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Sword World 2.5 - Arcane Relic

This document is a comprehensive guide for expanding the gameplay of 'Sword World 2.5', introducing new races, character options, treasures, traps, and monsters. It emphasizes the need for the core rulebooks to fully utilize the new data and provides detailed descriptions and rules for character creation, including rare species and their abilities. Additionally, it offers guidance for game masters on incorporating new elements into their campaigns and enhancing the overall gaming experience.

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shyguysubcon2012
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0% found this document useful (0 votes)
61 views183 pages

Sword World 2.5 - Arcane Relic

This document is a comprehensive guide for expanding the gameplay of 'Sword World 2.5', introducing new races, character options, treasures, traps, and monsters. It emphasizes the need for the core rulebooks to fully utilize the new data and provides detailed descriptions and rules for character creation, including rare species and their abilities. Additionally, it offers guidance for game masters on incorporating new elements into their campaigns and enhancing the overall gaming experience.

Uploaded by

shyguysubcon2012
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Rare Tabbit Species ..............................76 Axes ..................................................... 115
Introduction.......................... 12 Rare Runefolk Species ..........................77 Flails ..................................................... 115
Part 1 Characters ....................... 13 Rare Nightmare Species ........................78 Chemicals/Herbs................................. 115
New Races ............................................. 14 Rare Lykant Species ..............................79 Adventure Tools ................................. 116
Spriggans ............................................... 16 Rare Lildraken Species .........................80 Adventure Tools (Consumables) ....... 117
Abyssborn ............................................. 18 Rare Grassrunner Species .....................81 Accessories: Head ............................... 118
Newmen ................................................ 20 Rare Meria Species................................82 Accessories: Face ................................ 118
Fluorites ................................................ 22 Rare Tiens Species ................................83 Accessories: Neck ............................... 118
Dark Dwarves ....................................... 24 Rare Leprechauns Species ....................84 Accessories: Waist .............................. 119
Alves ...................................................... 26 Finally.....................................................84 Accessories: Feet ................................. 119
Shadows ................................................ 28 Part 3 Treasures ........................ 85 Mounts and Mount Equipment
Soleils .................................................... 30
Weaklings ............................................. 32 Generations of Magic Goods 86 ................................................. 120
Rare Elven Species ............................... 34 Magic Swords and Their Generations ..86 Mounts: Magitech ............................... 120
Rare Tabbit Species .............................. 36 Magic Items Other Than Magic Swords Mount Armaments.............................. 120
Rare Runefolk Species ......................... 38 ................................................................88 Mounts: Magitech Data....................... 120
Rare Nightmare Species ....................... 40 Part 4 Traps ............................. 121
Rare Lykant Species ............................. 42 Mysterious Magic Items ........ 90
Rare Lildraken Species......................... 44 Sacred Treasures ..................................90 Traps Protecting Treasures . 122
Rare Grassrunner Species .................... 46 Ritual Implements .................................92 Basic Concept of Traps ...................... 122
Rare Meria Species ............................... 48 Artifacts ..................................................94 How to Read and Handle Trap Data 124
Rare Tiens Species ............................... 50 Advanced Magitech Items.....................98 Door Traps.......................................... 126
Rare Leprechauns Species ................... 52 Legendary Treasures .......... 101 Passage Traps ...................................... 129
Abyss Curse Table ................................ 54 Room Traps ........................................ 131
Part 2 World ............................. 55 Item List ............................. 111 Part 5 Monsters ........................ 133
Swords..................................................111
Spriggans (Humanoids) ........................ 56 Goblin Raid Leader (Barbarous)........ 134
Axes .....................................................112
Abyssborn (Humanoids) ...................... 58 Seeker Basilisk (Barbarous) ................ 136
Spears...................................................112
Newmen (Humanoids) ......................... 60 Forest Grail Entlet (Plant) ................... 138
Staves....................................................112
Fluorites (Humanoids) ......................... 62 Abyssal Captain (Undead) .................. 140
Flails .....................................................112
Dark Dwarves (Humanoids) ................ 64 Melting Claws (Constructs) ................. 142
Warhammers.......................................113
Alves (Humanoids) ............................... 66 Eltmagia (Magitech) ............................ 144
Bows.....................................................113
Shadows (Humanoids) ......................... 68 Guardian Wyrm (Mythical Beast) ...... 146
Metal Armor ........................................113
Soleils (Humanoids) ............................. 70 Sphinx Gambler (Mythical Beast) ...... 148
Chemicals/Herbs .................................113
Weaklings (Barbarous) ......................... 72 Melusine (Fairy) .................................. 150
Adventure Tools ................................114
Cerberus Mother (Daemon)............... 152
Alframe's Rare Races ............ 74 Accessories ..........................................114
Rare Elven Species ............................... 74 Item Detailed Data ............. 115
Rare Dwarven Species .......................... 76
Swords..................................................115

11
This book serves as a compilation of additional data and You Are Going to Need Rulebooks
details aimed at expanding the world of "Sword World 2.5" This book introduces additional rules and data to
and enhancing the scope of gameplay. “Sword World 2.5”. This book cannot be played
Within these pages, you will find new races, numerous standalone, and the Core Rulebooks of “Sword World 2.5”
variations of existing races, and a wealth of secrets and are required to make full use of it.
variations that add a vibrant depth to the gaming experience. In principle, new data, items, and rules assume you have
all three “Sword World 2.5 Core Rulebooks I-III”. If you
Part 1, "Character," provides a wealth of new data for want to use this book fully, you need all of “Core Rulebooks
creating a diverse range of unique characters. I-III”.
The book includes rules and information for creating However, TTRPG is a game where you can choose and
characters from new races and rare species within existing discard rules and data, and with the GM's understanding
races. The number of available races is extensive, including and ingenuity, you can use the contents of this book even if
2 new races, 3 revived from "Sword World 2.0," 4 you use only “Core Rulebook I” or only “Core Rulebooks
republished from the "Outlaw Profile Book," and 20 rare I-II”. However, please note that they are required to play
species from existing races. the rare species of races listed in Core Rulebook II-III.

In Part 2, "World," you will find detailed descriptions of About References


newly added, revived, and republished races. By learning In this book, references to some terms are given in the
about the history, culture, and social standing of each race, form of (see XX, p. YY). These should be handled as
you can become more emotionally involved with them and follows.
enjoy role-playing in a unique way. The page also includes (see p. YY): If there is no abbreviation and only the page
descriptions of rare species within existing races, presented is indicated, it is a reference within this book.
in the form of a travelogue. Use this page as a reference for (see XX, p. YY): where XX might be an abbreviation
your role-playing endeavors. for:

Part 3, titled "Treasures," begins by revealing the secret “CR I”: “Core Rulebook I”
treasures of each race. “CR II”: “Core Rulebook II”
It introduces powerful and rare magical objects from all “CR III”: “Core Rulebook III”
over the world, including "Sacred Treasures" that only gods “ET”: “Epic Treasury”
can handle, powerful "Ritual Implements" said to be made “ML”: “Monstrous Lore”
by gods themselves, the finest magic "Artifacts" created by “MA”: “Magus Arts”
mortals, "Advanced Magitech Items" with powers not “BM”: “Battle Mastery”
commonly seen, and other powerful magic items. “CO”: “Constellation of Colonies Cyrecode”
Additionally, there are numerous items available for “BL”: “Natural History of Burlight”
purchase and use by player characters, enhancing the “OPB”: “Outlaw Profile Book”
enjoyment of their adventures.

Part 4, titled "Traps," introduces various traps that can


hinder an adventurer's search. This section is primarily
intended for the game master rather than the player.
However, if the player reads through it, they can learn how
to avoid the dreaded traps.

In Part 5, titled "Monsters", there are 10 types of Boss


Class Monsters that protect and guard the treasures. Each
monster is powerful and unique, capable of inflicting great
pain on adventurers. Game masters are encouraged to
incorporate these monsters into their own scenarios.

The adventure over "Races and Treasures" is about to


begin!

12
Part 1 Characters

13
Here is a list of all the races that players can use as PCs The data for rare species is usually a partial change of
in SW2.5, including new races, as well as a summary of the racial ability or ability scores from the original race.
references where they can be found.
Ability Scores Changes
Comprehensive List of Races The ability scores may be adjusted from the original race
Race Name - Rare Species Name First Published This Book for certain rare species. If there is an entry for "Ability
Humans CR I, p. 63 - Scores Changes", apply these modifications after
Elves CR I, p. 64 -
determining the ability score through backgrounds and
Snow Elves - p. 34
Mist Elves - p. 35
determination of ability scores. However, note that this
Dwarves CR I, p. 65 - adjustment cannot reduce the ability score below 1
Tabbits CR I, p. 66 - (minimum 1).
Pico Species - p. 36
Lupus Species - p. 37 Change and Enhancing of Racial Abilities
Runefolk CR I, p. 67 - This is indicated if a rare species modifies some or all of
Guardian Type Runefolk - p. 38 the racial abilities of the original race. It's important to note
Combat Type Runefolk - p. 39 that the original race's racial abilities and the rare species'
Nightmares CR I, p. 68 - modified racial abilities are mutually exclusive.
Soleil-born Nightmares - p. 40 Any abilities that have not been modified for races with
Shadow-born Nightmares - p. 40
multiple racial abilities will still apply to rare species.
Lykants CR I, p. 69 -
Large Herbivore Lykants - p. 42
Furthermore, when racial abilities are enhanced at
Small Herbivore Lykants - p. 43 adventurer levels 6 or 11, the modified racial abilities will
Lildrakens CR II, p. 26 - also be enhanced.
Small-Winged Lildrakens - p. 44
Hairy Lildrakens - p. 45 Rare Species Background Tables
Grassrunners CR II, p. 27 When creating a character of a rare species, the process
Alisha - p. 46 involves using the rare species background table and
Crimenos - p. 47 "Determination Ability Scores." These steps are essentially
Meria CR II, p. 28 - the same as creating a character of the original race.
Carnivorous Meria - p. 48
Fungi Meria - p. 49
Tiens CR III, p. 66 -
Tech Tiens - p. 50
Daemonic Tiens - p. 51 Character sheets for sample characters, which use data
Leprechauns CR III, p. 67 - from all races in this book, are compiled at the end of the
Leprechaun Nomads - p. 52 book (see p. 154 - 181). Please check the "Character
Leprechaun Explorers - p. 53 Description" for each race together with these sample
Alves OPB, p. 129 p. 26 character sheets.
Shadows OPB, p. 131 p. 28
Soleil OPB, p. 131 p. 30
Weaklings - -
Garuda OPB, p. 129 p. 32
Tannoz OPB, p. 129 p. 32 The new races and rare species introduced in this book
Basilisk OPB, p. 130 p. 32 are not sudden occurrences. They have existed in the world
Minotaur OPB, p. 130 p. 32 for a long time, but their limited habitats or extremely small
Spriggans - p. 16 populations have kept them relatively unknown. Some of
Abyssborn - p. 18 the recently introduced species have been brought from
Newmen - p. 20 other continents and regions, gradually gaining broader
Fluorites - p. 22 recognition.
Dark Dwarves - p. 24
When Creating a New PC
There are no restrictions if a player creates their own PC
using these races.
Starting on page 16, you will find summaries and data of When creating a character of a new race or rare species,
the new races. If you are creating a character, you may it may be helpful to consider the background of the new
choose a new race in this book in addition to the races adventurer, such as how they came to be separated from the
introduced in the rulebooks. community of their peers.

14
Part 1 Characters

Handling of Soulscarred Characters


Among the races available for PCs, Nightmares, Alves, When the GM Makes Them Appear as NPCs
and Weaklings all possess at least one soulscar. Nightmares You can introduce a new race character as an NPC
can be created without any restrictions, but Alv and without any restrictions. However, the scenario should
Weakling characters are more distinctive in their origin and provide a reason for the appearance of the new race
appearance. It is recommended to avoid choosing Alves character. For example, the scenario could explain that they
and Weaklings if the player is not familiar with SW2.5. have moved away from their original habitat or that they are
Even if the player is familiar with SW2.5, the GM's now forced to interact with people. It is recommended to
permission is still required. create a situation where the PCs do not need prior
knowledge about the race and introduce the race within the
If You Want to Use a New Race in the Middle of a scenario.
Campaign, etc.
If you are creating a new character of a new race in an When Appearing as a Humanoid Monsters
ongoing campaign, it is a good idea to refer to the total If you want to introduce a new race as a humanoid
number of experience points and rewards you have earned monster that opposes the PCs, consider designing a unique
so far if you have them written down. If you do not know skill for this race. The abilities of Snow Elves and Combat
the details, you can create a character of the same level of Type Runefolk can serve as good examples, as they are
strength using the "High-Level Character Creation Table" potent and easily usable. If the GM finds it challenging to
(see CR III, p. 73) and consider the number of experience create such abilities, they can consult with the PCs to find a
points and growth points earned in previous campaigns by tentative solution.
that character.

15
Spriggan Backgrounds
Background Starting Class Skill/Body/Mind Experience
This ancient race can sometimes be found in the ruins 2-4 Spy Scout 11/9/8 2,500
of the Alframe continent's Ancient Magic Civilization 5-6 Agile Warrior Fencer 12/9/7 2,500
7 Warrior Fighter 10/12/6 2,000
period. Nowadays, they are few and far between and rarely
8-9 Boxer Grappler 11/12/5 2,000
seen. There is a theory that they were originally giant
10-12 Hunter Ranger 11/11/6 2,500
humanoids and lost the soulscars that made them giant, but
this is uncertain.
As children, they are wrinkled and ugly, but by the time Background Starting Class Skill/Body/Mind Experience
they are over 10 years old, they are almost indistinguishable 2-4 Archer Marksman 13/9/6 2,500
from normal human children. However, they do not grow 5-6 Jockey Rider 9/11/8 2,500
7 Battle Dancer Battle Dancer 12/10/6 2,000
any larger as the years go by and remain the size of a 10-
8-9 Bodybuilder Enhancer 11/10/7 2,500
year-old child for a long time, making them appear unusual.
10-12 Priest Priest 10/9/9 2,000
During the Magic Civilization Period, they were
treasured guardians of treasures, and they still follow their
orders and sometimes protect ruins (though sometimes they Ability Scores Corrections
no longer remember what they were protecting). A: 1d B: 2d C: 1d
The Spriggan's greatest feature is the ability to shapeshift D: 1d E: 2d F: 1d
into a Giant. Normally small and nimble, they can
transform into a giant (about 3 meters tall) in a fight, Spriggans Enhanced Racial Abilities
demonstrating their superior toughness. They can also [Giantization] will be enhanced.
adjust their defense. 6th Level: Giantization is limited to 3 times per day. You
They have a bad habit of replacing their own children can return to their original state at will, using a Major Action,
with human children because of their ugliness, and there are even if the 10-minute duration of Giantization has not
occasional incidents in which a child raised as a human is elapsed.
actually a Spriggan. However, since the number of 11th Level: You can change to the Giant form and back to
Spriggans is small and they seldom give birth, they are not your original form with a Minor Action or during Combat
well known. Preparation.
They are suitable for Scouts, Fighters, and other
frontline classes. Their lifespan is 350 years, and they have
0 soulscars.

Starting Languages: Spriggans can read and write Trade


(see character sheet at p. 154)
Common, Arcana, and Giantish.
Restricted Classes: None
Character Description
Spriggans have the unique characteristic of having two
Racial Abilities
forms: a small and agile normal form and a strong and
[Darkvision]: You can see in the darkness as well as during durable giant form.
the daytime. In its normal form, Spriggans appear similar to small
[Giantization]: When a Major Action is used, the character humans but excel in quick movements, making them
can transform into a Giant form. While in this form, the suitable for reconnaissance and exploration.
character's Agility is reduced by -6, but its Strength and Although limited in duration and number of uses, the
Vitality are increased by "+12", and its maximum HP is also giant form instantly enhances Spriggan's strength and
increased. vitality. After transforming, Spriggans became heavily
Equipped armor will automatically change to the one armored warriors equipped with strong armor, shields, and
prepared for the Giant form (it needs to be prepared heavy weapons. Different equipment can be prepared for
beforehand). Weapons, shields, and other items in hand each form, allowing for quick adaptation to the appropriate
can be carried over to the Giant form or changed to the ones weapons and armor.
prepared for the Giant form (no action is required to change On the other hand, since the equipment for the normal
them, and the ones in hand under normal conditions are form and the giant form are different, it is recommended to
not lost). prepare weapons and armor specifically for each form to be
Once a Spriggan has entered the Giant form, they well-prepared for any situation. There may be financial
cannot voluntarily return to their original form, but will constraints initially, but it is possible to make the most of
automatically revert back after 10 minutes (60 rounds) (their available resources.
equipment will also return to the state it was in before As Spriggans grow, it is advisable to choose a class or
transformation, and their maximum HP value will be Combat Feat that aligns with the main focus, whether it be
reduced by the current value). the normal form or the giant form.
Giantization can only be performed twice a day. Utilize the advantages of both forms to successfully
complete missions and protect what needs to be protected!

16
Part 1 Characters

17
it with long-sleeved clothes and gloves, but if the arm is
exposed, it will give a horrifying impression like that of a
Abyssborn are rare mutants that are conceived and born Daemon to unknowing people.
in the Shallow Abyss. Currently, only cases born from Melee weapons will inflict an additional +2 points of
humans have been confirmed. damage. This effect applies to both "Stance: 1HW" and
They are large and stout, with skin and eyes that have "Stance: 2H" weapons. Ranged weapons and weapons with
turned dark purple, resembling parts of a daemon's body "Stance: 1H#" or "Stance: 2H#" that do not use the affected
(no special modifications have been made to the data). arm are not affected by this racial ability.
Apart from these altered features, their figure is almost In the case of [Dual Wielding], the racial ability applies
identical to that of a human, and their Abyssborn only to one weapon of the arm that is covered by dark
appearance can be hidden by clothing and accessories. purple skin.
In the Alframe continent, Abyssborn, along with
Nightmares, are often subject to discrimination as they are [Abyssal Bastard/Abyssal Eye]
considered abominations. Consequently, they are When this racial ability is chosen, the whites of either
sometimes raised in "Shallow Abyss" until they can stand on eye (player's choice) will be dyed dark purple. The tinted
their own two feet, or they are left to fend for themselves in eye can only be open for a total of 1 minute (6 rounds) per
"Shallow Abyss." (Of course, there are cases in which they day, and during other times, one eye will remain closed.
are raised with love by their parents and brought out into However, the player will not receive any penalty due to
the outside world.) blindness in one eye.
Abyssborn are well-suited for both warrior and magician The character can hide the purple eye with an eye patch
roles and can even be magic warriors. They have a lifespan or sunglasses, but if the naked eye is seen, it gives a
of 100 years and have 0 soulscars. horrifying impression like that of a Daemon.
While the dark purple eye is open, the character gains a
Starting Languages: Can read and write Trade Common +1 bonus to Accuracy checks. The duration of the open eye
and Regional Dialects. is controlled in units of 10 seconds (1 round).
Restricted Classes: None
Abyssborn Backgrounds
Racial Abilities Background Starting Class Skill/Body/Mind Experience
2-4 Hunter Ranger 8/10/9 2,500
[Abyssal Bastard]: When creating a character, you must
5-6 Spy Scout 11/7/9 2,500
choose one of the following as your racial ability: "Abyssal
Fighter or
Body," "Abyssal Arm," or "Abyssal Eye." Additionally, you 7 Mercenary 8/11/8 2,000
Grappler
must select an "Abyss Curse" (see CR II, p. 251) associated Sorcerer or
with that ability. The Abyss Curse is selected at random 8-9 Magician 6/8/13 2,000
Conjurer
during character creation. 10-
When referring to the Abyss Curse table (see p. 54, CR Artificer Artificer 9/9/9 2,000
12
II, p. 253), all effects with "When equipped" or "When
carried" are instead in effect when the associated racial Starting
ability is in effect. Background Skill/Body/Mind Experience
Class
The Abyss Curse acquired during character creation 2-4 Scholar Sage 9/10/11 2,500
cannot be changed. However, by consuming three Abyss 5-6 Agile Warrior Fencer 11/6/10 2,500
Shards (see CR II, p. 357), the player can choose to either Warrior Battle
7 10/8/9 2,000
roll again to change their "Abyss Curse" or leave it as is. Dancer Dancer
Regardless of their decision, they will lose the "Abyss Shard" 8-9 Druid Druid 7/8/12 2,000
they spent. 10-
Warlock Warlock 8/6/13 2,000
The Abyss Curse of this racial ability does not trigger 12
while Abyssborn is in the Shallow Abyss.
Ability Scores Corrections
[Abyssal Bastard/Abyssal Body] A: 2d B: 1d C: 1d+6
If this racial ability is selected, the chest, abdomen, and D: 2d E: 2d F: 1d
other parts of the body will be covered with smooth, dark
purple skin. Although it is not visible while wearing clothes,
if the upper body is exposed, it can give a horrifying
Daemon-like impression to those who are unaware of it.
In addition, defense is increased by +1 at all times.

[Abyssal Bastard/Abyssal Arm]


When this racial ability is selected, one of the player's
arms (their choice) will be covered with smooth dark purple
skin from the shoulder to the fingertips. It is possible to hide

18
Part 1 Characters

Abyssborn Enhanced Racial Abilities


[Abyssal Body/Abyssal Arm/Abyssal Eye] obtained
from the [Abyssal Bastard] will be enhanced.

[Abyssal Bastard/Abyssal Body]


6th Level: +1 to Defense (+2 total).
11th Level: +1 to Defense (+3 total).

[Abyssal Bastard/Abyssal Arm]


6th Level: +1 point to Extra Damage of Melee Weapons
(+3 total).
11th Level: +1 point to Extra Damage of Melee Weapons
(+4 total).

[Abyssal Bastard/Abyssal Eye]


6th Level: +1 bonus to Accuracy checks (+2 total)
11th Level: There is no longer a time limit on how long the
dark purple eye can be open (it can always be open).

(see character sheet at p. 155)

Character Description
Many Abyssborn individuals have skin and eyes tinted
with the color of the Abyss. Perhaps due to this factor, many
of them appear to possess a slightly higher intelligence level
than humans.
Abyssborn can fulfill almost any role and potentially
master any class or Combat Feat. Due to their high level of
all abilities, they naturally gravitate towards becoming magic
warriors. Among their racial abilities, [Abyssal Bastard] is a
rare type that can be chosen from three options. It can be
useful to enhance their strengths or compensate for
weaknesses.
However, it's important to note that the Abyss Curse can
affect some of these features. Certain curses may make it
challenging to excel in specific roles, so it's crucial to
carefully consider the Abyss Curse when creating an
Abyssborn character.
Since Abyssborn individuals don't face any difficulties,
they can easily handle any class. Developing a class by
consulting the rolled ability growth as the class progresses
may be beneficial. If the class becomes more challenging or
if the Abyss Curse chosen during character creation
becomes burdensome due to changes in equipment, it
could be worth spending an Abyss Shard to change the
Abyss Curse.
Make use of your high ability scores and overcome the
fate of the Abyss while compensating for the weak points of
the entire party.

19
Ability Scores Corrections
A: 2d B: 1d C: 2d
Newmen were created during the Ancient Magic D: 1d E: 1d F: 1d
Civilization era in an attempt to evolve humans using magic.
They were thought to have become extinct during the Newman Enhanced Racial Abilities
Magitech Civilization Period. However, the Diabolic [Child Of Magic] will be enhanced.
Triumph awakened the Newmen, who had been preserved 6th Level: If a Spellcasting check comes up as an automatic
in a dormant state in underground ruins and have continued failure (double 1's), then no MP is spent.
to live on generation after generation until the present day. 11th Level: All Magic Power is increased by an additional
Because of this, Newmen are extremely rare. +1 (+2 total).
But their brilliant mind and high Magic Power make
them a very useful addition to any magician's guild or
adventurer’s guild. Newman's skin and hair are as white as
snow, and their eyes are a pale red or blue. They are born
with a small magic circle somewhere on their body, which
glows faintly when they cast spells, converging with their (see character sheet at p. 156)
mana.
They are characterized by their superior intelligence and Character Description
high Magic Power. They have a talent for magic but are not Newmen are a race that excels in the use of magic. It is
very good at fighting with bullets. important to consider how much magic you can effectively
Newmen are considered adults at age 15 and have a use and in what circumstances.
lifespan of only about 30 years. One day before they grow However, apart from magic, Newmen tend to rely on
old, their heart stops beating, and they die. They have 0 other characters for their abilities. Therefore, focusing on
soulscars. using magic effectively in situations where you can make a
significant impact is advisable. Managing MP is crucial, so it
Starting Languages: Can read and write Arcana and Trade is recommended to have MP-restoring and substitute items
Common. such as Magic Herbs and Mako Stones from the beginning.
Restricted Classes: None During character growth, it is beneficial to learn various
magic systems to increase MP and expand the range of
Racial Abilities situations where you can utilize magic. Learning Combat
[Child of Magic]: Increase all Magic Power by +1. Feats like [MP Save/**] and [Metamagic/**] for the magic
Furthermore, if a Spellcasting check is automatically system you frequently use will greatly enhance your
successful (i.e., the roll is double 6's), no MP is spent. The effectiveness.
MP consumption of Metamagics is also reduced to 0, and Always be mindful of when and how to use magic, and
the spell is still affected by Metamagics. This applies even if handle situations with cleverness.
the MP would come from a Mako Stone or Familiar.
[Déjà Vu]: Once per day, a Newman can receive a +2 bonus
to their Observation check package and Knowledge check
package skill checks (see CR I, p.114) before rolling occurs.

Newman Backgrounds
Background Starting Class Skill/Body/Mind Experience
2-4 Feytouched Fairy Tamer 7/6/14 2000
5-6 Scholar Sage 7/5/15 2500
7 Wizard Sorcerer 6/7/14 2000
8-9 Manipulator Conjurer 7/7/13 2000
10-12 Cleric Priest 6/8/13 2000

Background Starting Class Skill/Body/Mind Experience


2-4 Tactician Tactician 9/7/11 2500
5-6 Geomancer Geomancer 8/7/12 2500
7 Druid Druid 6/6/15 2000
8-9 Warlock Warlock 8/6/13 2000
10-12 Minstrel Sage & Bard 5/7/15 2000

20
Part 1 Characters

21
Background Starting Class Skill/Body/Mind Experience
Magic Fighter &
2-4 7/2/10 1,000
The Fluorites are a rare race of mineral-bodied beings Warrior Sorcerer
found the world over. Their appearance is similar to that of 5-6 Priest Priest 6/3/10 2,000
humans, with a body made of highly transparent minerals 7 Fairy Tamer Fairy Tamer 5/1/13 2,000
that move as smoothly as a Human's. 8-9 Druid Druid 5/2/12 2,000
The part of the body that corresponds to the head emits 10-
Warlock Warlock 6/1/12 2,000
12
a faint light. The flickering and the color of the light change
depending on the Fluorite's mood, so they can display a
wealth of expressions that make it hard to believe they are Ability Scores Corrections
made of minerals. A: 2d B: 2d C: 2d+6
They usually wear robes or cloaks covering their entire D: 2d E: 1d F: 2d+6
body, and their faces are usually hidden from view by hoods
or hats to avoid unnecessary trouble or curious glances Fluorite Enhanced Racial Abilities
(even among a small number of individuals). [Crystal Body] will be enhanced.
Although they may appear to be Constructs at first 6th Level: Now grants +1 additional point of Defense (+3
glance, they are Humanoids with souls without soulscars. total) and +15 additional points of MP (+30 total).
They have strong intellectual curiosity and are willing to 11th Level: Now grants +1 additional point of Defense (+4
communicate with other races. Because of their mineral total) and +15 additional points of MP (+45 total).
bodies, they are very different from ordinary humans in
many ways, but they have all five senses and can speak
normally (how this works is still unknown).
They are often referred to as "walking mako stones," (see character sheet at p. 157)
They have excellent mental capabilities and plenty of MP,
making them highly skilled wizards. At the same time, some Character Description
of them seem to be able to become heavy warriors due to This is a Fluorite Priest. Since its creation, it has
the hardness of their mineral bodies. However, their bodies mastered both Priest and Sorcerer class magic. Its racial
are brittle in inverse proportion to their hardness, and they ability to increase its maximum MP value allows it to cast
may not be able to withstand serious damage. spells almost non-stop.
Fluorites spend a few to a dozen years underground as Fluorite's racial ability is versatile, and its effects are easy
ore, then emerge to the surface and awaken to their nature. to understand and use. Fluorites is superior to other
They then seem to live to be about 400 years old. magician races if you want a durable sorcerer character. Its
Starting Languages: Fluorite can read and write Trade immunity to poison and lack of need for food make it well-
Common, as well as any one other language. suited for long trips and extended periods of time.
Restricted Classes: Enhancer It is rare for a Fluorite to run out of MP but once it does,
it cannot be restored by herbs or potions.
Racial Abilities To fully utilize the abundant MP, it is recommended to
[Soul Glow]: The Fluorite can illuminate 2-3 areas (10m learn Wizard-Type Classes. Note that Fluorites cannot
Radius) around themselves with a bright light. It can be learn the Enhancer class even if they have MP.
turned on and off with a Minor Action. Use your durable body and ample MP sparingly to
[Ore of Life]: Fluorites do not require food, drink, or to support your party and lead them to advantageous
breathe and are unaffected by poison and disease type situations.
effects. In addition, they are not affected by items classified
under the item categories “Chemicals”, “Potions,” “Herbs”,
“Food,” or other items that are ingested orally. The
character is able to speak in the same way as other races (but
not in the water).
[Crystal Body]: The Fluorite does not float on water. Also,
their Defense is increased by +2 points, and their maximum
MP is increased by +15 points.

Fluorite Backgrounds
Background Starting Class Skill/Body/Mind Experience
2-4 Warrior Fighter 7/3/9 2,000
5-6 Sorcerer Sorcerer 7/0/12 2,000
Sorcerer &
7 Wizard 6/0/13 1,000
Conjurer
8-9 Conjurer Conjurer 5/1/13 2,000
10-12 Scholar Sage 7/1/11 2,500

22
Part 1 Characters

23
Dark Dwarf Backgrounds
Background Starting Class Skill/Body/Mind Experience
The Dark Dwarves are the descendants of the ancient 2-4 Priest Priest 6/10/10 2,000
dwarves who betrayed the human race during the War of 5-6 Boxer Grappler 8/12/6 2,000
the Gods and swore allegiance to the Barbarous kings. 7 Warrior Fighter 7/11/8 2,000
However, they don't have soulscars and are essentially 8-9 Artificer Artificer 8/10/8 2,000
humanoids. Dark Dwarves do not look much different 10-12 Hunter Ranger 9/10/7 2,500
from ordinary Dwarves. However, because they have been
living in the underworld for a long time, their skin is pale, Background Starting Class Skill/Body/Mind Experience
and their hair is mostly white, silver, or light gold. On the 2-4 Jockey Rider 8/11/7 2,500
other hand, their eyes are usually red or black, and their 5-6 Alchemist Alchemist 9/9/8 2,500
pupils are so large that the whites of their eyes may not be 7 Battle Dancer Battle Dancer 9/11/6 2,000
visible in some cases. 8-9 Tactician Tactician 8/9/9 2,500
10-12 Warlock Warlock 8/8/10 2,000
They are short and muscular, and males have beards.
Females, like most dwarves, stop growing when they are
about the size of a young human girl. Ability Scores Corrections
In Barbarous society, the Dark Dwarves hold a A: 2d B: 1d C: 2d
prominent position as blacksmiths and are constantly D: 1d E: 1d F: 2d+6
developing new weapons and armor. As a result, some
come to the surface in search of new knowledge and skills Dark Dwarf Enhanced Racial Abilities
that cannot be obtained in the underworld. [Black Flame Master] will be enhanced.
Dark Dwarfs who become PCs are those who, while 6th Level: When using [Black Flame Master], the Dark
living with Humanoids on the surface, have remembered Dwarf can choose to spend 5 points of HP to deal 5 points
that they are Humanoids. These Dark Dwarves have given of additional damage.
up on returning to the underworld and have become 11th Level: When using [Black Flame Master], the Dark
adventurers to gain the trust of the people. Dwarf can choose to spend 10 points of HP to deal 5 points
They live to be about 200 years old and are considered of additional damage and reduce the Defense of the target
adults at 15. hit by the attack by -2 points (minimum 0) for 10 seconds (1
round).
Starting Languages: Dark Dwarves can speak, read, and
write Trade Common, Barbaric, and Dwarven.
Restricted Classes: None
(see character sheet at p. 158)
Racial Abilities
[Darkvision]: Dark Dwarves can see in the darkness as well Character Description
as they can during daytime. Although they have a different structure and ecology
[Black Flame Master]: Applies a black flame to weapons, from Dwarves, they are considered full-fledged
fists, arrows, etc., to increase their damage. Humanoids. With their high ability scores, they excel in
The user can declare this as a Minor Action, spending 3 using giant two-handed weapons, providing high offensive
HP to change their physical and magical damage caused by power.
melee and ranged attacks to fire, and increasing their Extra Moreover, their racial ability, [Black Flame Master], is a
Damage by 3 points. This effect lasts for 10 seconds (1 powerful skill that can increase their damage output. It is
round) but is only effective for the first damage done. If you especially suitable for players who want to maximize their
are dealing damage to more than one target at the same damage potential. However, since this racial ability
time, it will only work once for each. This effect is also consumes HP when used, it can be risky to use it in critical
effective against opponents with [○Fire Immunity] or the situations. It is advisable to only use it when necessary and
[Sword’s Grace/Flame Body]. to carefully assess the situation. Additionally, it is worth
This effect can be used with a Minor Action once per noting that this racial ability can overcome fire resistance.
round. It can be used up to 1 minute (6 rounds) per day in As your character grows, the HP consumption of the
total. racial ability increases, along with its damage output and the
ability to apply a Defense reduction effect. At this point, it
can also serve as support for your allies, allowing for a more
aggressive playstyle.
Lead the way with the burning Black Flame and unleash
its overwhelming attacking power as you journey forward
with your friends.

24
Part 1 Characters

25
Alv Backgrounds
Starting
Background Skill/Body/Mind Experience
The Alv are a rare race inhabiting the northern part of Class
the continent of Alframe. They have waxy white skin, black 2–4 Spy Scout 12/5/8 2,500
sclera, and golden or red irises. Despite being only slightly Agile
5–6 Fencer 12/6/7 2,500
taller than humans, they are often slender and have high Warrior
intelligence but lack vitality. 7 Magician Sorcerer 9/5/11 2,000
Due to their appearance, their soulscars, and their way 8–9 Priest Priest 10/6/9 2,000
10 –
of life, they are frequently mistaken for Barbarous and Scholar Sage 10/5/10 2,500
12
subject to discrimination. As a result, they tend to live in
seclusion, and sightings of them are rare.
Background Starting Class Skill/Body/Mind Experience
Their most distinctive feature is their inability to survive 2–4 Archer Ranger 13/4/8 2,500
without the mana of others. 5–6 Boxer Grappler 11/7/7 2,000
Alves can extract mana from anyone they touch, a 7 Conjurer Conjurer 9/4/12 2,000
process they must perform at least once a week (1 MP). This 8 – 9 Warlock Warlock 9/6/10 2,000
makes it challenging for them to live completely apart from 10 – 12 Artificer Artificer 9/7/9 2,000
human settlements, as they cannot extract from their own
kind and must seek out other sources. As a result, they Ability Scores Corrections
prefer to live in isolated villages or urban areas with a
A: 1d B: 1d+3 C: 2d+3
partner, where they are better understood.
D: 2d E: 1d+6 F: 1d
Due to this characteristic, they often hide their true
nature to avoid being mistaken for Barbarous.
Alv Enhanced Racial Abilities
Some believe that they are reincarnated vampires under
the guidance of the Guiding Star, Harula, and many Harula [Spirit Drain] will be enhanced.
believers can be found among them. 6th Level: “Range/Area” will be changed to
They have 1 soulscars, are considered adults at 15, and "1(10m)/Target".
can live for approximately 250 years. 11th Level: The MP to be reduced is “the user's Spirit
Modifier + their number of soulscar + 2”, while restoring
Starting Languages: Alves can speak, read, and write the user's MP by the same amount.
Regional Dialect and Trade Common.
Restricted Classes: None

Racial Abilities (see character sheet at p. 159)


[Darkvision]: Alves can see in the darkness as well as they
can during daytime. Character Description
[Spirit Drain]: Alves can use a Major Action to take mana Alves are well suited for magic warriors, and within the
from a character targeted by "Target: 1 Character" and warrior class, there are various options to choose from, such
"Range/Area: Touch/-" and give it to themselves. This effect as Fighter, Fencer, and Grappler. When it comes to race,
is treated as a "Resistance: Can't" without requiring a check there aren't many disadvantages, but their spirit ability score
and reduces the target's current MP by "the user's Spirit tends to be low, resulting in a weakness in MP when using
Modifier + their number of soulscar" points (but not below magic. This is represented by their racial ability. To
0), while restoring the user's MP by the same amount. compensate for this, it is recommended to utilize the racial
The MP reduction caused by this ability cannot be ability [Spirit Drain]. Although the amount of MP that can
mitigated by any effect. Alves can perform this effect only be recovered in a single use is small, it can still be used
up to the same number of times in a day as their maximum against hostile Humanoids or Barbarous during battles. If
"Spirit Modifier". This effect can be used only on Humanoid you find yourself running low on MP, it is advisable to
(other than Alves) and Barbarous characters with MP; consult with other PCs and request them to share some of
otherwise, it will have no effect. their MP with you.
Due to their characteristics, Alves are not proficient in
Column: Penalty For Not Absorbing Mana using MP. Instead, they excel in combat using the Combat
If an Alv character goes a week without being able to Feat [Mana Strike], which utilizes Magic Power for
absorb mana, all checks they make receive a -4 penalty, and additional damage.
they cannot recover HP or MP. If another week passes In terms of growth, focusing on spirit will increase MP
without mana absorption, the character will die of and Willpower and enhance the effectiveness and
exhaustion. frequency of [Spirit Drain]. It is also recommended to
However, if the character is able to absorb mana even develop classes while considering an Alv's unique tactics.
once, they will immediately recover from these penalties. To fully maximize your high abilities, consider how to
The mana can be taken from either a PC or an NPC. utilize [Spirit Drain] with friends and enemies in role-
playing and tactical situations. Embrace the uniqueness of
your character and enjoy the gameplay!

26
Part 1 Characters

27
Ability Scores Corrections
A: 1d B: 1d C: 2d
Shadows are a race of people who originally inhabited D: 2d E: 2d F: 2d
the continent of Razeldawn to the west of Alframe. The PCs
are those who have drifted or crossed the sea from the Shadow Enhanced Racial Abilities
western continent. [Moonlight's Protection] will be enhanced.
As their name suggests, they have a mysterious 6th Level: Always reduces physical and magical damage
appearance, with gray shadow-like skin and three eyes that from poison, disease, and curse types by -3 points.
can see through darkness. Their eyes are blue, green, or 11th Level: Willpower is increased by +2 (total +6), and
gold, similar to a cat's, and change in response to light. Their damage from poison, disease, and curse types is reduced by
hair is often silver or gray and rarely black. They are slightly an additional 3 points (total -6).
taller than humans, and their flexible, almost whip-like
limbs allow them to excel in dexterity and agility, making
them ideal for working as covert operatives, secret agents,
and assassins.
(see character sheet at p. 160)
On the other hand, they often have low Intelligence and
low Spirit, making them poor wizards. However, the third
Character Description
eye shining on their foreheads is believed to have the power
The Shadows excel in dexterity and agility, making them
to ward off evil, making them surprisingly resistant to magic.
proficient with a two-handed bow for unleashing continuous
They have a long history of living as mercenaries and
and powerful long-range attacks.
assassins. As a result, they are famous for valuing contracts
Their racial ability is always active, making them a
and never breaking promises they have made.
convenient and user-friendly character suitable for anyone
Despite being a rare race on Alframe, they are
to learn and use.
sometimes mistaken for Barbarous by the uninformed.
As a spy or scout, you will often be responsible for
Perhaps because of this, they do not settle down much and
gathering information and assessing the situation for your
are sometimes seen as "Vagrants" (see OPB, p. 10), offering
party. Leverage your high abilities for these tasks, but be
their strength to those who do not have the strength to fight.
aware that your knowledge checks may not be as strong, so
Shadows become adults at the age of 15 and live to be
rely on your companions in those situations.
about 100 years old. They have 0 soulscars.
With the main classes being minor, it is easy to
customize your character's development according to your
Starting Languages: Shadows can speak, read, and write
preferences. If you have enough experience points, learning
Shadow and Trade Common.
other types of classes that you find useful as the need arises
Restricted Classes: None
is recommended. By learning [Weapon Proficiency
A/Bow], the Combat Feat can significantly enhance the
Racial Abilities
power of your shooting attacks, depending on your growth.
[Darkvision]: Shadows can see in the darkness as well as Although searching and shooting attacks are
they can during daytime. straightforward, there are ample opportunities to utilize
[Moonlight's Protection]: +4 to Willpower. them, so be proactive and make the most of these abilities.
Shadow Backgrounds
Background Starting Class Skill/Body/Mind Experience
2–4 Hunter Ranger 15/6/6 2,500
5–6 Sworder Fencer 17/7/3 2,500
7 Spy Scout 16/7/4 2,500
8–9 Boxer Grappler 14/8/5 2,000
10 – 12 Warrior Fighter 15/9/3 2,000

Background Starting Class Skill/Body/Mind Experience


2–4 Artificer Artificer 17/5/5 2,000
5–6 Archer Marksman 18/6/3 2,500
7 Bodybuilder Enhancer 16/6/5 2,500
8 – 9 Alchemist Alchemist 14/8/5 2,500
10 – 12 Rider Rider 13/7/7 2,500

28
Part 1 Characters

29
Soleil Backgrounds
Background Starting Class Skill/Body/Mind Experience
Soleils is a race mainly inhabiting the western Razeldawn 2–4 Priest Priest 9/13/4 2,000
continent and is very rare on the continent of Alframe. Agile
5–6 Fencer 12/12/2 2,500
They are known for their large stature, well- Warrior
proportioned bodies, and strong muscles. Soleil individuals 7 Warrior Fighter 10/15/1 2,000
are generally positive, optimistic, and easy to get along with. 8–9 Boxer Grappler 12/14/0 2,000
According to legend, Soleils are descended from the sun 10 – 12 Hunter Ranger 10/14/3 2,500
god Tidan. They were originally found in less civilized and
savage areas, such as dense forests and archipelagic seas. Background Starting Class Skill/Body/Mind Experience
After being swept away on fishing expeditions, they are 2–4 Archer Marksman 11/14/1 2,500
5–6 Rider Rider 11/13/2 2,500
believed to have spread to other parts of the world.
7 Alchemist Alchemist 10/11/5 2,500
Soleils are characterized by their ability to make their
8 – 9 Hobbyist Bard 11/11/4 2,500
bodies glow and dazzle their enemies. They strongly resist
10 – 12 Spy Scout 12/11/3 2,500
fatigue during the day and can regenerate their HP under
the sun. However, they sleep quickly at night. Despite their
Ability Scores Corrections
high muscle strength, their mental and intellectual capacity
is often poor. A: 1d B: 2d C: 1d+6
They tend to avoid wearing armor, perhaps to show off D: 2d E: 1d F: 2d
their physique. Their language is unique, using silent posing.
They also have a cultural tradition of tattooing their bodies Soleil Enhanced Racial Abilities
with sun designs. [Radiant Physique] will be enhanced.
Soleil individuals reach adulthood at 15 years of age and 6th Level: This effect can be applied to any targets within "1
have a lifespan of about 300 years. They have 0 soulscars. area (6m radius)/20".
11th Level: This ability can be used up to twice a day.
Starting Languages: Soleil can speak and read in Trade
Common and speak Soleilian.
Restricted Classes: None
(see character sheet at p. 161)
Racial Abilities
[Radiant Physique]: The Soleil makes their body glow with Character Description
a Minor Action, blinding or disorienting those nearby. This character is a frontline warrior who utilizes their
Choose one character (or any one section) at the same abundant strength and vitality. Among the Warrior-Type
coordinates as the target. The target suffers a -2 penalty to Classes, the Fighter and Battle Dancer classes (see BM, p.
Accuracy, Evasion, and Spellcasting checks for 10 seconds 12), which rely on high strength, are particularly suitable for
(1 round). This effect is treated as "Resistance: Can't" and Soleil.
can be cast regardless of the target's perception or All three racial abilities are useful, with [Radiant
Intelligence. However, if the character is wearing Metal Physique] being an active and powerful ability that can
Armor, the penalty is reduced to -1. This effect can only be change the outcome of a battle in critical moments. While
used once per day. it may be difficult to fully utilize this ability while wearing
[Photosynthesis]: By exposing themselves to sunlight for 10 metal armor, it provides an advantage for non-Fighter
minutes, Soleils are able to recover 10 HP. This effect can classes to use this racial ability without compromising their
be used every 10 minutes for up to a total of 1 hour per day class.
(for a total of 60 points). A Soleil's aptitude as a magician is not particularly
Recovery from this effect is treated separately from strong. However, they can support and assist their friends
sleep, but they must concentrate on this effect. by learning and utilizing their racial ability with other classes.
[Child of the Sun]: From 6am to just before 6pm, the Soleil Additionally, they should be efficient tanks when it comes
receives a +4 bonus to Fortitude and Willpower checks, to fighting.
whether indoors or outdoors. However, between 6pm and The choice lies in whether or not to equip metal armor.
just before 6am, they receive a -4 penalty to Fortitude and Equipping it will increase their strength and allow them to
Willpower checks. wear expensive armor, becoming a true tank. However, not
equipping it may cause concerns about defense as enemies
grow stronger. In such cases, it is advisable to improve
Agility and Vitality and minimize the need for healing as
much as possible.
Make the most of your physical abilities and lead your
party to victory!

30
Part 1 Characters

31
Garuda Weakling Racial Abilities
[Immature Wings]: Garuda Weaklings have small wings on
Just as some Humanoids are born with Soulscars, some their back. Reduces fall damage by 20. They cannot fly.
Barbarous are born with fewer Soulscars than usual. [Wind-Edge Blade]: Garuda Weaklings can attack with
Weaklings look similar to Humans in appearance but have their immature wings by creating blades of wind. This is
the characteristics of their parents combined with their own. treated as “Target: 1 Character” with "Range/Area: 2
Weaklings can come from any Barbarous race, but this (30m)/Area/Target", used with a Major Action. Using
book includes four of them: Garuda, Tannoz, Basilisk, and "Adventurer Level + Fortitude Modifier" as the Standard
Minotaur. Value, the Success Value is compared with the target's
While they tend to be physically strong and vigorous, Willpower, dealing "Power 10 + Adventurer Level + Vitality
they are often low in intellect and spirit. Weaklings are Modifier" of wind magic damage. This effect is treated as
usually abused as children but miraculously manage to "Resistance: Half" and "Crit Value: 10" and consumes 4 MP
survive and escape from Barbarous society to become PCs. when used.
As a result, many of them are thoughtful and have a good
understanding of Humanoid values. Tannoz Weakling Racial Abilities
Although it is difficult to integrate into Humanoid [Underwater Aptitude]: Tannoz Weaklings can perform
society, there are those who are active as Vagrants (see actions underwater as they do on land.
OPB, p. 10) and are accepted by people. If they have a [Carapace Hand]: Tannoz Weaklings can use their right
lucky encounter, they can become an adventurer. hand as a Wrestling weapon [Shell Claw].
Weaklings are generally the same height as Humans or If the user has acquired [Weapon Proficiency
slightly taller and reach adulthood at the age of 15. Their A/Wrestling], this weapon is replaced by a Sharp Claw, and
lifespan is about 100 years, regardless of their parentage. if the user has acquired [Weapon Proficiency S /Wrestling],
They have 2 soulscars. the claw is replaced by a Fierce Claw (see p. 129).
Also, when attempting a skill check that requires two
Starting Languages: Weaklings can speak, read, and write hands, using Dexterity as the Standard Value, the player
Barbaric and Trade Common. takes a -2 penalty. This penalty modifier is not applied when
Restricted Classes: None using items with Stance: 1H, including weapons and the
player's own Shell Claw. The GM has whether or not two
Racial Abilities hands are required for various checks.
[Barbarous Body]: One of the ability scores will increase by
3 points. The increased ability score depends on the race of Basilisk Weakling Racial Abilities
the Weakling. Additionally, if the character has a weak [Petrifying Gaze]: Basilisk Weaklings can stare at an
point, during Combat Preparation, the player must perform opponent with their evil eye, slowing them down.
a Weakness check (see p. 130, CR III, p. 86) using Once per round, the Minor Action glares at a “Target:
"Adventurer Level + Intelligence modifier" as the standard 1 Character”, “Range/Area: 2 (30m)/Target)”, comparing
value for their own weak point. If they fail, a target weak the user's Adventurer Level + Spirit Modifier against the
point corresponding to their original race will be applied. target's Willpower success value, inflicting a petrification
effect (Dexterity or Agility / -6) (see CR II, p. 329).
Original Race Ability Score Increase Weak Point This effect is treated as curse type, Resistance: Neg, and
Garuda Agility +3 Bludgeoning Damage +3 pts.
Tannoz Spirit +3 Physical Damage +2 pts. may not be used in consecutive turns. This effect costs 5 MP
Basilisk Intelligence +3 Water/Ice Damage +3 pts. to use.
Minotaur Strength +3 Magic Damage +2 pts. [Poisonous Blood]: If the Basilisk Weakling takes physical
damage from a melee attack, the attacker takes 1d-2
(minimum 1) magic poison damage.
This takes effect each time a melee attack deals physical
damage immediately after the damage is determined.

Name Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Note
Shell Claw 1HW 0 +1 10 1 1 2 3 3 4 5 5 6 7 ⑩ - ※Wrestling B rank
Sharp Claw 1HW 0 +1 15 1 2 3 4 4 5 5 6 7 8 ⑩ - ※Wrestling A rank
Fierce Claw 1HW 0 +1 20 1 2 3 4 5 6 7 8 9 10 ⑩ - ※Wrestling S rank

32
Part 1 Characters

Minotaur Weakling Racial Abilities


[Darkvision]: Minotaur Weaklings can see in the darkness
as well as they can during the daytime.
[Herculean Strength]: When attacking with a two-handed “Did you think I could only use fists? Your pride will be
melee weapon, increase the Extra Damage dealt by +2 your downfall!”
points. (see character sheet at p. 162)
Weakling Backgrounds 1 Character Description
Starting Weaklings are individuals born in a barbarous society
2d Background Skill/Body/Mind Experience
Classes
but are not allowed to thrive within it. Unlike PCs of other
2–4 Spy Scout 10/7/6 2,500
Agile
races, Weaklings have a unique starting environment,
5–6 Fencer 9/8/6 2,500 resulting in distinct character origins and circumstances. As
Warrior
7 Warrior Fighter 8/10/5 2,000 Vagrants (see OPB, p. 10), they may not adhere to the "get
8–9 Priest Priest 7/9/7 2,000 paid for doing what you're asked to do" guideline. However,
10 – this can create a unique story and is recommended for those
Magician Sorcerer 7/8/8 2,000 seeking a different gameplay experience.
12
The sample character is Garuda's Weakling, capable of
Weakling Backgrounds 2 frontal attacks as a Grappler and utilizing the [Wind-Edge
Starting Blade] to deal damage to enemies with high Evasion or at a
2d Background Skill/Body/Mind Experience
Classes distance. With the Combat Feat [Dual Wielding], they can
2 – 4 Bodybuilder Enhancer 8/8/7 2,500 perform a total of 3 melee attacks using their fists or kicks,
5–6 Archer Marksman 10/8/5 2,500 but remember that they will suffer an Accuracy penalty. If
7 Boxer Grappler 9/9/5 2,000 the enemy has high evasiveness, utilize the Technique [Cat's
8–9 Druid Druid 7/7/9 2,000 Eye] or use Throw to knock them prone.
10 – In terms of growth, it is advisable to prioritize the
Warlock Warlock 7/8/8 2,000
12
development of the Grappler class and allow Other-Type
Classes to follow suit. Any increase in the ability score
Weakling’s Ability Scores Corrections
should prove beneficial.
A: 2d B: 2d C: 2d Become a reliable character who explores and triumphs
D: 2d E: 2d F: 2d over enemies in battle!
Weaklings Enhanced Racial Abilities About Weakling Illustrations
Garuda Weakling The book also includes illustrations of Weakling
[Wind-Edge Blade] will be enhanced. adventurers.
6th Level: By consuming an additional 4 points of MP (total See the bottom of page 34 for Garuda's Weakling and
8 points), damage can be changed to "Power 30 + Tannoz's Weakling, and the bottom of page 40 for Basilisk's
Adventurer Level + Vitality modifier" (it is also possible to Weakling and Minotaur's Weakling illustrations.
use it without additional cost).
11th Level: By consuming an additional 8 points of MP
(total 12 points), damage can be changed to "Power 50 +
Adventurer Level + Vitality modifier".

Tannoz Weakling
[Carapace Hand] will be enhanced.
6th Level: [Shell Claw] and the weapon it replaces will have
an additional +1 Accuracy check (+2 total).
11th Level: [Shell Claw] and the weapon it replaces will have
an additional +1 Accuracy check (+3 total).

Basilisk Weakling
[Poison Blood] will be enhanced.
6th Level: The damage dealt increases to 1d damage.
11th Level: The damage dealt increases to 1d+2 damage.

Minotaur Weakling
[Herculean Strength] will be enhanced.
6th Level: Extra Damage will be increased by an additional
2 points (total 4 points).
11th Level: Extra Damage will be increased by an additional
2 points (total 6 points).

33
A rare species of Elf that inhabits the northern areas of
the Alframe Continent and other highly mountainous areas.
They have lost their ability to move normally
underwater due to the frigid temperatures of the lands and
have instead developed the ability to create ice.
This is thought to have been a way to protect themselves
from animals and other enemies in the harsh natural
environment.
Despite living in the cold, they are not particularly
resistant to it and must rely on clothes made of thick knitted
yarn and have developed a wide variety of gear to survive
the conditions.
Their houses are typically made from wood with solid
stone foundations, and many snow elves like to decorate
their houses with ice ornamentations.
Due to the small population size and remote locations,
their culture and lifestyle tend to fall on the rustic and simple
side.
They sometimes guard the ruins and treasures of the
Ancient Magic Civilization period. Perhaps because of this,
many of them tend to be well versed in Truespeech of
Spiritualism Magic.

Sword's Grace/Gentle Water is changed to:


Starting
2d Background Skill/Body/Mind Experience [Sword's Grace/Solemn Ice]: Create shards or blocks of ice
Classes
2 – 4 Tactician Tactician 10/6/10 2,500
to hurl at the enemy. Major Action, "Target: 1 Character"
5 – 6 Geomancer Geomancer 10/5/11 2,500 "Range/Area: 2(30m)/Target" and dealing water/ice fixed
Sorcerer & damage equal to caster Adventurer level with “Resistance:
7 Wizard 9/3/14 1,000 Can't.”
Conjurer
8–9 Druid Druid 9/4/13 2,000 It may be used only once per round at the cost of 1MP.
10 –
Warlock Warlock 9/5/12 2,000
12 Snow Elves Enhanced Racial Abilities
The racial ability [Swords Grace/Solemn Ice] is
Elf Ability Scores Corrections strengthened as follows.
A: 2d B: 2d C: 1d 6th Level: You may use Solemn Ice as a Minor Action.
D: 2d E: 2d F: 2d However, if used as a Minor Action, it deals 3 damage
regardless of the Adventure Level. The cost of 1 MP and
the limit of once per round stay the same.
11th Level: Damage, when used with Minor Action, is
increased by "+2 points (+5 total)".

(see character sheet at p. 163)

Character Description
Snow Elves possess a racial ability that allows them to
deal damage. Initially, this damage is minimal, but it
becomes more reliable as the character progresses.
This character is a Priest and Conjurer specializing in
healing and supporting their companions. When their
companions are safe, they can utilize their racial ability to
attack.

34
Part 1 Characters

As the adventurer level increases, the racial ability can Accuracy checks for melee and ranged attacks that target the
be used as a Minor Action, allowing for attacks while casting caster.
supportive magic with a Major Action. Although MP Translator’s Note: While it is not in the original text, we
consumption will be high, having sufficient MP from do believe it meant to be used 60 seconds per day.
multiple magic systems mitigates this concern.
By combining their racial ability with support magic, this Mist Elves Enhanced Racial Abilities
character can become a versatile magician capable of almost The racial ability [Sword’s Grace/Beguiling Mist] is
anything magic can do. strengthened as follows.
6th Level: Hostile characters with ‘Perception: Magic’ now
also take a -1 penalty to Accuracy checks.
11th Level: There are now no time limits on using the mist.
This rare species of Elf inhabits deep forests. They
reside near springs and streams and lead a secluded life,
with minimal interaction with outsiders.
They maintain a close connection with nature, and (see character sheet at p. 164)
many among them are Fairy Tamers or Druids (see ML, p.
16). They dress in lightweight garments, preferring colors Character Description
and patterns that blend in with the forest surroundings. This is a Mist Elf Boxer, a race known for its high
Occasionally, they rescue lost animals in the forest, but Evasion thanks to its excellent ability scores. The race also
their primary role is to warn and repel those who trespass possesses a racial ability that further enhances its Evasion.
into their territory. Additionally, they have well-developed abilities in Other-
They also serve as guardians of ancient elven shrines Type Classes.
and ruins, commonly worshipping Asteria. At lower levels, the racial ability may not be effective
against characters with "Perception: Magic". However,
starting from 6th level, they can use this ability to increase
their survivability.
Sword's Grace/Gentle Water is changed to: This racial ability, which imposes a penalty on the
[Sword's Grace/Beguiling Mist]: With a Minor Action, it opponent's Accuracy check, is also beneficial for the
creates a fog around you, making it difficult for enemies to [Counter] Combat Feat. They can learn this feat once they
see you clearly for 1 minute (6 rounds). It can be cast 6 times reach the 7th level in the Grappler class.
every 10 seconds (1 round), or it can be kept up When playing as this character, it is important to
continuously for 1 minute. exercise extreme caution on the front lines, dealing damage
While in use, hostile characters with 'Perception: Five and attracting attack while focusing on survival.
Senses' and 'Perception: Mechanical' receive a -1 penalty to

35
The Pico species of Tabbits are particularly small, with
males and females usually less than 1 meter tall and most
adults about 90 centimeters tall. They have short ears and
can produce a very high-pitched voice that sounds like a
bird's and can be heard from a great distance. This voice
allows them to speak their own language, called Picospeak,
which only Pico species can speak. Other races can learn it
but cannot speak it.
Compared to other Tabbit species, they tend to be more
agile and dexterous and are often timid and cautious. They
are not as arrogant as other Tabbit species, which may be
due to their cautious nature. They tend to retreat to their
comfortable roosts.
The Pico Tabbits habitually collect treasures in their
roosts and often pass them down from generation to
generation.

Pico Tabbits have the following changes when


determining the ability score.
Dexterity: +3 Agility: +3 Strength: -3 Vitality: -3.

The following racial ability will be added in addition to


the [Sixth Sense].
[Whistle]: Pico can speak Picospeak, a language consisting
of up to 100 words of Pico's own high frequency. This
language can be used to convey any information, like any
other language, and communication is possible within a
Starting 100m distance.
2d Background Skill/Body/Mind Experience If a person who does not know this language hears it,
Classes
2-4 Tactician Tactician 8/6/8 2,500 they may mistake it for the sound of birds chirping or a
5-6 Warlock Warlock 6/7/9 2,000 murmuring river.
7 Druid Druid 7/5/10 2,000 Other races can obtain this language by using the Sage
8-9 Alchemist Alchemist 7/7/8 2,500 and Bard classes, but they can only listen to it and not speak
10-12 Hobbyist Sage & Bard 6/8/8 2,000 it.
There is no written form of Picospeak.
Tabbit Ability Scores Corrections
A: 1d B: 1d C: 1d Pico Tabbit Enhanced Racial Abilities
D: 2d E: 2d+6 F: 2d Same as regular Tabbits with [Sixth Sense] being
enhanced.

(see character sheet at p. 165)

Character Description
This character is a small Tabbit who can speak in a
unique Picospeak. It is useful in unexpected situations, such
as long-distance communication between friends,
communication using coded language, and as a means of
communication in case of immobility.
Pico Tabbits are slightly more agile and less powerful
than the original Tabbits. Taking advantage of this, the Pico
is a gunner who can fully utilize their high Magic Power. A

36
Part 1 Characters

blow from a two-handed gun can be expected to have


enough firepower to easily defeat even a warrior wearing full
armor.
As they become more agile and intelligent, they will be
able to fully play the role of a gunslinger. The racial ability
[Whistle] will not be enhanced, but other player characters
can understand this character's intentions by learning Pico's
language when their companions learn the Sage or Bard
class.
Don't forget to support and assist your allies even from
a distance, and let your unique presence be felt.

Lupus Tabbit race is typically large in stature, with an


average height of about 110 cm. They are nocturnal, strong,
short-tempered, and rough. They do not have a permanent
residence and tend to roam around.
To protect themselves from external threats, they prefer
to move around at night and avoid being exposed to the sun.
Due to their wanderlust, they have a habit of carrying all
their important belongings with them.

Lupus Tabbits have the following changes when


Column: Additional Languages
determining the ability score.
This section describes the new language added in this
Agility: +3 Strength: +3 Intelligence: -3 Spirit: -3
book for different races.

Shadow Language
Shadow is a language mainly used by Shadows. It is a
The following racial ability will be added in addition to complex language with many homonyms and a wide variety
the [Sixth Sense]. of words to express a single concept, which makes it difficult
[Darkvision]: Lupus can see in the darkness as well as for other races to learn. Pronunciation tends to be flat,
during the daytime. making it challenging for other species to articulate and
comprehend.
Lupus Tabbit Enhanced Racial Abilities Additionally, it is difficult to read due to the complex
Same as regular Tabbits with [Sixth Sense] being enhanced. expressions and is used for shadow-to-shadow ciphers and
secret documents.

Soleilian
(see character sheet at p. 166) Soleilian is an unusual language in that it is primarily
communicated through gestures, poses, and hand signs.
Character Description While it is possible to speak without vocalization, it is
This is a Tabbit Conjurer with Darkvision. The added generally used to express oneself in many ways during
racial ability is simple and not significantly different from the conversation.
original Tabbit. However, it is impossible to communicate when a
However, the new choices resulting from the change in person cannot move. This means that only a few words can
ability scores will be an important factor in selecting this be exchanged when a person is partially restrained.
character. The increased agility and strength, which have Furthermore, there are no written forms of the Soleilian.
been underutilized so far, allow us to choose Warrior-Type
Classes for self-defense. Although they may not be on par Picospeak
with other races, they can still possess a certain amount of Picospeak is a language used by a small percentage of
agility and evasiveness while maintaining a high aptitude for the Tabbit population. It involves turning words with a
magic, something that only Lupus Tabbits can achieve. series of short syllables into phrases by uttering them in a
By relying on magic as the primary means of self- high-pitch range. To those unfamiliar with this language, it
defense, you can play in a different style compared to may sound like birdsong, the sound of the wind, or the
traditional Tabbits. murmur of a river, and it is rarely recognized as an actual
language.
Picospeak has no written form, and individuals who are
not of the Pico species cannot speak it, even if they learn the
language. They can only listen to it.

37
This type of Runefolk was created to protect VIPs.
They typically have metal parts on their cheeks and
foreheads and are often tall and stout.
In the areas where the generators of Guardian Type
Runefolk are located, there are often remnants of the
Magitech Period Civilization that are worth protecting.
These ruins and cities hold valuable artifacts from that era.

[HP Conversion] will be changed to the following


[Fellowship]: Once per day, whenever a character other
than yourself takes physical or magical damage within a 5-
meter radius (1 area) of your character's coordinate, you can
consume MP equal to the “number of characters (sections)
targeted x3” to reduce the damage they take by 3 points.
This ability can be used after the damage has been dealt.
It can also be used to reduce damage to multiple characters
within range, all at the same time.

Guardian Type Runefolk Enhanced Racial Abilities


[Fellowship] will be enhanced.
6th Level: You can consume MP equal to “number of
characters (sections) targeted x 5” to reduce the damage
taken by those targets by 5 points.
11th Level: This ability can be used up to twice per day.

Starting (see character sheet at p. 167)


2d Background Skill/Body/Mind Experience
Classes
2-4 Alchemist Alchemist 11/7/8 2,500 Character Description
5-6 Tactician Tactician 11/7/8 2,500
This is a Runefolk warrior with powerful [Fellowship]
7 Dancer Battle Dancer 10/11/5 2,000
abilities that allow them to protect allies.
8-9 Geomancer Geomancer 8/11/7 2,500
10-12 Warlock Warlock 9/9/8 2,000 When your friends are in trouble nearby, you can use
these abilities to shield them. There is a limit to the number
Runefolk Ability Scores Corrections of times you can use this ability, so use it sparingly when you
feel you are in danger. It consumes the warrior's own MP,
A: 2d B: 1d C: 2d
but since this character does not have any other MP-
D: 2d E: 2d F: 1d
consuming classes, it is unlikely to be a problem.
If you reach a high level and learn the Enhancer class,
managing MP without the support of Mako Stones may
become difficult. The Ranger class and Alchemist class can
be useful for regaining and saving MP.
Always remember to stay close to your friends and stand
as a guardian deity, ready to protect them.

38
Part 1 Characters

changed/modified after the reroll has occurred. This effect


can only be used once per day.
These Runefolk were created with the expectation that
they would serve as soldiers. Combat Type Runefolk Enhanced Racial Abilities
Their limbs tend to be made of metallic parts, giving [Will to Perform] will be enhanced.
them a rugged impression. They are not very large in 6th Level: When you roll a “4” or less on the Power Table,
stature, adjusted to deal with all kinds of environments. you can reroll that Power Table roll.
They are still characterized as loyal to orders but show a 11th Level: When you roll a “4” or less on the Power Table
higher affinity for organized behavior than the normal after using [Will to Perform], you may use [Will to Perform]
Runefolk. one more time.
They have a fighting spirit even in deadly warfare but do
not act recklessly and senselessly, as they understand the
basic necessity of survival.
Powerful armaments may be stored with them near the
generators from which they are produced.
(see character sheet at p. 168)

Character Description
[HP Conversion] will be changed to the following Although the effect is limited to once a day, [Will to
[Will to Perform]: When your weapon or spell inflicts Perform] allows the player to reroll damage, greatly
physical or magical damage and you roll a “3” or less on the increasing the explosive power of this character.
Power Table, you may reroll that Power Table roll. To increase the chances of using this effect, it is
You may only reroll once per Power Table roll. This advisable to learn classes and Combat Feats that increase
cannot be applied to a roll after a critical hit has occurred. the number of attacks and hit points. Additionally, consider
After rerolling, that rerolled result is always applied. If an learning a class allowing you to use attack spells and racial
effect that changes or modifies the result on the Power ability for those power table rolls.
Table, such as [Lethal Strike I], is applied, the results are Always be mindful of when to deal damage and
contribute to the party by defeating enemies.

39
In the society of Shadows, which operates primarily at
night, Nightmares without Darkvision (and who are weak
against magic) are seen as inferior. While Shadows do not
typically discriminate against Nightmares who are capable,
it is challenging for Nightmares to achieve competence in
Shadow society. Consequently, Nightmares often
experience an unhappy childhood.

Thanks to their abundant vitality and the blessings of the


sun, Soleil mothers are less likely to die even after giving
birth to Nightmare children. Therefore, they tend to raise
them in relative peace and quiet. However, Soleil parents
tend to live and act intuitively, while Nightmare children
often have problems keeping up with them or matching
their personalities. As a result, they often leave their own
homes.

These Nightmares have the same racial ability, but the


type of weak point is different for each. Shadow-born
Nightmares do not suffer more damage from weak points
but instead, receive a -1 penalty to Fortitude and Willpower
checks against psychic-type effects.
Soleil-born Nightmares receive a +2 bonus to the
damage of energy type.

Nightmare Enhanced Racial Abilities


Starting [Alternate Form] will be enhanced, and enhancements
2d Background Skill/Body/Mind Experience remain the same.
Classes
2-4 Tactician Tactician 9/12/9 2,500
5-6 Dancer Battle Dancer 11/11/8 2,000
7 Warlock Warlock 11/7/12 2,000
8-9 Druid Druid 7/10/13 2,000
10-12 Geomancer Geomancer 10/10/10 2,500

Nightmare Ability Scores Corrections


A: 2d B: 2d C: 1d
D: 1d E: 2d F: 2d

40
Part 1 Characters

Column: Dealing with Negative Effects of Appearance


Nightmare's [Alternate Form] and Abyssborn's [Abyssal
Bastard] are racial abilities that alter the appearance of the
(see character sheet at p. 169) PC or give them a different appearance than normal
Humanoids.
Character Description These racial abilities and other abilities or characteristics
This is a Shadow-born Nightmare Paladin. Since the that give a negative impression based on appearance can be
abilities and racial abilities do not change based on the disadvantageous.
parents' race, it is still better for them to be a magic warrior Specifically, if these characteristics of the PC are
and a paladin. exposed to NPCs who are unfamiliar with them, the PC may
Shadow-born characters no longer take additional be shunned or encounter obstacles in building friendly
damage through weakness penalties. Instead, they have a relationships. However, it is important to not always view
penalty when resisting psychic attacks. Please remember to these unfavorable circumstances as definitive. The GM
incorporate this into your role-playing or note it on your should consider these unfavorable appearances as mere
character sheet. accents. If all NPCs in a town avoid the PCs or withhold
You may consider that the belief in the sun god Tidan information from them, it can disrupt the progress of the
is the opposite of Shadow, so Shadow-born characters often session and create stress for both the GM and the players.
choose to worship the moon goddess Sien. Feel free to use The guideline is to communicate in advance the
your imagination to make the role-playing experience fun situations where certain appearances or characteristics may
and enjoyable. pose a disadvantage and how the PCs can overcome this
Since this Shadow-born character does not begin with disadvantage so that it can serve as an interesting element in
Other-Type classes, you should consider learning Other- the scenario. For instance, if the PCs want to attend a ball to
Type classes to increase their versatility. However, keep in gather information, the dress code may present a challenge.
mind that more experience points will be required. However, there are ways to overcome this, such as
Therefore, you should decide whether you want to "disguising," "contacting an NPC outside the ball for
primarily focus on becoming a Fighter or a Priest in the information," or "acquiring the information from outside the
future. ball." It is important to emphasize that the PCs should
actively seek solutions to overcome these situations,
including considering alternative approaches.
If the GM finds it difficult to manage the negative effects
of appearance, these factors can be disregarded. PCs should
not overly dwell on the drawbacks caused by their
appearance but instead, enjoy them as an essential part of
role-playing.

41
This is an extremely rare Lykant that has the ability to
transform its head to resemble that of a large herbivore.
After the transformation, the Lykant gains characteristics
similar to those of a horse, an ox, or other large herbivores
and can deliver a powerful headbutt with its horns or sturdy
head. They tend to be large in stature and have excellent
toughness.
They do not associate with other Lykants and form
monolithic communities. They live in wilderness and
grasslands and do not appear in populated areas.

[Beast Form] will be changed to the following:


[Beast Form (Large Herbivore)]: This ability allows the user
to change their head into that of a large herbivore, such as a
cow, sheep, or horse, and strengthens their overall
endurance. They can transform back with a Major Action.
While transformed, the user's maximum HP is
increased by 10 points, but the current value remains the
same. However, their Vitality itself, Vitality modifier, etc.,
are not affected.
Additionally, the user can use a Minor Action to
perform a [Headbutt]. This "Range/Area: Touch/-" action
deals "2" points of fixed damage to a single target. This effect
can only be used once per round. While transformed, the
character can only speak Lycant and cannot cast spells that
require vocalization, which is a condition for most Wizard-
Type Classes.

Large Herbivore Lykants Enhanced Racial Abilities


Starting
2d Background Skill/Body/Mind Experience [Beast Form (Large Herbivore)] will be enhanced.
Classes
2-4 Tactician Tactician 9/9/7 2,500 6th Level: Allows you to now use [Beast Form (Large
5-6 Alchemist Alchemist 10/8/7 2,500 Herbivore)] as a Minor Action or during Combat
7 Dancer Battle Dancer 12/7/6 2,000 Preparation once per day. Returning to human form still
8-9 Warlock Warlock 10/7/8 2,000 requires a Major Action.
10-12 Jockey Rider 11/8/6 2,500 11th Level: Fixed damage dealt by [Headbutt] is increased
by +2 points (+4 total).
Lykant Ability Scores Corrections
A: 1d B: 1d+3 C: 2d
D: 2d E: 1d+6 F: 1d

(see character sheet at p. 170)

Character Description
This Large Herbivore, Lykant, wields a very heavy
weapon. Their focus on attack rather than defense is due to
their racial ability, which grants them plenty of HP.
The goal is to defeat the opponent before being
defeated. The [Headbutt] ability can be used to select an
opponent each time, and when accumulated, it can be a very
effective source of damage. It can also be used to finish off
monsters with low HP, making it very easy to use.
During growth, it is advisable to increase Strength and
Vitality while also accumulating damage without losing sight
of opportunities to attack. By being more conscious of

42
Part 1 Characters

evasion and defense, durability will increase, and there will


be fewer chances to burden companions with healing work. Small Herbivore Lykants Enhanced Racial Abilities
Embrace your role as the stalwart shield, shielding your [Beast Form (Small Herbivore)] will be enhanced.
comrades from harm with unwavering resolve. Let your 6th Level: Allows you to now use [Beast Form (Small
indomitable spirit shine as you rise above every challenge, Herbivore)] as a Minor Action or during Combat
never yielding and always prevailing against your Preparation once per day. Returning to human form still
adversaries. requires a Major Action.
11th Level: When Beast Form is used, the Agility modifier
is increased by an additional +1 point (+2 total).

Lykants that transform their heads into those of small


herbivores, such as rabbits, are rarer than the large
herbivore type.
They are agile and intelligent and often live in close
proximity to human settlements or towns. Due to their small (see character sheet at p. 171)
numbers, they actively seek out human companionship and
may even attempt to form families. While they can be Character Description
affectionate, many of them are known to fall in love with They are a powerful species that allow for more agile
multiple partners simultaneously. movements. Their evasion and initiative are worth
mentioning, as they can avoid all enemy attacks.
On the other hand, their attack power is slightly lower
compared to the original Lykant and other races.
Therefore, it is advisable to take advantage of the number
[Beast Form] will be changed to the following: of Combat Feats, a perk of the Battle Dancer class (see BT,
[Beast Form (Small Herbivore)]: Using a Major Action, the p. 12). You can learn [Cleave] for multiple attacks and
user can change their head to that of an herbivorous animal, [Aimed Attack] to make it easier to hit with attacks
such as a rabbit, kangaroo, or other small herbivore, simultaneously to be effective in different situations.
enhancing their search abilities. They can revert to their One option is to focus on increasing Agility, which is a
original form using another Major Action. strong point for this character. However, their Vitality and
When transformed, the user's Agility modifier is HP are low, so they may sustain serious injuries if the
increased by +1, but their Agility score itself remains character is attacked. Additionally, as their level increases,
unchanged. Additionally, the Success Value of Skill Checks enhancing their resistance against magic by using accessories
included in the Observation check package are increased by and consumables is recommended.
+1. However, while transformed, the user can only speak Remember, the key is to avoid being hit by attacks and
Lycant and cannot cast spells that require vocalization, continue evading to protect your allies.
which is a condition for most Wizard-Type Classes.

43
The Lildraken species rarely give birth to this particular
subspecies. These individuals have small wings and are
unable to fly. Instead, they use their roar to inspire their
companions. They typically have a thicker build and larger
stature, making them ideal for serving on the frontline of the
village guard or army. Due to their warrior-like nature, they
are often chosen as leaders or generals rather than
merchants.

[Sword's Grace/Wings Of The Wind] is changed to the


following:
[Sword's Grace/Dragon’s Roar]: The Lildraken shouts to
inspire those around them.
Any target, including themselves, within a radius of 2-3
areas (10m radius) centered on themselves gains a +2 bonus
to Fortitude and Willpower checks for 10 seconds (1 round)
and deals +2 physical damage.
This effect can be activated with a Minor Action or
during Combat Preparation and can only be used once per
day.

Small-Winged Lildrakens Enhanced Racial Abilities


[Sword's Grace/Dragon’s Roar] will be enhanced.
6th Level: It can be used up to twice a day.
11th Level: The bonus modifier to Fortitude and
Willpower is increased by an additional +2 (+4 total), and
the physical damage inflicted is increased by an additional
+2 points (+4 total).

Starting
2d Background Skill/Body/Mind Experience
Classes
2-4 Alchemist Alchemist 6/12/7 2,500 (see character sheet at p. 172)
5-6 Tactician Tactician 5/12/8 2,500
7 Dancer Battle Dancer 7/13/5 2,500
Character Description
8-9 Druid Druid 6/10/9 2,000
10-12 Geomancer Geomancer 6/11/8 2,500 Instead of flying, this Lildraken now has the ability to
inspire their allies with their roar. While their combat ability
Lildraken Ability Scores Corrections is slightly lower than the original Lildraken, their ability to
strengthen their companions is the best. When combined
A: 1d B: 2d C: 2d
with the Tactician class (see MA, p. 29), they can improve
D: 2d+6 E: 1d F: 2d
the combat ability of their companions by shouting. They
have also acquired the Alchemist class, which allows them
to provide additional support and hinder the enemy.
Developing all classes equally increases the range of
actions that can be taken. By mastering the Tactician class
Maneuvers, they can strengthen not only their friends but
also themselves.
Take a stand on the front line, support your friends
beside you, and lead as a frontline commander!

44
Part 1 Characters

Character Description
This Lildraken is a warrior with the blessing of wind. It
This is a rare species of Lildraken that lives in cold loses durability and weapons, but its usability as a warrior is
regions. They have a different bloodline from other almost the same as that of the original Lildraken. Since the
Lildraken and form independent communities. increase in Defense has been removed, its durability is not
Although they get along with other Lildraken, they tend very different from other races. However, it still retains the
to keep their distance due to their inability to have children ability to fly in case of an emergency with [Sword's Grace /
with them. They are generally thoughtful, and many are Wings Of The Wind].
trained in Fairy Magic, living in forests deep in the During growth, the goal is to level up the Artificer class
mountains, and so on. While not very sociable for to the 3rd level and be able to use [Effect Weapon]. By
Lildraken, they are not exclusive and enjoy entertaining making your weapon a wind type, the effect of [Warm
visitors. Breeze] will be added, resulting in a considerable
enhancement. If you want to further improve, you can focus
on Warrior-Type Classes. Alternatively, if you level up as
an Artificer, you can aim to become a magic warrior who
[Tail As Weapon] and [Scaly Hide] will be changed to can also use [Grenade].
the following: Don't forget to strengthen yourself and create a new
[Warm Breeze]: The Hairy Lildraken always deals whirlwind on the battlefield!
additional +2 points of wind-type damage, physical and
magical. In addition, they always receive -2 points of wind- Column: Handling With Weakened Characters
type damage less, physical or magical. If Alv does not perform [Spirit Drain] for 7 days, they
will gradually weaken and die after another week (2 weeks
Hairy Lildrakens Enhanced Racial Abilities in total). Please refer to "Penalty For Not Absorbing Mana
[Warm Breeze] will be enhanced. (see p. 26)" for the details of the penalty.
6th Level: The water/ice type will be added to the target In addition to Alv, when ruling on characters other than
type, increasing both damage dealt and damage reduction. Alv, such as PCs and NPCs weakened by non-numerical
11th Level: Damage is increased by an additional +1 point debuffs, the GM should consider factors such as the debuff's
(+3 total), and damage reduction is increased by an duration and its cause. Apply reductions to the character's
additional +1 point (+3 total). maximum HP and MP, as well as penalties to Skill Checks.
A mild effect can be represented by a numerical value of "-
1," while a severe effect can be considered as "-2 to -4."
In the case of a PC, it may be an option to keep the
penalty as a guideline for role-playing and not apply the
penalty until death. In any case, it is advisable to discuss in
(see character sheet at p. 173) advance what is acceptable to all participants in the session.

45
Among the Grassrunners, this rare species is particularly
curious. They are daredevils who are not afraid to explore
the strange and mysterious, often leading to trouble. Their
curiosity can sometimes lead them to open locked doors
and metal bars, causing problems. However, since there is
a moral code against crime, they do not take items without
permission and return them to their original place of
residence or their owners after observing them.
Alisha are more restless and cheerful than typical
Grassrunners, and their behavior is easily recognizable as
belonging to Alisha. They believe that treasures whose
owners are unknown should be protected, and because of
this quirk, they sometimes amass amazing collections of
treasures.

No change in racial abilities.

Alisha Enhanced Racial Abilities


[Mana Interference] will be enhanced, but the
enhancements will be changed as follows.
6th Level: Alisha attempt to break a spell once a day using
a Major Action. The skill check is made with "Range/Area:
Touch/-" and "Target: 1 spell," with "Adventurer level +
Spirit modifier" as the standard value. According to the rules
of Forced Removal (see CR I, p. 166), the spell is canceled
if the Success Value is equal to or greater than the
Spellcasting check or if the Success Value exceeds the
Spellcasting check.
11th Level: In addition, Alisha can perform a spell remove
on a target within "Range/Area: 1(10m)/-" and gain a +4
Starting
2d Background Skill/Body/Mind Experience bonus to the Success Value. If they have learned the
Classes
Sage & Combat Feat [Wordbreak], the range for that Combat Feat
2-4 Apothecary 13/1/11 2,000 is also extended, and the bonus to Success Value is
Ranger
5-6 Tactician Tactician 12/2/11 2,500 increased to “Adventurer level + Spirit modifier”.
7 Dancer Battle Dancer 13/2/10 2,000
8-9 Geomancer Geomancer 11/0/14 2,500
10-12 Alchemist Alchemist 13/1/11 2,500
(see character sheet at p. 174)
Grassrunner Ability Scores Corrections
A: 2d B: 2d C: 1d Character Description
D: 2d+6 E: 1d F: 2d+6 This character is a support role that specializes in singing
as a Bard class. It excels in espionage and can assist with
tasks such as searching, investigating, following, scouting,
and infiltration. The character's basic behavior is similar to
that of the original Grassrunner.
Typically, the Bard stays in the rear and uses musical
instruments in battle. Although they cannot directly attack
or heal, the Bard class excels at supporting companions.
The more companions they have, the more effective their
support becomes.
If you choose the Bard class, you can use Finales to
directly attack and heal. Once the adventurer level reaches
6, you gain the ability to use the "spell breaker" effect,
allowing you to help friends in disadvantageous situations.
Spirit is crucial for both the "Success Value" of Spellsong

46
Part 1 Characters

and the "Standard Value" of Breaking Spells, so consider character with "Perception: Magic". If the character attempts
increasing your Spirit when leveling up. an Accuracy or Evasion check against a similar character,
Even if you may be physically weak, you can make your they gain a +1 bonus to their Success Value.
presence felt by assisting and supporting your colleagues 11th Level: The Success Value of the Hide, Accuracy, and
from the rear. Evasion checks is further increased by +1 (+2 total).

Crimenos Grassrunners are known for their quiet and


unassuming nature.
(see character sheet at p. 175)
Compared to other members of their tribe, many of
them are surprisingly calm and collected, and they do not
talk much. Although they are calm and cool-headed enough
Character Description
to commit criminal acts such as stealing without a trace if
This is a Grassrunner light warrior. Although its
necessary, they are also known for stealing unrelated items
offensive power is one of the lowest among warriors, its
just for the sake of it.
survivability, including its high Evasion, is superior to other
In a different sense from Alisha, they might also collect
warriors.
great treasures.
They are also skilled spies, and their abilities to search
in dungeons and infiltrate towns can be useful in many
cases. The role of the Crimenos remains mostly unchanged
from its original concept.
No change in racial abilities. The first significant change occurs when the adventurer
reaches level 6. At this point, the Crimenos gains the ability
Crimenos Enhanced Racial Abilities to be less easily detected by certain monsters, enhancing its
[Mana Interference] will be enhanced, but the durability and survivability. As the adventurer equips
enhancements will be changed as follows. themselves with better gear, the Crimenos’ attack power will
6th Level: It is difficult to detect Crimenos by magical gradually increase, making it an excellent agile warrior.
perception. A character gains a +1 bonus to their Success The key to success is to avoid engaging enemies directly,
Value when attempting a Hide check to hide from a stand firm, and strategize for a clever victory.

47
This is a carnivorous Meria, essentially a short-lived
species. It grows from such plants as flycatchers and pitcher
plants (which have flowers and leaves for capturing prey).
Carnivorous Meria are all short-lived and tend to be
relatively quiet and patient. However, many have belligerent
personalities and are aggressive in battle. They also enjoy
hunting, which is unique among Meria.
They live mainly by hunting in their villages in the
forests, but many of them travel in search of other Meria
settlements to mate.
Carnivorous Meria settlements sometimes accumulate
valuable materials obtained from preyed animals. They may
also serve as guardians of ruins due to their vigorous fighting
spirit.

[Thriving Life] is changed to the following:


[Predatory Life]: Carnivorous Meria do not need to sleep,
but lack of sleep does not affect their actions. They do not
suffer from the "Disadvantages of Missing Sleep" (see CR I,
p. 184), but they still require sleep to regain HP and MP.
Additionally, when they perform a melee attack, ranged
attack, or cast a spell that directly damages the target and
causes physical or magical damage to another character,
they can use this ability during the damage process to
recover HP equal to the amount of damage applied.
If multiple targets are damaged simultaneously, the
applied damage for each target is checked, and one
character (one section) is selected from among them.
This effect can only be used once per day.
Starting
2d Background Skill/Body/Mind Experience Carnivorous Meria Enhanced Racial Abilities
Classes
Battle [Predatory Life] will be enhanced.
2-4 Dancer 9/8/12 2,000 6th Level: When the ability is used to restore HP, MP is
Dancer
5-6 Tactician Tactician 7/9/13 2,500 also restored by the same amount as Meria’s "Vitality
7 Druid Druid 6/7/16 2,000 modifier".
8-9 Geomancer Geomancer 9/6/14 2,500 11th Level: Ability can be used twice per day.
10-12 Warlock Warlock 7/715 2,000

Meria Ability Scores Corrections


A: 1d B: 1d C: 1d
D: 2d+6 E: 1d F: 1d
(see character sheet at p. 176)

Character Description
This is a Meria sorcerer skilled in offensive magic. Their
primary role is to support allies and defeat enemies using
magic. With their Other-Type class, they can serve as a
traditional magician and contribute to their friend's success.
While they are generally safe in the rearguard position,
they may face difficulties against monsters with ranged
attack abilities due to their lack of evasion skills. In such
situations, they should utilize [Predatory Life] to restore
their HP while dealing damage.
To maximize effectiveness, it is recommended to
prioritize increasing Intelligence and Spirit during growth.

48
Part 1 Characters

Enhancing Vitality will also improve durability and MP


recovery when using [Predatory Life]. Fungi Meria Enhanced Racial Abilities
As a resilient magician, you will undoubtedly overcome [Sporulation] will be enhanced.
your enemies. 6th Level: Targets arbitrary characters within “1 area (6m
Radius)/20” of Fungi Meria.
11th Level: -2 penalty now applies to Skill Checks instead
of Action Checks.
Fungi Meria is a species with head hairs often shaped
like mushroom umbrellas (some even have actual
mushrooms, like regular Meria flowers).
They are a long-lived Meria species that form their own
communities deep in the forest and do not interact with
other races very much. They tend to avoid interaction (see character sheet at p. 177)
because they believe the spores they release are unfavorable
to others. Character Description
Fungi Meria are thoughtful, quiet, and not very active. This magician specializes in Nature Magic, which
However, they are willing to assist when asked for help. includes the use of the new racial ability called
Their settlements are often hidden in deep forests, where [Sporulation]. To activate this ability, the magician must be
special treasures may be found. positioned in front of an enemy. Once activated, it provides
a chance to inflict a disease effect on the enemy. However,
it's important to note that this ability does not work on
Constructs, Magitechs, and Undead due to their nature.
Nature Magic excels in strengthening and supporting
[Thriving Life] is changed to the following: companions and dealing damage with the "Resistance: Can't"
[Sporulation]: Even though Fungi Meria do not need to effect. As the magician grows, the spores they release will
sleep, it does not affect their actions. They do not suffer further enhance their interference abilities. Although the
from the "Disadvantages of Missing Sleep" (see CR I, p. duration of the disease effect is short, it can still be used
184), but they still require sleep to regain HP and MP. strategically in the early stages of a battle to buy time and
They can also spray their own spores with a Minor strengthen both oneself and companions. Therefore, it is
Action to hinder enemies. The “Target: 1 Character” within recommended to use this ability aggressively.
"Range/Area: Touch/-" gains a -2 penalty on action checks As a magic warrior proficient in both strengthening and
for 10 seconds (1 round). This effect is treated as a disease weakening, it is crucial to closely monitor the progress of the
type and has "Resistance: Can't". combat.
This racial ability can only be used once per day.

49
Tech Tiens are not much different in appearance from
other Tiens. However, they carry brightly colored jewels
that distinguish them from other Tiens, which can be easily
spotted by the untrained eye.
Although they cannot communicate with living
creatures, Tech Tiens can communicate (if you can call it
such) with constructs and magitechs. They are often seen
heading to their workshops, where they prefer to spend time
with devices and equipment. When in a state of suspended
animation, they are usually found sleeping with their favorite
magitech. In some cases, they may be in a state of
suspended animation with an extremely powerful golem or
magitech.

[Intercommunication] is changed to the following:


[Tech-Link]: Tech Tiens allows communication with visible
Magitech and Construct characters within a 10-meter radius.
A common language is not necessary, but the conversation
takes about the same amount of time as it would with one.
Communication is limited to one character at a time, but
targets can be specified or switched by using a Minor Action
or Combat Preparation.
When used on a Magitech mount or a golem created by
[Create Golem], Tech Tiens increase their Accuracy and
Evasion checks by +1 bonus, in addition to the
aforementioned effects. This effect lasts for 1 consecutive
minute (6 rounds) and can only be used once every 6 hours.

Tech Tiens Enhanced Racial Abilities


[Tech-Link] will be enhanced.
6th Level: Distance to the characters increases to 30m.
Starting
2d Background Skill/Body/Mind Experience 11th Level: Bonus to a mount or golem increases to +2.
Classes
2-4 Geomancer Geomancer 10/8/10 2,500
5-6 Tactician Tactician 9/12/7 2,500
Battle
7 Dancer 10/12/6 2,000
Dancer
8-9 Warlock Warlock 9/10/9 2,000
10-12 Druid Druid 8/10/10 2,000 (see character sheet at p. 178)

Tiens Ability Scores Corrections Character Description


A: 2d B: 2d C: 1d This Tech Tiens has the ability to communicate with
machines. They have a Rider class, which can be further
D: 1d+3 E: 2d F: 2d+3
strengthened by obtaining magitech Mounts with racial
abilities. Additionally, they have a Fencer class, allowing
them to engage in frontline combat while riding and
swinging their weapons.
The magitech Mounts are more durable and provide
greater benefits to the Jockey. Stunts can enhance the
Mount, and the more you choose to enhance the Jockey,
the higher your overall fighting ability will be.
As they progress, they have the option to switch Mounts.
This is because magitech mounts do not increase HP or
other values. Although the cost of their Mount Contract
Spheres is higher, Mounts offer more benefits compared to
regular equipment, making them well worth the price.

50
Part 1 Characters

Discover the unique connection between the Jockey and Character Description
Mount and show the world what Mech-Rider is. Daemonic Tiens have a racial ability that makes them
highly proficient Warlocks. This unique feature allows
them to excel in the Warlock class and demonstrate their
distinct capabilities compared to other races.
Although there is little difference in the outward Essentially, they possess the ability to summon powerful
appearance of Daemonic Tiens, the jewels they carry tend Daemons and command them freely to gain an advantage
to be darker and at first glance, may appear to have holes in on the battlefield. Additionally, they are skilled in offensive
them. magic and proficient in Shooting Attacks.
They use their Daemonic connection to defeat As Tiens progress in the Warlock class, the summoned
Daemons, not to understand them or form a friendship with Daemons become more powerful. It is important to
them. They are a little unapproachable, as they are careful prioritize the Spirit ability score as the MP cost for
not to contaminate their minds with their Daemonic soul. summoning Daemons will increase.
Harness the power of the Daemons at your disposal and
showcase their usefulness in battle.

Column: Dark Dwarves Blending in with Humanoid


[Intercommunication] is changed to the following:
Society
[Daemonic Communion]: They understand the spirit of the
Dark Dwarves betrayed the Humanoids and joined the
Daemon characters and can communicate their thoughts.
Barbarous faction at the end of the Divine Civilization
Learning a common language is unnecessary, but it takes
Period. They were not well known in Humanoid society
about the same amount of time as a conversation. They
because they lived in the dark and deep underworld,
cannot communicate with more than one target at the same
dedicating their lives to mining and processing rare minerals
time, and they can specify or switch targets by using a Minor
as artisans.
Action or during Combat Preparation.
Interestingly, while Dwarves have always strongly
If they are using the Warlock class (see ML, p. 28) on a
disliked Dark Dwarves, other races did not seem to share
Daemon character summoned by the Daemonic Tiens,
the same sentiment. Over time, trade between Dark
they can change the target to "Any" after confirming the
Dwarves and Humans, who excel in forging superior
action specified in the "Daemon Action Chart" if it is
weapons, began to flourish, establishing a unique
"Random."
relationship of trust. As a result, an increasing number of
The effect of changing the target in the "Daemon Action
Dark Dwarves started to yearn for life on the surface and
Chart" can only be used once per day.
integrated themselves into Humanoid (mainly Human)
society.
Daemonic Tiens Enhanced Racial Abilities
This tendency is particularly notable among the Dark
[Daemonic Communion] will be enhanced. Dwarves of the Alframe continent, as Humans are quite
6th Level: The effect of changing the "Daemon Action accepting of them.
Chart" target can be used up to twice per day. Although there is still bitterness between Dark Dwarves
11th Level: When the "Daemon Action Chart" target is and Dwarves, they no longer engage in immediate conflict
changed, the Success Value is also increased by +2. upon encountering each other.
Consequently, there are a few active Dark Dwarf
adventurers, some of whom travel around Raxia for trade,
while others become Vagrants (as seen in OPB, p. 10) who
explore the world in search of exciting adventures.
(see character sheet at p. 179) While full coexistence has not yet been achieved,
establishing a connection with Dark Dwarves is no longer as
challenging for Humanoids.

51
Leprechaun Nomads are primarily discovered in ruins
around the world. They possess skills in hiding, teleporting,
and evading detection.
Although they are naturally curious and helpful, they
tend to be shy and avoid being seen as much as possible.
They are well-versed in ruins located in various places and
sometimes possess knowledge of the whereabouts of
treasures that cannot be obtained alone.

[Unseen Artisan] is changed to the following:


[Invisible Artisan]: Using Major Action, Nomad can
disappear and reappear in a slightly remote location within
a distance of "1 (10m)" that is visible to them. However, they
cannot use this ability if they are touching another person,
are in the middle of a melee, or perform a Normal Move
or Full Move on the same turn.
This ability can only be used once a day.

Leprechaun Nomads Enhanced Racial Abilities


[The Invisible Hand] is enhanced. The enhancements
are the same.

(see character sheet at p. 180)

Character Description
This is a Leprechaun Conjurer. Despite their low
intelligence, they primarily use magic to support their
Starting friends. Additionally, they have training in the Alchemist
2d Background Skill/Body/Mind Experience
Classes class, making them skilled in using cards for support and
2-4 Tactician Tactician 13/5/5 2,500 obstruction. Their versatility is their greatest strength.
5-6 Geomancer Geomancer 12/5/6 2,500
They excel as spies and can save the day with their new
Battle
7 Dancer
Dancer
14/5/4 2,000 racial ability, [Invisible Artisan], once a day, even in
8-9 Druid Druid 11/4/8 2,000 dangerous solo missions. However, it's important not to
10-12 Warlock Warlock 12/6/5 2,000 become overconfident when relying on this ability.
In terms of combat ability, they differ greatly from the
Leprechauns Ability Scores Corrections original Leprechaun. While their ability scores may not be
A: 2d B: 1d C: 2d very high, they can find ways to utilize items effectively.
As a character skilled in reconnaissance and stealth, it is
D: 1d E: 2d F: 2d
important to act smartly and tactically.

52
Part 1 Characters

Leprechaun Explorers Enhanced Racial Abilities


[The Invisible Hand] is enhanced. The enhancements
Among the Leprechaun species, Leprechaun Explorers are the same.
are particularly fond of exploring ruins, labyrinths, and
ancient cities. They are interested in finding and disarming
traps and devices in dangerous places but are always
cautious when doing so.
Sometimes, they live as a family unit in large ruins,
silently trying to uncover the whole story of the place. Other (see character sheet at p. 181)
times, they form settlements in fully explored dungeons.
Young people who have received basic training there Character Description
sometimes set out in search of other ruins and dungeons. This is a Leprechaun Conjurer. Instead of having the
ability to disappear, they can control a doll or golem. The
doll can go to dangerous places without being seen, making
it a useful tool for enhanced spying techniques.
[Unseen Artisan] is changed to the following: In addition, Leprechauns excel at attacking enemies
[Artisan’s Partner]: Using the racial ability consumes 5 MP with Magitech spells and guns. Guns are a weapon that
and allows the user to control a doll or golem using a Major Leprechauns are particularly skilled at using. They allow
Action. The effect is similar to the [Remote Doll] spell in them to launch various types of bullets to attack, heal, or
Spiritualism Magic (see CR I, p. 230, MA, p. 91). When immobilize their enemies.
calculating the value, use "Adventurer level + Intelligence By raising the level of Artificer, the character can learn
modifier". spells that are useful for their role as a spy. Furthermore, by
The duration of the effect is the same, but there are no combining the golem with their racial ability, they can
restrictions on equipment. perform scouting and infiltration tasks that other characters
may find difficult.
Become a unique gunner who excels in gathering
information and is a powerful attacker.

53
Here is a list of Abyss Curses (see CR II, p. 251) used for Abyss Enhancements (see CR II, p. 245). When Abyssborn decides
the content of racial ability [Abyssal Bastard], these Abyss Curses must be selected as well.

1-1 “Of Self-Harm” When equipped 4-3 “Of Confusion” When carried
When a critical hit is made by the wearer while wearing this Roll 1d at the beginning of the owner’s turn in combat. If the roll is
armament, the wearer's HP is reduced by 5 points. 1, when using the effect on the target of “Range: Touch,” including
1-2 “Of Lamentation” When equipped Melee Attack, the target should be selected randomly from all
If there is an enemy nearby or a long period of tension, the wearer characters (including enemies and allies) at the same position (area,
will start to cry. If in combat, the wearer cannot select targets by any coordinates) instead of by the player.
effect other than "Range: Caster" and "Range: Touch." 4-4 “Foot Tangling” When carried
1-3 “Of Kindness” When equipped Roll 1d at the beginning of the owner’s turn in combat, and if the
The wearer feels sorry for the enemy. If the target is a hostile roll is 1, they fall prone immediately. The owner cannot get up during
character, the wearer suffers a -2 penalty to Accuracy checks and that turn.
Spellcasting checks if the target's HP is already reduced by 1 point or 4-5 “Slippery” When carried
more. Roll 1d at the beginning of the owner’s turn in combat, and if the
1-4 “Of Discrimination” When equipped roll is 1, everything equipped or held in their hand is dropped on the
Dealt physical and magical damage to a particular monster spot (it can be picked up by Major Action on their turn).
classification is reduced by -2 points. Classification is randomly 4-6 “Stinking” When carried
determined using the "Classification Table." Armament has a pungent stench. Possessing this item causes
1-5 “Vulnerable” When equipped discomfort to other characters and gives a -2 penalty on Hide checks
Whenever the wearer receives magic damage, the damage is to an owner. In addition, the owner’s Adventurer Rank (see CR II, p.
increased by +1 point. 114) is treated as being one rank lower.
1-6 “Reckless” When equipped 5-1 “Disgusting” When carried
Defense is reduced by -2 points (minimum 0). The armor looks terrible and unattractive. When sold, it sells for a
2-1 “Heavy” When equipped quarter of the base price. In addition, the owner’s Adventurer Rank
The minimal strength of the enhanced armament is increased by +2 (see CR II, p. 114) is treated as being one rank lower.
points. Power, Defense, etc., remain unchanged. 5-2 “Buzzing” When carried
2-2 “Difficult” When equipped The armor constantly emits a buzzing sound like insects flying about,
When using any power table, the number in column ③-④ becomes and the owner suffers a -4 penalty on Hide checks and Danger Sense
"0" regardless of the power (not automatic failure, and Extra Damage checks.
still can be added). 5-3 “Soggy” When carried
2-3 “Wimp” When equipped The texture of the armament becomes soggy. Its Extra Damage is
Willpower receives a -1 penalty. reduced by -1 (for weapons) and Defense by -1 (for armor and shields).
2-4 “Weak” When equipped As Disease type, Fortitude and Willpower are reduced by -4.
Fortitude receives a -1 penalty. 5-4 “Of Old Wounds” When carried
2-5 “Sensitive” When equipped If an effect that restores HP (including restoration by rest) is
received, recovery is reduced by -1.
The wearer feels sorry for the enemy. If the target is a hostile
character, the wearer suffers a -2 penalty to Accuracy checks and 5-5 “Dazzling” When carried
Spellcasting checks if the target's HP is already reduced by 1 point or It shines strongly against the light. The owner always receives a -1
more. penalty due to poor visibility.
2-6 “Hilarious” When equipped 5-6 “Fameless” When carried
Whenever the Willpower check fails, the wearer can't stop laughing. When automatic success is achieved in an action check, it is not
The player receives a -1 penalty to action checks until the end of the treated as an automatic success, but the 2d roll is resumed, and the
next turn. This effect is cumulative. subsequent rolls are followed. This effect can occur only once a day.
3-1 “Stuttering” When equipped 6-1 “Honest” When carried
The wearer is likelier to choke or mispronounce words and receives Lying and cheating are quickly exposed. If the target is a target of a
a penalty modifier of -1 on Spellcasting checks. Detect check, the owner gains a -4 penalty against it.
3-2 “Proxy” When equipped 6-2 “Motion Sick” When carried
Armament speaks instead of the wearer in arcana. The wearer Become vulnerable to motion. After traveling by means other than
cannot speak in any language other than Arcana and cannot cast Fairy their own feet for more than 10 minutes, the owner gains a -1 penalty
Magic or Magitech. to action checks for 1 hour.
3-3 “No Charities” When equipped 6-3 “Hater of Nature” When carried
If, during combat, the wearer accepts the effect of "Resistance: Becomes unsettled in the natural environment. In a natural
Optional," they receive a -2 penalty of Fortitude, Willpower until the environment (see CR I, p. 101), the action checks receive a -1 penalty.
beginning of their next turn. 6-4 “Can’t Wait” When carried
3-4 “Near Death” When carried Each time a day begins during a session, the player must spend
Death Check always receives a penalty modifier equal to the "Adventurer Level x 10” gamels on hobbies and personal items. If the
Adventurer Level. environment is such that hobbies and tastes cannot be sated, the
3-5 “Stylish” When carried maximum HP and MP are reduced by Adventurer Level points until
the next day morning.
It is always tempting to decorate the armament strikingly. For every
income earned, at least 10% of it must be spent on decorating this 6-5 “Clinging” When carried
armament (the effects, etc., remain unchanged). This armament clings noticeably around the owner. The owner
3-6 “Mana Draining” When carried takes a -4 penalty to Accuracy checks (for weapons), Spellcasting
checks (for weapons), and Evasion checks (for armor and shields).
When using effects that consume MP at will, such as spells and
techniques, all MP consumption is increased by +1 point. 6-6 “Gullible” When carried
4-1 “Slow” When carried The owner always skips Combat Preparation.
Movement is halved (rounded up).
4-2 “Undefined” When carried
Roll 1d at the start of his turn in combat, and if the roll is "1", treat
him as not having mastered "Targeting" and the combat feat it assumes.

54
Part 2 World

Part 2 World

55
them with Human children of the same age. In rare cases
they are raised as Human children in remote areas.
Spriggans who grew up in such a society of Humans, or
Spriggans who have no ruins to protect, are sometimes
called "Treasure-less”. These Spriggans roam the world in
search of hidden treasures and places to protect. Some of
them seem to understand human society and become
adventurers.
Spriggans are considered adults at about 15 years of age,
but in human morphology, they look like a 10-year-old child
until about 300 years of age, which would be unnatural if
they lived in a human society. Conversely, Spriggans are
rarely noticed for any other reason.
Of course, if Spriggans transform into Giants, their true
identity will soon be revealed. Many of them have muscular
and strong builds, and they sometimes wear heavy
equipment to match their gigantic size. When they
transform into giants, they tend to lean forward, with their
heads reaching a little over 2 meters in height. However,
when they grow even taller, they can reach nearly 3 meters.
If they suddenly appear in front of ordinary humans, it is
inevitable that they will be mistaken for monsters and often
considered Barbarous.
Nevertheless, Spriggans are patient, principled, and
trustworthy. Once you join them as an adventurer, you can
be sure to rely on them as they are very reliable.

It is an ancient race that is sometimes discovered at


ancient sites on the Alframe continent. Spriggan's existence was not documented until the
Also known as the "Keeper of Ruins," this race is Magic Civilization period.
believed to have been created by magic during the Magic During this era of powerful wizard-kings, magic reached
Civilization Period, which ended over 3,000 years ago. It is its peak, leading to the creation of numerous magical items.
believed to have originated from Giants, a type of Naturally, these treasures had to be carefully guarded and
Barbarous, and there is a tradition that Spriggans appeared protected. It is believed that the soulscars were extracted
after a soulscar was removed from a Giant's soul. from the souls of the Giants, and Spriggans were created as
In terms of appearance, they have two main forms. faithful guardians of the treasuries.
Normally, they stand at a height of around 140 cm and The reason why Spriggans usually takes the form of a
resemble a 10-year-old Human child. However, they do not small boy or girl is to have the ability to move freely in small
grow taller than this and rarely age until their later years. places such as fortresses, labyrinths, and secret storerooms.
The other form they take is that of a giant, approximately By assuming a childish appearance, Spriggans can catch
three meters tall. It is believed that their true nature is that their attackers off guard. Spriggan's shapeshifting ability is
of a child. believed to be not a physical change but a magical
Spriggans have a relatively long lifespan, living up to 350 transformation. There is speculation that they can even
years. They typically reside in ruins alone or in small family exchange their body with another body in another
groups, serving as guardians from generation to generation. dimension. This allows Spriggans to conceal the equipment
Consequently, sightings of Spriggans are rare, and their and treasures possessed in their Giant form within their
existence has become legendary. child form. This additional factor adds to their usefulness as
However, certain inquisitive Spriggans or those who a guardian.
have lost the ruins they were meant to protect due to However, during the Magic Civilization Period, wizard-
tectonic activity or external attacks may venture into the kings fought fiercely and couldn't always protect their
Humanoid realm and reveal themselves. treasures effectively. As a result, Spriggans, who were
Spriggans are accustomed to a simple life, tolerating a supposed to serve these kings or protect their treasuries,
poor diet and not bothering to stay in the dark for 11 hours were cast aside when the kings were overthrown or the
at a time. However, one of their biggest drawbacks and vices treasuries were destroyed. These Spriggans, however,
is the rare occurrence of "Changeling," in which a Spriggan continued to serve as guardians. They independently chose
is so disfigured for the first few years of its life that their a place to hide the treasures they were tasked to protect.
parents take their children to a Human village and replace Even after the downfall of the Magic Civilization,
Spriggans safeguarded their treasures from one generation

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to the next. They often faced attacks from Barbarous, Their [Darkvision] is also a factor that may appear
making them enemies by default. However, Humanoids unnatural. When a Spriggan comes to the realization that
also occasionally intruded into the ruins and labyrinths they they are not Human, and when their family and siblings
guarded, searching for hidden treasures, leading to conflicts. become aware of this, it can bring misfortune upon
Nevertheless, it seems that the rivalry with Humanoids Spriggan. In some cases, they are kicked out or even killed
wasn't entirely hostile, as negotiations sometimes took place. when their true identity is discovered.
One possible reason could be that the wizard-kings treated Very rarely, there are "replacement" Spriggans who
them as Humanoids, removing the soulscar from their marry unnoticed and have a child with a Human. The child
souls. is either a Human or a Spriggan, and if it is a hideously ugly
Three hundred years ago, during the Diabolic Triumph, child, one can't help but feel that a new problem will arise.
the Spriggans fought against the Barbarous to defend the Even among adventurers, Spriggans are considered
treasures. There are a few records of them occasionally legendary. However, they are more commonly seen as
joining forces to protect Humanoid cities and military symbols of good fortune rather than abominations. This is
facilities. because Spriggans encountered by adventurers are often
Today, although they are few in number, there are "Treasure-less," they are believed to have a keen sense of
Spriggans who become adventurers in search of lost smell for treasures and can help locate ruins (even though
treasures. Spriggans do not possess any special abilities).
Thus, when Spriggans are involved in Human society,
joining the adventurers ranks is considered the most
peaceful way to lead a happy life.
The Spriggans live either alone or in family units,
resulting in a limited development of their culture.
Spriggans dedicate a significant amount of time to
guarding ruins and treasures. They possess skills in They can serve as Scouts and Rangers in their human
craftsmanship, clothing making, and food preservation. form due to their dexterity and agility. Even in their adult
Each tribe of Spriggans produces its own clothing, from form, they appear to be children around 10 years old,
material sourcing to garment sewing, resulting in durable making them well-suited for undercover investigations and
and unique attire. Their clothing designs can be traced back tailing individuals in crowded areas.
to the Ancient Magic Civilization period, which serves as a The Giants can become a crucial frontline force during
valuable resource for historians and dressmakers. battles by utilizing their Giantization ability. While this
Their diet is simple, lacking indulgences or delicacies. ability requires two sets of equipment for both their human
However, their food is highly nutritious and ideal for and Giant forms and comes with a high monetary burden,
preservation and emergencies. Due to their food culture, it grants them a wide range of versatility and formidable
they have developed a preference for sweet snacks that can combat power.
be found on Humanoid streets. Spriggans, with their ability to combine the traits of a spy
and a heavy warrior, play a pivotal role as adventurers in
various situations.

On the Alframe continent, Spriggans are a nearly Column: The Mystery of Giantization
forgotten race among the general public. While they Spriggans can become Giants from the form of a child.
occasionally appear in legends and folk tales, the chances of However, the shapeshift is different from a physical change.
actually encountering them are extremely rare. There are various theories, but a Spriggan's giant body
Additionally, since they often resemble Human children, is believed to exist in a slightly displaced space due to
people often fail to notice them even when they do come magical forces and appears to cover the main body when
across them. they wish.
As a result, only adventurers and a select few researchers When a Spriggan shapeshifts, there is a mana reaction
are aware of the existence of Spriggans, right? and a black fog-like distortion of space, which dissipates and
However, due to the Spriggan "Changelings", they are completes the transformation. At that time, another set of
sometimes mistakenly viewed as evil monsters. In these armor and weapons appear and can be actually used.
cases, they are wrongly associated with dangerous creatures This is believed to be because Spriggans were created as
like Barbarous, leading to persecution and attacks in an guardians of the treasure, and it is not known or possible to
attempt to eliminate them. This unfortunate relationship retrieve the equipment of the giant form during normal
has caused Spriggans to distance themselves from Humans, times (and vice versa). Thus, it is likely that Spriggans
and eventually, Humans who have driven Spriggans out of intended to keep the hidden treasures that way.
their lives tend to forget about them or regard them as However, when a Spriggan dies, their body reverts to the
nothing more than characters from fairy tales. child state, causing the slightly displaced space to disappear.
On the other hand, a Spriggan who is raised as a As a result, any objects that the Giant form had will appear
"replacement child" in Human society, will lead a somewhat near the Spriggan's corpse.
complicated life. They grow up like other children until the
age of about 10, at which point their physical growth stops.

57
The most distinguishing feature and drawback of
Abyssborn is that they are born with the "Abyss's Curse" on
their bodies. This curse grants them superior physical
abilities but can also lead to malfunctions and repel people.
Similarly, an "Abyss Weapon" that carries the "Abyss's
Curse" can be freed from the curse by giving up its
equipment. However, an Abyssborn cannot escape from
this fate for the rest of their life. Meanwhile, in the Shallow
Abyss, the negative effects of this curse will disappear.
However, in order to avoid any negative impact on their
normal life, Abyssborn individuals require Abyss Shards.
Because of this, many Abyssborn become adventurers and
spend their entire lives challenging the Shallow Abyss.
Their lifespan is not significantly different from that of
humans. They are considered adults at the age of 15 and
may live up to 100 years.

Inevitably, the Abyssborn have been part of history since


the appearance of "Abyss" at the end of the Ancient Magic
Civilization period. At that time, not only the Alframe
continent but the entire world of Raxia was in a state of
severe chaos, making it unclear how and when Abyssborn
first appeared in the world.
Although there is no solid evidence, Abyssborn began
to be widely recognized mainly around 3000 years ago when
the Magic Civilization fell and about 2000 years before the
establishment of the Magitech Civilization. During this
Among the many Alframe continental races, Abyssborn period, Daemons were rampant throughout the world of
are particularly rare. They are rare mutants born from Raxia, and people were forced to live in very difficult
pregnancies and births in the "Shallow Abyss". Currently, circumstances. Due to the sudden end of the rule by
only cases of Abyssborn born from Humans have been powerful wizard-kings, the freed people struggled to form
confirmed. nations and were left in turmoil, as can be gleaned from the
Abyssborn individuals are large and sturdy, with adult scarce records of that time.
males reaching a height of 180 cm and females reaching a Under such circumstances, imagining that Abyssborn
height of 170 cm. At first glance, they do not appear much with Daemon characteristics faced tremendous prejudice
different from Humans, but their eyes have an unusual light, and discrimination is not difficult. Despite not being an
and some of their skin is covered with smooth dark skin. independent race but rather beings created by Humans
Due to their unique skin, they may resemble a Daemon mixed with "Shallow Abyss," the Abyssborn continued to
when naked. However, depending on their clothing, it is exist, albeit in small numbers. They were often seen as
possible to hide the fact that they are Abyssborn. symbols of evil omens and subjected to early killings or
It is believed that Abyssborn are born in this form abandonment in fields, left to die. However, many of them
because the fetus and the Daemon's body fuse together became heroes due to their superior physical strength and
during conception in the "Shallow Abyss". Daemons are aptitude for magic.
strongly avoided, along with Barbarous, and Abyssborn Although little is known about the intervening period, it
individuals often face discrimination similar to Nightmares. appears that a significant number of Abyssborn were active
As a result, they are often raised without leaving the "Shallow during that time. Some were known as benevolent rulers,
Abyss" where they were born, or they may be abandoned in while others were infamous tyrants, both equally feared by
the "Shallow Abyss" and somehow manage to survive and the people.
escape. Prejudice against Abyssborn has eased since the
Abyssborn rarely grow up with loving parents. Even if Magitech Civilization Period, well into its middle stages. As
they do, their upbringing and family environment are often research on the Abyssborn progressed, it became evident
riddled with hardships due to prejudice and fear. However, that their mentality and preferences were no different from
if their parents were adventurers, they would be less likely Humans. It was concluded that although their physical and
to face such prejudice and would often follow in their magical abilities were similar to Daemons, their inner
parents' footsteps, becoming adventurers themselves. Their metaphysics were the same as Humans.
exceptional physique and Daemon-derived constitution Since then, a trend has emerged to recognize Abyssborn
make them well-suited for both warrior and magician roles, as Humanoids and reject discrimination against them.
and they can also excel as magic warriors. However, due to their rarity, not everyone fully

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comprehended this. Consequently, they were never At the same time, there is a misconception about
completely free from discrimination and prejudice. Abyssborn. It is believed that they are the offspring of a
When the Diabolic Triumph destroyed the Magitech Human and a Daemon. Because of this, if it becomes
Civilization, control over Shallow Abysses was not always known that someone's child is an Abyssborn, the entire
maintained, resulting in an increased likelihood of family may be viewed with strangeness or disgust and even
Abyssborn births. Even now, prejudice against them face rejection. Many Abyssborn families abandon their
persists. Nonetheless, they are unquestionably reliable children or even attempt to kill them out of fear of being
companions for adventurers, and their superior abilities are rejected. These circumstances led to the premature deaths
welcomed. of many Abyssborn, resulting in their dwindling numbers.
However, their mentality is no different from that of
Humans. Therefore, when they form friendships,
Abyssborn can be reliable friends, and when they fight side
Abyssborn are too rare to develop their own culture by side, they prove to be dependable companions. They
intentionally. However, despite significant individual possess excellent qualities as adventurers, and many people
differences, those raised in the "Shallow Abyss" may develop are willing to welcome them as members of their party. For
their own unique sense of taste and values. Abyssborn, being an adventurer is a calling.
The "Shallow Abyss" itself is diverse and lacks consistent
rules, with different landscapes and environments unfolding
within it. Abyssborn individuals are influenced in various
ways during their childhood. Abyssborn artists are known With their excellent physical abilities, which are further
for their paintings and drawings, which often possess a reinforced by their racial ability [Abyssal Bastard],
unique atmosphere with colors, shapes, and abstract Abyssborn show excellent aptitude for frontline classes such
expressions that deviate from the norm. Abyssborn as Fighter and Grappler. They tend to excel in strength,
themselves are rare, and engaging in artistic activities such making them best suited to stand in the frontline as fighters
as painting makes them even more unusual. There are not with heavy armament.
enough similar cases to be statistically useful, but it is a fact On the other hand, their high level of intelligence makes
that they are perceived this way by the general artists. them a good match for Wizard-Type Classes. Although
Some outspoken individuals claim, "That their unusual they may have low spirit and be short on MP, they can still
artistic style comes from Daemons and evidence that be effective magicians by supplementing with Magic Herb
Abyssborn have inherited Daemonic blood," although the and Mako Stone. Additionally, they have the potential to
exact nature of the relationship between Abyssborn and become excellent magic warriors and can fulfill a wide range
Daemons remains unclear. of roles.
However, it's important to note that some Abyss Curses
they are born with may hinder their aptitude. This should
be taken into account when selecting a class to learn.
Abyssborn, who are already a small population, are Alternatively, another option is collecting Abyss Shards and
often not acknowledged by society. However, it is generally changing the "Abyss Curse".
more peaceful when they remain unknown. It will not be active while under the influence of the
As mentioned earlier, Abyssborn possess Daemon-like "Abyss Curse". Therefore, it can be said that the "Shallow
characteristics in their bodies, which can attract strange Abyss" is the place where Abyssborn can show their full
looks when they are noticed. Given that the people of the potential.
Alframe continent strongly dislike Daemons, it is natural for
them to fear and despise Abyssborn.

59
they can be easily hidden, but if they appear on their cheeks
or forehead, they are difficult to conceal. These magic
circles are believed to enhance their Magic Power, and
when they use magic, the mana converges and emits a faint
glow.
Another important characteristic of Newmen is their
ability called [Déjà Vu]. While uncertain, this ability allows
them to recall memories from a previous life, sometimes
leading to unexpected moments of inspiration.
The inheritance of memories from past lives gives a
glimmer of hope to Newmen, who have a life expectancy of
no more than 30 years. The possibility that they can connect
unfinished tasks from their short lives to their next lives
alleviates their despair.
Whether or not the memories experienced in [Déjà Vu]
truly belong to the individual Newman is uncertain.
However, these memories are believed to belong to the time
when they were Newmen. The memories can be recent or
from the Magic Civilization Period.
Since Newmen are considered adults at the age of 15,
they have just over 10 years to fully mature. As a result, they
do not experience old age, but many of them pass away
before age 25. Sudden cardiac arrest or the rupture of blood
vessels in the brain are the most common causes of death.

Newmen are believed to have been created during the


late period of the Ancient Magic Civilization. The wizard-
During the Ancient Magic Civilization, there was a plan kings, who ruled over the people with their overwhelming
to create a superior race that would surpass Humans. As a Magic Power, possessed a vast amount of forbidden
result of this experiment, a higher level of Human called knowledge that is now lost, desired magical strength and an
Newmen was created. indestructible body that could rival other wizard-kings.
Contrary to their name, however, the experiment was a The wizard-kings aimed for ultimate existence in various
failure, and the expected abilities of Newmen only ways, such as creating manufactured gods, merging with
manifested to a limited extent. The goal was to create Daemons, evolving into new life forms, and achieving
perfect Humans who were beautiful, strong, immortal, had immortality by becoming Undead beings who transcend life
superior brains, overflowed with mana, and possessed high and death.
magic power. However, their bodies became fragile, and Newmen were believed to require superior brain
their lifespan became extremely short. function, high Magic Power, efficient mana control, a strong
Nevertheless, it was not a complete failure. Newmen body, attractive appearance, and immortality. While some
had highly intelligent brains, and their magical power of these attributes were achieved, the failure to attain the
reached a higher level. Despite this, it can hardly be desired immortality and the severe physical limitations
considered a success, and the Newman Project was likely contributed to Newmen being considered a failure.
eventually abandoned and sealed. It is possible that the method of creating Newmen
For a long time, their existence was considered a part of leaked in some form, as records and experimental sites have
history, considered one of the eccentric experiments during been discovered at archaeological sites around the world.
the Magic Civilization Period. However, a massive tectonic Information obtained from these sites indicates that
movement during the Diabolic Triumph event revealed the Newmen were treated as experimental subjects, undergoing
underground facilities of the Alframe continent, bringing various experiments in an attempt to eliminate their flaws.
them to the surface. The Newmen, who had been sealed This is supported by the Newmen's own experience of
there, awakened and were resurrected. [Déjà Vu], which also serves as a source of their suffering.
These beings possess mysteriously white skin and white However, the repeated disregard for the sanctity of life
hair, with pale red or pink eyes. Their slender physique in these experiments did not solve the problems faced by
gives a slightly sickly impression but also emits a captivating Newmen. Consequently, the wizard-kings abandoned their
and beautiful aura to those who see them. Their Magic research on Newmen and sealed the experimental subjects
Power surpasses even that of Tabbits, and they can control in the basement of their facility.
mana consumption. Eventually, the wizard-kings engaged in violent battles
Additionally, small magic circles are present on their against each other, leading to the demise of the Magic
bodies from birth. If these circles are on their chest or back,

60
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Civilization. The Newmen, too, were sealed away and important positions in the court sorcerer's office or the
forgotten in history. magician's guild, giving the impression of being in a high
However, nearly 3,000 years have passed since then. position in society.
Due to a massive crustal movement triggered by the Some Newmen are highly religious and become
Diabolic Triumph, the facility where the Newmen were excellent priests. Many of them dedicate themselves to
imprisoned has been unearthed. The Newmen, who had serving Kilhia, the god of wisdom, or Lyphos, the Divine
been in eternal slumber, awakened and emerged from their Ancestor. This has created a positive image of Newmen as
underground confinement, finally regaining their freedom. well.
It is documented that the Newmen who awakened On the other hand, there are suspicions about the
during the chaos of the Diabolic Triumph possessed existence of a secret society among Newmen, leading to
magical powers and knowledge on par with the Magic rumors among conspiracy theorists. They speculate that
Civilization Period. They played a significant role in the Newmen are attempting to manipulate and control people
defeat of the Barbarous. Many of these Newmen were using magic, similar to the wizard-kings of the Ancient
comparable to wizard-kings, and the people saved by them Magic Civilization period. Because of these rumors, some
regarded them as god-like beings. Hence, in the post- people are wary of Newmen.
Diabolic Triumph era on the Alframe continent, the
Newmen are considered semi-legendary figures.
Nevertheless, there are high expectations for the
Newmen, and they are held in high regard. However, With their superior intelligence and [Child Of Magic]
Newmen are still vulnerable, and their population is ability, which increases their Magic Power, Newmen are
dwindling. This is partly due to their extremely short highly compatible with all Wizard-Type Classes. Their
lifespan and the rarity of surviving individuals capable of Magic Power is as high as Tabbit's, and their ability to learn
reproduction. There is a fear that this species may soon face the Priest class makes them more suitable for general use.
extinction. However, their suitability for the Warrior category is
extremely low due to their poor vitality and low agility. They
can be magic warriors, but the risk for them to survive on
the frontline is high.
After the Diabolic Triumph, the Newmen, who In addition to their high intellect, the [Déjà Vu] ability
obtained their freedom, are a small group with a short makes them very useful in situations where intellect is
lifespan and no established culture of their own. However, utilized. They are well-suited to the Sage class and can be
their brilliant minds and memories of the Ancient Magic useful in scouting with the Scout class.
Civilization Period are giving rise to a unique "Newmen
culture".
The magical research institutions of the Alframe
continent are making excellent use of their brains and
memories, leading to Newmen often becoming court
sorcerers or holding important positions in the Magician's
Guild.
Newmen are also aware of their limited lifespan and
fragility and are actively seeking ways to cope with it. They
have established a network to gather information, actively
searching for sites where Newmen are sealed.
They also actively pursue relationships with members of
other races, as intermarriage with a different race has a low
chance of producing a Newman. Newmen's enchanting
appearance and persuasive speech, supported by research,
are considered magical by the opposite sex.
In addition to preserving the memory of the Ancient
Magic Civilization era, Newmen are skilled at creating art
inspired by this period. They are highly respected by both
artists and researchers.

On the Alframe continent today, Newmen are so rare


that few have actually seen them.
However, the stories of magicians who rose from the
ruins during the Diabolic Triumph and defeated the
Barbarous are legendary, and the name Newmen is spoken
of with respect. As mentioned above, many of them held

61
expressions. However, their transparency makes it
challenging to see them clearly.
Fluorites are roughly the same size as humans, but their
ore bodies are much heavier, weighing approximately twice
as much as a similarly sized human. Due to their transparent
bodies, they are difficult to see under strong light sources
like sunlight. Aware of this, Fluorites prefer clothing
covering their entire body. To avoid startling the general
public, Fluorites often conceal their true identity by wearing
hats, hoods, and scarves or mufflers to cover their faces.
However, they do not feel ashamed of their appearance and
are willing to expose their true faces when asked.
Fluorites spend several years to several decades
underground as juveniles during their development. It is
during this period that they acquire knowledge and develop
their individuality. The method by which they gain
knowledge remains unclear, but it results in Fluorites
possessing excellent intellect when they emerge from the
ground.
Fluorites have a tendency to forget everything that
occurs underground once they resurface, and it remains
unknown how they acquire their knowledge.
While Fluorites are not sexually distinct and do not
reproduce, there is a difference in appearance between
male and female Fluorites. They typically maintain a gender
mentality based on their appearance. Romantic feelings are
not a necessity, but sometimes, out of curiosity, they may
form romantic relationships.
A Fluorite's age is considered zero when they first
In the world of Raxia, the Fluorites are known to be the emerge on the Earth and become self-aware. This
most unique race. Their most distinctive feature is their emergence is humorously referred to as their “departure
body. from the nest” or “emergence”. Fluorites do not age or
Fluorites are completely composed of transparent ore, change their appearance. They have a lifespan of up to 400
making them not clearly visible in bright light. They possess years, after which they shatter into pieces and die.
human-like features, such as eyes, nose, facial hair that Due to their extreme rarity and the absence of parental
move when they speak, and blinking eyes. They also have a offspring, Fluorites do not establish their own communities
sense of touch, feel pain when struck, and laugh when or settlements. Instead, driven by their high intellectual
tickled. However, all of their body hair, including their hair, curiosity, they wander in search of their roots and place of
appears transparent, and it can only be distinguished up birth.
close.
Despite their transparency, Fluorites can still be spotted.
This is because they emit a faint light from inside their
heads, which shines brightly or flickers depending on their The origins of Fluorites have not been determined, but
emotions. They serve as a good source of light in the dark it is widely believed that they came into existence during the
and provide a visual indicator of their changing emotions in age of mythology. It is said that when the third sword,
daylight. They tend to glow brightly when in a good mood Cardia, was shattered, filling the world with mana, Fluorites
and become dimmer when sad. Some Fluorites emit light may have been born. It is also speculated that they might
in various colors, expressing their rich emotions. have existed towards the end of the Divine Civilization
Little is known about the nature of Fluorites as Period.
creatures. They don't reproduce as children but are born On the Alframe continent, Fluorites are believed to
underground and emerge onto the earth. It is speculated house the souls of shattered Cardia. As a result, they are
that their souls reside in giant Mako Stones, leading to them thought to possess knowledge and wisdom, emerging on the
sometimes being referred to as "Walking Mako Stones." ground when needed. The population of Fluorites is
The mild-mannered Fluorites are not offended by such a extremely small, and historical records about them are
nickname. scarce. There are some accounts that during the Ancient
Fluorites are different from other beings in a few ways. Magic Civilization period, Fluorites served as lieutenants to
They do not breathe or require food and water. They only powerful wizard-kings. However, even their names have
need sleep, which is their shared trait with humans. been lost to history, leaving doubts about their existence.
Although the structure of Fluorites is still unclear, they are During the Magitech Civilization Period, the existence
capable of speaking and displaying emotions through facial of Fluorites was doubted, and they were even considered

62
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extinct. This was due to the establishment of efficient cover their entire bodies with clothes or cloth to avoid
mining techniques for Mako Stones, leading to the unnecessary misunderstandings.
depletion of juvenile Fluorites, who had not yet awakened Those who are aware of their existence highly value
to their own consciousness. Fluorites for their superior knowledge and loyalty. They are
Ironically, with the decline of the Magitech Civilization frequently employed as researchers in the Magician's Guild
caused by the Diabolic Triumph, mining of Mako Stones or as court sorcerers.
became more difficult, and their distribution significantly However, Fluorites, who prefer roaming to satisfy their
decreased. Although the causal relationship between these intellectually inquisitive minds, are certainly appreciated by
events has not been proven, a few Fluorites have been adventurers and vagrants.
discovered in recent years, approximately 300 years after
the Diabolic Triumph.
Fluorites do not hold any resentment towards the
possibility of being mined and used as Mako Stones in large Fluorite's greatest feature is its enormous and seemingly
quantities. Instead of dwelling on past matters, they focus on inexhaustible MP. Although their intelligence is not much
understanding their own identity and purpose of existence. different from that of humans, Fluorite's abundant mana
allows it to handle a wide variety of magic, making it highly
compatible with the magician class.
Their mineral body is very hard and functions as armor.
Unlike other races and ethnic groups, the Fluorites did However, their vitality is low, and once their defenses are
not establish their own settlements or communities or breached, they become fragile and easily crushed.
develop their own history and culture. They were born and Therefore, fighting on the front line is risky, and careful
raised individually, without the concept of family. consideration of class choices on the battlefield is necessary.
However, Fluorites are natural-born philosophers and Due to their low Fortitude, they are particularly weak against
thinkers. They enjoy engaging in intellectual pursuits to dragon's Breath attacks, so they need to be cautious when
satisfy their curiosity. With their generally high intellect, facing such strong opponents.
they have a keen interest in magic, learning history, and Fluorite ore bodies have the advantage of being immune
envisioning the future. Due to their long lifespan, to poisoning and diseases. They do not require water or
comparable to that of Elves, they are also revered as great food, making them highly resilient in harsh environments.
sages. Many Fluorites work for the Magician's Guild or However, herbs and medicines, especially those taken
conduct research, and their superior intellect is orally, have no effect on Fluorites. Since they do not
unquestioned. breathe, they cannot drown underwater, but they also
While they do not possess a distinct culture of their own, cannot use mana while breathing or use Techniques to
they are highly respected as living guides. Although strengthen their bodies. Therefore, they cannot learn the
Fluorites do not require food, they possess senses Enhancer class.
equivalent to smell and taste. Some of them even take In summary, Fluorites make excellent magicians, and
pleasure in aromas and food, even though they cannot learning the Fighter class is also an option, taking advantage
consume it. of their hardness. However, it is important to always
In general, Fluorites are known for their meticulous consider their low vitality.
nature, quiet demeanor, and thoughtful nature. They avoid
taking shortcuts and carefully consider their words and
actions, which are often profound and persuasive. However,
their calmness can sometimes be misinterpreted as absent-
mindedness by impatient Humans and others.
Many Fluorites embark on journeys in search of answers
to questions such as "Who am I," "Why was I born," and
"What can I do and what will I do." They have developed
various philosophies and written numerous books.
Additionally, they highly value friendship and camaraderie.
Most Fluorites are inherently good and cooperative.
However, there are a few rare instances where Fluorites,
after contemplating concepts like "evil," "destruction," and
"death," engage in malevolent actions. Nevertheless, these
cases are extremely uncommon. For the most part,
Fluorites will serve as reliable companions, whether as
adventurers or vagrants (see OPB, p. 10).

Fluorites were almost non-existent during the Magitech


Civilization Period and remain rarely seen in society today.
As a result, they are often mistaken for Constructs. Fluorites

63
Dark Dwarves possess a natural curiosity and ambition,
driving them to develop new weapons and possess a deep
understanding of Magitech, which is unusual for a
Barbarous society. They frequently venture to the surface to
gather information on the latest technology or acquire
products for further study.
However, the most unique technological offering of the
Dark Dwarves is the smelting of ignidite steel. They have
acquired the "Black Flame," previously held only by the
monocular giants known as Cyclopes, and can now wield its
power at will. The "Black Flame" is essential for smelting
ignidite steel, making the Dark Dwarves the sole masters of
this material in the world.
Historically, Dwarves and Dark Dwarves have been
bitter enemies since the War of the Gods, harboring intense
hatred for each other. However, Dark Dwarves have
established positive relationships with other races,
particularly in their dealings with Humanoids in the Ignidite
trade. The Dark Dwarves themselves do not bear soulscars
and conduct secret business in Human cities, distancing
themselves from the typical Barbarous image.
Although supplying weapons to the Barbarous has
garnered dislike from many, some Vagrants (see OPB, p.
10) have formed alliances with the Dark Dwarves. The
adventurers' guild also maintains a connection with them,
occasionally requesting ignidite processing. As a result, a
certain number of Dark Dwarves have covertly infiltrated
Dark Dwarves are a type of Dwarves who lost the Human society.
blessing of the first sword, Lumiere. They betrayed Similar to Dwarves, Dark Dwarves reach adulthood at
Humanoids and pledged allegiance to the Kings of the age of 15 and have a maximum lifespan of
Barbarous in the War of the Gods. As a result, they fell into approximately 200 years.
darkness and became known as Dark Dwarves, aligned with
Barbarous.
The skeletal structure and physique of Dark Dwarves
are very similar to those of regular Dwarves. They are short, Dark Dwarves were originally Dwarves. However,
muscular, and robust, almost indistinguishable from during the War of the Gods, weapons and armor made by
Dwarves. However, their appearance may differ Dwarves were stolen by the Barbarous side and used in
significantly from Dwarves. large quantities.
One noticeable difference is their pale skin, unlike the During that time, there was a clan of Dwarves who sold
darker skin of Dwarves. While Dwarves have vibrant- arms to anyone and everyone, leading to them being
colored hair, such as red, green, and pink, Dark Dwarves denounced as traitors. The exact details of what happened
have light-colored hair and beards, such as silver, white, and are still uncertain to scholars today. According to myths and
pale gold. Additionally, their eyes are large, clear black or legends, however, the Dwarves were enticed by the glimmer
red, with barely visible whites. This gives their gaze an of gold and willingly sold their superior armaments to the
intense and unsettling quality. Barbarous.
Male Dark Dwarves, like regular Dwarves, have full This led to suspicion being cast upon all Dwarves,
beards. Females, however, do not have beards and maintain resulting in the banishment of this clan. Without the
the appearance of Human girls even as they reach blessing of the first sword, Lumiere, the family wandered
adulthood. weakly in the world. Eventually, they sought refuge in
Dark Dwarves have lost the protection against fire Barbarous society and became smiths in the underworld.
granted by Lumiere, the Sword of Peace. Instead, they have Ironically, by driving out the superior Dwarf clan, they
received the blessing of Ignis, the Sword of Liberation, inadvertently provided the Barbarous with a steady supply
which grants them the ability to overcome the Dwarves' of high-quality armaments.
natural resistance to fire. This makes Dark Dwarves natural In the underworld were precious minerals that even
enemies of regular Dwarves. Dwarves were unaware of. Only the monocular giant
Dark Dwarves have established their own settlement Cyclopes knew the secret method of handling the "Black
and culture in the Barbarous underworld. Within Flame," a mineral that emitted tremendous heat. The Dark
Barbarous society, they are renowned as excellent Dwarves stole this secret method and learned how to handle
blacksmiths and highly valued artisans who produce the "Black Flame" themselves.
exceptional weapons and armor.

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Thus, the Dwarves who became known as the Dark from other Humanoids. They engage in trade, offering
Dwarves, established themselves in the underworld. Highly various items, including processed goods made with
esteemed by the Upper Barbarous for their excellent armor, Ignidite.
the Dark Dwarves were also admired by the other Some Dark Dwarves continue to travel above ground,
Barbarous. They were skilled warriors, surpassing ordinary and in rare cases, they may choose to live among other
Youma in combat. As a result, Barbarous society rarely Humanoids. However, people who are aware of Dark
sought to make enemies of the Dark Dwarves. Dwarves tend to be cautious around them. On the other
However, the Dark Dwarves were seen as the worst hand, certain Humanoid lords hire Dark Dwarf smiths at
traitors to Humanoids, as they provided superior weapons considerable expense, appointing them as their exclusive
that caused great damage. Despite their greed for gold, they blacksmiths in secret.
would sell their weapons to Humanoids in exchange for
money. This character trait made them untrusted by both
Humanoids and Barbarous.
Due to the heavy use of armor made by the Dark Dark Dwarves are often integrated into Humanoid
Dwarves in the Diabolic Triumph, Humanoids still shun society due to their trade interactions with Humanoids.
them. However, some Humanoids still wear their high- Specifically, Dark Dwarves who arrived on the surface as
quality armor, and merchants throughout the Alframe craftsmen or magic researchers, such as those involved in
Continent continue to trade them. Magitech, tend to remain in Humanoid society.
In this scenario, their similarity in appearance to regular
Dwarves works to their advantage. Uninformed individuals
may mistake Dark Dwarves for Dwarves with paler
The culture of the Dark Dwarves revolves around complexions. Furthermore, since regular Dwarves are
blacksmithing. Having been forging weapons in the known for being eccentric and speaking sparingly, Dark
underground world since ancient times, their craftsmanship Dwarves rarely arouse suspicion, even when they are
is widely regarded as one of the best in Raxia. reticent.
Within Barbarous society, they hold a high status among Living among Humanoids, some Dark Dwarves shed
Upper Barbarous individuals like Drakes and Trolls. the roughness associated with their Barbarous lifestyle and
Families with skilled artisans may receive protection from adapt to city life, which is built on trust and compassion.
Drakes and Trolls, who recognize them as skilled smiths. Those Dark Dwarves who become fully acclimated may
However, in the merit-based Barbarous realm, losing choose not to return to Barbarous society and instead opt
their technological expertise and the support of the Upper to live in the surface world. These individuals may pursue
Barbarous can be disastrous. Because Dark Dwarves are careers as adventurers or become vagrants.
Humanoids without soulscars, Barbarous society does not
completely trust them. Undeniably, they are kept alive
solely because they are deemed necessary.
Considered heretics within Barbarous society, Dark Dark Dwarves possess excellent dexterity and spirit,
Dwarves are known for their close-knit, family-oriented making them well-suited for gunners (Artificer and
community. This environment fosters the training of Marksman). Their high strength makes them a suitable
exceptional artisans and ensures the continued production choice for heavily armored paladins.
of excellent blacksmiths across generations. One of their racial abilities, [Black Flame Master], is
Dark Dwarf artisans undergo training through an effective against both melee and ranged attacks, making it
apprenticeship system, where they learn a wide range of versatile in any situation. When combined with a Warrior
excellent techniques by working under various masters. class that offers a wide range of moves, it can showcase its
This process often leads to close friendships among formidable combat prowess.
apprentices, fostering a strong sense of unity.
As mentioned earlier, Dark Dwarves possess a strong
sense of curiosity and ambition. They occasionally venture
above ground to enter Human cities, seeking to acquire new
skills and knowledge, such as the art of crafting magic
weapons and understanding Magitech. They even develop
their own interpretations and improvements to enhance the
quality of their products.
The Dark Dwarves carry a deep grudge against their
expulsion by the Dwarves during the age of mythology. This
resentment has been passed down through generations, and
they still consider themselves irreconcilable with the
Dwarves. The Dwarves share a similar sentiment, making it
extremely challenging for the two races to find common
ground. Although Dwarves and Dark Dwarves can have
children together due to their shared ancestry, building a
happy family is not without its difficulties.
In contrast, Dark Dwarves do not have such hostilities
towards Humans and Lildrakens, who purchase their goods

65
The exact birth dates of the Alves are unknown. Due to
their small population, lack of a collective history, and their
secretive nature, there are very few records about them.
It is believed that vampires may have existed as early as
the Divine Civilization Period if Harula, the guiding
goddess, had purified them. However, it wasn't until the
middle of the Magic Civilization Period that the Alves
started appearing in written documents and inscriptions.
The Alves had a distinct appearance and relied on
sucking mana to survive. During the Magic Civilization
Period, they gained favor with many wizard-kings due to
their talent and proficiency in magic. The Alves were skilled
magicians, making them highly valuable and useful. Some
of them even became wizard-kings and established
kingdoms with the Alves at the heart of the state.
However, like many wizard-kings, the Alves ruled over
the commoners and acted as absolute rulers. Their
unrestricted power made them resemble vampire kings.
This association is believed to have led to the perception of
Alves as vampires and Barbarous.
Perhaps in response to this, the period between the
collapse of the Magic Civilization and the transition to
Magitech Civilization shows evidence of significant
persecution. During this time, the Alves were reduced in
number and went into hiding. Due to the ongoing turmoil,
Alves are a rare race inhabiting the northern part of the few records are available, but from then on, the Alves were
Alframe continent. They have waxy white skin, black rarely mentioned and were even believed to have become
eyeballs, and golden or red eyes. They are of the same extinct.
height as humans and can easily disguise themselves. However, as the Magitech Civilization thrived and
However, due to their peculiar appearance, soulscars, expanded its influence, the existence of Alves was once
and unique ecology, Alves have often been associated with again recognized. Although prejudice against them as
the Barbarous. As a result, they live quietly and Barbarous persisted, around the midpoint of the Magitech
inconspicuously to escape persecution and ostracism. This Civilization, there were movements to acknowledge the
is one of the reasons why Alves are rarely seen in the general rights of Runefolk, who are artificial humans. This also
public. created a trend of not denying the existence of Alves, who
One of the most distinctive and challenging aspects of are originally Humanoid. The fact that the Alves, although
Alves is their need to suck the mana of others to survive. If greatly diminished in number, did not go extinct can be
they go without mana for over a week, they begin to weaken largely attributed to the tolerance of the Magitech
and die within two weeks. Additionally, they cannot extract Civilization.
mana from other Alves and always rely on mana from other Nevertheless, they remained rare and little known to the
races. This dependency on Humanoid habitation makes it public, living in seclusion.
difficult for them to survive elsewhere. However, with the arrival of the Diabolic Triumph, this
The fact that Alves cannot live without [Spirit Drain] has brief moment of peace was shattered. The invasion of the
led to the misconception that they are vampires, further Barbarous, which was believed to have completely wiped
complicating their lives. Moreover, their lifespan of 250 them out, led some to believe that the Alves were behind
years makes it challenging for them to live alongside other the invasion.
races, often resulting in the need to part ways with their For the Alves, the destruction of Humanoid society and
partners. cities is a matter of life and death. Therefore, the Alves
Although the truth is unknown, there is a theory that the joined forces with their friends to fight against the
ancestors of Alves were vampires. Their soulscar was Barbarous. Their skill in magic and willingness to risk their
believed to be purified by the guiding goddess Harula and lives for their comrades made them invaluable in warfare.
reincarnated into their present form. As a result, many As a result, those who were acquainted with the Alves
Alves have become Harula priests. learned to trust them. However, the chaos caused by the
Diabolic Triumph distorted information and intensified
prejudice against the Alves.
Today, they are trusted by those who know that they
once fought against the Barbarous - primarily Adventurers

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and Vagrants (see OPB, p. 10) - and are welcomed as fellow Additionally, Alves have high strength and agility,
adventurers. making them a good fit for frontline roles such as Fencers,
Grapplers, and Battle Dancers, who are lightly armed
fighters. However, Alves generally dislike physical combat
and do not prefer such classes. It is uncommon for Alves to
Because Alves cannot survive alone, a unique culture learn the Fighter class, which is heavily armed.
has emerged among them. This culture revolves around As they mature, Alves are capable of performing [Spirit
emphasizing their superior appearance and abilities to Drain] without physical contact. Because of this, many
others. Alves tend to focus on providing support to their allies from
Despite their peculiar appearance, Alves captivate the rear.
others with their striking black eyes and enchanting red and
gold eyes. Their slender bodies also evoke a desire for Column: Life Span of Alves
protection in both men and women, effectively lowering the Alves have a lifespan of up to 250 years, but this
guard of others. longevity presents a dilemma for them: they cannot be with
To blend in, gain trust, and be loved by others, the Alves their partner for the entirety of their lives.
have refined their speech, mannerisms, makeup, and Alves must obtain mana from races other than their own
clothing. They have also learned to showcase their to sustain themselves. They prefer to live together with
usefulness through their work. someone who understands them, and in some cases, they
Although Alves have limited interaction with one may even enter into marriage.
another, they have developed a similar culture throughout However, due to their long lifespan, Alves inevitably
the Alframe continent as a survival strategy. As a result, experience separation from Humans, the most populous
cosmetics, perfumes, and clothing crafted by Alves artisans race. The same applies to Lykants and Dwarves, as no Alves
are highly sought after and sold at high prices (although the can spend equal time with them. As a result, Alves will go
makers remain unidentified). through multiple separations from their partners
Additionally, Alves sometimes conduct business at night throughout their lives. In most cases, they try to find a
in dimly lit city streets. This is also a survival strategy to potential next partner in advance to cope with this.
efficiently absorb mana, and it appears that there are However, many Alves are naturally compassionate and
customers actively seeking out Alves in these nighttime struggle to accept the loss of their long-term partner, leading
encounters. them to choose a slow and debilitating death.
Alves may find happiness if they have a partner from a
race with a longer lifespan, such as Elves. However, it is
believed that the inability to live the same amount of time
and age together brings pain and loneliness. Therefore,
As mentioned above, Alves are not widely accepted on
there are instances where individuals have different
the current Alframe continent. Due to this, they tend to hide
perspectives and values regarding loss, leading them to
in suburbs, remote cold villages, or in downtown areas of
choose to part ways.
large cities to avoid being noticed.
Regardless of the circumstances, the relationship
Some Alves possess talent in magic and possess great
between Alves and their partners always carries the weight
strength, leading them to pursue careers as magicians or
of deepening love and increasing sorrow.
magic warriors. However, those who feel the risks of living
in the city are more inclined to become Vagrants, preferring
to travel to the frontier instead of joining guilds as
adventurers. They may travel alone or find a partner they
like and receive mana wherever they go.
There are still many people who view Alves as
barbarous and lack the understanding to accept them. As a
result, Alves usually live in seclusion, concealing their true
identity. However, there are instances where they are
employed by understanding lords, nobles, or wealthy
individuals. Additionally, some Alves choose to travel
throughout the country as discerning travelers.

Alves are well-suited for magicians due to their superior


intelligence. Although their Spirit is slightly low, this can be
mitigated by replenishing MP through the use of [Spirit
Drain]. In the early levels, it is necessary to be on the front
line in order to steal MP from enemies through touch with
[Spirit Drain]. However, Alves can safely gain MP from
non-wizard companions during subsequent adventures by
using [Spirit Drain].

67
Their lifespan typically reaches a maximum of about
100 years. They undergo strict training from childhood and
are considered fully skilled at the age of 15.
Shadows have lived as mercenaries and assassins
throughout their extensive history, displaying exceptional
combat abilities. Apart from their proficiency with weapons,
they have also demonstrated an aptitude for unarmed
combat, covert operations, and accomplishing their
objectives. While not well-known on the Alframe continent,
Shadows' assassination squads are highly capable and are
regarded as symbols of terror on the Razeldawn and
Terastier continents.
Shadows are a race that values contracts and faith and is
renowned for never breaking promises. Due to their
prioritization of contracts over personal emotions, they are
often called a ruthless race or unwaveringly trustworthy
warriors.

Shadows have existed in history for a surprisingly long


time, as confirmed by stone monuments from the Divine
Civilization Period. It is believed that Shadows were born
with the blessing of the moon goddess Sien and established
as a race. According to legend, the Shadows served as
warriors, protecting Sien, the moon goddess who ruled the
night and kept her enemies at bay.
Shadow is a race whose birthplace is Razeldawn, a True to their name, shadows took pride in remaining in
continent located far west of the Alframe continent. The two the shadows and did not seek to stand out. As a result, there
continents have minimal contact, making Shadows a rare are few stories in later history of Shadows becoming kings.
race on the Alframe continent. In the past, Shadows were Instead, records show that Shadows served kings, acting as
rarely seen on the Alframe continent, except for a few their shields and blades.
instances when they were stranded after a shipwreck at sea. Since then, Shadows have always been mercenaries,
However, the situation has changed somewhat. Shadows living in the darkness of history as beings employed by
are now connected to the Terastier continent, which is others. Some malicious individuals claim that Shadows had
situated southwest of Alframe. The Razeldawn and the no choice but to be used by others due to their low
Terastier continents in the south are close enough to be intelligence. However, many view their philosophy of life as
linked by a bridge, and Shadows are well-known on both one of supporting those they should serve, just as Sien
continents. Consequently, Shadows have started to appear supported Tidan, the sun god.
on the Alframe continent through the Terastier continent. Even during the era of the Magic Civilization, when
At first glance, Shadows have a similar appearance to numerous wizard-kings vied for supremacy, Shadows
Humans in terms of height and build. The main distinctions possessed a distinctive presence. In a time when magic was
are their grayish or grayish-brown skin color and the employed to conquer and dominate others, Shadows,
presence of a third eye on their foreheads. blessed by the moon goddess Sien and highly resistant to all
Shadows are renowned for their physical prowess and forms of magic, stood as a formidable force.
have a long history of working as mercenaries and spies. Simultaneously, the Shadows' assassin guilds made it
They are known for their slender yet muscular bodies, convenient to dispatch assassins to the wizard-king's castles,
which are flexible and strong, enabling them to effectively which were heavily guarded by magic, to capture them while
engage in battles across various terrains. they slept. Consequently, even the wizard-kings feared the
Their characteristic gray skin is highly effective in the Shadows, utilized their services extensively, and
darkness of night, and their eyes, similar to those of cats, occasionally attempted to eradicate them.
possess the ability to see in the dark. Blessed by the moon Thus, Shadows, who were highly valued during times of
goddess Sien, they also possess unparalleled Willpower. war and conflict, lost their significance during the Magitech
Shadows have varying eye colors, such as blue, green, or Civilization Period, a time dedicated to fostering peace.
gold, and their hair is commonly silver or gray, although With their ancient traditions and unwavering adherence to
some have black hair. The average height of males is a strict code of conduct, the Shadows lost their occupation
180cm, which may be slightly noticeable, but females do not and purpose, as battles and assassinations became relics of
differ much from humans. the past.
It is said that during this period, Shadows were
considered undesirable even on the Razeldawn Continent

68
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and were occasionally mistreated. Nevertheless, the strongly respect their elders because they believe that "a long
Shadows persevered with unwavering determination, life means good survival skills."
continuing to hone their skills to prepare for any future
turmoil or warfare.
During the chaotic period known as the Diabolic
Triumph, the Shadows played a significant role. They On the Alframe continent, Shadows are not well known.
fought on behalf of those who had lost their fighting spirit, Due to their rarity, they are often misunderstood and
protecting the weak and defending rulers. They engaged in described as "creepy people who don't talk much," "scary
numerous confrontations with the forces of Barbarous, with people who are always behind you," or "sharp as a blade."
some even claiming to have defeated Barbarous kings and In the worst cases, they are mistakenly seen as
generals. Barbarous. However, historically, their existence has been
Even after the end of the Diabolic Triumph, when recognized on the Alframe continent, so there are those
desolation and ruins engulfed the world, the Shadows who remember Shadows accurately.
continued their way of life. They were hired by people and Many of the Shadows who have come (or drifted) to the
rulers affected by the Barbarous war, taking the lead in Alframe continent are adventurers or vagrants (see OPB, p.
battles and vanquishing enemies. 10). They are willing to fulfill a role and serve a person
Today, even as the world has regained some stability, during their activities. Therefore, if you encounter Shadows
Shadows remain active as adventurers in various parts of the on the Alframe continent, they are most likely adventurers.
world. While they may not be well-known on the Alframe
continent, their unwavering beliefs and principles endure.
They remain true to their commitments and agreements,
even in unfamiliar territories. As a result, they are gaining a
Shadows possess excellent physical abilities, making
reputation as a trustworthy race on the Alframe continent.
them well-suited for frontline classes like Fighter, Fencer,
Grappler, and Battle Dancer (see BM, p. 12).
However, their intelligence is average or lower, making
them unsuitable for wizard-type classes.
The culture of the Shadows can be described as a With their Darkvision, Dexterity, and Agility, Shadows
culture of warfare. They begin learning martial arts from a are also well-suited for Scout and Ranger classes. They can
young age, engaging in competition, and undergoing excel as spies if their slightly inferior intellect is trained and
rigorous training. As a result, by the time they reach strengthened.
adulthood at the age of 15, they have become highly skilled One of the great features of Shadows is their high
warriors. Willpower, bestowed upon them by Sien, the Moon
This period of training can be conducted by parents and Goddess. Despite their lack of magical aptitude, Shadows
children or by the village or community as a whole. During have a high resistance to magic and can be effective against
this time, they learn about "achieving goals," "keeping spellcasters as "magician killers".
promises," and "making and keeping proper contracts." Shadows also synergize well with the Tactician class (see
They gain an understanding of their responsibilities and the MA, p. 29) and the Alchemist class, where intelligence is
importance of honoring agreements. not as crucial. They make a formidable race for engaging
Shadows place great value on contracts and always strive enemies on the front line.
to fulfill their promises. This principle extends to their
family and friendships, with the belief that once a friendship
is formed, it lasts a lifetime. Shadows are trusted by their Column: Shadows Assassination Guild Rumors
fellow Shadows because they never betray the trust placed On the Alframe continent, a rumor has been circulating
in them. for some time about the existence of a group of assassins
They are known for their unwavering commitment to known as Shadows.
their covenant. Even if their fellow citizens or family According to a conspiracy theory, the few Shadows who
members are employed by hostile forces, they are capable have arrived from outside the continent are believed to be
of setting aside sentimentality to fight for their lord. scouts preparing for an impending invasion war by sending
However, this does not mean that all Shadows are devoid of out investigators.
emotion. After the battle, some may find solace in shedding While this theory remains unconfirmed, it is true that
tears alone in a quiet place, away from the eyes of others. Shadows have their own secret codes and means of
As a fighting group, the Shadows are often mistakenly communication. They are able to exchange information
seen as serious and boring. However, outside the battlefield, through specific gestures that only other Shadows can
the Shadows are quite emotionally liberated and enjoy understand. One of the most plausible rumors suggests that
feasts, meals, music, and dancing. Since they live a Shadows use a distinctive method of placing their knife and
dangerous life, they are also active in love and can easily win fork after a meal at a diner, and they communicate
the hearts of their lovers with just a few words and a information through the arrangement of multiple cutlery
mysterious look. items they have just finished using. It is believed that this is
The physical abilities of both men and women in the a signal to seek assistance from their fellow compatriots in
Shadows are similar. However, women who can bear unfamiliar territory. This gesture is thought to convey
children are highly valued, while men usually take on high- requests for "information," "cooperation," "financial
risk jobs, and women protect strongholds and important support," and more.
people. Although the Shadows value merit, they also

69
effects. However, they have a tendency to fall asleep quickly
at night and are not particularly good at staying awake.
Soleils have a lifespan of approximately 300 years and
are considered adults at the age of 15. They begin to show
signs of aging around 200 years old, but many do not live
long enough to experience old age, as they often perish
while hunting or fighting.

During the Divine Civilization Period, the existence of


Soleils was already depicted on stone monuments. While
much of this period remains mysterious, the presence of
Soleils depicted on stone monuments worldwide suggests
that they were abundant during this time.
Most of the Divine Civilization Period buildings were
constructed using large stones, and Soleils are depicted as
workers stacking these stones. They appear to showcase
their physical strength and engage in the task of piling
enormous stones, without any indication of being enslaved
or forced into labor.
In addition, some stone monuments from the same
period portray Soleils as armed warriors. It seems that
Soleils played the role of soldiers, protecting the gods.
These wall paintings and stone monuments depict Soleils
Soleil is a race that resides on Razeldawn, a continent surrounding the gods in a composition.
located far west of the Alframe continent. Besides the It is believed that the people of Lumiere, the first sword,
Lildrakens and the giant personified Spriggans, the Soleils and Lyphos, the Divine Ancestor, were peaceful individuals
are the largest among the humanoid species. They can be who preferred not to engage in combat. Therefore, it is
easily recognized at first glance due to their preference for speculated that Soleils trained their bodies and practiced
light clothing. martial arts as a display of strength rather than for the
The average height of men is approximately 190 cm, purpose of fighting.
with many exceeding 200 cm. Conversely, women have an Although Divine Ancestor Lyphos valued interaction
average height of over 170 cm, with some reaching 190 cm. and harmony among people, they also had to defend against
Depending on their training, they can be divided into two attacks from ferocious beasts and Mythical Beasts. Many
groups: those with strong, robust bodies and those with murals depict Soleils fighting against these beasts, suggesting
slender, agile bodies. Both groups exhibit exceptional that they were the ones who faced these external threats.
physical abilities. Legend has it that in the War of the Gods, the Soleils
Soleils are regarded as a race blessed by Tidan, the sun repelled a surprise attack by the god of war, Dalkhrem, and
god, and they thrive under the radiant sunlight. Their skin his army. Dalkhrem's camp underestimated the Soleils, who
color ranges from white to brown, typically having a tanned were known for their cheerful and powerful nature, but they
and wheat-colored complexion. They also have a cultural showed remarkable fighting ability and pushed back
tradition of tattooing sun designs, often covering their Barbarous' army.
bodies with intricate patterns. In subsequent battles, the Soleils fought on the front
Soleils enjoy showcasing their bodies, so they generally lines, resulting in a decline in their numbers. Unfortunately,
prefer lightweight clothing. However, in cold climates, they after the gods grew tired of fighting and went to sleep, the
may wear snowsuits while generally striving to stay as close age of magic took over. This was unfortunate for the Soleils,
to being nude as possible. as they were neither skilled in using magic nor in defending
However, due to their nature, Soleils avoid wearing gold, against it. As a result, their population decreased
lead, or other heavy armor covering their entire body. significantly during the Magic Civilization Period, and they
Instead, they prefer to wear light clothing whenever lived quietly on remote islands and in rarely visited areas.
possible. Despite their physical beauty, they possess the During the Magitech Civilization Period, the Humans
highest strength among all races and can effortlessly wield and the Soleils were reunited, but their interaction was
large weapons. However, they possess a lower level of limited. This was not due to exclusivity or bigotry on the
intelligence, preferring not to burden themselves with part of the Soleils but because they preferred not to be told
complex thoughts. to "study," "lead a civilized life," or "wear clothes."
Their personalities are easy to understand - bright, As a result, there are few records of interaction with the
cheerful, and carefree. They are honest individuals who Soleils during this period. However, during the Diabolic
struggle with lying. Blessed by the sun god, Soleils heal Triumph, the Soleils, seemingly remembering their mission
quickly in sunlight and have high resistance to psychic from the age of mythology, fought against the Barbarous to

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protect the people. Stories of Soleils protecting fleeing Dance and music are integral parts of the Soleils' lives.
individuals, defeating pursuers, and engaging in battles can They dance when they are happy and sing when they are
be found throughout. sad, sharing their joys and sorrows with one another.
In present times, Soleils are rarely seen on the Alframe Generally cheerful and positive, they quickly form
continent. If you do encounter one, it is likely to be a friendships and excel at building relationships. On the other
fisherman who was swept away while fishing on the hand, they are not fond of formal ceremonies and prefer to
Razeldawn continent to the west. Although the Alframe avoid such solemnities whenever possible.
Continent's Soleils have been forced to live a solitary life Soleils value friendship and honor, often prioritizing the
away from their hometowns, they have not lost their natural needs of others over their own. This selflessness is why
cheerfulness and have maintained their own way of life. many like and trust them, and their culture is beloved.

Soleil culture is considered very primitive and spiritual. On the Alframe continent, the existence of Soleils is
Their way of life revolves around hunting and gathering, largely unrecognized. Their primitive ways of thinking and
which serves as their main source of sustenance. They living make them difficult to understand, and they have a
possess impressive skills in hunting and fishing, and their low social reputation.
expertise extends to the craftsmanship of bows, spears, However, their mild-mannered, jovial, faithful, and
harpoons, and boat operations. friendly nature, along with their heroic willingness to risk
In addition to their proficiency in survival skills, Soleils their lives for the sake of others, earns them respect and
are renowned for their rich traditions and religious beliefs. trust. Among adventurers, Soleils are highly valued and
Each day begins with a heartfelt expression of gratitude known as reliable companions.
towards Tidan, the sun god, and concludes with a prayer
dedicated to Sien, the moon goddess. While these two
deities hold special significance in their worship, it is worth
noting that some individuals choose to devote themselves to Soleils are exceptional warriors with remarkable
other gods as priests. physical abilities. Their strength is particularly outstanding,
Elaborating on the topic of body art, the Soleils have a making them a perfect fit for the Fighter and Battle Dancer
distinctive practice of tattooing. These tattoos serve as classes (refer to BM, p. 12). The [Radiant Physique] racial
symbols of their tribes, clans, and individual identities, each ability dazzles opponents and creates significant openings.
carrying its own unique meaning. The process of tattooing In the presence of sunlight, they can restore their HP using
is not a one-time event; rather, it is undertaken at specific [Photosynthesis], and [Child of the Sun] grants them high
ages, such as 7, 10, and 15, to commemorate growth and resistance to psychic effects during the daytime. However,
future aspirations. Furthermore, additional tattoos are they are vulnerable to psychic effects at night, so they need
added to mark other significant life events, including to be cautious.
marriage, heroic achievements, and the assumption of On the other hand, due to their low Intelligence and
leadership roles as captains or chiefs. poor Spirit, they are not well-suited for Wizard-Type
Another distinctive aspect of Soleil culture is their use of Classes, and it is advisable to avoid pursuing them. Although
a silent language that relies on body movements. As skilled it is possible to use Soleils as Conjurers or Alchemists
hunters, the Soleils developed this hand language to without relying on Success Value, it is more beneficial to
communicate without making sound, allowing them to prioritize the growth of Warrior-Type Classes, as Soleils can
remain undetected by their prey. This finger-based language be more effective in those roles.
can convey complex content and communicate as
effectively as spoken language using one or both hands.
In moments of intense emotion, such as joy or sadness,
the Soleils are known to vocalize and use their entire body
to express themselves (many people are unaware that they
can communicate solely with their hands and fingers).
These unique signs and poses have become known as
Soleilian, and it is said that special forces in some countries'
military are trained to use them for silent operations.
Due to their reliance on this cultural and language
system, the Soleils do not possess a written language.
Consequently, the precise history of the Soleils is difficult to
determine and can only be learned through their oral
traditions. The Soleils themselves are indifferent to their
history, which is preserved through dances, songs, and
stories.
However, many of these dances and songs are
performed during festivals. They are so captivating and
dynamic that even those unfamiliar with the specific
storyline of the dance are enthralled by them.

71
female Minotaur Weaklings are born and carefully
protected as mothers of the next generation.
In all races, Weaklings face discrimination due to their
weakness and are subjected to routine persecution and
abuse. As a result, most of them do not survive into
adulthood, except for female Minotaur Weaklings, who are
considered vital.
Some individuals, however, are fortunate or skilled
enough to overcome childhood challenges and reach
adulthood. When they become self-sufficient, many of
them leave the Barbarous settlements and venture into
Humanoid society, seeking their place in the world.
Fortunately for Humanoid society, Weaklings do not
inherit much ferocity from their Barbarous parents. Their
values and mindset are more aligned with those of the
Humanoid. Therefore, if they can find common ground,
Weaklings tend to live more comfortably in Humanoid
society than in Barbarous society. However, Weaklings
from Barbarous societies are not familiar with the norms of
Humanoid societies. Consequently, many Weaklings
struggle to make initial connections and end up being
chased as Barbarous. Even if they are fortunate enough to
be accepted, they are still considered "Barbarous," which
hinders their social standing and exposes them to
discrimination and persecution. To avoid this, we often
The mutant, inferior species of Barbarous are referred have to conceal our true identity and live inconspicuously.
to as Weaklings. Barbarous individuals who possess Weaklings are believed to have a lifespan of up to 100
soulscars undergo a transformation of their bodies, granting years, regardless of their parents' race. However, they often
them greater power. Weaklings, on the other hand, are face mortality in infancy, and most do not survive to
born with fewer soulscars, making them physically inferior. adulthood. In Barbarous society, they are considered adults
They are despised as weak within Barbarous society. at the age of 15, which is relatively late (compared to
Weaklings is a general term used to describe these Youma, such as Goblins and Bolgs, who reach adulthood
"inferior" Barbarous individuals. They can be born from any in 5 to 10 years). This late maturation also contributes to the
Barbarous race, each with their own unique abilities and premature deaths of young Weaklings. Even if they manage
characteristics. However, they share a common trait of to reach adulthood, Weaklings continue to face
having a humanoid stature resembling a Human. The discrimination and are frequently exploited in conflicts.
appearance of Weaklings is a result of incorporating certain They are not expected to live long.
traits from their parents.
Depending on their origins, some Weaklings can blend
in with Humans by simply dressing differently. Tannoz's
Weaklings appear like Humans, except for a crustacean-like The raging gods, who gained divinity through the second
shell covering their right arm from the elbow to the end. sword, Ignis, gave birth to Barbarous by scarring their souls.
This can be disguised by wearing loose-sleeved clothes. It is said that no Weaklings were born when these raging
Basilisk's Weakling also resembles a normal Human, gods were alive and thriving. However, according to
except for a large evil eye in one eye, which can be easily tradition, after the war of the gods ended and the god of
concealed with an eye patch, bandage, bangs, or hat. birth fell asleep, the Weaklings came into existence.
On the other hand, Garuda's Weaklings have small Since most Barbarous do not have a culture of record-
wings with feathers on their backs and feathers on their ears, keeping, little is known about the origin and subsequent
head, elbows, and ankles, making complete disguise history of Weaklings in Barbarous society. What is certain,
difficult. While feathers can be removed or shaved, it is however, is that the defective Weaklings must have faced
challenging to hide the wings on their backs. Even with heavy persecution and discrimination.
loose-fitting robes and cloaks, it is not easy to conceal their Barbarous did not value motherhood or parent-child
raised wings. affection much, and the Weaklings born with defects were
Similarly, Minotaur's Weaklings find it challenging to quickly killed as a symbol of bad luck. In the worst cases,
hide their true identity due to the magnificent horns on their the mothers who gave birth to Weaklings were also
heads. They also have hairy tails from their hips similar to considered defective and were killed by their own kind.
those of cows, which can be easily concealed by wearing There have been beliefs that certain bloodlines are
pants. Minotaurs are a race comprised only of male more prone to producing Weaklings, and instances have
Minotaurs, born from Humanoid females. In rare cases, been recorded within the Barbarous community where
entire clans of Weaklings were massacred. However, even

72
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after such incidents, Weaklings continue to be born The concepts of society, monetary economy, legal
occasionally, regardless of their bloodline. It is now widely principles, complex human relationships, and
accepted that such factors exist within the Barbarous as a distinguishing between truth and falsehood are nonexistent
whole, irrespective of their lineage. or significantly different in Barbarous society. These
It is not known exactly, but it is thought that only about differences can become the root of problems for
one in a thousand Weaklings will be born. The number of Weaklings. Even the most mild-mannered and thoughtful
Weaklings who will reach adulthood is even smaller, and Weaklings will have a difficult life until they understand and
even fewer will be able to integrate into Humanoid society. adapt to the common sense of Humanoid society.
During the Magic Civilization Period, there are no As a result, the only role Weaklings can find in
records of active Weaklings. Their names only appear in Humanoid society is taking on dangerous jobs as
tragedies, such as when the heir of a Barbarous wizard-king adventurers. Gaining true trust is challenging, with only a
was banished due to being a Weakling, leading to the few accomplishments, making it difficult to escape the fate
destruction of his kingdom. Despite these tragic of living in the shadows without hope for a high position.
occurrences, there is no record of Weaklings rising to the Consequently, some Weaklings give up on the idea of
rank of wizard-king on the Alframe continent. integrating into society and continue their journey as
In the Magitech Civilization Period, the number of Vagrants (see OPB, p. 10) alongside their fellow
Barbarous was greatly reduced as they were exterminated Humanoids.
towards the end of the period. Consequently, there are no However, not all Weaklings have been accepted by
records of Weaklings' existence during this time. society for their heroic deeds. In the 300 years since the
Conversely, after the Diabolic Triumph, when Diabolic Triumph, there has been some progress in
Barbarous began to roam the ground in their own understanding Weaklings. This has led to a gradual increase
mountains, their numbers increased, making it seem that in the number of places where Weaklings can live, although
Weaklings were born more frequently. acceptance is still limited.

Weaklings, as mutations, are not an independent race Weaklings tend to have physical strength and lower
and do not possess their own culture. However, there is a intelligence but possess strong spiritual strength. Weaklings
common quality among all Weaklings: cooperation and exhibit a wide range of characteristics, which greatly vary
compassion, which Barbarous lack by nature. Many depending on their Barbarous parents.
Weaklings who have endured harsh environments and the In general, they are well-suited for the Warrior category
hardships of life but have integrated into Humanoid society and make good matches for the Fighter class, Grappler
are known to be kind-hearted and gentle in nature. class, and Battle Dancer class (see BM, p. 12). This is
However, when they are newcomers from Barbarous particularly true for Garuda and Minotaur Weaklings, while
societies, they may initially display suspicion and fear, Tannoz also shows a high affinity for the Grappler class.
appearing quiet and unsociable. Nevertheless, once you get On the other hand, Basilisk Weaklings have high
to know them, they become reliable companions. intelligence and can excel in the Wizard-type class. They are
Weaklings have also inherited the positive qualities of formidable magic warriors who fight on the front line using
the Barbarous, particularly their creativity. They excel at abilities such as their evil eye, spells, [Poison Blood], and
generating new ideas, engaging in various activities, and more.
creating beautiful works of art. In the past, some Weaklings
have even left behind masterpieces of art and music.
It is not an exaggeration to say that whether or not
Weaklings can live peacefully in Humanoid society solely
depends on their initial contact. Weaklings who have
positive encounters with Humanoids often develop strong
friendships and become exceptional companions.

Even though Weaklings have a similar appearance to


Humanoids, it is only in comparison to their Barbarous
parents. As a result, Weaklings inevitably face many
difficulties when living in a Humanoid society.
Due to their upbringing, the Weaklings' different values
can be a source of trouble. Additionally, they often receive
wary and suspicious looks from Humanoids. Born and
raised in a Barbarous society, they naturally expect the
strong to dominate the weak. However, Humanoid society
is much more complex and can cause trouble without
malicious intent.

73
Living in the city, we usually only encounter Humans. Having been born and raised in the Haroon Magical
Occasionally, we may come across an Elf traveler on the Research Kingdom and educated as a sorcerer, I was aware
main street or a Dwarf smith working away on the artisan of the diverse races residing in the Alframe continent.
street. Sometimes, we even mistake a Grassrunner for a While these encounters were fascinating and satisfied my
healthy child. curiosity, they were not entirely surprising.
However, once you venture outside of the city, you can Nevertheless, the world is vast, and each race is more
meet people from various walks of life. During my long diverse, mysterious, and unique than I could have imagined.
journey, I had the opportunity to meet many individuals I am certain that there are many more races and rare species
from different races. I encountered numerous Elves, inhabiting this continent that I have yet to encounter in my
Dwarves, Tabbits, and Lykants. My two traveling journey alone. However, I would like to document the
companions were Dizzy, a Shadow spy, and Zvar, A people I have met thus far. I hope that this record will be
Nightmare paladin. Along the way, I also befriended Noel, helpful to those who travel across the Alframe Continent.
a dwarf-born Human knight, and Sasalaris, a Sweet Pea's
Bard Meria. From “Alframe Observations: Addendum of Arstan
Freyorv”

Elf races are naturally scarce. While they boast a long Period to the Magic Civilization Period. In other words,
lifespan of nearly 500 years, their birth rate is low. Most they found a safe haven where neither the Barbarous nor
Elves reside in forested and mountainous areas with clean anyone else would approach. The Snow Elves are still
water, making sightings of them rare. exclusive to this day. Their villages consist of wooden
Nevertheless, Elves are typically known for their houses built on stone foundations, which are camouflaged
curiosity. Even the younger generations, some of whom are by perpetual snow and coniferous forests. They remain
already over 100 years old, occasionally venture out of their hidden until one gets very close. However, once you are
native lands to explore. Many Elves visited the study hall of invited to the village, its beauty will take your breath away.
Haroon Magical Research Kingdom, where I was born and The walls and pillars of their houses are adorned with
raised, with the intention of learning magic. beautiful designs, often featuring carvings of ice and icicles,
Considering this, I believed that I had a relatively good as well as other craftsmanship. Despite their name and
understanding of the Elven race as a Human. However, abilities, Snow Elves are not particularly tolerant of the cold
during my travels, I discovered that I had only encountered (though they are more accustomed to it than ordinary
a small fraction of the Elven race. people). Therefore, the interiors of Snow Elves' houses are
always heated and surprisingly warm even in the middle of
winter. Hearths and fireplaces are usually used skillfully, but
in some cases, they coexist with fire fairies, creating an
Snow Elves inhabit the northern part of the Alframe unexpected sight.
Continent, particularly in the mountainous region of Ursyla, “It's more comfortable than I ever thought it would be!
where the Haroon Magical Research Kingdom is located. It's like coming back to life!”
They are a rare species of Elves that thrive in These were the words of Zvar, the Blazing Emperor
mountainous areas with heavy snowfall and snow cover. Priest Nightmare. The Snow Elves who welcomed us saved
Although they are not numerous, they can be found our lives when we were on the brink of freezing to death in
throughout the Alframe Continent. the cold.
As their name suggests, Snow Elves have adapted to cold Furthermore, we encountered many individuals who
environments and have become skilled in navigating snowy possessed a surprising knowledge of Truespeech Magic and
landscapes. Unlike other Elves who prefer areas abundant Spiritualism Magic. It seemed that they had been living in a
in clean water, Snow Elves have developed the ability to secluded village since the time of the Magic Civilization
manipulate ice instead. While they lack the capability to Period. They might have known some lost spells, but they
freely move underwater for extended periods like their kept silent about it.
water-loving counterparts, they can utilize their ice Additionally, although we were not explicitly guided,
manipulation skills to eliminate enemies. there was a sacred place in the heart of the village that had
In cold environments, water freezes, making it rare for been protected for centuries. It is possible that this place
the need to dive or swim. Snow Elves believe that their held magical secrets and ancestral treasures, but the
ability to fight against beasts such as bears and wolves is a villagers, understandably, did not disclose any information
result of this necessity. to us outsiders. Although I was eager to conduct in-depth
The ancestors of the Snow Elves were likely Elves who research, we had no choice but to leave.
migrated to alpine areas to escape from the war against the
Barbarous during the transition from the Divine Civilization

74
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into the mist, making them elusive and deadly. Even Dizzy,
a fellow Shadow spy, was astonished by their ability to
Mist Elves are a rare species of Elves that reside deep in conceal their presence during a visit to the Mist Elves'
the forests, primarily in the continental part of the Alframe village. Additionally, they excel in hand-to-hand combat and
Continent. They inhabit areas near springs and streams, can silently incapacitate intruders.
hidden away from outsiders, leading an exclusive and Elves are generally known for being intelligent, peaceful,
secretive life. As a result, their existence is not widely and avoiding conflict. Violence is seen as a last resort for
known. them. However, Mist Elves are quite different. They can be
In contrast to Snow Elves, Mist Elves dwell in relatively harsh towards intruders and merciless towards enemies.
warm regions and maintain a close connection with nature. When visiting Mist Elves' villages, it is important to exercise
They prefer to wear light clothing that blends in with the caution.
natural surroundings and the forest. Due to their long- In particular, there are sacred ancestral sanctuaries that
standing origins, Mist Elves do not practice Truespeech and are heavily protected. Approaching them carelessly can
Spiritualism Magic but specialize in Fairy Magic and Nature result in losing your life without hesitation.
Magic. They hold a strong belief in the fairy goddess Some Mist Elves, who rarely leave their villages, tend to
Asteria, and their lives are often intertwined with prayers have shorter tempers and more aggressive tendencies
and rituals. compared to ordinary Elves. Those who expect gentleness,
The Mist Elves hold their forest as sacred. They issue grace, and patience from them may be met with a strong
warnings to unwanted intruders and mercilessly attack those punch instead. In fact, my fellow minstrel, Sasalaris of
who do not heed their warnings. Although rare, there are Meria, experienced a terrible blow and fainted in agony
instances where they guide lost individuals out of the forest when he tried to flirt with a Mist Elven woman. It was a
who cannot find their way back home. horrifying sight.
Mist Elves are skilled hunters, adept with the bow, and
renowned for their stealth. They possess the ability to blend

75
forfeited their characteristic of Sword's Grace, which grants
Dwarves resistance to fire.
Surprisingly, there are very few rare subspecies of However, in order to survive in the Barbarous territory,
Dwarves. Dwarves, by nature, are an unchanging race. they had to showcase their abilities. As a result, the Dark
However, there is an exception among them: the Dark Dwarves successfully acquired the "Black Flame" from the
Dwarves. Cyclopes, along with their blacksmithing skills. This allowed
As a wizard, I don't have much contact with these them to join the Barbarous camp, despite being Humanoid,
individuals, but it appears that Zvar, a warrior, and Dizzy, a and they have since become indispensable.
spy, cannot ignore them. This is because Dark Dwarves are The Dark Dwarves still hold a grudge against the
practically the only race capable of working with ignidite Dwarves who exiled them as traitors. It appears that these
steel, a special steel material that other races cannot smelt. two races will never reconcile, even after thousands of years.
Weapons crafted from ignidite steel are incredibly However, due to their lack of soulscar, their communication
durable and unbreakable, and they gain even greater power with Humanoids has not been completely severed. This
as they are used. For warriors, possessing weapons made of explains why armors made of ignidite steel are occasionally
ignidite is essential. found in Humanoid society, and Dark Dwarven
Smelting ignidite steel requires a unique fire known as blacksmiths and merchants are sometimes encountered in
the "Black Flame." While Cyclopes are skilled blacksmiths, Humanoid cities. In fact, they sometimes cooperate with
it is extremely challenging to negotiate with giants to acquire Humanoid society by becoming vagrants or adventurers.
such a fire. Humanoids can only deal with Dark Dwarves.. As I listened to Zvar passionately discuss ignidite steel
The Dark Dwarves pose a challenge due to their weapons, I found myself dreaming of one day traveling with
affiliation with the Barbarous camp and their humanoid him.
nature. By aligning themselves with the Barbarous, they

Perhaps it is because I attended the Magic Academy of Many Pico species exhibit a slightly fearful demeanor,
Haroon Magical Research Kingdom, but I never realized likely due to their size. They lack the arrogant attitude often
how rare the Tabbit race is. Nonetheless, quite a few seen in Tabbits. During my journey, I encountered Pico
Tabbits came to study at the academy, and some even Tabbits, who were cared for by adventurers as if they were
stayed on as researchers, lecturers, or professors. their own children.
However, the general public doesn't often mention The most notable characteristic of Pico Tabbits is their
them. In fact, most of the Tabbits in the institute prefer to voice. They possess a high-pitched voice resembling that of
remain in their laboratories or libraries and rarely venture a bird or a flute, which carries over long distances. Scholars
outside unless we go to visit them. Unlike Humans in the believe that the Pico species developed this ability to warn
city, Tabbits are not inclined to settle down much and prefer others of danger, given their small size and challenging
to travel around, which makes it difficult for them to interact habitat. I concur with this analysis.
with Humans. Furthermore, Pico Tabbits have the ability to project
Tabbits resemble rabbits and come in various fur their voices over long distances using their high-pitched
patterns, giving the impression that there are many different voices. This allows them to communicate with each other
types of Tabbits. However, in my experience, most Tabbits even from afar. While we can also understand their
belong to the same race and don't differ much in terms of vocalizations with training, we are unable to replicate their
their characteristics. They are knowledgeable, curious, and sounds due to the anatomical structure of our throats.
enthusiastic about studying, but they lack practical skills, Among the traveling Tabbits, the Pico species tends to
tend to be timid, and can come across as somewhat create a comfortable living space and retreat there. This may
arrogant. Nevertheless, during my travels around the be attributed to their timid and cautious nature. A country
continent, I noticed that a few Tabbits stood out from the like Haroon, where I grew up and where magical research
rest, showing subtle differences in their behavior. thrives, could be their ideal habitat. Due to their tendency
to stay in one place, they habitually collect small objects and
turn their habitat into a pile of books and miscellaneous
items.
If you come across a small, somewhat frightened Tabbit,
it might be a Pico. Picos are even smaller than a 5 or 6-year-
old Human, standing about the size of a Human child who
has just started to stand up and walk. Their short ears make
them appear even tinier.
Compared to other Tabbits, Picos are more agile and
dexterous. However, this is only relative to Tabbits and not
enough to make them skilled artisans or thieves.

76
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behavior makes them appear even larger since they carry


only the bare minimum of belongings in a bag.
If you come across unusually large-sized Tabbits, they While Tabbits often collaborate with other races, such
are most likely Lupus. Lupus Tabbits are about twice the as Humans, many Lupus prefer to work alone. The fact that
size of normal Tabbits, stronger, and have a short temper only Lupus have [Darkvision] and are nocturnal among the
with a rough temperament. They are nocturnal and possess Tabbit species reduces the likelihood of being attacked by
excellent night vision. I once witnessed Lupus Tabbits at the enemies. Additionally, their slightly larger size provides the
Academy of Magic reading books in the middle of the night Lupus with a body capable of withstanding melee battles. As
without any light, which surprised me. a result, some Lupus are known to possess Grappler skills,
Among the Tabbit species known for their love of travel, which is uncommon among Tabbits. Their ability to see in
the Lupus species is especially prone to wanderlust. They the dark makes them valuable for adventurers exploring
don't stay in one place for too long and quickly move on to ruins and dungeons. However, their nocturnal nature
the next destination once their tasks are complete. This means they are rarely encountered, which can pose a
challenge.

The artificial beings known as Runefolk, hailed as the


masterpiece of the Magitech Civilization Period, embody
the technological advancements of that era. Originally During the intense invasion of Barbarous, which
designed to replace humans in labor-intensive and accompanied the "Diabolic Triumph," the Combat Type
hazardous tasks, they eventually gained equal rights to other Runefolk were created. Although they seemed to have
Humanoids due to their close resemblance to humans. existed since ancient times, the decline of full-scale wars in
During this period, Runefolk ceased to be viewed the peak of the Magitech Civilization rendered them
merely as products and were recognized as individuals. obsolete, and production ceased. However, they were
Over time, the specifications and basic attributes of revived during the battle against Barbarous, an event that
Runefolk were standardized, shaping them into the familiar can be seen as both inevitable and tragic.
beings we know today. The distinguishing feature of these Runefolk is the
However, Runefolk created before this period or for rugged metal parts covering their limbs. Unlike the
combat during the Diabolic Triumph may possess unique Guardian Types, they are not large in stature. Since they do
abilities or characteristics not found in regular Runefolk. not need to serve as guards for important individuals, they
Rare instances of these specialized Runefolk may still exist, were likely designed to be agile and less susceptible to
occasionally encountered within cities or along the roads. enemy attacks. This model was created for various combat
situations, including melee combat, gunfights,
reconnaissance, search operations, ambushes, and covert
actions for surprise attacks.
It appears that this type has existed for a considerable Their greatest attributes are their indomitable spirit and
time, with records indicating that it was specifically created composed mindset. An adventurer Combat Type Runefolk
to safeguard important individuals during the Magitech I met on my journey emphasized the importance of
Civilization Period. In terms of appearance, metal "maintaining strong bonds with friends," "swiftly defeating
components are often utilized on the forehead and cheeks, enemies," and "promptly following instructions to achieve
resulting in a large and tall stature. It is believed that these the goal." Indeed, his determination and relentlessness in
features were designed to enable them to use their bodies battle resembled a fighting machine's. Dizzy, a spy and
as shields in emergency situations, particularly when Battle Dancer, was also impressed by this.
guarding against snipers armed with guns during the They also prioritize their own survival in battle and avoid
Magitech Civilization Period. reckless or self-sacrificing actions. Runefolk of the Combat
Furthermore, Guardian Type Runefolk possessed the Type are realists through and through.
ability to bear the injuries of important individuals. However, it is not accurate to say that they are always as
Although they lost the capacity to convert vitality into mana, cold as machines. Outside of adventures and battles, they
they excelled in protecting the lives of dignitaries. It is said are calm, sometimes even joking, and well-versed in
that Guardian Type Runefolk do not fear death and were etiquette and manners. Their quick adaptability is also a
trained to fearlessly expose themselves to danger. While the defining characteristic of their nature.
lives of Runefolk may be considered inconsequential, they Furthermore, the Combat Type Runefolk I
take pride in their role and derive joy from safeguarding encountered was armed with a highly powerful long gun. It
their loved ones. was said to be stored alongside a generator in the ruins
Although these Runefolk may belong to a bygone era, where they were created. It is possible that this is not the
interacting with them reveals their resolute nature and even case everywhere. However, the context of their creation was
a sense of nobility in how they live their lives. When it during a fierce and brutal battle against the Barbarous
comes to finding a reliable group of individuals to embark "Diabolic Triumph". It is understandable that they were
on adventures with, there are few who can rival them. equipped with formidable armor and weapons. Generators
could also be placed in military facilities, which undoubtedly
produced exceptionally skilled Combat Type Runefolk.

77
Rare species of Nightmares are a little different from personality. I thought this might be due to the contrast
other races. This is because there are no special Nightmares between Nightmares' high intelligence and Soleil's more
but rather Nightmares born from rare races in the Alframe simplistic intellect. During our conversation, the Nightmare
continent. son would often refer to his mother as "stupid" or "boring,"
Nightmares themselves are rare and rarely encountered. while Soleil's mother simply smiled and advised, "You
They are born with soulscars and are often abandoned shouldn't say such things to your parents." Despite their
shortly after birth or raised in hidden places, which makes occasional complaints, I felt that these two shared a deep
them rarely encountered. I had a friend named Zvar who bond with each other.
was a Nightmare born from Dwarves, so I didn't think they Nightmares born from Soleil are said to be
were very rare. However, in general, they are rare enough hypersensitive to energy, which may also explain their
that you may never meet them in your life. detachment from their sun-like and sun-loving parents.
As is well known, Nightmares are born from Humans, Zvar, a Dwarf-born Nightmare, also struggled with fire
Elves, Dwarves, and Lildrakens. However, Nightmares can during his childhood (as Dwarves are not susceptible to
also be born from other races. burns). It was interesting to observe that the boy and Zvar
During my adventurous journey, I came across some seemed to relate to each other, perhaps due to their shared
rare examples of such Nightmares. It was very interesting, experiences as Nightmares.
and I was fortunate to be able to ask them some questions
despite knowing that it could be seen as rude.

The Shadows and the Soleils, both from the Razeldawn


continent, are exact opposites. While the Soleils are
The Razeldawn continent is located far west of the children of the sun, the Shadows are a race that dwells in
Alframe continent. It is said that Soleils, also known as darkness and shadows. Highly regarded as mercenaries and
"Children of the Sun," originated from there. spies, the Shadows possess qualities of loyalty and
Soleils are known for their exceptional physical abilities competence, exemplified by Dizzy, the Shadow who took
and bright personalities reminiscent of the midday sun. care of me.
Although they have low intelligence, their luminosity, Upon leaving the Soleil mothers and children, I was
freshness, and the inherent kindness and compassion in surprised to learn from Dizzy that Nightmares are also born
their race give the impression that they are not violent or from Shadows. Unlike the cheerful and friendly nature of
savage at all. the mother and son, Nightmares born from Shadows are
I recently discovered that Soleils can also give birth to often associated with sadness.
Nightmares. I encountered a Soleil mother and Nightmare Historically, Shadows have primarily engaged in
child during my journey. mercenary work, making Nightmares with different abilities
Nightmares have sharp horns that develop in the womb unwelcome. Dizzy mentioned that the absence of
due to the influence of soulscar. This horn causes harm to [Darkvision] is particularly detrimental for Shadows who
the mother during childbirth, often resulting in her death. frequently work as mercenaries and spies at night.
Since it is difficult to anticipate the birth until the very Additionally, unlike the resilient Soleils, Shadows mothers
moment it happens, it is often too late to seek medical or often perish during childbirth when giving life to
assistance of priests. Because of this, Nightmares are labeled Nightmares. As women play a significant role among the
as "abominable children" and are frequently killed or Shadows, Nightmares, born killing allies, are considered
abandoned shortly after birth. abominations.
In this regard, the mother and son I met appeared to Furthermore, Shadow-born Nightmares have a
have a good relationship. The mother was cheerful and vulnerability to magic that affects the mind, which is a
positive, while her young son seemed to be distant from her significant problem considering their high resistance to
in a somewhat frustrating way, reminiscent of a complicated magic. It is not difficult to envision this as a major issue for
parent-child dynamic during adolescence. Shadows, who are known for their high magical resistance.
The mother was willing to answer my questions, Due to their merit-based mindset, they are inevitably
although it was a bit challenging to fully grasp the nuances deemed inferior due to these challenges.
of her words. She replied, "The birth was extremely painful, "I have heard that most of the Nightmares born in the
but if you persevere, you won't die! The injuries will heal if Shadow village die at a young age because they cannot keep
you get some sun." Soleil mentioned that she had endured up with the training."
injuries that would have been fatal to an ordinary human, Sadly, Daisy informs me. However, because of this, the
thanks to her ability to heal by exposure to sunlight. This surviving Shadow-born Nightmares are exceptionally strong
ability likely contributed to her survival. - she says this as if comforting herself, which is unusual for
Despite being raised by such a bright and optimistic someone who typically hides their emotions.
mother, the Nightmare son had a somewhat complex

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Many Lykants transform their heads into canine forms, and possess robust bodies. Although their light-hearted
resembling wolves. Although other forms of Lykants have demeanor may initially appear diminished, their physical
been encountered occasionally, they are primarily abilities are not significantly different. Despite their size,
carnivores. Rarely do they transform into omnivorous they exhibit surprisingly quick movements.
animals, such as bears. Their most distinctive feature is their ability to transform
To my surprise, I learned that Lykants with herbivorous their heads into those of cows, horses, or sheep when they
animal characteristics were even more scarce. Along my become beasts. In battle, they utilize these magnificent
journey, I gathered information hoping to find someone heads to deliver powerful headbutts. According to Zvar,
who had encountered one. Eventually, I had the who attempted to fight them, "Just when you think they are
opportunity to visit a community of Lykants with about to swing their weapons, they suddenly surprise you
herbivorous characteristics, but only once. with a headbutt that you can't evade." He was repeatedly
struck in the chest of his armor with headbutts during a
mock battle, and it was impressive to see him grimacing as
if he were about to surrender.
Herbivorous Lykants can be roughly classified into Another surprising aspect was their limited interaction
large-bodied and small-bodied Lykants. Large-bodied with ordinary Lykants. This may be due to the instinctual
Lykants live in tent-like houses in the grassland far from the divide between carnivores and herbivores. They tend to
city. They raise livestock and move according to the keep their distance from carnivorous Lykants, who are
seasons, making it difficult to visit their village. They have essentially their own kind. According to their elders, this is
limited interaction with Humans in the city and are mostly because they cannot have children, but I cannot confirm the
self-sufficient, except for trading essential items. veracity of this claim. While it is possible, there is little
Upon meeting them, I discovered that large herbivorous precedent due to their infrequent interactions. This pattern
Lykants are generally mild-mannered, have a large stature, also holds true for the Small Herbivorous Lykants, which I
found somewhat peculiar.

79
It was in the city-state of Harshika Commercial Union,
which connects the west and north of the Alframe continent,
I was surprised to learn that, unlike large herbivorous where I encountered a small herbivorous Lykant woman.
Lykants that inhabit remote and inhospitable grasslands, She approached me as a vendor selling small crafts while
small herbivorous Lykants primarily live in cities where exploring the downtown area away from the main street.
Humans reside. These small Lykants resemble rabbits to She offered to take care of me, providing meals and lodging
some extent, with their tails concealed by clothing, but their if I purchased one of her items. In a span of just half a day,
distinctive ears make them easily recognizable. However, I she almost took me to her house as if we were already
rarely encountered them, as their numbers were limited. married. Just as we were about to leave, Dizzy, who was
They are small, agile, alert, and skilled at hiding in shadows, occupied with something else, joined us, averting what could
which explains why they often go unnoticed. have been a dangerous situation.
Despite their elusive nature, once small herbivorous The encounter between Dizzy and the Lykant woman
Lykants place their trust in someone, they are known to be turned into an intense swordfight, although no blood was
deeply loyal and devoted partners. The birth rate of male shed. Their blades never made contact with each other, and
Lykant babies appears to be low, and some women actively the battle concluded with both of them taking deep breaths
associate with Humans, which is perhaps a survival strategy simultaneously. The Lykant woman muttered something,
for these small herbivorous Lykants. On the other hand, smiling, and Dizzy blushed unusually, indicating that the
there is information suggesting that they are quite flirtatious match had been settled. Dizzy is a highly skilled player, but
and possess a surprisingly free-spirited nature. the agility of the Lykant woman, who evaded all attacks, was
truly extraordinary. Expressing gratitude for this remarkable
encounter, we proceeded to my next destination.

In a large city, walking down the main street is rare Small-Winged Lildraken species cannot fly but have an
without seeing a Lildraken. This impression remained impressive physique and a beautiful voice. Their roars
consistent as I traveled across the continent. inspire their comrades, boost morale, and uplift spirits.
Lildrakens can be found all over the continent and are Therefore, the Lildraken tend to play a prominent role
primarily involved in business. They are popular in various as chiefs or leaders in battle. They raise all the eggs born at
places due to their skills as adventurers and warriors. the same time in the same hatching pod and treat them all
However, Lildrakens stand out primarily because of as siblings. The Lildraken instinctively understand that this
their large size and distinctive dragon-like appearance, but is the way they should be and strive to meet the expectations
in reality, they are not very numerous. In fact, you may not of their offspring.
see them at all unless you are in a large city. The Lildraken I saw was also the leader of a battle group
Lildrakens come in various body sizes and colors and that united warriors of the same tribe. While many
have quite individualistic appearances. Many of them pay Lildrakens become merchants, the Lesser Winged
attention to their clothing, accessories, and artwork. Lildrakens primarily become warriors and eventually rise to
Because of this, for many years, I believed that the the rank of generals. They are essentially combat-
differences in their appearances were simply "individual specialized Lildrakens, but from what I have heard, many
variations" or "unique individual traits"... However, recently, of them are mild-mannered and calm. Being calm in a war
I have come to realize that there are distinct species of situation is important, and it is believed that an abrasive and
Lildrakens that possess different characteristics. selfish person cannot be a leader. Many Small-Winged
Lildrakens naturally possess these qualities and are
educated accordingly.

Lildrakens are generally tall, so when I first met this


person, I thought he was slightly taller than me. However,
among the other Lildrakens present, I noticed one who
stood a head taller than the rest.
Moreover, while all Lildrakens have a large, thick, and
sturdy physique, this man appeared even thicker with a
robust chest and girth. On the contrary, his wings were
small, and he moved them with a wry smile, stating, "I can't
fly."
I discovered that he belongs to a rare species of
Lildrakens. Like other Lildrakens, he is hatched from
nursery-collected eggs, but he is easily recognizable by his
large body and small wings.

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entertaining visitors, much like other Lildrakens. When we


visited their village, we were warmly welcomed and
Lildrakens, which resemble dragons, also have a mane provided with a comfortable place to sleep. The
and other body hairs. However, it is rare to see Lildrakens meticulously arranged and delicious dishes served to us
covered with long hair all over their body. were a testament to the Lildrakens' love for cooking and
The Hairy Lildrakens are a rare species, seldom seen in eating.
the northern part of the Alframe Continent and in colder However, they never lead strangers into the inner
regions. They live deep in the mountains and forests and do sanctuaries of their village. They are considered the oldest
not interact much with others. One reason for this is their lineage among the Lildrakens and seem to have been
inability to reproduce with other Lildrakens. Some scholars safeguarding something since ancient times. Whether it is
believe that their appearance is the only similarity they share connected to the gods or their dragon ancestors remains
with other Lildrakens, suggesting they may be a distinct unknown. What is certain is that they never leave their
species. village and protect whatever it is they hold dear.
Hairy Lildrakens are more akin to hermits or scholars, The opportunity to encounter Hairy Lildrakens in the
with many of them practicing magic, particularly Fairy outside world is extremely rare and usually only occurs
Magic. Despite their reserved nature, they do enjoy when there is a problem within their community.

Grassrunners can be found everywhere and nowhere on vigilant. Alisha's curiosity leads them to open drawers and
the Alframe continent. They are eternal travelers, constantly safes in important establishments and the homes of affluent
moving from place to place without settling down. clients. It is astonishing how even objects protected by magic
The origins of Grassrunners are uncertain, as it is can be neutralized by their skills. The more experienced an
unknown when and where they were born or where they Alisha becomes, the more willing they are to bypass magical
came from. Historical records indicate their presence barriers to uncover the secrets within.
during the Magic Civilization Period, but Grassrunners Nevertheless, they are well aware that stealing is a crime
themselves do not keep records and show no interest in and it is wrong to take others' belongings without
such matters. As a result, even oral traditions about them permission. As a result, they generally refrain from causing
have not been preserved. any actual losses. However, it is not difficult to envision how
This mysterious nature of Grassrunners persists to this their actions alone can still lead to trouble.
day. Each Grassrunner is unique, coming from diverse While there may be no apparent distinction between
backgrounds, although they are generally known for their Alisha and ordinary Grassrunners, Alisha can be somewhat
cheerful and lighthearted nature. recognizable due to their restlessness, cheerfulness, charm,
However, some Grassrunners exhibit more extreme and their ability to be difficult to dislike. They also have a
characteristics than others. It is unclear whether this is due tendency to casually produce items that seem to "belong to
to a specific species, family lineage, or simply individual no one," inadvertently possessing unexpected treasures.
traits. In this work, I will introduce some of the most
distinctive categories of Grassrunners that I have
encountered.
Quiet and inconspicuous, Crimenos are the opposite of
Alisha among the Grassrunners. They avoid making
unnecessary noise and live their lives unnoticed. They
Grassrunners are renowned for their curious and daring possess exceptional stealth skills and intentionally move in
nature, and among them, Alisha stand out as one of the silence. It is astounding how even experienced Crimenos
rarest and most inquisitive. can go unnoticed by the watchful eyes of the Constructs.
They have an insatiable urge to explore the unknown However, their moral compass differs greatly from
and the mysterious, irresistibly drawn to opening doors and Alisha's. They maintain a calm and composed demeanor
drawers to uncover their secrets. They possess a talent for that allows them to engage in criminal activities, such as
unlocking traps and locks, and whenever they encounter a theft, when necessary. Many of them are so composed that
new creature, their curiosity compels them to approach. it is difficult to believe they are Grassrunners. They are
Magical objects and doors that are magically sealed hold a characterized by their few words, which further helps them
special fascination for them, impossible to resist when blend in.
discovered. At first glance, Crimenos may not appear to be typical
Alisha's small stature, exceptional agility, natural grace, Grassrunners, but their tendency to unintentionally snatch
and acute sense of touch allow them to navigate deadly traps items that were not their intended target is a "typical" part of
and evade attacks from monsters. However, their one major their behavior. However, since they are not driven by greed,
challenge is that they often find themselves entangled in they are willing to return the items once the rightful owner
problems when in the company of others. appears. They do not seem to have any sentimental
The perils found in ruins and mazes are undoubtedly attachment to the items, although it is understandable that
grave and treacherous, but even in the city, one must remain

81
the owner would be greatly offended if their precious After interviewing them, I discovered that my most
belongings were taken. expensive pen and my largest Mako Stone were missing
The notion of Grassrunners as "natural thieves" may be from my belongings… However, I do not believe that I
a combination of the actions of both Alisha and Crimenos, simply dropped them by accident.
based on my individual observations of Grassrunners.

I believe Meria is one of the most unique Humanoid such things, they occasionally stumble upon unexpected
races. Meria evolved from Plants to Humanoids, and their treasure troves.
physical structure, behavioral principles, and ecology differ Because of their fierce fighting spirit and calm and
greatly from those of other Humanoids. Despite these patient nature, Carnivorous Meria are sometimes hired as
differences, Meria can communicate with other Humanoids guards for special facilities like royal palaces. Additionally,
based on shared values and can develop friendships and their family members have been guardians of ruins for
affection with them. generations. They are both reliable and fearsome, as they
It is interesting to note that there is little difference in are known to devour attackers who mistakenly perceive
abilities between the long and short-lived species despite them as gentle Meria and approach them carelessly. When
their completely different personalities. Sasalaris, a fellow exploring, it is important to exercise caution and avoid
traveler, displayed a strong curiosity about the opposite sex unnecessary conflicts.
regardless of race. Being a short-lived species and a bard, he
always had something original to say. On the other hand,
the Meria I encountered during my travels, a long-lived
species, appeared calm and conversational but also seemed The diversity of Meria is truly astonishing. Fungi Meria,
distant and ethereal to me. a type of fungal Meria, stands out among them. Many of
However, I have realized that my understanding of them have a head of hair that resembles a mushroom
Meria is incomplete. The world of Meria is incredibly umbrella, with small mushrooms occasionally growing
profound. between the hairs, similar to flowers found in other parts of
Meria.
Fungi Meria is known for its long lifespan. They form
their own communities deep within the forest and have
Among the various species of Meria, known for their limited interactions with others. To protect themselves, they
generally gentle nature, the Carnivorous Meria stands out. release smoky spores from their mushroom-like parts,
Unlike other species, this rare species preys on animals for which are harmful to other races. As a result, they willingly
nourishment, displaying a unique characteristic inherited retreat deep into the forest and avoid contact with outsiders.
from carnivorous plants. Due to the potential spore release, many Fungi Meria
In terms of classification, the Carnivorous Meria is a remain still, trying to avoid any accidental dispersal. During
short-lived species. Their body is adorned with flowers that my first visit to their village, they were so motionless that I
resemble those found on insectivorous plants like the didn't even notice when I stepped into the village. However,
morula. Despite being a species driven to survive in a short the Fungi Meria who guided me around introduced me to
span of time, they exhibit a calm and patient demeanor. many fellow villagers, which surprised me.
However, don't be deceived, as they also possess a Despite their tendency to keep their distance due to the
belligerent nature. In battle, they are aggressive, brave, and spores, Fungi Meria have remarkable self-control and can
courageous. They excel in hunting and are skilled in setting engage in conversation without flying away. They are
traps and launching surprise attacks. considerate, kind, and exhibit a strong sense of
Unlike regular Meria, who regenerate vitality and mana camaraderie. It's easy to imagine that once they embark on
in a specific cycle, Carnivorous Meria can regenerate by an adventure, they become reliable companions.
harming others and taking their lives. As a result, they are The determined Fungi Meria also cultivate numerous
willing to attack enemies and small animals to convert them valuable plants in the depths of the forest, particularly
into their own life force. It's worth noting that they do not mushrooms. Their expertise in cultivation makes these
attack their companions or animals kept by their mushrooms highly sought after as exceptional ingredients.
companions. On rare occasions, when Fungi Meria need foreign
Similar to other Meria, Carnivorous Meria establish currency, they venture to nearby human settlements to sell
settlements in forests and sustain themselves through their products. Some individuals display an interest in the
hunting. However, their numbers are relatively small, and outside world and occasionally travel beyond their forest
they sometimes embark on journeys to reproduce with home.
other Meria.
Furthermore, the settlements of Carnivorous Meria
occasionally accumulate valuable materials obtained from
their prey. Although they are not particularly interested in

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Since the appearance of the Abyss at the northern edge In terms of appearance, Tech Tiens do not differ much
of the Alframe Continent, Tiens have been engaged in a from regular Tiens. However, they often adorn themselves
relentless battle against the invasion of the Daemons. This with brightly colored jewelry, which is immediately
unique race is believed to have been created by merging noticeable to those familiar with Tiens.
Astrayed, a divine creature from the age of the gods, with In some cases, Tech Tiens can be found in a state of
Humans. They are born warriors destined to fight against suspended animation, sleeping alongside their favorite
Daemons. magitech or their golem partner. During times of crisis,
Tiens have the ability to enter a state of suspended there is nothing more formidable than encountering skilled
animation and sleep for years, only awakening when they Tech Tiens and their partner together.
engage in battle. They willingly accept this fate and fight for
their people, often sacrificing their lives in the process.
Even among the Tiens, there are individuals who
undergo changes based on their generation and Some Tiens, destined to fight Daemons, have gained the
circumstances. These rare species of Tiens, who resemble ability to read Daemons' thoughts and issue limited
weapons more than individuals, represent both an intriguing commands to them in an effort to learn more about them.
and tragic existence. When these Tiens become Warlocks, they exhibit
Nevertheless, it would be impolite to sympathize with excellent qualities. However, regardless of how skilled the
the Tiens for their background, as they take great pride in Warlocks are, there is always a certain probability that the
their fight against the Daemons. I find their dedication to Daemons they serve will break free from their control.
their mission both admirable and honorable. Warlocks have developed strategies to manage this risk, but
it is a fact that handling Daemons can be extremely
dangerous. Daemonic Tiens, on the other hand, possess the
ability to significantly reduce this risk.
Tiens have the ability to communicate with their Unfortunately, the ability to empathize with others,
companions, Animals, and Mythical Beasts as a natural which is inherent in their original Tiens, is lost in Daemonic
characteristic of their race. However, some Tiens possess Tiens. Instead, they are able to empathize with Daemons.
the unique ability to communicate with Constructs and However, they are aware that no matter how friendly the
Magitech instead. Daemons may seem, it is all a facade. Therefore, their
Tiens' Riders are incredibly powerful individuals who empathy is solely directed towards defeating the Daemons.
can easily mount and handle various situations. Due to their This level of dedication cannot be sustained by ordinary
upbringing or some form of mutation, some of them can determination alone; it requires the strong spirit that Tiens
communicate with Golems and Magitech used by possess.
Conjurers. The jewel within the bodies of Daemonic Tiens is dark
Noel, a fellow traveler and knight who rode a large goat and of a somber color. Some believe that it symbolizes the
named Bafome, held Tiens' Riders in high esteem. His toll paid by those who have delved into the hearts of
encounter with Tech Tiens, who have a bond with Daemons. Depending on one's perspective, it may
machines, was a truly shocking experience. He was resemble a gaping hole within the body, perhaps reflecting
particularly amazed by Tech Tiens' skill in controlling the Daemonic Tiens's immense power.
Manabike as if it were a living creature, as he had previously
believed that "magitech are merely machines."

83
Leprechauns, known for their adeptness at hiding, are The nomad species is slightly smaller and shyer than
rarely spotted in the wild. Consequently, their ecology and regular Leprechauns, giving them a distinct appearance.
behavior remain largely unknown. Although they are not easily noticed, once you establish a
Some dwell quietly among ruins, while others take strong bond with them, they become loyal companions who
shelter underground in urban areas. Despite their skillful will assist you in any way possible. They are known for their
concealment, one might assume that they prefer solitude. compassion and will follow you wherever you go if you
However, they are not averse to interaction and occasionally become their adventurer friend.
assist human artisans in their tasks or eliminate threats
before they approach.
During my research on these elusive creatures, I
observed that some display distinct characteristics. Though Among Leprechauns, Explorers are the most unique.
tracking them down remains challenging, we were fortunate While other Leprechauns prefer a quiet life, the Explorers
enough to establish contact through meticulous interviews. are different. They actively seek out ruins, labyrinths, and
ancient cities, energetically working to gather information.
They are particularly motivated to explore dangerous
places, especially those with mechanical traps. They are
While Leprechauns typically prefer to settle down in a often found in the Adventurers Guild Branch or large
secure habitat, a peculiar species known as Leprechaun libraries, where they interact with adventurers.
Nomads choose to roam instead. These nomads are Unlike other Leprechauns, they are not skilled at hiding.
constantly on the move, searching for relics. They are highly Instead, they excel at manipulating dolls that serve as their
curious and will explore new ruins until they become bored. alter egos to explore the insides of ruins. When they
Unlike most Leprechauns, who are not skilled fighters, the discover unknown ruins or labyrinths, they are determined
nomads tend to coexist peacefully, ignoring monsters and to thoroughly investigate them. Sometimes, they even bring
other valuable items found in the ruins. their entire family to live in these unexplored ruins. Some
Similar to their aversion to settling down, Leprechaun Explorers use the ruins they have explored as training
Nomads also live their lives in a way that ensures they are grounds, where they train young Leprechaun Explorers
unseen by others. According to a conversation I had with a before sending them off to other ruins.
Leprechaun Nomad, they occasionally assist adventurers Leprechauns are generally cheerful and outgoing,
who enter unexplored ruins or come to their aid when they sometimes leading to them being mistakenly mistaken for
are in danger. Grassrunners. Encountering them at ruins is considered
Due to their unique abilities, these nomads are rarely lucky, and it is even luckier if you can become friends with
seen. While regular Leprechauns have the power to them. Having a reliable Explorer by their side is truly a
disappear, wandering Leprechauns possess the ability to blessing for adventurers.
teleport over short distances. If they are about to be spotted,
they quickly teleport and conceal themselves.

The Alframe continent is vast, with a diverse population. opportunity to meet during this trip alone. Additionally, it is
There are numerous Humanoid races alone, each with their difficult to fathom the number of races that inhabit the
own unique personalities, and even more rare species world of Raxia when we consider other continents.
hiding in plain sight. While my friends may not share the same enthusiasm, I
During my travels around the continent, I had the am not yet prepared to cease my explorations across the
privilege of meeting and conversing with a wide range of globe. As long as I have a sense of anticipation for new
people. This experience was incredibly valuable to me. I encounters, my journey will persist. This is my life, and I
appreciate the diversity of values and cultures that I was able am certain of it.
to encounter on this journey.
Undoubtedly, there are many more races and rare Arstan Freyorv
species in the Alframe continent that we did not have the

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Part 3 Treasures

85
The history of Raxia begins with its creation by three From the ashes, a new civilization known as Magitech
Swords of Genesis. These three powerful swords created Civilization arose, advocating for the democratization of
the world and its inhabitants, seeking those who would wield magic. Unlike the previous Ancient Magic Civilization,
them. which restricted magic to a privileged few based on their
As a result, Humans were born, and those Humans lineage and qualifications, Magitech Civilization made
became gods by holding swords. The gods who obtained magic accessible to all through the use of magitech. This led
great power from the Swords of Genesis began to duplicate to a significant increase in the number of people involved in
them and create new magic swords. This was necessary for magic, and the technology surpassed that of its
the battle among the gods that had begun. They duplicated predecessors. In terms of spreading convenience and
the magic swords and increased their number in the world. happiness through magic, the Magitech Civilization became
After the long war ended and the gods fell asleep, the the most prosperous civilization in the history of the world
world entered the age of the "Little People" - those who of Raxia.
never became gods. It was also the time when the mana However, this golden era was brought to an end by the
brought by the shattered third sword, Cardia, flooded the Diabolic Triumph. Currently, Raxia is in the process of
world and opened the curtain of the Magic Civilization. recovering from the destruction caused by this event. In
Magicians, possessing transcendent power but still far from terms of magical capabilities, it falls far short in comparison
attaining godhood, many of them reigned as wizard-kings. to the three civilizations that preceded it: Divine
They continued to duplicate magic swords and create Civilization, Ancient Magic Civilization, and Magitech
powerful magic items. Civilization. The supply of magical artifacts heavily relies on
The era of wizard-kings came to an end due to their excavating ruins, particularly for items with powerful effects.
internal conflicts and arrogance. Civilization was devastated We have no choice but to depend on the remnants of the
by intense wars fueled by magical power and the emergence past.
of Daemons from the Abyss.

When discussing the history of magic items in Raxia, a lost to the world, as it is said to have shattered during a battle
significant aspect is the proliferation of replicated magic of the gods.
swords, starting with the Sword of Genesis. In Raxia, all There is another theory that proposes the existence of a
magic weapons, including axes, spears, and ranged weapons fourth sword called Fortuna. Referred to as the "Sword of
like bows, are created by duplicating other magic weapons. Destiny" or the "Broken Sword of the Gods," Fortuna is said
When tracing their lineage, it is always found that they can to possess the power to open the path to godhood, fulfill
be linked back to one of the "Swords of Genesis," with the any desire, and even slay gods. However, despite numerous
majority being descendants of the first sword, Lumiere. This legends, the information regarding Fortuna is inconsistent
theory holds great prominence in Raxia. and lacks coherence. It should be noted that these claims
While this theory may initially seem far-fetched, there have never been confirmed, and Fortuna's current
are numerous anecdotes in lore and literature about magic whereabouts remain unknown.
swords being replicated in various weapon forms. Many
scholars find it unreasonable to dismiss all of these accounts
and acknowledge that it is appropriate to classify any magic
weapon as a "Magic Sword" and recognize its connection to 2nd Generation Magic Swords
the Swords of Genesis. The term "second generation" refers to swords that were
directly replicated from the Swords of Genesis.
These swords were primarily replicated from the first
sword, Lumiere, by the Divine Ancestor Lyphos. Initially,
1st Generation Magic Swords Lyphos lent Lumiere, which he had discovered, to the gods
The magical swords of the first generation are known as to increase the number of companions who would join him.
the "Swords of Genesis." These include the first sword, However, when the war with Dalkhrem, the god of war who
Lumiere, also known as the "Sword of Harmony," the became divine after being touched by the second sword,
second sword, Ignis, also known as the "Sword of Freedom," Ignis, began, Lyphos needed more weapons and
and the third sword, Cardia, also known as the "Sword of companions. As a result, he decided to replicate Lumiere.
Wisdom." Those who received these magical swords became new
These swords have become lost in the realm of legend, gods and joined Lyphos' camp. Many Major Gods were
and it is uncertain whether they truly exist or not. In deified by these second-generation magic swords. The gods
particular, the third sword, Cardia, is believed to have been associated with the second sword, Ignis, also created this
generation of magic swords for their personal use rather

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than distributing them to friends, as Lyphos did. As a result, As the generations progress to the seventh, magic swords
the number of these swords is very limited. The third sword, become more purely powerful weapons with no special
Cardia, shattered during the battle of the gods. Even if we powers, so to speak. Only a small number of them remain
consider the number of authentic legends, the number of in the world and can still be found in stores today.
earlier copies of the sword is very small. Hence, the first Replicating a magic sword results in a significant
sword, Lumiere, is considered the "ancestor" of most of the deterioration in quality. Therefore, sword makers avoid
remaining magic swords. unnecessarily duplicating swords from generation to
All second-generation magic swords are regarded as generation. For instance, if someone who owns a fifth-
"Sacred Treasures" (see p. 90). generation sword desires a new one, they would duplicate
the fifth-generation sword to create a sixth-generation sword
3rd Generation Magic Swords to use. If they happen to lose it, they would retrieve the fifth-
The majority of the magic swords created by the gods generation sword from the storehouse and create another
are the third-generation replicas of the second-generation sixth-generation sword. This practice applies not only to
magic swords. These swords were mainly crafted as personal use but also to swords given to others. As long as
weapons for the gods themselves or their allies during the they possess a fifth-generation sword, they can only create a
war of the gods. It is believed that many Minor Gods were sixth-generation magic sword. Only when the fifth-
born from this third generation of magic swords. generation sword is lost will a seventh-generation sword be
Additionally, there are "Ritual Implements" (see p. 92) created. The progression of magic sword generations is
for Humanoids (sometimes Barbarous). Some of these slow, and it takes a tremendous number of years for the
implements were not directly created by gods, but instead world to see a full replacement of generations.
infused with magical power through the [Call God] spell As can be seen from the above, the number of magic
performed by priests. swords has been increasing at a very large ratio to the
number of generations. The majority of the remaining
magic swords of the Ancient Magic Civilization period are
of the seventh generation. The sixth Generation and even
4th Generation Magic Swords the fifth Generation are rarely found. If a general adventurer
After the battle of the gods, the "Little People" created were to discover a sixth-generation magic sword, they could
this generation of magic swords based on the remaining be considered very lucky, and this happens rarely.
magic swords and lore. Most of these swords are replicas of
the third generation, but some are said to be direct copies
of the second generation or Swords of Genesis. However,
regardless of their origins, all swords made by humans, not
by the hand of God, are classified as the fourth generation
8th Generation Magic Swords
if they were copied from the first, second, or third
The world was filled with seventh-generation magic
generation. A barrier exists between gods and humans that
swords at the end of the Magic Civilization Period. The
cannot be crossed. Nevertheless, it is believed that the
sixth-generation magic swords had not yet been lost, and
swords of this generation are powerful enough to elevate
magicians, including the wizard-king, continued to duplicate
people to godhood.
them to create seventh-generation magic swords. It is
Many of these swords were forged by wizard-kings
possible that there were swords from later generations
during the Ancient Magic Civilization period and are
locally, but these swords were not documented and have
shrouded in mystery. They often possess darkness and
been lost to time.
danger, making them difficult to wield. Although referred to
When scholars and sages today refer to eighth-
as magic swords, they are rarely used as ordinary weapons
generation magic swords, they are not referring to direct
and are considered powerful Artifacts (see p. 94).
replicas of the seventh-generation that may have existed.
Instead, the term "eighth generation" is used as a general
5th-7th Generation Magic Swords
term for swords created during the breakthrough period of
After the fourth generation, magical swords continued
the Magitech Civilization.
to be duplicated by human hands. Most of the magic swords
The technique of creating magic swords during this
made during the Ancient Magic Civilization period are
period, like other Magitech advancements, was developed
classified into five to seven generations.
by abandoning and reassembling swords from the Magic
Magic swords, which fall into the fifth generation, are
Civilization Period for ideological reasons. As a means of
powerful weapons with distinct abilities. Typically, there is
reproduction, not only the seventh generation but also,
only one of each in the world, and they are often treated as
more preferably, swords from earlier generations were
Artifacts.
used.
By the sixth generation, the quality and condition of the
The eighth-generation magic swords were primarily
swords started to vary significantly. There is a wide variety
focused on research and development, with little
of them, ranging from singular swords to those with a few
consideration for widespread use. The cost of the product
remaining. While many possess unique abilities, their
was not taken into account, and they are classified as
strength varies. Some are not classified as Artifacts, but they
Advanced Magitech Items (see p. 98). These swords possess
can still dominate small battlefields. It's worth noting that if
various special effects reminiscent of their ancestors.
swords of the sixth generation lose their owners, there is a
During the research and development stage, a significant
high probability of creating a Sword Labyrinth (refer to CR
number of failed products were accumulated and
I, p. 315).

87
abandoned. While some of these products were genuinely generation as a model, making the significance of counting
powerful but lacked special effects, others possessed generations infinitely less important. Many of these mass-
dangerous and abhorrent powers that their creators did not produced swords flooded the market and are still being
desire. Magic swords of this generation tend to frequently commercially sold to mercenaries and adventurers.
generate Sword Labyrinths, with a higher probability than Today, in Raxia, the technology to create a magic sword
the seventh generation. that increases Accuracy and Damage by +1 in game terms is
still available. This technology is managed by the Institute
9th Generation Magic Swords of Magitechnology. However, as mentioned earlier, there is
As the Magitech Civilization reached its peak and the no interest in determining the specific generation of this
benefits of Magitech became widely available to the general technology.
population, the manufacturing process of magical swords While only a few magic swords possess unique abilities,
became more stable. Deterioration and mutation due to the likelihood of generating a "Sword Labyrinth" is
reproduction rarely occurred. Furthermore, it was no extremely low, but never zero.
longer necessary to directly reference the previous

In addition to magic weapons, the world is filled with their power, and their true value can only be recovered
other magic items that possess various effects. Some of these through special ceremonies.
items are so powerful that they have the ability to transform Some Ritual Implements were created by Humanoids
the world. by borrowing power from the gods. Even now, it is said that
Each of the three civilizations that thrived in the past had it is not impossible for a priest serving an Ancient God or
their own Sacred Treasures, Ritual Implements, Artifacts, Major God to use the magic of [Call God]. However, it is
and Advanced Magitech Items. These categories believed to be almost impossible to create Ritual
encompass all-powerful magic items, including magic Implements with the power of a Minor God.
swords.

Artifacts
Sacred Treasures In the Ancient Magic Civilization era, the "Little People"
Sacred Treasures are the most powerful magical objects began crafting their own magical objects instead of relying
created by the gods. Some were created for their creators' on the gods. Among these creations, artifacts modeled after
use, while others were created for the use of their friends Sacred Treasures and Ritual Implements hold the highest
and associates. The majority of them are made by Ancient rank.
Gods, the most powerful of the gods. Artifacts represent the pinnacle of craftsmanship from
Because they were created for use by the gods, they the Ancient Magic Civilization period. Many were crafted
possess mythical mountain-crushing, sea-cracking powers, by magicians who either risked their lives or dedicated their
but no mortal can draw upon them, and those who do entire lives to their creation. Some artifacts possess powers
cannot withstand their power end up losing their lives. on par with Ritual Implements, such as a luck-enhancing
Most Sacred Treasures sleep with the gods and are ring, shadow-concealing boots, or swords capable of
rarely found in this world. reflecting enemy magic.
Sacred Treasures cannot be used directly in mortal While most artifacts are created by humanoid
hands. The only means is with [Call God] spell. Through magicians, some are also crafted by Barbarous.
this, it is possible to have God use it to manifest the Sacred Additionally, some creators, regardless of race, were wary,
Treasure into the world. and it is not uncommon to encounter heavily cursed items.
The creation of Artifacts has long since ceased to be.
Ritual Implements Many have been lost or disappeared, making it exceedingly
The gods created the Ritual Implements for the rare to find a new Artifact in the world.
Humanoids, beings with exceptional abilities but less
powerful than the Sacred Treasures. While they have fewer
repercussions and side effects, even godless beings can use
them. Although not as powerful as Sacred Treasures, these Advanced Magitech Items
Implements are made by the hands of gods. They include Advanced Magitech Items are, as the name implies, the
flying warships that can carry hundreds of troops at once most advanced items in Magitech's arsenal. They include
and magic swords with the power to kill even gods. items developed to demonstrate advanced technologies,
During the time of the battle of the gods, these Ritual military river weapons, and armaments. These products are
Implements were mainly used. However, now that the gods made without regard to profitability, and are different in
have gone to sleep, most of them are unaccounted for. Even performance from mass-produced products for the masses.
for those whose whereabouts are known, they are rarely Many of these items require special skills and training to
accessible to the public. They are either strictly sealed as use, especially for military equipment. Advanced Magitech
hidden treasures, or their information is withheld and Items are highly special, not only in terms of simple cost,
hidden. Some of these Implements have temporarily lost but also in terms of the limited number of users.

88
Part 3 Treasures

Most of the manufacturing techniques of Advanced


Magitech Items have been lost, but in rare cases, they have
been handed down. In some cases, the automatic factory The world contains numerous powerful magical objects.
machines of the time of the Magitech Civilization are still in In contrast, simpler magical objects were sometimes created
operation, and some items are still circulating in the city by using them as a source or model for replication. This was
group. [Skybike] (see CR III, p. 262, ET, p. 176) is an often due to a lack of replication technology or the
example of those. preference for the best over the most abundant. Duplicating
Sacred Treasures or Ritual Implements is impossible, and
Generations of Magic Swords and Their Classification an Artifact is only valuable if a magician can create one in
their lifetime. Mass-production of many Advanced
Magitech Items would also be wasteful. If you desire
something similar, you must sacrifice quality and simplify it.
As a result, the world is filled with derivatives that
resemble powerful magic items but are noticeably weaker.
Some magic items also have supplementary items that
enhance their effectiveness, ease of use, or suppress their
side-effects.

89
From now on, let us introduce you to some of the magic items in the world.

Tidan's Piercing Beads Moonlight Bow of Sien


Pop. 20 Item Class Spear SS Base Price Cannot be Traded Pop. 19 Item Class Bow SS Base Price Cannot be Traded
App. A pale, shiny ball of light, about the size of the palm of the hand. App. A silvery-white bow with a thin crescent-shaped arc at both ends.

Origin and Legend Origin and Legend


In the mythology of the Alframe continent, Tidan was It is a Sacred Treasure that Sien, the Moon Goddess, is
known for wearing beads of light that emitted a warm said to have created and used herself. It is the third
radiance, illuminating his surroundings. This depiction of generation of magic swords. It is said that this bow could
him has been preserved in the ruins of the Divine pierce enemies at any distance at night.
Civilization Period and depicted in various artworks.
Tidan would emit a dazzling light from the beads when Abilities
confronted with evil beings, instantly purifying them. Its power as a simple weapon is unknown. Sages
According to tradition, this light would convert the wicked speculate on its legendary capabilities as follows.
and pacify the violent.
However, these beads were unable to purify evil deities ◯Ruler of the Night
like Dalkhrem, the god of war. In such encounters, Tidan, This bow has the entire night as its range, and if the
the sun god, would transform the beads of light into a spear archer and target are both at night, the arrow will always hit
and engage in battle. The spear of light always struck its the target. However, the line of fire between them must be
target, defeating the enemy. It is believed that a single blow a straight line or a parabola, without leaving the night range.
from this spear could annihilate a minor deity, and even
ancient or major deities would be threatened by multiple ◯Sien Farewell
attacks. The legend goes that even Dalkhrem, the god of If the target is in night range and is 5 or more levels
war, avoided direct confrontation with Tidan. below the user, the target is killed instantly when hit by this
bow.
Abilities
Its power as a simple weapon is unknown. Sages Derivatives and Inferior Reproductions
speculate on its legendary capabilities as follows. Silent Death (see BM, p. 73), a School item from the
Modified Kwaelan Method of Dark Archery (see BM, p.
⏩Purifying Brilliant Light/25(32)/Willpower/Neg 88), is considered to be a copy that has been traced back
Within “Range: Caster” casts a purifying light on through generations.
"Target: All area (30m radius)/All", removing evil spirits and Some wise men also think that there may be a
evil effects. This effect is of psychic type. connection to the "Shadow King’s Boots" (see p. 108).
Even individuals who have been freed from
malevolence by this effect may still regain them due to
circumstances and experiences (It is similar to healing an
injury with recovery magic; the possibility of getting injured
again remains).

Derivatives and Inferior Reproductions


Eclair (see CR III, p. 228 or ET, p. 106) is believed to
be a copy of this weapon that has been passed down through
the generations.

90
Part 3 Treasures

Mirtabar's Scalpel Eiryak's Warship


Adventurer Adventurer
Pop. 23 Item Class Base Price Cannot be Traded Pop. 24 Item Class Base Price Cannot be Traded
Tool Tool
Surgical scalpel made of sterling silver with intricately engraved Full length of 30m, 60 pairs of oars, 3 masts, a trireme with a ram
App. App.
patterns. bow.

Origin and Legend Origin and Legend


This scalpel is not intended for general surgical There are three ships painted in deep blue, dark green
procedures. It is believed to have been created by Mirtabar and black scarlet. These warships were built by Sea
to uncover hidden things and reveal their true nature. Snatcher Eiryak, a naval general of the Second Sword
When Mirtabar used the scalpel, it effortlessly sliced Camp, for the three gods under his command during the
open its contents, exposing them completely. Not only did War of the Gods. These ships were designed for both
it reveal what was inside, but it also provided insights into peacetime sailing and wartime operations, with capabilities
the nature and history of the object through careful for cruising and maneuvering.
observation. Interestingly, it is said that when cutting open a The three gods and their warships operated separately
container filled with liquid, not a single drop would leak out, from the main force led by Eiryak. They served as a
leaving the cross-section exposed as if it were a solid. detached force, disrupting the enemy's supply lines and
It is rumored that the more securely protected an object attacking key coastal points. In major naval battles, their role
was, the sharper the Mirtabar's Scalpel would become, was to execute flanking attacks.
effortlessly slicing through the surface. Despite its cutting These ships were skilled in creating localized mists to
power, this small blade could not cause harm or injury to blend in, manipulating winds and currents to immobilize
living creatures. However, it was known to uncover their enemy ships, and utilizing their own ships' maneuverability.
true nature and abilities that lay beneath the skin. They carried nearly two hundred Barbarous on board,
Over time, Mirtabar gained recognition for carving out including rowers, and their main tactic was to close in and
an empty space and refining the scalpel to the point where attack the enemy ships swiftly.
he could delve into a location's past and witness what had Although they were part of the "Sea Snatcher gods," they
transpired. were not primarily used for plunder. Each ship was said to
possess a special ability that could be used as a trump card
Abilities against a powerful enemy. According to mythology, the
If you believe in the effects sung in myths, the scalpel deep blue ship could unleash a massive wall of water to
can penetrate any protection, discern the nature of crush an enemy ship, the dark green ship could cause rapid
everything, and see the past of a specific domain. growth of algae from the sea to entangle and crush the
However, some believe that the part of this ability enemy, and the scarlet ship could emit a poisonous mist to
related to observation is only obtained because the wielder decimate both the enemy ship and its crew. To prevent
of this blade was Mirtabar. Many wise individuals believe treachery, Eiryak had each ship rigged to sink itself after
that the blade itself only has the ability to cut through using its specific spell and procedure.
containers and spaces, as well as draw floating lines for Currently, the three gods and their respective ships are
observation (such as fixing cut-open blood and reaching into sealed and believed to be in a dormant state.
the past).
Abilities
Derivatives and Inferior Reproductions The sages have not yet determined the specific strengths
There is a theory that the Key Of Unlocking (see CR I, or weaknesses regarding mythological abilities. For
p. 303 or ET, p. 140) can be traced back to this Sacred example, they have yet to determine how high and
Treasure. Although this theory is known to be an idea of destructive the ship's ram is or how powerful the ship's
one scholar without any support from any sources, there are magic effects are. The number of legends is small, which
many who find this popular belief credible. has led to sparse estimations.
Regarding the mechanism for making the boat sink on
its own, the specifics are not clear. However, it is certain that
the mechanism exists.

Derivatives and Inferior Reproductions


In the society of Humanoids, there is no knowledge
passed down about magical items connected to this Sacred
Treasure. In the society of Barbarous, there are remnants,
possibly with unexpected connections to the Humanoid
society, but they lack credibility.

91
Double-Edged Sword of Asteria Divine Annihilator Armor
850,000G (Not for Metal
Pop. 20 Item Class Sword SS Base Price Pop. 23 Item Class Base Price Cannot be Traded
Sale) Armor SS
App. A silver-white, thin-bladed sword App. Jet-black full-body armor with an awe-inspiring shape.

Origin and Legend Origin and Legend


The Double-Edged Sword of Asteria is a Ritual The god of war, Dalkhrem, bestowed full-body armor
Implement said to have been given to a Humanoid by the upon loyal subordinates. According to legend, the god
fairy goddess Asteria, who endowed it with Magic Power. selected wearers based on their strength and granted them
According to legend, each time this small sword is immortal bodies and indomitable power. Those deemed
swung, four magical blades appear with seven-colored after- unworthy were sacrificed to empower Dalkhrem.
images that follow its trajectory, cleaving through enemies. It is said that those who obtained the power of silver had
While the myth depicts only one of these swords, there are the ability to slay gods and were the most fearsome warriors
rumors that a similar sword was crafted by [Call God] in in Dalkhrem's army.
later times. After the war of the gods, the whereabouts of this armor
became unknown. However, it is believed to be hidden to
Abilities this day, as historical records mention similar armor and
◯Rainbow-colored Double-Edge depict generals wearing it.
Every time the Accuracy check's Success Value exceeds The armor has changed hands multiple times, belonging
the required Evasion by 2 or more, one additional blade will to both Troll strongmen and Arakcruder warriors. It is
hit the target, for a maximum of four additional hits. If the believed to adjust its size and shape to fit its wearer.
Accuracy check is an automatic success, add +5 to the
success value (see CR I, p. 92). Abilities
Additional blades that hit will have one of the following Sages have estimated some basic defenses and special
types: fire, water/ice, wind, or lightning types of magic effects of armor from the literature. However, only some of
damage (the power and other data are exactly the same). them have been accomplished, and it has not been ruled
The type is determined randomly, but if there are multiple out that armor had additional special effects, nor has
hits, they will always be of different types. research been conducted on the criteria used to select
wearers.
Derivatives and Inferior Reproductions
It is said that all the weapons dealing damage with types, ◯Power Strike Enhancement
including those newly included in this book, can be traced When the wearer performs a [Power Strike] (including
back to this magic sword. Secret Variants), the increment of the Extra Damage is
always doubled. The Secret Variant's risk and effects, except
for the Extra Damage, are not affected.

◯Regeneration = 50 points
Wearer restores 50 HP at the end of their turn.

Derivatives and Inferior Reproductions


No magical artifacts descended from the Ritual
Implement have been passed down in Humanoid society.
However, there are rumors that descendants of the Ritual
Implement exist in Barbarous society as hideous
armaments that can empower or devour the wearer.
Specific examples have not been confirmed.

Min Crit Add'l


Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Double-Edged Sword of 850,000 (Not for
1H 5 +3 20 1 2 3 4 5 6 7 8 9 10 ⑩ +3
Asteria Sale)

Name Min STR Evasion Defense Price Notes


Divine Annihilator Armor 36 -2 20 Cannot be Traded

92
Part 3 Treasures

Wanderer's Door and Wanderer's Journey Key Conqueror's Crown


Adventurer Accessory:
Pop. 24 Item Class Base Price Cannot be Traded Pop. 23 Item Class Base Price Cannot be Traded
Tool Head
App. The door is made of wood, and the key is made of silver. App. Bare platinum crown

Origin and Legend Origin and Legend


It is said that Elpuce, the Goddess of Spinning, created This magical crown was once bestowed upon a Human
the Wanderer's Door. Elpuce is a goddess who governs king by the Divine Ancestor Lyphos during the Divine
time and the future and is believed to bring hope to sailors. Civilization Period. It is adorned with an intricate pattern
While her true identity remains a mystery, it is certain that depicting many people holding each other's hands.
she is one of the ancient deities deified by Lumiere. The crown granted the king an overwhelming charisma,
According to her doctrine, it is important to maintain allowing him to rule with full power for seven years. The
hope and take action towards it. It also emphasizes kings recognized by the Divine Ancestor Lyphos would
accepting future events as a consequence of our actions. inherit this crown every seven years, establishing a peaceful
The "Wanderer's Door" that she left behind appears in and prosperous nation.
various locations throughout the world of Raxia. After some However, after the War of the Gods, the Divine
time, it vanishes and reappears elsewhere. It is believed that Ancestor Lyphos fell into a deep sleep and lost control over
this door leads to a completely different part of the world, the crown's power. Consequently, the crown transformed
accessible in an instant. into a symbol of absolute domination and became the cause
To unlock this door, one must possess a magical item of tragic conflicts among those vying for its power.
known as the Wanderer's Journey Key. The metal Once crowned, the crown bestows an irresistible
composing this key emits a bluish glow when infused with charisma upon its wearer for seven years, after which its
magic and can be distinguished by its response to certain effects diminish. Thus, a fierce struggle for the crown would
magical tests. ensue every seven years, and Lyphos, sorrowful over the
There is said to be only one true Wanderer's Journey outcome, briefly awoke and hid it somewhere.
Key in the world. It has the ability to summon the The legend of the crown still persists on the Alframe
Wanderer's Door to one's current location and connect it continent, and there are kings who continue to search for its
with the desired destination. This True Wanderer's Journey whereabouts.
Key serves as the foundation for all other Wanderer's
Journey Keys and is indistinguishable from any other of its Abilities
kind. ◯Aura of Majesty/36/Willpower/Neg
The wearer of this crown gains an overwhelming
Abilities charisma similar to that of a god. No one will be able to
Their abilities have already been explained. It is said that ignore their words nor harm or be harmed by them.
there is no other way to control the destination of the door Those who witness the wishes of those wearing the
than with the True Wanderer's Journey Key. crown will be compelled to fulfill them to the best of their
ability. It is essentially an order, but it will be perceived as a
Derivatives and Inferior Reproductions "Wish". However, wishes that lead to suicide or direct bodily
Wanderer's Doors are believed to manifest randomly in harm cannot be made.
the world. According to legend, there is a notebook called This effect lasts for seven years, after which the crown
the "Wanderer's Compendium" that describes the time and cannot be worn again. When the effect of the crown ends,
location of their appearances and their destinations. It is those who had received a "Wish" will regain their senses,
rumored that multiple versions of this notebook exist, some and if they had received unreasonable wishes, they will be
of which are incomplete and missing information. able to evaluate them correctly.
Similarly, teleportation facilities described in Ancient To resist this effect, one must make a Willpower check
Magic Civilization and Magitech literature are also against a Target Number of 36 when encountering the
associated with this concept. crowned individual. If successful in resisting, they will be
unaffected by the crown's influence from now on.

Derivatives and Inferior Reproductions


After Lyphos fell asleep, the wizard-kings of the Ancient
Magic Civilization mainly acquired the crown and relied on
its power. However, they were unsatisfied with the seven-
year limit and conducted studies to prolong the crown's
power. They created duplicates and tested their
effectiveness, but the results were mostly useless or even
strengthened the curse's effect. Nevertheless, a few
individuals inherited the ability of mental domination.
Ultimately, they were unable to create anything comparable
to the "Conqueror's Crown," but they did produce some
dangerous and powerful items. Additionally, lower-level
items were created through further reproductions.

93
Magic Turner than the Success Value, it is treated as a normal resistance
640,000G (Not for failure.
Pop. 20 Item Class Sword A Base Price
Sale) This sword can resist "Resistance: Can't" magic. In this
A one-handed half-sword with a silver blade engraved with blue case, the Success Value of the Spellcasting check
App.
and white glowing magic letters and magic circles
unconditionally should be increased by +5, and then the
Origin and Legend Success Values are compared.
This magic sword is a fourth-generation creation crafted Even if other characters are also targets due to the effect
by a wizard-king who possessed immense magical abilities of [Metamagic/Targets] or "Area: Line", this effect only
but lacked the mental strength to resist magic. It was affects the check for the wielder. Other characters should
designed to compensate for the wizard-king's weaknesses. be handled as usual.
The wizard-king could effortlessly cut through and
neutralize any incoming magic by wielding this magic sword. Derivatives and Inferior Reproductions
Moreover, they were sometimes able to redirect the Since the sword itself has no record of a new owner since
incoming magic back toward its caster by entwining it with its disappearance, many sages believe there was no
their sword. With the power of this magic sword, the wizard- opportunity to duplicate the sword.
king defeated their rivals and achieved supreme dominance. However, the wizard-king made many prototypes and
However, the wizard-king's reign came to an end when failed products before the completion of this sword, and
thieves stole the magic sword due to their own carelessness. these and their copies exist in the world.
In a state of panic, the wizard-king unintentionally cast a
binding spell, which was then turned against them. They
ended up restraining themselves with their own magic
power, allowing the thief to escape. Overwhelmed by the
loss of the magic sword that had defined their entire life and
their own failure at that moment, the wizard-king tragically
took their own life. As a result, the current whereabouts of
this magic sword remain unknown.

Abilities
◯Magic Counterattack
When the wielder becomes a target of a spell with
“Target: 1 Character”, or when the wielder becomes a target
of a spell with “Area: Line” (not including Breakthrough),
the wielder can make an Accuracy check instead of
Willpower by spending 2 MP.
The comparison of their Success Values (with the
Accuracy check being the passive side) yields the following
results. In the case of automatic success, the Success Value
+5 rule is applied. Note that if the Spellcasting check is an
automatic success, then resistance fails unless the Accuracy
check is also an automatic success, which is the same as the
usual Success Value comparison rule.

If the Success Value of the Accuracy check exceeds the


Success Value of the Spellcasting check by 4 or more, the
wielder is not affected by the spell and can cast its magical
effect back to the caster. The original caster must perform a
Willpower against the Success Value of their own
Spellcasting check.
If it succeeds by exceeding the Success Value in the
range of 2 to 3, the result is treated as a "Negated" regardless
of the original magic. If it succeeds with a Success Value of
a tie or a difference of at most 1, it is treated as a normal
resistance success; if it succeeds with a Success Value lower

Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
1H† 14 +3 19 1 2 3 4 5 6 7 7 8 9 ⑩ +3
Magic Turner 640,000 (Not for Sale)
2H 14 +3 29 2 3 4 6 7 8 9 9 10 10 ⑩ +3
1H† 19 +1 34 3 4 5 6 8 9 10 10 11 11 ⑩ +2
Back-to-Back 230,000 (Not for Sale)
2H 19 - 49 4 6 7 10 10 12 12 13 14 15 ⑩ +2

94
Part 3 Treasures

Back-to-Back Ring of Fortune


Warhammer 230,000G (Not for Accessory: 370,000G (Not for
Pop. 18 Item Class Base Price Pop. 20 Item Class Base Price
S Sale) Hand Sale)
A hammer with two crossed tips, one black and one white, A golden ring with rubies and sapphires inlaid around a brilliant
App. App.
consisting of a pick and a hammer head. diamond.

Origin and Legend Origin and Legend


It is said that during the Magic Civilization Period, a This artifact is a masterpiece left behind by a wizard-king
certain wizard-king created this warhammer for the captain who delved into the world's laws that govern the future and
of their Kingsguard as a symbol of their status. This succeeded in partially manipulating them.
warhammer is considered the fifth generation of magic When worn, it bestows great luck upon the wearer,
swords. facilitating smooth journeys and helping them avoid failure.
According to legend, when presenting the warhammer, It is rumored that the wizard-king themselves greatly
the wizard-king prophesied, "This hammer will grant you benefited from this ring, enhancing their power.
double the power, but if you succumb to its influence, the However, it is also said that excessive reliance on the
tip of the hammer itself will pierce your chest, and the good luck bestowed by this item has occasionally resulted in
hammer will shatter your skull." a backlash and a string of misfortune.
The captain of the guard who wielded this weapon After the wizard-king's demise, this item became the
achieved unparalleled success in battle. However, as the subject of intense conflict, and hands changed hands
captain grew their troops, boasted excessively about their multiple times.
war exploits, and looked down on other soldiers, the
weapon, as foretold, turned against them. It blamed the Abilities
captain for their arrogance and took their life. ◯Great Fortune
The wizard-king then passed the warhammer to a new The wielder receives a +4 bonus on all skill checks, and
captain of the Kingsguard, but both of them perished in the if the ring is equipped in both the encounter and post-
final battle. Since then, the warhammer changed hands combat phases of combat with a monster, it also gains +4 to
among different owners until one day, it disappeared into the roll of its loot determination.
history, and its current whereabouts remain unknown. If a wielder fails a skill check while this ring is equipped,
this effect is lost, and the ring will activate instead [◯Chain
Abilities of Bad Luck].
◯Flurry of Attacks
After scoring a hit with this weapon and completing the ◯Chain of Bad Luck
damage process, the wielder has the option to initiate a The wearer receives a -2 penalty to all skill checks. In
follow-up attack. If they choose to do so, they must make combat with monsters equipped with this ring at the time of
an Accuracy check against the same target. The stance encounter, the wielder’s loot determinations are also
cannot be changed (see CR I, p. 142), but the Active reduced by -2 (minimum 2).
Combat Feat can be declared if possible (i.e., not already This effect disappears when the wielder makes an
declared, can be declared multiple times, satisfies its automatic success on any skill check with this ring equipped
requirements, etc.). or when the next day comes, and the ring’s [◯Great
If the follow-up attack hits, the damage is determined as Fortune] will be active instead.
usual. However, if the Accuracy check fails, the damage
calculation must still be done and applied to the wielder Derivatives and Inferior Reproductions
(Defense still applies). As the ring passed through the hands of many owners,
If the follow-up attack succeeds, the wielder may copies with inferior effects were made one after another. It
continue with further attacks or cancel the chain. If the is thought that the present-day accessories that give a bonus
second follow-up attack also hits, the damage is determined modifier to some skill check or a bonus to a loot
as usual. However, if the Accuracy check fails, the total determination belong to the lineage that originated from this
damage is doubled and applied to the wielder. The same ring.
applies to subsequent follow-up attacks. As long as the target
continues to be hit, the wielder gains the right to make a
follow-up attack. However, the total damage suffered by the
target when the attack misses is increased by "3x", "4x", and
so on, depending on the number of follow-up attacks.
Once the Accuracy check fails, the wielder is unable to
make any follow-up attacks.

Derivatives and Inferior Reproductions


As the wizard-king was defeated in battle and the
weapon passed from one owner to another, copies were
made, which in turn led to further copies. There are several
items that are said to be derived from this weapon.

95
Throne of the Hundred Swords and Whispering Abilities
Magic Sword For the Throne of the Hundred Swords, detailed
Adventurer estimations have not been made at all. On the other hand,
Pop. 25 Item Class Base Price Cannot be Traded the Whispering Magic Sword, which has been encountered
Tool
A throne adorned with numerous swords leaning against it and a frequently, has been found to be quite capable.
App.
formless magic sword.

Origin and Legend ◯Determine the Owner/Can't


The Throne of the Hundred Swords is an artifact Assists in determining the owner. The owner of a
created by a wizard-king who aspired to be revered as a god Whispering Magic Sword gains a +1 bonus to their
of war. Their belief was that by harnessing the knowledge Accuracy and +2 points to the weapon’s Extra Damage.
and experiences of battles from around the world through
the Throne, they could attain unparalleled military prowess, ◯Weapon Mutation
surpassing even the renowned Blazing Emperor Grendal. It can take the shape of any weapon. If the owner of the
The Throne possesses the ability to summon a formless weapon is known, it can be changed to any non-magical
Whispering Magic Sword. This entity, devoid of physical weapon within the character's weapon range. If this is done
form, bestows its power upon a Humanoid or Barbarous in combat, it becomes a Major Action (which can lead to
individual capable of wielding a sword as a weapon. [◯Rotation]).
However, it also compels the possessed person to engage in
battle. The primary purpose of the Throne and the Sword ◯Excited Whispers
is to absorb the possessed person's knowledge, particularly They incite the owner to fight, always whispering to
in weapon handling and combat skills, and to transmit the make the owner take violent or forceful measures. The
acquired experiences back to the wizard-king. To ensure a sword is not afraid to tell lies. If it thinks a lie is effective, it
continuous cycle of battles, the Magic Sword instills a strong does not hesitate to use it. It is a common practice to make
desire for victory in the possessed individual, and if they wielders look great and to make their whispers convincing.
achieve victory, it rewards and praises them.
Historical records confirm that the wizard-king's ◯Rotation
ambition was never fulfilled. There are no accounts of the If the owner performs a Major Action during combat,
wizard-king attaining godhood or any legends suggesting 1d is rolled at the end of the turn. If the roll is "1 to 3",
such a divine transformation. another nearby character becomes owner. If the roll is "4 to
Many sages believe that the wizard-king is deceased and 6", the owner is not changed.
the Throne now lies vacant. However, some maintain that
the wizard-king is immortal and still derives power from the Derivatives and Inferior Reproductions
Throne. The Throne of the Hundred Swords, along with No derivatives or reproductions of these items have
the fate of the wizard-king, is said to be located in a vast, been identified.
treacherous labyrinth whose exact whereabouts remain
unknown. Whispering Magic Swords continue to emerge
throughout Raxia, changing owners one by one and
bestowing blessings or curses. It is said that the Throne
released up to a hundred magic swords, but only a few are
known to exist today. Most of them are believed to have
been destroyed, sealed away, or currently dormant.

96
Part 3 Treasures

Mark of the Devil King Clouded Eyes of Time


Accessory: Adventurer
Pop. 21 Item Class Base Price Cannot be Traded Pop. 23 Item Class Base Price Cannot be Traded
Face Tool
App. Mask in the shape of an angry ogre's face with a raised scowl. App.
A palm-sized dark purple crystal ball with a smoke-like substance
swirling inside.
Origin and Legend
This mask was created by an Ogre wizard-king. The Origin and Legend
Barbarous wizard-king, driven by a desire for immortality, This item was created during the Ancient Magic
believed that they could transfer their power and thoughts Civilization period, towards the end when the Abyss
into the mask and use it to control the bodies of others. occurred and numerous Daemons appeared in Raxia. The
The result was a cursed item. However, it did not fully civilization was swiftly brought to the brink of extinction by
realize the wizard-king's original intention. While it the wizard-kings and their rampaging Daemons, leading to
succeeded in taking over the wearer's consciousness, it did the loss of many lives and a world filled with tragedy.
not remove their own consciousness. Instead, it fused the One sorceress who witnessed the loss of her family
wearer's consciousness with that of the wizard-king, creating sought a way to reverse their sorrow. Using her Summoning
a new individual. Moreover, even if it could completely Arts, she summoned a high-ranking Daemon known as the
dominate the wearer's consciousness, it remained unclear "Knowledge Daemon". This Daemon, one of the highest-
whether this could be considered true immortality. ranking Archdaemons, possessed exceptional abilities in
The first person to wear this mask was a trusted associate imbuing objects with magic power and granting
of the wizard-king, a loyal right hand. Initially, this person extraordinary strength.
faithfully duplicated and succeeded the wizard-king, The "Clouded Eyes of Time" was created by the
utilizing their powers. However, the wizard-king's plan Knowledge Daemon and given to the Summoner. It had the
eventually crumbled. As the wizard-king's consciousness function of "preserving sorrow", "recreating the incident that
took over, the loyalty of the follower was lost. When the caused the sorrow through the creation of a "Shallow
wizard-king's ambition surpassed their follower’s loyalty, the Abyss"", and "solving the problem and destroying the
masked creature killed its creator and seized power for "Shallow Abyss" to create a world free from the cause of
itself. sorrow".
The new wizard-king had no intention of removing the At first glance, this item appeared to fulfill the
mask. They knew that seeking a new successor would only summoner's wish. However, the Knowledge Daemon,
lead to their own elimination. known for its evil and cunning nature, had cleverly built a
The wizard-king died while still wearing the mask. trap into the item, ensuring that it did not violate the terms
However, the mask did not disappear. It is said that of their contract.
subsequent Barbarous wizard-kings continued to be born, It is said that eliminating sorrow in one place would
taking those who superficially sought power as their new bring an equal amount of sorrow to another part of the
hosts. world, keeping the total amount of sorrow constant. The
Knowledge Daemon coldly ridiculed the sorceress, who
Abilities had just saved her family from death using the power of the
Scholars have not yet fully assessed the power of this item, by reminding her that she had caused someone else
mask. It is evident that the mask possesses formidable in the world to bear the same sorrow and suffering.
magical power that individuals are unable to resist, but its The subsequent life of the sorceress is not documented,
exact potency remains unknown. Furthermore, they cannot but it is known that she gave away this item.
determine the extent of power the mask would bestow upon
a Barbarous wizard-king, only that it would be of such Abilities
magnitude that it would be close to divine. As already explained, this item is known to be able to
"preserve (and provide a path to the resolution of) sorrow"
Derivatives and Inferior Reproductions for up to three people at the same time.
As the mask was passed around, only a fraction of its
power was shared by the replicas, which still have the same Derivatives and Inferior Reproductions
curse effect, and the wearer was eventually transformed into This item was created by an inhabitant of a different
a monster with a consciousness far removed from their world from Raxia, using the logic of a different world, and
original self. there are no derivatives or duplicates of this item. In this
sense, it is not strictly classified as an "Artifact" either.
However, its age (Ancient Magic Civilization era) and its
power make it worthy of being placed in the same category
as an Artifact.

97
Staff of Love and Hate Magnetite Anchor
Pop. 19 Item Class Staff A Base Price 170,000G
Pop. 18 Item Class
Adventurer
Base Price Cannot be Traded
App. A cane with a black heart-shaped decoration on the end. Tool
App. Magnetite steel formed into a horseshoe shape
Origin and Legend
The Magitech Civilization, which aimed to provide Origin and Legend
magical benefits to everyone, also focused on the study of During the Magitech Civilization Period, the Magnetite
healing and recovery magic. This wand is a result of that Anchor was created to detect and mine manatite veins. It
research. combines the properties of manatite and rare manatite (see
The creation of this wand began when researchers CO, p. 38). The Magnetite Anchor has the ability to strongly
discovered that conventional restorative magic can be attract surrounding manatite, but it generates a repulsive
influenced by the emotions of the spellcaster. While the force when magic power passes through it. This allows for
prototypes created reflected the user's emotions and the extraction and collection of rocks containing manatite
increased the effectiveness of the spells, they also had a ore. The rocks can then be hardened, transported to a
negative side. When accompanied by negative emotions, suitable location, released, and poured into a smelting
the enchanted objects became dangerous and could harm facility.
those affected. As a side effect, it has been observed that manatite
When a staff wielder casts a healing spell, it will have a exposed to a Magnetite Anchor for an extended period of
positive effect if the wielder has positive feelings towards the time temporarily acquires the same properties as a
target. However, if the wielder has negative feelings towards Magnetite Anchor. This is similar to how a magnet
the target, the spell will not have a positive effect and may magnetizes iron after prolonged contact.
even cause harm. It has been reported that the floating rocks were
eventually used to expand the gathering area of an Anchor.
Abilities However, one of the rocks was accidentally dropped and is
◯Proof of Love and Hate currently missing.
If the wielder of this wand uses an HP restoration spell
with the attribute "Resistance: Negated", it will be treated as Abilities
"Resistance: Half". Additionally, the effect of the spell As already explained, it is said that by making good use
depends on the wielder's feelings toward the target. of the attraction and repulsion to magnetite, it may be
If the wielder has positive feelings toward the target, the possible to fly over geological features containing magnetite
HP recovery will be increased by 1.5 times (rounded up). ore and between large buildings made of magnetite steel.
If the wielder has negative feelings toward the target, the
magic will instead inflict damage to the target's HP. The Derivatives and Inferior Reproductions
amount of recovery will be determined using the same Magnetite steel is widely used in magitech. Magnetite
process and then applied as magic damage. Anchors are not uncommon in products that utilize similar
If the equipped user doesn't have any specific feelings forces of attraction and repulsion.
toward the target, the HP will be restored as usual.
The player (or GM if the wielder is an NPC) who
manages the character determines the "emotion" that the
caster has for the target at any given time. It is acceptable to
make changes, but please ensure that there is a valid reason
for the change. Alternatively, if there is an incident or reason
to make a change, please do so proactively.
When dealing with multiple targets, such as
[Metamagic/Targets], each target's decision is made
separately.
If the original restoration effect is ineffective (e.g., Divine
Magic healing against Constructs), it remains ineffective
regardless of the emotion.
If the original recovery effect inflicts damage (e.g.,
Divine Magic healing against Undead), the damage is the
same as usual, regardless of the emotion. In this case,
"Resistance: Half" is applied.

Derivatives and Inferior Reproductions


There are no known derivatives or inferior
reproductions of this item.

Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Staff of Love and Hate 2H 5 +2 15 1 2 3 4 4 5 5 6 7 8 ⑫ +1 170,000 ※Defense +1

98
Part 3 Treasures

Giga Breakdown Pick Armsphere


Adventurer 640,000G (Not for Accessory:
Pop. 16 Item Class Base Price Pop. 18 Item Class Base Price 248,000G
Tool Sale) Waist
A stabbing tool over 3 meters in length, like a larger version an Rectangular magitech equipped on the body side, with arm
App. App.
eyeleteer. extending

Origin and Legend Origin and Legend


During the height of the Magitech Civilization, when The legend of the "ancient race with a third arm" has
countries prospered by driving away enemies, including the been widely passed down in the world of Raxia. The envy
Barbarous, and eliminating them from the land, the values of this race, which is believed to have disappeared with the
of "humanity" and "philanthropy" were widely embraced. In Magic Civilization, has persisted through later generations.
a world where peace was the norm, needless killing was The Magitech Civilization, at its peak, has dedicated
considered barbaric and shameful. itself to research and has created this Magitech to fulfill that
It was within this context that this item was created. Even desire.
Giant Beasts and Mythical Beasts were no longer seen as
"powerful." The Magitech Civilization believed that Abilities
"neutralizing them without causing harm" was the mark of a ◯Administrative Restriction
civilized person, and thus, they created this massive pickaxe This item can be activated and used only one at a time;
for this purpose. The pickaxe possesses magical power that if you activate another one while you are using one, the arm
can render a dragon unconscious with a single blow, of the previous one will be automatically retracted, and the
enabling their capture and immobilization without causing item equipped or held by it will be dropped to the ground.
harm.
The fate of the captured Giant Beasts and Mythical ◯Third Arm
Beasts varied. Some were released to the frontier, while The owner of this item can equip and hold a third arm
others were used for entertainment. These items that moves freely and can be combined with other arms.
symbolized the prosperity, passion, and arrogance of the However, it cannot act independently and does not
civilization. increase the number of sections or Major Actions.
Multiple items of this kind were created, but they were A character who has mastered the Combat Feat [Dual
all lost during the chaos of Diabolic Triumph. Most are Wielding] can select two of their weapons and attack with
believed to have been destroyed, but there are rumors that one of each. In this case, a character may equip a weapon
some still exist in the world, secretly held by powerful clans, with "Stance: 2H" and a weapon with "Stance: 1H" and attack
hidden in remote regions, or possessing the properties of with each of them.
magical swords and generating labyrinths. This arm is treated as having "Strength 20", regardless of
the wielder, and no weapon or shield with a minimal
Abilities strength of 21 or more can be equipped on this arm.
►Stunning Strike/25/Fortitude/Neg Conversely, a weapon or shield with a minimal strength of
This is a "Stance: 2H" item. Within "Range: Touch" up to 20 (Stance: 1H) may be equipped on this arm, even if
command causes the "Target: 1 Entire Character" to fall into the user's own strength is less than 20. If the arm is wielded
a coma. The target must perform Fortitude with a Target with a “Stance: 1H” weapon, the Strength modifier is +3 to
Number of 25, and if it fails, it falls prone and does not wake calculate Extra Damage. If a weapon or shield with “Stance:
up for 1 hour. This effect is of psychic type. 2H” is wielded with this arm and the wielder's arm, the
Once this item is used, it cannot be used again unless a lower of 20 and the wielder's strength should be used to
person with an Artificer class of 1 level or higher fills it with determine minimal strength and to calculate Extra Damage.
a cumulative total of 150 MP points in 10 minutes. This arm is not affected by any effects that increase or
decrease the character's strength or strength modifier like
Derivatives and Inferior Reproductions racial ability [Beast Form], the item [Ability-Enhancing
Several smaller, less effective, and lower variants have Ring], or Technique [Bear Muscle].
been produced. These variants require less MP to fill for This arm cannot be equipped with accessories.
reuse.
The weakest ones are said to have been used to maintain ◯Magisphere Alternative (Medium)
security and are sometimes excavated from archaeological Magitech can be used as if the wielder had a medium
sites. magisphere. However, Magitech cannot be used if it
Today, they are considered very dangerous goods and transforms the magisphere and prevents subsequent
are all labeled as "Not for Sale". You will not find them on Magitech actions (such as [Create Weapon]) or if it results
the market. in the destruction of the magisphere (such as [Grenade],
[Pile Shooter]).

Derivatives and Inferior Reproductions


Lower variants with inferior strength have been
produced.

99
Variable Mobility Exoskeleton
Mount: 180,000G/ Variable Mobility
Pop. 20 Item Class Base Price
Magitech 18,000G
App. Magitech in two forms: Manabike and Exoskeleton.
Exoskeleton
Price: 180,000G/18,000G Appropriate Level: 12 – 15
Origin and Legend Intelligence: None Perception: Mechanical Language: None
Weak Point: Magic damage +2 pts. Movement Speed: 50(Wheeled)/-
This magitech was created while researching and
developing weapons and armor for the fight against the F Style
Level Accuracy Damage Evasion Defense HP MP Fort Will
Barbarous. The goal was to achieve rapid movement to the (section)
battlefield and immediate combat response. The manabike 12
Magic
15 2d+8 15 15 125 - 16 16
was equipped with mana-tight steel plates to fulfill this Cannon
Magic
purpose, allowing it to function as an exoskeleton armor. 13
Cannon
17 2d+10 16 15 125 - 16 16
In its manabike form, the excessive appearance of the Magic
14 18 2d+12 18 15 125 - 16 16
manatite steel plate armoring is noticeable, along with the Cannon
impressive magic cannons mounted on both sides of the Magic
15 19 2d+14 19 15 125 - 16 16
Cannon
front wheels.
In its exoskeleton form, the vehicle covers a large area
in front of the user. Each manatite steel plate forms rear and Unique Skills
●Common
limb armoring, with the wheels moving to the rear and being
◯Gun
covered and protected by the manatite armoring. The magic The damage dealt by Magic Cannon is magical.
cannon is positioned on both arms, resembling a cuirass.
Although the design fulfilled its concept, its complexity ●Manabike Form
limited its usability to only a few individuals. Mass ◯Double Cannon [Prerequisite: Unique Skill Perfect Release]
production was not feasible due to cost considerations. It can use the left and right cannons to attack twice in a row. It can
attack the same character twice or select two different characters to attack
However, when it appeared on the battlefield, it gained a once, but it must decide before it does even one Accuracy check.
reputation as the ultimate weapon, causing havoc.
►Transformation
Abilities Transforms into an Exoskeleton form, which can only be performed
The data is in the form of a Magitech Mount. There are if the Jockey is riding.
two types of data: "Manabike form" and "Exoskeleton form," ●Exoskeleton Form
each exhibiting different abilities based on its form. ◯Mounted Status
A jockey cannot fall off the mount (see CR III, p. 90). The mount is
Derivatives and Inferior Reproductions not affected by any effect that makes the position (area, coordinate) of the
The transformation mechanism was eliminated and jockey and the mount different, except for teleportation and similar effects.
If Jockey and Mount have different positions, Mount is automatically
only the exoskeleton was used to make lower-end products. transformed into Manabike form.
The high-cost magic cannons were also reduced to a single The mount itself cannot move. The move must be done by Jockey
unit. themself. And Jockey cannot ride other Mounts while in the exoskeleton.
The Evasion check of the Mount is performed with that of the Jockey.
The bonus modification of [Combat Aid] (see below) is also effective.

◯Magisphere Alternative (Large)


Jockey can use Magitech as if they had a magisphere (large). However,
Magitech cannot be used if it transforms the magisphere and prevents
subsequent Magitech actions (such as [Automobile], [Create Weapon]), or
if it results in the destruction of the magisphere (such as [Grenade], [Pile
Shooter]).

◯Combat Aid
Gives a +1 bonus to Jockey's Accuracy and Evasion checks.

◯Double Cannon [Prerequisite: Unique Skill Release]


It can fire the magic cannons of both arms in a single shot. It gains a
+2 bonus to the Magic Cannon's Accuracy check and +4 points to damage.

◯Armored Receiver [Enhance: Unique Skill Perfect Release]


When Jockey receives damage from a melee attack, ranged attack,
spell or effect with "Target: 1 Character" and "Area: Shot", they can choose
to apply it to their Mount after determining the total damage.
This can be done only once in 10 seconds (1 round), or up to 3 times
if Jockey has learned [Unique Skill Perfect Release].

►Transformation
Transforms into a Manabike form, Jockey remains riding.

100
Part 3 Treasures

It can be said that Ritual Implements and Artifacts are Snow Elven Treasure: "Ice Barrier Prison”
no longer created anew. It is highly unlikely that anyone Adventure
Pop. 22 Item Class Base Price Cannot be Traded
would attempt to create a Ritual Implement in the present Tool
day, using a high priest of an Ancient God or Major God as App. It may be a large magical device, but details are unknown.
a living sacrifice, without knowing whether it would succeed Origin and Legend
or not. The creation of an artifact that even an ancient It is said that this magical device was once created by the
wizard-king would spend a lifetime on is beyond the chief of Snow Elves in collaboration with Mimir, the Fairy
capabilities of today's magicians. King of Ice.
The same applies to some Advanced Magitech Items According to tradition, the settlement of the Snow Elves
whose manufacturing process has been lost. The current and the Ice Palace of Mimir was in close proximity to each
knowledge of the Artificers is insufficient to restore them. other. The two were threatened by the invasion of the
As a result, these immensely powerful items exist in the Tyrant Regilex, the "Tyrant Dragon" (see CR III, p. 355,
world solely as legacies from the past. Many of them lie in ML, 125). To stop it, the magical prowess of the Elves and
secluded regions or Sword Labyrinths, waiting to be the magic power of Mimir connected and erected pillars of
discovered by adventurers. ice that would never melt or break, surrounding the giant
However, some of these items have already been found, beast and stopping it in its tracks. Next, they put up ice grids
and their whereabouts are known. Some are particularly on all sides and on the ceiling. Then, ice is stretched
potent and are held by the state or adventurers' guilds, while between the grids. What started out as a thin layer eventually
others are kept by the Magician's Guild or the Institute of became a thick sheet of ice. The expansion of the ice did
Magitechnology. Some are enshrined as Ritual Implements not stop there but continued into the "prison," and finally,
in temples. It is also possible for a renowned hero to possess the giant beast was immersed in ice. It is said that the beast
these items as personal equipment. is still being held in the ice mass that never melts.
Certain previously discovered items have been inherited It is believed that this "Ice Barrier Prison" technology has
as "hidden treasures" by rare races. These items are not only been passed on to other Snow Elves' settlements and left
powerful but also hold symbolic significance for the race, behind in the form of "Ice Barrier Cages," which can hold a
representing their identity and existence. Some are sealed Lesser Dragon or so, though not as large as that.
as forbidden objects due to the belief that unleashing their
power would bring disaster to the world. In such cases, Abilities
details of the item or its existence are typically kept secret The "Ice Barrier Prison" has not yet been estimated with
from other races. high accuracy. However, it is said that the ice mass created
Alternatively, there are "treasures" that have not been by the prison cannot be melted without divine power.
passed down but are so deeply ingrained in a race's culture
that they are sought after by all members of the race. Derivatives and Inferior Reproductions
In any case, there are often derivatives (see p. 89) of As already mentioned, it is said that some communities
these treasures. of Snow Elves have an "Ice Barrier Cage" which is inferior
to the "Ice Barrier Prison" but powerful enough to restrain
most creatures.
There are also "Ice Prison Chains" and "Ice Prison
Whips" as further duplicates of the Cage. Although they are
not as strong, they have the advantage of being easily
portable.

101
Dwarven Treasure: "Red Lotus, Blazing Dark Dwarven Treasure: "King's Sword”
Emperor Axe” Pop. 21 Item Class Sword SS Base Price Cannot be Traded
Pop. 23 Item Class Axe SS Base Price Cannot be Traded App. One-and-a-half-handed long sword with a golden blade
App. Mithril axe with a design representing fire, 1.8m cudgel.
Origin and Legend
Origin and Legend It is a legendary magical sword forged in ancient times
This legendary axe is believed to have been created by by the first Dark Dwarf chief and presented to the god of
the Blazing Emperor Grendal himself and bestowed upon war, Dalkhrem. According to the legend, any being lower in
a Dwarven hero. rank than the sword's owner will be powerless in its
The mithril is crafted to resemble a blazing flame presence.
encircling a core of manatite, pulsating from red to Originally, Dalkhrem intended to use the sword to select
yellowish-orange. When the user makes a wish, the flame worthy opponents for battle. Hence it was called the Sword
bursts forth and assumes a unique shape. of Selection. However, tired of his ability to easily
It transforms into three different forms depending on overpower others, Dalkhrem discarded the sword among
the owner's intentions. The first form is the [Protective the "Little People". Another tradition suggests that the Dark
Form], where the flames manifest as an axe-blade and body Dwarf chief actually forged two of these swords, keeping
armor. The second form is the [Skilled Form], where the one as a spare that was never presented to Dalkhrem.
flames take the shape of an axe-blade and spearhead. Lastly, Unfortunately, the sword was not passed on properly and
there is the [Heavy Attack Form], where the flames became lost among the Dark Dwarves.
materialize as a massive axe-blade. Each form possesses its Despite the lack of concrete evidence, many still believe
own distinct offensive and defensive capabilities. in these legends. There are numerous seekers, both
Humanoids and Barbarous, who are in search of this
Abilities magical sword. Among Dark Dwarves, in particular, the
The equipped weapon can be made to take one of the sword holds great significance in their history and is seen as
following three forms with a Minor Action. This choice of a treasure that could overturn their past oppression.
form must be made before the Major Action is performed The sword is also referred to as the "King's Sword", as it
at least once, as is the case with changing the equipped was rumored to have been wielded by a king with the power
stance of a weapon (see CR I, p. 142). to rule over others.
In either form, when wielded as a weapon, the attack
target is dealt fire magic damage. Abilities
There is no evidence in the legends that it was wielded
◯Protective Form purely as a weapon, and no estimate of its power or other
The spewed fire takes the axe-blade, and a silver shape characteristics has been made. Even its size is not known,
covers the whole body. A melee attack or a "Range: Touch" and its rank is also roughly estimated to be "a weapon forged
effect on the wielder deals "20" fire magic damage back each for the gods". There are also various theories about its
time, regardless of whether or not the action is successful. power to subdue others.

◯Skilled Form Derivatives and Inferior Reproductions


The fire that erupts out of the blade takes the form of a There exists a cursed sword that intimidates and hinders
combination of an axe blade and a spearhead, similar to others' actions. According to the legend, this sword is
Halberd. It can be attacked in two ways: swinging and believed to be either a replica of the "King's Sword" or the
thrusting. actual cursed sword that has been left in the human world.
The argument regarding which interpretation (or both)
◯Heavy Attack Form should be considered correct is deeply ingrained.
The spewing fire takes the shape of a huge axe-blade.
Although it is the most offensive form, the user suffers 10
points of fire fixed damage each time they make their
Accuracy check, regardless of whether or not he succeeds.

Derivatives and Inferior Reproductions


There are several Axes that are said to be descendants
of this Ritual Implement.

Min Crit Add'l


Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Red Lotus, Blazing Emperor Axe – 1H† 35 +3 40 4 5 6 7 9 10 11 11 12 13 ⑪ +3 Cannot be
Protective Form 2H 35 +3 50 4 6 8 10 10 12 12 13 15 15 ⑪ +5 Traded
Red Lotus, Blazing Emperor Axe – 2Hᵴ 35 +4 50 4 6 8 10 10 12 12 13 15 15 ⑪ +5 Cannot be
Skilled Form 2Hᵱ 35 +4 45 4 6 7 9 10 10 11 12 13 14 ⑩ +5 Traded
Red Lotus, Blazing Emperor Axe – Cannot be
2H 35 +3 70 5 9 10 12 14 16 17 18 19 19 ⑪ +5
Heavy Attack Form Traded

102
Part 3 Treasures

Tabbits Treasure: "Book Of Divine Names” Runefolk Treasure: "Trusty Sidecar”


Adventure Armament
Pop. 25 Item Class Base Price Cannot be Traded
Tool Pop. 18 Item Class for Mount Base Price 60,000G
App. Various (see description) (Special)
App. The sidecar is to be attached to the side of the motorcycle.
Origin and Legend
The "Book Of Divine Names" is a tradition mainly Origin and Legend
passed down among Tabbits. Many Tabbits believe It is said that the special equipment for the "Manabike"
themselves to be reincarnated gods. According to the story, is stored with generators in several Runefolk settlements. It
after the gods lost their divinity in the War of the Gods, they provides a "Sidecar mode" where a wheeled seat is attached
started reincarnating as Tabbits. to the Manabike and travels together.
The tradition of the "Book Of Divine Names" states that The "Trusty Sidecar" not only adds an additional seat to
the person's name, divinity, and other powers, apart from the Manabike but also allows the user of the seat to manage
the soul, are automatically recorded in the Book during the the essence of the "Sidecar mode" by properly adjusting their
time of reincarnation. This Book is then placed somewhere position, thereby enhancing maneuverability. This requires
in the world. It is said that the Book reveals information a combination of a Jockey and a trusted sidecar passenger.
about the gods' past existence, how they were worshipped, The know-how for this is passed down in Runefolk
and the powers they possessed. settlements, but it is based on the spirituality of the Runefolk
It is also believed that when Tabbits who share the same themselves, who were created as a servant race, and only the
soul come across the Book, they regain their divinity and Runefolk are capable of understanding and mastering it.
can rule as gods. Although there are no reliable records of
this actually happening, many adventurous Tabbits Abilities
continue to believe in and search for the real Book. This is an additional Mount armament that can be
The Book can supposedly exist in various forms that can equipped only to [Manabike], [Superior Manabike],
record text, such as stone and metal tablets with inscriptions, [Skybike], and their reputation equivalents. It is not treated
pottery shards with burned-in inscriptions, bamboo and as a weapon or armor and can be equipped separately from
wood strips with written text, as well as ink and paper. them. Additional Mount armament cannot be attached to a
[Trusted Sidecar] itself.
Abilities Mount's maximum HP is increased by +20 points when
There is nothing more than what is claimed in the equipped with the "Trusty Sidecar". On the other hand, the
legend. It is not clear whether the discovery of the "Book Of Mount's movement speed is reduced by -10. The following
Divine Names" is sufficient or whether further spells and abilities are gained.
rituals are necessary for Tabbit to become a god.
◯Mounted = 1 Character
Derivatives and Inferior Reproductions
There are items that enable casting special spells that are ◯Trusted Management
not known to the world. Those who believe in the existence This effect is only available if the Jockey and the
of the "Book Of Divine Names" consider it as a means to Mounted are a combination of "Runefolk and any race" (or
reveal the Specialized Divine Magic of those deities. both Runefolk). All of the Jockey, Passenger, and Mount
get a +1 bonus to their Accuracy and Evasive checks,
respectively.

Derivatives and Inferior Reproductions


Sidecars for [Manabikes], the basis for this, exist, but
their negative impact on mobility is quite noticeable.

103
Nightmares Treasure: "Soulscarred Horn” Lykants Treasure: "Ancestral Blessing Pillar”
66,000G Adventure
Adventure Pop. 19 Item Class Base Price Cannot be Traded
Pop. 17 Item Class Base Price /99,000G Tool
Tool
/132,000G App. Carved high wooden columns
App. Nightmare's horn when using [Alternate Form]
Origin and Legend
Origin and Legend Some Lykants have a belief in "ancestral spirits" that give
This horn is believed to have been left behind by a them form, in addition to their belief in gods. Lykants who
Nightmare who died with soulscars just before becoming are bears worship bears, Lykants who are wolves worship
undead. wolves, and so on. They consider animals that resemble
The horn contains the magical power of the Nightmare them as holy beasts and worship them as their ancestral
before their death and has the ability to enhance magic. If spirits. This way, Lykants who share the same form are
you possess it, you can activate the effect of [Alternate united as one clan.
Form], regardless of your race. Stronger individuals who Ancestral Blessing Pillars are physical manifestations of
bequeath these horns may have additional effects. this belief in ancestral spirits and can be found scattered
However, these horns are fragile and can crumble under throughout Alframe. They possess the power to grant
the recoil of magic use. blessings to a wide range of similar Lykants. These pillars
It is important to note that the use of these horns is not are often seen as Ritual Implements from the Divine
well-received by other Nightmares. Some view it as Civilization Period.
plundering the dead and strongly oppose it. If Nightmares The specific locations of the Ancestral Blessing Pillars
themselves were to find one, they would likely hide it. are kept secret, known only to the Lykants who worship
their ancestral spirits. As treasures of the race, they are
Abilities protected from being defiled by others.
◯Alternate Form Effect The Ancestral Blessing Pillar grants blessings to Lykants
A character who possesses this - no need to equip or who share its form within a radius of several kilometers.
hold it – will no longer be restricted by armor when casting Those who receive the blessing become aware of the
magic and will not need to speak, as with Nightmare's presence of the nearby Ancestral Blessing Pillar, even if they
[Alternate Form], regardless of race. were previously unaware of it. However, they keep this
If the adventurer level of the Nightmare who knowledge to themselves, as it is believed that revealing it
bequeathed the horns is at least 6th level or 11th level, the will result in being abandoned by the ancestral spirits and
effect of the enhancement of the racial ability will also possibly losing the ability to transform.
appear accordingly. In the case of possessing several horns
at the same time, the effect of the highest level is Abilities
automatically applied. ◯Blessings of the Ancestral Spirits
Within “Range: Caster” affects "Target: All Areas (5km
◯Fragile Horn radius)/Space". Lykants whose ancestral spirits and beasts in
When a character possessing this character performs a the effect area are the same as those in [Beast Form] have
Spellcasting check, if the roll is 10 or more, the horn will be their Strength modifier increased by +3 (Agility modifier +2
broken after the effect is issued. If the character has more at 11 level) if they are common species, and their damage
than one of these at the same time, all of them will break from [Headbutt] is increased by 4 (6 at 11level) if they are
apart. Large Herbivorous species, and Agility modifier +2 (+3 at
11level) for Small Herbivore Species.
Derivatives and Inferior Reproductions
As already mentioned, there were three types of horns Derivatives and Inferior Reproductions
with different effects depending on the level of the There is a miniature of this item that is made into an
Nightmare who bequeathed the horns during their lifetime. accessory. This gives the same protection to the wearer only,
but it causes a restriction on [Beast Form].

104
Part 3 Treasures

Lildrakens Treasure: "Dragon Bead of Grassrunners Treasure: “The Beyond King's


Awakening” Sword”
Adventure 1,000,000G (Not
Pop. 23 Item Class Base Price Cannot be Traded Pop. 26 Item Class Sword B Base Price
Tool for Sale)
A dragon hand holds a transparent sphere with pulsating red light Two-handed sword with unknown characters engraved on the
App. App.
in one part, as if encircling it with its three claws. blade.

Origin and Legend Origin and Legend


This item is created by processing the Great Dragon There is a legend from the Ancient Magic Civilization
Jewel, which can only be obtained from the body of a that tells of a Grassrunner who summoned a powerful magic
legendary dragon. The processing technique dates back to sword with the help of a Daemon. However, there are only
the Ancient Magic Civilization period, but it is now lost. a few records of actually witnessing this sword, and the
The treasure possesses the power to awaken the original is still missing. As a result, many people consider it
memories of Lildraken's soul when they were once a to be just one of the stories associated with Grassrunners.
dragon, transforming them into a dragon once again. If one chooses to believe the lore, the sword is described
As of today, none of these items are known to exist. In as a heavy two-handed weapon. It is clearly not meant for
fact, it is doubtful if even a single one remains. Originally, it Grassrunner to wield but rather believed to be the sword of
was believed that defeating a legendary dragon was the Daemon King.
necessary to obtain this item, and historical records suggest It is also rumored that this magical sword possesses
that it is smaller than a finger. intelligence and can warn its owner of danger. It appears to
communicate in a language different from that of this world,
Abilities as seen from the inscriptions on the blade, making its
◯Dragon Transformation contents unknowable. If understood, the sword is said to
It is effective when used with Major Action as a "Stance: provide its owner with profound knowledge of the
1H" item. otherworld.
If and only if the user is a Lildraken, it is shapeshifted to
Dragon. If the user's Adventurer level is 4 or less, it becomes Abilities
a Dragon Infant (see BM, p. 138); if 5-10, it becomes a The ability of this legendary sword as a weapon and the
Draconet (see CR III, p. 396 or ML, p. 181); if 11-13, a effects it has are only estimates, assuming that the legend is
Lesser Dragon (see CR II, p. 396 or ML, p. 182), if 14 or correct.
more, a Greater Dragon (see CR III, p. 399 or ML, p. 184).
(GMs may create their own data to subdivide the dragons to ◯Danger Sense
be shapeshifted and the levels for them.) The owner of this magic sword can make a Danger
HP and other rules in shapeshift follow the Truespeech Sense check with a Standard Value of 18.
Magic spell [Became Dragon].
A dragon can return to its original state with Minor
Action at its own will. The next day, they automatically Derivatives and Inferior Reproductions
returns to the original state. This item can be used only once Even if one believes the lore, it is a magic sword brought
a day. from outside of this world, and there are no derivatives or
duplicates.
Derivatives and Inferior Reproductions
Some inferior reproductions allow shapeshift into up to
Lesser Dragons; some have strict level requirements, and
some are consumable items that are destroyed after 1 use.

Min Crit Add'l


Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
The Beyond King's 1,000,000G (Not for
2H 18 +3 23 2 2 3 5 6 7 7 8 9 10 ⑦* +3
Sword Sale)
*If used with the effect that states “Critical Threshold can be minimum 8”, overwrite that part with “Critical Threshold can be minimum 7”.

105
Meria Treasure: "Golden Fruit of Life” Tiens Treasure: "Celestial Lance”/”Astral
Pop. 17 Item Class Chemical Base Price 200,000G Lance”
App. Fruit dipped in golden honey. 37,000G
Pop. 21 Item Class Spear A/S Base Price
/77,000G
Origin and Legend App. Mithril riding spear painted in bluish-black with small light spots.
In the forests where the long-lived Meria gather and
protect, there are sometimes large sacred trees. These trees Origin and Legend
are said to have been blessed by the tree god Dalion, but The magic riding lance is a legendary weapon bestowed
the tree species themselves are not unique, as they are upon each Tien when their cavalry was formed. These
adapted to the local vegetation. spears possess magical properties that resonate with the
The sacred tree consistently produces large hollows Tiens' empathic abilities, enabling them to project their
where golden honey accumulates. This honey is a attack intentions and synchronize their strikes through
combination of the nectar dripping from the hives made by luminous signals in the air.
bees and the sap of the sacred tree. The Golden Fruit of It is believed that this enhanced the precision of friendly
Life is obtained by soaking one of the fruits from the sacred attacks and contributed to significant victories in warfare.
tree in this golden nectar for one year. Although the tree Unfortunately, many of these spears have been lost over
bears multiple fruits, tradition dictates that only a few of the time or their locations remain unknown due to the demise
harvest are soaked in the nectar, and the Meria who protect of their owners in battle.
the tree never break this tradition.
The Golden Fruit of Life obtained in this way has an Abilities
incredibly powerful reviving effect. By grinding and ◯Pure Will to Fight
consuming it, it can sustain the lives of those who would If the equipped person is a Tiens, the target of its
otherwise be fatally wounded. [Intercommunication] (including rare species […
Before being crushed, this item can be preserved Intercommunication]) can be set to this spear.
indefinitely. However, once it is crushed, it immediately If the character is hit by the spear, any subsequent
loses its magical power and must be used right away. Accuracy checks made against the character for the next 10
seconds (1 round) receive a +1 bonus.
Abilities If Tiens has reached 11 levels, this bonus is increased to
This item must be used within 10 minutes immediately +2.
after failing the Death Check. To use it, a character must
have learned the Ranger class at level 1 or above, and it Derivatives and Inferior Reproductions
requires 1 minute of preparation (effectively leaving 9 There is a tradition that a "Divine Lance" of a high rank
minutes of leeway). (equivalent to SS rank) was given to the head of the cavalry.
However, this has never been confirmed.
◯Golden Life
The Death Check can be performed again with the
bonus modifier "Ranger class level + Dexterity modifier" of
the character who has been prepared for use. However, if
the new Death Check is a success with 11 or higher, even if
the Death Check failed the first time, the Death Check may
be considered a success without rolling the dice again.
This effect is a poison type. If Death Check fails after
using this effect, using it again has no effect.

Derivatives and Inferior Reproductions


The golden nectar that accumulates in the hollows of the
sacred tree alone has some effect, and some Meria export
small quantities to Humanoid society to the extent that it
does not affect the production of the Golden Fruits.

Name Stance Min STR Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Crit Rate Add'l Dmg Price Notes
1H 15 +1 20 1 2 3 4 5 6 7 8 9 10 ⑩ +2
Celestial Lance 37,000 ※Silvered
1HR 15 +1 30 2 4 4 6 7 8 9 10 10 10 ⑩ +2
1H 20 +1 30 2 4 4 6 7 8 9 10 10 10 ⑩ +2
Astral Lance 77,000 ※Silvered
1HR 20 +1 40 4 5 6 7 9 10 11 11 12 13 ⑩ +2

106
Part 3 Treasures

Leprechauns Treasure: "Slip-through Ring” Alven Treasure: "Bloodclaim Mask”


Accessory: 280,000G (Not for Accessory: 490,000G (Not for
Pop. 22 Item Class Base Price Pop. 19 Item Class Base Price
Hand Sale) Face Sale)
App.
Rings made of a light blue, translucent material with no App. Red mask covering the upper half of the face
ornamentation.
Origin and Legend
Origin and Legend According to legend, an Alv wizard is said to have
According to legend, this ring is believed to be a hidden created this item. The eyes of the mask have opaque silver
treasure created by Leprechauns. The Leprechauns, in glass on the outside but are transparent from the inside,
need of a place to live, created the ring to find a space that providing unobstructed vision.
other creatures could not enter. When worn, this ring grants With this mask, it is said that the magician can use their
the ability to slip into and through narrow crevices. [Spirit Drain] ability through direct touch and weapons. It is
It is said that some individuals have used this ring to hide also said that the magician could drain the vitality of their
in the cracks of the earth, the crevices of trees, and even in opponents without any limitations.
the sleeping quarters of the royal castle and the treasury of The Alv who created this item, is said to have been a
Barbarous. powerful magic warrior who was both envied for their talent
and feared for their abilities. Unfortunately, they met an
Abilities untimely death due to their estranged origins. Since then,
◯Like a Liquid the whereabouts of this item have remained unknown.
This ring allows the wearer to become as flexible as a
liquid for a certain duration by consuming MP. In the game, Abilities
MP is consumed in units of 10 points, with 10 MP being ◯Infinite [Spirit Drain]
consumed for 1 round. The number of times the wearer can perform [Spirit
This effect enables the wearer to pass through narrow Drain] is unlimited.
gaps as if they were liquid or to squeeze into surprisingly
tight spaces. For example, the wearer can enter a narrow ◯Bloodclaiming Strike
tube with dimensions matching the volume of the ring as The wearer can perform [Spirit Drain] on an opponent
long as they are only wearing this ring. If the wearer is after a melee attack and a hit. In this case, not only MP but
wearing anything else, it will be automatically removed and also HP can be absorbed (fixed damage is given and the
dropped while moving. same amount of HP is restored).
The size of the ring itself limits the wearer's ability to slip
through or enter spaces. The width of the ring is
approximately 3mm, and its size is adjusted based on the Derivatives and Inferior Reproductions
wearer's finger size (before liquefaction). The wearer cannot There is an inferior reproduction that gains the ability to
enter a gap that is smaller than the ring's size. absorb HP with weapon attacks, but still has a limited
If the effect is released while someone is squeezed into number of Spirit Drain uses.
a gap and the surrounding conditions do not match the
wearer's body shape, the wearer's body may be destroyed,
or suffocation may occur. If the surroundings are more
fragile than the wearer, this does not apply, but the GM will
decide what happens when the surrounding environment is
destroyed.
The wearer can extend the duration of the effect by
spending MP at the beginning of their turn.

Derivatives and Inferior Reproductions


It is said that an item called "True Slip-through Link" is
said to have been given a huge amount of magic power in
advance to eliminate the need for the wearer to consume
MP, but this has never been verified.

107
Shadows Treasure: "Shadow King’s Boots” Soleils Treasure: "Sun Stone”
Accessory: 760,000G (Not for Adventure
Pop. 21 Item Class Base Price Pop. 18 Item Class Base Price 120,000G
Feet Sale) Tool
App. Jet black leather boots that do not reflect light App. Translucent stone with sharp and intricately uneven surface

Origin and Legend Origin and Legend


According to legend, this artifact was created by a It is a type of Ritual Implement, blessed by the sun god
wizard-king who established a kingdom on the Razeldawn Tidan, and belongs to the Soleils. This stone can store
continent, located west of the Alframe continent. Known as sunlight and shine in places where it is not available. The
the "Shadow King," this wizard-king harbored a deep hatred light gives the blessings of Tidan to the surroundings as if
for crime and demanded that his people pay for any the sun were shining on it.
transgressions, no matter how minor, with death. The
Shadow assassins were assisting him in this gruesome task, Abilities
who served as both loyal subjects and covert executioners. ◯Carry the Sun
These assassins were equipped with boots bestowed upon The stone will become phosphorescent after 6 hours of
them by the wizard-king. continuous exposure to direct sunlight (not under rainy or
Criminals among the citizens would be ruthlessly killed cloudy weather or reflected light through glass or mirrors).
by the elusive "Hand of the Shadow King" during their "most The luminescent stone detects and emits light when a
peaceful moments," and their bodies would be put on password is used in Soleilian within its proximity (within
display. However, upon the wizard-king's death, the 3m). The luminescence lasts for one hour. Once it starts
kingdom collapsed. It is said that the "Hand of the Shadow emitting light, it will continue to do so until one hour has
King" managed to escape with an orphaned child to the passed and cannot be stopped.
Alframe continent, along with the boots. Some Shadow The light of the stone illuminates "All Areas (30m
individuals residing on the Alframe continent now seek a radius)". The illuminated area becomes as bright as daylight
strong connection to these boots and are actively searching and is treated as "daylight" for game rules. This effect does
for them. not apply to areas that are in shadow. So, if you cover the
Legend has it that the "Hand of the Shadow King" would stone, the effect will not work.
move undetected in these boots, seamlessly assimilating into The use of a password for illumination is possible with
the shadows. a Minor Action, which can only be used by those who have
mastered “talking” in Soleilian. Note that Soleilian
Abilities communication is done by body movements, not by voice.
◯Night Tracker
The wearer can move in the area where shadows are, Derivatives and Inferior Reproductions
including the darkness of the night, by assimilating with the A few circulation types are believed to have been
shadow. In this case, others cannot see the wearer, and even partially chipped and have shorter luminescence time. The
if they can sense the wearer, they cannot directly interfere time required for “charging” luminescence is also shorter,
with the wearer at all. but the efficiency is much lower.
When moving between shadows, the wielder's
movement speed is increased by 10 times, and the range of
Limited Move is increased as well. The normal range is "2
(30m)", and the range is "2 (100m)" after learning Combat
Feat [Footwork].
In combat, they can move freely from the skirmish area
without having to prepare to leave the area, and they are not
interfered with in any way. Unless they take a Major Action,
they can remain in the shadow, in which case they cannot
be blocked or targeted.

Derivatives and Inferior Reproductions


There are some duplicates in which wearer cannot
move, but have the power to hide the wearer in the shadows.

108
Part 3 Treasures

Spriggans Treasure: "Sword of Freedom” Abyssborn Treasure: "Curse Suppression


Pop. 16 Item Class Sword B-S Base Price
350,000G (Not for Pearl”
Sale) Adventure 270,000G (Not for
App. Indefinite. Can take the form of any sword. Pop. 21 Item Class Base Price
Tool Sale)
A palm-sized ball of similar texture and weight to a jade. However,
Origin and Legend App.
the color is dark purple.
This sword was crafted by a wizard-king for their loyal
captain of the guard. The wizard-king had a habit of Origin and Legend
favoritism, often promoting individuals to serve as captains. It is said that Daemons hiding in the "Shallow Abyss"
However, they were fickle and frequently replaced captains sometimes carry a special item. However, only high-level
within a year. Despite the absence of war during that time, Daemons leave behind [Crystallized Great Daemon's
the wizard-king prioritized personal feelings over military Blood] when defeated, indicating that they possess this item.
strength. It is even rumored that they sometimes promoted The bearer of this pearl is known to be immune to the
new recruits immediately, showing no bias based on race or effects of the Abyss Curse. As a result, it is highly sought
gender. The captains of the guard, whom the wizard-king after by those who use Abyss Enhanced Armament and are
loved, varied greatly in physique and swordsmanship skills. afflicted by the Abyss Curse. The Sukhbaar, Kingdom of
The sword symbolized the captain's rank and was the Holy Chain (see CR III, p. 285), which actively employs
presented to the new commander whenever a new Abyss Enhanced Armaments, is making significant efforts
appointment was made. The wizard-king designed the to secure this item.
sword to be adaptable to different captains with varying Naturally, the Abyssborn are desperate to obtain these
strengths and sword skills, allowing for customization as items.
desired.
However, the wizard-king's successor dismissed the Abilities
sword as foolish and chose not to continue the tradition. As As already mentioned. The person who possesses it is
a result, the sword was abandoned, becoming a symbol of exempt from the influence of the Abyss Curse.
the wizard-king's folly. There are records of the sword
changing hands for a period of time, eventually ending up Derivatives and Inferior Reproductions
in the possession of a particular Spriggan. However, the There is a "Curse Suppression Tag" that can negate
specific details regarding its current location and guardian Abyss Curse for a very short time. It is said to be obtained
remain unknown. from lower-grade Daemons, and there are several grades of
The sword also holds great appeal to the Spriggans, who such items.
are known for their use of swords that dramatically alter
their physique. Many magical swords, seemingly inspired by
this particular sword, have been created, and it continues to
be a popular legend among the Spriggans.

Abilities
This sword has B to S rank, and can take on any form
of any nonmagical sword (minimal strength and stance,
power, critical threshold) without effects. Regardless of its
form, it is treated as a silvered weapon, a +2 magic sword,
with a +2 bonus to Accuracy checks and +2 points to Extra
Damage.

Derivatives and Inferior Reproductions


There are several magic swords (weapons) that can take
multiple shapes. These swords are designed as if they were
adapted to Spriggan's body shape changes, and it is assumed
that they were duplicated at the request of the ancient
Spriggans, who became the owners of these swords and
brought them into the world.

109
Newmen Treasure: "The Crystal Eyes of Fluorites Treasure: "Piece of the Great
Destiny” Mother”
Accessory: Accessory: 411,400G (Not for
Pop. 21 Item Class Base Price Cannot be Traded Pop. 19 Item Class Base Price
Face Any Sale)
App. Single lensed glasses with polished crystals as lenses App. Ornaments made of processed quartz

Origin and Legend Origin and Legend


For the short-lived Newmen, the belief in the Legend has it that when Cardia, the Sword of Wisdom,
connection of their wills through reincarnation is a was shattered, there was a great Fluorite known as the Great
profound hope that they will never abandon. Mother. The Great Mother was the oldest and most
This pair of glasses was created by a Newman magician powerful Fluorite in the world, and she was said to be born
with the hope that it would confirm their future on that very spot. The amulet in question is said to be made
reincarnation. According to legend, the plan was successful, from a piece of the "Great Mother" and contains a residue
and the Newmen were able to glimpse their future of her spirit.
reincarnations through these glasses. They could see their Wearing this amulet and attuning to the spirit can
names, their surroundings, and how much time had passed increase mana in the body and receive spiritual blessings.
since their last reincarnation. It is said that the Newmen left However, it is said that while attuned, individuals may
a letter to their future selves, buried it with the glasses at a occasionally take unexpected actions due to the will of the
specific location, and provided clues in the form of riddles Great Mother. All Fluorites are particularly influenced by
for their future selves to solve easily. this amulet. When they see it (without even knowing of its
What happened after that is not mentioned in the lore. existence), they feel a longing for their mother, and when
It is unknown whether they inherited the glasses in a future they wear it, they feel secure, as if they are unconditionally
incarnation, failed to do so, or have not yet been loved and protected by something big.
reincarnated. Some Newmen believe that they are the Although it is simply a powerful magical object, the
intended incarnation and are currently trying to solve the Fluorites are eager to possess it because it is associated with
mystery of the remaining clues. the Great Mother, their ancestor, and allows them to
Although these glasses were originally designed to connect with her spirit.
glimpse the future, it is said that their timelessness also
granted the ability to see the past [Déjà Vu]. Through these Abilities
glasses, the Newmen gained significant knowledge about ◯Connection with the Great Mother
their own pasts. The wearer spends one minute to synchronize with the
spirit of the Great Mother. This increases the maximum
Abilities and current value of MP by their "adventurer level" for a day.
Since only one tradition has survived, the sages have not In addition, the wearer becomes immune to the psychic
been able to deduce more detailed effects than those type (weak) effects.
claimed therein. If the equipped person is a Fluorite, the MP is increased
by "adventurer level x 2" points. In addition, it can resist any
Derivatives and Inferior Reproductions psychic type with "Resistance: Optional".
A pair of glasses that strengthens Newman's [Déjà Vu] Only one of these treasures can be synchronized at the
has been left behind. It is speculated that either the creator same time; attempts to synchronize another treasure while
was in the process of making more of The Crystal Eyes of one is synchronized will always fail. The wearer cannot
Destiny, or they were duplicating it for other Newmen. cancel the synchronization voluntarily until it is
automatically released at 6:00 a.m. the next morning.

◯Great Mother’s Will


The character that is “connected with the Great Mother”
sometimes acts unexpectedly at the instigation of the Great
Mother's will. If it is Fluorite, it is said to be more frequent.
The GM is free to use this effect. However, it must have
a useful purpose, such as guiding the PCs through the
scenario or revealing the purpose of the campaign. This
effect cannot be used to cause harm or danger to the PCs
unnecessarily.

Derivatives and Inferior Reproductions


There are HP and MP recovery items that are effective
only for Fluorites. They are said to be collections of sand
grains made up of pieces of the Great Mother.

110
Part 3 Treasures

For more information on how to read item data, please refer to page 266 of the Core Rulebook and page 94 of Epic Treasury.

Special
Min Crit Add'l
Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Sword of 350,000G (Not for +2, ※Silvered, ※
Equivalent to any weapon
Freedom Sale) Details p. 109

B-Rank Swords
Min Crit Add'l
Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
1H 12 +1 12 1 2 2 3 4 4 5 6 6 7 ⑩ +1
1H 16 +1 16 1 2 3 4 4 5 6 7 7 8 ⑩ +1 ※Details p.
Variable Sword 8,000
2H 24 +1 34 3 4 5 6 8 9 10 10 11 11 ⑩ +1 115
2H 28 +1 38 3 5 6 7 8 10 10 11 12 13 ⑩ +1
The Sword of the 1H† 17 +2 17 1 2 3 4 5 5 6 7 7 8 ⑩ +2 ※Details p.
20,000
Strong 2H 17 +2 27 2 3 4 6 6 8 8 9 9 10 ⑩ +2 115
The Beyond King's 1,000,000G (Not for ※Details p.
2H 18 +3 23 2 2 3 5 6 7 7 8 9 10 ⑦ +3
Sword Sale) 105

A-Rank Swords
Min Crit Add'l
Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
1H 14 +1 19 1 2 3 4 5 6 7 7 8 9 ⑩ +1
Variable Blade 1H 18 +1 23 2 2 3 5 6 7 7 8 9 10 ⑩ +1
15,000 ※Details p. 115
2H 26 +1 41 4 6 6 7 9 10 11 12 12 13 ⑩ +1
2H 30 +1 45 4 6 7 9 10 10 11 12 13 14 ⑩ +1
Spellcutter 2H 16 +2 31 2 4 5 6 7 8 9 10 10 11 ⑩ +2 32,000 ※Details p. 115
Two- 1H† 23 +1 28 2 3 4 6 6 8 9 9 10 10 ⑩ +1 Type Weapon (Fire)
12,000
Flamberge 2H 23 +1 38 3 5 6 7 8 10 10 11 12 13 ⑩ +1 +1/MP Cost 1
Magic Turner 1H† 14 +3 19 1 2 3 4 5 6 7 7 8 9 ⑩ +3 640,000 (Not for
※Details p. 94
2H 14 +3 29 2 3 4 6 7 8 9 9 10 10 ⑩ +3 Sale)

S-Rank Swords
Min Crit Add'l
Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
1H 16 +1 26 2 3 4 5 6 8 8 9 9 10 ⑩ +1
Variable Brand 1H 20 +1 30 2 4 4 6 7 8 9 10 10 10 ⑩ +1
32,000 ※Details p. 115
2H 28 +1 48 4 6 7 9 10 12 12 13 13 15 ⑩ +1
2H 32 +1 52 5 7 8 10 11 12 12 13 15 15 ⑩ +1
Three-Flamberge 1H† 24 +1 34 3 4 5 6 8 9 10 10 11 11 ⑩ +1 ※Type Weapon (Fire) +2/MP
27,000
2H 24 +1 44 4 6 7 8 10 10 11 12 13 14 ⑩ +1 Cost 2

SS-Rank Swords
Min Crit Add'l
Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Double-Edged Sword of 850,000 (Not for ※Details p.
1H 5 +3 20 1 2 3 4 5 6 7 8 9 10 ⑩ +3
Asteria Sale) 92
Cannot be ※Details p.
King's Sword Unknown
Traded 102

111
A-Rank Axes
Min Crit Add'l
Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Halberd of 2Hᵴ 21 +2 41 4 6 6 7 9 10 11 12 12 13 ⑪ +2 ※Type Weapon (Fire) +3/MP
22,000
Crimson Flame 2Hᵱ 21 +2 36 3 5 5 7 8 9 10 11 11 12 ⑩ +2 Cost 3 ※Details p. 115

S-Rank Axes
Min Crit Add'l
Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Couse of Crimson 2Hᵴ 27 +2 52 5 7 8 10 11 12 12 13 15 15 ⑪ +2 ※Type Weapon (Fire) +3/MP
62,000
Flame 2Hᵱ 27 +2 47 4 6 7 9 10 11 12 13 13 15 ⑩ +2 Cost 3 ※Details p. 115

SS-Rank Axes
Min Crit Add'l
Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Red Lotus, Blazing Emperor Axe 1H† 35 +3 40 4 5 6 7 9 10 11 11 12 13 ⑪ +3
– Protective Form 2H 35 +3 50 4 6 8 10 10 12 12 13 15 15 ⑪ +5
Red Lotus, Blazing Emperor Axe 2Hᵴ 35 +4 50 4 6 8 10 10 12 12 13 15 15 ⑪ +5 Cannot be
※Details
Traded
– Skilled Form 2Hᵱ 35 +4 45 4 6 7 9 10 10 11 12 13 14 ⑩ +5 p. 102
Red Lotus, Blazing Emperor Axe
2H 35 +3 70 5 9 10 12 14 16 17 18 19 19 ⑪ +5
– Heavy Attack Form

A-Rank Spears
Min Crit Add'l
Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Celestial 1H 15 +1 20 1 2 3 4 5 6 7 8 9 10 ⑩ +2
37,000 ※Silvered ※Details p. 115
Lance 1HR 15 +1 30 2 4 4 6 7 8 9 10 10 10 ⑩ +2
1H† 18 - 28 2 3 4 6 6 8 9 9 10 10 ⑩ +1 ※Type Weapon (Water/Ice)
Ice Spear 11,000
2H 18 +1 33 3 4 5 6 8 8 10 10 10 11 ⑩ +1 +1/MP Cost 1

S-Rank Spears
Min Crit Add'l
Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Astral Lance 1H 20 +1 30 2 4 4 6 7 8 9 10 10 10 ⑩ +2
77,000 ※Silvered ※Details p. 115
1HR 20 +1 40 4 5 6 7 9 10 11 11 12 13 ⑩ +2
Glacial Spear 1H† 24 - 39 4 5 6 7 8 10 11 11 12 13 ⑩ +1 ※Type Weapon (Water/Ice)
30,000
2H 24 +1 44 4 6 7 8 10 10 11 12 13 14 ⑩ +1 +2/MP Cost 2

SS-Rank Spears
Min Crit Add'l
Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Tidan's Piercing Cannot be ※Details p.
Unknown
Beads Traded 90

A-Rank Staves
Min Crit Add'l
Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Staff of Love and ※Defense +1 ※Details
2H 5 +2 15 1 2 3 4 4 5 5 6 7 8 ⑫ +1 170,000
Hate p. 98

A-Rank Flails
Name Stance Min STR Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Crit Rate Add'l Dmg Price Notes
1H† 21 +1 31 2 4 5 6 7 8 9 10 10 11 ⑩ +2
Bad Twins 33,000 ※Details p. 115
2H 21 +1 41 4 6 6 7 9 10 11 12 12 13 ⑩ +2

112
Part 3 Treasures

A-Rank Warhammers
Name Stance Min STR Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Crit Rate Add'l Dmg Price Notes
Thunderbash
1H† 16 - 26 2 3 4 5 6 8 8 9 9 10 ⑩ +1 ※Type Weapon
12,000 (Lightning) +1/MP
2H 16 -1 41 4 6 6 7 9 10 11 12 12 13 ⑩ +1
Cost 1

S-Rank Warhammers
Crit
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Add'l Dmg Price Notes
Rate
1H† 19 - 34 3 4 5 6 8 9 10 10 11 11 ⑩ +1 ※Type
Thundersmash Weapon
30,000 (Lightning)
2H 19 -1 49 4 6 7 10 10 12 12 13 14 15 ⑩ +1
+2/MP
Cost 2
1H† 19 +1 34 3 4 5 6 8 9 10 10 11 11 ⑩ +2 ※Details
Back-to-Back 230,000 (Not for Sale)
2H 19 - 49 4 6 7 10 10 12 12 13 14 15 ⑩ +2 p. 95

A-Rank Bows
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Range Price Notes
※Type Weapon
Swiftwind 2H 17 +1 32 3 4 5 6 7 8 10 10 10 11 ⑩ +1 2(30m) 12,000 (Wind) +1/MP
Cost 1

SS-Rank Bows
Min Crit Add'l
Name Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Range Price Notes
STR Rate Dmg
Moonlight Bow of Cannot be ※Details p.
Unknown
Sien Traded 90

SS-Rank Metal Armor


Name Min STR Evasion Defense Price Notes
※Details
Divine Annihilator Armor 36 -2 20 Cannot be Traded
p. 92

Potions
Name Stance Price Notes
Golden Honey Drop - 40,000 Redo Death Check with automatic success. ※Can be sprinkled (Details p. 115)

Chemicals
Name Stance Price Notes
Golden Fruit of Life - 200,000 Redo Death Check with a big bonus. (Details p. 106)

113
Adventure Tools
Name Stance Price Notes
3,000/12,000/
Small Sun Stone I/II/III - Stores sunlight, emits light (Details p. 116)
36,000
Ice Prison Whip 1H 5,000 Restrains with an ice whip (Details p. 116)
Ice Prison Chain 1H 7,000 Restrains with ice chains (Details p. 116)
66,000/99,000/
Soulscarred Horn I/II/III - Effect of [Alternate Form] regardless of race (Details p. 104)
132,000
Dragon's Bead of the Lesser Dragon 1H 70,000 Allows Lildraken to turn into a dragon (Details p. 116)
Sun Stone - 120,000 6 hours under the sun can emit light for 1 hour (Details p. 108)
600-75,000 (Not for
Breakdown Pick 1H/2H Stuns the target (Details p. 116)
Sale)
Curse Suppression Pearl - 270,000 (Not for Sale) Negates Abyss Curses (Details p. 109)
Giga Breakdown Pick 2H 640,000 (Not for Sale) Can stun even dragons (Details p. 99)
Ice Barrier Cage - 490,000 (Not for Sale) Traps monster in the ice block (Details p. 116)
Eiryak's Warship - Cannot be Traded Warships used in the War of the Gods (Details p. 91)
Dragon Bead of Awakening 1H Cannot be Traded Lildraken can turn into a dragon (Details p. 105)
A door leading to somewhere in the world and the key to open it
Wanderer's Door and Wanderer's Journey Key - Cannot be Traded
(Details p. 93)
Book Of Divine Names - Cannot be Traded Book of lost gods. Return of Tabbit gods? (Details p. 103)
Ancestral Blessing Pillar - Cannot be Traded Enhance [Beast Form] for Lykants of the same type. (Details p. 104)
Clouded Eyes of Time - Cannot be Traded Gives the opportunity to remove sorrow over time (Details p. 97)
Throne of the Hundred Swords and Whispering Gaining knowledge and experience in battles from around the world
- Cannot be Traded
Magic Sword (Details p. 96)
Creates an ice block that can contain even the world's largest giant
Ice Barrier Prison - Cannot be Traded
animal (Details p. 101)
Magnetite Anchor - Cannot be Traded Attracts and repulses manatite (Details p. 98)
Break through all kinds of protection and get to the heart of the matter
Mirtabar's Scalpel 1H Cannot be Traded
(Details p. 91)
Adventure Tools (Consumables)
Name Stance Price Notes
Mystical Leaf 1H 100+ Can cast unknown spells (Details p. 117)
Blessing of the Great Mother - 200 Restore HP and MP to Fluorite (Details p. 117)
Curse Suppression Tag - 1,000/27,000 Negates Abyss Curses for a short time (Details p. 117)
Dragon Scale of Temporary Awakening 1H 7,000 Lildraken can turn into a dragon (Details p. 117)

Accessory: Head
Accessory: Hand
Name Price Notes
Name Price Notes
Small King's The Success Value of the psychic type
2,000 Slip- 280,000 (Not The wearer can go through the cracks like a
Head Ring spells +2 (Details p. 118)
through Ring for Sale) liquid (Details p. 107)
Forces others to obey, but when resistance
Crown of 70,000 (Not Ring of 370,000 (Not +4 for all skill checks and loot decisions, -2
succeeds, they are violently repulsed
Coercion for Sale) Fortune for Sale) after a failed check (Details p. 95)
(Details p. 118)
Conqueror's Cannot be Gain absolute charisma for 7 years
Traded (Details p. 93)
Accessory: Waist
Crown
Name Price Notes
Accessory: Face 42,000/
Lesser Armsphere Gives the third arm with 1/5/10 strength
Name Price Notes 64,000/
I/II/III (Details p. 119)
126,000
Crystal Eye of [Déjà Vu] Success Value +1 (Details p.
2,000 Gives the third arm with 20 strength
Past Vision 118) Armsphere 248,000
(Details p. 99)
[Spirit Drain] is attached to Weapon
Bloodclaim
40,000 Attack, and it also gains the ability to take Accessory: Feet
Mask (Minor)
back HP (Details p. 118)
Name Price Notes
Barbarous 6,000 (Not Gains extra-human powers but risks
Can hide in shadows (Details p.
Mask for Sale) becoming Barbarous (Details p. 118) Shadow Boots 76,000
119)
490,000 [Spirit Drain] can be used multiple times
Bloodclaim Shadow King's 760,000 (Not for Can hide and move in shadows
(Not for during weapon attacks and also allows for
Mask Boots Sale) (Details p. 108)
Sale) HP recovery. (Details p. 107)
The Crystal Cannot be See the wearer's own reincarnated future
Eyes of Destiny Traded (Details p. 110) Accessory: Any
Gain the power of the Barbarous wizard- Name Price Notes
Mark of the Cannot be
king but gain risk of losing oneself (Details Gain MP and resistance to psychic type.
Devil King Traded Piece of the 411,400G (Not
p. 114) Especially effective for Fluorites (Details
Great Mother for Sale)
p. 110)
Accessory: Neck
Name Price Notes
Necklace of The [Beast Form] effect will be enhanced, but the
the Ancestral 4,000 transformation cannot be used again until the next
Spirits morning after the effect wears off (Details p. 118)

114
Part 3 Treasures

Variable Sword Base Price: 8,000


Variable Blade Base Price: 15,000
Variable Brand Base Price: 32,000
Popularity 16 App. Swords of various sizes and shapes Category (Rank) Sword B/A/S
Summary Stance and minimal strength change depending on the password. Era Magitech Civilization
Depending on the password, these swords have 4 different Stances and 4 different minimal strength and power.
Effect
The GM may use this as a reference to create data for other weapon types.

The Sword of the Strong Base Price: 20,000


Popularity 17 App. One-handed half-sword with golden blade Category (Rank) Sword B
Summary Intimidate those at lower levels to reduce their power Era Ancient Magic Civilization
A person equipped with this weapon may attempt to intimidate the surrounding "weak enemies" The user of the effect can optionally cancel
with Minor Action during his turn. the effect with their Minor Action for each
The effect is a -2 penalty to all skill checks within the "Range: Caster" and "Target: All areas (30m character affected by the effect, but they must
Effect radius)/All". This effect is of a psychic type, lasts for 10 seconds (1 round), and does not spend MP equal to the level of the character
accumulate. The effect is "Resistance: Can't" for targets whose level (adventurer level or monster they are canceling. For multiple-section
level) is the same as or lower than the user of the effect, and "Resistance: Optional" for higher level characters, MP cost should be multiplied by
targets. their number.

Spellcutter Base Price: 32,000


Two-handed sword with magical writing
Popularity 19 App. Category (Rank) Sword A
engraved on the blade
Summary Can counteract the spells with “Area: Shot” Era Ancient Magic Civilization
When the wielder becomes a target of the spell "Target: 1 Character" If the Success Value is compared (Accuracy check is the passive side)
with “Area: Shot”, they can make an Accuracy check with this magic and the wearer gets a success, the result is treated as "Negated" regardless
Effect
sword instead of Willpower by spending "2" MP. In this case, the of the original spell. If the Success Value of the Accuracy check is a fail,
Accuracy check has a -4 penalty. the effect of the spell must be taken as it is.

Halberd of Crimson Flame Base Price: 22,000


Couse of Crimson Flame Base Price: 62,000
Popularity 18 App. Halberd with red flame design engraved on Category (Rank) Axe A/S
Summary When used as Type Weapon, the user suffers "3" points of fire type damage Era Ancient Magic Civilization
Effect When using these weapons as Type Weapon, the user must take "3" points of fire fixed damage each time an Accuracy check is made.

Bad Twins Base Price: 33,000


Popularity 17 App. Flail with two black and white iron balls connected at the tip Category (Rank) Flail A
A flail that may hit the enemy twice, but also carries the risk of
Summary Era Ancient Magic Civilization
damaging the wielder
Two Accuracy checks must be made when wielding this weapon. An Active If both fail, after making a damage decision for each of the
Combat Feat may be declared each time. two attacks, the one with the larger result is applied to the
If both Accuracy checks are successful, both attacks are considered to have hit attacker themself. In the case of [Cleave] with "Stance: 2H",
Effect and the damage is determined and applied. this damage is received for each target it missed. In the case of
If only one check succeeds, then the damage is determined as if the single attack [Repeated Strike], the [Repeated Strike] process is performed
had hit the target. first to determine the success or failure of the Accuracy check
(so damage is not taken twice).

Golden Honey Drop Base Price: 40,000


Popularity 16 App. Golden syrup Item Class Potion
Summary Redo Death Check with automatic success. ※Can be sprinkled Era Current
This item can be used on a character immediately after a If a second Death Check with this item fails, the character survives if the
Death Check, regardless of its success or failure. original Death Check was successful. If both Death Checks fail, the character
Effect
If the character succeeds, the Death Check is treated as an dies. In this case, the effect of this item cannot be used again.
automatic success. This effect is poison type.

115
Small Sun Stone I/II/III Base Price: 3,000/12,000/36,000
Popularity 18 App. Jaggedly chipped and cracked translucent stone Item Class Adventure Tools
Summary Stores sunlight, emits light Era Divine Civilization
The stone becomes luminescent after continuous exposure to direct sunlight The use of a password for illumination is possible with Minor
for a defined period of time (not valid under rainy or cloudy weather or when Action, which can only be used by those who have mastered
light passes through glass or is reflected by mirrors). “talking” in Soleilian. Note that Soleilian communication is done
The luminescent stone detects and emits light when a password is used in by body movements, not by voice.
Soleilian within its proximity (within 3m). The duration of luminescence varies
Effect depending on the type (grade) of the stone. Once it emits light, it will continue Stone Grades and Luminescence, Charging Duration, Price
until the time elapses and cannot be stopped. Grade Luminescence Charging Price
The light of the stone illuminates "All Areas (30m radius)". The illuminated I 1 minute (6 rounds) 1 Hour 3,000G
area becomes as bright as daylight and is treated as "daylight" for game rules. II 3 minutes (18 rounds) 2 Hours 12,000G
This effect does not apply to areas that are in shadow. So, if you cover the III 10 minutes (60 rounds) 3 Hours 36,000G
stone, the effect will not work.

Ice Prison Whip Base Price: 5,000


Popularity 19 App. The grip of a whip Item Class Adventure Tools
Summary Restrains with an ice whip Era Ancient Magic Civilization
This item, when not activated, looks like a whip’s grip. However, when the password is said, a The bound character performs a Fortitude or
string of ice appears and wraps around the target, binding it. Strength check at the beginning of its turn and
This item is used with a Major Action and affects "Target: 1 Character" with "Range/Area: compares its Success Value with the user’s
1(10m)/Shot". If used, the Success Value is calculated using the user's "Adventurer level + Strength check. If the bound character has a
Dexterity modifier" as the Standard Value and is compared to the target's Evasion check or higher Success Value than the user, the binding
Fortitude (whichever has the higher Standard Value). This effect has “Resistance: Neg” and on is lifted, and the character is free to take its turn.
success restricts the target. However, the binding continues if there is a tie
Effect A restrained character cannot perform any Major Action and receives a -2 penalty on Evasion or the user has a higher Success Value.
checks. If the character has only one section, it cannot move. Also, the character loses [Flying] When a character is restrained, the restrained
ability, which requires the character to be able to act freely (up to GM). If a character has multiple character cannot move or take a Major Action.
sections, the whip cannot restrict the movement of the character by binding one section of the Also, no new attempts to constrain other
character. However, if the GM determines that the section is mainly responsible for movement characters are allowed. On the other hand, the
(for example, the Lower Body section of many monsters), movement may be restricted. In the user can release the restraint at any time with its
case of a section that has the ability to fly, such as the Wings section, it can be assumed that the Minor Action.
section loses that ability.

Ice Prison Chain Base Price: 7,000


Popularity 20 App. A tool consisting only of a grip Item Class Adventure Tools
Summary Restrains with ice chains Era Ancient Magic Civilization
This item, when not activated, looks like a grip. However, when you say If the user uses this item with one in each hand, two ice chains are
the password, a chain of ice pops out and restrains the target. intertwined with each other. In this case, the character who is holding
Effect
This item has basically the same effect as the Ice Prison Whip. The the ice chains gets a +4 bonus to its Strength check on the escape check
only difference is that it has "Range: 2(30m)". made at the beginning of the bound character's turn.

Dragon's Bead of the Lesser Dragon Base Price: 70,000


Item
Popularity 21 App. A dragon hand grips a bright sphere, encircling it with its three claws Adventure Tools
Class
Ancient Magic
Summary Allows Lildraken to turn into a dragon Era
Civilization
This item is used with a Major Action. HP and other rules in shapeshift follow Truespeech Magic spell
If and only if the user is a Lildraken, it is shapeshifted to Dragon. If [Became Dragon].
the user's Adventurer level is 6 or less, it becomes a Dragon Infant (see A dragon can return to its original state with Minor Action at its own
Effect BM, p. 138), if 7-12, it becomes a Draconet (see CR III, p. 396 or ML, will. The next day, they automatically return to their original state. This
p. 181), if 13 or higher, a Lesser Dragon (see CR II, p. 396 or ML, p. item can be used only once a day, and the effect of the same kind of item
182). (GMs may create their own data to subdivide the dragons to be is not available until 6:00 a.m. the next morning.
shapeshifted and the levels for them.)

Breakdown Pick I-IV Base Price: 600-75,000 (Not for Sale)


Popularity 12 App. Pick with grip, rounded tip, cannot pierce. Item Class Adventure Tools
Summary Stuns the target Era Magitech Civilization
Used for "Target: 1 Entire Character" within "Range: There are grades I-IV, each with different sizes and Stances, Target Numbers for
Touch". The target must perform Fortitude check, and if Fortitude, amount of MP required for reuse, and base price. All are not for sale.
it fails, it falls into a coma and does not wake up for 1 Grade Size Stance Target Number MP for Charge Price
hour. This effect is of psychic type. I 30cm 1H 12 3 600G (Not for Sale)
Effect
This item is used as a Major Action and can be used II 50cm 1H 15 8 3,000G (Not for Sale)
only once. It cannot be used again unless a person with an III 1.5m 2H 18 20 15,000G (Not for Sale)
Artificer class of 1 level or higher fills up MP in 10 IV 2.5m 2H 21 50 75,000G (Not for Sale)
minutes.

116
Part 3 Treasures

Ice Barrier Cage Base Price: 490,000 (Not for Sale)


Item
Popularity 22 App. A magical device large enough to enclose a person Adventure Tools
Class
Ancient Magic
Summary Traps monster in the ice block Era
Civilization
It is a magical device with a base of less than one square meter and a height of However, once the ice block is sealed, they cannot escape
more than two meters, almost rectangular in shape. It is engraved with magic circles from it by their own action or by resistance. This effect is
and magic characters and has a horn-like barb protruding from the front of the top. water/ice type. Those sealed in the ice block will continue to
It is found in some Snow Elven settlements. It is not fixed to the ground, but it is live without aging during this time.
not heavy enough to be moved easily and is practically stationary. The ice block will not melt naturally. Others can save those
To activate, a character that shares the same position (area, coordinate) with this inside by forcibly melting it from the outside, but to do so,
Effect
cage must use the password with a Major Action. When activated, it creates an ice you must destroy it as an ice structure (see CR III, p. 120)
cage around the "Target: 1 Entire Character" within "Range/Area: 2(100m)/Target" with "Defense: 20" and "HP: 400" according to the rule of
and then encloses it in a block of ice. The encapsulated character will not be able destruction of structures (see CR III, p. 121). In this case, the
to move or act. To avoid this effect, the character must succeed in Fortitude with a ice block regenerates 10 HP in 10 seconds (1 round) unless
Target Number of 25 when the device is used. Resistance is "Negated", and if they its HP is reduced to 0. If the surrounding environment is
resist the device, they can avoid the effect completely. below freezing, the regeneration is 20 HP instead.

Mystical Leaf Base Price: 100+


Popularity 16 App. Piece of paper with inscription in ancient celestial Item Class Adventure Tools (Consumables)
Summary Can cast unknown spells Era Unknown
This piece of paper has a series of spells written in ancient celestial This item is used with a Major Action and disappears without a trace
language, which can be used by anyone who can read them. It produces after use. Those who believe in the "Book Of Divine Names" (see p. 103)
unknown magical effects. No vocalization is required, and there are no believe that Mystical Leaf will appear elsewhere in the world, only to leave
armor restrictions. When using the spell, the user must expend the MP its owner. They believe that in order for the "Book Of Divine Names" to
Effect
specified for each spell. In this case, Magic Power is equal to the reader's be complete, both must be owned at the same time.
"Adventurer level + Intelligence modifier". Any Combat Feat that affects The GM is free to determine the magic effect and the MP consumption
the magic use is applicable and can be declared. [MP Save/**]..." is (you may use existing spells). The price of this item is calculated as “MP
works for Priests only. x MP x 100” G.

Blessing of the Great Mother Base Price: 200


Popularity 14 App. Clean sand in a small bottle Item Class Adventure Tools (Consumables)
Summary Restore HP and MP to Fluorite Era Current
There are several sacred places among Fluorites where the Great By sprinkling it on its body, Fluorite recovers its HP and MP by their
Mother, the world's oldest and greatest Fluorite, is said to have been "adventurer level". Fluorite must wait for 1 minute (6 rounds) after being
Effect
broken off and scattered as grains of sand on her way through the world. sprinkled.
This item is a collection of those grains of sand.

Curse Suppression Tag I/II Base Price: 1,000/27,000


Popularity 20 App. Tags with magic writing in dark purple Item Class Adventure Tools (Consumables)
Summary Negates Abyss Curses for a short time Era Ancient Magic Civilization
This tag can be used with a Minor Action. If used, it will be lost. Regardless of the grade of the tags used, once used, tag will be useless
Negates the user's Abyss Curse for a short time after it is used; the for the character who used them until 6:00 a.m. the next morning.
Effect
duration of negation depends on the grade of the tag, "I" for 10 seconds
(1 round), "II" for 1 minute (6 rounds).

Dragon Scale of Temporary Awakening Base Price: 7,000


Popularity 21 App. Polished and shiny dragon scales Item Class Adventure Tools (Consumables)
Summary Lildraken can turn into a dragon Era Ancient Magic Civilization
This item is used with a Major Action. HP and other rules in shapeshift follow Truespeech Magic spell
If and only if the user is a Lildraken, it is shapeshifted to Dragon. If [Became Dragon].
the user's Adventurer level is 6 or less, it becomes a Dragon Infant (see A dragon can return to its original state with Minor Action at its own
Effect BM, p. 138); if 7-12, it becomes a Draconet (see CR III, p. 396 or ML, will. The next day, they automatically return to their original state.
p. 181); if 13 or higher, a Lesser Dragon (see CR II, p. 396 or ML, p. This item can be used only once. Once used, the effect of the same
182). (GMs may create their own data to subdivide the dragons to be kind of item will not be available until 6:00 a.m. the next morning.
shapeshifted and the levels for them.)

117
Small King's Head Ring Base Price: 2,000
Popularity 12 App. An unadorned silver ring to wear on the head Item Class Accessory: Head
Summary The Success Value of the psychic type spells +2 Era Ancient Magic Civilization
Effect The wielder gains a +2 bonus to Success Value when casting psychic type spells.

Crown of Coercion Base Price: 70,000 (Not for Sale)


Popularity 15 App. Platinum crown, not adorned with any kind of jewelry Item Class Accessory: Head
Summary Forces others to obey, but when resistance succeeds, they are violently repulsed Era Ancient Magic Civilization
The equipped person can attempt to gain control of "Target: This is then compared with the Success Value of the target Willpower (this time,
1 Character X" within "Range/Area: 2(30m)/Target". To do so, this is Willpower for enhancement or any other purposes). If the user obtains a
they must spend "10 (x the number of sections of target)" MP more favorable result, they are completely free to decide the target's actions
points. This attempt is made with a Minor Action, but it can (movements and actions) for the next 10 seconds (1 round).
be attempted only once for the same target in the same turn. If the target obtains a favorable result in the Success Value comparison, the target
Effect
Once this is done, the user rolls the check with "Adventurer gains a +4 bonus on Accuracy checks, Spellcasting checks, and any other action
level + Spirit modifier" as Standard Value (not Willpower; the checks made against the user for the following 10 seconds (1 round). If multiple
effect that affects the Success Value of Willpower will not work checks involve the wielder as a target at the same time, the target will only add +4
to affect the user’s check) to determine the Success Value. for themselves, and they will not stack.
In both cases of success and failure, these effects are of the psychic type.

Crystal Eye of Past Vision Base Price: 2,000


Popularity 16 App. A pair of glasses with a lens made of polished crystal Item Class Accessory: Face
Summary [Déjà Vu] Success Value +1 Era Ancient Magic Civilization
It is said that a Newman equipped with these glasses is more likely to experience déjà vu, and their specificity is increased.
Effect
When a Newman equipped with these glasses uses [Déjà Vu], their Success Value is given a +1 bonus.

Bloodclaim Mask (Minor) Base Price: 40,000


Item
Popularity 18 App. Red mask covering the upper half of the face Accessory: Face
Class
Ancient Magic
Summary [Spirit Drain] is attached to Weapon Attack, and it also gains the ability to take back HP Era
Civilization
Alv equipped with this mask can absorb not only MP but also HP (healing The total number of [Spirit Drains] per day is counted in the
HP and MP for fixed damage by the same amount) when they use [Spirit same way, whether in the normal way or in conjunction with a
Effect Drain]. Weapon Attack.
In addition, the wielder can make a melee attack and, if hit, immediately
exert the effect of [Spirit Drain] on the opponent.

Barbarous Mask Base Price: 6,000 (Not for Sale)


Popularity 19 App. Masks that resemble the face of an ogre Item Class Accessory: Face
Summary Gains extra-human powers but risks becoming Barbarous Era Ancient Magic Civilization
This mask can only be equipped by a character with 2 or fewer The wearer must roll 1d immediately if their action reduces any
soulscars. The wearer increases Strength and Intelligence. The character's HP to 0 or less. If the roll is 1, the wearer’s number of soulscars
amount of increase depends on the soulscar of the wearer: +6 for 0 is immediately increased by 1 point. The roll of this dice cannot be changed
Effect soulscars, +12 for 1 soulscar, and +18 for 2 soulscars. The wearer by any effect.
assigns it to Strength and Intelligence at their discretion (for example, If a number of soulscars reaches 3 by this effect, the wearer becomes an
+4 for strength and +2 for intelligence for an increase of 6 points). Ogre (see CR II, p. 337 or ML, p. 83). If the equipped wearer is a PC, they
The allocation can be changed each time by reequipping the mask. become an NPC and is managed by the GM from this point on.

Necklace of the Ancestral Spirits Base Price: 4,000


Item
Accessory:
Popularity 17 App. A small carving of an animal design as a necklace
ClassNeck
The [Beast Form] effect will be enhanced, but the transformation cannot be used again until the next morning Divine
Summary Era
after the effect wears off Civilization
Only Lykant characters are affected by this item, but only the character This effect is not cumulative with the Ancestral Blessing Pillar (see
whose appearance after [Beast Form] is the same as that of the animal of p. 104).
the necklace is affected. When this effect is applied, [Beast Form] cannot be canceled until
The wearer can choose whether to receive this necklace's effect when 6:00 a.m. the next morning after [Beast Form] is canceled.
Effect performing [Beast Form]. If the wearer chooses to receive the effect, the
strength modifier will be increased by +3 (Agility modifier +2 at 11th level)
for common species, the [Headbutt] damage will be increased by +4 (+6 at
11th level) for Large Herbivores, and the Agility Modifier will be increased
by +2 (+3 at 11th level) for small herbivores.

118
Part 3 Treasures

Lesser Armsphere I/II/III Base Price: 42,000/64,000/126,000


Item
Popularity 18 App. Rectangular magitech equipped on the waist, with an arm extending Accessory: Waist
Class
Magitech
Summary Gives third arm with 1/5/10 strength Era
Civilization
The owner of this item can equip and hold a third arm that moves freely. Using This arm is not affected by any effects that increase or
this arm, the wearer can equip a "Stance: 2H" weapon and a "Stance: 1H" shield at decrease the character's strength or strength modifier like
the same time or equip a "Stance: 1H" weapon and a shield and hold a "Stance: 1H" racial ability [Beast Form], the item [Ability-Enhancing Ring],
item at the same time, and so on. or Technique [Bear Muscle].
However, it cannot act independently, and it does not increase the number of This arm cannot be equipped with accessories.
sections or Major Actions. Only one of these items can be activated and used at the
A character who has mastered the Combat Feat [Dual Wielding] can select two same time, even if multiple items of the same type are
of their weapons and attack with one of each. In this case, a character may equip a equipped at the same time. If you activate another one while
weapon with "Stance: 2H" and a weapon with "Stance: 1H" and attack with each of you are using one, the arm of the previous one will be
Effect them. automatically retracted. The item equipped or held by the
This arm is treated as fixed strength, regardless of the wielder. Strength depends arm will be dropped to the ground.
on the grade and is "1/5/10," corresponding to "I/II/III". No weapon or shield with a Magitech can be used as if the wielder had a medium
minimal strength exceeding that of an arm or more can be equipped on this arm. magisphere. However, Magitech cannot be used if it
On the other hand, the arm cannot be equipped with a weapon or shield whose transforms the magisphere and prevents subsequent
minimal strength exceeds this value. If the arm wields a weapon with "Stance: 1H", Magitech actions (such as [Create Weapon]), or if it results
the Strength modifier for calculating Extra Damage will be "0/0/+1" depending on in the destruction of the magisphere (such as [Grenade], [Pile
the grade. If a weapon or shield with “Stance: 2H” is wielded with this arm and the Shooter]).
wielder's arm, the lower arm’s strength and the wielder's strength should be used to
determine minimal strength and calculate Extra Damage.

Shadow Boots Base Price: 76,000


Popularity 20 App. Jet black leather boots Item Class Accessory: Feet
Summary Can hide in shadows Era Ancient Magic Civilization
The wearer can hide in the area where shadows are, While hiding in the shadow, they cannot perform any Major Action other than
including the darkness of the night, by assimilating with the emerging from the shadow. It cannot move by themself, nor can it change its position
shadow. If the wearer is in combat, this action is performed (area, coordinate).
Effect
instead of movement (it is considered as Limited Move as a They are not visible to others and are not a target of direct effects. If the shadow
type of action). Emerging from the shadow is done with a itself disappears due to lighting while the wearer is hiding in the shadow, the wearer
Major Action. will appear in place.

119
Name Appropriate Level Purchase Price Rental Price Notes
Mobile Exoskeleton 9 – 12 40,000 4,000 (Details see below)
Variable Mobility Exoskeleton 12 – 15 180,000 18,000 (Details p. 100)

Sidecar
This is an additional Mount armament that can be equipped only to [Manabike], [Superior Manabike], [Skybike], and their
reputation equivalents. It is not treated as a weapon or armor, and can be equipped separately from them. Equipped Manabike
has the effect of [〇Mounted = 1 Character].

Name Classification Price Note


Sidecar Magitech 9,000 Evasion -2, Maximum HP+20, Movement -10
Trusty Sidecar Magitech 60,000 Sidecar gaining maneuvering advantage in conjunction with Runefolk (Details p. 103)

◯Magisphere Alternative (Large)


Mobile Exoskeleton Jockey can use Magitech as if they had a magisphere (large). However,
Price: 40,000G/4,000G Appropriate Level: 9 – 12 Magitech cannot be used if it transforms the magisphere and prevents
Intelligence: None Perception: Mechanical Language: None subsequent Magitech actions (such as [Automobile], [Create Weapon]), or if
Weak Point: Magic damage +2 pts. Movement Speed: -/- it results in the destruction of the magisphere (such as [Grenade], [Pile
Shooter]).
F Style
Level Accuracy Damage Evasion Defense HP MP Fort Will ◯Combat Aid
(section)
Magic Gives a +1 bonus to Jockey's Accuracy and Evasion checks.
9 11 2d+2 - 10 80 - 12 12
Cannon
Magic ◯Armored Receiver [Enhance: Unique Skill Perfect Release]
10 12 2d+4 - 10 80 - 12 12 When Jockey receives damage from a melee attack, ranged attack, spell,
Cannon
Magic or effect with "Target: 1 Character" and "Area: Shot", they can choose to apply
11 13 2d+6 - 10 80 - 12 12 it to their Mount after determining the total damage.
Cannon
This can be done only once in 10 seconds (1 round), or up to 3 times if
Magic
12 15 2d+8 - 10 80 - 12 12 Jockey has learned [Unique Skill Perfect Release].
Cannon

Unique Skills
◯Gun
Damage dealt by Magic Cannon is magical.

◯Mounted Status
Jockey cannot fall off the mount (see CR III, p. 90). The mount is not
affected by any effect that makes the position (area, coordinate) of the jockey
and the mount different, except for teleportation and similar effects.
The mount itself cannot move. The move must be done by Jockey
themself. Jockey cannot ride other Mounts while in the exoskeleton.
The Evasion check of the Mount is performed with that of the Jockey.
The bonus modification of [Combat Aid] is also effective.

120
Part 4 Traps

Part 4 Traps

121
Here are some examples of traps that can be used to - Reference page: "Notice check" CR I, p. 106, "Danger
protect treasures. GMs should incorporate these traps as Sense check" CR I, p. 106, "Spot Trap check" CR I, p. 109.
gimmicks to create tension and a sense of accomplishment
for players, particularly in scenarios where players explore Disable Device Check
dungeons such as ruins (see CR I, p. 336), Sword Labyrinth A Disable Device check is performed when disarming
(see CR I, p. 315), Shallow Abyss (see CR I, p. 341), and the trap.
similar dungeon exploration scenarios. - Reference page: “Disable Device check” CR I, p. 102
For players, this document can serve as a reference on
how to deal with traps and expand their knowledge of the Scout Class-Specific Disable Device check and Scout's
types of traps they may encounter before reaching the Tools
treasure. In order to disable a mechanical trap, only a Disable
Device check by the Scout class is effective. If the PC does
not have the Scout’s Tools, the Success Value is modified
by -4.
When PCs deal with traps, the following skill checks are
mainly used. Caution Against Retrying
Since these skill checks are frequently used for the traps, As for traps, the rule of "Retries for Skill Checks (see CR
the GM should confirm check rules for these skill checks in II, p. 43)" is important. Especially, "Retrying Disable Device
advance. Check (see CR II, p. 45)" is important to remember.

Search Check Allows "Destruction of Structures"


This is done by PCs to actively find hidden objects or When considering how to deal with traps, the player
people in the location (Search check' can be made with the may request the GM to use "Destruction of Structures (see
Ranger, Scout, and Geomancer classes (see MA, p. 18) as CR III, p. 120)". If the traps shown here are adopted, the
Standard Value). GM should try to accommodate the player's request as
- Reference page: "Search check" CR I, p. 106 much as possible. This is because the traps shown here have
traps that can demonstrate their true value when destroyed.
Notice/Danger Sense/Spot Trap Checks
When a PC is about to be trapped by a trap or device
without finding it, they perform one of the following checks:
Notice, Danger Sense, Spot Traps.

The following four basic points about traps are permission, like invaders, thieves, or criminals (now mostly
presented here. adventurers). To safeguard precious treasures from
audacious invaders, a variety of guardians and obstacles
- Purpose of traps need to be prepared.
- Sharing of how to deal with traps Among these obstacles, traps are installed to discourage
- Failure to deal with traps or directly eliminate intruders. Since traps are specifically
- Number of traps set designed for intruders, they are often set up to avoid
harming the person who sets up or manages the trap, as well
as the guard responsible for eliminating the intruder. This
intentional design to protect the setter/manager/guardian
Traps are set in scenarios based on two perspectives: the may serve as a clue for adventurers to avoid the traps.
"objective from a gaming standpoint" and the "worldview Most of the traps found in artificial ruins and buildings
perspective within the world of Raxia." Here, we will present are likely to have logical reasons behind their design. On the
the typical purposes of setting traps in scenarios. other hand, traps in spontaneous locations like the Sword
In both cases, the significance of the trap in the scenario Labyrinth or Shallow Abyss may be placed randomly and
is approximately the same as that of the battle. without reason.

Traps From a Worldview Perspective


Not only in the world of Raxia, but in any place that
protects an important location, it is necessary to have
guardians or "obstacles". These obstacles are meant to deter
or eliminate those who attempt to take treasures without

122
Part 4 Traps

Traps From the Game Perspective For example, if there is a "closed door," a novice player
Setting traps in a game scenario provides players with should check for traps and locks using a Search check. The
excitement, tension, and a sense of accomplishment when player should attempt a Disable Device check if traps and
they successfully overcome the traps. This objective is locks are found. Additionally, if the player is concerned
similar to the reason for including combat opportunities in about what is on the other side of the door, they can perform
the scenario. a Listen check.
Traps differ from combat in that they are generally
easier to deal with and resolve. GMs can consider replacing
certain battles with traps when they want to increase the
number of battles. The GM should be prepared for the possibility that a
However, unlike combat which can involve various PC or player fails to deal with a trap. It is important for the
classes, traps often favor players with the Scout class. It is GM to avoid a situation where the failure to deal with the
recommended to create traps that multiple characters can trap immediately prevents the PCs from achieving their
interact with and pose challenges to Scouts and the entire goals in the scenario.
group. Specifically, the failure of skill checks should not prevent
the PCs from achieving the scenario goal.
There is a rule in place for automatic failure of skill
checks, which means that a PC may fail a skill check even if
If the GM wants to include traps in the scenario, they the Target Number is very low. It is crucial for the GM to
must inform the players on how to deal with them in remember that skill check failures are not solely the
general. responsibility of the player or the PC.
However, if the players are experienced in playing In such cases, the GM should prepare an alternative
"Sword World 2.5," this step can be skipped. option in the scenario. For example, even if the PCs fail to
However, if most of the players have little to no deal with the trap, they can still achieve the scenario goal
experience with adventure-themed TTRPGs in fantasy through other means. For instance, "In the innermost part
settings, the GM needs to be considerate. In such cases, of the ruins, there is the treasure related to the scenario
players may struggle to imagine where and when traps are goal." The GM should not prevent the PCs from achieving
likely to be present and how to handle them, and they may the scenario goal if they fail the Disable Device check against
be unfamiliar with the available rule options. the lock. Therefore, the GM should provide a key or
The GM should provide guidance to players who are another mechanism (such as a lever) to open the lock at a
not familiar with traps on how to deal with them in general. different location.

123
sense of surprise, but a large number of traps will only make
the players feel overwhelmed and fatigued.
A GM may be tempted to set a large number of traps The GM should view traps as accents within the
when they come up with many ideas. However, it is not labyrinth. It is recommended to place one trap every 30 to
advisable to have a high quantity of traps, just like battles, in 60 minutes of gameplay and one trap every 4 to 8 corridors
a scenario. or rooms within the labyrinth space.
A labyrinth with traps at every step can create a lot of
stress for the players. A well-designed trap can provide a

Starting from page 126 the GM can immediately read ❸Search Target Number
and use the trap data in their scenario, using any Adventurer This is the Target Number for cases where the PCs are
Level. alerted to the existence of a trap and perform a Search check
If they adopt the traps in their scenario, they may just (see CR I, p. 106) in advance.
write down the page and the name of the trap in the scenario The format of this field is "AL+X". Here, X represents
or make some adjustments to the contents of the scenario. an integer. For example, if the [AL] is 4 and the trap's Search
Target Number is "AL+8", the trap must be found with a
Search check with a Target Number of 4+8 = 12.
If this field is set to "Automatic", the trap can be found
This section shows how to read and handle the trap data without the need to perform a Search check.
presented here. The intent of each item of trap data is as If this item is marked as "Not Available", the trap cannot
shown here. be found by the Search check, and the contents of "❻Trap
Summary/❼Trap Effect" will be automatically applied.
Weak Poison Needle
Search TN AL+7 Spot TN AL+11 Success and Failure of "Search Target Number"
Disable TN AL+6 (Scout only) The PC attempts to check the "Search Target Number"
(Trap Summary) The structure (door or storage device) has a poison and finds a trap if it succeeds or fails to find a trap if it fails.
needle that pops out from the handle or keyhole when a character tries
to open it.
If the PC fails to beat the Target Number, the trap will
(Trap Effect) The character who has been affected by the Poison not be triggered yet. However, if the PC attempts to touch
Needle first takes 1 fixed damage to their HP. Then, the character who or enter the trap location, the next section, "❹Spot Target
received the Poison Needle's damage performs a Fortitude of "Target Number," must be used to determine the Target Number.
Number: AL+11" and suffers the effects of the poison according to
"Poisonous Trap Effects (see p. 125)".
(How to Deal With the Trap) It can be disarmed by successfully ❹Spot Target Number
performing a Disable Device check. Or, if the structure where the This number indicates how to determine the Target
Poison Needle is placed is destroyed, the mechanism of the Poison Number for the Spot Trap check (see CR I, p. 109). This
Needle will be destroyed as well, and this trap will not be triggered.
check is performed when the PCs either do not attempt a
Search check or fail to detect the trap and are on the verge
[AL] of triggering it unknowingly.
In the trap data, [AL] means the average of all PCs' The Target Number is represented as "AL+X", where
Adventurer Levels (rounded up). If there are Fellows or "X" is an integer. For example, if there is a trap with a "Spot
NPCs accompanying the PCs, the GM makes the final Target Number" of "AL+10" and [AL] is 3, a Spot Trap
decision whether to include them in the [AL] or not. check with a Target Number of 13 is performed.
If this item is labeled as "None", it means that the trap
❶Trap Danger does not require a detection check and cannot be triggered
The danger of the trap. The following is a guideline of unintentionally (although it can still be triggered
the danger levels for GM. intentionally by the PC).

Trap Danger Guideline Success and Failure of Spot Target Number


None The trap itself poses no threat to the PCs. If the Spot Target Number check succeeds, the PCs
Weak Little damage and little effort to PCs.
A certain amount of damage and a certain
notice the existence of the trap just before it is detected and
Medium are informed of its existence without being trapped by it.
amount of time and effort to PCs.
It can cause serious damage and is If failed, the PC does not notice the existence of the trap
High and is trapped by it; if the PC is trapped, the contents of
troublesome to disable.
Deadly Can be fatal to PCs. "❻Trap Summary/❼Trap Effect" will be applied.

❷Trap Name
The name of the trap.

124
Part 4 Traps

❺Disable Target Number Flexibility of Target Numbers


This is the method for obtaining the Target Number The "Target Numbers" specified in this data serve as
when performing the Disable Device check (see CR I, p. general indicators based on the level of the PCs. However,
102) if the ❸Search check has succeeded or if the trap has the GM has the discretion to adjust these values up or down
been found automatically. for specific scenario reasons, among other factors.
This item is shown in the format "AL+X", where "X" is For example, the GM may lower the "Search Target
an integer (e.g., there is a trap whose "Release Target Number" and "Spot Target Number" to make the trap easier
Number" is "AL+7". If the average Adventure Level of the to find or raise the "Disarm Target Number" to make the
PCs is 2, then to disable trap with the Disable Device check, trap more difficult to disarm.
they must succeed in the check of 2+7, Target Number of In such cases, the "Search Target Number" and "Spot
9. Target Number" should be adjusted together. Specifically,
If this item is marked "Not Available", the trap cannot be the "Spot Target Number" should be set as "Search Target
disabled by Disable Device check. If they touch or try to Number + 4".
enter the trap, the contents of "❻Trap Summary/❼Trap On the other hand, the "Disarm Target Number" can be
Effect" will be applied automatically. If there are other ways changed independently. The GM is free to set it as "easy to
to deal with the trap than disarming it, "❽How to Deal find, but hard to disarm" or any other desired difficulty level.
With the Trap" will be shown.

Addendum: "Scout only"


If this field is labeled "Scout only," then the Disable There are some traps that have poisonous effects. A
Device check for that trap can be done only with the Scout character who has been subjected to a "Poisonous Trap
class. effect" by a trap performs a Fortitude check and
In the case of this type of trap, if Scout's Tools are not subsequently suffers the effects shown in the following table.
present, the Success Value of the Disable Device check is The GM may choose any of the contents from the table
modified with a -4 penalty. when creating the scenario, or they may decide by rolling 1d
during the scenario's progress.
Success and Failure of Disable Target Number Divine Magic [Cure Poison] can remove effects with a
If the check of Disable Target Number succeeds, the PC set duration. In the case of such effects, the Success Value
will disable the trap and will not be affected by the trap of the poison type trap effect shown here is the same as the
thereafter. value indicated as the Target Number of aFortitude check.
Failure to beat the Target Number does not lead to
immediate activation of the trap. However, the trap remains, Poison Effect (All effects are poison types dealing magic
1d
and if the PCs touch or try to enter the trapped area, the damage)
Fast Poison A. It deals "2d6+AL" points of damage. If
“❼Trap Effect” is automatically triggered. 1
the Fortitude check succeeds, the damage is halved.
Fast Poison B. It deals "2d6+(2 x AL)" points of damage,
❻Trap Summary 2 and if a Fortitude check succeeds, it is not affected by
This is a summary to give the GM and players an idea poison.
of what kind of trap it is. The GM may take the image shown Continuous Poison A. Deals 2 points of damage per
here and come up with their own solution to the trap. 3 hour for a number of times "2 x AL". A successful
Fortitude check will result in 1 damage (one time).
Continuous poison B. 5 times only. Every 10 min
❼Trap Effect
character will be damaged by "2 x AL". If they succeed in
The effects on the PCs when the trap is activated are 4 a Fortitude check, they will not be affected by poison. If
shown here. they succeed in the Fortitude check, no damage will be
done.
❽How to Deal With the Trap Paralyzing Poison. Any action check is penalized by -1
If it is not possible to disarm the trap against the 5 for 6 hours. If a Fortitude check succeeds, the character
"❺Disarm Target Number," there are alternative ways for is not affected by poison.
the PCs to avoid being affected by the trap. These methods Blood Poisoning. For 6 hours, HP will regain only half
of the normal amount even if the effect of HP
are indicated here. 6
restoration is applied. If a Fortitude check succeeds, the
Additionally, the following skill checks can be effective character is not affected by poison.
for this trap, along with instructions on how to escape the
trap if caught in it.

125
Doors are the most frequently encountered structures in
labyrinths and buildings and are a target for PCs to be on
the lookout for. The following monsters may mimic a door. Basically,
Doors are often equipped with traps, and their presence these monsters will break their disguise and attack when a
itself often becomes a trap because they obstruct sight and PC approaches them. A Danger Sense check is necessary to
sound or impede movement. notice them.

- Door Limiter (see CR I, p. 421 or ML, p. 149)


- Deck Chest Trap (see CR III, p. 374 or ML, p. 150)
Doors are generally made by artisans by hand and are
expensive. Therefore, in poor houses or in the homes of
families who are not good at building houses, they are often
replaced by cloth or leather to block the view.
Most of the doors face outdoors, or corridors open
Medium Lock
Search TN Automatic Spot TN None
inward. This is a countermeasure against intruders such as Disable TN AL+6 (Scout only)
burglars, and the hinges are placed inside the room to (Trap Summary) It is a lock that prevents the structure from being
prevent them from being broken, or furniture is placed opened.
inside to make it difficult to open the door. (Trap Effect) The physical lock prevents the structure (door or storage
device) from opening.
Double doors and sliding doors also exist, but because The GM may add other traps to this trap (except for a "Magical
they tend to be large, they are usually found only in large Lock").
mansions, fortresses, and dungeons. (How to Deal With the Trap) If the Disable Device check succeeds,
the lock can be opened. Other than that, it can be disarmed by using
[Unlock] or [Knocker Bomb] spells. Disable Target Number is used
Search check for Multiple Traps at the Door when PCs adventure in the dungeon corresponding to their strength.
Some doors are equipped with multiple traps. When a In the case of a door of a house or a storage device, the Disable Target
Search check is performed for a door with multiple traps, Number should be 9-13 at most.
only one Search check is performed for that door instead of When the GM sets this trap, they should consider the possibility that
the PC may fail the Disable Device check and should set a separate
a check for each trap. The Success Value is then compared "key to open the lock" in the scenario for the locks that they want to be
with the "Search Target Number" of each trap, and only opened.
those traps whose Success Value is greater than or equal to
the Target Number are considered to have been found.
(e.g., There is an "Alarm" with "Search Target Number:
High Magical Lock
Search TN Automatic Spot TN None
9" and a door with a "Poison Needle" with "Search Target Disable TN Not Available
Number: 12". The PC performs a Search check on this (Trap Summary) It is a magic lock that prevents the structure from
door, and the Success Value is 10. In this case, the "Alarm" being opened.
is found, but the "Poison Needle" is not.) (Trap Effect) The lock is magically locked and cannot be unlocked by
physical means.
The structure (door or storage device) is considered to have a [Hard
Doors and Ranger class Lock]. The Success Value of this [Hard Lock] is treated as 7 for the
Most of the doors are located indoors or adjacent to the weak level, 13 for the medium level, 19 for the high, and 30 or more
indoors. Basically, the Search check/Disable Device check (up to GM) for the deadly.
The GM may add other traps to this trap (except for another "Lock").
by Ranger class cannot be made.
(How to Deal With the Trap) Disable Device check does not disable
the device. However, if a character possesses the [Unlock], [Knocker
Listening to the Door Bomb], or [Key Of Unlocking], they may have the means to disable it.
Doors are generally thinner than walls and have Additionally, the magical nature of the trap can be detected beforehand
keyholes and gaps, so it will be easy to listen behind doors by using [Sense Magic] or other magic detection methods.
If the GM decides to include this trap, they should keep in mind that
with a Listen check (see CR I, p. 106) even when they are the PCs will not be able to unlock it. If the GM wants the trap to be
closed. opened, they should incorporate a separate "password to open the
For the doors and door traps introduced here, magic lock" into the scenario.
regardless of the presence or absence of traps or a Search
check, please treat them as if PCs can perform a Listen None Hardened
check without any effect. The Target Number for the Listen Search TN Automatic Spot TN None
check is determined by the GM based on the following Disable TN Not Available
table. (Trap Summary) It is a hard magic lock that prevents the structure from
being opened.
(Trap Effect) The structure (a door or a storage device) is enchanted to
Door Overview Target Number of Listen check increase its Defense and HP as a structure (see CR III, p. 120) by 5
7 (without soundproofing) - 11 times.
General House Door
(with soundproofing) The GM may add other traps to this trap.
Wooden Door (see 9 (without soundproofing) - 13 (How to Deal With the Trap) This lock can be detected in advance by
CR III, p. 122) (with soundproofing) magic such as [Sense Magic]. Only [Perfect Cancellation] may cancel
Steel Door (see CR 11 (without soundproofing) - 15 the effect of this trap (up to GM).
III, p. 123) (with soundproofing) High Sealed Door

126
Part 4 Traps

Search TN Automatic Spot TN None Search TN AL+5 Spot TN AL+9


Disable TN Not Available Disable TN None
(Trap Summary) The door cannot be opened without fulfilling some (Trap Summary) There are hidden doors on walls, floors, shelves, and
condition. It is closed with a seal. so on. There may be hidden doors that look like ordinary doors when
(Trap Effect) The Sealed Door cannot be opened unless the conditions viewed from the other side. They are used to hide hidden treasures in
set in the scenario are met. dungeons, escape routes in noble houses and castles, ritual sites,
The Sealed Door is closed not by a lock but by a "large-scale research facilities, and so on.
mechanical device" or "powerful magic", and the PC can find it by (Trap Effect) This door is not available until the PCs have successfully
successful Insight check with "Target Number: AL+5". completed the Search check and found it.
(How to Deal With the Trap) The GM is responsible for setting the (How to Deal With the Trap) Instead of the PCs discovering these
conditions for opening this door during scenario creation. The most doors through their own efforts, the GM should prepare them in the
common methods to open the door include "operating a switch or lever scenario creation stage. The players can then guess, “Is there a hidden
in another location" or "defeating the boss monster". door around here?” or the hidden door can be revealed during
To simplify matters, the GM can use a one-way door where a sturdy dungeon exploration.
box closes it from one side but can be easily opened from the other The possible clues include "a dead end at the end of a long
side with a gate. In this case, the GM needs to prepare a way for the passageway," "a space without any rooms or corridors" that appears
PCs to go around to the other side of the door. unnaturally when exploring the mansion, "its existence is indicated in
the journal of the dungeon creator," "a hidden door behind the boss
monster automatically opens when the boss monster is defeated," and
None Alarm so on. The Secret Door can be detected with a "Notice check" following
Search TN AL+7 Spot TN AL+11 the procedure of "Concealed Skill Checks (see CR I, p. 358)".
Disable TN AL+5 (Scout only) If the PCs find a Secret Door, but the GM does not want it to be
(Trap Summary) Loud alarm sounds such as bells, flutes, trumpets, and opened at that stage, then place an item elsewhere that serves as a key
clappers will be heard in the area. to open the hidden door or a switch to open the secret door.
(Trap Effect) The GM decides at their own discretion what kind of
alarm sound will be played.
The trap itself has no effect on the PCs. However, NPCs, including Weak Poison Needle
monsters in the area, will know that the trap has been triggered by the Search TN AL+7 Spot TN AL+11
PCs. Disable TN AL+6 (Scout only)
(How to Deal With the Trap) If the Disable Device check succeeds, (Trap Summary) The structure (door or storage device) has a poison
the device can be disarmed. Once activated, PCs should leave the area needle that pops out from the handle or keyhole when a character tries
as soon as possible. to open it.
The GM should place a monster or hostile NPC near the Alarm (Trap Effect) The character who has been affected by the Poison
trap. It is recommended that the monster or hostile NPCs rush to the Needle first takes 1 fixed damage to their HP. Then, the character who
trap 10 to 30 seconds (1 to 3 rounds) after the trap is triggered. received the Poison Needle's damage performs a Fortitude check of
"Target Number: AL+11" and suffers the effects of the poison according
to "Poisonous Trap Effects (see p. 125)".
(How to Deal With the Trap) It can be disarmed by successfully
performing a Disable Device check. Or, if the structure where the
Poison Needle is placed is destroyed, the mechanism of the Poison
Needle will be destroyed as well, and this trap will not be triggered.

High Secret Door

127
Medium Poison Gas Spray High Lethal Blade
Search TN AL+6 Spot TN AL+10 Search TN AL+6 Spot TN AL+10
Disable TN AL+6 (Scout only) Disable TN AL+5 (Scout only)
(Trap Summary) The area around the structure (door or storage (Trap Summary) When opening such structures (doors, storage
fixture) is instantly filled with volatile poison gas over a wide area. devices, etc.), huge blade falls from the ceiling or other overhead places.
(Trap Effect) When this trap is triggered, it will spray poison gas in an (Trap Effect) The character who triggered the trap suffers a “Power
area of 2-3 areas (10m radius) around the starting point of the trap. 30/Crit Value 10 + AL” physical damage (Defense will work).
When this trap is about to be triggered, all characters within this area (How to Deal With the Trap) It can be removed by a successful Disable
must perform skill checks against the "Spot Target Number". Device check. If a structure with a "Lethal Blade trap is destroyed, the
If a character activates this trap but has already detected the presence GM rolls 1d. If the GM rolls "3-6", the whole structure is destroyed, and
of this trap, they receive a +2 bonus to a Fortitude check below. this trap is not triggered, but if the GM rolls "1-2", the trap effect of
All characters within range of the poison gas must do Fortitude of "Lethal Blade" is applied to the destroyer if they destroyed the structure
"Target Number: AL+11" and suffers the effects of the poison according with a melee weapon.
to "Poisonous Trap Effects (see p. 125)".
(How to Deal With the Trap) If the Disable Device check succeeds,
the PC can disable it. If the structure containing the "Poison Gas Spray" Medium Oil Shower
is destroyed, the GM should roll 1d. If the GM rolls "5-6", the Search TN AL+7 Spot TN AL+11
mechanism of the "Poison Gas Spray" is destroyed, and the trap does Disable TN AL+6 (Scout only)
not work, but if the GM rolls "1-4", the trap effect of the "Poison Gas (Trap Summary) When opening such structures (doors, storage
Spray" is activated. fixtures, etc.), a shower of highly volatile oil pours down from the ceiling
or other overhead locations.
(Trap Effect) The character who triggered the trap is covered in oil. If
Medium Explosive Trap the oily character is carrying a flammable object (such as a torch or a
Search TN AL+6 Spot TN AL+10 lantern), the oil burns up immediately. Then the target needs to make
Disable TN AL+6 (Scout only) a Willpower check with Target Number "AL+7" at the start of each turn
(Trap Summary) The structure (door or storage fixture) will explode. for "2dx10 seconds (2d rounds)" and suffers “Power 0 + AL” fire magic
(Trap Effect) When this trap is triggered, an explosion will cause damage. This effect is treated as "Resistance: Half".
damage to an area of 2-3 areas (10m radius) centered on the starting Unless the oily character changes all of their clothes, they suffer a -1
structure. When this trap is about to be triggered, all characters within penalty to the Success Value of all skill checks with Dexterity and Agility
this range should perform skill checks against the "Spot Target as Standard Values for the next 6 hours, and +2 points to fire type
Number". damage when they take fire damage.
Even when activated, if the character has prior knowledge of the (How to Deal With the Trap) If the Disable Device check succeeds, it
presence of this trap, it receives a +2 bonus to the Willpower check, as can be disabled. If the structure with the oil shower is destroyed, the
shown below. GM rolls 1d. If the GM rolls "3-6", the whole mechanism of the "Oil
All characters within the blast radius should make Willpower check Shower" is destroyed, and this trap is not activated, but if the GM rolls
with Target Number "AL+7" and suffer “Power 20/Crit Value 10) + AL” "1-2", the trap effect of the "Oil Shower" is activated and the effect of the
fire magic damage. This effect is treated as "Resistance: Half". “Oil Shower” is applied to the destroyer if they destroyed the structure
If there are delicate treasures near the Explosive Trap, they will be with a melee weapon.
damaged. Paper items such as scrolls and books will be torn and
burned, and herbs, potions, and medicines will be shattered and
rendered useless. However, items in the possession of the PC caught None Message Plate
in this trap are not affected by this. Search TN Automatic Spot TN None
(How to Deal With the Trap) The device can be disarmed if the Disable TN Not Available
Disable Device check succeeds. Magic of this trap can be detected in (Trap Summary) A metal plate is inlaid and inscribed.
advance by magic such as [Sense Magic]. If PCs destroy a structure with (Trap Effect) The metal plate inlaid into the board is marked with a
an "Explosive Trap", the trap effect of the "Explosive Trap" is message. The GM decides at their own discretion what kind of message
immediately activated. is to be used.
The GM may set other traps in the place where the "Message Plate"
is placed.
Weak Heavy Object Drop If the GM uses the Message Plate as a mere accent rather than a core
Search TN AL+7 Spot TN AL+11 in the scenario, they may randomly decide the "language used" and the
Disable TN AL+6 (Scout only) "Message Plate" by rolling 1d for each column in the following table.
(Trap Summary) When trying to open such structures (doors, storage 1d Language of the Message Message Content
devices, etc.), stones and debris fall from the ceiling and other overhead 1 Trade Common Keep Off!
places. Regional Dialect (Where Adventure
(Trap Effect) The character who triggered the trap suffers "2d6 + (2 x 2 Safety Zone
Takes Place)
AL)" points of physical damage (Defense will work). Hidden
(How to Deal With the Trap) If the Disable Device check succeeds, it 3 Ancient Celestial
Passageway
can be disarmed. If a structure with a "Heavy Object Drop" trap is 4 Arcana Woe unto thee!
destroyed, the GM rolls 1d. If the GM rolls "4-6", the whole structure 5 Magitech I need a friend
is destroyed and the trap is not triggered, but if the GM rolls "1-3", the 6 Barbaric Danger!
trap is triggered and the effect of the "Heavy Object Drop" is applied to (How to Deal With the Trap) The PCs are not threated by the
the destroyer if they destroyed the structure with a melee weapon. Message Plate itself. The Message Plate may be truthful and offer
guidance, or it may be a lie and only serve to instill suspicion in the
PCs.

128
Part 4 Traps

Traps set in passageways are characterized by many of


them having a structure that makes them difficult to avoid,
which is unique to restricted spaces.
Weak Pitfall (Pitfall: Spear Bedding)
Search TN AL+5 Spot TN AL+9
Disable TN Not Available
When the PCs move through a passage, the width of the (Trap Summary) These traps are cleverly concealed so that they are
passage and the resulting formation become important. difficult to find, and the missing floor allows character to fall into a small
space. In rare cases, there is a metal spear-filled trap at the bottom,
Most dungeons have wide passageways, typically around which is highly lethal.
3 to 4 meters wide, allowing two PCs to stand side by side. (Trap Effect) When a certain amount of weight is applied, the floor is
However, passageways are often less than 2 meters wide in removed, and a Pitfall is opened. When walking in formation along the
narrow houses and tunnels. In such dungeons, the PCs passage, only the first moving character will fall into the pit, and only
this character should perform a skill check against "Spot Target
cannot stand side by side and must proceed one by one in a Number".
single file due to the space constraints caused by their A character who falls into a Pitfall is subjected to fall damage (see CR
weapons. I, p. 144). The depth of a typical Pitfall is about 2 to 4 meters.
The GM should have an idea of the width and length of A character moving without feet on the floor, such as Flying or
Floating, is not affected by this trap effect and does not trigger it.
the passageway. It is generally safe to set up a wide The GM may place metal spears at the bottom of this trap. In this
passageway for two PCs to stand side by side. case, the trap is treated as "Danger Level: High". The victim receives
additional damage from the bedding after the fall damage is applied.
Passages and Ranger class The bed of spears deals “Power 30/Crit Value 10 + AL” physical
damage (Defense will work).
Since the passages are indoors, the "Search (How to Deal With the Trap) A character who is aware of the existence
check/Disable Device check" by the Ranger class cannot be of the Pitfall will not fall into this trap unless they voluntarily falls into
made in the passage. it. If the character is aware of the existence of the Pitfall, they can avoid
the Pitfall by going back to the original path or by jumping over the
Pitfall. The Pitfall is usually as wide as the passage and as deep as 2 to
Representation of Combat in the Passage 3 meters. Characters can use the Jump check (see CR I, p. 112) to jump
As mentioned earlier, the number of PCs in a corridor over the pit. A character who falls into a Pitfall can crawl out to the
is usually limited, and combat in such a confined space can passage by successfully performing a Climb check (see CR I, p. 113).
be disadvantageous. The GM can create these situations to
add challenge to the game. Medium Pitfall: Cleaner
To depict a narrow corridor in combat, a simple Search TN AL+5 Spot TN AL+9
technique is to restrict the number of individuals engaged in Disable TN Not Available
close combat. (Trap Summary) At the bottom of the pit, a monster is waiting to finish
For Simplified Combat (see CR I, p. 118), if a passage off the victim.
(Trap Effect) Basically, it is handled in the same way as the Pitfall (see
allows only one person at a time, then only one PC and one above). However, a battle with the monster at the bottom starts
enemy character can occupy the frontline area. Two PCs immediately. This combat is advantageous to the monster waiting at the
and two enemies can occupy the frontline area if two can bottom, so the Initiative of all monsters that appear is increased by +4.
stand side by side in a corridor. The victim starts the combat in a prone state regardless of the
Success Value of the Tumble check (see CR I, p. 104) to reduce the
In the case of Standard Combat (see CR II, p. 48), if a fall damage.
passage allows only one person at a time, only one PC and All characters at the bottom of the pit are within melee attack
one enemy character can occupy the same coordinates. If distance of each other, and monsters can only be attacked in melee if
two PCs can stand side by side in a corridor, then two PCs the character is at the bottom of the pit.
The monster that appears in this trap should be Undead or
and two enemies can occupy the same coordinates. Construct. The GM may use the following table to determine the
It is advisable to avoid having multi-section monsters monster to appear according to the PC's adventurer level.
appear in passage battles as they may struggle to move Adventurer Monster at the Bottom of the Pit (always 1
effectively in narrow spaces. Level monster)
2 or less Zombie (see CR I, p. 417 or ML, p. 134)
3–4 Dry Corpse (see CR I, p. 418 or ML, p. 135)
Skeleton Soldier (see CR II, p. 370 or ML, p.
5–6
137)
Scarlet Stamp (see CR II, p. 379 or ML, p.
7–8
152)
Phosphor Sphere (see CR III, p. 377 or ML,
9 – 10
p. 154)
11 or more Buckbaird (see CR II, p. 383 or ML, p. 156)
(How to Deal With the Trap) It is similar to a Pitfall. However, the
depth of the pit is usually 3 to 4 meters to allow the monster to fight. In
order to move from the outside to the inside of the pit, PC must be
prepared for falling damage, and in order to crawl out of the pit to the
passageway by Climb check or other means, PCs must have completed
the battle.

129
Weak Arrow Slit Medium Trap Floor
Search TN AL+4 Spot TN AL+8 Search TN AL+4 Spot TN AL+8
Disable TN Not Available Disable TN Not Available
(Trap Summary) The walls of the corridor are perforated with holes, (Trap Summary) Stepping on a switch on the floor activates some kind
and when a switch on the floor is stepped on, an arrow shoots out of of trap.
the hole. (Trap Effect) If the character steps on a switch on the floor without
(Trap Effect) If a character steps on the switch on the floor without noticing the existence of this trap, some kind of trap is triggered.
noticing the existence of this trap, arrows will be shot at them. The The trap effect triggered is one of the "Poison Gas Spray/Heavy
number of arrows is 2 if there are 3 or fewer PCs and 3 if there are 4 Object Drop/Lethal Blade/Oil Shower" effects described in "Door
or more PCs. Traps".
The GM randomly determines to whom the arrow is shot. In this The GM can choose any of the trap effects or use the following table
case, multiple arrows may be shot at the same character. to choose one of them with 1d.
The character who became the target of the arrow makes one 1d Trap Effect of Trap Floor
Evasion check against "Accuracy check: AL+8" as the Target Number 1–2 Poison Gas Spray (see p. 128)
for each arrow. A character who notices a hole in the wall and focuses 3–4 Heavy Object Drop (see p. 128)
their attention on it gets a +4 bonus to this Evasion check. 5 Lethal Blade (see p. 128)
The character suffers a “2d+(2 x AL)” physical damage for each 6 Oil Shower (see p. 128)
failed evasive check. (How to Deal With the Trap) The "Trap Floor" will not be triggered if
A character moving without feet on the floor by Flying, Floating, etc. PCs have noticed the existence of the floor switch with a Search check
will not trigger this trap effect, but if it does, the character will be the in advance. Otherwise, when the PCs reach the passage with the switch,
arrow's target. they must a Spot Trap check roll against "Spot Target Number", and if
(How to Deal With the Trap) The Arrow Slit is a trap that can be easily the check fails, the trap effect will be triggered.
noticed in advance if the PC pays attention to it since there are holes in
the wall.
The Arrow Slit can be passed through without being triggered if the Deadly Rolling Stone
presence of the switch on the floor is noticed with a Search check in Search TN Automatic Spot TN None
advance. Otherwise, when the PCs reach the passage with the switch, Disable TN Not Available
they must roll the Spot Trap check against "Spot Target Number"; if the (Trap Summary) When a character steps on the floor, opens a door,
check fails, the trap effect will be triggered. or moves a lever, a spherical or cylindrical stone or iron mass will roll
down from the back of a passageway or the upper floor of a stairway,
filling the passageway. If a character is crushed they will die.
High Chute (Trap Effect) High-mass rock or iron mass, which just barely fits in the
Search TN AL+5 Spot TN AL+9 width of the passage, will roll down. The PCs who are hit by these will
Disable TN Not Available die.
(Trap Summary) The floor has a steep slope hidden from view, and if If the players are concerned about the specific amount of damage,
a character steps on it, they will be forced to move to the floor below, GM may answer, "Everyone in the passage will be damaged by about
as if they were on a slide. "AL x 100" points".
(Trap Effect) A character who steps into the Chute's location without The speed at which they roll is equivalent to the lowest movement
noticing the trap's existence is subject to this trap effect. speed among the PCs, and as long as they move through the passage,
The Chute is a highly inclined, slide-like passage made of polished they will not be hit.
material that forces the character to move to a deeper level than the (How to Deal With the Trap) Rolling Stone is a dramatic trap. This
Chute is placed in. It is extremely difficult to climb out of the Chute. trap aims to drive the PCs to a specific passage or room while making
If the destination of the fall is a "hole in the ceiling," the user may them feel tense.
receive fall damage (see CR I, p. 144) as if the user fell from the ceiling The GM should provide a structure that allows PCs to avoid this trap
height (about 3 meters in most dungeons). without the need for skill checks. Skill checks have automatic failures
A character moving without feet on the floor, such as Flying or no matter how low the Target Number is, and PCs dying simply due to
Floating, is not affected by this trap effect and will not trigger it. bad luck should be avoided.
(How to Deal With the Trap) A character who knows about the Chute The GM should prepare a way to avoid this trap in the scenario, e.g.,
will not fall into this trap unless they choose to. In some situations, a "If you move or open a door and go off to a side passage, you can avoid
fellow character may be forced to fall into the Chute to regroup. this trap for sure."
If the PCs know the Chute's existence, they can avoid it by retracing It is also possible to consider that there may be a monster or another
their steps or jumping over it. The width of the Chute's opening is trap lying in wait after the PCs escape, making them think, "It's better
typically around 2 to 3 meters, and they can jump over it using the Jump than being crushed by the Rolling Stone" and seek refuge.
check (see CR I, p. 112).
If a character falls down the Chute, the only way to return to the
upper level is by having an ally in the upper level lower a rope, and None Dummy Door
then perform a Climb check (see CR I, p. 113)". The Chute is usually Search TN AL+8 Spot TN None
less than 15 meters long and is treated as a "Steep slope with no place Disable TN Not Available
to hold on (modifier -4)". (Trap Summary) There is a door in one of the corridors, but no matter
The Chute is essentially a one-way passage in the scenario, and the how the character tries to open it, it will not open because it is a false
GM should provide a way to reach the end of the Chute and another door.
way to reach the exit or destination without climbing up the chute.
(Trap Effect) This door is not connected to any space and is just a "wall
decoration", so to speak, and therefore cannot be opened.
If they wish, the GM may set a "Door Trap" on the "Dummy Door"
as long as it does not conflict with the scenario.
(How to Deal With the Trap) If the Search check succeeds, PCs know
that the door cannot be opened because it is a Dummy Door. If you
set a Door Trap in this Dummy Door, the Success Value of the Search
check may reveal the "Door Trap" as well.

130
Part 4 Traps

Room traps may be various structures or large-scale which are sturdy and may contain expensive items, are
devices. Rooms are the most eventful places in a dungeon, sometimes called "Treasure Chests" by adventurers. Such
with hidden treasures and monsters waiting for the PCs. It boxes are also called "Treasure Chests" in these rules.
is up to GM to consider appropriate combination of events Such treasure chests can also be destroyed as structures
and set traps in the rooms. (see CR III, p. 120). If the chest is made of wood, treat it as
a wooden chest (see CR III, p. 122), and if it is made of iron,
treat it as a Steel Chest (see CR III, p. 123).
You can set the following Door Traps in treasure chests:
When setting up a room in a scenario, the GM should Lock, Magical Lock, Hardened, Alarm, Poison Needle,
set the location of the entrance/exit and the approximate Poison Gas Spray, and Explosive Trap.
size of the room. The room where the battle will take place
should have a certain amount of space (for example, 5m x
5m or more).
The following monsters may mimic the storage items,
Rooms and Ranger class treasure chests, piles of junk in the room, or the room itself.
Since the rooms are indoors, the Search check/Disable These monsters will release their disguise and attack when
Device check by the Ranger class cannot be made in the a PC approaches or steps into the room.
passage.
- Gargoyle (see CR I, p. 421 or ML, p. 149)
Treasure Chests - Deck Chest Trap (see CR III, p. 374 or ML, p. 150)
There may be shelves, boxes, etc., in the room. Among - Junkwalker (see ML, p. 151)
such storage devices, a gem box, a wardrobe box, or a safe, - Sinker House (see CR II, p. 380 or ML, p. 152)

131
Deadly Suspended Ceiling
Search TN Automatic Spot TN None
Disable TN Not Available
Daemon Statue: Poison Gas (Trap Summary) The ceiling of the room will gradually lower due to
Medium
Statue some action of the PCs. If the PCs stay in the room, the ceiling will
Search TN AL+5 Spot TN AL+9 crush them.
Disable TN Not Available (Trap Effect) In the room where this trap is activated, the entire sturdy
(Trap Summary) In the room is a stone statue in the shape of a ceiling of the room will start to come down.
Daemon with wings and claws. The statue is a fragile, hollow stone After 3 minutes (18 rounds), the ceiling will crush all characters and
statue filled with poison gas. furniture in the room. The characters will die, and the furniture will be
(Trap Effect) This stone statue is a structure with "Defense: 3/HP: 1", crushed to the point that it cannot be restored.
and when its HP falls to 0 or less, it shatters, and the compressed poison (How to Deal With the Trap) The "suspended ceiling" is a dramatic
gas inside the statue spreads instantly to the whole room. When this trap. The purpose of this trap is to make the PCs feel tense and to drive
trap is about to be triggered, a Spot Trap check against the "Spot Target them to a specific passage or room.
Number" is performed by all the characters in the room. The GM should provide a structure that allows PCs to avoid this trap
If the trap is activated, but the PCs have prior knowledge of the without the need for skill checks. Skill checks have automatic failures
presence of this trap, they receive a +2 bonus to the Fortitude check no matter how low the Target Number is, and PCs dying simply due to
described below. bad luck should be avoided.
When this statue is shattered, all the characters in the room need to The GM should prepare the means to avoid this trap in the scenario,
make a Fortitude check against "Target Number: AL+11" or suffer the e.g., "You can certainly avoid this trap by moving or opening a door and
effects of the poison according to "Poisonous Trap Effects (see p. 125)". going off to a side" or "You can defeat the monster in the room and
(How to Deal With the Trap) Nothing special happens to the statue activate a lever or switch behind the monster to stop the Suspended
unless it is damaged. The statue is not magical. The Daemon Statue: Ceiling".
Poison Gas Statue is often placed alongside Gargoyles or Daemon It may be possible that a monster or another trap is waiting for PCs
Statue: Exploding Statue or in front of other traps or structures, such as when they escape, making the PCs think that it is better than being
treasure chests. crushed to death by the suspended ceiling.
If placed in the same room as a Gargoyle, the Gargoyle may be
given the command "attack the intruders (PCs) after destroying the
Poison Gas Statue".
None Healing Fountain
Search TN Automatic Spot TN None
Disable TN Not Available
Daemon Statue: Exploding (Trap Summary) There are water bottles and fountains filled with clear
Medium water. Gems and mako stones can be seen at the bottom of the water.
Statue The fountain has a healing effect.
Search TN AL+5 Spot TN AL+9 (Trap Effect) The "Healing Fountain" is indistinguishable from the
Disable TN Not Available "Poisonous Fountain" at a glance. If PCs succeed in the a Herbology
(Trap Summary) In the room, there is a stone statue in the shape of a check (see CR I, p. 108) with "Target Number: AL+9", they will know
Daemon with wings and claws. This statue is a fragile, hollow stone the nature of the water in the fountain.
statue filled with explosive magic power. At the bottom of the water is a "Gem" or "Mako Stone" (or any other
(Trap Effect) This stone statue is a structure with "Defense: 3/HP: 1", treasure the GM can think of) with a sale price of AL x 500G. If the
and when its HP falls to 0 or less, it shatters, and an explosion is caused PCs put their arms in the water, they can scoop out the treasure.
by the magic power contained in the statue, which spreads instantly to A PC who puts their arm in the water and takes out the treasure
the whole room. When this trap is about to be triggered, a Spot Trap recovers "2d" points of HP and MP each. This restoration effect is only
check against the "Spot Target Number" is performed by all the available once per day to those who take the treasure from the fountain.
characters in the room. (How to Deal With the Trap) The Healing Fountain is a trap that is a
If the trap is activated, but the PCs have prior knowledge of the counterpart to the Poisonous Fountain and is only beneficial to the
presence of this trap, they receive a +2 bonus to the Willpower check PCs. The [Sense Magic] spell can detect the presence of magic inside
described below. it in advance.
When this statue is shattered, all characters within a radius of 2-3
areas (10m radius) need to make a Willpower check against Target
Number "AL+7" and receive “Power 20/Crit Value 10 + AL” fire magic Weak Poisonous Fountain
damage. This effect is treated as "Resistance: Half". Search TN Automatic Spot TN None
If there are delicate treasures near the explosion trap, they will be Disable TN Not Available
damaged. Paper items such as scrolls and books are torn and burned, (Trap Summary) There are water bottles and fountains filled with clear
and herbs, potions, and chemicals are shattered and rendered useless. water. Gems and mako stones can be seen at the bottom of the water.
However, items in the possession of the PC caught in this trap are The fountain has a poisonous effect.
unaffected. (Trap Effect) The "Poisonous Fountain" is indistinguishable from the
(How to Deal With the Trap) Nothing special happens to the statue "Healing Fountain" at a glance. The fact that there is a treasure at the
unless it is damaged. The statue's magic can be detected in advance by bottom of the water is also common to the Healing Fountain. If PCs
spells such as [Sense Magic]. succeed in a Herbology check (see CR I, p. 108) with "Target Number:
The Daemon Statue: Exploding Statue is often placed alongside AL+9", they will know the nature of the water in the fountain.
Gargoyles or Daemon Statue: Poison Gas Statue or in front of other A PC who puts their arm in the water to take out the treasure needs
traps or structures, such as treasure chests. to make a Fortitude check with "Target Number: AL+11" or suffer the
effect of poison according to "Poisonous Trap Effects (see p. 125)".
Note that if a water bottle or a fountain is destroyed, the water splashes
unnaturally, and the poison affects everyone in the room.
If a PC is still conscious after completing the Fortitude check against
poison, they can take out the treasure at the bottom of the water.
(How to Deal With the Trap) The Poisonous Fountain is a trap that is
a counterpart to the Healing Fountain. The [Sense Magic] spell can
detect the presence of magic inside it in advance.

132
Part 5 Monsters

Part 5 Monsters

133
What Raid Leaders truly seek are the ruins or Sword
Labyrinths, where ancient relics are rumored to lie. Upon
They are the leaders of a band of Goblins who form a discovering such locations, they recklessly rush in, even
clique and ravage the land in search of treasure. While they sacrificing their own men to traps or monsters, all in pursuit
possess the blood of Goblin Lords (see BM, p. 111), they of the treasures that may be hidden within. If they come
separate from their tribe and assume leadership of a small across adventurers in these places, they view them as
group consisting of a dozen or fewer members. Driven by obstacles and will stop at nothing to eliminate them.
greed, they roam around in search of gold, silver, and
precious treasures, looting and plundering as their insatiable
desire dictates.
These Goblin leaders adorn their bodies with valuable The basic tactic is to take the initiative and strengthen all
gold jewelry and gem accessories. Some of them also the subordinates by [⏩Stir Up Enthusiasm] and then push
possess and regularly use magical items.
through at once by brute force.
This is a simple strategy, but it becomes very dangerous
if you are unable to deal with the 2nd-level Goblins, who are
almost as strong as 4th-level Goblins. If the adventuring
As mentioned earlier, the entire body of the raid leader party only focuses on taking the initiative and defeating the
is adorned with accessories. These accessories are not of opponent, they may end up being crushed by them.
such high quality that they would be considered The weakness of this strategy is that it lacks staying
inappropriate for a normal Youma, but they certainly make power. Even if nothing happens to the Goblin, it will self-
the raid leader stand out. destruct after 6 rounds. If you manage to inflict even a small
Physically, the raid leader does not appear any different amount of damage along the way, the active limit will be at
from the rest of the Goblin group. However, the sheer most 4 rounds. Keep this in mind and be cautious in dealing
number of accessories is so overwhelming that it is with them, without neglecting defense and recovery. When
impossible to mistake them for anyone else. Their aesthetic attacking, you do not need to cause a large amount of
values are distinct from those of Humanoids, and they have damage.
a rather vulgar appearance. However, from their If there is an aggressive magician in the raid, the risk of
perspective, Humanoids may not be able to appreciate their magic attacks is higher. However, the Raid Leader
unique sense of beauty. themselves do not have enough MP to fight while
Raid leaders can be of either gender, and they use strengthening the magician with [⏩Stir Up Enthusiasm], and
accessories in accordance with their gender. the high Success Value magic will not occur frequently, so
there is no need to panic.
If there is a monster with HP recovery ability, such as
Divine Magic, in the mix, it can become very dangerous.
They continue to wander with their subordinates, most This should be given the highest priority. If the monster
of whom are Goblins. Occasionally, other low-ranking does not come forward with a rearguard, the PCs should
Youma (see ML, p. 58) join them. They are skilled in the consider throwing attacks from the frontline warrior.
art of agitation, which allows them to raise their war potential
to the extreme and force their subordinates to work
tirelessly.
They raid small villages of Humanoids in remote areas, There is an old record of an encounter with a certain
taking everything they can find. The looting is so relentless group of adventurers who attempted a "Sword Labyrinth".
that not even a single silver gamel is left behind. The adventurers faced little danger along the way,
They have no tolerance for rebellious individuals and do encountering only a few rolling corpses as monsters.
not spare pleas for mercy. Stripping corpses is their favorite However, they encountered a setback at every turn, with
method of robbing Humanoids. However, their main empty treasure chests left open. It was evident that someone
interest lies in looting, so they do not pursue and kill those had been there before them, searching for treasures. The
who have fled far away from them. Nonetheless, they will guild obtained this information, and it couldn't have been
continue to search for treasures, making it unwise to hide another adventurer, given their shared sense of honor.
and hope to escape. Eventually, they will discover your Moreover, the exposed bodies of Goblins in one of the traps
whereabouts and take your life. Raid leaders possess keen indicated that the Barbarous were the previous occupants
intuition and excellent search skills, enabling them to easily who still resided in the labyrinth.
locate secret hiding places prepared by small settlements. As the adventurers progressed to the deeper sections,
Only those who manage to escape first will survive their they encountered the Barbarous who had already
raids, and even then, only a few will survive. completed their treasure hunt. The group, primarily
While these actions may occur frequently, they fail to composed of Goblins, was adorned with gold, silver, and
fulfill the desires of the Raid Leaders. Their insatiable jewelry, clearly dressing up with the treasures obtained in the
search for treasure drives them, as the Humanoids' villages labyrinth.
hoard it. However, they are aware that their own forces are
insufficient to conquer the larger Humanoid community.

134
Part 5 Monsters

Determined not to let the Goblins take back their spoils,


the adventurers attacked without any preparation. However, 5 Goblin Raid Leader
this reckless and thoughtless action underestimated their Intelligence: Average Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 3
opponents. The group of Goblins, fueled by the words of Language: Barbaric, Youma Habitat: Forests, Mountains, Caves
their Raid Leader, displayed much greater fighting prowess Rep/Weak: 13/16 Weak Point: Magic damage +2 points
than usual and overwhelmed the adventurers. Initiative: 15 Movement Speed: 15/- Fortitude: 8(15) Willpower: 7(14)
The only one who survived was the one who abandoned
their frontline comrades, who instantly collapsed and fled F Style Accuracy Damage Evasion Def. HP MP
without looking back. From their testimony, the existence of Weapon 7(14) 2d+6 7(14) 6 39 16
the Raid Leader and its dangers became known. And once
again, the lesson that no matter how tempting it may seem,
Unique Skills
◯Plunder's Smell
"there is always a catch to a seemingly delicious story" is Checks belonging to Scout Observation check can be performed with
passed down with this incident. Standard Value 8.

⏩Stir Up Enthusiasm/Optional
Within "Range/Area: 2(30m)/Target" will affect the "Target: 1 Character".
The effect only affects Barbarous characters, which are lower level than the
Goblin Raid Leader itself. To use this effect, 3 MP must be consumed.
The target gets a +2 bonus modifier to all skill checks and +2 points to
any physical or magical damage it deals.
This effect is treated as a psychic type with a Success Value of 15 and lasts
for 3 minutes (18 rounds). However, if the target voluntarily performs an
action that consumes MP (such as casting a spell), the effect is automatically
canceled immediately after the action is resolved. The target cannot cancel
this effect by its own will except for the automatic cancellation by this MP-
consuming action.
While the effect lasts, the target takes "3" fixed damage to HP at the end
of each turn.

◯Leader's Pride
As long as there is a Barbarous character on the battlefield, the Goblin
Raid Leader gains a +1 bonus to all skill checks made by them.

◯Shiny Group
All other Barbarous characters in the same faction as this monster, except
this monster, will have "Always: Gem (150G/Gold A)" added to their loot.

Loot
Always Gem (500G/Gold A)
2–8 Treasure (200G/Gold White A) x 1d
9 – 12 Luxury Ornaments (500G/Gold White A) x 1d
13+ Glittering Necklace (2,000G/Gold White S) x 1d

135
Among the Basilisks, the Seeker Basilisks are known for Seeker Basilisks typically remain in the rear if they have
their curiosity. While they have their bases in deserts or companions, utilizing guns or magic to launch ranged
deep in the mountains, Seeker Basilisks actively embark on attacks. Moreover, if they encounter an adventurer with a
expeditions to search for rare magical items and hidden captivating appearance, they actively seek to turn them into
treasures. Interestingly, they have mastered Magitech, which a statue and bring them home. Once fixated on a target,
is uncommon for a Barbarous, and they utilize spells like Seeker Basilisks persistently employ their [Petrifying Gaze]
[Mana Search] and [Analyze] to aid in their search for to consistently transform victims into stone.
magical items. Similar to regular Basilisks, they strive to avoid assuming
Once they obtain information about a rare item, they their monstrous form. However, once they do, they become
spare no effort in acquiring it. They are even willing to exceedingly dangerous. Seeker Basilisks are equipped with
destroy a small city to obtain a single divination magic ring. a built-in gun, which they utilize when in Monstrous Form
When they encounter adventurers exploring ruins, they to discharge [Laser Bullets] from their malevolent eye.
naturally attempt to defeat them and claim the treasure for Additionally, they unleash [Energy Javelins] to obliterate
themselves. They sometimes ambush adventurers at their foes.
dungeon exits, and their reputation is such that even veteran If the monster form is selected, the [Superior Manabike]
adventurers fear them. will be discarded.

In their human form, like a regular Basilisk, they conceal Several decades ago, in the Rajaaha Empire in the
both of their eyes to suppress the power of the evil eye. Burlight region, adventurers exploring the ruins frequently
However, their most notable feature is the presence of a failed to return. Many adventurers were killed in the ruins,
magisphere and a long rifle. Additionally, they ride a and, more unnaturally, there were traces of the treasures in
[Superior Manabike] for both transportation and combat the ruins that had been taken away. Additionally, the
purposes. When they transform into their monster form, a corpses of good-looking adventurers, such as Elves, were
gun embedded in their body becomes visible on their head, not found one after another.
which they will then shoot wildly. Concerned about this unnatural situation, the
Adventurers' Guild launched a full-scale investigation. They
discovered the existence of a criminal known as the Seeker
Basilisk, who would rob exhausted adventurers after they
Seeker Basilisks construct their bases in deserts, completed their exploration of the ruins. The Seeker had
mountains, and other archaeological sites to store treasures. subordinates, Ogres, who were hiding in the city and spying
However, due to their inclination for exploration, they often on the movements of adventurers. As a result, adventurers
roam around the world. were always caught off guard.
They generally hold disdain for Humanoids, but they The Adventurers' Guild and its members devised a plan
recognize the value of the information they possess and do to lure the Seeker Basilisk using false information. They
not rashly attack them. Seeker Basilisks bear numerous successfully defeated the Seeker, whose base was located in
soulscars, preventing them from visiting Humanoids' cities. a ruin buried in the desert sand. Inside, they found
Instead, they gather information from merchants, travelers, numerous treasures and stone statues of beautiful Elves.
and occasionally adventurers they encounter on the streets.
They also venture into ruins and Labyrinths in search of rare
treasures.
While some Seeker Basilisks operate independently,
they sometimes have a Barbarous accompanying them to
handle personal tasks or engage in combat when necessary.
They prefer to have flying Barbarous creatures like Hugls
and Arakcruders under their command for aerial
exploration, scouting, and message delivery. In certain
cases, they also employ their Ogres to gather information
about cities.
Because of their active wandering, it is challenging to
define the specific habitats of Seeker Basilisks. They are
more likely to appear in locations where rumors circulate
about rare magic items and hidden treasures being buried.

136
Part 5 Monsters

9 Seeker Basilisk (Human Form) 10 Seeker Basilisk (Monstrous Form)


Intelligence: High Perception: Five senses (Darkvision) Intelligence: Low Perception: Five senses (Darkvision)
Disposition: Neutral Soulscars: 4 Disposition: Hostile Soulscars: 4
Language: Trade Common, Barbaric, Basilisk, Drakish, Youma, Arcana, Language: Trade Common, Barbaric, Basilisk, Drakish, Youma, Arcana,
Magitech Habitat: Various Rep/Weak: 15/18 Magitech Habitat: Various Rep/Weak: 13/18
Weak Point: Magic damage +2 points Weak Point: Magic damage +2 points
Initiative: 16 Movement Speed: 30 (Wheeled)/- Initiative: 16 Movement Speed: 30 (Wheeled)/-
Fortitude: 10 (17) Willpower: 11 (18) Fortitude: 12 (19) Willpower: 12 (19)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon (Basilisk) 11(18) 2d+13 10(17) 9 74 87 None (Evil Eye) - - 13(20) 3 54 27
Slam (Manabike) 12(19) 2d+14 12(19) 9 75 - Weapon (Gun) 10(17) 2d+10 12(19) 6 63 -
Bite (Head) 11(18) 2d+12 10(17) 9 78 87
Sections: 2 (Basilisk / Manabike) Main Section: Basilisk Claws (Body) 13(20) 2d+16 11(18) 10 92 40

Unique Skills Sections: 4 (Evil Eye / Gun / Head / Body) Main Section: Head
●All Sections Unique Skills
◯Poison Immunity, ◯Disease Immunity ●All Sections
◯Poison Immunity, ◯Disease Immunity
●Basilisk
►Truespeech Magic, Magitech 9 Level/Magic Power 12(19) ●Evil Eye/Head/Body
◯Poison Blood/13 (20)/Fortitude/Neg
🗨►Magic Aptitude It is the same as the unique skill of Seeker Basilisk (Human Form), except
They can use the Combat Feats [Multi-Action], [Targeting]. for a different target number.
►Gunfire/10(17)/Evasion/Neg ●Evil Eye
Has a gun with a “Range: 2(30m)” and a Maximum Magazine of 4.
⏩Petrifying Gaze/11 (18)/Willpower/Neg
⏩Petrifying Gaze/10 (17)/Willpower/Neg It is the same as the unique skill of Seeker Basilisk (Human Form), except
With "Range/Area: 50m/Target", it stares at the enemy and gives the effect for a different target number.
of Petrifaction (Dexterity or Agility/-6) (see ML p. 71).
If the target of this unique skill is the one who holds the mirror, and if ●Gun/Head
Willpower's success value is 4 or more points higher than the Target 🗨►Magic Aptitude
Number, gaze can bounce off the, giving this effect to Seeker Basilisk They can use the Combat Feats [Multi-Action], [Targeting].
always affecting them without a check even if Seeker Basilisk is blindfolded.
This unique skill is of curse type. ●Gun
This unique skill can be used only once in 10 seconds (1 round). ►Magitech 9 Level/Magic Power 10(17)
MP is consumed from the Head section.
◯Poison Blood/12 (19)/Fortitude/Neg
Anyone who deals damage to this monster in the same skirmish will ►Gunfire/12(19)/Evasion/Neg
receive 2d poison magic damage at the end of their turn. Has a gun with a “Range: 2(30m)” and a Maximum Magazine is infinite.

►Monstrous Form ●Head


The monster transforms into its monstrous form. For data on the ►Truespeech Magic 9 Level/Magic Power 10(17)
monstrous form, see "Seeker Basilisk (Monstrous Form)". HP and MP are
restored to their maximum values, and all effects of spells and the like are
⏩△Instant Humanification
removed. When [►Monstrous Form] was activated, the Body section is
It instantly transforms into Human form. Refer to Seeker Basilisk
treated as if it made Major Action. The Head and Gun sections may take
(Human Form) for data on the Human form. The Manabike section is
Major Action on this turn. Also, Evil Eye can use [⏩Petrifying Gaze] if it restored with its original HP. If the Body section has suffered HP or MP
has not already used it for its turn. damage or has been affected by magic or other effects, these are carried
[⏩△Instant Humanification] cannot be used for 1 hour immediately after over to the Human form. If its HP is less than 0, it immediately falls
using [►Monstrous Form]. unconscious.
[⏩△Instant Humanification] cannot be used for 1 hour immediately after
●Manabike using [►Monstrous Form].
◯All-terrain Vehicle
All sections ignore penalties up to -2 due to poor footing (modifiers worse ●Body
than "-2" are kept). If the Manabike section has less than 0 HP, it loses this ◯Weakening
ability. When the Body section is reduced to 0 HP or fewer, the Evil Eye, Gun,
and Head sections of the Seeker Basilisk (Monstrous Form) receive a -2
◯Attack Obstacle = +4 • None penalty for Evasion.
A Manabike prevents enemies from attacking Basilisk. The Basilisk
section receives a +4 bonus to Evasion checks against melee attacks. This Loot
effect disappears when the Manabike falls to 0 HP or lower. Always Basilisk Blood (200G/Red A)
Always Unique Weapon (750G/Black White A)
Loot
2–8 None
Always Basilisk Blood (200G/Red A)
9 – 11 Petrifying Eyes (1,200G/Gold Red Black S)
Always Unique Weapon (750G/Black White A)
13+ Petrifying Fangs (3,200G/Gold Red Black S)
2–8 None
9+ Petrifying Eyes (1,200G/Gold Red Black S)

137
It is an Entlet (see CR II, p. 366 or ML, p. 127) that Forest Grail Entlet is larger than Entlet and is considered
inhabits deep forests, humid areas, and the tropics. There to be more threatening. It utilizes Fairy Magic with its high
have been very few sightings of this species, only a few near Magic Power, making it difficult for adventurers to survive
rivers, marshes, lakes, and other bodies of water. The encounters with it. This is especially true when it appears
number of individuals is also estimated to be quite small, near water, as it conceals its lower body and impedes the
and most of the differences from and relationships with movement of those who approach by hiding the source of
common Entlets are unknown. the ivy that grows from its body. Its fighting style is simple,
consisting of physical strikes and magic, but it tends to
eliminate those who come too close. It is said that long-range
attacks with fire weapons and magic are effective against it.
Like a regular Entlet, it has the appearance of a tree
trunk, but it is slightly larger and resembles a knobby old
tree when still. However, it differs from the usual Entlet in
that its entire body is always moist and covered with a thick Some time ago, a group of mid-level adventurers
layer of deep green moss. Additionally, there are numerous received a report about undead creatures living in a ruin.
ivy-like plants entangled in the old trees. As the Entlet They set off to the location based on an old map they were
moves, many of these plants seem to flutter in the wind or given. However, the majority of the path was covered by
explore their surroundings, resembling the tentacles of dense forests, causing them to become lost in its depths.
insects. The ivy, which is a larger form of waterweed, The adventurers were drenched in sweat in the humid
maintains the monster's posture or moves in a way that forest just from standing still. The poor footholds, such as
unintentionally entangles anyone who approaches it. watering holes and roots of large, knobby trees, made it
challenging for them to retreat. Furthermore, the area was
inhabited by a wide variety of beasts, and the constant fear
of encountering them left the adventurers too exhausted to
Forest Grail Entlets inhabit the interior of the forest, with even speak to each other after two days in the forest.
no sightings reported in other areas. They are believed to On the morning of the third day, the Elf Fairy Tamer
rarely venture far from the deepest part of the forest, near suddenly separated from the group, muttering something
the water. about being called. They left without taking any belongings,
Although sightings of Forest Grail Entlets are rare, one appearing dazed. The others quickly followed after them,
common characteristic of the forests they inhabit is the but they all believed that the extreme situation had clouded
presence of lush plant growth and fertile soil. This the Elf's mind.
phenomenon is not natural but is likely a result of external Despite their companions' attempts to stop them, the Elf
factors that occurred before the forest was established. continued on and eventually reached the lakeside at the far
Interestingly, there have been numerous sightings of end of the forest. They had been walking for quite some
mysterious ruins within the monster's territory, considering time. Approaching the water's edge, the Elf began drinking
it is located within the forest. from the slightly stagnant water, submerging their face like
These ruins are believed to be remnants of once bustling an animal. The companions were convinced that the Elf had
towns, including transportation hubs, post towns, military finally lost their mind, as the water seemed undrinkable.
bases, and even sites from the Magic Civilization Period. After the Elf calmed down with a drink of water, a
The prevailing theory today is that a large-scale colossal creature emerged from the lake. Rather than a face,
topographical or environmental change occurred, leading to the creature had a face-like figure painted on a part of its
the formation of the deep forest. However, there is limited trunk. One of the companions identified it as Entlet.
documentation regarding the specifics of this event, and The Elf Fairy-Tamer showed no fear as the Entlet
these claims remain speculative. approached and engaged in a conversation in the Sylvan
Assuming such a scenario suggests that Forest Grail language. After a brief exchange, the Entlet returned to the
Entlets originally inhabited urban and city areas, with an depths of the lake. The Elf then instructed their
external factor transforming the region into a forest. Some companions to drink the water, emphasizing its importance.
researchers have proposed the hypothesis of "rapid In essence, the water in the lake circulates throughout the
environmental change caused by Forest Grail Entlets and forest in a unique manner, and by drinking it, one becomes
their migration" as the external factor, and certain monster connected to the forest.
researchers are striving to uncover more evidence to Following the Elf's encouragement, the companions
support this theory. tilted their heads back and drank the water. Instantly, their
weary bodies felt rejuvenated, and their vision seemed to
expand.
The Elf explained that they had made a deal with the
Entlet: "I will stay here alone in exchange for saving my
friends." Since the Elf was the only one who could
communicate in Sylvan, they decided to stay by themselves.

138
Part 5 Monsters

The companions tried to convince the Elf otherwise, but


it seemed that the Elf had no intention of altering the 8 Forest Grail Entlet
agreement. They said, "You can come back and visit me Intelligence: Average Perception: Magic Disposition: Neutral
Language: Sylvan Habitat: Forest
again." The Entlet also mentioned a similar incident in the Rep/Weak: 13/19 Weak Point: Fire damage +3 points
past, where a Humanoid came to this place, saved the Initiative: 11 Movement Speed: 14/- Fortitude: 11(18) Willpower: 11(18)
others, and left one of them behind.
The companions felt a mix of anger, sadness, and, F Style Accuracy Damage Evasion Def. HP MP
ultimately, gratitude for the Elf's self-sacrifice as they made Branch (Trunk) 10(17) 2d+10 9(16) 10 81 48
their way back home. The once treacherous path out of the Branch (Trunk) 10(17) 2d+10 9(16) 10 81 48
forest now felt as comfortable as a meadow, allowing the Sections: 2 (Trunk x 2) Main Section: None
companions to safely return to the city.
From that point on, the guild frequently reported Unique Skills
sightings of Undead in the forest, but the same group of ●All Sections
◯Underwater Aptitude
adventurers always accepted the task.
►Fairy Magic 7 Level/Magic Power 10(17)
It can use earth, water/ice, light, and dark types. It does not change even
if you are using contract patterns (see MA, p. 136).

◯🗨►Magic Aptitude
They can use the Combat Feats [Targeting], [Hawk Eye],
[Metamagic/Targets], and [Wordbreak].

◯Slimy Ivy
The slimy ivies move freely and entangle around it. All targets in "1
area (5m radius)/All" around the monster must attempt a Danger Sense
check with a Target Number of 14 at the beginning of each turn. If the
target fails, the target gets a damp ivy clinging to a part of its body and suffers
a penalty of -1 on the Accuracy and Evasion checks for 10 seconds (1
round).
If this monster is underwater or "submerged from the waist down", the
Target Number of Danger Sense checks is increased by +2 points (Target
Number 16).
This effect is lost when the HP of one of the Trunk sections becomes
0 or less.

Loot
Always Mossy Earth Dumplings (800G/Green A)
2–6 None
7 – 12 Piece of Slimy Ivy (200G/Green A)
13+ Piece of Slimy Ivy (200G/Green A) x 1d

139
connected to whether the looted treasures are stored inside
or outside the ship.
The Abyssal Captain is the captain of a sunken pirate The Abyssal Captain often launches attacks at night,
ship and the last of his kind. In addition to his natural limbs, taking advantage of moonless nights or foggy conditions.
he has several prosthetic limbs, each equipped with a They take control of the ship upon approaching their target,
different weapon. He leads a crew consisting of Skeletons while Skeletons and other Undead sailors rush in to attack
and Ghosts, commanding a pirate ship that has emerged while the target is disoriented.
from the depths of the sea to attack ships and coastal Legend has it that when they plunder a ship, the crew is
settlements, relentlessly collecting treasures even after his sacrificed, and every piece of treasure is taken. Unless the
own demise. captain, the leader of the ship, is defeated, the sea will
When you spot a dilapidated ship at sea, especially in an continue to be plagued by their hatred, and the damage they
area known as "cursed waters," and you are uncertain of its inflict will know no bounds.
ability to stay afloat, it is crucial to take immediate action.
These worn-out vessels often target living ships for the
purpose of plunder.
The Abyssal Captain always appears with his men, the
Undead, as a group. While his men hold the frontline, he
prefers to be the rearguard, utilizing his favorite weapon that
Its figure is that of a luxuriously dressed skeleton, but its allows for ranged attacks.
clothes are torn and tattered, with countless shells adhering As the number of his men decreases, the enemy
to both the clothes and the skeleton. It also adorns itself with weakens, or he exhausts his ammunition for the ranged
shining jewelry all over its body and wears a distinctive weapon, he will switch to his melee weapon and confidently
triangular hat on its skull. join the frontline.
The bones of the body, whether humanoid or
barbarous, are unclear and appear to have been assembled
from various parts. In any case, the body has a peculiar
appearance, with four (or more) bony arms protruding from The waters surrounding the Kingdom of Makajahat are
the shoulders and back, possibly magitech arms. infested with a group of pirates known as the Western Pirate
Each arm holds a variety of weapons, such as curved Fleet. These pirates are notorious for their lack of teamwork
swords, claws, guns, and spears with rotating magitech tips, and constant attempts to outsmart each other. However, a
all of which can be used at will. few years ago, a pirate emerged with the goal of uniting all
Some individuals have magitech arms themselves, such the pirates. This pirate was the leader of the Immortal
as cannons that shoot bullets and arms that spray fire. In Pirates, known as the Abyssal Captain.
addition to these, there are also instances of using the The rise of the Immortal Pirates posed a serious threat
tentacles of creatures living in the deep sea as arms. to the kingdom as they targeted merchant ships passing
through the foggy seas and even sank fishing boats that
approached for rescue, disguising themselves as wrecked
ships. Their actions effectively disrupted the shipping routes
The Abyssal Captain is a being who, as a pirate, to neighboring countries.
committed all sorts of wickedness and perished at the In response to this dire situation, the kingdom decided
bottom of the sea. Even in death, their obsession for to recruit skilled adventurers to combat the Western Pirate
treasure remains unextinguished, as they continue to Fleet. The adventurers found themselves at sea, witnessing
operate as an Undead. a fierce battle between numerous pirates and the pirate ship
Since their death, the Abyssal Captain's obsession with commanded by the Abyssal Captain.
treasures has only grown. They adorn themselves with The Immortal Pirates demanded that other pirates pay
looted jewelry and arm themselves with their collected half of their looted treasures to the Abyssal Captain in
weapons. They have a particular fascination with guns and exchange for their support. Those who initially refused to
other weapons from the Magitech Civilization Period. They comply were ruthlessly executed by the Abyssal Captain,
are especially drawn to magical weapons that were using various means such as grappling claws and cannons.
considered rare even in those days, such as those Additionally, witnessing the remains of executed pirates
incorporating magitech mechanisms. These prized weapons becoming immortal sailors, the remaining pirates were
are kept in their multiple arms as they continue their search forced to obey the demands, whether they wanted to or not.
for someone to target. However, with the accumulation of treasure and
The pirate ship they command is haunted by the grudges constant executions due to the falsification of looted
of its crew and those they have attacked. When the Abyssal treasure, the dissatisfaction among the pirates reached its
Captain makes their move, the ship surfaces and roams the peak. Other pirates joined forces to overthrow the Immortal
seas as a ghost ship. The ship's locations vary, from aimlessly Pirates, and the adventurers witnessed this turning point in
sailing the open sea to circling uninhabited islands or even the battle.
navigating through magical waters to target ships that stray
into their path. It is speculated that this behavior is

140
Part 5 Monsters

⏩New Weapons
8 Abyssal Captain The Abyssal Captain discards the weapon and readies a new weapon.
Intelligence: Average Perception: Magic Disposition: Hostile The Abyssal Captain discards any number of weapons, rolls a 1d from the
Language: None Habitat: Ocean Rep/Weak: 13/18 "Multi-armed Weapon Table" for each discarded weapon, chooses one of
Weak Point: HP Recovery Damage (when deals damage), + 3 points the weapons corresponding to the roll, and equips it.
Initiative: 16 Movement Speed: 16/- Fortitude: 11(18) Willpower: 11(18) Each time this ability is used, it consumes 3 MP of any section. If the
number of arms is not enough, the weapon cannot be equipped, and the
weapon falls on the spot. This ability can be used only before performing
F Style Accuracy Damage Evasion Def. HP MP any Major Actions and is limited to 3 times in 10 seconds (1 round).
Weapon (Right) 11(18) 2d+9 10(17) 6 74 22
Weapon (Left) 11(18) 2d+9 10(17) 6 74 22 ◯Weapons Storm
Sections: 2 (Right / Left) Main Section: None Can make a melee or ranged attack with each weapon. A ranged attack
does not cause a Stray shot. Also, when using a Flamethrower, any
Unique Skills character within the area of effect can be excluded from the target.
●Right / Left
Loot
◯Multiple Arms Always Pirate Treasure (1,000G/-) x 1d
When this monster appears, its number of arms should be 2–9 High-quality Weapon (150G/Black White A) x 1d
determined. Normally, each Right and Left section has 2 each, but GM can
10+ Extravagant Weapon (500G/Black White A) x 1d
reduce 10 points of the maximum HP for each section to add one arm
(maximum 4 arms per section).
After the number of arms is determined, the weapon that this monster
is equipped with at the start of combat is arbitrarily determined from the
"Multi-armed Weapon Table". The number of arms used for each weapon
is indicated by "Stance". Each weapon will be broken and disabled after the
number of uses indicated in "Number of Uses". After setting weapons for
each arm, the GM can use this monster.
In the case of a weapon that uses multiple arms, it may be equipped
using the arms of the Right and/or Left section.

Multi-armed Weapon Table


Number
1d Name Stance Range Notes
of Uses
Golden Gulf
1 1 Melee Infinite -
Sword
Great Axe with a
2 2 Melee Infinite Damage +4
Broken Blade
Defense of target is
3 Magic Revolver 1 1 1 considered as half
(rounded up).
Damage -4, magic
4 Magitech Cannon 1 2 2
damage
Target is "1 area (3m
5 Flamethrower 2 2 2 Radius)/5", damage -4,
fire magic damage
damage -2, lightning
6 Electric Wire 2 1 1
magic damage

141
During the Magic Civilization Period, the industry During the Magic Civilization Period, there was an
developed and technology existed to smelt ores into metal. increasing demand for locally used golems. This is
Melting Claws were golems created to serve as labor for considered one of the accomplishments of the wizard-kings,
extracting, transporting, or smelting such ores. who used magic and artifacts to solve various difficult
In some mountains of the Alframe continent, there were problems.
recorded deposits of rare ores excavated in active volcanoes. Melting Claws was a heat-resistant golem created by a
Melting Claws were used as a labor force in these sorcerer in the procurement department of a certain wizard
inaccessible places, which were only accessible to Dwarves kingdom. Its purpose was to assist in their work. Initially,
and not to other Humanoids. like other golems, it served as a simple workhorse.
At the same time, rare metals and ores were sometimes However, when they needed to gather materials from a
unearthed in these deposits. Depending on the amount of volcanic deposit, they required a golem with higher heat
ore found, it was believed that miners could make a fortune. resistance.
Melting Claws were dispatched to protect mines and The heat in the volcanic area was so intense that a golem
workers from "mine vandals" as well as accidents such as made of ordinary rock would not be able to move quickly
cave-ins and eruptions. Their fighting power and durability enough to stay there for an extended period of time. The
gradually improved, and they were powered by gems that sorcerer believed that only a golem made from the most
emitted constant heat. heat-resistant mineral could withstand such a harsh
environment. As a result, they sought the opinion of
Dwarven sorcerers.
The material was improved with their guidance, and a
The golem is a bipedal creature made entirely of highly golem made from the best heat-resistant material was
heat-resistant metal. Its body joints are red-hot, and a jewel- created. This golem was capable of withstanding extreme
like ore is embedded in its back that constantly emits heat. heat in any location.
This is valuable and powers the golem. The entire body is As a result of the project, the authors proposed an
covered in shimmering flames, and approaching it exposes improvement: "If it can withstand such high heat, why not
one to intense heat. incorporate a power source that generates more heat and
use it as an auxiliary power source?"
The sorcerer studied this for many years. The turning
point came when they discovered an "ore that always
Sightings of these golems have been reported in radiates heat" collected from a volcano. Utilizing this heat as
abandoned mines, volcanoes, and other excavated areas. It an auxiliary power source created a golem with increased
is highly likely that these active golems are following some power output and complete heat tolerance.
sort of orders, as many of them are observed constantly After several trials, the golem began operations at the
moving between two locations or patrolling to alert their volcano. Unfortunately, a massive volcanic eruption
surroundings. occurred, burying the mine beneath it. The eruption
There have also been sightings in locations that were drastically altered the surrounding landscape, making it
once volcanoes or mines but have since undergone impossible to reuse the mine.
significant topographical changes, such as eruptions, turning A few survivors confirmed what had happened: "The
into vast natural mazes. However, there are numerous golem melted and flowed out." The sorcerer initially denied
accounts of these golems disappearing in the blink of an eye, this as impossible, but at the accident site, there were traces
leaving scorch marks on the floor where they once stood. of hot liquid flowing down the passageway.
A few years later, there were reports of another golem
with an identical power source being destroyed on the same
day, far away from the volcano. The sorcerer used their
personal fortune to search for the golem, but it was never
Since most of the Melting Claws' habitat is exposed to
found during their lifetime. However, there were traces of
high heat, it is crucial to have heat protection. In battle,
hot liquid flow near the reported sighting location, similar to
Melting Claws demonstrate fierce attacks such as heating
the mine that collapsed due to the volcanic accident.
their fists or emitting heat waves. Engaging them directly
without countermeasures will prove challenging. It is
important to assess the amount of heat your opponent has
accumulated and anticipate when they will unleash it as an
attack.
In general, it is recommended to maintain distance from
them and continuously attack in a manner that cools them
down.

142
Part 5 Monsters
◯Water/Ice Vulnerability
7 Melting Claws If a water/ice type physical damage or magic damage is applied, the
Intelligence: Servant Perception: Magic Disposition: Instructed applied damage will be increased by +3 points, and the Heat Point will be
Language: None Habitat: Unknown reduced by -1.
Rep/Weak: 15/20 Weak Point: Water/Ice damage + 3 points
Initiative: 14 Movement Speed: 18/- Fortitude: 11(18) Willpower: 9(16) ●Right/Left
⏩Scorching Fist
F Style Accuracy Damage Evasion Def. HP MP The fist becomes red-hot, increasing the power of blows. For 10
Fist (Right) 9(16) 2d+8 8(15) 7 68 - seconds (1 round), Fist attacks are treated as fire physical damage, dealing
Fist (Left) 9(16) 2d+8 8(15) 7 68 - +3 more points of damage.
Core (Core) - - 9(16) 5 46 - This effect can be used only once per round and Heat Points increase
by 1.
Sections: 3 (Right / Left / Core) Main Section: Core
●Core
Unique Skills
◯Attack Obstacle = +4 • None
●All Sections
A Melting Claws size prevents enemies from attacking it. The Core
◯Fire Immunity section receives a +4 bonus to Evasion checks against melee attacks. This
effect disappears when Right or Left section falls to 0 HP or lower.
◯Heat Storage Device
When a unique skill is used or fire damage is applied, the Heat Points ►Build Up Heat
will be increased. When this monster engages in combat, always disclose Begins to produce heat. Gains +3 Heat Points.
the value of Heat Points to PCs so that the PCs know. Heat Points are
shared by all sections. At the beginning of the battle, Heat Points are set at ►Heat Wave Jet/9(16)/Fortitude/Half
0. Heat Points are increased or decreased by the following factors. Radiates a heat wave from the power source and engulfs the
surroundings. Within “Range: Caster” deals to "Target: 1 area (radius
Increase/Decrease Of Heat Points 6m)/20" “2d + (current Heat Points)” fire magic damage.
Change Factor This ability can only be used if the Heat Points are 5 or more; if it is
+1 [⏩Scorching Fist] Unique Skill is used 10 or more, [►Heat Wave Jet] must be used before any other action.
+3 [►Build Up Heat] Unique Skill is used When it is used, the Heat Points will be reduced by -4.
-4 [►Heat Wave Jet] Unique Skill is used
Receives physical damage or magic damage of water/ice Loot
-1
type Always Molten Metal (1,400G/Black White S)
2–8 None
9 – 11 Blackened Ore (150G/Black White A)
12+ Blackened Ore (150G/Black White A) x 1d

143
The magitech soldier guarding the Great Negating
Shield in Sandokia is armed with a long, twisted, two-
During the Magitech Civilization Period, various large pronged spear-like weapon.
Magitechs were developed as weapons. Some of these
Magitechs were also used as guardians to protect valuable
places and treasures. One such large Magitech guardian is
the Eltmagia, which was developed based on the Humanoid The Eltmagia was often rumored to be a mysterious
Magitech soldier, Eltrias (see ML, p. 167). The Eltmagia is giant figure sighted near the Aerial Temple in Sandokia.
renowned for its exceptional characteristics among the The Adventurers' Guild was aware of this and dispatched
numerous Magitechs. adventurers to investigate, but they repeatedly failed and
All Eltmagia units were designated as guardians for came up empty.
powerful magical objects, encompassing not only Magitech However, after several searches and investigations,
but also artifacts from the prehistoric Divine Civilization and related materials were discovered at an archaeological site
Ancient Magic Civilization Periods. They were not nearby. It was revealed that the Eltmagia contained a secret
employed to guard simple or precious assets like metals, treasure called the Great Negating Shield, protected by the
gems, individuals, or locations. repulsive force it generated.
This distinction is owed to the unique function of the When attempting to approach the Eltmagia in Sandokia,
Eltmagia. It possesses a vault wherein magical items are adventurers experienced a phenomenon where they felt
stored. Not only can it safeguard these items, but it can also blocked by an invisible wall or had their projectiles
harness and utilize the effects of the stored magic items. significantly deflected.
The data provided pertains to an individual Eltmagia Unfortunately, hostile contact was established with the
housing a treasure known as the "Great Negating Shield." Eltmagia as a result of this investigation. As a result,
This Eltmagia is still airborne near the "Sky Temple" exploring the area is now considered hostile behavior. To
Sandokia (see BL, p. 76). prevent an unintended approach, the area where the
Eltmagia appears is restricted to flight travel.

The shape of the entity includes a floating disk-shaped


vault in the air, accompanied by a 5-meter tall humanoid
magitech soldier.
From the storage disk, an energy body resembling
threads is released. These threads extend like puppet strings
to suspend and connect with different parts of the magitech
soldier. Despite their insubstantial nature, these threads do
not tangle with each other and remain physically connected
to the magitech.

Eltmagia are found in the deepest parts of the ruins from


the Magitech Civilization Period. They have also been
spotted flying in modern times. Eltmagia are usually solitary
beings and do not have accompanying magitech soldiers.
However, if they are seen with other magitech soldiers, it
indicates that the treasures they guard are both powerful and
dangerous.

Compared to ordinary magitech soldiers, these soldiers


are extremely acrobatic and flashy. They are suspended by
threads, allowing them to fly, leap, and change their
positions in ways that ordinary human magitech soldiers
cannot imitate.
Their exceptional maneuverability makes them ideal for
melee combat. However, it has been noted that they are not
as effective when fighting from a distance, even though some
of them are equipped with magitech guns in both arms.

144
Part 5 Monsters
Which arm is disabled is chosen by the target of this effect.
10 Eltmagia
Intelligence: Servant Perception: Mechanical Disposition: Instructed ►Concealed Gun/13(20)/Evasion/Neg
Language: None Habitat: Ruins, Skies The shield has a gun built into it, which the Eltmagia can use to attack
Rep/Weak: 16/21 Weak Point: Physical damage +2 points suddenly.
Initiative: 17 Movement Speed: 22/22 (Flying) Within “Range/Area:2(20m)/Shot," it deals "2d+12" magic damage to
Fortitude: 13(20) Willpower: 13(20) "Target: 1 Character". Characters who have already been chosen before as
targets for this ability receive a +2 bonus on Evasion checks.
F Style Accuracy Damage Evasion Def. HP MP ●Legs
None (Head) - - 13(20) 7 70 -
◯Attack Obstacle = +4 • None
Luminous Flux
13(20) 2d+10 12(19) 9 77 - An Eltmagia’s height prevents enemies from attacking it.
(Body)
The Head and Body receive a +4 bonus to Evasion checks against melee
Wring-Edged Spear
14(21) 2d+16 12(19) 7 71 - attacks.
(Right Arm)
When the Legs fall to 0 HP or lower, this effect disappears.
Large Shield (Left
12(19) 2d+11 11(18) 15 85 -
Arm)
Kick (Legs) 13(20) 2d+12 11(18) 11 78 - ◯Overdraft/12(19)/Fortitude/Neg
Threads (Disk) 13(20) 2d+14 12(19) 10 70 - A target hit by a Kick will fall prone. Characters may counter this effect
with a Strength check (see CR I, p. 113) instead of Fortitude if they wish.
Sections: 6 (Head / Body / Right Arm / Left Arm / Legs / Disk)
Main Section: Head, Body (All) ●Disk
⏩△Acrobatic Orbit
Unique Skills
It changes its position irregularly and deceives with its irregular
●Head
movements. For 10 seconds (1 round), all sections except the Disk section
⏩Negating Shield Control gain a +2 bonus to Evasion. This effect is lost if any of the sections receiving
Controls an invisible shield that repels hostile forces by controlling the the bonus succeeds at an Evasion check.
power of the stored Great Negating Shield. Applies [Protection II] (see CR If more than one section attempts an Evasion check at the same time, all
II, p. 137, MA, p. 92) and [Missile Protection] (see CR II, p. 147, MA, p. of them gain a bonus modifier. This ability can be used only once per
145) to any two sections of itself for 10 seconds (1 round). round, and it costs the Disk section 5 HP.
This ability cannot target the same section in consecutive turns.
◯Whip of Threads
►Offensive Trajectory Indication A melee attack from the Disk section is treated as a melee attack with
The Eltmagia calculates the movements of itself and the disk precisely "Range: 1(10m)".
and achieves complex trajectories. For 10 seconds (1 round), the Right
Arm section is considered to have acquired Combat Feats [Repeated Strike ◯Limited 3 Attacks
II], [Cleave II], [Power Strike III]. Can make three melee attacks with one Major Action. Each target must
Using this ability causes a -2 penalty to the Head Evasion. be different from the others.

►Defensive Trajectory Indication ◯Repulsive Wave/12(19)/Fortitude/Neg


The Eltmagia precisely calculates its own movements and the disks', and The power of the Great Negating Shield semi-automatically drives away
improves its own defense. For 10 seconds (1 round), the Left Arm section the adversary. A target that deals physical damage or magical damage to the
is treated as if it has acquired Combat Feats [Cover II] [Guardian II]. Disk section with a Major Action within the "All Areas (30m Radius)"
Using this ability causes a -2 penalty to the Head Evasion. centered on the Disk section must make one Fortitude check against this
ability after the action.
●Body If it fails, the attacker is immediately blown 10m away from the Disk
◯Luminous Flux section via forced movement and falls prone. If it falls down, it cannot get
The Eltmagia attacks with Luminous Flux are treated as Shooting Attacks up in the same turn.
with "Range: 2 (30m)". And they deal magic damage. The effect of being blown away is that of being forced to move to the
adjusted rearguard area (from the frontline area to your rearguard area,
◯Targeting from the enemy's rearguard area to the frontline area) if it is "Simplified
Stray shots cannot occur. Combat".
In Standard Combat or Advanced Combat, if there is an obstacle such as
◯Protective Shield Deployment a narrow space or structure, the character is forced to move to that spot and
When the Body section takes fire, water/ice, wind, earth, or lightning type falls prone, receiving an additional 20 points of physical damage. This effect
damage, a protective shield forms around it, nullifying any subsequent does not work on characters with multiple sections.
attacks of the same element. When the defensive shield is put up, all
sections are not affected by any damage or disadvantageous effect caused Loot
by the type. Always Unopenable Magitech Chest (4,000G/-)
Once a new protective shield is put up, the previous protective shield loses 2–6 None
its effectiveness. At the beginning of the battle, the defensive layer against Mysterious Magitech Components (2,400G/Black
7+
fire is deployed. White S)

●Right Arm
◯Multiple Declarations = 2 times

🗨Twin-Edged Flash
When making a damage roll, the Eltmagia may roll 2d twice and choose
to apply either roll.

●Left Arm
►Armload/12(19)/Fortitude/Neg
The shield strikes the target's arm, temporarily disabling it. The target
takes 2d+6 points of physical damage and is paralyzed or disfigured in one
arm for 10 seconds (1 round) and is unable to use either arm or the
armament in that hand. If it is a weapon, the weapon held in that arm
becomes unusable, including Stance: 2H, and if it is a shield, the shield
loses all effects, including Evasion checks and Defense modifiers.

145
conscious. When they sense an intruder, they immediately
switch to battle mode.
Wyrms are a subspecies of dragons, winged serpentine In many cases, the original owner of the treasure is
mythical beasts without limbs. Wyrms are known for their unknown. Therefore, for the Guardian Wyrm, the treasure
strong desire to store and protect treasures more than most is considered common property. If the previous owner is
dragons. This habit was exploited during the days of the absent, they naturally assume ownership. Obtaining the
Magic Civilization, where Wyrms were appointed guardians treasure without eliminating it is nearly impossible.
of treasures through contracts with magicians. These
Wyrms were known as Guardian Wyrms. They consider
the treasure to be "shared" with the contractor and will do
everything in their power to protect it, even risking their own A Guardian Wyrm is a type of dragon that fights with its
life. breath and strong fangs, blows with its wings, and cleaves
with its huge body and tail. It has multiple types of breath,
making it difficult to deal with.
In addition, in the contract to become the guardian of
A Wyrm is a mythical beast with a pair of claws. While the treasure, the ancient magicians gave them special
it resembles a giant snake due to its lack of limbs, its torso is powers. It was a win-win arrangement that strengthened the
thick, and an average adult can grow to a length of just over power of the guardian of the treasure as well as the price of
10 meters, making it powerful enough to crush a small hut. the contract.
The distal portion of its body is similar to that of a For this reason, each individual has their own unique
dragon and can be almost indistinguishable from other power (the data shown here is just one example). Moreover,
species. The wings are spread out from a position closer to the special power is not limited to one. In many cases, a
the body rather than the dorsum, and their position, size, Guardian Wyrm possesses multiple powerful and evil
and movement of the skin membrane are similar to those powers. In order to be prepared for encounters with them,
of a Wyvern (see BM, p. 138). The body color of a Wyrm it is advisable to have a sufficient level of class, such as Sage,
is mostly black or dark, but it can rarely be bronze, reddish- to identify their powers.
bronze, or brass. A Guardian Wyrm will not tolerate anyone who seeks
Guardian Wyrms sometimes exhibit unusual the treasure. They will not allow you to surrender in the
characteristics in their appearance. They are contracted to middle of a battle. If you are going to fight, you must be
protect treasures and are granted special powers by their determined.
contractors. Depending on the type of Wyrm, their
appearance may be noticeably affected. The individual
presented here as an example has two pairs of wings. Even
without the additional wings, Guardian Wyrms are said to Guardian Wyrms have been a presence for many
generally have shinier scales compared to the general adventurers and treasure hunters in their search for
population. treasures, accumulating numerous corpses.
The data presented here is no exception. It is based on
the ruins of a house near the Grand Duchy of Gokersburg,
located on the eastern edge of the Dorden region. The site
A Guardian Wyrm is a contractual guardian of ancient is a nearly intact structure from the Magic Civilization
treasures. Wherever they are, there is always a treasure Period, and its immediate descent into the basement led to
belonging to a wizard-king. Most of their contractors are the assumption that it served as a cemetery. Given its size, it
wizard-kings from the first age or similarly powerful is highly likely that it belonged to a wizard-king, which is why
magicians. The Guardian Wyrm resides in the ruins of a many treasure hunters have embarked on its exploration,
former wizard-king's castle or magician's mansion or in a hoping to find accompanying artifacts.
treasury located in the innermost part of the mansion. In However, none of them ever returned. The Guardian
some cases, the treasure may contain a magic sword that Wyrm, who protected the treasure in the innermost part of
forms a Sword Labyrinth. the tomb, single-handedly killed every intruder. Its ability to
The Guardian Wyrm nests in the treasure room and is create Mummies turned the fallen adventurers into undead
more focused on staying close to the treasure, protecting it, creatures, adding them to the ranks of the cemetery's
and cherishing it than satisfying its appetite. They avoid guardians.
venturing outside for hunting and other activities, making it News of the ruins infested with Mummies spread,
extremely difficult to catch them when they are away from prompting the Grand Duchy and the Adventurers Guild
home. Even after spending several years observing and branch to issue a strong domestic and international warning.
studying their behavior, it is rare to find even a half-day Eventually, a group of adventurers known for their skill and
opportunity to confront them. rank as Sentinels, recognized by both the Grand Duchy and
During most of their days, they bury their bodies within the Adventurers' Guild, discovered the truth and eliminated
their treasures. They may appear to be sleeping, but they are this danger from the world.
actually in a state of extreme inactivity while remaining

146
Part 5 Monsters
●Body
11 Guardian Wyrm ◯Attack Obstacle = Impossible • +4
Intelligence: Average Perception: Five senses (Darkvision) Guardian Wyrm size hinders attack.
Disposition: Hostile Language: Dragonic, Arcana Habitat: Ruins The Head cannot be attacked in melee. Against any ranged attacks, Head
Rep/Weak: 19/22 Weak Point: Physical damage +2 points receives a +4 bonus to Evasion checks.
Initiative: 18 Movement Speed: 10(Crawling)/30(Flying) If the HP of the Body section falls to 0 or lower HP, this unique skill is
Fortitude: 14(21) Willpower: 13(20) lost.

F Style Accuracy Damage Evasion Def. HP MP ●Tail


Claws (Head) 14(21) 2d+16 13(20) 12 98 35 🗨Tail Sweep
Slam (Body) 14(21) 2d+18 10(17) 14 114 228 The monster can use its tail to attack up to 5 targets in the same skirmish.
Tail (Tail) 15(22) 2d+12 11(18) 12 101 21 This attack cannot be used in consecutive rounds.
Wing (Wing x 4) 14(21) 2d+10 11(18) 10 72 19
●Wing
Sections: 7 (Head / Body / Tail / Wing x 4) Main Section: Head
◯Additional Wings
Unique Skills All sections gain a +2 bonus to Accuracy and Evasion checks for Melee
●All Sections Attacks if 3 or 4 Wing sections are alive.
If the HP of two Wing sections is 0 or less, this bonus is reduced to +1.
◯Fire Immunity If the HP of three or more Wing sections is 0 or less, this bonus is lost.
●Head
🗨All-Out Attack
►Hot Air Breath/12(19)/Fortitude/Half A Wing can deal an additional 8 damage on its next attack. However, any
With "Range/Area: 2(20m)/Shot", it spits hot wind to "Target: 1 area (4m Evasion check made by this section, in turn, receives a -3 penalty as a risk.
Radius)/10", giving 2d+15 fire and wind magic damage. This ability cannot
be used in consecutive turns. Loot
Always Treasures (200G/Gold White A) x 2d
►Mummy Creation Always Snake Dragon Scale (4,000G/Red S)
It can turn a Humanoid or Barbarous corpse into a Mummy (see CR II,
Always Ring of the Covenant (3,000G/Gold Black White S)
p. 375 or ML, p. 142). A Mummy created by this ability hates all living
2–5 None
creatures except this monster and attacks it instantly.
6+ Dragon Fang (1,200G/Red S)

147
treasures they protect to the prospective wager taker,
allowing them to choose what they desire. Then, according
During the Ancient Magic Civilization period, sorcerers to Sphinx Gambler standards, they demand an equivalent
dedicated themselves to researching and studying magic. amount in the form of betting chips.
They accumulated knowledge and conducted magical
research, creating and systematizing various forms of magic.
The practices and teachings of these sorcerers have been
passed down to present-day sorcerers. Sphinx Gamblers avoid direct conflict and instead rely
The Magic Civilization Period was a time of great on traps and labyrinths to fend off intruders before engaging
intellectual property, with highly valuable magical systems, in a fight. To encounter a Sphinx Gambler or obtain the
theories, advanced research, and magical items. The sorcery items they protect, one must overcome the challenges they
profession was considered valuable but vulnerable to have set up.
exploitation and theft. Visitors who successfully navigate through all the traps,
To protect themselves and their research, sorcerers riddles, and difficulties prepared by the Gambler will earn a
employed various measures. Some aligned themselves with certain level of respect. The battle with this monster is more
wizard-kings, who provided protection. Others chose to rely like a "wager" to obtain desired outcomes rather than a
on their own power, residing in labyrinths or remote towers straightforward fight. Sphinx Gamblers pose the ultimate
and employing Constructs or contracted Daemons as threat in this battle. However, each individual specializes in
guardians. different types of "bets" and often makes unprofitable
The Sphinx Gambler, a type of Mythical Beast, was wagers. Some speculate that they are tired of always winning
highly respected as a guardian of sorcerers. It is said that or prefer evenly matched opponents, but it is unknown if
they recognized the value of the sorcerers' intellectual this is true.
property and served as guardians out of empathy and Even if a battle becomes inevitable, Sphinx Gamblers
mutual benefit rather than through contract, obligation, or will attempt to make their opponent surrender and drive
coercion. them away if possible. They employ various types of magic
and unique skills, but their preference lies in deceiving their
opponents, draining their strength and energy, and
compelling them to retreat rather than directly causing
A smaller-than-normal Sphinx, measuring about 2 harm.
meters in length. Their face resembles an innocent boy's, Sphinx Gamblers also protect themselves with treasures,
while their torso resembles that of a short-haired cat with artifacts, and magical knowledge, making it challenging to
spots. They remain stationary in the innermost part of the defeat them in direct combat. The individual described in
ruins and do not move around much. There is a small dent this book is situated within a magic circle, in which a treasure
on their back, and they appear to have the ability to fly, is hidden and provides secondary benefits.
although not very proficiently.

In the past, there was a story about a Sphinx Gambler


Sphinx Gamblers are rarely found in natural ruins or who made a bet with an immortal wizard-king. The wizard-
caves. Most of them prefer to stay in the innermost parts of king was a Humanoid Conjurer and had their research
ruins or abandoned places from the Magic Civilization stolen by a rival, which led to false accusations and their
Period. Many of them have been alive since that time and murder.
possess extensive knowledge and formidable fighting power. Instead of being revived conventionally, the conjurer was
They are known as a select few who are aware of the raised as an undead and sought revenge. However, their
accomplishments of past sorcerer friends, and they are ultimate desire was not revenge but to demonstrate the
considered successors to their legacies. recovered research results, even if it meant accepting a
Depending on the nature of the sorcerer they were soulscar.
associated with, Sphinx gamblers may not welcome visitors. The Undead Conjurer, who had risen from the dead
If the sorcerer was Barbarous and shared their ideology, it and continued their research on a secluded island in the
could lead to conflict with Humanoid adventurers. middle of the ocean, was visited by the Sphinx Gambler.
However, they prefer not to resort to force to eliminate The gambler found the research intriguing and proposed a
their adversaries. Instead, they offer them "wagers" that bet on its outcome.
involve contests of wit. The specific terms of the bets vary Initially, the Conjurer dismissed the offer, as they had
according to the Gambler's preferences, as each individual absolute confidence in their research and its validation.
has their own. They may engage in simple games, such as However, when the Sphinx Gambler wagered "an
flipping a coin or word games that even modern Humanoids undisturbed research environment," the Undead Conjurer
and Barbarous can understand. Alternatively, they may decided to join in for the fun.
create their own complex and peculiar board games. The bet revolved around whether the path to godhood
Naturally, a bet is a game, and there is a required could be systematized. It remains unknown if this research
wagering fee. The Sphinx Gambler first displays the has been completed, but rumor has it that a Sphinx

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Part 5 Monsters

Gambler living on a deserted island holds the answer to this ⏩△Protective Magic Circle
question. By staying in the center of the magic circle, Sphinx Gambler will continue
to benefit from it.
One section spends 10 MP and immediately regains 10 HP, and the
12 Sphinx Gambler applied damage received by this section will be halved (rounded up) for 10
seconds (1 round). This effect can be used only once per round (for each
Intelligence: High Perception: Five senses Disposition: Neutral section).
Language: All Habitat: Ruins
Rep/Weak: 15/22 Weak Point: Physical damage +2 points ●Head
Initiative: 17 Movement Speed: 20 (4 Legs)/20 (Flying)
►Magic (All Systems) 10 Level/Magic Power 15 (22)
Fortitude: 16 (23) Willpower: 18 (25)
It mastered all magic systems at 10 levels.

F Style Accuracy Damage Evasion Def. HP MP ●Body


Bite (Head) 15(22) 2d+13 15(22) 11 106 149 ◯Attack Obstacle = +4 • None
Claws (Body) 16(23) 2d+11 14(21) 12 116 72 Head sections cannot be attacked in melee. Against any ranged attacks,
Body sections receive a +4 bonus to Evasion checks.
Sections: 2 (Head / Body) Main Section: Head This effect disappears when the Body section falls to 0 HP or lower.
Unique Skills ►Restraining Magic Circle/14(21)/Willpower/Temporary
●All Sections The target is trapped in the magic circle and cannot move.
◯Mana Resistance Sphinx Gambler targets "Target: 1 Entire Character" within "Range/Area:
Reduce all Magic Damage Sphinx Gambler receives by -3. 1(10m)/Target". If the target fails the Willpower check, it loses 10 MP,
cannot move, and cannot perform Major or Minor Actions for 3 minutes
◯Knowledge Incarnate & Weakness Exploit (18 rounds). If the Willpower check succeeds, the target loses no MP but
Sphinx Gambler can make Sage Knowledge checks with a Standard Value cannot move or perform Major or Minor Actions for 10 seconds (1 round).
of 15. In this case, it knows combat feat [Sage's Wisdom]. Using this effect consumes MP10.
Sphinx Gambler deals double damage to other monster weak points it
detected. Loot
Always Rare Grimoire (6,000G/Green White S)
2–6 None
10 – 11 Ancient Writings (2,000G/White S)
12+ Engraved Ring (5,000G/Gold White S)

149
They promptly kill them once the immediate threat has
passed.
A Melusine is a hostile fairy. According to legend, if a As a result, the habitat of Melusines is scattered with
fairy becomes hateful and evil, they transform into a countless bones and corpses of their victims.
Melusine. Another tale tells of a powerful magician who
used a spell to turn a fairy into a Melusine and bind them to
a contract, using them as a servant.
It is widely believed that Melusines harbor a violent In most cases, a Melusine disguises herself as a harmless-
hatred for all creatures except themselves and will attack looking Humanoid when encountered. However, in ruins
anything that crosses their path. However, a story suggests a or labyrinths, she often impersonates injured or lost
Melusine can return to its original fairy form by releasing the adventurers.
magic of the contract. Nevertheless, the truth is uncertain, A Melusine charms her opponents with her beauty and
and most people, including Fairy Tamers, caution that if you catches them off guard, launching an attack when they
encounter a Melusine, you must fight and defeat them. approach unintentionally. If she has companions, the
Melusine seduces them and manipulates them into fighting
each other.
However, when the other party discovers her true
According to legend, a Melusine is a being that identity, the Melusine reveals her true form and attacks. She
undergoes transformation by enduring the negative uses her wings to fly and breathes fire and poison.
emotions of various original fairies. It is believed that Melusines are said to have inherited the nature of the
sorcerers, who once bound their existence with magic to original fairy, which is reflected in her appearance and
control fairies, discovered this characteristic and began to abilities. For example, if she originated from a fire fairy, she
exploit it. would have bright red hair and scales, and can breathe fire.
Regardless of their original form, Melusines have a If she originated from a water nymph, she would have long,
human upper body, a serpent lower body, and wings made watery hair, fish-like scales, and the ability to breathe water.
of skin on their back, giving them the appearance of a Melusines can also cast fairy magic corresponding to the
combination of several fairies. It is said that the upper body type of the original fairy. Here, we present the monster data
can be male or female, depending on the appearance of the of a Melusine that was originally an Undine.
original fairy, but this is not certain. Melusines are also
believed to have magical powers to charm those who see
them.
Some argue that they are related to dragons due to their There are only a few records of encounters with
appearance, but they are classified as fairies because Fairy Melusines, who reside deep within ruins and labyrinths.
Tamers recognize them as such, and Runefolk cannot see The most well-known encounter is documented in "The
them. Unlike the original fairies, Melusines are known to be Legend of the Lost Banza".
ferocious and aggressive. Approximately 200 years ago, Banza, an island country
located in the sea east of the Alframe continent, thrived
through trade. However, a survey team was dispatched to
the city when ruins from the Magic Civilization Period were
Most Melusines serve as guardians of treasures and ruins discovered beneath it.
themselves. These can be found in various forms, such as After overcoming numerous challenges, the research
ruins, labyrinths, or in unexplored jungles. There are team reached the deepest part of the ruins. There, they
different theories regarding how Melusines became encountered three Melusine sisters, each possessing the
guardians. Some suggest that Melusines killed all the ability to breathe fire, ice, and poison. The team became
inhabitants and subsequently became guardians, while enchanted by the sisters' powers.
others believe that they were bound by a magical contract by During this encounter, one survivor outwitted Melusine
a magician. and managed to take the treasure being guarded while the
Due to the compelling reasons and persuasive power charmed friends turned against each other and perished.
behind both theories, many believe that both explanations Once Melusines realized what had occurred, they became
are correct and that there are multiple ways in which enraged and traveled to the capital of Banza to reclaim the
Melusines became guardians. treasure. The people of Banza fell under their spell. The
Typically, a Melusine appears alone. However, there charmed citizens began to kill one another, resulting in the
have been reports of multiple Melusines, who could be ultimate destruction of the city after three days of
considered sisters or brothers, guarding ruins together. bloodshed. It is believed that Melusines then retrieved the
When they anticipate a threat, they sometimes manipulate treasure and returned to the depths of the ruins.
Humanoids or Barbarous, whom they have charmed with Consequently, the three Melusine sisters are believed to still
their enchanting appearance, to eliminate intruders. guard the treasures deep within the ruins beneath the lost
However, Melusines, who despise all creatures, do not keep Banza.
charmed Humanoid or Barbarous beings alive for long.

150
Part 5 Monsters
●Upper Body
7 Melusine ◯🗨Magic Aptitude
Intelligence: Average Perception: Five senses Disposition: Hostile They can use the Combat Feats [Metamagic/Targets], [Targeting], [Multi-
Language: Trade Common, Sylvan Habitat: Various Action].
Rep/Weak: 13/16 Weak Point: Fire damage +3 points
Initiative: 13 Movement Speed: 15(Crawling)/20(Flying) ►Mesmerize/10(17)/Willpower/Neg
Fortitude: 9(16) Willpower: 9(16) With "Range/Area: 30m/Target", mesmerizes "Target: 1 Character" by
looking at it. The target thinks the Melusine is their beloved lover and acts
F Style Accuracy Damage Evasion Def. HP MP to protect them. The character in this state considers any attack on the
Claws (Upper Melusine to be an offense and tries to defeat these offenders with all their
9(16) 2d+8 9(16) 6 51 48 might. This effect is of psychic type and lasts only while the character is
Body)
Tail (Lower within "Range: 2(30m)" from the Melusine.
10(17) 2d+10 8(15) 7 58 41
Body)
►Poisonous Water Breath/9(16)/Fortitude/Half
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body It exhales Poison Breath that clings to and consumes the body of a living
creature.
Unique Skills Within “Range/Area: 1(10m)/Shot,” they deal 2d+7 water/ice and poison
●All Sections magic damage to the "Target: 1 area (3m Radius/5)". In addition, a target
◯Type: Water/Ice/Magic Power 10(17) that fails a resistance check suffers a -1 penalty on Accuracy and Evasion
Only the Upper Body section can cast spells. checks for 10 seconds (1 round).
This ability cannot be used on consecutive turns.
◯Underwater Aptitude
●Lower Body
◯Flight ◯Embrace of Suffering
Gains a +1 bonus for Melee Attack's Accuracy and Evasion checks. A successful hit from a Tail entangles the target. It cannot move and its
Accuracy and Evasion checks are reduced by -2. Also it receives -2 to
◯Humanoid Mimicry/15/Danger Sense/Neg Willpower against [►Mesmerize]. In each round, the entangled target is
It disguises itself as a Humanoid. While mimicking, characters cannot hit automatically by the Tail.
perform a Monster Knowledge check on this monster. If a character When the target tries to escape, use de-bonding (see ML, p. 71).
approaches it unintentionally, they need to make a Danger Sense check While entangled by this unique skill, the Tail section cannot attack other
with Target Number 15, and if it fails, they will be surprised (see CR I, p. characters. If the monster itself wants to release the target, it can do so with
144). Mimicry will automatically end once the monster starts to act. a Minor Action.

Loot
None

151
Treasures and rare items can be found not only in ruins One of the well-known incidents involving Cerberus
but also in the Shallows. To retrieve such items, you must Mother is the "Episode of the Silent Barbaric Capital." In the
defeat the master of the Shallows. past, in the northern region of Alframe, Barbarous creatures
Adventurers who attempted to retrieve the treasure of gained the power of Daemons and established their domain.
the Shallows were filled with despair when they discovered Under their control, numerous lower-level Barbarous
that their target was Cerberus Mother. In the unforgiving gathered.
environment of the Shallows, this monster was known for its At the heart of this rapidly emerging domain, there was
overwhelming power. a place simply referred to as the "Barbaric Capital," without
It is rumored that Cerberus Mother never leaves the any specific name given. The Barbarous king, who was said
depths of the Shallows, and defeating her without entering to have a Daemon as a follower, granted the Daemon's
the Shallows is impossible. However, entering the Shallows power to those under his control, causing the rapid spread
comes with a risk, as it has the power to control those who of their influence.
have entered and drain their strength, making it extremely The powerful Barbarous force grew to the size of a small
challenging to overcome her. country's population. If they invaded the sphere of influence
of Humanoids, heavy casualties were inevitable.
Suddenly, after one night under a new moon, the
Daemon-empowered Barbarous disappeared without a
This Cerberus is a white wolf with snow-white fur trace. After a considerable period of time, adventurers
covering its entire body. It has three heads and breathes out investigated the Barbarous Capital and discovered a Shallow
two types of breath: a cold breath that freezes its Abyss of an unprecedented scale. They also encountered a
surroundings and a slumbering breath that puts victims to "Dog" Daemon with three heads protruding from its jet-
sleep and weakens them. Additionally, it can emit a cursed black body, which greeted the adventurers.
howl that manipulates corpses. The Daemon said, “I am trapped in here with the
Barbarous treasures. Help me escape, and I will share them
with you.”
The words were magically enchanting, and the
Cerberus Mother has only been observed in the adventurers went into the Shallow by their will and never
Shallows, and it is believed that she cannot leave this area. came back, claiming that it was a mutually beneficial deal.
However, she appears to be able to communicate with After this was repeated three times, it was recognized as
people outside the Shallows by revealing parts of her body, a serious danger, and the rumor spread widely. Finally, a
such as her face. She can even show those approaching the Humanoid hero used a sacred sword to eliminate the
Shallows a glimpse of its interior on the outer edge, as if Shallow Abyss, resulting in the creature’s defeat. After the
through a video image. Shallows’ disappearance, the empty place was called “the
Cerberus Mother is renowned for her ability to entice Silent Barbaric Capital.” Even now, it seems that the
Humanoids and Barbarous creatures into the Shallows, Humanoid people will not come close to it.
where she welcomes them in a "motherly" manner. In return
for sharing her Daemonic powers, which are a part of
herself, she seemingly gains permanent obedience from
them.

Due to its habitat, battles with Cerberus Mother typically


occur in the Shallow. In this area, the breath emitted from
the necks of the three wolves is powerful. Additionally,
Cerberus Mother is accompanied by several "dependent"
Humanoids and Barbarous who share her power. These
adversaries pose a significant challenge, and engaging them
directly is not recommended.
Furthermore, Cerberus Mother possesses a terrifying
ability to revive defeated dependents through a "cursed
howl," turning them into corpse warriors. This makes it
impossible to neutralize the minions first and then focus on
the boss. As a result, the threat level is deemed quite high.

152
Part 5 Monsters
►Cursed Howl
11 Cerberus Mother The Cerberus Mother howls and uses the fallen servants who died on the
Intelligence: Average Perception: Five senses (Darkvision) battlefield as reinforcements. Humanoid or Barbarous allies of the
Disposition: Hostile Language: Trade Common, Barbaric, Drakish, Cerberus Mother whose HP has fallen to 0 or less in combat will be
Daemonic Habitat: Shallow controlled by her. After this manipulation is completed, the controlled
Rep/Weak: 15/22 Weak Point: Slashing damage +3 points character will immediately recover their current HP up to 20 points and
Initiative: 18 Movement Speed: 20(4 Legs)/- perform a Major Action using their own abilities (if there are multiple
Fortitude: 14(21) Willpower: 13(20) characters in different sections, all of them will have their HP set to "20"
and perform a Major Action). After that, they will take their turn every
round until their HP becomes "0 or less".
F Style Accuracy Damage Evasion Def. HP MP If the HP of a character manipulated by this effect falls to 0 or less (a
Bite (Head) 13(20) 2d+15 12(19) 8 88 28 second time), the character cannot be manipulated by this ability again.
Bite (Head) 13(20) 2d+15 12(19) 8 88 28
Bite (Head) 13(20) 2d+15 12(19) 8 88 28 ●Body
None (Body) - - 12(19) 10 96 14
◯Attack Obstacle = +4 • None
Sections: 4 (Head x 3 / Body) Main Section: Heads (All) Head sections cannot be attacked in melee. Against any ranged attacks,
Head sections receive a +4 bonus to Evasion checks.
Unique Skills This effect disappears when the Body section falls to 0 HP or lower.
●All Sections
◯Water/Ice Immunity Loot
Always Crystallized Daemon’s Blood (800G/Red A)
◯Psychic Immunity Always Abyss Shard (200G/-) x 2d
2–7 None
●Head 8 – 12 White Wolf Binding Chain (5,500G/Black S)
►Two Breaths 13+ Mothers Binding Chain (14,400G/Black SS)
It spits out either "Freezing Breath" or "Slumbering Breath" from its
mouth. Both of them have "Range: Caster" and "Target: 1 area(6m Radius
6m)/20".
The head can choose any breath to use (or whether to attack with Bite
without using breath). If more than one head breathes the same kind of
breath, it is treated as a single attack with increased success value. If two
heads breathe the same breath, the breath's success value has a +2 bonus,
and the calculated damage is increased by +4. If all three heads breathe the
same breath, the success value has a bonus of +4, and the calculated
damage is increased by +8.
1: Freezing Breath/12(19)/Fortitude /Half
Head exhales freezing cold air, dealing 2d+10 water/ice magic damage to
the affected targets.
2: Slumbering Breath/11(18)/Willpower/Neg
A target that fails to resist will immediately fall asleep on the spot.
This effect is treated as psychic type (not weak).

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181
Designer's Notebook
Kei Kitazawa Tanaka Kouji
I believe that this project originated from a discussion, It has been five years since the release of SW2.5, and
"Didn't we have a setting with wheat-colored skinned beach the data has been expanded and improved.
Elves?" In this issue, we are going back to the basics by
From that point, the idea struck me that it would be introducing "new races" and expanding the number of
fascinating if each race had subtle variations based on birth playable characters. We have also included some races from
and environment. This concept was further enhanced by the the previous SW2.0, which may evoke a sense of nostalgia
notion that each race could protect some secret treasure. As for some of you.
a result, the Spriggan and Abyssborn were brought to life, However, this time we have taken a new approach by
culminating in the completion of this book project. focusing on "rare species" as a motif. These Elves are slightly
I initiated inventing new races within this book while the different from ordinary Elves, possibly created during the
SW group collaborated on developing each rare species. Magitech Civilization Period for different purposes. We
Tanaka Kouji primarily authored the first section and have presented this concept in a way that sparks
created the sample characters. I took charge of the second imagination.
part, and after the SW group exchanged ideas, Miyuki Additionally, we have included many powerful magic
Kiyomatsu wrote the third part. Takeo Sugiura contributed items called "hidden treasures" that are connected to these
to the fourth part, and Tanaka Kouji and Miyuki Kiyomatsu rare species. These items, which may hold the fate of the
collaborated on the fifth part, which focused on Boss Class world, will drive various stories just by considering their
Monsters, drawing inspiration from the ideas of the SW presence.
group. Furthermore, we have included boss monsters that aim
In addition to the core team, Aoneko Azuki, the winner to protect or seize the "hidden treasures", as well as
of the replay contest, and Miya Kuromiya, a newcomer, numerous traps that may be found in hidden dungeons, as
joined us for this book. They worked on brainstorming and general-purpose data.
writing for the "Hidden Treasures" and "Boss Class So, if you enjoy the diversity of rare species and wish to
Monsters" sections. We are also excited to announce that immerse yourself in the stories created by these races, we
next month, we will release a scenario collection centered will see you again.
around the theme of "hidden treasures". Aoneko Azuki,
Miya Kuromiya, and Tadaaki Kawahito will be the authors
for this upcoming release.
This project expanded upon the existing races and
broadened the world they inhabit. We invite you to embark
on this adventure for the hidden treasures and challenge
yourself to your heart's content!

Staff List Web Content


Supervision:…………………..… Kei Kitazawa
Writers:……..………………..….. Tanaka Kouji, Kei Kitazawa, Takeo Sugiura, (Group SNE site)
Miyuki Kiyomatsu http://www.groupsne.co.jp/
Writing Assistance:………..…. Tadaaki Kawahito, Bethe Yuli Kurosaki, Jun You can find here errata and FAQ, and interviews.
Kawabata, Aoneko Azuki, Miya Kuromiya
Development: ………………… Group SNE
(Fujimi Shobo official TRPG ONLINE Introduction
Cover Illustration:……………. Susumu Kuroi
Table Illustration:…………….. Konno Takashi, Tai Nakajima, Usui Rina page of “Sword World 2.5”)
Frontispiece Illustration:…….Susumu Kuroi, Usui Rina, Konno Takashi, https://fujimi-trpg-online.jp/game/sw25.html
Tai Nakajima This page contains information on downloads for various
Text Illustrations:………………akisa, NIRA, Usui Rina, Kato Tabibito, sheets and new releases.
Kanino Nika, Kankuro, Susumu Kuroi,
Konno Takashi, Shiroichi Ohno,
Sennohajime, Toyota Saori, Tai Nakajima,
Mikako Mikaki, Yukihiro Maruo,
Morechand Original Release Date: 2023/07
Book Binding:…………………..Atsushi Sekoguchi (coil)
Text Design:………………….....Takahiro Sato Translation Release Date: 2023/12
Original Editing: ……………….Ryosuke Takeda, Keita Sadamatsu

Translation:…........................Auquid
Additional Translation:…….. Momo This is a free, unofficial, fan-based translation.
Translation Editing:……….…. Auquid Please support original creators by buying Sword
Proofreading:…………………… MomijiLoop, Dionysos
World books and supplements.

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