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Archery requires a bow, Charms requires an amulet, Magic requires a wand, and Swordplay requires a sword. If we have any of those skills, we start out with their respective items (we still have an 8 item limit, which these count towards). We also start out with 10 Life Points and 10 Gold Pieces.GLOSSARY OF SKILLS wrote:AGILITY
The ability to perform acrobatic feats, run, climb, balance and leap. A character with this skill is nimble and dexterous.
ARCHERY
A long-range attack skill for both hunting and combat. You must possess a bow to use this skill.
CHARMS
The expert use of magical protections and wards to protect you from danger. Also includes that most elusive of qualities: luck. You must possess a magic amulet to use this skill.
CUNNING
The ability to think on your feet and devise clever schemes for getting out of trouble. Useful in countless situations.
FOLKLORE
Knowledge of myth and legend, and how best to deal with supernatural menaces such as garlic against vampires, silver bullets against a werewolf, and so on.
ROGUERY
The traditional repertoire of a thief's tricks: picking pockets, opening locks, and skulking unseen in the shadows.
SPELLS
A range of magical effects encompassing illusions, elemental effects, commands, and summonings. You must possess a magic wand to use this skill.
STREETWISE
With this skill you are never at a loss in towns and cities. What others see as the squalor and menace of narrow cobbled streets is home to you.
SWORDPLAY
The best fighting skill. You must possess a sword to use this skill.
UNARMED COMBAT
Fisticuffs, wrestling holds, jabs and kicks, and the tricks of infighting. Not as effective as SWORDPLAY, but you do not need weapons - your own body is the weapon!
WILDERNESS LORE
A talent for survival in the wild—whether it be forest, desert, swamp or mountain peak.
Alternately we can pick a pregenerated character, and in this book there's a benefit to doing so! They start with different totals of Life Points (ranging from 9-11) and Gold Pieces (ranging from 8-16). Some just start with 10 in both though:
Some of these profiles directly contradict details given about our character in the Prologue:CHOOSE ONE OF THESE CHARACTERS wrote:The Duellist
Skills: AGILITY, FOLKLORE, ROGUERY and SWORDPLAY
Profile: As a professional duellist you have upset too many people by winning the spoils of your contests, and you must move on.
Life Points: 10
Possessions: Sword
Money: 10 gold pieces
The Ranger
Skills: ARCHERY, STREETWISE, SWORDPLAY and WILDERNESS LORE
Profile: Being loyal to the traditional values of your forefathers, you protect those forced to journey off the road.
Life Points: 11
Possessions: Longbow, sword
Money: 10 gold pieces
The Monk
Skills: AGILITY, SPELLS, UNARMED COMBAT and WILDERNESS LORE
Profile: The monks who taught you skills have been driven out and you are persecuted for your faith. Life is harsh but you endure all hardships.
Life Points: 11
Possessions: Magic wand
Money: 8 gold pieces
The Sorcerer's Apprentice
Skills: CHARMS, FOLKLORE, SPELLS and WILDERNESS LORE
Profile: Sold to a warlock when you were a child, your knowledge eventually outstripped your master's.
Life Points: 9
Possessions: Magic amulet, magic wand
Money: 12 gold pieces
The Starveling
Skills: CUNNING, ROGUERY, STREETWISE and UNARMED COMBAT
Profile: Orphaned in childhood, you made your way half-starved to the city. You learned what it takes to survive in this uncaring world, but now you want to seek something worthwhile in your life...
Life Points: 10
Possessions: None
Money: 15 gold pieces
The Traveller
Skills: FOLKLORE, ROGUERY, SWORDPLAY and WILDERNESS LORE
Profile: You never knew your father, and your mother mislaid you among the carts of a slaver's caravan. Cities make you ill; you can only breath freely on the open road.
Life Points: 10
Possessions: Sword
Money: 10 gold pieces
The Thief:
Skills: AGILITY, ARCHERY, CUNNING and ROGUERY
Profile: You are secretive and restless, always just one jump ahead of the hangman's noose. Your latest exploit has made the city too dangerous to you and you must lie low.
Life Points: 10
Possessions: Longbow, two jewels
Money: 16 gold pieces
Before we continue on to the book proper, it's time to make or pick a character.PROLOGUE wrote:Sickened by the ways of your fellow men and despairing of man's cruelty, you have quit the teeming city of Godorno, with its cesspools and plague pits, its beggars and abject slaves. You walk for days, revelling in the fresh air of the countryside. This is a green land of hills and dales, farmsteads and mills – a veritable bread-basket that yields all its grains and fruit to the decadent city.
As you walk you have much time to think. Long ago your family told you how the star of destiny, purple Praxis, changed color to the flaming gold of Moraine, God of War, at the moment of your birth. Even as Praxis flared with energy, so your mother's life waned. She died of exhaustion bringing you into the world, but her sisters looked after you until you were old enough, at eight, to go up to the dreaming spires of the academy at Hegaopolis.
The bookish scholars trained you in many things and all who taught there agreed you showed great promise. But when you were just fifteen years old, Gornild, the harsh overlord of Godorno, dissolved all the monasteries in the lands along the Marches, fearing their teachings would turn minds against its corrupt rule. You were forced to scratch out a miserable living just like the other poor folk of the city.
The cloistered life of the academy, with its politeness and order, gave you scant preparation for life on the streets of Godorno. You developed the cunning of a sewer rat and the patience of the damned just staying alive from day to day, dodging the press gangs from the war galleys that carry young men off to fight the corsairs. Your cunning was great enough to avoid the fate of the galley slave and you have grown to maturity, strong, tough and determined.
The ways of the city folk revolt you. Your diligent study of history shows an ever churning cycle of oppressors and the downtrodden. Man is strapped to the wheel of fate to be alternately dragged to the heights and plunged again into the pits and windblasted depths of pain and want.
As you walk, every step that bears you away from the stench of the city is a step taken more lightly than the last. You resolve to return to the city only if you have changed things for the better. Yours is the nobleness of spirit that would lay down its life to better the lot of your fellow man. If Praxis robbed you of a mother's love, Praxis can repay the debt by shining brightly on your destiny.
As the miles pass with you deep in thought, your path takes you inexorably on towards the great forest, beyond the lands of men. Your curiosity has been piqued by rumors and legends about the ancient Tree of Knowledge, a fabled tree hundreds of feet high, with golden bark and silver leaves. It is said to grow at the centre of the great Forest of Arden.
Fey sylvan elves are said to dwell there. The stories of what they look like and the fate that befalls those lost in the forest are too fantastically horrific to be true. Each fable tells a different story: of elves with six arms, of elves with scimitar blades in place of their forearms, and of greenbark bows that can send an arrow from one horizon to the other and which always hit their mark. And there are stories of elves with jewels for eyes which melt when they cry, as cry they must when disturbed by man, for they keenly sense the tragedy of man's mortality.
Though each story is fanciful and bizarre they all agree on one respect. No one who sees the elves lives to tell of it. There isn't a man alive who has glimpsed the splendid glory of Elvenhame, the city of the elves.
You no longer know whether it is the desire to see elves or your wish to change the world for the better that takes you on your quest. What, however, if you were to learn the knowledge of ages and return to the lands of men as a saviour? Your name would go down in history. Anything less magnificent than this noble quest for the knowledge that will save mankind will not do. You will become a hero or die in the attempt.
You are on the road. It is approaching early evening and purple Praxis already beams out in the low dusk sky. As you stare at the star, it seems to wink out then flare bright golden yellow before resuming its usual purple form. It is a sign that your destiny awaits in the Forest of Arden.