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Severed Threads

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11 views19 pages

Severed Threads

Severed

Uploaded by

mrkvos
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Severed Threads

Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Magical Manipulation . . . . . . . . . . . . . . .4
Summoning Theory . . . . . . . . . . . . . . .5
The Church of Marg . . . . . . . . . . . . . . . . .6
Sects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
The Dark Races . . . . . . . . . . . . . . . . . . . . . .8
The Caverns of Chaos . . . . . . . . . . . . . . . .11
The City of Truth . . . . . . . . . . . . . . . . . . . .16
The Undead . . . . . . . . . . . . . . . . . . . . . . . . . . .18

Original Concept
Todd Downing
Authors
Layout and Editing Gavin Downing
Samantha Downing Todd Downing
Samantha Downing
Illustration
Steven Hartley

PUBLISHING NOTICE
Severed Threads is published by Deep7
P.O. Box 46373 Seattle, WA 98146
[Link]
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All rights reserved worldwide. Any unauthorized duplication, distribution or commercial use of this product in its electronic or hardcopy
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2
Introduction
B ryn's eyes snapped open and she drew ated, starting a loop of energy feedback that only
in a quick, desperate breath. The goblins spurred her on. Another pluck, another line
had picked up her scent - she could hear the snapped. A second pain. The ivy on the east side
advance scouts scratch their thick-nailed toes in of the road blackened and died. Another. And
the dust of the trail. Forcing herself to relax, she another. Birdsong ceased. A lizard writhed
shifted her vision just slightly, and watched the momentarily and became a dry husk. "Just one
dazzling threads appear. A vast network of inter- more," Bryn thought, almost delirious with the
connected strands, the Web of Life shimmered surge of power.
into view, hers to manipulate, to weave and tie, Another snap, another severed thread. The
to pluck and caress… the power hers to control. Web of Life screamed its high-pitched astral
Searching her memory for the spell called Grey- agony as the life drained out of the surrounding
d'n's Fire, she recalled the special motions, the area, flowers wilting, grasses shriveling, insects
incantation, the precise positioning of the hands. desiccating to dust. Although riding high upon
Bryn knew the spell; canting properly was not in the energy siphoned from the Web, Bryn knew in
question. The thought that nagged her presently the back of her mind that if she didn't finish her
was whether the result would be devastating casting, the energy buildup would consume her.
enough to save her life. "Boshuuk!" she cried. Seek!
She began the ritual, drawing one hand back Her head spun, vision blurring, as she
as if nocking an arrow, now bending forward on extended both hands in a thrusting gesture. She
her right leg, now twisting her left arm upward in felt the life force of everything around her trans-
a graceful, arcane dance. "Blo-ad rai-har…" she ferred through the conduit of her body. She felt
chanted, invoking the words blood fire in Ancient, intoxicated, powerful. A blinding flash of royal
the very language of magic. blue light coruscated from her heart, along her
Then she saw it. arms and away from her fingertips. Mere yards
A single gossamer thread intersected the away, the goblin scouts had only just spotted
woven pattern between her left and right hands. her, but it would be too late. A radius of white-hot
The astral cat's cradle she was forming between flame engulfed the two closest creatures, and set
her undulating fingers could be set free if she a third and fourth screaming away into the brush
would only cut that one thread. The resonance with burning stumps where limbs had been.
would increase the potential damage effects of She dropped to her knees in the road, spas-
the spell… and the goblins were closing in. Her ming, her heaving belly purging its contents onto
Blariston training asserted itself, urging resist- the ground.
ance to Chaos temptation. Using Chaos When her eyes finally opened again, Bryn
techniques, no matter how minor, was strictly took in the scene of devastation. No life existed
forbidden. For the nature of Chaos was to within the few yards around her; only blackened
destroy by addiction. Addiction to a quick and soil. A charred crater twenty yards away cradled
easy source of power. the immolated skeletons of two goblin scouts. The
But surely she could resist future temptation young adept struggled to reconcile what she saw
if she was just using it this once. A fleeting image with the slowly retreating sense of power cutting
crossed her mind and she resolved not to finish the Web of Life had bestowed upon her. She now
her short time in the world at the wrong end of a knew how men could become drunk with such
goblin head-catcher. Working quickly, she tilted power - indeed, how they could very easily
her left hand in a variant of the spell's required embrace the path of destruction and madness to
motion and with the flick of a single finger which such power would lead.
snapped the thread. "Never again," she promised aloud to the very
A quick, sharp lance of pain pierced her stom- still air. "Never."
ach. Around her feet, the random tufts of road
grass shriveled into the earth. The Web reverber-

3
Magiical Maniipulatiion
A
s explained in Arrowflight, all magic is powered conflagration since the competing doctrines were first given
by manipulation of the astral energy matrix known as the names. Just as it is the function of Order to contain Chaos, so it
Web of Life. The crisscrossing threads are generated by is the function of Chaos to break free of Order. And so a delicate
living organisms, sentient or not, every piece of organic balance is attempted, though not always maintained.
matter contributing its own line to the network. Whereas only liv- The philosophy behind Chaos magicks is not one of devout
ing things generate threads in the Web, every object on the study and adherence to a specific grimoire. Chaos as applied to
material plane is intersected or affected by them, like particles of arcane theory is simple and elegant: it is there to help you. It is
sand awash in a tide. there to empower you. It exists to make casting and ritual easier,
Invisible to the naked eye, but seen by mages more powerful and effective. But it comes at a
and mystics, the Web of Life is the force that price. And if the history of the world has taught us
anything, many have been willing to pay it. Far too
anchors a person's soul to the mortal realm. When
a body dies, its life force, or MANA, dissipates
Chaos many.
out across the Web, nourishing life elsewhere. In Example Severed Threads is a window into the darker
addition, MANA releases the SPIRIT from its side of Arrowflight magic. This sourcebook con-
earthy bonds. If one is drained of MANA before Nazim Khar- tains rules for using Chaos in any arcane theory, its
the moment of death, the SPIRIT will not be ris is going to effects, costs and penalties. It contains cultural
released, and thus ghosts and spirits are doomed to cast a spell while profiles of the major Chaos-affiliated races, the
walk the world. Church of Marg and the Cult of Aghali, as well as
calling on Chaos. a new Summoning theory grimoire. In addition,
It was discovered long ago that one who was
trained to see this Web of Life could, with the right He agrees to more undead and the major types of demonic and
movements and words, manipulate the threads to take 4 points of angelic beings are listed with stats for inclusion in
achieve specific effects in the material realm. damage, which your Arrowflight game.
Some cultures found ways to tie knots in the gives him a +4 to Calling on Chaos
strands, like dwarven rune magic, thus making his MANA for the
effects permanent. Still others, like the feral elves, Any mage can call on the primal force of
preferred the simple transient magicks, feeling casting of this Chaos, though it leaves strong evidence on the
permanence to be a transgression against the nat- spell. Within this Web of Life. To call on chaos is a precise process
ural order. 20-yard radius, of cutting the strands of the Web of Life while cast-
ing a spell to more easily achieve the effect of the
And it was at the very birth of arcane theory all subsequent magic. The more strands that are cut, the easier the
that early mages discovered a way to increase the spells will suffer
magnitude of their effects, a sort of power short- spell is to cast, but the more damage is done to the
cut, by cutting the Web of Life rather than a -4 MANA drain. Web in the process.
plucking strings or tying knots. This cutting, like Within a week, A mage calling on chaos agrees to take a set
sealing off avenues in a maze, trapped the cycling the drain is –3; amount of damage. This damage can not be
reduced, redirected, or negated, though it can be
energy in a loop, feeding upon itself and drawing within 2 weeks it healed once it has been taken. For each point that
the life force from the surrounding area. While it is –2; within 3
would magnify the effect of the spell in question, the mage takes, he gains an effective +1 to his
cutting strands from the Web of Life would liter- weeks, it is -1; MANA for the casting of that spell. However, the
ally siphon life away. This meant that grasses, within 4 weeks, consequences of this cutting do not end at the dam-
shrubs, small animals and insects would shrivel the area should age he takes. The area surrounding the mage will
have a much weaker Web of Life, thus making fur-
and die within moments, and the spellcaster be healed and ther spellcasting more difficult. The penalty for
would become wounded. Of secondary note, the back to normal.
area in which the life drain had occurred would be subsequent spellcasting will be -1 to the caster’s
sapped of energy, the Web torn open in that loca- MANA in a 5-yard radius times the initial bonus
tion. Future spellcasting would be "dampened", if taken. Insects, mice, sparrows, flowers, grasses,
not completely impossible. and other small life forms will likely die within this radius. The
So it was that various schools of arcane study came to regard Web heals itself at one MANA point per week, narrowing down
the severing of threads in different ways. Some embraced this to the center of the original casting area by 1 yard per week. The
chaotic form as completely natural, while others abhorred it. life within the area can only heal naturally, thus the area will not
Some came to favor a balance between cultivation and regulated replenish itself unless other natural healing processes take place.
"pruning" of the Web, while others realized the corrupting influ- Any mage can sense when the Web of Life has been damaged
ence of the power it wrought. Thus cultures evolved, citing their in an area, and he will be able to tell which mage cut the strands
methodology as the One True Way. Wars have been fought if he is close enough to sense the magic "signature", which will
between Order and Chaos. Millions have perished in the eons of remain in place until the Web has healed.

4
Severed Threads
Summoning Theory
The arcane theory known as Summoning is viewed with a great deal of suspicion in many nations. While the theory itself is not
inherently illegal in Corvel, the specific goal of summoning and controlling demons is against the law. As such, practitioners of Sum-
moning are watched carefully - even moreso than are necromancers. Witchsmellers are often assigned to track and observe specific
summoners, just in case they step out of line.
Kilmoor has no ethical issues with summoning and controlling demons, though mages who engage in the practice are often given
a wide berth. Those who cannot control the demons they summon are seen to get exactly what they deserve.

Summon (N) Control (N) Ward (N)


BASE DIFF: 2 BASE DIFF: 3 BASE DIFF: 1
Description: The caster can summon a Description: This spell allows the caster to Description: The caster can hold a mortal
type of mortal or supernatural being, tele- control the mind of either a mortal or or supernatural creature at bay, and prevent
porting it into his presence. The exact supernatural being, depending on the spell the target from taking aggressive actions
species of the being must be determined as written. Any potentially suicidal com- against him. The spell must be written to
when creating the specific spell, and must mands will allow the target an extra Resist affect a specific type of being. If the being
be known by sight. If a specific creature of check. is attacked, it may make another Resist
that type is not summoned by name, the Visual: Appropriate to scale check.
closest being of that type will be teleported. Audio: Appropriate to scale Visual: Appropriate to scale
Some varieties of demonics or angelics Requirements: Single word, hand motion, Audio: Appropriate to scale
cannot be summoned (see descriptions), generic spell focus Requirements: Hand motion
nor can any god, ancestor spirit, or saint. Duration: 1 minute Duration: 1 action
Visual: Any to scale Range: 20 yards Range: 20 yards
Audio: Any other, but always the noise of Variants Variants
air displacement +1 per additional 20 yards +1 per 20 yards
Requirements: Circle, short incantation, +2 per target +1 per additional action of duration
two handed motion (takes 4 consecutive +4 per minute duration +4 per minute of duration
actions to cast) +4 a demonic or angelic target can be ban-
Duration: Instant ished (returning it to the Caverns of Chaos
Range: Unlimited or the City of Truth)
Variants
+1 subject has never been seen by the cast- Teleport (N)
er BASE DIFF: 2
+2 per additional target
+3 a swarm or flock of the type may be
Description: The caster teleports himself
and his belongings (limited to objects worn
Matter Shift (N)
summoned (small non-sentient creatures on his person) to any spot within one mile BASE DIFF: 2
only) of his current location. The caster must Description: Transports 10 lbs. of matter
have seen the destination before. from location to location. Both locations
Visual: Appropriate to scale must be visible to the caster.
Audio: Any other, but always the noise of Visual: Appropriate to scale
air displacement Audio: Any other, but always the noise of
Requirements: Single word, hand motion air displacement
Duration: Instant Requirements: Single word, hand motion,
Range: Self generic spell focus
Duration: Instant
Variants
Range: 10 yards
+1 per additional target
+2 target area is not within one mile, but Variants
familiar to the caster +1 per 20 yds
+3 target area is not within one mile, and +1 per 20 lbs
caster does not know it well

Note: Control and Summon templates are completely separate and cannot be combined. A summoner must have a
Control spell ready to cast the moment his target is summoned, or face the consequences of an uncontrolled entity.
Keep in mind that a summoned entity receives a Resist check for both being summoned and controlled. For that reason
alone, the Summoning theory is regarded as the second most difficult discipline to master, after Runecraft. However,
when demons are summoned and successfully controlled, the summoner's power can be astonishing (at least for the
duration of the spell).
5
The Church of Marg
I
t is written that Creator mandated Shal'ekk would give under the purview of those who seek to further themselves in
birth to three offspring before dying, and that her children Marg's eyes by committing crimes against society.
would be those from which all dragonkind would spawn. The practices of most of Marg's followers are abhorrent to the
It is also said that as she died, Aghali the demon serpent formed general populace, so his followers tend to hide their faith by prac-
from the blood of those births. Lastly, as Shal'ekk expired, a ticing in rural areas, as far from the rule of civilized law as
fourth dragon child escaped her womb; the Dragon Mother's final possible. The Church of Marg does not have a unified organiza-
act of rebellion against the Creator who had cursed her. This tional body; most Margist communities function under the
fourth and final child was Marg, an abomination in dragon form. disguise of the locally accepted faith, performing their secret rit-
A personification of her spite, hatred and disregard for the word uals in private homes or remote forest hideaways. Although no
and law of Creator, Marg was immediately banished to the Cav- central administration exists and flocks function under the control
erns of Chaos where to this day, he seeks to remake the world by of individual priests, many Margist cells will communicate with
destroying everything Creator and the elder gods have made. each other on an as-needed basis.
While it is not known exactly where or when the Church of The Margist hierarchy has Adherents of the faith at the bot-
Marg began, but it is generally accepted to be a human endeavor tom. These are members of the church with no real divine
dating back at least two thousand years. Some scholars believe abilities or power within the loose structure. They will aid in rit-
that downtrodden humans found a way to wrest a modicum of uals, but they cannot lead prayers to Marg. Above the Adherents
control from the Chaos races by gaining the favor of Marg him- are the Acolytes, those who are in training to become leaders in
self. the Margist faith. Above Acolytes are Priests, who lead the larg-
The Church of Marg believes that the only sin is in conform- er spells and perform the sacrifices. Some especially remote and
ing to Order. Primal impulses and personal power are the true larger cells may have several Priests, who will answer to one
gains in life, and Margists push them as far as they can go through High Priest. Mages that follow the Margist order can be trained
human and animal sacrifice and the summoning and control of in the Summoning theory through the church.
demons. Kidnapping, rape, murder, theft and vandalism fall The Church of Marg has no official headquarters, nor are
Margists granted the status of legitimate religions by govern-
ments or other churches. The
Church of Rellian publicly denies
the very existence of an organized
church serving the Dark One, and
automatically finds adherents of
any Chaos faith to be heretics and
subject to judgement by the Exhor-
tiad. Strangely, the Rellianite
church dedicates an enormous
amount of resources and focus to
combating something that does not
officially exist.
Even in the more dragon-
friendly environs of Kilmoor, the
Church of Marg is kept outside the
mainstream, marginalized for its
hard-line pro-Chaos doctrine,
which flies in the face of Kilmoori-
an tenets of balance.

6
Severed Threads

Sects
The Cult of Aghali Reapers
This sect is the "legitimate" face of the Church of Marg. Reapers are the most feared sect within the Margist faith.
Aghali is a trickster god, and while society as a whole distrusts Their primary goal is to destroy society from within through the
such a creature, individuals throughout the world find faith in torture and sacrifice of innocent victims. They have been known
him. Primarily made up of humans worshipping their perceived to wipe out entire communities with their rituals and "blood
origins, this seemingly harmless "snake cult" still has Chaos at its quests".
very heart. The most respected Reapers are the Reaper Knights. These
While many within the snake-worshipping faith are genuine- warriors wear ceremonial armor constructed of dragon bone and
ly good people believing in the lessons of Aghali, a fair number ornately carved with troll runes, as well as skirts of human flesh.
of priests within the cult secretly practice sacrifice and ritual tor- They carry troll-forged weapons engraved with powerful runes,
ture, especially of non-human sentient races. Using the Cult of capable of draining a person's very soul. The Reaper Knights fol-
Aghali as a cover, they are able to find new recruits and disguise low a basic doctrine that states no life is sacred (not even their
their Margist rituals. own), as all must be destroyed in Marg's fire before the New Birth
The legitimate Cult of Aghali has temples all over the world, can occur. Those Reaper Knights who serve particularly well are
from the northern kingdoms to the jungles of the Dark Lands. recreated by Marg as wraiths (see page 19).
They are plentiful in Kilmoor, where it is widely accepted that
Aghali is the progenitor of humankind. There are two notable
exceptions to the seeming universal appeal of Aghalism: Zeah
and the Raihar Empire. Both kingdoms shun the concept of
Aghali as a being worth worship, and no missionary efforts
have ever taken hold in either culture.
The Cult of Aghali has a similar hierarchy to that of the
Church of Marg, with adherents at the bottom and priests at the
top, however the "church of the snake" tends to be more coher-
ently structured, with each temple under the command of a single
high priest. Tithes received by each temple are used for structur-
al maintenance and upkeep, although a portion sometimes finds
its way into the coffers of a local Margist order (if one exists).

Winds of Chaos
This sect of the Church of Marg is mostly made up of mages
and scholars who seek the ancient knowledge and dark prophe-
cies which will destroy the Web of Life and thus bring down all
of Creation, thus making the way for Marg's new order. Special-
izing in necromancy and summoning, the Winds of Chaos have
demons and undead at their fingertips, ready to be made into an
army. In the meantime, they send these creatures out to terrorize
the countryside, committing horrible crimes through them.
The Winds of Chaos have been known to work alongside the
Reapers occasionally, and certain high priests, such as Darkwood
in Sigel province, have followers from both sects. Though Dark-
wood's recent plan to transfer his mind and soul into the body of
Duke David failed, he is still a powerful Margist, with many
priests, acolytes, and adherents supporting him.

7
The Dark Races
W
hile goblins, ogres, trolls and gorgons may where the Web is at full strength. Over time, the ravaged area will
appear to be unpredictable and violent, they are not grow back, and the tribe can return to the same lands.
indiscriminate killers. When Barlo I (also known as While many tribes of orcs allied with the elves during the
"the Just" and canonized by the Rellianite Church) bloody reign of King Gar II, most of the other Chaos races were
established the kingdom of Corvel over 1000 years ago, he rallied unwilling to do so. Some races were not even approached, as the
the elder kingdoms of human, elf and dwarf to his banner. They ogres and centaurs were seen as far too dangerous. Other races
rose up against the Dark Ones, those born of Chaos, and drove felt that they were strong enough to stand on their own, or they
them out of the kingdom or into hiding. The races of Chaos, on still told legends of the evils of King Barlo of Corvel, and other
the other hand, felt that the lands they'd "rightfully" occupied for unifiers. The orcs, however, were much more practical and will-
eons had been usurped. From that time forth, the Dark Ones have ing to cast their lot with civilized Corvel (most likely perceived
warred against the governments and people they perceive as as the stronger faction at the time).
invaders.
Chaos, by its very nature, cannot sustain the organization Goblins
necessary for civilization on any great scale, thus most Chaos During the humans' early research into Chaos magicks, a
races live in small tribal units. They do not possess arcane group of elves was subjected to an unusual arcane experiment.
schools to teach the mystic arts, nor are there established monas- The invoked Chaos forces warped the elves, sapping their skin of
teries, where priests are taught how to call for divine intervention. color and making them somewhat smaller and wirier. These new
Tribal groups do possess shamans who act as their spiritual and creatures, called goblins, killed their creators and attempted to
mystical advisors; however these shamans are rare, as one must return to a life in the wilderness.
possess both a bright soul and a strong Fire (high SPIRIT and Goblins soon began to utilize Chaos magic openly, and
MANA). In tribes where a shaman is present, this hybrid mage- became powerful wielders of the Dark Arts. Specializing prima-
priest is highly respected and usually the second-most powerful rily in necromancy, goblins soon developed a special type of
member of the tribe (right after the chieftain or matriarch). mystic that they called the "Blood Father" or "Blood Mother."
Shamans must be skilled in both arcane disci- These goblin mages were
plines and devotion. Unlike typical priests, shamans necromancers that enjoyed
do not worship a god, but nature spirits and souls of transforming the children of
their ancestors. Much like the saints within Rellian- their enemies into grotesque,
ite culture, various important ancestors can be called undead horrors. The style was
on for divine intervention. At the head of this pan- eventually refined into the art
theon of ancestors is usually a major Chaos god, of creating Blood Children,
often Marg or Aghali; Shal'ekk or other dragon which is still a secret known
patrons can often play a part as well. While shamans only to the goblins. They guard
have dual requirements to invoke both magic and it fiercely, unwilling to share it
prayer, others within the tribe may be skilled in either even with their close allies, the
discipline. Those skilled in devotion are called seers, ice goblins. Blood Parents are
while those who follow a magic theory are called feared and respected, but most
mystics. These two groups often serve and aid the tribes tend to limit their contact
tribe's shaman, but they can never occupy his posi- with the disturbing necro-
tion. mancers.
Many tribes exist in the deep, thick forests or Goblins are also among the
mountain ranges throughout the world, especially in most social of the Chaos races.
the Cursed Wood of the northern continent. They While the Blood Parents are
must tread carefully, lest they attract the wrath of the typically solitary, the goblin
established populace. While a tribe can easily kill a tribes are fiercely loyal to
single citizen, and perhaps even wipe out an entire their respective chief-
village, they certainly cannot stand against the tains. Some tribes have
wrath of an entire nation. Still, they maintain
their own tribal territory, and trespassers had Goblins
best beware. Tribes of Chaos races tend to be Orientation: Patriarchal
nomadic within their established region, as the mys-
tics and shamans of the tribe often demolish the Web of Clan Size: 20 to 100
Life within a given area. In order for the mage to con- Deities: Marg, dark nature spirits,
tinue casting spells, the tribe must move to a new location, ancestors

8
Severed Threads
accepted goblin-wolves as secondary members of the tribe, mishes against communi-
but others tend to avoid the unpredictable creatures. ties in Troilanos and
According to traders and merchants, the goblins in the Sigel. With such num-
Kainal Islands have acclimated themselves to society, and bers, Karrak's Blood
even live in the cities or serve within the government. The could potentially take an
goblins of Corvel, on the other hand, have a long memory, entire province.
promising blood for Barlo's theft of their land, and the later Only Karrak's most
atrocities committed by King Gar. Goblins range in height trusted lieutenants are
from three and a half to five feet tall, and have a very aware that he has a partner
sinewy and lithe build. At birth, a goblin's skin is a Darkwood, a powerful
very pale gray, which darkens as he ages. A jet- human mage, claims to be
black goblin is very old, and likely not to be trifled chosen by Marg himself,
with. Unlike ogres and trolls, goblins are patriarchal, and and it has been said that he
the strongest or most cunning males are typically the indi- is an important fixture in
viduals in power. Duke David's court in
Sigel The truth of these
claims is unknown, but
Ra'althuuk's Horror Karrak seems to believe
The goblins' closest relatives are the "ice him. For now, he is not
goblins," also known interchangeably as "hob- advancing his troops, but
goblins" and as "Ra'althuuk's Horror." Ra’althuuk Goblins concentrating instead on
Ra'althuuk goblins are a genetic amalgam of Orientation: Patriarchal gathering most (if not all) tribes of the
orcs and goblins and take their name from the Clan Size: 20 to 50 Northern Nation together under one com-
rogue mage who created their progenitors five mander.
hundred years ago. They have been secluded in Deities: Ra'althuuk, heroes &
the Region of Ice in the far north since their chieftains Ogres and Trolls
inception, breeding and training for their even- Ogres, in contrast to their goblin counter-
tual rise to dominance. Two centuries ago, they parts, are highly matriarchal. The female
made their first deadly assault against Corvel, successfully owns the possessions and rules the village, while the male will
raiding several of the northern provinces. Though they were hunt and do battle. Female ogres are often polygamous, taking
eventually pushed back, they have continually skirmished with several husbands. Ogres tend to avoid the other Chaos races,
the civilized populace of these territories, waiting for the best with the exception of the ogron. They accept the ogron as near-
opportunity to launch a full-scale invasion. Slave armies of ly equal members of the tribe, though no ogron may ever take
human barbarian sledsmen follow the marauding hobgoblins a position of Matriarch. A moderately long-lived race, an ogre
and loot the wreckage, returning with anything of lasting value. can theoretically live up to two hundred years. Most males,
Most residents of northern Corvel have heard the name of
Ra'althuuk, though they believe he is long dead. In truth, the
ancient mage is an elf in his sixth century of life, a devout dis-
ciple of Marg and commander of what has been deemed the
Ra'althuuk Goblin Nation. This is a bit of a misnomer, as the
hobgoblins are organized in small tribal units that have only a
passing relationship with each other. Tribes often war against
each other for prime hunting ground or to take slaves or mates.
Any national identity or organization is tenuous at best, mostly
relating to the worship of Ra'althuuk.
Ra'althuuk's plan is the eventual genocide of all
humankind. He sees man as a mistake and proposes his merg-
ing of the product of man's magic (orcs & goblins) as a
worthwhile alternative. However, Ra'althuuk is old and grow-
ing senile, and he rules now more through fear and worship
than actual power.
While hobgoblins prefer their own kind, they accept rogue
members of other races into their number. Trolls, orcs, goblins,
and others are all occasionally seen among ice goblin troops.
Like goblins, hobgoblins are patriarchal, and women are often
regulated to subservient positions. Strong female leadership
among hobgoblins is rare.
Occasionally, a strong warlord can organize Ogres
many tribes together into a single efficient unit.
In recent times, one especially charismatic ice Orientation: Matriarchal
goblin named Karrak Icesoul managed to organ- Clan Size: 8 to 12
ize an unheard of 40 tribes under a single banner. Deities: Tayn (bastardized Deain),
Calling themselves Karrak's Blood, they have Dalag (bastardized Dalah), Marg
performed some minor raids and border skir-

9
Severed Threads
toward the civilized races, though any who approach too close to
tribal lands will often be seen as a threat. While most minotaurs
Trolls are relatively tolerant of humans, elves, and other races, there are
Orientation: Matriarchal some who serve Marg in a devout fashion. These Margist mino-
Clan Size: 8 to 20 taurs are often cannibalistic and deadly.
Deities: Tayn (bastardized Centaurs are nearly the opposite of minotaurs. Most of the
Deain), Marg horse-men are wild and feral creatures, highly passionate and
dangerous, with the occasional tolerant and kind-hearted outcast.
Centaurs are typically brutal, even among their own kind, with
however, have a lifespan rape and murder within
of 80 years, due to their one's own herd common-
violent culture and Gorgons place. High infant survival
lifestyle. Females have a Orientation: Matriarchal coupled with a three-season
greater tendency to live out gestation period helps
their full life expectancy. Clan Size: 3 to 20 counter the high mortality
According to legend, Deities: Marg, Shal'ekk rate of the centaurs.
Dalah created trolls and While most orcs in
ogres when she attempt- Corvel are civilized, there
ed revenge against Deain Minotaurs are tribal orcs throughout
for his rape of her. With Orientation: Patriarchal much of the world, even in
such a close relationship, it some isolated corners of
is not odd that the ogres Clan Size: 4 to 12 (rogues com- Corvel. While many tribes
tend to tolerate trolls a little more mon) of Corvellian orcs united
than the other races. They still do not Deities: Mun, Marg with the elves during Scarlet
permit troll incursions into their territory, but they are more will- King Gar's genocidal
ing to meet with and trade with their cousins. purges, still others refused.
Trolls, on the other hand, are more willing to work with the
goblins than ogres are. While they recognize their racial ties to
Orcs (Feral) Though most of these tribes
were wiped out, a few
the larger giant-kin, trolls tend to find ogres unsettling. They find Orientation: Matriarchal remained scattered through-
a greater kinship with goblins, given both races' proficiency with Clan Size: 8 to 20 out the wilderness, where
magic. Trolls still prefer their own kind to any other race, but out- Deities: Tokra the Maker, Marg they have slowly repopulat-
casts often find homes within goblins tribes. Like ogres, trolls are ed over the centuries.
highly matriarchal, and the males are almost universally in posi- Living in matriarchal tribes,
tions of hunters and warriors. All trolls are trained from an early feral orcs are just as dangerous as trolls or goblins. While they do
age in the art of weaponsmithing, and the race has a natural talent not specialize in magic, they are strong and fierce predators, and
for making armaments. they will often attack, kill, and eat without question or remorse
Trolls, it is said, stole the secret of rune magic from the those who enter their territory.
dwarves during the Ages of Chaos. The dwarves claim to have There are also numerous faerie-kind that specialize in Chaos
never given the secret to any of the Dark Ones, but it is known magicks. Cutting the Web of Life in their glamours, they are very
that trolls are nearly as good as the chil- dangerous creatures. Though they do not destroy the
dren of Deain at the runic arts. They Centaurs Web on the same scale
particularly prefer soul drinking weapons, as some of the larger
blades that drain mana or spirit from their Orientation: Patriarchal races, the Chaos fae
victims. Goblin necromancers often pur- Clan Size: 4 to 12 (rogues are always willing to
chase such weapons, and the resulting uncommon) use Chaos magicks
combination is deadly and terrifying. Deities: Dalag (bastardized away from their clan-
holds. They tend to
Other Races Dalah), B'arag (bastardized
avoid cutting the Web
Though a close offshoot of the troll, Bhara), Aghali, Marg near their homes,
gorgons are much rarer and tend to avoid however, since they
their cave-dwelling kin. With their thick are not particularly
plated skin and long claws, they no longer have the nomadic. While will-
innate talent or need for making weaponry, though o-the-wisps, sirens,
some gorgons occasionally specialize in creating and kelpies are the
armaments. More often, the hunters arm themselves most openly Chaos-
with the weapons of their fallen foes. They have aligned, some tribes of
maintained some of the primitive rune magicks of sprigs or firefolk are
their forbears, though the only rune that is commonly known to utilize
taught anymore is one that counters petrifaction. Chaos magicks as
Minotaurs tend to avoid the other Chaos races. well. The Chaos fae
Many tribes of minotaurs even avoid casting Chaos are hated and hunted
magic, though they do allow it in case of emergency. by their more Order-
Minotaurs are the most gregarious of the Chaos-spawn aligned brethren.

10
The Caverns of Chaoos
I f one travels far enough below the upon these beasts; if the summoner is lucky, he
ground, one may find himself in the may be able to control what he has summoned.
Underworld. Scattered across the surface Demons are not as individually varied as
of Nia, from the highest mountains to the deepest other races. They are created for a specific func- As demonics
canyons below the sea, are entrances to this tion and will always remain devoted to their
place. At all of these entrances, a traveler must purpose. There is a rudimentary demonic hierar- are, on the
pass the Gatekeeper. The Gatekeeper requires a chy, and it is possible to move up in ranks of whole, a perver-
toll to allow the living to pass through his portal Chaos-spawn - the highest ranking are few in sion of
- both in and out. This might be a few coins, or number, and they answer only to Marg. The GM dragonkind,
it might be something more personal. The price may modify the attributes and skills of a demon they cannot be
depends on the individual, and on the respect slightly, to show mild variation in the ranks, but
they pay the Underworld's guard. Sneaking past uniformity is very common. hurt by normal
him is not an option, nor is attacking him - he is All demons speak Ancient as their native weapons. Only
already dead. tongue, but have the innate ability to converse spells, prayers,
The central mountain range in the Under- with any being with a soul. It should also be rune weapons
world is capped by the City of Truth, the noted that, although both demonic and angelic specific to
legendary meeting place for all worthy souls. But creatures are immune to non-magical damage,
Margists particularly revere the Caverns of both qualify as magical beings and therefore are demons, or
Chaos, where their lord is said to reside. The vulnerable to each other. those made of
Caverns of Chaos also house dragon bone can
demons - while Marg does not pos- Barghest cause damage
sess the ability to create life, he does AGL: 5 to one of these
have a talent for altering that which Athletics: 4
already exists, and some followers Animal Combat: 6 creatures. If a
of the Dark One, loyal in mortal life, Stealth: 4 demon is killed
are gifted with immortality in DEX: 1 by a rune
demon form. CUN: 5 weapon, it is
The Caverns of Chaos are long Awareness: 5 dead perma-
and twisting stone passages, lined Wilderness Skills: 5
with damned and tormented souls STR: 7 nently. The
writhing in pain. Fire and frost Endurance: 5 body decays
often lick through these passage- Strength Feat: 2 rapidly, break-
ways, and demons and harpies Swim: 2 ing down into a
wander freely, tormenting souls as WIL: 4 fetid, writhing
they pass. Margists believe that the Intimidation: 5
damned souls are those non-believ- Resist: 2 mass of vermin
ers whose spirits have been captured MANA: 2 and ash within
by Marg, or those who were unwor- SPIRIT: 1 minutes.
thy disciples of the Dark One. The Wounds: 7 Barghest Demons cannot
worthy Margists, one and all, are Bite does WR3 C A species of be resurrected,
gifted with the bodies of demons - Claws do WR1 S demonic dog, the
or so they believe. barghest is also sometimes called the or made
"hellhound." Dangerous and predato- undead.
Demonic Creatures ry, the barghest has a high animal
Deep in the Caverns of Chaos dwell numer- cunning and a ferocious disposition. In the Cav-
ous frightening beasts. Some were once living erns of Chaos, barghests often travel in packs,
creatures. Others are terrors combined and twist- tearing to pieces any prey they find. They are
ed from existing lifeforms and Marg's own favored guard-beasts of summoners, though
blood. They all serve him willingly. Usually most mages can only control a small number.
held within the Caverns of Chaos, they have been Resembling massive war hounds with black fur
known, albeit rarely, to visit the mortal world on and blood-red eyes, barghests have a howl that
Marg's business. Some priests of Marg or practi- can chill the bones. Little is as savage or as dan-
tioners of the Summoning theory can also call gerous as an uncontrolled barghest.

11
Severed Threads
Dark Lord Mages who summon devils usu-
Devil
These fright- ally do so for the quick acquisition of
ening creatures an easily controlled minion. Devils AGL: 4
are among the can serve as guardsmen, soldiers, or Athletics: 4
most powerful fighters, but they are not particularly Brawling: 4
and most feared stealthy. Some are gifted with leath- Combat Skill: Soldier 4
of the demon- ery wings for aerial combat. They DEX: 4
kind. Dark lords can speak, and their voices are deep- PER: 5
are as strong as er and raspier than a human's, though Awareness: 4
some giant-kin, not by much. INT: 3
Education: 2
and they are
among the high-
Djinn Lore: 3
Related to tempters (see page STR: 5
est-ranking of the 15), djinn are a powerful class of Endurance: 4
demons that can demon capable of striking infernal WIL: 3
still be success- pacts and enjoy sly enticement as Intimidation: 4
fully summoned much as their demonic brethren.
and (usually) con- Resist: 2
The djinn were cursed by Creator MANA: 3
trolled. They are in ages past to aid those who request- SPIRIT: 3
usually eight to ed it. They despise their obligation, Wounds: 5
ten feet tall, with and will only follow their orders to
powerful muscles the letter, blatantly ignoring or
and a deep red actively working against the spirit of the request. The djinn does
skin. Huge bat
Dark Lord wings extend
not have to grant just anyone's wish - the subject must have either
AGL: 5 summoned or have aided the djinn in some manner. Even then,
from their backs, the subject gets only a single request. While the djinn have no
Athletics: 4 and fierce talons and teeth (WR2 S)
Brawling: 6 ability to warp reality to grant wishes, they are powerful mages
complete the image of terror. and their magical talents are very impressive.
Combat Skill: Soldier 5 Dark lords are highly intelligent,
DEX: 3 Some djinn did not mind the obligations which Creator
sadistic, and cruel. While they are cursed them. These individuals were seen as traitors by their
PER: 5 often trained in numerous weapons,
Awareness: 3 brethren and were sealed within boxes, urns, rings, lamps, and
their preferred weapon is the whip, other artifacts. Such
Command: 4 for it is an instrument of pain. They
INT: 5 djinn are uncommon,
also possess some limited magic, but those loyal to
Education: 3 though their trade is more in brute
Lore: 6 Marg often imper-
strength than with the mystic arts. sonate such
STR: 8 They are never summoned for trivial
Endurance: 6 benevolent
purposes, but if left to their own djinn to fool
WIL: 7 devices, they can be ingenious in
Intimidation: 5 their potential
their use of subtlety. They are mas- "masters."
Interrogation: 5 ters of mental as much as physical
Resist: 4 torment. Their voices are deep and
MANA: 6 booming, with a gravelly tone. Djinn
Magic Theory 4 Many dark lords specialize in AGL: 5
SPIRIT: 6 Fire Elemental magic, and most pre- Athletics: 4
Wounds: 8 fer to cause their weapons to be Brawling: 4
consumed in flame. This effect will Combat Skill: Gallant: 4
deal additional damage to a victim, while also serving as a useful DEX: 3
source of intimidation. Dark lord mages have 10 points worth of PER: 5
spells, usually in Necromancy, Elemental and/or Summoning. Awareness: 5
Command: 4
Devil INT: 5
Resembling the typical Education: 4
decorative gargoyle, these Lore: 5
demons often serve as the STR: 7
foot soldiers of Marg's Endurance: 4
horde. Devils are relatively WIL: 5
easy to summon or control,
as they are the most eager to Djinn are human-like in their Intimidation: 4
please of all the demonic appearance (whether appearing as Resist: 3
ranks. They are constantly male or female), often with a red- MANA: 6
on the lookout for ways to dish tint to their skin. They have a Magic Theory: 8
prove themselves to their distinct preference for warmer lands SPIRIT: 4
demonic and magic-using such as Kilmoor or the southern Wounds: 6
masters. deserts of Bachra and Kharhoun, but

12
Severed Threads
summoners can bring them forth in Corvel or other lands. They Imp
usually appear in the lighter, scantier clothing common to their Unlike devils, who
preferred lands. constantly try to ascend
Most djinn are able to grant the usual wishes of status, power in rank, imps realize that
and/or riches (subject to GM caveat). They cannot bestow mag- there is little hope of pro-
ical power upon the wisher (i.e. "Djinn, take me far away from motion. Most are
here," not, "Djinn, grant me the power to fly"), nor can they alter content to be what they
the established timeline (i.e. they cannot raise the dead or undo are. They are not partic-
wrongs of the past). GMs may want to monitor the greed of the ularly good warriors - in
wisher when determining how the djinn responds. Generally, the fact their fighting style is
more grandiose the desire, the more strings are attached. A char- often described as
acter wishing to be the wealthiest, most powerful person in the "annoying." Imps are
world may find that, not only has he become unplayable, but there usually summoned as
may be assassins around every corner, poisoned food, and lack- servants, messengers,
eys all salivating over his fortune. Djinn often arm themselves spies and assistants.
with magic swords, and can be given any Elemental magic to sup- They are lazy and Imp
plement their awesome wish-granting power. because of this seem less AGL: 3
Athletics: 3
Efrit intelligent than they
actually are - after all, the Brawling: 1
A close relation to the dark lord (page 12), the efrit is a mas- DEX: 5
sive green-skinned being of the Underworld. Efrit tend to prefer more brainless they
seem, the less work they'll be asked to do. Pick Locks: 3
warmer lands such as Kilmoor or Kharhoun, but they have occa- Pick Pockets: 4
sionally appeared in lands Imps can speak, and usually do so in a nasal-
ly whine. They stand about the height of most PER: 4
further north. Efrit are Awareness: 3
powerhouses of physi- earthfolk and possess small, capable wings
that enable them to fly. Gambling: 4
cal destruction. INT: 4
While they do not Kralass Education: 2
possess any magi- An aquatic variant of demon, the kralass Lore: 4
cal talent, these has a mass of tentacles surrounding a serpen- STR: 2
demons are highly tine body, and a humanistic face with a Endurance: 1
intelligent and squid-like beak protruding from its mouth. WIL: 2
fearsome war- The head is surrounded by a mane of tenta- Intimidation: 1
riors. Like cles. The kralass seems to take great joy in Resist: 2
their dark hunting and killing its targets, tearing its vic- MANA: 2
lord tims limb from limb. The suction cups on its SPIRIT: 2
brethren, the tentacles are lined with retractable barbed Wounds: 3
efrit are masters claws, which help the kralass in its ruthless
Efrit of inflicting intellectual torture as duty. Up to three victims may be held in its tentacles at a time.
AGL: 4 well as physical pain. Combining a While it can survive and move slowly on land, it was designed for
Athletics: 4 frightening cunning with a powerful rapid travel through the water. A kralass can speak, but it usual-
Combat Skill: physique, the efrit are popular
Shal'ekkhar: 4 ly chooses not to. If one hears a sound from
among summoners in their lands
Combat Skill: Rogue: 3 of origin. They possess an Kralass the kralass, it is usually the sound of laughter
DEX: 2 as it shreds its target to bloody ribbons.
unarmed combat style that resem- AGL: 6 in the water,
PER: 6 bles Shal'ekkhar in function, 1 on land
Awareness: 5 though they have no need for the Athletics: 5
Command: 4 artificial claws, possessing their Animal Combat: 4
INT: 5 own long talons (WR 3 S). DEX: 4
Education: 4 Unlike the dark lords, the efrit PER: 5
Lore: 4 possess no wings, nor the ability Awareness: 4
STR: 8 to fly, and their faces are some- Stealth: 4
Endurance: 5 what more human looking. Their INT: 3
WIL: 5 massive horns and fangs, howev- Lore: 4
Intimidation: 5 er, give away their demonic STR: 5
Resist: 4 origins. Strength Feat: 8
MANA: 2 Efrit are typically armed with WIL: 4
SPIRIT: 4 a single one-handed weapon, Resist: 2
Wounds: 7 often a sword. Even unarmed, MANA: 2
Claws do WR2 S however, their powerful claws are SPIRIT: 2
deadly. Wounds: 5
Tentacles do WR2 C
and WR1 S
Beak does WR3C

13
Severed Threads

Orrisk As Ceyrn gazed out from his wheat


Another aquatic type of demon, field to the eastern forest, the color drained
the orrisk are covered in a thick cara- from his face and his heart sank into his
pace, rather like a crab or beetle. belly. He watched the shapes in their
Their red eyes glow ominously from macabre dance, and a a faint whisper of
deep within their shells, and their long their dark invocation found its way to his
clawed arms ear in the still morning mist.
can tear any
Orrisk
He’d heard tales of Reaper Knights,
prey to pieces.
Simple brutes the unholy Sword of Marg, and their
AGL: 4
with no speech “blood quests” that often decimated entire
Athletics: 2
Animal Combat: 5 capabilities, villages.
DEX: 1 they seem to Ceyrn observed as the figure in front
PER: 5 take no joy in raised a taloned hand, and in that same
Awareness: 3 the carnage moment, the trees seemed to wither and
INT: 2 they wreak, bend as if their very lifeforce was somehow
Lore: 2 despite their being sapped.
STR: 8 great affinity Somehow, the feeling returned to
Strength Feat: 5 for destruc- Ceyrn’s legs, and he found himself running
WIL: 4 tion. The
Resist: 2 orrisk can sur- for the house.
vive for “Sara!” he cried. “Roust the boys and
MANA: 2
limited periods I’ll ready the wagon! We are leaving
SPIRIT: 2
Wounds: 7 of time on NOW!”
Claws do WR4 C land, but must
Shell is AV9 spend at least
two hours submerged every day. Poltarch Sample bodies for a poltarch:
Human skeleton/corpse: 4 Agility; 3 Dex-
AGL: 1 as an
Poltarch energy being terity; 5 Strength; 20 DP
Poltarchs are spirits that are able to possess inanimate objects Athletics: 3 Scarecrow: 5 Agility; 2 Dexterity; 4
and animate them. They have no corporeal body of their own, so Brawling: 4 Strength; 20 DP (half damage from
can only be damaged by magic. They often animate corpses, DEX: 1 as an kinetic attacks)
trees, statues and suits of armor, and can even create a body out energy being Statue: 3 Agility; 1 Dexterity; 6 Strength;
of surrounding debris, such as leaves or PER: 5 35 DP
rags. Awareness: 3 Leaf/Twig body: 4 Agility; 4 Dexterity; 3
Poltarchs can Command: 2 Strength; 15 DP (half damage from
return to the Cav- INT: 3 kinetic attacks)
erns at any time Lore: 3 Platemail armor body: 2 Agility; 1 Dex-
by abandoning STR: 1 as an terity; 6 Strength; AV 9; 30 DP
their physical energy being Tree: 3 Agility; 1 Dexterity; 8 Strength; AV
body, but most Endurance: 3 4; 45 DP (cannot
prefer to stay until move)
WIL: 5
Shade
that particular
host is destroyed.
Intimidation: 3 Shade AGL: 4
Resist: 4 Shades are creatures Athletics: 1
The physical MANA: 4
attributes of their of the dark. Literally liv- Stealth: 5
SPIRIT: 6 ing shadows, shades are DEX: 4
specific form vary
widely based on able to blend with dark- PER: 3
what materials ness, and can immediately shift themselves Awareness: 3
they have used to between dark spaces that are up to two yards Command: 2
create their host apart. Shades can speak, but only in a whis- Social: 2
body; however, per. Natural voyeurs, they greatly enjoy INT: 5
their skills will spying on people's private moments and as Education: 1
remain such are often summoned as scouts or spies. Lore: 5
unchanged. A successful Awareness check vs. the STR: 3
Because their creature's Stealth check is necessary to dif- WIL: 3
bodies are not ani- ferentiate the shade from a normal shadow. Intimidation: 3
mate objects, they Those who are successful will be able to spot Resist: 1
have no wound two dull, glowing red eyes within the dark- MANA: 5
penalties; they ness the shade occupies. SPIRIT: 6
have Damage Points. Once these points are depleted, the physi- At night, or in dark, shadowy areas, Wounds: 3
cal body is destroyed. They cannot speak unless the form they Shades gain 5 assumed successes to any
possess has vocal cords (a fresh corpse, etc.). Stealth check.

14
Severed Threads
Spectre Unlike other demons, these are very capable of
Spectres are spiritual entities of the Underworld. leaving the Caverns of Chaos and traveling to the sur-
They appear as misty white face on their own. If a victim succumbs to the
translucent humanoid shapes with temptations of the succubus or incubus, he will lose 1
Spectre shining white eyes and speak in a SPIRIT and 1 MANA, which will return after a week,
and 1 WIL permanently. Uncontrolled succubi and
soft, raspy voice. These creatures
AGL: 3
Athletics: 1 feed on SPIRIT, using its Spirit Demonic incubi are considered extremely dangerous, and those
Stealth: 8 Drain ability. With a successful Order caught are dispatched quickly. While they can trans-
form into virtually any humanoid species, all forms
DEX: 3 Spirit Drain roll vs. the target's
Resist, they can steal 1 point of Marg will appear to be variations of their natural visage.
PER: 4 Summoned succubi and incubi are often utilized
Awareness: 4 SPIRIT from the target for every Demons of the
success (spectres cannot use 1st Circle as assassins. With their disarming personality and
Command: 3 charming ways, they can often worm their way into
Social: 1 stolen SPIRIT to supplement their Dark Lords,
own). Their non-corporeal state any target's heart. Their deadly combat skills and
INT: 6 Efrit, Kralass, knowledge of poisons further justify their use as
Education: 2 means they can only be harmed by
fire, magic, or prayer, but also Orrisk killers.
Lore: 5
STR: 1 means they cannot touch or harm Demons of the
WIL: 4 people in any way other than their 2nd Circle
Intimidation: 3 Spirit Drain. Thankfully, if a
Spectre is killed, those who lost Djinn,
Resist: 1
MANA: 4 their SPIRIT will gain it back Tempters,
SPIRIT: 5 again. Incubi, Succubi
Special Ability: Spectres are often supple- Demons of the
Spirit Drain 4 mental creatures to assassination, 3rd Circle
Wounds: 4 for if their victims lose all SPIRIT,
they cannot be resurrected. They Devils, Bargh-
enjoy their roles in assassination - est, Shades,
it is believed their greatest delight Spectres,
comes from the hopelessness of their victims. Poltarchs
Imps
Succubus and Incubus
A demon common in the lands of Kilmoor, the
succubus and incubus are sultry creatures that feed on
raw sexuality. These crea-
tures typically appear as
Succubus attractive men and women in Tempter
AGL: 2
and Incubus seductive clothing. Their true form,
while still very attractive, does not hide Athletics: 1
AGL: 5 its demonic nature, with small horns, Brawling: 1
Athletics: 4 fangs, and red skin. DEX: 4
Combat Skill:
Tothahar: 4 Tempter PER: 8
Awareness: 8
Combat Skill: Tempters are the demons that bargain for
the benefit of their master, Marg. They are Bargain: 10
Assassin: 5 Charm: 5
DEX: 5 the ones who offer power in exchange for
more Margist followers. They are always Command: 3
PER: 6 Con: 3
Awareness: 3 impeccably dressed, friendly, outgoing, gen-
erous, and absolutely ruthless. They cannot Gambling: 2
Command: 2 Seduction: 2
Con: 4 be summoned, but often appear when and
where they are needed, and always have Social: 5
Seduction: 4 Streetwise: 4
Social: 4 a deal ready. Their voices sound as
soft as silk and sweet as honey. INT: 6
Streetwise: 3 Education: 2
INT: 4 They are not skilled fighters by
any means. However, they can summon Literary Skills:
Education: 2 3
Lore: 3 forth an impressive number of demons to
defend themselves if need be. In addition, Lore: 5
STR: 5 STR: 3
Endurance: 4 they appear to have an innate ability to tele-
port; this is not a form of magic, but a natural WIL: 5
WIL: 4 Resist: 3
Intimidation: 3 talent. They can only teleport to an individ-
ual who can be offered an infernal contract, MANA: 7
Resist: 3 Theory: Sum-
MANA: 3 or back to their lairs in the Caverns of Chaos.
moning: 5
SPIRIT: 3 SPIRIT: 6
Wounds: 5 Wounds: 5

15
The Ciity of Truth
A t the very peak of the central mountain in the Under- in the undersea nations as they do any- Cherub
world sits an island of tranquil strength and nobility: the where else on earth.
City of Truth. According to many traditions, the city was
AGL: 4
Like demons, angelics speak Ancient Athletics: 4
a gift from Creator, to be used as a depository for the dead, as well as their native tongue, but have the innate Stealth: 2
as a meeting place for the gods and saints of almost every pan- ability to converse with any creature with DEX: 5
theon. Although the name may change from religion to religion, a soul. Angelics can be harmed by magic, Repair: 4
the concept is nearly universal among the races and civilizations prayers, angelic-specific rune weapons or PER: 4
of Nia. demonic attacks, but are immune to nor- Awareness: 3
The city itself is an awesome sight to behold: mal damage. Social: 3
alabaster towers, golden spires and streets of ruby, INT: 4
diamond and emerald, ringed by mighty walls. A
spring produces pure, clear water, which flows down Cherub Domestic Arts: 5
from the high peak through masterfully crafted Among the lower ranks of Lore: 3
aqueducts, for distribution into the city. The water the angelic forces, Cherubim STR: 1
finally empties into a lake of crystal blue, and is said Divine are typically used as messen- WIL: 2
gers or servants. They are Resist: 2
to cure any ill. There is but a single route into the Order also seen from time to time as MANA: 2
City of Truth available to mortals: a steep, winding
path up the Veil Mountains, guarded by gargoyles
Creator gifts; the gods are known to SPIRIT: 5
and ending at a massive iron gate called Forever. Elder Gods grant favored or especially Wounds: 3
Forever is monitored by a formidable army of and Elementals pious priests a cherub servant
seraphim, and only under the most exceptional of Lesser Gods or two. Cherubim aid their master, whether mortal or
circumstances will the Guardians of Forever allow The Ascendant supernatural, with dressing, housework, or other
passage to a living being. Deified Martyrs duties.
Dead members of all humanoid races are wel- and Prophets Cherubim appear as winged, androgynous
comed in the City of Truth, to be judged by their infants. When they speak, their voices sound like liq-
uid silver and the peal of tiny bells. It seems they
deeds and rewarded accordingly. Those who are
labeled unworthy are sent to the Caverns of Chaos or Angelic enjoy their service; none has ever expressed any
simply left to wander the Underworld for all time. Order desire other than to aid its master.
Those who have demonstrated the qualities cultivat-
ed by the various gods of Order are allowed into the
Seraphim Gargoyle
vast feasting halls to "eat and drink in honored com- Dominations
pany 'til their souls be filled". Depending upon the Saints
doctrine of the specific pantheon, the dead may be Protectors
sent back to the mortal realm to be reborn as new, or Gargoyles,
they may be required to stay for eternity, defending Non-Canonized
the city from Chaos invasion. Heroic Spirits
Although the City of Truth is said to be impreg- Cherubim
nable, that has not stopped Marg and his demonic Tormentors
hordes from attempting random attacks on the city in Harpies
an attempt to claim the glittering prize as his own Minor Forces
and bathe the streets in the blood of saints. So far, all Nature Spirits
attacks have been repelled before so much as an
outer wall was touched. Still, the dark forces of the
Underworld haven't given up.
Angelic Creatures
There are also creatures of the Underworld that
reside in the City of Truth. While rarely summoned
or controlled, they have been known to give aid on
their own, and highly devoted priests and laypeople are some-
times visited by these creatures in times of need. They tend to be
less numerous than the demons and usually allow mortals to serve
as their warriors and servants. Angelic creatures are equally at According to legend, Rellian converted these once demonic
home under the waves as they are on land, and they serve as often beings, and they now guard places of the divine, primarily the

16
Severed Threads
City of Truth. Churches, graveyards and
Gargoyle Seraph
other holy sites in the mortal world occa- Difficult, if not impossible, to summon, seraphim show up
sionally display gargoyle sentries, who AGL: 4
watch for any infernal action. Many large Athletics: 2 when the gods have severe
churches that lack true gargoyles have Combat Skill: punishment to mete out.
taken to carving stone gargoyles on their Dalahar 5 They have also been known
rooftops or inside the sanctuary, to give Stealth: 1 to act as messengers
the impression that divine guardians DEX: 2 and guides, but this
watch over them. Their innate ability to PER: 8 is uncommon; if a
hold perfectly still makes it impossible to Awareness: 6 seraph is bringing
tell the difference between a true and a INT: 3 someone a message,
false gargoyle, though mages can sense Lore: 5
STR: 7 the message is
their MANA. Each gargoyle's appear- potentially world-
ance is unique, though all look like ugly Endurance: 5
WIL: 7 shaking. Despite
stone winged statues. Gargoyles can
speak, though it is rare that they do so, and Intimidation: 5 their dangerous
their voices sound like crushed gravel. Resist: 4 reputation and
Their wings allow them to fly magically, MANA: 3 fierce duty,
despite their stony mass. SPIRIT: 6 seraphim usual-
Wounds: 7 ly appear rather
Harpy Natural AV of 8 impassive. It is
Harpies belong to a lesser rank of rare that one
angel who are charged with punishing actually appears
the guilty. Unlike Seraphim, who are
sent out on specific missions by the gods, Harpy angry, but when
the harpies are always on duty. They live AGL: 6 it does, the wise
on the surface of the world, keeping an Athletics: 3 run quickly
eye out for those who commit terrible Brawling: 6 away - an angry
crimes. Harpies then pursue the criminal Stealth: 4 seraph can
until the gods are satisfied, even after DEX: 1 level a small
death. PER: 7 town in less
Harpies often travel in groups of Awareness: 7 than a minute.
three or four. Their upper halves appear INT: 3
Lore: 4
STR: 5
Seraphim appear as beautiful Seraph
Endurance: 7 AGL: 8
WIL: 6 androgynous humanoids with
Athletics: 4
Intimidation: 4 fierce, fiery eyes and huge feath- Combat Skill: Dalahar 5
Resist: 5 ered wings. They often wield Combat Skill: Soldier 6
MANA: 2 swords. When they speak, it DEX: 5
SPIRIT: 6 sounds soothing and calm, though PER: 7
Wounds: 5 a quiet rage seems to hover just Awareness: 5
underneath this serenity. INT: 5
humanoid, with Most seraphim possess Lore: 5
mottled skin and prayers, but the specific prayers STR: 8
wings in place of vary between individuals. Pick Endurance: 6
arms. Their lower 15 points of prayers for an aver- WIL: 8
halves sport feath- age Seraph, and at least one Intimidation: 7
ers, with large, Resist: 5
hawk-like talons for prayer must be from the Wrath MANA: 3
feet. While they type. SPIRIT: 8
appear either male Devotion: 9
or female, they do Wounds: 8
not reproduce sexu-
ally. Their voices
are thick and raspy.

17
The Undead
Banshee have 1 SPIRIT every week to maintain its more
Banshees are a type of docile form, or transform into a ravening, fearsome
Undead that are something of specter, alternately wallowing in hunger and self-
an enigma. No one knows pity, then flying into homicidal rage with
what creates these creatures, or bloodcurdling shrieks of agony.
what purpose they serve, but Attributes: A damned has the same stats in
only elves who have commit- death as in life, however its SPIRIT remains at 0 and
ted suicide or those whose MANA maximum becomes 8.
loved ones have been taken in
Tothas' wagon become ban-
Liches
Liches are the single most powerful undead
shees upon death. Banshees tend creature in existence; thankfully, they are the rarest,
to be female, but they can be either with only three documented cases in the entire his-
gender and usually wear tattered tory of Corvel. Liches are those people who have
white clothes. They cannot speak or gathered such a mythos about them that, when they
smile; they can only moan, scream, die, many refuse to accept it - even the gods them-
and cry. A banshee will usually selves. A lich is usually renowned for some great
appear in places where there is a great attribute and grow only more legendary after death;
deal of sadness, although some will perhaps they were known for their cunning, cruelty,
manufacture grief in their victims magic, or strength. Liches are not inherently evil,
through murder or other acts. They but their inability to reap their final reward while
have no alliances or overall goals, but trapped in a rotting dead body makes even a
they are often drawn to areas of sor- hero go mad.
row, sometimes even foretelling the Whenever someone spends a point of
approaching sadness. A few have Destiny while in the vicinity of the lich (no
claimed to have seen banshees at more than 500 feet), the lich absorbs that
Tothas' feet, begging him for something, but the death-god point, which is then lost permanently to the user, as are its effects.
ignores their pleas and gathers his bodies. A lich must absorb one point of Destiny per year in order to
To permanently destroy a banshee, they must be kissed and remain in the mor-
then burned to ashes. tal realm. In order
Attributes: The same as in life, though a banshee gains +4 to to permanently
its Perception. eliminate a lich,
The Damned the legend to
Partially demonic undead (and thus difficult to classify), the which it is associ-
damned are those who have sold their souls to Marg in exchange ated must be
for immortality. While technically undead in that they have no destroyed. Only
SPIRIT with which to seek divine intervention, many theologians time can make
classify them as a variety of demon, due to their origins at the people forget a
hand of Marg himself. The damned may have struck their respec- legend and even
tive deals with various tempters, or they may have called upon the time will not erase
Dark One directly. They are always given some sort of token to all tales.
represent their contract (it may even be the contract paper itself), Attributes: As
and they cannot permanently die until that token is destroyed. in life. Choose a
The damned are generally not upset by their current state. single attribute
Some feel betrayed, believing that Marg deceived them in their (other than SPIR-
deal for immortality, but most are satisfied with the bargain. Any IT) that, in life,
sentient creature (excluding faerie-kind and dragons) can become the lich was
damned. They usually appear much as they did in life, though renowned for.
their eyes often change to become reflective in the dark, much The lich gains +1
like a cat or owl. to that attribute,
The damned feed on souls. Using an Intimidation check, the and there is no
damned drains 1 point of SPIRIT from its target per success (the maximum.
victim may attempt an opposed Resist check). A damned must

18
Severed Threads
Revenants
Revenants are souls that have escaped Control (N) Create Undead (N)
from the Underworld to accomplish some
goal and have put their souls back into their Necromancy Theory Necromancy Theory
original bodies. Although their general BASE DIFF: 3 BASE DIFF: 2
appearance does not change, the cause of Description: This spell allows the caster to Description: Creates one undead creature,
death is always visible and often exaggerat- control the mind of either a mortal or which must be indicated at time of spell
ed. No one knows why some creatures are supernatural being, depending on the spell creation. Although very much like the
able to become revenants and others die and as written. Any potentially suicidal com- Reanimation template, this spell creates a
never return, although all revenants have a mands will allow the target an extra Resist specified type of creature depending on
driving purpose; some goal that they must check. the variants used when writing the spell.
accomplish before they can be put to rest. Visual: Appropriate to scale If no variants are added, the caster may
Revenants cannot be permanently
Audio: Appropriate to scale create a spell for either zombies or
destroyed, though they can be taken out of
commission. They are virtually unstop- Requirements: Single word, hand motion, ghouls.
pable until they have achieved their generic spell focus Visual: None
objective. Even if temporarily killed, any- Duration: 1 minute Audio: None
one touching a revenant corpse with bare Range: 20 yards Requirements: 1 minute ritual, 2 handed
skin can have their WIL drained and thus Variants motion, short incantation, generic focus
restore the revenant to life. +1 per additional 20 yards item, 1 point of MANA per target
Revenants feed on WIL to stay alive; +2 per target Duration: Permanent until disenchanted or
with a touch to bare skin, they can drain 1 +4 per minute duration the spellcaster dies
point of WIL from their target and need at Range: Touch
least 5 WIL a day to continue their quest.
That target will regain their WIL the following day. Zombies Variants
Revenants can be virtually any type of creature, including Zombies are +1 per additional 20 yards
animals. They are very rare, and upon completing their goal, created by necro- +2 per target
return to the Underworld, leaving a dead body behind. mancers for the sole +8 add +2 to DEX and AGL (Wight)
Attributes: Unchanged, with the exception of a SPIRIT of 0. purpose of servi- +4 transforms target (Blood Children)
tude. Like a ghoul
Wraiths (page 147,
Wraiths are a breed of undead created by Marg himself. If a Arrowflight RPG), they only have a tiny shard of their original
Margist warrior serves the Dark One faithfully and is judged wor- soul within. They look like very freshly preserved bodies and can
thy to continue the fight, Marg may bind that cultist's soul into the speak (if they could in life), but have nothing to say unless they
armor he was buried in. If the body rises, the corpse will crum- are given a specific phrase by their master.
ble to dust within days and the blood will coat the inside of the Almost any race can become a zombie, Sample Human
armor. The armor remains standing and is animated by the life- though humans are the most common, fol- Zombie
force of the blood within. lowed by orcs. Zombies feed on the blood AGL: 3
A Wraith needs one SPIRIT a week to stave off hunger. Any of their creator, and must drink a goblet a Brawling: 1
successful sword strike which does 4 or more damage drains 1 week to remain undead. They can be perma- Stealth: 1
SPIRIT from the victim. Some even impale their quarry with nently destroyed through cremation, or by DEX: 2
their swords, draining one SPIRIT every round from a pinned tar- killing the master and thus starving the zom- PER: 2
get. bie. Awareness: 2
When the visor of a wraith is raised, thick dark blood can be Zombies are next to useless in battle. In INT: 2
seen coating the inside of the armor and a shadowy, transparent the right circumstances, a zombie who has Domestic Arts: 3
phantom with piercing red eyes will glare balefully from the hel- received very specific instructions on com- STR: 5
met. As they go without SPIRIT, the blood inside will dry and bat can be beneficial, but they lack Climb: 2
flake and the armor will rust and tarnish. However, wraiths can imagination and proactive thought. Zom- Strength Feat: 3
place themselves into a state of deep suspended animation, bies have no ability to parry or dodge, but Endurance: 5
appearing as inert statues. Should someone with a high SPIRIT can use a single attack incessantly. They can WIL: 1
pass close by, the wraith may awaken with a successful Aware- handle cleaning dishes and gardening far MANA: 2
ness roll. Once awakened from this stasis, the wraith must feed more easily than subduing a living oppo- SPIRIT: 0
within 5 minutes, or will be overcome with hunger and enter a nent.
ravenous feeding frenzy. Attributes: INT and PER drops by ½.
While mundane items can damage their armor, the shadowy WIL drops to 1.
form within can only be harmed by magic, prayers, or fire. Run-
ning water also deals damage as though it were fire (as it can wash
the blood from the armor). To permanently destroy the wraith,
the armor must be cleansed of the blood within. Wraiths cannot
speak.
Attributes: Wraiths gain +2 to their mortal AGL and STR.
Their AV depends on the kind of armor they wore when interred.

19

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