolt III, Fire Wall True);

3E4 (Fire Ball III, Fire Bolt I Triad, Fire Bolt IV);3E5 (Fire Ball IV, Fire Bolt II Triad, Fire Bolt V).

Power Points .......................... 45 Elemental Spell Bonus .......... +4

Endurance (100) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

10. ROCLargest of all that flies, the Roc is a colossal bird with the strength

to lift elephants into the skies. The Roc is silky black in color exceptfor malevolent yellow eyes. Its sharp talons and beak challengeeven the might of Dragons.

(Huge Talons, Huge Beak, and Tough Leathery Skin)

Movement Rate ............................ 18"(13.5"/9"/4.5") [46cm(35/23/12)]

Base Size ........................... Huge Number Appearing ............... 1-2

Melee Attack I ................ 5D6+3 Melee Damage I ............ High+1

Melee Attack II « ............ 5D6+2 Melee Damage II ........... High+2

Defense .................................. 15 Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 7

Morale ..................................... 8 Resistance † .............................. 7

Endurance (240) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

28

11. SPHINXWith a human head and eagle wings atop a lion’s body, the

Sphinx is a union of animal strength and rationality. Quite intelli-gent, the Sphinx avoids battle unless assured of victory. The PowerHue of a Sphinx is Blue, which grants double PPs and the followingadditional spells: 3E1, 2E2, and 1E3 (ESB 0).

(Large Claw, Huge Bash, and Tough Leather Hide)

Movement Rate ........................................ 8"(6"/4"/2") [20cm(15/10/5)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I ................ 4D6+6 Melee Damage I ................. High

Melee Attack II § ............ 4D6+4 Melee Damage II ............ High-1

Defense ............................... 14 ∆ Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 6

Morale ..................................... 7 Resistance † .............................. 7

Known Spells ......................................................... 4C1; 3C2; 2C3; 1C4

Power Points .......................... 25 Elemental Spell Bonus .......... +0

Endurance (70) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

12. BAASHIBaashi are carnivorous flying monkeys that often work as the

agents of evil spell-casters. Baashi are intelligent enough to respondto complex verbal commands. (See ICE’s RMC I for more informa-tion.)

(Medium Bash, Small Bite, and Soft Leather Hide)

Movement Rate ........................................ 8"(6"/4"/2") [20cm(15/10/5)]

Base Size .......................... Small Number Appearing ............. 1-10

Melee Attack I ......... D6+D10+3 Melee Damage I ............. Low+1

Melee Attack II « ............ 2D6+4 Melee Damage II ........... High+1

Defense .................................. 11 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 5

Morale ..................................... 9 Resistance † .............................. 9

Endurance (13) ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏

13. TENTMORSETentmorses have green round bodies with a large red mouth, two

white eyes, and ten poisonous radiating appendages. Maneuveringthrough tree limbs on smooth sinuous tentacles, Tentmorses nevertouch ground if they can help it. Grappling with poisoned tentacles,Tentmorses immobilize their surprised prey. This poisonous Grapplealso inflicts the first level Essence spell Paralyze Legs (BSt Rulesbookp. 49), applied in addition to normal damage. (See ICE’s C&T II formore information.)

(Myriad Poisonous Medium Grapples, Medium Bite,and Soft Leathery Hide)

Movement Rate .................................... 7"(5.5"/3.5"/2") [18cm(14/9/5)]

Base Size ...................... Medium Number Appearing ............. 1-10

Melee Attack I ............. 3D6+3 * Melee Damage I .......... High-2 *

Melee Attack II √ ............ 3D6+1 Melee Damage II ........... High+2

Defense .................................... 9 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 8

Morale ..................................... 9 Resistance † .............................. 9

Endurance (16) ❏❏❏❏❏ ❏❏❏ m❏❏❏ ❏❏❏❏❏

14. HORRIBARA hairy black ball with a toothy mouth agape, the wingless

Horribar flies by means of a magical gland. Hook-tipped tentaclesgrab prey drawing it towards vicious fangs. Mindless carnivores,Horribars feed constantly. (See ICE’s C&T II for more informa-tion.)

(Medium Hooks, Large Bite, and Soft Leather Hide)

Movement Rate ................................ 10"(7.5"/5"/2.5") [25cm(19/13/7)]

Base Size .......................... Small Number Appearing ............. 4-16

Melee Attack I ........... 2D6+D10 Melee Damage I ................. Low

Melee Attack II √ ............ 3D6+5 Melee Damage II ...... Mediumx2

Defense .................................. 12 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 8

Morale ..................................... 9 Resistance † .............................. 9

Endurance (12) ❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏

29

VII – DRAGONS

This section presents three types of Dragons: the Great Drakes,the Lesser Drakes, and three Minor Drakes.

GREAT DRAKES

Great Drakes reside in many remote or devastated locales through-out the Bladelands, but all prefer to live in cavernous lairs. Featurescommon to all Dragon-kind include: fiery, captivating eyes; well-muscled but slender bodies; two legs, two arms, and two variablydeveloped “wings;” great talons, a long neck and tail; one to fourhorns; caustic blood and foul secretions; and scaly body armor.Dragons are generally intelligent and enjoy battles of logic and wit.They are independent and solitary, seldom allying themselves in thepetty wars between Mortals.

Dragons’ huge claws, whip-like tails, and massive multi-rowedteeth enable them to physically overpower most any beast. The beatof their wings can stir the air with a fierce whirlwind, doubling thespreading speed of a fire and making maneuvers difficult. GreatDrakes can use spells like the best Mages when not in melee. Inaddition, their enchanted senses and intuition give them the inher-ent ability to discern illusions and invisible beasts. Immune to theelements, (fire, ice, light, air, darkness, and water) and highlyresistant to spells, they are rarely bothered by magic.

1. LIGHT DRAKE (Blue)The lairs of the Light Drake are always in the Mountains since

they favor thunderous electrical storms. Generally blue or blue-black, Light Drakes are nocturnal predators. Their breath acts as

lightning (Bolt: 300', Cone: 200') usable once per turn, 25 times aday. A Light Drake is most powerful when the sky is Blue or in thepresence of electrical storms; this adds +3 to attack and defense.

(Huge Bash, Huge Horn, Huge Claw, Huge Bite, Lightning BallBreath, Lightning Bolt Breath, and Plate-like Hide)

Movement Rate .......................... 22"(16.5"/11"/5.5") [56cm(42/28/14)]

Base Size ........................... Huge Number Appearing ................... 1

Melee Attack I ................ 3D6+7 Melee Damage I ............. High-1

Melee Attack II § ... 3D6+D10+6 Melee Damage II ........... High+1

Melee Attack III § .......... 4D6+5 Melee Damage III .............. High

Melee Attack IV § . 2D6+D10+4 Melee Damage IV Mediumx2+2

Elemental Attack I (lightning cone) ß ................................ 5D6+D10+2

Elemental Damage I ... Lowx2+2 Range I ........ 33"[84cm], 30˚ arc

Elemental Attack II (lightning bolt) ß ................................ 5D6+D10+2

Elemental Damage II ..... Highx2 Range II ................... 50"[127cm]

Defense ............................... 15 ∆ Shield Bonus ......................... +0

Armor ................................. x1/2 Maneuver † .............................. 3

Morale ..................................... 2 Resistance † .............................. 2

Known Spells ................................................ 3E1; 3E2; 3E3; 3E4; 3E5.

Power Points .......................... 60 Elemental Spell Bonus ........ +14

Endurance (270) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

30

2. COLD DRAKE (White)Frequently grey or white, Cold Drakes live on high mountain

peaks or in frigid climes. Relatively few (15%) have wings. Ruggedand agile, they can negotiate almost any terrain in their wide searchfor prey. Their breath weapons are a cone of cold and an ice bolt(maximum of one breath attack per turn). Their Power Hues areGrey and White, when attack and defense are at +3.

(Huge Bash, Huge Horn, Huge Claw, Huge Bite,Cold Ball Breath, Ice Bolt Breath, and Plate-like Hide)

Movement Rate .............................. 13"(10"/6.5"/3.5") [33cm(25/17/9)]

Base Size ........................... Huge Number Appearing ................... 1

Melee Attack I ................ 4D6+9 Melee Damage I ............. High-1

Melee Attack II § ... 3D6+D10+4 Melee Damage II ........... High+1

Melee Attack III § .......... 4D6+7 Melee Damage III .............. High

Melee Attack IV § . 3D6+D10+5 Melee Damage IV Mediumx2+2

Elemental Attack I (ice cone) ß .......................................... 4D6+D10+1

Elemental Damage I ... Lowx2+2 Range I ...... 50"[127cm], 30˚ arc

Elemental Attack II (ice bolt) ß .......................................... 4D6+D10+3

Elemental Damage II ..... Highx2 Range II ................... 85"[216cm]

Defense ............................... 17 ∆ Shield Bonus ......................... +0

Armor ................................. x1/2 Maneuver † .............................. 3

Morale ..................................... 2 Resistance † .............................. 2

Known Spells ................................................ 2E1; 2E2; 2E3; 2E4; 2E5.

Power Points .......................... 50 Elemental Spell Bonus ........ +10

Endurance (390) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

3. GAS DRAKE (Green)Usually Gas Drakes inhabit marshes, although they are well-

known in the wild heath of remote moors. Grey, green, black, orbrown they blend into forested swamps. These flighted Drakessurround themselves with sickening odors and fetid mists, creatinga sense of impending death. They attack with a poisonous gaseousbreath (usable once per turn, forty times a day).They are mostpowerful when the sky is Yellow or Green, giving them +2 to attackand defense.

(Huge Bash, Huge Horn, Huge Claw, Huge Bite,Poisonous Gas Breath, and Plate-like Hide)

Movement Rate ................................ 10"(7.5"/5"/2.5") [25cm(19/13/7)]

Base Size ........................... Huge Number Appearing ................... 1

Melee Attack I ................ 4D6+6 Melee Damage I ............. High-1

Melee Attack II § ... 3D6+D10+4 Melee Damage II ........... High+1

Melee Attack III § .......... 4D6+6 Melee Damage III .............. High

Melee Attack IV § . 3D6+D10+2 Melee Damage IV Mediumx2+2

Spell Attack (gas breath) ....... ** Range . 20"[50cm] (max. radius)

Defense ............................... 12 ∆ Shield Bonus ......................... +0

Armor ................................. x1/2 Maneuver † .............................. 3

Morale ..................................... 4 Resistance † .............................. 4

Known Spells ................................. 2C1 (Pain I, Panic); 3C2 (Fog Call,Mass Panic, Pain II); 2C3 (Mass Disrupt, Pain III);

2C4 (Mass Pain, Mass Rout); 2C5 (Death, Mass Pain True);4E1 (Confusion, Disrupt, Paralyze Legs, Weaken); 3E2 (Fear,

Mass Paralyze Legs, Mass Weaken); 2E3 (Mass Confusion,Mass Fear); 1E4 (Word of Pain); 1E5 (Mass Word of Pain).

Power Points ........................ 100 Elemental Spell Bonus .......... +0

Endurance (240) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

** — The effects of this breath can be the same as any spell listed forthe drake. ß

31

Movement Rate ............................ 18"(13.5"/9"/4.5") [46cm(35/23/12)]

Base Size ........................... Huge Number Appearing ................... 1

Melee Attack I ................ 4D6+7 Melee Damage I ............. High-1

Melee Attack II § ... 3D6+D10+4 Melee Damage II ........... High+1

Melee Attack III § .......... 4D6+9 Melee Damage III .............. High

Melee Attack IV § . 3D6+D10+3 Melee Damage IV Mediumx2+2

Elemental Attack I (fire cone) ß .............................................. 5D6+D10

Elemental Damage I ... Lowx2+2 Range I ..... 50"[127cm], 45˚ arc.

Elemental Attack II (fire bolt) ß .............................................. 5D6+D10

Elemental Damage II ..... Highx2 Range II ................... 85"[216cm]

Defense ............................... 18 ∆ Shield Bonus ......................... +0

Armor ................................. x1/2 Maneuver † .............................. 3

Morale ..................................... 2 Resistance † .............................. 2

Known Spells ................................................ 5E1; 4E2; 4E3; 3E4; 3E5.

Power Points .......................... 70 Elemental Spell Bonus ........ +12

Endurance (360) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ m ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

4. FIRE DRAKE (Red)The oldest and most common of all the Drakes, these creatures

reside in stoney lairs of every clime. They are typically red orreddish-gold, but are unrestricted as to color. Cumbersome on land,all Fire Drakes fly. Their fiery breath may be used once per turn,fifty times a day (one bolt or cone per turn). Their power is exaltedunder Red, Golden, or Orange skies, giving attack and defense +3.

(Huge Bash, Huge Horn, Huge Claw, Huge Bite,Fire Ball Breath, Fire Bolt Breath, and Plate-like Hide)

32

33

6. LAND DRAKE (Brown)Agile climbers, Land Drakes nest in breaks and glens throughout

Folenn. Dark grey or brown the flightless Land Drake is mostpowerful under Brown skies, giving them +2 to attack and defense.Enraged by continued Mannish encroachment, these creatures mayjoin forces with one another or evil armies to decimate villages andfields. They can be swayed by promises of magical treasure.

(Huge Bash, Huge Horn, Huge Claw, Huge Bite, Plate-like Hide)

Movement Rate .............................. 14"(10.5"/7"/3.5") [36cm(27/18/9)]

Base Size ........................... Huge Number Appearing ................... 1

Melee Attack I ................ 4D6+6 Melee Damage I ............. High-1

Melee Attack II § ... 3D6+D10+4 Melee Damage II ........... High+1

Melee Attack III § .......... 4D6+5 Melee Damage III .............. High

Melee Attack IV § . 2D6+D10+6 Melee Damage IV Mediumx2+2

Defense .................................. 15 Shield Bonus ......................... +0

Armor ................................. x1/2 Maneuver † .............................. 4

Morale ..................................... 4 Resistance † .............................. 4

Endurance (270) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

LESSER DRAGONS

Resembling Great Drakes in structure and habits, Lesser Drakeslack their overall size and enchanted breath. Lesser Drakes arequicker and more agile. Less egotistical and insular than the GreatDrakes, they sometimes serve other parties.

5. AIR DRAKE (Grey)Air Drakes nest in cliff-nooks or giant trees throughout the

Bladelands. Silver or grey in color, their Power Hues are Silver andGrey, giving Air Drakes +2 to attack and defense. Although thesebeasts are usually independent, they occasionally ally themselveswith other flighted beings (such as the Hírazi). Of course entice-ment is necessary, either treasure or food. Even then allied Dragonscan never be fully trusted.

(Huge Bash, Huge Horn, Huge Claw, Huge Bite, and Scaly Hide)

Movement Rate ................................ 24"(18"/12"/6") [61cm(46/31/16)]

Base Size ........................... Huge Number Appearing ................... 1

Melee Attack I ................ 4D6+1 Melee Damage I ............. High-1

Melee Attack II § ... 3D6+D10+3 Melee Damage II ........... High+1

Melee Attack III § .......... 4D6+6 Melee Damage III .............. High

Melee Attack IV § . 2D6+D10+3 Melee Damage IV Mediumx2+2

Defense .................................. 14 Shield Bonus ......................... +0

Armor ..................................... -3 Maneuver † .............................. 4

Morale ..................................... 5 Resistance † .............................. 5

Endurance (180) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

34

7. CAVE DRAKE (Black)Cave Drakes nest exclusively in the Ash Lairs. Their preferred

habitat isolates them from open warfare in the Bladelands. They aremost likely to be encountered by travellers wandering the Ash Lairsin search of wealth. The matte or jet black Cave Drakes are at halfeffectiveness in sunlight. The bite of a Cave Drake is accompaniedby a burning acidic saliva attack. This acid does “Highx2” Damagein addition to normal Damage. Cave Drakes are most powerfulunder black skies, when their Attack and Damage are +2.

(Huge Bash, Huge Claw, Huge Horn, Huge Bite, Plate-like Hide)

Movement Rate ...................................... 12"(9"/6"/3") [30cm(23/15/8)]

Base Size ........................... Huge Number Appearing ................... 1

Melee Attack I ................. 4D6-1 Melee Damage I ............. High-1

Melee Attack II § .................4D6 Melee Damage II ................ High

Melee Attack III § . 3D6+D10+4 Melee Damage III ......... High+1

Melee Attack IV √ 2D6+D10+5 Melee Damage IV Mediumx2+2(+ Highx2 Acid damage)

Defense .................................. 13 Shield Bonus ......................... +0

Armor ................................. x1/2 Maneuver † .............................. 5

Morale ..................................... 6 Resistance † .............................. 6

Endurance (180) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

MINOR DRAKES

These creatures represent the low end of Dragon-kind. Withoutbreath weapons, magic, or great intelligence, minor Drakes mustrely on agility, strength, and perhaps poison to defend their hoardsfrom interlopers.

8. WYVERNSmaller and more graceful than the Great Drakes, Wyverns rely

on their superb agility and venomous tail barb rather than breathweapons. Treat this poison as the first level Essence Spell ParalyzeLegs (BSt Rulesbook p. 49), applied in addition to normal damage.Their habitats include highland caves, pinnacles, or giant trees.Active hunters, they ply the skies of all the Bladelands. Preferringambush to open battle, Wyverns seldom take up the causes ofothers.

(Large Claws, Huge Poisonous Stinger, and Scaly Hide)

Movement Rate .......................... 30"(22.5"/15"/7.5") [76cm(57/38/19)]

Base Size ........................... Huge Number Appearing ................... 1

Melee Attack I ................ 3D6+4 Melee Damage I ................. High

Melee Attack II ¥ ......... 3D6+4 * Melee Damage II .... Medium-1 *

Defense .................................. 16 Shield Bonus ......................... +0

Armor ..................................... -3 Maneuver † .............................. 3

Morale ..................................... 8 Resistance † .............................. 8

Endurance (64) ❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏

❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

35

10. CAVE WORMExclusively subterranean, the blind cave worm is a legless drake-

like beast with horns on its head. As it moves through earth andstone it exudes an acidic slime. This foul excretion will soften all butthe hardest material. This acid does “Mediumx2” damage in addi-tion to normal damage. Their uncanny senses guide them directlytowards prey. Omnivorous, Cave Worms will eat anything butprefer bone. These colorless worms operate at only one quartereffectiveness in daylight. A Random Encounter in the Ash Lairs,Cave Worms rarely serve in organized forces.

(Huge Acidic Grapple, Huge Horns, Large Acidic Bite,and Rigid Leather Hide Hide)

Movement Rate .................................... 5"(4"/2.5"/1.5") [13cm(10/7/4)]

Base Size ........................... Huge Number Appearing ................... 1

Melee Attack I ....... 2D6+D10+3 Melee Damage I ........... Medium(+ Mediumx2 Acid damage)

Melee Attack II § ... 3D6+D10+6 Melee Damage II ........... High+1

Melee Attack III √ .......... 3D6+8 Melee Damage III .... Mediumx2(+ Mediumx2 Acid Damage)

Defense .................................. 11 Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 8

Morale ..................................... 8 Resistance † .............................. 8

Endurance (70) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

9. HYDRAHydras are flightless, dull-witted, multi-headed creatures related

to Dragons. They possess the body of a fat serpent, a long tail, twostrong legs, and 3-9 heads (most have 9). In battle, their fangedheads attack independently, these attacks are marked with an “#”below. A severed head will split and regenerate as two new heads.One head serves as the “original”, it will not be regenerated ifsevered and its loss slays the hydra. Each head can breathe a firecone 25' long once a turn. Occasionally, forces of the Unlife employHydras as mobile flamethrowers. Under Whorled skies a Hydra has66 power points and its known spells are “2E1, 2E2, 2E3” with anESB of +3.

(Huge Bash, Large Bites (as many as there are heads),Fiery Breaths (as many as there are heads), and Plate-like Hide)

Movement Rate ................................ 10"(7.5"/5"/2.5") [25cm(19/13/7)]

Base Size ........................... Huge Number Appearing ................... 1

Melee Attack I ................ 4D6+9 Melee Damage I ............. High-1

Melee Attack II § # ......... 3D6+5 Melee Damage II ...... Mediumx2

Elemental Attack (fire cone) ß # ........................................ 3D6+D10+2

Elemental Damage ......... Highx2 Range ........... 4" [10cm], 30˚ arc

Defense .................................. 14 Shield Bonus ......................... +0

Armor ................................. x1/2 Maneuver † .............................. 5

Morale ..................................... 6 Resistance † .............................. 6

Endurance (230) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

36

These beings are either summoned from neutral alternate planesof existence (elementals) or they have been created by enchant-ments in years gone by.

1. KÆDENHideous aberrations constructed at the end of the First Era by Evil

Lords of Essence, Kæden combine insect-like appearance with aconsiderable intelligence. Some sort of unholy fusion, Kæden havean exoskeleton, faceted eyes, antennae, and a long prehensiletongue. Kæden are carnivorous and use their tongues as needlesthrough which poison is injected, and life’s blood is sucked up.They inhabit the mountains of Folenn.

Kæden take double damage from fire and try to avoid directsunlight. They can make a web attack that can entangle foes; treatas the first level Essence spell Paralyze Legs (BSt Rulesbook p. 49),applied in addition to normal damage. Their Stinger-like tongueinjects a poison which is treated similarly (their “Melee Attack II”).Shrill piping and queer titters (their radar) herald their presence.(See ICE’s Shadow World Atlas Addendum in Emer for moreinformation.)

KÆDEN WARRIOR(Medium Pincers, Large Poisonous Stinger, Large Immobilizing

Grapple (Webs), Chitinous Exoskeleton)

Movement Rate ................................ 10"(7.5"/5"/2.5") [25cm(19/13/7)]

Base Size ...................... Medium Number Appearing ............... 1-5

Melee Attack I ......... D6+D10+3 Melee Damage I ............. High-1

Melee Attack II ¥ ......... 3D6+1 * Melee Damage II ......... Low+1 *

Missile Attack (web attack) * ....................................................... 3D6+1

Missile Damage ........... High-2 * Range Mod ...... -2 per 5" [13cm]

Defense .................................. 11 Shield Bonus ......................... +0

Armor ..................................... -3 Maneuver † .............................. 5

Morale ..................................... 8 Resistance † .............................. 8

Endurance (23) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏

KÆDEN LEADER(Large Pincers, Large Poisonous Stinger, Large Immobilizing

Grapple (Webs), Chitinous Exoskeleton)

Movement Rate ...................................... 12"(9"/6"/3") [30cm(23/15/8)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I ....... 2D6+D10+4 Melee Damage I ................. High

Melee Attack II ¥ ......... 3D6+4 * Melee Damage II ......... Low+1 *

Missile Attack (web attack) * ....................................................... 3D6+3

Missile Damage * ........... High-2 Range Mod ...... -2 per 5" [13cm]

Defense .................................. 16 Shield Bonus ......................... +0

Armor ..................................... -3 Maneuver † .............................. 4

Morale ..................................... 7 Resistance † .............................. 7

Endurance (48) ❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

KÆDEN QUEEN(Huge Pincers, Huge Poisonous Stinger, Huge Immobilizing

Grapple (Webs), Chitinous Exoskeleton)

Movement Rate .................................. 9"(7"/4.5"/2.5") [23cm(18/12/6)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I .............. 4D6+12 Melee Damage I ............ High+1

Melee Attack II ¥ ......... 3D6+9 * Melee Damage II .... Medium-1 *

Missile Attack (web attack) * ............................................. 2D6+D10+9

Missile Damage * ......... Medium Range Mod ...... -2 per 5" [13cm]

Defense .................................. 20 Shield Bonus ......................... +0

Armor ..................................... -3 Maneuver † .............................. 3

Morale ..................................... 4 Resistance † .............................. 4

Endurance (168) ❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

VIII –UNNATURAL & ARTIFICIAL BEINGS

37

38

2. ARMORED CONSTRUCTMagically animated suits of Full Plate armor, Constructs have

limited mobility and agility. They stand 6' tall and are usuallyconstructed from the finest high steel alloy. Constructs enjoy amodest intelligence and specialized appendages of war; two wrist-mounted dart throwers, blade-tipped fingers, and spike-tippedknees & elbows. Created by Kuperni (the Mad Elf) to defend hisrealm of Morn (BSt Sourcebook p. 79), Constructs relentlesslyprowl searching for intruders to disembowel. When Kuperni for-gets the passwords, even his life is endangered. No wonder he livesalone. (See the BSt Sourcebook illustration, p. 62.)

Although they operate individually, they can mentally contactother Constructs within 1000' (300m). Usually they will gatheradditional Constructs before attacking a large force (20+). Gener-ally they attack frontally, firing darts at forces they cannot ap-proach. When the situation warrants, Constructs have been knownto apply basic tactical principles.

(Broadsword, Blade-fingers, Spiked Elbows & Knees,Dart-throwers, and Plate Armor)

Movement Rate ........................................ 8"(6"/4"/2") [20cm(15/10/5)]

Base Size ...................... Medium Number Appearing ............... 1-6

Melee Attack I ................ 4D6+8 Melee Damage I ............ High+2

Melee Attack II § ............ 3D6+5 Melee Damage II ............ Lowx2

Melee Attack III § .......... 3D6+8 Melee Damage III .......... Lowx2

Missile Attack (darts) ..... 2D6+5

Missile Damage .......... Lowx2+1 Range Mod .... -2 per 10" [25cm]

Defense .................................. 11 Shield Bonus ......................... +0

Armor ................................. x1/2 Maneuver † .............................. 8

Morale ..................................... 6 Resistance † .............................. 7

Endurance (160) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

3. ELEMENTALSEach elemental is conjured from one of the basic elements (Air,

Cold, Darkness, Earth, Fire, Light, & Water), Elementals must besummoned — summoning range is 20" [50cm] from an essentialsource (e.g., a campfire for a Fire Elemental). Elementals arevulnerable only to magical attacks and attacks involving theiropposite nature (i.e., Air/Earth/Water; Fire/Cold; Light/Darkness).

Elementals have vague ever-shifting forms, shaping arms, legs,or head at need. Only Earth and Water Elementals have thesubstance to carry things; the others may not. They have no free willbut merely follow the orders of their summoners. Mindlesslydestructive, these creatures employ elemental attacks. Since theyare from another world, Elementals have no Power Hues. Theduration of their existence on this plane is normally limited to theduration of a battle.

AIR ELEMENTAL(Large Bash and Large Elemental Grapple)

Movement Rate .............................. 13"(10"/6.5"/3.5") [33cm(25/17/9)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I ................. 3D6-1 Melee Damage I ....... Mediumx3

Melee Attack II ¥ ............ 3D6+2 Melee Damage II ............ High-2(+ Highx2 Impact damage)

Defense .................................. 15 Shield Bonus ......................... +0

Armor ..................................... -0 Maneuver † .............................. 5

Morale ..................................... 6 Resistance † .............................. 6

Endurance (75) ❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

COLD ELEMENTAL(Medium Bash and Medium Elemental Grapple)

Movement Rate ........................................ 8"(6"/4"/2") [20cm(15/10/5)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I ............. D6+D10 Melee Damage I ......... Lowx2+2

Melee Attack II ¥ ..... D6+D10+4 Melee Damage II ................ Low(+ Highx2 Cold damage)

Defense .................................. 14 Shield Bonus ......................... +0

Armor ..................................... -0 Maneuver † .............................. 5

Morale ..................................... 6 Resistance † .............................. 6

Endurance (75) ❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

EARTH ELEMENTAL(Huge Bash, Huge Elemental Grapple, and Stony Skin)

Movement Rate ............................................ 4"(3"/2"/1") [10cm(8/5/3)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I ................ 4D6+6 Melee Damage I ............. High-1

Melee Attack II ¥ ....... 2D6+D10 Melee Damage II ................ Med(+ Highx2 Impact damage)

Defense .................................. 10 Shield Bonus ......................... +0

Armor ..................................... -3 Maneuver † .............................. 6

Morale ..................................... 6 Resistance † .............................. 6

Endurance (75) ❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

39

WATER ELEMENTAL(Huge Bash, Huge Elemental Grapple, and Tough Skin)

Movement Rate .................................... 5"(4"/2.5"/1.5") [13cm(10/7/4)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I ................ 4D6+4 Melee Damage I ............. High-1

Melee Attack II ¥ ... 2D6+D10+1 Melee Damage II ................ Med(+ Highx2 Impact damage)

Defense .................................. 11 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 6

Morale ..................................... 6 Resistance † .............................. 6

Endurance (75) ❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

DARK ELEMENTAL(Medium Bash and Medium Elemental Grapple)

Movement Rate ............................ 15"(11.5"/7.5"/4") [38cm(29/19/10)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I ............. D6+D10 Melee Damage I ......... Lowx3+2

Melee Attack II ¥ ..... D6+D10+3 Melee Damage II ................ Low(+ Highx2 Cold damage)

Defense .................................. 12 Shield Bonus ......................... +0

Armor ..................................... -0 Maneuver † .............................. 6

Morale ..................................... 6 Resistance † .............................. 6

Endurance (75) ❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

FIRE ELEMENTAL(Medium Bash and Medium Elemental Grapple)

Movement Rate ................................ 10"(7.5"/5"/2.5") [25cm(19/13/7)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I ......... D6+D10+1 Melee Damage I ......... Lowx2+2

Melee Attack II ¥ ..... D6+D10+5 Melee Damage II ................ Low(+ Highx2 Fire damage)

Defense .................................. 13 Shield Bonus ......................... +0

Armor ..................................... -0 Maneuver † .............................. 5

Morale ..................................... 6 Resistance † .............................. 6

Endurance (75) ❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

LIGHT ELEMENTAL(Medium Bash and Medium Elemental Grapple)

Movement Rate ............................ 18"(13.5"/9"/4.5") [46cm(35/23/12)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I .......... D6+D10-1 Melee Damage I ......... Lowx4+2

Melee Attack II ¥ ..... D6+D10+4 Melee Damage II ................ Low(+ Highx2 Elect. damage)

Defense .................................. 15 Shield Bonus ......................... +0

Armor ..................................... -0 Maneuver † .............................. 4

Morale ..................................... 6 Resistance † .............................. 6

Endurance (75) ❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

40

ROCHIEN — FLESH GOLEM COMMANDER(Broadsword, Small Bash, Medium Grapple, Small Shield,

and Plate Armor)

Movement Rate .................................... 7"(5.5"/3.5"/2") [18cm(14/9/5)]

Base Size ...................... Medium Number Appearing .... 1 (unique)

Melee Attack I ................ 3D6+5 Melee Damage I ............ High+2

Melee Attack II ¥ ............ 2D6+7 Melee Damage II ................ Low

Melee Attack III « ... D6+D10+3 Melee Damage III .............. Low

Defense .................................. 13 Shield Bonus ......................... +3

Armor ................................. x1/2 Maneuver † .............................. 6

Morale ..................................... 7 Resistance † .............................. 7

Endurance (70) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

STONE GOLEMSMarble statues of exceptional antiquity, the Guardians of

Oloponox keep mute watch around the ruins of a crumbled edifice.In times of need, the high shaman of Oloponox (BSt Sourcebook p.69) imbues the statues with summoned warrior-spirits, giving themthe semblance of life. Once they were so awakened to defend theland from sea-raiders. Now warfare is impinging on all sides, andthe Guardians must again rise to aid the Olopono.

Twenty massive beings hewn of stone and standing 8' tall, theGolems move with a lumbering, purposeful gait. Their massivehands crush and rend invaders; their great strength can pull downwalls and towers. Guardians obey only the will of the high shaman,fighting as she commands and falling dormant when the crisis haspassed.

(Large Bash, Large Grapple, and Stony Skin)

Movement Rate ............................................ 4"(3"/2"/1") [10cm(8/5/3)]

Base Size ...................... Medium Number Appearing ............... 1-5

Melee Attack I ................ 4D6+3 Melee Damage I ........... Medium

Melee Attack II « ............ 3D6+2 Melee Damage II ................ High

Defense .................................. 11 Shield Bonus ......................... +0

Armor ..................................... -3 Maneuver † .............................. 8

Morale ..................................... 8 Resistance † .............................. 8

Endurance (68) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

4. GOLEMSGolems are composed of a particular substance which has been

magically animated. Mannish in appearance, their features are onlyas defined as their maker’s sculpting skills allows. They are solidsubstances imbued with a spirit. Unable to take any initiative, theyrespond only to simple instructions from their maker. Should theircreator perish they will carry out his last instructions or if unin-structed, they will become uncontrollable.

FLESH GOLEMSLoathsome composites of Human parts, these creatures are

capable of wearing armor and using weapons. Their origins lie inMeir on the eastern coast of Folenn (BSt Sourcebook p. 79). Thecreator of the first Flesh Golem died, leaving instructions tocontinue his work. His Golem servant, Rochien, proceeded tocreate a small army of Flesh Golems. Rochien, now the creator andoverlord of this force, attacks Mannish outposts searching for spareparts to enlarge his army.

Endowed with exceptional intelligence, this Golem captain isdriven to carry on with his master’s great purpose: creating artificiallife. His conquests have only one goal, the acquisition of bodies, thewherewithal of his great work. Non-human races have little to fearfrom his marauders.

(Small Bash, Medium Grapple, and Small Shield)

Movement Rate .................................... 6"(4.5"/3"/1.5") [15cm(12/8/4)]

Base Size ...................... Medium Number Appearing ............... 1-5

Melee Attack I ................ 2D6+5 Melee Damage I ................. Low

Melee Attack II « ..... D6+D10+1 Melee Damage II ................ Low

Defense .................................. 11 Shield Bonus ......................... +3

Armor ..................................... -0 Maneuver † .............................. 7

Morale ..................................... 9 Resistance † .............................. 9

Endurance (35) ❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

41

STEEL GOLEMSSingle sentinels of major Essence Portals throughout the

Bladelands, 10' tall Steel Golems may be grotesque artifacts of thelegendary Lords of Essence. Those who unwarily approach thesenexus points risk destruction at the hands of these colossi. They willnever be lured away from their task of denying the use of thesePortals to all those unable to tell them to “Stand aside!” in Iruaric.

(Large Bash, Large Grapple, and Plate Hide)

Movement Rate .................................... 6"(4.5"/3"/1.5") [15cm(12/8/4)]

Base Size ...................... Medium Number Appearing ................... 1

Melee Attack I ................ 4D6+8 Melee Damage I ....... Medium+3

Melee Attack II « ............ 3D6+3 Melee Damage II ................ High

Defense .................................. 14 Shield Bonus ......................... +0

Armor ................................. x1/2 Maneuver † .............................. 6

Morale ..................................... 6 Resistance † .............................. 6

Endurance (150) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

5. SHARDSIn appearance Shards resemble tall featureless men whose bodies

are covered with a thick greenish hide. Nocturnal, arboreal preda-tors, Shards normally live in groups of six nesting in the trees of rainforests. They are omnivores, but retain a fondness for fresh brains.They race about with blinding speed, leaping great distancesbetween trees. In motion, Shards are extremely difficult to hit.When attacking, Shards must remain relatively motionless; at thistime, they are most vulnerable. Their attack consists of bony discswhich are flung forward with deadly accuracy. Their missiles arecoated with a lethal poison composed of diluted blood. Treat thispoison as the first level Essence spell Paralyze Legs (BSt Rulesbookp. 49), applied in addition to normal damage.

An experiment by the Soulslayers seeking the ultimate assassin,Shards escaped into the wilds of Folenn. Unable to reproduce,Shards’ numbers are perforce small, but their awesome qualitiesensure survival.

Shards move at such a fantastically high rate of speed that theycannot be moved as ordinary combatants. Their Movement Rate isso great that they can conceivably move to any point on thebattlefield each turn. To reflect this, when a Shard moved, it isremoved from the playing surface, and a new location is chosen byits player. A Shard may move and then make a missile attack duringits Movement-Missile Phase. Shards may ignore the normal restric-tions for moving within 2" of a unit (see BSt Rulesbook S-11.6, p.29).

LESSER SHARD(Thrown Poisonous Bony Discs and Tough Leathery Hide)

Movement Rate ........................................................ Special (see above)

Base Size ...................... Medium Number Appearing ............... 1-5

Melee Attack ..................... None Melee Damage .................. None

Missile Attack (thrown discs, 2 per turn) .................................. 2D6+8 *

Missile Damage ....... Lowx2+2 * Range Mod ...... -2 per 6" [15cm]

Defense .................................. 13 Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 3

Morale ..................................... 7 Resistance † .............................. 7

Endurance (60) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ m ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

GREATER SHARD(Thrown Poisonous Bony Discs, Lightning Bolt,

and Tough Leathery Hide)

Movement Rate ........................................................ Special (see above)

Base Size ...................... Medium Number Appearing ................... 1

Melee Attack ..................... None Melee Damage .................. None

Missile Attack (thrown discs, 2 per turn) ................................ 2D6+10 *

Missile Damage ....... Lowx2+5 * Range Mod ...... -2 per 6" [15cm]

Elemental Attack (lightning bolt) ....................................... 3D6+D10+4

Elemental Damage ......... Highx2 Range .............. 20" [51cm] max.

Defense .................................. 14 Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 2

Morale ..................................... 5 Resistance † .............................. 5

Endurance (90) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

42

6. NENGGreater Demons summon Neng to the Bladelands to serve as

assassins. Demonic creations whose saliva is highly acidic, Nenghave hollow tongues which spit acid with startling accuracy to 40'.This power, coupled with an exceptional intelligence, makes themformidable foes. Additionally, Neng have the ability to makethemselves and small objects invisible.

These creatures are tall (7'), bipedal, bestial in appearance withgrey-green skin, and blazing blue eyes. Neng are patchwork mon-sters created from bits and pieces of lost souls. They wield twomagical Kynaks (elongated daggers) that are “Of Slaying” for theirintended target.

(Magical Long Dagger, Acidic Spittle, and Rigid Leather Hide)

Movement Rate .................................. 9"(7"/4.5"/2.5") [23cm(18/12/6)]

Base Size ...................... Medium Number Appearing ................... 1

Melee Attack .................. 2D6+8 Melee Damage ............... Lowx4

Missile Attack (acid spitting attack) ..................................... D6+D10+8

Missile Damage ............. Highx2 Range ................. 7" [18cm] max

Defense ................................. 9 ∆ Shield Bonus ......................... +3

Armor ..................................... -2 Maneuver † .............................. 6

Morale ..................................... 7 Resistance † .............................. 8

Known Spells .............................................................. 1E2 (Invisibility)

Power Points ............................ 5 Elemental Spell Bonus .......... +0

Endurance (34) ❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

7. VILEUnable to withstand even the light of stars, Vile are only found

in the Ash Lairs, where they ceaselessly prowl for victims. Eitherjet black or chalky white, Vile are artificial humanoids with longhair growing from the backs of their heads. Having no facialfeatures save a large toothy mouth, Vile are still incredibly fast andperceptive. (See ICE’s C&T II for more information.)

(Huge Claws, Large Bite, and Soft Leathery Skin)

Movement Rate ...................................... 12"(9"/6"/3") [30cm(23/15/8)]

Base Size ...................... Medium Number Appearing ............. 1-10

Melee Attack I ................ 5D6+9 Melee Damage I ................. High

Melee Attack II « ............ 5D6+4 Melee Damage II ...... Mediumx2

Defense .................................. 20 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 5

Morale ..................................... 8 Resistance † .............................. 8

Endurance (80) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

43

IX – UNDEAD

Undead are the primary minions and forces of the Unlife. Havingalready transcended death, Undead are the most difficult beings topermanently destroy. Corporeal manifestations must be dismem-bered and burned, while non-corporeal spirits must be dispelled bymagical attacks or weaponry.

Undead are unaffected by the normal Morale rules — they neverneeds to make Morale rolls. Each Undead radiates an aura of Fear(as the 2nd level Essence spell except that the level for RRs is only1st level, BSt Rulesbook p. 49) which extends 3" [8cm] around it.Many Undead also drain life energy, this is reflected by additionalCold Damage inflicted by their melee attacks. Under Red or BlackSkies, all Undead Attack and Defense stats get a +1 bonus unlessotherwise specified. (See ICE’s C&T I, C&T II, and the ShadowWorld Master Atlas for more information.)

1. ZOMBIEThe rotted, shambling remains of dead men, Zombies are nearly

mindless monstrosities. Animated corpses who serve powerfulUndead masters, Zombies crudely batter their foes.

(Medium Bash)

Movement Rate ........................................ 3"(2.5"/1.5"/1") [8cm(6/4/2)]

Base Size ...................... Medium Number Appearing ............. 1-20

Melee Attack ............ D6+D10-1 Melee Damage ................... Low

Defense .................................. 10 Shield Bonus ......................... +0

Armor ..................................... -0 Maneuver † ............................ 10

Morale ................................... 10 Resistance † ............................ 10

Endurance (13) ❏❏❏❏❏ ❏❏ m❏ ❏❏❏❏❏

2. APPARITIONDisembodied spirits of evil men, Apparitions rely upon curses

and disease to scatter enemy forces. They are sometimes used by theUnlife to spread pestilence and defeatism. Ghostly in shape, Appa-ritions manifest themselves as a black form, insubstantial to thetouch yet icy cold.

(Medium Cold Bash)

Movement Rate ............................................ 4"(3"/2"/1") [10cm(8/5/3)]

Base Size ...................... Medium Number Appearing ................... 1

Melee Attack ........... D6+D10+1 Melee Damage ............... Low+1(+ High+1 Cold Damage)

Defense ............................... 13 ∆ Shield Bonus ......................... +0

Armor ..................................... -0 Maneuver † .............................. 7

Morale ..................................... 9 Resistance † .............................. 9

Known Spells .............. 4C1 (Cancel Magic, Pain I, Panic, Sprain Leg);4C2 (Mass Cancel Magic, Mass Panic, Mass Sprain Leg, Pain II);

2C3 (Mass Disrupt, Pain III); 2C4 (Mass Pain, Mass Rout);2C5 (Death, Mass Pain True).

Power Points .......................... 45 Elemental Spell Bonus .......... +0

Endurance (28) ❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

44

45

3. BARROW WIGHTDark, cold, shadowy forms rise from broken tombs to menace

those who venture too near. The Inwa clan buried their most exaltedleaders in the Barrow Marches of Kroel which have been subse-quently profaned by priests of the Unlife (BSt Sourcebook p. 64).These unquiet spirits now battle all opposing forces within theirrather limited field of operations. Most Barrow-wights cannotcampaign further than one mile from their tombs. The presence ofthe barrows deters all but the boldest invaders. Yet the great wealthrumored to be within the barrows often draws treasure hunters.Minions of the Unlife will seek battle within the operational radiusof nearby Barrow-wights to receive additional reinforcements.

Barrow-wights retain the arms and prowess of the noble whodied. Most carry the Irgaak, a ceremonial two-handed sword ofgreat destructive power, and wear plate armor of superb quality.The full shields from their tombs provide additional defense. Fullybedecked in royal finery, Barrow-wights present a chilling andmalevolent countenance.

(Two-handed Cold Sword and Large Cold Bash)

Movement Rate .................................... 5"(4"/2.5"/1.5") [13cm(10/7/4)]

Base Size ...................... Medium Number Appearing ................... 1

Melee Attack I ....... 2D6+D10+7 Melee Damage I ... High+Low+2(+ Highx2 Cold damage)

Melee Attack II § ............ 3D6+4 Melee Damage II ................ Med(+ Highx2 Cold damage)

Defense ............................... 18 ∆ Shield Bonus ......................... +0

Armor .................... 0, -3, or x1/2 Maneuver † .............................. 6

Morale ..................................... 7 Resistance † .............................. 7

Known Spells ............................ 1E1 (Paralyze Legs); 2E2 (Hold, MassParalyze Legs); 1E3 (Mass Fear); 1E4 (Mass Hold).

Power Points .......................... 20 Elemental Spell Bonus .......... +0

Endurance (58) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

4. CORPSE DEVOURER (LivingGhoul)

Disturbed humans who feed upon corpse flesh eventually comeunder the influence of the Unlife. Corpse Devourers border on theedge of Unlife, retaining a corporeal form but without humanemotions or needs. They often follow large forces of troops feedingon the carrion left behind. A combatant injured by a CorpseDevourer will become a Corpse Devourer within 24 hours, unlesshe makes a RR against a 1st level spell or unless he is magicallycured.

(Medium Bash and Small Bite)

Movement Rate .................................... 5"(4"/2.5"/1.5") [13cm(10/7/4)]

Base Size ...................... Medium Number Appearing ............. 1-30

Melee Attack I ......... D6+D10+1 Melee Damage I ............. Low+1

Melee Attack II √ ............ 2D6+2 Melee Damage II ........... High+1

Defense .................................... 8 Shield Bonus ......................... +0

Armor ..................................... -0 Maneuver † .............................. 9

Morale ..................................... 9 Resistance † .............................. 9

Endurance (14) ❏❏❏❏❏ ❏❏m❏❏ ❏❏❏❏❏

46

5. SKELETONThe most common Undead, Skeletons are all that remain of

Ghouls and Zombies that have lost their flesh. Retaining theirexpertise at wielding weapons, a Skeleton’s broken and shatteredbones will rejoin after a battle. Normally, each group of Skeletonsis usually led by a Greater Skeleton that has double the normalEndurance and an extra 1D6 on all attacks.

(Short Sword and Medium Bash)

Movement Rate .................................... 6"(4.5"/3"/1.5") [15cm(12/8/4)]

Base Size ...................... Medium Number Appearing ............. 1-10

Melee Attack I .....................3D6 Melee Damage I ................. High

Melee Attack II § ..... D6+D10+1 Melee Damage II ............ Low+1

Defense .................................... 9 Shield Bonus ......................... +0

Armor ..................................... -0 Maneuver † .............................. 9

Morale ..................................... 9 Resistance † ............................ 10

Endurance (19) ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏ ❏❏❏❏❏

6. GIANT SKELETONA Giant Skeleton is the Undead remains of a giant which once

roamed the Bladelands (BSt Sourcebook p. 84).

(Huge Bash and Giant Club)

Movement Rate ................................ 11"(8.5"/5.5"/3") [28cm(21/14/7)]

Base Size .......................... Large Number Appearing ............... 1-2

Melee Attack I ................ 4D6+6 Melee Damage I ............. High-1

Melee Attack II § ............ 2D6+6 Melee Damage II ............ Highx3

Defense .................................. 13 Shield Bonus ......................... +0

Armor ..................................... -0 Maneuver † .............................. 7

Morale ..................................... 7 Resistance † .............................. 7

Endurance (120) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

7. SKELETON LORDOften found as sub-commanders of Skeleton armies, Skeleton

Lords are used by the Unlife. Glowing yellow eyes hint at thesorcerous skills possessed by this being. Skeleton Lords dominatelesser skeletons.

(Broadsword and Large Cold Bash)

Movement Rate .................................. 9"(7"/4.5"/2.5") [23cm(18/12/6)]

Base Size ...................... Medium Number Appearing ................... 1

Melee Attack I ................ 3D6+5 Melee Damage I ............ High+2

Melee Attack II § ............ 3D6+2 Melee Damage II ................ Med(+ Highx2 Cold damage)

Defense ............................... 15 ∆ Shield Bonus ......................... +0

Armor ..................................... -0 Maneuver † .............................. 7

Morale ..................................... 8 Resistance † .............................. 7

Known Spells .................................................4E1, 4E2, 4E3, 4E4, 4E5.

Power Points .......................... 80 Elemental Spell Bonus .......... +5

Endurance (45) ❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

8. KNIGHT OF DEATHA powerful animated skeleton, this being is created through dark

and evil rituals (see the BST Sourcebook p. 59). The Knight of Deathusually appears in battle as a sub-commander for Undead forces. Achilling, paralyzing gaze is augmented by skill at arms. Treat thisgaze as the first level Essence spell Paralyze Legs (BSt Rulesbookp. 49), one combatant may be targeted each round. Those slain bya Knight of Death will immediately raise up as lesser Undead. Thisbeing clothes its skeletal form in armor and royal finery. It bearspowerful arms, often magical in nature.

(Two-handed Cold Sword, Large Cold Bash, and Plate Armor)

Movement Rate .................................... 5"(4"/2.5"/1.5") [13cm(10/7/4)]

Base Size ...................... Medium Number Appearing ................... 1

Melee Attack I ....... 3D6+D10+5 Melee Damage I ... High+Low+2(+ Highx2 Cold damage)

Melee Attack II § ............ 3D6+6 Melee Damage II ................ Med(+ Highx2 Cold damage)

Defense .................................. 20 Shield Bonus ......................... +0

Armor ................................. x1/2 Maneuver † .............................. 7

Morale ..................................... 7 Resistance † .............................. 7

Endurance (77) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

47

9. GHOULTransformed putrescent corpses with fang-like teeth and clawed

hands, Ghouls are commonly encountered in armies of Undead.Stupidity clouds their minds, preventing independent action. Theyinspire terror by their very presence. Their claws cause infectionswhich often fell the greatest warriors. Commanded by more pow-erful Undead, Ghouls are often used to weaken the enemy ranks inpreparation for further assaults.

(Medium Bash, Small Claw, and Leathery Hide)

Movement Rate .................................... 6"(4.5"/3"/1.5") [15cm(12/8/4)]

Base Size ...................... Medium Number Appearing ............. 1-10

Melee Attack I ............. D6+D10 Melee Damage I ............. Low+1

Melee Attack II § ............ 2D6+3 Melee Damage II ................ Low

Defense .................................. 10 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 7

Morale ..................................... 9 Resistance † .............................. 9

Endurance (20) ❏❏❏❏❏ ❏❏❏❏❏ m ❏❏❏❏❏ ❏❏❏❏❏

10. GHOULKINGA Ghoulking leads a large group of Ghouls. All those within

3"[8cm] of a Ghoulking at the end of a turn must make a RR vs. athird level spell, or receive 2D6 hits of Cold damage.

(Large Bash, Medium Claw, Magic Short Sword, Leathery Hide)

Movement Rate .................................... 6"(4.5"/3"/1.5") [15cm(12/8/4)]

Base Size ...................... Medium Number Appearing ................... 1

Melee Attack I ................ 3D6+6 Melee Damage I ........... Medium

Melee Attack II § ............ 3D6+6 Melee Damage II ................ High

Melee Attack III § .......... 4D6+3 Melee Damage III ......... High+1

Defense .................................. 14 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 7

Morale ..................................... 7 Resistance † .............................. 7

Endurance (60) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

48

11. GHOSTFrequently the most subtle of the Undead, Ghosts masquerade as

the living, often unaware of the true nature of their own existence.Lesser ghosts reveal their deceit by a slight haziness that blurs theirimage, while the Greater Ghosts bestow no clues. A Ghost is usuallytied to the earth by its focus (a person, a weapon, a treasure, a place)and can only truly be destroyed by the destruction of its focus. Theydrain energy from the living, often unknowingly, through mereproximity — a combatant will take one hit each turn that it endswithin 2" of a Ghost.

(Large Bash)

Movement Rate .............................. 13"(10"/6.5"/3.5") [33cm(25/17/9)]

Base Size ...................... Medium Number Appearing ................... 1

Melee Attack .................. 3D6+6 Melee Damage ............. Medium

Defense .................................. 14 Shield Bonus ......................... +0

Armor ..................................... -0 Maneuver † .............................. 4

Morale ..................................... 7 Resistance † .............................. 7

Endurance (40) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

12. THE GHOST LEGION OF HARAThe Ghostly Legion of Hara (BSt Sourcebook p. 64) still lingers

in mortal lands, fed by the souls of the living. Non-corporeal spiritsmanifesting themselves as blood-stained warriors, they are tied tothe physical plane by their weapons, which act as foci. Once anarmy of men so enamored of their arms that they could not bear toleave them, the ghosts battle all those who live. They drain energyfrom the living through mere proximity. Their ghostly visagescause fear in all who who sight them; their touch is cold andrelentless.

GHOST LEGION OF HARA (13)Move. Rate: ............ 12"(9"/6"/3") [30cm(23/15/8)] Morale: ..... 6

Defense: .. 13 Shield Bonus: ...... +4 Chain Armor: ............. -3

Endurance: ........ 40 Maneuver† ....... 5 Resistance† .......... 5

Weapon Attack Damage RangeScimitar ................... 3D6+6 ......... High+2 .......... NoneLight Crossbow ....... 2D6+5 ......... Lowx2+1 ....... -2 per 18" [46cm]

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#5 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#6 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#7 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#8 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#9 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#10 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#11 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#12 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

#13 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll ModGeneral Order (7) +0 +0 +1 +0 +1Battle Order (8) +2 +2 +0 -1 +2Disbanded (9) Unit Ma is used only for reforming the unit.

49

13. VAMPIREExtraordinarily beautiful men and women under the control of

Valsatholis (see below, IX-14), the Vampire Lord, these Undeadhave the ability to change shape into bats, wolves, or clouds ofvapor. Although Mannish in appearance, Vampires have pale skin,elongated canine teeth, and feel cold to the touch. Active only atnight, these Undead must reside in tombs by day. Vampires fearsunlight and running water, since both can destroy them. A stakethrough the heart, silver weapons, or magical attacks also willdispel these Undead. Vampires use magic.

(Magical Cold Short Sword and Medium Life-draining Bite)

Movement Rate ...................................... 12"(9"/6"/3") [30cm(23/15/8)]

Base Size ...................... Medium Number Appearing ............... 1-3

Melee Attack I ................ 3D6+6 Melee Damage I ................. High(+ High+2 Cold damage)

Melee Attack II √ ............ 3D6+4 Melee Damage II ........... High+2(+ Highx2 Life Drain)

Defense ............................... 18 ∆ Shield Bonus ......................... +0

Armor ..................................... -0 Maneuver † .............................. 5

Morale ..................................... 8 Resistance † .............................. 8

Known Spells ....................................... 1C1 (Panic); 1C2 (Mass Panic);1C3 (Mass Disrupt); 2E1 (Confusion, Disrupt); 2E2 (Fear,Hatred); 3E3 (Mass Confusion, Mass Fear, Mass Hatred).

Power Points .......................... 25 Elemental Spell Bonus .......... +0

Endurance (37) ❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

14. VAMPIRE LORD (Valsatholis)The devastatingly handsome Valsatholis haunts a ruined castle

in the mountains south of the Warring Holds. Piercing grey eyes,black hair and prominent features distinguish the Vampire Lord.Over time he has accumulated many lost souls about him who lingeras Vampires (see above). Vulnerable to the same things as lesserVampires, Valsatholis has surrounded his keep with all sorts oftraps, both magical and physical. Capable of using powerful magic,Valsatholis is a truly terrifying foe. Under Red skies, the VampireLord may function normally, even in daylight.

(Magical Cold Broadsword and Medium Life-draining Bite)

Movement Rate ................................ 10"(7.5"/5"/2.5") [25cm(19/13/7)]

Base Size ...................... Medium Number Appearing .... 1 (unique)

Melee Attack I ................ 4D6+7 Melee Damage I ................. High(+ Highx2 Cold damage)

Melee Attack II √ ............ 4D6+4 Melee Damage II ........... High+2(+ Highx2 Life Drain)

Defense ............................... 18 ∆ Shield Bonus ......................... +0

Armor ..................................... -0 Maneuver † .............................. 5

Morale ..................................... 6 Resistance † .............................. 6

Known Spells .............. 2C1 (Panic, Pain I); 2C2 (Mass Panic, Pain II);2C3 (Mass Disrupt, Pain III); 2C4 (Mass Pain, Mass Rout);

4E1 (Confusion, Disrupt, Paralyze Legs, Weaken);4E2 (Fear, Hatred, Mass Paralyze Legs, Mass Weaken);

3E3 (Mass Confusion, Mass Fear, Mass Hatred);1E4 (Word of Pain); 1E5 (Mass Word of Pain).

Power Points .......................... 50 Elemental Spell Bonus .......... +0

Endurance (84) ❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

50

15. MUMMYEmbalmed human remains secured by layers of wrappings,

mummies work in consort with Belasar, the Demon who createdthem (BSt Sourcebook p. 59). Physically powerful, but nearlymindless, they strictly follow all commands. These beings arelimited to the sense of hearing, which is exceptional. Mummieswalk with a stiff, unnatural gait but are always purposeful in theirmovements. These Undead use their fists and arms to pummel foessenseless. Should their commander be destroyed, Mummies wouldlose all purpose and disband. Mummies are particularly susceptibleto fire — they take double damage from fire-based attacks.

(Large Bash and Tough Leathery Skin)

Movement Rate .................................... 5"(4"/2.5"/1.5") [13cm(10/7/4)]

Base Size ...................... Medium Number Appearing ............... 1-2

Melee Attack .................. 3D6+6 Melee Damage ............. Medium

Defense .................................. 13 Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 8

Morale ..................................... 8 Resistance † ........... 8 (12 vs fire)

Endurance (60) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

16. LICH (Lord Althol)A Supreme Commander of the forces of the Undead, Lord Althol

forfeited his mortality to gain great power and eternal Unlife (BStSourcebook p. 72). His presence causes unusual “Fear” (see thebeginning of this section, but his radius is 6"[15cm] and the Fearlevel is 3rd for RRs). In great battles Althol appears personally tooversee his Undead troops. Wearing a tarnished silver crown besetwith jewels, the Lich hides his skeletal form beneath tattered robes.He sometimes employs Shapechangers of the Wolf-folk. His PowerHues are Grey and Black, when Althol +2 to attack and defenserolls.

(Magical Cold Two-handed Sword and Plate Armor)

Movement Rate ............................................ 4"(3"/2"/1") [10cm(8/5/3)]

Base Size ...................... Medium Number Appearing .... 1 (unique)

Melee Attack ......... 2D6+D10+6 Melee Damage ..... High+Low+2(+ Highx2 Cold damage)

Defense ............................... 17 ∆ Shield Bonus ......................... +0

Armor ................................. x1/2 Maneuver † .............................. 4

Morale ..................................... 6 Resistance † .............................. 5

Known Spells ................................................ 7E1; 6E2; 5E3; 4E4; 3E5.

Power Points ........................ 100 Elemental Spell Bonus .......... +8

Endurance (66) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏m❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

51

17. WRAITHArmor housing empty air her-

alds the approach of the Wraith.The form of the Wraith straddlesboth the realms of the living andthe dead. Its weapons, knownas “Slay-knives”, also exist inboth worlds. When used, frag-ments break off in the woundand work inward, eventuallyslaying the victim. At death,these fragments cause a newWraith to be created. Wraithssurround themselves with anaura of fear. Additionally, theirpresence is deadly chilling andlife-draining — each combat-ant within 6"[15cm] at the endof a round takes 2 hits of dam-age.

(Slay-knife and Large Cold Bash)

Movement Rate .................................... 6"(4.5"/3"/1.5") [15cm(12/8/4)]

Base Size ...................... Medium Number Appearing ................... 1

Melee Attack I ................ 2D6+6 Melee Damage I ............. Lowx2(+ Highx2 Slaying damage)

Melee Attack II § ............ 3D6+4 Melee Damage II ................ Med(+ High+2 Cold damage)

Defense .................................. 14 Shield Bonus ......................... +0

Armor ..................................... -0 Maneuver † .............................. 5

Morale ..................................... 7 Resistance † .............................. 7

Endurance (66) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏m❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

18. THE HERALD OF NIGHTWearing black armor, studded black thigh-boots, and bracers,

the Herald of Night ushers in the Darkness. This being was a Man,perverted by the Unlife and now possessing superhuman qualities.The Herald has exceptional strength and is gifted with the invulner-ability of Undead. He has pale skin and black hair. He bears an evil,obsidian sword which is very magical and rides a Black Unicorn.

The Herald announces the onset of Darkness, at which time hispowers are greatest. He commands an army of Wraiths, whose soletask is to guard the Gates of Dawn. This large, multi-dimensionalportal is of strategic importance to any being wishing to travelthroughout Kulthea or to other worlds. It stands on the far easterncoast of Folenn, illuminated by the sun’s first rays. The Herald andhis army allow only minions of Unlife to use the portal during hoursof darkness. At night and under Black skies, the Herald may operatefreely. During the day when his strength is diminished (-3 to all rollsand no spells above 3rd level) and his army is inactive, so the Heraldmust yield the portal to other powers.

(Two-handed Sword, Large Shield, and Plate Armor)

Movement Rate .............................. 13"(10"/6.5"/3.5") [33cm(25/17/9)]

Base Size ...................... Medium Number Appearing .... 1 (unique)

Melee Attack ......... 4D6+D10+9 Melee Damage ..... High+Low+6(+ High+2 Cold damage)

Defense ............................... 20 ∆ Shield Bonus ......................... +5

Armor ................................. x1/2 Maneuver † .............................. 2

Morale ..................................... 5 Resistance † .............................. 6

Known Spells ............................................... 4C1; 4C2; 4C3; 4C4; 4C5.

Power Points .......................... 80 Elemental Spell Bonus .......... +0

Endurance (80) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

Note — His Defense is 23 and his Endurance is 114 if he is mountedon his Black Unicorn.

52

19. UNDEAD DRAKEThese Dragons cling to the world even after their death. Shorn of

scales and acidic blood, they are nothing but gigantic skeletonsnow. Undead Drakes fly on magical skeletal wings and still castspells.

(Huge Bash, Huge Horn, Huge Claw, Huge Bite,Cold Ball Breath,and Cold Bolt Breath)

Movement Rate .............................. 13"(10"/6.5"/3.5") [33cm(25/17/9)]

Base Size ........................... Huge Number Appearing ................... 1

Melee Attack I ................ 4D6+9 Melee Damage I ............. High-1(+ Highx2 Life Drain)

Melee Attack II § ... 3D6+D10+4 Melee Damage II ........... High+1(+ Highx2 Life Drain)

Melee Attack III § .......... 4D6+7 Melee Damage III .............. High(+ Highx2 Life Drain)

Melee Attack IV § . 2D6+D10+7 Melee Damage IV ...... Medx2+2(+ Highx2 Life Drain)

Elemental Attack I (cold cone) ß ........................................ 4D6+D10+1

Elemental Damage I ... Lowx2+2 Range I ...... 50"[127cm], 30˚ arc

Elemental Attack II (cold bolt) ß ........................................ 4D6+D10+3

Elemental Damage II ..... Highx2 Range II ........ 85" [216cm], max.

Defense ............................... 15 ∆ Shield Bonus ......................... +0

Armor ..................................... -0 Maneuver † .............................. 3

Morale ..................................... 4 Resistance † .............................. 4

Known Spells ................................................ 3E1; 3E2; 3E3; 3E4; 3E5.

Power Points .......................... 75 Elemental Spell Bonus ........ +13

Endurance (240) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

X – SHAPECHANGERS

GREATER WERE-TIGER(Large Claw, Large Bash, Large Bite, and Soft Leather Hide)

Movement Rate .............................. 14"(10.5"/7"/3.5") [36cm(27/18/9)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I ¥ ............. 4D6+6 Melee Damage I ................. High

Melee Attack II ¥ ............ 4D6+6 Melee Damage II .......... Medium

Melee Attack III √ .......... 4D6+9 Melee Damage III .... Mediumx2

Defense .................................. 14 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 3

Morale ..................................... 4 Resistance † .............................. 4

Endurance (100) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

A few magical members of the various animal tribes have theability to assume the shape of their sacred animals. This transforma-tion grants them remarkable ferocity and resilience. Non-magical(or non-silvered) attacks normally do only half damage toShapechangers. Often, these Shapechangers are tribal chieftains,lycanthropy being the sign of royalty. (See ICE’s C&T I and RMCI for more information on Shapechangers.)

1. WERE-TIGERThe Tiger-folk of Munull harbor those afflicted by Lycanthropy,

Were-tigers (BSt Sourcebook p. 58). Although not generally usedin conjunction with Tiger-folk forces, were-tigers form the van-guard of Munull shocktroops. Most clan-lords have the ability totransform into tigers, while still retaining their intelligence.

LESSER WERE-TIGER(Large Claw, Medium Bash, Large Bite, and Soft Leather Hide)

Movement Rate ................................ 11"(8.5"/5.5"/3") [28cm(21/14/7)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I ¥ ............. 3D6+6 Melee Damage I ................. High

Melee Attack II ¥ ..... D6+D10+6 Melee Damage II ............ Low+1

Melee Attack III √ .......... 3D6+9 Melee Damage III .... Mediumx2

Defense .................................. 11 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 4

Morale ..................................... 8 Resistance † .............................. 8

Endurance (43) ❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

53

54

2. WERE-BEARGreat leaders of the Bear-men of Sull assume the shape of large

bears during combat (BSt Sourcebook p. 37). These shapeshifterslook no different from the trained war-bears which the Bear-men ofSull employ, except for their size. The ruling clan manifests a potentchange.

LESSER WERE-BEAR(Medium Bash, Large Grapple, Large Claw,

Medium Bite, and Tough Leather Hide)

Movement Rate ................................ 10"(7.5"/5"/2.5") [25cm(19/13/7)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I ¥ ...... D6+D10+7 Melee Damage I ............. Low+1

Melee Attack II ¥ ............ 3D6+4 Melee Damage II ............ High-2

Melee Attack III « .......... 3D6+4 Melee Damage III .............. High

Melee Attack IV √ .......... 3D6+5 Melee Damage IV ......... High+2

Defense .................................. 12 Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 5

Morale ..................................... 7 Resistance † .............................. 8

Endurance (90) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

GREATER WERE-BEAR(Large Bash, Large Grapple, Large Claw,

Large Bite, and Tough Leather Hide)

Movement Rate .............................. 13"(10"/6.5"/3.5") [33cm(25/17/9)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I ¥ ............. 4D6+7 Melee Damage I ........... Medium

Melee Attack II ¥ ............ 4D6+4 Melee Damage II ............ High-2

Melee Attack III « .......... 4D6+4 Melee Damage III .............. High

Melee Attack IV √ .......... 4D6+5 Melee Damage IV .... Mediumx2

Defense .................................. 13 Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 4

Morale ..................................... 4 Resistance † .............................. 4

Endurance (130) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

55

3. WERE-WOLFThe Wolf-folk of Urnull highly regard their berserk brethren (BSt

Sourcebook p. 59). Seen as the fiercest of warriors, were-wolves arethe first to battle and last to retreat. Clan leaders possess superiorabilities and restraint.

(Small Claw, Medium Bite, and Soft Leather Hide)

Movement Rate .............................. 13"(10"/6.5"/3.5") [33cm(25/17/9)]

Base Size ...................... Medium Number Appearing ............... 1-5

Melee Attack I ................ 2D6+4 Melee Damage I ................. Low

Melee Attack II ¥ ............ 3D6+4 Melee Damage II ........... High+2

Defense .................................. 12 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 5

Morale ..................................... 8 Resistance † .............................. 9

Endurance (27) ❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

GREATER WERE-WOLF(Large Claw, Large Bite, and Soft Leather Hide)

Movement Rate .................................. 16"(12"/8"/4") [41cm(31/21/11)]

Base Size .......................... Large Number Appearing ............... 1-4

Melee Attack I ................ 3D6+4 Melee Damage I ................. High

Melee Attack II ¥ ............ 4D6+4 Melee Damage II ...... Mediumx2

Defense .................................. 15 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 4

Morale ..................................... 6 Resistance † .............................. 6

Endurance (90) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

4. SILVERSCALE (Were-Drake)The rulers of certain human realms are not what they appear to

be. Great magical prowess and the ability to assume draconiancountenance are the gifts granted these Kings and Queens in bygonedays. Although long-lived, few Silverscales still exist on Folenn,owing to cataclysmic wars and an inability to procreate.

(Huge Bash, Huge Claw, Huge Bite,Electrified Breath, and Scaly Hide)

Movement Rate ...................................... 12"(9"/6"/3") [30cm(23/15/8)]

Base Size ........................... Huge Number Appearing ................... 1

Melee Attack I ................ 5D6+6 Melee Damage I ............. High-1

Melee Attack II § ............ 4D6+4 Melee Damage II ................ High

Melee Attack III § . 2D6+D10+6 Melee Damage III Mediumx2+2

Elemental Attack (fire bolt) ß ........................................... 2D6+D10+10

Elemental Damage ......... Highx2 Range ....................... 20" [51cm]

Defense ............................... 14 ∆ Shield Bonus ......................... +0

Armor ..................................... -3 Maneuver † .............................. 4

Morale ..................................... 6 Resistance † .............................. 6

Known Spells ................................................................. 3E1; 2E2; 1E3.

Power Points .......................... 20 Elemental Spell Bonus ........ +10

Endurance (270) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

56

XI – DEMONS

Demons are incorporeal spirits that assume bizarre forms whensummoned to Kulthea. Those that stay too long become fixed inappearance and chained to this world. Naturally, demonic creaturessummoned to Kulthea are not usually in a good mood. Most demandimmediate dismissal upon a task’s completion as a pre-condition oftheir servitude. Often tools of the Unlife, some Demons becomepermanent residents of the Bladelands.

Although of seemingly infinite variety, all Demons fall into oneof two general categories. Most are Demons of the Essence, whoowe their existence to imperfections in the Flows of Creation. Theothers are Demons of the Void, created before or outside that whichexists.

DEMONS OF THE VOID

Existing outside the normal scheme of Kulthea, Outsiders are themost commonly summoned Demons. Being strangers to earthlyexistence they are easier to dismiss and normally only remain 1D6turns for each PP that the summoner expends.

1. AGATHUDenizens of the Ash Lairs, the rare Agathu are huge dragon-like

creatures of demonic origin. They live in catacombs beneathFolenn, venturing out only at night or beneath red skies (their PowerHue). Smaller Agathu travel in groups of 2-5, although they oftenfight amongst themselves. Large Agathu hunt alone. All are astutecreatures who employ terror and utilize surrogates to dominate theirfoes.

Agathu implant their eggs in living creatures. Three inch longinsect-like larva of these magical beasts hatch in about three daysand feed on their host before finding other prey. They then ensnarea new host in a cocoon. Dividing in half, larvae enter the cocoon andlay another set of eggs which covers the host. These second stageeggs nourish themselves by gradually consuming the second host,who is kept living as long as possible. Agathu favor Humans orElves as recipients of this honor.

Agathu are inherently hot creatures capable of living in moltenrock. They are insulated by a layer of vile liquid stored in pocketsbeneath the outer plates of their armored hide. When this fluid issecreted, it cools the beast and melts virtually anything it touches.An Agathu can squirt the liquid through its mouth creating asteaming spray, or it can discharge the material through its pores.

The spray makes a formidable weapon, but Agathu tend to fightwith their strong claws and huge, retractable jaws. A full grownAgathu can reach a length of fifty feet, and its brute strength isusually more than a match for any foe.

LESSER AGATHU(Large Acid Claw, Large Acidic Bite, Sprayed Acidic Spittle,

and Tough Leather Hide)

Movement Rate ...................................... 12"(9"/6"/3") [30cm(23/15/8)]

Base Size .......................... Large Number Appearing ............... 1-5

Melee Attack I ................ 4D6+5 Melee Damage I ................. High(+ High+2 Acid damage)

Melee Attack II ¥ ............ 4D6+2 Melee Damage II ............ Medx2(+ High+2 Acid damage)

Missile Attack (spray attack) ß ............................................. D6+D10+5

Missile Damage .......... Highx2-2 Range Mod ........ -2 per 1" [3cm]

Defense .................................. 13 Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 5

Morale ..................................... 5 Resistance † .............................. 6

Endurance (50) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

GREATER AGATHU(Large Acid Claw, Large Acidic Bite, Sprayed Acidic Spittle,

and Tough Leather Hide)

Movement Rate ...................................... 12"(9"/6"/3") [30cm(23/15/8)]

Base Size ........................... Huge Number Appearing ................... 1

Melee Attack I ................ 5D6+5 Melee Damage I ................. High(+ Highx2 Acid damage)

Melee Attack II ¥ ............ 5D6+2 Melee Damage II ............ Medx2(+ Highx2 Acid damage)

Missile Attack (spray attack) ß ........................................... 2D6+D10+5

Missile Damage ............. Highx2 Range Mod ........ -2 per 1" [3cm]

Defense .................................. 15 Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 4

Morale ..................................... 4 Resistance † .............................. 5

Endurance (90) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

57

58

2. DEMONS OF THE PALEThe Pale consists of six Realms of utterly horrible Near-void

where life and death have no meaning. Demons of the Pale arecategorized according to their original plane of existence. Demonsbeyond the Pale are powerful beasts defying classification (seebelow, XI-9).

FIRST PALE DEMON(Medium Claw and Club — 7' tall grey-skinned social beasts.

A tuft of hair protrudes from their otherwise bald pates.)

Movement Rate .................................. 9"(7"/4.5"/2.5") [23cm(18/12/6)]

Base Size ...................... Medium Number Appearing ................... 1

Melee Attack I ................ 2D6+3 Melee Damage I ................. High

Melee Attack II ¥ .................2D6 Melee Damage II ............ Highx2

Defense .................................... 9 Shield Bonus ......................... +0

Armor ..................................... -0 Maneuver † .............................. 9

Morale ................................... 10 Resistance † ............................ 10

Endurance (10) ❏❏❏❏❏ m❏❏❏❏❏

SECOND PALE DEMON(Medium Claw, Broadsword, Leathery Hide — 8' tall dark-grey

amphibians, more intelligent than First Pale Demons.)

Movement Rate ................................ 11"(8.5"/5.5"/3") [28cm(21/14/7)]

Base Size ...................... Medium Number Appearing ................... 1

Melee Attack I ................ 2D6+4 Melee Damage I ................. High

Melee Attack II ¥ ............ 3D6+2 Melee Damage II ....... Highx2+4

Defense .................................. 11 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 8

Morale ..................................... 9 Resistance † .............................. 9

Endurance (20) ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏

THIRD PALE DEMON(Medium Claw, Two-handed Sword, Leathery Hide —9' tall winged fiends that are nearly blind; they rely on

their large, sensitive ears and noses to locate prey.)

Movement Rate .............................. 13"(10"/6.5"/3.5") [33cm(25/17/9)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I ................ 2D6+5 Melee Damage I ................. High

Melee Attack II ¥ ... 2D6+D10+3 Melee Damage II .. High+Low+2

Defense .................................. 13 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 6

Morale ..................................... 8 Resistance † .............................. 8

Endurance (30) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

FOURTH PALE DEMON(Large Bash, Whip-like Tail, Morning Star, Leathery Hide —10' tall, light blue in color, four horns, large eyes, small ears,

a prehensile tail. They usually throw things or cast spells.)

Movement Rate .................................. 16"(12"/8"/4") [41cm(31/21/11)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I ................ 3D6+2 Melee Damage I ........... Medium

Melee Attack II ¥ ............ 2D6+6 Melee Damage II ........ Lowx2+2

Melee Attack III ¥ . 2D6+D10+3 Melee Damage III ......... High+2

Defense ............................... 15 ∆ Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 4

Morale ..................................... 7 Resistance † .............................. 7

Known Spells .................................................................3C1; 2C2; 1C3.

Power Points ............................ 9 Elemental Spell Bonus .......... +0

Endurance (48) ❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

FIFTH PALE DEMON(Huge Bash, Battle Axe, Tough Leathery Hide — Strong, 11' talland given to using complex mechanical weapons, these Demonsenjoy superb senses. Dark blue and powerful of build, they are

also quite bright with skills of spell-casting and organizedwar-craft. Such Demons posses a long, prehensile tongue coveredwith a mucilaginous slime. They employ this disgusting memberin unspeakable ways. Highly independent, they seek to dominate

others, including their summoners.)

Movement Rate ................................ 10"(7.5"/5"/2.5") [25cm(19/13/7)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I ................ 4D6+9 Melee Damage I ............. High-1

Melee Attack II ¥ ... 2D6+D10+7 Melee D. II ... Highx2+Lowx2+2

Defense ............................... 14 ∆ Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 4

Morale ..................................... 6 Resistance † .............................. 6

Known Spells ........................................................ 4C1; 3C2; 2C3; 1C4.

Power Points .......................... 18 Elemental Spell Bonus .......... +0

Endurance (120) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ m ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

SIXTH PALE DEMON(Large Claw, Large Bash, Medium Bite, Thick Leathery Hide —

They look similar to first pale Demons, but they areintelligent, agile, vicious murderers. The most feared ofcommon pale Demons, they are completely resistant to

Elemental attacks (as the spell).)

Movement Rate ............................ 15"(11.5"/7.5"/4") [38cm(29/19/10)]

Base Size ...................... Medium Number Appearing ................... 1

Melee Attack I ................ 5D6+6 Melee Damage I ................. High

Melee Attack II ¥ ............ 3D6+8 Melee Damage II .......... Medium

Melee Attack III « .......... 4D6+2 Melee Damage III ......... High+2

Defense .................................. 15 Shield Bonus ......................... +0

Armor ..................................... -3 Maneuver † .............................. 1

Morale ..................................... 4 Resistance † .............................. 4

Endurance (100) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

59

3. CONFORMERSThese Demons have taken Elvish forms suitable to gathering

large numbers of minions. They are the most numerous of theDemons imprisoned on Kulthea. Conformers are insidious, prefer-ring subterfuge and infiltration to overt force. Nonetheless, theirspies range far and wide, seeking military advantage which willallow them to conquer Jewel Wells.

CULORGORWith golden-red hair and skin, these Demons have an affinity for

fire. In fact, they are immune to heat and fire attacks. They aregenerally clustered in the demon-realm of Oolcor near the magmavents (BSt Sourcebook p. 66). Culorgor command less personalpower than most Demons, often serving as troops, low rankingofficers, spies, or messengers for greater Demons. They are espe-cially effective when sent among Mannish tribes for the purpose ofbribery, inciting treason, assassination or other subtle purpose.

(Scimitar and Small Shield)

Movement Rate .................................... 6"(4.5"/3"/1.5") [15cm(12/8/4)]

Base Size ...................... Medium Number Appearing ............... 1-3

Melee Attack .................. 3D6+1 Melee Damage .............. High+2

Defense ............................... 12 ∆ Shield Bonus ......................... +2

Armor ..................................... -0 Maneuver † .............................. 6

Morale ..................................... 9 Resistance † .............................. 9

Known Spells ..................... 1C1 (Pain I); 1C2 (Pain II); 1C3 (Pain III).

Power Points ............................ 6 Elemental Spell Bonus .......... +0

Endurance (22) ❏❏❏❏❏ ❏❏❏❏❏ ❏m❏ ❏❏❏❏❏ ❏❏❏❏❏

60

THAROGOR (False Elven Councillors)Seemingly Elvish, these Demons are immensely dangerous—

due to this fair seeming. The only blemish upon these mockeries istheir silvery skin and pitch black hair. They cast magics which warpboth mind and body. Tharogor delight in destroying the moral fiberof opponents, turning friends against each other and promotingbetrayal. These beings subvert Elvish settlements under the guise ofwar counsel. A few make their realms in the mountains, usingLugrôki as slaves. But these realms are constantly beset withattacks by other Lugrôki tribes, so they have no real hope of makingthe assault on the Jewel Wells. Culorgor often serve these Demons.

(Flail and Magical Chain Armor)

Movement Rate .................................... 6"(4.5"/3"/1.5") [15cm(12/8/4)]

Base Size ...................... Medium Number Appearing ................... 1

Melee Attack .................. 4D6+5 Melee Damage ........... Highx2-1

Defense ............................... 15 ∆ Shield Bonus ......................... +0

Armor ..................................... -4 Maneuver † .............................. 6

Morale ..................................... 8 Resistance † .............................. 7

Known Spells ..................... 1C1 (Pain I); 1C2 (Pain II); 1C3 (Pain III).

Power Points .......................... 13 Elemental Spell Bonus .......... +0

Endurance (60) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

BORORGOR (Kasandra)Only one of the Noble Conformers is trapped on Kulthea, her

name is Kasandra. She appears as an incredibly beautiful Elfstanding over 8' tall. Kasandra wears black leather armor whichaccentuates her pale skin. Her squalid Mannish realm is locatedsouth of the Immigrant Domains. This bandit kingdom of Tralfswells with the flotsam of constant warfare, primarily refugees andmercenaries (BSt Sourcebook p. 66). She preys on their misery,making them frantic to take “what really belongs to them.” Hergreen eyes quickly cower any potential opponents, and her presenceradiates a number of auras; lust, fear, passion, and rage. She keepsall she meets under her pointy heel.

(Whip and Plate Armor)

Movement Rate ........................................ 8"(6"/4"/2") [20cm(15/10/5)]

Base Size ...................... Medium Number Appearing .... 1 (unique)

Melee Attack .................. 4D6+7 Melee Damage ............... Low+1

Defense ............................... 16 ∆ Shield Bonus ......................... +0

Armor ................................. x1/2 Maneuver † .............................. 3

Morale ..................................... 6 Resistance † .............................. 6

Known Spells .................. 3C1 (Pain I, Panic, Rally); 3C2 (Mass Panic,Mass Rally, Pain II; 2C3 (Mass Disrupt, Pain III);

2C4 (Mass Pain, Mass Rout); 1C5 (Mass Pain True);2E1 (Confusion, Disrupt); 2E2 (Fear, Hatred);

4E3 (Frenzy, Mass Confusion, Mass Fear, Mass Hatred);2E4 (Mass Frenzy, Word of Pain); 1E5 (Mass Word of Pain).

Power Points .......................... 55 Elemental Spell Bonus .......... +0

Endurance (80) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

61

4. DEMONS BEYOND THE PALEIncarnations of tremendous Evil, these Demons are some of the

most dangerous to summon. The greatest of the Demons of theVoid, often their first attempted act is the slaying of their summonerand the usurping any army present. Agile, powerful, and flighted,most take gigantic winged forms to spread fear amongst their foes.Each possesses an almost irresistible voice and commanding pres-ence which enables them to lead large groups effectively. Occa-sionally, they enter into uneasy alliances spawned by need orconvenience. However, most of their motives remain wholly mys-tifying. They wield giant weapons to deal death. In battle theysurround themselves with fire, cold, or electricity — 1D6 damageto all within a 2"[5cm] radius at the end of each round.

(Huge Bash, Two-handed Sword, and Plate-like Hide)

Movement Rate ...................................... 12"(9"/6"/3") [30cm(23/15/8)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I ¥ .................. 7D6 Melee Damage I ............. High-1

Melee Attack II ¥ ... 5D6+D10+3 Melee D. II ... Highx2+Lowx2+4

Defense ............................... 16 ∆ Shield Bonus ......................... +0

Armor ................................. x1/2 Maneuver † .............................. 1

Morale ..................................... 1 Resistance † .............................. 1

Known Spells ...... 1C1(Panic); 1C2 (Mass Panic); 1C3 (Mass Disrupt);1C4 (Mass Rout); 2E1 (Confusion, Disrupt); 2E2 (Fear, Hatred);

3E3 (Mass Confusion, Mass Fear, Mass Hatred).

Power Points .......................... 27 Elemental Spell Bonus .......... +0

Endurance (240) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

62

6. DEATH-WATCHERFallen servants of the Lord of Fate, Death-watchers now serve

the Unlife, feeding their appetite for death and destruction. Great,leathery wings suggest a reptilian quality, while their slimy scalesand horrid visage denote demonic descent. Death-watchers canclumsily fly and wield two wicked 2-handed weapons. Given toimmolation, Death-watchers can enshroud themselves in either fireor ice at will (an additional 1D6 damage to melee attacks). TheseDemons can also “ordain” a foe, tearing the victim’s soul from hisbody (instant death with no chance of recovery after the battle).Death-Watchers slake their perverse hungers on the bodies ofunfortunates whom they slay.

(Magic Two-handed Sword and Plate-like Hide)

Movement Rate ................................ 10"(7.5"/5"/2.5") [25cm(19/13/7)]

Base Size ........................... Huge Number Appearing ................... 1

Melee Attack ......... 5D6+D10+4 Melee Dam. .. Highx2+Lowx3+4

Defense ............................... 18 ∆ Shield Bonus ......................... +0

Armor ................................. x1/2 Maneuver † .............................. 2

Morale ..................................... 3 Resistance † .............................. 3

Known Spells .......................... 4E1 (Elemental Bolt I, Fire Wall, Light,Resist Elements); 3E2 (Elemental Ball I, Elemental Bolt II,Sudden Light); 3E3 (Elemental Ball II, Elemental Bolt III,

Fire Wall True); 4E4 (Elemental Ball III, Elemental Bolt I Triad,Elemental Bolt IV, Mass Resist Elements); 3E5 (Elemental

Ball IV, Elemental Bolt II Triad, Elemental Bolt V).

Power Points .......................... 50 Elemental Spell Bonus .......... +5

Endurance (270) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

DEMONS OF THE ESSENCE

5. ELEMENTAL DEMONSThose denizens of the Infernal Realms with allegiance to other

elements are not nearly so bent upon destruction. They are some-times summoned by conjurors wishing to win battles withoutdevastating the countryside. Elemental Demons are based on fire,cold, water, air, earth, light, and darkness.

(Magical Elemental Two-handed Sword and Plate-like Hide)

Movement Rate .................................. 9"(7"/4.5"/2.5") [23cm(18/12/6)]

Base Size ........................... Huge Number Appearing ................... 1

Melee Attack ......... 4D6+D10+4 Melee Damage ..... High+Low+2(+ Highx2 Elemental damage)

Defense ............................... 17 ∆ Shield Bonus ......................... +0

Armor ................................. x1/2 Maneuver † .............................. 3

Morale ..................................... 5 Resistance † .............................. 5

Known Spells .................. 4E1 (Elemental Bolt I, Fire {Element} Wall,Light {Element}, Resist Elements); 3E2 (Elemental Ball I,

Elemental Bolt II, Sudden Light {Element}); 3E3 (ElementalBall II, Elemental Bolt III, Fire {Element} Wall True);

4E4 (Elemental Ball III, Elemental Bolt I Triad, Elemental True);Bolt IV, Mass Resist Elements); 3E5 (Elemental Ball IV,

Elemental Bolt II Triad, Elemental Bolt V).

Power Points .......................... 66 Elemental Spell Bonus .......... +6

Endurance (175) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

63

7. DOOMBRINGERDoombringers look like 14' tall man-like creatures veiled in a

thick, swirled, foul-smelling blackness. Their nauseating visagereflects the decay they hold within. The touch of a Doombringerputrefies any living matter (an additional 1D6 damage to meleeattacks that penetrate a foe’s armor). A shroud of electrical energyaugments their undefined features. Their presence invokes a senseof doom characteristic of fallen spirits. Those who gaze on aDoombringer flee in terror. Such creatures throw lightning bolts atwill.

(Magic Two-handed Sword and Tough Leathery Hide)

Movement Rate ........................................ 8"(6"/4"/2") [20cm(15/10/5)]

Base Size ........................... Huge Number Appearing ................... 1

Melee Attack ......... 2D6+D10+9 Melee Damage . Highx2+Low+4

Defense ............................... 14 ∆ Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 4

Morale ..................................... 6 Resistance † .............................. 6

Known Spells ................................................ 3E1; 3E2; 3E3; 3E4; 3E5.

Power Points .......................... 30 Elemental Spell Bonus .......... +3

Endurance (180) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

8. DURGULThis 10' tall, muscular man-like Demon is ugly in the extreme.

His appearance promotes fear and loathing among foes. Practicingdeplorable personal habits, an indescribable foulness follows Durgullike a shadow. He keeps the severed heads of his enemies in an urnfilled with his own pickling spittle. In combat, Durgul flings theseawful reminders of past excesses at the enemies’ front rank,frightening and disgusting all. Durgul rules the realm of Oolcor(BSt Sourcebook p. 66).

(Large Spiked Club, Thrown Pickled Heads,and Tough Leathery Skin)

Movement Rate ........................................ 8"(6"/4"/2") [20cm(15/10/5)]

Base Size .......................... Large Number Appearing .... 1 (unique)

Melee Attack ....................... 4D6 Melee Damage .............. High+2

Missile Attack (thrown pickled head) .......................................... 2D6+3

Missile Damage .................. Low Range Mod ........ -2 per 2" [5cm]

Defense ............................... 10 ∆ Shield Bonus ......................... +0

Armor ..................................... -3 Maneuver † .............................. 6

Morale ..................................... 7 Resistance † .............................. 7

Known Spells ....................................... 1C1 (Panic); 1C2 (Mass Panic);1C3 (Mass Disrupt); 1C4 (Mass Rout);

1E1 (Disrupt); 1E2 (Fear); 1E3 (Mass Fear).

Power Points .......................... 20 Elemental Spell Bonus .......... +0

Endurance (120) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

64

9. BELASARThis 9' tall Demon looks like a well-endowed man with several

exceptions. He has four heads and two forearms branching fromeach elbow. His body is a mutilated amalgam of parts taken fromlesser fiends. Belasar takes perverse delight in sacrificial tortureand dismemberment. Amongst his human slaves he is known as theIron Fists from the strength of his pummelling. He constantly warsto gain control of the Jewel Wells near his mountainous realm ofEmun (BSt Sourcebook p. 59).

(Four Serrated Scimitars and Leathery Skin)

Movement Rate ................................ 11"(8.5"/5.5"/3") [28cm(21/14/7)]

Base Size .......................... Large Number Appearing .... 1 (unique)

Melee Attack .................. 4D6+8 Melee Damage .......... Highx2+2

Defense .................................. 13 Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 5

Morale ..................................... 7 Resistance † .............................. 7

Endurance (150) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

Many beings arrive from beyond Folenn; not all of them arehuman. Some come from the unknown continent to the east, whileothers hail from the seas or even outer space. A few just seem tohave appeared from nowhere. These interlopers make the Bladelandsall the more dangerous.

1. RATMENRatmen resemble large rodents with arms instead of forelegs.

Never exceeding a yard in height, they walk upright with a surpris-ingly agile gait. Their bodies are covered in short, grey fur. Massedcolonies of Ratmen breed pestilence and spread disease. Theyinhabit dense forest, venturing out only at night to feed on carrion.

All Ratmen use their fangs and claws in addition to tiny weap-onry such as short swords, short bows, and daggers. Bites or clawdamage often result in a plague-like disease. Huge swarms ofRatmen overwhelm opposition despite their small size. Each unitcontains an inherent leader, having keen senses and low cunning.Ratmen come to Folenn due to over-population of their homewarrens on Cunardia. Rumors of carnage have drawn large num-bers to battlefields in search of food.

(Short Sword, Short Bow, and Soft Leather Hide)

Movement Rate .................................. 9"(7"/4.5"/2.5") [23cm(18/12/6)]

Base Size .......................... Small Number Appearing ............. 5-50

Melee Attack ................... 3D6-2 Melee Damage ................... High

Missile Attack (short bow) ........................................................... 2D6+1

Missile Damage .............. Lowx2 Range Mod .... -2 per 12" [30cm]

Defense .................................... 8 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 9

Morale ................................... 10 Resistance † ............................ 10

Endurance (5) ❏❏❏ m❏❏

XII – INVADERS & ASSAILERS

65

66

2. SERPENTOIDA sinuous serpent’s body terminates in a human torso, two arms,

and a snake-like head. The hairless body is covered by dark greenscales and may reach 25' in length. Serpentoids’ eyes are golden andhave black slits, while from their mouths projects a forked snake’stongue. They sport 4" fangs that emit a poisonous venom onstriking. These beings maneuver in snake-fashion aided by use ofarms. Native to tropical climates, Serpentoids become lethargic incold weather. The sun’s rays must rouse them from their snake-likestupor before they can forage. For this reason, they favor exposedriver banks or jungle clearings to drowse.

Serpentoids are fierce predators but are generally solitary hunt-ers. They encircle prey with powerful coils and render themhelpless with a poisonous bite. Treat this poisonous bite as the firstlevel Essence spell Paralyze Legs (BSt Rulesbook p. 49), applied inaddition to normal damage. These creatures eat almost anything,including Humans. Immobilized prey are swallowed whole.Serpentoids do not posses advanced technology, but fashion crudestone tools and weapons. Recently they have sent small war-bandsthrough an Essence Portal. Upon arrival in Folenn the Serpentoidssearch for fresh game to feed their expanding numbers.

(Medium Poisonous Bite, Stone Axe, Stone-tipped Spear,and Reptilian Hide)

Movement Rate .................................... 7"(5.5"/3.5"/2") [18cm(14/9/5)]

Base Size .......................... Large Number Appearing ............. 1-20

Melee Attack I ...................3D6* Melee Damage I .......... High+2*

Melee Attack II § .................3D6 Melee Damage II ........... High+1

Missile Attack (spear) .........3D6 Missile Damage .......... Lowx2+2

Range Mod ............................................................. -2 per 2.5" [6.5cm]‡

Defense .................................... 7 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 8

Morale ..................................... 9 Resistance † .............................. 9

Endurance (18) ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏

3. SWARTALFRAkin to Humans but shorter and stockier, these evil beings live

as outcasts in dark, damp caves. They have greyish-green skin andpale eyes capable of night vision; they abhor sunlight. They live inclans of 15-20, led by a clan chief (inherent in unit). Swartalfrsometimes domesticate large wolves for use as guards or mounts.Mounted troops act as scouts and the vanguard of their force. Theyusually wield a polearm with a short broad blade called a spetum.An army of Swartalfr was marooned on Folenn during raids alongthe coast.

(Spetum, Small Shield, and Soft Leather Armor)

Movement Rate ............................................ 4"(3"/2"/1") [10cm(8/5/3)]

Base Size .......................... Small # Appearing ...... 15-20 (1D6+14)

Melee Attack ............ D6+D10-1 Melee Damage ..... High+Low+1

Defense .................................... 9 Shield Bonus ......................... +2

Armor ..................................... -1 Maneuver † .............................. 8

Morale ................................... 10 Resistance † ............................ 10

Endurance (6) ❏❏❏ m❏❏❏

67

4. DRAGONIANSHumanoid reptilians with large leathery wings, Dragonians have

fiery breath. They are on good terms with all Dragon-kind, but warwith all other flighted beings, including, the Hírazi. Dragoniansmay be found in any wild area of Folenn, although they tend toprefer mountainous regions. Originally passing through an Essenceportal into the Bladelands, Dragonians are content to plunderFolenn and do not seek to return from whence they came. (SeeICE’s C&T II for more information.)

(Falchion, Small Claw, Medium Bite, Short Bow,Fiery Breath, Small Shield, and Scaly Hide)

Movement Rate .................................... 7"(5.5"/3.5"/2") [18cm(14/9/5)]

Base Size ...................... Medium Number Appearing ............. 1-10

Melee Attack I ........... 2D6+D10 Melee Damage I ............ High+2

Melee Attack II § ............ 2D6+2 Melee Damage II ................ Low

Melee Attack III « .......... 3D6+1 Melee Damage III ......... High+2

Missile Attack (bow) .................................................................... 2D6+1

Missile Damage .............. Lowx2 Range Mod .... -2 per 12" [30cm]

Elemental Attack (fiery breath) ............................................ D6+D10+3

Elemental Damage .......... Low+2 Range Mod ...... -2 per 5" [13cm]

Defense .................................... 7 Shield Bonus ......................... +2

Armor ..................................... -2 Maneuver † .............................. 8

Morale ..................................... 9 Resistance † .............................. 9

Endurance (19) ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏

5. SCORPION MENA gigantic red scorpion’s multi-legged body and poisonous

stinger accompany a mannish torso and black haired head. Treatthis poisonous sting as the first level Essence spell (BSt Rulesbookp. 49), applied in addition to normal damage. Very competitive andcontentious, Scorpion Men only cease their in-fighting when anexternal foe threatens. Communities of Scorpion Men can be foundthroughout Folenn, descendents of the first Scorpion Men blown inon a Bladestorm. (See ICE’s C&T II for more information.)

(Large Pincer, Large Poisonous Sting, Polearm, Composite Bow,and Rigid Leather Hide)

Movement Rate .................................... 6"(4.5"/3"/1.5") [15cm(12/8/4)]

Base Size ...................... Medium Number Appearing ............. 2-12

Melee Attack I ........ 2D6+D10-1 Melee Damage I ................. High

Melee Attack II § .......... 3D6-1 * Melee Damage II ......... Low+1 *

Melee Attack III § ....... D6+D10 Melee Damage III High+Low+1

Missile Attack (bow) ................................................................. D6+D10

Missile Damage .......... Lowx2+1 Range Mod .... -2 per 15" [38cm]

Defense .................................... 8 Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 8

Morale ..................................... 9 Resistance † .............................. 9

Endurance (14) ❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏

68

6. THRAXXAmphibious humanoids with four muscular arms, long claws,

six eyes, and salamander-like heads, Thraxx feed on nearly any-thing. At home in either fresh or saltwater, Thraxx raid the shoresof Folenn. (See ICE’s C&T II for more information.)

(Large Claws, Medium Bite, and Tough Leathery Hide)

Movement Rate .................................. 9"(7"/4.5"/2.5") [23cm(18/12/6)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I ................ 3D6+9 Melee Damage I ................. High

Melee Attack II « ............ 3D6+5 Melee Damage II ........... High+2

Defense .................................. 11 Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver † .............................. 7

Morale ..................................... 8 Resistance † .............................. 9

Endurance (44) ❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

7. WOLFMENPowerful, wolf-headed, and grey-furred, Wolfmen are a rare

breed of Humanoids. Passing through an Essence Portal fromCunardia some 95 years ago, their numbers have gradually dwindled.They can no longer sustain whole communities, remaining in smallhunting groups with inherent leaders. A few groups have settled inthe Myriad Realms where they are military scouts. Their bite isnearly as bad as their blade.

(Broadsword, Medium Bite, and Leathery Hide)

Movement Rate ................................ 10"(7.5"/5"/2.5") [25cm(19/13/7)]

Base Size ...................... Medium # Appearing ........ 10-15 (1D6+9)

Melee Attack I .....................3D6 Melee Damage I ............ High+2

Melee Attack II § ............ 3D6+1 Melee Damage II ........... High+2

Defense .................................... 8 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver † .............................. 7

Morale ..................................... 9 Resistance † .............................. 9

Endurance (22) ❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏

8. NATHARL’NACNAFoul beings from deep reaches of outer space, Natharl’nacna

occasionally descend upon Folenn for mysterious reasons of theirown. Varied in shape and size, three main types are most commonlyencountered — Cresh’urim, Cthugan, and Ni’hashbin Warrior.(See ICE’s C&T II for more information.)

CRESH’URIMCresh’urim often command Natharl’nacna forces on Folenn.

The greyish-blue Cresh’urim have spidery bodies, scorpion tails,humanoid torsos, clawed arms, multi-faceted eyes, and wolfishheads. Highly resistant to magic, their Defense is augmented by +8vs Elemental Attacks. Their Bite delivers an additional 15 points ofEndurance damage (just as the third level Channeling spell Pain III,BSt Rulesbook p. 48). Treat their poisonous sting as the first levelEssence spell Paralyze Legs (BSt Rulesbook p. 49), applied inaddition to normal damage.

(Huge Poisonous Sting, Battleaxe,Large Claws, Large Bite, and Plate-like Hide)

Movement Rate ................................ 11"(8.5"/5.5"/3") [28cm(21/14/7)]

Base Size .......................... Large Number Appearing ................... 1

Melee Attack I ............. 3D6+8 * Melee Damage I ........... Med-1 *

Melee Attack II § ... 3D6+D10+8 Melee Damage II .. High+Low+1

Melee Attack III § .......... 5D6+4 Melee Damage III .............. High

Melee Attack IV √ .......... 4D6+4 Melee Damage IV .......... Medx2(+15 due to Pain III)

Defense ................................................. 18 ∆ (26 vs. Elemental Attacks)

Shield Bonus .......................... +0

Armor ................................. x1/2 Maneuver † .............................. 2

Morale ..................................... 5 Resistance † .............................. 1

Known Spells ......................................................... 2E1; 2E2; 2E3; 2E4.

Power Points .......................... 25 Elemental Spell Bonus .......... +5

Endurance (180) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ m ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

69

CTHUGANSCthugans appear as humans with an octopus for a head. The

touch of their tentacles immobilizes their foes (treat as the first levelEssence spell Paralyze Legs, BSt Rulesbook p. 49). Their bite istreated similarly.

(Scimitar, Large Poisonous Tentacular Grapple,Medium Poisonous Bite, and Ceremonial Robes)

Movement Rate ........................................ 8"(6"/4"/2") [20cm(15/10/5)]

Base Size ...................... Medium Number Appearing ............. 1-12

Melee Attack I ................ 3D6+1 Melee Damage I ............ High+2

Melee Attack I § .......... 3D6+5 * Melee Damage II ......... High-2 *

Melee Attack II √ ......... 3D6+9 * Melee Damage III ...... High+2 *

Defense ................................. 9 ∆ Shield Bonus ......................... +0

Armor ..................................... -0 Maneuver † .............................. 5

Morale ..................................... 7 Resistance † .............................. 6

Known Spells ....................................... 1C1 (Panic); 1C2 (Mass Panic);1C3 (Mass Disrupt); 1C4 (Mass Rout);

2E1 (Confusion, Disrupt); 3E2 (Fear, Hatred, Hold);3E3 (Mass Confusion, Mass Fear, Mass Hatred).

Power Points .......................... 20 Elemental Spell Bonus .......... +0

Endurance (42) ❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

NI’HASHBIN WARRIORSNi’hashbin Warriors are reptilian creatures with snake-like arms

and snake heads for hands. Any of their bites (head or “hands”)delivers a poison attack treated as the first level Essence spellParalyze Legs, BSt Rulesbook p. 49. Resistant to magic, Ni’hashbinWarriors’ Defense is augmented by +4 vs Elemental attacks.

(Large Poisonous Bites, Magic Polearm, and Plate Armor)

Movement Rate ........................................ 8"(6"/4"/2") [20cm(15/10/5)]

Base Size ...................... Medium Number Appearing ............. 1-20

Melee Attack I ............. 5D6+1 * Melee Damage I .... Mediumx2 *

Melee Attack II § ... 2D6+D10+9 Melee D. II ... Highx2+Lowx2+4

Defense ..................................................... 13 (17 vs Elemental Attacks)

Shield Bonus .......................... +0

Armor ................................. x1/2 Maneuver † .............................. 6

Morale ..................................... 7 Resistance † .............................. 4

Endurance (80) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

70

XIII – SCENARIOS

To help get you right into the heat of battle, the BladestormBestiary contains ten ready-to-play scenarios. Each may be playedusing either Bladestorm’s Standard and/or Optional rules. Usingthese as models, you can design your own scenarios, whether set inthe Bladelands or a world of your choosing.

USING THE SCENARIOSYou should photocopy the scenario copies in this book before

beginning play. This will enable you to record damage and informa-tion directly on the photocopies while retaining the original pagesfor later use.

TIME AND SPACEYou can play each of the scenarios presented here in an afternoon

(several hours) or less. The Basic scenarios can be played in underan hour. A standard 4' x 8' gaming table is more than adequate toplay almost all of these scenarios, but some require a 6' by 8' playingsurface, roughly. Of course, if you want to play on the floor, that’sfine too.

TERRAINThere are several ways to represent terrain depicted on the

scenario maps. You can purchase commercially made miniatureterrain features (trees, houses, etc.) or make them yourself out ofanything handy. You could even draw the terrain right on the tabletop, using erasable or water-soluble markers. If you dislike thegiven terrain, feel free to modify or ignore it. Just be sure bothplayers understand and approve of the changes. (Refer to the 8 pageTerrain and Painting Manual that comes in the Bladestorm box formore ideas.)

SCENARIO STATISTICSEach scenario has much information in common and employs the

following terms:

The Tale describes events leading up to combat.Terrain specifies salient features of the battlefield.Victory Conditions detail the circumstances required to win a

scenario. Some scenarios end when the victory conditions arefulfilled by one side or the other instead of after a certain numberof turns.

Player Information details which side is Player #1 and which isPlayer #2. It also outlines how and where the forces set up.

Combatant/Unit Stats detail which miniatures are to be used inplay and what their capabilities are in combat.

STANDARD/OPTIONAL SCENARIO STATISTICSThe scenarios include some information not included in the other

scenarios:

Scenario Types — all scenarios are grouped into three types:Ambush, Assault, or Skirmish.

An Ambush usually indicates combat between individualcombatants and units. It can also mean that one side has ahidden set-up.

An Assault usually indicates combat between units, whereas aSkirmish is a battle between combatants. These divisions mayhelp you decide which scenarios you most want to play.

A Skirmish will usually take far less time to play than anAssault, while an Ambush indicates unequal forces.

Game Length refers to the number of Turns in the scenario. If theword “Varies” appears instead of a number, game length dependson the noted Victory Conditions and/or the arrival of a Bladestorm(BSt Rulesbook S-13.0 and O-13.0).

Weather give weather at the start of the scenaior.Power Hues give the dominant sky color for use with Optional

rules (BSt Rulesbook O-18.2).Bladestorm is the percentage chance of a Bladestorm occurring on

any given turn (BSt Rulesbook S-13.0). Roll at the end of eachturn. If the Optional Rules in the BSt Rulesbook O-13.0 are used,an active Bladestorm will disappear “1D6 ÷ 2” (round up) roundsafter one side is eliminated. If both players agree, the BStRulesbook A-2.0 Bladestorm chance can be used instead of thefixed value given in each scenario.

Random Encounter gives the percentage chance (roll 2D10: onedie is tens, the other is ones) that an unexpected beast will appearon the battlefield at the start of a battle. If one appears, the playersmay roll on the Encounter Table (XIV-4, p. 89-91) or they maychoose a beast from the BSt Sourcebook or they may create thestats for one using the guidlines in the Summoning spell (O-14.3)on page 48 of the BSt Rulesbook (use 3D6 or 4D6 PPs). Todetermine who controls such a beast, roll a D6 at the beginning ofeach turn: on a roll of 1-3, Player #1 controls it, while on a roll of4-6, Player #2 controls it.

Special Rules are scenario-specific modifications to the rules. Feelfree to alter or ignore them.

The special and optional in the scenarios are just that —optional. If you don’t feel like using them, especially at first,don’t. Again, make sure both players know of and agree withwhich BSt Rulesbook Optional Rules you’re using. The BStRulesbook Appendix (A-3.0) provides a checklist for decidingand keeping track of which optional rules are being used.

Aftermath explains the potential outcome of a battle.

SPECIAL NOTATIONThe scenarios include several standard notations:

* — Poisoned attack.† — Used with the BSt Rulesbook Optional Rules.‡ — A “thrown weapon,” once the weapon has been used for a

missile attack, it is no longer available for use (mark through itsentry on the combatant’s record sheet).

∆ — Only used with BSt Rulesbook Optional Rule O-12.1. The spelluser’s Defense may be increased by +5 each turn that 1 PP isexpended.

¥, √, «, ¤, ß, § — Multiple Creature Attack Codes; see theIntroduction (Section I) on page 3 for complete descriptions.

71

72

TRALFAN BANDITSPlayer 2: Set up Last within 10" [25cm] of a Flesh Golemcombatant. Move Last.

TRALFAN BANDITS (18)

Move.Rate: ........... 6"(4.5"/3"/1.5") [15cm(12/8/4)] Morale: ..... 9

Defense: .... 7 Shield Bonus: ...... +2 S. Leather Armor: ...... -1

Endurance: .......... 7 Maneuver† ....... 9 Resistance† .......... 9

Weapon Attack Damage RangeShort Sword ....... 3D6-1 ............... High .............. NoneDagger ................ 2D6-2 ............... Lowx2-1 ........ -2 per 3"[8cm]‡

#1 ❏❏❏❏ m❏❏❏ : __________ #4 ❏❏❏❏ m❏❏❏ : ___________#2 ❏❏❏❏ m❏❏❏ : __________ #5 ❏❏❏❏ m❏❏❏ : ___________#3 ❏❏❏❏ m❏❏❏ : __________ #6 ❏❏❏❏ m❏❏❏ : ___________

#7 ❏❏❏❏ m❏❏❏ : __________ #10 ❏❏❏❏ m❏❏❏ : __________#8 ❏❏❏❏ m❏❏❏ : __________ #11 ❏❏❏❏ m❏❏❏ : __________#9 ❏❏❏❏ m❏❏❏ : __________ #12 ❏❏❏❏ m❏❏❏ : __________

#13 ❏❏❏❏ m❏❏❏ : _________ #16 ❏❏❏❏ m❏❏❏ : __________#14 ❏❏❏❏ m❏❏❏ : _________ #17 ❏❏❏❏ m❏❏❏ : __________#15 ❏❏❏❏ m❏❏❏ : _________ #18 ❏❏❏❏ m❏❏❏ : __________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll ModGeneral Order (9) +0 +0 +1 +0 +1Battle Order (10) +2 +2 +0 -1 +2Disbanded (11) Unit Ma is used only for reforming the unit.

Note: May operate as three 6-combatant units or a 12-combatant unitand a 6-combatant unit.

ABEN SER — Tralfan Leader

Move.Rate: ........... 6"(4.5"/3"/1.5") [15cm(12/8/4)] Morale: ..... 8

Defense: .... 8 Shield Bonus: ...... +3 R. Leather Armor: ..... -2

Endurance: ........ 14 Maneuver† ....... 9 Resistance† .......... 8

Weapon Attack Damage RangeBroadsword ........ 3D6 .................. High+2 .......... NoneDagger ................ 2D6 .................. Lowx2-1 ........ -2 per 3"[8cm]‡

❏❏❏❏❏ ❏❏ m❏❏ ❏❏❏❏❏ : _____________________________

Morale Mod: ................. +0 Melee Mod: ................................. +1

Missile Mod: ................. +0 Defense Mod: .............................. +1

Maneuver Mod: ............ +1 Influence Range: ............ 1" [2.5cm]

SCENARIO #1

“SPARE PARTS”Scenario Type: Skirmish. Game Length: 10 Turns.Setting: South of the Murmuring River, Early Summer, 6040 TE.The Tale: In Meir, Rochien creates new Flesh Golems and repairs

injured ones with seized human bodies. Flesh Golems scout forhuman bodies for use in Rochien’s laboratory as either buildingmaterials or spare parts. In this scenario, near the border of Tralf,Flesh Golems surprise a group of Tralfan bandits. Unaware of theunsavory nature of the Flesh Golems, the bandits yell, “Stand anddeliver!” Instead of relieving the monsters of their wealth, thebandits find themselves viciously attacked.

Terrain: A (Shallow Water) Lake dominates the center withMedium Woods to the west, scattered Light Woods to the south,and Brush to the north. 36" [91cm] (E-W) x 52" [132cm] (N-S).

Weather: Clear. Power Hues: Roll Randomly.Bladestorm: 18 (on 3D6). Random Encounter: 19%.Special Rules:

1) Due to the unexpected nature of their encounter, Bandit unitshave their Defense reduced by one (-1) for the First Turn.

2) Bandit units/combatants may not leave the playing area.3) Optionally, the Tralfan leader, Aben Ser, may possess a magic

item. Roll on the Item Table XIII-1 for the Magic Item held.4) Optionally, treat all non-magic attacks against Flesh Golems as

delivering half damage (round up).Victory Conditions: The Flesh Golem player must eliminate 13 or

more Bandit combatants to win. Otherwise, the Bandit playerwins.

Aftermath: Easily mauling the surprised Bandits, the Flesh Golemshead back home to Meir with more raw materials for Rochien’smad work.

FLESH GOLEMSPlayer 1: Set up First anywhere in the center, at least 10"[25cm] from the edge of the playing surface. Move First.

FLESH GOLEMS (4)

Move.Rate: ........... 6"(4.5"/3"/1.5") [15cm(12/8/4)] Morale: ..... 4

Defense: .. 11 Shield Bonus: ...... +3 No Armor: ................. -0

Endurance: ........ 35 Maneuver† ....... 7 Resistance† .......... 9

Weapon Attack Damage RangeSmall Bash ......... 2D6+5 .............. Low ............... NoneMed. Grapple « .. D6+D10+1 ....... Low ............... None

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _________________________

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _________________________

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _________________________

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _________________________

Note: May only operate as individual combatants.

73

SCENARIO #2

“HEAT OF BATTLE”Scenario Type: Skirmish. Game Length: 8 Turns.Setting: In southern Folenna Spikes, Late Spring, 6040 TE.The Tale: A number of Fire Giants raid nearby Urnull lands,

leaving death and ruin in their wake. The Urnulli elders decreeretribution, in the form of Great Were-wolf champions bent onrevenge. Creeping to the Fire Giant’s lair amid magma pools,Urnull’s finest shapeshifting warriors ferociously attack. Treach-erous, unfamiliar terrain hamper Urnulli efforts more than theFire Giants.

Terrain: Steeply Sloped region dominated by three pools ofmagma and surrounding lava. 60" [152cm] (E-W) x 86" [218cm](N-S).

Weather: Smoke. Power Hues: Changing (or Random).Bladestorm: 17+ (on 3D6). Random Encounter: 6%.Special Rules:1) The Were-wolves treat Magma pools as Impassible Terrain. Fire

Giants consider Magma as Marsh for movement purposes (x1/4).Also, Fire Giants in Magma Pools may not be attacked or seen(remove from the board until the Fire Giant re-emerges fromMagma Pool).

2) Heat roars from the Magma Pools. An Urnulli combatant within2" of a Magma Pool is at -1 to Defense and Attack; is at +1 toMorale and Maneuver; and its movement is slowed to 1/4 normal.

3) Smoke from magma pools obscures the battlefield. MissileAttacks are modified by -1 per inch [2.5cm] away.

Victory Conditions: The Urnulli player must eliminate both FireGiant combatants to win. The Fire Giant player must eliminatefour Were-wolf combatants to win. Otherwise, a draw results.

Aftermath: Initially unbalanced by the Urnulli, the Fire Giants fallinto magma vents, disappearing from view. Certain of victory,Urnulli warriors are surprised by renewed attacks. Both sides’losses in this battle are large enough to deter further aggression byeither party.

URNULLI WERE-WOLF WARRIORSPlayer 1: Set up Last, anywhere on the playing surface (exceptMagma Pools). Move First.

GREATER WERE-WOLVES (8)

Move.Rate: ......... 16"(12"/8"/4") [41cm(31/21/11)] Morale: ..... 6

Defense: .. 15 Shield Bonus: ...... +0 Natural Armor: .......... -1

Endurance: ........ 90 Maneuver† ....... 4 Resistance† .......... 6

Weapon Attack Damage RangeLarge Claws ¥ .... 3D6+4 .............. High .............. NoneLarge Bite ¥ ....... 4D6+4 .............. Mediumx2 ..... None

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏: _____________________________________

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏: _____________________________________

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏: _____________________________________

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏: _____________________________________

#5 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏: _____________________________________

#6 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏: _____________________________________

#7 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏: _____________________________________

#8 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏: _____________________________________

Note: May only operate as individual combatants. May use bothattacks each round, but only against the same target.

74

FIRE GIANTSPlayer 2: Set up First, anywhere more than 3" from a MagmaPool. Move Last.

FIRE GIANT #1(Great Sword, Thrown Rock, Full Shield, R. Leather Armor)

Movement Rate .................................. 9"(7"/4.5"/2.5") [23cm(18/12/6)]

Melee Attack ......... 2D6+D10+4 Melee D. ....... Highx3+Lowx3+6

Missile Attack (Thrown Rock) ..................................................... 3D6+2

Missile Damage ............ Medium Range Mod .... -2 per 15" [38cm]

Defense ................................ 11∆ Shield Bonus ......................... +3

Armor ..................................... -2 Maneuver ................................. 7

Morale ..................................... 9 Resistance ................................. 8

Known Spells ................................... 2E1 (Elemental Bolt I, Fire Wall);2E2 (Elemental Ball I, Elemental Bolt II).

Power Points ............................ 6 Elemental Spell Bonus .......... +4

Endurance (130) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

FIRE GIANT #2(Great Sword, Thrown Rock, Full Shield, R. Leather Armor)

Movement Rate .................................. 9"(7"/4.5"/2.5") [23cm(18/12/6)]

Melee Attack ......... 2D6+D10+5 Melee D. ....... Highx3+Lowx3+6

Missile Attack (Thrown Rock) ..................................................... 3D6+3

Missile Damage ............ Medium Range Mod .... -2 per 15" [38cm]

Defense ................................ 12∆ Shield Bonus ......................... +3

Armor ..................................... -2 Maneuver ................................. 6

Morale ..................................... 8 Resistance ................................. 7

Known Spells ................................... 2E1 (Elemental Bolt I, Fire Wall);2E2 Elemental Ball I, Elemental Bolt II).

Power Points .......................... 12 Elemental Spell Bonus .......... +5

Endurance (190) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

#2 "HEAT OF BATTLE"

10 in

25 cm

75

AGATHUPlayer 1: Enter playing surface from the northern cave openingon Turn #1. Move First.

GREATER AGATHU(Large Acid Claw, Large Acidic Bite, Sprayed Acidic Spittle,

and Tough Leather Hide)

Movement Rate ...................................... 12"(9"/6"/3") [30cm(23/15/8)]

Melee Attack I ¥ ............. 5D6+5 Melee Damage I ................. High(+ Highx2 Acid damage)

Melee Attack II ¥ ............ 5D6+2 Melee Damage II ............ Medx2(+ Highx2 Acid damage)

Missile Attack (spray attack) .............................................. 2D6+D10+5

Missile Damage ............. Highx2 Range Mod ........ -2 per 1" [3cm]

Defense .................................. 15 Shield Bonus ......................... +0

Armor ..................................... -2 Maneuver ................................. 4

Morale ..................................... 4 Resistance ................................. 5

Endurance (90) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

TROGLIPlayer 2: Enter playing surface from the southern cave openingon Turn #1. Move Second (or Last).

TROGLI WARRIORS (12)

Move.Rate: ........... 6"(4.5"/3"/1.5") [15cm(12/8/4)] Morale: ..... 9

Defense: .. 10 Shield Bonus: ...... +0 Natural Armor: .......... -1

Endurance: ........ 11 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeClub .................... 2D6+4 .............. High .............. NoneSpear .................. 3D6+2 .............. Lowx2+2 ....... -2 per 3"[8cm]‡

#1 ❏❏❏❏❏ ❏m❏❏❏❏❏: ___ #7 ❏❏❏❏❏ ❏m❏❏❏❏❏: ____#2 ❏❏❏❏❏ ❏m❏❏❏❏❏: ___ #8 ❏❏❏❏❏ ❏m❏❏❏❏❏: ____#3 ❏❏❏❏❏ ❏m❏❏❏❏❏: ___ #9 ❏❏❏❏❏ ❏m❏❏❏❏❏: ____#4 ❏❏❏❏❏ ❏m❏❏❏❏❏: ___ #10 ❏❏❏❏❏ ❏m❏❏❏❏❏: ___#5 ❏❏❏❏❏ ❏m❏❏❏❏❏: ___ #11 ❏❏❏❏❏ ❏m❏❏❏❏❏: ___#6 ❏❏❏❏❏ ❏m❏❏❏❏❏: ___ #12 ❏❏❏❏❏ ❏m❏❏❏❏❏: ___

Note: May only operate as individual combatants.

VILEPlayer #3 (optional): Set up in one of the three depressions inthe large irregular cavern. Move Last (or alternate).

VILE(Huge Claws, Large Bite, and S. Leathery Skin)

Movement Rate ...................................... 12"(9"/6"/3") [30cm(23/15/8)]

Melee Attack I ................ 5D6+9 Melee Damage I ................. High

Melee Attack II « ............ 5D6+4 Melee Damage II ...... Mediumx2

Defense .................................. 24 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver ................................. 5

Morale ..................................... 8 Resistance ................................. 8

Endurance (80) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

SCENARIO #3

“THIS VILE EARTH”Scenario Type: Skirmish. Game Length: 15 Turns.Setting: Somewhere in the Ash Lairs, Mid-winter, 6040 TE.The Tale: Foraging for unwary prey deep beneath the earth, Trogli

prowl through the labyrinthine Ash Lairs. A greater Agathuapproaches unnoticed before them, its senses keen enough towarn of Trogli. In a large chamber, Agathu meets Trogli in aterrible clash of arms. Unknown to either, a Vile beast lurks in thedark corners, eager to battle both sides.

Terrain: Underground scene dominated by a large irregular cham-ber. The lines indicate areas of Slope. 30" [76cm] (E-W) x 43"[109cm] (N-S).

Weather: NA. Power Hues: NA.Bladestorm: NA. Random Encounter: 100% (SR #1).Special Rules:1) If both players agree, a third side (the Vile) may be played.

Alternatively, the Vile can be treated as an automatically occur-ring random encounter — a 1D6 roll is made at the beginning ofeach round to determine who controls the Vile: 1-2, Player #1; 3-5, Player #2; 6, the Vile is inactive that round and will only attackcombatants that first attack it.

2) No combatant can leave the playing surface for the duration ofthe scenario.

Victory Conditions: The Agathu player must eliminate all Troglicombatants to win. The Trogli player must eliminate the Agathucombatant to win. Otherwise, a draw results. If there is a thirdplayer, the Vile player wins if both other sides are eliminated.

Aftermath: Foolishly, the Trogli stay and fight. The contest isdecided more by the Vile’s actions than by Trogli numbers.

76

SCENARIO #4

“HORROR STALKS THE FOREST”Scenario Type: Skirmish. Game Length: 6 Turns.Setting: In the eastern Sly Woods, Spring, 6040 TE.The Tale: Near the border of Erlini forests, Elven scouts stumble

upon an incursion of Shards. These artificial monsters are some-times used by Soulslayers to harass their enemies. Sensingapproaching Shards, the Elves decide to split up and warn others.Shards are fast enough to catch anything, unfortunately.

Terrain: Light Woods predominate, with a (Shallow Water) Streamrunning N-S. 50"[127cm] (N-S) x 72"[183cm] (E-W).

Weather: Light Rain. Power Hues: Roll Randomly.Bladestorm: 18 (on 3D6). Random Encounter: 9%.Special Rules:1) There is very little undergrowth in these Light Woods, so a

missile attack is only blocked if it passes through more than 5" ofLight Woods (BSt Rulesbook Optional Rule O-9.5).

2) Light Rains confer an additional -1 to all Missile Attacks.3) Elven combatants may freely leave the playing surface at any

time.Victory Conditions: To win, the Shard player must eliminate three

of the Elven combatants. Otherwise, the Erlini player wins.

SHARDSPlayer 1: Set up Last anywhere. Move First (see special Shardmovement rules, Section VIII-5, p. 41).

LESSER SHARDS (2)

Move.Rate: .................................................. Special Morale: ..... 7

Defense: .. 13 Shield Bonus: ...... +0 Natural Armor: .......... -2

Endurance: ........ 60 Maneuver† ....... 3 Resistance† .......... 7

Weapon Attack Damage RangeThr. Disc ............ 2D6+8* ............ Lowx2+1* ..... -2 per 6" [15cm]Thr. Disc ............ 2D6+8* ............ Lowx2+1* ..... -2 per 6" [15cm]

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ : _____________________________________

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _________________________________

* — Poison attack, see Section VIII-5, p. 41.Note: May only operate as individual combatants.

ERLINI SCOUTSPlayer 2: Set up First within the central circle shown on themap. Move Last.

FASTAMIR(Long Sword, Long Bow, and S. Leather Armor)

Movement Rate .................................... 7"(5.5"/3.5"/2") [18cm(14/9/5)]

Melee Attack .................. 3D6+1 Melee Damage .............. High+2

Missile Attack (Long Bow) .................................................. D6+D10+1

Missile Damage .......... Lowx2+2 Range Mod .... -2 per 20" [51cm]

Defense .................................... 9 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver ................................. 7

Morale ..................................... 9 Resistance ............................... 10Endurance (9) ❏❏❏❏❏ m❏❏❏❏

HALIEN(Broad Sword, Long Bow, and S. Leather Armor)

Movement Rate .................................... 7"(5.5"/3.5"/2") [18cm(14/9/5)]

Melee Attack .................. 3D6+1 Melee Damage .............. High+2

Missile Attack (Long Bow) .................................................. D6+D10+1

Missile Damage .......... Lowx2+2 Range Mod .... -2 per 24" [61cm]

Defense .................................... 9 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver ................................. 7

Morale ..................................... 9 Resistance ............................... 10Endurance (10) ❏❏❏❏❏ m❏❏❏❏❏

FINAR(Short Sword, Long Bow, and S. Leather Armor)

Movement Rate .................................... 7"(5.5"/3.5"/2") [18cm(14/9/5)]

Melee Attack .................. 3D6+1 Melee Damage ................... High

Missile Attack (Long Bow) .................................................. D6+D10+2

Missile Damage .......... Lowx2+2 Range Mod .... -2 per 24" [61cm]

Defense .................................... 9 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver ................................. 7

Morale ..................................... 9 Resistance ............................... 10Endurance (12) ❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏

VALLACH(Short Sword, Long Bow, and S. Leather Armor)

Movement Rate .................................... 7"(5.5"/3.5"/2") [18cm(14/9/5)]

Melee Attack .................. 3D6+2 Melee Damage ................... High

Missile Attack (Long Bow) .................................................. D6+D10+2

Missile Damage .......... Lowx2+2 Range Mod .... -2 per 24" [61cm]

Defense ................................ 10∆ Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver ................................. 6

Morale ..................................... 8 Resistance ................................. 9

Known Spells .......................................................................... 1E1; 1E2.

Power Points ............................ 5 Elemental Spell Bonus .......... +2Endurance (15) ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏

77

SCENARIO #5

“SENTINELS OF DOOM”Scenario Type: Assault. Game Length: 30 Turns.Setting: Western Oloponox, Late Summer, 6040 TE.The Tale: Great Father, Saraxan Emperor and Thrall of the

Soulslayers, unleashes his finest Sarkuta army against theirpeaceful neighbors, Oloponox. His Imperial dreams of globaldomination goad him into risking his seldom-defeated army.Unknown to Great Father and his Centurians, the Oloponox HighShaman has a secret weapon. In each of their cities, encirclingancient ruins, there stand six Stone Golems. These may beanimated in time of need by Orellana, High Shaman of Oloponox,to aid in their defense. Despite supernatural opposition, theforemost Centurian, Rork, attacks the town of Prana.

Terrain: Clustered Buildings, two-thirds surrounded by a (Shal-low Water) stream, with scattered Buildings and Light Woods tothe north, west, and southwest. Dotted lines represent trails. 83"[211cm] (E-W) x 120" [305cm] (N-S).

Weather: Fair. Power Hues: Green (or Roll Randomly).Bladestorm: 15+ (on 3D6). Random Encounter: 3%.Special Rules:1) Both Saraxan and Olopono players’ units have inherent Leaders.

They may “self-rally.”2) Orellana, the High Shaman must have a Line of Sight to a Stone

Golem, in order for it to move (it may fight normally). Line ofSight exists when a hypothetical missile attack (from Orellana toStone Golem) would not be prohibited.

3) Optionally, both sides may use a 300 point spell caster.4) Optionally, both sides forces may be doubled (except leaders).5) Damage inflicted on Stone Golems is halved.Victory Conditions: To win, within Prana, the Saraxan player’s

combatants must outnumber Oloponox combatants at the end ofthe scenario. Otherwise, the Oloponox player wins. Note, StoneGolems count as one combatant each.

Aftermath: Heavy losses are expected in house-to-house fighting.Amid the rising slaughter a din roars into showering blades ofDeath as the Bladestorm strikes!

GLORIEN(Broad Sword, Long Bow, and S. Leather Armor)

Movement Rate .................................... 7"(5.5"/3.5"/2") [18cm(14/9/5)]

Melee Attack .................. 3D6+4 Melee Damage .............. High+2

Missile Attack (Long Bow) .................................................. D6+D10+3

Missile Damage .......... Lowx2+2 Range Mod .... -2 per 24" [61cm]

Defense .................................. 10 Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver ................................. 6

Morale ..................................... 8 Resistance ................................. 9Endurance (18) ❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏

#4 "HORROR STALKS THE FOREST"

10 in

25 cm

L

L

78

SARAXAN IMPERIAL ARMYPlayer 1: Enter the playing surface from the West edge on Turn#1. Move First.

SARAXAN AUXILIARIES (20)

Move.Rate: ........... 6"(4.5"/3"/1.5") [15cm(12/8/4)] Morale: ..... 9

Defense: .... 8 Shield Bonus: ...... +0 S. Leather Armor: ...... -1

Endurance: ........ 10 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeComposite Bow .... D6+D10 ........ Lowx2+1 ....... -2 per 15"[38cm]Dagger ................... 2D6 ............... Lowx2-1 ........ -2 per 3"[8cm]‡

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #7 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #8 ❏❏❏❏❏ m❏❏❏❏❏ : ______#4 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #9 ❏❏❏❏❏ m❏❏❏❏❏ : ______#5 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #10 ❏❏❏❏❏ m❏❏❏❏❏ : _____

#11 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #16 ❏❏❏❏❏ m❏❏❏❏❏ : _____#12 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #17 ❏❏❏❏❏ m❏❏❏❏❏ : _____#13 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #18 ❏❏❏❏❏ m❏❏❏❏❏ : _____#14 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #19 ❏❏❏❏❏ m❏❏❏❏❏ : _____#15 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #20 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll ModGeneral Order (8) +0 +0 +1 +0 +1Battle Order (9) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.

Note: Operates as two ten-combatant units.

SARAXAN IMPERIAL SARKUTA (30)

Move.Rate: ........... 7"(5.5"/3.5"/2") [18cm(14/9/5)] Morale: ..... 7

Defense: .. 10 Shield Bonus: ...... +3 Chain Armor: ............. -3

Endurance: ........ 15 Maneuver† ....... 7 Resistance† .......... 7

Weapon Attack Damage RangeSarelin (s.sword) ... 3D6+6 ........... High+1 .......... NoneSaurta (spear) ........ 3D6+3 ........... Lowx2+2 ....... -2 per 4"[10cm]‡#1 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________#2 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________#3 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________#4 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________#5 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________#7 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________#8 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________#9 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : _________________________#10 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : ________________________

#11 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : ________________________#12 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : ________________________#13 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : ________________________#14 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : ________________________#15 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : ________________________#17 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : ________________________#18 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : ________________________#19 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : ________________________#20 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : ________________________

#21 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : ________________________#22 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : ________________________#23 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : ________________________#24 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : ________________________#25 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : ________________________#27 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : ________________________#28 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : ________________________#29 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : ________________________#30 ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ : ________________________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll ModGeneral Order (6) +0 +0 +1 +0 +1Battle Order (6) +2 +2 +0 -1 +2Column (6) † +1 -1 -2 -2 +1Line (7) † +2 +2 +0 +0 -1Square (7) † +1 +2 +0 -3 +2Hedgehog (8) † +1 +3 +0 -3 +2Shield Wall (8) †

Front, +0 +4 -1 +5 +2Flank, Rear +0 +2 -1 -2 +2

Disbanded (8) Unit Ma is used only for reforming the unit.

Note: May operate as three 10-combatant units or as a 10-combatantunit and a 20-combatant unit.

CENTURION RORK — Saraxan Commander

Move.Rate: ............... 8"(6"/4"/2") [20cm(15/10/5)] Morale: ..... 5

Defense: .. 12 Shield Bonus: ...... +5 Chain Armor: ............. -3

Endurance: ........ 25 Maneuver† ....... 6 Resistance† .......... 6

Weapon Attack Damage RangeSarelin (s.sword) ... 4D6+6 ........... High+2 .......... NoneSaurta (spear) ........ 3D6+6 ........... Lowx2+3 ....... -2 per 5"[13cm]‡

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________

Morale Mod: ................. +2 Melee Mod: ................................. +1

Missile Mod: ................. +1 Defense Mod: .............................. +0

Maneuver Mod: ............ +2 Influence Range: ........... 12" [30cm]

79

OLOPONOX DEFENDERSPlayer 2: Set up anywhere First. (except, Stone Golem combat-ants, which must set up on the black ring shown in Prana). MoveLast.

OLOPONOX REGULARS (25)

Move.Rate: ........... 5"(4"/2.5"/1.5") [13cm(10/7/4)] Morale: ..... 9

Defense: .... 8 Shield Bonus: ...... +4 R. Leather Armor: ..... -2

Endurance: .......... 9 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeShort Sword ....... 3D6+2 .............. High .............. NoneShri (thr. star) ..... 2D6+4 .............. Lowx2 ........... -2 per 3"[8cm]

#1 ❏❏❏❏❏ m❏❏❏❏ : _______ #4 ❏❏❏❏❏ m❏❏❏❏ : ________#2 ❏❏❏❏❏ m❏❏❏❏ : _______ #5 ❏❏❏❏❏ m❏❏❏❏ : ________#3 ❏❏❏❏❏ m❏❏❏❏ : _______

#6 ❏❏❏❏❏ m❏❏❏❏ : _______ #9 ❏❏❏❏❏ m❏❏❏❏ : ________#7 ❏❏❏❏❏ m❏❏❏❏ : _______ #10 ❏❏❏❏❏ m❏❏❏❏ : _______#8 ❏❏❏❏❏ m❏❏❏❏ : _______

#11 ❏❏❏❏❏ m❏❏❏❏ : ______ #14 ❏❏❏❏❏ m❏❏❏❏ : _______#12 ❏❏❏❏❏ m❏❏❏❏ : ______ #15 ❏❏❏❏❏ m❏❏❏❏ : _______#13 ❏❏❏❏❏ m❏❏❏❏ : ______

#16 ❏❏❏❏❏ m❏❏❏❏ : ______ #19 ❏❏❏❏❏ m❏❏❏❏ : _______#17 ❏❏❏❏❏ m❏❏❏❏ : ______ #20 ❏❏❏❏❏ m❏❏❏❏ : _______#18 ❏❏❏❏❏ m❏❏❏❏ : ______

#21 ❏❏❏❏❏ m❏❏❏❏ : ______ #24 ❏❏❏❏❏ m❏❏❏❏ : _______#22 ❏❏❏❏❏ m❏❏❏❏ : ______ #25 ❏❏❏❏❏ m❏❏❏❏ : _______#23 ❏❏❏❏❏ m❏❏❏❏ : ______

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll ModGeneral Order (8) +0 +0 +1 +0 +1Battle Order (8) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.

Note: Operates as five five-combatant units.

ORELLANA — High Shaman of Oloponox

Move.Rate: ......... 9"(7"/4.5"/2.5") [23cm(18/12/6)] Morale: ..... 5

Defense: 13∆ Shield Bonus: ...... +0 Chain Armor: ............. -3

Endurance: ........ 22 Maneuver† ....... 5 Resistance† .......... 5

Weapon Attack Damage RangeShort Sword ....... 3D6+4 .............. High .............. NoneShri (thr. star) ..... 2D6+5 .............. Lowx2 ........... -2 per 4"[10cm]

❏❏❏❏❏ ❏❏❏❏❏ ❏ m❏ ❏❏❏❏❏ ❏❏❏❏❏ : ________________

Known Spells: .............. 7C1 (Call Bladestorm I, Darkness, Healing,Light, Pain I, Panic, Rally); 6C2 (Fog Call, Mass Healing,

Mass Panic, Mass Rally, Pain II, Sudden Light); 3C3 (MassDisrupt, Pain III, Summoning); 2C4 (Mass Pain, Mass Rout).

Power Points: ................ 36 Elemental Spell Bonus: .............. +0

Morale Mod: ................. +2 Melee Mod: ................................. +0

Missile Mod: ................. +1 Defense Mod: .............................. +2

Maneuver Mod: ............ +1 Influence Range: ........... 10" [25cm]

STONE GOLEMS (6)

Move.Rate: ................... 4"(3"/2"/1") [10cm(8/5/3)] Morale: ..... 8

Defense: .. 11 Shield Bonus: ...... +0 Natural Armor: .......... -3

Endurance: ........ 68 Maneuver† ....... 8 Resistance† .......... 8

Weapon Attack Damage RangeLarge Bash .............. 4D6+3 .............. Medium ........... NoneLarge Grapple « ...... 3D6+2 .............. High ................. None

#1 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____________________________

#2 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____________________________

#3 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____________________________

#4 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____________________________

#5 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____________________________

#6 ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏ m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : _____________________________

Note: May only operate as individual combatants.

#5 "SENTINELS OF DOOM" 20 in

50 cm

L

L

L

80

SCENARIO #6

“BATTLE AT THE GATES OFDAWN”Scenario Type: Skirmish. Game Length: varies.Setting: The Gates of Dawn, Mid-summer, 6040 TE.The Tale: Flush with recent success, a few mighty Jewel Knights

advance toward the Gates of Dawn, most potent of all EssencePortals on Folenn. The Gates have the power to transport thosewho pass through anywhere they wish to go. With this artifact attheir disposal, these Jewel Knights plan to surprise the Titanguarding a nearby Jewel Well, capturing it for their own use. Newarrivals to Kulthea, the Jewel Knights do not know of The Heraldof Night, guardian of the Gates of Dawn, or of his steed.

Terrain: The Gates of Dawn (Essence Portal) sits on a bluffoverlooking a rugged coastline and the (Deep Water) sea. LightWoods and a (Shallow Water) stream lie to the north. Contourlines show Sloped areas. 69" [175cm] (E-W) x 99" [252cm] (N-S).

Weather: Fair. Power Hues: Roll Randomly (SR#3).Bladestorm: 17+ (on 3D6). Random Encounter: 6%.Special Rules:1) Moving a combatant into the area covered by the Gates of Dawn,

causes the combatant to be removed from play.2) There is a 10" [25cm] cliff-like drop at the dark black coastline,

including the waterfall area, which ends in Deep Waters.3) Optionally, the Power Hue is Black, which allows the Herald

player to field 1-6 additional Wraiths. To compensate, the JewelKnight player may use a 500 point spell user.

Victory Conditions: The Herald player must eliminate all JewelKnight combatants from the battlefield to win. The Jewel Knightplayer must remove the Herald of Night to win.

JEWEL KNIGHTSPlayer 1: Set up First on the West edge of the playing surface.Move First.

ARION — Jewel Knight 1(Laen Broadsword, Laen Full Shield, and Laen Armor)

Movement Rate ...................................... 12"(9"/6"/3") [30cm(23/15/8)]

Melee Attack .................. 5D6+5 Melee Damage .............. High+5

Defense ............................... 15 ∆ Shield Bonus ......................... +4

Armor ................................. x1/2 Maneuver ................................. 5

Morale ..................................... 5 Resistance ................................. 6

Known Spells ................................................................. 2E1; 2E2; 2E3.

Power Points .......................... 10 Elemental Spell Bonus .......... +3

Endurance (30) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

BEL — Jewel Knight 2(Laen Broadsword, Laen Full Shield, and Laen Armor)

Movement Rate ...................................... 12"(9"/6"/3") [30cm(23/15/8)]

Melee Attack .................. 5D6+7 Melee Damage .............. High+5

Defense ............................... 17 ∆ Shield Bonus ......................... +4

Armor ................................. x1/2 Maneuver ................................. 5

Morale ..................................... 5 Resistance ................................. 6

Known Spells ................................................................. 3E1; 3E2; 3E3.

Power Points .......................... 18 Elemental Spell Bonus .......... +4

Endurance (39) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

CAMGURTH — Jewel Knight 3(Laen Broadsword, Laen Full Shield, and Laen Armor)

Movement Rate ...................................... 12"(9"/6"/3") [30cm(23/15/8)]

Melee Attack .................. 5D6+9 Melee Damage .............. High+5

Defense ............................... 20 ∆ Shield Bonus ......................... +4

Armor ................................. x1/2 Maneuver ................................. 4

Morale ..................................... 4 Resistance ................................. 5

Known Spells .................................................. 4E1; 4E2; 4E3; and 4E4.

Power Points .......................... 30 Elemental Spell Bonus .......... +5

Endurance (47) ❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

THE HERALD OF NIGHTPlayer 2: Set up Last, within 5" [13cm] of the Gates of Dawn.Move Last.

THE HERALD OF NIGHT(Two-handed Sword, Large Shield, and Plate Armor)

Movement Rate .............................. 13"(10"/6.5"/3.5") [33cm(25/17/9)]

Melee Attack ......... 4D6+D10+9 Melee Damage ..... High+Low+6(+ High+2 Cold damage)

Defense ............................... 23 ∆ Shield Bonus ......................... +4

Armor ................................. x1/2 Maneuver ................................. 2

Morale ..................................... 5 Resistance ................................. 6

Known Spells ............................................... 4C1; 4C2; 4C3; 4C4; 4C5.

Power Points .......................... 80 Elemental Spell Bonus ......... NA

Endurance (80) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

BLACK UNICORN(Large Horn, Medium Trample, and S. Leather Hide)

Movement Rate .............................. 14"(10.5"/7"/3.5") [36cm(27/18/9)]

Melee Attack I ....... 2D6+D10+8 Melee Damage I ............ High+1

Melee Attack II ¤ « ........ 4D6+4 Melee Damage II ............ Lowx2

Defense ............................... 12 ∆ Shield Bonus ......................... +0

Armor ..................................... -1 Maneuver ................................. 5

Morale ..................................... 8 Resistance ................................. 9

Known Spells .................................................. 2E1 (Landing, Leaving);2E2 (Invisibility, Long Door); 1E3 (Mass Leaving);

1E4 (Mass Invisibility); 1E5 (Mass Long Door).

Power Points .......................... 20 Elemental Attack Bonus ......... —

Endurance (34) ❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

81

SCENARIO #7

“TERROR FROM THE SKIES”Scenario Type: Assault. Game Length: 25 Turns.Setting: Southern shores of Abdera, Late Autumn, 6050 TE.The Tale: The attack comes without warning. Suddenly streets are

ablaze with the shrieks of dying men. A Fire Drake repeatedlyswoops down on the town of Raxon. Amid the flames,crossbowmen labor to find the Drake’s weak point. Will the townsurvive?

Terrain: Generally open coastline with scattered Medium Woods,several islets, and Deep Waters. A walled village dominates thecenter. 100" [254cm] ((E-W) x 144" [366cm] (N-S).

Weather: Fair. Power Hues: Roll Randomly.Bladestorm: 16+ (on 3D6). Random Encounter: 8%.

Special Rules:1) Any buildings, walls, and/or towers hit by any part of the Fire

Drake’s breath are ablaze (they’re all made of wood). Abderancombatants within 0.5" of such an area take a 2D6+D10 attackwith High+2 Damage each round.

2) The Fire Drake may freely move through (i.e., destroy) walls,building, and towers at 1/4 normal movement. However, to do so,he must be on the ground for at least two full turns.

3) Abderan combatants/units may not leave the playing surface andAbderan units may not voluntarily disband.

4) Grim, the Abderan Leader, is dressed like his men. Each turn, theFire Drake player should roll 3D6, he may only attack Grim thatturn if the roll is 6 or less. Once all the other crossbowmen areeliminated, Grim may be attacked freely.

5) Grim has three arrows of slaying; thus, he may make three 5D6+7attacks that do Highx4 Damage.

Victory Conditions: The Drake player wins by eliminating allAbderan combatants. Otherwise, the Abderan player wins.

Aftermath: Regardless of the outcome, Raxon is ruined and manylie dead.

FIRE DRAKEPlayer 1: Enter on Turn 1 from Northwest corner, between theparallel dotted-lines. Move First.

FIRE DRAKE (Red Dragon)(Huge Bash, Huge Horn, Huge Claw, Huge Bite,

Fire Ball Breath, Fire Bolt Breath, and Plate-like Hide)

Movement Rate ............................ 18"(13.5"/9"/4.5") [46cm(35/23/12)]

Melee Attack I § ............. 4D6+7 Melee Damage I ............. High-1

Melee Attack II § ... 3D6+D10+4 Melee Damage II ........... High+1

Melee Attack III § .......... 4D6+9 Melee Damage III .............. High

Melee Attack IV § . 3D6+D10+3 Melee Damage IV Mediumx2+2

Elemental Attack I (fire cone) ß .............................................. 5D6+D10

Elemental Damage I ... Lowx2+2 Range I ..... 50" [127cm], 45˚ arc

Elemental Attack II (fire bolt) ß .............................................. 5D6+D10

Elemental Damage II ..... Highx2 Range II .................. 85" [216cm]

Defense .................................. 18 Shield Bonus ......................... +0

Armor ................................. x1/2 Maneuver ................................. 3

Morale ..................................... 4 Resistance ................................. 2

Known Spells ................................................ 5E1; 4E2; 4E3; 3E4; 3E5.

Power Points .......................... 70 Elemental Spell Bonus ........ +12

Endurance (360) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

Gates ofDawn

Falls

#6 "BATTLE AT THE GATES OF DAWN"

10 in

25 cm

L

L

L

82

ABDERAN DEFENDERSPlayer 2: Set up as units anywhere. Move Last.

ABDERAN CROSSBOWMEN (24)

Move.Rate: ........... 6"(4.5"/3"/1.5") [15cm(12/8/4)] Morale: ..... 8

Defense: .... 8 Shield Bonus: ...... +0 R. Leather Armor: ..... -2

Endurance: ........ 10 Maneuver† ....... 8 Resistance† .......... 9

Weapon Attack Damage RangeShort Sword ....... 3D6+3 .............. High .............. NoneHeavy Crossbow ... D6+D10+8 .... Lowx2+3 ....... -2 per 18"[46cm]

#1 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #4 ❏❏❏❏❏ m❏❏❏❏❏ : ______#2 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #5 ❏❏❏❏❏ m❏❏❏❏❏ : ______#3 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #6 ❏❏❏❏❏ m❏❏❏❏❏ : ______

#7 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #10 ❏❏❏❏❏ m❏❏❏❏❏ : _____#8 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #11 ❏❏❏❏❏ m❏❏❏❏❏ : _____#9 ❏❏❏❏❏ m❏❏❏❏❏ : _____ #12 ❏❏❏❏❏ m❏❏❏❏❏ : _____

#13 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #16 ❏❏❏❏❏ m❏❏❏❏❏ : _____#14 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #17 ❏❏❏❏❏ m❏❏❏❏❏ : _____#15 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #18 ❏❏❏❏❏ m❏❏❏❏❏ : _____

#19 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #22 ❏❏❏❏❏ m❏❏❏❏❏ : _____#20 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #23 ❏❏❏❏❏ m❏❏❏❏❏ : _____#21 ❏❏❏❏❏ m❏❏❏❏❏ : ____ #24 ❏❏❏❏❏ m❏❏❏❏❏ : _____

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll ModGeneral Order (8) +0 +0 +1 +0 +1Battle Order (8) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (9) † +1 -1 -2 -2 +1Square (9) † +1 +2 +0 -3 +2

Note: May operate as four 6-combatant units or two 12-combatantunits or two 6-combatant units and one 12-combatant unit.

ABDERAN MILITIA (48)

Move.Rate: ........... 6"(4.5"/3"/1.5") [15cm(12/8/4)] Morale: ..... 9

Defense: .... 7 Shield Bonus: ...... +3 R. Leather Armor: ..... -2

Endurance: .......... 8 Maneuver† ....... 9 Resistance† ........ 10

Weapon Attack Damage RangeShort Sword ....... 3D6+1 .............. High .............. NoneDagger ................ 2D6+3 .............. Lowx2-1 ........ -2 per 3"[8cm]‡

#1 ❏❏❏❏ m❏❏❏❏ : ________ #4 ❏❏❏❏ m❏❏❏❏ : _________#2 ❏❏❏❏ m❏❏❏❏ : ________ #5 ❏❏❏❏ m❏❏❏❏ : _________#3 ❏❏❏❏ m❏❏❏❏ : ________ #6 ❏❏❏❏ m❏❏❏❏ : _________

#7 ❏❏❏❏ m❏❏❏❏ : ________ #10 ❏❏❏❏ m❏❏❏❏ : ________#8 ❏❏❏❏ m❏❏❏❏ : ________ #11 ❏❏❏❏ m❏❏❏❏ : ________#9 ❏❏❏❏ m❏❏❏❏ : ________ #12 ❏❏❏❏ m❏❏❏❏ : ________

#13 ❏❏❏❏ m❏❏❏❏ : _______ #16 ❏❏❏❏ m❏❏❏❏ : ________#14 ❏❏❏❏ m❏❏❏❏ : _______ #17 ❏❏❏❏ m❏❏❏❏ : ________#15 ❏❏❏❏ m❏❏❏❏ : _______ #18 ❏❏❏❏ m❏❏❏❏ : ________

#19 ❏❏❏❏ m❏❏❏❏ : _______ #22 ❏❏❏❏ m❏❏❏❏ : ________#20 ❏❏❏❏ m❏❏❏❏ : _______ #23 ❏❏❏❏ m❏❏❏❏ : ________#21 ❏❏❏❏ m❏❏❏❏ : _______ #24 ❏❏❏❏ m❏❏❏❏ : ________

#25 ❏❏❏❏ m❏❏❏❏ : _______ #28 ❏❏❏❏ m❏❏❏❏ : ________#26 ❏❏❏❏ m❏❏❏❏ : _______ #29 ❏❏❏❏ m❏❏❏❏ : ________#27 ❏❏❏❏ m❏❏❏❏ : _______ #30 ❏❏❏❏ m❏❏❏❏ : ________

#31 ❏❏❏❏ m❏❏❏❏ : _______ #34 ❏❏❏❏ m❏❏❏❏ : ________#32 ❏❏❏❏ m❏❏❏❏ : _______ #35 ❏❏❏❏ m❏❏❏❏ : ________#33 ❏❏❏❏ m❏❏❏❏ : _______ #36 ❏❏❏❏ m❏❏❏❏ : ________

#37 ❏❏❏❏ m❏❏❏❏ : _______ #40 ❏❏❏❏ m❏❏❏❏ : ________#38 ❏❏❏❏ m❏❏❏❏ : _______ #41 ❏❏❏❏ m❏❏❏❏ : ________#39 ❏❏❏❏ m❏❏❏❏ : _______ #42 ❏❏❏❏ m❏❏❏❏ : ________

#43 ❏❏❏❏ m❏❏❏❏ : _______ #46 ❏❏❏❏ m❏❏❏❏ : ________#44 ❏❏❏❏ m❏❏❏❏ : _______ #47 ❏❏❏❏ m❏❏❏❏ : ________#45 ❏❏❏❏ m❏❏❏❏ : _______ #48 ❏❏❏❏ m❏❏❏❏ : ________

Formation Melee Missile Morale(Unit Ma) Att Def Att Def Roll ModGeneral Order (10) +0 +0 +1 +0 +1Battle Order (10) +2 +2 +0 -1 +2Disbanded (10) Unit Ma is used only for reforming the unit.Column (10) † +1 -1 -2 -2 +1Square (10) † +1 +2 +0 -3 +2

Note: May operate as eight 6-combatant units or four 12-combatantunits or any combination thereof.

GRIM — Abderan Leader

Move.Rate: ........... 6"(4.5"/3"/1.5") [15cm(12/8/4)] Morale: ..... 7

Defense: .. 10 Shield Bonus: ...... +0 R. Leather Armor: ..... -2

Endurance: ........ 25 Maneuver† ....... 7 Resistance† .......... 8

Weapon Attack Damage RangeShort Sword .......... 3D6+6 ........... High .............. NoneHeavy Crossbow ... 2D6+D10+7 .. Lowx2+3 ....... -2 per 18"[46cm])

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏ m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ : ____________

Morale Mod: ................. +2 Melee Mod: ................................. +1

Missile Mod: ................. +2 Defense Mod: .............................. +2

Maneuver Mod: ............ +1 Influence Range: ........... 15" [38cm]

#7 "TERROR FROM THE SKIES"

20 in

50 cm

M

M

M

M

M

MM

M

83

LIGHT DRAKEPlayer 1: Set up First in the rubble. Move First.

LIGHT DRAKE (Blue Dragon)(Huge Bash, Huge Horn, Huge Claw, Huge Bite, Lightning

Ball Breath, Lightning Bolt Breath, and Plate-like Hide)

Movement Rate .......................... 22"(16.5"/11"/5.5") [56cm(42/28/14)]

Melee Attack I § ............. 3D6+7 Melee Damage I ............. High-1

Melee Attack II § ... 3D6+D10+6 Melee Damage II ........... High+1

Melee Attack III § .......... 4D6+5 Melee Damage III .............. High

Melee Attack IV § . 2D6+D10+4 Melee Damage IV Mediumx2+2

Elemental Attack I (lightning cone) ß ................................ 5D6+D10+2

Elemental Damage I ... Lowx2+2 Range I ....... 33" [84cm], 30˚ arc

Elemental Attack II (lightning bolt) ß ................................ 5D6+D10+2

Elemental Damage II ..... Highx2 Range II .................. 50" [127cm]

Defense ............................... 15 ∆ Shield Bonus ......................... +0

Armor ................................. x1/2 Maneuver ................................. 3

Morale ..................................... 2 Resistance ................................. 2

Known Spells ................................................ 3E1; 3E2; 3E3; 3E4; 3E5.

Power Points .......................... 60 Elemental Spell Bonus ........ +14

Endurance (270) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

HYDRAPlayer 2: Set up Last, no more than 45" [114cm] from the Southedge of the playing surface. Move Last.

HYDRA(Huge Bash, 6** Large Bites, 6** Fiery Breaths, Plate-like Hide)

** — 1D6+3 bites/breaths if Special Rule #6 is used.

Movement Rate ................................ 10"(7.5"/5"/2.5") [25cm(19/13/7)]

Melee Attack I § ............. 4D6+9 Melee Damage I ............. High-1

Melee Attack II § ............ 3D6+5 Melee Damage II ...... Mediumx2

Elemental Attack (one fire cone per head) ......................... 3D6+D10+2

Elemental Damage ......... Highx2 Range ........... 4" [10cm], 30˚ arc

Defense .................................. 14 Shield Bonus ......................... +0

Armor ................................. x1/2 Maneuver ................................. 5

Morale ..................................... 6 Resistance ................................. 6

Endurance (230) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

SCENARIO #8

“LAIRS OF ASH”Scenario Type: Skirmish. Game Length: varies.Setting: In the cavernous Ash Lairs, Autumn, 6040 TE.The Tale: Beneath Folenn, in twisting passageways, foul beasts

battle. Breaking through into an adjacent chamber, an exploringLight Drake finds itself in a Hydra’s lair. The Hydra’s treasure islarge enough to tempt the Light Drake into combat. BlackCaverns ring with the sounds of their battle.

Terrain: Irregular cavern system running N-S with the North endblocked by rubble. 45" [114cm] (E-W) x 65" [165cm] (N-S).

Weather: NA. Power Hues: NA.Bladestorm: NA. Random Encounter: 10%.Special Rules:1) Every 40 hits taken by the Hydra disables one head.2) A treasure is present, off-map to the South (roll 3 times on the

Magic/Item Table, if desired).3) Movement into and through rubble is reduced by x1/4.4) Although this battle takes place in pitch blackness, neither beast

is hampered. They are accustomed to their environment. ASudden Light spell might change things though …

5) When in melee, both creatures are so large that normally they canuse all of their attacks against each other each round. The Drake(and each Hydra head) may either use its breath or its bite eachround, not both.

6) Optionally, the Hydra may have randomly D6+3 heads.Victory Conditions: The Drake player wins by either eliminating

the Hydra or gaining the treasure (going off the south edge of theplaying surface). The Hydra player wins by eliminating theDrake.

Aftermath: Their struggle is endless; any victor will soon be forcedto fight again, in the eternal darkness.

#8 "LAIRS OF ASH"10 in

25 cm

84

THAROGORPlayer 1: Enter on Turn 1 from any edge. Move First.

THAROGOR 1(Flail and Magical Chain Armor)

Movement Rate .................................... 6"(4.5"/3"/1.5") [15cm(12/8/4)]

Melee Attack .................. 4D6+5 Melee Damage ........... Highx2-1

Defense ................................ 15∆ Shield Bonus ......................... +0

Armor ..................................... -4 Maneuver ................................. 6

Morale ..................................... 8 Resistance ................................. 7

Known Spells ..................... 1C1 (Pain I); 1C2 (Pain II); 1C3 (Pain III).

Power Points .......................... 13 Elemental Spell Bonus ......... NA

Endurance (60) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

THAROGOR 2(Flail and Magical Chain Armor)

Movement Rate .................................... 6"(4.5"/3"/1.5") [15cm(12/8/4)]

Melee Attack .................. 4D6+5 Melee Damage ........... Highx2-1

Defense ................................ 15∆ Shield Bonus ......................... +0

Armor ..................................... -4 Maneuver ................................. 6

Morale ..................................... 8 Resistance ................................. 7

Known Spells ..................... 1C1 (Pain I); 1C2 (Pain II); 1C3 (Pain III).

Power Points .......................... 13 Elemental Spell Bonus ......... NA

Endurance (60) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ m❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

STEEL GOLEMPlayer 2: Set up within the Essence Portal. Move Last.

STEEL GOLEM(Large Bash, Large Grapple, and Plate Hide)

Movement Rate .................................... 6"(4.5"/3"/1.5") [15cm(12/8/4)]

Melee Attack I ................ 4D6+8 Melee Damage I ....... Medium+3

Melee Attack II « ............ 3D6+3 Melee Damage II ................ High

Defense .................................. 14 Shield Bonus ......................... +0

Armor ................................. x1/2 Maneuver ................................. 6

Morale ..................................... 6 Resistance ................................. 6

Endurance (150) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

SCENARIO #9

“GATEWAY TO OBLIVION”Scenario Type: Skirmish. Game Length: 15 Turns.Setting: At the northernmost tip of Folenna Spikes, at an Essence

Portal, Winter, 6040 TE.The Tale: Trapped on Kulthea by their own machinations, two

Tharogor Demons journey to the Gate of Dreams, where skilledpractioners may pass into the realm of Dreams. Neither Tharogorexpects to find the major Essence Portal guarded. A formidablefoe awaits them, a Steel Golem.

Terrain: Steep Slopes bordered on east and west by MediumWoods lead up to an engraved stone platform (Essence Portal).60" [152cm] (E-W) x 86" [218cm] (N-S).

Weather: Gusty Winds. Power Hues: Roll Randomly.Bladestorm: 17+ (on 3D6). Random Encounter: 15%.Special Rules:1) The Stormy weather reduces visibility to 6" [15cm]. High Winds

frequently change: roll each Turn — 1-N, 2-NE, 3-E, 4-SE, 5-S,6-SW, 7-W, 8-NW, and 9 to 10 means no change.

2) Steel Golems feel no pain, so Tharogor spells have no effect.Victory Conditions: The Tharogor player wins by eliminating the

Steel Golem. Otherwise, the Steel Golem player wins.Aftermath: The attack is cut short by Bladestorm.

#9 "GATEWAY TO OBLIVION"

M

M

M

10 in

25 cm

85

LICH (Lord Althol)(Magical Cold Two-handed Sword and Plate Armor)

Movement Rate ............................................ 4"(3"/2"/1") [10cm(8/5/3)]

Melee Attack ......... 2D6+D10+6 Melee Damage ..... High+Low+2(+ Highx2 Cold damage)

Defense ................................ 17∆ Shield Bonus ......................... +0

Armor ................................. x1/2 Maneuver ................................. 4

Morale ..................................... 6 Resistance ................................. 5

Known Spells ................................................ 7E1; 6E2; 5E3; 4E4; 3E5.

Power Points ........................ 100 Elemental Spell Bonus .......... +8

Endurance (66) ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏m❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

SKELETON LORD (KARNAK)(Broadsword and Large Cold Bash)

Movement Rate .................................. 9"(7"/4.5"/2.5") [23cm(18/12/6)]

Melee Attack I § ............. 3D6+5 Melee Damage I ............ High+2

Melee Attack II § ............ 3D6+2 Melee Damage II .......... Medium(+ Highx2 Cold damage)

Defense ................................ 15∆ Shield Bonus ......................... +0

Armor ..................................... -0 Maneuver ................................. 7

Morale ..................................... 8 Resistance ................................. 7

Known Spells .................................................4E1, 4E2, 4E3, 4E4, 4E5.

Power Points .......................... 80 Elemental Spell Bonus .......... +5

Endurance (45) ❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

m❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏

GARCATHU — FLESH EATERSPlayer 2: Set up First, anywhere. Move Last.

GARCATHU — FLESH EATERS (16)(Biting Battleaxe, Large Claw, and S. Leather Armor)

Move.Rate: ........... 6"(4.5"/3"/1.5") [15cm(12/8/4)] Morale: ..... 8

Defense: .. 11 Shield Bonus: ...... +0 S. Leather Armor: ...... -1

Endurance: ........ 17 Maneuver† ....... 7 Resistance† .......... 9

Weapon Attack Damage RangeBiting Battleaxe .... 2D6+D10+2 .. High+Low+1... NoneClaw/Beak ............. 3D6+6 ........... High ................ None

#1 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: ______________________

#2 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: ______________________

#3 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: ______________________

#4 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: ______________________

#5 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: ______________________

#6 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: ______________________

#7 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: ______________________

#8 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: ______________________

#9 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: ______________________

#10 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: _____________________

#11 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: _____________________

#12 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: _____________________

#13 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: _____________________

#14 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: _____________________

#15 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: _____________________

#16 ❏❏❏❏❏ ❏❏❏❏m❏❏❏ ❏❏❏❏❏: _____________________

Note: May only operate as individual combatants.

SCENARIO #10

“DARK FIENDS”Scenario Type: Ambush. Game Length: 20 Turns.Setting: Near the confluence of the Palewater and Dreamwater

rivers, Late Summer, 6040 TE.The Tale: The once-proud Lich, Lord Althol lives like a fugitive in

his own realm. Since his overthrow, Althol hunts Garcathu — theFlesh Eaters who ousted him. Although he has little hope ofreclaiming his kingdom without outside help, the Lich still is anunholy terror haunting the land.

Terrain: Medium Woods in the center and northwest, Sloped hillin the southeast, and (Shallow Water) Streams in the northwestand southeast. 40" [102cm] (E-W) x 58" [147cm] (N-S).

Weather: Night. Power Hues: Roll Randomly.Bladestorm: 17+ (on 3D6). Random Encounter: 20%.Special Rules:1) Garcathu combatants are at -1 to all attack and damage rolls

because of the nighttime darkness.2) No combatant may leave the playing surface.3) Lord Althol is so incensed at the Garcathu that he wants to

eliminate them by hand. He and the Skeleton Lord will only usemovement spells until Lord Althol’s Damage Taken has exceededhalf his Endurance or until turn 15 (whichever comes first).

4) For this scenario ignore the “∆” effect for Lord Athol and theSkeleton Lord on Defense.

Victory Conditions: To win, the Lich player must eliminate 13Garcathu combatants. Otherwise, the Garcathu player wins.

LORD ALTHOL — LichPlayer 1: Set up Last, anywhere. Move First.

86

NUMBER OF ITEMS FOUND CHART

XIV – TABLES & CHARTS

1. MAGIC/ITEM TABLEThe following tables can be used in the following way:

1) When looting treasure troves or after the passing of aBladestorm, roll on the Number of Items Found Chart todetermine the treasure’s size.

2) After ascertaining the number of items found, roll for eachone on the Item Chart to determine their nature.

3) Certain items require further rolling on Sub-Charts; these arelisted below.

ITEM CHARTRoll Item01 Amulet02 Anvil

03-12 Armor (see Armor Sub-Chart)13-17 Banner

18 Barrel19 Belt20 Belt Buckle

21-22 Boots23 Bracelet24 Bracers25 Brooch26 Circlet

27-28 Cloak29-30 Crockery31-33 Dead Animal34-36 Debris

37 Dress Sword (-10)38-42 Flag

43 Flask44 Gold Teeth (1-10 teeth/gp)45 Hammer46 Hat

47-49 Helm50 Headress51 Locket

52-53 Mess Kit54 Necklace55 Pendent56 Pick

57-60 Purse (see Money Sub-Chart)61 Religious Item62 Ring63 Rod64 Rope65 Saw66 Scroll (see Magic Sub-Chart —

one use Magic Item)67-76 Shield (see Shield Sub-Chart)

77 Shovel78-80 Supplies81-90 Weapon (see Weapon Sub-Chart)91-100 Magic Item (Reroll, then see

Magic Sub-Chart)

Roll Number of Items01-10 Nothing Found (No Item is Rolled)11-40 One Item41-60 Two Items61-75 Three Items76-85 Four Items86-90 Five Items91-93 Six Items94-95 Seven Items96-97 Eight Items

98 Nine Items99 Ten Items100 Special or Reroll Twice

Armor Sub-ChartRoll Item

01-25 Soft Leather (-1)26-50 Rigid Leather (-2)51-70 Chain (-3)71-75 Dragonskin, etc. (-4)76-95 Plate (x1/2)96-100 Special or Reroll or Magic Item

(Reroll, then see Magic Sub-Chart)

Money Sub-ChartRoll Item

01-10 Nothing of Value11-20 1 gold piece21-29 1D6 gp30-38 1D10 gp39-46 2D6 gp47-54 2D10 gp55-61 3D6 gp62-68 3D10 gp69-74 4D6 gp75-80 4D10 gp81-85 5D6 gp86-90 5D10 gp91-92 6D10 gp93-94 7D10 gp95-96 8D10 gp97-98 9D10 gp

99 10D10 gp100 Special or Reroll

Shield Sub-ChartRoll Item

10-20 Very Small (+1)21-50 Small (+2)51-80 Medium (+3)81-95 Full (+4)96-99 Wall (+5)100 Special or Reroll or Magic Item

(Reroll, then see Magic Sub-Chart)

Weapon Sub-ChartRoll Item

01-03 Battleaxe04 Bola

05-08 Broadsword09-10 Club11-13 Composite Bow14-18 Dagger19-21 Falchion22-24 Flail25-28 Handaxe29-31 Heavy Crossbow32-34 Javelin35-37 Light Crossbow38-40 Long Bow41-45 Mace46-47 Main Gauche48-50 Morning Star51-52 Mounted Lance53-55 Polearm56-59 Quarterstaff60-62 Rapier63-67 Scimitar68-70 Short Bow71-75 Short Sword76-77 Sling78-82 Spear83-85 Two-handed Sword86-88 Warhammer89-92 War Mattock93-95 Whip96-100 Special or Reroll or Magic Item

(Reroll, then see Magic Sub-Chart)

87

Magic Sub-ChartRoll Item

01-05 -1 Armor06-09 +1 Defense10-13 +2 Endurance14-16 +1 Melee Attack and Damage17-19 +1 Missile Attack and Damage20-22 +1 Shield Bonus23-25 -1 Maneuver26-27 -1 Morale28-29 +1" [+2.5cm] Movement Rate30-31 +3" [+8cm] Range32-33 -1 Resistance34-35 -2 Armor36-37 +2 Defense38-39 +4 Endurance40-41 -2 Maneuver42-43 +2 Melee Attack and Damage44-45 +2 Missile Attack and Damage46-47 -2 Morale48-49 +2" [+5cm] Movement Rate50-51 +6" [+15cm] Range52-53 -2 Resistance54-55 +2 Shield Bonus56-57 -3 Armor58-59 +3 Defense60-61 +6 Endurance62-63 +3 Melee Attack and Damage64-65 +3 Missile Attack and Damage66-67 +3" [+8cm] Movement Rate68-69 +9" [+23cm] Range70-71 +3 Shield Bonus72-73 -3 Resistance

74 -3 Maneuver75 -3 Morale76 -4 Armor77 +4 Defense78 +8 Endurance79 -4 Maneuver80 +4 Melee Attack and Damage81 +4 Missile Attack and Damage82 -4 Morale83 +4" [+10cm] Movement Rate84 +12" [+30cm] Range85 -4 Resistance86 +4 Shield Bonus87 -5 Armor88 +5 Defense89 +10 Endurance90 +5 Melee Attack and Damage91 +5 Missile Attack and Damage92 +5" [+13cm] Movement Rate93 +15" [+38cm] Range94 +5 Shield Bonus95 -5 Maneuver

96-110 Reroll Twice111-120 -5 Morale121-130 -5 Resistance131-140 -6 Armor141-150 +6 Shield Bonus151-155 +6 Defense156-160 +6 Melee Attack and Damage161-165 +6 Missile Attack and Damage166-170 +8" [+20cm] Movement Rate171-175 +12 Endurance176-180 +20" [+51cm] Range181-185 +15 Endurance186-190 +15" [+38cm] Movement Rate191-200 Reroll Thrice201-210 Reroll Four Times211-220 Reroll Five Times221-240 Imbedded Spell *241-260 Imbedded Spell †261-280 Imbedded Spell *281-300 Imbedded Spell †301 & up Slaying Weapon

* — See Essence Spell Sub-Chart.† — See Channeling Spell Sub-Chart.

Essence Spell Sub-ChartRoll Item

01-05 Armor (E1)06-09 Cancel Magic (E1)10-13 Confusion (E1)14-16 Deflections (E1)17-19 Disrupt (E1)20-22 Elemental Bolt I (+1ESB) (E1)23-25 Enhancements (E1)26-27 Enchant Weapons (E1)28-29 Fire Wall (E1)30-31 Landing (E1)32-33 Leaping (E1)34-35 Light (E1)36-37 Nightvision (E1)38-39 Paralyze Legs (E1)40-41 Portal (E1)42-43 Resist Elements (E1)44-45 Run (E1)46-47 Rust/Rot (E1)48-49 Strength (E1)50-51 Weaken (E1)52-53 Bladeturn (E2)54-55 Elemental Ball I (E2)56-57 Elemental Bolt II (+2ESB) (E2)58-59 Fear (E2)60-61 Fly (E2)62-63 Haste (E2)64-65 Hatred (E2)66-67 Hold (E2)68-69 Illusionary Terrain (E2)70-71 Invisibility (E2)72-73 Long Door (E2)

74 Mass Armor (E2)75 Mass Cancel Magic (E2)76 Mass Enhancements (E2)77 Mass Paralyze Legs (E2)78 Mass Portal (E2)79 Mass Rust/Rot (E2)80 Mass Strength (E2)81 Mass Weaken (E2)82 Powder Stone/Wood (E2)83 Sprint (E2)84 Sudden Light (E2)85 Waterlungs (E2)86 Elemental Ball II (E3)87 Elemental Bolt III (+3ESB) (E3)88 Fire Wall True (E3)89 Frenzy (E3)90 Illusionary Troops (E3)91 Mass Confusion (E3)92 Mass Deflections (E3)93 Mass Fear (E3)94 Mass Hatred (E3-95 Mass Leaving (E3)

96-110 Mass Nightvision (E3)111-120 Mass Run (E3)121-130 Elemental Ball III (E4)131-140 Elem. Bolt I Triad (+2ESB) (E4)141-150 Elemental Bolt IV (+4ESB) (E4)151-155 Mass Bladeturn (E4)156-160 Mass Frenzy (E4)161-165 Mass Haste (E4)166-170 Mass Hold (E4)171-175 Mass Illusionary Terrain (E4)176-180 Mass Invisibility (E4)181-185 Mass Resist Elements (E4)186-190 Mass Sprint (E4)191-200 Word of Pain (E4)201-210 Elemental Bolt IV (E5)211-220 Elem. Bolt II Triad (+3ESB) (E5)221-240 Elemental Bolt V (+5ESB) (E5)241-260 Mass Illusionary Troops (E5)261-280 Mass Long Door (E5)281-300 Mass Waterlungs (E5)301 & up Mass Word of Pain (E5)

Channeling Spell Sub-ChartRoll Item

01-05 Special or Reroll **06-09 Special or Reroll **10-13 Special or Reroll **14-16 Special or Reroll **17-19 Barrier (C1)20-22 Bless (C1)23-25 Call Bladestorm I (C1)26-27 Cancel Magic (C1)28-29 Darkness (C1)30-31 Healing (C1)32-33 Light (C1)34-35 Pain I (C1)36-37 Panic (C1)38-39 Poison Immunity (C1)40-41 Rally (C1)42-43 Sprain Leg (C1)44-45 Special or Reroll **46-47 Special or Reroll **48-49 Special or Reroll **50-51 Special or Reroll **52-53 Call Bladestorm II (C2)54-55 Extend Terrain (C2)56-57 Fog Call (C2)58-59 Mass Bless (C2)60-61 Mass Cancel Magic (C2)62-63 Mass Healing (C2)64-65 Mass Panic (C2)66-67 Mass Rally (C2)68-69 Mass Sprain Leg (C2)70-71 Pain II (C2)72-73 Sudden Light (C2)

74 Special or Reroll **75 Special or Reroll **76 Special or Reroll **77 Special or Reroll **78 Special or Reroll **79 Special or Reroll **80 Special or Reroll **81 Bridge (C3)82 Call Bladestorm III (C3)83 Mass Disrupt (C3)84 Mass Poison Immunity (C3)85 Pain III (C3)86 Restoration I (C3)87 Summoning (C3)88 Special or Reroll **89 Special or Reroll **90 Special or Reroll **91 Special or Reroll **92 Special or Reroll **93 Special or Reroll **94 Special or Reroll **95 Special or Reroll **

96-110 Special or Reroll **111-120 Special or Reroll **121-130 Special or Reroll **131-140 Special or Reroll **141-150 Special or Reroll **151-155 Call Bladestorm IV (C4)156-160 Create Terrain (C4)161-165 Mass Healing True (C4)166-170 Mass Pain (C4)171-175 Mass Rout (C4)176-180 Restoration II (C4)181-185 Special or Reroll **186-190 Special or Reroll **191-200 Special or Reroll **201-210 Special or Reroll **211-220 Special or Reroll **221-240 Bridge True (C5)241-260 Call Bladestorm V (C5)261-280 Death (C5)281-300 Mass Pain True (C5)301 & up Restoration True (C5)

** — Reroll on Essence Spell Sub-Chart.

88

SLAYING WEAPON CHARTRoll on this chart to determine what gen-

eral type or creature a slaying weapon isattuned to. Then roll again on the appropriateSub-Chart to determine what specific type ofcreature it is attuned to.

01-05 Animal06-10 Giant Animal11-15 Zephyr Hound16-25 Land-based Monster26-35 Flying Monster36-45 Shapechangers46-55 Dragon56-65 Unnatural or Artificial Monster66-75 Undead76-85 Demon86-90 Invader91-100 Race

Animal Sub-Chart01-10 Bear11-20 Tiger21-30 Elephant31-40 Horse41-50 Wolf51-60 Rhino61-75 Tartu76-90 Ulthula91-100 Bone Worm

Giant Animal Sub-Chart01-10 Giant Ant11-20 Giant Beetle21-35 Giant Scorpion36-50 Great Eagle51-65 Great Serpent66-80 Great Spider81-90 Sabretooth Tiger91-100 Battlepede

Zephyr Hound Sub-Chart01-15 Fire Hound16-30 Ice Hound31-45 Night Hound46-65 Storm Hound66-85 Vapor Hound86-100 Water Hound

Land-based Creature Sub-Chart01-10 Tree Fiend11-20 Basilisk21-30 Black Unicorn31-40 Chimera41-50 Gorgon51-60 Manticore61-70 Minotaur71-80 Sirrush81-89 Unicorn90-98 Obanshi99-100 Bogman

Shapechanger Sub-Chart01-30 Were-bear31-60 Were-tiger61-90 Were-wolf91-100 Silverscale

Demon Sub-Chart01-07 Elemental Demon08-14 Death-watcher15-21 Doombringer22-23 Durgul24-25 Belasar26-32 First Pale Demon33-39 Second Pale Demon40-46 Third Pale Demon47-53 Fourth Pale Demon54-60 Fifth Pale Demon61-67 Sixth Pale Demon68-74 Demon Beyond the Pale75-81 Agathu82-88 Culorgor89-95 Tharogor96-97 Bororgor98-100 All Demons

Invader Sub-Chart01-12 Ratmen13-25 Serpentoid26-35 Swartalfr36-47 Wolfmen48-60 Dragonians61-72 Scorpion Men73-85 Thraxx86-100 Natharl’nacna

Race Sub-Chart01-15 Human16-25 Elf26-35 Dwarf36-40 Gark41-45 Kral46-53 Goblin54-60 Lugrôki61-65 Troll66-70 Ogre71-75 Giant76-80 Titan81-90 Ulcathu91-95 Hírazi96-100 Greater Power (see Greater

Powers Sub-Chart)

Greater Powers Sub-Chart01-15 Forces of the Steel Rain16-35 Soulslayers36-55 Duskwalkers56-70 Guardians of the Gale71-85 The Breathless86-100 Jewel Knights

Flying Creature Sub-Chart01-07 Fell Beast08-14 Gargoyle15-21 Gryphon22-28 Pegasus29-35 Thyfur36-42 Banshee43-49 Harpy50-58 Phoenix59-65 Roc66-72 Sphinx73-79 Tentmorse80-86 Horribar87-93 Nasti94-100 Baashi

Dragon Sub-Chart01-10 Cold Drake11-20 Fire Drake21-30 Gas Drake31-40 Light Drake41-50 Air Drake51-60 Land Drake61-70 Cave Drake71-80 Wyvern81-90 Hydra91-100 Cave Worm

Unnatural or Artificial CreatureSub-Chart

01-10 Armored Construct11-30 Elemental31-40 Flesh Golem41-50 Stone Golem51-60 Steel Golem61-70 Kaeden71-80 Neng81-90 Shard91-100 Vile

Undead Sub-Chart01-05 Apparition06-11 Barrow Wight12-16 Corpse Devourer17-21 Ghost22-28 Ghoul29-33 Ghoulking34-39 Giant Skeleton40-45 Knight of Death46-50 Lich51-56 Mummy57-63 Skeleton64-68 Skeleton Lord69-74 Vampire75-79 Undead Drake80-85 Wraith86-93 Zombie94-95 The Herald of Night96-100 All Undead

89

2. POWER HUE DETERMINATION TABLE01 Normal Skies (No Power Hue)

02-10 Red11-18 Orange19-27 Yellow28-36 Green37-45 Blue46-54 Violet55-60 Brown61-65 Grey66-70 Black71-75 White76-79 Silver80-83 Gold84-86 Iridescent87-91 Two Colors (roll for each color, rerolling 87+ results)92-95 Three Colors (roll for each color, rerolling 87+ results)96-98 Whorled: 4-9 Colors (roll for each color, rerolling 87+

results)99 Constantly Changing (Check at the beginning of each turn)

100 Special/Other

3. WEATHER DETERMINATION TABLE

01-30 Fair31-40 Fog41-50 High Winds (Roll Random Direction)51-60 Rain Storm61-70 Thunderstorm71-77 Whirlwind/Tornado/Hurricane/Gale78-83 Essence Winds (Essence Spell Casters gain 1D10 PPs)84-89 Channeling Winds (Channeling Casters gain 1D10 PPs)90-94 Essence Storm (All Spell Casters lose 1D10 PPs)95-99 Beastly Weather *100 Bladestorm

* — Beastly Weather represents inexplicable skyfalls such asfrogs, fish, lizards, snakes, ice, blood, slime, stones, eyes, freshmeat, offal, and so on.

4. ENCOUNTER TABLE* — Use the Unit Determination Sub-Chart.

** — Use the Ash Lairs Unit Determination Sub-Chart.

UNIT DETERMINATION SUB-CHARTRoll Encounter

01-50 Human Force51-60 Goblin Force61-70 Lugroki Force71-75 Garkish Force76-80 Elven Force81-85 Dwarven Force86-89 Hirazi Force90-92 Centaur Force93-94 Ratman Force95-96 The Ghost Legion97-98 Jewel Knight Force

99-100 Special, Other, or Reroll Twice (Another Battle!)

ASH LAIRS UNIT DETERMINATION SUB-CHARTRoll Encounter

01-40 Goblin Force41-70 Lugroki Force71-90 Dwarven Force91-95 Human Force96-97 Sea-elf (Dark Elf- Force

98 Jewel Knight Force99-100 Special or Reroll

90

CLEAR TERRAINRoll Encounter

01-05 Unit *06-09 Unit *10-13 Wolf14-16 Warhorse17-19 Bear20-22 Tiger23-25 Elephant26-27 Rhino28-29 Bone Worms30-31 Tartu32-33 Ulutha34-35 Swartalfr36-37 Skeleton38-39 Zombie40-41 Serpentoid42-43 Wolfman44-45 Baashi46-47 Great Serpent48-49 Ogre50-51 Ghoul52-53 Corpse Devourer54-55 Scorpion Men56-57 Gargoyle58-59 Troll60-61 Special or Reroll62-63 Special or Reroll64-65 Special or Reroll66-67 Unit *68-69 Unit *70-71 Unit *72-73 Unit *

74 Unit *75 Unit *76 Unit *77 Unit *78 Ghoulking79 Thraxx80 Tharogor81 Storm Hound82 Water Hound83 Were-wolf84 Were-tiger85 Were-bear86 Horribar87 Sphinx88 Chimera89 Basilisk90 Ni’hashbin Warrior91 Cthugan92 Cresh’urim93 Banshee94 Bogman95 Apparition

96-110 Great Spider111-120 Armored Construct121-130 Flesh Golem131-140 Stone Golem141-150 Steel Golem151-155 Knight of Death156-160 Barrow Wight161-165 Bororgor166-170 Kaeden171-175 Shard176-180 Obanshi181-185 Vampire (or Lord)186-190 The Herald of Night191-200 Wyvern201-210 Silverscale211-220 Hydra221-240 Land Drake241-260 Air Drake261-280 Undead Drake281-300 Lich301 & up Special or Reroll

SWAMPY TERRAINRoll Encounter

01-05 Unit *06-09 Wolf10-13 Bone Worms14-16 Ulutha17-19 Swartalfr20-22 Wolfman23-25 Baashi26-27 Skeleton28-29 Zombie30-31 Scorpion Men32-33 Corpse Devourer34-35 Ghoul36-37 Ogre38-39 Thraxx40-41 Giant Skeleton42-43 Troll44-45 Forest Giant46-47 Gargoyle48-49 Chimera50-51 Storm Hound52-53 Water Hound54-55 Special or Reroll56-57 Special or Reroll58-59 Special or Reroll60-61 Special or Reroll62-63 Special or Reroll64-65 Special or Reroll66-67 Special or Reroll68-69 Special or Reroll70-71 Special or Reroll72-73 Special or Reroll

74 Special or Reroll75 Special or Reroll76 Special or Reroll77 Special or Reroll78 Special or Reroll79 Special or Reroll80 Unit *81 Unit *82 Unit *83 Unit *84 Unit *85 Unit *86 Unit *87 Ghoulking88 Ni’hashbin Warrior89 Cthugan90 Cresh’urim91 Tharogor92 Obanshi93 Basilisk94 Horribar95 Sphinx

96-110 Bogman111-120 Flesh Golem121-130 Steel Golem131-140 Kaeden141-150 Shard151-155 Banshee156-160 Apparition161-165 Sirrush166-170 Vampire (or Lord)171-175 Unit *176-180 Unit *181-185 Unit *186-190 Unit *191-200 Wyvern201-210 Hydra211-220 Air Drake221-240 Land Drake241-260 Gas Drake261-280 Light Drake281-300 Undead Drake301 & up Special or Reroll

ROUGH TERRAINRoll Encounter

01-05 Unit *06-09 Wolf10-13 Warhorse14-16 Bear17-19 Tiger20-22 Bone Worm23-25 Rhino26-27 Swartalfr28-29 Skeleton30-31 Zombie32-33 Ratmen34-35 Serpentoid36-37 Baashi38-39 Corpse Devourer40-41 Ghoul42-43 Great Serpent44-45 Scorpion Men46-47 Nasti48-49 Gargoyle50-51 Ogre52-53 Troll54-55 Thraxx56-57 Giant Skeleton58-59 Were-wolf60-61 Were-tiger62-63 Were-bear64-65 Bogman66-67 Thyfur68-69 Harpy70-71 Tree Fiend72-73 Special or Reroll

74 Special or Reroll75 Special or Reroll76 Special or Reroll77 Special or Reroll78 Special or Reroll79 Special or Reroll80 Special or Reroll81 Special or Reroll82 Special or Reroll83 Storm Hound84 Vapor Hound85 Night Hound86 Ice Hound87 Forest Giant88 Ni’Hashbin Warrior89 Cthugan90 Cresh’urim91 Gryphon92 Banshee93 Apparition94 Chimera95 Basilisk

96-110 Tentmorse111-120 Ghoulking121-130 Great Spider131-140 Unicorn141-150 Tharogor151-155 Obanshi156-160 Kaeden161-165 Shard166-170 Steel Golem171-175 Barrow Wight176-180 Knight of Death181-185 Vampire (or Lord)186-190 Phoenix191-200 Roc201-210 Wyvern211-220 Fell Beast221-240 Hydra241-260 Land Drake261-280 Air Drake281-300 Undead Drake301 & up Lich

Modifications forClear Terrain

Encounter Rolls-20 Civilized Areas-10 Fertile (well-

watered)-5 Island

+10 Inhuman Realm+20 Essence Flow

nearby (1 mi.[1.6 km])

+30 Essence Portalnearby

+40 Jewel Well nearby+50 Bladestorm in area

Modifications forSwampy TerrainEncounter Rolls-20 Civilized Areas-5 Island+5 Heavy Undergrowth

+10 Inhuman Realm+20 Essence Flow

nearby (1 mi.[1.6 km])

+30 Essence Portalnearby

+40 Jewel Well nearby+50 Bladestorm in area

Modifications forRough Terrain

Encounter Rolls-20 Civilized Areas-10 Fertile (well-

watered)-5 Island+5 Heavy Undergrowth

+10 Inhuman Realm+15 Forested+20 Essence Flow

nearby (1 mi.[1.6 km])

+25 Volcanic region+30 Essence Portal

nearby+40 Jewel Well nearby+50 Bladestorm in area

91

HILLYTERRAIN

Roll Encounter01-05 Unit *06-09 Unit *10-13 Special or Reroll14-16 Special or Reroll17-19 Special or Reroll20-22 Special or Reroll23-25 Special or Reroll26-27 Bear28-29 Warhorse30-31 Bone Worms32-33 Great Serpent34-35 Ulutha36-37 Sabretooth Tiger38-39 Special or Reroll40-41 Special or Reroll42-43 Special or Reroll44-45 Special or Reroll46-47 Special or Reroll48-49 Ratmen50-51 Wolfmen52-53 Baashi54-55 Scorpion Men56-57 Corpse Devourer58-59 Special or Reroll60-61 Special or Reroll62-63 Special or Reroll64-65 Special or Reroll66-67 Skeleton68-69 Zombie70-71 Ghoul72-73 Giant Skeleton

74 Unit *75 Unit *76 Unit *77 Unit *78 Unit *79 Storm Hound80 Night Hound81 Ice Hound82 Ogre83 Troll84 Gargoyle85 Tharogor86 Ghoulking87 Thraxx88 Fire Giant89 Chimera90 Basilisk91 Ni’hasbin Warrior92 Cthugan93 Cresh’urim94 Bogman95 Sphinx

96-110 Banshee111-120 Bororgor121-130 Apparition131-140 Great Spider141-150 Knight of Death151-155 Flesh Golem156-160 Stone Golem161-165 Steel Golem166-170 Obanshi171-175 Kaeden176-180 Shard181-185 Wyvern186-190 Hydra191-200 Land Drake201-210 Air Drake211-220 Undead Drake221-240 Special or Reroll241-260 Special or Reroll261-280 Special or Reroll281-300 Special or Reroll301 & up Unit *

MOUNTAINOUSTERRAIN

Roll Encounter01-05 Unit *06-09 Bone Worms10-13 Wolf14-16 Bear17-19 Tiger20-22 Sabretooth Tiger23-25 Tartu26-27 Ulthula28-29 Swartalfr30-31 Wolfman32-33 Skeleton34-35 Zombie36-37 Baashi38-39 Corpse Devourer40-41 Scorpion Man42-43 Ghoul44-45 Giant Skeleton46-47 Giant Scorpion48-49 Great Eagle50-51 Ogre52-53 Gargoyle54-55 Culorgor56-57 Dragonian58-59 Thraxx60-61 Gryphon62-63 Thyfur64-65 Pegasus66-67 Troll68-69 Mountain Giant70-71 Frost Giant72-73 Fire Giant

74 Cloud Giant75 Storm Giant76 Were-tiger77 Were-bear78 Storm Hound79 Night Hound80 Ice Hound81 Fire Hound82 Flesh Golem83 Stone Golem84 Steel Golem85 Ni’hashbin Warrior86 Cthugan87 Cresh’urim88 Ghoulking89 Apparition90 Great Spider91 Bogman92 Durgul93 Belasar94 Tharogor95 Bororgor

96-110 Chimera111-120 Basilisk121-130 Kaeden131-140 Shard141-150 Obanshi151-155 Roc156-160 Knight of Death161-165 Vampire (or Lord)166-170 Wyvern171-175 Fell Beast176-180 Hydra181-185 Land Drake186-190 Cave Drake191-200 Air Drake201-210 Light Drake211-220 Gas Drake221-240 Fire Drake241-260 Cold Drake261-280 Undead Drake281-300 Lich301 & up Special or Reroll

ASH LAIRS(Subterranean)

Roll Encounter01-05 Unit **06-09 Special or Reroll10-13 Special or Reroll14-16 Special or Reroll17-19 Special or Reroll20-22 Special or Reroll23-25 Special or Reroll26-27 Bone Worms28-29 Trogli30-31 Skeleton32-33 Zombie34-35 Corpse Devourer36-37 Scorpion Men38-39 Ghoul40-41 Gargoyle42-43 Special or Reroll44-45 Special or Reroll46-47 Special or Reroll48-49 Special or Reroll50-51 Special or Reroll52-53 Special or Reroll54-55 Special or Reroll56-57 Special or Reroll58-59 Ogre60-61 Troll62-63 Frost Giant64-65 Fire Giant66-67 Gorgon68-69 Manticore70-71 Kaeden72-73 Vile

74 Special or Reroll75 Special or Reroll76 Special or Reroll77 Special or Reroll78 Special or Reroll79 Special or Reroll80 Special or Reroll81 Special or Reroll82 Special or Reroll83 Storm Hound84 Fire Hound85 Ni’hashbin Warrior86 Cthugan87 Cresh’urim88 Shard89 Giant Skeleton90 Ghoulking91 Steel Golem92 Apparition93 Banshee94 Barrow Wight95 Knight of Death

96-110 Special or Reroll111-120 Sphinx121-130 Minotaur131-140 Agathu141-150 Cave Worm151-155 Wyvern156-160 Hydra161-165 Land Drake166-170 Air Drake171-175 Cave Drake176-180 Gas Drake181-185 Light Drake186-190 Undead Drake191-200 Special or Reroll201-210 Special or Reroll211-220 Special or Reroll221-240 Special or Reroll241-260 Special or Reroll261-280 Special or Reroll281-300 Special or Reroll301 & up Special or Reroll

Modifications forHilly Terrain

Encounter Rolls-20 Civilized Areas-10 Fertile (well-

watered)-5 Island+5 Heavy Undergrowth

+10 Inhuman Realm+15 Forested+20 Essence Flow

nearby (1 mi.[1.6 km])

+25 Volcanic region+30 Essence Portal

nearby+40 Jewel Well nearby+50 Bladestorm in area

Modifications forMountainous Terrain

Encounter Rolls-20 Civilized Areas-10 Fertile (well-

watered)-5 Island+5 Heavy Undergrowth

+10 Inhuman Realm+15 Forested+20 Essence Flow

nearby (1 mi.[1.6 km])

+25 Volcanic region+30 Essence Portal

nearby+40 Jewel Well nearby+50 Bladestorm in area

Modifications forAsh Lair (Subterranean)

Encounter Rolls-20 Civilized Areas+10 Inhuman Realm+20 Essence Flow

nearby (1 mi.[1.6 km])

+25 Volcanic region+30 Essence Portal

nearby+40 Jewel Well nearby

92

5. CREATURE SUMMARY TABLECreature/Beast Size # Movment Rate Def SB Ar Ma Mo Rs En Known Spells, PPs, ESB

Agathu (Lesser) L 1-5 12"(9/6/3) [30cm(23/15/8)] 13 +0 -2 5 5 6 50 —Agathu (Greater) H 1 12"(9/6/3) [30cm(23/15/8)] 15 +0 -2 4 4 5 90 —Air Elemental L 1 13"(10/6.5/3.5) [33cm(25/17/9)] 15 +0 -0 5 6 6 75 —Air Drake H 1 24"(18/12/6) [61cm(46/31/16)] 14 +0 -3 4 5 5 180 —Apparition M 1 4"(3/2/1) [10cm(8/5/3)] 13† +0 -0 7 9 9 28 4C1/4C2/2C3/2C4/2C5, PP45Armored Construct M 1-6 8"(6/4/2) [20cm(15/10/5)] 11 +0 x1/2 8 6 7 160 —Baashi S 1-10 8"(6/4/2) [20cm(15/10/5)] 11 +0 -1 5 9 9 13 —Banshee M 1-2 7"(5.5/3.5/2) [18cm(14/9/5)] 9† +0 -1 9 9 9 13 1C1/1C2/1C3/1C4/1C5, PP30Barrow Wight M 1 5"(4/2.5/1.5) [13cm(10/7/4)] 18† +0 ◊ 6 7 7 58 1E1/2E2/1E3/1E4, PP20Basilisk L 1 8"(6/4/2) [20cm(15/10/5)] 11 +0 -4 8 8 8 37 (1C4)Battlepede L 1 5"(4/2.5/1.5) [13cm(10/7/4)] 11 +0 x1/2 6 8 8 76 —Bear L 1-5 9"(7/4.5/2.5) [23cm(18/12/6)] 12 +0 -2 7 8 8 64 —Belasar L 1 ∫ 11"(8.5/5.5/3) [28cm(21/14/7)] 13 +0 -2 5 7 7 150 —Black Unicorn L 1 14"(10.5/7/3.5) [36cm(27/18/9)] 12† +0 -1 5 8 9 34 2E1/2E2/1E3/1E4/1E5, PP20Bogman L 1 ∫ 6"(4.5/3/1.5) [15cm(12/8/4)] 13 +0 -4 6 6 6 56 —Bone Worm S 4-24 2"(1.5/1/0.5) [10cm(8/5/3)] 8 +0 -0 10 10 10 2 —Bororgor (Kasandra) M 1 ∫ 8"(6/4/2) [20cm(15/10/5)] 16† +0 x1/2 3 6 6 80 See description, PP55Cave Drake H 1 12"(9/6/3) [30cm(23/15/8)] 13 +0 x1/2 5 6 6 180 —Cave Worm H 1 5"(4/2.5/1.5) [13cm(10/7/4)] 11 +0 -2 8 8 8 70 —Chimera L 1-2 10"(7.5/5/2.5) [25cm(19/13/7)] 11 +0 -2 5 8 8 50 —Cold Drake H 1 13"(10/6.5/3.5) [33cm(25/17/9)] 17† +0 x1/2 3 2 2 390 2E1/2E2/2E3/2E4/2E5, PP50, ESB10Cold Elemental L 1 8"(6/4/2) [20cm(15/10/5)] 14 +0 -0 5 6 6 75 —Corpse Devourer M 1-30 5"(4/2.5/1.5) [13cm(10/7/4)] 8 +0 -0 9 9 9 14 —Cresh’urim L 1 11"(8.5/5.5/3) [28cm(21/14/7)] 18◊ +0 x1/2 2 5 1 180 2E1/2E2/2E3/2E4, PP25, ESB5Cthugan M 1-12 8"(6/4/2) [20cm(15/10/5)] 9† +0 -0 5 7 6 42 1C1/1C2/1C3/1C4/2E1/3E2/3E3, PP20Culorgor M 1-3 6"(4.5/3/1.5) [15cm(12/8/4)] 12† +2 -0 6 9 9 22 1C1/1C2/1C3, PP6Dark Elemental L 1 15"(11.5/7.5/4) [38cm(29/19/10)] 12 +0 -0 6 6 6 75 —Death-watcher H 1 10"(7.5/5/2.5) [25cm(19/13/7)] 18† +0 x1/2 2 3 3 270 4E1/3E2/3E3/4E4/3E5, PP50, ESB5Demon (First Pale) M 1 9"(7/4.5/2.5) [23cm(18/12/6)] 9 +0 -0 9 10 10 10 —Demon (Second Pale) M 1 11"(8.5/5.5/3) [28cm(21/14/7)] 11 +0 -1 8 9 9 20 —Demon (Third Pale) L 1 13"(10/6.5/3.5) [33cm(25/17/9)] 13 +0 -1 6 8 8 30 —Demon (Fourth Pale) L 1 16"(12/8/4) [41cm(31/21/11)] 15† +0 -1 4 7 7 48 3C1/2C2/1C3, PP9Demon (Fifth Pale) L 1 10"(7.5/5/2.5) [25cm(19/13/7)] 14† +0 -2 4 6 6 120 4C1/3C2/2C3/1C4, PP18Demon (Sixth Pale) M 1 15"(11.5/7.5/4) [38cm(29/19/10)] 15 +0 -3 1 4 4 100 —Demon (Beyond Pale) L 1 12"(9/6/3) [30cm(23/15/8)] 16† +0 x1/2 1 1 1 240 1C1/1C2/1C3/1C4/2E1/2E2/3E3, PP27Doombringer H 1 8"(6/4/2) [20cm(15/10/5)] 14† +0 -2 4 6 6 180 3E1/3E2/3E3/3E4/3E5, PP30, ESB3Dragonian M 1-10 7"(5.5/3.5/2) [18cm(14/9/5)] 7 +2 -2 8 9 9 19 —Durgul L 1 ∫ 8"(6/4/2) [20cm(15/10/5)] 10† +0 -3 6 7 7 120 1C1/1C2/1C3/1C4/1E1/1E2/1E3, PP20Earth Elemental L 1 4"(3/2/1) [10cm(8/5/3)] 10 +0 -3 6 6 6 75 —Elemental Demon H 1 9"(7/4.5/2.5) [23cm(18/12/6)] 17† +0 x1/2 3 5 5 175 4E1/3E2/3E3/4E4/3E5, PP66, ESB6Fell Beast H 1-10 32"(24/16/8) [81cm(61/41/21)] 13 +0 -2 4 7 8 96 —Fire Drake H 1 18"(13.5/9/4.5) [46cm(35/23/12)] 18† +0 x1/2 3 2 2 360 5E1/4E2/4E3/3E4/3E5, PP70, ESB12Fire Elemental L 1 10"(7.5/5/2.5) [25cm(19/13/7)] 13 +0 -0 5 6 6 75 —Fire Hound M 1-10 14"(10.5/7/3.5) [36cm(27/18/9)] 10 +0 -1 7 8 8 20 —Flesh Golem M 1-5 6"(4.5/3/1.5) [15cm(12/8/4)] 11 +3 -0 7 9 9 35 —Flesh Golem leader M 1 ∫ 7"(5.5/3.5/2) [18cm(14/9/5)] 13 +3 x1/2 6 7 7 70 —Gargoyle M 1-10 8"(6/4/2) [20cm(15/10/5)] 12 +0 -3 6 9 9 22 —Gas Drake H 1 10"(7.5/5/2.5)[25cm(19/13/7)] 12† +0 x1/2 3 4 4 240 See description, PP100Ghost M 1 13"(10/6.5/3.5) [33cm(25/17/9)] 14 +0 -0 4 7 7 40 —Ghost Legionnaire M 1-26 12"(9/6/3) [30cm(23/15/8)] 13 +4 -3 5 6 5 40 —Ghoul M 1-10 6"(4.5/3/1.5) [15cm(12/8/4)] 10 +0 -1 7 9 9 20 —Ghoulking M 1 6"(4.5/3/1.5) [15cm(12/8/4)] 14 +0 -1 7 7 7 60 (1E3)Giant Ant/Beetle M 1-5 5"(4/2.5/1.5) [13cm(10/7/4)] 9 +0 x1/2 9 9 10 23 —Giant Scorpion M 1-2 8"(6/4/2) [20cm(15/10/5)] 11 +0 -2 8 8 8 25 —Giant Skeleton L 1-2 11"(8.5/5.5/3) [28cm(21/14/7)] 13 +0 -0 7 7 7 120 —Gorgon M 1 5"(4/2.5/1.5) [13cm(10/7/4)] 10 +0 -0 7 8 7 18 —Great Eagle L 1-2 18"(13.5/9/4.5) [46cm(35/23/12)] 12 +0 -1 4 5 5 120 —Great Serpent L 1-5 6"(4.5/3/1.5) [15cm(12/8/4)] 11 +0 -1 7 8 9 30 —Great Spider L 1 10"(7.5/5/2.5) [25cm(19/13/7)] 15† +0 -2 5 5 6 140 5E1, PP20, ESB2Great Wolf M 1-10 11"(8.5/5.5/3) [28cm(21/14/7)] 11 +0 -1 6 8 9 36 —Gryphon L 1-2 10"(7.5/5/2.5) [25cm(19/13/7)] 12 +0 -1 5 8 8 55 —Harpy M 1-10 9"(7/4.5/2.5) [23cm(18/12/6)] 11 +0 -1 7 9 9 10 —Herald of Night M 1 ∫ 13"(10/6.5/3.5) [33cm(25/17/9)] 20◊ +5 x1/2 2 5 6 80◊ 4C1/4C2/4C3/4C4/4C5, PP80Horribar S 4-16 10"(7.5/5/2.5) [25cm(19/13/7)] 12 +0 -1 8 9 9 12 —Hydra H 1 10"(7.5/5/2.5) [25cm(19/13/7)] 14 +0 x1/2 5 6 6 230 —Ice Hound M 1-10 14"(10.5/7/3.5) [36cm(27/18/9)] 10 +0 -1 7 8 8 18 —

93

— I — — II — — III — — IV —Creature/Beast Attack • Damage Attack • Damage Attack • Damage Attack • Damage » Range

Agathu (Lesser) 4D6+5 • Hx2+2 4D6+2 ¥ • Mx2+H+2 — • — D6+D10+5 ß • Hx2-2 » -2/1"[3cm]Agathu (Greater) 5D6+5 • Hx3 5D6+2 ¥ • Mx2+Hx2 — • — 2D6+D10+5 ß • Hx2 » -2/1"[3cm]Air Elemental 3D6-1 • Mx3 3D6+2 ¥ • Hx3-2 — • — — • —Air Drake 4D6+1 • H-1 3D6+D10+3 § • H+1 4D6+6 § • H 2D6+D10+3 § • Mx2+2Apparition D6+D10+1 • L+H+2 — • — — • — — • —Armored Construct 4D6+8 • H+2 3D6+5 § • Lx2 3D6+8 § • Lx2 2D6+5 • Lx2+1 » -2/18"[46cm]Baashi D6+D10+3 • L+1 2D6+4 « • H+1 — • — — • —Banshee 2D6 • Lx2-1 — • — — • — — • —Barrow Wight 2D6+D10+7 • Hx3+L+2 3D6+4 § • Hx2+M — • — — • —Basilisk 2D6+D10+1 • H 3D6+2 § • H — • — — • —Battlepede D6+D10+3 • H-1* — • — — • — D6+D10+7 • Hx2-1 » 20"[51cm]Bear D6+D10+5 • L+1 3D6+3 § • H — • —Belasar 4D6+8 • Hx2+2 — • — — • — — • —Black Unicorn 2D6+D10+8 • H+1 4D6+4 ¤ « • Lx2 — • — — • —Bogman 3D6+9 • M — • — — • — — • —Bone Worm 3D6+1 • H+2 — • — — • — — • —Bororgor (Kasandra) 4D6+7 • L+1 — • — — • — — • —Cave Drake 4D6-1 • H-1 4D6 § • H 3D6+D10+4 § • H+1 2D6+D10+5 √ • Hx2+Mx2+2Cave Worm 2D6+D10+3 • Mx3 3D6+D10+6 § • H+1 3D6+8 √ • Mx4 — • —Chimera 3D6+6 • H 3D6+5 ¥ • Mx2 — • — D6+D10+4 • H+1 » 3"[8cm]Cold Drake 4D6+9 • H-1 3D6+D10+4 § • H+1 4D6+7 § • H 4D6+D10+3 ß • Hx2 » 85"[216cm]

3D6+D10+5 § • Mx2+2 4D6+D10+1 ß • Lx2+2 » 50"[127cm]30˚Cold Elemental D6+D10 • Lx2+2 D6+D10+4 ¥ • L+Hx2 — • — — • —Corpse Devourer D6+D10+1 • L+1 2D6+2 √ • H+1 — • — — • —Cresh’urim 3D6+8 • M-1* 3D6+D10+8 § • H+L+1 5D6+4 § • H 4D6+4 √ • Mx2+15Cthugan 3D6+1 • H+2 3D6+5 § • H-2* 3D6+9 √ • H+2* — • —Culorgor 3D6+1 • H+2 — • — — • — — • —Dark Elemental D6+D10 • Lx3+2 D6+D10+3 ¥ • L+Hx2 — • — — • —Death-watcher 5D6+D10+4 • Hx2+Lx3+4 — • — — • — — • —Demon (First Pale) 2D6+3 • H 2D6 ¥ • Hx2 — • — — • —Demon (Second Pale) 2D6+4 • H 3D6+2 ¥ • Hx2+4 — • — — • —Demon (Third Pale) 2D6+5 • H 2D6+D10+3 ¥ • H+L+2 — • — — • —Demon (Fourth Pale) 3D6+2 • M 2D6+6 ¥ • Lx2+2 2D6+D10+3 ¥ • H+2 — • —Demon (Fifth Pale) 4D6+9 • H-1 2D6+D10+7 ¥ • Hx2+Lx2+2 — • — — • —Demon (Sixth Pale) 5D6+6 • H 3D6+8 ¥ • M 4D6+2 « • H+2 — • —Demon (Beyond Pale) 7D6 • H-1 5D6+D10+3 ¥ • Hx2+Lx2+4 — • — — • —Doombringer 2D6+D10+9 • Hx2+L+4 — • — — • — — • —Dragonian 2D6+D10 • H+2 2D6+2 § • L 3D6+1 « • H+2 2D6+1 • Lx2 » -2/12"[30cm]

D6+D10+3 ß • L+2 » -2/5"[13cm]Durgul 4D6 • H+2 — • — — • — 2D6+3 • L » -2/2"[5cm]Earth Elemental 4D6+6 • H-1 2D6+D10 ¥ • M+Hx2 — • — — • —Elemental Demon 4D6+D10+4 • Hx3+L+2 — • — — • — — • —Fell Beast 4D6+2 • H 3D6+5 § • Mx2 — • — — • —Fire Drake 4D6+7 • H-1 3D6+D10+4 § • H+1 4D6+9 § • H 5D6+D10 ß • Hx2 » 85"[216cm]

3D6+D10+3 § • Mx2+2 5D6+D10 ß • Lx2+2 » 50"[127cm]45˚Fire Elemental D6+D10+1 • Lx2+2 D6+D10+5 ¥ • L+Hx2 — • — — • —Fire Hound 3D6+4 • H+2 — • — — • — D6+D10+5 ß • Hx2 » 5"[13cm]Flesh Golem 2D6+5 • L D6+D10+1 « • L — • — — • —Flesh Golem leader 3D6+5 • H+2 2D6+7 ¥ • L D6+D10+3 « • L — • —Gargoyle 3D6+3 • H 3D6+1 « • H+2 — • — — • —Gas Drake 4D6+6 • H-1 3D6+D10+4 § • H+1 4D6+6 § • H 3D6+D10+2 § • Mx2+2Ghost 3D6+6 • M — • — — • — — • —Ghost Legionnaire 3D6+6 • H+2 — • — — • — 2D6+5 • Lx2+1 » -2/18"[46cm]Ghoul D6+D10 • L+1 2D6+3 § • L — • — — • —Ghoulking 3D6+6 • M 3D6+6 § • H 4D6+3 § • H+1 — • —Giant Ant/Beetle D6+D10+4 • H-1* — • — — • — — • —Giant Scorpion 2D6+D10+3 • H 3D6+1 ¥ • L+1* — • — — • —Giant Skeleton 4D6+6 • H-1 2D6+6 § • Hx3 — • — — • —Gorgon 2D6+2 • Lx2-1 2D6-1 ¥ • L-1* — • — — • —Great Eagle 5D6+5 • H — • — — • — — • —Great Serpent 3D6+6 • H+2* — • — — • — 2D6+6 ß • * » -2/1"[3cm]Great Spider 4D6+7 • H+1* — • — — • — — • —Great Wolf 3D6+8 • H+2 — • — — • — — • —Gryphon 3D6+6 • H 2D6+D10+2 « • H-1 — • — — • —Harpy 2D6+4 • H — • — — • — — • —Herald of Night 4D6+D10+9 • Hx2+L+8 — • — — • — — • —Horribar 2D6+D10 • L 3D6+5 √ • Mx2 — • — — • —Hydra 4D6+9 • H-1 3D6+5 § • Mx2◊ — • — 3D6+D10+2 ß • Hx2 ◊ » 4"[10cm]Ice Hound 3D6+4 • H+2 — • — — • — D6+D10+3 ß • Hx2 » 5"[13cm]

94

5. CREATURE SUMMARY TABLE (CONTINUED)Creature/Beast Size # Movment Rate Def SB Ar Ma Mo Rs En Known Spells, PPs, ESB

Kaeden Warrior M 1-5 10"(7.5/5/2.5) [25cm(19/13/7)] 11 +0 -3 5 8 8 23 —Kaeden Leader L 1 12"(9/6/3) [30cm(23/15/8)] 16 +0 -3 4 7 7 48 —Kaeden Queen L 1 ∫ 9"(7/4.5/2.5) [23cm(18/12/6)] 20 +0 -3 3 4 4 168 —Knight of Death M 1 5"(4/2.5/1.5) [13cm(10/7/4)] 20 +0 x1/2 7 7 7 77 —Land Drake H 1 14"(10.5/7/3.5) [36cm(27/18/9)] 15 +0 x1/2 4 4 4 270 —Lich (Lord Althol) M 1 ∫ 4"(3/2/1) [10cm(8/5/3)] 17† +0 x1/2 4 6 5 66 7E1/6E2/5E3/4E4/3E5, PP100, ESB8Light Drake H 1 22"(16.5/11/5.5)[56cm(42/28/14)] 15† +0 x1/2 3 2 2 270 3E1/3E2/3E3/3E4/3E5, PP60, ESB14Light Elemental L 1 18"(13.5/9/4.5) [46cm(35/23/12)] 15 +0 -0 4 6 6 75 —Living Ghoul M 1-30 5"(4/2.5/1.5) [13cm(10/7/4)] 8 +0 -0 9 9 9 14 —Manticore L 1-5 9"(7/4.5/2.5) [23cm(18/12/6)] 12 +0 -2 7 8 9 48 —Minotaur L 1-2 10"(7.5/5/2.5) [25cm(19/13/7)] 12 +0 -2 5 7 8 55 —Mummy M 1-2 5"(4/2.5/1.5) [13cm(10/7/4)] 13 +0 -2 8 8 8◊ 60 —Nasti S 1-20 9"(7/4.5/2.5) [23cm(18/12/6)] 10 +0 -1 9 10 10 6 —Neng M 1 9"(7/4.5/2.5) [23cm(18/12/6)] 9† +3 -2 6 7 8 34 1E2, PP5Night Hound M 1-10 14"(10.5/7/3.5) [36cm(27/18/9)] 10 +0 -1 8 9 9 16 —Ni’hashbin Warrior M 1-20 8"(6/4/2) [20cm(15/10/5)] 13◊ +0 x1/2 6 7 4 80 —Obanshi H 1-3 3"(2.5/1.5/1) [8cm(6/4/2)] 12 +0 -3 6 7 7 150 —Pegasus L 1-5 14"(10.5/7/3.5) [36cm(27/18/9)] 11 +0 -1 5 9 8 43 —Phoenix L 1 16"(12/8/4) [41cm(31/21/11)] 13† +0 -1 4 7 7 100 2E1/2E2/3E3/3E4/3E5, PP45, ESB4Ratman S 5-50 9"(7/4.5/2.5) [23cm(18/12/6)] 8 +0 -1 9 10 10 5 —Rhino L 1-2 8"(6/4/2) [20cm(15/10/5)] 10 +0 -2 8 9 9 75 —Roc H 1-2 18"(13.5/9/4.5) [46cm(35/23/12)] 15 +0 -2 7 8 7 240 —Sabretooth Tiger L 1-2 12"(9/6/3) [30cm(23/15/8)] 11 +0 -1 5 8 8 60 —Scorpion Man M 2-12 6"(4.5/3/1.5) [15cm(12/8/4)] 8 +0 -2 8 9 9 14 —Serpentoid L 1-20 7"(5.5/3.5/2) [18cm(14/9/5)] 7 +0 -1 8 9 9 18 —Shard (Lesser) M 1-5 Special 13 +0 -2 3 7 7 60 —Shard (Greater) M 1 Special 14 +0 -2 2 5 5 90 —Silverscale H 1 12"(9/6/3) [30cm(23/15/8)] 14† +0 -3 4 6 6 270 3E1/2E2/1E3, PP20, ESB10Sirrush H 1 10"(7.5/5/2.5) [25cm(19/13/7)] 14† +0 -3 7 7 7 210 1E1/3E2/1E3/2E4/1E5, PP23, ESB5Skeleton M 1-10 6"(4.5/3/1.5) [15cm(12/8/4)] 9 +0 -0 9 9 10 19 —Skeleton Lord M 1 9"(7/4.5/2.5) [23cm(18/12/6)] 15† +0 -0 7 8 7 45 4E1/4E2/4E3/4E4/4E5, PP80, ESB5Sphinx L 1 8"(6/4/2) [20cm(15/10/5)] 14† +0 -2 6 7 7 70 4C1/3C2/2C3/1C4, PP25Steel Golem M 1 6"(4.5/3/1.5) [15cm(12/8/4)] 14 +0 x1/2 6 6 6 150 —Stone Golem M 1-5 4"(3/2/1) [10cm(8/5/3)] 11 +0 -3 8 8 8 68 —Storm Hound M 1-10 14"(10.5/7/3.5) [36cm(27/18/9)] 10 +0 -1 7 9 9 12 —Swartalfr S 15-20 4"(3/2/1) [10cm(8/5/3)] 9 +2 -1 8 10 10 6 —Tartu H 1-4 4"(3/2/1) [10cm(8/5/3)] 7 +0 -4◊ 8 8 8 45 —Tentmorse M 1-10 7"(5.5/3.5/2) [18cm(14/9/5)] 9 +0 -1 8 9 9 16 —Tharogor M 1 6"(4.5/3/1.5) [15cm(12/8/4)] 15† +0 -4 6 8 7 60 1C1/1C2/1C3, PP13Thraxx L 1 9"(7/4.5/2.5) [23cm(18/12/6)] 11 +0 -2 7 8 9 44 —Thyfur L 1-2 14"(10.5/7/3.5) [36cm(27/18/9)] 11 +0 -1 4 8 8 56 —Tiger L 1-2 10"(7.5/5/2.5) [25cm(19/13/7)] 10 +0 -1 6 9 9 30 —Tree Fiend L 1-10 6"(4.5/3/1.5) [15cm(12/8/4)] 15 +0 -5 6 6 6◊ 200 —Ulthula L 1-6 8"(6/4/2) [20cm(15/10/5)] 9 +0 -3 6 8 8 56 —Undead Drake H 1 13"(10/6.5/3.5) [33cm(25/17/9)] 15† +0 -0 3 4 4 240 3E1/3E2/3E3/3E4/3E5, PP75, ESB13Unicorn L 1 16"(12/8/4) [41cm(31/21/11)] 13† +0 -1 4 7 8 36 4E1/3E2/2E3/2E4/1E5, PP33Vampire M 1-3 12"(9/6/3) [30cm(23/15/8)] 18† +0 -0 5 8 8 37 1C1/1C2/1C3/2E1/2E2/3E3, PP25V. Lord (Valsatholis) M 1 ∫ 10"(7.5/5/2.5) [25cm(19/13/7)] 18† +0 -0 5 6 6 84 See description, PP50Vapor Hound M 1-10 14"(10.5/7/3.5) [36cm(27/18/9)] 10 +0 -1 8 8 9 15 —Vile M 1-10 12"(9/6/3) [30cm(23/15/8)] 20 +0 -1 5 8 8 80 —War Elephant H 2-12 13"(10/6.5/3.5) [33cm(25/17/9)] 11 +0 -2 8 8 9 160 —War Horse L 1-10 9"(7/4.5/2.5) [23cm(18/12/6)] 11 +0 -1 5 8 9 42 —Water Elemental L 1 5"(4/2.5/1.5) [13cm(10/7/4)] 11 +0 -1 6 6 6 75 —Water Hound M 1-10 14"(10.5/7/3.5) [36cm(27/18/9)] 10 +0 -1 8 9 9 14 —Were-bear (Lesser) L 1 10"(7.5/5/2.5) [25cm(19/13/7)] 12 +0 -2 5 7 8 90 —Were-bear (Greater) L 1 13"(10/6.5/3.5) [33cm(25/17/9)] 13 +0 -2 4 4 4 130 —Were-tiger (Lesser) L 1 11"(8.5/5.5/3) [28cm(21/14/7)] 11 +0 -1 4 8 8 43 —Were-tiger (Greater) L 1 14"(10.5/7/3.5) [36cm(27/18/9)] 14 +0 -1 3 4 4 100 —Were-wolf (Lesser) M 1-5 13"(10/6.5/3.5) [33cm(25/17/9)] 12 +0 -1 5 8 9 27 —Were-wolf (Greater) L 1-4 16"(12/8/4) [41cm(31/21/11)] 15 +0 -1 4 6 6 90 —Wolf M 2-20 11"(8.5/5.5/3) [28cm(21/14/7)] 10 +0 -1 7 9 10 22 —Wolfman M 10-15 10"(7.5/5/2.5) [25cm(19/13/7)] 8 +0 -1 7 9 9 22 —Wraith M 1 6"(4.5/3/1.5) [15cm(12/8/4)] 14 +0 -0 5 7 7 66 —Wyvern H 1 30"(22.5/15/7.5)[76cm(57/38/19)] 16 +0 -3 3 8 8 64 —Zombie M 1-20 3"(2.5/1.5/1) [8cm(6/4/2)] 10 +0 -0 10 10 10 13 —

95

— I — — II — — III — — IV —Creature/Beast Attack • Damage Attack • Damage Attack • Damage Attack • Damage » Range

Kaeden Warrior D6+D10+3 • H-1 3D6+1 ¥ • L+1* — • — 3D6+1 • H-2 ◊ » -2/5"[13cm]Kaeden Leader 2D6+D10+4 • H 3D6+4 ¥ • L+1* — • — 3D6+3 • H-2 ◊ » -2/5"[13cm]Kaeden Queen 4D6+12 • H+1 3D6+9 ¥ • M-1* — • — 2D6+D10+9 • M◊ » -2/5"[13cm]Knight of Death 3D6+D10+5 • Hx3+L+2 3D6+6 § • Hx2+M — • — — • —Land Drake 4D6+6 • H-1 3D6+D10+4 § • H+1 4D6+5 § • H 2D6+D10+6 § • Mx2+2Lich (Lord Althol) 2D6+D10+6 • Hx3+L+2 — • — — • — — • —Light Drake 3D6+7 • H-1 3D6+D10+6 § • H+1 4D6+5 § • H 5D6+D10+2 ß • Hx2 » 50"[127cm]

2D6+D10+4 § • Mx2+2 5D6+D10+2 ß • Lx2+2 » 33"[84cm]30˚Light Elemental D6+D10-1 • Lx4+2 D6+D10+4 ¥ • L+Hx2 — • — — • —Living Ghoul D6+D10+1 • L+1 2D6+2 √ • H+1 — • — — • —Manticore 3D6+7 • H — • — — • — 2D6+3 • Lx2+1* » -2/18"[46cm]Minotaur 3D6+D10+3 • H+L+1 2D6+D10+2 § • H — • — — • —Mummy 3D6+6 • M — • — — • — — • —Nasti 2D6+3 • L 3D6+2 § • H+2 — • — — • —Neng 2D6+8 • Lx4 — • — — • — D6+D10+8 • Hx2 » 7"[18cm]Night Hound 3D6+3 • H+2 — • — — • — Special • Breath Attack ßNi’hashbin Warrior 5D6+1 • Mx2* 2D6+D10+9 § • Hx2+Lx2+4 — • — — • —Obanshi 4D6+8 • H — • — — • — — • —Pegasus D6+D10+1 • L+1 2D6+6 « • Lx2 — • — — • —Phoenix 4D6+6 • H D6+D10+4 • H-1 — • — D6+D10+3 • H+1 » 20"[51cm]Ratman 3D6-2 • H — • — — • — 2D6+1 • Lx2 » -2/12"[30cm]Rhino 3D6+D10+7 • H+1 4D6+8 « • Mx2-2 — • — — • —Roc 5D6+3 • H+1 5D6+2 « • H+2 — • — — • —Sabretooth Tiger 3D6+6 • H 3D6+8 « • Mx2 — • — — • —Scorpion Man 2D6+D10-1 • H 3D6-1 § • L+1* D6+D10 § • H+L+1 D6+D10 • Lx2+1 » -2/15"[38cm]Serpentoid 3D6 • H+2* 3D6 § • H+1 — • — 3D6 • Lx2+2 » -2/2.5"[7cm]Shard (Lesser) — • — — • — — • — 2D6+8 • Lx2+2* » -2/6"[15cm]Shard (Greater) — • — 2D6+10 • Lx2+5* » -2/6"[15cm] 3D6+D10+4 • Hx2 » 20"[51cm]Silverscale 5D6+6 • H-1 4D6+4 § • H 2D6+D10+6 § • Mx2+2 2D6+D10+10 ß • Hx2 » 20"[51cm]Sirrush 4D6 • H 3D6+5 § • H-2 4D6+D10 « • Mx2+2 3D6+D10 ß • Hx2 » 20"[50cm]Skeleton 3D6 • H D6+D10+1 § • L+1 — • — — • —Skeleton Lord 3D6+5 • H+2 3D6+2 § • Hx2+M — • — — • —Sphinx 4D6+6 • H 4D6+4 § • H-1 — • — — • —Steel Golem 4D6+8 • M+3 3D6+3 « • H — • — — • —Stone Golem 4D6+3 • M 3D6+2 « • H — • — — • —Storm Hound 3D6+2 • H+2 — • — — • — D6+D10+1 ß • H+1 » 10"[25cm]Swartalfr D6+D10-1 • H+L+1 — • — — • — — • —Tartu 2D6+D10+2 • H D6+D10+4 § ¤ • L+1 — • — — • —Tentmorse 3D6+3 • H-2* 3D6+1 √ • H+2 — • — — • —Tharogor 4D6+5 • Hx2-1 — • — — • — — • —Thraxx 3D6+9 • H 3D6+5 « • H+2 — • — — • —Thyfur 4D6+4 • H 2D6+D10+3 § • H — • — — • —Tiger 3D6+4 • H 3D6+6 « • Mx2 — • — — • —Tree Fiend 4D6+10 • H+2 6D6+3 √ • Mx3 — • — — • —Ulthula 3D6+3 • Mx2* 3D6+3 § ¤ • H* — • — — • —Undead Drake 4D6+9 • Hx3-1 3D6+D10+4 § • Hx3+1 4D6+7 § • Hx3 4D6+D10+3 ß • Hx2 » 85"[216cm]

2D6+D10+7 § • Hx2+Mx2+2 4D6+D10+1 ß • Lx2+2 » 50"[127cm]30˚Unicorn 4D6+D10 • H+2 4D6+2 ¤ « • Lx2 — • — — • —Vampire 3D6+6 • Hx2+2 3D6+4 √ • Hx3+2 — • — — • —Vampire Lord (Valsatholis) 4D6+7 • Hx3 4D6+4 √ • Hx3+2 — • —Vapor Hound 3D6+3 • H+2 — • — — • — Special • Breath Attack ßVile 5D6+9 • H 5D6+4 « • Mx2 — • — — • —War Elephant 3D6+D10+4 • H+1 4D6+4 √ • Mx2-2 — • — — • —War Horse 3D6+2 • H+2 3D6+4 ¤ § • Mx2-1 — • — — • —Water Elemental 4D6+4 • H-1 2D6+D10+1 ¥ • M+H+2 — • — — • —Water Hound 3D6+2 • H+2 — • — — • — D6+D10+1 ß • L+2 » 10"[25cm]Were-bear (Lesser) D6+D10+7 • L+1 3D6+4 ¥ • H-2 3D6+4 « • H 3D6+5 √ • H+2Were-bear (Greater) 4D6+7 • M 4D6+4 ¥ • H-2 4D6+4 « • H 4D6+5 √ • Mx2Were-tiger (Lesser) 3D6+6 • H D6+D10+6 ¥ • L+1 3D6+9 √ • Mx2 — • —Were-tiger (Greater) 4D6+6 • H 4D6+6 ¥ • M 4D6+9 √ • Mx2 — • —Were-wolf (Lesser) 2D6+4 • L 3D6+4 ¥ • H+2 — • — — • —Were-wolf (Greater) 3D6+4 • H 4D6+4 ¥ • Mx2 — • — — • —Wolf 3D6+3 • H+2 — • — — • — — • —Wolfman 3D6 • H+2 3D6+1 § • H+2 — • — — • —Wraith 2D6+6 • Lx2+Hx2 3D6+4 § • M+H+2 — • — — • —Wyvern 3D6+4 • H 3D6+4 ¥ • M-1* — • — — • —Zombie D6+D10-1 • L — • — — • — — • —

“H” — High damage; “M” — Medium damage; “L” — Low damage.◊ — Special, see specific creature description. ∫ — Unique creature (i.e., only one exists).

96

CREATURE INDEX

Ghoulking .......................... 47Giant Animals ................ 9-12Giant Ant and Beetle ......... 12Giant Scorpion ..................... 9Giant Skeleton ................... 46Golems ......................... 40-41Gorgon ............................... 16Great Drakes ................ 29-31Great Eagle ........................ 11Great Serpent ..................... 11Great Spider ....................... 12Greater Shard ..................... 41Green Dragon .................... 30Grey Dragon ...................... 33Gryphon ............................. 24

H-kHarpy ................................. 26Herald of Night .................. 51Horribar ............................. 28Horse,War ............................ 4Hounds, Zephyr ........... 19-21Hydra ................................. 35Ice Hound .......................... 21Invaders ....................... 64-69Kasandra ............................ 60Killer Rhino ......................... 8Knight of Death ................. 46Kæden ................................ 36

LLand Drake ........................ 33Land-based Creatures .. 13-19Lesser Dragons ............ 33-34Lesser Shard ...................... 41Lich .................................... 50Light Drake ........................ 29Light Elemental ................. 39Living Ghoul ..................... 45Lord Althol ........................ 50

T-VTartu .................................... 8Tentmorse .......................... 28Tharogor ............................ 60Third Pale Demon ............. 58Thraxx ............................... 68Thyfur ................................ 22Tiger .................................... 4Tiger, Sabretooth ................. 9Tree Fiend .......................... 15Ulthula ................................. 7Undead ......................... 43-52Undead Drake .................... 52Unicorn .............................. 18Unicorn, Black ................... 16Unnatural Beings ......... 36-42Valsatholis ......................... 49Vampire ............................. 49Vampire Lord .................... 49Vapor Hound ..................... 21Vile .................................... 42

W-ZWar Elephant ....................... 7War Horse ............................ 4Water Elemental ................ 39Water Hound ..................... 21Were-Bear ......................... 54Were-Drake ....................... 55Were-Tiger ........................ 52Were-Wolf ......................... 55White Dragon .................... 30Wolf ..................................... 6Wolfmen ............................ 68Worm, Bone ........................ 8Worm, Cave ....................... 35Wraith ................................ 51Wyvern .............................. 34Zephyr Hounds ............ 19-21Zombie ............................... 43

M-RManticore ........................... 13Minor Drakes ............... 34-35Minotaur ............................ 17Mummy ............................. 50Nasti ................................... 25Natharl’nacna .............. 68-69Neng .................................. 42Ni’hashbin Warriors .......... 69Night Hound ...................... 21Obanshi .............................. 18Pegasus .............................. 24Phoenix .............................. 27Ratmen ............................... 64Red Dragon ........................ 31Rhino, Killer ........................ 8Roc ..................................... 27Rochien .............................. 40

SSabretooth Tiger .................. 9Scorpion Men .................... 67Scorpion, Giant .................... 9Second Pale Demon ........... 58Serpent, Great .................... 11Serpentoid .......................... 66Shapechangers ............. 52-55Shards ................................ 41Silverscale ......................... 55Sirrush ............................... 17Sixth Pale Demon .............. 58Skeleton ............................. 46Skeleton Lord .................... 46Sphinx ................................ 28Spider, Great ...................... 12Steel Golems ...................... 41Stone Golems .................... 40Storm Hounds .................... 21Swartalfr ............................ 66

DDark Elemental .................. 39Death-watcher ................... 62Demons ........................ 56-64Demons Beyond the Pale .. 61Demons of Essence ..... 62-64Demons of the Pale ............ 58Demons of the Void .... 56-61Doombringer ..................... 63Dragonians ......................... 67Dragons ....................... 29-35Dragons, Lesser ........... 33-34Drakes, Great ............... 29-31Drakes, Minor .............. 34-35Durgul ................................ 63

E-FEagle, Great ....................... 11Earth Elemental ................. 38Elemental Demons ............ 62Elementals ................... 38-39Elephant,War ....................... 7Elven Councillors, False .... 60False Elven Councillors ..... 60Fell Beast ........................... 22Fifth Pale Demon ............... 58Fighting Bear ....................... 6Fire Drake .......................... 31Fire Elemental ................... 39Fire Hound ......................... 19First Pale Demon ............... 58Flesh Golem Commander .. 40Flesh Golems ..................... 40Flying Beasts ............... 22-28Fourth Pale Demon ............ 58

GGargoyle ............................ 25Gas Drake .......................... 30Ghost ................................. 48Ghost Legion of Hara ........ 48Ghoul ................................. 47

AAgathu ............................... 56Air Drake ........................... 33Air Elemental .................... 38Althol, Lord ....................... 50Animals ........................... 4-8Animals, Giant ............... 9-12Ant, Giant .......................... 12Apparition .......................... 43Armored Construct ............ 38Artificial Beings .......... 36-42

BBaashi ................................ 28Banshee ............................. 26Barrow Wight .................... 45Basilisk .............................. 15Battlepede .......................... 12Bear, Fighting ...................... 6Beetle, Giant ...................... 12Belasar ............................... 64Black Dragon ..................... 34Black Unicorn .................... 16Blue Dragon ...................... 29Bogman ............................. 19Bone Worm ......................... 8Bororgor ............................ 60Brown Dragon ................... 33

CCave Drake ........................ 34Cave Worm ........................ 35Chimera ............................. 13Cold Drake ........................ 30Cold Elemental .................. 38Conformers .................. 59-60Construct, Armored ........... 38Corpse Devourer ................ 45Councillors, False Elven .... 60Cresh’urim ......................... 68Cthugans ............................ 69Culorgor ............................. 59

Bladestorm 1

Bladestorm Terrain& Painting Manual

PAINTING YOURBLADESTORMMINIATURES

The unique Bladestorm metal miniatures made by Grena-dier Models (and sold separately!) challenge you as a painter.The enclosed Color Guide booklet gives lots of examples ofwhat we think looks cool and “correct,” but in the end, you bethe judge. No one (except us game designers) says that yourGoblin or River Ogre must look like ours. In gaming as innature and advertising, diversity is important. (On the otherhand, painting a Sea-troll to resemble your Uncle Maury isprobably going too far.)

Keep in mind that as the next few months rumble and rollpast your door that more Grenadier/Bladestorm models willappear: Bear-men and Demons, Garks and Goblins, andmore! You’ll want them all or my name isn’t Andraax the Mad(well, OK, it isn’t, but you’ll want them anyway!)

BEFORE YOU TOUCH A DROP OFPAINT, READ THIS!

Now that you’ve punctured the blister pack and oohed andahhed for a few minutes, it’s time to get busy. Here’s whatyou’ll need:• A straight-edged hobby knife (or exacto knife) to clean the

model• Epoxy and/or super glue• Hobby (small needle) files, both flat and semi-circular• A palette or dish to mix paints• Toothpicks for mixing colors (paints)• Milliput or epoxy putty (Didn’t Gulliver visit Milliput?)• Cloths or paper towels• Brushes• A big jar or bowl of water for cleaning the brushes• Cardboard squares• A small pair of pliers• Some newspaper upon which to make a godawful mess

Now take a deep breath and pick up the first model youwant to paint. NO! NOT THAT ONE! (Just kidding.)

Terrain and Painting Manual2

CHOOSING A BASEYour best bet is to buy a 1" by 1" (25mm by 25mm) base from

your local toy and hobby shop. (Some larger pieces require alarger base: Dragons, Giants, etc.) Cheapskates can get byusing a square of cardboard, etc.

You must glue the model to its base with fast-setting epoxyglue. (Try to keep it our of your hair, and for heaven’s sake,don’t answer the phone while your hands are sticky!) Applyglue to the slot and to the tab before pressing the miniatureinto place. You may need to offer some physical support to thepiece while it dries. Two or three minutes should do it. If youslop some glue on the base, don’t sweat it. You can cover upthe mess with some kind of ground coating, like sand, fine dirtor beluga caviar.

Consider painting the base a light (some might say “neu-tral”) green, grey or brown so your warrior doesn’t look likea fool standing one moment inside the Jeweller’s fortress andthe next, in the nearby badlands. To jazz it up and bring a 3-D effect into play, you might sprinkle the base with sand orsmall pebbles to suggest the rocky earth of the Bladelands.Most experienced painters apply black to the edges of the baseto set it off against the varied terrain.

If the miniature is a part of a unit, you should write orscratch a number on its base so that it can be easily identifiedduring battle.

PREPPING THE MINIATUREGet to know the figure you are about to paint. Ask it

personal questions, like “So where you from?” and “Who’syour friend?” Don’t take “None of your beeswax!” for ananswer. Seriously, study the piece for a moment, close youreyes and imagine it painted and mounted just as you’d like itto be. You can do it. Here’s how.

First, clean the miniature with a model knife or file. Checkit for seams or what appears to be strands of metal “hair.” Cutthem off ruthlessly. (Ruth can come back when you’re fin-ished.)

If you see a bulge or bubble in the miniature, don’t worryabout it now. You can fill it in with putty later or just paint overit.

Bladestorm 3

A WORD ABOUT BRUSHESOur advice is, buy a good one! Like a best friend, a brush

ought to last you 2-5 years before it wears out — if you treatit right. Actually, you’ll probably want a trio of brushes: a #2or #3 for undercoating and splashing on paint on bases andover large areas, #1 for most work, and a #0 or #00 for detail-work. Your hobby shop clerk can give you some advice oncehe stops oogling your swell Bladestorm miniatures.

Care for your brushes as you would a pet. Wash them inwarm water and soap after each painting marathon and letthem dry bristles-up in a clean jar or can, out of the reach ofBaby Brother. Be meticulous! Don’t let paint dry in the bristlesor around the metal ferrule.

Another tip: Don’t ever dip the paint brush directly into thepaint jar; some paint will dry in places on the brush where youdon’t want it. Use your mixing palette or dish, and dip thebrush gingerly into it. (Ginger won’t mind.)

Terrain and Painting Manual4

UNDERCOATING (PRIMING)Like the exterior of a Jaguar (the automobile, not the ani-

mal), your miniature needs a layer of white paint. Otherwise,the character will chip, crack, and expose himself to ridiculein appalling haste. Using a large brush, cover the miniaturewith a complete but thin coat of white enamel or acrylic paint.If you’re going to paint a whole batch of warriors at once, usespray paint (white primer for repairing your smashed-inToyota is perfect) and do it outside! (The fumes would gagSuperman.) You would be wise to set the pieces in a box andto be sure a gale isn’t blowing or you’ll end up looking like abad stage actor in a dress rehearsal of “I Do, I Do.” Read andfollow the directions on the paint can or you may be sorry.

MORE ABOUT PAINTWe recommend water-based acrylic paints which are wa-

terproof once dry and are easily mixed. (You can also clean upwith warm water and soap and spare the environment furtheranguish.)

Bladestorm 5

COLORSMost likely, you will want at least the following colors: red,

blue, yellow, brown, green, white and black. By mixing thesecolors, you can get everything under the sun and moons ofKulthea. For example, a light brown will do for most fleshtones, unless you’re painting a Goblin or a Troll, of course.

Apply colors gingerly. (Ginger’s baaa-aaack!) Remember:it’s easier to add color than to remove it.

TECHNIQUEUnless you are ambidextrous, we recommend using your

dominant hand, arm and side of brain as you paint. (Try tokeep your tongue inside your mouth as you concentrate; youlook foolish otherwise.)

WHAT’S NEEDED?• Space. Flat space. Lots of clean flat space.• Light. Bright light. Daylight, perhaps? You remember day-

light.• Something to mix paints in or on: a palette, old plate or an

upside-down super frisbee is ideal.

• 1-2 jars of fresh clean water. (If you live in a Third Worldcountry like Great Britain, do the best you can.)

• Newspaper, and lots of it. (Put those funnies away! This isserious business.)

• Peace and quiet. Or noise and civil unrest. Only you candecide.

Wise miniaturists paint batch by batch, Ogre by Ogre byOgre. That way, you can paint all the red tongues, then all theblue toenails, then all the green hides, etc.

Super Tip #1: Paint from the inside out! For example, paintthe buttons before the tunic; that way, any mess you make iseasily covered by the snazzy job you do on the tunic. In thesame vein, start with the skin and work your way out toclothing, armor, shields and weapons. Like most good thingsin life, painting is a learning process: you will get better if youtry. We recommend beginning with really ugly guys so noone can tell how badly you messed them up (without amagnifying glass.)

Super Tip #2: Hide all the magnifying glasses in the house.(Don’t forget Dad’s compact OED.)

Terrain and Painting Manual6

WASHESSimply put, a wash is created when you dilute a color with

water. Why bother? A wash can give you the look of realisticshadows with much less fuss than shading. Here’s how:

Mix a little of the color you want to dilute with water,aiming for the appearance of contaminated water. (It shouldbe a very “weak” mixture.) Apply the wash over the piecewherever you want to suggest shadows and let it dry. If thepaint is too heavy anywhere, just dab at it or wipe it off.

HIGHLIGHTINGTo give shine to a weapon or shield, you can highlight it:

that is, paint it with a lighter shade of the base (or surround-ing) color. Thus, highlighting is the opposite of shading.(Some prefer to use the drybrushing technique describedbelow. Experiment on ugly guys and see which you likebetter.)

Use your finest brush to highlight!

CHALLENGES TO YOURTECHNIQUE

Once you’ve finished a few warriors and feel ready to trysomething a little more challenging, think about the followingsuggestions.

SHADINGShading represents shadows. It’s that simple a concept, like

palimony. For details in clothing, like creases in a Lord’s robe,shading is a must. Where a figure’s hand or claw emergesfrom a cuff, you’ll want to draw a thin black line around thewrist (if there is one) as well. Or where the hand or claw gripsa sword.

Shading is very delicate and time-consuming work, soyou’ll probably want to turn off the Brady Bunch reruns whileyou’re doing it. (Many miniaturists use washes to accomplishthe same look; read on!)

Bladestorm 7

THE TABLE ANDTHE TERRAIN

SETTING UPWhether you’re fighting a skirmish in the foothills of the

Folenna Spikes or battling tooth and claw along the ruggedcoast of the Thunder Sound, you want to see what the landlooks like as well as what your forces look like. To providesome help, Bladestorm scenarios include sketches of thebattle sites with shaded areas indicating the lay and slope ofthe land. (You can always ignore the shading and fight thebattle the way you want to.) Terrain can be a major or a minorfactor in your miniatures campaign: it’s up to you.

THE TABLEMost Optional Bladestorm scenarios were designed to be

played upon a 4' by 8' table or playing surface. Basic andIntermediate scenarios demand less space, while Optionalscenarios #3, 6, and 17 require a roughly 6' by 8' playingsurface. (The floor will do in a pinch; just warn Mom not tovacuum before you get up in the morning.)

Many gamers buy a big sheet of plywood and paint it a lightgreen color. This should do fine as a playing surface. Just giveit some support at the corners and in the center or lay it flat onthe floor or on top of a dropcloth, and don’t move it unless youhave to.

Some other aspects of the gaming table or floor you mightwant to consider include:• Is there room to move around the table without causing

“Godzilla Visits Tokyo” type results?• Can I get to the telephone or the bathroom?• Where did I put my Big Mac?• Where am I supposed to put my dead Slaverunners, in my

pocket?• If this game goes on for 48 hours, will anyone mind?• You think Mom will notice those deep scratches in Great

Grandmother’s antique dining table?• Why is Dad griping so much about parking the Olds 88

outside just one more night? This is my garage too!

TERRAIN TIPS(HOW TO FAKE REALITY)

Use real dirt, rocks, water, grass and trees if you can. If —like most of us — you can’t, reasonably pleasing plasticmodels abound. Clay can be modeled to resemble almostanything natural: remember what Richard Dreyfus did withit in “Close Encounters Of The Third Kind”? Resourceful minia-turists use everything from felt to old underwear (spraypainted to resemble black hills) to wadded-up newspaper orweek-old chocolate chip cookies to suggest mounds androcky outgrowths, respectively.

DRY-BRUSHINGDilute the color you’re working with and lightly dip in your

brush. Next, before applying the paint to the miniature, wipeoff most of the paint (on a rag, your sleeve, etc.). As you paintthe part of the miniature you’re working on, the almost-drybrush will naturally highlight raised parts and slide pastothers. With practice, you’ll get quick and good at this.

DETAILING YOUR MINIATURETo bring to life small things — engravings on a shield,

buttons on a tunic— either paint it and a little bit of whatever’saround it black or paint it a color of your choosing and lightlyoutline it in black. Again, your finest brush will do the best job.

FACE PAINTINGSo how come my Cuth Slaver looks like a Demon of the Fifth

Pale? Maybe you hurried the paint job along. Here’s a simplemethod to use when painting that toughest of all body parts,the face.

First, the eyes: with your finest brush, outline the eyeball indark brown or black. When dry, prime the eyes with a coat ofwhite paint, leaving a very fine outline around the eyeball. Tomake the iris come alive, add a dot of brown. Then add a dotof black for the pupil.

To paint lips, add a little red or brown to your favorite fleshtone and apply with a very fine brush. Dots of white paintsuggest teeth and fingernails, if you put them where theybelong. (Of course, a Goblin with gleaming white teeth is ararity in the Bladelands, to say the least.)

To give human skin a firm living tone, use a shade just a tadlighter than the lip color. (Tad won’t mind; trust me.)

TO VARNISH ORNOT TO VARNISH?

Make no mistake about it: a good varnish will protect yourbeloved Orge or Troll for along time. Either spray it or brushit on and let it dry in a cool, clean place, like Toronto. A wordof warning: most varnishes add a lot of sheen to your minia-ture, and as Charlie proved in “Wall Street,” a little sheen cango a long way. Varnish is also messy: unless you spray, you’llneed a brush (just for the varnish) and turpentine to clean upafterward. Yuch. A matte or flat spray varnish gives the sameprotection without the shine.

MIXING COLORS & SHADINGYou can probably find color mixing and shading charts

with your paints. If not, steal them from a friend when heleaves the room to refill the pretzel bowl. Then deny every-thing!

Failing all else, use the chart in this booklet. (Joke.)So long, and good luck! Write when you can! Don’t take any

Terrain and Painting Manual8

FELT, MIRACLE FABRICOF THE 90’S

You can work wonders with felt. Felt comes in bolts and canbe bought inexpensively at a fabric store in almost any sizeand color. (Send your mom in if you’re embarrassed.) Blue feltrepresents water; brown felt can serve as roads, while greencan be the cover of the table and grass as well. As if that isn’tenough, felt sticks to felt!

Use your imagination as well as your discretion.Bladestorm scenarios are pretty specific about what the

field of battle looks like: is it rocky or grassy, rolling or flat,studded with ditches and walls or broken up by a stand ofnoble larches? The scenario will tell you, and the sketch willshow you. The suggested terrain is simple to create on yourtable. Here’s how.

CASTLE WALLS AND BUILDINGSMany good models already exist. You can build perfectly

good walls from cardboard, reinforce it from behind (withanother layer of glued cardboard) and paint it a dusty grey inan hour or less. Just remember that the base must be solid andsteady and not take up the entire playing surface, unlessyou’re attacking Buckingham Palace (which is located out-side the Bladelands).

HILLS AND MOUNDSToss a light green or plae brown handkerchief over some

paperbacks, a paperweight or a lump of clay to create hills.(Your little brother’s head might do, but what of he sneezesduring play?) Again, clay is the logical choice; you can shapeit and color it, just like Mother Nature does.

RIVERS AND OTHERBODIES OF WATER

Diverting a nearby stream into the basement of your housewould work best, provided your parents have flood insur-ance. (If you live in Arkansas, don’t bother to ask.) Anothermethod is to buy little plastic tiles made for just such circum-stances and arrange the sections as called for in the scenario.Your local toy and hobby shop should have the tiles; if not,raise a ruckus until they do. You can glue sections togetherand paint them if you like. Aluminum foil also serves thepurpose well.

SKIESUse the ceiling. Keep the clouds drawn with permanent

magic marker to a dozen at most, okay?

SWAMPSReal mud works best. (Keep the wrestling to a minimum.)

Actually, brown chipboard squares are fine.

TREESNo game is complete without a stand of noble larches,

Nature’s perfect tree. Models are plentiful. To add realism, wesuggest that you uproot a neighbor’s bonzai in the middle ofthe night and spray paint it a lurid green before he comeslooking for you. The less adventurous may find a small twigwith leaves intact and “plant”it in a small lump of clay. Thatstrategy pays off too, although there’s less pizazz and dangerof retribution, important aspects to any gaming environment.

Less seriously, woods play an important role in skirmishes,making bowfire tough and movement a pain in the keyster.On the battlefield, woods can be indicated by flock (sawdust),felt or cardboard cut to size and painted green. A model treeor two can top the cardboard or stand at the edge of thewoods. You may have to move trees during a skirmish, to letcombatants pass, so be prepared and keep the boundaries ofthe woods clear and distinct (unless you’re playingShakespeare’s Macbeth).