House Rules for Old-School Essentials

Note: this is a living document and is subject to change.

Last revised on 4/1/24.

General Rules

Optional Rules

These are rules listed in the official books as optional. They are noted here to confirm their use. All page numbers refer to the Advanced Fantasy Player’s Tome unless otherwise noted.

  • Ascending AC (p13)
  • Secondary Skills (p25)
  • Illusionists and Staves (p62)
  • Magic-Users and Staves (p66)
  • Encumbrance, Basic (p96, p203)
  • Limits on Turning the Undead (p111)
  • Advanced Spell Book Rules (p112)
  • Returning from Death (p207)
  • Variable Wind Conditions (p215)
  • Variable Weapon Damage (p223)
  • Attacking with Two Weapons (p224)
  • Charging into Melee (p224)
  • Invulnerabilites (p224)
  • Parrying (p225)
  • Splash Weapons (p225)
  • Subduing (p225)
  • Morale (p226)

Available Classes

The following classes are available for players. Players should use the Basic Method for character creation (p16). This is the classic race-as-class version of character creation from the Classic Fantasy rules. Classes from the Advanced Fantasy rules are marked with an A.

  • Acrobat (A)
  • Assassin (A)
  • Barbarian (A)
  • Bard (A)
  • Cleric
  • Druid (A)
  • Dwarf
  • Elf
  • Fighter
  • Halfling
  • Illusionist (A)
  • Knight (A)
  • Magic-User
  • Paladin (A)
  • Ranger (A)
  • Thief

Rules Changes

  • Characters have max health at level 1. Each character starts with the maximum amount of health they could have at level one, as if they had rolled the highest number on their Hit Die. Constitution modifiers apply as normal.
  • 3d6 ability score generation, arranged to taste. Generate ability scores using the standard method of rolling 3d6 six times, then assign those six totals to ability scores as desired. Players may still use the Adjust Ability Scores rules as normal (see p16).
  • Slow weapons do not act last in initiative. A character using a two-handed weapon in combat does not automatically act last in initiative. The “Slow” weapon quality may be ignored.
  • Blinded characters may attack at a -6 penalty. Instead of being unable to attack at all, a blinded character may attack with a -6 penalty to hit. Additionally, a blinded character has a -4 penalty to saving throws and AC. Invisible characters may be attacked by seeing characters with a -4 penalty.
  • No 1 turn rest required per hour of dungeon exploration. Characters are no longer required to rest for 1 turn (ten minutes) per every hour of exploring a dungeon. All other resting requirements and dungeon procedures still apply.
  • Unpreserved food spoils over time. Any unpreserved food a character obtains, such as any food foraged in the wilderness, spoils in 1d6+1 days after it is obtained. Roll once for all the food obtained by a single source, not individually for each item.
  • No haggling with retainers, mercenaries, and specialists. Hired NPCs always cost the amount stated in the rules or as determined by the DM. Retainers always get a half share of treasure (and XP) and their employer is responsible, such as food and lodging.
  • 1pp is equal to 10gp. Platinum coins are worth ten gold coins to simplify conversion rates.

Character Features

Height and Weight (Optional)

RaceBase Height (M/F)Height ModifierBase Weight (M/F)Weight Modifier
Dwarf43″ / 41″+1d10″130 lbs. / 105 lbs.+4d10 lbs.
Elf70″ / 68″+2d8″160 lbs. / 130 lbs.+3d10 lbs.
Halfling32″ / 30″+2d8″52 lbs. / 48 lbs.+5d4 lbs.
Human60″ / 58″+2d10″140 lbs. / 100 lbs.+6d10 lbs.

Age (Optional)

RaceStarting AgeAge ModifierOld AgeMax Age
Dwarf405d6200250 + 2d100
Elf1005d6
Halfling203d480100 + 1d100
Human182d46080 + 2d20

Adventuring and Survival

Aging from Magic

Casting certain spells or being under the effects of some magic can induce aging.

EffectAging
Recipient of Haste spell1 year
Drinking a Potion of Speed1 year
Casting Raise Dead2 years
Casting Reincarnation2 years

Elves and Raise Dead

Due to their immortality, elves are unable to be returned to life via the spell Raise Dead. More powerful sources of returning a character to life, such as Reincarnation, a rod of resurrection, or a wish, still function normally on a deceased elf.

System Shock

Whenever a character of old age is affected by magic that causes aging or changing form, that character must make a system shock roll to survive the trauma caused by their transformation. The system shock roll is the same as the one made when returned to life by magic (see Returning from Death, p207). Failing the system shock roll means a character dies and cannot be resurrected except with a wish. Succeeding on the roll does not lower a character’s Constitution score. As immortal beings, elves are immune to system shock.

Magical sources that can cause system shock include, but are not limited to, the following: being aged by monsters such as ghosts, being the target of the spells Haste, Polymorph Others, Polymorph Self, and Stone to Flesh, drinking a Potion of Speed, or casting the spells Raise Dead and Reincarnation.

Druids using their Shape Change class ability are not affected by system shock.

Modified Basic Encumbrance

This is a modified version of the Basic Encumbrance rules found in the rulebook (see p203). It allows characters to carry some treasure without being slowed down. The basic encumbrance system does not track adventuring gear, but the DM may choose to count adventuring gear as part of the treasure weight if a character attempts to carry too much at once.

Light armor: Padded or Leather
Heavy armor: Scale mail, Chainmail, Banded Mail, Plate Mail, or Suit Armor

Armor WornMovement
Up to 800cn of Treasure
Movement
Up to 1200cn of Treasure*
Unarmored120′ (40′)90′ (30′)
Light Armor90′ (30′)60′ (20′)
Heavy Armor60′ (20′)30′ (10′)
* characters carrying more than 1200cn of treasure cannot move

Starvation, Dehydration, and Fatigue

For each day spent outside civilization, characters must drink the equivalent of 1 waterskin full of water and must eat the equivalent of 1 ration of food. Characters must also sleep at least 8 hours in every 24 hour period. Failing to meet those requirements results in the appropriate penalties from the table below. With each day the character does not meet the required amount, their condition worsens, and with each day the character does meet the required amount, their condition improves until they suffer no more penalties. Characters track each column separately. Effects are cumulative.

Days PassedStarvationDehydrationFatigue
1-1 to hit-1 to hit-1 to hit
2-1 to AC and saves-1 to AC and saves-1 to AC and saves
3-1 to hit and damageSave vs. death (every 6 hours) or die-1 to hit and damage
4-7-1 to AC and savesDeath-1 to AC and saves
8-10-1 to hit and savesDeathSave vs. death (every 6 hours) or die
11-14Save vs. death (every 6 hours) or dieDeathDeath
15+DeathDeathDeath

Death and Dying

Hit PointsResult
0 HPUnconscious for 1 turn (10 minutes), then revives at 1 HP
-1 to -9 HPSave vs. Death or die. Success: Unconscious and lose 1 HP per round.
-10 HP and belowDead, no save.

Mend Wounds: A character may mend the wounds of a dying character, stabilizing the dying character at 0 hit points. A character stabilized remains at 0 hit points and unconscious until they either receive magical healing or heal naturally by resting for at least 24 hours. Mending wounds can be done in a single round of combat or immediately after combat has concluded.

Resting and Setting Watch

The standard day of overland travel and adventuring lasts 12 hours. The remaining 12 hours are spent resting or on watch. For simplicity, nightwatch is split into three shifts of four hours each. This allows each character in the party to get a full night’s rest, even if time was spent on watch. Other minor activities, such as eating or preparing spells, may be performed during the rest period, within reason.

Downtime

Alchemist Identification

An alchemist can identify a magic potion at the cost of 50gp per potion. This process takes an hour of study per potion. If the alchemist has already been paid their monthly wage, the cost is waived but the process still requires 1 hour.

Antidote Potion

This potion costs 1,000gp and takes an alchemist one day to make. The user gains a +2 bonus to all saving throws vs poison for the duration. If a character is dying of poison, an antidote will neutralize the poison as per the Neutralize Poison spell if consumed within 1 turn of poisoning.

Sage Identification

A sage can identify a magic item at the cost of 500gp per item. This process takes a day of study per item. If the sage has already been paid their monthly wage, the cost is waived but the process still requires 1 day.

Spell Scroll Creation

Spell casting classes can create spell scrolls of spells that they have prepared. Creation of a spell scroll takes 1 week of work and costs 100gp in materials per level of the spell. For example, a 3rd level spell takes 3 weeks and costs 300gp to transcribe to a scroll. No other downtime activities can be done during this time.

Training

Characters do not level up automatically upon gaining their needed experience points. Instead, characters must spend time training to advance in level. Training costs 1,500gp per level and takes 1d4 weeks to complete. Training must be done under the tutelage of an expert in the character’s discipline. Characters attempting to train to 9th level or above may train without a tutor.

Items and Equipment

Weapons

WeaponDamageCost (gp)Weight (coins)Qualities
Battle Axe1d8750Melee, Two-handed
Blackjack1d2510Blunt, Knock-out, Melee, Stealth
BlowgunPer Poison35Missile 10’/20’/30′
Bola1d2540Blunt, Entangle, Missile 20’/40’/60′
Club1d4350Blunt, Melee
Crossbow1d63050Missile 80’/160’/240′, Two-handed
Dagger1d4310Melee, Missile 10’/20’/30′
Flail1d88100Blunt, Melee, Two-handed
Garotte1d415Melee, Stealth, Strangle, Two-handed
Hand Axe1d6430Melee, Missile 10’/20’/30′
Heavy Crossbow*1d85080Missile 80’/160’/240′, Two-handed
Holy Water1d82510Missile 10’/30’/50′, Splash
Javelin1d4120Missile 30’/60’/90′
Lance1d65120Charge, Melee
Long Bow*1d64030Missile 70’/140’/210′, Two-handed
Mace1d6530Blunt, Melee
NetNone5100Blunt, Entangle, Missile 10’/20’/30′
Oil Flask (Burning)1d8210Missile 10’/30’/50′, Splash
Polearm*1d107150Brace, Melee, Two-handed, Reach
Short Bow1d62530Missile 50’/100’/150′, Two-handed
Short Sword1d6730Melee
Sling1d43010Blunt, Missile 40’/80’/160′
Spear1d6430Brace, Melee, Missile 20’/40’/60′, Reach
Staff1d4240Blunt, Melee, Two-handed
Sword1d81060Melee
Torch1d42 sp20Melee
Trident1d6525Brace, Melee, Missile 10’/20’/30′, Reach, Two-handed
Two-handed Sword*1d1015150Melee, Two-handed
Warhammer1d6530Blunt, Melee
Whip1d21050Entangle, Melee, Reach
* – this weapon is too large to be used by dwarves or halflings

AmmunitionCost (gp)
Arrows (Quiver of 20)5
Crossbow Bolts (Case of 30)10
Darts (5)1
Sling Bullets (10)1


Silver weapons. Weapons that are not blunt may be silvered for ten times their base price.

Weapon Qualities

Blunt: May be used by clerics.
Brace: Bracing against the ground doubles damage against charging monsters.
Charge: On horseback, moving at least 60′ in a round and attacking doubles any damage done with a successful hit.
Entangle: On a successful hit, the target must save vs paralysis or be unable to move or act. A new save is allowed each round to escape.
Knock-out: On a successful hit, the target must save vs paralysis or be knocked out for 1d6 turns.
Melee: Close quarters weapon (5′ or less).
Missile: Thrown or launched weapon (greater than 5′ distance). The max distances for short (+1 to hit), medium, and long (-1 to hit) ranges are listed.
Reach: Can attack targets up to 10′ away as if they were in close quarters.
Splash: On a successful attack, the container smashes and douses the target with the liquid. The listed damage is inflicted over two rounds, as the liquid drips off.
Stealth: May only be used to attack an unaware person (i.e. human or demi-human of any level or humanoid monster of up to 4+1 HD) from behind. Non-living creatures are immune.
Strangle: Following a successful hit, inflicts automatic damage each round. The victim cannot move and suffers a -2 penalty to attack rolls. A successful hit on the attacker allows the victim to break free.
Two-handed: Requires both hands, prohibiting use of a shield.

New Weapon Descriptions

Blackjack: A small, leather pouch filled with sand or lead shot. Used to quietly knock out victims.
Blowgun: A 3′ tube through which tiny darts are blown. The darts inflict no damage but may administer a poison.
Bolas: A cord and weighted balls, whirled around and thrown at a target.
Flail: A weighted, flanged metal head attached with a chain to a long two-handed haft.
Garotte: A 2′ length of thin cord or wire with a grip at each end. Used to quietly strangle victims.
Heavy Crossbow: A heavier version of the standard crossbow. A heavy crossbow has metal limbs, increasing its strength for better range and damage at the cost of increasing its weight.
Net: A 6′ square mesh of cord. Thrown to entangle a human-size or smaller target.
Trident: A light spear with three barbed prongs on the end, designed for underwater use. Any very small creature (1′ long or less, such as a normal fish) hit by a trident becomes stuck on the spiked prongs.
Whip: A 10′ long strap of braided leather. On a successful attack, the attacker must decide to either inflict damage or entangle the target.

Armor

ArmorACCost (gp)Weight (coins)
Shield+1 bonus10100
Padded8 [11]5100
Leather7 [12]20200
Scale Mail6 [13]30300
Chainmail5 [14]40400
Banded Mail4 [15]50450
Plate Mail3 [16]60500
Suit Armor0 [19]1,000750

Horse Armor (Barding)

TypeACCost (gp)Weight (coins)
Leather6 [13]40250
Scale Mail5 [14]75400
Chain Mail4 [15]150600
Banded Mail3 [16]4001,500
Plate Mail2 [17]5003,000
Field Plate1 [18]6004,000
Jousting Plate0 [19]7005,000

Armor Descriptions

Suit Armor: This armor reduces the damage inflicted by most area effects (fire, cold, gas, acid) including breath weapons by 1 per die of damage. Suit armor gives no protection against gaze attacks or electricity. The wearer has a -5 penalty to attack using any missile device other than a crossbow. It takes three full turns to dress in suit armor. Suit armor must be custom made for the wearer.

Dragon Scale Armor: Slain adult dragons have enough usable scales for 1d4 sets of armor. The scales can be made into any armor type at the cost of x100 the price of the armor, but the weight of the armor remains unchanged. Only master craftsmen can make this type of armor. Dragon scale armor functions as a +2 non-magical armor and allows the wearer to take half damage from the breath attacks of dragons of the same color. Shields made from dragon scales provide the breath attack resistance but not the +2 AC bonus.

Usage of New Armor Types

Characters who can use leather armor: Can also use padded armor.
Characters who can use chain mail: Can also use scale mail armor.
Characters who can use plate mail: Can also use banded mail and suit armor.

Adventuring Gear

ItemDescriptionCost (gp)
BackpackHolds up to 400 coins (40 lbs.)5
Backpack, Explorer’sHolds up to 800 coins (80 lbs.)10
BedrollHeavy blanket and small pillow1
Belt2 sp
Boots, Riding5
Boots1
CandleBurns 6 turns (1 hour), 10′ radius light1 sp
ChiselFor chipping away stone2
Cloak, Long1
Cloak, Short5
Clothes, ExtravagantTunic and pants, blouse and skirt, etc.50+
Clothes, FineSee above20
Clothes, NormalSee above5
CrowbarFor forcing doors and objects open10
Disguise KitIncludes wigs, hair dye, makeup20
Drill, HandFor drilling through wood or metal10
GarlicUseful against vampires5 sp
GlovesProtects against contact poison and things that harm exposed skin, useless against needle traps1
Gloves, HeavyPrevents rope burns, assures better grip on slippery items, protects against contact poison and things that harm exposed skin, cannot pick pockets or remove traps5 sp
HammerUsed for construction or as a mallet2
Hat2 sp
Holy SymbolRequired for clerics25
Holy WaterBreakable glass vial25
Hook, ClimbingSupports up to 250 lbs.5
Hook, GrapplingSupports up to 500 lbs.25
Ink VialEnough for 50 pages of text1
Iron Spikes (12)For wedging doors open or shut, using as climbing anchors, etc.1
Journal, Blank50 pages20
LanternBurns 4 hours, 30′ radius light10
Magnifying Glass3
Mirror, HandSteel, used for looking around corners or reflecting a gaze attack5
Musical Instrument, StringedLute, mandolin, etc.20
Musical Instrument, WindFlute, recorder, etc.5
Oil (1 Flask)Fuel for lanterns or fires2
PapyrusOne 12″ by 12″ leaf1 sp
Parchment10″ by 10″ leaf1
ParkaFor warmth in cold climates5
Pole (10′, Wooden)2″ thick wooden pole, for poking and prodding suspicious items in a dungeon1
Pot, CookingTwo-quart capacity1
Pouch, BeltCapacity 50 coins (5 lbs.)5 sp
Quill Pen5 sp
QuiverHolds 20 arrows1
Quiver, BackHolds 50 arrows5
Rations (Iron, 7 Days)Week’s supply, stays fresh 60 days15
Rations (Standard, 7 Days)Week’s supply, stays fresh 7 days5
Rope (50′)Supports 750 lbs.1
Sack, LargeHolds up to 600 coins (60 lbs.)2
Sack, SmallHolds up to 200 coins (20 lbs.)1
SaltFor preserving meat or monster parts for future use, one pound of salt needed per 5 lbs. of organs preserved10
Scroll Case, WaterproofHolds 1 map, 1 scroll, or 10 leaves of parchment5
Sewing KitFor repairing cloth or leather1
Shoes5 sp
Spell Book, BlankHolds spells25
Spell Book CoverWaterproof10
Stake, Wooden1 sp
Tent, 2-man20
Tent, 4-man25
Thieves’ ToolsNeeded for picking locks and removing traps25
Tinder Box3
Torches (6)Burns 1 hour, 30′ radius light1
Twine (100′)Supports 30 lbs.2 sp
Vial, EmptyHolds 1 pint (encumbrance 10 coins when filled)1
Waterskin/WineskinHolds 1 quart (encumbrance 30 coins when filled)1
WhistleFor signaling or bird calls1 sp
WolfsbaneFor warding off lycanthropes10

Changelog

5/17/23:
-increased cost of antidote potion
-increased damage of battle axe to 1d10, crossbow to 1d8, and heavy crossbow to 1d10
5/29/23:
-removed end of session section
-added training for level advancement
1/30/24:
-removed “Reload” weapon quality
-changed damage of crossbow to 1d6 and heavy crossbow to 1d8
2/18/24:
-reverted changes to Wisdom so that it now only modifies saving throws against magic, as written
-added mending wounds to the death and dying procedures
2/19/24:
-added section headers
-added rules for spell scroll creation
-added flail weapon and description
-changed damage of battle axe to 1d8
-changed value of platinum coins to 10gp
3/4/24:
-added rule that elves cannot be resurrected with raise dead spell
-changed brigandine armor to scale mail, removed rule for thieves wearing brigandine
3/10/24:
-noted advanced classes for easier reference
-noted old age for races and added system shock rules
4/1/24:
-changed to a modified Basic Encumbrance system
-removed weight from Adventuring Gear table

4d100 Nicknames and Epithets Generator

Inspired by the nicknames and epithets that characters can earn in the Crusader Kings video game series, I wanted to add a similar element to my D&D campaigns. I’ve used it extensively when creating new NPCs while worldbuilding. Give your renowned heroes and reviled villains alike a little bit more flavor.

Roll 1d4Roll 1d100TitleRoll 1d4Roll 1d100Title
11the Able31the Lawbreaker
12the Abomination32the Lawbringer
13the Absolute33the Lawgiver
14the Accursed34the Legendary
15the Acolyte35the Leper
16the Affable36the Lewd
17the Alchemist37the Liar
18All-fair38the Libelous
19the Ambitious39the Liberator
110the Anointed310the Lightbringer
111the Apostate311the Limper
112the Apostle312the Lion
113the Architect313the Lionheart
114the Armorsmith314the Little
115the Artist315the Loud
116the August316Lowborn
117the Avenger317the Loyal
118the Bad318the Lucky
119the Bald319the Luxurious
120the Bane320the Mad
121the Bastard321the Magnanimous
122the Bat322the Magnificent
123the Bear323the Malevolent
124the Beautiful324the Mangled
125the Beggar325the Marauder
126the Beguiling326the Meek
127the Beloved327the Memorable
128the Benevolent328the Merchant
129the Betrayer329the Merciful
130the Bewitched330the Merciless
131the Black331the Merry
132Blacktooth332the Meticulous
133the Blessed333the Mighty
134the Blind334the Mindbreaker
135the Blond335the Miser
136Bloodaxe336the Misshapen
137the Bloodless337the Missionary
138the Bloodthirsty338the Mistake
139the Bloody339the Mockingbird
140the Blue340the Monk
141the Boar341the Monster
142the Bold342the Mule
143the Boneless343the Murderer
144the Brash344the Mute
145the Brave345the Mutilator
146the Breaker346the Nightshade
147the Brilliant347the Noble
148the Broken348the Nomad
149the Brute349the Oathbreaker
150the Buck350the Odd
151the Builder351the Old
152the Bull352One-Eye
153the Bully353One-Hand
154the Burden354the Oppressor
155the Candid355the Orphan
156the Cannibal356the Outlaw
157the Capable357the Owl
158the Careful358the Pale
159the Careless359the Panther
160the Cat360the Pardoned
161the Ceremonious361the Pathfinder
162the Challenger362the Peaceful
163the Chaste363the Peacemaker
164the Chronicler364the Peculiar
165the Cleansing Flame365Peg Leg
166the Clueless366the Persevering
167the Clumsy367the Pest
168the Cold368the Philosopher
169the Confessor369the Pilgrim
170the Conqueror370the Pious
171the Constant371the Plaguebearer
172the Courteous372the Poet
173the Coward373the Powerful
174the Crafter374the Preserver
175the Craven375the Promised
176the Crosseyed376the Protector
177the Crow377the Proud
178the Crowned378the Purifier
179the Cruel379the Quarreler
180the Crusader380the Quiet
181the Cur381the Rabbit
182the Cyclops382the Rash
183the Cynical383the Rat
184the Dagger384the Ravager
185the Damned385the Raven
186the Decadent386the Reaver
187the Defender387the Reckless
188the Defiler388the Red
189the Demon389the Render
190the Depraved390the Repulsive
191the Desired391the Resilient
192the Despoiler392the Restorer
193the Destroyer393the Righteous
194the Devil394the Rose
195the Devourer395the Ruiner
196the Diplomat396the Ruthless
197the Divine397the Sage
198the Dog398the Saint
199the Dove399the Savior
100the Dragon300the Schemer
21the Drunkard41the Scholar
22the Duelist42the Scourge
23the Eager43the Sea-Devil
24the Eagle44the Seer
25the Educator45the Selfish
26the Effeminate46the Selfless
27the Elder47the Shadow
28the Elegant48the Shepherd
29the Eloquent49the Short
210the Enlightened410the Shrewd
211the Evil411the Siegemaster
212the Executioner412the Sightless
213the Exile413the Silent
214the Faceless414the Simple
215the Fair415the Slaver
216Fairhair416the Slayer
217the Fat417the Sly
218the Fearless418the Snake
219the Feeble419the Sneak
220the Festive420the Sorcerer
221the Fickle421the Sparrow
222the Fiendish422the Spider
223the Fierce423the Spineless
224the Fish424the Stalwart
225the Flayer425the Stern
226the Foolish426the Stout
227the Forgiven427the Strange
228the Fortunate428the Stranger
229the Foul429the Strong
230the Fowler430the Survivor
231the Fox431the Tactician
232the Frail432the Tall
233the Frog433the Tenacious
234the Fury434the Terrible
235the Gardener435the Terror
236the Generous436the Thorn
237the Gentle437the Thunderbolt
238the Giant438the Tiger
239the Giving439the Timid
240the Glorious440the Toad
241the Goldsmith441the Tormentor
242the Good442the Tough
243the Gracious443the Trader
244the Great444the Treacherous
245the Greedy445the Troubadour
246the Green446the Troublemaker
247the Grey447the True
248Greyhide448the Truthseeker
249the Grim449the Tyrant
250the Guardian450the Ugly
251the Gullible451the Unable
252the Hairy452the Unblooded
253the Hale453the Unbroken
254Half-Hand454the Unchallenged
255the Half-Man455the Undying
256the Hammer456the Unfaithful
257the Handsome457the Unforgiven
258the Hardy458the Unfortunate
259the Hateful459the Unholy
260the Hawk460the Unique
261the Healer461the Unjust
262the Heartbreaker462the Unkind
263the Heartless463the Unlucky
264the Heathen464the Unready
265the Heroic465the Unrelenting
266the Hideous466the Unwise
267Highborn467the Unworthy
268the Historian468the Usurper
269the Hollow469the Valiant
270the Holy470the Vengeful
271the Honorable471the Victorious
272the Hunchback472the Violent
273the Hunter473the Viper
274the Idiot474the Warlike
275the Ill-Tempered475the Warrior
276the Illuminator476Wartooth
277the Illustrious477the Wayfarer
278the Impaler478the Weak
279the Imperious479the Wealthy
280the Incompetent480the Weaponsmith
281the Ineffable481the Weasel
282the Inevitable482the Whirlwind
283the Inquisitor483the Whisperer
284the Invincible484the White
285the Iron485the Wicked
286Ironhand486the Wild
287Ironside487the Wily
288the Jackal488the Wise
289the Jolly489the Witch
290the Jovial490the Witch Hunter
291the Judge491the Wizard
292the Just492the Wolf
293the Keen493the Woodsman
294the Kind494the Worm
295the Knave495the Worthy
296the Knife496the Yellow
297the Knight497the Young
298the Kraken498the Younger
299the Lame499the Zealot
200the Last400the Zealous