| Rank
One Cards |
North |
South |
East |
West |
Description
on back of card |
Front |
Back |
| Brownie |
5 |
3 |
3 |
4 |
A
small (1 1/2 tall) being that is a distant relative of elves and leprechauns.
They are usually very shy and weary of strangers, but can be helpful if
treated well. They have pointed ears, and long pointed noses. Being creatures
of the woods, they typically wear clothing of brown and green, and other
earthy tones. |
none
yet |
none
yet |
| Gremlin |
2 |
5 |
1 |
2 |
Gremlins
are neutral creatures that exist for their own amusement. They are pranksters
and thieves but are not dangerous unless provoked. They appear to be sickly
green elves with a very warped sense of humor. |
none
yet |
none
yet |
| Unicorn |
4 |
1 |
5 |
4 |
These
magical creatures resemble a great white horse with a large spiraling
horn protruding from it s head. They are very kind hearted, and will usually
help out a party in dire need. By this, they will always remain neutral.
|
none
yet |
none
yet |
| Catperson |
4 |
2 |
1 |
5 |
Catpeople
are a race of feline humanoids. They are normally very refined in the
field they specialize in, be it arts or war or matters of sciences. Catpersons
have great pride in what they do. They bear resemblance to many of the
great cats such as lions and tigers. |
none
yet |
 |
| Corrosion
Beast |
5 |
4 |
1 |
4 |
This pudgy little creature is arguably one of the most troublesome and
annoying beasts to have to fight. Ever hungry for the taste of metal,
it will follow those who have it to the ends of the earth if need be,
retreating only if severely beaten. Ungainly on its feet, it is amazingly
fast as a digger and thus able to get into most secure areas... |
none
yet |
none
yet |
| Goblin |
3 |
5 |
3 |
4 |
Weaker
orcs sometimes manage to survive the abuses of their stronger kin. These
lesser orcs, called Goblins, tend to move in groups for protection. Larger,
more substantial, groups only when led by a focused will, some overwhelmingly
strong individual. Goblins are cruel, jealous, petty, ambitious, selfish,
and suspicious. They hate all races, including other Orc/Goblin tribes.
|
none
yet |
none
yet |
| Harpy |
2 |
2 |
5 |
1 |
Harpies
are avians of the worst temperament. Partly human of both body and mind,
they have their own goals, and ideas, considering humans and other 'no-
wings' to be both expendable and tasty. They are not easily recruited,
and those that secure a Harpy's aid often find it is they who are being
used. |
none
yet |
none
yet |
| Pegasus |
1 |
4 |
3 |
5 |
Pegasus
are one of the most beautiful and well known creatures. These extremely
intelligent beasts are sought after by every facet of society for many
reasons, not all of which would benefit the Pegasus. They generally choose
to ignore most other races, though Pegasai will go out of their way to
annoy Harpies. |
none
yet |
none
yet |
| Scalor |
5 |
3 |
2 |
3 |
The
Scalor are a barbaric race of humanoid fish. They are the mortal enemies
of humans and mer-folk alike, as the Scalors everything they cannot eat,
destroy, or subjugate. These cunning fish-men have developed ambush tactics,
use of undersea nets to capture prey, and basic metal working skills.
|
none
yet |
none
yet |
| Spider,
Giant |
4 |
5 |
3 |
1 |
Larger
and more intelligent than their household counterparts, Giant Spiders
are some of the most dangerous monsters around. They are cunning, ruthless,
and are often found in cohorts with vampires as castle guardians. |
none
yet |
none
yet |
| Anti-Paladin
1st |
2 |
5 |
2 |
2 |
1st-
Steal life from any dead person still on the field. |
none
yet |
none
yet |
| Archer
1st |
1 |
3 |
3 |
5 |
1st-
Repair bow once per life. |
none
yet |
none
yet |
| Assassin
1st |
5 |
4 |
3 |
2 |
1st-
no headband- As listed. |
none
yet |
none
yet |
| Barbarian
1st |
3 |
5 |
1 |
2 |
1st-
Tribesman- a) One less life than other classes (total of 3). b) May go
berserk on last life. c) Heal self once per life |
none yet
|
none yet |
| Bard
1st |
3 |
4 |
5 |
2 |
1st- Rhymer-
Cancel, Charm, Presence, Visit.
|
none
yet |
none
yet |
| Druid
1st |
3 |
2 |
5 |
3 |
1st-
Druid- 3 total lives- Cancel , Cure Poison, Entangle, Heal, Heat Weapon,
Shillelagh, Warp Wood. |
none yet
|
none yet |
| Healer
1st |
2 |
4 |
2 |
5 |
1st-Chiurgist-
Cure poison , Heal , Lost, Mend, Mute, Talk to dead |
none
yet |
none
yet |
| Monk
1st |
3 |
2 |
3 |
5 |
1st-
a) May block projectiles with their weapons without penalty. b) Heal self
once per life. c) Immune to touch of death, vibrating palm, and spell
of wounding. |
none yet
|
none yet
|
| Paladin
1st |
5 |
1 |
4 |
3 |
1st-
May extend their immunities to one person whom is in physical contact.
|
none yet
|
none yet
|
| Scout
1st |
5 |
1 |
2 |
2 |
1st-
Scout- a) 1 First Aid bandage. b) Cannot become lost due to an innate
sense of direction. |
none yet
|
none yet
|
| Warrior
1st |
3 |
5 |
2 |
3 |
1st-
1 additional life (5 total). |
none
yet |
none
yet |
| Wizard
1st |
2 |
1 |
5 |
3 |
1st-
Initiate- Bladesharp, Bludgeon, Cancel, Enchant Shield, Heat Weapon, Honor
Duel, Iceball, Magic Bolt, Shove, Stun Weapon, Talk to Dead. |
none
yet |
none
yet |
| Rank
Two Cards |
North |
South |
East |
West |
Description
on back of card |
Front |
Back |
| Darklord |
6 |
2 |
2 |
4 |
Darklords
are particularly evil individuals. They want to rule the world and have
the means to do it. Darklords exude an evil aura (Remember, roleplaying
evil does not mean being an a--hole on the field). In general appearance,
Darklords hardly differ from any other individual of the civilized races.
They do, however, occasionally babble to themselves about being evil and
taking over the world. |
none
yet |
none
yet |
| Deva |
5 |
6 |
5 |
2 |
These
brilliant beings are the upkeepers of law and good, always upholding that
which is pure and innocent in nature and life. They sometimes appear as
globes of brilliantly colored light, but usually as tall humanoids, with
large white wings. |
none
yet |
none
yet |
| Centaur |
6 |
4 |
2 |
4 |
These
creatures are a half-horse, half humanoid race. rumored to have been created
by a senile old wizard, unaware of his actions. Centaurs are usually neutral,
and are fierce defenders of their homes, especially against uninvited
guests. |
none
yet |
none
yet |
| Ghoul |
2 |
5 |
1 |
6 |
These
are undead creatures, roaming graveyards for carrion and unlucky travelers.
They are cunning, but mindless. They feed on human corpses to sustain
their lives." The only fear they have is that of holiness. |
none
yet |
none
yet |
| Lizard
Man |
2 |
6 |
5 |
2 |
Lizard
Men are dangerous, tribal people who are quite primitive, and few in number.
They can be found in any climate, but prefer a more marsh-like environment.
They are savage in mind, but crude in technology, which may be the only
thing saving the more "civilized" races. |
none
yet |
none
yet |
| Lycanthrope |
2 |
1 |
1 |
6 |
These are
the are the feared creatures of legend who may change their form from
human, to not-so-human. They may be wolves, bears, tigers, rats, or
any animal. There are two forms of these creatures. There are two types
of Lycanthropes:A)
The natural Lycanthrope, which was born with the ability to shift form.
They have full control over their changes, and are cunning to the extreme.
B) Those who have been infected with the disease by the bite of a true
Lycanthrope, and are doomed thereby. They have no conscious control
over their actions or changes, attacking anything blindly, and are usually
controlled by a true Lycanthrope. Any one killed 3 times by a Lycanthrope,
will become one of these, for the remainder of their lives, under the
control of the one who transformed them.
|
none
yet |
none
yet |
| Manticore |
1 |
2 |
2 |
6 |
The
manticore is the blending of a lion and a demon according to some, but
whatever its true origin, the manticore remains a vile and tough opponent.
Large and powerful, the beast can take to the air on leathery wings, has
the fangs of a rattlesnake, and a tail covered with large iron like quills
which it can fling a considerable distance. |
none
yet |
none
yet |
| Minotaur |
1 |
1 |
6 |
3 |
These
savage creatures of legend have the head of a bull and the body of giant
man. They are always dangerous, unpredictable, and completely merciless;
and only a fool would challenge one in its own lair. |
none
yet |
none
yet |
| Orc |
6 |
1 |
1 |
4 |
These
hideous creatures are members of a race descended from Elves who were
twisted and perverted by evil in the mists of the past. Although they
are not inherently evil, they are culturally and mentally predisposed
toward hate, malice and cruelty. They are almost always uncomfortable
and, aside from meal time or battle, are never happy or at peace. Orcs
are heavily built, with thick hides short legs, and long arms. they have
grotesque, fanged faces and random hair growth. |
none
yet |
none
yet |
| Stormraven |
2 |
6 |
1 |
3 |
Some
say the Stormraven is a melding of crow and the Elemental sky. Others
claim it is the living embodiment of the tribal Spirit. Perhaps both are
right, but the stormraven isn't telling, busy as it is in its vigil over
the wind and storms. Some say this is the Thunderbird of American legend.
|
none
yet |
none
yet |
| Troglodyte |
3 |
5 |
6 |
3 |
Troglodytes
are an off-shoot of the original Lizard Man race. The troglodytes adapted
to a more aquatic environment, resulting in the fins that are the traditional
source of racial pride. The fact that Trogs smell horribly permeates their
dealings with other races. They know others find them repulsive, and have
an inferiority complex about it. If treated kindly, or approached unarmed,
the Trogs can be quite pleasant. |
none
yet |
none
yet |
| Vampire |
2 |
6 |
1 |
1 |
Vampires
are the ultimate form of parasite. They sustain their undead immortality
with the blood of the living. Provided with regular 'meals' a vampire
could live virtually forever. |
none
yet |
none
yet |
| Anti
Paladin 2nd |
3 |
6 |
3 |
3 |
2nd-
1 touch of death (same as the assassin nonmagical ability) per game. |
none
yet |
none
yet |
| Archer
2nd |
2 |
4 |
4 |
6 |
2nd- 1
stun arrow (reusable). 1 flame arrow (reusable).
|
none
yet |
none
yet |
| Assassin
2nd |
6 |
5 |
4 |
3 |
2nd-
Blue headband- 1 poison edged weapon (reusable), or the ability to make
traps, or a short bow. |
none
yet |
none
yet |
| Barbarian
2nd |
4 |
6 |
2 |
3 |
2nd-
barbarian- 4 total lives. |
none
yet |
none
yet |
| Bard
2nd |
4 |
5 |
6 |
3 |
2nd-
Charmer- Legend, Liplock, Truth |
none
yet |
none
yet |
| Druid
2nd |
4 |
5 |
6 |
4 |
2nd-
Druid of the Outer Circle- 1 additional life (total 4)- Barkskin, Cure
Disease, Magical Projectile, Mend, Paralyzation, Thornwall |
none
yet |
none
yet |
| Healer
2nd |
3 |
5 |
3 |
6 |
2nd-Acolyte-
Banish, Bless, Cure Disease, Curse Weapon, Entangle |
none
yet |
none
yet |
| Monk
2nd |
4 |
5 |
4 |
6 |
2nd-
a) May use throwing weapons. b) Immune to poison. c) May transfer one
life to a teammate (excluding monsters) once per game. |
none
yet |
none
yet |
| Paladin
2nd |
6 |
2 |
5 |
4 |
2nd-
1 resurrect per game (see the healer spell of the same name). |
none
yet |
none
yet |
| Scout
2nd |
6 |
2 |
3 |
3 |
2nd-
Pathfinder- a) 1 additional First Aid bandage (total of 2). b) Stun arrow
or flame arrow (1/life, reusable). |
none
yet |
none
yet |
| Warrior
2nd |
4 |
6 |
3 |
4 |
2nd-
May wear up to 6 points armor. Improve weapon once per battle. |
none
yet |
none
yet |
| Wizard
2nd |
3 |
2 |
6 |
4 |
2nd-
Apprentice- Circle of Protection, Forcewall, Harden, Hold Person, Lightning
Bolt, Liplock, Mend, Messenger, Protection from Flame, Wounding |
none
yet |
none
yet |
| Rank
Three Cards |
North |
South |
East |
West |
Description
on back of card |
Front |
Back |
| Elemental,
Air |
7 |
1 |
6 |
5 |
These are creatures brought forth from the element of air. They appear
as either a whirlwind, or as a transparent humanoid in light, airy clothing.
They are highly intelligent, and very apt to obey their summoners. |
none
yet |
none
yet |
| Elemental,
Earth |
1 |
7 |
2 |
1 |
These
are massive beings of solid, animated earth and stone, who are brought
into this plane from the plane of earth. They are totally obedient to
their summoners, unless the orders seem to be obscure or ridiculous. |
none
yet |
none
yet |
| Elemental,
Fire |
6 |
2 |
7 |
5 |
These
elementals come forth from the plane of fire. They appear as majestic
humanoids, carrying a great sword and a quiver of flaming arrows hanging
from its shoulder, all made of fire. They are not always reliable servants,
but they will never attack their summoner. Lives: 3 |
none
yet |
none
yet |
| Entangling
Mass |
7 |
6 |
2 |
3 |
These creatures are heaps of rotting vegetable matter, but despite appearances,
are actually an intelligent form of life. An Entangling Mass is normally
from six to nine feet in height, and has a girth of about Six feet, and
two feet at the summit. |
none
yet |
none
yet |
| Giant,
Hill |
1 |
7 |
4 |
2 |
Hill
Giants stand 15-20 feet tall. Slow and simple minded |
none
yet |
none
yet |
| Gargoyle |
1 |
6 |
3 |
7 |
An
animated statue, the gargoyle is vicious, finding extreme pleasure in
the torment of those whose flesh is weaker then his stony hide. Found
in any color that is appropriate to stone, gargoyles are winged. |
none
yet |
none
yet |
| Ghost |
7 |
6 |
4 |
6 |
Hopelessly
wandering the earth, these creatures are the life force of a restless
dead being. They are most of the time incorporeal, and cannot be harmed
in such a state. They are occasionally tied to an area, but usually are
independent. They are pranksters, and dangerous only when provoked. |
none
yet |
none
yet |
| Golem,
Flesh |
7 |
4 |
3 |
2 |
These
monsters resemble Frankenstein s Monster, as they are pieces of flesh
and bone animated by magic. |
none
yet |
none
yet |
| Golem,
Mud |
1 |
7 |
3 |
3 |
These
creatures are massive frames of wood, covered in clay, and then animated
with magic. |
none
yet |
none
yet |
| Golem,
Scarecrow |
3 |
5 |
7 |
4 |
These
golems are one of the oldest forms of sentries, used by village shamans
as guardians of crops and fields. Certain spell-casters discovered that
these lumps of hay, if granted magical life, were capable of scaring more
than just the birds. |
none
yet |
none
yet |
| Golem,
Rock |
4 |
4 |
6 |
7 |
These
creatures are animated statues of incredible power. |
none
yet |
none
yet |
| Medusa |
7 |
3 |
4 |
5 |
An
evil merger of woman and snake, the Medusa is a creature so vile in aspect,
that her mere visage is enough to change a man to stone. Snakes writhe
upon her skull in place of hair, and her lower body is that of a snake.
|
none
yet |
none
yet |
| Mummy |
4 |
3 |
7 |
3 |
Mummies
are undead creatures that are the corpses of humanoids, wrapped in bandages,
and filled with preserving fluids, they are usually associated with a
curse. If something concerning the mummy has been desecrated, the mummy
may come back to life to kill the guilty party. Other times, it is merely
a spirit that has inhabited a body to wreak havoc on the locals. They
are quite mindless, and will destroy anyone or anything that gets in their
way. |
none
yet |
none
yet |
| Lich |
5 |
7 |
6 |
3 |
Liches
are not a normal monster class, but are worth mentioning. To play a lich,
a person must be a 6th level Wizard, and have bought the spell called
Lich. They are, however, still a monster that should be noted. They are
actually a corpse of a powerful Archmage that has been reanimated by the
Archmage's spirit, thus giving it an undead status. They are always very
cunning, extremely intelligent, and disgusting to be near. Their attitudes
depend on the Wizard him(her)self. |
none
yet |
none
yet |
| Plaguer |
2 |
2 |
7 |
4 |
These are
diseased humans, whose minds have been twisted by the plague they bear.
They live only to infect others with their insanity and disease.
|
none
yet |
none
yet |
| Poltergeist |
1 |
5 |
2 |
7 |
Poltergeists
are similar in background to Ghosts, but are the spirits of violent persons,
whose lust for blood could not be quenched in the after life. Poltergeists
are, plain and simply put, evil in one of its purest forms, and should
be avoided whenever possible. |
none
yet |
none
yet |
| Siren |
2 |
7 |
3 |
1 |
These
beings are a race resembling human females, and something very inhuman.
They sing most of their lives, luring unsuspecting travelers to their
doom. To help them along, they are both incredibly seductive, and extremely
beautiful. Both assets they use to give them the advantage over a weary
male. |
none
yet |
none
yet |
| Troll,
Regenerating |
5 |
2 |
7 |
2 |
A
troll is a vicious, disgusting creature whose very presence is one which
strikes fear into most. Their hide is a nauseating mixture of moss greens,
grays, blacks, and mottled greens. These creatures are disgusting to look
at, and are relentless when attacking, due to their pea-sized brains.
|
none
yet |
none
yet |
| Troll,
Stone |
6 |
3 |
3 |
7 |
Trolls
are as tough and stupid as stone. Their exact origin is clouded, although
some say they are related to giants (but I wouldn't suggest that to a
giant's face...). Trolls live in order to eat and play. Eating means fresh
meat - raw or cooked - and play means killing and pillaging. Trolls are
huge (10-12 ft./650-850 Lbs.) and immensely strong, with thick bodies
and limbs. Lives: 2 |
none
yet |
none
yet |
| Wraith |
7 |
3 |
3 |
4 |
These
vile beings are a form of undead hailing from the Negative plane of existence.
They are destructive, and live for the terror they cause their victims.
Wraiths appear as dark, shadow like humanoids, or as black mists. |
none
yet |
none
yet |
| Wyvern |
5 |
2 |
5 |
7 |
Wyverns
are the evolutionary precursor of dragons. They have been known to carry
off cattle for food, sure they have picked humans for their grazing food
also. |
none
yet |
none
yet |
| Anti
Paladin 3rd |
4 |
7 |
4 |
4 |
3rd-
1 additional touch of death per game (total of 2). |
none
yet |
none
yet |
| Archer
3rd |
3 |
5 |
5 |
7 |
3rd-
+1 damage with all arrows (3 damage with short bow, etc.). |
none
yet |
none
yet |
| Assassin
3rd |
7 |
6 |
5 |
4 |
3rd-
Green headband- 1 touch of death per life, or the antidote to poison.
|
none
yet |
none
yet |
| Barbarian
3rd |
5 |
7 |
3 |
4 |
3rd-
Clan leader- Fight after death when berserk. |
none
yet |
none
yet |
| Bard
3rd |
5 |
6 |
7 |
4 |
3rd-
Harper- Extension, Imbue, Sleep. |
none
yet |
none
yet |
| Druid
3rd |
5 |
6 |
7 |
5 |
3rd-Druid
of the Inner Circle- Pass Without Trace- Ambidexterity, Confusion, Extension,
Plant Door, Protection from Disease, Protection from Flame. |
none
yet |
none
yet |
| Healer
3rd |
4 |
6 |
4 |
7 |
3rd-
Cleric- Mass Sleep, Protect, Resurrect, Stun, Wounding, Yield.
|
none
yet |
none
yet |
| Monk
3rd |
5 |
6 |
5 |
7 |
3rd-
a) Immune to all magic that charms or control. b) Vibrating palm once
per life. |
none
yet |
none
yet |
| Paladin
3rd |
7 |
3 |
6 |
5 |
3rd-
1 additional resurrect (total of 2). |
none
yet |
none
yet |
| Scout
3rd |
7 |
3 |
4 |
4 |
3rd-
Guide- a) Obtain information from subdued person. b) Cure poison of self
(1/life). |
none
yet |
none
yet |
| Warrior
3rd |
5 |
7 |
4 |
5 |
3rd-
1 additional life (6 total). May use javelins. |
none
yet |
none
yet |
| Wizard
3rd |
4 |
3 |
7 |
5 |
3rd-Journeyman-
Ambidexterity, Anti-Magic, Dispel, Extension, Fireball, Mutual Destruction,
Projectile Protection, Protection, Touch of Death, Wind, Yield. |
none
yet |
none
yet |
| Rank
Four Cards |
North |
South |
East |
West |
Description
on back of card |
Front |
Back |
| Banshee |
4 |
2 |
5 |
8 |
An undead elven female, whose hatred of life is so great,
it sustains her even after death. The banshee cries out her hatred in
a voice so terrible it can kill. Usually appears as a female in rotted
robes of once fine fashioning. |
none
yet |
none
yet |
| Basilisk |
8 |
2 |
4 |
2 |
Basilisk are large stone covered lizards that prey on any
living creature. Anything they can not kill they turn to stone. |
none
yet |
none
yet |
| Deep
Dwellers |
8 |
1 |
3 |
8 |
They
once were an evil brotherhood, who were driven from the Elven cities due
to their worship of evil deities and gods; The Deep Dwellers take great
pleasure in the destruction of anything good or bright. |
none
yet |
none
yet |
| Elemental,
Water |
7 |
8 |
3 |
5 |
Although
rare in other kingdoms, these water elementals are in abundance in the
Mystic Seas. Massive, living waves, the elementals are as changeable as
the substance of which they are formed. They are fickle creatures, and
tend to misinterpret orders, in a childish, literal manner. |
none
yet |
none
yet |
| Giant,
Frost |
6 |
8 |
1 |
7 |
Frost
Giants stand 25-30 feet tall. Grim, brooding and silent, they resemble
vikings but are less apt to raid or plunder. In fact they prefer solitude.
|
none
yet |
none
yet |
| Golem,
Metal |
5 |
2 |
8 |
1 |
These
massive animations are colossi of metal, worked into human shapes, and
brought to life with intense magical energies. |
none
yet |
none
yet |
| Griffon |
2 |
5 |
8 |
2 |
Griffons
are the mythological, half-lion half-eagle beasts from Greek and Roman
literature. They are vicious carnivores, but would rather eat horses than
wandering travellers. |
none
yet |
none
yet |
| Nosferatu |
8 |
3 |
5 |
2 |
These
are foul undead beings who are forced to drink the blood of the living
in order to survive. They are fearsome, vicious creatures, who roam the
night and are always notable by their large canines and tendency toward
dark clothing. They are weakened by direct exposure to sunlight, and are
usually found in graveyards, haunted keeps, and other unseemly places,
from which they hunt. |
none
yet |
none
yet |
| Skeleton |
3 |
8 |
6 |
5 |
Animated
undead pile of bones. |
none
yet |
none
yet |
| Anti
Paladin 4th |
5 |
8 |
5 |
5 |
4th-
1 additional touch of death per game (total of 3). |
none
yet |
none
yet |
| Archer
4th |
4 |
6 |
6 |
8 |
4th-
+1 life (total of 5). |
none
yet |
none
yet |
| Assassin
4th |
8 |
7 |
6 |
5 |
4th-
Brown headband- 2 point armor, or a 5 ft. javelin. |
none
yet |
none
yet |
| Barbarian
4th |
6 |
8 |
4 |
5 |
4th-
Chieftain- 5 total lives. |
none
yet |
none
yet |
| Bard
4th |
6 |
7 |
8 |
5 |
4th- Spellsinger-
Emotion control, Honor Duel, Lore,
|
none
yet |
none
yet |
| Druid
4th |
6 |
7 |
8 |
4 |
4th-
Druid of the Center- Immune to Poison- Call Lightning, Commune, Flamewall,
Silence, Shatter, Stoneskin. |
none
yet |
none
yet |
| Healer
4th |
5 |
7 |
5 |
8 |
4th-
Adept- Enhancement, Harden, Sever Spirit, Touch of death. |
none
yet |
none
yet |
| Monk
4th |
6 |
7 |
6 |
8 |
4th- a) May turn undead twice per life. b) May block projectiles with
their hands without penalty. |
none
yet |
none
yet |
| Paladin
4th |
8 |
4 |
7 |
6 |
4th-
1 additional resurrect (total of 3). |
none
yet |
none
yet |
| Scout
4th |
8 |
4 |
5 |
5 |
4th- Tracker- a) Tracking (1/life). |
none
yet |
none
yet |
| Warrior
4th |
6 |
8 |
5 |
6 |
4th-
Improve shield once per battle. Improve weapon becomes once per life.
|
none
yet |
none
yet |
| Wizard
4th |
5 |
4 |
8 |
6 |
4th-
Scholar- Curse, Doomsday, Enchant Weapon, Petrify, Protection from Magic,
Pyrotechnics, Reanimate, Sever Spirit, Teleport. |
none
yet |
none
yet |
| Rank
Five Cards |
North |
South |
East |
West |
Description
on back of card |
Front |
Back |
| Angelic
Hero |
9 |
7 |
1 |
3 |
Angelic
Heroes are the spirits of knights that have served their Lords and the
Gods of Law and Order faithfully unto death, where they joined the realms
of their god and became the god's chosen champion. They are some times
sent down from the realms of the gods to aid faithful mortals in dire
need, to guard an object of tremendous power (to keep it from falling
into the wrong hands) or to combat an evil that is too great for mankind
to vanquish alone. Angelic Heroes are very rare. They generally appear
as majestic knights in glowing white armor and garb. |
none
yet |
none
yet |
| Deadly
Slime |
6 |
7 |
9 |
2 |
Deadly Slimes are amorphous, ameoboid creatures generally
considered more terrifying for their lack of form than for shape they
could possibly have. They range in size from only one foot to over five
feet in diameter, in color from chalk white to jet black, and in translucency
from opaque to very nearly transparent. Very primitive creatures, deadly
puddings have no mind to speak of, existing only to eat and reproduce,
which they do by means of fission. Puddings move by means of undulation
and locate their prey by sensing the vibrations of their footsteps. Despite
the awesome danger these creatures represent, brave (foolhardy) dungeoneers
often seek them out for the undigested treasure their bodies are thought
to contain. |
none
yet |
none
yet |
| Gypsy |
6 |
9 |
5 |
1 |
Throughout
the centuries these rogues have plagued the world. The ultimate traveller,
Gypsies care only to make a quick profit before they move on. |
none
yet |
none
yet |
| Skeleton
Warrior |
4 |
9 |
1 |
6 |
Formerly
powerful fighters, skeleton warriors are undead lords forced into their
nightmarish states by powerful wizards who trapped their souls in golden
circlets. The sole reason that skeleton warriors remain on this plane
is to search for and recover the circlets that contain their souls. |
none
yet |
none
yet |
| Sphinx |
3 |
2 |
4 |
9 |
Sphinxes
are large desert dwelling monsters with the limbs of a lion, the wings
of an eagle, and the torso and head of a woman. Sphinxes are master riddlers
and are strong in magic. |
none
yet |
none
yet |
| Yeti |
9 |
5 |
8 |
5 |
These
creatures of the high himalayas are rarely seen. They tend to be territorial,
attacking only if their "turf" ("tundra?") is invaded; but have also been
known to range far and wide if roused. The yeti is very physically strong,
and stands 8 (young adult) to 11 feet (mature) tall. |
none
yet |
none
yet |
| Anti
Paladin 5th |
6 |
9 |
6 |
6 |
5th- 1 poisoned edged melee weapon once per game. |
none
yet |
none
yet |
| Archer
5th |
5 |
7 |
7 |
9 |
5th- May use a small shield. |
none
yet |
none
yet |
| Assassin
5th |
9 |
7 |
6 |
5 |
5th-
black headband- Small shield. |
none
yet |
none
yet |
| Barbarian
5th |
7 |
9 |
5 |
6 |
5th- High chieftain- 6 total lives. |
none
yet |
none
yet |
| Bard
5th |
7 |
8 |
9 |
6 |
5th- Songweaver- Mimic, Mute, Yield, |
none
yet |
none
yet |
| Druid
5th |
7 |
8 |
9 |
5 |
5th-Arch
Druid- Immune to Woodland and Bardic Charm- Flameblade, Flesh to Stone,
Passplant, Stone to Flesh. |
none
yet |
none
yet |
| Healer
5th |
6 |
8 |
6 |
9 |
5th-
Canon- Extension, Protection from Death, Summon Dead. |
none
yet |
none
yet |
| Monk
5th |
7 |
8 |
7 |
9 |
5th-
a) May use the sanctuary chant once per life. b)Protection from death.
|
none
yet |
none
yet |
| Paladin
5th |
9 |
5 |
8 |
7 |
5th- 1
heal (see the healer spell) per game.
|
none
yet |
none
yet |
| Scout
5th |
9 |
5 |
6 |
6 |
5th- Strider- a) Entangle trap (nonmagical skill 2/game). b) Cure poison
of other (1/game). |
none
yet |
none
yet |
| Warrior
5th |
7 |
9 |
6 |
7 |
5th-
Repair once per life. |
none
yet |
none
yet |
| Wizard
5th |
6 |
5 |
9 |
7 |
5th-
Sage- Advancement, Flight, Lend, Sphere of Annihilation, Vivify, Warskill.
|
none
yet |
none
yet |
| Rank
Six Cards |
North |
South |
East |
West |
Description
on back of card |
Front |
Back |
| Dragon,
Basic |
A |
5 |
8 |
6 |
Dragons
are cunning and cruel creatures of reason and magic. Nothing pleases a
dragon more than to sack a kingdom, hoard all of it's treasures in one
place and nest on the pile for a century or two. |
none
yet |
none
yet |
| Dragon,
Chromatic |
3 |
A |
2 |
2 |
One
of the most intensely beautiful, yet terrifying creatures in existence,
a dragon is usually only encountered by the foolish or unlucky. These
huge beasts are found in all climates, gathering their huge piles of treasure
to sleep upon, or hunting. They are of different colors, according to
their species, and each has it s own personality. They have a tendency
to eliminate anyone who enters their territory, whether it was knowingly,
or accidental, so it is considered prudent not to attack them. These beasts
are so huge and ferocious, that is considered quite an achievement to
slay one. |
none
yet |
none
yet |
| Dread
Knight |
2 |
4 |
2 |
A |
Dread
Knights are the spirits of heros who committed an immensely evil act,
and thus were executed, only to be brought back as undead knights who
will walk the earth forever, despairing of their weakness. They appear
to have been noble people, by their build, and clothing, but all that
can now be seen is their ghostlike skeletons, wearing ornate armour, and
with deepest glowing red eyes staring from beneath their helms. They posses
some magic s, but prefer to slay their foes in melee combat, rather then
by a spell. These beings may ONLY be played in special scenarios, and
it is preferred that only those having already achieved Knighthood play
these creatures. |
none
yet |
none
yet |
| Extra-Planar
Enitity |
6 |
4 |
A |
1 |
Extra-planar
entities come in as many forms as they have names: Demons, devils, daemons,
Great Old Ones, and their like are all mythological examples of the horrid
forms of life that come from realms beyond our own. Their powers are legion
and their forms are awesome to behold but, for all their terrible splendor,
these beings are destined to be destroyed by the powers of light. Rarely
do two entities have the same powers but they all seem to have one thing
in common; they seem to draw heros to themselves. Normally, Entities seek
to destroy those that seek them out, but eventually a champion will strike
the foul creature down. The ranks of those that have slain demons are
small but due to their successes, Entities remain a rarity confined mostly
to Songs of Legend and boasts of tavern braggarts. |
none
yet |
none
yet |
| Giant,
Fire |
5
|
A |
9 |
4 |
Fire
Giants stand 25-30 feet tall. They dwell in the fiery realm of Muspell
and often ignore the small races, preferring to turn their attention to
wars against the Norse gods. There is, however, one recorded incident
of Fire Giants charging out from Muspell and threatening the safety of
Amtgard, during the reign of King Talinor... |
none
yet |
none
yet |
| Hydra |
4 |
7 |
1 |
A |
Hydra
are huge, usually reptilian, monsters invariably equipped with two or
more 'head's. Hydra are uncommon in civilized lands. They are always vicious
and hungry and wreak havoc upon their surroundings and are rumored to
live indefinitely if not slain by violence. Even grizzled veterans balk
at the prospect of facing the smallest hydra. It has been recorded that
Hydra were once commonly bound into service as guardians by powerful mages
and some fulfill their forgotten roles to this day. The magic used to
bind these creatures has been lost to the ages, but rumors persist of
mages that still posses the knowledge to harness the power of these monsters.
|
none
yet |
none
yet |
| Kraken |
6 |
3 |
A |
4 |
Kraken are mammoth, squid-like creatures they rarely plague
the shores of the world. On the odd occasions that they are found they
flail their mammoth tentacles about hoping to snare a quick morsel. Little
is known about these horrors of the sea save for their legendary strength
and the difficulty of dispatching one when it appears. |
none
yet |
none
yet |
| White
Rabbit |
A |
5 |
8 |
2 |
From the lowest depths of hell emerges the most fearsome
creature of all: the WHITE RABBIT! Well, it IS viscous. Honest. I'm not
lying. It has BIG teeth! Well, look at the bones! Don't say I didn't warn
you! |
none
yet |
none
yet |
| Zombie |
A |
3 |
4 |
6 |
Foul
unfortunate creatures that are doomed to wander the earth as undead. They
are corpses who have been doomed to ever roam in search of brains to eat.
There seem to be two types: the cursed ones, who know no more then the
lust for blood and the need to wander, and those who were raised by an
evil spell of some sort, and now exist only as animated corpses. |
none
yet |
none
yet |
| Anti
Paladin 5th |
7 |
A |
7 |
7 |
6th-
1 reanimate (as per the wizard class) per game. |
none
yet |
none
yet |
| Archer
6th |
6 |
8 |
8 |
A |
6th-
1 penetration arrow (reusable). |
none
yet |
none
yet |
| Assassin
6th |
A |
8 |
7 |
6 |
6th- Red headband- a) Choose 1 additional ability from above. b) 1 teleport
per game (only usable on self). |
none
yet |
none
yet |
| Barbarian
6th |
8 |
A |
6 |
7 |
6th- Ring Giver or Overlord- May go berserk on last 2 lives. |
none
yet |
none
yet |
| Bard
6th |
8 |
9 |
A |
7 |
6th- Great Bard- Voice |
none
yet |
none
yet |
| Druid
6th |
8 |
9 |
A |
6 |
6th- Great
Druid- Immune to Sleep- Finger of Death, Feeblemind, Fire Trap, Reincarnation.
|
none
yet |
none
yet |
| Healer
6th |
7 |
9 |
7 |
A |
6th-
Avatar- Circle of Protection, Dispel Magic, Teleport. |
none
yet |
none
yet |
| Monk
6th |
8 |
9 |
8 |
A |
6th-
a) Immunity to traps. b) 1 additional heal self per life (total of 2).
|
none
yet |
none
yet |
| Paladin
6th |
A |
6 |
7 |
8 |
6th-
Immunities extend to a 10 It. radius one life per game. |
none
yet |
none
yet |
| Scout
6th |
A |
6 |
7 |
7 |
6th-
Ranger- a) Carry two enchantments (1/game). b) Use of longbow or crossbow
in place of short bow or long sword |
none
yet |
none
yet |
| Warrior
6th |
8 |
A |
7 |
8 |
6th- +1 point to any armor worn. |
none
yet |
none
yet |
| Wizard
6th |
7 |
6 |
A |
8 |
6th-
Archmage- Defend, Expertise, Killing Grounds, Lich, Stack, Transform.
|
none
yet |
none
yet |