<link rel='alternate' type='application/rss+xml' title='RSS' href='index.xml' />
Background: #fff
Foreground: #000
PrimaryPale: #8cf
PrimaryLight: #18f
PrimaryMid: #04b
PrimaryDark: #014
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88
body {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}

a {color:[[ColorPalette::PrimaryMid]];}
a:hover {background-color:[[ColorPalette::PrimaryMid]]; color:[[ColorPalette::Background]];}
a img {border:0;}

h1,h2,h3,h4,h5,h6 {color:[[ColorPalette::SecondaryDark]]; background:transparent;}
h1 {border-bottom:2px solid [[ColorPalette::TertiaryLight]];}
h2,h3 {border-bottom:1px solid [[ColorPalette::TertiaryLight]];}

.button {color:[[ColorPalette::PrimaryDark]]; border:1px solid [[ColorPalette::Background]];}
.button:hover {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::SecondaryLight]]; border-color:[[ColorPalette::SecondaryMid]];}
.button:active {color:[[ColorPalette::Background]]; background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::SecondaryDark]];}

.header {background:[[ColorPalette::PrimaryMid]];}
.headerShadow {color:[[ColorPalette::Foreground]];}
.headerShadow a {font-weight:normal; color:[[ColorPalette::Foreground]];}
.headerForeground {color:[[ColorPalette::Background]];}
.headerForeground a {font-weight:normal; color:[[ColorPalette::PrimaryPale]];}

	border-left:1px solid [[ColorPalette::TertiaryLight]];
	border-top:1px solid [[ColorPalette::TertiaryLight]];
	border-right:1px solid [[ColorPalette::TertiaryLight]];
.tabUnselected {color:[[ColorPalette::Background]]; background:[[ColorPalette::TertiaryMid]];}
.tabContents {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::TertiaryPale]]; border:1px solid [[ColorPalette::TertiaryLight]];}
.tabContents .button {border:0;}

#sidebar {}
#sidebarOptions input {border:1px solid [[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel {background:[[ColorPalette::PrimaryPale]];}
#sidebarOptions .sliderPanel a {border:none;color:[[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel a:hover {color:[[ColorPalette::Background]]; background:[[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel a:active {color:[[ColorPalette::PrimaryMid]]; background:[[ColorPalette::Background]];}

.wizard {background:[[ColorPalette::PrimaryPale]]; border:1px solid [[ColorPalette::PrimaryMid]];}
.wizard h1 {color:[[ColorPalette::PrimaryDark]]; border:none;}
.wizard h2 {color:[[ColorPalette::Foreground]]; border:none;}
.wizardStep {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];
	border:1px solid [[ColorPalette::PrimaryMid]];}
.wizardStep.wizardStepDone {background:[[ColorPalette::TertiaryLight]];}
.wizardFooter {background:[[ColorPalette::PrimaryPale]];}
.wizardFooter .status {background:[[ColorPalette::PrimaryDark]]; color:[[ColorPalette::Background]];}
.wizard .button {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::SecondaryLight]]; border: 1px solid;
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.wizard .button:hover {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::Background]];}
.wizard .button:active {color:[[ColorPalette::Background]]; background:[[ColorPalette::Foreground]]; border: 1px solid;
	border-color:[[ColorPalette::PrimaryDark]] [[ColorPalette::PrimaryPale]] [[ColorPalette::PrimaryPale]] [[ColorPalette::PrimaryDark]];}

.wizard .notChanged {background:transparent;}
.wizard .changedLocally {background:#80ff80;}
.wizard .changedServer {background:#8080ff;}
.wizard .changedBoth {background:#ff8080;}
.wizard .notFound {background:#ffff80;}
.wizard .putToServer {background:#ff80ff;}
.wizard .gotFromServer {background:#80ffff;}

#messageArea {border:1px solid [[ColorPalette::SecondaryMid]]; background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]];}
#messageArea .button {color:[[ColorPalette::PrimaryMid]]; background:[[ColorPalette::SecondaryPale]]; border:none;}

.popupTiddler {background:[[ColorPalette::TertiaryPale]]; border:2px solid [[ColorPalette::TertiaryMid]];}

.popup {background:[[ColorPalette::TertiaryPale]]; color:[[ColorPalette::TertiaryDark]]; border-left:1px solid [[ColorPalette::TertiaryMid]]; border-top:1px solid [[ColorPalette::TertiaryMid]]; border-right:2px solid [[ColorPalette::TertiaryDark]]; border-bottom:2px solid [[ColorPalette::TertiaryDark]];}
.popup hr {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::PrimaryDark]]; border-bottom:1px;}
.popup li.disabled {color:[[ColorPalette::TertiaryMid]];}
.popup li a, .popup li a:visited {color:[[ColorPalette::Foreground]]; border: none;}
.popup li a:hover {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; border: none;}
.popup li a:active {background:[[ColorPalette::SecondaryPale]]; color:[[ColorPalette::Foreground]]; border: none;}
.popupHighlight {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}
.listBreak div {border-bottom:1px solid [[ColorPalette::TertiaryDark]];}

.tiddler .defaultCommand {font-weight:bold;}

.shadow .title {color:[[ColorPalette::TertiaryDark]];}

.title {color:[[ColorPalette::SecondaryDark]];}
.subtitle {color:[[ColorPalette::TertiaryDark]];}

.toolbar {color:[[ColorPalette::PrimaryMid]];}
.toolbar a {color:[[ColorPalette::TertiaryLight]];}
.selected .toolbar a {color:[[ColorPalette::TertiaryMid]];}
.selected .toolbar a:hover {color:[[ColorPalette::Foreground]];}

.tagging, .tagged {border:1px solid [[ColorPalette::TertiaryPale]]; background-color:[[ColorPalette::TertiaryPale]];}
.selected .tagging, .selected .tagged {background-color:[[ColorPalette::TertiaryLight]]; border:1px solid [[ColorPalette::TertiaryMid]];}
.tagging .listTitle, .tagged .listTitle {color:[[ColorPalette::PrimaryDark]];}
.tagging .button, .tagged .button {border:none;}

.footer {color:[[ColorPalette::TertiaryLight]];}
.selected .footer {color:[[ColorPalette::TertiaryMid]];}

.sparkline {background:[[ColorPalette::PrimaryPale]]; border:0;}
.sparktick {background:[[ColorPalette::PrimaryDark]];}

.error, .errorButton {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::Error]];}
.warning {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::SecondaryPale]];}
.lowlight {background:[[ColorPalette::TertiaryLight]];}

.zoomer {background:none; color:[[ColorPalette::TertiaryMid]]; border:3px solid [[ColorPalette::TertiaryMid]];}

.imageLink, #displayArea .imageLink {background:transparent;}

.annotation {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; border:2px solid [[ColorPalette::SecondaryMid]];}

.viewer .listTitle {list-style-type:none; margin-left:-2em;}
.viewer .button {border:1px solid [[ColorPalette::SecondaryMid]];}
.viewer blockquote {border-left:3px solid [[ColorPalette::TertiaryDark]];}

.viewer table, table.twtable {border:2px solid [[ColorPalette::TertiaryDark]];}
.viewer th, .viewer thead td, .twtable th, .twtable thead td {background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::Background]];}
.viewer td, .viewer tr, .twtable td, .twtable tr {border:1px solid [[ColorPalette::TertiaryDark]];}

.viewer pre {border:1px solid [[ColorPalette::SecondaryLight]]; background:[[ColorPalette::SecondaryPale]];}
.viewer code {color:[[ColorPalette::SecondaryDark]];}
.viewer hr {border:0; border-top:dashed 1px [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::TertiaryDark]];}

.highlight, .marked {background:[[ColorPalette::SecondaryLight]];}

.editor input {border:1px solid [[ColorPalette::PrimaryMid]];}
.editor textarea {border:1px solid [[ColorPalette::PrimaryMid]]; width:100%;}
.editorFooter {color:[[ColorPalette::TertiaryMid]];}
.readOnly {background:[[ColorPalette::TertiaryPale]];}

#backstageArea {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::TertiaryMid]];}
#backstageArea a {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
#backstageArea a:hover {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; }
#backstageArea a.backstageSelTab {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}
#backstageButton a {background:none; color:[[ColorPalette::Background]]; border:none;}
#backstageButton a:hover {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
#backstagePanel {background:[[ColorPalette::Background]]; border-color: [[ColorPalette::Background]] [[ColorPalette::TertiaryDark]] [[ColorPalette::TertiaryDark]] [[ColorPalette::TertiaryDark]];}
.backstagePanelFooter .button {border:none; color:[[ColorPalette::Background]];}
.backstagePanelFooter .button:hover {color:[[ColorPalette::Foreground]];}
#backstageCloak {background:[[ColorPalette::Foreground]]; opacity:0.6; filter:'alpha(opacity=60)';}
* html .tiddler {height:1%;}

body {font-size:.75em; font-family:arial,helvetica; margin:0; padding:0;}

h1,h2,h3,h4,h5,h6 {font-weight:bold; text-decoration:none;}
h1,h2,h3 {padding-bottom:1px; margin-top:1.2em;margin-bottom:0.3em;}
h4,h5,h6 {margin-top:1em;}
h1 {font-size:1.35em;}
h2 {font-size:1.25em;}
h3 {font-size:1.1em;}
h4 {font-size:1em;}
h5 {font-size:.9em;}

hr {height:1px;}

a {text-decoration:none;}

dt {font-weight:bold;}

ol {list-style-type:decimal;}
ol ol {list-style-type:lower-alpha;}
ol ol ol {list-style-type:lower-roman;}
ol ol ol ol {list-style-type:decimal;}
ol ol ol ol ol {list-style-type:lower-alpha;}
ol ol ol ol ol ol {list-style-type:lower-roman;}
ol ol ol ol ol ol ol {list-style-type:decimal;}

.txtOptionInput {width:11em;}

#contentWrapper .chkOptionInput {border:0;}

.externalLink {text-decoration:underline;}

.indent {margin-left:3em;}
.outdent {margin-left:3em; text-indent:-3em;}
code.escaped {white-space:nowrap;}

.tiddlyLinkExisting {font-weight:bold;}
.tiddlyLinkNonExisting {font-style:italic;}

/* the 'a' is required for IE, otherwise it renders the whole tiddler in bold */
a.tiddlyLinkNonExisting.shadow {font-weight:bold;}

#mainMenu .tiddlyLinkExisting,
	#mainMenu .tiddlyLinkNonExisting,
	#sidebarTabs .tiddlyLinkNonExisting {font-weight:normal; font-style:normal;}
#sidebarTabs .tiddlyLinkExisting {font-weight:bold; font-style:normal;}

.header {position:relative;}
.header a:hover {background:transparent;}
.headerShadow {position:relative; padding:4.5em 0 1em 1em; left:-1px; top:-1px;}
.headerForeground {position:absolute; padding:4.5em 0 1em 1em; left:0px; top:0px;}

.siteTitle {font-size:3em;}
.siteSubtitle {font-size:1.2em;}

#mainMenu {position:absolute; left:0; width:10em; text-align:right; line-height:1.6em; padding:1.5em 0.5em 0.5em 0.5em; font-size:1.1em;}

#sidebar {position:absolute; right:3px; width:16em; font-size:.9em;}
#sidebarOptions {padding-top:0.3em;}
#sidebarOptions a {margin:0 0.2em; padding:0.2em 0.3em; display:block;}
#sidebarOptions input {margin:0.4em 0.5em;}
#sidebarOptions .sliderPanel {margin-left:1em; padding:0.5em; font-size:.85em;}
#sidebarOptions .sliderPanel a {font-weight:bold; display:inline; padding:0;}
#sidebarOptions .sliderPanel input {margin:0 0 0.3em 0;}
#sidebarTabs .tabContents {width:15em; overflow:hidden;}

.wizard {padding:0.1em 1em 0 2em;}
.wizard h1 {font-size:2em; font-weight:bold; background:none; padding:0; margin:0.4em 0 0.2em;}
.wizard h2 {font-size:1.2em; font-weight:bold; background:none; padding:0; margin:0.4em 0 0.2em;}
.wizardStep {padding:1em 1em 1em 1em;}
.wizard .button {margin:0.5em 0 0; font-size:1.2em;}
.wizardFooter {padding:0.8em 0.4em 0.8em 0;}
.wizardFooter .status {padding:0 0.4em; margin-left:1em;}
.wizard .button {padding:0.1em 0.2em;}

#messageArea {position:fixed; top:2em; right:0; margin:0.5em; padding:0.5em; z-index:2000; _position:absolute;}
.messageToolbar {display:block; text-align:right; padding:0.2em;}
#messageArea a {text-decoration:underline;}

.tiddlerPopupButton {padding:0.2em;}
.popupTiddler {position: absolute; z-index:300; padding:1em; margin:0;}

.popup {position:absolute; z-index:300; font-size:.9em; padding:0; list-style:none; margin:0;}
.popup .popupMessage {padding:0.4em;}
.popup hr {display:block; height:1px; width:auto; padding:0; margin:0.2em 0;}
.popup li.disabled {padding:0.4em;}
.popup li a {display:block; padding:0.4em; font-weight:normal; cursor:pointer;}
.listBreak {font-size:1px; line-height:1px;}
.listBreak div {margin:2px 0;}

.tabset {padding:1em 0 0 0.5em;}
.tab {margin:0 0 0 0.25em; padding:2px;}
.tabContents {padding:0.5em;}
.tabContents ul, .tabContents ol {margin:0; padding:0;}
.txtMainTab .tabContents li {list-style:none;}
.tabContents li.listLink { margin-left:.75em;}

#contentWrapper {display:block;}
#splashScreen {display:none;}

#displayArea {margin:1em 17em 0 14em;}

.toolbar {text-align:right; font-size:.9em;}

.tiddler {padding:1em 1em 0;}

.missing .viewer,.missing .title {font-style:italic;}

.title {font-size:1.6em; font-weight:bold;}

.missing .subtitle {display:none;}
.subtitle {font-size:1.1em;}

.tiddler .button {padding:0.2em 0.4em;}

.tagging {margin:0.5em 0.5em 0.5em 0; float:left; display:none;}
.isTag .tagging {display:block;}
.tagged {margin:0.5em; float:right;}
.tagging, .tagged {font-size:0.9em; padding:0.25em;}
.tagging ul, .tagged ul {list-style:none; margin:0.25em; padding:0;}
.tagClear {clear:both;}

.footer {font-size:.9em;}
.footer li {display:inline;}

.annotation {padding:0.5em; margin:0.5em;}

* html .viewer pre {width:99%; padding:0 0 1em 0;}
.viewer {line-height:1.4em; padding-top:0.5em;}
.viewer .button {margin:0 0.25em; padding:0 0.25em;}
.viewer blockquote {line-height:1.5em; padding-left:0.8em;margin-left:2.5em;}
.viewer ul, .viewer ol {margin-left:0.5em; padding-left:1.5em;}

.viewer table, table.twtable {border-collapse:collapse; margin:0.8em 1.0em;}
.viewer th, .viewer td, .viewer tr,.viewer caption,.twtable th, .twtable td, .twtable tr,.twtable caption {padding:3px;}
table.listView {font-size:0.85em; margin:0.8em 1.0em;}
table.listView th, table.listView td, table.listView tr {padding:0px 3px 0px 3px;}

.viewer pre {padding:0.5em; margin-left:0.5em; font-size:1.2em; line-height:1.4em; overflow:auto;}
.viewer code {font-size:1.2em; line-height:1.4em;}

.editor {font-size:1.1em;}
.editor input, .editor textarea {display:block; width:100%; font:inherit;}
.editorFooter {padding:0.25em 0; font-size:.9em;}
.editorFooter .button {padding-top:0px; padding-bottom:0px;}

.fieldsetFix {border:0; padding:0; margin:1px 0px;}

.sparkline {line-height:1em;}
.sparktick {outline:0;}

.zoomer {font-size:1.1em; position:absolute; overflow:hidden;}
.zoomer div {padding:1em;}

* html #backstage {width:99%;}
* html #backstageArea {width:99%;}
#backstageArea {display:none; position:relative; overflow: hidden; z-index:150; padding:0.3em 0.5em;}
#backstageToolbar {position:relative;}
#backstageArea a {font-weight:bold; margin-left:0.5em; padding:0.3em 0.5em;}
#backstageButton {display:none; position:absolute; z-index:175; top:0; right:0;}
#backstageButton a {padding:0.1em 0.4em; margin:0.1em;}
#backstage {position:relative; width:100%; z-index:50;}
#backstagePanel {display:none; z-index:100; position:absolute; width:90%; margin-left:3em; padding:1em;}
.backstagePanelFooter {padding-top:0.2em; float:right;}
.backstagePanelFooter a {padding:0.2em 0.4em;}
#backstageCloak {display:none; z-index:20; position:absolute; width:100%; height:100px;}

.whenBackstage {display:none;}
.backstageVisible .whenBackstage {display:block;}
StyleSheet for use when a translation requires any css style changes.
This StyleSheet can be used directly by languages such as Chinese, Japanese and Korean which need larger font sizes.
body {font-size:0.8em;}
#sidebarOptions {font-size:1.05em;}
#sidebarOptions a {font-style:normal;}
#sidebarOptions .sliderPanel {font-size:0.95em;}
.subtitle {font-size:0.8em;}
.viewer table.listView {font-size:0.95em;}
@media print {
#mainMenu, #sidebar, #messageArea, .toolbar, #backstageButton, #backstageArea {display: none !important;}
#displayArea {margin: 1em 1em 0em;}
noscript {display:none;} /* Fixes a feature in Firefox where print preview displays the noscript content */
<div class='header' macro='gradient vert [[ColorPalette::PrimaryLight]] [[ColorPalette::PrimaryMid]]'>
<div class='headerShadow'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
<div class='headerForeground'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
<div id='mainMenu' refresh='content' tiddler='MainMenu'></div>
<div id='sidebar'>
<div id='sidebarOptions' refresh='content' tiddler='SideBarOptions'></div>
<div id='sidebarTabs' refresh='content' force='true' tiddler='SideBarTabs'></div>
<div id='displayArea'>
<div id='messageArea'></div>
<div id='tiddlerDisplay'></div>
<div class='toolbar' macro='toolbar [[ToolbarCommands::ViewToolbar]]'></div>
<div class='title' macro='view title'></div>
<div class='subtitle'><span macro='view modifier link'></span>, <span macro='view modified date'></span> (<span macro='message views.wikified.createdPrompt'></span> <span macro='view created date'></span>)</div>
<div class='tagging' macro='tagging'></div>
<div class='tagged' macro='tags'></div>
<div class='viewer' macro='view text wikified'></div>
<div class='tagClear'></div>
<div class='toolbar' macro='toolbar [[ToolbarCommands::EditToolbar]]'></div>
<div class='title' macro='view title'></div>
<div class='editor' macro='edit title'></div>
<div macro='annotations'></div>
<div class='editor' macro='edit text'></div>
<div class='editor' macro='edit tags'></div><div class='editorFooter'><span macro='message views.editor.tagPrompt'></span><span macro='tagChooser excludeLists'></span></div>
To get started with this blank [[TiddlyWiki]], you'll need to modify the following tiddlers:
* [[SiteTitle]] & [[SiteSubtitle]]: The title and subtitle of the site, as shown above (after saving, they will also appear in the browser title bar)
* [[MainMenu]]: The menu (usually on the left)
* [[DefaultTiddlers]]: Contains the names of the tiddlers that you want to appear when the TiddlyWiki is opened
You'll also need to enter your username for signing your edits: <<option txtUserName>>
These [[InterfaceOptions]] for customising [[TiddlyWiki]] are saved in your browser

Your username for signing your edits. Write it as a [[WikiWord]] (eg [[JoeBloggs]])

<<option txtUserName>>
<<option chkSaveBackups>> [[SaveBackups]]
<<option chkAutoSave>> [[AutoSave]]
<<option chkRegExpSearch>> [[RegExpSearch]]
<<option chkCaseSensitiveSearch>> [[CaseSensitiveSearch]]
<<option chkAnimate>> [[EnableAnimations]]

Also see [[AdvancedOptions]]
The Anari are town and city dwellers, and consider themselves culturally superior to the Saxa and Finnar, though their technology is no more advanced. For their part, the Finnar and Saxa see the Anari as soft, and doomed to extinction if the Hellfrost advances to cover the remaining land.

The Anari Empire once dominated the western continent, and even extended far north, into lands now hidden behind the Icewall. Decadence, hereditary madness in the Imperial family, and the terrible Blizzard War put an end to the great empire, and now the Anari are a fractured race.

Most Anari mages favor elementalism, though naturally those of the Magocracy practice only heahwisardry. Song magic is considered backward, a throwback to less civilized times. The Anari have few cultural deities, and individuals generally pick and choose their own preferred deities. Again, the Magocratic Anari are different, placing Maera above all others.

Anari fashions vary immensely by culture. Whereas the nobles of the Magocracy favor colored robes and leather shoes, for instance, the citizens of Aspiria prefer woolen shirts, heavy linen trousers, and knee-high boots.

Anari average 5’ 6” and have darker skin than the other human cultures. Their hair is dark brown or black, and their eyes are usually green or brown.

''Names:'' (Male) Argius, Bron, Bovert, Delbaeth, Emeric, Gaidon, Garth, Howel, Patris, Rochad, Serin, Thosa; (Female) Aife, Armide, Branwen, Elianor, Emer, Liaze, Lusiane, Tangwenn Ursanne.

Traditionally, Anari surnames are formed by taking the father’s name and adding ap-, such as Gobert ap-Patris. "Ap” simply means “child of.” This practice is slowly falling out of favor, especially in the towns and cities. More folk are adopting their trade as a surname (Smith, Tailor, Weaver), or simply throwing together letters to make completely new names.
* ''Avenger:'' The inhabitants of the Hellfrost, bandits, or orcs have taken away everything the hero ever loved. Friends, family, home, all have been destroyed. The one thing that keeps the avenger going is the thought of enacting a fitting revenge.
* ''Bandit:'' As food supplies dwindle, starvation becomes a constant danger. Some folk have taken to taking what they want by force of arms or threat of violence.
* ''Bladedancer:'' Elven warriors skilled in the use of two blades. Their movements, while spontaneous, look like well-rehearsed dance steps to non-elves.
* ''Bludgeoner:'' Engro warriors highly trained in the use of the sling. They serve as a form of police, but only in engro society.
* ''Citizen:'' Oak trees grow from small acorns, and sometimes heroes grow from average Joes. Whether a widow seeking revenge for frostreaver atrocities or a farmer’s son looking for adventure, the citizen has become embroiled in adventure.
* ''Druid:'' Only the elves and engros understand the means to channel energy from the plants and animals. Druids are strong in the wilds, but they suffer difficulties in urban environments.
* ''Elementalist:'' These mages draw their power through the elemental realms. As an elementalist grows in power, he can master more elements. An elementalist who has mastered all four elements is known as an arkhwisard (archmage).
* ''Explorer:'' The world has changed since the Blizzard War. Explorers travel through the lands, correcting old maps and detailing the new wonders of the near-frozen world.
* ''Fighter:'' Fighters can be anything from hardened mercenaries to bodyguards to green farmhands looking to defend their homes.
* ''Heahwisard (High Mage):'' Heahwisards draw magical energies through their staves, and are extremely weak, magically, without them. They are also the ruling nobility of the lands known as the Magocracy.
* ''Healer:'' As the ice advances, so starvation, disease, and attacks by monsters become more frequent. Healers strive to stem the tide of misery with poultices and salves. While there are many independent healers, the Sisters of Mercy are the only non-religious organization sworn to this service.
* ''Hearth Knight:'' The Hearth Knights are dedicated to the defense of the Hearthlands against the predations of the Hellfrost inhabitants. They operate only in the colder regions, guarding the roads to the few remaining towns beyond the Icebarrier and watching over mountain passes.
* ''Herald:'' Heralds serve nobles as diplomats and messengers. An attack against a herald is an attack against his lord. Thus, they receive fair, if not always truly hospitable, treatment, even among enemies.
* ''Hrimwisard (Hoar Frost Mage):'' These mages weave powerful spells by drawing the magical energies found in the Hellfrost through their bodies. The colder it is, the more powerful effects a hrimwisard can invoke.
* ''Ice Rigger:'' As the land becomes locked in a sea of ice and snow, the races are turning more and more to ice ships, which glide over the ice and snow on long skates and skis. Ice riggers are sailors skilled at piloting these vessels.
* ''Iron Guild Mercenary:'' Though there are many mercenary companies, especially in Vestmark and Sutmark, the Iron Guild stands apart because it only hires troops out to merchants requiring protection.
* ''Itinerant Worker:'' Few villages are completely self-sufficient. Itinerant workers are wanderers, offering their services in farmsteads and villages across Rassilon. Sample itinerant workers include healers, smiths, and priests. Itinerant soldiers are mercenaries.
* ''Knight Hrafn (Knight Raven):'' The Order of the Knights Hrafn is a force dedicated to the perfection of military leadership. They care little for politics, though few openly side with overtly evil causes. The Order maintains no armies of its own, but instead hires out members to serve nobles.
* ''Lorekeeper:'' Dedicated to finding and preserving knowledge, lorekeepers strive to keep knowledge from becoming forgotten.
* ''Messenger:'' Communication is limited to the speed of a horse and the bravery of the rider. Part rider, part explorer, and part warrior, the messenger’s life is difficult, but it can be rewarding.
* ''Noble:'' The nobility remain at the top of the social ladder. Many ancestral lands have been lost, forcing younger children to seek their fortune through adventuring.
* ''Outlaw:'' In these dark days, one can always rely on one’s kin, unless you’re an outlaw, that is. Whether because of criminal activities or because they have been falsely accused by jealous rivals, outlaws are shunned by their kith and kin. Whereas bandits prey on the weak, outlaws are simply outcasts, and can still be honorable heroes.
* ''Paladin:'' Whereas priests guard the souls of the faithful, paladins guard their flesh. Some paladins are permanent residents at temples. Others travel the lands performing deeds in the name of their deity.
* ''Priest:'' Many gods are worshiped across Rassilon. Priests form the spiritual arm of their faith.
* ''Ranger:'' Rangers operate in the wilds as scouts, spies, explorers, and soldiers. Unlike Hearth Knights, rangers often patrol the Hearthlands to combat the evils that dwell there.
* ''Refugee:'' The hero may have lost his home to Hellfrost beast attacks, been forced to flee because of crop failure, or had his home buried under the snow. Either way, he has no home to call his own and must survive on his wits and the generosity of others.
* ''Reliqus:'' A member of the Reliquary, an organization devoted to locating, studying, and protecting magic items. Some members have the ability to identify relics from their markings, while others seek ancient magic from snow-buried crypts and temples.
* ''Roadwarden:'' The roads of Rassilon have not been safe for many centuries. In recent years, a group of men and women calling themselves Roadwardens have taken it upon themselves to protect the roads and safeguard travelers.
* ''Rune Mage:'' Found only among dwarves, rune mages focus the magical energies of the world through carved runes.
* ''Scout:'' Scouts work for merchants, watching out for bandits or orcs, as freelancer reconnaissance troops for mercenary companies, and as guides for adventuring parties heading into the frozen wastes.
* ''Skald:'' Skalds are sorcerers who work their magic through the power of song. They also know music, stories, and poems, and they are welcomed at most settlements.
* ''Thief:'' Even in this age of hardship, thieves still pray on those who have something of value. Some thieves are Robin Hood types, robbing greedy merchants and nobles and distributing the wealth to the needy. Others are out for self gain.
* ''Trapper:'' Fur isn’t worn as a fashion accessory anymore—it’s worn out of a need to survive freezing temperatures. Trappers make a living by hunting down bears and wolves, and selling their furs. Trappers may not lead a glamorous life, but they’re hardened to adverse weather and often come across ruins while hunting prey.
* ''Wood Warden:'' A mainly elven organization, dedicated to protecting the forests of Rassilon. They are expert shots and know how to talk with mundane beasts.
* ''Woodsman:'' We’re not talking about regular lumberjacks, but the hardy souls who travel to the Frozen Forest to collect valuable icewood, which the dwarves use in their coldfire forges.
|!Type | !Armor | !Weight | !Cost |!Notes | !Avail |h
|Hide | +1 | 15 | 75 |Covers torso, arms, and legs; see notes | V |
|Leather suit | +1 | 10 | 50 |Covers torso, arms, and legs | V |
|Leather shirt | +1 | 3 | 20 |Covers torso | V |
|Chain hauberk | +2 | 20 | 300 |Covers torso, arms, and legs | T |
|Chain shirt | +2 | 10 | 200 |Covers torso and arms | T |
|Chain leggings | +2 | 8 | 100 |Covers legs | T |
|Chain sleeves | +2 | 6 | 75 |Covers arms | T |
|Scale hauberk | +2 | 25 | 200 |Covers torso, arms, and legs | V |
|Plate corselet | +3 | 20 | 400 |Covers torso | C |
|Plate bracers | +3 | 8 | 300 |Covers arms | C |
|Plate greaves | +3 | 12 | 200 |Covers legs | C |
|!Helmet |>|>|>|>|>|
|Chain coif | +2 | 3 | 50 |75% chance of protecting head | T |
|Pot helm | +3 | 4 | 75 |50% chance of protecting head | T |
|Full helmet | +3 | 8 | 150 |Covers head | C |
|!Blessed Armor |>|>|>|>|>|
|Blessed robes | +1 | 8 | 50 |Covers torso, arms, and legs; see notes | S |
|Blessed armor | +3 | 30 | 500 |Covers torso, arms, and legs; see notes | S |
|!Shields |>|>|>|>|>|
|Small shield | — | 8 | 25 |+1 Parry | V |
|Medium shield | — | 12 | 50 |+1 Parry, +2 Armor against ranged attacks | V |
|Large shield | — | 20 | 200 |+2 Parry, +2 Armor against ranged attacks | T |
|!Barding* |>|>|>|>|>|
|Horse, leather | +1 | 15 | 200 |Covers head and torso | V |
|Horse, plate | +3 | 30 | 1250 |Covers head and torso | C |
|Pygmy mammoth, leather | +1 | 25 | 400 |Covers head and torso | V |
|Pygmy mammoth, chain | +2 | 40 | 1600 |Covers head and torso | T |
|War dog, leather | +1 | 3 | 50 |Covers head and torso | V |
|War dog, chain | +2 | 10 | 250 |Covers head and torso | T |
|* //See Notes// |>|>|>|>|>|f
* ''Blessed Armor:'' Divine armor is available only to heroes with the Arcane Background (Miracles) Edge who have chosen to be paladins. The cost reflects a donation to the temple. Should another try to wear the suit, it acts as regular plate mail, including the increased weight. Such armor is only available at a temple to the appropriate deity.
* ''Blessed Robes:'' These blessed robes are available only to heroes with the Arcane Background (Miracles) Edge who have chosen to be priests. Others may wear them, but gain no armor bonus. Such armor is only available at a temple to the appropriate deity.
* ''Barding:'' Those who invest the money—and more importantly time—in training a horse, pygmy mammoth, or war dog want to protect their companions. Barding protects the animal’s head and torso.
* ''Chain:'' Chain mail consists of thousands of interwoven iron links. Many adventurers wear only the shirt, but stronger types can handle the extra weight on their legs as well.
* ''Hide:'' Hide armor is thicker than regular leather, being insulated, but also restricts movement. The wearer has +2 to Vigor rolls to resist the effects of Cold, but suffers a –1 penalty to Pace and all Agility and Agility-linked skill rolls.
* ''Leather:'' Leather armor is soft and supple at the joints for maximum flexibility, with boiled “plates” attached to the forearms, chest, and upper legs.
* ''Leather Vest:'' A stiff leather jerkin worn to protect the torso and arms.
* ''Plate:'' The heaviest armor is plate mail, but it also provides the most protection. The breastplate, bracers, and leggings are all made of tempered steel, providing excellent protection against most all hand weapons. Plate mail must be customized to fit a particular person. This requires an hour of time and a Repair roll. If non-tailored armor is worn, the user suffers a –1 penalty to all his physical trait tests.
* ''Scale:'' Cheaper than chain yet more cumbersome, scale comprises metal plates riveted onto a stiff leather backing.
* ''Shields:'' For clarification, shields provide their Armor bonus against area effect attacks, whether magical (like //blast//) or mundane (like a dragon’s breath).
Armor is particularly dangerous in water. Subtract your armor’s bonus from all Swimming rolls. This is in addition to any penalties from the armor’s weight. Ignore magical bonuses, considering only the bonus of a basic suit of that type. A suit of leather, for example, adds +2 to the user’s Toughness, and so subtracts –2 from his Swimming rolls.
Leather armor typically takes 1d6 minutes to properly fit. Chain or scale takes 2d6 minutes. Plate mail requires 2d6 x 5 minutes to properly attach.
Discarding armor requires a number of rounds equal to twice the highest piece of armor’s bonus. Discarding plate mail, for example, takes six full rounds. Adventurers who fall into deep water must make a Swimming roll minus the armor’s bonus as well at the end of the last round or continue trying until successful.
''Requirements:'' Seasoned, Arcane Background (Heahwisardry), Heahwisardry d8+, Knowledge (Arcana) d8+

A staff is not just a symbol of heahwisardry—it is an extension of the heahwisard himself. By channeling their inner energy, heahwisards can enchant their staves.

When the heahwisard takes this Edge, he must pick one of the abilities listed below. This Edge may be taken once per Rank (or every 20 XP after Legendary), but unless otherwise stated each ability can be taken only once. These abilities work only for the owner of the staff.
* ''Aura:'' As a free action, the staff can be made to darken the shadows around the mage, giving +2 to Intimidation rolls, or project an aura of calm, granting +2 to Persuasion.
* ''Damage:'' The staff ’s damage increases to Str+d6 and has AP 1. This Edge may be taken twice, with the damage rising to Str+d8 and AP 2 the second time it is chosen. The usual rules for minimum Strength apply, however.
* ''Deflect:'' The staff can be used to deflect missiles. Ranged attacks against the mage have a –1 penalty so long as the mage is aware of them and can wield his staff effectively. If the Edge is taken again, the penalty becomes –2. This stacks with Dodge against ranged attacks, but provides no bonus against area effect spells.
* ''Spell Store:'' The mage may nominate one spell he already knows to be placed in his staff. The mage can no longer cast the spell himself (so that’s bad news if he is not holding his staff), nor can he ever enhance it by casting it over a longer period. However, the mage gains a +2 bonus to his arcane skill roll when casting the spell (canceling the usual –2 penalty). Any bonuses from Spell Finesse are retained. This ability may be taken more than once, but a different spell must be chosen each time.
!Creating Your Own Character
Follow these simple steps to create a //Novice// character. Novice is the default starting Rank in Savage Worlds, kind of like d20 Level 1 to 3 characters. Higher Ranks (in order) are: //Seasoned//, //Veteran//, //Heroic//, and //Legendary//.
!! 1) Choose a Race:
** [[Engro]]
** [[Frost Dwarf]]
** [[Frostborn]]
** [[Hearth Elf]]
** [[Human]]
** [[Taiga Elf]]
!! 2) Traits:
Characters are defined by ''Attributes'' and ''Skills'', collectively called "Traits." Both work in exactly the same way: attributes and skills are ranked by die types, from a d4 to a d12, with d6 being the average for adult humans. Higher is better!
!!! Attributes
Now it’s time to choose your hero’s attributes and skills. Unless a racial description says otherwise, your character starts with a d4 in each of his five attributes: Agility, Smarts, Spirit, Strength, and Vigor. You then have 5 points to distribute among them as you choose. Raising an attribute a die type costs 1 point, and you may not raise an attribute above d12.
*''Agility'' is your hero’s nimbleness, quickness, and dexterity.
*''Smarts'' is a measure of how well your character knows his world and culture, how well he thinks on his feet, and mental agility.
*''Spirit'' reflects inner wisdom and willpower. Spirit is very important as it helps your character recover from being rattled when injured.
*''Strength'' is raw physical power and general fitness. Strength is also used to generate your warrior’s damage in hand-to-hand combat.
*''Vigor'' represents endurance, resistance to disease, poison, or toxins, and how much pain and physical damage a hero can shake off.
!!! Skills
''Skills'' are learned trades such as Shooting, Fighting, scientific Knowledge, Professional abilities, and so on. These are very general descriptions which cover all related aspects. Shooting, for example, covers all types of bows and other ranged weapons. You have 15 points to distribute among your skills. 

Each die type costs 1 point as long as the skill is equal to or less than the attribute it’s linked to (listed beside the skill in parentheses). If you exceed the attribute, the cost becomes 2 points per die type. As with attributes, no skill may be increased above d12.

All the standard skills are available in Hellfrost except Driving and Piloting. Riding covers controlling animal-drawn conveyances. Characters with an Arcane Background also have access to special arcane skills. These are detailed in [[Magic]].

Here's the [[list of skills|Master Skill List]].
!!! Languages
Characters begin the game with a number of languages equal to half their Smarts die, so, a hero with a d6 Smarts knows three languages. Languages aren’t rated by dice, and it’s assumed a hero speaks the language fluently enough to hold a conversation. [[Available languages can be found here|Languages]].

The first language a hero learns must be their racial tongue. Many heroes also speak Trader, a common language invented after the great disaster to help in rebuilding the world. They must pick this with one of their available language slots, however.

Once play begins, a character can learn a new language by devoting an advancement to mastering the tongue—assume he’s been practicing the language during his adventures, so he doesn’t have to spend any “downtime” on this. Heroes learning languages this way can know more than their Smarts allows.

Raising a hero’s Smarts in play does not automatically grant him a new language.

Unless a character is Illiterate (which is commonplace in Rassilon), he can also read and write any languages he speaks. An entry of N/A under alphabet means the language has no written form.
!!! Derived Statistics
*''Charisma'' is a measure of your character’s appearance, manner, and general likability. It’s set to 0 unless you have Edges or Hindrances that modify it. Charisma is added to Persuasion and Streetwise rolls, and is used by the GM to figure out how ~NPCs react to your hero.
*''Pace'' is how fast your character moves in a standard combat round. Humans walk 6” in a round and can move an additional 1d6” if they run. Write “6” on your character sheet beside the word Pace. This is 6” on the tabletop — every inch there represents 2 yards in the “real world.”
*''Parry'' is equal to 2 plus half your character’s Fighting (2 if a character does not have Fighting), plus any bonuses for shields or certain weapons. This is the Target Number (TN) to hit your hero in hand-to-hand combat. If the Fighting die increases above a d12, round all fractions down.
*''Toughness'' is your hero’s damage threshold. Anything over this causes him to be rattled or worse. Like Parry, Toughness is 2 plus half your hero’s Vigor, plus Armor (use the armor worn on his torso). Vigor can, in some cases, go above a d12. In such cases, all fractions are rounded down.
!! 3) Edges & Hindrances
Great heroes are far more than a collection of skills and attributes. It’s their unique gifts, special powers, and tragic flaws that truly make them interesting characters.

Characters can take Edges by balancing them out with Hindrances. Here's a [[list of Edges|Edges]] and a [[list of Hindrances|Hindrances]].

You can take up to one Major Hindrance and two Minor Hindrances. A Major Hindrance is worth 2 points, and a Minor Hindrance is worth 1 point.

For 2 points you can:
*Raise an attribute one die type (you may raise your attributes before purchasing skills).
*Choose an Edge.
For 1 point you can:
*Gain another skill point.
*Gain additional money equal to your starting funds (if you start with $500, you gain an additional $500)
!! 4) Choose Powers
If you picked either Arcane Background (Magic) or Arcane Background (Miracles) as Edges, you may now choose your [[Powers]], which are the specific spells or prayers you can cast.
!! 5) Glory
Praise, fame, recognition, prestige, popularity, acclaim, renown, reputation—in the lands of Rassilon, a hero is remembered for his heroic deeds and daring escapades, not his social standing.

Consequently, all characters have a Glory rating, which reflects a hero’s reputation due to heroic actions. To start with, your hero has a Glory of zero. This can be modified by the hero’s actions during the game.

A positive Glory score indicates the character is on the path to true heroism. Skalds sing songs about him, tavern patrons drink toasts in his honor and speak of his deeds in awe, and foes fear his name. Those who chose an infamous road find their names reviled and quickly forgotten with the passage of time.

For more on how Glory works in the game and the rewards it bestows, see [[Glory]].
!! 6) Gear
Next you need to purchase equipment. [[A list of gear can be found here|Gear]]. Unless you’ve acquired Edges or Hindrances that change this, a hero starts with the clothes on his back and 500 gold scields (pronounced “shield,” and usually shortened to gs), the predominant currency of the Hearthlands.

Note that if you spend a Hindrance point to increase your starting wealth, it increases the full amount you gain.

Add all your Gear's weight to get your character's Encumbrance Penalty.
|!Weight Carried (in lbs.)|!Encumbrance Penalty|
|Up to Strength x 5 | +0|
|Up to Strength x 10 | -1|
|Up to Strength x 15 | -2|
|Up to Strength x 20 | -3|
!! 7) Background Details
Finish your character by filling in any history or background you care to. Ask yourself why your hero is where she is and what her goals are. Or you can just start playing and fill in these details as they become important.
One of the great wonders of the Hellfrost is coldfire. Coldfire has all the properties of regular fire, except it burns cold with a blue-white flame, rather than hot with a red-orange one. Even so, it has the magical property of being able to melt metal, and is thus used by frost dwarves in their forges.

Coldfire exists naturally, spewing from ice volcanoes, but can also be created by burning icewood. This valuable wood can be ignited with coldfire or regular fire, but always burns with a coldfire flame.

Coldfire is treated like regular fire for the purposes of damage and catching fire, but it deals cold damage. As such, creatures resistant or immune to cold take less damage from it, and creatures susceptible to heat and fire take no extra damage.
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''Titles:'' Scourge of the Weak, Eater of the Dead, Lord of Terror, Screamer in the Dark, He Who Strengthens Through Adversity, the Defiler.
''Aspects:'' Slaughter, senseless violence, massacres, cannibalism, orcs, goblins.
''Symbol:'' A blindfolded, severed head with a bite mark taken out of the skull.
''Priesthood:'' Hounds (priests); Wolves (paladins).
''Herald:'' Dargar’s heralds are the same as [[Tiw]]’s.
''Holy Days:'' None. Celebrations are held after the successful completion of an act of barbarity.
''Duties:'' To bathe in the blood of other creatures, to cleanse society of the weak, to strengthen others through confrontation.
''Sins:'' (Minor) not eating sentient flesh once a week, being beaten by a lesser foe; (Major) leaving survivors, eating vegetable matter more than once a month; (Mortal) avoiding bloodshed, showing mercy.
''Signature Power:'' //Smite.//
''Powers:'' //Armor, battle song, blast, bolt, boost/lower trait// (Strength, Vigor, Fighting, Shooting, and Throwing only), //burst, champion of the faith, energy immunity, gift of battle, prolonged blast, quickness, sanctuary, sphere of might, summon demon// (chain, demonic soldier, lasher, spined, steed only), //summon herald, warrior’s gift, weapon immunity.//
''Trappings:'' Any, except [[necromantic|Necromancy]] ones.

Dargar is the son of [[Tiw]], but is far more bloodthirsty than his father. Whereas [[Tiw]] revels in battle for the sake of battle, Dargar is the patron of senseless violence and bloody slaughter. Few of the civilized races worship him. Dargar is typically shown as a fearsome warrior bedecked in grisly trophies and covered in blood.

His temples are always located in out of the way places, often underground, and bedecked in grisly trophies taken from victims. As well as severed heads and limbs, it is not unusual to find flayed corpses hanging from the ceiling, or eviscerated bodies manacled to walls. Clergy usually carry small trophies, such as hands, ears, and tongues on their person.

Dargar’s temples are not allied to each other. Unless a crusade has been called for, temples view each other as rivals for Dargar’s blessing. Thus, members are as likely to war against each other, as they are outsiders.

Dargar’s clergy preach that their god is not a foe of the civilized races, but is rather an ally, culling the weak who hold back the races from growing to their true potential, and ensuring that only the strongest survive to breed. Mercy, they say, is for the weak.

Priests are usually torturers or war leaders, whereas paladins are remorseless killers, slaughtering all whom cross their path. The cult is universally outlawed in civilized lands, and adherents can expect the courts to use their own philosophy of “mercy is for the weak” against them by summarily executing members.

Most festivals to the god of slaughter involve torture, death, and the eating of the victims’ flesh. Sometimes, victims are made to slaughter each other in grisly gladiatorial events. Those who survive have the “honor” of being eaten alive.
''Requirements:'' Novice, [[Engro]], Elves (any), [[Frost Dwarf]]
''Arcane Skill:'' Druidism (Smarts)
''Starting Powers:'' 3
''Powers:'' //Animate war tree, armor, barrier, beast friend, bolt, boost/lower trait, bridge, burrow, deflection, detect/conceal, elemental form, elemental manipulation, entangle, environmental protection, farsight, fatigue, feast, fog cloud, growth/shrink, healing, knockdown, leaping, light, obscure, quake, refuge, sanctuary, sentry, shape change, silence, smite, sphere of might, storm, summon beast, summon elemental// (wood), //viper weapon, voice on the wind, wall walker, warding// (animals and plants only), //whirlwind, wilderness step.//

Druids draw their power from the natural energy fields surrounding the earth, plants, and animals. Although they do manipulate the elemental energy fields, their skill is limited. While [[frost dwarves|Frost Dwarf]] are in tune with the natural world, especially the earth, they favor [[rune magic|Rune Magic]]. [[Humans|Human]] have proven adept at manipulating the elements, but do not have enough understanding of the natural world to become druids.

They are powerful in the wilds, but suffer within artificial or worked structures, which block the natural energy fields. This is shown on the table below. Modifiers apply to Druidism rolls.
|!Mod |!Locale |h
|+1 |Completely natural (cave, desert, forest) |
|+0 |Rural (outside in a village, a worked cave, a mine) |
|–1 |Urban (inside a village building, anywhere in a town or city, within other enclosed, artificial structures) |
The following new Edges are available in Hellfrost. Where Edges are duplicated from the core rules, those presented below take precedent.

''Forbidden Edges:'' Ace, Arcane Background (Psionics, Superpowers, or Weird Science), Power Points, Rapid Recharge, Wizard, Soul Drain, and any Edges which list these as a requirement.
''Altered Edges:'' Noble, Power Surge, Rich and Very Rich (see below).

Holy Warrior undergoes a few changes and can only be chosen by priests. Champion is only available to paladins. (See [[Gods]] for more details on these two holy archetypes.)
Edges unavailable to Novice characters are @@color(gray):''grayed''@@ out.
|''Summary of Edges''|c
|''Background Edges''^^1^^|>|>|
|Alertness|Novice|+2 Notice|
|Ambidextrous|Novice, Agi d8|Ignore -2 penalty for using off-hand|
|Arcane Background: Magic|Novice|Allows access to //Mage//-type powers|
|Arcane Background: Miracles|Novice|Allows access to //Cleric//-type powers; must select [[Immortal|]] or Philosophy|
|Arcane Resistance|Novice, Spirit d8|Armor 2 vs. magic, +2 to resist magic effects|
| Improved Arcane Resistance|Novice, Arcane Resistance|Armor 4 vs. magic, +4 to resist magic effects|
|Attractive|Novice, Vigor d6|Charisma +2|
| Very Attractive|Novice, Attractive|Charisma +4|
|Berserk|Novice|Smarts roll or go Berserk after being wounded; +2 Fighting and Strength rolls, -2 Parry, +2 Toughness; Roll of 1 on Fighting die hits random adjacent target|
|Brawny|Novice, Str d6, Vigor d6|Toughness +1; load limit is 8xStr instead of 5xStr|
|Fast Healer|Novice, Vigor d8|+2 to natural healing rolls|
|Luck|Novice|+1 benny per session|
| Great Luck|Novice, Luck|+2 bennies per session|
|Noble|Novice|Rich; +2 Charisma; Character is noble born with status and wealth|
|Quick|Novice|Discard draw of 5 or less for new card|
|Rich|Novice|3x starting funds, $75K annual salary|
| Filthy Rich|Novice, Noble or Rich|5x starting funds, $250K annual salary|
|''Combat Edges''|>|>|
|bgcolor(gray):Block|bgcolor(gray):Seasoned, Fighting d8|bgcolor(gray):Parry +1|
|bgcolor(gray): Improved Block|bgcolor(gray):Veteran, Block|bgcolor(gray):Parry +2|
|bgcolor(gray):Combat Reflexes|bgcolor(gray):Seasoned|bgcolor(gray):+2 to recover from being Shaken|
|bgcolor(gray):Dodge|bgcolor(gray):Seasoned, Agi d8|bgcolor(gray):-1 to be hit with ranged attacks|
|bgcolor(gray): Improved Dodge|bgcolor(gray):Veteran, Dodge|bgcolor(gray):-2 to be hit with ranged attacks|
|First Strike|Novice, Agi d8|May attack one foe who move adjacent|
|bgcolor(gray): Improved First Strike|bgcolor(gray):Heroic, First Strike|bgcolor(gray):May attack every foe who moves adjacent|
|Fleet Footed|Novice, Agi d6|d10 running die instead of d6|
|Florentine|Novice, Agi d8, Fighting d8|+1 vs. foes with single weapon and no shield, ignore 1 point of gang up bonus|
|bgcolor(gray):Frenzy|bgcolor(gray):Seasoned, Fighting d10|bgcolor(gray):1 extra Fighting attack at -2|
|bgcolor(gray): Improved Frenzy|bgcolor(gray):Veteran, Frenzy|bgcolor(gray):As above but no penalty|
|bgcolor(gray):Giant Killer|bgcolor(gray):Veteran|bgcolor(gray):+4 damage when attacking large creatures|
|Hard to Kill|Novice, Wild Card, Spirit d8|Ignore wound penalties for Vigor rolls made on the Knockout or Injury tables|
|bgcolor(gray): Harder to Kill|bgcolor(gray):Veteran, Hard to Kill|bgcolor(gray):50% chance of surviving “death” by some means|
|bgcolor(gray):Level Headed|bgcolor(gray):Seasoned, Smarts d8|bgcolor(gray):Act on best of two cards in combat|
|bgcolor(gray): Improved Level Headed|bgcolor(gray):Seasoned, Level Headed|bgcolor(gray):Act on best of three cards in combat|
|bgcolor(gray):Marksman|bgcolor(gray):Seasoned|bgcolor(gray):Character gets the Aim maneuver (+2 Shooting) if he does not move|
|Nerves of Steel|Novice, Wild Card, Vigor d8|Ignore 1 point of wound penalties|
| Improved Nerves of Steel|Novice, Nerves of Steel|Ignore 2 points of wound penalties|
|bgcolor(gray):No Mercy|bgcolor(gray):Seasoned|bgcolor(gray):Spend a benny to reroll damage; 1 benny/target for area effect attacks|
|Quick Draw|Novice, Agility d8|May automatically draw weapon as a free action|
|bgcolor(gray):Rock and Roll!|bgcolor(gray):Seasoned, Shooting d8+|bgcolor(gray):Ignore recoil penalty for full auto weapons if he doesn't move|
|Steady Hands|Novice, Agility d8|Ignore unstable platform penalty for mounts or vehicles|
|Sweep|Novice, Strength d8, Fighting d8|Attack all adjacent foes at -2|
|bgcolor(gray): Improved Sweep|bgcolor(gray):Veteran, Sweep|bgcolor(gray):As above but with no penalty|
|Trademark Weapon|Novice, Fighting or Shooting d10|+1 Fighting or Shooting with one particular weapon|
|bgcolor(gray): Improved Trademark Weapon|bgcolor(gray):Veteran, Trademark Weapon|bgcolor(gray):+2 Fighting or Shooting with one particular weapon|
|Two Fisted|Novice, Agility d8|May attack with a weapon in each hand without multi-action penalty|
|''Leadership Edges''|>|>|
|Command|Novice, Smarts d6|+1 to troops recovering from being Shaken within 5”|
|bgcolor(gray):Fervor|bgcolor(gray):Veteran, Spirit d8, Command|bgcolor(gray):+1 melee damage to troops in command|
|bgcolor(gray):Hold the Line!|bgcolor(gray):Seasoned, Smarts d8, Command|bgcolor(gray):Troops have +1 Toughness|
|bgcolor(gray):Inspire|bgcolor(gray):Seasoned, Command|bgcolor(gray):+1 to Spirit rolls of all troops in command|
|Natural Leader|Novice, Spirit d8, Command|Leader may give bennies to troops in command|
|''Power Edges''|>|>|
|New Power|Novice, Arcane Background|Character gains one new power|
|Power Points|Novice, Arcane Background|+5 Power Points, once per rank only|
|bgcolor(gray):Rapid Recharge|bgcolor(gray):Seasoned, Spirit d6, Arcane Background|bgcolor(gray):Regain 1 Power Point every 30 minutes|
|bgcolor(gray):Improved Rapid Recharge|bgcolor(gray):Veteran, Spirit d8, Arcane Background|bgcolor(gray):Regain 1 Power Point every 15 minutes|
|bgcolor(gray):Soul Drain|bgcolor(gray):Seasoned, Special|bgcolor(gray):Special|
|''Professional Edges''|>|>|
|Ace|Novice|+2 to Boating, Driving, Piloting; may make soak rolls for vehicle at -2|
|Acrobat|Novice, Agi d8, Str d6|+2 to nimbleness-based Agility rolls; +1 Parry if unencumbered|
|Champion|Novice, Arcane Background (Miracles), Spirit d8, Strength d6, Vigor d8, Faith d6, Fighting d8|+2 damage and Toughness vs. supernatural evil|
|Holy/Unholy Warrior|Novice, Arcane Background (Miracles), Spirit d8, Faith d6|Spend 1 Power Point to make evil creatures within Sp range make Spirit checks or be Shaken; roll of 1 kills Extras, wounds Wild Cards|
|Investigator|Novice, Smarts d8, Investigation d8, Streetwise d8|+2 Investigation and Streetwise|
|Jack Of All Trades|Novice, Smarts d10+|Unskilled Smarts-based rolls are at d4 instead of d4-2|
|Scholar|Novice, d8 in affected skills|+2 to two different Knowledge skills|
|Thief|Novice, Agility d8, Climb d6, Lockpick d6, Stealth d8|+2 Climb, Lockpick, Stealth, or to disarm traps|
|Wizard|Novice, Arcane Background (Magic), Smarts d8, Knowledge (arcana) d8, Spellcasting d6|Each Spellcasting raise reduces cost of spell by 1 point|
|Woodsman|Novice, Spirit d6, Survival d8, Tracking d8|+2 Tracking Survival, and Stealth (while in Wilderness)|
|''Social Edges''|>|>|
|Charismatic|Novice, Spirit d8|Charisma +2|
|Common Bond|Wild Card, Spirit d8|May give bennies to companions in communication|
|Connections|Novice|Call upon powerful friends with Persuasion roll|
|Strong Willed|Novice, Intimidation d6, Taunt d6|+2 Intimidation and Taunt, +2 to resist|
|''Weird Edges''|>|>|
|Beast Bond|Novice|Character may spend bennies for his animals|
|Beast Master|Novice, Spirit d8|You gain an animal companion|
|Danger Sense|Novice|Notice at -2 to detect surprise attacks/danger|
|Healer|Novice, Spirit d8|+2 Healing|
|''Wild Card Edges''|>|>|
|bgcolor(gray):Dead Shot|bgcolor(gray):Wild Card, Seasoned, Shoot/Throw d10|bgcolor(gray):Double ranged damage when dealt Joker|
|bgcolor(gray):Mighty Blow|bgcolor(gray):Wild Card, Seasoned, Fighting d10|bgcolor(gray):Double melee damage when dealt Joker|
|bgcolor(gray):Power Surge|bgcolor(gray):Wild Card, Seasoned, arcane skill d10|bgcolor(gray):+2d6 Power Points when dealt a Joker|
|''Legendary Edges''|>|>|
|bgcolor(gray):Followers|bgcolor(gray):Legendary, Wild Card|bgcolor(gray):Attract 5 henchmen|
|bgcolor(gray):Professional|bgcolor(gray):Legendary, d12 in trait|bgcolor(gray):Trait becomes d12+1|
|bgcolor(gray): Expert|bgcolor(gray):Legendary, Professional in trait|bgcolor(gray):Trait becomes d12+2|
|bgcolor(gray): Master|bgcolor(gray):Legendary, Wild Card, Expert in Trait|bgcolor(gray):Wild Die is d10 for one trait|
|bgcolor(gray):Sidekick|bgcolor(gray):Legendary, Wild Card|bgcolor(gray):Character gains a Novice Wild Card sidekick|
|bgcolor(gray):Tough as Nails|bgcolor(gray):Legendary|bgcolor(gray):Toughness +1|
|bgcolor(gray): Improved Tough as Nails|bgcolor(gray):Legendary, Tough as Nails|bgcolor(gray):Toughness +2|
|bgcolor(gray):Weapon Master|bgcolor(gray):Legendary, Fighting d12|bgcolor(gray):Parry +1|
|bgcolor(gray): Master of Arms|bgcolor(gray):Legendary, Weapon Master|bgcolor(gray):Parry +2|
^^1^^//Background Edges—must be chosen during character creation//
''Titles:'' Mother of Life, Great Healer, Woundbinder, Peacemaker, the Outstretched Hand, Troublesoother.
''Aspects:'' Healing, life, mercy, peace.
''Symbol:'' A raised hand, palm forward.
''Priesthood:'' Merciful Sons/Daughters (priests); Peacekeepers (paladins).
''Herald:'' A white-robed figure.
''Holy Days:'' Raestdaeg.
''Duties:'' To help those in need (not including obviously evil creatures like undead or demons), to promote peace.
''Sins:'' (Minor) inflicting a wound on a creature when other options were available, refusing to heal a good person in need, promoting violence through word, deed, or inaction; (Major) taking the life of a living creature, causing sickness or disease; (Mortal) willfully taking the life of a defenseless creature.
''Signature Power:'' //Healing//.
''Powers:'' //Arcane resistance, beast friend, bladebreaker, bless/panic// (bless only), //bodyguard, boost/lower trait// (Vigor, Healing, and Persuasion only), //champion of the faith, confusion, dispel, energy immunity, environmental protection, feast, glyph, greater healing, knockdown, refuge, regenerate, sanctuary, slumber, stun, succor, summon herald, warding, weapon immunity//.
''Trappings:'' Clergy must never use a trapping that inflicts harm on others, such as [[acid|Acid]], [[electricity|Electricity]], [[fire|Fire]], and such like. They cannot take [[necromantic|Necromancy]] trappings.

Goddess of healing, Eira is [[Tiw]]’s ex-wife. When she married [[Tiw]], she thought her diplomatic ways and words of peace could calm her warlike husband, but she quickly realized she fought a lost cause. Eira is the patron of barbers, doctors, healers, herbalists, and surgeons, as well as diplomats and peacemakers. Statues of her depict a young maiden with her hands palm upward in a gesture of peace. 

Shrines to her glory can be found in every establishment related to healing. Often the shrine takes the form of a holy symbol. Temples exist only in major settlements. They act as hospitals, as well as flophouses and soup kitchens for the dregs of society.

Priests spend their time healing and caring for the sick, whether that be at temples or shrines or as itinerant healers and herbalists. They also serve as diplomats, ever-seeking peaceful solutions to the problems which beset Rassilon. The Peacekeepers serve as bodyguards to the healers and also undertake expeditions to carry medical supplies to distant communities and gather rare healing herbs.

Despite their mainly pacifistic ways, the clergy are at odds with the [[Sisters of Mercy]], who practice healing without honoring Eira. Strangely, Eira has yet to take any direct action against these “charlatans.”

Festivals typically involve burning fragrant medicinal herbs as well as singing. During these celebrations, the sick and infirm of the local community are invited to attend, for it is believed that Eira blesses and cures those who revere her.
''Arcane Skill:'' Elementalism (Smarts)
''Starting Powers:'' 3

''Spell List (Eir):'' //Aim, banish// (air elementals only), //becalm, beast friend// (flying beasts only), //bolt, deflection, detect/conceal, elemental form// (air only), //elemental manipulation// (air only), //energy immunity// (air and earth only), //environmental protection// (targets can breathe normally in poisonous gas), //ethereal/corporeal, farsight, fatigue, fly, glyph, invisibility, knockdown, leaping, obscure, quickness, sanctuary, sentry, silence, slumber, speak language, sphere of might, storm, summon elemental// (air only), //telekinesis, teleport, voice on the wind, wandering senses, warding// (elementals only), //whirlwind, zephyr.//

''Spell List ( Ertha):'' //Armor, banish// (earth elementals only), //barrier, beast friend// (terrestrial-based beasts only), //bladebreaker, blast, bolt, bridge, burrow, detect/conceal, elemental form// (earth only), //elemental manipulation// (earth only), //energy immunity// (air and earth only), //entangle, glyph, growth/shrink, knockdown, lock/unlock, mend, prolonged blast, quake, refuge, sanctuary, sphere of might, summon elemental// (earth only), //viper weapon, wall walker, warding// (elementals only), //weapon immunity, wilderness step.//

''Spell List (Fyr):'' //Aura, banish// (fire elementals only), //barrier, bladebreaker, blast, bolt, burst, deflection, detect/conceal, elemental form// (fire only), //elemental manipulation// (fire), //energy immunity// (cold, coldfire, heat, fire, ice, water), //environmental protection// (heat only), //fatigue, glyph, heat mask, light, prolonged blast, sanctuary, smite, sphere of might, summon elemental// (fire only), //warding// (elementals only).

''Spell List (Waeter):'' //Banish// (water elementals only), //beast friend// (aquatic beasts only), //bolt, detect/conceal, elemental form// (water only), //elemental manipulation// (water only), //energy immunity// (fire and water only), //environmental protection// (targets can move and breathe underwater), //fatigue, fog cloud, glyph, healing, knockdown, quickness, sanctuary, speed, sphere of might, storm, stun, succor, summon elemental// (water only), //warding// (elementals only), //water walk.//

A hero who takes this form of magic must immediately decide whether or not he belongs to the Convocation of Elementalists. Those who are gain the Connections (Convocation) Edge and Orders Hindrance. Those who do not are considered free agents, and thus cannot call upon the Convocation for support.

Elemental mages must choose a single element—eir (air), ertha (earth), fyr (fire), or waeter (water)—to serve. Fire has weakened since the Blizzard War, but is still very usable in warmer climes.

An elementalist’s power comes from the bound spirits of these raw elements. Their powers are limited and specialized, however, so young wizards must choose carefully, as the element chosen determines their available powers.

Elemental mages choose a single element when first starting out. As they advance in experience and wisdom, they may slowly learn to master other elements as well. There is a steep price to pay for this, however. See the Elemental Mastery Edge for details.

''Casting:'' Mages must make gestures with at least one free hand and speak aloud various magical words at least at a whisper. If either their hands are bound or they are prevented from speaking, they cannot cast their spells.

''Elemental Spells:'' Note that elemental protection works slightly differently for elementalists—each type of elementalist gains a very specific use of the power.

An elementalist with both earth and fi re can also //banish// or //summon// lava elementals. Water and earth allow mud elementals to be called forth. Earth and air can be used to create dust elementals, and a mage with fire and water can call steam elementals.

''Trappings:'' Trappings and effects must be related to the elements in question, where applicable. An air mage, for instance, can shape change into a bird or flying insect, but he cannot change into a fish or earth-bound creature (such as a dog).
Engros (which means “fellows” in their language) are a diminutive race of travelers of northern origin, driven far south by the Blizzard War. They live a nomadic life, traveling the Hearthlands and outer Hellfrost in their brightly-colored caravans. Though most earn a living as healers, tinkers, and itinerant laborers, they have a reputation for being thieves and ne’er-do-wells. In many instances, this is well-deserved.

As the situation in Rassilon worsens, with the hardening winters lengthening each year, more frequent attacks by bandits and monsters, and growing wars in Sutmark and Vestmark, the engros are slowly beginning to lose their nomadic ways. In Rushton, there is a sizable permanent community of the diminutive folk.

Despite being disliked by many peoples, engros are optimistic and high-spirited, even in the face of overwhelming danger. Though they have a strong will, they are far from stubborn, and appreciate those who change their ideas to suit ever-changing circumstances. Engros are, however, naturally suspicious of outsiders, considering them unclean, uncouth, and ignorant. It is not an attitude which endears mutual understanding and cooperation.

Both sexes dress in brightly-colored clothes and wear headscarves. The coloration and pattern of the scarf denotes one’s tribal affiliation and allows engros to determine whether a fellow engro is friend or foe, long before they get into weapon range. Tribal rivalries can be extremely violent, for despite their small stature, engros are fierce fighters and rarely back down from a fight.

Engros are religious by nature, though they rarely participate in organized ceremonies. Most families have a cleric to a single god, and when families meet, the clerics of the various gods perform ad hoc ceremonies. Though engros can learn elementalism and hrimwisardry, most practice a form of druidism, calling upon the natural magic of Rassilon.

Engros average just 3’ in height, though rare members have been known to reach as much as 4 feet. Their hair runs the gamut from white to black, although their eyes are usually brown or green. Most live for 70 years, though 100 year-old engros have been recorded many times.

''Names:'' (Male) Bertrem, Jym, Odbert, Oxbow, Rodgar; (Female) Daisy, Foxglove, Petunia, Rose. Engros have never used surnames, believing that a name holds power. Since it is thus impossible to distinguish one Bertrem from another on name alone, they consider themselves safe from curses and other evil magics.

* ''Luck:'' Engros draw one additional benny per game session. This may be combined with the Luck and Great Luck Edges.
* ''Outsider:'' Engros have the Outsider Hindrances among all races other than their own.
* ''Small:'' Engros average only about 3’ tall. Their small size subtracts 1 from their Toughness and they are Size –1.
* ''Sneaky:'' Most engros make a living operating outside the law. They begin the game with either Lockpicking or Stealth at d6. Pick one. This cannot be changed later.
* ''Spirited:'' Engros are generally optimistic beings. They start with a d6 Spirit instead of a d4. Through advances and Edges, they can have a maximum Spirit of d12+3.
''Titles:'' Plantmother, Animalmother, Allmother, Green Goddess, Nurturer, Protector of the Wild, Bountiful One, Harvestmother, Barley Queen, Provider of Bread.
''Aspects:'' Animals, plants, cycle of life, fertility, birth.
''Symbol:'' A bear’s paw holding an oak tree.
''Priesthood:'' Eostre has two sets of clerics, known as the Sowers (for her plant aspect) and Husbanders (for her animal aspect). The Reapers are her sole paladin order.
''Herald:'' A humanoid figure, covered in bark and with the paws, tail, and head of various animals all merged together.
''Holy Day:'' Milcdaeg. The first Heafoddaeg of Plohmonan, Sowanmonan, Sceranmonan, and Hegmonan are also holy days, as is Sangdaeg of Haerfestmonan. There is a single high holy day held on the first day of spring, though the date changes each year, depending on when spring is declared to have started.
''Duties:'' To care for the plants and animals, to tend nature, to ensure a balance between civilization and wilderness.
''Sins:'' (Minor) eating fish or meat more than three times a week except when facing starvation, allowing acts of cruelty against defenseless animals, mistreating an animal, wearing fur from a beast that did not die of natural causes; (Major) hunting for sport or cruelty, torturing wild animals; (Mortal) willfully destroying crops (harvesting does not count) or burning forests.
''Signature Power:'' //Beast friend// (Husbander or Reaper) or //entangle// (Sower or Reaper). The other may be learned normally.
''Powers:'' //Altered senses, animate war tree, barrier, beast friend, bolt, boost/lower trait, bridge, burrow, champion of the faith, elemental manipulation// (earth only), //entangle, environmental protection, farsight, feast, glyph, growth/shrink, healing, leaping, mend, refuge, sanctuary, shape change, sentry, summon beast, summon elemental// (wood), //summon herald, wall of might, wall walker, wandering senses, wilderness step//.
''Trappings:'' Clergy must use a trapping related to plants or animals were appropriate.

Daughter of [[Ertha]], Eostre is the goddess of animals and plants and of fertility and birth. She takes two forms.

The first is a matronly woman surrounded by animals. The second is also a matronly woman, but with vines wrapping around her legs and stalks of wheat and barley for hair. Both statues are always carved from wood taken from trees which fell naturally (as opposed to being cut or pulled down).

Large communities have a temple dedicated to Eostre, which serves as a veterinary practice and midwifery (though Eira’s temples also serve the latter function). Shrines can be found in all farming communities and usually take the form of engraved standing stones, which act as field boundaries. Her holy symbol is often engraved above granaries as a deterrent to rats and other vermin (animals that don’t fall under her protection).

Her priests are divided into two main sects, the Sowers, who are responsible for plants, and the Husbanders, who watch over animals. These sects are further divided into the Cultivators and Wilders.

Cultivators are responsible for blessing the crops and livestock in their communities, helping to gather the harvest, healing sick animals, making bread, and such like. Wilders are more separated from the populace, tending remote areas and ensuring vile creatures like orcs do not ravage the woods, and hunters do not kill more than their share. All her clergy are usually on good terms with elves and druids, as well as many earth elementalists.

Her paladins, the Reapers, are militant versions of her clerics, sworn to protect the wild from deprivation. They also serve as hunters in remote communities, ensuring the balance between need and want is kept.

Festivals always involve sacrifices. Typically these are cuts of meat and fruit and vegetables. After being blessed, the sacrifices are handed out among the congregation and eaten as part of a religious feast.
''Titles:'' Earthmother, Groundshaker, Mastersmith, the Celestial Smith, Forgemistress, Dvergmother, Darkmother.
''Aspects:'' Earth, metal, gems, crafting, smithing, underground warfare, subterranean realms.
''Symbol:'' A hammer with a multi-faceted gem as the head.
''Priesthood:'' Forge Sons/Daughters (priests); Stonehands (paladins)
''Herald:'' A larger than normal frost dwarf.
''Holy Day:'' The first day of each Deorcmonan phase. Festivals are usually held at the start of Plohmonan and Werremonan, when smiths are busy making and repairing farming tools and weapons respectively.
''Duties:'' To explore the subterranean realm, to use metal wisely, to ensure metal and gems are returned to the earth.
''Sins:'' (Minor) swimming or using a boat when it can be avoided, washing more than once a week, using nonmetal weapons or armor, harming a frost dwarf; (Major) not returning at least 200 gs of metal or gems to the earth each year, sleeping outdoors when there is a cave or dwelling nearby; (Mortal) willfully despoiling a cavern or other underground feature, cremating a corpse (undead and trolls don’t count).
''Signature Power:'' //Burrow//.
''Powers:'' //Armor, barrier, beast friend// (land creatures only), //bladebreaker, bolt, boost/lower trait// (Strength, Vigor, Climbing, and Knowledge (smithing) only), //bridge, champion of the faith, detect/conceal// (metals and gems only), //elemental form// (earth only), //elemental manipulation// (earth only), //energy immunity// (air and earth only), //entangle, environmental protection, ethereal/corporeal// (no ethereal), //glyph, growth/shrink, quake, refuge, sanctuary, sphere of might, summon elemental// (earth, mud, or sand only), //summon herald, wall walker, weapon immunity, wilderness step//.
''Trappings:'' Clergy must use a [[darkness|Darkness]] or [[earth|Earth]] trapping where appropriate. They cannot take [[air|Air]] or [[necromantic|Necromancy]] trappings.

Ertha is the patron god of the frost dwarves, as well as smiths, certain crafters (those using rock, clay, or gems, mainly), and miners. Where [[Eostre]] governs the upper world, Ertha controls the dark depths of the earth. Humans depict her as a muscular woman carrying a large hammer. Frost dwarf representations show a female dwarf of advanced age. Statues are always carved from stone and often decorated with precious gems.

Her temples are always underground, preferably in natural caverns. When worked, they are constructed to blend into the natural curves of the rock. Altars are usually made of rock, polished to a fi ne hue to bring out every vein of color. As well as being places of worship, they also serve as workshops for smiths and jewelers. Surface smithies and jewelers’ workshops often have a holy symbol engraved above the door or on tools.

Ertha’s priests see themselves as farmers of the earth. Each year, a portion of all the gems and metals mined in the region are returned to the nearest temple and deposited into a deep crevasse, in the belief that, as with crops, some of the crop must be used to ensure a good harvest the following year. Greedy merchants and thieves who hoard coins are among their enemies, for removing too much metal weakens the earth for future generations.

Paladins of the faith act as guards for miners and subterranean explorers, and are often engaged in leading forays against goblin and orc lairs.

Festivals are held underground or in windowless rooms. Only a single candle is allowed for illumination. Music, formed by striking hammers against anvils or rock, forms an integral part of festivals. Tunes vary immensely, depending on the nature of the ceremony, but there is always a slow, deep beat, “the heartbeat of the world.”

Clergy hold that gems and precious metals grow in the earth as seeds grow in the soil. As such, clergy regularly throw coins, weapons, pots, gems, and such like into deep holes, believing the sacrifices will grow into new deposits elsewhere beneath the earth. Typically this is done during festivals.

Worshippers seeking her blessing write prayers onto small stone tablets (sold for 1 gs each at temples), which are then thrown into deep crevasses. If the worshipper can hear the tablet hit the bottom, the goddess has rejected the plea.
The Finnar are a nomadic people, and have always lived in the colder climes. They have suffered little with the advancement of the Hellfrost, for as the snow and ice moved south, so did the Finnar, always one step ahead of disaster.

Pushed further toward the Hearthlands, the Finnar have come into confrontation with Saxa settlers, on whose lands the Finnar now live. No violence has erupted, but as food grows short, the two cultures find themselves competing for the same, sparse resources.

Like the taiga elves, with whom they have a generally good rapport, the Finnar prefer to live in tents. Made of felt wrapped around a wooden frame, they are warm even in the harshest winters, and easily portable by reindeer, the Finnar’s preferred beast of burden.

They are extremely pragmatic, a habit vital to surviving the frozen wastes, and do not waste resources caring for those whose fate is sealed. Nor do they offer [[hospitality|Hospitality]] to those not capable of looking after themselves in the wintry landscape.

Finnar mages typically learn song magic or hrimwisardry, the latter being seen as a natural form of magic among their people, and treated no different than elementalism. Ullr is the most popular god, with Freo and Eostre close behind.

Clothing differs little between the sexes, both favoring thick woolen tunics and trousers. Gloves, hats, and long socks (worn beneath felt boots) are considered essential during winter. During the brief summer, both sexes wear reindeer skin tunics and trousers.

Finnar tend to be short for humans, averaging only 5’ 6”, and tend toward dark hair. Their skin is usually brown, weathered by the raw winds and tanned by the sun reflecting off snow and ice.

''Names:'' (Male) Arto, Kaiju, Konsta, Taneli, Tove, Vilho; (Female) Esko, Hannu, Kaari, Merja, Pirkka, Tyko; (Surnames) Aho, Hietanen, Jarnefelt, Paatalo, Petelius, Stenvall, Utrio, Waltari.

See also: [[Nicknames]]
''Titles:'' The Voyager, Farseeker, Wideranger, the Restless One.
''Aspects:'' Travel, wanderlust, wilderness.
''Symbol:'' A wheel with a sail attached to the top and a sandal at the bottom.
''Priesthood:'' Wheels (priests); Sandals (paladins)
''Herald:'' A humanoid with four legs and four faces, each pointing in a different direction.
''Holy Day:'' None. Worshippers treat any day a journey begins or ends as a holy day.
''Duties:'' To explore the world, to spread news of distant locales, to protect travelers.
''Sins:'' (Minor) not giving hospitality to a fellow traveler, owning a slave, staying in one place for more than a month, not leaving used shoes at a shrine or giving them to someone in need once per month; (Major) destroying maps or erasing signposts, misdirecting a traveler, living in the same place for more than a season; (Mortal) living in the same place for more than a year, buying property.
''Signature Power:'' //Wilderness step//.
''Powers:'' //Beast friend, bodyguard, bolt, boost/lower trait// (Agility, Vigor, Boating, Climbing, Riding, Survival, and Swimming only), //bridge, champion of the faith, entangle, environmental protection, ethereal/corporeal// (no corporeal), //farsight, feast, fly, leaping, mend, quickness, sanctuary, sentry, speak language, speed, storm// (dispel aspect only), //succor, summon herald, teleport, voice on the wind, wall walker, wandering senses, zephyr//.
''Trappings:'' Clergy may use any trapping except [[necromantic|Necromantic]].

Freo is depicted as a four-headed man with four legs, each pointing in a different direction. He is a celestial wanderer, never content to stay in one place for long. Comets are seen as signs that Freo is beginning another of his lengthy voyages through the heavens.

Freo has few regular worshippers, though, like [[Thunor]], all those undertaking a voyage pay homage to him. His clergy are drawn to travel and exploration, rarely staying in one place for more than a few weeks, lest they offend their patron.

There are no temples to Freo, though shrines can be found in most inns and on wharves. His symbol is often scratched onto the bottom of sandals or on the side of wagons, and it is not unusual to see the symbol emblazoned on sails or flying from ship’s masts. Most travel towers contain a shrine.

While the priests of Freo are explorers and travelers, drifting across the land in search of new wonders, new routes, and new peoples to encounter, his paladins offer their services as guards to merchants, explorers, and adventuring parties, protecting them through the wilderness. Most are on good terms with the [[Iron Guild]] and the [[Roadwardens]], both of whom occupy a similar role in society.

Organized festivals to Freo are extremely rare. Typically, the sights and sounds a traveler hears and the tales he tells of his journey are celebrations of Freo’s aspects. However, there is one practice common among his clergy that has become a personal act of celebration
All clergy are expected to change their shoes or boots regularly, giving their old ones to a person in need. According to the teachings, anyone who is freely given footwear worn by a cleric of Freo will have safe travel for a month. At many remote shrines, collections of old boots and shoes can be found piled together, waiting for someone to take a pair (footwear at regularly visited shrines vanishes quickly).
Although dwarves live predominantly in mountains, they always live above the snow line. A few tribes have carved vast complexes in the sides of glaciers, but the constant movement of the ice sheets requires them to forever create new tunnels. Still, the rewards of finding rare black ice can make it well worth the effort.

When the advancing ice and snow covered many of their more northern homes, frost dwarves built new realms closer to the Hearthlands. Where once there were only a few isolated tribes living in the high mountains, the increased snow and ice has enabled them to create new homes in what were once temperate mountains. A few tribes are even branching out into hilly terrain, searching for veins of gold and silver in lands previously considered unsuitable for long-term habitation.

Frost dwarves are often expert crafters and armorers, though their forges burn with coldfire, a fire which generates intense cold rather than heat.

Although dwarves trade with the other races, they are mildly xenophobic. Their icy homes are vast fortresses, filled with hidden guardrooms and armories, not to mention lethal traps.

Frost dwarves have few clerics, and those clerics they have tend to follow Ertha, goddess of earth, or Tiw, lord of battle. However, they have long understood the power of runes, which rune mages shape to form focal points for magical energy.

Frost dwarves live for around 300 years. They have white hair and pale skin, though a few dye their hair darker colors (typically so they don’t stand out at a distance in non-wintry lands). Their eyes are black as pitch, and show no whites at all. Most average 5 feet in height, but they are stocky creatures.

Male dwarves sport beards. The length one is allowed to wear one’s beard is determined by social status, and the number of braids determines profession. Nobles, for instance, sport five long braids, priests and mages have four, warriors three, crafters two, and all other dwarves, just one.

''Names:'' Frost dwarves are clannish and often reuse ancestral names. Surnames are always that of the dwarf ’s clan. Examples of male given names include Ari, Bardi, Geirstein, Hord, Ljot, and Olvir. Female names include Asleif, Herdis, Svala, and Thyra. Clan names are formed from a descriptor followed by an object, such as Brighthammer, Foeaxe, Goldbeard, or Steelhand.

* ''Heat Lethargy:'' Frost dwarves become lethargic at temperatures of 53 degrees or higher. They have –1 to all trait rolls in such temperatures.
* ''Insular:'' Frost dwarves have long kept to themselves and rarely dabble in the affairs of other races. They have –2 Charisma when dealing with all other races.
* ''Low Light Vision:'' Dwarven eyes are accustomed to the gloom of the underearth. They ignore penalties for darkness in all but Pitch Darkness.
* ''~Mountain-Born:'' Dwarves suffer no penalties for difficult ground in mountains or hills. When using the Overland Pace system, they treat such terrain as one category lower.
* ''Slow:'' Dwarves have a Pace of 5”.
* ''Tough:'' Dwarves are stout and tough. They start with a d6 in Vigor instead of a d4. Through advances and Edges, they can have a maximum Vigor of d12+3.
* ''Winter Soul:'' Frost dwarves have +2 to Vigor saves to resist the effects of cold weather, and +2 Armor to resist the affects of cold, coldfire, or ice attacks.
A century ago, there were no frostborn. Today, the frostborn are numerous, though not to the extent of the other races.

Frostborn did not evolve—they simply appeared. By whatever means has afflicted the races, frostborn can be sired by any race, though births through this method are still rare. However, when a frostborn mates, regardless of whether it is male or female, the child is always frostborn.

All frostborn share the physical form of their parents, but lack any of their racial qualities, possessing instead unique traits. Thus there are frostborn who resemble dwarves, engros, elves, and humans. In many respects, they are a new race, and one growing at a rapid rate.

Regardless of their heritage, all frostborn have blue-white skin, white hair, and pale blue eyes. Their skin is always cold to the touch, even when they sweat, which occurs at temperatures above freezing.

While some frostborn follow the gods of good, an alarming number can be found in the service of Thrym’s legions. Whether the frostborn will become a force for good against the Hellfrost or become a fifth column within the Hearthlands, none can say for sure.

A few frostborn live happily among their parents’ culture, though do not feel truly at home there. Most have ventured north into the Hellfrost, intent on starting a new life away from prejudice and snide remarks.

''Names:'' At birth frostborn are generally given names from their parents’ culture. Most, however, reject familial names, and instead adopt new names with a frigid feel, such as Frostmane, Icerazor, Rimehand, and Snowwalker.

* ''Frigid Form:'' Frostborn have a limited, innate form of hrimwisardry. They know all the powers below, which always have a Range of Self. They cannot learn new powers for use with this ability. In order to use these powers, however, the frostborn must learn the Hrimwisardry arcane skill (based on Smarts). They can buy this skill without taking the Arcane Background (Hrimwisardry) Edge.
:The frostborn’s innate powers (and trappings) are: armor (icy skin), environmental protection (against cold only), smite (icicles grow from hands or a held weapon), and speed (ice-shod feet).
:If a frostborn takes an Arcane Background (Hrimwisardry or Miracles) Edge he retains his powers, but can still only use them on himself. If he wishes to be able to cast armor on a friend, for instance, he must learn the spell like any other character. Frostborn cannot use any other form of Arcane Background.
* ''Heat Lethargy:'' Frostborn become lethargic at temperatures of 53 degrees or higher. They have –1 to all trait rolls in such temperatures.
* ''Outsider:'' Frostborn are universally mistrusted outside frostborn enclaves. They have the Outsider Hindrance.
* ''Winter Soul:'' Frostborn have +2 to Vigor saves to resist the effects of cold weather, and +2 Armor to resist the affects of cold, coldfire, or ice attacks.
* [[Armor]]
* [[Melee Weapons]]
* [[Ranged Weapons]]
* [[Mundane Gear]]
All clerics receive the Arcane Background (Miracles) Edge, but each is slightly different to the version in the core rules, depending on the deity they follow. Every deity characters can follow in Hellfrost is listed below by its common name, along with a stat block of relevance to priestly characters. Each entry is explained below.

''Name:'' Deities have a common name, the one most used by followers and unbelievers alike.
''Titles:'' The gods go by many titles, a legacy of their former individual status and their current gestalt existence. Any of the names can be freely used by clergy or lay members without risking offense to the deity.
''Aspects:'' Every god controls only a small number of spheres. Within these spheres, the god is unchallenged, but they have little or no power over other aspects.
''Symbol:'' The symbol carried by clerics and lay members, engraved on temple property, adorning raiments, and such like.
''Priesthood:'' All gods have two types of priesthood, one spiritual (priests) and one militant (paladins). Together they are known as clergy or clerics, respectively. A hero choosing the Arcane Background (Miracles) Edge must decide which branch he belongs to. Priests may take the Holy Warrior Edge but not Champion. Paladins may take the Champion Edge but not Holy Warrior. A hero may switch between being a cleric and paladin by spending an advancement opportunity, but loses any Champion or Holy Warrior Edge, as applicable. If he switches back, he must take the Edge again—he does not automatically regain its use.
''Herald:'' A description of the deity’s herald, divine messengers who visit the mortal realm as proxies. See the Hellfrost Bestiary for stats.
''Holy Day:'' The day or days on which lay members make offerings to the god. Clergy are expected to honor these days, regardless of their situation.
''Duties:'' Details the basic tenets of the faith and the sorts of activities clergy are supposed to engage in on a daily basis on behalf of their deity.
''Sins:'' As detailed in the Savage Worlds rules, clerics must obey the tenets of their faith or risk losing their magic. Each deity has its better-known sins listed for the benefit of priestly characters. ~GMs are encouraged to work with their players to come up with others. Sins should be strictly enforced.
''Signature Power:'' Every deity has a signature power. The cleric automatically gains and can use this spell when he takes the Arcane Background (Miracles) Edge, regardless of its normal Rank requirements.
''Powers:'' The other powers available to followers of the deity with the Arcane Background (Miracles) Edge. Spells not in this list cannot be learned by the character.
''Trappings:'' Provides a basic guide to the sorts of trappings clergy can use. ~GMs and players are encouraged to use common sense when applying trappings. For instance, while a cleric of [[Kenaz]] might apply a [[fire|Fire]] trapping to his leaping spell, it doesn’t mean he catches fire. Rather, he may leave behind a brief fiery trail while he jumps, or his feet are swathed in non-damaging flames as he leaps.
''Special:'' Any special notes relating to character generation.
''Notes:'' This text block provides a brief description of the deity, as envisioned by his followers, plus any additional notes about the god, notes on temples and shrines of the faith, the roles of the two branches of the clergy, a brief summation of the form ceremonies and festivals take, and any additional information.
Hawks are used as hunting birds. A few are trained to attack larger prey (such as characters), but most are content to snatch rabbits and small birds.
''Attributes:'' Agility d10, Smarts d4(A), Spirit d6, Strength d6, Vigor d6
''Skills:'' Fighting d6, Guts d6, Notice d12+4, Stealth d8
''Pace:'' 2; ''Parry:'' 5; ''Toughness:'' 3
''Treasure:'' None.
''Special Abilities:''
* ''Blind:'' When attacking large prey (such as characters), hawks go for the eyes. If the hawk scores a raise on its Fighting roll, it has hit the character’s face. The character must make an Agility roll. On a failure, he suffers the One Eye Hindrance until the wound heals. A roll of 1 on the Agility die, regardless of Wild Die, results in the victim gaining the Blind Hindrance until the wound heals.
* ''Claws:'' Str+d4.
* ''Flying:'' Pace 12.
* ''Size –2:'' Hawks are rarely larger than 1–2’.
* ''Small:'' Attackers suffer a –2 penalty to attack rolls against a hawk because of its size.
Mages sometimes disagree. Sometimes they can resolve their differences peacefully, other times they cannot. One way to settle a dispute or slur to one’s honor is with a mage duel. Aside from the manner in which mages fight, mage duels are akin to regular duels.

Adolphus V crated the art of mage dueling after he returned from an expedition with a set of enchanted staffs that transformed all offensive magic within their boundaries to nonlethal.

Despite the dangers of the Siphoning, Kings Adolphus VI and VII have demanded that most disputes be handled via duels. They have proven so popular with younger heahwisards that regular tournaments are now held, much to the delight of the ordinary citizens.
A mage can initiate a duel with any member of the Magocracy, but not with priests, other forms of mage, or non-spellcasters.

A mage may challenge any heahwisard regardless of social rank or sphere. However, a mage of higher status may appoint a champion in his place, as may a heahwisard of two or more spheres lower than the challenger. This saves high-ranking nobles from having to soil their hands with pointless duels instigated by upstarts, and prevents abuses of power by high sphere mages.

Most mage duels are fought to submission. Falling unconscious counts as submission. Mage duels of this nature must be fought in a sanctioned dueling field. 

Mage duels to the death are the only other type of duel. This must be agreed-upon by both parties and the Mage-King. Such duels may be fought in any location, so long as innocents are not endangered.

Mages wishing to duel must declare the time and place, and may appoint seconds. No heahwisard may be forced to duel unless he is fully fit.
Mages may use any of the following spells during a duel, but may not cast spells before the duel begins nor have spells cast on them by others before or during the duel: //Arcane resistance, armor, aura, blast, bolt, boost/lower trait, burst, deflection, dispel, energy immunity, entangle, fatigue, fear, knockdown, prolonged blast, quickness, speed, sphere of might, stun, telekinesis//.

In a sanctioned dueling arena, all offensive spells inflict nonlethal damage and have the trapping of “force,” which has no additional game mechanics. Spell Finesse and Augment Staff Edges function as normal.

Both contestants begin 24” (48 yards) apart. Run the combat as normal until one mage cannot continue.
''Requirements:'' Novice, Noble, character must have been born in the Magocracy
''Arcane Skill:'' Heahwisardry (Smarts)
''Starting Powers:'' 3
''Spell List:'' //Arcane resistance, armor, aura, banish, barrier, bladebreaker, blast, bodyguard, bolt, boost/lower trait, burst, deflection, detect/conceal, dispel, energy immunity, entangle, environmental protection, farsight, fatigue, fear, fog cloud, glyph, knockdown, mimic, negate arcana, prolonged blast, puppet, quickness, refuge, sanctuary, slumber, silence, smite, speed, sphere of might, storm, stun, summon elemental, telekinesis, teleport, warding, weapon immunity//.

Heahwisardry is taught solely within the Magocracy, and then only to the ruling class. There’s more information on heahwisardry here:
* [[Heahwisardry Social Status]]
* [[Heahwisard Mage Dueling]]
To most, a staff is just a big walking stick, but to a heahwisard it is both a symbol and focus of his magical abilities. All heahwisards are gifted with a staff on completing their apprenticeship. The staff is bonded to the mage in a complex ritual, and a heahwisard can only ever own one such staff during his life. Treat the staff as a quarterstaff with respect its combat stats. All heahwisards receive their staff for free.

''Casting:'' A heahwisard casting a spell without his staff in his hands suffers a –6 penalty. Heahwisards who betray the Magocracy have their staff ritually broken (no easy task), robbing the mage of much of his power. A mage using another mage’s staff has a –4 penalty to arcane skill rolls and no access to any of the [[staff ’s augmentations|Augment Staff]].

''Mechanics:'' Heahwisard magic contains a strong ceremonial aspect. Although practitioners can cast spells as a single action, their true power comes when they spend time invoking magic. 

Heahwisards suffer a –2 penalty to all arcane skill rolls. For each action spent in the casting process after the first, the mage adds +1 to his arcane skill roll. The extra casting actions don’t have to be declared in advance, but cannot exceed a number of actions equal to half the mage’s Smarts die. 

While a heahwisard can spend an action focusing his magic and cast his spell in the same round, he sufers the standard multi-action penalty for doing so.

If the mage is disrupted while casting and fails his roll, or if he fails to spend an action each round reciting the incantation between starting and finishing, the spell automatically fails. The Siphoning does not affect mages who simply fail to invoke a spell, fortunately.

//''Example:'' A mage with Smarts d8 wants to cast// armor//. If he casts it in a single action (as other spellcasters do), he has a –2 penalty. If he spends 4 additional actions casting, his maximum based on half his Smarts die, his final modifier is +2. In this instance, the mage would cast his spell on the fifth round of combat (one round as normal, plus four additional rounds).//
Heahwisards rank themselves by social position (such as ~Mage-Baron) and magical power, which they call a sphere.

The Magocracy uses the standard [[Anari titles|Noble Titles]], but adds the prefix //Mage-// before each one. (Heahwisards in training, regardless of their parents’ status, are given the title ~Mage-Apprentice.) However, the social titles differ slightly from the norm. In Anari society, a prince is the son of a king, but in the Magocracy the head of a major family takes the title ~Mage-Prince, there being no hereditary king. Instead, a ~Mage-King is appointed from the ~Mage-Princes every decade by the Council Elect (to which all nobles of ~Mage-Knight and above automatically belong).

According to ancient tradition, in order for the head of a house to become a ~Mage-Prince, he must own one of the master heahwisard staves (see Hellfrost Bestiary). To date, the magocratic families openly hold six of these relics, and thus there are only six ~Mage-Princes. These head the Ruling Houses. Heads of the other houses, known as Lesser Houses, are limited to the status of ~Mage-Duke or lower.

Magical power within the Magocracy is judged by “sphere,” not social rank, which can be thrust upon an individual by the whims of fate. The First Sphere is the lowest rank and the Fifth Sphere the highest. In game terms, a Novice heahwisard is a member of the First Sphere, a Seasoned heahwisard a Second Sphere mage, and so on through to becoming a member of the Fifth Sphere at Legendary. Unlike gaining social titles, promotions through spheres are automatic when a character reaches the appropriate Rank.

For ~NPCs, they typically have a d6 arcane skill and 3-5 spells as First Sphere mages. Increase the arcane skill die one step and add 1-3 spells for each additional sphere thereafter. Power Edges should be added as required.

In order that an NPC’s sphere rating means something to the heroes, sphere still equates to spell rank as per player characters, so a Second Sphere NPC (equivalent to a Seasoned PC) cannot have Veteran or Heroic spells. Note that a low sphere mage can still have a very high arcane skill die and lots of Power Edges—he just won’t have any high Rank spells.

Of course, a mage’s sphere isn’t as important as his social rank to most heahwisards. Who cares if a mage can teleport if he’s just a lowly ~Mage-Knight with no political clout?

Heahwisards list their name according to their social title, given name, and sphere. Thus, a character might be introduced as ~Mage-Count Involex of the Third Sphere. Lying about one’s sphere to a fellow heahwisard is a serious breech of social etiquette.
In the beginning, far back in the history of Rassilon, when humans and engro had yet to walk the earth and when the dwarves were found only in the far north, the elven race consisted only of hearth elves. The race lived in the warm forests of the world, acting as gardeners, caretakers, and guardians over the leafy realms.

Here they built great Elfhomes among the forests, building solely of wood both on the ground and high in the trees. At the core of every Elfhome is a temple to Eostre, the goddess of nature and patron to all elves. 

The elves consider themselves the gods’ first creation, though the dwarves argue this point. They chose to follow the teachings of the gods of good and set themselves up as their gardeners and the defenders of the wild lands, making their homes in the great forests of the world.

Since the Blizzard War and the expansion of the Hellfrost, many of their ancestral realms now lie far to the north. In days of yore, the Elfhomes were far from humans, whom elves consider to be unruly and annoying children. Nowadays, the elves have been forced to move into forests not only bordering, but inside human lands. 

Unfortunately, humans treat any loss of their remaining land as a serious matter, and human-elf relations are tense in many realms.

Fortunately for the elves, their druids and skilled archers have kept their homes safe. As the snow continues its relentless creep, however, elves are likely to find themselves pushed out of the remaining forests by both the ice and the humans.

Elves can live upwards of 500 years, though few elves over 400 years now remain. They are slightly taller than humans, but more lithe. They have blond or light brown hair and pale green or brown eyes.

''Names:'' Elves do not distinguish between genders when it comes to names. Examples include Ailinnil, Elleneirlir, Lilime, Melasion, Niellan, and Sinrilli. Elven surnames, when used, are often associated with natural events, such as Boughrunner, Leafrustle, Morningmist, Sharpwhistle, and so on.

* ''Agile:'' Hearth elves are graceful and agile. They start with a d6 in Agility instead of a d4. Through advances and Edges, they can have a maximum Agility of d12+3.
* ''All Thumbs:'' Hearth elves have an inbred dislike of mechanical objects (including crossbows). They have the All Thumbs Hindrance.
* ''Forest Born:'' Hearth elves suffer no penalties for Difficult Ground in forests. When using the Overland Pace system, they treat such terrain as one category lower.
* ''Low Light Vision:'' Hearth elves have cat-like eyes and so can ignore lighting penalties for all but Pitch Darkness.
* ''Natural Realms:'' Hearth elves who become druids treat Elfhomes as wilds, not urban areas.
''Titles:'' The Black Queen, Supreme Necromancer, Lady of Decay, the Unholy Witch, the Mummified Lady, Vampire Queen, Lifestealer, the Soul Collector, Opener of the Gates.
''Aspects:'' Death, corruption, decay, darkness, evil, undead.
''Symbol:'' A clenched, mummifi ed fist.
''Priesthood:'' Death Lords or Ladies (priests); Death Knights (paladins).
''Herald:'' A skeleton in a black cloak.
''Holy Day:'' First and last day of Deorcmonan each month.
''Duties:'' To destroy life, to aid Wild Card undead, to expand the Withered Lands.
''Sins:'' (Minor) giving burial rites to any creature, refusing to turn a corpse into an undead, refusing to aid or working against a Wild Card undead; (Major) willfully slaying a lesser undead; (Mortal) willfully slaying a Wild Card undead.
''Signature Power:'' //Zombie//.
''Powers:'' //Arcane resistance, armor, aura, banish, beast friend, blast, bolt, boost/lower trait, champion of the faith, corpse senses, deflection, dispel, enhance undead, ethereal/corporeal, fatigue, fear, fog cloud, glyph, gravespeak, greater zombie, invisibility, nightmare, obscure, prolonged blast, sacrifice, sanctuary, sluggish reflexes, slumber, strength of the undead, stun, summon herald, weaken undead//.
''Trappings:'' Spells must have a [[necromantic|Necromancy]] or [[darkness|Darkness]] trapping whenever possible.

Hela is the former goddess of death. She judged souls before they entered the afterlife, and guarded the Gates of the Dead, stopping souls from escaping, and turning back those not ready for the afterlife. After her betrayal, the souls she unleashed began worshipping Hela as their god, and her transformation into the God of Undeath was complete. As befits her aspects, she is depicted as a skeletal figure wrapped in a funerary shroud.

Although undoubtedly an evil goddess, Hela is not popular with the other dark powers. The souls in the Abyss belonged to [[Niht]], [[Vali]], and the demon lords, and Hela’s act as much betrayed them as it did the good gods, for it robbed them of many followers.

Hela’s public shrines in civilized lands have been supplanted by those of [[Scaetha]]. Shrines within the Withered Lands are dedicated to her new aspects, bedecked in the skulls of sacrificial victims, and stained with the blood of countless innocents. Temples to Hela may exist, but few sane folks have entered the Withered Lands in the last few decades, and even fewer have returned. Worshipping Hela grants no safe passage in the lands of the undead unless one has the power to defend oneself.

Hela’s priests are concerned with creating a realm of undeath on the mortal realm. Raising the dead is a core part of their daily routine. Paladins serve as guards and recruiters for the undead army (a term which refers both to murder and grave robbing) and combat Scaetha’s mortal worshippers. Both are expected to loyally serve any liche they encounter, for these vile undead are Hela’s most powerful mortal servants.

Festivals involve either ritual sacrifice (not always a sentient being) or the raising of the dead. Mournful wails, dirges, and dark litanies accompany these acts. Worshippers wear skull masks during these celebrations, mimicking the forms they hope to achieve once Hela creates her realm of undeath.

Legends say that disciples of the Black Queen know the secrets of becoming dread liches and black knights, though thankfully such knowledge must be extremely rare, for these fiends are among the rarest of the undead.
Herbalism was once widespread across Rassilon. As the Convocation slowly spread its influence, so it worked with zealous clerics to have the art declared anathema. Tens of thousands of wise women and healers across the land were hanged or burnt at the stake for being servants of the dark gods. Alchemy, an art only available to clerics and mages, rose to fill the vacuum.

However, things changed during the Blizzard War. The migrating [[engro|Engro]], who had never been subjected to [[Anari]] rule brought the knowledge of herbalism with them, and interest in the art was rekindled, especially among the more rural [[Saxa]], who had lost much of their knowledge. The elves, of course, never lost the art, but neither did they wish to share their knowledge. Today, herbalists are an accepted part of society to all but the most fanatical spellcasters.

Although to the peasantry herbalists appear to work magic, in truth their art is one of detailed knowledge regarding the natural world. Herbalists generally have no actual magical abilities, though some mages (mainly druids) and clerics (typically of [[Eira]] and [[Eostre]]) make a comfortable living through the art.

An herbalist’s knowledge is specialist knowledge. Boiling, grinding, soaking, infusing, or mashing roots, leaves, and herbs may seem easy, but a single moment of distraction, failure to prepare the herb for long enough or perhaps for too long, or even picking the wrong plant can ruin the entire batch and waste precious hours, even days.

Creating an herbal remedy requires a few simple steps. Work through these in the order below.
The first thing a hero must decide is what his herbal remedy does. A sample list is given below, but players’ may invent their own uses, subject to GM approval. In general, herbal remedies should always be less powerful then spells.

The number in parentheses is a modifi er to the hero’s Knowledge (Alchemy) skill to actually create the remedy. The more powerful the effect, the harder the remedy is to produce. Most remedies should be limited in the number of doses that may be taken at once—typically to just one. Likewise, potions with an extended effect last no more than one hour (the same as magical potions).

Ideally, the player should take this opportunity to stamp his mark on the campaign and give the plant he seeks a name. This could be related to the effect (such as “Frothroot” or “Madwood” for a berserk-inducing remedy), purely descriptive (red leaf or candle mushroom), or completely made up (amalas or tetholinis leaf).

The player and GM should use common sense when deciding on the type of plant. Trees do not grow above the treeline on mountains, plants in ice plains are likely to be lichens or mosses growing on stones, and vegetation requiring sunlight is very unlikely to grow in deep caves.
* ''Anti-anemia (0):'' Each dose negates the Anemic Hindrance for one hour.
* ''Anti-inflammatory (0):'' The patient removes one level of Fatigue caused by Bumps and Bruises after just 6 hours instead of 24 hours. Only one dose may be applied per six-hour period.
* ''Antibacterial (+1):'' The hero has +1 to Vigor rolls to resist disease for the next hour. Multiple doses have no additional benefits.
* ''Antihistamine (0 or –2):'' Used to treat allergies. A remedy brewed using the first number removes a hero’s Allergy (Minor) Hindrance for one hour or reduces the Major version to Minor for the same period. With the second modifier, the Allergy Hindrance is ignored for an hour, regardless of its severity.
* ''Antitoxin (+1):'' Grants +1 to Vigor rolls to resist poison for an hour. It has no effect on toxins already in the bloodstream. Taking multiple doses grants no additional benefits.
* ''Berserk (–2):'' The hero gains the Berserk Edge for an hour. Although he can calm down with a Smarts roll, he risks going Berserk again until the brew wears off.
* ''Food Substitute (0):'' Each dose is most commonly used as a form of emergency rations, providing much needed energy, though little nutrients, when food is scarce. A dose is equivalent to a whole day’s food requirements. For every four days spent eating nothing but the remedy the hero suffers a one die reduction in his Vigor due to a lack of essential nutrients and vitamins. Vigor cannot drop below a d4. For each day after his Vigor reaches a d4, he gains a Fatigue level instead (this can lead to death if he is force fed more). Lost dice and Fatigue recover at the rate of one die per day of rest and proper meals (both conditions must be met).
* ''Healing (Specific) (+1):'' The remedy grants a +1 bonus to cure physical damage of a specific sort, such as burns (hot or cold), cuts (stabbing or slashing attacks), or breakages (blunt trauma). The remedy grants +1 to Healing rolls to treat such injuries. Only one dose may be used per injury. If a dose is used every day for four days, the patient gains +1 to his Natural Healing roll.
* ''Healing (Regenerative) (–4):'' The hero makes a Natural Healing roll after 48 hours. Multiple doses within the same week have no additional effect.
* ''Hydrating (+1):'' Counts as drinking the equivalent of 2 quarts of water. However, taking more than one dose a day can lead to diarrhea and stomach cramps. For each dose a hero takes after the first in a single day he must make a Vigor roll or suffer a level of Fatigue with a cumulative –1 penalty (so–1 for two doses, –2 for three, and so on). A hero Incapacitated by this is unable to move due to the pain. Recovery of one Fatigue level requires 24 hours rest with no intake of liquid.
* ''Numbing (–1):'' Taking a dose reduces wound penalties by 1 for the next hour. Taking multiple doses gives no additional benefits.
* ''Purgative (–3):'' Taking a dose induces violent vomiting, which cleanses the body of toxins. A single dose immediately removes any poison. A patient Fatigued or physically wounded by poison remains in that state until he heals naturally, but he will not get worse. Poisons that induce paralysis or similar effects are immediately negated, leaving the patient free to move. The victim is Fatigued for 24 hours due to the vomiting.
* ''Restorative (–2):'' One dose removes one level of Fatigue, regardless of the source. Although it cures the symptoms, it doesn’t remove the cause. A hero who is suffering from dehydration is still thirsty, for instance, he just isn’t as tired as he was. Likewise, a poisoned character may feel okay, but the poison is still in his system. If the poison requires a roll every hour to avoid Fatigue, for example, the victim still has to keep rolling until the poison has worked its way through his system. A maximum of one dose per day may be imbibed—additional doses have no effect.
* ''Soporific (–1):'' Anyone imbibing a single dose must make a Vigor roll. With failure, the victim falls asleep for 2d6 hours. Each additional dose ingested at the same time gives a cumulative –1 penalty to the Vigor roll, to a maximum of –4. Being under the influence of a Stimulant I brew gives a +2 bonus to resist this effect.
* ''Stimulant I (+2):'' Gives +2 to Vigor rolls to stay awake and lasts for 12 hours. A patient who takes more than one dose in a 24-hour period gains the Mean Hindrance for the next 6 hours. Heroes who have already succumbed to lack of sleep gain no benefit if force-fed the remedy.
* ''Stimulant II (–1):'' The patient has +1 to Spirit rolls to recover from being Shaken for an hour. Multiple doses have no effect.
* ''Stimulant III (–2):'' The patient has +1 to all Agility, Strength, and Vigor rolls for an hour, but suffers a –1 penalty to all rolls requiring concentration, including spellcasting, Knowledge rolls, Tracking, and such like. Likewise, he cannot use Edges requiring concentration, such as Marksman, or make Smarts Tricks or Taunts. The GM has the final word on what rolls are penalized. Multiple doses have no additional effect.
* ''Warming (–2):'' For the next six hours, the patient has +1 to Vigor rolls to resist the effects of cold weather. It provides no protection against cold-based attacks. Only one dose may be applied at a time.
The player should decide what form his herbal remedy takes, if only for storytelling reasons. Some common examples are given below. As always, a player should be limited only by his imagination, not these examples.
* Powder designed to be smoked or inhaled.
* Chewing bark, leaves, roots, stems, or seeds.
* Oil made from plant extract.
* Infusion made from the leaves, seeds, or roots.
* Rolled leaves, balls of moss, seed cakes, candy made with plant extracts.
* Vapors to be inhaled.
Herbal remedies require plant matter. This may be bark, shots, grasses, leaves, roots, tubers, seeds, fungi, or even moss and lichen. Typically, an herbal remedy uses one key plant as its main ingredient, to which may be added lesser herbs found in every herbalist’s kit or easily gathered.

When it comes to the key ingredient, the hero must decide if he wishes to use a common plant or one that is scarcer. Common plants generally have weaker curative powers, so while they are easier to find, they are harder to turn into a workable remedy. Conversely, rare plants, while harder to find, are far more potent and easier to work with.

A hero must make a Knowledge (Alchemy) or Survival roll (his choice) to find enough materials for his brew. Medicinal plants are widely known and any character with the Survival skill may make this roll, even if he lacks the skill to properly prepare them. This is modified by the rarity of the plant and the time of year, as detailed below. The roll may be made as a Cooperative or Group Roll, as applicable.

Success finds one batch of herbs and a raise 1d4 batches. Unless the herbalist wishes to keep some plants in reserve for later use, multiple batches of the same remedy may be brewed simultaneously.

''Rarity:'' A hero may elect to take a positive or negative modifier to his roll to find suitable plants. For each +1 bonus he takes in this step, his Knowledge (Alchemy) roll in the next step suffers a –1 penalty. Conversely, if he takes a negative modifier (indicating a rare plant), he gains an equal bonus to his Alchemy roll. Modifiers cannot be higher than +4 or lower than –4.

Note that no plants grow in the Glittersands. No roll to locate a medicinal plant may be attempted in this region.

''Season:'' In summer, there is no additional modifier, as most flowers and herbs are in full bloom. Spring or fall gives an additional –1 penalty, and there is a –2 penalty in winter.

This modifier does not affect the Knowledge (Alchemy) roll when brewing. For instance, a hero who searches for a rare plant (–4) in winter (–2) has –6 to his roll to locate the herb. When he comes to brew his potion, he gains only +4 to his Alchemy roll to create the brew.

''Time:'' Locating a batch of suitable plant material usually takes 4 hours, modified by the rarity. For each +1 bonus to the search roll, subtract one hour (after an hour the time drops to 30 minutes). For each –1 penalty, add one hour (maximum of 8 hours). The GM may shorten or lengthen this time in the interests of a good story.
Ingredients are best used fresh. Although an herbalist may use dried, pickled, or otherwise preserved plants, they are less potent. Creating a remedy with non-fresh materials gives a fl at –2 penalty to the Knowledge (Alchemy) roll in the next step.

Preserving ingredients takes 8 hours, during which time the herbs must be dried or smoked. Typically, this prevents travel during that time.
Once the ingredients are gathered, the hero must prepare the remedy. The exact method for preparing the gathered plants varies immensely. Drying, soaking, pounding, mashing, cutting, rolling, and boiling are typically required for the plant to release its medicinal properties, though some may be eaten with minimal preparation.

The time it takes to prepare a remedy has a direct affect on its ease of creation. The shorter the time, the less effective the remedy generally is, whereas a long preparation time allows more of the plant’s medicinal properties to come through. This is shown on the table below.

Only a single brew may be concocted at any one time—herbalism requires great patience and attention to detail. The limit to how many doses of a single remedy a character may brew simultaneously is limited only by the quantity of ingredients he has to hand, but an herbalist may only brew one sort of remedy at a time.
|Time |Alchemy Mod |h
|1d6 rounds |–2 |
|1d6 minutes |–1 |
|1d6 hours |0 |
|2d6 hours |+1 |
|4d6 hours |+2 |
|1d6 days |+4 |
The herbalist then makes a Knowledge (Alchemy) roll, applying modifiers for the plant’s rarity and time of preparation. Success garners a single dose per batch of ingredients used. On a raise, the brew is particularly potent—two doses per batch of ingredients are created. With failure, the ingredients and time are wasted.

Once an herbal remedy is actually prepared, it is good for just one week (8 days). After this time, the potency rapidly declines and provides no benefits to the end user. Disreputable herbalists have been known to sell remedies past their use by date.
A small party of adventurers has been acted by giant ants, and one of their number has been carried off.

Dave’s character, Grizzel the Hag, knows she is going to be entering the nest soon, and wants to make an antitoxin just in case she is attacked.

The effect she wants is an antitoxin. The antitoxin effect grants a +1 bonus to her Knowledge (Alchemy) rolls.

Time is not on her side, however, as the ants have kidnapped one of her comrades and may decide to feed him to their young as a snack. She opts to hunt down a very common plant, taking +3 on her roll to locate the right one. It’s summer, so there is no seasonal modifier to her roll.

After an hour (base 4 hours minus 3 for the common nature) she succeeds in tracking down a certain moss with the right properties and gathers a single batch.

In preparing the potion she currently has a –2 penalty (+1 from the effect, –3 for the rarity). She spends just 1d6 minutes preparing the moss by rapidly boiling it to remove the bitter taste, giving a further –1 penalty.

Finally, she rolls her Knowledge (Alchemy) at –3. She scores a raise, creating two doses, which she pops into a pouch.
The following Hindrances are available in Hellfrost. Where Hindrances are duplicated from the core rules, those presented below take precedent.

*[[Hindrances from Hellfrost Players Guide]]
*[[Hindrances from Savage Worlds Explorers Edition]]
A hero must have an Arcane Background Edge to take this Hindrance.

The character is an apprentice mage or novitiate cleric, and has not completed his training. Exactly why he has set out into the world before becoming a full mage is left to the player to devise. Examples include the hero’s mentor dying, the hero believing he is ready to face the dangers of the world, or the hero running away because of his mentor’s cruelty.

With the Minor version, the hero cannot start play with an arcane skill higher than a d6. A character with the Major version also has one less starting power than normal for his Arcane Background. Rune mages still begin with one rune, but have an arcane skill limit of d4.

Only heroes from the Magocracy can take this Hindrance.

The hero is a noble of the Magocracy, but one who has rejected heahwisardry. This led to him being cut off by his family and ostracized by the magocratic nobility in general.

The character can never inherit land or titles in the domain, nor is he ever welcomed at his ancestral home. Should his deeds ever threaten his family name, his relatives will take whatever steps are required to protect the family’s reputation. A disgrace to his family, the hero suffers a –2 penalty to Charisma when dealing with heahwisards (including his kin).

The character cannot take the Arcane Background (Heahwisardry), Noble, or Rich Edges during character generation. The hero can learn other arcane backgrounds.
When the temperature drops close to freezing, the hero grabs his furs and heads for the nearest hearth. He has –2 to Vigor rolls to resist the effects of cold weather.
Your past actions have offended one of the gods.

Pick one deity from [[the list of gods|Gods]]. Any beneficial spells cast upon you by the god’s clerics, automatically fail. Harmful spells cast by the god’s priests do an extra +2 damage. Opposed spells cast by the priest gain a +2 bonus to affect you. Arcane Resistance offers no defense against powers invoked by the chosen deity’s followers.

This Hindrance can, at the GM’s discretion, be removed after a suitably lengthy and arduous quest to appease the offended deity.
The hero has no ties to the magical energies of the world, though he is still susceptible to them.

He cannot detect legendary relics by touching them, nor can he ever spend a benny to use these items (see [[Activating Magic Items|MagicItemActivation]]). Likewise, he cannot drink a potion (it has no effect and is wasted), read a scroll (the magic simply fails to function), and such like. Herbalist brews function as normal as these aren’t truly magical. The hero cannot take any Arcane Background (Magic) Edge, either.
For some reason, the character is highly susceptible to attacks from the undead.

With the Minor version of this Hindrance, the hero has –2 to trait rolls to resist an undead creature’s supernatural special attacks, like a banshee’s wail, a liche’s death touch, an ice mummy’s frigid touch, and so on. With the Major version, the penalty rises to –4. It has no affect when Soaking damage from mundane or natural weapons used by undead, but does apply against special weapons, like a black knight’s unholy sword. Fear is not considered an attack.
While the character may have his own plans, he ultimately serves another power and is expected to follow orders when they are issued. A hero with this Hindrance may be an agent for a noble, a soldier in the Iron Guild, or a mercenary under contract, for instance.
|''Savage Worlds Hindrances Summary''|c
|All Thumbs|Minor|-2 Lockpicking & Repair; requires Agi roll to activate any magic item that isn't always on or self-activating. Roll of 1 (regardless of Wild Die) causes malfunction/mishap (trap fires, potion spills, scroll tears, wand is pointed backward, etc); also applies to firing crossbows|
|Anemic|Minor|-2 Vigor to resist sickness, disease, poison or environment|
|Arrogant|Major|Hero knows he is the best|
|Bad Eyes|Minor/Major|-2 to attack or notice something more than 5” distant|
|Bad Luck|Major|One less [[benny|Bennies]] per session|
|Big Mouth|Minor|Blurts out secrets, usually at worst possible times|
|Blind|Major|-6 to physical, -2 to social actions|
|Bloodthirsty|Major|Never takes prisoners|
|Cautious|Minor|Character is overly cautious|
|Clueless|Major|-2 to most Common Knowledge rolls|
|Code of Honor|Major|The character keeps his word and acts like a gentleman|
|Curious|Major|Character wants to know about everything|
|Death Wish|Minor|Hero wants to die after completing some task|
|Delusional|Minor/Major|Character suffers from grave delusions|
|Doubting Thomas|Minor|Character doesn’t believe in the supernatural|
|Elderly|Major|Pace -1, -1 to Strength and Vigor die types; 5 extra skill points for any skill linked to Smarts|
|Enemy|Minor/Major|The character has a recurring nemesis of some sort|
|Greedy|Minor/Major|The character is obsessed with wealth|
|Habit|Minor/Major|A Minor Habit is simply annoying (Charisma -1); characters must make Fatigue rolls when deprived of Major Habits|
|Hard of Hearing|Minor/Major|-2 to Notice sounds; automatic failure if completely deaf|
|Heroic|Major|The character is a true hero and always helps those in need|
|Illiterate|Minor|Can't read nor write|
|Lame|Major|-2 Pace and running die is a d4|
|Loyal|Minor|The hero tries to never betray or disappoint his friends|
|Mean|Minor|The character suffers -2 to his Charisma for his ill-temper and surliness|
|Obese|Minor|+1 Toughness, -1 Pace, d4 running die|
|One Arm|Major|Two-handed tasks are at -4|
|One Eye|Major|-1 Cha if uncovered, -2 to Shooting/Trhowing rolls, jumping, etc|
|One Leg|Major|Like Lame, Pace -2, can't run, actions requiring mobility are at -2|
|Outsider|Minor|-2 Charisma, treated badly by those of the more dominant society|
|Overconfident|Major|The hero believes he can do anything|
|Pacifist|Minor/Major|The character fights only in self-defense (Minor) & won’t fight living creatures under any circumstance (Major)|
|Phobia|Minor/Major|irrational fear, -2 Trait tests (Minor), -4 (Major)|
|Poverty|Minor|Half starting funds, general inability to hang onto future income|
|Quirk|Minor|The character has some minor but persistent foible, such as bragging, elitism, or the pursuit of fame|
|Small|Major|-1 Toughness|
|Stubborn|Minor|Hero always wants his way|
|Ugly|Minor|-2 Charisma due to the character’s less-than-average appearance|
|Vengeful|Minor/Major|Character holds a grudge, will kill to settle the score as a Major Hindrance|
|Vow|Minor/Major|The hero has a pledge to himself, a group, a deity, or a religion|
|Wanted|Minor/Major|The character is a criminal of some sort|
|Yellow|Major|The character is cowardly and suffers -2 to his Guts rolls|
|Young|Major|3 points for Attributes (instead of 5); 10 skill points (instead of 15), +1 benny per session|
''Titles:'' The All Knowing, the Font of Knowledge, Wise One, Revealer of Secrets, Loregiver.
''Aspects:'' Knowledge, literacy, scribes, historians, revealing secrets.
''Symbol:'' An open book.
''Priesthood:'' Gray Sages (priests); Seekers of Knowledge (paladins)
''Herald:'' A studious sage with blank eyes.
''Holy Day:'' Healfdaeg.
''Duties:'' Preserve knowledge, find lost knowledge, spread knowledge and learning.
''Sins:'' (Minor) allowing knowledge to be destroyed or concealed, allowing knowledge to be twisted, refusing to teach someone, not correcting an inaccuracy of importance; (Major) willfully concealing important knowledge, refusing to teach an illiterate person to read and write; (Mortal) willfully destroying important knowledge.
''Signature Power:'' //Detect/conceal//.
''Powers:'' //Altered senses, arcane resistance, beast friend, bless/panic// (bless only), //bolt, boost/lower trait// (Smarts and Smarts-linked skills only), //champion of the faith, confusion, dispel, farsight, glyph, gravespeak, insight, light, lock/unlock, mimic, mind rider, precognition, sanctuary, silence, speak language, summon demon// (librarian and revealer only), //summon herald, voice on the wind, wandering senses, warding//.
''Trappings:'' Clergy may use any trapping.
''Other:'' Followers of Hoenir cannot be Illiterate.

Hoenir is revered for teaching mankind how to build and sculpt, how to use fire, and how to read and write. As well as scribes, skalds, antiquarians, and sages, he is also worshipped by explorers, diviners, soothsayers, accountants, and tomb robbers (alongside his wayward brother, [[Nauthiz]]). Statues of him show an elderly, bearded man, holding a book under his left arm.

Temples are referred to as Libraries, and every temple has its sacred library, which serves as both a place of study and as the main area of worship. All manner of books, from poems to diaries donated by visitors, treaties on warfare to books on the darkest desires of man, are all on open display, for Hoenir teaches that all knowledge should be freely available. Shrines are uncommon, though any establishment where knowledge is required often has a statue of Hoenir or at least an engraving of his holy symbol.

The Gray Sages spend their days copying books, repairing old tomes, and haggling with merchants (and tomb robbers) to acquire new works of wisdom. Their gray robes reflect their belief that knowledge is neutral—how people use knowledge determines good and evil.

The Seekers, on the other hand, are dispatched into the world to actively track down works of knowledge, especially those in old tombs in danger of being lost to tomb robbers. Both types of clerics are renowned for their great wisdom and often serve as counselors to nobles.

Festivals are, to outsiders, extremely dull, taking the form of lectures and readings. Through this practice, the clerics seek to encourage the spread of knowledge among their own ranks and the laity.
Few cultures make excessive use of horses. While they are ridden by nobles and other well-to-do sorts, only the Anari use them in battle—Saxa and Tuomi warriors ride them to the battle and then dismount to fight.
Riding horses are medium-sized animals that manage a good compromise between speed and carrying capacity.
''Attributes:'' Agility d8, Smarts d4(A), Spirit d6, Strength d12, Vigor d8
''Skills:'' Fighting d4, Guts d6, Notice d6
''Pace:'' 10; ''Parry:'' 4; ''Toughness:'' 8
''Treasure:'' None.
''Special Abilities:''
* ''Fleet Footed:'' Horses roll a d10 when running instead of a d6.
* ''Kick:'' Str.
* ''Size +2:'' Riding horses weigh between 800 and 1000 pounds.
Few cultures make excessive use of horses. While they are ridden by nobles and other well-to-do sorts, only the Anari use them in battle—Saxa and Tuomi warriors ride them to the battle and then dismount to fight.

War horses are large beasts, trained for aggression. They are trained to fight with both hooves, either to their front or their rear. In combat, the animal attacks any round its rider doesn’t make a trick maneuver of some kind.
''Attributes:'' Agility d6, Smarts d4(A), Spirit d6, Strength d12+2, Vigor d10
''Skills:'' Fighting d8, Guts d8, Notice d6
''Pace:'' 8; ''Parry:'' 6; ''Toughness:'' 10
''Treasure:'' None.
''Special Abilities:''
* ''Fleet Footed:'' War horses roll a d10 when running instead of a d6.
* ''Kick:'' Str+d4.
* ''Size +3:'' Warhorses are large creatures bred for their power and stature.
The clannish Finnar and Saxa have long obeyed the laws of hospitality, though it is not exclusive to them. Most civilized races follow the basic tenets, with only minor cultural differences. The basic laws of hospitality are as follows. Characters who break these ancient laws receive a –2 penalty to Charisma for the next month, not only because word of their deeds will spread, but because the gods look badly on those who cannot follow simple courtesy.

* Guests must be welcomed at any hour.
* Hosts are responsible for the welfare of their guests.
* Guests must be given a minimum of bread, water, a blanket, a roof over their head, and entertainment.
* Guests may not bring their host into disrepute while under his protection, nor raise arms against him, nor speak of him badly. This also covers his family.
* Guests may stay for up to three days without being required to gift their host. After this, it is considered extremely boorish to remain under your host’s roof without recompensing him in some manner worthy of his status. Gifts within the first three days are optional.
''Titles:'' The Balance, the Sword of Justice, the Blind God, Oath Sealer, the Impartial One.
''Aspects:'' Justice, law, order, conformance, truth.
''Symbol:'' Scales balanced on a sword tip.
''Priesthood:'' Scales of Justice (priests); Swords of Truth (paladins).
''Herald:'' A blindfolded judge carrying a large sword.
''Holy Day:'' None. Services are held each day before the local court sits.
''Duties:'' To uphold the law, protect the rights of all races, ensure justice is served fairly.
''Sins:'' (Minor) lying, denying someone a fair hearing, committing a crime for good reason, making an arbitrary judgment; (Major) allowing a miscarriage of justice to go unpunished, making false accusations, committing a crime without good reason; (Mortal) perjury, committing a deliberate miscarriage of justice.
''Signature Power:'' //Charismatic aura//.
''Powers:'' //Altered senses, arcane resistance, armor, barrier, beast friend, bladebreaker, boost/lower trait, champion of the faith, deflection, detect/conceal, dispel, entangle, environmental protection, fear, invisibility, light, puppet, quickness, sanctuary, silence, smite, speak language, speed, stun, summon herald, voice on the wind//.
''Trappings:'' Clergy may use any trapping except a necromantic one.

Hothar is depicted with empty eye sockets. In his left hand he holds a sword and in his right a book of laws. Many outsiders question this arrangement. Hothar’s teachings hold that the law must come first and retribution and punishment second. Thus, Hothar holds his sword in his weaker hand.

Hothar accepted being blinded by his fellow gods so he would not be swayed in his judgments by looks or bribes. Instead, Hothar would listen only to the words of those he judged and would see only the guilt or innocence within their soul.

Although he spends much of his time settling disputes between the gods, he also aids [[Scaetha]] in judging the souls of the departed. Unswayable by any trickery, Hothar can see the stains on a mortal’s soul with a cursory glance, and is quick to reveal his findings.

Most court buildings, whether civil, noble, or ecclesiastical, have a shrine to Hothar. Often this is little more than his holy symbol inscribed into the cover of a book of laws, on which all jurors and witnesses are required to swear an oath to speak only the truth while they are being questioned. Only the most corrupt courts in the land let witnesses give evidence without first swearing the oath.

Temples, where they exist, are typically the only court buildings in a settlement. In such places, the clerics are granted the authority to handle all criminal cases, though the ruling noble often reserves the right to intercede. Priests most often serve communities as judges, ensuring that wealth or temporal power do not come in the way of a fair trial, or as legal advisors to ruling nobles. Naturally, most of the rich and powerful prefer trial by their peers. Citizens who can afford the fees can hire a priest as a lawyer, though their unwillingness to bend or twist the law means they are sometimes not as effective as a member of the [[Anari]] Guild of Lawyers. Paladins act as an unofficial police force in their towns, usually liaising with the local militia but acting independently to avoid accusations of corruption or backhanded deals.

Festivals are usually recitations of the law accompanied by prayers and hymns. In many cases, the clergy reaffirm their vows of obedience to their deity and are required to recant any sins, accepting whatever punishment their superiors deem appropriate without question.

Oaths, which are popular among all races, are sworn in Hothar’s name, for he despises those who would break a sacred compact, sending his heralds to speak out against oath breakers when they are judged by [[Scaetha]].
''Requirements:'' Novice
''Arcane Skill:'' Hrimwisardry (Smarts)
''Starting Powers:'' 2
''Powers:'' //Armor, aura, barrier, bladebreaker, blast, bolt, bridge, burrow, burst, deflection, detect/conceal, dispel, elemental form// ([[coldfire|Coldfire]], slush, or ice only), //energy immunity// (cold, [[coldfire|Coldfire]], heat, fire, or ice only), //entangle, environmental protection// (cold only), //fatigue, invisibility, knockdown, obscure, prolonged blast, refuge, sanctuary, sluggish reflexes, smite, sphere of might, storm// (blizzard only), //stun, summon elemental// ([[coldfire|Coldfire]], ice, and slush only), //voice on the wind, warding// (creatures with Immunity or Resistance to cold only), //whirlwind, wilderness step// (ice and snow only).

Hrimwisards draw the very cold of the land through their bodies, converting it into mystical energy. Their constantly frigid skin gives them the benefit of a permanent environmental protection (cold) spell, but they take +4 damage from heat and fire attacks.

Though some hrimwisards have sided with the Hellfrost inhabitants, most are simply making the best of what nature has thrown at them. However, rumors and prejudices run deep, and all hrimwisards are treated with deep suspicion. They have –2 Charisma among the civilized races. In less law abiding realms, hrimwisards face being strung up as agents of the Hellfrost’s inhabitants.

''Trappings:'' All hrimwisards’ spells must have a cold, [[coldfire|Coldfire]], or ice trapping. 

''Mechanics:'' Hrimwisards are more effective the colder it is, and receive a modifier to their Hrimwisardry roll as per the table below.
|!Temperature (F) |!Modifier |h
|33+ |–1 |
|32 to 13 |+0 |
|12 to –7 |+1 |
|–8 to –27 |+2 |
|–28 to –47 |+4 |
|–48 or lower |+6 |
''Backlash:'' Hrimwisards do not suffer from the Siphoning. On a roll of 1 on his arcane skill die, regardless of Wild Die, he is Shaken and suffers a level of Fatigue, which is recovered after 30 minutes. (It is possible for a character to be Fatigued and yet cast his spell if his Wild Die is a success.)

A critical failure results in a wound. Fatigue and damage is caused by the intense cold flowing directly through the mage’s body. Environmental protection provides no defense
Humans are the most populace race in the Hearthlands. Having once roamed over much of the continent, they now find themselves being pushed back toward the southern reaches, and their numbers been whittled away by starvation, disease, and constant attacks from the Hellfrost inhabitants.

There are four distinct branches of humans inhabiting the Hearthlands. In all cases, the plural form is the same as the singular (one Saxa, ten Saxa, for instance). Each of the four cultures is a general overview, for within each one exist numerous sub-cultures. The Saxa, for instance, were once a dozen or more peoples with a similar culture, but each with their own name and unique identity. The Anari invasion of their homeland, combined with intermarriage between the shattered peoples, wiped out many of these differences. They are remembered now only in song.
* [[Anari]]
* [[Finnar]]
* [[Saxa]]
* [[Tuomi]]
''* Diverse:'' Humans of any culture start play with one free Edge of their choice or 2 extra skill points. The character must meet the requirements of the Edge as usual.
''Titles:'' Firestarter, Lord of Volcanoes, Flame Cloak, the Burning One, ~Soot-Face, Hearthwarmer.
''Aspects:'' Fire, hearths, volcanoes, flame.
''Symbol:'' A pile of red-hot coals.
''Priesthood:'' Hearthkeepers (priests); Ashen Blades (paladins)
''Herald:'' A member of the hero’s race swathed in fire, and with blackened, blistered skin.
''Holy Day:'' Every other Sunnandaeg.
''Duties:'' Safeguard the Hearthlands, defeat creatures of the Hellfrost.
''Sins:'' (Minor) unknowingly aiding a servant of the Hellfrost, eating uncooked food (except obvious foodstuffs, like fruit), not fighting a Hellfrost beast stronger than you, damaging a hearth, forge, or other source of heat; (Major) not fighting a Hellfrost beast weaker than you, destroying a hearth, forge, or other source of heat; (Mortal) knowingly aiding a servant of the Hellfrost.
''Signature Power:'' //Deflection//.
''Powers:'' //Altered senses, aura, bladebreaker, blast, bolt, burst, champion of the faith, elemental form// (fire only), //elemental manipulation// (fire/heat only), //energy immunity// (cold, [[coldfire|Coldfire]], heat, fire, ice, and water only), //ethereal/corporeal// (no corporeal), //environmental protection// (fire/heat only), //fatigue, glyph, leaping, light, heat mask, prolonged blast, sanctuary, smite, speed, sphere of might, stun, summon elemental// (fire, lava, and steam only), //summon herald, warding//.
''Trappings:'' Clergy must use a heat or fire trapping whenever applicable. They cannot take cold, [[coldfire|Coldfire]], ice, necromantic, or water trappings.

Kenaz is the elemental god of fire, though his father, [[Sigel]], has dominion over the sun. Like his father, Kenaz is a fierce opponent of the Hellfrost inhabitants, especially followers of the upstart [[Thrym]]. Kenaz is also a close ally of [[Ertha]], providing the heat her smiths need to work metal. He is depicted as a black-skinned, bearded man, with red or orange hair.

Kenaz’s temples always have a sacred flame at the center. Novices within the order are required to ensure this sacred flame is never extinguished. Any creature daring to snuff out the flame is marked for death by slow roasting over hot coals.

Regardless of the weather, Kenaz’s temples are always warm, kept this way by scores of roaring fires. In some settlements, the priests allow the homeless to sleep in the temple vestibule at night, out of the biting winds that wrack the land.

There are very few shrines to Kenaz—most are found in smithies, craftsmen who commonly worship both Kenaz and [[Ertha]]. The majority of citizens, especially those in the Hellfrost, have a special hearthstone engraved with his holy symbol, however.

As with [[Sigel]], Kenaz’s clerics are expected to devote their time to combating the Hellfrost’s vile inhabitants, and are also charged with finding out why the sun is dimming and access to the elemental realm of fire is closing. Some clergy perform the latter duty via scholarly means, whereas others scour the Hellfrost for clues.

Festivals typically involve fire of some sort. In most cases the fire is merely the focus of worship—clergy dance around the flame and throw small sacrifices into the heart. Walking barefoot over hot coals and waving limbs (or even whole bodies) in and out of roaring flames are also part of many ceremonies.

Prayers to Kenaz are always written on paper and thrown into a fire, their words drifting upward on the resultant smoke.
|!Language |!Spoken by/in |!Alphabet |h
|Anari |Alantaris Isle, the Magocracy|Anari |
|Arboreal |Tree men, as well as most woodland fey |Elven |
|Aspirian |Aspiria |Anari |
|Auld Saxa |Skalds, scholars, priests |Saxa runic |
|Battletongue |Warriors |N/A |
|Beastspeech |Beastmen, centaurs, harpies |Elven |
|Black Tongue |Demons, sentient undead |Black tongue runic |
|Chalcian |Chalcis |Anari |
|Classical Anari |Scholars, Anari priests |Anari |
|Draketongue |Dragons |Draconic runic |
|Dwarven |Frost dwarves |Dwarven runic |
|Earthtongue |Gargoyles, trolls, trow |Dwarven runic |
|Engrosi |Engro |Elven |
|Fey |Banniks, glimmerings, grindylows, skogsra, wood wights, other fey creatures |Elven |
|Fingerspeak |Thieves (sign language) |N/A |
|Finnari |Finnar |N/A |
|Frosttongue |Sentient denizens of the Hellfrost, including Frostreavers, Hellfrost dragons, frost giants |Frost runic |
|Giant |Giants |Dwarven runic |
|Hearth Elven |Hearth elves |Elven |
|Orcish |Orcs, ogres, goblins |Dwarven runic |
|Saxa |Saxa |Saxa runic |
|Selari |Extinct language once spoken in the far north |Selari |
|Taiga Elven |Taiga elves |Elven |
|Tuomi |Tuomi |Tuomi runic |
|Trader |Humans, merchants, diplomats |Anari |
|Vendahl |Vendahl |N/A |
|Vindari |Extinct language once spoken in the Cairn Lands |Saxa runic |
|''Name:''|LoadRemoteFileThroughProxy (previous LoadRemoteFileHijack)|
|''Description:''|When the TiddlyWiki file is located on the web (view over http) the content of [[SiteProxy]] tiddler is added in front of the file url. If [[SiteProxy]] does not exist "/proxy/" is added. |
|''Date:''|mar 17, 2007|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
version.extensions.LoadRemoteFileThroughProxy = {
 major: 1, minor: 1, revision: 0, 
 date: new Date("mar 17, 2007"), 
 source: "http://tiddlywiki.bidix.info/#LoadRemoteFileThroughProxy"};

if (!window.bidix) window.bidix = {}; // bidix namespace
if (!bidix.core) bidix.core = {};

bidix.core.loadRemoteFile = loadRemoteFile;
loadRemoteFile = function(url,callback,params)
 if ((document.location.toString().substr(0,4) == "http") && (url.substr(0,4) == "http")){ 
 url = store.getTiddlerText("SiteProxy", "/proxy/") + url;
 return bidix.core.loadRemoteFile(url,callback,params);
''Titles:'' Mistress of Magic, Threadspinner, the White Eye, Nightwatcher, Concealer of Secrets.
''Aspects:'' Magic (in all forms), mystery, divination, occult matters.
''Symbol:'' A half moon (silver and black halves) emblazoned with the symbol for infinity in the reverse colors of the background.
''Priesthood:'' Order of the Waxing Sickle (priests); Order of the Waning Sickle (paladins).
''Herald:'' A cowled figure, with robes decorated with symbols of all types of mage.
''Holy Day:'' Every Monandaeg.
''Duties:'' Maintain the magical fields, protect relics.
''Sins:'' (Minor) destroying a temporary relic (using it does not count as destroying), not welcoming the moon each night, not casting a spell at least once a day, aiding others in permanently weakening a mage’s ability to work magic; (Major) permanently weakening a mage’s ability to work magic, failure to follow up a lead regarding a permanent relic; (Mortal) destroying a permanent relic.
''Signature Power:'' //Dispel//.
''Powers:'' //Arcane resistance, banish, barrier, bolt, deflection, detect/conceal, elemental manipulation, energy immunity, ethereal/corporeal, fly, glyph, light, negate arcana, obscure, precognition, sanctuary, stun, summon elemental, summon herald, teleport, warding//.
''Trappings:'' Clergy may use any type of trapping.

Maera is the goddess of magic, personified by the moon, whose pale light affects the flow of magic in the world. Most mages, regardless of their art, worship her, for they are all affected by her waxing and waning. Her image is that of a cowled woman, holding a small loom in her left hand and a sphere (representing the moon) in her right hand.

Shrines to Maera are rare outside of magician’s domiciles, though some settlements worship her lunar aspect. Temples are depositories of magical knowledge, well warded by glyphs and protected by paladins against raids by thieves, Justicars, and Reliquae. At the center of every temple is an open chamber where rituals are conducted by moonlight. Many temples have taken to installing glass roofs, allowing the moonlight access, but thwarting would-be intruders (and the inclement weather). Such are the times in which men now live.

Her priests worship the raw magical energy of the world, not the individual strands of magic mages so adore. In return, she grants her disciples the ability to work any spell, though not as well as a specialist mage.Many of her clerics are alchemists, spending their days creating temporary magic items.

Paladins of the faith hire themselves out as bodyguards to those with a distrust of magic or who have reason to fear magical assault. They also explore old ruins in search of lost magic, returning it to their temple. Naturally, this puts them at odds with both the Justiciary and the Reliquary, and violent confrontations are quite common.

Maera’s festivals take the form of mystery plays, seemingly gibberish recitations. All prayers and hymns used in festivals are secret, their meaning hidden from the eyes and ears of the laity. Some ceremonies involve divination, which can take one of many forms. Although the use of cards or rune stones are the most common, dreams, the weather, flight of birds, residue left in herbal brews, the ripples caused by drops of water, and so on are all used.
Magic is not treated as anything unusual in Rassilon. All races have the capability for magic, though each has its own preferences. Mundanes may not understand how magic works, but they don’t fear mages (unless they’re casting an offensive spell at them, of course).

The odd-man out, so to speak, is hrimwisardry. Born with the advent of the advancing winter, the vast majority of non-spellcasters see the art as somehow linked to the growing cold. Most claim that hrimwisardry somehow “sucks” the heat from the world, thus allowing the winters to worsen. Others insist hrimwisards are possessed by Hellfrost fiends (which they have never seen, of course), or are actually fiends in disguise. Even other forms of mages dislike hrimwisards, whose powers grow stronger as the climate worsens.

Of all the arcane types, skalds are the most welcome in civilized domains. Although their magic cannot warm hearths, their tales of better days, glory days, can warm the heart.

Heahwisards, armed with their staves, are slightly mistrusted, but only because they are arrogant and of noble blood. Most citizens outside of the Magocracy have never seen a heahwisard, for they rarely leave the comfort of their manors and castles.

Rune mages are unknown outside of dwarf lands, and they do not like to show off their magic in front of outsiders. 

Druids are rarely seen in settlements, though most folk can understand how, in principal, their magic works, seeing all elves (the main practitioners) as rather too close to nature and technologically primitive to be called truly civilized.

Elementalists are as common as mud in some places and rarer than hens’ teeth in others. Opinion of them varies depending on the practitioner. Some are kindhearted, using their powers to aid those in need. Others are selfish, seeking only temporal power over the mundane masses. Most, however, fit somewhere in between.

The following are the rules regarding magic in Hellfrost:
[[Changes to the Normal Rules|MagicRuleChanges]]
[[Magic & the Moon|MagicMoon]]
[[The Siphoning|MagicSiphoning]]
[[The Hellfrost Effect|MagicHellfrostEffect]]
[[The Elemental Realms|MagicElementalRealms]]
[[Magic Arcane Backgrounds|MagicArcaneBackgrounds]]
* [[Druidism]]
* [[Elementalism]]
* [[Heahwisardry]]
* [[Hrimwisardry]]
* [[Rune Magic]]
* [[Song Magic]]
[[Activating Magic Items|MagicItemActivation]]
[[Alternate Spellcasting|MagicAlternateSpellcasting]]
Spellcasters are intentionally powerful in Hellfrost. Even with the [[Siphoning|MagicSiphoning]], a mage is limited in the number of spells he can cast only by his willingness to play the odds and risk disaster. Clerics have even fewer restrictions, in terms of game mechanics, though they are bound by a strict set of moral guidelines. We know that having the heroes wield near limitless devastating spells or fire off endless healing spells is not to every GM’s taste. In order to maintain a balance, yet still do away with the necessity to track Power Point expenditure, individual spell durations and maintenance costs, and variable recharge rates, we present an alternate spellcasting mechanic.
!!The basics
In this system spellcasters are limited to a fixed number of spells per day. Whether or not a spell is cast successfully, the caster uses one of his allotted spells for that day. Aside from only being able to cast spells he has learned through the standard methods, there are no restrictions as to what spell a spellcaster may invoke. If a magician wants to do nothing but cast triple 2d10 damage bolts all day, he still can.

A spellcaster can push beyond these limitations, but does so at his own risk. By taking a –2 penalty (in addition to any other modifiers), the spellcaster can try to cast additional spells up to a maximum of twice his standard allotment. Pushing comes at a price beyond simply being more difficult—the push penalty counts toward backlash. That is, basic backlash occurs on a roll of 3 or less once a spellcaster exceeds his daily quota. Critical failures are unaffected—they still require a natural double 1.
!!Number of Spells per Day
The base number of spells a caster may invoke each day is equal to 2 + half arcane skill die + half Vigor die (all spellcasting is strenuous).

In addition, a spellcaster may cast one extra spell for each character Rank (e.g. +1 at Novice, +2 at Seasoned and so on up to +5 at Legendary). For ~NPCs, the GM must determine their approximate Rank. If you’re using a published adventure, the party Rank suggestion will serve as a guide.

A Novice spellcaster thus has anywhere from 7 (d4 in both Traits) to 15 (d12 in both Traits) spells per day. Because of the need to spread attribute and skill dice, a typical average is likely to be around 10. Hard core magicians and clerics will be able to cast more than the average, but they will be lacking somewhere else. The maximum base number of spells available is 23 at Legendary (assuming both Traits are at a d12+2). However, this allotment is subject to fluctuations during the month because of the moon’s effect.
!!The Moon’s Effect
All magic radiates from the moon. Although skalds poetically refer to it as [[Maera]]’s Ember and [[Niht]]’s Bane, it should more truthfully be called [[Maera]]’s Window. It is a literal portal between the world of mortals and the domain of the gods. The light it sheds is not a burning ember, but the pale candle light from [[Maera]]’s hall. From this window spill the threads of magic and the divine energy of the gods.

A deity of secrets and mysteries, [[Maera]] performs many rituals during the month. In order to keep her secrets secure, she periodically closes and opens the shutters on her window. This gives the moon its regular phases. These phases also affect the magical and divine energy in the world—the more light the moon casts, the more magical threads are available and the easier it is for prayers to reach the gods. This is one reason, among many, while Deorcmonan is greatly feared by all goodly folk—prayers often go answered.

The actual number of powers a spellcaster can invoke varies by the phase of the moon. This applies to all wizards and clerics equally with but one notable exception—clerics of [[Niht]]. Due to their goddess’ love of darkness, and the fact she knows of secret cracks in [[Maera]]’s window through which prayers to her can slip, they reverse the modifiers below.
!!!Moon Phase Table
|!Phase of the Moon |!Spells per Day |h
|Weaxansicol |–2 spells per day |
|Wexanhealf |Base allotment |
|Weaxangibbus |+2 spells per day |
|Fulmonan |+4 spells per day |
|Waniangibbus |+2 spells per day |
|Wanianhealf |Base allotment |
|Waniansicol |–2 spells per day |
|Deocrmonan |–4 spells per day |
!!!Defining a Day
As far as the occupants of Rassilon are concerned, a day (for spellcasting purposes) is defined as any continuous 24 hour period. However, tracking time in this manner requires the GM to keep a rolling check. That is, he must note the time a spellcaster first invokes a spell and remember to track the passage of time over 24 hours. Multiple spellcasters in the party means having to track different 24 hour periods.

In order to save time and keep the bookkeeping (minimal as it is) simple, we use a standard artificial measurement of time common in roleplaying game—the number of spells a spellcaster may cast in any given day starts at dawn on any given day and ends a minute before the following dawn.

Spellcasters do not need to rest, sleep, memorize spells, pray, or perform any other task to replenish their spells. The use of dawn is a purely artificial mechanic designed to make the GM’s life easier. There is no need to try and rationalize it in game terms.
This section clarifies how existing rules work with the alternate spellcasting system. Essentially, nothing changes, but it is worth putting this down so ~GMs can answer player questions.
!!!Basic Rules
The rules for the Hellfrost effect, elemental loci, casting modifiers to work more powerful spells, Edges not mentioned below, sins, trappings, signature spells, starting powers, spells available by Rank, and so on are not affected.
Spells being Maintained when a new day dawns do not in anyway detract from the total number of spells a spellcaster can invoke. A spellcaster always receives his full allotment, modified by the phase of the moon as appropriate, each dawn. However, the usual –1 penalty for Maintaining a spell still applies.

Thus, while a magician may be able to cheat the system by effectively gaining more spell benefits in a day, he suffers by having the Maintenance penalty in play. Such is the balance of the Norns.
!!!Power Edges
''Alchemy:'' Creating an alchemical device requires a mage to cast the spell. The creation process does not somehow rob the caster of his powers. When the next dawn comes, he receives his full allotment of powers.
''Combine Spell:'' This Edge invokes two spells, albeit with a single arcane skill roll. It thus requires the caster to expend two of his available spells for the day.
Heroes who take the Arcane Background (Magic) Edge must pick one of the arcane spellcaster types detailed below. This replaces the standard Arcane Background (Magic) Edge, which is not available to player characters in the //Hellfrost// setting.
* [[Druidism]]
* [[Elementalism]]
* [[Heahwisardry]]
* [[Hrimwisardry]]
* [[Rune Magic]]
* [[Song Magic]]
Although the races follow the gods, they also believe in the elements as a power base. Elementalists are able to tap into natural energy fields, which flow from the elemental realms into the planet.

The elements aren’t, and never have been, seen as gods or even specific named entities, but more like leftover threads of the planet from its creation. However, whether the elemental gods power the realms or draw their own power from them is a source of contention between clerics and elementalists.

No mortal has even claimed to have visited the elemental realms, though that in no way diminishes belief in them. The existence of elementalism and elementals, not to mention the elemental gods, is proof enough. Since the Blizzard War, the elemental realm of fire has become harder to reach.

Fire magic has been on the decline for centuries, and even the sun is weak and dim compared to even a decade ago.
Although elementalists cannot tap extra energy from storms, tidal waves, earthquakes, or other natural phenomena, there do exist elemental loci, places where the elemental realm and mortal plane overlap. These are places of great power for elementalists attuned to the correct element, but also dangerous, for many uncontrolled elementals wander these regions.

A locus is usually, but not always, a place related to the elemental realm it touches. A fire locus, for instance, is more common in a volcano than in a forest, whereas an air locus is much more likely to be found high on a mountain than out at sea.

So far only loci to the major realms of air, earth, fire, and water have been discovered. [[Coldfire]] loci are rumored to exist in the Hellfrost, but no elementalist can attune himself to coldfire, and hrimwisards find only the unnatural cold to their advantage. If an elemental realm of coldfire truly exists, mortals have yet to make contact with it beyond summoning a few species of elementals.
A locus is defined by three regions, known as the outer reach, inner reach, and core. The inner reach rings the core, and the outer reach encircles the inner reach. Together these form a series of concentric spheres.

The exact size of these varies, but typically a core measures only around 4 yards (2”) across, the inner reach 8 yards (4”), and the outer reach 12 yards (6”).

In game terms, you can represent these by placing a Small, Medium, and Large Burst Template on top of each other.
With the outer reach, an elementalist who has mastered the same element of the locus has +1 to his Elementalism rolls as he draws from a direct source of elemental power. In the inner reach this rises to +2, and in the core to +4.

An elementalist not in tune with the element actually suffers penalties of –1, –2, and –4 respectively, as he finds his ability to reach the realms he does know drown out the realms he does not.

Within such a rich source of magic backlash is far worse than normal. Within any part of a locus, the price for failing to cast a spell is an automatic wound as the elemental forces tear at the mage’s body. No magic can prevent this.

On a roll of 1 or a critical failure, the mage suffers the effects of the Siphoning. He rolls an additional 1d6 in the outer reach, an extra 2d6 in the inner, and 3d6 in the core. In all cases, he uses the dice that give him the lowest result.

For example, a mage who rolls a critical failure on an arcane skill roll normally rolls 3d6 and takes the lowest two dice to compare against the Siphoning table. If he was in the core of an elemental locus, he’d roll 5d6 and take the lowest two.
As if mages didn’t suffer enough, what with lunar tidal flows and the Siphoning, they must also contend with the Hellfrost’s effect on fire magic. Clerics and paladins, especially those of Kenaz (god of fire) and Sigel (god of the sun), both of whom vanished during the Blizzard War, are plagued by a similar effect.

Arcane scholars and clerics have spent long hours debating the cause of this phenomenon, and few can agree on the cause. That the disappearance of two gods could cause the powers of their followers to weaken is understandable, but what force could affect the elemental realm of fire is more mysterious, for what can thwart a building block of creation?

The weakening of fire magic hasn’t gone unnoticed by the masses. Most are confused as to its diminishment, for the mages they ask cannot agree on a cause. Most simply blame hrimwisards, seeing them as the antithesis of fire mages.

Any spellcaster, arcane or miracle worker, invoking a spell using a heat or fire trapping suffers penalties as shown below, based on the current temperature. This strange phenomenon also affects creatures using fire-based abilities that require a die roll to activate or aim. Damage is unaffected.
|!Temp (F) |!Temp (C) |!Modifier |
|32 to 13 |0 to –10 |–1 |
|12 to –7 |–11 to –21 |–2 |
|–8 to –27 |–22 to –32 |–3 |
|–28 to –47 |–33 to –44 |–4 |
|–48 to –67 |–45 to –55 |–5 |
|–68 or lower |–56 or lower |–6 |
There are three types of magic items in Hellfrost—alchemical devices, such as potions and scrolls, hedge magic items, which take the form of herbal potions, and true relics, the most powerful of the three sorts. Each has a specific method of activation.
Alchemical devices are magical creations. Any sentient creature who touches one instantly realizes it is a thing of power. He learns the item’s power and how to wield it in an instant.

All he must do to actually use the spell it contains is follow any instructions, such as drink a beneficial potion, point a wand at a foe, or read a scroll (unless he is Illiterate). The [[Alchemy Edge]] explains the workings of an alchemical device.
Items created through these arts are not true relics. They cannot be detected as magic items by touch (though //detect// spells work normally) nor does a user have to attune them (see ''Legendary Relics'' below).

A Knowledge (Alchemy) roll and a few minutes of time are required to learn the properties of unlabeled hedge magic items. Only on a critical failure does studying an herbal brew become dangerous. In this instance, the brew is mistaken for another sort, determined by the GM. While few herbal remedies are fatal in and of themselves, some have side-effects if multiple doses are taken.

An herbal brew bestows its benefits if rubbed on skin, smoked, drunk, or whatever else the concoction requires to work.
Legendary relics, also known as permanent relics, are the rarest magic items in Rassilon. These are the magic boots of stealth, wands of fireballs, hardened armor, weapons which unerringly strike foes, and so on. Their powers are not unlimited, however, and even the mightiest weapon may only grant a bonus to hit and contain an appropriate Edge.

The art of creating them was lost eons ago, and even the long-lived elves and industrious dwarves have forgotten the craft, except in the form of fables and myths. As such, legendary relics are highly sought after, not least by the Reliquary.

A quick system for creating relics is presented in the ''//Hellfrost Bestiary//''. Published adventures will include the game mechanics of any legendary relic they introduce to the game world.

Touching a legendary relic immediately reveals it to be an item of power. Only those completely cut off from the threads of magic lack the ability to sense relics. Even animals know the item is special, though they cannot attune to its powers.

The wielder doesn’t suddenly gain knowledge of its specific powers, however. Learning these requires casting detect arcana, use of a special ability, like the [[Arcanologist Edge]], or attuning.

A hero who wishes to wield a magic item and benefit from its power must first attune himself.

In game terms, if the device is usable by the hero, he may spend a benny to learn and access a magic item’s abilities and bonuses. If another character wishes to use the item, he must spend a benny to access its abilities as well. No benny, no magical powers. Once the item is attuned, the character instantly knows all its powers and benefits.

A character who cannot use the device for some reason cannot learn the device’s powers and does not “waste” a benny trying. A ring that grants a bonus to Hrimwisardry rolls, for instance, remains a mysterious but obviously magical relic to a warrior with no Arcane Background.
The single moon that orbits the world is known to be a great source of magical energy. //Detect arcana// spells focused at the moon reveal tendrils of energy snaking through the heavens in all directions.

From the thicker strands that reach Rassilon, minute filaments filter down to touch everything in the world. Magic flows through every person, animal, tree, rock, stream, snowflake, and weapon. Only creatures with the Magic Forbiddance Hindrance are untouched by the filaments, and mages have yet to reach a majority decision on why that should be.

It is these filaments that allow the races to wield magic, though the strands themselves only act as a gateway. Elementalists, for instance, actually draw their power directly from the elemental realms, whereas heahwisards tap into the energy fields through their staves. Druids merely awaken the natural energy present in all things, hrimwisards manipulate the cold aura of the Hellfrost, and rune mages channel the flow through their carved runes. But regardless of how a spellcaster manipulates it, all magic stems from the same source—the moon.

No mage can directly access the raw magic, for such a force would rip his mind, body, and soul into myriad pieces.
The following setting rules apply to all forms of Arcane Background in the Hellfrost setting. Unless a change is noted below, the normal rules apply.
The Hellfrost setting does not use Power Points. The only limits on how often characters may cast a spell is their willingness to risk the effects of the deadly backlash known as the Siphoning (which doesn’t affect clerics) or offend the gods (which does).
As an action, a character may use a single power by declaring the spell he’s using and making an arcane skill roll. Unlike other Savage Worlds settings, arcane characters in Hellfrost aren’t limited in how many times a day they can work their power—however, magic does come with a heavy price.

On a successful roll, consult the particular power to determine the results. For purposes of successful activation, powers always use the standard target number of 4, even if the effect of the power is based on an Opposed or attack roll.

For instance, if a mage casts //bolt// against a target in Heavy Cover (–4), he requires an 8 or better to hit. However, spell failure occurs only on a 3 or less. A roll of 4 through 7 means the //bolt// was cast successfully but missed its target.

Some powers have variable effects depending on if the caster takes a modifier to his arcane skill roll. The player must declare this before rolling his character’s arcane skill to see if he’s successful.
A spellcaster may have a number of Maintained powers active at any one time equal to half his arcane skill die.

Unless otherwise stated, Maintained powers may be kept active as long as the caster is conscious, capable of performing a free action each round, and his concentration is not disrupted (see Disruption in Savage Worlds).

Maintained spells may be dropped as a free action. All benefits cease immediately if the spell is dropped for any reason.

Note that while it is obviously tempting for any arcane character to spend time each morning casting, dropping, and recasting spells like armor and deflection until he scores a raise, backlash can be a serious problem in Hellfrost.

~NPCs aren’t the same as player characters—they accept whatever roll is made when they invoke a spell and don’t keep canceling and re-rolling until they get a raise. Of course, the GM can always forgo any roll made before combat and assume a raise was scored.
Mages suffer an effect known as the Siphoning (see below). This replaces the standard rules for backlash.
Contacting the gods to work miracles is not without risks, for they dislike those who abuse their power or call upon it too often.

A cleric who rolls a 1 on his Faith die, regardless of the Wild die, is automatically Shaken. This counts as a physical effect and thus can lead to wounds. A critical failure results in a level of Fatigue for the next hour.

In addition, miracle workers use the standard rules for sins, which should be strictly enforced in this setting.
The Siphoning first occurred a little less than 30 years ago. At first mages mistook it for a natural glitch in the flow of the magical energy fields, a phenomenon perhaps on a long cycle, and thus one that had not occurred since the Blizzard War. But as the number of incidents and the severity of the disturbances increased, so mages came to another conclusion—something was deliberately draining their magic. Mages soon called the phenomenon the Siphoning.

Since the discovery of the Siphoning, the use of magic has dropped sharply. Mages who once cast spells regularly are now fearful of frivolous casting, lest they draw the attention of a mage bane, temporarily lose access to their magic, or, worse, suffer a permanent loss of power. A wise mage chooses carefully when to cast and when to rely on his other talents.

The strange part is: the Siphoning only drains magic being woven into spells. The raw magic of the world seems unaffected. Although fire magic is also weakening, that is down to another cause (see The Hellfrost Effect, below).

The Siphoning has no effect on miracle workers—only on characters with a magical Arcane Background. This has led a fanatical splinter sect of the church of [[Maera]], goddess of magic, to declare magic a “false faith worshipped by those blinded to the true light.” 

The majority of [[Maera]]’s clergy don’t see things this way, partly because most mages actually pay homage to [[Maera]] and partly because their divinations have revealed no clues to the source of the Siphoning. If [[Maera]] knows, she is not telling her faithful.

There is also the theological matter of why did [[Maera]] invent the threads of magic if she did not intend them to be used?
The Siphoning has a strange effect on mages, removing their ability to work magic effectively, though seemingly with random intensity. When subjected to the Siphoning, a mage feels his power being drawn away, leaving him unable to weave the strands of magic. In rare cases, mages have actually felt empowered instead of drained, as if they had somehow tapped into a hidden reservoir of magical energy. In game terms, the Siphoning manifests during backlash. These rules completely replace the standard rules on backlash for wizards.

On a roll of 1 on the arcane skill die, regardless of Wild Die, the mage must roll 2d6. Check the result against the Siphoning Table below. If the Wild Die indicates a success, the spell activates before the Siphoning Table result is applied (though the result may instantly negate it).

With a critical failure, the mage rolls 3d6 instead and takes the lowest two as his result. The Siphoning makes casting multiple bolts extremely dangerous!
If a wizard loses access to his powers as a result of the Siphoning, any spells currently in effect are automatically canceled as well. For instance, a mage with armor Maintained who rolls a 3 on the table suffers a wound, cannot cast spells for 1d4 days, and loses the benefits of his active armor spell.
Arcane characters in a Mass Battle ignore all Shaken and Fatigued results from the Siphoning Table, including Shaken results gained from taking wounds. Battle phases are long enough to give a hero time to recover before the next one begins.

Other conditions, such as losing your powers for 1d6 hours with a Minor Loss still apply—only the level of Fatigue is ignored.

The temporary Glitch and Slight Drain results are likewise ignored, as the caster recovers from these conditions long before a Mass Battle round ends.
|!2d6 |!Effect |h
|2 |''Siphoned:'' The Siphoning takes hold of the character, drawing off his magical ability. He must make a Spirit roll –2 (as a free action) or lose a permanent die in his arcane skill. He also cannot use his powers for 1d6 days. Characters reduced below a d4 permanently lose their Arcane Background ( Magic) Edge and may not take another one. |
|3 |''Major Loss:'' The character suffers an automatic wound. He also loses the ability to use his powers for 1d4 days. |
|4 |''Moderate Loss:'' The mage takes a level of Fatigue for 30 minutes. He also loses the ability to use his powers for 24 hours. |
|5 |''Minor Loss:'' The caster takes a level of Fatigue for 10 minutes and can’t use his powers for 1d6 hours. |
|6–8 |''Temporary Glitch:'' The caster is Shaken and unable to use his powers for 1d6 rounds. |
|9–10 |''Slight Drain:'' The mage is Shaken. He can’t use his powers for 1d4 rounds. |
|11 |''Magic Shock:'' The caster is Shaken. |
|12 |''Power Surge:'' The sorcerer taps into a particularly potent source of magic and gains +2 to his arcane skill rolls for the next 24 hours. |
[[WelcomeToTiddlyspot]] [[GettingStarted]] [[Hellfrost]] 
Mammoths are large elephants with long, curling tusks and thick, woolly coats. They are found only in colder climates, but, except for the Hellfrost mammoth, are not adapted to true arctic conditions.
Pygmy mammoths are the smallest of the mammoth family. They can be trained as mounts or beasts of burden, but training must be started young as they are very strong spirited. Many Hearth Knights venturing into the northern realms have taken to riding them instead of horses, and, though unusual, in some northern realms pygmy mammoths have replaced horses and mules altogether, even being used to draw sledges and plows (the latter when the weather permits).

''Attributes:'' Agility d6, Smarts d4(A), Spirit d6, Strength d12+1, Vigor d10
''Skills:'' Fighting d6, Guts d6, Notice d4
''Pace:'' 6; ''Parry:'' 5; ''Toughness:'' 12 (2)
''Treasure:'' None.
''Special Abilities:''
* ''Armor +2:'' Thick hide and fur.
* ''Size +3'': Pygmy mammoths stand 6’ tall at the shoulder and are well-set.
* ''Sweep:'' Can attack all adjacent characters at –2.
* ''Trample:'' Strength + Size, less the target’s Size. The beast must run to use this attack. All characters in a straight line path must make an Agility roll against the creature’s Fighting or suffer damage.
* ''Tusks:'' Str+d6.
* ''Warm Blooded:'' +2 to Vigor rolls to resist the effect of cold.
//back to [[Character Creation]]//
|!Skill|!Linked Attribute|
^^1^^//These skills aren't used. Animal-drawn wagons are controlled using the Riding skill.//

;Boating (Agility)
:Characters with this skill can handle most any boat common to their setting. They generally know how to handle most common tasks associated with their vessels as well (tying knots, simple engine repair, etc).
;Climbing (Strength)
:This is the skill characters use to ascend walls, trees, or cliff-sides. No roll is usually needed to ascend ladders, ropes, or trees with lots of limbs unless the GM feels there’s a good reason for it (being chased, wounded, etc).
;--Driving (Agility)--
:--Driving allows your hero to drive ground and hover vehicles common to his setting.--
://Riding is used to control horse-driven carts in this setting (see [[Setting Rules]]).//
;Fighting (Agility)
:Fighting covers all hand-to-hand (melee) attacks. The Target Number to hit an opponent is his Parry (2 plus half his Fighting).
;Gambling (Smarts)
:Gambling is useful in many settings, from the saloons of the Old West to the barracks of most armies. A single roll quickly simulates about a half-hour of gambling.
;Guts (Spirit)
:Guts reflects a hero’s bravery. Characters are often called on to make Guts checks when they witness grisly scenes or encounter particularly horrific monsters.
;Healing (Smarts)
:Healing is the art of stopping wounds and treating existing injuries. 
;Intimidation (Spirit)
:Intimidation is the art of frightening an opponent with sheer force of will, veiled or overt threats, or sometimes just really big guns. This is an opposed roll between the hero’s Intimidation and his opponent’s Spirit. 
;Investigation (Smarts)
:A character skilled in Investigation knows how to make good use of libraries, newspaper morgues, the internet, or other written sources of information. To get information from people rather than books and computers, use the Streetwise skill.
;Knowledge (Smarts)
:Knowledge is a catch-all skill that must have a focus of some sort, such as Knowledge (Occult) or Knowledge (Science). The player can choose the focus of his character’s knowledge, which should reflect his background and education. An archaeologist, for example, should have Knowledge (History) and Knowledge (Archaeology). The skill can be taken multiple times with different focuses to reflect different areas of expertise.
:General focuses such as Science are acceptable, but the GM should give a bonus to a character who has a more relevant focus, such as Knowledge (Biology).
:Some suggested Knowledge focuses are: Area Knowledge, Battle (used in [[Mass Combat]]), History, Journalism, Law, Medicine (though actually caring for someone is the Healing skill), Science, or Tactics.
;Lockpicking (Agility)
:Lockpicking is the ability to bypass mechanical and electronic locks. Lockpicking is also be used to disarm the catches and triggers on traps, unless a more relevant skill seems appropriate for a particular trap.
;Notice (Smarts)
:Notice is a hero’s general alertness and ability to search for items or clues. This covers hearing rolls, detecting ambushes, spotting hidden weapons and even scrutinizing other characters to see if they’re lying, frightened, and so on.
;Persuasion (Spirit)
:Persuasion is the ability to talk or trick others into doing what you want. Persuasion is always modified by a character’s Charisma.
;--Piloting (Agility)--
:--Piloting allows a character to fly airplanes, helicopters, jet packs, and any other flying devices common to his setting.--
://Riding is used to control horse-driven carts in this setting (see [[Setting Rules]]).//
;Repair (Smarts)
:Repair is the ability to fix gadgets, vehicles, weapons, and other machines. Characters suffer a -2 penalty to their rolls if they don’t have access to basic tools.
;Riding (Agility)
:Riding allows you to mount, control, and ride any beast common to your setting. Players should note that mounted characters use the lowest of their Fighting or Riding skills when fighting from horseback. 
://Riding is also used to control horse-driven carts in this setting (see [[Setting Rules]]).//
;Shooting (Agility)
:Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher.
;Stealth (Agility)
:Stealth is the ability to both hide and move quietly.
;Streetwise (Smarts)
:Streetwise characters are able to gather information from the street, saloons, or other contacts through bribes, threats, or carousing. Finding written information in libraries and the like is covered by the Investigation skill.
:Streetwise is always modified by a character’s Charisma modifier.
;Survival (Smarts)
:Survival allows a character to find food, water, or shelter in hostile environments. 
;Swimming (Agility)
:Swimming determines if a character floats or sinks in water, as well as how fast he can move within it. 
;Taunt (Smarts)
:Taunt is a test of will attack against a person’s pride through ridicule, cruel jokes, or oneupmanship. This is an opposed roll against the target’s Smarts.
;Throwing (Agility)
:Throwing governs all sorts of thrown weapons, from hand grenades to knives, axes, and spears.
;Tracking (Smarts)
:Tracking allows a character to follow the tracks of one or more individuals in any type of terrain.
//back to [[Character Creation]]//
|!Type | !Damage | !Weight | !Cost |!Notes | !Avail |h
|''Primitive Weapons'' |>|>|>|>|>|h
|Antler staff | Str+d6 | 10 | 300 |Parry +1; Reach 1; 2 hands; see notes | V |
|Bear claw | Str+d4 | 8 | 200 |+1 Parry; see notes | V |
|Toothpick, double | Str+d6 | 5 | 150 |See notes | V |
|Toothpick, twin | Str+d8 | 5 | 200 |See notes | V |
|''Blades'' |>|>|>|>|>|h
|Boot spikes | Str+d4 | 3 | 10 |Kick attack only, see Gear Notes | V |
|Dagger | Str+d4 | 1 | 25 | | V |
|Flail | Str+d6 | 8 | 200 |Ignores shield Parry and Cover bonuses | V |
|Great sword | Str+d10 | 12 | 400 |Parry –1; 2 hands | T |
|Long sword | Str+d8 | 8 | 300 | | V |
|Short sword | Str+d6 | 4 | 200 | | V |
|''Axes'' |>|>|>|>|>|h
|Axe | Str+d6 | 2 | 200 | | V |
|Battle axe | Str+d8 | 10 | 300 | | V |
|Great axe | Str+d10 | 15 | 400 |AP 1; Parry –1; 2 hands | T |
|''Hammers & Maces'' |>|>|>|>|>|h
|Mace | Str+d6 | 4 | 200 | | V |
|Maul | Str+d8 | 20 | 400 |AP 2 vs. rigid armor; Parry –1; 2 hands | V |
|Warhammer | Str+d6 | 8 | 250 |AP 1 vs. rigid armor | T |
|''Pole Arms'' |>|>|>|>|>|h
|Halberd | Str+d8 | 15 | 250 |Reach 1; 2 hands | T |
|Lance | Str+d8 | 10 | 250 |AP 2 when charging; Reach 2 | T |
|Pike | Str+d8 | 25 | 300 |Reach 2; 2 hands | T |
|Spear, long | Str+d6 | 5 | 100 |Parry +1; Reach 1; 2 hands | V |
|Spear, short | Str+d6 | 3 | 75 |Reach 1 | V |
|Staff | Str+d4 | 8 | 10 |Parry +1; Reach 1; 2 hands | V |
* ''Lance:'' The Strength die for a lance is based on the mount’s Strength if the Charge maneuver is used. When mounted, use the d8 damage die regardless of the user’s own Strength because of the way lances are held. Only if used on foot does the Minimum Strength rule apply.
Primitive weapons are made of bone, wood, and sinew, rather than wood and metal. As such, they can be easily crafted in the wilds, but lack the strength and resilience of forged weapons. The listed cost is for a premade item in a civilized region, and is a “novelty” price.
* ''Antler Staff:'' This strange looking weapon is nothing more than a standard staff with stag antlers attached to one end. The splayed prongs provide a bonus to Parry, and give the attacker a +1 bonus when using the weapon to Disarm. In addition, attackers ignore one point of Gang Up bonus because of the width of the prongs.
* ''Bear Claw:'' Used primarily by the [[Vendahl]] and a few [[Finnar]] tribes, a bear claw is made from an actual bear’s forepaw. The claws are left attached to the skin and sharpened. The forearm part is reinforced with thick hide, which allows the wearer to parry blows. The wearer also gets +1 Climbing, but cannot use the hand to pick up or hold other objects, including shields, while the glove is worn. The glove still aids parrying even if the claws break, though the restriction on holding objects still applies. Price, weight, and Climbing bonuses are for a single glove. Climbing bonuses stack if a hero wears two bear claws, but Parry bonuses do not. A character wearing a bear claw cannot be Disarmed, nor does he ever count as an Unarmed Defender.
* ''Toothpick, Double:'' Found only among northern barbarian tribes and foul creatures like orcs and goblins, the toothpick is a wooden haft to which two saber-toothed tiger teeth are attached. This version has the teeth placed at 180 degrees, allowing the user to reverse the weapon should one tooth break. On a roll of 1, only one tooth breaks, meaning the weapon can still be used effectively by reversing it.
* ''Toothpick, Twin:'' Aside from having both teeth attached to the same end, this weapon is identical to the one above. While the weapon inflicts more damage, a roll of 1 on the Fighting die means both teeth are broken.
Creating a primitive weapon requires the constituent parts, an hour, and a Survival roll. On a success, the weapon is ready to use. With failure, the crafter can try again, though it takes another hour. On a critical failure, a key component has been broken and must be replaced.
On a roll of 1 on the Fighting die when using a primitive weapon, regardless of Wild Die, the weapon breaks and is useless unless otherwise stated. Calculate any damage if the Wild Die indicated a success first.
Spears are cheaper than short swords and do the same damage. Long spears have the added benefits of greater Reach and a Parry bonus, all of which is offset by requiring two hands and a slight weight increase. So why doesn’t everybody carry spears?

Well, in truth most people do. Spears are the common weapon of militias and town guards, as well as skalds, mages, farmers, hunters, and other lesser combatants. Swords are the weapons of nobles and warriors (and axes for the latter as well).

While a player character might prefer a spear because of its bonuses and cheap cost, he must also be prepared to be treated as a commoner, not a true hero. Likewise, a hero may freely carry a sword or axe, but he will be expected to act like a noble or warrior by those he meets and know how to wield the weapon effectively.

There are no game mechanics for this—the GM should roleplay NPCs’ reactions to a hero based around his weapons as much as his clothes or demeanor. A sword-carrying farmer may be called “Lord” by an innkeeper out of mistaken respect for a noble title, whereas a spear-carrying warrior who boasts of his prowess might be treated as being just another patron who thinks he’s somebody of importance.
''Titles:'' Varies by deity.
''Aspects:'' One very specific aspect, such as cattle stealing, sunrise, coinage, a single geographic feature (a mountain or tree), and so on.
''Symbol:'' Varies by deity.
''Priesthood:'' Varies by deity (priests); Varies by deity (paladins).
''Herald:'' None.
''Holy Days:'' Varies by deity.
''Duties:'' Varies by deity, but related to his aspect.
''Sins:'' The player and GM should decide two or three Minor sins, one or two Major sins, and one Mortal sin for the deity.
''Signature Power:'' Chosen by the GM as appropriate to the faith. The signature spell cannot be higher than Seasoned.
''Powers:'' A lesser deity’s powers list should comprise no more than four Novice spells, two Seasoned spells, and one Veteran spell appropriate to the god’s aspect. The GM and player should work together to decide the spells.
''Trappings:'' Decided by GM and player as appropriate to the faith.
''Disciple Edge:'' Lesser deities do not grant followers a Disciple Edge.
''Special:'' Clerics of lesser deities do not gain a free Connections Edge, but neither do they have the Orders Hindrance. Temples to lesser deities are less organized.

The stat block for the lesser deities is somewhat lacking in detail. There are several reasons for that. First, there are literally hundreds of lesser gods, many of whom share common features with only one or two very minor differences. Vestri, god of the west wind, for instance, will have an almost identical stat block to Austri, god of the east wind.

Second, lesser gods make a great GM tool. If the GM wants an adventure involving a small sect, he can make up the details to fit without worrying whether or not it fits the canonical view of a major deity.

Third, they are a great tool for players who maybe want a few spells, but without all the roleplaying “problems” that can come with being part of a major organization.

Working in tandem with the GM, a player can create a god of anything he wants, so long as it is very specific and meets with GM approval. Birds, for instance, is too wide a category, as is mountains. A hero would have to choose one specific species of bird or one specific mountain for his god to lord over.

When choosing the powers list for a lesser deity, the GM should narrow spells as far as possible. Austri may grant burst with an air trapping for instance, but if he allows summon elemental, it should be restricted purely to air elementals. Narrow scope is the price one pays for worshipping a lesser god.

At the end of the day, a lesser god should not come close to rivaling any of the major gods detailed below. Most of these lesser gods are merely aspects of the major gods, are already part of the major deities’ stat blocks, and are worshipped alongside the major god. Austri, for instance, receives praise whenever a priestess of Thunor, god of wind, faces east to cast a spell or pray. As such, using lesser gods is optional, and the final decision as to whether they are allowed is in the hands of the GM, not the players.
Mules are a cross between a donkey and a horse, and are usually used to haul heavy goods or pull wagons. Although not as fast as horses, they are ideal for carrying loads through hilly terrain.
''Attributes:'' Agility d4, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
''Skills:'' Guts d6, Notice d4
''Pace:'' 6; ''Parry:'' 2; ''Toughness:'' 8
''Treasure:'' None.
''Special Abilities:''
* ''~Fleet-Footed:'' When a mule can be convinced to run, it rolls a d8 instead of a d6.
* ''Kick:'' Str.
* ''Ornery:'' Mules are contrary creatures. Characters must subtract 1 from their Riding rolls when riding them.
* ''Size +2:'' Mules are stocky creatures weighing up to 1000 pounds.
|''Animals (Trained) & Tack'' |
|!Item | !Cost | !Weight | !Avail |h
|[[Dog, war|War Dog]] | 200 | — | V |
|[[Hawk]] | 350 | — | T |
|[[Horse, riding|Horse, Riding]] | 300 | — | V |
|[[Horse, war|Horse, War]] | 1,000 | — | T |
|[[Mammoth, pygmy|Mammoth, Pygmy]] | 3,000 | — | T |
|[[Mule]] | 150 | — | V |
|Pigeon, carrier* | 10 | 1 | T |
|Saddle | 30 | 10 | V |
|Saddle, war | 200 | 10 | C |
|''Clothing'' |
|Normal clothing | 10 | — | V |
|Formal clothing | 75 | — | V |
|Tailored clothing* | 250 | — | T |
|Furs* | 50 | 5 | V |
|Winter clothing* | 100 | 10 | V |
|''Common Goods'' |
|Backpack | 5 | 2 | V |
|Bandolier* | 10 | 1 | T |
|Bedroll | 25 | 4 | V |
|Blanket | 10 | 4 | V |
|Boot spikes* | 10 | 3 | V |
|Candle* | 1 | 1/2 | V |
|Climbing gear* | 50 | 4 | V |
|Crowbar | 10 | 2 | V |
|Firewood (per pound)* | 5 | 1 | V |
|Flask (ceramic) | 5 | 1 | V |
|Flask (metal) | 10 | 1 | T |
|Flint and steel | 3 | 1 | V |
|Game set* | 50 | 1 | V |
|Goggles* | 25 | 2 | T |
|Grappling hook* | 50 | 2 | V |
|Hammer | 10 | 1 | V |
|Healer’s bag* | 100 | 2 | V |
|Icewood (per pound)* | 25 | 1 | S |
|Insect net, 1” square* | 15 | 3 | V |
|Lantern* | 25 | 3 | T |
|Lantern, bullseye* | 50 | 3 | T |
|Lockpicks* | 150 | 1 | T |
|Musical instrument* | 50+ | 1+ | V |
|Oil (1 pint)* | 2 | 1 | V |
|!Item | !Cost | !Weight | !Avail |
|Parchment (per sheet) | 1 | 1/20 | V |
|Pipe, smoking | 3+ | 1/5 | V |
|Pipeleaf, 5 smokes per pouch | 15 | — | V |
|Pouch (holds 1 pound) | 2 | 1/2 | V |
|Quiver (holds 20 arrows) | 10 | 2 | V |
|Rope (hemp, 5”)* | 10 | 10 | V |
|Pick or shovel* | 5 | 5 | V |
|Salt (in waterproof bag)* | 10 | 1 | V |
|Sandglass* | 25 | 1 | C |
|Satchel, waterproof | 50 | 1 | T |
|Scroll case, waterproof | 5 | 1/2 | T |
|Skates* | 10 | 1 | V |
|Skis* | 40 | 6 | V |
|Soap | 1 | 1/5 | V |
|Snowshoes* | 20 | 4 | V |
|Tent (2-person, insulated)* | 175 | 10 | V |
|Tent (4-person, insulated)* | 300 | 25 | V |
|Torch* | 5 | 1 | V |
|Whistle | 2 | — | V |
|Waterskin (holds 2 quarts) | 5 | 1 | V |
|Whale blubber* | 25 | 1 | S |
|Whetstone | 5 | 1 | V |
|Writing equipment | 30 | 1 | T |
|''Unusual Goods'' |
|Alchemical device* | 200/Rank | 1 | V |
|Alchemist’s trunk* | 300 | 15 | C |
|Herbalist kit* | 100 | 3 | V |
|Herbal remedy (any)* | 50 | 1 | V |
|Herbs, dried* | 5 per batch | 1 | V |
|Norn charm* | 250 | 1 | S |
|Tome of learning* | 1,000/Rank | 1 | S |
|Tome of lore (+1 to +3)* | 500/point | 1–3 | S |
|Tome of lore (+4 to +6)* | 2,000/point | 4–6 | S |
|''Food'' |
|Average meal | 2 | — | T |
|Cheap meal | 5 ss | — | V |
|Expensive meal | 20+ | — | T |
|One week’s rations | 10 | 5 | V |
|One day’s water (2 quarts) | — | 4 | V |
|* See notes. |>|>|>|f
* ''Alchemical Device:'' This is a one-use device containing a single spell created using the Alchemy Edge. Most such devices are usually potions or scrolls, but may also be small gems (swallowed, crushed or thrown), feathers, powders, oils, and such like. The hero picks a single spell when he buys an alchemical device. Spells requiring some form of targeting roll (like bolt) use either Shooting or Throwing as applicable (see the Alchemy [[Edge| Edges]]). Otherwise, the spell activates with a standard success when used. Spells are always the most basic variety, with no modifiers applied. For instance, a wand of bolt only fires a single 2d6 bolt. The only way to gain more effective alchemical devices is for a character to create them. The cost for a pre-made potion is 100 gs per Rank of the spell.
* ''Alchemist’s Trunk:'' Alchemists require tools to produce potions and scrolls. This portable laboratory contains a small oil lamp, glass beakers and tubes, distillation vases, tweezers, pipettes, and a reference chart of common minerals and herbs. A character trying to create alchemical devices without a trunk suffers a –2 penalty to his Knowledge (Alchemy) rolls.
* ''Bandolier:'' A cloth belt with a dozen slots for storing potions, scrolls, or throwing knives for easy access. Can be worn around the waist or slung diagonally across the chest.
* ''Boot Spikes (pair):'' A character wearing boot spikes treats rough ice as normal terrain and smooth ice as rough ice. He also has +1 to Climbing rolls. Donning or removing spikes takes an action.
* ''Candle:'' A candle provides clear light in a 2” radius for two hours. A candle blows out in a strong wind or whenever the character holding it runs.
* ''Climbing Gear:'' Comprises a small hammer/ pick, spikes, and gloves. It does not include rope or boot spikes. It grants +2 to Climbing rolls.
* ''Firewood:'' Burning firewood creates a fire of 1” diameter. A campfire (uses 1 pound per two hours) raises the temperature by two levels in a Large Burst Template centered on the fire.
* ''Furs:'' Furs grant a character +1 to Vigor saves to resist the effects of Cold. The modifi er stacks with winter clothing.
* ''Game Set:'' The races of the Hearthlands play a variety of boardgames. Chess and fox-and-hounds are the most common, though versions of backgammon and checkers are also played. Each specific game requires a different set to be purchased.
* ''Goggles:'' Goggles double the time period before the hero has to make rolls to avoid snow blindness. Notice rolls involving sight are made at –2 because of the heavy tint.
* ''Grappling Hook and Line:'' A grappling hook is attached to a light line of variable length (but usually no more than 15 yards in length). The user throws the hook just as if he were attacking a target. It has a range of 3/6/12. If it “hits,” the hook has set and can hold up to 200 pounds of weight.
* ''Healer’s Bag:'' A character who tries to heal someone without a supply of bandages, herbs, salves, and poultices suffers a –2 penalty to his roll. This does not affect the //healing// spell.
* ''Herbal Remedy:'' See [[Herbalism]]. The hero picks one effect from the list. Note that herbal remedies are good for just one week (8 days). After this they grant no effect.
* ''Herbalist’s Kit:'' Contains a small iron pot, knives, pestle and mortar, and clay storage jars. A character trying to brew herbal remedies without a kit suffers a –2 penalty to his Knowledge (Alchemy) rolls.
* ''Herbs, Dried:'' Dried herbs can be used to make herbal remedies. Using dried herbs gives a –2 penalty to Knowledge (Alchemy) rolls. See [[Herbalism]].
* ''Icewood:'' Harvested only from the Frozen Forest, icewood is a rare and valuable form of wood, most often used by dwarves in their forges. When ignited, it burns with a [[coldfire|Coldfire]] flame. An icewood campfire (uses 1 pound per two hours) lowers the temperature by two levels in a Large Burst Template centered on the fire. Icewood can only be found for sale in the Icedale Freeholds or a dwarven settlement (no one else has much use for it).
* ''Insect Net:'' In summer, the wetlands of the Hearthlands buzz with mosquitoes, while towns suffer plagues of flies. Insect netting draped over a 1” square, keeps it free of insects.
* ''Lantern:'' A lantern provides light in a 4” radius for three hours per pint of oil. There is a 50% chance the lantern breaks if dropped, and a 1 in 6 chance it sets normal combustibles alight.
* ''Lantern, Bullseye:'' A bullseye lantern acts as a regular lantern, but also has a shuttered reflective hood that can focus light through a small opening. When used in this way, it provides a cone of light equal to the Cone Template. There is a 50% chance the lantern breaks if dropped, as above.
* ''Lockpicks:'' A character who tries to pick a lock without these tools suffers a –2 penalty to his roll.
* ''Musical Instrument:'' Numbers in parentheses are cost and weight. Instruments include flutes (50 gs/1 lb), lyres (150 gs/2 lbs), drums (75 gs/3 lbs), bagpipes (250 gs/5 lbs), lutes (200 gs/3 lbs), and small harps (300 gs/6 lbs). Playing a musical instrument requires an Agility roll. A –2 penalty applies if the hero has no obvious musical training.
* ''Norn Charm:'' Norn charms are runes of fate carved onto flat stones, pieces of bark, and such like. Each charm is a one-shot device and contains 1 benny. The benny can be used exactly as a normal benny.
* ''Oil (1 pint):'' Besides providing light when used in lanterns, oil can also be used as a weapon. This is most commonly done, by putting oil in a ceramic flask with a lit fuse. The flask is then thrown at the target where it breaks and the fuse sets the oil alight. Lighting a fuse requires 1d6 rounds with fl int and steel (1 round with open flame), so it’s best to light the fuse before a fi ght starts (a fuse stays alight for 10 minutes). The flask’s range is 3/6/12. Anything it hits is set alight on a d6 roll of 5–6, causing 1d10 damage per round. The fire has a chance of growing each turn as usual.
* ''Pick:'' Picks are unbalanced as weapons and so inflict a –1 penalty on the user’s Parry and Fighting scores. Their damage is Str+d6.
* ''Pigeon, Carrier:'' Carrier pigeons are used to carry messages to a single location. The weight accounts for a small, wicker cage to house the bird. The pigeon can fly 100 miles a day.
* ''Rope (10 yards):'' The rope can safely handle 300 pounds without worry. For every 50 pounds over that, roll 1d6 every minute or whenever the rope suffers a sudden stress. On a 6, the rope breaks under the strain.
* ''Saddle, War:'' War saddles are custom made for the user. They grant a +1 bonus to Riding rolls to stay in the saddle.
* ''Salt:'' A pound of salt sprinkled over a 1” square of ice lowers the thickness by one level (see [[Thin Ice]]). Reducing the ice below very thin results in the ice completely melting.
* ''Sandglass:'' Primitive timepieces keeping track of the three-hour long “gates” the day is broken up into.
* ''Skates (pair):'' A hero wearing skates treats smooth ice as normal terrain. He rolls one die type higher (typically a d8) when “running” on smooth ice. On other terrain, the hero has his Pace reduced by half (minimum of 1) due to the difficulty in walking and cannot run. Donning or removing skates takes an action.
* ''Skis (pair):'' A character wearing skis treats all snow and ice as normal terrain, but has his Pace halved (minimum of 1) and cannot run on other terrain. He rolls an extra d6 when “running” downhill on ice or snow. When moving at Overland Pace, he treats snow as average terrain. Donning or removing skis takes an action.
* ''Snowshoes (pair):'' A character wearing snowshoes treats all snow as normal terrain, but has his Pace reduced by 1 (to a minimum of 1) and cannot run on other terrain. When moving at overland rates, he treats snow as standard terrain with no path. Donning or removing snowshoes takes an action.
* ''Tailored Clothing:'' Normally worn by nobles and dignitaries, tailored clothing grants the wearer +1 Charisma so long as the clothing is fully visible.
* ''Tent:'' Tents are treated to resist the cold. When in a tent, heroes have +2 to Vigor rolls to resist the effects of cold. (The heroes are out of the biting wind and body heat soon warms the interior.) Lighting a fire in a tent is dangerous!
* ''Tome of Learning:'' This magical book describes the process for casting a single spell determined by the GM. A mage can learn the contents even if he is not of sufficient Rank to actually cast it, but only when he reaches the appropriate Rank can he actually use it. The spell being learned must be available to the Arcane Background (a heahwisard cannot learn //regenerate//, for instance). Tomes containing runes do not exist. A mage of the appropriate Arcane Background makes a Smarts roll after 2d6 days of study. With success, the hero adds the spell to his repertoire. The contents are then permanently erased from the book. (This allowed a master to ensure his student had actually learned the spell.) On a failure, he may restudy the tome. The cost is per Rank of the spell. Tomes of learning are generally available only in cities with temples to Maera or places where mages gather (such as skalds at Scathmoor or the Spire, elementalists at the Imperial City, Drakeport, or Far Reach, druids in the Stone Forest, or any mage school in the Magocracy for heahwisard spells). A large city (20,000+ souls) might have a few for sale as specialist items. For a randomly discovered book, roll a d20 to determine the Arcane Background of the author.
|!d20 |!Arcane Background |h
|1–3 |Elementalism (Eir) |
|4–6 |Elementalism ( Ertha) |
|7–9 |Elementalism (Fyr) |
|10–12 |Elementalism (Waeter) |
|13–17 |Heahwisardry |
|18 |Hrimwisardry |
|19–20 |Song Magic |
* ''Tome of Lore:'' Tomes of lore are reference books. A tome grants a bonus to a specific Knowledge skill, chosen by the player when he buys the book or by the GM if the tome is found during an adventure. Each tome is rated between +1 (the most common) and +6 (the rarest), and covers a single skill. Modifiers higher than +3 cannot be purchased without the GM’s permission—they are extremely rare, and exist only in forgotten ruins or concealed in temple vaults. Those who own such tomes rarely sell them. The table below gives a random method for generating a tome’s bonus—the GM picks the skill.
|d20 |Bonus |
|1–10 |+1 |
|11–15 |+2 |
|16–17 |+3 |
|18 |+4 |
|19 |+5 |
|20 |+6 |
For each +1 bonus the hero wants to gain from his tome, he must read the book for an hour (to a maximum of the book’s rating). A hero doesn’t have to take the full bonus if he is in a hurry. Once he has finished reading, the hero may apply the bonus to a single skill roll of the appropriate Knowledge. The bonus is lost when it is used, the reader next sleeps, or 24 hours pass, whichever comes first. The listed cost is per +1 bonus the book imparts. The price rises dramatically for books with a +4 or higher bonus. Weight is 1 pound per +1 bonus. Tomes of lore are generally available only in cities with temples to Hoenir, god of knowledge, or places where the Lorekeepers have a strong presence. A large city (20,000+ souls) might have a few for sale as specialist items.
* ''Torch (2 hours):'' A torch provides clear light in a 4” radius. Properly prepared torches last for two hours. Temporary torches can be made with some wood, rags, and 1 pint of oil for every 10 torches. These last half as long, however, and produce more smoke than those created with care.
* ''Trained Animal:'' The beast is trained to respond to basic commands appropriate to its use. Only war dogs, war horses, and pygmy mammoths are trained for war.
* ''Whale Blubber:'' This greasy substance is smeared over skin to provide insulation against the cold. Each pound provides +1 to Vigor rolls to resist the effects of cold weather for 4 hours. Only one dose can be applied at any one time.
* ''Winter clothing:'' Characters with warm cloaks, woolen undergarments, and fur boots and gloves are +2 to their Vigor rolls to resist cold weather.
''Titles:'' Thief Lord, the Reaching Hand, Purveyor of Wealth, the Supreme Collector, Tomb Raider, the Silent One, the Enricher, Lord Luck, the Hand of Fate, Old Snake Eyes.
''Aspects:'' Thievery, chance, stealth, concealment.
''Symbol:'' An open doorway.
''Priesthood:'' Purveyors (priests); Tomb Raiders (paladins).
''Herald:'' A gaudily dressed rake.
''Holy Day:'' Second Marketdaeg of each month. Individual celebrations are held after a lucrative escapade as well.
''Duties:'' The pursuit of wealth through larceny, to defeat any security system.
''Sins:'' (Minor) being robbed, being caught committing a crime, failure to steal an object of at least 100 gs value once a month; (Major) being convicted of a crime you committed, running out of money, failing to steal an item worth at least 500 gs once per season; (Mortal) betraying the trust of another member of the faith, failing to steal an item worth at least 1000 gs once per year.
''Signature Power:'' //Boost/lower trait// (Agility, Climbing, Lockpicking, Notice, and Stealth only).
''Powers:'' //Altered senses, arcane resistance, bolt, burrow, champion of the faith, confusion, decipher, detect/conceal, dispel, ethereal/corporeal// (no corporeal), //fortune’s favored, gravespeak, growth/shrink, invisibility, light, lock/unlock, luck/jinx, obscure, negate arcana, sanctuary, silence, speak language, summon herald, wall walker, wandering senses.//
''Trappings:'' Clergy may use any trapping except a necromantic one. Those with a larcenous bent often favor darkness.
''Special:'' Nauthiz is a greedy god. Every month, clergy must sacrifice a minimum of 50 gs worth of coins or goods to their god or commit a minor sin. Nauthiz is also a gambler and offers followers a single, double, or quits game of chance. The hero makes a Gambling roll (he can try to cheat— Nauthiz expects this) against a Gambling skill of d12+2. If the cleric loses, he owes the god 100 gs. Should he win, he owes nothing that month.

Nauthiz is the patron of thieves, tomb robbers, gamblers, and happy-go-lucky souls. [[Hoenir]] and [[Var]] are his brothers. When statues to him are created, which is not often, they show a cowled figure with a handful of coins in his left hand and a pair of dice in the other.

The priesthood of Nauthiz doesn’t broadcast its existence. Most cities have outlawed the cult, imposing harsh punishments on clergy caught in the act of thievery. As such, temples tend to be rather small, and are usually located in sewer systems or rundown parts of town where the town guard rarely patrols. Many change locations on a regular basis to prevent captured thieves from revealing its whereabouts.

Priests tend to act as guildmasters or operate in settlements, though some run gambling houses. Paladins are expected to rob tombs, often protected with magic and mundane traps. Some paladins offer their services as security advisors, telling merchants and nobles how best to protect their assets. Nauthiz doesn’t mind this, so long as his clergy are well paid for their knowledge. Although driven by greed, the clergy also seek out supposedly theft proof tombs as a reminder that nothing remains inviolate forever.

There are no formal ceremonies to Nauthiz. When clerics wish to praise their god, they go out and steal something of value or take part in games of chance (typically cheating as often as they can get away with).
''Titles:'' The Everfull Jug, the Turbulent One, the Torrent, Lord of the Seas.
''Aspects:'' Lakes, rivers, sea, sailors, water.
''Symbol:'' A jug pouring out water.
''Priesthood:'' Navigators (priests); Marines (paladins)
''Herald:'' A mermaid (at sea) or a rough-looking sailor with waterlogged clothes (on land).
''Holy Day:'' Every Waescdaeg. Any day a new ship is blessed is also a local holy day.
''Duties:'' Protect and aid sailors and sea creatures, keep watercourses clean and flowing.
''Sins:'' (Minor) using a bridge when you can wade or swim safely, allowing a water creature to be harmed except for food, not drinking your share of water each day; (Major) killing a water creature except for food, not undertaking a sea voyage of at least a week duration once a year; (Mortal) polluting a water source, burying someone in the earth.
''Signature Power:'' //Environmental protection// (water only).
''Powers:'' //Barrier, beast friend// (sea creatures only), //bolt, boost/lower trait// (Boating and Swimming only), //champion of the faith, elemental form// (water only), //elemental manipulation// (water only), //energy immunity// ([[coldfire|Coldfire]], fire, heat, ice, and water only), //ethereal/corporeal// (no corporeal), //fatigue, fog cloud, glyph, healing, mend, sanctuary, shape change// (sea creatures only), //stun, succor, summon beast// (aquatic beasts only), //summon herald, summon elemental// (water, mud, and steam only), //wall of might, water walk.//
''Trappings:'' Clergy must use water trappings whenever appropriate. They cannot take fire or heat trappings.

Neorthe commands all the waters of the world, be they rivers, oases, or oceans. Like the waters, the deity can be calm and benevolent one moment, and destructive and malevolent the next. His image is of a bearded man with seaweed for hair. When shown in full form, rather than just a torso, he has a fish’s tail instead of legs.

Neorthe is one of the four elemental gods. Only mariners and fisherman worship him directly, though farmers pay him annual homage so he will give his brother [[Thunor]] enough water to sprinkle on their crops, but not so much it drowns them.

Shrines to Neorthe can be found on all ships, and many sailors carry small images of the god to protect them should they fall into the sea. Some springs, especially hot springs, have shrines near by, and roads following the course of major rivers may also have small shrines along them. Most bridges are engraved with his symbol to ensure the god doesn’t take offense at their presence. Traditionally, any new ship, whether it is a rowboat or a vast warship, is blessed by a Navigator to ensure good luck and to appease Neorthe’s wrathful nature.

Every port of note has a temple to him, usually located by the docks. As well as being a place of worship, temples serve as soup kitchens for fishermen and sailors down on their luck, and marketplaces where fisherman, sailmakers, and netmakers can sell their wares. Captains seeking mercenaries to work as marines or sailors needing a ship use the temples as recruiting grounds.

Priests serve as ship captains or navigators, though a few earn their keep as cartographers. Paladins, as befits their name, commonly work as waterborne-mercenaries, rowing and fighting when necessary. Both are responsible for protecting watercourses. Sometimes this means killing despoilers, such as orcs, or clearing up the fell residues left by mining operations. During winter they hack away at ice to keep smaller rivers flowing. Some travel far and wide as part of their work, others restrict themselves to a single body or stretch of water.

Ceremonies are rarely conducted on land, that being an affront to Neorthe. Sacrifices take the form of coins or worked objects, which are thrown into rivers, lakes, or the sea for Neorthe to collect. Animal sacrifices are typically land animals or birds—the killing of a marine creature is considered a sin, except when it is done to provide food.
The Finnar, Saxa, and Tuomi often use nicknames instead of surnames. In large settlements this can be the only way of telling the many Edwin Wiglafsunus apart and avoiding confusion. Some nicknames are marks of respect or relate to a physical feature. Others are defamatory. A few even relate to crafts.Here are some example nicknames.

~Bare-Legs (wears a kilt or has hairless legs), the Bold, the Brave, ~Deep-Minded (thinks a lot), the Feeble, Fosterer (takes in children from other clans, often as hostages to ensure peace), the Gossip, ~Gray-Cloak (grey-haired), ~Hairy-Cheek (big beard), the Hunter, the Little, the Noisy, ~One-Hand, the Peacock (a man who spends too much time on his appearance), ~Serpent-Tongue (a liar or gossip), Skinflint, the Smith, the Stubborn, Wartooth (a man who enjoys battle), the White (has a pale skin or is cowardly), ~X-Killer (such as ~Giant-Killer or ~Orc-Killer).
''Titles:'' The Concealer, Nightlady, Mistress of Darkness, Backstabber, the Creeping Shadow, the Black Blade, the Unseen One.
''Aspects:'' Assassins, darkness, concealment, keeping of secrets, secret murder.
''Symbol:'' A swirl of black on a gray background.
''Priesthood:'' Shadowlords (priests); Black Blades (paladins).
''Herald:'' A humanoid form of inky darkness.
''Holy Day:'' Every day of Deorcmonan. During Fogmonan, these are high holy days. Heah Wyntr Daeg is a major holy day.
''Duties:'' Commit murder, destroy knowledge, spread ignorance, conceal objects from view.
''Sins:'' (Minor) spreading knowledge, not destroying at least one book a month, writing a book or giving a lecture; (Major) betraying a confidence, allowing an object or secret you concealed to be revealed; (Mortal) revealing a deep secret given to you in trust, failure to complete a contracted killing.
''Signature Power:'' //Obscure//.
''Powers:'' //Altered senses, banish, bless/panic// (panic only), //bolt, boost/lower trait// (Agility, Climbing, Fighting, Shooting, Stealth, and Throwing only), //burrow, champion of the faith, confusion, deflection, conceal// (conceal only), //energy immunity// (darkness and light only), //entangle, ethereal/corporeal, farsight, fear, fog cloud, heat mask, invisibility, nightmare, quickness, sacrifice, sanctuary, sentry, shrink// (no growth), //silence, smite, summon elemental// (shadow only), //summon herald, teleport, wall walker, wandering senses//.
''Trappings:'' Niht’s clergy must use a darkness trapping where appropriate. They may never use a light or fire trapping.

Lady of darkness and all that lurks within the shadows, Niht is a goddess of evil intention. Clergy of [[Hoenir]] consider her especially vile, as she directly opposes their deity. Lorekeepers, even those who do not follow [[Hoenir]], also consider Niht’s followers sworn enemies. Statues depict a female form, but one devoid of any features. Regardless of the material used in their construction, statues are always stained black.

Temples to Niht are constructed underground or in blackened rooms. Bringing light into a temple is considered an act of desecration, and no expense is spared in hunting and punishing down the perpetrators. Shrines are uncommon, and when they do exist, they are typically found in caves in the wilderness, where local worshippers can gather in secret, away from the prying eyes of curious neighbors.

Niht’s paladins are assassins for hire. Although numerous assassins’ guilds exist, those who can afford the fee always elect to use the church of Niht. Priests are usually more concerned with the destruction of knowledge and keeping secrets. Rather perversely, many act as confessors to powerful individuals who trust their darkest secrets will die with the priest, and yet cleanse their soul of any taint through confession. Clergy have been known to aid the Reliquary at times, for they seek only to remove knowledge from the public eye, not gather it for their own use.

Most festivals and ceremonies involve destroying knowledge. Book burning is the most common form of destruction, an act which also serves as a sacrifice. Some scholars believe Niht is secretly gathering all the knowledge in the universe for herself, though to what purpose none dare speculate. On special occasions, priests or paladins who have repeatedly sinned have their tongues cut out and hands removed as punishment, while heavily cloaked clergy sing dark and somber hymns to cover the screams.
Noble titles in Hellfrost are given in the table below. Unless a character is a member of the royal family, the highest title he can achieve is Duke.

Typically, the eldest child takes a title one step below his father, the next child two steps lower, and so on. The minimum title a noble can hold is Knight, which may be used by several children.

Engros, who don’t go in much for nobles, have their own limited social scale. A rye is a hereditary title carried by the head of a family, while boeri denotes the head of a tribe. There is only ever one krallis (king), elected from among the boeri at a grand meeting of the various tribes. A beti-rye is the title used by a child of any noble, regardless of his parents’ status.

Among the Tuomi, a mormaer is the head of a tribe and comes (pronounced ko-maze) a clan leader. Ruiri is used to denote the child of any noble, regardless of rank. The titles kreivi, vapaherra, and aatelinen serve the same function among the Finnar.

Female titles (listed second) are used by all the races. Anari and engro female titles are as listed. Saxa typically add the letter “a” to the end to denote a female title unless otherwise denoted, whereas Finnari titles are non-sexual.

|!Anari |!Saxa/Dwarf |!Engro |!Tuomi |!Finnar |!Elves |h
|//Knight/Lady// |//Ridder// |//Beti-rye/Beti-raya// |//Ruiri/Ruira// |//Aatelinen// |//Leaflord/lady// |
|//Banneret/Banneress// |//Lendmann// |//(not used)// |//(not used)// |//(not used)// |//(not used)// |
|//Baron/Baroness// |//Hauld// |//Rye/Raya// |//(not used)// |//Vapaherra// |//Boughlord/lady// |
|//Count/Countess// |//Thegn// |//(not used)// |//Comes/Comea// |//Kreivi// |//Greenlord/lady// |
|//Duke/Duchess// |//Jarl// |//Boeri/Boera// |//Mormaer/a// |//(not used)// |//Forestlord/lady// |
|//Prince/Princess// |//Aethling// |//(not used)// |//(not used)// |//(not used)// |//Prince/Princess// |
|//King/Queen// |//Cyning/Cwene// |//Krallis/Kralla// |//(not used)// |//(not used)// |//King/Queen// |
|''Description:''|Extends TiddlyWiki options with non encrypted password option.|
|''Date:''|Apr 19, 2007|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0 (Beta 5)|
version.extensions.PasswordOptionPlugin = {
	major: 1, minor: 0, revision: 2, 
	date: new Date("Apr 19, 2007"),
	source: 'http://tiddlywiki.bidix.info/#PasswordOptionPlugin',
	author: 'BidiX (BidiX (at) bidix (dot) info',
	license: '[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D]]',
	coreVersion: '2.2.0 (Beta 5)'

config.macros.option.passwordCheckboxLabel = "Save this password on this computer";
config.macros.option.passwordInputType = "password"; // password | text
setStylesheet(".pasOptionInput {width: 11em;}\n","passwordInputTypeStyle");

merge(config.macros.option.types, {
	'pas': {
		elementType: "input",
		valueField: "value",
		eventName: "onkeyup",
		className: "pasOptionInput",
		typeValue: config.macros.option.passwordInputType,
		create: function(place,type,opt,className,desc) {
			// password field
			// checkbox linked with this password "save this password on this computer"
			// text savePasswordCheckboxLabel
		onChange: config.macros.option.genericOnChange

merge(config.optionHandlers['chk'], {
	get: function(name) {
		// is there an option linked with this chk ?
		var opt = name.substr(3);
		if (config.options[opt]) 
		return config.options[name] ? "true" : "false";

merge(config.optionHandlers, {
	'pas': {
 		get: function(name) {
			if (config.options["chk"+name]) {
				return encodeCookie(config.options[name].toString());
			} else {
				return "";
		set: function(name,value) {config.options[name] = decodeCookie(value);}

// need to reload options to load passwordOptions

if (!config.options['pasPassword'])
	config.options['pasPassword'] = '';

		pasPassword: "Test password"
A patron deity is one to which a mortal devotes his entire religious life. Most folk don’t go this far, and are happy to switch gods as the need arises. A farmer, for instance, usually prays to Eostre, goddess of farming. However, he may also pray to Thunor, god of weather, so his crops get enough rain, Vali, the famine lord, to keep away blight, Sigel, the sun god, to provide a good summer for growing, and so on. Such activity is considered the norm in the Hearthlands.

However, most mortals do have a favored god, who acts as their patron after death (assuming they haven’t offended him in the meanwhile).

Clergy //must// pick a patron deity, and while not forbidden from giving worship to other gods, most deities treat this as a sin. (This sin is common and variable, and therefore not included in lists later in this chapter.)

Praying to a god whose aspects relate directly to a task, and where the gods have a natural crossover, is at worst a minor sin, and may even be overlooked by the deity. A cleric of Kenaz (god of fire) praying to Ertha (god of earth and smiths) when forging a new sword likely incurs no sin as it’s hard to make a sword without using metal and smithing skills. If a cleric of Eira, goddess of healing, prayed to Vali, even to help in removing a plague, she would likely suffer a major sin, as any prayer to a deity strengthens him.

The GM should use his knowledge of the gods and common sense when deciding when a sin occurs through cross-worship.
Type the text for 'Races'
|!Type | !Range | !Damage | !Cost | !Weight | !Min Str. |!Notes | !Avail |h
|Axe, throwing | 3/6/12 | Str+d6 | 50 | 2 | — || V |
|Bow | 12/24/48 | 2d6 | 100 | 3 | d6 || V |
|Bow, long | 15/30/60 | 2d6 | 200 | 5 | d8 || V |
|Crossbow | 15/30/60 | 2d6 | 300 | 10 | d6 |AP 2; 1 action to reload | T |
|Sling | 4/8/16 | Str+d4 | 10 | 1 | — || V |
|Short spear''*'' | 3/6/12 | Str+d6 | 75 | 3 | d6 |As short spear in melee | V |
|Throwing knife | 3/6/12 | Str+d4 | 25 | 1 | — || T |
|* Also covers javelins |>|>|>|>|>|>|>|f
|!Ammo | !Weight | !Cost |!Notes | !Avail |h
|Arrow, armor piercing | 1 lb/5 | 1 |AP 2; may be recovered* | V |
|Arrow, fleshripper | 1 lb/5 | 1 |+2 damage; may be recovered*; see notes | V |
|Arrow, signaling | 1 lb/5 | 2 |May be recovered*; see notes | V |
|Arrow, standard | 1 lb/5 | 1/2 |May be recovered* | V |
|Ballista bolt | 1 | 4 |May be recovered* | T |
|Quarrel | 1 lb/5 | 1 |May be recovered* | T |
|Sling stone | 1 lb/10 | 1/10 |Can be found** | V |
|* Outdoors, arrows bolts, and quarrels have a 4–6 on a d6 chance of being recovered. Underground or indoors, the chance is reduced to a roll of 5–6 to reflect the increased chance of breakage. |>|>|>|>|f
|** Stones can be found for free with a Notice roll and 1d10 minutes searching, depending on terrain. |>|>|>|>|f
* ''Arrow, Armor Piercing:'' Armor piercing arrows have a narrow head, designed to punch through armor. They have AP 2.
* ''Arrow, Fleshripper:'' These wickedly barbed arrows cause +2 damage, but double the protection of any armor the target is wearing (or natural armor).
* ''Arrow, Signal:'' Invented by the elves, these arrows have now come into standard use. They produce a high-pitched whistle when fired, which can be heard at a distance of 100” (200 yards).
''Titles:'' Watchman of the Gods, Guardian of Heaven, He Who Stares into Darkness, the Vigilant, the One-Eyed God.
''Aspects:'' Vigilance, protection of settlements, warnings.
''Symbol:'' A pair of eyes, one open and one shut.
''Priesthood:'' Eyes of the Vigilant (priests); Watchmen (paladins).
''Herald:'' A member of the summoner’s race with eight eyes, one pair on each side of its head.
''Holy Day:'' None. Clerics are expected to be eternally vigilant, not distracted by lengthy ceremonies. Any day an attack is averted is usually celebrated in some way, however.
''Duties:'' To watch over communities, to avoid confrontation through scouting.
''Sins:'' (Minor) failing to spot a trap, refusing to do sentry duty when you are not tired, allowing other sentries on your watch to fall asleep, letting someone get the Drop on you; (Major) allowing someone or something to slip past you on sentry duty, being caught in an ambush; (Mortal) falling sleep on sentry duty.
''Signature Power:'' //Detect/conceal// (detect only).
''Powers:'' //Altered senses, analyze foe, boost/lower trait// (Vigor, Notice, Stealth, and Tracking only), //champion of the faith, environmental protection, farsight, fog cloud// (dispel version only), //heat mask, invisibility, light, sanctuary, sentry, silence, speak language, speed, storm// (dispel version only), //summon herald, teleport, wandering senses, voice on the wind//.
''Trappings:'' Any, except darkness or necromantic. Light is the most common.

Although Rigr is sometimes called the One-Eyed God, he actually has two eyes when depicted in images. This name comes from the belief that Rigr, and indeed many of his most devout clergy, can sleep with one eye open, ever alert of danger.

Shrines are usually found in watchtowers and watch barracks, where sentries and watch can pray for vigilance. Temples can be found in larger settlements, where they serve as watch barracks and redoubts. Temples always have a tall watchtower, from which hangs a large bell, to be sounded only in times of emergency. In times of war, the clergy of Rigr and Tiw work closely together, the former commanding offensive actions and the latter defensive ones.

Rigr’s clergy are responsible for safeguarding their communities. In towns, they often work alongside the local watch, training new recruits and overseeing defenses. In rural communities, they may actually be the local watch. While priests tend to stay within settlements, paladins go into the world as scouts and trackers, using their powers to hunt down dangerous monsters marauding through the local countryside. Most often they are concerned with supernatural beasts or other evils, such as undead or orcs, but sometimes they work with paladins of [[Ullr]] to exterminate wolves and other natural menaces.

Rigr’s insistence on eternal vigilance means he does not require his clergy to perform ceremonies or hold festivals. Doing one’s job is sufficient praise, though prayers may be spoken and hymns sung while on watch.
''Requirements:'' Novice, [[Frost Dwarf]]
''Arcane Skill:'' Special (Smarts)
''Starting Powers:'' 1 (one rune)
''Spell List:'' Special (see below).

Rune magic is used only by the [[frost dwarves|Frost Dwarf]], though it is recorded in dwarven texts that the ancient [[Saxa]] once knew the art, having discovered its form through their own endeavors. If this is true, such knowledge must be long spent, for only the oldest songs and poems make any reference to the art.

This ancient art uses carved runes as the focus for weaving magical threads into a cohesive spell. Rune mages do need to prepare special runes for each casting, and do so by scratching them onto objects.

Rune mages do not learn individual spells, but instead master the secret of individual runes. Each rune learned grants the mage three spells. The names of the runes and the spells that accompany them are detailed below.

Although there are 21 known runes, much spellcraft has been lost over the centuries. Even the most adept runes mages can now master only a handful of runes proficiently.

The letter in parentheses is the Rank required to learn the rune. As long as he meets the rune’s Rank, the caster ignores individual spell Ranks. In some cases this means he can use individual spells slightly earlier than other wizards, but in some instances he must wait a little longer before he can invoke them.
* ''~Armor-Rune (S):'' //armor, bladebreaker, weapon immunity//
* ''~Arrow-Rune (N):'' //aim, bolt, boost/lower trait// (Shooting and Throwing only)
* ''~Battle-Rune (N):'' //boost/lower trait// (Battle only), //gift of battle, warrior’s gift//
* ''~Beast-Rune (S):'' //beast friend, summon beast, viper weapon//
* ''~Blessing-Rune (V):'' //arcane resistance, fortune’s favored, luck/jinx//
* ''~Calming-Rune (S):'' //becalm, bless/panic, slumber//
* ''~Change-Rune (S):'' //ethereal/corporeal, growth/shrink, shape change//
* ''~Charm-Rune (S):'' //boost/lower// (Persuasion and Streetwise only), //charismatic aura, puppet//
* ''~Coldfire-Rune (S):'' //burst// (cold, [[coldfire|Coldfire]], or ice trapping only), //environmental protection// (cold or heat only), //sluggish reflexes//
* ''~Curse-Rune (S):'' //confusion, disease, fatigue//
* ''~Cut-Rune (N):'' //boost/lower trait// (Strength and Fighting only), //battle song, smite//
* ''~Dispel-Rune (V):'' //dispel, negate arcana, silence//
* ''~Earth-Rune (S):'' //bridge, burrow, quake//
* ''Elemental Rune (V):'' //elemental form, elemental manipulation, summon elemental//
* ''Glow Rune (S):'' //altered senses, heat mask, light//
* ''~Healing-Rune (N):'' //boost/lower trait// (Healing and Vigor only), //healing, succor//
* ''~Secret-Rune (S):'' //detect/conceal, insight, invisibility//
* ''~Shield-Rune (N):'' //barrier, deflection, warding//
* ''~Tongue-Rune (N):'' //grave speak, speak language, voice on the wind//
* ''~Travel-Rune (S):'' //quickness, speed, wilderness step//
* ''~Weather-Rune (S):'' //fog cloud, storm, whirlwind//

''Skills:'' Rune magic does not have a single arcane skill. Instead, each rune’s name is a separate skill and must be increased separately. Thus, a mage who takes the //armor-rune// has the ~Armor-Rune skill. Through this skill he can invoke //armor, bladebreaker//, or //weapon immunity//. 

A hero who learns a rune automatically gains a d4 in the appropriate skill. It is then increased using the regular rules for advancements.

''Mechanics:'' In order to use a rune, it must be carved into an object, forming a magical focus. No focus means no arcane skill roll can be made.

Thus, when casting, the hero must have one hand available, a knife or other sharp object, and something on which to carve (flesh is perfectly fine).

The hero decides which single power from the rune he wishes to invoke when he makes an appropriate arcane skill roll. Carving the rune requires just a few brief strokes, and is part of the arcane skill roll. Whether successful or failed, the rune fades once the arcane skill roll is made.

''Edges:'' Rune mages can take the New Power Edge only once per Rank (or every 20 XPs after Legendary). This grants them a new rune, its three associated powers, and d4 in the appropriate skill.

The initial rune learned when this Edge is taken counts as the hero’s sole rune for his current Rank. If he takes the arcane background during character generation, for example, the mage must wait until Seasoned before he may take a new rune.

A rune mage who wants to learn Alchemy must have at least one rune skill at a d6. However, he can only utilize spells for which his arcane skill is d6 or higher. For instance, a mage with ~Healing-Rune d8 and ~Travel-Rune d4 cannot use the Edge to create items containing //quickness//, //speed//, or //wilderness step// until his skill increases to a d6. The hero only need buy the Edge once—other rune skills can be used automatically once they meet the arcane skill die requirement.

To learn the Combine Spell Edge, a mage needs a d10 in a single rune skill (as well as the other requirements). The hero only need buy the Edge once—other rune skills can be used automatically once they meet the arcane skill die requirement. Thus, a mage with ~Armor-Rune d10 and ~Cut-Rune d8 can combine any two spells from //armor//, //bladebreaker//, and //weapon immunity// but none of the ~Cut-Rune spells until his skill increases to a d10.

When combining spells from two runes with different die types, use the lower skill die to cast the spell. For instance, if our hero increased his skills to ~Armor-Rune d12 and ~Cut-Rune d10, he could combine //armor// and //smite//, but would roll a d10.
The Saxa are clannish folk, primarily living in small farmsteads and villages, though a number of Saxa towns exist. Most such towns are royal territories, and thus house the court, or trading centres.

Even before the Blizzard War, the Saxa preferred this existence. Steads house entire extended families, sometimes numbering as many as 70 souls, and are protected by stout wooden fences, making them into mini-fortified villages.

Their culture is based on oaths of friendship and loyalty and the principal of [[hospitality|Hospitality]], the latter extending even to enemies so long as they obey the age old customs and laws governing [[hospitality|Hospitality]].

Saxa mages prefer song magic above all others. Those who do study elementalism prefer earth magic, and many never advance beyond that single element. Of the many gods worshipped, Eostre and Kenaz are most favored.

Saxa men favor loose woolen tunics and leather trousers. Boots are worn high, strapped to the leg with cord to provide a snug fit. Women wear long wool dresses fastened at the shoulder with ornate clasps. Cloaks are common among both sexes.

Saxa average just under 6 feet in height and have brown or blonde hair, blue or light green eyes, and pale skin. Men grow moustaches and beards, though unlike dwarves there is no social bias to these, and wear their hair long.

''Names:'' (Male) Agdi, Cynric, Edwin, Gautrek, Leofric, Penda, Runolf, Seaxwulf, Skuli, Wiglaf; (Female) Aalfwynn, Eadgifu, Gytha, Isgerrd, Skjalf, Thorgerd, Wulfwynn, Yrsa.

For surnames, Saxa add the suffi xes -sunu (“son”) or -sdohtor (“daughter”) to their father’s name. For instance Cynric son of Odwin is known as Cynric Odwinsunu.

See also: [[Nicknames]]
''Titles:'' Judger of Souls, Holder of the Two Keys, Gatekeeper, Soulkeeper, Shieldmaiden of the Gods.
''Aspects:'' Death, final judgment, hate undead
''Symbol:'' A skull with an axe embedded in the top.
''Priesthood:'' Eulogists (priests); Divine Slayers (paladins).
''Herald:'' A member of the hero’s race, shining with divine fury.
''Holy Day:'' Every Sunnandaeg. During Werremonan these are high holy days.
''Duties:'' Destroy undead and demons.
''Sins:'' (Minor) refusing to destroy an Extra undead or demon, engaging in conversation with an undead or demon (except to Intimidate or Taunt it), allowing a corpse to be buried without blessing it, desecrating a tomb or other burial place; (Major) refusing to destroy a Wild Card undead or demon, not spending a week in the Withered Lands once a year; (Mortal) knowingly aiding an undead, demon, or cleric of [[Hela]].
''Signature Power:'' //Weaken undead//.
''Powers:'' //Arcane resistance, armor, banish, bladebreaker, bless/panic// (bless only), //bodyguard, bolt, boost/lower trait, champion of the faith, deflection, dispel, ethereal/corporeal// (no ethereal), //glyph, gravespeak, healing, heat mask, immunity// (necromantic only), //invisibility, light, prolonged blast, quickness, sanctuary, smite, sphere of might, summon herald, warding, warrior’s gift, weapon immunity//.
''Trappings:'' Clergy may use any trapping except darkness or necromantic.

Scaetha, a daughter of [[Tiw]], once served as a lesser war deity. Her responsibilities included blessing female fighters before battle and harvesting the souls of the fallen faithful for deliverance to her father’s mead hall.

When [[Hela]] unlocked the gate to the Abyss, Scaetha joined [[Sigel]] in stemming the tide of souls. She drove [[Hela]] away from the gates and closed them, despite suffering many wounds, thus preventing any more souls from escaping.

In return for her service, [[Sigel]] promoted Scaetha to the role of goddess of death and judger of souls, replacing [[Hela]] in this role. Since [[Sigel]]’s disappearance, she has also become the champion of those who follow the light, although she grants no special favors with regard this aspect of the universe.

Scaetha is depicted as a stern-faced woman clad in armor. [[Saxa]] tend to show her in chain mail, elves in leather, while [[Anari]] and [[dwarf|Frost Dwarf]] prefer plate mail. She carries a sword in her right hand and shield in her left.

Shrines in her honor can be found in any settlement’s graveyard, and normally take the form of a stone raven with spread wings. Her temples are dark and gloomy places, where any sound seems muffled. Dotted throughout the temple are numerous crypts, each containing clerics and paladins who fell in battle against undead. Though their mortal remains lie silent, their souls continue the battle in the afterlife. The war against evil is eternal for followers of this faith.

Scaetha’s clergy serve two purposes. First, they are responsible for blessing corpses, ensuring they reach Scaetha without being intercepted. Second, they wage a perpetual war against the undead. It is for the latter they are most renowned. Priests and paladins perform much the same roles, though paladins tend to be more militant in their outlook. Both are typically stern and humorless, for their work brings them in contact with many horrors.

Ceremonies and festivals revolve around death. Dirges, poems about fallen heroes, and eulogies to lost comrades make up much of the proceedings. Prayers and hymns are centered around blessing departed souls, in the hope Scaetha finds them innocent of any sin.
''Titles:'' The ~All-Seeing Eye, the Burning Eye, Father of Light, Scourge of Darkness, Foe Scorcher, the Pure One.
''Aspects:'' Sun, light, purity, good.
''Symbol:'' A golden stylized sun disc.
''Priesthood:'' Sun Priests (priests); Sun Knights (paladins).
''Herald:'' A half-man, half-sun dragon.
''Holy Day:'' Every Sunnandaeg. Heah Sumor Daeg is a high holy day.
''Duties:'' To promote the cause of good, to bring light into the world, to oppose the forces of darkness. 
''Sins:'' (Minor) not welcoming the sun each morning, remaining underground for more than a day, gambling or drinking to excess, performing a minor evil act; (Major) permanently blinding a foe, refusing to fight the forces of darkness, not standing up against immoral behavior, committing a major evil act; (Mortal) willfully aiding the forces of darkness.
''Signature Power:'' //Light//.
''Powers:'' //Altered senses, aura, banish, bless/panic// (bless only), //bolt, burst, champion of the faith, deflection, elemental manipulation// (fire only), //energy immunity// (cold, [[coldfire|Coldfire]], heat, fire, ice, or water only), //environmental protection// (fire/heat only), //farsight, fatigue, invisibility, precognition, prolonged blast, sanctuary, speed, sphere of might, stun, summon elemental// (fire only), //summon herald, teleport, warding, weaken undead//.
''Trappings:'' Followers must have a light, heat, or fire trapping whenever possible. They cannot take cold, [[coldfire|Coldfire]], darkness, ice, or necromantic trappings.

After [[Hela]]’s rebellious act, Sigel, god of light, led the fight against the darkness she had unleashed into the world. However, it appears he has vanished, and [[Scaetha]] now leads the fight in his absence. Before the Blizzard War, Sigel’s Hearth (the common name for the sun) shone brilliantly, a glowing orb that warmed the Hearthlands. Since that day, the sun has grown steadily weaker, and its radiance has dimmed, as if something had placed a veil over the burning eye. Sigel’s clerics have noticed a reduction in their power, especially in the frozen wastes.

Sigel is represented as a man with a circle, representing the eternal sun, around his head. He holds a sword in his right hand. A flame, the light of purity, rises from his left palm.

Shrines to Sigel exist in most Hearthland settlements, and usually take the form of a large sundial. In some communities, [[Maera]] and Sigel are worshipped jointly, with a sun- and moondial marking the shrine. Temples are found only in large towns, and are always spacious and brilliantly lit. They are often lavishly decorated with gold, the god’s chosen metal, and paladins are housed in large numbers to deter thieves.

With the clergy of [[Scaetha]] engaged in war against the undead threat, Sigel’s priests and paladins now focus on preventing the expansion of the Hellfrost. Many of his priests work closely with the Hearth Knights, either as healers and spiritual guides, or as mercenaries.

Festivals and ceremonies take place at dawn, midday, and dusk. Prayers and hymns are the most common form of worship. Some clergy dedicate Hellfrost foes they are about to slay to their god, in the hope their deaths strengthen the waning deity.
reference for the players of the Savage Worlds game at rpol.net
Hellfrost: Endless Winter
''Requirements:'' Novice
''Arcane Skill:'' Song Magic (Smarts)
''Starting Powers:'' 3
''Spell List:'' //Arcane resistance, banish, battle song, beast friend, bless/panic, boost/lower trait, charismatic aura, confusion, detect/conceal, dispel, elemental manipulation, fatigue, fear, healing, lock/unlock, mimic, negate arcana, nightmare, puppet, sanctuary, silence, slumber, speak language, stun, succor, summon beast, voice on the wind, warding, warrior’s gift, wilderness step//.

Song mages, more correctly known as skalds, are sorcerers who work their magic through the power of song. The art is extremely ancient and found among all races, though [[Anari]] skalds became rare after they began writing down their epic tales.

As well as being spellcasters, skalds are also storytellers and poets, able to recount epic poems and stories from memory. Some play instruments, but most simply use their voice to enthrall their audience. Their talents make them popular guests. Finding a warm place to sleep and a hot meal usually requires nothing more than a tale to entertain the host.

A skald learns special techniques for memorizing things he has heard or read, and he is well versed in many topics. They have +1 to all Common Knowledge rolls, as well as Knowledge rolls relating to riddles, history, folklore, and such like. Agility is used to play an instrument, bards being conversant in most forms.

Skalds are also popular with nobility and commoners alike and receive +1 Charisma.

''Casting:'' Skalds must be able to speak to work their magic, but don’t need to use their hands. Once the spell is cast, the skald may stop singing, even if the spell is to be Maintained.
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At some point in the distant past, several elven tribes argued that all forests, even the great taiga that lay near the frozen realms, should become Elfhomes. After much debate, the race split amicably and a great host headed northward, keen to impose elven values on the virgin pine forests.

Here they dwelt in relative isolation, trading with the Finnar, dwarves, and the humans whose lands bordered their own, and knowing little of the races further south. Over the centuries, almost all ties with their southern cousins were forgotten.

Since the Blizzard War, however, taiga elves have seen their natural habit decline in ways similar to their temperate cousins. Many of the old forests were crushed beneath ice and snow, and those that remained have dwindled considerably. Although these remaining realms have shrunk, they have not been totally consumed, thanks to powerful magic that halts the progression of the ice into their realms. Unfortunately, the magic is only a delaying tactic, not a solution.

Taiga elves have white hair and light blue skin, but are otherwise similar to hearth elves. They have a similar lifespan.

''Names:'' Taiga elves use only a single name, which usually (but not always) has a wintry, natural element to them. Examples include Flakerider, Frostmane, Icegleam, Nighteyes, Shadowweaver, and Snowrunner.

* ''Agile:'' Taiga elves are graceful and agile. They start with a d6 in Agility instead of a d4. Through advances and Edges, they can have a maximum Agility of d12+3.
* ''All Thumbs:'' Taiga elves have an inbred dislike of mechanical objects (including crossbows). They have the All Thumbs Hindrance.
* ''~Forest-Born:'' Taiga elves suffer no penalties for difficult ground in forests. When using the Overland Pace system, they treat such terrain as one category lower.
* ''Heat Lethargy:'' Taiga elves become lethargic at temperatures of 53 degrees or higher. They have –1 to all trait rolls in such temperatures.
* ''Insular:'' Taiga elves rarely dabble in the affairs of other races. They have –2 Charisma when dealing with all races except elves.
* ''Low Light Vision:'' Like their temperate kin, taiga elves have cat-like eyes and so can ignore lighting penalties for all but Pitch Darkness.
* ''Natural Realms:'' Taiga elves who become druids treat Elfhomes as wilds, not urban areas.
* ''Winter Soul:'' Taiga elves have +2 to Vigor saves to resist the effects of cold weather, and +2 Armor to resist the affects of cold, coldfire, or ice attacks.
''Titles:'' Fateweavers, the Three Sisters, the Inescapable Ones.
''Aspects:'' Fate, destiny, past, present, future.
''Symbol:'' A weaving loom.
''Priesthood:'' Fatespeakers (priests); Hand of Destiny (paladins).
''Herald:'' A cloaked figure holding a sandglass in one hand and a length of tapestry that fades into nothingness.
''Holy Day:'' None. Priests are expected to give thanks when a particularly fateful event occurs.
''Duties:'' To ensure that fate runs its true course, to end overdue lives, to protect those with destiny.
''Sins:'' (Minor) revealing too much of the past or present; (Major) allowing a creature to live past its allotted time, allowing an unborn creature to exist; (Mortal) revealing too much of the future.
''Signature Power:'' //Precognition//.
''Powers:'' //Analyze foe, banish, bless/panic, bolt, boost/lower trait, champion of the faith, confusion, deflection, dispel, entangle, fatigue, fortune’s favored, healing, insight, invisibility, luck/jinx, mimic, quickness, speed, succor, summon herald, teleport, warding// (constructs, demons, and undead only).
''Trappings:'' Trappings are usually related to time, but powers can have any trapping.

Urd, Verdandi, and Skuld are collectively known as the Norns, the three sisters who control past, present, and future, respectively. According to the teachings of the church, the life story of every natural being is woven, at the time of their birth, into the great tapestry of life and is an inescapable destiny. Even the gods have predefined life spans. The Norns weave the threads of fate, intertwining the destinies of every living being. Urd is shown as a child or young maiden, Verdandi as a middleaged woman, and Skuld as a haggard crone.

There are no temples to the Norns, and even shrines are rare. The Three Sisters are, by nature of their aspects, part of everything, and all acts honor them because they are part of every individual’s destiny.

Priests often work as soothsayers. Though they have no direct powers to view the entire skein of a man’s life, the Norns allow them brief, veiled glimpses, enough to provide a clue to the path a man must walk, but not enough to reveal what fate awaits him. Some things man must discover for himself. Even the other gods are bound by this restriction, despite several attempts by the gods (not all of them evil) in prehistory to gain the knowledge of foresight.

Paladins, on the other hand, are charged with hunting down and eradicating creatures which were not born, and therefore have no strand in the tapestry, such as undead (whose physical remains have already reached the end of their strand of life), constructs (which are artificial life forms), and demons (who are created from tainted souls). They especially hate revealer demons.

Clergy never perform ceremonies or hold festivals. The three sisters neither want nor demand praise from mortals.
''Titles:'' The Trickster, the Teacher of Hidden Ways.
''Aspects:'' Tricks, taunts, insults, bards, storytellers.
''Symbol:'' A two-headed coin.
''Priesthood:'' Jokers (priests); Mirthful Blades (paladins).
''Herald:'' Changes form each and every time, ranging from a beggar to a king.
''Holy Day:'' No set day. Clergy are expected to celebrate one day a month.
''Duties:'' Teach through practical applications of tricks and taunts, remind all men of humility.
''Sins:'' (Minor) Intimidating someone, telling the whole truth, tricking or taunting someone purely for malicious reasons, being tricked or taunted by someone with a lower trait die, teaching someone something except through a trick or taunt; (Major) Not trying to trick or taunt a foe at least once during a fight; (Mortal) taking insult at a trick or taunt made against you.
''Signature Power:'' //Shape change//.
''Powers:'' //Bladebreaker, bless/panic, boost/lower trait, burrow, champion of the faith, charismatic aura, confusion, deflection, detect/conceal, dispel, elemental manipulation, entangle, ethereal/corporeal, farsight, fear, fortune’s favored, invisibility, knockdown, light, luck/jinx, mimic, mind rider, obscure, puppet, quickness, sanctuary, silence, sluggish reflexes, summon demon// (changeling only), //summon herald, telekinesis, teleport, wandering senses, weapon immunity//.
''Trappings:'' Clergy may use any trapping except a necromantic one, and may freely swap them each casting.

Names hold great power, and for this reason, the Unknowable One refuses to reveal his, even to his most trusted followers. Likewise, he is never depicted in physical form. Bards and skalds that use satire, jesters, clowns, conmen, and some soothsayers pay homage to the Trickster in their own way and for their own reasons.

Despite their reputation for having barbed tongues and a capricious nature, the clergy are actually teachers. Whereas [[Hoenir]]’s clerics use books, clerics of the Trickster teach through mistakes and tricks. A cleric who knows there is a concealed pit in front of him and who taunts a foe into charging into it might caution the victim to look before he leapt next time.

The key difference between priests and paladins is paladins teach foes through defeating them in combat. They may use taunts to unsettle them or tricks to unbalance them before placing a sword at their throat and declaring the opponent beaten. Opponents who refuse to accept defeat are dealt with accordingly.

There are no temples to the faith and very few shrines. The Trickster expects his clerics to live among the community and encourage worship through telling jokes and pulling pranks.

The nature of ceremonies and festivals varies immensely, for the Unknowable One dislikes repetition. Dances, tall stories, and japes form the core of worship, as do humorous plays.
Ice and snow can form over water to form a thin crust through which unwary travelers can fall, plunging into the waters below. Worse still are the icy skins which form over deep crevasses and gullies.

Ice through which a character could possibly fall into water, a crevasse, or some other hazard is labeled as very thin, thin, medium, thick, or very thick. When a character passes over very thin ice roll, a d4, for thin ice, roll a d6, medium, a d8, thick, a d10, and very thick, a d12. If a die comes up 1, the character falls through to whatever awaits him below.

''Size Mods:'' For every +2 Size a creature has, reduce the die by one type when rolling, to see if the ice can support it. A die dropping below a d4 mean the creature automatically falls through if it steps on the ice. 

For negative Size, increase the die one step for each point of Size (so a typical engro at Size –1 would roll a d6 for very thin ice, d8 for thin, and so on). Should the adjusted die type be above d12, the creature has no chance of falling through the ice.

''Gear Mods:'' Increase the die type by one step if the character has snowshoes, skis, or wide feet (for monsters), as these help distribute the load. Again, a die raised over a d12 means the character has no chance of falling through the ice.

At some point a character may wish to try and break the ice under a foe’s feet so he drops through. This is treated exactly as Breaking Things in the core rules. Fire and heat magic causes double damage when used to melt ice.

When using magic specifically to break ice, bolt affects only a 1” square, but burst and blast affect all ice under their template.

If the damage exceeds the ice’s Toughness, a 1” square breaks (or all ice under a template), revealing whatever lies beneath. Large creatures require two squares beneath their base to be broken, and Huge creatures require four squares in order for them to fall through.

|!Rating |!Toughness |!Damage Type |h
|Very thin |6 |Blunt, Piercing, Cutting |
|Thin |8 |Blunt, Cutting |
|Medium |12 |Blunt, Cutting |
|Thick |16 |Blunt, Cutting |
|Very thick |20 |Blunt, Cutting |
''Titles:'' Hrimkonungr (an old Saxa term meaning “Ice King”), Blizzard Roar, the White King, the Eternal Winter, Frost Lord.
''Aspects:'' Cold, ice, winter, blizzards, icy realms.
''Symbol:'' Hellfrost dragonhead.
''Priesthood:'' Breath of Winter (priests); Talons of Winter (paladins).
''Herald:'' A half-frost giant, half-Hellfrost dragon.
''Holy Day:'' Any day the temperature is below freezing. The first day of Fogmonan and last day of Frostmonan are high holy days.
''Duties:'' To expand the Hellfrost, to destroy servants of fire and heat.
''Sins:'' (Minor) lighting a fire, deliberately warming oneself by a fi re, eating cooked food more than once a week; (Major) slaying any creature with Resistance or Immunity to cold except in self-defense, living in the Hearthlands for more than half a year without permission of a superior; (Mortal) slaying a Hellfrost dragon, working against the Fimbulvintr.
''Signature Power:'' //Entangle//.
''Powers:'' //Armor, aura, barrier, beast friend// (creatures with Resistance or Immunity to cold only), //bladebreaker, bolt, bridge, burrow, burst, champion of the faith, deflection, detect/conceal, dispel, elemental form// ([[coldfire|Coldfire]], ice, or slush only), //elemental manipulation// (not fire), //energy immunity// (cold, [[coldfire|Coldfire]], heat, fire, or ice only), //environmental protection// (cold only), //fatigue, fear, fly, glyph, heat mask, light, obscure, prolonged blast, sanctuary, sluggish reflexes, smite, sphere of might, storm, stun, summon demon// (ice only), //summon elemental// ([[coldfire|Coldfire]], ice, or slush only), //summon herald, voice on the wind, wilderness step// (ice or snow only).
''Trappings:'' Spellcasters must take a cold, [[coldfire|Coldfire]], or ice trapping where appropriate. They may never use a fire or heat trapping.

To most folk, the Hellfrost is a natural realm of ice and snow. To the followers of Thrym, the Hellfrost is a living embodiment of their god’s awesome power, and his desire to crush the world beneath a vast sheet of ice. Thrym seeks nothing more than to bring about the Fimbulvintr—an age of endless blizzards, a total ice age for the world of mortals.

Although most often worshipped by evil races such as snow orcs and frost giants, he actually cares little for good or evil, as these are simply moral choices assigned to a culture by its own members. Most hrimwisards pay him lip service, if only because their spells are more potent in his frigid realm.

Thrym is most often portrayed as a Hellfrost dragon, the living embodiment of the power of the Hellfrost, though he also takes the form of a colossal frost giant. All inhabitants of Hellfrost view Hellfrost dragons as his offspring (much to the chagrin of the frost giants, who think they should be his chosen) and venerate them accordingly. Naturally, most Hellfrost dragons worship Thrym.

Temples to the Frost Lord are usually underground, away from the eyes of fire-loving creatures. Decorated with white dragon teeth and scales (sometimes donated freely), and usually always below freezing, followers conduct rituals to weaken the sun, their most hated foe.

His clerics are expected to promote the Fimbulvintr in any way they can, be that through use of their spells, killing spellcasters with knowledge of fire, destroying relics with fire powers, or aiding the frost giants and white dragons in their individual aims.

Worship of Thrym is usually conducted outdoors in the snow and biting winds. Worshippers scream prayers into the howling winds, while stripping off their clothes to expose their mortal flesh to Thrym's frigid touch. Whenever possible, clergy sacrficie clerics of [[Kenaz]] and [[Sigel]] and fire elementalists to their god, knowing that their death provides him with renewed vigor.
''Titles:'' The Hammer, Storm Lord, Everwind, Turbulent One, He Who Shakes the Heavens.
''Aspects:'' Wind, weather, sky, air, lightning.
''Symbol:'' Storm dragon's head.
''Priesthood:'' Thunderson (priests); Lightningson (paladins).
''Herald:'' A half-man, half-storm dragon.
''Holy Day:'' Any day after a major storm is considered a holy day.
''Duties:'' To explore the world, oppose slavery and stagnation, ensure freedom, to bring new ideas to the masses.
''Sins:'' (Minor) owning a slave, sheltering from a blizzard or storm; (Major) not creating a wind each month, using oars on a ship, killing a flying creature except in self defense; (Mortal) supporting rigid and oppressive governments.
''Signature Power:'' //Fly//.
''Powers:'' //Aim, barrier, becalm, beast friend// (flying animals only), //bolt, champion of the faith, deflection, elemental form// (air only), //elemental manipulation// (air only), //energy immunity// (air, earth, and electricity only), //environmental protection// (air only), //ethereal/corporeal, fatigue, fog cloud, glyph, knockdown, leaping, obscure, sanctuary, shape change// (flying animals only), //silence, storm, summon beast// (flying beasts only), //summon elemental// (air only), //summon herald, telekinesis, wall of might, voice on the wind, whirlwind, zephyr//.
''Trappings:'' Clergy must use air or electricity trappings whenever applicable. They cannot take earth or necromantic trappings.

Thunor is the god of weather, sky, and air, and is depicted as a storm dragon. He is the warm breeze that drives back the Hellfrost winds, the raging blizzard that freezes men's blood, the crash of thunder, the flash of lightning, and the shield that keeps the stars from crashing to earth.

He can be both benevolent and cruel. When feeling benevolent, he blows warm, southerly winds across the Hearthlands or guides ships safely to port. When malicious, he creates storms, tornadoes, and raging winds, which topple trees and flatten houses.

Thunor dislikes being captive inside a building or obstacle, and thus his temples are all built in the open air, usually just a pole to which is attached a wind sock decorated with weather runes and wind chimes. Myriad kites carrying prayers are tied to the pole. Whenever possible, temples are built on high ground, allowing unobstructed winds to flow through them. His clergy rarely tie themselves down to a single temple or location, preferring to travel as the winds take them, conducting services as they go.

Travelers who wish a smooth journey pay him lip service, as do farmers, who want plentiful rain and warm winds to nourish their crops, rather than crop-destroying storms. Sailors typically tie ribbons embroidered with weather runes from their masts as a sign of devotion, and to ward off storms. Those opposed to slavery often worship Thunor, taking his free nature as a sign that all creatures should be able to live without shackles. Anarchists support him for similar reasons.

Worshippers who want to gain Thunor's favor write prayers on kites, which they fly into the wind. Traditionally, if a kite remains airborne for more than a few minutes the prayer has been heard. Having a kite crash straight back to earth is an ill omen.

Festivals and ceremonies are always held outdoors preferably in the full face of a storm. Worshippers pray and sing hymns as loudly as possible. Swirling dances are also common. Being struck by lightning during a ceremony and surviving is seen as an especially good omen.
''Titles:'' Weapon of the Gods, the Divine Axe (or Sword, or Spear, and so on), Shield of the Gods, Lifetaker, Lord of Battle.
''Aspects:'' Battle, courage, war, victory.
''Symbol:'' Crossed swords over a shield.
''Priesthood:'' Shields (priests), Swords (paladins).
''Herald:'' A hulking warrior with full plate armor and a huge weapon.
''Holy Day:'' Any day before or after a major battle and every Heafoddaeg during Werremonan.
''Duties:'' To fight with bravery, to slay many foes, to earn glorious recognition through martial prowess, protect those who seek your aid.
''Sins:'' (Minor) showing mercy to an inferior foe, being beaten in combat by an equal or superior foe; (Major) fleeing a fight against an inferior opponent, being beaten in combat without good cause; (Mortal) surrendering without a fight.
''Signature Power:'' //Armor// (Shields) or //smite// (Swords). The other may be learned as normal.
''Powers:'' //Aim, armor, battle song, bladebreaker, blast, bolt, boost/lower trait// (Spirit, Strength, Vigor, Fighting, Guts, Riding, Shooting, and Throwing), //burst, champion of the faith, deflection, energy immunity, fatigue, gift of battle, knockdown, prolonged blast, quickness, sluggish reflexes, sanctuary, smite, speed, stun, summon herald, warrior’s gift, weapon immunity//.
''Trappings:'' Clergy may use any trapping except a necromantic one.

Tiw is the patron of warfare. He shows no favoritism toward any race or cause, demanding only warfare and bloodshed in his name. In this regard he is neither a truly good nor evil deity, though because [[Dargar]] specializes in butchery, Tiw is generally considered to be on the side of the civilized races.

No one representation of Tiw is shared among his worshippers. Depending on the culture or race of the local cleric and his preference of weapons, Tiw is seen clad in a variety of armor and carrying different weapons. What all images share is a fierce, resolute expression.

Soldiers, militia, marines, and mercenaries, as well as many goblin and orc tribes, are his favored followers, though most people facing the threat of combat know basic prayers to keep the god happy. Because he cares only about battle (not the tactics or strategy behind them), few Knights Hrafn worship Tiw, though they do pay him lip service just in case they need to engage in combat.

Any settlement with a militia has a shrine to Tiw. Usually this is nothing more than a special weapon blessed by a Shield. Larger towns may have a full temple. Usually fortified (treat as a fortified manor), they serve as barracks for squads of paladins, armories for the local militia, and recruiting centers for mercenaries. In Vestmark, temples to Tiw are used as command posts in the war against the orcs.

The worship hall of a temple is akin to an armory, with weapons and armor of all types, and ages, adorning the walls. These are never used in combat, however, but are memento mori for fallen clergy, placed in honored positions in close view of the altar.

Shields and Swords serve the order in different ways. Whereas Swords are the faith’s muscle and often hire themselves out as mercenaries, Shields take work as bodyguards, enriching the coffers by working for nobles, mages, or priests in need of protection.

Ceremonies and festivals center around combat and victory. In older times, conquered foes were sacrificed, though these days this is reserved for non-civilized races. Many dances to Tiw are based on combat moves, forming a carefully choreographed battle in which Tiw wins out over his many foes. Battle prayers and hymns are popular, and music is made by clashing weapons on shields or armor.
Description: Contains the stuff you need to use Tiddlyspot
Note, you also need UploadPlugin, PasswordOptionPlugin and LoadRemoteFileThroughProxy
from http://tiddlywiki.bidix.info for a complete working Tiddlyspot site.

// edit this if you are migrating sites or retrofitting an existing TW
config.tiddlyspotSiteId = 'endlesswinter';

// make it so you can by default see edit controls via http
config.options.chkHttpReadOnly = false;
window.readOnly = false; // make sure of it (for tw 2.2)
window.showBackstage = true; // show backstage too

// disable autosave in d3
if (window.location.protocol != "file:")
	config.options.chkGTDLazyAutoSave = false;

// tweak shadow tiddlers to add upload button, password entry box etc
with (config.shadowTiddlers) {
	SiteUrl = 'http://'+config.tiddlyspotSiteId+'.tiddlyspot.com';
	SideBarOptions = SideBarOptions.replace(/(<<saveChanges>>)/,"$1<<tiddler TspotSidebar>>");
	OptionsPanel = OptionsPanel.replace(/^/,"<<tiddler TspotOptions>>");
	DefaultTiddlers = DefaultTiddlers.replace(/^/,"[[WelcomeToTiddlyspot]] ");
	MainMenu = MainMenu.replace(/^/,"[[WelcomeToTiddlyspot]] ");

// create some shadow tiddler content

 "tiddlyspot password:",
 "<<option pasUploadPassword>>",

 "| tiddlyspot password:|<<option pasUploadPassword>>|",
 "| site management:|<<upload http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/store.cgi index.html . .  " + config.tiddlyspotSiteId + ">>//(requires tiddlyspot password)//<br>[[control panel|http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/controlpanel]], [[download (go offline)|http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/download]]|",
 "| links:|[[tiddlyspot.com|http://tiddlyspot.com/]], [[FAQs|http://faq.tiddlyspot.com/]], [[blog|http://tiddlyspot.blogspot.com/]], email [[support|mailto:support@tiddlyspot.com]] & [[feedback|mailto:feedback@tiddlyspot.com]], [[donate|http://tiddlyspot.com/?page=donate]]|"

 "This document is a ~TiddlyWiki from tiddlyspot.com.  A ~TiddlyWiki is an electronic notebook that is great for managing todo lists, personal information, and all sorts of things.",
 "@@font-weight:bold;font-size:1.3em;color:#444; //What now?// &nbsp;&nbsp;@@ Before you can save any changes, you need to enter your password in the form below.  Then configure privacy and other site settings at your [[control panel|http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/controlpanel]] (your control panel username is //" + config.tiddlyspotSiteId + "//).",
 "<<tiddler TspotControls>>",
 "See also GettingStarted.",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Working online// &nbsp;&nbsp;@@ You can edit this ~TiddlyWiki right now, and save your changes using the \"save to web\" button in the column on the right.",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Working offline// &nbsp;&nbsp;@@ A fully functioning copy of this ~TiddlyWiki can be saved onto your hard drive or USB stick.  You can make changes and save them locally without being connected to the Internet.  When you're ready to sync up again, just click \"upload\" and your ~TiddlyWiki will be saved back to tiddlyspot.com.",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Help!// &nbsp;&nbsp;@@ Find out more about ~TiddlyWiki at [[TiddlyWiki.com|http://tiddlywiki.com]].  Also visit [[TiddlyWiki.org|http://tiddlywiki.org]] for documentation on learning and using ~TiddlyWiki. New users are especially welcome on the [[TiddlyWiki mailing list|http://groups.google.com/group/TiddlyWiki]], which is an excellent place to ask questions and get help.  If you have a tiddlyspot related problem email [[tiddlyspot support|mailto:support@tiddlyspot.com]].",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Enjoy :)// &nbsp;&nbsp;@@ We hope you like using your tiddlyspot.com site.  Please email [[feedback@tiddlyspot.com|mailto:feedback@tiddlyspot.com]] with any comments or suggestions."

 "<<upload http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/store.cgi index.html . .  " + config.tiddlyspotSiteId + ">><html><a href='http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/download' class='button'>download</a></html>"

The Tuomi tribes once dominated the Battlelands, Borderlands, and stretches as far east as the Orcblood River. Never a cohesive people, they suffered constant attacks by the Anari during the early days of the Empire’s expansion and were all but eradicated in the Blizzard War. Today, they are the least numerous of the human cultures and confined to the Battlelands and Drachenlands.

A proud warrior culture, the Tuomi prefer to settle disputes with blood rather than words. Chieftains are typically the best warriors in the tribe. Diplomacy is left to priests. 

Tiw, god of war, is highly favored among the tribes, as are the gods of nature, Eostre, Neorthe, Kenaz, and Thunor. Many mages are elementalists, though few join the Convocation, seeing it as imposing a false order on the power of nature. Skalds are not unusual, though they exist in far fewer numbers than among the Saxa.

Tuomi average around 5’ 4”. Both sexes wear their hair long and often dye it with natural dyes. Hair is rarely washed, as the Tuomi believe this weakens the brain. Their natural hair color is blonde or light brown, and their eyes are generally green. Interbreeding with the Anari, and in recent times the Finnar and Saxa, has diluted the bloodline, and other hair and eye colors are more prominent than they were centuries ago.

Tuomi use woad and henna to create elaborate tattoos, some of which hold magical power. In game terms, a character taking a Combat Edge may add the “trapping” of it being a tattoo rather than a particular technique or ability he has learned. The design is left to the player’s imagination.

''Names:'' (Male) Achivir, Arcois, Bili, Brude, Canaul, Gart, Volas; (Female) Aniel, Bannatia, Breth, Cailis, Ila, Olfinecta, Tamia.

The Tuomi use [[nicknames|Nicknames]] instead of surnames. With tribal affiliation being so important to their culture, they always add their tribal name afterward. Sample tribal names include the Argentocoxus, Bliesblituth, Canutulachama, Deocilunon, Muircholaich, and Tolarggan.
''Titles:'' The Guiding Hand, the Huntsman, Master of the Wyld Hunt, Trueflight, the Horned God, Lord of the Rut.
''Aspects:'' Hunting, archery, trackers, prey animals.
''Symbol:'' A stag’s head with arrow points at the tips of the antlers.
''Priesthood:'' Huntsmen (priests); Hounds of Ullr (paladins).
''Herald:'' A muscular, stag-headed humanoid armed with a huge bow.
''Holy Day:'' Any day before a hunt. The first and last days of Huntianmonan are high holy days.
''Duties:'' Provide food for their communities, ensure hunters hunt only in season, to protect the wild.
''Sins:'' (Minor) hunting out of season, allowing a wounded mundane animal to suffer, not thanking the spirit of a hunted mundane animal for its sacrifice; (Major) not using every usable scrap for a mundane animal’s carcass, allowing a mundane animal to be hunted purely for sport; (Mortal) killing any mundane animal purely for sport.
''Signature Power:'' //Aim//.
''Powers:'' //Altered senses, beast friend, boost/lower trait// (Agility, Notice, Shooting, Survival, and Tracking only), //champion of the faith, deflection, entangle, environmental protection, feast, heat mask, leaping, refuge, sanctuary, sentry, shape change, silence, speed, summon beast, summon herald, voice on the wind, wandering senses, wilderness step//.
''Trappings:'' Trappings usually relate to arrows or hunted animals. They cannot use necromantic trappings.

Ullr is the son of [[Eostre]]. He is patron of hunters and archers, and protector of mundane wild animals. He is depicted as a horned, bearded man, carrying a bow in one hand and a horn in the other.

Temples to Ullr are found only in remote places. They are open-air affairs comprising nothing more than an altar stone topped with a stag’s skull. Each year, before and after hunting season, the clergy sacrifice a stag to Ullr. The flesh of the sacrifice is eaten by the hunters for luck, and the skin is used to make clothing.

His clergy work as hunters within their community and are thus usually found living outside towns. Both priests and paladins work as hunters, but his paladins also function as game wardens, ensuring animals are not hunted to excess or out of season, thus ensuring there will be enough game in the coming years. They also work closely with followers of [[Rigr]] in hunting down marauding beasts, as well as exterminating orcs and goblins ravaging the wilds.

Ceremonies revolve around the hunt. Worshippers feast on the flesh of hunted prey, always offering the best meats to their god. Prayers are said for the soul of the animal, in the hope it is reborn to provide another meal in the future. The blowing of horns always accompanies any form of ceremony.
| !date | !user | !location | !storeUrl | !uploadDir | !toFilename | !backupdir | !origin |
| 30/12/2010 22:02:35 | LeonardAnthony | [[endlesswinter.html|file://localhost/D:/RPG%20Notes/Campaigns/Hellfrost/endlesswinter.html]] | [[store.cgi|http://endlesswinter.tiddlyspot.com/store.cgi]] | . | [[index.html | http://endlesswinter.tiddlyspot.com/index.html]] | . |
| 30/12/2010 22:38:24 | YourName | [[endlesswinter.html|file:///D:/RPG%20Notes/Campaigns/Hellfrost/endlesswinter.html]] | [[store.cgi|http://endlesswinter.tiddlyspot.com/store.cgi]] | . | [[index.html | http://endlesswinter.tiddlyspot.com/index.html]] | . | ok |
| 31/12/2010 18:32:15 | LeonardAnthony | [[endlesswinter.html|file:///D:/RPG%20Notes/Campaigns/Hellfrost/endlesswinter.html]] | [[store.cgi|http://endlesswinter.tiddlyspot.com/store.cgi]] | . | [[index.html | http://endlesswinter.tiddlyspot.com/index.html]] | . | ok |
| 31/12/2010 21:02:48 | LeonardAnthony | [[endlesswinter.html|file:///D:/RPG%20Notes/Campaigns/Hellfrost/endlesswinter.html]] | [[store.cgi|http://endlesswinter.tiddlyspot.com/store.cgi]] | . | [[index.html | http://endlesswinter.tiddlyspot.com/index.html]] | . | ok |
| 31/12/2010 21:50:00 | LeonardAnthony | [[endlesswinter.html|file:///D:/RPG%20Notes/Campaigns/Hellfrost/endlesswinter.html]] | [[store.cgi|http://endlesswinter.tiddlyspot.com/store.cgi]] | . | [[index.html | http://endlesswinter.tiddlyspot.com/index.html]] | . | ok |
| 01/01/2011 15:28:41 | LeonardAnthony | [[endlesswinter.html|file:///D:/RPG%20Notes/Campaigns/Hellfrost/endlesswinter.html]] | [[store.cgi|http://endlesswinter.tiddlyspot.com/store.cgi]] | . | [[index.html | http://endlesswinter.tiddlyspot.com/index.html]] | . | ok |
| 01/01/2011 17:12:37 | LeonardAnthony | [[endlesswinter.html|file:///D:/RPG%20Notes/Campaigns/Hellfrost/endlesswinter.html]] | [[store.cgi|http://endlesswinter.tiddlyspot.com/store.cgi]] | . | [[index.html | http://endlesswinter.tiddlyspot.com/index.html]] | . | ok |
| 01/01/2011 17:31:52 | LeonardAnthony | [[endlesswinter.html|file:///D:/RPG%20Notes/Campaigns/Hellfrost/endlesswinter.html]] | [[store.cgi|http://endlesswinter.tiddlyspot.com/store.cgi]] | . | [[index.html | http://endlesswinter.tiddlyspot.com/index.html]] | . | ok |
| 03/01/2011 01:40:52 | LeonardAnthony | [[endlesswinter.html|file:///D:/RPG%20Notes/Campaigns/Hellfrost/endlesswinter.html]] | [[store.cgi|http://endlesswinter.tiddlyspot.com/store.cgi]] | . | [[index.html | http://endlesswinter.tiddlyspot.com/index.html]] | . | ok |
| 03/01/2011 13:45:47 | LeonardAnthony | [[endlesswinter.html|file:///D:/RPG%20Notes/Campaigns/Hellfrost/endlesswinter.html]] | [[store.cgi|http://endlesswinter.tiddlyspot.com/store.cgi]] | . | [[index.html | http://endlesswinter.tiddlyspot.com/index.html]] | . |
|''Description:''|Save to web a TiddlyWiki|
|''Date:''|Feb 24, 2008|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
version.extensions.UploadPlugin = {
	major: 4, minor: 1, revision: 3,
	date: new Date("Feb 24, 2008"),
	source: 'http://tiddlywiki.bidix.info/#UploadPlugin',
	author: 'BidiX (BidiX (at) bidix (dot) info',
	coreVersion: '2.2.0'

// Environment

if (!window.bidix) window.bidix = {}; // bidix namespace
bidix.debugMode = false;	// true to activate both in Plugin and UploadService
// Upload Macro

config.macros.upload = {
// default values
	defaultBackupDir: '',	//no backup
	defaultStoreScript: "store.php",
	defaultToFilename: "index.html",
	defaultUploadDir: ".",
	authenticateUser: true	// UploadService Authenticate User
config.macros.upload.label = {
	promptOption: "Save and Upload this TiddlyWiki with UploadOptions",
	promptParamMacro: "Save and Upload this TiddlyWiki in %0",
	saveLabel: "save to web", 
	saveToDisk: "save to disk",
	uploadLabel: "upload"	

config.macros.upload.messages = {
	noStoreUrl: "No store URL in parmeters or options",
	usernameOrPasswordMissing: "Username or password missing"

config.macros.upload.handler = function(place,macroName,params) {
	if (readOnly)
	var label;
	if (document.location.toString().substr(0,4) == "http") 
		label = this.label.saveLabel;
		label = this.label.uploadLabel;
	var prompt;
	if (params[0]) {
		prompt = this.label.promptParamMacro.toString().format([this.destFile(params[0], 
			(params[1] ? params[1]:bidix.basename(window.location.toString())), params[3])]);
	} else {
		prompt = this.label.promptOption;
	createTiddlyButton(place, label, prompt, function() {config.macros.upload.action(params);}, null, null, this.accessKey);

config.macros.upload.action = function(params)
		// for missing macro parameter set value from options
		if (!params) params = {};
		var storeUrl = params[0] ? params[0] : config.options.txtUploadStoreUrl;
		var toFilename = params[1] ? params[1] : config.options.txtUploadFilename;
		var backupDir = params[2] ? params[2] : config.options.txtUploadBackupDir;
		var uploadDir = params[3] ? params[3] : config.options.txtUploadDir;
		var username = params[4] ? params[4] : config.options.txtUploadUserName;
		var password = config.options.pasUploadPassword; // for security reason no password as macro parameter	
		// for still missing parameter set default value
		if ((!storeUrl) && (document.location.toString().substr(0,4) == "http")) 
			storeUrl = bidix.dirname(document.location.toString())+'/'+config.macros.upload.defaultStoreScript;
		if (storeUrl.substr(0,4) != "http")
			storeUrl = bidix.dirname(document.location.toString()) +'/'+ storeUrl;
		if (!toFilename)
			toFilename = bidix.basename(window.location.toString());
		if (!toFilename)
			toFilename = config.macros.upload.defaultToFilename;
		if (!uploadDir)
			uploadDir = config.macros.upload.defaultUploadDir;
		if (!backupDir)
			backupDir = config.macros.upload.defaultBackupDir;
		// report error if still missing
		if (!storeUrl) {
			return false;
		if (config.macros.upload.authenticateUser && (!username || !password)) {
			return false;
		bidix.upload.uploadChanges(false,null,storeUrl, toFilename, uploadDir, backupDir, username, password); 
		return false; 

config.macros.upload.destFile = function(storeUrl, toFilename, uploadDir) 
	if (!storeUrl)
		return null;
		var dest = bidix.dirname(storeUrl);
		if (uploadDir && uploadDir != '.')
			dest = dest + '/' + uploadDir;
		dest = dest + '/' + toFilename;
	return dest;

// uploadOptions Macro

config.macros.uploadOptions = {
	handler: function(place,macroName,params) {
		var wizard = new Wizard();
		var markList = wizard.getElement("markList");
		var listWrapper = document.createElement("div");
		var uploadCaption;
		if (document.location.toString().substr(0,4) == "http") 
			uploadCaption = config.macros.upload.label.saveLabel;
			uploadCaption = config.macros.upload.label.uploadLabel;
				{caption: uploadCaption, tooltip: config.macros.upload.label.promptOption, 
					onClick: config.macros.upload.action},
				{caption: this.cancelButton, tooltip: this.cancelButtonPrompt, onClick: this.onCancel}
	options: [
	refreshOptions: function(listWrapper) {
		var opts = [];
		for(i=0; i<this.options.length; i++) {
			var opt = {};
			opt.option = "";
			n = this.options[i];
			opt.name = n;
			opt.lowlight = !config.optionsDesc[n];
			opt.description = opt.lowlight ? this.unknownDescription : config.optionsDesc[n];
		var listview = ListView.create(listWrapper,opts,this.listViewTemplate);
		for(n=0; n<opts.length; n++) {
			var type = opts[n].name.substr(0,3);
			var h = config.macros.option.types[type];
			if (h && h.create) {
	onCancel: function(e)
		return false;
	wizardTitle: "Upload with options",
	step1Title: "These options are saved in cookies in your browser",
	step1Html: "<input type='hidden' name='markList'></input><br>",
	cancelButton: "Cancel",
	cancelButtonPrompt: "Cancel prompt",
	listViewTemplate: {
		columns: [
			{name: 'Description', field: 'description', title: "Description", type: 'WikiText'},
			{name: 'Option', field: 'option', title: "Option", type: 'String'},
			{name: 'Name', field: 'name', title: "Name", type: 'String'}
		rowClasses: [
			{className: 'lowlight', field: 'lowlight'} 

// upload functions

if (!bidix.upload) bidix.upload = {};

if (!bidix.upload.messages) bidix.upload.messages = {
	//from saving
	invalidFileError: "The original file '%0' does not appear to be a valid TiddlyWiki",
	backupSaved: "Backup saved",
	backupFailed: "Failed to upload backup file",
	rssSaved: "RSS feed uploaded",
	rssFailed: "Failed to upload RSS feed file",
	emptySaved: "Empty template uploaded",
	emptyFailed: "Failed to upload empty template file",
	mainSaved: "Main TiddlyWiki file uploaded",
	mainFailed: "Failed to upload main TiddlyWiki file. Your changes have not been saved",
	//specific upload
	loadOriginalHttpPostError: "Can't get original file",
	aboutToSaveOnHttpPost: 'About to upload on %0 ...',
	storePhpNotFound: "The store script '%0' was not found."

bidix.upload.uploadChanges = function(onlyIfDirty,tiddlers,storeUrl,toFilename,uploadDir,backupDir,username,password)
	var callback = function(status,uploadParams,original,url,xhr) {
		if (!status) {
		if (bidix.debugMode) 
		// Locate the storeArea div's 
		var posDiv = locateStoreArea(original);
		if((posDiv[0] == -1) || (posDiv[1] == -1)) {
	if(onlyIfDirty && !store.isDirty())
	// save on localdisk ?
	if (document.location.toString().substr(0,4) == "file") {
		var path = document.location.toString();
		var localPath = getLocalPath(path);
	// get original
	var uploadParams = new Array(storeUrl,toFilename,uploadDir,backupDir,username,password);
	var originalPath = document.location.toString();
	// If url is a directory : add index.html
	if (originalPath.charAt(originalPath.length-1) == "/")
		originalPath = originalPath + "index.html";
	var dest = config.macros.upload.destFile(storeUrl,toFilename,uploadDir);
	var log = new bidix.UploadLog();
	log.startUpload(storeUrl, dest, uploadDir,  backupDir);
	if (bidix.debugMode) 
		alert("about to execute Http - GET on "+originalPath);
	var r = doHttp("GET",originalPath,null,null,username,password,callback,uploadParams,null);
	if (typeof r == "string")
	return r;

bidix.upload.uploadRss = function(uploadParams,original,posDiv) 
	var callback = function(status,params,responseText,url,xhr) {
		if(status) {
			var destfile = responseText.substring(responseText.indexOf("destfile:")+9,responseText.indexOf("\n", responseText.indexOf("destfile:")));
		} else {
	// do uploadRss
	if(config.options.chkGenerateAnRssFeed) {
		var rssPath = uploadParams[1].substr(0,uploadParams[1].lastIndexOf(".")) + ".xml";
		var rssUploadParams = new Array(uploadParams[0],rssPath,uploadParams[2],'',uploadParams[4],uploadParams[5]);
		var rssString = generateRss();
		// no UnicodeToUTF8 conversion needed when location is "file" !!!
		if (document.location.toString().substr(0,4) != "file")
			rssString = convertUnicodeToUTF8(rssString);	
	} else {

bidix.upload.uploadMain = function(uploadParams,original,posDiv) 
	var callback = function(status,params,responseText,url,xhr) {
		var log = new bidix.UploadLog();
		if(status) {
			// if backupDir specified
			if ((params[3]) && (responseText.indexOf("backupfile:") > -1))  {
				var backupfile = responseText.substring(responseText.indexOf("backupfile:")+11,responseText.indexOf("\n", responseText.indexOf("backupfile:")));
			var destfile = responseText.substring(responseText.indexOf("destfile:")+9,responseText.indexOf("\n", responseText.indexOf("destfile:")));
		} else {
	// do uploadMain
	var revised = bidix.upload.updateOriginal(original,posDiv);

bidix.upload.httpUpload = function(uploadParams,data,callback,params)
	var localCallback = function(status,params,responseText,url,xhr) {
		url = (url.indexOf("nocache=") < 0 ? url : url.substring(0,url.indexOf("nocache=")-1));
		if (xhr.status == 404)
		if ((bidix.debugMode) || (responseText.indexOf("Debug mode") >= 0 )) {
			if (responseText.indexOf("Debug mode") >= 0 )
				responseText = responseText.substring(responseText.indexOf("\n\n")+2);
		} else if (responseText.charAt(0) != '0') 
		if (responseText.charAt(0) != '0')
			status = null;
	// do httpUpload
	var boundary = "---------------------------"+"AaB03x";	
	var uploadFormName = "UploadPlugin";
	// compose headers data
	var sheader = "";
	sheader += "--" + boundary + "\r\nContent-disposition: form-data; name=\"";
	sheader += uploadFormName +"\"\r\n\r\n";
	sheader += "backupDir="+uploadParams[3] +
				";user=" + uploadParams[4] +
				";password=" + uploadParams[5] +
				";uploaddir=" + uploadParams[2];
	if (bidix.debugMode)
		sheader += ";debug=1";
	sheader += ";;\r\n"; 
	sheader += "\r\n" + "--" + boundary + "\r\n";
	sheader += "Content-disposition: form-data; name=\"userfile\"; filename=\""+uploadParams[1]+"\"\r\n";
	sheader += "Content-Type: text/html;charset=UTF-8" + "\r\n";
	sheader += "Content-Length: " + data.length + "\r\n\r\n";
	// compose trailer data
	var strailer = new String();
	strailer = "\r\n--" + boundary + "--\r\n";
	data = sheader + data + strailer;
	if (bidix.debugMode) alert("about to execute Http - POST on "+uploadParams[0]+"\n with \n"+data.substr(0,500)+ " ... ");
	var r = doHttp("POST",uploadParams[0],data,"multipart/form-data; ;charset=UTF-8; boundary="+boundary,uploadParams[4],uploadParams[5],localCallback,params,null);
	if (typeof r == "string")
	return r;

// same as Saving's updateOriginal but without convertUnicodeToUTF8 calls
bidix.upload.updateOriginal = function(original, posDiv)
	if (!posDiv)
		posDiv = locateStoreArea(original);
	if((posDiv[0] == -1) || (posDiv[1] == -1)) {
	var revised = original.substr(0,posDiv[0] + startSaveArea.length) + "\n" +
				store.allTiddlersAsHtml() + "\n" +
	var newSiteTitle = getPageTitle().htmlEncode();
	revised = revised.replaceChunk("<title"+">","</title"+">"," " + newSiteTitle + " ");
	revised = updateMarkupBlock(revised,"PRE-HEAD","MarkupPreHead");
	revised = updateMarkupBlock(revised,"POST-HEAD","MarkupPostHead");
	revised = updateMarkupBlock(revised,"PRE-BODY","MarkupPreBody");
	revised = updateMarkupBlock(revised,"POST-SCRIPT","MarkupPostBody");
	return revised;

// UploadLog
// config.options.chkUploadLog :
//		false : no logging
//		true : logging
// config.options.txtUploadLogMaxLine :
//		-1 : no limit
//      0 :  no Log lines but UploadLog is still in place
//		n :  the last n lines are only kept
//		NaN : no limit (-1)

bidix.UploadLog = function() {
	if (!config.options.chkUploadLog) 
		return; // this.tiddler = null
	this.tiddler = store.getTiddler("UploadLog");
	if (!this.tiddler) {
		this.tiddler = new Tiddler();
		this.tiddler.title = "UploadLog";
		this.tiddler.text = "| !date | !user | !location | !storeUrl | !uploadDir | !toFilename | !backupdir | !origin |";
		this.tiddler.created = new Date();
		this.tiddler.modifier = config.options.txtUserName;
		this.tiddler.modified = new Date();
	return this;

bidix.UploadLog.prototype.addText = function(text) {
	if (!this.tiddler)
	// retrieve maxLine when we need it
	var maxLine = parseInt(config.options.txtUploadLogMaxLine,10);
	if (isNaN(maxLine))
		maxLine = -1;
	// add text
	if (maxLine != 0) 
		this.tiddler.text = this.tiddler.text + text;
	// Trunck to maxLine
	if (maxLine >= 0) {
		var textArray = this.tiddler.text.split('\n');
		if (textArray.length > maxLine + 1)
			this.tiddler.text = textArray.join('\n');		
	// update tiddler fields
	this.tiddler.modifier = config.options.txtUserName;
	this.tiddler.modified = new Date();
	// refresh and notifiy for immediate update
	store.notify(this.tiddler.title, true);

bidix.UploadLog.prototype.startUpload = function(storeUrl, toFilename, uploadDir,  backupDir) {
	if (!this.tiddler)
	var now = new Date();
	var text = "\n| ";
	var filename = bidix.basename(document.location.toString());
	if (!filename) filename = '/';
	text += now.formatString("0DD/0MM/YYYY 0hh:0mm:0ss") +" | ";
	text += config.options.txtUserName + " | ";
	text += "[["+filename+"|"+location + "]] |";
	text += " [[" + bidix.basename(storeUrl) + "|" + storeUrl + "]] | ";
	text += uploadDir + " | ";
	text += "[[" + bidix.basename(toFilename) + " | " +toFilename + "]] | ";
	text += backupDir + " |";

bidix.UploadLog.prototype.endUpload = function(status) {
	if (!this.tiddler)
	this.addText(" "+status+" |");

// Utilities

bidix.checkPlugin = function(plugin, major, minor, revision) {
	var ext = version.extensions[plugin];
	if (!
		(ext  && 
			((ext.major > major) || 
			((ext.major == major) && (ext.minor > minor))  ||
			((ext.major == major) && (ext.minor == minor) && (ext.revision >= revision))))) {
			// write error in PluginManager
			if (pluginInfo)
				pluginInfo.log.push("Requires " + plugin + " " + major + "." + minor + "." + revision);
			eval(plugin); // generate an error : "Error: ReferenceError: xxxx is not defined"

bidix.dirname = function(filePath) {
	if (!filePath) 
	var lastpos;
	if ((lastpos = filePath.lastIndexOf("/")) != -1) {
		return filePath.substring(0, lastpos);
	} else {
		return filePath.substring(0, filePath.lastIndexOf("\\"));

bidix.basename = function(filePath) {
	if (!filePath) 
	var lastpos;
	if ((lastpos = filePath.lastIndexOf("#")) != -1) 
		filePath = filePath.substring(0, lastpos);
	if ((lastpos = filePath.lastIndexOf("/")) != -1) {
		return filePath.substring(lastpos + 1);
	} else
		return filePath.substring(filePath.lastIndexOf("\\")+1);

bidix.initOption = function(name,value) {
	if (!config.options[name])
		config.options[name] = value;

// Initializations

// require PasswordOptionPlugin 1.0.1 or better
bidix.checkPlugin("PasswordOptionPlugin", 1, 0, 1);

// styleSheet
setStylesheet('.txtUploadStoreUrl, .txtUploadBackupDir, .txtUploadDir {width: 22em;}',"uploadPluginStyles");

	txtUploadStoreUrl: "Url of the UploadService script (default: store.php)",
	txtUploadFilename: "Filename of the uploaded file (default: in index.html)",
	txtUploadDir: "Relative Directory where to store the file (default: . (downloadService directory))",
	txtUploadBackupDir: "Relative Directory where to backup the file. If empty no backup. (default: ''(empty))",
	txtUploadUserName: "Upload Username",
	pasUploadPassword: "Upload Password",
	chkUploadLog: "do Logging in UploadLog (default: true)",
	txtUploadLogMaxLine: "Maximum of lines in UploadLog (default: 10)"

// Options Initializations

// Backstage
	uploadOptions: {text: "upload", tooltip: "Change UploadOptions and Upload", content: '<<uploadOptions>>'}


''Titles:'' Plaguelord, Vermin King, King Rat, the Corruptor, He Who Knows Men’s Evil, the Gaunt One, Backstabber, the Obese Lord.
''Aspects:'' Corruption, vermin, disease, famine, vice, overindulgence, treachery, vengeance.
''Symbol:'' A bloated rat covered in pustules.
''Priesthood:'' Plaguebearers or Corruptors (priests); Verminlords or Unseen Hand (paladins).
''Herald:'' A morbidly obese half-man, half-rat creature, covered in oozing sores.
''Holy Day:'' Each Raestdaeg.
''Duties:'' Spread sickness of the body and soul, to corrupt good men, to indulge in all manner of depravity, to nurture treachery.
''Sins:'' (Minor) killing a rat or other vermin, not committing treachery when the chance occurs, leaving food or drink offered you; (Major) curing disease, not corrupting someone when the opportunity arises, not indulging in an act of common vice at least once a month; (Mortal) not indulging in a depraved act at least once a month.
''Signature Power:'' //Disease// (Plaguebearers and Verminlords) or //charismatic aura// (Corruptors and Unseen Hands).
''Powers:'' //Armor, barrier, aura, beast friend// (vermin only), //boost/lower trait, burrow, champion of the faith, charismatic aura, detect/conceal, disease, entangle, fatigue, fear, nightmare, obscure, puppet, sacrifice, sanctuary, shape change// (vermin only), //smite, stun, summon demon// (changeling, imp, plague, succubus/incubus only), //summon herald//.
''Trappings:'' Vali’s trappings usually involve disease, vermin, or corruption in some way.

[[Hela]] may control the undead and [[Niht]] the darkness, but Vali is considered the chief of the evil gods. Aside from darkness and undead, Vali controls all aspects of evil. Vali is depicted as an obese man covered in lesions and boils, often with rats crawling over his feet.

He is considered the patron of all who sin, but many beggars follow him in the hope he will stop rats from eating their food (or limbs) and rid them of disease. Many corrupt individuals, whether they are gambling addicts who would steal or murder for a few coins to wager, or nobles who enjoy an orgy to spice up their mundane lives, also pay him homage.

Farmers of good nature and virtue make offerings to him before planting to keep away blights that may lead to famine, and at harvest to keep his attention away from their granaries.

Vali’s temples are usually in the seediest part of town, if not actually under the streets, and are home to a multitude of rats and other vermin. Molds laden with disease-spores grow on the walls, and garbage lies in vast piles. A few temples exist in other parts of towns, often disguised as brothels, drug dens, and gambling houses. Again, like the seductive clergy, these are respectably decorated places, a glove of harmless fun concealing the gnarled claws of corruption.

Vali’s clergy are divided into two factions. The first are devoted to Vali’s aspect of disease, overindulgence, and vermin. Hideously obese, diseased, and depraved beyond any hope of redemption, they seek to spread pestilence and vermin infestations and cause famine. Priests usually work with diseases, whereas paladins prefer the accompaniment of rats and other vermin.

The second faction is dedicated to vice, treachery, vengeance, and corruption. These are the more dangerous, for their sole duty is to corrupt good folk into following a road of depravity and sin. Priests tend to corrupt the innocent through words and promises, whereas the paladins work through action, removing foes or acquiring wealth for their target as “gifts,” all the while leading them down the path of damnation.

Vali’s festivals and ceremonies involve plentiful overindulgence and vice—the more the better. Orgies, drunken revels, drug taking, self-mutilation, and sadomasochism are all practiced (and frequently).
''Titles:'' Master Merchant, Lord of Fair Trade, Sealer of Contracts, Supreme Haggler, Glibtongue.
''Aspects:'' Merchants, trade, negotiations, contracts, coinage, wealth.
''Symbol:'' A set of merchant’s scale, balanced with a coin on end side and a sack on the other.
''Priesthood:'' Profiteers (priests); Thieftakers (paladins).
''Herald:'' A smartly dressed merchant carrying a trade ledger embossed with Var’s holy symbol.
''Holy Day:'' Every Marketdaeg.
''Duties:'' Promote trade, secure good deals.
''Sins:'' (Minor) not donating 25 gs a month to a temple of Var, giving money to the poor, allowing stock to be stolen, selling goods at a loss, getting caught avoiding tax payment, selling stolen goods; (Major) not making a profit each month, breaking a contract, cheating on weights or measures; (Mortal) caught smuggling, losing a regular trade deal.
''Signature Power:'' //Charismatic aura//.
''Powers:'' //Bladebreaker, bodyguard, bolt, boost/lower trait// (Smarts, Spirit, Intimidation, Persuasion, and Streetwise only), //confusion, deflection, detect/conceal, entangle, fear, lock/unlock// (lock only), //puppet, sanctuary, sentry, silence, slumber, speak language, speed, summon herald, teleport//.
''Trappings:'' Any except necromantic.

Whereas [[Nauthiz]] is the god of plunder and theft, Var, his twin brother, is the patron of legitimate mercantile activities.

Var is shown as a youthful man of smart appearance, who carries a set of merchant’s scales in his right hand while his left hand is open, as if expecting payment. His face is always depicted expressionless.

Shrines to Var can be found at the center of most marketplaces, and in the houses of rich merchants who have benefited from Var’s favor. Warehouses are often marked with Var’s symbol, both to ensure the god’s blessing and as a warning to thieves. Temples exist only in large towns or ports and often serve as indoor markets or meeting houses where merchants can discuss trade deals in private rooms.

His priests are either merchants themselves or hire themselves out as advisors to mercantile families. Paladins are employed not to defend merchants against orcs or bandits (the Iron Guild has that monopoly, with Var’s blessing), but instead to protect against thieves. Both clergy are among the smartest dressed devotees of any god, and are usually well mannered and meticulously groomed. They are also extremely tightfisted and accused of having deep pockets and short arms.

Ceremonies usually revolve around the sacrifice of money. Although Var wants his clergy to do well financially, he expects a cut of the profits for his blessings. Coins are the preferred sacrifice. These are melted down or bent to ensure they cannot be used again by unscrupulous clergy or thieves.
Despite their name, the Saxa also use these large, vicious dogs to track and kill wild boar. Most stead owners have at least one war dog, and most have a d4.
''Attributes:'' Agility d8, Smarts d6(A), Spirit d6, Strength d8, Vigor d6
''Skills:'' Fighting d8, Guts d8, Intimidation d6, Notice d10, Stealth d8, Tracking d8
''Pace:'' 8; ''Parry:'' 6; ''Toughness:'' 4
''Treasure:'' None.
''Special Abilities:''
* ''Bite:'' Str+d4.
* ''Fleet Footed:'' War dogs roll a d10 when running instead of a d6.
* ''Go for the Throat:'' War dogs are trained to go for an opponent’s soft spots. With a raise on its attack roll, it hits the target’s most weakly-armored location.
* ''Size –1:'' War dogs are relatively small.