Song of A Waning Age

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SONG of a WANING AGE

An Advanced Song of Blades and Heroes Setting

STORY
In the ages past chaos ravaged the world in forms of demons, dragons and
warring giants. The Faefolk managed to save the world from the apocalyptic terrors
building a verdant and peaceful world. Yet, the time of the Faefolk is waning and the
younger races of men and elves build their homes and kingdoms across much of the
world. Knowing their storey is coming to a close the Faefolk taught their successors
magic, astronomy and agriculture. Yet men, in their hunt for power over other men,
corrupted the gift of magic into Necromancy. Necromancy became a disease that
weakened the Faefolks hold over the great evils of the past and now long
imprisoned enemies resurface to take the world. Be afraid for the world us up for
grabs and the Fae can no longer help you. Who will win? The Death, Dragons,
Demons or the spirit of men?

CRATIC: The Imperial Outpost of the North


Azures Dominion governs many of the islands in the Middle Sea, like Amlug
Tol and Aestolf, however
SPIRE ELVES:

The Elves of the east are the


proud, elitist, members of the oldest
civilization of this age. Generally
referred to as Spire Elves, to
differentiate them from the Dark Elves
of the Azure Dominion and the Wood
Elves who have forsaken civilization to
live with the Faefolk, they live in

magnificent city-states dominated by


elegant towers. The Spire Elves, as a
whole, are isolationist, concerned only
with other members of their race and
maintaining the status quo. For that
reason the other denizens of the world
rarely see them and they are rarely
welcome on elven shores. Minimal
trade and occasional expeditions are
the most common reason these elves
are seen away from their home
continent. Some travel to the
Wyrdwold to learn the ancient magics
of the Faefolk and some travel across
the land to spy on other peoples who
wish to disrupt the Elven people in
their solitude.
Spire Lord
Points: 138

Quality: 2+

Combat: 3

Traits

Evade and Counter, HeavilyElf Cataphract


Armored, Leader, Long MovePoints: 86
Traits
Mounted

Quality: 3+
Combat: 3
Block, Dashing, Fearless,
Heavily Armored, Long Move,
Mounted, Oblivious to Danger
Mage of the Spire
With greater privilege comes
Points: 96
Quality: 3+
Combat: 2 greater responsibility. Spire lords
Traits
Fearless, Magic Block, Spell: expect all young elves of noble
Lightning, Spell: Protection families to learn how to right and fight
from Arrows, Spell: Rain,
on horseback. When the call to arms is
Spellcaster
sung across the city they must mount
as the Catapracti the decisive heavy
cavalry and personal bodyguard of the
Elf Captain
Points: 95
Quality: 2+
Combat:3 general.
Traits
Block, Heavily Armored,
Leader
AZURES DOMINION: The Empire of the
Dark Elves
Elf Swordmaster
Points: 120
Quality: 2+
Combat: 4
Traits
Acrobat, Evade and Counter,
Free Disengage, Heavily
Armored, Master Duelist,
Melee Block, Quick
Elf Phalangite
Points: 44
Quality: 3+
Combat:3
Traits
Block, Long Reach, Shieldwall
Elves fight shoulder to shouldier
with their brothers in the phalanx. It
every elfs duty to upkeep their arms
and armor and if need be fight for the
city.
Elf Archer
Points: 30
Quality: 3+
Combat: 3
Traits
Long Bow
Archers are the professional
A thousand years ago the Great
foot soldiers of the city-states since it
Dragon Azure called upon an Elven
takes a great deal of training to
prince to serve him. The Prince
become proficient with the elven
managed to turn a number of Spire
longbow. In times of peace Archers
Elves to their service of the Dragon.
serve as guards and watchmen.
The Spire Lords sought to stop this
threat to the Elven way of life and in a

great war they forced Azures


followers into exile.
Azure lead the Prince where the Dark
elves could find a new home, leading
them to his Volcanic Island home.
There they subjugated the tribal
dragonkin race, the Drakes, and build
a new civilization. They expanded,
conquering and assimilating peoples in
the name of Azure and the Dragon
Emperor.
The Dragon Emperor, and all his
faithful subjects, seek to prepare the
world for Azures coming at the
Dawning of the next age. Though the
Dark elves are the chief citizens of the
empire, often refered to as Azures
Chosen, the dragon kin, called Azures
Children, and men alike serve Azures
Dominion.

Dark Elf Lord


Points: 148
Traits

Quality: 2+
Combat: 4
Block, Dashing, Evil,
Fearless, Heavily Armored,
Knight, Leader, Mounted,
[Savage]
Many noble houses serve the
Dragon Emperor and each noble seeks
to see his house rise above the others.
The chief goal of every Dark Elf Lord is
to gain enough notoriety and power to
be voted the successor to the aging
Dragon Emperor.

Dracine Knights learn how to


ride the vicious dracine, a
dragonesque mount.
Dark Elf Captain
Points: 82
Quality: 3+
Combat: 3
Traits
Evil, Fearless, Heavily
Armored, Heavy Weapon,
Leader
Wytch of the Black Tower
Points: 98
Quality: 3+
Combat: 3
Traits
Difficult Target, Evil, Spell:
Fireball, Spell: Transfix, Spell:
Wall of Fire, Spellcaster
All young elves who possess
magic potential are brought to the
Black tower. There they are trained in
the Arts of Magic and in the Truth of
Azure.
Dragons Tooth Legionnaire
Points: 58
Quality: 3+
Combat: 3
Traits
Block, Evil, Fearless Heavily
Armored, Longer Reach
Dark Elf Crossbowman
Points: 40
Quality: 3+
Combat: 2
Traits
Crossbow, Evil, Poison
Dark Elf Warrior
Points: 34
Quality: 3+
Combat:2
Traits
Block, Evil, Quick

Blackhelm Captain
Points: 50
Quality: 4+
Combat: 3
Dracine Knight
Traits
Ebil, Gregarious, Leader
Points: 78
Quality: 3+
Combat: 3
Only the bravest and most
Traits
Block, Dashing, Evil, Fearless,
worthy of men can rise to prominence
Heavily Armored, Knight,
in the Blackhelm Auxilia,
Mounted, [Savage]
Blackhelm Auxiliary
Points: 18
Quality: 5+
Combat: 3

Traits

Evil, Gregarious

BEASTMISTRESS
MINOTAUR

Blackhelm Crossbowman
Points: 25
Quality: 5+
Combat: 3
Traits
Crossbow, Evil, Gregarious

GNOLL
COLD BEAST

Mouth of Azure
Points: 29
Quality: 4+
Combat: 1 CORSAIRS:
Scourge of the Middle
Traits
Evil, Magic Resistance, Orate
Sea
(music), Spell: Flame Jet,
The Dark Elven people are a well
Spell Caster
ordered and legalized folk, yet there
Where female elves become
rae those among them who rather
wytches a male dark elf whom Azure
serve themselves than the great
had bestown the bless of magic are
dragon or fellow imperial citizens.
made into his priests, called the
Often these self-serving individuals
Mouths of Azure. A Mouth of Azure is
find a home in the many small islands
uncompromising in the execution of
in the middle sea where they make a
Azures will.
living as pirates, smugglers and
Repentant Linebreaker
slavers. There are a number of small
Points: 51
Quality: 4+
Combat: 3 chaotic communities on the fringes of
Traits
Dashing, Evil, Fearless, Hugethe empire lead by a cruel Dark elf
Weapon, Opportunistic,
captain who has clawed his or her way
Shield Breaker
to the top to be master of a small
Individuals tried for religious
island and a handful of ships.
crimes, the most egregious in
Dominion law, are often put to death.
Those that are spared being casts into
Dread Captain
the volcano become slaves in service
Points: 60
Quality: 4+
Combat: 3
to
Traits
Acrobat, Leader, Melee Block,
Opportunistic
Drake Skirmisher
Points: 24
Quality: 4+
Combat: 2
Traits
Gang, Gregarious, Javelin,
Skipper
Quick, Rabble
Points: 22
Quality: 5+
Combat: 2
Traits
Melee Block, Opportunistic,
The dragonesque race which inhabited
Subcommander
Amlung Tol when the Dark Elves first
arrived have been integrated into the
Assassin
Empire. Some of them are called from
Points: 53
Quality: 4+
Combat: 2
their communities to serve as scouts
Traits
Acrobat, Backstab, Danger
for the Legions.
Sense, Dashing,

Opportunistic, Piercing
Weapon, Quick, Stealth
Wytch
Points: 63
Traits

Corsair
Points: 20
Traits

Shanty Singer
Points: 12
Traits

Goblin Warrior
Points: 18
Traits

vile wizards, maurauding Ketons and


Corsairs.

Lords of small Fiefs do what


they can to protect their lands beset
Quality: 4+
Combat: 2 by existential threats on all sides.
Acrobat, Magic Block, Spell: Many are faced with a choice to
Wall of Water, Spell:
accept Imperial rule and Protection
Windstorm, Spellcaster
under Azures Dominion or starve
through another long winter of
fighting. (Special Rules Note, knights
only count to be dashing when
Quality: 5+
Combat: 2
mounted)
Hand Crossbow, Melee Block,
Opportunistic
Baron
Points: 136
Traits
Quality: 5+
Combat: 2
Music, Oblivious to Danger,
Sling

Quality: 4+
Block, Greedy

Combat: 2

Wizard
Points: 82
Traits

Sherrif
Goblin Archer
Points: 54
Points: 20
Quality: 4+
Combat: 2
Traits
Traits
Greedy, Short Bow
FIEFS OF AHRN AND RODIMER: The
Remnants of Civilized Men
Men thrived on the plains
between the hill lands and the middle
sea. They learned magic and how to
work the land from the Faefolk and
they formed petty kingdoms. As years
passed two great kingdoms formed,
Ahrn and Rodimer and they stood
proud for many generations. Yet, the
rise of necromancy destabilized the
kingdoms and the realms of civilized
men fell into turmoult caught between

Knight
Points: 96
Traits

Man-at-Arms
Points: 38
Traits
Archer

Quality: 3+
Combat: 3
Block, Dashing, Fearless,
Heavily Armored, Knight,
Leader, Long Move Mounted

Quality: 3+
Combat: 2
Magic Block, Spell: Lightning,
Spell: Slowdown, Spellcaster

Quality: 3+
Combat: 3
Hammering Blow,
Subcommander

Quality: 3+
Combat: 3
Block, Dashing, Fearless,
Heavily Armored, Knight,
Long Move, Mounted

Quality: 3+
Block

Combat: 3

Points: 20
Traits

Quality: 3+
Combat: 3 times for the Keton who must now
fight to preserve their traditional
Coward, Short Bow
hunting grounds.

Huntsman
Points: 58
Traits

Jarl
Quality: 3+
Combat: 3 Points: 68
Forester, Good Shot, Short Traits
Bow, Stealth

KETON: The Children of the Red


Mother
The hill folk were always wilder
than their southern cousins, yet a
mythical Ancestor all Ketons claim to
share cemented their root in the wild
by merging their spirit to that of the
Beast. All Ketons have a totem Spirit
which influences their tempers and
personalities. An honored few can
channel their Totem into a physical
embodiment of their totem. This
makes them fearsome warriors
terrifying to behold. There are a six
totems, Bear, Wolf, Raven, Rat, Ram,
and Otter
The Keton are a hunting and
herding people who supplement by
raiding. They live in small palisaded
communities centered on a Totem
House, the center of all important
spiritual matters and the chamber
where the elders meet. (On the full
moon on the month that a Kent youth
comes of age they are permitted into
the Totem house for the first time
where they undergo a ceremony and
one of the six spirits of the beast
chooses
The past years migrating orcs
have made for difficult and desperate

Seithr
Points: 35
Traits

Ice Giant
Points: 65
Traits

Bezerkir
Points: 48
Traits

Huscarl
Points: 56
Traits

Fyrdman
Points: 42
Traits

Quality: 3+
Combat: 3
Block, Leader, Were

Quality: 4+
Combat: 1
Spell: Summon Totem Spirit,
Spell: Wall of Ice, Spellcaster

Quality: 4+
Combat: 3
Group Fighter, Huge, Huge
Weapon, Lumbering, Tough

Quality: 3+
Combat: 3
Huge Weapon, Shieldbreaker,
Were

Quality: 3+
Combat: 3
Block, Shield Rush,
Shieldwall, Steadfast

Quality: 3+
Combat: 2
Block, Long Reach,
Shieldwall, Steadfast

Svienn Slinger
Points: 21
Traits

Quality: 4+
Sling

Werebear
Points: 58
Traits

Quality: 3+
Combat: 3
Animal, Big, Fearless,

Combat: 2

Now the younger races who


have claimed much of the world as
their own and have thrived under the
tutelage of the Faefolk who taught
Quality: 3+
Combat: 3 them magic, agriculture, husbandry
Animal, Fearless, Forester, and herblore. The faefolk withdrew to
Greedy, Long Move, Savage their homeland the wyldwold where
they protect their borders from Orc
and Corsair alike and must fight the
Quality: 3+
Combat: 3 growing threat of Necromancy and
Dark Magics.
Animal, Fearless, Flying, Long
Hammering Blow

Werewolf
Points: 58
Traits

Wereraven
Points: 70
Traits

Move
Wererat
Points: 42
Traits

Wereram
Points: 56
Traits

The Faefolk rule over the


magical woodland beast that inhabit
the Wyldwold, like the minotaurs,
Quality: 3+
Combat: 3 mouslings, treefolk and freybugs.
Though peaceful the residence of the
Animal, Fearless, Free
magical wilderness are more than
Disengage, Poison
willing to bare arms to save the home
they love.

Quality: 3+
Combat: 3 Green Guardian
Animal, difficult Target, Evade
Points: 150
Quality: 2+
Combat: 3
Traits
Fearless, Flying, Forester,
and Counter, Fearless,
Heavily Armored, Magic
Mountaineer, Quick
Resistance, Melee Block,
Spell: Courage, Spell:
Wereotter
Transfix, Spellcaster
Points: 48
Quality: 3+
Combat: 3
Powerful and mysterious Fae
Traits
Amphibious, Animal,
Lords
Dashing, Fearless, Piercing
Weapon
Forest Elemental
Points: 57
Quality: 4+
Combat: 3
Traits
Artificial, Entangle, Forester,
Huge Leafsight, Lumbering
Short Move
THE WYLDWOLD: The Mysterious
Wilderness of the Faefolk
The Faefolk remember what the
racs of Men and Elves are too young to
recall. They remember the violent
chaos that wrecked the world. They
remember the desolation and how
they had nursed the broken world
back to life.

Minotaur
Points: 27
Traits

Quality: 4+
Combat: 3
Animal, Big, Dashing Short
Move, Steadfast

Mousling Warrior
Points: 17
Quality: 4+

Combat: 2

When the Faefolk gave men the


Animal, Gregarious, Quick,
gift of magic something happened that
Tiny
they did not expect. For all men carry
a corrupting darkness in their hearts
Fey Slinger
and when they touched magic they
Points: 29
Quality: 4+
Combat: 2 corrupted it. Men learned how to
Traits
Flying, Puny, Sling, Tiny
harness the vile corrupted magical
energies and unlock the secrets of
necromancy. The dark magics caused
Freybug
Points: 42
Quality: 4+
Combat: 3 the world to dim wherever it was used
and so necromancers became hated
Traits
Forester, Long Move
outcasts in the kingdoms of Ahrn and
Rodimer. The necromancers fought
MOUSLING BARD
back trying to overthrow the kings of
men yet they failed and fled to the
MOUSLING ARCHER
south of the Wyldwold. There in the
swamps of Feigr Marsh they practices
MOUSLING Wizard (better Name)
their vile sorcery. This corrupted the
MOUSLING LEADER (better Name)
once peaceful gnolls into a violent
warrior people and it turned the
mouslings into goblins.
Traits

RESIDENCE OF FEIGR MARSH: The


Growing Darkness

Necromancers and corrupted


creatures alike contend with eachother
for hegemony in the marshlands as
the lords of men and the Faefolk keep
a keen watch over the borders to
ensure the corruptions remains
quarantined. Meanwhile brigands,
outcasts and deviants have made a
home in Feigr Marsh where they can
scheme and quarrel where good men
dare not tread.
Name
Points:
Traits
DEATHPRIEST
HAG
HENCHMAN
SKELETON

Quality:

Combat:

SKELETON WITH BOW


DEATHLORD
GOBLIN WARRIOR
GOBLIN ARCHER
GNOLL WARRIOR
GNOLL ARCHER
GNOLL CHEIFTAINT
BRIGAND

in the Il-elea. Even then their magic


was strong and the men who settled
along the north coast developed a few
devilish traits in their appearance.
As the power of the Fae waned
a few of the demons escaped and
formed nomadic tribes in the southern
sands. The men of Dola ARijino
learned how to capture the spirit of a
demon trying to enter Il-Sudi and bend
them to their will.
Mus Tabed (The enslaved)

Giant Spider

ORCS: The Migrating Menace

CHEIFTANT
SHAMAN
TROLL
WARRIOR

Magic comes from the Unseen World


Which Surrounds Us
There is no translation for it in
the Tongues of men but it is often
refered to as the immaterial world. In
Elvish is Il-elea or in Fae it is Doman
Defiecth and in the Demons Tounge,
Ozomahn.

ORC Archer
CADRIA: The Shadowed West
(Find a way to divide the list between
the Barbaric Cadrians and the Civilized
Cadrians)

Dola ARijino: The Forsaken South


Long ago the South was the
land were the Demons came, and they
built a terrible civilization in the
endless desert. After a great war
between the Demons and Faefolk, the
Fae imprisoned the surviving demons

Demons are different than the


Fae. The demons were born of the Ilelea and influence the seen world. IlSudi. The are the Inverse of the Fae
and their children who are of Il-Sudi
but dabble in Il-elea. Ordinary men
cannot see the ruins of their great
civilization for they exist in the Il-elea
alone. That is why the demons who
escaped imprisonment, though few,
are called spirits and shades by men,
for they rarely have any interaction
with Il-Sudi. Some demons are
powerful enough to give themselves
physical form, others can only sense

and influence the physical realm, and


there are those, just as there are those
men and fae who can do little or no
magic, exist only within the Il-elea.

Name
Points:
Traits

Quality:

Combat:

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