Rank Highest # Possible
1 5
2 6
3 7
4 8
5 9
6 Ace
7 All ace except one

 

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

 

Rank Seven Cards North South East West Description on back of card Front Back
Reeve A A A 9 The garb is a gold tunic, headband, or sash. The reeve is a referee for the battlegame. He should be impartial, fair, have a good eye, and be well versed in the rules. The reeve has the last say in any decision in a battlegame. The reeves do not fight and should not be hit or touched in an offensive manner. Biased, unfair, or incompetent reeves shall be dealt with by the Guildmaster of Reeves. none yet none yet

 

| tarot deck |

| apothecary | emporium | alchemist | smith | scribe | artisan | seamstress | menagerie | tavern |

| welcome gate | roots | trunks | branches |

 

 

 

Hosted by www.Geocities.ws

1