DELVE: Dungeons of Erehwon Compilation Thread (Updated: Artifice Rules)

By Direach, in Your Settings

I will use this thread to post content related to my high fantasy setting, DELVE. Seems like a better plan that continually making new threads. :)

I'll repost the magic stuff later on, I wanted to use this first post for the introduction that sets the stage for DELVE.

LINK TO ALL DOCUMENTS: Current DELVE Documents & Creature Catalogue (Bestiary)

Delve

Dungeons of Erehwon

Introduction

DELVE : Dungeons of Erehwon is a high fantasy setting inspired by my fondness for the greatest of the old school MMORPGs, EverQuest. It also draws on the fantasy RPG campaigns I have run in the past, as well as some new ideas and concepts. I hope you will enjoy adventuring in Erehwon as much as I enjoyed creating it!

Overview

Erehwon is a world of magic and monsters, heroes and villains, mystery and peril. Two powerful factions, the Merrodin Commonwealth and the Illmorn Ascendancy, are locked in an ongoing battle for control of the continent of Merrodar. Adventurers from both factions, known as delvers , seek out the mysterious dungeons that appear and disappear across the face of Merrodar in search of riches, glory, and resources to support their chosen faction.

Delvers face many challenges: hostile environments, strange magic, deadly traps, terrible monsters, enemy champions... and sometimes, each other. Only a truly heroic delving company, that has risen above petty squabbles and prejudices, can overcome all of these obstacles and attain true greatness.

Are you ready to DELVE?

Erehwon and Merrodar

Somewhere, in the endless depths of the cosmos, shines the blue gem of Erehwon. Erehwon is rich with life, suffused with magic, and orbited by two moons, Fira and Meros. The world is home to five great continents: Merrodar, Annodar, Karthas, Novara, and Siborea. While there are incredible stories to be told of all these lands, it is the ancient continent of Merrodar to which we first turn our gaze.

Merrodar has been inhabited for millennia, and has seen empires rise and fall. It is a land of great abundance and variety, from the steamy Tezowar Jungle to the south, to the icy reaches of the Frostfell in the north. In between there are murky swamps, lush forests, sweeping grasslands, sun-baked deserts, soaring mountains, fuming volcanoes, vast lakes, and mighty rivers. There are creatures of all shapes and sizes, from the mundane to the fantastic. And, of course, Merrodar is home to many thriving civilizations, both above and below its surface.

Races of Erehwon

There are many races on Erehwon, inhabiting nearly every environment on the planet. The land of Merrodar is no exception: at least 30 sapient races share the continent, though not all of them can be considered civilized. The civilized races of Erehwon include the Humans, Elves, Dwarves, Gnomes, Euclideans, and Sauran, as well as the Dark Elves, Ogres, Ratten, Ullithim, Risen and Ophidians. Though many of these races have uneasy history with each other, including open war at times, the rise of the two Great Factions has brought about a degree of peace that has never existed before... although some say that the races of Merrodar have simply traded one war for another.

The Factions

Two hundred years ago, the Humans brokered a peace between the warring Elves and Dwarves. That peace agreement was soon expanded to include the Sauran, who ceased their raiding along the coast, and in turn received aid and friendship from the northern races. This was the birth of the Merrodin Commonwealth, which brought about a new era of peace on the surface of Merrodar.

The other civilized races of the surface world were offered the same peace, and the opportunity to join the Commonwealth. The Ogres of Kruul rejected the offer without consideration, sneering at what they saw as both weakness and blasphemy. The Gnomes of Derrydale gladly accepted, as they never wanted to pick sides, and were very happy to see all their friends coming together. The Ratten declined: as used to adversity and persecution as they were, as they saw no upside for themselves in the deal. The Ophidians angrily refused, unwilling to even consider an alliance with the hated Sauran. The Euclideans arrived on Erehwon almost a century later, and were pleased and honoured to accept membership into the Commonwealth.

Deep beneath Merrodar, in the vast, subterranean Darkworld, the Dark Elves of Illmorn observed the birth and growth of the Commonwealth, and seethed. Alone, no surface race, even the teeming Humans, posed even the slightest threat to their dominion under the earth. But with the majority of the surface races united, they could push back the Dark Elves on every front, bring war to the Darkworld, and potentially lay siege to Illmorn itself!

This could not be borne.

The Dark Elves set out to create their own great alliance to oppose the Commonwealth, and defend the Darkworld and the lands of all allied races (with themselves as leaders, of course). The Ogres quickly agreed, out of their fondness for mayhem and their disturbing adoration for the Dark Elves. The Ullithim agreed as well, mainly so that they could plant the seeds to rule this new alliance themselves one day. The Ratten and the Risen, scattered and disenfranchised, also agreed to join, grateful for the opportunities and safe havens such an alliance would create. The Ophidians also joined, mostly out of hatred of the Sauran, and the promise of bloody and total revenge. Thus the Illmorn Ascendancy came to be, and a new era of conflict began upon Erehwon.

Cities and Outposts

Most of the civilized races have at least one major city. Some, like the Ratten and the Risen, have no cities of their own, but dwell in (or beneath) the cities of other races. In addition, there are many small towns throughout the land, and outposts on the borderlands where races of different factions can mingle.

Dawn Harbor is the capital of the human nation of Merrodin, and the seat of the Merrodin Commonwealth. It is a thriving port city on the east coast of Merrodar. It is famed for its architecture and its beautiful temples.

Kalen's Landing is another primarily human city, located far to the south on Merrodar's east coast. It is a raucous den of merchants, explorers, pirates, and adventurers, and a frequent starting point for expeditions to the lands of Annodar and Karthas.

Pol Odaniya is the astonishing city of the Euclideans, located a few hundred miles southeast of Dawn Harbor in the Eastern Ocean. It is as beautiful as it is peaceful, and its great libraries attract scholars and researchers from all over Erehwon. It is protected by a powerful anti-magic field, in which no magic spells will function.

Kruul is the crude, sprawling city of the Ogres, crouched within the dismal Mosshollow Swamp. It is a terrifying place for outsiders, but the Ogres cherish it as sacred to their god, Nerukk.

Kingshold is the greatest of the dwarfholds, and the seat of Dwarvish civilization in the Ironhorn Mountains, far west of Merrodin. Commonwealth travelers are always welcome, though Elves and Sauran may not find their welcome as warm.

Lorilthar is the magnificent tree-city of the Elves, deep within Llandyssil Forest. It is rumoured that the Elves have a secret city, hidden even deeper in the vast forest, but if it exists, no outsider has ever seen it.

Derrydale is the country of the Gnomes, by the southeastern border of Llandyssil, some hundred leagues from the border of Merrodin. The Gnomes have no cities as such, but food, wine, and good cheer can be found in every Gnomish town.

The Tezowar Jungle has been home to the Sauran since ancient times. The greatest of the Sauran city-states in the current era is Tlaxopal, which is home to almost 10,000 Sauran. The other two city-states are Mazotl and Tanoch.

Illmorn is the capital of the Dark Elf empire, and arguably, the capital of the Darkworld (at least the regions beneath Merrodar). Located deep beneath the surface, no non-Dark Elf (other than a select few Ullithim) are permitted to enter Illmorn.

The Risen have no homeland and no capital, but they do have a sanctuary: the uncanny, elusive demesnes of Dreadmoor. No one knows the location of Dreadmoor save the Risen, and supposedly, none but the risen dead can enter.

Somewhere in the nethermost depths of the Darkworld lies the Ullithim city of Yhan'gool. No outsider has ever so much as seen the Ullithim city, and nothing is known of it save its name. Which is exactly as the Ullithim prefer it.

While delvers often visit cities to spend their wealth and commission craftsmen, they spend much more of their time on the edges of civilization. Far beyond the cities, it is the outpost towns that delvers and wanderers call home, if only temporarily.

Bordertown is the best-known delver's outpost, and one of the most rowdy. Located in the southwest at the south end of the Ironhorn Mountains, Bordertown is roughly equidistant to three permanent dungeons, making it a prime destination for ambitious delvers. It hosts a substantial population of nearly every race, and the environment could best be described as “volatile”.

Dorn's Ford is an outpost in the northwest, located in a river valley that borders both the dwarfholds and Llandyssil Forest. It is a place with a peculiar reputation, and supposedly haunted, but it is welcoming and tolerant of strangers. There is a mysterious dungeon that periodically appears in the woods nearby, called the “Black Lodge” by the locals. Those who seek it out often never return, or come back... different.

Greysilk Grotto is an outpost in the Darkworld, fairly close to the surface, and four-score miles from Dawn Harbor. It is a favoured meeting-place for delvers of the Ascendancy, whether going up, or going down. It offers access to two permanent dungeons and several intermittent dungeons. Commonwealth delvers must be very cautious when venturing into Greysilk Grotto, as they will rarely find a friendly face.

Dungeons of Erehwon

For as long as anyone can remember, mysterious structures have periodically appeared in remote locations throughout Erehwon. These structures are usually underground, but sometimes they appear as castles, fortresses, manor houses, or towers. These structures remain for a time, then disappear once more. The first adventurers to explore these structures found fantastic treasures and wondrous items within, along with deadly traps and terrifying monsters, many never before seen on Erehwon. Those first bold explorers called these structures “dungeons”, and those who sought them out came to be known as “delvers”.

No one has ever learned the origins of the mysterious dungeons of Erehwon. Many believe they are tests sent by the gods; others believe they are manifestations of Erehwon's highly magical nature. Many of the dungeons do not appear to be from the world of Erehwon at all, but from other worlds altogether. No one knows where the dungeons go when they disappear, either. Some vanish for all time, never to return, while those that do reappear later are “reset”, as if no one had ever set foot in them before. Regardless, as far as most delvers are concerned, gold is gold, treasure is treasure, and where a dungeon came from (or where it goes) is not as important as what it contains!

Every dungeon is different: some appear on specific days, others only at specific times, or when certain conditions are met. Some remain for weeks, months, or years, while others disappear within days. Many have restrictions on entry: some may be entered only at night, others only during the day. Some many not be entered at all unless a delver has completed a task, or is possession of a certain object. There are as many different variables as there are dungeons, although most do not require anything more than delvers willing to cross the threshold.

A few of Erehwon's dungeons are permanent, with fixed locations and no special conditions for entry. Most of these permanent dungeons are not extremely dangerous (relatively speaking), and are treated as rites of passage for delvers, especially for those new to the profession. Several, however, are extremely dangerous, and have claimed the lives of scores of delvers over the years. These dungeons are known as the Deadly Seven, and only the most celebrated and legendary delvers can claim to have braved them all and survived.

Despite the enormous variations in location, size, frequency, and ease of access, all the dungeons of Erehwon (save the permanent ones) have two things in common: no living creature native to a dungeon may exit the dungeon, and delvers who are within a dungeon when it disappears are never seen again, living or dead.

Edited by Direach

Adventuring Gear

Weapons

The weapon stats presented here supersede the weapon stats in both the core rulebook and in Realms of Terrinoth .

NAME

SKILL

DAM

CRIT

RANGE

ENCUM

SOCKETS

PRICE

(GOLD)

RARITY

SPECIAL

MELEE WEAPONS

Battleaxe

Melee (Light)

+3

3

Engaged

2

1

150

2

Vicious 1

Blackjack

Melee (Light)

+1

5

Engaged

1

0

10

1

Disorient 2, Stun Damage

Brass Knuckles /Cestus

Brawl

+1

4

Engaged

1

0

40

2

Disorient 3

Buckler

Melee (Light

+0

6

Engaged

1

1

60

2

Defensive 1, Inaccurate 1

Dagger

Melee (Light)

+1

3

Engaged

1

1

60

1

Accurate 1

Flanged Mace

Melee (Light)

+3

4

Engaged

2

1

80

3

Pierce 1

Flail

Melee (Heavy)

+4

3

Engaged

4

2

150

3

Cumbersome 3, Linked 1, Unwieldy 3

Greataxe

Melee (Heavy)

+4

3

Engaged

4

2

300

4

Cumbersome 3, Pierce 2, Vicious 1

Greathammer

Melee (Heavy)

+5

4

Engaged

4

2

600

6

Cumbersome 4, Concussive 1, Inaccurate 1, Sunder

Greatsword

Melee (Heavy)

+4

2

Engaged

3

2

300

4

Defensive 1, Pierce 1, Unwieldy 3

Halberd

Melee (Heavy)

+3

3

Engaged

5

3

250

3

Defensive 1, Pierce 3

Katar

Brawl

+1

2

Engaged

1

1

175

4

Accurate 1

Lance

Melee (Light)

+3

2

Engaged

4

1

200

4

Cumbersome 3 (dismounted), Pierce 3, Special

Mace

Melee (Light)

+3

4

Engaged

2

1

75

1

Military Pick

Melee (Light)

+1

2

Engaged

3

1

160

2

Pierce 2

Parrying Dirk

Melee (Light)

+1

3

Engaged

1

1

80

3

Defensive 1

Rapier

Melee (Light)

+2

2

Engaged

1

1

600

6

Accurate 1, Defensive 1, Pierce 1

Scimitar

Melee (Light)

+3

2

Engaged

1

1

250

Vicious 1

Shield

Melee (Light)

+0

6

Engaged

2

1

80

1

Defensive 1, Deflection 1, Inaccurate 1, Knockdown

Shield, Large

Melee (Light)

+1

5

Engaged

2

2

160

2

Defensive 2, Deflection 2, Inaccurate 2, Knockdown

Shield, Tower

Melee (Light)

+2

5

Engaged

3

2

280

4

Cumbersome 4, Defensive 2, Deflection 3, Inaccurate 2, Knockdown, Reinforced

Short Sword

Melee (Light)

+2

3

Engaged

1

1

150

2

Accurate 1

Spear

Melee (Light)

+2

4

Engaged

2

1

90

1

Accurate 1, Defensive 1

Staff

Melee (Heavy)

+2

4

Engaged

2

1

40

1

Defensive 1

Sword

Melee (Light)

+3

2

Engaged

1

1

200

2

Defensive 1

Trident

Melee (Light)

+2

3

Engaged

2

1

150

4

Accurate 1, Vicious 1

Warhammer

Melee (Light)

+3

3

Engaged

2

1

300

2

Pierce 1, Sunder

War Spear

Melee (Heavy)

+3

3

Engaged

3

2

300

3

Defensive 2, Pierce 2



NAME

SKILL

DAM

CRIT

RANGE

ENCUM

SOCKETS

PRICE

(GOLD)

RARITY

SPECIAL

RANGED WEAPONS

Axe (Thrown)

Ranged

+2

4

Short

2

1

60

1

Vicious 1, Limited Ammo 1

Dagger (Thrown)

Ranged

+1

4

Short

1

1

60

1

Accurate 1, Limited Ammo 1

Crossbow

Ranged

7

2

Medium

4

1

600

4

Pierce 2, Prepare 1

Hand Crossbow

Ranged

6

3

Short

2

0

800

7

Pierce 1, Accurate 1

Hunting Bow

Ranged

7

3

Medium

4

1

280

4

Unwieldy 2

Javelin

Ranged

+2

3

Short

1

1

60

3

Accurate 1, Limited Ammo 1

Longbow

Ranged

8

3

Long

4

2

450

6

Unwieldy 3

Spear (Thrown)

Ranged

+3

4

Short

2

1

90

1

Pierce 1, Limited Ammo 1

Weighted Net

Ranged

+0

6

Short

3

0

80

4

Ensnare 4, Disorient 2

Armour

The armour stats presented here supersede the armour stats in both the core rulebook and in Realms of Terrinoth .

TYPE

DEFENSE

SOAK

ENCUMBRANCE

SOCKETS

PRICE (GOLD)

RARITY

SPECIAL

Articulated Plate

2

+2

4

2

1500

8

n on Stealth checks while worn

Breastplate

1

+2

4

1

1000

6

n on Stealth checks while worn

Chainmail

0

+2

5

2

550

4

n on Stealth checks while worn

Heavy Robes

1

0

1

1

45

0

Leather

0

+1

2

1

50

3

Padded

0

+1

2

0

35

2

Plate and Chain

1

+2

5

2

1200

7

nn on Stealth checks while worn

Reinforced Leather

1

+1

2

1

400

5

Scale

0

+2

4

1

410

4

n on Stealth checks while worn

Articulated Plate: The finest armour available in Erehwon, crafted to provide superior protection without limiting mobility. Usually worn by elite knights and veteran adventurers.

Breastplate: Typically consists of a breastplate with faulds, pauldrons, vambraces, greaves, and helmet worn over sturdy leather, offering both excellent protection and mobility. Commonly worn by elite soldiers, officers, and other professional warriors.

Chainmail: A full suit of chain armour, including coif, providing substantial full body protection. Chainmail is bulky and noisy, and incurs a Stealth penalty when worn.

Heavy Robes: Whether finely made or coarse, heavy robes have the benefit of partly obscuring the wearer from weapon attacks, offering some defense.

Leather: This covers many types of leather armour. It is the most common form of military armour in Erehwon.

Padded: This quilted armour is better than no armour at all, and is usually worn by town guards, bandits, and other non-professional combatants.

Plate and Chain: This armour consists of a full body chain suit fitted to the wearer, with custom plate armour pieces to protect all major areas. It is very heavy and noisy, and incurs a Stealth penalty when worn. Usually worn by elite guards and seasoned adventurers.

Reinforced Leather: This represents various types of brigandine armour, as well as leather reinforced with pauldrons and armoured sleeves. Also covers leather armour made from particularly thick or scaled hides.

Scale: Consists of hundreds of metal scales sewn to a leather coat. It is commonly worn by foot soldiers, city guards, and mercenaries.

Craftsmanship

An item can only have one type of craftsmanship, which the GM determines when the item is bought or obtained. The type of craftsmanship can never change after the item is created or obtained.

Bronze

Though it has largely been replaced by steel, bronze wargear is still used throughout Erehwon. The Sauran and Ophidians often prefer bronze weapons and armour, because they cannot rust in the humid environment of the Tezowar Jungle.

Armor: Increase the armor’s encumbrance value by 2

Weapon: Increase the weapon’s encumbrance value by 1, and Critical rating by 1.

Price: Cost x .5.

Rarity: -1 .

Steel

Steel is the most common material used to craft weapons and armour. Steel wargear can be found throughout Erehwon.

Price: No change.

Rarity: No change.

Fine Steel

When used to craft wargear, high-quality steel alloys reduce weight without sacrificing effectiveness. Fine Steel gear can be found in capital cities and larger outposts.

Armor: Decrease the armor’s encumbrance value by 1 .

Weapon: D ecrease the weapon's encumbrance value by 1.

Price: Cost x 1.5.

Rarity: +1.

Dwarven

The craftsmanship of Dwarves is renowned throughout Erehwon. Dwarven wargear is heavy, but highly effective.

Armor: Increase the armor’s soak by 1 and and encumbrance value by 1.

Weapon: Increase the weapon’s damage by 1 and encumbrance value by 1.

Price: Cost x 2.

Rarity: +2.

Elven

Whether forged under starlight in Llandyssil, or deep beneath the world in Illmorn, Elven-made wargear is always beautiful and lightweight, and their weapons are especially keen.

Armor: Reduce the armor’s encumbrance value by 2, to a minimum of 0. In addition, your character removes 1 Setback from Stealth checks they make.

Weapon: Reduce the weapon’s damage by 1 and Critical rating by 1, to a minimum of 1.

Price: Cost x 2.

Rarity: +3.

Masterwork

Masterwork weapons and armour may be the work of a living smith, or may be ancient treasures, or may come from another world altogether. These exceedingly rare and valuable treasures are the greatest of their kind.

Armor: Increase the armor’s soak and defense by 1. The armor gains the Reinforced item quality. Reduce the armor’s sockets by 1 (to a minimum of 0).

Weapon: Increase the weapon’s damage by 1 and reduce its Critical rating by 1. The weapon gains the Reinforced item quality. Reduce the weapon’s sockets by 1 (to a minimum of 0).

Price: Cost x 20.

Rarity: 10 .

Armour Enchantments

ENCHANTMENT

SOCKETS REQUIRED

PRICE

RARITY

SOURCE

Adamant Infusion (Reinforced Plating)

2

8000

7

CRB

Bladeshatter

1

4000

8

New

Deflection (Deflective Plating)

1

500

4

CRB

Dreadful (Intimidating Visage)

0

250

3

CRB

Ease

1

2000

7

New

Elven Battlegear

1

3000

7

New

Holy Radiance

1

n/a

10

New

Glamour

0

800

6

New

Majesty (Gilded)

0

1500

6

RoT

Rapidity

1

2000

7

New

Shadowed (Twilight Rune)

1

n/a

10

RoT

Spiked (Spikes)

2

600

4

RoT

Unholy Radiance

1

n/a

10

New

Warlord (Ironbound Rune)

2

n/a

10

RoT

New Enchantments

Bladeshatter

This enchantment causes enemy weapons to chip and shatter when they strike your armour.

Use With: This enchantment can be applied to any metal armour.

Modifiers: If your character is hit by a melee combat check with a weapon, you may spend 2 Threat to activate the Sunder quality against that weapon. This effect may be activated multiple times against the same weapon. You may spend Despair to immediately destroy the weapon. This enchantment cannot affect unarmed attacks, or weapons with the Reinforced quality.

Sockets Required: 1 .

Ease

Prized by wearers of articulated plate and other heavy armours, this enchantment allows the wearer to don or remove their armour with a mere gesture.

Use With: This enchantment can be applied to any armour.

Modifiers: The wearer may don or remove this armour with one maneuver. When removed, the armour appears in a neat pile adjacent to the wearer. In order to don this armour, the user must be within engaged range of the armour.

Sockets Required: 1 .

Elven Battlegear

Both the Elves and the Dark Elves make use of this enchantment, allowing them to employ their innate magical gifts to the fullest in combat.

Use With: This enchantment can be applied to any armour with a soak of 2 or greater.

Modifiers: While wearing this armour, you gain the Battle Casting talent (RoT page 90).

Sockets Required : 1 .

Glamour

Favoured by infiltrators, assassins, and spies, this enchantment allows the wearer to make their armour appear to be normal clothing.

Use With: This enchantment can be applied to any armour.

Modifiers: The wearer may choose the appearance of their armour as an incidental. This has no effect on its protective value or encumbrance.

Sockets Required: 0 .

Holy Radiance

This enchantment imbues the armour with divine power, hindering the attacks of undead and demonic enemies. It is highly sought after by templars, paladins, and goodly clerics.

Use With: This enchantment can be applied to any metal armour.

Modifiers: Any undead or demonic enemy engaged with the wearer of this armour upgrades the difficulty of any skill checks they make by one.

Sockets Required: 1 .

Rapidity

Scouts and skirmishers most often make use of this enchantment, but it offers substantial benefits for any wearer.

Use With: This enchantment can be applied to any armour.

Modifiers: While wearing this armour, the wearer gains one rank of the Rapid Reaction talent, and also gains the Swift talent.

Sockets Required: 1 .

Unholy Radiance

This enchantment imbues the armour with unholy power, hindering the attacks of living and celestial enemies. It is highly sought after by evil priests, blackguards, and anti-paladins.

Use With: This enchantment can be applied to any metal armour.

Modifiers: Any living or celestial enemy engaged with the wearer of this armour upgrades the difficulty of any skill checks they make by one. Undead or demonic beings (friend or foe) engaged with the wearer upgrade any skill checks they make by one.

Sockets Required: 1 .

Weapon Enchantments

ENCHANTMENT

SOCKETS REQUIRED

PRICE

RARITY

SOURCE

Accuracy (Balanced Hilt)

1

1000

6

CRB

Binding (Duelist Cross Guard)

1

800

5

CRB

Bloodthirst (Rune of Blades)

1

n/a

10

RoT

Crushing (Weighted Head)

1

500

2

CRB

Deadly (Razor Edge)

1

1250

6

CRB

Deep Striking (Recurve Limbs)

1

300

4

CRB

Dread

1

2000

7

New

Demonbite (Infernal Corruption)

1

n/a

8

RoT

Excellence (Superior Weapon)

1

750

7

CRB

Flametongue (Runic Flame)

1

2000

8

RoT

Frostbrand (Runic Frost)

1

1750

8

RoT

Life Draining

1

n/a

9

New

Lightning

1

1500

8

New

Sacred Crusader

2

n/a

10

New

Shatterstrike (Explosive Missile)

1

1250

7

RoT

Slayer

1

1500

8

New

Throwing

1

800

6

New

Thunderstrike (Runic Thunder)

2

2000

8

RoT

Twinned Weapons

1 (per weapon)

600

5

New

Vicious

1

100

2

CRB

Vorpal (Rune of Severing)

2

n/a

10

RoT

New Enchantments

Dread

This enchantment fills its targets with overwhelming terror. It is favoured by Dark Elves, Risen, and other malefactors.

Use With: This enchantment can be applied to any melee weapon.

Modifiers: Once per turn, after making a successful melee check against a target, t he wielder may spend 3 Advantage or Triumph to compel the target to make a Hard fear check.

Sockets Required: 1.

Life Draining

This enchantment leeches life from foes and returns it to the weapon's wielder.

Use With: This enchantment can be applied to any bladed or piercing melee weapon.

Modifiers: When you inflict damage on a living target with this weapon, you may spend 4 Advantage or Triumph to inflict 4 additional wounds, and heal 4 wounds yourself.

Sockets Required: 1.

Lightning

This enchantment infuses the weapon with the power of lightning, shocking and stunning enemies.

Use With: This enchantment can be applied to any melee weapon.

Modifiers: The weapon gains the Disorient 3 and Stun 4 item qualities.

Sockets Required: 1.

Sacred Crusader

This rare enchantment imbues the weapon with holy radiance. It is highly sought after by champions of good and light, and despised by evil creatures.

Use With: This enchantment can be applied to any melee weapon.

Modifiers: The weapon sheds light out to Short range. Increase the difficulty of any spells or magical attacks used against the wielder or her allies within Short range by one. When used against undead or demonic adversaries, the weapon is treated as having the Slayer enchantmen t.

Sockets Required: 2 .

Slayer

These enchantments are dedicated to bringing death to a specific race or type of creature. The designated enemy is chosen when the enchantment is socketed to the weapon, and cannot be changed unless the enchantment is removed from the weapon.

Use With: This enchantment can be applied to any weapon.

Modifiers: Against its designated enemy, the weapon's Critical rating is reduced by 1 (to a minimum of 1), and it gains the Pierce 3 and Vicious 3 qualities (or increases either or both existing qualities by +2).

Sockets Required: 1.

Thrower

This enchantment allows the wielder to hurl his weapon at his foes, and have it return to his hand.

Use With: This enchantment can be applied to any melee weapon.

Modifiers: The wielder may spend 2 strain to make a melee weapon check with this weapon against a target within Medium range. The weapon returns to the wielder after it is thrown. The GM may spend 3 Threat or Despair on the roll to have the weapon fail to return.

Sockets Required: 1.

Twinned Weapons

This enchantment magically enhances a pair of melee weapons, allowing the wielder to use them in perfect tandem.

Use With: This attachment must be applied to two one-handed melee weapons at the same time.

Modifiers: Reduces the Advantage required to hit with the secondary weapon when two-weapon fighting with this pair of weapons by 1.

Sockets Required: 1 per weapon.

Wondrous Items

The following is a list of items that can sometimes be purchased, but are more often crafted by a skilled artificer. Price and rarity only apply if the item is being sought out for purchase.

ITEM

ENCUM

PRICE

RARITY

CRAFTING REQUIREMENTS (ARTIFICE DIFFICULTY)

Artificer's Rucksack

2

600

7

300gp, 1 Arcane Essence (Average)

Bag of Holding

2

800

7

400gp, 5 Arcane Essence (Hard)

Brightwell's Beneficent Bells

2

1200

8

600gp, 5 Arcane Essence (Daunting)

Conway's Cookpot

3

400

6

2 Verdant Essence, 2 Wild Essence, iron cookpot (Hard)

Fire Beetle Eye

0

50

4

Pristine Fire Beetle Eye (Easy)

Lightstone

0

800

8

1 Essence of Undeath, Extinguished Lightstone (Average)

Lightstone, Greater

0

1200

9

2 Essence of Undeath, Extinguished Lightstone (Hard)

Pouch of Convenience

1

1000

8

500gp, 5 Arcane Essence (Daunting)

Rope of Climbing

1

1500

9

50' of silk rope, 50' of silver and gold wire, 10 Arcane Essence (Daunting)

Sanctuary Stone

2

800

8

400gp, 5 Arcane Essence (Hard)

Sojourner's Boots

2

1200

8

600gp, 10 Arcane Essence (Hard)

Artificer's Rucksack – Often one of the first items crafted by an artificer, this satchel is specifically made to carry reagents. An Artificer's Rucksack can hold any number of artificing reagents, but no other types of items. No matter how many reagents it contains, its encumbrance never increases beyond 2.

Bag of Holding – Nearly every delver wants one or more Bags of Holding. These sturdy sacks can carry items or coins up to 12 encumbrance total (with the exception that you cannot put another Bag of Holding). No matter what items it contains, its encumbrance never increases beyond 2.

Brightwell's Beneficent Bells – These items appear as three small silver bells, one set with red stones, one with green, and one with blue, typically stored within a protective box. Each bell has a different function: the red bell detects traps, the green bell opens locks, and the blue bell detects secret doors or passages. Each bell can only be rung once per day: attempting to use the same bell twice in the same day will shatter the bell. Ringing a Beneficent Bell takes a maneuver. When a bell is rung, it will perform its function on a door, object, or area of the user's choosing within Short range.

Red Bell – If a trap is present, the location of the trap will briefly glow red.

Green Bell – If a door or portal is locked,it will briefly glow green and unlock. Locks secured by magic cannot be unlocked by the bell.

Blue Bell – If a secret door or passage is present, it will briefly glow blue, revealing its location.

Conway's Cookpot – An item much-loved by all delvers, Conway's Cookpot allows you to turn almost anything into an edible meal. To use it, you fill the cookpot with water, add in any kind of plants (or fungus) and any kind of meat, and place it over a fire. Fifteen minutes later, the cookpot will be filled with enough tasty, seasoned stew to feed a group of six people for one meal. The cookpot will not cook living creatures.

Fire Beetle Eye – These are frequently carried by newbie delvers, though they are rarely sold. If a delver can slay a fire beetle without damaging its luminous eyes, they may be able to turn the eye into a temporary light source. A fire beetle eye has no encumbrance, but sheds light like a torch out to Short range. They rarely last more than 2-3 delves.

Lightstone – Nearly every seasoned delver carries a lightstone, whether on a pendant, affixed to a shield, or atop a walking staff. These are crafted from the remnants of slain will o' wisps, the slaying of which is often easier said than done. A lightstone has no encumbrance, and sheds clear light out to Short range.

Lightstone, Greater – A greater lightstone is similar to its lesser version, and is used in the same way, but is empowered with greater essence. A greater lightstone has no encumbrance, but sheds clear light out to Medium range.

Pouch of Convenience – Seasoned delvers always find many uses for this item. A Pouch of Convenience is a leather belt pouch that can hold up to five items, each no greater than 2 encumbrance. Once per turn, you may remove one of the stored items from the pouch as an incidental. It can be used to store Bags of Holding.

Rope of Climbing – This magical rope has saved the lives of countless delvers. The rope animates by a command word, and can move up to one range band per turn in any direction up to Medium range. The rope magically extends to the appropriate length. Another command anchors the rope at either or both ends. Commanding the rope to move or anchor itself both take a maneuver. Using a Rope of Climbing upgrades Athletics checks made to climb the rope, or Coordination checks made to cross the rope, by 1. The rope can support up to 1000 lbs of weight at one time. If the rope is severed, it loses all magical properties.

Sanctuary Stone – These valuable single-use items allow delvers to stay safe in the most perilous locales. A Sanctuary Stone is a bulky stone etched with gylphs. When activated, it creates a spherical safe zone out to Short range. Any creatures inside the safe zone when it activates cannot be targeted by attacks from outside the safe zone, and hostile creatures or constructs cannot pass through the barrier. The safe zone maintains a pleasant temperature and environment, and prevents toxins, poison gas, fluids, or anything else hazardous from passing through the barrier. The safe zone lasts for 10 hours, or until all allied creatures that were inside the safe zone when it was created exit the area. At that point, the Sanctuary Stone shatters, and the safe zone vanishes.

Sojourner's Boots – Far-ranging merchants and delvers are fond of this magical footwear. Sojourner's Boots allow their wearer, and up to six designated allies within Short range, to double their overland travel time each day. In addition, the wearer of the boots gains the Swift talent while the boots are worn.

Mentalist Implements

Mentalists use implements to focus and channel their powers like other casters, although their implements frequently take different forms. Unlike the implements of other casters, mentalist implements are made primarily or wholly of metal. A mentalist may use any implement available to other spellcasters, or they may use the following:

Psionic Circlet

This implement takes the form of a metal circlet worn on the head. It may be simple and plain, or it may be elaborate and jeweled, or something in between.

A psionic circlet is identical in function to a magic wand: The GM determines one effect that the circlet lets users add to any appropriate spell without increasing the spell’s difficulty. The effect chosen must be one that, without a circlet, only increases difficulty by one. In addition, attack spells cast by the user increase their base damage by three.

Psionic Amulet

This implement is a necklace with a pendant containing a jewel or crystal. It might also be worn on the back of a glove.

A psionic amulet is identical in function to a magic tome: the GM determines up to two effects that the amulet lets your character add to any appropriate spell without increasing the spell’s difficulty. The effects the GM chooses should normally (without the amulet) only increase the difficulty of a spell by a total of three.

Psionic Rod

This implement typically takes the form on a simple rod crafted entirely from one type of metal. The specific type of metal depends less than the purity of the metal, although most mentalists prefer something durable (like steel or brass) over something very tempting to thieves (like gold or silver). Some rods may be decorated with crystals or gems at one or both ends.

Psionic rods augment the user’s ability to cast spells at range. When they are casting a spell, adding the first Range effect added to the spell does not increase the spell’s difficulty. In addition, attack spells cast by the user increase their base damage by four.

Implement Materials

Mentalist implements are made of metal rather than wood or bone, but the benefits are effectively the same:

Brass = Bone Gold = Willow

Steel = Oak Silver = Yew

Bronze = Hazel

Edited by Direach

Setting Rules

Careers

The following adventuring careers are available in DELVE . B efore spending experience points (XP) during character creation, choose four of your career skills and gain one rank in each of them . A starting gear package appropriate for each career is included.

Artificer: These characters are masters of knowledge and crafting, both mundane and magical. The Artificer counts the following skills as career skills: Alchemy , Artifice, Discipline, Knowledge (Forbidden) , Knowledge (Geography) , Knowledge (Lore) , Medicine , and Perception .

Disciple: These characters are servants of the gods, and wield divine power. The Disciple counts the following skills as career skills: Athletics , Charm , Discipline , Divine , Knowledge (Lore) , Leadership , Melee (Light) , and Resilience .

Envoy: These characters are wide-ranging, charismatic travelers. Many later become Bards. The Envoy counts the following skills as career skills: Charm , Cool , Deception , Knowledge (Geography) , Leadership , Melee (Light) , Negotiation , and Vigilance .

Knight: These characters are trained from youth to lead and fight. Many later become Templars. The Knight counts the following skills as career skills: Athletics, Discipline, Leadership, Melee (Heavy), Melee (Light), Resilience, Riding, and Vigilance.

Mage: These characters are skilled in the arcane arts. The Mage counts the following skills as career skills: Alchemy , Arcana , Cool , Discipline , Knowledge (Adventuring) , Knowledge (Forbidden) , Knowledge (Lore) , and Perception .

Mentalist: These characters have harnessed the power of their minds to perform incredible feats. The Mentalist counts the following skills as career skills: Brawl , Coercion, Discipline , Knowledge (Forbidden) , Knowledge (Lore) , Mentalism, Perception, and Vigilance .

Primalist: These characters mystically command the forces of nature. The Primalist counts the following skills as career skills: Alchemy , Brawl , Discipline , Knowledge (Lore) , Medicine , Melee (Heavy) , Primal , and Survival .

Scoundrel: These characters are well-versed in the seedier side of adventuring. The Scoundrel counts the following skills as career skills: Charm , Cool , Coordination , Deception , Ranged , Skulduggery , Stealth , and Streetwise .

Scout: These characters excel at wilderness travel and survival. The Scout counts the following skills as career skills: Coordination, Knowledge (Adventuring) , Knowledge (Geography) , Perception , Ranged , Stealth , Survival , and Vigilance .

Warrior: These characters are masters of melee combat. The Warrior counts the following skills as career skills: Athletics, Brawl , Coercion , Knowledge (Adventuring), Melee (Heavy) , Melee (Light) , Resilience , and Vigilance .

Tribulation

If you wish, you may choose a Tribulation for your character at character creation. A Tribulation is a long-term challenge of some sort that cannot easily be resolved: it could be a powerful enemy, a magical curse upon you, an obligation or oath you must seek to uphold or fulfill, or a duty to a person, place, or cause.
If you choose a Tribulation, you gain an additional 10XP to spend during character creation. Talk to your GM to determine what sort of Tribulation would best suit your character. The Obligations in
Edge of the Empire are a good starting point if you need ideas.

Faction and Reputation

IMPORTANT: DELVE is intended to be a cross-faction setting. Your faction primarily affects relationships with NPCs, not with your fellow player characters. Any player is free to create a character of either faction, and all players should cooperate during character creation to ensure that their characters can adventure together.

Characters in DELVE begin as members of either the Merrodin Commonwealth or the Illmorn Ascendancy, as determined by their race. It is entirely possible to “cross over” to the other faction, but doing so is a significant choice with serious consequences. Unlike in an MMO, you will find it very difficult to switch back again once you forsake your starting faction for the other, so choose wisely!

There are eight benchmarks on the Reputation table:

Reputation Rating

NPC

Reaction

Reputation

Effect

7

Beloved Ally

Upgrade Social checks once, add 2 Boost

6

Warmly Welcomed

Add 2 Boost to Social checks

5

Regarded Amiably

Add 1 Boost to Social checks

4

Indifferently Disposed

No effect

3

Regarded Suspiciously

Add 1 Setback to Social checks

2

Strongly Disliked

Add 2 Setback to Social checks

1

Considered a Threat

Upgrade difficulty of Social checks once, add 2 Setback

0

Attack on Sight

Social checks not possible (except Coercion)

Each benchmark represents both the positive standing you have gained with your primary faction, as well as the negative standing you have with the opposing faction. This is your Reputation Rating. All characters begin at Reputation Rating 4 with their starting faction, and a corresponding Rating 3 with the opposing faction. As they increase their Reputation with one faction, their Reputation with the other faction goes down. At the highest/lowest rating (7/0), the character is considered a true hero by their positive faction, and a deadly threat to be attacked on sight by their negative faction! Be warned: once you reach maximum Reputation with one faction, it may be all but impossible to get the other faction to even talk to you.

Reputation is gained (and lost) by the actions you undertake during play. Some examples of how to increase your Reputation are:

  • Undertaking quests and tasks to aid your faction

  • Slaying enemies of your faction (not necessarily members of the opposing faction)

  • Recovering treasures or resources important to your faction

  • Killing champions of the opposing faction

  • Securing or defending sites important to your faction

Directly attacking members of the opposing faction, seizing their resources, killing their heroes, or terrorizing their citizens are all ways to significantly change your Reputation, but be aware that actions lauded by one faction may not generate the same result with the other. For example: the Illmorn Ascendancy strongly approves of wanton slaughter of Commonwealth citizens, slave-taking, and similar atrocities, but the Commonwealth considers such acts monstrous and illegal, even when committed against the Ascendancy.

The GM is the final arbiter of what actions qualify as a Reputation gain or loss. It is also possible to gain or lose Reputation involuntarily, so it is important to consider the consequences of your actions!

Reputation can affect many things during the story. You may need a party member with a certain Reputation Rating in order to gain access to certain NPCs, missions, resources, even dungeons. In some cases, the entire party might need to meet a given Reputation Rating (to obtain an audience with the King of Merrodin, for example, or to travel through the Dark Elf capital of Illmorn).

Certain areas and NPCs may also have a Reputation modifier that affects your base Reputation: for example, a Dark Elf military outpost in the Darkworld may have a -3 Reputation modifier against Commonwealth races (regardless of their faction affiliation), while the undead refuge of Dreadmoor may have a -4 Reputation modifier against all non-undead. In general, it is safe to expect a -2 modifier from an NPC if you are playing a character of a race from the opposite faction of that NPC. Plan your travels carefully!

Skills

The following additional skills are available in DELVE : Knowledge: Adventuring (Intellect), Knowledge: Forbidden (Intellect), Knowledge: Lore (Intellect), Geography (Intellect), and the magic skills Mentalism (Intellect) and Verse (Presence).

The skill Artifice replaces Mechanics, the skill Seafaring replaces Operating. The Knowledge skills listed above replace the general Knowledge skill.

The following skills are not available in DELVE : Astrocartography, Computers, Driving, Piloting, Ranged Light/Heavy, and Gunnery.

Talents

Appropriate talents in the core rulebook, and those in the Realms of Terrinoth sourcebook, are allowed for use in the DELVE setting.

Spellcasting

In the DELVE setting, a character may purchase ranks in a magic skill only if it is a career skill (as described in the Different Disciplines, Different Approaches sidebar on page 212 of the Genesys Core Rulebook). In other words, a character cannot purchase any magic skill as a non-career skill.

In addition, any spell effect that refers to the spellcaster’s ranks in Knowledge uses Knowledge (Lore). A character cannot use other Knowledge skills as the basis for these effects, unless they have a talent or special rule that allows it. The exception to this is Mentalism: when using Mentalism, the spellcaster uses their ranks in Discipline, instead of any Knowledge skill, for determining spell effects.

Mentalism

Certain races (particularly the Euclideans and Ullithim), as well as some exceptional individuals, have the potential to manifest tremendous mental powers. Through intense training, focus, and force of will, they can perform feats that rival those of any arcane spellcaster. This power is known as Mentalism, or psionics, and its practitioners are known as mentalists or psionicists.

Mentalism is treated as a magic skill like Arcana, Divine, Primal, or Verse, though it is not, strictly speaking, magical. Mentalism is wholly exclusive from the other forms of magic: you cannot learn Mentalism by any means if you already have ranks in another magic skill, whether from your career or race. If you choose a career that grants Mentalism as a career skill, you may not subsequently acquire any other magic skill.

Mentalism (Intellect) allows you to use the following types of spells: Attack, Augment, Barrier, Curse, Heal, and Utility.

Artifice, Enchantments, and Sockets

In the DELVE setting, some core terminology is different: attachments for weapons and armour are instead referred to as “ enchantments ”, while hard points are referred to as “sockets” . Note that “sockets” doesn't necessarily refer to literal sockets in the gear (though they often appear that way, with enchantments frequently taking the form of gems or jewels that fit in those sockets). A full list of known armour and weapon enchantments appears on the “ Adventuring Gear ” document.

In addition to being used for crafting, construction, and repair, the Artifice skill has another very significant use: it is necessary to successfully enchant armour and weapons by infusing enchantments into the sockets of the gear, or to remove enchantments intact from recovered gear. An Artificer, or even someone with a couple ranks of Artifice, can be a valuable addition to a delving company that plans to make extensive use of enchantments.

Important: while Artifice is a skill that covers magical enchantments, it is not itself a magic skill, and therefore not subject to the restrictions noted above under Spellcasting.

Artifice is also used in the creation of scrolls. Scrolls are magic spells bound into carefully inscribed parchment, and can only be cast once, at which point the scroll itself is consumed. Anyone can cast a spell from a scroll, but only someone with ranks in Arcana, Divine, Primal, or Verse may create a scroll. Mentalism is specifically excluded from eligible magic skills for the purposes of crafting scrolls.

In order to create a scroll, you must first determine the spell you wish to inscribe, including any specific effects you wish to include. No difficulty reduction, from implements or by any other means, are allowed when creating a scroll. The final difficulty of the spell is the difficulty of the Artifice skill check to create the scroll.

Next, you must have the materials to create the scroll: fine vellum, expensive inks, binding agents, etc. The cost of materials needed to create a scroll depends on the difficulty of the spell being inscribed:

Spell Difficulty

Material Cost in Gold

1

125

2

250

3

500

4

1000

5

2000

The materials required to create a scroll are consumed whether or not the scroll is successfully inscribed (although a surplus of Advantage on a failed check may allow you to salvage some portion of the materials, at the GM's discretion).

Once you have selected the spell to be inscribed, and have acquired the materials with which to create the scroll, you may attempt to create the scroll. The base time required to create a scroll is one hour per level of difficulty. Make an Artifice (Intellect) skill check against the difficulty level of the spell. If you succeed, the spell is successfully inscribed, and the scroll created. Advantage may be spent to reduce the time required to complete the scroll, Triumph may be spent to add an additional effect no greater than one difficulty level to the scroll. Threat typically means that the scroll takes longer to complete; Despair could mean that the prepared spell goes off when you complete the scroll!

The spell bound within a scroll may be cast by anyone. It takes one action to cast a spell from a scroll, and requires either the appropriate magic skill (depending on the nature of the scroll), or a Knowledge: Lore check. The difficulty is the same as that of the spell contained within the scroll. Casting a spell from a scroll is not considered a magic action, and does not cost 2 strain. Regardless of whether the character using the scroll possesses the appropriate magic skill or not, no additional effects or difficulty reductions may be applied to the spell cast from the scroll.

Edited by Direach

Races of Erehwon

Many races, both fair and foul, inhabit the world of Erehwon. Some are native to Erehwon, others are more recent arrivals. Fear, envy, and blind hatred have caused innumerable conflicts between the races over the centuries, but in this era, a point of equilibrium has been reached. From the wars and strife of the past, two great factions have risen: the Merrodin Commonwealth, and the Illmorn Ascendancy.

The Merrodin Commonwealth is comprised of six independent nation-states: The Human lands of Merrodin, the Elven kingdom of Llandyssil, the Dwarfholds of the Ironhorn Mountains, the gnomish homeland of Derrydale, the Euclidean city of Pol Odaniya and its surrounding islands, and the Sauran city-states of the Tezowar Jungle.

Two hundred years ago, the leaders of these races drew up a charter to establish a lasting peace and alliance between their peoples. While the Human kingdom of Merrodin is the nominal capital of the Commonwealth, no state has authority over any other, and the folk of all the members states may travel and trade freely throughout the Commonwealth lands. This has led to great prosperity for all the nations of the Commonwealth.

The Illmorn Ascendancy is made up of an even more diverse, and far darker, confederacy of races: the Dark Elves, ruling from their subterranean capital of Illmorn; the Ogres, jealously guarding their forsaken city of Kruul deep within the Mosshollow Swamp; the far-flung Ratten, whose greatest kingdom is Bloodybones beneath the Caer Drath Mountains; the Ullithim, secreted away in their hidden citadel of Yhan'gool; and the haunted ruins of Dreadmoor, stronghold of the Risen.

The Ascendancy came about in direct response to the formation of the Merrodin Commonwealth: the Dark Elves feared (with good reason) that such an alliance could soon spell an end for their kind, and made overtures of alliance with the other fell races of Erehwon. Not all accepted, but enough did to bring together a united force capable of resisting, and thwarting, the nefarious ambitions of the hated Commonwealth. The charismatic Dark Elves are the nominal lords of the Ascendancy, while the scheming Ullithim manipulate events to their own ends from the shadows. The Risen, having no other refuge or allies, gladly war against the living of the surface worlds, while the Ogres and Ratten are perfectly happy being given foes to fight and shiny trinkets to claim.

Races of the Merrodin Commonwealth

Humans

Adaptive, resourceful, and ever curious, Humans are the most widespread race in Erehwon (with the arguable exception of Ratten). The largest human kingdom is Merrodin, on the sunny shores of the Eastern Sea, but they can be found in virtually every town under the sun. Their thirst for exploration and adventure is unmatched by any other race, and when a new expedition forms to delve into a newly discovered dungeon, it's all but a sure bet that a Human will be leading the charge.

Appearance: Humans vary greatly in height, weight, and build, but tend to have a similar look depending where they hail from. Humans from Merrodin frequently have fair skin, fair hair, and lighter eyes. Humans from the northern frontier tend to be more heavily built, with fair skin, dark hair, and dark eyes. Humans from the south and west often have darker skin, hair, and eyes. Those from the distant Eastern lands always have fair skin, black hair, and almond-shaped dark eyes. Still others, travelers from parts unknown, may have red hair, golden or white hair, or even more outlandish colours like teal or purple!

Strengths: The greatest strength of Humans is their adaptability: they can learn to deal with just about anything. Physically and mentally, they are the baseline against which other races are often compared.

Weaknesses: If Humans have a weakness, it may be a lack of caution, or recklessness. Humans too often fail to heed warnings and dire omens, and many who do end up becoming warnings themselves, in death.

Deities: Humans primarily revere Toram, Arumin, and Belem, but there are human worshipers of every god, including the Elemental Court.

Brawn: 2

Agility: 2

Intellect: 2

Cunning: 2

Willpower: 2

Presence: 2

Wound Threshold: 10 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 110 XP

Special Abilities: Starting Skills: Humans begin with one rank in each of two different non-career skills. You still cannot train these skills above 2 during character creation.

Ready for Adventure: Once per session as an out-of-turn incidental, a Human may move one Story Point from the GM's pool to the players' pool.

Elves

Impulsive, quick, and carefree, the Elves call the mighty Llandyssil Forest their home and kingdom. Though not as adventurous as Humans, Elves are nearly as curious, and frequently strike out from their beloved homeland to explore the world. Their very long lives give them quite a different perspective on the world, and they are often fascinated by Human behaviour. They also love uncovering ancient secrets and mysteries, so that they may share what they've discovered with their kinfolk at home.

Appearance: Elves are shorter than Humans, usually standing no more than 5' 6”. They are naturally slim, and even the strongest of them do not appear overly bulky or muscular. They have large, luminous eyes of green, blue, or hazel, though some have darker or lighter eyes; amber eyes are quite auspicious, as they are considered to be a mark of favour from the gods of the forest. Elves usually have dark red, auburn, or chestnut brown hair, though some few have black hair, and even fewer have very hair hair. Their long, pointed ears are their most distinguishing feature, besides their supernatural grace.

Strengths: Elves are naturally athletic and agile, gifted with superb natural agility and balance. They also possess the Touch of Herne, which grants all their kind the power of Primal magic. Not all Elves cultivate this gift, but those that do can become powerful Druids and Shamans.

Weaknesses: Elves are a bit less robust than Humans, and their free-spirited nature makes it difficult for them to focus or concentrate for long. They chafe at repetitive tasks, and are prone to mercurial mood swings.

Deities: Elves primarily worship the Celestial Twins, Suridar and Lumiel, but many also worship Hurnos and Velera. Elves very rarely turn to the worship of Wayrath and Nerukk.

Brawn: 2

Agility: 3

Intellect: 2

Cunning: 2

Willpower: 1

Presence: 2

Wound Threshold: 9 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 90 XP

Special Abilities: Starting Skills: Elves begin with one rank in Survival. You still cannot train this skill above 2 during character creation.

Wildtouched: Elves gain Primal as a career skill and begin with one rank in Primal. You still cannot train their Primal above 2 during character creation.

Dwarves

Proud, sturdy, and unyielding, the Dwarves make their homes upon and beneath the towering Ironhorn Mountains. Their capital is Kingshold, deep beneath Grandfather Thunder, the greatest of the Ironhorn peaks. The Dwarves are one of the oldest races of Erehwon, and have defended their holds since the ancient times. Though as a people they are frequently suspicious and reclusive, enough young Dwarves are curious about the world beyond the mountains to not be an uncommon sight in the lands of Erehwon. Dwarves of every age love gold, jewels, and treasure, and with their expertise in construction and stonework, they are welcome members of any delving company.

Appearance: Dwarves are considerably shorter than Humans, and a bit shorter than Elves, rarely reaching 5' in height. They tend to be stocky, with thick arms and legs. Male Dwarves always wear facial hair, from carefully curled mustaches to great beards down to their waists. Female Dwarves may sometimes grow beards, but are more often clean-shaven. Most Dwarves have dark hair and eyes, but those of the northern clans often have very fair or red hair, and blue or green eyes.

Strengths: Dwarves are renowned for their indomitable will, and for the strength of their oaths. They are also well known for their physical strength and resilience, as well as for their prodigious appetites for meat and drink! Their ability to see through all but complete darkness is a useful asset as well.

Weaknesses: Dwarves are considerably less nimble and graceful than other races, a fact that Elves and Gnomes frequently make light of.

Deities: Belem is the patron god of Dwarves, but they also worship Toram, Merrifar, and Norgarn. Dwarves almost never worship Nerukk, Wayrath, and Vulloon.

Brawn: 2

Agility: 1

Intellect: 2

Cunning: 2

Willpower: 3

Presence: 2

Wound Threshold: 11 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 90 XP

Special Abilities: Starting Skills: Dwarves begin with one rank in Artifice or Resilience. You still cannot train their Artifice or Resilience above 2 during character creation.

Dark Vision: When making skill checks, Dwarves remove up to 2 Setback imposed due to darkness.

Tough as Nails: Once per session, a Dwarf may spend a Story Point as an out-of-turn incidental immediately after suffering a Critical Injury and determining the result. If they do so, they count the result as “01”.

Gnomes

Cheerful, clever, and mischievous, Gnomes are a common (and usually welcome) sight in the lands of Erehwon. Their sunny homeland of Derrydale is a pastoral paradise of rolling fields, slow-moving brooks, and great shade trees, where most Gnomes are quite content to spend their whole lives. Some, however, get the irresistible urge to wander, and must follow that urge wherever it leads them, across or even under Erehwon. Gnomes are very good-natured on the whole, and have a well-earned reputation as tricksters. Many a delving company has been saved by the wiles of a Gnome, so they are usually very welcome among adventurers (who may still count their coins afterward).

Appearance: Gnomes are the smallest of the races of Erehwon, standing no more than 3'6”. They usually have brown skin, dark curly hair, and strikingly bright eyes. They tend to be slim of build, though the more sedentary among them can become quite stout! They have slightly pointed ears, and tend to smile a great deal.

Strengths: Gnomes are quick-witted and quick-footed, capable of anticipating and avoiding trouble before it strikes. Those Gnomes that can't sweet talk their way out of a situation can almost certainly sneak out of it.

Weaknesses: Gnomes are small and not very robust, which can be dangerous around hungry beasts and monsters.

Deities: Gnomes adore Brambelos, Merrifar, and Pukko above all others, but they are respectful to all the gods. They almost never worship Nerukk, Meluphais, Wayrath, and Vulloon.

Brawn: 1

Agility: 2

Intellect: 2

Cunning: 3

Willpower: 2

Presence: 2

Wound Threshold: 9+ Brawn

Strain Threshold: 11 + Willpower

Starting Experience: 90 XP

Small: Gnomes are silhouette 0.

Special Abilities: Starting Skills: Gnomes begin with one rank in either Charm or Stealth. You still cannot train their Charm or Stealth a bove 2 during character creation.

Nimble: Gnomes have a melee and ranged defense of 1.

Euclideans

Patient, kind, and sagacious, the Euclideans are planar wanderers who have lately made their home on Erehwon. Their city, Pol Odaniya, is a wondrous place capable of traveling through space and time, though for now it has come to rest off the eastern coast of Merrodar, amid a small chain of islands. The Euclideans are a gentle, intellectual people who love to acquire and share knowledge. Many of them are skilled arcanists, and some among them practice the mysterious discipline known as Mentalism. As relative newcomers to Erehwon, Euclideans take any opportunity to travel and explore, and frequently join delving companies in their adventures.

Appearance: Though superficially human in appearance, Euclideans are easily distinguished by their tall, conical heads and lack of visible ears. They are not significantly taller than humans, though their elongated heads make it seem so. Their hair is typically dark, and grows on the back of their heads; male Euclideans typically cultivate a topknot or ponytail, while females grow their hair long and braid it into pleasing patterns. Males may grow facial hair, females do not. Though they appear earless, Euclideans have sensitive membranes along the sides of their heads that conduct sound and interpret it far better than human ears can.

Strengths: Euclideans have extraordinarily capable minds, capable of contemplating many subjects at once. Their keen hearing and enhanced mental faculties also make them much more alert than most.

Weaknesses: As a people, the Euclideans are very honest and open; lies and deception do not come naturally or easily to most of them. They are also accustomed to a comfortable life, and do not always adapt well to “roughing it”.

Deities: Euclideans acknowledge the gods, but virtually no Euclideans worship them. A “Euclidean cleric” is a joking term for something that is so rare as to not exist.

Brawn: 2

Agility: 2

Intellect: 3

Cunning: 1

Willpower: 2

Presence: 2

Wound Threshold: 10 + Brawn

Strain Threshold: 13 + Willpower

Starting Experience: 90 XP

Special Abilities: Starting Skills: Euclideans begin with one rank in Discipline or Vigilance. You still cannot train their Discipline or Vigilance above 2 during character creation.

Knowledgeable: Euclideans treat all Knowledge skills as career skills.

Sauran

Strong, silent, and observant, the Sauran (singular and plural) dwell in tribal communities deep in the Tezowar Jungle to the south. Ages ago, the ancestors of the Sauran ruled the world. The Tyran Empire conquered all of Merrodar, and many lands beyond. Eventually, the empire fell into decadence and chaos, and its former subjects and slaves trampled it into dust. The Sauran of the modern era have not forgotten the lesson of their ancient empire, and have chosen a simpler life. The Sauran live in relative peace, defending themselves when necessary, and rarely traveling out into the world. Some Sauran, though, want to know more about the other races of the world: out of curiosity, or guilt, they leave the jungle and seek out the company of those whom their Empire once held as slaves.

Appearance: The Sauran are fearsome of countenance. They are reptilian, standing over 7' tall, and weigh far more than a large human. They are armoured with spiny scales, and have a thick tail for balance. Their heads are crowned with spikes or spines, and their jaws are lined with gleaming ivory teeth. Their eyes are usually gold, green, or rarely red. Their scales are often patterned, and those wise in Sauran lore can tell which tribe or region a Sauran is from by the pattern of his scales. Their hands and feet end in powerful claws that can be used as formidable weapons.

Strengths: Sauran are very physically powerful and athletic. They are strong swimmers, and are as dangerous unarmed as armed, thanks to their deadly claws. Sauran have weak senses of smell and taste, but excellent vision and hearing.

Weaknesses: Sauran tend to be quiet, rarely speaking unless spoken to. Their expressionless faces make it hard for most races to see what they're thinking or feeling, and most Sauran have difficulty expressing themselves eloquently. There are also still residual hard feelings among some races towards the Sauran, an animosity based on legends of the cruel Tyran Empire.

Deities: Hurnos is the primary deity of the Sauran, but they also revere Suridar and Lumiel, as well as Belem and Norgarn. The cannibalistic Tae Ew tribe are infamous servants of Nerukk, but most Sauran abhor his worship.

Brawn: 3

Agility: 2

Intellect: 2

Cunning: 2

Willpower: 2

Presence: 1

Wound Threshold: 12 + Brawn

Strain Threshold: 8 + Willpower

Starting Experience: 90 XP

Special Abilities: Starting Skills: Sauran begin with one rank in Perception or Survival. You still cannot train their Perception or Survival above 2 during character creation.

Claws: A Sauran may use his claws to attack, using the following weapon profile: (Brawl; Damage +1; Critical 3; Range [Engaged]; Vicious 1).

Out for Blood: After a Sauran hits a character with a successful combat check, they add 1 Boost to combat checks targeting the same character until the end of the encounter.

Alchemical Armour: Sauran shamans brew unguents that can grow and harden a warrior's scales to be as strong as steel, and even to accept enchantments. A Sauran may designate any worn armour as alchemical armour, in which case it is treated as part of his body and cannot be removed. It is otherwise treated the same as worn armour of that type. Alchemical armour is clearly visible as larger, thicker scales, plates, etc.

Races of the Illmorn Ascendancy

Dark Elves

Ambitious, cruel, and commanding, the Dark Elves rule the vast Darkworld beneath Erehwon from their beautiful, terrible city of Illmorn. Dark Elves seek adventure to increase their own power, and to continuously extend the reach of the Illmorn Ascendancy. Many are also driven by their hatred of their surface-dwelling cousins, most of whom have long since forgotten the reason for the rift between their peoples (which only further incenses the Dark Elves). The Dark Elves see themselves as natural leaders and rulers, destined to one day subjugate all of Erehwon.

Appearance: Dark Elves are usually about the same height as Elves, but even more slender. Their skin colour is mainly dark hues of purple and blue, though some rare few are born with lighter violet or azure tones. Their eyes are usually purple, occasionally blue, rarely crimson. Their hair is very fine and fair, often so pale as to appear silver or white. Their ears are typically longer than their surface cousins'.

Strengths: Dark Elves are powerfully charismatic, and have little difficulty bending others to their will. They are also gifted sorcerers, with an innate grasp of arcane magic that makes them formidable opponents.

Weaknesses: Millennia in the Darkworld have left Dark Elves less robust than most races. When they venture to the surface, they prefer to remain in shadows; Dark Elves find exposure to bright sunlight painful and disorienting.

Deities: Meluphais is the patron goddess of the Dark Elves. They also worship Vulloon and Lumiel, and more of them each year are turning to Nerukk. They rarely worship “frivolous” gods like Brambelos or Merrifar.

Brawn: 1

Agility: 2

Intellect: 2

Cunning: 2

Willpower: 2

Presence: 3

Wound Threshold: 8 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 90 XP

Special Abilities: Starting Skills: Dark Elves begin with one rank in Coercion or Leadership. You still cannot train their Coercion or Leadership above 2 during character creation.

Dark Vision: When making skill checks, Dark Elves remove up to 2 Setback imposed due to darkness.

Arcane Initiate: Dark Elves gain Arcana as a career skill and begin with one rank in Arcana. You still cannot train their Arcana above 2 during character creation.

Ogres

Aggressive, dull-witted, and monstrously strong, the Ogres are the brutal enforcers of the Ascendancy. Their ugly stone city of Kruul crouches within the treacherous Mosshollow Swamp, and it is from here that they launch their raids against the civilized lands to the north. Ogres are easily motivated to adventure, especially by the Dark Elves, whom they adore. Ogres love shiny treasures (even if it is actually junk), and they love the opportunity to fight, kill, and eat even more. Ogres seldom have the mental faculties to perform magic, but some rare few are more gifted than their fellows, and become powerful Primalists.

Appearance: Ogres tower over the other races, averaging 8'-9' in height, and weighing 600-800 lbs. Their skin colour is fairly similar to that of Humans. Ogres tend not to have much hair, and what they do have is coarse and dark. Their eyes are small, and usually dark-coloured; those with a talent for magic frequently have startlingly bright coloured eyes. Large tusks protrude from their flabby lips, and their noses are bulbous and bent. Some Ogres have horns, usually a short pair protruding from their forehead, though some grow huge ram-like horns. Very rarely, an Ogre might have a single large horn jutting from its brow: this is considered a good omen among their kind, marking that Ogre as destined for greatness.

Strengths: Certainly, the physical might of Ogres is their greatest strength, in the most literal sense. They are also very resilient to harm, and can haul enormous weights without tiring.

Weaknesses: Most Ogres are stupid, uncouth, and foul beings. They have difficulty following complex thoughts or plans, and grow angry and impatient easily. They have no concept of personal hygiene, which is often very trying for Dark Elves in their company.

Deities: Ogres almost exclusively worship Nerukk, though Norgarn, Wayrath, and Vulloon are also respected. Ogres never worship Toram, Velera, or Arumin.

Brawn: 4

Agility: 2

Intellect: 1

Cunning: 2

Willpower: 2

Presence: 1

Wound Threshold: 14+ Brawn

Strain Threshold: 8 + Willpower

Starting Experience: 70 XP

Special Abilities: Starting Skills: Ogres begin with one rank in Brawl or Resilience. You still cannot train their Brawl or Resilience above 2 during character creation.

Heavy Lifter: An Ogre's encumbrance threshold is 10 plus their Brawn rating. Ogres also gain 1 Boost die on any checks made to lift, move, or carry objects or creatures.

Ratten

Sly, stealthy, and opportunistic, Ratten (singular and plural) clans can be found nearly everywhere on Erehwon. In areas where many clans dwell in close proximity, they are ruled by a King (or Queen). Ratten typically seek adventure as a path to personal advancement: Ratten society is heavily tied to how much stuff you have: the more valuable the stuff, the better. Any Ratten has the potential to be King (or Queen), if they can survive long enough and accumulate enough stuff. Ratten have no great affection for any other race (or for most Ratten), but they are very willing to work together with others if it will increase their own fortunes.

Appearance: Ratten are wiry humanoids about the same height as Dwarves, but much leaner. They have the appearance of humanoid rats, with nimble hands, sharp teeth, small black eyes, keen ears, and long tails. Their colouration can vary greatly from clan to clan, but most are grey-brown to dark grey. Some few are entirely black; such Ratten often become warriors. Albino Ratten are believed to be greatly favoured, and often become mages or sorcerers.

Strengths: Ratten are very crafty opponents, quick to seize an advantage or exploit a weakness. They are naturally very sneaky, and make excellent pickpockets and trapsmiths.

Weaknesses: Ratten are notorious for their willingness to abandon a “lost cause”, and certainly feel no guilt about abandoning allies to save their own skins. They are often easily frightened and intimidated; without a strong leader present, they will flee as soon as things start going badly for them.

Deities: Ratten most often worship Pukko and Meluphais, though like humans, there are worshipers of every god among their clans. They seldom worship the Elemental Court, which is far beyond their ken (or interest).

Brawn: 2

Agility: 2

Intellect: 2

Cunning: 3

Willpower: 1

Presence: 2

Wound Threshold: 11 + Brawn

Strain Threshold: 9 + Willpower

Starting Experience: 90 XP

Special Abilities: Starting Skills: Ratten begin with one rank in Skulduggery or Stealth. You still cannot train their Skulduggery or Stealth above 2 during character creation.

Fighting Dirty: Ratten begin with the Dirty Tricks talent.

Ullithim

Cold, calculating, and alien, the Ullithim weave their far-reaching schemes from their hidden citadel of Yhan'gool in the deepest depths of the Darkworld. Ullithim take to adventuring out of necessity: Ullithim society is a harsh meritocracy, and only those who truly excel may win a place in the glistening halls of Yhan'gool. Nascent Ullithim are cast out into the Darkworld almost as soon as they achieve full sapience, to thrive or perish on their own. They must gain experience, objects of power, and most of all knowledge, in order to return home. Allying themselves with the other powers of the Darkworld is only sensible, and a means to a much greater end. Still, despite their alien nature and lack of true emotions, some Ullithim become fond of their companions, and (as much as they are capable of doing so) enjoy the rewards of adventuring with others.

Appearance: Ullithim are tall, usually well over 6' in height, and alarmingly thin, with elongated arms and legs. Each hand ends in four long, nailless fingers and two opposable thumbs. Their flesh is mottled and translucent, usually appearing in sickening shades of purple and blue, deepening to crimson when they are alarmed or angered. Their heads are octopoidal, with two large eyes with lozenge-shaped pupils, and four prehensile arms covering their lamprey-like mouths.

Strengths: Ullithim are incredibly intelligent, and unbound by the morals and ethics that often hamper others from seeing every possible solution to a problem. Every Ullith is telepathic, and can mentally communicate with any sapient creature within Medium range. Every Ullith also possesses a degree of Mentalism in the form of their feared Mind Blast.

Weaknesses: Their peculiar anatomy leaves Ullithim less graceful and coordinated than most races. They also tend to be somewhat frail. More significantly, Ullithim are reviled and feared by most races for their alien nature, appearance, and eating habits: Ullithim are well-known for their revolting preference for living brains. This is more of a delicacy for Ullithim than a necessity, but that is a distinction most races fail to make.

Deities: The Ullithim worship no deities, and find the entire concept ludicrous: no being is above them. Ullithim who worship gods are even more rare than Euclideans.

Brawn: 2

Agility: 1

Intellect: 3

Cunning: 2

Willpower: 2

Presence: 2

Wound Threshold: 8 + Brawn

Strain Threshold: 12 + Willpower

Starting Experience: 90 XP

Special Abilities: Starting Skills: Ullithim gain Knowledge (Forbidden) as a career skill, and begin with one rank in Knowledge (Forbidden). You still cannot train their Knowledge (Forbidden) above 2 during character creation.

Dark Vision: When making skill checks, Ullithim remove up to 2 Setback imposed due to darkness.

Mind Blast: Ullithim can unleash a blast of psionic energy powerful enough to stagger a mammoth (Discipline; Damage 6; Critical 4; Range [Short]; Blast 3, Concussive 1, Slow- Firing 2, Stun Damage). Each time an Ullith uses this ability, it suffers 3 strain.

Fearsome: The Ullithim are terrifying to most other species. All Ullithim add 1 Setback to Charm, Deception, Leadership, and Negotiation checks they make, but they add 1 Boost

to Coercion checks they make. This does not apply when interacting with other Ullithim.

Risen

Resilient, determined, and vengeful, the Risen have no true homeland. They have only the shadowy refuge called Dreadmoor, where their kind can be safe from persecution, at least for a while. Occasionally, when a necromancer or other summoner raises an undead servant, that servant rises with full sapience and independence. Often these uncontrolled undead are immediately destroyed, but some manage to escape or slay their creator, and strike out into the world. These exceptional beings are known as the Risen. The Risen seek adventure because there is safety and strength in numbers. All Risen have an open invitation to join the Illmorn Ascendancy, and receive sanctuary if they desire it: that by itself is a strong lure for these cursed creatures. Others seek revenge on tormentors from their former life, on their killers, or on their creators. Very few Risen choose to live peaceful lives.

Appearance: Risen are undead, and appear to be animated skeletons or zombies. They are most often human, but they can be of any race (except for Ullithim, who cannot be raised as undead). Some Risen retain some, or all, of their flesh, though desiccated and ragged; others are naught but animated bone.

Strengths: In their undead state, the Risen are no longer subject to many of the travails of the living: they do not eat, drink, or sleep, they cannot drown, and they are unaffected by poison and disease. They are also possessed of a supernatural vitality that makes them very hard to defeat.

Weaknesses: The Risen are rarely as limber in death as they were in life, and their personalities are often callous and sardonic. While they are nominally welcome in the Illmorn Ascendancy, they are abhorred by the surface-dwelling races (except the Ogres), and are often attacked on sight, even in neutral locales. Even in the Ascendancy, the Risen are frequently treated as second-class beings by the Dark Elves.

Deities: The Risen worship whatever gods their race worshiped in life. Most consider Vulloon their true patron, however.

Brawn: 2

Agility: 1

Intellect: 2

Cunning: 2

Willpower: 3

Presence: 1

Wound Threshold: 11 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 90 XP

Special Abilities: Starting Skills: Risen begin with one rank in a career skill of their choice. You still cannot train the chosen skill above 2 during character creation.

Undead: Risen do not need to eat, sleep, or breathe, and are unaffected by toxins and poisons.

Armour of Death: Risen begin with one rank in the Enduring talent.

Ophidians

Elegant, sinuous, and inscrutable, the Ophidians brood in their vine-strewn temples in the deepest reaches of the Tezowar Jungle. They hold an aeons-old grudge against the Sauran, whose long-gone Tyran Empire the Ophidians blame for the overthrow and destruction of their own ancient civilization. Ophidians seek adventure to claim the power and resources they believe they need to restore their ancient empire to prominence once more, and to elevate their own standing in their society. They also relish any opportunity to strike against the hated Sauran, though it is not unknown for individuals of the two races to occasionally find common ground, or even friendship.

Appearance: Ophidians are tall, slender humanoids with serpentine heads. They usually stand a bit over 6' tall. Their bodies are covered in fine, shiny scales, and they have four digits on their hands and feet. They do not have tails, and lack visible secondary sexual characteristics; it can be difficult for other races to tell male and female Ophidians apart. Their heads often reflect the status of their ancestry, with the cobra-hooded Naga bloodline preeminent among their kind. They have unblinking golden eyes, and long, forked tongues.

Strengths: Ophidians are extraordinarily agile and limber, capable of slipping through passages too narrow for most races. They are feared for their deadly bite, the venom from which can kill a man in moments.

Weaknesses: Ophidians are less hearty than most races, and have a tendency to become lethargic if the environment gets too cold.

Deities: Ophidians are not especially devout, and rarely follow the path of the Disciple, but some worship Nerukk, Meluphais, Wayrath, or Vulloon. They very rarely follow any of the “peaceful” deities.

Brawn: 1

Agility: 3

Intellect: 2

Cunning: 2

Willpower: 2

Presence: 2

Wound Threshold: 9 + Brawn

Strain Threshold: 10+ Willpower

Starting Experience: 90 XP

Special Abilities: Starting Skills: Ophidians begin with one rank in Coordination or Stealth. You still cannot train their Coordination or Stealth above 2 during character creation.

Fangs: An Ophidian may use her venomous fangs to attack, using the following weapon profile: (Brawl; Damage +1; Critical 4; Range [Engaged]; Burn 2). The Burn quality represents poison damage, and may only be activated once per encounter.

Serpent Strike: Ophidians begin with one rank in the Rapid Reaction talent.

Unaligned Races

There are many other races that are not aligned with either the Commonwealth or the Ascendancy, but most of them are savage and monstrous, like the goblins, gnolls, and kobolds. Others are civilized, but far too alien, or hateful of outsiders (like the sea devils and the orcs), to ever consider an alliance.

Still, there are a few unaligned races whose members occasionally pursue the life of a delver. Two of those races are included below. Note: the races below are only “unaligned” in the greater sense of the word. Delvers become aligned by their choice of profession. A player character must still choose a faction with which to be aligned.

Bogloks

Acrobatic, industrious, and peaceable, the bogloks are a race of batrachian humanoids that live in large tribes near marshes, lakes, rivers, and swamps. They try to avoid outsiders, resorting to violence only if absolutely necessary. While the majority of bogloks prefer their simple life of farming insects and fish, some leave their tribes to learn more about the outside world.

Appearance: Bogloks resemble humanoid frogs, about the same size as a dwarf. Much like the Karthaki, their specific features vary greatly depending on their homeland: those from the eastern and central regions of Merrodar tend to resemble bullfrogs or leopard frogs, those from the Tezowar Jungle tend to be vividly coloured like arrow frogs, while those from the western regions tend to have a lumpier appearance, like toads. They have four digits on their hands and feet, and large golden eyes.

Strengths: Bogloks are naturally agile and well coordinated. Their powerful legs provide them with exceptional mobility.

Weaknesses: Bogloks tend not to have very forceful personalities, and are usually ill at ease around others not of their own folk. They tend to react rather than act.

Deities: Bogloks worship Toram, Arumin, Belem, and Velera, much like humans. They almost never worship violent or destructive deities like Norgarn, Nerukk, or Wayrath.

Brawn: 2

Agility: 3

Intellect: 2

Cunning: 2

Willpower: 2

Presence: 1

Wound Threshold: 9+ Brawn

Strain Threshold: 11+ Willpower

Starting Experience: 90 XP

Special Abilities: Starting Skills: Bogloks begin with one rank in either Athletics or Coordination. You still cannot train their Athletics or Coordination above 2 during character creation.

Amphibious: Bogloks can breathe underwater, and never suffer movement penalties for traveling through water.

Leaping: Once per round as a maneuver, a boglok may suffer 3 strain to leap horizontally or vertically to any location within medium range. However, you cannot leap into engaged range with an opponent.

Karthaki

Alert, athletic, and graceful, the Karthaki hail from the distant land of Karthas, where they are the most populous race. They are furred, humanoid cat-folk, complete with keen eyes, sensitive ears, sharp claws, and restless tails. In their homeland, they live in medium-sized tribes as nomadic hunters, with few permanent settlements. Occasionally Karthaki take enough interest in the furless traders that visit their land to accompany them back to Merrodar, and some have even become delvers.

Appearance: Karthaki resemble humanoid felines, though their specific features can vary greatly depending on where they originate in their homeland. The large, powerful Karthaki of the savanna resemble humanoid lions, while the northern tribes resemble lynxes or bobcats. Those from the jungles of Karthas may resemble mighty tigers, sleek black panthers, or fierce jaguars.

Strengths: Karthaki have exceptionally keen senses, and are among the finest hunters and trackers in the world. They also sport sharp claws and vicious teeth.

Weaknesses: Karthaki have tendencies towards both laziness and vanity, which tend to be magnified when they are around races they consider inferior (which is most of them). They frequently lack the attention span or motivation to commit to higher learning.

Deities: The Karthaki revere Merrifar and Hurnos as their greatest gods. They also worship Suridar and Lumiel. An increasing number of them also worship Meluphais.

Brawn: 2

Agility: 2

Intellect: 1

Cunning: 3

Willpower: 2

Presence: 2

Wound Threshold: 9+ Brawn

Strain Threshold: 8 + Willpower

Starting Experience: 90 XP

Special Abilities: Starting Skills: Karthaki begin with one rank in either Perception or Coordination. You still cannot train their Perception or Coordination above 2 during character creation.

Natural Weapons: A Karthaki may use his claws or teeth to attack, using the following weapon profile: (Brawl; Damage +1; Critical 3; Range [Engaged]; Vicious 1).

Fleet of Paw: Karthak i can perform a second maneuver to move without suffering strain. They still cannot exceed the limitation of two maneuvers in a turn.

Norskarn

Brawny, fierce, and resilient, the Norskarn (singular Norskar) are a hearty folk that hail from the distant northern land of Siborea. While they do not in general have much interest in the affairs of others, they do very much love the property of others, especially shining gold and silver. From time to time, a Norskar will go to sea on a trader's ship, and sometimes ends up in Merrodar. Their formidable talents for battle and plundering are put to good use as delvers.

Appearance: Norskarn appear very much like humans, but they are much taller and bulkier than humans, usually standing 6' 8” to 7' 6”. They nearly always have dark brown or reddish hair and dark coloured eyes, though some tribes are known for their blonde hair. It is extremely rare to see an overweight Norskar; they are naturally fit, and their fast metabolisms keep them in fighting shape.

Strengths: Norskarn are physically powerful and very tough. They are accustomed to hardship and harsh conditions, and are rarely bothered by extremes of climate.

Weaknesses: The Norskarn do not place high value on education and learning beyond what is needed to survive and thrive in their cold homeland. They are often reckless with their own lives and the lives of others, and will gladly overindulge in food and alcohol given the slightest chance.

Deities: The Norskarn raucously worship Norgarn, the War-Father, Hurnos the Huntmaster, and Pukko the Clever. The other gods are acknowledged, but not often worshiped.

Brawn: 3

Agility: 2

Intellect: 1

Cunning: 2

Willpower: 2

Presence: 2

Wound Threshold: 12+ Brawn

Strain Threshold: 9 + Willpower

Starting Experience: 90 XP

Special Abilities: Starting Skills: Norskarn begin with one rank in either Athletics or Survival. You still cannot train their Athletics or Survival above 2 during character creation.

Hardiness: Norskarn are well-adapted to their homeland. A Norskar may remove up to 1 Setback imposed by cold or icy environmental conditions, and gain 1 Success on Resilience checks.

Edited by Direach

Updated the Adventuring Gear section with revised weapons and armour tables, a number of new enchantments for weapons and armour, and Wondrous Items for adventurers and delvers. Detailed Artifice rules (including reagents) coming soon. Bestiary is also updated!

Edited by Direach

Any chance you are going to put this into a doc or pdf? Copy-paste from the net into a doc causes some formatting headaches! Thanks in advance!

9 hours ago, Doomgrin75 said:

Any chance you are going to put this into a doc or pdf? Copy-paste from the net into a doc causes some formatting headaches! Thanks in advance!

Yeah, if you follow the Bestiary link, it's in the same folder. I'd repost the link but I'm on my phone.

EDIT: Open Sharing Folder updated with most current versions of all the DELVE documents.

Edited by Direach

Artifice and Enchantments

Artifice

While Artifice covers the crafting of nearly any item that can be made or manufactured, it is best known as the means to create enchantments and wondrous items. Use the rules listed in Realms of Terrinoth for crafting non-magical items; use the following additional rules for creating enchantments and wondrous items.

Essence and Reagents

All things on Erehwon, animal, vegetable, or mineral, contain trace amounts of magical energy. This energy can be coalesced into a distilled, potent form called a Magical Essence (or simply “Essence”). This usually takes the form of a small, luminous sphere that radiates magic. Essence is a rare sort of commodity, almost never for sale, and hoarded by magical artificers. All magical creations require the infusion of Essence: this is the power that binds and stabilizes the creation magic.

Rarely, Essence may be recovered intact from a powerful source or adversary, but the most common way to acquire Essence is by coalescing it from a quantity of reagents . Reagents are a generic term for resources which contain a significant amount of trace magical energy. Nearly any source, animate or inanimate, may contain reagents, but usually the source must be destroyed (or killed) in order to recover the reagents. This could be as simple as picking rare mushrooms in a hidden glade, or it could require a wizard's delicate touch to extract fragments of power from a defeated golem, or a skilled hunter's blade for removing the valuable parts of a monster's carcass.

To obtain reagents, a character must first locate (and, if necessary, defeat) an appropriate source of the reagent that they seek. Most delving companies work together to use their various skills to accumulate reagents as they adventure, so that they may later pool their resources for the creation of Essences. The process of successfully extracting reagents from a source is called harvesting.

Different types of reagents require different skills to harvest. The difficulty to harvest reagents from a source depends on the source: harvesting reagents from a Minion adversary (or Minion group), or a common source, is an Average skill check. Harvesting a Rival adversary, or an uncommon source, is a Hard skill check. Harvesting a Nemesis adversary, or a rare source, is a Daunting skill check. Only one check to harvest may be made per source, so delvers are advised to select (or assist) their most capable member for any given harvesting task. If Triumph is generated on the harvesting check, an Essence of the appropriate type may be gained instead of reagents, at the GM's discretion.

Reagent Type

Harvested From

Examples

Skill Required

Created Essence

Beast

Natural creatures, non-magical beasts

Bat wings, rat tails, fire beetle eyes, boar tusks, lion's teeth, serpent scales, eye of newt, toe of frog

Survival or Primal

Wild Essence

Demonic

Demons, infernal beasts

Demon horns, blood, eyes, claws, scales, imp wings

Arcane or Divine

Infernal Essence

Elemental

Elementals, elemental creatures (gargoyles, salamanders), rare minerals (gold, silver, platinum, thorium, draconite)

Elemental earth, air, fire, water, gargoyle talons, salamander scales, efreeti beard, xorn teeth

Arcane or Primal

Primal Essence

Plant

Magical and non-magical plants, plant creatures, rare wood, fungus, molds

Belladonna, foxglove, kingsfoil, myconoid spores, treant bark, dryad tears

Survival or Primal

Verdant Essence

Uncanny

Magical creatures (dragons, griffons, chimeras, basilisks), constructs (golems, animated armour or weapons)

Basilisk eye, dragon teeth, pegasus feathers, manticore spines

Arcane, Primal, Survival

Arcane Essence

Undead

Undead creatures, places of death and decay

Bone chips, ghoul tongues, hag eyes, lich fingerbones, wraith dust, vampire fangs

Arcane or Divine

Essence of Undeath

Once sufficient reagents have been harvested, an artificer may attempt to distill their cumulative magical energy into an Essence of the appropriate type. To do so requires 10 reagents of a single type. The artificer must succeed at an Average Artifice check in order to coalesce a single Essence from 10 reagents. A Triumph allows them to coalesce two Essences from the check. Failure means the Essence does not coalesce, but the reagents are not lost. Despair indicates that the reagents are no longer usable.

An artificer may attempt to coalesce multiple Essences at the same time: increase the difficulty of the check by one for each additional 10 reagents being used. Success on the check will generate one additional Essence per 10 additional reagents. A single Triumph only add one additional Essence to the results of the check, no matter how many reagents are used, but multiple Triumph can generate multiple additional Essences (one per Triumph).

However many reagents are distilled in a given attempt, the process is very taxing for an artificer, and may only be attempted once per day.

Most artificers consider the Arcane Essence to be the most useful and versatile form of Essence, as it is used in the creation of many popular wondrous items. It is possible to transmute other forms of Essence into an Arcane Essence, though the process is time-consuming and costly. It takes one full day and a successful Hard Artifice check to transmute any three Essences into a single Arcane Essence. If Triumph is generated, the artificer may gain one additional Arcane Essence (but only one, regardless of how many Triumph are generated). If the check fails, all the Essences used in the process are lost.

Magical Crafting

In order to create an enchantment or wondrous item, an artificer must first gather the correct components and materials for what he wishes to craft. Reagents, and the Essences derived from them, are one part of this; the rest are magical supplies, materials, and consumables used in the creation of the enchantment or item.

For convenience, the table of common wondrous items (including the material requirements and Artifice skill check difficulty) is reprinted here from the Adventuring Gear section:

ITEM

ENCUM

PRICE

RARITY

CRAFTING REQUIREMENTS (ARTIFICE DIFFICULTY)

Artificer's Rucksack

2

600

7

300gp, 1 Arcane Essence (Average)

Bag of Holding

2

800

7

400gp, 5 Arcane Essence (Hard)

Brightwell's Beneficent Bells

2

1200

8

600gp, 5 Arcane Essence (Daunting)

Conway's Cookpot

3

400

6

2 Verdant Essence, 2 Wild Essence, iron cookpot (Hard)

Fire Beetle Eye

0

50

4

Pristine Fire Beetle Eye (Easy)

Lightstone

0

800

8

1 Essence of Undeath, Extinguished Lightstone (Average)

Lightstone, Greater

0

1200

9

2 Essence of Undeath, Extinguished Lightstone (Hard)

Pouch of Convenience

1

1000

8

500gp, 5 Arcane Essence (Daunting)

Rope of Climbing

1

1500

9

50' of silk rope, 50' of silver and gold wire, 10 Arcane Essence (Daunting)

Sanctuary Stone

2

800

8

400gp, 5 Primal Essence (Hard)

Sojourner's Boots

2

1200

8

600gp, 10 Wild Essence (Hard)

A wondrous item will typically require 5-10 Essence to craft, along with supplies equal in value to half the base sell price of the finished item. To craft the finished product takes a number of hours equal to the rarity of the item.

Successful results including Advantage and Triumph are left to the GM's discretion: frequently items have unexpected benefits, or are substantially more powerful than expected in these cases. Success with Despair can mean that a cursed item is created instead (such as a Bag of Devouring instead of a Bag of Holding, or a Rope of Strangling instead of a Rope of Climbing). These unfortunate results are also left to the GM to determine.

Enchantments

Enchantments are created in much the same way. Any enchantment with a Rarity of 6 or lower (known as a lesser enchantment ) can potentially be crafted by an artificer. Enchantments with a Rarity of 7 or higher are greater enchantments , and are beyond the ability of most artificers to attempt. Greater enchantments are usually recovered from perilous dungeons, and often must be extracted from existing items in order to use them.

A lesser enchantment requires 2 Essence to craft (the type varies by enchantment), along with supplies equal in value to half the base sell price of the enchantment. To create a lesser enchantment takes a number of hours equal to the Rarity of the enchantment. All lesser enchantments require a successful Hard Artifice check to create. An unbound enchantment appears as a shimmering jewel or gemstone, and radiates magic.

It is possible for a skilled artificer to extract an enchantment from an existing item. This special check may only be attempted once per day, and requires a number of hours of intense focus and effort equal to the Rarity of the enchantment. A lesser enchantment requires a successful Hard Artifice check to extract; a greater enchantment requires a successful Formidable Artifice check to extract. If the check fails, the enchantment stays bound to its item, and the artificer may not attempt to remove it again (although a different artificer may try). If Despair is generated on a successful check, the enchantment is extracted, but becomes cursed. If Despair is generated on a failed check, the enchantment fails to coalesce, and is lost forever.

Infusing an item with an enchantment is a simpler (though not simple) process. To infuse an enchantment into an item requires a successful Average Artifice check . The difficulty is the same for lesser or greater enchantments. If the check fails, the enchantment does not bond with the chosen item, but another attempt may be made the next day. If the check fails with Despair, the enchantment is lost. There is no limit to the number of times an artificer may attempt to infuse enchantments per day, but only one attempt may be made per individual item per day.

Cooldown

The creation of wondrous items and enchantments is taxing for an artificer, even if they are a full-fledged spellcaster. When an Artifice check results in the successful creation of a wondrous item or enchantment, the artificer must allow for a period of rest and recovery before attempting to create another. This period is called cooldown , and lasts for a number of days equal to the Rarity of the item or enchantment they created. An artificer may still attempt to create wondrous items or enchantments during the cooldown period, but the difficulty of any such checks is upgraded by one for each cooldown period they are currently experiencing. Cooldown does not affect attempts to infuse or extract enchantments from items.