Wednesday, May 29, 2019

Culinary Art (sage ability)

The expansion of food-making craft to the level of artistic achievement, so that not only is superior food prepared for consumption, the overall experience of the food itself is heightened. This translates to an improvement of one degree of effect that is shown on the nutrition & preparation of food effects table.

The food experience is described as ten effects: affliction, diarrhea, vomit, misery, tired, grumpy, no effect, sated, happy and elated. Whatever the rolled result may have been, the culinary artist improves this effect by one degree: affliction becomes diarrhea, diarrhea becomes vomit, vomit becomes misery and so on, up through happy becoming elated. Naturally, this provides a comparative improvement in the diner’s well-being.

Because the skill adds to the previously existing cooking ability, this enables a culinary artist to have a 50% chance of producing elation in the diner, even when the food would have been originally mouth-watering in the hands of an unskilled person.

Note, however, that the effect cannot exceed the best possible result at that level of taste.  The effect of tasty, for example, could not improve to "sated."

See Logistics

Cooking (sage ability)

The craft of preparing superior food for consumption, with additional skill in making dishes which are more healthy and palatable. This translates to an increase in the taste of fare that is cooked by the character, as described in the nutrition & preparation of food rules.

The taste of food is described as ten measures: grub, chow, nosh, savoury, tasty, flavourful, delicious, piquant, mouth-watering and ambrosia. Whatever the tools or space available, a character with the cooking ability will be able to improve taste by one measure: grub becomes chow, chow becomes nosh, nosh becomes savoury and so on. This includes a concomitant improvement in the diner’s response to the food as well, producing a better chance of the character finishing the meal sated, happy or elated, with a corresponding unlikelihood of being grumpy, tired, miserable, vomitous or experiencing diarrhea or a gastro-intestinal affliction.

Cooking also provides the character with an ability to distinguish fresh foods from selective, or recognize when food has spoiled and is inadequate for preparation.

See Logistics

Tuesday, May 28, 2019

Cacodaemon (spell)

Range: 10 ft.
Duration: see below
Area of Effect: one creature
Casting Time: 5-8 hours
Saving Throw: none
Level: mage (7th)

A very complex spell that requires considerable time to perform, with the warning that some peril may befall a caster who has not become familiar with the proclivities of demons. Casting requires a space of 15 ft. square, in order that a pentagram and circle may be inscribed by the spell once the enchantment begins.

Within the first two hours or so, the spell will create varying effects and materials which will become part of the ritual. A permanent pentagram, surrounded by a circle, will be etched into the floor, whether stone or wood, to a depth of about an inch ~ evidence that will remain after the spell has been completed. An illuminated piece of vellum will then materialize and levitate about two feet before the caster’s eye level, and for another hour, the somatic efforts of the caster will beautifully illuminate the sheet with words, symbols and bordering. This will roll itself and come to rest within the caster’s reach.

For three to six hours after, the spellcaster will labour intensely to cast his or her gaze into the depths of the Abyss, searching first for the demon that is wanted, then actively waiting to hear the demon’s name spoken in the void so that the demon can be called into the pentagram. During this process, the caster will sweat and breathe heavily, so that by the end, there will be a necessity to drink at least a quart of water and sleep for six hours. The total amount of time for casting ~ 5-8 hours ~ is random.

Once the demon is called, the caster will be faced with a creature that has been rudely drawn from its place of residence into the Prime Material Plane. Naturally, some concern is warranted. However, if the spellcaster is well-versed in the way of demons, there should be little problem. A nalfeshnee will be willing to perform a service for no more than a week, so long as it is given its freedom after. A marilith will seek combat among thousands of enemies, and will be content if this is what’s offered. A balrog will like an isolated lair where it can be installed and left alone. Glabrezu are both obsequious and unpleasant ~ so long as a table is made where it is able to gorge itself, it will consent to providing any service for a day. Hezrou like a sacrifice: a young man or a woman should be prepared in two cages, for it to choose which it prefers, and in exchange it will give information (but nothing else). Vrock are voracious scavengers, and are best called only when a scene, such as after a battle or a murder, needs cleaning up without evidence. Succubi and Incubi are far too independent to be affected by the spell; they will come if summoned, but will not comply with any entreaties or demands.

Woe betide the spellcaster, however, who calls a demon without providing what the demon wants. This will enrage the demon, who will then seek to break the confines of the pentagram. The strength of the pentagram is at best temporary; the caster must snap up the illuminated vellum manuscript that was created and begin reading it aloud, to maintain the integrity of the pentagram.

This requires intelligence as the manuscript’s words are read over and over. Already the caster will be exhausted from casting, so that the caster’s intelligence will have diminished by 1 point per hour needed to complete the spell. Each round that the manuscript is read, while the demon attempts to break its confines, the caster must make an intelligence check. A fail will mean that words on the manuscript were spoken poorly or clumsily, allowing the demon to break the pentagram and act freely.

After each intelligence check succeeds, the caster is allowed a wisdom check. If this is successful, the demon can be cast safely back into the Abyss.

Another spellcaster can read the manuscript once it is created ~ but this second character must be a mage and must be of at least 11th level. They will suffer no penalty to their intelligence, however.

If the spell spiritwrack is cast in the presence of a demon, the demon will immediately recognize the impending spell and be enraged. It is not recommended for use while the demon is inside the pentagram. The demon cannot be affected by death, nor trap the soul, as it hasn’t any life or soul to be stolen away.

See Also,
Mage 7th Level Spells

Spiritwrack (spell)

Range: 10 ft. + 10 ft. per level
Duration: 4 rounds per level
Area of Effect: one creature
Casting Time: 2 rounds
Saving Throw: negates
Level: mage (6th)

Enables the caster to overcome numerous forms of highly dangerous monsters, particularly those of others planes of existence (demons, devils) and non-corporeal undead (banshee, spectres, ghosts and vampires). The defining stipulation is that these creatures have no soul and are not technically alive, so that they are immune to mind control spells or the sixth level spell, death.

The chief benefit of spiritwrack is that it ignores the magic resistance of the target. It does, however, provide a saving throw, which negates the spell. The defending creature’s HD are halved by the effect of the spell, as always discarding fractions.

Once the spell is in place, the caster may force the creature back to its plane of existence, or in the case of undead the caster may choose to exile the creature from its current place of residence (but will not end its existence on Earth). Undead will thereafter permanently fear the caster and will not seek revenge for the action.

Contrary to these measures, the caster may choose to bind and flay the creature for the duration of the spell. During the first ten rounds ~ if the caster so chooses ~ the creature will be subjected to suffering and pain. Thereafter, for the time remaining, the creature will be helpless to give anything but truthful answers. It will use its words at a premium, but every 20 words spoken by the caster and the demon will count as an expenditure of 1 round (contrariwise, the whole discussion may be timed on a stopwatch). At the end of this time, or at any convenient moment, the caster may exile the spirit away.

The caster need not know the name of the creature being affected.

See Also,
Mage 6th Level Spells

Mage 6th Level Spells

Table yet to be created.


Monday, May 27, 2019

Balrog (demon)

These immense demons stand between 12 and 14 feet tall, with horns, demonic features and tattered wings. The body resembles a broken lava surface over a red-hot interior, while the creature’s body produces its own blazing flames. A substantial portion of its body is made of heat-softened rock.

As weapons, it favours a long sword that functions as a flame tongue, as well as a whip of many twisted metal cords. These weapons, too, are enlarged, augmenting the amount of damage they cause.

In temperament they are surprisingly taciturn and aloof, so much that they dislike acting in concert with the purposes of other creatures. Loneliness is their greatest pleasure, and as such they prefer to occupy the deepest, most isolated chasms of the Abyss.

Mythology & Origin

Balrog do not originate from Earthly culture at all, but were corrupted from beings called the Ainur, who in turn were created by Eru Iluvatar, one of the many names of the supreme being of the universe. The Ainur occupied Silvanie, a land in Outer Earth, a great flat disc adrift in the Astral Sea. This is likewise the origin place of elves, who came to Earth from Silvanie some 50,000 years ago.

Melkor, the most powerful of the Ainur, corrupted the lesser members of his kin into the maiar, who roamed freely throughout the multi-universe. Balrog made up a substantial part of these maiar. Following the War in Heaven, however, many evil creatures were bound from trespassing into the blessed planes, confining them to the lower, or evil planes of existence. The balrog, who despised order and compulsion, found refuge in the infinite Abyss, where they remain, largely of their own choice. Because of their origin, and unlike other common demon forms, balrog have the power of demon princes in that they can depart from the Abyss when they wish. They do not have the power to enter into the divine realms (Heaven, Elysium, etcetera), but they may and do occasionally enter the contested Prime Material Plane.


Balrog are immune to sleep and charm magic, whatever the source, as well as attacks from cold, fire, electricity or gas of any sort. They are able to teleport. They are able to be hit only by weapons with a bonus of +2 or greater. They possess a natural ultravision. They are able to produce darkness at will, encircling their selves with a 20 ft. radius of inky blackness, which can be dispelled only with dispel magic. They have a high magic resistance of 75%.

If pressed, balrog have an 70% chance of gating another demon (roll a d6): either a glabrezu (1-2) or a nalfeshnee (3-6).

Balrog are also able to perform detect magic, detect invisibility, telekinesis and suggestion, cause fear or pyrotechnics, dispel magic or use a symbol of hopelessness or pain.

All these abilities can be performed at will, requiring only 1 action point to perform. However, no more than one such power may be performed per combat round. Most may be performed from round to round, but a given power can’t be put into place if already present.

Balrog cannot fly, but in combat they will beat their wings rapidly, causing 2-5 damage to all within three hexes (no saving throw). This buffeting will also sweeping their enemies in partial flames. This will singe hair and require that fragile items like paper, loose clothing (capes and cloaks), or thin wood (arrows, bows, javelins) must make a saving throw against magical fire.

The long sword causes 4-24 damage and is +3 to hit and damage. Any creature struck by the weapon must make saving throw for worn or carried clothing, leather and wood (such as shields); clothing that fails will be singed and ruined; leather and wood will break or cease to be of effect. The sword can strike within two hexes of the balrog.

The whip, or cat-of-nine, causes 5-15 damage (2d6+3). When struck, the target must make save against petrification or be stunned, regardless of the damage sustained. The demon will then pull the target to the nearest edge of its own hex, causing an additional 2-12 damage to the target from the flames of the demon’s body. The whip can strike within four hexes of the balrog.

Balrog may not possess creatures that are aware of what they are facing; however, an unconscious creature may be possessed and used as an outer shell to protect the demoness.


Summoned balrog will be extraordinarily angry upon appearance, that their solitude has been disturbed. However, if promises are made within three sentences that the summoner is ready to offer a peculiar place of refuge upon the Prime Material or Astral planes, such as a dungeon lair or a deserted castle, the balrog will listen to a proposal. As such, balrog make excellent guardians for such places, so long as they are remote, godforsaken and absent of neighbours. Given the opportunity, a balrog might comfortably remain in such a place for centuries.

If the desire of the summoner would be to protect a precious item from outsiders, the balrog should be informed. The balrog will act as guardian; but may, from time to time, call the summoner to deal with troublesome bothers beyond the balrog’s adopted lair, such as a village of humanoids or a nest of other creatures that may spring up in the area. The balrog will be happy to slaughter any invaders into its lair, but it will not like to venture outside to deal with neighbours. In this regard, the summoner will be treated as a landlord, and may be teleported to the balrog without notice.

See Bestiary

Saturday, May 25, 2019

Marilith (demoness)

These guardian demonesses occupy the upper levels of the Abyss, acting both as guards imprisoning the denizens within and as a shield against interlopers from other planes. Should an interloper seek to enter the Abyss for some purpose would be sure to meet with one or more marilith before long.

Standing 7 ft. tall, marilith appear from the waist up as highly athletic and beautiful human women with six arms; from the waist down they have the body of a giant snake. The length of the lower body is some 15 to 18 ft. long, and is usually curled under the creature’s body to maintain the body upright.

Marilith are armed with six weapons, typically a short sword, a rapier, three varieties of scimitar and an ankus ~ but this is by no means the rule. The power and dexterity of the demoness is frightening, as it is able to deliver all six attacks against a single opponent if the creature so wishes. Moreover, marilith have an 18/51 strength, with +2 to hit and +3 to damage, so that six hits by the demoness can deliver a minimum of 24 points of damage and as many as 54.

Mythology & Origin

It is supposed inaccurately by many historiographers that marilith are generals, advisors or tacticians, all of which ignores the true chaotic nature of the Abyss, within which no true hierarchy exists. Marilith are compulsively driven to cause destructive; they are devious and crafty, and careful to plan their first attack to obtain the best possible advantage, but they do not command other demons as many false sages believe.

Their existence reaches back thousands of years but is in fact unknown, as it predates history. The first mention of marilith occurs in the Ramayana as servants of Ravana and his demoness sister Shurpanakha, who fought and lost the war against Rama, circa 2500 BCE. Thereafter the marilith were cast from free action upon the Prime Material Plane into the Abyss, where they have remained since.


In addition to their strength, Marilith are immune to sleep and charm magic, whatever the source, as well as attacks from cold, fire, electricity or gas of any sort. They are able to teleport. They are able to be hit only by weapons with a bonus of +1 or greater. They possess a natural ultravision. They are able to produce darkness at will, encircling their selves with a 20 ft. radius of inky blackness, which can be dispelled only with dispel magic. They have a very high magic resistance of 80%.

If pressed, they have an 85% chance of gating one or more other demons to their location or 2-7 manes demons automatically. These occur randomly (roll a d20): 3-8 manes (1-2), a vrock (3-8), a hezrou (9-13), a glabrezu (14-17) or a nalfeshnee (18-20).

Marilith are also able to perform charm person, detect invisibility, levitate and pyrotechnics. They are able to create an avatar.

All these abilities can be performed at will, requiring only 1 action point to perform. However, no more than one such power may be performed per combat round. Most may be performed from round to round, but a given power can’t be put into place if already present.

Marilith may not possess creatures that are aware of what they are facing; however, an unconscious creature may be possessed and used as an outer shell to protect the demoness.


Most often, summoned marilith are nearly impossible to control, being extraordinarily possessed by the desire to indiscriminately slaughter friend and foe alike. However, they love the prospect of being released upon an earthly battlefield and may be encouraged to fight against the side that has not summoned them from the Abyss. This “contract” will last so long as the marilith’s foes give it plenty of room and do not inadvertently kill or disable a would-be victim of the demoness. It is therefore not safe to intentionally or accidentally attack any creature within three combat hexes of a marilith.

As the demoness knows that its death on the prime material will mean only that it is returned the Abyss, which it views without regret, marilith facing hundreds of foes will quickly fall into a blood rage that will continue until it the marilith is vanquished or the enemy are dead. Since it can teleport at will, even the flight of victims will not save them from the marilith’s appetite.

Those who may falsely believe it is safe to summon a marilith to kill only a few score enemy will sorely regret their decision. Unless there are at least a half a thousand enemy immediately visible to the demoness, it will immediately set itself to kill everyone in its presence, beginning with the summoner if possible.

See Bestiary

Nalfeshnee (demon)

These enormous demons are enormous beast-like creatures, with the snout, hooves and ears of a swine, the black glossy hair and body of an ape. In temperament these creatures are rapacious, cruel and arbitrary, receiving enormous pleasure from catching souls on the cliffs of the Abyss and rending them to pieces and devouring them, knowing the souls will incorporate themselves into manes ~ beginning the hunt once again, uncounted times.

The origin of these creatures is believed to have begun with demonic possession of creatures on the Prime Material Plane. For two thousand years, shamans and clerics carried forth a practice of casting demons out into animals, particularly swine, who were then ritually killed by driving them into pits or otherwise sacrificed. This returned many thousands of demons into the depths, whose bodies were contorted and reshaped into polluted manifestations of the original form.

As a result, there are many nalfeshnee with profound shapes and characteristics, including antlers, mandibles, back plates and ridges, eyes on stalks, tentacles, humped backs, spines, spikes and tails of various forms. Nalfeshnee possess larger wings with a span of at least a dozen feet, though the creatures are too heavy to fly.


Nalfeshnee are immune to sleep and charm magic, whatever the source, as well as attacks from cold, fire, electricity or gas of any sort. They are able to teleport. They are able to be hit only by weapons with a bonus of +1 or greater. They possess a natural ultravision. If pressed, they have a 60% chance of gating another nalfeshnee to their location or 2-7 manes demons automatically. They are able to produce darkness at will, encircling their selves with a 20 ft. radius of inky blackness, which can be dispelled only with dispel magic.  The nalfeshnee is also protected by a magic resistance of 65%.

They are also able to cause fear, levitate, detect magic, dispel magic, polymorph self or use a symbol of hopelessness or pain. Once per day they may perform telekinesis or create a phantasmal figure once per day that will be indistinguishable from the original.

All these abilities can be performed at will, requiring only 1 action point to perform. However, no more than one such power may be performed per combat round. Most may be performed from round to round, but a given power can’t be put into place if already present.

Nalfeshnee may not possess creatures who are aware of what they are facing; however, an unconscious creature may be possessed and used as an outer shell to protect the demon. The act of possession requires one full round of the nalfeshnee’s movement.


Due to the exorcism ritual that exiled them to the Abyss, sometimes centuries ago, nalfeshnee make excellent and willing servants for wizards seeking revenge upon a certain culture or people. If summoned and thus enabled to act, nalfeshnee are quite willing to perform any service, so long as it requires no more than a week to complete. The freedom to do as it pleases, after the given service, will always be the condition the nalfeshnee demands in exchange.

After a week, whether the service is performed or not, the nalfeshnee’s need to seek revenge on those who exorcised it to the Abyss (or their descendants) will get the better of the demon. It will abandon its promises and teleport to where it can begin the revenge it has nurtured. Nalfeshnee prefer to possess a body, then murder its victims secretly, causing as much anguish as possible to one poor creature at a time, for as long as it can remain at large.

See Bestiary

Friday, May 24, 2019

Lightning Bolt (spell)

Range: 40 ft. + 10 ft. per level
Duration: instantaneous
Area of Effect: up to three targets
Casting Time: 2 rounds
Saving Throw: ½ damage
Level: mage (3rd)

Evokes a powerful stroke of magical electricity that leaps out from the caster’s hands (both are required) as a bright flash. A crash of noise accompanies the bolt, but as it is about 110 decibels there is no affect on hearing. The lightning can be split so as to affect up to three targets; moreover, this targeting is accurate, so long as the caster has line of sight. Additionally, the course of the lightning outward allows pinpoint accuracy, so that friendly targets will be unaffected by the bolts created.

As the lightning is magical and not natural, it cannot be passed through a conductor, nor does the presence of water nor connection with the ground alter the spell’s effect in any way. Likewise, magical lightning will not rebound from mirrors or any other surfaces, contrary to popular belief.

Against living creatures, the spell causes 1d6 damage per level of the spellcaster, so that a 7th level lightning bolt will cause 7-42 damage. The damage is rolled individually for each target. Any struck individual is entitled to a saving throw against magic which, if successful, will half the amount of damage taken.

Whether a save against damage is made or not, from 5-20 random objects that are carried or worn by the target must make saving throws for items against lightning. Solid objects enclosed inside a container need not make a save, unless the container itself fails save. Liquids, such as potions, holy water and beverages, must make save regardless. A fail will spoil the magical effect; other liquids will merely acquire an unpleasant metallic taste but will be otherwise unharmed. Beverages should be counted as durables with regards to nutrition.

See Also,
Mage 3rd Level Spells

Haste (spell)

Range: 60 ft.
Duration: 1 round per level
Area of Effect: one creature per three levels
Casting Time: 2 rounds
Saving Throw: none
Level: mage (3rd)

Advances the speed of movement for the recipient so that all actions require half the time they would normally require, while also doubling the recipient’s number of attacks. The recipient’s total action points per round are effectively doubled. Contrary to popular belief, the spell has no actual effect on time.

The spell has no effect upon a recipient’s armour class or ability to hit, though the probability of hitting is increased by the addition of more attacks. If the recipient normally has multiple attacks, these are doubled also: 5 attacks in 4 rounds would become 10 attacks in 4 rounds; 4 attacks in 3 rounds would become 8 attacks in 3 rounds, and so on.

Once a recipient has been affected by the spell, they need not remain inside the spell’s range.

Spellcasting is not, however, improved; while the caster may be able to perform the mental and physical actions of producing the spell more quickly, the actual coalescing of power, or the attentions of divine beings and such, cannot be adjusted.

The spell will counteract the effects of the 3rd level mage spell, slow.

See Also,
Mage 3rd Level Spells

Web (spell)

Range: 1 hex per level
Duration: 20 rounds per level
Area of Effect: see below
Casting Time: 1 round
Saving Throw: none
Level: mage (2nd)

Creates strong sticky strands that form a web curtain that is, at full extent, 40 ft. long, 15 ft. wide and 5 ft. deep. This may be attached to a vertical point or hung between vertical points, or doubled back on itself to create a thicker curtain. If sufficient surrounding structure exists, such as walls and a ceiling, the web will fill a space of 3,000 cubic feet. It is not strong enough to be climbed upon.

The web may be cast so that it passes through a combat hex with allies or opponents, so that creatures will be caught in the web. All caught persons will find themselves trapped, requiring effort to extricate themselves. Movement out of a webbed hex will cost 3 action points (AP) per hex. Attacking out of a webbed hex costs a penalty of -4 to hit.

A heated blade does not improve speed of movement, but the hex to which it is applied will be cleared of webs. Likewise, a torch and similar open flame will not set the entirety of the webs alight, but if it is applied while moving, again, the webs in that hex will be cleared.

See also,
Mage 2nd Level Spells

Thursday, May 23, 2019

Counter-tracking (sage ability)

An advanced skill similar to evasion, providing the character with techniques that will mislead or delay those with tracking ability, particularly confounding tracking monsters and animals such as dogs or familiars. These measures have the potential for shaking off pursuit by enabling the tracked character to outdistance a tracker; or, in certain conditions, to obscure the trail so that it cannot be followed at all.

The ability will grant some benefit to others associated with the counter-tracking character, in that false tracks can be created so that up to four others besides the skilled character can be potentially shepherded away from trackers. The ability does not allow the number of those in flight to be hidden, but by directing others to take specific actions and movements, the counter-tracker can have the tracker moving in circles that will waste time.

This technique includes laying false trails and backtracking around objects, having a group “jump off” a trail at different points, creating deception tracks, shepherding groups to enter stream banks and exit in ways that will leave confusing evidence of movement, various use of water to break tracks, creating boxes and figure eights with movement both on land and in water, leading trackers to probable spot-points for the best effects from snares and traps, varying direction of march and using vegetation to foul leashed animals and their handlers, forcing them to untangle themselves before continuing pursuit.

Speed of Flight

Laying false tracks requires time and careful effort ~ others with a minimum 13 intelligence and 14 wisdom can give aid. Note that enemy trackers can anticipate counter efforts if a team’s movements are sloppy, allowing them to leapfrog the apparent tracks and close distance with the pursued.

Counter-tracking reduces forward movement for the pursued by 25% and for the pursuers by 30-35% (d6+29). A leashed dog adds +4% movement speed to the pursuers. An unleashed dog will move faster, gaining a +5/6% benefit, depending on the training of the dog. Shepherded characters with less than 13 intelligence should make an intelligence check each hour. Each failure will “speed up” the pursuer by 3%.

The DM should determine the actual distance separating the pursued from their pursuers, then keep track of this distance accordingly.

Pursued characters should decide each hour if they intend to move their best normal movement or if they wish to counter-track. Normal movement, during which the pursued will move at 100% speed in that environment, will leave blatant tracks that can be followed. The delay of the enemy tracker to begin moving at full speed as well may count as distance gained, but that distance will be lost again if the character acts again to counter-track.

Any of the following will add 1-2% to the speed of pursuers who are employing an animal to track:
A pleasant or warm day.
A wind speed of calm or light air.
Flat open ground under a canopy of trees, slowing evaporation and wind dispersal of scent.
Any member of the pursued has less than a 11 constitution, meaning they’ve gained a heavy body odour from sweating while in flight.
Frozen or thawing ground, which retains scent better and longer.
Two hours after sunrise or two hours before sunset.
Items dropped or left on the trail, including pepper and like products, which in fact will not affect a animal trained to track. These items confirm the pursuer’s belief of being on the right track.

Any of the following will allow the tracks of a counter-tracker to eliminate further pursuit:
Rainfall equal to 30 mm over a three-hour period.
Any rainfall followed by a warm or hotter temperature.
A wind force of 6 or greater.
Populated, crowded areas where foot traffic will obscure sign and scent.
Fast running water.
Moving at night.


Note that trackers and pursued may, if coming close enough, gain a visual sight of each other, not only across open ground but perhaps for brief moments as elevation allows line of sight into a valley, up at higher ground or potentially across a large body of water. A wisdom check is needed to determine if either group catches sight of the other; the lowest roll against wisdom determines who sees first. If the d20 rolls are equal, both pursued and pursuer see each other at approximately the same time.

See Scouting

Wednesday, May 22, 2019

Evasion (sage ability)

Provides the character with skill at consciously avoiding detection by others who may be actively hunting the character, or in a position to witness traces left by the character.  The measures taken will not fool another who has tracking ability, nor monsters with tracking abilities, but it will be sufficient to conceal the character’s movements with other beings, particularly humanoids.

The ability grants no benefits to others associated with the character, who will unavoidably make obvious tracks on trails, stamp vegetation, mark soft wet places as they walk, etcetera, even if counselled to do otherwise.  For the possessor of the skill, however, evasion will include actively choosing routes that won’t reveal footprints, bending back grass and vegetation, selecting hard surface entry and exits onto trails, roads and river banks, the wisdom not to sit down upon halts, to listen automatically for movement of others who may be moving in the area, a heightened awareness of wet environments, knowledge not to cross open spaces, how to maintain one’s equipment to leave the least scent, the presence of scent with regards to air movement and wind direction, etc.  All of these things provide a negligible chance that the character, acting alone in the wilderness, will leave any track that will be noticed or remotely followed by a creature other than than those gifted in tracking.

The skill does not offer any special benefits to not being seen or improvement in the character’s stealth ability.

Tuesday, May 21, 2019

Nutrition & Preparation of Food

In addition to the amount of food that characters must consume, another consideration is the nutritional value of that food. Characters cannot simply live on bread and water, but should eat the best of possible foods. This isn’t always easy when adventuring, particularly when we consider how this food is to be prepared and cooked.

Each ½-day period follows the meal prior, either the breakfast/early day meal and the evening/late day meal. Bonuses and penalties therefore apply to either the day or the night, following the early or late meals.

Food Quality

Foods are rated in “quality” according to their durability and nature of ingredients. There are five standards of quality: durables, staples, fresh, selective and premium:

Durables include preserved meats such as jerky, dry sausage, salt-pork, sauerkraut and dried fish; potable plant products such as polished rice and dried pulses; and durable forage such as dried mushrooms, grains, wild nuts, seeds and dried fruits. Food that is foraged falls into this category. These are products that have a shelf-life of months, even years.

Staples include foodstuffs such as flour, salt, honey, cheese, butter and biscuits; root vegetables and tubers; and beverages such as beer, mead, wine or distilled drink. The weight of these latter beverages will raise the quality of the meal, but do not count towards the weight of food that must be consumed daily. These are products that typically have a shelf-life of 2-8 months.

Fresh foods include leafy vegetables, fresh fruits, fresh meats, milk and cream ~ products with a shelf-life of 2-12 days. Longer shelf-life products include common herbs such as basil, chamomile, cumin, dill, rosemary, parsley and sage are included, as are dried tea leaves and roasted coffee beans.

Selective foods include fresh foods that have been collected in the last 24 hours, including butchered meats ~ all of which are of the highest standard, lacking bruised fruits, discoloured vegetables or meats that have been improperly butchered. Selective quality reduces to fresh after a day (unless somehow preserved).

Premium foods include items that are of the most distinct imaginable: caviar, foie gras, bird’s nest soup, eels, turtle, cabrito, suckling pig, unusual distilled spirits or wine, kumiss, cicitt and so on. These are of variable shelf life, and are often transported great distance (magically or otherwise).


There are six “standards” of preparation, requiring utensils and space that varies from nothing but the cook’s hands to a fully equipped kitchen. How foods are readied, cooked or blended can adjust the experience of eating, which subsequently affects the diners’ health and mood.

Cold camp fare describes eating in the outdoors, effectively cooking in one’s lap. This allows cleaning with water, peeling, the use of a knife or a scraping rock, mashing, pounding and mincing, but the food cannot be safely blanched or boiled, nor can it be browned and sweetened. Durables and staples are designed for cold camp rations. Fresh vegetables, fruits, beverages and spices can be used, but fresh meat would need to be eaten raw. Selective food is slightly better. Most premium foods are somewhat processed and can be eaten in a cold camp (caviar, for example), but without other viands it can be a dreadful waste.

Campfire fare describes the benefits of an open fire, the use of the open flame, boiling water, various means of wrapping foods to be cooked in coals and as much variety as a fire will allow. Most preparation is done on a rock or upon a board on the ground, cleaned with boiled water.

Galley fare describes the food that might be prepared around a rolling cookwagon or vardo, a kitchen or aboard ship. If there is a fire, it is built on a raised, open stone box, with a flue or opening above, or a campfire is employed. Ship’s galleys included a brick cook oven. Fresh and selective foods are rare aboard ship, due to the distance from land; but they were often procured for a few days.

Scullery fare describes food from a typical home kitchen, with small fireplace and chimney, counters, a large washbasin, bins for flour, grains and seeds, bottles, cold storage, a variety of utensils and space for large cooking pots. Typically a cook’s knife and a few cook’s tools would be all that a small house could afford. Many larger mansions include a scullery for secondary work, in addition to a guestkitchen.

Guestkitchen fare describes food that is cooked in a spacious and clean environment with excellent tools and good ventilation. A guestkitchen is designed to cook multiple meals at once for scores of people at one time. Typically the room has been seasoned by years of operation. A wide assortment of knives and other tools is available. Guestkitchens often have one or more sculleries attached, which may be used for baking or for washing up dishes.

Lord’s kitchen fare describes food that is typically prepared as a feast for hundreds of people at a time, from a massive stone building with a score of preparers working together and giving much attention to specific dishes. The knives are kept sharpened, the plates used for the elite diners are of high quality and even the barracks that are served from the kitchen gain the benefit of food grown on the property and stored in large amounts inside the kitchen. Resources to maintain the kitchen are plentiful. Enormous pots and continuous fires allow for long-term preparation that may stretch out over days.


Together, the food quality and preparation combine to produce an eating experience, as shown.

In order, grub describes food that is hardly palatable but is choked down because it keeps us alive; chow is hardly better, but the diner can remain indifferent to the taste, enough that eating isn’t a chore; nosh is agreeable, encouraging the diner to scrape the remains from the plate; savory has a sharper taste gives a feeling of being content and wholesomely satisfied; tasty is distinctly pleasurable and almost always calls for seconds; flavorful causes the diner to cease conversation and actively enjoy the taste of the food; delicious calls for the diner to share aloud the eating experience, declaring its noteworthiness; piquant is distinct and memorable, the sort of meal that one would certainly recall weeks later; mouth-watering cries for the food to be gobbled, even protected from others, as the diner cannot get enough; and ambrosia is simply ecstasy, eaten with eyes closed and at one with one’s pleasure.


Depending on the taste of the food (coupled with its substantive healthiness), the effect upon the diner is organized on the included table below. Each result describes the health (mental and physical) of the character during the ½-day following either the breakfast or the evening meal.

Some of these effects will be severe if the character is already on half-rations or is somehow afflicted. The DM should treat such circumstances as increasing the effects of either half-rations or the disease accordingly.

Affliction: the character acquires an gastro-intestinal affliction, as described under disease.

Diarrhea: late in the ½-day period, the character will be struck with a round of violent bowel movements that will dehydrate the victim and force bed rest. They will receive a -3 penalty to strength and will have no appetite to eat the next meal, so that the penalty will last throughout the next ½-day.

Elated: the character is in such a fine frame of mind that they will display generosity (giving away gold coins to commoners and others, granting freedom to slaves, releasing persons from commitments) and uncommon bravery (a willingness to enter a joust or other combat, perform an act of risk for the pleasure of it). Treat them as if they are a full age younger with regards to their ability stats for the ½-day following the meal.

Grumpy: receive a -1 penalty to charisma and therefore to charisma checks as well. Lower the morale of hirelings when within two hexes of the character.

Happy: the character is in unusually good spirits, gaining a +1 saving throw generally, and a +2 save against charm and other mentally affecting attacks.

Misery: receive a -1 penalty to strength and dexterity, and therefore to checks as well. The character will be bad-tempered and moody; during the day, the character will demand a halt after half-a-day’s travel or labour, sullenly refusing to continue.

Sated: the character will rest especially well at night, gaining +1 hit point in healing without the need of a full day’s rest.

Tired: receive a -1 penalty to both intelligence and wisdom, and therefore to checks as well. The character will complain a great deal and be unable to push themselves to forced movement. Reduce daily movement by 10%.

Vomit: halfway through the ½-day period, the character will throw up a good portion of their dinner. They will receive a -1 penalty to constitution and will have little appetite until the next meal. Treat as being on half-rations (see food) until then.

Thursday, May 16, 2019

Man-at-Arms (NPC)

These non-levelled characters are the common soldiers of the world, having undergone training to strengthen their bodies. They have come from all parts of life, and if generated randomly will have skills commensurate with their progenitor. The largest proportion of these will have been former comrades, but a small percentage will have been trained as men-at-arms from a young age.

Typically having a body mass of at least 3 hit points, men-at-arms also gain a bonus of +1d4 h.p. to the total. This gives a typical man-at-arms 4-12 (male) or 4-10 (female) hit points. Men-at-arms will only die if damage reduces them below -5 hit points.

They make effective troops in large numbers, with some able to use horses due to their backgrounds. Most have lost their familiarity with the club or staff they used as a comrade, and possess instead two weapon proficiencies, with effectively any weapon. Their non-proficiency penalty is -4 to hit.

They do not need to make a morale check before entering combat and they have a THAC0 of 20. They are able to fight in any form of armor. For men-at-arms that are aged younger than 25, roll 3d6 for their stats. Those who have been men-at-arms past that age can have their rolls augmented by substituting one or two rolls with 4d6, disregarding the lowest die. In calculating the shared experience bonus, men-at-arms count as ¼ share.

Men-at-arms start with 0 experience and need to accumulate 800 x.p. to be experienced enough to upgrade to a levelled fighter. This requires a year’s training from an instructor. Many men-at-arms with sufficient experience never do receive this training, because of the time, the cost, the wisdom or the lack of a tutor.

See Also,
Adventure, The

Wednesday, May 15, 2019

Read & Write

In the time period of the game world, very few people are able to read and even fewer have experience writing. Most have some ability to recognize familiar road and shop signs, but deciphering the symbols surpasses their comprehension. The skill is reserved almost entirely for select professions and for persons of specific classes, those being poet and writer bards, clerics, druids, illusionists and mages. Other character classes usually cannot. The character background generator, however, does have the final word on this.

Knowing how to read & write does not necessarily meaning the character is “well read.” Learning to read is only the first step. What a character actually knows is a composite of their sage studies, which may include many abilities that do not require the reading of books. It should be clear, then, that most commoners and other non-levelled persons, even if they can read, would not be considered “readers.”

See Also,
Adventure, The
Reading & Letters

Tuesday, May 14, 2019


A character’s progenitor is an ancestor, direct parent or mentor who, in the process of raising the character as a child, imparted some level of skill as a legacy. This skill is determined randomly, based somewhat on the character’s statistics, and provided for the character in the background generator. It is important to remember that the professions listed below belonged to the character’s progenitor ~ and that accurately they do not describe the character.

The system in no way attempts to “balance” the results for characters. Life is unfortunate for some; extraordinarily blessed for others.

Progenitors are divided according to their primary attribute, so that a player character must have the appropriate ability stat of 11 or greater to qualify for a commensurate group of skills or training. A character with a less than average strength would not have a farmer as a father, nor would a character with a low charisma have a tavern keeper as a mother. These things are possible, of course, but are so statistically rare that the random table discounts the likelihood.

Several progenitors provide sage knowledge in a particular ability. This knowledge is equal to that of an amateur, but the character is able to count that ability (though not the sage study surrounding it) as part of their character’s skills. The sage ability does not add knowledge, but the character’s experience level accumulation may eventually surpass it.

A list of the potential progenitors follows, organized by their primary attribute.
Bounty hunter: has the scouting sage ability; gains a bonus proficiency in a hurled or fired weapon that can be used by the character’s class (see weapons list).
Farmer: has the farming sage ability; +1 to strength checks when outdoors.
Fisherman: has both the fishing and swimming sage abilities.
Gladiator: causes +1 damage when fighting mammals or mammal-like beasts.
Guardsman: +1 damage when pummelling or grappling.
Master-at-arms: gain two bonus proficiencies in any weapon (regardless of class), that is used exclusively in hand-to-hand combat.
Mercenary: gain a bonus proficiency in any weapon that can be used by the character’s class.
Outrider: has the horse handling I sage ability.
Sailor: has the sailing sage ability; +2 to dexterity checks when aboard ship.
Teamster: has the teamstering sage ability.
Alchemist: able to read & write; the character has an amateur knowledge of alchemy.
Architect: able to read & write; has the recognition of style sage ability.
Artillerist: has the artillerist I sage ability.
Boatman: has the steershand sage ability; +2 to dexterity checks when aboard boats.
Carpenter: has the carpenter sage ability; gains a +1 attack when acting against wooden defences.
Gamekeeper: has both the hunting and pathfinding I sage abilities.
Hermit: has both the beggary and foraging sage abilities.
Lawyer: able to read & write; the character has an amateur knowledge of law & policy.
Mason: has the mason sage ability; gains a +1 attack when acting against stone defences.
Political advisor: able to read & write; has the functionary sage ability.
Scribe: able to read & write; add 5 pts. to a chosen sage study in the character’s chosen field.
Surgeon: able to read & write; has both the binding wounds and set injury sage abilities.
Tomb robber: as a legacy, the character possesses a random magic item.
Trapper: has the set snares sage ability.
Veterinarian: has the diagnose & treat farmyard disease sage ability.
Curate: as a legacy, regardless of class, the character possesses a bonus 1st level cleric spell.
Herbalist: has the herbalist sage ability.
Husbandman: provides a +2 morale and saving throw for domestic animals under the character’s care.
Librarian: able to read & write; add 2 pts. to all initial in-field studies.
Medicant: able to read & write; the character has an amateur knowledge of medicine.
Mortician: +1 bonus to saving throws, to hit and damage when fighting undead.
Priest: able to read & write; has the identify manifestation sage ability.
Professor: able to read & write; add 4 pts. to all initial in-field studies.
Prospector: has the prospector sage ability; provides a +1 morale for donkeys and mules.
Sinecure: able to read & write; has a writ of passage for the realm, exempting the character from paying tolls or fees; also has the ear of the local nobility, with whom correspondence can be sent; and is permitted to dine at any of the realm's town halls at will, in the province where the character was born.
Steward: provides a +1 moral for all hirelings and followers.
Tutor: able to read & write; add 1 pt. to all sage studies, in or out of fields.
Village witch: as a legacy, regardless of class, the character possesses a bonus 1st level magic spell.
Witchhunter: +2 bonus to saving throws vs. magic.
Alchemist's apprentice: causes +1 damage when throwing acid; receive -1 damage per die from all chemical attacks.
Armourer: has the armourer sage ability; the armour of the character and companions saves at +2.
Blacksmith: has the blacksmith sage ability; the ironmongery of the character and companions saves at +1. Character is +1 to hit with a short hammer.
Explorer: able to read & write; has both the modern history and pathfinding I sage ability.
Graverobber: gains a +1 bonus to armour class against undead.
Gypsy: gains a +1 saving throw against magic.
Labourer: reduces the nature of contracted disease by 1-4 pts. of degree.
Mine foreman: has both the assay and prospecting sage abilities.
Miner: has both the prospecting and underground mining sage abilities.
Porter: add +2 strength when calculating the character’s encumbrance limitation.
Rat catcher: gains a +1 saving throw vs. poison.
Weaponsmith: has the weaponwright sage ability. The weapons of the character and companions save at +2, or, in the case of fumble, roll to break against one die size higher than normal (d8 instead of a d6, etc.).
Baker: has the baker sage ability; receive -1 damage per die from all heat attacks, not including fire.
Bookbinder: able to read & write; has the bookbinder sage ability.
Brewer: has the brewing sage ability; when calculating the character’s intoxication, treat the character two grades up in weight.
Butcher: has the butcher sage ability; gains a bonus proficiency with a cleaver, regardless of class (damage 1-4).
Chandler: has the chandler sage ability; receive -1 damage per die from all heat attacks, not including fire.
Cobbler: has the cobbler sage ability; the boots and shoes of the character and companions save at +3.
Confectioner: has the confection maker sage ability; receive -1 damage per die from all heat attacks, not including fire.
Cook: has the cooking sage ability; gains a +1 to hit with dagger.
Cooper: has the cooper sage ability; the wooden containers of the character and companions save at +3.
Diemaker: has the diemaker & minting sage ability; recognize counterfeited coins and fool’s gold.
Draper: has the draper & canvasser sage ability; gain a +1 bonus to constitution checks.
Engraver: has both the assay and engraver sage abilities.
Fishmonger: has the fishing sage ability; gains a +3 saving throw against nausea and odour-based attacks.
Fuller: has the fuller sage ability; gains a +2 bonus to strength checks.
Furniture maker: has the furniture maker sage ability; the furniture of the character and companions saves at +3.
Furrier: has the furrier sage ability; the fur goods of the character and companions saves at +3.
Gambler: has the gambling sage ability.
Glassmaker: has the glassmaking sage ability; the glassware of the character and companions saves at +2, or breaks with a +2 chance if desired. Receive -1 damage per die from all heat attacks, not including fire.
Glazier: has both the break & enter and glazier sage abilities.
Instrument maker: has the instrument maker’s sage ability; instruments of the character and companions save at +2. The character is able to play a musical instrument of choice.
Jeweller: has both the appraisal I and jewellery-making sage abilities.
Juggler: has the juggling sage ability; gains a +2 bonus to hit with a sling or thrown dart.
Lapidary: has both the appraisal I and gemcutting sage ability.
Leather worker: has the leather worker sage ability; the leather goods of the character and companions saves at +2.
Metallurgist: has the metallurgy sage ability; receives -2 damage per die from all heat attacks, not including fire.
Monk: gains a +1 bonus to the character's natural armour class.
Papermaker: has the papermaking sage ability; reduces the nature of contracted disease by 1-4 pts. of degree.
Potter: has the pottery making sage ability; the pottery ware of the character and companions saves at +3, or breaks with a +3 chance if desired.
Puddler: has the puddling sage ability; receives -2 damage per die from all heat attacks, not including fire.
Sculptor: has the sculpting sage ability, with the appraisal II sage ability with regards to sculpture & statuary.
Shipwright: has the shipwright sage ability; gains a +2 bonus to rolls when keeping a ship from sinking.
Stonecutter: has the stonecutter sage ability; gain a +3 bonus to strength checks.
Tailor: has the tailor sage ability; clothing of the character and companions saves at +2.
Tanner: has the tanning sage ability; the leather goods of the character and companions saves at +2.
Tobacconist: has the plantation culture sage ability; gains a +3 saving throw against nausea and odour-based attacks.
Toll keeper: has the bribery sage ability; gains a +1 to ability checks in the outdoors.
Toolmaker: has both the toolmaker sage ability; the tools of the character and companions saves at +1. Character is +1 to hit with a short hammer.
Vintner: has the winemaking sage ability; when calculating the character’s intoxication, treat the character two grades up in weight.
Wagoneer: has both the teamstering and wagonwright sage ability.
Weaver: has the weaving sage ability; clothing and cloth goods of the character and companions saves at +2.
Woodcutter: has the woodcutting sage ability; gains a +1 to hit when using a short axe.
Artist: has the make art sage ability.
Banker: able to read & write; has a writ of passage for the realm, exempting the character from paying tolls or fees. The character also has access to credit, the limit determined by the progenitor’s bequest.
Buccaneer: has both the sailing and swimming sage abilities; and will have, as a promissory writ or in fact, a sailing vessel of some kind.
Crusader: the character is entitled to use the title “Sir” or “Lady,” and is a member of a Knight-Order or similar cabal, allowing an introduction of self to the Grand Wizard of that organization, allowing correspondence and reasonable requests to be made. The character’s name also provides a +2 morale with men-at-arms.
Dispossessed noble: able to read & write. Though lacking feudal possessions or responsibility, the character is entitled to use the title “Sir” or “Lady” when referring to self. Gains a +2 morale with any hireling in the character’s realm.
Fence: possesses a determined amount of stolen goods, the nature of which is randomly determined from a variety of possible artisan’s materials and goods. These goods are safely hidden, so that only the character knows where they are, and may be sold safely once it has been smuggled into another realm.
Guildmaster: the guild being determined randomly, the character has the appropriate sage ability (see above). Able to read & write; gains a +1 morale with artisan hirelings, +3 within the guild’s profession.
Guildmaster thief: able to read & write; enjoys the recognition of the criminal faction in one's own realm, with freedom from infringement by all but ignorant wrongdoers. Reasonable requests can be made, with give & take expected. Provides a +2 morale with criminals.
Innkeeper: owns a three-story merchant’s house and yard, in a various state of repair, with kitchen, hall, a 2nd floor common room and three private rooms on the top floor. The monthly income and yearly taxes are specified.
Killer: has an amateur knowledge of backstabbing.
Landed knight: the character is entitled to use the title “Sir” or “Lady,” and owns land as a bequest. The area is specified in acres, with the number of tenants, income from the land and yearly taxes. The character’s name gains a +1 morale with comrades and men-at-arms.
Landlord: owns land inside a small town near their place of birth. The lot is specified in size and purpose, the income listed and the yearly taxes.
Lesser noble: describes a baron/baroness; family relations dictate the character’s status as inheritor, a mere sibling or an outcast. The character may possess a barony, an estate or nothing. If land exists, the area is specified in acres, with the number or tenants, income from the land and yearly taxes. The character may, or may not, be able to read & write.
Marshal: able to read & write; owns land as a bequest. The area is specified in acres, with the number of tenants, income from the land and yearly taxes. The character’s name gains a +2 morale with comrades and men-at-arms.
Middle noble: describes a count/countess, prince/princess or a duke/duchess; family relations dictate the character’s status as inheritor, a mere sibling or an outcast. The character may possess a province, an estate or nothing. If land exists, the area is specified in acres, with the number of tenants, income from the land and yearly taxes. The character may, or may not, be able to read & write.
Royalty: describes a king/queen; family relations dictate the character’s status as inheritor, a mere sibling or an outcast. The character may possess a realm, an estate or nothing. If land exists, the area is specified in acres, with the number of tenants, income from the land and yearly taxes. The character may, or may not, be able to read & write.
Singer: has the performance sage ability.
Squire: owns land as a bequest, with timber-frame hall-house; the area is specified in acres, with the number of tenants, income and yearly taxes.
Tavern keeper: owns a public house that is a tavern or roadhouse, in the country, a village, a town or a city; details vary. Income and yearly taxes specified.
Usurer: able to read & write; character has access to credit, the limit determined by the progenitor’s bequest.

See Also,
Character Creation
Player Characters

Sunday, May 12, 2019

Train Man-at-Arms (sage ability)

Enables the character instructor to train comrades or youngsters starting at the age of 13 to 20 years of age to become men-at-arms. A youngster need not have accumulated any combat experience; a comrade, of course, has already accumulated 600 x.p. The time needed to train a comrade is typically 4 to 6 months, depending on the aptitude of the person. A youngster will require a period of one year. Would be men-at-arms who are older than 20 have gained too many bad habits to properly learn and must become a man-at-arms by becoming a comrade first.

During the training period the students must live in a compound that is controlled by an instructor. Healthy meals must be prepared for them and a sheltered wooden building, with beds and bedding, must be provided to enable the students to rest.

Comrade Path

Rigorous Training: the first month of training requires 25 full days of effort, a total of ten hours a day. Two hours in the morning are spent in gaining two weapon proficiencies; four hours are spent hardening the body through physical effort; and the remaining time is spent in practice, with lessons in pummelling and grappling to improve the student’s THAC0. A single instructor is capable of managing up to eight students as they progress through these routines. The remaining time of each month is spent in rest and relaxation.

At the end of rigorous training, the character makes both an intelligence check and a wisdom check. If both checks fail, the student has suffered a malady and must roll to determine its form. There is a 40% chance the character will quit; if they do not, they may continue, having made no progress. If they again fail this rigorous training, they will quit and remain comrades.

Steady Training: During the second and third months, students may be staggered between those who are repeating rigorous training and those in steady training. In addition to continued weapons practice and physical effort, the students will learn the care of weapons, self-reliance and trust in others. With respect to the instructor, the student’s morale will lower to 8 (but will remain standard with outsiders). The number of days required is reduced to 23 per month, with the instructor giving lessons only 8 hours a day. At the end of each month, the character makes both an intelligence & wisdom check, and if either succeeds, the character may count that month as completed. Only a failure for the first month gives a chance that the student will quit.

Practice Training: the fourth month is spent almost entirely with exercise and drills. The student trains on their own, gaining confidence in their skills and have the benefit of the instructor nearby if needed. The student must continue to live within the compound and spend all of 23 days there, but the time is largely the student’s to spend. Success is again determined as with steady training.

Once all four months have been completed, the student is a man-at-arms. Their morale is reduced to a 7 with respect to the instructor.

Youngster Path

The primary difference is the amount of time spent. Three months, rather than one, are spent in Rigorous Training. Each month must be passed, and maladies rolled at every failure. More often than not, it is the instructor that decides if the student continues instruction, depending on the student’s ability stats and the severity of the malady.

After these three months, students may be held back for one or two months in Practice Training, in an effort to let those who failed catch up (if everyone passes, no such hiatus will occur). One month of practice training, and only one at this time, may count towards the student’s training, if a successful roll is made. A success is not required, however, and students are often held back at this time to allow the class to reach the same level of training.

Steady Training then proceeds for five full months, all of which must be succeeded against. Each failure has a 1 in 6 chance of resulting in a malady. The instructor will usually dismiss any student at any time.

The students then spend the rest of their time in Practice Training, needing two months of success to count themselves men-at-arms. A success at practice training, gained during the possible hiatus after rigorous training, counts towards this requirement.

Once all ten months have been completed, the student is a man-at-arms. They will begin their career with a standard morale.

See Instruction