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Setting - Kingdom of Grischun

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Author Michael Surbrook Layout And Graphic Design Ruben Smith-Zempel Development Jason Walters Editor Michael Surbrook Editorial Assitance George Sedgewick Cover Art Sam Flegal Interior Art John Grigni Cartography Keith Curtis e body text was set in 11 pt. Minion Pro Condensed and the headers were set in 20, 18, 16, 14, and 12 pt. Gil Sans Bold Condensed. Skill and Power headers were set in 14 pt. Gil Sans Bold Condensed. e index was set in 8 pt. Minion Pro Regular and 14 pt. Gil Sans Bold Condensed. HERO System™®. is DOJ, Inc.’s trademark for its roleplaying system. HERO System Copyright © 1984, 1989, 2002, 2009, 2012 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Champions, Dark Champions, and all associated characters © 1981-2009 by Cryptic Studios, Inc. All rights reserved. “Champions” and “Dark Champions” are trademarks of Cryptic Studios, Inc. “Champions” and “Dark Champions” are used under license from Cryptic Studios, Inc. Fantasy Hero © 2003, 2010, 2015 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Star Hero © 2003, 2011 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Pulp Hero © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Danger International, Justice Inc., Western Hero © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or computerization, or by any information storage and retrieval system, without permission in writing from the Publisher: DOJ, Inc., P.O. Box 247, Gerlach, NV 89412. Printed in the USA. First printing January 2015. Produced and distributed by DOJ, Inc. d/b/a Hero Games. HTTP://HEROGAMES.COM Fantasy Hero Grandmaster: Dominic Lund Fantasy Hero Adventuring Party: Matthew Ferry, Phil Herthel, Jeff Railsback, Lee Stewart, Stephen & Roberta Wright Fantasy Hero Paladin: Robert Towell Fantasy Hero Swashbuckler: Greg Arguello, J. Erick Christgau, Jason “JiB” Tryon, Keith Phemister, Martin Greening, Matt Rock, Michael Satran, Robert Webb, Shane Harsch Fantasy Hero Champion: Alan Walters, Anthony Hargan, Bhelliom Demian Rahl, Bill Keyes, Carlos Castaneda, Chad, Christian Nienhaus, David Campbell, David K. Stevens, David “bluesguy” Tannen, Eugene Luster, Gregory Horrell, Jerry Hammonds, Jon Nials, Kenneth Smith, Mark Lemming, Paul Macdonald, Robert Dorf, Stephan Szabo Fantasy Hero Legionnaire: Amiel Kievit, Andrea Martinelli, Andrew Moreton, Arron Mitchell, Aviv “icel” Manoach, Barry Baker, Barry Nixon, Brian Goodison, Bruce “Narf the Mouse,” David Trenkwitz, Eran Molot, Erik Lund, Fedor Ashepkov, Graeme Rigg, Heinrich Helms, Henrik Collin, Jason “Hierax” Verbitsky, John Doyle, Jonas Karlsson, Jussi Myllyluoma, Ken “Owlglass” Finlayson, Mathieu Roy, Matt Logan, Mike Richards, Mitchell Christov, Patrick “Meujeuh” Jaurion, Philip Nicholls, Rod Currie, Sean Nicolson, Steve Clark, Tamok Mok, omas Martin Eifried Fantasy Hero Myrmidon: Arcangel Ortiz Jr, Brian Scott, C.J. Heflin, Christopher omas Rensel, Coyotekin, Daniel Calhoun, Erik Luken, Gabriel Borghi, Greg Cueto, Gregory Faber, Jayna Pavlin, Jeffrey Ledford, Jerry “Gigglestick” Meyer Jr, Joe Claffey Jr, Joe Renda, John Taber, Joseph Gifford, Justin Burr, Keith Scott, Leah Watts, Mark A. Hart, Matt Dicksion, Mark Struzzi, Michael Durkee, Mike Metzler, Mr. 44, Oliver Edwards, Richard Slater, Robert Harrison, Robert Riley, Ronald Park, Royden Jones, Scott Baker, Scott Field, Shawn Penrod, Spence Sanders, Steven esken, eron Bretz, Tim Connolly, Wallace Gibbons, William OConnor Fantasy Hero Swordsman: Aaron Spillman, Adam Janin, AJ Fritz, Alice Peng, Andrew Cermak, Andrew Wilson, Bentley Skibell, Bill Hein, Bob Gilkeson, Bob King, Bob Schrempp, Bobby Walker, Brad Kane, Brett Butler, Carl Pabst, Casey Gillette, Chad Ehret, Chris, Chris “Breaker Of ings” Adams, Chris Angelini, Chris Bond, Chris “Laserlight” DeBoe, Chris Goodwin, Chris Larkin, Chris esing, Christian Lindke, Christopher Carson, Christopher Fong, Christopher Seiberling, Dan Reilly, Daniel Nissman, Daniel Reddy, Dave Kester, David A. Nolan, David Bill, David J. Parker, David Lang, David McKeehan, David Volbrecht, Dean Chambers, Donald A. Turner, Donald Pierce, Douglas Sundseth, Dylan Distasio, Enedino Fernandez, Eric Jackson, Fgutowski, Fred Filler, Funk ompson, G_Q, Gary “archermoo” Denney, Gateway Games & More, Gavin McClements, Geoff Speare, Gordon Feiner, Harry Mosley, Iam Bloom, Ian “Nohwear” Shannon, Jack Brown, Jake Burgess, James Davion, James Gillen, James Welch, Jason Leisemann, Jason Sperber, Jay Goodfader, Jeff Schultz, Jeffrey Mills, Jenna “Tasha” Defer, Jessee Scarborough, Jim “Congo Steve” Long, Jim Foster, Jim Pacek, Jim Seymour, Jim Tetrick, Jim Waters, Joel Siragher, John DeBerry, John Mahaffy, John R. Lehman, John Trasler, Julian ompson, Karl Schmidt, Kelly Brown, Kent Shuford, Lewis Phillips, M. Phoenix Gibbs, Maggie Errea, Mark Delsing, Mark Meyers, Brenden “Gojira” Towey , Matt Blackwell, Matt Hogan, Matthew Roth, Micah Wolfe, Michael Feldhusen, Michael Harvey, Michael Tisdel, Mike Fontana, Mike Obrien, Morgan Hazel, Norman Gross, Pete Ruttman, Peter Dean, Randall Roman, Randy Patton, Ray Spitz, Rich Howard, Richard Staats, Rob Trimarco, Robert Conley, Ron Wilhelm, Sam Hogan, Scott Christensen, Sean Mulhern, Seth A Squires, Shan Simpson, Stephen, Stephen Furlani, Sterling Brucks, Steve Cibarich, Steve “teh slipperboy” Donohue, Steven Wales, Terrell, at Guy, Tim Statler, Todd Cavanaugh, Jason Huxford, Walter Gass, Warren Nelson, Wayne Walls, Yune Lee, Zathras Fantasy Hero Adventurer: Aaron Mustang, Adam Boisvert, Adam Waggenspack, Andy Rau, Bob Runnicles, Brad Everman, Bret Indrelee, Brett Slocum, Brian Ahrens, Brian Isikoff, Brian K Smith, Brian Rosenberger, Bryce “Cat Toy” Nakagawa, Bryce K. Nielsen, Capricious Games LLC, Charles Turnitsa, Chris Lozaga, Damon & Peni Griffin, Darren Sullivan, Dave Mattingly, David Stewart, Deborah Spiesz, Derek Hiemforth, Don Satow, Doug Baumeister, Doug Grimes, Eddie Sells, Eric Weaver, Fred Liner, George Sedgwick, Greg Voelker, Gregory Fyhr, Guy ompson, Herb Nowell, Jack Gulick, James Cook, James Rouse, Jason Hobbs, Jason Paul McCartan, Jeff Troutman, Jeremy & Rachel Gollub, Jim Lowyh, John Brinegar, John Irvine, John Overath, John & Kasey Turner, Jon Petit, Jon Sprague, Jonathan T. Fay, Joshua Krage, Karl Hubbs, Karl Maurer, Karl Zahler, Karry Koehler, Kenneth “Professor” ronberry, Kenny Quick, Kevin C. Wong, Kevin Collins, Laura Sikorski, Logan J. Crosby, Lord Khaalis (Ron Owens), Mark Arsenault, Mark Garrison, Matt Helms, Matt Whalley, Matthew Manghi, Michael “Maikeruu” Pierno, Michael D Marcum, Michael D Opdyke, Michael Palkendo, Michael Sears, Michael Watkins, Nicholas Bergquist, Peter Gabancho, Rob Kalbach, Robert “Bret” Lewis, Robert H Hudson Jr, Robert Kim, Robert T. Sagris, Clara Harper Darbee, Scott Krogh, Shane Trapp, Sloan Summerfelt, Stephen Andre Ibarra, Steve Huntsberry, Steve Weaver, Steven Miller, Tad Kilgore, addeus Ryker, eodore Miller, omas Davidson, omas Rafalski, Timothy Mullen, Tomas J Skucas, Trip the Space Parasite, Troy Zigler, Ty Shillito, Walter F. Croſt, Walter Manbeck, Warren Creighton, WD Robinson, Wesley E. Marshall, Will Rich, Will Triumph, William Zachary Adamson, Wolfgang Coe Fantasy Hero Journeyman: Aaron Cattle, Aaron T. Banks, Alexander Hawson, Andreas Bergdal, Andrew Cowie, Benjamin Loy, Beth Rimmels, Brandon Gagne, Christopher D Meid, Colby “Vahla” Taylor, Cyril T, Dany St-Pierre, David B. Semmes, David Ballard, David Mandeville, David Olsen, Eddie “e Question Man” Blake, Erebus, Erich Vereen, Frederic “Dread Domain” Cloutier, Garrick Archer, Gary Wilson, Gene, Glen Cox, J. Budovec, Jaime Robertson, James Dallin Ostler, Jason Broadley, Jason Wedel, Jeff Xilon, Jeremy Kear, Kailey Smith, Karin Schmidt, Karl Knutson, Keith R. Hayden, Kevin Flynn, Lee Sweeney, Bob “Limbolance” Sweeney, Lin Liren, Loren Frerichs, Marc Gillham, Mark Creaghe, Mark Hayton, Michael A. Atkinson, Nate Miller, Paul Pearce, Peter Cobcroſt, Peter Gates, Pineapple Steak, Quiet Walker, Robert Fisher, Scott Cohan, Shinya HANATAKA, Spencer Hixon, Stephan Hamat-Rains, Steven Lord, Steven Rideout, Toju Xinshu, Tom Lively, Trevor Gere, Vaughan Cockell, William P Redifer, William Weidner Fantasy Hero Apprentice: Adam “Shaluckzor” Goodmurphy, Andrew Blank, Anthony Michael Nitz, Antoine Bertier, Antreges, Bastien Daugas, Brad Kelley, C Goodrick, Chris Fitzpatrick, Chris Shields, Christopher M Kiraly, Clive Henrick, David Buswell-Wible, David Chato, David Ford, Dennis N. Timm, Frank Hart, Franz Tezel, Gary Kacmarcik, Gerald Rose, Go Miyauchi, Gregory Stein, Gwythainti, Hagakure, Hans Messersmith, Hopper UK, J Reynolds, Jack Krause, James Jandebeur, Jason O’Mara, Jeff Brissette, Jeffery Estes, Jeffrey Allan Boman, Jochen Linnemann, Joey Browning, Johannes, John Bird, John Desmarais, John E Graham, John Kane, Jon Robertson, Jonas Saxon, Jonas Schiött, Jonathan Korman, Josh Bowles, Joshua Brumley, Joshua Crowe, Joshua Stull, Justin Dutch, Keith Davies, Keith Hann, Kevin Harada, Kevin Richardson, Kevin Walsh, Koji Tanaka, Kustenjaeger, Kyle Payne, Larkin O’Donoghue, Lawrence Townsend, Louis Billard, M Scott Walters, Malcolm Coull, Marc Tassin, Mark, Mark Shocklee, Mark Stang, Michael Strainic, Mike Benjamin, Mike Jones, Oh Seung Han, Patrik Ström, Paul Holliday, Peter A Lindstrom, Peter Smith, Ralph Young, Randall Wright, Ray Chiang, Rollicking Rogue, Ron Sago, Rostow, Schaeffer Tolliver, Scott Catron, Solid Art Labs, Steve Dodge, Steve Klein, Storium / Stephen Hood, Svend Andersen, Teppo Pennanen, Tiago Marinho, Tim Cox, Timothy Seratt, Troy S. Cash, Ulrich-Alexander Schmidt, Wanderer, Zakharov Sawyer, Zeek Lumpkins Fantasy Hero Supporter: Edward Culbreath, Jeffrey Barker, Jimmy Plamondon, Jonathan Gartshore- Baxter, Lee W. Dowd, Raging Cupcake Studios, Rolf Ravndal, Sigil Stone Publishing, Steven McKean, Vincent Arebalo Fantasy Hero Seing: Kingm of Grishun
Transcript
  • AuthorMichael Surbrook

    Layout And Graphic DesignRuben Smith-Zempel

    DevelopmentJason Walters

    EditorMichael Surbrook

    Editorial AssitanceGeorge Sedgewick

    Cover ArtSam Flegal

    Interior ArtJohn Grigni

    CartographyKeith Curtis

    The body text was set in 11 pt. Minion Pro Condensed and the headers were set in 20, 18, 16, 14, and 12 pt. Gil Sans Bold Condensed. Skill and Power headers were set in 14 pt. Gil Sans Bold Condensed. The index was set in 8 pt. Minion Pro Regular and 14 pt. Gil Sans Bold Condensed.

    HERO System. is DOJ, Inc.s trademark for its roleplaying system.HERO System Copyright 1984, 1989, 2002, 2009, 2012 by DOJ, Inc. d/b/a Hero Games. All rights reserved.Champions, Dark Champions, and all associated characters 1981-2009 by Cryptic Studios, Inc. All rights reserved. Champions and Dark Champions are trademarks of Cryptic Studios, Inc. Champions and Dark Champions are used under license from Cryptic Studios, Inc.Fantasy Hero 2003, 2010, 2015 by DOJ, Inc. d/b/a Hero Games. All rights reserved.Star Hero 2003, 2011 by DOJ, Inc. d/b/a Hero Games. All rights reserved.Pulp Hero 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved.Danger International, Justice Inc., Western Hero 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or computerization, or by any information storage and retrieval system, without permission in writing from the Publisher:DOJ, Inc., P.O. Box 247, Gerlach, NV 89412.Printed in the USA. First printing January 2015.Produced and distributed by DOJ, Inc. d/b/a Hero Games.

    HTTP://HEROGAMES.COM

    Fantasy Hero Grandmaster: Dominic LundFantasy Hero Adventuring Party: Matthew Ferry, Phil Herthel, Jeff Railsback, Lee Stewart, Stephen & Roberta Wright

    Fantasy Hero Paladin: Robert TowellFantasy Hero Swashbuckler: Greg Arguello, J. Erick Christgau, Jason JiB Tryon, Keith Phemister, Martin Greening, Matt Rock, Michael Satran, Robert Webb, Shane Harsch

    Fantasy Hero Champion: Alan Walters, Anthony Hargan, Bhelliom Demian Rahl, Bill Keyes, Carlos Castaneda, Chad, Christian Nienhaus, David Campbell, David K. Stevens, David bluesguy Tannen, Eugene Luster, Gregory Horrell, Jerry Hammonds, Jon Nials, Kenneth Smith, Mark Lemming, Paul Macdonald, Robert Dorf, Stephan Szabo

    Fantasy Hero Legionnaire: Amiel Kievit, Andrea Martinelli, Andrew Moreton, Arron Mitchell, Aviv icel Manoach, Barry Baker, Barry Nixon, Brian Goodison, Bruce Narf the Mouse, David Trenkwitz, Eran Molot, Erik Lund, Fedor Ashepkov, Graeme Rigg, Heinrich Helms, Henrik Collin, Jason Hierax Verbitsky, John Doyle, Jonas Karlsson, Jussi Myllyluoma, Ken Owlglass Finlayson, Mathieu Roy, Matt Logan, Mike Richards, Mitchell Christov, Patrick Meujeuh Jaurion, Philip Nicholls, Rod Currie, Sean Nicolson, Steve Clark, Tamok Mok, Thomas Martin Eifried

    Fantasy Hero Myrmidon: Arcangel Ortiz Jr, Brian Scott, C.J. Heflin, Christopher Thomas Rensel, Coyotekin, Daniel Calhoun, Erik Luken, Gabriel Borghi, Greg Cueto, Gregory Faber, Jayna Pavlin, Jeffrey Ledford, Jerry Gigglestick Meyer Jr, Joe Claffey Jr, Joe Renda, John Taber, Joseph Gifford, Justin Burr, Keith Scott, Leah Watts, Mark A. Hart, Matt Dicksion, Mark Struzzi, Michael Durkee, Mike Metzler, Mr. 44, Oliver Edwards, Richard Slater, Robert Harrison, Robert Riley, Ronald Park, Royden Jones, Scott Baker, Scott Field, Shawn Penrod, Spence Sanders, Steven Thesken, Theron Bretz, Tim Connolly, Wallace Gibbons, William OConnor

    Fantasy Hero Swordsman: Aaron Spillman, Adam Janin, AJ Fritz, Alice Peng, Andrew Cermak, Andrew Wilson, Bentley Skibell, Bill Hein, Bob Gilkeson, Bob King, Bob Schrempp, Bobby Walker, Brad Kane, Brett Butler, Carl Pabst, Casey Gillette, Chad Ehret, Chris, Chris Breaker Of Things Adams, Chris Angelini, Chris Bond, Chris Laserlight DeBoe, Chris Goodwin, Chris Larkin, Chris Thesing, Christian Lindke, Christopher Carson, Christopher Fong, Christopher Seiberling, Dan Reilly, Daniel Nissman, Daniel Reddy, Dave Kester, David A. Nolan, David Bill, David J. Parker, David Lang, David McKeehan, David Volbrecht, Dean Chambers, Donald A. Turner, Donald Pierce, Douglas Sundseth, Dylan Distasio, Enedino Fernandez, Eric Jackson, Fgutowski, Fred Filler, Funk Thompson, G_Q, Gary archermoo Denney, Gateway Games & More, Gavin McClements, Geoff Speare, Gordon Feiner, Harry Mosley, Iam Bloom, Ian Nohwear Shannon, Jack Brown, Jake Burgess, James Davion, James Gillen, James Welch, Jason Leisemann, Jason Sperber, Jay Goodfader, Jeff Schultz, Jeffrey Mills, Jenna Tasha Defer, Jessee Scarborough, Jim Congo Steve Long, Jim Foster, Jim Pacek, Jim Seymour, Jim Tetrick, Jim Waters, Joel Siragher, John DeBerry, John Mahaffy, John R. Lehman, John Trasler, Julian Thompson, Karl Schmidt, Kelly Brown, Kent Shuford, Lewis Phillips, M. Phoenix Gibbs, Maggie Errea, Mark Delsing, Mark Meyers, Brenden Gojira Towey , Matt Blackwell, Matt Hogan, Matthew Roth, Micah Wolfe, Michael Feldhusen, Michael Harvey, Michael Tisdel, Mike Fontana, Mike Obrien, Morgan Hazel, Norman Gross, Pete Ruttman, Peter Dean, Randall Roman, Randy Patton, Ray Spitz, Rich Howard, Richard Staats, Rob Trimarco, Robert Conley, Ron Wilhelm, Sam Hogan, Scott Christensen, Sean Mulhern, Seth A Squires, Shan Simpson, Stephen, Stephen Furlani, Sterling Brucks, Steve Cibarich, Steve teh slipperboy Donohue, Steven Wales, Terrell, That Guy, Tim Statler, Todd Cavanaugh, Jason Huxford, Walter Gass, Warren Nelson, Wayne Walls, Yune Lee, Zathras

    Fantasy Hero Adventurer: Aaron Mustang, Adam Boisvert, Adam Waggenspack, Andy Rau, Bob Runnicles, Brad Everman, Bret Indrelee, Brett Slocum, Brian Ahrens, Brian Isikoff, Brian K Smith, Brian Rosenberger, Bryce Cat Toy Nakagawa, Bryce K. Nielsen, Capricious Games LLC, Charles Turnitsa, Chris Lozaga, Damon & Peni Griffin, Darren Sullivan, Dave Mattingly, David Stewart, Deborah Spiesz, Derek Hiemforth, Don Satow, Doug Baumeister, Doug Grimes, Eddie Sells, Eric Weaver, Fred Liner, George Sedgwick, Greg Voelker, Gregory Fyhr, Guy Thompson, Herb Nowell, Jack Gulick, James Cook, James Rouse, Jason Hobbs, Jason Paul McCartan, Jeff Troutman, Jeremy & Rachel Gollub, Jim Lowyh, John Brinegar, John Irvine, John Overath, John & Kasey Turner, Jon Petit, Jon Sprague, Jonathan T. Fay, Joshua Krage, Karl Hubbs, Karl Maurer, Karl Zahler, Karry Koehler, Kenneth Professor Thronberry, Kenny Quick, Kevin C. Wong, Kevin Collins, Laura Sikorski, Logan J. Crosby, Lord Khaalis (Ron Owens), Mark Arsenault, Mark Garrison, Matt Helms, Matt Whalley, Matthew Manghi, Michael Maikeruu Pierno, Michael D Marcum, Michael D Opdyke, Michael Palkendo, Michael Sears, Michael Watkins, Nicholas Bergquist, Peter Gabancho, Rob Kalbach, Robert Bret Lewis, Robert H Hudson Jr, Robert Kim, Robert T. Sagris, Clara Harper Darbee, Scott Krogh, Shane Trapp, Sloan Summerfelt, Stephen Andre Ibarra, Steve Huntsberry, Steve Weaver, Steven Miller, Tad Kilgore, Thaddeus Ryker, Theodore Miller, Thomas Davidson, Thomas Rafalski, Timothy Mullen, Tomas J Skucas, Trip the Space Parasite, Troy Zigler, Ty Shillito, Walter F. Croft, Walter Manbeck, Warren Creighton, WD Robinson, Wesley E. Marshall, Will Rich, Will Triumph, William Zachary Adamson, Wolfgang Coe

    Fantasy Hero Journeyman: Aaron Cattle, Aaron T. Banks, Alexander Hawson, Andreas Bergdal, Andrew Cowie, Benjamin Loy, Beth Rimmels, Brandon Gagne, Christopher D Meid, Colby Vahla Taylor, Cyril T, Dany St-Pierre, David B. Semmes, David Ballard, David Mandeville, David Olsen, Eddie The Question Man Blake, Erebus, Erich Vereen, Frederic Dread Domain Cloutier, Garrick Archer, Gary Wilson, Gene, Glen Cox, J. Budovec, Jaime Robertson, James Dallin Ostler, Jason Broadley, Jason Wedel, Jeff Xilon, Jeremy Kear, Kailey Smith, Karin Schmidt, Karl Knutson, Keith R. Hayden, Kevin Flynn, Lee Sweeney, Bob Limbolance Sweeney, Lin Liren, Loren Frerichs, Marc Gillham, Mark Creaghe, Mark Hayton, Michael A. Atkinson, Nate Miller, Paul Pearce, Peter Cobcroft, Peter Gates, Pineapple Steak, Quiet Walker, Robert Fisher, Scott Cohan, Shinya HANATAKA, Spencer Hixon, Stephan Hamat-Rains, Steven Lord, Steven Rideout, Toju Xinshu, Tom Lively, Trevor Gere, Vaughan Cockell, William P Redifer, William Weidner

    Fantasy Hero Apprentice: Adam Shaluckzor Goodmurphy, Andrew Blank, Anthony Michael Nitz, Antoine Bertier, Antreges, Bastien Daugas, Brad Kelley, C Goodrick, Chris Fitzpatrick, Chris Shields, Christopher M Kiraly, Clive Henrick, David Buswell-Wible, David Chato, David Ford, Dennis N. Timm, Frank Hart, Franz Tezel, Gary Kacmarcik, Gerald Rose, Go Miyauchi, Gregory Stein, Gwythainti, Hagakure, Hans Messersmith, Hopper UK, J Reynolds, Jack Krause, James Jandebeur, Jason OMara, Jeff Brissette, Jeffery Estes, Jeffrey Allan Boman, Jochen Linnemann, Joey Browning, Johannes, John Bird, John Desmarais, John E Graham, John Kane, Jon Robertson, Jonas Saxon, Jonas Schitt, Jonathan Korman, Josh Bowles, Joshua Brumley, Joshua Crowe, Joshua Stull, Justin Dutch, Keith Davies, Keith Hann, Kevin Harada, Kevin Richardson, Kevin Walsh, Koji Tanaka, Kustenjaeger, Kyle Payne, Larkin ODonoghue, Lawrence Townsend, Louis Billard, M Scott Walters, Malcolm Coull, Marc Tassin, Mark, Mark Shocklee, Mark Stang, Michael Strainic, Mike Benjamin, Mike Jones, Oh Seung Han, Patrik Strm, Paul Holliday, Peter A Lindstrom, Peter Smith, Ralph Young, Randall Wright, Ray Chiang, Rollicking Rogue, Ron Sago, Rostow, Schaeffer Tolliver, Scott Catron, Solid Art Labs, Steve Dodge, Steve Klein, Storium / Stephen Hood, Svend Andersen, Teppo Pennanen, Tiago Marinho, Tim Cox, Timothy Seratt, Troy S. Cash, Ulrich-Alexander Schmidt, Wanderer, Zakharov Sawyer, Zeek Lumpkins

    Fantasy Hero Supporter: Edward Culbreath, Jeffrey Barker, Jimmy Plamondon, Jonathan Gartshore-Baxter, Lee W. Dowd, Raging Cupcake Studios, Rolf Ravndal, Sigil Stone Publishing, Steven McKean, Vincent Arebalo

    Fantasy Hero Setting: the Kingdom of Grishun

  • 2FANTASY HERO SETTING: THE KINGDOM OF GRISHUNThe following material describes the Kingdom of Grischun, a region roughly the size of Ireland or the state of West Virginia. Due to space limitations, emphasis has been placed on the races and creatures who inhabit the kingdom and the adjoining lands, as well as the magic system (which is known as Making). Other information, such as the history of the kingdom, the geography and inhabitants of the surrounding lands, and other such elements, are left to the Game Masters imagination.

    Players InformatIon

    the landThe Kingdom of Grischun (a word meaning gray walls, a reference to the areas many mountains) consists of a series of interconnected valleys orientated in a northeast to southwest configuration. The valleys range from narrow and deep to broad and shallow, and are found at various elevations, with the valleys to the southwest generally lower than those to the northeast. Most valleys have rivers running down them, along with scattered lakes, all which are fed by run-off from the mountains that separate the valleys. The broader valley floors are normally given over to farming and grazing land, while the valley walls are covered in forest. A land of extremes, Grischun is known for not only its deep valleys,but its towering mountains. The upper peaks of the tallest mountains are usually snow-capped year around, with a few brave climbers reporting the upper reaches consisting of first stunted trees, then low scrub, and finally bare rock. The various ridges dividing the valleys are dotted with deep tarns, icy streams, fields of scree, snow banks, and stretches of slick ice. The lower ridges are usually covered in forest, although bare patches covered only in grass crown many of the lower mountains and higher hills. The higher reaches of the mountains are said to be inhabited by strange creatureshuge hairy men, snake-like cats (or cat-like snakes), immense birds, and so on. The upper reaches of the mountains are also the homes of the Fey, capricious nature spirits who dont care for trespassers. (but a bold mountain-climber or a herdsman after one of his flock might impress them instead).

    Certain (mountain tarns and lakes are said to be inhabited by great snake-like or eel-like creatures with horse-shaped heads and manes. In addition, these bodies are water are said to be bottomless, interconnected, and never give up their dead. It is also said that people drowned in one lake may appears, days, weeks, or even months later in another mountain lake. The forests consists mainly of beech, cedar, cryptomeria, oak, and pines, with the higher altitudes also seeing aspen, firs, and spruce. The residents of the valleys honor the guardians of the forests with offerings and rituals, in turn, they can hunt, collect firewood, cut lumber, and gather nuts and berries without harm. While temperate, Grischun is quite wet and the valleys are thick with growth. Thus, there are dense forests, lush grasslands and meadows, and plenty of brooks, creeks, streams, ponds, and lakes. The landscape is also dotted with scattered ruins, including bits of old walls, fragments of castles, sections of stairways, statues, and so on. No one is sure who made these structures, with ancient kings, the Fey, dwarf lords, the elves, and so on all offered as explanations.

    the PeoPleIt is said the elves are the first and eldest of all the races of the world. They were formed by the gods when the world was new and tasked with caring for the land and all that dwelled within it. Thus, they are masters of the forests and fields, of beasts and birds, and all that walk, crawl, fly, and swim. The dwarves were made next, formedor so the elves sayfrom rock and stone. However, the dwarves declare themselves to be the first race, forged from the molten core of the world, but set aside to cool, allowing the elves to be first to set foot on the newly-created world. True origins aside, all acknowledge dwarves to be masters of the earth, metal, and stone. They are tillers of great fields, diggers of deep mines, and shapers of wondrous things. Men came next, brought into being because the gods bore easily and the long-lived elves and dwarves were too set in their ways to give them much sport. They were made masters of no domain, but let to run free across the world, to settle it and tame it as they will.

  • The Kingdom of grischun

    3

    The youngest of all the races are the goblins, who were once either elves, dwarves, or men (or members of other races), but who have become changed as a result of trafficking in noisome arts. They tend to dwell in deserts, swamps, and other ruined lands, and can often be found in service to dark masters. These are the four major races of the world. They are not alonethere are numerous other peoples, found here and there, many of which who appear to be beasts given the shape of men.

    humansThe most populous of the peoples of Grischun, humans call themselves the Romanche, reference both to their language and to the mythical progenitor of their race: the demigod Ronsh, noted as both a farmer and a warrior. In keeping with this heritage, the human population of Grischun both farms the land and defends its borders, and warriors and farmers are granted equal respect in the eyes of the kings and populace alike. Humans are capable of Making, and are known to have developed the most forms of Making of all the races. They are noted for their bards, scribes, and sages, but also perform Making in a wide range of fields. As a rule, the Romanche tend to be tall, robust, and overall healthy, since the mountains terrain tends to be unforgiving and inimical to those who are frail and

    physically weak. The exact appearance of a human depends on which isolated val (or valley) they hail from. Skin tones range from a ruddy, almost apple-colored red to bronze, with most people having a coppery shade of flesh. The most common hair color tends to be slate gray, although peoples from certain val may have black, golden, or even red hair. Those with a trace of Fey blood often have silver or white hair. Humans from other lands will have different skin and hair colors; those from the north are known to be pale of skin with hair of light gray, light yellow, and pale reddish-gold, while peoples from the far south are a darker bronze with some said to be nearly blue-black in color (with hair to match). Due to the climate, the Romanche dress in layers, often wearing wool tunics over shirts of cotton and linen. Woolen braies or trews are also worn (depending on the weather), along with woolen socks and study boots. In cold or rainy weather, hooded cloaks or robe-like garments are added. Women dress much like men, but their tunics tend to be much longer, usually extending to the calf or ankle. When armed for battle, humans will carry axes, swords, long knives, and bows. They will also use spears, glaives, and bardiches (a long-hafted pole-axe). For armor, they wear either leather caps or steel helms, coats and hauberks of mail, and armor and leg harness of leather that has been stiffened through being soaked in oil and wax. Shields, when used, are round.

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    elvesKnown to people of Grischun as the Indesch, it is said, that as the first race, the elves were made to be all the gods desired. They are tall, strong, swift, fair to look upon, and wise in the ways of the world. They dwell wherever nature is to be foundamong the trees, in the meadows, within lakes and rivers, and even in the depths of the sea (if travelers are to be believed). Humans, who like to make lists and sort things, have divided the elves by their presumed domain and thus refer to them by such names as field, forest, sea, and snow elves. As for themselves, the elves take such titles with amused acceptance and the reply of they are young. As guardians of the natural world, elvish Makers usually specialize in working with plants, animals, and the things that can be made from plants and animals (such as food stuffs, worked leather, and objects that can be made from wood). The elves are also known to use Making to augments aspects of the landscape, such as carefully Making a stream into fount of soothing and healing water. Humans make such distinctions in the elves due to their appearance. Although they all share the same general features of great height, graceful ways, large eyes, and long ears, elves vary widely with regards to the color of their skin, hair, and eyes. Elves of the woods, for example, have skin the color of bark, be it gray, white, brown, or black. Their hair is the color of leaves, coming in all shades of green, with some having reddish or even purplish tresses. Their eyes tend to be yellow, green, or brown. Elves of other places are colored similarly; water and sea elves are bluish or greenish in color, while those of the swamps tend to be grayish, and those of the north are pale in skin and hair. Of them all, only the elves of the meadows and plans, who tend to bronze or brownish skin and dark hair, look the most like humans. As they are primarily hunters, elves tend to dress in leather. Their garments are noted for their softness, extensive tooling, decorative lacing, and durability. As with humans, layers are normally worn, with thick short-sleeved tunic-like garments worn over long-sleeved shirts. Breeks and leggings are also of leather and often tucked into tall knee-high moccasins. Cloth is worn as well, usually under leather or as a cloak or robe. Elven weapons are often of carefully-shaped wood and almost as effective (and durable) as steel in the hands of a warrior. Metal weapons and tools are used as well, usually in the form of utility knives and axes. Elves tend to carry axes, knives, swords, spears, and bows. For defense they wear armor made from hardened leaves of leather, with softer and more flexible leather on the arms and legs. Helms, if worn, tend to be either crafted leather or steel.

    dwarvesAlso known as Giuvna, the dwarves are shorter than men, and far shorter than elves. They claim their stature was decreed by the gods to allow them access to the hidden ways of the world. That said, they are strongvery strongfor their size, capable of lifting weights beyond the capabilities of men and elves. They are also extremely hardy and can work long hours without need of rest. As with the elves, men have sorted by the dwarves into such groups as canyon, hill, and mountain, depending on the dwarf s homeland. And as with the elves, most dwarves ignore such distinctions, mainly because the dwarves look upon the entirety of the earth as their domain. As masters of the earth, Dwarves mostly Make with metal, but also are known as master brewers, stonemasons, and farmers. Their skill with metal is second to none, with dwarf-made arms, armor, tools, and jewelry highly sought after by elves, men, and satyrs alike. Dwarves have skin the color of earth and stone, while their hair is that of precious metals (silver, copper, gold, and so on), and their eyes glitter like gems. They are very broad for their height, with thick beards and ears that taper to a slight point. Their hands and fingers are surprisingly deft and nimble, and allow them to craft many wondrous things. The dwarves tend to dress like humans, in multi-layered tunics, often with heavily embroidered hems. Any metal accoutrements will usually be made of silver or gold, heavily decorated, and set with gems. However, those dwarves working in their fields (or in the forges) will dress in more utilitarian garb, often with such accessories as heavy leather gloves, aprons, boots, and so on. As masters of metal, a dwarf warrior is a fearsome sight. He will be armed with utilitarian weapons, such as axes, flails, hammers, and mattocks. Dwarves dont use bows, but will hurl axes with great force and accuracy. Armor will be either or densely woven mail, plate over mail, or full plate. Helms will be of sturdy steel, while shields tend to be of large, tower-like constructions used to form dense shield walls.

    GoblInsIt is said no two goblins are alike, as each has been twisted in its own unique way. Thus, the goblins arent a race per se, although goblin corruption does breed true, and war-bands, villages, and even entire tribes of goblins do exist. Normally, however, goblins come about as the result of beings meddling with powers best left undisturbed. This has changed themwarping their bodies and their mindscreating monstrous forms.

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    Goblins can be found almost anywhere, but seem to prefer desolate areas in which to live. Some lair near communities of humans and satyrs (and sometimes elves) and prey upon those who are unwary and foolish. These goblins often dwell in the depths of still tarns or weedy rivers, among rocky hills, or near graveyards. They snatch both the young and the old, with some going so far as to dig up fresh graves. Although twisted, Goblins can still Make, although their creations tend to be fell items designed to inflict great pain. Other forms of goblin Making concentrate on corrupting others as they have been corrupted, causing illness, or inflicting diseases. As a rule goblins tend to have sickly gray or greenish skins with stringy hair. Their teeth is often large and crooked while their fingers end in sharp claw-like nails. Their minds are often as twisted as their bodies, but still full of cunning, capable of sly traps and tricky ambushes. Goblins dress in whatever they have at hand, be it ragged cloth, poorly-tanned leather, or uncured hides and furs. Much of what they wear and use is stolen, either pilfered from civilized peoples or plundered from barrows and tombs. Goblins can (and do) make their own weapons, but such items tend to be crude and often set with spikes, barbs, and saw-toothed or otherwise ragged edges. Armor is a patchwork mixture of leather, mail, and some plate. Legends state that a goblin who truly wishes to atone for their misdeeds can purify their mind and body by bathing in certain sacred springs and tarns found far up in the mountains. This bath is a Making ritual unto itself, requiring certain rare herbs and blessed oils, and must be performed at the right time of the year.

    other races

    The FeyThe beings known collectively as the Fey are the physical manifestations of certain elements of the natural world. The Fey dwell in and around these elements, and can be found near such things as lakes, steams, trees, large rock formations, mountains, and so on. In general, they tend to look akin to the elves, but with a more feral look to them. Thus, their eyes might be more like those of a cat of bird, the ears long and pointed, their hair may run down the spine, and tails are common. In addition, the general appearance of a Fey tends to reflect the nature of the Feys parent element. For example, as Fey dwelling in a tree would have leaves in her hair, while a mountain-dwelling Fey would have stone-colored skin and hair.

    GiantsMountain dwellers, giants stand three to five times the height of a man. They tend to live solitary lives, dwelling either in isolated caves or in great log cabins built far from humans, elves, and satyrs. Giants are said to have capacious memories and possess great knowledge of the world and its ways. This makes them potent Makers, as giants know the names of many things and can use these names to call upon the spirits within them. Legends state that giants can control the weather, change shape, and become one with the landscape, fading completely from view. Giants look much like dwarves, albeit on a greater scale, with brownish to grayish skin and dark hair (usually black, brown, but green is not unknown). For clothing, giants tend to dress in carefully stitched-together hides, although some have bartered for large quantities of cloth to make their garb. Giants tend not to wear armor, other than layers of animal hides. They carry shaped clubs, mace-like weapons, great mauls, axes, and spears if weapons (or tools) are needed. If a giant becomes a goblin, it tends to become a ravenous predator, pillaging the land ruthlessly. It also becomes a twisted mockery of its original form, often with grotesque deformities. Such creatures are known as Fomoiri.

    MerfolkThe merfolk live in the rivers that run down the length of the valleys, as well the as various lakes that dot the valley floors. They appear as humans from the hips up, with the tail of a river dolphin from the waist and hips down. Merfolk breath air, are normally found in the shallower waters of lakes and rivers, and normally live a hunter-gatherer existence. They prefer to live up-stream from any large land-based population center, but will come to ferry landings, bridges, and docks in order to trade with land-dwellers (usually exchanging fresh-water pearls, shells, and fresh fish for assorted tools). Merfolk Makers exist; they tend to create via song and the spoken word, or know the secret names of the water, and can thus control it. Merfolk range in size from six to eight feet long, with soft gray tails fading to pale bronze upper bodies. Hair and eyes tend to be the color of water and water plants (i.e various shades of blue and green). They dont wear clothing (instead keeping warm with a thin layer of insulating fat), but will use mesh bags, pouches, and sacks to carry items. Jewelry, if worn, will be of gold, as it wont corrode underwater. Merfolk weapons are normally of bone, stone, or elf-made wood, and normally consist of various types of spears or spear-like weapons. They dont wear armor or use shields. Merfolk who become goblins are known as merrows. They develop a more fish-like form, with scales, spines, fins, webbed-fingers, and long teeth and claws.

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    SatyrSatyrs are closely-related to the Fey (see) as well as elves. They tend to make their villages in and near the forests, where they grow crops, tend to orchards, harvest herbs, burn charcoal, and so on. Due to their relationship with the Fey, satyrs are normally on good terms with dwarves, elves, and even humans, and often trade good between all three. As with the other races, satyrs can be Makers, often specializing in foodstuffs, especially drink. Satyrs appear much like humans from the waist up, although their ears come to a tapering point. From the waist down, satyrs have legs like a deer, complete with cloven hooves. They also have long thin tails, that end in a thick tuft. Leg-coloration tends to be various shades of brown, darkening to near black further down the leg near the hoof. A satyr who becomes a goblin becomes more feral and beast-like. Horns often sprout from the satyrs head, while the teeth become those of a pure carnivore.

    TrollsClosely-related to giants, a troll stands two to three times the height of a man. They can be found just about anywhere, and are known to live in forests, swamps, the mountains, and even in lakes and streams. Their personality varies widely; some trade freely with humans, satyrs, and so on, while others prey on anyone they can catch, raiding farmhouses and small villages. Some trolls are powerful Makers, working with herbal concoctions brewed from forest plants. Others are said to know secret words and rites, allowing them strange magical powers. Weather control is

    a common power attributed to trolls, as well as the ability to make travelers lose their way by causing the landscape to shift and change. In addition, troll-made pouches are said to be impossible to open for anyone but their owner, and to be larger on the inside them they appear. Trolls tend to be rather shaggy in appearance, with long hair, tapering ears, horns, and tails. Coloration is much like elves, with a strong tendency for brownish skins and greenish hair. Unlike giants, trolls tend to not wear clothing, although wiser trolls will carry various tools and possessions in a leather purse slung over the shoulder. Due to their size and strength, trolls rarely use weapons. A troll who becomes a goblin tends to develop scales, large teeth and claws, and often an appetite for the flesh of humans, satyrs, elves, and others.

    Half-BloodA half-blood results when two races meet and sire a childbe it elf and human, elf and dwarf, human and satyr, and so on. The child borrow aspects from both parents, but tends to be greater than the weaker and weaker than the greater. Thus, the half-blood child of an elf and human will be stronger than the human but weaker than the elf. The child will also live far longer than the human parent, but nowhere near as long as the elven one. Half-bloods are most common among humans and elves (and certain Fey), less so the other races.The rare times an elf-dwarf half-blood is born, the child will be greatly honored and revered, for they are known to become some of the greatest of Makers (see Magic).

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    Elf-Dwarf Half-Bloods: An elf-dwarf cross will blend the characteristics and powers of both parents together. Thus, hell be stronger than an elf, but weaker than a dwarf. Hell live far longer than any elf, but far less than any dwarf. They tend to be about the size of most humans, well-muscled, and of exotic appearance. Fairly rare, almost every such half-blood born has gone on to do great deeds and gain great renown. Life Spans: As the saying goes, the elves life as long as the trees, while the dwarves live as long as the mountains. Half-bloods live half thatexcept for elf-dwarf crosses, who can live quite long indeedwhile humans lead brief, almost fleeting lives (at least from the point of view of the elves and dwarves). But then, as the saying also goes, the candle that burns twice as bright also burns only half as long. Goblins live either very short or very long lives. In fact, a long life is one of the primary reasons for a human to dabble in the dark arts.

    socIetyAlthough they all dwell in the same land, humans, elves, dwarves, and others have separate societies, each with its own customs and laws.

    humanDue to the dueal nature of the demigod Ronsh, farmers and warriors are accorded equal respect and rank among the humans of Grischun. It is considered an honorable profession to be one or the other, and many Romanche are both. Equally respected are Makers, and a wise king encourages the growth and development of crafts in his kingdom. Among the humans, the Kingdom of Grischun is actually a number of smaller kingdoms, all banded together under the leadership of the high king. Thus, Grischun practices a form of feudalism (known as monchimo), in which allegiances, services, debts, and oath are used to bind the ruler to the ruled. In addition, the ruled have the right to remove their ruler if the land itself rejects him (or her). This rejection can take many forms, ranging from wells that go dry, rivers that run with filth, the failure of crops, long stretches of poor weather, and on on. If the ruler is especially ill-suited, it is possible for one of the Fey (or an elf or dwarf) to appear in person and demand the ruler be removed. From the top down, human society looks like this: The Mountain King (Pahara Kralis): The Mountain King is the supreme ruler of Grischun. He oversees the welfare of the kingdom as a whole, defending it from threats both within and without. The Mountain King also

    meets delegates and envoys from other kingdoms (both human and otherwise), make treaties and agreements, levies certain taxes, tolls, and tariffs, and has the final say on the right of any lesser king (or other individual) to rule. And while he accepts tithes from the valley kings and others, in return he must also see to it that his realm has sufficient food, raw materials (such as lumber, stone, and cloth) to supply its needs, and its borders, rivers, and roads are secure from attack by bandits, goblins, and other threats. The Valley Kings (Val Kralis): As their name suggests, valley kings rule over a specific valley within Grischun. The rank is hereditary, although the Mountain King can call for removal of a valley king at any time. However, such a call can be overruled if the other valley kings feel it is unwarranted, the obligations between the kings run both up and down and side to side. The primary duty of a valley king is to see to the general well-being of their valley in much the same way the Mountain King looks after Grischun as a whole. Erils: An eril is oath-bound to a valley king to administer to the needs to a certain region. Their duty is mostly an administrative one, although there are those erils who try to turn their little erildom into a virtual kingdom of its own. In keeping with the tenets of monchimo, an eril will appoint thegan and shirefa to help defend the val and to administer the kings justice. Thegan: A thegan is a primarily a warrior. If not a farmer as well, the thegan must ensure his land is properly farmed and tended for. To do otherwise is to show disrespect for the trust the valley king or eril has placed in him, and his land can be then given to another. In times of need, a thegan must arm himself and set number of other warriors (the number depends on the land granted to the thegan) and present his force to either an eril of the valley king. Shirefa: Found mostly in smaller towns and villages, a shirefa ensures the kings laws are obeyed and justice is enacted when the laws are broken. Unlike a thegan, a shirefa doesnt need to have land or to be a farmer; on the other hand, when a thegan is called to arms, the local shirefa are usually the men the thegan summons to serve at his side. Along with these monchimo rankings, Grischun also has Makers, which can also be kings, erils, thegans, shirefa, or rank independently (often as the head of a craft hall). Priests (hiereus) are given equal stature and respect as Makers, as priests interact directly with the spirits of the natural world and ensure a properly relationship is maintained between the human world and the divine.

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    elfElvish society is a fairly simple one. The elves are divided along tribal lines, with each tribe usually inhabiting a specific environmental region (the forests, the plains, the water, and so on). Each tribe tends to make its own rules, tenets, and taboos, although an overall respect for the natural world is common to all elves. Elves within the Kingdom of Grischun recognize the Mountain Kings authority over human affairs, as well as the hierarchy of monchimo, but see no need to be bound by human laws and beliefs, instead following the dictates of the tribal chief and elders. The kings of Grischun, for their part, are usually smart enough to leave well enough alone.

    dwarfDue to their long lives, dwarven society tends to be similar regardless where one goes. As a rule, the dwarves are much like the elves in outlook; they see themselves as caretakers and guardians of the land (and whats under the land), and tend to ignore human laws and customs that conflict with their beliefs. Dwarves in Grischun consider their lands to lie under the humans claims to the surface, and thus, human rules dont apply to them. Dwarves also dont have kings, instead they make decisions through councils attended by the heads of various families. Laws are enacted only after long debate, with all sides of the argument carefully considered.

    GoblInDue to their origins, goblin society is highly fractured. In many cases, might makes right, with stronger goblins ruling the weaker. However, all goblins tend to despise the non-corrupted, seeing them as resource to be exploited or harvested, much as a farmer might view his crops. Some goblins serve dark masters and fell powers, their society (if they have one) will be based on the will of their master.

    otherAmong the other races, the Fey doesnt seem to have an sort of official social structure. The hiereus state this is because each Fey knows exactly what its place is within the structure of the world at large and doesnt need to have or hold rank. They are some Fey, however, who seem to be akin to human eril and kings. These Fey seem to be servants or messengers of the divine, and are rarely seen. Giants and trolls live either solitary lives, or (in the case of trolls) in small groups. In either case, there is no overall king or ruler of the giants or trolls, no do either group seem to need one.

    Satyrs, despite their close relation to the Fey, tend to acknowledge human authority and rule. Thus, they often swear allegiance to the local thegen or eril, and in Grischun might actually be appointed to such a rank (in heavily forested areas, a wise king appoints satyr shirefa).

    makInGMagic in Grischun (known as Making) is a very subtle thing, rarely flashy and ostentatious. However, it can give one great power, and anyone with the knowledge and skill to work magic is well-respected indeed.

    maGIc Is In the makInGMagic is often found in the crafting and making of things. Most magicians (or Makers) are craftsmen, with the ability and skill to create wondrous items. For example, a baker may bake a bread so wholesome a single slice may feed a man for a day. A smith may forge a sword of unmatched sharpness and durability. A weaver may weave cloth so fine it can be used to create cloaks that easily shed water and can keep one warm in almost any weather. Other magic may be found in marvelous toys, powerful draughts and elixirs, or cunningly crafted musical instruments. Thus, Makers are more like sages then spell-casting wizards, as the right knowledge can allow one access to great power. Those who create usually put something of themselves in their creations, even if its only the desire to make an attractive and useful object. At the same time, they often whisper spells over their creation while building it, to ensure no mistakes are made or flaws allowed to creep into the construction process. The more complex an object, the more ritualized its creation can be, leading to the belief and perception that even the most mundane of goods is inherently magical due to the rites involved in its production. Not all magic is creative, however. For some power is found simply in the knowing, and those who know the right things can predict the weather (and perhaps influence it), understand the language of birds and beasts, change their shape, brew potions from various herbs, or command the behavior of the elements. The same power of Making can also be found in Unmaking. Knowing how things are made can allow a Maker to Unmake them. This can allow a Maker to cancel or counteract the spells of others, to undo the effects of another Making, or to Unmake a Makers creation.

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    the Power of namesIf you know the true (or secret name) of something, you can control it. In many ways, this is related to the divine power of Spirit Calling (see), since there are spirits within nearly everything. In addition, giving something a name (such as when Making an artifact) allows power to be imbued into the artifact, since anything with a name manifests its own spirit.

    sPIrIt callInGAccording to humans, servants of gods can be found within the world itself. These spirits manifest dwell within various domains and and can be called upon to add anyone who knowns the right names and rituals. The larger the domain, the larger the spirit that can be called upon. For example, the spirit dwelling within a pond will not be as powerful as the spirit dwelling within a large lake. This, these divine spirits are related to the Fey, who are domain spirits who dwell fully in the physical world. These are numerous domains, a few include: air, earth, fire, water, metal, stone, wood, day, and night. In addition, certain objects, such as a particularly large and old tree, a specific rock formation, or an isolated lake, may manifest distinct and powerful spirits of their own, akin to the Fey and divine spirits, but more independent in thought and action.

    fell maGIcThe most dangerous form of Making is known as black, dark, or fell magic. It involves various forms of unwholesome Making, including the creation of vile curses (which cause blights, corruption, and disease), the creation and use of death spells, summoning and contracting with demons, the making of chimera (foul mixtures of different animals), or necromancy (the raising and animating of the dead).

    makInG amonG the racesAs inherently magical beings themselves, the elves and dwarves have great powers of creation and Making. The elves are known for their skill with things of cloth, leather, and wood, while the dwarves work with gems, metal, and stone. However, there are metalworkers among the elves, just as there are carpenters among the dwarves. The crafts of the elves and dwarves are noted for their durability, beauty, and complexity of decoration (and in some cases, design). The elves are also renowned for their skill with herbs and berries, while the dwarves are noted brewers. Humans can be Makers as well, and are known for their bards, who create with song, and their scribes, who create with words and images. In addition, the natural curiosity of humans causes them to explore new ways of making and seek out answers to questions the elves and dwarves would never ask.

    The other races can also be Makers. Satyrs combines the talents of elves and dwarvesthe are known for their work with cloth and leather, but also for their baking and brewing. Giants are noted for their knowledge of the worlds secrets and how to use the knowledge to change the world around them. Merfolk Make mostly with songs and the spoken world, although some knowledge of the ways of water and the like. Trolls know much that is hidden from others and are capable of some of the strangest Making. Half-bloods are, perhaps, the greatest of makers. They draw upon the inherent nature of both parents and are capable of feats of crafting unmatched by any other. For example, an elf-human half-blood will have great skill with elvish things (wood, cloth, leather, animals, and the like), coupled with human inventiveness and ingenuity. Many of the wonders of the world have been crafted by half-bloods. Goblins are Makers as well, although their creations tend to be as twisted as they are. They prefer to make cunning traps and devices that allow them to strike foes from a distance. Some know dark secrets and use them to cast terrible spells, often dealing with the brewing of noisome draughts or the creation of poisons.

    maGIc In fantasy hero termsAs noted, magicians in the Kingdom of Grischun setting are known as Makers. In order to be a proper maker, a character needs the Making Skill, which is a type of Power Skill. The die roll for Making is EGO/5 + 9. Powers derived from Making will have Advantages and Limitations based on the specific Sphere of Making (see next section), but Limitations such as Concentration, Extra Time, Incantations, and Requires A Roll are common.

    sPheres of makInGAlchemy: the Making of potions and elixirs through the mixing, cooking, and brewing of various herbs and other substances. Alchemy often creations potions of healing, strength, endurance, the removal of poisons, and so on.Art: the Making of images, be it paintings, illuminations, engravings, and the like. Art if often used to enhance anothers Making. Examples include engravings in weapons and armor, or illuminations in a sages books.Baking: the Making of breads, cakes, rolls, and the like. Properly Made breads can feed a man for a day from a single slice. Other Baked goods can help heal, usually by restoring lost strength and endurance.Brewing: the Making of beers, ales, porters, stouts, and so on. Properly Made Brews can have restorative properties akin to Baking.

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    Carpentry: the Making of things with wood. Examples include boats that are nigh impossible to sink, musical instruments of unsurpassed quality and sound, shields that will not shatter (although this usually requires some skill in metal and leather as well), and similar items.Cooking, the Making of fine foods. A properly Made meal or foodstuff can have properties akin to those of Baking and Brewing. Certain foods might allow for Alchemical powers as well.Herbalism: the knowing of the properties of herbs and other plants. Herbalism isnt a sphere of Making so much as it is a sages sphere of Knowing. However, and Maker of Alchemy, Baking, Brewing, and Cooking will have some herb lore. The power of plants is almost endless. They can be used to both harm and heal: many plant-based poisons have a plant-based antidote. In addition, anyone with extensive knowledge of plant lore will often be called up by other Makers to assist them. For example, a Carpenter might inquire as to the right kind of wood to be used for a specific project.Poetry: the Making of poems, sonnets, satires, and the like. The spoken word can have great power, and a Maker of poetry can often influence a crowd (or an individual) on an emotional level.Singing: the Making of songs and the singing of the same. Singing is similar to Poetry, and a Singing Maker can often sing spells into existence. As with Poetry, the effects are often emotional, and a true Maker of Songs can calm animals and even the elements with the right lyrics.Smithing: the Making of things from metal. A Smith can create weapons and armor of power, such as swords that never dull and never break, or corselets that cant be pierced. Other Smiths may craft more everyday objects, such locks that cant be picked, secure buckles, wind-up and clock work devices, and so on.Weaving: the Making of cloth and the creation of things from cloth. A Weaver can create cloaks that allow one to become nearly invisible amid the rocks, trees, and weeds, coats that resist waterallowing one to remain dry in the worst of storms, and gloves that keep the fingers warm in any temperature. A different Weaver works with leather, and can create boots with similar properties. Another form of Weaver works with ropes, and can make lightweight, easy to coil lines that seem unbreakable, and have knots that never slip until you need to gather them up.

    examPles of makInGThe following is a mere sampling of magical objects and spells found in the Kingdom of Grischun and the surrounding lands. No game stats are given, just a description.

    ARROW-PROOF CORSELETThis coat of close-linked mail is so well made it can resist even the most powerful of arrows.Game Information: Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-), Half Mass (-) (total cost: 9 CP) plus Resistant Protection (12 PD), Hardened (+) (22 Active Points); OIF (-), Half Mass (-), Only Works Against Arrows (-) (total cost: 9 CP). Real Cost: 18 CP.

    FORESTERS BOOTSThese boots are common among elven rangers of the far north. Made of soft leather, they allow the wear to walk in near silence, as well as provide perfect footing on even the slickest of surfaces.Game Information: +4 with Stealth (8 Active Points); OIF (-) (total cost: 5 CP) plus Environmental Movement: Icewalking (no penalties on slippery surfaces) (2 Active Points); OIF (-) (total cost: 1 CP). Real Cost: 6 CP.

    HORN OF VALOROne blast from this well-crafted horn will simultaneously hearten allies and dismay foes. Horns such as this a common gifts from human kings to their erils and thegans.Game Information: Aid PRE 2d6, Reduced Endurance ( END; +), Area Of Effect (100m Radius; +1 ), Selective (+) (36 Active Points); Concentration ( DCV; -) Extra Time (Full Phase, -), OAF (-1), Incantations (throughout; must sound horn; -), Only to Aid Others (-) (total cost: 10 CP) plus Drain PRE 2d6, Reduced Endurance ( END; +), Area Of Effect (100m Radius; +1 ), Selective (+) (60 Active Points); Concentration ( DCV; -) Extra Time (Full Phase, -), OAF (-1), Incantations (throughout; must sound horn; -), Linked (Aid; -) (total cost: 15 CP). Real Cost: 25 CP.

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    RANGERS CLOAKTypically worn by forest elves and satyrs, these cloaks are also greatly prized by human hunters, rangers, and scouts. The cloaks will keep the wearer warm even in the coldest weather, as well as blend into the surrounding landscape.Game Information: Life Support (Safe in Intense Cold) (2 Active Points); OIF (-) (total cost: 1 CP) plus +4 with Concealment (8 Active Points); OIF (-) (total cost: 5 CP). Real Cost: 6 CP.

    RING OF POWERA fell item, this simple gold ring was forged by goblins as a tool for assassins and spies. When worn, the user becomes invisible to sight and can easily avoid most detection. However, the users vision becomes cloudy and mist-shrouded and even on bright days the world seems shadowy and dim. At the same time, the users hearing is sharpened considerably and even faint and far-away sounds can be easily detected. Finally, as proof of the rings dark origins, the user will find he can easily see supernatural spirits, often in their true forms.Game Information: Invisibility to Sight Group , No Fringe, Persistent (+), Reduced Endurance (0 END; +) (52 Active Points); OIF (ring; -) (total cost: 35 CP) plus +3 PER with Hearing Group (6 Active Points); OIF (ring; -), Side Effects (occurs automatically , Sight PER Rolls -3; -) (total cost: 3 CP) plus +4 versus Range Modifier for Hearing Group (6 Active Points); OIF (ring; -) total cost: 4 CP) plus Detect ghosts, spirits, wraiths, and the like 16- (Sight Group) (10 Active Points); OIF (ring; -) (total cost: 7 CP). Real Cost: 49 CP.

    SINGING DOWN THE WEATHERThis song allows the character to reduce the effects of weather. With it, he can turn a thunderstorm into a gentle rain, a blizzard into a light snowfall, or a heatwave into comfortable warm weather. However, thats all they can do. They cant create weather from scratch (i.e. no summoning thunderstorms on a clear spring day) and they cant make existing weather any worse.Game Information: Change Environment (+/-5 Temperature Level Adjustment, Varying Combat Effects), Area Of Effect (4m Radius; +), MegaScale (1m = 1 km; +1) (56 Active Points); Extra Time (5 Minutes, time requires depends on the severity of the weather to be altered, but at minimum it takes 5 minutes; -2), Can Only To Calm And Reduce The Effects Of Weather, Cannot Create New Weather Effects (-1), Incantations (Requires Incantations throughout; -), No Range (-). Real Cost: 11 CP.

    SONG OF PLENTY Also known as Blaises Reel, this light-hearted ditty is as valuable as it is insidious. Those who hear it are compelled to give the musician some of their moneyjust a small amount, reallyor any small items of value they may have. The Song will affect anyone in hearing range, which is roughly the listed Area Of Effect. Anyone near the fringe of the Area Of Effect, as well as anyone near another source of noise (such as a loud conversation, another musician, or herd of animals) will be affected by fewer dice of Mind Control (and might not be affected at all, if the competing noise is loud enough). As a final note, the Song is such that people give willingthey usually have no idea they were compelled by the musician to hand over anything. However, its said the reel can turn on the person performing it. A little can go a long way, and overuse of the Song of Plenty might result in the musician being mobbed by appreciative listeners.Game Information: Mind Control 12d6 (Human class of minds), Telepathic (+), Personal Immunity (+), Reduced Endurance ( END; +), Invisible Power Effects (effects of power are invisible to target; +), Area Of Effect (18m Radius; +1) (195 Active Points); Gestures, Requires Gestures throughout (Requires both hands; must be able to play the instrument; -1), Extra Time (Full Phase, -), OIF (musical instrument to play a tune on; -), Set Effect (please give [me money/valuables]; -), Stops Working If Mentalist Is Stunned (-), No Range (-). Real Cost: 43 CP.

    SOOTHING SPRING WATERThis hidden pool can be found in the depths of an elf-tended forest. It has been carefully maintained and nurtured to be both aesthetically pleasing to the eye and a source of healing and refreshment to the body. Similar springs, streams, and even glades (which usually require a nights sleep) can often found in elven lands, while the dwarves are known to Make cavern pools to serve similar purposes.Game Information: Healing BODY 1 point, Area Of Effect (3m Radius; +), Reduced Endurance (0 END; +), Constant (+), Uncontrolled (+) (8 Active Points); OAF Immobile (pool of spring-fed water; -2), One Use At A Time (-1) (total cost: 2 CP) plus Healing END and STUN 2d6, Area Of Effect (3m Radius; +), Reduced Endurance (0 END; +), Constant (+), Uncontrolled (+), Expanded Effect (x2 Characteristics simultaneously) (+) (65 Active Points); OAF Immobile (pool of spring-fed water; -2), One Use At A Time (-1), Linked (Healing; -) (total cost: 15 CP). Real Cost: 17 CP.

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    STONE SETTINGA dwarven technique, the Stone Setting ritual allows the dwarf to repair damage done to stonework, be it cracks and chips from a hammer, the shifting of stones due to the age of the construction, or the after effects of an earthquake or landslide. The dwarf moves his hands over the damaged stones and sings them back into place, calming their spirits and making things as good as new.Game Information: Healing BODY 4d6, Area Of Effect (2m Radius; +) (50 Active Points); Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 ), One Use At A Time (-1), Only To Repair Stonework (walls, wells, arches, and so on; -1), Concentration, Must Concentrate throughout use of Constant Power ( DCV; -), Incantations (Requires Incantations throughout; -). Real Cost: 9 CP.

    SWEET BEERCarefully brewed and bottled, Sweet Beer is well known for its restorative powers. Just a single bottle is enough to reinvigorate an exhausted individual and enable them to act as if theyd just gotten a full nights rest.Game Information: Healing END 4d6 (40 Active Points); 1 Charge (per bottle; -2), One Use At A Time (-1), Extra Time (Full Phase, to consume the bottle; -). Real Cost: 9 CP.

    WAYBREADMade for those about embark on long journeys, a single piece of Waybread is sufficient to sustain a man for an entire day. Its usually packed in week allotments, thus the 16 Charges should be considered a two-weeks supply.Game Information: LS (Eating: Character does not eat) (3 Active Points); OAF Fragile (-1 ), 16 Continuing Charges lasting 1 Day each which Never Recover (-0), Requires Full Phase To Eat Waybread (-0). Real Cost: 1 point.

    WAYFARERS STAFFMade of well-seasoned and study wood, and capped with metal, these staves are set with lays of finding and returning. Thus, not only do they make sturdy weapons, but also enable the wielder to find his way through even the roughest terrain.Game Information: HA +4d6, Reduced Endurance (0 END; +) (30 Active Points); OAF (-1), Required Hands Two-Handed (-), STR Minimum 10 (-), Hand-To-Hand Attack (-) (total cost: 9 CP) plus Reach +1m (1 Active Points) (total cost: 1 CP) plus Bump Of Direction (3 Active Points); OAF (-1) (total cost: 1 CP) plus +2 with Navigation (4 Active Points); OAF (-1) (total cost: 2 CP). Real Cost: 13 CP.

    bestIary

    cat-snakeA cat-snake is a serpentine animal with the thick body of a snake and the head and forelimbs of a feline-like creature. They normally live in the upper reaches of the mountains, along the forest edge, where they feed on small mammals and the like. Cat-snakes can be tamed, and if caught while young make for affectionate and loyal pets. Many humans and satyrs try to have a few cat-snakes around in order to keep pest populations down.

    fey-touched creaturesFey-touched creatures are distinguishable form normal animals in several ways: they tend to be larger (perhaps as much as a Size Template), smarter (use Smart Template from the HSB), and some can even speak. Fey-touched creatures may have inherent magical powerusually relating to their their animal natures. Examples of such powers include having increased meters of Movement, a thicker/tougher hide than a normal animal, or such esoteric abilities as being able to walk across a field of grass and not touch a blade, being able to blend seamlessly into the landscape, or being able to alter their tracks at will.

    fIshCATFISHThese enormous fish dwell in large rivers and lakes, usually near the bottom, where they feed on mud, organic detritus, and just about anything else they can find. Catfish can grow to great size and bulk, with lengths of 4 meters and weights of 400 kg or more not uncommon. The largest catfish can easily swallow a small human (or a merfolk) whole. However, the animal makes for excellent eating, and is fished by humans and hunted by merfolk.

    EELSThe largest fish to be found in Grischuns water, eels can grow to 7 meters or more. An eel of this size can be exceedingly dangerous to hunt, but as with catfish, the eels skin and meat make the risk worth it.

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    GAR & PIKEIt is generally agreed that these fish are the most dangerous as even a small one can inflict ripping wounds on a unwary fisherman or swimmer. Fearless, these animals grow to be 4 meters in length, are heavily scaled, are very fast, and have mouthfuls of dagger-like teeth. They also eat everything that swims.

    GoblIn-touched creaturesThese animals are akin to Fey-touched creatures, but darker in coloration, disposition, and nature.As with the Fey-touched, Goblin-touched creatures tend to be larger (perhaps as much as a Size Template), ferocious (as the HSB template), and man-eating (as the HSB template). Also, they may be rabid, diseased, or have venomous bites or stings (as the HSB templates). Many of the monsters fought by heroes in the stories and legends of Grischun have been Goblin-touched creatures.

    mountaIn eaGleThese enormous eagles have wingspans of 8 meters or more. Highly-intelligent, they live near the tops of the mountains, where they build great eyries, and hunt mountain-dwelling goats, antelope, and other large mammals. According to various legends, mountain eagles can summon stories if they wish.

    wyrmsWyrms are large, serpentine animals. They come in two varieties.

    LAND WYRMGrowing to more more than 15 meters in length, land wyrms resemble great snakes with the head of a gar. Willing (and able) to devour anything they encounter, land wyrms have been known to raid graveyards and battlefields in order to dig up and consume corpses. Some have also been known to invade human and dwarven mines while others infest dank swamps.

    WATER WYRMThese creatures grow to lengths of 20 meters or more and appear to have the shape of a great eel. They have a horse-like head, manes, mouths full of pointed teeth, and will eat anything that strays into their waters. Fortunately, they are only found in remote mountain tarns.

    PlacesThe Kingdom of Grischun is dotted with centers of human habitation, as well as dwarven mines, elven encampments, satyr villages, giants caves, troll tunnels, and even a few permanent merfolk structures.

    cItIesA city is any settlement with a population or 8,000 people or more. Almost all cities in Grischun are where the Mountain and Valley Kings make their homes. Thus, there is normally a castle of some sort located within the confines of any major city. In addition, important erils (and some thegans) will have dwellings in the city, usually in the form of fortified manors. Usually the city is either aside a river, straddles the river, or is located at the joining of two rivers. Cities normally have walls enclosing them, although for the older and larger cities, the population will have spread out beyond the original city walls. This may mean a city has two or three sets of walls around it, although the inner ones are often stripped to build the outer walls (or other buildings). Chur is the home of the Mountain King. It has a population of nearly 20,000 people, mostly human with some satyrs. A scattering of elves also dwell there, as well as a delegation from the lands of the dwarves (and there are merfolk upriver). Chur sits at the confluence of the Adda and Rijin rivers, and is known for its numerous bridges that connect the various parts of the city to one another. The Mountain Kings castle is situation on the highest ground in the city. It contains a hall large enough to seat all of the Valley Kings, as well as their entourages.

    townsA town is any settlement with a population of 1,000 to 8,000 people. Most towns have around 2-3,000 people, and like cities are usually found along the banks of the rivers. However, unlike cities, towns rarely have walls, unless the town is located near areas where goblins are known to lurk in large numbers. Larger towns tend to the the homes of erils, while thegans dwell in smaller towns. A town with an eril may have a small castle, but is more likely to have a fortified manor house or hall. While towns are normally surrounded by croplands, most towns are centers for the production of goods. Large craft halls are found in in most towns. These halls are usually headed by a Maker and produce items to be bartered, traded, and sold throughout the kingdom (and beyond).

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    vIllaGesA village is any settlement with a population of under 1,000 people. The typical village has anywhere from 50 to 300 residents, most of whom are farmers. Grain is the most common crop, as well as corn and a wide variety of root vegetables. There are usually no walls around a village, unless the village has been built in or near some ancient ruins. Villages built along side streams will have a mill and the mill pond will normally be stocked with eels and other fish. Some thegans live in the larger villages, but normally the kings will is made known by the shirefa.

    manor housesA manor house is any fortified home. Manor houses are made from stone, normally dont have outer walls, lack windows on the first floor (or have narrow slits for arrow fire), and may have towers. Some manor houses do have walled courtyards, where horses and other livestock are kept. Manor houses of this type can be found in cities, towns, and even villages. Some thegans even dwell in isolated manor houses set on the kingdoms borders.

    ruInsThe ruins found through Grischun are many and quite varied in appearance. The most common are sections of road, paved with stones. In some places these roads have been stripped of their stone, in others the Valley Kings have sought to preserve them, especially of the road connects any large settlements. Other ruins include sections of wall, crumbling towers, and fragments of stairs. Some of these have been raided for their pre-cut blocks of stone, while others, far too isolated to be worth the effort, have been left alone. It is known that goblins and their ilk lurk in certain ruins, usually those found in marshes, swamps, and the thickest, dankest sections of forest.

    character creatIonWhen creating characters for the Kingdom of Grischun, consider the following Character Archetypes as found in Fantasy Hero Complete:

    racIal temPlates Dwarf: Use the Dwarf and Dwarven Culture option. Elf: Use the Elf package with the Wood Elf option. Fey: Use the Faerie package, but Fey tend to be Small

    instead of Minuscule. Giant: Use the Giant package with the Magical Nature

    option. Goblin: Use the Orc package with the Greater Orc

    and Orc Cultural options. Satyrs: Use the Deer Folk. Add in Leaping +4m as

    well. Troll: Use the Troll package with the Claws and

    Magical Nature options.

    ProfessIonal temPlates Bard: Use the Bard and Bardic Magic option. Mage: Use the Alchemist option. Rename Power

    (Alchemy) to Power (Making). Merchant: Use as is. Noble: Use as is for kings and erils. Priest: Use either the Druid/Medicine Man or

    Shaman/Witchdoctor options. The Itinerant, Village, and Warrior Priest options are all possible.

    Rogue: Use as is. All of the options are permissible. Warrior: Use as is for thegan and shirefas. All of the

    options are permissible.

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    Game masters InformatIonThe Kingdom of Grischun setting is meant to evoke a sense of wonder. The land, the people, even the animals, are all, in away, magical, or possess the ability to Make great magics. Game Masters who want to run a campaign set in the Kingdom of Grischun should read on, anyone else should not.

    camPaIGn Power levelsWhen creating a Kingdom of Grischun campaign, you have two choices: Heroic and Superheroic. Heroic campaigns presume characters built on 175 to 275 CP. Characters will probably be either Human or Satyr, as the Elves and Dwarves have extensive innate powers of Making. Making will be uncommon, most characters will have perhaps one major Making power or piece of equipment; any Making ability they do have will also be fairly low-powered as well. In Superheroic campaigns, the characters are built on a minimum of 300 CP. This makes Elves and Dwarves perfectly viable characters, and Making will be very common. Characters may possess various Making abilities or possess an assortment of near-magical items produced by Making. In addition, the powers characters possess can be very powerful indeed; the Song Of Plenty, for example, is 195 Active Points! In either case, you need to tailor the setting to the power level of the characters. Goblins and goblin-touched creatures make excellent foes for heroic PCs (although a well-equipped band should be able to tackle an evil troll). Superheroic characters, on the other hand, can fight Water Wyrms in their tarns and should be able to hunt down and defeat a Fomoiri.

    camPaIGn tyPesIn a Grischun campaign, the PCs can be involved in a lot of things, it all depends on what everyone would like to do. A few suggestions to get you started:

    City And Court LifeThe PCs can live in one of the larger cities, where a Valley King (or even the Mountain King) make their home. There, they will have to deal with various forms of intrigue, as the erils, thegans, clan heads, and Makers all jockey for power and prominence. The PCs may find themselves involved in plans to discredit other erils or thegans, to bribe (in the form of gifts) these same erils or thegans, or to engage in spying and subterfuge.

    Border RangersIf you want to get out of the cities, then the PCs can be rangers, tasked with patrolling the upper reaches of a valley, edges of the forests, the entirety of more distant valleys, and the borders of the kingdom itself. Along the way, the PCs may have to deal with goblins and goblin-touched creatures, strange creatures, bandits, Makers dabbling in dark powers, and possible invaders from outside the kingdom.

    TheganHere the PCs are all thegan for an eril or clan lord. Bound by oaths, these warriors are tasked to do whatever needs to be done. This can include patrolling the border, raiding another erils territory, treating with the elves, dwarves, or the Fey, or stopping the predations of some fell monster. In turn, the eril will gift the PCs with items of powerfine swords, spears, armor, shields, and so on.

    ExplorationThe ruins found around Grischun are said to hold fabulous treasures from long ago. The PCs are a band of people who have decided to explore these ruins in search of these treasures. The PCs can be from almost any background and can be warriors, rogues, Makers, or what-have-you; the one thing they have in common is a desire to strike it rich! Along the way they will need to deal with hazardous terrain, goblins and their ilk, elves who may dislike intrusion, and the guardians of the very treasures they seek. Tomb robbing, it seems, is not for the faint of heart.


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