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Quick Start Guide

Aaron T. Huss

David Bell (order #3460861) 6


 

David Bell (order #3460861) 6


By
Aaron T. Huss Contents
Editing: Creighton Broadhurst
Layout: Aaron T. Huss Dark Ages .................................................................................... 2
Cover Art: Nathan Winburn
What is Faith & Demons: The Rising? ......................................... 2
Interior Art: Dave Peterson, Kiss Márton Gyula
Quick Start Guide ........................................................................ 2
Some images copyright Erisian Entertainment, used with
Pre-Generated Characters .......................................................... 2
permission.
Leander the Mighty................................................................. 3
This game references the Savage Worlds game system,
Alaric Levoni ............................................................................ 4
available from Pinnacle Entertainment Group at
www.peginc.com. Savage Worlds and all associated logos and Gadaric the Sneaky ................................................................. 5
trademarks are copyrights of Pinnacle Entertainment Group. Sarolt the Seer ........................................................................ 6
Used with permission. Pinnacle makes no representation or Orrin the Bold ......................................................................... 7
warranty as to the quality, viability, or suitability for purpose of
Eraric the Hunter .................................................................... 8
this product.
The Faith & Demons Setting........................................................ 9
While parts of Faith & Demons: The Rising are derived from
facts, speculation and folklore, it is meant to be a work of Knowledge (Smarts) ................................................................ 9
fiction. The content is designed for a gothic fantasy-themed Common Knowledge ............................................................... 9
role-playing game and is thus presented as such. Common Knowledge Familiarity ........................................... 10
© 2011 – 2012 Mystical Throne Entertainment. All rights Nations .................................................................................. 10
reserved. Byzantine Empire .................................................................. 10
st
Faith & Demons: The Rising Quick Start Guide 1 Edition March Croatia................................................................................... 10
2012
Hungary................................................................................. 11
MTEFD003 Scandinavia ........................................................................... 11
Permission is granted to print this eBook. No site license is Nomads ................................................................................. 12
given. Edges & Hindrances .............................................................. 12
Arcane Backgrounds ............................................................. 12
About the Setting ...................................................................... 13
Dark Ages .............................................................................. 13
Gothic Fantasy ...................................................................... 13
Mythology ............................................................................. 13
A Call to Arms ............................................................................ 14
Summary ............................................................................... 14
Background ........................................................................... 14
The Adventure Begins ........................................................... 14

David Bell (order #3460861) 6


Dark Ages Quick Start Guide
The year is 1000 AD. Earth is coming to the end of the Dark This quick start guide serves as a primer to the Faith &
Ages, but the denizens of the dark are not going willingly. Demons: The Rising plot point campaign. It gives a brief
Caught in a swirling melee of supernatural evil, the lords of the introduction to the setting and allows the characters to
land are uniting to defeat the rising armies of chaos, but they immediately become immersed into the world that is slowly
cannot do it alone. The lords must call upon the world’s falling victim to the armies of chaos. The characters must make
greatest warriors to defend their kingdoms and drive back the haste to join their new lord as he builds an army!
hordes of demons and undead. If the warriors are unsuccessful
and humanity loses, humanity will be forever damned to an
eternity of enslavement.
Join humanity in the fight against the armies of chaos. Raise
Pre-Generated Characters
your swords and channel the most powerful magic to strike This quick start guide contains six pre-generated characters to
down the chaos plaguing the land. But be prepared as hordes of get the players involved in the setting without needing the core
relentless undead and terrifying demons fill the chaotic legions. rulebook. The characters have limited options but enough to
Led by ancient and terrible occult powers, they seek nothing get your campaign started. The characters can then be
less than the utter destruction of the world. combined with the additional options available in the core
This is the time to unite. This is the time to bring all of humanity rulebook to continue the full campaign. The adventure
together and strike down the armies of chaos. This is the time contained herein does not affect the plot point campaign but
to harness your greatest inner strength and use it to crush your serves as a hook to getting the characters involved. Players
foes and send them back to the abyss from whence they came. should familiarize themselves with the options used for
This is war! generating their characters along with the explanations of new
mechanics that follow.
This is Faith & Demons: The Rising.

What is Faith & Demons: The


Rising?
Faith & Demons: The Rising is a plot point setting for the
Savage Worlds role-playing game. Participants require the
Savage Worlds core rulebook and it’s compatible with the
Deluxe Edition.
Based in Earth’s Dark Ages, Faith & Demons: The Rising
combines historical places and events with elements of gothic
horror and fantasy. Player characters hail from one of the
historical nations of the Dark Ages such as the Byzantine
Empire, Kievan Rus or Scandinavia. They assume the role of
warriors struggling to unite the different nations to build a force
that can destroy the armies of chaos.
The armies of chaos are a combined force of demons and
undead spawned by the occult and led by those looking to
either destroy the world or enslave all of humanity. If humanity
fails, the armies of chaos will march on to the heavens and
destroy the gods and goddesses. If humanity succeeds, the
world will enter a new age of enlightenment.

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Leander the Mighty LEANDER THE MIGHTY (NOVICE)
Male Byzantine War Priest
Leander was born and raised in Constantinople in a fairly Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d4
religious family. As a favored pupil of the local priest, he was Pace: 6 Parry: 5 Toughness: 4 Charisma: 2
educated in all Christian matters. He was taught to read and Nation: Byzantine Empire
write Hebrew and Latin with the hopes that one day he would Religion: Christianity (Michael)
become a priest and lead his own congregation. Language: Common, Hebrew, Latin
Constantinople’s senators had a different agenda. Power Points: 10
Leander was conscripted into the Byzantine army and molded Money: 225
into a great warrior. His ability to read and write propelled him Skills
ahead of the other conscripts as he was able to decipher and Faith d8, Fighting d6, Healing d6, Knowledge (Battle Tactics) d6,
learn Byzantine tactics and strategies faster than his illiterate Knowledge (Divine) d8, Persuasion d8, Riding d6
companions. However, Leander never gave-up his love for the
Christian faith and his determination to lead the faithful. Gear
Armor: Leather Armor (Torso +1), Leather Greaves (Legs +1)
Seeing an opportunity to achieve great strength and lead his
Weapons: Short Sword (Str+d6)
nation, supported by his faith, Leander took strides to hone his
Equipment: Bible
skills as a military and Christian leader. Constantinople’s
senators proclaimed that one day he will become a great war Common Knowledge
priest, leading the war against Byzantine’s and Christianity’s Byzantine (Informed), Christianity (Expert), Common Language
foes. Still in his mid-twenties, Leander has vowed to uphold this (Informed), Hebrew (Informed), Latin (Expert)
proclamation.
Edges
Those around Leander in the military and the Christian Arcane Background (Miracles), Charismatic, Priest
community see a potentially great leader and dubbed him
Leander the Mighty, He leads his people with military strength Hindrances
and an unwavering faith. Anemic (Minor), Arrogant (Major), Enemy [Occult] (Minor),
Loyal (Minor)
Powers
armor, burst

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Alaric Levoni ALARIC LEVONI (NOVICE)
Male Nomadic Apostate
Alaric Levoni is unsure of his real name. At the age of five, his Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
parents were killed by a cult and he was kidnapped. The cult Pace: 6 Parry: 5 Toughness: 5 Charisma: 0
held Alaric captive and forced him to witness their horrible Nation: Nomad
rituals and indoctrinated him so that eventually he became a Religion: None
seemingly willing member of the group. Language: Common, Latin
Unbeknownst to Alaric’s captures, he was biding his time until Power Points: 10
the day he could escape. That day came shortly before he Money: 345
turned twelve when Alaric was finally left by himself. The cult Skills
believed they had completely turned the young boy, but as Fighting d6, Investigation d4, Invocation d8, Knowledge
soon as the coast was clear, Alaric fled the temple he was (Nature) d6, Knowledge (Occult) d8, Notice d6, Stealth d6,
imprisoned in and searched for the nearest village. Streetwise d6, Survival d6
Alaric came upon a monastery run by a group of intelligent Gear
monks. They took Alaric in without truly knowing of his past.
Armor: Cloth Coat (Torso, Arms, Legs +1 vs. Str+d4 or less)
Alaric told him he was kidnapped and his parents were dead
Weapons: Dagger (Str+d4), Staff (Str+d4-1, Parry +1, Reach 1, 2
and nothing more. Without knowledge of his true name, Alaric
hands)
allowed the monks to give him a new name and opened his
Equipment: Ritual book
mind to their education.
Common Knowledge
While immersing himself in this new world, Alaric was conscious
of the blasphemous occult knowledge burned into his mind. He Common Language (Expert), Germanic Paganism (Familiar),
decided to expand this terrible, forbidden knowledge and Latin (Expert)
vowed to use his new powers to strike back against the cult that Edges
captured him and all cults across the land. Arcane Background (Necromancy), Monk, Necromancer
As the occult is steeped in necromantic magic, Alaric learned Hindrances
the ways of the dead with the hopes to use that dark power Enemy [Occult] (Minor), Outsider (Minor), Phobia
against anyone using the occult for malevolent purposes. [Claustrophobic] (Minor), Vengeful (Major)
Powers
blind, bolt

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Gadaric the Sneaky GADARIC THE SNEAKY (NOVICE)
Male Croatian Rogue
Gadaric the Sneaky is a major annoyance to many Croatian Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6
urban communities. While he avoids becoming a full-blown Pace: 6 Parry: 6 Toughness: 5 Charisma: 0
thief, he is extremly opportunistic when it comes to coins, gems Nation: Croatia
and valuable goods. In his mind, if someone is not taking proper Religion: Christianity (Mammon)
care of their valuables and are willing to part with them to feed Language: Common, Croatian
their vices, then he is in the right to sate those needs. Money: 300
Gadaric does not steal from the rich nor does he give to the Skills
poor. Rather, he feeds on the immoral desires of wealthy Fighting d8, Investigation d6, Lockpicking d6, Notice d6, Stealth
citizens to build his own hoard. While his methods are less than d8, Streetwise d6, Survival d6, Throwing d8
moral, he justifies them by claiming to make his customers
happy. For example, a customer may have just parted with his Gear
most precious gem, but in exchange Gadaric has provided the Armor: Klivania & Kremasmata (Torso +1), Leather Gauntlets
means for the man to continue his affair with his favourite (Arms +1), Leather Greaves (Legs +1)
prostitue. Weapons: Dagger (Str+d4, 3/6/12), Dagger (Str+d4, 3/6/12)
Equipment:
Gadaric may seem a strange choice for a warrior, but his skills at
hiding and gathering information are second to none. When the Common Knowledge
Croatian nobles need to find something, they go to Gadaric for Christianity (Informed), Common Language (Informed), Croatia
information. When the nobles are looking for someone in (informed), Croatian (Informed), Slavic Paganism (Informed)
hiding, Gadaric tracks them down and hands them over. His
motivation is always the same: money. Gadaric may be greedy, Edges
but he is the best at what he does. Ambidextrous, Detect Trap, Two-Fisted

The Croatian army, and those that conscript Croatian soldiers, Hindrances
find that Gadaric’s espionage techniques often win battles. Arrogant (Major), Greedy (Minor), Loyal [Lord of the
Stories tell of Gadaric’s ability to sneak behind enemy lines, Manor](Minor), Stubborn (Minor)
learn the enemy’s tactics and strategies, assassinate a military
leader and return to make a full report. It is also said by fellow
soldiers that Gadaric’s two-handed skills with his daggers are as
lethal as a man brandishing a sword or spear.

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Sarolt the Seer SAROLT THE SEER (NOVICE)
Female Hungarian Oracle
Sarolt the Seer is a well-known oracle throughout the Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
Hungarian nation. She is frequently called upon for prophetic Pace: 6 Parry: 5 Toughness: 5 Charisma: 0
guidance in matters concerning family and politics. No one, Nation: Hungary
other than Sarolt, truly knows how she’s able to make accurate Religion: None
predictions or how she is able to acquire knowledge long Language: Common, Old Hungarian
forgotten by deceased ancestors. Power Points: 10
Sarolt’s prophetic guidance lies in her ability to communicate Money: 170
with the spirit realm. Those with no knowledge of the strange Skills
realm consider her some type of “all-knowing seer” or fortune Binding d8, Fighting d6, Healing d6, Intimidation d6, Knowledge
teller. The truth is that Sarolt is able to speak with the deceased (Spirit Realm) d8, Persuasion d6, Streetwise d6, Survival d6
ancestors of those who seek information about the past, and
speak with powerful spirits who know information about the Gear
near future. Armor: Cloth Coat (Torso, Arms, Legs +1 vs. Str+d4 or less)
Weapons: Staff (Str+d4-1)
Sarolt carries a magical staff handed down to her through many
Equipment: +1 Staff (+d4 to powers that cause damage)
generations of now-dead oracles. It is said to be imbued with
the soul of a powerful spirit realm walker from centuries ago Common Knowledge
who guides the oracle on their journeys into the spirit realm. Christianity (Familiar), Common Language (Informed), Hungary
Sarolt is frequently sought out by noblemen seeking advice on (Informed), Old Hungarian (Informed), Slavic Paganism (Expert)
the eve of battle. Sarolt follows her prophetic guidance by Edges
joining the sidelines of the battle along with other healers and Arcane Background (Shamanism), New Power, Shaman
care-takers. She possesses the ability to heal the wounded and
keep the other healers safe. No one truly understands how she Hindrances
is able to perform these great feats, but many claim it is her Curious (Major), Enemy [Bulgarian Empire](Minor), Loyal
ability to channel unknown powers through the staff she (Minor), Vengeful (Minor)
carries. Only Sarolt knows the spirit realm guides her way Powers
through life.
burst, healing, stun

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Orrin the Bold ORRIN THE BOLD (NOVICE)
Male Scandinavian Runemage
Orrin the Bold is a fierce Scandinavia warrior, skilled in the ways Agility d6, Smarts d8, Spirit d4, Strength d8, Vigor d6
of the runemage and practised in the use of the runic language. Pace: 6 Parry: 6 Toughness: 5 Charisma: -2
While still a young runemage, he has seen many battles as a Nation: Scandinavia
Viking warrior, protected many Jarls and pillaged many villages. Religion: Germanic Paganism (Thor)
Orrin is a poorly spoken but fierce man. What his oratory skills Language: Common, Old Norse, Runic
lack his axe more than makes up for. It has been said by many Power Points: 12
Viking warriors that Orrin can make any man charge into battle Money: 0
no matter how hopeless the situation. He has been known to Skills
lead his fellow Vikings to many victories while successfully Boating d6, Climbing d6, Fighting d8, Knowledge (Runes) d8,
taunting his foes into foolish maneuvers. Scribing d8, Taunt d6, Tracking d4
Orrin fights with great strength and voracity and relegates all Gear
forms of diplomacy to the skalds that accompany the Viking
Armor: Leather Armor (Torso +1), Leather Gauntlets (Arms +1),
warbands. Orrin knows very little outside of his Scandinavian
Leather Greaves (Legs +1)
homeland.
Weapons: Broad Axe (Str+d8)
Orrin is a prime candidate to stand against the armies of chaos Equipment:
and his own Jarl was very hesitant to let him go. Knowing an evil
Common Knowledge
greater than any which the Vikings could face had decended
upon Midgard, his Jarl watched with great sadness as Orrin set Common Language (Informed), Germanic Paganism (Expert),
sail to join the allied forces. Old Norse (Informed), Runic Language (Expert), Scandinavia
(Expert)
Orrin the Bold is a great warrior that stares into the face of evil
without wavering. He leads the assult from the frontline with Edges
axe in hand and the power of the runes at his fingertips. Arcane Background (Runic), Runemage
Hindrances
Greedy (Minor), Heroic (Major), Mean (Minor), Vengeful
(Minor)
Powers
enhance weapon, smite

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Eraric the Hunter ERARIC THE HUNTER (NOVICE)
Male Nomadic Ranger
Eraric is one of the greatest hunters of the nomadic tribes Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6
residing east of Kievan Rus. He has saved many families from Pace: 8 Parry: 5 Toughness: 5 Charisma: 0
starvation with his keen sense of vision and his ability to shoot Nation: Nomad
down his quarry from great distances. Eraric’s eyes are a thing Religion: None
of legend; he rarely misses a target. Language: Common, Old East Slavic
Eraric the Hunter is an important warrior in the lands of the Money: 150
nomadic tribes. He leads many hunting bands and trains new Skills
hunters in the way of the bow. He wins every archery Fighting d6, Notice d6, Shooting d8, Stealth d8, Streetwise, d6,
tournament that he enters. Survival d6, Swimming d8, Tracking d6
Eraric is a great archer, but also a humble one. His duties are
Gear
meant for the greater good of his tribe; always making sure
Armor: Hide Armor (Torso +1), Leather Gauntlets (Arms +1),
everyone has enough food in addition to that which they farm.
Leather Greaves (Legs +1)
Eraric is extremely loyal and devoted to his friends and family,
Weapons: Bow (2d6, 12/24/48)
making the decision to leave that much more difficult. But all
Equipment: 50 Piercing Arrows (AP 1)
knew the possible consequences if Eraric did not throw in his lot
with the rest of the warriors being called upon by the lords of Common Knowledge
the land: the tribe could disappear forever at the hands of Common Language (Informed), Kievan Rus (Informed), Old East
chaos. Slavic (Informed)
Eraric had a difficult time leaving his nomadic tribe, but his Edges
closest friends all urged him to go along with the blessing of his Alertness, Fleet-Footed, Quick Draw
family. They all knew the survival of their tribe was dependent
upon the destruction of the armies of chaos. Eraric will have to Hindrances
face the ultimate tests of his ability to save his tribe and all of Cautious (Minor), Code of Honor (Major), Loyal (Minor),
humanity. The greater good of all mankind must take Outsider (Minor)
precedence over Eraric’s contributions to the tribe.

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the Byzantine Empire was often referred to simply as the

The Faith & Demons Setting Roman Empire.


Christianity: Christianity is the primary religion of the Byzantine
Empire and Anglo-Saxon tribes and is growing steadily across
Faith & Demons: The Rising introduces a number of new Europe. It is broken up into different “groups” such as Orthodox
options to the Savage Worlds core mechanics. The following is a and Catholic. This specialty includes the Christian religion,
collection of those new options corresponding to those found folklore and mythology.
within the pre-generated characters.
Common Language: Common language is the game-defined
Knowledge (Smarts) language that all player characters and some non-player
characters speak. This language may be whatever the GM and
There are some new Knowledge specialties which pertain to players choose and should be consistent throughout game-play.
specific Professional Edges within Faith & Demons: The
Croatia: The Kingdom of Croatia was established from the
Rising. These are also reflected within the requirements for the Principality of Littoral Croatia. It is situated to the west of the
applicable Edge and described below. Byzantine Empire along the Adriatic Sea in the former Roman
Divine: Divine knowledge is the basis for all priests and clerics province of Dalmatia.
devoting their lives to one or more deities. Through their Croatian: Croatian is one of the primary languages of Croatia. It
studies, prayer and devotion, their deities bless them with the th
is a new language introduced in the 10 century. The majority
power to aid others. Divine knowledge can only be enhanced by of those within Croatia still speak Latin.
continual prayer to these deities.
Germanic Paganism: Germanic Paganism is the primary religion
Nature: Druids use their knowledge of nature and the elements of the Norse tribes and the former religion of the Anglo-Saxon
to create their magic. Rangers use their knowledge of nature tribes. It is a polytheistic religion with multiple deities. This
and the elements to successfully hunt. This includes an specialty includes basic knowledge of their religion, folklore and
understanding of natural creatures and the four elements: mythology.
wind, earth, fire and water. Power from the elements is
achieved through meditation while respecting the natural Hungary: Hungary is a principality located in central Europe
creatures of the world produces bestial friendships and abilities. within the Pannonian Basin. It is north of the Byzantine Empire
and northeast of Croatia.
Occult: Those steeped in the occult use their knowledge to call
upon demons and the undead creatures that walk the Earth. Kievan Rus: Kievan Rus is a large province in Eastern Europe –
Necromancers use this knowledge to create their magic. Cult including areas referred to as Western Asia in modern times. It
members speak to these supernatural beings through séances is home to the Rus group with ties to Viking areas in the Baltic
and incantations. region.

Runes: The Runic alphabet was the original Germanic alphabet Latin: Latin is the secondary language of the Byzantine Empire.
and dates back to 150 AD. It is still used by Viking tribes and It is an Italic language originally hailing from Ancient Rome and
Runemages to tap into its inherent power to create Rune magic. is used by the Christian clergy.
Runes are drawn upon various weapons and items to magical Old East Slavic: Old East Slavic is the primary language spoken
enhance their strength. by the Kievan Rus province. It is almost exclusively spoken by
Spirit Realm: Shamans use the spirit realm to create spiritual only those within Kievan Rus.
magic. This includes a variety of ghosts and the wandering souls Old Hungarian: Old Hungarian is the primary language spoken
of the recently deceased. These spirits grant power to shaman by the Magyars who settled in Hungary.
through prayer and incantations.
Old Norse: Old Norse is the primary language spoken by the
Common Knowledge Viking tribes and by many others living within the Nordic
regions of Europe.
There are a number of nations, religions and languages that fall
Scandinavia: The Norse tribes are located in the Nordic lands of
under Common Knowledge. These become available during
Europe, also known as Scandinavia. They travel far and wide by
character creation (or throughout the course of a campaign)
longship raiding, trading and exploring Europe.
when the player chooses his character’s Nation or when the
player can find a reason to justify such knowledge (at the GM’s Slavic Paganism: Slavic Paganism is the primary religion of the
discretion). Slavic tribes including the Bulgars of the Bulgarian Empire and
the Rus of Kievan Rus. It is a polytheistic religion with multiple
Byzantine: The Byzantine Empire comprises the eastern parts of
deities and considered primarily oral as the Slavic people rarely
the Roman Empire and centers around its capital
Constantinople. After the fall of the Western Roman Empire,

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had any type of writing system. This specialty includes basic Language: The primary language of the Byzantine Empire is
knowledge of their religion, folklore and mythology. Greek while the secondary language is Latin, the primary
language of the former Western Roman Empire. Gain Greek
Common Knowledge Familiarity (Informed) or Latin (Informed). This becomes the primary
language spoken by the character in addition to the Common
Faith & Demons: The Rising contains a multitude of Language.
backgrounds that can alter how Common Knowledge is viewed.
This is represented through a Common Knowledge Familiarity Religion: The majority of the Byzantine Empire has converted to
modifier. Christianity; only scattered pockets of non-Christians remain.
Gain Christianity (Informed) or choose no religion. Characters
Unfamiliar choosing Christianity have selected it as their primary religion.
The character is completely unfamiliar with the Common Those who choose no religion do not gain the free Common
Knowledge and thus cannot attempt to roll. Knowledge familiarity as a result of choosing the Byzantine
Empire.
Familiar Occult: Characters who choose Christianity as their primary
The character is vaguely familiar with the Common Knowledge religion may not increase their Occult Common Knowledge.
and may make a Common Knowledge roll with a -2 penalty.
Medicine: Medicine is more common within urban areas as is
Informed access to better medical supplies needed for treating standard
injuries. Gain a free d6 in Healing.
The character is familiar with the Common Knowledge and may
make a Common Knowledge roll with no bonus or penalty. This Civilization: The Byzantine Empire is a highly populated,
level of familiarity should not require a Common Knowledge roll civilized area located in a fairly stable environment. Those who
for basic knowledge. are raised in this environment are not particularly hardy and the
dense population makes them vulnerable to disease. Gain the
Expert Anemic (Minor) Hindrance.
The character is very familiar with the Common Knowledge and
Choose one of the following:
may make a Common Knowledge roll with a +2 bonus.
 Senate: The Byzantine Empire appoints Senators for
Character Creation political decision making. Gain a free d6 in Knowledge
Characters start at Unfamiliar to all Common Knowledge not (Politics).
granted by their chosen nation. They are able to increase any  Battle-Hardened: The Byzantine Empire has been
knowledge type(s) by a number of levels – from Familiar to involved in warfare for centuries and knows much
Expert – equal to half their Spirit die type. about building skilled armies. Gain a free d6 in
Knowledge (Warfare).
For example, characters with a Spirit of d6 have three levels to
divide amongst their Common Knowledge. They could be  Education: The Byzantine Empire has a highly
Familiar (-2) in three areas, Informed (0) in one and Familiar (-2) established written language and education system
in another or Expert (+2) in only one. raising the literacy rate. Gain +1 Familiarity to any one
Common Knowledge language.
Nations  Faithful: There are numerous churches and temples
setup throughout the Byzantine Empire brining the
Prior to choosing Edges & Hindrances, all player characters and true believers closer to God. Gain +1 die type to Faith.
human non-player characters must choose a nation as part of
their background. Each nation carries applicable bonuses and Croatia
penalties and has associated Racial Edges. These Edges are
designed to simulate the different types of warriors and heroes The Kingdom of Croatia is located along the eastern shores of
that hail from or train in those nations. the Adriatic Sea, northwest of the Byzantine Empire. The
kingdom was formed primarily by the Croats in the former
Byzantine Empire Roman lands of Dalmatia. The principality was elevated to the
title of kingdom in 925.
The Byzantine Empire consists of the eastern regions of the now
Nation: Gain Croatia (Informed).
broken Roman Empire. With the fall of the Western Roman
Empire, the Byzantine Empire formed around their capital city Language: The primary language of Croatia is Latin while the
of Constantinople. new language of Croatian is slowly being promoted. Gain Latin
(Informed) or Croatian (Informed). This becomes the primary
Nation: Gain Byzantine (Informed).
language spoken by the character in addition to the Common
Language.

10

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Religion: The original settlers of Croatia were converted to Bulgarian-Byzantine War, they took land from the Bulgarian
th
Christianity early in the 7 century. Gain Christianity (Informed) Empire. Gain the Enemy (Minor)(Bulgarian Empire) Hindrance.
or choose no religion. Characters choosing Christianity have
Choose one of the following:
selected it as their primary religion. Those who choose no
religion do not gain the free Common Knowledge familiarity as  Conquest: The Hungarians led many campaigns across
a result of choosing the Croatia. neighboring territory to expand their own empire. Gain
a free d6 in Knowledge (Warfare).
Occult: Characters who choose Christianity as their primary
 Riders: The Hungarians entered battle riding horses.
religion may not increase their Occult Common Knowledge.
Gain a free d6 in Riding.
Farmers: The majority of the Croatian people came from tribes  Shamanistic Beliefs: Hungarian folklore contains many
with farmers dedicated to agriculture. Those within the current shamanistic beliefs. The Magyars tribes are said to be
kingdom are used to growing their own food to survive. Gain a closely connected to the spirits. Gain a free d6 in
free d6 in Survival. Knowledge (Spirit Realm).
Serfdom: With the rise of kings in Croatia, retainers took land
away from the landowners. Soldiers are no longer freemen, Scandinavia
they are simply serfs. Gain the Loyal (Minor)(Lord of the Manor) Scandinavia is a northern land area in Europe. The Norse tribes
Hindrance. are scattered throughout the land; impassable mountains,
Choose one of the following: fjords and rivers and form their kingdom’s borders.

 Navy: Croatia maintained a formidable navy to stop Nation: Gain Scandinavia (Informed).
unwanted expansion into allied territory. Gain a free Language: The primary language of Scandinavia is Old Norse.
d6 in Boating. Gain Old Norse (Informed). This becomes the primary language
 Heritage: Croatian tribes lived in the Carpathian spoken by the character in addition to the Common Language.
Mountains prior to migrating to their current location.
Gain a +4 bonus to Vigor rolls to resist the effects of Religion: The majority of Scandinavia still follows the traditional
mountainous environments. Germanic Pagan religion. However, some have opted to convert
 Insightful: Croatians are very aware of their to Christianity. Gain Germanic Paganism (Informed), Christianity
surroundings. Gain a free d6 in Investigation. (Informed) or choose neither (no religion). Characters choosing
Germanic Paganism or Christianity have selected it as their
Hungary primary religion. Those who choose no religion do not gain
Common Knowledge in any religion as a result of choosing
The Principality of Hungary is located in central Europe in the Scandinavia.
Pannonian Basin (created after the Pannonian Sea dried out).
Occult: Characters who choose Christianity as their primary
The land is divided in half by the river Danube and was
th religion may not increase their Occult Common Knowledge.
colonized by semi-nomadic Magyar people in the 9 century.
Environment: Scandinavia is a harsh environment and those
Nation: Gain Hungary (Informed).
living there are resilient people. Characters gain a +2 to all Vigor
Language: The primary language of Hungary is Old Hungarian. rolls to resist the effects of disease, poisons, plagues and the
Gain Old Hungarian (Informed). This becomes the primary environment and may not take the Anemic (Minor) Hindrance.
language spoken by the character in addition to the Common
Money Rules: Those in Scandinavia expect their Viking warriors
Language.
to bring new wealth and riches home. Gain the Greedy (Minor)
Religion: The original Magyar tribes had pagan beliefs. They Hindrance.
have since opened up to Christianity and willingly converted.
Choose one of the following:
Gain Christianity (Informed) or choose no religion. Characters
choosing Christianity have selected it as their primary religion.  Pirates: Viking warriors are the raiders of Scandinavia
Those who choose no religion do not gain Common Knowledge who travel abroad to raid, plunder, explore and
in any religion as a result of choosing Hungary. sometimes settle faraway lands. Gain a free d6 in
Boating.
Migration: Early Hungarian tribes, known as Magyars, migrated
 Ancient Alphabet: Scandinavia still utilizes a runic
across Asia and Europe before settling in their current lands.
alphabet that has changed little throughout history.
Previously they proved adept at living in many different types
There are many books, tomes and scrolls that still
and harsh terrain and learned about agriculture. Gain a free d6
contain the ancient runic alphabets along with other
in Survival.
important information. Gain a free d6 in Knowledge
Invasion: The early Magyar tribes took much of the now (Runes).
Hungarian lands by force. Along with being involved in the

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Nomads Priest
Requirements: Novice, Arcane Background (Miracles),
There are numerous nomadic tribes throughout the world; Spirit d8+, Faith d6+, Knowledge (Divine) d8+, Religion (Any)
some aimlessly wander while others seek land to settle. They Spellcasters who devote their lives to a divine way of life
travel through many different lands and learn much. are priests. They are dedicated to a specific deity and religion.
Language: Nomads often learn different languages depending Priests receive a +1 bonus to Faith rolls when performing
upon the nations they live near. Gain familiarity (Informed) in any power that does not do damage – such as armor and
one language. healing. Priests must belong to a religion.

Religion: Nomads practice a wide variety of religions or Runemage


sometimes no religion at all. Gain familiarity (Informed) in one Requirements: Novice, Arcane Background (Runic), Smarts
religion or choose no religion. Characters choosing a religion d8+, Knowledge (Runes) d8+, Scribing d6+
have selected it as their primary religion. Those who choose no Runemages use their knowledge to enhance their melee
religion have elected not to (formally) practice a religion. weapons during combat and hurl explosive objects marked with
Survivors: Nomads live off the land and know how to survive runic symbols.
without urban conveniences. Gain a free d6 in Survival. Runemages gain Runic Language (Expert). In addition forgo
the penalty to Scribing rolls when wielding a single, one-handed
Hunters: Nomads know how to properly hunt. Gain a free d6 in martial or military melee weapon. This does not affect penalties
either Tracking or Knowledge (Nature). for armor and shields. This penalty remains when wielding more
Unwanted: Nomads are rarely treated as a part of anyone else’s than one melee weapon or a two-handed melee weapon.
nation. Gain the Outsider (Minor) Hindrance.
Shaman
Edges & Hindrances Requirements: Novice, Arcane Background (Shamanism),
Spirit d8+, Binding d6+, Knowledge (Spirit Realm) d8+
Most Edges and Hindrances from the Savage Worlds core Spellcasters who tap into the spirit realm to cast powers
rulebook are available, with a few exceptions. Faith & are referred to as shaman. Shamans walk the line between
Demons: The Rising also presents a number of new Edges for good and evil as the spirit realm is very unpredictable. Shamans
creating characters that are unique to the setting. use their abilities for a variety of purposes
Shamans are immune to Fear generated by creatures with
Detect Trap the Ethereal trait.
Requirements: Novice, Notice d6+
Traps can be deadly to an adventuring party. Some heroes Arcane Backgrounds
make their living detecting traps to avoid massive injuries.
Receive a +2 bonus to Notice rolls for detecting traps. A number of new arcane backgrounds are present within the
setting including shamans and necromancers. They are
Monk provided here along with other associated Edges and possible
Requirements: Novice, Smarts d8+, Investigation d4+, any character types.
2 familiarities (Expert)
Arcane Background (Necromancy)
Monks excel in gathering and retaining knowledge. They
are proficient in reading, writing and interpretation. They spend Arcane Skill: Invocation (Smarts)
much of their time translating texts, especially those with a Starting Power Points: 10
religious or simply sacred purpose. Starting Powers: 2
You are able to make Unfamiliar Common Knowledge rolls Power List: analyze foe, animate, armor, banish, barrier,
with a -2 penalty. In addition receive a +2 bonus to all blast, blind, bolt, boost/lower trait, burst, concentrate,
Investigation rolls when gathering information. confusion, curse, damage field, darksight, deflection, demon
bind, detect/conceal arcana, disguise, dispel, divination, drain
Necromancer power points, draining touch, entangle, environmental
Requirements: Novice, Arcane Background (Necromancy), protection, farsight, fear, fly, growth/shrink, havoc, invisibility,
Smarts d8+, Spirit d6+, Invocation d6+, Knowledge (Occult) d8+ jet, legerdemain, obscure, pummel, puppet, sluggish reflexes,
Spellcasters who follow the occult and use it to their (evil) slumber, speak language, stun, summon demon, telekinesis,
advantage are referred to as necromancers. They prefer to use teleport, zombie
chaos to their advantage and strive to control the demons that Backlash: Necromancers who roll a 1 on their Invocation die,
haunt the lands. regardless of the result of the Wild Die, are Shaken. This can
Necromancers are immune to Fear caused by creatures cause a Wound.
with the Undead or Demon trait.

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Trappings: All occult spellcasters use dark or destructive energy
to form their powers. This includes demons, plagues and
harmful chemicals. All powers cast by occult spellcasters should About the Setting
contain some type of destructive characteristic.
Faith & Demons: The Rising is an alternate history of the
Arcane Background (Runic) Dark Ages rich with gothic fantasy and mythology, but what
Arcane Skill: Scribing (Smarts) exactly does that mean? What type of gaming experience will
Starting Power Points: 12 the players have and what type of adventures will the GM be
Starting Powers: 2 running?
Power List: armor, banish, barrier, blast, blind, bolt, burst,
concentrate, confusion, damage field, darksight, deflection, Dark Ages
dispel, drain power points, draining touch, enhance weapon,
entangle, environmental protection, farsight, fly, greater Traditionally, fantasy games are heavily influenced by Earth’s
healing, growth/shrink, havoc, healing, invisibility, jet, light, medieval era. The Dark Ages occurred before the medieval era
pummel, quickness, smite, speak language, speed, stun, succor, and had fairly distinct differences. Weapons are not as large as
warrior’s gift some of their medieval counterparts – there are no great
swords/axes or warhammers. Armor is not as strong as some of
Mechanics: Runic magic is physical in nature and must be
their medieval counterparts – there is no platemail or full
performed by scribing the proper rune(s) onto the object(s) to
knight’s gear. Shields are not as strong – the mainstream shield
be enchanted. Runic spellcasters must have something physical
is the simple, wooden round shield.
they can use to scribe such as chalk, paint, mud or even blood.
Ranged powers are scribed onto the character’s hand and a In addition, the Dark Ages was a time of learning, growth and
subsequent burst of energy shoots forth. struggles. After the fall of the Western Roman Empire, many
tribes became nomadic and moved across the land to settle
Backlash: Runemages who roll a 1 on their Scribing die,
their own nations. Educational facilities were gradually
regardless of the result of the Wild Die, are Shaken. This can
becoming established. Plagues and diseases swept across the
cause a Wound.
land killing thousands.
Trappings: All runic spellcasters draw specific runes on various
To summarize, the Dark Ages were a time of great change.
objects to enhance them with power. This includes fire, ice and
acid. All powers cast should contain some type of physical
characteristic.
Gothic Fantasy
Gothic fantasy refers to the influence of traditional gothic
Arcane Background (Shamanism) horror upon the setting. This is prevalent within the bestiary
Arcane Skill: Binding (Spirit) and the way a warrior looks. Gothic horror influences include
Starting Power Points: 10 aspects of demons, angels, undead, ghosts and more. The way a
Starting Powers: 2 warrior looks could be considered as dark fantasy; you will
Power List: analyze foe, armor, banish, barrier, blast, blind, never find a “knight in shining armor”.
bolt, boost/lower trait, burst, concentrate, confusion, darksight,
deflection, detect/conceal arcana, disguise, dispel, divination, While this gothic horror theme can take many forms, it is in fact
drain power points, entangle, farsight, fear, fly, greater healing, the basis of the setting. “The Rising” refers to the rising
havoc, healing, intangibility, invisibility, jet, legerdemain, light, influence of chaos and increased appearance of demons and
mind reading, puppet, pummel, resurrect, speak language, spirit demonic creatures. Can the adventurers stop the demons from
bind, stun, succor, summon spirit, telekinesis, teleport taking over? Will chaos ensue, bringing forth the days of
Ragnarok?
Backlash: Shamans who roll a 1 on their Binding die, regardless
of the result of the Wild Die, are Shaken. This can cause a Mythology
Wound.
The Dark Ages were filled with mythology, although these have
Trappings: All spiritual spellcasters use aspects of the spirit translated into standard religious practices at the time. Various
realm to form their powers. This includes the use of ghosts and religious practices still follow multiple deities and believed in
wandering souls. All powers cast by spiritual spellcasters should mythological creatures. The mainstays of mythology are found
contain some type of ghostly or spiritual characteristic. within the bestiary and religious practices. However, to keep
things simple, the core setting guide primarily focuses upon
religious practices.

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The Adventure Begins
A Call to Arms The adventure begins as the characters are arriving in
Constantinople on June 4, 1000 AD. Senator Valentinus II has
All content from here forward is meant for the Game Master’s called upon the greatest warriors across the land to join the
eyes only. If you are assuming the role of player character, stop allied forces. A speech is scheduled at the sun’s meridian with
reading hear to avoid spoiling the adventure. assignments occurring shortly thereafter.

Summary Constantinople
Constantinople is located in the heart of the Byzantine Empire
This adventure is a prequel to the Faith & Demons: The
along the banks of the Sea of Marmara, Bosphorus and Golden
Rising plot point campaign. It places the characters in
Horn. Senator Valentinus II is making his speech within the
Constantinople where they receive their permanent assignment Forum of Constantine, just outside the old Byzantium city walls.
in Kiev. Senator Valentinus II has called forth the land’s greatest
warriors to thwart the uprising of the armies of chaos. While At this point, the characters probably do not know each other,
there are multiple fronts to be fought, the final deciding battle but are standing together to listen to the Senator’s speech.
will be fought outside Kiev, centrally located to many of the There is time for introductions and mild banter, but little else.
participating nations.
The Senator’s Address
The characters are approached by the skald Torvald and As the sun reaches its meridian point in the sky, Senator
assigned to accompany a caravan of supplies and workers Valentinus II begins his speech. Read or paraphrase the
destined for Kiev. The characters must keep the caravan safe at following:
all costs. The road is long and danger lurks everywhere.
“Great warriors of the land. You have answered our call
Upon arriving at Kiev, the characters are assigned to their new to lead our people, and the people of every nation, to a
Lord and commander, leading into the plot point campaign. great victory against the amassing evil.

Background “The lands have become plagued with walking dead


and vicious demons. You have been called here to
Ever since the fall of the Western Roman Empire, the world has receive your assignments and join the efforts to destroy
seen a rise in demonic and undead activity. Fueled by these armies of chaos.
necromancers, shamans and unnatural beings, the former
Empire is no longer kept safe by the Romans, allowing cults and “You carry a great burden upon your shoulders, and for
other esoteric orders to thrive. that we are grateful. But to succeed against these vile
beings and keep this burden from crushing you, you
These groups of ill repute have been learning how to reanimate must all part with your differences and see each other
the dead and call upon the denizens of the underworld to do in a new light. You are now all brethren of a similar
their bidding. In recent years, these activities have grown in goal. You are now all part of the alliance. Your Lords
number and small pockets of defiant forces have formed. The await you.”
leaders and puppet-masters of these forces are allying together
to form the armies of chaos consisting of the living dead, The characters are approached by one of the ambassadors
countless demons, slaves and various cult members. assigning the warriors to their new destinations. Read or
paraphrase the following:
The armies of chaos threaten society and will consume
everyone and everything if they cannot be stopped. Knowing “Greetings brave warriors. My name is Torvald, the
they cannot do it alone, various nations and kingdoms are greatest skald of Jarl Elric of Viborg and ambassador of
forming alliances of their own, led by powerful lords and Kiev. You are hereby assigned to accompany the
nobles. To succeed in the battle against the armies of chaos, caravan traveling to Kiev within the land of the Rus.
warriors of great strength and fortitude are required to crush From there you will be assigned to one of the lords
the chaotic taint before it spreads too far and wide. chosen by the nobles. Your caravan awaits.”

As one of the most powerful cities on the planet and the center Torvald points the characters to the caravan traveling to Kiev
of all that remains of the Roman Empire, Constantinople has and ensures they join it immediately. The caravan is bringing
been declared as a meeting place for all these brave warriors. supplies to Kiev along with warriors joining the alliance. Torvald
From here, they are assigned to the different war fronts, with has little time and does not stay near to answer any questions.
only the strongest being assigned to Kiev, the target of the final He simply instructs the characters to join the caravan and keep
battle. it safe.

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The Journey
The trip from Constantinople is quite long and the caravan is KOSCHEI
traveling by land. The horses cannot be pushed very much and Koscheis are soulless, male antagonists bent of causing
thus only travel 32 miles a day. With a distance of havoc.
approximately 850 miles, the journey will take 27 days. Agility d10, Smarts d8, Spirit d12, Strength d8, Vigor d6
Pace: 6 Parry: 7 Toughness: 7
The caravan has ample supplies and food for all those traveling Treasure: None Language: Old East Slavic
and there are several stops along the way for replenishing those
supplies. Instead of detailing every day of travel or rolling for Skills
random encounters, A Call to Arms focuses on a single event Faith d8, Fighting d10, Intimidation d10, Notice d8, Taunt
that occurs on day 15. Prior to this, the characters may interact d10
as much as desired, becoming a cohesive force in the process. Gear
Disappearance Armor: None
Weapons: Long Sword (Str+d8)
On day 15, loud screams awake the characters. One of the
caravan travelers, the Byzantine merchant Atemas, has Special Abilities
disappeared mysteriously. In addition, his travelling gear and  Fear: Koscheis are pale, soulless humans and
several packs of supplies are missing. Successful Notice rolls frightening to see.
show that strange footprints mark the dirt around Atemas’s  Fearless: Koscheis are immune to Fear and
cart. An additional Notice roll shows the footprints are very Intimidation.
bone-like and look nothing like regular human footprints. If  Spells: Koscheis have 10 Power Points and know
none of the characters make their Notice rolls, one of the other the following spells: havoc (shadow trapping) and
accompanying travelers spots the footprints, but does not invisibility (shadow trapping).
notice their strange shape.  Undead: +2 Toughness. +2 to recover from being
Tracking rolls with a +1 bonus allow the characters to follow the Shaken. Called shots do no extra damage.
footprints. If the character making the Tracking rolls also made
the supplies it carries. However, the skeletons are merely a
the second Notice roll (to spot the shape of the footprint), they
diversion.
gain a +2 bonus as the distinctive bony shape is easy to follow.
The footprints lead into the nearby forest. The Caravan
At this point, the characters need to decide who will follow the If the characters left the caravan to the weaker warriors and did
footprints and who will guard the caravan. There are other not leave any of their own behind, the caravan is attacked by a
warriors in the caravan, although none of them have the group of skeletons led by a koschei. If at least one character
strength and ability of the characters. The characters may stayed behind, the weaker warriors deal with the skeletons
simply decide to hold one of their own back or simply allow the while the koschei singles out the most formidable enemy (the
other warriors to keep the caravan safe. Keep track of this as it PC).
alters change the adventure slightly.
 Koschei: One
The Woods The koschei is attempting to steal additional supplies and is
As the characters follow the footprints into the woods, they find instructed to kill anyone that appears stronger than the rest of
the woods are damp and the mud makes the footprints easier the travelers.
to find. Additional Tracking rolls at +2 (+3 if the character had
If none of the characters stayed behind, the skeletons and the
previously recognized the bony shape), allows the characters to
koschei are successful in kidnapping another victim and stealing
follow the footprints deep into the woods. Failing the Tracking
additional supplies. They flee into the woods in the opposite
roll means the characters lose the footprints and are forced to
direction of the previous footprints and anyone in the caravan
wander the woods.
can retell the story.
Amongst the trees, skeletons are waiting for their prey. If the
If at least one character stayed behind, but not all of them, the
Tracking roll is successful, a Notice roll may be made to hear a
skeletons retreats into the woods while the koschei is left to his
scuffling noise in the trees. If the Tracking roll fails, the
demise. The characters have saved the contents of the caravan,
characters are surprised and the skeletons gain the drop. Use
but injuries were sustained and the travelers are becoming very
the skeleton stats from the Savage Worlds core rulebook.
scared.
 Skeletons: Two per character.
Rinse and Repeat
The skeletons lured the characters into the woods in the hopes
If the characters follow the skeletons and the koschei, run The
of killing them. Their master spotted the caravan and desires
Woods and The Caravan encounters again. If the characters fall

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for the ruse a third time, one of the caravan’s lead merchants
informs them that their foes are toying with them. NECROMANCER (WILD CARD)
Necromancers are practitioners of occult magic.
Every time the characters follow the skeletons, they are
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d8
attacked (as is the caravan). The only way to stop the cycle of
Pace: 6 Parry: 5 Toughness: 7 (1)
attacks is to remain at the caravan, in hiding or by feigning
Treasure: None Language: Old East Slavic
injury, waiting for the next attack to occur. If the PCs do not
think of this, the lead merchant suggests luring the undead into Skills
a trap. Fighting d6, Intimidation d10, Invocation d10, Knowledge
(Occult) d10, Notice d10, Taunt d8
Lying in Wait
Gear
As long as all the characters stay with the caravan, the next
attack ends in their favor, leading to the rage of the undead’s Armor: Leather (All 1 [except head])
puppet master. Once again, the undead attack. Most of the Weapons: Dagger (Str+d4)
skeletons can now be easily handled by the weaker warriors Implement: Staff
while the characters can concentrate on the remaining Special Abilities
skeletons and the koschei.  Necromancer: Immune to Fear from creatures with
 Skeletons: One per character the Undead or Demon trait.
 Koschei: One  Powers: The necromancer has 30 power points and
knows the following spells with a necrotic trapping:
The Puppet Master animate*, armor, bolt, boost/lower trait, burst,
Controlling the undead is a necromancer. He is determined to zombie
steal all the supplies from the caravan and continue his efforts
*ANIMATE
to create a massive undead army. When his latest force does Rank: Veteran
not return, he becomes enraged and approaches the caravan Power Points: 3/Skeleton
himself. Range: Smarts
 Necromancer Duration: Special
Trappings: Drawing symbols, creating energy field, bone pile
The necromancer has become completely corrupted from his
This power, like zombie, is known by cultists and strong
years of studying the occult and learning the necromantic ways.
undead creatures.
He fights to the death and uses animate on any skeletons that
Animate transforms piles of bones into an animated
are nearby. The koschei cannot be reanimated.
skeleton specified by the character. The skeleton is under
the direction of the caster, although it lacks all forms of
Kiev
human intelligence.
The encounter with the necromancer and his undead minions Skeletons cannot be summoned by this ability; the pile of
caused a one day delay to the journey. The caravan arrives at bones must be present before it can be animated. With a
Kiev on day 28 and is received by the city’s lords. The supplies success, the skeleton remains animated for 1 hour. With a
are off-loaded and the characters are met again by Torvald. raise, it remains animated for 1d6 hours. With two raises, it
Torvald rode on a boat back to Kiev and has been waiting for remains animated for an entire day. Use the standard
the caravan’s arrival. He wishes to know everything he can skeleton statistics from the bestiary. The caster can animate
about the encounter with the necromancer and the undead, multiple skeletons upon casting up to a maximum dictated
writing it all into his journal. by his available power points.
After hearing the character’s story, Torvald introduces them to
Jarl Elric of Vigorg, a Viking now residing in Kiev to bolster the
war efforts. He is a solid candidate to act as the character’s Lord
for the plot point campaign, or can introduce the characters to
the Lord chosen by the Game Master. From here, the characters
are now prepared to begin the long, arduous task of amassing
an army large and strong enough to defeat the armies of chaos.

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David Bell (order #3460861) 6


David Bell (order #3460861) 6
 

David Bell (order #3460861) 6