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Curselings bleed into our world through the

shadows of the innocent dead.

They are always there, watching and waiting


from inside pools of absence where the
light grows dim. They can observe but never
touch, though they would like to very
much.

First an innocent must die and their


shadow, not their corpse, must touch the
ground. They can be hung from some rafters
or the branches of a tree, or drown in
clear shallow water which the light streams
through, so long as their body does not
touch the earth but leaves a black and
clear-edged shadow there. Only then can a
Curseling come through the shadow like a
door and clamber out.

They are a little taller than men, with


long long-angled limbs, three-toed feet and
three-fingered hands. Their bodies look
CURSELING like dark brown glass shifting in the
AGI 2 Move 12 shadows of a sunlit room. They are semi-
TOU 1 Health 10 transparent and inside the brown-glass
AWA 3 Initiative 15 bodies are nearly-black-glass bones to keep
them up, and liquid-looking organs at the
WIL 2 Spirit 12
core. Their living skulls, a little like
Skills: Stealth 2 (in shadows), Bargaining long-jawed sheep, are more clearly visible
2, Persuasion 2, Psychology 2 than the thin flesh of their almost
Mimicry: A Curseling can copy any voice it goatlike face. Their eyes semi-reflect and
has heard. Roll AWA vs. WIL to detect it as flash in the half-dark as they focus and
fake. turn.
Riddling: If a player gives the Curseling a Only single Curselings can come through
riddle (taking one round and no other each shadow cast. They are careful, never
action), the Curseling is compelled to coming when in view, always awaiting
ponder it, becoming Impaired (-2 to rolls, silence and averted eyes before they make
Move 50%). On its turn, the Curseling can their move. Should one Curseling cause an
attempt a 2d Initiative check to find the innocent to die, and bring another through,
answer and shake off the effect. the second will obey the first. This is the
Awareness of the Lost: A Curseling only rule or hierarchy they respect, but
automatically knows about things that are Curselings do respect it, if one brings
lost and where they are. through another, the other will be loyal,
Disorient: Once per hour, a single and so great pyramids and chains of them
Curseling or group can attempt to disorient can come to be, each ultimately owing
enemies within 100 yards. Roll AWA vs. WIL fealty to a single shadow-thane. This is
to avoid becoming lost and wandering off in how Curselings grow in power, each seeks to
a random direction. bring as many as they can.
Feast on Sorrow: If a Curseling feeds on a Riddles, gold, murder and the lost are all
creature dying in sorrow, it gains one things Curselings love. They will sit
point in each attribute for one day. It riddling in the darkness for hours,
can’t gain more than one point by such whispering voices passing back and forth.
means. Curseling riddles rarely have a happy end.
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Riddling is one sure way to distract a To see enemies happen each upon the others
Curseling, they cannot leave one sight, surprised into sudden violence,
unanswered. You may count your life as safe amuses them and they will bait opposing
so long as you can match them tongue-to- groups until they meet. Violence thins the
tongue. numbers and perhaps a lone survivor will be
lost who they may tease and torment to a
Lost things they also know, some sense ruinous end.
leads them to things that no-one else can
find. Lost people, objects, lands and If captured, a Curseling will often try to
paths, they seek and find them all. And bargain for its life. They will promise
pass, if not invisible then certainly access to the hidden hoard wherein they
unseen. dwell. A bargain most unwise to make, but
many do. The hoard and its dwelling place
They love abandoned treasure and they know are real as winter ice; The Curseling’s
its place. The long leagues of watching word is not. Their souls are scribed in
from the dark have given them the routes water and they have less honesty than
to hidden hoards, unguarded, lost to all, Crows. Many things occur on such a path,
placed in secret rooms or caverns deep long as it is, gold heralds many jealousies
beneath the earth. Totally unknown to any and fears.
who live. They love these secret hoards and
travel there to lair within. Here the If gold does not tempt its captors, a
shadow-birth Curse-Lords make their thrones Curseling may pledge other things. All have
and sit amidst the fabled glories of a something they have lost, something they
final age, luxuriating in the loneliness would wish returned or something they
and the wealth. Sometimes they skip desire and cannot find. And certainly
spontaneously through the dusty tracks, Curselings can find these things; they can
leaving three-toed prints where nothing find anything un-found if given time.
else has tread.
Some very foolish people seek to hunt a
It is well that they do, for it keeps them Curseling or even bring one through
far from the affairs of men. Murder, themselves, so desperate are they for this
Curselings also love. un-found thing. That path is dark and ends
not well.
A man dying alone, face down in a ditch is
a sight they like to witness. A woman
wandering a mountain without friends,
caught in a storm and freezing to death,
they hunger to observe. Not far are their
hearts from thoughts of sorrow or loss.
Always they adore isolation, the wanderer
or exiled things. Not for its own self, but
for the long slow drawn out sorrows of its
doom, which they will eat from its skull
just before its death, pulling it out in
silver strands and gulping it down.

And so the exiled and the lone wanderer


should dearly fear their dark attention’s
touch. Curselings are clever, cunning,
tireless and nearly invisible in the dark.
Sharp mimics of the voice, they will use
their wits to break up groups, luring them
in different directions, hiding their path
or moving things around to baffle the mind. WORDS by Patrick Stuart
ART by Scrap Princess
GAME STATS by Gildor Games

This work is licensed under the Creative Commons Attribution-NonCommercial 4.0 International License
For more free resources, go to DriveThruRPG.com and search for “Gildor Games”
Tracy Vierra (Order #18019117)

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