Realms of Terrinoth.pdf
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ASY FLIGHT GAMES
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FANTASY
FLIGHT
GAMES
Fantasy Flight Games
1995 West County Road B2
Roseville, MN 55113
USA
© 2018 Fantasy Flight Games. Genesys and the Genesys logo are trademarks of Fantasy Flight Games.
Fantasy Flight Games and the FFG logo are registered trademarks of Fantasy Flight Games.
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ISBN: 978-1-63344-325-9
Product Code: GNS03
Printed in U.S.A.
For more information about the
G
enesys
line, free downloads,
answers to rules queries, or just to pass on greetings, visit us online at
www.FantasyFlightGames.com
2
T
ABLE OF CONTENTS
Chapter I: Tales of Darkness ..........................................22
The Myths of Creation ...................................................... 24
The Elves ........................................................................... 26
The War of the Shadow Tear .............................................. 27
The Troubled Rise of the Younger Races ............................ 29
The Early History of the Dwarves...................................... 30
Humanity Steps Forth ....................................................... 31
The Rise of Llovar and the Uthuk Y'llan ............................ 33
The Rise of Timmorran ..................................................... 35
The First Darkness............................................................. 35
The Rise and Fall of King Daqan ....................................... 38
The Second Darkness ........................................................ 39
The Rise of the Elder Kings ............................................... 43
The Third Darkness ........................................................... 45
The Age of Lorimor ........................................................... 48
The Age of Courage........................................................... 50
Chapter II: Call to Adventure ........................................58
Creating Your Hero ........................................................... 60
Character Species ............................................................ 60
Careers ............................................................................ 70
Heroic Abilities ............................................................... 74
New Skills and Rules ......................................................... 81
New Talents ...................................................................... 84
Weapons ........................................................................... 92
Armor ............................................................................... 96
Craftsmanship ................................................................... 97
Magic Implements............................................................. 98
Gear and Services ............................................................ 100
Item Attachments and Enchantments.............................. 106
Magic Items .................................................................... 108
Crafting........................................................................... 112
Alchemy ........................................................................ 113
The Magic of Mennara .................................................... 115
Magic Skills ................................................................... 115
Runebound Shards .......................................................... 118
The Strength of Devotion ................................................ 122
The Virtues of Verse ........................................................ 125
Spiritspeaking .................................................................. 126
Elven Magic .................................................................... 127
Chapter III: Lands of Magic ........................................134
Terrinoth ......................................................................... 136
The Free Cities .............................................................. 146
The Mistlands.................................................................. 160
Secrets of the Grave ....................................................... 168
The Aymhelin.................................................................. 174
The Dunwarr Mountains................................................. 186
The Molten Heath ........................................................... 193
The Broken Plains ........................................................... 197
The Ru Steppes and Beyond ............................................ 208
Whispers of the Ynfernael ............................................. 218
Lorimor and the Torue Albes ........................................... 220
Isheim ............................................................................. 232
Al-Kalim ......................................................................... 242
Zanaga ............................................................................ 252
REALMS OF TERRINOTH
I
ntroductIon
WELCOME TO
THE LAND OF STEEL
ello, and welcome to the
R
ealms of
T
eRRinoTh
! This book
is a supplement for the
G
enesys
game line that lets you use
our Narrative Dice System in the same epic fantasy world where
the games
D
escenT
: J
ouRneys in The
D
aRk
,
R
unebounD
, and
R
unewaRs
take place. In
R
ealms of
T
eRRinoTh
you’ll become a
hero of legend, ready to take up sword and spellbook and stand
against the terrors of the undead, the fires of the dragons, and
the dark secrets of the demonic realms. Whether you become
a noble defender of all that’s good and just, a cunning rogue
out for riches and glory, or a dastardly villain seeking unlimited
power, you’re in for some amazing adventures!
If you’re already so excited that you can’t wait to get started,
go ahead and skip to page 24, where we delve into the his-
tory of Terrinoth, or page 60 where we get into the nuts
and bolts of how to build and play your character. Otherwise,
we’re going to take a few minutes to talk about exactly what
this book is and how you’ll use it, and give you and overview
of what’s inside. If you’re new to roleplaying games (or just
new to
G
enesys
) you may want to give this a read first.
H
In short, the
G
enesys
Core Rulebook is where you find the
engine that runs the game, and
R
ealms of
T
eRRinoTh
fleshes
that out into a game of adventurers and heroes exploring a lush
and detailed fantasy realm.
TELL ME ABOUT TERRINOTH
Terrinoth is a land of forgotten greatness and lost legacies.
Once ruled by the Elder Kings who called upon mighty mag-
ics to perform great deeds and work marvels, the land has suf-
fered greatly at the hands of its three great foes; the undead
armies of Waiqar the Betrayer, the demon-possessed hordes
of the bloodthirsty Uthuk Y’llan, and the terrifying dragons
of the Molten Heath. Many of its great cities have been cast
down into ruins, and many wondrous secrets and powerful
artifacts have been lost.
For hundreds of years, Terrinoth slipped into gloom and
decay. But heroes arise just when their lands need them the
most. Courageous adventurers brave the ruins of past ages
and the foul creatures within to uncover the treasures of their
ancestors. The Daqan Barons, inheritors of the ancient king-
doms, rebuild their walls and muster their armies, while the
wizards of Greyhaven gather runes of power to awaken guard-
ians of stone and steel. All this is just in time, for the ancient
enemies of the lawful races are stirring again, and Terrinoth
needs champions of courage and cunning to stand against the
rising darkness.
But Terrinoth is just one land in the
vast world of Mennara, and all across
the realms good and evil muster for
battle once more. To the south, the
Elves of the vast Aymhelin forest call
forth the spirits of the trees and the
powers of light and air to fend off the
demonic hordes that would despoil
their woodland realm. In the Dun-
warr Mountains of the north, the
Dwarves muster to face their hated
nemeses, the great wyrms who nearly
destroyed them twice before. And to
the east, the Orc Tribes of the Bro-
ken Plains prepare to honor their
ancient pacts and fight alongside
the armies of Humanity once more.
The world even extends across the seas
to the fading glory of the Lorimor Empire, the frozen
wastes of Isheim, the jungles of Zanaga, and the desert king-
doms of Al-Kalim. All of these lands are ripe with stories wait-
ing to be told and full of secrets just waiting for an adventurer
bold enough to uncover them.
WHA IS THIS BOOK,
T
AND HOW DO I USE IT?
R
ealms of
T
eRRinoTh
is a sourcebook—or expansion—for
the
G
enesys
Core Rulebook. That means you’ll need a copy
of the Core Rulebook as well as this book to play. You’ll also
need some
G
enesys
Roleplaying Dice, either by picking up a
pack of them, or by downloading the
G
enesys
Dice
App onto your Android or iOS device.
R
ealms of
T
eRRinoTh
serves as a setting
for the game; like the settings presented in
Part II of the Core Rulebook, only much
more detailed. This means you use the
basic rules out of Part I of the Core Rule-
book combined with the rules presented
here. The rules in
R
ealms of
T
eRRinoTh
are
designed to supersede those in the
G
enesys
Core Rulebook—so whenever there seem to
be contradictions, use the rules in this book.
For example, the
G
enesys
Core Rule-
book has the rules for character creation, and
you’ll still follow the seven steps presented
there when making a character for this game.
However,
R
ealms of
T
eRRinoTh
provides
new choices when you follow those steps. To
expand this example further, during Step 2
you select an archetype or species. In the
G
ene
-
sys
Core Rulebook, you would choose from the four human
archetypes. In
R
ealms of
T
eRRinoTh
, you can choose to play
a Human, Dwarf, Elf, Orc, Gnome, Cat-folk, or one of the
several other options found starting on page 60.
4
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