Firearms (readily available in Europe at this time) are conspicuously absent from the setting, mentioned only in passing in the initial rulebook.
The Maelstrom Companion provides guidelines for the in-game purchase and use of period firearms, as well as new livings and other developments.
Using the advanced rules, a character may well collapse from particular types of mortal wounds, or in combat from sheer exhaustion, especially if wearing heavy armour.
Treatments from a Doctor, Herbalist, or a Barber-Surgeon will increase the rate of healing – or possibly decrease it if a roll vs skill is critically failed.
In some cases a character may be expected to refrain from using skills previously acquired on entering a new living.
One example noted in the rule book is that of a mercenary becoming a priest and being expected to eschew previous experience with weapons.
Following is a partial list showing a range of the Livings a character may choose from, from both the core rulebook and the Maelstrom Companion.
With an optional rule in place, excessive use of magic, particularly in a single area, can cause instabilities in reality.
In Maelstrom, a campaign success is possible without a single player or non-player character mage in the party.
The game rules allowed the option of playing the entire campaign without any supernatural element, if desired.
Players of fantasy rpgs will find a host of immensely useful information on 'real' late-Medieval life and society which could be a great help in developing campaign backgrounds, especially for city adventures.