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V i s i t D e e p 7 o n t h e w e b a t w w w. d e e p 7 . c o m
CHAPTER ONE
Introduction
Anima: Primal Magicks is the first Arrowflight sourcebook to expand
magic options for players and GMs. Anima focuses on natural magic:
a mage’s familiar, the Primal Theory, and related prayers and
Glamours. A wide range of animals and new carnivorous plants can be
found here, too, useful in any wilderness campaign. Lastly, Anima pro-
vides an adventure to get your creative juices flowing. With this newest
sourcebook, your Arrowflight game can leave the cities and travel deep
into the wilderness, among tribes of mysterious feral elves, crafty earth-
folk, and the wonders of the wood.
A thin line of smoke rose in the distance, reaching the low, soft clouds before disappear-
ing. The serpentine wisp seemed out of place at the far end of the serene valley, lined
on two sides with tall snow-capped mountains whose stoic gray faces perched a
watchful eye over the verdant meadow and sturdy trees.
Ceyrn paused in his long strides that had led him through the cold reaches of this barren mountain
range. His only reward for choosing this route now was the easy, and much more hospitable, trek
down the valley to the kings road, and from there to Blariston. His mind wandered easily as he
recalled the school where he taught, and which he had called home for more than three decades. He
slowly shook his head, removed his leather pack, loosened his gray runed cloak, and leaned against a
large boulder that had the shape of a teardrop, as if fallen from the face of the mountain he had just
passed.
Despite the relief he felt from having completed the difficult icy passage, his eyes kept returning to
the far end of the valley, where smoke continued to rise in a small yet defined manner. His deep stare
was broken only when his hood began to twitch. He first felt a small sharp tongue, and then needle-
like teeth on his ear, not hard enough to break skin, but firm enough to remind him that they were
able to do so at will.
Ceyrn smiled, released his gaze, and reached back into his hood to retrieve a long brown bundle of
fur which, once stretched out, developed the definite bearing of a large weasel. Cradled along his left
arm, his only traveling companion eagerly bobbed her head in excitement. “Amber, I have enough
notches in these old ears without you adding to them,” whispered Ceryn. He smiled faintly, “Though
I suppose some levity might come into play before we reach home.” The creature stopped her eager
AAA
The sun had begun dropping from its zenith
by the time the two travelers stopped next.
Despite his many years, the old elf kept his
pace firm, and although the trail had been long
and hot, he felt little need for rest. By now
they had dropped below the tree line, and on
two separate occasions they had both picked
up the scent of the fire which had earlier
caused a mere line in the horizon. Ceyrn
stopped when the path neared a field of alders,
and walked to his right into the midst of the
tall pale trees. He knelt in the shallow shrub-
bery, and again cast off his pack and cloak. If
his fears were right, he had no desire to match
his skills against ogres, regardless of how
much time he might have to prepare. The
alternative was another day’s hike through the
western mountain pass, but that was another
long cold walk he had hoped to avoid.
Amber acknowledged her master’s thoughts,
and she nervously darted among the trees,
though she always remained within arms
reach. From the shallow depths, the pack pro-
duced some dried meat and hard bread, which
the mage gnawed absentmindedly while rum-
maging through the remaining few items. He
brought forth four small pouches, a small
knife, and a package carefully wrapped in an
oiled deerskin. Ceyrn untied the leather straps
to reveal a dark bladed dranenmun. He felt
the familiar weight of the blade for a moment,
else present, from the much lower vantage point of his familiar’s eyes.
Replacing the consciousness of his companion with that of his own was always initially disconcert-
ing. The world was now a much larger place, and many more shrubs and branches and rocks towered
over his small form, though his wonder was overshadowed by the knowledge that time was still of
the essence. Already he could see the light that shrouded his elven form begin to dim. He bounced
over a few small mounds, ducked under trees, and ran stealthily toward the direction of the smoke.
He was simultaneously anxious, yet always excited about the youthful, powerful feeling he got when
like this, reveling in the magnificently designed creature in motion as he bounded over, under or
around the many obstacles that presented themselves. He marveled at the sense of smell his friend
possessed when he first caught the scent of the stale fire, but did not slow his hurried race until he
could see the faint glow of red flames and hear the crackling of burning wood.
He slowly advanced on the clearing. He was not too concerned about discovery, for this was not
the first expedition of its kind. He had come to know almost all too well how little attention was paid
in the high forests to tiny rustles in the underbrush, especially if you were a three-hundred-pound
ogre.
He came upon the fire under a nearby fallen log, and blinked as his eyes adjusted to the light. By
now the sun had all but disappeared and shadows dominated the hills. At first he could not hear or
see anyone, and played with the idea of this being the camp of some woodsmen or hunters. Then he
saw a large boot. His borrowed eyes continued up to leather pants, a scaly shirt, and at last a yel-
lowed tusk that could only belong to an ogre. He froze for a moment, witnessing again that terrifying
presence, and was forced to look away to calm himself. Yet just one ogre was not an impossible foe,
and though this campsite revealed much gear, only one host was present. The half laying ogre
seemed busy gnawing on a bone she occasionally brought to the fire, and it wasn’t until some
moments had passed that Ceyrn realized she was cleverly using it to hone her tusks.
For a few long moments Ceyrn stood there, dazedly examining the large creature, whose kind had
the reputation of dismantling entire bands of armed guards with terrifying savagery. As time passed
and the beast showed no signs of interest in anything but the bone and her dentistry, Ceyrn, again
well aware of his time restraint, began re-examining the camp site in search for some clue as to the
T
he black trees seemed to reach down to claw at him,
and he could feel dark holes in the earth opening up
to overtake his small form.
leapt into one of the nearby smaller circles, and a second later the dim glow vanished altogether.
Ceyrn leapt up as if out of a deep sleep, brushing the fear from his head, and brandished the dranen-
mun feebly while attempting to adjust to the world that was again out of proportion.
Amber looked at his master with confusion as Ceyrn first wielded his weapon at every direction,
then hurriedly packed up his few belongings and kicked loose dirt about the entire site. Never once
did he let his hand stray from the blade, and he did not realize he was still clutching it until he had
begun taking steps to the west. Amber rode on his shoulders, apparently oblivious and unconcerned
about what had taken place earlier.
An hour passed before Ceyrn tied the blade to his belt and stopped glancing over his shoulders.
He was visibly disappointed in his fearful reaction, and annoyed that he was too frightened to
attempt to even circle around the camped ogres. His face was creased even more by the deep frown
that masked his appearance, until the small weasel stuck her muzzle in his cheek, reminding him of
her presence.
Ceyrn stopped in his tracks, eased his tensed muscles, and scratched behind the tiny ears of his
companion. He let out a small, strained chuckle as she continued to tickle his face before settling
down for the rest of the trip. The night was at once more silent and dark, stirred only by the natural
sounds that calmed the pulse and mind of the lone elf. He knew this detour would add more
unpleasant and cold hours to his journey, but with the small weight resting on his shoulders he knew
that he would not be making this voyage alone.
T
Familiar Link
Base DIFF: 2
he familiar will view his mage as Description: Creates a familiar bond between an
a strong equal and a friend, and animal and the caster. Both the familiar and the
be most eager to defend its mage will always have a general sense of the
“alpha” against harm. The mage will feel like- direction and distance (“roughly southeast, about
wise about the animal and will have difficulty half a mile or so”) of the other. All Variants have
abandoning a familiar in danger (Resist roll; -2 a maximum range of the mage’s MANA in
penalty; variable number of successes needed, miles.
depending on how long the bond has been in Requirement: 1 hour ritual; two-handed motion;
existence – GM should use discretion). The short incantation
death of his familiar will affect the mage both Visual: Any
physically and emotionally. If the familiar Audio: Any
should happen to die, the mage will lose 1 point Duration: Permanent until the death of either
of MANA, which will be regained at the end of a caster or familiar
week. The reverse is also true if the familiar out- Range: Touch
lives his master. Variants
A mage can only possess one familiar at a Size:
time. He may dissolve the familiar bond by Tiny (up to a squirrel or ferret size) (+0)
recasting the Familiar Link spell successfully. If Small (up to a wildcat size) (+1)
a mage learns a more powerful version of this Medium-sized (up to a dog or badger size)
spell, he may cast the new spell on the same ani- (+2)
mal, replacing it with the new bond. Large (up to a wolf or panther size) (+3)
All theories of magic have access to the Huge (up to a bear or horse size) (+4)
Familiar Link template. Those with only Folk Massive (up to warhawk, elephant, or
Magic and faerie Glamours are excluded, since montuhar size) (+5)
those disciplines are not considered magic theo- Monstrous (up to cavernmouth size) (+6)
ries.
Spell Boost:
When the mage is in physical contact with the
familiar, he may gain a boost to either his
MANA dice or his Arcane Theory skill. In the
case of a simple spell, the bonus is +1 MANA
(the mage gains the extra power, but not the
P
You may also use those requirements to “buy
down” the cost of spells in Anima.
Many practitioners of Primal claim to be able
rimal is much more common in
to see strands connecting rocks, mountains, and
less civilized areas. Many
even dirt. While this might seem to go against
shamans and mystics practice
the basic theories of the Web of Life, the adept in
Primal, and many mages taught in a less formal
Primal sees the world itself as a living entity.
environment possess at least a basic understand-
They see “life” within streams, rocks, and lakes,
ing of the theory. Many magic scholars believe
as well as within plants and animals. This differ-
Primal to be one of the oldest arcane theories.
ent view of the Web allows them to speak to the
Certainly, the art of the Familiar Bond originated
“spirit” of stones and rivers, though certainly
with this theory.
many of these “spirits” do not have much to say.
The asterisks throughout the accompanying
Control Animal (N)
Base DIFF: 1
Animal Types Description: The character can control any one
Every animal spell within the Primal theory animal of a certain type (type must be chosen at
must relate to a specific animal type. These spell creation). If the animal is given a suicidal
types are: command, it gains +2 to its Resist target.
Birds Visual: Appropriate to scale
Mammals Audio: Appropriate to scale
Reptiles and Amphibians Requirements: Single word
Invertebrates Duration: 1 action
Fish Range: 20 yds.
Variants
spells, prayers, and glamours indicate the ability +1 per additional 20 yds.
to change the duration of the spell according to +3 per additional type of animal controlled
the rules indicated in the Arrowflight manual +4 per * of duration
under Spell and Prayer Requirements, page 78. +1 per 10 ft. radius
Enhancement (N)
Base DIFF: 2
Description: Increases a target stat by 1 point.
CARNIVOROUS PLANTS
Drop-Trap Tree
This large tree has several traps camouflaged within its leaves. The roots, branching out across the
ground, have small trigger hairs on them. Directly above these hairs are the traps. When triggered by
the root hairs, the corresponding trap descends, shuts, and draws the victim back up under the leafy
cover with tremendous speed. Once trapped inside, the victim is slowly digested.
Drop-Trap trees can grow fairly large if well fed. Some brigands, brownies, and wood nymphs are
known to use these trees as hideouts or warrens if they know where all the traps are.
Effects: Dodging a falling trap is very difficult; it takes 4 successes on an Athletics roll (if one
knows a trap is coming, it takes only 1 success). Partial success means the victim is caught partway
in and partway out of the trap; the character takes WR2 Crushing damage (Damage Bonus +8) to a
random location (assume 4 successes on this roll, less the character’s dodge roll). It takes less than a
second for the trap to spring. Victims caught inside (or partway in) take 1 point of damage every half-
Puff-Thorn
The Puff-Thorn resembles a spiny mass on a five-foot high stem.At the top of the stalk is a blad-
der-like tuber covered in twelve-inch long,iron-hard spikes.When the Puff-Thorn detects the pres-
ence of prey,the tuber will start to inflate.The fibrous skin expands like an over-filled balloon and
there is an audible intake of air.The inflation takes about 1 round.Then the tuber will explode,send-
ing out a deadly volley of spikes.Anyone foolish enough to remain in a 20 ft.radius risks being
impaled.Any blood that falls to the earth will act as nutrients for the Puff Thorn;as a side effect,it
tears through competing foliage.It will re-grow its thorns within one week.
Typical Puff-Thorn:
AGL 3
Missile Attack:3
STR 2
The plant possesses 5 DP;spikes do WR2 P,area effect of 20 ft.radius.Destroying the plant while
it is inflating will reduce the radius to 10 feet.
Shooter-Plant
This small plant has small bladders all along its vine-like body.
Victims who step on a bladder cause a small dart to shoot up into their
heel. The dart is a potent neurotoxin, causing the victim to fall, as
though dead, on the spot. The victim remains awake and aware, but
cannot move or speak. This drug does not naturally wear off, but there
are herbs that can counter the toxin. While the victim is helpless, the
vines then grow around and root into them, breaking down the body in
a slow and painful process.
Effects: The dart only deals 1 point of damage, but it can cut through
any armor up to a SP4 as though it wasn’t there. Victims must roll
Endurance to resist the toxin; 4 successes are needed. The vines grow
over the victim over the course of 4 hours; from there, the victim will
take 1 point of damage every 10 minutes as they are digested. This
process is VERY painful. A simple Medicine roll with the appropriate
herbs can counter the toxin. Each vine has 15 DP.
Sticky-Leaf
These plants have large tough sticky leaves. Those who brush
against the leaves trigger the trap. These leaves begin to curl over,
sticking to the target again and again. Smaller leaves have been known
to digest a person’s limbs while they struggle; larger ones can even
wrap around a human-sized target and digest it entirely.
The leaves are tough and resist damage. If a person’s arm is trapped
in it, their arm is usually digested to the point where the rest of the person can escape after about 8
hours (typically of excruciating pain). The larger leaves can entirely digest an entire person in about
35 hours. The leaves are not naturally animate; they merely curl when triggered.
Trap-Root
These subtle plants have a deep-growing root, and only a small shrub on the surface. Noticing the
leafy portion of the plant is difficult, but doing so can save one’s life. Their deep roots are bladders
filled with digestive juices; the sides are slippery and very difficult to climb up. There is a trap door,
usually right next to the shrub-portion, that remains covered until weight is placed upon it. Then the
door opens, and the victim falls into the bladder, where he is digested over the course of two days;
victim’s usually drown in the juices before they are digested. These plants often grow around trees
and shrubs with berries or fruit; it will swallow those who come to eat the other plant’s fruit. The trap
resets itself immediately, so victims inside calling for help may have a tough time being heard.
Effects: Takes a successful Awareness check to notice the small shrub, and a successful Wilderness
Skills or Natural Sciences check to recognize the plant for what it is. If a victim falls in, he takes 1
damage every 2 hours; this does not deal a significant amount of damage, but it does sting (and it’s
fairly disgusting, as often the other half-digested victims of the plant are still floating in the goo).
Climbing out without some aid from above (a rope, etc.) requires three successful Climbing checks,
with a –2 penalty on each roll. Failure means the victim falls back in. The “shrub” portion of the trap
has only 5 DP, while the trap portion has 35 DP.
ANIMALS
Some animals in Arrowflight™, especially predators that must compete for resources, are of a
greater size than their real-life counterparts. Wolves, for example, grow to four feet tall at the shoul-
der. Wild rats regularly get up to three-and-a-half feet long, not including the tail. Arctic bears can
grow up to fifteen feet long. Most other animals are of a more commonly recognized size.
Animals are not sentient beings, and do not have the same sort of intelligence as a human, orc, elf,
or faerie. As such, their Intelligence and Perception attributes have been replaced with Cunning.
Cunning shows the animal’s level of abstract reasoning and problem-solving abilities. Cunning skills
include those applicable Perception skills, as well as any “tricks” the animal is taught (a dog might
have the Cunning skill of “Play Dead,” for example). Some highly intelligent animals, such as parrots
and crows, may even develop the ability to understand true language, though they will never be fluent
in any tongue (save their own species-speak). These animals are marked as having the Language skill
at 1, for their mimicry abilities.
Any creature that has an Intelligence and Perception rating instead of a Cunning rating is consid-
ered sentient (though the creature may possess a very low intelligence). Any creature with sentience
is not affected by a spell that affects only animals.
Crab/Lobster
Crabs and lobsters are often hunted for
their meat along the southern shores of
Corvel.
AGL 2
Animal Combat: 4
DEX 1
CUN 2
Awareness: 1
Wilderness Skills: 2
STR 1 Dragonfly
Endurance: 3 These large insects, often a foot or more
WIL 2 in length, are often used as mounts by
Resist: 1 faerie-kind.
MANA 1 AGL 9
SPIRIT 1 Athletics: 3
Claw does WR2 DEX 1
Natural AV 3 CUN 1
WOUNDS 2 Awareness: 5
Wilderness Skills: 4
STR 1
WIL 1
MANA 1
SPIRIT 1
WOUNDS 1
Fish
This covers trout and other fish of simi-
lar size. Larger fish will have a higher Goat (Mountain)
Strength and perhaps additional Wounds. Larger than their domestic cousins,
AGL 5 mountain goats are common game in
Stealth: 3 high mountainous regions.
DEX 0 AGL 5
CUN 2 Animal Combat: 4
Awareness: 4 Stealth: 3
Wilderness Skills: 5 DEX 0
STR 1 CUN 4
Endurance: 5 Awareness: 4
WIL 2 Wilderness Skills: 5
MANA 1 STR 6
SPIRIT 1 Climbing: 5
WOUNDS 2 Endurance: 5
Swimming: 2
WIL 3
MANA 2
SPIRIT 2
Kick does WR1
Ram does WR2 stun
WOUNDS 4
Mouse/Squirrel
Mice and squirrels are often hunted as
small game. Other small rodents will Octopus
have similar attributes. These shy creatures are often hunted for
AGL 5 meat and/or ink.
Stealth: 4 AGL 5 in the water; 3 on land
DEX 0 Animal Combat: 4
CUN 3 DEX 4
Awareness: 7 CUN 4
Wilderness skills: 4 Awareness: 4
STR 1 Stealth: 5
Endurance: 1 Wilderness Skills: 5
Swim: 3 STR 4
WIL 2 Endurance: 3
Resist: 2 WIL 4
MANA 2 Resist: 2
SPIRIT 2 MANA 3
Claws and bite do WR1 SPIRIT 2
WOUNDS 2 Crushing with tentacles will do WR2
stun damage
Beak does WR1
Ink will cloud the water; those caught
will suffer a –2 penalty to their
Awareness skill
WOUNDS 3
Squid Tiger
These aggressive sea creatures are often These jungle cats are not often found in
hunted for meat or ink. Corvel; they are far more common in
AGL 7 Akrindor.
Animal Combat: 4 AGL 6
DEX 2 Athletics: 3
CUN 3 Animal Combat: 5
Awareness: 2 Stealth: 5
Stealth: 4 DEX 0
Wilderness Skills: 4 CUN 6
STR 2 Awareness: 5
Endurance: 2 Wilderness Skills: 4
WIL 2 STR 9
Resist: 1 Climbing: 5
MANA 2 Endurance: 4
SPIRIT 2 Swimming: 5
Beak does WR1 WIL 3
Ink will cloud the water; those caught Resist: 3
will suffer a –2 penalty to their MANA 3
Awareness skill. SPIRIT 2
WOUNDS 2 Bite and claws do WR3
WOUNDS 6
Vulture
Large carrion-eaters; they are sacred to
followers of Tothas, Azoth, and Torahn.
AGL 5 in the air (1 on the ground)
Athletics: 2
Animal Combat: 2
Stealth: 3
DEX 1
CUN 5
Awareness: 6
Wilderness Skills: 5
STR 5
Endurance: 3
WIL 4
Resist: 3
MANA 3
SPIRIT 3
Claws do WR1
Bite does WR2
WOUNDS 3
Suggested Characters
Though the underlying premise of this adventure is about an ancient magical curse, none of the
characters will be playing the priests directly involved. They can be a mix of novice monks, acolytes,
political representatives, militia, and trackers who come from the lands east of the capitol.
Background
Though the wedding is still almost two years away, it was decided to make a formal announcement
of engagement during Dalah Dance to give the Grey populace something to celebrate and to take their
minds off the recent assassination. In the spirit of unity, representatives of Green, Brudic, Aerondel,
Tseraq and, surprisingly, Garkan were given places of honor during the ceremony. During the cere-
mony, a powerful warhawk attacked the proceedings. Though the betrothed were unhurt during the
attack, the nephew of Phillip Wolf Garkan, Edward Wolf Terris, was killed and several of the other
representatives were injured, one so seriously that they are still unsure if she will survive.
The popular myth among the common folk of Greyhelm is that Kilmoorian agents had managed to
acquire and train a large flock of warhawks to disrupt public ceremonies by attacking the participants.
The truth behind the attack was first suggested by a member of the Aerondel delegation, a Dalahist
priest named Padraig Almante, who was injured during the attack. He suggested that a mage had
charmed the Warhawk as his familiar and was actually the one responsible. Though not formally
trained as a witchsmeller, Almante was able to discern that the natural aura of the warhawk had been
disrupted.
Confirmation of the warhawk familiar is made several days later when the Aerondel delegation
returns to Greyhelm with tales of an attack by the mage and his beast. Of larger concern, the attack
took place on the Kings Road before they could reach the port city of Misthorn. The incident – if it
were to recur – could disrupt trade between Greyhelm, Green, Aerondel, and Tseraq; moreover, it
would also interfere with the ferry service from Aerondel to Greyhelm.
Beginning Play
After much discussion, it has been decided that, in addi-
tion to a priest and an acolyte, each nation will provide one
party guard and one specialist. There will also be two
trackers, two archers, one mage, a native of Greyhelm who
knows the territory where the mage has set up his false
barony, and at least one hunter to provide food for the party.
Players may fit into any of these categories.
It has been agreed that the parties will meet in the city of Greyhelm and set off for the confrontation
in two waves. The first will gather supplies for the curse, as well as perform reconnaissance through
the false barony disguised as a merchant caravan to better understand how the mage is operating and
how best to trap and kill the warhawk, if necessary. However, it is the council’s intention to let the
curse break the mage’s hold over the warhawk and have it exact vengeance on behalf of the wronged
nations and the church. The second group, which contains the priests and their guards, will meet up
with the first at a predetermined area some 10 miles south of the false barony. The curse must be
enacted on the night of the new moon.
Gathering Intelligence
Approximately 200 miles northwest of Greyhelm is a major crossroads on the Kings Road. Twenty
miles to the north is the start of the false barony. On the road to Misthorn, there will be many fearful
tales of the false baron and his warhawk. Several merchant caravans will show visible signs of being
physically attacked by something large and feral. There will also be rumors that the evil mage has
started advertising for mercenaries to help define and defend the borders of his new “kingdom”. If the
players ask, they will hear tell that the mage uses magic and his warhawk to keep uprisings at bay by
taking hostages and killing innocent bystanders. There will also be more fantastic tales; that the
warhawk has had its feathers magically enchanted to repel any pointed or sharp objects, or that the
warhawk has magical abilities and can cast spells.
Gulf of Tseraq
Epilogue
Upon searching the house in the castle, the players will find many interesting things, the most
important item being the Journal of August DeQuincy. In it they will find evidence of a long deterio-
ration of his mental state.
Apparently, several years before, DeQuincy had encountered Lady Elsbeth Grey and fallen instantly
in love with her, even though she was still only eleven years old. He had then dedicated himself to
becoming a powerful mage so that he could establish a barony. He believed that by doing so, he
would have enough of a title for her to seriously consider his suit. In order to help with his cause, he
had traveled to Sigel with the intention of gaining a warhawk as a familiar.
During the course of his travels, he developed the habit of using the Familiar Link spell on anything
that would help him at the moment. Through some tragic circumstances, his first two familiars, a fer-
ret and a raven, were killed. This drove him further into madness and, from there on out, when he
found a “better” familiar, he developed the habit of killing his old one rather than dismissing it.
Eventually the accumulated drain in his psyche caused him to lose what little humanity he had left.
By the time he encountered the warhawk, he felt no compulsion against killing the elf that had raised
it from a hatchling. In its state of shock, the warhawk was easily controlled by DeQuincy.
Upon his return to Greyhelm, DeQuincy spent several months searching for the place where he
could best set up his barony. When he found the abandoned castle, in conjunction with the proximity
to the king’s road on a major trade route, he began to renovate the house to accommodate himself and
his bride to be.
When her father, the Duke, was killed his writings indicated he had immediately gone to Greyhelm,