EMDT71 Helvéczia Picaresque RPG

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The document describes Helvéczia as a picaresque fantasy role-playing game set in a rugged land of small independent states in mountains and forests between rival empires. The setting and adventures involve interacting with various factions and encountering dangers both mundane and supernatural.

Helvéczia is described as a rugged land of small independent states (cantons) surrounded by mountains and forests, located between two rival empires. Adventures involve exploring this setting and encountering robber bands, clergy, merchants, adventurous nobles, and tricksters.

Foreign agents planning conquest, secret societies agitating for liberty and equality, and supernatural factions like Heaven and Hell are mentioned as operating factions in Helvéczia.

Helvéczia

picaresque fantasy
role-playing game

E.M.D.T. 71
Helvéczia
Picaresque Role-Playing Game
2nd edition
by Gabor Lux
Cover: Peter Mullen
Players’ Cartography: Sean Stone
GM’s Cartography: Gabor Lux
Main playtesters for the 1st edition: David Barsony, Krisztina Bekefi, Istvan Boldog-
Bernad, Kalman Farago, Laszlo Feher, Peter Fustos, Gabor Izapy, Laszlo Simonics, Adam
Tarnoczy.
Main playtesters for the 2nd edition: David Barsony, Kalman Farago, Istvan Kevevari,
Gabor Lux, Andras Szabo.
Reviewers: Matyas Hartyandi, Attila Hatvagner & István Belanszky
Special thanks: to Akos Barta for work on the print edition. Peter Balazs of LFG.HU
for giving the game a place to stay. All those who have contributed to Helvéczia through
advice or actual play. Tibor Kisantal for reconstructing the letters of Miklós Misztótfalu-
si Kis (now known as Janson type). Istvan Belanszky for very thorough bugfixing and
work on the second edition. Istvan Boldog-Bernad for the Catalonia campaign, coming
soon as a Helvéczia supplement (right??).
© 2021 by Gabor Lux. All rights reserved.

Dedicated to the memory of the Switzerland of the East;


and to my grandparents, who were its children.

Published by Gabor Lux, sole prop. Printed by Kontraszt Plusz Kft.


in Pécs, in the year of our Lord MMXXI,
with the tried letters of Miklós Misztótfalusi Kis.
ISBN 978-615-5902-50-5
www.helveczia.hu
Contents
Foreword ..............................................................2 X. Gamemastering .............................................. 114
P L A Y E R S ’ R U L E S ................................ 5 Running the game...................................... 114
I. Introduction.......................................................6 The rules of engagement............................. 119
On role-playing ............................................ 6 XI. Adventures .................................................. 122
Adventures in Helvéczia and beyond ............... 7 Adventure design....................................... 122
The basic mechanism ..................................... 8 Wilderness adventures................................. 123
Example of play ........................................... 9 Dungeon adventures ................................... 127
On the meaning of picaresque ........................ 11 Villages and towns ..................................... 128
Design principles .......................................... 13 The Mittelmarch ....................................... 129
Recommended reading ................................ 14 Penny dreadfuls ......................................... 130
II. Characters ...................................................... 16 Diabolical plans ...........................................131
Ability scores ..............................................16 XII. Style.......................................................... 134
People........................................................ 18 Game styles .............................................. 134
Classes ...................................................... 20 Local legends ............................................ 136
Skills......................................................... 26 Sturm und Drang: romantic fantasy............... 137
Secondary values .........................................30 XIII. The seven knaves (introductory adventure) . 140
Equipment..................................................32 Introduction ............................................. 140
Character creation steps (& example)...............37 The seven knaves....................................... 140
III. Virtue .......................................................... 39 Goodfriend ...............................................144
IV. Combat ....................................................... 44 The Testament of the Oberwaldens.............. 145
Combat procedures ..................................... 45 XIV. Monsters.................................................. 147
Special combat situations .............................. 49 About statistics .......................................... 147
V. Magic and faith .............................................. 52 Catalogue of monsters ................................ 149
Clerics’ prayers............................................ 53 Non-Player Characters ............................... 170
Student spells ............................................. 54 Random encounter tables ............................ 172
The rules of magic ...................................... 57 XV. Treasures .................................................. 175
VI. The traveller’s compendium ........................... 58 The medicinal cabinet................................. 175
VII. Spells ..........................................................64 Magical armour and weapons ....................... 177
Catalogue of Cleric spells ............................. 64 Talismans ................................................. 177
Catalogue of Student spells .......................... 64 Relics....................................................... 177
Spells ........................................................ 65 Scrolls ...................................................... 178
VIII. Helvéczia .................................................. 88 Magical miscellance .................................... 178
An account of Helvéczia ............................. 88 The curio cabinet ...................................... 182
The cantons of Helvéczia ............................ 92 Random treasure tables ............................... 183
Of other illustrious lands ..............................101 XVI. Random tables .......................................... 185
G A M E M A S T E R ’ S A L M A N A C .. 105 Catalogue of prized possessions .................... 185
IX. The gamemaster’s rules .................................106 Catalogue of books..................................... 185
Checks ..................................................... 106 Aid for adventures in the wilderness ............. 188
Experience ............................................... 109 The price of idleness .................................. 191
Survival ..................................................... 111 Catalogue of common names ....................... 193
Poisons...................................................... 111 Index................................................................. 198
Tricks and traps ........................................ 112 Legal Appendix ................................................. 200

2
Foreword
“I am a kind and sensitive soul,
I castrate swine and abscond with fowl,
And when the Devil drags me to Hell
I will just say, bemused: Farewell.”
– Sándor Weöres: Suite Burlesque

o the discerning reader, Helvéczia should be a game


both familiar and strange. Imagine, if you will, the
fantasy gaming you know, viewed through the lens
of historical adventure tales, and set in a fantastic
version of late 17th century Europe. Such a game
would still have the familiar concepts and procedures of play we
know intimately; and it would be built on the time-tested design
principles of old-school gaming. Here are the classes, levels, dun-
geons, spells, magic items, and random encounter tables of our
familiar systems. What is different is the context. Placed within a
different set of influences, perspectives change, new possibilities
emerge, and the familiar becomes strange again. Helvéczia aims
to be this game: comfortable to use, but fascinating to explore.

Where most fantasy games draw heavily from fantasy literature


based on Anglo-Saxon, French, and Scandinavian sources, Helvé-
czia’s roots lie in Central Europe: folk tales, local legends, and
historical narratives from the various German peoples, Hungary,
and all the smaller and larger groups who have populated these
lands. This is a different fantastic tradition, less explored in mod-
ern fantasy, and sometimes strange even to local gamers – yet
just as colourful and adventurous.

From the genre of works that served as inspiration for this game,
most readers might know a few, such as The Three Musketeers by
Alexandre Dumas, Grimm’s Fairy Tales (best enjoyed in their
rougher, more macabre original form), and maybe The Princess
Bride and a few swashbuckler flicks. However, the style and at-
mosphere of this game also draws on older material: picaresque
novels and penny dreadfuls from the 16th to 19th centuries, many
still offering great entertainment to today’s readers.

The common element to picaresque stories is colourful adventure:


their aim is not grand historiography or sociological analysis (al-
though these may be found therein by those who look carefully), but
heartfelt entertainment. So much is true for this game as well: its
author must confess to a cavalier attitude when mixing fact and fic-
tion. And this is how it is meant to be: in gaming, and especially his-
torical gaming, never let dry fact get in the way of a good story!

Gabor Lux
th
Pécs, on the 9 of October 2021.

3
Catalogue of Scoundrels & Never-do-Wells
1st edition, being a series of strange tales from the mountainous cantons of Am-
mertal, the Oberammsbund, and Zwillings
†Pierre Montesquieu, French Vagabond 2 (PF, dis- †Joachim Goldstein, Jewish Student 2 (GI, swallowed
patched by a Guardian Sword while looting a crypt at by a giant frog in the ruins of Jocklingen)
the end of the very first Helvéczia session) Stanislaw Bohuwiczky, Polish Soldier 3 (GI, captured
†Eric Meiser, German Weapon Master 3 (DB, torn by brigands while exploring the high mountains, and
apart by the Friars of Hell) never rescued by his companions)
Dr. Venzel Starny, Czech Student 6 (LF, disciple of Heinrich von Ofterdingen, German Vagabond 3 (IBB,
Kepler’s teachings and author of the doctoral thesis, a skilled bombmaker and professional revolutionary,
“Selected Questions of Grenade Burst Radius and turned rogue on the company)
Heavenly Alignments”, survived the entire campaign) Maurizio Pedersoli, Italian Vagabond 5/Soldier 1 (DB,
Bozena Wyczinska, Polish Weapon Master 2 (KB) blew up the Devil’s stagecoach and lived to tell the tale)
Adam Atanasius Török, Hungarian Cleric 2 (LS) †Brother Gérald Bastian, French Cleric 2 (DB, shot
†the Cavalier Mariano da Trani, Italian Duelist 3 (PF, point blank by a Masonic conspirator)
slain by the Abbot of Hell) Jacques Alexander Eugéne, French Sharpshooter 1/
†Dr. Mandrake Dee, English Student 6 (KF, the diaboli- Vagabond 1 (PF, an agent of the French crown)
cal Dr. Dee, for long an impostor, finally earned his †Leon Calvado, Italian Vagabond 4 (IBB, former bravo
doctorate with the celebrated “Post-Mortem Legal Con- who joined the company and went on a successful adven-
tinuity cum magna Diligentia towards Inheritance, Crim- turing career until burned to ashes by a Cinderman)
inal and Property Law, in Light of Scripture, Roman Armando Pietroni, Soldier 4 (AT, a Neapolitan merce-
Law & certain recent Events that Transpired in the Land nary)
of Helvéczia”; slain in a duel above the fiery pits of †John Wayne, English Champion 2 (GI, burned to ashes
Hell during the campaign finale by the vampire lord by a Cinderman)
Siegfried von Xanten) Martin Edelweiß, German Weapon Master 4 (IBB)
Gustave Dubois, French Cleric 3 (DB)

2nd edition, being a new series of adventures in the coastal cities & mountains of
occupied Catalonia, during the days of the Plague
Don José Emilio Belmonte de Gálvez y Rivera, Anda- Santiago (Xiuhcoatl), Aztec Champion 6 (ASz, seeking
lusian Student 4 (GL, slayer of el Coco, currently pur- revenge on the “three Diegos”, now retired conquistadors
sued by the Inquisition in the mountains of Catalonia) who had destroyed his village back in the New World)
†Antoine de Castelmorte, French Duelist 2 (ASz, slain Juan Cordial (“Little Juan”), Catalan Vagabond
in a duel by the bravo Pedro de Vega) 3/Soldier 2 (GL, formerly an innkeeper’s son and José
†Father Fernando Miguel Gracie de Toledo, Castilian Emilio’s protégé, later a rake and adventurer; joined his
Cleric 2 (IK, incinerated by the writing of a fiery quill) brother’s band of freedom fighters)
†Esteban Zazpi de Vascos, Basque Sharpshooter 2 Gérard Pradas, Occitan Student 6 (DB, Jean-Fado’s
(DB, crushed under falling debris after José Emilio’s secretary, later struck out on his own)
grenade attack obliterated a house) †Rodrigo Cordial, Catalan Cleric 2 (GL, a monk due
†Zigor Otxoa, Basque Vagabond 2 (KF, shot by Senor to family custom, but incompetent at it despite his best
Macabre, last of the Macabre line) attempts; killed in a failed first aid attempt)
†Captain Diego de Alvarez the Conquistador, Anda- Father Taddeo Previti, Italian Cleric 5 (GL, “No one
lusian Soldier 3 (ASz, killed during a first aid attempt in expects the Italian Inquisition – in Catalonia!”)
the underground city of the fishmen) Guiellmo Gallardo de Barcino, Catalan Duellist
Álvar Diaz Garcia Vega de Valencia y Vivar, Anda- 1/Student 2 (IK, a freedom fighter and pamphleteer)
lusian Weapon Master 6 (KF, slayer of El Coco) Rupert van den Rosenfluyt, Dutch Vagabond 3 (KF,
Jean-Fado Garros de Béziers, Occitan Vagabond 6 wandering botanist looking for rare cultivars)
(DB, a devil with the sword; retired to marriage and Benito Cortizo de Soto, Gallego Vagabond 2 (DB, a
an innkeeper’s quiet life in Lagoscoro) low-born scoundrel)
†Orlando Juan Gomez, Catalan Vagabond 2 (IK, cut †Luís Bartolomeu Lopes de Coimbra, Portuguese
down by the undead chief Kadosha in the Turk Tower) Vagabond 2 (ASz, a sailor with a treasure map, killed in
Farkas Cserei, Hungarian Vagabond 6 (IK, travelling Hell by dancing devil spirits)
scholar from distant Transylvania; retired to his home- Miguel Hernandez, Castilian Duellist 2 (ASz, gambler
land with a magical bow and a memoir to write) freed from a card game in Hell)

âââ Oâââ
4
PLAYERS’ RULES

or, the ever-full Treasure Chest, wherein it will be revealed


what kind of Gallants are found in the Domains of Helvé-
czia, and what spectacular Abilities they possess; a diverse
set of Tools and Instruments, which are most helpful in per-
ilous Adventures; a treatise on Virtue, according to the tried
and true Teachings of the holy Mother Church; very simple
and fast Combat Guidelines; Magical Spells and the Methods
of using them; and not the least a brief Travellers’ Guide to
Helvéczia, and what lies beyond it. ~

5
I. Introduction
On role-playing The imaginary world portrayed here is not
populated by exact historiography, but rather, ro-
he goal of the game: Helvéczia, mantic imagination. Its heroes are students who deal
like other tabletop role-playing with the Devil, vagabonds in pursuit of fortune,
games, is a game about exploration, distinguished or ignoble mercenaries, and pious or
decision-making and conflict. It is sinful clerics. Against them stand abandoned faerie
about a company of imaginary kingdoms, calculating town burghers, the Devil’s
personalities, created by the partici- fellows and drinking companions, cruel mercenary
pants, who will travel across Helvéczia and other captains and enchanted frog princes (to limit our-
imaginary lands, getting entangled in fantastic adven- selves to only a few examples). Every character has a
tures where they must prevail with the players’ stab at achieving fame and fortune, if only they
inventiveness, imagination, and a bit of luck. Typi- should risk life and limb; there are some who will die
cally, each player controls one person, a player in disgrace, while others will use sword, guile and
character, while the world around them is described magic to overcome the dangers that await them.
and personified by a referee, the gamemaster. The aim of the game rules is not to limit the
Play proceeds in talk: the players decide how process of play (and thus constrain it); rather, to help
their characters should act, what they say and think establish the outcome of in-game conflicts, events
(see the example of play in this chapter). Based on partially or fully governed by random chance. They
the game rules, his or her imagination and judge- give a sort of framework, a structure to the conversa-
ment, the gamemaster decides how things will un- tion between the participants; it helps them co-create
fold; striving to engage the characters in unpredicta- their common fiction. The main principle of the rules
ble and perilous adventures, where their decisions is not realism (although they have a degree of con-
will thoroughly upset the order of the fantasy sistency), but rather, ensuring a game which is easy to
world. That is, the game is about conversation: the manage, full of twists and turns, and based on fast-
participants interject and make suggestions about paced action. All in all, Helvéczia has the most to do
interpreting the events or engaging in actions; and with the worldview of swashbuckler movies and pica-
from this conversation, some sort of meandering plot resque novels – both of which are about adventure.
will emerge, action to action and scene by scene. Although luck plays a significant role in the game
Since the gamemaster and the players all have differ- (which is mostly embodied by rolling dice), even more
ent ideas and notions, the flow of events and their hinges on the players’ decisions: they decide how their
ultimate outcome cannot be predicted beforehand: characters act; what risks they take and where they
and it is precisely this uncertainty, this adventurous back off; whom they quarrel with and whom they
ambiguity which makes the game so compelling. honour with their trust; and if they arrive at a figura-

6
tive or literal crossroads, it is wholly up to them to mixture of adventurous tales, Grimm’s stories and
select their destination. Every decision has a conse- the like. This is all correct, as the list of recom-
quence in the game world; and from every conse- mended reading faithfully shows.
quence come new opportunities for making decisions. With small liberties, this world is set somewhere
From the series of adventures, a complicated story at the turn of the 17th and 18th centuries: it is popu-
may emerge (we call this a campaign); usually some- lated by stagecoaches, journeymen, robbers, wig-
thing whose exact ending nobody could predict at the wearing philistines, adventurous countesses and wily
outset. The turn of events and their conclusion is not cheats, around whom we find the whole cavalcade of
pre-determined, which is perhaps best demonstrated the age – from ambitious courtiers to secret societies
by none else but the history of Helvéczia, which has agitating for liberty and equality. In this world, Lu-
turned out rather differently than our own. ther failed but Calvin achieved much, and the strict
morals of his followers are feared far away from the
Republic of Genévia. And then, at the roadside dive,
one might find the devil drinking his fill, giant owls
nest in the ruined tower over yonder, and on the
mountain road, the traveller could meet the Puss in
Adventures in Helvéczia and beyond Boots (and he would better tip his hat before him).
But I reckon Helvéczia will be familiar to those
t requires no great science for the who have already been there: its steadfastly independ-
reader of this booklet to see Hel- ent provinces and proud farmers, militancy and hid-
véczia for a paraphrasis, or reimag- den valleys, old cloisters and little towns, forbidding
ination of historical Switzerland, or mountains and endless forests are just like in real life –
more broadly, a Central Europe or even more so.
that never was; and the game as a

7
Examples of various checks

Normal (12) Hard (18)


 to lift a heavy rock  to force a safely locked iron chest
Ability  to mislead a guard with a weak trick  to remain charming in a ruined attire
 to climb a tree while fleeing from a bear  to ride a cannonball and land unharmed
Skill  to swing across a chandelier with a dame  to climb a sheer cliff in a thunderstorm
 to falsify travel documents  to enchant the Devil himself with music
 to eat spoiled food without consequences  to survive the vilest poisons
Saving
 to recoil from a treacherous pit  to stand up to a whole army
throw  to avoid sinful temptation  to catch a branch while falling off a cliff
 to strike a man in a thick vest  to strike a well-armoured sentinel
Attack  to shoot a lookout with a gun  to shoot an apple off of someone’s head

The basic mechanism and 8 is 18, 6 and 8 is 68, while 0 and 0 is 100). The
second is 1d24, which is either rolled with a special
die, or the combination of 1d6 and 1d12 – if the 1d6
hat the game requires: as the es-
comes up 1-3, the other dice stands on its own;
sence of the game is talk, what it
while if it comes up 4-6, we add 12 to the result
needs above all is the same as a
(thus, 2 and 8 are 8, but 4 and 8 are 20). This latter
pleasant conversation: a table, chairs,
roll is mainly used by the gamemaster, and the
snacks and a few bottles of fine
players need not bother with it.
Hungarian wine (if there is no coach
to take the players home, some other kind of re-
Checks and counterchecks: Among the many dice
freshment will do – but wines from other lands shall
rolls used in the game, checks are the most im-
not be accepted!). Beyond the most important things,
portant, since they determine whether a character
the game needs a few printed copies of the rules; one
can successfully accomplish a challenging action. The
for the gamemaster and maybe a few more distributed
value is always the sum of 1d20 and one or more
among the participants; paper and writing instruments
modifiers (if any), which must reach or exceed a pre-
to take notes and draw diagrams; printed character
determined difficulty class (DC). The most com-
sheets to record the characters’ abilities, equipment
mon difficulty classes are Normal (12) and Hard (18).
and other values; the Holy Bible; a deck of Hungarian
Although hardly ever required, a Heroic (24) roll
playing cards (this is also called the Wilhelm Tell
represents some kind of extraordinary accomplish-
deck, ironically completely unknown in Switzerland;
ment. An unmodified roll of 1 is always a serious
a Mariás or Doppeldeutsch deck might also be used,
failure, and a 20 a massive success – usually both
although they sometimes come unlabelled); and vari-
with additional consequences.
ous dice.
Most characters are able to succeed at a Normal
Helvéczia does not only use the conventional
check with a little risk (examples are provided above).
six-sided dice (from here on 1d6), but other kinds as
For Hard checks, only the skilled and the lucky can
well: dice with four, eight, ten, twelve and twenty
count on victory. Dice rolls can be modified by abil-
sides (from here on: 1d4, 1d8, 1d10, 1d12, 1d20), which
ity scores, skills, saving throws and attack values –
are all found in specialty stores. The dice are marked
oftentimes, it is self-explanatory which one to use; in
as follows: before the “d”, standing for “dice”, we find
borderline cases, the gamemaster decides.
the number signifying the number of dice we have to
We must also mention counterchecks: in this
roll; afterwards comes the number signifying the
case, two characters make opposed rolls, apply modifi-
number of sides on the dice; then, modifiers if there
ers, and if one scores at least 5 points over his or her
are any. Therefore, 1d6+1 means “roll one six-sided
opponent, they are declared the winner. If neither
die and add one”, while 3d8-6 means “roll three eight-
side can triumph, the result is a draw. Counterchecks
sided dice and subtract six”.
are particularly common in combat, where they repre-
There are two special cases, which do not have
sent special manoeuvres (called combat checks, or
their own dice type. The first is 1d100, which is
CC). They always oppose the same kind of roll –
rolled with two ten-siders, the first standing for the
ability to ability, skill to skill (different skills may
decimal digit, and the second for the ones (thus, 1
oppose one another), save to save and attack to attack.

8
Example of play Venzel: No cause for alarm, it is just the headsman
– I will soon have a talk with his head.
Stanislaw: I cross myself and say a Pater Noster...
This short example shows how a scene from a typical
nay! I draw my blade and stand aside!
game session unfolds at the table. It would make no
Gamemaster: <clarifying the situation> It is a tight
sense to present the entire campaign with all its twists
little hut, you can’t go very far. Venzel, it will take
and turns – this small episode stands on its own.
about two hours to do your work.
So it happened that Stanislaw Bohuwiczky, a
Venzel: That will be good. <referring to his skill>
Polish fighter (3rd level Soldier) recovering from his
We shall see the worth of Occultism!
wounds, and Venzel Starny, a lame-legged Czech
Stanislaw: I stand guard, and do not let sleep over-
astronomer (2nd level Student) following the unor-
take me.
thodox teachings of Kepler, happened to spend the
Gamemaster: Right, the time passes while the wind
time of Pentecost in the town of Ammertal. It was a
wails outside and tears into the branches. Let’s see if
strange occasion: the execution of a repentant crimi-
something happens. <rolls a six-sided die, but there is
nal was brought short when the headsman lost his
no result> Nothing disturbs your peace, and you
aim, slipped, and lopped off his own head.
hear as the bell in the church of Saint Aloysius the
Venzel had the slight suspicion that the story
Pious first tolls ten, then eleven. Venzel, half an
might have something to do with the curse of Rabbi
hour later, you are ready with your work.
Joachim Goldstein, whom the executioner had
Venzel: I place the head on the ground, and say
robbed without provocation. “May you and your
aloud: “By the Lord’s name! Speak and answer when
kin be accursed, and your own axe fell your head!”
I am asking you! Tell me, what sort of way leads
was the curse, and it had undoubtedly come true, but
down below the city!”
Joachim himself was no longer among the living – it
Gamemaster: <to himself> In the Lord’s name, that
was already two weeks ago that he had been swal-
was a capital idea... <rolls dice, but the result is irrele-
lowed in one gulp by a giant frog in the ruined
vant > The severed head remains silent. <to himself>
village of Jocklingen. As for Venzel, he was in no
But then why not? If he went to this trouble...
mood to get into trouble in place of others (especial-
Venzel: Damn it! All right, all right, I wrap it up
ly the deceased); thus, he just snuck to the scaffold,
and put it back in my knapsack.
and thinking it might be useful as a mystical object,
Gamemaster: The bell tolls twelve. The wind in the
hid the executioner’s severed head in his knapsack.
graveyard rises again, and a whispering is heard from
Sundown found our heroes outside the city
among the mounds. From outside, you hear heavy,
walls: inside, they found no shelter in the teeming
lumbering steps approaching...
resthouses; and in the end, they set up camp by
Stanislaw and Venzel: Steps?!
breaking into the gravedigger’s abandoned hut by the
Gamemaster: A large mass is thrown against the door
moonlit cemetery. And so...
so it almost cracks, and you hear a deep, hollow voice
Gamemaster: <describing the new scene> Slowly, from outside: “Little pigs, little pigs, let me in!”
dusk falls on the spires and rooftops of Ammertal. Stanislaw: The headsman! He has come for his head!
Around you, dark branches nod and wind blows Gamemaster: The heavy bulk is thrown against the
among the leaning crosses. door again. <he rolls 13 on a 20-sided die, which
Venzel: It would be good if I could again use my makes 15 with the headsman’s +2 Strength bonus -
Skeleton Key spell. Before nightfall, I go to the insufficient to break down the barred and bolted
crossroads, and see if I can find any thieves’ fin- door> The hinges almost scream, but they still hold.
gerbones on the gallows. “If you do not let me in, I shall force my way in!”,
Gamemaster: <entrusting this to random chance> roars the apparition.
Let there be a 1:3 probability. <rolls dice> You Stanislaw: Venzel!!!
found nothing, but a few moss-covered skulls. Venzel: I grab the head, knapsack and all, and quick-
Venzel: And what use could they be? To hell with ly throw it out the window – and when it is out, I
it! I return to Stanislaw. immediately close and bolt it again!
Gamemaster: <describes the consequences> By the Gamemaster: You see the massive dark form outlined
time you are back to knock on the door, it is already in the moonlight as it stalks to the head, and seizing it
dark. From the woods, you hear a long keening. by the long hair, grasps it.
Stanislaw: It will be better if I just bolt this door, Stanislaw: I remain very silent.
and bar the windows as well. Anyhow, where is the Venzel: I follow his example.
gravedigger at this hour? Gamemaster: There is the whispering of wind, then
Venzel: It may be better not to know in such a the hollow voice again: “You have sought the way
place. Well, I retrieve the severed head, and rub it below the city. Follow me if you dare – down be-
with balm so it keeps. low!” The steps grow distant across the graveyard.
Stanislaw: By the Virgin Mary of Czestochowa, Venzel: When he is a way off, I peek out the door.
what is that?!

9
Gamemaster: The executioner, his severed head in Gamemaster: As the secret door opens, it closes.
one hand and his great axe in the other, is moving The wall is as it used to be.
away with great, striding steps across the mist-covered Stanislaw: Let us note the exact spot! Two cat’s
graveyard, where the sunken crosses stand as so many heads and a stone arch. If we bring brother Gérald
grasping hands. tomorrow, along with the bombmaker Heinrich, we
Venzel: I follow him stealthily. <he has no Sneak could examine it again.
skill, but he can still try it with his Dexterity bonus, Venzel: I would also tell bürgermeister Fortunatus,
which is -1> 9! and even councilman Gauss. With a few watchmen
Stanislaw: Eh, I follow him – what do I have to lose? on our side, we could be in even more safety.
I roll 14!
Gamemaster: The horrendous form pays you no And so on. What could the spiral stairs beyond the
attention, and you follow amidst the hooting of stone arch hide? And who will do everything in his
owls, disturbing the bats among the branches. <he powers tomorrow to prevent the company from
rolls to see if the character meet any other nocturnal finding the secret passage again? What awaits our
horror, but the die says no> <he outlines the new heroes when they next encounter the headless
situation> Not much later, you emerge next to the headsman? Well, the game should answer these, and
town wall. This section is close to collapse, and the yet more questions, and even finished adventures can
rooftop of the hexagonal tower next to you stands lead to newer stories and plotlines.
silent witness that it has seen no carpenter lately. All What the previous example shows is how role-
is covered in ivy and wild grapes. playing games work – how the step-by-step conversa-
Stanislaw: It is best to stay among the shrubs and tion between the players and the gamemaster leads to
watch what the headsman does. an emerging plot, and how different player actions
Venzel: I take aim with my blunderbuss! can influence the flow of events. It also shows multi-
Gamemaster: The horror stalks to an old, old gothic ple techniques which belong to the gamemaster’s
arch, whose axes rest on two carved cat’s heads. A repertoire: to outline an open situation; to sometimes
dark passage opens in the town wall – and the axeman entrust results to the rules, and sometimes to random
steps through, trodding on ancient steps in his descent! chance; to provide players with information or ask
Stanislaw: I don’t wish to follow just now... I am them to give more precise descriptions about their
wounded, and Venzel isn’t worth much in a fight. actions. Above all, it is about an adventurous mindset
and curiosity on both sides – what happens if?

10
During the game, the players are their own mas- ing is entertaining enough – adventurous for adven-
ters, not puppets manipulated by the gamemaster, or ture’s sake.
acting out his predetermined roles and stories. Some- Scholars studying picaresques emphasise seven
times they speak out of character (e.g. where they characteristic traits of the genre, which are presented
describe how they act), and sometimes in character here not only because of their relevance to the tone
(with their characteristic style and turns of phrase). It and spirit of Helvéczia, but perhaps also as a general
was them who decided to sleep outside town; it was commentary on role-playing games and the adven-
Venzel’s idea to try and speak to the head by using a turers who populate them.
character skill; and it was them who reacted to the  The story is told in the first person, and it is
events they set into motion. The gamemaster’s task usually autobiographical. (Consider players
was to create opportunities for adventure from these speaking in the name of their character!)
random ideas – and in the end, the results surprised  The protagonist is a scoundrel of low birth (or
both him and his players. at least rank); surviving by his wits in the ab-
sence of status and industry.
 There is no overarching plot; the action con-
sists of several loosely connected or even struc-
tureless adventures or episodes, typically in the
form of a travelogue.
 There is little character development: an ad-
venturer does not change his nature merely by
ill or good fortune, and does not settle down to
become an average citizen.
 The story is told in a plain, often vernacular
style, and even in a romance, it eschews idealism.
 There is a strong element of satire; society is
typically depicted as corrupt and sanctimonious.
 Picaresque scoundrels are sinners, but rarely
reprobate criminals. They are people of ques-
tionable morals who exist on the fringes of soci-
ety, and mostly come across as sympathetic out-
siders, not monsters.
While they are not the one and only way to approach
Helvéczia, picaresque stories define the fundamental
rules, structures and obsessions of the game.
The first lesson we can take from all this is that
history is a grab-bag of colourful stuff, and our
interests should lie not in treatises on trade patterns
and farming methods, but unusual events, extravagant
On the meaning of picaresque personalities, mysteries and curiosities. Bold robberies
and swindles, duels and elopements, stories of secret
he predecessors of modern pulp societies and infamous poisoners, and the like should
fiction, picaresque stories were a be the building blocks of Helvéczia campaigns. Pica-
lurid and disreputable genre of resques are also populated by temperamental, gro-
literature, experiencing their first tesque or vulgar characters who are brought to life
wave of popularity in the 16th and through portrayals rich in drama, social satire and low
17th centuries. It is not hard to comedy. What matters is that the historical back-
draw a parallel between their unlikely protagonists ground should not be treated as a straightjacket or a
– fortune-seekers with questionable values, gallows- dry lesson, but rather as a treasury of the fantastic,
birds who get through life the easy way, disreputa- with all its garish colours and large-scale contradic-
ble women flouting social mores, and a multitude tions. The picture becomes even more fantastic
of drifters, lowlives and common opportunists – when we add that the chronicles and pamphlets of
and the exploits of fantasy adventurers. Picaresque the day are full of strangeness and wonder, from
tales are not by definition immoral (their heroes are rains of frogs and blood, hundred-years-old people
scoundrels, not cold-blooded murderers), but they found alive and sleeping in salt mines, devil-
eschew the moralising tone of socially acceptable worshippers and rich eccentrics. This is the stuff
fiction, which would get them in almost as much adventures are made of – and this is what masters
trouble in our time as it did back then. They are in of historical adventure like Jókai and Dumas
a sense “pure entertainment”, unconcerned with reached for when writing their timeless stories.
always saying the right thing if what they are say-

11
Second, the world is a storehouse of perilous Fourth, life is full of suprises: even the most
and adventurous situations: the unfortunate traveller hardened and world-weary rogue can learn new
has no peace, for he is again and again involved in things in the school of hard knocks. Everything is
strange and hazardous events. Brigands, stormy mobile, nothing is certain: existential insecurity is a
weather and a dozen dangers threaten his life in the cornerstone of the era depicted by picaresques. The
wilderness, while cities and castles are rife with oppor- gamemaster should keep the events moving, and if
tunism, crime and pettiness – and when one would necessary, give the company a smaller or larger kick
finally make it big, misfortune strikes so they have to to set them in motion again if the action seems to
start from the bottom again. It takes a clever fellow stall, or if it settles into a comfortable routine. Prop-
to know his way through such a treacherous world – er picaresques are fast-paced, eventful and full of
and no matter where they go, the characters will find variety. Most of the time, the players can dictate the
adventures and trials on the way. course of events; but sometimes, the Gamemaster
Third, the world is full of opportunities: the shall turn the tables on them and make them impro-
protagonists of picaresque stories are active, entrepre- vise. Large-scale, dramatic, and unexpected twists
neurial folk who never fail to seize a chance – and the are par for course here.
chances are there for the taking. A low-born man can Fifth, once up, once down. The mightiest can
become a general or a noble, and a bold woman can fall and the small triumph; and there is no security in
make it big in a world of men (who did not see it the world from the vagaries of Fortune. The charac-
coming before it was too late). The gamemaster ters can win big or lose badly, even multiple times in
should not deny the players’ freedom of choice in the quick succession. Sometimes Fortune turns her face
interests of “historical accuracy” or “realism”; rather, away, but no matter how cruel she seems, and no
he should think in terms of letting them live or die by matter how bitter the bread of the unfortunate,
their own choices – and even succeed on a grand scale there is a way out of the heaviest chains, the depths
if they are clever and fortunate. Changing the course of poverty, or even the fraternity of the dreaded
of history can be within the reach of even beginning Bocksritter. That is: the tale, unless all participants
characters, if they should recognise and exploit the have perished, will go on – as long as the game stays
opportunity. And if they should become the grand amusing and there is wine on the table.
dukes of Podolia and Ruritania – that is a tale worth
telling, and a prize that comes with its own challenges.
âÐÐÐÐÐÐÐÐÐÐâ

âÐÐÐÐÐÐÐÐÐÐâ

12
Design principles
eaders who are well versed in role- and these means of supernatural assistance can become
playing games will likely ask what a key campaign element.
this system has to offer, and what
the underlying assumptions which Fast, open-ended combat system: the rules of en-
influence its design are. These few gagement are intentionally simple, but leave room for
points are aimed to provide a brief the participants to try various combat tricks and ma-
high-level overview of the ideas that went into Hel- noeuvres. The rule of combat checks is a universal
véczia – and how they impact its gameplay, and the mechanism through which skilled combatants can
style of adventures and campaigns. exploit the weaknesses of their opponents. Combat
allows a high scale of mobility, and it is the best if the
Quick, generalist characters: creating a player charac- participants use the environment to their advantage:
ter should take twenty or thirty minutes for begin- the bench, used as a refuge from a hail of bullets, will
ners; but a practiced player can easily make one in ten do as well to knock down a group of henchmen.
or fifteen. The game supports simple, distinctive Everything not prohibited is allowed! It is often bet-
character concepts, and instead of “backstory”, places ter to disarm or intimidate someone with one feint
emphasis on customisation through gameplay. Alt- than fight to the last drop of blood; and most oppo-
hough Helvéczia is a class-based system, characters are nents will choose to surrender or flee before dying.
closer to well-rounded generalists than strictly special-
Virtue: Virtue, man’s measure between Heaven and
ised. Any character can attempt to use almost any
Hell, is not a driver, but a consequence of one’s ac-
skill, and although not equals on the battlefield, all
tions. The constant change of Virtue, the allure of
characters are adequate combatants.
sins and good deeds is one of the game’s central fea-
Closed advancement scale: unlike games where char- tures. Beyond lesser benefits, devotion to one side
acter development is open-ended, nobody in Helvé- will draw the attention of both Heaven and Hell, with
czia can be stronger than sixth level: and this is true more and more apparent signs of their attention – but
for every being in the game world. Characters cannot even the greatest saint will be tempted, and the most
count on becoming invincible, but they will never face hardened sinner offered a glimmer of hope. In this
insurmountable power differences, either. Even a game, faith is both destiny and the fabric of everyday
first- or second-level character can make a difference. life: all characters are God-fearing Christians (or more
Power gaming was never the goal; however, fallible- rarely Israelites), even if they are lax of faith or the
ness and hairy consequences always were. old Devil’s closest pals – and both good and evil exist
in a very physical sense. The religious worldview of
The magic system: the majority of spells in Helvé- Helvéczia is the world of folk belief; of wooden
czia are a strategic resource. They require some saints that cry tears of blood, sinners redeemed on
forethought and inventiveness to use effectively; but their death-bed, and a Devil who lurks outside the
in exchange, they can turn luck on the players’ side window and dances a merry jig to the fiddler’s tune.
even in tight situations. Finding and preparing for Beautiful music might soften his heart, and he will
spells is an important part of the game for Clerics and gladly sit down for a game of dice if someone will
Students: they cannot count on lobbing them left and challenge him (but beware: he plays for high stakes,
right every single day. This is why they stand their and plays well).
own in battle, and rely on their reputation as much as
their powers if they play their cards correctly. Episodic adventures: the game’s simple rules and
colourful mish-mash of a worldview is particularly
Fortune favours the bold: the difficulty of the suited for short, episodic sessions of a few hours, and
checks commonly used by the game are low enough they support adventuring companies whose lineup
that even a beginning character can hope to make an changes session to session, much like a good TV
attempt with a decent chance of success. Swinging series.
on chandeliers, courageous perseverance, and great
deeds are not the privilege of the higher levels, but The boundaries of action: it is best to consider all
within arm’s reach even for a determined commoner written before as guidance; not strict and exact limits
– if they are not afraid to seize the opportunity. to the game. Skills, spells, items, combat checks, saving
throws and other concepts should be understood to be
Easy come, easy go: Helvéczia is a picaresque, not a a minimal, not maximal understanding of what they
heroic role-playing game, and that’s why the chance of might be used to accomplish. Likewise, the logic of
failure is always lurking in the background – system- the game world may introduce circumstances not
atic bad luck is as much a part of the experience as found in the letter of the rules. The number of deci-
easy successes. Put in a simple word, Helvéczia is sions is boundless, or at least very broad, but every
swingy. But every character has the chance to influ- decision has its own consequences. ~
ence Fortune with the Holy Bible or a deck of cards,

13
Recommended reading
ortunately, there is much inspiring Dumas, Alexandre: The Three Musketeers.
material related to the period when *Grimm, Jacob and Wilhelm: Grimm’s Fairy Tales
Helvéczia is set. 16th and 17th (unexpurgated versions); Grimm’s German Legends
century picaresque novels are worth (perhaps the best source of inspiration for Helvéczia).
seeking out as the precursors to our *Grimmelshausen, Hans Jacob Christoffel von: The
adventure pulps, and the whole Adventurous Simplicissimus; The Life of Courage,
tradition of swashbuckling romances from Dumas to the Notorious Thief, Whore and Vagabond.
Technicolor adventure movies. Then, folk tales and *Hebel, Johann Peter: The Treasure Chest.
local legends, preferably in their original, unpolished Hoffmann, Ernst Theodor Amadeus: The Sandman,
and often astonishing versions; the products of a wild Mademoiselle de Scudéri.
and grotesque popular imagination. Finally, every- *Jókai, Mór: Told by the Death’s Head; Pretty
thing that is colourful, strange and adventurous, even Michal.
if they should depict another time and place – better Kubrick, Stanley: Barry Lyndon (movie).
be anachronistic or inaccurate than dull. Lang, Fritz: Moonfleet (movie).
This list is a selection of books and movies I have *Lesage, Alain-René: Gil Blas (perhaps the closest
enjoyed. It is neither comprehensive nor restricted to work to the game’s intended pace and tone).
the most accessible works (some don’t seem to exist in Moorcock, Michael: War Hound and the World’s
English, and are marked with a cross). What it is is a Pain.
look into the things that have inspired Helvéczia – or Murnau, Friedrich Wilhelm: Nosferatu (movie).
rather, co-created it. I have marked the best and most Poe, Edgar Allan: The Pit and the Pendulum; The
influential of them with an asterisk, but the rest are Masque of the Red Death.
also worth reading or watching. Polanski, Roman: The Fearless Vampire Killers.
Bürger, Gottfried August: Baron Münchhausen. *Preussler, Otfried: Krabat.
+*Cap, Franz: Rinaldo Rinaldini: Der Räuberhaupt- Smith, Clark Ashton: Averoigne stories.
mann (TV series). Wells, Jean: Palace of the Silver Princess (original
+Ctvrtek, Václav: Rumcajs stories. orange-cover edition).
de Mendoza, Diego Hurtado: The Life of Lazarillo *Weyman, Stanley: Under the Red Robe.
de Tormes and of His Fortunes and Adversities

14
15
II. Characters
reating player characters (over- Virtue: Virtue is a measure determined by a charac-
view): Before the game, every ter’s standing according to the seven heavenly virtues
player needs to create a character, and the seven deadly sins – it shows where they stand
determining his or her abilities with in the eternal game between Heaven and Hell. Every
the help of the rules and a bit of sinful or virtuous deed modifies this value – with
luck. This chapter is intended to momentous consequences for one’s life and soul!
help in this process, the individual sections describing Equipment: beginning characters also need appropri-
the necessary steps in logical order. Examples are ate weapons, clothing, and other types of equipment.
provided in various sections, with a more detailed This section describes the game’s most common
case at the end of the chapter. items, along with their prices and characteristics.
Ability scores: ability scores represent a character’s
physical and mental competences. They are deter-
mined by dice rolls, and their value influences various
other characteristics and checks.
People: the diverse histories, customs and tempera- Ability scores
ment of the world’s nationalities endows them with
different advantages and disadvantages. ll player characters in Helvéczia
Classes: classes determine a character’s set of abili- have six basic abilities. They range
ties. Every class represents a distinctive character from 3 to 18, for an average of 9-11.
type and role, each offering a different approach to It does not hurt if players choose
play. Helvéczia’s main classes are Fighters, Vaga- their character’s class in a way that
bonds, Clerics and Students. It is recommended, fits these abilities – a Fighter bene-
although not mandatory, to choose a class on the fits from high Strength and Constitution, a Vaga-
basis of the rolled ability scores. bond from Dexterity, a Cleric from Wisdom, and a
Skills: a character’s supplementary abilities, standing Student from Intelligence. It is not necessary to
for training and innate potential. have a character who is good at everything – but it is
Secondary values: if we know a character’s ability beneficial to have one or two fields where they are
scores and class, we can also calculate his or her better than most.
secondary values: Hit Points, Armour Class, Attack For every ability score, there is a corresponding
values and saving throws. All of these values play a modifier. They can be seen in the table below, and
central role during the game, especially in conflict. they each modify different rolls and secondary val-
ues, either positively or negatively. Since the great-

16
est possible ability score in Helvéczia is 18, the Ability modifiers: the value of the modifier is always
greatest possible modifier is +3. The ability scores, [ Ability score / 3 ] – 3
their abbreviations, and the rolls and values they Clerics and Students, but with some effort, even
modify are as follows: other characters with above-average Wisdom or
Intelligence can learn bonus spells on a weekly basis,
Strength (Str): the measure of physical power and and use them without regard to the character’s
combat prowess. Its modifier is added to: experience level. For trained spellcasters, this bonus
 melee attacks; is added to their regular magical abilities, while for
 melee and thrown damage; laymen, it is a way to employ magic without ardu-
 also influences carrying capacity. ous training. However, all other rules and limitations
Dexterity (Dex): represents quickness of action, for magic still apply.
manual dexterity, and movement. Its modifier is
added to: Determining ability scores: individual ability scores
 combat initiative; are rolled on a 4d6. In each case, the dice with the
 the character’s armour class (abbr. AC); lowest value is discarded for the final sum (e.g.
 ranged attacks; 5+3+3+2 - 2 = 11). The rolls determine the ability
 and Deftness saving throws. scores in precise order. Players should roll two series
Constitution (Con): influences the character’s physi- of scores, and choose the one which suits them bet-
cal endurance, including resistance to harm. Its mod- ter. This method usually results in heroes with ex-
ifier is added to: traordinary capabilities in one or more areas. If the
 Hit Points (abbr. Hp) per each level; character looks absolutely hopeless, the gamemaster
 Bravery saving throws. can ask the player to roll for a new set of scores.
Intelligence (Int): the basis for mental faculties,
especially logics and problem-solving. Its modifier is Ability loss: various circumstances result in the tem-
added to: porary (and very rarely permanent) decrease of ability
 a character’s number of skills; scores. On a score of 0, the character becomes inca-
 also influences the number of bonus Stu- pacitated, and further losses are subtracted from Con-
dent spells. stitution. On a 0 Constitution, the character dies.
Wisdom (Wis): represents spiritual affinity, dedica- Ability loss always reduces the associated modifiers
tion and (to an extent) common sense and intuition. and values. Lost abilities usually heal at a rate of 1
Its modifier is added to: point per day, until they reach their original value.
 Temptation saving throws;
 also influences the number of bonus Cleric Ability increase: on fourth and sixth level, characters
spells. can increase an ability score of their choice by one,
Charisma (Cha): a mix of personal magnetism, force although this still cannot increase them beyond 18.
of appearance, and leadership skills. Its modifier is
added to:
 Charisma checks, used in social situations.

Ability modifier table


Score +/– Bonus spells
01–02 –3 –
03–05 –2 –
06–08 –1 –
09–11 +0 –
12–14 +1 1*1
15–17 +2 1*1, 1*2
18 +3 1*1, 1*2, 1*3

17
People
mong the inhabitants of Helvéczia, Czechs: the inhabitants of the provinces of Bohe-
the most numerous are the French, mia, Moravia and Silesia are urban craftsmen and
Italians and above all the Germans: learned scholars. While Prague’s university is
but as a land that has won its freedom known for its occult sciences and medicine, and
from crowns and outside interfer- Olmütz for its many churches, Brünn is justly
ence, it attracts many who arrive famed for its artillery school. Although they are
from elsewhere to seek fortune, riches, and sanctuary reputed to be good-natured, it should be known
from the law. Above all, this shows that Helvéczia is that the Hussite heretics were particularly rabid
the land of the free, where everything is possible that enemies of the Mother Church, and their survivors
would not be tolerated elsewhere. Therefore, there are yet lurk among the common people.
many nations in addition to the ones described here; in  Czech Fighters and Vagabonds receive +2 to
the whole wide world and across the Ocean Sea, they their damage with firearms and crossbows.
exist in a variety too great to enumerate. Therefore,  Czech Clerics and Students receive an extra
this section is restricted to the usual suspects. Science skill, and they may earn their doctorate
on the 4th level.
Germans: through industry and numbers, Germans
have risen as Christendom’s mightiest strain, although
what the will of Fate has lifted, it has immediately
fractured into a hundred little towns and principali-
ties. These would be useless to recount, for they
include peaceful lands as well as empires teeming
with garrisons and blue-uniformed soldiers. Yet all
Germans seek to learn the trade of one of their
ancestors, and practice it with considerable skill.
 Due to their diligence, they learn an extra, ran-
domly rolled Craft skill with a +2 bonus. In this
trade, they are already considered journeymen
by guild standards, and enjoy all attendant bene-
fits. Germans can become masters in their craft
at 4th level.

French: although Burgundy, Occitania and Auvergne


still contest his immense might, only the Sultan of the
Turks is a greater sovereign than the French king.
The inhabitants of this vast and prosperous land re- Dutch: the star of the Dutch Lowlands is rising in
prominence as their traders reach further and fur-
spect flair and finesse above all, and in their own way,
both nobles and commoners excel at its practice. ther lands, and their bourse grinds money like a
windmill does flour! “If you are not Dutch, you
 They receive +1 to their AC and Deftness
are not much”, so goes the saying. Theirs is a most
saving throws.
talented people, with such successes at such a small
Italians: as many miniature empires stand on the size – although increasingly resentful of their His-
disorderly land of Italy as small towns elsewhere. A panic occupation.
few, such as the Papal State, Florenczia or Venéczia,  They receive +2 to their Sailing and Appraisal
are larger in size and influence, and there is always skills, as well as a third one of their choice.
someone who would conquer his neighbours by step-  They begin their career with 1d3+1 onions.
ping into the sandals of the old Romans. Easy come, Why this strange junk is so important to the
easy go – Italians win much and lose much, for they Dutch, only the Lord knows.
know that their kindred possess both God’s good
graces, and Fortune’s bounty in generous measure. English: the inhabitants of this fogbound, cold land
are all known for their sangfroid and fishlike tem-
 As people close to His Holineß the Roman Pope,
perament. They are not commonly found in the
they recover +1 Virtue after each confession.
land of Helvéczia, but if the purpose of their visit
 As Fortune’s favourites, they begin with +1d6
comes into question, an eccentric lordling, far-
Th, and later, they are followed by good luck in
travelled chirurgeon or discharged lackey will all
cards and dice (+2 to the skill, even untrained).
answer with a curt “Well”.
 “The Umbrian Rule”: Unless otherwise speci-
 Due to their phlegmatic disposition, they receive
fied, two Italians always have a 1:6 probability
+2 to their Temptation saving throws.
of being mortal enemies due to city-vs-city ri-
valry, family vendetta, or factional strife.

18
Gypsies: as the Englishman’s blood is cool, so are they must roll a check two times, and pick the
wandering Gypsies called fiery. Although they had worse result.
once been driven out of Helvéczia with brand and
halberd, their colourful caravans have reappeared in Cossacks: they are inhabitants of distant steppes
these better times. They are excellent traders, smiths, where they fight Turk and Tartar, but some occa-
dancers and swindlers, all as required, and some are sionally make their way to Helvéczia, where they
known to be adept in the secrets of witchery. astound everyone with their capacity for drinking
 They receive +2 to Deftness saving throws. and merriment – although they revere their icons
with equal fervour.
Hungarians: the valiant Hungarians were created for  If they down a bottle of spirits, they receive +2
heroism and fighting. They have tried their might to Bravery saves until the end of the scene.
against Tartar and Turk, yet they have no worse foe This bonus increases to +3 if the drink is cham-
than themselves: the armies of Emperor Franz and pagne wine or vodka, but subsequent rounds of
Prince Viktor have warred more mercilessly against the stuff give a -2 to attack rolls and Dexterity-
one another in bitter strife than they would against based checks.
the host of Mahomet III.  They always roll twice for downtime compli-
 They receive +2 to attacks and AC in melee cations, taking the more outrageous result at
combat. the gamemaster’s choice (c.f. “The Price of
 Long torn by ill fate, they receive -2 to a Idleness, Chapter XVI).
random saving throw type at the start of each
Poles: the grand empire of the Poles reaches from
adventure (rolled when the need first comes
Cracovia to Livonia, and they are worthy companions
up). Furthermore, they will be visited by all
to Hungarians in both gallantry and drinking. The
manner of strife and misfortune at the ga-
grace of the Virgin Mary has brought glory and luck
memaster’s leisure.
upon the head of Mihály Báthory II, but no riches:
country and nobility have been so impoverished, that
their best are forced to try their luck abroad.
 They receive +2 to attacks and AC in melee
combat.
 They must send at least half of their money by
post to maintain their holdings at home, or to
the benefit of the Virgin Mary of Czeszto-
chowa. If they gain a great treasure, they will
easily find it snatched from them at the ga-
memaster’s discretion.
Spaniard: they are nowadays most busy in the New
World, but since pagans and heretics who deny the
Mother Church are also numerous in Catalonia, the
Spanish Lowlands and elsewhere in the world, they
often pursue them afar, some serving the Spanish
Inquisition, and some their own calling.
 They receive +2 to their Bravery and Tempta-
tion saving throws.
 In all circumstances, they must spend a quarter
of their money on elegant clothing and expen-
Jews: the followers of Moses and the Old Testament
sive jewelry befitting Hispanic fashion.
are not numerous, but they are easily known for
their black garb, which they wear in their travels. Swedes: there are few more bloodthirsty marauders
They live according to their own time-tested laws, and soldiers than the Swedish mercenary – as the
which are derived from the Ten Commandments and rhyme says, “Die Schweden sind gekommen / Haben
various interpretations of the Talmud. As G-d’s cho- alles mitgenommen / Haben’s Fenster eingeschlagen /
sen people, they are always before the eye of the Haben’s Blei davon getragen / Haben Kugeln daraus
Almighty, with all its benefits and drawbacks. gegossen / Und die Bauern erschossen.” Although this
 David’s luck: in a state of high Virtue, and when picture is far from representative, it is sure that in
it comes to matters of life and death, they can hardiness, Swedes know no rivals.
make up to two checks per adventure with two  They receive a +1 to Bravery saving throws,
rolls, picking the better result. and gain +1 Hp per level.
 Lot’s misfortune: in a state of low Virtue, the  They enjoy an ill reputation outside their
gamemaster may select one occasion where homeland.

19
Classes achieve this rank often find it best to hire servants and
apprentices while they enjoy the comforts of what
lasses are the game’s character types: they have attained in life. Unless the gamemaster
they establish a character’s common decides otherwise, player characters begin their
and extraordinary capabilities. Clas- careers on the second level.
ses also have an effect on the charac- Most of the world’s inhabitants range from the
ter’s secondary values (such as Hit first to third level of ability: this power is reached by
Points, attack values and saving many through training, smaller adventures, or a series
throws). According to the rules of Helvéczia, every of extraordinary events. To compare: a common
player character belongs to one of the classes de- person is first level and does not belong to any class –
scribed below; moreover, this also goes for the majori- he or she has 1d8 Hp, +1 to attack, and +2 to Bravery
ty of outstanding Non-Player Characters (NPCs). saves. They include fresh recruits, watchmen who
The measure of competence achieved in a class have never seen battle, most wayfarers and the majori-
is called experience levels. Beginning characters are ty of monks, nuns and clerics. First- or second- level
slightly above common folk, but as they learn and characters include militias, village priests, experienced
gain experience, they also become more adept at travellers and soldiers who have seen some action.
combat, they withstand more serious wounds, and Hardened troops are second level, as are heavier
learn to avoid various kinds of danger. Rules for guards, wandering preachers, graduate students, and
gaining experience are found in the Gamemaster’s reprobate thieves. Veteran soldiers, nobles who have
Almanac: here, it will suffice to say that experience returned from war, travelled merchants and charlatans
points (XP) can be received for good (and especially usually reach third level.
for successful) ideas, for defeating challenges and To reach the higher levels requires ambition,
opponents, survival, meeting objectives on an indi- talent, and individual prowess; therefore, characters
vidual or group basis, and for partying expensively of fourth, fifth, and especially sixth level are much
or spending good money on frivolous pursuits. less common, and are only very rarely found in
Unlike many other role-playing games, the ad- larger companies. Their ranks include infamous
vancement scale of Helvéczia is a closed one. The mercenary leaders and robber knights, abbots and
highest level to be attained is the sixth, and nobody bishops, university doctors and the most distin-
can become more powerful! Even the greatest heroes guished masters. Experience does not imply worldly
are limited in their abilities, although the same stands rank, but the two are related: not every king is a
for their foes – of the famous beasts, only a select few high-level character, but every princeling and noble
reach sixth level, and none exceed it. Those who maiden has an easy way to learn from the best.

20
Advancement table
Level XP Atk (Fighters) Atk (others) Save 1 Save 2 Spells ___
1. 0 +1 +0 +2 +0 1
2. 2000 +2 +1 +3 +1 2
3. 6000 +3 +2 +3 +1 2 1 ___
4.* 12000 +4 +2 +4 +2 3 2
5. 20000 +5 +3 +4 +2 3 2 1
6.* 30000 +6/+1 +4 +5 +3 3 3 2__

Experience: every subsequent level requires [Current level*2000] more Experience Points (XP).
Attack bonus: the first column (Level*1) is used by Fighters; the second (Level*2/3) by Vagabonds, Clerics and
Students. On sixth level, Fighters can attack two times each round.
Saving throws: saving throws serve to avoid or mitigate dangerous situations, and are described later. The modifi-
ers of the save types differ from class to class; the better values are [Level/2+2], the worse values [Level/2].
* Ability score increase

 Attack bonus: Level*1


 Saving throws: Bravery by the first, Deftness
and Temptation by the second column
 Weapon use: any
 Armour use: any
 Hp: 1d10 per level
All Fighters benefit from the following:
 Reflecting their practice and worldly expe-
rience, they receive an extra skill on the
3rd and 5th level.
At the beginning of the game, every Fighter must
pick a specialisation of their choice.
 Soldier: the most common representatives
of the class, equally adept at warfare and
combat against multiple opponents. Firstly,
they receive +1 to their base attack bonus,
which always puts them one level higher
than their peers, and gives them a second-
ary attack at level 5. Furthermore, they can
carry over their damage: if their attack re-
duces an opponent to 0 Hp, the remaining
damage carries over to the next foe. For
example, if Rudolf Harras is in close com-
bat with six watchmen, and hits for 11
points of damage, he instantly kills the first
two of his opponents (4 and 5 Hp), and in-
flicts a further 2 points on the third.
Fighter: as Helvéczia is populated by a free folk, it  Weapon Master: those who see their train-
sends many fighters and mercenaries to the rest of the ing as a higher calling will fight with their
world, where they enjoy considerable, although often chosen weapon like a whirlwind. On every
ill reputation. Even His Holineß the Roman Pope, odd level, due to their special combat expe-
Pius XXVI is guarded from the dangers of heresy rience, they receive +2 to the damage of a
and treacherous intent by the Helvéczian Guard. Just selected weapon type (e.g. swords, pole-
as many fighters come to the land of Helvéczia, for arms, bludgeoning weapons, etc.). Selected
fame, fortune, and freedom (mostly from prosecu- twice, the bonus increases to +3, or they re-
tion). Fighters stand their own in melee combat and ceive +1 to hit; selected three times, they
ranged engagements, and take wounds much better receive both benefits.
than other classes.

21
 Champion: grizzled, hardy folks from the Vagabond: on the roads of Helvéczia and other lands,
mountains, the darkest forests, and the it is common to see travellers with their walking stick
strongmen of town fairs. Their muscles are or humble steed: journeyman and hobbling beggar,
like tempered steel, their bones forged iron. dark-hearted knave and harried peddler, Meistersinger
They roll their Hp with a mighty 1d12, and and crafty pickpocket. Entrusting themselves to For-
receive a +1 to all their saving throws. tune’s good grace, their best are equally skilled at
 Duellist: those who can dance with a sharp duelling and other useful tricks.
blade in the hand, will only enter the field in  Attack bonus: Level*2/3
light armour. They can transfer part or  Saving throw: Deftness by the first, Brav-
whole of their base attack bonus to AC to ery and Temptation by the second column
protect either themselves or others. This  Weapon use: any
AC bonus can be granted to one person for  Armour use: light only
every odd level. If it is higher than their  Hp: 1d8 per level
Strength bonus, they can use their Dexterity At the start of the game, every vagabond can choose
bonus for melee attacks. Finally, they re- two of the specialisations below, which they can
ceive a +2 to all combat checks. supplement with a third when they reach fifth level.
 Hussar: the best Hussars are the Hungarians  Improved initiative: the character is quick
and the Poles, but their regiment have also like oiled lightning, receiving a +4 to initia-
emerged elsewhere. From the saddle, these tive rolls.
light cavalrymen receive an extra attack eve-  Legends: it is especially the Meistersinger
ry round with a +1 base attack bonus. and grey veterans who know it well that
 Sharpshooter: although pistols and rifles are every mountain, spring and ruined post sta-
more often used to fire volleys due to their tion has its story, and one who knows these
general inaccuracy, some have still mastered stories can avoid unforeseen danger, or get
them to the point of impressive precision. involved in lucrative adventures. The char-
Sharpshooters may only wear light armour, acter gains the Legends (Wis) skill, and on a
but with firearms and other missiles, they ei- successful check, learns something about the
ther receive +2 to their attacks, or they can selected location, family, organisation, etc.
reload faster: pistols, carbines and crossbows For Normal DC, the information is general;
in 1/2 round, blunderbusses and muskets in 1 for Hard DC, it is specific; and for Heroic
round, and cannons in 2 1/2 rounds. They DC, it can extend to obscure secrets).
can always choose between the two options  Sneak attack: this ability can be used if the
according to their present situation. character can strike an unaware opponent –
e.g. sneaking up on him, stabbing him under
a table during conversation, or sniping him
from a tree. For every odd level, a success-
ful sneak attack deals an extra +1d6 damage
(up to +3d6 on fifth level). Thrown and mis-
sile weapons can also be used, and with the
right instrument, it can also incapacitate op-
ponents instead of killing them.
 Traveller’s luck: due to Fortune’s atten-
tions, the character can add +2 to a saving
throw or initiative roll 1d3 times in a single
adventure. The boon can be used before or
after declaring the roll; the 1d3 to establish
Fortune’s current generosity should be
rolled on the first use.
 Vagabond skills: the character can select
and learn four extra skills which help in
concealment, subterfuge, larceny and get-
ting rich in general. Science and Craft skills
– which are marks of a life lived usefully –
cannot be chosen.

22
devil’s spawn and affronts against nature –
only in self-defence. They may not kill
their enemies, or wear heavier armour than
a habit or cassock. It must be noted that
these restrictions are based on custom, and
do not physically prevent or even hinder
the use of arms and armour.
As it can be plainly seen, the Cleric’s calling is a
heavy burden, and there is no shortage of lapsed
novices, or priests who are lax in Virtue. Although
the Holy Inquisition is trying to seek out the way-
ward and the sinful to return them to the righteous
path, their numbers are small, a mere mouthful of
clean water in a churning sea of sin.
 Clerics in a state of low Virtue may not
obtain new spells until they return to at
least an average rating via confession, good
works and atonement.
 There are reprobates who step on the road
to perdition and sin: they may freely
change to the profession of Students, start-
Cleric: the canons of the Mother Church, followed ing to study their spells at an equivalent
by its humble servants, are stricter interpretations of level, but they may nevermore return to
Virtue, and they are further supplemented by the the embrace of the Mother Church!
vows of the different orders – canons and canonesses
regular, monastics (monks and nuns), mendicants (fri-
ars and religious sisters), and clerks regular (priests). In
the lands of Helvéczia, although the delusions of the
Calvinist heresy have fallen on fertile soil in multiple
cantons, and they have utterly seized the republic of
Genévia, faith stands powerful still, and a multitude of
churches, chapels and cloisters preach the Lord’s glo-
ry. Although religion has called men to deliver the
sermon, women of the other orders can also receive
the grace of clerical calling, if more rarely.
 Attack bonus: Level*2/3
 Saving throws: Bravery and Temptation by
the first, Deftness by the second column
 Weapon use: only staves and clubs, and only
in self-defence
 Armour use: not allowed
 Hp: 1d8 per level
Every Cleric, should they be man or woman, wan-
dering preacher, dean or hermit, must obey the
following rules. Breaking any of them counts as a
Virtue loss one point heavier than usual. Clerics have the following abilities:
 Celibacy: maintaining bodily and spiritual  Spells: all Clerics who follow the rules and
purity. remains remain obedient lambs of the faith
 Obedience: respect towards ecclesiastic may learn spells at places held holy by the
higher-ups, following their orders (if they Mother Church. The maximal number of
are erroneous or detrimental, it is permit- spells someone can learn depends on the
ted to sidestep them, but only through their Cleric’s level, while specific spells are tied
formal fulfilment). to their places of origin: a humble chapel
 Pax Dei: upkeep and represent the Lord’s might only have one or two, while a clois-
peace. Clerics may only fight with clubs, ter or cathedral could have many powerful
ones. Once used, spells are lost, and need to
staves (including heavy staves, but, unlike in
be relearned. Only the rare relics of the
the more permissive Gothic ages, excluding
saints allow someone to replenish a spell
maces and such), their hands. and – unless
freely. Beginning characters start with a
receiving prior absolution, or confronting
random spell selection.

23
 Bonus spells: a Cleric with above-average
Wisdom is eligible for bonus spells, which
can be used on a weekly basis: with a Wis-
dom between 12 and 14, a first level spell;
with 15 to 17, a first and second level one;
and with a 18, a spell from all three levels.
These spells can be learned and cast irrespec-
tive of the character’s level, and to recover
them, he or she only needs to make a suc-
cessful Temptation check – there is no need
to seek out their source again, unless the
spell should be replaced with another. If the
check fails, the spell is not lost, but it cannot
be used for one week.
 Healing: if the Cleric does not fill his or her
mind with spells, unused slots can be used
for healing instead. The power of healing is
1d6, 2d6 or 3d6 Hp depending on the spell
level. This power returns after Sunday mass.
Spells which have already been learned can-
not be converted to healing.
 Exorcism: with the word of God, Clerics Student: those who practice the tried and true seven
can command infernal creatures, e.g. devils, liberal arts at the universities are also known to learn
evil spirits, vampires, etc. to stop their sciences more occult, and they are as often taken for
hauntings and flee. This ability can be used the Devil’s fellows as they are courted by counts and
one time per adventure (twice from the bürgermeisters. Due to Helvéczia’s liberties, Students
fifth level). The targets must roll a Temp- are widespread there: in forest retreats, the fastnesses
tation saving throw or flee in panic. of the higher valleys, and even in towns, they ply
 Doctorate: Clerics who reach the sixth lev- their trade openly. Although it is well known that
el may obtain a doctorate from a universi- Students’ lust for a fight is not inconsiderable after a
ty. Beyond prestige, this degree confers few cups, and a few of them turn the blade as well as
special advantages. The character can dis- their tongue, they are no match for the real Fighter,
tribute 6 extra points among Science skills and cannot wear heavy armour.
(although a single skill can only be increased  Attack bonus: Level*2/3
by 3), or learn a completely new Science.  Saving throws: Temptation by the first,
Second, they will either be granted custody Bravery and Deftness by the second col-
of a holy relic or an important ecclesiastic umn
holding, and both benefits will also be ac-
 Weapon use: any
companied by 2d4*10 armed retainers.
 Armour use: light only
 Hp: 1d6 per level
As the spells of Students are ab ovo against the will
of the Mother Church, their magical practices have
Memorised spells the following limitations:
 Students in a state of high Virtue cannot
Level 1 2 3 Bonus ____ memorise new spells until they achieve an av-
1. 1 03 –11 none erage or lower rating with a few choice sins.
 At particularly holy places – e.g. the rest-
2. 2 12 –14 1 ing place of a saint or the den of a particu-
3. 2 1 15 –17 1/1 larly pious hermit – Student spells only
4. 3 2 18 1/1/1 work after a successful Temptation check.
5. 3 2 1
6. 3 3 2

24
Students have the following abilities:
 Science: all Students begin the game with
two extra, random Science skills.
 Spells: secreted away in dark folios and
manuscripts, Student spells must be com-
mitted to the mind with difficult methods,
Latin formulae, and the study of goetic
principles. Furthermore, spells require
special material components, which need
to be acquired and prepared with no small
effort. Once used, spells are gone, and
must be relearned; similarly, components
are of finite use.
 Bonus spells: a Student with above-
average Intelligence is eligible for bonus
spells, which can be used on a weekly ba-
sis: with an Intelligence between 12 and 14,
a first level spell; with 15 to 17, a first and
second level one; and with a 18, a spell
from all three levels. These spells can be
learned and cast irrespective of the charac-
ter’s level, and to recover them, he or she
only needs to make a successful Tempta-
tion check. On a failure, a week must pass
before a new attempt may be made. Bonus
spells may sometimes bypass the need for
material components if these are relatively
common items, but in this case, require a
Temptation check to make them work.
 Spellbook: at the start of the game, a Stu-
dent’s spellbooks contain as many spells as
they can cast without bonuses, and 1d3+2 Characters with multiple classes: characters who
levels more. All of these spells must be de- become adept at multiple classes are rare in the game
termined randomly, with dice rolls, but the of Helvéczia, and some classes even exclude each
distribution of levels is chosen by the play- other (Clerics vs. Students, or members of multiple
er. New spells can be learned from other Fighter subclasses). A character can add new levels
sources, i.e. rare occult writings, dusty which represent a new class, adding together modifi-
graves, or the Devil himself (who does not er-type values like Hp, saving throws, attack values,
part with them easily). levels and experience points. When it comes to
 Doctorate: Students who reach sixth level weapon and armour restrictions, the less strict ones
may obtain a university doctorate by pre- apply, although there may be conflicts (such as a
senting and defending their scientific find- penalty to many Vagabond skills while heavily ar-
ings, at no small cost and effort. This is the moured, or the rules of Pax Dei for all Clerics).
source of significant prestige, but also has Thus, a third level Fighter who becomes a Vaga-
more tangible benefits. The character can bond would be a fourth (3/1) level character with
distribute 6 extra points among Science skills 3d10+1d8 Hp, +3 Bravery, +3 Deftness and +1 Will,
(although a single skill can only be increased an attack of +3, a fighting specialisation and two
by 3), or learn a completely new Science. Vagabond abilities, while keeping previous skills.
Furthermore, not only do they obtain 1d3+3 Even if a character belongs to multiple classes,
levels’ worth of new spells in the process, but they may only have six total levels – a fourth level
from now on, they can also devise spells of Vagabond could only become a second level Cleric,
their own, which will bear their name till the etc. However, the gamemaster has optional retrain-
end of the world. ing rules for sixth level characters.

25
Skills Notwithstanding trivial tasks (which succeed auto-
matically), their successful use is tied to a skill check,
kills include trades, proficiencies and modified by the rating above. Thus, a third level
training beyond a character’s class- Vagabond (+3) with a 14 Dexterity (+1) would have
based abilities. Skills do not all have an “Open Locks” rating of +4.
to be selected at the start of the
Difficulties: The general difficulty class of skill
game, but picking them up later
checks is identical to that of checks in general:
requires a short period of training,
 Normal DC 12
either in downtime or during adventures. If the ga-
memaster thinks a character has spent sufficient time  Hard DC 18
practicing a previously unknown field, he or she may  Heroic DC 24
even award the appropriate skill as a special bonus. The overwhelming majority of skill checks is either
This is one of the benefits of long-term play. Normal or Hard: Heroic difficulties are very rare, and
typically only used to confirm that a roll is a resound-
The number and value of skills: the number of ing success. Counterchecks are rolled when two
skills is determined by the following factors: characters oppose their skills. As written in the first
 Base: 3 chapter, the character who can beat the other by at
 Intelligence bonus: -3 to +3 least five points emerges victorious; and if there is no
 German: +1 Craft skill, rolled at random (+2 clear victor, the result is a draw. A character who is
bonus, journeyman status) untrained in a skill may still use his or her ability bonus.
 Fighter: +1 skill on 3rd and 5th level.
Untrained skill use: since characters in Helvéczia
 Vagabond: (+4 practical skills, optional)
are competent generalists, any character can use all
 Student: +2 random Science skills skills available to their class. In this case, they only
Thus, Wolfgang Schenk the Sharpshooter (base: 3, Int add their ability bonus to their skill check.
13: +1, German: +1 Craft) would have four skills of his
choice, as well as a random Craft; while Emilia Enzi The scope of skills: only a brief, general description
the Student (base: 3, Int 18: +3, Student: +2 Science) of various skills is provided here, which does not
would have six skills to choose, and two Sciences to cover their full potential. The player’s ingenuity
roll randomly. may allow them to apply them to other fields and
Skills have a rating of problems, and unless the idea is clearly foolish, the
[Level+ability bonus] gamemaster should allow them to make an attempt.

26
List of character skills
Alchemy (Int) Escape Artist (Dex) Pick Pockets (Dex)
Animal Training (Cha) Forestry (Wis) Ride (Dex)
Appraise (Int) Forgery (Dex) Sail (Dex)
Astrology (Wis) Gambling (Dex or Cha) Science (Int)
Balance (Dex) Jump (Str) Sneak (Dex)
Brew Poison (Int) Listen (Wis) Spot (Wis)
Climb (Str) Medicine (Wis) Swim (Str)
Craft (Dex or Int) Occultism (Int) Track (Wis)
Cryptography (Int) Open Locks (Dex) Traps (Dex)
Disguise (Cha) Perform (Cha) ~
Skills in italics can only be chosen by Vagabonds; skills in bold by Students and Clerics.

Alchemy (Int, Clerics and Students only): the abil- Brew Poison (Int, Vagabonds, Clerics and Stu-
ity to mix various special formulae, e.g. acids, tinc- dents only): with the right instruments and materi-
tures, medicines, etc. It is particularly useful in creat- als, this allows one to concoct various useful poisons.
ing spell components. Its use typically requires an On an unsuccessful roll, the batch is spoiled, or the
equipped laboratory. With the skill, the character can poisoner gets a taste of their new brew.
also identify various chemicals, poisons and elixirs. Climb (Str): this is used to climb walls which would
Animal Training (Cha): used to tame and teach defeat the common man. On a failure, the character
tricks to wild beasts. The skill is also useful to con- loses footing, or the climb is just beyond their skill.
vince the same not to consider the character and Craft (Int or Dex): the character is proficient in a
companions as hazards or prey. selected craft. Crafts requiring manual skill use Dex-
Appraise (Int): on a successful check, the character terity, while sedentary professions use Intelligence.
can estimate the approximate value of objects or Characters with an appropriate Craft skill are consid-
cargo, and finds out counterfeits. ered to belong to a guild, where they have been ap-
Astrology (Wis, Clerics and Students only): with prenticed, and learned valuable trade secrets. If they
this skill, the character can determine the compa- show progress in a craft, they become journeymen at
ny’s position on the map (usually by hex). It can third level, and by fifth or sixth level, they can be-
also be used to prepare a simple horoscope by the come masters by completing a masterwork and paying
subject’s star signs (this provides a premonition of their guild dues (including sponsoring a large banquet).
something useful). A calendar and clear night sky This provides a way to settle down and grow rich,
must be available. although itinerant fellows are also in high demand.
Balance (Dex, Vagabonds only): a skill enabling the Guilds take care of their own with basic equipment,
character to traverse treacherous ground, a tightrope, assistance, work, advice, and sometimes financial aid.
or a narrow ledge.

27
List of common crafts (1d6, 1d12) has been treated gains back 1d4 Hp on a Normal
result, 1d4+2 Hp on a Hard result, and 1d4+4 Hp on
1–2 3–4 5–6 a Heroic result.
Apothecary * Fisherman Notary *
1. Occultism (Int, Clerics and Students only): the
Baker Glazier Peddler character can identify magical phenomena, including
2.
3. Barber Goldsmith Porter manifestations of magnetism and the spiritual, and
Blacksmith Gunsmith Potter the purpose of magical objects. It also gives practical
4. and theoretical insight into the spiritual.
Bookbinder Innkeeper Printer
5. Open Locks (Dex, Vagabonds only): with the aid
Brewer Jeweller Scrivener* of false keys and other instruments, the character can
6.
7. Butcher Joiner Soapmaker open various mechanical locks, and sabotage or figure
Carpenter Locksmith Tailor out fine machinery. On an unsuccessful roll, the
8. mechanism is beyond the character’s ken.
Chandler Mason Tanner
9. Perform (Cha): the character can play the zither,
10. Clothier Mercer * Taxman* bagpipes, has skill in mummery or other fine arts.
11. Cobbler Miller Watchmaker Pick Pockets (Dex, Vagabonds only): the tried and
Cook Miner Wineseller * true method of liberating small objects left at large,
12. or found on belts, pockets or in plain sight. If the
* Intelligence-based check is unsuccessful, the character is caught red-
handed, or arouses suspicion.
Cryptography (Int, Vagabonds, Clerics and Stu- Ride (Dex): the character is adept at horsemanship,
dents only): with the skill, the character can decipher making his or her steed perform wonders in battle or
or prepare writings and signs in other languages, in- tight situations.
cluding occult symbols and cryptography. A further Sail (Dex): whether working as deckhand, captain or
use (available only to Vagabonds) allows the character mate, the character can navigate a smaller sailing ship,
to look for “beggars’ signs” (Gaunerzinken), hidden barge or boat; knows how to avoid reefs and mael-
signs left behind by travellers to warn of danger, stroms, can repair ships, etc.
inform others of a generous host, mark a safe camping
site, and so on. Civilised areas have signs with a 1:2
probability; semi-civilised ones with 1:3, and wilderness
List of scientific disciplines (1d6, 1d12)
with a 1:6. The character must be actively looking for 1–2 3–4 5–6
beggars’ signs to find them (i.e. make a skill check). Classical Modern
1. Aesthetics
Philology Law
Disguise (Cha): the preparation and use of disguises.
Aether Dramatic Moral
The skill check is rolled if the masquerade’s authentic- 2. Theory Theory Philosophy
ity is called into question, usually as a countercheck. Music
3. Algebra Entomology
Escape Artist (Dex, Vagabonds only): the charac- Theory
ter knows how to escape bonds, chains and other 4. Anatomy Geometry Numerology
tight situations. Animal Geomor-
5. Philosophy
Forestry (Wis): helps in navigating the wilderness, Magnetism phology
foraging, survival, finding shelter and other tasks. 6. Architecture Heraldry Phrenology
Forgery (Int, Vagabonds only): with the work of a Hermeneu-
7. Arithmetic Poesis
few hours or days, the character can create false tics
coins, documents, seals or goods. The skill check is 8. Ballistics Herpetology Pylocatabasis
rolled when the authenticity of the results is called 9. Botanics History Sophistry
into question. Chirop- Tetrapy-
10. Humorism
Gambling (Dex or Cha): it is no big thing to throw terology loctomy
dice and read cards, but to win again and again – that Classical
Metaphysics Theology
11. History
is something else! Someone with this skill can turn
Classical Vacuum
Fortune to their side, or learn whether someone else 12. Law
Minerology
Theory
is trying the same.
Jump (Str): the character can jump across wider or
Science (Int): the character is versed in a selected
taller obstacles, and reduce the consequences of a fall
science. A list is provided below, although it is far
(one die on a Normal result, two dice on a Hard
from comprehensive, as universities are wont to
result, and three dice on a Heroic result). If the
teach all sorts of discreditable foolishness.
check is unsuccessful, the character falls.
Sneak (Dex): silent and quick movement, as well as
Listen (Wis): to hear barely audible noises or con-
the skill to conceal one’s self, belongings and compan-
versation.
ions, even where others would find this impossible –
Medicine (Wis): the knowledge of binding wounds,
e.g. darker corners, shadows or shallow recesses.
as well as treating or alleviating poison and disease.
Used after a fight or other injury, the character who

28
Spot (Wis): this represents the senses, allowing the are, who made them, how many of them were there,
character to see things which, while visible to the how quickly did they travel, and other useful details.
naked eye, only reveal themselves to the expert. Traps (Dex, Vagabonds only): based on the time and
Swim (Str): the character can swim well, and remain materials available, the character can build simple or
afloat even in adverse circumstances (in a raging complicated traps and other devious mechanisms. It
river, while carrying someone, etc). can also be used to disable, destroy, or bypass them. If
Track (Wis): the character can follow trails, and an attempt to disable a trap fails, it might become
roughly identify them – establishing how old they activated and place the character in peril.

29
Secondary values dagger (+2) and has a Dexterity of 15 (+2), has a total
AC of 17.
it Points (Hp): The number of Attack bonus: These ratings show a character’s
Hit Points determines how serious expertise in fighting. They consist of a base attack
wounds a character can take be- bonus (determined by class and level), and an ability
fore falling unconscious or dying. bonus (Strength for melee attacks and Dexterity for
They are influenced by a charac- ranged attacks). For example, a second level Vaga-
ter’s class, level, and Constitution. bond (+1 base attack), who has a Strength of 8 (-1)
Every wound results in the loss of Hp (e.g. the and a Dexterity of 16 (+2), has a melee attack of +0,
strike of a rapier in 1d6). If the character’s Hp and a ranged attack of +3.
falls to 0, he or she falls unconscious. If it reach-
es -5, the character is dead. Non-Player Charac- Saving throws: Saving throws (or “saves”) are checks
ters typically die on 0 Hp. used to avoid, or at least ease the effects of dangerous
If the company prefers, a character suffering a situations and spells. The value of saving throws is
mortal wound can have a 1:6 probability of living 1d6 [1d20 + Base + Ability bonus].
more hours; or with a Hard Bravery/Temptation Saving throw types are as follows:
save or Medicine check, 1d6 days. This should allow  Bravery: this category includes physical
the character to take extreme unction, write a last endurance, poison and disease resistance, as
will, and say farewell to his or her fellows. well as the ability to stand against fear. It is
Player characters (and only player characters) re- modified by Constitution.
ceive maximum Hp on their first level. From then  Deftness: it includes reaction, quick dodg-
on, every level is rolled with a die determined by the ing, etc. It is modified by Dexterity.
character’s class. For example, a second level Fighter  Temptation: it includes the ability to defy
with a Constitution of 12 (+1) has 10+1d10+2 Hit Temptation, but also to “tempt God”
Points. Lost Hp can be replenished as follows: through recklessness and sheer human will-
 by rest, at a rate of 1 Hp/level/day power. It is modified by Wisdom.
 with the Medicine skill, used after injuries, If the roll is successful, the character avoids or re-
returning 1d4, 1d4+2 or 1d4+4 Hp duces the harm befalling him or her. If the roll fails,
 with a hearty meal, hot bath or other simple he or she experiences it in full.
pleasures after a hard day, 1d3 Hp
 with magical healing For example: just as Ulrich Rudenz (Vagabond 2,
 by other miraculous and outstanding means, Temptation +2) and Itell Reding (Student 4,
e.g. Tokaj wine, oranjes, pomegranate, etc. Temptation +6) would enter a roadside inn, they
suddenly realise the Devil himself is making merry
Armour Class (AC): AC measures the character’s inside with the innkeeper’s wife and three fellows
protection against physical attacks. The higher the in broad-brimmed black hats. They both roll a
rating, the fewer attacks inflict damage. The default Temptation save with Normal difficulty. Ulrich’s
AC value is 10, which is supplemented by the modi- result is 15+2, or 17; while Itell’s is 6+6, or 12. Both
fiers of worn armour and shields, as well as the char- of them refrain from joining the merry spectacle;
acter’s Dexterity bonus. For example, a Student who and, retreating a few steps, they peer through the
dons an expensive fur coat (+3), wields a parrying window to better see the unfolding events.

30
31
Equipment
most active in towns and along the main roads.
eginning equipment: at the start of Elsewhere, the character is relatively safe.
the game, beginning characters have Loans are also available later, usually with a loan
the following funds: first, 2d6 gold period of three to five months (depending on cre-
Thalers or equipment to the same ditworthiness). There are better rates, but these are
value; second, a set of inexpensive the common conditions for disreputable scoundrels.
clothes. Fighters and Vagabonds
also have a weapon of their choice; Clerics a rosary Monetary system: foregoing the multitude of coins
and the Holy Bible; Students a spellbook, components issued by a host of local rulers, towns, abbeys and
for all currently memorised spells (and 1d3+1 levels despots, the game uses a simplified decimal system.
more), as well as 1d3 scientific books. At the ga- Thus, 10 copper pieces (usually called Groschen,
memaster’s option, other equipment may also be avail- Heller or Rappen, abbreviated as Gr) are worth one
able, but all else has to be obtained during adventures. silver piece (usually called Pfennig, Kreutzer, Batzen
A character who rolls twelve for starting mon- or Schilling, abbr. Pfg); and 10 silver pieces are worth
ey is of noble birth, and has wealth amounting to 1 gold piece (usually called Thaler or Gulden, abbr.
2d6*100 Th worth of land with a small castle, alt- Th). Coins of different values are in broad circulation.
hough probably with troubles, debts and sworn The aforementioned banking houses also sell let-
enemies. If the second roll is also a twelve, the ters of credit, promissory notes which are issued for
character is some great notability travelling incogni- amounts of 5, 10, 20 and rarely 50 Th. On sale, their
to – with 2d6*1000 Th worth of holdings, goods surcharge is a standard 10%, and they can be redeemed
and servants, and pocket money worth 2d6*5 Th. for good money at face value at the issuing banking
Why such a great potentate should have gone ad- house, or a customary 5-10% handling fee in others.
venturing is for the player to decide. Encumbrance: as seen on the game’s character sheets,
equipment is divided into three categories: worn on
the character’s person; carried on the side or back; and
loaded onto a mount. Each of them have eight empty
spaces, and each space represents room to carry one
item. A load of eight items is abbreviated with a #.
Clothes and light armour can occupy a common
space, but heavy armour must be noted separately.
Backpacks, haversacks, loaded bundles and sacks
count as worn items. A worn item is immediately at
the character’s disposal, while those they carry or
have on their mount require 1/2 round to retrieve
(foregoing either movement or action).
Certain heavy or bulky items may occupy mul-
tiple spaces, while other objects can be combined in
sensible ways: four days’ worth of food, 20 bullets
and powder, a pistol and 10 bullets, five throwing
daggers, etc. An unconscious or dead body, carried
to the surgeon or for burial, takes eight spaces.
Exact carrying capacity is based on Strength.
Only a character with a Strength of 18 can use all
of the 2*8 spaces. For every bonus category lower,
cross off one space – thus, a character with Str 14
could carry 14 objects, and a character with Str 5
Debt: if a character thinks Fortune’s bounties have could carry 11. An overloaded character suffers a -2
been scant and the money tight, they may decide to penalty to initiative, Deftness saving throws, and
go into debt before the game starts. This means an various skills requiring quickness or finesse.
extra 2d6 Th, and twice as much to repay to the Due to the limitations of human Strength,
bank within a short time. Non-paying debtors or mounts can be very useful. A horse, pack mule or
their successors can be repossessed to the value of all cart can carry 3#, which is a fully loaded man and 8
they own except their shirt and underclothes, im- more objects. A wagon’s capacity is 6# and up – a
prisoned or exiled. In practice, the representatives of large one can carry a full company, their equipment,
the great banking houses, namely Rotschild und and a big pile of hay.
Söhne, Gebrüder Lehmann, the Fuggers and Gold-
mann-Sachs, have branches and agents who are the

32
Guide to arms and armour (these sections, and the run out of ammunition. The blunderbuss is a short
arms and armour tables, are based on work by and heavy muzzleloader firearm with a funnel-shaped
Zoltan Magyar, with further notes by Istvan barrel, loaded with shot or scrap metal. Muskets come
Belanszky): it used to be customary in many parts of in matchlock and flintlock varieties; they are longer
the world to call different types of fighting and heavier than carbines. Carbines are easy to use
equipment by the very same name; for example, while mounted, worn on a broad belt slung across the
lumping all kinds of knives, swords, and daggers breast. Crossbows are still used in Helvéczia where
together and calling them all "knives" in the local they are fashionable as hunting weapons, and at less
language. The need for proper differentation is a enlightened corners of the continent even as tools of
modern expectation, just like the names by which war. Bows are considered historical oddities, except
today's experts refer to these items. In Helvéczia, for some poor areas.
some of the equipment names are historically
accurate, while others are chosen to minimise Standard arms in Helvéczia
ambiguity for the modern reader. Inclusion and Civilians: smallsword for aristocrats and citizens in
omission expresses the style and mood we wish to set the west, sabre for Hungarian and Polish nobles.
in this game, rather than strict historical accuracy. Club or staff for the poor, blunderbuss with
The heaviest armour still in use is the cuirass degen or lange messer for well-off farmers.
(breastplate), worn by cavalrymen and occasionally Duelists, bravos and troublemakers: rapier, sometimes
belligerent eccentrics, sometimes supplemented by parrying dagger or armguards.
a backplate as well. Regular troops wear uniforms Doppelsöldners: zweihänder, degen, uniform and
or buff coats (long, sleeved or sleeveless leather armguards.
coats). Poles may wear a segmented form of plate Landsknechts (and their original version, the
armour. Mail ("chainmail") is old-fashioned, largely Helvéczian Reisläufers): garish colourful clothes
found among Poles and Hungarians, but even they (buff coat or equivalent), pike or halberd,
are more fond of dolmans (short, gold-braided zweihänder or kriegsmesser, katzbalger (“cat-
jackets), whose less fancy, black counterparts are gutter”, degen or smallsword), musket. Fading
becoming a favourite of Students and other out of fashion.
travellers. Pelisses are traditionally made of Pikemen: uniform, buff coat or cuirass, pike, degen.
wolfskin, and are a sign of wealth. Slowly going out of fashion.
Maces and horseman's picks are a sign of rank Watchmen or honour guard: uniform, halberd or
among Hungarian officers. Standard picks and staffs pike or other polearm, degen.
are weapons of the common mountain folk. The Bombardiers: uniform or buff coat, pistol and
German landsknechts are the professional mercenary cannon, degen.
companies of the era, employed across Europe for Grenadiers: uniform or buff coat, grenades, degen.
their skill with long polearms and great swords. Two- Musketeers: uniform or buff coat, musket with
handed greatswords are foremostly used by special bayonet, smallsword or rapier.
mercenaries, the so-called doppelsöldners ("double- Cavalry: buff coat, carbine or pistol, sabre or
paids"). Light cavalry, especially in Poland and broadsword.
Hungary, are fond of long, light lances, sabres, and the Cuirassiers (heavy cavalrymen): cuirass or half-plate,
long, mail-piercing estoc sword. brace of pistols, estoc or horseman's pick.
Smallswords are the common peace-time weapons Hussars: dolman, sabre, pistol or carbine; sometimes
of city dwellers and noblemen, considered more a part mace, lance, estoc or shepherd's axe (fokos).
of one's attire than a weapon, but some still carry the Hussars, Polish winged: cuirass and armguards or half-
older, wider, and much longer rapier. Older war plate, lance, sabre or karabela, estoc and bow.
swords, such as the one-handed "knightly" arming Lancers (the "pre-uhlans"): uniform or dolman, lance,
sword, the bastard sword (an arming sword blade with sabre; sometimes bow.
a two-handed handle), the proper longsword, the
kriegsmesser and the eclectic Helvéczian two-handed
sabre, are no longer used on battlefields. However,
they are still commonly found in armouries,
sometimes in sparring rooms, or in the hands of
dangerous individuals! Many weapons are highly
ornamented to emphasize heredity and/or wealth; add
any preferred sum to the standard price of such items.
Long guns are commonly attached with bayonets
that can be removed and used as daggers. Guns are
sturdy enough to club opponents with, should they

33
ÌÎÌÎÌÎÌÎÌ â â â ÌÎÌÎÌÎÌÎÌ
Armour
Armour Price AC Armour Price AC
Cloth, uniform 3 Pfg +1 *Half-plate 40 Th +7
Vest, dolman, habit, cloak, cassock 5 Pfg +2 *Full plate 80 Th +8
Buff coat, pelisse, fur coat 2 Th +3 Armguards 3 Pfg +1
Mail 5 Th +4 Buckler 9 Pfg +2
Cuirass 15 Th +5 Parrying dagger (main-gauche) 8 Pfg +2
* Heavy armour such as these allows for at most +1 AC from Dexterity, occupy a separate space in the character's
equipment list, and incur encumbrance (see Equipment).
Donning multiple layers of armour, only the AC of the best is in effect. However, AC bonus from one piece of
non-armour protective equipment such as armguards, a buckler or parrying dagger (main-gauche) can also be added.

Weapons
Melee weapon (with names & variants) Price Damage Critical Notes
Axe (lumberjack's) 6 Pfg 1d8 *3 2
Axe (headsman's) 2 Th 1d12 *3 2 incurs encumbrance
Axe (shepherd’s, Fokos) 6 Pfg 1d6 *3 1
Bayonet in hand 7 Pfg 1d4 18-20/*2 has a handle, can be thrown
Bayonet on long gun 7 Pfg 1d8 *3 2 3 5 can have a handle
Club - 1d6 *2 1 can be 7
Dagger (Stiletto) 5 Pfg 1d4 18-20/*2 can be thrown, +Stil 8
Dagger (parrying, Main-gauche) 8 Pfg 1d4 19-20/*2 4 left-handed
Fist - 1d4 *2 7
Halberd, Lucerne hammer 1 Th 1d10 *3 235
Improvised weapons (chairs, etc.) - 1d6 *2 2 can be 4 or 7
Lance, Pike 4 Pfg 1d8 *3 2 3 5 +lance 1 can be thrown
Mace 6 Pfg 1d8 *2 1
Mallet 1 Th 1d8 *2 2 incurs encumbrance
Pick 6 Pfg 1d6 *4 2
Pick (horseman’s) 1 Th 1d6 *3 18
Pitchfork, Straightened scythe 6 Pfg 1d6 *3 235
Staff, Pole - 1d6 *2 2
Staff (heavy, ironshod), Goedendag 3 Pfg 1d8 *2 2 +Goedendag 3 5
Sword, sabre (Karabela, Cutlass, Yatagan) 2 Th 1d6 18-20/*2 -
Sword, short (Rapier, Smallsword, Spadroon) 3 Th 1d6 18-20/*2 6
Sword, arming (Broad, Degen,Estoc, Katzbalger) 2 Th 1d6 19-20/*2 +Estoc 8
Sword, long (Knight’s, Bastard, Kriegsmesser) 5 Th 1d10 19-20/*2 26
Sword, two-handed (Zweihänder, Spadone) 6 Th 2d6 19-20/2 2 3 4 incurs encumbrance
Walking cane 3 Pfg 1d4 *2 1 can be 7, may hide dagger
Whip 5 Pfg 1d3 *2 6 7 also auto absolvo
Wrestling (no holds barred) - 1d6 *2 2 6 can be 7
(1) Can be used one-handed, or two-handed to give 1½* (5) +2 to AC if used in a formation (two guards holding a
Strength bonus to damage gate, line of soldiers on the field, etc.)
(2) Two-handed, giving 1½* Strength bonus to damage (6) +2 to combat checks
(3) Double damage when readied against charging opponents (7) Inflicts knockout damage
(4) +2 to AC (8) Armour-piercing, ignores armour. Price is doubled.

Ranged weapon Price Damage Critical Range, reload, etc.


Bow (hunting) 2 Th 1d6 *3 30 m, -, -
Arrows (*10) 1 Pfg
Crossbow (hunting) 4 Th 1d10 19-20/*2 25 m, 1 round, -
Bolts (*10) 1 Pfg
Bomb 5 Th 4d6+ *2 ?, 3 rounds (to arm), 1 2
Cannon 50 Th 3d10+ *3 ?, 3 rounds, 1 2

34
Grenade 6 Pfg 2d6+ *2 Str * m, 1½rounds, 1 2
Gun, blunderbuss 7 Th 2d6+ *2 10 m, 1½round, 1 2
Gun, carbine or newer 8 Th 1d10+ *3 15 m, 1 round, 1
Gun, musket or older 4 Th 1d10+ *3 25 m, 1½rounds, 1
Pistol 4 Th 1d10+ *3 10 m, 1 round, 1
Powder & shot (*10) 3 Pfg
Powder keg 12 Th 6d6+ *2 -, -, 2
(1) Misfires or explodes on a natural roll of 1, requiring rolling the maximum value can be rolled again for
cleaning to fix cumulative damage.
(2) May damage multiple targets close to each other Ranged attacks beyond a weapon's range receive a -2 to
(3) Two-handed, can have bayonet affixed, or used as club hit. Use your common sense for the maximal distance.
Ranged weapons get no damage bonus from Strength. Reload: during the 1/2 rounds, the character may either
However, for gunpowder-powered damage any dice rapid-fire at a penalty of -2, or wait for the next round
for full accuracy.

ÌÎÌÎÌÎÌÎÌ â â â ÌÎÌÎÌÎÌÎÌ
Miscellaneous equipment
Equipment Cost Parchment, sheet 4 Gr Services Cost
Acid, flask 2 Th Pencil, carpenter’s 2 Pfg Boat, 1 Std 1 Pfg
Almanac 1 Th Perfume 5 Pfg Coach, 1 Std 15 Gr
Backpack 2 Pfg Pick 6 Pfg Ferry 3 Gr
Barrel, small 2 Pfg Pipe & tobacco 2 Pfg Lodgings, poor 5 Gr
Bible 1 Th Pocketwatch 6 Th Lodgings, average 1 Pfg
Blanket 2 Gr Pouch, belt 1 Pfg Lodgings, good 2 Pfg
Books, small 1 Th Print 1 Th
Quiver 2 Pfg
Book, normal 3 Th Hired men (1 month)1 Cost
Ring, signet 8 Pfg
Book, codex 5 Th Butler 5 Th
Rope, 50’ 1 Pfg
Bottle, clay 1 Gr Clerk 1 Th
Rosary 1 Pfg
Bottle, glass 2 Pfg Sack 1 Gr Herald 1 Th
Bucket 5 Gr Scroll case 5 Pfg Labourer 5 Pfg
Candle 1 Gr Shovel 1 Pfg Lackey 1 Th
Cards, deck of 32 2 Pfg Snuff & box 5 Pfg Maid 4 Pfg
Chain, 10’ 5 Pfg Soap 5 Gr Mercenary
Chalk 1 Gr Tent 1 Th normal men 1 Th
Chess set 8 Pfg Torch 1 Gr 1st level 2 Th
Chest, wooden, small 2 Pfg Vial 1 Pfg 2nd level 3 Th
Chest, wooden, large 5 Pfg Wax, seal 1 Pfg 3rd level 4 Th
Chest, iron, small 9 Pfg Wineskin 1 Pfg specialists are paid as 5 men
Chest, iron, large 3 Th Sailor 1 Th
Crowbar 2 Pfg Clothes Cost 1Rates do not include room & board.
Boots, fancy 5 Pfg
Dice, pair 1 Pfg
Coat, fur 2 Th
Flint and steel 1 Gr
Collar 5 Pfg
Food, travel, one day 5 Gr
Collar, Hispanic 2 Th
Grappling hook 3 Pfg
Cloak 5 Pfg
Handbill 5 Gr
Clothes, cassock 5 Pfg
Haversack 1 Pfg
commoner 1 Pfg
Holy water 2 Pfg
craftsman 2 Pfg
Incense 2 Pfg
noble 8 Th
Ink & pen 1 Pfg
stole 5 Pfg
Kettle 1 Pfg
student 2 Pfg
Lantern, simple 1 Pfg
travelling 1 Pfg
Lantern, thieves’ 7 Pfg
warm 8 Pfg
Lock, simple 2 Pfg
Cuffs, lace 2 Pfg
Lock, excellent 2 Th
Hat, feathered 5 Pfg
Mirror 4 Pfg
Hat, feathered, fancy 2 Th
Musical instrument 5 Pfg
Masque 2 Pfg
Nails, box 1 Pfg
Pants, fancy 2 Th
Net, fisherman’s 4 Pfg
Pelisse 2 Th
Oil, flask 1 Pfg
Wig, powdered 2 Th
Pamphlet 2 Pfg
Wig, periwig 6 Th
Paper, sheet 1 Gr

35
Animals Cost Galleon 600T Special items Cost
Bull 3 Th Ship, trading, small 200T Alchemy lab, transported 5 Th
Dog, war 3 Th Ship, trading, large 400T Alchemy lab, large 30Th
Dog, hunting 2 Th Stagecoach 10Th False keys 3 Th
Donkey, mule, pony (3#) 15Pfg Wagon, small (6#) 2 Th Globe, world or lunar 15Th
Falcon 4 Th Wagon, larger (12#) 6 Th Gunpowder, horn 15Pfg
Horse (3#) 3 Th Wagon, four-ox (16#) 8 Th Hourglass 5 Pfg
Horse, light war (3#) 6 Th Indulgence 5+Th
Horse, heavy war (3#) 12Th Buildings1 Cost Magnifying glass 2 Th
Pig 3 Pfg Castle, smaller 300T Medicinal bag 2 Th
House, wood 10Th Printing press &eqp. 25Th
Vehicles Cost House, stone 30Th Reliquary, gold 15Th
Barge 5 Th House, rich 200T Scales 2 Pfg
Boat 5 Th Hut 5 Th Spectacles 4Th
Boat, fishing, small 8 Th Palace, smaller 400T Telescope 10Th
Boat, fishing, large 15Th Tent, large 3Th Travelling pass 1-3T
Cart (3#) 1 Th Watchtower 50Th
Galleon, small 300T 1 Approximate costs

ÎÌÎÌÎÌÎÌ â â â ÌÎÌÎÌÎÌÎ

ÎÌÎÌÎÌÎÌ â â â ÌÎÌÎÌÎÌÎ

36
Character creation steps (& example)
1. Rolling ability scores: Roll 4d6 six times, always discarding 6. Equipment: The character receives items according to his
the result of the lowest die. Roll two such sets, pick one, and class, as well as 2d6 Thalers’ worth of money to spend or keep.
record it on the sheet in order along with ability score modifiers. If needed, the character can begin with a loan. Also determine
In our example, the player rolled the following sets: 13, 13, 7, the character’s maximal encumbrance.
13, 14, 18 and 15, 10, 8, 8, 15, 7. Choosing the first, he records Ulrich Rudenz has modest belongings, and the player does not
the scores in order, along with their modifiers. want to begin his career deep in debt. Based on his Strength,
2. Choosing the character’s origin, class, and name: Decide he can carry 14 items.
where the character comes from, and which class he or she 7. Combat values: Armour Class is calculated on the basis of
belongs to. Note special abilities related to both. worn armour and the Dexterity modifier; Initiative on the
Based on the previously rolled abilities, the player decides on a Dexterity modifier; Mélée on level and the Strength modifier,
German Vagabond, whom he names Ulrich Rudenz, thinking of and Ranged attacks on level and the Dexterity modifier.
the figure of the jolly scoundrel seen in the card deck. He rolls a Ulrich Rudenz is not cut out for war, as his attack values and
craft skill (Blacksmith), and from his possible class abilities, de- AC are rather modest – but he gets by with a rapier and his
cides on the special Legends skill and Traveller’s luck. throwing daggers.
3. Choosing skills: Decide what fields the character is skilled in 8. Virtue: Starting Virtue is based on a simple 3d6 roll.
beyond class-based abilities. The number of available skills de- Ulrich Rudenz has a Virtue of 11, an average rating. His deci-
pends on multiple factors, and their rank on level and ability sions in the game will determine whether it will be the attraction
modifiers. of sins, or the promise of salvation that will guide his path.
Based on his lineage and class, Ulrich Rudenz already knows 9. Background: Write a brief summary of a few lines about
two skills. His player can select four more, including one for a the character’s appearance and personality – focusing not on a
high Intelligence score, and decides on subjects which would full “backstory”, but some sort of interesting base concept.
help a travelling musician in work and mischief. Noting a few of the character’s more recent sinful or virtuous
4. Hit points: Player characters gain maximum Hp for their deeds may be of help here.
first level, but have to roll randomly afterwards: for each level, 10. Experience: Beginning characters are uniformly 2nd level,
roll a die according to character class, then apply the Constitu- and have 2000 Experience Points. They will become 3rd level
tion modifier. The sum determines the character’s full Hp. at 6000 XP, 4000 more than they currently have. Upon gain-
As a Vagabond, Ulrich Rudenz receives 8 Hp on his first level, ing the level, check for the following advancement possibilities:
and 1d8 on his second (the player rolls 7), but he must subtract 1  Hp: on all levels
Hp per level due to his poor Constitution: the result is 8 + 7 – 2  Skill ratings: on all levels
= 13.  Attack values
5. Saving throws: These three values are determined by  Saving throws
ethnicity, level, and the corresponding ability score bonus.  Ability scores: +1 point on 4th and 6th level
Ulrich Rudenz has the following saves: +0/+4/+2. He will find it  Special class abilities
easy to get out of sticky situations requiring quick wits, but he is  The number and power of spells
weak of frame and not particularly strong-willed. Neither Brav- When in doubt, check the table on page 21.
ery nor the ability to resist Temptation will be his strong suit.

37
38
III. Virtue
nder virtue, we understand every- cardinal sins comes up to seven. In between these is
thing that the Mother Church pre- torn man, by nature inclined to do both good and
scribes to its faithful children: and evil. Multiplied by the Holy Trinity, we get the
although the inventory of com- number of 21, which is three times seven, and of
mandments and regulations is plenti- outstanding significance. While the number of the
ful, even a simpleton may understand innocent is 21, and that of reprobate evildoers is 1,
their essence. After the French Schism & Perdition, most are neither here nor there, but wavering be-
His Holineß, Pius XV of Burgundy decreed that the tween a Virtue of 7 and 14. It is true that children
most fundamental Thesis of the faith shall be drawn are without sin when they are born, and in the same,
from following the seven heavenly virtues described they are fortified by the sacrament of baptism; but
by Prudentius, and the renouncement of the seven alas, they soon learn much mischief, with which they
cardinal sins. become imperfect like all others. At the start of the
Accordingly, the fundaments of Virtue are di- game, characters start with a Virtue of 3d6.
vided into seven articles; and likewise, the list of

The seven Virtues and seven cardinal sins


Selfless and modest conduct, respectful- The consequence of vanity, i.e. excessive
Humility Pride
ness. Courage for difficult tasks and sacri- self-love with contempt for others. The
(Humilitas) (Superbia)
fices, faithfulness in promises, etc. belittlement of others, vainglory.
Sacrifices for others, especially if beyond Excessive pursuit of material possessions,
Charity Greed
one’s means. Self-sacrificing love, generosi- unruly acquisitiveness. A blindness to-
(Caritas) (Avaritia)
ty, and regular almsgiving. wards the needy.
Abstinent and simple way of life, courtly Unbridled desire and wanton pleasure. A
Chastity Lust
love, and faithfulness in marriage. Also, a libertine way of life which results in ruin
(Castitas) (Luxuria)
striving for good health and cleanliness. for others.
Compassion and friendship for its own Desire for others’ possessions. Enjoying
Kindness Envy
sake. Trust without judgement, and a others’ misfortune; a disposition for indif-
(Benevolentia) (Invidia)
striving for kindness and cheerful life. ference and ridicule; disbelief in goodness.
Just and mindful conduct, moderation, Recklessness in eating and the pursuit of
Temperance Gluttony
looking out for the rights and needs of material goods. Excessive and irrational
(Temperantia) (Gula)
others. obedience to desires.
Endurance in bearing difficulties, peace- Ill temper, desire for vengeance. Cruelty
Patience Wrath
fulness in squabbles, mercy in the matters in punishment, anger in sudden trouble,
(Patientia) (Ira)
of battle and forgivable sins. obsessiveness.
Careful and diligent work, steadfastness in
Diligence Sloth Reluctance against necessary action, re-
faith. Upholding one’s principles under all
(Industria) (Acedia) fusal of sacrifices and selfless behaviour.
circumstances, especially in solitude.

Low Virtue Average Virtue High Virtue


+1 to attacks, luck in cards +1 to saving throws,
and dice, cannot learn cannot learn Student spells
Cleric spells

39
The explanation of Virtue: everyone’s place is ing salvation, which is denied to those who choose
marked on the 21-point scale symbolising the seven evil. Extraordinary Virtue has additional implications:
heavenly virtues, the seven cardinal sins, and the dogs will bark when they see an evil man, while the
seven stations in between. Every sinful and virtuous good will often find some assistance from Providence
deed is written down in that book written by the – if in seemingly small things.
Heavenly Hand (“The Catalogue of Sins” on the The table below provides a small list of example
character sheet), and with each step, man gets closer sins and virtues. Citing so many forms of sin is by
to Heaven or Hell. no means intended to provide ideas for the sinful, as
The exercise of Virtue – which, unlike the indeed sin manifests in so many variations; but ra-
teachings of the errant Calvinists, is not merely a ther, to make the virtuous recoil from these deeds,
matter of faith and Predestination (“Sola Fide”) – but and never stray from their path.
based on works, and changes its value with every
deed. Lesser deeds mean 1 point, and very notable Heinous sins: there are sins – and everyone will see
ones 3; but there are sins worth 6 points, while on the them for what they are – which are so horrific, so
other side, confession and extreme unction is also terrible that neither Heaven nor Hell will bear them.
worth 6 points, which can decide one’s ultimate fate. These sins are worth six points, and may only be
Although Virtue shall increase or decrease, there forgiven after sincere repentance and thorough peni-
are thresholds which are hard to pass. At least this is tence. Those who die in these sins are accursed, and
true for those in a state of low Virtue, as returning may often be seen among the living dead.
from here to an average rating requires no minor act The application of Virtue: every time a character
of kindness, but a a good deed worth at least 2 points, commits a virtuous or sinful deed, their Virtue will
or a thorough confession. Likewise, the servitors of change. It is best that every time when the company
the Devil (those who have very low Virtue) must takes a longer rest, the gamemaster should recount
accomplish a very notable deed, worth 3 or 6 points, everyone’s recent actions, and have the players mark
to split with their evil ways, as confession and holy down their virtuous and sinful actions in the Cata-
communion have no sway over their hardened hearts. logue of Sins (found on the back of the character
The rewards of low and high Virtue are both sheet). This is so that good example doesn’t become
notable, for the former grants a treacherous cunning forgotten, nor sinners escape their well-earned desti-
in fighting and good luck in reading cards, i.e. the ny! The sum total of Virtue should also be modified
Devil’s Bible (which, as it is well known, is studied accordingly.
most diligently by the sinful); while the latter can help
in escaping numerous kinds of peril – while also grant-

Examples of virtuous and sinful deeds


Virtue Sin
 to steal someone’s property
 to give food to the hungry
 to loot the dead
 to return someone’s rightful property
 to boast of false acts of heroism
1 point  to forgive another’s sin
 to attack and beat up a rival
 to show diligence in reading virtuous
 to eat meat or drink wine on Friday
writings
 to use Student spells
 to help someone who is in great peril  to strike someone dead in a quarrel
 to deter someone from committing evil  to kill a surrendering enemy
 to hand evildoers over to the law  to participate in sodomy
2 points  to do the work of the Mother Church  to spread Libertine views
 to relinquish a major possession  to take the Lord’s name in vain
 to bear a wrong without complaining  to curse someone
 to save an innocent from grave peril  to steal the last bread of sufferers
 to sacrifice worldly riches and health for  to participate in a sadomasochistic orgy
3 points others  to torment or kill innocents
 to convert a reprobate sinner to the path  to bear false witness in a grave matter
of righteousness  to sign a pact with the Devil
 to die for a noble cause  to kill one’s father, brother, or benefactor
6 points  to repent and take extreme unction  to renounce Providence and human
 to perform a legendary act of heroism goodness

40
Temptation: although the grace of Providence has But let the sinful take note! This is the help the
given man free will, the draw of sins may overtake Mother Church can offer; and to bring more and
the guidance of Reason. Characters subjected to more burden before the priest does not bring more
temptation must roll a Temptation saving throw, relief. Only those who go out and are weighed again
and on failure, obey their worse nature. A starving, according to the world’s measures can hope to pro-
poor man who happens upon a farmstead may start gress in Virtue, and it is not sufficient to stay at the
looking at once for the pantry key, just as a Cleric in post station, feasting on roasted duck and other deli-
confession may be misled by a pretty smile – not to cacies – nor does such diligence turn one into a saint!
mention the Devil’s yet more harmful enticements! It is true that sin is often not a matter of quanti-
Tempting situations are brought up by the gamemas- ty, but measure: unless it turns into robbery and mur-
ter, and the players must roll to see if they can refrain der, to steal from one man is to steal from five. The
from indulging their errant nature. Mother Church does not do such accounting, as she is
no quarrelling costermonger; it is the duty of worldly
Absolution: it may seem that it is much easier to fall courts to write detailed lists, and match each misdeed
into sin, than it is to be freed from their burden. And with exemplary chastisement.
that is indeed so, as the reader contemplating the Rarely, on pilgrimages and large fairs, one can
example of the Original Sin will surely agree. But buy Letters of Indulgence from goodly friars and
where there is sin, there is also forgiveness, especially nuns, with which specific sins can be wholly re-
through the practice of confession and holy commun- deemed. Although there has been much black slander
ion, which by custom take place after mass. Such an about this pious practice, which would be useless to
occasion restores 1d3+1, or for very good confes- repeat here, such a letter is worth as much as a con-
sors, 1d3+2 points of Virtue. fession, or slightly more (1d3+2 Virtue, ca. 2d6+3
Thalers).

41
Of Jewish Virtue: there are many traditions which
bind together the life of Jews, of which the most
notable is the Old Testament, but the most numer-
ous are the myriad provisions of the Talmud. If
Jews are named the people of the Book, this must be
so because a pious man must keep so many of them
in his head. Nevertheless, the following still give
some manner of perspective on virtuous conduct.
 They must strictly follow the Ten Com-
mandments in both letter and spirit.
 It is considered a virtuous act to derive their
acts from the histories of biblical heroes such
as the wise Solomon, King David or the
prophets, and find justification therein. This
may not accord fully with our ideas of Vir-
tue, but they will find it agreeable.
 Under all circumstances, they must keep
Sabbath, which has effects identical to
communion. Breaking it wilfully or
through neglect is a sin.
Of Calvinist Virtue: as of late, there has been a  In no case may they eat bacon or other food
surfeit of miscreants preaching the errant Helvetic made of forbidden animals, for in this case,
Confessions, risen again from their devil’s nest in the they lose all their Virtue in the high range.
Republic of Genévia, which has been placed under the
 The consequences of high and low Virtue
curse of Excommunication by His Holineß the Ro-
(David’s luck and Lot’s misfortune) have al-
man Pope as Hell’s dinner company. All in vain, for
ready been mentioned in Chapter II.
the tongues of their preachers shall not rest in advo-
 As a third, it must be noted that through
cating their loathsome tenets, drawing the innocent
the practice of Kabbalah, they may learn
under their sway. The followers of this belief some-
and use Student spells in a state of high
times declare it aloud, and sometimes spread it in
Virtue, which is a big thing, as they suffer
secret like droplets of poison through their societies.
most grievously from low Virtue.
The thesis of our wicked brothers – who call us
idolators, whoremongers and foul toads – is Predes-
tination, which holds that each and every one has
already been judged for damnation or salvation:
therefore, following their nature makes them reach
their goal faster than if they struggled against it.
 At the beginning of the game, Calvinist
characters must determine randomly wheth-
er they are predisposed towards low or high
Virtue. In this direction, each of their ac-
tions will be worth one more point.
 Once a week, the confession of sins returns
1d3 Virtue even if performed outside of
their churches (hard to find outside Calvinist
territories). 1d3+2 points are granted after
the Lord’s Supper, by partaking of the body
and blood of Christ.
 Ministers following the Helvetic Confes-
sions regain their spells via the Lord’s Sup-
per once a week; according to the doctrine
of Predestination, all spells, including un-
used ones, are rerolled randomly. If they
enjoy high Virtue, one spell from a level of
their choice will be predestined to be one
that would come useful during their forth-
coming adventure (GM’s choice).

42
43
IV. Combat
he brief rules presented below will that ten or fifteen heartbeats are enough. Finally, in a
do for fencing just as well as larger battle, where the sides must marshal their forces, wave
calamities, and if they are insuffi- flags and engage in the orderly manner of proper
cient, they can be further embel- soldiers, a quarter or half an hour may pass. Whatever
lished and complicated with the stuff the occasion, the same number of actions may be
of Talhoffer’s fencing manuals or taken, spells last the same number of rounds, etc.
the deeds of famous heroes. First things first, it must Although it is presented here as an orderly en-
be noted that combat is divided into rounds, and deavour, something always changes during combat: the
everyone acts within these periods of variable length. participants try to hide behind cover and use the items
If the fight is a lengthy match, the combatants may around them to get an edge over their foes; unex-
circle each other for a minute before one wounds the pected reinforcements arrive; or participants decide to
other with a precise strike. In other cases, if certain run. Here, Helvéczia’s famous mercenary traditions
dishonest ruffians set up an ambush or pull a knife in a are all in vain: as things go, even the most hardened
taproom (which they are wont to), it all goes so fast Reisläufer prefers to keep his life over his honour.

44
Combat procedures their environment, chandeliers and all. Other charac-
ters can only intercept this movement with readied
actions or appropriate combat checks.
1. Surprise
 Charging an opponent adds +2 to attack
2. Initiative
rolls, but the attacker loses their Dexterity
3. Action
and shield bonus to AC until the end of the
3.1 Movement
round.
3.2 Attack
3.3 Combat checks 3.2 Attack: attacks are checks whose difficulty class
3.4 Reloading is the opponent’s AC.
3.5 Magic Melee attacks:
3.6 Other actions [1d20 + Attack bonus + Strength bonus
4. Flight and pursuit +/- modifiers] -vs- opponent’s AC
5. Surrender Ranged attacks:
[1d20 + Attack bonus + Dexterity bonus
1. Surprise: if one side surprises the other (like a
knave sneaking up on a tipsy hussar), they gain sur- +/- modifiers] -vs- opponent’s AC
prise; that is, a round where the attackers can act If the roll is equal to or higher than the opponent’s
freely and unhindered. The surprised characters lose AC, the attack is successful, and the attacker can roll
their Dexterity and shield bonus to AC. In the next damage. Like elsewhere, an unmodified 20 roll is
always a success, and an unmodified 1 a critical failure.
round, things return to normal and both sides roll for
initiative. Newly arrived combatants can also surprise The special cases of attacks are as follows:
without fear of reprisal (like another knave attacking  Multiple attacks: 6th level Fighters can at-
that hussar – such is the Hungarian luck!) tack two times in a round, and Hussars and
Soldiers get this opportunity even earlier.
2. Initiative: the initiative roll decides the order of For instance, a 3rd level Hussar would strike
action among combatants. Everyone rolls [1d20 + twice when mounted, once with an attack
Dexterity bonus], the gamemaster notes down their bonus of +3, and once with +1.
results on a piece of paper, and calls the participants to  Touch attacks: this category includes sev-
take their turns in descending order. Matched num- eral spells, as well as other situations where
bers are resolved simultaneously. There is only a need armour does not help the defender. In this
to roll again if the situation on the battlefield changes case, the opponent’s AC does not include
significantly – e.g. the fighters become separated for a the values of armour and (usually) shields.
longer time, new reinforcements arrive to break up Touch attacks count as ranged.
the fight, or a castle wall falls, allowing the sides to  Critical hits: every weapon has a critical
reorganise their ranks before the dust settles. There range, usually 20, but sometimes 19-20 (most
are a few special cases; to wit: swords) or even 18-20 (sabres and rapiers).
 Delay: the character may voluntarily fore- When an unmodified attack roll falls into
go a higher initiative roll, deciding to act at this range, the attacker should roll again. If
a lower value of their choice. this roll would hit the target’s AC, the dam-
 Refocus: a character spending a full round age is doubled, or for some weapons with a
in preparation may act first in the next *3 critical multiplier, trebled. If the attempt
round – or any time they wish. fails, the attack is still a regular hit.
 Readied action: if the condition set by the  Instant kills: if the unmodified value of a
character is fulfilled (e.g. a tied-up hostage critical roll comes up as 20, roll for a third
makes a move), he or she can act immedi- time. If this attack is successful, the oppo-
ately if they have not done so in this nent is killed instantaneously.
round. Their initiative will be the same as  Critical failures: An unmodified roll of 1 re-
the character they are reacting to. sults in a critical blunder, whose exact con-
sequences are set by the gamemaster. In me-
3. Action: in one round, a character can typically
lee, this usually means exposure to a free at-
move one time and act one time, although their
tack, loss of footing, or other tactical disad-
order is optional, and the two can occur simultane-
vantage. With firearms, it may mean hitting
ously (like galloping by an opponent and decapitat-
a companion (reroll the attack), a jammed
ing him with a sword).
weapon, or an explosion (usually 1d6+ Hp).
3.1 Movement: there is no exact rule to tell how  Knockout damage: not all fights are to the
much someone can move in one round, and rounds death (most pub brawls fall into this catego-
themselves are arbitrary time units. Characters can ry). If they just want to teach their oppo-
expect to move around quite freely, and are encour- nent a little lesson, the attacker should de-
aged to use both their movement-related skills and clare he or she is striking for a knockout.

45
Knockout damage is not lethal (the worst it batants (especially Fighters), whose skill makes it
can do is incapacitate someone at 0 Hp), and easier to force their will on their opponents and re-
a few hours of rest heals it entirely. A suc- solve engagements with a few decisive actions.
cessful critical hit results in immediate un- Following the general idea of counterchecks,
consciousness. If the character uses weapons combat checks are based on rolling opposed attack
which are particularly ill-suited for the task, rolls, and a result at least 5 points over one’s opponent
he or she may suffer a -2 penalty to hits. determining success. If the other side triumphs by the
same margin, they can seize the opportunity to turn
3.3 Combat checks (a.k.a. „combat manoeuvres”): the tables on the attacker. If there is no clear victor,
this category includes all kinds of feints and tricks like the result is a draw. It must be noted that only initiat-
knocking an opponent’s weapon out of their hand, ing a countercheck counts as a separate action. The
jumping on a stagecoach and throwing the driver off character being challenged does not use up an action
his bench, forcing someone back into a burning tower when reacting to a combat check – in fact, they can
(although this is not fitting for a Christian), wrestling, respond with another on their own initiative count!
and who knows what else. These practices represent
much of the versatility and power of expert com-

46
Of course, not all special actions are combat their weapons unless their life and safety are in peril.
checks. For example, anyone can swing across an inn’s To plunder the slain, or leave them for the birds and
common room by grabbing onto the chandelier, and beasts is an ugly custom, but alas, it is more wide-
accomplish the same with a Jump check if menaced by spread than it has a right to be.
a group of enemies – but to seize a pretty demoiselle
from the hands of the bandits who have captured her,
swing across the room, and leave through the window
is no laughing matter: it is accomplished with a combat
check (action) and a Jump check (movement).
3.4 Reload: time passes while someone reloads their
weapons. Pistols must be powdered, and the shot
loaded through the muzzle, crossbows rewound,
grenades readied and lit. This takes 1 or 1½rounds,
which Sharpshooters can accomplish faster – in
½and 1 round, respectively. A character with ½a
round left can shoot immediately after reloading,
although with a -2 penalty. It is much more com-
mon, however, for someone to discharge their two
pistols, then draw a sword to defend themselves.

3.5 Magic: a character can only cast one spell per


round, regardless of the round’s length, the spell’s
level, or any other circumstance. If the spellcaster Example of combat: two characters took part in this
is wounded, tackled, or otherwise disturbed before scrap: the shrewd knight, Mariano da Trani (whose
their turn, he or she must roll a successful Tempta- nobility was clearly proven by the knight’s sword on
tion saving throw on their attempt, or lose the spell his side), and the lame-legged Czech astronomer,
without effect. Venzel Starny, both level 2. On the other side were
3.6 Other actions: these include anything someone five bravos from Italy, and three toughs in the em-
may reasonably expect to accomplish under pressure ploy of a local notable, the fat, perverted Leopold
in one round: to retrieve and consume some kind of Schwettler. The story took place in the Basiliskus Inn
healing medicine, to batter down a closed door, or to of the city of Brückl, where the Italians were spend-
bind the wounds of a bleeding companion. ing their time with cards and dice, until their compa-
ny was confronted with an unpleasant surprise: their
4. Flight and pursuit: there is some danger in run- “protégé”, the beautiful Vittoria del’Roggia, whom
ning away, i.e. that attackers who have not acted yet they just wanted to hand over to Leopold’s men,
in the round, and who are not prevented from doing disappeared without a trace from her securely locked
so, can strike at the fleeing opponents. Fending off a room. The two companies, abandoning their drinks,
group of enemies is a heroic act, but breaking out of rushed upstairs amidst muttered curses. And then...
their ring is what takes real courage – usually, a suc-
cessful combat check ensures a safe retreat. Gamemaster: From above comes sound and fury,
Pursuit is played out with collective, unmodified then there is a big crash, and the innkeeper, having
initiative counterchecks: if the fleeing characters win, gone to calm down the involved, rolls down the
they can break away, but if the pursuers do, they can stairs and falls unconscious against a standing beam.
catch up on the escapees. In contrast, an orderly Mariano: I surely can’t hold them responsible for
retreat is slower and the fighting continues on in accidents, but if they have abandoned our game, I
regular order – if the pursuers can’t block the retreat- may as well collect the stakes. Let us be gone.
ing company for at least three rounds (or before they Gamemaster: One of the burly fellows in his leather
reach some kind of intended destination), they are left vest appears on the top of the stairs: “You hound!
behind. Your Italian pals have stolen away the girl!”
Mariano: “Me? Far from it, I have spent the entire
5. Surrender: elementary chivalry demands that any- afternoon down here, drinking my wine!”
one who requests quarter should be granted it; and Gamemaster: „Hmpf. ... Just you wait! I have heard
this is a good thing, for what people give, they can the boy just a while ago, calling you Signor Mariano!
also reasonably expect. It is not sinful to kill a man in You worthless Italian, you will get your dues!”
the heat of combat, but to kill captives, the disarmed Venzel: I’d rather stay out of this. I draw back.
and the wounded in cold blood counts as the capital Mariano: „...and this is my good friend, Venzel: half
sin of Wrath, costing at least 2 points of Virtue. It is Czech, half Italian.”
not proper to loot surrendering opponents (unless Venzel: “The what?!”
they carry stolen goods), but it is prudent to take

47
Gamemaster: “Look at that, Böhmer, another cat- you at the moment. He attacks you with his mace...
eating wop!” – he bellows as he draws his mace and the result is 17.
strides towards you with bloodlust in his eyes. Mariano: That’s a hit, I have exactly 17 for my AC.
Mariano: „But Sir, Sir! I wish no harm upon this Gamemaster: His blow is worth 7 Hp. Venzel is
fine inn. If we must, let us venture outside, and get next.
it over with in the yard, like men do.” Venzel: I use the opportunity to stab him in the
Gamemaster: „Hah, at last, an honest Italian who has back with my rapier. My attack is 17.
the courage! Let us go.” Gamemaster: Since he can’t pay attention, you even
Mariano: I let him go first, load my gun behind his get a bonus. You hit him, roll for damage.
back, but put it back in my belt. Venzel: 1d6... 1 Hp! I scratched his back.
Gamemaster: All right. Mariano and the man go Gamemaster: ‘tis indeed just a scratch. On the top of
outside, Venzel and Böhmer stay indoors. the stairs, you see one of the Italians, the lucky Luci-
Venzel: Yes, and I will watch the events from the ano, appearing with naked sword in his hand. He
window. turns back and gestures to the others behind him.
Gamemaster: So does Böhmer. Mariano, you stand Mariano: I want to finish off this one. I hit him
up face to face, in the mud before the coach house. with the chair. (Rolls 4.) Darn it, only an 8.
Mariano: Yes, I try to stand about 10-15 steps from Gamemaster: That’s too little. Böhmer dodges you,
him before drawing my sword. and cowers behind a beam.
Gamemaster: Zettler gets ready for the fight by Mariano: “A-ha! Now who is the coward, Böh-
weighing his mace in the hand. Roll initiative! mer?!”
Mariano: (rolls 14 + 2 for his Dexterity) 16. Gamemaster: Venzel, you are next, and you can see
Gamemaster: He only gets 14, so you go first. the Italians heading down, what do you do?
Mariano: I take out my pistol and shoot him. (At- Venzel: All right, enough of this! I take one of my
tack roll 18, +4 from various bonuses.) That’s a lot, grenades and throw it.
22! My damage is 9. Mariano: “What?!”
Gamemaster: Seeing the pistol, his mouth is agape, Gamemaster: Roll to aim, let’s see how you fare.
and he’s got no chance to run. The bullet gets him Venzel: That’s it! I rolled a 19!
in the chest, and he falls over, gurgling. Venzel, the Gamemaster: That’s well enough, roll the damage.
other one gasps and roars: “Treachery!” Roll for Venzel: 2d6+ means I can reroll the sixes? My rolls
initiative. are... 1+1. This can’t be, what kind of dice are these?!
Venzel: 4, damn it! Gamemaster: Perhaps it was not accidental that Dr.
Gamemaster: He has 6. He strikes you, but in his Dee had predicted Luciano would be very fortunate
rage, only breaks the table between you. this day, if only he would join that game of cards,
Venzel: I cock my blunderbuss and shoot! 3! I can‘t because in panic, he seizes one of those heavy metal
believe this! vases standing next to the wall, and it stops the shrap-
Gamemaster: The shot misses Böhmer and smashes nel. There is a blinding flash, a loud detonation, and
the bottles above the bar into smithereens. For a billowing black smoke everywhere.
moment, things get awful quiet upstairs. Mariano: One last strike at the man before me, and
Mariano: When I hear the gunfire inside, I rush in then I flee from the inn. My attack is 18, and my
sword in hand, and try to take down Böhmer. damage 6... if a chair does 1d6 damage.
Gamemaster: Roll. Gamemaster: He falls unconscious. Venzel, you can
Mariano: My roll is 15 plus 4, making 19. If it hits, I act once more before the Italians collect their wits.
damage him for 11 points. Venzel: Damn right I won’t. Let’s beat it.
Gamemaster: You level a heavy strike at him that
would kill an ordinary man, but he is so tough he And so, exeunt both. We must add that the man who
can stay afoot. He goes pale, cries for help, and tries had provoked the affair, the diabolical Dr. Mandrake
to back away. Dee, was already at another inn, enjoying the grati-
Mariano: I try to stand so I can defend Venzel. tude of the Italian damosel he had so cleverly saved –
Gamemaster: Unfortunately, you can’t do it in this thinking nothing of the calamities that might befall his
round, but it looks like he is more concerned about companions. Which once again demonstrates: it is the
devious, cowardly villains who have it best.

48
Special combat situations Combat with shoddy weapons: there are all kinds of
old junk in armouries and homesteads – they can be
used, but why would anyone? These relics receive a
oncealment and cover: one means -1 or -2 penalty to attacks. This is not the case for
obscurity due to fog, smoke, dark- the stools, pans, pots, and benches used in the kind of
ness or some such; the other means warfare practiced in shadier taverns after much liq-
physical obstacles. Either way, they uor, and in unhappy marriage: these receive no pen-
add to one’s AC. Complete dark- alties, but only deal 1d4 or 1d6 knockout damage.
ness provides +4, lesser advantages
+2, and almost full protection like arrow slits +6. Evading fire: if someone foregoes all action in a
Those who can hide successfully can strike with a +2 round except moving quickly and unpredictably,
or +4 surprise attack bonus. they can roll a Deftness save which automatically lets
them avoid one shot aimed at them. For subsequent
Mounted combat: horses are beasts of level 2+2, shots, the difficulty of the save is Hard – but as long
3+2 and 4+2 (common, light war horse, heavy war as the saves succeed, the character will not be hit.
horse). If they aren’t trained for combat, they may
bolt if they fail their Bravery save; war horses can Battles between larger armies: the clash of two larger
kick if they need to. The rules of mounted combat companies can be modelled on a 1:10, less usually a 1:5
are as follows: or 1:100 scale. This means the combatants aren’t indi-
 Horses provide +2 AC to their riders. vidual soldiers, but units of 10, 5 or 100 men. Someone
 A horseman can flee a footman without who would later recount the affair on a map or an inn
danger (unless the other has ranged weap- table would probably use a deck of cards to represent
ons), while they have a free attack against the units, as the sheets are already marked with colour
fleeing footmen. and numbers, and they can be placed here and there
 Equestrian tricks require a successful Ride with the symbols of their commanders on top. The
or Animal Training check. Competing customary rules are as follows:
horsemen roll counterchecks.  Battle rounds last 10 minutes each.
 These skills are also useful to calm panick-  Common military levels: fresh recruits and levies
ing animals, or prevent them from throwing are common men; trained soldiers first level, vet-
or dragging away their rider. erans second level, and hardened troops like the
 Combat checks come most useful in Helvetian Guard protecting His Holineß are
mounted combat, and are key to deposing third level Fighters. Under normal circumstances,
or seizing someone from the saddle, split- the monthly pay of 10 mercenaries is [ (1+Level)
ting a footman formation, and the like. * 10 Th ], but elite troops tend to want extra
Hussars are the masters of these exploits concessions. Specialists and commanders cost
due to their extra attack while mounted. more than this, usually the cost of a five-man unit
of equivalent level. The cost to hire equipped
musketeers and horsemen is at an extra +25%.
 Armies divided into homogenous units, consist-
ing of 5, 10 or 100. Unit statistics are mostly
identical to the soldiers who make them up,
with a few exceptions:
o Their Hp is the sum of individual soldiers.
The unit remains completely capable as long
as it has Hp remaining, but at zero, the men
are defeated to the last. With a successful
Hard Bravery, a defeated unit can save itself
with very low Hp and minimal morale; the
survivors immediately flee the battlefield.
o Their damage is multiplied with the unit’s
strength.
Units of a different size are divided up until
equivalent.
 Musketeers and other ranged combatants can-
not melee unless they forego missile fire and use
readied attacks.
 Flight and pursuit follow standard combat rules.

49
 Commanders: these individuals either stand Siege: sieges are treated as regular battles, except with
freely or they can be assigned to a unit. even longer rounds (days or even weeks). The attack-
o Free commanders can move around, cast er must get his forces on the walls with ladders while
spells, or challenge enemy commanders. the defenders can attack without fear of retaliation.
o Assigned commanders increase the morale The number of free attacks is equivalent to the level
of their troops with +1 if they are respected of fortifications:
veterans; and +2 if they are famous leaders. Level AC Example
o Commanders cannot be slain along with their
units. If their men are cut down, they flee, 1. 12 Plank, fortified ramparts
but in the process, receive 1d3+1 attacks. 2. 18 Castle, stone wall
 Morale: morale is a value influencing every unit’s
actions, and ranges from -2 to +2. This number is 3. 24 Fortress, high wall, tower
added to the unit’s attacks and Bravery saves. If
During the siege, various war machines can play a
the unit receives severe losses, or their situation
central role. They use the following guidelines:
looks hopeless, they must roll Bravery. If they
fail, they cease fighting and retreat via the short-  Siege towers neutralise walls, but successful
est way possible, unless a commander rallies them cannonade demolishes them.
to fight. Morale depends on the battle’s outlook,  Cannons can be used once per round, against
the commander’s heroic deeds or untimely death, both fortifications and soldiers. If they attack
the arrival of friendly or enemy reserves, etc. fortifications, the target’s AC is [6+Fortification
 Retrieving units: after battle, all fallen units can level*6]; a value of 12, 18 or 24 (as Normal, Hard
roll Hard Bravery, and if they succeed, their and Heroic checks). Every successful attack de-
members stay alive, but cannot fight and are at creases the target wall section’s fortification level
-2 morale until recovery. by one. However, subsequent attacks must still
 Artillery: a unit under area attacks (cannonade, hit the original AC if the siege continues, since
much advantage of the initial structure remains.
grapeshot, Fireball spell, etc.) takes degressive
If the cannon misses, determine where the can-
damage based on unit size: 5 men *2, 10 men *4,
nonball hits with 1d6 (1=N, 2=NW, 3=SW, etc.)
100 men *10. As apparent, damage does not keep
While running sieges, other special rules can also be
up with unit size, since larger companies are
added, e.g. a deadline for the attackers’ limited stores,
more spread out, better protected by the ground,
the onset of Winter, the arrival of relief, tunnelling, etc.
and harder to target on a man-by-man basis.

50
51
V. Magic and faith
Students do not act as openly and proudly as they
agic is practiced in two ways in do in Prague, or as they have most recently been
Helvéczia: first, with the agreement doing in Transylvania, they are certainly widespread
and blessings of the Mother Church in Helvéczia, and among them, one can find the
and His Holineß the Roman Pope peregrine on the road, the city councilman, and the
through the miracles of the Clerics; lone gentleman in his mountain retreat.
and without the same through the Whether we speak of the spells of Clerics or
practices of Students, which, while under no threat of Students, they assume the form of concrete formu-
the burning stake as amongst the Calvinist heretics in las. Although the details are different, they must
Genévia, is often surrounded by fear and mistrust. first be found, then readied for use (“memorised”);
And why would it not be viewed as suspicious and when they are cast, they disappear from the
if high Virtue and Students’ magic can’t abide by mind, and have to be learned again. Only Clerics and
each other, from which many draw the conclusion Students with outstanding talent can evoke a few
that it is wholly the Devil’s amusement? Some reply spells otherwise, and they can only do it rarely, on a
that it is only against virtuous conduct because the weekly basis.
Mother Church forbids it. Who knows which fol-
lows from the other, but it is certain that although

52
The main difference between the classes lies in  a great cathedral, major abbey or similar
the attainment and preparation of spells. Clerics seek place could have even more, among them
out holy places to commit the words of rare teach- some very powerful formulas.
ings into their minds, while Students find them in What kind of spells are found exactly depends on
books and manuscripts, a few of which they are the nature of the place. One would find different
wont to carry on their person. Student magic also miracles at the place of a humble hermit’s martyrdom
depends on the use of rare and extraordinary materi- than the crypt of a more warlike saint. Formulas like
al components. Bless and Commandment are widespread, while
others are obscure, the carefully guarded treasures of
a few distant places.
At the ruined sites of faith, although they may
be a striking or captivating sight, the remains of
former power rarely linger. One or two spells, if
they still remain, may be there to obtain – perhaps
the secret of a venerable monk, pious forester, or
other strange being.

Learning spells: any Cleric who finds the oppor-


tunity can get their fill of magic once per day, by
contemplating and memorising the spells of a certain
locale. The quantity and power of spells is limited
by their level, but they can replace existing ones
with new formulas.
Still, two limitations can set an obstacle to learn-
ing. First, simple healing power may sometimes be
more useful to have than the presently available
formulas. Second, the host of the site customarily
has control over local magical sources, and the eccle-
siastic principle of Subsidiarity lets them dictate the
conditions of gaining access to them. It is proper to
let a travelling Cleric refresh themselves in spirit as
well as the body, and there are many places which
always receive pilgrims.
But as with any form of hospitality, it is impolite
Clerics’ prayers to overstay the welcome, and many hold that return-
elievers congregate in the Church to ing again and again for seconds and thirds is a form of
praise the Almighty, and to this Gluttony or Sloth – but at least an affront to others’
house will return the pastor, the generosity. Yet others are inherently distrustful, or
friar, the nun and the canoness when consider travelling Clerics to be restless troublemak-
they seek miraculous endowment. ers, or spies from their rivals – and that is not without
Holy places, sanctified by the doc- precedent. They either limit access to spells (e.g. they
trines of the Church or faith itself, will open up be- only provide lodgings at the quarters reserved for
fore the prayers of the devoted, and let them partake laymen, only allowing them to collect a first level
in holy power. From this source, a Cleric may draw spell or two during morning mass), set particularly
as much magic as their level allows, as much as they hard conditions to obtaining magical power, or bar
want, and as much as tradition and the superior of the access altogether. And beyond that, there are false
place will let them. All of this is discussed in order. abbeys, and clerics serving the Devil and studying
forbidden magics.
The sources of magic: the availability of specific
spells at a holy place is always set in advance. The Bonus spells: a Cleric with above-average Wisdom is
number and strength of spells is usually determined eligible for bonus spells, which can be used on a week-
by the locale’s significance: ly basis: with a Wisdom between 12 and 14, a first
 a roadside chapel, former hermit’s cave or level spell; with 15 to 17, a first and second level one;
small shrine holds one or two formulas, and and with a 18, a spell from all three levels. These
usually weaker ones; spells can be learned and cast irrespective of the char-
acter’s level, and to recover them, he or she only
 a village parish, calvary church or small
needs to make a successful Temptation check – there
convent may have three or four;
is no need to seek out their source again, unless the
 a town church, mountain cloister, or a place
spell should be replaced with another. If the check
where a saint spent their life may have five
fails, the spell cannot be used for one week.
or six, including more significant spells;

53
For example: Meister Burkhardt, whose Wis- prayers of monks living in the silence of the moun-
dom of 16 allows him to learn a first and a second tains resound above a dark precipice. Brother Bénoist
level bonus spell, uses his reserve of Commandment can keep two first and one second level spell in his
and Anathema. After a week, he rolls a separate mind (his Wisdom is only 9, which does not enable
Temptation check for both spells. The first result is him for bonus spells), and during his journey, he has
a 11 and the second a 15 – he recalls Anathema, but used all except the first level Manifestation of Sin.
he can only try for Commandment after a week The followers of Saint Trintignant invite him to
passes – unless he finds a church, and replaces it with join them for a night in their silent vigils, and Bénoist
a new spell. agrees to their request. After the vigil, the prior
points towards the cold night, and Bénoist sees the
powers of the retreat unfold: Detect Evil, Anathema,
The Mute, and The Great Silence. The last is a third
level spell, too powerful for him, so Bénoist keeps his
Manifestation of Sin, and memorises Detect Evil, and
from second-level spells, the formula of The Mute.
Thus they part with the brothers, and despite their
quiet warning, proceed towards the glaciers.

About relics: as many beautiful miracles are related to


the relics of saints, the most common of their abilities
is to serve as a host to one or multiple spells, which
their owners may learn and use every day. It is need-
less to say how much these rarities are coveted, and
how some – the worst kind of men – would not
hesitate to kill just to hold them in their hands. This is
why these are only entrusted to the most select hands,
Student spells
and to them with the utmost discretion. ot the fast of the ascetic, but the
Laymen’s magic: the blessings of the Mother Church inns of the whole wide world, its
extend to pious men and women of faith who do not fencing fields, wines and adorable
choose the Cleric’s calling, but who nevertheless have damosels: this is the Student’s life!
high Virtue and a strong spiritual calling. They may But beyond that, there are occult
learn as many spells as their Wisdom would allow as a sciences and magic, with which one
bonus spell, but only after a successful Temptation may obtain wealth and power for all three. If the
check, and only for one use. There are also two Cler- pursuit of knowledge has driven many to their
doom, it must have been because their efforts were
ic spells, Transference and The Endowment of the
Word, which allow spells to be handed over to lay- not thorough enough – although some say it could
be that they were all too thorough.
men, with their own conditions. There is no need to
elaborate that all these boons are only for the worthy. For students, occult writings and spellbooks
serve as the prime source of spells; and they them-
Example of gaining Cleric spells: Brother Bénoist, a selves keep their own powers within the covers of
3rd level Cleric and his three companions find them- these books. However, with very small exceptions,
selves at the gates of a mountain retreat dedicated to the words are not enough – they need special mate-
Saint Trintignant the Mute, where the unspoken rials to cast their spells.

54
The sources of magic: folios, manuscripts and, ac- Spellcasting has a further, even more notable re-
cording to the newer fashion, printed pamphlets serve striction, the need for necessary material compo-
as the main wellsprings of occult might. Most of these nents. Except for bonus spells, each of them need
writings are compilations of a few spells copied from some kind of ingredient, the more exotic and costly
elsewhere; many of them inaccurate, erroneous or the stronger the spell. These precise components are
outright forgeries, but they never come at a cheap listed in each spell’s description, and no substitution
price. Certain more famous works, whose contents of any kind is permitted.
are accurately catalogued, are cherished references; Components are created via alchemical processes
others are interesting precisely due to their obscurity or other occult means, often in two steps (acquiring
– hiding the work of less widely known masters. raw materials, and preparing the final component).
The more complicated a spell, the more space it Next to spell names, a * marks those which require
occupies. Different types of documents can carry a notable preparatory work beyond finding the neces-
different amount of spells: sary materials. In cities, and sometimes with the
 pamphlet or scroll: 2 levels right connections, it may be possible to purchase the
 small books (e.g. poetry collection): 4 levels odd completed material component, but they are
 larger books: 10 levels always very costly. Raw materials, especially for
 codices: 21 levels. first level spells, are more commonly found, usually
Accordingly, a codex could carry all the spells a at the cost seen in the table below. At one time,
doctor can keep in mind, but carrying a book like unless the spell description specifies otherwise, mul-
that on the road would be rather hard – one of these tiple doses or uses’ worth of components can be
works, two larger books, or four smaller ones is as created, depending on luck and character level.
much as the common knapsack can carry. However, this is still rather expensive, and the
Released after their studies with a baccalaureate, majority of students spend a lot of their time engag-
most beginning Students receive a book as a parting ing in risky endeavours to reliably supply their spells
gift, containing as many spells as they can cast with- with rare components – and for most, it is common
out bonuses, and then 1d3+2 levels more, distributed that they cannot cast some of their repertoire due to
by level as they would like. All these spells should the lack of materials, forcing them to rely on their
be rolled randomly from the list of spells, and noted wits and duelling skill.
down in the book (character sheet). New spells can
come from many different sources:
 from other spellbooks, via purchase; but al-
so from treasuries, old ruins, and defeated
or swindled Students; Cost of material components
 through exchange, although these opportu-
nities are scarce, and most Students are Raw Completed
very protective of their art;
Level
materials Component
 disputing with the spirits of long-dead Stu-
dents – which is not a risk-free endeavour; 1. 5 Pfg 15 Pfg
 from the Devil, who is notorious as a mage 2. 15 Pfg 5 Th
– he will gladly take new disciples, although
he always asks the lesson’s price; 3. 5 Th 15 Th
 other methods not mentioned herein. One attempt creates 1d3+level/3
It should be known that the text, and essence of spells
is only understood by those who are versed in either doses’ or uses’ worth of material
Occultism or Cryptography, and succeed at their skill components.
check – all others will only notice the mysterious
nature of the text, unless the spells and their purposes
are explicitly noted (which can happen).

Learning spells: Students can learn spells once per


day by studying their books. The maximum number
of spells they can commit to their mind is deter-
mined by their character level. The daily rate of
spell memorisation is equivalent to the character’s
level; e.g. a third level Student could memorise one
third level spell, three first level spells, or one first
and one second level spell per day.

55
quires a Temptation save, or the spell is lost without
taking effect.

Laymen’s magic: those who do not follow the Stu-


dents’ trade may still use a bit of their magic by
studying their writings. Only characters in a state of
medium or low Virtue can learn Student spells, as
many as their Intelligence would allow as a bonus.
The character must always use the proper ingredients,
and succeed at a Temptation roll while casting the
spell, or the attempt fails and the spell is lost.

Bonus spells: a Student with above-average Intelli-


gence is eligible for bonus spells, which can be used on
a weekly basis: with an Intelligence between 12 and
14, a first level spell; with 15 to 17, a first and second
level one; and with a 18, a spell from all three levels.
These spells can be learned and cast irrespective of the
character’s level, and to recover them, he or she only
needs to make a successful Temptation roll. Bonus
spells may sometimes bypass the need for material
components, but in this case, require a Temptation
roll to make them work. If the check is unsuccessful,
the spell is lost, and cannot be used for a week. Spells
which are focused on objects cannot be used this way.

Copying spells: Students typically copy spells if


they want to transfer a formula from a manuscript
into their own books; or if they want to create a
single compilation out of multiple separate manu-
scripts. This is very precise work, which requires no
less than a week, as well as a Cryptography check. Example of gaining Student spells: Elise Schenk –
Failure means the copy has a minor error, which has who studied from the venerable Ottokar Hus in
a 1:6 probability of introducing a complication or Prague – is a 2nd level Student. She can keep two
danger to spellcasting. This odd is rolled secretly by first level spells in her mind, and due to her Intelli-
the gamemaster. gence of 16, also has a first and second level bonus
spell. Currently, she must replace all of her magic.
Creating new spells: a character who has lawfully From the repertoire in her books (Emilio Sci-
acquired a doctorate at a university can create new arelli’s Spectacle, Skeleton Key, The Mirror of
spells. The player should discuss the particulars with Narcissus, Wolstand’s Kinetic Fireball ), she ends up
the gamemaster, but other than a little effort, the choosing the first two; one to get to her goal unhin-
process itself does not take long in the game world. dered, and the other to open the chest she is looking
The new spells will bear their creator’s name. for without trouble. The first spell requires a dog’s
Using spells on holy ground: consecrated terrain tanned skin, which she easily finds on the market for
(churches and even a humble roadside cross) and 5 Pfg (it can be used 1d3 times, she rolls 1), but the
naturally holy ground is inimical to Student spells. second takes the fingerbones of a hanged man. As
In these circumstances, successful spellcasting re- Elise does not want to entrust this to the gossip of
her servants, she brings two of her tried companions

56
on a night errand to dig up some bones from below  medium: the opposite corner of a courtyard
the town gallows, resulting in 2d3 intact joints – she or hall;
rolls 6! Elise can also have two bonus spells – the  long: far away, but within seeing and hear-
first will be another Skeleton Key (she has more than ing distance.
enough components), and Wolstand’s Kinetic Fire- These are relative measures, and nobody will calcu-
ball, which she hopes will work without the neces- late them exactly. Some spells have other, more
sary components. At a rate of two per day, learning specific ranges.
the 5 levels of spells takes her two and a half days.
Defending against spells: characters can roll some
kind of saving throw against many harmful spells.
The difficulty of the roll is mostly Normal, and a
success either decreases, or outright negates the
effect. Anyone can choose to avoid defending
against a spell, in which case it functions without a
The rules of magic save. On the other hand, someone who wants to
defend against (seemingly!) harmless spells may usu-
agic use: spellcasting requires rela- ally do so, and roll a saving throw of the gamemas-
tively free mobility, unless the ter’s choice.
spell only needs words (mostly the Dismissing spells: spellcasters can terminate the ef-
case with some Cleric spells). If fects of their own spells, but only with a successful
the character is disturbed during Temptation roll. Note that this applies to spells only:
spellcasting (e.g. by getting their effects, once cast, are there to stay.
wounded before it is their turn that round), or if he
or she must cast the spells under hazardous condi- Magic items: some of these curios are found in a
tions (in a thunderstorm, from a galloping horse, common apothecary, while others are leftovers from
etc.), they must roll a Temptation save, or the previous ages, imbued with magic due to special
attempt fails and the spell is lost. circumstances, or the sheer craftmanship of their
creation. They are described in the Gamemaster’s
Spell ranges: most spells with a specified range be- Almanac. Identifying a magic item requires an Al-
long to one of the following categories: chemy check for potions and other alchemical mix-
 touch: in proximity, at arm’s length; tures, and Occultism for the rest – usually a Hard
 short: within a few steps, in the same room; one. Otherwise, the best method is trial and error.

57
VI. The traveller’s compendium
exes, curses and oaths: there are
countless stories where someone
cursed another aloud, or made an
irresponsible oath, and to their
dismay, found their words come
true in short order, or haunt them
at a later time (see the example of the headsman in
the first chapter). It is best to know that words have
power, but they can easily fall back on those who
misuse them. Cursing someone is always a sinful act,
even in times of great distress. To swear by the
saints is more acceptable, but only for virtuous pur-
poses, and if it is not done in vain.

On the usefulness of the Holy Bible: although the


most exceptional miraculous powers of the Holy
Writ are widely known, and it is known to offer
advice worth ten almanacs in every situation, it
never hurts to recapitulate good advice. If someone
is in jeopardy, they should open the book’s pages
where they open on their own, and start reading the
first verse or proverb their eye falls upon. If the
gamemaster considers the guidance to be applicable
to the situation, the character and his companions
may be saved from peril, or find something to ease
their situation (depending on the reader’s Virtue and
the aptness of the passage). However, the action
takes an entire round, during which the trouble may
triumph over the company.
Characters or companies may rely on the Holy
Writ once per adventure if they have low Virtue,
two times if they have average Virtue, and three
times if they have high Virtue (for companies, use a
rough average of the group). Jews may only draw
assistance from the Old Testament.
For example: riding through a gully, Albrecht
Engelhardt the landsknecht is beset by a group of The Devil’s Bible: it is not without good reason that
armed bandits. His battle-tried armour, sword and a deck of cards is often called The Devil’s Bible or
pistol are no use, since the miscreants have halberds The Devil’s Picture book, for Hell’s attention never
and long skewers, and quickly manage to knock him strays from those who live by cards or dice games –
out of the saddle. In his predicament, Albrecht especially if they play falsely. This is the Devil’s
reaches for his Bible, and opening it, starts reading favourite amusement, and those who would borrow
(Jonah 3:7): “And he caused it to be proclaimed and his luck, can learn the method below from the worst
published through Nineveh by the decree of the king kind of mercenaries, thieves, and whores.
and his nobles, saying, Let neither man nor beast, And this is as follows. The player needs a deck
herd nor flock, taste any thing: let them not feed, of Hungarian cards (the so-called Wilhelm Tell deck,
nor drink water: But let man and beast be covered although a Mariás or Doppeldeutsch deck can be
with sackcloth, and cry mightily unto God: yea, let substituted). When they desire the Devil’s assistance,
them turn every one from his evil way, and from they should draw one, two or three cards, depending
the violence that is in their hands. Who can tell if on how much luck they desire, and, without looking
God will turn and repent, and turn away from his at the faces, put them in their clothes right above the
fierce anger, that we perish not?” Wonder of won- heart. This is not unlike “dealing” the cards to the
ders, the filthy men, hardened in body and heart by Devil (played by the gamemaster – whom the Author
murder and robbery, throw away their weapons as wishes to neither disparage, nor unduly praise with
they run crying from the gully, letting Albrecht this comparison), who will keep the cards in his hand
continue on his way. until their counting later.

58
The kind of aid the cards bring is determined by Two more things deserve special mention. First,
the gamemaster, according to these guidelines: the Devil’s hand may contain cards which are in
 1 card: Lesser luck, which gives a small bo- accord with the situation where the character has
nus or changes a small circumstance in the requested help. These cards are immediately re-
character’s favour. The effects are slightly turned to the deck at no cost or penalty. For in-
suspect, but look natural. (“How did this stance, Hermann Geßler is relevant with Superiors,
happen?”) and the Ace of Greens is relevant in a Forest – a
 2 cards: Greater luck or lesser direct help, character who has requested the Devil’s help when
which gives significant assistance to a char- dealing with the abbot of a monastery deep in the
acter through a situation, or paves the way woods could discard both cards.
to success. Signs of supernatural interfer- Second, the daring and skilful can try to cheat at
ence are visible to the observer. (“What this game by rolling a Hard Gamble check. If they
manner of thing was that?”) succeed, they can peek at the face of one of the cards
 3 cards: Major direct intervention on the card in their pocket and quickly exchange a card of
character’s behalf, which can help someone their choice for another one. The consequences of
accomplish much or provide some extraor- being caught are left to the reader’s imagination –
dinary benefit, but with much sound & fury although it must be said that, while the Devil can be a
through witchery and the manifestation of harsh master, he has a certain fondness for the scoun-
supernatural forces. (“Alarms! It is the Dev- drels who can best him at his own game.
il himself and his seven companions! Run
for your lives!”)
Any character can use this method anytime, anywhere
to save him- or herself, request supernatural assistance,
or influence the game’s events, as long as they have a
deck of cards on their person. The character can turn The Devil’s Bible
to the cards as many times as they wish, but the Devil
never fails to collect his due. 11 points 3 Virtue / Th
At the end of the adventure, the character and
Ace
the Devil must sit down again to settle their debts – Number at point value 2 Virtue / Th
typically at the crossroads, next to the gallows, or on 4 points
a lone hilltop. He must simply be called aloud, for he
King
is always loitering near the sinful. Accounting for the Over 3 points 1 Virtue / Th
cards roughly follows the rules of the popular Hun- 2 points
garian card game “Twenty-One”, which was surely
Under
devised by the devil, as many good men and women Suits
have lost all but the shirt on their backs by playing it.
This time, the Devil holds the cards the character
“Red” (Hearts) “Green” (Leaves)
has dealt him, and he counts them according to the “Gourd” (Bells) “Acorn”
table across the page. As long as the total value of the
cards is below 21, the character can offer to bid for
Special cards
them one by one, in order. The character can pay Ace Tavasz (Spring) in Settlement
with gold or the sins they have committed during the Geßler Hermann at Superiors
adventure. They must guess the card’s Virtue/Th
Over
value with their offer without seeing its face, and if Under Kuoni pásztor at the Poor
they manage to match or exceed it, they gain the card Nyár (Summer) on a Field
back. If the guess is insufficient, the Devil gratefully
Ace
takes the offer but keeps the card. Thus do many Over Stüszi vadász on a Journey
gamblers pay interests on the wages of sin. It must be Reding Itell by the Law
known that the rich man pays his gold in five- or ten-
Under
gold stakes; and the wretch in silver – the Devil turns Ace Ősz (Fall) in a Forest
a profit even on his smaller ventures. Rudenz Ulrich in a Ruse
Those whose cards come up to a value of exactly
Over
21, will regain them without having to pay, or suffer- Under Fürst Walter in Bargains
ing ill consequences – this time, it is all on the house! Tél (Winter) in the Mountains
We might call them lucky, but we should call them
Ace
reckless – for those who have more than 21 points Over Tell Vilmos in great Peril
must perform a great service for the Devil or sell their
souls by signing a contract – or they will be dragged
Under Harras Rudolf in Combat
straight down to Hell! if the character is
King --
5th or 6th level

59
successful Hard Gamble check, he sees it is a King (4
points). Instead, he switches a card he hasn’t seen yet
– but in his bad luck, he chooses the Upper of
Greens (3 points), and changes it for the Ace of
Gourds (11 points). When the giant cat finally lets
him dismount at the crossroads, he sees the Devil’s
grinning, sooty visage – and it is apparent that he is
most satisfied with the way things have turned out.
There is an even worse kind of card game, called
the “Tarot”, which was painted in olden times by
Satan himself for his own amusement. Let only those
who fear not play with this one! For those who find
one of the rare copies may only draw one card from
it in the span of an adventure, but it can bring great
luck or pitiful misfortune in equal measure. This will
be described in the Gamemaster’s Almanac, as it is no
suitable reading here.
Measures: It is useful to say a few words about this.
Every land has its own measures, which fit them and
them only; and although there are always misunder-
standings, it is best for the guest to respect the host
by getting to know their customs. The libertine
freethinkers believe that all of these could be unified
An example of playing the Devil’s Bible: Wal- in the so-called “metric system”, which we do not
demar Steuffen, the tried cheat and vagabond goes endorse, but still publish their comparison side by
thieving. When he sees that the house he has cased is side with those of fair Helvéczia to demonstrate the
guarded, he draws a card (Eight of Greens), and luck latter’s grace and superiority. In any event, most
is with him: the sentry leaves for a few minutes to places are wont to use clearly understandable natural
relieve himself. Alas, Waldemar is not very careful measures, e.g. “it was as large as that cart over
after getting inside, and he is quick to alert the there”, or “I could have set these tables together in
household, his way out blocked by three armed men the hall, and still have place for dancing”.
looking for the thief. He seeks the Devil’s help by
drawing no less than three cards (Over of Greens, 0.5 kg = 1 pound
Eight of Reds and King of Acorns). Suddenly, a 8 medium objects = 1 load (#)
black cat the size of a calf jumps below the window, 0.3 m = 1’ (1 foot )
and hopping on its back, he is carried across the 3m = 10’
rooftops to the safety of the dark woods. Waldemar, 5 km = 1 Stunde (Std)
getting second thoughts about this eerie journey, 7.5 km = 1 small mile
takes a quick look at one of his cards. Rolling a

ÇÈÇÈÇÈÇÈÇÈÇ â â â ÇÈÇÈÇÈÇÈÇÈÇ
The daily travel
Terrain on Foot by Horse by Boat
Light (plains, coast, lake) 6 Std 10 Std 10 Std
Medium (woods, hills, river down) 4 Std 8 Std 6 Std
Hard (mountains, swamp, river up) 2 Std 2 Std 4 Std
Treacherous (heavy mountains, glacier) 1 Std 1 Std ––
1) Road, descending route = 1 row up; storm or other calamities= 1 row down
2) Cart speed is foot equivalent on the road, ½ elsewhere
3) Coach speed is horse equivalent on the road, ½ elsewhere
ÇÈÇÈÇÈÇÈÇÈÇ â â â ÇÈÇÈÇÈÇÈÇÈÇ

60
Travel distances: those who are strangers to the Since travel passes can be issued by every rag-
mountains of Helvéczia should familiarise themselves tag principality, border regiment and bishopric, and
with travel distances between their starting point and because most soldiers aren’t fervent men of letters, it
destination, especially if they should make a detour or is often enough to wave the sealed pass, and the road
end up in the high ranges. Although the weather is is open after paying customs. More attentive inspec-
often harsh, and finding a safe shelter is not always an tion takes place if the border guards are seeking
easy undertaking, the table on the facing page should robbers, deserters or fugitives; if the travellers are
allow one to calculate their expected progress and the disorderly and look suspicious; or if the local consta-
possible obstacles. Better road maps which are wont to ble is in a bad mood – some hold it that it is better if
fall into the hands of travellers are marked with a suspicious drifters all spend their night in the lockup.
hexagonal grid (customarily to a scale of 2 Helvéczian There are territories where these kinds of doc-
Stunde, or 10 km), which makes it very easy to read uments aren’t asked for: free cities (and especially
distances along any of the main directions. The hexa- the greatest of them), the lawless wilderness, and
gons also bear numbers, which help further in naviga- lands where liberty is held in higher esteem than law
tion, as a successful Astrology check can determine and order. These territories include Caledonia, Ru-
the company’s whereabouts by hexagon number. ritania, and Transylvania, and by its tried traditions,
Helvéczia from its cities to its most hidden valleys.
Travel passes: these sealed, fancy documents allow
free passage through borders and all manner of inspec- Stagecoaches and the Post: even if there are some
tions. They contain a name, the written description who believe them to be a folly, “mischievous to trade
of their owner’s likeness, their trade and place of birth, and destructive to the public health”, or lamenting
and often their intended destination. They are by how “those who travel in them contract an idle habit
custom filled out in one’s homeland, but for a sum of of body, become weary and listless if they ride a few
1-3 Th, most town notaries or military scribes will fill miles, and are unable or unwilling to travel on horse-
out a temporary form, unless they have reason to back or lodge in the field”, stagecoaches now operate
refuse the request. along most major roads in Helvéczia, and less regular-
ly beyond them.

61
The justly celebrated four-wheeled Berlin coach,
drawn by two or sometimes up to six horses, can
carry four to six passengers, their baggage, and the
mail. In addition to the driver, there is place in the
back for two hangers-on or soldiers, and on the top
for a lookout, usually with a horn and a blunderbuss.
Roadside inns and post stations are regularly
found in villages and along the road, although many
enjoy a poor reputation due to the presence of dis-
reputable wayfarers and robbers. Post stations are
maintained for the benefit of the mail, but usually
offer simple, cheap accommodations.

Through branch and bush: players have to roll on


this table if their character gets hopelessly separated
from the company, if they try to return to safety
while lost in the wilderness, or when they are fleeing
in panic from insurmountable odds. It is an option of
last resort for everyone, in almost any circumstance
they find overwhelming. If it is rolled collectively,
Languages: there is much ado about the best way to
instead of the results of 1-3., the company is lost in
learn languages, but travellers know it well that it is
the endless forests, and their adventures continue
practice that makes perfect. A character who travels
from a strange, unknown new locale.
to a new land will soon find him- or herself picking
up useful phrases (and swear-words) left and right,
and in a few months, will speak sufficiently, although
with a little difficulty. The company should not
worry about such things.
Through branch and bush: Hospices: in towns, and near the institutions of the
Mother Church, one may always find good Samari-
the mournful catalogue of results tans who will nurse the half-dead and sick back to
health, until they recuperate from their woes. It
1d12 Result would not do to expect more from them, but some-
The bellies of birds and beasts became his earth- one who comes in after being robbed may always
1–2. ly coffin count on a bowl of warm soup and a goblet of drink
He was lost without trace here – and they will always issue the beggar’s staff
3. on the paths of the wilderness when such guests leave on their way.
He was found insane
4. Guilds: characters who are members of a craft guild
by those who happened upon him
can count on food, board and assistance during their
He fell into the hands of robbers or worse, voyages, although custom expects them to work in
5. and who knows how he might be freed exchange. While apprentices are usually seen as no-
He was found alive, but robbed good wastrels, journeymen with experience and
6–7. below the glaciers recommendations command some respect, and they
After much wandering, can sometimes settle down through marriage or as a
8. wounded he came to his destination special favour. Masters who have completed a mas-
He returned from his travels terwork and paid guild dues (including throwing a
9. with a strange locale on his mind large banquet for the membership) are influential
He returned unharmed and hale players in a town, with the right to participate in
10–12. to where his journey began guild decisions and to take apprentices. Crafts and
Modifiers: +1/3 level; +1 road; +2 main professions often have their secret signs to know one
another, and hold important secrets handed down
road; +1 high or low Virtue several generations. Guilds are invariably involved in
clandestine warfare against business rivals, jealous
authorities, but first and foremost unlicensed med-
dlers. The adventurous outsider willing to get his
hands dirty can achieve much here.

62
63
VII. Spells
Catalogue of Cleric spells
Level 1 Level 2 Level 3
1. The Bell of Goodwill 1. Anathema 1. The Armour of Virtue
2. Bitter Nourishment 2. Aversion 2. Deus Vult!
3. Bless 3. Cornucopia 3. The Endowment of the
4. The Bountiful Herbalist 4. The Eager Herald Word
5. Commandment 5. Faith’s Mallet 4. The Ephemeral Foundation
6. Comprehensive Sermon 6. The Faithful Flower 5. The Extranatural Spectacle
7. Detect Evil 7. Guardian Sword 6. The Great Silence
8. Detect Undead 8. The Hands of Saint Lau- 7. Heavenly Choir
9. Discarded Burden rence and Saint Florian 8. The Horns of Jericho
10. Judicious Lesson 9. The Immaculate Gown 9. The Man-Sheep
11. The Manifestation of Sin 10. The Lantern of the Lost 10. The Mark of Cain
12. The Peregrine of the Cellar 11. The Miraculous Chalice 11. The Miasmatic Mire
13. Prot. from Wild Animals 12. The Miraculous Medicine 12. Pacem in Terris
and Other Unpleasantness 13. The Mute 13. Plague of Snakes
14. Regretted Words 14. Prohibited Passage 14. The Protective Friend
15. The Righteousness of the 15. Protection From Arrows 15. Quid Pro Quo
Innocent and the Like 16. The Relinquishing Hand
16. The Soothing Balm 16. Protective Circle 17. Stay!
17. There is No Greater Ass 17. The Stone Loaf 18. The True Apothecary
18. Transference 18. Stumble 19. The Weary Dust
19. The True Visage 19. Wine to Water 20. The Witnessing of the Oak
20. The Turnaround Spell 20. Withdraw Poison

ÇÈÇÈÇÈÇÈÇÈÇ â â â ÇÈÇÈÇÈÇÈÇÈÇ
Catalogue of Student spells
Level 1 Level 2 Level 3
1. The Barrel of Dr. Faustus 1. The Alluring Likeness 1. Alessandra Agnelli’s Li-
2. The Blessings of Venus 2. The Beautiful Murderer quescent Lung*
3. Cagliostro’s Purse 3. Burning Hands 2. Animate the Dead*
4. Cliffjumper* 4. Circumscribation 3. Armoured Sentinel*
5. The Cloak of Virtue 5. The Devil’s Astrology 4. The Black Veil of Mon-
6. Devil in the Details 6. Horrendous Surprise* tévol the Elder*
7. Dr. Mabuse’s Mesmeric 7. The Invisible Dog Pack 5. Borbala No-Name’s Requi-
Mirage 8. The Lily of Rodrigo del escent Afternoon*
8. Emilio Sciarelli’s Spectacle Córdoba* 6. The Cabinet of Dr. Ca-
9. The Ensorcelled Javelin 9. Magnetic Gaze* ligari*
10. The Faithful Servant 10. The Might of Hercules 7. The Calling of the Sky
11. The Indecent Gossip 11. Polymorphism* 8. Dance and Merriment*
12. The Infernal Trumpet 12. Protective Circle* 9. The Demoniacal Hourglass*
13. Malefic Gallop* 13. Restless Livestock 10. The Dreadful Shield of Dr.
14. The Mirror of Narcissus 14. The Salamander of Ottokar Faustus*
15. Pietro Scaraffa’s Timeworn Hus* 11. Fireball*
Hideaway* 15. The Searing Seeds of Dr. 12. The Headsman’s Jilt*
16. Skeleton Key Faustus 13. Heroism
17. Splendid Ludmilla’s Spina- 16. Sleep 14. Invisibility*
round Spell 17. Speak With the Dead 15. Monsieur Navarre’s Trans-
18. Tadeusz’ Regrettable Feast 18. Splendid Ludmilla’s Fetch- formed Visage*
19. Warts and Boils* ing Spell 16. The Pentacle Curse*
20. Will-o’-the-Wisp 19. The Visitation of Ambrosi- 17. Pietro Scaraffa’s Nitrous
us Genschfleisch Webs
* These spells require notable 20. Wolstand’s Kinetic Fireball 18. The Seven League Cloud*
preparatory work beyond find- 19. The Weight of the Words
20. Wheel of Fire*
ing the necessary materials.

64
Spells
Alessandra Agnelli’s Liquescent Lung (*) twice his levels. It can be used multiple times in suc-
Level: Student 3 cession, but if the unburied dead gather in large num-
Range: touch bers in one place, a most evil resolve can arise among
Duration: until it is healed their ranks.
Area: one target Component: a nice flute must be carved from a
Saving throw: Bravery human bone, and decorated with macabre carvings.
An unusually diabolical spell, for a single touch will
turn the victim’s lungs withered and aqueous, unless
he or she saves successfully. The pitiful wreck can
only cough and shuffle, since every exertion –
fighting, running, riding a galloping horse, and so
forth – requires a saving throw to avoid taking 1d3
damage, or 1d6 for greater physical efforts.
Component: it needs the lung of a corpse who had
died of consumption; and a tincture, in which the
student shall preserve it.

The Alluring Likeness


Level: Student 2
Range: long
Duration: one hour per two levels
Area: nearby
Saving throw: Temptation
It only affects a target with high Virtue, whose
image it duplicates into a faerie likeness. The con-
jurer can control this mirage, give it commands or
speak with its mouth, although its appearance is
slightly aethereal, and its speech unintelligible.
Someone who comes close can become suspicious,
receiving a saving throw.
Component: a most splendid mirror with a golden The Armour of Virtue
rim is needed. Level: Cleric 3
Range: touch
Anathema Duration: a quarter of an hour
Level: Cleric 2 Area: oneself, or another
Range: short Saving throw: –
Duration: a quarter of an hour or more Those who are strong of heart and noble of spirit
Area: one group are dressed in armour surrounded by a halo of pure
Saving throw: Temptation light: this grants an AC bonus equal to their Virtue
Those who hear the word of excommunication will above 14, and for a 21, one more point. It also in-
be barred from both the Cleric and a holy site: they creases all saving throws by +1 at 14 Virtue, +2 at 17
may neither approach nor attack them unless they Virtue, and +3 at 21 Virtue. If the target is already
themselves are endangered by either. It is only use- wearing armour, the stronger value prevails, but they
ful against those with average or low Virtue, but the still receive the saving throw bonus.
latter save at -2.
Armoured Sentinel (*)
Animate the Dead (*) Level: Student 3
Level: Student 3 Range: touch
Range: short Duration: until the sentinel is defeated
Duration: instantaneous Area: a place to keep safe
Area: one group Saving throw: –
Saving throw: – There could be no better guardian than this animat-
Only those who lie in unhallowed ground, and have ed suit of armour. It is tireless, obedient, and a very
not received extreme unction can be brought back worthy fighter, although it is not very quick, and its
from the dead. They will dig themselves out from intellect is very modest. It may not stray far from
below their mounds, and serve their caller as Skeletons its post. It fights as a level 6 Soldier, and its AC is
(level 1) or Walking Corpses (level 2+1), numbering equivalent to the suit.

65
Component: any old or new suit of heavy armour The Bell of Goodwill
will suffice, but there is also a need for a lead pen, Level: Cleric 1
which must be prepared in copper sulphate, and with Range: –
it, the sign of a heart must be inscribed on the ar- Duration: one day
mour. This pen, which embodies the spell’s cost, Area: one person
may be used only once. Saving throw: Temptation
This bell is only visible to the subject, next to whose
Aversion head it floats, and it is the subject alone who hears its
Level: Cleric 2 jingle when they would commit a sin. Hopefully, the
Range: medium warning will make them stay back from their deed –
Duration: instantaneous especially if they did not try to avoid the spell in the
Area: a spell and its caster first place.
Saving throw: Deftness
There is no spell more simple. If magic is sent the Bitter Nourishment
caster’s way, one word can turn it back and let them Level: Cleric 1
have it. They can roll a Deftness save, but whether Range: touch
they make it or not it is the originally intended tar- Duration: one day per level
gets who are truly saved. Area: a table’s worth of food
Saving throw: –
The Barrel of Dr. Faustus It renders food so bitter that even swallowing it
Level: Student 1 should count as penance. Therefore, many take it
Range: short for a punishment of Gluttony, although it has a
Duration: a quarter of an hour noteworthy use: it gives +2 to saving throws against
Area: one or multiple objects poison until the spell’s time is over.
Saving throw: Deftness
A movement of the hand can command lifeless items The Black Veil of Montévol the Elder (*)
to rise and act according to the Student’s will. At first Level: Student 3
level, this power is sufficient for a chair; at third, a Range: –
table or multiple chairs; and at fifth, a great barrel, Duration: one toll of the bell, but in a well-lit place,
multiple tables, or all the chairs of a tavern (and ac- it crumbles away very fast
cording to their Analogy). Although their movement Area: used on oneself
is inaccurate and not very fast, a quick movement of Saving throw: –
the hand, which dispels the magic or reduces its power With this veil, one can creep like a shadow, at the
by one degree, will make the objects ram their targets, ability of an equivalent-level Vagabond with Dexter-
against which a saving throw is applicable, and whose ity: 18. Few will notice the character, who can in
damage is variable (although rarely lethal). turn strangle his or her enemies (with a combat
Component: a brass pendulum. check, after a short struggle: if the opponent wins,
the veil is torn away and the advantage is gone).
The Beautiful Murderer (*) Component: the funeral shroud of a widow who has
Level: Student 2 died of grief, crushed along with the dust of spiders,
Range: short and warded from light in a lead box.
Duration: until cut down
Area: a rosebush Bless
Saving throw: – Level: Cleric 1
Enchanting looks often conceal treacherous intent, Range: short
and it is rightly so with this spell. A rosebush is Duration: enormously varied
enchanted with the blood of its victim, awakening its Area: one group
bloodthirst and malevolence. From then on, it is a Saving throw: –
level 3+2 monster (Killer Vine), waiting for someone There are many things which receive a customary
to pick one of its flowers, or get close enough to its blessing, e.g. holy matrimony, new stables, a wagon,
thorns to engulf and exsanguinate the victim. a market, and others too numerous to list. It would
Component: there is no other way: someone must not do to list every possible effect of this spell, but
be undone in the rosebush. it shall be noted that one of its most common appli-
cations is to extend luck to the departing congrega-
tion – who will receive +1 to all checks in the next
predicament they encounter. Another use is invoked
in battle, where it also grants +2 to damage, but only
until the affair’s conclusion.

66
67
The Blessings of Venus
Level: Student 1
Range: –
Duration: one night
Area: oneself, or another
Saving throw: special
It grants the target mighty amorous powers and copi-
ous appetite, so that they may frolic and make merry
all night according to their pleasures. It must be used
with some care, as someone who overindulges in such
substitutes must eventually roll a Bravery save, or
they will start to bear the features of satyrs.
Component: some refreshing tonic.
The Bountiful Herbalist
Level: Cleric 1
Range: very long
Duration: it lasts for one hour per level
Area: before oneself, and around
Saving throw: –
If the Cleric needs some kind of herb, they must
name what they want, and this spell will lead them to
its place if it is found in range – although there is no
guarantee the way will be either safe or easy. Only
those who know what they seek can use the spell.

Burning Hands
Level: Student 2
Range: short
Duration: –
Area: those who stand in the way
Saving throw: Deftness 1/2
The fiery blast radiating from the hands inflicts 3d4
Hp damage, and one more per level; also setting
flammable things ablaze.
Component: a fulminating tincture must be mixed
from sulphur and saltpetre.

The Cabinet of Dr. Caligari (*)


Level: Student 3
Range: –
Duration: it has a most lasting effect
Area: –
Saving throw: –
Borbala No-Name’s Requiescent Afternoon (*) It is an unholy spell indeed, for it brings a dead body
Level: Student 3 under a fallible will. This servant, which regularly
Range: – slumbers within a chest, will arise on command, and,
Duration: three hours or so following the caster’s iniquitous instructions, slips out
Area: oneself at night to kill and plunder. The murderous corpse is
Saving throw: – level 3+3, and most tough (see Corpse, Walking).
Borbala Stranz, blessed by ample graces and loveliness, Component: a drowned cadaver that must be kept in
who had taken her name after renouncing her family a coffin, until it ferments during its decomposition.
and betrothed, devised this spell so that she might be
free from suitors, cavaliers, thieves and other harassers. Cagliostro’s Purse
It surrounds the caster with an invisible force like a Level: Student 1
shell, which can be neither passed nor bothered. Only Range: –
arrow or bullet will pierce it, but even so, it grants +2 Duration: until cockscrow
AC. It also works in the reverse direction. Area: –
Component: a small mountain crystal globe, with a Saving throw: –
tiny red heart in the centre.

68
It creates false gold coins, 1d6 in number, which look One can jump a chasm as if they were practicing it
genuine until disappearing with the next cockscrow. their whole life, and they will land safely on the
One can reach into the purse a second time, but there other side. It is also useful to jump downwards, and
is a 1:6 probability all coins disappear at once; on the it can be used with just a word while falling.
third try, this chance is 1:3; and afterwards, 1:2. Those Component: the character’s boots must be shoed in
who keep the gold for long often believe they have reverse, with gallows irons used to hang a man.
lost it or been pickpocketed – but the earlier they
lose it, the easier they become suspicious.
Component: a silk purse stuffed with fool’s gold. It
also works with goat’s crap, but it shall remain behind
in the mark’s pocket or cashbox.

The Calling of the Sky


Level: Student 3
Range: as far as a bird can fly
Duration: one command
Area: around oneself
Saving throw: Deftness 1/2
The forces of nature may be commanded with this
spell, as it calls in place the birds of the mountains
and fields; and they will come in a great cloud of a
thousand, fast like the whirlwind. And these birds
will answer a question about what they saw, and one
more for every third level; they can also bring here
or carry away that which a thousand birds could
carry (those who resist can roll a Hard Deftness
save); or they can attack a group, who will suffer
6d6 Hp damage from the swarm, Deftness halving
damage. It may be that they can also be asked other
things, but if the request is foolish or against nature,
the caster will be torn into shreds. It can only be The Cloak of Virtue
used on a tall mountaintop, ridge or similar place. Level: Student 1
Component: a large, clear crystal ball, symbolising Range: –
the sky and drawing the birds in place. It costs at Duration: it lasts one day or one night
least 15 Th, and it will split after a single use. Area: oneself, or another
Saving throw: Temptation
Circumscribation It lends the mirage of high Virtue to someone who
Level: Student 2 would find it hard to achieve it with tiresome work.
Range: very short As they turn this way or that, people will believe
Duration: until cockscrow them very virtuous, which is useful for many things.
Area: a chamber-sized circle However, the bedazzlement only affects those who
Saving throw: – are themselves in a state of medium or low Virtue.
This is used as it follows. A circle must be drawn Component: a rosary, incense, and holy water, as
with the point of a yatagan, and until cockscrow, customary.
anyone who steps through the line will be cut into
pieces by blades – i.e. they will receive one strike Commandment
for every caster level, at the Student’s fighting com- Level: Cleric 1
petency. The circle is visible as a ring of shiny steel, Range: medium
and it can be heard as the scraping sound of metal. Duration: up to five minutes
Component: it needs a yatagan, but only one from Area: one target, and another per three levels; or a
the Turks will do (2.5 Th). group of weaker targets
Saving throw: Temptation
Cliffjumper (*) Faith’s might and authority is shown in the short
Level: Student 1 commandment, which those who fail their saving
Range: long throws will fulfil without hesitation. Thus, a sentry
Duration: instantaneous could open a door, a miser could open his purse, a
Area: oneself, or another group of brigands could grant passage, or a headsman
Saving throw: – could lay down his raised axe. If the command is
against the nature and orders of the subjects, they may
change their intentions after a short time has passed.

69
Comprehensive Sermon then, they can ponder life’s finite nature and other
Level: Cleric 1 interesting matters. But it is better to have them
Range: medium bound securely, for if they can turn the glass or es-
Duration: no more than three hours cape the room before the sand runs out, the whole
Area: those who hear the sermon thing will be for nothing. And if they would even
Saving throw: Temptation smash the glass, the caster will suffer 3d3 Hp damage.
It is not right if the flock does not listen to the Word. Component: not just any kind of hourglass will do,
But should it start with this spell, they will become but one where Death looks upon the watcher from
very attentive, and will not leave until it is all finished every carved surface.
– in fact, even more people will come to hear the
preacher. Those who would leave must roll a saving
Dance and Merriment (*)
throw; and as long as the sermon is ongoing, neither Level: Student 3
the preacher nor their companions will be harmed. Range: medium
There are not many who would thus collect the birds Duration: 2 rounds per level
and wild beasts around them to preach the Good Area: multiple possibilities
Book, but the Franciscan brothers have done all that Saving throw: Bravery, Deftness or Temptation
and more miraculous things. Dancing is only merry when it is on one’s volition,
as the example of this spell shows so well. It forces
its subjects to dance, and it can be cast three differ-
ent ways. First, on an entire crowd (Bravery), who
will dance vigorously, receiving -2 to all other ac-
tions. Second, on a smaller group, who will dance so
quickly that they must roll a Deftness save each
round or lose their actions. The third is the most
evil of them all, for it makes one subject dance so
wildly that if they fail their Temptation, they lose
1d3+1 Hp per round, and will not cease from the
merriment even if incapacitated or dead. Of course,
those who would like (although it would be hard to
imagine in the third case) can continue dancing after
the spell is over and done with.
Component: a fiddle, and a bow with golden strings
which are prone to snap.

Detect Evil
Level: Cleric 1
Range: short
Duration: it lasts one hour per level
Area: before oneself, and around
Saving throw: –
It shows nearby evil wills and objects, but only if
Cornucopia they are genuinely rotten, Virtue 3 or below. Simi-
Level: Cleric 2 larly, it can sense the might of this evil, which can be
Range: – meagre, sizeable, considerable, and finally very great.
Duration: lunch- or dinnertime Whether this refers to several smaller influences or a
Area: – single very significant one, the formula does not tell.
Saving throw: –
The most varied delicacies and drinks are laid before Detect Undead
a company of up to three persons per level, who can Level: Cleric 1
feast on this abundance to their heart’s content. Range: medium
Duration: it lasts one hour per level
The Demoniacal Hourglass (*) Area: before oneself, and around
Level: Student 3 Saving throw: –
Range: short It shows if there are undead lurking in the area, in-
Duration: lasts exactly six hours cluding their approximate total might; which can be
Area: it can be used in a locked room meagre, sizeable, considerable, and finally very great.
Saving throw: Hard Bravery Whether this refers to several lesser undead or a single
Six hours are granted to those in front of whom this very significant one, the formula does not tell.
hourglass is turned: when their time is up, they must
roll their saving throw or be claimed by Death. Until

70
Deus Vult! would follow his advice: harm and treachery lies
Level: Cleric 3 therein for the unwary.
Range: – Component: an astrological map (5 Th), but as the
Duration: 2 rounds and one more per level spell is used again and again, so do the constellations
Area: around a company become more and more disordered, and the chance of
Saving throw: – a mistake higher and higher. It can be used two times
It was the prayer of the crusaders, but it remains as much as a regular component, but once consumed,
useful in the time of new heresies. Every true the whole thing ignites and burns into ashes.
Christian around the Cleric receives +1 to their
attacks, damage, and AC; +2 if they have high
Discarded Burden
Virtue, and +3 if it is 21. All unbelievers in the Level: Cleric 1
area, whether heretic, Mohammedan, Jew or pagan, Range: touch
must roll a Temptation saving throw or they are Duration: until removed
only able to defend themselves; and if they roll Area: one place
very badly, throw themselves on the ground and Saving throw: –
discard their weapons, or run in panic. This is With this spell, the Cleric removes the holy cross
indeed so for all who are not Christians, even if from around their neck. Be it simple wood or gem-
they were the Cleric’s trusted friends; and likewise, studded gold, it will suddenly become heavy like lead,
it has an effect on all Students, unless they have and only seven strong men can move or lift its weight
confessed their sins and achieved a state of high – but if an innocent with a Virtue of 21 would try,
Virtue. they will find it as light as a feather. The cross, if he
or she is not the previous sort, even the Cleric may
Devil in the Details not again take up; a new one must be acquired, but
Level: Student 1 until that time, they suffer a -2 against Temptation.
Range: short
Duration: ten minutes
The Dreadful Shield of Dr. Faustus (*)
Area: a few rooms or so Level: Student 3
Saving throw: – Range: –
It conjures a very tiny Devilkin the size of a thumb. Duration: it lasts seven hours and then some
This pitchfork-wielding little fellow runs like a Area: it is cast on oneself
mouse, and can fit through the tiniest cracks. He can Saving throw: –
spy on conversations, steal small objects, or try to It is a very strong protection, but one must have a
unlock a door or chest from the inside. He is level 1, heart of stone to turn to its help. It provides +4 AC,
AC 14, causes 1 Hp damage, and has all of 1 Hp, so and while a hit above the increased rating causes regu-
he can be swatted like a fat horsefly. lar damage, a hit falling on the shield will strike some-
Component: the Devilkin likes sulphur best, which one nearby, or within a quarter mile area at random.
he gulps down like others do honeybread, but he will It takes seven strikes, and dissipates thereafter. It is a
also accept a round gold coin. most terrible thing if it brings down the innocent, and
who knows what consequences this will bring.
Component: the skulls of seven knaves are required,
all undone by the headsman. Then, they must be
placed at the points of a seven-pointed star made of
Cordoban wax, wherein the magister must stand and
carve himself a seal.

The Eager Herald


Level: Cleric 2
Range: long
Duration: within the very same minute
The Devil’s Astrology Area: around oneself, to the limits of a village
Level: Student 2 Saving throw: Bravery
Range: – Evil often does its work at night, and its work often
Duration: until the sign is read lasts till cockscrow. But if this cock were to speak
Area: – early, the plans might be unfinished – and so, this
Saving throw: – spell immediately calls the dawn’s messenger, and
It gives guidance in a difficult situation or conun- with it sunrise. It is a real miracle, but should only
drum. The Devil will help read the stars (+6 Astrolo- be used by those who are sure of its usefulness: for
gy), and provide a deeper understanding of the im- every hour miraculously received, the Cleric must
portant conjunctions. But let the one beware who later sleep an entire week; and if the spell was used
for an evil purpose, so many years.

71
can recall it again and again every day, making him or
her the carrier of the Word. If they so desire, they
can dissolve the binding at the morning or evening
prayer, but if they should suffer accidental death,
there is a 1:6 probability the spell will be lost. Needless
to say, this favour is like a precious treasure, and even
heavier responsibility comes with it.

The Ensorcelled Javelin


Level: Student 1
Range: medium
Duration: –
Area: one target
Saving throw: –
It hurls a narrow lead javelin at a foe, who takes 2d6
Emilio Sciarelli’s Spectacle Hp and 1 more for every level. It must be aimed to
Level: Student 1 hit, but strikes through armour and shield.
Range: – Component: a sharpened lead shaft must be dipped
Duration: it lasts one day or one night into copper sulphate, and kept in a tin sheath.
Area: oneself, or another
Saving throw: – The Ephemeral Foundation
It clothes a person in very fine and expensive attire, Level: Cleric 3
who may walk around in them according to their Range: medium
wishes. The evening toll or cockscrow ends it. Duration: a quarter of an hour
Component: a tanned dogskin. Area: before oneself, and around
Saving throw: Hard Deftness
The Endowment of the Word Those without the firm moral compass of high
Level: Cleric 3 Virtue must make a Deftness save or be knocked
Range: touch about like so many chess pieces, suffering 3d6 Hp
Duration: no more than one month damage and losing 1d3 rounds worth of actions. If
Area: one target they would get up, they must roll another save, or
Saving throw: – remain fallen. Characters in a state of a high Vir-
This formula lies under a cardinal’s seal anywhere it is tue receive +3 to their AC. It distinguishes not
found, to be opened only at the hour of great need between friend or foe: but only betwixt the right-
and danger. This way, one of the spells of a holy eous and the unworthy.
edifice can be planted within someone’s mind, in a
way that it is lost in its place of origin, but the subject

72
reason. It will not attack a Christian, but there is a
1:2 probability it will attack a Calvinist. It is said, the
same has been experienced vice versa when encoun-
tering the deviltry of Calvinist preachers, who have
no doubt reproduced the effects of this most holy
instrument with the Devil’s inspiration and tools.

The Faithful Flower


Level: Cleric 2
Range: –
Duration: seven days
Area: one target
Saving throw: –
This modest but nice flower is usually given to
those who embark on a journey, as it will glow like a
candle at night, and in the morning, its bearer will
always heal 2 extra Hp from resting, and another if
they are in a state of high Virtue. In a great need, it
can be transferred to another, but never taken back.
Should it come into sinful hands, someone with low
Virtue: it immediately turns dark and wilts.

The Faithful Servant


Level: Student 1
Range: short
The Extranatural Spectacle
Duration: serves for an hour
Level: Cleric 3
Area: around oneself
Range: medium
Saving throw: –
Duration: ten minutes
This liveried and wig-wearing fellow is very oblig-
Area: before oneself, and around
ing, although it is only the transparent outlines and
Saving throw: Bravery
some kind of pale glittering that make him visible.
The likeness of beautiful and terrible things, perhaps
He follows his master or mistress faithfully, and
out of the Revelations or other similar writings, is
while he cannot leave too far, nor can he speak, he
manifested on the sky: and most will consider this a
will help as well as he can. He can even be given a
momentous occasion, while others, less sure of faith in
light sword, although he must be a commoner, as he
their state of low Virtue, will experience confusion
is very unskilled, and dissipates from a single stab.
and the icy fear of Death. Those in a state of high
Component: nothing else but rice powder and glit-
Virtue, will be reassured, and the few whose life and
tering glass groundings.
faith are one (21 Virtue), stand proud. Many such
signs in the sky have been seen since Christendom has Fireball (*)
not been whole: and some fear there will be more Level: Student 3
terrible ones yet while it stays unmended. Range: long
Duration: instantaneous
Faith’s Mallet Area: 20’ radius globe, and therein
Level: Cleric 2
Saving throw: Deftness 1/2
Range: medium
A small spark flies from the index finger of the
Duration: a quarter
spellcaster, and, flying to its intended destination, it
Area: around oneself in a courtyard’s area
detonates with much sound and fury. The damage
Saving throw: –
of the blast is 5d6 Hp, which will surely obliterate
A spell meant against beasts, unbelievers and devilry,
doors, ramparts and footbridges. It can be very dan-
it calls into being a two-handed mallet, which flies
gerous in enclosed spaces, as it follows their shape
through the air by the character’s commands. It can
and dimensions, and it may engulf its caster.
attack with the same skill as the Cleric, and cause
Component: the egg of a black rooster, to be kept
very heavy wounds (1d10 plus Strength bonus). If
in warm manure, then in live embers and a sulphur-
the chosen foe is defeated, it can be sent to another,
ous bath, until it turns into a fiery black Sphere.
but it will not part from a selected target for any

73
The Hands of Saint Laurence and Saint Flo-
rian
Level: Cleric 2
Range: –
Duration: a quarter of an hour
Area: the Cleric and his companions
Saving throw: –
The Cleric is not burned by fire, nor choked by
smoke; and if they were hit by a flaming beam in a
burning building, they can cast it aside as if they had
Strength: 18. This is only valid for natural fires lit by
normal means, and not salamanders, alchemical mix-
tures, the dragons of legend or the other fires of
Hell – although even then, the damage is halved.

The Great Silence


Level: Cleric 3 The Headsman’s Jilt (*)
Range: medium Level: Student 3
Duration: until absolution, or one month Range: touch
Area: one space Duration: at least one night
Saving throw: Bravery Area: another
The silence before Creation is brought upon an open Saving throw: Bravery
or closed space, which might be as large as a small This is a good remedy for those who have had their
village. Thereafter, only the Word written inside heads taken by the executioner’s sword or axe.
the Holy Bible can sound within; and only from When they are buried, they must be exhumed and
those who can roll a successful saving throw. Let their head put back on the stump. A man will surely
them prepare well, those who would turn to this: for live one night, but at cockscrow, he must roll a
if they misuse it, they must roll a save themselves, or Bravery save or their head will fall off, and may not
be struck by the spell of The Mute. be restored again. There may be other drawbacks
which are not well known, for few dare to play such
Guardian Sword games with Death.
Level: Cleric 2 Component: lilies must be distilled into an essence,
Range: touch and before the execution, the headsman’s instrument,
Duration: until the sentry is defeated then the subject’s neck anointed.
Area: a little space, e.g. sacristy or foyer
Saving throw: – Heavenly Choir
It raises a sword glowing with holy light and floating Level: Cleric 3
in the air to protect a place. If an interloper – anyone Range: medium
with low or average Virtue, or approaching with bad Duration: special
intentions – would disturb it, the weapon attacks, and Area: those who hear the choir
fights them like a knight. The sword is level 3+1 Saving throw: special
(from fifth level, 4+2), has AC 15, and inflicting The music of the spheres is brought to the Earth
1d10+3 Hp damage. This spell is only kept by the with this word, but only as long as the Cleric con-
followers of Saint Stephen or Saint Ladislaus of Hun- tinues to sing, or recites from the Holy Writ. Those
gary, and they will only give it to those who have with high Virtue are healed 1d6+level Hp, and gain
earned it. +2 to any roll of their choice each round; while
those with low Virtue suffer the opposite effect,
and a further 1d4 Hp damage every round.

74
Heroism Saving throw: Deftness 1/2
Level: Student 3 The gown, or robes of the subject appear especially
Range: – clean and devoid of any dirt. And those who would
Duration: half an hour touch them with malice, by hand or object, will be
Area: oneself, or another burned for 2d6 Hp, plus 1 more per level. Even
Saving throw: – those who save suffer half the damage. However, it
Such miracles could only happen on the Olympus of is useless against missile weapons.
old, that someone could perform so well in all things:
for anything they try, they will accomplish it like a
The Indecent Gossip
hero (receiving an 18 in each ability score). It is only Level: Student 1
the extraordinary effect of the Tokaj which does not Range: medium
work, as it is consumed by the spell in its entirety. Duration: up to an hour, and how!
Component: a small bottle of Tokaj wine, which Area: one target
must be drunk in its entirety. Saving throw: Bravery
It is well known there are some who can speak with
The Horns of Jericho their belly as well as with their mouth. This is the
Level: Cleric 3 ability the spell grants to the subject, but as some say,
Range: long the words come not from the belly, but slightly low-
Duration: a quarter of an hour er. In any event, the Devil’s incitement it must be, for
Area: where it is heard whatever voice speaks there, it says very indecent and
Saving throw: Bravery improper things, against the subject’s will, and most
Mighty horns resound in the sky, aiding the Lord’s loudly.
servants in multiple known ways. If enemy hosts, Component: it needs goatskin bagpipes.
brigands, or Heaven forbid the Devil’s own would
approach, there is a great clamour, and those who are The Infernal Trumpet
weak in spirit run like cowards; while those who Level: Student 1
have a low Virtue, must cover their ears and cease Range: short
fighting at once. The harmonies, which have undone Duration: quarter of an hour
the walls of Jericho in their time, can even today Area: those in the way of the cloud
bring down lesser stone barriers, clean out collapsed Saving throw: Bravery
passages, or batter down gates, so that someone who Heaven forfend it should upset the reader, but this
is stuck can escape unharmed: but it is also useful to horrendous trumpeting is accomplished with the awful
make buildings totter and collapse into rubble. gasses of the buttocks, and it is accompanied by such
uncouth smells that those it affects receive -2 to all
Horrendous Surprise (*) rolls, and if they should fail their saving throw, will be
Level: Student 2 unable to act for a full round. It is best not to speak
Range: touch of this any further.
Duration: one week Component: a little ball kneaded from various Mate-
Area: a closed chest or box rials, which must be swallowed whole before use.
Saving throw: Hard Deftness
One must only touch the chest and say the words, Invisibility (*)
and when someone first opens the lid, a horrible, Level: Student 3
painted jack-in-the-box with several knives for its Range: –
hands will spring forth to stab the opener in the Duration: half an hour to an hour
heart. If the victim fails their save, they suffer 2d6 Area: oneself, or another
Hp damage for the puppet‘s knives, and +1d6 for Saving throw: –
every odd level for the surprise. Curiosity has killed There are none who do not desire this spell, and this
many a cat with this formula – but not always those is just why it is guarded so carefully by so few.
the puppet’s maker intended. Someone who dons the mantle of invisibility can
Component: a wooden puppet, which must be as- walk to and fro as if they were not there (although
sembled from springs, gears and knives (6 Th). they must take care about their tracks, noise, and
smell) and do as they please. It only ends before its
The Immaculate Gown time if the subject is wounded.
Level: Cleric 2 Component: paints must be mixed into a colour the
Range: – eye cannot see, requiring extraordinary materials.
Duration: half an hour
Area: oneself, or another

75
The Invisible Dog Pack (*) The Lily of Rodrigo del Córdoba (*)
Level: Student 2 Level: Student 2
Range: medium Range: short
Duration: half an hour, and one more per level Duration: until the fraternity is dissolved
Area: one group Area: one group
Saving throw: Bravery Saving throw: Hard Bravery
The spell’s targets are chased by a pack of black The members of a secret Hispanian society are said to
dogs: and although the hounds appear as mere swirl- have been the first to swear over an enchanted lily that
ing forms to the careful observer, those with insuffi- they will never harm the others, all repeating: “As this
cient Bravery will still run from them. The pack lily to my brother I pass, so should Death strike me
follows its quarries for half an hour, and will not let down if the circle I break.” On all their meetings, they
them return for another hour per level. Those who repeated the vow, until one Rodrigo del Córdoba
are lazy to run or clumsy (a badly failed initiative opened the chest where they stored the flower, and
countercheck) are attacked and badly torn (3d6 Hp, exchanged it for another. So did he give up the other
but only knockout damage). conspirators, and if he did not devise this clever strata-
Component: a whip must be made from the hair of gem, he would have had to roll a Hard Bravery save on
seven black dogs, and marinated in the brew of their the next meeting, or fall dead among the others.
drained blood. Component: a lily, nourished with drops pressed
from nightshade leaf.
Judicious Lesson
Level: Cleric 1 Dr. Mabuse’s Mesmeric Mirage
Range: medium Level: Student 1
Duration: until the end of the fight, or until the staff Range: –
is broken Duration: one hour
Area: the size of a courtyard Area: one target
Saving throw: – Saving throw: Will
The mischievous man must be taught a regular lesson, Mesmerism based on eye contact and the transfer of
and – as the wise Solomon was wont to say in the will is so strong that the target will move as in a daze,
Good Book – there is no better way than to be gen- and under commands, act under hypnotic suggestions,
erous with the stick. Hence, this spell animates a stick, albeit clumsily. If it is used with the better kind of
staff, or cudgel of this sort, in two different manners. glasses, a command can also be implanted in the mind,
In a fight, they may be sent against the enemy, which remains a secret to the victim, but within an
fighting at level 1+1 by default; at 2+1 from third level, hour, it can be activated by the fitting circumstances.
and at 3+1 from fifth level, with an AC of 12 and Component: it needs a pair of spectacles, and the best
damage of 1d6+1 or 1d8+1. It causes no lasting damage, are from the city of Tsi-nan-Fu (8 Th, but the saving
only dispensing a sound thrashing. With the other throw is Hard, and it can be used twice as many times).
method, it can be used to guard a storeroom, chest,
cellar or similar, and if a mischievous intruder would Magnetic Gaze (*)
disturb it, the staff, propped against wall or bench, will Level: Student 2
rise and give them Hell. It can dispense one more Range: medium
strike than it has levels, but if the fool should flee Duration: two or three hours
from the scene of the crime, it will not follow, but Area: oneself, and then those who look at the caster
settle down again. This lasts until the staff is broken. Saving throw: Temptation
When the caster of the spell walks down the street,
The Lantern of the Lost every eye turns towards them, because everyone sees
Level: Cleric 2 something interesting in their person. It cannot be
Range: – said what lurks in mens’ hearts and minds, but every-
Duration: instantaneous one will find their own reason. Thus, this spell will
Area: – lead to many useful and interesting encounters, but
Saving throw: – especially with birds of a feather. Used the other way,
It is a great relief for those who have been lost or it will do the exact opposite, i.e. deflect attention
found themselves in peril, for a heavenly sign or from themselves, and even those who see them will
stroke of inspiration will show them how they might find nothing interesting about them to linger on. It is
escape from their predicament. It only works if the not without risk to use this, as sometimes it also af-
company includes at least one person of high Virtue. fects one’s own gaze, and the caster can thus become
self-absorbed or forget about oneself. Also and fur-
thermore, not all attention is beneficial.
Component: a magnetic stone, but it must be unipo-
lar.

76
The Manifestation of Sin
Level: Cleric 1
Range: medium
Duration: one minute
Area: one group
Saving throw: Temptation
It shows a radiant figure, on whom the onlookers shall
see their personified sins and all the otherworldly
punishment they can expect. This dismal spectacle is
enough to make the cowardly sort of brigand run, or
to make such miscreants uncertain about going
through with their evil intentions. It is notable that
this apparition is more terrible at night, for sins appear
Malefic Gallop (*) less macabre by daylight (+2 to saving throws). It is
Level: Student 1 useless against those with high Virtue, for those who
Range: touch shun sin need not fear its consequences.
Duration: one day
Area: it must be cast on a horse
Saving throw: Bravery
One may travel very far at the cost of the steed’s
life by using this spell: twice as far as they would
regularly go in a day, which should be enough to
achieve their goal or leave behind their pursuers. By
the hour the time is up, the horse is bloated, foaming
at the mouth, and it will expire among terrible con-
tortions. There are some which survive it with a
saving throw, but only the best, and even they must
rest a week and be nursed with medicines. It might
be cast on a man, but only the most debased might
do such a thing, and they also get a Temptation save
to avoid the effects.
Component: poison, which must be blown into the
horse’s ear, and which stimulates the brain with terri-
ble torments.

The Man-Sheep
Level: Cleric 3
Range: short
Duration: this, alas, is permanent
Area: one target
Saving throw: Bravery
The Mark of Cain
It turns someone with low or average Virtue into the
Level: Cleric 3
unholy hybrid of man and sheep. The result is vague-
Range: short
ly humanoid, fluffy, not to mention herbivorous,
Duration: forever
peaceful, and wont to bleat a lot instead of talking.
Area: one person
What use is there for this? It has not been found out,
Saving throw: Hard Bravery
unless it was meant as some kind of parable.
It is only useful against the most hardened sinners,
with a Virtue no more than 3. If they fail their save,
a burning mark will appear on their forehead, which
immediately causes 3d6+6 damage and remains in
place until they die. If the spell should kill the subject,
they instantaneously burn to ashes, and their smoul-
dering bones are dragged down to Hell by devils with
shovels and pitchforks. Using this spell is a most pious
and exemplary undertaking.

77
The Miasmatic Mire It lasts only a small time, but enough for miraculous
Level: Cleric 3 works by those who aren’t too lazy to exploit its
Range: medium potential.
Duration: if it has happened, it has happened Component: drops extracted from a bull’s kidney (the
Area: one group bull costs 3 Th, but its kidneys can be tapped twice).
Saving throw: Deftness
Sin always leads the errant towards Hell, and this spell
The Miraculous Chalice
shows them the fastest way there is. If they fail their Level: Cleric 2
saving throws, they will sink into the ground as they Range: short
are, everyone according to their sins: those with average Duration: until cockscrow
Virtue to their ankles; those with low Virtue to their Area: oneself & companions
knees; and those with 3 or lower Virtue to their waist. Saving throw: –
From the first, someone may free themselves with a The likeness of a splendid chalice appears above the
Hard Strength or Escape Artist check; from the sec- darkness-shrouded campsite, and this vision will keep
ond, they must dig for a quarter hour; and from the both enemies and beasts from the resting company.
third, for some hours. It is useless on rocky ground. Everyone will recover +2 Hp over this time. The
spell is broken only if an evil heart contemplating
The Might of Hercules treachery hides among them.
Level: Student 2
Range: – The Miraculous Medicine
Duration: half an hour Level: Cleric 2
Area: oneself, or another Range: touch
Saving throw: – Duration: instantaneous
It gives nothing else but the 18 Strength of the an- Area: oneself or another
tique hero, and with it, the ability to work tirelessly. Saving throw: –

78
It cures certain afflictions, e.g. sickness and poison, This is equivalent to a confession, and restores 1d3+2
although it can only offer temporary relief for the Virtue. The peace will last one day and one night,
plague, gout and the common cold. Furthermore, it and if it is uttered in or before battle, it will cease or
returns 2d6 Hp plus 1 per two caster levels. The tears never take place. Someone who uses this formula will
of holy icons have similar powers if they are used to be as weak as a new-born babe for seven days. If only
cleanse the body. these words were proclaimed from every pulpit! –
but alas, they are nowhere to be found.
The Mirror of Narcissus
Level: Student 1 The Pentacle Curse (*)
Range: – Level: Student 3
Duration: a few hours or so Range: short
Area: oneself Duration: until it is broken
Saving throw: Temptation Area: one person
Those who look into the character’s eyes, and weigh Saving throw: Temptation
their persona, will find them just like themselves; and It places such a charm upon a subject that all their
very many have a good opinion about the same. Only members are weighted down as by heavy chains and
those who are in doubt may try to save – and yet irons. They receive a -4 to all rolls, and this curse
often, they are the most self-important of all. lasts until someone regains the pentacle seal, and
Component: a beautiful mirror, to be caressed and crushes it under a millstone. A Jewish foreman had
tickled with the feather of an ostrich bird. once said that a miracle rabbi could solve the penta-
cle as a puzzle, and take it apart axe by axe, but who
Monsieur Navarre’s Transformed Visage (*) knows the truth of this claim.
Level: Student 3 Component: a pentacle seal, which must be made of
Range: touch a brass alloy, inlaid with golden axes, and decorated
Duration: one day or more with intricate engravings for a total cost of 25 Th. It
Area: oneself and another can be used multiple times, but it is only good for
Saving throw: Bravery one curse at once, and only one may be carried.
With this sinister method, the magister can exchange
their face with another, if they fail their saving throw. The Peregrine of the Cellar
It affects only the two faces, so they must employ Level: Cleric 1
additional masquerade to appear fully identical to the Range: medium
victim, but even so, it can be used for such blood- Duration: a few hours or so
curdling misdeeds that not a word of them will be Area: a room
mentioned here. The next day, the target can make Saving throw: –
another save, unless prevented by sleep or worse fates. Without fail, it detects the bacon, sausages and other
Component: a silver sheet, prepared with rare acids food in a storeroom or cellar, and wine if desired. Its
and salts, and kept between black paper sheets, must other use is the discovery of hidden chambers, which
be swiped between the two lit faces, causing them to the wandering friar finds with a 1:2 probability if they
appear on it, then it must be flipped very quickly. contain anything edible. During fasting, it has another
use, as it shows bacon, pork and so forth, and thus
The Mute keeps the pious away from temptation. This makes it
Level: Cleric 2 feasible the formula could have come from the Jews.
Range: short
Duration: until absolution Pietro Scaraffa’s Nitrous Webs
Area: one target Level: Student 3
Saving throw: Bravery Range: short
This spell is a form of repentance meted out to sin- Duration: a quarter of an hour
ners. They may not speak until they do penance, and Area: a room or other small space
receive absolution. Saving throw: Deftness and Bravery
It is a very evil spell, for it drapes a room, clearing or
Pacem in Terris such in heavy webs laden with nitre. Those who fail
Level: Cleric 3 their Deftness save are stuck in the web, and they
Range: long suffer 1d6 Hp per round from terrible coughing (a
Duration: one day and one night Bravery save can be rolled every round). Once stuck,
Area: in hearing distance breaking from the webs requires a Hard Deftness save.
Saving throw: Hard Temptation The web can be set aflame with a brand or torch, in
It is very nice words which speak for peace, and those which case all stuck therein suffer 3d4 Hp damage.
who hear them shall cast their weapons on the ground Component: webs from the depths of a nitrous grave,
to wait and listen. Even the wild beasts and the crea- whose filaments have completely pervaded the bones
tures of Hell will lie down, for Love is before all. of a skeleton.

79
Pietro Scaraffa’s Timeworn Hideaway (*) Polymorphism (*)
Level: Student 1 Level: Student 2
Range: medium Range: short
Duration: permanent Duration: until dispelled
Area: the area of a courtyard Area: one subject
Saving throw: – Saving throw: Bravery
This spell conceals a hiding place, side path or con- It enchants someone into animal form if they fail
cealed corpse, for it creates conditions which would their saving throw, but this animal can talk, and a
make it seem the place has been abandoned since lover’s kiss or a few other practices can release it
time immemorial: debris, ivy and dust covers every- from its predicament.
thing. It would even enchant a smaller hut into an Component: a snakeskin, which is prepared in sul-
old ruin, but only if it is abandoned. phur and saltpetre.
Component: dust collected from graves must be
united with the extract of graveyard ivy, and sprin- Prohibited Passage
kled around once it has dried. Level: Cleric 2
Range: short
Plague of Snakes Duration: one day
Level: Cleric 3 Area: a cross, and around
Range: very long Saving throw: Temptation
Duration: it can last weeks, or until penance It is used on a cross, whose shadow afterwards no
Area: a village and its environs sinner can pass; only those who have high Virtue.
Saving throw: – Even approaching it requires a saving throw. If
The sinful often need little more than gentle guidance someone were to force themselves, or touch the
and a few kind words to mend their ways; but alas, cross, a heavy burden crushes them for 3d6 Hp dam-
some are relentless in their insubordination. This spell age, and another per level. On characters with aver-
brings a plague of snakes to a large area, which, alt- age Virtue, this counts as knockout damage, but the
hough not venomous, will appear everywhere in great more sinful will be crushed to death.
numbers, and torment the locals as they can. They
will have neither rest nor work, and the most sinful Protection from Arrows and the Like
will have the worst of it. It is a fair warning to use Level: Cleric 2
this spell, although it is more merciful to terminate it Range: –
once the people repent. Duration: half an hour
Area: around oneself
Saving throw: –

80
The luminous halo which surrounds the honest souls Component: if it is used by Students, they will also
will stop arrows, bullets and thrown rocks, although require ground silver dust, which is endowed with the
heavier things like cannonballs or grenades are only essences of the spheres in the correct lunar phase.
reduced in power, by one point per level.
The Protective Friend
Protection from Wild Animals and Other Level: Cleric 3
Unpleasantness Range: –
Level: Cleric 1 Duration: one day per level
Range: short Area: one person
Duration: an hour at most Saving throw: –
Area: wild animals and other diverse creatures The angels of Heaven and other invisible forces will
Saving throw: Temptation stand watch over the chosen, who may not be harmed
Neither animals, nor wild beasts, dogs or horses in either body or Virtue in their rest. Yet the angelic
trained to kill shall attack the Cleric. This mindfulness guardians cannot abide by any mischief, and if the
does not apply to their company, unless the Cleric subject is of low Virtue, or they commit a sin worth
prevents the ruckus by approaching the beasts and 2 or more points, they abandon their charge.
calming them with ten minutes of preaching. And
those animals such as those under the control of
Quid Pro Quo
witches, spellcasters and other devil’s companions are Level: Cleric 3
eligible to a saving throw. If the company would harm Range: long
them, or threaten their little ones, this shall break the Duration: as long as needed
miracle as if it never were. This is common in the Area: one person
monasteries of the Franciscan brothers. Saving throw: –
The consequences of the considered deed are oft
returned with interest to the one who had planned it:
be it good or evil. This saying is manifested by the
Cleric spell that proves the saying by the inscrutable
will of Providence. The lesson can come for a current
or future deed; sudden action or well-planned scheme;
but when it is meted out, it will come quickly, and
everyone will see its morals. Those who perceive the
spell’s essence are unaffected, for they are not an
honest soul – and woe to anyone who would abuse it
for the benefit of themselves or their company!

Regretted Words
Level: Cleric 1
Range: medium
Duration: one week
Area: one person
Saving throw: Temptation
Protective Circle (*) Sin is sin in the form of thought, word, action and
Level: Student 2, Cleric 2
omission; and this formula draws attention to its sec-
Range: very short
ond kind, as someone who would speak ugliness, per-
Duration: until cockscrow
fidy or evil with their mouth, will have centipedes,
Area: a circle, up to a chamber’s width
worms and cellar beetles come from between their
Saving throw: Temptation and Bravery
lips. There is no acquittal until the week is over – but
This circle grants defence from the Devil, as well as
then there is no need to have a foul mouth either.
other creatures and spirits against the natural order.
The circle is drawn with chalk and holy water, one The Relinquishing Hand
in one direction, and the other in the opposite (and Level: Cleric 3
those who know the ways of magic know which way Range: long
for which). It either keeps its intended subjects out- Duration: instantaneous
side, or it keeps them within – and they may only Area: one target
step through if they succeed at both saving throws – Saving throw: Hard Temptation
and even then for only one round. If they fail one
save, they are thrown back; and if they fail both,
they take 2d6 Hp damage. This is the only spell
known to be used by both Clerics and Students.

81
There is nothing more terrible than the Mother per week, or twice from fifth level. Conversely, if it
Church enraged: the hand that nurtures and accepts is released somewhere, it will enter a house which is
can, in a time of need, strike sin with exemplary pointed out for it, and burn it to the ground as if a
strictness. This spell can be used on those who have brand has been thrown on it. It is very finicky, par-
committed grave deeds against the divine and mortal ticularly about water, which extinguishes it.
order: if they fail their save, they may not enter a Component: it must be brought up in an alembic
church or hallowed ground until they have regretted from the mixture of ferment and certain most pre-
their terrible deed, and done atonement. cious bodily fluids. Its nourishment shall be embers,
sulphur, and phosphorus, and as it is very ravenous,
Restless Livestock its weekly upkeep is 1 Th above the regular costs.
Level: Student 2
Range: medium The Searing Seeds of Dr. Faustus
Duration: one hour Level: Student 2
Area: all the animals of a farmyard, but only one Range: short
large one per level Duration: one round per level
Saving throw: Temptation Area: multiple targets
The spell makes all household animals go furiously Saving throw: Deftness 1/2
mad, and kick, butt or bite out of control; tear their Like a farmer sows seeds, so does the Student hurl
fetters, knock over the fence; and run or attack their embers, which burst into fire anywhere they can.
owner. This only brings a small calamity to a hen- Throwing embers below the feet causes 2d4 Hp, or
house, but where there are sheep, horses, oxen, and its half on a successful save, but in that case, the
hunting dogs, it is no joking matter. When the spell’s target must jump from where they were standing.
power is exhausted, all of them will return fatigued Component: it needs amber seeds.
to their rest, unless they have strayed far; but from
then on, they will be less obedient.
Component: fluids must be drained from the brains
The Seven League Cloud (*)
of household animals, and a red rag must be dipped Level: Student 3
therein with a little mercury. Range: long
Duration: half an hour
The Righteousness of the Innocent Area: around oneself
Level: Cleric 1 Saving throw: –
Range: medium Only hidden paths beyond the main roads and lands
Duration: no more than one day afar from the inhabited valleys are suitable for the
Area: oneself or another use of this spell, which causes a cloud to descend
Saving throw: – from the sky and shroud the area in dense fog.
The Cleric, or anyone he endows with this assistance, Those who step into the cloud on foot or astride
receives a Charisma of 18, but for only one purpose: their mounts, will emerge from it in other lands.
to persuade others of the truth of an accused inno- Where exactly depends on the position of the plan-
cent. It only has effect if the defender has a high ets and other signs, which a skilled astrologer might
Virtue, and the accused at least 3, for the Lord turns read (Hard Astrology), but sometimes, the travellers
his back on reprobates. If the accused is acquitted, will find themselves in lands which are found on
they must go on pilgrimage within one month, or neither maps, nor in written accounts.
order a thanksgiving mass. But if the accused should Component: a glass tube should be filled with the
indeed be guilty, the defender’s Charisma shall fall to essence of Phosphor, and together with a magnetised
3, and he will lose 2 points of Virtue for his misdeeds. staff, used to command the cloud.
This stems from the cloister of Saint Raymond the
Unborn, but it is now spread to other parts. Skeleton Key
Level: Student 1
The Salamander of Ottokar Hus (*) Range: touch
Level: Student 2 Duration: one attempt is granted per two levels
Range: long Area: a lock
Duration: one month, but no more Saving throw: –
Area: – Touching the enchanted fingerbone to a lock, it tries
Saving throw: – to unlock it as a master thief of equivalent level and
A spectacle from the sphere of fire, better known in 18 Dexterity. If the roll is 1, it breaks into the lock.
the vulgar as a salamander lizard. It most often repos- Component: the fingerbones of a hanged man.
es in its alembic, but at night, it can be asked ques-
tions, and it will answer in its sputtering voice, once

82
Sleep Component: magical herbs must be cooked in a
Level: Student 2 cauldron; and the animal, when it arrives, must be
Range: short thrown a slab of salt, lest it becomes enraged.
Duration: until the sleeper is awakened
Area: two targets per level
Splendid Ludmilla’s Spinaround Spell
Saving throw: Temptation Level: Student 1
Those who fall under the spell’s effects will feel Range: short
drowsy, falling to the ground in peaceful slumber. Duration: three rounds
Only shaking and shouting will awaken them, as they Area: one target
sleep most deeply – and if they are undisturbed, Saving throw: Deftness
they might sleep until the Last Judgement. It gives the subject a mighty spin, so that they will
Component: one must prepare a dust pressed from only stop spinning in the third round, and if they
rose petals, and ring a small bell. fail their save, their coins and items will be scat-
tered around and about. While they spin, they
The Soothing Balm receive +4 to AC and +2 to Deftness saves, so it
Level: Cleric 1 has a slight benefit. Splendid Ludmilla used to
Range: touch make use of it on those who asked her for a dance,
Duration: instantaneous but also to plunder honest citizens, or teach them a
Area: oneself, or another lesson when she was in a bad mood.
Saving throw: – Component: very simply, a five-pfennig piece of
This magic is for pain-ease, lesser wounds and small silver must be spun on the fingertips, until it vanishes
afflictions, for it heals 1d6 Hp and 1 more per two into thin air.
levels. It also dispels the effects of many harmful
spells, but does not help with poison or disease.

Speak With the Dead


Level: Student 2
Range: short
Duration: one minute and no more
Area: one or more corpses
Saving throw: Temptation
Thus may one speak to the unblessed dead, and
compel them to answer and unveil their secrets. But
the caster must beware lest he draw their ire, for
only their patience is greater than their wrath; and if
the question is foolish, or in opposition to their life’s
work, the dead may deny the answer or awaken. It
does not work on those who have died in the Lord;
which goes to show the great importance of taking
one’s extreme unction.
Component: a burial shroud, which has rested on the
eyes of a doctor, and been sprinkled with consecrat-
ed oil after exhumation.

Splendid Ludmilla’s Fetching Spell


Level: Student 2
Range: one day’s distance per two levels
Duration: – Stay!
Area: one target Level: Cleric 3
Saving throw: Deftness Range: long
Someone known to the caster can be brought before Duration: instantaneous
them from a distance of one day’s walk for every two Area: those who hear the word
levels. The subject will be there in half an hour, for Saving throw: –
unless they roll a successful Deftness save, a big, black, A single word will stop mill, marching army, lifted
hairy beast will seize and carry them to the spot. It sword, avalanche, falling man and holiday procession,
only works on someone the Student has known for a and there are none who could resist it. But let them
longer time, and can exactly remember, so it cannot be of good judgement who would use it: for if the
be used for just anyone’s harassment. It was made by command would lead into sin, it will fall threefold
Splendid Ludmilla, who was indeed very beautiful, on the speaker’s Virtue.
but most bad-tempered.

83
The Stone Loaf Champagne wine – Heaven forfend! – horse piss, et
Level: Cleric 2 cetera. Then, they must roll a Bravery save, or they
Range: – will lie in sickbed for a week. Many have sought
Duration: very long Tadeusz, but no matter how diligently they did, they
Area: – could never find him.
Saving throw: – Component: this only needs some swept-together
It creates a loaf of bread made of granite stone, but garbage, but it needs a decent variety.
someone who has high Virtue can eat it with a good
appetite without any ill effects. What other use it
There is No Greater Ass
could possess, is not told by the monks who are Level: Cleric 1
keeping it. Range: medium
Duration: one day, and then until cockscrow
Stumble Area: one subject
Level: Cleric 2 Saving throw: Temptation
Range: touch The sinful and thoughtless man often remains without
Duration: until cockscrow a lesson. If he must learn proper behaviour, this spell
Area: one doorway comes in handy, for he can see the bad example on
Saving throw: Deftness himself. Should he do anything so foolish or scatter-
Thus, one can draw a line before a door, gate or brained that an ass would not do so, he will grow the
other doorway with holy water, and this threshold long ears of the same, and cry out: “Hee haw! Hee
will make the sinful stumble. Those who come un- haw! There is no greater ass!” Every time he makes a
der the burden of sins, with low Virtue, shall fall on foolish misstep, his ears will grow longer, and he can
their face and start to swear; those who would come eat nothing but hay. Care must be taken, however,
to steal will break their leg; and those who contem- because if the ears are trimmed by the unwise, they
plate murder will break their necks. will stay that way the other day.

Transference
Level: Cleric 1
Range: touch
Duration: no more than one week
Area: one subject
Saving throw: –
With this method, the Cleric can lend a spell to a
layperson, who may use it within a week. Until the
spell is used, the week expires, or the subject dies, the
Cleric cannot learn a new one to replace it.

The True Apothecary


Level: Cleric 3
Range: touch
Duration: instantaneous
Area: oneself, or another
Saving throw: –
It is a very effective healing spell, for it not only
returns 3d6 Hp and 1 more per level, but it is also
useful against diseases and poisons; and with longer
resting, even mortal wounds. This may not return the
lives of the dead, although for certain great afflictions
like the plague, hunchback, Cholera Morbus, the
Tadeusz’ Regrettable Feast French disease or similar, it may be either a treatment
Level: Student 1 or at least a pain-ease. This healing ability is also the
Range: short power of major relics, and it is usually learned in spell
Duration: until the feast ends form where they are being kept.
Area: a table
Saving throw: Bravery
The True Visage
It creates a heavily laden banquet table, with delicacies Level: Cleric 1
enough to have eight men gorge themselves through Range: short
the evening. It is only afterwards that they realise the Duration: one minute, or even more
succulent viands were cowpies, the soup a muddy Area: one subject
swill, the sweets horse crap, the fruits rotten mash, the Saving throw: Temptation

84
It removes all forms of masquerade or transformation Component: no lesser thing is needed here than the
from the target, and if they hide a particularly heavy mandragora root, which costs 25 Th if bought – but
sin, it shows its unmistakeable signs as well (e.g. a it can be used twice more than usual
.
strangler would be seen with hands dripping blood, or
a false witness with a lizard’s tongue). It lasts for a
minute even with a successful save, but a failed check
will make it last for a full day. The real question is
whom to use it on, and when.

The Turnaround Spell


Level: Cleric 1
Range: medium
Duration: one round per level
Area: a group’s weapons
Saving throw: Deftness
It is a particularly useful spell against those who
would break the peace, for one word will turn their
weapons ‘gainst them. When they would roll to hit,
they must also roll a Deftness save: if they fail, they Warts and Boils (*)
will strike themselves. Level: Student 1
Range: short
Unwholesome Downpour Duration: until healed, or it ends on its own
Level: Student 3 Area: one target
Range: very long Saving throw: Bravery
Duration: three hours Ugly warts, boils and blemishes cover the target’s
Area: the extent of a village face, rendering them hideous to behold. Only daily
Saving throw: – washing or various tinctures make it go away.
It brings a heavy rain to the chosen area, laden with Component: a soap must be made from toads, rats,
frogs, lizards, and other slimy things. This malefice ravens, and other disagreeable things.
can befoul the ground and waters, but above all it is
seen as an evil omen, which will doubtless have mo- The Weary Dust
mentous consequences. Level: Cleric 3
Component: frogs, lizards, and other unwholesome- Range: medium
ness, enough to fill a vat; then, sulphur, salts and Duration: instantaneous
other materials: all this is good for one use. Area: before oneself, and around
Saving throw: Bravery
The Visitation of Ambrosius Gensfleisch All things and beings taken from dust, and beyond
Level: Student 2 their allotted time must save immediately or crumble
Range: within seven day’s walking distance into dust. It is very useful against the undead, but it
Duration: until cockscrow is not always effective on the stronger ones, as some
Area: one or more targets of them still have duties to accomplish in this world.
Saving throw: Temptation
This enchantment is effective over great distances, The Weight of the Words
bringing a procession of infernal demons, devils, and Level: Student 3
apparitions into the subject’s sleeping chamber. It can Range: short
only be used on a Saturday, as this is the time of the Duration: until thorough penance
witches’ sabbath, when the striga, witches, dead souls, Area: one target
etc. make merry. These miraculous beings torment the Saving throw: Hard Temptation
virtuous so that they find no rest, and (unless they roll An instructive spell. It only affects those in a state
a Hard Temptation save) even suffer 1d6 Hp plus 2 for of low Virtue, but it affects them most unpleasant-
the Student’s every level. However, someone of lax ly. As they swear, their words are twisted by the
morals will bear no harm, and may even join the proces- magic, and returned to torment them: e.g. if they
sion, who will engage in dalliance, licentious drinking, say “a pox on this house”, then all within will suffer
and other sinful actions at their ultimate destination. it, themselves included; and if they mention the
The spell also poses a risk to the caster (who must fall Devil, he will surely pay a visit in short order.
asleep to use it), as there is a 1:3 probability of being There is no way out from this catch until the victim
drawn into the dream, where the target has a 1:3 chance does penance, and achieves average Virtue.
to spot the features of his bewitcher among the swirling Component: a breviary containing very vulgar
souls and apparitions. Otherwise, the spell can be used phrases.
on multiple targets – as many as the mandragora allows.

85
Wheel of Fire (*) Withdraw Poison
Level: Student 3 Level: Cleric 2
Range: long Range: touch
Duration: 1 round per level Duration: one week
Area: all in the wheel’s path Area: one target
Saving throw: Deftness 1/2 Saving throw: Bravery
The wheel created by this spell is as tall as a man, and It removes the most diverse kinds of poisons from
as it rolls, it goes through anyone (3d6 Hp) who does food, drink, the poisoned, but even poisonous plants
not roll a saving throw for half damage. It can roll in and animals – turning even the adder into a harmless
any one direction each round, although its route can animal (for it will bite, but cannot sting with its
have a slight arc. As many sparks as it spews around, it tongue). The poison can collect anew, but for a week,
will surely set dry grass and wood aflame. they will surely be harmless. The remaining poison
Component: a pot or pitcher must be turned into an can be put to use as required, since in many forms, it
instrument capable of detonation, and then stuffed with can become the best kind of medicine.
grease, glue, gunpowder, nails and scrap metal. Alt-
hough it is heavy (taking up two places in the invento- The Witnessing of the Oak
ry), if it isn’t used for the spell, it will remain useful as Level: Cleric 3
an incendiary device (4d6+ Hp, Deftness 1/2). Range: medium
Duration: instantaneous, or one day
Wine to Water Area: oak tree
Level: Cleric 2 Saving throw: –
Range: short This is used if a great danger threatens the congrega-
Duration: a quarter of an hour tion. The Cleric should gather great and small under
Area: one group the tree, and call on the majestic oak to obey in the
Saving throw: Temptation name of our Lord Jesus Christ and All Saints. Then,
This spell will quench even the most ferocious war- the tree falls and strikes dead those of the flock who
rior’s militancy. Unless they must fight for their life, contemplate evil; or with the other use, keeps all safe
they will lay down their arms, and contemplate life’s from any foe for one day under its crown. But it
matters for a quarter. This should be enough to run might be that there will be many false ones to die this
away, or convince them of the importance of peace; way, or that the foes will surround the tree and wait
although it is better to run, for after the spell’s span for the end of the spell, for there is no way in, but
expires, they tend to return to their previous state there is no way out either. In conclusion, it is hazard-
of agitation. ous to use, and few dare to do it.

Will-o’-the-Wisp Wolstand’s Kinetic Fireball


Level: Student 1 Level: Student 2
Range: long Range: medium
Duration: one hour per level Duration: –
Area: far away Area: one target
Saving throw: – Saving throw: –
It creates light such as seen in the marshes, i.e. a It hurls a spinning-sputtering fiery globe against the
pale, wandering globe that might just be a candle or target, which explodes on contact for 3d6 damage.
lantern. It goes very far indeed, and is especially Good aim is necessary, but armour is useless against
drawn towards danger. Many will follow it, for it – only shields and quickness are of use.
foolishness has no remedy. It will only stay aglow at Component: a small ball kneaded from sulphur, tar
night, underground, or in a very dark forest. and saltpetre.
Component: it needs a funeral candle from the
grave of someone who has drowned.

86
by the acceptance of new members and the decline of
VIII. Helvéczia old ones. Strife, aided by deep divisions over faith,
had almost led to its undoing in the last century. Over
An account of Helvéczia the years, the customs of the Eidgenossenschaft have
grown into its common law, eternal and unbreakable.
elvéczia’s origins and customs: It Its articles state, by the land’s hard-won freedom,
would be useless to describe the  that the peoples of Helvéczia shall swear an
History of Helvéczia in details, as oath to aid one another with arms, wealth
any traveller worth their salt already and blood;
knows it; and if they don’t, they can  that they shall never take arms, nor enter
learn it in the form of colourful, if alliances against the others, and if some rep-
exaggerated stories at any roadside homestead or town robate would ever do so, they shall defat
brewery. It has been nigh four hundred years that them with common strength;
the cantons of Bundli, Ammertal and the Ober-  that plunder captured in common undertak-
ammsbund had risen against the foreign vogts ruling ings shall be divided equally; but that which
over their lands, and, in a daring ambush, massacred one takes alone, shall be their sole due;
the knights sent against their rebellion in a valley now  that they shall never take usury from one
known as Zwillings. A later story is also well known another;
about Walter Rothbundler, the famous freedom fight-  that they shall decide over feuds and quar-
er, who had discovered the hidden treachery within rels among them by elected jury, or bring
the alliance, and, running up to the tower of Ammer- such issues before the assembly of the Tag-
tal, cried at the top of his lungs until he was cut down satzung;
– but too late, as the conspirators had already been  and that they shall aid one another in the
unmasked. matters of murder, robbery, arson, and simi-
From such heroic deeds arose the oathbound fel- lar troublemaking.
lowship and mutual protection pact of the Eidgenos-
senschaft, whose strength and resolve has held fast
ever since in war and peace, although it has been tried
Accomplishing all this and keeping it in effect has  5 Zugewandter Ort, or associates, who benefit
not always been a successful endeavour: the moun- from the Eidgenossenschaft’s mutual protection
tain cantons have never thought a little robbery a pact, but do not participate in common affairs,
serious matter worth common attention; and the and have no right to decide in the Tagsatzung
cities have tended to have differences of opinion on beyond consultation.
matters of compound interest.  2 Free Cities, of which Heiligengrau is recog-
But there has been more: the mutual protection nised as the seat of the Tagsatzung and place of
oath has become deeply strained over the teachings of assembly (Satzungsort); and Judenburg, gaining
John Calvin, and while no civil war broke out, indi- its privileges for the heroism of its citizens and
vidual cantons dealt harshly with their own religious their purchase of free city status.
insurrections, and mercenaries serving outside Helvé-  4 major and several minor Untertan, or con-
czia often joined up with the opposite sides. Exploit- dominiums and protectorates, conquered by the
ing this weakness, the house of Austria has managed cantons and appointing their own vogts to exer-
to conquer two of Helvéczia’s feudal possessions cise feudal rights. Two of these have been cap-
through conquest, and a smaller one of its cantons tured by Austria, which calls them their eternal
through marriage; and for all the renewed oaths and provinces. The lesser Untertan are too inconse-
promises, it has proven impossible to seize them back. quential and numerous to list in this work; they
The mountain cantons blame the city dwellers for shall only be mentioned occasionally.
their lax behaviour, while the latter say it is the others’ Many more differences and special rules are known:
thirst for blood which has lead them to gamble away who can wage war alone, and who only in alliance;
such prizes: and there are many who believe this rift who maintains the trade routes and post stations, and
has exposed a fatal weakness in Helvéczia’s bosom. who pays for them (a matter of much dispute and
quarrelling); which towns can hold fairs and which
cannot, et cetera et cetera. The differences are just as
pronounced within cantons, for many a little valley,
abbey, upland or other territory has its own custom-
ary privileges, which it upholds and defends with the
greatest determination and pride.
Every canton has its own accepted religion (be-
yond which others can usually be practiced, but not
preached, and no new churches erected beyond those
that already exist), and its own system of governance.
This is often a local noble or other notability, some
secular, some ecclesiastic. The mountain cantons are
often ruled by the Landsgemeninde, or people’s
assembly, to which every adult landowner is invited,
and can not only speak, but vote in every great or
small matter before the whole thing devolves into the
usual feasting and drinking. Elsewhere, and particular-
ly in cantons with larger towns, these matters are
decided by a Landstag, cantonal assemblies of either
patricians or local guilds. The New Rhaetian Confed-
eracy has similar customs, but calls their assembly the
Senate after the old Roman custom, inviting their
most outstanding town councillors; and this system
also includes the Judenburg Sanhedrin.
Canton borders are scarcely guarded, as the cus-
Helvéczia’s divisions: Only the fool or the stranger
tom of Helvéczia holds everyone to be responsible for
would look at the map and call Helvéczia a country,
their own dealings, and that they should go where
for it is not one: each and every canton is a proud
they please whether they possess a travel pass or not.
state of its own, and all have their own laws, coins
In practice, this also means that even the most diligent
and banner; the ability to defend themselves in need
lawmen will only pursue thieves and robbers to the
and to send their own troops off to foreign wars.
border, and unless for good money, they will not take
Not even the alliance of the Eidgenossenschaft is an
one step further to apprehend those who prey on
alliance of equals, for it is divided thus:
travellers, or to reclaim stolen goods and possessions.
 11 Ort, or full members; who are involved in
Just as often, the robbers are good neighbours, who
common affairs, and who have the right to de-
will soon bring those same wares back on the market,
cide in the matters brought before the Tag-
where anyone who really needs them can buy them at
satzung (common assembly).
their own leisure.

89
Along the roads: Those who venture to embark on majority of Helvéczia is covered by these dense
a journey in Helvéczia will do best if they follow woodlands and desolate mountains, and would even
the safe routes where merchants, emissaries, and the King of France claim them his own, he could not
stagecoaches travel. The best roads (the Brännerweg, rule over them with all his men. The powers of any
the Reuslauf and the Via Raetis) were built by the ruler only extend to the handful of settlements,
old Romans; and it must be said they knew their roads, and fortifications which their officials and
trade, as most road sections, bridges, and sometimes soldiers momentarily control.
even milestones stand just like in the times of our Accordingly, if no army camps nearby to keep
Lord Jesus Christ. Outlaws are common, but they the peace, the woods become home to all kinds of
rarely engage those who travel in large numbers; and brigands, robber knights, reclusive monastic orders,
wild beasts and monsters typically avoid these areas. foresters, and renegades who recognise no one above
The only better way is found on the large rivers and themselves. But not even they are rulers, only tenants
lakes, but these are few, and often non-navigable. of the land: for there be monsters, devil spawn, an-
There are two institutions of note to help the tique ruins and faerie-trodden clearings, and strange
traveller. The first are post stations, which are found beings who bow before neither man nor God. Carved
along the road, and are regularly visited by stage- rocks and standing stones rise from among the trees,
coaches. Here, one can always find cheap lodgings, and many old walls: once upon a time, they were
food, and company, which is not always so sure at cloisters, tiny kingdoms, and watchtowers, now for-
homesteads or cloisters. Robbers do not attack most gotten by time. Some are bare heaps of stone, but
of these, for if they did, they would have nowhere to some are intact – and these tend to hide the worst, i.e.
go to make merry. godless heretics, libertines, the Garaboncius (the Dev-
In a similar vein, we must mention the network il’s drinking fellows), idolaters, and according to some,
of banking houses, located in larger towns: all of even Turks and dog-headed Tartars – although the
them sell letters of credit and provide loans, but they last may only be a fairy tale.
will help in all other business ventures for the right Sometimes, there is something a bit better: a
cut. They commonly sell expired letters of out- mountain chapel or a homestead of good Christians;
standing debt at a discount. Anyone who buys them helpful forester or wise hermit; or at least an old
can lawfully collect them at face value. This is a milestone to show the way to more hospitable places.
lucrative, although always risky and hazardous busi- Here, we must mention mountain shelters: these little
ness. Finally, banks – but also larger post stations – huts are found high in the mountain ranges, offering
often sell travel maps, presenting the main roadways shelter and firewood for the tired. They have little
and notable locations overlaid with a hexagonal grid. more, as most are built by shepherds and mountain-
men for their own kind; but it is useful to know
In the wilderness: All beyond the roads is wilder- where they are found when the night approaches.
ness, its valleys covered by endless forests which
have often seen no axe in recorded history. The

90
The Eidgenossenschaft and the Neighbourhood

Canton Status Confessio Centre Governed by


Ammertal Ort R.C. Brückl margrave Claudio Montargis
Bundli Ort R.C. –– Landsgemeinde
Castelmarte Untertan R.C. Azcina vogt Albrecht H. Kettelhut
Cordéac –– R.C.+ Ref. Eisengrau Holger v. Malbork knight
Corbino (( Untertan )) R.C. –– prc. Leopold J. v. Schw–Heckler
Dunklerwalden –– R.C. Schl. Königsee prc. Friedrich–Wilhelm III
Genévia Zug.~Ort Ref. Genévia presbyter John of Mainz
Griiswald Ort R.C.+ Ref. Unterw./Oberw. Landstag / Landsgemeinde
Heiligengrau Satzungsort R.C. Heiligengrau archbishop Rebundus
Isérac Zug.~Ort R.C.+ Ref. Allonges mayor Jean–Baptiste Vaix
Judenburg Freie Stadt Isr. Judenburg The Judenburg Sanhedrin
Kammersmark (( Untertan )) R.C. Sallensee bness. Margarethe M. von Brunnen
Nidrau Ort R.C. Steinhagensb. margrave Reinhardt v. Steinhagen
Obrau Ort R.C. Gallsberg Landsgemeinde
Oberammsbund Ort R.C. –– Landsgemeinde
Oberwalden ((Ort)) R.C. Waldenburg baron Eberstein Eckbert
Rhaetia Nova Zug.~Ort R.C. Valbona Senate
Rüti Ort Ref.+ R.C. Zernach Landstag
Xantillon Ort R.C. Chamrousse prc. Eugéne J.–F. Malévol
Vourey Untertan R.C. Lavaldens vogt Gustave Hon. deVourey
Vollberg –– R.C. SktPatzensB. br. gen. M.millian S.–A. von Lofaß
Wolksmartal Zug.~Ort R.C. –– Freiherr Waldemar Hecht
Zundel Zug.~Ort R.C. + Ref. Kaselmarkt Landstag
Zurgau Ort Ref. Zur Landstag
Zwillings Ort R.C. Zwillingau knight Andreas Augustus Reimer
~Ort = Full member ~ Zugewandter Ort = Associate member ~ Untertan = Vassal ~
~Satzungsort = Assembly place~Freie Stadt = Free city ~
~Landsgemeinde = People’s Assembly~Landstag = Cantonal Assembly~

~‡‡‡‡‡‡‡‡‡‡‡‡‡ â ¿ â ‡‡‡‡‡‡‡‡‡‡‡‡‡~

91
The cantons of Helvéczia arches of the town hall below the famed Rooster’s
Tower (where Walter Rothbundler gave his life and
blood for liberty), and the Church of Saint Aloysius,
he Kleinbund: The banners of
whose clock was constructed by the insane Teophilus
Helvéczia were first unfurled in the
Gansch, the master clockmaker. This evil machinery
valley of the river Amms and the
is known to be quite inaccurate, and its bells herald
mountains that rise above it; and
the opening of secret passages and the unfolding of
here are the first allied cantons who
mysterious events under the town.
have won the freedom of their
But Ammertal’s size and wealth has now been
lands. Much has changed since: Ammertal is no long-
outstripped by Brückl, which first surpassed the can-
er the master of its own province, and the role of
tonal seat, then seized its title: its cattle market is the
the Landsgemeinde has been taken over by the mar-
most famous in the land, and it also has representatives
grave of Brückl and his government. The Ober-
of multiple banking houses. Similarly known is the
ammsbund, once a great alliance of villages and
Harmonium, where the pupils of the girls’ school
homesteads, has split, leading to the creation of
perform the newest Italian and French compositions.
Zwillings; and tiny Oberwalden has fallen into the
In the corner of the town is Jew Street, where one
hands of the Austrians, whom it had once fought so
can find many bargains in the tiny houses; and a tiny
valiantly. It is only small but stubborn Bundli that
but must renowned synagogue – therein lives Jichak
maintains its original shape and customs.
Arvieri, scholar of the Talmud and the Kabbalah, and
The richest of this group is Ammertal, whose
supreme master of the occult.
lands extend to the valleys of the Amms and the
One day’s walk from Brückl lies Brücklshof, and
Unterammersee. The first is the location of the
this is the true seat of Ammertal. The old margrave,
Brännerweg, an ancient Roman road trod by many
Ulfric von Wießdön was a true son of old Helvéczia,
travellers from both the German lands and Italy; and
a man of great passions and sudden rage, until he
the second’s fame comes from the prosperous salt
suffered an apoplexy on a boar hunt. Lacking a lineal
mines of Oberammergau, as well as the Virgin Mary’s
descendant, he was replaced by a distant cousin, Clau-
pilgrimage site in St. Grauben.
dio Montargis. Margrave Claudio, who has grown up
Ammertal is the oldest of the towns with its
in the Prussian court, is a man of different fashions,
smoke-darkened walls and twisting streets; the gothic
and he has started to introduce his new estate to the

92
principles of efficient state administration, strong civil Zwillings canton received its name from the twin
service, not to mention the new courtly etiquette. castles rising on the two sides of the river Lügg, the
Today, Brücklshof shines with a hundred mirrors in site of the legendary battle against the Austrian in-
its splendid ball rooms, its festivities and costumed vaders. As the other half of the former Ober-
balls famous across Helvéczia and beyond. Claudio ammsbund, it has become the holding of the Reimer
sees himself as the herald of the new civilisation, and family (invited by the local family heads to prevent
strives to shine the light of Reason on the “gothic civil war), but its parts are mostly independent. The
darkness” of his province, freeing its inhabitants from lower course of the Lügg is home to large fortified
the robbers, beasts, and the gloom of ancient supersti- villages, and the small town of Niderweiß; the upper
tion. “He is the architect type”, others tend to say; course mainly to scattered homesteads; the woodlands
and indeed, Claudio has become the patron of several of Klosterwald to the cloister of Saint Burkhardus the
new public buildings, military garrisons, and similar Lawless; and the northeast to the Reimers and their
civic projects. castle. Among these, there is nary an agreement, but
The upper course of the Amms branches, and fortunately, neither is there large discord, and after all,
along these branches, disappearing among the moun- this is what everyone desired. Of course, the majority
tains, lies the Oberammsbund, or what remains of it. of Zwillings is covered by deep forests, famous not
It was once an extensive and strong alliance of inde- just for its many robber bands, but the remains of a
pendent villages, but strife and ill fate has weakened forgotten kingdom.
it greatly. Its eastern half now forms a new canton, East of Zwillings, in the heart of the mountains,
while the villages below the peaks of the Schwygdalp lies Bundli, the tiniest yet most warlike canton of all
have become depopulated: a foreboding, haunted Helvéczia. The ancient robbers’ villages, built on
country, where the glaciers hide ugly secrets from steep hilltops surrounded by dense woods, are home
before our time. Only the fortified cloister of Saint to proud and cruel families, who cannot stand
Trintignant the Mute defies the power of the strangers unless they have come to join their brother-
mountains, guarding the treacherous mountain pass. hood. Folk wisdom has it that it is best to avoid Bun-
Thus, the majority of the alliance has shrunk to the dli altogether – and yet, this was once the meeting
area between the ice massif of the Großbränneralp, place of the Eidgenossenschaft, still said to house its
and the tall peaks of the Adlerhofsberg, a valley hidden armouries and the chamber of treasures where
closed off from Ammertal by treacherous swamp- the spoils of the Austrian knights were taken.
land. This serves as much to protect the people of There was one more canton in the old Klein-
its small villages as it isolates them – for they are an bund, but it is now most often spoken of as a source
unruly, lawless kind, shepherds and farmers, but of shame (or omitted from written records altogether):
mostly brigands and mercenaries. If the land gives Oberwalden, occupying the valley south of Bundli,
them not, they shall take what they need from oth- with its three villages and the castle of Waldenburg.
ers. There is also a once famous castle here, named This little land was ruled by a coalition of landowners,
Vogelsgrab: in clear weather, one can see its walls but a series of poor wartime decisions left them penni-
among the peaks, but its halls are empty now, and less, and they had to lease their holdings to one Count
even the way to it has been forgotten. Friedrich Bettlersdorf, the last scion of an old lineage.
North of the Oberammsbund lie high alpine val- The oberwaldners expected to see their lands re-
leys. This is a most dangerous place, which is best turned after his demise, but to their everlasting sur-
avoided entirely. A bit further down, dense forests prise, not only did the old fellow live to a ripe age of
surround the villages and two little towns of the small ninety, he was related to none others than the house
province of Cordéac. This land does not belong to of Austria, which immediately sent troops to claim
Helvéczia, although it is surrounded by it (to the Waldenburg and all around it. Ever since, the land has
west, it is bordered by the Republic of Genévia). The been under military government, although the poorly
sovereign is the knight Holger von Malbork, who equipped garrison and the tumbledown castle are
rules from a mountain castle, and leaves most matters hardly a formidable force. Recently, baron Eberstein
to his subjects, who accept him and his tax collectors Eckbert, a colonel who had proven a dismal failure in
only reluctantly. The inhabitants are mainly French quelling a local rebellion in Hungary, was sent here in
speakers, many of them watchmakers and master exile to prove his worth again to Emperor Franz and
craftsmen. The traditions of the larger town, Charle- the court in Vienna.
vron, go back to Charlemagne and his failed mountain
campaign, and it is said that a prized treasure of the
king is hidden here. Cordéac itself is a proud Calvinist
nest, and would prefer to be called an independent
city state. It was built on the mountainside, and it is
better known for weaponsmiths than its watches – the
locals provide much help to Genévia, and to all ene-
mies of the king of France.

93
The Graubundsee and the valley of Rüti: The west- nets of an army. Yet despite its illustrious past, the
ern half of Helvéczia is split in twain by a large lake: it city does not enjoy a good reputation: its inhabitants
has been named after the former “League of the Gray are sullen, of ill health, and are reputed to hide dark
Cloth”, consisting of the towns of Heiligengrau, secrets inside their fortified houses; they tolerate, but
Bludenz, Berlaken and Bronns. Now the lakeside is do not like strangers. Heiligengrau is the seat of the
divided into a southern and eastern coast, which is Tagsatzung: it cannot itself decide in the matters of
densely populated and very rich; and a western one, Helvéczia, only provide the place for debate and
which is forlorn and abandoned. The explanation lies in mediate between the quarrelsome. This is the real
none else but the fear of witches. It is well known that calling of the venerable archbishop Rebundus, master
the Hexengrab is the site of the most infamous witches’ of lay and ecclesiastic laws. He mostly lives in retreat
sabbaths, and its area is a single dark, trackless forest, in the suite of the palace next to the gothic cathedral,
where many have disappeared forever – and this in- and receives guests only in the most rare circumstanc-
cludes the old city of Bronns, whose precise location es – but his advice is sought time to time even by His
nobody today can tell. Even higher rises the mass of Holineß the Roman Pope.
the Grande Grenouille, the Great Frog, of which the Bludenz and Berlaken are tiny jewel boxes, both
superstitious imagination holds many terrible and un- of them Helvéczia’s protectorates, and they live in
likely tales – of ruins from before the Romans and great independence due to that, according to their
beings who had been here before man. own customs, enriched by all the lakeside trade. The
The most famous city by the lake is Heiligen- timber-framed houses of Bludenz are painted in the
grau. Its old, black stones and worn fundaments show most vivid colours, and its taverns are widely known
it for a former Roman colony, and its present walls (the Dancing Bear is the largest of them, a favourite
rise above multiple old settlements, and a multitude of of noble retinues – thus there is constant merriment;
cellars, cisterns, and prisons. The mass of the city, cards fall on cards, and dice roll after dice), while
which reaches into the lake, is divided by winding Berlaken’s reputation is justly enhanced by its elegant
little alleys, old castle complexes and miniature mar- bordello – not to mention the splendid villas of multi-
ketplaces; the number of its towers is like the bayo- ple exiled French and Italian potentates.

94
So much for the Graubundsee. From here, the buildings with walled-up doors and windows, which
road follows the course of the Reus through Rüti have a most sorrowful legend from the time the false
canton, whose entirety lies in a wide river valley; Calvinist teachings first spread across the land. Back
demarcated by the Mont Brun, the Wirtzelsgletscher, then, many in Zernach spoke for the new faith, but
the Gubelalp and the Grönergletscher. The towns just as many resisted the heretical preachers and their
along the river are of the Helvetic Confession and the uncouth lies: there was a bitter civil war, and the
most terrible forms of Calvinism. The truth of the losers were entombed alive within their households
Mother Church shines yet in the mountain villages and cellars. There were terrible things in those
and the side valleys, where the new teachings have not weeks, and it is rumoured not all who had been
finished their evil work – but the canton is ruled by immured had shared the glory of Holy Martyrdom,
the godless, for the Landstag in Zernach is forcefully but much worse fates. Even now, the people of
occupied by the armed delegates of the towns, and Zernach are afraid to visit their cellars alone, and the
they always see to their own interests. There is much ruined buildings are shunned: but all in vain, for their
discontent, but the uprising of the mountainmen victims-turned-tormentors now know the byways to
thirty years ago had been supressed in such an evil go freely underground, and the secret exits to
manner that it should never occur again. emerge among the living.
The first town from the lake is Neubronns, West of Zernach is an abandoned valley, Gu-
founded 350 years ago by refugees from the old belwaldtal. Its villages are stone heaps covered by bush
town, built on a tall, defensible hill, with a large and vine, and there is a road here that meanders along
abbey to praise the Lord for his forgiveness. Not them before it disappears into the wilderness. Down
one building of this abbey stands now, but the gar- the Reus, Brautingen and Rosenau are both pleasant
dens of Neubronns occupy its place, whose grapes towns, less stubborn in their heresies than elsewhere
yield a good vintage. Why Providence would reward (at least as far as one can judge). Between the two
such ingratitude, Heaven only knows. stands the Cloister of Saint Hyeronymus Ignibaptist,
Zernach is an even greater example of heresy, which could never be taken by the heretics, and as it
but it is a matter the locals never mention to for- had so successfully threatened river and road with its
eigners, and even call the true history of the place a mighty cannons, it finally won the canton’s acceptance
fabrication. Across town, one might see ruined and its territorial Autonomy.

95
Less friendly is the canton of Zurgau, which lies Hungary’s Debrezen, “the Calvinist Rome”, which is
in the Mentz valley with only one town, Zur of the reputedly worse), and it is ruled by the greatest
wooden towers. This isolated and mist-shrouded land heretic of all, John of Mainz, their presbyter and the
is bigoted in its heresy, whose folk calls even the old Devil’s right hand servant. These miscreants even
people of Rüti godless sinners and the whores of have a university, but it teaches such evil under the
money. Lately, multiple good Catholics have been name of “theologia”, that the paper will not bear it,
burned here for confessing their faith – it is best to and henceforth, it shall be entirely excised, thus: . . .
leave this valley well alone. .....................................
We can also mention Wolkmarstal, but many say .....................................
its membership in Helvéczia is only nominal: neither .....................................
does it send emissaries to the Tagsatzung, nor does it Xantillon is a rich and mighty French province,
participate in common expeditions or share in the but new among the cantons. It has long been the terri-
common bounty. It most resembles an independent tory of the Malévol family (although the bishop of
feudal estate, which has little of note outside a few Chamrousse had once had a stronger claim to it), who
poor and superstitious villages, wild forests, and the can trace back their family to Charlemagne, and even
tumbledown castle of the cruel Waldemar Hecht, the before him. The old prince, Jean-Giscard Malévol, was
robber knight who has recently seized power here. shrewd to guide Xantillon into its Helvéczian alliance,
for he foresaw that it will be no fun to make merry
where Paris dictates the music: and his grandson, Jean-
Francois now blesses him for his forethought.
The centre of Xantillon is Chamrousse; known
for its bridges and palaces, and the triumphant cathe-
dral whose gate is guarded by the old statues of six
horned goats. Bishop Bertram is a master player of
ecclesiastic life, and when he does not rest in the
summer residence of Val Vélans, he always sits in
judgement over matters of both law and theology.
Much calumny has fallen upon him – that he would
have the legs of a goat! – but Grace and Mercy shall
wipe these away from the faces of those who labour
in the Lord’s vineyard.
The fertile land of Xantillon is more densely
settled than Helvéczia, and the flat plains are occu-
pied by large towns (Attignat and Vénosc), among
them homesteads and manor houses. Two more
cities lie further, already in the forests: one of them
is Valbonnais, already a settlement before the Ro-
mans came; and the second is Tours-en-Savoy, in the
shadow of the Mount Brun’s lower ranges, and the
untamed woodlands of the Bois des Ombres. This
idyllic little town, famous for its watchmakers, is the
last settlement towards Rüti, but those who proceed
French Helvéczia: Three cantons and one of the larger up the side road, will be brought by the mountain
condominiums make up Helvéczia’s French-speaking paths into the closed-off world of the Valley of the
parts. The three cantons were once four, as Genévia Three Rainbows. Over the abandoned landscape and
and its surroundings entered the Eidgenossenschaft glittering blue lake towers an immense, ragtag build-
separately: but when the latter rose against the city- ing complex with a dozen spires, terraces, and side
republic’s preachers – which was a pious thing to do – wings. This ruin is Xyntillan, the Rainbow Castle,
the latter prevailed, and the foremen of the conquered the old nest of the Malévols, now abandoned for
land now voted to unify the two territories. generations. And why was it vacated? There must
As for Genévia, which lies west of Cordéac, surely be a good reason.
and is not depicted on the map in this volume, it North of Xantillon, located in a closed valley, lies
shall be omitted from detailed discussion. It is well Vourey, a condominium of the Eidgenossenschaft. It
known what kind of curses, slander and other foul- cannot be called large, nor its inhabitants friendly, but
ness these Devil’s apprentices spew on the Faith’s it pays its taxes regularly. The title of the vogt has
servants; not to mention how they spend their evil been purchased back by its ancient lords, the de-
lives in sin, pro primo: openly, pro secundo: nefari- Vourey family – as the old marquis, Gustave Honoré
ously, and pro tertio: infernally. All this has co- deVourey is wont to say, one can rule from atop
mingled in their city-state like nowhere else (except foreign bayonets if there is no better way.

96
To the south lies Isérac, which borders on The city of Steinhagen shows their prosperity: its
Ammertal, and is ruled in its entirety by the town smithies and arsenals fed by the metals melted in the
of Allonges: the many small villages in the woods can mountain forges, they engorge their wares through
call themselves towns as much as they like, they many merchants’ wagons which leave in all direc-
cannot change their lot; and in the shadows of the tions. Margrave Reinhardt and his general, the
mountains, it is perhaps better to be safe than free – mayor Lothar Baumann lead the city like a garrison;
for the robber dynasties and the various monstrosi- and those who do not obey the public order will
ties of the Grande Grenouille are many, and there is quickly find themselves in the lockup, or drafted
no shortage of old ruins that had once been human into the army by force – for there is always a need
habitation. There had once been a dozen minor for diligent hands in foreign military adventures.
monasteries on this land, all dedicated to Saint Isérac The other two towns along the Elde look more
the Opiate, the land’s namesake: but for some reason, like villages: Hänemarkt is a marketplace for the
the order has dispersed, and now only a few empty livestock driven from Ob’Rau, while Enslingen up in
chapels carry the name. There is one more old pil- the mountains is a sorry patchwork of wooden pali-
grimage site here, next to Saint-Étienne: it safe- sades, from which only a few crumbling towers
guards the original copy of Saint Stephen of Hunga- resemble something like an orderly town – but since
ry’s Admonitions to his son Saint Emeric, which it is the most important pass to the east, it has re-
calls attention to the dangers of feuding and treach- ceived the title from some old dignitary.
ery, and encourages all good Christians to stick Ob’Rau lies almost in its entirety between the
together. This version of the text is entirely un- tallest mountains, in two valleys which are cold and
known in Hungary. dark during much of the day. It is inhabited by peo-
ple who are said to be gruff, stingy and bigoted, alt-
Rhaetia and the Italian possessions: All of the people hough they should perhaps rather be called frugal and
in Helvéczia hold themselves in the highest esteem, pious, for their ill graces are of the land which had
but it is the Rhaetians who are the proudest. This nourished them. There are mostly large homesteads
stocky, Latinate folk considers itself the successors of around here, who communicate even with each other
the Roman legionaries, and are found in large num- but rarely; mainly on their annual feast and assembly
bers in this single canton, and dispersed elsewhere in in Gallsberg, where they gather with their banners,
single villages, or mixed among other folk. and at the same time do pilgrimage. This is so because
For the latter, we can find good examples in here lies Saint Wiborada, whose head had once been
Nidrau and Obrau, which are twin cantons, although split with a halberd by the pagan Hungarians: and that
they are not at all good neighbours. The first is this is all true, is proven by the halberd itself, which
ruled by the Steinhagen margraves, who have be- can still be seen.
come rich from their ore mines and warmongering.

97
In the former cantons, only a few of the Rhae- families live under Helvéczia’s protection in luxurious
tian folk lives; but such is not the case in New Rhae- pleasure palaces. This place attracts intrigue, assassins
tia, more exactly named Confederazione Rhaetia and soldiers of fortune like gunpowder attracts fire.
Nova! This extensive, mountain-crowned deep basin Eastwards, in the shadows of the Monte Bellini, there
has never been conquered (although Attila and the is another group of these little towns, which had once
Visigoths tried), and here, the late Roman style has been an independent principality – and even now
survived in fine shape. It is inhabited by the Rhae- stands separate, guarding a collection of grotesque
tians, but there are also Italians and some Germans, as curios in Brantegna, the alley of the poisoners and the
attested by the mixture of location names – most of clock tower of the lepers in Arzone, and so forth.
them independent city-states, unified in a confederacy
to defend themselves, and entered into an alliance The Austrian conquest: The two-headed eagle of
with Helvéczia. The representative patricians of the Vienna has never given up on anything, and at least
cities make up the Senate, which is like the Tag- one head has always contemplated the fate of Helvé-
satzung, although more likely to stick together – they czia, right until the conquest of two of its holdings,
have their common laws and coins, all of them after Kammersmark and Corbino; and the peaceful capture
the fashion of the old Romans. As the author knows of Oberwalden, a wound perhaps even more grievous
little about Rhaetia, there will be no more about it to Helvéczia’s pride. If it were not for the fortress of
here: but surely, a separate guide would be needed to Ardesium, which had stopped the conquerors on their
describe all the things to be found there. way to Valbona, who knows if even worse could not
Of Helvéczia’s Italian possessions, there were have transpired. It has been vain that the shields of the
three here, but only Castelmarte has remained under conquered had never been removed from the Tag-
the vogts of the Eidgenossenschaft. This province, satzung’s assembly hall, and their chairs still stand
consisting of gentle valleys below the mountains, lives empty; and it has been likewise for nothing that Rhae-
its life in small urban communes, supplemented by tia includes them on its official list of territorial claims
noble estates and villas (although many have now gone (a list which, admittedly, includes most of Northern
to ruin, and hide dangerous inhabitants). Cruvio is a Italy), the conquest seems to have been lasting. The
renowned place, where Ludovico Moro, a robber Austrians are easy to recognise on Helvéczian lands: it
knight and tyrannos of old times had erected a gran- is always them who go about in snappy uniforms and
diose tower, whose labyrinth inhabited by giant owls court frippery; and speak even the fine German lan-
still rises above the town in its utter abandonment. guage with a German accent.
There is also Azcina, where multiple exiled noble

98
The mountains of Corbino are inhabited by
Italians, but a much more sullen kind than
Castelmarte: here, the Renaissance was a less fre-
quent guest than poverty, and the three ways out of
same lay along the paths of the soldier, the bandit
and the priest. Thus, quite a few Gebirgsjäger
(alpine mountain troops) from Corbino serve in the
imperial army, but safely far from home to avoid
any mischief: the governor of the province, the army
supplier-turned-prince Leopold Joseph von Schwein-
Heckler, is always escorted by foreign bodyguards
when he dares to leave his residence.
Vollberg, the westernmost of the old Austrian
provinces, is in many ways similar to Corbino. They
have never liked the Helvéczians, and when they once
received an invitation to the Eidgenossenschaft, they
responded with the severed head of a sheep. Ever
since, there have been all kinds of little border scraps
and conflicts, and their fuel is never lacking, for the
only profession honoured on this land besides that of
the salt miner and cattle owner is the soldier. There-
fore, multiple garrisons’ worth of troops drill and
practice in SanktPatzensburg; and the administration
of the whole province is entrusted to the Vollberg
fusiliers; more precisely, brigadier general Maximillia-
nus Schneider-August von Dicker, whose three pas-
sions are gunpowder, boiled beef, and tobacco.
The province of Kammersmark is found near
the Griiswaldsee, and it is better known for its more
inhabited northern part. Its inhabitants are peaceful
and prosperous, and if they change their conqueror,
they soon become used to it. In any event, the pre-
sent conqueror treats her estates with a gentle hand
indeed: the baroness Margarethe Magdolna von Brun-
nen, rumoured by courtly intrigue to be the Emper-
or’s favourite maitresse, is on the opinion that sheep
should be shorn, not slaughtered. In her palace by the
Sallensee, there is more dance and music than dispute
about state affairs – and safety is guaranteed by the
Kammersmark Hussar Battalion, who ride all over the
province on their swift steeds. These gallants, brought
here from Hungary, are at the command of brigadier
general Eugeniuß Aurél Bodorkányi, whose life story
could fill multiple books, if only the paper would not
blush at those adventures. When the old war hero
does not chase Margarethe’s charms, or he isn’t away
on some errand as the Emperor’s envoy, he spends his
time at Czakkvár, a citadel in a small valley to the
south, which has been taken over by the hussars, and
refashioned according to their liking.

99
The Griiswaldsee: This lake is Helvéczia’s gateway, vote on the sessions of the Tagsatzung, but only keep
swallowing two greater and five lesser rivers, only to an army for its own defences; it can, however, partic-
sate the infinite appetite of the Rhine Posterior. ipate in the Eidgenossenschaft’s common campaigns
The narrow gorge where all this water leaves the with its money, which it does regularly.
lake is the defender of the mountains, and the high- Two valleys on the opposite side are protec-
way of many ships, which, if not further, can navi- torates, although their status is contested by Zundel,
gate up to the three larger cities. which claims them to be their own. They are both
Due to the constraints of space, little will be said Catholic, and while Stiidhausen is a small town known
here about Dunklerwalden, which is already in the for its hot-water baths, Kronsbach is a major source of
German lands: although the autumnal pomp of the iron and the goods made out of it. The forests be-
palaces of Schloß Königsee, or its wondrous gardens yond them are undisturbed, and a favourite of the
are easy to hear of, as the luxurious, if insane creation consummate hunter – there is much game here, in-
of Friedrich-Wilhelm III is the wonder of seven cluding extraordinary specimens, if one is brave
countries, even if many have never returned alive enough to risk life and limb in the wilderness.
from its wonders after they sought to explore them. Zundel lies along the lower Reus: like Rüti, its
The first canton by the lake is Griiswald, by towns are Calvinist and its villages Catholic; but there is
custom divided into two sections (pars), but both more patience, for, like in the cities along the Rhine,
covered by dense and dark forests. There is an old Trade smooths over faith’s turmoil, even if at the price
custom here of watchtowers, erected by large fami- of extinguishing it. This fashion is embodied well by
lies to keep guard in times of warfare and peril. Kaselmarkt, the canton seat: it abstains from all warfare,
They use the ground floor to guard their livestock, and ensures its safety with mercenaries from outside
the floor above as living quarters, and the shield Helvéczia, which has earned the contempt of many, but
room on the top to keep all the plunder they have also ensured it to become a neutral meeting ground for
collected in war and robbery – for that is a better the emissaries of many empires. In the city, all new
life than the lumberjack’s trade. Unterwangen, the kinds of philosophies are in fashion, and indeed, the
pars closer to the lake, is Catholic, and ruled by Masons’ lodge is most powerful: therefore, the place is
family heads; the one up in the mountains is Ober- rife with espionage, secret murders, and all manner of
wangen, Calvinist in confession and ruled by the deviltry. There are worse things lurking under the
Landsgemeinde. For reasons yet to be understood, burghers’ houses; under lock and key or on the loose,
the two pars are on amicable terms in spite of their and they are wont to carry off both locals and visitors
religious differences, and get along just fine. if they get the opportunity – such are the regrettable
But if the former is unusual, then Judenburg consequences of Libertinism.
manages to outmatch it in every conceivable way.
This free city and a few free-standing villages and
homesteads, located in a narrow and isolated valley
with its only exit towards the lake, is under the faith
of Moses, and its inhabitants are all Jews or Sabbatari-
ans. And this wonder happened so: some three hun-
dred years ago, Emperor Otto Wittelsbach IV sent a
great host to conquer rebellious Helvéczia; and the
mustered armies of the Eidgenossenschaft would
surely have been lost, if not for the lake’s Jewish
merchants, who had set aflame and sunk the emperor’s
ships. In gratitude, the Jews were allowed to purchase
this bare valley with good money, and live there ac-
cording to the laws of the Great Judenburg Sanhedrin
as they would prefer. Thus is Judenburg named the
New Jerusalem by some, and the black mouth of Hell
itself by others (for there are many who think such
things should not exist, nor that its inhabitants should
grow rich from trade and finance), but all the talk
changes naught. By its founding charter, the city can

100
Of other illustrious lands Now that young emperor Franz, tall of stature
and long-limbed, has inherited the throne, he has his
mind full with matters of state, and ideas of bold
o book could hope to provide an
reforms to consolidate the public finances. His fond-
adequate perspective on all lands
ness for novelty reaches such degrees that it is whis-
under the Sun: the meagre descrip-
pered he might be one of the libertines; or more, a
tion of Helvéczia provided here
high-level grandmaster of the society of the Bavarian
was as much as a modest work like
Illuminati. That ascending to the throne, Franz has
this can aspire to. Therefore, the
banned their lodges and organisations, is brought up as
following will be a very selective look into some
yet more clear proof that he is secretly their disciple,
neighbouring lands, while many others will be omit-
the leader of the lodge in Vienna, and the greatest
ted. There are some, such as Ruritania, Wallachia,
patron of their godless machinations.
Swedeland or Engeland, which are too far to cover
The two great workshops of the imperial throne
here; and there are others, like the German lands,
are Bohemia and Silesia, where, as the saying goes,
which are divided into so many little states and hold-
one’s harvest are cannons and guns, and the other’s are
ings that no one could catalogue their diversity. Here,
uniforms and boots. These lands have not been rebel-
only those will be listed that might have a notable
lious for a long while, although the memory of the
influence on the fate of Helvéczia.
Hussites lingers on still, and it is best to note that
France: The lands of France are most fair, but only their societies and robber families still lurk in the
to those who enjoy the graces of king Louis XXIII. forests, while Prague’s splendour and knowledge
In this country, everything revolves around the seems to serve none but Franz alone.
whims of Paris, and those who will not bow before it There have been greater calamities in Hungary,
will come to an evil fate. The king, who is advised by which extends from Vienna to Transylvania, and
the shrewdest churchmen and philosophers of the age, from the Polish border to the Turkish Empire; and
continues the work of his antecedents in subjugating this is where the eagle looks with its right head. Even
the provinces he has not yet fully ground under his with the land liberated from under the Turkish yoke,
heel. Such are half of Occitania, Burgundy and Au- and many of its ruined cities repopulated by new
vergne, which resist him most bitterly, but there are settlers, the Hungarians are such a stubborn lot that
advisors who have also proposed the annexation of the they did not celebrate and rejoice: in the newly instat-
“mountain robbers’ nests”, including Helvéczia. Else- ed laws, all they see is the Emperor’s tyranny; and in
where, the king’s subjects are rewarded with taxation the new division of the liberated estates (which have
and new regulations, and the officials of the throne been given generously to those who Leopold could
would pacify all who oppose the principles of effi- not reimburse in coin), the trampling of their ancient
cient state organisation – if they could, they would and tried liberties. This is the banner of discontent
catalogue the wild beasts, and then they would fine prince Viktor has raised to gather his rebellious hosts,
them too. and he is now called either the saviour of Debrezen
Of course, for all the court’s doing and the Paris- the Calvinist Rome and the Patron of Transylvania,
ians’ bemused contempt for their uncivilised cousins, or a Despot worse than the Turkish scourge, the
there is life yet in the provincial residences, and even nephew of the black Devil.
beyond them. There is some truth about those rob- Now there is full rebellion: the armies of the em-
bers’ nests too, for there are more and more of them peror against the outlaws and hussars of the prince;
as one nears the mountain ranges, not to mention the few remaining Turkish pockets for themselves;
things lurking in the woods – and the people of the and the independent towns for the liberties and privi-
small rural towns, whom the refined mind holds for leges they can only lose. The clamour of armies and
crude and vulgar evil-doers, often do their best to live mutual raiding have brought ruin to many, riches to a
up to their reputation. few, and a life of skirmishes to the average frontiers-
man. As a wise prince of Transylvania had once de-
Austro-Hungaria: Everyone knows the left-looking scribed his troops, “wherever the Hungarian host was
head of the two-headed eagle in Helvéczia: for he has shown to go, they didn’t; where they should have
long ago eyed up this lost piece of territory, and fought, they ran; come the third of May, not one was
decided to make a fine meal out of it. It has captured present, for they were again off plundering their
first Kammersmark, then Corbino and Oberwalden; whore of a mother [sic] ... not ten Hungarians fell in
there would have been more under emperor Leopold, that fight.” As of old, thus now.
returned in triumph from the long Turkish wars: but There is also Transylvania, whose princes had
ere he could lead his hosts westwards, he spent a once brought peace and plenty to their land, but that
month in Prague, where he choked on a most beauti- is in the past: there is not a place in the whole wide
ful pear, and by the time the crown council could world so similar to Helvéczia; but there is none
reach an agreement over the way to proceed, the either which looks more sad after Tartar slaughter
chance was gone, and the imperial treasury lay empty. and imperial plunder. Ruins and faerie landscapes
stand now among the silent peaks: and in withdrawn

101
102
mourning live the three allied nations of the Hun- self-anointed master of Statecraft and Strategy,
garians, the Saxons and the Székelys; with the Wal- which he has all expounded on in his popular books,
lachians, Gypsies, Armenians and Jews. None could without once falling into the sin of undue modesty.
be richer in custom, legend, and variety: yet for all Murder, assassination and corruption were the
the fervent prayers, the star of this forlorn province steps of the ladder which the Prince (il Duce di Flor-
seems to have fallen forever. enczia) has climbed to achieve his present station: and
this fine fashion is much respected by the other Italian
Catalonia: It has been less than fifty years since the fall states, for they could not have done it any better.
of the Catalonian Republic, and that the flag of the Now, therefore, friend and foe all pay for the good-
Hispanian kings was once again planted in the port will of Florenczia, and not even the Venéczian Doge
town of Barcino. The consequences of long warfare and the dreaded Committee of Ten dare to deny him
are everywhere to see, especially beyond the coastal – which is no laughing matter. Only the Papal State
cities: plundered estates inhabited by beasts, ruined sits in icy silence, and Pius XXVI has threatened
towns reduced to penury, and piles of rocks that had anathema whenever his will was questioned – ever
been prosperous villages. While the affluent pay for since there have been no men cut from the good
their conquest in gold, the common folk pays with Silvio’s cloth on Saint Peter’s throne, the Italians have
labour – for Hispania, grown fat on its holdings in the tended to hold its occupant for a pious old ass.
New World, demands even more from the Old. Prince In any event, the Holy See has its eyes on a
Franco, a stern disciplinarian, has been appointed as the different kind of danger: all the lodges which have
provincial Viceroy, and granted all emergency powers sprung up over Italy, and which never cease to pro-
to ensure that neither Rebellion, nor lagging payments claim the ideas of Illumination and the worldly
should trouble the sleep of his masters. brotherhood of Man; for this, it is thought, must be
Accordingly, Catalonia is a dangerous place to the doings of the Antichrist himself! It is especially
visit: the wilderness is teeming with brigands and the fire-nest of Piedmont where the passionate idea
freedom fighters (between which there is often little arises in youthful hearts – and it does not rest even
difference), while spies, revolutionaries, bankers, and as the land’s best shed their blood in foreign wars.
assassins populate the great ports. The old Devil’s Once mighty Venéczia is now of little danger to
closest pals are also about, working their nefarious anyone outside it: its secret societies and terrifying
schemes, and the Holy Inquisition can barely keep up secret police are like they have always been, but they
its diligent work against the heretics, just as the Saint can only do harm to those who would visit the serene
Hernandad Brotherhood is sworn to apprehend and republic. The lion of the evangelist Saint Marc is said
hang common criminals (or those they deems as such) to be a toothless beast now, impotent on land or sea.
by Imperial grant. Some now believe the recent in- All over Italy, it is losing its holdings, although the
crease of miraculous and troubling events portends the city stands yet, even if it now has to conceal the
Apocalypse, or some other great upheaval – there is poverty spreading within its own bosom. Only those
an air of imminence wherever one sets foot. should go about the city without armed escort who
Italy: Oh, happy Italy! Its blessed land is shared by do not hold their lives dear: for if it will not be the
many small towns and alliances, and if they can, they people of the alleyways to put a knife in their back,
pass their time in strife and mutual betrayal. It is they will be kidnapped by the noble of some palazzo,
common that a few courageous bravos or mercenaries to rob them of their valuables and subject them to all
invade the neighbour’s land to plunder, kill and de- manners of Perversion.
stroy; either for the bounty or for some noble’s ob- Poland: Long ago was the Union of Lublin and long
scure schemes. This custom has never been expunged, ago the great feast over the Turk’s defeat, whose
nor tamed. Me today, you tomorrow – since most fruits the emperor in Vienna has enjoyed most!
towns cannot effectively punish their invading neigh- There is much debt, and ancient glory lies in ruin,
bours, they will rather swear revenge after an expedi- even if one would not see it in Kraków’s splendour.
tion – and it will come handy for an excuse when our In Lesser Poland, where the nobility is at its oldest
boys have things to do in the other’s backyard. and the treasury the most abundant, revelry and mer-
Thus live Italy’s republics and principalities. riment have increased such, that there is no pan who
Occasionally, talent or blind Fortune lifts one above would rule sober, and would not flaunt his wealth and
the others, only to retake their bounties with inter- power while guzzling the finest vintages. Oh, tawdry
est another time, and thrust the former conqueror pleasures and pawned fates! Only the lady of many a
into the most miserable vicissitudes. The first is the house keeps them on the right path, but what use is a
case today with maestro Silvio Machiavelli, who is woman’s word against Vanity?
said to have been lifted on the gilded throne of Kings and princes follow one after the other,
Florenczia by his own dirty hands in a tide of filthy none worth to note their name, and this lordly in-
dealings and debauchery. But is not Silvio a real trigue is more bitter than the Muscovite and Tartar
Renaissance man? He is the generous patron of Art pillages in Volkhinia and Podolia – where the Tsar’s
and beauty; the worldly prophet of Love; and the whip now strikes the unhappy landowner. And now,

103
even more hands grab all they can: and they gather officer – most of them the members of some cob-
around, the hungry empires, to pick the fattest spoils webbed and ominous knightly order – is such a high
from the country! And yet – “Poland has not yet lord that their soldiers must follow them right to the
perished, So long as we still live. What the alien force depths of Hell. There is no greater matter than an
has taken from us, We shall retrieve with a sabre.” – if order – and those who are ordered, obey.
only it could triumph ‘gainst the whole wide world! It is no different at court, for here, the fashions
of the educated revolve around old fraternities, uni-
Prussia: The union between Brandenburg and the versity societies and yet more knighthoods, of which
Duchy of Prussia had produced this youngest of some enjoy considerable disrepute for dabbling in
states, now seemingly the most shining star amongst alchemy and black magic. But above all stands the
the Germans. Queen Angela, seeing her enemies and company of spies, who report all of this, and perform
neighbours for weak and ineffective, has proclaimed the throne’s wishes to the last drop of their blood.
the two lands to be one, and as per the empire’s mot- And the throne has decided: as many of the divided
to, “Suum cuique” – to each their own; that is, for all German lands as possible, and the plentiful land of
according to what they deserve. This, they take most Silesia first, must be acquired by any means possible.
seriously, and especially in the army, where every

ÎÌÎÌÎÌÎÌ â â â ÌÎÌÎÌÎÌÎ

104
GAMEMASTER’S ALMANAC

or, Useful Aid in all Matters that could concern the Gamemas-
ter: supplementary Rules and Guidelines from Revelry to Poi-
soning; a Discussion on tailoring the Game to different Tastes;
the Descriptions and Catalogue of various Monsters and pre-
cious Treasures, among which there are both known and un-
known; numerous inspiring Tables and Charts; but above all
Guidance on preparing thrilling Adventures, and running them
in the most excellent fashion. ~

105
IX. The gamemaster’s rules
Checks 1:6 or 1:3 roll, rolled with a simple, unmodified 1d6.
Such random rolls can add a lot of colour and simple
complication to the game.
hecks – ability checks, saving
Second, it is pointless to bother rolling for
throws, skill checks, initiative and
something that someone in good physical and mental
attack rolls – should be rolled when
health can reliably accomplish. Climbing a tree, tying
a character attempts something that
a knot, and setting a simple trap next to a wolf-pit,
is noteworthy, and has an uncertain
or rowing across a calm river is something any char-
outcome. It is just as important to
acter can do unless there is some significant compli-
know, however, when to avoid using them.
cation. In short, checks are used to try the mettle of
First, events whose outcome is entirely random
the daring, not to monitor the everyday challenges
with respect to the characters – e.g. to see if a sen-
of the barely competent. A check with Normal
try passes below a gateway or if the coast is clear, or
difficulty is sufficient for most tasks, while a Hard
to decide whether a loosened stone falls or remains
one should be reserved for rare acts of daring.
teetering in place – are better settled with a simple

106
Third, there is no need to roll for each stage of The principle of two: Sooner or later, the question
a complicated sequence of actions, since all that does of retries shall surely arise in the company. If at first
is slow play to a crawl, and increase the probability you don’t succeed, try, try again – such is the com-
of failure. To slide down the inn’s bannister, wound mon wisdom, but endless rolling until someone gets
the henchman rushing upstairs, and then swing across the preferred result is not only boring in an adven-
the chandelier to leave through the window is two ture story, it is boorish behaviour too. Therefore,
checks: one Jump check, and one attack roll. the principle of two holds that, even if unimpeded
Finally: in the case of two opposed forces, coun- by time constraints or an active opposition, each
terchecks should be used, pitting two rolls against check can be attempted twice – for the whole
each other. Counterchecks are simple, dramatic company. These rolls represent their best shot: if
challenges, and they can settle contests very, very they cannot solve their problem in this way, they
quickly. Sometimes, it may be best to extend them a must now find another. This can, of course, include
bit by requiring multiple successes (e.g. in case of a more patient and thorough approaches.
wrestling match). For instance, if Little Juan and his companions
are trapped in a locked prison cell, they have two tries
Behind the checks: If no ability bonuses apply for to spring the lock. If the attempts fail, they will have
either of them, an unskilled character of any level to consider another approach. Perhaps they could
succeeds at a Normal skill check with the same loosen the bars in the window and climb down from
chance as a skilled character at the peak of his or her the second floor with a makeshift rope. They could
experience (LVL 6) at a Hard one. Both of them ambush the jailers and cut their way through. Or they
must roll 12 or more on 1d20, making for a 45% could somehow try to patiently saw through the
probability (20-11=9, 9*5=40). Ability bonuses grant a wooden ceiling and escape through the attic. Can they
bonus up to +3 (+15%), meaning the highest possible afford the time? Will the noise they make draw un-
modifier without some special means is +9 (90% at wanted attention? What if they are marked for death
Normal, and 60% at Hard checks). This applies to the next day, or if the building is burning (both the
attack rolls and skill checks; for saving throws, the case in the game the example was drawn from)?
upper limit is +8 or +6.
However, characters with such outstanding po- Social situations: There is much debate among gam-
tential are quite rare: it is much more common to ers whether handling social situations – negotiation,
have modifiers between +0 and +5. For Normal rolls, charm, intimidation, and misdirection – should de-
this means a 45-70% chance of success; and for Hard pend more on character skill, or player skill. What if
ones, 15-40%. If a character’s survival hinges on a the former is flat and unsatisfying? What if the
Hard check, or even worse, multiple Hard checks, it latter privileges the smooth-talker even if his charac-
is time to say a quick prayer before giving it a try. ter is a bit of a lout? In Helvéczia, it is best to go
And player characters make a lot of rolls over for a middle ground.
their careers: by the law of averages, they are bound The rules do not define separate social skills,
to run into a stroke of bad luck, even in very haz- leaving it to the players to come up with their own
ardous situations. Therefore, it is best if the ga- ideas to avoid an inquisitive guard, calm a resentful
memaster doesn’t abuse the ability to call for checks: abbot, or drive a dandy into a terrible rage. For
though they are an excellent device for building routine events, it should be part of the normal
tension by having to roll one for life or death (and course of play, and no player should feel slighted if
there are good stories in spectacular failure), but if they are not the best method actors. For events
they are dime-a-dozen, characters will be the first to which merit a check (that is, they are notable and
start disappearing from the campaign, but they will they lead to uncertain outcomes), roll a regular Cha-
soon be followed by the players themselves. risma check; the difficulty should be Normal if the
There is a further, broader question here. How attempt the players made was credible; and Hard if
long do the results of a successful or unsuccessful it was very dubious. And if they fail? They can still
check stay relevant? Generally, they should last as try to resolve the situation some other way.
long as a significant new consideration enters play. If
the company successfully passes a tampered letter of
introduction to the vogt of Corbino, the trick will
keep them safe until they do something foolish (by
wandering where they were not supposed to be), or
until Captain Arcadio, their sworn enemy, arrives
later that night, and recognises the group who had
waylaid him and stolen his letter. In this case, new
problems present themselves, and they will require
new solutions.

107
Success and failure: The outcome of the rolls is missing a Climb or Balance check: maybe they will
mostly interpreted by the gamemaster (or suggested only lose their travel pack first, or roll down a ra-
by the player and confirmed by the gamemaster). vine, suffering 2d6 or 3d6 Hp damage – requiring
The exact result can help determine the degree of them to continue on their way while injured, or
success or failure: someone who rolls a Normal His- without provisions. Decisions and consequences like
tory check might know something about a certain these are some of the things that make role-playing
noble family’s affairs; while someone who rolls a games unpredictable and engaging.
Hard (or even Heroic) difficulty might be intimate- While the game does not supply exact rules for
ly familiar with their secrets and dirty laundry. Such critical successes and failures outside of combat,
finer differences can make the game more logical, every check still has a 1:20 probability of outstanding
but also more exciting. success, and 1:20 of outstanding failure. These spec-
What does a failed check mean, especially if tacular results always have consequences with more
there are no precise mechanics to describe the out- far-reaching impacts than simply failing or succeed-
come? It does not have to mean an ignoble end – ing a check. For example:
for if that were the case, most adventurers would  Fortunate Hans tries to steal a silver goblet.
end their careers very quickly. However, that is He rolls so well that he leaves completely
plainly not the case! A missed roll can just as easily undetected, and the theft is either left unno-
lead to some complication, or partial failure. ticed, or he does not arouse any suspicion.
Not even a suspicious border guard will order  Unlucky Franz tries to jump across a deep
the owners of a shoddily forged travel pass shot ditch. He does not just fall into it, but he
(well, not immediately!), but he will first call for the breaks some of his fragile items, and his cry
sergeant to have the case examined, or to inspect the attracts his pursuers.
travellers’ belongings more thoroughly. And what  Fortunate Hans and Unlucky Franz get into
shall they do? Escape, trusting their mounts to rush a fight over Beautiful Ilona. Franz rolls a 1
through the soldiers; offer a generous bribe to appeal on his attack roll and slips, allowing Hans to
to the sentry’s greed; or fabricate a new story? All gain a free attack and throw him through the
are possible, and all lead to new possibilities of con- window into a pigsty, to the great merri-
flict. Similarly, a traveller in the high mountains does ment of Ilona and the entire village.
not necessarily plummet into certain doom after

108
The exact results emerge from the specific situation, the characters) give experience according to
or are made up by the gamemaster. Of course, some- their level. If they are especially notorious, this
times the game is about dice rolls, and sometimes can be increased by up to three levels.
about creative ways to avoid situations which would  Overcoming challenges: this includes attaining
expose the company to the vagaries of the dice. individual and collective objectives, coming up
 Unlucky Franz lays his cloak over the with good ideas to succeed, or anything that’s
mouth of an old pit, then invites Fortunate clever, bold, or audacious. Use the same table as a
Hans to sit down and drink some wine. rough measure; smaller challenges should rate as
Hans sits down and falls into the pit with- 2nd or 3rd level, larger ones more, and really out-
out any roll whatsoever, while Franz gives standing victories 7th or even above.
his moustache a twirl: this was not a matter  Exploration: award experience points for discov-
of luck! (However, if Hansi’ player sus- ering new locales (particularly the odd and fantas-
pected foul play, he might have been eligi- tic), unearthing secrets, or for spectacular life ex-
ble for a Spot check or a Deftness save.) periences (even if unlucky).
 Hedonism and excess: feasts and merrymaking
in a company of friends and hangers-on; lavish
fetes and triumphant processions; the most recent
fashions and exotic treats are the adventurer’s
due, and they are worth 5 XP for every silver
Pfennig’s worth of value squandered on these
frivolous pursuits. However, living it up is only
worth experience if it is done aimlessly, without
a specific purpose.
After each game session, the gamemaster should de-
cide which actions over the course of play are worth
experience, and how much. Experience from collec-
tive achievements is divided up among the partici-
pants, while personal accomplishments merit individual
XP (these tend to be smaller amounts, given less gen-
erously).
Non-player characters who have been involved in
the adventure only gain a full share if they took an
Experience Points active part in the events. If they were only passive
tag-alongs, they may get a reduced share, or a group
Level (XP) Level (XP) of them may get the share of one – including three
1. 50 6. 650 NPC followers, or a group of ten landsknechts.

2. 100 7. 1000 Learning new skills: There is no exact rule for this,
and considering how characters can use all skills availa-
3. 150 8. 1500 ble to their class untrained, it does not play a central
4. 250 9. 2000 role in the game. However, if a character uses a skill
very actively through multiple adventures, or uses it
5. 400 10. 2500 to accomplish notable deeds (e.g. pursuing a fleeing
kidnapper over multiple days through treacherous
terrain), the gamemaster may decide that the player
can write the skill on the character sheet – but let this
be a rare and valued reward.
Experience Commoners: Most people in Helvéczia do not be-
xperience tracks a character’s long to any character class: this includes woodcutters,
growth in power and stature: if milkmaids, common monks, but even the majority of
they achieve the necessary amount, soldiers and brigands, who conform to the statistics
they increase their level by one, of a 1st, or rarely 2nd or 3rd level monster. And yet,
roll a new dice of Hit Points, ad- there is always someone among them who gets in-
vance in their saving throws and volved in hazardous adventures, and shows such an
fighting ability, as well as their skills and magical outstanding ability that they become 1st level charac-
ability. Experience comes from four sources: ters. This requires 500 XP, and their class will be
 Defeating opponents: monsters and non-player selected logically (Vagabonds and Fighters are the
characters who have been defeated or outwitted most common). The character receives maximum
(including if they have fled or surrendered to Hp for their first level.

109
Sixth level characters: Characters who have reached tion. This was not a full adventure, only a brief side
sixth level may be allowed to settle down a bit and story, but it will do as an illustration.
rethink their wasted life. This can allow them to The executioner who has risen from death is a
voluntarily drop levels they have earned (simulating level 3+2 Champion. The characters did not confront
losing their edge, or growing fat and indolent), relin- him, but even avoiding his wrath is a valuable experi-
quishing all associated benefits like Hp, skill ranks, ence. The gamemaster adds one level for his notorie-
saving throw advances, etc. The character can then ty, and rates him as level 4, or 250 points. There were
return to the game and start climbing up the ladder two more awards, one for overcoming a challenge by
again in another class – if they lost two levels, they “summoning” the executioner (or more like drawing
would become a fourth level character with 12,000 XP his attention), and one for exploration by finding the
and so forth. secret passage under the town wall – one level 4 and
Players whose characters have reached sixth level one level 5 award, for a total of 650 points. Venzel’s
can also take on protégés, who start as commoners, or individual accomplishments are stealing the severed
first or second level characters. If they adventure to- head (LVL 3), the “summoning” (LVL 2), and relin-
gether with their patron, protégés are eligible to one quishing the head through a quick decision (LVL 3),
half of their earned experience points. This can take 400 points total. Stanislaw was more careful, but by
someone up to 3rd level but no higher: there are many ensuring the characters’ safety, he is due 100 XP.
things in life which one must learn on their own. Altogether, the two characters receive 900 XP,
Example of awarding experience points: Let us start or 450 each. Including the individual awards, Ven-
from the example of play at the start of the rulebook, zel’s total is 450+400=850, while Stanislaw’s total is
where the nightly rest of Stanislaw Bohuwiczky and 450+100=550 XP, which they both note on their
Venczel Starny was disturbed by a nocturnal appari- character sheets.

110
result in a loss of consciousness, and leading to the
character getting captured, left for dead on the field,
or waking up in the mortuary. In games with a
strong element of drama, notable characters at -5 Hp
shall die in 1d6 rounds, leaving them a little time to
act in this world. They may roll a Bravery save, and
if they succeed, they will extend this life by 1d6
hours – enough to take extreme unction, dictate a
final will and testament, and die in the company of
friends and loved ones... or escape this fate in the
hands of a skilled chirurgeon (Hard Healing check).

Poisons
t is not intended that this text
should teach the reader the many
varieties of poisons: there is so
much perfidy in the world that
such guidance would do untold
damage if it fell into the hands of
villains. Therefore, poisons are only discussed here
in general terms – but surely, every sensible schul-
Survival theiß and lawman will say that the apprehended
he pious man does not wish terrible poisoner’s rightful place is on the gallows!
misfortunes upon his neighbour; but The simplest form of poison takes its effect if it
since there have been so many who infects a wound, or if it is mixed into food or drink,
have faced a hundred forms of killing an average man after a terrible struggle
want, it is best to get acquainted (Normal Bravery, primary and secondary effects 1d6
with these possibilities. Hp/1d6 Hp). Those who make one of the saving
throws avoid the effects, and will experience no
Falling: falling from heights results in 1d6 Hp dam- harm beyond some mild nausea.
age per 10’ distance. If the character falls on some-
thing soft, or has the chance to soften the fall with
some clever jump or keeping balance, the first few
dice can be ignored.

Suffocation: without a straw or air-filled bladder, a


character can spend [3+2*Con bonus] rounds under-
water before falling unconscious. Those who are
swallowed by water may yet be disgorged some-
where else, but they must first roll a Bravery save to
see if they are washed ashore alive. After the first
three rounds, a cumulative -1 applies to each check
underwater.

Hunger and thirst: left without adequate daily nour-


ishment, characters receive -2 to all checks until they
cease fasting. If their suffering lasts long, they can
become as feeble as a child; or for extended ordeals,
lose consciousness. Feverish sickness is similar in all
respects, but it is only healed by prayer or medicine.
Optional Hp rules: by default, characters fall uncon-
scious at 0 Hp and die at -5. Some games benefit
from slight changes to this rule. In more light-
hearted campaigns, falling to 0 Hp or below may just

111
will surely blind and kill its intended victims (Hard,
ÇÈÇÈ â â â ÈÇÈÇ blindness/3d6 Hp) is worth 8 points, and this most evil
mixture should cost 4 Th for the materials, or 12 Th
Poisoner’s Table when sold – enough money to hire a dozen skilled
guardsmen for a full month!
Effect
+1 1d6 Hp damage
Special effect (dancing fit, -2 Atk, halluci-
+1 nations, slow onset, effective in small dos-
es, painless, etc.) Tricks and traps
+1 Special mechanism (inhaled or contact) ven the common man sets traps and
Tasteless or odourless simple pitfalls against the bears and
+1 wolves, and there are considerable
+2 Fatal effect (paralysis, blindness, etc.) dangers in the loose rocks, ravines
and hollow, giant bee-inhabited trees
+2 Potent (Hard saving throw)
one may find in the wilderness: but
SUM Difficulty of Brewing the insane masterminds who commission the construc-
tion of castles and crypts, or the leaders of the Holy
1 – 4. Normal
Inquisition have thought up much stranger things.
5 – 8. Hard The careful observer can usually find some sign
hinting at their presence: the bones of old victims,
9+ Heroic
grooves made by a sliding block of stone, a wall sec-
Dose: 1d3+1 (Hard: +2; Heroic: +3), de- tion that does not resemble its surroundings, and so
forth. The referee can call attention to these through
creased by difficulty of preparation multiple different methods: hints woven into the
Approx. cost: 5 Pfg/point for raw materi- scene’s description, calling for a Spot or Listen check,
or only revealing some clues if the characters actively
als, 15 Pfg/point fully prepared try looking for hidden things (however, in this case,

ÇÈÇÈ â â â ÈÇÈÇ clues should always be granted). One thing is certain:


to send characters into deathtraps without fair warn-
All of the more complicated poisons are a mix- ing is foul play, and even if such warning is present,
ture of effects: they inflict more damage, they can they should be used sparingly.
be mixed into candlewax or lamp oil to emit toxic The following list presents a few of the more
fumes, are unnaturally effective, and so forth. And common traps:
yet all have a primary and secondary effect, and all Alarm: alarms guards or monsters, and is found in
allow a saving throw for both of them. By adding up many different forms.
the poison’s effects according to the table provided Arrow trap: a hail of 1d6+2 arrows or iron skewers,
here, we get a point value: this sum determines the Atk +4, 1d6+2, usually 3-4 rounds of ammunition.
difficulty of mixing up a batch of the poison, and Bear trap: 1d6+2 Hp damage on a failed Deftness
how many doses are produced. If a Hard check is save, only allows escape with a Hard Strength check.
required for a poison, success only yields the default Falling bars: used to block the way or confine.
1d3+1 doses, and only a Heroic success yields 1d3+2. False trap: they only serve to draw attention away
Same applies to Heroic difficulty poison brewing, from the real threat, or activate it.
and how much it all costs in the form of raw ingre- Pendulum: Atk +6, 2d8 Hp.
dients and the final merchandise. If the skill check to Pit: 1d6 Hp damage per 10’. The bottom can have
brew the poison fails, the materials are lost, the for- skewers (1d6 hits at +3 for 1d6 or 1d8 Hp each), a
mula is impotent, or the venefice becomes the victim water trap, ravenous monsters, etc.
of his or her own deviltry. Poison gas: as in the preceding section.
For instance: basic poisons are worth 2 points Poison needle: Atk +3, 1 Hp and poison.
(2*1d6 Hp), meaning they will cost 1 Th worth of raw Secret door: opening and closing door, luring its
materials, they need a Normal skill check to manufac- victims into a trap, or resulting in imprisonment.
ture, and the dosage is normal. If sold, such wares are Tripwire: avoided with a Deftness saving throw;
worth a good 3 Th. A stronger poison that can be otherwise tends to trigger a physical trap.
smeared on weapons (Normal, 2d6 Hp/3d6 Hp) is Unstable ceiling: heavy stone blocks fall for 4d6 Hp
worth 5 points, mixing it requires a Hard check, there damage, Deftness avoids or halves.
is a need for 25 Pfg worth of raw materials, and the Water trap: the closed chamber is flooded with
final cost is 75 Pfg per dose. Finally, a poisonous dust water (or fine sand) from holes in the wall. This is a
which can be blown into a sleeping chamber, where it vicious trap, with deadly results.

112
113
X. Gamemastering
Running the game through a few well-chosen, expressive attributes – and
Helvéczia’s style benefits from employing a few
amemastering means entertaining a archaic turns of phrase. If the wall is “crumbling and
group of people every few weeks dotted with creeping wildflowers”, and the door is “an
for the span of a few hours, and to old, cracked thing”, the scene comes alive. Similarly,
entangle their characters in newer dialogues will be much livelier if we give a different
and newer adventures every time. manner of speech to the mirthful landsknecht back
This is not always the easiest task, from the war, the stocky and glum shepherd, the
but it is easy to learn it through a little practice; and hypocritical monk, and the young dame. Describe
even if we cannot always avoid making mistakes, multiple senses: lights and colours, scents and smells,
recognising them gives a chance to fix what’s broken. noises and warmth – all that surrounds the characters.
But what is most important is to present situa-
On descriptions: almost the whole of the game is tions as an invitation for action: the game is at its
words; that is, a conversation among the gamemaster best when the gamemaster describes things in a
and the players. The world is brought to life by the way that lets the players make decisions, and in-
gamemaster’s descriptions: things he or she describes spires them to act. The aforementioned door is by
are “visible” to the players; and the things that get itself a decision-making point: do we enter, try to
more description than others tend to appear to them listen, knock, or hide and observe the place? If the
as important. The players interact with the game’s characters explore a bit more, they can find more
imaginary world through these descriptions – and if details – a bunch of freshly picked mushrooms below
the descriptions are good, they do it smoothly. the bushes, an overturned basket, and the torn re-
Good descriptions are colourful, but also clear mains of a red cap. What lurks behind the door?
and to the point. It is wise not to get bogged down What are the dangers of action, and the potential
in excessive detail and slow down the pace of the consequences of inaction? What about the basket’s
game; but it is not any better to resort to flat and owner? (From this point, it is a great idea to in-
functional descriptions (“There is a wall before you. crease the tension if the gamemaster asks back if the
In the wall there is a door.”). It is best to capture the characters are too careful: “Do you really take your
atmosphere of a scene or the essence of a person time searching that side chamber?”)

114
Game time: as the gamemaster’s words present the between individual adventures, a good way for charac-
game’s world, so does the pacing impart a sense of ters to burn through their savings or get into trouble
time. If the gamemaster prefers, he or she can simp- – use The Price of Idleness table in the appendix
ly say: “Two years pass. In the infamous prison of for every lengthy interlude between adventures.
Schwur, the bitterness of captivity slowly turns into The calendar provided along with the rules is
acquiescence. But then, on a dark and stormy useful for both the players and the gamemaster. Some
night...” – and with just that, the adventure contin- of its potential uses include:
ues two years later!  calculating the time spent on adventures
Similar to descriptions, time management is about and at rest;
separating the meaningful from the uninteresting.  calculating the recovery of Hp, the time
Things which are exciting and important in the needed to fit a suit of armour, or tracking
game, and which enable player choice, should re- how long the company’s supplies last while
ceive more game time; things which don’t do the travelling;
above can be safely summed up or ignored. “The  tracking the recovery or memorisation of
night passes uneventfully.” Why waste our time with spells, and the preparation of spell compo-
the rest? But maybe we do have a reason: if the char- nents;
acters camp in a dangerous location, we can impart the  estimating the time required for the frui-
feeling by describing the forest’s noises and the creak- tion of evil plans, the movements of an ar-
ing of the wheel in the old water mill they have cho- my, the deadline of repaying loans, or the
sen as their shelter; or maybe they will awaken from arrival of some important event;
their sleep to spy a thin, tall figure sneak into the side  recording events that have occurred over the
chamber (granted, this calls for a Listen check!). campaign, as well as maintaining a list of in-
However, if it is just another day down the inn, there teresting locations, items and personalities;
is no need to bother with it, just like it is meaningless  as a catalogue of common German sur-
to play out every bit of market haggling. names, and a reminder of holidays (e.g.
Sometimes the players do not have the same idea Sundays, the Witches’ Sabbath, or the
of the situation and events as the gamemaster, or they dreaded Walpurgisnacht!)
assign more importance to something than it is worth Notably, a calendar is a tool to give the campaign
bothering with. Sometimes, it is better to just openly consistency and a sense of progression, and it can
say “you have not found anything interesting” rather become as central to the game as the character sheets.
than letting the action get derailed by red herrings, or

âââ‡âââ
bogged down in endless planning and argument. If
necessary, choose quickly and decisively, and if possi-
ble, get the company involved in some calamity – roll
for a random encounter, let the villains make a move,
or do anything that gets the adventure moving again.
Fast-paced storytelling even allows for the use of
a few less realistic plot devices: if a player is a no-show
for a few sessions, and the company moves on to a
different area, let him turn up suddenly and unex-
pectedly; let the company find him as a bound cap-
tive; or even see him drinking peacefully in the camp
of their enemies – in adventure novels, this kind of
thing is usually marked by phrases like “but all of a
sudden” or “to my utter surprise”, and a handful of
exclamation marks. (Villains are especially fond of
these sudden revelations and reversals, and predictably
turn up at the worst possible occasions.)

The calendar: in spite of in-game time's subjectivity,


the game gains tremendously from keeping track of
it. Helvéczia has a slower pace than other games:
instead of an “adventuring day”, many of its events
stretch out to multiple days, sometimes weeks. It
takes time to recover from heavy wounds, and spells
are more of a weekly than a daily resource. Virtue is
usually replenished only after Sunday mass. Travel-
ling beyond the main roads is slow and hazardous, and
those who don’t bring their supplies must hunt, or be
prepared for fasting. There may be a few weeks âââ‡âââ

115
Improvisation: one can’t be prepared for every possi-
bility: the vagaries of fortune and the inventiveness of
some players are inexhaustible, especially if it means
breaking an adventure’s original framework. They
visited the nunnery which wasn’t described; they have
strayed from the beaten path due to a misinterpreted
clue; and they have caused an enormous scandal
among the followers of the Mother Church – alt-
hough originally, all they meant to ask was for a flask
of wine and directions. Now what? Flexible, cus-
tomisable adventures can adapt even to such extreme
situations, but whether we have one of those or not,
there is still this excellent opportunity: let things go
their own way and improvise.
A good gamemaster – and it is very easy to learn
to be good at it – is usually marked by the ability to
react smoothly to surprising twists and turns, and
adapt the consequences to benefit the adventure,
taking it in new directions. Think of action, challeng-
es, and mystery, and direct the course of play towards
them. If the characters stray into unexplored territo-
ry, fill in the gaps with rough, interesting ideas. In the
campaign’s background or the gamemaster’s heads,
there is surely some kernel of an idea, even if faint
and undefined, about what might be there beyond the
edges of the mapped world. Was it “forlorn valleys
with strange inhabitants”? And then – did not the
villainous Marquese Gaston Masiliere disappear in that
direction some time ago? From these faint traces of
an initial concept, we can gradually build an entire
adventure – and then some. There is more to it: the game works best when
All in all, what matters is to avoid stopping the choices have not only a stake, but some sort of
adventure. If necessary, the gamemaster should work meaning. To simply choose between going left or
step by step, location by location and scene by scene right has neither a stake, nor a meaning. But if the
to continue the action along a new thread; then, way to the left is a long but safe road, and the way
when it becomes possible, weave the thread back into to the right a treacherous shortcut, the players have
the fabric – context – of the broader campaign, by to consider their odds, and no matter how they
establishing links between the new and the old choose, it will lead somewhere meaningful. Maybe
events. Of course, do it only if it is logical and chance also plays a role: on the road, they will run
doesn’t feel more contrived than necessary: it is into the Cardinal’s men, resulting in a dangerous
better to break new ground and enjoy the common fight; while if they take the shortcut through the
experience of discovery, than if the gamemaster tries pass, they may find their way blocked by an ava-
to force the company back into a preconceived lanche, and by the time they arrive at their destina-
plotline. It is often the wild detours and side-plots tion, the aforementioned knaves will have kidnapped
that result in the most memorable adventures – and the beautiful Donna Isabella. If the players have an
looking back a few adventures later, they may even approximate idea of what is at stake, then the deci-
start to make a certain sense. sion is a meaningful, exciting choice, where they
Choices and consequences: the essence of role- know their choice will have an impact on the adven-
playing games is to make decisions in imaginary situa- ture’s conclusion. And let us not forget that the
tions and fantasy worlds – in the role of one of the company can also decide to turn back, split up, or
world’s inhabitants. The link between choices and conceal themselves in the bushes and set up an am-
consequences is perhaps the game’s most important bush – since they may surmise the Cardinal’s men
element. The players’ decisions and the gamemaster’s will have to return the same way they have come.
reactions to those decisions create the connection From decisions spring consequences, and from
between the characters and the game world. A charac- these consequences, new choices, on and on in a com-
ter is only “alive” if he or she is free to act, and these plicated network. We may not see the whole range of
actions have meaningful consequences. possibilities at one specific situation (if presented with
too many choices at once, many players become para-
lysed or indecisive), but there are always a few possi-

116
ble ways forward, moving the adventure towards excitement and risk if the characters triumph after
some kind of conclusion – maybe the one we had in every misstep? (If the gamemaster thinks his or her
mind, or maybe something entirely different. If the own game is too dangerous, they should consider think-
players resort to a surprising move, it is their right – ing about less lethal and less binary consequences – as
but they have to live with the consequences. described in the section on checks and counterchecks.)
This kind of consistency is the force that Second, it is against free decision-making if an
gives the game a sense of “reality”, even if it is all adventure contains no possibilities to make interesting
about cursed maidens, dragon-slaying tailor’s appren- and important decisions, but forces the players to
tices, talking animals or trees that reach to the follow along on a preconceived path. Sometimes, this
clouds. It also gives the players a feeling of accom- takes the form of choices which seem to allow differ-
plishment, since their characters’ actions have a ent solutions, but only let one of them succeed – the
meaningful, strong impact on the game world, and players have to guess what the gamemaster intended
these outcomes will haunt them in their later adven- to progress (or else!), to accomplish what the ga-
tures as long as they live – and maybe beyond. memaster intended to happen. This approach reduces
the players from co-creators to mere spectators and
Freedom of decision: many make the honest mis- their characters from free agents to puppets on a
take of mixing up role-playing games with novels or string, stripping them of their ability to shape the
movies, and envisioning their stories as something plot. This usually robs the game of both complexity
imagined in advance, with neatly determined begin- and colour.
nings, orderly plotlines, and logical endings. But Third, the previous mistake has a less easily
games are not the same as the sources that may identified, but probably more insidious form. Here,
inspire them, since their essence is exactly the the gamemaster pretends that the characters are
collective creation of a common plotline and the facing exciting decision after exciting decision, but
uncertainty of the final outcome. no matter how they choose, they will end up the
There is nothing wrong with creating a loose same way in the same spot. To be truthful, there are
narrative framework for the adventure, as long as it cases where diverging plotlines should rightfully
stays flexible, encouraging and accommodating player meet again (in a tale about two rival noble families,
choice. However, if the “plot” disregards or severely whatever happens will have an effect on their con-
restricts the players’ freedom to make meaningful flict – if not sooner, then later). But this is not the
decisions, it also takes away the game’s essence, and, same thing, even if the gamemaster reasons that “my
even if the gamemaster doesn’t see it, their own op- players never notice”. Maybe they do, maybe they
portunity for a richer, more entertaining experience. don’t – but one way or another, they are denied the
Restrictions on decision-making take multiple meaningful consequences of their actions, in this case
possible shapes, and it is best to avoid all of them. through subtle manipulation instead of brute force,
First, this can be the case if the gamemaster invalidates and perhaps fewer hurt feelings. The gamemaster
or ignores the players’ decisions – they get captured may well believe he or she knows the “best” way to
even if they outwit their enemies, they rescue the write an ending for their story. And yet, this is less
herald but an undetectable assassin suddenly silences often the case than assumed, as such tales ultimately
him, or they choose to overtake an opponent fleeing on end with less variety and unexpected twists than
foot by following on horseback, only to see him get those which develop spontaneously. Or: if we know
away nevertheless. Here, the gamemaster denied the it best, why bother with our players, and why not
players their well-earned victory, but the same applies write a novel or play instead?
to robbing them of their defeat: whither is the game’s

117
All this begs the question: are there cases where dignitaries, do they try their luck with a stolen boat
the gamemaster may legitimately limit player choice? and a bold ambush, or place their fate in the hands of
The answer is a definite “yes”! First, restrictions are providence by letting themselves get captured? The
valid if the player would attempt something physically same plotline may crop up in multiple possible ways
or reasonably impossible in the game world. No mat- without any undue harm.
ter what an uneducated soldier might say about cob- Fourth, let it be said that it is all right to stop
bling together “an armoured cannon-carriage”, that players from bringing their private conflicts, issues,
does not make a tank – and never will! and troubles into the game – since it simply isn’t
Second, limitations are also appropriate if the ac- meant for this. If someone is constantly destructive,
tion would stop the game in its tracks or drown it in disinterested, or abusive, it is either the gamemaster
boring minutiae. If the player decides that their char- who is doing something wrong, or the player who
acter would like to thoroughly examine every single should find a different source of entertainment.
book in a large library, the gamemaster doesn’t owe it
to the player to describe every volume in detail: this Using the rules: the rules of Helvéczia are inten-
would bore the players and waste everyone’s time. If tionally loose and simplified: their purpose is not the
the player is insistent that the character really wants greatest possible degree of realism, but ease of use
to become a librarian in the villa of Vicomte Berga- and speed. This means the gamemaster should also
motti, so be it – but they should also roll up a new treat them flexibly. If there is no hard and fast rule
character, because Helvéczia is about colourful adven- for something, try to apply an existing mechanic
tures, not dusty pursuits! first (typically, some kind of standard check or a
random 1:6 or 1:3 roll should do the trick), but if
necessary, think up something new and simple.
As long as they don’t abuse the opportunity,
players should also have the right to interpret the
rules: let them make suggestions if they want, and if it
makes sense, let them use their characters’ abilities in
ways that aren’t written down in the rulebook. Some-
one who is skilled in Riding but not Animal Training
may still tame a panicked steed (but wouldn’t be able
to teach a bird to speak); while Open Locks might be
useful for other kinds of fine mechanical work, like
repairing a clockwork, arming a bomb, or taking apart
a mechanical trap. Maybe these cross-skill applications
are more limited than the regular skill, or they yield
slightly different results? The rules do not and cannot
tell, only sound judgement can.
It also happens that the players “play outside the
rules”, solving challenges without applying actual
game mechanics. There is nothing in the rulebook
about bribing an overzealous official, diverting the
Third, it is no crime to set a limitation to an ad- attention of a night watchman, instigating a rebellion,
venture’s opening situation and physical scope, espe- or defeating a dragon with a long rope, a barrel of
cially if the group is involved in an episodic game gunpowder and a loose rock. In fact, neither is there
instead of a continuous campaign. If one day they anything about opening a trapped guild chest with-
awaken as the captives of the dastardly artillery colo- out the Traps skill, using only a crowbar and a large
nel, Berthold von Lausitz, and he decides that for the piece of cowhide. In these cases, the gamemaster
sake of Prussia’s glory and the state interest, they shall should decide whether the plan is good enough to
be condemned to a cruel prison colony on a barren succeed, and assign it a sensible probability (“there is
island, they have no cause to complain. While it may 1:3 it all goes as planned, but on a 6, the gunpowder
be hard to escape without weapons, and under the detonates prematurely”). This is all fine – that’s what
watch of alert sentries, pursuing the risky career of player cunning is about. It is best to assume that
the adventurer rather than the chores of Vicomte the characters are competent, talented and shrewd
Bergamotti's librarian was their choice, was not it? individuals, who, while not without adversity or
The thing that matters is that they can plot their risk, can hope to get out of a tight situation, and
escape as they desire, and find multiple ways to get triumph against improbable odds. After all, why else
off the island. This scenario may be harder to swallow are they called adventurers?
in a campaign with strong continuity. Maybe the
characters have to infiltrate the island to break out an
important prisoner, while avoiding identification and
capture. Do they try to enter and leave as official

118
The rules of engagement adding a few extra details. E.g. “I am look-
ing for something fragile, let’s say a mirror
on the wall.” GM: “You wouldn’t find one
f roleplaying games are conversa-
in such a poor place: but there is a clay jug
tions with loose rules, then dialogue
on the shelf.”
techniques are the tried and true
manners and turns of phrase that  Warning: a sign or premonition to suggest a
identify polite company, and make sense of danger to the player or their charac-
it easier and more pleasant to inter- ter, especially when the narration was inex-
act. None of them are ironclad rules – just like no-one act. E.g. “You stand on the precipice and
is obliged to respond to a “Greetings to you” with
look down into the dizzying depths. Do you
“And to you likewise” – but they are useful conven- really intend to climb down?” If the player
tions to improve the flow of action, and it serves a confirms the action, the character will act –
gamemaster well to understand their function. For whatever the consequences!
instance, the gamemastering equivalent of a greeting is  Closing a thread: a short, negative cue to
 Introduction: a brief preamble where the make it known that something doesn’t re-
quire more detail, so it is useless to describe
gamemaster describes the outlines of an ad-
with more depth; or a thread leads no-
venture, location or situation; then, by say-
where, and it would be a waste of time to
ing “What do you do?”, pausing a little or
follow it. E.g. “You don’t find anything.”
some similar gesture, invites the players to
get involved in the action. “The house is silent and deserted.” “Mon-
The following gamemastering techniques are equally sieur Lérot starts to amuse himself with the
useful, and they are easy to identify in various writ- patterns of the tablecloth, and you cannot
ten examples of play: get more out of him.”
 Acknowledgement: the gamemaster assents
 Addressing: most of the gamemaster’s
questions address the whole company. But
to the characters’ plans, and lets the events
if necessary, they should point these ques-
run their course until some new complica-
tions at selected players, and, if possible,
tion arises. E.g. “Very well. The fuse starts
ask their opinion with open questions that
to sizzle and burn. A minute passes, but
suddenly...” allow multiple choices. E.g. “You stand
ready for an ambush. Mariano and Hein-
 Interjection: the characters may act freely
rich, what do you plan to do under the
in the situation described by the gamemas-
bridge?” This is also useful to engage
ter, according to their own understanding;
players who are more passive, or who have
but when it becomes necessary, he or she
been out of the action for a while.
can make things more precise or rich by

119
The following techniques are used by both the players “The stables have been out of use for a dec-
and the gamemaster: ade. You find nothing but decay and rot.”
 Closing in: questions serving to better un-  Adding up: it does the game, and especially
derstand a situation or a player decision. E.g. the spirit of camaraderie good to accept and
“An abandoned keep? How does it look build on others’ good ideas – surely more
like?” or “How do you plan to get up on than useless pettifoggery. E.g. “We infiltrate
the keep’s parapets?” If the details are irrele- the outpost!” “Yes, but we should first find
vant, it is useful to close the thread, even by some kind of disguise!”
introducing a new circumstance (“While you  Curtains: the events of the following few
were biding your time looking for a way up, hours are uninteresting, unpleasant to dis-
the brigands making their lair in the keep cuss, or it does not do to boast about such
have come back home!”) things in polite company. Thus: “Meanwhile,
 Call: calling for the use of a rule. E.g. “Roll in the other tavern, where Mariano and
for initiative!” or “Ha! Time for them to Venzel have distracted the Italians with a
roll for initiative!” dice game...”
 Application: if the company is already fa-  Input: if the players or the gamemaster have
miliar with the rules, it greatly speeds up momentarily run out of ideas, a simple
play if the participants link the game world’s “Now what?” or “We look around to see
logic with the application of a fitting rule. what we could do.” is a handy sign to ask for
E.g. “I sneak closer to the palanquin. <rolls> new information from the others – above all
My Sneak check is 16.” If things are not that to keep the adventure going. The best ques-
simple, the gamemaster may interject at will. tion is “And what do you think?”, because it
The following techniques, also used by both parties, challenges the other side, and they will either
serve to exert finer control over the action: come up with a good idea, or give us a little
 Assumption: based on the logic of the game time to make something up.
world, the player assumes the existence of an  The Invocation of Fate: there is no better
element or circumstance that has not been way to move things forward than a random
introduced yet. E.g. “I should find some event. Does the chandelier fall? Is the mes-
rope or leather straps in the stables.” The senger too late? Does the poison get mixed
gamemaster may acknowledge this, or inter- up with the elixir? Let’s roll!
ject with a correction or negative answer.

120
121
XI. Adventures
Adventure design months later to haunt the company and take on new
significance. (For example, the example of play in
the rulebook contains events which were set into
efore the first game; or indeed,
motion by the curse of a character who had been
even before creating the characters,
dead for three sessions – from beyond the grave.)
it is best if the gamemaster imagines
Reusing older material and building on previous
what kind of adventures he or she
adventures makes things easier for us, and what is
intends to run for the entertain-
better, creates continuity within the campaign, mak-
ment of the assembled company.
ing it seem richer and more realistic.
Fortunately – if we do not rely on premade adven-
We can gain much if we invest a little time into
ture modules – writing adventures is easy and enter-
preparing the game’s environment. With the brief
taining.
description of two neighbouring valleys, and the
It is important to note that the written adven-
villages, churches, enchanted springs, haunted forest-
ture is merely an outline or draft for the actual
ers’ cottages and noble residences in our hand, and a
game, which facilitates, but does not replace either
rough idea of how they relate to each other, we can
gamemastering or player ideas. It should contain the
play for months in a relatively narrow area without
game’s initial situation, its environment (locations,
too much extra work. We just have to think of a
opponents and neutral characters, and the main con-
few initial plotlines, and follow up with interesting
flicts), or even a few possible events. This isn’t
consequences and sequels to the “episodes” of our
intended to write a specific story, but to pose
adventure serial. From the actions of the characters
exciting and perilous challenges to the characters,
and the gamemaster’s imagination flow new plotlines,
and decision-making situations for the players.
conflicts and exploration opportunities, and our
Good adventures encourage play: they challenge the
micro-world will serve as not just the setting of the
company to take risks and act, they create unex-
unfolding events, but a veritable wellspring of new
pected twists and turns, and when they are over,
ideas and complications.
they create further complications and opportunities
This also shows that the following adventure
for new adventures.
writing methods are not exclusive, but indeed, com-
Not every adventure created for the game is for
plementary, building on each other: a game can have
a single use. Good background material usually has
exploration-based adventures in labyrinths and the far
something which may return at a later date: a famil-
reaches of the untravelled wilderness just as well as
iar character, an adventurous location to revisit, an
event-based scenarios of intrigue and personal conflict.
event which may be half-forgotten, but returns

122
and unforeseen events, because it is never known
when the characters will meet someone or something
between two settlements.
There are three tried methods for running these
adventures, presented here in order of increasing
complexity. All three intend to solve the challenge
of translating the experience of travel to the “lan-
guage” of game procedures.
Journey: this approach does not feature much free-
dom of movement, which is no big thing if the charac-
ters intend to travel between two locations without
too many side excursions. It is also the easiest for the
gamemaster because all he or she needs to work out
are a few calamities along the way in the form of a
loose script – presented in order of the players en-
countering them.
The characters may act freely in the situations
they get into, and they may make small side treks –
the gamemaster can also add a few mini-adventures
which are precisely about getting off the beaten path
and exploring the surroundings with the node-based
or campaign hexagon method. It is not a bad idea to
add a few random encounters to spice things up: cal-
culating the travel distances, the gamemaster may even
determine in advance when to roll them.
The link between the individual “stops” (en-
counters) is provided by some kind of interlude:
“The journey from Partenbruch and Mariakirchen
takes two weeks, which you endure under an almost
constant downpour. But even as you near your
destination, the sky gets clearer, and you see a dead
horse across the road to the small town. And not an
Wilderness adventures ordinary beast! The horse’s rain sheet bears a count’s
crest with three golden coins and a crimson fleur de
hen we get away from the roadways lis. The side of the horse has been pierced by five
connecting the towns, and leave broken lances, yet the poor thing still struggles to
even the muddy back roads of the draw a ragged breath...” The adventure has begun!
provinces, we find ourselves in a This method is insufficient to run genuinely
different world, older and more multi-layered wilderness adventures, but it is not
dangerous. Like other countries, the meant to – it is meant to serve as a bridge between
majority of Helvéczia is covered by endless forests or other, more important scenarios.
imposing mountains: the kind of land where even tax
Node-based method (“point-crawling”) : this meth-
collectors dare only travel with strong military escort,
od, relying on a network map, is rather simple, yet
or not even that way. But why would they? The
provides a high degree of freedom. The gamemaster
world outside civilisation is of no interest to their
prepares an adventure map, placing the encounters
kind; and while an army might conquer a high valley
on it, and links them with various paths (which can
or mountain range, there would be little profit in it –
be roads, wilderness trails, creeks, animal tracks, or
so they usually don’t. Therefore, the wilderness con-
even valleys, ridges and mountain passes). The char-
centrates all that is odd and dangerous: from villages
acters can move along these paths as the players
that do not welcome strangers to spirit-haunted ra-
prefer, finding (or missing) specific locations and
vines and the nests of man-eating monsters.
encounters in a mostly arbitrary order. This is
This is why this realm is so ripe for adventures
spiced up with random encounters, or a dynamic
centred on exploration or expeditions. The bounda-
element like a band of riders hunting for the charac-
ry between civilisation and wilderness is not an exact
ters, or a roving band of brigands doing their nefari-
line, but a gradual transition where the two spheres
ous business in the vicinity. The completed adven-
“leak” into each other. Even a town may have a
ture takes the form of a map, along with a list
haunted gallows, magic well or some thieves’ den
(“key”) of locations, such as:
outside its walls, and there is more along the roads.
Travel is always a risky venture, promising danger

123
hard to climb cliffside, treacherous swampland, a
deep sinkhole or a place where the road ends for no
The Forest of Verhó apparent reason). The gamemaster should consider
what kind of events could take place at these sites,
1. Mossy stone cross. An old crucifix stands at the what kind of choices and consequences may be in-
border of the forest, always decorated with fresh volved, and what kind of adventures might unfold.
flowers. At night, it is visited by the spirit of Janko The best places – which deserve our attention – are
the hunter, mourning his love: but he is a mere phan- those which are dangerous, which point in multiple
tom, only responding to speech with sighs and a directions, and which call attention to themselves.
muffled sobbing. There is no need to write a small novel about
Janko, phantom: LVL 2; AC 12; Atk +2 touch 1d6 adventure sites, since brevity is the soul of wit: the
+ ice fear, or +2 blunderbuss 2d6+ (knockout damage thing that matters is a brief description that establish-
only); +1/+3/+1; V 13. es the location as a place to have perilous adventures.
Hp 10 Neither do we have to draw the network with all its
2. Lightning-struck tree. On Saturdays, the brig- points and branches – the gamemaster can always
ands of Verhó gather around this beech tree. It is assume that there will be some “obvious” way to
surrounded by footprints, charred pieces of wood, press forward through the wilderness, and make up
discarded bones, and junk. 1:6 probability of meeting their concrete form during play – and this philoso-
1d6 brigands. If they are resting here, and the travel- phy leads us to our next method.
lers do not look like gendarmes, they greet them,
although they stay suspicious until the newcomers
demonstrate a few brigands’ tricks.
3. The manor house of Krasina. This unsightly
ruin is detailed on a separate sheet, with its own
description (a dungeon adventure!).
4. Wooden bridge. The only safe way across the
stream rushing through the ravine. The image of the
Virgin Mary is found in a barred stone recess, with
a candle. A Cleric saying a prayer may learn Protec-
tion From Wild Animals And Other Unpleasantness
here. An area of frequent traffic, always roll for a
random encounter here with a 1:3 probability.
5. The Black Cloister of Klimitze. The mark of
soot blackens the cloister’s walls, but it is now inhab-
ited again: 14 nuns live in the secure building. They
prepare medicine from herbs and roots, including...
(etc. etc. etc.) The campaign hexagon system (“hex-crawling”):
what if we remove most of the network from behind
our nodes, but substitute a sheet of numbered hexa-
A network of nodes is sufficient to let the ga- gons on the map, where every field (hex) is marked
memaster turn a forest, valley, or even small province with four-digit coordinates? The map we get will
into a complex adventure site. The paths in the net- look like a game board: the company can move
work may form circular routes, branches, more or less through it, following either their sense of direction
risky shortcuts, and uncountable side-tracks and dead or paths and navigation markers of their choice.
ends. Here, one may conceal all sorts of strange, When they “step” on a hex, they are likely to find
enchanted springs, tumbledown shepherds’ huts, cave some or all of its marked encounters; otherwise, they
mouths and striga-haunted clearings, especially in the can continue on their way to their daily limit of
untravelled parts. Then, farmsteads, villages, calvary travelling distances provided in Chapter VI of the
hills, post stations and all such signs of civilised life. In rules. The gamemaster has his or her accurately
a place like this, getting to the place of the adventure drawn map, containing the area’s full geography and
can be a trial by itself – and straying from the well- encounter key; while the players have a copy with
trod path is both a risky and lucrative endeavour. large blank (unexplored) areas, which is restricted
Good adventure sites are those which would only to the better known settlements, roads and
capture the reader’s imagination in an adventure locations – the rest has to be encountered and filled
novel: geographical features which serve as markers in as they explore the territory.
for navigation; locations where something exciting Taking our previous example, the Forest of
and dangerous might happen, or where monsters or Verhó is easy to translate into the campaign hexa-
robbers lurk; curiosities and challenges (which might gon system. Our list of encounter locations will
have an effect on exploration and progress, such as a contain the manor house of Krasina (hex 0808), the

124
Black Cloister of Klimitze (0907), the bridge (1007) After establishing the main towns, castles and monas-
and the lightning-struck tree (1207) – not to mention teries of the campaign, the rest of the fixed encoun-
the other locations. All of these are identified by ters can be located randomly.
their hex numbers on our key, and various symbols  For every hex, roll 2d6, one die for “ruins”
on our map. We can just as well keep the roads and (physical places of interest) and one for
paths – there is not much of a difference, except for “lairs” (monster and NPC strongholds). The
a larger freedom of movement, and an easy, built-in probability of either is 1:6.
system for exploration and overland travel.  If the result is a “lair”, roll another 1d6: on 1-
This approach has many advantages, which is why 2, the result is a family homestead; on 3-6, it
the detailed maps of Helvéczia use it. For the players, is a random monster lair.
it offers the freedom to travel and explore the world  Secondary hits: if there is an encounter in
on their own terms; for the gamemaster, ease of use, the hex, re-check the dice to see if a sec-
and a quick method to estimate distances and check ondary ruin or lair is present
for random encounters. Of course, designing a full  If the hex contains multiple terrain types
map sheet of interesting encounters and adventure (e.g. forest/mountains), or terrain separated
sites is tremendous work – but the method is quite by a river or mountain ranges, repeat the
accommodating, since it lets us work piecemeal by procedure for each section.
only designing the things within the company’s reach, This density of interesting encounters makes sense
or along the way they are planning to travel. All the for the 2-Stunde map scale and the travel distances
rest can be made up later, or expanded with more described in these rules.
details and ideas as play progresses.
Random encounters: the encounter charts at the end
of Chapter XIV may be used for any of the previ-
ously outlined methods, and they help the gamemaster
in designing a place that feels alive – not to mention
ensuring that travelling in the wilderness should never
be without a bit of excitement.
In Helvéczia, encounters are categorised by
their distance from civilisation, then by their type:
the first also serves as a measure of danger, as places
closer to inhabited areas tend to have more encoun-
ters with regular travellers, while the deepest woods,
and especially its secluded corners are filled with
progressively more wondrous and dangerous things.
And civilisation is tight: it usually means the hex (2
Std) immediately surrounding settlements, and for
small villages, not even that. It is best to assume
The campaign hexagon system is not the opti- most areas outside civilisation, and below the higher
mal choice for every group. To venture forward mountains will be heavily forested.
into the wilderness on one’s own needs some initia-
tive, and there are some who do not possess this
motivation. There are those who will embark on an
overland journey, but restrict themselves to the well-
travelled roads for safety and comfort. And there
are also gamemasters who do not give a good reason
to visit the wilderness – the players may as well
believe that they will only waste their time, or run
into formidable dangers beyond their abilities. This
can often be helped by sprinkling around a few
news, rumours and odd legends about hidden places
and marvellous treasures; or by placing the site of an
adventure in the wilderness, and requiring the com-
pany to find their target before engaging with it.
However, if the company does not like this kind of
thing, it is better not to force this game style.
Populating hexes: there are many possible methods to
determine hex contents, and the randomised proce-
dure outlined here is by no means the only correct
one (however, it was used in the author’s campaigns).

125
The main roads, patrolled by local soldiers, may nature: some are cowardly, some shrewd, honest,
have a safe zone extending to their own hex; the more godless, and vain, and any of them can become a re-
narrow and muddy ones, not even that. If someone curring character or old acquaintance. All in all, like
ventures as far as half a Stunde, they are in the wilder- other random tables, encounter charts are a rich repos-
ness – although at least not its most forbidding areas. itory of ideas, whose strange combinations are easy to
Random encounters are rolled with an encounter draw from by anyone who has an imagination.
check. This is most often a flat 1:6 roll, unless the
place is especially densely travelled (1:3). Usually, the Camping: Those who must shelter outside the
following situations call for encounter checks: warmth and safety of a tavern, welcome farmstead,
or at least a mountain hut, must contend with the
 entering a new hex while on the move;
threat of wild beasts and worse in the form of ran-
 twice per day and thrice per night (morn-
dom encounters. By default, the night should be
ing, afternoon, evening, midnight and be-
divided into three watches, each calling for a 1:6
fore sunrise) if the characters are camping;
encounter check. Obviously, those who do not set
 any time the characters make a move in a
guards shall be ambushed, have their food or other
node-based encounter network;
belongings stolen, or have to endure a similar fate.
 approximately once per day when charac-
Characters who are skilled outdoorsmen can
ters embark on a long, uneventful voyage
reduce the risk of encounters by finding a safe
(the events of a journey);
camping spot. Roll a Forestry check (this can be
 every time the characters draw attention to done unskilled, and various modifiers may apply),
their presence with sound and fury, smoke, and consult the results:
fire, or any big calamity.
 below Normal: three encounter checks
If the company is careful, some or all of the rolls
 Normal: two encounter checks
may be avoided, e.g. by following secret paths others
 Hard: one encounter check
tend to avoid, spending the night in secluded, easy to
defend places (see later), and avoiding making a lot  Heroic: the company is completely safe.
If there are less than three checks, allocate safe peri-
of noise. The inhabitants of the wilderness tend to
avoid farmsteads and inhabited buildings: here, the ods randomly, but without the players’ knowledge.
locals might be a larger source of danger. Weather: This is a very simple method that adds
Although it is well if travellers are prepared to variety, mood, and a little challenge to an ongoing
fight in protection of their life and valuables, random campaign. At the beginning of every day, roll 1d6 to
encounters need not mean combat. Many beasts are determine the day’s weather. There is no need for
hungry, but there are also those which are wounded, complications or the study of realistic rainfall patterns:
protecting their little ones or lair, sleeping, trying to this rule works like a charm.
shake another traveller off the tree, or simply not

ÐÐÐ ÐÐÐ
interested in fighting a heavily armed company. Be-
sides, a massacre might be senseless, or worse. Killing
beasts is one thing, but assaulting intelligent beings
without provocation is sinful. Attacking and dispatch- The daily weather
ing a company of devils is fair when they are up to no
good (although they might, and often do ask for mer-
cy), but cold-blooded murder in an ambush when they
1d6 Result
are minding their own business is no better than 1. Sunny and clear
butchering a group of fishermen or woodcutters.
Intelligent monsters and non-player characters
2. Light clouds and breeze
have diverse motivations. What is a village schoolmas- 3. Overcast and windy
ter or a wandering preacher doing in the depths of the
forest? What are a bunch of students planning close to
4. Light showers
a nunnery (this one is easy!)? Whom are the merce- 5. Heavy rainfall
naries encountered along the way serving, and what
kind of news can the peasants coming from the nearby
6. Thunderstorm
town offer? The tables provide the framework for 7. Sleet
encounters, but their meaning has to be made up by
the gamemaster’s imagination. The more interesting,
8+. Snowstorms
fantastic, and adventurous the explanations, the more Modifiers: +1 for Autumn and
varied the game becomes, and the more opportunities
for action present themselves. The characters may
early Spring, +2 for Winter
find allies, enemies, sources of information and
equipment, or get into some new kind of trouble.
Every non-player character behaves according to their ÐÐÐ ÐÐÐ

126
Dungeon adventures
ho has not read about secret cham-
bers loaded with treasure, secluded
passages hiding dark secrets, haunted
halls and crumbling towers inhabited
by owls and bats – and who would
not like to see them for him- or
herself? This element of mystery and romantic imag-
ination is what draws us to adventures set in ruined
castles, abandoned monasteries and other, even
stranger places – from folktales to adventure novels,
they have lost little of their enchantment.
There is nothing easier than to write such an
adventure by first drawing (or borrowing) a suffi-
ciently complicated map, then describing what is
found inside it on a room by room basis – and all
that remains is for the characters to explore it if
they dare! For instance:
Ten to twenty of these locations will do for an
adventure, although the place will become even more
interesting if it is inhabited by some kind of malign
Kokasvár (Roostersburg), level II. will (like the aforementioned Count Bereczky), or
linked to an old legend adding an element of mys-
13. Prison. Arched chamber with mouldy walls, tery. If, in addition to the count, we can find the
chained captives in various stages of decomposition. ghost of the bride he had drowned in the well, now
The grim shape of the headsman is a mere shadow aching for terrible revenge; the enchanted prince of
on the wall; but if someone approaches the great axe the library; and Michal, the hapless servant living in
embedded into a wooden stump, the shadow reaches the bell tower, there are multiple new possibilities of
for it to strike (Atk +5 two-handed axe 1d12+3). conflict and engagement. And if the characters al-
14. Gallery. Woodworm-eaten beams and some ready have previous unfinished business with the
dust. 1:3 probability that a pair of shoes walks count – that will make for a nice little kerfuffle.
through the room, running up the wall at the end of Helvéczia is better served by smaller labyrinths
the hall and out the window. Outside, on a ledge, than giant complexes which can only be explored over
there is a small goblet (15 Pfg). several game sessions, but even the former can have a
15. Guest Room. Wardrobe, canopied bed, mirror, lot of complexity. We should not forget the possibili-
and chest. Under the bed hides Unlucky John the ties of the third dimension (such as climbing up on the
hapless wine merchant, who was ordered to come rooftops or passing through the half-submerged, fern-
here with his wares by Count Bereczky, and thrown filled passages opening from the moat), secret passages,
into miserable captivity without payment. John is and various enigmas, and we will behold a place wor-
most frightened by the seven-headed cat living in thy of an adventurous tale.
the mirror: and it is sure to manifest if he were to The method used to design dungeon adventures
approach the doorway. can serve as a blueprint for several other scenarios:
16. Guest Room. This is completely barricaded, but robbers’ towers, cursed monasteries, cave systems,
it can be entered through the chimney from the islands, and more. With a few legends and simple
kitchen below, if one does not fear for their clean stories, and a small, customised encounter chart of
clothes. A gentleman in a pelisse and boots, and his their own, they can become interesting by themselves;
liveried manservant are leaning against the makeshift elsewhere, they can crop up in the framework of
barrier of furniture. The two corpses animate if their other kinds of adventures, either as their focus or as
valuables are disturbed (two wigs, sabre, ivory pipe 3 their site.
Th). (etc. etc. etc.)

127
Villages and towns and wild stories are circulated here, and
here are the best opportunities to pick up
supplies and change horses. Stagecoaches
ven though the company will visit
tend to stop at inns and post stations, and
many places during their travels,
their clientele and deliveries are often a
only those where their adventures
wellspring of new adventures.
take place should receive attention.
 Markets: special merchandise may deserve
A dull market town where they
mention; otherwise, it is enough to note
spend a few minutes of game time
to rest and resupply is no more deserving of our whether the supply is poor (even regular
equipment is hard to come by), average or
consideration than some godforsaken hamlet where
particularly rich (allowing for the sale and
they stop, look around, and continue on their way.
purchase of specialised equipment, valuables
And if the hamlet has some curious story or point of
and certain curios).
interest, it will be much more interesting than so
many unremarkable streets and marketplaces within  Churches and monasteries: they are of spe-
the town’s walls. cial interest to Clerics wishing to replenish
Most villages and towns deserve a treatment their spells and receive news of the Mother
composed of a brief overview, followed by a list of Church’s affairs; but others should also stop
the things which make them interesting for an ad- by for holy mass and confession. In the
venturous traveller. All the rest can be summed up wilderness, they also provide shelter and a
in a few brief notes, or made up during play. In few supplies.
particular, characters tend to be interested in the  Hospices: characters who have been found
following places: heavily wounded, or suffering from a sick-
 Inns and post stations: they provide food ness are carried here, and provided for until
and a place to rest, as well as a venue to they recover. The food and lodgings are
meet interesting people; deals are struck, modest, but they are also free – donations
and missions are presented. The latest news are appreciated, but not expected.

128
 Banking houses: they are found almost ex- The Mittelmarch
clusively in towns and cities, allowing char-
acters to purchase letters of credit, apply any maps have been made of Eu-
for a loan, or repay capital and interest. rope’s lands, but none have given a
Since banking houses are well-informed and full account of the Mittelmarch, for
have a network extending to the boundaries these territories do not follow the
of civilisation, they are a good place to pick rules of Geography, but stand in
up rumours and assignments. They often contrast to them. Time and direc-
sell off expired letters of debt at a discount, tion are often reversed, near becomes far and Spring
placing the right to collect in the hands of follows Summer (or Fall rules eternal). Not every
the buyer. part of its lands follows the same rules, but all follow
 Notabilities: bürgermeisters, judges, apothe- some irregularity – and all are recognised by the
caries, printing houses and booksellers, can- wise for their ill-arranged stars.
dlemakers, dog-catchers, courtesans and so Few of those who look for the Mittelmarch will
forth. It is pointless to list every guildsman ever enter them; yet others will do by mere chance
and lout, but when it comes to those who after choosing an odd path, riding through a certain
are involved in foul play, looking for people mountain pass at the destined time, or wading through
who’d like to get their hands dirty for a bit a shallow lake to elude pursuit. The few who move
of cash, or who are in big trouble, they de- between the straight ways of our world and the
serve attention – even if only a little bit. crooked paths of the Beyond do so via specially anno-
It is unlikely to find everything on the previous list in tated maps or the aid of the Seven League Cloud.
every village, although there tends to be at least a Yet all these lands, even if they fit certain parts of our
small chapel. Two or three things of interest, and as own (all of which are far from human habitation, and
many adventure opportunities for a single place are a enjoy an ill repute), they do so only vaguely, so a
good start, and there can be more in a busy little town traveller passing through them may find himself far
– not to mention new developments when the com- away from his expected goal, and often in a radically
pany visits again. Encourage action and player initia- different direction – or right where he began.
tive: here someone has been put into the stocks for a The Mittelmarch – if they are indeed a single
grave misunderstanding; and there a band of scruffy place – have no accurate description; the most detailed
vagrants has been known to bring a cart of full sacks account was found in the testament of Captain von
to the church of Saint Engelbert every Wednesday. Bek, an infamous mercenary captain from the Thirty
What does that all mean? What is in it for a company Years Calamity, but it is full of such nonsense con-
of restless troublemakers? Let them find out. cerning historical events that it would be foolish to
All this demonstrates that settlements are more give it overmuch consideration, and it has been right-
than places of safety: they can play a role as significant fully placed on the Index of forbidden works. All
adventure sites. Constant power struggles, churches that is certain is that the Mittelmarch is a collection of
sealed off since the Great Plague, mysterious killings things that are fantastic and perilous, and its inhabit-
and provoked duels await those who get entangled in ants follow habits much different from our own. It is
local affairs. Indeed, some small towns (like Tours-en- said it has provinces (called ‘pars’) where men live in
Savoy, Ammertal, or indeed, Jicín in Bohemia and blessed ignorance of the Calvinist heresies working
San Escobar in Catalonia) tend to attract trouble like against our Mother Church; but elsewhere, they in
no metropolis – demonstrating that travellers who fact follow the godlessness of the Arians or Cathars,
crave adventure belong right there! or indeed, live according to philosophies which deny
the existence of God and his mercy. There are some
who do believe the whole Mittelmarch to be some
kind of deviltry to try the faithful, or a Purgatory
between Heaven and Hell where neither good nor
evil can stake a foothold – and where a good Christian
will not set his foot without risking his very soul.
Among the few things we know of the Mit-
telmarch, we must note that its landscapes are odd and
of a breath-taking beauty; with mountains that rise
into the sky and forests deep as the darkest night;
palaces forged from metal and fountains of rainbow-
hued waters. So are its inhabitants remarkable in ap-
pearance and extreme in temperament. In any event,
those who journey here should only do so while pre-
pared for everything and open to every possibility.

129
Penny dreadfuls linear narrative allows the gamemaster to use these
elements in the desired order and context: depending
on how the adventure plays out, a character, location
rom the proverbial two-headed calf
or event may appear in multiple possible ways, and
to robber stories and signs in the
work will not be wasted.
sky, the innocent reader may en-
Half a dozen penny dreadfuls are not a huge
counter much foolishness in the
undertaking to write; and none of them need to be
almanacs and chapbooks sold on the
more than one or two handwritten pages. Over the
market, and who knows how much
course of the game, they may even be combined,
of it is true and how much fabrication. Yet penny
one influencing the other or a finished adventure
dreadfuls, or situation-based mini-adventures could
leading into new endeavours. Recurring characters
provide entire campaigns’ worth of game episodes,
and long-lasting mysteries may arise, transcending
wherein the company gets entangled in some dan-
the episodic structure to create long-term consisten-
gerous calamity, and they must resolve or escape it
cy and a sense of groundedness.
with their wit, swords and pistols, and a little bit of
And yet, there is no shame in a completely epi-
good fortune.
sodic “adventure of the day” structure either. The
It is very simple and not much work to establish
gamemaster may start each session with an opening
a situation sufficient for a game session or two. Per-
situation (e.g. the company got locked up after a
haps the pretty serving maid from the tavern has been
night of drunken revelry; the demoniac Abbot Serge
carried off by masked riders; a devil was seen peeking
has once again escaped his confinement; a messenger
through the chapel window, and the cleric could not
falls dead through the doorway), and letting events
preach him away; a goose started talking and spoke of
unfold from that point without pressing for a sense
wondrous things – and so on. The aim is to present
of continuity. It can be useful to even give individu-
an interesting initial situation ripe for adventure and
al game sessions an episode title to establish the
conflict, and follow it up with an outline of how the
stakes and mood – i.e. “The Bloodied Ring”, “The
action might unfold, involving new locations, situa-
Return of Count Mortesaigues”, “The Disappearing
tions, antagonists and bit players (whose motivations
Corpse”, “The Mark of the Bat”, etc. This approach
will influence their actions). Plotlines may be relative-
is particularly well-suited for groups who can only
ly simple, or introduce twists and turns – and the
play infrequently and for short sessions, since every
course of action follows from this outline.
episode is a self-contained story with a satisfying
A good penny dreadful is not a pre-written sto-
resolution, accommodating even those players who
ry with a set conclusion, but a dramatic framework
lack the time to participate in each session.
which allow stories to emerge. Reversals of fortune,
complications and meandering plotlines make for an
exciting adventure, full of risk and unpredictability.
Constructing the adventure as a loosely connected
collection of plot elements instead of a rigid and

130
Diabolical plans
The Pastor’s Vengeance ometimes the most memorable
adventures are those where the
Background: Father Sebastian Vaulx was the re- company must confront the
spected priest of the village of Montaimont, until he schemes of diabolical and resource-
was murdered and left lying in a pool of his own ful villains, and their life is in con-
blood by Jacques Bélard and his three companions. stant peril because the foe seems to
To his horror, Jacques has found that his partners in hold all the cards in his hand. A similar role can be
crime have all met grisly ends over the last days, and played by secret societies, whose shadowy presence
is in panic to avoid sharing their fate. has been with us for centuries, and who may lurk
Situation: If there is a Cleric in the company, Jacques anywhere – even in the bosom of the Mother
tries to confess his sins and make penance – better to Church and the Holy Inquisition. On other occa-
a stranger who will soon leave the village than Dom sions, even the neighbouring landlord’s villainy, the
Michael, Father Sebastian’s replacement. Jacques local bishop’s power games, or the sworn enemy of a
hopes to keep his reputation intact by exploiting the pair of young lovers will do more than enough.
confession’s confidentiality, and also tries to get rid of How to turn a similar conflict into an adventure?
the blood-stained treasure by giving it to the PCs, or Like locations and the routes connecting them
hiding it in the unsuspecting tavernkeeper’s quarters. in the case of site-based adventures, our basic units
At the same time, Dom Michael is trying to in- here are persons and factions, connected by a net-
vestigate his predecessor’s gruesome death, and is work of relationships. Like in a good play, we must
automatically suspicious of newcomers in the tiny consider the dramatis personae. What kind of forces
alpine village. In his tasks, he will be assisted by the can the fellow contemplating his evil plans muster
villagers, who remember their old pastor fondly. against the subject of his wrath? Who will serve him
However, Father Vaulx, whose secret research faithfully, who out of greed and cowardice, and who
into the nature of the silent mountains has led to would betray him for a false coin? Who can aid the
disturbing revelations, has risen from the dead to characters, who will stand in their way and who will
wreak bloody vengeance on all that have wronged him stab them in the back at an opportunate moment?
– slayers, thieves, usurpers, and those who get in the And who are those who would rather stand aside and
way when he wishes to sate his unnatural appetite... let the events take place as they will (as long as they
(etc. etc. etc.) do not get involved)? It is good to have a basic idea
about these persons or factions, and think a bit about
how they would move and act during the adventure
(there will be opportunities aplenty!). It is the easiest
to make a short list, describing each participant in
turn, some more briefly and some in more detail;
and to consider how they might relate to each other.
Then comes the plan. What ultimate goal drives
the conspirator? More importantly, how does he
intend to accomplish it – by sticking with his initial
plan come hell or high water, or a sudden move that
sacrifices a few pawns on the game board for the
grand scheme? Whom will he win for himself, and
whom will he depose from their lofty positions? An
initial scheme, and knowledge of the acting charac-
ters should help answer similar questions.
Like episodic adventures, grandiose schemes
should be reasonably modular. If everything is set
up in advance without gaps and room for deviation,
it is either the players who will lose their ability to
make a difference and influence the outcome of
events, or the gamemaster who is likely to see his
players run roughshod over his clever schemes.
However, if the adventure is based on a looser
framework structure with modular parts, it is fairly
easy to rearrange its components to adapt to the
course of action. For instance, an adventure outline
sufficient for several occasions of play may consist
of the following elements:

131
 The Cardinal (NPC description, motiva- Naturally, a long and involved campaign is best
tions, a description of his henchmen). served by a particularly influential and hard to reach
 The Cardinal’s plan to prevent marriage be- villain, and a particularly complex, heinous plan. The
tween Donna Isabella and Don Esteban, a antagonist should have strong allies and many con-
possibility which would be against vital nections, making it a challenge to best him. In fact,
state interests. Basic steps to set the plan in the greatest of these miscreants possess some kind of
motion (kidnapping, poisoning, fermenting devilish luck, which lets them return again and again
conflict, luring away Don Esteban, etc.) to become a recurring nemesis. As long as there is
 Three or four major and a dozen minor no body, there is no grand finale – but it could even
NPCs who might play a part in the first be that the corpse is not a corpse, or at least not the
stories; the actions they are likely to take right corpse... and even if it is, may God have mercy
over the story. on his enemies! It is more simple when the villain is
 Loosely described locations which will play an organisation, since the loss of one schemer will
a role in the adventure (country estate, the only hinder the diabolical plan, not thwart it (just
forest, three villages on the forest outskirts, like the downfall of one character is not the end of
the abbey, a haunted precipice, a mysterious the adventuring company).
garden, hermits’ caves and so on). The bulk of action in a game built on this
When it is all said and done, just mix these compo- formula may consist of the cat-and-mouse play
nents with each other and especially the player charac- between the company and the villains, but it is
ters, and let the sparks fly. The events of the first important to spice it up with a few unforeseen
adventure should lead to consequences for the second, events or outside interference to keep it from
and in due time, newer and newer characters, schemes, going stale: a wagonload of weapons, a group of
and events will become involved in the action. That plucky rebels, an unexpected letter, etc. Not all
is, the adventure expands gradually, and accommo- should be about the main plotline – leave room for
dates both unexpected elements and the logical conse- smaller events and conflicts to keep things varied,
quences of player and NPC action – until the lovers and provide fodder for future confrontations.
can finally embrace after many trials and tribulations...
or things end in a different, unpredictable fashion.

132
133
XII. Style
Game styles live with the consequences. In these games,
something interesting and unusual should
always be happening, and when the players
ariety is the spice of life! There are
decide something, the consequences should
few places where this is more true
catch up with them in short order. The
than for roleplaying games, whose
gamemaster is responsible for maintaining
openness allows for a host of widely
the game’s dynamism, but he can also rely
divergent approaches. Some players
on players who are ready to take initiative
prefer exploration, others non-stop
– he should be provocative, and spare no
action, and yet others a sense of immersion in their
hazardous situations.
role. The closer the gameplay to these preferences,
the better individual players enjoy themselves at the  Exploration-oriented: the core of this game
table – and the same stands for gamemasters. This style is the mystery of the unknown – it is
focused on striking out to discover and solve
means that the most successful adventures and
the world’s mysteries. Players who enjoy
campaigns are those which can achieve synthesis,
this style show high initiative, but they also
or at least a balance among player agendas, and
expect their adventures to serve up a series
give everyone something they personally enjoy.
of enigmatic locales, sinister plans, and well-
But how? If we looked at the most common ap-
hidden secrets. The gamemaster should cre-
proaches to roleplaying, a good adventure would pay
ate a pervasive sense of wonder, and try to
attention to the following styles:
surprise his players with the unexpected.
 Action-packed: these games are fast-paced,
These games should be heavy on complex
generously packed with unexpected plot
environmental interaction, where explora-
twists, and highly risky. Players enjoy mak-
tion-oriented players tend to shine.
ing quick decisions, seek out conflicts, and

134
 Scheming: stories laden with carefully drawn ties to act are important; but sometimes, it is the best
plans, diplomatic endeavours, and the con- to address the player directly, drawing them into a
spiracies of secret societies – resolved by situation: “He walks up to you and looks you right
force if needs be, but if it is possible, by in the eyes: ‘And you there! We haven’t heard you
cunning and wit. Untangling complicated yet. Do you have any idea on how we might get out
plots and unmasking hidden connections are of this pickle?’”

â â
just as important here as using a deep
knowledge of the setting to get ahead – and
achieving this requires a lot of forethought
and consistency on the gamemaster’s part.
All things are related – just make sure the
careful planning of some does not result in
the boredom of others!
 Power-gaming: who would not like to be
rich and powerful? Although Helvéczia is
a game with deliberate limits on character
strengths, fame and fortune are always
there for the taking. With perseverance and
a bit of luck, every common mercenary can
aspire to become a general – and much
more. Yet achievements should be well
earned: without a good challenge, they feel
empty and meaningless. These games focus
on the rewards the players can wrest from
the world, and using their power to bend
the world to their liking.
 Dramatic: sweeping momentum, grandiose
conflicts, shocking revelations, and emotional
immersion make this style attractive. Its ad-
herents tend to enjoy adventures driven by
social and personal conflict, and appreciate a
detailed, consistent, and colourful game
world. Action is not antithetical to the dra-
matic style, but it should be grounded in
emotional stakes. Helvéczia’s picaresque
tone is perhaps not completely suited for
this approach; however, it can be easily
adapted to it, as seen later in this chapter.
It is not always an easy task to mix and match these
styles; in particular, it can be hard to change our “tried
and true method” of gamemastering. In spite of all
these difficulties, understanding the importance of
stylistic differences, and letting other participants have
their own time in the spotlight is the best way to
make sure nobody is left out. If things do not work,
the most common warning sign is boredom: jaded
players, a tedious plot, increasingly common argu-
ments, apathy and (active or passive) sabotage. Sadly,
not all conflicts can be reconciled. Sometimes it is
better to part with some players or dissolve the
campaign by common agreement rather than let it
drag on until secretly everyone despises it.
â â
There are always players who are by their na-
ture not as deeply involved as the others; but if
someone does not get to shine for a long time, it
typically means they do not find their place in the
game. Here, we must consider what could have gone
wrong, and if possible, resolve the situation through
the player’s better involvement. Giving opportuni-

135
Local legends Legends differ from fairy tales. The latter are
more clearly removed from everyday reality, and
take place in an immeasurably distant land. Legends,
very place has its strange stories.
especially local ones, are not so easy to dismiss.
Even the blandest suburb or the
They are tied to known places, and are often con-
busiest metropolis has boarded-up
nected with historical figures or real persons who
houses where “strange murders
have experienced them. The teller of the tale might
have taken place”, a park where
have seen “the lantern man” with her own eyes, or
children have seen something (and
the story of “the entombed tailor” may be tied to a
some of these children disappeared without a trace),
nearby group of rock formations right beyond the
a long-locked iron door leading God knows where,
hill. They possess a sense of reality even if they deal
or an abandoned station which the trains pass by, and
with supernatural elements, and therefore, it is hard-
from where a set of tracks disappears into the un-
er to escape their effect. After all, it would only be
dergrowth. Urban legends are the successors of the
a matter of an hour’s walk to check out those rocks,
tales told in the pre-modern era; reminders of a
and see if the face appearing in the stone was still
magical landscape full of the unknown. Local leg-
there. It is this sense of strangeness – the boundary
ends are one of the cornerstones Helvéczia rests on.
of reality and the fantastic – that best fits Helvé-
Many of these odd, gruesome, or simply enter-
czia’s landscapes.
taining stories were collected in almanacs, chapbooks,
Local legends are omnipresent, and there is a
and penny dreadfuls, adapted into more serious litera-
surprising number of them in places you might not
ture, and through a multitude of transformations,
expect. While reading a collection of local folklore
became a wellspring of romantic and fantastic fiction.
for inspiration and research, the Author was surprised
One of the first serious efforts to collect and cata-
to discover that his home, Baranya County was
logue them was undertaken by the Brothers Grimm in
known for not just one but three dragons, several
their German Legends, the less-known companion to
places where Turkish treasure had been buried (in-
the immensely popular Fairy Tales, and perhaps the
cluding the resting place of the heart of Suleiman the
best sourcebook you will ever find for Helvéczia.
Magnificent, who died nearby during the siege of
This collection was followed by many more from
Szigetvár), hillsides tilled by the Devil, undiscovered
Hungary to Scandinavia, often on a regional basis.
wine cellars forgotten by the locals, and the legends of
ruined castles and towers dating back to older times.

136
There were monsters too, white ladies and Sturm und Drang: romantic fantasy
storm-riding witches, the garaboncius student and
many stranger things such as the marsh horror or the
elvéczia is first and foremost about
cinderman – perhaps unknown anywhere but this tiny
colourful stories, never-do-wells
corner of the world. Like the legends of Transylvania
with a questionable moral compass,
(the genuine deal: ghosts and faerie stories, no vam-
as well as the vagaries of Fortune
pires), Scotland or the German forests, some legends
and its ups and downs: a game that
seem universal, and some very particular: there are
does not dwell too hard on height-
many white ladies, but only one Suleiman’s heart.
ened emotions. This is the logic of picaresque sto-
There are legends which Helvéczia deliberate-
ries. Yet anyone who knows a few of the common
ly chooses to avoid: there are no dwarfs and giants,
romances sold on the market will have met stories
nor fairies, at least in the usual sense. They are so
about ill-fated love affairs, malign intrigue, and dark
well known to us through several sources (and espe-
secrets. The game is well suited for these kinds of
cially modern fantasy) that they have become too
tales, it just has to be played a bit differently.
well defined, and thereby domesticated. Which is
In this variant, perhaps best suited for small
not to say they could not appear, but the gamemas-
groups who know each other well, character creation
ter should be careful about using them – the faerie
is followed by an extra step: the character must roll
realms, a part of the Mittelmarch, should be uncanny
his or her Fate based on The Table of Romantic
and menacing locales, their inhabitants human in
Complications, and this Fate will not only guide
appearance, but possessed of an otherworldly quality
the character’s subsequent life, but bring about the
that makes them feel out of place. It is best to stick
end of his or her story – in the form of tragic
to materials which are a bit more obscure, and which
downfall or (less likely) a happy ending. As none
still have the power to surprise – and there are many
may chose the Fate selected for them, the die roll
books on local histories and legends which can offer
may not be altered – and the gamemaster should only
them in generous quantities.
tell the results of two of the three rolls to the player,
keeping the third for the dramatic revelation at the
climax of the adventure series, shortly before the end.

Populating a landscape of adventure with the


stuff of legends is a matter of mixing fact and imagi-
nation: historical remains, strange standing stones, the
tales of people who have met an unwholesome fate, or
a wooden saint which has cried tears of blood. For
while legends often include historical personalities and
fantastic elements, they are also on the human scale,
and are related to the experiences of the common
man. Their Devil is not the towering figure of Dan-
te’s Inferno or modern role-playing games, but a
horned fellow who enjoys chasing skirts, can be found
dancing to the tunes of the fiddle, and will take an
outrageous bet if it suits his fancy. Their stories are
not far-reaching cataclysms but a robber knight who
has been turned into stone with his whole household
after not recognising an old beggar for Saint Peter (as
he is well known to walk the roads to see how the
mortals live), not towering castles but a ruined old
church where now a talking serpent dwells, and not
vast treasure hoards but the proverbial pot of gold.

137
Fate governs the story of the character and the Virtue plays a slightly different role as well: it
campaign: if the “person” is a secret society, their influences the likely outcome of plotlines or the
schemes and mysterious purposes will always be lurk- entire campaign. Good and selfless deeds weave a
ing behind the events; and if the “doom” is a broken halo around the head of the noble (although perhaps
oath, its consequences will haunt the character onto only beyond the grave), while the evil are thrown
death, and perhaps even beyond it. If the central into the darkest depths (perhaps still in their living
conflict is finally resolved, it is no use to continue the life). The most important decisions are made on the
storyline: it is better to end on a high note. moral level, and they are never easy: they may bring
This game style does not necessarily need every tragedy and death upon the character and his or her
character to be chosen, and to struggle with the beloved. Morality is a weighty matter, sometimes
unbearable weight of Fate: in larger groups, it may unbearable.
be better to select one or at most two players to Choices and consequences manifest in dramas
bear the burden, and introduce the others as their and darkly romantic tales. If Kasimir Zwendler, the
confidants, servants or fellows (although they will wandering minstrel shoots the robber captain
often share the consequences of the drama). Rüdiger von Brauningen in a heated argument, then
Money and adventuring for its own will have his old parents, Holmar and Grete von Brauningen
little role in the campaign: they are replaced by the will plan revenge within their ruined hunting lodge,
principles of self-sacrifice and dedication. Romances doing all within their power to make the lives of
also do not benefit from a high mortality: while Kasimir and his companions a living hell. And what
death is an important source of drama, it should be if Rüdiger’s wound was not fatal (-3 Hp), and he
used sparingly. Instead, conflicts should last to the awakens on the bier, lying in his own blood? What
first wound, surrender or incapacitation, and chal- shall this mean for the mysterious hermit of the
lenges with the risk of sudden death should be un- forest who would organise the burial, and what about
common. Miraculous escapes, the return of charac- Rüdiger’s love, the fair but mournful Ute? What
ters thought to be lost, and similar devices are im- dark enigma will be revealed upon opening the crypt
portant elements in romance. Naturally, this should of the von Brauningens – who was the corpse in
not mean a lack of consequences: if the players make torn clothes who could not open the heavy iron
a blunder or have bad luck, let them enjoy the fruits door from within, and what passions awaken in its
of their failure; let the innocent suffer and perish, bosom once freed? (And finally: who is the player
and evil intent savour its uttermost triumph in cata- character in this situation: Kasimir or Rüdiger?
clysmic destruction. Based on this description, it could be either of them!
âÐÐÐÐÐÐâ

âÐÐÐÐÐÐâ

138
The table of romantic complications

Person Doom Key


1. broken old (wo)man bitter disappointment The Bible
2. brother bitter farewell a brace of pistols
3. celebrated hero bond beyond the grave broken sign
4. childhood friend broken oath clockwork
5. confessor or confidant concealed exchange deck of cards
6. escaped prisoner concealed shame discovered testament
7. faithful men covenant ‘till the scaffold dog pack
8. him- or herself desperate plea family heirloom
9. infamous notability dreamt fate family jewellery
10. lost child eternal gratitude flask of drink
11. the lowliest outcast family fate foil and dagger
12. monk or nun fatal mistake gallows
13. mother or father forbidden love grave or crypt
14. musician or comedian forgotten oath heavy old key
15. mysterious stranger heavy curse hidden tower room
16. retired clergyman honour of 7 generations ill-fated revelry
17. rival family implacable hatred locked box
18. robber knight miraculous escape the Lord’s altar
19. secret prisoner missed duty mirror
20. secret society mistaken encounter quick horse
21. sister one-time love riders
22. strange vagabond regretted victory secret diary
23. teacher stolen due a single rose
24. twin terrible vengeance a small but heavy bust

139
XIII. The seven knaves (introductory adventure)
Playtesters: Ákos Barta (Venzel Starny, Czech Student 2), Erik Kovács (Aurél Vajthy, Hungarian Hussar 2) and
Dániel Kablár (Jean-Jacques Bloise, French Soldier 2).

Introduction The seven knaves


his brief adventure aims to intro- ike the host, so the guest – so goes
duce players to the rules and set- the proverb. To be the guest of
ting of Helvéczia in a game lasting foul-mannered hosts is worse than
approximately two hours. It is to never have been a guest at all.
suitable for any beginning group, So it goes with the characters in
but it is good to have at least three the small mountain village of
players (if less, see encounter 1.). It is neither par- Oberwalden, where the sullen and miserly villagefolk
ticularly complicated nor particularly hard, but it show them the door: go any way they will, just go!
offers players a situation they can deal with by A foul crone even tells them that if they want to
multiple different means, and it guides the ga- lodge among their own kind, then just follow the
memaster’s hand with advice (in the form of boxed road – but from the likes of them, even good money
text). It is very important that the gamemaster is unwelcome. Thus, it is already past sunset when
should not interpret this adventure as a straight- they reach a stone cross standing by the road, and a
jacket, but as a loose framework, and let the vagrant sleeping uneasily with his back to it.
players’ actions and decisions shape the course of ~If the players do not know each other’s characters
events! If they are stuck somewhere, give them a yet, ask them to introduce themselves briefly: let
small sign helping them to proceed, but otherwise them say their name, describe their appearance,
let them choose freely – and if they have an idea, clothing and equipment. This helps them get a men-
never disregard it! tal picture of each other, and maybe even to make
them start talking.

140
~Present the adventure background with your own ~Play Bernard like any living, independent (but slight-
words, then describe the opening situation: the com- ly over-acting) character. He coughs, sometimes ap-
pany is standing on a mountain road; to their left a peals to the name of Lord Jesus and the Virgin Mary,
treacherous cliffside and the valley they have just left and laments the misfortunes of poor wanderers. In
behind, and to their right dense pine forests. Next to truth, he is a shrewd man, and if the company tries to
the road, there stands a moss-covered stone cross, with do something massively foolish, he will try to talk
faded inscriptions on the base. Next to it sleeps the them out of it.
ragged vagrant. His broad-brimmed hat is full of Bernard does not rattle off a list of hints; rather,
patches; his clothes are torn and dirty, his face bearded the characters can learn them by engaging him in
and rough. He snores, and seems to have very uneasy conversation – the goal of this encounter is to make
dreams, throwing himself this way and that. Next to them learn getting information out of NPCs, then
the cross, a narrow, winding footpath disappears into encourage them to make decisions based on what they
the forest. have learned – following the road or the forest path.
After setting the scene, hand over the action to Even if they leave him behind, Bernard will ap-
the players (“What do you do?”) – from here on, the pear again in the adventure, and behave exactly the
course of the story depends on their choices! way the characters have done towards him: if they
treated him well, he will rush to their aid in trouble
The stone cross. The sleeping vagrant is named
1. Green Bernard; and if he is awakened, he at first
begs for his life and looks for a way to run, but seeing
(even attacking enemies with a wooden club); but if
they were unfriendly or cruel, he will let them suf-
fer, or even try to steal their belongings.
the characters, he finally calms down. As he recounts, If there are only one or two players in the
there is a small house nearby next to a pasture, but game, Bernard should play a more active role, and
when he knocked and asked for shelter, he was help the characters.
thrown out and given a firm beating – they even took Green Bernard: LVL 1; AC 10 (ragged clothes);
the little money he had! Now he has to entrust him- Attack +1 (unarmed, 1d6 if he gets a club); Bravery
self to the Lord’s grace and sleep out here – perhaps +3/Deftness +1/Temptation +1; Virtue 15 (+1 to
the cross will protect him from the wild beasts. saves).
On further questioning, he may offer the fol- Hp 2/7
lowing guidance to the company:
~The statistics for Green Bernard and the other
 The inhabitants of the house seemed to be
characters are slightly more detailed than in other
armed, coarse ruffians – except for their
adventures, and the effects of Virtue are already
leader, who seemed more refined, and
included. This is not typically the standard in the
whom one of the miscreants called Raoul.
rest of this book and published scenarios, where
 Before the house, at the bend of the road, things are more abbreviated. Virtue modifiers are
there is a stone arch. When he was chased typically left for the GM to include as well.
off, the robbers stationed two guards there
so he may not sneak back. The stone arch. This old bit of construction
 He saw an old well before the entrance,
and a small stable to the side.
2. rises above the road, and a faded crest is visible
on the top – the form of a coiled serpent biting into
 The forests have a witchy reputation here; a sphere is barely visible. On one side of the arch
he would never dare try the narrow path. rest two of the knaves.
Bernard is most sorry for his lumps, but particularly  These villains, wearing cloaks and broad-
his lost money. After a little persuasion – and if he brimmed hats, are named Cutpurse and the
receives some kind of weapon – he will join the Red Müller.
company or help ambush the robbers, but only if he  They are fed up with guard duty out here,
doesn’t need to risk his life. and play dice on the ground rather than
The cross is a safe place to rest: wolves and evil watch the road.
beings both shun it, although it offers no help from  They are real cowards: if they are outnum-
the robbers. If someone cleans off the moss from the bered two to one or wounded in a fight,
base, the following inscription becomes visible: they try to flee back to the house, or sur-
“Raised to the glory of the Lord by Hyeronymus render and beg for mercy “from good Chris-
von Oberwalden. Anno 1477.” tians”. If they encounter weak opponents,
~Use the vagrant’s words and other signs to make the they mercilessly rob them and may give
players realise: camping out at night in the wilderness them a solid beating.
is a dangerous idea! By the same means, draw them  However, their main task is to raise an out-
into the adventure; grab their attention and appeal to cry and warn the others in the house that
their ambition. Bernard is secretly certain that the trouble is afoot.
characters will set out at once and teach the robbers a If they are caught and interrogated, they may let a
lesson – and will act very disappointed if they don’t. few things slip – but they try not to talk too much.

141
 They have been staying here and poaching ~The mushrooms are harmless unless eaten: their
on travellers for the good part of a month – poison causes characters to lose 1d6 Hp/1d6 Hp for
it is an easy life, as the pickings come right the primary and the secondary effect, Bravery save
to the doorstep. negates. If the characters carry off a bit of mush-
 Their leader, Raoul is a gentleman and a room, a piece glows like a small oil lamp, but only
good captain, but very fearsome. He is al- for one night. Someone with the right skill (e.g.
ways playing with a bewitched crystal globe, Brew Poison or Forestry) can extract their poison
and he has had his boots shoed in the reverse. with a few hours of work, yielding eight doses of
 Raoul has gone off into the forests multiple dust that can be mixed into food.
times, but forbid them to follow due to the
dangers lurking there. Once, he returned Forest lake. In the mountainside, at the bottom
with his clothes all dusty and full of dirt,
but didn’t say where he was.
4. of tall rocks lies a small lake surrounded by reeds.
A cave mouth is visible between the rocks. At the
 They are expecting some kind of big guest lakeside, curious characters may discover the imprints
tonight, and Raoul has ordered that when of large, webbed feet. At night, something seems to
the bell down in Oberwalden strikes eleven, glow deep beneath the water surface. The more time
they should return to the house at once! the company spends here, the more likely they will be
attacked by the giant frogs lurking underwater.
~This encounter is an excellent opportunity for the
players to get acquainted with basic mechanics: skill ~The probability of an attack is 1:6 if the characters
checks, and – if it gets to that point – initiative and pass by the water, and this check should be rerolled
attack rolls. Skills such as Listen (to eavesdrop on the every time they take their time to stop, investigate
robbers) or Sneak (to approach them quietly) may be the footprints, throw a rock into the water, enter or
useful; but if the characters don’t take care to be exit the cave, etc. If they wade inside the water or
silent, roll for the robbers as well. Since they are attempt to swim, the attack is certain.
unskilled, they have a +0 modifier to skill checks.
Beyond the cave mouth, a short passage de-
~If the characters avoid this area but make a ruckus scends into a small room whose floor is natural rock,
in the house later, Cutpurse and the Red Müller but which is capped by a gothic arch.
may come to investigate and surprise them from  In a recess found in the wall, there is an up-
behind at the worst possible moment. right, human-sized stone slab with the form
of an armoured man, a mace in one hand
Cutpurse and the Red Müller: LVL 1; AC 11 and a shield in another. On the shield, the
(thick, coarse garments); Attack +1 club 1d6; Bravery symbol of a coiled serpent bites into a
+2/Deftness +6/Temptation +0; Virtue 9; purse sphere. The base of this old carving bears
with 3 Pfg, dice. intricate letters: “von Oberwalden”.
Hp 2 1  The sphere is a separate part of the carving,
and it may be twisted around to reveal a
small impression with the same serpentile
symbol.
 The secret entrance behind the slab opens
with the ring worn by Raoul, the robber
captain, and leads to a crypt described un-
der The testament of the Oberwaldens.

~The characters must have a light to see in the cave.


Note who is carrying one, and approximately how
long they would burn.

The source of the light at the bottom of the


lake is a small golden cross lost in the kelps. Even if
the giant frogs are defeated, a character must make a
Swim check to retrieve it. The cross operates as a
Cleric’s exorcism ability, functioning a single time
Mushrooms. At night, the forest is dark and before its light is extinguished and it turns into a
3. labyrinthine, but here, a faint light flickers
above the ground. Large red mushrooms, growing
simple bauble (worth 2 Th).

to a man’s thigh or waist, stand here in a group sur-


rounding the path, glowing faintly. They are sur-
rounded by small clouds of fireflies.

142
Giant frogs (3): LVL 2+1; AC 13; Attack +3 bite stay with them. It is hard to trick them, for while
1d8+1; Spec swallow, Jump +5, Swim +3, Sneak +3; most of them are gullible, Raoul’s mind is sharp as a
Bravery +5/Deftness +3/Temptation +3; Virtue 9. razor, and easily recognises an attempt at treachery.
Jump: they receive +2 on their first round when The robbers know the same things as Cutpurse
attacking an opponent. and the Red Müller (2.). Throatcutter and Rogue are
Swallow: on a successful attack, roll a combat check tougher fellows; Francois is Raoul’s right-hand man,
to determine if they swallow opponents, who will but he is recovering from wounds and can’t help much;
take automatic damage each round until freed from while Witless Heinz, like his name says, is dumb, cow-
the frog’s gullet. ardly, and not even too enthusiastic about robber’s
Hp 8 7 8 work – no wonder he always gets the menial chores.

~The frogs can be hardy opponents, but so fare In the stables, a horse stands tied to the manger.
those who stray from the well-trodden path. If the  This creature, Lightning by the name, is
characters don’t expect an attack, they will be sur- very wild, and a Ride or Animal Training
prised. In combat, use combat checks liberally. If a check is needed to calm it down.
frog swallows a character, the frog hops back in the  Otherwise, it becomes restless; then starts to
water. A character can cut himself free with another snort and pull on its reins; and finally, it
combat check, but he or she must also swim ashore. kicks and bites – alerting the revelling rob-
bers. Riding it requires a Hard Ride check
The knaves’ house. Rustic building built from
5. moss-covered stones with a shingled roof and a
smoking chimney. Light flickers behind the tiny
(+2 to those who know or guess its name),
but if broken in, it becomes tame.
 From the stables, a door opens into the house.
windows. In the yard stands an old well with the same If a fight breaks out in or close to the house, the
serpentine crest seen on the stone arch. The house knaves fight in a more or less organised manner de-
door is locked, but the stable entrance is wide open. pending on their level of surprise.
~If the characters have not alerted the inhabitants yet,  They are brave with Raoul on their side, but
the knaves – four robbers and their leader, the if they suffer heavy losses or Raoul falls,
garaboncius Raoul – make merry inside, playing cards, they must roll for Bravery. On a failed save,
drinking, and singing. Otherwise, the house is dark they run or surrender.
and dead silent, and every miscreant is hiding by the  Raoul is a dark-hearted, cunning fellow, and
doors, windows, and stable entrance, ready to attack. the Devil’s comrade. He uses the Splendid
The level of alertness influences how many choices Entrapment spell, trying to imprison the
the characters have; whether it is possible to spy on strongest opponent within the crystal globe.
the robbers, lay a trap, negotiate, lure and capture If he feels like his life is in danger, he flees
someone outside, or only a blood fight. Otherwise, it on horseback, or uses the Cliffjumper spell
is up to them to decide how to deal with the evildoers to jump down the cliffside and disappear in
– that is, if they do not decide to join up! the wilderness.

In the house, the knaves are sitting around a Raoul: Vagabond 2+1**; AC 13 (Dexterity, cloak);
gnarled old wooden table heaped with tankards and Attack +3 rapier 1d6+1 [+2 CC, +1d6 sneak attack];
plates. Special Initiative +5, sneak attack +1d6, one-use Stu-
dent spells; Bravery +2/Deftness +4/Temptation +2;
 In the tallest chair sits Raoul with his re-
Virtue 5 (+1 to attacks); purse with 13 Pfg, mask,
verse-shoed, night-black boots resting on
sheet of parchment with list of grave sins (see below),
the table, his feathered hat pitched back-
crystal globe, boots shoed in reverse.
wards, and playing ball with a small crystal
Spells: Cliffjumper, Splendid Entrapment.
globe. His lace cuffs and collar, as well as
Hp 12
his severe black clothes show he is better
off than his men. Throatcutter, Rogue, Francois, and Witless
 On the fireplace, a pot of soup is bubbling; Heinz: LVL 1; AC 11 (thick, coarse garments);
sometimes a robber takes a spoonful or Attack +1 club 1d6, Francois: +1 musket 1d10+ [Re-
stokes the fire with bellows and fire poker. load 1½r]; Bravery +2/Deftness +0/Temptation +0;
 From the room, a door leads into the stables. Virtue 9; 12 Pfg among them, minor personal be-
 The robbers sleep on sheepskins and straw longings.
on the floor; only Raoul has an old bed in Hp 6 8 2/5
the attic. 1

~This company expects no trouble, and is waiting for Lightning, light warhorse: LVL 3+1; AC 13; At-
midnight. As long as the characters are not violent – tack +4 kick 1d6+1 or bite 1d6+1; Special Jump +4;
and if they behave as strong, capable fellows – they Bravery +4/Deftness +2/Temptation +2; Virtue 10.
may even receive an invitation from the robbers to Hp 12

143
Splendid Entrapment Goodfriend has come to sign a contract with
Level: Student 2 Raoul. But if he is already here – whether Raoul is
Range: medium alive or dead – he might as well court the company
Duration: until the prison is broken, or the spell is with his offer: he promises them gold, magical pow-
cast again ers, fame and supernatural skill with the Devil’s Bible
Area: one target – all at a modest price, to be paid at some point in
Saving throw: Will the future. Hansel, who follows in his steps, is inter-
If the target fails his saving throw, he will find himself ested in only one thing: to devour the embers in the
trapped within the crystal globe used as the compo- fireplace like a ravenous animal to sate his hunger.
nent, reduced to the size of a mouse. The only way
to escape the prison is to smash the globe, cast the ~It is no small thing to strike a bargain with the
spell again, or if the victim breaks free with a Hard Devil. Those who do will receive an advance in gold
Strength check (only one attempt is possible). (and the coin will scorch the table wood!), then a
Component: it needs a crystal globe the size of a fist. dozen after performing a small service. But Good-
friend may also give one-use Student spells, he may
lend fame to a character, and so on.
~The catalogue of sins: Raoul keeps a parchment
To fight both Goodfriend and the accursed Han-
sheet on his person, outlining a list of dark deeds:
sel is to tempt one’s fate. Both recoil from sincere
arson, robbery and murder in cold blood, bearing false
demonstrations of faith, from holy songs and from a
witness, forgery, poison-brewing, conspiring to send
cock’s crow (although there is none nearby), and Han-
innocents to the gallows, and witnessing. Except for
sel also loathes water like no other thing. To fool the
the last, every item on the list is checked off. The
devil is a hard trick to pull, but it is not impossible to
sheet bears two signatures: the elegant mark of “Ra-
exploit his penchant for sins. If the players come up
oul”, and a more ornate and old-fashioned one reading
with a good idea, let it succeed!
“Goodfriend”.
If they fail in their task, Goodfriend and Hansel
both return to Hell with their task incomplete. Those
who would follow them on horseback or by coach
shall regret it.
Goodfriend does not aim to kill the characters,
for he is not getting paid to do that: if he defeats
Goodfriend them, he’d rather extract a terrible oath in exchange
for their lives – and woe to those who would break it!
Defeating the robbers, the company may commence
looting the house. Most of the furnishings are crude Goodfriend, a mephisto: LVL 6+2; AC 17; Attack
junk which will not be mentioned here, and which the +9/+4 rapier 1d6+2 [+2 CC] or +9 pistol 1d10+ [Reload
gamemaster should invent. 1 r, 7 shots]; Special immune to fire; Bravery
 In the fireplace, a sooty cavity behind a pro- +7/Deftness +5/Temptation +7; Virtue 1 (+1 to at-
truding brick contains a flat, locked iron tacks); 6 Th, tanned dogskin sheet, ink and pen, tinc-
box. Only Raoul knows the place of the key ture of sulphur & saltpetre.
(it is hidden in the straw of his bed), but a Spells: Emilio Sciarelli‘s Spectacle (appears in splen-
successful Open Locks check or forcing it did clothing), Burning Hands (3d4 Hp damage,
open can work. The box contains 24 Pfg, 1 Reflex halves).
golden Th and a ring – with the sign of the Hp 32
serpent biting into the orb.
When the bell down in Oberwalden strikes Hansel, a cinderman: LVL 4*; AC 18; Attack +5
twelve, it is revealed just what kind of guest the touch 2d4; Special speed, burnout, immune to fire,
garaboncius Raoul was expecting. Sounds of clattering susceptible to cold and water; Bravery +2/Deftness
wheels, whipcracks and the neighing of horses comes +4/Temptation +2; Virtue 6 (+1 to attacks).
from the road, then an ornate black coach stops before Speed: if characters flee from him, his initiative grows.
the house. Burnout: grab character (Combat Check) and inflict
 The driver whipping the four black stallions 4d4 Hp around himself; characters who die burn to
is the accursed Hansel: a shadowy form ashes, and will 1:3 haunt in the form of a cinderman.
wearing a hat and sheathed in a black cloak, Susceptibilities: must roll Bravery or die if subjected
who breathes fiery embers and whose voice to sudden cold or lots of water.
is like a hissing flame. Hp 17
 The passenger who soon knocks on the
door is Goodfriend: the black Devil in a
rich vest, lace collar and pantaloons of the
best cut!

144
The Testament of the Oberwaldens The writ in the scroll case is “The Testament
of the von Oberwaldens”: by its decrees, the owner
The ring found in the hidden box (5.) opens the of the scroll and the ring is the rightful master of
secret door in the cavern by the lake (4.). The stone Castle Oberwalden and the whole valley around it.
slab slides aside with a grinding sound to reveal steep The will and last testament is valid: but what the
steps leading deep underground. people of the village would say if they saw the new
 If the players are careless, the first charac- masters of the ruined old keep, and what would be
ter in line will find an unpleasant surprise the reaction of the imperial soldiers housed in the
halfway down: a step sinks into the ground, newly built garrison – well, that is another story.
and if the character fails a Deftness saving
Guardian Sword: LVL 3+1; AC 17; Attack +4
throw, his body will be riddled with spears
1d10+3; Bravery +5/Deftness +3/Temptation +3 (+1
flung out of the wall (3d6 Hp).
to saving throws); Virtue 16.
 A crypt resembling a small chapel opens at
Hp 17
the bottom of the stairway. Everything is
covered in dust and thick cobweb curtains,
~Unless the characters waste it, the testament can be
except for a narrow path left by Raoul’s
the source of multiple new adventures, and so it goes
boots.
with the other unresolved plotlines. What kind of
 In the side rooms lie old, worm-eaten
help will Green Bernard give the company on a later
wooden coffins, while in the middle, there
occasion, if his little money is returned? If he escapes
stands a carved stone sarcophagus with a
alive, how will Raoul take his vengeance, and what
spent lantern left on the lid. A relief on the
will become of those who strike a bargain with Good-
lid depicts the image of a bearded, ar-
friend? Similar questions can be answered in follow-
moured man with a mace in one hand and a
up adventures if the players would like to continue in
shield in the other. On the shield, the sym-
that direction. Thus, the episode grows into an adven-
bol of a coiled serpent bites into a sphere.
ture serial with continuity and recurring characters.
A dusty old inscription reads: “Hyerony-
Upon finishing the adventure, the gamemaster
mus von Oberwalden, 1437–1479.”
has two remaining tasks. He must first calculate how
 The lid of the sarcophagus takes the effort
many Experience Points can the characters divide
of at least two to lift (Hard Strength check,
for defeated opponents (including those who were
one roll combining the Strength bonuses of
run off, fooled, or turned into allies), how much for
up to three characters). Inside lies an ar-
exploration and fulfilling various goals, and how
mour-clad skeleton with a glinting knight’s
much on an individual basis for personal accomplish-
sword laid on its breast, and a scroll case in
ments. Second, he must weigh each character’s deeds
one of its gauntlets.
and determine how many points of Virtue they
 If the remains are disturbed, the sword rises should receive or lose for their virtuous and sinful
into the air, and if the intruders do not turn actions. Every player must record their losses and
back at once, it attacks (Guardian Sword gains in The Catalogue of Sins on the back of their
spell). character sheet!

145
:::: Om:Nom:Nom:Nom:Nom ::::

146
XIV. Monsters
About statistics abilities, or even fame, importance and notorie-
ty. Up to three asterisks can be added, and for
here is no sense in paying equal each, the monster or NPC is treated as one
attention to every beast, ruffian and level higher for calculating experience points.
landsknecht, or detailing them to Examples: a krampus is LVL 3+2*, meaning it has
the same extent as player characters: 3d8+6 Hp, attacks with a value of +5 (but usually +6
in game materials, it is best to pre- due to its low Virtue), has saving throws rated at +5,
sent their statistics in a brief, practi- +3 and +3, and since it can entangle opponents with its
cal format. Not even rival or allied adventurers need chains, defeating or outwitting it results in 250 instead
more – abbreviations and approximations will do, of 150 experience points.
and if there is a need for more exact details, they AC: this value is self-explanatory, and includes natu-
can be established later on a case-by-case basis. ral defences as well as Dexterity and other forms of
Therefore, this is how an average monster and non- protection. AC for NPCs is calculated normally,
player character (NPC) looks like in Helvéczia: considering their Dexterity and equipment.
Attacks (Atk): a list of attack possibilities. Critical
Ruffians (3): LVL 1; AC 12 (leather vest); Atk +1
hit ranges are only noted if they are different from
club 1d6 or +1 rapier 1d6 [+2 Init]; +2/+0/+0; V 3d6.
the normal – for bites, claws and other natural at-
Hp 8 7 1
tacks, this is (20/*2); and for man-made weapons,
Krampus: LVL 3+2*; AC 15; Atk +5 fire poker rulebook defaults.
1d6+2 or +5 bundle of sticks 1d6+2 knockout or +5 Special abilities (Spec): for creatures that have such,
chains; Spec immune to fire, chains, Climb +5; most of them are listed in the monster descriptions,
+5/+3/+3; V 1d3. but a few common examples are mentioned here.
Chains: can entangle with CC, Escape Artist frees.  Combat Checks: many monsters have to roll a
Hp 18 successful combat check before using their
special abilities. This check uses the same re-
The explanations of the statistics are as follows: sult as the attack roll, and does not require a
Number: the number of monsters present follows in separate round.
parentheses after the name; predetermined or ran-  Skills are added as appropriate. Their usual
domly rolled. value is the sum of the monster’s level and
Level (LVL) [and level bonus]: just like player their level bonus, but some monsters may
characters, monsters are ranked by levels, and this have slightly different ratings (e.g. a dog’s
value influences further statistics. Most monsters and keen scent to follow tracks).
common NPCs do not fit any of the standard classes  Poison is listed as (Difficulty, primary effect
used by player characters, but follow the subsequent
/ secondary effect). Difficulty refers to the
guidelines:
Bravery saving throw required to avoid the
 Their Hp is universally 1d8 for each level. effects, and the two effects to the conse-
 Their base attack bonus is equivalent to their quences of a failed save. Secondary effects
level (similar to Fighters, but without second- are usually rolled shortly after the encounter,
ary attacks). and they need a separate saving throw even if
 Their saving throws are calculated according the first was successful. Poisons are also dis-
to their level; better saves at a value of cussed in Chapter IX.
[LVL/2+2] and worse saves at [LVL/2]. Saving throws: these are self-explanatory, presented
Next to monsters’ level ranks, there is often an add- in the order of Bravery, Deftness and Temptation.
ed level bonus and one or more asterisks (*). Physically powerful monsters tend to have higher
 The level bonus is added to every calculated Bravery saves; smaller but nimble ones higher Deft-
value, just like ability bonuses for player char- ness; and some are good at multiple categories.
acters. This includes Hp (for each level!), Virtue (V): Virtue is rolled randomly, although a
AC, attacks, saving throws, skill, and ability walking corpse would almost always have a low
checks, etc. +1 modifiers are rather common; value, while a robber can often be a good man who
+2 less so, and +3 is reserved for exceptional has been driven to crime by want or bad example.
cases (there are no higher values). A +3 does Statistics never include Virtue-based modifiers –
not mean a monster or NPC has a pure 18 in these have to be added by the gamemaster!
every ability – just an abstraction signifying Treasure: this indicates the probability and type of
outstanding capabilities. treasure found in a monster’s lair or hideout. There
 Asterisks represent a higher than average is a separate probability for each treasure type, as
threat, e.g. outstanding combat skill, special described at the end of Chapter XV.

147
 Different level or level bonus, or using a play-
er character class instead of general monster
statistics. E.g. a company of devils may have a
Duellist leader and two 4+2 level adjutants.
 Additional or different special abilities, such
as a killer vine with narcotic flowers, or a be-
nevolent ghost who can call for a spectral
stagecoach. Monsters can also be combined in
interesting ways to create new beings.
 MAX or 2*MAX Hp: this trick should only
be used sparingly, for the mightiest examples
of monsterkind – and they should always
look the part.
However, much of variety has little to do with statis-
tics! Variety in equipment, appearance and behaviour,
or some unusual secret will make monsters the most
memorable. Talking donkeys, an accursed outcast
with a flintlock musket, or giant poppies growing
from the bodies of the unburied dead aren’t memora-
ble because they have different combat values.
Experience points: defeating monsters and NPCs
Classed non-player characters (NPCs) need slightly gives experience points based on their level. This
more detail. If they are particularly important, the sum also applies to outwitting, befriending or rout-
gamemaster may list their individual ability scores ing them. Particularly dangerous or notorious oppo-
and skills instead of making a rough estimate; if they nents are marked with up to three asterisks (*, ** or
are Clerics or Students, they need spells (including ***), each increasing the award by one level. This
components); or more particulars on their behaviour, table is identical to the one used for giving challenge-
items and capabilities. Yet this is only for special based awards (Chapter IX).
occasions; usually, it is enough to just write “Jean
Pontignard (Sharpshooter 1+1; Hp 4), the postmaster,
is a retired mercenary, whiling away his time playing
cards and chess on his patio” – and that should be
enough. One or two personal details, a few interest-
ing belongings, or some minor bit of history will Experience Points
bring a character to life, and everything else will Level (XP) Level (XP)
follow from that point.
1. 50 6. 650
Monster variations: a few special monsters are
stronger than those listed here; others differ from 2. 100 7. 1000
the usual in minor details. This is all very well, for 3. 150 8. 1500
variety is the spice of life, and, after all, statistics
show just the average, not all possibilities. Here are a
4. 250 9. 2000
few ideas to customise monsters: 5. 400 10. 2500
 Description. A simple LVL 2+1 monster
with AC 14 and 1d6+1 damage could be de-
scribed as a soldier, an armoured skeleton, a
man made of wooden sticks, or something en-
tirely fantastic – all in the mind’s eye.

148
Catalogue of monsters

ÐÐÐÐÐÐÐÐÐÐÐ â â â ÐÐÐÐÐÐÐÐÐÐÐ
Accursed Outcast
~Yellow Mould
ÐÐÐÐÐÐÐÐÐÐÐ â â â ÐÐÐÐÐÐÐÐÐÐÐ
Accursed Outcast (1d6) Whether it is a natural force of magnetism or spir-
itual mesmerism that draws common items into an
Level: per NPC table (average)
airborne dance is a matter of conjecture, but little
Special: curses, chains, slow
practical interest to those getting ambushed and
Virtue: 2d6
killed by them. They take several different shapes;
Treasure: –
for example, a large iron cauldron may be level 4+1,
The terrible misfortune of others can always serve as
and pour hot water for 2d6 damage; while a smaller
a lesson to the faithful, and the accursed are suffi-
chair might not do lasting damage at all.
cient example to show how terrible deeds might fall
back on their perpetrators even in their lives. These
unfortunates are covered head to toe in heavy
Angel (1d3)
chains, walking the roads with the proof of their Level: 5+2**
crimes, and sometimes the explanation of their peni- AC: 19
tence. Many bear the hangman’s seal or the effects Attack: +8/+3 +1 bastard sword 1d8+4
of other punishments – as grim warning! Special: fly, heavenly light, spells, Escape Artist +7,
Some of the accursed will pray for the delivery Heal +7, Perform +7, Spot +7, Theology +7
of their souls, visiting sites of pilgrimage to gain Saves: +6/+6/+6
absolution; yet there are also others who obstinately Virtue: 1d6+15
try to slay their fellow men. They can thus inflict Treasure: magic sword, relic 1:6
upon their victims their terrible curses, or immobilise The guardians of Paradise and members of the heav-
them with their chains with a successful combat enly choir are rarely seen in our world; perhaps be-
check. In this venture, their burden makes their cause of man’s sins, or their sorrow over our mortali-
misdeeds difficult: in every round, they act last. ty. These fair youths and maidens are borne on beau-
tiful wings, and their form is surrounded by a clear
Animated Armour (1d3) light even in the most forlorn darkness. If this light
shines upon those with high Virtue, they benefit from
Level: 4
a Bless spell (+1 to the next check and +2 damage in
AC: 17
the next fight). Angels can use cleric spells, but only
Attack: +4 weapon or +4 fist 1d6 or +4 beaked hel-
as laymen – and most settle for healing powers.
met 2d4
Special: tireless
Saves: +4/+0/+2
Armoured Sentinel (1d2)
Virtue: 1d6+6 Level: Soldier 6
Treasure: – AC: 17
A suit of armour brought to life by spiritual forces, Attack: +7/+2 weapon or +7 fist 1d6 and +2 beaked
that does not compare to the magical Armoured helmet 2d4
Sentinel, but it is a hardy and strong foe, able to Special: tireless, carryover damage
wield any weapon and shield. They will never leave Saves: +5/+0/+3
the area they are protecting. Virtue: 1d6+6
Treasure: –
Animated Object (1d6) There are few better guardians than this empty suit
of armour, brought to life by the spell of the same
Level: 1+1 or higher
name. Like an upstanding soldier, it rolls it Hit
AC: 12
points with 1d10, fights valiantly, and if it strikes
Attack: +2 hit 1d6+1
someone down, it transfers the remaining damage to
Special: variable
the next opponent. It is not too fast, and its mind is
Saves: +3/+1/+1
not the quickest either, but what it needs to defend,
Virtue: 1d6
it defends honestly.
Treasure: –

149
Basilisk (1)
Level: 3*
AC: 14 Bee, Giant (3d6)
Attack: +3 beak 1d3 + petrifaction Level: 1+2*
Special: petrifaction, fly AC: 12
Saves: +3/+1/+3 Attack: +3 stinger 1d6+2 + poison (Normal, 1d6
Virtue: 1d6 Hp/1d6 Hp)
Treasure: 1:2 eggs (1d3), 1:3 corpses IV. Special: fly, poison, self-sacrifice
An ugly spectacle of nature resembling a large, un- Saves: +4/+2/+2
kempt rooster, whose strike can turn one into stone Virtue: 1d6+6
unless they roll a successful Bravery save. They can Treasure: 1:2 honey (1d6+2 portions)
fly with their batlike wings, but not very well and The hard-working bees only tend to attack those
only for short distances, amidst horrendous clucking who disturb their work or nest. They possess a
noises. Some say the basilisk is no rooster but a poisonous sting, but if they lance someone, there is a
lizard, but these views are plain pseudoscience. In 1:2 probability they themselves fall lifeless on the
any event, basilisk eggs are most unpleasant, and they ground. In the beehive, there is often honey which is
are described among treasures, in Chapter XV. known for its miraculous healing properties (+1d3
Hp while resting).
Bat, Vampire (2d10)
Level: 1+2 Beetle, Giant (1d6+1)
AC: 13 Level: 3+1
Attack: +3 bite 1d4 and cling on AC: 15
Special: blood drain, Hide +3, Listen +3 Attack: +4 bite 1d8+1
Saves: +2/+4/+2 Special: various, Climb +4
Virtue: 1d6 Saves: +4/+2/+2
Treasure: – Virtue: 1d6+6
These fat, leathery bloodsuckers dwell in forlorn Treasure: 1:6 corpses I.
ruins, chimneys and crypts. When they cling to their From corpse beetles to the giant ladybug, there are
victims, they start sucking their blood for an auto- many varieties to this colourful bunch; and some can
matic 1d4 Hp per round until torn off. spit acid, deliver a poisonous sting, or perform simi-
lar feats.
Bear (1d2)
Level: 4+2 Beetle, Giant Stag (1)
AC: 14 Level: 5+2
Attack: +6/+6 paws 1d6+2 and +6 bite 1d8+2 AC: 17
Special: hug Attack: +7 bite 4d4+2
Saves: +6/+4/+4 Special: trample
Virtue: 1d6+6 Saves: +6/+4/+4
Treasure: – Virtue: 1d6+6
Bears are nothing to jest about, for they can crush a Treasure: 1:6 corpses II.
man’s bones for 2d6+2 automatic damage per round This armoured monstrosity is mainly found shredding
if they hit with both paws. A combat check or Es- dead trees with its giant mandibles, but if it is angered,
cape Artist roll is required to break free from the it will attack a cavalryman. When it meets someone
terrible hold. smaller, it knocks them over with a combat check, and
tramples them for 2d6+2 points of damage.

150
Black Friar (1d3)
Level: 4*
AC: 15
Attack: +4 claws 2d4+
Special: fear, heart rip, immune to enchantment
Saves: +4/+2/+4
Virtue: 1d3
Treasure: 1:2 ruin V., 1:6 unholy articles
Implacable dread and the cold of the crypt emanates
from these undead monks, who attack their hapless
victims with decaying limbs. Even their appearance
is followed by sheer terror, and someone who sees
them may not attack before they defeat their fear
(Bravery). If their claws inflict 6 or more damage,
they may rip out their opponent’s beating heart with
a successful combat check.

Bluebell, Giant (1d6)


Level: 2
Treasure: 1d3 pollen, 1:2 nectar 1d2
This enormous bell-shaped flower poses no harm; its
pollen heals the wounded (1d4 Hp), and its nectar is
a fragrant, intoxicating drink. But should someone
disturb it, its bells will make such a racket that every
beast nearby will come to its side. Bloatbelly (1)
Level: 4
AC: 13
Boar (1d3) Attack: +4 with weapons, but usually too lazy
Level: 3+2
Special: windstorm, gasses, explosion
AC: 14
Saves: +4/+2/+2
Attack: +5 tusks 1d8+2
Virtue: 3d6
Special: charge, rage
Treasure: 1:2 purse II.
Saves: +5/+3/+3
There are many bloated windbags in the world, but
Virtue: 3d6
this potbellied fellow surpasses them all. He can only
Treasure: –
walk by toddling and wobbling, and if he blows off
The charging boar only attacks with a rating of +1,
steam, the wind will knock down everyone before
but causes 2d6+2 damage. Wounded, it fights until it
him (man-sized targets have to roll a Hard Strength or
reaches -5 Hp, and if it must, it will skewer itself on
Balance check; mounted targets have to roll a Normal
a sword or spear to close on and slay its hunter.
one to stay afoot). He performs an even worse trum-
peting with his hindquarters, a blast so uncouth that
Breathstealer (1d6) anyone who fails a Bravery save will be unable to act
Level: 3* for a round, and then at -2 for a quarter. If the Bloat-
AC: 14 belly is critically wounded, he will not deflate, but go
Attack: +3 claws 1d6 + grab out with a bang: 3d6 Hp, Deftness 1/2.
Special: suffocate 1d6/round, breath stealing
Saves: +3/+1/+3 Butterfly, Giant (1d6+2)
Virtue: 1d3
Level: 2+2*
Treasure: 1:6 hideaway II.
AC: 12
Skeletal apparitions wrapped in threadbare cloaks,
Attack: +4 tongue 1d4 + poison (Normal, 1d6
sheathed in tinderglow. If they catch their oppo-
Hp/1d6 Hp)
nents by the neck, they may steal their breath – if
Special: fly, pollen, poison
the victim fails a Temptation saving throw, they will
Saves: +3/+5/+3
start to suffocate, rolling a Bravery save every round
Virtue: 1d6+6
to avoid losing consciousness – followed by the
Treasure: 1:2 pollen (1d3 doses)
monstrosity choking them to death.
These butterflies are much larger than their common
companions, with colours of silver, green and red.

151
Their main nourishment is nectar and fruit, but they Cinderman (1)
also attack men. Giant butterflies drain blood with
Level: 4*
their tongues, which is also poisonous. Three times
AC: 18
per day, the group may blow a cloud of pollens on
Attack: +4 touch 2d4
their enemies. The effects vary, but they are always
Special: burnout, immune to fire, sensitive to cold
the same in a single group (1d4):
and water
1 – irritation: Deftness or -2 to all rolls
Saves: +2/+4/+4
2 – narcolepsy: Deftness or fall asleep
Virtue: 1d6
3 – paralysis: Deftness or paralysis for 2d4 rounds
Treasure: 1:3 hidden cache III.
4 – poison: Deftness or 3d4 Hp damage
A black shadow surrounded by flames and ember-
If more than one butterflies blow pollen in a single
glow. Like so many damned souls, it only comes out
round, the saves are at -2, although the effects stay
at night, and starts to follow behind wayfarers. The
the same. Moon Moths (*) are level 4+2; AC 16 and
faster they try to flee, the faster the pursuer chases
damage 1d6+2. They may spit a silvery, sticky web-
the runners (also increasing its Initiative). Those who
bing on their victims, who must roll a Deftness save
hide can easily make it lose their trail, while if they
or become temporary immobilised.
stop in their tracks, so does the cinderman. If it
reaches its victim, it tries to grab him (combat check),
Carry-Me (1) and if successful, burns out at once, causing 4d4 Hp
Level: 2+2* damage around it. Someone who dies from this injury
AC: 13 will burn to ashes, and comes back as a cinderman
Attack: +4 jump on the back with 1:3 probability. The cinderman is very hard to
Special: burden, Jump +4, Climb +4 hit with weapons, but great cold or a large amount of
Saves: +5/+5/+5 water can quench it entirely (Bravery).
Virtue: 1d6
Treasure: 1:6 purse I., 1:6 magical
As small as this little man seems, as heavy he weighs:
1# in all, and when he leaps on someone’s back with
a combat check, he rides him until a cleric’s exor-
cism. If someone can catch this fellow, he will show
them his treasures in exchange for freedom.

Catfish (1d2)
Level: 4+1
AC: 14
Attack: +5 bite 2d6+1 and swallow
Special: swallow
Saves: +5/+3/+3
Virtue: 1d6+6
Treasure: –
The eldest catfish grow sufficiently large to swallow
a man whole: the smaller ones do not have this habit,
for they only do so to the waist. This is a mostly
theoretical distinction, since either way, a successful
combat check means they cause an automatic 2d6+1
damage per round.

Centipede, Giant (1d12)


Level: 1
AC: 11 Corpse, Walking (2d6)
Attack: +1 bite 1d4 + poison (Normal, 1d6 Hp/1d6 Level: 2+1
Hp) AC: 12
Special: poison Attack: +3 hit 1d8+1 + strangle
Saves: +0/+2/+0 Special: strangle, slow
Virtue: 1d6+6 Saves: +4/+0/+2
Treasure: – Virtue: 1d6
Vermin the length of an arm, hidden in damp, un- Treasure: –
wholesome places.

152
The living dead possess an unnatural strength, and if every round. Their kind also includes the Headless,
they seize their opponent by the throat with a suc- who are resentful for their loss. They emerge at
cessful combat check, they inflict automatic damage night to seek out others to kill. They are quicker
every round until their grip is broken. To others’ and stronger (Champion 2+1), but, fortunately, blind
good fortune, they are very slow, and act last in as a bat, with only a +0 attack rating.

Crab, Giant (1d3) Devil (1d6)


Level: 3+2 Level: 3+1
AC: 18 AC: 15
Attack: +5 claws 2d6+2 Attack: +4 pitchfork 1d8+1
Special: – Special: immune to fire
Saves: +5/+3/+3 Saves: +4/+4/+2
Virtue: 1d6+6 Virtue: 1d3
Treasure: – Treasure: 1:3 purse I., 1:6 hidden treasure IV.
They have such a strong segmented armour that These horned, sooty fellows normally roast the
might make a sturdy shield or suit; furthermore, sinners down in Hell, but occasionally venture up to
they are a tasty treat when roasted with a little garlic our world to mislead the errant, spend their time
and butter. with tasteless jests, or occasionally to engage in wild
revelries with reprobate scoundrels and wanton
Curiosum (1) women. Otherwise, they are as variable as mankind –
and the devil is always in the details.
Level: variable
Special: curiosum
By this name, we speak of many spectacles of Flora
Devilkin (1d12)
and Fauna, given a miraculous appearance or charac- Level: 1+1
teristics. To wit, talking animals; a deer with golden AC: 13
antlers or plants growing from its head; plants which Attack: +2 skewer 1d4+1
bear the image of the Virgin Mary, the Baby Jesus Special: immune to fire, Climb +2, Hide +2, Sneak +2
or other miraculous images; gigantic specimens of Saves: +3/+1/+1
usually small things (and vice versa); musical pears, Virtue: 1d3
etc. It would not do to list all such things, for Na- Treasure: 1:6 lair I.
ture is known for an infinite variety of the same, The devil’s small assistants, running to and fro on their
one stranger and more fantastic than the other. errands. They pose little danger on their own, but,
striking from concealment and using their strength in
numbers, they may teach a lesson to those who un-
derestimate them.

153
Saves: +1/+3/+1
Virtue: 1d3
Treasure: –
Devil-shaped, thin shadows with spindly legs and
prickly horns. They dance like billowing smoke, and
someone who watches them dance (for which there
must be at least 6 present), must roll a Temptation
save or become entranced, watching in reverie while
they turn his pockets inside out, or play some kind
of nefarious trick at his expense.

Dog (3d6)
Level: 1
AC: 12
Attack: +1 bite 1d6
Special: Track +3
Saves: +2/+0/+0
Virtue: 3d6
Treasure: –
This includes most hunting and guardian dogs, alt-
hough shepherds’ hounds may be larger and stronger,
equivalent to a wolf or even more vicious. The great
Saint Bernards are level 2+2, and know their way
well in the high mountains (Balance +6, Climb +6,
Track +6). They have a 1:6 probability of carrying a
small barrel of liquor around the neck. The
Comondores of Hungary are giant, mop-like white
sheepdogs, level 3+1, AC 14 and able to subdue and
hold even the strongest man (with a combat check).

Donkey (1d6)
Level: 2
AC: 13
Devil, Mephisto (1d6) Attack: +2 kick 1d6
Level: 6+2 Special: –
AC: 17 Saves: +3/+1/+1
Attack: +8/+3 pitchfork 1d8+3 Virtue: 3d6
Special: immune to fire, Student spells Treasure: –
Saves: +7/+5/+7 A most patient creature, which will not run even in
Virtue: 1d3 battle unless the fighting gets too close. It can
Treasure: purse III., jewellery (1d2), 1:2 strongbox V. carry 3#.
These gentlemen (and occasionally ladies) make up
the nobility of devilkind, standing above knights at the
infernal court. They forego the usual shaggy fur, and
appear before men in fine velvet jackets and silk cuffs,
with groomed beards and immaculate wigs – to con-
vince them to do the worst kind of evil deeds, and
sign away their immortal souls. Therefore, they are as
easy with the goods found in Hell’s treasuries as they
are with favours and obscure secrets. They have a
layman’s knowledge of magic (two bonus spells), un-
less they have studied it even deeper.

Devil Spirit (2d6)


Level: 1+1
AC: 13
Attack: +2 touch 1d6+1
Special: beguiling dance, immune to fire

154
Dragon (1) A green patch of immobile watermoss floating in
murky waters, drawing swimmers into a deadly em-
Level: 6+3**
brace. In the first round, it entangles its victim; after-
AC: 18
wards, it inflicts damage on a successful combat check.
Attack: 2*+9 claws 1d6+3 or +9 bite 1d12+3
Special: dragon fire 1/3 rounds
Saves: +8/+5/+5
Fishman (1d6)
Virtue: 1d6 Level: 3+1
Treasure: 1–4 type VI., 5–6 type VII. AC: 14
It is our good fortune that the heroes of old have Attack: +4 fins or tail 1d8+1
already exterminated most of these scaled green Special: Swim +4
beasts, so only the highest mountains hide a few old Saves: +4/+2/+2
and treacherous specimens. Unlike its reputation, the Virtue: 2d6
dragon is not at all a clever beast, but it is most Treasure: 1:3 underground lair IV.
mighty, spitting fire for 6d6 Hp damage (Deftness Who has seen a fish walk? This miraculous creature
1/2) every three rounds, and once every day per its does so nevertheless, and although clumsy when it
levels. It can carry a mighty 8# of burden, but only comes ashore, its fins can deliver a mighty blow.
if it can somehow be tamed.
Frankenstein (1)
Level: 3+3
Dragonlizard (1d2) AC: 16
Level: 3+2 Attack: +6 fists 1d8+4 and grab
AC: 15 Special: strangle 2d6+4/round, immune to cold,
Attack: +5 bite 1d8+2 or +5 acid spit 3d4 healed by lightning
Special: acid spit 3/day Saves: +6/+4/+4
Saves: +5/+3/+3 Virtue: 2d6
Virtue: 2d6 Treasure: –
Treasure: 1:2 lair III. An ungainly shape crudely stitched together from
This ugly, crocodile-shaped worm is only the dragon’s pieces of cadavers, revived by a lightning strike, and
meagre cousin, found most commonly in the depths endowed with demoniac strength. It may easily
of wilderness, or standing guard in old, tumbled-down strangle an opponent it grabs (combat check), unless
ruins. The leather on its belly makes the finest gloves, they can escape its powerful hands. Forces of mag-
but it has a strong, acidic bile it can spit at a distance. netism and lightning only make it more powerful,
granting it a titan’s fury (+4). Although most are
Eagle, Giant Two-Headed (1d2) hideous, pitiless killers, others gain unexpected new
Level: 4+2* insights and passions upon their revival.
AC: 16
Attack: +6/+6 beaks 1d8+1 or +5 claws 2d4+1 Frog, Giant (2d6)
Special: fly, fire breath, Spot +6 Level: 2+1
Saves: +6/+4/+4 AC: 13
Virtue: 2d6 Attack: +3 bite 1d8+1
Treasure: 1:3 nest IV. Special: rush, swallow, Jump +5, Sneak +3, Swim +3
This black eagle is most malevolent and voracious; and Saves: +4/+2/+2
as it has two heads, it rolls its Spot check twice. If it Virtue: 1d6+6
does not tear its victim with its claws or peck it with Treasure: –
its beaks, it can breathe fire on it once per head. This These green horrors mostly live in swamps and lakes,
gust of flame causes 3d4 damage (Deftness 1/2). It can and they are all man-eaters. They lurk underwater or
easily carry a burden of #6 on its back, but if it does in the reeds to spring forth on their unsuspecting
not get enough raw, bloody meat, or its evil nature victims (+2 attack bonus). Their tongue can entwine
gets the best of it, it will throw off its rider. opponents and draw them into their jaws (combat
check), from which point on damage is automatic until
escape. Giant toads (*) are similar, but even the touch
Fern, Strangling (1d3) of their skin is venomous (Bravery, 1d6 Hp/2d6 Hp).
Level: 4+1
AC: 14
Attack: +6 entangle
Special: strangle 3d4+1/round, Sneak +5
Saves: +5/+3/+3
Virtue: 1d6+6
Treasure: 1:3 corpses II.

155
Ghost (1)
Level: NPC, elite table
Special: pass through walls, float, unfinished task,
miraculous abilities (1d3)
Virtue: 3d6
Those who have unfinished duties in their life, may
not always find peace in eternal rest. Especially if
they had met a great misfortune, they can remain
among the living as pale spectres. In this way, they
retain their previous abilities, but they may step
through solid walls and doors as they please, and
walk in the air as on solid ground. However, they
are bound to a place, object, or person, and may not
leave the same for more than they can go before
cockscrow. They fight as if they were alive (or
slightly better), but defeat shall not free them from
their life beyond the grave, causing them to manifest
again on the next night. Only some great accom-
plishment will grant them freedom, usually connect-
ed to their life’s passions or regrets. Ghosts have a
range of other unusual abilities: from rattling tables
and bloodcurdling cries to possessing others and
Garaboncius (1d6) granting strange visions.
Level: NPC standard table
Special: curses, miracles 1:3, spells 1:6 Grey Ooze (1)
Virtue: 1d6+2 Level: 3+2
Treasure: 1:2 occult items AC: 13
The devil’s fellows and drinking companions, mostly Attack: +5 ooze 2d6+2
wayfarers and students, adept at all kinds of enchant- Special: ooze, transparent, Sneak +5
ments and diabolical practices. From lowly beggars to Saves: +5/+3/+3
notorious thieves, their numbers include so many sorts Virtue: 1d6+6
that it would be impossible to list. Yet it is known Treasure: –
that their curses rarely fail to come true, and many This foulness is greyish, but translucent like a piece
know an astonishing trick or two – one can throw of glass. It usually falls on its unsuspecting victim,
embers from his hands, another sees the dead in the devouring him in a matter of minutes. Armour,
earth, a third’s knife always strikes the heart, and so shields, and helmets must make a Bravery save to
forth). A rare few know magic as laymen do, although avoid being corroded if they are prone to rust.
these often become Students after a while. The Shields, light armour and small weapons withstand
haunts of the garaboncius are hidden in the trackless ooze for one round; heavier stuff for two or three.
reaches of the wilderness: woe to those who come to
them uninvited, or who cannot handle their pranks! Hedgehog, Giant (1d2)
Level: 4+1
Gargoyle (1d6) AC: 16
Level: 3+1* Attack: 3*+5 spines 1d6+1
AC: 15 Special: hedgehog defence
Attack: 2*+4 claws 1d6+1 and +4 bite 1d6+1 Saves: +5/+3/+3
Special: fly, Sneak +6 Virtue: 1d6+6
Saves: +4/+2/+2 Treasure: –
Virtue: 1d3 It is as if a hackle of a hundred spears was rising on
Treasure: 1:3 niche III. the back of this enormous, lazy beast. When it as-
What appear to be grotesque, moss-covered statu- sumes a defensive position, it stands ready against an
ettes sometimes turn out to be bloodthirsty and assault, lacerating its enemy with three attacks. The
exceptionally malevolent monstrosities. At first, Volley Hog (*) is even more terrible, as it can
they seem to be inanimate, but this is only a ruse: launch its spines like arrows at a rate of three per
they tear their surprised victims to bloody pieces, round – although, fortunately, it can only do so five
or send them to some other kind of ugly fate. times per day.

156
157
Killer Vines (1d3)
Level: 3+2
AC: 15
Attack: +5 vine 1d6+2 and grab
Special: strangle 2d6+2/round, Climb +5, Sneak +5
Saves: +5/+3/+3
Virtue: 1d6+6
Treasure: 1:6 corpses I.
Thick vines, creeping in crowded gardens and over
stone walls, which first grab their victims (combat
check), then strangle them unless they can escape.

Knocking Man (1)


Level: 3*
AC: 13
Attack: +3 staff 1d6
Special: knock, heart strike, revival, Listen +3,
Sneak +3, Track +3
Saves: +3/+1/+3
Virtue: 1d3
Treasure: 1:6 occult item
The knocking man travels the roads in grey rags and a
broad-brimmed hat. He can only be seen when it is
foggy or raining. As a wanderer, he avoids meeting
others, but occasionally (1:3), he follows them by
stealth wherever they go; and where they sleep, he
knocks on the walls and windows at night. Those who
hear the knocking will see no rest, for their heart will
rattle like a millstone; and the knocking man will hide
Hell Hound (1d6) nearby, to continue its nefarious work the next day.
Level: 3* On the third night, the tormented must roll a Bravery
AC: 14 save or his heart will break. The same fate awaits to
Attack: +3 bite 1d8 someone suffering a critical hit from the knocking
Special: fire breath, immune to fire, knockdown man’s staff. It is useless to kill this accursed wanderer,
Saves: +3/+1/+1 for he has been dead for a long time, and will surely
Virtue: 1d6 return: one must strike through the heart with a stake.
Treasure: –
Black, six-legged hounds which can breathe sparks and Krampus (1d3)
fire every three rounds (2d4 Hp, Deftness 1/2). They Level: 3+2*
like to rush and pin their prey (combat check). If they AC: 15
are tamed, a lightly equipped man can ride them (car- Attack: +5 fire poker 1d6+2 or +5 bundle of sticks
rying capacity 2#), but they resent long travel. 1d6+2 knockout or +5 chains
Special: immune to fire, chains, Climb +5
Horse (1d6) Saves: +5/+3/+3
Level: 2+1 Virtue: 1d3
AC: 13 Treasure: 1:3 sack III., 1:3 children (1d2)
Attack: +3 kick 1d6+1 This gentleman, and others of his kind (the Children
Special: for trained horses Eater, the Man With the Sack, and others who are not
Saves: +4/+2/+2 described here) are well known for their love of chil-
Virtue: 1d6+6 dren. The krampus has shaggy dark fur, goat’s legs, and
Treasure: – a lolling red tongue; he carries a large sack, a fire poker,
Horses of better upbringing may know various tricks a bundle of wooden sticks, and black iron chains. He is
(skills or special abilities). Light warhorses are level most diligent in seeking out bad children, whom he
3+1; heavy warhorses level 4+2 (so hardy they might carries away to devour, or transport straight to the
take a cannonball!). If the horse is unused to combat, depths of Hell. In combat, he tries to entangle oppo-
it might bolt if it fails its Bravery save, and only a nents in his chains (combat check), who can only escape
skilled rider can command it back to the battlefield. from their fetters with an Escape Artist check. The
Horses can carry 3#, or rarely 4#. lord of the krampus is named Knecht Ruprecht. In
Helvéczia, they are often called the Schmutzli.

158
159
Leech, Giant (1d12) Messermensch (1d3)
Level: 2 Level: 4+2
AC: 10 AC: 14
Attack: +2 bite 1d6 + bloodsucking Attack: +6 knife 1d10+3 (19-20/*2)
Special: bloodsucking, sensitive to salt Special: –
Saves: +3/+1/+1 Saves: +6/+4/+4
Virtue: 1d6+6 Virtue: 1d6
Treasure: – Treasure: 1:2 purse II.
These repulsive bloodsuckers dwell in swampland, A giant walking knife (critical 19-20/*2) or razorblade
where they lie in wait to cling to their enemies and (critical 18-20/*2) on two legs. The blade, opening and
drink their blood (automatic damage after first closing like a folding knife, is most dangerous.
round). They flee from the touch of salt.
Mouse, Giant (2d12)
Lion (1) Level: 1+1
Level: 5+2 AC: 12
AC: 15 Attack: +2 rapier or skewer 1d6+1
Attack: 2*+7 claws 1d6+2 and +7 bite 1d8+2 Special: Climb +2, Listen +2, Sneak +2
Special: roar, Jump +7, Sneak +7, Track +7 Saves: +1/+3/+1
Saves: +6/+4/+4 Virtue: 2d6
Virtue: 1d6+6 Treasure: 1:3 war chest III.
Treasure: – Fanatically obedient followers of the terrible
In truth, there are scarcely any lions in fair Helvéczia: Mouse King (Erl-Mauskönig), marching forth in
but since they might still be encountered in menager- orderly companies from hidden valleys to undo
ies and occasionally on the loose, they are nevertheless their enemies. They kill and plunder without mer-
listed here. Lions are capable of a mighty roar that cy; and among them are hussars riding giant hedge-
strikes fear into the hearts of the timid (Bravery save), hogs, grenadiers, emissaries, and many more won-
who cannot attack until they defeat their panic. drous soldiers. They only reach a man’s belt in
height, yet this does not stop them from splitting
Living Statue (1d6) one open “from the cravat to the gullet”.
Level: 4+2
AC: 18 Nachzehrer (1d3)
Attack: 2*+6 hit 1d6+2 Level: 4+1*
Special: – AC: 14
Saves: +6/+2/+4 Attack: +5 claws 1d6+1 and +5 bite 1d12+1
Virtue: 1d6+6 Special: shadow projection
Treasure: – Saves: +6/+4/+4
Human statues animated by magical forces. They Virtue: 1d3
can neither run nor jump, but they are persistent and Treasure: 1:6 grave III.
hard to damage. They are those of the risen dead who had died of
the plague or suicide, and yet haunt near their burial
Marsh Horror (1d3) pits. In their unsated hunger, they shall tear and eat
Level: 5+1* their own funeral shrouds, and gnaw on their arms
AC: 14 and legs. Such dead devour their kind, but the living
Attack: +6 claws 3d4+1 as well, and crave to feast upon their surviving fami-
Special: life stealing, gaze, Jump +6, Swim +6 ly first of all things. Where a Nachzehrer can climb
Saves: +3/+1/+3 a church belfry, it shall ring the bells, bringing plague
Virtue: 1d3 and great misfortune. If their shadow falls on some-
Treasure: 1:2 lair V. one, they must roll for Bravery or become sickened
A restless soul who takes the form of either a man with fever (-3 to rolls, 1d3 weeks).
whose body has gone to rot, a horse walking upright
on its hind legs, or a decomposing stag. It must not Nutcracker, Killer (1d3)
be spoken to, for he who does so will lose his life Level: 3+3*
(Bravery). Its mere gaze halts a man in his tracks AC: 16
(Bravery), who will be unable to escape as the beast Attack: +6 scimitar 1d6+3 and +6 bite 2d6+4
tears him limb from limb with its terrible claws. The Special: flammable
marsh horror is also found in graveyards, where it Saves: +6/+4/+4
has been heard to play the flute, and it often keeps a Virtue: 1d6
valuable treasure. The signs of the cross stop it, like Treasure: –
many other apparitions.

160
Terrible wooden puppets, whose merciless march knocking on the pearly gates (Normal poison,
and immobile, painted faces strike equal terror into dreams / slow, painless death). Only the very brave
the breasts of the guilty and the innocent. And why and the very foolish will try to collect their pollen.
should it not strike, for they will rush anyone in
their way, hack them into pieces with their scimitars, Pudding (1)
or chomp them into shreds with their hideous jaws. Level: 5+3*
Their only weakness is fire, against which they get a AC: 16
-2 on saving throws and +2 Hp damage on every die. Attack: +8 pudding 3d6 and engulf
Special: swallow
Owl, Giant (1d2) Saves: +7/+5/+5
Level: 4+1 Virtue: 1d6+6
AC: 14 Treasure: 1:2 is guarding a treasure, type VI.
Attack: +5 beak 1d8+1 or +5 claws 1d6+1 An elastic yet also powerful mass, which can sur-
Special: fly, swoop, light sensitive, Sneak +5 round and consume anyone who unwittingly steps
Saves: +5/+3/+3 on it. Grabbing its victims with a combat check, it
Virtue: 2d6 inflicts automatic damage until they can free them-
Treasure: 1:6 corpses and owl pellets II. selves. It is a mindless horror, but adapts very well
This sizeable bird of ill omen is so silent that it can to look like its surroundings – flagstones, a thick
surprise and carry away its victim in one swoop carpet, tapestry or any other general shape.
(combat check). In daylight, it gets a -1 to its rolls,
but otherwise, it is a fine steed which can carry 3#. Puffball, Giant (1d3)
Level: 1
This bloated fungus may look like a round white rock
sticking from the ground, or it may be completely
hidden in the tall grass. If stepped on or pricked, it
detonates with a loud noise (3d6 Hp, Reflex 1/2).
Encountered ripe, it looks more like a burlap sack
with round holes; then, it does not explode, content
to scatter its spores like pipesmoke. These may make
a man sneeze, but have no worse effect.

Putto (2d6)
Level: 2
AC: 12
Attack: +2 bow 1d6
Special: fly
Saves: +1/+3/+1
Virtue: 1d6+12
Phantom (1d12) Treasure: 1d6+1 gold-tipped arrows (5 Pfg each).
Level: 2 These little angels look like curly-haired, heavenly
AC: 12 infants; they are charming, but – truth be told –
Attack: +2 touch 1d6 + ice-fear impudent and most mischievous. Should they need
Special: ice-fear, immune to cold to fight, they do with bow and arrows.
Saves: +1/+3/+1
Virtue: 1d3
Treasure: –
Vaporous, dim spirits whose touch strikes to the
heart and causes an icy fear: for every hit, there is a
cumulative -1 to all rolls, and at -3, the victim must
roll Bravery or flee in terror. Those who are unable
to, fall dead from fear on the spot.

Poppies, Giant (3d4)


Level: 1
Treasure: 1:3 pollen (1d3+1 doses)
Lush red flowers nodding in the sunlight: it is un-
wise to go among them when they are blooming, for
he who inhales their intoxicating aroma will soon be

161
162
Raven, Giant (1d3+1) ties of water, against which it must roll a Bravery
Level: 3 saving throw or be extinguished and sent back to
AC: 14 where it came from. However, its most renowned
Attack: +3 beak 1d10 ability is not its fire but its wisdom, for it can astound
even the greatest of scholars.
Special: fly
Saves: +3/+1/+1
Virtue: 2d6
Treasure: 1:6 corpses I., 1:6 gemstones (1d3)
Whereas the common raven only feasts upon those
already dead, its giant cousin shall snatch the stray
child, and in a group, attack even the strong man.

Reaper (1d3)
Level: 4+1
AC: 15
Attacks: +5 scythe 2d4+1 + paralysis
Special: paralysis, immune to cold
Saves: +5/+3/+5
Virtue: 1d6
Treasure: 1:6 hidden II.
Most only meet this fellow at the twilight of their
life, but the foolish will find it where a pious man
should not be. He who is struck by this robed skele-
ton must roll a Bravery save, or be paralysed; then
another swing, and his final hour has come. Serpent, Crowned (1)
Level: 5+2**
Rooster, Giant (1d2) AC: 16
Level: 4+1 Attack: +7 bite 1d6+2 + poison (Normal, 2d6 Hp/2d6
AC: 14 Hp) and +7 constrict 1d6+2 and grab
Attacks: +5 beak 1d8+1 or 2*+5 spurs 1d4+1 Special: poison, grab, student spells, 3 Science skills
Special: fly Saves: +6/+4/+6
Saves: +5/+3/+3 Virtue: 3d6
Virtue: 3d6 Treasure: 1:2 treasury VI.
Treasure: – The eldest and wisest serpents wear a golden crown on
Would that every hero could possess one, and every their head, and one can find among them both benevo-
heroine hop on its back! This faithful steed is most lent and malign. They possess a poisonous bite, and
temperamental, but grateful for its care and valiant their coils can easily crush a foe (combat check, fol-
in battle – fighting for its rider as for its own kind. lowed by constriction). They are especially well versed
Only its companion in a backyard will turn its head. in the sciences, possessing outstanding knowledge in
It can fly for short distances (although not with a three of its branches; and in magic, which they can
rider), and can carry up to 3#. practice as students of equivalent level. They often use
different components than mankind. Example spells:
Salamander (1) 1: Dr. Mabuse’s Mesmeric Mirage *3
Level: 3* 2: Fiery Breath [Burning Hands]*2, Protective Circle
AC: 18 3: Heroism
Attack: – Bonus: The Mirror of Narcissus, Speak With the Dead
Special: fiery aura, immune to fire, sensitive to cold
and water
Saves: +1/+3/+3
Virtue: 1d6+6
Treasure: 1:2 sulphur (1d6 Th worth), 1:6 magical
The salamander is a spectacle from the sphere of fire,
and is mostly found within alembics or forges, where
it has been summoned with the tried method of The
Salamander of Ottokar Hus. If it breaks loose, every-
one in close proximity takes 3d4 Hp damage every
round (Deftness 1/2). It burns to ashes whatever it sets
aflame, but is itself vulnerable to cold or large quanti-

163
Scherenmensch (1d3) Virtue: 1d6
Treasure: –
Level: 4+2
The footmen of Death, rising from shallow graves or
AC: 12
rattling their chains in deep crypts, until, hearing the
Attack: +6 scissors 2d6+3 (19-20/*2)
cock’s crow, they return to their slumber.
Special: –
Saves: +6/+4/+4
Virtue: 1d6
Treasure: 1:2 purse II.
A small man in red pantaloons, a green vest, and a
hat, carrying enormous scissors. He wields this
weapon very well indeed, and is especially fond of
cutting off the fingers of children who suck their
thumbs or commit other kinds of naughtiness.

Snail, Giant (1)


Level: 4+3*
AC: 18
Attack: +7 bite 2d4+3 or +0 acid spit 4d4
Special: acid spit 1/3 rounds, Climb +7
Saves: +7/+5/+5
Virtue: 1d6+6
Treasure: 1:3 pearls (1d3 jewels)
Snake (1d3)
Level: 1+3*
A most clumsy creature, peaceful unless its territory
AC: 15
is approached. Ere it becomes angered, it will smash
Attack: +4 bite 1 + poison (Normal, 1d6 Hp/2d6 Hp)
through any obstacle to destroy its tormentors, dis-
Special: poison, Climb +4, Sneak +4
solving them with its acidic spit. The giant snail can
Saves: +3/+5/+3
bear a burden worth #3, if only someone can put a
Virtue: 1d6
harness on it.
Treasure: –
Adders and other vile vermin large or small, are
equally dangerous: they possess a poisonous bite and
an evil temperament.

Spider, Giant (1d6)


Level: 3*
AC: 13
Attack: +3 bite 1d6 + poison (Normal, 1d6
Strength/1d6 Strength)
Special: poison, webs, Sneak +5
Saves: +3/+3/+1
Virtue: 1d6
Treasure: 1:3 silk (2d6 gold), 1:3 corpses I.
These evil beasts dwell in the darkest forests and
forlorn ruins. A Strength or Escape Artist check is
necessary to escape from their webs.

Spider, Daddy Long-Legs (1d2)


Level: 4+1*
AC: 13
Attack: +5/+5/+5/+5 legs 1d4+1 or +5 bite 2d4+1 +
poison (Normal, 1d6 Hp/2d6 Hp)
Special: poison, Sneak +7, Hide +5
Saves: +3/+5/+3
Skeleton (2d10) Virtue: 1d6
Level: 1 Treasure: 1:6 corpses I.
AC: 13 A spider stalking around on nimble, long legs, pos-
Attack: +1 scimitar 1d6 or +1 spear 1d8 sessing a terribly strong poison for its small body.
Special: – The ends of its legs are sharp like daggers, but every
Saves: +2/+0/+0 successful attack chops one off.

164
Spider Child (2d8) All things that swarm, skitter and crawl: a multitude
of horrors so minor that one could not endanger a
Level: 1-1
child, but in their mighty army, they will devour an
AC: 9
adult. Rats, centipedes, spiders, mice and yet others:
Attack: +0 bite 1d4-1 + poison (Normal, 1d6/1d6 Hp)
some spread poison, the others the plague. Many
Special: poison
weapons have little use against them, but fire can
Saves: -1/+1/-1
make them flee.
Virtue: 1d3
Treasure: 1:6 hiding hole II.
Damned infants with four arms, four legs, and an aura
of golden light. They live concealed in dark passages
and hollows. Their revolting giggling is even more
sinister than their sight.

Striga (1d6)
Level: 3**
AC: 15
Attack: +3 claws 1d6 + 1d6 Constitution
Special: striga’s fever
Saves: +3/+1/+3
Virtue: 1d3
Treasure: 1:2 hidden box IV.
Striga are hatched from the egg of a black hen, and
take the form of restless, sickly spirits. They can be
heard by their faint weeping before they strike their
victims. The loss of Constitution (up to a maximum
of 6 points) also comes with the striga’s fever; the
Threeyard Cat (1d2)
character must roll a Bravery save, or fall sick and Level: 3+2*
receive a -2 on all rolls, dying within 1d3 weeks AC: 16
unless a cure is found. Striga dwell in crypts, un- Attack: 4*+3 claws 1d3+2 (18-20/*2) and +5 bite
blessed burial grounds, and marshlands, and they may 1d6+2
also visit victims in strange, restless fever dreams, Special: Initiative +6, Climb +5, Jump +5, Sneak +5
requiring a save against Temptation to avoid the loss Saves: +3/+5/+3
of 1d6 Hp and 1d6 Constitution. These dreams Virtue: 1d6+6
bring no refreshment or recovery. Treasure: 1:6 corpses II.
It is best not to encounter this one, but as it lurks in
trees and burrows, it can easily surprise a traveller.
The threeyard cat is long like a centipede, and rush-
es on its sixteen legs like oiled peril. Its claws are
sharp like razorblades, cutting a man’s throat as a
housewife cuts the neck of a chicken.

Toadstool, Walking (1d6+1)


Level: 1**
AC: 10
Attack: +1 hit 1d4
Special: spore cloud
Saves: +0/+2/+0
Virtue: 1d6
Treasure: 1:3 spores (1d3 doses)
Swarm (1d3) These child-sized, evil toadstool monsters live within
Level: 4-1 the darkest forests. Their tiny limbs are feeble, but
AC: 15 three times a day, they can spew a cloud of poison-
Attack: +3 swarm 2d6-1 or 2d4-1 and poison (Nor- ous spores at their opponents (Bravery, 2d6 Hp/1d6
mal, 1d6 Hp/2d6 Hp) Hp and hallucination). If more than two toadstools
Special: 1/2 damage from slashing and piercing weap- use this ability in a single round, there is no extra
ons, Climb +5, Escape Artist +5 damage, but for every second monster, there is a -2
Saves: +1/+3/+1 penalty to the saving throw.
Virtue: 1d6+6
Treasure: –

165
Trompetenmensch (1d6) Waldgeist (1d3)
Level: 3 Level: 4+2
AC: 15 AC: 15
Attack: – Attack: +6/+6 branches 1d8+2 and grab
Special: trumpeteer, Perform +5 Special: crush 3d6+3 Hp/round, vulnerable to fire,
Saves: +3/+1/+1 sleepy
Virtue: 3d6 Saves: +6/+4/+4
Treasure: – Virtue: 2d6
This curious spectacle looks like a man wearing a Treasure: 1:3 hidden niche IV.
jacket, but in place of a head, it has a trumpet or other These large, vaguely man-shaped forms made up of
brass instrument. If it is surprised, it blows alarums, wood, gnarled roots, earth clods and damp soil are
which can be heard to a distance of 1 Stunde, and will the spirits of the woodlands. They mostly show
rouse everyone in that range. The trompetenmensch themselves only if someone disturbs the sacred places
can also direct a concentrated barrage of sound at a of the wilderness; but if they do, their wrath is terri-
shorter range, causing 2d6 Hp damage, and, on a failed ble. Those they seize with a combat check, they
Bravery saving throw, inability to act for 1d2 rounds squeeze within an inch of their life (3d6+3
for ringing ears and disorientation. The strange trum- Hp/round). They have two weaknesses: fire (-2 to
peteer can only use this power once per day; on a save, +2 Hp damage/dice), and a tendency to fall
second attempt, there is a 1:3 probability of rupturing into a deep sleep when unmolested.
from the great resonance; and this increases to 1:2 on
all further tries. The trompetenmensch – or a compa- Wasp, Giant (1d8)
ny, if they assemble – can provide excellent music on
Level: 2+1*
weddings and feasts.
AC: 12
Attack: +3 sting 1d6+2 + poison (Normal, 1d6
Vampire (1) Hp/1d6 Hp)
Level: 5+3** Special: fly, poison
AC: 18 Saves: +4/+2/+2
Attack: +8 weapon Virtue: 2d6
Special: immobilising gaze, hypnotism, bloodsucking, Treasure: 1:3 corpses I.
children of the night Giant wasps are unpleasant and ill-behaved company,
Saves: +7/+7/+7 whose paper nests sometimes hold humans among the
Virtue: 1d6 other corpses. They go crazy when they sense
Treasure: purse II., jewels (1d2), 1:2 suite VI. sweets, and rush anyone who has them.
Pale undead lords and ladies dressed with an impecca-
ble (if occasionally outdated) fashion sense, among Wassermensch (1d6)
whom one can find great swordsmen just like masters
Level: 2+2**
of magic. Their capabilities can differ radically from
AC: 11
one another, and their skills, servants, and earthly
Attack: by weapon
domicile always present unique circumstances. How-
Special: power over waters, Swim +4
ever, all are at least level 3, but usually 5 and 6.
Saves: +3/+5/+3
The vampire’s gaze makes the weak rooted to
Virtue: 3d6
the ground and unable to move (Temptation). They
Treasure: 3d12 Pfg, 1:6 medicinal cabinet (1d3)
can also force others to follow their orders via mes-
This small, elegantly dressed fellow wears a cravat
merism (Temptation) or drain their blood at leisure
with pantaloons, vest, and a hat when it leaves its
to sate their infernal thirst (combat check, 1d4 or
lake or marsh: but its green colour, the scales on its
2d4 Constitution depending on their mood).
body, and the constant dripping of water reveals its
They are served by the creatures of the dark,
origins. If it dries out, it is as helpless as an infant;
usually a pack of wolves, a swarm of rats, or a multi-
but as long as its clothes remain wet, it can command
tude of bats (1d3+1 swarms, Deftness save or -2 to all
water around it as it pleases: it can cause rain, fill a
rolls while struggling against the tiny attackers).
large basin, or command a river to flow up a flight of
Many vampires – although not all – can themselves
stairs and drown someone. Its scales are silver coins,
turn into the form of these lowly creatures, scurry-
but it only relinquishes them if it fears for its life.
ing away to appear elsewhere.
There are many legends about vampires’ vulner-
abilities and the methods of stopping them, but most
of these are useless superstition, which the real vam-
pire hunter will only scoff at.

166
Weeping Widow (1) These are mostly unpleasant hags, although some
who turn to witchery and renounce God for the
Level: 4**
lure of evil can be the most alluring damsels. On the
AC: 13
witches’ sabbath, they show their loyalty – with
Attack: +1/+1/+1/+1 claws 2d4+
apologies to the Reader – by planting a kiss on the
Special: veils, tears
backside of a buck devil. They can all fly with the
Saves: +2/+2/+4
assistance of the witches’ unguent, which they quick-
Virtue: 1d3
ly learn to cook along with a cornucopia of disagree-
Treasure: 1:3 jewels (1d2)
able poisons. They also know how to lay curses on
This undying woman is known by her faint sobbing
the unsuspecting, and many dabble in magic (mostly
and black veils, nesting in some dark hollow and refus-
as laymen, but some as Students), and a few can
ing to leave her haunt. But should her eternal vigil be
change into the form of ravens, rats and other un-
disturbed, she attacks like a whirlwind, tearing oppo-
sightly vermin.
nents into pieces with blade-sharp fingernails. In her
black veil, mould intermingled with the dust of the
grave forms a mixture which, when inhaled, causes
enemies to cough helplessly (Bravery save every
round to stop). Even a single tear of the widow is
deadly poison (Hard Bravery, 3d6 Hp/3d6 Hp).

Wildermann (1d12)
Level: 2+2
AC: 13
Attack: +4 club 1d6+2
Special: vulnerable to high Virtue
Saves: +5/+3/+3
Virtue: 3d6
Treasure: 1:3 lair III.
The wild man, or wodewose, lives in the deep forests
and the mountains, in such a state as man and woman
did in Paradise: for neither clothes no tools have they,
only clubs to fight with, and their abundant hair to
keep them warm. While they can be of any tempera-
ment, some vicious and some kind, none can harm a
woman of high Virtue, and if commanded by same,
they must make a Temptation save or obey her.

Wolf (2d6)
Level: 2+1
AC: 12
Attack: +3 bite 1d6+1
Special: knockdown, Jump +3, Track +3
Saves: +4/+2/+2
Virtue: 2d6
Treasure: –
Witch (1d3) Wolves can knock down grown men with a combat
Level: NPC table check. Among their ranks are the very rare Wolves
Special: curses, fly, spells 1:3, polymorphisation 1:6, in Sheep’s Clothing, who, like the gentle sheep,
Alchemy, Brew Poisons, Cook wear a fine wool and feign to eat grass – but when
Virtue: 1d6+2 they get close to prey, they suddenly jump and bite
through their throat.

167
Saves: +5/+3/+3
Virtue: 1d6
Treasure: 1:6 lair III.
According to legend, this is a man who turns into a
wolf after death, and as such, kills many men and
animals. It is especially shepherds who were badly
kept by their masters, or herdboys mistreated by
their older companions who seek revenge as frenzied
wolves. When their vengeful work is done, they lose
their wolf-shape and find rest within the grave.

Yellow Mould (1)


Level: 3
The sulphurous yellow patches of this mould are
hidden underground, and in damp, dark places. If
Wolf-Beggar (1d2) inhaled, its poisonous dust causes excruciating death
Level: 4+1
(Normal, 2d6 Hp/3d6 Hp).
AC: 15
Attack: 2*+5 claws 1d6+1 and +5 bite 2d4+1
Special: knockdown, Climb +5, Jump +5, Track +5,
Swim +5

168
169
Non-Player Characters
Commoners
Free Farmers: LVL 1; AC 11 (cloth); Atk +1 pitch- Vagabonds
fork 1d6 or +1 axe 1d6 or +1 halberd 1d10 [+2 AC in Wanderers: LVL 1; AC 12 (cloak); Atk +1 staff
formation]; +2/+0/+0; V 3d6. 1d6; +2/+0/+0; V 3d6.
Village Troublemakers: Champion 1; AC 12 (leath- Knaves: Vagabond 1+1; AC 13 (Dex, cloak); Atk +1
er vest); Atk +1 heavy staff 1d8 or +1 wrestling 1d6 rapier 1d6+1 [+2 CC, +1d6] or +1 knife 1d4+1 [+1d6] or
[+2 CC]; +3/+1/+1; V 3d6. +1 heavy staff 1d8+1 [+1d6]; Spec Init +5, sneak attack
+1d6; +1/+3/+1; V 2d6+1.
Village Heavies: Champion 2; AC 12 (leather vest);
Atk +2 mace 1d8 or +2 heavy staff 1d8 or +2 wres- Minstrels: Vagabond 2+1; AC 13 (Dex, cloak); Atk
tling 1d6 [+2 CC]; +4/+2/+2; V 3d6. +2 rapier 1d6+1 [+2 CC] or +2 crossbow 1d10 [1 r]; Spec
Legends +3, Perform +3, traveller’s luck; +1/+3/+1; V
Constables: LVL 1+1; AC 13 (Dex, dolman); Atk +2 3d6.
sabre 1d6+1 or +2 pick 1d6+1 (*4); +3/+1/+1; V 3d6.
Assassins: Vagabond 3+2; AC 16 (Dex, cloak, main-
Hunters: LVL 1+1; AC 13 (Dex, cloak); Atk +2 gauche); Atk +4 rapier 1d6+2 [+2 CC, +2d6] or +4
crossbow 1d10 [1 round] or +2 dagger 1d4+1; +3/+1/+1; stiletto 1d4+2 [+2d6, AP] or +4 garotte 1d6+2 [+2d6];
Spec Forestry +2, Track +2; V 3d6. Spec Init +6, sneak attack +2d6, Balance +5, Climb +5,
Folk Heroes: Champion 3+2; AC 14 (Dex, vest); Escape Artist +5, Sneak +5; +3/+5/+3; V 2d6+1.
Atk +5 zweihänder 2d6+3 or +5 lucerne hammer
1d10+3 [+2 AC in formation] or +5 halberd 1d10+3 [+2 Mercenaries
AC in formation]; +6/+4/+4; V 3d6. Reisläufers: Weapon Master 2+1; AC 14 (Dex, buff
coat); Atk +3 halberd 1d10+3 [+2 AC in formation] or
Guards +3 lucerne hammer 1d10+3 [+2 AC in formation] or
Watchmen: LVL 1; AC 12 (cloak); Atk +1 club 1d6 +3 Kriegsmesser 1d10+1 [+2 CC]; Spec +2 damage
or +1 halberd 1d10 [+2 AC in formation]; +2/+0/+0; with polearms, Craft: Looting +3; +4/+2/+2; V 3d6.
V 3d6. Landsknechts: Weapon Master 1+1; AC 14 (Dex, buff
Heavy guard: LVL 2; AC 13 (buff coat); Atk +2 coat); Atk +2 halberd 1d10+3 [+2 AC in formation] or
halberd 1d10 [+2 AC in formation] or +2 pistol 1d10+ +2 Kriegsmesser 1d10+1 [+2 CC], Spec Craft: Looting
[1 r]; +3/+1/+1; V 3d6. +2; +3/+1/+1; V 3d6.

Coach guard: LVL 2+1; AC 14 [16] (Dex, buff coat, Cuirassier: Soldier 3+1; AC 16 [18] (Dex, cuirass,
[mounted]); Atk +3 rapier 1d6+1 [+2 CC] or +3 blun- [mounted]); Atk +5 estoc 1d6+1 [AP] or +5 horseman’s
derbuss 2d6+ [1½r] or +3 grenade 2d6+ [1½r]; pick 1d6+1 [AP] or +5 pistol 1d10+ [1 r]; Spec carryo-
+4/+2/+2; V 3d6. ver damage, Perform +4; +4/+2/+2; V 3d6.
The Helvetian Guard: Soldier 3+2; AC 17 (Dex,
Robbers cuirass); Atk +6 halberd 1d10+3 [+2 AC in formation]
Ruffians: LVL 1; AC 12 (vest); Atk +1 club 1d6 or or +5 blunderbuss 2d6+ [1½r]; Spec carryover dam-
+1 axe 1d6; +2/+0/+0; V 3d6. age; +5/+3/+3; V 3d6.

‡‡‡ ‡‡‡
Robbers: LVL 1+1; AC 13 (Dex, cloak); Atk +2
smallsword 1d6+1 [+2 CC] or +2 mace 1d8+1 or +2
pistol 1d10+ [1 r]; +3/+1/+1; V 3d6.
Highwaymen: Sharpshooter 1+1; AC 15 (Dex, cloak,
mounted); Atk +2 rapier 1d6+1 [+2 CC] or +2 pistol
1d10+ [1/2 r] or +4 pistol 1d10+ [1 r]; +3/+1/+1; V 3d6.

170
Soldiers Musketeers: Duellist 3+2; AC 16 (Dex, cloak, main-
Soldiers: LVL 1; AC 11 (uniform); Atk +1 degen gauche); Atk +5 rapier 1d6+2 [+2 CC] or +5 musket w.
1d6 or +1 mace 1d8 or +1 pike 1d8 [+2 AC in for- bayonet 1d10+ [1½r] / 1d8+2 [+2 AC in formation];
mation]; +2/+0/+0; V 3d6. Spec Atk bonus to AC, +2 CC; +5/+3/+3; V 3d6.
Fusiliers: Sharpshooter 1; AC 11 (uniform); Atk +1 Clerics
musket 1d10+ [1 r] or +3 musket 1d10+ [1½ r] or +1 Monks: LVL 1; AC 12 (cassock); Atk +1 staff 1d6;
smallsword 1d6; +2/+0/+0; V 3d6. +2/+0/+0; V 3d6.
Montagnards: Sharpshooter 2+2; AC 14 (Dex, cloak); Deacon: Cleric 1; AC 12 (cassock); Atk +0 staff 1d6;
Atk +4 carbine 1d10+ [1/2 r] or +6 carbine 1d10+ [1 r] or Spec healing, exorcism; +2/+0/+2; V 3d6. Spells: 1.
+4 sabre 1d6+2; Spec Climb +4, Forestry +4, Jump +4,
Spot +4, Track +4; +5/+3/+3; V 3d6. Priest: Cleric 2+1; AC 12 (cassock); Atk +1 staff
1d6+1; Spec healing, exorcism; +4/+2/+4; V 3d6.
Grenadiers: Soldier 1+2; AC 14 (Dex, buff coat); Spells: 2+1/0+1.
Atk +4 degen 1d6+2 or +4 grenade 2d6+ [1½r];
+4/+2/+2; V 3d6. Prior or Inquisitor: Cleric 3+1; AC 12 (Dex, cloth);
Atk +3 heavy staff 1d8+1; +4/+2/+4; Spec healing,
Cavalry: LVL 1+1; AC 15 (Dex, buff coat, mounted); exorcism; V 3d6. Spells: 2+1/1.
Atk +2 sabre 1d6+1 or +2 broadsword 1d6+1; +3/+1/+1;
V 3d6. Bishop or Abbot: Cleric 5+1; AC 13 (Dex, cassock);
Atk +4 heavy staff 1d8+1; Spec healing, exorcism*2;
Hussars: Hussar 2; AC 14 (dolman, mounted); Atk +5/+3/+5; V 3d6. Spells: 3+1/2/1.
+2/+1 sabre or +2 pistol 1d10+ [1 r]; Spec extra attack
on horseback, Ride +2; +3/+1/+1; V 3d6. Students
Hungarian Hussars: Hussar 2; AC 17 (pelisse, Hun- Students: Student 1+1; AC 13 (Dex, cloak); Atk +1
garian, mounted); Atk +4/+3 sabre 1d6 or +4/+3 broadsword 1d6+1 or +1 dagger 1d4+1; Spec sciences,
lance 1d8 or +2 pistol 1d10+ [1 r]; Spec extra attack bonus spell 1:3; +1/+1/+3; V 3d6. Spells: (1)+1.
on horseback, ill fate, Ride +2; +3/+1/+1; V 3d6. Baccalaureates: Student 2+1; AC 13 (Dex, cloak);
Polish Winged Hussars: Hussar 2+1; AC 20 (winged Atk +2 rapier 1d6+1 [+2 CC] or +2 dagger 1d4+1;
cuirass, Polish, mounted, Dex); Atk +5/+4 sabre Spec sciences; +2/+2/+4; V 3d6. Spells: 2+1.
1d6+1 or pistol 1d10+ [1 r]; Spec extra attack on Masters: Student 3+1; AC 13 (Dex, pelisse); Atk +3
horseback, poor, Ride +3; +4/+2/+2; V 3d6. rapier 1d6+1 [+2 CC] or +3 dagger 1d4+1 or +3 pistol
Dragoons: Soldier 1+1; AC 18 (Dex, cuirass, mounted); 1d10+ [1 r]; Spec sciences; +2/+2/+4; V 3d6. Spells:
Atk +3 estoc 1d6+1 [AP] or +3 horseman’s pick 1d6+1 2+1/1.
[AP] or +2 pistol 1d10+ [1½r]; Spec carryover damage,
Ride +2; +3/+1/+1; V 3d6. OO
Captain: Soldier 3+1; AC 20 (Dex, half-plate, mount-
ed); Atk +5 estoc 1d6+1 [AP] or +5 mace 1d8+1 or +5
horseman’s pick 1d6+1 [AP] or +5 pistol 1d10+ [1 r];
Spec carryover damage, Ride +4, Soldiering +4;
+4/+2/+2; V 3d6.

Courtiers and troublemakers


Guardsmen: LVL 1; AC 13 (uniform, main-gauche);
Atk +1 rapier 1d6 [+2 CC]; +2/+0/+0; V 3d6.

Provocateurs: Duellist 1+1; AC 14 (Dex, clothes,


main-gauche); Atk +2 rapier 1d6+1 [+2 CC]; Spec
Atk bonus to AC, +2 CC; +3/+1/+1; V 3d6.
Bravos: Weapon Master 2+1; AC 14 (Dex, cloak,
armguards); Atk +3 rapier 1d6+3 [+2 CC] or +3
pistol 1d10+ [1 r]; Spec +2 damage to swords;
+4/+2/+2; V 3d6.
Duellists: Weapon Master 3+2; AC 16 (Dex, cloak,
main-gauche); Atk +6 rapier 1d6+4 [+2 CC] or +6
knight’s sword 1d10+4 [+2 CC]; Spec +2 damage to
swords ; +5/+3/+3; V 3d6.

171
Random encounter tables
~The general table of encounters~
1d6, God-
Civili- Wilder-
then Wayside forsaken
sation ness
1d12 places
1–4 1–4 1–3 1–2
Commoners 1–5 1–3 1 1
Travellers 6–8 4–8 2–5 2–5
Mountainmen 9 – 11 9 – 11 6 – 10 6–11
Adventurers 12 12 11 – 12 12
5–6 5–6 4–6 3–6
Wild beasts 1–9 1–6 1–4 1–3
The dead 10 7 5–6 4
Devil’s kin –– –– 7 5–6
Curiosums 11 8 – 10 8 – 10 7–9
Wondrous T. 12 11 – 12 11 – 12 10 – 12

~NPC levels~
1d6 Standard Elite
Unclassed 1–3 ––
Low (1d3) 4–5 1–4
High (1d3+3) 6 5–6

‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡
1d24 Commoners No 1d24 Travellers No
1. Child 1d6 1. Accursed Outcast 1d6
2. Child 1d6 2. Beggar 1d6
3. Constable 1d10+1 3. Charlatan 1
4. Constable 1d10+1 4. Escapee 1d3
5. Constable 1d10+1 5. Garaboncius 1d6
6. Craftsman 1d2 6. Gypsy 2d12
7. Craftsman 1d2 7. Herd driver 1d3
8. Farmer 1d6 8. Highwayman 1d3+1
9. Farmer 1d6 9. Journeyman 1d6
10. Farmer 1d6 10. Messenger / Emissary 1
11. Farmer 1d6 11. Musician / Busker 1d12
12. Farmhand 1d12 12. Outcast 1
13. Gentleman / Lady 1d3 13. Outlaw 1d3
14. Maiden 1d6 14. Peddler / Tinker 1
15. Merchant 1d2 15. Pilgrim 1d12
16. Miller 1 16. Postman 1
17. Monk 2d6 17. Robber 1d6+2
18. Nun 1d6+1 18. Ruffian 1d12+2
19. Official 1d2 19. Soldier / Mercenary 1d6*5
20. Priest 1 20. Soldier / Mercenary 1d6*5
21. Teacher 1 21. Stagecoach 1
22. Venerable 1d2 22. Student 1d6
23. Veteran 1d3 23. Traveller / Merchant 1d3
24. Youth 1d6 24. Whore 1d6+2

172
1d24 Mountainmen No 1d12 Adventurers No
1. Beekeeper 1 1. Soldier 1
2. Brigand 1d12+2 2. Soldier 1
3. Brigand 1d12+2 3. Champion 1
4. Brigand 1d12+2 4. Sharpshooter 1
5. Charcoal burner 2d6 5. Weapon Master 1
6. Child 1d6 6. Hussar 1
7. Fisherman 1d3 7. Duellist 1
8. Forester 1 8. Vagabond 1
9. Garaboncius 1d6 9. Vagabond 1
10. Herdsman 1d6 10. Vagabond 1
11. Herdsman 1d6 11. Priest 1
12. Herdsman 1d6 12. Student 1
13. Hermit 1 An adventuring company typically consists of
14. Highwayman 1d3+1 1d6+1 members, whose levels are rolled on the
15. Hunter 1d3 elite table. With a 1:3 probability, they are
16. Hunter 1d3 accompanied by 1d6 followers (normal men),
17. Monk 2d6 and for every 4th level or higher character,
18. Nun 1d6+1 there is a 1:6 probability of 1d6 skilled follow-
19. Outcast 1
ers or disciples (1st level).
20. Robber 1d6+2
21. Robber 1d6+2
22. Witch 1d3
23. Woodcutter 1d6
24. Woodcutter 1d6

ÈÇÈÇÈÇ ~â~ ÇÈÇÈÇÈ


1d24 Wild beasts No 1d24 The dead No
1. Bear 1d2 1. Bat, Vampire 2d10
2. Bear 1d2 2. Black Friar 1d3
3. Beetle, Giant 1d6+1 3. Breathstealer 1d6
4. Boar 1d3 4. Cinderman 1
5. Butterfly, Giant 1d6+2 5. Corpse, Walking 2d6
6. Catfish 1d2 6. Corpse, Walking 2d6
7. Centipede, Giant 1d12 7. Corpse, W. Headless 2d6
8. Dog 3d6 8. Devil Spirit 2d6
9. Dog 3d6 9. Frankenstein 1
10. Dog, St. Bernard 1d6 10. Ghost 1
11. Donkey 1d6 11. Knocking Man 1
12. Fern, Strangling 1d3 12. Marsh Horror 1d3
13. Frog, Giant 2d6 13. Nachzehrer 1d3
14. Horse 1d6 14. Phantom 1d12
15. Horse, Steed 1 15. Phantom 1d12
16. Leech, Giant 1d12 16. Reaper 1d3
17. Owl, Giant 1d2 17. Skeleton 2d10
18. Raven, Giant 1d3+1 18. Skeleton 2d10
19. Snake 1d3 19. Skeleton 2d10
20. Spider, Giant 1d6 20. Striga 1d6
21. Swarm 1d3 21. Striga 1d6
22. Wolf 2d6 22. Vampire 1
23. Wolf 2d6 23. Weeping Widow 1
24. Wolf 2d6 24. Wolf-Beggar 1d2

173
1d24 Devil’s kin No 1d24 Curiosums No
1. Accursed Outcast 1d6 1. Bee, Giant 3d6
2. Animated Object 1d6 2. Beetle, Giant Stag 1
3. Black Friar 1d3 3. Bluebell, Giant 1d6
4. Corpse, Walking 2d6 4. Butterfly, Giant Moon
5. Devil 1d6 5. Crab, Giant 1d3
6. Devil 1d6 6. Curiosum 1
7. Devil 1d6 7. Curiosum 1
8. Devil Spirit 2d6 8. Curiosum 1
9. Devil, Mephisto 1 9. Dragonlizard 1d2
10. Devilkin 1d12 10. Fishman 1d6
11. Garaboncius 1d6 11. Frog, Giant Toad 2d6
12. Garaboncius 1d6 12. Grey Ooze 1
13. Garaboncius 1d6 13. Hedgehog, Giant 1d2
14. Garaboncius 1d6 14. Killer Vines 1d3
15. Hell Hound 1d6 15. Killer Vines 1d3
16. Krampus 1d3 16. Lion 1
17. Krampus 1d3 17. Poppies, Giant 3d4
18. Skeleton 2d10 18. Puffball, Giant 1d3
19. Spider Child 2d8 19. Rooster, Giant 1d2
20. Striga 1d6 20. Snail, Giant 1
21. Witch 1d3 21. Spider, Daddy L-L. 1d2
22. Witch 1d3 22. Wasp, Giant 1d8
23. Witch 1d3 23. Wildermann 1d12
24. Witch 1d3 24. Yellow Mould 1

ÇÈÇÈÇÈÇÈ â â â ÇÈÇÈÇÈÇÈ
1d24 Wondrous Things No 1d24 Wondrous Things No
1. Animated Armour 1d3 13. Nutcracker, Killer 1d3
2. Armoured Sentinel 1d2 14. Pudding 1
3. Basilisk 1 15. Putto 2d6
4. Bloatbelly 1 16. Salamander 1
5. Carry-Me 1 17. Scherenmensch 1d3
6. Dragon 1 18. Serpent, Crowned 1
7. Eagle, Giant Two-H. 1d2 19. Threeyard Cat 1d2
8. Gargoyle 1d6 20. Toadstool, Walking 1d6+1
9. Hedgehog, Volley 1d2 21. Trompetenmensch 1d6
10. Living Statue 1d6 22. Waldgeist 1d3
11. Messermensch 1d3 23. Wassermensch 1d6
12. Mouse, Giant 2d12 24. Wolf in Sheep’s Cl. 2d6

174
XV. Treasures
d'Alfieri’s substance (4 Th): In a quick, pleas-
The medicinal cabinet
1. ant and sure way, without bodily harm or major
changes in lifestyle, it cures all consequences of
erein are included all kinds of things
sexual excess (self-pollution, impotence, skin afflic-
which can be bought at fairs, phar-
tions and secret diseases, etc.), whatever their degree.
macies or herbariums: usually little
Basilisk egg (6 Th): The rotten egg is nothing
at once, and not many varieties, but
without much effort. Let the buyer
2. compared to the one hatching in the nest of the
infernal basilisk. Thrown to the ground, it explodes
beware: much that is sold is useless,
like a grenade (2d6+ Hp), and fills the surroundings
while others are of a bad quality, either because they
with such an atrocious stench that those who fail
are not sure to work, or because they are much less
their Bravery save may not move for a round, and
effective than advertised (1:3 probability).
then suffer -2 to their rolls for a quarter.

175
Cleansing patch (6 Th): Both poison and disease
3. are drawn from the flow of blood via profuse
sweating, allowing for an entirely new saving throw.
Clucking patch (2 g): Something must have
4. gone wrong with this patch, for anyone it is
affixed on will cluck and flap around like a large hen.
Curing patch (4 Th): Someone who affixes
5. this miraculous panacea to the skin will be
healed an extra 1d6 Hp on a restful sleep.
The dame’s patch (3 Th): It bestows attractive-
6. ness and desires worthy of Venus, and moreo-
ver, it is said to prevent the blessing of children.
Dr. Gölis’ Lung Powder (8 Th): „It is neither
7. spell nor superstition!“, proclaims the broadly
circulated little pamphlet, but it does not mention that
this powder does not simply fortify the lungs, it also
allows one to go underwater and survive there for an
entire day – if consumed in prodigious quantities.
Gout linen (15 Pfg): This general bandage,
8. whose usefulness has been well tested under
diverse circumstances by the Prussian army, aids in
the medication of all manner of wounds, infections
and swellings. Even someone who does not know the
chirurgeon’s trade can use it to dress a wound (make a
Medicine check) – and those who do know, can use it
to give +2 to both roll and healed Hp.
Holy salt (5 Pfg): Regularly used to ward off
9. evil, chase off faeries and the like, or mixed
into holy water. Yet it has another use, i.e. in a 14. Mariazell stomach drops (6 Th): Distin-
guished and well-known bitters useful for
tenfold dose, a pious man can hold it up and use it to any stomach sickness; downing a full bottle is known
deflect evil spells from the entire company with a to counteract poisons, allowing a new saving throw.
successful Temptation countercheck. It can only be Paper cracker (2 Pfg): Any boy with a
used once, as the salt becomes corrupted by the
absorbed magic.
15. slingshot would shoot these all day long if
they had the money: thrown against the wall, the
Invisible ink (1 Th): This ink writes mes- little paper sachet emits a loud crack, and sometimes
10. sages which can’t be read on paper until,
heated by a candle’s flame, it shows its colours.
bursts aflame (1:6). It inflicts 1d3 damage if aimed at
someone, but only to knock them out, causing fright
There is also a kind revealed only by an alkaline and little more serious.
solution, but it is much more expensive (5 Th). Pomegranate (2 Th): Much praised in her-

11. Dr. Kiesow’s Life Essence (6 Th): The


famed doctor’s long-known and rightfully
16. bariums, for its healing power restores 1d3+1
Hp within ten minutes. The noblest kind is the
celebrated panacea will make the wounded stand up Salamanca Purple, with 1d3+3 points, but it is most
and walk as if nothing had happened. It returns nega- unusual outside its home, and sells for 6 Th.
tive Hp to 1, and if the character rolls a Bravery save, Pomeranz (1 Th): Known also as golden
it can also restore 1d6 lost ability points.
Love potion (4 Th): Cats’ waste, dove’s
17. apples (pomme d’orenge) or oranjes, this is an
outstanding refresher and cure-all, for someone who
12. heart and crushed moonbeams are mixed in
this drink. Someone who downs it will become
would eat one will shortly be healed 1d3 Hp. It is
now widespread in cloister gardens and glass houses.
enamoured of either the first person they see, or Sleeping powder (3 Th): Mixed into water
the one whose hair or clipped nail has been cooked
into the brew.
18. or food, those who taste it must roll a Brav-
ery save or fall into a deep slumber.
Mandragora (25 Th): Even digging up this Tempest snuff (6 Th): One who sniffs this
13. human-shaped root is mortal danger, for its
scream will kill anyone who does not follow the
19. snuff will sneeze with such strength that it
will cause a windstorm, knocking over even a mount-
surest protective practices. It only remains potent ed company (man-sized targets must roll a Hard
when stored in a dark place, but it is otherwise a Strength check to stay on foot, Normal for horse-
most dreadful poison (Hard, 3d6 Hp/4d6 Hp plus men). Should it be used more than once a day: roll a
delirium), hallucinogenic, and has many more uses to Bravery save or lose 3d6+6 Hp, which could be
those who know it. enough to sneeze one’s brains out through the nose.

176
Dr. Theodore’s beard garlic (2 Th): The bonus which they add not simply to attack rolls, but
20. genuine beard garlic, whose effectiveness is
guaranteed by its maker, increases the speed of beard
base attack bonus, like the bonus of soldiers. This
can allow a character otherwise incapable of such
growth so greatly that even youngsters of a scant 16 things, or of lower levels multiple hits in a single
years will rapidly gain a thick, strong beard, as prov- round. They also contribute to damage, and individ-
en by hundreds of grateful testimonies. Should one ual weapons may have other wondrous capabilities.
use two cloves, he can weave his beard into a rope They are very costly, and widely coveted.
within a quarter. +1: 100 Th
Tokaj wine (8 Th): As excellent a refresh-
21. ment as it is a medicine, for drinking it will
at once replenish 1d6 Hp, and with God’s blessing,
grant good cheer in battle (+1 damage).
Tokaj essence (25 Th): A most rare vintage
22. made from the most distinguished grapes,
consuming a little bottle will at once replenish 3d6+3 Talismans
Hp, and in fighting, makes one sing (+2 damage). It
can also be drunk in swigs, one bottle serving three alismans are found in the most di-
gulps, each equalling a full bottle of regular Tokaj verse forms, but mostly as valuable
(and that is good enough). There are worthless coun- jewelry carrying the powers of a
terfeits, e.g. Tocai and certain Alsatian mixtures, spell or two, or some other perplexi-
but they possess no miraculous power, and as wines, ty. Lesser talismans have 1d6+1 uses,
they are just as poor. greater ones 1d12+1, but there are
Wasp water (7 Th): Blades emit a buzzing, also some which also require other conditions to acti-
23. resonant pitch after they are sharpened with
these drops, adding +2 to damage. It dulls after 1d3
vate – e.g. they only work at night, on a mountain-
top, etc. Students and laymen can both invoke them,
fights, the edge returning to its normal capabilities. but only with a successful Temptation check, and the
Witches’ unguent (4 Th): An ointment con- latter no more than once per day. If the attempt does
24. cocted from fat and poisonous plants, used by
witches. After smearing themselves and saying a
not succeed, the talisman does not lose its charges.
Their price is calculated beyond their jewellery
rhyme, they can fly on brooms, spinning wheels and value, based on the level of their spells:
other household implements, as well as change their 1st level: 15 Th * charge
shape into lowly and disagreeable animals. Those who 2nd level: 25 Th * charge
aren’t the Devil’s good fellows will find the mix poi- 3rd level: 40 Th * charge
sonous (Normal, 1d6 Hp/1d6 Hp), and if they say the
rhyme wrong, they will stumble and break their bones
(Deftness, 2d6 Hp).

Magical armour and weapons


rms and armour left over by the Relics
heroes of old, or found in the ar-
mouries of enchanted castles, the far he honourable remains of some saint
reaches of faerie-walked valleys, or or martyr, as well as their personal
the depths of Hell, these belong to effects: e.g. a piece of rope from
the most precious treasures. Magical Saint Desdemona the Strangled, a
armour protects the wearer, adding their +1, +2 or +3 fragment of Saint Clement the Mor-
value to the AC, and – by granting heroic might and tifier’s staff, and so on. All of these
fearlessness – their Bravery saves. Their cost, above often receive a golden reliquary, mountain crystal
the suit of armour itself, is: box, velvet cushion or other nice frame so even the
+1: 75 Th simpleton will see them for the mysterious manifesta-
+2: 150 Th tions of Faith. On other occasions, they are being
+3: 225 Th kept in hidden chambers or the walled-off fundaments
Magical weapons (and most of them are swords of a place of pilgrimage, so they don’t disappear – and
of some kind) grant their wielders extraordinary there is some wisdom to this, considering how our
fighting prowess. They are all of the +1 variety, a esteemed ancestors attained most of them.

177
Relics (clever fakes notwithstanding) carry the ment must be made from an alloy of brass and cer-
powers of a few spells, usually as much as a small tain rare metals; then dipped into holy water at the
chapel. The pious bearer of the relic can learn and use right planetary conjunction. In skilled hands, an
them day by day (with the usual limitations for lay- Astrology check shows if there is something im-
men). Their value would be calculated according to portant nearby (within one hex), and its direction;
the spells therein, although this will be entirely theo- with a Hard check, its distance and approximate
retical – there is no congregation which shall sell such location; and with a Heroic one, its very rough
treasures, and no devout schultheiß who will not put nature. The wand must rest 1d3 days after use to
the thieves on the stake, the wheel, or between four regain its magnetic resonance.
horses (1d3). Enchanted mirror (120 Th): In this mirror,
1st level: 50 Th
2nd level 100 Th
4. one can see anything that can happen, even the
past, but it shall only reveal these secrets once per
3rd level: 150 Th week, and it only shows enigmas.

Scrolls
agical scrolls contain the power of a
spell, which is activated by reading
it. They can be used by Students
and laymen alike, although someone
who would not be able to use the
spell due to their class or level,
must roll a Cryptography check, or (1d6)
1–3 the spell does not activate,
4–5 it is lost along with the spell, or
6 its effects are reversed in some manner.
A scroll cannot hold more than two levels worth of
spells, and their price is the sum of the spells on
them, including components – i.e.
1st level: 15 Th
2nd level: 25 Th

Magical miscellance
The amulet of black sorrow (45 Th): This
1. ominous piece of jewelry, filled with the pow-
der of black flowers, brings a melancholic mood to
the wearer. He does not undertake great deeds, his
soul is forlorn, he torments his own company with
grief and complaints, and he himself will slowly
wither away (lose 1 Hp per week permanently).
This burden cannot be cast down until someone can
make him happy – and this will be no small feat!
Corpse candle (24 Th): The severed index
2. finger of a hanged thief, which must be pre-
pared in saltpetre, salt and pepper, and thereafter it
will glow like a candle. 1d3+1 times, it can be used to
open locks (Open Locks skill as the hanged man).
Dowsing wand (35 Th): Many boast of know-
3. ing the secret of dowsing, showing willow
branch and other useless things, but the real instru-

178
Enchanted seeds (30 Th): There are usually 2d6 from its hindquarters (3d6 Hp damage, but because it
5. in a bag, and when sown and watered, they quick-
ly grow into enormous botanical wonders. This is not
aims badly, only a +0 to attack).

always thankful: if the seeds have gone bad or they are


infected by pests, horrible things will emerge in the
backyard.
The excellent travelling cloak (25 Th): Not
6. only is this cloak warm and comfortable, it
changes into a different likeness every time it is
turned inside out. It can become beggar’s rags, Jew-
ish kaftan and fur-trimmed pelisse, but always some-
thing new according to its own whims. Just do not
turn the coat too much, for it will split, and can
never be sewn back together.
Gunpowder grinder (20 Th): This copper
7. implement can grind a dozen cartridges’ or a
horn’s worth of fine gunpowder from the most com-
mon sand, poppy seeds, and a bit of tinder every
week. It can be used more often, but on the second
try, there is a 1:6 probability (increasing to 1:3 and 1:2)
that it will throw a spark and detonate (3d6+ Hp). The mesmeric periwig (60 Th): This peri-

8. The iron mole (50 Th): This is an evil piece of


smithing, an armoured instrument with strong
12. wig is a faint bluish, greenish or pink hue,
and it has been subjected to the powers of very
jaws and claws (LVL 2+3; AC 19; Atk +5 bite strong magnesis. Hence, the mesmeric hairs become
1d10+3) which can tunnel through wall and rock, ferromagnetic and aetheric, and their wearer can
reaching even the most cleverly hidden underground attempt to enthral small metal objects with their gaze
vaults. There is a brick’s worth of empty space in (Temptation check), push aside blades from their
the small beast’s belly, which can store a detonating targets (-2 to hit in the immediate area), and once
charge or other mischief. It has only one weakness: per day, command the human brain, although this is
if it tunnels too much, it becomes drowsy, and is not without risks (Temptation countercheck, wearer
bound to slumber for 1d12 weeks. falls unconscious if the subject wins).
The lorgnette of close inspection (60 Th): Its Metronome (30 Th): Hidden musical harmo-
9. wearer does not merely see with this instru-
ment like with a spyglass, but they can also grab and
13. nies are measured by this instrument into a
steady beat, on which anyone can set the order of the
replace objects from very far, even the next moun- combat round as they please. As the mechanism beats
tain peak. It is such a fine work that unless it is kept the tactus when set on the ground, so do the partici-
securely in storage, its glass must be treated daily pants follow one another at intervals of precisely 2
with poppy oil (3 Pfg per day), or it fractures. points. One must just take care not to overwind it: if
The Mansfeld coin (35 Th): These thalers, the values are too high and the mechanism is used too
10. sought by mercenaries, were minted by the
Mansfeld Counts in memory of their illustrious
often, its spring breaks, and the machine goes crazy,
resulting in one hell of a turmoil.
forebear. On one side, they bear the image of Saint Protective amulet (75 Th): When worn and
George on his steed, and on the other, the motto of
Hoier Mansfeld: “I, Count Hoier, who was never
14. held up, it protects the bearer and company
from a form of harm, acting like the Cleric’s exorcism
born, have a battle not forlorn.” („Ich, Graf Hoyer, – i.e. the targets must roll Bravery or they must flee,
ungeboren, Hab noch keine Schlacht verloren.") and are unable to do harm. It can only be used once
Those who hang the thaler around their neck, always per day, and only the rare odd amulet is capable of
receive 1 less point of damage from weapons, and the more. After every use, it has a 1:6 probability to burn
coin stops critical hits with a 1:6 probability – alt- out and become useless; if used twice, the chance is 1:3;
hough if it does, it is broken in half. and at the third time, it is certain. Type (1d8):
Mechanical duck (55 Th): It was an infa- 1 witches, Students and Garaboncius
11. mous French freethinker who had created
the artificial likeness of a living duck with clockwork
2
3
wondrous beasts
spirits and other undead
mechanics, honks and various tubes; and to crown his 4 devils
blasphemous work, turned this mockery of creation 5 pagans
into a bizarre horror (LVL 1+2; AC 16). When 6 faerie
wound, the tin toy waddles around, honks and ex- 7 beasts
cretes the pieces of shot it swallows, but if it is 8 spells (cancels a spell with a Temptation
stuffed generously with the same with the aid of a countercheck)
funnel, it discharges them in the form of a volley

179
Protective shirt (100 Th): This linen shirt until he gets rid of the bad luck by drawing someone
15. covers a man from neck to waist, and its
front is sewn with the images of two heads: the one
into a terrible calamity.
The terrible zither (45 Th): Play someone’s
to the right a bearded man in a helmet, and the one
to the left with a crown like the Devil’s. Those who
20. tune on this zither, and they must at once
roll for Bravery or flee from the musician’s presence
wear this shirt are armoured as if they were wearing – but even if they do, they will dither and shake,
plate (+6 AC), with none of the drawbacks. receiving -2 to all rolls. Only a skilled musician
Spiritus familiaris (60 Th): A pipsqueak should try playing it: those who do carelessly will
16. little figure inside a murky bottle, which
twists and moves, whispers into its owner’s ear, and
meet a terrible misfortune.
Wand of polymorphisation (25 Th * charg-
is capable of similar feats. It knows much, and once
per adventure, it can bring luck similar to Vaga-
21. es): Pointing the wand at someone and say-
ing the secret word, they must roll a Bravery saving
bonds (+2 to a saving throw or initiative; one extra throw or be transformed into a hamless beast. The
time if the character already has this ability). There spell lasts until the next dawn, but by using two
is one catch: someone who keeps it until his death charges, the victim must live in this form forever,
without passing it to someone else must go to Hell. unless someone frees them from their enchantment
Stomping shoes (45 Th): It is a misshapen with a merciful deed. They have 1d12+1 charges.
17. large pair of footwear, and stomping the
ground with its heel makes the ground quake, and 22. Whirlaround (50 Th): Like a wound up
spinning top, this silly contraption of gears
those nearby fall (Balance check). If someone stomps and springs spins in its place, but if it is given a
twice, they suffer 3d6 Hp (Bravery 1/2), and from shouted order to show the way to a certain place, it
three stomps, even mud huts and wooden planks will will, if only the company can follow. And yet, it is
collapse. This can be done seven times: and then the not a good thing to believe all of its foolish meander-
shoes will only work again if the wearer dances them ings, for there is a 2:3 probability it only goes where
to the Devil’s tunes in good camaraderie. magnetic compulsion and blind luck takes it. Then,
Striding boots (15 Th): It makes as much it is prone to fall over and shatter into a hundred
18. noise as if at least the Emperor’s General
Staff was marching there with a garrison’s worth of
pieces on rocky terrain. It is as large as a child, and
occupies 4 equipment slots.
men. In some, this commands respect; in others, The wondrous bird’s nest (65 Th): There
blind panic; and some will follow the noise right
until they catch the culprit.
23. are bird’s nests which are invisible due to
certain herbs woven into them; and someone who
The Tarot cards (33 Th): As The travel- should find one and sew it into their clothes, will be
19. ler’s compendium writes, this deck of cards
is indeed the Devil’s Bible: as the devout find guid-
just as invisible, although only as long as the nest
remains intact. For every hit or tear received by the
ance and spiritual succour in the Holy Writ, so does clothes, there is a 1:6 probability the nest crumbles
the reprobate sinner turn the Tarot. Only one card and becomes useless.
can be drawn per adventure, and the card’s powers, The wondrous tablecloth (30 Th): This
which the gamemaster reads aloud, is sure to mani-
fest (see the detailed table, which follows the Rider
24. embroidered linen cloth must only be laid
down on a table, stone or stump, and after saying the
Tarot’s iconography: but there are other variants of words “Lay, lay, my little table!”, the traveller can
this game, and the Devil likes to change the rules start the suddenly acquired feast. However, it can-
now and then so they aren’t learned so easily). If the not all be perfect, for where two can have a tasty
deck’s holder can apply the card’s meaning to their and filling dinner, a full group will receive a poor
situation, they can influence the turn of events ac- and careless fare, and what a crowd would get is
cordingly; if it is not applicable, some new circum- better not to go into. Even greater calamities can
stance will be introduced over the course of the arise from the origins of the feast, as a half of these
adventure. A skilled player can replace a card and items do not get their tasty treats from nothing, but
draw a new one with a Normal check, or raise the from nearby pantries. From which we can draw the
stakes and draw two cards with a Hard check (even moral: wonders are fine and dandy, but it is better to
three with a Heroic outcome). It is most unlucky to get ahead with honest work.
lose the deck: -2 applies to the former owner’s rolls,

ØÐÐÐÐÐ ÝÐÐÐÐÐÙ
180
~The Tarot Cards~
~Suits~
Swords Cups
Ace Treason begets glory Ace From mercy, healing waters flow
02 Fate indifferent smites both sides 02 For the strong medicine, for the weak poison
03 Victory awaits, but at a cost most bitter 03 There shall be a feast, if they feast together
04 The dead will rise against the living 04 Reject the obvious and a new way will be found
05 Weapons handed over, the way is clear 05 All will be lost, and you will remain alone
06 The destination awaits, but amidst many trials 06 A gift given, Fortune smiles in turn
07 A thief lurks about 07 Choose in one thing, and it shall be so
08 This sign brings captivity, but wards off death 08 The pilgrimage is hard, and the road leads afar
09 It seemed to be a dream, but woken, danger calls 09 If you cannot reach it, money can still buy it
10 All weapons are against you, and they’ll strike! 10 A glorious victory awaits the believer
Knave The fighting woman: a skilled aide Knave Bring a gift, that hides the trick
Knight Help is on the way, if only it arrives in time! Knight Be it poison, be it salve: better drink it all!
Queen The judgement is yours, if you can reach it Queen You cannot fathom what this dame conceals
King It will be done, at whatever the cost King Those who dare, find knowledge and plenty

Coins Staves
Ace The way out appears, follow if you dare Ace A good beating will be administered to all
02 Differences cease, and all will be alike 02 Find shelter, and you will be safe
03 Follow the signs, a secret is found 03 One knows a foe when one watches from afar
04 The sign aids you, but you will be imprisoned 04 Glory greets, but it is held by staves
05 The beggar’s fate awaits the one who draws this 05 Calamity and disorder await
06 Give generously, and misfortune you’ll escape 06 Do not shirk to punish, for greatness awaits
07 This enterprise bears poisonous fruits 07 As one you shall fight against many
08 ‘Tis time for falsehood: now it shall succeed 08 Those in the way will not yield
09 Eyes closed, you will get false counsel 09 The imprisoned may now escape
10 The Devil’s signs manifest amidst tranquility 10 Grasp too much, and it slips from your hands
Knave Hope is brought to those who forsake good Knave This lad brings new hope, but just a little
Knight With an armoured defender, ill fate is near Knight A painful lesson’s fruits will be abundant
Queen This evil dame’s charms are falsehood Queen Her helper grants this lady’s powers
King Merciless plenty, damned glories King The attention of the woods is on great and small

~Trumps~
You will be handed over to the law, and get
The Fool You can discard your cards or deck XI. Justice
what you deserve
You gain a random Student spell XII. Hanged
I. Magician The next time, you will escape the gallows
Man
II. High You learn a priest’s carefully guarded secret The dead shall come, and the living fall
XIII. Death
Priestess before them
III. Empress Grace fulfilled, pride follows XIV. Temper- Those who abandon their goals, will avoid
ance misfortune
IV. Emperor Recognition by lay lords What the Devil asks, the sinful must carry
XV. Devil
out
V. Hierophant Recognition by the church XVI. Tower Bitter defeat shall come before the goal
Your desire shall be true, but dearly paid What has no sense here, should be done
VI. Lovers XVII. Star
for elsewhere
VII. Chariot Glory awaits while you stay strong XVIII. Moon This strict guardian cannot be passed
You will gain power, but afterwards, you
VIII. Strength XIX. Sun The innocent will triumph, victory is theirs
will be weak like a mouse
You will not find it, no matter how hard XX. Last
IX. Hermit Even the dead shall rise to fulfill Fate
you seek Judgement
Every group involved draws – the next
X. Wheel XXI. World Nature’s variety will provide an answer
group will reap the rewards

181
The curio cabinet increase, and their Virtue shall be 10, no more and
no less. Poor man, whose life is the metric order of a
clockwork, and whose heart is a cold piece of iron!
The Black Book (400 Th): The cracked bind-
1. ings of this Gothic codex conceal a list of
names, and next to them various kinds of terrible
What a destiny, and how aimless it can become! And
that they may never tear out this heart!
The Grotesque Bust (300 Th): Gorgo, chimae-
deaths. If one were to write their own name and a
terrible form of demise on the pages with ink pre-
4. ra, or the face of some mongrel being, which
must be set in foreboding and sombre surroundings.
pared from lead and blood, they can escape the death
The stone visage, if spoken to, answers: but for one
that awaits them. If they die, they shall rise within
among those who ask, it predicts a terrible fate, and if
seven days, but someone they know will suffer the
they are not very careful, it will be fulfilled.
tortuous fate written in the book. This bond is only
The Philosophers’ Stone (300 Th): Now that
broken if the victim somehow escapes their predica-
ment, or the writer suffers the fate he has written by
5. it has been sought so long, it is here at last. This
ugly, potato-shaped rock contains an abundance of
his own hand. Obviously, those who would inscribe
white dust when broken, and this dust reliably trans-
their name within this foreboding volume, shall be
forms silver into gold, enough to mint exactly 300
forever struck from that certain heavenly tome.
new coins. True scholars know it has an even great-
The Chess Player (350 Th): A Hungarian
2. aristocrat had devised this mechanical enigma,
which he has shown in multiple high courts. The
er use: brewed into an elixir, it will rejuvenate the
drinker by 15 years, and heal all illnesses. Third, the
stone can also be turned into an entirely new kind of
sitting figure of a Turk, set behind the large cabinet
material, which all the world will behold in wonder:
which contains its mechanism, is a master chess play-
and for the more vain kind of scholar, this will also
er and a genius man of science, so that it may aid the
mean much.
hardest kinds of research. Fewer know that it will
The Spectral Grail (666 Th): If the Holy
also follow its owner’s orders to stalk and kill (LVL
5+3; sneak attack +3d6 Hp; Climb+8, Jump +8, Sneak
6. Grail is linked to the worldly life of our Sav-
iour Jesus Christ, then to Judas Iscariote belongs this
+8), although if it assassinates someone, there is a 1:3
sinister counterpart. The dull metal cup bears the
probability it will also claim other victims.
burden of betrayal, and its owner can say goodbye to
The clockwork heart (300 Th): Only a great
3. clockmaker could create a human heart from
clockwork, and only the best surgeon can plant it in
6 points of Virtue. The Grail is obeyed by the
damned, and when commanded, they gather around
it from wherever they lurk; and every day, Student
place of a dead man’s heart within seven days of
spells can be drawn from it (one randomly from each
their death (Hard Medicine). But if it is done, the
level, which can be cast as a bonus spell without any
instrument starts to work, and the dead shall rise
component). But one must steel their heart to use it:
from the grave like Lazarus. But alas! There is no
for the cup brings a restless and merciless doom, first
fire of life in this bosom, no Inspiration! Beat as it
claiming the owner’s beloved, and afterwards their
may for three decades with only minor repairs, if its
body and soul.
owner’s abilities are all 10, their experience does not

182
Random treasure tables

~ General table ~
Meas- Lett. of Equip Curi-
Type Form Grsch. Pfg. Thaler Jewels Magic
ure credit ment ous
Purse 3d12 4d6 1d6 1d3*5 1
I. Poor ––
1:2 1:3 1:6 1:12 1:6 1d2 types
~ 1d12*5 2d6*5 2d6 1d6*5 1 1
Rich 1:3
II. Stash 1:2 1:2 1:3 1:6 1:3 1:12
Box 1d12*5 2d6*5 2d6 1d6*5 1d2
III. Poor ––
1:2 1:2 1:6 1:12 1:6 1d3 types
~ 1d12*10 3d6*10 4d6 2d6*5 1d3 1
Rich 1:2
IV. Lair 1:2 1:2 1:3 1:6 1:3 1:12
Cabinet 2d12*10 2d6*10 4d6 1d6*5 1d3 1
V. Poor
1:3 2:3 1:3 1:6 1:3 1d3+1 types 1:12
~ 2d12*10 3d6*20 1d6*5 2d6*5 1d6 1d2
Rich 2:3
VI. Ruin 1:3 2:3 1:2 1:3 1:2 1:6
Chest 2d6*20 1d6*5 2d6*5 1d6 1d2
VII. Poor ––
2:3 1:2 1:6 1:3 1d3+2 types 1:6
~ 3d6*50 2d6*5 2d6*10 2d6 1d3
Rich –– 2:3
VIII. Tower 2:3 2:3 1:6 2:3 1:6
~Treasure types are provided as examples: omit columns which make no sense. ~ Letters of credit are expressed
in total amount.~ Regular equipment is something from the rulebook; curious items can be anything interesting.~

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~Jewellery table~ ~Magical items~
1d12 or
1d12 Value Type 1d24 Type
1. 1d6 Th Ring 1–2 Poison (1d3 doses)
2. 1d6 Th Clothing 3–4 Occult object (non-magical)
3. 1d6 Th Crown/diadem 5–9 Medicinal cabinet (1d3)
4. 1d6 Th Chain 10 – 12 Spell component (1d6)
5. 2d6 Th Art object 13 – 14 Spellbook
6. 2d6 Th Utensil 15 Magical armour
7. 2d6 Th Gemstone 16 Magical weapon
8. 3d6 Th Curio 17 – 18 Talisman, lesser
9. 3d6 Th Historical 19 Talisman, greater
10. 1d6 * 5 Th Natural spectacle 20 Relic
11. 2d6 * 5 Th Ecclesiastic item 21 – 22 Scroll (1d3)
12. *2 Mechanism 23 – 24 Magical miscellance

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183
184
XVI. Random tables
Catalogue of prized possessions
1d24 This and that I. 1d24 This and that II.
1. Box of kerchiefs 1. Lorgnette
2. Cane 2. Mahogany box
3. Chess set, folding 3. Map or chart
4. Chess table 4. Marble bust
5. Cigar box 5. Masques
6. Clavichord 6. Microscope
7. Clockwork 7. Mirrored boudoir
8. Coffee set 8. Modesty screen
9. Collection, insects or butterflies 9. Narghile, Turkish
10. Collection, mineral or plant 10. Ostrich feather fan
11. Collection, taxidermy 11. Paint set
12. Collection, weapons or hunting 12. Pillows (1d6+1)
13. Cradle 13. Pipes
14. Crucifix 14. Pomade and perfumes
15. Easel and brushes 15. Rocking horse
16. Embroidery 16. Sheet music (1d6)
17. Engravings (1d3+1) 17. Shells & other sea wonders
18. Feather duster 18. Silhouettes
19. Globe, Earth, Lunar or star 19. Skull
20. Grotesque 20. Statue of a Saracen
21. Hearing trumpet 21. Stuffed crocodile
22. Ivory cards 22. Telescope
23. Lace 23. Trick box
24. Liqueur cabinet 24. Wine case

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Catalogue of books
1d24 First table
1. Agricola, Georgius: De Re Metallica Libri: On the Nature of Metals
2. The Apothecary’s Wife and the Devil
3. Arcimboldo, Jacopo (the elder): Gastromachia
4. Aretino, Pietro: Positions (with 16 engravings)
5. Bonhomme, Jacques (pseudonym): Bloody Dawn, or: The Want for a French Insurrection
6. Burton, Robert: The Anatomy of Melancholy, With all the Kinds, Causes, Symptomes & Cures
7. Calvin’s Collected Works (1d6 volumes)
8. Count Mortagu’s Bloody Boudoir
Crouch, Nathaniel: Wonderful Prodigies of Judgement and Mercy: Discovered in Above Three
9.
Hundred Memorable Histories
Dee, Dr. Mandrake: Post-Mortem Legal Continuity cum magna Diligentia towards Inheritance,
10. Criminal and Property Law, in Light of Scripture, Roman Law & certain recent Events that Tran-
spired in the Land of Helvéczia
11. Dr. Tarnowski’s Swinarium

185
12. Edwards, R.: Bacular Scaling in Megachiropteran Bats
Endter, Susanne Maria: The Nürnberg Cookbook, Brought From Parnassus by the Serving
13.
Maid of Ceres, Pomonna and Diana
14. Fabritius, Engelhardt: The Testament of Saxonia
15. Flögel’s Amusing Stories, (part 12+1d12)
16. Frater M.: The Reborn Antichristus
17. Germania in Parabolis: On the German Problem
18. Gorboni, Matteo: A Catalogue of Puffball Mushrooms, and Their Many Uses
19. The Great War and its Authentic Panacea
20. Grimmelshausen, Hans Jakob Christoffel von: Simplicissimus Teutsch
Guazzo, F. M.: Compendium Maleficarum, Showing the Iniquitous and Execrable Operations of
21.
Witches Against the Human Race, and the Divine Remedies by Which They May Be Frustrated
Head, Richard: The English Rogue: Described, in the Life of Meriton Latroon, a Witty Extrav-
22.
agant. Being a Compleat History of the Most Eminent Cheats of Both Sexes.
Hexenhammer: The Hammer of Witches Which Destroyeth Witches and Their Heresy as With
23.
a Two-edged Sword (46+1d10th edition)
24. The Hibernian Spectacle: As It Was Revealed to the World, and Soon Disappeared Again

1d24 Second table


1. The Hispanic Etiquette, an Exact Account According to Tried Custom (2d6 thick volumes)
2. Höller, A.: The Merry-Making of Persecutors. Terrible Misdeeds in Debrezen, the Calvinist Rome
3. The Holy Bible
Hooke, R.: Micrographia, or Some Physiological Descriptions of Minute Bodies Made by Mag-
4.
nifying Glass With Observations and Inquiries Thereupon
5. Höxner, Wolfgang: Bells of Enchantment. True Advice for Young Dames
Leppel, Martin: The Free Masons: Their Secret Hierarchy, Godless Practices, & Assembled
6.
Evidence of Their Infernal Nature
7. The Life of Lazarillo de Tormes and of His Fortunes and Adversities
8. Machiavelli, Silvio: Pontifex Maximus, or What I Would Do on Saint Peter’s Throne
9. Machiavelli, Silvio: The Triumph of My Will
10. Mademoiselle N.: In the Wages of Venus
11. Maistre de Say’s Bible, as published by Gaspar Migeod (with the most risque illustrations)
12. Maximillian is Not Our Emperor: Landsknechts’ Songs
13. The Memoirs of Marquis Torquesade
14. The Miser and the Maid, or: Love and its Wages
15. Mme. Neuille: The Mysteries of the Planetes, and How They Can Be Read
16. Müller, Karl A.: Order and Calling: The Traditional Reaction Against All Manners of Progress
17. The New Jeboboas, or: The Labyrinths of Sin
18. The New World, and Why it is Useless to Travel There
19. Nivardus, M.: The Fable of Ysengrimus and Reynardus
20. Of Vacuum’s Proof and its Many Uses
Pater Bobkowitz: Conspiratio, or How All Is Ruled by the Masons, the Rosi-Crucians, the
21.
Protestants & Other Godless Miscreants
22. Petrarca, Francesco: Songbook
23. Pope Alexander’s Admonitions to his Son, Cardinal Cesare
Previti, Dr. Taddeo, Ordo Praedicatorum & Congr. Romanae & Universalis Inquisitionis: A Most Useful
24. Treatise on Deviltry & Other Sins, with Practical Applications towards their Expurgation Through the
Element of Surprise

186
1d24 Third table
1. The Purgamentum of Penury: Of Bad Fortune
2. Reverdi, Girolamo Bartholo: Feasting and Putrescence: What the Dead Eat
Self-Pollution: its Causes, Most Diverse Methods, and Means of Prevention, With Colourful
3.
Pictures & Diagrams Illustrated
4. Sind, Baron von: Of Veterinary Medicine, Written by a Colonel of a Cavalry Regiment
5. Staricius, Johannes: The Secret Treasure of Heroes, or: The Full Aegyptian Magical Shield
Starny, Dr. Venzel, Universitas Pragensis: Selected Questions of Grenade Burst Radius and
6.
Heavenly Alignments
7. T. von Harbou: The Old History of the Nibelungs, And Their Bloody Undoing
8. Talhoffer, Hans: Fencing Book
9. Tartuffe, J.: Discourse on the Method, or: The Art of Intrigue
10. The Adventures of Punchinello and Pantalone
11. The Catte Pictures (newest edition)
The Collected Atrocities of Prince Viktor, the Beast of Debrezen. Printed in Vienna from the
12.
Accounts & Memories of True Witnesses
13. The Column of Martyrdom: Pious Verses
14. The Dry Drunkenness, or How Smoking is the Devil’s Own Passion
The Female Highway Hector, or: An Account of a Woman, Who Was Lately Arraign’d for
15.
Robbing on the High-Way in Man’s Apparel: Containing a Relation of Several Noted Exploits
16. Ticklings and Titters: Poems for Gallant Youths and Alluring Maidens
17. Virginal Blooms (Selected Poems)
von Breningen, Lothar: The Artilleryman’s School: According to Tried Methods, With Calcula-
18.
tion Tables & Arithmetic
19. von Hüden, Volker: The Feast at Zernach, And Its Mournful Consequences
20. von Poetsch, Ferdinand Konrad August: Marching To and Fro and Other Military Exercises
21. Witelski, Stanisław: The Turkish War
Zrinski, Nikola: The Cure-All to the Turkish Poison, or: Antidotum Against the Turkish–
22.
Hungarian Peace
23. Zundelfrieder, Zundelheiner and the Red Dieter
24. Malévol, Jean-Jacques: My Beloved, My Treasure: A Self-Portrait.

Ç•È•Ç•Ç•È•Ç•Ç•È•Ç•Ç•È•Ç•Ç•È•Ç

187
Aid for adventures in the wilderness

Wilderness locations
1. Altar 26. Column 51. Hut 76. Prison
3. Aqueduct 27. Crevice 52. Icepit 77. Refuge
2. Basin 28. Cross 53. Kiln 78. Roman
4. Bastion 29. Crypt 54. Lake 79. Roots
5. Battlefield 30. Dig 55. Megaliths 80. Ruin
6. Beehives 31. Earthworks 56. Mementos 81. Sanctum
7. Belfry 32. Fence 57. Memorial 82. Sign
8. Birdhouse 33. Flowers 58. Milestone 83. Sinkhole
9. Boom gate 34. Gallows 59. Mill 84. Spring
10. Boulder 35. Garden 60. Mine 85. Stakes / wheel
11. Boundary stn. 36. Gate 61. Morass 86. Statue
12. Burial mounds 37. Gathering plc. 62. Mound 87. Std. stones
13. Burrow 38. Glade 63. Nest 88. Stone ledge
14. Calvary hill 39. Glyphs 64. Nunnery 89. Stone plaque
15. Canyon 40. Grave 65. Orchard 90. Tent
16. Carcass pit 41. Graveyard 66. Orchard 91. Thicket
17. Cave 42. Great tree 67. Palisade 92. Through
18. Cell 43. Grille 68. Path 93. Tower
19. Cellar 44. Grotto 69. Pavilion 94. Vineyard
20. Chapel 45. Guard house 70. Peak 95. Wagon fort
21. Charcoal kiln 46. Gulch 71. Pen 96. Walled-in
22. Chasm 47. Hedge maze 72. Pillory 97. Walls
23. Clearing 48. Hermit’s dwg. 73. Pit 98. Waterfall
24. Cliffside 49. Homestead 74. Pit storage 99. Well
25. Cloister 50. Hospice 75. Plank bridge 100. Wreckage

188
This village is noted for its... (1d3, 1d24)
1. abandoned manor house fierce adh. to custom pestilent waters
2. ancient town hall former wealth and glory pilgrimage site
3. antique mortuaries foundation myth prison tower
4. arch-conservativism grave of a robber captain protestant sect
5. aristocratic exile harsh authorities quarreling housewives
6. battle site heavily locked entrance quarrels with its neighbours
7. belligerent youths independence movement rebel movement
8. bodysnatchers infamous wedding remains of gothic statuary
9. bottomless lake inhospitable inhabitants retired bishop
10. buried wine cellar insidious curse retired mercenary captain
11. captured Turk jovial but deceitful people Roman relics
12. collection of curiosities legal privileges row of disappearances
13. craft guilds leprosarium rumours of a conspiracy
14. crumbling appearance libertine free-thinkers saint's relics
15. eccentric garden lingering xenophobia talented locksmiths
16. enchanted princess macabre celebrations terrible wine
17. enchanted well Masonic significance town archives
18. enlightened philosopher master gunsmiths traditional fair
19. famed bordello memory of a witch trial unique dialect
20. family crypt mysterious hermit unsettling customs
21. family feuds network of local alliances utopian philosophies
22. famous brewery notorious adventurer watchmakers
23. famous prisoner odd revelries wretched beggars
24. ferocious war hounds oddly specific superstition zealotry

¿À¿À¿À¿À¿ â â â ¿À¿À¿À¿À¿
1d24 Strange customs 13. Gypsies’ encampment
1. All ghosts 14. Hussites
2. All the figments of faerie imagination 15. Lepers or the plagued
3. All wolf-beggars 16. Libertines and freethinkers
4. Banned Catholic sect 17. Outcasts
5. Banned Protestant sect 18. Pacifists
6. Beggars 19. Prosperous w/o outside contact
7. Children 20. Refugees hiding from ancient war
8. Daemonic possession 21. Remainders of Gothic age
9. Descendants of Roman colony 22. Sabbatarians
10. Devil-worshippers 23. Turks
11. Dog-headed Tartars 24. Wildermen (wodewoses)
12. Garaboncius
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189
In the stagecoach, you meet... (3*1d24)
1. belligerent aristocrat carrying important item
2. cold charlatan fleeing from persecution
3. curious child fleeing from superiors
4. deceitful clergyman fleeing heartbreak
5. dying convict in adulterous affair
6. flirty courtesan in exile
7. hypochondriac craftsman moving to relatives
8. indiscreet diplomat on hunting trip
9. inquisitive doctor on pilgrimage
10. jovial friar on pleasure cruise
11. lustful gentleman on regular errand
12. naive lady on secret mission
13. obsessed maiden on state commission
14. pious matron on wild goose chase
15. quarrelsome nun pursued by enemies
16. ribald officer pursuing inheritance
17. rueful official resolving family affairs
18. scheming rake running out of options
19. sickly secretary seeking opportunities
20. taciturn soldier seeking trouble
21. talkative student spying on company
22. trusting teacher trying to forget
23. worrisome underling untangling a mystery
24. wounded vicar visiting relatives
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190
The price of idleness
~ or: What sort of misadventures characters will get into if they rest a few weeks,
or spend multiple sessions away from the company ~
(All are worth an extra 100 – 250 XP)
1d24 First table
1. At least he did not cause the fire – if he remembers the details well.
2. He attains nobility, although it is of the questionable sort.
3. He becomes a monk, and takes their habit.
4. He becomes the owner of a dilapidated place – at least that’s what the paper says.
5. He can read the Devil’s glowing mark on his palm, and the stakes are high!
6. He cheated, and was cheated in kind: so it goes.
7. The days well spent, the news of his deeds get around, and he gains a reputation.
8. Death avoided him, but to correct the mistake, is once more after him.
9. The debts mount: the sum amounts to 2d6 gold pieces.
10. The deed is done; but now he should at least marry her!
11. He draws the anger of a bunch of grim types.
12. He dresses according to the new fashions: he has caught some kind of foolish fad.
13. Easy come, easy go – but she has forgotten to take something important when she left.
14. He enjoys the favours of an influential benefactor – momentarily.
15. He falls in love, and will do anything for the sake of his beloved.
16. He falls in love, but a determined rival stands in the way.
17. He falls in love, but gets over it.
18. He falls in love, but wine is the stronger lover.
19. He finds a dog, or other faithful animal, who would lead him if he would follow.
20. He finds an old friend – but how he has changed!
21. Fortune has turned her head: from boots to hat, the pawnbroker owns all he has on himself.
22. A friend has been found: but he is just a flatterer.
23. He gains inheritance, and it is a type 1d3+2 treasure.
24. He gains inheritance, but it is a thankless one.

191
1d24 Second table
1. He gains inheritance, if he will stand the trial.
2. He gives a loan, whether he can afford it or not: 1d6 Th.
3. He has become the holder of a magical whatnot – until it is due back.
4. He has gained a doctorate: and it was not even an expensive thing (3d6 Th).
5. He has gained a witchy reputation.
6. He has gained an ill reputation, it is said.
7. He has gained influential, but sinister friends.
8. He has gone on an adventure, and brings news of a new locale to the company.
9. He has lost something important – or was it those shady fellows?
10. He has mixed with bad fellowship: with these friends, it is a dangerous camaraderie!
11. His drinking pals are a catch: they will stay by his side in trouble.
12. His drinking pals are lazy, drunken louts: they would only squeeze him for more.
13. The hour of the duel is set – only the assistants are needed.
14. In wine is health: healed of all ailments, he is a bottle of Tokaji richer.
15. He is elected the mayor of a small village.
16. He is entrusted with something, which will be very important for someone.
17. He is made an official, if he will take the position.
18. He is sought out by a distant cousin or niece, who considers him a patron.
19. He is sought out by disciples: in truth, fortune-seeking opportunists.
20. He is the happy owner of a wagon’s worth of goods – but now ‘tis time to sell it.
21. It is a foul thing, to awaken in the stocks; but it will be worse yet!
22. It is not the nicest sight, and it causes a hell of a rash, but the tinctures will hopefully cure it.
23. It was only an insult made in return of an insult, but the other has remembered it very well.
24. A larger company sought him here and there: but so far, they have not found him.

1d24 Third table


1. He learns a few tricks, which he had not known before: add a new skill.
2. He learns of a sinister plan.
3. A local saint has taken mercy upon him, and will intervene if he gets into trouble.
4. He must be brave if he has shaken the Devil’s hand – he will owe him one, but expects the same in kind!
5. Mysterious pursuers seek his trail, appearing again and again.
6. Nobody would believe that adventure, although what a thing it was!
7. One of his enemies has vanished, and suspicion is upon him.
8. One of his former plans may prove frutiful, if he seizes the opportunity.
9. He owes a favour.
10. He returns from a hunt, and the catch makes everyone look.
11. He returns from a hunt, with a pleasing catch.
12. The rewards of piety: +1d3+2 Virtue.
13. He saves someone, who will be grateful for the deed.
14. A small company chooses him for their leader, if only he will show them the way.
15. Someone never ceases to speak of him, but there are no thanks in it!
16. He spends his time at church, and the Word takes seed: +1d3+1 Virtue, and a random spell.
17. He spent his time in the lockup; but why did it happen?
18. They had a comical accent, but the consequences are less so: enraged peasants from the mountains!
19. This is the beginning of beautiful camaraderie: a favour done today, will be returned tomorrow.
20. A treasured item remains in his hands, and hopefully nothing bad will come of it.
21. He undergoes conversion, and the ceremonies have been done.
22. The wages of sin: –1d3+2 Virtue.
23. He was wounded, and he is still recovering.
24. With some quick work came decent money: 1d6 Th, and there may be a chance for more.

192
Catalogue of common names
General & Helvéczian German names

1d100 Male Female General Helvéczian


01 Aaron Abigail Albrecht Altherr
02 Adolf Adelheid Ammann Altenburger
03 Albert Agatha App Attiger
04 Albin Agnes Bachmann Baumgartner
05 Ambrosius Albrade Bader Binder
06 Andreas Amalia Bauer Bircher
07 Anselm Andrea Baumann Bissig
08 Anton Angela Beck Blättler
09 Augustus Angelica Berger Blöchlinger
10 Balthazar Anna Braun Bolliger
11 Barnabas Anneken Brunner Bosshard
12 Benedict Annelise Burkhard Bühler
13 Bernd Annemarie Dietrich Dannacher
14 Bernhard Astrid Engelfrid Degen
15 Berthold Aurelia Esslinger Dengler
16 Blasius Beatha Felder Dieth
17 Burkhard Beatrix Forster Dürler
18 Casimir Bertha Frei Eggler
19 Christian Bettina Fuchs Eggwiller
20 Christoph Birgit Furrer Ehrenzeller
21 Dietrich Brunnhilde Ganz Eicher
22 Eberhard Carolina Geiger Engemann
23 Eilert Catharina Gerach Epp
24 Elias Catrina Gerber Fehr
25 Engelbert Cecilia Giering Fritschi
26 Erasmus Charlotte Graf Fröhlich
27 Erhard Clara Grob Gebert
28 Ernest Edeltraud Gross Gerung
29 Eugene Eleonora Gut Gfeller
30 Ferdinand Elisabeth Haas Gisler
31 Franz Elsa Häfliger Glaus
32 Friedrich Emilie Hafner Glinz
33 Gabriel Engell Hartmann Göttlinger
34 Gaspar Erika Hauser Greminger
35 Gebhard Esther Hecht Gresch
36 Gedeon Eva Herzog Gröbli
37 Gerhard Frida Hirt Gsell
38 Gernot Friederica Hodel Gugelmann
39 Gottfried Gerda Hofer Gygax
40 Gotthard Gertrude Holliger Hagenburger
41 Gotthelf Greta Hotz Halder
42 Gottlieb Gretel Huber Haltmeyer
43 Götz Gude Kammermann Häuselmann
44 Gregor Gudrun Kappeller Hausknecht
45 Gregorius Hedwig Kessler Heitz
46 Gustav Heide Knecht Herger
47 Günther Helga Kohler Hildbrand
48 Heimpold Herta Kunz Hofstetter
49 Heinrich Hildegonde Küng Hürlimann
50 Helmut Hille Lang Imhof
51 Hermann Ilona Laub Leu
52 Hubert Ilseke Lehmann Locher
53 Ignatz Ingrid Maier Lutz
54 Jakob Irma Maurer Lüscher
55 Jan Irmel Meister Lüthi
56 Joachim Irmgard Mettler Maag
57 Jobst Isolde Müller Mattli
58 Johan Johanna Neuhaus Mehr
59 Johannes Julia Nusplinger Messerli
60 Joist Juliana Ortenberg Mettler

193
61 Jonathan Jutta Pfister Mittelholzer
62 Joseph Karoline Probst Müller
63 Jürgen Kriemhilde Richenbach Ott
64 Karl Kristine Ritter Rebmann
65 Klaus Kunigunda Roos Regli
66 Konrad Laura Roth Reimann
67 Lazarus Lena Schäfer Riedweg
68 Leopold Lisalotte Schaub Rietmann
69 Lorenz Lisbeth Schenk Rothmund
70 Ludwig Louisa Scherer Rügg
71 Markus Lucretia Schmid Schaffner
72 Matthias Lydia Schmidt Schärer
73 Maximillian Lyse Schneider Schlatter
74 Melchior Margaretha Schuler Schlegel
75 Michael Maria Schumacher Schopfer
76 Moritz Maria Magdalena Schwarz Spörri
77 Nathaniel Marianne Spielmann Stadelmann
78 Nicodemus Martha Spießmacher Stauffer
79 Otto Mathilde Spreng Stöckli
80 Paul Metten Stalder Stössel
81 Richard Metze Steiger Studer
82 Rudolf Ortrud Steiner Stutz
83 Rupert Philippina Stilhartz Thommen
84 Rüdiger Regina Stocker Truttmann
85 Samuel Rike Strub Vogt
86 Sebald Rosa Studer Vollmar
87 Servatius Rosamund Stürzinger Vögeli
88 Siegfried Rosina Tischmesser Walder
89 Sigismund Sabina Vogel Wartmann
90 Stephan Sara von Vilingen Wehrli
91 Theobald Sieglinde Walder Weniger
92 Theodor Sigrid Walter Wettstein
93 Tobias Silke Wegmann Weyermann
94 Ulrich Susanna Weiss Widmer
95 Volker Theodora Wicht Wipfli
96 Wendelin Theresia Winkler Wirth
97 Werner Ulrica Wirth Wyrsch
98 Wilhelm Ursula Wolf Wyss
99 Wilibald Veronica Ziegler Zollinger
00 Zacharias Wilhelmina Zimmermann Zweifel

¿À¿À¿À¿À¿ â â â ¿À¿À¿À¿À¿
General & Helvéczian Italian names
1d100 Male Female General Helvéczian
01 Adamo Adriana Abagio Alfieri
02 Agnolo Agnella Acerbi Ambrosini
03 Agostino Agnese Acordolo Ballinari
04 Alberico Albina Albarenno Balzari
05 Aldo Alessandra Albergati Barenco
06 Alessandro Alessia Albiso Beltrami
07 Alessio Annamaria Augeri Berla
08 Ambrogio Antonella Avonal Bernardi
09 Andrea Antonia Babilonio Bernasocchi
10 Angelo Aurelia Baldovinetti Bertina
11 Antonio Barbara Barba Besler
12 Armando Beatrice Barbachollo Biasca
13 Arnaldo Bella Barbamachollo Bodinoli
14 Arrigo Bianca Barbazini Bonoli
15 Arturo Camilla Barberan Bonzanigo
16 Averardo Carlotta Barbigia Borghi
17 Bartolomeo Cassandra Barozzi Borgo-Caratti
18 Bastiano Cecilia Bellego Brentini
19 Benedetto Chiara Bellini Bruga
20 Benozzo Cristina Bernasconi Bulloni

194
21 Bertino Donatella Bianchi Calanchini
22 Bindo Eleanora Bieri Capezzoli
23 Bruno Elisabetta Bondimier Carmine
24 Camillo Euphemia Buglione Cattaneo
25 Carlo Fabrizia Calandrini Cauzza
26 Cesare Federica Calbi Christofanini
27 Chimento Fiametta Calbo Cippá
28 Claudio Filippa Calderara Cusa
29 Cristoforo Flavia Caldogne Delgrande
30 Domenico Francesca Callocci Dolcini
31 Donato Franceschina Calvane Farinelli
32 Ennio Francheta Calvenzano Flori
33 Enrico Gianna Calza Gabani
34 Ercole Ginevra Canepa Galli
35 Ernesto Giovanna Contarini Ghisla
36 Fabrizio Giulia Corner Gianini
37 Fausto Giulietta Crivelli Giovanetti
38 Ferdinando Gloria da Leze Grossi
39 Fiorentino Griselda da Vigo Guglielmini
40 Francesco Helena de Abondiolis Guidi
41 Fulvio Ilaria de Accora Guidinetti
42 Gaetano Imelda de Alberinis Laffranchi
43 Gasparo Iolanda de Albiate Laffranchini
44 Giacinto Ippolita de Calis Lavizzari
45 Giacomo Isabella de Calvino Lentini
46 Giancarlo Isotta de Fidellis Leona
47 Gianfrancesco Julia de Filago Luis
48 Gianluigi Laura de Fino Lussi
49 Gilberto Lauretta de Priuli Malaguerra
50 Gioffre Letizia de Rossi Maletti
51 Giorgio Lidia Donado Mantelli
52 Giovanni Livia Falier Mariotti
53 Girolamo Lorena Farnese Martignoli
54 Giuseppe Lorenza Filiarchi Mazzucchelli
55 Guglielmo Loretta Fiolario Micheletti
56 Guido Lucia Fioravanti Minetta
57 Jacopo Lucrezia Fiorino Minotti
58 Lazzaro Luisa Fonte Molinari
59 Lodovico Madelena Foscarini Morelli
60 Lorenzo Marcella Gioffre Moretti
61 Luca Maria Giustiniani Muggiasca
62 Luciano Marietta Gradenigo Nadi
63 Luigi Marissa Grimaldi Negrini
64 Marcello Marta Grimani Odone
65 Marco Martinella Gritti Ostini
66 Mariano Melissa La Tella Pacciorini
67 Mario Monica Lanzone Palla
68 Massimo Morena Larocca Paolini
69 Matteo Morella Lonero Pedotti
70 Maurizio Nezetta Longo Pedrazzoli
71 Moreno Nina Loredan Pellanda
72 Niccolo Olimpia Luppi Pellini
73 Nunzio Olivia Marcello Peretti
74 Orlando Ornelia Marchesani Pessi
75 Ottavio Paola Marin Pini
76 Pandolfo Patrizia Mariotti Ponzio
77 Pasquale Paula Mauroceno Raspini
78 Patrizio Raffaella Mazzara Ravizza
79 Pierluigi Regina Memo Re
80 Pietro Renata Menditto Respini
81 Raimondo Roberta Mocenigo Rossi
82 Riccardo Romana Monteleone Rusconi
83 Ruggiero Rosalia Morini Sacchi
84 Sabatino Rosina Morosini Sacchi
85 Salvadore Rossella Pasqua Sartorio
86 Sebastiano Roxana Pellitteri Scarpellini
87 Sergio Sandra Porzio Scolari
88 Sigismondo Serafina Querini Snozzi

195
89 Silvestro Sibilla Riccoboni Solari
90 Silvio Silvia Roncone Taddei
91 Spinello Simona Rosso Taragnoli
92 Stefano Simonetta Scalera Tatti
93 Stoldo Sophia Spizega Tognacca
94 Taddeo Stella Tessitore Tonini
95 Tommaso Valentina Trevisan Traversi
96 Ubaldo Valeria Vellucci Valentini
97 Uberto Verona Vetrone Vanazzi
98 Ugo Veronica Vitelli Varrone
99 Umberto Vincenza Zambrano Zanetti
00 Virgilio Vittoria Zorzi Zanini

¿À¿À¿À¿À¿ â â â ¿À¿À¿À¿À¿
General & Helvéczian French names
1d100 Male Female German Helvéczian
01 Adenet Adele Favre Ausset
02 Agénor Agathe Affré Béchet
03 Allain Agnes Allard Béranger
04 Ambrose Alice Allemand Bérard
05 Anselme Amélie Arceneaux Berdez
06 Arnalt Angélique Astier Blanchenay
07 Aubin Anne Bacque Blanchet
08 Bénoist Anne-Marie Badeux Boisot
09 Bernard Annes Barbet Borel
10 Bertin Annette Baudet Borgeaud
11 Blaise Arlette Beaumont Bossy
12 Bossu Aurélie Beauregard Bressenel
13 Cédric Béatrice Berger Bridel
14 Charles Belle Besnard Burnat
15 Claude Belsant Bittencourt Carrard
16 Clément Benedicta Blouet Chastellain
17 Denis Bénédicte Boissieu Chauvet
18 Drouet Bertha Bonhomme Chevallier
19 Edmond Blanche Bossuet Conod
20 Édouard Blanchefleur Boulet Correvon
21 Ernault Brigitte Bourcier Creux
22 Étienne Camille Bourgeois Cuénoud
23 Fabrice Cecilia Brazier Daccord
24 Felix Céline Bruneau de Blonay
25 Fernand Charlotte Carpentier de Bons
26 Floquart Christine Carré de Cerjat
27 Francois Claire Chapelle de Coppet
28 Frédéric Clara Choffard de Crousaz
29 Gaspard Claricia Clérisseau de Dompierre
30 Gaston Clémence Cochin de Joffrey
31 Gaultier Colette Cormier de la Harpe
32 Gérard Danielle Cortot de Loys
33 Gerome Delphine Coupain de Morsier
34 Gilbert Dominique Courbet de Roguin
35 Gilet Dorothée Crépin Delajoux
36 Gilles Édith Cuvier Delavigne
37 Guibert Eleanor D'Amboise Delisle
38 Guieffroy Éliane de Périgon Despland
39 Guillaume Elisabeth de Venteillon Destraz
40 Guiot Élodie De Verley Doxat
41 Guy Emma De Villepin Duplessis
42 Heliot Eugénie Delannoy Dupuget
43 Hiérome Eva Delaplace Duthon
44 Hilaire Éve des Lys Duvoisin
45 Honoré Fleurette Dimont Fatio
46 Huget Florine Droz Favrat
47 Hugh Francoise du Marais Fevot
48 Hughes Geneviéve Duchemin Fraisse
49 Hugo Géraldine Fouché Gantin
50 Huguet Gillota Gachet Gaudard

196
51 Imbert Giselle Gérin Gendroz
52 Jacob Gisla Girardot Gilliard
53 Jacques Godelina Gounelle Grivel
54 Jacquet Helena Granet Groux
55 Jaquemin Heloise Granier Guex
56 Jean Hermine Grenier Henrioud
57 Jean-XX Isabel Jacquier Hugonnet
58 Jean-XX Jaqueline Jeannin Husson
59 Jean-XX Jeanne Kléber La Salle
60 Jean-XX Jeannette Lafaille Lambert
61 Jehan Joëlle Laffitte Leresche
62 Julien Jolene Lalande Maillard
63 Justin Julie Lavaud Mandrot
64 Lazare Juliette Lazard Marcuard
65 Lothaire Justine le Chaudronnier Maret
66 Louis Leonore le Morve Masset
67 Loys Lucie Lecocq Mercier
68 Luc Madelaine Leroux Michod
69 Marc Manon Levasseur Monnerat
70 Marcel Marceline Lévesque Monneron
71 Mathelot Margot Levett Monnier
72 Mathieu Marianne Loup Morel
73 Maximillien Marie Maspier Muret
74 Médard Marie-Claude Masson Ney
75 Michel Marine Mauvaissoir Nicollier
76 Nicolaus Maryse Mazzal Panchaud
77 Octave Matildis Ménétries Papon
78 Odo Michelle Messier Paschoud
79 Olivier Monique Moitessier Penel
80 Pascal Noémie Morand Péneveyre
81 Patrick Odette Piaget Perret
82 Paul Odile Picard Peytrignet
83 Perrin Paulette Poussin Pilloud
84 Philippe Pauline Quint Reboul
85 Pierre Renée Renier Régis
86 Raoul Sabine Renou Rosset
87 Rémy Sévérine Rochette Rossier
88 René Simone Rossignol Roulet
89 Reynard Stéphanie Rouanet Savary
90 Richart Suzanne Rouzet Sordet
91 Robert Sylvie Saint-Méran Specht
92 Rogier Thérése Saint-Yves Taillens
93 Roland Valérie Seyrés Tapernoux
94 Simon Véronique Thévenet Tarin
95 Stéphane Violette Thibault Tornier
96 Theophile Vivienne Toussaint Trincard
97 Victor Ysoude Trintignant Villard
98 Vincent Yvette Vaugrenard Villommet
99 Yves Yvonne Vérany Vulliemin
00 Yvonnet Zoé Villefort Willommet

197
Index
Ability scores ..................................................16 experience points (XP) ................................. 20
determining ................................................. 17 level advancement ........................................ 37
modifiers ..................................................... 17 levels ......................................................... 20
Adventures ................................................... 122 protégés .................................................... 110
design principles ......................................... 122 sixth-level characters.................................... 110
diabolical plans ............................................ 131 starting level ............................................... 20
downtime complications................................191 Game rules
dungeons ................................................... 127 and gamemastering ...................................... 118
episodic..................................................... 130 Helvéczia’s design principles ........................... 13
example .................................. 124, 127, 131, 140 scope ..................................................... 6, 118
hex-crawl .................................................. 124 Gamemastering .............................................. 114
in actual play ............................................. 122 choices and consequences ........................116, 117
journeys .................................................... 123 descriptions................................................ 114
Mittelmarch............................................... 129 dialogue techniques ..................................... 119
point-crawl ................................................ 123 improvisation ............................................. 116
villages and towns ....................................... 128 picaresque style ............................................ 11
wilderness.................................................. 123 strict time records ........................................115
wilderness locations ..................................... 188 Guilds ........................................................... 62
Armour Class (AC) ..........................................30 Helvéczia
Calendar, use of ..............................................115 and other lands ........................................... 101
Checks cantons.............................................. 89, 91, 92
counterchecks ..................................... 8, 26, 46 concept ........................................................ 7
definition ..................................................... 8 description.................................................. 88
Difficulty Class (DC) ................................ 8, 26 Hirelings ........................................................35
examples ...................................................... 8 Hit points (Hp) ................................................30
in gamemastering ........................................ 106 initial ..........................................................30
skill checks ................................................. 26 optional rules .............................................. 111
success and failure ....................................... 108 recovery................................................ 24, 30
Classes........................................................... 20 Magic........................................................52, 57
cleric ..........................................................23 and virtue .............................................. 23, 24
fighter......................................................... 21 clerical ........................................................53
multiple classes ............................................ 25 doctorate .................................................... 24
student ....................................................... 24 exorcism .................................................... 24
vagabond .................................................... 22 in combat ................................................... 47
Coinage ..........................................................32 relics ......................................................... 177
Combat ......................................................... 44 student....................................................... 54
attacks .............................................. 21, 30, 45 table of wondrous items ............................... 183
between large armies .................................... 49 types ......................................................... 52
combat checks (CC)...................................... 46 untrained use ......................................... 54, 56
example...................................................... 47 Wondrous items ......................................... 175
initiative ..................................................... 45 Measurements ................................................ 60
mounted..................................................... 49 Miraculous escapes
non-lethal ................................................... 45 by sheer luck............................................... 62
procedures .................................................. 45 with the Devil's Bible ................................... 58
siege .......................................................... 50 with the Holy Bible ..................................... 58
special cases ................................................ 49 Monsters ...................................................... 147
Dice ................................................................ 8 descriptions........................................... 163–68
Eidgenossenschaft ............................................ 88 statistics..................................................... 147
Equipment ......................................................32 variations ................................................... 148
armour ................................................... 33, 34 Non-Player Characters
encumbrance ................................................32 adventuring companies ................................. 173
miscellaneous ............................................... 35 level ......................................................... 172
starting........................................................32 statistics (example) ...................................... 170
weapons ................................................. 33, 34 People ............................................................ 18
Experience.................................................... 109 Picaresque stories ............................................. 11
commoners ................................................ 109 Player characters
example .....................................................110 advancement table .........................................21

198
creation.......................................................16 clerical ....................................................... 23
definition ..................................................... 6 doctorate .................................................... 25
example ......................................................37 learning .................................................. 53, 55
Poisons .......................................................... 111 material components..................................... 55
Random encounters number ............................................. 17, 21, 24
tables ........................................................ 172 sources .............................................. 53, 55, 56
usage ........................................................ 125 spellbooks ...............................................25, 55
Random tables ............................................... 185 student....................................................... 25
Role-playing games Survival ......................................................... 111
campaign ...................................................... 7 Traps ........................................................... 112
definition ..................................................... 6 Travel
example of play........................ 9, 47, 54, 56, 110 camping..................................................... 126
Helvéczia’s design principles ........................... 13 distances ......................................................61
recommended equipment ................................ 8 hospices ...................................................... 62
sources of inspiration.................................... 14 in Helvéczia................................................ 90
Saving throws ............................................. 21, 30 random encounters ...................................... 125
example ......................................................30 stagecoaches .................................................61
temptation .................................................. 41 travel passes..................................................61
types ..........................................................30 weather ..................................................... 126
Secondary values..............................................30 Treasures...................................................... 175
Skills ............................................................. 26 random tables ............................................. 183
catalogue .................................................... 27 Virtue
crafts .................................................... 28, 62 and magic .............................................. 23, 24
number and value......................................... 26 catalogue of sins, the .................................... 40
sciences ...................................................... 28 consequences............................................... 40
scope ......................................................... 26 definition ....................................................39
untrained use .............................................. 26 godless Calvinism ......................................... 42
Spells ............................................................ 64 Jewish ................................................... 19, 42
bonus ...................................... 17, 24, 25, 53, 56 recovery..................................................... 41
catalogue .................................................... 64 temptation .................................................. 41

199
Legal Appendix
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uted to the Open Game License by the Contributor; (g) "Use", "Used"
or "Using" means to use, Distribute, copy, edit, format, modify, trans- Open Game License v 1.0a Copyright 2000, Wizards of the
late and otherwise create Derivative Material of Open Game Content; Coast, Inc.
(h) "You" or "Your" means the licensee in terms of this agreement. System Reference Document Copyright 2003, Wizards of the
2. The License: This License applies to any Open Game Content that Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Wil-
contains a notice indicating that the Open Game Content may only be liams, based on original material by E. Gary Gygax and Dave
Used under and in terms of this License. You must affix such a notice Arneson.
to any Open Game Content that you Use. No terms may be added to
or subtracted from this License except as described by the License
Helvéczia: Picaresque Role-Playing Game Copyright 2021 by
Gábor Lux. All rights reserved.

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200
~ Helvéczia character sheet ~
name, level, people, class +1 atk. – +1 save
~ Saving throws~
Abil. +/– Base Bonus
Strength: [ ] Initiative: Bravery: =[ ] +[ ]
Dexterity: [ ] AC: Deftness: =[ ] +[ ]
Constitution: [ ] Temptation: =[ ] +[ ]
Intelligence: [ ] Hp: Virtue:
Wisdom: [ ]
Charisma: [ ]
~Combat~ ~Special abilities~
Total Base Bonus
Mêlée =[ ] +[ ]
Ranged =[ ] +[ ]

~Skills~
Total Base Bonus Total Base Bonus
=[ ] +[ ] =[ ] +[ ]
=[ ] +[ ] =[ ] +[ ]
=[ ] +[ ] =[ ] +[ ]
=[ ] +[ ] =[ ] +[ ]
=[ ] +[ ] =[ ] +[ ]
~Experience~ ~Wealth~
Xp: Thaler Pfennig Groschen

Next level:
~Equipment~
Worn Carried Mount

201
~Notes~

~Catalogue of sins~

202
~Magic~
~ Memorised spells ~ Cost of material components
Szint 1 2 3 Bónusz ____ Raw materi- Completed
1. 1 03 –11 nincs Level
als component
2. 2 12 –14 1
3. 2 1 _ 15 –17 1/1
1. 5 sp 15 sp
4. 3 2 18 1/1/1 2. 15 sp 5 gp
5. 3 2 1 3. 5 gp 15 gp
6. 3 3 2 One attempt creates 1d3+level/3 doses’ or
uses’ worth of material components.
Shorth: a few steps, in the same chamber
Medium: in a yard or hall’s oppositee corner
Long: within seeing and hearning distance
~Spells~
Name Level Range Duration Area

Component or
known locations

Component or
known locations

Component or
known locations

Component or
known locations

Component or
known locations

203
~Spells~
Name Level Range Duration Area

Component or
known locations

Component or
known locations

Component or
known locations

Component or
known locations

Component or
known locations

Component or
known locations

Component or
known locations

204
Helvéczia
picaresque fantasy role-playing game
by Gabor Lux

enture into a rugged land of stamp-sized, steadfastly


independent petty states, populated with robber
bands, pious clergymen, wig-wearing philistines,
adventurous countesses, and wily cheats: the
cantons of Helvéczia, a territory of forbidding mountain
ranges and endless forests betwixt rival empires.
Here we find the whole cavalcade of the age: foreign agents
planning conquest, secret societies agitating for liberty and
equality, and Heaven and Hell involved in a struggle over
the souls of men! Join the Devil at his table in a roadside inn,
dodge giant owls nesting in ruined towers, hold your own
against hardened mercenaries and proud farmers in games
of wit and steel, and explore hidden valleys and obscure
monasteries where only the brave tread. It is just like in real
life ~ only even more so.

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