The characters are mighty and heroic, but they have to make their way through an uncaring world.
Weather, Travel, and Terrain
The Magic Realm has a calendar of thirteen lunar seasons, and four types of terrain: Valleys (relatively safe, but rife with rumors and intrigue); Woods (somewhat less safe); Mountains (not safe); and Caverns (downright scary).

Each season has different weather, which affects travel through (and likelihood of encounters in) the different terrain types. Some types of weather can cause wounds to unprotected travelers.

Weather is chosen at the first day of play, and at the last day of each travel period, by rolling 1d6 against the seasonal table shown at the end of this document. Results that indicate severe weather, and fewer than seven travel days, mean that the severe weather lasts long enough to make up the difference, e.g., if a Blizzard is rolled, it lasts three days, followed by four travel days before the next weather roll. Daily travel distances are estimated in leagues.

People and Creatures
Here is a broad typology of people and creatures, friend and foe, that exist.
Type
Wounds
Description
Examples
Swarm
1-5
Little things that fight as a mass.
Bats, Spiders.
Minion
1
Normal people, soldiers, skirmishers.
Goblins, Rogues, Woodsfolk, Wolves, Serpents, Imp.
Tough
2+
Hardier person, leader, elite soldier.
Bashkar, Company, Guard, Order, Soldiers, Patrol, Tremendous Serpent, Bears, Wild Boar.
Monster
3-30+
Any sort of beast or creature.
Tremendous Spider, Dragons, Ogres, Giants, Trolls, Lurker, Demons
Swarms. Swarms generally remain within the Arena where they are found, and adjacent arenas. They collectively attack and deal damage as if wielding a light weapon, but take only 1d2 damage from weapon or bare-handed attacks. This makes it tough to put down a swarm with 4 or 5 wounds, but players can mark higher wounds (up to their max normal damage) by spending 2 Awesomes per wound, with a good description of how (e.g., sweeping blows with the flat of a heavy sword, and a successful attack roll, +6 Awesomes, = mark wound 5 on the swarm). Another option is to run away and return after the swarm has dispersed.

Minions. Minions aren’t skilled or strong enough to get any kind of attack roll bonus from weapon types, and they are usually not armored. The first injury puts them out of the fight.
Minions Fight in a Mob. Each minion rolls 1d10 to hit; in a mob of minions wielding similar weapons, keep the highest 2d10 as the mob’s attack roll. The DM may spend a single Awesome to give the mob an additional damage die. The mob combines d10 in the same way to Push, Shoot, etc. Minions can “mob up” into multiple groups for multiple dice pools.
Plowing Through Minions. If you are fighting a bunch of minions, you can possibly hit more than one if you roll extra damage dice. Each additional minion target reduces your attack roll by 2 and requires 2 Awesome Points for an additional damage die.
When fighting defensively and gaining a counter attack, you get 1 strike against all the minions, since they all combine to one roll to hit you.
This only works with range attacks if they line up and the DM allows it.

Toughs. Toughs get attack roll benefits from weapon types and usually have armor, same as (and lootable by) characters. They sometimes have 1 ability. Giving them shields helps them survive a little longer. They have Commitment +1, or +2 for leader types.

Monsters. Monsters’ “armor” isn’t removable or usable by characters; it is inherent in their supernally tough bodies. They generally have Commitment +2, but some very terrifying monsters may have Commitment 0 or -1 as they are not accustomed to be critically wounded.

“Skinning” these creatures is important to the feel of the game, but less important to the mechanics. Minions may look different, but have the same game mechanics. The same stats for a monster could look and feel very different described differently. These rules help improvise foes quickly for pretty simple clashes. Armor also makes a big difference in their survivability.

Mix and Match. Mix and match types and you can have lots of different kinds of fights and some exciting scenes.
Encounters
The characters are mighty and heroic, but they are not alone in the world. At sunset in a dwelling, one time during night hours on the road, or each league of travel in a cavern or treasure location*, roll d9 and check the Sunset or Sunrise table at end of this document for encounters with traveling natives or with terrors of the night (rolls of 1-6). After each league of daytime travel, roll d9 and check the Traveling table for encounters along the road (rolls of 7-9). Keep in mind that d9 = d20 mod 9, thus there are 3 chances in 20 of getting a “1”, 3 chances of getting a “2”, and only 2 chances for any other number; 6:20 chance of an encounter each league along the road, 14:20 chance of an encounter at a dwelling or pre-dawn.

The valleys of the realm are sparsely settled by generally harmless civilians, among whom roam some potentially dangerous native groups. Various native groups profess to help the civilians and to hinder the various threats to peaceful agriculture. Other native groups actively harry the peasant farmers. The woods, hills, and caverns are populous with wildlife and monsters.

Native Groups.
Bashkar. Pony-mounted shepherds who, when their herds are lean, emerge from the woodlands to maraud through a valley; enemies of the Guard, Patrol, and Soldiers. Bashkar 1-5 and HQ are toughs with 2 wounds, light armor, light shields, and hand swords. The ponies do not fight, but grant Charger (as Fighter) to their riders.
Company. Neutral mercenaries looking to earn some coin by serving whoever will pay; or getting paid by anyone who would like them to leave. Company 6 is a tough with 2 wounds, light armor, heavy crossbow, hand sword. Company 5 is a tough with 4 wounds, medium armor, and a very heavy sword. Company 2-4 are toughs with 2 wounds, medium armor, and pikes. Company 1 and HQ are toughs with 2 wounds, medium armor, light shields, and light swords.
Guard. Law-and-order types who levy toll and keep order along a derelict road; enemies of the Bashkars, Lancers, Rogues, and Woodsfolk. At their post, guards 1-2 and HQ are toughs with 4 wounds, medium armor, and very heavy swords. Two additional squads roam the ruins of the surrounding valley.
Lancers. Neutral mercenaries mounted on warponies, claiming to collect a distant liege’s taxes; enemies of the Guard, Patrol, and Soldiers. Lancers 1-3 are pony-riding toughs with 2 wounds, light armor, light shields, reach weapons (lance), and hand swords; their HQ has 4 wounds, light armor, light shield, a reach weapon (lance), and a hand sword. When charging (moving into Arena from next adjacent Arena), on a successful attack roll the lances hit as very heavy weapons while the ponies trample for medium weapon damage. When skirmishing (not charging), the lances hit as reach weapons / the swords hit as medium weapons.
Order. Lawful knights mounted on heavy warhorses and pledged to the service of Light. All are toughs with 5 wounds, very heavy armor, very heavy swords, and lances. They enter combat charging on warhorses; on a successful attack roll, lances deal very heavy damage and horses trample for heavy damage. After charging, on a successful attack roll, horses trample for medium damage.
Patrol. Neutral types charged with keeping the peace in the valleys; enemies of Bashkars, Lancers, Rogues, and Woodsfolk. Patrol 1-2 and HQ are toughs with 3 wounds, medium armor, hand swords, spears (reach), and light shields. They travel and fight on horses that are not trained to fight independently.
Rogues. Chaotic silver-grasping bastards who loiter at taverns, intent to gain wealth by threat and stealth; enemies of the Guards, Patrol, and Soldiers. Rogues 5-7 are minions with no armor and light weapons. Rogue 4 is a tough with 2 wounds and a shortbow. Rogue 3 is a tough with 2 wounds, light armor, and a hand sword. Rogues 2 is a tough with 2 wounds, light armor, and a heavy axe. Rogue 1 is a tough with 4 wounds, light armor, and a heavy axe. Rogue HQ is a tough with 2 wounds, light armor, and a hand sword. They ride horses when pushed on to the next tavern.
Soldiers. Lawful types garrisoned by a local liege to protect their valley from all comers; enemies of Bashkars, Lancers, Rogues, and Woodsfolk. Soldier 3 is a tough with 2 wounds, medium armor, hand sword, heavy crossbow. At their House, Soldiers 1-2 are toughs with 2 wounds, medium armor, pikes. Soldier HQ is a tough with 3 wounds, medium armor, heavy sword, light shield. Two off shifts roam the valley.
Woodsfolk. Neutral peasants fending off thieves while repossessing wealth from their oppressors. Woodsfolk 1-3 are minions with short bows and light swords. Woodsfolk HQ is a tough with 2 wounds, light armor, a longbow, and a light sword.
Creatures
Bats. A flying swarm with [2d5k1] wounds. Normally belligerent.
Bears. A group of [2d3k1] toughs with 3 wounds and light armor, attacking with heavy claws and bite. Normally hostile.
Bees. A flying swarm with [2d3k1] wounds and light armor. Will pursue at least two Arenas. Each wounded character must make a Commitment test at +2, or be incapacitated until rested.
Cat. An unarmed minion able to vanish as a Focused action and able to evade all attacks as an Arena action. Normally evasive.
Deer. A group of [2d3] minions, each suitable to feed forty people. Normally evasive.
Eagle. A powerful predatory bird, which attacks from above for medium damage. Can Peer as a Rested, Focused action.
Frog. An utterly harmless amphibian. Has Grace as an Elf.
Lurker. A tough with 8 wounds in its body (hidden under feet of water) and light armor, attacking twice each round with tentacles as medium weapons (each of its eight tentacles has 3 wounds). Can take a Focused action, the next round after a successful attack, to subject one opponent to drowning. Must mark lowest unmarked wound each round that it is completely out of water.
Serpents. The Serpents appear as [1d5 + 1d3] minions that attack as if with light weapons, if disturbed. Wounded characters must test Commitment or become incapacitated.
Spiders. A swarm with [2d3k1] wounds. Each wounded character must make a Commitment test at +2, or be incapacitated until rested.
Tremendous Serpent. A tough with 6 wounds and medium armor. Deals light damage with a regular attack, but can take a Focused action to deal very heavy damage by crushing an opponent successfully attacked in the previous round.
Tremendous Spider. A tough with 6 wounds and light armor, dealing medium weapon damage. Wounded characters must make a Commitment test after first bite, or suffer an additional wound each subsequent round.
Wild Boar. A tough with 5 wounds and light armor, dealing medium weapon damage with tusks. Able as an Arena action to charge (per Fighter) for very heavy trampling damage.
Wild Goats. A herd of [2d5] minions, each suitable to feed a dozen people. As a Focused action they can climb otherwise impassable rock faces.
Wolves. The Wolves appear as a pack of [2d5] minions that attack as if with reach weapons. As a Focused action, on a successful attack roll they can Knock Down a single target to automatically deal very heavy damage the following round.
Monsters
Demons. Demons have the Power of the Pit ability, 6 wounds, and medium armor. They attack with claws as heavy weapons on a first attack; on a second consecutive successful attack, they grip and rend for very heavy damage.
Dragons. Heavy dragons have 6 wounds and claw or bite for heavy damage; as an Arena ability, they also have a Breath Weapon that can be used in the Shoot action as a light weapon (good in tight spaces) to deal heavy damage into the dragon’s own Arena and one adjacent Arena. Tremendous dragons have 8 wounds, claw or bite for very heavy damage, and have Breath Weapon as a Focused ability.
Ghasts. Ghasts have 4 wounds and claw or bite for medium damage. Characters wounded for the first time by a ghast must make a Commitment test or be incapacitated; thereafter they are immune to the ghasts’ paralyzing touch.
Ghosts. Ghosts have only one wound, #6. They can be touched only by spending Awesomes, or by magic. Nevertheless, they attack for heavy damage. Slain characters, unless properly put to rest, rise as ghosts at the next full moon.
Giants. Monsters with 8 wounds, and light armor, who can attack with very heavy clubs against their own or any adjacent Arena. As a Focused action they can make an attack roll to stomp for very heavy damage against one target in their own Arena; all smaller creatures in that Arena fall prone.
Goblins. Minions who appear in grounds of 4d3, armed with light weapons.
Imp. A minion who can be damaged only by spending an Awesome, or by magic. It can cast [2d3] Dark or Purple spells, each as a Rested, Focused action.
Ogres. Ogres have 6 wounds, light armor, and attack with heavy clubs.
Trolls. Most trolls have 8 wounds, medium armor, and claw or bite for medium damage. They regenerate 1d5 wound each time they step into a shadow. The tremendous troll guarding the Vault has 10 wounds, heavy armor, and rends for very heavy damage; it regenerates as other trolls.
Travelers
Cleric. Chance to trade for Heal, Remove Curse, or knowledge of nearby Monsters. Will purchase magical treasures at highest price listed.
Crone. Chance to trade for one Dark spell, one Trick, or knowledge of nearby Dwellings. Will purchase Dark Book, Beast Pipes, or spells. Wants an escort to the Shrine, the Toadstool Circle, or the nearest Cavern.
Shaman. Chance to trade for one Grey spell, one Gold spell, or knowledge of nearby Creatures. Will purchase Scroll of Nature or Glittering Ring. Wants an escort into the Deep Woods, or to the Altar, or to the nearest Mountain peak.
Scholar. Chance to trade small treasures or knowledge of one Great Treasure location. Will purchase pretty much anything. Wants an escort to Ruins.
Warlock. Chance to trade for one Purple spell or one Conjuring. Will purchase Scroll of Alchemy, Book of Lore, or Enchanter’s Skull. Wants an escort to the Inn or to a Camp.
Gypsy. Chance to trade for one Knack or one Trick. Will purchase any Book or potion. Wants an escort to the Bashkars, or to an Inn.
Treasures
Speaking of “plunder,” treasures are an essential aspect of the environment for any proper group of venturers. One of the most thrilling aspects of the Magic Realm is the plethora of unique and useful treasures hidden throughout - only a few of them being easily discoverable. How to replicate this? I recommend using the RealmSpeak freeware. It will set up an entire map replete with “warning chit” locations (the Smoke W, Lair, etc. that are listed above) as well as a manifest of treasures corresponding to each warning chit.
Trade
A pleasure of the original Magic Realm was its simple, workable table that combined a random die roll with a pre-determined relationship to define the results of player character interactions with natives. Yet in a nod to Fictive Hack’s meatier rules for Social Tasks, I will abandon that simple table for the following:
Roll 1d5
Belligerent
Hostile
Unfriendly
Neutral
Friendly
Helpful
Allied
1-2
Insult
Trouble
Sell +½;
Buy -¼
Sell +½;
Buy Fair
Fair
Sell -¼;
Buy Fair
Sell -¼;
Buy +¼
3
Insult
Insult
Sell x2;
Buy -⅓
Fair
Sell +½;
Buy -⅓
Fair
Sell -¼;
Buy Fair
4
Battle
Sell x2;
Buy -⅓
Sell x3;
Buy -½
Sell x2;
Buy -¼
Sell +¼;
Buy -¼
Fair
Fair
5
Battle
Sell x3;
Buy -½
Trouble
Opportunity
Opportunity
Sell +¼;
Buy Fair
Boon
When a (group of) player character(s) first meet a native group, the natives’ initial impression of the character(s) will be the “center” of the individual relationships, shifted one step toward the “face” of the group. For example, if the Lancers meet a group consisting of the Druid (Friendly), the Pilgrim (Neutral), and the Captain (Neutral), then they will initially be impressed in a Friendly way if the Druid is the face, or in a Neutral way if the Pilgrim or the Captain is the face.
The character (or the “face” of a group of characters) may attempt Ingratiation to improve the native group’s impression of the character(s). Alternatively, they can skip this.
Thereafter, conversation, trade, or hiring can be conducted using Persuasion or Intimidation (typically a dumb approach for hiring) to shift a column on the table above - to the right for success, to the left for failure. Marginal success or failure will respectively shift a rolled result to be more or less favorable.
“Insult” = a last chance to Ingratiate, Persuade, or Intimidate in order to avoid Battle.
“Battle” = Fight, or until the next full moon fail the first attempt at any Social Task.
“Trouble” = a last chance to Ingratiate, Persuade, or Intimidate in order to avoid re-rolling one column to the left.
“Sell or Buy” “Fair”, “+½”, “x2”, “x3”, etc. = offer to sell or buy the item at stated markup or discount from a “fair” price implied by these rules.
“Opportunity” = a second chance to Ingratiate, Persuade, or Intimidate in order to re-roll one column to the right.
“Boon” = gives item or service for free, but the recipient is now in their debt; or takes item as a gift, but now owes the recipient a larger gift or favor at a later time.