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Wyrdblight: Fantasy Wargame Supplement

Wyrdblight is a fantasy supplement for the skirmish wargame Sahipkıran: Sword & Shield, introducing a new setting, armies, magic, and rules compatible with the core game. The document details the Archean world, its diverse cultures, and various regions such as Bactria, Butuan, and the Gold Coast, each with unique characteristics and histories. It also outlines gameplay mechanics, including the turn sequence and figure attributes, enhancing the gaming experience in this richly developed fantasy universe.

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jason.moskel
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© All Rights Reserved
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0% found this document useful (0 votes)
11 views42 pages

Wyrdblight: Fantasy Wargame Supplement

Wyrdblight is a fantasy supplement for the skirmish wargame Sahipkıran: Sword & Shield, introducing a new setting, armies, magic, and rules compatible with the core game. The document details the Archean world, its diverse cultures, and various regions such as Bactria, Butuan, and the Gold Coast, each with unique characteristics and histories. It also outlines gameplay mechanics, including the turn sequence and figure attributes, enhancing the gaming experience in this richly developed fantasy universe.

Uploaded by

jason.moskel
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

SAHİPKIRAN WYRDBLIGHT

THE FANTASY SUPPLEMENT TO SAHİPKIRAN

v
[Link]

CC BY-NC-SA 4.0

Cover art: J. M. G. Onfroy de Bréville (1858-1931)


Inner art: Hermann Vogel (1854-1921), Alphonse de Neuville (1835-1885), Gustave Doré (1832-1883) Unknown
Typeset: Lora, Satans, JSL Ancient

1
SAHİPKIRAN WYRDBLIGHT

CONTENTS
INTRODUCTION..................................... 3 Spells................................................. 25
Wyrdblight......................................... 3 Warlock Spells ............................ 25
Understanding Your Figures ......... 3 Necromancer Spells .................. 26
The Turn Sequence ......................... 3 Summoner Spells ........................ 27
ARCHEAN AGE ........................................ 5 Elementalist Spells .................... 29
Illusionist Spells ......................... 29
The Archean World.......................... 5
WYRDED WEAPONS ........................... 31
Bactria ............................................ 6
Butuan ............................................ 6 Qualities of a Wyrded Weapon .... 31
Kutai ................................................. 7 Using Wyrded Weapons ................ 31
The Gold Coast .............................. 7 Generating Wyrded Weapons ...... 31
Kham ................................................ 7 WYRDED RELICS ................................. 34
Ophir ............................................... 8 Rings ................................................. 34
Bashmur ......................................... 8 Amulets ............................................ 34
Ariana.............................................. 9 Armour ............................................. 35
Arachiosa ....................................... 9 Instruments..................................... 35
Geshur ........................................... 10
ADDITIONAL RULES .......................... 37
TIMELINE OF THE ARCHEAN AGE 11
ARMIES OF ARCHEA ........................... 12 Swimming ......................................... 37
Shieldwall.......................................... 37
Humans ............................................. 12 Phalanx ............................................. 38
Elves ................................................... 14 Volley Fire ........................................ 38
Dwarves............................................. 16 Cover ................................................ 38
Goblins .............................................. 18 Personal Combat ............................ 38
Orcs ................................................... 20 Weather............................................ 39
MAGIC ...................................................... 22 SCENARIOS ............................................ 40
Wyrdblight....................................... 22 The Wyrdwell.................................. 40
Witches ............................................ 22 The Relic .......................................... 40
Casting Spells.................................. 24 Slay the Witch................................. 40
Wyrdspawn ................................. 25 Beast Hunt ....................................... 40
Ward Off....................................... 25 Bridge of Bones ............................... 41
Sacred Groves.................................. 41

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SAHİPKIRAN WYRDBLIGHT

INTRODUCTION
Wyrdblight MLE (Melee): A figure's skill in hand-
to-hand combat.
This document is a fantasy
supplement for the historical STR (Strength): A figure's raw
skirmish wargame Sahipkıran: Sword physical power, used to determine if
& Shield. It introduces a new setting, they can wound an enemy.
new armies, magic and magical
DEF (Defense): A figure's ability to
artifacts, and additional rules that
resist attacks.
are fully compatible with the core
game. You will need a copy of the MRL (Morale): A figure's courage and
Sahipkıran: Sword & Shield rules to discipline. This is a crucial stat used
play, as this document expands upon to pass morale tests to perform
them, rather than replacing them. certain actions.

Like Sahipkıran, Wyrdblight is Skills (tags): Any special rules that


miniatures-agnostic — you can use the unit is subject to.
any figures you own, even historical
Pts (Points): The cost of the figure
models as stand-ins for fantasy
for army building.
creatures.
The Turn Sequence
Understanding Your Figures
A game of Sahipkıran is played in
Every figure has a stat line, also
turns, divided into phases.
known as a profile, that defines its
abilities on the battlefield. Here's a This simple structure below,
quick guide to what each attribute combined with the new rules in this
means: supplement, will give you everything
you need to command your own
MOV (Movement): How far a figure
armies in the wyrdblight-infested
can move in centimetres.
lands of the Archean world.
MSL (Missile): A figure's skill with
ranged weapons. This is the number
you need to roll on a six-sided die
(d6) to hit a target.

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SAHİPKIRAN WYRDBLIGHT

THE TURN SEQUENCE

PRIORITY Phase
1 Both parties roll a die to decide who will have the priority. The
player who rolls higher gets to choose who goes first.

MOVEMENT Phase

2
Both parties move their figures. First, the party with the priority moves
any figures of themselves they like. Once it is over, the other party
moves their figures.

MISSILE Phase

3 Parties shoot using the figures with a missile weapon. Similarly, the
party with the priority shoots using any figures of themselves they
like. Once itis over, the other party shoots.

MELEE Phase
4 Both parties fight in hand-to-hand combat simultaneously. The
party with priority, decides the order in which fights are resolved.

MORALE Phase
5 Starting with the party with priority, parties may attempt to rally
their pinned figures.

This turn sequence is repeated until one party yields, is


eliminated, or the designated objective is achieved.

4
SAHİPKIRAN WYRDBLIGHT

ARCHEAN AGE
The Archean world is an Earth-like regions, along with major rivers
planet in the Milky Way galaxy marked and labelled.
located somewhere in the Outer
The Archean continents are untamed
Arm. Consisting of three continents
and not densely populated, most of
surrounded by an enveloping ocean,
the continents’ surface is covered
and populated for different cultures;
with vast steppes, dense tropical
Archea is a vast and boundless world
forests, endless savannas,
rich in lore, legend, and secrets.
rainforests, wetlands, grasslands,
A staple of the Archean world, and deserts.
wyrdblight is a type of mushroom
The inhabitants of the Archean world
which grow in dark groves, barrows,
are humans, elves, dwarves, orcs,
frost-choked caverns, or chill-
and goblins, spread out across the
shrouded mountaintops. Those who
different regions. The state of
eat them (or who are ‘touched’ by
civilization across the world varies,
their spores) are granted strange
to some extent. While there are
powers, but risk madness, deformity
extremities on both ends, with
or being marked by the gods.
savage goblins of the northern
Some say wyrdblight was a gift from Ariana to the magnificent culture of
the gods, others whisper it is the the elves of the Gold Coast, the
curse of ancient powers long average lies somewhere akin to
forgotten. Migration Period (300 to 600 AD) in
our own world, in terms of societal
The Archean World
complexity and technological
The world of Archea covers mostly advancement.
the northern hemisphere of the
planet, with major geographical

5
SAHİPKIRAN WYRDBLIGHT

Bactria and culture across borders from east


With a mountain-range at its core, to west; the borderlands' armies
the Bactrian landscape is surrounded spearheading into the savage lands
by vast grasslands, and temperate of Ariana to face new challenges,
deciduous forests. Similar to Ariana, while in the east, the Golf Coast lies
and Kham, it has a rather mild timeless with a rich history of
climate. culture and civilization. To the south,
beyond the mountains, lie the
Bactria, according to the legends, is unspoiled riches of Ophir and its
the homeland of humans. Yet, as a legends, alongside Bashmur.
daring race, through centuries,
humans expanded into Butuan and
Butuan
Kutai, and now rule these lands North of Bactria, along the northern
under hundreds of city-states, coastline, lie the Butuan states,
kingdoms and confederacies. covered with dense forests. The
region's climate is slightly milder,
An equestrian nomadic people, the
compared to Bactria.
Bactrians are skilled in mounted
warfare. They also play a major part The ancient legends tell that the
in the preservation of the established region was originally home to elves,
trade routes, stretching from Ariana but through expansion, humans,
to the Gold Coast, and to Kutai. with their ambitious efforts,
overtook the northern coast. In
The Bactria is a land of opportunities
present time, the region is divided
and excitement in the Archean Age.
between Nenets and Enets, with
Trade caravans carry goods, legends,

6
SAHİPKIRAN WYRDBLIGHT

Nenets in the west and Enets and were introduced as mere


Yaran in the east. Leading a pastoral, mercenaries.
nomadic lifestyle, the Butuans have
The Gold Coast
an animistic belief system which
teach to lead a life in harmony with The Gold Coast is the heart and
the land and its resources. They are mind of the elven civilization, and
known to be resilient hunters, the ancestral homeland of the elven
fishermen, and deer herders. race.

The major trade routes cutting Safely surrounded by the Yellow Sea
across the eastern part of the region in the east, and covered with
put the Enets in more contact with rainforests, the Gold Coast is home
the outer world. On the other hand, to one of the earliest agrarian
the never-ending raids by the goblin civilizations shaped around the river
clans from northern Ariana disrupts valley and the coast line.
the harmony in the western part of Its magnificent capital, nicknamed
the region. “The Jade City” because of its fame
Kutai as a source of jade trade, where the
river meets the Yellow Sea, is the
Kutai is a human-dominated region
origin of the continent-spanning
which lies south of Bactria, covered
trade routes. The Jade City is one of
mostly with forests and wetlands,
the largest, if not the largest, cities in
with high mountains forming its
the entire Archean world, its walls
border with Ophir in the west.
spanning miles in every direction.
Additionally, the borders of the
region encapsulate Bashmur from Elves of the Gold Coast are also
north, east and south. Kutai has a known for their seafaring skills, both
rather warmer climate compared to militarily and as traders. It is said
other northern human regions. that the elven states of Kham and
Geshur were originally colonies of
Kutai is unique in its culture, being
the Gold Coast.
an alloy of human and elf cultures.
Originally being an extension of Kham
nomadic Bactrians, the Kutai people, The Kham Peninsula stretching along
over centuries, gradually the Yellow Sea is the home of the
intermingled with the agrarian Kham elves, who settled alongside
cultures of the elves in the region, the mountain ranges rising on the
and assimilated their settled culture, north-south axis.
and overtook the rule, where they
The eastern side of the peninsula is
mostly covered with wetlands,

7
SAHİPKIRAN WYRDBLIGHT

whereas the west of the mountain ports, markets and settlements


range is mostly forests. Its climate is across the main trade routes.
relatively colder compared to the
Ophirian dwarves, compared to
Gold Coast, getting warmer as one
other races, are relatively peaceful,
moves southward.
as their prosperity is tied to their
The elves of Kham lead a life based trade with other nations. And to
on a small-scale agriculture and embellish their prosperity, dwarves
hunter-gatherer practices, as well as build grandiose tombs for their
paddy field farming in more rulers across their lands.
developed sub-regions. They hold a
Belief systems of the region which is
belief system based on animism, and
built upon a pantheon of gods
shamanism. The trade routes follow
include an understanding of afterlife,
the main rivers and reach the
as well as the veneration of the dead.
Freshwater Sea; the lake sitting at
Ophir’s religion venerates the dead
the heart of Kham, with settlements
with elaborate rites and rare,
on either side of the river.
unsettling ceremonies of blood and
Ophir ecstasy.
Ophir is the dwarven homeland lying Bashmur
west of Kutai, and south of Bactria.
Bashmur is a landlocked region,
Most of the region is grassy
surrounded by the human
woodland, with a warm climate.
settlements in Kutai in north, east,
Ophir is a maritime empire which and south, and bordering Ophir in
built its wealth through trade, the west. It is mostly covered with
organized around independent city- grassy woodlands and temperate
states. Its daring merchant sailors forests.
going north, west, and east along the
The settlements are mostly centred
various trade routes. As a result of
around alluvial plain of the rivers.
this energetic effort in maritime
The dwarven cities enjoy a rich
activity, the accumulated wealth
urban culture, and are
created merchant families who
interconnected with a network of
influenced kings, forming
trade routes, usually connected to
oligarchies. Expert ship builders,
the Ophirian maritime trade routes.
merchants of metals, and lapis lazuli,
Most dwarves who live on those
the dwarves of Ophir are host to
cities are traders and artisans, while
some of the leading, most developed
others lead an agrarian lifestyle.
and rich cities in the Archean world.
They established and still operate

8
SAHİPKIRAN WYRDBLIGHT

In stark contrast with Ophiric other via overland trade routes and,
dwarves, the Bashmur dwarves do these routes in turn, are connected
not build monumental tombs. to the main continental routes
Instead, religious ceremonies are across Bactria, reaching to the Gold
mostly performed in open air, or in Coast. Goblins are also known for
small temples. The burial ceremonies their trading of the slaves, which are
include fractional burial --i.e. obtained as a result of intertribal
exposing the dead to the elements warfare, intrusion into orc
before the burial, or burning it. territories, or through maritime
raids over western Butuan, or to
Ariana
Arachiosa and Geshur.
The region is a continent-sized
peninsula, northwest of Bactria, Across the ocean, the goblin tribes
connected to a it via a small land rule the northernmost point of
bridge. Ariana's southern half is Geshur, also known as the Amber
covered mostly with grasslands, and Coast, setting up colonies and ports
its northern half is rich with which are mostly famous for their
temperate forests, with denser jewellery.
rainforests lying around the Goblins hold a polytheistic belief
northernmost coasts. Ariana has a with the concept of an afterlife being
rather mild climate, with innermost common. The goblin druids serve as
regions being relatively colder. societal leaders, and are thought to
The inhabitants of Ariana are orcs in have a sacred relationship with the
the south and goblins in the north. nature. Goblins usually don't build
The orcs of Ariana are thought to be exquisite monumental temples to
originally from Arachiosa, who their gods, but keep some groves as
arrived at the southern shores of sacred, similar to orcs. Yet, they
Ariana to raid, and then to settle. build offering places called nemetons
in nature where they sacrifice
The goblins of the northern Ariana humans, or present votive offerings
are thought to be indigenous people to their gods. Similar practices are
of the region, who had to retreat to also performed at sacred wells, at
north after the orc invasions from which valuable items are deposited
the west. in water.
The goblin culture of Ariana is based Arachiosa
on class and kingship, with different
Arachisoa is the subcontinent where
tribal organizations ruling over
the orc race has originated from,
different territories. Additionally,
lying west of Ophir, across the sea. It
these tribes were linked to each

9
SAHİPKIRAN WYRDBLIGHT

is mostly covered with grassy Geshur


woodlands, with a desert marking its The land of Geshur lies across Kham,
westernmost point before a high beyond the ocean. It is a vast region,
mountain range separates it from with Arachiosa in the east, and the
Geshur. Except for its innermost ocean on the west. Its northern
points, it has a rather warm climate. coast is covered with forests, with
The orcs of Ariana are the the rest of the region being covered
descendants of the raiding parties with grassy woodland (savanna). The
who crossed to sea to land at the Great Basin Desert in the southwest
Arianan shores, and repelled the is one of the hottest spots in the
goblins toward the north, finally region. And the border to Arachiosa
setting in the region. is mostly marked with a mountain
range.
The orc culture of Arachiosa is
formed of numerous tribes settled The region is home to Geshur elves,
across the continent, who live in who are thought to arrive from
hunter-gatherer, as well as small- Kham or the Gold Coast eons ago.
scale agricultural societies. Their They lead lives in multitudes of
belief system is a combination of separated tribes, city-states,
animism grouped around a pantheon chiefdoms, and even empires across
of deities. They rarely build temples, the land with widely different
or places of worship, but instead see cultures, from hunter-gatherers to
certain groves and trees as sacred. agrarian societies.

A network of trade routes weaves a The beliefs of Geshurian elves vary


pattern across the Arachiosan from monotheism to polytheism, to
landscape, and reach further north, animism, shamanism, and pantheism.
through Geshur, to the Amber Coast,
granting orcs a chance to interact
with the wider Archean world.

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SAHİPKIRAN WYRDBLIGHT

TIMELINE OF THE
ARCHEAN AGE
13,000 BP1 - The Great Epoch began, a 950 BP – Orc confederacies consolidate
period marked by the first appearance in Arachiosa
of the wyrdblight, which legends say
900 BP – Bashmurian conquest of Ophir
emerged from frozen caverns.
830 BP – Orc expeditions ravage Ophir,
3500 BP – First elves sighted in the east
Arina, and Bactria
expanding into Geshur.
800 BP – Rasnan expansion: conquests
3,300 BP - The Greater Kingdom of
in Ophir, southern Ariana, and in
Ophir established (Old Kingdom)
eastern Arachiosa against goblins, orcs,
3000 BP – Early Goblin kingdoms and dwarves
emerge in Ariana
700 BP - Warring states period among
2500 BP – Ophir torn by civil war Elven kingdoms in Gold Coast

2300 BP – Re-unification of Ophir 600 BP – Wave of orc and goblin


(Middle Kingdom) migrations into Bactria and Ophir

2300 BP – First Elven kingdoms in 500 BP – Elven expansion into Kham,


Geshur Elven Empire peaks.

2000 BP - First Elven dynasty 400 BP – Human push west from Bactria
established in Gold Coast
300 BP – Elven invasion of Kutai
1800 BP – Ophirian Empire (New
200 BP – Expulsion of elves from Kutai
Kingdom)
150 BP – Goblin expansion into Amber
1300 BP – Elven Empires flourish in
Coast
Geshur and Arachiosa
100 BP – Orc, goblin, and human
1000 BP – Rasnan Kingdom established
expeditions overwhelm Rasnan Empire,
in western Bactria.
collapsing it.
1000 BP - Human expansions into Gold
Present Day - Petty kingdoms rise from
Coast, Kutai
Rasnan ruins, wyrdtouched witches
spread across the land.

1
Before Present

11
SAHİPKIRAN WYRDBLIGHT

ARMIES OF ARCHEA
Humans usually straight hair with the peoples
of the nomadic tribes having a leaner
Humans are the most adaptive and
build, while other with sedentary
most resilient of all the races across
cultures have more varied builds.
the Archean world. Their kingdoms
Kutai humans lead nomadic
vary from a group of small towns to
pastoralist lives, while different
independent cities, from tribal
tribes with semi-nomadic and
chiefdoms and kingdoms,
agrarian lifestyles, as a result of their
principalities, confederations, and
contact with the elven states,
empires. They raise large armies,
becoming more common recently.
ride across the continents, sail the
seas, invent technologies, and
survive against all odds.

Bactrians are of average height and


are strong-built, well adapted to
horseback riding. They have pale to
olive skin, with light to reddish hair
colours, with light-coloured eyes.
They generally lead nomadic lives
under tribal confederations.

Butuan people commonly have


straight dark hair, with brown and
reddish hair on occasion. They
usually have dark brown eyes, with a
skin of light to olive to darker
shades. They are most commonly of
a medium build with stockier tribes
toward northern regions. They live in
bands and tribes with seasonal
settlements.

Kutai people are in extensive contact


with other peoples, which results in
a wide range of appearances. Most
commonly, they have dark, and

12
SAHİPKIRAN WYRDBLIGHT

HUMANS
Command MOV MSL MLE STR DEF MRL Skill Pts
Khan 8 2+ 6 4 4(+2) 9 TOUGH (3) 84.5
Dagger, sword/hammer/axe, AGGRESSIVE (3)
heavy armour

Bannerman 8 2+ 5 4 4(+1) 9 TOUGH (3) 67.5


Knife, sword/hammer/axe AGGRESSIVE (2)
Light armour

Elite MOV MSL MLE STR DEF MRL Skill Pts


Noble cavalryman 16 4+ 5 4 4(+1) 8 MOUNTED 36.5
Dagger, sword/hammer/axe,
lance, Light armour

Guardsman 8 4+ 5 4 4 8 10.5
Knife, sword/hammer/axe,
pole-arm

Regular MOV MSL MLE STR DEF MRL Skill Pts


Footman 8 4+ 3 3 3(+1) 7 7
Knife, sword/hammer/axe,
Light armour, Shield (+1)

Mounted archer 16 3+ 3 3 3 7 MOUNTED 22.75


Knife, sword/hammer/axe,
short bow

Archer 8 4+ 3 3 4 7 7
Knife, bow

Javelineer 8 3+ 3 3 3 7 7.75
Knife, sword/hammer/axe,
javelin x2, Shield (+1)

Spearman 8 4+ 3 4 3 7 7
Knife, spear, Shield (+1)

Special / Support MOV MSL MLE STR DEF MRL Skill Pts
Warlock 8 4+ 3 3 3 7 6
Dagger, bow

Dev 12 4+ 6 5 5 6 TOUGH (3) 76.75


Knife, Club AGGRESSIVE (2)

13
SAHİPKIRAN WYRDBLIGHT

Elves from light to olive, to darker shades.


They are organized under bands,
Elves are one of the oldest humanoid
tribes, and chiefdoms. They are
races, and arguably one with the
fierce warriors; known for their skill
most advanced civilization, culture,
in archery --especially the longbow,
and societal organization.
also known as the ‘elf bow’.
Overall, they have attractive and
proportioned physical features. They
usually have black or dark brown
hair, with a skin tone ranging from
light to olive. Dark brown eyes are
the most common, and epicanthic
folds are a frequent feature, which
give them their signature expression
with bright eyes. They usually have
slightly pointed ears. They have less
dense facial hair compared to other
humanoid races.

Elves of the Gold Coast mostly lead


sedentary lives under organized
chiefdoms and kingdoms, with an
advanced social organization and
hierarchy. Having a complex society
and an advanced civilization, the
Gold Coast elves consider their
culture as the centre of the Archean
world.

Kham elves are shorter compared to


other elves, leading sedentary, or
semi-sedentary lives under tribal
communities, and villages, with a
keen understanding of maritime
activities; both mercantile and
militaristic.

Geshur elves commonly have


A Gold Coast elven archer
straight dark hair, with the dark
brown eyes being the most common.
They have quite varied skin-tones

14
SAHİPKIRAN WYRDBLIGHT

ELVES
Command MOV MSL MLE STR DEF MRL Skill Pts
Wang 8 2+ 6 4 4(+1) 9 TOUGH (3) 84
Dagger, sword, Light armour AGGRESSIVE (3)

Bannerman 8 2+ 5 4 4(+1) 8 TOUGH (2) 37


Dagger, sword, Light armour AGGRESSIVE (2)

Elite MOV MSL MLE STR DEF MRL Skill Pts


Mounted archer 16 3+ 4 3 3 8 MOUNTED 24.5
Knife, sword/hammer/axe,
short bow, Shield (+1)

Crossbowman 8 3+ 4 3 3 8 8
Knife, crossbow

Regular MOV MSL MLE STR DEF MRL Skill Pts


Swordsman 8 3+ 4 3 3(+1) 8 8
Knife, sword,
Light armour, Shield (+1)

Halberdier 8 3+ 4 4 3(+1) 8 9.5


Knife, sword, pole-arm,
Light armour

Archer 8 2+ 3 3 3 7 8.5
Knife, sword, longbow,
Light Armour

Cavalryman 16 4+ 4 4 3 8 MOUNTED 17.25


Knife, sword, spear

Scout 10 2+ 4 4 4 7 10.5
Knife, short bow, javelin x2

Special / Support MOV MSL MLE STR DEF MRL Skill Pts
Elementalist 8 3+ 4 4 4 8 WYRD (1) 14.5
Dagger, longbow

Oni 12 4+ 6 5 5 6 TOUGH (2) 65.25


Knife, Club, sling AGGRESSIVE (2)

15
SAHİPKIRAN WYRDBLIGHT

Dwarves
Dwarves represent one of the oldest
civilizations of the Archean world
with their skilled craftsmanship as
artisans, and daring sailors with an
intent more on trade than warfare.
They are commonly shorter in
stature and stockier in build,
compared to other rases. They have
olive, dark, and even black skin, as
well as dark wavy, and curly hair and
dark eyes.

Ophirian dwarves live in relatively


advanced city-states built on trade
and the service of usury, defended
by a rather strong naval military
presence.

Beshmuri dwarves have a rather


complex urban civilization with an
advanced cultural life accompanying
it, rich with learning, technology,
and thinking.

Beshmuri dwarves

16
SAHİPKIRAN WYRDBLIGHT

DWARVES
Command MOV MSL MLE STR DEF MRL Skill Pts
Serekh 6 2+ 6 4 5 10 TOUGH (3) 84.75
Dagger, sword/hammer/axe, AGGRESSIVE (3)
Shield (+1)

Standard-bearer 6 2+ 5 4 5 9 TOUGH (2) 37


Dagger, sword/hammer/axe AGGRESSIVE (2)

Elite MOV MSL MLE STR DEF MRL Skill Pts


Bashmurian camelryman 16 4+ 4 4 3 8 MOUNTED 16.75
Dagger, spear, Shield (+1)

Gabor 6 3+ 5 4 4 8 10
Knife, sword/hammer/axe,
Javelin x2, Shield (+1)

Regular MOV MSL MLE STR DEF MRL Skill Pts


Neferu 6 4+ 4 3 4 8 7.25
Knife, sword/hammer/axe,
Shield (+1)

Anashim 6 4+ 4 3 4(+1) 8 7.75


Knife, sword/hammer/axe,
Light armour, Shield (+1)

Spearman 6 4+ 4 3 4 8 6.75
Knife, spear, Shield (+1)

Slinger 6 3+ 3 3 4 7 5.75
Knife, Sling

Crossbowman 6 2+ 2 3 3 7 6
Knife, Crossbow

Faris 16 4+ 4 3 3 8 MOUNTED 11.25


Knife, Spear, Javelin x2

Special / Support MOV MSL MLE STR DEF MRL Skill Pts
Illusionist 6 4+ 4 3 4 8 WYRD (1) 11.25
Dagger, sling

Giant 12 4+ 3 6 6 6 TOUGH (3) 79.25


Knife, Club, javelin x2 AGGRESSIVE (2)

17
SAHİPKIRAN WYRDBLIGHT

Goblins goblin raiding parties usually plunder


the dwarven merchant ships on their
Goblins are among the oldest of
voyages.
Archean races with rather
uncomelier physical features. They
are shorter than the neighbouring
orcs, while being varied in build.
They most commonly have pale skin,
and varied hair colour from blonde
to brown, with red being the most
common. (Although goblins with
darker hair colours are also possible).
They usually have green or brown
eyes.

Goblins are mostly settled in Ariana


and the Amber Coast where they
lead a warrior's life with raiding
bands crossing borders via sail ships
or warbands for pillaging and
plunder. Goblins, especially of the
Ariana, have an unrelenting hatred
toward orcs in general, specifically
toward the orcs of Ariana. Yet, the
interaction between these races
resulted in the tribes of hobgoblins
which are a cross-breed between the
two.

They live in loosely organized tribes


and chiefdoms, and are spread
across the north from the Amber
Coast to the western shores of
Butuan.

Goblins and dwarves are in Goblin invaders


animosity toward each other, as the

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SAHİPKIRAN WYRDBLIGHT

GOBLINS
Command MOV MSL MLE STR DEF MRL Skill Pts
Rig 8 2+ 5 4 4(+1) 8 TOUGH (3) 81.75
Dagger, sword, Light armour AGGRESSIVE (3)

Name 8 3+ 4 4 4 7 TOUGH (2) 35


Dagger, sword, Shield (+1) AGGRESSIVE (2)

Elite MOV MSL MLE STR DEF MRL Skill Pts


Flaith 8 4+ 3 4 3 6 MOUNTED 11.75
Knife, spear, Shield (+1)

Wolfrider 18 6+ 4 3 3(+1) 5 MOUNTED 11.5


Knife, sword/hammer/axe,
Light armour, Shield (+1)

Berserker 10 6+ 4 4 3 6 7.75
Knife, sword/hammer/axe

Regular MOV MSL MLE STR DEF MRL Skill Pts


Gaisgeach 8 4+ 4 3 3 6 6.25
Knife, sword/hammer/axe

Archer 8 3+ 3 3 3 6 5.5
Knife, short bow

Javelineer 8 3+ 3 4 3 6 8.5
Knife, sword/hammer/axe,
Javelin x2, Shield (+1)

Boar-rider 14 6+ 3 3 3 5 MOUNTED 20.5


Knife, sword/hammer/axe,
Shield (+1)

Kern 8 4+ 3 3 4 6 6.75
Knife, lance, Shield (+1)

Special / Support MOV MSL MLE STR DEF MRL Skill Pts
Summoner 8 4+ 2 3 3 5 WYRD (1) 9.5
Dagger, sling

Troll 12 6+ 3 5 5 5 TOUGH (3) 71


Knife, Club, Sling, Shield (+1) AGGRESSIVE (2)

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SAHİPKIRAN WYRDBLIGHT

Orcs
Orcs are the wildest and most
aggressive of the Archean races, with
apish strength and a repulsive
monstrosity fed by violence and
cruelty.

They are tall, powerful with fair skin,


light hair (most commonly blonde
and red) and eyes (blue and brown).
They have slightly pointed ears, and
their bodies are commonly hairy,
with their blue eyes emitting the
signs of an evil, fierce and ruthless
mind behind them.

They live in invasive, cruel tribal


societies lead by warrior elites, who
are usually chosen upon a merciless
inner-clash within the tribe.

Orcs, like goblins, trace their origin


to an underworld where their
legends and lore sing of their true
homeland. From the hollow core of
Archea, the orc sages say, they
arrived at the face of the earth. It is
said that they have lost the
knowledge of where the Nether
Gates are, and cursed with roaming
the surface of the Archean world.
Orc raiding party

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SAHİPKIRAN WYRDBLIGHT

ORCS
Command MOV MSL MLE STR DEF MRL Skill Pts
Cyning 8 2+ 6 4 5(+1) 9 TOUGH (3) 87
Dagger, sword, Light armour AGGRESSIVE (3)

Eorl 8 2+ 5 4 5(+1) 8 TOUGH (2) 22.25


Dagger, sword, spear,
Light armour

Elite MOV MSL MLE STR DEF MRL Skill Pts


Aethling 8 3+ 4 4 4(+1) 7 8.75
Knife, spear, Light armour

Cniht 16 3+ 4 3 4 7 MOUNTED 17.25


Knife, sword/hammer/axe,
Shield (+1)

Scirgerefa 8 3 4 4 3 7 8.25
Knife, sword/hammer/axe,
Shield (+1)

Regular MOV MSL MLE STR DEF MRL Skill Pts


Thane 8 4+ 3 3 4 7 7.5
Knife, sword/hammer/axe,
Shield (+1)

Spearman 8 4+ 3 3 3 7 6
Knife, Spear, Shield (+1)

Bowman 8 3+ 3 3 3 6 7
Knife, sword/hammer/axe, bow

Horseman 16 4+ 3 3 3(+1) 7 MOUNTED 23


Knife, sword/hammer/axe,
javelin x2

Wag rider 16 4+ 3 3 3(+1) 8 MOUNTED 23.5


Knife, mace, javelin x2,
Light armour

Special / Support MOV MSL MLE STR DEF MRL Skill Pts
Necromancer 8 4+ 3 3 4 7 WYRD (1) 11.5
Dagger, sling

Ogre 12 5+ 3 5 5 5 TOUGH (3) 71.25


Knife, Club, javelin x 3 AGGRESSIVE (2)

Hinneyman 14 4+ 3 3 3 7 MOUNTED 21
Knife, sword/hammer/axe,
Shield (+1)

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SAHİPKIRAN WYRDBLIGHT

MAGIC
Wyrdblight wyrdblight opens a window into the
Otherworld (the Wyrd, the Abyss)
Wyrdblight (also known as ‘frostcap’)
where the wyrdbound are granted
is a type of fungus that grow in dark
visions and momentary powers
and cold corners of the Archean
extracted from beyond. Each time a
world; in the dungeons that lie
witch attempts at using these
underneath the ruins that time
powers, they are said to confront
forgot, in the cavernous depths
with alien truths; momentary
where no man has dared venture
glimpses of an infinite mental
forth since centuries, and in the
dimension where eternal powers
snow-cloaked mountaintops.
swirl. The more a witch peers
Yet it is no ordinary mushroom. through; the more their mind risks
Once consumed (eaten, brewed, fraying. Some witches are
grounded and snorted, etc.), it grants enlightened, others end up mad
strange powers which lie at the edge prophets babbling nonsense, and still
of sanity, beyond which await others melt into husks overgrown
insanity and disfigurement. with fungus.
Once an individual consumes Witches
wyrdblight, they become 'infected,' a
Witches are individuals who are
state from which they can never
infected by the wyrdblight. They are
truly be free. Their body and mind
represented by a witch figure in the
are forever linked to the fungus,
game. A witch can cast spells.
granting them strange powers at the
cost of their sanity and health. These There are five types of witches, each
people, more often than not, are specializing in a different aspect of
seen as oracles, prophets, witches, witchcraft, with access to different
healers, etc. and their powers are spells.
seen as communion with
Culture Witch
otherworldly forces of all kinds –
Human Warlock
good and evil.
Orc Necromancer
Shamans, scholars, sages, and priests Goblin Summoner
fight over whether these powers are Elf Elementalist
holy blessings from gods above, or Dwarf Illusionist
marks of the demons. It is said that

22
SAHİPKIRAN WYRDBLIGHT

A coven of Ophirian dwarf witches in trance

23
SAHİPKIRAN WYRDBLIGHT

Witch figures receive the WYRD (X) spell's value (if available). If the sum
tag. The value of x ranges from 1 to 6 is equal to or lower than the witch's
and determines the maximum MORALE value, the spell is cast, and its
number of spells the figure can learn. effect takes place immediately.

A witch is a SPECIAL/SUPPORT type of If the sum is higher than the witch’s


figure, the WYRD tag has a point value MORALE value, the spellcasting fails,
of 5. The point value doubles with meaning the witch could not cast it.
each increase in the WYRD tag. The witch becomes pinned under
the mental strain of attempting to
Wyrd Cost
cast the spell and is placed face
1 5
down.
2 10
3 20 And when the spellcasting attempt
4 40 fails with a double 1s (⚀ ⚀), it is called
5 80 an abysm; representing the witch
6 160
looking into the abyss for a little too
long while spellcasting. Roll on the
In most scenarios, WYRD (3) witches table below to determine what
are common, WYRD (4) and above happens to the witch falling into the
should be reserved for large or abysm.
special battles.
d6 Effect
The spells known by the witch are 1 Backlash: The witch must
randomly determined by rolling a die immediately make a wound roll
(STR 3).
and referring to the related table.
2-3 Rift tear: A swirling vortex
Witches cannot wear armour. They opens, creating difficult terrain
with a 5cm radius, centring
cannot cast spells while in hand-to-
around the witch.
hand combat. Witches cannot cast
4-5 Shockwave: All figures within
spells while pinned. 5cm must pass a morale test or
be pinned.
Each spell can be cast (successfully)
6 Wyrdspawn: A spawn of abyss
only once during a battle. appears! Place it within 5cm of
the witch. It immediately
Casting Spells charges the nearest figure,
A witch may choose to cast a spell friend or foe.
instead of shooting during the
missile phase. After declaring the Only one spellcasting attempt may
spell, the witch must pass a morale be made per witch each turn. A
test. To do that; roll two dice and witch may attempt to cast any spell
add them together, along with the

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SAHİPKIRAN WYRDBLIGHT

they know as many times as needed higher, the spell has no effect. A
until it succeeds. Once a spell has figure with the WYRD (X) tag adds its
been successfully cast, it may not be X value to this roll.
used again for the remainder of the
Spells
battle.
Magic is unreliable, unstable,
Wyrdspawn
difficult and time consuming to
An extradimensional entity; the initiate. Furthermore, it requires
wyrdspawn does not have a solid specific ingredients, including
form, but an ever-changing wyrdblight.
appearance, resembling a mass of
Below you will find a list of available
countless tendrils.
spells for each type of witch. To
Wyrdspawn determine the spells known by a
MOV MSL MLE STR DEF MRL witch, roll dice equal to the value of
8 0 3 0 3 5 the WYRD tag.

Some spells have a number in


Wyrdspawn may pass through solid brackets next to their names shown
objects, walls, etc. without penalty. as (+X). This value is to be added to
the spellcasting roll.
Wyrdspawn’s hit does not wound the
targeted figure. Yet, a figure hit by a Warlock Spells
wyrdspawn in melee must pass a This section provides descriptions
morale test to stand their ground. If for all the spells that can be cast by a
the test fails, the hit figure routs, human witch; warlock.
using all of its movement allowance
d6 Spell
automatically (even if it has already
1 Shield
moved) to run away from the
2 Heal
creature in a random direction.
3 Fireball
Conventional weapons have limited 4 Mind Control
effect on a wyrdspawn. They receive 5 Battlerage
-1 to wound rolls. 6 Whirlwind

A wyrdspawn remains on the


battlefield for 1d6 turns or until the Shield: Creates a protective aura
witch that spawned it is slain. around the targeted figure, providing
+1 to defence value. It has no effect
Ward Off
against magical weapons. A figure
Any figure hit by a spell may make a may have only one shield spell
ward roll. Roll a die. If the roll is 6 or

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SAHİPKIRAN WYRDBLIGHT

affecting it at a time, and can end its This effect cannot stack with itself;
aura of protection any time. recasting ends the previous
Battlerage effect.
Heal (+1): Heals a single wound taken
by the character immediately. The Whirlwind (+2): Creates a powerful
target must be within 10cm of the gust of wind toward a targeted figure
witch. within 20 cm, causing the figure to
hold tight unable to move or shoot
Fireball (+1): Throws a flaming ball of
missiles. The effect lasts until the
fire at a designated target point
witch casts another spell, moves, or
which automatically hits (no hit roll
is engaged in combat. Figures in full
required). All figures within a 5cm
cover are not affected.
radius centred on the target point
are affected. Every figure within this When cast into hand-to-hand
area is affected by the flames, and a combat (i.e. melee), both sides will be
separate wound die (STR 4) is rolled affected; all figures in melee may
for each figure. Cover modifiers do only make one attack, even if they
not apply. have the AGGRESSIVE tag.

All figures in the affected area are A figure affected by the whirlwind
considered pinned, turned face cannot make a ward roll.
down, and cannot perform any
Necromancer Spells
action until they pass a morale check
during the morale phase, even if they d6 Spell

are not wounded. 1 Chilltouch


2 Boneraise
Mind Control (+2): Allows the witch 3 Bonewraith
to control any single figure within 4 Bone Cage
20cm. If the targeted figure's ward 5 Bone Command
off roll fails, the witch gains 6 Wraith Command
complete control of the figure for
1d6 turns.
Chilltouch: This spell enhances the
The controlled figure cannot attack witch's own fighting. Any hit in
or defend unless ordered by the hand-to-hand combat by the witch
witch, is counted as pinned, and will will automatically cause 1 wound on
not move on its own. It may be the target. (No wound roll is
dragged by its allied figures at half- required.)
pace.
Boneraise: When cast, the
Battlerage: Increases the target's necromancer raises a single skeleton
strength value by +1 for 1d6 turns. from the ground. It will appear

26
SAHİPKIRAN WYRDBLIGHT

within 5cm of the caster. The Summoner Spells


skeleton is treated as an allied figure d6 Spell
under the witch’s control. 1 Guardian
Skeleton 2 Hellhound
3 Flaming Shield
MOV MSL MLE STR DEF MRL 4 Summon Imp
8 5+ 2 3 3 5
5 Summon Fiend
6 Summon Demon
Usually equipped with a sword, axe, or
hammer, and occasionally with bows.
They may occasionally carry a shield (+1). Guardian: Summons a single
demonic guardian which appears
within 5cm of the witch. The
Bonewraith (+1): When cast, the summoned demon will serve the
necromancer raises 1d3 skeletons witch for 1d6 turns. If the witch is
from the ground. They will appear slain, the impling guardian will
within 5cm of the caster. These act disappear immediately.
as allied figures.
Impling
Bone Cage (+1): The witch creates a
MOV MSL MLE STR DEF MRL
5cm-radius aura centred on itself.
8 0 3 4 3 4
The aura blocks all incoming missile
fire and magical attacks. Undead The lowest type of demonic entities,
figures may not enter the aura, but usually in the form of an animal such as
the living may. The effect lasts until wolf, or a dog.
the witch moves, casts another spell,
or makes a missile attack.
Hellhound (+1): Summons a
Bone Command (+2): Target one
hellhound; a kind of demonic steed.
enemy figure reduced to 0 wounds
It may be mounted by any single
this turn within 20cm. That figure
allied foot figure. If the witch is slain,
rises as undead under the
the hellhound will disappear
necromancer’s control for 1d6 turns,
immediately.
unless it passes a ward roll.

Wraith Command (+2): Target 1d3


enemy figures reduced to 0 wounds
this turn within 20cm. Each may
attempt a ward roll. Those who fail
rise as undead under the
necromancer’s control for 1d6 turns.

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SAHİPKIRAN WYRDBLIGHT

Hellhound Summon Fiend (+2): Summons a


demonic creature which appears
MOV MSL MLE STR DEF MRL
16 0 3 3 3 4
within 5cm of the witch. The fiend is
treated as an allied figure under the
A horse-sized demonic entity which can witch’s control.
also serve as a mount.
Fiend

MOV MSL MLE STR DEF MRL


Flaming Shield: The witch creates a 8 0 4 4 3 8
5cm aura centred on itself. The aura
Usually large, humanoid-looking with
blocks all incoming missile fire and
non-functioning wings. Most fiends don’t
magical attacks. Demonic figures
use any weapons or wear any armour.
may not enter the aura, but others
may. Any enemy that moves into the
aura suffers an automatic wound roll
A fiend remains on the battlefield for
(STR 3). The aura lasts until the witch
1d6 turns or until the witch that
moves, casts another spell, or makes
spawned it is slain.
a missile attack.
Summon Demon (+2): Summons a
Summon Imp (+1): Summons a
powerful demon which appears
demonic creature which appears
within 5cm of the witch. The fiend is
within 5cm of the witch. The imp is
treated as an allied figure under the
treated as an allied figure under the
witch’s control.
witch’s control.
Demon
Imp
MOV MSL MLE STR DEF MRL
MOV MSL MLE STR DEF MRL 10 0 6 5 4 9
8 0 3 2 3 7

Usually large (twice the size of a human),


Taller than the average human, an imp humanoid-looking with somewhat
has humanoid features and non- functioning wings.
functioning wings.
Demons usually don’t don any armour
They don’t wield any weapons or don any but wield weapons such as spears,
armour. swords, etc. They don’t get pinned by
missile fire.

An imp remains on the battlefield for A demon remains on the battlefield


1d6 turns or until the witch that for 1d6 turns or until the witch that
spawned it is slain. spawned it is slain.

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SAHİPKIRAN WYRDBLIGHT

Elementalist Spells
d6 Spell Firetouch: This spell enhances the
1 Hailstone witch's own fighting, blessing its
2 Blinding Light melee weapon with fiery flames. Any
3 Dark Cloud hit in hand-to-hand combat by the
4 Flametouch
witch will trigger an additional hit by
5 Strider
the flame (STR 3). The spell take
6 Cloak
effect immediately and lasts 1d3
turns.
Hailstone (+1): Casts down a hail of
Strider: This spell allows the witch
stones upon any single enemy figure
to move on water and is dispelled as
within 20 cm. It casts a total of three
soon as the witch steps off the water
stones (STR 2), treated as separate
and onto the dry land. The spell also
missile attacks. (It requires three
allows the witch to move through
shooting rolls).
difficult ground without any
Blinding Light (+2): Causes penalties, moving through all terrain
temporary blindness for all figures at full pace.
within 10 cm of the witch. It takes
Cloak (+2): The witch creates an aura
effect immediately and lasts for the
with a 5 cm radius, centred on itself.
remainder of the turn.
All allied figures within the aura are
Blinded figures move randomly at cloaked, blending with the
half pace, and they cannot shoot, surrounding terrain. Cloaked figures
fight or use magic. Recovery is are considered invisible to enemy
automatic. figures outside the aura, but remain
visible to those within it.
Smoke Cloud (+1): Creates a cloud of
smoke with a 5cm radius centred The effect lasts until the witch
upon the witch. The cloud blocks all moves, casts another spell, or makes
lines of sight passing through or into a missile attack.
it. Figures inside the smoke cannot
Illusionist Spells
see figures outside the smoke, and
figures outside the smoke cannot see d6 Spell
figures inside the smoke. (However, 1 Darken

figures inside the smoke can still see 2 Confuse


3 Blur
each other.) The cloud lasts for 2
4 Multiply
turns, and disperses afterwards.
5 Mirage
Figures moving through it at half
6 Hallucinate
pace.

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SAHİPKIRAN WYRDBLIGHT

Darken (+1): Creates a point of for 1d3 turns. Any figure attacking
darkness with a 5cm radius centred the witch will receive -1 penalty to
upon the witch. The darkness blocks missile and melee rolls.
all lines of sight passing through or
Multiply (+1): This spell allows the
into it. Figures inside the darkened
witch to create two illusionary
area cannot see figures outside of it,
images of itself which will last for 1d6
and figures outside it cannot see
turns. Only one of them is the real
figures inside the the darkened
witch; with two others being
patch. (Figures inside the darkness
destroyed by a single hit. Each image
cannot shoot. If they're already in
can be moved individually, but they
melee, they don't add their melee
cannot attack.
value to their roll when fighting.) The
darkness lasts for 2 turns, and Mirage (+1): This spell creates an
disperses afterwards. Figures moving illusion of a 10cm diameter grove
in or through it do so at half pace anywhere on the battlefield. To any
and into a random direction. other figure, this illusion functions as
real grove, providing cover, and
Confuse: The spell causes the
blocking line of sight.
targeted figure to be bewildered next
turn. The targeted will move half Hallucinate (+2): This spell can be
pace in a random direction, and then cast any figure within 25 cm. The
will be considered as pinned for the targeted figure can make a ward roll.
remainder of the turn. If effected, the figure must instantly
pass a morale test, otherwise it will
A figure must be within 25cm of the
think that a hideous monster is
witch to be targeted with this spell.
charging toward itself and
Blur: This illusory spell alters the automatically move away into a
positioning of the witch to any random direction.
observer, making it harder to target

30
SAHİPKIRAN WYRDBLIGHT

WYRDED WEAPONS
Wyrded weapons are enduring In standard battles, slain figures drop
artefacts of strange aeons, found in wyrded weapons, which cannot be
forgotten crypts intertwined with reused. In campaigns, the victor may
the spores of wyrdblight. They are recover the weapon.
thought be created by ancient
A wyrded weapon has a will of its
witches a long time ago, though
own, and the new figure must first
some sages argue that such effects
master the weapon by passing a
upon ordinary weapons might be
morale test successfully. Yet, if the
caused as a result prolonged
figure fails the morale test, that
exposure to wyrdblight under right
figure may not attempt to master the
conditions.
weapon again.
Qualities of a Wyrded Weapon Generating Wyrded Weapons
All wyrded weapons have a type of
Most weapons have a single
extraordinary quality whose
supernatural ability. To determine
presence can instantly be felt by any
the ability of a wyrded weapon roll a
witch when held. Any active aura
d66 and refer to the table below.
affecting the wielder or their target
is cancelled when a wyrded weapon Each ability has a point value of 50.
strikes. Attacks with wyrded
How to Roll a d66: To roll a d66, roll
weapons ignore ward rolls.
two six-sided dice (d6). One die
Using Wyrded Weapons represents the "tens" digit, and the
other represents the "ones" digit.
A wyrded weapon can be wielded by
You can designate which die is which
any figure, although it would be
beforehand (e.g., "the red die is the
thematically fitting to give such
tens, the white die is the ones").
weapons to leader characters.
Having the dice in two different
Furthermore, limiting the number of
colours will make it easier.
magical weapons to one or two per
side will only enhance the gameplay.

31
SAHİPKIRAN WYRDBLIGHT

An assortment of wyrded weaponry

32
SAHİPKIRAN WYRDBLIGHT

Primary Qualities Table first table (d66) for the weapon's


primary quality. For any subsequent
d66 Description
qualities, roll on the second table
11-13 User gains AGGRESSIVE (+1)
(d6).
14-16 User gains TOUGH (+1)
21-23 User's STR is increased by +1 Secondary Qualities Table
24-26 User's DEF is increased by +1
d6 Spell
31-33 User's MRL is increased by +1 1-2 Iron Maiden: On a wound roll
34-36 Bloodbath: gives +1 to wound of 6, armour bonus is ignored.
rolls against humans 3-4 Killer: inflicts two wounds
41-43 Corpsegrinder: gives +1 to instead of one on a wound roll
wound rolls against orcs of 6.
44-46 Wyrdfrost: gives +1 to wound 5-6 Powerslave: wielder must pass
rolls against goblins a morale test at the start of the
51-53 Venom: gives +1 to wound turn or attack the nearest
rolls against elves figure, friend or foe. If there is
54-56 Slayer: gives +1 to wound no figure within reach, the
rolls against dwarves wielder instead suffers a STR 1
61-63 Anthrax: gives +1 to wound hit.
rolls against undead
64-66 Demonbane: gives +1 to
If you do want multi-quality relics,
wound rolls against demons
treat them as campaign unique
treasures, not standard bought
If you would like your wyrded items.
weapon to have more than one
ability, first determine the number of
qualities the wyrded weapon has by
rolling a d2. If your d2 roll indicates
more than one ability, roll on the

33
SAHİPKIRAN WYRDBLIGHT

WYRDED RELICS
Wyrded relics are rarer and stranger To determine the spell stored in the
than wyrded weapons. They carry ring, first roll a die and refer to the
pieces of wyrdblight’s power locked table below. Then roll another die on
into forms other than blades; the related spells table given in the
fragments of forgotten aeons that Magic section.
survived by chance or curse. Each
d6 Spell type
relic is unique, often the prize of
1-2 Warlock
whole campaigns.
3 Necromancer
Rings 4 Summoner
5 Elementalist
Magic rings are rare and exotic
6 Illusionist
pieces of power crafted in ancient
times which laid dormant in desolate
crypts until found by some fortunate Once you determine the spell stored
adventurer. in the ring, note it down.

A magic ring can be worn by any The point value for a ring is 50.
figure –witch or not. It holds a single Amulets
spell in itself.
Amulets are talismans woven with
A figure wearing a wyrded ring can wyrdblight spores, bone charms, or
use its stored spell during the fragments of ancient sigils. They
shooting phase instead of making a offer constant passive effects rather
normal attack. than active spellcasting.
The spell is cast automatically and To determine the quality of the
succeeds without a morale test. Its amulet roll a die and refer to the
effect takes place immediately. table below.
All rings are built to serve as a store d6 Amulet
of wyrdmagic, yet they have limited 1 Amulet of the Wyrd
use. And once this store is 2 Amulet of Shadows
exhausted, they become mere 3 Amulet of Resolve
ornament. 4 Amulet of Binding
5 Amulet of Healing
Before each use, roll a die. A roll of 6
6 Amulet of Corruption
indicates that the wyrd in the ring
has depleted.

34
SAHİPKIRAN WYRDBLIGHT

Amulet of the Wyrd: The bearer Instruments


receives +1 to ward rolls.
Musical instruments affect figures
Amulet of Shadows: The bearer is within 10 cm of the playing figure.
always considered in partial cover
To determine the instrument an
against missile fire.
army has, roll a die an refer to the
Amulet of Resolve: The bearer table below.
receives -1 bonus to morale checks.
d6 Instrument and its effect
Amulet of Binding: Undead or 1-3 Battlehorn: Creates an aura of
demons within 5 cm suffer +1 penalty chaos within a 10 cm radius of
the playing figure. All enemy
to morale checks. melee rolls within this radius
suffer a -1 penalty.
Amulet of Healing: Once per battle,
4-6 Wardrum: Creates a bolstering
bearer may recover 1 lost wound.
rhythm within a 10 cm radius
Amulet of Corruption: The bearer of the playing figure. All allied
melee rolls within this radius
gains +1 DEFENCE, but must pass a gain a +1 bonus.
Morale test at the start of each turn
or become pinned.
A figure must be playing the
The point value for an amulet is 50. instrument to activate its effect. The
Armour effect lasts only while the figure
continues playing.
Wyrded armour is even rarer and
more valuable than wyrded weapons, A figure playing an instrument
but some suits drank too deeply of cannot perform any actions besides
the wyrdblight. moving at half pace in a turn.

A figure wearing wyrded armour may Magical instruments are destroyed


attempt to resist each wound once their player is slain. In
suffered, whether from normal or campaigns, the instrument can be
wyrded weapons. Roll a die for each recovered by the winning side and
wound; on a 6, the wound is used afterwards.
ignored. An army may only have a single
The point value of magical armour is instrument.
50. The point value for an instrument is
25.

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SAHİPKIRAN WYRDBLIGHT

Wyrded relics potent with magic

36
SAHİPKIRAN WYRDBLIGHT

ADDITIONAL RULES
Below you will find some additional Shieldwall
optional rules you can implement in
This is a movement phase action.
your games.
A shieldwall can be activated if at
Swimming least three friendly figures with
This is a movement phase action. shields (who are not in melee) get in
base-to-base contact with each
A figure can swim across a body of
other, during the movement phase,
water up to twice its height.
all facing the same direction.
For such actions, the figure is placed Declaring a 'shieldwall' exhausts
so that it is in base-contact with the their remaining movement for that
edge of the water, and a die is rolled. turn.
Then refer to the table below for the
Once formed, a shieldwall provides
outcome.
+2 (instead of the standard +1 shield)
d6 Result bonus to DEFENCE. The movement of
Failed: The figure cannot swim all figures within a shieldwall is
across and returns to where it
1 halved. A shieldwall cannot move
was. It cannot make another
move this turn. over obstacles.
Successful: The figure swims A shieldwall is broken when there
across and is placed on the
2-5 are fewer than three base-to-base
other side. Its move ends for
this turn. friendly figures in it. A shieldwall can
Smooth: The figure easily be intentionally dismantled at the
swims across and may beginning of the movement phase,
6
continue its movement if
with the figures moving normally
desired.
afterwards.

While a part of a shieldwall, figures


Figures wearing heavy armour
cannot shoot with bows, as they
receive a -1 penalty, while figures
must be holding their shields up, but
wearing composite armour receive a
they can still throw javelins, if they
-2 penalty.
have any.
Note: Players may add additional
When checking for morale in melee,
modifiers based on the difficulty of
figures part of a shieldwall receive -1
the action. (e.g., strong current, etc.)
bonus to morale checks.

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SAHİPKIRAN WYRDBLIGHT

Phalanx targeted areas are thought to be hit.


A wound die is rolled for each figure
This is a movement phase action.
hit.
A phalanx can be formed with at
Volley fire ignores cover (both partial
least four figures with spears or
and full).
lances in base-to-base contact with
each other and forming two rows. Cover
(two figures on the front, and one
Natural structures such as bushes
behind each figure). Declaring a
provide partial cover if the figure is
'phalanx' exhausts their remaining
in base contact with the shrubbery.
movement for that turn.
However, it does not provide cover if
All figures at the front of the both the shooter and the target are
formation can receive the support in a base contact on either side of
bonus from the friendly figure the shrubbery.
behind them who stand in the next
The corner of a building, a wagon, or
row during melee.
a rock provides partial cover.
Mounted figures do not receive +1
Woodlands such as groves provide
bonus when attacking a phalanx.
partial cover to figures within them.
Volley Fire Personal Combat
This is a shooting phase action.
This is a melee phase action.
A volley can be activated if at least
When within 10cm of each other, a
three friendly archer figures (bows,
leader figure may challenge the
crossbow, etc.) are within 2cm of
opposing force’s leader to personal
each other. (The volleying figures
combat. If the challenge is accepted,
cannot move and fire. Volley uses up
the figures immediately close the
their whole turn.) Then, they can
distance and are placed in base-to-
choose any point within the range of
base contact.
the weapon. Volley fire is indirect:
the archers do not need line of sight, Their melee is resolved separately
but at least one friendly figure must from fighting between the rest of the
have line of sight to the chosen armies.
target point (to ‘signal’ the archers).
Any associated figure may take up a
Then, dice equal to the number of
challenge on the leader’s behalf if
volleying figures are rolled, and all
you’re using big army rules. If
rolls with a 6 are considered a hit.
another figure accepts on the
Figures equal to the number of sixes
leader’s behalf, treat that figure as
rolled within the 5 cm radius of the

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SAHİPKIRAN WYRDBLIGHT

the challenger instead. If they fall, The effect lasts the entire game
the leader may be challenged again. unless noted.

If a unit’s leader refuses personal (or d6 Weather & effect


if the challenge is not taken up on his 1 Thick fog: Maximum range
behalf, with big armies), he routs and for all missile fire reduced to
15 cm.
uses all of its movement to distance
2 Heavy rain: All missile rolls
itself from the enemy leader. This is suffer –1 penalty. Fire-based
an automatic move and is possible spells (e.g. Fireball,
even if the leader figure has already Flametouch) cannot be cast.
moved that turn. 3 Snowfall: Movement for all
foot figures reduced by –2
Furthermore, his MORALE is cm. Mounted figures are
considered to be 1 for the remainder unaffected.
of the battle. 4 High winds: Missile rolls
suffer –2 penalty.
Weather 5-6 Clear skies: No special effect.

At the start of each battle, roll 1d6 to


determine the weather conditions.

39
SAHİPKIRAN WYRDBLIGHT

SCENARIOS
Roll 1d6 to select the scenario. Use Deployment: 15 cm from opposite
standard table size and deployment edges. Place the relic marker in the
distances from Sahipkıran unless centre of the table.
otherwise stated.
Roles: None; both players compete
d6 Scenario equally.
1 The Wyrdwell Victory: The side holding the relic at
2 The Relic game end wins. If both hold it, the side
3 Slay the Witch closer to its own edge wins.
4 Beast Hunt
5 Bridge of Bones Slay the Witch
6 Sacred Groves Both forces seek to kill the enemy’s witch
before their power grows too strong.
Unless a scenario states otherwise, all Deployment: 20 cm from opposite
games last 6 turns. At the end of turn 6, edges. Place each witch with its own
the scenario’s victory conditions are force.
checked and the winner determined. If
no side meets the stated objectives, the Roles: None; both players compete
game is a draw. equally.

Victory: The first side to kill the


The Wyrdwell
opposing witch wins. If both witches
A wyrd-tainted spring lies in the middle die, the side with more surviving figures
of the battlefield. Both sides rush to wins.
control its power.
Beast Hunt
Deployment: 15 cm from opposite
edges. Place the wyrdwell marker in the A monstrous wyrdspawn or great beast
centre of the table. roams the land. Both sides clash to bring
it down first.
Roles: None; both players compete
equally. Deployment: 15 cm from opposite
edges. Place the beast marker/figure in
Victory: The side with more unpinned the centre of the table.
figures within 5 cm of the wyrdwell at
game end wins. Roles: None; both players compete
equally.
The Relic
Victory: The side that slays the beast
An ancient wyrded relic lies forgotten. wins. If the beast survives, the side with
Whoever seizes it gains the advantage. more surviving figures wins.

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SAHİPKIRAN WYRDBLIGHT

Bridge of Bones
The armies meet at a narrow crossing —
an ancient bridge of stone and bone. Only
one can hold it.

Deployment: 10 cm from opposite


edges, facing each other across the
bridge. Place a bridge or narrow terrain
piece in the middle.

Roles: None; both players compete


equally.

Victory: The side with more unpinned


figures on the bridge at the end of turn
5 wins.

Sacred Groves
Three wyrdblighted groves stand across
the battlefield. Both sides seek to claim
them.

Deployment: 15 cm from opposite


edges. Place three grove markers evenly
spaced across the centreline.

Roles: None; both players compete


equally.

Victory: The side controlling at least


two groves at game end wins. If each
controls one, the third grove decides.

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