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LONE WOLF The Roleplaying Game
The Darklands
August Hahn
2 Introduction to Evil
Layout & Design
Ian Belcher
4 Geography of the Darklands
Cover Art
Ralph Horsley
25 Helgedad – The Eye of Evil
41 Darklands Characters
Interior Illustrations
Tony Parker
68 The Darklords
Studio Manager
Ian Barstow
90 Tools of Evil
104 Creatures of Darkness
Production Director
Alexander Fennell
122 Darklands Character Sheet
Playtesting
William T Blackburn, Adrian Czajkowski,
Gloria Egner, Mark Gedak, Tammy Gedak,
Michele Langston, Vivien Lorelied, Matt
Williams
124 Designer’s Notes
125 Index
127 License
Proofreading
Ian Finch
128 Map of Helgedad
Lone Wolf, The Darklands is ©2004 Mongoose Publishing under license from Joe Dever. All rights reserved.
Reproduction of non-Open Game Content of this work by any means without the written permission of the
publisher is expressly forbidden. Lone Wolf, The Darklands is presented under the Open Game License. See page
127 for the text of this licence. With the exception of boxed story text and character names, character creation rules
detailing the mechanics of assigning dice roll results to attributes and the character advancement rules detailing
the effects of applying experience, all text within Lone Wolf, The Darklands is declared as open content. Printed
in Canada.
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Introduction to Evil
Welcome to The Darklands , the book about a most terrible
country and the vile beings that rule that blasted scar on
the face of Magnamund. This text will definitively list the
Darklords in all their ebon glory, with their powers, their
provinces and their legions in detail. By the time you have
finished reading this tome of terror, you will know the ways
of evil on Magnamund much better than you did before. You
will know which Darklord rules in the domain of Nightmares,
which one revels in the applications of torture and what
horrors yearn to be awakened in the underhalls of Helgedad.
You have been warned.
he craved. To them, he also bequeathed a gift more powerful
and deadly than any of the others – the gift of twisted life. The
Darklords were given the power to make living things in the
image of their own formless, terrible god. They set to work in
the labyrinth under Helgedad, corrupting the living bodies of
others and creating all new creatures of such malevolence that
the very surface of Magnamund quaked at their efforts.
In this way, Naar’s evil begat evil of its own and the cycle of
darkness continued anew. From their unholy spawning vats,
the Darklords unleashed mutated creatures and original beasts
of vicious cruelty to spread over Magnamund. The Darklords
themselves could not leave the borders of the Darklands for
long without suffering weakness and death, but their creations
were under no such limitation. With them, the vile grasp of
Naar’s generals could enclose neighbouring countries and
bring them under their dark control.
There is no force of darkness in Magnamund greater than
the Darklords. Incarnations of evil born of pure malice and
hatred, they are the personifications of evil brought forth into
the world by Naar, the true Lord of Evil and the greatest of
the Dark Gods. Each one is subtly different and while they
all serve the same ends, they often do so at cross purposes.
This may be all that saves Magnamund’s free peoples from
their accumulated power. The nature of evil is recursive;
nothing truly lasting comes from evil sources and nothing
that is wholly evil can long stand the presence of an equal.
The Darklords are held together as a single force by Naar’s
will alone. Even so, there is little to keep them harmonious
and many of their best laid plans are torn asunder not by the
machinations of the land’s desperate heroes but by their own
in-fighting and ambition.
These Darkspawn were powerful and some were even capable
of reason and logic, but all suffered from the corrupted,
mind-bending effects of their creation. While they made
effective shock troops and behemoths, only the mutated Giaks
were suitable as soldiers. Without rank and file troops in
great number, there was only so much the Darklords could
accomplish through brutality and rampaging terror. They
needed a true army and even their power over life could not
provide that to them.
It is only when one Darklord, such as Zagarna or Vashna
before him, rises to such pre-eminence that none of his peers
dares to challenge his power that anything is done in the name
of Naar’s true goal – domination of Magnamund. As the
planet most beloved by Kai and Ishir, this world is the one
jewel Naar craves most for his crown of might. If he can take
Magnamund from the Gods of Light, his victory over them
will be complete. To that end, he has committed time and
time again the greatest bulk of his power towards the goal of
Magnamund’s conquest.
He exerted himself in such a manner once when he crafted
the false persona of the Scarling and slew Kai’s true son over
the molten beginnings of Magnamund. He did so again when
he corrupted the dragons and set them against their own. He
reached forth a third time with a son of his own, Agarash the
Mighty, and nearly succeeded in grinding the world beneath
his black heel. Only the power of the Elder Magi turned aside
his victory by the narrowest of margins.
Then he created the Darklords and set them into motion in the
Darklands, a ruined land in the heart of the world he despised
so much. To these entities he gave the gifts of immortality,
terror, wrath and power. They became invulnerable to the
weapons of mortals and while they were bound to Helgedad
and the Darklands as the source of their foul energy, they were
all but unconquerable within that domain.
But generals were not enough. The Dark God Naar knew
that with his most powerful minions tied to one place on
Magnamund, they would never be able to gain him the victory
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Ah, you are awake. That is wonderful. I was afraid you would sleep for another day and we would have to start the
process without you. No, don’t try to talk. The pins in your jaw will only pull out with tremendous force and even if
you could do it, the blood loss would likely kill you. Besides, the mask keeps your mouth closed in any event. Do not
worry; I’ll do enough talking for both of us.
You are probably wondering how you got here. That’s a fair question, especially from someone like you. Let us just
say that we have a number of tools here. Some blunt, while others are very subtle. I’ll show you the one we used to
get you. See this? It’s called a zejar-dulaga, which means ‘swift stillness’ in our tongue. You were apparently felled
with one of these by our scouts. A most fortuitous find, I must say, and quite the boon for him. I understand he is
with Kraagenskul now receiving his reward. I do hope he survives the process; he is too useful a hunter to lose.
Ah, yes. You are wondering about the wound. Do not worry. If we had wanted you dead, you would be. There are
other arrows for that. No, we have something much better in mind for you. Well, better for us. I am afraid for you,
this will not be pleasant at all. Do not worry. By the time we are done, you’ll have a different perspective about all
this. A very different perspective indeed…
So came the Drakkarim. Warriors from another world,
brought to Magnamund through a powerful gate provided by
Naar himself, the forces of Drakkar were a nearly unstoppable
force for destruction from the moment their legions appeared.
After a long campaign of bloodshed and tyranny under no flag
or banner but their own, the Drakkarim were finally defeated
and their advance across Northern Magnamund halted by the
most unlikely of saviours – the Darklords themselves.
off Vashna’s legions. The world of Magnamund entered a
time of peace; Light was busy healing and rebuilding while
Evil was too weak to do anything but the same.
Many years have passed since the First Black Muster, the
gathering of Vashna’s forces, was put down at Moytura Pass.
Many in the world, even those that should be wiser, believe
that evil sleeps in the Darklands and can no longer threaten
Magnamund directly. They are wrong. The Darklands are
both prison and fortress to the scions of Naar. In its sheltering
confinement, the Darklords have come together under the
lordship of a new Archlord, Zagarna – Vashna’s most ruthless
lieutenant.
This proved to be no rescue, merely a respite. The Darklords
had proved themselves the stronger force by their defeat of
the Drakkarim and in the blackened halls of Helgedad, the
otherworldly warriors signed pacts of blood. Called the
Darke Treaty, this act of contrition bound the Drakkarim to
the Darklords as their new army. The Darklords had all the
power they required in the force of men, monsters and malice.
All that remained for them to truly become a tool of dominion
for Naar was the might of a single leader to unite them.
Through deceit, murder and subterfuge, Zagarna has begun a
Second Black Muster and is calling the forces of evil to him in
the Darklands. The spawning pits are once again disgorging
horrors at a frenetic rate and the beasts of war stir again in
the ashen wastes of the North. Within a century, perhaps
much sooner, the dark hand of Zagarna will reach forth and
command an army greater than anything seen in the world.
That might was Vashna. With his great axe of power and his
deadly dagger of lethal venoms, Vashna carved his way up the
ranks of the Darklords and seized control of the Darklands for
himself. Every territory, from the vast mines of black ore to
the sulphurous pits of the Burning Rift, came under his sway.
Those Darklords not completely dominated by his will were
powerless to challenge him for the right of ascension to the
Obsidian Throne of Helgedad. Those who tried were swiftly
taught their inferiority. At least two other Darklords learned
this as their final lesson; their blackened bones still grace the
throne as a symbol of their folly.
Unlike Vashna, Zagarna knows well the lessons of the past.
His minions work in secret, his Helghasts infiltrate and
eliminate without a trace and his spies include the greedy and
the desperate of every nation. He is content to work slowly,
dreaming of the day when he can cast subtlety aside and
descend on his enemies like a black tide of unrelenting death.
Now is the time of heroes. Zagarna’s War may not be
preventable but his plans can be held off and his forces delayed
until the land is ready to defeat him. His secrecy must be
pulled aside and his Black Muster revealed for what it is and
the threat it poses. His dark work must be undone and if there
are no heroes willing to rise to the challenge, all the Knights
and Kai of the land may be insufficient to keep Naar’s shadow
from finally swallowing Magnamund forever.
The loss of Vashna at the Battle of Moytura Pass was a
crippling, yet not lethal, blow to the Darklords, sending the
forces of the Darklands back into defeated exile and sparing
the nations of Light from the enslaving domination of their
would-be dark masters. That this battle also gave rise to the
hero of Toran who would one day become the first Kai Lord
is a bitter irony that still burns in the hearts of the remaining
children of Naar. With their greatest general dead and his
weapons destroyed or lost, the Darklords fell into a time of
dire seclusion.
To defeat Zagarna and stop the press of evil, great legends will
have to arise. Great powers will have to be mastered. More
importantly, great heroes must answer the call of battle. Can
you be such a champion? Can you resist the lure of evil power
and fight for the Light? And ultimately, will you have the
courage to venture where the road of heroes must eventually
go?
The Sommlending and Durenese forces that defeated Vashna
were not foolish enough to think their foes truly vanquished,
but with wounds of their own to tend to and the army of evil
retreating back into the Darklands – a place where the allied
victors could not safely go – there was no opportunity to finish
Dare you enter the Darklands?
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Geography of the Darklands
By looking at any human-drawn map of Northern
Magnamund, the Darklands are just a blackened patch
of scoria and ash separating Sommerlund from the
western coast. This is an understandable assumption for
cartographers to make, especially given the difficulties
explorers would have trying to get a better idea of its
topography. The Darklands are not a safe place to travel
even for the evil beings that scratch out their existence
there, much less fragile humans with ink and parchment
looking to draw a more accurate map.
Travel through the Darklands for anything not sponsored
or created by the rulers of this waste is nearly impossible.
There are military camps scattered throughout the
Darklands, many of which block the only passable routes
through the land. Mountain gaps are guarded by fortresses,
roads that might once have entered the land are long fallen
to disrepair or completely subsumed into guard towers and
patrolled trade lanes. While it might be possible to pass
through the country in disguise, many of the sentinels of
the Darklands are equipped with magic or can read minds;
it would be nigh-suicide for any but the most powerful and
prepared to even contemplate such an act.
The Darklands are more than just a blighted realm on the
face of Magnamund; they are the physical signs of Naar’s
power and claim over a small part of the world itself. The
Darklands are physically contiguous but, like the nature of
evil, not simply one type of terrain. This is as much an
echo of the many Darklords themselves as it is a matter
of topography. It has been suggested that in the millennia
since the coming of the Darklords, the Darklands have
shifted to suit the foul entities that hold sovereignty there.
The only beings old enough to truly know are the Shianti
and the Elder Magi, but the former are in exile and the
latter are strangely silent on the matter.
There is also an eldritch power that pervades the Darklands
– one of despair and misery. This land is not simply a
land of evil; it is evil incarnate on Magnamund. The air
is oppressive, acrid and stifling. The ground is soaked in
the blood of innocents and as black and barren as cinders.
There is no direct sunlight, casting everything in an
eternal dusk. More than this, there is a constant presence
that lingers throughout the land. The Darklords call this
‘vaktaga negethrak Naara’ – the Black Will of Naar.
The land itself is like a scar; it resembles the rest of the
healthy world but it is twisted and warped until much of
the geography of the Darklands is hardly recognisable as
land at all. There is very little life in the Darklands that
is not some hideous creation of the Darklords or mutated
into something evil by their mere presence. The touch of
Naar is everywhere and while there might be the extremely
occasional plant or animal in the Darklands, it is very much
endangered and is not likely to last long.
At the heart of this twisted realm lies Helgedad. While
there are many small settlements in the Darklords, none of
them matter to the will of Naar as much as this blackened
mass of spires surrounded by a lake of roiling flames. One
look at this shadow city and the constant vents of fire that
hurtle into the sky and explode amid the thick clouds that
constantly shield it from the sun is enough to make a brave
man weep and rob the hope from any armed force. In its
entire history, Helgedad has never seen military action; no
army has ever ventured close enough to do so.
You will want to close your eyes for a moment. There is not much light out there but it will still be a shock to your
eyes. Oh, I forgot. Let me remove these. There… now you can close your eyes. Ready? Good. I will just pull back
the curtain and give you your first real look at our homeland. Glorious, isn’t it?
Well, I would not expect you to have much of an appreciation for Zhingdarad yet. Hmmm? Oh, that is the name
we use for all you see out there. No, it is not the only name for this great nation but it is the one my people use.
It means… well, that is not really important. All you need to know is that there are many faces to what you would
call the Darklands. Darklands! What a gross oversimplification for our country but I really cannot blame you. As we
discovered yesterday, your kind have a very simple brain. I see the bleeding has stopped. Good.
Now, while you watch the fire vents light up the night sky, I will explain just how complex Zhingdarad really is to you.
I think you will see a whole new ‘Darklands’ when we are through. Of course, this will be the last time you see it with
those primitive human eyes but the principle is the same.
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