0% found this document useful (0 votes)
56 views114 pages

Chains of Gaelia - Quickstart Guide (ENG)

Chains of Gaelia is a Dark Fantasy role-playing game where players, guided by a narrator, explore a dangerous world filled with beasts and magic. The document outlines various character classes, combat styles, spells, equipment, and the lore of the game's universe, including the roles of the White and Black Progeny, gods, and the concept of Karma. It also introduces a starter campaign set in the village of Vergessen within the Central Empire.

Uploaded by

Marcherève
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
56 views114 pages

Chains of Gaelia - Quickstart Guide (ENG)

Chains of Gaelia is a Dark Fantasy role-playing game where players, guided by a narrator, explore a dangerous world filled with beasts and magic. The document outlines various character classes, combat styles, spells, equipment, and the lore of the game's universe, including the roles of the White and Black Progeny, gods, and the concept of Karma. It also introduces a starter campaign set in the village of Vergessen within the Central Empire.

Uploaded by

Marcherève
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 114

CHARACTER INDEX

CLASSES
Choosing a Class 19

Beast Hunter 21

Knight 23

Rogue 25
THE GAME
White Mage 27

Occultist 29 EXPLORATION
Ability Checks 49
CHARACTERISTICS Resting 49

Primary 31 Karma 49

Secondary 31 Catastrophic Metamorphosis 50

Lucky Tarots 32 Ascension 50

Traits 34 Temporary Madness 51

COMBAT COMBAT
STYLES Movement 52

Choosing a Style 37 Activations 52

Sword & Shield 38 Actions 53

Dual Wielding 39 Reactions 54

Two Handed Weapon 40 Conditions 55

Single Weapon 41 Special Properties and Abilities 56

Projectile Weapons 42 Size 57

Firearms 43 Cover 57

Sword & Pistol 44 Dying 57


SPELLS BESTIARY
& EQUIPMENT The Dangers of Gaelia 79

Monsters and Activations 79


SPELLS
The Beasts' Behavior 79
Magic 61 Lesser Shadow 80
Special Enchanted Dart 61 Warrior Shadow 81
White Magic 61 Screaming Shadow 82
Black Magic 64 Pestilential Shadow 83

Collective Shadow 84

EQUIPMENT Orc 85

Zombie 86
Weight and Prices 68
Skeleton 87
Starting Equipment 68
Spectre 88
Items 68
Giant Rat 89

Raven Man 90
WEAPONS Werewolf 91
Damage 71

Range 71

One Handed Weapons 71 STARTER


Two Handed Weapons 72 CAMPAIGN
Projectile Weapons 72
A Squeaker Darkly 95
Firearms 73
Maps 101
Armor 74
Interest Points 102
Shields 74
Dramatis Personae 104
INTRODUCTION
WELCOME TO GAELIA GEISTFLUX & MAGIC
Chains of Gaelia is a Dark Fantasy role-playing game. Within the buried bones of the dead ferments an unsta-
Together with your friends, thanks to a narrator called ble substance charged with magical energy, referred to
the Master, you will defeat Beasts, uncover secrets and as Arcanium by ancient scholars, Geistflux by the engi-
face frightening monsters in a dark and mysterious neers of the Central Empire, and Blood of the Primeval
world. All you need to play the game is a 10 sided die for by some secret heretical cults. A bright blue liquid creat-
each player (also abbreviated as d10), a board divided ed by the condensed vapours of Man's souls, Geistflux
into squares (useful for a more strategic take on combat, flows through the depths of Gaelia, creating all sorts of
but not necessary) and, most of all, your imagination! anomalies in the places where it pools. It is not uncom-
mon for the coal mines of the Central Empire to fall into
In a role-playing game, the Master describes a world disarray after the essence of death begins to flow through
and tells a story, in which the characters controlled by the tunnels, generated by the coalescence of the venge-
the players (Player Characters, or PC) will be able to ful spirits of dead miners underground. Geistflux has
interact freely with Non-Player Characters (NPCs, the power to animate natural elements, reverse gravity
managed by the Master), with the setting, and with each and distort time.
other. A group of player characters is called a party. Gae- The invisible lines that connect sources of Flux, be they
lia is a strange, dark and dangerous world, abandoned outside or inside one’s mortal body, have been studied
by the Primeval, its creator, and left in the hands of his throughout the ages and partially harnessed by hu-
six children, the White Progeny and Black Progeny. The mans: this is the art of Magic.
cities of men are the last bastions against the hordes of
the Beasts, humans corrupted by darkness, who roam
outside the walls, in the so-called Beyond. Gaelia is lit
by a sun and two moons: a larger, blue one called Segde, THE DOMAIN OF MAN
and a smaller, blood-red one called Ghaab. Since Gaelia
is such an inhospitable land most of its territory is unex- The major states of Gaelia all follow the cult of the
plored, but scholars agree that it is most likely flat. White Progeny and are subject to the Council of Thirty,
an oligarchy consisting of thirty notables. Each country
brings to these two pillars small variations dictated by
the cultural bearing of different peoples, sometimes
BEASTS & KARMA causing tensions and insults hissed through gritted
teeth, creating fertile ground for conflicts between hu-
Across Gaelia, wide moors and dense forests are invad- man states to spread. These wars are rare and frowned
ed by hordes of staggering creatures whose eyes reflect upon, as pointing one’s blade towards a fellow man
a melancholic memory of their lost humanity. leaves the Beasts a chance to stab them in the back.

Beasts are the product of a harrowing process of trans- The introductory campaign at the end of this document
formation, and a slow fall into corruption and depravi- takes place in Vergessen, a village in the Central Em-
ty. When committing evil acts, the soul of men are bur- pire, the largest and most flourishing human reign in all
dened with guilt, represented by black Karma cards, of Gaelia. Its capital is the majestic city of Heigarde, re-
taken from the deck of major arcana. Once their Karma nowned for its huge towers and fortified walls, and
becomes too dark for their mortal bodies to sustain, blessed home of the Order of the Undying Sun. This
their minds fill up with the malicious whispers of the governmental, theocratic organization is based on a
Black Progeny, and they begin turning into Shadows, Council of fifteen priests and fifteen knights, with the
and then into more hideous and dangerous Beasts. highest ranking knight and priest being referred to as
the Shield Bearer and the Hierophant respectively.
On the other hand, the pious and saintly, as well as the
zealots, can accrue white Karma cards, and walk a path At present, the role of Shield Bearer is held by Siegfried
towards the ascension to the heavens, and the transfor- the Grey, and that of Hierophant by Jeremiah Yargul the
mation into bright, shining angels. Benevolent. May they reign eternally.
THE GODS
The white progeny the deities of the Central Empire have an age, and
therefore are not eternal, led to the excommunication
The benign offspring of the Primeval resides in the leg- and arrest of all so-called Caducous Thinkers.
endary city whose name has been forgotten, founded by
their lost Father. From the heights of their divine reign
they bless and protect the people of Gaelia. The three Wyrr: The Dreamer is the most enigmatic of the three
brothers represent the three characteristics common to all brothers. It is said that after the disappearance of the
pious followers of the Undying Sun: compassion, strength Primeval, having completed the climb up to the Name-
and curiosity. In exchange of their blessings, humans de- less City, Wyrr fell into a deep sleep, and dreamed ter-
vote themselves to the worship of the White Progeny, rible and forbidden things. When he awoke, he tried to
erecting Statues and Cities in their name. Without the explain his visions to his brothers, but they refused to
help of the divine, how could man defend himself against believe him.
the onslaught of Beasts? For this reason Wyrr is now said to walk a strange path
along the boundary between good and evil, and his
The Mother: The beloved daughter of the Primeval, cult, represented by the mysterious Sect of the Sleep-
worshipped by all men, she represents purity and can- ers, has been outlawed in all the cities of man, after
dor, courage and hope. She is often depicted raising a many condemnations by the Order of the Undying
lantern, banishing Shadows and darkness. A symbol of Sun. Nevertheless, with the development of Geistflux
innocence and hope, the Mother welcomes into her technologies and thus a social class of academics and
womb every single human being who inhabits Gaelia, scholars, a moderate reverence of the dreamer god as
and because of this she is undoubtedly the most re- the representative of the wise and creative is slowly
vered of the White Progeny. This does not come as a coming back into the light: his effigy on the central
surprise: to be children of the Primeval is in a sense to stained-glass window of Heigarde Cathedral was re-
be children of the Mother, to be protected by her be- stored during the Third Era, although his faithful are
nevolent gaze, to be loved by a primordial and time- still viewed with distrust by older worshippers.
less love. Those who travel the Beyond often see the
Mother's kind eyes peering at them from stone busts The Black Progeny
covered in moss, soil and congealed blood. The most
faithful pilgrims traverse the Beast-laden forests with The evil sons of the Primeval rest scattered across Gaelia,
these heavy icons on their backs, hoping they will whispering of unimaginable sins to the fragile humans
bring relief to future travelers. The most charitable of who inhabit it. Their cyclopean shadows shape the real,
the faithful are the first to die when night falls. and their abominable thoughts twist the metaphysical
world and the lives of their subjects. Their dissonant whis-
Rainulf: Sacred Protector of the City of the Brazen pers get louder during the night, and in the darkest of cor-
Spires, Rainulf is the patron saint of warriors and all ners. After all, what is a man, if not the fruit of his fears?
those who uphold law and justice. His cult is the sec-
ond most widespread after that of the Mother. Not ev- Chuur, Father of the Giants: "In the depths of Earth
eryone has the courage to vow to Rainulf: some argue the great Chuur sleeps dreaming, forgotten by Time.
that the grim gaze with which he observes the faithful He sees the threads of future, present and past: he is
from the majestic stained glass windows of the Cathe- wrapped in the fabric of fate." This is how the god
dral of the Undying Sun does not lend itself well to Chuur is described in a passage penned by Roderick
prayer. the Pious. Forefather of the line of Giants, he dreams
of mysterious events, buried deep beneath a distant
Well, faith in Rainulf involves a strict moral code, a mountain. From him come the blind tribes of the
predisposition to discipline, and a life of battles and Orcs: cruel, eyeless Beasts borne of the most violent of
sacrifices. Rainulf's followers walk the Way of the War- human criminals, and from which come the sadistic
rior. In one hand they bear the shield, to protect the Ogres and the treacherous Trolls. He is worshipped in
righteous; in the other they grip the sword, to punish the solemn rites of the Giants, humanoids as large as
the wicked. The role of the Shield Bearer, the knight mountains who live in communities organized simi-
who protects the life of the Hierophant, is naturally larly to those of humans far in the Great North, be-
inspired by Rainulf's role towards the Mother and, to a yond the Northern Ocean. The lineage of Chuur gath-
lesser extent, towards his lost brother Wyrr. An infa- ers in screaming hordes that rage across the Beyond,
mous current of thought prevalent among representa- and on dark moonless nights, far from the benevolent
tives of the Inquisition during the Third Age firmly light of the Mother, they celebrate orgies of violence in
held that Rainulf was the eldest of the three brothers the caves of Gaelia. In the joy of these senseless blood-
who made up the White Progeny: the insinuation that baths, Chuur gives his children visions of the future.
Nayle, the Grim Reaper: By nature Man fears death,
and often, during difficult times, he begs for its mercy. AVATARS
One day now past, Death replied to a desperate prayer,
and made its faithfuls immune to its scythe. The Avatars are the physical manifestations of the White
Before the beginning of the First Era, during a very Progeny on the land of Gaelia; they are immensely pow-
severe famine, a strange malady struck a small and erful, mysterious, perhaps immortal. The only fact that is
now forgotten village on the eastern borders of the certain is that they do not appreciate the proximity of hu-
Empire. Its citizens, close to death from malnutrition, mans, no matter how desperately the faithful yearn for
remarkably survived. them. It is impossible to know for certain why they seem
Gaunt, hollowed-out, pale as corpses they wandered so demure. Some scholars say that the ineffable nature of
staggering through the village in search of a meager the gods is not compatible with that of wretched mortals..
slice of bread, until a handful of pragmatically minded
farmers found the simplest of solutions. They dug up The Priestess: The Avatar of the Mother, the Priestess
the corpses of their loved ones from the cemetery, har- is the leading figure of the many Churches of Gaelia.
vested and ingested them, and, when the dead proved She lives in the highest tower of a gigantic and won-
not to be enough, they began eating each other. Broth- derful cathedral lost in the Beyond, protected by an
er bit brother, mothers devoured their children: un- order of silent knights. It is said that twelve young girls
able to resist the Hunger, but aware of their horren- are led here once a year to perform the rites necessary
dous sins, weeping and pining they attacked to maintain the health and prosperity of the Church.
neighboring villages, transmitting the disease and The Priestess sometimes shows herself to the brave ad-
swelling the ranks of the huge mass we now call the venturers who manage to find her, and she is said to
Legion of the Undead. Nayle is said to manifest as the have the face of a different beautiful maiden each time.
ethereal will of the legion, but some survivors of the In order for a knight to become Shield Bearer, they
undead's atrocious assaults claim to have seen a gar- must travel the Beyond alone, find the cathedral, and
gantuan floating figure covered in a huge black cloth, return alive, with a sign of her blessing. It is said that
floating at the head of the horde. those who survive this journey are forever changed by
it, and that even the most bold of knights become qui-
et and grim. Hidden in the forest lies a beauty for
Grakku, Mother of Shadpws: Since the dawn of time which there are no words.
every source of light has been followed to at least one
spot of darkness: as this happens on the land of Gaelia, Roghad, the Tower: Roghad, Rainulf's avatar, silent
so it happens in the mind of every human. and covered from head to toe in huge armor, accompa-
nied the Priestess in the First Age, before she took up
It is said that when a man forgets their own humanity, residence in the Cathedral. Roghad has not been sight-
then they are surrounded by their own shadow, like a ed since the beginning of the First Age, when he disap-
cocoon. From the darkness they will hear the raucous peared after a confrontation with Leukos the Albino
whispers of Grakku, who promises a secret joy, be- Dragon. The Priestess' grief was such that her screams
yond any limit. Seduced by the Voice, they will crawl shattered the front window of the then newly complet-
through a frigid and scaly womb, and be reborn as a ed Cathedral of the Undying Sun in Heigarde, before
Shadow. The transformation into Shadow is the first fleeing to the Beyond where she still resides today.
step on the dark path of metamorphosis into Beast, The window is yet to be fixed.
and the kind of Shadow the traitor turns into depends
on the vices they indulged in during their mortal life.
Maaleth, He who Dreams: The dreamer has always
Although Grakku is the mother of most Beasts, her fa- been an enigma. Wyrr's avatar has never been listed in
vorite children are those of Reptilian lineage. Her cre- any of the Church's canonical records. Despite this,
ations are slimy and venomous: Snake-men, Basilisks, Gaelian folk legends, passed down orally for genera-
Wyverns, the legendary Dragons, whose figures used tions, often speak of a wise traveller with the gift of
to darken the sky, and the Lindwurms, whose slither- prescience. The name and appearance of this wander-
ing shakes mountains. Infinitely distant from the er change from region to region, of course, but they
blessed warmth of the Mother and from the bright lan- have in common the stories told by this wayfarer,
tern of human thought, the blood of Grakku’s servants which speak of keys and locks, of open and closed
is as cold as ice. gates, of whispers received in dreams.
Pestilence: Pestilence is a gaunt being, his face cov-
DEMONS ered by an eerie mask with a long beak. Cockroaches,
scorpions, worms and other filthy crawlers are his ser-
The oldest and most violent Beasts hope to one day be- vants. He is in charge of spreading the Hunger across
come demons, the most fearsome followers of the Dark Gaelia, thus procuring new recruits for the Undead
Progeny. Ancient and frighteningly similar to their pa- Army.
trons, demons lead hosts of lesser Beasts against the lands
of Man, and strike fear into the hearts of the bravest and Famine: The most mysterious of the Four Lieutenants,
the most faithful. Famine has never been seen by a human being who
has not gone mad shortly after. Some describe her as a
Giants, children of Chuur: The giants are a species of maiden in a white robe, others as a huge ravenous rat,
huge humanoid creatures between twenty and thirty others still as a luminous orb, wrapped in bloodstained
meters tall. They live in a complex society, organized fabric: all agree, however, that where Famine passes,
into castes. The somatic characteristics of each giant everything begins to rot. The appearance of Famine is
are defined by their social role, so the priests tend to be always a sign of the imminent arrival of the Legion.
more slender and clever than the warriors, who are
thick bundles of muscle covered in blackened steel ar- I Draghi, stirpe di Grakku: Dragons are huge reptilian
mor. They are led by a council of thirty, similar to the creatures. Their physiognomy can vary drastically, from
one residing in Heigarde. Fifteen giant knights accom- terrifying armored serpents called Lindwurms to fear-
pany fifteen priests, headed by the Hierophant Darius some many-headed Hydras to flying reptiles with bat-
and his bodyguard Grendel the Butcher. Thanks to like wings. They are creatures emanated from Grakku's
rough translations of historiographical texts, obtained womb and form her honor guard of demons. They are
after some victories against their race, we know that some of the most dangerous creatures in all of Gaelia,
they live in a City across the Northern Ocean named second only to the oldest abominations, such as Thana-
R'elympia, Elympum or Elohympia, depending on the tos or the Ouroboros. They are dangerously intelligent
translations. R'Elympia stands on the slopes of the Sa- and armed with extraordinary magical abilities.
cred Mountain under which Chuur is said to rest, and
is completely dedicated to his worship. The city is seen Because of this frightening power, however, they are
by the hosts of Orcs and all the lesser giants as the also terribly arrogant creatures, and it was this arro-
promised land, and the end of the path of transforma- gance of theirs that gave cause to an event known as the
tion they have begun, passing from Orc to Troll to Ti- Great Schism. Before the First Age began, the Dragons
tan. The blind chosen of the sleeping father wander in separated into two groups, that of the so-called Perfect
silence to the Sacred Mountain. Dragons, who are loyal to Grakku and share her domin-
ion over darkness and Shadows, and the Lone Dragons
The Four Horsemen, Lieutenants of the Legion: At who, driven by an unstoppable need for independence,
the head of the Legion of the Undead four grim figures severed their ties with the Mother of Shadows and
ride on deformed steeds. The first to give themselves spread throughout Gaelia. Independence, however,
up to the Hunger during an ancient famine, they have comes at a cost.
since been blessed by their patron Naylè with unimag-
inable powers. Indeed, the loss of the ancestral bond with their horrid
Mother has caused Lone Dragons to lose their immor-
War: War leads the hosts of the Tomb Wardens. No tality. In the rare case that a host of heroes succeeds in
one has ever seen what lies beneath the visor of his ending the life of a Lone Dragon, there is no way for it
helmet, and in battle he is followed by hordes of war to return to roam the land of Gaelia.
hounds infected by the Hunger. The passage of his
heavily armored soldiers makes the ground quake. For Perfect Dragons, however, death is only a passing
The weapons of choice for these skeletal warriors con- state. When one of these demons is defeated, after its
sist of obsidian blades grafted onto handles made of memory is lost, its ancient bones travel to Kur'muz,
freshly harvested vertebral columns. where its spirit is rekindled. Here its body begins to re-
generate slowly, in a process that lasts several centuries.
Death: As frightening as she is fascinating, Death is
one of the most powerful witches in Gaelia. During the When the massive Beast finally regains its strength, it
Legion’s assaults, her arrival is preceded by hordes of takes flight and crosses the boundary between the meta-
adoring ghouls, ready to sacrifice themselves for their physical and the physical, escaping death from huge
creator. After her passage, nothing remains but corps- chasms that dot Gaelia, craters known as the Eternal
es covered with swarms of flies and flocks of crows. Tombs.
Chapter
N.01
Character creation
19

PLAYABLE CLASSES
their primary and secondary characteristics, which rep-
resent their physical and mental capabilities. Next, it is
CHOOSING A CLASS necessary to choose their Class, which is the role the
character will take in the world.
The playable character is the protagonist in the stories The Class chosen this way gives the character an exten-
of Chains of Gaelia. The player interacts with the world sive list of traits to choose from, which are a myriad of
and its inhabitants through their character, who during abilities that the character can unlock as they level up:
their adventures will become increasingly powerful and from combat techniques to arcane knowledge to keen
capable of defending themselves against the countless senses and infallible rhetoric. There are also traits acces-
dangers that populate Gaelia. A character is defined by sible to all classes, called Universal Traits.

BEAST HUNTER for this Class are usually DEX and WIT, for agile and cun-
ning thugs. Thieves typically defend themselves with
This Class represents the sworn enemies of every Beast, the Single Weapon Combat Style for charming duelists,
individuals who have devoted their entire existence to or Dual Wielding for those who rely on quantity over
extinguishing the vile servants of the Black Progeny. It quality. Thieves are skilled at hiding in shadows, lying,
is well suited to represent explorers of the Beyond, folk robbing unsuspecting bystanders, and picking locks.
heroes, and religious zealots obsessed with the monsters
lurking in the night. The most important characteristics
for this Class are usually DEX and CON, for agile and ro- WHITE MAGE
bust fighters.The Combat Style typically used by Beast
Hunters is Sword and Pistol, but this Class is extremely This Class represents spellcasters capable of harnessing
versatile, and can use every Combat Style in Gaelia. It is the power of White Magic to help others. It is well suited
possible to encounter Beast Hunters shooting Firearms to represent altruistic priests of the Undying Sun, schol-
such as muskets and arquebuses, or carrying heavy me- ars with a passion for the supernatural, or wandering
lee weapons based on STR instead of DEX. Beast Hunters folk healers. The most important characteristics for this
are also particularly skilled in studying, tracking and Class are usually WLP and WIT, for steadfast and learned
understanding the behavior of Beasts. spellcasters.

Mages in Gaelia typically forgo weapons, relying instead


KNIGHT on Enchanted Darts and spells to defend themselves,
even though the only thing preventing a White Mage
This Class represents warriors clad in heavy armor from wielding an axe is their lack of training. White
to protect themselves and their allies, trading ease of Mages are also skilled in healing, calming and encour-
movement for defense and resilience. It is well suited to aging the wounded and the insane.
represent soldiers of the Undying Sun, bodyguards of a
wealthy merchant, or other experts in the art of combat.
The most important characteristics for this Class are OCCULTIST
usually CON and STR, for valiant and resilient warriors.
The Combat Styles typically used by Knights are Sword This Class represents scholars of forbidden sciences,
and Shield and Two Handed Weapons. Some unortho- with control over the dangerous Black Magic. Their
dox Knights from the distant Turuq Desert Dual Wield fearsome spells are intended to injure and weaken. It is
their weapons, typically sabers, relying on DEX instead suitable for representing mad sorcerers, obsessive alche-
of STR. mists and cursed artists. The most important character-
istics for this Class are usually WLP and WIT, for power-
ful and studious spellcasters.
ROGUE
Mages in Gaelia typically forgo weapons, relying instead
This Class represents stealthy and ambiguous individ- on Enchanted Darts and spells to defend themselves,
uals who hide in the shadows in order to accomplish even though the only thing preventing an Occultist
much more than they could in broad daylight. It is well from brandishing a hammer is their lack of training.
suited to represent traveling swindlers, shady nobles, or Occultists are also skilled in harnessing madness, both
humble cutpurses. The most important characteristics their own and that of others.
21

BEAST HUNTER
Some are moved by divine wrath, others by a thirst In the fury with which he pierces and assaults his oppo-
for vengeance, the only thing certain is that all Beast nent, the hunter sees himself in the Beast, and the Beast
Hunters are devoted to the eternal fight against the in the hunter. Faced with this macabre dance, in which
horrendous servants of the Cursed Offspring. blood flows like wine, it is easy to fall into error, and to
Versatile and experienced fighters, they are known to think that the hunter is as monstrous as his prey. Let us
use all kinds of weapons, and are even able to blend therefore recall the words of Roderick the Pious.
the elegance of the blade with the destructive power "The Fury of Man Gutting the Beast is more pure than
of gunpowder. a mother's love for her child."

CLASS TRAIT: Purify the Impure. From the "Children’s Proverbs" distributed by the Order of
INITIAL TRAITS: Purify the Impure, a Combat Style of the Undying Sun.
the player's choice.

trait description

Class trait:
You get a +1 bonus on Rolls to Hit against Beasts.
purify the impure

combat style: You are able to use Sword & Pistol and gain access to the Sword &
sword and pistol Pistol Trait List.

You get a Combat Style of your choice. You can take this trait multiple
combat style
times, choosing a different Combat Style each time.

Acute Senses You get a +1 bonus to WIT rolls based on the senses of smell and hearing.

light armor You are able to wear light armor.

You get a +1 bonus to WIT rolls for knowing habits, resistances and abilities
monster expert
of Beasts.

They went
that-a-way You get a +1 bonus to WIT rolls based on the senses of smell and hearing.
(monster expert)

ironheart
You get a +1 bonus to all WLP rolls to resist spells and abilities of Beasts.
(LIV. 2)
23

KNIGHT
The Knight is a heavily armored warrior, skilled in the The Knight class can also be used to represent highly
use of hand-to-hand weapons. Knights are slow but armored mercenaries, city guards, and other warriors
tough, and are trained to protect their comrades. There donning heavy suits of armor.
are a variety of knightly orders on Gaelia, with some
errant, such as the Order of the Red Raven, and others
based around the main walled cities, such as the Order class trait: Armored Soldier.
of the Undying Sun of Heigarde. initial traits: Armored Soldier, Sword and Shield.

trait description

Class trait:
armored You are able to use light and heavy armor.
soldier

combat style:
You are able to use Sword & Shield and gain access to the Sword & Shield
sword and
Trait List.
shield

combat style: You are able to use Dual Wielding and gain access to the Dual wielding
dual wielding Trait List.

STILE DI
COMBATTIMENTO: You are able to use Two Handed Weapons and gain access to the Two Handed
two handed Weapons Trait List.
weapons

fearless You get a +1 bonus on WLP rolls to resist fear effects.

intimidating You get a +1 bonus on WIT rolls to intimidate.

hard to kill Once a day when you are on the verge of reaching 0 or less HP you can decide
(lvl. 2) to remain with 1 HP instead.

martial
concentration During fights you get a +1 bonus to any rolls to resist mind control effects.
(lvl. 2)

uncontainable
strenght You get a +2 bonus to all STR rolls outside of combat.
(lvl. 2)

relentless You can walk across non-magical difficult terrain without any penalties to your
(lvl. 3) normal speed.
25

ROGUE
The Rogue is a scoundrel, a delinquent skilled in using Central Empire, and are even said to have founded a
tricks and deception to achieve their objectives, be they Guild in the infamous port town of Greycliffe.
good or evil.

Rogues are experts in deception, stealth, and the arts of Class trait: Sneak Attack.
theft and burglary. They can often be encountered late initial traits: Sneack Attack, Single Weapon, Projec-
at night, in the murky slums of the great cities of the tile Weapons.

trait description

Class Trait: 3 Actions: You make an attack against an enemy who has not perceived you.
Sneak attack If you hit, you deal triple damage and Stun them for one round.

combat style: You are able to use Single Weapon and gain access to the Single Weapon
Single Weapon Trait List.

Combat Style: You are able to use Projectile Weapons and gain access to the Projec-
projectile weapons tile weapons Trait List.

combat style: You are able to use Dual Wielding and gain access to the Dual Wielding
dual wielding Trait List.

For every two consecutive and successful knife attacks you make, you get
master of knives to make an additional knife attack without using any Actions. These bonus
attacks do not count towards generating other bonus attacks.

pickpocket You get a +1 bonus to DEX rolls for stealing.

You get a +1 bonus to DEX rolls for moving stealthily and avoid being no-
stealth
ticed.

lucky streak When you succeed on a WIT roll, you get a +1 bonus on your next WIT roll.
(Lvl. 2) When you fail a WIT roll, you lose 1 SP.

mind the Gap


(Lvl. 2, master of When you wield a knife, your attacks get Penetration 1.
knives)
27

WHITE MAGE
The winds of magic flow wildly across the uncharted Faced with Her gaze, the Beast withdraws, sinners fall
lands of Gaelia: those who choose are strong enough to their knee, wracked with remorse.
to harness them, and moral enough to use them for In the face of great suffering, Mother lend us your
good often walk the path of White Mage. patience.
To protect us from evil, Rainulf lend us your strength,
Class trait: White Magic, Enchented Dart. and allow us to remember
initial traits: White Magic, Enchented Dart. That the pious man casts no shadow, and through the
night he sleeps like a corpse."
"In the darkest of nights, under the scalding sun, in the
freezing cold, Mother's light guides our path. Vespertine Prayer of First Theologian Zarathustra.

trait description

Class trait:
You get access to White Magic spells, and obtain a white Karma card.
white magic

At the cost of one Action you can concentrate your magical energy. You
class trait: make a ranged Roll to Hit with a maximum range of 12 meters. The Roll
enchanted dart to Hit for the enchanted dart is 1d10+Liv.+WLP, and it deals WLP-1 Sacred
damage. This dart does not consume MP.

You get a +1 bonus on WIT rolls to learn details about magic and magical
arcane knowledge
creatures.

You get a +1 bonus to WIT rolls regarding diplomacy with people with one
Friend of the meek
or more white Karma cards.

Once per day you can ignore a malus to WLP inflicted to you by an enemy
Iron will until the end of your turn. The duration of this malus, however, extends
for an additional round.

You get a +1 bonus to WIT rolls to calm frightened, enraged or insane


PROSELYTISM
characters.

spiritual balm Every time you earn a white Karma card you recover WLP SP.

Elemental dart At the cost of 1 MP you can change the damage type of your enchanted
(lvl. 2) dart to Fire, Ice or Electricity damage.

At the cost of 2 MP you can Roll to Hit all enemies in a Small Cone with
echanted cone
your Enchanted Dart. When you use Enchanted Cone you deal WLP dam-
(lvl. 3)
age in total, divided as you prefer among the enemies hit.
29

OCCULTIST
The most unstable spellcasters, fascinated by the of the Mother's light. Well, in their endless processions
whispers of the horrible beings that dwell in the void, I see the eternal march of the dead, their sun-bleached
sometimes set out on dark paths, learning the evil art of bones. How can they be so blind? Do they not see the
Black Magic. Occultists are adept at weakening oppo- beauty of the white pus suppurating from infected
nents, spreading malice and madness, and summoning wounds? Do they not see themselves again in the white
hideous creatures such as shadows and the undead. larvae that feed on the flesh of their beloved dead?You
call me a heretic, but I spit at thee, hypocrites and
Class trait: Black Magic, Enchented Dart. cowards. My death will be worth more than all your
initial traits: Black Magic, Enchanted Dart. lives combined."

"The braying clerics of the Undying Sun love to wear Last words of Sedras the Blind,
white. They say it is a symbol of purity, or a reminder uttered before the Inquisitorial court.

trait description

class trait:
You get access to Black Magic spells, and obtain a black Karma card.
black magic

At the cost of one Action you can concentrate your magical energy. You
Class trait: make a ranged Roll to Hit with a maximum range of 12 meters. The Roll
Enchanted dart to Hit for the enchanted dart is 1d10+Liv.+WLP, and it deals WLP-1 Occult
damage. This dart does not consume MP.

You get a +1 bonus on WIT rolls to learn details about magic and magical
Arcane Knowledge
creatures.

Friends in You get a +1 bonus to WIT rolls regarding diplomacy with people with one
low places or more black Karma cards.

horrible You get a +3 bonus to all knowledge rolls for one week after suffering a
visions Temporary Madness effect.

Once per day you can ignore a malus to WLP inflicted to you by an enemy
iron will until the end of your turn. The duration of this malus, however, extends
for an additional round.

master of You get a +1 bonus to WIT rolls regarding deception, misdirection and
deception lying.

elemental dart At the cost of 1 MP you can change the damage type of your enchanted
(lvl. 2) dart to Fire, Ice or Electricity damage.

At the cost of 2 MP you can hit all enemies in a Small Cone with your
enchanted cone
Enchanted Dart. When you use Enchanted Cone you deal WLP damage in
(lvl. 3)
total, divided as you prefer among the enemies hit.
31

CHARACTERISTICS
dangers that populate Gaelia. A character is defined by
their primary and secondary characteristics, which rep-
MIND AND BODY resent their physical and mental capabilities, their abil-
ity to react to danger, as well as their moral code.
The playable character is the protagonist in the stories All fractional numbers are rounded down.
of Chains of Gaelia. The player interacts with the world
and its inhabitants through their character, who during At this point it’s useful to think about the background of
their adventures will become increasingly powerful and our character: where they come from, which ideals and
capable of defending themselves against the countless goals do they follow, who are their friends and their rivals.

PRIMARY SECONDARY
Each character has five main characteristics. When cre- level [Lvl.]: indicates your character's experience
ating a character you have 5 CHARACTERISTIC POINTS and adventuring ability: HP, traits and many variables
to divide among the five main characteristics. The max- depend on the level. When the Master feels that char-
imum score that can be assigned to a characteristic is 3, acters have reached a notable milestone, they may de-
and the minimum score is 0. One characteristic point cide to have the party level up. In Chains of Gaelia
is gained at each even level. characters can go up to level 10, but in this introducto-
ry document the maximum level is 3. When you see
Strength [STR]: Take the horror by the throat, and the abbreviation Lvl it means to use the numerical val-
break it in two. Pray it doesn't get up. ue of your level.
STR represents the character's physical strength and
skill with heavy weapons such as axes, swords and Health Points [HP]: they represent the amount of
hammers. damage your character can take before passing out,
they are calculated as 8+CON at the first level. For ev-
Dexterity [DEX]: Fade into the darkness, don't be ery 3 levels the character possesses they increase by
seen. The world teems with prying eyes. CON points (a Knight with CON 2 has 10 HP at the first
DEX represents the character's agility, and it’s used for level, 12 at the third, and so on), if the character's
dodging attacks, jumping, disarming traps, picking CON is changed for any reason HP are changed retroac-
locks, and using refined weapons such as sabers, rapi- tively. (If at the second level the Knight increases their
ers, daggers, crossbows, bows, pistols, and muskets. CON to 3 their HP increase to 11). Health Points are ful-
ly recovered with 8 hours of uninterrupted sleep. If the
Constitution [CON]: Become indestructible, weather character reaches 0 HP they pass out, and if they reach
the storm. But remember, even steel can break. negative HP they start dying.
CON is the character's toughness, used to determine
life points and to resist the effects of poison, diseases, Movement: a character’s movement is the distance
exhaustion and harsh weather. the character can move using a Movement Action. At
level 1, a character's movement is 6 meters, but can
Wit [WIT]: Observe every detail, unearth every secret, change if equipped with armor or due to some traits.
question every witness. Don't forget, though: sometimes
ignorance is bliss. Mana Points [MP]: Mana Points are twice the WLP
WIT represents the character's mental acumen, used score of the character, but can also be changed by
for perceiving hidden things, understanding the na- some Traits. They are expended to cast spells, and can
ture of the world, learning new information and com- be recouped fully with 8 hours of uninterrupted sleep.
municating with others.
Attack Bonus [A.B.]: Your Attack Bonus indicates
Willpower [WLP]: Control your breathing, slow your your martial skill, and is used on all Rolls to Hit with
heartbeat, keep your hands steady. You have a heart of weapons. A.B. changes for each class: Knights and
gold, don't let them take it from you. Beast Hunters have an A.B. equal to their Lvl, for
WLP is the character's strength of mind, used to resist Rogues it’s ½ Lvl, and for White Mages and Occultists
fear, madness, mind control and to cast spells. it is 1/3 Lvl.
32
passive defense: Each character has a Passive De-
fense score, which is determined by their class, their
level and their primary characteristics. For the Knight ATTACK BONUS
and Beast Hunter, the Passive Defense score is equiva- BY CLASS & LEVEL
lent to ½ Lvl.+ CON; for the Rogue it is ½ Lvl. + DEX;
for the White Mage and Occultist it is ½ level + WIT. knight white mage
If a character is attacked and does not use a Defensive lvl. rogue
hunter occultist
Reaction, the opponent's Roll to Hit must still exceed
1 1 0 0
the Passive Defense score to hit.
2 2 1 0
Sanity Points [SP]: they represent the amount of
disturbing visions your character can tolerate before 3 3 1 1
going insane, they are calculated as 8+WLP at the first
level. For every 3 levels the character possesses they
increase by WLP points (an Occultist with WLP 2 has
10 SP at the first level, 12 at the third, and so on), if
the character's WLP is changed for any reason SP are PASSIVE DEFENSE
changed retroactively. (If at the second level the Oc- BY CLASS & LEVEL
cultist increases their WLP to 3 their SP are increased
to 11). Sanity points are fully recovered with 8 hours of knight white mage
uninterrupted sleep. lvl. rogue
hunter occultist
1 con dex wit
A character who gets to 0 SP suffers a Temporary Mad-
ness effect, a character who suffers Temporary Mad- 2 1+con 1+dex 1+wit
ness due to loss of sanity three times loses their mind
permanently and is removed from the game as if they 3 1+con 1+dex 1+wit
were dead.

Initiative: The Initiative score determines how quick


and ready you are to act in combat. It is calculated as
Lvl.+DEX+WIT.

Karma: at first level it is zero (except for Occultists


and White mages). Whenever the Master decides
that the character has committed a particularly good
or evil act, the player marks a white (for good acts)
or black (for evil acts) karma card on their character
sheets. The two types of cards cancel each other out LUCKY TAROTS
(for example, a character with two black karma cards
who commits a good deed ends up with a single black In Gaelia the method of cataloguing historical periods
karma card). The maximum number of karma cards divides time into cycles and eras. A cycle corresponds to
that can be accumulated is 3: If a player were to com- 10 years, and is named after one of the 21 tarot cards (the
mit an action that would cause him to get a fourth kar- Fool is not used as it’s considered a bad omen). This
ma card, he goes into Overload. tradition reflects the even older tradition, widespread in
the Central Empire, of dedicating the birth of an infant
If a character goes into Overload, he must draw four to one of the figures depicted on the Arcanas. These fig-
karma cards of the corresponding color from the deck ures are considered benevolent symbols with protective
of major arcana: if one of them is the Fool he under- abilities. Despite the fact that the worship of minor dei-
goes a Catastrophic Metamorphosis, if one of the ties is considered unacceptable by the Order of the Un-
cards is his lucky tarot, then he undergoes an Ascen- dying Sun, and that such a sin is punishable by death,
sion, and if the cards include both the Fool and his fortune-telling is so deeply rooted among the supersti-
lucky tarot, or neither, then the character undergoes tious people of the Central Empire that any attempt to
Temporary Madness. prevent it is considered a futile effort even by the most
zealous of preachers. During character creation, choose
Lucky Tarot: At character creation, choose a lucky the tarot card that best represents you, or randomly
tarot for your character from the lucky tarot list. This draw it from a deck of major arcana. The influence of
tarot will give you a small bonus and will be crucial in this card will protect you from death and madness.
managing your character's Karma. Hold it close to your heart, and treat it with respect.
33
i - the mage: the character is particularly gifted in the XV - The Devil: the character is so accustomed to lust,
art of deception. They get a +2 bonus on rolls for decep- excesses and mind-altering substances that they have
tion and lying. developed a peculiar numbness towards the outside
world. They get a +2 bonus to their SP.
II - The Priestess: the character is well-educated or of
a particularly curious disposition. They gain a +1 bonus XVI - The Tower: the character stands scornful and
to all rolls regarding knowledge and education. proud, tempered by a thousand battles. Once per day,
they can focus all of their power into an accurate and
III - The Empress: the character appears affable and deadly strike, gaining a +1 bonus both to damage and to
respectful. They get a +2 bonus to diplomacy tests. Rolls to Hit for one attack they make.

IV - The Emperor: the character appears proud and XVII - The Star: the character appears intelligent,
threatening. They get a +2 bonus to rolls regarding in- sharp and seraphic, almost like they were blessed by the
timidation and to inflict fear effects. Hallowed Children. At the first level, they can take a
trait from another class's trait list (exception made for
V - The Priest: the character is balanced and calm, the Class Trait) and add it to their own list of traits.
well in tune with the flow of the world. They get a +1
bonus to WLP rolls against mind control effects. XVIII - The Moon: the character possesses an obvious
connection with the supernatural. They can choose a
VI - The Lovers: the character’s nerve is hard as steel. type of Beast (Werewolf, Shadow, Undead, etc.): they
They get a +1 bonus to WLP rolls against fear effects. get a +1 bonus to all Defensive Reactions against that
type of monster.
VII - The Chariot: the character is quick and agile.
They get a one meter increase to their movement speed. XIX - The Sun: the character appears resolute and de-
termined, bordering on stubbornness. Once per day
VIII - Justice: the character pursues the balance be- they may decide to re-roll a die. They must keep the sec-
tween good and evil, and after years of training or be- ond of the two outcomes, even if it’s worse.
cause of an innate ability they can read people's souls.
They obtain the ability to detect the color and number XX - The Judgment: the character is always one step
of a person's Karma cards once per day. ahead, as if able to predict the future. Once per day they
can force an enemy to re-roll a die. They must keep the
IX - The Hermit: the character is independent, mature second of the two outcomes, even if it’s better.
and especially hardy. They can last twice as long as a
normal character while running, swimming, marching XXI - The World: the character appears calm and con-
and fasting. trolled. They get a +2 bonus to their MP.

X - The Wheel of Fortune: the character is particu-


larly good at adapting to changing situations and think-
ing on their feet. They get a +1 bonus to their Initiative
score.

XI - Strength: the individual is physically very strong,


or of unsuspected moral strength. They gain a +2 bonus
to STR rolls outside of combat.

XII - The Hanged Man: the character is prone to think-


ing outside the box and finding unusual solutions to
problems they face. They get a +2 bonus to any roll that
involves solving riddles, interpreting complex mecha-
nisms, and recognizing lies.

XIII - Death: the character appears unusually weak and


pale, but is actually more attached to life than they seem.
They get a +1 bonus to rolls to resist being Poisoned,
Bleeding and disease.

XIV - Temperance: the character is humble and resil-


ient. They get a +2 bonus to their HP.
34

TRAITS
trait name), write it down in their character sheet, and
use it during play. Some special traits are only used to
UNLOCKING A TRAIT gain access to new Trait Lists: Combat Styles allow
for the use of advanced offensive and defensive tech-
Traits are the special abilities your character possesses, niques, while the Versatile trait lets you tap into Trait
and range from combat techniques to magical abili- Lists you would otherwise not be able to access.
ties, passive buffs, and typical skills of the class you
have chosen. Every character has access to a number Every character starts the game at Level 1 with their
of Trait Lists, which are tables containing a number Initial Traits already unlocked, which contain the
of different traits. Class Traits. Additionally, choosing from the Trait
Lists they have access to, they can choose two other
Every character has access to both the Trait List of traits to unlock.
their Class as well as that of Universal Traits. When
levelling up the character can unlock a trait, meaning A character can unlock a new trait from the Trait Lists
they can select a trait that is part of one of the Trait they have access to each time they level up.
Lists they have access to and for which they satisfy the Each trait can only be unlocked once, unless other-
prerequisites (written in grey in parenthesis under the wise specified.

UNIVERSAL TRAITS
trait description

acrobatic You get a +2 bonus to DEX rolls for performing acrobatic feats.

arcane affinity Your maximum MP increases by 2 (can be taken multiple times).

charismatic You get a +1 bonus to WIT rolls for diplomacy.

eyes on the back of


You get an extra +1 bonus to Passive Defense for each adjacent enemy
the head
besides the first.
(surrounded)

impressive phisique You can make all rolls to intimidate and scare on STR instead of WIT.

improved initiative You get a +2 bonus to your Initiative score.

iron mind Your maximum SP increases by 2 (can be taken multiple times).

Once per day, when you are on the verge of reaching 0 or less SP, you
lucid
can decide to remain with 1 SP instead.

nimble 3 Actions: You can move a distance up to 4 times your normal speed.
35

You get a +2 bonus to WIT rolls for procuring food and finding tracks
self sufficient
and trails.

steady hands You get a +1 bonus on Rolls to Hit when 2 or more enemies are adjacent
(surrounded) to you.

You get a +2 bonus to Passive Defense when 2 or more enemies are adja-
surrounded
cent to you.

Select a Trait (except the Class Trait) from another class Trait List and
Versatile
add it to one of the Trait Lists you have access to.

vitality Your maximum HP increases by 2 (can be taken multiple times).

When you score a critical hit, instead of bonus damage, you can roll an
gruesome critical
opposing test between your DEX and your opponent's CON. If you are
(lvl. 2)
successful the opponent suffers Bleed 1 for DEX rounds.

Choose a firearm or shooting weapon that you are able to use: when you
brutal precision use this weapon, you can use STR instead of DEX in your Roll to Hit, on
(Lvl. 3) damage, and on any DEX-related variables concerning the weapon and
traits based on it.

The Order of the Undying Sun is a


complex web of political, religious,
and military interests. Composed
of the ancient aristocracy of the
Central Empire, ambitious gener-
als of humble origins enriched by
campaigns of expansion, and a
clergy sharply divided over count-
less practical and theological issues,
the Undying Sun is a surprisingly
dark and troubled organization.

In recent years, relations have


become increasingly strained be-
tween the venerable hierophant
Yargul and the young priest known
as the Blessed Aleksandr, a charm-
ing exorcist from the Silver Valleys,
supported by the ambitious bishop
and merchant Vicente Bovi.
May the Mother warm their hearts,
and unite their purposes in jolly co-
operation.
37

COMBAT STYLES
of the Two Handed Weapons Combat Style to their Trait
List. Functionally, the Two Handed Weapons Trait is a
CHOOSING A STYLE prerequisite of all the Traits of his Style, and unlocking
it is a tax to gain access to the Traits of the Style, such as
Any character in Gaelia can wield and use any weapon, Offensive Training.
but those who want to master the art of combat should
specialize in a Combat Style. The Traits belonging to There are two exceptions to this behavior: both Dual
Combat Styles represent techniques and tricks that Wielding and Sword and Pistol, when unlocked, in ad-
a warrior has learned after some time wielding their dition to giving access to the Traits of the Style, also give
death-dealing tools. the character the ability to make a double attack once
per turn, using one Action but taking a -2 malus to both
When a character unlocks a Combat Style, such as when Rolls to Hit.
they acquire the Two Handed Weapons Trait, they do
not gain any special abilities, but they add all the Traits We will now list every Combat Style and how it works.

SWORD & SHIELD PROJECTILE WEAPONS


In order to use Sword and Shield Traits, the character Projectile weapons allow you to attack enemies from a
must wield a melee weapon in one hand and a shield distance, up to a maximum range that depends on the
in the other. A balanced Style, suitable for shrewd fight- weapon used. Projectile weapons must be reloaded af-
ers who are ready to parry enemy blows after attacking ter each attack, unless otherwise specified. Using and
them. reloading a shooting weapon causes Opportunity. Pre-
ferred by silent snipers, who want to strike without be-
ing seen by the enemy.
DUAL WIELDING
In order to use Dual Wielding Traits, the character must FIREARMS
wield a melee weapon in both hands. Once per turn, a
character using the Dual Wielding Trait can make an Firearms allow you to attack enemies at a distance, up
attack with each of the two weapons using only 1 Action to a maximum range that depends on the weapon used.
and taking a -2 malus to both Rolls to Hit. Perfect for Firearms must be reloaded after each attack, unless oth-
those who want to trade their accuracy for greater attack erwise specified. Using and reloading a firearm causes
power. Opportunity. The thunderous boom of gunpowder and
the power of bullets attract intrepid marksmen, who do
not fear the instability of these weapons.
TWO HANDED WEAPONS
Two Handed Weapons Traits can be used with any me- SWORD & PISTOL
lee weapon wielded with both hands. Chosen by the
fearless, who prefer to get rid of the enemy through To use Sword and Pistol Traits, the character must
sheer violence, before they have a chance to respond. wield a melee weapon in one hand and a pistol in
the other. Once per turn, a character using the Sword
and Pistol trait can make an attack with a one handed
SINGLE WEAPON melee weapon and an attack with a pistol using only
1 Action and taking a -2 malus to both Rolls to Hit.
To use Single Weapon Traits, the character must have one A character with the Sword and Pistol Trait does not
hand free and a melee weapon in the other. This Style is cause Opportunity when they shoot or reload a pistol.
used by experienced and versatile duelists, who recognize The symbolic Style of the Beast Hunters, who use every
the usefulness of having a free hand during combat: the means at their disposal to extinguish the terrifying en-
way it can be used is limited only by one's creativity. voys of the Black Progeny.
38

SWORD & SHIELD


trait description

You can choose to take a malus of your choice between -1 and -4


defensive training on a Roll to Hit to get a bonus equal to the malus taken previ-
ously on the next Parry Reaction you make in the same round.

If an ally adjacent to you is being attacked you can decide to use


a Reaction to Parry in their place. If the Parry succeeds the ally
martyr
is unharmed, if it fails you suffer damage from the attack in their
place. When you acquire this trait you get a white Karma card.

1 action: You hit an adjacent enemy with your shield. Roll an


shield bash opposing test between your STR and your opponent's CON. If
successful, the opponent is Stunned for 1 round.

1 action: Roll an opposing intimidation test between your WIT


and your opponent's WLP. If you are successful, the opponent
taunt must choose you as the target for their next 2 attacks. (Spells or
other special Actions that inflict damage or negative conditions also
count as attacks.)

mirror polish When you Parry an attack, if the result on the die is 10, the op-
(lvl. 2) ponent who attacked you is Blinded for one round.

If an ally you can see is being attacked you can decide to use a
to the rescue Reaction to move CON meters in a straight line in their direc-
(lvl. 2, martyr) tion. This movement allows you to move toward a creature that
has Terrorized you.

You can decide to attack with your shield when making a Charge
armored charge Action. If it hits, you deal STR-2 damage. Roll an opposing STR
(lvl. 3, shield bash) test with your opponent. If you are successful, the opponent falls
Prone.
39

DUAL WIELDING

trait description

When you use Dual Wielding in combat you can move DEX
dervish dance
meters between the first and second attack.

If you start a fight with both weapons already drawn you get a
innate quickness
+2 bonus to your Initiative score.

You can choose to take a bonus of your choice between +1 and


+4 on a Roll to Hit, but you get a malus equal to the bonus pre-
precision training
viously taken on the next Defensive Reaction you make in the
same round.

You can cross your weapons to Parry, using them as a shield. In


two-weapon parry
doing so you get a +1 bonus to your Parry Reactions.

concentrated strikes When you use Dual Wielding in combat, if your first attack hits
(lvl. 2) your opponent, your second attack gets Penetration 1.

conservation After using Dual Wielding in combat, if both your attacks hit
of momentum your opponent, you get a +1 bonus on the next Roll to Hit you
(lvl. 2) make this turn.

After using Dervish Dance, roll an opposing test between your


evasive whirling DEX and the WIT of an opponent you attacked this round. If you
(lvl. 2, dervish dance) are successful, that opponent gets a -1 malus to Rolls to Hit and
Damage for attacks he or she makes against you for one round.
40

TWO HANDED WEAPONS


trait description

You get a +2 bonus to all STR rolls to break objects using a two
battering ram
handed weapon.

You can decide to take a malus of your choice between -2 and


offensive training -4 on a Roll to Hit to get a bonus to the damage of that attack
equal to half the malus previously taken.

If you kill an opponent with an attack you can make an extra


attack without expending any Actions with a -2 malus to the
press on Roll to Hit against an enemy adjacent to you. If you also kill
this enemy with the bonus attack you get no further bonus
attacks.

1 Action:Roll an opposing intimidation test between your


WIT and your opponent's WLP. If you are successful, the op-
taunt ponent must choose you as the target for their next 2 attacks.
(Spells or other special Actions that inflict damage or nega-
tive conditions also count as attacks.)

Breaking objects helps in calming your nerves. Once a day,


unorthodox meditation
after breaking an object with your weapon, you can choose to
(battring ram)
recover STR SP.

When you Charge while wielding a two handed weapon you


violent lunge
can move 2 meters more than usual.

Wearing heavy armor is not necessary when you have the agility of a feline,
that's for sure, but wearing some kind of light armor, such as this reinforced
bodice from the Silver Plains in the Northwest Central Empire, is recom-
mended. Dodging the heavy two handed swords of the Knights of the Undy-
ing Sun is child's play, jumping merrily in the midst of orc clubs is trivial, but
a single misstep, a single slippery tile, or a pebble on a path can turn the ac-
robat's arrogance into a ridiculous epitaph.

In the Silver Plains, which get their name from the huge Gesitflux lakes that
bubble over the barren surface of its fields, protection of this kind is indis-
pensable. The indescribable amount of raw magical energy that pervades
the land makes encounters with undead, elementals, mimics and even vio-
lent living plants very frequent.

To protect oneself from the more esoteric effects of Arcanium, such as the
reversal of gravity or the circularization of time, prayer is recommended.
41

SINGLE WEAPON
trait description

1 Action: You gain a +1 bonus on Rolls to Hit and Dodge


Reactions against an opponent of your choice, and a -2 on
challenge Rolls to Hit and Dodge Reactions against all other enemies
involved in the fight. The Challenge lasts until the opponent
is defeated.

foul play X Actions: Give the challenged opponent a -X malus to Rolls


(challenge) to Hit, Dodge or Parry Reactions for one round.

Once per turn you can move DEX meters after dealing damage
graceful duelist
to an opponent with your weapon.

If you start a fight with your weapon already drawn you get a
innate quickness
+2 bonus to your Initiative score.

You can choose to take a bonus of your choice between +1


and +4 on a Roll to Hit, but you get a malus equal to the
precision training
bonus previously taken on the next Defensive Reaction you
make in the same round.

When you use Challenge you also get a +1 bonus to dam-


improved challenge
age against the challenged opponent and to Passive Defense
(lvl. 3, challenge)
against attacks inflicted by them.

Shown above is a long sword of Heigardian manufacture. Forged from iron mined by the inmates of the Iron
Maiden in smoky Gallowchester, this weapon is prized by duellists and expert swordsmen. Underestimating the
power of a simple, sharp blade is a mistake that can only be made once.
42

PROJECTILE WEAPONS

trait DESCRIPTION

aggressive shooter You can attack with a projectile weapon without causing Opportunity.

expert reload You do not cause Opportunity when reloading ranged weapons.

Decrease the Reloading Time of a projectile weapon of your choice


rapid reload by one Action. (Can be taken several times, but each time choosing
a different weapon.)

2 Actions: You make a normal attack against an opponent in range.


If you hit the opponent you can roll an opposing test between your
targeted shooting DEX and the opponent's CON. If you are successful you can inflict,
in addition to normal damage, a condition of your choice chosen
between Kneecapped, Deafened, Blinded, Bleed 1.

close shot You get a +1 bonus to the Roll to Hit and the damage of your projec-
(lvl.2) tile weapon if you shoot from half the range of your weapon or less.

Keen Eye for


You can use Opportunity Reactions against opponents in range of
Opportunity
your weapon as if they were adjacent to you.
(lvl.3)
43

FIREARMS

trait description

WIT times a day, when you make an attack with a firearm you can
make an opposing roll between your DEX and the CON of characters
Booming Spark
in a small area around you. Those who fail are Deafened for one
round.

expert reload You do not cause Opportunity when reloading ranged weapons.

When you use Booming spark you can choose to Blind your oppo-
gunsmith's flash
nents instead of Deafening them.

WIT times a day, when you fire a firearm at an opponent from a dis-
point-blank tance of 4 meters or less you can make that opponent roll an oppos-
shot ing test between his CON and your DEX . If they fail, they are Shaken
for one round.

Decrease the reloading time of a shooting weapon of your choice by


rapid reload one Action. (Can be taken several times, but each time choosing a
different weapon.)

2 Actions: You make a normal attack against an opponent in range.


If you hit the opponent you can roll an opposing test between your
targeted shot DEX and the opponent's CON. If you are successful you can inflict,
in addition to normal damage, a condition of your choice chosen
between Kneecapped, Deafened, Blinded, Bleed 1.

close target You get a +1 bonus to the Roll to Hit and the damage of your shooting
(lvl.2) weapon if you shoot from half the range of your weapon or less.

"It is known that the Primeval


created magic at the same time as
gunpowder, so that the common
man could defend himself against
the sorcerer's abuse with naught
but a humble lead sphere."
44

SWORD & PISTOL

trait description

WIT times a day, when you make an attack with a firearm you can
make an opposing roll between your DEX and the CON of charac-
booming spark
ters in a small area around you. Those who fail are Deafened for
one round.

DEX times a day, when you inflict damage to an opponent by


firing your pistol from a distance of one meter or less, you can
destabilizing blow
make an opposing test between your DEX and their CON. If you
are successful you can push them back up to two meters away.

If you start a fight with your weapons already drawn you get a +2
innate quickness
bonus to your Initiative score.

WIT times a day, when you fire a firearm at an opponent from a


distance of 4 meters or less you can make that opponent roll an
point-blank shot
opposing test between his CON and your DEX . If they fail, they are
Shaken for one round.

dervish dance When you use Sword and Pistol in combat you can move DEX
(lvl.2) meters between the first and second attack.

close target You get a +1 bonus to the Roll to Hit and the damage of your
(lvl.3) weapon if you shoot from half the range of your weapon or less.
46
47
Chapter
N.02
the game

A Chains of Gaelia session can be divided into two main phases: exploration and combat. Chains of Gaelia is a
game about gods and men, monsters and danger. Characters will have to investigate the world around them, face
deadly perils, and unveil terrible secrets.
49

EXPLORATION
broken down or its lock can be picked, but it is also
possible for an agile thief to attempt to enter through a
ABILITY CHECKS window. In these cases, player creativity should be re-
warded and nurtured, not hindered.
Exploration is one of the two main phases of play. In
this phase the characters interact with the setting and Gaelia is a dark and dangerous place, where cunning is
the Master's plot. the most effective weapon: the player who solves a
problem by thinking outside the box will be satisfied,
Characters are free to act as they see fit, but whenever and their character will have a new story to tell their
they attempt a particularly complex action the Master companions, sitting around a campfire in the Beyond.
may decide to put them through a test. For the test, the
Master decides which characteristic is best suited to
solve the problem and decides on a difficulty. The play-
er undergoing the test rolls 1d10 and adds the chosen RESTING
characteristic to the result. If the total is equal to or
greater than the difficulty chosen by the Master, the A character who rests for at least 4 consecutive hours
test is passed. recovers HP, SP and MP equal to half of their maximum
value. If the character rests 8 hours, a day is considered
For example, let's imagine that Gerald, a level 1 Knight, to have passed, and daily uses of specific skills and
decides to break down a door while chasing a cultist: equipment are recovered, as well as all HP, SP and MP.
the most appropriate characteristic for this test is STR,
the door is built from flimsy wood, but the hinges are Managing characters' opportunities for rest can greatly
made of solid iron, so the Master decides on an inter- change the atmosphere of their adventures. Sleeping
mediate difficulty of 6. Gerald rolls 1d10 and gets a 5, four hours in a warm, safe bed can restore more HP, SP
then adds his STR of 2 and passes the test with a total of and MP than the usual half, while tossing and turning
7, breaking down the door and catching up with the all night on the damp, cold stone of a cave in the Be-
criminal. yond can restore less.

Some traits confer bonuses to characteristics for some The only parameter that it is inadvisable to change is
specific rolls. In general, a STR test is used for lifting daily skill recovery. Characters may face wounds,
and breaking objects and for other physical feats, DEX stress, hunger, and thirst, but it is only fair that they
is needed for acrobatics, stealth, and manual agility, always have all the traits, equipment and spells they
CON is used to resist the effects of substances and to need to overcome obstacles.
endure in hostile climates, WIT is used for perception
rolls, dialogue and character knowledge, WLP is used to
resist fear and insanity. In some cases it is possible to
use unusual characteristics for some rolls. For exam- KARMA
ple, WIT is typically used to persuade and convince
others, but an emphatic and emotional speech that "The Mother teaches us that every action has a conse-
seeks to tug at the speaker’s heartstrings could be de- quence, that the most evil men cast the longest shadows,
scribed with a WLP instead of a WIT roll. and that disobedience is paid for with death. The Pious
Man does not tolerate the Beast, he fights its existence
When a character is confronted with particularly dis- from without through sharp Blade and from within
turbing events, such as acts of extreme violence or with burning Faith."
alien-looking creatures, the Master may decide to sub- Excerpt from the sermons of
ject them to a WLP roll, which if failed causes loss of PS. High Priest Roderick the Pious.
The more obscene the observed event, the more diffi-
cult the WLP roll is and the more PS are lost if it is failed. Gaelia is a dark and mysterious place, where one man's
An intermediate roll, such as one caused by the vision actions and decisions cause physical and mental conse-
of a particularly gruesome murder, has difficulty 7 and quences, and can lead characters to radical transforma-
causes the loss of 2 SP. tions, or even death.
While exploring the game world, characters will inevita-
It may happen that experienced or particularly creative bly make choices, which can lead them down increas-
players come up with alternative solutions to the prob- ingly dangerous and thorny paths.
lems presented by the Master: a locked door can be This is where Karma cards become useful.
50
If the Master believes that a character has done a partic- can be considered either good or evil, depending on the
ularly good or evil deed, the player marks a white (for personality of the character performing it.
good deeds) or black (for evil deeds) Karma card on
their character sheet. The two types of cards cancel each In general, Karma exists to add drama and consequenc-
other out (for example, a character with two black Kar- es to players' choices, and is meant to be a tool to spur
ma cards who commits a good deed ends up with a sin- characters to interact as much as possible with Gaelia's
gle black Karma card). contradictions and complexities.

The maximum number of Karma cards that can be ac-


cumulated is three: if a player were to commit an action
that would cause them to draw a fourth Karma card, the
player goes into Overload. If a character goes into
CATASTROPHIC
Overload, they must draw four Karma cards of the cor-
responding color from the deck of major arcana; if they
METAMORPHOSIS
draw the Fool, they undergo a Catastrophic Meta- Black Karma, Curse of the Beast: the character
morphosis; if they draw their Lucky Tarot, then they permanently turns into a Beast. The type of Beast is cho-
undergo Ascension; and if both the Fool and their sen by the Master, and should reflect the character: a
Lucky Tarot are among the cards, or neither, then the bloodthirsty Hunter should turn into a werewolf, an un-
character undergoes Temporary Madness. scrupulous Occultist into a ghost, a cunning Rogue into
a vampire, and so on. The Beast is moved by a murder-
Note that making moral judgments in a complex and ous rage, and immediately attacks the nearest creature.
contradictory world like Gaelia can be difficult for the The character counts as dead.
Master. In such cases, it is good to remember that Kar-
ma should also represent the character's chosen path as White Karma, Blinding Light: the divine energy
well as a moral judgment on their actions. An Occultist coursing through the character's veins becomes unbear-
does not need to be necessarily evil, but the corrupting able for their mortal body. The character bursts into
use of Black Magic might cause them to still have a num- blinding light, granting all creatures within a 15-meter
ber of black Karma cards. In a similar way, a religious radius a +2 meter bonus to their movement speed, and
zealot might act in a manner that can be considered evil, a +1 bonus to all DEX rolls for 10 minutes, as well as heal-
but still have white Karma due to their use of White ing all of their HP, SM and MP. In a circle of radius 20
Magic. meters around the character, vegetation suddenly
sprouts and blooms as a result of the explosion of vital
An excess of Karma Cards can cause death, regardless of energy. The character counts as dead.
the color of Karma acquired. This happens because los-
ing oneself following an ideal or one's ambition is dan-
gerous, regardless of the reasons behind it. A character
with an abnormal amount of Karma moves further and
further away from their human nature, approaching ei- ASCENSION
ther the angelic or the bestial.
Black Karma, Controlled Psychosis: the charac-
Another criterion for assigning Karma is the contrast ter is filled with murderous fury, and teeters on the
between the character's actions and their personality. A brink of Beast transformation. Their eyes turn pitch
White Mage accustomed to the pious life of the faithful black, and their skin becomes hairy, scaly or unnatu-
who for some reason finds themselves stealing an apple rally callous. They permanently gain a +2 bonus to
in the marketplace might get a black Karma Card, which their STR or CON scores and a -2 malus to WIT or WLP,
goes to represent remorse for a crime they would not chosen by the player. Their senses are heightened,
have wanted to commit. granting them a +2 bonus to all perception rolls, and
they are able to recognize creatures they have wound-
An action that is more ambiguous and complex to judge, ed through the scent of their blood.
such as using a forbidden spell to save lives for example,
The four Karma cards drawn are shuffled back into the
deck, and the ascended character goes back to having
three black Karma cards marked on their sheet. In the
case of a second Overload in the future, an Ascension
result counts as Temporary Madness and a Tempo-
rary Madness result counts as Catastrophic Meta-
morphosis.
51
White Karma, Angelic Ascension: the character is
blessed, their eyes glow white and they gain angelic
characteristics: they permanently gain a +1 bonus to TEMPORARY MADNESS
Dexterity and Willpower and a -1 malus to Consti-
tution, a +2 bonus to all WIT rolls to discern the inten- A character can suffer Temporary Madness either due
tions of others, and additionally they are able to see the to a Karma Overload or when they reach 0 SP. The
Karma color of people and the body of incorporeal character goes insane for 1d10 hours, the Master decides
creatures such as spirits and spectres. In addition, they in which manner: nightmares, auditory and visual hal-
sprout two angelic wings and are thus able to fly at lucinations are all classic symptoms of a mental break-
their movement speed. The four Karma cards drawn down such as this. During this time the character is un-
are shuffled back into the deck, and the ascended char- able to perform actions voluntarily. Once the Temporary
acter goes back to having three white Karma cards Madness ends the character comes to their senses with 1
marked on their sheet. In case there is additional over- SP remaining. If the Madness condition was caused by a
load, an ascension result is counted as a temporary Karma Overload, the four Karma cards drawn are
madness and a temporary madness result is counted as shuffled back into the deck, and the ascended character
a catastrophic metamorphosis. goes back to having three Karma cards marked on their
sheet.
Editor's note: For ease of reading in some sections of
this book, the number of black or white Karma cards
will be marked by a negative or positive number, re-
spectively. A character with two white Karma cards
will have a score of +2, a monster with one black Kar-
ma card will have a score of -1.
52

COMBAT
MOVEMENT ACTIVATIONS
The other phase of gameplay in Chains of Gaelia is During each round, each player has 3 Activations at
combat, where characters will use traits, spells and their disposal, increasing to 4 at level 5 and 5 at level 9.
magical items to deal with the dangers of Gaelia. These Activations can be used during their turn as Ac-
tions or used during the rest of the round as Reactions.
Strategic combat takes place on a board divided into At the beginning of each round, before the first charac-
squares measuring 1 meter on each side. The distance ter in Initiative order can take their turn, all combatants
between the center of one square and the center of an revert to having the maximum number of Activations
adjacent square is 1 meter. Each character has a stan- available.
dard movement speed equal to 6 meters, that can be
changed by some traits or spells. The 8 squares sur- If an ability used by a character or condition has an ex-
rounding the square where the character is standing are tended duration, the round count is done at the begin-
considered adjacent. Moving into an adjacent square ning of their turn. (For example, if Gerald attacks with
diagonally costs 1 meter of movement for the first diag- an axe during his turn he will be Unbalanced for one
onal movement, 2 for the second, 1 for the third, 2 for round, meaning he will take a -1 malus to Defensive Re-
the fourth, and so on. Debris, rubble, wobbly surfaces, actions until the start of his next turn. If Eleanore casts
narrow spaces and similar situations make the square Blessing of the Warrior on Gerald with a duration of 3
they are in difficult terrain. Going through difficult ter- rounds, Gerald will have a +1 bonus to Rolls to Hit until
rain makes the character spend 2 meters of his move- the beginning of Eleanore's third turn since the spell
ment instead of one. (Moving diagonally across rough was cast).
terrain costs 2 meters for the first diagonal movement, 4
for the second, 2 for the third, 4 for the fourth, and so
on.) Actions are used during the character's turn. They usu-
ally consist of attacks, movement and spellcasting. Re-
Combat is divided into rounds and turns. The round is actions take place outside the character's turn, to react
the set of turns of all the characters and enemies in- to attacks, spells and external situations. They usually
volved in the encounter. The turns in a round are played represent defensive and evasive techniques. Both Ac-
through in order of Initiative, from highest to lowest. tions and Reactions cost a certain number of Activa-
Initiative is calculated as Lvl. + DEX + WIT. If two com- tions, and have different effects, as described later. I
batants have the same Initiative value they roll a die to
see who goes first, or alternatively follow the order de- n the game world, each Activation lasts around 5 sec-
cided by the Master, based on which character is more onds, but this number can be modified by the Master
ready to fight or close to the fight. should it be needed to deepen the narrative: for exam-
ple, characters who are particularly tired after a difficult
The entirety of all turns consists of one round. Once the encounter or a strenuous journey could be slowed down
turn of the character with the lowest Initiative is over, a slightly by performing Activations of 6 or 7 seconds
new round begins. each.
53

ACTIONS

Move up to your maximum movement speed by following the


movement 1 activation
movement rules described above.

Make an attack with your weapon. The Roll to Hit is 1d10 + B.A. +
WEAPON CHARACTERISTIC (this is the same characteristic on which
the weapon's damage is based) + EXTERNAL BONUSES (potions,
spells, magical or mechanical enhancements). If the result on the
die is 1 you get a CRITICAL FAILURE: the attack automatically fails
and an unpleasant event chosen by the Master happens (for ex-
ample, the weapon slips out of the character’s hand, the bowstring
attack 1 activation breaks, or similar events). If the result on the die is 10 a CRITICAL
SUCCESS occurs: the attack succeeds (unless the opponent rolls a
critical success on their Defensive Reaction) and inflicts 1 bonus
damage. This bonus damage can be replaced with other effects
through the use of certain special traits or weapons. A ranged weap-
on can attack distant enemies as long as they are in range. Both
attacking with a ranged weapon and reloading a ranged weapon
causes Opportunity.

You make a Movement Action in a straight line toward an enemy


charge 2 activation and a melee attack with +1 bonus to Roll to Hit and damage. You
are Unbalanced for one round.

Allows a Prone character to get up from the ground.


get up 1 activation
This Action causes Opportunity.

Use an object that requires interaction (levers, buttons, contrap-


tions of various kinds). Depending on the type of object being
interact 1 activation
interacted with, the Master may decide to increase the number of
Activations required. This Action causes Opportunity.

Reload a firearm or projectile weapon. This Action causes Oppor-


recharge variable tunity. The cost in Actions is specified in the weapon profile found
in the equipment chapter.

Usable only if adjacent to cover. Depending on which square you


take cover 1 activation are in, one of your sides is protected by cover, following the cover
rules described below.

use
Use a potion, ointment, parchment or similar magical object.
magic 1 activation
This Action causes Opportunity.
object
54

REACTIONS

To evade an enemy attack roll 1d10+½ Lvl.+DEX. If the Dodge roll


dodge 1 activation is equal to or greater than the opponent's Roll to Hit, the attack is
evaded.

To Parry an enemy attack, choose a melee weapon you are hold-


ing, and roll 1d10 + ½ Lvl. + WEAPON CHARACTERISTIC (this is the
same characteristic on which the weapon's damage is based). If this
Parry roll is equal to or greater than the opponent's Roll to Hit, the
attack is evaded, and damage is ignored. You can only Parry against
parry 1 activation attacks made by melee weapons. If you are using a shield, you
can also Parry attacks made by projectile weapons. Firearms and
Enchanted Darts cannot be parried. The characteristic on which
shield parries are based, along with bonuses to Parrying and Pas-
sive Defense, are marked in the profile of the shield you choose, in
the Equipment section.

If an opponent adjacent to you takes an Action or Reaction that


opportunity 1 activation causes Opportunity, you can use this Reaction to make an attack
against them. This Action causes Opportunity.

Usable only if adjacent to cover. Depending on which square you


take cover 1 activation are in, one of your sides is protected by cover, following the cover
rules described below.
55

CONDITIONS
Conditions are a series of continued statuses in which a Shaken: A Shaken character loses one of their Activa-
character may find themselves, and are used to describe tions. This cannot bring the number of their Activations
the myriad ways in which Gaelia's monsters, spells and below zero.
natural hazards interact with the well-being of charac-
ters on occasions when simply losing health and sanity Stunned: A Stunned character loses two of their Acti-
points is not enough. vations. This cannot bring the number of their Activa-
tions below zero.
Bleeding X: A character under the effect of Bleeding X
takes X damage every 2 rounds, can spend 1 Action to Scared: A Scared character gets a -1 malus to the dam-
make a CON roll with difficulty 4+X, if they’re successful age they inflict. All effects that cause this condition are
it decreases the bleeding suffered by 1. A character affect- considered fear effects.
ed by Bleeding 2 suffers a -1 malus to Rolls to Hit, a
character affected by Bleeding 3 or more suffers an ad- Terrified: A Terrified character is scared and must
ditional -1 malus to Rolls to Hit and a -1 malus to the also use at least two of their Actions to escape from the
damage they inflict. source of terror. All effects that cause this condition are
considered fear effects.
Blinded: A Blinded character gets a -1 malus on melee
Rolls to Hit, a -2 on ranged Rolls to Hit, and a -3 on out- Unbalanced: An Unbalanced character takes a -1
of-combat rolls based on sight. malus to all Defensive Reactions for one round.

Deafened: A Deafened character gets a -1 malus to Weakness X (element): The character is particularly
melee Rolls to Hit and -3 to out-of-combat rolls based on vulnerable to a certain element. A character that is Weak
hearing. to a type of damage takes X bonus damage from each at-
tack that deals that type of damage (For example, a crea-
Kneecapped: The movement speed of a Kneecapped ture with Weakness 2 (Fire) takes 2 bonus damage from
character is halved. each attack that deals fire damage). The effects of Weak-
ness are applied before the damage is reduced by armor.
On Fire: A character that is On Fire is enveloped by The types of damage to which a character can be Weak
flames, taking 1 fire damage that ignores Armor every are Fire, Ice, Electricity, Occult and Sacred damage.
round for 3 rounds or until they can extinguish the fire
by spending an Action or Reaction to make a DEX roll of
difficulty 5. If the character is successful, they succeed in
putting out the fire. The number of rounds for which the
fire lasts, the damage taken, and the difficulty of the roll
may change should it be specified (for example, if the
source is a spell instead of natural fire).

Poisoned: A Poisoned character takes one damage


that ignores Armor every round until the end of the con-
dition. Some types of poisons have different effects,
which supersede this effect unless otherwise specified.

Prone: A Prone character cannot attack, and suffers a


-3 malus to defensive reactions.

Resistance X (element): The character is particularly


resistant to a certain element. A character that Resists a
type of damage takes X less damage from each attack that
deals that type of damage (For example, a creature with
Resistance 2 (Fire) takes 2 less damage from each attack
that deals fire damage). The effects of Resistance are cu-
mulative with the effects of armor, but are not affected by
Penetration or attacks that ignore armor. The types of
damage to which Resistance can be applied are Fire, Ice,
Electricity, Occult and Sacred damage.
56

SPECIAL PROPERTIES OF WEAPONS AND ABILITIES


Weapons, spells, and monster attacks can have special
properties, ranging from hitting several squares at a
time to the weapon's risk of exploding when used inap-
propriately. These special properties are usually marked
in the description of the weapon or spell that uses them.

Area: The ability takes effect on a square area centered


around a chosen square in range. The side of the area is
3 m if the Area is small and 5 m if the Area is large. If no
range is specified, the center of the area is placed on the
user.

Cone: The ability takes effect on a cone-shaped area


that, unless otherwise specified, has its tip in a square
adjacent to the user. The radius of the cone is 3 m if the
Cone is small and 5 m if the Cone is large.

light: This weapon cannot be wielded with two hands.

Unstable: If you suffer a critical failure during an at-


tack with this weapon you suffer damage equal to its
base damage. This damage ignores armor.

Penetration X: Attacks from this weapon ignore X


points of armor.

Reach: With this weapon you can attack opponents up


to a distance of 2 m instead of the usual 1 m.

Unbalanced: An Unbalanced weapon makes the


character Unbalanced for one round after being used
to attack.

Quick: Once per round you can attack 2 times with this
weapon using one Action, but taking a -2 malus to both
Rolls to Hit. If you use two quick weapons with the Dual
Wielding trait once per turn you can make 3 attacks in
one Action, all 3 with a -4 malus to the Roll to Hit.

The diagrams above show the affected squares on the grid for
Area, Cone, and oblique Cone.
on the ground: they must then take an Action that caus-
es Opportunity to stand up and thus become operation-
SIZE al again.

Size indicates how big a creature is. Humans and most Before dying the character can reveal all of their Karma
monsters are of medium size, which is about 1.40 to 2 cards, if their lucky tarot is found among them they re-
meters tall. A medium-sized character occupies one turn to 0 hp and their karma cards return to 0. In case
square. Large creatures are between 2 and 4 meters tall they do not draw the lucky tarot they die permanently.
and occupy an area of 2 squares on each side. Huge crea-
tures are between 4 and 8 meters tall and occupy an area
of 3 squares on each side. All creatures are of medium
size unless otherwise specified.

COVER
Ducking behind cover (using the appropriate Action or
Reaction) can give different benefits depending on the
type of cover.

Light Cover (sandbags, light wooden barriers): Grants


Armor 1 against attacks that pass through it.

Medium cover (wooden barricades, unstable stone


walls, metal sheets): Grants Armor 1 against attacks that
pass through it and allows the character to be immune to
attacks that pass through it if they fall Prone on the
ground behind it.

Heavy cover (stone and brick walls, metal plates):


Grants Armor 2 against attacks that pass through it and
allows the character to be immune to attacks that pass
through it if they fall Prone on the ground behind it.

DYING
When a character is reduced to 0 or less HP they fall to
the ground unconscious. Each turn that they remain in
this state they lose an additional HP. When they reach a
negative HP value equal to their maximum HP the char-
acter is on the threshold of death. At the cost of 2 Actions
an adjacent conscious ally may attempt a WIT roll of dif-
ficulty 5 + ½ Level of the dying person to stop the loss of
health points.

A character who is unconscious in this way cannot per-


form Actions or Reactions, and is vulnerable to oppos-
ing attacks that seek to deliver the killing blow. Any at-
tack directed at an unconscious character hits with any
result other than a critical failure (a result of 1 on the die
during the Roll to Hit). It is possible to use healing
spells, syringes, or potions on unconscious characters
with the intent to cure them. An unconscious character
who is healed to more than 0 hp wakes up and is Prone
58
59
60

Chapter
N.03
spells
&
equipment
61

SPELLS
Some spells can be enhanced, the caster can choose to
spend an additional cost, usually in the form of MP or
MAGIC Actions, to gain additional effects.

The White Mage and Occultist can use their connection


with Arcanium to cast powerful spells. Spells are cast us-
ing an Action and spending the required amount of
mana.
SPECIAL
ENCHANTED DART
Some spells can be cast using a different type or amount
of Activations, if that is the case this is specified. If a spell A Special Enchanted Dart is a type of spell that requires
requires using X MP the player can decide how many a Roll to Hit with the same modifier as a normal en-
points to use, but they cannot use more mana points chanted dart (1d10+Lvl.+WLP), but varies its range and
than they have left: in other words, they cannot have effects. If the Special Enchanted Dart has range in the
negative MP after using a spell. shape of an area or cone you must roll a Roll to Hit
against each opponent under the area or cone as you
The mage casting the spell is considered an ally for the cast the spell. Certain spells can be enhanced: the caster
purpose of deciding the target of the spell itself. may decide to pay an additional cost, usually MP or Ac-
tions, for additional effects.

WHITE MAGIC
SPELL cost range description

Blessing of An ally in range gets a +1 bonus to Dodge Reac-


1 MP 8m
the Athlete tions for WLP turns.

Blessing of the An ally in range gets a +1 bonus to WLP rolls to


1 MP 8m
Brave resist fear effects for WLP rounds.

An ally in range gets a +1 bonus to WLP rolls to


Blessing of the
1 MP 8m resist the effects of charm and mind control for
Pious WLP rounds.

Blessing of the An ally in range gets a +1 bonus to Parry Reac-


1 MP 8m
Tower tions for WLP rounds.

Blessing of the An ally in range gets a +1 bonus to their Rolls to


1 MP 8m
Warrior Hit for WLP rounds.

Calm x MP 8m Restores X SP to a character in range.

Roll an opposing WLP test against a neutral char-


acter in range. If you are successful the opponent
becomes friendly towards you for WLP rounds.
During the duration of the spell the character
will help you and may reveal information of
1 MP, 2 MP 8 m, 16M IF
Charm medium importance to you. If you cast Charm
IF ENHANCED ENHANCED on an already charmed character they take a -1
malus to their WLP roll to resist. Casting Charme
on an already charmed character adds an addi-
tional WLP rounds to the time before the effect
wears off.
62
Select WLP squares in range. For WLP rounds
each time an opponent passes over those squares
they must roll an opposing test between their
grease 2 MP, 2 Actions 8m DEX and your WLP, if they fail they fall Prone to
the ground. Running or charging while moving
through these squares gives a -1 malus to the DEX
roll.

You cover the smell of the blood of all allies in a


Hide from the
4 MP Small Area small area around you, making them invisible to
Undead the Undead for WLP turns.

Lesser Arcane
X MP 8m You restore X MP to a character in range.
Exchange

Lesser Healing X MP 8m You restore X+1 HP to a character in range.

Lesser Magical
1 MP 8m An ally in range gets Armor 1 for WLP rounds.
Armor

This Special Enchanted Dart inflicts Sacred dam-


Purifying
1 MP 8m age that ignores Armor to an opponent equal to
Flames the number of black Karma cards they have.

Roll an opposing WLP test against an opponent


in range. If you are successful the opponent falls
asleep for WLP turns. If you cast Sleep on an op-
ponent already asleep due to this spell they take a
Sleep 2 MP, 2 Actions 8m
-1 malus to their WLP roll to resist. Casting Sleep
on an opponent already asleep due to this spell
adds an additional WLP rounds to the time before
the effect wears off.

You can detect the color of a character's Karma. If


1 MP, 2 MP if
Soul Reading 24 m the spell is enhanced you can find out how many
enhanced Karma cards they possess.

An ally in range can see invisible characters for


True Sight 2 MP 16 m
WLP rounds.
63

LEVEL 2
An ally in range, or WLP allies if the spell is en-
hanced, can instantly teleport up to WLP meters
away from their position in any direction. If a
character ends their teleportation in an area
1 MP, 2 MP if
Arcane Step 8m occupied by another object, they take 10 damage
enhanced that ignores Armor. If the object preventing tele-
portation is inanimate it breaks instantly, if it is
another character they too suffer 10 damage that
ignore Armor.

An ally in range, or WLP allies if the spell was


1 MP, 2 MP if
Ascension 8m enhanced, can float upwards at a speed of 2 m per
enhanced turn for WLP rounds.

An ally in range, or WLP allies if the spell was


1 MP, 2 MP if
Slow Fall 8m enhanced, falls at a speed of 2 m per turn for 1
enhanced minute, ignoring all fall damage.

A Large Area in range is covered by a thick


Smoke Screen for WLP rounds. While in the
Smoke Screen a character has a bonus equal to
8 m, Large
Smoke Screen 2 MP, 2 Actions the caster's WLP to all stealth and concealment
Area rolls, plus they have Light Cover. Bonuses apply
to both those inside the mist and those on oppo-
site sides of it.

LEVEL 3
8 m, This spell works like a Level 1 blessing, but has an
Area Blessing 2 MP, 2 Actions
Small Area effect on all allies in a Small Area.

Aura of All neutral chara cters in a Small Area around


2 MP Small Area
Benevolence you become friendly toward you for WLP rounds.

Roll an opposing WLP test with an opponent in


range with at least one black Karma card: if they
Cage of Light 2 MP 8m fail they are Kneecapped for a number of rounds
equal to your WLP + their number of black Karma
cards.

This Special Enchanted Dart inflicts Sacred


Improved
damage that ignores Armor to an opponent equal
Purifying 2 MP 8m
to twice the number of black Karma cards they
Flames have.

An ally in range becomes invisible for WLP min-


Invisibility Level 3 8m utes. In case they attack an opponent the effect
ends immediately.

You heal one ally in range from a Poisoned con-


Lesser Antidote Level 3 8m
dition.

Lesser Area 8 m, Small


Level 3 All allies in a Small Area recover X+1 HP.
Healing Area
64
Roll an opposing WLP test with an opponent in
range: if you are successful, that opponent be-
Lesser Calm the 1 MP, 2 MP if
8m comes friendly for 1 turn. If the spell is enhanced
Spirit enhanced or you possess 3 white Karma cards you get a +2
bonus to the roll.

Lesser Regener- An ally in range recovers one HP per turn for WLP
1 MP 8m
ation rounds.

Choose an ally in range. For WLP rounds, as long


as the ally remains in range, when that ally takes
Life Link 2 MP 8m
damage you can choose to take half of that dam-
age in their stead.

An ally in range takes the form of another hu-


Shapeshifter 1 MP, 3 Actions 8m
manoid you know for WLP minutes.

Three adjacent squares in range become medium


Shield 1 MP 16 m
cover for WLP minutes.

You create a perfect copy of yourself that cannot


Simulacrum 1 MP 16 m
move or act, and vanishes after WLP minutes.

BLACK MAGIC

spell cost range description


Blasphemous Vi- Roll an opposing WLP test against an opponent
1 MP 16 m
sions in range. If you are successful they lose 2 SP.

Roll an opposing WLP test against an opponent


Cause Fear 1 MP 8m in range, if you’re successful the opponent is
Frightened for WLP rounds.

You can cast this spell only against a Frightened


1 MP, 2 opponent. Roll an opposing WLP test against the
Cause Terror 8m
Actions opponent. If you are successful the opponent is
Terrified for WLP rounds.

Roll an opposing WLP test against a neutral char-


acter in range. If you are successful the opponent
becomes friendly towards you for WLP rounds.
During the duration of the spell the character
will help you and may reveal information of
1 MP, 2 MP if 8 m, 16 m if
Charm medium importance to you. If you cast Charm
enhanced enhanced on an already charmed character they take a -1
malus to their WLP roll to resist. Casting Charme
on an already charmed character adds an addi-
tional WLP rounds to the time before the effect
wears off.

An opponent in range must pass an opposing


Curse of the
1 mp 8m WLP test or get a -1 malus to Parry Reactions for
Broken Arm WLP rounds.
65
Curse of An opponent in range gets a -1 malus on WLP
1 MP 8m
the Coward rolls to resist the effects of fear for WLP rounds.

An opponent in range must pass an opposing


Curse of
1 MP 8m WLP test or get a -1 malus on Rolls to Hit for WLP
the Inept rounds.

An opponent in range must pass an opposing


Curse of
1 MP 8m WLP test or get a -1 malus to Dodge Reactions for
the Lame WLP turns.

An opponent in range gets a -1 malus on WLP


Curse of
1 MP 8m rolls to resist the effects of charm and mind
the Lustful control for WLP rounds.

Select WLP squares in range. For WLP rounds


each time an opponent passes over those squares
they must roll an opposing test between their
2 MP,
Grease 8m DEX and your WLP, if they fail they fall Prone to
2 Actions the ground. Running or charging while moving
through these squares gives a -1 malus to the
DEX roll.

You summon a Lesser Shadow in range, which


acts under your control for WLP rounds before
2 MP, vanishing. If its HP are reduced to 0 before the
Lesser Evocation 8m
2 Actions spell ends, the Shadow vanishes. The Shadow
can use 2 Activations per round, chosen by the
caster.

You can ask a question to a dead body in range


Lesser Speak with
1 MP 8m to which they can only reply with Yes, No or I
Dead don't know.

A sleeping opponent in range wakes up and


Nightmare 1 MP 8m
becomes Terrified for one round.

Roll an opposing test between your WLP and the


Occult Poison 1 MP 8m CON of an opponent in range. If you are success-
ful they are Poisoned for WLP rounds.

This Special Enchanted Dart inflicts Occult


damage that ignores Armor to an opponent
Profane Flames 1 MP 8m
equal to the number of white Karma cards they
have.

This Special Enchanted Dart inflicts Bleed 1 for


Ravenous Insects 1 MP 8m
4 rounds as well as dealing normal damage.

Roll an opposing WLP test against an opponent


in range. If you are successful the opponent falls
asleep for WLP turns. If you cast Sleep on an
2 MP, opponent already asleep due to this spell they
sleep 8m
2 Actions take a -1 malus to their WLP roll to resist. Casting
Sleep on an opponent already asleep due to this
spell adds an additional WLP rounds to the time
before the effect wears off.
66

level 2
An ally in range, or WLP allies if the spell was en-
1 MP, 2 MP if
Ascension 8m hanced, can float upwards at a speed of 2 m per turn
enhanced for WLP rounds.

An ally in range, or WLP allies if the spell is enhanced,


can instantly teleport up to WLP meters away from
their position in any direction. If a character ends their
1 MP, 2 MP if teleportation in an area occupied by another object,
Arcane Step 8m
enhanced they take 10 damage that ignores Armor. If the object
preventing teleportation is inanimate it breaks instant-
ly, if it is another character they too suffer 10 damage
that ignore Armor.

An ally in range, or WLP allies if the spell was en-


1 MP, 2 MP if
Slow Fall 8m hanced, falls at a speed of 2 m per turn for 1 minute,
enhanced ignoring all fall damage.

A Large Area in range is covered by a thick Smoke


Screen for WLP rounds. While in the Smoke Screen a
2 MP, 8 m, character has a bonus equal to the caster's WLP to all
Smoke Screen
2 Actions Large Area stealth and concealment rolls, plus they have Light
Cover. Bonuses apply to both those inside the mist and
those on opposite sides of it.

level 3
You can animate a corpse to serve you as a Zombie. It
will be under your control until it is reduced to 0 HP
6 MP,
Animate Zombie Adjacent or while it is fed at least a pound of human flesh every
3 Actions 8 hours. The first time this spell is cast the user gets a
black Karma card.

2 MP, 8 m, This spell works like a Level 1 curse, but has an effect
Area Curse
2 Actions small area on all opponents in a Small Area.

An ally in range can recognize Beasts and people by


Beastly Scent 1 MP 16 m
the smell of their blood for WLP hours.

Blasphemous
X HP You gain X MP.
Transfusion

Roll an opposing WLP test against an opponent in


range. If you are successful you can give them a com-
mand that they must execute to the best of their ability.
Command 3 MP 8m This command cannot take up more than 2 Actions
and cannot force the opponent to commit suicide, but
can make them attack their allies, open doors, reveal
secrets, etc.
67
You assume the form of a satyr for 1 minute.
Two goat horns grow on your head, granting
you a Gore attack that deals 3 Penetration
4 MP, 1 damage, and your legs become goat-like,
Form of the Satyr
3 Actions conferring a +1 bonus to Dodge Reactions. You
can understand the language of any animal, and
you gain a +1 bonus to rolls to intimidate and
frighten.

While the transformation is active, the Rolls to


Improved Profane Hit of your melee attacks are based on WLP, but
2 MP 8m
Flames you cannot cast spells. At the end of the transfor-
mation you lose 3 SP.

This Special Enchanted Dart inflicts Occult


damage that ignores Armor to an opponent
invisibility 2 MP 8m
equal to twice the number of white Karma cards
they have.

An ally in range becomes invisible for WLP min-


leech 2 MP 16 m utes. In case they attack an opponent the effect
ends immediately.

All corpses under the area explode after WLP


Lesser Restless 2 MP, 2 8 m,
rounds causing WLP-1 occult damage to all char-
Souls Actions Small Area acters in adjacent squares.

Roll a melee attack as if you were using the basic


3 MP, attack of a Scythe, you had DEX=WLP and B.A=
Life-Eating Scythe Adjacent
2 Actions Lvl. If you are successful you gain HP equal to
the damage you inflicted.

You can control and move your flesh in one of


the following ways:
nj mold it to close your wounds, nullifying the
effects of Bleeding you are subject to and
making you immune to Bleeding until the
end of the spell's duration;
nj harden and thicken it, gaining a +1 bonus
to Armor but losing 1 meter of movement
speed;
2 MP,
Living Flesh nj make it lighter, giving you a +1 bonus to
2 Actions Dodge Reactions, but suffering a -1 malus to
Parry Reactions;
nj weigh it down and concentrate it in your
legs, granting you a +1 bonus to Parry
Reactions, but suffering a -1 malus to Dodge
Reactions.
These effects last WLP rounds. The effect is cho-
sen when the spell is cast and cannot be changed
until the end of the duration.
68

EQUIPMENT
Anyone in Gaelia who intends to travel further than the consider them infinite. In Gaelia, merchants are treach-
immediate borders of their city needs to be well equipped erous, the prices below are suggestions, and may vary
to face the myriad contingencies and dangers of the Be- widely depending on the areas and conditions in which
yond. Fortunately, the cities of Gaelia are home to count- the characters are located.
less merchants willing to supply travelers with whatever
they need, for the right price.

STARTING
WEIGHT AND PRICES EQUIPMENT
The carrying capacity of characters is left to the Master's Level 1 characters begin their adventure with a maxi-
discretion: as a general guideline, each character can mum of two weapons, one suit of armor, if the character
carry two weapons, one suit of armor, and a dozen uses one, and 75 coins. Any background decisions made
small items. For ranged weapons, basic munitions are by the character may change part or all of their starting
so easy and inexpensive to obtain that it is possible to equipment, at the Master's discretion.

ITEMS

ITEM PRICE EFFECT AND DESCRIPTION

Healing Potion 50 coins A blessed infusion of medicinal herbs. Heals 4 HP when used.

Arcanium One drop of Arcanium suspended in a protective liquid. Heals 4


50 coins
Extract MP when used.

Calming
50 coins An infusion of Cereus sacrum petals. Heals 4 SP when used.
Concoction

Engraving prayers on arrows, darts, bullets and throwing knives


Blessed 1 coin for each makes these ammunition caustic for the Undead. An Undead
Ammunition Ammunition hit by blessed ammunition suffers 1 bonus damage that ignores
Armor.

Arrows, darts, bullets and throwing knives covered in silver are


Silver 1 coin for each
perfect for hunting werewolves. A lycanthrope hit by a silver am-
Ammunition Ammunition munition takes 1 bonus damage that ignores Armor.

An essential tool for lighting bonfires, illuminating the night,


Flint and Steel 10 coins
burning terrible secrets and securing the ends of cut strings.

An ordinary lantern, whose oil reservoir has been replaced with


Geistflux. The front window has been tightly closed. It can be
Geistflux
200 coins turned on and off by a hand crank. It lasts four times longer than
Lantern an ordinary lantern and, rather strangely, can be lit and still burn
under water.
69

Oil obtained from the studies of Gaelia's early chemists. If exposed


Incendiary Oil 50 coins
to sparks or flame, it catches fire immediately.

A set of small metal tools designed to pick the most common types
Lockpick 25 coins
of padlocks and latches. Essentials for every burglar.

An ordinary portable mirror. Useful for fixing an unruly hairdo or


Mirror 15 coins
burning rows of ants, less so for traveling into the Beyond.

A metal tube that, through the miracles of geometric optics, allows


Monoscope 30 coins
us to see far into the distance.

Compared with a torch, the wick of a lantern burns longer, is


Oil Lantern 25 coins
shielded from gusts of wind, and is much less cumbersome.

Tool used by miners in Gaelia. When you have a pickaxe in your


Pickaxe 20 coins
hands, all problems start to look like rocks.

Enough food for one day. Not particularly tasty or nutritious, but
Rations 5 coins
they last a very long time, making them ideal for long trips.

1 coin for every An indispensable tool for any self-respecting adventurer. The ways
Rope 10 meters of in which a long, strong rope can be used are limited only by one's
rope creativity.

An essential tool for unearthing treasures, digging trenches, bury-


Spade 20 coins
ing terrible secrets and preparing the ground for camping.

By channeling the powers of the Geistflux, it is possible to have


Thunderbolt the power of lightning at your fingertips. The Thunderbolt lighter
50 coins
lighter has all the functionality of the Flint and steel, but is much more
efficient and easy to use.

A simple stick with one end covered with rags and oil. Not the
Torch 5 coins
safest way to lighten the darkness, but certainly the cheapest.

Durable travel tent. Protects against nighttime weather, making


Traveler's Tent 100 coins
sleeping much more comfortable.

Ornate and embellished robes in the latest fashion of the high


Aristocratic nobility of the Central Empire. Completely useless in the Beyond,
75 coins
Garments but oftentimes, in the aristocratic courts, an elegant dress can
open more doors than a lockpick.

Padded robes designed for those who wish to explore the coldest
Heavy Garments 25 coins parts of Gaelia. Remember, dear reader, that the cold kills as many
men as the monstrous creatures of the night.
70

Lightweight but durable garments designed to give the wearer


Pilgrim Garments 15 coins some freedom of movement. Ideal for traveling in hot and sunny
places.

Bag containing a pot and the supports to suspend it, a flint and
Cook's Kit 50 coins steel, a set of small kitchen knives, a ladle and some spoons. For
those who have grown tired of rations.

Bag containing numerous pockets of dried ground herbs, a mortar


Herbalist’s Kit 100 coins and pestle, a magnifying glass, and several empty vials. Very useful
for those experienced in creating extracts and concoctions.

Bag containing a talisman for each deity of the Central Empire, a


prayer book, a whip for self-flagellation, and a Calming concoc-
Preacher's Kit 200 coins tion. It’s the standard equipment for clergymen traveling through-
out the Empire, spreading the word of the Undying Sun among the
lost peoples of Gaelia.

Bag containing a tent, a torch, 50 meters of rope and 10 days


Traveler's Kit 150 coins worth of rations. Extremely useful for anyone who can afford the
price.

Bag containing 50 sheets of parchment, a set of writing quills, an


Scholar's Kit 75 coins inkwell, a sextant, and a fifty-gauge caliber. Ideal for both book-
worms and fervent cartographers.

In Caopíng, capital city of the Eastern Astral Empire, re- Great mechanical fountains, composed of a myriad of
sides the largest marketplace of the continent. Famous moving parts, line the sides of the main street, bubbling
for its innumerable oddities and knick knacks, the Mar- and jittering in the guise of bizarre sea creatures.
velous Market is one of the most coveted destinations for It is said that these sea monsters once roamed the seas of
adventurers seeking to lighten their pockets. Contrary to tears, before mankind was born out of the Primeval's
the more pragmatical approach of the Central Empire, will. These claims are considered apocryhal by scholars,
magic in the East is often used for creative purposes. but the merchants don't seem to mind.
71

WEAPONS
ample, if Gerald has STR 4 and uses a greatsword he will
inflict 3/2 STR-1 damage, so 6-1 = 5 damage.)
DAMAGE
Weapons deal a fixed amount of damage, often depen-
dent on the bearer's characteristics. Some weapons have RANGE
special abilities, described below.
Melee weapons (one handed and two handed weapons)
Each weapon has a minimum damage of 1. Whenever 3/2 can be used only when adjacent to the enemy, while
is written before a characteristic, it indicates that one ranged weapons (projectile weapons and firearms) can
must calculate one and a half times the value of the men- attack any visible enemy within a certain distance called
tioned characteristic, rounded down. Additional malus- range.
es and bonuses to damage are calculated later. (For ex-

ONE HANDED WEAPONS


One handed weapons are melee weapons that can be weapon: Sword and Shield requires a shield, Dual
wielded with one hand, leaving the other hand free. Wielding requires a second one handed weapon, Two
Handed Weapon requires holding the weapon with
It is possible to wield a one handed weapon with both both hands, Single Weapon requires keeping the other
hands, in which case damage and effects change as indi- hand free, and Sword and Pistol requires a pistol.
cated. Depending on how the free hand is used, it is pos-
sible to use different styles of combat with a one handed

Weapon One handed Two handed PRICE

Longsword STR-1 STR 50 coins

Axe STR, Unbalanced STR+1, Unbalanced 45 coins

Sabre DEX-1 DEX 50 coins

Rapier DEX-1 DEX-1, Penetration 1 55 coins

unwieldable
Knife DEX-2, Lightweight, Fast 25 coins
with two hands
72

TWO HANDED WEAPONS


Two handed weapons are melee weapons that can only make attacks. Two handed weapons can be used with
be wielded with both hands. A character who wields a the Two Handed Weapons combat style.
two handed weapon with one hand cannot use it to

Weapon Damage PRICE


Greatsword 3/2 STR-1 80 coins

War hammer 3/2 STR, UNBALANCED 70 coins

3/2 STR-1,
Halberd 75 coins
REACH, UNBALANCED

3/2 DEX-1,
Scythe 150 coins
REACH, UNBALANCED

PROJECTILE WEAPONS
Projectile weapons are ranged weapons that make use user and who is within the range of the weapon used.
of mechanical forces, such as the user's muscle strength
or the miraculous powers of leverage to hurl steel-tipped After making an attack with a shooting weapon, it is
projectiles at enemies in range. necessary to perform the Reload Action, which has a
cost in Activations that depends on the weapon used,
Projectile weapons are generally quieter than firearms, called Reload Time.
and as such more effective for characters who want to
attack while remaining hidden. Projectile weapons can Projectile weapons can be used with the Projectile
make attacks against any character who is visible to the Weapons combat style.

Reload Special
Weapon Range Damage PRICE
Time Skills
Bow 36 m 0 Actions DEX-1 30 coins

Composite
16 m 0 Actions STR-1 35 coins
bow

Light
24 m 0 Actions 2 PENETRATION 1 40 coins
crossbow

Heavy
24 m 1 Action 3 PENETRATION 1 60 coins
crossbow

Penetration 1
73

FIREARMS
Firearms are ranged weapons that make use of the ex- Firearms can make attacks against any character who is
plosive power of gunpowder to launch steel balls to- visible to the user and who is within the range of the
wards enemies in range. weapon used.

Firearms are generally more powerful than projectile After making an attack with a firearm it is necessary to
weapons, and as such more effective at piercing armor, take the Reload Action, which has a cost in Activations
while sacrificing the quietness of bows and crossbows, that depends on the weapon used, called Reload Time.
and in some rare cases also endangering the user, who
may find themselves severely injured should the heavy All firearms can be used with the Firearms combat style,
Blunderbuss jam. and the pistol can also be used with the Sword and Pistol
combat style when paired with a one handed weapon.

Reload
Weapon Range Damage Special Skills PRICE
Time

Ignores Armor,
Blunderbuss Small Cone 2 Actions 3 70 coins
Unstable

Musket 24 m 1 Action 3 Ignores Armor 80 coins

Ignores Armor,
Pistol 8m 0 Actions 1 80 coins
Lightweight
74

ARMOR
Suits of armor are an essential part of every warrior's However, this extra protection also has some disadvan-
equipment, due to their ability to allow their wearer to tages: your speed is reduced when wearing armor, and
ignore damage inflicted by enemy attacks. you receive a malus on DEX rolls for stealth and athlet-
icism.
The Armor value consists of the damage reduction giv-
en by the armor you wear, to which external bonuses The damage reduction given by the armor applies to
and maluses are added: when you take damage from an damage inflicted by magical and elemental attacks but
attack you can subtract your total Armor value from the not to continuous conditions such as On fire, poison, or
damage you would take. Bleeding, and fall damage.

Weapons or attacks with the special ability Penetration


can ignore all or part of this damage reduction.

Type of armor Armor value Test penalties Speed penalty PRICE

Light 1 -1 -1 m 50 Coins

Heavy 2 -2 -2 m 400 Coins

SHIELDS
Shields are pieces of equipment that are wielded in one similarly to a Parry made with a weapon, the user rolls
hand and bring defensive bonuses to the user, specifi- 1d10 and adds to it the characteristic and the bonus to
cally to the Parry Reaction roll and Passive Defense. the Parry roll associated with the shield, and additional
bonuses due to other effects, such as spells, potions, and
As long as they wield the shield in one hand, the charac- traits.
ter gains the associated bonus associated with their Pas-
sive Defense. In addition, a character wielding a shield All shields, when paired with a one handed weapon,
may choose to use it for a Parry Reaction: in this case, can be used with the Sword and Shield Combat Style.

Associated Bonus to Parry Passive Defense


shield PRICE
characteristic roll Bonus

Buckler shield DEX +1 0 30 Coins

Round shield STR +1 +1 50 Coins

Heavy shield STR +1 +2 100 Coins

Knight shield STR +2 +2 300 Coins


75
76
77
Chapter
N.04
Bestiary
79

BEASTS AND ANIMALS: THE BEASTS'


THE DANGERS OF GAELIA BEHAVIOR
The monsters that populate Gaelia are as varied as they To convey the gloomy and suffocating atmosphere of
are dangerous. Because the Beasts are of human origin, Gaelia, a Master needs to know the behavior of the mon-
they share several characteristics with the playing char- sters they will use to populate their campaigns. To under-
acters. stand the behavior of the monsters in Gaelia, it is good to
try to empathize with the tragic figure of the Beast.
Each monster has a level, which allows the Master to
balance encounters based on the level of the players. All the monsters described in this bestiary are Beasts,
A balanced encounter consists of one monster of the same except for the Giant Rat, which is a particularly large
level per character. cousin of its real-life counterpart. The Beasts are what
arises from a human being who, for various reasons, has
Unless otherwise specified, all monsters have the same lost their humanity, and has become a macabre meta-
movement speed as a playing character of the same level phor for the sins and obsessions that have tormented
and with the same characteristics. them during their conscious life.

The first stage of transformation into a Beast is that of


Shadow: shadows are creatures rather like ordinary hu-
man beings, but with distorted features and corrupted
MONSTERS AND minds. The transformation into shadow is gradual, and
ACTIVATIONS consists of a slow degeneration of body and mind, which
is filled by the incomprehensible whispers of the Black
Normally opponents have the same number of Activa- Progeny, who promises the poor subject of the transfor-
tions as a playing character of the same level, since they mation joys beyond words, and a life far removed from
are designed to fight as a group. the intolerable suffering of the human world.

If as Master you should decide to send characters against Once the transformation into a lesser shadow is com-
a particularly dangerous single monster, called "Boss", it plete, the typical tendencies of the transformed person
should have twice as many Activations as the number of begin to take over, leading to a branching out of the
characters it is fighting: 8 Activations for a normal party creatures obtained from the bestial metamorphosis pro-
of 4 characters, 6 if the party consists of 3 characters, 10 if cess. Warriors and the violent will take up arms again
the party consists of 5, and so on. In general, to enhance and become warrior shadows, and then orcs or were-
or debuff an opponent, the easiest and most immediate wolves; more intellectual figures such as wizards and
method is to add or remove an Activation. priests may become pestilential or screaming shadows,
and then grow feathers and quills, if enslaved to the
The Lycanthrope in this manual is recommended as a pleasures of the flesh, and become grotesque raven men.
Boss. If you decide to use another monster as a Boss, it is
suggested that you double its HP and give it a number of When a Master decides to create groups of different
Activations as previously described. If you decide to use Beasts, it is good to group them together following the
a Boss as a normal monster, it is suggested that you halve logic of this evolution (for example: raven men and
its HP and give it a number of Activations equal to that of werewolves are unlikely to cooperate). An exception to
a character of the same level. this process are the undead, who transform only after
death, and must sustain themselves by feeding on hu-
man flesh or blood.
OMBRA MINORE
80

Shadows are human beings who, having turned their backs on their humanity, have sunk into
sin and selfishness. A man who performs great and terrible evil deeds inevitably turns into a
Shadow. These, devoid of hope, pity or any positive feeling, persist in their work of evil, killing
and pillaging until they turn into even more terrible and frightening Beasts.

SHADOWS


 
      

HP MP karma ARM. P.D.


6 2 -1 0 1
STR dex CON WIT WLP
2 1 0 0 1


       
              ­€

WEAPON DAMAGE RTH

CLAW STR-1 1d10+2

AXE STR, UNBALANCED 1d10+2


Dual Wielding: This creature can use the Dual Wielding trait with its Claws.

Dark Prayer (2 actions, 2 mp): The shadow is Unbalanced for one round
while reaching out to an opponent to whisper horrible secrets to them. The
opponent must succeed on a WLP roll of difficulty 5 or lose 3 SP.

Affinity with Darkness: Shadows get a +1 bonus to Armor if they are in


the dark.

parry: 1d10+2

Dodge: 1d10+1
OMBRA GUERRIERA
81



“When soldiers and knights transform into shadows, they often
retain their martial skills and attachment to their weapons.”

hp mp karma ARM. p.d.


8 0 -1 1 2
str dex con wit wlp
3 0 2 0 0


Each Warrior Shadow possesses a different equipment.
At the time of creation, the Master chooses one of the
following:

weapon damage rth

greatsword 3/2 str-1 1d10+4

3/2 str,
War hammer 1d10+4
unbalanced
3/2 str-1,
Halberd unbalanced, 1d10+4
reach


Affinity with Darkness: Shadows get a +1 bonus to Armor
if they are in the dark.

parry: 1d10+3

dodge: 1d10

“Due to their size and aggressiveness, Warrior Shadows occupy a higher rung in the hierarchy of Beasts than the more com-
mon Lesser Shadow. It may happen to the adventurer of Gaelia to encounter squads of multiple Lesser Shadows, usually
led by a Warrior Shadow, or even to come across even more dangerous Shadows, accompanied by pairs of these creatures
as strange bodyguards. In rare cases, one may encounter patrols of five or more warrior shadows.
They travel together through the Beyond as grotesque imitations of the comrades-in-arms they once were."

from the memoirs of Urgrah the Wise


OMBRA URLANTE
82



"Shrieking Shadows arise from people driven insane by tremendous pain. When their
bodies, disfigured by suffering and the metamorphosis into Beasts, finally collapse to the
ground, it is not uncommon for a Specter to arise from the corpse of a Shrieking Shadow,
ready to haunt the places it inhabited in life."

hp mp karma arm. p.d.


6 6 -2 0 2
str dex con wit wlp
0 2 0 0 3



weapon damage rth

enchanted dart wlp-1 (occult) 1D10+4

Knife 1 1d10+2


Black Magic: Shrieking Shadows have access to the
following spells:

♦ Curse of the Inept


♦ Curse of the Coward
♦ Lesser evocation

Affinity with Darkness: Shadows get a +1 bonus to


Armor if they are in the dark.

Dark Prayer (2 azioni, 2 PM): The shadow is Unbal-


anced for one round while reaching out to an opponent to
whisper horrible secrets to them. The opponent must succeed
on a WLP roll of difficulty 5 or lose 3 SP.

Chilling Scream (3 actions, 2 mp): Like the spell Cause


Fear, but applied to all opponents under a Large Area centered
on the Shrieking Shadow.

parry: 1d10

dodge: 1d10+2
OMBRA PESTILENZIALE
83



"This shadow carries a huge steel censer, grafted in place of their right arm. Out of this cru-
cible come blasphemous exhalations that can infect men with the most grievous diseases,
including the plague of the Hunger."

hp mp karma ARM. p.d.


10 6 -3 0 1
str dex con wit wlp
3 0 0 0 3


weapon damage rth

str-1 (OCCULT)
censer reach 1d10+4
Pestilential Miasma



Pestilential Miasma: A character hit by the


Censer attack of a Pestilential Shadow must
succeed in an opposing test between their CON
and the Pestilential Shadow’s WLP or be Shaken
for 1 round.

Deadly Infection: (6 mp, 3 actions)


The Pestilential Shadow can infect a Shaken
character with a supernatural ailment.
The character must pass an opposing test
between their CON and the Pestilential
Shadow's WLP, or they are infected for
3 rounds. An infected character loses 2
HP and 2 SP at the beginning of their
turn.

Affinity with Darkness: Shadows


get a +1 bonus to Armor if they are in
the dark.

dodge: 1d10+4

parry: 1d10+1
OMBRA COLLETTIVA
84

 BOSS

"Despair is an unstoppable force. A strong sense of community might seem like a way to escape from everyday grief, a light
in a world of darkness, but Doctrine teaches us that the pious man feels no hope. It is from some of the closest groups of
friends, from sects and scrambling organizations that the Collective shadows are born, huge conglomerates of Lesser Shad-
ows twisted into a huge new creature."

hp mp karma ARM. p.d.


20 8 -3 1 4
str dex con wit wlp
3 0 3 0 2


Weapon damage rth

slam str 1d10+5

enchanted
vol-1 (occult) 1d10+4
dart


Affinity with Darkness: Shadows get a +1
bonus to Armor if they are in the dark.

Dark Prayer (2 actions, 2 mp):


The shadow is Unbalanced for one round
while reaching out to an opponent to whisper
horrible secrets to them.
The opponent must succeed on a WLP roll of
difficulty 5 or lose 3 SP.

Severance: The Collective Shadow can


restore independence to parts of its body,
and make them fight in its stead.
At a cost of 3 Actions and 8 HP it can
summon a Lesser Shadow in an adjacent
square. When the Collective Shadow dies
all Lesser Shadows summoned via Severance
dissolve into a pool of bituminous ichor.

Parry: 1d10+4

Dodge: 1d10+1

size: large
ORCO
85

These Giants and their offspring abound in the caves and mountainous areas of Gaelia.
They are directly descended from Father Chuur: men who devote themselves entirely to
the legendary titan hoping to inherit his powers of clairvoyance are often transformed into
these foul creatures. Their size only increases with their evolution: while orcs are normally
just over two metres tall, trolls tower four metres above the ground, and ogres reach up to

giants
seven metres. It is whispered that the Giants, the final form of this hideous race, are as tall
as mountains, and can destroy entire cities with a single step.



"Orcs are the weakest of the Giants. Their immense mouths,
bristling with broken, uneven teeth, are strong enough to tear
off a grown man's limbs."

hp mp karma ARM. p.d.


9 0 -3 1 2
str dex con wit wlp
3 0 2 0 0



weapon damage rth


str,
mace 1d10+4
unbalanced
bite str-1 1d10+5


Blind: Orcs have no eyes. They are immune to all spells,
abilities and substances that affect sight. Despite this, Orcs
still orient themselves, thanks to their other senses, with an
accuracy comparable to that of an individual with sight.

Tough Skin: The skin of Orcs is as tough as leather. It


grants them Armor 1.

Parry: 1d10+3

dodge: 1d10
ZOMBIE
86

The Undead are human beings infected by the horrendous plague known as The Hunger. It
manifests itself as an unrelenting desire to feed on human blood, which the Undead require to
survive. An Undead who does not feed for a few days goes into a rapid and irreversible physi-

undead
cal decay, resulting in what scholars call the second death. The Undead are immune to healing
magic: unless otherwise specified all effects that restore HP have no effect on the Undead.



The Undead are driven by an irrational need to consume human blood
developed after the course of a virulent disease known as the Hunger.

hp mp karma ARM. p.d.


7 0 -1 0 1
str dex con wit wlp
3 0 1 0 0


weapon damage rth

smack str-1, dual wielding 1d10+4


Dual Wielding: This creature can use the Dual Wielding trait with
its Smack.

The Hunger: Whenever a Zombie kills a creature it can spend


1 Action to feed on it. The Zombie recovers 3 HP and gains
a +1 bonus to Rolls to Hit and damage for 1 round.

parry: 1d10+3

Dodge: 1d10

Those who die of this disease awaken shortly after, with an initial onset of decomposition, and frighteningly hungry, but fully
aware of their surroundings and possessing their past memories: a Zombie. We often hear of mothers forced by the Hunger to
eat their children, in violent spasms and screams of despair. Zombie hordes, often originating in villages slaughtered by the
plague, are preceded by their desperate wails. If during the night you hear cries in the distance, run. Run as fast as you can.
SCHELETRO
87



Naylè manifests itself on Gaelia through the Undead Legion, which is composed of disciplined corpses so
ancient that they have now lost their flesh and forgotten what it means to be human. The Skeletons cannot
eat, so their Hunger is terribly strong and to appease it they must slather themselves in the blood of their
enemies.

hp mp karma arm. p.d.


9 0 -1 1 4
str dex con wit wlp
2 0 3 0 0


Each Skeleton possesses a different equipment. At the time of cre-
ation, the Master chooses one of the following:

weapon damage rth

longsword str-1 1d10+3

str,
mace 1d10+3
unbalanced

str,
axe 1d10+3
unbalanced


The Hunger: Whenever a Zombie kills a creature it can spend
1 Action to feed on it. The Zombie recovers 3 HP and gains
a +1 bonus to Rolls to Hit and damage for 1 round.

Bone Phalanx: Skeletons are the founding pillar of the Undead


Legion, and as such carry a heavy shield. This raises their Passive
Defense to 4, their Parry defensive Reaction to 1d10+3, and allows
them to use the Shield Bash trait.

parry: 1d10+3

dodge: 1d10
SPETTRO
88



"The souls of the most spiteful and evil men can sometimes cling to the mortal world
after death, manifesting as Spectres. Although they are not infected by the Hunger, they
still require life energy to remain anchored in the earthly world, and they obtain it by
absorbing the souls of those they kill. Unlike Zombies and Skeletons, a Spectre can exist
indefinitely without feeding, although this has serious repercussions on its... err... health."

hp mp karma ARM. p.d.


12 6 -2 0 2
str dex con wit wlp
- 2 0 0 3


Each Spectre possesses a different equipment. At
the time of creation, the Master chooses one of the
following:

weapon damage rth

longsword wlp-1 1d10+4

wlp,
axe 1d10+4
unbalanced
3/2 dex-1,
scythe unbalanced, 1d10+4
reach


Black Magic: Spectres have access to the following spells:

♦ Cause Fear
♦ Cause Terror

Incorporeal: An incorporeal creature can pass through objects, but not through
people or animals, because of their life energy. This ability is also transmitted to
their equipment.

Force of Will: Spectres use their WLP value as if it were their STR value.

parry: 1d10+4

dodge: 1d10+3
RATTO GIGANTE
89

Although the plague of the Beasts is widespread throughout Gaelia, and takes varied and
unpredictable forms, not all the dangers that haunt the lands of men arise from the dark whispers of
the Black Progeny. Where the corpses of men fester, and the mystical substance known as Geistflux

wild
builds up, the mysterious effects of the winds of magic grow stronger. In these areas one can find
animals of abnormal size, dozens of times more dangerous than their healthy relatives. In the

Animals villages of the Central Empire, it is common to bury deceased loved ones in cemeteries not far from
the city centre, and the surrounding land comes swarming with mutated creatures.



"Unlike its more petite cousins, this rat is wont to hunt cats
that stray too far from their owners."

hp mp karma arm. p.d.


5 0 - 0 2
str dex con wit wlp
0 2 0 1 0



weapon damage rth


dex,
bite penetration 1 1d10+3
infection


Swarm: The giant rat takes a bonus to Rolls
to Hit against an opponent equal to the
number of other allies that attacked that
opponent this round.

Infection: a character hit by the bite of a


Giant Rat must pass a CON roll of difficulty
5 or is Shaken for one round.

parry: 1d10

Dodge: 1d10+2
UOMO CORVO
90

When the Thrice Cursed began to preach, those who listened to


him turned into hideous, animal-like Fiends. They were the first
Beasts to be born after him, and by their nature are not loyal to
any god. Most clever among creatures that call the Beyond their
home, these monsters infest the woods and forests of Gaelia,

Fiends preying on anyone stupid enough to roam them unprepared.



"Raven men are born from sects devoted to lust and the pleasures of the flesh.
Like black birds of prey they stole, swindled and killed to acquire jewelry, alcohol
and drugs, used in violent orgiastic rites performed in swampy forests and aban-
doned buildings. Now transformed into Beasts, they fly in flocks across Gaelia
performing all kinds of nefarious deeds."

hp mp karma arm. p.d.


8 6 -2 0 3
str dex con wit wlp
0 3 0 0 2



weapon damage rth

beak dex 1d10+3

enchanted dart wlp-1 (occult) 1d10+4


Black Magic: Raven Men have access to the following spells:

♦ Cause Fear
♦ Curse of the Coward
♦ Curse of the Lame

Flight: This creature's wings allow it to fly at its normal movement speed and
ignore rough terrain.

parry: 1d10+1

dodge: 1d10+4
LICANTROPO
91

 BOSS

Werewolves are huge wolf-like Beasts. They are born from men filled with anger and frustration, and this is reflected in their
unstoppable fury. The saliva of a Werewolf is so filthy that it almost instantly infects the wounds it touches. They share the
excellent sense of smell with the animals they so closely resemble, making it especially difficult to catch them by surprise.

hp mp karma arm. p.d.


25 0 -4 1 3
str dex con wit wlp
4 2 2 0 0


weapon damage rth

claws str -1 1d10+7

str
bite 1d10+7
infection


Dual Wielding: This creature can use the Dual
Wielding trait with its Claws.

Infection: a character bitten by a Werewolf


must pass a CON roll of difficulty 7 or they
are Shaken for one round.

Furious Charge: A character that takes damage


from a Werewolf’s attack as a result of a Charge must
pass a CON roll of difficulty 7 or be knocked Prone.

Relentless Scent: A Werewolf can recognize the


smell of a person's blood up to a kilometer away. It is
then able to track its prey with extraordinary ease,
and thus gets a +3 bonus to all WIT tests based on
recognizing someone by their smell.

parry: 1d10+5

dodge: 1d10+3

taglia: grande
92
93
94

Chapter
N.05
first
campaign

x x

obtainable item fight ability check page reference


95

STARTER
CAMPAIGN:
A SQUEAKER DARKLY
Number of players: 2 to 4 Once this first conversation is over, the characters leave the
Starting level: 1 barracks and are eligible for WIT rolls. If they get a high
enough result they immediately notice that people are whis-
pering to each other while facing in their direction. A re-
sult of 5 or more allows them to perceive the whispers. A re-
Year 7, Cycle 1 of the Fourth Era: Adven- sult of 10 or more allows them to understand excerpts of the
conversation, such as "Like those poor people last year" or "Ad-
turers required in Vergessen for giant rat venturers who came to bring misfortune, evidently there wasn’t
extermination, handsome reward, time enough of it last time".
wasters need not apply.
The inhabitants of Vergessen wear old, ragged clothes, and
look at foreigners with a spiteful gaze. If questioned, they will
try to change topics and get away from the player group as
This is the opening sentence on the leaflet that each of the quickly as possible. A WLP roll of difficulty 7, coupled with
characters carries. Intrigued by the adventure, the reward, or an emotional, empathic speech, can get them to open up, and
driven by other personal motives, our heroes make their way to reveal that around one year earlier a group of laborers was
to the headquarters of the city guard of Vergessen. sent on a maintenance mission to the sewers, and got stuck
underground, never to return. They don’t know much else
Vergessen is a small village northeast of Heigarde in the about the event, but their dejected expressions make it clear
Central Empire. It is run by the church prelate Father Jere- that this incident has left a mark on the town’s populace.
miah and protected by a small handful of guards led by a
single sergeant, One-Eye Karl. It is in his office that the Characters at this point will find themselves in Vergessen
characters find themselves in the first scene. late in the evening, and they can choose whether to head to
a tavern to ask questions, continue investigating the town,
Karl is a big, gruff man of action: tall and or look for a place to sleep. This should leave additional
room for players to familiarize themselves with their charac-
muscular, but too old to instill the awe ters and the mystery presented to them. As they walk around
that is needed for his role. His unkempt the town they will be plagued by the squeaking of dozens of
beard and sizeable waist hint at the fact rats invading the dark alleyways of the town, away from the
that the martial rigor with which this flickering light of torches hung on the main street walls.
man apparently lived in his youth has If they go to the tavern of The Lame Pidgeon, the only pa-
long since been abandoned. tron who reveals anything substantial to them about the ex-
pedition of a year earlier is an old alcoholic named Ludwig
With a stunted vocabulary Karl explains the mission. who, in between fits of coughing and drunken weeping,
mentions a strong earthquake that destroyed a section of the
For the past three days Vergessen has been overrun by packs sewer walls, trapping the maintenance expedition inside.
of rats that have been pestering the population and gnawing
away at grain supplies. The players must find and eliminate Even after the many efforts of the Vergessen population, it was
the source of the infestation, which appears to be located in impossible to remove the boulders blocking the way. Ludwig
the cellar of Mahr Marious, an old worker who retired from notices, with a few paranoid comments, that in his almost
public life about a year earlier. eighty years of life there has never been another earthquake,
neither in Vergessen nor in the nearby villages. In between
Conversation with the simple minded Karl can be a good sentences Ludwig screams, slobbers and rambles on about his
way for the characters to interact for the first time. youth, in which he swears he was a great Beast Hunter.
96
After being badgered by Ludwig, the patient host of the tav- ened, and surrounded by dozens of rats. Apparently, the
ern, Richard Dubois, directs the group towards Vergessen's beginning of the infestation coincides with his awakening
library, where they can find more coherent informations. from the nightmare.
Once there they meet Theobald, the elderly and shy librar-
ian, who points out to them where the section with recent Before the characters head out towards the basement, Mari-
historical documents is located. Theobald is a small man ous will not only give them the key to the locked door, but
with a long white beard, a face sunken with deep wrinkles, also one Healing Potion each, in case the rats prove to be
and eyesight clearly fatigued from many years of study. particularly feisty.

After a brief search through the archives, the players find a The basement of Mahr Marious will allow players to explore
mention in an old city guard's report about a sewer mainte- the combat mechanics of the game for the first time. In the
nance expedition. If they continue to investigate, they dis- large square room we leave a lot of free space, but we also
cover that the expedition, consisting of three plumbers and place some furniture that can be used as cover by more expe-
two guards, never returned to the surface. The documents rienced players. At the back of the room there are two or
mention the names of the two guards, Frank Weber and three giant rats, depending on the number of players in- 89
Corporal Gavriel Schulz, but not those of the three plumb- volved in combat (two rats for groups of three or fewer
ers. Having gathered this information the group can go to players, three rats for larger parties). The map of Marious’
Mahr Marious’ home, eliminate the rats and try to figure basement can be found on page 101, or on the Chains of
out what happened to the lost expedition. Gaelia Ko-fi page in higher resolution.

Mahr Marious’ house is a simple two-story Behind the rat hideout, once the room
stone dwelling with a sloping roof of wa- is lit up, you can see a burrow carved
shed-out ceramic tiles. Moss and vines are into the stone. Where did the infesta-
beginning to climb up the worn walls, the tion come from? The truth hides further
wooden window frames are beginning to down. The burrow curves and descends
rot, and it looks like the grass in the small to a dark, damp place with slippery
fenced garden has not been cut in months. stone walkways surrounding a channel
of putrid water. The source of the infe-
The interior of the house is dusty, poorly maintained, and lit station is hidden in the lost section of the
only by a handful of candles. The floor is littered with half-
drunk bottles of wine. Mahr Marious is a stocky, dirty man
Vergessen sewer system.
with a hoarse voice and worn appearance. His greasy curly
hair clearly hasn't been cut in a long time, and it falls limply The sewer map can be found on page 101, or on the Chains
over his ample shoulders, covered by a plain red cotton of Gaelia Ko-Fi page in higher resolution.
shirt. A thick, spiky mustache covers his mouth, making
his sparse whispers even less intelligible. Depending on the level of complexity the Master wants to
achieve, the difficult terrain and cover rules can also be
Marious does not speak willingly, and merely points to the used. The dirty, rat corpse-filled water is difficult terrain,
staircase leading to the basement of his house. The door and therefore halves the characters' movement speed. In
leading to the lower floor is locked, and behind it a faint contrast, the two docks on either side of the tunnel and the
squeaking can be heard. He refuses at all costs to talk about small bridges that join them are normal terrain, and can be
the rats, and if the characters explicitly ask him about the traversed without maluses.
infestation he begins to stutter, clearly frightened.
When pressed by the players, who must pass a WIT test of Crouching behind crates gives Light Cover, and more
difficulty 6, Mahr will tell his story. skilled characters may choose to jump from the walkways
on top of crates to cross areas of land without touching the
A year earlier, due to his old age, Mahr left his younger water. A character who wants to perform a movement that
brother Lewey his position on a maintenance expedition to begins and ends in an elevated position, such as on a walk-
a section of the Vergessen sewers. An unexpected seismic way or on top of a crate, can try to move by jumping from
tremor, however, caused a wall of the tunnel leading to the crate to crate.
collapse of the cistern, blocking expedition in the sewers.
Nothing has been heard of the expedition since. Mahr Mar- The character must pass a DEX roll of difficulty 5 to success-
ious rarely leaves the house, wracked with guilt. fully perform the Movement Action. If they fail they instead
In a trembling voice, he admits to dreaming of young Lewey fall into the water in a position adjacent to the final position,
three days earlier, cowering on the damp sewer floor, fright- taking 1 fall damage that ignores Armor.
97
As soon as they arrive in the sewers, they will find on their blackish, crawling rapidly along the right side of the tunnel,
left an insurmountable wall of debris, traversed only by heading toward the cistern, disappearing in a split second
dirty water seeping from the inner sewers. To their right is a into the darkness in the distance.
long tunnel, which ends in a bend. The sewers are dimly lit
by the light of a few torches hanging from the damp walls.
After a few minutes, shrouded in the dank darkness of the
sewers, the characters can hear a dull sound of footsteps, ENCOUNTER 2
and a sad groan.
Continuing down the tunnel they come across a group of
Shadows. The encounter consists of a Lesser Shadow, a
Warrior Shadow armed with a greatsword and wearing the 81
uniform of the city guards, and a Giant Rat if the party is
ENCOUNTER 1 made up of four characters.

80 A Lesser Shadow appears limping from behind the curve. The Warrior Shadow marches back and forth like a military
man, his sword drenched in a mixture of blood and pitch.
A humanoid figure composed of a myriad The Lesser Shadow looks terrified, and sits still in a corner
before the characters approach.
of oily blackish filaments bound together
makes its way through the bog. Dozens of Once the second fight is over, the characters hear soft sobs
pale, bloodshot eyes erupt from the mis- echoing through the sewers.
shapen figure in unnatural positions. The
two long arms end in sharp claws, and
the wide mouth, which completely fills the ENCOUNTER 3
protuberance that had once been a head,
is filled with curved, pointed teeth set in The characters reach an intersection between two corridors:
to their left the dirty water drainage tunnel they have been
multiple parallel rows. following so far continues on, while to their right a small
corridor with granite walls opens up.
Despite its ominous appearance the Shadow struggles to
move due to a wound on its right leg, and it moans sadly, In front of them, about two meters high, opens a circular
with a distorted but somewhat human-like voice. If threat- pipe about a meter and a half in diameter from which
ened with a source of light or a loud sound it will cower foul-smelling water gushes out, spilling along the wall and
against the wall and no longer disturb the players. entering a grate in the floor, disappearing into the depths of
the earth. The opening of the pipe is blocked by thick iron
Should the characters want to attack it the Shadow begins bars.
combat already damaged (it has 4 HP instead of 6) and with a
2 meter malus to its movement speed because of the damaged Through WIT rolls of difficulty 5 they can use their hearing
leg. With a successful WIT roll of difficulty 5 the characters to follow the source of the weeping, which comes from the
will recognize the creature: clearly, the expedition members end of the small corridor on the right: by following the sob-
who have never returned have lost contact with their hu- bing they can get to a now abandoned control room inhabit-
manity and have begun the metamorphosis into Beasts, ed by Lewey Marious (Encounter 4).
starting with the Shadow stage.
Through a WIT roll of difficulty 6 they can see that a small
After this realization, the group has the opportunity to dis- padlocked door opens in the iron bars that close the pipe
cuss this encounter and the implications of killing the Shad- (Encounter 5).
ows of the lost members of the expedition. A character (or
group of characters) who decides to spare the life of the lone If they are not interested in the pipe and do not want to ex-
shadow encountered in this way will gain a white Karma plore the wing on the left, the characters can continue along
card. the main tunnel on the right (Encounter 6).

The group will make their way through the sewers and will
easily notice pools of blood and rat carcasses floating in the
sewage. As they round the curve of the tunnel they feel a
chill behind their backs, and a WIT test of difficulty 6 allows
them to catch a glimpse of a humanoid figure, slimy and
98

ENCOUNTER 4 ENCOUNTER 5
The widest pipes are also the most fragile, which is why
Lewey is a middle-aged man with the some canals in Vergessen's sewers are equipped with small
naïve eyes of a child. Thin and emaciated, locked doors that allow workers to access the inside of the
and with a scraggly beard that makes him pipes to do maintenance.

look even dirtier than he already is, he To access the door, it is first necessary to reach it by climbing
gazes at you with tired eyes, covered by the slimy wall below the pipe. Nearby, the more curious
greasy curly hair that hugs his gaunt face. characters will find the remains of an old stepladder, now
rotten and corroded by time.

Lewey Marious is the only remaining sane member of the To scale the wall, characters will need a STR or DEX roll of
expedition, who will tell the characters the tragic story of the difficulty 6, but more ingenious methods, such as an at-
sewer maintenance crew. tempt to fix the ladder or the use of abandoned crates
around the sewers as platforms can grant bonuses or even a
About a year before the players' arrival in Vergessen, the five guaranteed success, at the Master's discretion.
men were stranded in the sewers after the only access area
was shut off by a landslide. Rendered insane by loneliness, Once the door is reached, the lock can be picked with a DEX
and lost in the sewer tunnels of Vergessen, the members of roll of difficulty 6. A Rogue or alternatively a character
the maintenance crew slowly turned into Shadows. The equipped with tools suitable for picking a lock takes a +2 bo-
only two men who remained sane were Lewey and the city nus to this test. Another method of removing the lock is to
guard's corporal, Gavriel Schulz. However, Lewey explains break it by brute force by passing a STR roll of difficulty 8.
that, about a week ago, Schulz also lost his mind.
Once the door is open, the pipe will lead to an elevated po-
"He talked like a madman, that brute. He kept repeating that sition in the cistern, from which the characters can take the
they had abandoned us, they had left us here to rot, and now fearsome monster hiding in the depths of the Vergessen
the sewers whispered something beautiful to him. Something sewers by surprise.
had promised him a new life, a new purpose, so one day he
staggered toward the cistern. The next day the rats came, and After opening the door to the maintenance tunnel, if they
the air was filled with the sound of hideous roars that made have not already done so, characters can level up to level 2.
these filthy walls tremble. But those roars, those sad wails…
May the Primeval protect us!"

After this speech, poor Lewey is exhausted, and he curls up


in a corner crying softly. The characters can rest in the con- ENCOUNTER 6
trol room together with Lewey, before going deeper into the
sewers. If the characters decide to study the mechanisms in Having passed the three-way, the characters can move to-
the control room, they may recognize a valve connected to a ward the entrance to the cistern.
series of pipes needed to transport hot water vapor. Sewer
water is collected into the cistern, and then filtered and This brick portal is semicircular in shape
boiled by a Geistflux-powered machine hidden under the
cistern’s floor. The resulting water vapor is used to heat the
with a radius of around five meters. The
houses of Vergessen in the colder months. bricks with which it is built are greenish
and greasy from constant contact with
A character with some mechanical knowledge can make a the garbage-filled canal that runs through
WIT roll of difficulty 5 to try and repair the steam control
system by fixing a decommissioned pipe. The hum of steam
its center. On the filthy water of the canal
flowing behind the walls and the warmth it brings to the float dozens of rat corpses and puddles of
room will represent the first moment of quiet for the charac- dark blood, and from the dark interior of
ters after their descent into the sewers. the tunnel rumble inhuman roars. Adven-
After meeting with Lewey, if they have not already done
turers with heightened senses might re-
so, characters can level up to level 2. cognize, hidden beneath the roars, a wail
that sounds horribly human.
99
Character must pass a wlp roll of difficulty 7 or lose 3 SP, as in the heating system. A large bronze pipe, in which hot
they hear a semblance of humanity in those wails. steam flows, is affixed to the wall and runs the entire circum-
ference of the room.
As they go through the tunnel, if the characters are using a
torch or lantern to light the way, or if they pass a WIT roll of Crouching behind the grate Gavriel, now hopelessly trans-
difficulty 7 they will see that on their right, about halfway formed into a Beast, lifts his feral snout from the rat he was
down the tunnel, a side hallway opens up (Encounter 7). feeding on, and howls sadly, staring down the characters.

When characters decide to enter the cistern, if they have Gavriel is a Werewolf, and acts as described in the "bosses" 91
not already done so, they can level up to level 2. section of the bestiary. If there are 4 characters in total Gavri-
el has 8 Activations per turn, of which 4 are for attacking and
4 are for reacting to character attacks.

The first time during combat when Gavriel is hit with his
ENCOUNTER 7 own sword he will react with a stunned and clearly human
sigh. He will become Stunned for one round, losing two
Crossing the burrow they will come to a small, dark room Activations for that round after briefly remembering his hu-
with walls completely scarred by dozens of claw marks. In man nature.
the center of the room a warrior's belonging lie abandoned:
a suit of light armor, two glass vials, a beautifully crafted long If a character hits the bronze pipe, or a charge hits a charac-
sword, and a brass pendant. ter adjacent to the pipe it bursts, releasing a puff of boiling
steam. All characters in the 3 squares adjacent to the breach
A suit of light armor, consisting of a crude in the pipe take 3 fire damage that ignores Armor.
reinforced leather bodice and sparse steel Once Gavriel is defeated, the characters will be escorted out
plates lays on the floor, and on it gleams of the sewers by Lewey.
a brass medallion, engraved with the
symbol of the Undying Sun and enclosing If you decide to end the adventure here, the characters will
emerge from the sewers without any problems, they will be
the portrait of an elderly woman. Next to able to take the pendant to Schulz's elderly mother, and will
these are two spherical flasks filled with a collect their reward from One-Eye Karl.
transparent red liquid and a beautifully
crafted long sword, polished to perfection, If the Master decides instead to continue the adventure,
they can end the session this way:
on the blade of which is engraved the
name "Gavriel." "As you crawl through the tunnel that will
When the characters enter the room they see for an instant a
take you back to Mahr Marious' Cellar
blackish figure vanishing into an open tube. A sight-based you notice a trail of a strange green muck
WIT roll of difficulty 7 allows them to make out a metallic going outward. As soon as you arrive in
glow and a puff of greenish smoke coming from the figure's the basement the stocky Mahr Marious
arm.
runs toward you in a panic. "The dead!
The two flasks are Healing Potions, which restore 4 HP to From the hospital! They walk among us
the character using them. Using a potion in combat costs and feast on the living! It's the end of the
one Action. world!"
How did the Hunger spread to Vergessen? What was that
slimy creature crawling in the depths of the sewers? Is it re-
lated to the sludge on the threshold of the sewers? Perhaps a
ENCOUNTER 8 Pestilential Shadow hid in the sewers, and took advantage of
Gavriel to spread the Hunger to Vergessen using rats as a
Arriving at the end of the main tunnel, the characters will means of contagion, or perhaps some even more sinister
find themselves at the base of the cistern, a large hexagonal scheme is in motion...
room in the center of which dirty sewer water accumulates
in a deep puddle covered by a rusty grate. The water collect- The Fate of the citizens of Vergessen is in your hands now.
ed in the puddle is crudely filtered and boiled, to be reused Welcome to Gaelia!
101

MAPS
THE SEWERS OF VERGESSEN

1. Lesser Shadow. 2. Lesser Shadow, Warrior Shadow, Giant Rat. 3. Three-way. 4. Lewey Marious.
5. Maintenance tunnel. 6. Tunnel to the Cistern. 7. Gavriel's Memories. 8. Gavriel, the Werewolf.

BASEMENT OF MAHR MARIOUS' HOUSE


102

INTEREST POINTS
can find almost everything: town archives, science and
history manuals, theological writings, novels, and even
THE CATHEDRAL some dusty parchments, forgotten by time.

Despite its lofty name, Vergessen’s Cathedral is little more


than a humble country parish. The Cathedral is a rectangu-
lar building covered by a small dome. Next to the main body
of the Cathedral are two auxiliary wooden buildings, called THE EMPORIUM
the First and Second Phalanstery, used as a hospital and
town hall, respectively. The O'Malley family store began as a supply outlet during
the conflict with the Legion of the Undead during the Third
The main body is where public religious services are held, Age. Old Micky, the grandson of the original founder, in
while the dome, entered through a small flight of stone turn now runs the establishment with his granddaughter
stairs, is home to Father Jeremiah, Prelate of the Undying Maeve.
Sun. Micky O'Malley is a tall, sturdy man, definitely in good
shape for his seventy years of age. Friendly and helpful, he is
Jeremiah Von Weizsacker is a middle-aged, slightly hunched ready to help foreigners who visit his emporium by stocking
man with a worn face framed by thick strands of black hair. up on all kinds of miscellaneous equipment.
He is a patient and placid man, with many responsibilities
both spiritual and administrative, as the Prelate, in the small Maeve O'Malley is a young redheaded girl, and Grandpa
villages of the Central Empire, performs the duties of both a Micky's energetic assistant. Supplying the people of Verges-
mayor and a parish priest. He is married to the lovely Laura, sen with much needed consumer goods may be a rewarding
a patient caregiver with long white hair, and has two sons, job, but Maeve has other ambitions. Consulting the dusty
Jacob and Zacharia. tomes of ancient history found in Theobald Library prompt-
ed Maeve to begin writing a history of the village called "Re-
Jacob is a theological scholar, and his father's assistant, des- member Vergessen."
tined to take his place as Prelate. He spends his spare time
away from the Cathedral studying the dusty tomes of the The O'Malleys' emporium stocks all the items listed in the
Vergessen Library, from the most orthodox to the most sca- equipment section available at the marked prices, including
brous. He has a passion for romance novels. weapons and armor.

Zacharia, the youngest son, has taken more from his mother,
from his interests down to the hue of his hair. The blond
apothecary can be found in the First Phalanstery, where he
uses advanced scientific techniques, learned at the Heigarde THE LAME PIDGEON
Magisterium, to cure sick citizens.
The Lame Pidgeon is a small but comfortable tavern not far
from the Cathedral. Run by young Richard Dubois, the spar-
tan, two-story wooden building is a regular gathering place
for townspeople and outsiders alike.
THE LIBRARY
Dubois is a tall, wiry man, accustomed to listening to the
The story goes that, early in the First Age, the first prel- talk of his patrons in silence and with a smile. He is a very
ate of Vergessen entrusted his aide Theobald the Short shrewd salesman, equipped with a thorough knowledge of
with his personal copy of the Memories of Urgrah the his customers' lives.
Wise. Nearly six hundred years later, Theobald IX the
Fearless collects and organizes Vergessen's collection of Ludwig is a regular customer at The Lame Pidgeon. Now in
manuscripts, working closely with Father Jeremiah. the twilight of his life, the slender old man spends his days
dozing collapsed on Dubois's counter, waking up only to
Theobald IX is a little old man with a long white beard, mumble incoherent warnings and order a new pint. The old
who cheerfully hands out all sorts of documents and drunkard's bloodshot eyes and goat-like white beard are of-
manuscripts to the villagers. In Vergessen’s Library one ten used as bogeymen for Vergessen's children. Despite his
103
pitiful state, during his disheveled monologues Ludwig em-
phatically claims to have been a valiant Beast Hunter in his
youth.

MARIA IGUANA'S
HERBS SHOPPE
Maria Iguana is an expert healer, alchemist and naturalist. A
close friend of Laura Von Weizsacker, she has dedicated her
life to seeking a synthesis between the natural medicine of
the Vergessen people and the aseptic medical science of the
Magisters of Heigarde.

A kind and affable figure, Maria spends most of her time in


a small workhouse on the outskirts of the village, hidden
among the wheat fields. Here she distills healing extracts,
soothing agents and ointments that will later be sold to
O'Malley's emporium.

Dr. Iguana is a beloved personality to all Vergessen residents,


and she will no doubt be willing to give directions to outsid-
ers should they feel lost.
104

DRAMATIS PERSONAE
of the dead, although it is unclear whether these claims were
the boast of a witch or the ravings of a madwoman.
CREATIVE BLOCK
Of the quirks of her own family Lis brings with her a passion
Creating a character for a role-playing game is not always an and a sincere faith for Cartomancy. Meeting Lis Le Fleur can
easy task, especially for new players. That is why we present lead to two possible outcomes: a broken nose or an omen for
in this latest chapter a gallery of brave adventurers and shady the future, conveyed by a worn deck of tarot cards.
characters who, for one reason or another, seeking fame or
fleeing the law, find themselves in the village of Vergessen Despite these quirks the few people able to call themselves
during the time of the rat infestation. friends of the hunter can confirm that Lis Le Fleur is not
someone to be trifled with. Muttering invocations to the
These characters can be used by inexperienced players or Tower and the Sun, to the souls of the dead and to the forces
players who wish to immediately immerse themselves in of nature, Lis fought her way through hordes of Beasts with
Gaelia's world without having to think of a story or combi- extraordinary ferocity.
nation of traits. Their stories are presented briefly, and some
details are intentionally left vague so as to give players op- After completing an escort mission, accompanying a cara-
portunities to add small personal touches even to pre-writ- van of Heigarde merchants across the Beyond, Lis stopped
ten characters. in the small village of Vergessen, intrigued by the promise of
easy work and substantial pay.
Alternatively, for more experienced groups who decide to
create their own characters from scratch, the following ex-
amples can serve as sources of inspiration, as they represent
iconic examples of the respective classes, both from the
standpoint of traits and characteristics and the narrative ar-
chetypes they represent. GERALD MÜLLER:
Finally, should a Game Master be dissatisfied with the KNIGHT
amount of people in the introductory campaign, these five
scoundrels can serve as non-player characters, each with Gerald is a new recruit to the Order of the Undying Sun.
their own interests and goals, and perhaps even small scraps The son of a woodcutter, young Müller is a boy of hum-
of plot, hooks for new and terrifying adventures. ble beginnings, born in the village of Fehrburg, only a
day's walk north of Vergessen. Although he began life as
his father's helper, Gerald soon discovered himself more
capable with a sword than with a hatchet.

Inspired by the sermons of Father Florian Voigt, prelate


LIS LE FLEUR: of Fehrburg, Gerald directed his attentions toward faith
in the Blessed Mother, the White Offspring, and the be-
BEAST HUNTER nevolence of the Primeval.

No one knows what Lis Le Fleur's real name is, no one has Enlisting in Fehrburg's town guard, the aspiring Knight
the courage to ask uncomfortable questions to a woman fa- demonstrated his skills by fending off a squadron of
mous for decapitating a werewolf before she came of age. orcs, thus attracting the attention of Ivanka Moore, re-
cruiter for the Order of the Undying Sun.
Few things are known for certain about Lis: born in the Müller thus moved to Heigarde, under the protection of
small village of Rhottgard, an agricultural center a few hours' his new instructor, to participate in three years of rigor-
on foot away from Heigarde, she grew up under the gray ous martial training, religious indoctrination, and study
skies of the Central Empire, surrounded by hundreds of fad- of the Order's history.
ed flowers and ears of corn caressed by the icy wind.
Despite his combat skills, Gerald remains a shy country
Rhottgard is a bleak and superstitious town: the reckless boy, torn from his homeland in the prime of his youth.
Beast Hunter's mother called herself a conduit for the spirits
105
His relationship with Madame Moore is difficult and
strained, as the recruit resents the rigid and competitive
climate of the military institutions of the Central Em-
pire, as he sees it as directly at odds with the basic dic-
tates of harmony and humility of the Doctrine.
ELEANORE VAN BAUMEN:
WHITE MAGE
Gerald much prefers the company of monks and civil-
ians to that of the other cadet knights, which is why he The Van Baumen are a family of small feudal lords in the
has taken the opportunity to return to Vergessen, near Northeastern Central Empire. Subservient to a long chain
his original homeland, to help the people instead of go- of major vassals, they rule over a modest plot of frozen land
ing in search of glory in the bold military operations car- overshadowed by storm clouds and dense mossy forests.
ried out by the Undying Sun on the border with the
Northern Confederation. Eleanore is a shy and unassuming girl, far more at ease with
the gurgling of springs and the rustling of leaves than with
the intricacies of the court.

Fortunately for Mr. and Mrs. Van Baumen, the inheritance


ROWAN SUTHERSBY-BECKETT: of the fiefdom will go to Eleanore's older sister, the tena-
cious Lotte Van Baumen, a young woman of ambiguous
ROGUE morals, more than capable of handling the complex border
dealings with Greycliffe's corrupt merchants.
Rowan Sutherby-Beckett is a liar and an infidel, an old fox, a
profiteer. Rowan Suthersby-Beckett is many things, but he For this unfortunate combination of reasons, young Elea-
surely is not a dull man. nore, just sixteen years old, was sent to Heigarde, forced
into a monastery of the Order of the Undying Sun, in order
Born into the ease of a wealthy noble family from the north to become a healer and priestess.
of the Central Empire, Rowan spent his life going from ban-
quet to banquet, court to court, squandering sacks of coins Eleanore's meek and selfless character, which had caused so
enough to support an entire family on women, wine and many difficulties in her native homeland, proved a strength
gambling. at the monastery. Here the young Van Baumen became a
promising White Mage, an expert in the doctrine of the Un-
Despite his vices, however, Beckett is a tremendously shrewd dying Sun and, above all, a respected and well-liked mem-
man: aware that he could not sustain his lifestyle forever, the ber in a community of kindred souls.
young amateur specialized in the fine art of extracting se-
crets, and extorting money through blackmail and espio- That said, after a life spent with her head bowed, Eleanore
nage. feels a thirst for adventure, a need to leave the hectic city life
of Heigarde and return to the green and dangerous woods
It is unclear who or what caused the downfall of the Suthers- of the Beyond.
by-Beckett family, but it is certain that after the death of his
well-liked parents, Rowan was surrounded by enemies. Be- Driven by the desire for change, Eleanore departs as the
tween creditors, powerful blackmailers and betrayed grooms monastery's official missionary to the remote village of Ver-
(or brides!), it was not hard to predict that the house of cards gessen, ready to heal and defend the people from a strange
assembled by Rowan's ringed hands would soon fall. rodent infestation.

And so, through a series of anonymous tips to the proper


authorities, a now middle-aged Rowan finds himself on the
street, without a penny to his name, or a home to return to,
as the Beckett mansion has been burned to the ground by a
fire that arose under mysterious circumstances.
STEFAN D. BELLAMY:
OCCULTIST
Fleeing the world of nobility, Rowan has abandoned the cap-
ital, forced to use the most devious and petty tactics to get a Stefan Demetrius Bellamy is an ambitious man. A student of
bite to eat. Heading for the bland village of Vergessen, Row- the magical arts at Heigarde University, Stefan has been dis-
an sharpens his daggers, ready to rebuild his empire by any appointed by the prosaic nature of his teachers.
means necessary.
It is easy for an astute listener to recognize how the influence
of the Order of the Undying Sun has neutered the teaching
106
of magic, of how the morality of the priests who so often
march through the university's imposing halls has clipped
the wings of hundreds of students, who would otherwise be
unconcerned with matters of faith.

Disinterested in classical studies, Bellamy found himself in a


dusty classroom in the back of a warehouse. Here, surround-
ed by half a dozen adoring spectators, the infamous Mikhail
Maier discussed complex sermons, thick with seemingly in-
decipherable metaphors.

As his colleagues abandoned their studies, discouraged by


Maier's impenetrable psalmody, Stefan traced thin charcoal
arrows between imaginative sentences, recognizing in his
mentor's words a complex ciphered discourse that alluded to
forbidden rituals, and unmentionable powers.

Bellamy became Maier's official apprentice, and the latter, in


return, taught him the fundamentals of black magic, this
time without having to worry about being accused of heresy.
Bellamy's unorthodox studies continued for months: private
lessons in secret offices, whispered discussions with skulls in
catacombs, dissections and reanimations of corpses stolen
from the cemetery.

This idyll would not last long, for the Undying Sun illumi-
nates even the darkest places. Maier was found dead in his
own apartment, sitting in his own armchair, apparently
healthy except for his charred face.

The complete lack of clues regarding the murder suggests


the invisible hand of the Inquisition. Stefan Demetrius Bella-
my is a clever man, so he has left Heigarde, heading for the
remote village of Vergessen.
Chains of Gaelia is a work of fiction. Any reference to existing facts or people is purely
coincidental.

This manual is presented as a first attempt to share the world of Gaelia and its mechanics
with players, game masters, and fans of Gothic literature.
The content, layout, and illustrations are not final and may change in the future.

The main goal of this manual is to gather players' opinions to refine the game experience
and provide a proof of concept for crowd-funding.

The writing and game design work is by Davide Delli Gatti and Olmo Bassignani.

The graphic design is by Alessandro Pippia.

Character illustrations are by Sonia Mapelli, those in the bestiary by Dalia Pisoni.

Chains of Gaelia is the brainchild of Davide Delli Gatti, which would have remained just
an idea if not for the help of Olmo Bassignani, Alessandro Pippia, Dalia Pisoni, Sonia
Mapelli, Elia Praderio, Raoul Brancaccio and Mirko Legnini.

Thanks to Chris, Gary and Kit, readers from across the sea.

Thank you Giova, may the earth be light upon you.

And finally thanks to you, reader, who have come this far, and will soon go Beyond.

Chains of Gaelia has been deposited at the SIAE Archives.

For any questions, comments, or requests you can find all our contacts at:
linktr.ee/chainsofgaelia

You might also like