Vous êtes sur la page 1sur 146

Jacob Cook (Order #20899530)


Aysle Sourcebook Team Original Logo Design: Tom Tomita
Design and Writing: Greg Nagler, Dominick Revised & Expanded Developers: Eric Gibson, Jim
Riesland, and Darrell Hayhurst Ogle, Gareth Michael Skarka, Nikola Vrtis, Stephen
Marsh, Talon Dunning
Additional Design and Contributions: Deanna
Gilbert, Kevin Elmore, Dave Haynes, Shane Original Aysle Design: Greg Farshtey, Greg Gorden,
Hensley, Markus Plötz, Jay Rutley, Nathan Smith Paul Murphy, Bill Slavicsek, Jonatha Ariadne Caspian,
Michael Nystul.
Editing: Ron Blessing
Art Direction: Aaron Acevedo Torg Eternity Design Team
Writing and Design: Shane Lacy Hensley, Darrell
Layout: Aaron Acevedo and Darrell Hayhurst
Hayhurst, Markus Plötz, Deanna Gilbert, Ross Watson
Graphic Design: Aaron Acevedo, Jason Engle
Contributors: Greg Gorden, Jim Ogle, Steve Kenson,
Playtesting: Leamon Crafton, Jr., Chris Dugdale, Ed Stark, George Strayton, Henry Lopez, Aaron Pavao,
Crystal Elmore, Lisa Felton, Sam Frazier II, Steve Angus Abranson, Steven Marsh, Patrick Kapera, Bill
Goucher, Brendon Hays, Joseph Jones, Elle Lusina, Keyes, John Terra, James Knevitt, Jonathan Thompson,
Brad Mongar, John Pearce, Chris Plotts, Jacob Andy Vetromile, Joseph Wolf, Jasyn Jones
Ratliff, Robert Schneider, John Thompson, Martin Art Director: Aaron Acevedo
Wallace Graphic Design: Aaron Acevedo, Jason Engle
Cover: Aaron Riley Playtesting: Jimmy Macias, Michael Conn, Damien
Interior Illustrations: Chris Bivins, Dennis Coltice, Michael Mingers, Michelle Hensley, Ron
Blessing, Veronica Blessing, Tracy Sizemore, Golda
Darmody, Talon Dunning, Bien Flores, Ross
Lloyd, Andrew Harvey, Dale Davies, Ed Rugolo, Scott
Grams, Gunship Revolution, Alida Saxon, Scott
Walker, Darrell Brooks, Melvin Willis, James Dawsey,
Schomberg, Steve Wood
Brad Rogers, Jamal Hassan, Jeremy Dawsey
Special Thanks: Kevin Elroy, Scott Shupe
Torg, The Possibility Wars, and all unique characters,
Original Design Team concepts, locations, and creatures are trademarks and / or
Mythos and Game Design: Greg Gorden, Bill copyrights of Ulisses Spiele. All rights reserved.
Slavicsek, & Douglas Kaufman, with Ed Stark, Greg
Farshtey, Stan!, Brian Schomburg, Christopher Kubasik,
Ray Winninger, and Paul Murphy
Additional Concepts and Playtesting: Daniel Scott
Palter, Denise Palter, Jonatha Ariadne Caspian, Michael
Stern, Richard Hawran, C.J. Tramontana, Martin Wixted
Technical Assistance: Dr. Michael Fortner, Dr. George
Exner

1
Jacob Cook (Order #20899530)
WELCOME TO AYSLE 4 UTHORION AND THE DREAD
COVENANT94
ONE YEAR LATER… 6 Personality Profile���������������������������������������������������� 94
Basics of Aysle����������������������������������������������������� 6 Relations with Other High Lords ������������������������� 96
The State of the war�������������������������������������������� 7 The Dark One’s Rule����������������������������������������������� 98
Core Earth’s Response��������������������������������������� 8 Drakacanus the Dark Crown�������������������������������� 100
Year 1 Major Timeline Events��������������������������� 9 Stelae ����������������������������������������������������������������������� 101
The Dread Covenant��������������������������������������������� 102
STORM KNIGHTS 10 The Abomination Engines ����������������������������������� 108
New Perks ��������������������������������������������������������� 10 The Mad Duke�������������������������������������������������������� 109

MAGIC20 THE DELPHI COUNCIL 110


Magic Skills ������������������������������������������������������� 20 The Aysle Agenda�������������������������������������������������� 110
Arcane Knowledges������������������������������������������ 21 Council Personnel�������������������������������������������������� 112
Spell Lists ���������������������������������������������������������� 23 Resources����������������������������������������������������������������� 114
Spell Descriptions��������������������������������������������� 24 Ongoing Operations ��������������������������������������������� 116
Cantrips ������������������������������������������������������������� 36
ADVENTURE TOOLS 118
MIRACLES38 Designing Missions����������������������������������������������� 118
The Five Pantheons ������������������������������������������ 38 Theme Mixing�������������������������������������������������������� 119
Miracle Lists������������������������������������������������������ 42 Expanded Magical Treasure Table ��������������������� 121
Miracle Descriptions���������������������������������������� 43 Other Adventure Tools����������������������������������������� 126

GEAR48 THREATS128
Magic and holy Items��������������������������������������� 48 Gospog of Aysle����������������������������������������������������� 128
Aysle Possibility Energy ��������������������������������� 63 Creatures����������������������������������������������������������������� 131

WARZONES64 ETERNITY SHARDS 142


The Kingdom ���������������������������������������������������� 65
Elfame, the Emerald Isle ��������������������������������� 72 INDEX144
Norden, Domain of the Vikings��������������������� 77
The Storm Islands��������������������������������������������� 80
The Land Between�������������������������������������������� 82

REALITY84
Aysle Axioms���������������������������������������������������� 84
World Laws������������������������������������������������������� 87

2
Jacob Cook (Order #20899530)
3
Jacob Cook (Order #20899530)
T
he billboard on the road to Dover read: “Last
Chance Before France.” A weathered picture
of a perfectly constructed burger dominated
the scene. It hemorrhaged onions, pickles, cheese,
and two greasy beef patties, and it must have
seemed irresistible judging by the horse-sized bite
WELCOME TO marks on the right side of the advertisement. The
three companions stared at it for a minute or so,
before the smallest of them broke the silence.

“Why, in all the lands above and below, would


this thing remain, when every bit of landscape
from here to London is of our home instead?”
Tworek, a dwarf clad in dragon armor, always
found the oddities that resisted transformation to
be fascinating. It made sense when churches and
old, storied things remained, when everything else
AYSLE
surrendered to an invading reality, but a Burger
Barn sign? Ridiculous.

“Reality Storms are forces of proto-nature, Tworek,


they don’t follow patterns or any recognizable
algorithm. They are the most truly random thing
you can encounter...aside from the construction
schedule on the M25,” Marcus replied, despite
being as transfixed with the billboard as his
companions. It dawned on him that if a beast is
hungry enough to feast on metal and plywood, it
would jump at the chance to dine on a human, a
dwarf, and an elf like patties mashed between two
sesame seed buns—no catchy jingle needed.

“You’re making up words again,” Tworek argued.


“Reality storms are not natural at all, and rhythm
is for bards!”

Rose was silent. She did not care for Tworek’s


ill-conceived attempt at humor, nor would she be
drawn into a debate on the complexities of reality
manipulation. Rose Allain, Warden of the Wild, elf
maiden, was in no mood for conversation.

Marcus, paladin of Dunad, carefully analyzed the


damage. By the approximate width and curvature
of the jaws he couldn’t match the creature with
anything he had ever encountered in Aysle. A faint
memory of paper and dice materialized. A Gorger,
he thought, page 50 in the Bestiary. Or maybe just
something from the Living Land that materialized here
by mistake…

4
Jacob Cook (Order #20899530)
Before them lay a terrible gash in the earth. Hewn challenges my new reality has offered me. After
open from below and measuring almost a hundred that day I probably won’t care.”
meters from east to west. It was not of the Ayslish “That depends on how long the digestive process
reality, nor of Earth’s.  There was a faint, artificial turns out to be.” Rose seldom failed to point out
glow from within. Veins of banded metal expanded the glaring flaw in anyone’s gross optimism. She
haphazardly from the crevasse in all directions. turned to Tworek and calmly inquired, “Will you
The reality down below was trying to get out, be able to manage to get us around down there? It
testing the resilience of the native defenses slowly reeks of toxic mechanisms and tainted magic.”
and carefully. It was an insidious force, patiently
waiting for its opportunity to escape and spread. “I’ve been through the lands of the Cyberpope
before,” Tworek boasted to her companions, “and
“I went through the Eurotunnel many times,” handled those abominations as well as any lurk
Marcus said sadly, “before the invasion. I was or troll. I can navigate any under-land, lined with
fascinated by it as a boy—racing through at 150 metal, stone, or dirt with just my nose. We’ll make
kilometers an hour—but growing up, the trip it through, nothing can stop us.”
became ordinary, even monotonous. I spent my
time working on the train. Well, it will surely be “Good, Viola awaits on the other end, and her
more exciting this time.” message warned of dire consequences if we fail to
arrive at the appointed time,” Rose said flatly.
“You remember your life, before the
transformation?” Rose was curious about how “On the other end there’ll be biomechanical
transformation affected people. The idea of going gargoyles, knights with carbon-fiber reinforced
through it terrified her. She shuddered at the ceramic armor, troopers with enhanced
thought of being ripped to pieces, like a child thermographic cyber eyes, drones with heat
shredding paper in a tantrum, and then being seeking micro-missiles, remotely slaved zealots,
glued back together molecule by molecule. The implanted with white phosphorus explosives who
components were there, but you were not the same. are willing to immolate themselves for the chance
to burn heretics alive for the glory of the GodNet,
“Sometimes,” Marcus replied, “especially when and it will all be connected together by a network
I am presented with something from my past. of wireless relays that can deliver the news of our
I believe many of my memories to be Ayslish arrival to an artificial intelligence with a multiphasic
versions of what truly happened.” quantum processor—all in real-time.” Marcus
listed off the perils of the Cyberpapacy rapidly,
“I don’t think I could stand having been one reciting them off like they were the ingredients of
person and then forced to become another,” a favorite recipe or episodes of a beloved television
Tworek added, “how do ya manage it?” show. “But what I’m more worried about is what’s
“Actually, it doesn’t bother me,” Marcus in between here and there.”
whimsically stated, craning his neck to get a better “I agree,” Rose sighed, stringing her bow for the
look at the gash that led into the Eurotunnel. “I like descent into the Eurotunnel.
my new life. Every day is a new adventure, and I
still have coffee.” “Thank you,” Marcus acknowledged, momentarily
satisfied that his efforts and predictions were being
“Most days something new tries to eat ya,” appreciated.
Tworek reminded him. Being consumed was an “Not with you, Marcus,” she quipped, “with
occupational hazard of a Storm Knight. Tworek. You’re making up words again…”
“True, but it’s very affirming when I manage Without another sound, the companions crept into
not to be devoured,” Marcus responded, with the massive tear in the land, once again infiltrating
renewed confidence, “and until the day I become an alien reality, bracing themselves for the legion
part of some beast’s diet, I choose to embrace the of dangers ahead.

5
Jacob Cook (Order #20899530)
I
n a time not far off—tomorrow, next week, or
beyond—the world as we know it began to end.
Great Britain, Finland, Norway, and Sweden
are covered by a cosm of magic and ruled by a dark
lord.

BASICS OF AYSLE
The realm Aysle is a reflection of high fantasy, a
world where dragons take flight, giants move
ONE YEAR mountains, and strangers from another land
emerge from underground as both allies and foes.

LATER… Aysle is the kind of cosm where the call to


adventure sounds from every dark hole in the
ground—where sinister creatures and fabulous
treasures lurk, waiting to be discovered. It is
a place where “because a wizard did it” is a
legitimate explanation for anything from changing
weather to a minor character changing in name
and appearance between game sessions.
Magic is strong here, and partially because of
that, the denizens of Aysle don’t look beyond the
surface for explanations. Most people just do what
they’re told and try to get by. Those who don’t are
labeled “adventurers,” out for gold, glory, or just
trying to make something right.
A major crux of life in Aysle is the eternal struggle
between Darkness and Light. These are more
than vague philosophical ideas, they are practical
everyday phenomena as immediate as hot and
cold or day and night. Those who are inclined to
Darkness need no other motivation to do harm—
the dark empowers and emboldens them to do their
worst. Likewise those who strive for the Light rise
to protect others and become paragons of honor,
dignity, and fairness.
Where a Core Earther might see shades of gray,
in Aysle there is only the intention and the effect.
Darkness bullies, manipulates, and pillages. Light
opposes Darkness, and it’s as simple as that. If
it gets more complex, say bullying a creature of
Darkness to keep it away from an innocent person,
it becomes neither.
Uthorion is the self-styled Lord of Darkness, and
many creatures of Darkness owe him allegiance—
but not all. A rare few even oppose him directly for
their own ends.

6
Jacob Cook (Order #20899530)
THE STATE OF THE WAR to strengthen his control over the Northern seas.
Unfortunately the island was remote enough that
Uthorion’s initial invasion went extremely well. no tunnels from the Underground reached it during
The ritual he used to connect the cavernous the initial invasion, and every attempt to extend
Underground to Core Earth gave him his reach there has been thoroughly rebuffed. The
unprecedented reach, like having hundreds of waters to the north of Ireland remain Mixed Zones,
maelstrom bridges touching down all across his which has given powerful Core Earth warships
proposed realm. The ritual consumed the majority free reign to hunt his sea-monsters and obliterate
of his resources on Aysle, from the time the Gaunt any Viking fleet foolish enough to raid or attempt
Man proposed this ambitious invasion until the to extend his domain.
day it launched, and so it’s unlikely Uthorion can
If Iceland remaining free is an irritation, the
repeat this feat again.
situation in Northern Russia is an outright
After his initial success Uthorion concentrated on catastrophe. The Tharkoldu were only supposed
tightening his grip on areas he held, pushing for to press as far North as St. Petersburg—the rest of
energy rich Dominant Zones as he expanded to Northern Russia as far East as the Urals was to be
the edges of what the different High Lords agreed Uthorion’s domain. That region is now covered by
upon as “their” territories. With two exceptions the “Blasted Land,” fallout from the initial breached
he’s taken everything he was allowed, but those maelstrom bridge in Moscow, creating an unstable
two exceptions are both extremely grating to the Mixed Zone which is both costly to conquer and
Dark Lord. yields comparatively little energy for the
The first exception is Iceland. The population effort involved.
there isn’t dense enough to make this a major
objective, but it’s a key location for stela placement,

7
Jacob Cook (Order #20899530)
Uthorion is seething at this turn of events. He was by the storm itself. The battle raging on Core Earth
hoping to force the technodemons to clean up their has brought in a fresh wave of these Storm Knights
own mess and then cede the stela sites to him, but in unprecedented numbers.
the fracture in their own forces leaves him no true The majority of external resistance comes from the
resort other than backing one of the sides—all of navies of the invaded powers. The British fleet is
whom he hates. especially active and has wrought havoc in Aysle’s
This left Uthorion to bide his time and consolidate Mixed Zones and on any castle near the west coast
his considerable holdings. His lands are riddled of Ireland. Even dragons have learned to give
with untaken hardpoints, but he’s looking instead modern warships a wide berth without cover from
for an excuse to delve into Europe and capture a storm or other magic to even the odds. Iceland
the massive energy waiting there unpillaged. and uncontrolled portions of Finland and Russia
Unfortunately that region is set aside for the in the North have become the ports for these ships,
Cyberpapacy, and he can’t move upon it without although some range as far as Canada for supplies.
jeopardizing the entire High Lord alliance. He’s Within occupied territory the main objective
launched exploratory raids into Germany and is holding hardpoints, which keep the vastly
Poland, much to the Cyberpope’s dismay. Europe superior modern weaponry of the defenders
is bracing for a full invasion, little knowing such a functional enough to fend off Uthorion’s hordes.
strike would shatter the crumbling truce between The dwarves, elves, and humans from Lady Pella
the invaders. Ardinay’s expeditionary force have been accepted
To both Core Earth and the nearby reality raiders, by the defenders, and now most hardpoints have a
Uthorion seems like a beast straining against his mixed force of Core Earth and Ayslish defenders.
bonds, and it’s only a matter of time before his Ardinay has positioned herself as the loudest
patience runs out and a new wave of chaos hits the voice from free Aysle and speaks for all the affected
region. nations within the Delphi Council. A member of
an Earthly monarchy might challenge her position
eventually, but all the royal families have been
CORE EARTH’S RESPONSE thrown into chaos and confusion by the war.
The initial invasion effectively wiped Ireland, Just having the right blood isn’t enough during
Great Britain, Norway, and Sweden from the a fight for survival, only royalty with military or
map, but forces remain viable inside each nation. diplomatic prowess gain any traction with the
The transforming Social Axiom has brought the population, and almost every family has had some
monarchies of each nation back into the forefront. form of succession crisis in the last year.
The various Parliaments still exist but are widely In Europe, NATO and the provisional alliance
ignored by people inside the realm. Monarchies centered in Germany is preparing for an invasion
make sense to the transformed citizens and allow that may never come. Significant effort is going
portions of the population to keep fighting for their into defenses along the coastline. Watch groups
homeland, rather than embracing the invaders as of spelunkers check caverns daily looking for
happens in most other realms. secret stela projects, and most major cities have
The term “Storm Knight” was coined in Aysle mandatory periods of silence, so listening posts can
over a century ago and has become common detect any tunneling happening below the surface.
parlance across all the realms invading Core Meanwhile, the Cyberpapacy hasn’t been getting
Earth now. It originally applied to the self-made as much attention, thanks to its non-aggressive
adventurers who rose up in the chaos of High stance and anti-invasion posturing. The Cyberpope
Lord Uthorion’s original assault. This new breed has gone as far as offering assistance against the
of heroes weren’t given their weapons or magic by Ayslish marauders, which so far every nation in
any lord, but rather they were seemingly anointed Europe has politely but firmly declined.

8
Jacob Cook (Order #20899530)
YEAR 1 MAJOR TIMELINE EVENTS
Day 1: Earthquakes shake the British Isles and Day 73: Corsairs arrive across the Oslo maelstrom
northern Europe as Uthorion invades from the bridge.
cosm of Aysle, merging the Underground with Day 82: Dragons amass on the Shetland Islands.
the Land Between. A maelstrom bridge crashes
into Liverpool from the sky and forms the Dark Day 88: Agents of Uthorion attempt to assassinate
Fortress. Lady Ardinay while she is in London for a
conference.
Day 3: Uthorion razes Oslo.
Day 97: First attack of the Clankers.
Day 6: Lurks destroy Parliament in London with
underground explosives, killing many British Day 109: Druidic order forms at Stonehenge.
leaders and representatives. Day 115: Refugees flee into the Sherwood Forest.
Day 8: Tolywn returns and frees Ardinay from Day 119: Asheengara, the Great Metal Death, an
Uthorion’s possession. Elder dragon claims the ruins of Belfast as its lair,
Day 9: British MP Crawley and the Mayor of and begins to amass a force of dragons and drakes.
London, Ram Smith Singh form provisional Day 129: Last hardpoint in Glasgow, Scotland
government. destroyed as the forces of Darkness recapture the
Day 10: Aysle expands into Scotland. city.
Day 11: A massive giant attacks Big Ben. Day 135: Tharkoldu begin settling in the
Cyberpapacy Mixed Zone along the English
Day 14: Vikings kill a dragon near Trondheim, Channel.
Norway.
Day 147: Large amount of elves leave Ardinay’s
Day 18: Follafos, Norway found covered in webs. forces and relocate to Ireland.
No humans or wildlife is present.
Day 160: Fianna resistance group forms and
Day 21: British Royal Family reported as evacuated begins attacks on the Dark forces near Dublin.
from invaded territory.
Day 172: First “gloomstorm” ravages northern
Day 22: London hardpoint threatened by a huge Scandinavia.
army of lurks and other creatures.
Day 181: Karreardarr, the last dwarven stronghold
Day 24: Ardinay and Tolwyn arrive on Earth with in the Land Between falls.
allies and defeat the army attacking London.
Day 192: Karreardarr survivors appear near
Day 25: Belfast, Ireland is sacked by giants and Glasgow, and aid the Earthers in retaking the city.
Vikings.
Day 221: Invasion of Iceland repelled.
Day 29: Ardinay joins the Delphi Council.
Day 254: Wardens begin constructing a fortress on
Day 33: Ardinay and Tolwyn relieve Siege of Arderin peak.
Oxford.
Day 300: First hunt of the Cavalcade on Ireland.
Day 47: Confusion over status of most of the
British Royal Family. Day 305: Nightmare tree planted at Céide Fields,
in Ireland.
Day 60: Prince Edward leads British troops to
several victories defending London hardpoint. Day 366: A candlelight vigil is held in major cities
across the globe to mark the one-year anniversary
Day 65: Giants begin taking over large areas of of the Possibility Wars’ start.
Scandinavia.

9
Jacob Cook (Order #20899530)
S
torm Knights questing in the fields and

STORM KNIGHTS
catacombs of Aysle have new options for
spending Experience Points (XP).

NEW PERKS
The new Perks below include those for races
native to Aysle who have traveled to Core Earth in
numbers, magic, and those associated with Light
and Darkness—two primeval forces of morality
woven into the very fabric of Aysle’s reality.
If a Perk lists Beta Clearance as a prerequisite
it may only be taken once the Storm Knight has
achieved that clearance level (50 XPs) or greater.
When a Perk boosts an attribute it counts exactly
the same as if the gain were purchased by XPs. If
the Perk is lost due to transformation or a crisis
of morality, so is the attribute gain. The standard
ceiling for a race’s attribute remains unchanged
unless the Perk specifically increases it.

Marcus Newman is a stringent follower of


the Path of Light, so he takes the Perk at Beta
Clearance which increases his 10 Spirit to 11.
As a human he still has a maximum Spirit of
13, and so he spends 24 XPs to increase his
Spirit to 12. Later, Marcus falls to temptation
and gains a Darkness Perk, and now all the
benefits from Light Category Perks are lost.
His Spirit drops back down to 11. He could
spend another 24 XPs to increase it to 12 again,
but there’s no known way to reclaim the Perk
(and the +1 bonus) and return to the Light.
Some Ayslish Perks refer to auspicious conditions
when the character was born. A character may only
purchase one “Born to...” Perk, because the portents
don’t overlap. Transformed characters may still be
“Born to...” something in Aysle, and such Perks
may be purchased later as the character’s nature is
revealed.
When Light Perks are canceled by a Darkness
Perk, the character still possesses the Perks, and
they still count towards the cost of new Perks—
they just provide no benefits. They are present for
effects that allow others to share Light Perks. If
this seems harsh—it is! That’s the heavy price of
corruption for those who once basked in the Light.

10
Jacob Cook (Order #20899530)
DWARF Runemaker
Cosm: Aysle  Prereq: Dwarf, at least two adds in scholar
and two adds in language: dwarven runes
The stout dwarves of Aysle continue their
quest for vengeance and an honorable death as Some dwarves know a secret, ancient language of
a race. Although their situation is no less dire, symbolic runes imbued with arcane power. There
the infectious hope of Core Earth has served as a is no spoken equivalent, but those who learn runes
reprieve and allowed pockets of dwarves to thrive may carve them into stones or metal to bring out
and recover parts of their culture and technology their properties.
thought lost. Some of these pockets are fractious, Most runes are usually cast on small, flat stones
but no dwarf is willing to fight with another while and broken to release their power. It takes one
Uthorion still lives. action to carve a rune on a stone. This is a casting
Dwarf characters may take any of the Perks below. action, and uses the language: dwarven runes skill for
Dwarf Perks do require Aysle as the hero’s Cosm, the test. Carving may be done outside of combat,
so transformed dwarves lose the connection to the presetting the available runes.
magic and their culture that gives power to such Another action is used to throw or break the stone
abilities. and unleash its magic. This action uses the missile
weapons skill, and has a Range of 5/10/15. The stone
Strength of Stone detonates on impact as long as it hits some sort of
• Prereq: Beta Clearance, Dwarf, Strength 10+ solid surface. A runemaker carries one blank stone
The dwarf takes on the appearance and hardness for each rune he knows (see below) and can make
of stone. Gain +1 Strength. new stones with an hour of time and access to tools
and rock.
Godsbane A permanent rune may be carved into any item
• Prereq: Dwarf, Forsaken made of stone, metal, or bone. The process takes an
Long ago the gods walked away from the dwarves, hour, and once finished it remains until the item is
or perhaps it was the other way around. Some destroyed. A runed item has the power described,
dwarves regret this schism and blame it for the and the power may be activated or deactivated as
sorry state of their race, but others either believe the a free action without any kind of test. Runemakers
“gods” are to blame for their current predicament may use the item or give it to an ally. A runed item
or are too stubborn to change their ways. has a Magic Axiom of 14.

The latter train as a special kind of anti-cleric Choose any three of the runes below. Runes
known among the dwarves as Godsbanes. Anyone channel the dwarf’s own magical energy, so they
who casts a Miracle targeting the dwarf—friend may have no more than three runes in existence at
or foe—suffers backlash whether the test succeeds any one time—including permanent runes. If more
or not. If the miracle also fails, the caster suffers are carved, the additional stones have no magical
backlash again normally. “spark“ and simply fail to work.
Extra Runes: This Perk may be taken more than
Godscourge once. Each time after the first, the dwarf learns
• Prereq: Beta Clearance, Dwarf, Godsbane, a new rune but is still limited to only three in
three or more adds in willpower existence at once.
This dwarf takes resisting the influence of the • Fire: On impact this rune bathes everything
gods to a new height. Whenever targeted by a in a Small Blast radius in flames that deal 16
miracle or Faith Perk effect the test becomes a damage to the least armored portion of a
contest instead of a test, with the dwarf getting a target. A Good hit gains +1 BD damage, while
minimum +1 bonus. Destiny cards may be played, an Outstanding hit gains +2 BD damage.
and Possibilities spent on this contest. Permanent: A weapon (or its ammunition) is

11
Jacob Cook (Order #20899530)
ablaze and gains a +1 bonus to damage. Armor placed on Armor or an item this rune grants
gains a +5 bonus against any fire-based attack. stealth tests a +2 bonus.
• Stone: Targets on the ground in a Small Blast Other runes may exist for a crafty dwarf to
radius are held in place by tendrils of stone, rediscover.
and cannot move but still may take actions.
A standard Strength test, or 10 damage to the DARKNESS
tendrils or the captive frees her. This test is a
simple action for the target, or an action for an Cosm: Aysle
ally. A Good hit also Stymies the target until Darkness (page 88) grants gifts of its own.
freed, and an Outstanding hit adds both Stymied Darkness Perks are related to the Law of Eternal
and Vulnerable. Permanent: On a weapon, the Corruption of Orrorsh, and draw extra power from
weapon gains the Stagger trait (Stymies on a it. Due to that connection, the taint of Darkness
hit). Armor or shields gain a +1 bonus. draws heroes inexorably towards an evil fate. A
• Light: A burst of light blinds all creatures hero may have up to three Darkness Perks before
within a Medium Blast radius. Each target succumbing to the lure of temptation. If a fourth is
chooses whether to become Stymied or ever acquired the character crosses one moral line
Vulnerable. On a Good hit it increases to too many and becomes a Stormer controlled by the
Very Stymied or Very Vulnerable, and an GM.
Outstanding hit allows the caster to choose It’s possible—usually in special adventures—to
instead of the target. Permanent: Items of acquire a Darkness Perk without spending XPs.
any kind glow. Weapons deal +2 damage to Such cases require the player to make a dark
creatures of supernatural evil, and armor gains choice in return for gaining power. The Perk does
a +2 bonus against them. still count against the total number of Perks for
• Magic: Each target within a Small Blast radius purchasing new ones.
regains 1BD of Shock and eliminates two levels
of Stymied or Vulnerable conditions. Anything Born to Darkness
but a Mishap “hits” for full effects. Permanent: • Prereq: Spirit 8+
An item carrying this rune affects intangible The character may take six Darkness Perks instead
spirits and foes, and Armor ignores 2 points of of three (including this one) before succumbing to
Armor Piercing. Darkness forever.
• Wind: Pushes all targets within a Small Blast
radius, with a Strength 10 or less, 5 meters away Blood Magic
from a central point. A Good hit affects foes  Prereq: Spellcaster
with Strength 12 or less, and an Outstanding The caster may use a knife or other bladed weapon
hit affects Strength 14 or less. Any affected to suffer one or more Wounds (which cannot be
target is Stymied. Those who are pushed into Soaked) as part of casting a spell. The casting test
a perilous location may make a Dexterity test as is enhanced depending on how many Wounds the
a free action to prevent it. Permanent: Placed mage inflicts:
on a weapon the attack becomes Favored. On • One Wound: The casting test is Favored.
Armor any Fatigue result on the Conflict line • Two Wounds: The casting test is Favored and
deals 1 less Shock. has an additional +4 bonus that stacks with all
• Dark: Breaking this rune fills a space bonuses.
approximately 20 meters across with darkness • Three Wounds: The casting test is Favored
(a –4 penalty) for one minute. Light sources and Up.
don’t affect the darkness, but various forms Wounds inflicted in this fashion may not be healed
of Darkvision (including that possessed by by any means other than natural healing.
dwarves) function normally. Permanent: When

12
Jacob Cook (Order #20899530)
Many elves have a special way with the simple creatures of Earth and Aysle.

Cunning of Darkness or Very Vulnerable opponent. The assassin gains


• Prereq: Beta Clearance, Mind 8+ an extra +1BD damage against a Flat-Footed or
The character’s Mind attribute increases +1. Vulnerable foe.

Necromancer ELF
• Prereq: Aysle, three or more spells from the Cosms: Aysle
Necromancy list and no spells that don’t appear
on that list. Elves are an increasingly common sight in Core
Earth, in part because so many marched with Pella
Gain two more spells from the Necromancy list. Ardinay, and in part due to the pull of Elfhame
In addition, any undead creature summoned (page 72). Guilt brought the elves to Earth, but
or created by the caster gains a +1 bonus to its once here most forgot the dire situation of Aysle
Toughness and its attacks deal +1 damage. and lost themselves in the bright trees and strange
If the spellcaster learns any spells other than on songs of the new world. There is infighting among
the Necromancy Magic list, he loses the damage the elves, and those who remain true to the Army
and Toughness bonus to Summoned undead. of Light fear that as more elves lose their way and
“Go Fae” they’ll bring about yet another cataclysm.
Shadow Assassin Elven characters may take any of the Perks below.
 Prereq: Beta Clearance, Shadow Step Elf Perks require Aysle as the hero’s Cosm, so
Blades striking from the dark are especially deadly. transformed elves lose the connection to magic and
Any powers or effects triggered by a Flat Footed their culture that grants these abilities.
opponent now also trigger against a Vulnerable

13
Jacob Cook (Order #20899530)
Beast Friend • Armor: Scaly hide +1.
• Prereq: Elf, Charisma 8+ • Bite/Claws: Strength +2 (9).
• Fire Breath: The drake may spit fire, dealing
Beast riding becomes Favored. In addition, the elf
Damage 12 to a Small Blast radius. The attack
can exchange “favors” with animals—Mind 5 or
uses missile weapons to hit, and may not be used
less. Feeding a creature might be a fair exchange
again for another minute. Range 5/10/15.
for carrying a message or retrieving a nearby
• Small: Attacks against the drake suffer a –2
object. Freeing a creature from a cage or trap could
penalty due to its small size.
be worth a ride or creating a temporary distraction,
• Wings: Move 10 in the air.
GM’s call.
Drake Handler
Drake Friend • Prereq: Drake Friend
• Prereq: Beast Friend
The drake friend’s companion grows to its
Dragons and their kin, regardless of size, are not intermediate size. If the creature perishes, a new
the friendliest of creatures, but the elf has managed drake of similar size is attracted by the empty bond
to bond with such a creature while it is still small. in the same way as a smaller one. Maturing drakes
The player controls the young drake in the same aren’t large enough to ride—yet.
manner as other animal companions (see Torg
Eternity). Possibilities and Destiny cards may MATURING DRAKE
be spent on behalf of the drake, even when the
Attributes: Charisma 6, Dexterity 10, Mind 5,
character isn’t physically present. Bonding grants
Spirit 8, Strength 10
the character a special “way” with drakes, and if
Skills: Dodge 11, find 7, intimidation 9, maneuver
the creature perishes, a new companion seeks the
11, missile weapons 12, stealth 11, trick 7,
character out within a week inside Aysle. Drakes
unarmed combat 12
are notoriously jealous, so only one bond is possible
Move: 10; Tough: 12 (2); Shock: 8; Wounds: 2
at a time.
Perks: —
Young drakes have wings and a limited ability to Possibilities: Never
breath fire. They can’t speak, but they are clever Special Abilities:
animals and seem to understand most speech • Armor: Scaly hide +2.
directed at them. Their small size makes them • Bite/Claws: Strength +2 (12).
fragile, so while they are useful combatants and • Fire Breath: The drake may spit fire, dealing
distractions, a wise drake friend prioritizes the Damage 14 to a Small Blast radius. The attack
creature’s safety above all. Drakes don’t have uses missile weapons to hit, and may not be used
hands, but can carry small objects with their rear again for another minute. Range 5/10/15.
claws. It takes one to two years for a young drake • Wings: Move 10 in the air.
to mature into a beast large enough to ride.
Drake Rider
YOUNG DRAKE • Prereq: Beta Clearance, Drake Handler
The elf’s drake companion has fully matured and
Attributes: Charisma 6, Dexterity 10, Mind 5,
is now large enough to ride! Such a beast attracts
Spirit 8, Strength 7
much more attention, but is also tougher and able
Skills: Dodge 11, find 7, intimidation 9, maneuver
to withstand more punishment. If the drake falls,
11, missile weapons 11, stealth 11, trick 7,
the rider encounters and bonds with another fully
unarmed combat 11
grown drake within a week of traveling Aysle.
Move: 10; Tough: 8 (1); Shock: 8; Wounds: 1
Perks: — When mounted on his drake, if the elf is reality-
Possibilities: Never rated, he may attempt to Soak damage done to
Special Abilities: their mounts.

14
Jacob Cook (Order #20899530)
DRAKE • Bite/Claws: Strength +2 (13).
• Spirit Form: Once a turn as a simple action the
Attributes: Charisma 6, Dexterity 10, Mind 5,
wolf may switch to either its normal corporeal
Spirit 8, Strength 13
form or a spirit able to pass through walls and
Skills: Dodge 11, find 7, intimidation 12, maneuver
unable to affect the material world.
11, missile weapons 12, stealth 11, trick 7,
unarmed combat 12 Triple Shot
Move: 10; Tough: 16 (3); Shock: 10; Wounds: 3 • Prereq: Three or more adds in missile weapons,
Perks: — Elven Archer
Possibilities: Never
The archer may do a Short Burst with his bow,
Special Abilities:
which requires 3 arrows per target.
• Armor: Scaly hide +3.
• Bite/Claws: Strength +2 (15).
• Fire Breath: The drake may spit fire, dealing FAITH
Damage 16 to a Small Blast radius. The attack
Cosms: Aysle, Core Earth, Cyberpapacy, Living
uses missile weapons to hit, and may not be used
Land, Nile Empire, Orrorsh
again for another minute. Range 5/10/15.
• Large: Attacks against the drake gain a +2 Aysle has many gods, and a rich tradition of
bonus due to its large size. clerical service.
• Passengers: In addition to its rider, a drake
can carry one additional passenger, but if it Exemplar of Darkness
does so, its tests are Disfavored. • Prereq: One or more adds in faith, no other Perk
• Wings: Move 10 in the air. that grants access to miracles with the exception
of Miracles itself.
Elven Agility Gain access to the Exemplars of Darkness list and
• Prereq: Elf, Beta Clearance, Dexterity 10+ select two miracles, plus the curse miracle.
The elf’s Dexterity attribute increases +1.
Exemplar of Light
Elven Magic • Prereq: One or more adds in faith, no other Perk
• Prereq: Spellcasting, Elven Sorcerer that grants access to miracles with the exception
The elf learns three additional spells. of Miracles itself.
Gain access to the Exemplars of Light list and
Spirit Wolf select two miracles, plus the bless miracle.
• Prereq: Beta Clearance, White Wolf
White Wolves are not wholly natural creatures, Mysterian
and in time a Warden’s connection to the animal • Prereq: Elf, one or more adds in faith, no other
brings out more of the creature’s inherent power, Perk that grants access to miracles with the
and it becomes a Spirit Wolf. exception of Miracles itself.
Gain access to the Mysterian list and select two
SPIRIT WOLF miracles, plus the ward magic miracle.
Attributes: Charisma 7, Dexterity 10, Mind 5,
Spirit 11, Strength 11
Yonder
• Prereq: At least one Outsider Perk, one or more
Skills: Dodge 12, intimidation 12, stealth 12,
adds in faith, no other Perk that grants access to
tracking 8, unarmed combat 12
miracles with the exception of Miracles itself.
Move: 12; Tough: 11; Shock: 11; Wounds: 3
Possibilities: Never Gain access to the Yonder list and select two
Perks: Spirit Bane miracles, plus the ward cold miracle.
Special Abilities:

15
Jacob Cook (Order #20899530)
Theomagician OUTSIDER
• Prereq: Spellcaster, one or more adds in faith,
no other Perk that grants access to miracles with Cosms: Aysle
the exception of Miracles itself. The rough-living outsiders tread a hard path
Gain access to the Theomagician list and select embracing neither Light nor Darkness. If a Storm
two miracles, plus the banish miracle. Knight gains a Light or Darkness Perk she may
not take any new Outsider Perks, but any existing
LIGHT Perks still work normally.

Cosms: Aysle Blood Rage


Followers of Light (page 88) may reap special • Prereq: Berserk
benefits from the forces of goodness that weave A berserker that can go into a blood rage is a
through Aysle. If a character becomes corrupted by terrifying sight. While berserk (see the Perks
Darkness Perks he loses the benefits of any Light chapter of Torg Eternity) the warrior gains +2
Perks but they still remain on his character sheet damage to melee weapons or unarmed combat attacks
and count for determining the cost of new Perks! for each Wound (instead of +1).

Courage of Light Ice Blessed


• Prereq: Beta Clearance, Spirit 8+ • Prereq: None
The character’s Spirit attribute increases +1. A bluish hue to the skin is a sign that the outsider is
permanently touched by the cold. He doesn’t suffer
Aura of Light ill effects from freezing weather or exposure, and
 Prereq: Radiant survival is Favored in cold climates. In addition, he
The champion is so invested in the light she gains +6 Toughness against effects based on cold
may choose to emit a glow. While active the glow or ice.
eliminates up to 4 points of Darkness penalties
out to a 10 meter radius and up to 4 points of Skald
Multi-target penalties on intimidation tests against • Prereq: Charisma 8+, two or more adds in
supernatural evil or those tainted by Darkness. scholar
Viking skalds recite battle-poems and historical
Beacon of Light precedents at the top of their lungs during battle to
 Prereq: Beta Clearance, Spirit 10+ inspire their allies. While in combat, use an action
All characters within 10 meters of the character to make a Challenging (DN 12) scholar test. On a
share the effects of any Light Perks any of them success look at next three Drama cards, and then
possess (except this one). Note that individuals place them back on the deck in the same order. On
with Darkness Perks gain the effects but can’t a Good Success look at three and then replace them
use them, as per usual for Darkness. A Light Perk in any order, and on an Outstanding Success look
disabled by Darkness does still get shared though, at three, discard one, and place the other two back
so others may use its effects! on the deck in any order.

Born to Light Seeker


 Prereq: Miracles, know the healing miracle • Prereq: None
The cleric ignores the usual “once per scene” Seekers are special outsiders with a strange
limitation on the healing miracle. Using it on a connection to the Underground.
character more than once per scene requires the Seekers always have a sense of direction without
Law of Light and Darkness, otherwise it counts as a sky or landmarks, and survival tests underground
a contradiction. are Favored.

16
Jacob Cook (Order #20899530)
When a seeker desires something enough, she feels SOCIAL
a pull towards the tunnels and paths that will bring
Cosms: Any
her to it—eventually. It usually takes an hour of
concentration to “feel” the beginning of the route, In Aysle, Social Perks tend to be signs that the
more if the seeker’s desire isn’t strong or what’s individual is favored by the Light—or very good at
sought after is distant. The path isn’t guaranteed concealing the corruption of Darkness!
to be safe or even certain to lead to what the seeker
intends—just something the seeker somehow Arcane Diplomat
desires. • Prereq: Charisma 10+
The Storm Knight is capable of handling the
PROWESS jealousies and attitudes of multiple Arcane items.
The hero may attune to three Arcane items instead
Cosms: Any
of just one (see Item Limits, page 49).
The knights and archers of Aysle have developed
many techniques of their own, often matching Heirloom
similar fighting styles in other realms. • Prereq: Aysle
The Storm Knight starts with an Arcane item,
Born to Fire
or gains one when the Perk is acquired. Perhaps
• Prereq: Aysle
it’s been handed down from hero to hero for
When the character deals bonus damage with any generations, or it may have just been found in
attack described as fire, reroll any 1 results on the a pond. Pick a piece of gear with a Tech Axiom
bonus dice and accept the new result. 14 or less, that is worth $750 or less and apply
enhancements (see page 50) worth up to $15,000 or
Strong Pull choose a single Arcane item worth up to $15,000.
• Prereq: Strength 8+
If the item is ever lost the hero may select another
The character may adjust any “bow” weapon to Perk to replace this one at the start of the next scene.
increase its power—and difficulty. The adjustment
takes an hour but doesn’t require tools or a test.
Once done the bow’s base damage increases by 1,
SPELLCRAFT
but its Minimum Strength requirement increases Cosms: Aysle, Core Earth, Cyberpapacy, Nile
by +2 and it suffers a –2 penalty to hit for anyone Empire, Orrorsh, Tharkold
without this Perk. “Crossbow” weapons are not Aysle is the unchallenged leader in magical arts.
affected by this Perk. Many of the available Perks below require the
character be from Aysle, even though the Magic
Shield Mastery grouping does not. If a character transforms, those
• Prereq: At least two adds in melee weapons Perks must still be exchanged even if the character’s
The hero no longer loses the benefits of a shield if new cosm supports magic.
he is Vulnerable, and the Toughness bonus when
using an Active Defense increased further by +2. Cantrip Magic
This bonus stacks with other bonuses. • Prereq: Aysle, one+ adds in any magic skill.
The mage is talented or learned enough to cast
Shield Wall cantrips without the Law of Magic. She may use
• Prereq: At least two adds in melee weapons the Cantrips (page 36) outside of Aysle.
The hero may grant his shield’s defense bonus
to one adjacent ally. If the hero makes an Active Elemental Magic
Defense the Toughness bonus applies to both, but • Prereq: Aysle, three or more spells from the
extra defense only applies to the hero. A Vulnerable Elemental Magic list and no spells that don’t
hero grants no bonus or Toughness at all. appear on that list.

17
Jacob Cook (Order #20899530)
Gain two more spells from the Elemental Magic Rumors abound of homunculi made of different
list. In addition, the spellcaster’s spells and materials in Tharkold, but so far nothing but
unarmed attacks deal +1 damage. traditional automatons have appeared in Aysle.
If the spellcaster learns any spells other than those
on the Elemental Magic list, he loses the damage HOMUNCULUS
bonus but does not lose the spells. Attributes: Charisma 5, Dexterity 8, Mind 6, Spirit
8, Strength 10
Esoteric Spell Skills: Dodge 9, find 7, intimidation 9, melee
• Prereq: Aysle, Beta Clearance, know six or weapons 9, taunt (8), trick (9), unarmed combat 9
more spells Move: 8; Tough: 10 (0); Shock: —; Wounds: 2
The mage discovers a bizarre, ancient variation Perks: Magic Resistance
of an existing spell. Pick a spell from any list, Possibilities: Never
including lists outside of Aysle. The caster learns Special Abilities:
that spell, and it counts as part of one of the caster’s • Automaton: Homunculi are immune to
lists for other effects. This spell does not count as poison and other effects that require breathing,
one outside of a specialty. eating, or other “living“ processes.
• Relentless: Homunculi ignore Shock.
Essence Magic
• Prereq: Aysle, three or more spells from the Instinctive Magic
Essence Magic list and no spells that don’t • Prereq: Beta Clearance, at least three adds in
appear on that list. any magic skill
Gain two more spells from the Essence Magic The spellcaster uses his highest magic skill value
list. In addition, the caster recovers 1 Shock after (alteration, apportation, conjuration, or divination) as
successfully casting one or more spells each round. a defense against ranged attacks in place of dodge.
Melee attacks are unaffected.
If the spellcaster learns any spells other than on
the Essence Magic list, she loses this Perk, but does Kindred Magic
not lose the spells. • Prereq: Aysle, three or more spells from the
Kindred Magic list and no spells that don’t
Homunculus appear on that list.
• Prereq: Mind 8+, Spellcaster
Gain two more spells from the Kindred Magic list.
A trained spellcaster may craft a homunculus—a In addition, followers, companions, and creatures
humanoid automaton formed of baked clay and summoned by the caster’s spells have a Toughness
magic. It takes a week to gather the materials 2 higher than normal.
and “cook” the figure. Once completed the figure
awakens and begins moving on its own. If the spellcaster learns any spells other than on
the Kindred Magic list, he loses this Perk, but does
For game purposes the homunculus is a Follower, not lose the spells.
and may be improved with additional Perks in the
same way. It may use any armor and equipment Principle Magic
given, but is treated like an Ord for contradictions. • Prereq: Aysle, three or more spells from the
The caster may spend Possibilities and play Destiny Principle Magic list and no spells that don’t
cards on behalf of the creature appear on that list.
A homunculus isn’t mindless, but is mute. It Gain two more spells from the Principle Magic
requires a Magic Axiom of 12 or higher to function list. In addition, the caster may attempt to cast any
properly. Below that if it disconnects it becomes spell from the Principle Magic list, but with a Very
inert. The caster may use his own actions (and Hard (-6) penalty if the spell isn’t known, and the
Concentration) to power and move it until it Mishap range increases to 1-4.
returns to a zone that supports it.

18
Jacob Cook (Order #20899530)
If the spellcaster learns any spells other than on Once all the properties are set the player submits
the Principle Magic list, she loses this Perk, but the spell to the GM and begins research. The GM
does not lose the spells. sets a secret (not transparent as usual) research
DN, starting at a base of 20 and applying difficulty
Spellbook modifiers based on how powerful the finished spell
• Prereq: Aysle, Spellcaster would be and how much impact it would have on
the game. A relatively small and simple spell might
The wizard manages spells by memorizing them
be Very Easy (+4, so only DN 16 to research), while
out of a tome. Learn three new spells, but backlash
a very potent and dangerous spell could be Nearly
from any spell makes it unusable until the mage
Impossible (–10, so DN 30) to research!
can take a minute to study the spell again.
A spell that’s unacceptable to the GM for any
Spell Researcher reason is impossible regardless of the test result, but
• Prereq: Spellcaster, six or more spells that’s secret until a test rolls so high it’s obviously
impossible.
The mage has learned enough to create a new spell
from experimentation. When this Perk is taken the At the beginning of a game session the mage
character gains a slot for a new spell, to be filled rolls a test against the secret DN using scholar or
once the experiment is complete. This Perk may be the appropriate magic skill, whichever is lower.
taken multiple times, and each time a new slot for Possibilities and Destiny Cards may be spent on
an invented spell is added. this test. If the test fails the GM simply says the
spell isn’t working, and the research may continue
To create a spell the caster first dedicates time
paying the same costs as before. If the test succeeds
and resources to the process. This requires five
it produces a working “unstable” version of the
days and consumes Value Level 15 worth of magic
spell, and the DN is revealed.
items. Each +1 Value beyond 15 grants a +1 bonus
to the test at the end of the process. Researchers may use unstable spells in play, but
Backlash is doubled. Gaining an Outstanding result
With the resources committed, the mage gives the
on the spell in a Dramatic Scene or succeeding at
spell a unique name, sets the appropriate magical
the research process a second time stabilizes the
skill, the minimum skill needed to cast the new
spell. It’s added to the spell list appropriate to the
spell, and the DN. The higher the DN and minimum
caster and other mages may learn it normally.
skill, the more powerful the end result may be.
An unstable spell may be abandoned and a new
The caster designates the Magic Axiom for the
spell research cycle started, or refined. The caster
spell, referencing the guidelines in Torg Eternity. A
changes one property of the spell, the GM assigns
spell that does a little more than an axiom normally
a new DN, and the research cycle repeats as above.
allows might be possible, but counts as more
Its possible to learn an unstable version of a known
powerful overall.
spell, then refine it to improve it!
Set the Casting Time (1 Hour, 1 Minute, 1 Action,
Simple), the Range (Self, Touch, 10 meters, 25
meters, 50 meters, 100 meters, 1 kilometer), and Trademark Spell
the Duration (Permanent, 1 Hour, Concentration, • Prereq: Spellcaster, three or more adds with the
3 Rounds, Instant). The more powerful options appropriate magic skill for the spell
for each category are the latter ones listed. A spell The mage is known for one particular spell,
doesn’t need to use exactly the options listed above, selected when this Perk is taken. If the spell is an
but unique entries are generally considered more attack spell, when an attack with the spell results
potent for the end spell. in bonus damage, the player may reroll any 1s and
Finally, the caster must assign the effect desired accept the new result. Otherwise, when a Mishap
for a standard success casting, a Good success, an is rolled while casting the spell, the spellcaster
Outstanding success, and if there’s any additional takes only the usual backlash for failing, with no
unfortunate effect if Backlash occurs. additional penalty.

19
Jacob Cook (Order #20899530)
A
yslish Magic, in its most basic form, is
an alternate means of cause and effect. A
defined spell, cast with sufficient skill, can
produce reliable results.
However, unlike Core Earth science, there is little
predictive quality to magic. A Core Earth scientist
may conclude reliably that silicon dioxide will have
similar chemical structure and chemical properties
to carbon dioxide, but replacing the elemental fire
of fireball with elemental ice will not necessarily
produce an iceball, or even a waterball. The only
way to know is to do it yourself or research what
others have done.
Despite that observation, certain commonalities
emerge. Each of the four magic skills represents a
MAGIC
certain class of change that it governs.

MAGIC SKILLS
The magic skills are loosely defined in Torg Eternity,
but Aysle has sharpened the definitions. Each skill
governs a class of changes to the natural world.
Some effects are achievable by different skills,
but it will be easier for one skill. For example, the
teleport spell described here uses apportation. It
could be done through alteration by altering the
target’s location, but apportation is more suited to
the effect; therefore, an alteration version of teleport
would either require more skill or achieve less.

Divination
Divination governs changes in information,
knowledge, and identification. A divination spell can
discover properties, reveal information, or classify
objects into their magical categories. It can expose
the past or the future; although discoveries about
the future are subject to error because Possibility
Energy can modify the future before it occurs.

Apportation
Apportation governs changes in movement,
location, and speed. An apportation spell can add
or remove speed to objects and creatures, move
an object directly, or even change its physical
location within the same plane with or without
regard to intervening barriers. Spells that care

20
Jacob Cook (Order #20899530)
Magic is so prevalent that something that looks like it can move — often can!

about intervening barriers do so to cause damage,


while those that do not care allow their targets to
ARCANE KNOWLEDGES
teleport past barriers. Apportation can also be used In addition to the magic skills, Aysle has
to summon creatures from within the same plane. discovered 22 separate fields of study, called
arcane knowledges, that cover every meaningful
Alteration object, creature, or category of intangibles upon
Alteration governs changes in quality or quantity. which Ayslish spells can operate. Like the Core
Quality in this case refers to a definable value, Earth periodic table, the arcane knowledges are
such as its color or ability (or lack of ability) to classifiable into four categories with common
fly, while quantity refers to the numeric value of a properties. In order of complexity, these categories
measurable quality, such as its Strength score or its are Essences, Principles, Kindred, and Elements.
number of wings.
ESSENCES
Conjuration Essences are the primal forces of magic. In a
Conjuration governs changes in existence. In most magical sense, all matter and energy are traceable
cases, it is used to create objects or creatures, to the Essences.
including new forms of life, but it can also cause an
object to stop existing altogether. Conjuration can • Death covers physical death, decay,
create portals to other dimensions. corruption of form and substance, and the force
that powers supernaturally evil creatures.

21
Jacob Cook (Order #20899530)
• Life covers physical life, renewal, integrity of PRINCIPLES
form and substance, and the force that powers
Principles are the next step below Essences. They
all creatures, including the microscopic.
each borrow from two of the Essences to create
• Time covers the passage of time and essential
derivative forces that fuel powerful spells.
or uncontrolled change.
• Truth covers the essential defining qualities • Darkness combines death and truth and
of all matter and energy. covers physical and moral darkness, Darkness
Perks, and the moral corruption which triggers
them.
AYSLISH • Inanimate forces combines truth and time and
covers natural forces not tied to the elements,
TERMINOLOGY such as sound, lightning, and radiation.
• Light combines life and truth and covers
Aysle has many kindred, and as a result,
physical and moral light, Light Perks, and the
terms that are clear in Core Earth may be
honor which fuels them.
misleading or ambiguous when used in
• Living Forces combines death and life and
Aysle or vice versa.
covers the skills, attributes, and abilities of
Animals are living creatures that can never living creatures.
speak, cast spells, or call upon miracles. • Magic combines life and time and covers
All animals have Mind 5 or lower and are spells, magical energy, and the devices that
referred to as creatures. hold them.
Constructs are similar to animals, but they
aren’t alive. They are only animate thanks KINDRED
to magic, or in some cases technology. Kindred knowledges govern living beings on the
Sentients are individuals with a Mind 5 or macroscopic level.
greater who can speak, cast spells, or call • Aquatic covers animals that live underwater
upon miracles. Sentients are usually referred and swim, including swimming mammals
to as beings, and may be of any species— such as whales and dolphins and amphibians
living, construct, or undead—as long as such as frogs.
one of the three Ayslish qualifications of • Avian covers animals that fly, including flying
sentience is met. insects and bats.
Folk are sentients who can live and remain • Earthly covers the remaining animals, such as
sentient without special magic. Fae are scorpions, rats, and worms.
sentients who require magic, either to • Elemental covers beings made from the
live or to retain their minds. Humans and purest expressions of the magical elements
dwarves are folk. Elves are fae, as are rarer (see below). Although Kindred spells can affect
creatures like centaurs. elementals, actually summoning elementals is
an Element spell.
Beings of supernatural evil (see Torg
• Enchanted covers beings whose physiologies
Eternity) do not count as fae, even though
depend on magic, such as unicorns, dragons,
they meet many of the usual qualifications.
and fae.
Lurks are constructs born from supernatural
• Entity covers supernaturally evil beings such
evil, and thus neither the folk or the fae
as demons, undead, and lycanthropes.
have any affinity for them.
• Folk covers sentient beings that aren’t
Dragons willfully defy any classification, Enchanted. Folk tend to congregate for social
and happily confound (and then consume) benefits, such as mutual protection or a sense
any scientist or wizard foolish enough to of community. Known folk include dwarves,
try. humans, and giants.

22
Jacob Cook (Order #20899530)
ELEMENTS
Magical elements cover physical substances,
classifying them by magical properties instead of SPELLCASTING
purely physical ones. Elements have personality
traits which are adopted by their elementals. CLARIFICATIONS
• Air covers substances and compounds which Here are some clarifications regarding the
are gaseous at room temperature, except for casting and maintaining of spells and similar
water vapor. In terms of personality, air is powers like miracles and psionics.
impatient, temperamental, and fickle.
• The mage must have direct line of sight
• Earth covers stone, dirt, and the compounds
to the target to cast spells. Seeing out
made from them such as ceramics and glass. In
another’s eyes usually does not count.
terms of personality, earth is patient, slow, and
• Concentration spells may be ended at
thick-headed.
will as a free action.
• Fire covers all fire, flame, and combustion.
• Concentration eventually breaks after a
Atomic explosions are not combustion, but
short period of time (GM’s call).
rather raw inanimate forces. In terms of
• Concentration spells cannot usually be
personality, fire is destructive, ravenous, and
“pre-cast” before battle and Concentration
resentful of control or containment.
generally breaks at the start of combat.
• Metal covers substances in the ground that
The GM may rule differently depending
are pliable when flame is applied and readily
on circumstances.
conduct heat and cold. Mercury is a metal
• If a target is beyond line of sight or out of
with a strong proclivity to water. In terms of
range of a spell at the time a Concentration
personality, metal is strong-willed and loyal to
test must be made, the spell effect ends on
those who treat it well, but treacherous to those
that target.
who abuse it.
• Touch spells do not require an unarmed
• Plant covers plants and the materials made
combat attack to succeed. The mage only
from them. The Ayslish definition of a plant
needs to be close enough to touch the
is “a substance which grows using only earth,
target.
water, and sunlight.” In terms of personality,
plant is persistent and pleasure-seeking. Plant
elementals also gain wisdom with age.
• Water covers water, whether normal, acidic, or All spellcasters from Aysle get access to the basic
alkaline. Other liquids are considered mixtures Aysle spell list when selecting the Spellcaster Perk.
of water or another element with a strong However, those who wish to specialize must only
proclivity to water. In terms of personality, select spells on the respective list below. However,
water is normally gentle and playful, but it a specialist mage eventually can learn more spells
becomes vindictive with unmatched destructive from her specialty than the generalist and learns
fury when enraged. deep secrets that only extensive study into a
category can provide.
If the character goes generalist by taking spells out
SPELL LISTS of the specialty, the wizard loses the specialist Perk
Aysle has access to a wide array of spells, enough and that decision can’t be reversed. A character
that a mage can specialize in one category without who wants to wander outside of a specialty can take
giving up offense, defense, or utility. Other mages, Esoteric Spell to learn any one spell and it doesn’t
however, want to learn spells of all categories. count as a spell outside of the proper category.
Aysle supports both types of mages, and each type There are several spells on the Necromancy list
has its own advantages. that as detailed are not strictly necromantic in

23
Jacob Cook (Order #20899530)
nature. In these cases, the GM is encouraged to Range: Self
reskin these spells to include such characteristics Duration: Concentration
(e.g. a ghostly skeleton key for open lock, a banshee The next spell targeting the caster is absorbed and
scream for alarm, a spectral hand for mage hands, has no effect on the caster. The spell still affects
etc.) other targets.
Aysle (Mage): All spells in this book are added to Success Levels:
the list from Torg Eternity. • Good: As Standard and if the caster has the
Elemental Magic: alarm*, bullet*, dancing sword, required skill, she may capture the spell and
energy shield, fireball*, hailstorm, ice burst, inferno, may subsequently cast it before absorb magic
keen blade, open lock*, pathfinder*, plant shackles, expires. Only one spell may be captured in this
sudden burial, summon elemental, whirlwind. fashion.
• Outstanding: As Good, but multiple spells
Essence Magic: bind entity, block scrying, detect may be captured.
undead, little frog, mage dark*, mage light*, mage
retreat, portal*, possibility rend*, possibility shadows*, Animal’s Eyes
protective circle*, shield*, shrink, teleport, time crunch, Axiom Level: 16
true darkness, true light, vision of doom, vision of harm. Skill: Divination 10
Kindred Magic: animal’s eyes, animal spy network, Casting Time: 1 minute
bind entity, birdswarm, block scrying, diminish*, DN: Standard (10)
discern lies, disguise*, enhance*, fly*, gain language*, Range: 1 kilometer
grow, haste*, inner barbarian, inner berserker, Duration: 1 hour
messenger hawk, peak performance, protective circle*, This spell allows the caster to possess and take
scry*, shrink, slow*. limited control a normal animal of Small size or
smaller she can see (magical animals and creatures
Principle Magic: absorb magic, detect magic*, dispel like animal companions are immune). The mage
magic*, fear*, heighten backlash, identify magic item, can influence where the animal goes and looks,
invisibility*, lightning*, mage dark*, mage hands*, mage but cannot force the animal to make attacks or
light*, multiple images, mystic darts, mystic shield, interaction attacks, or otherwise endanger itself.
shield* silence, sleight of hand, sound cloud, stun*, wall
of force. The spellcaster can use the animal’s senses
but makes tests on Mind-based skills to gather
Necromancy: alarm*, animate skeleton, armor*, information using his own skill values. The caster
bind entity, create zombie, detect undead, diminish*, may not normally act or sense his own body while
disguise*, fear*, mage dark*, mage hands*, open lock*, possessing an animal, but may split his attention
possibility rend*, protective circle*, skeletal barrier, to do both by taking a Multi-Action penalty. If the
speak with dead*, sudden burial, true darkness. animal gets beyond 1 kilometer, the spell ends.
*Described in Torg Eternity Success Levels:
• Good: The caster’s tests involving the animal
are Favored.
SPELL DESCRIPTIONS • Outstanding: As Good and the range
increases to 10 kilometers and the caster ignores
Absorb Magic the penalty for Multi-Targeting mentioned
Axiom Level: 22 above.
Skill: Alteration 14
Casting Time: 1 action, or as a free action in Animal Spy Network
response to being the target of a spell and the caster Prerequisite: Beta Clearance, one of birdswarm,
is taking an Active Defense. messenger hawk, or animal’s eyes
DN: Hard (14) or opponent spellcaster’s casting Axiom Level: 24
total. Skill: Divination 18

24
Jacob Cook (Order #20899530)
Casting Time: 1 minute
DN: Heroic (18)
Range: 1,500 km (but see below)
TOWER STATUS
Duration: Concentration Aysle rewards people who study magic deeply
This spell may be cast over a vast distance, but the with Tower Status, an honorific they can add
effect cannot cross reality boundaries, and if this after their name. It comes in the form “of the
spell is contradictory, it is limited to 1,000 meters _____ Towers,” where the blank is filled in by
as normal. a number representing their field of study. The
The caster chooses an earthly type of animal. This number is always spelled out, never written as
spell allows the caster to locate a specific creature a numeral. To qualify, a mage must know eight
or object by looking through the eyes of all animals or more spells
of that type in range (even if out of line of sight). • Mages whose spells are all part of the
If the target is in a location with those animals, Essence Magic list are “of the Four Towers”
the animal discovering the subject continues to • Mages whose spells are all part of the
monitor the target, and the caster can attempt to Principles Magic list are “of the Five
decipher where the target is by making one Heroic Towers”
(DN 18) divination test. • Mages whose spells are all part of the
While an animal monitors the subject, a black circle Element Magic list are “of the Six Towers”
appears on the animal’s right eye, and a Mishap on • Mages whose spells are all part of the
the test to locate a living target allows the target to Kindred Magic list are “of the Seven
realize it is being watched. Towers”
• Mages whose spells are all part of the
This spell can only be cast once a day to find a
Necromancy Magic list are “of the One
specific person or object regardless of which
Tower”
animals are used.
• Mages whose spells are from different lists
Success Levels: (i.e., generalist mages) are “of the Twenty-
• Good: Skill tests to search for the subject or two Towers”
determine its location become Favored.
• Outstanding: As Good and when the caster
figures out where the subject is, he can cast Torg Eternity). The skeletons are loyal to the caster
spells targeting the subject as if standing at and may be directed by voice with a simple action.
the animal’s location. Damage or interaction The skeletons do not have any equipment normally,
conditions to the animal cause Concentration but may use equipment provided to them.
tests as normal. Only one attempt to cast this spell each day.

Animate Skeleton Success Levels


Axiom Level: 19 • Good: The skeletons gain +1 to Strength.
Skill: Alteration 14 • Outstanding: The skeletons gain +1 to
Casting Time: 1 minute Dexterity and Strength.
DN: Very Hard (16) Bind Entity
Range: 10 meters Prerequisite: Beta Clearance, protective circle spell
Duration: 24 hours Axiom Level: 20
This spell must be cast in the presence of nearly Skill: Alteration 18
complete skeletons. If it is cast in a Dark or Pitch Casting Time: 1 action
Black location, or in a graveyard (not a gospog DN: The target’s willpower or Spirit
field), the casting is Favored. Range: 10 meters
On a success, the skeleton (page 137) animates Duration: See below.
and joins the caster. If multiple skeletons animate, This spell allows the mage to strike a “bargain”
they form a Mob (see Characters and Creatures in with one sentient supernaturally evil creature

25
Jacob Cook (Order #20899530)
within range. If the creature is reality-rated, the Casting Time: 1 minute
casting test is a contest instead. DN: Standard (10)
On a success, the caster issues a command to Range: Touch
the creature, which it obeys in the most literal Duration: 1 day
way possible. Commands that are impossible, This spell may be attempted once per day. When
or directly harm the creature (such as “destroy cast, this spell ends any effects involving remotely
yourself”) automatically are ignored and the spell sensing the target, including the scry and animal
immediately ends. spy network spells. Also, while this spell is active,
any other scry or similar spells, miracles, psionic
When the spell ends, or if the casting fails, the powers or pulp powers targeting the target
entity cannot be controlled again for a year and a automatically fail.
day.
Success Levels:
Success Levels: • Good: If someone attempts to scry the target,
• Good: The entity obeys the intent of the the caster immediately notices the attempt.
command as opposed to the literal wording. • Outstanding: As Good, plus if a scry effect
• Outstanding: As Good and at the conclusion is ended, the caster can make a divination test
of the task, the caster may contest willpower or vs. the other character’s willpower or Spirit to
Spirit against the creature to require a second determine the identity and rough location of
task to be completed. Once that task is done, the spy.
the spell ends.
Create Zombie
Birdswarm Axiom Level: 19
Axiom Level: 18 Skill: Alteration 14
Skill: Apportation 12 Casting Time: 1 minute
Casting Time: 1 action DN: Difficult (12)
DN: Hard (DN 14) Range: Touch
Range: 100 meters Duration: 1 act
Duration: Concentration This spell may only be cast once per day and only
This spell gathers nearby birds (within 10 upon a single humanoid corpse with most of its
kilometers) into a birdswarm (page 132) that flesh still on it. The corpse animates and becomes
manifests at a point within 100 meters of the caster. a Zombie (page 138). The caster may direct the
If this spell is cast outdoors the apportation test is zombie by voice as a simple action, but it is only
Favored. capable of simple tasks, such as carrying objects or
The birds attack the nearest target or the caster attacking creatures.
can make a simple action to direct them to another Success Levels
target. • Good: The zombie has +1 Wound Limit
Only one swarm can be summoned at a time.When • Outstanding: The zombie has +2 Wound
the spell ends the swarm immediately dissipates Limit.
and no additional swarms may be summoned until
the start of the next scene. Dancing Sword
Axiom Level: 18
Success Levels Skill: Apportation 12
• Good: The birdswarm inflicts three Shock per Casting Time: 1 action
turn instead of two. DN: Standard (10)
• Outstanding: As Good and the duration Range: 50 meters
increases to one minute. Duration: Concentration
Block Scrying The spell is cast on a sword (or other one-handed
Axiom Level: 12 melee weapon) the caster controls or is unattended.
Skill: Alteration 12 Once per turn she may use a simple action to make

26
Jacob Cook (Order #20899530)
the sword fly up to 50 meters and attack a target The caster may ask up to three questions of the
in melee. The sword uses the caster’s melee weapons target, and once the duration ends, the target
skill when attacking, and deals 12 damage with cannot be affected by this spell for the remainder
additional bonus dice for Good or Outstanding of the act.
hits as normal. The sword defends itself and the Success Levels:
caster using the caster’s melee weapons value, and it • Good: The target is compelled to answer.
can move back to the caster as a simple action. • Outstanding: As Good and the caster can tell
A magic sword grants any benefits to the attack which part of the statement the target is lying
(e.g. damage bonus, Armor Piercing, etc.) as about.
normal.
Energy Shield
Success Levels Axiom Level: 11
• Good: The sword does 14 damage. Skill: Alteration 14
• Outstanding: As Good and the caster’s attack Casting Time: 1 action
with the sword is Favored. DN: Standard (10)
Detect Undead Range: Touch
Axiom Level: 8 Duration: Concentration
Skill: Divination 10 Choose an energy type, such as fire, lightning, or
Casting Time: 1 minute force. The target gets +4 Toughness vs. that energy
DN: Standard (10) type.
Range: Self Success Levels:
Duration: Concentration • Good: +6 Toughness vs. that energy type.
The caster detects the presence of any affected • Outstanding: +8 Toughness vs. the chosen
undead within 100 meters. The caster only knows energy type.
that the undead are present, not their particular
location. Grow
Axiom Level: 20
Success Levels Skill: Alteration 14
• Good: The caster knows the direction and Casting Time: 1 action
distance to each undead, even if vision is DN: Target’s Strength
blocked, unless blocked by lead. Range: Touch
• Outstanding: As Good, plus the caster also Duration: Concentration
knows the type of each affected undead. This spell makes a living creature and any
Discern Lies clothing or armor one size category larger (no
Axiom Level: 20 Multi-Targeting allowed). Any equipment carried
Skill: Divination 12 or worn grows as well, but does not change its
Casting Time: 10 minutes statistics.
DN: Target’s willpower or Spirit While the spell is in effect the target gains +1 to
Range: 5 meters its Strength and Wound limit, and +2 to his Shock
Duration: 1 minute (see below) limit. Attacks against the target gain a penalty or
The caster must use a personal item of the target. If bonus according to its new size category. If grow is
that object has been owned by the target for at least cast on a target with shrink already cast on it, both
a year and a day, the divination test to cast this spell spells are canceled and both end.
is Favored. The caster points the item at the target Success Levels
and asks questions. The target is not compelled to • Good: The target gains +2 Strength.
answer, however. If the target makes a knowingly • Outstanding: The creature becomes two size
untrue statement, the object will vibrate. categories larger and gains +2 Strength and
Wounds and +4 Shock.

27
Jacob Cook (Order #20899530)
Hailstorm Ice Burst
Prerequisite: Beta Clearance and ice burst spell. Axiom Level: 18
Axiom Level: 21 Skill: Conjuration 12
Skill: Conjuration 16 Casting Time: 1 action
Casting Time: 1 action DN: Target’s dodge or Dexterity
DN: Hard (-4) vs. dodge or Dexterity Range: 25 meters
Range: 50 meters Duration: Instant
Duration: 3 rounds The caster conjures an intense spray of super
This spell affects everyone in a Large Blast radius, cooled-water directed at a target. When hit, the
pelting them with chunks of ice. This spell may target takes 14 damage and becomes immobilized
also be used to block a door or hallway no more (but not restrained) if he is standing on a solid
than 5 meters wide. surface.
Targets hit take 16 ice damage and their speed Once per turn, as a simple action, the target may
is reduced by 2 meters. until the end of their next make a Strength test to break the ice and move
turn. The damage and effects apply during target’s normally.
turn on the subsequent rounds. Those who are in Success Levels:
the maelstrom at the end of their turn, or enter with • Good: +1BD damage
their own movement suffer the effect. Escaping the • Outstanding: +2BD damage and the target
storm requires an action and a Dexterity test. A is restrained instead (see Grappling in Torg
Mishap on this test adds +1BD damage. Eternity).
Success Levels
• Good: +1BD damage. Identify Magic Item
• Outstanding: +2BD damage and characters’ Axiom Level: 14
tests in the maelstrom to escape are Disfavored. Skill: Divination 10
Casting Time: 1 minute
Heighten Backlash DN: Standard (10)
Axiom Level: 23 Range: Touch
Skill: Alteration 12 Duration: Instant
Casting Time: 1 action This spell only has an effect on magic items.
DN: Target’s willpower or Spirit Successfully casting this spell determines the
Range: 100 meters properties of the item, including the presence of a
Duration: Concentration curse or quirk without triggering it.
The caster targets another spellcaster. Success Levels:
The target is surrounded by an invisible barrier • Good: The caster learns the properties of any
that smells of lilac and lavender. Whenever the curse and if the item is part of a set.
target casts a spell, random flowers appear around • Outstanding: The caster learns what other
him afterward. Whenever the target fails a spell, he items are part of the set (if any), and the abilities
takes an additional 2 Shock from backlash. gained from obtaining more pieces of that set.
Success Levels Inferno
• Good: The target takes an additional 1BD Prerequisites: Beta Clearance, fireball spell
Shock from backlash. Axiom Level: 21
• Outstanding: As Good and the target takes Skill: Conjuration 16
2 Shock even on a Standard success when Casting Time: 1 action
making a casting test. DN: Hard (DN 14) or Hard (-4) vs target’s. dodge
or Dexterity
Range: 50 meters
Duration: 3 Rounds

28
Jacob Cook (Order #20899530)
This spell creates a blazing fire tornado, affecting while the spell is active. When the spell ends she
targets in a Large Blast radius. This spell may also takes 1BD Shock.
be used to block a door or hallway no more than 5 Additionally, her Strength, Dexterity, Toughness
meters wide. increase by 2, but she is Vulnerable to taunt and
Targets hit take 16 fire damage, which targets the trick attacks, and his own are Disfavored.
lowest armor rating. If the target chooses to resist this spell it
Those who are in the raging fire at the end of their automatically fails.
turn, or enter the fire takes damage again (plus any Success Levels
bonus damage). Targets may escape the firestorm • Good: Her Strength, Dexterity, Toughness
easily unless they are immobilized. increase by 3.
Success Levels • Outstanding: Strength, Dexterity, and
• Good: +1 BD damage Toughness each increase by 4.
• Outstanding: +2 BD damage.
Keen Blade
Inner Barbarian Axiom Level: 17
Axiom Level: 18 Skill: Alteration 12
Skill: Alteration 14 Casting Time: 1 action
Casting Time: 1 action DN: Standard (10)
DN: Standard (10) Range: Touch
Range: Self Duration: 1 minute.
Duration: 1 minute This spell is cast on a bladed metallic weapon.
The caster suspends his normal reasoning ability That weapon gains Armor Piercing 2.
to tap into more primal instincts. He can’t cast Success Levels:
spells, invoke miracles, or manifest psionic or pulp • Good: The weapon gains Armor Piercing 3.
powers while this spell is in effect, and she loses • Outstanding: The weapon gains Armor
Concentration on any such powers. His Strength, Piercing 4.
and Toughness increase by 2, but he is Vulnerable to
taunt and trick attacks, and his own are Disfavored.
Little Frog
Success Levels Prerequisites: Beta Clearance, shrink spell
• Good: Strength and Toughness each increase Axiom Level: 24
by 3. Skill: Alteration 16
• Outstanding: Strength and Toughness each Casting Time: 1 minute
increase by 4. DN: Hard (–4) vs. the target’s highest attribute.
Range: 10 meters
Inner Berserker Duration: Concentration
Prerequisite: Beta Clearance, inner barbarian spell The spell requires a frog doll with patches of folk
Axiom Level: 20 skin on it. The caster waves the frog doll at the
Skill: Alteration 16 target to cast the spell.
Casting Time: 1 action
DN: Larger of target’s Strength or Dexterity If the casting is successful, the target must make a
Range: Touch special Defeat test. If the test is failed, she is cursed
Duration: 1 minute and transformed into an Enchanted Frog.
Through a more powerful application of alteration Any objects held by the victim are dropped but
magic, the mage releases deep reserves of raw the rest of the items he carries transform with
physical power. The target can’t cast spells, invoke him. However, at the GM’s option, specific items
miracles, or manifest psionic or pulp powers, and important to the story (like Eternity Shards) may
she loses Concentration on any such powers. Her not transform. The spellcaster may end this spell
Wound Limit increases by 2 and she ignores Shock at will.

29
Jacob Cook (Order #20899530)
Success Levels Range: Touch
• Good: The duration increases to 24 hours. Duration: 1 day
• Outstanding: The duration increases to The caster opens a portal to a cube of
Permanent and can only be removed through extradimensional space 50 meters on a side. It is
defeating the caster, and forcing him to end the furnished with enough supplies to house and feed
spell, or by performing a Quest (see page 90). 10 people for a day. The space can have rooms,
stairs, and other such features to make better use of
ENCHANTED FROG the space. At the end of the day, or when the caster
Being transformed into a frog is inconvenient at best. uses an action to dismiss the spell, the people inside
The victim’s Strength, Dexterity, and Toughness reappear unharmed at the location where the spell
change to match the new form, but he keeps his was cast. If this spell is cast in or on something that
Charisma, Mind, Spirit, Shock, and Wounds as well is moving, the location does not move with that
as any skill adds he already possesses. object.
Attributes: Charisma *, Dexterity 10, Mind *, Spirit On the plane where the spell was cast, the caster
*, Strength 3 places a hard-to-find (DN 14) glyph to mark the
Skills: Skill adds as victim spot where people can cross between the space
Move: 10; Tough: 3; Shock: *; Wounds: * and the casting location. He may show the glyph
Equipment: — to anyone he wants to enter. Those who find (or are
Perks: As victim shown) the glyph can cast spells from outside that
Possibilities: As victim affect the space.
Special Abilities: Success Levels
• Sticky Tongue: Grappling attacks (see Torg • Good: The people inside the space can see
Eternity) against Tiny or Very Small targets into the casting location.
are Favored. The frog may not grapple targets • Outstanding: As Good, and the casting
more than one size larger than him. location moves with any object it was cast on
• Tiny: An enchanted frog is extremely difficult or in..
to hit and attacks against it take a -6 penalty.
The frog can walk on two legs and use items, Messenger Hawk
but only if they are appropriately sized (such Axiom Level: 20
as a tiny warhammer). Skill: Apportation 10
• Ribbit: The frog can speak to other animals, Casting Time: 1 minute
but not to sentients. Unless the target can DN: Standard (10)
understand him, taunt or intimidation attacks Range: 1000 kilometers
are Disfavored. Duration: 1 hour
• Spellcasting: The frog still is able to cast The caster summons a hawk which arrives
spells, and invoke miracles, and manifest instantly, and then speaks a message of up to 1
psionic or pulp powers. minute long to it while thinking of the message’s
• Transformed Equipment: Any equipment intended recipient (person or location). At the end
the character was wearing continue to affect of the casting time, the hawk flies away at incredible
him as normal, but powers or abilities cannot speed and cannot be detected.
be activated. After the duration all items return The hawk circles out to the intended recipient,
to normal with the character. along a path that can’t be followed. At the end
of the hour it lands next to the target (ignoring
Mage Retreat barriers) and repeats the message, whispering it
Prerequisites: Beta Clearance into the person’s ear or standing at the location and
Axiom Level: 20 speaking it in a loud voice.
Skill: Conjuration 16
Casting Time: 1 minute If the caster wishes to cancel the message, she may
DN: Hard (14) do so at will.

30
Jacob Cook (Order #20899530)
Success Levels
• Good: The hawk reaches the recipient in 30
minutes.
DISFAVORED
• Outstanding: The message is delivered in 10
minutes. Disfavored is a new game term referenced
by multiple Ayslish spells and effects. When
Multiple Images a character’s test is Disfavored, the first extra
Axiom Level: 14 die that would be added to the total is ignored
Skill: Conjuration 12 instead. Thus if the character rolled a 10 no extra
Casting Time: 1 action die would be added, or if the character was Up
DN: Standard (10) no second die is rolled and added. Even if the
Range: Self character spends a Possibility, no die would be
Duration: 1 minute rolled or added.
A false image of the caster appears adjacent to her,
and appears to be identical in every way. The image Only the first die is ignored, so if a Disfavored
speaks the same words, and moves in a similar test rolled a 10, and then a Possibility is spent, a
fashion. Any attack against the caster suffers a new die would be added normally.
–2 Multi-Target penalty. When an attack hits, the Favored cancels out Disfavored completely,
false image dives back into the caster and then and vice-versa.
separates again, leaving it unclear which is which.
Any attack with a Blast radius doesn’t suffer the
penalty, regardless of size, since the images must
remain very close to one another. DN: Standard (10)
Range: Self
Success Levels:
Duration: 1 minute (or see below)
• Good: Two false images appear, so attacks are
The caster is surrounded by a magical barrier that
at –4.
blocks other spells from passing through.
• Outstanding: Three false images appear, so
attacks are at –6. Any spell that targets the caster has a -2 penalty
when determining if the test is successful. The
Mystic Darts penalty does not apply to other targets who may
Axiom Level: 19 be included in the area of effect or as part of Multi-
Skill: Conjuration 12 Targeting.
Casting Time: 1 action
If the spell succeeds anyway, the mystic shield
DN: Standard (10)
ends.
Range: 10 meters
Duration: Instant Success Levels
The caster creates three darts made of magical • Good: The penalty increases to -4.
force energy and then fires them at one or more • Outstanding: As Good, plus the foe’s casting
targets which automatically hit, dealing 1 Shock test is Disfavored.
per dart unless she has a shield (physical item or
any spell or power with shield in the name).
Peak Performance
Prerequisite: Enhance spell
Success Levels Axiom Level: 20
• Good: The spell creates a fourth dart. Skill: Alteration 16
• Outstanding: The spell creates a fifth dart. Casting Time: 1 action
DN: Hard (–4) vs the target’s highest Attribute
Mystic Shield Range: Touch
Axiom Level: 17
Duration: 3 rounds
Skill: Conjuration 10
The caster touches a creature, giving it +1 to all
Casting Time: 1 action
its attributes for the duration. The normal Stacking

31
Jacob Cook (Order #20899530)
rules apply to each attribute, so only the highest • Outstanding: The creature becomes two
bonus applies to any individual attribute. size categories smaller and takes a -2 penalty
Success Levels to Strength. If the target was Very Large his
• Good: The creature instead gets +2 to each Wound Limit decreases by 2, and his Shock
attribute. Limit by 4.
• Outstanding: +3 to each attribute. Silence
Plant Shackles Axiom Level: 11
Axiom Level: 20 Skill: Apportation 14
Skill: Conjuration 12 Casting Time: 1 action
Casting Time: 1 action DN: Target’s Mind or willpower.
DN: Target’s dodge or Dexterity Range: 10 meters
Range: 15 meters Duration: Concentration
Duration: 1 minute This spell uses apportation to scatter the sound
An area with a Medium Blast radius is covered patterns in a Small Blast radius, making it
in writhing plants that capture any living creatures more difficult to cast spells or invoke miracles.
standing there. Any creature affected by the spell is Additionally, attempts to communicate require a
restrained, and can only try to break free as normal. successful Mind or language test.

Attempting to break free requires an Easy (DN On a success, casting spells or invoking miracles
8) Strength test. If the victim succeeds this does not takes Challenging (-2) penalty.
consume his action and he may act normally. Success Levels:
Success Levels • Good: Casting and invoking attempts are
• Good: Attempts to break free are Standard Disfavored and take a Challenging (-2) penalty.
(DN 10). • Outstanding: As Good and silence becomes
• Outstanding: The difficulty to escape nearly total and the penalty increases to Hard
increases to Challenging (DN 12) (-4).

Shrink Skeletal Barrier


Axiom Level: 20 Prerequisite: Beta Clearance, armor spell
Skill: Alteration 14 Axiom Level: 20
Casting Time: 1 Action Skill: Alteration 14
DN: Target’s Strength Casting Time: 1 action
Range: Touch DN: Hard (14)
Duration: Concentration Range: Self
This spell makes a living creature one size category Duration: 1 minute
smaller. The caster must have a bone, preferably a human
While the spell is in effect the target takes a -1 bone (which makes casting this spell Favored). The
penalty to its Strength. If the target was Large or caster points the bone forward, to the right, to the
Very Large his Wound Limit decreases by one, and left, then behind and throws it on the ground.
his Shock Limit decreases by 2. Attacks against On a success, the bones multiply into a whirling
the target gain a penalty or bonus according to its barrier around the caster that provides +3 armor
new size category. Any equipment carried or worn with Full Body protection. The bones do not
shrinks as well, but does not change its statistics. impair sight, other senses, or any actions including
If shrink is cast on a target with grow already cast spellcasting.
on it, both spells are canceled and both end. If a melee weapons or unarmed combat attack against
Success Levels the caster misses, the attacker takes 12 damage.
• Good: The target takes a -2 penalty to Strength.

32
Jacob Cook (Order #20899530)
Success Levels DN: Very Hard (16)
• Good: The skeletal barrier provides +4 armor, Range: 10 meters
and retributive damage gains +1BD. Duration: 3 rounds
• Outstanding: As Good but the armor You summon an elemental of your choice: air (see
provides +5 protection. Sprite, page 137), earth (see Troll, page 138), fire
(see Barghest, page 132), metal (see Clanker, page
Sound Cloud 133), plant (see Ghillie, page 135), or water (see
Axiom Level: 18 Charyb, page 132) to any unoccupied space within
Skill: Conjuration 14 range. The elemental attacks the nearest target each
Casting Time: 1 action round, and acts at the end of the Heroes Conflict
DN: Hard (-4) vs. the target’s Strength Line. At the end of the duration the elemental
Range: 100 meters breaks apart and vanishes.
Duration: Concentration
The spell creates a cloud of noise in a Large The DN drops to Challenging (12) if the appropriate
Blast radius. All targets inside the cloud capable material for the element is already abundant at the
of hearing become severely disoriented and are location.
Stymied for the duration and must make a willpower Only one elemental can be summoned at a time.
or Spirit test as a free action, once per turn, to move. When the spell ends the elemental immediately
A Good or Outstanding success on this test ends dissipates and no additional elementals may be
the effect for the victim at the end of his turn. summoned until the start of the next scene.
Success Levels Success Levels
• Good: Those affected are also Vulnerable for • Good: The caster may control the elemental’s
the duration. movement and attack each turn.
• Outstanding: As Good, and those affected • Outstanding: As Good and the duration
can’t cast spells, or invoke miracles. increases to 1 minute, but the caster may
dismiss the spell early as a simple action.
Sudden Burial
Axiom Level: 21 Teleport
Skill: Apportation 14 Prerequisites: Beta Clearance, portal spell
Casting Time: 1 action Axiom Level: 24
DN: Target’s dodge or Dexterity Skill: Apportation 18
Range: 25 meters Casting Time: 1 round
Duration: Instant DN: Heroic (18)
The spell is cast on a patch of ground the size of a Range: 5 meters
Medium Blast radius. The ground up to one meter Duration: Instant
deep (and anything on it) lifts 5 meters in the air, The caster, and up to five willing targets in range
flips over, and then slams back into place. A living may be moved up to 100 km to a place that the
creature in the area takes 10 +1BD damage and is wizard has previously visited. Boundaries between
Stymied. realities cannot be crossed.
Success Levels If the chosen location is outside of the range
• Good: 10 + 2BD damage. (accounting for success levels), the spell fails and all
• Outstanding: As Good and the target is who tried to teleport take backlash. If the location
restrained until they make a Strength test as an is within range but there is no place for the target to
action to escape. appear at the location, the target will appear at the
nearest safe space.
Summon Elemental
A Mishap on the roll means that the teleport fails
Axiom Level: 18
dramatically and the GM is going to complicate
Skill: Conjuration 16
the heroes’ lives by taking them somewhere
Casting Time: 1 action
“interesting”.

33
Jacob Cook (Order #20899530)
When the teleportation is completed, all effects spell that would affect any part of the area covered
maintained via Concentration end automatically by this spell fails, regardless of its success level.
and the characters are Flat Footed for a minute. In addition, this spell hampers those with Light
Teleporting is hard on the body and a creature Perks and enhances those with Darkness Perks.
who teleports again within 30 days must take a Interaction attacks by heroes with at least one Light
Disfavored Defeat test on arrival. Perk are Disfavored. Characters with at least one
Success Levels: Darkness Perk can see in the darkness without
• Good: The caster and any companions may penalty and their interaction attacks are Favored
teleport up to 500 km. when used from inside the darkness.
• Outstanding: Anywhere on the same plane If true light and true darkness overlap, the casters of
may be reached, as long as reality boundaries each spell contest conjuration and the loser’s spell
are not crossed. is dispelled.
Success Levels
Time Crunch • Good: Contests against a true light spell are
Axiom Level: 20 Favored and Light Perks don’t function at all.
Skill: Alteration 16 • Outstanding: As Good and contests against a
Casting Time: 1 action true light spell are Up.
DN: Hard (14)
Range: 10 meters
Duration: 1 round
The caster and allies within range can ignore up True Light
to 2 points of Multi-Action or Multi-Targeting Prerequisites: Beta Clearance, mage light spell, at
penalties, and may take three simple actions on least one Light Perk
their turn. The duration ends directly after the Axiom Level: 17
caster acts on the next round. Skill: Conjuration 16
Casting Time: 1 action
Success Levels: DN: Hard (14)
• Good: Affected allies may Rush without Range: 25 meters
incurring a –2 penalty. Duration: 1 minute
• Outstanding: As Good and allies may The spell is a more powerful version of mage
ignore up to 4 points of Multi-Action or Multi- light that calls on the essential nature of light to
Targeting penalties. illuminate a 5-meter radius sphere centered on
a point within range. It dispels all darkness in
True Darkness the area, even magical darkness, except for true
Prerequisites: Beta Clearance, mage dark spell, at darkness. Any other magical darkness spell that
least one Darkness Perk would affect any part of the area covered by this
Axiom Level: 17 spell fails, regardless of its success level.
Skill: Conjuration 16
Casting Time: 1 action In addition, this spell hinders those with Darkness
DN: Hard (14) Perks and enhances those with Light Perks.
Range: 25 meters Interaction attacks by heroes with at least one
Duration: 1 minute Darkness Perk are Disfavored. Heroes with at least
The spell is a more powerful version of mage dark one Light Perk recover 1 Shock automatically at the
that calls on the essential nature of darkness to a end of their turn, and their interaction attacks are
5-meter radius sphere centered on a point within Favored when done inside the area of effect.
range. It dispels all light in the area, resulting in If true light and true darkness overlap, the casters of
Pitch Black Darkness, and even magical light, except each spell contest using conjuration and the loser’s
for true light cannot shine. Any other magical light spell is dispelled.

34
Jacob Cook (Order #20899530)
Success Levels Wall of Force
• Good: Contests against a true darkness spell Axiom Level: 18
are Favored and Darkness Perks don’t function Skill: Conjuration 14
at all. Casting Time: 1 action
• Outstanding: Contests against a true darkness DN: Hard (14)
spell are Up. Range: 40 meters
Duration: Concentration
Vision of Doom The caster conjures a shimmering wall of force up
Axiom Level: 23
to 10 meters long, 3 meters high, and 30 centimeters
Skill: Divination 10
thick at a place within range. The wall repels all
Casting Time: 1 free action (see below)
attempts to penetrate it until it is dismissed or
DN: Standard (10)
beaten down. It has Toughness 18, is immune to
Range: Self
Shock damage, and can take 1 Wound.
Duration: 1 round
This spell can be cast once per scene, as a free Success Levels
action, immediately after a failed test for a Dramatic • Good: The wall’s Toughness increases to 23.
Skill Resolution. On a success, the Storm Knights • Outstanding: As Good and the wall’s Wound
gain an extra round to complete the Dramatic Skill limit increases to two.
Resolution.
Whirlwind
Success Levels Axiom Level: 17
• Good: As Standard and any effects from a Skill: Apportation 14
Dilemma are reversed. Casting Time: 1 action
• Outstanding: As Good, plus the test for the DN: Standard (10) or target’s dodge or Dexterity
current step or steps is Up. Range: 25 meters
Duration: 1 minute
Vision of Harm The spell creates a whirlwind with a Medium
Prerequisite: Beta Clearance, vision of doom spell
Blast radius and can be directed at specific targets
Axiom Level: 24
immediately, or created and then moved around.
Skill: Divination 18
Casting Time: 1 action As an action, the caster may direct the whirlwind
DN: Hard (-4) vs. target’s willpower or Spirit as long as it remains in range. It may attack targets
Range: 10 meters in a Medium Blast radius with an apportation test
Duration: Concentration vs. the target’s dodge or Dexterity.
To cast this spell, the wizard utters a pronouncement Those hit, or those who are forced into the vortex
of doom: “I foresee harm in your immediate future.” (such as by a Player’s Call) take 10 damage and
If the caster has a unique object belonging to the those who take at least 1 Shock are pushed 4 meters
intended target, on that has been owned for at least along the whirlwind’s path, or 2 meters if Large.
a year and a day, the divination test is Favored. If a target is pushed into a dangerous area, it may
On a success, the target’s attempts to Soak damage make a Dexterity test to prevent it. Larger creatures
have a Hard (-4) penalty. suffer the damage but are not moved.
Success Levels Good or Outstanding results on the apportation
• Good: As Standard and the target’s attempts test apply as if the spell was just cast.
to Soak damage are Disfavored.
Success Levels
• Outstanding: As Good and when the target
• Good: +1BD damage, and hit targets are
spends a Possibility to Soak Damage, the caster
pushed 10 meters, or 5 meters if Large.
may spend a Possibility and contest reality as a
• Outstanding: +2BD damage, and hit targets
free action to entirely cancel the attempt.
are pushed 15 meters, 10 meters if Large, and 5
meters if Very Large.

35
Jacob Cook (Order #20899530)
CANTRIPS Casting Time: 1 action
DN: willpower or Spirit
The term cantrip refers to spells that exist Range: 10 meters
everywhere in Aysle. No training in spellcasting is Duration: 1 round
needed, although most require the caster to have The caster motions as if tickling the nose of the
the proper magic skill. target, and the target becomes Stymied.
A cantrip can be cast by anyone with the correct
skill level in Aysle, but cannot be cast outside of Dropsy
Aysle unless the caster has the Cantrip Perk. Axiom Level: 22
These minor spells cause backlash if they fail, but Skill: Apportation 12
gain no extra effects on a Good or Outstanding Casting Time: 1 action
Success. DN: Contest with the target’s Strength or the skill
most applicable with the item (whichever is higher)
Animal Sense Range: 10 meters
Axiom Level: 22 Duration: Instant
Skill: Divination 10 The target drops one equipped item held in a
Casting Time: 1 action hand. Picking up the item is only a simple action—
DN: Easy (8) as long as someone else doesn’t pick it up first!
Range: Touch
Duration: Concentration Earth Barrier
The caster must have the sense organ of an animal Axiom Level: 22
associated with a particular sense, such as the nose Skill: Apportation 10
of a bloodhound, the eye of an eagle, or the ear of Casting Time: 1 action
a fox. The caster’s find tests using that sense are DN: Standard (10)
Favored. Range: Touch
Duration: 1 minute
Booming Voice You can raise a small barrier that provides 2 points
Axiom Level: 22 Concealment and Toughness 5 Cover
Skill: Apportation 10
Casting Time: 1 action Find Things
DN: Standard (10) Axiom Level: 22
Range: Self Skill: Divination 8
Duration: Concentration Casting Time: 1 action
When the caster shouts, his voice can be heard DN: Standard (10)
clearly up to 1 kilometer away. Range: 10 meters
Duration: Instant
Detect Fake Currency
The caster gets a vision of where a missing object
Axiom Level: 22
is, provided it is within range. The caster must be
Skill: Divination 8
familiar with the object.
Casting Time: 1 action
DN: Standard (10)
Range: Touch Fix Object
Duration: 1 day Axiom Level: 22
The spell is cast on a metal plate. When fake Skill: Alteration 10
currency is dropped onto the plate, it makes an Casting Time: 1 action
unnatural sound. DN: Standard (10)
Range: Touch
Distraction Duration: Permanent
Axiom Level: 22 The spell repairs a small broken object (no more
Skill: Apportation 10 than 10 kg) so long as all its pieces are present.

36
Jacob Cook (Order #20899530)
Focus Casting Time: 1 action
Axiom Level: 22 DN: Easy (8)
Skill: Alteration 10 Range: 10 meters
Casting Time: 1 round Duration: Concentration
DN: Very Hard (16) The caster gathers nearby air and channel it into a
Range: Self wind that can move a single unattended object 1 kg
Duration: 1 round or less up to 10 meters slowly in a direction of the
The caster’s next test becomes Favored, as long as caster’s choice.
that test does not involve Multi-Actions or Multi-
Targeting. Foresight
Axiom Level: 24
Hold Animal Skill: Divination 10
Axiom Level: 22 Casting Time: 1 action
Skill: Apportation 12 DN: Standard (DN 10)
Casting Time: 1 action Range: Self
DN: Target’s Strength Duration: Instant
Range: 10 meters This cantrip may be cast once per day.
Duration: Concentration or until attacked The spellcaster thinks of a person, item, area, or
This spell can only target a single animal (no course of action, and receives an indication about
Multi-Targeting) with Mind 5 or lower. The target the situation.
is Restrained. At the start of the target’s turn, it can
On a success, the diviner may look at the top card
make a Strength test to end the spell.
on the Drama deck and then return it to the top of
the deck.
Inspire
Axiom Level: 22 At the GM’s option she may also give the diviner
Skill: Alteration 12 a vision of a possible future.
Casting Time: 1 action
DN: Standard (10) Start Fire
Range: 10 meters Axiom Level: 22
Duration: Instant Skill: Conjuration 8
The caster may remove one condition affecting a Casting Time: 1 action
single target (no Multi-Targeting). DN: Easy (8)
Range: 1 meter
Light Duration: Instant
Axiom Level: 22 This spell starts a fire at a point within range. The
Skill: Conjuration 12 fire ends immediately unless it can ignite nearby
Casting Time: 1 action material. It begins too small to damage creatures.
DN: Easy (8)
Range: Self Water Breathing
Duration: 1 hour Axiom Level: 22
Standard torchlight emanates from an object in Skill: Alteration 10
the caster’s hand for the duration. The light only Casting Time: 1 minute
shines as long as the object is in his hand. DN: Standard (10)
Range: Touch
Playful Wind Duration: 1 hour
Axiom Level: 22 The target can breathe water as well as air.
Skill: Apportation 8

37
Jacob Cook (Order #20899530)
A
ysle boasts many gods, each with their own
personalities and tenets. Most of Aysle’s
gods began life as creatures from Aysle who
accomplished great deeds and attracted worship
after their death. Then, after attracting sufficient
followers, they were able to provide miracles.

THE FIVE PANTHEONS


The deities presented here are representative of
their pantheon, a collection of deities who share
MIRACLES
common traits. Dunad is the most prominent
Exemplar of Light who encourages his followers
to embrace the tenets of light. Corba’al is the main
Exemplar of Darkness, who demands people to
explore the darkness found in all beings. Rak is a
favorite among Outsiders (those who seek to avoid
the entanglements of both Light and Darkness)
and is the most powerful of the Gods of Balance.
Elmiir is a Racial Deity (elven, in this case) who
encourages honor but in isolation; his followers
seek to be the best they can be, other races’ needs
notwithstanding. Shali encourages the use of magic
as part of her worship and is most likely to merge
faith and magic. She is a part of the Theomagicians.

DUNAD
Dunad was a human male who freed the humans
from the dominion of giants. He did so by traveling
beyond the Limit of Aysle and obtaining Aurel, the
first and greatest magic sword.
With this newfound power, he was victorious in
battle with the giants, but it was clear he could not
be everywhere in Aysle at once. Therefore, he went
to the center of the main continent of Aysle and
shattered Aurel, releasing magic to all sentients.
The place where he did this is now called the Valley
of the Sword.

Tenets of Dunad
Dunad’s followers seek to uphold the following
tenets to the greatest extent possible:
• Speak honestly. It is better to say nothing than
to speak a deliberate lie.
• Protect the defenseless. Remember, the
humans were defenseless against the giants
and honor Dunad’s example in saving them.
• Leave Aysle better than how you found it.

38
Jacob Cook (Order #20899530)
The gods of Aysle reward belief, but pick their Champions as they will!

• Take the moral high road whenever it is Of all the religions of Aysle, worship of the
available. It is better to be wronged for Dunad Exemplars of Light is the most organized. The
than to corrupt someone defending yourself. followers of Dunad maintain a temple in as many
• Shun greed and covetousness. Greed cities as will have them and employ traveling
includes asking for more than you need, and priests when necessary to staff them.
covetousness includes hoarding property when Temple services encourage congregants to perform
another truly needs it. honorable deeds and listen to stories about others
• A worshiper may go to war when it is just and who have done so. The main temple in the realm is
promotes the higher cause of honor. in Oxford, and Tolwyn attends services there on a
• Supernatural evil, and those who have fallen regular basis.
to Darkness are irredeemable and must be
eliminated.

Worship CORBA’AL
Dunad’s main symbol is called the Dunad Cross. Corba’al worship has been around since the advent
It is the hilt of Aurel with the small shards of blade of humans on Aysle. Corba’al is described as a
left atop. Because of its similarity to Christian human painted to appear as a skeleton. He is the
crosses, many followers of Dunad seek association only god whose followers actively recruit among
with Christians and Christian churches. supernaturally evil creatures.

39
Jacob Cook (Order #20899530)
Tenets of the war between giants and humans. He was
Corba’al embraces the two Essences that do not revered for his passion and direct action, and
combine into one of the Principles: death and time. for his ability to be kind or cruel as the situation
This produces a religion that embraces necromancy, demanded.
undead, death, and decay. His followers hold to
the following tenets: Tenets
The followers of Rak hold to the following tenets:
• Death and change are natural parts of life and
are to be embraced. • Honor and Corruption are to be balanced.
• Undead are the ultimate expression of death • Each creature knows what actions it needs to
and change and are not to be feared. Rather, take to restore the balance. These are revealed
they should be embraced and mastered in the heart of each person through its urges.
whenever possible. • All urges are equal and are to be embraced
• Society imposes rules to stifle creaturedom. fully.
Rules should only be followed to the extent they
promote the follower’s goals and encourage Worship
others to promote them. The symbol of Rak is a lush tree. This represents
• The ends justify the means. the fulfillment of nature expressing one’s desires.
• A creature’s darkest secrets are the window Just as a tree desires to grow and be tall, so we
to its ultimate expression. Those secrets are to must embrace our desires.
be explored. Temples of Rak do exist, but they only appear if a
• Opposition is a sign that the follower is on priest chooses to start one. The most well-known
the right track, for the world would embrace one is in the hills of Ireland, run by a centaur named
its own. Beniarus who, like all priests of Rak, helps all
people to embrace their urges, whether honorable,
Worship corrupt, or neutral.
Corba’al’s symbol is the crossed broken bones. The
bones represent the corruption of the flesh and its
decay over time, while the shape of an X represents
ELMIIR
the unnatural forces that Corba’al embraces. Elmiir recognizes the dependence elves have
on magic as part of their physiology. Elves first
Corba’al doesn’t have organized temples. Instead,
interacted with other races during the war with the
individual worshipers use covert methods to
giants but were not attacked that much, being on
find priests who minister to them. Such ministry
a separate continent at the time. Many believe this
involves discovering the follower’s darkness
was due to the teachings of Elmiir.
and channeling it into “productive” means, such
as summoning supernatural evil, promoting When Shali ascended to godhood to be by Dunad’s
corruption in self and others, and undermining the side, Elmiir joined them, so elves would have a
efforts of Exemplars of Light. representative among them.
Uthorion is Corba’al’s most powerful priest. Many
people convert to Corba’al simply based on the Tenets
power of the High Lord. He enchants the coins he The teachings of Elmiir are secret and not open to
pays his followers, so the crossed-bones symbol other races, but the behavior of Elmiir worshipers
is revealed during dawn and dusk, the so-called suggests the following tenets are in effect:
Entity hours. • Elves are to be paragons of honor for other
races.
RAK • Preservation of elvenkind is an act of honor.
• Secrets of the elves are not for other races.
Rak is a giant who led the forces crossing from • Elves should gather knowledge for eventual
Lower Aysle into Upper Aysle in the initial stage deposit in the temple of Elmiir.

40
Jacob Cook (Order #20899530)
• The teachings of Elmiir are written on the
hearts of each elf.
• An elf may lie to non-elves about the teachings,
and no elf may correct another elf about them THE GODS AND THE
in the presence of non-elf sentients.
GUILT OF THE ELVES
Worship
Elmiir’s symbol is two stars over water. Some say
it represents the elven homeland, while others Like all noteworthy actions in Aysle, the
think it represents the two knowledges (magic and betrayal of the Akashans by the elves attracted
elemental) most tied to him as a god. the attention of the gods. Here’s how each of
There is only one temple of Elmiir, and that is the five major gods saw the event:
back on Elveim, the elven continent in the cosm of Corba’al was ecstatic. He viewed the act as
Aysle. It is expected any elves who have gathered a surrender by the elves, which strengthened
sufficient knowledge should report their findings his chief priest Uthorion’s position. It also
to the temple, or at the very least transmit them to triggered a crisis of morality for many elves,
an elf who will make the journey on their behalf. and they became more alienated from the
In the realm, while there may be some who devote Exemplars of Light, opening a path to convert
themselves exclusively to Elmiir and learn miracles, more elves.
there is no organized worship. Each elf knows the Dunad knew about the vision and relished
true teachings and follows them to the best of her the chance to prove the elves’ natural
ability. tendency toward Light. But when they instead
saved their own skins, Dunad saw this as an
SHALI absolute betrayal of honor, and as Light Perks
were suppressed, Dunad lost power.
Shali was Dunad’s mate and the first true mage
of Aysle. After Dunad released the knowledges Rak saw the act as expressing the urge
into Aysle, she studied them and formed the first toward self-preservation and took no further
academies of magic to discover spells usable by the notice.
folk. As her life on Aysle was waning, she took her Shali is sympathetic to Dunad’s fury over the
place at Dunad’s side in the realm of the gods. situation, but now that she sees that this act
facilitated the invasion of Core Earth, she is
Tenets making the most of the opportunity to gain
Shali encourages her followers to embrace the followers.
following tenets: Elmiir is the most conflicted. He understands
• Personal improvement through knowledge the situation and the desire to preserve the
and teaching is encouraged. This includes the elves, but it has put him in direct conflict with
knowledge and teaching of magic. Dunad, who put faith in the elves’ ability to
• No one should be discouraged from learning, act honorably. This has led to a schism in the
although directing people toward noble religion, where a sect has adopted an attitude
pursuits is allowed. of “elves first,” while the main sect still
• Knowledge should be free and available to as encourages honor above elvenkind. It is from
many as possible. this new sect that Corba’al and the Exemplars
of Darkness are looking to convert elves.
Worship
Shali’s symbol is an eye inside the sun. The sun
is symbolic of life and magic, while the eye is
symbolic of knowledge.

41
Jacob Cook (Order #20899530)
Temples to Shali appear in areas where there is
a high concentration of magicians. The worship
services involve invitations for the congregation
COMPARING THE to perform magic followed by exhortations by the
priests to explore people’s magical potential.
DEITIES
In most cases, there are no temples, but mage
academies sport a high number of Shali worshipers.
It can be helpful to show how each of the five Whenever a priest of Shali is present in Oxford,
major deities share something in common Lady Ardinay asks the priest to conduct a worship
but use that similarity in different ways. service.
• Corba’al vs. Dunad: Both deities recognize
the power of Aysle’s Law of Honor and OTHER DEITIES
Corruption and incorporate it into their Aysle supports many other deities. They tend to fall
worship. Corba’al, however, encourages into one of the pantheons. In most cases, the deities
acts of Corruption, while Dunad encourages will have the same miracle list as the described
acts of Honor. deity of the same pantheon, although the GM can
• Corba’al vs. Elmiir: Both deities recognize allow for variations.
the need to survive and persevere. Corba’al A note should be made here of the dwarven deities.
promotes preservation on an individual Of the Ayslish, only the dwarves have a creation
basis, while Elmiir promotes preservation as story about how Aysle was formed, and it involves
it supports the elven race. their builder gods. However, it also states that these
• Corba’al vs. Rak: Both deities rely on gods abandoned Aysle and went off in search of
passion to motivate their followers. Corba’al bigger building challenges. Some dwarves believe
promotes passion to define goals, but once this to be a testament to the hardiness of dwarves,
those goals are defined, passions may need while others view this as an act of betrayal. Still
to be curtailed to achieve them. For Rak, others take no position on the matter, arguing that
however, passion is the goal and whatever if the builder gods are too busy to stay, why should
happens is acceptable if it flows from that anyone care about them?
passion. In any case, there are no miracles associated with
• Corba’al vs. Shali: Both deities recognize the dwarven deities. Those dwarves who seek out
the value of personal advancement and the miraculous usually turn to one of the Exemplars
encourage study of the undead. Corba’al for such power.
promotes that advancement as beinghood’s
ultimate purpose and considers undead
a convenient way to promote one’s own MIRACLE LISTS
ends, while Shali encourages personal The miracle lists presented here are specifically for
advancement (especially in magical study) the five listed deities (Dunad, Corba’al, Rak, Elmiir,
as a means of improving society and treats and Shali). Other deities of the same vein may have
undead as a magical quantity to be studied different miracle lists at the GM’s discretion.
within limits. Note that the first two lists are extensions of those
• Dunad vs. Elmiir: Both deities value the found in the Core Rulebook and take precedence
power of community. Dunad encourages over those lists. The other lists may be selected by
all to participate and believes that everyone taking the Miracles Perk or the Perks in this book,
can improve their relationship with the invokers may only have access to lists for a single
community. faith.
Continued on page 43... Exemplars of Light (Dunad): Banish*, bless*,
bounty*, break curse, break storm, call animals*,

42
Jacob Cook (Order #20899530)
commune with animals*, commune with spirits*, cure
disease*, curse*, doom, healing*, lightning strike*,
penance, repel*, soothe*, strike*, summon storm,
treeskin, turn undead, ward cold, ward enemy*, ward COMPARING THE
magic, word of the gods.
Exemplars of Darkness (Corba’al): Banish*,
DEITIES CONT’D
bless*, call animals*, command undead, commune • Dunad vs Elmiir (cont’d): Meanwhile,
with animals*, commune with spirits*, curse*, doom, Elmiir focuses on the elven community and
healing*, hellfire*, plague, repel*, sicken, soothe*, strike*, believes community is a function of elfness
ward enemy*, ward magic, wither*, word of the gods. that is hard for the other sentient beings to
Yonders (Rak): Balancing act, bless*, break storm, emulate.
call animals*, commune with animals*, commune with • Dunad vs. Rak: Both deities encourage
spirits*, cure disease*, curse*, doom, healing*, lightning followers from multiple races to gather
strike*, penance, plague, sicken, soothe*, strike*, together into a fighting force, working
summon storm, treeskin, ward cold, ward enemy*, ward toward a common goal. Dunad does this
magic, wither*. through organized armies with rigid
Mysterians (Elmiir): Banish*, bless*, bounty*, break structure, while Rak engenders a mob
curse, call animals*, commune with animals*, commune mentality, using violence as an outlet to
with spirits*, cure disease*, Elmiir’s assistance, satisfy his followers’ passions.
healing*, lightning strike*, repel*, soothe*, strike*, • Dunad vs. Shali: Both deities encourage
summon storm, treeskin, turn undead, ward cold, ward advancing the community interest and
enemy*, ward magic, word of the gods. personal improvement. Dunad views
Theomagicians (Shali): Banish*, bless*, bounty*, advancing the community interest as a
break curse, break storm, command undead, commune means of promoting personal improvement,
with spirits*, cure disease*, curse*, doom, healing*, while Shali sees personal improvement as a
hellfire*, lightning strike*, repel*, Shali’s blessing, means of advancing the community interest.
soothe*, strike*, summon storm, treeskin, turn undead, • Elmiir vs. Rak: Both deities believe
ward cold, ward enemy*, ward magic. people should follow their instincts. Elmiir
* Described in Torg Eternity encourages his elves to follow the instinct
for the good of the elves, while Rak supports
following personal urges and forming
MIRACLE DESCRIPTIONS communities around them should they
overlap.
Balancing Act • Elmiir vs. Shali: Both deities recognize the
Prerequisite: Beta Clearance value of magic and its importance in Aysle.
Axiom Level: 16 Elmiir values magic as a necessary part of
Skill: Faith 18 elven physiology, while Shali encourages
Casting Time: 1 action the magical potential of all who are willing
DN: Heroic (18) but see below to study it.
Range: Self
• Rak vs. Shali: Both deities recognize that
Duration: 1 scene or until used
a strong self does not need to come at the
The priest gains the effects of one Darkness or
expense of others. Rak believes the true
Light Perk. The miracle ends once the scene ends,
sense of self comes from one’s emotions and
or a test is attempted using that Perk’s effects. The
passions, while Shali believes it comes from
priest can ask for a Perk for which he doesn’t meet
training and the intellect.
the prerequisites, but the invocation is at –2 for each
missing prerequisite. This miracle may not Multi-

43
Jacob Cook (Order #20899530)
Target. Also if the priest has any Light or Darkness • Good: Duration 1 hour and spells, miracles,
Perk (even if inactive), the test is Disfavored. or other effects involving lightning cannot be
If the priest last used this miracle to receive a Light cast or activated at all.
Perk, invoking this miracle to receive a Light Perk • Outstanding: As Good and can even suppress
is at –6. If the priest last used this miracle to receive a natural or invoked reality storm.
a Darkness Perk, invoking this miracle to receive a Command Undead
Darkness Perk is at –6. Axiom Level: 15
This miracle can only be attempted once per scene, Skill: Faith 12
and a Mishap deals additional Shock equal to the Casting Time: 1 action
total casting penalty. DN: Target’s willpower or Spirit
Success Levels Range: 30 meters
• Good: The test that uses the acquired Perk is Duration: Concentration
Favored. The invoker can issue a command to a Mindless
• Outstanding: As Good and this miracle may undead creature within range, which it will obey
be attempted again this scene. to the best of its ability. When the command is
obeyed or rendered impossible, the undead makes
Break Curse a willpower or Spirit test. On a success, the miracle
Axiom Level: 16 ends, otherwise the invoker can issue another
Skill: Faith 12 command.
Casting Time: 1 action Success Levels
DN: Standard (10) • Good: Tests to end this miracle are Hard (DN
Range: Touch 14).
Duration: 1 scene • Outstanding: As Good, plus the duration
One curse on a person, location, or item is changes to the rest of the scene. This does not
suppressed for the duration. prevent the undead from attempting to break
Success Levels the miracle.
• Good: Duration 1 act
• Outstanding: The curse is permanently Doom
removed. Prerequisite: Beta Clearance, curse miracle
Axiom Level: 13
Break Storm Skill: Faith 14
Prerequisite: Beta Clearance Casting Time: 1 action
Axiom Level: 16 DN: Target’s faith or Spirit
Skill: Faith 16 Range: 50 meters
Casting Time: 1 round Duration: 3 rounds
DN: Hard (14) The target is Stymied or Vulnerable for the
Range: 100 meters duration.
Duration: 1 minute Success Levels:
Natural storm activity within range dissipates. • Good: The target is Stymied and Vulnerable
The storm may continue to rage in the surrounding for the duration.
area, but winds become light, seas become calm, • Outstanding: As Good and the next test
and lightning strikes stop within the miracle’s the character before the duration ends is
range. Disfavored.
Tests involving spells, miracles, and other effects
which feature storms or lightning are Disfavored if Elmiir’s Assistance
attempted within the miracle’s range. Prerequisites: Elf, Beta Clearance
Axiom Level: 18
Success Levels Skill: Faith 18

44
Jacob Cook (Order #20899530)
Casting Time: 1 action
DN: Heroic (18)
Range: Self
RITUALS
Duration: 1 round
The invoker may use the faith skill for any one The miracles and spells detailed in this book
test that does not involve a Multi-Target or Multi- are not exhaustive and many adventures within
Action. This miracle may only be attempted once Aysle involve elaborate rituals and feats of
per scene. incredible power (e.g. amassing an undead
army or connecting two cosms with a world-
Success Levels:
spanning underground cave network).
• Good: The test may involve Multi-Target or
Multi-Actions (but not both). Most of these events and threats are better
• Outstanding: The test may involve both handled as part of the story, or as part of a
Multi-Targets and Multi-Actions. Dramatic Skill Resolution rather than detailing
these rituals as an actual spell or miracle to be
Penance used on a regular basis, especially by Storm
Axiom Level: 17 Knights.
Skill: Faith 14
Casting Time: 1 action
DN: Target’s faith or Spirit caster and her allies, the other creature makes a
Range: 25 meters willpower or Spirit test. If it fails, the miracle takes
Duration: Instant effect on it as though it had been the original target.
This miracle fails against a target with no Darkness This stage lasts for the remaining duration of the
Perks. If the target has two or more Darkness Perks, miracle, and all effects of Good or Outstanding
the faith test to cast this miracle is Favored. An results apply to any subsequent victims infected
affected target takes damage value 13 that ignores during this stage.
all armor. Targets immune to disease ignore this miracle’s
Success Levels effects. The invoker may revoke this miracle before
• Good: +1BD damage the end of the duration, stopping the spread of the
• Outstanding: +1BD damage plus another plague and eliminating any effects which would be
BD for every two Darkness Perks the target suffered at the end of the second stage.
possesses (rounded up). Success Levels
• Good: The target is Very Stymied during the
Plague first stage.
Prerequisites: Beta Clearance, sicken miracle
• Outstanding: At the end of the second stage
Axiom Level: 17
the target suffers 1 Wound.
Skill: Faith 18
Casting Time: 1 action Shali’s Blessing
DN: Disfavored vs. target’s willpower or Spirit Prerequisite: Beta Clearance, at least one add in all
Range: 10 meters four magic skills
Duration: 1 hour Axiom Level: 18
This miracle can only be invoked on a living Skill: Faith 18
sentient being and has two stages. In the first stage, Casting Time: 1 action
the target is Stymied for the duration. At the end of DN: Target’s highest magic skill
each round, she can make a willpower or Spirit test Range: Touch
to end this stage and begin the second stage. If the Duration: 1 scene
target does not begin the second stage, she takes 12 This miracle may be attempted only once per
damage at the end of the duration. scene. On a success the target’s spellcasting tests
In the second stage, when the target first comes are Favored. If any target has no magic skills, the
within 10 meters of a living creature other than the miracle fails.

45
Jacob Cook (Order #20899530)
Success Levels: Treeskin
• Good: In addition, the first time the target Axiom Level: 10
rolls a 1 for a spellcasting test, ignore that test Skill: Faith 12
and try again. Casting Time: 1 action
• Outstanding: As Good, plus all spell backlash DN: Invoker’s Strength
is reduced by 1. Range: Self
Duration: 3 rounds
Sicken This miracle transforms the invoker’s skin to
Axiom Level: 15
wood. On a success she gains +2 Toughness but
Skill: Faith 12
becomes Vulnerable to fire attacks.
Casting Time: 1 action
DN: Target’s willpower or Spirit Success Levels:
Range: Touch • Good: As Standard but no longer Vulnerable
Duration: Concentration to fire attacks.
The target becomes Stymied until the miracle • Outstanding: As Good, and instead gains +3
ends. Toughness.
Success Levels Turn Undead
• Good: The target becomes Very Stymied. Axiom Level: 12
• Outstanding: As Good, plus the target takes Skill: Faith 10
12 + 1BD damage that ignores armor when the Casting Time: 1 action
miracle ends. DN: Target’s willpower or Spirit
Range: 10 meters
Summon Storm Duration: Concentration
Axiom Level: 16
This miracle targets all undead within 10 meters
Skill: Faith 14
of the caster. This is an area effect miracle; no
Casting Time: 1 round
Multi-Targeting applies. Each affected undead is
DN: Standard (10)
Very Stymied while it remains within 10 meters of
Range: Self
the caster. The miracle’s effect ends on a specific
Duration: 1 minute
undead once it is hit with an attack or interaction.
The area around the caster in a 100-meter radius
erupts in a storm. The storm moves with the Success Levels
spellcaster but the spellcaster may end it at any • Good: Mindless undead must rush directly
time. away from the invoker on their turns while
within range.
Creatures (including the spellcaster) in the area
• Outstanding: As Good, plus the Mindless
moving more than half their movement speed
undead take 14+1BD damage when initially
must make a Strength test at the beginning of their
affected.
turn or be Stymied. Missile weapons and fire combat
attacks and attacks involving fire with the area are Ward Cold
Disfavored. Lightning based attacks are Favored. Axiom Level: 9
Success Levels Skill: Faith 10
• Good: At the end of each round a random Casting Time: 1 minute
target in the area is hit by a lightning bolt DN: Standard (10)
dealing 13 +1BD damage, AP 4 unless they Range: Touch
make a successful dodge test. A Mishap adds +1 Duration: 24 hours
BD damage. This miracle may be invoked once per day. The
• Outstanding: As Good but the lightning bolt target is protected from natural cold up to –40°C
targets a random foe of the caster. (–40°F)

46
Jacob Cook (Order #20899530)
Success Levels
• Good: The target gains +5 Armor vs. ice
damage.
• Outstanding: +8 Armor vs. ice damage. MINOR
Ward Magic DEITIES
Axiom Level: 10
Skill: Faith 14 Here are a few of the minor gods the Ayslish
Casting Time: 1 action turn to for help:
DN: Standard (10)
Range: Self LIGHT
Duration: Concentration • Argon: god of the skies and birds, prayed
Spells targeting the caster take a Challenging (-2) to for good weather
penalty to affect her.
• Asten: elven goddess of secrets, prayed to
Success Levels for wisdom
• Good: The penalty increases to Hard (-4).
• Outstanding: Spells targeting the caster, • Darsot: god of peace and diplomacy,
including in an area of effect, are Disfavored. prayed to for help resolving conflicts
• Mesus: goddess of the lands and animals,
Word of the Gods prayed to for healthy crops
Axiom Level: 10
Skill: Faith 10 • Urgorl: god of moderation and abstinence,
Casting Time: 1 action. prayed to for help overcoming addiction
DN: Standard (10)
Range: Self DARKNESS
Duration: Instant • Arthuk: god of destruction and war, prayed
This miracle allows the caster to gain a flash of to for victory against the Light
insight. On a success, the Storm Knight gains a clue • Borl: goddess of decay and rot, prayed to
or indicating the next course of action she should for bringing disease upon another
take, or she may choose to make the Approved • Endrak: god of darkness and thieves,
Action of the Drama Deck “Any” just as if playing prayed to for good loot and escape from the
an Idea card. law
The gods do not like to be pestered, and so this • Estar: elven god of corruption, patron of all
miracle may only be attempted once per day. elves who have fallen.
Success Levels: • Harang: goddess of pain and torment,
• Good: The player may instead search for an prayed to for bringing a curse upon another
Idea card in the Destiny deck or discard, then
shuffle the deck afterward. • Kalim: god of disdain and enmity, prayed
• Outstanding: As Good and the gods feel to for victory against other races
gracious and the cleric may invoke this miracle
again. BALANCE
• Areel: goddess of war and judgment,
prayed to for valor and a good death
• Celay: goddess of the wild folk, patron of
ghillies, sprites and other Aysle fae
• Minthod: god of patience and time, prayed
to for long life and tolerance

47
Jacob Cook (Order #20899530)
T
his chapter describes the normal and magical
equipment used when traveling in Aysle.
Most items are available in Aysle with the
right connections, although the rarer items require
a quest to obtain, a Perk, or might be found with
the play of Cosm cards.
See the Gear chapter in Torg Eternity for more
information on requisitioning equipment from the
Delphi Council or using personal resources to buy
items.

MAGIC AND HOLY ITEMS


Aysle has the widest variety of magic items. Many
are as common there as electronic equipment is on
Core Earth, but some are hard to obtain even in
Aysle.
GEAR

Enchanted and Arcane Items


Any Enchanted item requires Magic Axiom 13
to function without contradiction, while more
powerful Arcane items have a Magic Axiom of 23.
Arcane items have their own personalities and
communicate with their owner empathically,
though some items are the “strong and silent” type.

Artifacts
Artifacts are unique magic items associated with
legends and folk tales, and are Magic 24. Although
Artifacts are fully sentient, Aysle’s Magic Axiom
is not high enough to support reality-rated items.
However, they certainly can be aligned with Light
and Darkness and they often have their own
agendas. Artifacts are practically indestructible,
and can only be destroyed through a Quest.

Holy and Sacred Items


Holy items require Spirit Axiom 14. Sacred items
are holy items permanently infused with spiritual
energy regardless of the wearer’s faith, and have
a Spirit Axiom of 18. Sacred items cannot be
damaged by normal means, and a Quest is required
to destroy them.
Each Sacred item has its own significant legend
and story. No more than one or two Sacred items
should appear in an entire Torg Eternity campaign,
regardless of the cosm.

48
Jacob Cook (Order #20899530)
Acquiring Items
Magic and holy items found in Aysle are usually STACKING
found on items of Tech 14 or lower. In very rare
circumstances a higher tech item from Core Earth Stacking restrictions apply to magic and
may become enchanted. Acquiring one of these holy items. Only the highest bonus or lowest
items has a -8 penalty. penalty counts, no matter if it’s from a Perk,
spell, miracle, psionic power, or piece of gear.
Artifacts and Sacred items cannot be acquired Generally bonuses or penalties stack if they
through purchase or requisition at all. However, are applied to different stats (e.g. Strength,
the Delphi Council won’t interfere with the gods, Toughness, and Armor, Strength and damage,
or an Artifact’s bond, and won’t request a Storm or Dexterity, melee weapons, and defenses).
Knight to relinquish a Sacred item or an Artifact,
unlike an Eternity Shard. Unless otherwise stated, any increase or
decrease is a bonus. The GM makes the final
call, but when in doubt, it doesn’t stack.
USING ITEMS
To use an item, it must be held or worn normally
(e.g. weapons in hand, hat on head, slippers on
feet, etc.) at the time of activation. them function. Similarly only one Sacred item
Getting or stowing an item without dropping it will provide any benefit to the wearer or user.
takes a simple action. Bigger items (e.g. robes) may • Permanent Arcane items must be attuned to
take longer at the GM’s option. their owner to function, which only takes a
minute. Most beings can only attune to a single
If an item casts a spell or miracle or confers an permanent Arcane item at a time as they have
effect with a duration of Concentration, the item a limited amount of sentience, and are jealous
functions normally, but if the character receiving of other Arcane items. A person may attune a
the benefit suffers damage or an interaction result, different Arcane item, but the previous one will
she is the one who must make the Concentration be offended and the character may not switch
test. If the person is Unskilled in the required magic back. Some beings are adept at mollifying their
skill, the Concentration test automatically fails. Arcane items and may attune to more of them
(see Arcane Diplomat, page 17).
Identifying Magic Items • A character may bond with only a single
Identifying a magic item either requires practicing Artifact. Additionally, as long as that person is
with it for an hour, or for one minute and a Hard alive, the Artifact will not bond with another.
(DN 14) divination test. In either case, any curse However, there are Dark rituals that can forcibly
contained within the item triggers. sever or even transfer the bond of an Artifact. If
A safer alternative is to cast the identify magic item its owner dies or if the owner intentionally and
spell (page 28). willingly severs the bond, an Artifact teleports
away to an unknown location and mourns for
Item Limits a year and a day.
Not all items work together. Magic and holy items • A mage can only use one implement (wand,
only function under the following circumstances: staff, or orb) to cast a spell at a time. Any
implement can be used in one hand, even
• A character may not “double up” on items
a staff, but using a staff as a melee weapon
(e.g. only one piece of headgear, one belt, etc).
requires two hands.
If multiple items are worn in the same location,
• Consumable holy and magic items such as
neither of them function.
potions, ammunition, scrolls, etc. are only
• A character may only carry and gain the
limited by what can be physically carried
benefit of a single permanent Holy item. If
(GM’s call).
more than one Holy item is carried, none of

49
Jacob Cook (Order #20899530)
GENERAL MAGIC ENHANCEMENTS
Enhancement Price Effect Notes
Armor Enhancements (Enchanted unless noted)(
Armor +1 3000 (17) +1 Armor Value —
Armor +2 15K (21) +2 Armor Value Arcane
Armor +3 75K (24) +3 Armor Value Arcane
Energy-Proof 3000 (17) +4 Armor vs. energy One specific energy type
Fortified 1 1500 (16) Reduce AP by 1 —
Fortified 2 4000 (18) Reduce AP by 2 —
Fortified 3 10K (20) Reduce AP by 3 Arcane
Spellproof 200K (26) See text Arcane
Shield Enhancements
Shield +1 3000 (17) +1 to shield’s bonus —
Shield +2 15K (21) +2 to shield’s bonus Arcane
Shield +3 75K (24) +3 to shield’s bonus Arcane
Dancing Shield 1500 (16) No hands needed —
Energy Resistance 2500 (17) +4 to def. vs. energy One specific energy type
Spell Deflector 10K (20) See text Arcane
Weapon Enhancements
Damage +1 3000 (17) +1 damage Ammo allowed
Damage +2 15K (21) +2 damage Arcane
Damage +3 75K (24) +3 damage Arcane
Energy Touched 10K (20) See text Arcane, one specific energy type
Armor Piercing 10K (20) Weapon gains AP 2 Arcane, ammo allowed
Dancing Weapon 1500 (16) No hands needed —
Far-Reaching 2000 (16) Range doubles Ammo allowed
Quick 2500 (17) Gains “Quick” See page 57
Sharp 50K (23) Bladed gains AP 4 Arcane
Wounding 2500 (17) Gains “Wounding” Ammo allowed, See page 57
Other Enhancements
Attribute +1 20K (21) +1 bonus to attribute Arcane, one attribute bonus only
Favoring 10K (20) Makes a skill Favored Test must use item enchanted
Skill +1 4000 (18) +1 bonus to tests Test must use item enchanted
Skill +2 20K (21) +2 bonus to tests Arcane, must use item
Skill +3 100K (25) +3 bonus to tests Arcane, test must use item
Endless Ammo 500 (13) Always holds Ammo —
Mitigating -2 2000 (16) Ignore 2 pts. penalties —
Mitigating -4 10K (20) Ignore 4 pts. penalties Arcane
Mitigating -6 50K (23) Ignore 6 pts. penalties Arcane

50
Jacob Cook (Order #20899530)
GENERAL MAGIC Endless Ammo “Pouch”: This item holds one
type of ammunition. Once fired, the ammunition
ENHANCEMENTS
reappears inside.
Many magic items are better versions of their
[Energy]touched Weapon: This weapon deals
normal counterparts. A set of plate mail +1, for
energy damage instead of physical damage. This
example, is plate mail from Torg Eternity except
gives the weapon an additional property. The
it has a +1 bonus. Other magic items have one or
following energy types can be enchanted into a
more additional features, such as Sharp, which
weapon:
grants a bladed weapon or piece of ammunition
Armor Piercing 4. • Fire: attacks the lowest armor value.
• Force: +1 damage and the weapon gains the
Many weapon enhancements can also be applied
Stagger property (from Torg Eternity).
to the ammunition of a missile weapon (up to 10
• Ice: +1 damage and reduces the target’s speed
arrows, bolts, stones, etc.) as shown in the table
by 2 meters until the end of its next turn.
on page 51. However, if ammunition and the
• Lightning: Armor Piercing 2.
item they are shot from both have enhancements,
the character must choose which item’s functions Fortified Armor: Fortified armor resists the effects
apply for each action. Magic ammunition is good of Armor Piercing weapons. Each level of Fortified
for one shot only. cancels one point of Armor Piercing on attacks
Enchanted items may only have a single against it.
enhancement, and only at the lower power levels Mitigating Gear: Ignores -2 (or more) points of
(less than $5,000). In most circumstances, Enchanted penalties imposed by the environment, related to
items only replicate spells of a Magic Axiom of 13 the use of the item. This does not ignore penalties
or lower, though there are some exceptions. imposed by opponents, such as Stymied. For
Items that have an enhancement beyond the basic example, Mitigating Gloves -2 removes 2 points of
power level (or are similar to spells of Magic 14 penalties that may be acquired because the surface
or higher) are Arcane items. Some special (and is slippery.
arrogant) Arcane items can have two enhancements. Skill: The enchanted item provides a bonus to the
Those Enchanted items that are enhanced again by skill being tested when the item is used.
the Law of Enchantment also become Arcane items
Spell Deflector Shield: When the shield’s wielder
and gain limited sentience.
takes an Active Defense, if a spell fails to affect
Only Artifacts can have more than two the target, the spell may be reflected at another
enhancements. target using the original action total, with a bonus
The price of magic enhancements is added to the to the total equal to the Active Defense bonus.
base item. Destiny cards may modify this total as normal, but
additional Possibilities cannot be spent to improve
Enhancement Descriptions the result.
Attribute +1: This item (classically a cape or cloak Spellproof Armor: Spellproof armor is enchanted
for Charisma, shoes or slippers for Dexterity, a with powerful wards. Any spell that targets the
necklace for Mind, a circlet for Spirit and a belt for wearer or includes him as a target suffers a -4
Strength) grants a +1 bonus to one attribute. penalty to affect him.
Dancing Shield or Weapon: The Dancing property
overrides the normal requirement that an item
CONSUMABLE MAGIC ITEMS
be held or worn on the body, and it can float at a
distance. A dancing shield must stay within half Consumable magic items convey a single effect,
a meter to be effective, but a dancing sword can often based on a spell, and then fade away, though
be up to 10 meters away (with a flying speed of 10 some versions contain multiple doses. They do not
meters per round) and still act normally. count against limitations to magic or holy items.

51
Jacob Cook (Order #20899530)
CONSUMABLE ITEMS
Item Price Effect
Blade Cream 2000 (16) Gives a weapon AP 4 for the scene, 1 minute to apply
Disguise Potion 1000 (15) Magical disguise, see text
Healing Potion 500 (13) Heals 1 Wound & 1 BD Shock
Luck Potion 50K (23) Arcane, see text
Oil of Etherealness 500 (13) 1 action to apply to melee weapon. +3 to hit with weapon
& damages ethereal creatures normally. Lasts 1 scene.
Ointment of Invisibility 2000 (16) 1 minute to apply, character and equipment become
invisible (-6 to see or attack) for the rest of the scene
Poison Antidote 500 (13) Heals all poison and ends non-damage poison effects
Potion of [Attribute] 1500 (16) +3 to attribute for rest of the scene.
Potion of Climbing 1000 (15) Climb any surface at 3m per round for rest of scene
Potion of Courage 1500 (16) See text, lasts rest of the scene.
Potion of [Energy] Breath 1500 (16) Gain missile weapon attack for one minute, see text
Potion of [Energy] 1500 (16) +10 Toughness vs. energy type for one minute
Resistance
Potion of Flight 3000 (17) Enables flight for one minute (see fly spell)
Potion of Growth 1500 (16) Become one size larger for one minute, see text
Potion of Inner Barbarian 2000 (16) See text
Potion of Protection 2000 (16) +3 to Toughness for the rest of the scene
Potion of Shrinking 1500 (16) Become one size smaller for scene, see text
Potion of the Ram 2500 (17) See text
Potion of Water Breathing 500 (13) Breathe water and air for rest of act
Ration Bread 500 (13) Nutrition for a month, 100g loaf
Slaying Arrow — Artifact, damaged creature type must make Defeat test
Treeskin Potion 1250 (15) Holy, unarmored becomes Toughness 10 for scene

Unless otherwise stated in the item’s description, it Because there is no roll associated with
is a simple action to use any of these items. consumables, they generally do only their
Elixirs and potions are potable liquid concoctions Standard effect; there is no such thing as a Good or
that bestow a magical effect to the creature who Outstanding result.
drinks one. Oils and creams are applied onto Unless specified, consumables last for the rest of
objects to impart spell effects. Ointments are also the scene and any required Concentration tests
applied externally and can impart spell effects to automatically succeed.
beings or objects. Powders are stored in pouches,
where only a pinch is needed to bestow its effects. Consumables Descriptions
Multiple doses of the same consumable have no Disguise Potion: The imbiber’s appearance
additional effect until the original dose’s effects changes to resemble another similarly shaped
end, but the effects of different consumables apply person, including clothing and non-functional
(keeping in mind normal Stacking rules). equipment. If the imbiber knows a specific person,
he can copy that person’s voice and mannerisms
Magic ammunition is good for one shot only. but doesn’t learn any new languages. A disguise

52
Jacob Cook (Order #20899530)
potion lasts for 10 minutes. See the disguise spell in who takes any damage must make an immediate
Torg Eternity. Defeat test. If at least one Wound was inflicted,
Luck Potion: This powerful potion increases a that test is Disfavored. Although Artifacts, slaying
character’s luck for one minute. The imbiber can’t arrows are generally not sentient.
disconnect or suffer a Mishap or Malfunction while
a Luck Potion is in effect, and all tests made during SCROLLS
that time are Up. In general, scrolls are spells written on parchment.
Potion of Courage: For the rest of the scene, Except for the Special Scrolls below, a scroll lists
tests to avoid running away from a conflict and the casting instructions for the spell and only
overcoming the Fear ability are Up, and the enough energy to channel its effect into the world
character gains +2 Shock Limit. rather than the full energy of the spell. A mage with
Potion of [Energy] Breath: For one minute, the sufficient skill can cast the spell from the scroll,
character gains a missile weapons attack that deals which destroys the scroll in one way or another.
energy damage to a target with a range of 5/10/15. This section lists specific scrolls that are an
The following are known potions of energy breath: exception to the general rule. For other scrolls, the
• Fire breath: Deals 14 fire damage that attacks price is based on the skill requirement to learn the
the target’s worst Armor value. spell it contains and following guidelines apply:
• Force breath: Deals 15 force damage. A target A spell has the same stats as the original spell,
damaged by force breath is Stymied. but only the Standard success is possible. Good
• Ice breath: Deals 15 ice damage. Targets hit by or Outstanding results are ignored. Additionally,
ice breath lose 2 meters of movement until the the scroll’s Magic Axiom is the same as the original
end of their next turn. spell, or 13, whichever is greater.
• Lightning breath: Deals 15 damage AP 2. If a spell is Beta Clearance, so is the scroll. Wizards
Potion of Growth: The character becomes one so rarely create scrolls of their most powerful spells
size category larger for one minute, +1 Strength so Skill 16 scrolls are uncommon and Skill 18 scrolls
and Wounds, and +2 Shock. Attacks against the are exceedingly rare.
character are +2 to hit. Taking this potion cancels a
shrink spell or a potion of Shrinking. Scroll Descriptions
Scroll of Spell Trap: This seemingly empty scroll
Potion of Inner Barbarian: This Arcane potion captures the first spell to target the character when
(Magic 23) confers the Standard result of an inner he holds it out towards the caster with both hands.
barbarian spell for one minute. The scroll then effectively becomes a regular scroll
Potion of the Ram: The character gains +2 Strength of that spell.
and Dexterity and related values (e.g. Toughness,
unarmed defense, dodge defense, etc.) for the one
minute. If the character moves 8 meters or more in SCROLLS
a turn and gets into a collision, it gains a total +10 Scroll Price Notes
bonus to Toughness for resisting collision damage.
Min Skill 8 500 (13) —
Potion of Shrinking: The character becomes one
Min Skill 10 750 (14) —
size category smaller for one minute and attacks
take a -2 penalty. He does not lose any strength. Min Skill 12 1500 (16) —
This potion cancels a grow spell or potion of Min Skill 14 5000 (18) —
Growth. Min Skill 16 50K (23) —
[Creature]Slaying Arrow: This rare arrow (though Min Skill 18 1M (30) —
sometimes found as bolts or sling stones) is almost Spell Trap 10K (21) Arcane, see text
always found as a single shot. A target of the
Spell Tutelage See text Arcane, see text
appropriate type (e.g. dragons, humans, trolls, etc.)

53
Jacob Cook (Order #20899530)
Scroll of Spell Tutelage: Casting this scroll allows Enchanted Cloth: Often used by wizards,
the reader to temporarily learn the spell on it. If enchanted cloth is frequently a component of
the reader has a high enough magic skill to cast the wizard’s robes, and is made from silk of magical
spell the scroll explodes into a flash of light which silkworms. It also can be made into an undershirt
then enters the caster’s eyes (doing no damage). and nobles and merchants often wear it under their
The reader can then cast the spell as normal for clothes at parties—especially weddings.
the rest of the scene, even if he doesn’t have the Fey Chain: Fey armor is a light and enchanted
Spellcaster (or similar) Perk. The price of a scroll version similar to elven chain armor that is also
of spell tutelage for a spell is 10x that of a standard Energy-proof (see page 50) and improves to +5
scroll for the spell. against one energy type. The most common types
are brownie armor (+5 vs. fire) and cyprium armor
ARMOR (+5 vs. lightning).
Bronze Armor: Bronze armor is normally too bulky Furs: Popular among Vikings and Outsiders in
to be of practical use but is a way for physical areas near the Arctic Circle, this armor is made
Ayslish characters to wear meaningful armor in from animal pelts stitched together to cover a
the Living Land without contradiction. A character human-shaped body. It provides extra protection
wearing bronze armor suffers one additional Shock against cold weather by making survival tests
when he suffers Fatigue. against natural cold Favored.
Circlet of Protection: This silver armband counts Holy Vestments: Each of the Ayslish deities has a
as +2 Full Body Armor. vestment, and it only functions for wearers with at
least one skill add in faith who follow the tenets of
EBONITE, THE TAINTED that deity. A holy vestment acts as +1 armor but if
the wearer has the Miracles Perk, that increases to
METAL +2, and becomes +2 Full Body armor if the wearer
also has:
The Ebonite Circle takes its name from a metal
used to forge artifacts of Darkness. Ebonite • Vestment of Corba’al: any Darkness Perk
begins as metal ore, but when saturated by the • Vestment of Dunad: any Light Perk
blood and remains of a truly evil being, the ore
• Vestment of Elmiir: any Elf Perk
is permanently warped. It turns beyond black,
absorbing the light which strikes it entirely. The • Vestment of Rak: any Outsider Perk
process can take as little as days if the source is • Vestment of Shali: any Spellcraft Perk
foul enough, but often takes months or years.
Ring Armor: Unlike a traditional mail, the metal
Uthorion sometimes harvests his own blood, or
rings are sewn onto a fabric or leather basecoat
rather that of Thorfinn Bjanni, to make more of
unconnected. The resulting armor is lighter than
the substance.
full chain but is bulkier on the body.
The ground where the Carredon fought
Scale Mail: Instead of interlinking metal rings,
Tolwyn on Aysle was entirely corrupted, and
small rings are used to interlock metal pieces
much of the Ebonite was harvested to build the
resembling scales.
throne rooms of Sturmsted and Blackmur. This
and other magical protections prevent agents of
the Light from scrying on the Dread Covenant, MAGICAL AND HOLY GEAR
forcing Ardinay to rely on agents with Dark
Marks on their souls. Selected Item Descriptions
Any object forged with Ebonite has the Amulet of Hiding: This amulet is engraved with
“Slaying” quality against heroes with Light a closed eye. Attempts to scry or otherwise view
Perks, meaning if hit they must test Defeat! the wearer or those within 10 meters of the wearer
have a Hard (-4) penalty and are Disfavored.

54
Jacob Cook (Order #20899530)
ARMOR
Armor Tech Bonus Price Max Dex Notes
Bronze 7 +2 400 (13) 8 Fatigues +1, Min Str 12, see text
Furs 3 +1 50 (8) 12 Tests vs. natural cold Favored
Ring Armor 12 +2 250 (12) 10 Min Str 10, Fatigues
Scale Mail 12 +2 300 (12) 9 Min Str 9, Fatigues
Enchanted/Holy
Circlet of Protection 9 +2 15K (21) — Arcane, Full Body
Enchanted Cloth 14 +1 1000 (15) — Enchanted
Fey Chain 12 +2 5000 (18) 11 Enchanted, Torso
Holy Vestments 14 varies 3000 (17) — Holy, see text

Additionally the wearer becomes aware of the Daggerdraw Gloves: These appear to be standard
attempt, whether it succeeds or fails, and on a leather gloves, but when the wielder reaches back
Mishap, he knows who attempted to scry him. in a throwing motion, a dagger appears in that
hand. The dagger lasts until another dagger is
Belt of Rak: This Sacred item takes the form of
drawn, or for one minute if none are drawn during
a wide belt. It is blessed by Rak himself and was
that time.
originally worn by him in his assault on Upper
Aysle. While worn this belt increases the wearer’s Darkness Glasses: This pair of goggles has
Strength and racial limit by +2. This is a direct oversized, dark lenses. When worn, the character
increase, not a bonus, so bonuses to Strength still ignores 4 points of penalties from darkness. The
apply. vision can penetrate normal and magical darkness.
Circlet of Command: While wearing this silvery Decision Hat: The Decision Hat is a rather
band the character may play Destiny cards into grumpy Artifact. It is black and conical with a wide
someone else’s Action Pool. brim. Once per day, when a decision from several
choices needs to be made, the hat can be removed so
Circlet of Minthod: This circlet has an ornament
slips of parchment or marked stones representing
of an hourglass at its front. This Sacred item is
possible choices can be thrown into the hat. One
blessed by the God of Patience himself and directly
object is then drawn from it. The GM secretly
increases the bearer’s Spirit and racial limit by +2.
makes a divination or Mind test based on the skill
Cloak of Darsot: Darsot was the diplomat who or attribute value of the person who is bonded to
ended the War of Crowns, the civil war between the hat. If the test succeeds, the object representing
the Houses of Upper Aysle after the humans the correct choice is drawn from the hat. If the
rebelled and drove the giants back to Lower Aysle. test fails, or if there is no object representing the
This Sacred cloak was worn by Darsot during the correct choice in the hat, a random choice is made.
negotiations and directly increases the bearer’s The person equipping the hat can spend cards
Charisma and racial limit by +2. and Possibilities but can’t know the die roll or the
Climate Cloak: This supple goatskin cloak makes success or failure of the test. Using the hat again
the wearer immune to natural cold and heat on the same decision or trying to use the hat again
extremes. on the same day only results in the hat verbally
berating its owner, saying to let it sleep.
Climbing Gloves: These elbow-length leather
gloves cling to stone, eliminating 6 points of Dynamic Map: The dynamic map can be set to a
penalties for any test to climb walls or cliffs. specific location and maps out a path to get there. If
the journey will be eventful, a few landmarks will
Crystal Ball: The character’s attempts to cast scry
be featured, usually related to plot points.
(see Torg Eternity) are Favored.

55
Jacob Cook (Order #20899530)
MAGICAL AND HOLY GEAR
Item Tech Price Notes (Enchanted unless otherwise noted)
Amulet of Hiding 9 5000 (18) Arcane, impedes scrying
Belt of Rak 8 — Sacred, directly increases Strength by +2.
Bracelets of Missile 10 10K (20) Arcane, counts as a small shield with +5 shield
Repulsion bonus vs. missile weapons attacks.
Circlet of Command 9 10K (20) Arcane, see text
Circlet of Minthod 10 — Sacred, directly increases Spirit by +2.
Cloak of Darsot 7 — Sacred, directly increases Charisma by +2.
Climate Cloak 8 2000 (16) Immune to natural heat and cold extremes.
Climbing Gloves 5 20K (21) Arcane, see text.
Crystal Ball 8 3000 (17) Casting scry is Favored.
Daggerdraw Gloves 5 500 (13) Dagger appears in hand as free action
Darkness Glasses 13 10K (20) Ignore up to–4 points of Darkness penalties
Decision Hat 4 — Artifact, see text
Dynamic Map 8 20K (21) Arcane, see text
Everlit Lamp 10 100 (10) Provides light for 5 meters, shutter available.
Lockpicking Gloves 5 4500 (18) Lockpicking tests Favored
Magic Tent Stakes 9 500 (13) Makes a tent, see text
Magnifying Glasses 13 20K (21) Arcane, see text
Nimble Boots 5 4500 (18) See text
Oversized Backpack 8 500 (13) See text
Pig in a Poke 3 500 (13) Summons a pig once a day, see text
Quiver of Recovery 7 500 (13) Arrows shot from quiver reappear inside
Rapid Backpack 8 1500 (16) Can retrieve one item per turn as free action
Ring of Force 9 50K (22) Arcane, Beta Clearance, see text
Ring of Shrinking 9 75K (24) Arcane, see text
Self-Guided Rope 8 500 (19) 10 meters long, see text
Shali’s Cap 5 — Sacred, directly increases Mind by +2.
Shield of Faith 8 — Sacred, see text
Shield Ring 8 1000 (15) Medium shield appears as free action
Slippers of Celay 5 — Sacred, directly increases Dexterity by +2.
Winged Boots 5 — Artifact, allows flight at Dexterity meters per round.

Lockpicking Gloves: These calfskin gloves stakes. The tent is bigger on the inside, and it can
heighten the wearer’s reflexes, making lockpicking hold four sleeping people and their gear (but not
tests Favored. horses or pack animals). The tent has Toughness 13
Magic Tent Stakes: This set of four metal tent and a Wound Limit of 1.
stakes enables the wielder to set up a tent on any Magnifying Glasses: These goggles with
flat surface the stakes can be pounded into. When oversized lenses allow the wearer to see small
the stakes are set up in a 1-meter square pattern, objects better. Not only are small objects magnified
a tent appears covering the area supported by the 20x, small creatures are easier to hit. The wearer can

56
Jacob Cook (Order #20899530)
ignore up to 6 points of penalties to hit a creature Shield of Faith: A shield of faith is painted with
due to small size. a deity’s holy symbol. It counts as a holy symbol
Nimble Boots: These supple leather boots add 2 of that deity for effects that require the wielder to
meters to the wearer’s Movement speed and make present one as part of the effect. In addition, the
stealth tests Favored. medium shield’s defense is increased by +2 if the
wielder has faith adds for the appropriate deity.
Oversized Backpack: The oversized backpack
can carry 60 kg of material without breaking or Slippers of Celay: The goddess of the fae provides
damaging the contents. The person carrying the these slippers to those who protect the wee folk.
backpack only feels a small weight. Items that are The slippers increase the wearer’s Dexterity and
too bulky or improperly sized for a backpack can be racial limit by +2. This is a direct increase, not a
placed in an oversized backpack if they fit through bonus, so bonuses to Dexterity still apply.
the top opening. It is possible to have a backpack Shali’s Cap: Theomagicians believe that this
with both the oversized and rapid properties. wizard’s hat is the one that Shali wore before she
Pig in a Poke: Although not an Artifact only one of ascended to godhood. It increases the wearer’s
these items has ever been found. This burlap sack Mind and racial limit by +2. This is a direct increase,
appears to be full, but when it is opened, all one not a bonus, so bonuses to Mind still apply.
hears is a litter of cats howling. No light penetrates Winged Boots: Seemingly created spontaneously
inside, and anyone reaching inside takes 10+1BD in the axiom wash as Aysle invaded Core Earth,
damage. Once a day, though, the wielder can speak this Artifact harkens to Core Earth mythology, and
a command word and a young pig appears inside. each boot has a pair of tiny wings on it. Wearing
The pig can be slaughtered and provides enough both allows a character to fly at a speed equal to
meat to feed three human-sized people for the day. its Dexterity. The Winged Boots display a rather
Rapid Backpack: The rapid backpack maintains lackadaisical personality.
mental contact with its wielder, so it knows what
the wielder wants to retrieve whenever called on
to do so. This makes the first item the wielder WEAPONS
retrieves from it available as a free action. A rapid Aysle boasts the widest variation of melee and
backpack can also be oversized. missile weapons. Weapons can be normal, magic,
Ring of Force: As an action, this ring projects a or holy. This makes armor and damage ratings
barrier of magical force around the caster. It has the more dependent on the Magic and Spirit Axioms
same properties as the wall of force spell (page 35) than most other realms.
and the ring is usable 3 times per day. In addition to the properties found in Torg Eternity,
Ring of Shrinking: When activated, the wearer the following additional properties are possible:
becomes Very Small, as if under the shrink spell’s • Quick: Attacks with this weapon are Favored
Outstanding effect. This effect may be turned on or when the target is Stymied or Very Stymied.
off as a simple action and is usable for a total of 30 • Wounding: If this weapon deals damage, the
minutes per day. target becomes Vulnerable
Self-Guided Rope: The self-guided rope can be
ordered to coil or unfurl at 3 meters per round. Selected Melee Weapon Descriptions
It is unbreakable and can move in any direction, Aurel Blade: This sacred, polished steel sword
ignoring gravity, stiffen or relax itself, and be is made from steel infused with a shard of the
ordered to tie or untie knots within itself. shattered sword, Aurel, and shines with a holy
Shield Ring: This magic ring can manifest a softly light that repels creatures of supernatural evil.
glowing and translucent, but solid, medium shield Attacks by supernatural evil creatures against the
as a free action. wielder are Disfavored. Attacks against such a foe
are Favored and a hit inflicts an additional +1BD
damage.

57
Jacob Cook (Order #20899530)
MELEE WEAPONS
Weapon Tech Bonus Price Notes
Ball and Chain 8 +3 50 (8) Unwieldy, Min Str 12, AP 1
Giant’s Club 1 +4 10 (5) Stagger, Min Str 12
Lance 12 +3 250 (12) Unwieldy, see text
Pick Axe 9 +2 100 (10) Unwieldy, Min Str 8, AP 1
Pike 12 +3 100 (10) Reach 2 meters, see text
Rapier 14 +2 500 (13) Quick
Enchanted/Holy
Aurel Blade 9 +6 n/a Sacred, see text
Darkbringer 9 +6 — Artifact, see text
Elf Longsword 9 +3 5000 (16) Holy, Attacks by elves Favored
Fey Sword 9 +3 10K (20) Arcane, Quick, deals energy damage
Hammer of Thunder 9 +4 30K (22) Arcane, Stagger, Two-Handed,
Unwieldy, Beta Clearance, see text
Lightbringer 9 +6 — Artifact, see text.
Vanquisher’s Blade 9 +3 15K (21) Arcane, Beta Clearance, see text

ENCHANTED MISSILE WEAPONS


Missile Weapon Tech Damage Range (meters) Price Notes
Elf Longbow 9 13 25/40/80 1000 (15) Min Str 7, Wounding
Fey Bow 9 varies 20/50/180 10K (20) Arcane, Min Str 6, Deals
energy damage, see text

Ball and Chain: For most creatures, this is a device Fey Sword: A fey sword is a longsword made by
to keep them shackled with limited mobility, but in the fae and imparts energy damage to the weapon:
the hands of a strong bruiser (such as a giant), this • Brownie Sword: deals fire damage
can be an effective melee weapon. Its massive bulk
enables it to inflict damaging blows despite armor. • Cinlum Sword: deals ice damage (target loses
2 meters of movement on hit)
Darkbringer: This sword, dedicated to the forces
of Darkness, wants nothing more than to destroy • Cyprium Sword: deals lightning damage (AP
its counterpart, Lightbringer. It will kill innocents 2)
and lay waste to cities to do so. He who wields • Solium Sword: deals force damage (knocks
Darkbringer is treated as if having the Frightening defender back 2 meters on hit)
Aspect and Smiling Deceiver Darkness Perks
(see Torg Eternity). If Darkbringer is bonded to a Giant’s Club: This is little more than a young
nonplayer character, he gains the Insidious Special tree with its branches and roots stripped off. In the
Ability. Attacks against those with at least one hands of a giant, this is a brutal weapon.
Light Perk have AP4. Darkbringer’s wielder is Hammer of Thunder: This runed hammer sends
treated as if having at least two Darkness Perks, foes flying backward a number of meters equal to
even if he doesn’t have any. any bonus damage rolled. Those who are pushed
Elf Longsword: The first elf longsword was made into a dangerous area may make a Dexterity test
by Elmiir himself. While they are powerful for as a free action to stop just outside. Foes who are
every race, they confer a special benefit to elves. Large or bigger aren’t moved.

58
Jacob Cook (Order #20899530)
MAGIC IMPLEMENTS
Item Tech Price Notes
Divination Wand 5 8000 (19) Arcane, casting divination spells is Favored.
Apportation Wand 5 8000 (19) Arcane, casting apportation spells is Favored.
Alteration Wand 5 8000 (19) Arcane, casting alteration spells is Favored.
Conjuration Wand 5 8000 (19) Arcane, casting conjuration spells is Favored.
Skill 8 Staff 5 5000 (17) Arcane, Includes one spell.
Skill 10 Staff 5 7500 (18) Arcane, Includes one spell.
Skill 12 Staff 5 15K (21) Arcane, Includes one spell.
Skill 14 Staff 5 50K (23) Arcane, Beta Clearance, Includes one spell.
Skill 16 Staff 5 500K (28) Arcane, Beta Clearance, Includes one spell.
Skill 18 Staff 5 — Artifact, includes one spell.
Naturnus 5 — Artifact, staff, see text
Morphing Staff 5 100K (25) Arcane, Beta Clearance
Glass Orb 7 2500 (16) Reduce backlash on Kindred spells
Jade Orb 10 2500 (16) Reduce backlash on Essence spells
Obsidian Orb 7 2500 (16) Reduce backlash on Necromancer spells
Steel Orb 10 2500 (16) Reduce backlash on Principles spells
Wood Orb 5 2500 (16) Reduce backlash on Element spells

Lance: This sharp pole, usually made from wood, according to the Aura of Light Perk (see page
can only be used effectively when mounted on 16). Additionally, attacks against those with
an animal or vehicle. If on foot, attacks are at -4 Darkness Perks have AP4. The wielder of this
and Disfavored. A lance’s damage is based on the sword is treated as if she has at least two Light
mount’s Strength, not the wielder’s. On a charge Perks, even she personally does not have any. This
(e.g. rushing) an attack with a lance gains AP 2. does not count for Perk prerequisites. The sword
Pick Axe: A pick axe has a head with a point at is intelligent and righteous and wants to defeat
one end and a blade at the other end. It can also be all who fall to Darkness. But above all, it wants to
used to chop or to break ice. destroy Darkbringer.
Pike: A pike is a 2 meter long spear designed to Vanquisher’s Blade: A polished steel sword
punch through both the armor of knights and the that repels creatures of supernatural evil. Any hit
barding of their horses. A pike can be used to defend against such a foe also makes it Very Vulnerable.
against a charging attack. If a character armed with
a pike takes a Wait action and is charged by a foe ENCHANTED MISSILE WEAPONS
(the foe must rush to engage him) the character Elf Longbow: The elf longbow is designed to hold
automatically interrupts his foe and attacks first. special arrows that are difficult to remove. The
The attack is Favored and has AP 2 if the charger is construction is designed to be used by weaker but
on a horse or vehicle. more dexterous elves.
Rapier: Favored by swashbucklers and other Fey Bow: A fey bow causes arrows fired from it to
lightly armored combatants, this light sword transform into energy. These are the most common:
is designed to take advantage of a distracted
opponent. • Brownie bow: Deals 11 fire damage.
Lightbringer: This Artifact is dedicated to • Cyprium bow: Deals 11 lightning damage
the Light, and when drawn shines brightly (AP 4)

59
Jacob Cook (Order #20899530)
• Solium bow: Deals 11 force damage and sufficient skill are Disfavored and failure deals an
characters who take damage from the bow are additional Bonus Die of Shock to the wielder. If the
Stymied. caster has sufficient skill to learn the spell normally,
there is no penalty.
MAGIC IMPLEMENTS A spell in a staff is identical in all ways to the
An implement is a magical tool that improves and original spell. Because the staff is casting the spell,
powers a mage’s spellcasting. The main types are however, it is always treated as if it is Magic 23.
wands, staves, and orbs. Only one implement can The price of a staff is based on the skill requirement
be used to power a spell, and acts as the “free hand” of the spell it contains. Those that can cast spells
required to cast a spell. The other hand can still be that require a skill level of 18 are Artifacts.
used for other purposes, such as carrying a shield. Naturnus: This Artifact was created when an
ancient druid experienced a catastrophic Mishap
Magic Wands when casting a spell and merged with a nearby tree.
Wands make one magic skill Favored when casting One day the tree was hit by lightning and exploded.
spells. One of the fragments was a staff. Naturnus is gruff
and grumpy, but desires nothing but to protect
Magic Staves nature. The staff contains the following spells:
A magic staff is between 1.5 and 2.5 meters long animal spy network, birdswarm, messenger hawk,
and made of wood. It can be used as a standard and plant shackles. Unlike other staves, the wielder
melee weapon (see Torg Eternity) but is prized for must have sufficient skill to use any of the spells.
its magical enchantment. However, using the staff outside conveys the
Almost all magic staves have a single spell built following benefits:
into them. A wielder can cast the spell without • Tests to cast the stored spells are Favored.
having learned it, but uses their own skill (the • Find tests by others to locate the wielder
staff does not supply the skill). A wielder who by sight have a -2 penalty. If the wielder has
is Unskilled in the particular skill can use Mind remained motionless since the beginning of its
or Spirit as appropriate. Tests by those without most recent turn, this becomes –4.

AIR VEHICLES/FLYING MOUNTS


Vehicle Tech Top Speed Pass MR/Sz Wnds Tough Price
Broomstick 8 180/110 (13) Fast 1 –0/— 1 10 30K (22)
Drake (T) 3 40/25 (10) 2 —/Large 3 16 (3) —
Winged Horse 3 65/40 (11) Fast 1 —/Large 2 14 40K (23)

LAND VEHICLES/MOUNTS
Covered Wagon 10 20/12 (8) 8 –4/Large 1 12 1000 (15)
Landship 12* 30/18 (9) 30 –6/VL 3 15 (2) 100K (25)
Warhorse (T) 3 40/25 (10) 2 —/Large 2 14 2000 (16)

WATER VEHICLES/SWIMMING MOUNTS


Ayslish Longship 8 25/15 (9) 200 –4/VL 5 17 (2) 1M (30)
Dolphin/Porpoise 3 65/40 (11) Fast 1 —/L 2 12 4000 (18)
Dwarven Longship 8 110/70 (12) F 60 –4/VL 3 14 (2) 500K (29)
Frigate 14 30/18 (9) 200 –4/VL 3 15 (2) 1M (30)
Uvwe 3 40/25 (10) 1 —/S 2 10 1000 (15)

60
Jacob Cook (Order #20899530)
• Once per scene, the wielder may heal one maintain control. Standard MR penalties also
Wound when it spends its turn in Recovery apply to this test.
(see Torg Eternity). • A vehicle or creature with the size of S (Small)
Morphing Staff: When found this staff holds offers no protection to passengers.
gain language. A Good success on an identify magic
item spell reveals its morphing nature. Thereafter, Air Vehicles/Flying Beasts
whenever the morphing staff is within 10 meters Broomstick: This mode of transportation is unique
of another magic staff, the wielder may make one to Aysle’s realm on Core Earth. Repeated requests
(and only one) alteration or Mind test (DN equal from transformed Core Earthers led to testing by
to the skill requirement of that staff’s spell). If it enchanters, which proved successful. The driver
succeeds, the morphing staff replaces the spell uses apportation to maneuver instead of a vehicle
contained within it with that of the target staff. skill. Flying a broomstick requires at least one hand
on the stick, and a Magic Axiom of at least 14.
Magic Orbs Drake: A drake can only be obtained by those
An orb is a spherical object made of magically- with the proper Perk (page 14).
sensitive material. It allows the mage wielding it to Winged Horse: Called a pegasus by those in Core
reduce the backlash of failed spells. Earth, the winged horse first appeared during the
All orbs reduce the backlash of a failed spell by 1. Axiom wash. By Ayslish reckoning, the winged
On a Mishap, the orb reduces that spell’s backlash horse is an animal, while the Pegasus of mythology
but then shatters and becomes useless. would be a divine creature were it to exist.
Each type of orb is keyed to one of the five arcane
knowledge categories. If a spell on the proper spell Land Vehicles/Riding Mounts
list is cast, the orb reduces that spell’s backlash by Covered Wagon: A version of the standard wooden
2 instead of 1. cart, the covered wagon has a tarpaulin covering
the passenger area supported by metal bands.
Instead of passengers, a covered wagon can carry
TRANSPORTATION 1000 kg of cargo.
Transportation in Aysle is slower than in Core Earth
Landship: A variant of the Ayslish Longship,
and more diverse, consisting of mounts (riding,
this Arcane ship has wheels and is powered by
swimming, and flying), boats (normal sailboats as
apportation magic.
well as magical landships and flying ships), and
magic spells. The slower speeds mean that random Warhorse: A stronger and tougher version of the
encounters are more common than in other realms, standard horse. Warhorses are also trained and
as it is harder to arrive at a destination too fast for accustomed to wearing barding.
opponents to react.
The following notations apply to vehicles and
beasts: VEHICLE ENCHANCEMENTS
• A (T) notation following a beast’s name means Enhancement Tech T/A Price
that the beast is Trained. A Trained beast and
Chain Barding 12 +2 500 (13)
its rider can learn to coordinate attacks. If a
Trained creature is ridden by a being with 3 or Fireproofing 12* +5* 80K (24)
more adds in beast riding, a Combined Action Leather Barding 8 +1 200 (11)
adds +2 to damage in addition to +2 on the test. Levitator 12* — 120K (25)
• Vehicles based on ships require a Crew to Mist Generator 12* — 20K (21)
function as listed. If there are insufficient crew
members, it takes a test on the appropriate Plate Barding 14 +3 1250 (15)
vehicle skill at –1 per missing crew member to Projectile Deflector 12* +3* 50K (23)

61
Jacob Cook (Order #20899530)
WARHORSE/WINGED HORSE full cargo hold can carry 200 tons. Like the Ayslish
Longship, it can operate at listed efficiency with
Warhorses and winged horses are horses bred
10 crew members; only suffering crew penalties
and trained for battle. They are often armored with
below that number.
barding.
Attributes: Charisma 7, Dexterity 8, Mind 5, Spirit Vehicle Enhancements
10, Strength 14 Barding: Barding refers to armor built for
Skills: Dodge 10, find 6, intimidation 11, maneuver quadrupeds such as horses. Stacking rules apply
9, melee weapons 11, survival 6, taunt (9), trick normally. Untrained creatures wearing barding
(8), unarmed combat 11, willpower 11 are Stymied and their movement speed is halved.
Move: 10; Tough 14; Shock 6; Wounds —
Fireproofing: Normally applied to ships (air, land,
Equipment: None standard, but often barding
or sail), this increases the vehicle’s Toughness by 5
Possibilities: Never
vs. fire damage.
Special Abilities:
• Kick: Strength +2 (16) Levitator: A Levitator is an Arcane item applied to
• Trained: If its rider has at least 3 adds in beast a standard sailing ship to convert it to an airship.
riding, when the warhorse assists its rider in a Mist Generator: A mist generator is an Enchanted
Combined Action to attack, the test gains a +2 item and requires a conjuration test to operate.
bonus and damage is increased by +2. On a Standard success, the mist confers a –2
• Trusty Steed: The warhorse obeys its rider, Concealment penalty vs. opposing attacks. A Good
and interaction attacks targeting it use the success provides a –4 penalty, and an Outstanding
rider’s defense instead of its own. success provides –6. Requires a Magic Axiom of 14
• Winged Horse: Winged horses move 10 in or higher to operate.
the air. Winged horses can only wear leather
Projectile Deflector: Normally applied to ships,
barding.
this increases a vehicle’s Toughness by 3 vs.
Water Vehicles/Sea Creatures physical projectiles. It is an Arcane item. Requires
Ayslish Longship: This design was brought from a Magic Axiom of 14 or higher to operate.
Aysle for the purpose of troop transport. It does
not suffer crew penalties until there are fewer than
10 people.
SPELL AND MIRACLE CASTING
Dwarven Longship: Another Ayslish design, this SERVICES
warship sacrifices Toughness for speed.
Even with mages and priests in the party, there are
Frigate: This Core Earth design is highly efficient times when Storm Knights need a specific spell or
for cargo transport. The passenger count assumes miracle cast that is outside their known list. To that
the cargo hold is empty except for basic supplies; a end, some mages and priests offer their services to
the Delphi Council, while others can be hired to
cast something for a fee.
SPELL/MIRACLE CASTING The price of a spell or miracle is based on the
Caster/Invoker’s Skill Price skill required (or the caster’s actual skill if it is
known) and it is cast or invoked at that skill level.
Skill 8 150 (11) The prices listed assume the caster will only cast
Skill 10 600 (14) once or cast in a strictly non-combat setting. Only
Skill 12 2500 (17) Followers (see Torg Eternity) will follow a Storm
Skill 14 10K (20) Knight group into battle.
Skill 16 40K (23)

62
Jacob Cook (Order #20899530)
GAME
MASTERS
SECTION
AYSLE POSSIBILITY ENERGY
The color and symbol below represent Possibilities specific to Aysle. These Possibilities are
only earned during play in Aysle, but may be spent anywhere. Unlike standard Possibilities,
these are only granted for role-playing and choices that reinforces the Light (or Darkness) in
the realm, or as a result of Aysle Cosm cards. Between acts, when you refresh Possibilities, you
may keep the same number of Aysle Possibilities (up to the maximum refresh) or reset them to
standard Possibilities.
When you spend an Aysle Possibility and the Law of Enchantment triggers, you may choose
exactly which item becomes enchanted—including an item beyond the Cosm’s Tech Axiom!
Magic is fickle and doesn’t like to be forced, so there is no minimum 10 result for added dice.

63
Jacob Cook (Order #20899530)
A
ysle covers all of the United Kingdom and
a sizable portion of Northern Europe. The
lower Tech Axiom crippled the powerful
native military forces, and the invaders struck with
unbridled ferocity and powerful arcane energies
at their command—energies which the defenders
had no experience counteracting.
The initial assault was less of an invasion and more
of a rampage. Beasts of all types were unleashed
WARZONES ahead of Uthorion’s forces. A temporary alliance
hatched with the dragons held for only a few days,
but that was all that was needed. Some beasts were
slain, others have been left untouched by both sides
as the conflict lines stabilized.
Aysle’s success was partly from the savagery of
the initial onslaught, partially from the efficient
follow-up by Uthorion’s more disciplined forces,
but also from a hidden factor helping the realm’s
success. Converted populations adapt to Aysle
quickly, and more than that even those who resist
Uthorion feel the powerful call of the Light. The
magical landscape of Aysle is surprisingly familiar
to the Core Earth population, so it’s less of a jump
for people to embrace. In turn, that helps the realm
spread and become dominant more quickly.
This effect is notable in the British Isles and
along the borderlands that surround Finland and
Denmark. There’s a tempting pull towards Aysle in
these border places. Refugees on the magical side
of borders just seem to have a simpler, better life.
Uthorion’s expansion has been methodical and
inexorable.
• The Kingdom: Uthorion’s forces rampage
across most of England unfettered. Walled
cities and hardpoints held by the remnants
of the British Government or Army of Light
remain the only safe havens.
• Elfame: Elves and other, wilder creatures
drawn to Ireland by magical “awakened” trees
battle the forces of Darkness. Humans are
caught in the middle, entrenched in fortified
strongholds.
• Norden: Sweden, Norway, Denmark, and
Finland are in the grips of warring Viking clans.
Uthorion himself rules from here in the guise of
Viking Lord Thorfinn Bjanni.

64
Jacob Cook (Order #20899530)
• The Land Between: Dark passages and caves When asked which monarch rules The Kingdom,
filled with creatures of Darkness. Any cellar, two personalities come to the fore: Prince Edward
tunnel, or subway may connect to this network in London and Lady Pella Ardinay Aysle in Oxford.
that runs between the islands and worlds.
LONDON AND THE BRITISH
THE KINGDOM ARMY
The reality of Aysle washed over London and had
The island of Great Britain is the heart of the war
a complex, but powerful effect. The city is littered
in Aysle. Battles, both large and small, rage from
with hundreds of smaller hardpoints, resulting in a
Scotland to Wales to East Anglia. There is no town,
hodgepodge of realities. Navigation from one part
village, or city left untouched by the conflict and
of the city to another can be a nightmare. It is not
the encroachment of the Ayslish reality. Queen
uncommon for a structure to be of one reality while
Pella Ardinay has chosen this place to stand and
the surrounding structures are of another, and
launch a campaign to destroy the forces of the
sometimes a building can be split between the two.
Dark One. She knows the fall of this new world
to Uthorion and the High Lords will result in the Much of the government was lost on Day One when
fall of Aysle. The front, in Ardinay’s mind, is the Whitehall was struck by a reality storm, and days
fields of Britain, as it has
been countless times in
the history of Core Earth.
The invasion of Aysle
shattered the United
Kingdom. It still exists in
pockets and hardpoints,
propped up by Pella
Ardinay’s forces and
what little support comes
in from Europe. The
transformed in England
call themselves citizens
of “The Kingdom”, but
it can be fuzzy (even to
them) who exactly rules
The Kingdom.
There is rampant
confusion about the fate
of the royal family from
Core Earth. The official
line is the Queen is in
hiding—but she hasn’t
been seen in public since
the opening day of the
invasion. The uncertainty
around her fate leaves
room for hope for the
Core Earth forces, but has
also left a vacuum instead
of a figurehead.

65
Jacob Cook (Order #20899530)
later Parliament was destroyed in a tremendous The Royal Family
explosion from below. Clever lurks and blasting The sitting Queen of England, Helena Matilda of
powder make a deadly combination—although Buckingham, hasn’t been seen in public since the
none of the lurks survived. In the chaos, Harriet initial invasion. What remains of the government
Crawley, Secretary of State for Business, Energy, of the United Kingdom is encouraging rumors that
and Industrial Strategy, emerged as one of the few she was rescued by Storm Knights and is currently
surviving members of Her Majesty’s Government. being protected at a hidden site in Canada. The
Crawley proved resilient and dogged, pulling truth is the government isn’t sure where she is
the Mayor of London, Ram Smith Singh, into or what happened to her on Day One. She hasn’t
the fold to maintain order while the military been confirmed killed, nor have Uthorion’s forces
mounted a counter-attack against the invaders. claimed her for ransom or as a hostage. Even
As the dust cleared, the pieces of the once massive within the government, most people don’t know
bureaucracy cobbled together a handful of leaders she’s missing and assume her silence is due to
from the royal family, the RAF, the army, police, technology issues and a desire to keep the Queen
intelligence services, and the local government to safe.
form a makeshift hierarchy with Crawley at the In her absence, her grandson Prince Edward
head. London is cut-off and largely on its own. has become a rising star in the resistance. The
The United Kingdom itself dissolved into regional prince served as a tank officer. His career wasn’t
control. notable, but he was well liked by those he served
The fighting in London is street to street, as with. “Prince Eddie,” as he prefers to be called,
Core Earth defenders hold their hardpoints and is a potential candidate for High King. He’s also
marauding Foul Folk retreat back to ravaged a Storm Knight, and since his transcendence he’s
streets and tunnels protected by Aysle’s axioms. become a bold commander. His leadership (and
Neither side is keen to have their own magic or tank) have turned the tide of several battles in
technology fail, but neither can either side afford to London.
drop the pressure from their enemies. Sometimes Eddie is currently engaged in a liaison with Sir
skirmishes devolve into contests of extreme Kyle Braiden of the Army of Light. The two have
taunting from one patch of entrenched reality to fought together on several occasions, and both
another. Periodically, Vikings sail up the Thames are strong advocates for cooperation between the
and creatures venture up from the Underground, native resistance and Ardinay’s forces. The nature
but these assaults seldom make it far before British of their relationship is an “open secret” and a
machine guns turn back their sortie. source of gossip in both camps.
The people of London are holding up well.
The old slogans from World War II have been Attack of the Clankers
resurrected, and the initial shock of periodic giant This new-normal has been shaken recently,
attack has given way to a can-do attitude. Despite though not by dragon attacks or reality storms.
electricity, food, and water shortages, the residents An unexplained phenomenon has taken hold
have pulled together and have picked up the slack in and around the city. Without warning, some
from the fragile government. The districts and technological devices, especially vehicles, have
the boroughs organize patrols, safe havens for suddenly become animated and dangerous. There
children, and improvised hospitals largely on their is no rhyme or reason to these occurrences and
own. There is also a growing cottage industry of investigations, both scientific and arcane, have
novice craftsman making all sorts of goods and yielded few clues.
weapons from now-useless technology. Hearths Whatever the cause, it feels foreign to the Ayslish
from stoves, carriages out of cars, and swords from sorcerers, but they are only able to study these
golf clubs. The “blitz spirit” now belongs to every mechanical abominations for a few moments
Londoner, native born or not. before they have to be destroyed. These creaking,

66
Jacob Cook (Order #20899530)
smashing monsters of metal and plastic will books held by its many colleges and universities,
strike at anything—Light or Dark. Even the trolls, and the diverse population gathered there from all
lurking in the London Underground, shrink away over the world. While modern weapons failed with
when these beasts pass. The Londoners call them alarming regularity at the outskirts of the county,
Clankers. troops from Benson and Brize Norton bases fought
Clankers appear in small numbers in any Aysle back within the city without contradictions. As
Mixed Zone but are extremely common in London’s spells and magic failed to penetrate the Core
scattershot hardpoints. The machines usually Earth haven, bullets, bombs and grenades did a
affected don’t even need working apparatus to marvelous job halting the enemy.
begin moving. Statues, mannequins, and cobbled After routing Uthorion’s forces, at London,
together “robots” made of spare junk are all equally Ardinay directed her army northwest towards
susceptible to the phenomenon. Oxford. When Ardinay arrived, Uthorion’s forces
were suddenly penned in on both sides and
OXFORD AND THE ARMY OF forced to flee to the east. It was a stunning victory
and a good omen for cooperation. The city itself
LIGHT remains largely intact despite the changes to
England, Scotland, and Wales would have the surrounding landscape, a modern oasis
fallen sooner if not for the intervention of surrounded by enchanted forests and medieval
Ardinay and Tolwyn. Uthorion’s planning farmland, and bracketed by old-world spires.
was masterful, but the unexpected return
of Tolwyn and his loss of control over Ardinay’s Court
Ardinay turned the invasion on its head. Ardinay’s pursuit of her enemies was swift
Regaining her strength, the Lady of the and aggressive. This left many of her more
Light rallied as many of her forces as cautious councilors and advisers behind.
she could and moved against the High While many were administrators and
Lord. diplomats, their loss is now being felt.
With Tolwyn at the vanguard, the As the war is approaching its first full
Army of Light pursued the forces year, the Lady of the Light is struggling
of Darkness into the labyrinthine to hold alliances together and perform
Land Between—a vast subterranean many basic operations of government in
region that spans Aysle and connects the field. She trusts those left behind to
the lands of the Light to the lands of look after themselves in her absence, and
the Dark. Uthorion’s stelae and dark counts on keeping Uthorion’s attention
rituals warped the Land Between, and and efforts focused on Core Earth.
the Army of Light emerged in England Communication and resupply
rather than the foul lands ruled by through the Land Between has proved
Uthorion’s Foul Folk as expected. The excruciating. News from Aysle is sparse,
shock was short lived. The Army of and reinforcements are non-existent. Rather
Light emerged near London just as a than trying to return, Ardinay has chosen to
crucial battle with Uthorion’s forces bolster her relationship with the locals by
threatened the embattled capital. creating the Alliance Council and invested
in creating a self-sustaining presence here
Oxford on Core Earth. The Council is made up
When the stelae were activated on Day
One, allowing the maelstrom bridges
to open, Oxford resisted the aliens PELLA ARDINAY,
thanks to the deep history of the THE LADY OF
place, the vast stores of artifacts and
LIGHT

67
Jacob Cook (Order #20899530)
of a handful of officials from Oxford and trusted the southern coast and the Bristol channel. Most
allies who made the journey from Aysle, including surviving ships retired to the Atlantic, and Bristol
Knight Commander Tolwyn. Tolwyn’s legend as offers one of the few ports fit for larger craft. Few
a hero of the war has grown, and while it raises modern ships risk the Ayslish waters, but those
spirits it also draws the people’s thoughts and that do and transformed ships with loyal crews
imagination to Ayslish reality—a double edged congregate here. The Bristol channel remains free
sword. from Viking raids, thanks to this concentration of
Three major houses came with Ardinay, while the naval power.
others stayed behind. House Tancred is led by their Allies from the Army of Light occupy the
long-lost legendary Tolwyn Tancred, and forms transformed areas around Bristol, so it remains
the majority of Ardinay’s followers. The Tancreds generally free of attack from Uthorion’s forces.
are fanatically loyal to Tolwyn. And so long as she The contingent in the area is dominated by House
remains by Ardinay’s side, so shall the knights and Gerrik, and rather than leave their own knights to
soldiers of the house. The royalty and knights of patrol the area, they raised militias of transformed
House Gerrik have a reputation for being quick- rabble to keep an eye on things and signal the
tempered and rough-mannered. They are the most knights in the case of real trouble. These “guards”
aggressive of Pella’s allies and seem to be trying to are derisively referred to as “The Motley Mob,” and
impress the Lady and her Knight Protector. House there have been several incidents of them bullying
Liandar committed forces to Ardinay’s march other Ords, extorting them for money, and starting
mostly to avoid embarrassment. In the field they brawls with anyone who stands up to them.
plod, but once forced to engage they fight with
brutal strength. The Liandars never forget a slight SHERWOOD FOREST
from either their enemies or their allies.
Like most of England, Sherwood Forest and the
surrounding cities have transformed into a lush,
The Stronghold of the Light
overgrown, medieval landscape. Due to the storied
The Stronghold, sometimes called Castle Ardinay,
nature of the place, many refugees fled to the forest
towers over Blackbird Leys Park, just outside
hoping for some relief against Uthorion’s forces.
Oxford’s hardpoint radius. It is a magnificent eight-
When attacked by what seems to be fantasies,
story fortress, with spires of white and gold. The
where better to run than a place thick with legends
Archmagus Wyrwind summoned elementals and
of its own?
golems to construct the stronghold. Its assembly
has inspired denizens of both realities and has Unfortunately, no brave hero rose up to protect the
deterred the enemy from besieging the city. downtrodden this time. The refugees found hiding
places within the forest, but there’s no hardpoint
Unknown to most, the stronghold is a fake, an
and no form of organized defense. Supplies are
illusion spun around the spires of an old college
dwindling and lurk raids have increased, so now
campus and reinforced with dozens of layers of
the masses huddled in the woods are starving and
rituals and spells. The result appears impregnable,
near hopeless. Similar situations are occurring all
and has significantly distracted and delayed
over England, Sherwood is just the largest and has
Uthorion’s forces, as they prepared for a long-term
drawn the most attention.
siege. Archmage Wyrwind maintains the illusion
and has a small, trusted garrison aiding him with
the structure’s defenses. The rest of the Army of STONEHENGE AND THE DRUID
Light encircles and fortifies the Oxford hardpoint RESURGENCE
The increased Magic and Spirit Axioms flooding
BRISTOL AND THE ROYAL NAVY across Britain have unlocked great power in sites
Bristol harbor has a medium hardpoint now held like Stonehenge. To some, the monument had
by the British Navy. The chaotic reality storms power even before the invasion. That belief is
and frequent demon attacks drove the navy out of woven into the stones themselves, and has made

68
Jacob Cook (Order #20899530)
the henge not a hardpoint, but a nexus for new
powers—or perhaps very old ones. The site has LIVERPOOL: THE DARK
drawn neopagans of various creeds, all hoping to FORTRESS
experience its power and unlock the mysteries of Most of Uthorion’s invasion came from
their own beliefs. It seems to be working. underground, but he’s still a High Lord with
A new order of Druids has risen around the sacred access to more traditional maelstrom bridges, or
place, fed mostly by pagan pilgrims traveling there at least mostly traditional. The bridge that landed
in search of enlightenment. Little is known about in Liverpool is formed of onyx stone and arches
this group, and how they differ (if at all) from into the swirling storms above. It emerges in Lower
the ancient Druids or the modern practitioners of Aysle, and is the main source of reinforcements
Core Earth. The Druids have made a strong effort rather than risking marches through the chaotic
to stand apart and neutral from Light, Darkness, Underground.
Uthorion, and Core Earth. More than a bridge, the same black stone that
Their motivations and numbers aren’t clear, which threads into the sky also spreads into the ground
makes them mysterious wildcards for now. Several and lifts to form castle walls, towers, and gates.
hidden encampments exist around Stonehenge. This structure is known as the Dark Fortress. The
For now they seem content to learn about their massive castle simply arrived and unfolded on
new magical powers and protect their sacred circle Day One. It is here that Uthorion holds meetings
from all intruders. The stones themselves emanate of his Dread Council, and where his most trusted
a healing energy that’s helped the Druids fight vassals plot their campaigns to control and expand
off advances from outsiders and keep their own the realm. Uthorion himself reigns from a nearly
numbers intact. identical structure in Oslo.

69
Jacob Cook (Order #20899530)
The fortress has three rings, with the bridge itself week in the dire tunnels before finally emerging
emerging from the center. In legendary battles in Glasgow. Humans rushed to the aid of the
of the past, the Army of Light managed to take a survivors, and a new alliance was born.
section of the outermost ring and one tower in the Glasgow is now home to the largest population
second ring, but they couldn’t hold either for long. of dwarves in either cosm. They work the forges
Records of the old war indicate Uthorion may even and have worked tirelessly to reinforce Glasgow’s
raise the fortress and lower it to a new location—it’s fortifications. Underneath the city, they’re carving
part of the maelstrom bridge, and goes wherever a new stronghold, one layer at a time, which has
the bridge itself lands. kept the city impregnable from attacks from below.
Vischa, the Wight Archmagus, is the current lord Glasgow is an important destination for dwarves
of the fortress in Liverpool. Refugees from the area in the Army of Light too, so much so that desertion
are herded up and brought to the towers of the first has become a prickly issue.
ring for his cruel experiments and rituals. The only
creatures to emerge from this stronghold of evil are Rannoch Moor
Uthorion’s Foul Folk servants. The moors near the lochs in Scotland have proved
exceptional ground for planting gospog. Rannoch
GLASGOW Moor is home to the largest known gospog field on
Earth, overlooked by a large force that has dug into
The Highlands are completely overrun by the
Black Mount nearby. When lurks or wights take
forces of Darkness. The northernmost city still
prisoners, it’s usually to meet a grisly fate and end
defended by Light is Glasgow. All the hardpoints
up covered in a thin layer of peat.
in the city were destroyed when it changed hands
several times during the first months of the war.
The arrival of the dwarves (see below) tipped the THE CHANNEL
balance against Darkness, and now Glasgow exists The English Channel requires special mention,
as the last bastion of civilization on the border. thanks to its proximity to the Cyberpapacy. The
Its walls offer refuge to citizens of the Lowlands stelae placed by both cosms were close enough
during assaults, and the forges work day and night, to interact, causing an intense Mixed Zone that
producing weapons and armor. The population is covers the channel and both shores. The result is
mostly what Ayslish refer to as “Outsiders,” those a no-man’s land, with a Technology Axiom high
who shun the war between Light and Darkness. enough for Core Earth defenders to dig in and a
Very few Outsiders followed Pella Ardinay through toxic combination of a high Magic Axiom, the Law
the Land Between when she led her march, but a of Heretical Magic draws demons of every kind
very similar culture is appearing around Glasgow into the area in droves.
as more humans transform. The Technodemons of Tharkold especially thrive
here, finding these zones more refreshing than their
The Dwarves own cosm. No one is truly in control of the area,
The dwarves of Aysle are all but extinct. Around and it’s proving problematic for both Uthorion and
half of all dwarves alive marched with the Army of Cyberpope Jean Malraux. The Channel Tunnel is
Light when it came to Earth—there just wasn’t that the worst of it. No one from either side has managed
much to stay for. The rest fortified Karreardarr, the to cross it or return with tales of what horrors exist
last dwarven stronghold in the Land Between. The in the tunnel between.
underground domain of the dwarves had become
steadily more dangerous in the century after the
original battle with Uthorion. Six months into the THREATS AND ATTITUDES
war, that decline was interrupted by a new attack Aysle covers the entirety of Great Britain, but
from the forces of Darkness, and Karreardarr finally high concentrations of hardpoints, and aid from
fell. The survivors, led by a Seeker, marched for a the Army of Light, allow the embattled British

70
Jacob Cook (Order #20899530)
government to continue operating. The dire Common Threats:
situation paves the way for close cooperation with • Lurk Raiding Party: Two Lurks per hero (see
any ally who cares to assist, including the Delphi Torg Eternity), led by a reality-rated Lurk or
Council. Royal forces reciprocate where they can, Wizard (page 141).
but most of their efforts are spent on protecting
• Lyche Collection Squad: Two Gospog of the
refugees and stemming the flood of Foul Folk
Second Planting per hero (page 128), led by a
across the islands.
Lyche (page 139).
Storm Knights are highly respected by both Core • Berserk Clankers: One Clanker (page 133)
Earth forces and the Army of Light. Both consider per hero.
reality-rated warriors a key resource, and use them
• Motley Mob Gang: Two Bandits (page 139)
sparingly and cautiously. The interplay between
per hero plus one reality-rated leader.
Light and Darkness is the strongest indicator of
attitude within the realm. Innocents and those who • Gospog Skirmishers: Three Gospog of the
work to help them are friendly to Storm Knights, First Planting per hero (see Torg Eternity) and
just as those who exploit them or embrace Darkness one Gospog of the Third Planting per two heroes
for personal gain work against them openly or in (see page 130), often with siege equipment.
secret.

71
Jacob Cook (Order #20899530)
ELFAME, THE EMERALD call “awakened,” imbued with strong sympathetic
magic that inspires and rejuvenates elves and draws
ISLE other rare magical creatures. Most awakened trees
belong to the Light, but there are examples touched
Ireland fared no better than Great Britain during
by Darkness that drive elves mad and wild.
Aysle’s invasion. The waters surrounding the island
didn’t slow the influx of foes from underground, The arrival of the elves in force was devastating
and a temporary maelstrom bridge in the form of for Uthorion’s forces but was trouble for Core
a swirling pillar of water brought Viking raiders, Earth humans too. Viking and lurk raids are less
who still hold small isles and sections of the coast. common, but dangerous creatures attracted by the
Dragons ravaged defense forces and hardpoints, awakened woods are just as deadly to everyone.
forcing any resistance into walled cities and Human settlements clear forests and use lumber,
fortified positions. The High Lord’s forces had free which has led to tension with the elves.
reign across the rest of the island.
When the Army of Light arrived on Earth, the
elven contingent felt a strong pull towards the
DUBLIN
west. A handful stood with Ardinay in Oxford, Dublin is mostly intact. A few hardpoints remain,
but the majority heeded the call and crossed to such as the Monument of Light and Poolbeg
Ireland. Much to the elves’ surprise, the woods of Generating Station, but most of its architecture and
this land had spiritual properties long since lost population have transformed. The remainder of
from the forests of Aysle. Since the war—some say the Republic of Ireland’s government now occupies
since the betrayal whose guilt the elves still carry— the heavily fortified Dublin Castle. The docks are
the ancient trees at the heart of their culture were still operational and are a popular port with the
dying, the magic of their glades slowly declining. Corsairs, Core Earth vessels risking transformation,
The trees of the Emerald Isle are what the elves and the roving Vikings.

Not all fae are of the Light, or even from Aysle!

72
Jacob Cook (Order #20899530)
The city is notable as being one of the few places
where large populations of elves and humans live in
close quarters. The elves congregate more towards
the western side of the city, while humans cling
more to the east side and docks. The two groups
coexist peacefully, and cooperate in mutual defense
of the city. The story goes that the initial alliance
was formed based on an exchange of drinks, and
gifting alcohol remains a common tactic to mollify
one group or the other when tensions flare.

The High Elves


While the Wood Elves have spread far and wide
across the Emerald Isle, the High Elves have
congregated around Dublin instead. Margrave
Uryafaine and Marquess Ellafaine, half-siblings,
lead the elven contingent. Ellafaine resides in
the Magazine Fort at Phoenix Park and spends
considerable time as an envoy to the humans at
Dublin Castle. Uryafaine presider over Malahide
Castle north of Dublin. Visitors are notoriously
unwelcome at Malahide.
Each elf in Dublin is drawn to visit one spot at either hand blown or already transformed. The
least once as a kind of pilgrimage: The Hungry result is more expensive to produce, but just as
Tree. Before the war it was known for partially effective.
absorbing an iron park bench. In the last year it
has doubled in size, and elves hear whispers in
the wind bidding them to stay nearby and defend SLIEVE BLOOM AND THE
this place from the tides of darkness. Elven Storm WARDENS
Knights gain a Possibility the first time they lay The Wardens have always walked slightly apart
eyes upon the sacred tree and hear its call. from other elves. The same primal intensity
that draws White Wolves to them makes them
The Fianna uncomfortable fits in the society dominated by
Outside Dublin rebels have formed small but agile the High Elves and their magic. A contingent of
resistance bands that embrace the ancient ways. Wardens split off to occupy the lush forests around
Individual rebel cells may revolve around family, the Slieve Bloom mountains. They are constructing
religion, or modern concerns, but the overall a fortress on Arderin peak. It isn’t complete, and
campaign is tied to Irish lore. They call themselves the surrounding area offers nothing in the way of
the Fianna, a group of clans and heroes from the amenities or lodging. The Wardens prefer to range
Fenian Cycle of myths. This united various factions freely across their territory, and Arderin is only
and it played into Aysle’s World Laws. intended for use in the direst of emergencies.
The Fianna’s specialty is adapting modern While Slieve Bloom is heavily patrolled, it isn’t
machinery to fit the axioms of Aysle. Blacksmiths safe for travelers. The Wild Folk (page 75) of
use supported tools and techniques to make the forests and the Wardens leave one another
“cutting edge” firearms and armor. Their favored alone, but hapless humans have no such truce
weapon is the Ethanol Bomb, functionally identical protecting them. Wardens even attempt to turn
to a Petrol Bomb but created with axiom friendly away all outsiders. They won’t attack interlopers
distilled ethyl alcohol rather than fuels. Bottles are or come to the aid of those attacked by the spirits

73
Jacob Cook (Order #20899530)
and creatures in the woods. They want to keep the
LIFE IN THE KINGDOM truce with the Wild Folk intact, even those that are
clearly creatures of Darkness.
In Aysle, there is a fairly strict class system with
mages and priests at the top, knights in the The Cavalcade
middle, and peasants at the bottom. Movement The Cavalcade is a large hunting party mounted
between classes is rare. Initially the Oxford folk on black steeds and flanked by snarling wolves in
were hostile towards the authoritarian behavior place of hounds. The riders are masked, and may
of the newcomer leadership, and sometimes be elves or other fae. The eyes of every member of
tempers flare when modern sensibilities ruffle the Cavalcade, man and beast, glow a soft red.
the antiquated behavior of the Ayslish.
When the Cavalcade is on the hunt, they blast
The lower Social Axiom reinforces monarchy, horns and the wolves howl. All animals in the area
but as the common foot soldiers of the Army grow silent, shy, and run or hide if they can. A
of Light spend time in Core Earth’s axioms, successful Standard beast riding test keeps mounts
questions of class and democracy start to erupt. or animal companions without an accompanying
Transformed citizens are less likely to question Perk under control. Smaller, more timid creatures
rigid class structures, but the expectation that in the area may fall dead just from the sound. The
everyone “knows their place” chaffs most Core riders are always on the hunt for something (or
Earthers, even those who respect tradition or someone) specific. They’ll ignore anything else,
the Royal Family themselves as figureheads. unless it becomes an obstacle, and then suddenly
In the eyes of “polite” society, Storm Knights the target of the hunt shifts to the troublemaker.
are categorized as either “nobility” or “everyone The hunters stalk their chosen target patiently and
else.” Nobility might come from any culture, relentlessly. The Cavalcade only rides at night, and
but requires a pedigree, a dispensation of only within the realm of Aysle. They won’t enter
knighthood, or a certain air of dignity that lets a structure or urban area, waiting instead for the
people assume one of those other two things is target to enter the wilderness at night. They’ve
true. Otherwise a Storm Knight is just another been seen and heard stalking prey all across
mercenary soldier. Aysle, but the most sightings have occurred near
It’s common for a noble to ask who “knighted” Slieve Bloom. Several Wardens were lost to the
a hero. Canny characters may reply that they Cavalcade’s hunts, and many outsiders presume
were knighted by The Storm and demand equal the Cavalcade and the Wardens are one and the
treatment. A standard persuasion test means the same, due to the masks and the presence of wolves.
character is accepted, but it all comes to an end
if serious breaches of lineage or protocol are BELFAST
found. The Courtly Intrigue Cosm Card is a Northern Ireland remains in the grip of the forces
major source of such challenges! of Darkness, and the most infamous site in this
Nobles are afforded special treatment: tortured region is Belfast. The city is largely a
mounts if desired, pages and handmaidens to ruin, utterly destroyed by giants and raiders in the
perform menial tasks, and invitations to feasts opening month of the war. The few who survived
and tournaments, with seating near the other were taken away by the Vikings. Four months into
royalty. Everyone else has a tougher time of it, the war a great dragon landed in the razed remains
and must look after their own needs. Quarters of the city and burned out the remaining invaders
are rough, with little or no access to bathing. and resistance fighters. The beast is named
Access to nobles is also limited. Regular folk are Asheengara, the Great Metal Death. Asheengara
also expected to suffer any insult or indignity wasn’t drawn by treasure, but by death. It hordes
in silence—such is just their lot. bones instead of gold, and ferociously guards its
dead city and the wasted ruins around it.

74
Jacob Cook (Order #20899530)
Dragons are normally solitary, but Asheengara
is unusual in that it’s collected a veritable army FAE OR FEY?
of lesser drakes and dragons to it. Those without
a metallic sheen of their own wear iron or scrap Fae is an Ayslish term for folk born of or
metal, scavenged from the ruins of Belfast, to mark dramatically affected by enchantment. Fae
themselves as part of Asheengara’s host. might be of the Light or Darkness. Elves and any
race with Magical Attunement are embraced as
Uryafaine and Ellafaine have longed to rout the
fae. Most fae are rare and mysterious by their
dragon, to clear the way for an assault on the last
very nature, and reports about different types
of Uthorion’s forces. The dragon and its kin seems
are riddled with inaccuracies.
to range from its city the moment armies gather. It
attacks massed troops from either side, which has Fae are usually more comfortable among other
kept clashes at the skirmish level and prevented fae. Even if one is Light and the other Dark, a
either side from gaining a true advantage. All strange bond that sometimes leads to treachery
attempts to eliminate the dragon thus far have on both sides. The Wild Folk of Core Earth
ended in disaster. awakened by Aysle’s magic count as fae, and
have quickly found places of trust in fae circles
that Ayslish humans and dwarves have failed
CÉIDE FIELDS to attain after centuries of close cooperation.
Among the last footholds the Dark Lord still
Uthorion’s fae may give special treatment or
possesses in Ireland are coastal bog lands towards
opportunities when facing brethren aligned
the west. Céide Fields is the largest and best
with the Delphi Council—especially if the
defended. The soil has proven perfect for gospog,
favor has been returned to any fae in the past.
and at least 100,000 were planted there. The forces
of Darkness have fortified the ancient fort there “Fey” is used for any item crafted by the fae,
and tend the fields night and day. Vikings deliver or using their techniques.
supplies and new bodies from the sea, while lurk
raiders scour Elfame for more grist for the fields.
Generally, larger Wild Folk are typically solitary
The heart of the fortress is a massive Nightmare and haunt caves, woods, and ruins. Smaller and
Tree. The tree’s axioms don’t reach far enough to more numerous creatures range more widely
influence the expansive gospog fields, but it draws and are encountered more often. The smaller the
and binds vicious spirits and the darkest of the creature, the more likely it’s interest is in mischief
Wild Folk (see below). Once bound these creatures rather than blood. Such creatures may steal objects,
serve Uthorion and the Gaunt Man and are a large cause delays, and even inflict injuries if treated
part of why this stronghold remains dominant, roughly.
where the rest of the island has slipped into chaos.
The most dangerous Wild Folk congregate
around haunted places. Many old castles, cairns,
THE WILD FOLK and ruins dot the Irish landscape and several
The mystical creatures of Ireland drawn by the are infested with viciously territorial creatures.
awakened trees are largely not of Aysle, but Infamous haunts include the Hell-Fire Club near
of Earth. With magic coursing across the land, Dublin, The Abbey of the Black Hag, and the site
legendary creatures began to rise, transformed of the Withered Tree. The Hell-Fire Club is home
from animals and infused with raw power from to vicious feline creatures who lead a small cult of
Aysle. The majority are from Irish and European human followers. The Withered Tree is reputedly
mythology. They are often chaotic creatures, the resting place of an immortal blood-drinker
friendly one day and vicious the next. Fortunately, thanks to the Law of Legends.
many can be appeased with offerings, safe passage, There is no court, no hierarchy, and no consistent
or by leaving them alone. set of rules for the Wild Folk. They act according to

75
Jacob Cook (Order #20899530)
their individual natures and are usually driven by “paving stones” rise from the land and sea, forming
a single, insatiable need. Whether that need is for a wide bridge of basalt, 20 meters high.
shiny baubles, solitude, or the blood of innocents It takes a giant about a day to raise a single stone,
determines how dangerous that creature is. Wild and the causeway is hundreds of stones wide, so
Folk instinctively see one another as “kindred” extending it is time-consuming and painstaking
and leave each other alone, even when their desires work. The bridge now reaches three kilometers
directly conflict. The Folk see elves as kindred, too, into the Irish Sea, stretching towards the Scottish
and won’t bother them if they’re on their own. shores of The Kingdom. The giants would complete
However, if elves are accompanied by humans or their bridge, or perhaps it’s a wall, in a few years if
others they become fair game. left alone, but the Delphi Council isn’t keen on the
Wild Folk appear across the entire realm of Aysle, project being finished.
but they’re especially concentrated in Elfame. Little is known about the giants themselves. They
throw large basalt rocks at anyone who approaches
them or disturbs their work. They seem unlike the
THE GIANT’S CAUSEWAY Jotnar encountered in Norway. Their loyalties and
Most giants are found in Norden (page 77), but a motivations remain a mystery.
strange and industrious group of the beings is hard A few attempts have been made to sabotage the
at work on the northern tip of the island. These causeway or attack it at sea, but the giants return
giants raise and shape stone columns, roughly to raise new columns where the older ones are
the size of their hands. These roughly hexagonal cracked or destroyed.

76
Jacob Cook (Order #20899530)
THREATS AND ATTITUDES and Vikings swept into Norway with unmatched
fury. Resistance was brief, valiant, and hopeless.
Racial tensions are high in Elfame, as the
transformed call it, or Ireland for those still holding
on to Core Earth. Elven Storm Knights are treated OSLO
well by the other elves here, but they’ll remain aloof One year later the column of water still swirls near
and distant towards other heroes. Likewise, anyone Oslo. Scores of reinforcements and swimming
but elves are giddily welcomed by human refugees giants came through what’s known locally as the
clinging to the coastline or trying to carve out a Frost Sea Bridge. Tunnels from the Land Between
village in the wooded interior. Elves are respected, brought barbarians, trolls, lurks, and even giants
but there’s no warmth towards them. The root of onto the Earth. Both sides whispered of “Ragnarok,”
that mistrust is likely the same mechanism that the end times. Those who did transform joined their
causes Wild Folk to accept elves and elves alone. Viking brethren and helped to throw their former
countryman into bondage. Norway is now in the
Common Threats: hands of the invading Vikings, specifically the
• Lurk Body Snatchers: One Lurk per hero Bjanni clan ruled by Lord Thorfinn—Uthorion’s
(page Torg Eternity), supported by two Gospog current vessel.
of the Second Planting per hero (page 128) or Trofastr, one of Thorfinn’s many bastards, builds
a single Gospog of the Fourth Planting (page a massive fortress upon the lands of Norway,
130). overlooking what was once Oslo. The Bjanni Clan
• Wild Folk Haunters: One Ghillie per hero now call it “Sturmsted,” home of storms. Giants
(page 135), led by a Troll (page 138). bound by magical chains move the stone and
• Dragons: One Drake (page 15) per hero, led lumber through the streets to the castle, surrounded
by a single Dragon (see Torg Eternity). by many layers of palisades. The giants, known as
the “Chained Ones” serve as siege engines on land,
• Cavalcade Hunting Party: One reality-rated and their presence in Oslo keeps the wild giants of
hunter per hero (use the statistics of Powries, the mountains from venturing too near the city.
page 137) plus one large wolf per hero (use
White Wolves from Torg Eternity). Thorfinn himself spends little time in Sturmsted,
and is usually either at sea raiding or leading
the Dread Council in Liverpool. The Vikings
NORDEN, DOMAIN OF are concerned about their leader’s absence, but
mollified by word of his victories and mighty
THE VIKINGS deeds. When he returns it’s to sequester himself in
With the loss of Ardinay’s body, Uthorion was council with the Ice Skalds and allow Uthorion’s
forced to rethink his strategy. He chose one of spirit to temporarily inhabit other thralls. The day
his other servants, Thorfin Bjanni – Stor Lord to day running of Oslo falls to Trofastr and his half-
of Clan Bjanni, to be his host for the invasion. siblings.
Already poised to attack, the Vikings manned their
longships and waited in the Frozen Sea for the time The Fjords
to cross to “Gulheimurrin,” the World of Riches, The fjords of Western Norway are riddled with
a land of endless plunder. What they witnessed Viking villages. Most belong to the Bjanni clan, but
was unlike anything any Viking, living or ghost, pockets of other small clans are scattered among
had ever seen. The Frozen Sea’s sky was filled them.
with thunder, lightning, and a massive swirling
waterspout. Without hesitation Stor Lord Bjanni The Giants
raised his axe aloft and his ships rowed into the The vast caverns of the Land Between delivered
vortex. It was a maelstrom bridge made of the pure, more than just invaders to Core Earth. A small army
raging seas. It opened in the bay just south of Oslo, of Frost Giants, known as Jotnar to the Vikings,

77
Jacob Cook (Order #20899530)
are known as the “Sea Drakes” and were led by
THAT’S NOT A VIKING the silver-bearded Lord Larsgorn until his death
at the siege of Iceland. Clan leadership was in
The Viking culture of Aysle is not the same as the chaos for weeks until his grand-daughter, Ingarta,
Vikings that arose on Core Earth. Scandinavian Larsgorn’s only surviving blood relative, stepped
descendants of our Vikings view these invaders forward to claim her clan. In Aysle, female Clan-
as living nightmares formed from equal part Lords are rare among the Vikings, and Ingarta’s
tall tales and pop-culture misinterpretation. youth is another mark against her.
Many of the hallmarks are there, including
The Sjodrekka have complete dominance over
horned helmets! The problem is exacerbated as
the Gulf of Bothnia and raid as far south as the
transformed humans in the area quickly adapt
Baltic Sea and Poland. The clan’s longships are
to the Ayslish cultural norms.
the largest fielded by the Vikings and protected
A few are trying to adopt the term “Ice by enchantments. The Dragon’s Breath is their
Men,” the literal translation of Viking in chief weapon, an eerie mist that masks the ship’s
Lower Ayslish, as a means of distinguishing position, instills fear in their opponents. While
the fantastical invaders from the historical magic holds out, these vessels have proven a match
Vikings of old. It hasn’t really caught on since for Core Earth frigates and patrol ships. If the fight
Ayslish Vikings seem like what most people isn’t quick enough, the ship disconnects and is
would expect a Viking to look like. Just like the quickly torn apart by the guns of its modern foes.
“dinosaurs” of the Living Land, the expediency
The main threat to the Sjodrekka comes from the
of battlefield communication wins out over
giants that have taken to the mountains. They shun
technical correctness.
the Norwegian side thanks to Bjanni’s enchanted
chains, but they have no such fear towards the Sea
Drakes. Raiding is brutal and constant.
emerged in the Scandinavian Mountains and now
appear in growing numbers and strength. Like the Stockholm
dragons found to the south, these creatures aren’t Riddarholmen, “The Knight’s Islet,” is a defensible
allied with either side. Unlike dragons, the giants hardpoint inside Stockholm and a major
can be reasoned with, but alliances with either side stronghold for Core Earth. There’s an assumption
have proven short-lived. by the defenders that it’s the concentration of
The Jotnar are ruled by King Heidrek. His only untransformed population that helps keep their
claim to the throne is he’s the largest, strongest, bastion stable, so they mistrust allies from the
and most aggressive of his kind. The smallest Army of Light. Even though they believe the elves
giants are only a head taller than humans, but and dwarves mean well, they consider all Ayslish
grow significantly when threatened or enraged a threat to the hardpoint and strictly ration visitors
. King Heidrek was measured at a height of 100 from other cosms. It’s common for Storm Knights
meters during one battle, but usually stands only to enter Sweden via the islet, but those from
ten meters tall. outside Core Earth may suffer a long wait on the
The Giants worship Rak, the god of the Outsiders, boat while the defenders escort outsiders through
and are seldom touched by either Light or Darkness. one at a time.
Giants sometimes adopt human children and The Mixed Zone outside is crowded with refugees.
raise them as their own. Some Vikings claim such During attacks anyone who can pass a quick tech
parentage. There’s no shortage of orphans in the comprehension test is allowed inside. This has led
area thanks to the Possibility Wars. to tragedies with families where some members
have transformed being split up. The Delphi
SWEDEN Council is negotiating to change the system, but
Sweden is now the home to the Sjodrekka Clan , the Knights aren’t convinced and don’t want to
second in power and prestige to the Bjanni. They risk one of Stockholm’s last hardpoints.

78
Jacob Cook (Order #20899530)
FINLAND remains Core Earth, thanks to a dozen linked
hardpoints, and the Finns determined to hold the
Most of Finland is in the grip of the fearsome
city. Fierce and bitter fighting keeps the Metro
Sturloudir, a savage clan descended from monsters
clear of lurks and other underground invaders.
as well as men. The Sturloudir jubilantly bask in the
The Metro connects most of the hardpoints to one
glory of insane deeds and suicidal courage. They
another, and fortified barricades around them keep
fight at the drop of a beer stein, swim in freezing
the Viking berserkers of the Sturloudir at bay.
water as a courting ritual, and they adorn their
helms with horns, tusks, and serpent teeth. The The defenders of Helsinki aren’t content to simply
“wild-blooded” Vikings have a one-sided rivalry hold ground, either, and launch guerrilla attacks
with the Sjodrekka and Bjanni, which the other against the Vikings to keep them off balance.
clans sometimes use as leverage to manipulate the Support arrives from Europe across the Gulf of
Sturloudirs. Finland when the port is open, but the sea is prone
to freezing over. Aysle’s axioms are too low to
At the forefront of this crazed horde is Lord
support icebreaker ships, so when the weather
Hekkr “Maul-Hand,” who basically punched
turns the city is on its own.
his way to the top aided by his stone fist. The fist
replaced a hand lost
in his first attempt to
pull the tongue out of a
juvenile sea serpent. His
second attempt with
his remaining hand
succeeded.
Sturloudir Berserkers
are true harbingers of
unbridled savagery in
battle, fueled by near-
toxic brews developed
by the Ice Skalds. They
ferociously wade into
enemy (or friendly)
forces and fight to the
death. Thorfinn sent the
Sturloudir to Denmark,
in part to keep them
from destroying his
own forces, and in
part to create a strong
buffer against Tharkold.
Abominations from the
Blasted Land that stray
into Sturloudir territory
are swiftly destroyed—
or adopted .

Helsinki
Not all of Finland
is in enemy hands.
Metropolitan Helsinki

79
Jacob Cook (Order #20899530)
THE GRAVES (SOMETIMES their leaders, and canny Storm Knights can exploit
that admiration.
CALLED KJOLLEN)
The northern portion of the Scandinavian Common Threats:
Peninsula is covered in a deathly quiet thanks to • Bjanni Marauders: Two Viking Raiders
oppressive “gloom storms” (see page 83) that per hero (page 140), supported by a single
batter the region, draining hope and life from any Chained One (use Frost Giants, page 135).
inhabitants. This portion of the realm is overseen
by the necromancer known as “Reaper,” and he • Sjodrekka Raiders: One Viking Shield
has little use for anything living in his territory. Maiden per hero (page 140), led by a reality-
rated Viking Skald (page 140).
The cities lay abandoned, covered in ice and webs.
Massive nibikrid spiders haunt the ruins, scurrying • Sturloudir Ravagers: One Viking Berserker
underground at the approach of gloom storms or per hero (page 139), plus a reality-rated Viking
tittering in gleeful bloodlust at the approach of War Chief (page 141).
grave-robbers or scouts. The spiders form mounds • Jotnar Giants: One Frost Giant per hero (page
filled with anything valuable they find in hopes of 135).
luring greedy prey into their clutches.
The Vikings call the region “Kjollen,” and
Thorfinn has decreed that those who die outside of THE STORM ISLANDS
battle must be buried there in dishonor. This rule The Ayslish refer to the smaller landmasses around
hasn’t set well with any of the clans. Some feel such Great Britain and Ireland collectively as the Storm
a dishonorable burial isn’t fit for any but the most Isles. Populations on these islands are low, with
cowardly and fear what Reaper may do with the only the hardiest defenders remaining behind
bodies and souls deposited there. Others are simply to face the ravages of raiders, reality storms, and
vexed at the danger inherent in such a burial, magical beasts. Uthorion favors smaller islands as
often losing several warriors to nibikrids for each sites for his stelae. Such sites are usually protected
companion felled by sickness or misadventure. by swarms of gospog, enthralled sea serpents, and
even dragons mystically bound to serve the stelae.
THREATS AND ATTITUDES
Most Core Earth cities within range of Norden FAROE ISLANDS
are heavily fortified and on constant watch. The The southern Faroe Islands are home to a host of
raiders respect the weapons and tactics of their Viking outposts and burial mounds. No single clan
enemies, and prefer to look for easier targets. holds sway here in the “Storm Havens,” and the
However, night-time raids supported by magic overall mix changes weekly as longboats arrive
happen just often enough to keep coastal cities and and depart.
bordertowns awake in terror.
Life is hard in the northern islands thanks to the
Hardpoints within the Viking’s lands get by fine, constant storms, and some of the population is
so long as they don’t draw attention. The clans are crazed thanks to the random shifts in reality that
looking to push outward and raid elsewhere—they exist so near the storms.
don’t spend much time patrolling or exploring
territory they’ve already taken.
More than anything the Vikings are practical. THE ISLE OF MAN
They don’t negotiate for things they can take The Isle of Man has become home to a rag-tag group
by force, but if a battle would be costly enough, of Ayslish who came through the Oslo maelstrom
they’re not too proud to parley or retreat, unlike bridge—but not at the behest of Uthorion! The
many of Uthorion’s vile servants. They respect Corsairs are a loose alliance of sea folk, originally
strength in their enemies as much as they do in from Aysle, but they are a very open people and

80
Jacob Cook (Order #20899530)
have taken in many
transformed sailors
from the United
Kingdom and afar.
The Corsairs are ruled
by the “Parliament of
Captains.” The captain
of every ship in the
Corsair fleet, regardless
of its size, has one vote
on the occasions where
the parliament meets.
A simple majority
carries any vote, and
any Captain who
refuses to abide by the
results may leave in
peace but is no longer
welcome at Corsair
ports or take part in
future parliaments. Such meetings are rare. The in the area as well, either to disconnection or to the
last one decided whether the fleet would risk the island’s deadly inhabitants.
maelstrom bridge in hopes of finding allies and
wealth in the troubled waters of Core Earth. SCARP
The Corsairs have congregated at the Isle of Dwarves whisper of “The Mad Duke” Dwyvan
Man. They aren’t technically allied with either the Vareth, whose noble house was obliterated in
Delphi Council or the Army of Light, but they try Uthorion’s first campaign. He was the sole survivor
to keep relations cordial or at least neural. Both of the destruction of his hold, and somehow, he’s
have been forced to forgive certain acts of piracy still alive today. He built a new fortress on the
out of expediency. The Corsairs fight Vikings, and island of Scarp, in the Outer Hebrides islands, and
they fight them in Aysle Dominant and Pure Zones those foolish enough to pay the Mad Duke a visit
where the Royal Navy can’t afford to go. The were sent packing by constructs that outwardly
Corsairs are entirely aware of this situation and appear to be dwarven Dragon Warriors—but inside
exploit it as much as they can. is nothing but gears and springs. These mechanical
monstrosities are known as Homunculus Warriors
SHETLAND ISLANDS among the Ayslish who have encountered them
The Shetland Islands, north of Scotland, have been and survived.
infested by Dragons. Dragons don’t get along The Delphi Council and the dwarves of Glasgow
with anyone, usually not even one another, but are concerned about whatever is happening on
somehow hundreds of different ages and sizes Scarp, but neither has the resources to launch a
have congregated there. Dragon nests dot the cliffs, diplomatic or exploratory mission.
beaches, and crumbling ruins of the islands. The
islands are the origin place of most drakes and THREATS AND ATTITUDES
manes in the realm.
Most of the threats around the Storm Islands come
No ship that strays too close to the islands from the mysterious monsters that lurk below the
survives. A few brave Vikings tried, hoping to steal waves. The advantage swings wildly between the
valuable dragon eggs. The HMS Ambush was lost Vikings and Core Earth vessels, depending on the

81
Jacob Cook (Order #20899530)
axioms, but sea creatures and weather remain the There is no natural light in the tunnels, only
main hazard for both. dim torches and the glow from magical spells
Each island tends to be cut off and unique. Trade and creatures. The underground spaces once had
lines are cut, so anything that can’t be grown or light, but it’s grown ever dimmer since Uthorion’s
made on an island fades into irrelevance. Human first march. Creatures of Darkness have festered
inhabitants cooperate with visitors, regardless of and proliferated in this endless black, and nearly
their allegiance, out of pure necessity. everything else has retreated to tiny strongholds of
Light or been destroyed.
Common Threats: Travel from the surface of Aysle to Core Earth is
• Sea Creatures: One Bird Swarm per hero difficult, and few have made the journey after Lady
(page 132), or one Charyb per two heroes Pella Ardinay’s fateful march through the gloom.
(page 132). This leaves the Army of Light without news of
events back home or hope of reinforcement—or
• Great Dragon: One Great Dragon (see page
retreat. Only Seekers, Ayslish born with a magical
135).
sense of direction, have any luck navigating the
• Homunculus Warrior Scouts: One unpredictable tunnels.
Homunculus per hero (page 18), led by a
Wizard (page 141).
THE ABYSS
• Corsair Pirates: A pirate vessel looking for
The Land Between has long had a dark cleft
plunder at sea. One Viking Longship (see Torg
known as the Abyss. This fracture in the stone
Eternity), crewed by three Bandits (page 139)
has no known bottom. Dwarves and others built
per hero and led by a reality-rated Knight
bridges and battlements along the fissure, but after
(page 139).
the invasion the abyss has shifted and widened.
Crumbling bridges often have no center now, and
THE LAND BETWEEN only ruins remain where entire castles plummeted
into the endless black below.
The cosm of Aysle has always had a Land Between—
The width of the Abyss varies wildly, so if one
the massive system of caverns connecting two sides
follows a ledge for long enough, a fallen stone
of a flat world. Uthorion’s massive ritual changed
may make a natural bridge or the two walls
this network, perhaps forever, and connected it to
may grow temporarily close enough to afford a
a growing labyrinth of tunnels crisscrossing Core
dangerous leap. The chasm runs between Aysle
Earth, known as “the Underground.” The caves and
and Core Earth, and splits between the Upper and
corridors underneath the realm of Aysle are still the
Lower Aysle surfaces, so following the precarious
Land Between and are Ayslish Dominant Zones,
walkways of the abyss is the surest way for an
but they connect to Underground in unexpected
explorer to reach another world.
ways. This larger network was unexpected, even
by the Dark Lord himself.
When the ritual took effect, earthquakes sundered
KARREARDARR
underground passages and cities, and altered the The dwarven homeland of Karreardarr is now in
subterranean landscape. Well known pathways the hands of the enemy. Most of the city is now
from Upper Aysle to Lower Aysle are now gone. abandoned. Pale wights scheme within some
Many theorize the Land Between no longer of its empty towers, lurks brood in a few of the
connects the two sides of Aysle at all, and both battlements, and vile spiders infest scattered
must move through Core Earth before reaching the treasure houses. But most of the stone city is quiet
other. The passages are still in flux, changing from and undisturbed, as if daring heroes to search for
week to week and steeped in dangers. lost treasure or reclaim some portion of the citadel
for the Light.

82
Jacob Cook (Order #20899530)
THE LABYRINTH • Lurk Prowlers: Two Lurks per hero (see Torg
Eternity), reinforced by an Abomination Engine
The outermost reaches of the Land Below are a
(page 131).
jumbled series of twisting passages that lead…
elsewhere. Only Seekers dare these routes. Others • Hungry Ghosts: Two Lost Souls (see page
become lost forever in the maze of tunnels, 136) per hero.
becoming literal lost souls that haunt the Labyrinth • Wight Dwellers: Two Wights per hero (see
as hungry Ghosts (see Torg Eternity) forever. Torg Eternity), led by a Lyche (page 139).
With the help of a Seeker or similar magic, the
Labyrinth becomes a gateway to the Underground,
and through that anywhere on the surface of Core
Earth. It’s possible the Labyrinth even connects GLOOMSTORMS
to other cosms, and it was the magic of this place
Gloomstorms are a special phenomenon
that Uthorion exploited in his ritual-based invasion
experienced in the “The Graves” of Northern
from underground.
Scandinavia. Outwardly they look like dark
clouds, but no sound of thunder or flash of
THE STYGIAN SEA lightning accompanies them. In fact, a muffled
Deep in the stone between worlds is a massive silence is one of the early signs of the onset of
underground ocean. Water and run-off from every a storm.
surface eventually trickles down to these churning A haze drops from the clouds that looks like
waters, sometimes taking valuables with it. The rain from a distance, but inside it’s more an
Stygian Sea exists within a massive cavern, the absence of light and a muting of all colors. A
ceiling so high it can’t be seen without the brightest –2 Darkness penalty applies to all tests within
of light sources. Ancient, horrible creatures skulk the gloom, including survival, Soaking, and
under the black waves. even Defeat. Perks and items that eliminate
The sea churns without wind, and the current Darkness penalties do so for find and ranged
carries any small craft in a circle around the outside attacks, but not everything else.
edge. The only landmark to speak of is a whirlpool A storm lasts 1 BD hours, and after each hour
that forms near a junction with the abyss. Strong unsheltered in the storm, any creature must
flow pulls towards a small passage that empties out test survival (based on Spirit rather than Mind)
as a waterfall into the endless pit. The whirlpool or Spirit. If the test fails a reality-rated creature
marks the interaction between that outlet and the loses a Possibility. Ords or those who have no
rest of the swirling water. Possibilities left immediately suffer a Wound
instead.
THREATS AND ATTITUDES A gloomstorm that lasts more than five hours
There are no safe havens left in the Land Between. grows more intense, increasing the Darkness
It’s a domain of danger and Darkness interspersed penalty to –4. After 10 hours it becomes –6, and
with occasional fellow travelers or the magical then every five hours it grows lighter again.
remnants of a different, brighter age. Within shelter such as a cave or a building,
colors remain, and lights still penetrate the
Common Threats: darkness no matter the strength of the storm
• Nibikrid Spiders: Two Nibikrids per hero outside. After a storm anything that perished
(page 137). Nibikrids attempt to ambush, and outside is completely drained of color and has
any character that doesn’t succeed in a find test no visible wounds.
with a DN equal to the Nibikrid’s stealth skill
starts the encounter surprised.

83
Jacob Cook (Order #20899530)
T
his section describes the unique reality of
Aysle and how it interacts with the Torg
Eternity universe.

AYSLE AXIOMS
Axioms of Aysle strongly define its nature. Its
powerful magical essence and its pre-renaissance
technology are recognizable by Core Earthers and
yet are still far off from the outside world.
• Magic: 24
• Social: 16
REALITY
• Spirit: 18
• Tech: 14

MAGIC
More than anything else, Aysle is demarcated by
magic. It is not just spells and enchanted swords
but a mystical presence, which is instantly obvious
to any Possibility-related character who enters this
realm. It’s not a life force, like the Living Land, but
a supernatural energy that makes every mundane
object a possible source of wonder. Unlike faith
and miracles, it is a vibrant, palpable force anyone
can witness with a few magic words and the wave
of a well-trained hand.
In the cosm of Aysle, magic is the substitute for
technology in many ways. Through spells and
potions, it essentially replaces medical technology
in nearly every facet—even the bandages are
coated with salves and mystic runes. Divination
magic, elementals, and familiars can be used
for surveillance and communication. Building
materials can be infused with enchantments and
magical reagents to become stronger than steel
or resist the effects of weather. Magic is like the
promise of nanotechnology, artificial intelligence,
and genetic editing all in one—Aysle sees the
future through innovations of the arcane.
The only thing preventing magic from supplanting
faith and technology entirely has been a lack
of access to the masses. It takes education and
resources to harness the power of magic in its most
useful and flexible forms. Peasants have the ability
to mix herbs together to form basic alchemical
medicines but not to diagnose and treat cancer and
other maladies. It requires spells and miracles to

84
Jacob Cook (Order #20899530)
tackle these serious problems and thus far only in magically powered carriages? Why can’t magic
the nobility and upper classes have ready access become an industry? The answer is, of course, it
to this kind of magic and miracles. However, this can do all these things and more—it’s just that no
is changing now that Aysle is engaged with the one has conceived of these ideas previously. All it
minds of Core Earth. takes is one dropped mobile phone, left in a Mixed
For centuries, in the cosm of Aysle, magic was Zone, to get the spark of imagination flowing.
at a plateau. While new spells, potions, and The spark has already been struck, the embers are
enchantments were being developed, nothing there, and in the coming years of the war we’ll see
was moving the magical axiom upward. Core if the flames are fanned or are dowsed by chaos
Earthers, with their need to complicate everything, and ruin.
would call arcane innovations of this time “lateral
expansion,” rather than advancement. The SOCIAL
invasion has become the catalyst which may cause The people of Aysle believe very strongly in duty
the magical axiom to spike in the coming years, and the forces of light and corruption. Duty can be
and it is the contamination of the other Realms that to family, lord, and temple, but it is also to a general
is responsible. code of behavior and honor. They greet people
Visitors to Aysle have brought in outside ideas with formalities and use old rituals of etiquette in
which are reshaping how wizards, skalds, and everyday life. This includes giving way to those
even priestesses think about magic. Why can’t of higher classes, offering quarters to soldiers
magic form an information network like the of the army, and tithing traditional amounts to
internet? Why can’t you make a magical device, their deities and rulers. It is a time reminiscent of
usable by nearly anyone, to disinfect and suture a Earth’s high Middle Ages, but it seethes with a
wound? Why can’t people barrel down the roads healthy respect, or fear, of the powers priests and

Even the mightiest Storm Knight may fall to sharpened words whispered to aristocratic ears.

85
Jacob Cook (Order #20899530)
nobles wield in magic and miracles. However, it is life remains much the same as it did for the last
a developing society taking steps toward its own hundred years.
renaissance.
While magic was at a standstill for some time on SPIRIT
the cosm of Aysle, social and political progression Before Uthorion, the gods of Aysle were the
were making headway. The class system, putting greatest power in the cosm. Magic, while strong,
nobles at the top, with priests, mages, and knights was secondary to the divine force of miracles.
in the middle, and peasants at the bottom is However, the High Lord and his Darkness Device
still very much in effect, but the concept of class did not care for the competition a large pantheon
mobility appeared. This is due to the emergence of of deities presented to their goals. Therefore, they
the peasant hero from the wars with the Dark One manipulated the legends to reverse the roles of
and his legions of foul folk. magic and miracles in the reality of Aysle. The tale
The wars were costly, thousands of knights and of Dunad shattering Aurel was exalted, and the
nobles were slain. This left a void in the hierarchy practice of sorcery was encouraged over prayer
to be filled. One day a conscript sergeant, a farm and service to the temple. Uthorion is responsible
girl, lifted the great sword Redbane from its fallen for some of the greatest schools of magic being
master and slew a terrifying lyche on the battlefield. founded in Aysle—unsurprisingly he is not given
Redbane, an Eternity Shard strongly connected credit for this.
with Light and honor, bonded with the farm girl. The gods are undaunted by the rise of magic,
It chose her, without a drop of noble blood in her for they wield it as well. Shali gained power and
line, to wield it against Uthorion’s hordes. She was influence, allowing her to better counter Corba’al
not the first peasant hero of Aysle, but she would and the necromancers. They consider magic and
become one of the most famous. She won her faith to be intertwined, each making the other
knighthood and the titles and lands to follow. Her stronger. Only the invasion rattles their sense of
name was Zowyn, founder of House Tancred. conviction. The realm of Aysle presents the gods
House Tancred lead the movement to abolish with problems; can the word of the gods flourish
slavery, and later indentured servitude, among on another world? Will the religions of Earth,
the noble houses and beyond. Meanwhile, the and the other invading realities, corrupt their
merchants started to flourish and now have the followers? Are technology and magic poised to
wealth to gain some respect from the upper classes. surge in prominence? To these questions there are
The masses believe all beings who follow the Light no clear answers, and for now, the only prudent
have worth, but they have yet to act on it. It’s been course of action is to wait and react. The prayers
a busy few centuries and the invasion is quickly of their followers, fighting the war, and dealing
ushering in more changes. with each other, occupy the time of the gods well
There is a divide surfacing between the cosm enough in the meantime.
and the realm of Aysle. Core Earthers who were The five pantheons are detailed in Miracles
transformed into Ayslish citizens have a more (page 38) which discusses their tenets and basic
developed concept of government and equality than religious structure. Thus far only the followers
many of the native Ayslish—especially the elves of the five major gods of the cosm of Aysle have
and dwarves. They are often the first to question crossed into the realm of Aysle, despite there being
the edicts of a local baron or knight, especially many lesser deities across the world disk. One will
anything they determine is too draconian, and not encounter a priest of the minor gods, but it
many feel magic is hoarded by the nobles and is not uncommon to see small reminders of their
wizards. There is no movement toward rebellion, existence. For instance, an ambassador may possess
but the scent of revolution may be in the air. The a talisman of Darsot, the patron god of diplomacy
people are growing restless, and Drakacanus is and peace. There are no major temples to the other
excited by the idea of large-scale political turmoil. gods, though small shrines exist.
Meanwhile, the cosm of Aysle rebuilds, and

86
Jacob Cook (Order #20899530)
As diverse as the gods of Aysle are, there are no
gods of the dragons, and neither are the dragons
WORLD LAWS
worshipped as gods. The dragons have never The laws of reality in Aysle form the foundation
sought worshipers or servants of any kind, and the for how the axioms are realized across the Cosm
rare attempts to form cults devoted to them has and the Realm. The Law of Magic dictates how
only resulted in self-delivering meals. The gods supernatural power overwrites physics, chemistry,
have always considered the dragons as obstacles and biology, to produce truly wondrous results. The
or enemies, and the dragons have typically not Law of Light & Darkness describes how morality
regarded the gods at all. is manifested into very real effects. The Law of
Enchantment shows how the pervasive magic of
the Cosm can seep into any object. Furthermore,
TECH there are minor laws of the Realm which focus on
To the outside world, images of Aysle are dominated key aspects of the other laws, such as power of
by knights in plate armor, peasants using ox-drawn heroism, the nature of magical knowledge, and the
plows, and majestic castles sprawled across the rise of legends.
countryside—the dragons have been problematic
to photograph. The realm appears to be stuck THE LAW OF MAGIC
in the early 14th century, with all technological The core principle of the Aysle reality is that magic
development restrained by the prevalence of magic is everywhere; it can be manipulated by nearly any
and miracles. And yet, the Law of Magic allows for being, it can flow into any object, and it overrides
the construction of some truly inspiring buildings the very properties of nature itself. The evidence
and monuments using mystical substances and of this is all around. The land has fantastic rock
fortifying magics. formations, plant life is luminescent with mystical
It is the single most daunting issue facing the Core auras, and the powers of its beasts defy any rational
Earthers, who cannot rely on modern firearms explanation. It is the land of high fantasy, through
or the most basic internal combustion engine to and through. Uthorion likes to believe he made
function. The reality of Aysle has flummoxed magic the most prominent feature of the cosm, but
many craftsmen who have made primitive wares he simply sped its progression along. The moment
that do not work, simply because some parts are Dunad released magic into Aysle, its dominance of
made from more modern materials—even the the world was inevitable.
stainless steel knife cannot cut the mustard in The laws of magic allow spellcasters to infuse
Aysle. Trial and error have been the only method their life force into the casting spells.
reliable enough to figure out what will and will • Magic: Spell casters can incur Shock to
not work. The Law of Magic, combined with the gain a +1 bonus on any magic skill (alteration,
snarl of Mixed Zones around London, complicate apportation, conjuration, and divination) test, up
things further by adding false positives to any test to his number of adds in the skill. Therefore, a
results—a device utilizing a 16th century alloy may character who invokes the Law of Magic and
work one day and fail the next. chooses to take 3 Shock of damage, assuming
Uthorion and Drakacanus have stifled he has at least 3 adds in the associated skill,
technological advancement whenever possible. gains +3 to the total of the magic skill test. The
However, the people and the gods are so focused character must declare the amount of Shock
on solving problems with magic and miracles, the damage they are taking before the dice are
drive to innovate with mundane methods is slight. rolled. This Shock may not be recovered until
The near genocide of the dwarves may ensure Aysle the duration of the spell or effect ends.
shall remain firmly in the distant past. Core Earth This ability can apply to tests which do not involve
influence, like the kind found at the Toyshop, may spellcasting, such as operating a magical device
be the only strong influence in Ayslish technology. like a crystal ball. Typically, this cannot be applied

87
Jacob Cook (Order #20899530)
to tests with magic items which do not use a magic destruction of those who fall to Darkness is a
skill. If a character possessed a spear that projected central focus of the Light, despite not limiting the
a lightning bolt, utilizing the conjuration skill, the scope of the prosecution of this goal.
character can take Shock to gain a bonus with the
lightning bolt. However, any melee weapons skill test Darkness is most often defined within the tenets of
with the spear cannot benefit from this property of Corba’al (see page 39). They focus on achievement
the reality of Aysle. without restrictions. It rewards creativity and
ingenuity, which bypass the limits of rules, for
Magic skill tests to determine the nature of good or evil. Darkness promotes exploration,
a magical effect, through observation and discovery, and the pursuit of knowledge, no matter
knowledge, are not normally able to tap into a how dangerous. However, Darkness is tied to death
character’s Shock for a bonus. The GM can allow and the undead very closely—this is what draws it
this during intense situations, such as during a toward evil more often. There is no call to destroy
combat, if it seems dramatically appropriate to do the Light, but by its nature Darkness corrupts, and
so. For example, if a character needs to determine if it flourishes the Light will die.
the nature of a magical field in order to disable it,
requiring a magic skill test, the GM can allow the Balance is simple, by comparison to either
character to incur the Shock damage to enable the Darkness or Light. The followers of Balance believe
spark of inspiration in the heat of battle. in the use of both forces in equal measure. They
pursue passion, tempered by wisdom. Instinct is a
Taking Shock to enhance magic tests are valid reason to act on a course of action. Nature,
associated with an individual test, so Dramatic above all things, should be valued. This is reflected
Skill resolutions require Shock to be incurred on in the tenets of Rak (see page 40) and is associated
each roll made during the process if the character with savage folk such as the Vikings and trolls.
wants the bonus. Shock spent at the beginning
of Dramatic Skill test on Step A does not grant a These concepts can be difficult for a Core Earther
bonus on later steps. to grasp, because the tenets of Light and Darkness
allow for both sides to do good and evil. Storm
Knights visiting Aysle have witnessed followers
THE LAW OF LIGHT & DARKNESS of the Light commit virtual atrocities without
Virtue and immorality are forces in their own right suffering from corruption, and yet some tainted
in Aysle, like gravity or magnetism. The people of with Darkness perform beautiful acts of charity
Aysle, including the gods and the foul folk, believe and are still rejected by many in society. It is
honor and corruption can alter the mind, the body, easy for foreigners to offend the natives doing
and even minerals and metal—objects can be good things which seem to be right anywhere else in
or evil. Light and Darkness are essences of magic, the world. Fortunately, the Ayslish ignore small
classified as Principles (see page 22), and are transgressions because they view many outsiders
woven into spells and arcane devices. The absence as morally inferior.
of Light or Darkness, called Balance, is virtually The most obvious expression of Light and
an anathema to much of Aysle—some would even Darkness are the appearance of Dark Marks—
liken Balance to chaos. stains on the soul of a character who has Darkness
The Light can be best described as adherence to Perks. These can reflect on a character’s physical
duty and honor, even when it may result in great appearance, if they take Perks such as Frightening
suffering. Justice is important, but only within Aspect or Smiling Deceiver, but otherwise they are
the limits of its code—justice taken outside the only detectable with abilities such as the Detect
law is a perversion of truth and must be rejected. Darkness spell. The lost Tome of Redemption, a
Specifically, the rules of Light are most associated volume once guarded by the paladins of Dunad,
with the tenets of Dunad (see page 38). These prescribed a method for removing a stain of
tenets promote honor, honesty, duty, self-sacrifice, Darkness from a soul, but it was lost when Uthorion
and purity over all else. They also suggest the helped the Reaper escape its prison at the Indorran

88
Jacob Cook (Order #20899530)
Vault. Thus, there is no known way for a Dark essence of divinity. How and why this happens
Mark to be removed. seems to be completely random; many objects used
Typically, a character has to choose to take a time and time again in tense critical moments never
Darkness Perk to earn a Dark Mark, but there are have such an awakening. No amount of prayer
other ways to be stained with Darkness. Some or arcane trick has any influence on changing an
artifacts of corruption, such as Uthorion’s axe, object from mundane to mystical in the heat of the
bestow a Darkness Perk if a character attempts to use moment. It is a mystery of fate.
it—not simply pick it up or transport it. Committing • Enchantment: When a character rolls 60+ on a
an act which is clearly against the tenets of Light, test in a stressful situation (such as combat), the
such as killing innocents for pleasure or personal magic of Aysle spontaneously enchants one of
gain, activates the Law of Light & Darkness, and his items (GM’s choice). The item must fit within
the character gains a Darkness Perk. It is rumored Aysle’s Tech Axiom, but it doesn’t have to be
Drakacanus can inflict Dark Marks on nearby the item used to generate the total. Thereafter,
victims, but only Uthorion knows if this is true. it gains the Armor +1, Damage +1, Shield +1, or
The GM must warn a character before awarding a Skill +1 enhancements (see page 50). If the
Dark Mark, allowing them to rethink their course GM chooses to enhance a currently enchanted
of action. The GM can assign any Darkness Perk to item, it becomes an Arcane Item or Artifact
the character that they qualify for. Characters who (see page 48). Alternatively, the GM can roll
take, or are branded with, a Darkness Perk lose all on the Expanded Magic Treasure Table (page
Light Perks and fall to corruption if they have more 121) to let the magic take a different form.
than three Darkness Perks (six if they have the Born Spontaneous enchantment does not occur during
to Darkness Perk). everyday events or mere practice, but it has been
Even characters from other realities can gain a known to effect objects not native to Aysle – if they
Dark Mark, but they can only use the Perk when are supported by the other axioms of the cosm.
under the influence of Aysle’s reality. Therefore, most firearms and devices from Core
Earth never become enchanted. There are legends
The road into total corruption runs downhill. of items becoming enchanted at historical events,
Gaining a Dark Mark due to dishonorable actions such as the crowning of a new high sovereign,
is just as easy the first time as it is the last. Simply or due to an act of enormous charity, but such
because a person is already corrupt does not instances are rare and often the purview of divine
mean further acts of disgrace become smaller or intervention.
meaningless—corruption is never diminished.
More importantly, gaining Dark Marks attracts It is important to note that acts of faith, such as
the attention of Drakacanus. The Dark Crown may using miracles, can activate the Law of Enchantment
send agents, or reach out itself, to offer power or as well—despite being related to the Spirit Axiom.
reward to entice the character into total corruption. The reality of Aysle is so infused with magic that
Often, the more marks the character has, the greater even tapping divine sources can produce a mystical
the offer the Dark Crown makes! result. Magic items which are produced as a result
of a miracle are often exalted as holy items and are
kept at temples when not needed in the field.
THE LAW OF ENCHANTMENT
Magic is so powerful and wild in Aysle that
it can imbue nearly any object in a time of LAW OF DELVING
crisis or discovery. Weapons which strike the The history of Aysle is rife with heroes who start
hide of dragons can become lightning rods for as poor and callow youths, but then explore the
eldritch power, shields that turn back a hail of caverns of the Land Between and emerge wealthy
arrows in a desperate battle may harden to near and powerful after facing countless dangers. The
imperviousness, and a symbol of the gods used to Law of Delving reinforces these tales—if you risk
terrorize a horde of the undead can touch the very danger and survive, there’s bound to be rewards.

89
Jacob Cook (Order #20899530)
Any rusty chest might contain gold or magical ears of the next. This happens in all realms, except
treasure, just as any hole in the ground might hide for Orrorsh, but in Aysle it is not a simple matter
hordes of vicious foes waiting in ambush. These of gossip and fame—it is heroism taking on a life
two things are linked to one another and the Law of its own. Heroes of renown in Aysle have powers
of Delving. Anyone bold enough to seek out the beyond their skills and abilities, though it is not
dark places of the world is guaranteed to find always in their control.
something. There is other fallout from becoming renowned,
More than just wealth awaits as a boon for the such as being unable to move through a crowd
daring. Experience is a force of nature in Aysle, and unnoticed. Love can be fickle in Aysle; the affections
those who face monsters accrue it and grow in skill of an admirer can turn to the hero of the hour.
and power more rapidly than a soldier who trains The other side of this law is that most people in
swordplay for years. This effect seeps over to Storm Aysle aren’t heroes, and they know it. Peasants
Knights—named that by the Ayslish—from every seldom try to solve even the simplest problem,
realm. Their command of reality grows the more preferring to wait for the arrival of a hero to take
they fight, which is why Quinn Sebastian commits the burden for them. Talking to any citizen might
them to missions rather than holding them back as draw at least one inane request, such as searching
precious assets. for lost chickens or finding a pie thief. Some of these
Delve deep, Storm Knights! jobs turn deadly, however, and then invoke the
Explore that darkened crevasse, Law of Delving!
battle the dragon, and reap the
prizes of Aysle where in Core
Earth you might gain nothing but THE LAW OF
muddy boots and a few scars for LEGENDS
your trouble. The reality of Aysle has been
an incredible force on Earth,
LAW OF HEROES but it is not immune to
Connected to the Law of change from the outside. The
Light and Darkness and tradition of heroes and enchantment has
now enhanced by the Law collided with Core Earth’s love of story
of Legends (see page 90), and formed a new law in Aysle—The Law
The Law of Heroes ensures of Legends. This rule makes stories a part
that when innocent lives are of the reality itself, granting power to those
at stake, and the situation is who complete a string of tasks, or feats, in
dire, a hero will be present. an unfolding narrative. It is not the mere
Even if one isn’t around, the resolution of a mission; it is the Quest.
reality of Aysle will calls to There are three types of Quests,
someone to take up the fight. distinguished by length and the
These heroes aren’t even necessarily type of components required. The
reality-rated, for even Ords can be segments of a Quest are defined as
heroes. either requirements or adversities.
People like Tolwyn of House Tancred A requirement (R) is a task which
develop a special aura about them as needs to be completed, such as
tales of their deeds spread and grow, defeating a creature or obtaining a
increasing in scale and depth when critical object. An adversity (A) is
passing from the lips of one teller to the an event outside the character’s
control, such as having a chance
meeting with a colorful
THORGRIM SKAR traveler or losing a friend.

90
Jacob Cook (Order #20899530)
The three Quest types are a Folktale, comprised • (A): Escape three encounters involving three
of two requirements and a single adversity, a animals or magical creatures.
Myth, comprised of three requirements and • (R): Be kissed by your First True Love (result
two adversities, and an Epic, comprised of four of a Romance card being played
requirements and three adversities. The order in • Reward: Return to original form and Humble
which the adversities and requirements must occur Perk
parrots a previous set of stories from the history
or mythology of either the Cosm of Aysle or Core Perk: Humble
Earth. • Prereq: Complete the Quest, Legend Perk
Completing a Quest grants the character the Curses, at least to a degree, are effective because
Legend Perk or Eternity Shard associated with the they tap into the victim’s pride. The hero has
Quest. A character can only have a single Legend discovered humility, and attempts to cast or invoke
Perk, but they can replace their current Legend a curse upon her (GM’s call) have a -4 penalty and
Perk if they complete a new Quest. The previous are Disfavored. Additionally, the hero may avoid
Perk is permanently lost. the curse from a magic item with a successful Easy
(DN 8) willpower test.
The Delphi Council acknowledges the historical
importance of the completion of a quest, and will not
request the Storm Knight surrender it. Technically, STRENGTH OF THE GEAT (MYTH)
there is no limit to the number of Eternity Shards a Ardrah Sjodrekka was a daughter of the Ice Lands,
character can have, but possessing more than one a Viking. As great a sailor as she was, her ship was
attracts the attention of a Darkness Device. caught in a storm, and she was the only survivor.
Here are examples of the three types of Quest: Damp and shivering, she scoured the beach for
wood to make a fire and was beset upon by a troll.
Her sword and shield lost to the sea, she fought
THE FROG PRINCESS (FOLKTALE) the monster with her bare hands and managed
Once upon a time, on Aysle, there lived a princess. to drown it in the surf. Looting the troll, Ardrah
One day she was walking down a path near her fashioned tools and weapons for survival. Spear
castle and she came upon an old woman. She fishing was the surest form of sustenance for a
demanded the woman stand aside, and when the stranded Viking, so every day she waded out
crone refused, the princess slapped her. and reaped a good bounty from the sea. But the
However, the crone was a sorceress and cursed sea wanted its bounty paid for in blood. A Black
the princess, transforming her into a frog. She told Shark tried to take her leg, but Ardrah thrust her
the princess that she could only return to human makeshift spear into its maw and dined well on the
form by True Love’s kiss. shark that night.

The princess hopped away and searched for a In a month’s time, she made a raft and was found
prince to kiss her. She narrowly escaped being by a dragonship of her clan. She told tales of the
eaten by a snake, an eagle, and a necrolepus. She island she lived on, called Geat, and many of her
fled, falling into a water barrel behind an inn. The kin sailed there to explore and take its treasures. It
innkeeper’s maid rescued her. appeared to be a good venture, but the Sjodrekka
were attacked by Kinkall, the Storm Giant. Kinkall
Time passed and they became friends until kept the troll as a pet and guardian, taking exception
one day, the maid kissed the frog. The princess to its slaying by the Vikings. Only a few of Ardrah’s
transformed to her original form and they lived clan-folk returned. Infuriated, Ardrah assembled a
happily ever after. war party and returned to Geat. Revenge in their
heart, they fought Kinkall to the last man. Alone
Quest Components in victory, Ardrah drank the blood of the giant,
• (R): Be transformed by the little frog spell with burned her kin, and sailed home. She was the
an Outstanding Success. mightiest of her clan for the rest of her days.

91
Jacob Cook (Order #20899530)
Quest Components CREATING NEW QUESTS
• (A): Be the sole survivor of a shipwreck Requirements can be mined from many myths and
• (R): Defeat a creature with Strength 14+ popular stories. They might include navigating a
without a weapon labyrinth, splitting an arrow, defeating a machine
• (R): Defeat a creature with more than 3 in a contest, or climbing a fiery volcano. Adversities
Wounds while in water are useful in setting up requirements and putting
• (A): Lose allies to a powerful creature who is breaks in between combats or dramatic events.
avenging a foe you defeated Being swallowed by a gigantic beast, and later
• (R): Defeat the avenging monster at great escaping, can be an adversity, followed by a
sacrifice requirement. Other examples can include the
• Reward: Strength of the Geat Perk character’s home burning to the ground, a loved
Perk: Strength of the Geat one succumbing to mental illness, or learning your
• Prereq: Complete the Quest, Legend Perk nemesis is actually your father.
The character gains +2 Strength and +2 to their A character who is in a Quest does not recognize it
Strength Attribute maximum. is happening until after the Quest is complete and
they have received their reward, even if they are
familiar with the original lore. The GM can inform
THE ONCE AND FUTURE KING the player, if it facilitates the adventures, but Quests
(EPIC) can be failed through no fault of the character in
The Arthurian myth has captured the imaginations the Quest. Despite the Law of Legends, history
of the Ayslish. It is a tale from Core Earth which does not always repeat itself precisely.
has become a Quest reflecting stories from a variety The appearance of the Law of Legends has
of the classic sources. This Quest is not sealed in alarmed Uthorion. He fears it could be used by
reality yet, but it may come to pass one day. the Storm Knights as a catalyst to defeat his stelae.
Drakacanus sees the new law as evidence Uthorion
Quest Components is losing control of the Aysle reality, hastening its
• (R): Slay the Questing Beast plans to replace the High Lord.
• (R): Free a powerful spellcaster from being
trapped by the fae
• (A): Transform from Core Earth to Aysle A CLASH OF AXIOMS
• (R): Draw the Eternity Shard Excalibur from Anytime there are Mixed Zones of reality,
a stone complications arise. However, the problems in
• (R): Discover and return from Avalon and around London are quite exotic and thus
• (A): Lose your love to your arch enemy (result far unprecedented in any reality. Somehow,
of a Nemesis card being played) magic and technology are becoming entangled
• (A): Slay your own successor, who has been indiscriminately. The result is a strange type of
lost to Corruption creature, the clanker (page 133).
• Reward: Once and Future King Perk
Clanker is a word the natives of London have come
Perk: Once and Future King up with because they are loud, semi-mechanical
• Prereq: Complete the Quest, Legend Perk things, that trudge through the streets and over
Any follower who has sworn fealty to the nearly any obstacle with reckless abandon. They
character can use any Leadership Perk the character are an assemblage of all manner of inanimate
has, regardless of range, in Aysle or Core Earth. object, forming a loose skeletal-like frame, typically
Additionally, when the character uses Excalibur with a pair of arms and legs and a make-shift
they gain the advantages described by the Eternity head—though, at times, they can have additional
Shard. appendages of varying size and location. Small
Clankers are typically human-sized, though dog-

92
Jacob Cook (Order #20899530)
sized versions have been reported. Often, they are Delphi Council is researching the matter, but it is
large creatures, measuring 3 to 4 meters tall. One up to the provisional government to gather data
larger specimen was detected; it was over 6 meters and fight the clankers. However, the Toyshop has
tall. Thankfully, it seems to be an outlier of the predicted the clankers shall show up with greater
creatures. regularity in the future. They are good at seeing
The composition of the creatures is due to the patterns where none are obvious. If this is true, the
availability of objects where they first form. Before people of London will see things get much worse
a clanker appears, there is an unexpected vortex before they ever get better.
of magic spitting eldritch energies in a variety
of colors, high winds erupt forth sending things
flying. Then, the vortex draws anything close by
towards it and forms the clanker rapidly. Witness
accounts suggest from the time the vortex appears,
it only takes a minute or two for the clanker to
form, no matter the size. When complete, the
creature is composed of car doors, bicycles, bits
of chain, parking meters, lamp posts, mobile
phones, fire hydrants, umbrellas, road signs,
trash bins, manhole covers, wheel chairs, and THE THARKOLD MIXED
assorted merchandise from shop windows—metal
and plastic are preferred over organic matter. ZONES
Electronics are favored for the head, but nothing
Special mention must be made of the conditions
with circuits functions when the clanker meets its
in the Mixed Zones between Tharkold and
end.
Aysle. The high Magic Axiom has drawn
Once the clanker is complete, it destroys anything multiple renegade Technodemons into the area,
in its path until brought down. The creatures each jockeying to dominate coastal regions on
seldom enter buildings, even if they are small either side.
enough, preferring to move through the streets
The Law of Heroes and Law of Domination
and yards. Their targets rarely have any tactical
have combined to make for an extremely
significance, and the Delphi Council believes they
fearful and compliant—if sparse— population.
are not the instruments of Uthorion. They seem
The concentration of demons seems to draw
to be mindless forces of magic wielding modern
Darkness in equal measure from Aysle, making
metals as an animated club.
for a deadly landscape. Monsters devastate
There are many theories regarding where the what the reality storms don’t tear asunder.
clankers come from. The most probable is they
The only thing that keeps the region from
are some kind of new elemental, spontaneously
slipping entirely into chaos is the mixed axioms
forming during a reality storm. Elven travelers
support Core Earth weaponry and faith, leading
suspect the clankers are insane nature spirits,
to a few heavily defended settlements trying to
donning the artificial trappings of London as armor,
hold out against threats from both sides.
trying to tear down the toxic Core Earth reality
and return order to their world. Early speculation A few Viking clans have attempted to raid
that the clankers are failed experiments at making or settle in the area. Tentative alliances are
homunculus have waned, after an investigation forming between these groups, the protected
turned up no evidence of an arcane lab or cult settlements, and the Delphi Council—all
behind the phenomenon. aligned against the demons.
For now, the problem is contained. Attacks only
occur a few times a month, and the clankers are
just as likely to attack lurks as much as men. The

93
Jacob Cook (Order #20899530)
T
he Dark One, Angar Uthorion, is a creature

AND THE DREAD


not native to the Cosm of Aysle. His original
form was alien to a world of magic and
wonder, hence he inspired terror and obedience to
the base creatures he came to command. Uthorion
thought himself the anointed one of the Gaunt
Man, given a Darkness Device and a land to
conquer—power and opportunity. For his master

COVENANT
he corrupted entire species, harvested Possibilities
UTHORION
from vanquished souls, and altered the World
Laws of Aysle, so greed and ambition would be
rewarded with dark gifts. This was a time when
Uthorion believed he would become a part of Torg
with the Gaunt Man, but the invasion of Earth has
taught him a bitter lesson. Power and the crown
have no sense of loyalty.

PERSONALITY PROFILE
Uthorion was, beyond all other things, dedicated
to the Gaunt Man. His own lust for power was
part of a greater plan, a zealot dissimilar to any
other—certainly unlike any of the other High
Lords. He believed the Torg to be an entity made
up of several powerful beings, like himself and
his former master. This core principle of his being
has been challenged, but not by his setbacks at the
hands of Ardinay and the Storm Knights. Instead
the Dark Crown, Drakacanus, has instilled a sense
of paranoia in the High Lord.
The Dark One knew his Darkness Device was
ambitious, always thirsting for more power and to
be entertained by conquest. He sensed its interest
in others, mindful of potential candidates able to
wield it. Yet he managed to control Drakacanus and
focus it on the task at hand for centuries. However,
once Uthorion lost control of Ardinay the crown
began reaching out – calling for a new High Lord
to take the crown. The true extent of Drakacanus’
disloyalty became apparent, but more importantly
he suspects the Gaunt Man knew this all along.
Had the Gaunt Man played him for a fool?
Uthorion has not shared his concerns with any
other. He plays the role of a steadfast ally of the
Gaunt Man well, but he is reconsidering how to
play the game. Survival is utmost in his mind. He
considers vanquishing Ardinay, and the others
Drakacanus has attempted to seduce, as his most

94
Jacob Cook (Order #20899530)
important priority. The Dark One has already TAKING THE FIELD
fostered a sense of competition in his minions. In
During the invasion, Uthorion stayed close to his
this spirit they fight the war against the Army of the
Viking hordes, portraying their leader—Thorfinn
Light for him, while he plots to solidify his control
Bjanni. For many weeks he would leave Bjanni’s
over the Darkness Device and outmaneuver the
body only when the Stor Lord was thought to be
other High Lords.
sleeping, in order to command the Dread Covenant
Tactically, Uthorion is a manipulator. Hopping from his other hosts. He even waded into personal
from body to body, playing sides against one combat, with hapless soldiers wielding their rifles
another. Promising power and their heart’s desire as clubs, to maintain his image as a warrior king to
to many, while luring others to their doom. Rarely be exalted. As the months rolled on, Bjanni began
does he travel alone, and he avoids personal combat traveling his new empire, allowing Uthorion to
unless he has an overwhelming advantage or there stay closer to his other minions. Today, Bjanni is
is no choice in the matter. If attacked he always seen more in Liverpool, at Blackmur Citadel, than
deploys his minions to do the fighting, using his on the battlefield or Sturmsted.
magic, or dimthreads, to summon more creatures
The Vikings have little trouble fighting alongside
if necessary. Evacuating a host body, even a highly
giants, trolls, lurks, and many of the foul folk
useful one, is preferred over defeat. If he had the
of Aysle. However, the wights, necromancers,
power, the Dark One would control everything
lyches, draugrs, and other undead minions of the
from afar. The lessons of the Gaunt Man have not
Dread Covenant make them uneasy. The Vikings
been forgotten.
venerate their ancestors, and necromancy clashes

Uthorion’s towers have begun springing up all across the realm.

95
Jacob Cook (Order #20899530)
with their faith. Uthorion is slowly chipping away Mobius more so than the others. This had bred
at this divide, but for now he keeps many elements indifference for some time, but recently Uthorion
of the Dread Covenant separate from the Viking discovered Nile Empire agents slipping into Aysle
clans. Keeping up the illusion of Bjanni as ruler and attempting to spirit away magical artifacts and
of the Dread Covenant, with the undead as lesser reality shards. This was unacceptable and Uthorion
partners, is crucial to maintaining the alliance. has gone as far as tipping off the Delphi Council
and Storm Break to Mobius’ activities. He assumes
anything the Earthers retrieve can be taken back
RELATIONS WITH later.
OTHER HIGH LORDS To use a Core Earth term, Uthorion’s response to
Mobius has been “tit for tat.” The Nile Empire is
The High Lords generally regard Uthorion as the more than magical enough for Uthorion’s needs,
Gaunt Man’s lackey—ever dutiful, loyal to a fault. so the poaching of artifacts from Africa has been
He has felt their scorn but assumed he would be stepped up considerably. Mobius has not reacted,
held above the rest for his service to the greater suggesting he is not aware Uthorion is advancing
cause. Only now does he see how vulnerable he is. his interests in the Nile Empire...or he just doesn’t
The setbacks in the invasion have stirred blood in care.
the water. Uthorion is pivoting to thwart the other
High Lords and their designs on his territory,
mindful they have been more aggressive in spying THE LIVING LAND
on him since the start of the invasion. Barak Kaah and the Dark One took an instant
dislike to one another from the start, though for
THE CYBERPAPACY no clear reason beyond instinct and prejudice.
Neither makes any effort to coordinate their
Uthorion despises the Cyberpope, Jean Malraux, campaigns against the United States and Great
above all the other High Lords. The reality of the Britain, a strategic failing in the opinion of the
Cyberpapacy clashes with his own and the Channel Gaunt Man. They predominantly foil each other
Tunnel is infested with technology and it appears to when their agents come in contact and little more.
be expanding, growing even, into Aysle. Agents of If not for Malraux and Mobius, Uthorion would
the Cyberpope have been encountered in northern turn his attention to the Saar when it comes to his
Germany and the Dark One expects Malraux to clandestine machinations.
violate the agreements made before the invasion
and push into territory originally marked for The Delphi Council has discovered this acrimony
Aysle. Furthermore, the reality of the Cyberpapacy and they are starting to exploit it. Delphi agents
is hostile to magic—Uthorion’s strength. So the and transports spotted by the forces of these
loathing is deeply personal as well as professional. High Lords, or the other, expect reconnaissance
information won’t be shared, and they duck into
However, Uthorion is wary of a war with the the other High Lord’s territory to hide, evading
Cyberpope. It would be costly and potentially capture or detection more easily.
disastrous if the Core Earth forces manage more
victories. For now, he is keeping an eye on them
and stepping up surveillance along his perimeter, ORRORSH
as well as engaging more spies in the Cyberpapacy. Uthorion wonders if the Gaunt Man pawned off
Malraux is not the least of the Dark One’s problems, Drakacanus on him to dispose of a troublesome
but other quarry takes precedence. Darkness Device. It is the first crack in this
unwavering loyalty to his former mentor. Still, the
THE NILE EMPIRE Gaunt Man keeps Uthorion informed of his agents’
activities in Aysle, most often pursuing Stormers
Doctor Mobius has always been a mystery to who escaped Orrorsh, and from time to time the
Uthorion. All of the High Lords are secretive, but

96
Jacob Cook (Order #20899530)
(Δ) HIGH LORD UTHORION
Attributes: Charisma 14, Dexterity 14, Mind 17,
Spirit 18, Strength 14
Skills: Alteration 27, apportation 22, beast riding
18, conjuration 22, divination 24, dodge 19, faith
22, find 22, intimidation 22, maneuver 18, melee
weapons 19, missile weapons 17, persuasion 23,
reality 22, taunt 19, trick 22, willpower 21
Move: 14
Toughness: 21 (7)
Shock: 19
Wounds: 5
Equipment: Svartur Oskra Axe (Strength
+5/19, AP 5), Bludveggar Armor
(Toughness +7/21)
Perks: Bolster, Endurance, Frightening
Aspect, Hard to Kill, Magister, Miracles
(all), Necromancer , Negation, Resilient,
Smiling Deceiver, Spellcaster (all), Storm
Caller
Possibilities: 10
Special Abilities:
• Light Drain: Foes with Light Perks must
make a Heroic (18) willpower test each turn to
use their effects in Uthorion’s presence.
• Dimthreads: A High Lord can use Dimthreads
to teleport away or bring in reinforcements,
Uthorion is careful not to use this ability in
front of his Viking followers.
• Drakacanus: If Defeated, Uthorion can
possess another living being by tapping the
power of Drakacanus. He must win a contest
of alteration vs willpower. If he loses, his soul is
destroyed, but if he wins with a Good result or
better the host’s soul is destroyed. Otherwise,
the host’s soul remains while Uthorion controls
the body. Uthorion may choose to leave the
body and dominate a different target. While
possessing someone, Uthorion may use these
statistics plus any abilities the host possesses.
• Dread: The presence of The Dark One makes
any scene Dramatic
• Gloater: Anytime taunt or intimidation are
Approved Actions, Uthorion may affect the
entire party of player characters without
incurring any Multi-Target penalties. A success
results in the interaction affect and takes a
Destiny card at random from each of their
hands.

97
Jacob Cook (Order #20899530)
Gaunt Man continues to deliver aid and gifts. gone unheeded, and ultimately Volkov doesn’t
Moreover, the Gaunt Man has not condemned care about agreements made before his nation was
Uthorion’s stalled campaign against the Earthers— attacked.
though he has reinforced his expectations for a
Regardless, Tharkold looms as a major adversary
decisive turnaround.
for the Dark Lord in the year ahead.
For now, Uthorion stays loyal and obedient. He
is considering spying on his master, to confirm his
suspicions, but he must be very careful. The Gaunt THE DARK ONE’S RULE
Man is too powerful to oppose. Any pretense of
Managing the realm of Aysle is a complex task
rebellion must be avoided.
for Uthorion, more so since Ardinay arrived and
turned the entire region into a conflict zone. He
PAN PACIFICA uses Bjanni as his proxy most often, due to his
long-established rule of the major Viking clans,
The Kanawa Corporation and their methods are
but short-term control of several key figures in
greatly admired by Uthorion. Their use of the
Aysle is critical to the overall success. This includes
jiangshi and yokai to stir the public into coming to
some corrupted members of Ardinay’s own court,
them for protection was impressive. As a master of
though none of the house lords or close advisors
lies, Uthorion considers them to be worthy rivals.
play host to the Dark One at this time. Several low-
Of course, they cannot be trusted, but Kanawa has
level Delphi Council members have become hosts
made no apparent moves against him. He hopes
as well, but Uthorion cannot control them, or see
to ignore them while dealing with Malraux and
through their eyes, outside of Aysle.
Mobius. He expects them to be his final opponent
to secure a place with the Gaunt Man in becoming Militarily, it is clear the Earthers shall not be easily
Torg. lured into Ayslish reality, where their weapons
cease to work, so Uthorion has ordered a new type
of campaign. It focuses on raiding and sabotage
THARKOLD to drain the Core Earth resistance and break up
No other “partner” invader has been as big of a coordination with the Army of the Light. With
thorn in Uthorion’s side than Tharkold. Starting on additional resupply from across the maelstrom
Day One, territory that was designated for Aysle bridges, a new campaign can begin in several
was contaminated by the mix of eldritch energies months’ time. Fresh forces making an assault on
and nuclear fallout as the remains of the Moscow a tired, under-equipped enemy should end the
maelstrom bridge spread over the newly created upstart resistance—or so Uthorion hopes.
Blasted Land Uthorion has abandoned the campaign for Iceland,
For a time, relations between he and the but still has his advisors speaking of it as though
technodemon Kranod were indifferent, and the it will happen soon. He assumes the Earthers will
High Lord of Tharkold provided a distraction for spend resources defending it and trying to salvage
the Gaunt Man to focus on instead of himself, as the stelae. Meanwhile the Dark Covenant can
the master of horror raged at the lack of progress. focus on cutting off London from support, while
Then Kranod was assassinated. Drakacanus protects the stelae remotely with its
own power and undersea guardians at its beck and
Now, three Dukes vie for the right to be High Lord,
call. The troublesome little island can wait.
the winner determined by whoever provides the
most Possibility to the Darkness Device, Malgest. Aside from Ardinay, the elves and dragons
Thratchen expanded north, creating a narrow zone trouble Uthorion most when it comes to the control
of Tharkold/Aysle Mixed Zones and truly blocking of territory and planning for battles. Drake riders
any expansion east. Duke Volkov expanded west, appear without warning throughout the area and
including into Poland which Uthorion had claimed strike effectively, hurting Viking supply lines
before the invasion. Protests to the Gaunt Man have and reporting troop movements to the Army of

98
Jacob Cook (Order #20899530)
the Light. The Elfame are not in easy reach and guarding the homeland and gathering supplies
Uthorion has no influence in their courts. Though for the invasion force. Each of the Stor Lords who
small in number, they are unpredictable and have were left behind hunger for a chance to prove their
many Stormers at their command. If only Uthorion clan’s metal on Gulheimurrin, to have a share of
knew of the shame of the elves he would have some the endless plunder, and the Stor Lords on Earth
leverage to keep them away from the fighting, but know this. Should they fail Thorfinn, they risk
the Gaunt Man kept the details to himself. being replaced by one of the other clans, disgraced.
As bad as the elves might be, the dragons are Therefore, despite any misgivings about the war,
surely worse. They are greedy creatures and and the nebulous goals of the invasion, the Stor
have no respect for Uthorion, or anyone else for Lords strive for victory and glory to please Bjanni
that matter—not even the gods. So Uthorion is and bring prosperity to their own clan. Uthorion
considering another tack—using them as a weapon. plays upon this, openly threatening to send for the
Veturulfur, the Wolves of Winter, a fierce clan, to
This, coincidentally, is similar to the Delphi turn the tide of the war. A reminder anyone can
Council operation which plans to coerce the be replaced, even his own clan. This a fact Bjanni’s
dragons into attacking the enemy. Though unlike son, Trofastr, is concerned about, as he is saddled
the Earthers, Uthorion is trying bribery first, and with building fortifications instead of taking the
if this fails, using his magic to trick some Earthers fight to the enemy.
into attacking the dragons. If either side succeeds, it
changes the course of the war. However, if dragons While the Vikings can be rallied with brave words,
figure out what both sides are doing it will become great deeds, and lots of beer, Uthorion must take
a wyrm-armageddon for the entire Realm. a different path with his other minions. The trolls,
wights, lyches, and foul folk are moved by power.
Before the Vikings, Uthorion took the form of a
EDICT AND INFLUENCE High Priest of Corba’al, connecting with the god of
Uthorion, through Bjanni, keeps the Vikings in darkness and establishing himself as the Dark One.
line by reputation, having spent decades building Now, all priests of Corba’al are vessels of Uthorion.
himself up as a living legend among the Ice Men. This allows him to maintain control using the
There are countless stories of the creatures he has veneration of the dark gods as motivation, a virtual
vanquished, battles won, and feats of daring no messiah of corruption. An effective tactic which
mere mortal would attempt. Many are true, but could never be used on the Vikings on a wide scale.
with his magic and the aide of Drakacanus the The Vikings worship Rak and their own ancestors,
events themselves were far easier than they are howling his name while praying for guidance
made out to be by the skalds. Thorfinn Bjanni is from their fallen kin. The god of balance would
the mightiest Viking in the history of Aysle, and he be gravely offended by any violation of his clergy
still walks among his people—making history as and would work against Uthorion. Already the
he goes. His word is law and only the gods rivals Vikings are troubled about the draugrs, who are
his prestige. largely composed of the recently dead Viking kin.
Beyond being a living legend, Uthorion did many Any further disruption of their faith is counter-
practical things to bring the Vikings in line. Almost productive. The Vikings take the word of Thorfinn
five decades ago there were more than a hundred Bjanni as nearly divine, but turning an entire
clans across the world of Aysle. Through treaty, culture towards necromancy takes time Uthorion
marriage, blackmail, sabotage, war, and engineered does not have.
calamities they have merged to less than ten now. As for the other of Aysle’s gods, Uthorion is
While many Vikings can recite heritage to the old unconcerned. He understands the gods cannot
clans, today they have only one of the great clan tread the world as they once did. They can only
sigils on their shields and banners. give guidance and power, through miracles and
The invasion consisted of the Bjanni, Sturloudir, visions, and as their followers dwindle so shall they.
and Sjodrekka clans. The other clans remain, At best they are a nuisance to his and the Gaunt

99
Jacob Cook (Order #20899530)
Man’s plans. Uthorion knows one day he will be
Torg, and then the gods shall be his sustenance. A
DRAKACANUS—THE
meal he intends to savor. DARK CROWN
Drakacanus appears as a jagged crown of obsidian,
THE STORMERS but it has had many forms since it was birthed from
Unlike the other High Lords, Uthorion does not the Void. It prefers to change its appearance for
see the Storm Knights as a menace needing to be each of its thralls, suggesting the wearer somehow
extinguished. Perhaps it is due to the transient defines the device. This is a pretty lie, the kind
nature of his being, but to him the Storm Knights Drakacanus loves the most. The Dark Crown
are untapped potential. Each a possible host and, allows any to lift and wear it, but only those who
thus, a possible asset. Enemy Stormers can be are worthy can harness its true powers. Any others
corrupted, turning them on their allies, or they can soon fall into madness, plagued by visions of
be harvested for their Possibilities. Waste not, want darkness, and perish—their Possibilities belonging
not. to the crown.
When a Viking, wight, or other minion shows The Dark Crown is the ficklest of all the Darkness
signs of being Possibility rated, he promotes them Devices. It is drawn to chaos, wielding conflict as
through the ranks and earns their trust and loyalty. its primary weapon. It’s ability to plot, long term,
They can serve to counter the enemy Storm Knights is the least of its brethren, though it is more patient
and foster Uthorion’s rule across his empire. More than most mortals. This is perhaps why it chose the
importantly, one may serve as the next prime host form of a crown—it rests upon the head of the ruler
for the Dark One. Thorfinn Bjanni is almost but is ever watchful to find the next heir.
seventy years old, venerable for Viking It’s time with Uthorion has been very long; too
stock. One day Bjanni will have to join Rak long in its opinion. No previous master has
and the ancestors in the Halls of Heidurlan. kept it entertained for so many centuries.
Uthorion thinks it best to have a replacement Drakacanus is fond of the Dark One,
already in place. Trofastr is a possibility, but all things must end. The king
but Uthorion is considering must die, long live the crown.
Ingarta Sjodrekka as a
At this point, Drakacanus
better option. None would
considers Pella Ardinay to be the
question her guile and wit,
best contender for the honor of
whereas Trofastr is no great
becoming its next thrall. Her
tactician and a sudden spike in
deep-seated desire for revenge on
his intellect would be suspect.
Uthorion was implanted, slowly
To some degree, Uthorion over years of possession, by the
hopes to find one worthy of Dark Crown itself. She schemes
being his true apprentice. A being to end him, going deeper and
that would serve him as he has served deeper down the dark path. The
the Gaunt Man. Vischa shows promise, lies covering her intentions mount.
but the crown has called to her. If the There will be betrayal and, in the end,
archmage wight resists the seduction of Ardinay shall cross the threshold
Drakacanus, remains loyal to the Dark into complete and utter darkness.
One, then she could fulfill Uthorion’s Drakacanus ensures this by keeping
vision and help him control the Dark Uthorion alive as long as is needed to
Crown. Of course, this is unlikely, draw Ardinay to her destiny.
and Vischa will most likely have to be
It’s possible another heir may pique
destroyed—a pity.
the interest of the Darkness Device.
PRIEST OF It has considered the Archmage

CORBA’AL
100
Jacob Cook (Order #20899530)
Vischa as a good prospect, though the wight is landscape into one only recognizable by a native of
perhaps too loyal to Uthorion and somewhat Aysle. At three to four tons each, they set at least a
boring—methodical and cautious are not inspiring meter under the dirt and make themselves at home
to the Dark Crown. with ease. Any who approach feel a sense of awe, as
The Stor Lord of the Sjodrekka Clan, Ingarta, also if they are in the presence of something legendary.
interests the crown. A resourceful and intelligent The Vikings consider the stelae to be navigational
woman who is able to confound expectations. markers and shrines. They leave offerings to
However, she is not yet powerful enough and is their ancestors at the Drakkamerki when they are
ardently a follower of Balance. It also reached out traveling. They are rarely guarded, for the wood
to Gertha the Sharnhand, largely to amuse itself. is impervious to most weapons, and if they are
Taunting the dwarf may serve to be Uthorion’s tampered with storms form overhead, bringing
end. Drakacanus is aware of many plans designed down the wrath of Rak upon the heads of defilers.
to bring a conclusion to Uthorion’s life, but it sees However, the Vikings often camp nearby to admire
no need to warn him. the testaments to the glory of their people. The true
There are so many more who could make the purpose of the stelae is not understood by most
crown happy, for a while. The others make of their kind. Most believe the markers establish
Uthorion jealous; a diverting pastime the crown Viking territory and deliver a message to their
enjoys. The crown wants to be fought over—it enemies—the Ice Men are here to stay.
demands it. Drakacanus loathes the Gaunt Man
for granting Uthorion the privilege of its power PRECAUTIONARY MEASURES
without a struggle. It is not a birthright, it is a dark Like the Gaunt Man, Uthorion prepared his stelae
prize to be won. If it could, the Dark Crown would for the inevitable attempts to tamper with them.
destroy the Gaunt Man as well, but Heketon is a Despite placing the vast majority of them in the
force of destruction even Drakacanus dares not wilderness, with no apparent defenses, the stelae
cross. are well protected. Each one is ringed by lurks,
buried and slumbering in the ground, which can
be awoken the moment someone attempts to crack
STELAE the reality of the stela. The number of lurks varies,
Thorfinn Bjanni commissioned the Viking but it is often dozens. Stelae which are submerged
craftsman, Liskona, to make his stelae, the are near nests of vicious merfolk and attract sea
Drakkamerki—Dragon Markers. They stand three serpents. However, these protective measures are
to four meters tall, are surrounded by braziers just the first line of defense. 
lit with ever burning flames, and bare the visage • Storm Caller: all of Uthorion’s stelae can
of a great serpent of Aysle. Each is cloven from summon storm clouds and rain down lightning
one of the Berska Trees, from the ancient forests in the surrounding area. The lightning strikes
below the high mountains of Aesir. They are hand all targets, friend or foe, within 30 meters of the
carved by the greatest artisans and skalds and stela unless they make a Hard (14) dodge test,
inlaid with runes cementing the legends of Aysle giving up their next action—including making
into the very fiber of the wood. No two are the reality checks against the stela. If all characters
same. No craftsman ever makes more than one making or assisting reality tests against the
with his own hands—some never live to see their stela are forced to sacrifice their actions, it
creation finished. It takes a toll on a man, carving a restarts the process of destroying the stela.
Drakkamerki. Any target hit by the lightning strike takes 16
Most of the stelae were transported through the +1BD damage. The strike only occurs once per
Land Between to Earth, hidden under the soil in scene, or when the heroes draw a Setback on
preparation for the invasion. Once activated, they the Drama card. Wind and flying debris follow,
sprung up through the ground and began to disrupt randomly causing a player or important NPC
the reality around them, and quickly changed the to be Stymied each round. 

101
Jacob Cook (Order #20899530)
• Eyes of the Dark One: if Uthorion is not appearance of Uthorion when the Dread Covenant
distracted, he can see through the stela and cast truly became a force to be reckoned with.
a spell through it every other round. Uthorion Uthorion made a deal with Corba’al to sow strife
can only do this through a single stela per day and chaos throughout Aysle, becoming the High
and must spend a Possibility to channel each Priest of Corruption. He joined the Dark Covenant
spell through the stela—this does not affect and used his title and power to cow the others
the roll or the effect.  Uthorion cannot tap into submission. In his true form Uthorion is a
Drakacanus for Possibilities in this manner, monstrous creature, a thing of Orrorsh—even the
limiting his ability to defend a stela for long. most terrible necromancers of Aysle were uneasy in
his presence. With Drakacanus granting Uthorion
the power to possess others, the High Lord became
THE DREAD COVENANT the Dark One and made the Dread Covenant
Liverpool was once a good place to live, even after everything Corba’al ever hoped for.
the shipyards closed and the railways grew quiet. Some wonder if the god of corruption is jealous or
Now it is a war-torn ruin, savaged by Vikings, feels threatened by Uthorion—he is not. Corba’al
giants, and hosts of lurks. Its many old buildings knows about the quest of the High Lords to become
and churches lie in rubble, their stone carrion Torg, and thinks it pure folly. He believes the Void
picked apart to build a hulking fortress—Blackmur has no desires outside of consuming anything in
Citadel, a twin of the Sturmsted in Oslo. The its path. It delights him to watch Uthorion pursue
inner sanctum and the high tower are complete a goal of pure fantasy, and he sees no reason to
and shadowy figures glide through the corridors intervene. The Dread Council is now powerful
plotting the demise of the Core Earth reality. enough to endure after Uthorion meets his
Blackmur is where the Dread Covenant convenes. inevitable end. Corba’al is pleased.
Today, Liverpool is what defeat looks like.
The Dread Covenant has many members, but
The Dread Covenant was formed long before the only the most powerful sit at the Ebonite Circle,
invasion, long before Uthorion took possession of the throne room of Blackmur Citadel. Many,
Thorfinn Bjanni, and long before the Gaunt Man like King Heidrek, have proxies speak for them.
presented Drakacanus to his apprentice. It is a Uthorion often speaks through Thorfinn Bjanni,
product of the gods of corruption from the ancient but occasionally he appears as an ethereal form
times of Aysle. Corba’al wished to spread darkness shrouded by a black mist—a shadow of his true
across the entire world, and he made the first of the form, but it is an effective visage.
foul folk and the undead to deliver his word. There
are epics written about this time. It is when the
gods walked Aysle themselves and sent hundreds VISCHA SAAD, THE ARCHMAGE
of thousands of men to their deaths in the service For as long as there has been written word on
of Light and Darkness. Then the crusades ended, Aysle there have always been lyches; wizards
with nothing resolved, and the gods left Aysle to willing to sacrifice the last of their humanity to
watch over their people from the magic realms become virtually immortal. However, the wights
beyond. But the Dread Covenant remained. are creatures newer to Aysle. They are a product
For centuries the covenant was a handful of of Uthorion and his knowledge of warping the
necromancers, priests of the gods of corruption, living into the undead. In this way, a disciple of
barbarian chieftains, and the occasional giant. corruption can become a true servant of Corba’al
They seldom maintained a unified structure, rarely without having to master the complexities of the
meeting, and only then to warn of a new campaign arcane arts or succumbing to the obsession of
by Dunad’s followers against agents of darkness. creating more undead as the lyches do.
From time to time a powerful figure would emerge Vischa, the wight archmage, was once a priestess
to rally them together, but rampant heroism of Shali, goddess of magic. An elven woman of
often ended these uprisings. It was not until the noble birth, she strayed from the path of honor

102
Jacob Cook (Order #20899530)
when the Sisters of Shali barred her from learning HEIDREK, THE JOTNAR KING,
the higher mysteries of magic. Temple law allowed MIGHTIEST OF ALL
only a few to ascend to this level. Vischa craved
knowledge and she would not be thwarted by Jotnar is the Viking word for “giant,” and those
useless protocol. She struck out on her own and giants who came to Earth call Heidrek their king.
breached the ruins of the lost library of Burahdreth, Among the giants who remained on the cosm of
where she encountered Uthorion himself. The Dark Aysle, opinions vary on what, and whom, Heidrek
One offered to teach Vischa arcane secrets not even rules. For the most part, they are glad to be rid of
the Sisters of Shali possessed. Desiring knowledge him. Heidrek is a member of the Dark Covenant
above all else, Vischa accepted. She was not the first and his ambition is not shared by many of his kind.
of the wights, but she became the most powerful of On the world of Aysle there are many kinds of
them all. giants including fire, frost, sea, and mountain, but
The Archmage is coldly precise and her lack of social Heidrek is one of the storm giants—the only of his
graces are almost lyche-like. She plans carefully, ilk to come to Earth. The storm giants are the
calculating every move, and executes each most temperamental of all the Jotnar, but
mission with stark rationality. Her disdain they are normally reclusive. Heidrek had
for failure outweighs her ambition, a wanderlust and strode through Lower
making her an excellent steward of Aysle, answering any curse with swift
Uthorion’s vision. The seduction of retaliation and gathering followers
Drakacanus is a tiresome distraction in his wake. This culminated in a
for Vischa. The Dark Crown offers famous wrestling match with the
power and title, but with those things Great Dragon, Parathrax. Heidrek
comes more politics—no worse a fate dropped a boulder on the beast’s
can Vischa think of. The Darkness wing and throttled the dragon to its
Device loathes her apparent lack of death. Sportsmanship is
ambition, but if the two ever came to an not a quality valued by
understanding they would be giants.
very dangerous together. Victories and cohorts
Vischa has been a mounted until
mouthpiece for Uthorion, Heidrek met Thorfinn
sometimes speaking for the Bjanni and was soundly
Dark One at the Ebonite Circle. defeated. Uthorion used his
This is a clear display of the magic in the battle and while Heidrek
High Lord’s power, controlling thought it was unfair, as a giant he could
a creature as influential as not argue the point with his folk. Instead,
the Archmage of Wights. It is he met with Uthorion and entertained
tiresome for Vischa, but it an alliance. The Dark One helped
has not moved her Heidrek conquer more of the giant
to rebel. lands, and in exchange Heidrek’s
enemies would become The
Chained Ones—giant slaves

103
Jacob Cook (Order #20899530)
under his command. It was a fruitful partnership, into undead wastelands. It is an obsession even
though Heidrek was never able to seize the lands Corba’al finds surprising, and the Reaper pursues
of his own people. Uthorion convinced Heidrek to it relentlessly. The Reaper does not believe in his
come to Earth with the promise of new, vast lands own end. His undeath is eternal. 
to become his kingdom. It was an opportunity too On Aysle the Reaper was defeated by the
tempting to refuse. followers of Dunad and Shali several times, but
Once across the bridges, Heidrek took a retinue he always returned. Killing him appeared to be
of his giants to the mountains of Scandinavia impossible, so they interred him in the Indorran
and established his throne, proclaiming himself Vault—a mountain fortress meant to hold the most
the Jotnar King. He typically remains there, dangerous magic unleashed on Aysle. For over a
waging a campaign to keep his kingdom free of thousand years The Reaper remained imprisoned
dragons and communicates through a Chained until the coming of Uthorion. 
One to the Dark Covenant. It is a very temporary The Dark One promised Corba’al he would free
possession, through a divination spell, and not at the Reaper as a condition of his ascension to High
all as powerful as Uthorion’s abilities. He largely Priest. After a failed assault by a legion of foul folk,
endorses Uthorion’s edicts, promising to “drop the Uthorion chanced a personal infiltration of the
fury of the heavens” down on Uthorion’s enemies, fortress. He personally removed the runes which
but he does no more than any other member of bound the Reaper into his tomb of malachite and
the Dark Covenant to please the Dark One. He is orichalcum. Awakened, the Reaper nearly killed
a selfish creature, but not so vain as to challenge Uthorion. The lyche attempted to feed upon his
Uthorion again. rescuer’s life force and Possibilities. Fortunately, the
guards appeared, and they made a sufficient meal.
THE REAPER AND THE Coming to his senses, the Reaper acknowledged
NECROMANCERS Uthorion as an ally, and the two fought their way
out of the Indorran Vault together.
The discipline of necromancy was a gift from
Corba’al to his followers in the early ages of Aysle. The Reaper rallied the necromancers together,
It was meant to be an instrument of worship, but taking a seat at the Dread Covenant. They built
men and elves are clever and elevated it into the an army of skeletons, ghouls, zombies and, most
creation and command of the undead—Corba’al recently, draugrs. The priests of Corba’al praised
was thrilled. Over time the wizards who carried the Reaper’s return. A few even suggested he lead
the tradition of the necrotic arts developed an the Dread Covenant, but the Reaper had no interest
unhealthy attachment to their work. They slept in in this, and Uthorion purged many of the offending
crypts, wore clothes made from the remains of their clerics. It appeared the Reaper was a believer in the
kin, and built fearsome monuments of bone and Dark One and the crusade to spread corruption
tanned sinew. They dreamed of becoming one with throughout Aysle, but the lyche’s vision extends
death and walk upon Aysle for an unholy eternity. beyond the petty quest of Uthorion and the High
To some degree they altered magic to their will and Lords. The lure of Earth is utmost in the Reaper’s
became the lyches, the arcane undead—the first of desire.
whom was called The Reaper. There are many billions of lives on Earth, far
The Reaper’s true name is lost to history; even The more than on Aysle. The Reaper can taste the life
Reaper fails to remember it. The Reaper does not force of the entire planet within his black, ever
recall his life before becoming one with death, but hungry soul. Uthorion and the Dread Covenant
it is evident by his form that he was once an elf— are a means to an end. The Reaper intends to turn
though his past life is largely irrelevant. There is the Earth into a world of the dead, consuming the
no sentiment in this creature to tug upon with an souls of countless Core Earthers and using this as
impassioned plea. The Reaper has but one desire, fuel to continue his necrotic campaign across the
to turn all the worlds—Aysle, Earth, and beyond— universe, until all life is extinguished. In a way, the
Reaper wishes to become Torg, but it does not see

104
Jacob Cook (Order #20899530)
life as Possibility energy. He is on a parallel path to century. The Reaper took his entire cadre of lyches
the High Lords. Drakacanus has noticed this but is and necromancers to Earth as part of the invasion.
uninterested in the Reaper—the lyche would not His body remaining on Aysle is reforming the
play the Dark Crown’s game. necromancers anew.
The Reaper resides in the far north of Norway,
in a remote fortress made of elemental ice called THE DRAUGRS
Lathargast Keep but maintains his presence at Once a rare phenomenon, undead Vikings now
Blackmur, through a second body he controls at grow far more common, as Uthorion seeks to
will. In essence, he exists in two places at once. replenish his ranks and sow fear into his enemies.
He also has a third body in the cosm of Aysle, Thorfinn Bjanni has proclaimed the draugrs are
which remains behind to pursue the crusade of rising up on their own—Vikings returning from
death there. This is why killing the Reaper has the afterlife of Heidurlan—to fight with their
been impossible. All his forms must be destroyed, living kin against the Core Earthers and the self-
on every world he walks. His imprisonment at righteous armies of Ardinay. The truth is Uthorion
Indorran prevented him from controlling his other authorized the Reaper to raise the draugrs from
forms. Work on a fourth body is underway, but their burial mounds and watery graves without the
his resources are spread thin and completion takes knowledge of the clans.
some time.
Most of the dead have been stolen by lurks and
At Lathargast Keep, the Reaper’s minions tend skeletons, to be raised by necromancers far from
to vast fields of gospog. Their goal is to construct their resting places. The lyches send back most of
something equal to the Carredon, the twisted beast the draugrs, who are able to act independently, but
Uthorion plagued the force of Light with during a few are sent North to Lathargast
the original war. The work has been Keep, protecting the gospog fields
slowed by the campaign against and preventing the Reaper from
the Core Earthers. The process being disturbed. However, the Reaper
needs more bodies, from both dead has been recruiting necromancers
and live sacrifices. They are not coming from within the Viking clans, teaching
fast enough, so the Reaper has sent out skalds and priests the ways of the
his agents to harvest more from Core undead. Uthorion is not aware
Earthers just outside the borders of of this. If the Vikings found out
Aysle, and even from the Viking stock. it could fracture their support
The lyches have been secretive about for the Dread Covenant, and
this but are stepping up their efforts many would turn on the draugrs
to gather the living. and destroy them. Any Viking
The lyches have a strict hierarchy. At practicing necromancy would
the bottom are the acolytes, essentially be hanged for desecrating the
mage apprentices, and above them the dead. Hanging is considered a
necromancers. The necromancers are the dishonorable death—an end for
officers of the undead hosts, and they cowards and betrayers.
report to The Twelve, the lyches who
report to the Reaper. If a necromancer QUEEN NOTT AND
becomes powerful enough to become
a lyche, he must either destroy
HER TROLLS
one of The Twelve to earn the There is a very old legend
seat or the Reaper must decide to about the first troll. Long
expand the role of the other lyches ago a young wizard’s
to include a new member—this apprentice, named
is only done about once a Kobblescott, went

105
Jacob Cook (Order #20899530)
into the wilderness to learn the secrets of earth she a highly successful thumper, she already had
magic. Diligently focusing on his work, trying a crown.
again and again, and minding the lessons his Sensing an opportunity is the least of a High Lord’s
master taught him, he discovered the formula to skills, and Uthorion saw untapped potential in Nott
summon an elemental of soil and rock. Kobblescott and her trolls. He offered an alliance, submitting to
was overjoyed. He danced and sang his own most of her terms, and made a show of power with
praises and vowed to become the most famous Bjanni’s physique and a liberal use of Possibilities.
wizard of all. Then the elemental flattened him like Wary, but intrigued, Nott took her trolls into battle.
a breakfast cake. The lesson is, dear children, hard The trolls loved going to war.
work and determination do not excuse reckless
experimentation with magic. However, this is a Uthorion sees with every passing year that the
fairly accurate account of how trolls came to be. trolls are becoming more and more like the Vikings
and giants they fight with. They are growing
Trolls are lumbering mounds of dirt and minerals, smarter and more loyal, developing concepts like
held together with magic and a root-like skeletal hierarchy and, most importantly, greed. He is
structure, who establish a territory in the deep showing Nott the path of corruption and she is
wilds and ruthlessly guard it from trespassers; teaching it to her people. Uthorion envisions a race
including adventurers, soldiers, nobles, merchants, of dark trolls, serving his twisted purpose with
herders, peasants, and lost children—orphans fanatical devotion and unbridled evil. Exposure
are preferred, because they taste better. They are to the Core Earthers appears to be hastening the
solitary and disagreeable, even when they aren’t process.
considering eating you, and they spend the bulk of
their time looking for ways to amuse themselves,
largely with the bits and bobs they loot from the LURKS
deceased visitors to their homes. The Vikings, as shock troopers and sailors, are
Troll society, in the cosm of Aysle, has always a formidable foe, but they are men and their
lacked the trait of being a society until very recently. numbers are not as easily replenishable as gospog.
With the wars between the Dark One and the forces On the other hand, gospog are very slow witted in
of Queen Ardinay, the trolls found themselves their early plantings and require plots of land to
being penned in and forced to share more and more harvest. This was not acceptable to Uthorion when
of their territory with other trolls. A small sense of he considered how to maintain the strength of his
community emerged, and the community was of armies for the invasion and the inevitable clash with
the opinion that the trolls were sick and tired of the other High Lords. The solution was to create
getting pushed around by the squishy things with a new type of minion which could be generated
nice shiny stuff. So the trolls pushed back in a hap- quickly, without many earthly resources—the
hazard counter assault on everything which wasn’t lurks.
considered a troll—so why they spared any sheep Lurks, called goblins by the Ayslish, were patterned
was a bit of a mystery. after ogres and men, though smaller than both in
This is when Nott came along. Nott is big, even for size. They have no history beyond a few decades
a troll, standing almost 4 meters tall. For most of past, nor do they have a culture of their own. The
Nott’s life, not much mattered, except the swift and lurks do not make music or art, nor do they build
repeated bashing of intruders until they stopped structures, and they barely have a language. They
begging for mercy, until Nott came upon a crown. don’t even reproduce naturally, instead they are
A nice, shiny golden crown. spawned whole through mystical apparatus called
an Abomination Engine. The entire existence of
Princess Nott traveled around proclaiming her the lurks is centered around unbridled savagery,
status, and thumping any troll who thought her killing and eating anything available, and serving
assertion was dubious. Clearly, she was the ideal the Dark One. If they were ever cut off from the
candidate for the job of troll leader. Not only was Dark Covenant, they would rampage from village

106
Jacob Cook (Order #20899530)
to village until killed or their short life span ended. Patience is not a concept the dragons understand.
Lurks, by design, live only 5 to 8 years naturally. When they want something, they take it. However,
To control this dark spawn, Uthorion gave wights in their devious imaginations, taking something
and lyches command of vast numbers of lurks as a does not necessarily mean grasping it in their
part of their undead design. A single wight might massive talons and carrying it off. Ownership and
command an army of a thousand lurks. Within property are states of mind. If an Elder Dragon
their primitive society, larger lurks bully smaller is sitting on an island, it belongs to the dragons;
ones through fear and brute force—a crude, but the diminutive beings scurrying about the place
effective, chain of command. are of little consequence. Humanity, like all other
creatures, are the wildlife. Ardinay, Uthorion,
Any of the leaders of the Dark Covenant can the Delphi Council, and all the other creatures
bestow “Lurk Master” totems upon a minion to struggling for dominance of the Earth are in a
allow them to control lurks as wights and lyches futile conflict, which shall end with the dragons
do, thus some Vikings and Necromancers can be consuming the survivors. They only need to act
seen giving orders to the hordes. On rare occasions when something becomes urgent—typically when
this power is given to others, even allied agents the chattel decides to engage in a vainglorious, but
of other High Lords. Most lurks are ordered to hopeless, attempt to unseat a dragon. At present,
stay away from Vikings to prevent in-fighting, the dragons have planning and politics to deal
but occasionally the two sides clash. The Vikings with internally.
do not like the lurks, barely tolerating them and
treating them as inferior beings in all ways. The Ayslish cannot fathom dragon relations, nor
do they believe the dragons have any formal society.
If a Lurk Master is killed, the spawn they controlled This is because the dragons only rally together
will attempt to complete their last mission or they once every few thousand years to chart the course
return to their encampment. If they get hungry, the of their kind for the next several thousand years.
lurks range about until killed or are taken control These tense times fall into a factional structure
of. On rare occasion, a batch of lurks can be given where each Elder Dragon draws lesser dragons and
a single power or ability which lasts throughout drakes to them, forming something closer to street
their meager lives. This might include Undead or gangs than any kind of government. They are cults
Berserker. of personality. For years dragons come and go
between the Elder Dragon factions, scheming and
THE DRAGONS AND THE DREAD spying, until some consensus is reached. Any sense
COVENANT of unity between the Elder Dragons has not arrived
yet, but their nesting is doing its work, slowly and
The Dread Covenant has spent many hours insidiously, across Core Earth and Aysle.
debating the dragon issue. In the early days of the
invasion, the dragons accepted a non-aggression The Dread Covenant and the Delphi Council are
pact, but it was very short lived. They have unaware of the effect the dragons have by simply
resisted every recent attempt at communication being present. Anywhere a Great Dragon, such as
and attack whatever they desire. The ambition of Asheengara, takes up residence becomes infested
the dragons is all their own, not even the wisest with the essence of the dragons. The landscape
in the Dread Covenant can anticipate them. None and even the reality changes, becoming more
have suggested open war with the dragons, but hospitable to dragon kind. It is not noticeable, as
few are confident Uthorion can manipulate them yet, but in just a few years Uthorion and Ardinay
into fighting the Core Earthers and Ardinay. So, may grasp how dangerous the dragons are to the
the Ebonite Circle is largely ignoring the problem reality of Aysle and Earth. By then, it could be too
and pressing the campaign against the enemy it late.
can define. Meanwhile, the dragons are advancing
their agenda—by waiting.

107
Jacob Cook (Order #20899530)
THE ABOMINATION Engines the Delphi Council is not aware of—lurks
are not the only creatures they can produce. Using
ENGINES a massive influx of Possibilities and magic, the
These quasi-living structures (see page 131) are engines can form an imagore. These are duplicates
similar to stelae in appearance and construction, of other creatures, but like lurks they are devoid
but their purpose is wholly different. Their primary of soul and Possibility energy. They cannot leave
ability is to create lurks from pure Possibility energy the Ayslish reality, unless accompanied by a Lurk
and magic, using primal formulas of reality under Master who is Possibility-related, but they can be
the direction of Drakacanus. This circumvents the quite large—up to the size of an adult drake.
limitations of the Law of Magic, which cannot Uthorion sometimes uses Imagore as spies,
create enduring life from magic alone, though the duplicating enemy agents and officials, but the
lurks are the crudest example of a life form which memories of an imagore are only a shadow of the
can be found in an enchanted reality such as Aysle. real thing. Any imagore used as a spy will eventually
Uthorion had hundreds of Abomination Engines be detected as a fraud; making them an expendable,
built, the bulk of which have been moved to Earth. short-term source of intelligence. Vischa and the
They’re much more fragile than stelae, thus they Reaper are more likely to use Imagore as guardians
are hidden in caves, the London underground, on or raiders designed specifically for their mission.
remote islands, or in the Land Between. There This allows them to create a beast fit for
is one at each stronghold and near the fields harsh climates, such as under the sea
of gospog around the Realm. The Delphi or inside an active volcano, where no
Council has identified the nature of other available minion can go. This is
these structures and is targeting prohibitively costly, so the Imagore are
them for raids, but they have only used sparingly.
been successful at finding and An imagore has the same attributes,
destroying a few of these devices. skills, perks, and powers as the
An Abomination Engine can churn creature or character they duplicate,
out 1 BD of lurks per day if it is within but they are never Possibility related.
the Ayslish reality and connected to the stelae, If driven outside the Ayslish reality,
but if Drakacanus or an Abomination Artisan or more than 100 meters from their
energizes it with Possibilities, it can produce Lurk Master when outside Aysle,
1 BD of lurks per Possibility in minutes. The they turn to ash and vanish in minutes.
Reaper has been known to sacrifice hundreds It is too costly to duplicate a High Lord
of prisoners, funneling their Possibilities or Elder Dragon, but Drakacanus has
into the Abomination Engines, only used the Abomination Engines to
to raise the corpses to add to his create a duplicate of Thorfinn Bjanni
undead hordes. Lurks cannot be without Uthorion’s power. Detecting
siphoned for Possibilities, so the an imagore can be done by making
Reaper employs them to find more a Challenging (DN 12) evidence
victims and guard the fields of analysis test or the use of the Detect
gospog. An Abomination Engine Darkness Perk after spending a
cut off from the stelae, or the day with the impostor. Additional
reality of Aysle, is completely attempts can be made each day.
defenseless but can be Uthorion plans to use the
reactivated later. Abomination Engines to
Uthorion, Vischa, and create unique creatures,
the Reaper share a new to any reality, but
secret about the thus far Vischa’s
Abomination experiments

108
Jacob Cook (Order #20899530)
have not produced viable results. At best, the High Core Earth, rising from the Land Between, with an
Lord’s most senior minions have only been able to army of Dwarven Automata behind him—the Iron
create minor variations of an archetype, such as a Warriors. At first, the Army of the Light was buoyed
two-headed drake, but they are functionally the by the news, but Vareth attacked all factions with
same as their counterparts. Further development equal vigor. He even slew dwarves in his path. The
may take years, unless Drakacanus choses to years alone, in the dark, had driven him insane. He
accelerate the project for its own amusement. was ruler of no one, christened the Mad Duke by
Tworek.
Personally, he is a mesh of dwarf and mystical
THE MAD DUKE mechanism. Both legs are arcane automata with
Separate from the threat of the Dread Covenant claw-like toes which jut out forward and back.
is Dwyvan Vareth, the Mad Duke. The House The Duke’s beaten-copper version of Dragon
of Vareth once gave fealty to the High Crown, Armor is adorned with pipes, cables, and pistons.
which Pella Ardinay now wears. It was the only It is open-faced, allowing his grisly red beard to
formal assemblage of dwarves outside of the old flow down his chest. Instead of his axe, lost years
Dwarf Dominions, or city-states, formed around ago, he bears a rifle that would shatter the bones
places like Karreardarr. The dwarves of House of any mortal hands which tried to fire it. Each
Vareth lived primarily above ground, and for over fearsome, thumping step he takes can be felt by
a thousand years they fought closely with the anyone nearby—he is barely more organic than the
humans and elves, against the foul folk and the automatons he leads.
Dark One. Then Uthorion possessed Pella Ardinay The Mad Duke and his Iron Warriors walked to
and betrayed Vareth, sending them into a hopeless the Isle of Scarp, in Northern Scotland, treading
battle to be annihilated. It was the beginning of the the bottom of the sea methodically and effortlessly.
end of all dwarven kind. There they began to build, the automata working
Duke Dwyvan Vareth was a good and wise ruler, without pause, until Vareth had a new stronghold.
loyal to the crown and a follower of the Light. For months he has not left it, and the outside world
When his capital, Mount Horrun, was under has no idea what he is doing there. A few dwarven
siege, he planned to die with his people, but his envoys to the Mad Duke never returned. For now,
personal guard forced him into an escape tunnel all parties are content to leave him alone. Vareth,
and sealed the door. Alone, he wandered into the however, is quite busy.
Land Between and was lost for many years. He was He calls his fortress Horrun Doom. His Iron
no Seeker, but he was a survivor. Warriors mine, smelt, and forge endlessly. Vareth
No one expected Duke Dwyvan to return; it had watches as his machines build more machines.
been decades since the fall of the Vareth capital. His Thick, black smoke pours from his stacks day and
house was believed to be exterminated; not even night. Hour by hour, the Mad Duke’s disturbed
Uthorion suspected any of the topsider dwarves vision comes closer to fruition and no one is
remained. It was a shock when Vareth emerged on prepared for it.

109
Jacob Cook (Order #20899530)
T
he lessons the Council has learned in drawing
together agents from across the world are
being applied in the court of Ardinay, the UK
government, and the various factions strewn from
Reykjavik, to Dover, and into Uthorion’s territory.
Handling magic and the lower Tech Axiom was
initially problematic, but the Ayslish people have
little concern about sharing their knowledge of
THE DELPHI
sorcery and enchantment. As for weapons and
equipment, the Delphi Council has recruited
historians, equestrians, and even swordsmiths
COUNCIL from renaissance fairs to provide training and gear
for its agents. Core Earth has been rewarded for its
ongoing nostalgia over its own age of knights and
peasants.
The most pressing problem the Delphi Council has
is maintaining supply lines and intelligence outlets
to the front and into enemy territory. With the
Army of the Light’s aid the methods are in place,
but unpredictable raids by Vikings, lurks and other
dark forces keep the process in a near constant state
of chaos.

THE AYSLE AGENDA


Unlike other realms, the Delphi Council has a solid
foothold within the reality of Aysle. They have bases
of operation in Iceland, London, Oxford, Scotland,
and Nothe Fort, in Dorset. The UK government,
despite being a fraction of what it once was, has
many agents with local knowledge and the ability
to move across the country swiftly.
The Court of Ardinay is on the edge of fracturing.
Despite the queen’s popularity with the people and
cooperation with the British, there is great turmoil
between her own allies and advisors. With contact
broken between the homeland of Aysle many have
come to believe the assault on Uthorion’s forces
on Earth was a trap. There are whispers the queen
played into the hands of the enemy and the cosm of
Aysle is virtually defenseless.
The Delphi Council is deeply concerned that
if one of the major house lords breaks with the
Army of the Light and attempts to return to the
cosm of Aysle, others will follow. This would leave
England open to enemy attack and what ground
they hold could be lost. They are targeting Duke

110
Jacob Cook (Order #20899530)
Core Earth hardpoints are especially at risk when there are dragons nearby.

Cedric Liandar, lord of House Liandar, to head off VIKING AGAINST VIKING
a possible exodus.
Historically, Iceland has tried to remain neutral
Liandar has been a crafty general and has shown in modern wars. At first, their mission was
resilience in the face of the dark forces many times. humanitarian, taking in tens of thousands of
However, he is sentimental and most of his family, refugees from the United Kingdom and Europe.
save his daughter Aesther, remain in the home President Katrin Larsdottir was initially skeptical
Cosm. When in court he continues to press for more of the Delphi Council, but several months into
attempts to reestablish contact and ordered a small the invasion, Uthorion attempted an assault on
band of his own forces to mount an expedition into the island nation, nearly activating a stela just off
the Land Between. They have not returned. shore. The attack was thwarted by Corsairs and
The other wild card is Lord Duncan Gerrik, the modern warships waiting in ambush. The near miss
youthful head of House Gerrik, who is hell bent on inspired the Icelanders to take a more aggressive
proving himself, and his house, to the court and to role in the resistance.
Lady Tolwyn. It is no secret he is smitten with her While Iceland was in short supply of weapons,
and would go to great lengths to inspire her to feel they have an abundance of experienced sailors and
the same about him. Tolwyn has not acknowledged many small ships. Moreover, they harbor some
Duncan’s intentions, either because of the war or a romantic notion of their own ancestors—the real
lack of interest. Vikings. Incensed by the murderous frauds from
another world, many have joined the Corsairs

111
Jacob Cook (Order #20899530)
to turn back the marauders. Many of the Corsair uncomfortable fan fiction has been dedicated to
fleet captains now have fishing trawlers, tugs, and this idea. Publicly, they have both dismissed being
scores of small, modern vessels aiding their cause. part of a crowd-sourced romantic epic. However,
The Icelandic Coast Guard has taken to sporting the Court of Ardinay sees merit in a union between
banners of Core Earth Vikings, on their ships as Earth and Aysle, and a marriage would fit this
well. agenda.

THE PENDRAGON INITIATIVE


It has become clear the Earth had an age when its
COUNCIL PERSONNEL
Magic Axiom was higher than it is now, and some
of the myths and legends of the past were, in fact, DEPUTY DIRECTOR THOMAS
very real. Scholars and treasure hunters across the BLAKE
globe are determined to pursue any ancient folklore Admiral Blake retired from the Royal Navy about a
in hopes of finding relics awakened by the invasion year before the invasion, serving at Navy Command
of magical realities. In the British Isles, no legend at Whale Island. He was an avid sailor of traditional
is more powerful than King Arthur and the sword vessels and was out to sea when the forces of
Excalibur. Thus, the hunt for all things Camelot has Uthorion attacked. Initially, he participated in the
become a frenzied fad. evacuation of VIPs and refugees from England, but
The Delphi Council is keenly aware that if old at the Battle of Iceland he stepped in to organize
Earth magic can be tapped it can become a powerful the defense of the island. When the invasion
weapon against the High Lords. The Arthurian was turned back, Quinn Sebastian immediately
myth could have a dramatic effect, beyond mere appointed Blake to the role of leading the Delphi
military applications, on the axioms of Aysle itself. Council in the European theater.
It is speculated that if a “One True King” rises, the Some refer to Blake as “The Sea Lord,” a title
reality of the region itself will be altered. reserved for the supreme commander of the Royal
Deputy Director Blake was not moved by a plan to Navy, but he does not care for the moniker and is
search for Excalibur and re-ignite the legend until not shy about dressing down anyone who uses it
Paige Campbell returned from the Court of Ardinay in his presence.
with a surprising report; the High Priestess of Blake is a grim, pragmatic man with a dark sense
Dunad, Ullian Buvar, had made a prophecy—the of humor. Those who knew him before he worked
“sword of the Britons” would be found and a “hero at Navy Command say this was not always so. He
of storms” would claim it, altering the destiny of used to be a pleasant fellow with a bent toward
the war. gallows humor. The loss of his wife, Jen, and the
The resources dedicated to the project are scarce, crippling bureaucracy he encountered at Whale
largely focused on gathering information and Island soured him personally. It is believed his two
sending out the occasional band of adventuring daughters, Jaqueline and Dana, were transformed
Storm Knights to newly discovered ruins. This during the invasion and maybe lost to the Ayslish
includes well documented archaeological sites and reality. He is no stranger to loss, but he doesn’t
castles altered by the Ayslish reality. The Delphi seem to dwell on it. The mission is foremost in his
Council is aware elements of Ardinay’s Court are mind.
interested in the sword, considering it a possible The Deputy Director sports a thick black beard,
Eternity Shard, and they are looking for it as well. described as “very nautical” by Prince Eddie, and
If they find it, possession of the blade may cause a he typically wears a heavy, dark blue peacoat.
rift between the two allies. On more than one occasion he has been mistaken
In the meantime, gossip focuses on Prince for a dock worker or common sailor. Expending
Eddie as the new Arthur and Tolwyn as a sort of resources on new clothes, even a uniform, is an
heavily armed Guinevere. No small amount of extravagance in Blake’s opinion. He thinks of the

112
Jacob Cook (Order #20899530)
German siege of the UK in the Second World War Wyrwind is known as a wizard who is highly
as his guide. Sacrifice and perseverance win the capable in all the magical arts, yet not a grand master
day. of any one. His genius is in fusing different magical
effects together to produce new, surprising results.
THE SHARNHAND He once summoned an entire army of illusionary
knights, given strength with rock elemental force,
When Pella Ardinay called together the forces of wielding a cloud of fear about them—spell over
the Light to pursue Uthorion to Earth, most of the spell over spell. Wyrwind calls himself a cook, and
Dwarves answered the summons. The few who his magical concoctions are arcane feasts. He talks
stayed behind were chased to Glasgow when about food a lot.
foul folk destroyed the last of the dwarf cities
months into the invasion. These latecomers swore Recently he has been advising more, rather than
allegiance to Gertha the Sharnhand, the first of the taking the field against the enemy. His wickedly
Order of the Dragon. clever mind was the architect of Castle Ardinay,
the shimmering fortress which looks down upon
Gertha is an old dwarf, old enough to remember Blackbird Leys Park. This staggering illusion reacts
the cities of her people as thriving centers of in every way as the real thing, but its construction
commerce and craftsmanship. She was there when has drained Wyrwind of most of his power; a fact
the foul folk first came to the Land Between, and he conceals well.
her hands crafted the first suit of Dragon Warrior
armor.
THE KNIGHT COLONEL
Gertha holds a seat at Ardinay’s table, always
advocating for attack and seldom caring about Before the invasion, Major Robbie Hathaway
collateral damage. Publicly, Queen Ardinay reigns was an infantry officer who was facing the end
in the dwarf matron, but in secret she passes any of his military career. Despite a commendable
resources available to her. Ardinay sees Gertha as performance in the Middle East, there was just
an ideal tool for her own obsession with Uthorion’s nowhere for him to go in the army. When the
demise. The two are more alike than any suspect. maelstrom bridges came crashing down, he was
Gertha, however, cannot abide the taint of interviewing for a job at a paper products company,
Ardinay’s possession by Uthorion and assumes which prints government manuals.
one day she will have to kill the queen for the good Through tenacity and experimentation, Hathaway
of the cause. cobbled together a fighting force, led several bold
It doesn’t help the Shanhand’s cause that she’s counter-attacks, and quickly transcended to become
an old, personal friend of Varath, the Mad Duke. a Storm Knight—and soon after was promoted and
She doesn’t go so far as defending him openly, but properly knighted, much to his chagrin.
she’s quick to remind people of the dwarf he once Hathaway stays out in the field as much as
was. possible, preferring to lead from the front. He’s
easy to spot among his troops. He’s unusually tall
THE ARCHMAGUS and lean, coiling like a mongoose inside the turret
of his Ajax scout vehicle. If called back to court,
When the Delphi Council encountered the Court the troops make certain to give the colonel a good
of Ardinay they expected an iconic wizard with a ribbing before his departure—wading through the
beard like clouds before a storm and eyes glinting of intrigue and gossip is clearly a sore spot. 
magic. Instead they got Wyrwind, the Archmagus.
He stands less than five feet tall, has a short beard
which resembles a bail of rusty razor wire, and he THE PRINCE
eschews the use of magic for trivial displays. He The Buckingham’s have been on, or behind, the
is a mangy coot with a disposition the Americans throne of Great Britain for over 450 years. Their
describe as “ornery.” history is described as dramatic by most royal

113
Jacob Cook (Order #20899530)
watchers; full of betrayals, executions, romance,
and unexpected alliances. More than one movie of
RESOURCES
the week has been inspired by this dynasty, and
Prince Edward, son of Princess Anorea, grandson THE TOYSHOP
of Queen Helena Matilda, has every intention of Finding ways to work with Ayslish tech and magic
keeping up the family tradition. axioms is a primary focus of the resistance effort.
As a teenager, “Prince Eddie” had a scandalous While great work was being done on the ground, a
affair with a women’s football star from Spain and more directed scientific approach was needed. This
was outspoken on the topic of ending the monarchy. led Director Blake to create the Reality Research
However, he suddenly became an ardent patriot, Division—dubbed the Toyshop after the World
joining the army as a tank officer. He fought in War 2 British spy division. 
the Middle East for about 13 months before being Blake wanted a man named Fredrick Goodhall
wounded by a sniper and returning home. From to be the head. Goodhall was an engineer from
this time until the invasion, Prince Eddie worked Edinburgh who worked on the Steam Carriage
with his father, Gerald Lambert, as an activist and project, which turned out a prototype motorized
philanthropist. vehicle able to work in Aysle. However, Cedric
When Ayslish reality struck, Eddie saw many of Liandar wanted his daughter to be in charge,
his family to the docks and said goodbye. Most of and Blake decided it was best to appease the
them are in Iceland or Canada, but for now they cantankerous old lord. 
are relatively safe. He is deliberately coy about Aesther Liandar is the High Priestess of the Sisters
the possible location of his grandmother, giving of Shali—goddess of magic and the mysteries.
answers ranging from “in an undisclosed location,” Aesther worked her way up the ranks with
to “on the throne of Avalon.” charisma and political savvy but was not ready for
His participation in the resistance has been in the role suddenly given her. She is the youngest
support of the provisional government under High Priestess in the history of the order and
Harriet Crawley. Eddie is unconcerned about the managing the new temples sprouting up and the
survival of the monarchy, but he means to put the Toyshop has proved daunting.
country back together. While he is not an agent of Fortunately, Freddie Goodhall is very hands-
the Delphi Council, Prince Eddie has their support. on with the practical work of the department. He
Deputy Director Blake sees him as a unifying force often handles technical problems personally and
between all of the factions, Core Earth and Aysle, provides excellent guidance when it comes to trying
in Great Britain. new paths on a project. He regularly deals with
Prince Eddie had a close call with a Viking raider agents and Storm Knights directly, showing them
and determined that his fencing days were not the latest and greatest in axiom friendly hardware.
enough to ready him for battle, so Sir Braeden of However, he doesn’t mind cutting corners when it
Ardinay’s court was tasked to instruct him in the comes to testing.
finer points of martial combat. It was a productive Freddie openly warns agents a device being issued
relationship, and the two continue to rendezvous to them is experimental and experience with it may
at Nothe Fort regularly. change in the field. He’s even given out surveys
Storm Knights who encounter Prince Eddie should to get feedback about equipment performance in
expect to be inspired by his uplifting oratory and practical application. Failure to return a survey is
charisma, immediately before being cajoled into generally thought to be a negative review of the
doing something nearly suicidal in the service to device’s capabilities. 
Her Majesty’s Government. Agents are more likely to encounter the High
Priestess in matters of obtaining materials for new
projects, recovering stolen or lost devices, or in
political affairs of court. Her management may

114
Jacob Cook (Order #20899530)
be high level, but she does not hesitate to handle BASES OF OPERATION
critical matters personally. Combat is not her forte,
In the Ayslish theater, the Delphi Council has had
so escort duty is sometimes in the mix for a Delphi
to establish bases which are multi-purpose, though
agent or trusted Storm Knight. 
several have a special function distinguishing itself
from the others. Many are cluttered with supplies,
PASSAGE ACROSS THE REALM which can be used as make-shift barricades in the
The Delphi Council has its own transportation event of an attack, hosting a colorful assortment
network set up, relying on every conveyance of characters from several realities. The majority
known throughout Earth’s history. Agents can of them operate within friendly territory, so
expect to hop from car, to cart, to barge, to horse, movement and communications from base to base
to bike, to the back of a vegetable lorry ,with many is practical.
long walks in between. Safe houses and operatives
are all over these transit routes. Regional Headquarters
Magical transport is on the agenda as an addition Deputy Director Blake and his command staff have
to the network. Building fixed structures which made their home within the Búri Cave, located
can teleport people and supplies across the realm Southeast of Reykjavik. It is a lava tube about
has been discussed, but the Court of Ardinay is not 15 meters underground and is over a kilometer
certain it can work. It would require significant long. The layers of rock and ice help guard it from
arcane materials which do not exist, to anyone’s surveillance, and it is difficult to assault, as there are
knowledge, on Earth. The Court has reached out to now sealing doors and fortifications about every
Margrave Uryafaine, hoping his Drake Riders can 50 meters. Additional rooms are being drilled out
be incorporated into the transportation network, through the sides of the caves to serve as barracks
but the Elves have not committed to any assistance and R&D facilities, but for now it is mainly a hub
outside Elfame. The Corsairs have been more for logistics and supply.
helpful, albeit mercenary, than the elves in moving
things across the realm. Nothe Fort
Located in Weymouth, Dorset, Nothe Fort was an
old navy installation until after World War II. It was
SIGNAL TRAFFIC later re-purposed as a museum and park, housing
The Army of the Light uses trained animals, vintage weapons and cannons. Today, Nothe Fort
especially birds, spells, and magical items to pass is largely a military installation. The fortress is a
along information and messages. These are easier Core Earth hardpoint, but it also had stores of
targets for agents of the darkness, so integrating weapons from the time of the Romans until the
low and high-tech communications together has Second World War. These weapons have been
not been a priority. The Delphi Council is wary restored and put into action by the Delphi Council
of exposing its use of drones and submarines to across the globe. The old machine shops have
Uthorion, fearful a magical countermeasure can be been reopened and maintain modern equipment,
manufactured. though the production of parts for things like tanks
The remnants of the British Intelligence apparatus and aircraft is slow going.
are learning to integrate human intelligence Officially, Prince Edward Buckingham is the
together with the Ayslish peoples—though the commanding officer of Nothe Fort, but he leaves
dwarves and elves bristle at the term. Ardinay the day to day operation to General Fleur Seacole.
has a spy master, called Tangoria (after an Ayslish Sir Kyle Braeden has made this installation his
flower), who manages clandestine operatives second home, shuttling back and forth between
working for the Court. The identity of Tangoria is here and Castle Ardinay.
unknown, but it is rumored the spymaster was a
minion of Uthorion who has turned on their former
master.

115
Jacob Cook (Order #20899530)
Black Cuillin ONGOING OPERATIONS
Hidden on the island of Skye, the largest of the Inner
The Pendragon Initiative gets all the media
Hebrides islands, in Scotland, is the headquarters of
attention, but it is the least developed operation
Gertha the Sharnhand—Black Cuillin Stronghold.
the Delphi Council is working on. The Court of
It is camouflaged by dwarven stone craft, making
Ardinay has many more resources looking for
it virtually impossible to spot at a distance, and its
Excalibur. Here are a few of the operations Deputy
natural fortifications are many meters of solid rock.
Director Blake has given priority to.
Black Cuillin is the Earth home of the Dwarves
and has access to the Land Between. There are
passages coming up near Glasgow linking the
OPERATION DRAGON HUNT
dwarven peoples. Raiding parties of dwarves from Despite the name, the Delphi Council sees the
the Order of the Dragon move underground from dragons as more than just a threat—they see them
this staging area and hit the dark forces all across as potential weapons. Through their Ayslish allies,
the north of Scotland. they have learned Uthorion has no control over
the dragons. The beasts have their own agenda,
Humans and Wardens are housed topside, within
but it cannot be said anyone understands what
the mountain, but above ground. The forges, fed by
it is. Regardless, dragons are powerful engines
lava tunnels, are accessible so agents of the Delphi
of destruction, and they have attacked both sides
Council can speak with smiths about getting
during the first year of the conflict, sometimes
Ayslish weapons, armor, and even crude firearms.
ranging outside of the Ayslish reality.
Llewellyn House The project’s first phase is ongoing; the study of
The local HQ in London is located in the old the beasts. Delphi agents have gathered a lot of
Battersea power station, decommissioned for data, largely on their ecology, and hope to find out
decades and a squat for the homeless, plus many of how they think and, more importantly, how they
the criminal element. The Delphi Council went in perceive the world. It is believed they have some
and made the occupants an offer: sign up or push kind of supernatural ability to sense large deposits
off. Roger Llewellyn played a major role in setting of desired resources—such as gold and meat. Small
up the facility. Sadly, he was killed in the field, tests, driving some cattle into enemy territory,
but in memorial the base is now called Llewellyn shall soon begin. If successful, the next test is more
House. daring and expensive. The idea is to move several
small shipments of precious metals, forming a
Llewellyn House is a Core Earth hardpoint, making
large reserve on site, into an enemy fortress and see
it an ideal location for the Toyshop. A considerable
if a dragon take the bait.
amount of R&D is done here. Any device designed
to work in both realities can be taken just blocks The second phase is beginning, developing
away to be tested. It is a similar arrangement used weapons and devices to fight the dragons and
by the Toyshop at Castle Ardinay, where they test capitalize on their weaknesses. Aside from defense,
magic devices in the Oxford reality. the goal is to develop a spell or gadget which can
mimic the sensory information dragons receive to
It hosts representatives from Her Majesty’s
draw them to robust target. This would be ideal,
Government, intelligence services, and the military.
but the Toyshop is not certain it is even possible.
The building has access to the river, several roads,
and a helipad. Its proximity to the enemy prevents The third phase involves picking targets, moving
Deputy Director Blake from relocating there. If supplies and operatives in place, and making a real
Llewellyn House is in danger of being taken by attempt at a directed dragon strike.
the invaders it has a self-destruct system capable
of turning the facility, and the surrounding area,
to ash.

116
Jacob Cook (Order #20899530)
OPERATION CLOUD COVER OPERATION ICON
Analyzing the initial invasion, it became apparent Frederick Goodhall and Aesther Liandar have
the High Lords knew too much about military cooked up a pipe dream they just won’t let go of—a
strongholds and industrial hubs. They clearly had Core Earth stela. Thus far they have not made any
years to gather intelligence and plan a crippling progress in replicating the effect of a stela, but they
strike on the major Earth governments. Now the are undeterred. No one believes this can be done
element of surprise is long past, and blinding before the war is over, win or lose, but Goodhall
the enemy has become a critical element to the brow-beat the Deputy Director into allowing the
resistance. This goes beyond camouflage and project to stay alive with minimal funding. At the
stealth. Deputy Director Blake has ordered the moment the Toyshop is trying to get its hands on
launch of the most elaborate disinformation a dormant stela, hoping to reverse engineer it. No
campaign seen since World War II. agent has volunteered to be the Toyshop’s personal
Several basic steps have been taken in this Santa Claus in this mad endeavor.
operation. Agents are often given inaccurate
information to give up, in the event they are
captured and tortured. False rumors of troop
moments, new weapon systems, and deaths of
resistance members are floated around, sometimes
at random, to disguise the true motives of a military
operation. Doubles of important officials, using top
notch make-up and magic, move around to draw
away spies and assassins.
Ardinay’s spy master, Tangoria, has agents
slipping into enemy territory to release wounded
messenger animals with fabricated maps, plans,
and instructions to imaginary informants inside
Uthorion’s forces. Entire ambushes have been
staged, using real bodies and equipment, to give a
sense of legitimacy to an entirely fictitious course
of action. Well scripted conversations are being
made near suspected enemy agents and scrying
devices. This not only hides real operations, but it
is setting Uthorion up for the biggest con of them
all—convincing him the other High Lords are
about to strike against him.
It may take years to execute, but plans are being
drawn to capture gospog from other realities and
use them to stage events in Viking territory, hoping
to shatter the alliance between the High Lords.

VARETH,
THE MAD
DUKE

117
Jacob Cook (Order #20899530)
A
ysle can be both the most familiar and the
most misunderstood realm to invade Core
Earth. Many roleplaying settings have
much in common with Aysle, such as:
• Fantasy creatures and races
• Magic as a common facet of life
ADVENTURE • Limited or non-existent access to firearms and
higher-Tech items
• Miracles and gods as common facets of life

Thus, in one sense, many people are familiar


with Aysle, but in another sense, this familiarity
is misleading. It is misleading when a player of
game master thinks in terms of Aysle being “only”
or “just” a fantasy realm. Aysle uses traditional
fantasy elements, but they are used in the context
TOOLS
of the overall war, where Aysle is one among many
invaders.

DESIGNING MISSIONS
The missions one can be sent on in Aysle vary in
nature and scope, but usually incorporate one or
more of these five themes:

MAGIC
As Aysle has the highest Magic Axiom at present,
most missions will involve magic in one way or
another. A mage might use a powerful ritual to
enslave the local populace, and the Storm Knights
need to prevent it. A scroll might detail a new spell
or ritual that would either help the war effort or
prevent a disaster, and the Storm Knights would
need to obtain it before it falls into the wrong hands.
An uncontrolled magical effect may be causing
problems in an area, and the Storm Knights would
need to overcome and reverse it.

MOBILITY
Mobility becomes a theme in Ayslish adventures
when the hazards of the environment prevent
simply walking (or riding) to the place where
the action will occur. If everyone has a gryphon,
visiting a city built on a cloud is easy, but for most
adventuring parties, the first challenge will be
figuring out how to reach it. The most common
mobility challenge in Aysle is the fact that much of
the activity is underground.

118
Jacob Cook (Order #20899530)
Travel options are not just different from the
other realms; they can also be slower. Aysle has MORALITY
the second-lowest Tech rating of the realities in Aysle, through the Law of Honor and Corruption,
play and does not support the internal combustion and similar lesser World Laws, has a strong moral
engine. On Core Earth, getting to a city 150 km component. The deities play a role in this, as
away is simple and can be done in a morning, but well, and often impose moral guidelines on their
by cart this is likely a multi-day journey beset by followers.
random encounters along the way.
As part of the dominance of moral darkness
Fortunately, Aysle has many resources not found over moral light, Ayslish adventures can feature
in other realms. Like the Living Land, beasts an event called a Crisis of Morality. This is when
and carts are available, but Aysle can augment a character’s action grants it a Darkness Perk
these with magical beasts and vehicles. Also, involuntarily. The character does not spend XP
underground adventures are often made easier by to earn the Darkness Perk, but that Perk, and any
Seekers, beings who instinctively know their way Light Perks suppressed because of earning it, all
through the tunnels, finding the shortest available count against the cost of learning future Perks.
path to their destination. In other cases, it may be
Whenever possible, characters should be warned
possible to employ direct magic to fly or teleport to
about behaviors before they trigger a Crisis of
a vital destination.
Morality. Warnings can happen in the context of
the game in various ways:
MONSTERS
• An honor-aligned character may witness the
In the generic sense, monsters are common to all behavior and comment about how it can lead
the realms, but Ayslish monsters tend to be more to corruption.
varied than others. Living Land monsters tend to • A divination mage may report a vision of a
think of Storm Knights as food, Tharkold monsters corrupt force threatening the group based on
view them as interlopers or new thralls, and the behavior.
Orrorshan monsters are reacting to the corruption • Another character may talk about its own
that spawned them. But the Ayslish monsters often crisis of morality because of similar behavior.
have more subtle motivations. Fae may just want • A minstrel or storyteller may sing a song or
new playmates or to play pranks on the populace. tell a cautionary tale about the behavior and
Centaurs may be hired to protect a wizard’s tower the consequences.
and have the magical means to hide it from all One way to view when a warning is appropriate
who do not meet their approval as “truth-seekers.” about a Crisis of Morality is to think in terms of
Those who simply view Ayslish monsters as soccer (international football). Warnings are
obstacles to be overcome, do themselves and the like the yellow cards: they let people know that
monsters a great disservice. behavior is dangerous but don’t have permanent
consequences. Crises of Morality are like red
MONUMENTS cards: only after an egregious violation or repeated
Monuments refer to places that have special smaller ones will a Crisis of Morality happen.
significance, due to the influence of the Possibility
Wars. It could be a place with magical secrets or one
that is holy to one or more gods. Maybe it contains THEME MIXING
a Core Earth hardpoint and holds untransformed It is possible to generate ideas for an encounter
technology waiting to be recovered. It might be the by picking two themes and mixing them. Most
home to creatures whose actions can influence the adventures will use a combination of themes.
outcome of the war for good or ill. Learning where While the technical combinations possible are
these monuments are and what significance they limitless, the majority fall into a model of major
possess can shift the balance of power. theme, minor theme, and splash themes.

119
Jacob Cook (Order #20899530)
MIXED ADVENTURE THEMES
d20 Major Theme Minor Theme Example
1 Magic Mobility Reaching the location of a magic item requires Storm
Knights to fly and breathe underwater at various times
2 Magic Monsters A band of monsters seek to prevent the Storm Knights from
casting a ritual.
3 Magic Monuments A magic map leads the Storm Knights through a dangerous
location.
4 Magic Morality The path to a magic item is found by recreating its former
owner’s path to moral purity.
5 Mobility Magic The Storm Knights must find a path through a forest. Parts
of that forest teleport the characters to the beginning.
6 Mobility Monsters Moving through an underwater cavern, the Storm Knights
stumble into a monster’s lair.
7 Mobility Monuments A temple has areas that require the characters to shrink
to frog size in order to pass and other areas that require
growing to giant size.
8 Mobility Morality Passing through an area requires the characters risk a crisis
or morality by drinking demon blood.
9 Monsters Magic A ritual requires gathering spikes from four manticore tails.
10 Monsters Mobility Clearing the harpies from an area requires getting up to
their nest on the side of a mountain.
11 Monsters Monuments A nest of crazed gryphons has taken over a temple of
Dunad.
12 Monsters Morality Removing the wyverns threatening the village also removes
the village’s primary source of income.
13 Monuments Magic To open Shali’s temple, one spell of each skill (divination,
apportation, alteration, conjuration) needs to be cast.
14 Monuments Mobility The portal to the fae kingdom is in a clearing in an
enchanted forest 30 meters away from trees and 50 meters
above ground.
15 Monuments Monsters While exploring an ancient mage academy, monsters
imprisoned by wards escape and attack the Storm Knights.
16 Monuments Morality Clearing out an evil wizard’s temple involves atoning for
his corruption.
17 Morality Magic The Storm Knights must convince an intelligent item to use
its powers for honorable purposes.
18 Morality Mobility The Storm Knights must convince a town to not make
potions of flight out of sacrificed children.
19 Morality Monsters The Storm Knights must negotiate peace between a pair
of rival lurk tribes fighting over raiding rights on an elf
village.
20 Morality Monuments The Storm Knights must prove their virtue by surviving a
corrupt temple without triggering a crisis of morality.

120
Jacob Cook (Order #20899530)
The major theme is the most pervasive theme
of a given adventure. It is what the adventure is
EXPANDED MAGICAL
“about.” For each of the themes above: TREASURE TABLE
• A major theme of Magic centers around ideas The Magical Treasure Table in Torg Eternity is good
like creating or ending a magical effect, gaining enough for occasional encounters in Aysle, but for
a magic item, or solving a puzzle involving extended stays, it pays to have more options. Roll a
magic. d20 to determine the table, then roll another d20 on
• A major theme of Mobility centers around the chosen table to determine the item.
ideas like the ability to achieve a transportation
goal, such as getting all the dwarves through MAGICAL TREASURE
a flooded cavern; overcoming a mobility (EXPANDED)
hindrance, such as navigating an underground d20 Treasure Type
maze of tunnels; or neutralizing an opposing
mobility advantage. 1-4 Enchanted Clothing
• A major theme of Monsters centers around 5-8 Consumables
enemies and neutralizing the threats they pose 9-10 Enchanted Melee Weapons
to an area. 11-12 Enchanted Missile Weapons
• A major theme of Monuments centers around
13-14 Enchanted Shields and Armor
finding or exploring an area and learning its
secrets. 15-17 Miscellaneous Enchanted Items
• A major theme of Morality centers around 18-20 Scrolls
ideas like solving a situation without triggering
a crisis of morality. ENCHANTED/HOLY CLOTHING
A minor theme incorporates some elements
d20 Treasure Type
that would be used if it were a major theme, but
only to serve or highlight the major theme. An 1 Amulet of Hiding
underground temple used as a major theme could 2 Belt of Rak
be about exploring the temple, but as a minor 3 Bracelets of Missile Repulsion
theme it could be the setting for a den of lurks 4 Circlet of Command
(using Monsters as the major theme) or contain a
gauntlet of traps whose purpose is to corrupt the 5 Circlet of Minthod
souls of those who enter (using Morality as the 6 Climate Cloak
major theme), and so on. 7 Climbing Gloves
A theme that is so minor it barely shows up is 8 Cloak of Darsot
called a splash theme. A splash theme exists to 9 Daggerdraw Gloves
enhance the story, and there can be more than one 10 Darkness Glasses
splash theme if the adventure warrants it.
11 Lockpicking Gloves
The chart on page 120 gives an example of how
12 Magnifying Glasses
each Major and Minor Theme can work together.
There are 20 combinations of Major and Minor 13 Rapid Backpack
Theme, so a game master can roll a d20 to choose a 14 Nimble Boots
theme set from which to build an adventure. 15 Ring of Force
16 Ring of Shrinking
17 Shield Ring
18 Shali’s Cap
19 Slippers of Celay
20 Winged Boots

121
Jacob Cook (Order #20899530)
CONSUMABLES ENCHANTED MELEE WEAPONS
d20 Treasure Type Roll d20, then a d6 for the added property
1 Blade Cream d20 Treasure Type
2 Disguise Potion 1 Ball and Chain
3 Healing Potion 2 Club
4 Luck Potion 3 Dagger
5 Oil of Etherealness 4 Giant’s Club
6 Poison Antidote 5 Halberd
7 Potion of [Attribute] d20: 6 Longsword
1-4—Charisma, 7 Mace
5-8—Dexterity, 8 Morning Star
9-12—Mind,
9 Pick Axe
13-16—Spirit,
17-20—Strength 10 Pike
8 Potion of [Energy] Breath d20: 11 Rapier
1-5—Fire, 12 Short Sword
6-10—Force, 13 Spear
11-15—Ice, 14 Staff
16-20—Lightning
15 Two-Handed Sword
9 Potion of [Energy] Resistance d20:
16 War Hammer
1-5—Fire,
6-10—Force, 17 Brownie Sword
11-15—Ice, 18 Cinlum Sword
16-20—Lightning 19 Cyprium Sword
10 Potion of Climbing 20 Solium Sword
11 Potion of Flight
12 Potion of Growth
ENCHANTED MELEE PROPERTY
13 Potion of Inner Barbarian
d6 Added Property
14 Potion of Protection
1 Skill +1
15 Potion of Shrinking
2 [Energy]touched d20:
16 Potion of the Ram 1-5—Fire,
17 Potion of Water Breathing 6-10—Force,
18 Ration Bread 11-15—Ice,
19 Slaying Arrow 16-20—Lightning
20 Treeskin Potion 3 Dancing
4 Quick
5 Sharp
6 Wounding

122
Jacob Cook (Order #20899530)
ENCHANTED MISSILE WEAPONS ENCHANTED ARMOR PROPERTY
Roll d20, then a d6 for the added property d20 Added Property
d20 Treasure Type 1-4 Armor +1
1-2 Composite Longbow 5-8 [Energy]-Proof d20:
3-4 Dart 1-5—Fire,
5-6 Heavy Crossbow 6-10—Force,
11-15—Ice,
7-8 Long Bow
16-20—Lightning
9-10 Light Crossbow
9-12 Fortified 1
11-12 Short Bow
13-16 Fortified 2
13-14 Sling
17-20 Spellproof
15-16 Throwing Axe
17-18 Elf Longbow
19-20 Fey Bow d6: SPECIAL ARMOR
1-2—Brownie Bow, d6 Treasure Type
3-4—Cyprium Bow,
1-2 Circlet of Protection
5-6—Solium Bow
3-4 Fey Armor
ENCHANTED MISSILE PROPERTY 5-6 Holy Vestments d20:
d6 Added Property 1-4—Corba’al,
1 Skill +1t 5-8—Dunad,
9-12—Elmiir,
2 [Energy]touched d20: 13-16—Rak,
1-5—Fire, 17-20—Shali
6-10—Force,
11-15—Ice,
16-20—Lightning ENCHANTED SHIELDS
3 Armor Piercing Roll d6, then a d20 for the added property
4 Far Reaching d6 Treasure Type
5 Quick 1 Small Shield
6 Wounding 2-5 Medium Shield
6 Large Shield
ENCHANTED ARMOR
Roll d20, then a d20 for the added property
d20 Treasure Type ENCHANTED SHIELD PROPERTY
1-2 Chain Mail d20 Added Property
3-4 Elven Chain 1-10 Shield +1
5-6 Leather Armor 11-15 Dancing Shield
7-8 Plate Mail 16-19 Energy Resistance d20:
9-10 Leather Jerkin 1-5—Fire,
11-12 Spiked Plate 6-10—Force,
11-15—Ice,
13-14 Furs
16-20—Lightning
15-16 Ring Mail
20 Spell Deflector
17-18 Scale Mail
19-20 Enchanted Cloth

123
Jacob Cook (Order #20899530)
MAGIC SCROLLS
d20 Treasure Type
1 Scroll of Alarm: As the spell. The scroll fades after one use.
2 Scroll of Animal’s Eyes: As the spell. The scroll gets magically chewed after one use.
3 Scroll of Birdswarm: As the spell. The birds and the scroll disappear after one use.
4 Scroll of Dancing Sword: As the spell. Once cast, the sword cuts the scroll into pieces and
the scroll is never seen again.
5 Scroll of Disguise: As the spell but lasts the entire scene, and the caster can turn the effect
on or off as a simple action. The scroll vanishes after the casting.
6 Scroll of Dispel Magic: As the spell, but casting the scroll is Favored. It then disappears.
7 Scroll of Fireball: As the spell. Once cast the scroll itself bursts into flame.
8 Scroll of Flight: Contains the fly spell. The spell lasts the entire scene and Concentration is
not required. The scroll then turns into a pile of feathers that scatter in the wind.
9 Scroll of Gain Language: As the spell. The scroll lasts the entire act and bursts into flame
after casting.
10 Scroll of Hailstorm: As the spell. The scroll explodes into ice shards after use.
11 Scroll of Inner Barbarian. As the spell. The scroll is ripped into pieces after use and
vanishes.
12 Scroll of Mage Light: As the spell. The light emanates from the scroll and fades after the
scene.
13 Scroll of Multiple Images: As the spell. The caster may make a conjuration test during a
scene to recreate an image any time during the scene. The scroll vanishes after use.
14 Scroll of Mystic Darts: As the spell but starts with 8 darts instead of 4. The scroll’s material
turns into the extra darts, which vanish after casting.
15 Scroll of Open Lock: As the spell. The scroll fades after one use.
16 Scroll of Possibility Shadows: As the spell. Casting the spell from the scroll causes it to
vanish, but the spellcasting test is Favored.
17 Scroll of Sharpness: An alteration test gives an edged weapon Armor Piercing 4 (ignore four
points of armor) for the rest of the scene.
18 Scroll of Speak with Dead: As the spell. The test to cast the spell from the scroll is Up. The
scroll fades after one use.
19 Scroll of Spell Trap: This seemingly empty scroll captures the first spell to target the
character. That spell may be cast against a new target if the character has the right skill. The
magic of the scroll fades once the trapped spell is released.
20 Scroll of Water Breathing: As the spell but lasts the entire scene. The scroll fades after one
use.

124
Jacob Cook (Order #20899530)
MISCELLANEOUS MAGIC ITEM CURSES AND QUIRKS
d20 Treasure Type d20 Treasure Type
1 Apportation Wand 1 Curse of Autoequip
2 Alteration Wand 2 Curse of Delay
3 Broomstick (see vehicle section for 3 Curse of Distraction
information) 4 Curse of Inversion
4 Conjuration Wand 5 Curse of Treachery
5 Crystal Ball 6 Curse of Wickedness
6 Divination Wand 7 Morphing Curse
7 Dynamic Map 8 Quirk—Scholarly
8 Glass Orb 9 Quirk—Deluded
9 Jade Orb 10 Quirk—Colorful
10 Magic Tent Stakes 11 Quirk—Bossy
11 Obsidian Orb 12 Quirk—Greedy
12 Oversized Backpack 13 Quirk—Insecure
13 Pig in a Poke 14 Quirk—Honorable:
14 Quiver of Recovery 15 Quirk—Romantic
15 Rapid Backpack 16 Quirk—Talkative
16 Shield Ring 17 Quirk—Vain
17 Self-Guided Rope 18 Quirk—Gross
18 Morphing Staff 19 Roll again. The result is intensified,
19 Steel Orb meaning that any bonuses or
20 Wooden Orb penalties increase by 2, any
multipliers increase by 1, and
whatever other result the curse or
CURSES AND QUIRKS quirk specifies on an intensified
Magic is erratic. The process of creating items result. If another 19 is rolled, it
sometimes introduces side effects into them. Minor intensifies further.
effects are known as quirks and have idiosyncrasies 20 Roll twice. Take both results.
that don’t necessarily impede the item’s function or
usefulness. Major side effects are curses that cause
a noticeable difference in the item’s performance. action and a willpower or Spirit test at –2. An item
To determine if an item has a curse or quirk, roll that normally takes an action to activate now takes
a d20. On a 1–2, the item has a curse or quirk; roll one full round, and longer activations take 2x the
another d20 to determine what it is. normal time.
Curse of Autoequip: The item equips itself in a Curse of Distraction: The item draws attention
situation where it believes it could be used. Combat to itself at the worst possible times. It sheds bright
items autoequip upon meeting a stranger, for light or makes a loud noise or speech as part of the
example. The owner can prevent this by making a activation. Stealth tests are at –2, and activating the
Challenging (DN 12) willpower test. Failure means item forces another stealth test. Once activated, the
the item can’t be stowed for the rest of the scene. item can’t be unequipped for the rest of the scene.
Curse of Delay: The item takes longer to activate Curse of Inversion: The item identifies as a
than the standard item of its type. An item that normal item of its type, but it really has the
normally operates automatically now takes one opposite effect. The true effect is discovered either

125
Jacob Cook (Order #20899530)
by an Outstanding result on an identify magic item Quirk—Bossy: The item is bossy and gives orders
spell or by equipping it. If it is equipped, it can’t to the characters.
be unequipped for the rest of the act, and in future Quirk—Greedy: The item is greedy and begs to
acts, it takes a Disfavored willpower or Spirit test at be paid like a character.
–6 to unequip.
Quirk—Insecure: The item is insecure in its
Curse of Treachery: The item requires a Possibility abilities and needs to be coaxed into doing its job
to activate. This allows the item to be used for the with a persuasion test at –2.
remainder of the act. If this result is intensified
(see 19 above), the amount of time “purchased” by Quirk—Honorable: The item is moralistic and
the Possibility reduces for each intensification as criticizes any transgression of honor or fair play.
follows: one scene, one minute, one round. Activations are at –2 for each breach of morality it
has observed in the scene.
Curse of Wickedness: The item is evil and
functions as an unenhanced item until the caster Quirk—Romantic: The item is romantic and tries
performs an evil deed of the item’s choosing. If to seduce characters and other intelligent items.
the character complies, the item’s enhancements Quirk—Talkative: The item is talkative and starts
function normally for the remainder of the act. random conversations.
Once equipped, the item can’t be unequipped Quirk—Vain: The item is vain and insists on being
until the end of the act. If the item was activated, it called by an impressive title it provides. Failure to
can be unequipped normally, otherwise it takes a comply imposes a –2 penalty on all uses of the item.
willpower or Spirit test at –2.
Quirk—Gross: The item oozes random fluids,
Morphing Curse: When first discovered, and at emits foul odors, or makes crude comments making
the start of each act, the GM rolls on the Curses and it and the wielder less attractive. Tests of Charisma
Quirks table. The listed curse applies for that act. and all related skills are at –2.
Quirk—Scholarly: The item acts scholarly and
spouts random information in a droning voice.
Scholar tests are at +2, but stealth tests are at –2. OTHER ADVENTURE
Quirk—Deluded: The item claims to be a
transformed character and asks the Storm Knights
TOOLS
to reverse the spell that transformed it.
UNDERGROUND ENCOUNTERS
Quirk—Colorful: The item is an unusual color
(pink, purple, etc.) or has an unusual design (squid Many Ayslish adventures take place underground.
eye, demon horns, etc.), which makes it easy to The following are possible hooks on which an
recognize (+2 to scholar and identify magic item tests underground encounter can be based.
related to recognizing it).
DARK MARKS
When someone walks the path of Darkness,
that Darkness sometimes attaches to the body
in a visible way. These visible reminders of the
“I CAN’T TELL, IS THAT darkness of the soul are called Dark Marks. All
GUY EVIL OR DOES HE Dark Marks are cosmetic only, and don’t hinder
JUST REALLY NEED TO the function of limbs or offer benefits, even when it
seems like they might. Attempts to disguise a mark
SEE A DOCTOR?” are always somehow thwarted. The chart displays
example Dark Marks. The GM is free to come up
-AIDEN MCCALLISTER with others.

126
Jacob Cook (Order #20899530)
UNDERGROUND ENCOUNTERS MARKS OF DARKNESS
d20 Component d20 Component
1 A door covered in dwarven skin 1 A nasty sore dripping with ooze
2 A dwarven village destroyed by appears, and never heals.
monsters 2 A set of horns grow on the character’s
3 A half-meter tall statue of the Gaunt head.
Man 3 A small face appears on the
4 A massive cave lit by fluorescent character’s shoulder. It can only
fungus scream and grunt.
5 A new species of animal 4 A tattoo in the shape of a demon head
6 A party of non-Ayslish characters lost appears and burns its outline into
in the caves. anything worn.
7 A passage guarded by an old 5 All of the character’s hair falls out,
dwarven trap and never grows back.
8 A passage so narrow creatures must 6 Animals react negatively around the
squeeze through character.
9 A passage that surfaces in another 7 Folds of leathery skin resembling bat
realm (or Core Earth proper) wings connect the character’s arms
and sides, but do not enable her to fly.
10 A passageway marked on both walls
with crossed bones 8 Gain a long, forked tongue.
11 A pool of raw magical energy 9 The character develops a large mound
on his back.
12 A previously undiscovered gemstone
mine 10 Large, nasty warts appear in various
places.
13 A previously unknown holy text
11 The character has a visible limp and
14 A rat with a circle around its right
one of his legs shrivels.
eye appears to be staring at the Storm
Knights 12 The character’s coloration reverses
15 A ritual in progress 13 The character’s eyebrows occasionally
crawl on his forehead like caterpillars.
16 A wandering mage who disappeared
over a century ago 14 The character’s eyes become totally
white, but she can see normally.
17 An abandoned mine has equipment
that has turned into Clankers 15 The character’s fingers grow mouths
with small, sharp teeth.
18 An abandoned nest 3 meters across
16 The character’s hands and forearms
19 Light the characters bring disturbs a
shrivel to resemble dead branches.
swarm of bats
17 The character’s nose elongates and
20 Strange markings on a cave wall in an
thins out to an unnatural point.
unknown language
18 The temperature near the character is
always 5–10°C colder.
19 Foul, black liquid seeps from the
character’s teeth and mouth.
20 Whenever the character smiles, the
corners of its lips reach up to her ears.

127
Jacob Cook (Order #20899530)
A
ysle has legions of creatures of Darkness,
and many more have sprung up within
the realm as magic interacts with the lands
and legends of Core Earth. Not all foes are guided
by Darkness, and likewise not all creatures of
Darkness are necessarily foes, but the allegiance
such creatures owe to Angar Uthorion makes it
very likely.
Particularly dangerous foes are noted with a (β)
to mark that a group below Beta Clearance may
not be ready to face such a threat, and may need
to get particularly creative or flee depending on
THREATS
the situation. Similar markers exist for (γ) Gamma
Clearance, (Δ) Delta Clearance, and finally (Ω)
Omega Clearance threats.

GOSPOG OF AYSLE
Uthorion was the first High Lord to gain access
to the Gaunt Man’s new tools of destruction. As
undead, the planting and control of gospog are
overseen by his necromancers. Mature gospog
grown in Aysle cross the maelstrom bridges to
bolster the Black Fortress but aren’t as common
among the vikings.
The bogs and moorlands of Great Britain have
proven especially ripe for gospog seed, and the
necromancers drag or cart the bodies of the fallen
from either side to these grim fields to fertilize the
next gruesome crop.
The gospog are innately creatures of Darkness,
and if left uncontrolled tend to leave other servants
of the Dark alone in favor of preying upon those
of the Light. Such “wild” gospog are rare and are
usually controlled by some manner of mage or
bound to the will of a commander.

AYSLE GOSPOG
OF THE SECOND PLANTING
Second-planting gospog in Aysle have more
“flesh” on them than the wasted first-planting
corpses. They hunger for flesh of whatever
creature was used in the fields—living or dead.
They are sometimes found lurking in graveyards
or battlefields, drawn away from their masters by
the lure of carnage.

128
Jacob Cook (Order #20899530)
From left to right: second planting, third planting, fourth planting, and fifth planting.

The creature’s back and limbs are covered with Special Abilities:
peat, bog, or twisted grass. The gnarled roots of • Armor: Dirt and grass +1.
this camouflage adds to the creatures hardiness, as • Bite/Claws: Damage Strength +2 (13)
well as making it difficult to spot at a distance. • Blood Sense: Tracking against a target becomes
The most dangerous aspect of these gospog is Favored once a gospog deals a Wound.
a fetid poison that oozes from the plant matter • Fear: Gospog are horrific amalgamations of
covering them. The Ayslish call this toxin “grave a corpse and rotten plant matter that emit a
rot,” and its smell can give away the presence of horrid shriek when encountered.Test willpower
these gospog even when visually they’re hard to or Spirit or become Very Stymied.
spot. • Poison: If a gospog’s bite or claws deal
damage exceeding the target’s Toughness, then
Attributes: Charisma 5, Dexterity 9, Mind 7, Spirit a debilitating toxin is introduced to the target.
10, Strength 11 While poisoned the victim suffers one Shock
Skills: Dodge 11, find 8, maneuver 10, stealth 11, each round.
tracking 8, trick (10), unarmed combat 13 • Mindless: Gospog are immune to intimidation
Move: 9; Tough: 12 (1); Shock: —; Wounds: — and taunt interactions and telepathy powers.
Equipment: — • Relentless: Gospog ignore Shock.
Perks: — • Undead: Gospog are immune to poison and
Possibilities: Never other effects that require breathing, eating, or
other “living“ processes.

129
Jacob Cook (Order #20899530)
AYSLE GOSPOG humanoid tree. These gospog are significantly
larger and tougher than their lesser-planting kin.
OF THE THIRD PLANTING Uthorion uses gospog of this planting as living
The base creature that emerges from a third siege towers, forcing breaches into Core Earth
planting isn’t physically that much removed defenses that can then be followed up by other
from earlier plantings—broader and stronger, but forces.
no grave rot seeping from its vines. The larger
Attributes: Charisma 5, Dexterity 10, Mind 7,
difference is in behavior. These gospog are drawn
Spirit 10, Strength 14
to armor and weapons, which end up fused into
Skills: Dodge 13, find 8, maneuver (13), stealth 11,
the creature’s body. It’s entirely possible these
tracking 8, trick (13), unarmed combat 17
items are enchanted!
Move: 10; Tough: 16 (2); Shock: —; Wounds: 2
The forces of Light have taken to calling this Equipment: —
planting “Green Knights.” Perks: Sprinter
Attributes: Charisma 5, Dexterity 10, Mind 8, Possibilities: Common (3)
Spirit 10, Strength 12 Special Abilities:
Skills: Dodge 11, find 8, maneuver (12), melee • Armor: Thick flesh +2.
weapons 15, missile weapons 14, stealth 11, trick • Bite/claws: Damage Strength +2 (16)
(13), unarmed combat 15 • Fear (-2): Gospog are horrific amalgamations
Move: 10; Tough: 15 (3); Shock: —; Wounds: 1 of a corpse and rotten plant matter that emit a
Equipment: Plate mail (Armor +3), longsword horrid shriek when encountered. Test willpower
(Strength +3/15 damage), darts (Strength +1/13 or Spirit at -2 or become Very Stymied.
damage, Range 5/10/15), may vary between • Large:  These beasts are more than 5 meters
gospog. long and stand taller than 2 meters at the
Perks: Trademark Weapon (longsword) shoulder. Attackers gain +2 to attack rolls to hit
Possibilities: Never due to their size and bulk.
Special Abilities: • Mindless: Gospog are immune to intimidation
• Bite/claws: Damage Strength +2 (14) and taunt interactions and telepathy powers.
• Fear: Gospog are horrific amalgamations of • Relentless: Gospog ignore Shock.
a corpse and rotten plant matter that emit a • Tentacles: The creature’s lashing tentacles
horrid shriek when encountered. Test willpower may target up to two foes up to eight meters
or Spirit or become Very Stymied. away without suffering Multi-Target penalties.
• Mindless: Gospog are immune to intimidation Tentacles default to a grappling attack, so a
and taunt interactions and telepathy powers. Standard hit deals Strength −2 damage (12), a
• Relentless: Gospog ignore Shock. Good hit deals the full 14 damage and Restrains
• Undead: Gospog are immune to poison and a foe, and an Outstanding hit also Stymies the
other effects that require breathing, eating, or target. A gospog may Multi-Action to use both
other “living“ processes. its Bite/claws and its Tentacles in the same
round.
AYSLE GOSPOG • Undead: Gospog are immune to poison and
OF THE FOURTH PLANTING other effects that require breathing, eating, or
other “living“ processes.
These great undead beasts have a draconic shape
to them, but in place of wings are two, vine-like (β) AYSLE GOSPOG OF THE
tentacles. These gospog aren’t as large as true
dragons, but they’re big enough—and extremely
FIFTH PLANTING
quick for their size—to be terrifying foes. These gigantic, grotesque creatures aren’t dragons,
but they might as well be. Bones of hundreds of
Gospog of the Fourth Planting grow with a
corpses fuse together into a draconic shape, held
stronger connection to the land and form an outer
together by sickly vines and decaying flesh. Even if
shell that looks, at first glance, like a bare and sickly

130
Jacob Cook (Order #20899530)
there were enough skin to form membranes on the • Undead: Gospog are immune to poison and
wings the creature would be unable to fly. other effects that require breathing, eating, or
These gospog don’t breathe fire but emit thick other “living“ processes.
clouds of grave rot instead.
Attributes: Charisma 5, Dexterity 10, Mind 7, CREATURES
Spirit 11, Strength 17 Many animals touched by magic roam the realm
Skills: Dodge 12, find 8, maneuver (13), missile of Aysle. Some creatures are almost entirely
weapons 17, reality 13, stealth 11, trick (15), born from magic, in the same way that demons,
unarmed combat 19 dragons, elementals, and—to a lesser extent—
Move: 10; Tough: 20 (3); Shock: —; Wounds: 3 elves are. Some of these creatures are touched by
Equipment: — Darkness, and compelled to attack foes that align
Perks: Vengeful with the Light. Others behave more like regular
Possibilities: 5 animals, only becoming combative if hungry or if
Special Abilities: their territory is violated.
• Armor: Thick bone and vines +3.
• Bite/claws: Damage Strength +2 (19)
• Dread: When this creature is present, any ABOMINATION ENGINE
Standard Scene immediately becomes a Lurks aren’t born naturally but are instead
Dramatic Scene instead. spawned from engines built by Uthorion and
• Fear (-4): Gospog are horrific amalgamations powered by Drakacanus. Like stelae, abomination
of a corpse and rotten plant matter that emit a engines are tied to the Darkness Device’s network,
horrid shriek when encountered. Test willpower and the Darkness Device can sense attacks against
or Spirit at -4 or become Very Stymied. the object. Engines are physically similar to Ayslish
• Deadly Fog: The environment around the stelae, but are always situated underground or in
gospog is a thick, green haze that automatically the dark. Fed with Possibilities from surrounding
poisons everyone within (see below). Gas masks stelae and living sacrifices, an abomination engine
or other environmental protection does protect “spawns” an endless horde of lurks. Usually this
from the haze, as does not breathing (suffer process is slow, but if an engine is under attack,
1 Shock each round breath is held). The haze Drakacanus feeds it more energy and possibly
extends out from the gospog approximately 50 even dimthreads in reinforcements.
meters, and causes a –2 Concealment penalty Abomination engines are towering objects with
as well. multiple “entrances,” usually six meters in height
• Mindless: Gospog are immune to intimidation or taller.
and taunt interactions and telepathy powers.
• Poison: If a gospog’s bite or claws deal Attributes: Charisma —, Dexterity —, Mind —,
damage exceeding the target’s Toughness, then Spirit 10, Strength —
a debilitating toxin is introduced to the target. Skills: Reality 15
While poisoned the victim suffers 1 Shock each Move: —; Tough: 18(3); Shock: —; Wounds: 2
round. Equipment: —
• Relentless: Gospog ignore Shock. Perks: —
• Scream: The gospog’s scream is deadly. It Possibilities: 2
deals 19 damage in a Medium Blast radius, Special Abilities:
and uses missile weapons to attack with Range • Armor: Thick stone +3
25/50/—. The gospog usually only screams • Immunity: Abomination engines are immune
when first encountered or when it has no target to all interaction attacks.
within 10 meters. • Object: Attacks against an abomination
• Very Large: These gospog are usually 10 engine are always against DN 6. No bonus is
meters across and just as tall. Attacks against gained due to the object’s size.
them gain a +4 bonus. • Spawn: These objects do not gain regular

131
Jacob Cook (Order #20899530)
turns. Instead, during an encounter 1 BD Lurks Attributes: Charisma 5, Dexterity 10, Mind 4,
(see Torg Eternity) emerge from the engine and Spirit 8, Strength 8
may immediately act. Skills: dodge 12, intimidation 10, maneuver 11,
taunt (9), trick (8), unarmed combat 12
BARGHEST Move: 10; Tough: 8; Shock: 10; Wounds: 4
Barghests have a reputation as vengeful spirits, but Equipment: —
in truth they are fire elementals, usually summoned Possibilities: Never
for a dire purpose. They appear in the shape of a Special Abilities:
massive black dog with flaming eyes and claws. • Beaks: Each round, a creature in contact with
Their skin is usually coal or tarnished iron chains. an birdswarm automatically takes 3 Shock at
When they open their jaws it becomes apparent the start of their turn.
that there’s nothing inside the creature other than • Not Just “A Few Birds”: Once per turn the
fire. swarm may attack each target it is in contact
with without taking a Multi-Targeting penalty.
Like all elementals, barghests may come into A hit inflicts 10 damage that affects the target’s
existence on their own in very specific environments weakest Armor.
or circumstances. When not doing someone’s • Flight: Move 10 in the air.
bidding, a barghest consumes anything flammable • Large: Birdswarms are large swarms.
within its territory. Attackers gain +2 to attack rolls due to their
Attributes: Charisma 3, Dexterity 7, Mind 3, Spirit size.
10, Strength 15 • Swarm: Unarmed attacks and crushing
Skills: Dodge 8, find 6, intimidation 11, maneuver weapons deal base damage normally, as do area
8, missle weapons 12, taunt (8), trick (6), unarmed of effect attacks. Blades, bullets, or weapons
combat 12 that can’t hit dozens of creatures at once deal
Move: 10; Tough: 17 (2); Shock: 10; Wounds: 1 no damage at all.
Equipment: —
Perks: — CHARYB
Possibilities: Never A charyb is a peculiar water elemental found in the
Special Abilities: Ayslish realms. It looks like a twisting water spout
• Armor: Rock or chain skin +2. with two faces swirling in the foam. Charybs are
• Bite/claws: Damage Strength +3 (18) actually two creatures, one of the Light, the other
• Fear: Barghests have glowing eyes and emit of Darkness, bound together into a single form.
a primal growl that causes instinctive fear
reactions when it is first encountered. Test Attributes: Charisma 4, Dexterity 9, Mind 5, Spirit
willpower or Spirit or become Very Stymied. 11, Strength 13
• Fire Breath: A barghest may suffer 2 Shock to Skills: Dodge 12, find 7, intimidation 14, maneuver
breathe fire on all targets within a Large Blast 10, missile weapons 12, taunt (9), trick (8),
radius. It uses the creature’s missile weapons unarmed combat 12
to hit, deals 16 fire damage, and affects each Move: 9; Tough: 13; Shock: 11; Wounds: 1
target’s lowest Armor value. Equipment: —
• Large:  These “dogs” are the size of a small Perks: —
car. Attackers gain +2 to attack rolls to hit due Possibilities: Never
Special Abilities:
to its size and bulk. • Drown: Any target Restrained by a charyb
suffers drowning effects (free Strength test or
BIRDSWARM suffer Fatigue) until released.
Birdswarms mainly arise from casters who • Fluid: Charybs gain +5 Toughness against
summon them, but occasionally congregate any attack that doesn’t have a Blast radius.
naturally, especially in areas where Darkness rules. Likewise, an AP value on an attack adds to

132
Jacob Cook (Order #20899530)
Front row left to right: Sprite, Ghillie, Charyb, Troll. Behind: Barghast.

Toughness instead of eliminating Armor as it


passes straight through. common subjects, but other vaguely humanoid
• Large:  Charybs are typically around five shapes have “come to life” as well, including
meters long as adults. Attackers gain +2 to vehicle wreckage! Some clankers attempt to
attack rolls due to their size. perform the actions their original form was meant
• Swim: Move 12 in water. for once awakened—or at least a parody of those
• Two Heads: Charybs are actually two actions—while others just go berserk. No attempt to
elementals twisted together. During its turn it communicate with clankers has yet succeeded, nor
gains two separate actions. has any theory explained why magic is interacting
• Water Jet: A stream of water deals Damage this way with untransformed machinery.
13, Range 10/20/30, Small Blast, and uses missile
weapons to attack.. A hit target is knocked back 1 Attributes: Charisma 3, Dexterity 8, Mind 3, Spirit
meter for every 1 damage exceeding Toughness. 8, Strength 16
A target knocked into a location where it may Skills: Dodge 13, find 8, intimidation 14, melee
take damage or another effect may take a free weapons 13, missile weapons 13, trick (8),
Strength or Dexterity test to avoid moving into unarmed combat 13
that location Move: 8; Tough: 18 (2); Shock: —; Wounds: 1
Equipment: Usually none, but anything that was
part of the original object becomes functional—
CLANKER even if it wasn’t before the clanker became
Clankers are a strange phenomenon specific to animated.
the realm of Aysle on Core Earth. Occasionally, an Perks: Magic Resistance
object with no power source or means of locomotion Possibilities: Never
begins to move. Large metal statues are the most Special Abilities:

133
Jacob Cook (Order #20899530)
• Armor: Metal sheathing +2. Move: 6; Tough: 18 (5); Shock: —; Wounds: —
• Automaton: Machines are immune to poison Equipment: Battle axe (Damage Strength +3/16),
and other effects that require breathing, eating, medium shield (+2 defense bonus)
or other “living“ processes. Perks: Different automatons may have the
• Bite/Claws: Strength +2 (18). following upgrades from the Dragon Warrior
• Large: Clankers are usually 3 meters tall or Perk (see Torg Eternity): Dragon’s Breath, Dragon
larger. Attackers gain +2 to attack rolls. Claws, Dart Thrower, and Mad Jacks.
• Mindless: Clankers are immune to intimidation Possibilities: Never
and taunt interactions and telepathy powers.. Special Abilities:
• Relentless: Clankers ignore Shock. • Armor: Runed armor +5, or +10 against fire
attacks.
DWARVEN AUTOMATA • Automaton: Machines are immune to poison
These automatons are soulless approximations of and other effects that require breathing, eating,
dwarven Dragon Warriors. The armor so many or other “living“ processes.
dwarves wear makes it difficult to distinguish at a • Mindless: Automatons are immune to
distance, but the jerky, mechanical movements of these intimidation and taunt interactions and telepathy
creatures, their lack of speech, and the loud clacking of powers..
internal mechanisms gives them away up close. • Relentless: Automatons ignore Shock.
• Revenge of the Dwarfs: When an automaton
Attributes: Charisma 3, Dexterity 6, Mind 3, Spirit suffers a Wound it explodes in a burst of fire
6, Strength 13 and shrapnel. It deals 15+1BD fire damage to
Skills: Dodge 8, find 8, melee weapons 11, missile anything within 5 meters.
weapons 11, trick (8), unarmed combat 11

Great Dragons are more like natural disasters than foes to battle.

134
Jacob Cook (Order #20899530)
FROST GIANT able to convince a ghillie to stand down for a short
time with a Very Hard (DN 16) persuasion test.
These mighty warriors from Lower Aysle have
Ghillies are generally solitary, but do sometimes
troubled relations with Uthorion’s Vikings,
gather in greater numbers to battle encroaching
but they’re too powerful a resource to ignore
civilization or other threats.
completely. Frost giants are humanoid with blue-
tinted skin. Their size varies considerably with the Attributes: Charisma 6, Dexterity 9, Mind 8, Spirit
age of the giant, the coldness of the temperature, 12, Strength 15
and the giant’s own anger all contributing to Skills: Alteration 14, dodge 12, find 10, maneuver
growth. 10, trick (8), stealth 14, unarmed combat 14
Move: 12; Tough: 16 (1); Shock: 12; Wounds: 1
The statistics below are for Very Large giants.
Equipment: —
Large giants are more common. They use similar
Perks: Spellcaster (dispel magic, disguise, slow)
statistics but lose 3 Strength, 3 Toughness, and the
Possibilities: Rare (2)
Dread Special Ability. There are rumors of a reality-
Special Abilities:
rated frost giant who can grow and shrink at will.
• Armor: Bark +1.
Attributes: Charisma 6, Dexterity 8, Mind 7, Spirit • Camouflage: Stealth tests by ghillies are Up so
10, Strength 22 long as they are in forested areas.
Skills: Dodge 10, intimidation 20, find 8, maneuver • Claws: Damage Strength +2 (17)
10, melee weapons 16, taunt 11, trick 10, unarmed
combat 12 (ß) GREAT DRAGON
Move: 25; Tough: 25 (3); Shock: 14; Wounds: 4 Ayslish dragons are creatures of concentrated
Equipment: Giant armor (+3, Torso and Legs), Darkness. As terrifying as dragons are, there are
giant maul (Strength +5/27) ancient, larger, and more powerful versions of the
Perks: Berserk, Relentless creatures in existence. A great dragon’s fire breath
Possibilities: Rare (5) is capable of melting the armor of tanks, but must
Special Abilities: inhale deeply before breathing, giving opponents
• Dread: When this creature is present, any an opportunity to take shelter.
Standard Scene immediately becomes a
Dramatic Scene instead. The only good thing about a great dragon is
• Immunity: Frost giants are immune to the it’s possible to tempt it or reason with it. Great
effects of cold weather and attacks based on dragons are highly intelligent but also tend to have
freezing. compulsive personalities.
• Sweep Attack (Attack Approved): The giant Attributes: Charisma 10, Dexterity 10, Mind 15,
may make a sweep attack with a melee weapon Spirit 18, Strength 25
and affect targets in a Large Blast radius. Skills: Dodge 15, find 18, intimidation 25,
• Very Large: These giants are anywhere from maneuver 13, missile weapons 22, reality 20,
10 to 50 meters tall! Attacks against them gain taunt 20, trick 20, unarmed combat 15, willpower
a +4 bonus. 23
Move: 50; Tough: 30 (5); Shock: 22; Wounds: 5
GHILLIE Equipment: —
A ghillie is a spirit of the forest, usually an animated Perks: —
tree that’s taken on a humanoid shape. The look of Possibilities: Common (5)
a ghillie varies wildly based on the tree it’s grown Special Abilities:
from and whether the spirit takes on a male, • Armor: Armored scales +5.
female, or monstrous form. Ghillies are usually not • Bite: Damage Strength +2 (27), reach 20 meters.
associated with either Darkness or Light, but shun • Dread: When this creature is present, any
or attack most mortals regardless. Elves once had Standard Scene immediately becomes a
a good relationship with these spirits and may be Dramatic Scene instead.

135
Jacob Cook (Order #20899530)
• Fear (-4): These awe-inspiring monsters make • Gloat (Taunt): The dragon may affect the
foes tremble. Test willpower or Spirit at -4 when entire party without a Multi-Target penalty.
one is first sighted or become Very Stymied. Affected heroes lose a random card from their
• Fire Breath: Damage 22, Small Blast, range hand.
20/40/60. This uses missile weapons for the attack • Deceiver (Trick): The great dragon makes a
and attacks the lowest armor value. trick attack. Any who are affected lose one card
• Flight: Move 50 in the air. at random from their action pool. On a Good
• Monster: Great dragons are so gigantic they or Outstanding Success the dragon chooses the
don’t notice most opponents, making them card instead.
immune to interactions from non-monsters.
Called Shots have no extra effect on them. LOST SOULS
• Mythic: In addition to their normal action, Those who die lost and in the dark Underground
great dragons may take one Mythic Action on tend to continue wandering the caverns as spirits.
their turn, based on the Approved Action on These vengeful ghosts can give off the light of a
the Drama card. candle, only seen if the delvers aren’t using lights
• Very Large: Most great dragons are over 80 of their own. This light lures lost travelers down
meters long from head to tail. Attackers gain +4 the wrong passages, thinking the surface or some
to attack rolls due to their size! other light source must be in that direction. They
• Vulnerable: A foe who possesses something are especially fond of leading the unwary across
a great dragon desires may use interaction dangerous cave features or other traps. Rare souls
attacks against, it even without the Monster that knew magic in life sometimes keep those spells
special ability! Ayslish legends list gold, magical as spirits.
artifacts, and even spellbooks as items specific
great dragons have hoarded. The dragon will Attributes: Charisma 4, Dexterity 8, Mind 8, Spirit
not use its breath weapon against the bearer of 8, Strength 8
the item. Skills: Dodge 10, find 9, intimidation 11, stealth
Mythic Actions: 13, taunt (9), trick 11, unarmed combat 11
• Ancient Cunning (Any): The great dragon Move: 8; Tough: 8; Shock: —; Wounds: —
takes one Mythic Action of its choice, and Equipment: —
either its test is Favored or its opponents’ tests Perks: —
are Disfavored. Possibilities: Never
• Chomp (Attack): The great dragon makes Special Abilities:
a Bite attack against targets in a Large Blast • Claws: Damage Strength +2 (10)
Radius. • Cloak of Darkness: Lost souls gain a bonus
• That, My Lad, is a Dragon (Intimidation): to Toughness equal to the current Darkness
The great dragon unleashes a fearsome roar. If penalty.
it succeeds at an intimidation attack it may select • Dark Vision: A lost soul ignores all Penalties
one card from each of the player’s pools and associated with natural darkness.
discard it. • Disturbance: An upset ghost can pick up
• Inferno Breath (Defend): Damage 28, Huge and hurl objects within a Large Blast, with the
Blast, range 20/40/60. This uses missile weapons ghost at the center of the disturbance. This is an
for the attack and attacks the lowest armor unarmed combat attack that deals Strength +1
value. (9) damage. If unattended weapons are within
• Tail Swipe (Maneuver): The great dragon the disturbance their properties (e.g. Painful or
sweeps its tail in a large arc, making a maneuver Wounding) apply to the damage as well.
attack against all enemies within 20 meters • Ethereal: A lost soul may move through walls
without Multi-Targeting penalties. and solid objects, and is immune to physical
• Frenzy (Multi-Action): The great dragon attacks unless the weapon is magical or has a
performs two Legendary Actions at random. property that allows it to affect ethereal beings.

136
Jacob Cook (Order #20899530)
Magic, miracles, and psionic powers affect Special Abilities:
ethereal beings normally. • Fear: Powries are creepy little humanoids
• Relentless: Lost souls ignore Shock. with blood-chilling laughs. When one is first
• Undead: Lost souls are immune to effects encountered test willpower or Spirit or become
that require breathing, eating, or other “living“ Very Stymied.
processes. • Small: Powries usually stand about 1 meter in
height. Attackers suffer a –2 to attack rolls due
NIBIKRID to their size.
Nibikrids are arachnids almost the size of a person. • Sweet Spot: Powries hit the lowest Armor
They are hairy all over and possess gray-bearded value on a target automatically.
faces with glistening rows of black eyes. They • Wings: Fly 7 in the air.
speak with high-pitched voices.
SKELETON
Attributes: Charisma 5, Dexterity 8, Mind 6, Spirit
6, Strength 8 Attributes: Charisma 5, Dexterity 7, Mind 5, Spirit
Skills: Dodge 9, maneuver 12, stealth 11, taunt 8, 8, Strength 9
unarmed combat 9 Skills: dodge 8, maneuver 8, melee weapons 8,
Move: 8; Tough: 8; Shock: 6; Wounds: 1 unarmed combat 9
Equipment: — Move: 7; Tough 9; Shock –; Wounds: —
Perks: — Equipment: Short sword (Strength +2/11), medium
Possibilities: None shield (+2 to defenses).
Special Abilities: Perks: –
• Bite: Damage Strength +1 (9), plus the victim Possibilities: Never.
is affected by nibikrid venom if the damage Special Abilities:
exceeds Toughness. • Fear: Skeletons are animated bones of dead
• Nibikrid Venom: The target’s Strength and creatures. Test willpower or become Very
Toughness decrease by one. If Strength drops Stymied.
below 5 the target is KO’ed and must test for • Immunity: Skeletons take no damage from
Defeat. After one minute (six rounds) the missile weapons and firearms, unless they have
target tests Strength to end the venom’s effect. an area of effect.
If the test fails the effect lasts another minute, • Mindless: Skeletons are immune to intimidation
and then the target tests again. and taunt attacks.
• Relentless: Skeletons ignore shock.
POWRIE • Undead: Skeletons are immune to effects that
require breathing, eating, or other “living”
Powries are fast, vicious fae creatures that delight processes.
in fear and death. They wield small, sharp knives
and giggle maniacally whenever they manage
to draw blood. It isn’t clear whether they were SPRITE
corrupted by Darkness or were always such violent
and murderous creatures. Sprites are troublesome air elementals. They are
felt, not seen, as little more than strong currents
Attributes: Charisma 6, Dexterity 14, Mind 6, within the wind. If given a shape thanks to
Spirit 8, Strength 8 colored smoke or some other trick they actually
Skills: Dodge 18, find 8, intimidation 11, maneuver look demonic, with serpentine bodies, long
15, melee weapons 16, stealth 15, taunt 10, trick hooked arms, and a grinning skull for a face.
11, willpower 10 They are creatures of mischief rather than
Move: 14; Tough: 8; Shock: 8; Wounds: — Darkness.
Equipment: Knife (Strength +2/10)
Perks: Sprinter Attributes: Charisma 5, Dexterity 12, Mind 5,
Possibilities: Rare (2) Spirit 8, Strength 7

137
Jacob Cook (Order #20899530)
Skills: Dodge 14, find 7, intimidation 9, maneuver Move: 8; Tough: 19 (4); Shock: 10; Wounds: 2
14, missile weapons 14, stealth 14, taunt 8, trick Equipment: —
(8), unarmed combat 14 Perks: —
Move: 12; Tough: 7; Shock: 8; Wounds: — Possibilities: Never
Equipment: — Special Abilities:
Perks: — • Armor: Stone skin +4.
Possibilities: Never • Crumble: When a Troll is KOed by either
Special Abilities: Shock or Wounds it crumbles into normal rocks
• Flight: Move 20 in the air. and dirt.
• Insubstantial: Sprites are not solid and gain • Large:  Trolls are usually three meters tall or
+5 Toughness against any attack that doesn’t larger. Attackers gain +2 to attack rolls to hit
have a Blast radius. Additionally an AP value due to their huge size.
on an attack adds to Toughness instead of • Stomp: Damage Strength (15). This attack
ignoring Armor as it passes straight through. targets all who are engaged with it, ignoring
• Invisible: Sprites aren’t visible to the normal Multi-Targeting penalties, and counts as
eye or infrared vision. Attacks against it are Favored against any creature smaller than
“blind” and suffer a –6 penalty to hit. The detect Large.
magic spell allows the creature to be targeted
normally. Those with adds in telepathy also ZOMBIE
“see” the sprite without penalty. Zombies are one of the more common undead,
• Strangle: Any target Restrained by a sprite along with skeletons. They are animated corpses
suffers drowning effects (free Strength test or with no recollection of their former selves.
suffer Fatigue) until released. Attributes: Charisma 5, Dexterity 5, Mind 5, Spirit
• Wind Jet (Maneuver Approved): A stream of 5, Strength 10
air deals Damage 7, Range 10/20/30, Medium Skills: unarmed combat 8
Blast and uses missile weapons to attack.. A Move: 5; Tough 10/6; Shock—; Wounds:—
hit target is knocked back 1 meter for every Equipment: —
1 damage exceeding Toughness. A target Perks: –
knocked into a location where it may take Possibilities: Never.
damage or another effect may take a free Special Abilities:
Strength or Dexterity test to avoid moving into • Fear: Zombies are animated bodies of dead
that location. creatures. Test willpower or Spirit or become Very
Stymied.
• Mindless: Zombies are immune to intimidation
TROLL and taunt attacks.
Trolls are moving patches of rock and earth. They • Relentless: Zombies ignore shock.
tend to be solitary, large, and extremely territorial • Headshot: A Called Shot at the head (-4 to hit)
when encountered in the wild. Trolls may be hits Toughness 6.
influenced by Darkness or Light, depending on • Undead: Zombies are immune to effects that
the properties of the ground animated by magic. require breathing, eating, or other “living”
“Earth elementals” summoned by mages are only processes.
distinguishable from spontaneously occurring
trolls by their obedience to the mage’s commands. FOES
Attributes: Charisma 3, Dexterity 8, Mind 3, Spirit Aysle hosts many threats beyond just the monsters
10, Strength 15 that roam there. Not all beings in the realm are
Skills: Dodge 10, find 8, intimidation 15, taunt (8), friendly towards the Delphi Council.
trick (8), unarmed combat 13

138
Jacob Cook (Order #20899530)
BANDIT 16, divination 16, dodge 12, find 15, reality 18,
In a landscape torn by war and shortage, some turn taunt 12, trick 15, unarmed combat 12, willpower
to thievery to survive. Bandits may be desperate, or 18
greedy opportunists. Move: 10; Tough: 12; Shock: —; Wounds: 3
Equipment: —
Attributes: Charisma 6, Dexterity 8, Mind 6, Spirit Perks: Spellcaster (animate skeleton, bind entity,
6, Strength 7 create zombie, detect undead, disguise, fear, possess
Skills: Beast riding 9, dodge 9, find 7, maneuver 9, animal, possibility rend, skeletal shield, speak with
melee weapons 9, missile weapons 10, stealth 10, dead), Magister, Necromancer
streetwise 7, taunt 7, trick 7 Possibilities: Common (5)
Move: 8; Tough: 8 (1); Shock: 6; Wounds: — Special Abilities:
Equipment: Leather armor (Armor +1), short bow • Bite/Claws: Strength +2 (14).
(Damage 11, Range 10/25/40), staff (Damage • Command Undead: Mindless Undead within
Strength +2/9), 50 meters of the lyche obey its orders and gain
Perks: — the Horde Special Ability (Combined Actions
Possibilities: Rare (2) on attacks add a bonus to damage as well as
Special Abilities: — the test).
• Dread: When this creature is present, any
KNIGHT Standard Scene immediately becomes a
There are many knights in the realm. Most strive Dramatic Scene instead.
to meet exacting standards of honor and serve the • Insidious: When a lyche succeeds at an
Light. Some are just bullies in armor. Most knights Approved Action, remove a random Destiny
come from some kind of wealth or nobility, just to Card from each affected Storm Knight’s Action
be able to purchase and maintain the equipment Pool.
they use. • Minions: The villain may transfer any hit to a
Attributes: Charisma 8, Dexterity 7, Mind 7, Spirit lackey within a few meters if he succeeds at a
8, Strength 10 reality test.
Skills: Beast riding 10, dodge 8, find 7, intimidation • Undead: Lyches are immune to poison and
10, maneuver 8, melee weapons 11, taunt 9, trick other effects that require breathing, eating, or
8, unarmed combat 10, willpower 10 other “living“ processes.
Move: 7; Tough: 13 (3); Shock: 8; Wounds: —
Equipment: Horse, Plate mail armor (+3, Full VIKING BERSERKER
Body, Fatigues), medium shield (+2 to defenses), Some Viking warriors belong to a special order,
longsword (Strength +3/13), lance (mount’s dedicated to embracing the primal fury that
Strength +2/16 AP 2 when charging) overtakes some people and creatures in battle.
Perks: Brute They wear skins and totems of animals that display
Possibilities: Rare (3) the trait—mostly wolves and bears—and emulate
Special Abilities: — the animalistic ferocity even outside the battlefield.

LYCHE Attributes: Charisma 6, Dexterity 9, Mind 7, Spirit


8, Strength 10
Any spellcaster could become an undead lyche Skills: Dodge 10, intimidation 13, maneuver 10,
with the proper preparations and a strong enough melee weapons 12, stealth 10, survival 8, taunt
connection to Darkness. Like wights, these creatures (11), unarmed combat 10, water vehicles 11
of the grave retain their minds and memories—and Move: 9; Tough: 11 (1); Shock: —; Wounds: 1
the spells they knew in life. Equipment: Animal hide (+1), great axe (Strength
Attributes: Charisma 7, Dexterity 10, Mind 13, +4/14, Stymies on a hit).
Spirit 13, Strength 12 Perks: Vengeful
Skills: Apportation 16, alteration 16, conjuration Possibilities: Rare (2)

139
Jacob Cook (Order #20899530)
Special Abilities: Raiders are fanatically loyal to their clan and their
• Berserker: These warriors ignore Shock. leader—who is currently dominated by the spirit
• Smasher: The berserker ignores the Unwieldy of Angar Uthorion.
property on weapons. If used two-handed, any Attributes: Charisma 6, Dexterity 8, Mind 6, Spirit
Unwieldy weapon that doesn’t already have 8, Strength 9
the Stagger property gains it. Skills: Dodge 10, faith 9, find 8, intimidation 10,
maneuver 10, melee weapons 11, missile weapons
VIKING DRAUGR 10, stealth 9, survival 8, unarmed combat 10,
Draugrs are warriors returned from the Graves water vehicles 11
through foul necromancy or other items. Most Move: 8; Tough: 11 (2); Shock: 10; Wounds: —
clans consider the use of draugrs an abomination, Equipment: Chainmail armor (+2, Torso),
but a few warchiefs acknowledge the utility of longsword (Strength +3/12), medium shield
letting a warrior who has already fallen in battle (defense +2)
lead the charge against Core Earth forces with Perks: Endurance
machine guns. Possibilities: Rare (2)
Attributes: Charisma 4, Dexterity 8, Mind Special Abilities: —
4, Spirit 8, Strength 12
Skills: Dodge 9, find 6, maneuver 9, VIKING SHIELDMAIDEN
melee weapons 11, missile weapons Shieldmaidens are specially trained
10, stealth 9, trick (7), unarmed guards who surround the warchief
combat 9 water vehicles 9 or other important personages.
Move: 8; Tough: 14 (2); Shock: Traditionally the force is composed
—; Wounds: — of the chief’s daughters, but any
Equipment: Battle axe (Strength warrior may be trained and equipped
+3/15), medium shield (+2 in the same way.
defense bonus), chainmail armor (+2, Attributes: Charisma 6, Dexterity 8,
Fatigues) Mind 6, Spirit 8, Strength 9
Perks: — Skills: Dodge 10, faith 9, find 8,
Possibilities: Never intimidation 10, maneuver 10, melee
Special Abilities: weapons 11, missile weapons 10,
• Bite/Claws: Damage stealth 9, survival 8, unarmed
Strength +2 (14). combat 10, water vehicles 11
• Fear: These eerie creatures Move: 8; Tough: 14 (2); Shock: 10;
cause instinctive fear. Test willpower Wounds: —
or Spirit or become Very Stymied. Equipment: Chainmail (Armor +2,
• Mindless: Draugr are immune to Fatigues), large shield (Defense
intimidation and taunt interactions. and Toughness +3), short sword
• Relentless: Draugr ignore Shock. (Damage Strength +2/11)
• Undead: Draugr are immune to poison Perks: Bodyguard, Endurance,
and other effects that require breathing, Shield Mastery, Shield Wall
eating, or other “living” processes. Possibilities: Rare (2)
Special Abilities: —
VIKING RAIDER
The Vikings of Aysle conquer, pillage, and VIKING SKALD
raid, but they are not creatures of Darkness. The Vikings don’t put much
Many draw pleasure from the violent acts stock in magic, but the wily “skald” war
their culture demands, but the main goal is poets are an exception. After a battle, skalds tell
supporting their families and community. tales and sing songs of the greatest deeds of the

140
Jacob Cook (Order #20899530)
day or of the distant past. During battle, skalds put
their voices, magic, and blades to direct use against MAGICAL LIFE FORMS
the clan’s enemies.
There are inanimate objects with magical
Attributes: Charisma 9, Dexterity 8, Mind 9, Spirit intelligence inside them, essentially ghosts in
7, Strength 7 arcane shells. However, these are not pure life
Skills: Alteration 12, dodge 10, find 10, intimidation from magic. They are the shadow of life, trapped
10, maneuver 9, melee weapons 10, missile in ordinary tools—captured essence from once
weapons 10, scholar 12, taunt 12, trick 12, water living beings. The life in magic comes from
vehicles 10 somewhere else.
Move: 8; Tough: 9 (2); Shock: 7; Wounds: 1
Equipment: Chainmail (Armor +2, Fatigues), Making life from lifelessness is something magic
longsword (Strength +3/10), has not yet been able to do, but it is close. The
Perks: Spellcaster (enhance, fear, stun) trolls were once earth elementals, but they have
Possibilities: Rare (3) evolved into their own species. They can even
Special Abilities: reproduce. This took thousands of years, but it
• Battle Song: Once each round as a simple may be the sign magic has taken its next step on
action, the skald may make a scholar test to the axiom ladder.
give an inspirational performance. A success
eliminates 2 Shock from a Viking Mob or • Battle Leader: Vikings within 10 meters of a
individual within earshot. A Good Success war chief are spurred to extra exertion, and deal
removes 2+1BD Shock, and an Outstanding +1 damage with any Strength based weapon,
Success removes 2+2BD Shock. and any tests based on Spirit are Favored.
• Gloater: When taunt or intimidation are • Minions: The chief may transfer any hit to a
Approved Actions, the skald may affect the lackey within a few meters if he succeeds at a
entire party without a Multi-Target penalty. reality test.
Affected heroes lose a random card from their
hand. WIZARD
Magic is common enough in Aysle, and many have
VIKING WAR CHIEF some rudimentary knowledge of spells. Wizards
A war chief is an imposing figure, since Viking are a cut above, the elite of the magical world,
society tolerates no less. A chief must be proven in formally schooled in the principles of magic.
battle and capable of fending off any challenger’s Attributes: Charisma 7, Dexterity 7, Mind 12,
duel. Spirit 11, Strength 7
Attributes: Charisma 8, Dexterity 10, Mind 8, Skills: Apportation 14, alteration 16, conjuration
Spirit 12, Strength 12 16, divination 14, dodge 8, find 14, intimidation
Skills: Beast riding 12, dodge 15, intimidation 17, 14, maneuver 8, melee weapons 8, stealth 8, taunt
maneuver 13, melee weapons 18, missile weapons 8, trick 15, willpower 14
15, stealth 12, taunt 13, trick 13, unarmed combat Move: 7; Tough: 7; Shock: 11; Wounds: —
13, water vehicles 13 Equipment: —
Move: 10; Tough: 16 (2); Shock: 14; Wounds: 3 Perks: Magister, Spellcaster (dispel magic, enhance,
Equipment: Chainmail armor (+2, Fatigues), fireball, fly, lightning, shield), Spellbook
longsword (Strength +3/15), medium shield (+2 to Possibilities: Common (3)
defenses) Special Abilities:
Perks: Endurance, Relentless, Shield Mastery, • Insidious: When a wily wizard succeeds at
Vengeful an Approved Action, remove a random Destiny
Possibilities: Common (3) Card from each affected Storm Knight’s Action
Special Abilities: Pool.

141
Jacob Cook (Order #20899530)
S
ome items have been touched by the power of
Apeiros, the creator of all cosms. These rare
objects are known as Eternity Shards. Rich
with the power of Possibilities, Eternity Shards
provide special bonuses to Storm Knights who are
worthy of receiving the unusual powers of these
items. A few Eternity Shards present in Aysle are
listed below.

EXCALIBUR
ETERNITY
Cosm: Core Earth
Possibilities: 12
Tapping Difficulty: 18 (12 if wielded by the Once
SHARDS
and Future King)
Purpose: To defend the British Isles and ensure
just rule.
Description: Believed to be forged by the fae
of Core Earth, from the time when the Magic
Axiom was strong, Excalibur is described as a
sword of simple design, but the blade has a slight
blue hue, the cross guard is decorated with three
gemstones on each side, and the hilt is wrapped
in red leather. The weapon is kept in Avalon,
an ancient refuge of the fae, but it was taken, in
secret, to a place where a worthy Storm Knight
can find it in times of great peril to the land. When
the crisis is over, the Storm Knight is beckoned to
a calm, unpolluted body of water, and the Lady
of the Lake appears to reclaim the sword until it
is needed again.
Powers: It acts as a melee weapon (damage:
Strength +5, or Strength +10 if wielded by the
Once and Future King, AP 5) and cannot be
broken, even by other Eternity Shards, except as
described below. Once per scene, Excalibur can
be used to remove one negative effect from the
Conflict Line—including a Setback.
Restrictions: Excalibur can never be tapped for an
unjust act, and if used as a weapon to commit a
dishonorable act, it shatters on a Mishap (1–2).

THE DARK EYE


Cosm: Aysle
Possibilities: 5
Tapping Difficulty: 18
Purpose: To see happenings in other realms,
cosms, and times.
Description: The Dark Eye is a semi-transparent

142
Jacob Cook (Order #20899530)
crystal ball with swirling red and blue energy equal to the number of Possibilities left within it,
inside. The colors are significantly darkened by plus any Possibilities the smith chooses to invest
the glass and always in motion. in the process.
Powers: When tapped by someone with divination Restrictions: An item must be Value 10 or greater
or precognition, the orb reveals a short (one to get any benefit from the anvil.
minute) scene happening in another place or
time. If the tapping test is a Good result, the SILENE’S GIRDLE
character knows the general location and time of Cosm: Aysle
the event, and an Outstanding result allows the Possibilities: 3
character to choose the general location and time Tapping Difficulty: 14
instead. The orb can’t see into the future, but it Purpose: To tame dragons.
can see into other Cosmverses where events may Description: The girdle is a long, cloth belt of
have already played out—although the results red fabric, with blue embroidery, usually worn
may not be the same! around the neck, but it may (incorrectly) be
Restrictions: Despite being an Ayslish Eternity wrapped several times around the waist.
Shard, the Dark Eye can only see into other Powers: If used in an attempt to grapple a dragon,
Cosmverses when used on Core Earth. or related creatures such as drakes or wyverns,
and the attack hits with an Outstanding result, the
SHAKESPEARE’S SIGNET dragon becomes docile. Reality-rated creatures
Cosm: Core Earth may make a Nearly Impossible (DN 20) willpower
Possibilities: 3 test as a free action to avoid this fate.So long as
Tapping Difficulty: 12 the girdle remains on the creature, it may be led
Purpose: To protect British history and culture. around, even used as a mount, and commanded
Description: This is a golden signet ring with the to take actions—including suicidal ones.
initials “W” and “S” engraved in reverse on the Restrictions: The girdle’s Possibilities may only
front, so that pressing the ring into a hot wax seal be used against dragons and their kind or in
would leave the correct impression. The W is defenses against their actions.
blue, while the S is red, giving the impression of
jewels even though none are present.
Powers: Persuasion tests are Favored for the ring’s
wearer. In addition the wearer may use the
Bolster Perk even if the prerequisites aren’t met.
Restrictions: The ring balks at any use of its
Possibilities that work against the interests of the
British Crown or its allies.

ANVIL OF THE ANCIENTS


Cosm: Aysle
Possibilities: 10
Tapping Difficulty: 16
Purpose: To help forge the greatest magical
weapons and armor ever seen.
Description: Although shaped like a standard
anvil, it looks made of red and blue marble. This
artifact was used in the creation of many of the
dwarves’ most famous weapons.
Powers: Working an item for an hour on the anvil
confers a magical property with a value added

143
Jacob Cook (Order #20899530)
INDEX
A I Godsbane 11
Godscourge 11
Drake 15
Dwarven Automata 134
Adversity (A) 90 Identifying Magic Items 49 Heirloom 17 Enchanted Frog 30
Alteration 21 Isle of Man 80 Homunculus 18 Frost Giant 135
Angar Uthorion 94, 97 Ice Blessed 16 Ghillie 135
Apportation 20
Arcane Item 48 K Instinctive Magic 18
Kindred Magic 18
Great Dragon 135
Homunculus 18
Archmagus Wyrwind 113 Kindred 22
Kindred Magic 24 Mysterian 15 Knight 139
Aysle Gospog, Fifth Planting 130 Necromancer 13 Lost Souls 136
Aysle Possibilities 63 Kjollen 80
Principle Magic 18 Lyche 139
Ayslish Terminology 22 Runemaker 11 Maturing Drake 14
L Seeker 16 Nibikrid 137
B Land Between 82
Law of Delving 89
Shadow Assassin 13
Shield Mastery 17
Powrie 137
Skeleton 137
Belfast 74
Bristol 68 Law of Enchantment 89 Shield Wall 17 Spirit Wolf 15
Law of Heroes 90 Skald 16 Sprite 137
Law of Legends 90 Spellbook 19 Troll 138
C Law of Light & Darkness 88 Spell Researcher 19 Viking Berserker 139
Cantrips 36 Law of Magic 87 Spirit Wolf 15 Viking Draugr 140
Cavalcade 74 Legend Perk 91 Strength of Stone 11 Viking Raider 140
Clankers 66 Liverpool 69 Strong Pull 17 Viking Shieldmaiden 140
Conjuration 21 London 65 Theomagician 16 Viking Skald 140
Constructs 22 Trademark Spell 19 Viking War chief 141
Corba’al 39, 43
M Triple Shot 15
Yonder 15
Wizard 141
Young Drake 14
Magical Life Forms 141
D Magic Implements 59, 60
Prince Edward 114
Principle Magic 24
Zombie 138
Timeline 9
Dark Marks 126 Magic Items, Consumable 52 Principles 22 Tower Status 25
Designing Missions 118 Magic Items, Enhancements 50
Disfavored 31 Magic Items, Identifying 49
Divination 20 Magic Items, Item Limits 49 Q U
Drakacanus 100 Major Robbie Hathaway 113 Queen Helena Matilda 114 Underground Encounters 126
Dublin 72 Minor Deities 47 Quests 90
Dunad 38, 42 Miracle Descriptions 43
Miracle Lists 42
Quests, Creating 92
V
Vareth 81, 109
E R Viking 78, 111
EbonIte 54 N Rak 40, 43 Vischa Saad 70, 102
Elemental Magic 24 Necromancy 24 Requirement (R) 90
Elements 23 Norden 77 Rituals 45
Elfame 72 Nothe Fort 115 Royal Family 66
Elmiir 40, 43
Enchanted Item 48
Essence Magic 24 O S
Essences 21 Oslo 77 Sacred Item 48
Eternity Shards Oxford 67 Scarp 81
Anvil of the Ancients 143 Shali 41, 43
Excalibur 142
ExcalibUr 142
P Sherwood Forest 68
Shetland Islands 81
Pella Ardinay 67 Spell Descriptions 24
Shakespeare’s Signet 143
Perks Spell Lists 23
Silene’s Girdle 143
Arcane Diplomat 17 Stacking 49
The Dark Eye 142
Aura of Light 16 Stelae 101
Expanded Magical Treasure Table 121
Beacon of Light 16 Stockholm 78
Beast Friend 14 Stonehenge 68
F Blood Magic 12
Blood Rage 16
Sweden 78
Fae 22, 75
Born to Darkness 12
Faroe Islands 80
Fianna 73 Born to Fire 17 T
Finland 79 Born to Light 16 Tharkold 93, 98
Folk 22 Cantrip Magic 17 The Dark Fortress 69
Courage of Light 16 Thomas Blake 112
Cunning of Darkness 13 Threats
G Drake Friend 14 Abomination Engine 108, 131
Gertha the Sharnhand 113 Drake Handler 14 Aysle Gospog, Fifth Planting 130
Glasgow 70 Drake Rider 14 Aysle Gospog, Fourth Planting 130
Gloomstorms 83 Elemental Magic 17 Aysle Gospog, Second Planting 128
Elven Agility 15 Aysle Gospog, Third Planting 130

H Elven Magic 15
Esoteric Spell 18
Bandit 139
Barghest 132
Helsinki 79 Essence Magic 18 Birdswarm 132
High Elves 73 Exemplar of Darkness 15 Charyb 132
Holy Item 48 Exemplar of Light 15 Clanker 133

144
Jacob Cook (Order #20899530)
JOIN THE QUEST...
Aysle is ruled by High Lord Uthorion
and his armies of Darkness. It has taken
over Great Britain and Scandinavia, and is
encroaching into Europe.

Aysle invaded from below, digging up from


dungeons and tunnels between the realms.
Now any basement in the realm might be
a doorway to underground adventures and
treasure. The seas and skies have filled with
dragons and other beasts.

Magic flourishes in Aysle. Ancient legends


are given new life as heroes of Light and monsters of Darkness re-enact them and draw
power from the magic of tale.

Not all the invaders are evil. Pella Ardinay led an army of her last followers, including the last
of the elves and dwarves, in pursuit of her foe Uthorion. A showdown on Earth is coming!

INSIDE YOU‘LL FIND:


• New Perks, Spells, Miracles, and Magical Gear for players.
• New threats, foes, and plenty of monsters to encounter!
• Details the different regions of Aysle.
• Plot hooks and events from the first year of the Possibility Wars.

UlissesNorthAmerica.com
US82017PDF

This game requires the


Torg Eternity Core Rules
and Drama Deck to play.

Jacob Cook (Order #20899530)

Vous aimerez peut-être aussi