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Third Edition
Thuum
The Thuum, also called the Storm Voice or simply the
Learning Words of Power
Characters with the Thuum skill trained may unlock
the ability to use a given word of power with XP/CrP
Voice, is a form of magic inherent in most Nords and assuming that they have somehow learned the word of
some others which uses the words of the language of power during their adventures (meaning that the GM
the Dragons to form Shouts, the equivalent of spells, has control over which words the character may access
of immense power. The word actually means shout in at any given time).
the Dragon language. The Nords believe that Kyne, the
embodiment of the wind who is viewed as the Nordic This represents the time spent to come to understand
aspect of Kynareth, breathed onto the land at the the nature of the word, and the practice required to be
Throat of the World to form them. As such, the Nords able to utilize it in a Shout. Learning a given word of
believe that their voice and breath is their very essence, power and the way it fits into a specific Shout without
and that channeling this life essence is how the Thuum aid of some kind costs 200 XP/CrP per level of the
operates. Those who can wield this power are called Word (for example, the first word in a Shout would be
Tongues by the Nords. 200 XP, the second 400 XP, etc.). Characters who have
access to a guide (a teacher, an ancient text, or some
Playing as a Tongue other aid) during this process halve the cost.
In order to train the Thuum, skill or use any of the
related abilities, a character must possess the Storm Using the Thuum
Voice Elite Advance: Using the Thuum requires two things: the character
must be trained in the Thuum skill, and have
Elite Advance: Storm Voice knowledge of a Word of Power. Words of power make
The character, through talent and rigorous training, up Shouts, which are similar to spells.
possesses the skill and power neccessary to wield the
reality shaping powers of the Thuum. Characters may use Shouts with the Cast Magic
Costs 400 CrP. Non-Nords must also Burn 15 Luck. Primary action. It is important to note, however, that
The character gains the ability to train the Thuum using a Shout as a Cast Magic action does not provoke
skill, learn Words of Power, and use them in Shouts. an Attack of Opportunity. There is simply no time to
react to the Shout in a way that could stop its effects.
Skill: Thuum (Wp)
Example Specializations: Linguistics, War-Shouts, Lore Additionally, theres more to using the Thuum
The Thuum skill reflects a characters potency of using than just saying a few words: Shouting requires
their Voice, as well as their knowledge of the dragon concentration and power. Each Shout has three
tongue and their ability to read and decipher draconic words, and while speaking the first word is sufficient
runes. Your GM may ask you to test Thuum when: to produce an effect, each additional word adds more
Attempting to understand or translate draconic power to the Shout (but also requires more skill and
runes and markings. energy to use).
Attempting to write in draconic script.
Attempting to Shout. A given Shout may not be used in two consecutive
rounds. Once a character uses a Shout, they may not
A Note on Elite Advances use that Shout again for a number of rounds equal to
Elite Advances represent unique, campaign-altering the number of words used in the Shout.
characters that through sheer virtue of existing,
can change the course of a campaign. Players that
want to take an Elite Advance must always consult
their GM if it is an appropriate option for a given
campaign, and if it is, how to work it into the
campaign properly without overshadowing other
characters or similarly, not being able to indulge in
what makes your character special and unique.
UESRPG Scroll of Thuum 5
Shouting
In structured time, shouts are utilized with the Cast
Step 3: Spend Stamina
Attempting a shout takes a lot of energy, and the
character is left drained afterwards. Characters who
Magic action. The following steps detail exactly how to attempt a shout must spend one Stamina Point for each
use shouts: word used in the shout beyond the first. If a character
fails a Shout, regardless of the number of words in the
Step 1: Choose Shout and Target Shout, they lose one Stamina Point.
First, the character must declare the shout being used
(specifically the number of words), and the target of Step 4: Apply Effects
the shout (if applicable). A character may only use a If the Thuum test was successful, apply the effects of
shout if they know the first word of that shout, and the shout to the target as specified in the shout profile,
they may only use further words if they know those as and based on the number of words the character used.
well.
Critical Success
If a character scores a critical success on a shout,
they do not spend any Stamina Points for the
attempt. Skip the next step.
UESRPG Scroll of Thuum 6
Thuum Talents
These talents enhance the characters use of the Voice.
In order to purchase or use any of these talents, a
character must have the Storm Voice Elite Advance.
Prudent Voice
The character understands the power of
understanding and restraint, making him capable
of using his Voice in more subtle ways.
Level (G. Characteristics): Expert (Willpower)
Requires: Adept of the Voice
The character can utilize his voice in subtle ways
to affect the world around him. By making a
simple +0 Thuum test, the Tongue can affect
something that he can see within his Willpower Voice of the Ancients
Bonus in meters with any effect that could be The characters speech becomes too powerful for
caused by one of the words he knows, like igniting mortals to behold, as the world trembles under
something easily flammable by using the word the power of his Voice.
for fire, Yol, or cause something small to move by Level (G. Characteristics): Expert
using the word for force, Fus. (Willpower)
What the tongue can and cannot do with this Requires: Master of the Voice
talent is up to the GM, but the effect is generally Through meditating upon the true meaning
small and innocuous, though it is still apparent to of speech, the characters voice has become
those nearby that the Tongue is using his Voice. too powerful for mere mortals. Shouts that
inflict damage add the Tongues WpB to the
Master of the Voice damage inflicted, and any shout that can be
The character has gained total control over their resisted adds a -10 penalty to doing so (after
Thuum. any modifiers chosen). However, to those not
Level (G. Characteristics): Master (Willpower) initiated in the way of the voice, the Tongues
Requires: Adept of the Voice normal speech inflicts 1d4+WpB damage to
Replaces Adept of the Voice. all within WpB meters of the Tongue as the
The character can now use the second word of a ground shakes and blood-vessels burst.
shout without spending a Stamina Point, and is A +10 Thuum test can be used to reduce the
allowed to Test Endurance to not spend a Stamina voice to a whisper temporarily, reducing
point for the Third Word in a shout. his speech to the volume of rolling thunder,
removing the threat of harm.
UESRPG Scroll of Thuum 7
Shouts
This section contains a number of shouts that
Battle Fury
Your Thuum enchants your nearby allies weapons,
allowing them to attack faster.
characters with the Voice may learn. Keep in mind Difficulty: +0, -10 for each word beyond the first.
that these are just some of the ways that the Voice may MID Mid : Loyal
be used, and no single list can capture the true power All Allies within 25 meters of the character, and
and flexibility of this ancient art. Players and GMs the character themselves, receive a +5 modifier to
are encouraged to work together to create their own Combat Style skill tests for four rounds.
shouts as they see fit, or to allow characters to utilize VUR Vur : Valor
the Thuum skill in more creative ways. Same as Mid, except the character may choose to
either double the modifier or duration.
The effects listed here are for the full sequence of words SH4N Shaan : Inspire
leading up to the chosen word, not just that word Same as Vur, except the Character may choose
alone, though for simplicitys sake we will refer to the to either double the modifier or duration (he can
individual words and not the whole phrase. either quadruple one, or double both).
Thuum Rituals
The Thuum is an ancient art, having seen many
The character then fills out the profile of the Gron-Sik
by writing down the following information:
The chosen name for the Gron-Sik (Usually Gron-
aspects rise and fall through the ages. While the Words Sik of shout name).
of Power are the most well known advantages of the The word(s) of the chosen shout imbued in the
Thuum, the Nords have discovered many ways to Gron-Sik.
impose their will upon the world with their Voice. The amount of DoS scored in the Imbuement,
henceforth known as Binding Strength.
Listed below is a ritual, detailing how the ancient The word Ties and a blank space in which to note
Tongues could channel their Voice in a manner that a number.
has mostly become lost to time.
The Gron-Sik can be activated with the Cast Magic
The Knotted Tongue (GRON SIK) action, spending one if its Ties to power all words
In the ages of old, Tongues would rip out the tongue of of the shout, which automatically counts as having
their greatest enemies, weave them into rope and imbue succeeded with a number of DoS equal to its Binding
them with Speech. This would result in a sinewy rope, Strength. If a shout requires an Opposed Roll, use the
known as a Gron-Sik, meaning to bind words, that wielders Willpower Bonus.
would contain a part of the Tongues own breath, giving
it the power to Speak. Breathing life into the rope would To power the Gron-Sik, the Tongue must give it a
give it strength, and the Tongue would tie knots on it to Stamina Point for each Tie desired. This can be done as
contain the breath within, unbinding a knot to unleash part of a Long Rest, but as long as the Stamina Points
a part of its power. But breathing life into the rope was are Tied to the Gron-Sik, it cannot be recovered by any
costly, requiring a part of the Tongues breath in order to means, neither ordinary or magical.
stay alive, making it a tool to strengthen those already
strong in the Voice. Example
Gron-Sik of Fire Breath
The ritual allows the Tongue to imbue a ritually (Yol; Binding Strength 2; Ties [2])
prepared rope of his enemies tongues with a part of his
power, allowing him limited use of his Voice, even if The above is a tongue rope that can be activated two
otherwise prevented from doing so, like being on the times before needing to be recharged, that when used
brink of exhaustion or somehow robbed of the ability performs the word Yol, the first word of Fire Breath,
to speak. with 2 automatic DoS.
Bestiary: Draugr
This section will detail the scions of the Dragon Cult:
the Draugr, and their masters the Dragon Priests.
These foul creatures, walking the path between life and
death, can be found all across Skyrim and the isle of
Solstheim.
Threat Rating
Creatures in this compendium have a Threat Rating.
A creatures threat scale is either Solo or Group. A
Solo threat is able to go toe to toe with a single PC, but
may be trivialized by group play. A Group threat is a
challenge even for a group of 3-5 PCs. UW
Some of the monster entries list a weapon trait
The challenge of a threat is either Minor, which called UW. This is simply a shortening of the word
is only threatening to weak characters or in large Unwieldy, which is a -20 to Parry.
groups; Major, which is threatening even to mid-tier
characters; or Deadly which is a danger to even the
most prepared or experienced heroes.
UESRPG Scroll of Thuum 20
Draugr
Draugr are a form of Nord dead found in Skyrim and
Encountering Draugr
Draugr are the shirvelled, restless husks of ancient
Nords, dating back to the age when the Dragon Cult
Solstheim. Buried alive with their masters, Draugr exist ruled over Skyrim. Brought to undeath by the dark
in a state between life and death, and exist to perform magicks of the Dragon Priests, Draugr guard the
their ancient rites and continue in deathless servitude. tombs of their lords and masters for eternity.
Draugr, Undead, Minor Solo, 150 White Soul
Char * Attributes * Proficiencies * Draugr can be found guarding ancient Nordic ruins,
Str 45 HP 20 Combat 65 including haunted barrows, sunken cities, and
sprawling temples. Draugr are bound to the will of
End 40 WT 10 Magic 25
their Lord, and by extension the Dragon Priests,
Agi 30 MP 10 Evade 30 and will follow their leaderhip without question or
Int 10 SP 4 Observe 50 complaint. They have been given everlasting life of
Will 25 IR +7 Stealth 30 questionable quality by their masters, and continue to
Prc 30 AP 3 Knowledge 10 serve them in their undeath.
Prs 5 Speed 10m Social 5
Luck - Size Med Physical 65 Draugr typically patrol their burial grounds, or the
areas immediately around them, either alone or in
Weapons and Armour small groups. They typically lack the drive or motive
May have one of:
to attack settlements, but under the command of a
Ancient Nordic War Axe: 1d8 Splitting; UW, 2m.
Draugr Lord they may become a roaming, aggressive
Ancient Nordic Broadsword: 1d8 Slashing, 2m.
force that needs no food, rest, or medicine.
Ancient Nordic Mace: 1d8 Crushing; UW, 2m.
Ancient Nordic Spear (1.5H): 1d8 (1d10),
When encountered in their burial grounds, Draugr
Impaling; UW, 2-3m.
will fight ferociously, but will also not hesitate to
Ancient Nordic Shortbow: 1d6, Reload (1),
retreat to better positions, or go to warn the rest of the
20/100/200m. [Includes 24 arrows].
undead garrison.
Ancient Nordic Greataxe (2h): 1d12 Splitting,
UW, Shield Splitter, Concussive, 3m.
Draugr are intelligent undead, and as such can plan
Ancient Nordic Maul (2h): 1d12 Crushing, UW,
and strategize, though their greater faculties have
Shield Splitter, Concussive, 2m.
mostly been drained away over the centuries, leaving
Ancient Nordic Greatsword (2h): 1d12 Slashing,
them primitive and easily fooled. However, in the
UW, Concussive, 3m ENC 4
presence of a greater Draugr, even the lowest thralls of
May have any of:
the Dragons become something to be feared.
Partial Ancient Nord Armour: AR 3; 1 frost, Med.
Full Ancient Nordic Armour: AR 4; 1 frost, Med.
Ancient Nordic Shield: BR 9; (5) 6 vs frost, Med. Draugr Loot
Ancient Nordic weapons and armour use the ENC A group of Draugr often carry treasures worth a
values of Iron equipment. number of rolls on the Treasure Table determined
by the GM.
A character can harvest a Draugr's tongue, which is
Special Abilities a Common Destruction ingredient.
Power Attack (1 SP): The Draugr can add his SB to
the damage of a melee attack.
Power Draw (1 SP): The Draugr can reduce the Variant: Draugr Wight (Minor Group)
reload time of his next shot by 1. Tough: A Wight has 30 HP, WT 14, and his SB is 5.
Natural Toughness (2).
Traits Cleave (1 SP): As part of a melee attack with a two-
Undead: Does not breath or eat, immune to
handed weapon, a Draugr Wight can strike up to
disease, poison, non-severed wounds, aging,
three targets in Reach as a single action. Roll once
fatigue, dazed, deaf, and organ damage.
for the attack.
Resist (Frost, 2).
UESRPG Scroll of Thuum 21
Draugr Scourges
Draugr Scourges are the nordic revenants of fallen heroes
Frost Breath (+0 Magic Test)
The Scourge breathes frost, dealing 1d8 frost
of the Dragon Cult, and all have a simple grasp of the damage to all targets within a 15 degree cone
Thuum. up to twenty meters in front of them. Counts as
Draugr, Undead, Major Group, a ranged, area of effect attack for the purposes
300 White Soul of evasion.
Char * Attributes * Proficiencies * Unrelenting Force (+0 Magic Test)
The Scourge shouts with great force, stunning
Str 45 HP 25 Combat 75
all targets within a 15 degree cone up to twenty
End 50 WT 13 Magic 65 five meters in front of it for one round. Counts
Agi 30 MP 20 Evade 40 as as a ranged, area of effect attack for the
Int 20 SP 5 Observe 60 purposes of evasion.
Will 45 IR +8 Stealth 30
Prc 30 AP 3 Knowledge 20 Traits
Prs 5 Speed 10m Social 5 Undead: Does not breath or eat, immune to
disease, poison, non-severed wounds, aging,
Luck - Size Med Physical 75
fatigue, dazed, deaf, and organ damage.
Weapons and Armour Resist (Frost, 2).
May have any:
Paired Ancient Nord Heros War Axes: 2* 1d8
Splitting; UW, Magic, 2m.
Encountering Draugr Scourges
Draugr Scourges dwell amongst the Draugr, standing
Ancient Nord Heros Greataxe (2h): 1d12
head and shoulders above their lesser peers. During
Splitting, UW, Shield Splitter, Magic, Concussive,
the time of the Dragon Cult, the gifted children of
3m.
cultists were indoctrinated into the cult and taught the
Ancient Nord Heros Greatsword (2h): 1d12
powers of the Thu'um by their Dovah masters. Draugr
Slashing, UW, Magic, Concussive, 3m.
Scourges simply represent all manner of such greater
Full Ancient Hero Armour: AR 6; 1 frost, Med.
Draugr, who retain the mystical knowledge of the past.
Ancient Nordic weapons and armour use the ENC
values of Iron equipment.
Draugr Scourges can be encountered amongst normal
Draugr, often leading a small warband and using the
Special Abilities prestige and clout they had in life to seize a sort of
Power Attack (1 SP): The Draugr can add his SB to basic leadership role in battle. A Draugr Scourge is
the damage of a melee attack. a champion of melee combat, and a practitioner of
Cleave (1 SP): As part of a melee attack with a two- the Thu'um, making them a deadly opponent to an
handed weapon, a Draugr Scourge can strike up to unprepared adventurer. A Draugr Scourge excells
three targets in Reach as a single action. Roll once at both duelling and fighting against groups, and is
for the attack. comfortable using a diverse set of weapons for different
Riposte (1 SP): After successfully parrying while jobs. They can be thought of as being champion
using a pair of one handed weapons, the Scourge level Draugr, more than an even match for a heroic
can immediately make a free Attack against the character.
target he parried, as long as the target is in Reach.
Dragon Tongue (1 SP): The Scourge can use an
Action to Shout. The Draugr knows the first word
Draugr Loot
A group of Draugr often carry treasures worth a
of one of the shouts below:
number of rolls on the Treasure Table determined
Disarm (+0 Magic Test)
by the GM.
All characters within a range 15 meters and
A character can harvest a Draugr's tongue, which is
diameter five meters in front of the Scourge
a Common Destruction ingredient.
must make an Agility test or drop any weapon
and/or shields theyre holding.
UESRPG Scroll of Thuum 22
Draugr Deathlords
Amongst the Dragon Cultists were leaders of great
Dragon Tongue (1 SP): The Draugr Deathlord can
use an Action to Shout. The Draugr knows the first
two words of three of the shouts below:
skill and power, some are known now as the Draugr Dismay (-20 Magic Test)
Deathlords. These Deathlords direct their undead All non-Draugr characters within 30m must
brethren and often pose a great threat, especially those test Panic at -20.
who have learned the language of Dragons Frost Breath (-10 Magic Test)
Draugr, Leader, Undead, Deadly Group, The Deathlord breathes frost, dealing 3d8 frost
1000 White Soul damage to all targets within a 15 degree cone
Char * Attributes * Proficiencies * up to twenty meters in front of them. Counts as
a ranged, area of effect attack for the purposes
Str 50 HP 28 Combat 90
of evasion.
End 55 WT 15 Magic 80 Unrelenting Force (-10 Magic Test)
Agi 40 MP 35 Evade 60 The Deathlord shouts with great force,
Int 35 SP 5 Observe 65 Stunning and knocking Prone all targets within
Will 55 IR +11 Stealth 30 a 15 degree cone up to twenty five meters
Prc 45 AP 4 Knowledge 45 in front of it for two rounds. Counts as as a
ranged, area of effect attack for the purposes of
Prs 5 Speed 13m Social 5
evasion.
Luck - Size Med Physical 80 Fleshrend (-20 Magic Test)
Weapons and Armour The Deathlord shouts at a target within 25m,
May have one of: dealing 2d6 Slashing damage that ignores
Paired Ancient Nordic Lords Hammers: 2* 1d8 Armour, and the target gains the Bleeding
Crushing; UW, Magic, 2m. Condition for the same amount of damage.
Ancient Nordic Lords Greataxe (2h): 1d12 Slow Time (-30 Magic Test)
Splitting, UW, Shield Splitter, Concussive, 3m. The Deathlord commands time to halt, and
Ancient Nordic Lords Blade and Shield: 1d8 increases his max AP and attacks per round by
Slashing, UW, Magic, Reach 2m and BR 9; (5) 6 vs one for three rounds.
frost, Med. Command Death (1 SP, 1 AP): On its turn, as part
The Draugr Deathlords weapons may have one of the of an Action, the Draugr Lord can spend a Stamina
following enchantments: Point to call his Draugr to fight harder. All Draugr
Frostbiter: Deals 4 bonus Frost damage on Strike. within 10m can immediately make an Attack
Heartdrinker: The wielder heals up to 4 HP on action for free.
Strike, limited by the damage of the attack.
Mage-Killer: The target tests a -10 Willpower or is Traits
Silenced for two Rounds on Strike. Undead: Does not breath or eat, immune to
The Draugr Lord always wears: disease, poison, non-severed wounds, aging,
Full Ancient Lords Armour: AR 8; 3 Frost, Magic, fatigue, dazed, deaf, and organ damage.
Med. Resist (Frost, 3).
The Deathlords gear uses the ENC values of Iron. Resistance (Magic, 4).