Sword World 2.5 - Arcane Relic
Sword World 2.5 - Arcane Relic
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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
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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.
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.
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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.
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Part 1 Characters
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.
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Part 1 Characters
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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.
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Part 1 Characters
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.
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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
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Part 1 Characters
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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
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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
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
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
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.
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.
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
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.
38
Part 1 Characters
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.
40
Part 1 Characters
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.
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
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.
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.
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).
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.
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
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.
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.
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.
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
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
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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.
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Part 2 World
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.
58
Part 2 World
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.
60
Part 2 World
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.
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
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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).
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.
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.
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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.
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Part 2 World
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.
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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
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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.
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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
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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.
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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.
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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.
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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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Part 2 World
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
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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Part 3 Treasures
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.
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89
From now on, let us introduce you to some of the magic items in the world.
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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.
◯Regeneration = 50 points
Wearer restores 50 HP at the end of their turn.
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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.
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
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.
96
Part 3 Treasures
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.
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
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.
◯Combat Aid
Gives a +1 bonus to Jockey's Accuracy and Evasion checks.
►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.
102
Part 3 Treasures
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
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.
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
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
108
Part 3 Treasures
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.
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
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
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
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.
116
Part 3 Treasures
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.
118
Part 3 Treasures
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].
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.
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.
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).
❷Trap Name
The name of the trap.
124
Part 4 Traps
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.
126
Part 4 Traps
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
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
⏩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
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.
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
◯🗨►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.
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.
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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.
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.
●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.
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.
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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.
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.
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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.
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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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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!
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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