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Haven Rule

Book

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A Small introduction:
Welcome to Haven, and the Haven rulebook. It’s big, and it’s daunting we know. But we
wanted our players to have access to all the answers they needed should they look for them. We
do not require you to memorize it backwards and forwards (although this never hurts) but every
so often you should give it a good read. We do require you to know the basic rules, to know your
class, and more importantly, to know our OOG policies and safety instructions. Always keep in
mind that you should never be afraid to ask a question. LARPing is about fun, and being part of a
community. Everyone should be more then willing to help you here, and if they are not, never
EVER be afraid to approach a director or a staff member. That is why they are here, especially if
it’s an OOG problem that needs addressing. For little things, make sure the time and place is
appropriate (IE don’t ask if something does 4 or 5 in the middle of a huge plot) and remember if
it’s an OOG emergency, every time and every place is appropriate. So yes, the rulebook is large
and scary but don’t be afraid to learn by doing. Absorb as much as you can, and the rest will
come too you as you play the game. Trust us. Just come and have a load of fun, that is really all
we care about. The rest will work itself out. Also remember the best place to come and ask
questions is www.havenlarp.com => http://www.havenlarp.com/forum/

Objectives:

• Provide a safe, clean and friendly environment.


• Provide a fun game (second only because we feel if it’s safe, clean and friendly, it is fun).
• Provide an experience that includes fun for all types of players.
• Provide an unbiased, balanced, and fair rules system for all.
• Remain in compliance with the rules provided for us by the BSA
• As an organization backed by the Boy Scouts of America, we want to assure the players
that we shall remain a true non Profit organization. We also promise that as a non Profit
organization our financial records will be made public and easily available to our player
base. Simply put, you will see the money you spend to attend events go towards the
enrichment and betterment of the game. Also keep in mind as a BSA backed game, we
have insurance.
• Provide a game rich in lore and role-playing.
• Allow the community to help us evolve and enrich the game so it remains a game for
them.
• Hold integrity over all
• We promise to uphold the rules we put forth, the in game and out of game ones.
• We want to give the players as many options as possible so that they feel they have some
control over their character and their gaming experience.

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Boy Scout Oath, Law, Motto, and Slogan

Scout Oath (or Promise)


On my honor I will do my best
To do my duty to God and my country
And to obey the Scout Law;
To help other people at all times;
To keep myself physically strong,
Mentally awake, and morally straight.

Scout Law
TRUSTWORTHY
A Scout tells the truth. He keeps his promises. Honesty is part of his code of conduct. People can
depend on him.
LOYAL
A Scout is true to his family, Scout leaders, friends, school, and nation.
HELPFUL
A Scout is concerned about other people. He does things willingly for others without pay or
reward.
FRIENDLY
A Scout is a friend to all. He is a brother to other Scouts. He seeks to understand others. He
respects those with ideas and customs other than his own.
COURTEOUS
A Scout is polite to everyone regardless of age or position. He knows good manners make it
easier for people to get along together.
KIND
A Scout understands there is strength in being gentle. He treats others as he wants to be treated.
He does not hurt or kill harmless things without reason.
OBEDIENT
A Scout follows the rules of his family, school, and troop. He obeys the laws of his community
and country. If he thinks these rules and laws are unfair, he tries to have them changed in an
orderly manner rather than disobey them.
CHEERFUL
A Scout looks for the bright side of things. He cheerfully does tasks that come his way. He tries
to make others happy.
THRIFTY
A Scout works to pay his way and to help others. He saves for unforeseen needs. He protects and
conserves natural resources. He carefully uses time and property.
BRAVE
A Scout can face danger even if he is afraid. He has the courage to stand for what he thinks is
right even if others laugh at or threaten him.
CLEAN
A Scout keeps his body and mind fit and clean. He goes around with those who believe in living
by these same ideals. He helps keep his home and community clean.

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REVERENT
A Scout is reverent toward God. He is faithful in his religious duties. He respects the beliefs of
others.

Scout Motto:
Be Prepared

Scout Slogan:
Do a Good Turn Daily

Substance Abuse
This is pretty simple. Substance abuse will not be tolerated in any way, shape or form. If
you are caught engaging in substance abuse you will be immediately removed from the game
and asked to never return. Should you return, authorities will be immediately notified. We highly
suggest you not test us on how serious we are about this.
Should you ever be found to possess knowledge about such things going on or in the
presence of it even without actually engaging yourself, you will be punished accordingly.

In fact, should you ever be found to be breaking an actual law (not haven, but a law made
by the government) you will be immediately removed from the game and authorities may be
involved if we deem necessary.
The Haven Staff is extremely serious about providing a safe and clean environment for
all its players and we will not allow anyone to compromise that goal.

Smoking
Those wishing to smoke at Haven events will be required to carry their ID with them to
prove they are of the appropriate age in accordance with NJ and PA state law. In addition,
smoking will only be permitted in the designated areas at each campground.

Personal Hygiene
It is the responsibility and requirement of all players to manage their personal hygiene,
living quarters and diet during a Haven event.
As we have said many times it is important to us to provide a safe and clean environment
for all players, including YOU. Often at LARPs players let these things slip by, usually because
of the excitement of the game around them, but we ask you to please not do this.
Personal hygiene may not be overly important to you, but we can bet it is important to the
guy next to you.

Please respect yourself and those around you and keep yourself clean and smelling nice,
especially in the warm months or events you engage in a lot of physical activity. Your event fee
includes the usage of all the camp’s facilities so why not take advantage of them and keep
yourself as clean as possible.
Please also remember to bring Personal Hygiene products like towels, toilet paper,
deodorant, a tooth brush, and toothpaste as well as plenty of extra underwear, socks and under
shirts.

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Another good suggestion for all players is to pack a container of baby wipes. Aside from
the obvious usage, baby wipes are amazing at spot cleaning your face and feet, and believe it or
not they are absolutely amazing at make up removal for anyone PCing or NPCing a race that
requires a lot of make up.

As far as living quarters management goes, just keep it clean. We all know it’s a lot
easier to make a mess than it is to clean one up, especially one that grows and grows over a 72
hour period. So why just NOT make a mess? It’s also very inconsiderate to not maintain your
personal quarters when you share them with others who may not want to live in a mess for the
whole weekend.

Each player will also be responsible for cleaning up their cabin/space they stayed for the
weekend. If a player does not do so and a Staff member does not sign off their character card for
having cleaned their space, they will not receive build for the event. Again, something we do not
suggest you do not test us on. The Staff members all have lives of their own and cannot afford
staying at the camp until 10pm on Sunday cleaning up other people’s messes.
At first the penalty will simply be that you do not receive build. If you continue to be a
repeat offender the penalties will grow and possibly turn into semi-permanent or permanent bans.
So why not make it easier on everyone including yourself and just keep it clean.

As far as diet goes, Haven will always provide an in-game dinner on Saturday nights
many LARPers have begun referring to over the years in many games as "The Feast". The cost
of this meal is included in your weekend fee. We will also provide various drinks for in-game
coin over the course of the weekend (non-alcoholic of course).

What we have found over the years is players consume a lot of sugary drinks or energy
drinks over a very short period which seems like a really good idea but isn’t. DRINK WATER,
DRINK WATER, and last but not least DRINK WATER.

We cannot stress this enough, please make sure your intake of water is an acceptable one
in direct correlation to your amount of physical activity. We want everyone to be happy and
healthy over the course of the weekend. The effects of dehydration can be severe and we don’t
want anyone to experience them first hand.
We will also try our best to provide (at a small cost per serving) some sort of soup, stew
or chili Friday nights as well as some sort of simple breakfast Saturday mornings.
We suggest each player bring some healthy snacks and food to sustain them over the
weekend. Things like granola bars, bagels, packages of carrots and celery etc are all good things.
Fruits like apples and bananas are also great. They will help hydrate you and bananas specifically
will help prevent cramps from all the physical activity.

If you have any dietary special needs that you require assistance with, please contact or inform a
Haven Staff member.

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Your Character Card
When you arrive at an event, the first thing you must do is check in, this goes for
everyone. This is extremely important as most of the camps as well as the BSA need records of
who is on the premises at all times, so you need to check in immediately. At your first check in,
you will be asked to fill out an application to the Boy Scouts, a permission form to use photos of
you on our website and our rules of conduct for an event. After this, you will pay and then you
will receive your character card.

Your character card needs three signatures from staff on the back. The first signature is
put on there when you check in to indicate that you have paid. A failure to pay for the event will
result in your not being allowed to play the game until you pay for the event that you missed out
on. Regardless of your situation, we still need to pay for the camp site that you are using and we
are providing a game to you that you would not otherwise have access to. When you fail to pay,
you don’t just hurt us as we try to run the game, you hurt the other players because that money
can no longer help pay for the camp, which makes us have to pull money from other places
which eventually leads to us losing money on events. If we lose money on events, we cannot run
them. We are willing to work with you to enable you to attend an event if you have some sort of
special situation, but you must talk to us before the event. We will not deal with special
situations at events, it is too difficult and time-consuming to deal with as well as unfair to us
when we are trying to run an event. Haven Staff are always available to our players during the
weeks between events. All special cases must be approved by the Director of Logistics.

The other two signatures go on the back of your character card. On the back, there is a
place for a kitchen shift and an NPC shift. One of these two places needs to be signed off when
you hand your card in. There is an NPC shift schedule or you can sign up for a kitchen shift, but
either way, you need to complete this shift and get it signed by a Staff member.
The next signature goes right below that one. The Cleanup Task space will be signed by
a staff member once they have seen that you have cleaned both the area that you stayed in and a
group area that was assigned to you.

All three of these signatures must be present on your character card or we will dock
build. Failure to hand a card in can also result in docked build. For tips on character card
management at the game see the Character Creation Guide.

Director’s Call is Always Final


In the collective experience of LARPing shared by the four Staff members, the one thing
we have all seen is people either lying about their position/station in a game or people really
believing they hold some kind of power/authority that they do not. We ask that all players new
and old do not succumb to this.
We will have detailed lists of all our authoritative positions available at all times in
logistics and on the website. If someone is not on this list and tries to tell you they should be or
they are new and aren't on the list or something similar, you should see a Director immediately.
In fact that's a really good rule of thumb to follow for any situation you are not sure
about. Go right to a Staff member. If you follow this rule of thumb, the game will contain a lot
less confusion.

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We have seen some random people convince new players of some pretty outlandish stuff
and we don’t want anyone to fall into that trap. So keep yourself up to date on who is who. If
anything ever looks or sounds fishy, go find one of the four Directors ASAP.
One warning we will give: Do not play the "Mommy/Daddy" game with the four
Directors or any kind of Haven Staff for that matter. If you ever try to play directors/staff
/marshals against each other to get what you want, it will not be taken lightly. Depending on the
situation it could carry penalties as heavy as a permanent ban from the game.
Should anyone ever be caught posing as a position they are not, they will be immediately
be asked to leave Haven and not return. Doing so not only compromises the integrity of the
game, it could also compromise the safety of the players and that is something we will not
tolerate.

As it stands now, the four staff members are:


Michael U (Forum Account HavenRules) Director of Rules
Luke G (Forum Account HavenPlot) Director of Plot
Zabby U (Forum Account HavenLogistics) Director of Logistics
Cathy G (Forum Account HavenCreative) Creative Director
The Head Marshal is:
Ralph M (Forum Account Ralph)

Metagaming
Metagaming is the act of taking information your character does not or could not know
and using it in the game. This is the Wikipedia entry on Metagaming:
http://en.wikipedia.org/wiki/Metagame
It is recommended that all players read their description of metagaming to ensure they are
within the rules.

A subcategory of the metagaming rules pertains to characters and alts/npcs (Alternate


characters played by the same player). This is known as the ‘Clark Kent’ rule.
This rule states that no characters of a single player can know each other, or have any
relationship between each other in any way. They may not trade items, money, knowledge, titles,
or any other material or immaterial goods either directly or through a third party.

Other things to note


-Leave all campsites and area’s we use better then we found them
-Obey all posted speed limits inside camps (this should go without saying)
-Only ride in a car, never on it or outside of it
-Haven LARP staff is NOT responsible for any lost, or left behind items
-NPCs and marshals should do there best to mark players cards for used buffs, abilities and
points. But in the end, the responsibility is the players, and no one else’s. This is in regard to
expenditures, not gains.
-No one is your maid, clean up after yourself, simple as that.

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In game theft
We have touched upon out of game theft (IE real life theft) the policy is really easy.
Don’t do it. It’s a law in real life, thus if at any time we think we cannot handle it the police will
be called, it is that simple. This also extends to perishables, don’t eat peoples food or drink their
drink without permission. Again, it is that simple.
I want to touch upon IG (in game) or RP theft. This is a tricky subject when you are
dealing with anything other then cards. Phys reps are technically OOG (Out of game) items. If
you ever are forced to lift someone else’s OOG phys rep, you are immediately, and without
exception, to find a director or rules marshal, let them know what happened and what you took
and from who. At that point the director will probably take the item from you and become
responsible for it. That being said, if you choose to steal something that is represented by
someone’s OOG phys rep, OOG you are choosing to become responsible for it, so make the
choice carefully. Do not stash people items, do not trade them off once you get them, this is
people’s personal property, and it should be treated with respect.
Now other OOG items (such as clothing, pouches etc.) that are technically IG items should never
be stolen. These are things people rely on OOG for things like weather, storing personal items
etc. You may lift someone’s pouch to find there allergy medicine is in it, which could result in
something horrible. You may accidentally take someone’s cell phone, again not ok.
There is a system for pick pockets, use it. If you feel the need to swipe a whole pouch,
never go far away with it from its owner, and follow the rules above and immediately find a rules
marshal or director. Do not go through the person’s belongings yourself. And on that same note
take responsibility for your own things. If you do not want them taken, don’t leave them around.
This is a game, and in this game are RP consequences. Maintain separate bags for your OOG and
IG materials so there is never any confusion. And never put down anything containing OOG
materials like your medicines, or car keys or cell phone.

There are some areas that are off limits. IE the kitchen is for the most part an OOG place.
If someone is back there they are doing an OOG service for the game, thus you should never
steal IG items from the kitchen, it is simply not fair, and not ok. That being said if people are
caught stashing things in the kitchen and abusing this rule, plot will act accordingly. Another off
limits place is under your bunk. It is generally understood in LARPing that anything under a
bunk is off limits. This is generally where people store costuming, OOG personal affects, and
food. Now if you are placed in a situation where you sleep on the floor, don’t worry. The rule in
affect is anything under a giant white cloth or white sheet is considered OOG. You may also
make area notes or write on index cards things like ((OOG cabinet, everything in here is OOG
and off limits.)).

Cabin raiding
This is an entirely different kind of theft. You are never to enter into another cabin to
steal without a rules marshal or director. These are the only designated people to marshal this.
We understand that sometimes someone won’t be available to help you, but “thems the breaks”
as they say. People’s personal space is a sacred thing to us at Haven and we won’t violate it for
the sake of the game. That being said, if you aren’t even comfortable with this, then your only
option is to store things in your vehicle and carry your car keys with you.

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If people are found to be hiding in game items that should be IG in OOG places, the
directors will take this on a case by case basis and act accordingly.

Above all else, use common sense. If something doesn’t look right, or feel right, walk
away. It is not worth earning a few coin in game. If you see a pile of IG coin in a pile next to a
cell phone, just walk away. You never know. Maybe they had a real life emergency and had to
run out. Maybe they lost something. Maybe they went to go NPC and just dumped stuff out. Or
grab it all and go immediately to a director and say “I think someone lost there cell phone or had
their bag dumped out on them.”

Play it safe, cool and friendly and everything should be safe as houses.

Appearance and Multiple Characters

The nature of LARPing means that eventually you will have multiple long standing char-
acters of some kind, be that Alts, multiple PCs or permanent NPC roles you fill. For non make
up based roles this can become very confusing for those around you, especially at night. So we
ask that you please make sure that there be a signifigant difference in costume, make up, or some
other easily identifiable clue between each character that those around you can easily tell them
apart and know how to address you. We aren’t asking you to make any real life alterations or buy
anything extravagant or expensive. It can be simple things, like hairstyle, make up, accents etc,
in addition to the brunt of your costumes being different. Boots, glasses, and under garments, are
all acceptable to recycle along with other similar things. But overall please make sure your char-
acters look different enough that people can tell them apart; it just makes the game a lot smooth-
er for everyone.

Purchasing for the game


All purchases must go through the director of logistics before they are made in the
name of Haven. And beyond that you must bring a receipt or some similar proof of purchase to
be properly reimbursed.

Hold Rule and Bear Rule


These are very simple. Saying (or if necessary yelling) “HOLD” is like hitting pause on a
console video game. Everyone is to stop what they are doing, quiet up, and listen up. Sometimes
holds are called for the description of something IG, and the faster it happens the better, and the
quieter everyone is the less confusion there is. But sometimes unfortunately they are called for an
OOG reason, some sort of safety measure, an injury etc. Every player is demanded to respect
both sides of the Hold, meaning when its called respect it, and don’t call it for silly or outlandish
reasons. The bear rule is another simple one. Sometimes while LARPing you may not know if
someone is NPCing a creature lurking about or if you are about to approach a real life bear in the
woods. Simply ask the darkness rustling about you if it’s a real bear or not, this is larp code for
requesting recognition that this is part of the game and not real life danger. Again, everyone is
expected to respect both sides of this. Don’t ask it to gleam IG info, and don’t refuse to answer
for the sake of staying in your role.

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Rules
A little note about the rules: don’t be afraid of learning while doing. Be familiar with the
rules as best as you can your first events, but LARPing is about learning by doing, and everyone
understands that. Don’t be afraid to ask for help or assistance, and if you find someone being
overly impatient with you, come to a director or marshal. Try to ask these questions out of actual
combat though. We would rather a small mistake be glossed over for the sake of keeping combat
flowing, then afterwards try to sort it out. This is not a license to cheat, merely to keep things
fun. The best thing to know as a new player is the section entitled “Basic ability descriptions”. If
you know these, then you can easily engage in combat. Everything requires you to state the
effect after it is used (IE- “Stagger – Mez 10 seconds) anyway, so knowing this section will
make combat a breeze for you.

Haven General Rules


A list of things to keep in mind while viewing the rules, in no particular order
• There are no direct vitality (body) attacks available to PCs
• No true AOE in the core rules, our version of AOE will be explained later. Skills that
center off a person are very rare and found only with NPCs and in Prestige Classes. Skills
that center off a spell packet will never exist in this game. This is to cut down on holds
and combat confusion. We believe all skills should be able to be marshaled by the user.
• Vitality is not bought; it is earned every 5 events dependent on your class make up
• Nothing is level dependent; everything is based off of the number of build spent in a list.
This is to prevent instant gratification upon multi-classing.
• There are no stuns, but there are alternatives.
• PCs cannot perform necromancy, but NPCs can
• PCs cannot do traditional sorcery as most people see it. Permanent creation will not be in
the hands of the PCs as it tends to get out of hand. But NPCs will exist that can, so that
magic items can be sent out however we see fit. But most magic items will be X uses or
semi-permanent to keep the items spread out to more players and to keep from creating a
large imbalance.
• Skills do not chain together IE you cannot Crit +1/Cleave, or Crit a Flurry.
• Items will not exist that replenish points, what you have is what you have. We feel such
items cause confusion and promote cheating whether intentional or not.
• No true disguises. Disguises are short lived and work only on NPCs for plot reasons.
• No real bows, we use spell packet archery (safety first)
• If a skill is ever on two lists, it is always the same rank to stop confusion.

THE SKILL DESCRIPTION ALWAYS OVERRIDES THE GENERAL RULE


THE SPIRIT OF THE RULE IS MORE IMPORTANT THAN THE LETTER

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Progression information
• The amount of build you have divided by ten = your level. Players will start with ten
build + X, X being the number of events Haven has had before but not including the
event the character was created.
• A Player gains a 2 build blanket per event, this will never change.
o Additional sources of build include 1 purchasable build as well as service and
role-playing point conversion equal to 2 build; either from 20 service points, 20
role-playing point, or 10 of each. Totaling 5 build per event. Haven sometimes
offers special opportunities for ALL players to receive additional build, but these
are rare.
o 10 role-playing points convert to 1 build.
o 10 service points convert to 1 build.
• Starting build will scale as the game grows older so newer players do not ever feel
useless. A player’s build will never be less than 10 (starting) + the total number of events
Haven has run.
• A PC may retire their character in a number of ways to receive build towards a new PC.
See the section on resurrecting.
• Should a person leave for a long time and return to the game to find their build total is
below the build a new player would start with, they are bumped to that number and
allowed to spend it before the game begins.
• We do not allow players to purchase back events, you must pre register or attend an event
to be able to pay for it and receive the build.

Please note: the build spent to buy a class does not affect anything, not vitality, not pre reqs, and
not armor Profs.
Please note: when you purchase a racial skill, you designate which class it counts as build spent
towards.

All lower lists purchased cost ten build. The exceptions to this being, your first list which is free,
and an Elosian’s first multi class.

Terms

Base List - Lower List

Prestige Class (PrC) - Higher List

Core Class – Your first class

Trade – A job that is represented by a list at our game. Obtained by learning the tradesman list
or opting into it with another base list. Please remember, opting in to a trade does not make you a
tradesman. Tradesman is its own class, and thus carries its own perks.

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Profession - A job or craft that cannot be represented by a list in the game or that we chose not
to. Examples might be: cook/chef, brewer, cobbler etc. Not to be confused with a trade
represented by the tradesman list.

Resource Profession - a Profession that could potentially gather up some kind of resource:
Mining, farmer, fisherman etc. These professions cost two build to start, but can be spent into.
See the resource supplement for more details.

The System for Resource professions can be found on the website as a supplement to the
rulebook.

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General Non-Class Specific Rules
Base Classes 4 VP (vitality points)
Arcane-Uses Arcane Points Mage
Mage Rogue
Psion Shaman
Psion
Divine-Uses Divine Points
Cleric 6 VP
Shaman Archer
Druid Cleric
Divine Adept Druid

Martial-Uses Physical Points 8 VP


Fighter Tradesman
Rogue Monk
Archer Divine Adept
Monk
10 VP
Support Fighter
Medic- Uses Physical Points Medic
Tradesmen
Vitality for prestige classes varies. As you
Vitality enter a prestige class, you choose which
Vitality is not purchased - it is base class the build will go towards. The
earned every 5 events. The vitality you gain build must be put into one of the classes
on every 5th event is determined by the class used to fulfill the prerequisites for the
you have the most build spent into. You also prestige class. If you somehow meet the pre-
gain an increment of vitality your first event reqs for a prestige class with a prestige class,
dependent on your core class. The Vitality continue upon your current trend of vitality.
breakdown is as follows for the base classes.

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Armor Proficiency
At Haven you cannot just wear any armor you want. Armor is dependent upon the class
you have the most build spent in and not all abilities or spells can be used while wearing all types
of armor. We feel this helps keep within the lore and the RP of the world.
Each armor Prof will be given a designated max amount of armor points that if you
breach, you move into the next category. A marshal may allow the player to forgo the extra
armor (thus stopping at the cap) points to remain in their allowed armor Prof.
Also note a character with armor Prof also receives all armor Profs below their listed
Prof. IE fighters receive Heavy armor Prof, thus they can wear all armors.
All armor must be part of a suit, all on one item card. Only one suit of armor can be worn
at a time. A suit can be added and subtracted from, but requires a new card. If you only wear part
of a suit, you only gain the AP and properties that particular part is evaluated for. See the
Crafting/Item supplement for more on armor.

No Armor Prof- Simply put no armor can be worn. You can wear small pieces like bracers or a
shoulder guard for looks, but they can provide you with no in game AP.

Light Armor Prof- This is Leather and similar armor, between 1 and 20 armor points.

Medium Armor Prof- Armors like chain mail, scale mail, heavy hide or half plate, between 21
and 40 armor points.

Heavy armor-Usually just full plate, but a medium armor phys rep with enough coverage may
move into the Heavy armor category; 41 points and above.

Mages, Monks, Psions, Tradesmen, and Shamans: All receive no armor Prof and if they ever
receive an armor point from physical armor they cannot cast their spells or use abilities
(Tradesmen excluded from this). Monks lose access to all abilities if wearing armor except for
staff (calling damage and blocking only). This stipulation always exists regardless of what class
they have the most build spent in. This stipulation includes all shields save the buckler for Mage,
Psion and Shaman; a Monk may never use a shield.

Rogues and Archers: Receive Light armor Prof. Should a Rogue or Archer don more than
Light armor, they lose access to all of their abilities except the usage of weapons (calling damage
and blocking only). This stipulation always exists regardless of what class they have the most
build spent into. It also includes medium and large shields.

Druids, Clerics, and Medics: Receive medium armor Prof. They may continue to use their
abilities if they don heavier armor with the following exceptions:
-A Medic must keep his arms unfettered to use his skills. This does not include bracers or a
buckler.
-A Druid’s armor must be at least 80% non metal or the Druid loses access to all his or her
prayers.
-Those two stipulations always exist regardless of what class they have the most build spent into.

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Fighters: receive Heavy armor Prof; they may wear any armor at any time. But, should they
multi-class, they must adhere to any restrictions set forth by said class.

Divine Adepts: receive the armor Prof of their Ethos.

Dual weapon styles


Lesser Dual Weapon Style- Two small weapons
Dual Weapon Style- One 1 handed Edged/Blunt & one Small Weapon
Greater Dual Weapon Style- Two 1 Handed Edged/Blunt

Weapon Abbreviations
1 HE = One Handed Edged
1 HB = One Handed Blunt
2 HE = Two Handed Edged
2 HB = Two Handed Blunt

Weapon Costs and Damage (dmg)


Weapon Type Build Cost Hands Required Damage Dealt
Small Weapon 1 1 2 dmg
1 HE/ 1 HB 2 1 2 dmg
Staff*** 2 2 2 dmg

Bastard 4 1 or 2 3 dmg 1H/ 5 dmg 2H


Edged/Blunt/Spear
2 HE/2HB/pole arm** 5 2 6 dmg*
Bow/X-bow 5 2 4 dmg
Thrown Weapon 1 1 1 dmg

* Natural weapon Profs and Strengths double for 2 handed edged or blunt and pole arms. A
bastard sword wielded with 2 hands does not receive this benefit.
**We as staff felt 2 handers are underrepresented in LARPs because they lack their real life
advantage and are hard to connect with, thus we wanted to make it worthwhile when you finally
did connect. This rule is subject to change if 2 handers become over powered.
***A staff can be blocked with while being held with one hand, but you cannot wield a weapon,
wand or shield with your other hand. To do this, the staff needs to be 60” or shorter and you can
never strike with it while holding it with one hand.
**** Bow - PC may use a bow defensively as if it were a staff, and with a bow in hand, the PC
may call any defenses that require a weapon. When firing a non skill shot, character must RP
drawing and firing an arrow with the spell packet.
*****In dual wielding situations, claws are considered a small weapon. You do not need Lesser
Dual Weapon Style to wield two claws but you need it for claw and Small Weapon, you also
need Dual Weapon Stle to wield a claw and 1HE/B.

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~ The skill thrown weapon gives one the ability to throw spell packets for one dmg (or
appropriate phys reps – see crafting supplement and Bandoliers) or gives people the ability to
throw other “thrown” weapons with the proper safe approved phys reps, like small weapon and
spear.
~~Brawling - Anyone may pick up claw phys reps of MA size and use them to represent fists.
You may swing 1 dmg augmented only by str. You may use no skills that require a weapon, they
are not considered weapons (for spells and buffs) and you may not touch cast with them. This is
not considered a skill, thus you cannot purchase profs for it, or anything similar. And if you
block with them you still take the damage.
~~~The skills Crit and Parry may be called with any weapons the character knows how to use,
even if those weapons are not on the list the character purchased crit and parry with. This even
over rides ranged/non ranged restrictions. These may still not be called with brawling.
+ If you have a spell or weapon or ability that changes your damage type, it changes the damage
of all attacks. IE if you have +1 ice, you devastate for 25 ice. (not 26 ice).

Weapon Lengths
• Small weapon 16 - 22" (If a throwing phys rep can be 6-22”)
• 1 handed 24" - 42"
• Bastard 42" - 48"
• 2 handed 48" - 60"
• Spear 45" - 54"
• Staff/Polearm 45” -72”
• Buckler/Small Shield - no more than 16" diameter
• Medium shield no more than 24" diameter or 28" x 20"
• Large shield no larger than 54" x 30"
Also here are a few historical references to the lengths:

Katana 24” or more Viking Kite shield 54” x 30”


Wakizashi 12 – 22”
Butterfly Swords (small weapons) 14” Scottish Dirk 21”
Ming Dynasty sword 34” Celtic Falcate 26”
Bo Stick 72” Claymore 48”
Fighting sticks 4’ – 5’ LOTR - Ranger's Sword 47"
Pudao (pole arm) 70” Buckler 13 – 16” diameter
Tom Cruise in the Last Samurai 41"
Roman Pugio (sidearm) 19” Scimitar 33 – 38”
Roman combat spears 45 – 52” Turkish two handed scimitar 48”
Roman Gladius 30 - 34"
Italian Hand and a Half 53” 17th Century Dagger 17”
Viking axe 33” 1 handed mace 28”
Viking Spear (head 16”) on 4' - 5' base Poignard/ Main Gauge 21”
Damascus Viking sword 36”

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Skill/Rank System
• Each lower list contains 5 ranks of skills/abilities.
• Rank of skill = Point cost
• Pre-Req for a rank is:
o 0/15/30/45/55 build spent in the list
• Build spent into buying an additional class does not count towards this pre-req
• To obtain the next rank in a given path, you must follow the build spent formula and have
two abilities from the previous rank. IE to get 5th rank ability, you need 55 build spent
into that list (not including the build spent on what you are learning) and two 4th rank
abilities from that path. Fighters have two paths, attack and defense. To purchase a 5th
rank defense ability the fighter must have 55 build spent into warrior generically and
have two 4th rank defensive abilities.
• Build spent into a class includes:
o points bought with the class,
o abilities bought with the class,
o skills purchased through that list,
o Languages, lores, and racial abilities (assigned to a class when purchased).
• An ability’s point cost = rank
• Only 4 out of every ten build spent in a class can be spent on points for that class.

1-10=4 build into points; 11-20=8; 21-30=12; 31-40=16; 41-50=20; 51-60=24; 61-70=28;
71-80=32; 81-90=36; 91-100 =40; 101-110=44; 111-120=48; 121-130=52; etc…

Death System
• Negative Vitality does not exist. There is only 0 and positive numbers.
• If you ever reach 0 vitality, you begin your death count by entering the first stage.
• The death count consists of two stages, 4 minutes each.
o Near Dead Stage (first 4 minutes) any sort of healing will bring you back up, as
well as first aid which brings you to 1 VP.
o Mortally Wounded Stage (second 4 minutes) special skills can bring you back out
of your death count.
Note: the names ‘Near Dead’ and ‘Mortally Wounded’ were chosen because if said in-game it
does not sound necessarily OOG.

The two most common ways to reach the Mortally Wounded stage are:
1) Remain at 0 VP for 4 minutes
2) Receiving a “mortal wound”

Inflicting a Mortal Wound

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• A Mortal Wound (or as many know it, a killing blow or KB) can be administered by
anyone. Simply place your hand or weapon upon the opponent’s torso (keep in mind said
opponent must be in the near dead stage) and say “Inflict mortal wound X damage” X
being 1 if you are bare-handed, or the number and type of weapon damage if you use a
weapon. Then striking the opponents torso with the attack.
• You may also inflict a mortal wound by placing your hand upon the opponent’s torso
(still must be near dead) by mixing the verbal of the spell and the mortal wound verbal.
For example: “With fire I cast fireball and inflict a mortal wound 20 fire!”
• If a mortal wound is in anyway intercepted, the interceptor takes the dmg, and can defend
against it appropriately.

When you inflict a mortal wound, you cannot be in motion while saying the verbal and you
cannot take any movement between the verbal and the calling of the damage. Also when using a
weapon to deliver the target must be within weapon’s reach while you say the verbal and you
must legally strike the target’s torso as per a weapon hit (90 degrees). IE you cannot just place a
weapon on a targets torso and leave it there while saying the verbal and calling the damage.
Please note mortal wounds are intended to be epic blows, please deliver them as such.

o The verbal for a Mortal Wound must be said clearly and concisely and spoken above a
whisper.
o Should a person ever spend 4 minutes in the mortally wounded stage, they are now dead
and have two choices:
o Put on the properly colored head band and become a spirit to find someone of a
divine class with the ability to resurrect.
o Continue to lay down dead as your body, the choice is yours.

Aside:
We know you can mortally wound someone with great speed, but we feel the other rules of death
and dying balance this out.

The Process of Resurrecting

Shaman, druid, divine adept and cleric will all be able to resurrect from the start. This costs no
build to learn or points to use. It is part of the basic training and powers of these classes.

The RP of each ritual/rite is found in game. This describes the resurrection from the dead
person’s point of view. One thing to note though, both people can see each other for who they
are. So, the dead person knows who is raising them and vice versa. Either can decline to continue
the process at any time.

The OOC details are as followed. Keep in mind there will be section on your character card
marking off how many black and white marbles your character retains.

Each character starts with a bag of 10 white marbles. Players will not carry their bags on
them; staff will provide cloth bags and jars of marbles every event at whatever the designated IG
place for resurrection takes place. Also a marshal must oversee the resurrection.

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• When you die the first time, you “receive” your bag with ten white marbles in it but do
not have to interact with it in any way.
• The second time you die, you must place one black marble in the bag.
• Every other time you die; you draw two marbles, then you must refer to the results
section below.

These are the results for the possible outcomes when drawing marbles:
• Two white marbles: means one black marble is added for the death and you resurrect.
• One white and one black: means one black is added for the death, and one white is taken
away, and you resurrect. May never have less than four white marbles.
• Two black marbles: means your character has permanently died, or what is referred to as
Perma-Death.

Player vs. Player Deaths


• Marble Counts do not change.
• You may not play your character for 4 hours or until the end of the period, whichever is
shorter.

If a player dies as a result of a PvP related conflict, a black marble is not added nor will a
white marble be taken away. Simply put, when rezzing from a PvP death there is no interaction
or change in the players marble count. Instead, that player may not play his character for 4 hours
or until the end of the period, whichever is shorter. Giving or receiving a PvP death that adds a
black marble has its own system which we will discuss later. This was implemented to keep the
bad blood and drama out of our game that PvP has brought to so many others. If players are
found abusing this rule (IE- Mortally wounding a Near Dead friend because you lack the ability
to heal him) massive penalties will be laid forth.
A Quick Aside:
As was stated earlier when we made these rules, we set forth to give a player an option
wherever and whenever possible. Not only do we want players to feel they have control over
their own personal world, we also do not want to give anyone any extra chances to play the
“blame game.”
In all our life’s experience, a LARP death is the biggest field for the blame game.
Whether it was an over powered skill, an unfair NPC, too short of a killing blow, “still had time
on my death count” etc… LARP death is always a point of contention.
Therefore, we set forth a series of rules to keep death and dying fair, and in the hands of
you as the player. Our death system is very generous and fair, and it would be hard to argue
against it. First off, you are guaranteed a certain number of deaths before chance comes into
play. This gives you some assurance you won’t waste time or money on a PC, but also won’t
change the way you play because you know you only have one rez left. Secondly, PvP deaths do
not add a black marble; this negates about 90% of LARP death arguments. And thirdly, as you
are about see, there are many options set forth before you to allow you to keep a character a long
time, but still create level turn over in the game without losing the heart and soul of the in game
world.

Rituals and rites involved in the Death and Dying system.

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All of these rituals exist and are common knowledge to a PC. A marshal must be present
for all resurrections and rituals.

Rite of Resurrection- The basic resurrection as described earlier. All divine classes have access
to this ritual for free (does not appear on their card, it is understood). One thing to note, the body
is not required, but having the body makes the process faster. See the Divine section for the
Ritual of Resurrection. Player comes back with full vitality and devoid of physical ailment.
When you receive this rite, you come back fully restored as if you receive a heal all.

Greater Resurrection (Cleric only) - If you receive this resurrection, you add two black marbles
(instead of one) to your bag, but you do not draw, the power of the rite is so much that death
cannot force you to draw a marble. This can only be performed on a character once ever.
Clerics receive this rite once they have 50 build spent into cleric.

True Resurrection (Light Cleric only) - You must choose to do this rite before drawing marbles.
You retire your character back into your character. The soul strengthens and the body weakens.
You lose all your black marbles from your bag and your white marble count is set back to ten,
any one-time per character rites or skills are all wiped away. That is the soul getting stronger, but
the body weakens in the sense that you retire your character and must spend your retired build
back into your original core class. The upside is you come back, retain all memories and
positions, friends, items etc. You are “you”, but lower level. True Resurrection can only ever be
received once, no exceptions ever. True Resurrection itself does not overcome this rule, once that
box is checked on a card, it remains forever checked. True Resurrection and Reincarnation share
the same box on your card.
Clerics receive the rite of true resurrection after spending 70 build into the Cleric list.

Rite of Reincarnation (Druid only) - If you ever die, and draw two black marbles upon
resurrecting, your time isn’t necessarily up. You can choose to retire into a brand new character
or be reincarnated by a Druid. When you are reincarnated it is similar to true resurrection except
you roll on two random charts, one for race, and one for class. (Keep in mind if you can’t afford
to play a make-up or prosthetic heavy race or just don’t want to, there will be an alternate chart
for the near human races only. We would never force a PC to spend money they don’t have, or
wear make-up they can’t wear). You keep your items and memories and such, you just come
back as a random race and class. This is for people who caught a bit of bad luck but really like
the character and don’t want to lose them. Reincarnation can only ever be received once, no
exceptions ever. Reincarnation itself does not overcome this rule, once that box is checked on a
card, it remains forever checked. True Resurrection and Reincarnation share the same box on
your card.
When you are reincarnated, you lose all black marbles and your white marble count is set
to ten.
If a Heavy makeup PC wishes to exercise their right to reroll within 6 months but remain
the same PC (different race) in game they may receive this ritual, but the only affect is the race
change, there is no build or marble change, and it is not checked on their card. A person beyond
the 6 months may still be RP reincarnated but spends 5 black marbles and loses one white marble
for the change. A person who received a legitimate reincarnate may spend the same amount (IE

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start with it) to keep as many of their originals stats as possible (IE class, skills, PrCs etc…) that
their build will allow, but there race is still determined randomly.
A Druid with 50 build spent into the list may perform the Rite of Reincarnation.

Ritual of Soul Searching (Shaman only) – For the price of adding two black marbles to your
bag (it’s very taxing to have done) a Shaman can pay the spirits with your soul essence, which
will allow you to go on a soul search. OOG this allows you to re-spend all of your build, and if
desired pick a new core class. (If you wish to enter into an alignment based list you must consult
with the proper marshal beforehand.) You tell the Shaman what class you wish to become, and
he is aware of it as the ritual is performed, as well as anyone else viewing the ritual.
A marshal must be present and approve of the ritual for it to take place. The marshal
must also sign off their approval on your character card.
You may do this as many times as you wish so long as you continue to add the two black
marbles to your count. (If this ever gets out of hand it will be reviewed).
A Shaman with 30 build spent into the list may perform the Ritual of Soul Searching.

True Raising (Dark Cleric only) – This rite is cast upon the living and only if the recipient is
willing. An evil cleric may perform this ritual upon himself or another. The next time you die,
one month later (next event) your body raises as a creature appropriate to one of the evil gods
(regardless of what happens to it, IE simply destroying a body will not deny a person True
Raising). This could mean one of two things:

• You come back still as a PC, with the same stats on your card, just with the detriments of
being a creature of an evil god, no bonuses. Pretty much a PC who has died so many
times he is pretty sure he won’t come back next time gets one last hurrah.

• You come back as an NPC (requires proper marshal/director approval). If Plot/Staff feels
you were a suitable enough villain that they can make use of you, and you agree to the
exchange you may become an NPC under the guidance of plot. Keep in mind though, in
exchange for the juiced up stats and the ability to keep the character in some way shape
or form, you are now under all the rules and restrictions of a permanent NPC. This is
effectively retiring the character as it becomes an NPC.

If a PC with a good aligned list ever receives the ritual of True Raising, they lose all of their
good aligned abilities. Also, when you come back as a creature of an evil god, your soul is
removed and it is replaced with the soul of a greater evil being. You still have your thoughts and
personality, but zero morality. And last but not least, there is no coming back from being True
Raised. Once you die in this form, you are Perma-Dead. No spell or rite can save you, not even
reincarnation.
Clerics receive the rite of true resurrection after spending 70 build into the Cleric list.

Other Notes
For a person who has ticked off every divine person so badly they cannot get resurrected
or simply can’t find someone to do it, do not fret. In-between events you can travel to an NPC
who will resurrect you, but it usually holds some kind of catch or stipulation.

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With that in mind, as we said earlier, you can see each other in the whole resurrection
process. You can also speak to each other in a limited fashion. Only discussion involving the
resurrection can take place, any cheesing or metagaming done here will carry severe penalties.
So a Cleric could say something like “I will rez you, but only for 10 gold” and the dead person
could reply “Deal” or “How about for 5 gold?” things of that nature. Something not ok would be
“Who killed you?”, “The Dark Elf named Sturm”.
The catch is, any pact made between the resurrecter and one being resurrected must be
upheld by both sides. If it is ever reneged in any fashion, Herena, the goddess of truths, oaths,
and pacts, immediately strikes dead the person who goes back on their deal. Nothing stops this, it
is an immediate Director comes out and plot kills you, no way around it whatsoever. A marshal
must be there to witness a pact made or it is null and void. But seeing as a marshal is required to
resurrect, it’s not a huge problem.

Soul Blades
That Soul blades exist is common knowledge around the world.
• Soul blades are the only way to give or receive a black marble via a PvP death.
• A person can only kill with a soul blade once every 365 days, and can only be killed by a
soul blade once every 365 days. The one exception to this is you can always be killed by
your own soul blade. And ironically the in-game law states, anyone caught with a soul
blade is to be immediately executed with it.
• If you are mortally wounded by a soul blade and die, you receive a black marble upon
resurrecting, unlike a PvP death not involving a soul blade.
• Soul Blades only last a month upon creation, so make sure you know when you want it.
• Soul blades will be available to all, and will cost the same amount for everyone.
• If you receive a black marble from a soul blade death, the stipulation of not being able to
play your PC for the rest of the period as the result of a PvP death is lifted.

When you resurrect from a soul blade death, you still draw marbles, except the outcome is
different:
White / White = +1 Black
White / Black = +1 Black and minus one white (min 4 white)
Black / Black = +1 Black and minus one white

Simply put, you cannot perma-death from a soul blade, but it does bring you closer to dying
forever.
Notes for Abilities/Spells/Prayers
• Point cost = Rank #
• 5 ranks in each path
• The ability description always overrides the general rule.
• No duplicate effects/No stacking of effects. IE you cannot have a Stoneskin from an earth
Mage and a Stoneskin from a Druid at the same time. You also cannot have two armor
spells at the same time regardless of the source or amount. Non latent buffs do not count
towards your 5 limit, but still follow all other rules concerning buffs.

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• You may only ever have 5 foreign latent buffs on you at a time, IE buffs you did not cast
yourself.
• A PC may choose to give up a buff at will.
• Buffs do not end at the period change, unless stated otherwise.
• If you use an ability, regardless of the outcome, you spent the points and it was used. This
includes missing with anything. This does not include buff refusal, see below.
• To cast any spell you must have a free hand to do so. The free hand can be the one that
delivers the spell packet or touch. It must be free of any weapons, IG items, or OOG
items that can be explained IG, such as a cup, a blanket, firewood, etc. Martial arts claws
are considered a free hand, and you may touch cast with them if you have MA.
• If a defensive spell is refused by a player, or they have a spell on them similar enough to
prevent it from working, points are not exchanged.
• Temporary spells that effect damage work as follows. You may not swing two types of
damage at once, despite the source, with one swing. If you have two sources of extra
damage you swing the type most recently received (remember you can always deny a
buff). Some of these spells affect the target, and some the weapon, you may have one on
yourself, and one on the weapon (remember similar buffs don’t stack and this includes
non latent dmg buffs on people and weapons.) In the case of rituals or magic weapons or
weapons of a special metal, you still swing the most recent damage. So if a person who
swings 1 receives an aid (+1 divine to target) and an ice blade (+1 ice to the weapon) they
are now swinging 3 ice. Permanent +1s gained from PrCs do not count as a buffs, and
due to their nature you may choose to overwrite all other dmg types with them. In the
previous example, if you swing +1 fire from the Fire list, you may now swing 4 fire, or 4
ice. Sounds confusing, but its designed for balance and you will pick it up fast.
• Unless otherwise noted all channeled spells and abilities are interrupted if you take
damage or are displaced.
• Unless otherwise stated all abilities from a list with a verbal require the proper verbal to
be said. Verbals may not be shorthanded, and each casting requires its own proper verbal
usage.
• Lesser poison/disease is anything from a lower list or the general rulebook unless
otherwise stated. Greater poisons or diseases are generally reserved for plot(s) or plot
based skills and attacks. If a poison or disease is not labeled, it is considered lesser.
• Unless it specifically states such, while using a "movement skill" you cannot carry
someone with you, or bring someone with you, alive or dead.
• If you use a spell packet delivered ability that affects a specific limb, if you do not call
out the target limb, it is assumed it is the right one. IE: if you pin someone and do not
call out the right or left specifically, the target should automatically pin his right foot. Or,
if someone telekinetic disarms you, but does not state which hand, you should drop what
is in your right hand if it is something that can be disarmed. If the item cannot be
disarmed, state “no effect”.
• Any similar abilities that have a "cool down" time share the same time limit. For example
if you are a Monk/Air Mage or an Air and Water Mage, Grace of Air, Wind Walk and
Skate can only be used once every 60 seconds, not once each every 60 seconds.
• Defenses used to stop a skill must be called within 5 seconds of being hit with the skill
you desire to stop. This is commonly referred to as the “5 Second rule”. If you do not call
a defense within 5 seconds, you MUST take the affect.
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• “Invoke” is considered a verbal.

General Information
Strengths

The difference between +1 STR and STR +1

Like Weapon Prof +1, STR +1 is a skill by name, that gives you +1 Str. Therefore two
applications of STR +1 still = +1. But STR +1 and STR +2 = +2.

But +1 STR can be cumulative.

Therefore someone with STR +1 who gets via a spell +1 STR has +2 STR.

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Flanking Chart:

Flanks are considered to start from you, and go out to 10 feet. Players are advised to not slow
down combat by arguing over inches when AOE’s are used.

Basic Ability Descriptions


Line of Sight (LOS) - Means your target does not have cover from you. This means you do not
have to be actively looking at them, but you need to be able to see them.

When Chain and AOE abilities are used, you must call out your targets one per second or you
forfeit your extra targets. Each person hit resolves the attack separately; one person calling a
defense does not stop the chain effect. This is represented in the sense that hitting with the spell
and having a defense called is the magic being blocked or dodged. Missing with the spell packet
represents spell failure.

Targets of AOEs, Chains, and Arcs must be within line of sight of the caster. Also, a general note
about these abilities, there is a time and a place for them. We know people with these abilities

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would love to walk into the middle of a 20 on 20 mass battle and blow them up, but the fact is no
one will hear you using the ability on them because they are not being startled by being struck by
a spell packet or weapon. So please keep in mind, the function of these skills is to balance out
certain problems and balance issues in small scale fighting between certain classes. If you are the
kind of person who does not like having situational abilities or who gets frustrated when their
abilities do not always "work", then we do not suggest purchasing these types of abilities.

AOE (area of effect) - An AOE simply means your choice of targets can come from any of your
flanks so long as they fit within the rest of the spell’s parameters. The ability’s description will
detail whether or not a weapon strike or spell packet connection is required.

Arc- Hits two targets, both of which must be in your front flanks. The first of the targets must be
hit with a weapon or spell packet depending on the skill’s source and description.

Cleave - A cleave ability hits three targets, all of which must be in your front flanks. Unless
stated in the spell description, one of the targets must be hit with a spell packet or weapon.

Cone – A cone spell hits all targets within your front flanks. Caster should do their best to direct
who takes the damage by motioning with their arms.

Channeling- Some abilities are listed as channeled effects, or that they require channeling. This
simply means if the caster is displaced, or takes damage the channeling is interrupted and ends.
Refer to each spell for more specifics, as they sometimes require you to take certain positions
like raising one hand in the air.

Chain –Hits three targets that are not in either of your back flanks. The first recipient of the spell
or ability must be hit by a weapon or spell packet depending on the ability’s source and
description.

Daze- Anytime something has a daze effect, it is always exactly the same. If someone is ever
dazed, it means they cannot take any offensive action. You may only defend or heal while dazed.
You may retreat, but never advance upon the person who dazed them. A daze always lasts for 5
seconds. If you have someone dazed, you are considered to be "in combat".

Double foot pin- Both of your feet are pinned and you may not pivot, turn or move your feet.
This effect lasts 30 seconds, or until you receive 10 damage from any source.
Heal All- This is a descriptor. Anything labeled as a heal all brings the target to full VP, and
heals any ailments to the body including broken limbs, curses, poisons, diseases etc. This may
affect plot things, see plot. And on the flipside plot ailments may be immune to heal all.

Heal Life- This is a descriptor. Anything labeled as a heal life brings the target out of the
mortally wounded stage. If the spell/prayer/ability does not indicate how many vitality they have
when brought out, the default amount is 1 VP.

Knock back- You are displaced 5 feet away from the attacker.

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Mesmerize (Mez) - Target is incapacitated for 10 seconds. They may take no action other than
swaying back and forth. If attacked while mezzed, the mez is broken, but you may call a defense
against said attack. No Target can be affected by more than one mez per minute. This rule
governs multiple sources and multiple classes. No person can have more than one target mezzed
at the same time. If you have someone under the effects of a mez, you are considered "in
combat". When striking a character who is mezzed, the attacker must call full weapon or spell
damage.

Mini Hold - A mini hold is a hold that does not affect the entire game, just a small group of
people involved. At Haven we try to keep all holds (aside from OOG safety ones) as small as
possible to keep combat fast paced and exciting.

“Movement Skill” - All Movement skills share an internal “cool down” timer of 60 seconds.
This means you can only call a movement skill every 60 seconds and they cannot be chained
together for one giant movement skill. If you use a movement skill and someone else casts one
on you in the 60 second window, you may not receive the affects. Also to save on holds being
called, if a hold is called because someone used a movement skill, you too may use your
movement skill during the same hold. That being said, people may also call skills specifically
designed to counter movement skills during the hold as well. Counter spell/divine, Cement
shoes, Pursue etc. Slam may not be called during a hold as you cannot prove you would have
landed the weapon strike. You do not need to use verbals in these situations to save time and
confusion during a hold, but you still pay for the abilities.

Pin- You plant the foot chosen by the attacker on the ground for one minute or until you receive
10 damage from any source. You may pivot on that foot but not move it. If your attacker did
not designate a foot, then it is assumed to be your right foot.

Throw- You displace yourself in the direction of the attacker’s choosing 15 feet, and then take
the effects of a trip when you reach your destination. If you have a defense that stops a trip but
not a throw, you may land on your feet if you call the defense upon the 15 foot displacement. If
you have a defense that stops throw, you block the entire skill.

Touch Spells- Require a completely free hand to be placed on the target. If anyone is ever found
to be touching anyone inappropriately, action will be taken drastically and swiftly. A free hand
is defined as a hand free of IG items or items recognized in game. IE: Spell packet is OK,
character card is OK. Boffer weapon: not OK, Mug from the bar: not OK.

Trip- You drop to both knees for 10 seconds. If for the sake of RP you wish to do more to
represent the trip that is your decision, so long as it is a safe one.

No Effect VS Immunity
Immunity means the creature is immune to what you did, and your points were still used. No
effect means for whatever reason the connection was never made, and thus no points were
exchanged. No effect as a term may be used if someone buffs you with something you already
have. Simply say no effect, and the caster knows it wasn’t used and the OOG exchange is
shortened and time and RP are saved.

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Across Class Skills.
As we have said, the cost of the skill = rank = point cost. We have also said that if you
find something on multiple lists, it will always be the same rank. What this means as far as multi
classing and build spent towards a class goes, buying it for one counts as buying it for all that
have it. So if you are a fighter and you purchase parry, it goes down in your fighter skills as
“Parry (2)”. If you later purchase another class with the skill parry it goes on as “Parry (2*)”.
This also counts toward rank advancement, and build spent into the class, but it does not affect
build spent over all for your PC. Points do not adhere to this rule, if you are multi classed with
two or more classes that share the same points, when you purchase points you must declare what
class the build counts towards. In the skills be learned section you write it as “Point type – build
cost- points obtained - class”.
Also keep in mind for weapon profs, for the build to count towards both classes, prof and
the specific weapon skill must be on both lists. So if a fighter has Prof +2 in 2HE and becomes
an archer, that 25 build does NOT count towards archer build spent. This entire system will
become clear as you see how cards are done, don’t let it overwhelm or confuse you right off the
bat.

Trade skill Opt In


Aside from buying the tradesman class, there is one other way to get a trade. It is a once
per PC option. Thus, a non tradesman can never have more than one trade. (*Please note the
difference between a trade and a profession. A trade is a job like skill set that is represented in
our game by a list. A profession is a job that can be purchased for RP and in game mechanics,
but cannot be represented with a list. IE shoe maker, cheese maker etc).
To exercise this option a PC simply spends one build and chooses a trade list. You then
chose one of your non trade lower lists to put this skill into. (Similar to when you purchase
points, lores, and languages). From that point on any build from skills bought from said trade list
goes towards the class you chose to purchase it with. Please note that trade skills are tiered, not
ranked. So if you have one rank 3 ability from your class, and one tier 3 ability from your trade,
you cannot purchase 4th ranks in either, you must follow the normal separate progression for each
as defined in the rules.
The one downside to exercising this option is you progress slower. On top of meeting the
tier requirements for the trade, you must also meet build requirements to advance. These
requirements are always one step ahead of normal rank progression. To get t1 abilities you need
0 build spent. For tier 2, 30 build spent into the class and so on and so forth. So for T1-5 the
progression in build is 0/30/45/55/65.

First Aid
First aid has two functions: the ability to assess a target, and the ability to heal them while in the
near dead stage.

First Aid Assess: Study a target within arm’s reach for three seconds and say "first aid assess".

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The target then responds out of game with one of four answers: "Near Dead state", "Mortally
Wounded", "Unconscious", or "Other". If near dead or mortally wounded, they may also give the
amount of time in/left in said stage. Can also be used to assess the amount of vitality on someone
who is not currently in combat. This function may not work on NPCs. Simply state the skill on
the target, and the target grants you the information OOG. This is not an IG exchange, but you
do know you are being examined by someone, so RP accordingly.

Bandaging: Character role-plays bandaging a person in the near dead stage for 60 uninterrupted
seconds, after which the target is healed 1 Vitality point. This skill has no effect on someone not
in the near dead stage (the exception being certain medic skills). Using this function of First Aid
costs points dependent on your class, and when learned, it is written on your card like this: First
Aid (mage). First Aid only stops the near dead death count if it reaches one second during the
first aid. In this case the death count resumes the second first aid is no longer being performed.

Classes Point Cost


Medic 1
Monk / Fighter 2
All Divine Classes 2
Rogue / Archer 3
Mage / Psion 3

Teaching Skills to Other PCs


Base classes: any one can teach anything they know to someone, so long as the person
meets the proper requirements (and for alignment based lists this includes the RP requirements).
At this time we are leaving it to the players to decide what the proper RP involved should
be much in the sense of an honor system.
Prestige Classes: you cannot teach the skills of a prestige class without the Tier 5 skill
off that list and approval from the plot/ directors.

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Rules for Character Retirement
Retirement is when the life of a PC ends permanently (or for True Res and
Reincarnation) whether by your choice or by the PC taking their last resurrection and not being
able to come back.

When you retire a character into a new one (or in the case of an alt, an existing one) your build is
set to:
• Current starting build (10 + the total number of events run by Haven) + 10% of the build
you earned on the character you are retiring.

The new character also receives 50% of the number of attended events on his card from the old
character.
• IE: a character that attended 30 events and has 150 build would have:
o (10 + 30) + 15 = 55 and his events attended on the new card would become 15.

Head Band Colors


Red: Non Combat
White: OOG
Green: Hiding/Invisible
Yellow: Spirit
Blue: Disguised
Gray: Plot Spirit

Event Costs

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As of right now our event costs are as follows. Please keep in mind that dependant on our
financial status and what camp we are using at the time this price can be subject to change if
needed for the well being of the game and its players.
Also, please note the following:

• It is our intention to try and never change prices so that players are never confused about
them.
• As a non Profit organization our financial records are always public and if they are not
already up on the site or the forums at any given time anyone may request to see them.
• Should the game ever become financially stable enough, the Haven staff will seek to try
and lower the cost, even if by a small increment.
• We will allow people to pre register for events, and if they do they have two options. The
first is to receive their bought build for free. The second is instead of receiving the bought
build for free, you receive a discount.

The following are the costs to attend a Haven event:

Event Costs
PC Pre-register w/o +1 build 30 dollars
PC Pre-Register w/ +1 build 35 dollars
PC at the Door w/o +1 build 35 dollars
PC at the Door w/ +1 build 40 dollars
First Time PC including all bonus build 15 dollars
NPC 15 dollars
First Time NPC including all bonus build 5 dollars
Price for each PC beyond your Main or Alt 15 dollars
Additional Fee’s -
BSA Membership Varies

NPC - 15 dollars (This includes the +1 build, NPCing will earn you the max blanket of 5 build
and some extra service). This fee is simply to cover room and board for the weekend. Your
events attended still raises for NPCing an entire event, and your Main PC will still be allowed to
learn skills within reason (judgment made by the directors).

Additional Fees

BSA membership - (Varies)


This is pretty much the fee that makes sure you are insured while attending our events. It is a
yearly fee. It does not have to be paid your first event but must be paid upon check in at your
second event.

Winter Surcharge

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Due to the drastically increased price of camps used for the winter (ranging between $900-$1400
dollars) we have to add an additional $10 dollars to all PC prices, and $5 dollars to NPC prices
(not including first time players, and this does not apply to additional PC costs.)

Backbuying Events
Haven will not allow people to "back buy" events, but we will allow people to pre-register for
events they know they cannot attend if they wish to receive the build and events attended
adjustment.

Starting Build Rule


Keep in mind though the pressure to pay for events you don't attend is lessened by our "Starting
build" rule which is no Main PCs build can ever be lower than 10+the number of total events
Haven has run.

Haven Alt System


I understand the following may sound extremely confusing to old and new LARPers alike. So if
it does confuse you just always remember this. We give all players one free extra character that
remains much lower level then the PC you pay to play.

Now let me explain what we consider a "Main" or "Alt".

For those new to gaming let me break some things down for you.

PC = Player character
NPC = Non Player character
Main = Main player character
Alt = Alternate player character
At Haven any character you pay to play is considered a "Main". But beyond the
characters you pay for each player is granted one "Alt". In our experience we found that at some
point in time most players feel the desire to make a secondary character for fun, or to break the
cycle of playing the same PC over and over. In most games this luxury is only available to
people with more money. We really did not want it to be this way. But at the same time did not
want everyone in the game running around with unlimited equally leveled characters, as it makes
running mods and plots relatively difficult when you never know what PCs are out and when.

So what we decided on is something of a middle ground.


• Each player is granted a single alt attached to whatever character has the most events
attended on their card.
• This extra character is free of charge.
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• That characters build is always equal to 10 + the number of events attended on your Main
PCs card, regardless of when you start it. (Barring your Main PCs death does not result in
you retiring your mains build into your alt, separate build tracking accommodations will
be made)
• Should you ever decide to alter that characters build in any way (IE service, RP or
purchased build or retired build) it immediately becomes a main and from that point on
must be paid for to earn build.
• Should your main take its final death if you wish you may retire your mains build into
your alt instead of making a brand new main
• Should your alt ever attain "main PC" status, you may start a new "alt" 3 months later
should you so desire.
• People may switch from one PC to another (alt or main) at the period change, or if one of
their PCs takes a death
Now as the head of rules, I can see quite a few ways this system can be abused. This system is
intended for people to have fun low level characters for a multitude of reasons. To explore the
trade system, having a low make up alt if your main is high make up...having a non wolf blood
alt for when your charge isn't around etc.

We are granting you this free PC (which is very generous if you compare it to other games
systems) for fun, not for power gaming or min maxing.

Should any single person be found "abusing" these rules we will not let it ruin it for everyone,
we only let you ruin it for you.

33
Lores and Languages
Each class has a set of lores available to them for 1 build, and a cost for any other lore
you want to learn. We provide a list of common lores, but we are always open to creative players
to come up with suggestions for new lores, the cost of said lores is up to plot. Having a language
means you can read and write in it unless otherwise noted. No matter your class, your own races
language is 1 build. And everyone can read and write in common for zero build, but can chose to
ignore that for RP. Many lores may “unlock” ritual symbols for your character, see plot for more
about this. All lores must have a genuine source from which you learned them, so effectively
they need plot approval. Depending on the Lore and its rarity, you may not be able to learn it. All
lores in the rulebook are considered common lores, anything not listed below would be
considered a rare lore, the rarity is determined by plot. To use a lore you simply approach a plot
marshal, designate you lore and ask for pertinent information.

Mage
Lore: 1 Build
Magic
Fae Magic
Dark Fae Court
Light Fae Court
Ancient History
History
Etiquette (if you attended the academy)
Planar
Other lore: 2 Build

Languages
Playable Race Language: 1 build
Other languages: 2 build

Psion
Lore: 1 Build
Magic
The Old World (plot approval)
Psionics
Ancient History
Planar
Advanced Physics (if you attended the academy)
Other Lore : 2 build

Languages
Playable Race Language: 1 build
Other languages : 2 build

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Shaman
Lore: 1 build
Dragon
Elemental
Nature
Divine: General
Spirits
Other Lore : 3 build

Languages
Playable Race Language: 2 build
Other languages : 3 build
Draconic (new) : 1 build

Druid
Lore: 1 build
Nature (This is mundane flora and fauna)
Creatures: Supernatural Forest (General or creature specific with plot approval)
Divine : General
Divine : Koresari or Eluesari
Druidic
Geography
Survival
Other Lore: 3 build

Languages
Playable Race Language: 2 build
Other languages: 3 build
Druidic: 0 build
Forest Creature: 1 build (Pick specific, plot approval required)

Cleric
Lore: 1 build
Divine: General
Divine : (light or darkness, only the one of your own alignment)
Divine: Deity Specific
Supernatural
Lycanthrope
Etiquette
History
Ancient History
Other Lore: 2 build

Languages
Playable Race Language: 1 build

35
Other languages: 2 build
Ancient Klesian: 1 build

Divine Adept
Divine Adepts may choose any two lores with plot approval for 1 build each. This is to represent
the diversity in which divine adepts are raised.
Lore: 1 build
Divine: General
Divine: Light or Darkness
Lore: Ethos
Other Lore: 2 build

Languages
Divine Adepts may choose any two Playable race languages for 1 build each. This is to represent
the diversity in which divine adepts are raised.
Playable Race Language: 2 build
Other languages: 2 build

Monk
Monks may choose any two lores with plot approval for 1 build each, to represent how their
character trained as a monk. This is not meant to min/max or gain access to things the average
player does not.
Other Lore: 3 build

Languages
Playable Race Language: 2 build
Other languages: 3 build
Norlisian: 1 build

Rogue
Lore: 1 build
Etiquette
History : Great Crimes
Nobility/Royalty
Other Lore : 3 build

Languages
A rogue may choose any two languages for 1 build each (with plot approval), usually these are
restricted to PC playable languages.
Thieves Cant: 1 build
Other languages: 2 build

Archer
Lore: 1 build
Geography
Warfare

36
Etiquette
Nobility/Royalty
Other Lore : 3 build

Languages
Playable Race Language: 2 build
Other languages: 3 build

Fighter
Lore: 1 build
Warfare
Ancient Warfare
History
Ancient History
Other Lore: 3 build

Languages
Playable Race Language: 2 build
Other languages: 3 build
Special: For 1 build fighters get 1 chosen language (with plot approval, single purchase) for 1
build. This is to represent a land you have taken place in waging war on or some place you may
have gone to train.

Medic
Lore: 1 build
Medicine
Nature
Etiquette
Other Lore: 2 build

Languages
Playable Race Language :1 build
Other languages : 2 build
Ancient Klesian : 1 build
Special : For 1 build a Medic may choose a language and its corresponding lore to represent an
externship to learn and practice medicine, missionary work, or being part of a military unit that
spent a long amount of time in a single place. Requires plot approval, single purchase.

37
PC languages
-Elosian - Tybirian/Common

-Norlissian – Norlissian

-Saracen - Saracen

-Barri elf - Baradish, Barrish, Barri Elvish

-High elf - Caladisian, Caladish, High elvish

-Nemean - Nemish, Nemeic, -Very Guttural to non Nemeans, although the language possess the
ability to be just as eloquent as anything else. Any race may take this language to understand it,
but only nemeans possess the proper vocal chords to speak it.

-Dwarvish

-Celtic -Gaelic

-Gypsy - Romani

-Wolfblood - *Only wolfbloods can communicate with each other using this language as it
involves gestures and scents. Wolf blood has a very limited written language similar to writing
out morse code. A non wolfblood who takes the language can understand but not speak the
language, but they can read and write it perfectly.

-Barbarian -Barbarians are spread all over the game world, and thus there "native" tongue varies.
It can be a tongue only spoken within that tribe (see plot for approval on this) it can be the
language to the nearest race (such as Elosians or Barri Elves). But a long time ago all of the
tribe's Elders met, and decided upon a tongue they named "Wind Tongue", known throughout
Elosia as "Tribal". This was devised so that whenever two tribes encountered each other to some
degree could communicate. The language is somewhat utilitarian, much like the people who
invented it.

-Dragonkin - Draconic -This is not the true language of the dragons, but is commonly spoken
among the dragonkin. It is not easy to learn, therefore it is commonly spoken between dragonkin
when they wish to have a private conversation in public. Requires plot approval.(Please keep in
mind, this is not Read Totems, being the Shaman "read" skill.)

38
Character
Creation
Guide

39
Starting Out

If you are under the age of 18, the first thing you need to do is refer your parents to this
website. http://www.havenlarp.com
If you or your parents have any questions, please make an account on the Haven forums
(http://www.havenlarp.com/forums/) and post your questions or email one of the directors
through these forums. (View other posts in the New Player Forum on how to contact the
Directors of the game or Haven's BSA contacts).

Remember these are loose guidelines for people with no LARPing or RPG experience on
how to make a character. If you have a better way by all means use it, so long as the end result is
a by-the-book properly created character.

Step 1 - Make yourself familiar with the lore and read over the rules briefly. Try to create a
vision in your head of what you would like to play and choose a race and class. We suggest you
try not to duplicate any famous fantasy characters.

Step 2 - Read over the requirements for playing your chosen race, and the weaponry and props
required (if required) to play your class, also look over appropriate costuming. Make sure you
will be able to meet these requirements. If you are unfamiliar with how to do make up, that is ok
we can teach you, just make sure you can obtain it, and maintain it properly.

Step 3 - All characters begin with starting build equal to 10 + x, with x being the total number of
events we have ever run at Haven. Each skill and ability has an appointed build cost. Determine
your appropriate starting build, or just to start working with your 10 + x build. Spend it on
points, abilities, skills or even racials.

Step 4 - Now comes what many consider the most difficult part, and we recomend you put as
much time in this as possible. Choose an appropriate name for your character. An example of an
inappropriate name would be foul language, or hidden content in your name (like Holden
McGroin). We also reserve the right to deem a name too popular to use in this game. Examples
of inappropriate names are things like Raistlin, Drizzt, Sturm, Gandalf, Bilbo, Legolas, Bill
Clinton etc. Directors reserve the right to disallow any name deemed unfit.

Ok, now you have all the information we need to create a character card for you. Aside
from some personal information you will be asked for, if you have properly completed these first
four steps, you have everything you need for a character. But remember, you are only what is on
your official Haven Player Character Card issued by the Director of Logistics. So write down all
this information before attending an event if possible (if you cannot do this, or do not feel
comfortable do not worry, there will be people available to assist you at the events) because it
will greatly expedite the character creation process at a live game. Or contact the Director of
Logistics in between events via email and we can have your card waiting for you at the event.

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Creating your history and back story

Now, this is the part you really want to put some thought into. We require all PCs to have
their history (back story) completed in between their first and second events. If a PC is caught
playing their character without a properly submitted history, they will be penalized.
Lore and atmosphere are extremely important to us and we feel an entire month is plenty
of time to complete this process.
We suggest you have it done (or at least partially), submitted and approved before your
first event if possible. We understand though that people like to get a "feel" for the game first, so
we give you the chance to attend one event before requiring a back story. **Please remember if
you ever alter your back story, it must be resubmitted to plot.**
How you write your back story is up to you. It can be done from a number of different
points of view. It can be short or long, it really is up to you, the more lengthy and detailed the
better. This not only allows you to speak more freely about your character because it is all
approved by plot, but this also gives plot more to work with if they wish to incorporate your back
story into a plot or series of RP modules for you or you and a group of friends.
A good thing to do for yourself is make a cheat sheet of sorts for your character. You
may work all these details into the story itself or not, but either way I suggest doing the
following.

Create a sort of résumé or test, and answer it as your character. The first and most
important part of this should be matter of fact things like:
How many siblings do you have, and what are their names?
What are your parent’s names?
Where are you from?
What is your favorite color?
Etc.
If you wish to go beyond this and really flesh out your character, ask moral, ethical or
hypothetical questions and answer them as your character. Things like:
If you had to sacrifice the person you cared about the most to save them, could you do it and
how?
If saving the world meant the death of an innocent child, could you do it? Or would you find
another way?
If your best friend was turned into a vampire, how would you handle it?
Etc.
Answering these types of questions really help you in case you are ever asked them by
someone. Because in real life it is really easy to answer these things since you are you 24 hours a
day. But when you are only pretending to be a character a few days a month, it’s hard to have a
good handle on these facts, so typing them out and seeing them really helps. This also really
helps plot work you into plots because if for some reason they want to send out an NPC from
your back story, that person will have a name and you will recognize it.

After all this your PC will be complete. If you ever have any problems spending your
build, working out your story or locating make up and/or costuming always feel free to contact
Staff or ask other experienced players via the forums.

41
Character Cards

-First and foremost it is your responsibility to track your character card. This includes at
the event (tracking points, used skills, used defenses etc.) and in between events (build, skills
learned etc.). What we suggest people do is keep a small notepad or scratch paper or computer
file, and track all your build earn and skills learned organized by events, that way if a problem
ever comes up you have records to compare to staff’s. Small fixes will be made to character
cards at events, but an entire review of a card will not, email the havenlarpstaff@gmail.com
address for anything like that.
-If it’s not on your card, you don’t have it. So if someone buffs you, or a staff gives you
something or anything like that, get it signed off. If you use something and a card check is done
and you don’t have it on the card (in the heat of combat buffing excluded, in that case point to
who gave it to you) you will be penalized accordingly.
-If all clean up slots and similar things aren’t signed off when cards are done, you wont
be awarded build for the event. You will be given until the end of next event to prove you did
clean up (approach the director who oversaw the clean up, and have them approach the director
who does cards) otherwise the build is forever forfeit (whenever we say next event, we need next
event you attend.)
-You are never to write in the section of the card where you abilities go, or any of the top
information, or OOG notes. If you need something written into those sections, approach a staff
member.
-There is a place for you to write down skills learned, it is on the back of the card, please
write down the skill you learned, the build it cost, and the teacher (who should sign the skill off
as being learned).
-There is a giant section on the back of the card to track buffs by period. Buffs don’t go
away at the end of the period in this game, and you may only ever have 5 buffs placed on you
(total) from people other then yourself. In the rest of the Rulebook they will be referred to as
Foreign Buffs. When someone gives you a buff, they should write the name, affect, sign it and
put there card number. So for example: “Skin of Oak-16 AP-Initials-Card #”

42
Races
The Empire
History
The Elosian Empire was founded at the end of the Third Great War. High General Arelia
Julise Elos of the northern kingdom of Klesai was proclaimed Empress after her decisive victory
and subsequent conquest of the Norlis kingdom to the south. As the High General fought her
final battles to the south, the Council of Tybir secretly arranged the removal of the boy king
Julias VI and his steward Sir Morgan.
Upon her return to Tybir, High General Elos learned of the council’s treachery and had
all 13 members executed for treason. The people of Tybir, moved by both her love for her king,
as well as her swift justice, began calling for her to be the new queen. High General Elos tried to
rebuff them, but pressure from her other generals, as well as the new council proved more than
she could ignore. She was coroneted Queen of Klesai one year to the day after her day of
judgment.
Queen Elos was quick to send emissaries to the recently destroyed kingdom of Norlis.
She used her powers as Queen, as well as her general’s loyalties to gain influence, diplomatically
and militarily, and within two years was crowned Empress of the combined kingdoms of Klesai
and Norlis.
The new empire flourished under her firm guidance. She embraced the teaching and
technologies of Norlis, blending them with the arts and sciences of Klesai into a beautiful and
educated society.
The Elosian people, tired of years of war, celebrated this blending of culture and the new
focus on development over conquest. The aqueduct, pillars, arches and domes of Norlis were
blended into the oriental style architecture of the Klesian capital city of Tybir creating beauty
built on structure and efficiency. Running water came to every Tybiran household, and literacy
was expected of the lowest worker.
Empress Elos’ eldest daughter succeeded her mother on the throne of Elosia. And that
chain has remained unbroken for 900 years to date.

Government and Rulers of Elosia

The government of Elosia is a blending of feudal system and republic. The empire is
ruled by the Empress. Who is advised and backed by an elected Council of thirteen nobles. This
council is elected by the nobility of the land, as well as land owners and military officers.
The landed nobility of Elosia follows the standard Feudal system of dukes, earls, barons,
lords and knights. They rule their lands, as well as the peasants under them.
Land can be granted to peasants by either faithful service to their lord, military service, or
exploration and settlement. It is important to recognize that owning land does not imply lordship.
All land belongs ultimately to the empress.

Today
While the new focus on learning, architecture and art took place after the Third Great
War. The militaristic traditions and culture of Elosia was never forgotten. Military achievement

43
is still the fastest path to lordship, political power, and financial freedom in the empire. Honor
duels and gladiatorial arenas bring honor and glory to the winners.
Magic and science are held in high regard in Elosia, especially in Tybir itself. The High
Academy of Wizardry as well as the Scientific Academy of Physiology are both located on the
same square as the Royal Palace.
Recent expansion and exploration to the west has opened new opportunities for young
Elosians to advance their position. A recent call by the Empress for brave adventurers has drawn
young men and women from all walks to life to the borders of Elosia and beyond.

Citizen of Elosia
The citizens of Elosia are the result of generations of two cultures being blended into
each other until they flow seamlessly. Your average day for a citizen of Tybir, the main capital
city and the city where the Empress has her court, begins with a simple bowl of rice and grapes,
if they are available. Then the citizen heads off to the bath house with family in tow. If the
citizen lives in the country, they still make time to groom themselves. Personal hygiene is very
important and great care is taken to be clean. After the bath, a citizen of Tybir heads home to
dress in typical Elosian fashion; for men this generally involves a jacket fastened with toggles
and a pair of loose pants tied at the waist. Women's dress varies a bit, but commonly they wear
either a shift underneath some form of robe that is open in the front and tied closed with a sash or
a simple long dress with a wide belt or corset. If the citizen is a soldier and if they wear armor as
such, they dress in a simple shirt and pants with leather armor tied over it. Some soldiers have
been known to wear chain mail or plate, but this is rare. Most warriors of Elosia prefer leather or
no armor at all for the greater ease in movement. After dressing, the citizen heads out to their
job.
From the age of four years old, a citizen of Elosia is sent to school to learn how to read
and write, how to do sums and at age eight they begin being gently guided towards a profession
that suits them. At age ten, they take a menial job working for someone in their chosen field. If
they watch their chosen profession and decide it doesn't suit them anymore, they are given a new
job in another area where they might shine. It can take multiple jobs before the child finds one
that they truly love. They begin an apprenticeship and after a period of time their boss decides
when they are ready to move beyond simple duties. Usually after training, they are offered a job
within their apprenticeship or they are offered a job in a different part of Elosia. A highly
regarded select few Scholars are chosen to teach the children and guide them on their path.
Every citizen of Elosia works, even the nobility. After a day's work, which includes
another small midday meal, usually of rice and some form of dried meat or fish, the citizen heads
home to gather their family and head out to some form of entertainment. Arena entertainment is
common and favored since you can see a great show and get your dinner there. Multiple things
can take place in the arena including duels, feats of great acrobatics, plays, and musical
performances. Sometimes the head monk of the Tybiran monastery will agree to perform and
dazzle the crowd with great displays of martial prowess. The current Empress is quite fond of
plays and songs that make good natured fun of her and her advisors. Dinner is usually some form
of meat or fish served on a stick with vegetables to ensure you can eat and watch without
pausing. Dessert is usually fresh or dried fruit. An Elosian eats everything they are given, it is
considered rude to not finish. Along with that, when serving food to someone else, an Elosian
tries to not over serve someone. Food is in abundance, but you do not waste what you are given.

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After the show, the citizen and their family heads home to share a mug of tea and tell
stories of their day before turning in for the night. This ritual is repeated without fail in every
Elosian household. If a citizen works a job where they are not home nights, they have the ritual
in the morning, but the ceremony of sharing tea and thoughts is an honored one.

Elosian Racials
Make-up: There is no specific make-up that is required for this race.
Costuming: Again, no specific requirements. Elosians can come from many different
backgrounds, but a citizen of the capital would lean towards Roman and Oriental influenced
dress.
Favored: First multi class costs 5 build (as opposed to 10) or you receive 5 build to spend into
the tradesman list. Due to the schooling program in Elosia, many people in Elosia learn more
than one profession and changing one's job is quite common.
Unfavorable : None

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Saracen
The Saracens are a group of desert dwellers who thrive on trade. Most commonly
nomadic, although there are groups of Saracen who live in cities, most Saracens are shrewd
merchants with a strict code of honor when it comes to trade. Most Saracens are raised in the
atmosphere of the merchant life, despite what profession they end up in. For example, if a
Saracen becomes a mage, he sells his abilities or protects the caravan from thieves.

To a Saracen, the most important thing in making a deal is the art of haggling. A good
deal begins with an invitation to sit down and an offer of coffee. To refuse this cup of coffee
means that you either do not understand the art of haggling or that you are not interested in
making a deal right then. If you refuse the cup of coffee and continue to forcefully try to make a
deal, the Saracen will politely offer you another cup and if you still refuse, he will gently steer
you away from his merchandise. You don’t have to drink the offered coffee; Saracen coffee is an
extremely acquired taste, but the act of accepting the cup is an important one. Once you have sat
with your cups and coffee and chatted a bit, usually about the item you are interested in, the
Saracen will often quote an outrageous price that the item was sold for by friend and wait for a
response. The appropriate response is an equally outlandish tale of how cheap a friend got that
same item. From there, the Saracen will then give a reasonable price and is open to most
reasonable offers made on your side. Saracens live for a good deal made. If you honor a good
deal made with a Saracen, you have a friend for life. In recent years, Saracens who settled in the
Elosian Empire have switched to tea.
Saracens believe that a merchant’s job is never to cheat a customer, but to honor them
and make a good deal for both parties; this holds true for selling and buying. If someone tries to
rip them off in a deal, they will never work with them again.
Saracens who are nomadic and those who live in Tybir tend to be very tolerant of other
cultures because of how much exposure they get to people from around the world. Nomadic and
Tybirian Saracens do not arrange marriages. These Saracens have a saying “You never know
what your next friend will look like.” The nomadic Saracens always have a Scholar with their
caravan who teaches the children. The Scholar of the caravan is usually an inherited family job.
If your mother or father was the caravan Scholar, you or one of your siblings are next in line.
This is a highly respected position and the Scholar also advises the head of the caravan on what
villages and cities they should visit. The Scholar also keeps detailed records of what goods were
sold in which village or town so that their stock always has plenty. The head of the caravan is not
an inherited job; the next head of the caravan is chosen by the previous one based on the best
interests for the whole caravan. A caravan usually carries around thirty Saracens.
Saracens in other cities tend be somewhat withdrawn when they are not in a marketplace.
They stick to old traditions, such as taking care of your parents when they can no longer take
care of themselves, while for the nomads, care of all the elderly is spread around so everyone
shares responsibility. Saracens of other cities also still arrange marriages, although while
emphasis is on making a good financial match, emotions are taken into account. The greatest
dishonor a Saracen of the cities can bring on their family is to run away. If you are sent away to
another city for whatever reason, you are considered to have been awarded a great honor.
The most valuable deal you can make with a Saracen is friendship.

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Saracen Racials
Make-up: Both males and females wear dark eye makeup. Makeup around the eyes was first
worn to lessen the impact of the sun in the desert but soon became a custom. Female eye makeup
tends to be more elaborate and extends further from the eye than men’s typically. Females often
use jewels to accentuate their face.
Costuming: Saracens favor loose billowy clothing including baggy pants, robes, long vests, long
full dresses, saris. Headdresses are not required, but can be worn. Saracens typically layer their
clothing with dark colors underneath light
Favored: 5 build towards tradesman when purchased.
Unfavorable: Monk costs 5 extra build to buy.

Automatic:
Resist Fire – Being raised in excessively hot climates gives a Saracen the ability to resist a fire
damage spell or ability. Only works on pure damage. Periodic.

Smooth talk – As per Rogue skill: The ability to present yourself as a friend to the person and
have them be more open to your point of view. Periodic.

Purchasable:
Detect forgery- As per rogue skill. 3 build/daily/one purchase

Stubborn – Blocks one ability mental in nature/mind affecting. 4 build/ periodic/one purchase

Detriments:
Repeat Customer- A Saracen can never break a trade deal.

Reputable- A Saracen can never use a skill to force people to trade or force them to pay or expect
ludicrous amounts.

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Barbarian

A bit of history

After Aaeos brought his followers to the dragon’s world, a group of them decided they
didn’t want to live as they had in the world they left. The evils they had left had made them wary
of trying to recreate a society like the one they left behind. They wanted to live in harmony with
the land and with each other.
They headed off into the woods and never looked back. Over time, they developed a
system that worked for them as a society. Everyone was valued for their abilities. When the first
Great War came, the barbarians aided the people fleeing from the undead and fought tooth and
nail to drive the undead back. They retreated back to their villages, but trained harder so that
should another war ever arise, they would be ready.
When the lycanthropes struck, the barbarians were ready. They sent their best and
brightest to aid the Empire against the Lycanthropes. One of them, Grenix Orbin, a devout
follower of Aaeos and the mightiest warrior his tribe had seen in decades, went and offered his
services and life for the cause against the lycanthropes. It was he who was merged with a wolf to
become the first Wolfblood. His epic is still told of in Barbarian tribes all over. Since then,
barbarians are always willing and ready to fight for the land they live on.

Society
Barbarians separate themselves into two societies, a patriarchal and a matriarchal. These
two kinds of tribes work together very well though and some Scholars argue that they are the
same tribe. The societies are a basic hunter/gatherer society where every member contributes to
the good of the tribe.
There are many barbarians tribes across the world, but each follows a familiar formula.
There is a small village of women who are the gatherers of the matriarchal society. The female
hunters of the matriarchal society live there when not off on a hunt. There is a small village of
male gatherers who are of the patriarchal society and the male hunters live there when not off on
the hunt. The male and female hunters do hunt together, but they divide the meat to bring back to
their respective villages. There is no taboo about visiting the other village, men and women visit
between the villages often, but they chose to live separately. Both sets of hunters are ruled by the
strongest warrior of that society, be it a fighter or mage. There is also a head shaman of each
village who tends the sick and generally watches over the well being of the gatherer half of the
village. Together, the head shaman and strongest warrior rule the respective villages.

In addition to the two villages, there is a third village, whose knowledge is kept a secret
from most of the tribe. Only the head shaman of each village knows the location of this village.
When a child is born, the head shamans together, take the child to the hidden village and give it
to the men and women who live there. The village is completely closed off, the men and women
who dedicate their lives to raising the children never leave. They exist off the meat and food that
the children learn to hunt and gather. In lean times, the other villages find extra food and send it
along with the head shamans to provide for the village. Often the adults who live in the village
are old or have been injured in some way, although sometimes a young person will decide to
devote their life to child rearing. Girl children go and live with the matriarchal society at the age
of eight and boy children go and live with the patriarchal society at the age of ten. They are

48
blindfolded and brought into each village in a huge ceremony where they are given names; often
this is a nickname or name picked out by the child.

When a female fights the others of the hunters and becomes the strongest of her tribe, she
is tattooed with an elaborate symbol around her eye. When a male beats the other hunters and
becomes the strongest, he is given a token from all the other hunters, a tooth or bone or feather
and he weaves these together into an elaborate headdress that is only worn when dealing with
other leaders.
When the old head shaman begins to age, they pick a group of three of the best
candidates and test them. The first test deals with diplomacy and management of the tribe, the
second test deals with making sure the candidate has the best interests of the tribe at heart, not
their own best interests and the last test exposes them to a great fear of theirs. If no candidate
passes all three tests, the head shaman begins again with three new candidates.
The one major difference between the male and female societies is the tattooing of the
matriarchal tribes. All women of the society have a neck tattoo that marks their status in the
tribe. Often, they will also have tattoos resembling great events in their life on their shoulders.
The men do tattoo themselves, but it is for decoration and they never tattoo above the collarbone.
Both societies still adhere to their ancestor’s visions of a life lived in harmony with the
land and kept safe from threats. Barbarians have been known to leave their tribe and seek
employment in the Elosian military in order to protect that ideal.

Barbarian Racials
Make-up: Within the matriarchal society, tattoos on the neck show one’s rank, past deeds and
ancestry. Use makeup to draw your tattoos, a chart will be provided as to tattoo meanings. In the
patriarchal society men do not wear make-up, but tattoos below the neck are not unheard of.
Costuming: Barbarians tend to use what the earth provides to cloth them. Their clothing is very
utilitarian and simple in design. They favor furs, feathers, leather and similar things and often
decorate themselves with trophies of their kills.
Favored: Fighter, receive 5 build of physical points.
Unfavorable: Medic costs 5 extra build to buy.

Automatic:
Two handed weapon (blunt or edged, choose at character creation)-All Barbarians, regardless of
their path, are trained in the defense of their village with the most fierce of weapons.

Purchasable:
Strength +1 – 15 build/passive/one purchase

Trophy Kill – As per Favored Enemy on the Archer list, but Barbarian must first kill one of the
type of creature and collect a trophy from it and wear it somewhere on their body. 3 build/Once
per weekend/one purchase.

Special Training: Berserker or Ranger – Depending on their training and whether or not the
Barbarian hails from a more hunter/gathering clan or a sea faring/raiding clan a Barbarian may
choose either Berserker or Ranger as a second favored class. They choose one as a favored class

49
and this allows them to purchase either Tracking OR Bear grip, before they even have the list or
the pre-reqs for it.

Detriments:
Bad Etiquette – Barbarians do not understand civilized life. They are not idiots by any means,
they simply do not understand why people would do things like bow to someone they have not
met, or honor a leader who was made such simply because of her heritage, not her deeds.
Therefore Barbarians tend to have bad etiquette, not because they cannot learn it, but more
because they cannot fathom it, and tend to live a more utilitarian life style. This detriment also
bars them from learning the skill Lore: Etiquette. This does not make a Barbarian a slob or an
animal. They eat with utensils and dress modestly; they just simply do not give into the bells and
whistles of social grace. They deal more with what is in front of them, not with what is written
down or popular. Barbarians also tend to respect leaders more who have earned their rank
through military action or who take a place on the battlefield, like the Empress of Elosia, not the
ones who hide behind walls and desks. They will honor government and its laws, they just
simply may not like it, or respect it.

Eye for an Eye – Barbarians believe in eye for an eye way of justice. This does not necessarily
dictate that they will go outside the laws of the land to see this justice through; it simply means
this is what they advocate, how they choose to advocate it is up to them. Going outside the law is
not the norm for Barbarians. Non-Barbarians do not shrug their shoulders when a Barbarian
breaks the law and chalk it up to their “Barbarian heritage.”

Home Schooled – Being so far away from Tybir and civilization, Barbarians do not normally
have access to Arcane Academies or teaching Hospitals. It’s not that they are not intelligent
enough to learn them or shun them, it is simply just not a part of their everyday life. Therefore
Barbarians pay double the cost to learn any first rank arcane or medic ability. This does not
affect the amount it costs to fuel these abilities.

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The Celts and the Gypsies
In the time of darkness, during the first Great War, there was a great city of men. Legend
tells us this city surpassed even Tybir in its beauty and technology. All the knowledge and
sciences of the Old World were gathered there in the hopes of preserving what little remained.
These sciences were blended perfectly with magic by the dragons themselves to create artifacts
of both beauty, and power.

Then came the wailing hordes.

The destruction of the city was complete. Even the hill it stood upon was scorched and
brought low by the magics and old world powers of the undead. Not a single stone of the city
remained whole and unblemished. Though a great many of its citizens were able to escape the
city before its destruction, the libraries, sciences, and artifacts of the dragons could not be carried
off with them and were left to the darkness.
Those people who did escape the wailing horde fled for their lives in a year of battles,
flight, and sorrow. It was not until the Dark Elves, created by the Elves to fight the undead,
turned the tide of the war that these refugees were able to rest and gather themselves together.
They gathered in the northern part of the continent, just east of the great mountains,
where the lands rolled with hills beyond count. The beauty of the land struck to the heart of these
people, and the elders chose this place to start their lives again.

There was a group of the young however, that did not wish to start their lives again in a
new land. They cursed the elders as faithless cowards. It was not their destiny to begin life again
they said, but rather to go find their beloved city and remake it. They gathered their families
together along with what little they had and left in wagons to find their city. As they left, the
elders and those remaining behind named them Gypsy or ‘forever lost’ in the old tongue, for they
would surely search forever and never find the city. Those who remained took the name Celt,
which in the old tongue means ‘new.’

The Celts Today

The Celts never lost the clan system of government that was so necessary during their
year of sorrow. In order to survive, it was necessary to break up the survivors into small groups
based on family and scatter themselves across the land.
There is no loyalty among Celts greater than that to their clan. They will fight to the death
to defend it from any outside threat. Wars among the clans are not unheard of, though normally
these would be better described as really, really long barfights. Battles between clans that have
not declared a true blood feud normally end with both clans killing kegs of whisky rather than
each other.

The clan is ruled by a council of elders, headed up by the patron who is normally either
chosen by the council, or appointed by the prior patron on his death bed. In addition to the
council of elders, there is a women’s circle that informally governs the behaviors of the clan in
morality issues rather than legal ones.

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Among the Celts, war is a man’s work. Not so much because the men have decided it is
so, but more because the women’s circle has decided so. To quote one of the women who made
that decision “I’ll be damned if I am going to send my daughter off to die just because two men
can’t decide which one pisses further.”
While war may be a man’s work, defending the Clan from attack is most certainly a
group effort. Women who wish to fight generally seek the wisdom and power of Eluesari and
wield the power of nature to strike down their foes. Men who wish to fight generally follow the
path of the fighter as strength among men is the measure of their greatness.
There are three times when the clans will gather together. The first is in defense of the
Celtic people from any outside danger. The second is for the Feast of Aaeos. And the third is for
a marriage between clans.

Celt Racials
Make-up: Wode (blue war paint) is applied by Celts before battle to intimidate their enemies. It
is not common, but not unheard of for Celts to wear wode outside of battle in very moderate
amounts to show clan pride.
Costuming: “A Celt without his tartan (his plaid) is a Celt without his soul” is a commonly
heard phrase and no Celt will be without a tartan. Kilts are typically worn, but display of the
tartan is the primary function and this can be done in other ways. For other ways to display your
tartan, or how to make a fully functional kilt and tartan, please see staff.
Favored: Fighter or Druid( must choose at character creation, even if neither is your starting
class) 5 build towards divine or physical points when class is purchased.
Unfavorable: Psion costs 5 extra build to buy.

Automatic:
Wisdom of the Elders –Should a moment ever present itself where a player is given limited
attempts at something by a marshal, a Celt may invoke the wisdom of the elders and receive one
extra attempt. For example, if a plot device limits you to three guesses to a riddle, a Celt may
use this skill and receive 4. This is useable once per weekend.

Celtic Politics – Gives the Celt Martial Arts, with different RP.

Sporran – Deep pockets once per period, as per rogue skill, self only. Despite the kilt, it’s
difficult to get your hands on a Celt’s goods.

Purchasable:
Fisticuffs- +1 dmg with any type of unarmed combat, including druid claws of the bear/beast.
This stacks with weapon and monk profs (unarmed dmg only). Celtic “monks” are actually
known, but not common. Their training is different and does not involve finding inner peace, in
fact it involves the exact opposite. During their meditation Celtic monks are known to be seen
hitting themselves, slamming their heads into things or simply finding other ways to get enraged.
These Celts are revered by other Celts, but at the same time viewed as a bit mad; a logical line of
thought towards someone who wears no armor and brings no weapons into combat but still
manages to come out a victor. With plot approval a Celt may RP a traditionally trained monk. 10
build/passive/one purchase.

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Resist Cold – Because of the climate in which they live, Celts are more resistance to cold than
other races. Allows the Celt to resist one cold based attack. 3 build/ periodic/one purchase.

Bar Room Hero – If inside a bar or Tavern and having recently had a drink (remember, IG
alcohol never real alcohol) a Celt may invoke this skill. When invoking it the Celt goes into a
sort of rage where they can only employ unarmed forms of combat, but temporarily gain iron
palm for brawling only. During this rage they receive the ability to call 5 throws and 1 dodge and
1 kidney punch (this skill acts as a 10 second mez). This rage lasts so long as the Celt remains in
the tavern, up to a maximum of 10 minutes. 5 build/daily/one purchase.

Detriments:
Second unfavorable class – Any Arcane costs 5 extra build to buy the class, this includes arcane
prestige classes. If the first arcane class you take is Psion, you pay 20 build for the class, as the
two unfavorable classes stack.

Chosen Deity – Clerics of Aaeos and druids of Elusari are the only two types of faith Celtic
communities teach and support. Celts believe these two forms of worship are the only ones that
truly represent the Celtic way of life. Therefore if a PC celt ever wishes to be any other divine
class (or an evil alignment divine class) they must receive plot approval. This can be represented
in a PC back story if it is approved by plot. Divine adepts of Aaeos are highly celebrated in
Celtic communities and seen as a positive omen.
This increases the cost of abilities for anything other than Cleric or Divine adept of Aaeos, or
druid. All 1st and 2nd ranks are doubled, and 3rd -5th ranks costs one extra build. This cost only
affects the purchase, not the cost to fuel.

Very Superstitious – Celts are extremely superstitious, so much so that it can affect their
everyday life. Celts believe that when things are going well, Aaeos is happy and they should
continue on as they have. When things are going poorly, they believe Aaeos is sad, so they
throw a party and drink a pint in order to cheer Aaeos up. It is suggested that you incorporate
common superstitions or talk to plot for ideas.

Soldiers of the Hearth – Celts tend to stay with the clan, thus movement is the last thing on their
mind. Elders often leave out the teachings of swiftness from a Celtic child’s life to make it
easier to keep a tight rein on them as well. Therefore it costs a Celt double to purchase (not fuel)
any skill that effects movement (on lower lists only) and they can never purchase retreat.

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The Gypsies Today

The Gypsies are a very free spirited people. They continue to wander the lands in search
of their lost city, but more because it is the way of life they love rather than any illusion they will
ever actually find it. Gypsies are very protective of their caravan and will rarely leave it or permit
an outsider to marry into the family. They prefer to marry between caravans to keep the blood
pure.
A Gypsy caravan is ruled by either a Patron, if the caravan is small enough or a council
of elders if it is a large caravan with several families. This council is “led” by whoever happens
to have the best idea at the time and any Patron who doesn’t like the idea is free to leave with his
family and caravan. In addition to this patron or council, there is the wise woman. This woman is
the shaman of the caravan and the principle advisor to the entire caravan. Sometimes the wise
woman governs the caravan even more than the Patron. She is chosen at birth by the wise woman
before her and trained in her duties as shaman and councilor from the age of seven.
Gypsy society is very open. The only true personal property any gypsy has is whatever
they are wearing at the time. The exception is a small chest each gypsy keeps with their most
valued possessions, normally keepsakes, a sword, a favored article of clothing or the like. All
money for the caravan is kept by the patron for dealing with outsiders. Gypsies have no economy
of their own, rather, each person takes what they need and all Gypsies look out for each other. It
is this way of life that has caused many places to name Gypsies thieves; Gypsy children have
been known to steal from vendors because they don’t understand money.
While Gypsies are very protective of their caravans, they are far more concerned with
Gypsies leaving than with outsiders joining them for a while. They always welcome another to
help with the search for their lost city or even just someone looking to travel to the next city.
Gypsy warfare is unheard of. The stories of the year of sorrow are still told around the
campfire at night and all Gypsies are taught at an early age to run away from war rather than to
it. When backed into a corner, there are some Gypsies who will surrender rather than spill blood,
but many of the younger Gypsies have taken up swordsmanship as a pass time to protect
themselves in just such an occasion.
Gypsies are renowned for their ability to entertain. Be it song, dance or the newer
generation with their dueling, Gypsy entertainment is surpassed by no one. They also make some
of the best traders and craftsman, simply because they travel to so many places they have access
to many foreign goods and techniques people don't often see. So despite people’s distrust of the
Gypsy race as a whole, there caravans are always welcome, people just grip their purses tighter
and lock their doors until they leave town.
Gypsies are also known for their raw arcane talent. Not akin to anything a psion or mage
can do, gypsies tend to be connected to the ether being able to have minimal affect on a person’s
fate usually in the form of small accidents. And in more rare cases some Gypsies have been able
to place great curses on people, reserved for those who greatly harmed or otherwise insulted
there caravan.

Gypsy Racials
Make-up: There really is no specific make-up that is required for this race; however, gypsies
like to use eye make-up.
Costuming: Festive, but modest clothing in bright and varied colors is common. Their clothing
usually allows them to move freely. They often use bangles and bells in their costuming.

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Favored: Rogue or Shaman (or divine adept shaman), must chose at character selection (even if
not your starting class). You receive 5 build to spend on chosen list when and if it is purchased.
Unfavorable: Cleric or Druid costs 5 extra build to buy, whichever you buy (first)

Automatic:
Free Economy – All Gypsies know pick pockets. This skill can be fueled by 1 point of any kind.

Traveler – Should a Gypsy ever choose to travel somewhere not inside the game world, for
example a marshal says something like “it will take you 10 days to get there”, it always takes a
Gypsy half the aforementioned time.

Flee – As per Retreat Archer skill: Allows Gypsy to run away from an enemy for ten seconds
and do nothing at all but run away from the enemy (aside from opening a door to help you run
away). Gypsy is immune to all attacks during that time. Gypsy must count out loud the ten
seconds by saying "Retreat 1, retreat 2 etc..." This skill can be used during someone else’s hold
to take ten steps away from the designated enemy. Regardless of the fashion used can only be
done once every 60 second of playtime. All Movement skills share an internal “cool down” timer
of 60 seconds. Periodic.

Purchasable:
Dazzling display – Fears the target for ten seconds. Target may do nothing but run away from the
Gypsy for 10 seconds. This is a mind altering ability. This skill represents the Gypsy’s ability to
put on a show of great martial prowess, even if they are faking it. Target must see and hear the
display. The Gypsy must spend at least 5 seconds putting on a show to represent the dazzling
display. This ability requires no spell packet or weapon delivery. 5 build/periodic/one purchase.

Gypsy Curse (Minor) - Gypsies are also known for their raw arcane talent. Not akin to anything a
psion or mage can do, gypsies tend to be connected to the ether being able to have minimal affect
on a person’s fate usually in the form of small accidents. Once per period a Gypsy may call
"Gypsy Curse - X skill" X being a choice of trip, Mez, Pin, or Daze. The skill requires no spell
packet, it may be used on any target within ten feet of the Gypsy. The Curse is considered to be
arcane in nature, so any appropriate arcane defense, or status defense would stop it, as well as
anything that specifically stops a curse. 4 build/periodic/one purchase

Gypsy Curse (Greater) - In more rare cases some Gypsies have been able to place great curses on
people, reserved for those who greatly harmed or otherwise insulted there caravan. Buying this
skill requires plot approval, and usually the ability is granted to a PC similar to the way a PrC
(higher list) is awarded. Often when a Gypsy is granted the power to place a great curse, it is at
the loss of something, the sacrifice of something, or at a moment of great duress. This skill has
so immediate effect on PCs (when used by a PC), and for there to be any affect at all plot and the
PC them self would have to agree to something and what is it. This is an RP skill, to be used as
such, and is generally reserved for NPCs. The affect is not guaranteed, and if the curse is not
warranted it may backfire. Cursing at all can be a dangerous act because you open yourself up to
many mystical channels, and possibly spirits. Any PC who is granted this skill found to be
abusing it will be dealt with accordingly. 1 build/passive.

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Detriments:
Cowardice – Gypsies avoid combat at all costs. They try to talk their way out of actual combat
whenever possible. If that doesn’t work, they run away. They may freely engage in non death
dueling, and may defend themselves when pressed, but Gypsies never initiate combat. They may
also never use courage or intercept.

You may buy out of this racial for 5 build, but you give up Dazzling Display and Flee in doing
so. Gypsies are also barred from becoming Knights or Juggernauts because of this detriment, this
remains even if you purchase out of it. A gypsy can overcome their heritage but they cannot
change the way the world looks at them. This racial is automatically bought out for free as a
shaman (or divine adept of the shaman ethos) and must be bought out before becoming a cleric,
divine adept (non shaman), or druid.

Flighty – Because of how Gypsies in their own society have no possession rules, many non-
Gypsies don’t trust them. To date, not a single Gypsy has become a noble or royalty (outside of
the Gypsy community of course). However, Gypsies are renowned for their ability to entertain.
Be it song, dance or the newer generation with their dueling, Gypsy entertainment is surpassed
by no one. They also make some of the best traders and craftsman, simply because they travel to
so many places they have access to many foreign goods and techniques people don't often see.
So despite people’s distrust of the Gypsy race as a whole, there caravans are always welcome,
people just grip their purses tighter and lock their doors until they leave town.

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Norlisian History

After the Empress conquered Norlis, a group of Norlisians did not wish to submit to
Elosian rule. The Empress, wanting her empire to be full of willing subjects, allowed the group
of Norlisians to leave in boats. They aimed for the southern continent and instead hit a group of
islands to the east of the Elosian Empire. They set up a new city on the largest island and
proclaimed the islands as the new Norlis.
As time went on, the Norlisians realized that as lush and bountiful as their islands were,
certain important staples were missing. If they didn’t establish trade with the Elosian Empire,
they would perish. They maintained their own culture very strictly, but they no longer held any
animosity toward the Elosian Empire, an attitude which continues to today. Nine hundred years
is plenty of time to forgive and forget. Trade, travel and knowledge flows freely between the
two nations.

Society
The Norlisians prize honor above all else and adhere to a strict code. You must show
honor to your family, your country and your profession, in that order. Your honor to your family
is held above all else. It doesn’t matter what job you have, so long as it can support your family.
A Norlisian also highly honors their ancestors and other deceased members of their family. A
small shrine is set up wherever they live. The shrine includes a bowl, usually filled with water or
uncooked rice; a piece of wood, often crudely carved with the names of the deceased or symbols
that represent them; and a candle which is only burned for a moment before bed. Handling any
of the items in the shrine is done only by a family member. It is considered the height of
dishonor to touch another person’s shrine. Any discussions or arguments that take place inside
the family home are never spoken of outside its walls.
A Norlisian honors their country by always holding to its traditions and adhering to its
values even far from home. While many Norlisians are curious about other cultures and even
live among them, they always quietly follow the customs of Norlisian life. These include
bringing a gift to a gathering at someone else’s home, always refusing something the first time it
is offered (this does not apply to an offer of coffee from a Saracen) and pausing for a moment at
sunset to think of their home and family.
A Norlisian honors their profession by striving to do the best possible job they can. They
work to make advances in their chosen field. It was a Norlisian medic working in Tybir who
came up with a new syringe that is still in prototypes, but may help medics all over the Empire
administer their medicines faster and more effectively.
There is a small group of Norlisians who choose to fight from the shadows. They call
themselves “The Dishonorable” and have great guilt over their use of non-honorable combat.
They atone by refusing comfort and living very sparsely. They also give all the wealth they
accumulate to a charity or to their families. When one becomes a Dishonorable, they leave their
old name behind so as not to cause their family more dishonor. They are given a new name
which is always prefaced with Brother, regardless of sex. The new name is taken from an object
in the area in which they become a Dishonorable. This also serves to foster the desire to remain
anonymous. You may run across many Brother Candles in your time, but they will not all be the
same person. When a member of the family becomes a Dishonorable, their family treats them as
if they were dead. Although some do return to visit, it is never spoken of or admitted to outside
of the family home.

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Norlisians are innovative and usually overly polite. They are very respectful of other
cultures, mostly because they expect the same respect in return. While they are very polite,
nothing will earn you the animosity of a Norlisian faster than disrespecting their culture or
someone else’s culture. Norlisians are masters of the polite insult when they feel it’s deserved.
Show respect for their culture and a Norlisian will provide excellent conversation and maybe a
new perspective.

Norlisian Racials
Make-up: There is no specific make-up that is worn, although Norlisian women do favor slight
outlining of the eyes.
Costuming: Norlisians wear oriental style clothing including kimonos, hakama pants, and robes
tied with a belt.
Favored: Monk, you receive 5 first rank abilities for free.
Unfavorable: Rogue (Tenet of the Bushido: Rectitude) costs 5 extra build to buy.

Automatic:
Weapons Training (Tenet of the Bushido: Courage) - Choice of 1HE or Martial Arts or Staff for
free. Chosen upon player creation. This represents Norlisians being trained in weapons from a
young age.

Herbal Remedy (Tenet of the Bushido: Benevolence) – After 5 seconds of role-play a Norlisian
can heal someone for 4 VP. Periodic. This represents that Norlisians are also slightly trained in
the ability to heal to counter their slight training in the ability to kill.

Lore: Etiquette (Tenet of the Bushido: Respect) – Norlisians are extremely respectful of other
cultures while refusing to abandon their own. They learn the proper and polite customs of as
many societies as they can so as never to be thought of as rude.

Purchasable:
Art of Zen – Perfect aim for any spell or ability. If used in conjunction with a melee attack target
must be within weapons reach, for any ranged ability follow the perfect aim rules off the Fire
list. 5 build/periodic/one purchase.

Detriments:
Perfectionist- The Norlisians value mastery of all endeavors. The Norlisians follow many rituals
that must be performed precisely and correctly. One of these is the Norlisian tea ceremony
which has many versions ranging from the very simple and basic to a several course complicated
meal.

Code of the Bushido – All Norlisians follow the Code of the Bushido, which has seven tenets:
Rectitude, Courage, Benevolence, Respect, Honesty, Honor and Loyalty. Honesty, Honor and
Loyalty are basic tenets to follow with the others outlined above.

Dishonorable (Fugiri)- If a PC Norlisian starts as or becomes a Dishonorable, they cannot buy


the Art of Zen and they lose it if they have already purchased it. If you lose the skill, you must

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spend the 5 build on the class that Art of Zen went towards. Because of the shame in becoming a
Dishonorable, they cannot achieve Zen.

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The Elves

To truly understand the Elves, if such a thing is even possible, it is necessary to look
deeply into their history.
The Elves are the created children of the goddess Eluesari. She gifted them with her
knowledge and love of magic and sent them out to build cities and live their lives in the world
she watched over. The largest of these cities, Minas Calad, became the center of elven life and
opened its gates to the humans in friendship. In turn, the humans invited the elves to their cities
to trade both goods, and knowledge of the world.
Then came the first Great War.

The Wailing Horde struck all the goodly races with fury and rage never seen on this
world. The Elves were totally unprepared for this sort of war. The only true battles the Elves had
fought in their histories were against the disorganized orcs and goblins of the nearby tribes.
The humans were engaged in fighting the Wailing Horde and their greatest city was
destroyed. There would be no salvation from them to come. It was then that Lei’al whispered
into the ears of the Elven priests and nobles. He showed them that altering their own warriors
into true creatures of ferocity and battle would enable them to beat back the undead scourge. In
desperation, the Elves clung to this thread of hope and performed powerful rituals of magic and
science. They changed an entire garrison of their best warriors into the epitome of graceful death.
These Dark Elves were beautiful to behold. Skin of Onyx, the grace and dexterity of an
elf, and a kinship with the night would allow them to fight the undead on their own terms. One
Dark Elf was the match of ten Elven warriors, but with the ferocity and singleness of purpose
that made for a perfect soldier.
When the Dark Elves were released upon the Wailing Horde, their effect was immediate
and devastating. Within six months, the undead were a painful memory.
The Dark Elves were welcomed back as heroes. Celebrations in every capital city
honored their prowess and sacrifice in defeating the undead. The Dark Elves returned to the great
city of Elves and were given positions of prestige as honor guards, battle masters, and generals.

Madness.

The Cursed plague of Lei’al struck with a terrible swiftness and lethality. The Dark Elves
became murderous over night and struck at their makers and each other in a fever of madness
and delirium. Within ten minutes of its outbreak, a third of the Elves living in the great city lay
dead or dying.
The Great Houses of the Elves became polarized immediately over how to deal with the
threat. Half of the houses fled the city and sought refuge where they could. They believed it was
best to let the Dark Elves kill each other and end the threat. The other half believed the Dark
Elves deserved a chance for their sacrifices in the Great War and went to them with their healing
arts.
Those who went to heal the Dark Elves were quickly captured and enslaved. They were
dragged into the bowels of the earth as the Dark Elves became sensitive to light. The Elves were
enslaved by the Dark Elves for five generations before they were able to escape back to the
surface world. The Dark Elves still live below, racked by madness and possessed of a vile
cunning. They occasionally strike at the surface world in small groups to satisfy their lust for

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blood. Survivors of these attacks describe the most wicked intelligence gone horribly mad, bent
on the worst cruelty they can imagine.

High Elves
After the Dark Elves took their slaves and went underground, those who had left returned
to their ruined city to rebuild. They looked on the destruction wrought after their departure and
believed they had done the right thing in leaving. None could hope to stand against the madness
of the Dark Elves, it was better to leave them to die and save the world from their madness.
Though they pitied those the Dark Elves had enslaved, it was their own healing arts that had
allowed the Dark Elves to survive the plague of madness in the first place and permitted them to
remain a threat to the world above.
The Elves began to rebuild. Their city was originally created with powerful magics and
so again, the Elves turned to that which they understood best to accomplish the rebuilding. When
all was done, the Seven Great Elven Houses met to elect a new leader. This leader, called ‘The
Voice and The Guardian’ was tasked with both leading the council through his voice as well as
watching for the return of the Dark Elves. Though the leader of the council still retains this title,
his duties as watcher are symbolic now as the Dark Elves have not threatened the Elves for a
thousand years.
The first act of the Voice and the Guardian was to raise a new house to the council;
House Silras. This house was chosen for its dedication to warfare and combat. Its members had
fought the Dark Elves on the streets of Minas Calad to give their brethren time to escape. The
head of House Silras was given the task of leading the Elven people should war once again
threaten. His voice in the council is silent except in times of war where it is law.
The second act of The Voice and the Guardian was to declare his people High Elves. He
did so that they may always remember the Dark Elven threat below.

The High Elves are a very intricate people. They enjoy complexity and the challenges of
magic above all else. The beauty of a complicated spell seen to completion brings tears to the
eyes of the most stoic High Elven warrior. Those who follow the paths of combat rather than
magic frequently wield either two weapons or a single graceful two handed sword that they
employ in beautiful and deadly sword dances.

High Elf Racials


Make-up: Elves’ ears are pointed, this requires ear tips.
Costuming: Commonly robes are worn, but any sort of attire is acceptable. High elf dress is
stylish and often reflects the current fashion of the Empress of Elosia. The typical high elf puts
forth a great effort in looking good.
Favored: Mage, you receive one free 5th rank spell of your choice when you meet the pre-reqs
for it. This can be learned the same month you meet the pre-reqs.
Unfavorable: Druid and Shaman, these cost 5 extra build to buy.

Automatic:
Resist Poison/Disease – Allows the Elf to resist one poison OR disease based attack per period.
The Elves who resisted the plague that turned their brethren into Dark Elves have a higher
resistance to poison and disease. Periodic.

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Dissertation – As part of their schooling all High Elves are forced to take time off to write a
dissertation about one subject. This is represented by the High Elf receiving one lore (with plot
approval) for free, with a little note next to it indicating their dissertation. When using this lore
they should inform the marshal as such and it will be taken into account.

Summon Wisp – High Elves find it easy to commune with creatures magical in nature. Wisps are
small glowing creatures native to where High Elves come from. Many High Elves capture and
retain these wisps to light their way. A wisp is represented with the use of a light source that has
been muted in some way. Glow sticks, flashlights with colored cellophane or similar items can
be used to represent the wisp. If you ever have a question as to appropriate items, please ask a
Director.

Purchasable:
Resourcefulness – High Elves are renowned metaphysical artisans and thus tend to be able to
procure much needed components from their own collections. Once per weekend a High Elf may
go back to their quarters and roleplay looking through their things for 5 minutes. After which
they may find a plot marshal and see if they found the component they were looking for and
receive an item tag for it. The item will be dated for the month and is only good for that event; as
if it isn’t used it usually finds its way back into the High Elves personal belongings or some other
fate. Certain plot/greater components may be disallowed for various reasons. Any T4 component
is automatically barred. If the component is for Alchemy, a ritual, or runesmithing there is a
much greater chance the High Elf will find it. 5 build/once per weekend/one purchase.

Blink – This skill allows a High Elf to become invisible (as per the spell) for 10 seconds. High
Elves learned this ability from watching wisps. Wisps themselves can suddenly disappear and
reappear quickly farther away, much like fireflies. 5 build/daily/one purchase.

Enchanter – Buy one rank one air or water ritual, or runesmith ability for double the cost without
having the list. If it has no cost, you pay one build.

Detriments:
Improvement – Unlike their Barri brethren, High Elves always seek to improve upon existing
techniques whenever possible. Complications are familiar to them and they welcome them if it
gets to a better or improved way of doing things.

Thrive – High Elves are much the opposite of Barri Elves and always seek a solution better than
the bare minimum. Blades cost the same, blunts cost double (staff not included).

High Society – All High Elves are highly enamored of societal structure. They enjoy inner
workings of politics, nobility and government. High Elves are strongly drawn to Elosian society
and often try to over exaggerate or outdo the current fashion trends of Elosia.

Barri Elves
History After Escape

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After their escape from the Dark Elves, the Barri found themselves lost in the woods with
nothing but their wits and will to survive. They quickly turned to Eluesari for her guidance and
were not disappointed. Eluesari sent a snow white owl to lead them to an area of the forest which
would become their new home. It had all that the Barri could possibly need to begin their new
life; fertile soil, good water, and strong trees.
The Druids of the Barri went to work molding these trees and the earth into the Nine
Great houses which still stand today and rule the Barri Elves.
After a time, the Barri Elves mended their relationship with the High Elves who had left
them to their fate at the hands of the Dark Elves. Though they are now friends, it is rare to see a
Barri Elf in the cities of the High Elves and vice versa. Each is far more commonly seen in the
human cities at one of the great academies.

Barri Elves Today


The Barri never lost their survivalist mentality. The instincts and lessons the first Barri
learned have been passed down to their children over the generations. Though the culture and
cities of the Barri Elves are rich and beautiful, children are still sent into the woods to survive
alone for a month before they are considered adults. Occasionally, a child sent into the wild
returns changed forever, unable, or unwilling to live in civilization any longer. They yearn for
the simpler life of the forest and before long, leave to live in the woods they so love.
The Society of the Barri Elves is one of simplicity first. They see more beauty in a single
straight line perfectly placed than a painting of a thousand flowers done quickly. They strive for
perfection in simple tasks as both a physical discipline as well as a mental exercise. They believe
that in focusing their minds to the smallest detail, they will come to know what is truly important
in life.
The Government of the Barri Elves is seated in Amar Barad, the first and greatest of their
cities. It consists of a traditional Elven House system. The nine Great Houses of the Barri rule as
a single body. Each decision that does not require immediate action is weighted and measured
for a period of five days before a vote is taken. The Speaker of the Council delivers the rulings to
the Barri people, but is not considered to be the leader of the council. Each House is given equal
weight in the council chambers.
As Elves, the Barri are inherently magical. However, they generally tend to forego this
complicated path in favor of one more in line with their simple lifestyle. The calling of the ranger
and druid is a blessed one among the Barri and strong druidic magics are considered a great
honor and blessing from Eluesari.
All Barri Elves know the history of their enslavement at the hands of the Dark Elves and
are the only race who are truly watchful against their return.

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Barri Racials
Make-up: Elves’ ears are pointed, this requires ear tips.
Costuming: Barri elves favor dress that allows them to move quickly and blend with the forest.
Dress is often practical and matches the season.
Favored: Archer or Druid, must choose at character creation. If a Barri Elf chooses Archer, they
receive Bow for free. If a Barri Elf chooses Druid, they receive Camouflage and 1HB for free.
Unfavorable: Mage costs 5 extra build to buy.

Automatic:
Camouflage – As per the Druid list: acts as the skill hide, outdoors only. Because the Barri Elves
spend so much time among the flora, they know the best hiding places. Periodic.

Resist Poison/Disease – Allows the Elf to resist one poison OR disease based attack per period.
The Elves who resisted the plague that turned their brethren into Dark Elves have a higher
resistance to poison and disease. Periodic.

Chosen of Elusari or Koresari – The love of their goddess allows a Barri Elf to walk into a
Druid’s grove of the same alignment of their goddess. Also allows the Elf to make their core
class an alignment based list, this must be decided at character creation or this particular option
is forfeit and this racial only works if you ever receive an alignment based list that dictates your
alignment good or evil.

First aid – This version of first aid works according to their core class costs. The Barri took care
of the Dark Elves even when the High Elves abandoned them and all Barri are taught first aid to
remind them to never stop taking care of the weak despite their past.

Purchasable:
Steward – Intercept/Resist once per period. Protecting the weak is in the nature of every Barri
Elf. 5 build/periodic/one purchase.

Eagle Eye – As per Archer: See through one application of hide for 5 seconds. Barri Elf must
have seen or heard the person use the skill, or have great reason to believe there is someone to
use it on. For example, if you see a door open all by itself or if your friend grabs you, points and
says “he is somewhere in there.” 3 build/periodic/one purchase.

Caretaker – This skill applies to their core class only, see First Aid. Every time this skill is
purchased it reduces the cost of first aid by one appropriate point. This can be purchased until
first aid costs zero, does not affect first aid in any other way. 1 build /passive/ dependent upon
beginning first aid build cost.

Detriments:
Simplicity – Barri Elves must seek the most simple path. This does not mean they have to be
simple; they just avoid anything confusing or overly complicated. Sometimes the simplest way is
considered complicated, but still they must choose the simplest path presented before them.

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Survivalist – Barri Elves never forget where they come from. Therefore from the earliest age
Barri Elves are taught to survive, and do whatever it takes. This would never drive them to act
outside their personality or alignment. Also to represent their living off the land and what it
provides; thus 1 HE costs 4, bastard costs 5, and 2HE costs 6. Crossbow (not bow) costs 7 build.

Forest Song – Barri Elves prefer silence and freedom of movement above all things. Therefore
they may never wear heavy armor and are forever barred from heavy armor Prof. They also tend
to lean more towards leathers then metals, even in medium armor.

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The Dwarves
When the human god came into the world looking for a new place for his faithful, his
creations were seen by Dorgim, a fae created by an earth dragon. Dorgim looked on the humans
and their craftsmanship and was moved greatly. He decided to make his own creatures and to
instill in them the ability to make even greater works of stone and metal than the creations done
by humans. Dorgim looked around the world for creatures to work with and finally settled on
mountain giants. Mountain giants were spawned from stray burst of magical energy when the
dragons created the world. Though they were stupid and vicious creatures, their heartiness and
strength were qualities Dorgim knew he could use as his foundation.
Dorgim took a group of twenty mountain giants and unraveled their essence. He took half
of their size and used it to make a soul for the creatures. Into this soul, he poured his diligence,
love of craftsmanship, and all that was good in his heart. He then melded the new bodies, and
newly formed souls into new beings. Half the size of a mountain giant, but possessing the
intellect of the humans he had admired, as well as the morality and love of good things Dorgim
gifted them with. Dorgim looked at his new creations next to their ancestors and with a smile
named them Dwarfamarasti or Small Mountains in the language of the Fae.

Today, Dwarves live mostly underground in vast kingdoms that rival any on the surface.
Their mastery of rock and iron is legendary and with it, they create arguably both the strongest
weapons, as well as the most beautiful stone architecture in the world. Dwarves love to work
precious metals and gemstones into their handiwork as a tribute to their god Dorgim. No dwarf
will allow anyone else to see an unfinished masterpiece, but takes great pride in unveiling it to
the awed gasps of an assembly. Every object a dwarf creates, whether a sturdy, practical mug for
traveling, or a decorated sword for a king is crafted with Dorgim’s glory in mind.
Dwarves are strong and hearty fighters, strong allies to the end. They are not much for
tact in combat, preferring to go charging headlong into a fray rather than flanking an opponent.
Against most opponents this isn’t a bad strategy, as there are few creatures smaller than a Giant
that can take a dwarven punch without searching for his teeth afterwards.
For a Dwarf there are four loves; Craftsmanship in homage to his god, Family, Food, and
Fighting... not necessarily in that order.

Dwarven Racials
Make-up: Every dwarf is born with a rune over one eye, because Dwarves are part mountain
giant, they only have one rune where mountain giants have one over each eye which are always
the same. The rune is usually grey or another stone-like color and is different for each dwarf.
Other tattoos are common, but no dwarf will tattoo anything above the neck in order to honor
Dorgrim through their eye rune. A chart for common runes and their meaning will be provided.
A full beard for men is suggested, but there are plenty of dwarves with no facial hair. Dwarven
females cannot grow facial hair.
Costuming: No male dwarf would wear a robe. Other than that, dwarves favor metal decoration
and clothing the color of natural materials. Dwarves often use decorative weapons and armor. It
is common for a dwarf to decorate his belongings with the rune he was born with.
Favored: Tradesman costs 5 build to multi class into, or if primary class, you receive 5 build to
spend as you see fit in tradesman.
Unfavorable: Archer costs 5 extra build to buy.

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Automatic:
Surefooted – As per the Archer list: stop the next desired knock back, trip, or throw used against
you. Periodic.

My crafting brings all the Dwarves to the smith- Dwarves get one free profession because
crafting is so emphasized in Dwarven society. If a resource profession they receive the first two
build spent into it.

Always ready for a fight – Dwarves are renowned for their ability to unite as a military unit.
Therefore every Dwarf from an early age is trained in rudimentary weapon use. This skill allows
a Dwarf to choose 1HE or 1HB for free upon character creation.

Purchasable:
Blessed of Dorgim or Aokun – If purchased allows the Dwarf to be considered a clergy of one of
those gods. This has many in game effects, but does not allow the purchasing of skills from lists
you do not have. You must have a trade skill or Fighter to buy this and this racial is applied to
Fighter or trade of choice and makes it an alignment based list of the appropriate alignment. If
you ever lose your alignment, you can no longer use the skills of the class you applied this racial
to. If you ever buy cleric, you must be a cleric of the same god. 1 build/passive/one purchase.

Barreling Start –A Dwarf must roleplay preparing to charge upon the calling of this skill. After
doing so and calling the skill he may run into a battle and call this skill, after doing so his first
three attacks are the skill “throw”, those attacks must be made consecutively and within 3
seconds of each other. This skill represents the Dwarf barreling into battle and sending
opponents flying, much like a bowling ball hitting pins. 4 build/periodic/one purchase.

Dwarven Ties –Dwarves take care of their own. Once per weekend the Dwarf may call upon
Dwarven ties and receive some sort of material acquisition. How much and how long the
materials take, as well as their cost is up to the plot director. A plot director may possibly rule the
skill cannot be used in that fashion or may require using the skill on that acquisition a few events
in a row to represent pulling some strings. All results are up to directors, purchase and use this
skill “at your own risk.” 3 build/once per weekend/one purchase.

Detriments:
Dwarven Pride – A Dwarf takes pride in his work and believes devoting yourself to perfecting a
single craft. Therefore a dwarf cannot take a new trade until he has completed his current one,
and receives plot approval. Dwarves also must always RP being perfectionists when practicing
any trade or profession.

Dwarven Sage – The Earth Mages of the Dwarves are world renown. In fact they are a great part
of the reason only a fool would lay siege to a Dwarven stronghold. The Dwarven academies
primarily teach only earthen magics and stress them to the arcane inclined Dwarves. Even
Dwarven mages born with natural talent rarely are born with powers other than earth because of
their giant heritage. Therefore a Dwarven mage must take earth as his primary Tao always and

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attain 3rd rank spells in the earth Tao before buying another Tao. Also, all Psion and air Tao 1st
ranks costs double to purchase (but not to fuel).

Dwarven heritage – Because of the unique way Dorgim crafted the dwarves, infusing them with
his own essence, Dwarves only practice the worship of Dorgim. Even if they seek to be clergy of
another god, the gods tend to leave Dorgim’s children to Dorgim’s watchful eye. The only
exception is Aokun who opposes Dorgrim and seeks to corrupt his children. Even the other dark
gods recognize the monopoly Aokun has on the corrupt Dwarves and usually turn them away
should they seek their divine favor. It is not uncommon for Dwarves to pay homage or respect
the other gods, but only Dorgim or Aokun accept them as Clergy. Therefore, Divine lists and
PrCs taken by Dwarves must have Dorgim or Aokun as their Patron deity, if a PC wishes to
worship another diety, they must receive plot approval. This can be represented in the live game,
or in the PCs backs story. Should you become anything but a cleric or divine adept of Dorgrim or
Aokun all 1st and 2nd ranks are doubled, and 3rd -5th ranks costs one extra build. This cost only
affects the purchase, not the cost to fuel.

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Wolfbloods
It was during the Second Great War, after Lei’al released the Lycanthrope plague upon
the world, when men and god alike feared the forces of darkness were growing too strong that
the Wolfblood race was born. To counteract the chaos and lies spread by the followers of Lei’al
only a race strong enough to stand before the Lycanthrope plague and loyal enough to be certain
of their allegiance could be counted on. That race was the Wolfblood.
To a lost location of the empire where Ley Lines of Earth, Fire, Water and Air all
converge, a cleric of Dorgim, a mage of each Tao, and a shaman went. They took with them a
volunteer from the mighty barbarian tribes to the north named Grenix Orbin and a single wolf.
The powerful convergence of Ley Lines and the blessing of Aaeos and Dorgim blessed a very
special Ritual of Soul Searching. Cast on the Wolf and the young barbarian together it fused the
two, creating a new hybrid race, half man and half wolf, created by the desperate plans of men
with the blessing of the gods.

Bred to be the perfect soldier, Wolfbloods are of unquestionable loyalty, a trait drawn
from their canine heritage. During the Second Great War it was the diligence and martial skill of
the Wolfbloods that the forces of light were able to rally around. In a time where nothing was
certain, every soldier knew they could count on the Wolfbloods to sacrifice everything for this
cause. It was because of this certainty that the generals of light surrounded themselves with
Wolfbloods. They protected the most valuable military minds and hunted down any spies of
darkness. It was because of this certainty that the armies of light fought back from overwhelming
odds to victory in the Second Great War.
After the war the Generals who led the armies to victory were given large plots of land
and noble titles for their successes. They did not forget the loyal service of the wolfbloods, not
only as their bodyguards, but also as friends. As these men began to have children, they feared
their new found wealth and success would put their children at risk and sought out Wolfbloods to
serve as their protectors. Without a cause behind which to align themselves, some wolfbloods
reluctantly accepted the charge of the young ones.

Soon it was fashionable for a child of noble birth to have a Wolfblood as a body guard.
Soon it was also recognized that each Wolfblood became more to their charge then simply a
body guard, they became faithful, lifelong companions. Shortly thereafter, Wolfbloods were
being paired with a noble child at birth, to be raised together as charge and companion.
Wolfbloods are overly protective of their charges, knowing from the time they can walk
that the protection of their companion is their life’s purpose. They can be prickly when the honor
of their charge is challenged and if a threat is made against their charge, they are prepared to
make certain nothing will ever come of it. Wolfbloods have been known to remove their charge
from danger, whether they like it or not. Since they are to serve as bodyguards, a Wolfblood
stresses martial skill, physical prowess, and conditioning. While Wolfbloods are bodyguards
first, the majority of Wolfbloods fill the roles of advisor, guard captain, and confidant to their
charge. Wolfbloods are educated alongside their charge and therefore are normally far more
schooled than the normal citizen of Elosia.

Today, Wolfbloods have very little culture of their own. Separated from their society at
birth and assigned to a charge, a Wolfblood will wear the clothing and celebrate the holidays of

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their charge. Wolfbloods of any society have a taste for meat, a tendency that has never been
successfully bred out of them. A Wolfblood will only return to the small enclaves of "Wolfblood
society" in shame, and only when they fail their charge. It is in these enclaves that each
Wolfblood will try to redeem themselves by creating a son or daughter strong enough to succeed
where they themselves failed.

Wolfblood Racials
Make-up: A face prosthetic is required. The approved face can be gotten here
http://www.screamteam.com/newpage/products.htm (the beast face). It must be colored to
resemble a canine; dog, fox, or wolf coloring is suggested. There are no single color Wolfbloods.
Small fangs are recommended, but not required. Any other face must be plot approved.
Costuming: Wolfbloods dress appropriately for the society of their charge.
Favored: Body Guard, receive 5 build upon learning the list. This build can be spent the same
event you learn the list regardless of the restrictions of PrC’s.
Unfavorable: First non-martial costs 5 extra build to buy.

Automatic:
Medium Shield

Intercept- As per Fighter skill: this skill allows the Wolfblood to touch the target with their
weapon or hand and call “intercept-X” X being an attack that recently landed on the target of this
skill. The Wolfblood then takes the effect of said attack and can resolve it with a defense or just
take its effects. Please note intercept cannot intercept beneficial spells or abilities

Fireman’s carry – As per Medic skill: use on a target ally, who can be conscious or unconscious,
allows you to hold their hand and move as fast as you desire. This represents you picking them
up in a fireman’s carry and running with them. Target must be willing or unable to object. If you
use it on anyone besides your charge, there needs to be an excellent reason. Periodic.

Find your way home – By use of instinct and scent a Wolfblood can “track” his charge. You
must find a plot marshal or weekend plot marshal, effects vary. Periodic.

Purchasable:
Stay Behind me – This allows the Wolfblood to call the skill “hide” on another person. It must
follow the parameters of the skill hide as they are written on the Rogue list. You cannot use this
skill on yourself. 2 build/periodic/one purchase.

Iron Will – This blocks an incoming mental ability that would make the Wolfblood act against
his own will. 2 build/periodic/two purchases.

In defense of the king! – When defending your charge or a just cause, you may call In defense of
the king and fight through the first stage of your death count. You may not speak in game at all
during this and if all enemies vanish from the battle field you drop and continue your death
count. You may also do nothing, but use martial skills and you must focus on defending your
charge or purpose, so usually pursuing enemies does not fit the bill. You may also not invoke
items or use alchemy on yourself or anyone but your charge. 4 build/daily/one purchase.

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Detriments:
Separation anxiety – Separation from your charge depresses you. Unless given a direct order to
do so, no Wolfblood will leave his charge and when they must, it is very emotionally painful for
them.

Obedience Training – The way that Wolfbloods are raised makes following orders the way the
only thing they know. They will never obey an order to hurt themselves or their charges and
they do have free will, which allows them to disregard orders they feel will endanger their
charges, but most of the time, Wolfbloods obey orders from their charges automatically.

Second Unfavorable Class – Psion costs 5 additional build to buy, if this is also your first non
martial class it indeed costs 10 extra build to purchase.

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Nemeans
Whatever you are, whatever you do, always strive to do it, to be it, to the best of your
ability; this is the Nemean philosophy. Nemeans are a lion-like people, who regard honor,
perfection, and action above all other things in life. There is no virtue greater then being regarded
as the best at what you do, and no greater shame then to bring dishonor upon your family.
The Nemean family unit, called a pride, is made up of a large extended family ruled by a
single figure, typically the oldest male of the pride. The head of the pride is the ultimate
authority of his kin, serving as the judge and jury over indiscretions among his own family. It is
not unheard of for the pride’s leader to serve as executioner if one of his kin brings shame upon
the pride. It is also not uncommon for authority over the pride to be challenged from within.
Both of these events occur in the open in Nemean society, for all to see, and they are never
interfered with. Nemeans accept that the leader of a pride, or in absence of a pride, a higher
ranking member of society, has the authority to dole out punishment as they see fit.

When the Empire conquered the Nemeans it was done with concessions. Nemeans were
unwilling to give up their social order, and were willing to fight to extinction to make certain it
would not be lost. The Empress saw their ferocious desire to preserve their own culture, and
came to understand that if she would allow them to continue to regulate their own society; they
would accept her jurisdiction and make themselves her loyal subjects. They came to terms and to
this day Nemean authority over their pride is unquestioned throughout the empire so long as
other citizens are not affected by it.
The Nemean ideal that you should strive for perfection in everything you do tends to
create a linear focus in the life of each Nemean. They select a single profession and strive to be
the best at it. As such, it is rare to find a Nemean who is willing to veer from his chosen path and
pursue an additional specialization. While not shunned from society, any Nemean who does such
a thing will often find his pride does not understand why he could not be content with one focus
like everyone else.

Their strong regard for honor will prevent most Nemeans from considering arts that bend
the will of others through words rather then action. It is more than just honor that turns them
from this path however; it is also their strong devotion to their matron deity Herena. Because
they worship the goddess of truth, oaths, and pacts, they feel that it would anger her to force
action from another by bending their will.

The day to day life of a Nemean varies greatly depending on the life and trade they
follow, but one thing is certain of all Nemeans. They are hard workers and dedicated to their
craft. Training, practice and preparation are part of life everyday; they are very serious while at
their craft. Nemeans do know however that time away from your craft can refresh the senses and
spark creativity and imagination. When they are away from work they enjoy themselves and
within the empire even partake in many of the same nightly activities as Elosians. Nemeans have
very little respect for beggars, seeing them as having failed at the Nemean ideal of striving to be
the best at a profession. They also avoid many of the vices that will distract them from their
goals, and they believe in moderation of all the pleasures of life.

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Nemean Racials
Make-up: Nemeans are a cat-like race based off of lions. No Nemean is single colored,
although markings and patterns vary greatly. Nemeans do have cat ears, but no Nemean has two
sets of ears. If you choose to, you can paint a pair of ear tips to match your coloring and wear
those or you can use a pair of ears attached to something, but please make sure if you use the
second method that your real ears are covered somehow. You can wear small fangs, however this
is not required. You may use a properly painted cat nose prosthetic if you wish. If your arms or
legs are exposed, please apply appropriate coloring via makeup or under armor/tights/bodysuit.
Costuming: There are no real specific requirements on clothing, other than that you wear it.
Nemeans may be cats in some ways, but they are also human in many ways. No Nemean would
go without clothing. Some Nemeans are born with long cat-like tails that can be represented if
desired.
Favored: Your first class purchased receives 5 extra starting build that must be spent upon
character conception. This represents a Nemean’s devotion to their chosen path and their ability
to spearhead into it.
Unfavorable: The first time a Nemean multiclasses it costs them 15 as opposed to ten. This does
not apply to a Nemean's first trade. Future multiclassing costs the regular ten build. This
represents the difficulty of making that initial break away from their chosen path. PrCs do not
count towards this.

Automatic:
Claws- This counts as martial arts but with different role playing.

Leap – A movement skill powered by 3 points of your primary class.

Climb – This skill allows the PC to climb a vertical surface, examples are the side of a building
or a tree. The PC places their weapon or hand on top of there to indicate they are up said surface.
They may remain up there for 30 seconds at which point they must come down. Fighting of any
type cannot occur with a character under the use of a climb skill, even if someone else uses a
climb skill. PC must come down even if the end of the climb is a horizontal surface. Periodic.

Purchasable:

Eyes of the Feline – When you use this skill, you choose spirits or one of the ley lines. Once per
day, you can invoke this skill in the presence of a marshal, effects vary. 1 build/daily/one
purchase.

Keen Senses – This represents the Nemean's keen sight and hearing. Once per period the
Nemean may call a defense against any attack labeled as a surprise attack. This skill may also be
used to detect the presence of someone using the “hide” skill or invisibility. 3 build/periodic/two
purchases.

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Detriments:
Actions speak louder than words – Nemeans must pay extra to purchase any persuasion or mind
effecting ability, or anything that causes another creature or humanoid to do something. All 1st
and 2nd ranks are doubled, and 3rd -5th ranks costs one extra build. This cost only affects the
purchase, not the cost to fuel. This is simply because Nemeans believe actions speak louder than
words and inside the family pride you are judged by what you have done, not by what you have
said. Should for any reason a Nemean wish to ignore this racial (with plot approval only) it
would mean the loss of all other racials and detriments aside from claws and unfavorable class.
This is to represent a Nemean not raised in a Nemean society.

Nemean Justice – If another Nemean of higher rank (by Nemean standards not Elosian law)
enacts justice upon a deserving Nemean, other Nemeans are bred to accept this and not
intervene. They should also do their best to see to it no one else intervenes. Should for any
reason a Nemean wish to ignore this racial (with plot approval only) it would mean the loss of all
other racials and detriments aside from claws and unfavorable class. This is to represent a
Nemean not raised in a Nemean society.

Fight with honor or do not fight at all – Nemeans pay higher costs for skills labeled as surprise
attacks. All 1st and 2nd ranks are doubled, and 3rd -5th ranks costs one extra build. This cost only
affects the purchase, not the cost to fuel.

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Dragon Kin
A long time ago, when the world was still young and humans were strangers to this land.
Dragons walked the earth, curious as to who these newcomers were. To learn about these new
creatures, several Dragons took on human form and lived entire lives among the struggling
settlers. They apprenticed under tradesmen, taught wizards, and even had wives and family to
learn and experience life. Most of the children born to these couples were normal humans, but
occasionally, one was born with the Dragon blood awakened. These children were born with the
physique of a human, but covered with scales and with an affinity for the nature of their Dragon
parent. They could breathe and manipulate the element of their color, as well as work magical or
even divine wonders.

As time moved on, as it tends to do, the Dragons eventually felt they had learned all they
could from the humans. They said their goodbyes, and went to join their own kind in sleep. The
offspring they left behind were considered highly gifted and prized. They lived their lives under
the direct tutelage of the lord of the land and were often adopted directly into the family. The
children of these Dragon offspring had the same children as their parents; sometimes Dragonkin,
sometimes normal human children. It became evident not only that attempting to breed
Dragonkin was impossible to predict when dealing with Dragonkin parents, but even a normal
child of Dragonkin could have an awakened offspring.

Now, awakened Dragonkin are born rarely, and it is impossible to predict where the
Dragon blood lines have scattered. The awakened child is seen as a blessing from the gods and is
taken up by the lord of the land to be either raised as his own, or sent to the appropriate
academies. These Dragonkin are treated as prized children and even royalties on some occasions.
All nobility seeks to have Dragonkin in their employ and the Empress herself is reported to have
three Dragonkin ambassadors as well as a royal guard composed entirely of The Awakened.

There are four types of Dragonkin as there are four types of Dragon: Earth, Fire, Air, and
Water. Though they have lost the ability to breathe and manipulate the elements of their
ancestors, each type of Dragonkin has affinity for a different area and are sought after by
different institutions.

Earth Dragonkin tend to be exceptionally large and strong. The blood of the mountains
runs through them and it shows in every movement they make. They are loud, boisterous and put
even the stockiest dwarf to the test at the dinner table. They are fierce fighters and have been
known to “forget” to retreat. The sound of an Earth Dragonkin’s charge on the battlefield has
given them the nickname “Rumblers.”

Fire Dragonkin, jokingly named “Flickers” by the first headmaster of the Arcane
Academy, have a very strong affinity for magic. Most Flickers will use magic by their teen years
whether intentionally or not. Because of this almost certain magical use and the unpredictable
outcome, Flickers are almost universally sent to the Arcane Academy at a very young age. Of all
the Dragonkin, Flickers have the most propensity to believe that they are indeed special. They
view themselves as truly gifted and blessed by the gods and believe everyone else should too.

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After all, why would they be able to wield the powers of magic so naturally if they weren’t better
than others?

Ambassadors, advisors, powerful Psions, and natural manipulators, Air Dragonkin have
been sought after by nobility more than any other Dragonkin. Their quick minds, natural affinity
for psionics, and ability to see things from all sides makes them powerful allies at court. No
honor is higher amongst the Elosian nobility than being personally greeted by an Air Dragonkin
when arriving at court. Air Dragonkin are often referred to as “Whispers” (never to their face)
because of their ability to speak with their liege lord at any time. The advisor to the Empress
herself famously whispered a message to her while she was taking her wedding vows.

While most Dragonkin are sought after by nobility, one sort is almost universally given
over to the clergy at birth. Water Dragonkin are natural healers and have been reported to even
feel an injury to a close friend the moment before it occurs or to be able to trace the path of a
disease in a patient with a touch. Water Dragonkin are often called “Menders” by the peasants, a
nickname they have taken to heart. Their devotion to both their healing arts and their god is
absolute. It is rare to find a Mender in any position of authority in the church, not because they
wouldn’t be good at it, but because they don’t want to be taken away from the people they wish
to help.

Dragonkin born to Elosians, Barbarians, Celts, and Gypsies all turn their Dragonkin
children over to the Empress to be raised as nobles. She has a troop of Psions who seek out
births of this nature and a diplomatic team that goes to pick up the child. However, in Norlis,
while Dragonkin children are confirmed to have been born there, they are never seen. The
Norlisian government also takes the children, but nothing is known of where they go. To this
date, no Saracen Dragonkin have been seen.

Dragonkin Racials
Flicker
Make-up: All Dragonkin have patterns of scales on their foreheads. Flickers are red and orange.
Face charts will be posted.
Costuming: Form tends to follow what profession the Dragonkin is, for example, Flickers favor
loose robes that enable them to cast easily. Dragonkin tend to favor accents in the color of their
element. They never wear colors that clash with their element.
Favored: Mage- Flickers are natural talents and thus tend to possess more energy inside them.
When a flicker purchases his first arcane class 5 build are automatically spent into arcane points.
Unfavorable: First martial purchased costs 5 extra build.

Automatic:
Natural Talent – Flickers pick two 1st rank spells from the same sphere and cast them once per
period.

Connection – Flickers have such a connection to the ley lines and are raised in the academy that
even if they do not spend their lives among the magi they still pick up the fundamentals of
magic, including the usage of a wand.

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Purchasable:
Born of flame – A Flicker may ignore the natural effects of fire for one full minute, including
smoke, heat and burns. 2 build/periodic/one purchase.

Fiery Connection – Wand does +1 fire. Flicker can choose for their wand to do its regular
damage, or +1 fire. IE if your wand does 2 magic, you can do 2 magic or 3 fire, but not 3 magic.
3 build/passive/one purchase.

Burning Blood –– Once per day a Flicker may cause their blood to burn, literally burning out any
infection. A Flicker may use this ability to defend against any poison or disease, or use it to burn
out an existing affliction of the blood. You must seek out a marshal if it is to be used on
something not found in the core rules. This skill can be used while unconscious.
4 build/daily/one purchase.

Detriments:
Burning Touch- A Flicker pays double to purchase healing spells and abilities other than first
aid.

Both hands- Because of their training in the academy Flickers are always trained to have access
to both their hands for using magic. Should a Flicker ever wish to use a shield, a two handed
weapon or a dual weapon fighting style, they must pay a higher cost. All 1 st and 2nd ranks are
doubled, and 3rd -5th ranks costs one extra build. This cost only affects the purchase, not the cost
to fuel. With shields they must learn them in a tiered order (IE must learn small before medium
and medium before large).

Burnination – Because of their heritage, upbringing, and inclination toward fire magics, Flickers
tend to grow up with a “Burn first, ask questions later” attitude. Known for their war magics and
dealings on the battle field Flickers tend to leave the healing to their Mender brethren and the
negotiations to Whispers. It is not unheard of for Flickers to negotiate or cut a deal towards
victory, it’s just not in their nature and should be roleplayed as such. As mages they can be great
scholars and exceptionally intelligent beings due to their royal upbringings, but a Flicker on the
battlefield versus a Flicker in the guild library is apples and oranges. The highest honor for a
Flicker to attain is ascension into the ranks of “The War Mages of Elosia”, a military unit who
takes their orders directly from Empress herself and whose job description is in their title.

Rumbler
Make-up: All Dragonkin have patterns of scales on their foreheads. Rumblers are green and
brown. Face charts will be posted.
Costuming: Form tends to follow what profession the Dragonkin is, for example, Rumblers
favor heavy armor. Dragonkin tend to favor accents in the color of their element. They never
wear colors that clash with their element.
Favored: The first Martial class a Rumbler purchases is considered his favored class, which he
receives 5 build automatically spent towards physical points. Must be chosen at character
creation. This is to represent the Rumbler’s physical prowess and desire to dive straight into the
fray.
Unfavorable: First arcane purchased costs 5 extra build.

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Automatic:
Fist of Stone – Grants the Rumbler the skills Martial arts. The roleplay of it is simply the
Rumbler’s hands are as hard as stone thus they are trained to fight with them so they are never
considered without a weapon.

Stone hide – Rumblers are naturally resilient. All Rumblers receive 4 extra Vitality Points at
their character start.This is a onetime addition, it does not increase as there character progresses.

Stone blood –Once per day a Rumbler may call Stone blood to defend against a poison attack or
ability used against them.

Purchasable:
Roll out – This is a movement skill that must be used to charge towards an enemy or battle in
general. If when the skill ends the Rumbler is within attack distance of an enemy he may call an
attack within 5 seconds of Roll out ending and the attack does +4 damage. 3 build/periodic/one
purchase.

Wall of Rock – As per the third rank Mage spell: Rumblers have forever been trained in the
defense of the Empress and at no time is she ever without her 4 most devoted guards who in the
past were once known to hold up 4 walls of stone and incased the empress for over 3 days to
protect her. 3 build/periodic/one purchase.

Feat of Great Strength –This is a mostly role-playing skill. You can use it to break things, move
things, or throw things. It does not mimic other skills, like throw. Effects vary, Marshal must be
present. 2 build/periodic/one purchase.

Detriments:
Bigger is Better – Rumblers pay +1 the cost for small and one handed weapon skills.

Magic is for the flickers – Rumblers find it very difficult to conceive honoring the Empress in
any other way, but with sheer martial prowess. Should a Rumbler ever multi-class into a class
other than Monk, Fighter,Cleric of Kinros (war), or a Divine Adept of Kinros All 1st and 2nd
ranks are doubled, and 3rd -5th ranks costs one extra build. This cost only affects the purchase, not
the cost to fuel.

Whisper
Make-up: All Dragonkin have patterns of scales on their foreheads. Whispers are purple and
gold. Face charts will be posted.
Costuming: Form tends to follow what profession the Dragonkin is, for example, Whispers
favor anything comfortable. Dragonkin tend to favor accents in the color of their element. They
never wear colors that clash with their element.
Favored: Rogue, Archer or Psion, must be chosen at character creation. You receive 5 build
towards physical or arcane points.
Unfavorable: First healing class bought costs 5 extra build.

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Automatic:
Bow – Archery is a sport amongst nobles and the grace required to use the weapon coupled with
the fact that wind and air are a crucial part in its use make it a natural and commonly used
weapon among the Whispers.

Surefooted – As per the Archer list: stop the next desired knock back, trip, or throw used against
you. Periodic.

Purchased:
Levitate – As per the spell, which is as per the skill “climb”: this skill allows the PC to climb a
vertical surface, examples are the side of a building or a tree. The PC places their weapon or
hand on top of there to indicate they are up said surface. They may remain up there for 30
seconds at which point they must come down. Fighting of any type cannot occur with a character
under the use of a climb skill, even if someone else uses a climb skill. PC must come down even
if the end of the climb is a horizontal surface. 2 build /periodic/one purchase.

Wisp form – Treated as 4th rank of your core class, which includes meeting the pre-reqs. Turns
the Whisper into a wisp, which is a small, ectoplasmic type creature. For ten seconds you may
take no action whatsoever (even speaking), but gain immunity to all attacks. Simply call “wisp
form” when struck, must hold arm out in front of them to represent concentration, but can move
at a fast paced walk. This form is still subject to obliteration such as being incased in acid or
lava. This form will not allow you to bypass walls or squeeze through tight spaces and in no way
acts as climb, levitate, entry or pick locks. All items on your person transform with you.
5 build/daily/one purchase.

Herena’s blessing– Whispers can choose to be considered a clergy of Herena even if they are not
a divine based list. This effectively turns all of your lists into good aligned lists, and you are
subject to all the ups and downs of being clergy. This does not grant access to the abilities or
powers of a list, you are simply considered blessed by Herena. A roleplay example of why this
would help would be the blessing of an oath or pact. A good OOG example would be the ability
to use items only usable by Clerics of Herena, or entering a place only Clerics of Herena can
enter. 1 build/passive.

Detriments:
Know your place – Whispers pay additional costs for prayers if they are anything but a cleric or
divine adept of Herena. They must also seek plot approval to play any other divine class other
then these two combinations. All 1st and 2nd ranks are doubled, and 3rd -5th ranks costs one extra
build. This cost only affects the purchase, not the cost to fuel.

All we are is dust in the wind - First mage sphere must be Air if a mage. Whispers believe so
much in the power of the mind, they hold in regard above all things. And all First rank earth
spells cost double to buy.

Low constitution –Whispers receive 2 less vitality for their initial vitality and there first vitality
increase totaling in a loss of 4 VP.

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Be Prepared – Whispers believe that knowledge is power and the mind is stronger than the body.
These Dragonkin are primarily trained as assassins and diplomats, both jobs that require
awareness, knowledge and a calculating mind. Whispers rarely dive head first into anything
without having some kind of a plan, or prior knowledge of what is going on around them.

Mender
Make-up: All Dragonkin have patterns of scales on their foreheads. Menders are blue. Face
charts will be posted.
Costuming: Form tends to follow what profession the Dragonkin is, for example, Menders
favor loose robes and dresses that enable them to heal easily. Dragonkin tend to favor accents in
the color of their element. They never wear colors that clash with their element.
Favored: A mender receives 5 build worth of appropriate points put towards medic or the first
divine list they purchase. This is a onetime benefit, automatically chosen dependant on the first
class chosen.

Unfavorable: First non healing class bought costs 5 extra build.

Automatic:
Natural Empath – By expending one physical point or one divine point a Mender can, after ten
seconds of concentration determine the status of another being. A Mender receives all pertinent
information on negative effects currently on the target, including poisons, curses, Current body:
Total body, Number of beneficial buffs (but not which buffs) injured limbs, debuffs (number and
type), diseases, and in the presence of a plot marshal any other pertinent information. Empathy
will also tell you if a target is alive or dead. In the case of greater afflictions such as lycanthropy,
the Mender will know something is not right, but not know exactly what. Target must be willing
or unconscious. This will never reveal alignment based information about another PC without
their consent.

First Aid – This version of first aid works according to their core class costs.

Soothing Healing- Whenever a Mender uses mystical healing (including panacea) they soothe
their target by calling “Soothe” This is an RP skill and the effects are determined by the receiver.

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Purchasable:
Empathy –Costs 2 physical or divine points. Mender concentrates for 5 seconds and touches or
throws a spell packet at the target. Target must give the Mender one or two words describing
how they feel, for example: angry, very angry, scared, hurt etc.
This skill can be blocked as a mind effect or divine effect. 2 build.

Divine Connection –Costs 5 physical or divine points. Mender may create a divine connection
with one willing target. So long as the target is within sight and earshot of the Mender the person
may at anytime deliver their status to the Mender OOG. This includes anything Empathy or First
aid assess would inform you of and beyond. In reality you may OOG inform the Mender of
anything affecting you if you wish, the Mender can also request information, but it is your choice
to give it. The divine connection is a spiritual two way connection thus the Mender only receives
information the soul wishes to convey. Only one divine connection can be active at once. 5 build.

Divine Relationship– Treated as 4th rank of your core class, which includes meeting the pre-reqs.
This allows the Mender one usage of the skill dodge. 5 build/periodic/one purchase.

Detriments:
Self Contradiction – Menders pay double the build to learn any skill that places a harmful debuff
on a person. So pin is fine as it does not harm the person, but break limb would cost double to
learn.

Society stigma – Even the most educated people find it odd for a Mender to express themselves
in a non divine or non healing way. Menders have been known to learn to defend themselves, but
rarely do they become great warriors or mages or anything other than great doctors and healers.
And quite frankly this is the way the people of the Empire, and the world have grown to see it,
and Menders not of the healing arts are looked upon with disdain as if they have wasted their
divine talents. In some cases it could even turn to distrust or hatred.

Sheppard – Menders pay double to purchase a weapon skill (or wand) other than staff. Staves are
a very defensive and non threatening weapon and are often associated with the quintessential
protector, the Sheppard.

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Martial Classes

Archer
Archers are found in all parts of the world, from the village sharpshooter, to the quick and agile
ranger, to the great Elven nobles. Though Archery is the sport of nobility, the bow does not
recognize any status in society, but demands from its wielder only mental strength, a steady
hand, and long hours of practice. To call oneself an archer is to call oneself patient, focused, and
most of all, deadly.

Fighter
The fighter is the backbone of every conflict. In times of war, they make up the majority of the
military, and in times of adventure, they aid their party with their toughness, their shield, and
their strong sword arm. They are the first to attack, and the last to retreat. They are the time a
mage needs to complete a difficult spell, the protection a medic needs to save a life, and the fear
that shows in their enemies eyes.

Monk
For most fighters, achieving oneness between body and weapon is the measure of skill and
perfection. For a monk, perfection of the body IS the weapon. From the stoic and meditative
Human orders, to the Dwarven Battleragers and Celtic bar room heroes, monks strive to perfect
their bodies as the ultimate weapon in any situation. Some monks have been known to take up
the staff as either a meditative exercise, or as a means to extend their natural reach in combat.
The staff blends with the monks natural movements rather than hindering them making the monk
a formidable enemy indeed.

Rogue
Rogues come from all walks of life. They are found in the highest courts as assassins and spies,
as well as in the lowest gutters as urchins stealing food from vendors. Though rogues may live
very different lives, they all have one thing in common; the willingness to do whatever they must
to survive. For a rogue, there is no greater thrill than the perfect execution of a plan. Be it a
flawless assassination, the perfect swindle, or stealing the unstealable, the perfect execution of
the plan is more important than the goal itself. The life of a rogue is a tough one, and every rogue
knows in their heart they have but two options; perfection, or death.

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Skill Name Build Pre-requisites
Archer List Cost
Physical Points- 2 1
Small Weapon 1
Bow - Archer may use a bow defensively as 1 Handed Edge/ 2
if it were a staff, and with a bow in hand, Blunt
the Archer may call any defenses that Bow 5
require a weapon. Crossbow 5
Thrown Weapon 1
Weapon Proficiency - This skill represents Small Shield 1
training a person has received with a
particular weapon. This skill allows a Lesser Dual Weapon 1
person to swing an additional damage with Style
the chosen weapon, regardless of what hand Weapon Proficiency 10
it is being wielded with. Weapon Prof can +1
only be chosen for a weapon found on that Weapon Proficiency 10 Weapon Proficiency
list. Weapon and Monk Proficiencies of +2 +1
equal or higher rank override the lesser First Aid 3
Proficiency.

First Aid – See First aid in general rules or on the medic list.

Lore - Learn one approved lore.


Language - Learn one approved Language

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Archer Abilities
Marksman Verbal – “I Draw and Fire”or “I Draw and Throw”
Marksman Tactics
Rank 1 Rank 1
Crit Elusive
Impact Throw Anything
Point Blank Shot Lead Target
Rank 2 Rank 2
Pin Parry
Double Shot Surefooted
Zen Archery
Rank 3 Rank 3
Sever Nerve Camouflage
Improved Crit Favored Enemy
Follow Through
Rank 4 Rank 4
Triple Shot Retreat
Sleep Arrow/Dart Grappling Arrow/Hook
Flash Arrow/Bomb
Rank 5 Rank 5
Perfect Shot Duck and Cover
Sniper Shot Eagle Eye

General Notes for Archers


• Haven does not engage in real archery, we feel it is unsafe and does not allow people to
shoot with the rapid action of the stereo typical fantasy archer. IE: Drizzt, Montollio, or
Legolas. Therefore we use PVC/Foam Boffer bows (Construction can be explained if
required) and spell packets as arrows. Archers must RP knocking and drawing, and then
throw the spell packet to represent the release of the arrow, or throwing a thrown weapon.
• Archers are required to carry quiver phys-reps from which they RP drawing their arrows.
To use thrown weapons for marksman skills the archer must have proper thrown weapon
physreps, or a thrown weapon bandolier and black spell packets.
• Bow and Quiver phys-reps must be approved by staff.
• The Archer verbal does not represent the Archer actually speaking; it represents the
sound and action of drawing and firing a bow.
• With the exception of Parry and Crit, all attacks may only be called with ranged weapons.

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Marksman
First Rank
Crit – Attack that causes Weapon damage +2

Impact – Target takes the effects of a knock back.

Point Blank Shot – Attack that deals 2 damage to any target from 5-10 feet away. IE: 1-4 feet is
not applicable, 10+ is not applicable. A good rule of thumb is the target cannot be within melee
range. This attack requires no spell packet.

Second Rank
Pin – Target’s foot of your choosing is pinned to the ground for 1 minute. Only one pin may be
active per opponent. If the target takes 10 damage the pin is broken.

Double Shot –Arc- Attack that deals weapon damage to two targets. You must strike your first
target with a spell packet. This ability may be used with ranged weapons only.

Zen Archery – The Archer may continue to use his ranged weapons as normal while under a
blinding effect. This does not require the archer verbal.

Third Rank
Sever Nerve – Target limb is rendered useless until 1 or more points of magical healing is
received. Only one Sever Nerve may be active per target.

Improved Crit – Attack that causes weapon damage +4

Follow Through - If the Archer connects with a ranged marksman skill that requires a spell
packet (IE: the target calls no defense) the Archer may immediately state “Follow through 3
damage” on that target without having to throw a spell packet. Requires no verbal.

Fourth Rank
Triple Shot –Chain- Attack that causes weapon damage to the targets. This ability may only be
used with ranged weapons.

Sleep Arrow/Dart – Target is mesmerized for ten seconds, and may not be mortally wounded
while under this ability’s effect; any damage taken awakens the target. This ability can be
defended against as a ranged, poison, or physical attack. Only one target can be under the effect
of a sleep arrow at a time.

Flash Arrow/Bomb – Target takes the effects of a Daze

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Fifth Rank
Perfect Shot – Attack that causes 10 damage. The range is 20 feet away. This attack does not
require a spell packet.
Sniper Shot – Allows the Archer to make one single attack while under the effect of Hide
without canceling Hide. This ability may only be used once per Hide, and is considered a
surprise attack. This ability may be chained together with another Archer: Marksman ability.
For example, while hidden you would call “Sniper Shot – Sleep Arrow” and throw the spell
packet (yes this means no verbal usage). The second ability is fueled as per a normal usage.
Because of the concentration required in using this ability, the Archer may only use Sniper Shot
once every 60 seconds.

Tactics
*No tactics require the archer verbal unless stated otherwise.

First Rank
Elusive - After 30 seconds of role-play, the Archer receives a self only buff of 4 armor points.

Throw Anything – Throw a spell packet that deals 4 damage.

Lead Target – This ability is used during a hold or mini hold which is called for a movement
skill. The Archer may call “Lead Target 8 damage” once per movement skill the target uses.
The target may be no more than 50 feet away, and the Archer pays to fuel each usage of this
skill. Lead Target may be used against multiple targets during the hold, but only once per
movement skill they call. This ability does not require a spell packet, but the target may defend
against this ability as a normal ranged attack.

Second Rank
Parry – Requires weapon or shield - Block a pure damage physical attack used against you.
Your weapon or shield must be in hand and equipped as if for battle, not sheathed or strapped to
your back. Cannot stop surprise attacks.

Surefooted –After 30 seconds of role play receive a buff that will block a knock back, trip, or
throw used against you.

Third Rank
Camouflage – Allows player to “Hide”, outdoors only. See “hide” on the rogue list.

Favored Enemy – This ability can be used once per event and lasts the entire event. When this
ability is used, it is tied to a specific type of creature. For the remainder of the weekend the
Archer deals +1 damage to that type of creature with any weapon. To call this skill, the Archer
would state for example, “Favored Enemy: Orcs” and then write if off on his card exactly like a
buff.

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Fourth Rank
Retreat - Archer runs away from an enemy for ten seconds and may do nothing but run away
from the enemy (aside from opening a door to help you run away). The Archer is immune to all
attacks during this time, and must count the ten seconds loudly by saying "Retreat 1, Retreat 2
etc...” This ability may be used during someone else’s hold to take ten steps away from a
designated enemy. Regardless of which method Retreat is employed, it may only be used once
every 60 seconds. All Movement skills share an internal “cool down” timer of 60 seconds

Grappling Arrow/Hook – The Archer role-plays firing a grappling arrow and he or a designated
willing ally may call one usage of the Climb skill. The recipient must use this within 5 seconds,
or the arrow is wasted along with the points. This requires the archer verbal.

Fifth Rank
Duck and Cover – Blocks a ranged attack, ability or spell used against you. If the Archer wishes
to hit the deck or crouch down immediately upon calling the skill, he or she becomes immune to
all ranged attacks, abilities, and spells for the next 10 seconds or so long as they stay down,
whichever is shorter. Must be the victim of a ranged attack to call the skill, cannot be used
preemptively. This does not stop AoEs.

Eagle Eye – The Archer sees through someone’s use of hide for 5 seconds. The Archer must
have seen or heard the person use Hide, or have great reason to believe there is someone to use it
on. IE: if you see a door open all by itself, or if your friend grabs you, points and says “he is
somewhere in there”.

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Skill Name Build Pre-requisites
Cost
Fighter List
Physical Points- 2 1
Small Weapon 1
1 Handed Edge/ 2
Weapon Proficiency - This skill represents Blunt
training a person has received with a Bastard Edge/ Blunt 4
particular weapon. This skill allows a Spear 4
person to swing an additional damage with Two Handed Edge/ 5
the chosen weapon, regardless of what hand Blunt
it is being wielded with. Weapon Prof can Pole Arm 5
only be chosen for a weapon found on that Staff 2
list. Weapon and Monk Proficiencies of Bow 5
equal or higher rank override the lesser Crossbow 5
Proficiency. Thrown Weapon 1
Small Shield 1
First Aid - See First aid in general rules or Medium Shield 2
on the medic list. Lesser Dual Weapon 2
Style
Lore - Learn one approved lore. Dual Weapon Style 3 Lesser Dual Weapon
Language - Learn one approved Language Style
Weapon Proficiency 10
+1
Weapon Proficiency 10 Weapon Proficiency
+2 +1
First Aid 2

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Defense Offense
Rank 1 Rank 1
Toughness Crit
Enhance Armor or Shield Knock back
Intercept Retain
Retain
Rank 2 Rank 2
Parry Arcing Blow
Courage Blind Fighting
Resilience Overwhelm
Rank 3 Rank 3
Iron Legs Stagger
Instill Confidence Pummel
Spell Shield Improved Crit
Thrash
Rank 4 Rank 4
Use Any Shield Use Any Weapon
Unstoppable Force Impale
Steel Limb Pursue
Rank 5 Rank 5
Deflect Break Limb
Turtle Slam
Double Attack

Fighter – Defense
First Rank
Toughness – After 30 seconds of appropriate RP receive a self only buff that stops a pain skill, or
suppress the pain from any damaging attack. This includes Inflict pain from the Rogue-Assassin
path.

Enhance Armor or shield –Self only buff- Spend 30 seconds RPing reinforcing your armor or
shield. The Armor or shield gains 5 armor points. You may reinforce your armor and shield
separately with two uses of this skills to gain 10 armor points. This skill may only be used on
your armor as a whole, not each piece of armor individually.

Intercept – This skill allows the Fighter to touch the target with their weapon or hand and call
“intercept-X” X being an attack that landed on the target of this skill within the last 5 seconds.
The Fighter then takes the effect of the attack and resolves normally as if it hit the Fighter.
IE “Intercept-Impale-Deflect!” Please note intercept cannot intercept beneficial spells or
abilities.

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Retain - Allows Fighter to negate the effects of a disarming attack used against them.

Second Rank
Parry – Requires weapon or shield - Block a pure damage physical attack used against you.
Your weapon or shield must be in hand and equipped as if for battle, not sheathed or strapped to
your back. Cannot stop surprise attacks.

Courage –After 30 seconds of appropriate RP receive a self only buff that will block a fear
ability used against you.

Resilience – After 30 seconds of appropriate RP receive a self only buff that will defend against
a stun or daze attack used against you.

Third Rank
Iron Legs – After 30 seconds of appropriate RP receive a self only buff that will block a knock
back, trip, or throw used against you. Does not require a weapon or shield.

Instill confidence – Negate fear effect in target ally within 30 feet.

Spell Shield – Requires a shield. Block a spell, prayer or spell like ability that strikes your shield.
The spell packet must hit your shield phys rep. This skill may not be used in conjunction with
intercept.

Fourth Rank
Use Any Shield –The Fighter chooses one shield type and may wield that type for the remainder
of the period. This skill must be signed off on the Fighter’s card as if it were a buff.

Unstoppable Force – After 30 seconds of appropriate RP receive a self only buff that will block
a slow, pin, double foot pin or similar movement impairing effect.

Steel limb – After 30 seconds of concentration, the Fighter receives a self only buff that blocks a
sever or break limb ability used against him.

Fifth Rank
Deflect –Requires a weapon or shield in hand. Blocks a physical ability used against you.

Turtle -Requires an equipped shield- Fighter must crouch or drop to both knees and raise the
shield over head (straight over or a small angle, IE over head like an umbrella or curved in front
of the face). Upon calling this skill, the Fighter is then immune to all attacks or hostile effects
for 30 seconds. This skill can only be used once every 60 seconds (IE thirty seconds between
each usage). If struck during a turtle call “no affect” or “Turtle-no affect”.

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Fighter – Attack

Unless stated otherwise all Fighter attacks require a weapon in hand and are specifically a
weapon strike. Martial arts is considered a weapon for these purposes. Bows and Xbows are not
with the exceptions of crit and parry.

First Rank
Crit – Attack that causes Weapon damage +2.

Knock back – Attack that causes the target to the effects of a knock back. To use this skill you
must strike the target in the torso, front or back.

Retain - Block next desired disarm effect used against you

Second Rank
Arcing blow – Arc – Attack that causes targets to take weapon damage

Blind fighting – Allows you to fight as normal while under a blinding effect.

Overwhelm - When a recipient of one of your attacks uses a parry to stop the attack you may call
overwhelm “X” damage, where “X” equals the damage of one of your one handed weapons, or
half the damage of your two-hander. This ability does not require a weapon strike or spell
packet, but you must be wielding a two handed weapon or two weapons (i.e. any of the three
dual weapon styles). This ability represents either using your main hand weapon to feint and
your off hand weapon to attack (IG) or using a giant two handed weapon too simply swing
through the targets attempt to parry your gigantic two hander. This skill cannot be parried.

Third Rank
Stagger - Causes target to be mesmerized for ten seconds. This skill can only be delivered via a
spell packet. A player can only have one target mesmerized at a time. This is considered a mez
or a physical effect as far as defenses are considered.

Pummel - Causes target to be mesmerized for ten seconds. Delivered via a weapon strike and in-
game represents the player pummeling the target with a blunt section of their weapon. This is
considered a physical attack. A player can only have one target mesmerized at a time.

Improved Crit – Attack that causes Weapon damage +4.

Thrash – Attack that causes weapon damage +6 to a target under the effects of a daze or mez. If
the target is not currently under the effects of one or the other, target may call no effect and
negate the damage but the points are still consumed.

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Fourth Rank
Use Any Weapon -Allows Fighter to state “use any weapon-X weapon” and effectively have that
weapon skill for the remainder of the period. This skill must be written on the card as if it were a
self buff.

Impale – Attack that causes target to take weapon damage +8 and moves you and target 15 feet
in chosen direction. This skill may only be used once every 60 seconds. This attack must land on
the torso to take effect. And yes it can be done with a blunt weapon.

Pursue - During a hold or mini hold which was called for a movement skill, you may use this
skill to target the person who used the movement skill and advance 10 steps towards their target.
The target must be someone you have personally attacked within the last 10 seconds or who has
attacked you. This skill may only be used once per hold. This skill is not governed by the 60
second cool down other movement skills suffer.

Fifth Rank
Break Limb – Attack that breaks the limb that it strikes, rendering it useless until proper healing
is received. This attack must hit the actual limb, not a weapon or shield or torso. For an arm it
must hit above the wrist, for a leg it must hit above the ankle. This ability has an internal cool
down of 60 seconds, which means it can only be swung once every 60 seconds.

Slam – The Fighter must concentrate uninterrupted for 30 seconds, and then write the buff
"Slam" on his card (self only). This allows you to call the weapon strike Slam once (until you
rebuff yourself with Slam again). This mimics either counter spell or divine, except you must
strike the target with a weapon you know how to use. This can be blocked as it is an attack. Call
this skill by saying "SLAM - Counter -Name of spell". You must hit the target who cast spell
within 5 seconds of it being cast. When slamming a wall or “bubble” effect you must strike the
caster within 5 seconds, if you do it is as if the wall were never cast because you interrupted, but
the caster still expends the points. If no spell is declared, you slam the last spell cast.

Double Attack – Attack that causes double damage. The Fighter must be wielding two weapons
or a two handed weapon. Only Profs and base weapon damage are double with this attack. Other
bonuses are tacked on after the multiplier. In the case of dual weapon style, you add the damage
of both weapons and multiply. This attack cannot be parried.
For example, a Fighter using a two handed weapon with Prof +2 and a +1 strength buff, would
double attack for 21 damage. Or a Fighter using two 1HE with weapon Prof +2 would double
attack for 16. If he had two +1 swords, he would double attack for 18, or 17 if he only had one
+1 sword. Skill Name Build Pre-requisites
In the case of dual weapon style, you only Cost
need to strike with one weapon to call the
skill. Physical Points- 2 1
Martial Arts 2

Staff 2
Thrown Weapon 1
Monk Proficiency 10
+1
Monk Proficiency 10 Monk Proficiency92
+1
+2
First Aid 2
Monk List

Martial Arts: Allows the Monk to wield two small weapon size phys reps that deal 1 damage.
This represents fighting with your fists in-game (Or in the case of other skills like racials and
PrCs, it may represent something else but the effect is the same). As these are your fists, they
may not be disarmed. If you wish to use a substitute phys rep, you must have Director approval.
Monks train so hard that there fists become hard as iron and they have learned to slap away
blows from weapons that would normally take a hand clean off. When using claws you do not
take damage when you block with them. You may block (not strike) when you have nothing in
hand, and when employing this way of blocking you are immune to weapon strikes from your
fingers to your elbow as if you were blocking with your claws. You may never grab a weapon
being wielded by another person, EVER. Also, when holding claw phys reps you are not immune
up to the elbow, you only block attacks with the claw phys reps.

Monk Proficiency: This skill represents training a Monk has received in a particular fighting
style. This skill allows a person to swing an additional damage with martial arts and staff. Monk
Proficiencies do not stack with weapon Proficiencies. For example: a Monk/Fighter with
Weapon Prof +2 (staff), and Monk Prof +2, would still deal only 4 damage with a staff.

First Aid - See First aid in general rules or on the medic list.
Lore - Learn one approved lore.
Language - Learn one approved Language

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Monk Abilities

Martial Mystic
Rank 1 Rank 1
Crit Yado
Knock Back Stone Body
Disarm Mind Over Body
Hold Ground Elemental Punch
Rank 2 Rank 2
Parry Levitate
Trip Control Blood
Blind Fighting Elemental Chi
Acrobatic Feat
Rank 3 Rank 3
Counter Attack Grace of Air
Throw Sixth Sense
Improved Crit
Rank 4 Rank 4
Break Limb Iron Body
Achilles Whirlwind Willpower
Flurry of Blows Steel Limb
Rank 5 Rank 5
Dodge Elemental Blast
Horse Stance Elemental Fist

General Notes for Monks


• All martial arts abilities can be used with both fist and staff, and only fist and staff. If
someone were to multiclass Monk, these attacks cannot be made with any other weapon,
unless they are also found on that list (such as parry).
• For purposes of RP a Monk may use a weapon looking phys reps for his martial arts
claws. The phys reps must maintain all the dimensions of martial arts claws, and the
design must be some kind of oriental weapon such as sai, or kama. For all intents and
purposes they are considered claws, not weapons. It is purely an RP rule for flavor/fun.
• Meditating is represented by sitting or kneeling while RPing concentration. Taking
damage, calling a skill or being majorly displaced disrupts concentration. Other forms of
RP for meditation may be approved by the directors, but no matter the RP you must
remain stationary in position and do nothing but charge your meditation.

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Monk – Martial
First Rank
Crit – Attack that causes Weapon damage +2.

Knock back – Attack that causes the target to the effects of a knock back. To use this skill you
must strike the target in the torso front or back.

Disarm – Disarms target weapon for 5 seconds. Monk must strike the weapon or arm holding the
weapon. This skill only works with martial arts, not staff.

Hold Ground - Blocks a Knock Back effect.

Second Rank
Parry – Requires weapon or martial arts - Block a pure damage physical attack used against you.
Your weapon or shield must be in hand and equipped as if for battle, not sheathed or strapped to
your back. Cannot stop surprise attacks.

Trip – Target takes the effects of a trip.

Blind fighting – Allows you to fight as normal while under a blinding effect.

Acrobatic Feat – Allows the Monk to perform one feat of great acrobatic ability. A marshal
must be present for the use of this skill. This skill may only be used while out of combat.

Third Rank
Counter Attack - If the Monk takes a melee strike and does not defend against it, he may call
“Counter attack - knock back” and the attacker takes the effects of a knock back. The Monk need
not strike the opponent.

Throw - Target takes the effects of a throw.

Improved Crit – Attack that causes Weapon damage +4.

Fourth Rank
Horse Stance - Monk places his feet apart a little more than shoulder distance, squats down a bit
and proclaims “Horse Stance!” The Monk may not move his feet at all, but now becomes
immune to all attacks from the waist down. Should an attack strike him below the waste he
declares “horse stance” as if he were calling a defense. Should the Monk ever move of his own
volition, be displaced, or fall to zero VP, the stance is canceled.

Achilles Whirlwind - AOE- Three targets take the effect of a trip; the targets must be within
range of the Monk’s current weapon, staff or martial arts only.

Flurry of Blows - This attack is three rapid strikes, RP and OOG. The next three Monk attacks

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deal +1/+2/+3 damage in order. The attacks must be made within a second of each other or the
flurry is canceled.

Fifth Rank
Dodge – Blocks the next desired Non-AOE attack used against you.

Break Limb – Attack that breaks the limb that it strikes, rendering it useless until proper healing
is received. This attack must hit the actual limb, not a weapon or shield or torso. For an arm it
must hit above the wrist, for a leg it must hit above the ankle. This ability has an internal
cooldown of 60 seconds, which means it can only be swung once every 60 seconds.

Monk-Mystic
First Rank
Yado - Acts as a parry against a ranged physical attack that is purely damage only. This skill
does not block Perfect Aim.

Stone Body – After 30 seconds of meditation, the Monk receives a self only buff for 4 AP.

Mind over Body – The Monk kneels or sits cross legged and role-plays meditation (no matter the
RP, monk must sit or kneel), during which the Monk heals at a rate of 1 VP/Minute. Should the
Monk be interrupted or engage in anything mentally or physically taxing, the healing
ceases.*Sleeping (IG or OOG) is not acceptable meditation. Self harm is not proper RP
meditation for this skill, drinking (celts, dwarves or drunken MA) if appropriate RP is.

Elemental Punch - martial arts only, strike that causes +0 damage of a chosen element. Monk
may call it as “Elemental Punch- X <element of choice>.” IE if you normally do 2 damage you
would say “ELEMENTAL PUNCH 2 FIRE !”

Second Rank
Levitate – as per the climb skill

Control Blood – After 30 seconds of meditation, the Monk receives a self only buff that defends
against the next desired poison attack.

Elemental Chi – After 30 Seconds of meditation, the Monk receives a self only buff that stops
the next desired direct damage attack of the chosen element. The attack may deal only damage
of the chosen element with no secondary effect. When using this ability, the Monk chooses an
element and signs off the buff as “Elemental Chi-X element”, where X is the chosen element.

Third Rank
Grace of Air – The Monk calls Grace of Air and can move unfettered by riding a ley line for a
short time. RP wise the Monk shifts in and out, sometimes moving very fast or very slow and
methodical, like air. After calling the ability, the Monk becomes immune to all attacks, but must
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travel forward in a straight line for ten seconds, if struck the monk calls “Grace of Air no effect”.
This ability may be used once every 60 seconds. This ability can be used during someone else’s
hold to move up to ten steps. Regardless of which way this ability is used, the Monk may still
only use it once every 60 seconds. All Movement skills share an internal “cool down” timer of
60 seconds

Sixth Sense - After 30 seconds of meditation, the Monk receives a self only buff that blocks a
surprise skill used against him.

Fourth Rank
Iron Body - After 30 seconds of meditation, the Monk receives a self only buff for 16 armor
points.

Willpower – After 30 seconds of meditation, the Monk receives a self only buff that blocks a
mental skill used against him.

Steel Limb – After 30 seconds of meditation, the Monk receives a self only buff that blocks a
sever or break limb ability used against him.

Fifth Rank
Elemental Blast – The Monk strikes a target with a spell packet dealing 12 damage of a chosen
element.

Elemental Fist – The Monk focuses his mystic energy which allows his fists to deal +1 damage
of a chosen element for 5 minutes. This benefit is only added while employing the martial arts
fighting style.

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Skill Name Build Pre-requisites
Rogue List Cost
Physical Points- 2 1
Small Weapon 1
First Aid - See First aid in general rules or 1 Handed Edge/ Blunt 2
on the medic list.. Crossbow 5
Lore - Learn one approved lore. Thrown Weapon 1
Language - Learn one approved Language Lesser Dual Weapon 2
Style
Escape Rank 2 - Daily - After 30 seconds Dual Weapon Style 3 Lesser Dual Weapon
of RP, a Rogue may escape certain Style
bindings. These items will be labeled as Escape Rank 2- Daily 4 Escape Rank 1
such. One purchase only. Escape Building 5 Escape Rank 2, Pick
-Weekend Locks Rank 5, Entry
Escape Building - Weekend - Allows the Pick Locks Rank 6 - 4 Pick Locks Rank 5
Rogue to escape from a building or room. Weekend
The area note will indicate if this is Lore: Rogue 0
possible, and if no area note exists for some First Aid 3
reason, a rules or plot marshal is required.
The Rogue calls the ability, (if appropriate) puts on a white head band and exits the room or
building, and immediately removes the white headband to be IG again. One Purchase only

Pick Locks Rank 6 – Weekend - Allows the Rogue to interact with locks that require Pick
Locks Rank 6 in some capacity. This ability requires 3 minutes of RP, which includes lock
picking props appropriate for the job, to complete the usage of this ability. A Rogue may replace
a single usage of Pick Locks Rank 1 or 3 with this ability to make the picking attempt take only 5
seconds to complete. Continuous.

Rogue Abilities
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Burglary Guile Dirty Fighting
Rank 1
Hide Hide Hide
Appraise Streetwise Inflict Pain
Case the Joint Pick Pockets Crit
Pick Locks Rank 1 Smooth Talk Finesse
Rank 2
Climb Imitate Backstab
Disarm Traps Detect Forgery Anticipate
Find Secret Doors I know A Guy Surefooted
Acrobatic Feat Know Your Mark Pin
Rank 3
Trap Dodge Fast Talker Waylay
Enter Window Disguise Pummel
Smuggle Ingested Sleep Poison Tolerance
Pick Locks Rank 3 Blinding Powder
Rank 4
Stealth Stealth Stealth
Escape Window Charm Pursue
Escape Rank 1 Plan B Slash Throat
Rank 5
Dodge Dodge Dodge
Entry Implant Suggestion Cheap Shot
Pick Locks Rank 5 Slippery Mind Devastate

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Burglary
First Rank
Hide – Allows player to “hide” in their surroundings. You place your weapon on top of your
head, and you cannot be seen without the proper skills being used. If you move from your spot,
or take any offensive action or use any ability at all, the hide is canceled and you can now be
seen again. Hide cannot be used within 5 seconds of attacking or being attacked. To hide, you
must be within arms-reach of a person, object or shadow at least 50% of your body size. You
may take 2 swift successive steps away from the object before hide breaks. If two seconds pass
after the two steps are taken, hide is broken. Concentration breaks hide immediately.

Appraise - Allows the Rogue to appraise an item after studying it closely which involves having
possession of the item uninterrupted for 30 seconds. Go to a plot marshal for the results of your
appraisal, results vary. For most common and mundane items the appraisal will be relatively
simple, accurate, and fast. But for obscure items, plot items and similar things the results will
vary at the discretion of the marshal.

Case the Joint - With a marshal present, allows the Rogue to pull an arena note from its envelope
and read it

Pick Locks Rank 1 – Allows the Rogue to interact with locks that require Pick Locks Rank 1 in
some capacity. Takes 30 seconds of RP, which includes lock picking props, to complete the
usage of Pick Locks Rank 1

Second Rank
Climb – This skill allows the PC to climb a vertical surface, examples are the side of a building
or a tree. The PC places their weapon or hand on top of their head to indicate they have climbed
the surface. They may remain up there for 30 seconds at which point they must come down.
Fighting of any type cannot occur with a character under the use of a climb skill, even if
someone else uses a climb skill. PC must come down even if the end of the climb is a horizontal
surface.

Disarm Traps – Allows a Rogue to disarm traps in some capacity. This skill will always be
defined by the marshal governing the trap, or an area note describing it.

Find Secret Doors – This skill allows a Rogue to find secret doors. Must RP scanning area and
call the skill in the presence of a marshal. If the search was sufficient and a secret door is in the
area, the marshal will secretly tell the Rogue the results of there search.

Acrobatic Feat – Allows the Rogue to perform one feat of great acrobatic ability. A marshal
must be present for the use of this skill. This skill may only be used while out of combat.

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Third Rank
Trap Dodge – Allows Rogue to block the effects of a trap. Traps cannot be dodged as per the
skill “dodge.”

Enter Window - If a Rogue uses the skill climb and there is a window on the vertical surface he
climbed, he may call this skill and enter through the window. If it is an OOG window that can
actually be accessed, the Rogue puts his hand or weapon over his head and immediately goes to
the place this would put him, the Rogue may do nothing during this time aside from travel OOG
to the proper place. If it is a plot window, the marshal on hand will explain the outcome of this
skill.

Smuggle – When you are searched, you may call this skill and make one palm sized item remain
undetected. The effects of this ability last for 5 minutes but can only be used on one item at a
time.

Pick Locks Rank 3 – Allows the Rogue to interact with locks that require Pick Locks Rank 3 in
some capacity. Takes 60 seconds of RP, which includes lock picking props, to complete the
usage of Pick Locks Rank 3

Fourth Rank
Stealth – While under the effects of the hide skill, you may call stealth and move at a heel toe
speed. Aside from the movement, you are still under the same rules that govern hide.

Escape Window – If called from the inside of a building, this skill is effectively the adverse of
enter window except you automatically climb down the side of the build as if you used the skill
climb. While moving from the window inside the building to the appropriate spot outside the
building, you must place your hand or weapon above your head to signify that you are OOG.

Escape Rank 1 – After 10 seconds of RP, you may escape certain bindings. The bindings will be
labeled as to whether or not they may be escaped via this skill.

Fifth Rank
Dodge – Blocks the next desired Non-AOE attack used against you.

Entry – Entry is a very versatile ability, vital to a skilled burglar. This is what separates a petty
criminal from a true burglar. Many actions and area notes may require the use of entry as decided
by the marshal. This may be tacked on in addition to pick locks and other burglar skills, or
something like having to use an entry as well as an enter window on a particularly hard to enter
window (and also because you cannot perform pick locks while using the climb skill). Entry is
never used alone, and is always used in addition to other skills, and cannot be used to replace
another skill with one exception: Entry can be used instead of Pick locks rank 1, the difference
being it is instant as opposed to 30 seconds.

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Pick Locks Rank 5 – Allows the Rogue to interact with locks that require Pick Locks Rank 5 in
some capacity. Takes 2 minutes of RP, which includes lock picking props, to complete the usage
of Pick Locks Rank 5

Guile
First Rank
Hide – As per burglar

Streetwise – Buff that stops a pick pocket attempt. This defense is used when the marshal comes
to collect.

Pick Pockets – Allows a Rogue to steal single item that can fit in palm of a average sized human
hand (in the subject of coins, 3 coins counts as one item). There are two ways to pick pocket.
First off, both OOG techniques require you to target a specific pouch or pocket, you cannot tag
someone’s cloak to pick their pocket, also keep in mind that both techniques require a marshal.
The Rogue must either place a black clothes pin on the target pocket or pouch or slip a poker
chip into it without being seen. If you are caught doing this, you are caught. After you tag the
pouch or pocket you must find a rules marshal or director, have them approach the person and
inform them they were pick pocketed. The marshal must find the chip or clothes pin on or in the
pocket or pouch. If they do, they randomly select an item, and secretly give it to the successful
Rogue. Should a player find the pin or chip and discard it before the marshal arrives to inform
them, the attempt simply failed, the Rogue was not caught.

Smooth Talk – You present yourself as a non hostile/friend, so someone may buy you a drink,
but they wouldn’t give you the keys to their car.

Second Rank
Imitate – Allows a Rogue to imitate a skill from another list, but the skill doesn’t actually have
an effect. This skill is used to fool a person into thinking you are doing something you are not.
You cannot fool someone about a skill that they possess (they see through the ruse) thus a Rogue
should know their target before attempting this skill. IE: a Rogue wants to sneak into a building
that is too heavily guarded, he has a friend inside the building fake an injury and he poses as a
doctor, imitates mend limb on his friend who pretended to have a broken leg.

Detect Forgery – RP investigating an item however you see fit in the presence of a plot marshal
and call the skill, effects may vary. The marshal has to at least tell the Rogue if it is or is not
forged. If the answer is that it is forged, you know this for fact. But sometimes the answer may
indeed be that it is not, but the Rogue may have failed in their investigation. Marshal should take
into account the Rogue’s level and amount of build spent into guile in conjunction with his RP
with the item.
I Know a Guy – Allows a Rogue to make contact with a fence.

Know Your Mark – This skill is used when you receive your card up at the beginning of the event

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(or whenever you arrive). Upon getting your card, if you wish to use this skill, you have the
marshal or Director who handed your card sign it off for you. Allows you to choose a PC-able
race, and you receive the lore and language of that race for the remainder of the weekend. This
skill also allows you to wear the racial clothing and adornments of that race in such a fashion it
looks natural and in place.

Third Rank
Fast Talker - Mind effecting RP skill that allows you to convince someone of something. A
perfect example would be someone approaching a Rogue who is hiding his friend underneath a
table with a table cloth. Someone walks in and asks if you have seen him, you call fast talker and
say “Oh he went that way” and the guy goes on his merry way. This is a RP skill and is limited
as such, and you risk the target not allowing himself to be effected by it. IE if it’s a PC who
knows you are best friends with the person he is looking for, he may not necessarily believe you.

Disguise - Allows you to don a blue headband indicating you are disguised. You must write the
race you are disguised as on the headband and RP as such. Disguises only work on NPCs, as the
average PC adventurer is experienced enough to see through the ruse.

Ingested Sleep Poison - Administer a poison that will put the target to sleep. The poison may be
administered directly or through food or drink. This skill requires a marshal present or you may
place a poison token under the target’s food or drink as proof. Whoever ingests the poison
through the food or drink it was placed in falls asleep for 5 minutes. Target cannot be mortally
wounded while sleeping and if any damage is taken, the target wakes up.

Blinding Powder - Spell packet (only) based attack, mezzes target. This is a poison based attack.
Poison, surprise, and mez defenses negate this attack.

Fourth Rank
Stealth – While under the effects of the hide skill, you may call stealth and move at a heel toe
speed. Aside from the movement, you are still under the same rules that govern hide.

Charm – Mind affecting RP skill. This skill makes your target believe you have become best
buddies, until either of you leaves line of sight. They might pick up the tab or give you a ride
home, but still wouldn’t hand over his wallet or house keys.

Plan B – Allows Rogue to call a mini hold as per movement skill rules. Rogue designates a
target when calling this skill and may take 10 steps away from them, the target must be hostile
towards the Rogue or one of his friends, or it must be reasonable to believe they are hostile. This
skill can only be used once per 60 seconds. The designated target cannot block this skill as it is
not actually used against them. This skill can also be called immediately on a target you have
failed to use a Rogue skill on.

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Fifth Rank
Dodge – Blocks the next desired Non-AOE attack used against you.

Implant Suggestion – Simple direct statement target must follow. This statement must be a single
sentence that is an executable command, it cannot force someone into opinion or a change of
morality (although the action can be against there morals, but not force them to abandon a divine
tenant or a racial detriment). Therefore you could not command someone to hate someone, but
you could command them to attack someone. Other examples might be "Leave this room" or
"Drop your weapon". This statement cannot govern more then one action such as "Leave this
room and when outside attack the guardsmen". Command cannot be suicidal in nature, or force
the target into immediate danger. If the command is indefinite in nature time wise, you must
follow it for a full minute or until the task is complete, the first time you reach the near dead
stage. When under the effects of an Implant suggestion you feel it is your desire, but when it is
over you know you were forced outside your own will. Any defense that stops a mind altering
effect or that would stop someone from doing something outside their own will stops Implant
suggestion. This ability cannot be used while either you or your target are in combat. You may
not use this skill while under the effects of the Hide ability. Requires 10 seconds of open
dialogue, user and target must be within LoS. This spell cannot be used to compel a target to tell
the truth.

Slippery Mind - Stops any mental ability used against you. Self only buff requires 30 seconds of
concentration to cast.

Dirty Fighting
*May not call Dirty Fighting skills with a ranged weapon unless otherwise noted. Anything
that states you must be hidden or hit the target in the back is considered a surprise skill as
far as defenses are concerned.
First Rank

Hide – As per burglar

Inflict Pain - Weapon strike that causes the target to take the effects of a daze. This skill can only
be delivered by a small weapon.

Crit - Weapon strike that inflicts weapon damage +2. This may be used with a ranged weapon,
but remember you must RP loading, drawing and firing.

Finesse – Latent Buff, RP for ten seconds and receive 4 armor points. These AP represent
dexterity.

Second Rank
Backstab - Weapon strike that inflicts Weapon damage +4, Rogue must be in the targets back
flank(s) and strike the target on the backside of their torso for this skill to work. This is not a
surprise attack. This may be used with a ranged weapon, but remember you must RP loading,
drawing and firing.

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Anticipate – Self only Buff that defends against the next surprise attack of the Rogue’s choice.
The Rogue must RP for 30 seconds “preparing” himself, and sign it off on his own card like a
regular buff

Surefooted – After 30 seconds of preparing rogue receives a self only buff that will block a
knock back, trip, or throw.

Pin - Spell packet based attack only, pin target’s foot to the ground for 1 minute. You may only
have one Pin active per opponent at a time. This is considered a physical and ranged attack.

Third Rank
Waylay - Must be hiding as per the skill to use waylay, must also strike the target in the torso.
Knocks targets out for 5 minutes, they cannot be Mortally Wounded while under the effects of
waylay, any attack awakens the target. If performed with a bladed weapon, must use the pommel
or a blunt part of the weapon. (Remember, pommel, not handle. All pommels should be legal to
strike with to make the weapon legal.) May only be used on a target not currently engaged in
combat. This is a surprise attack.

Pummel - Causes target to be mesmerized for ten seconds. Delivered via a weapon strike and in-
game represents the player pummeling the target with a blunt section of their weapon. This is
considered a physical attack. A player can only have one target mesmerized at a time.

Tolerance - After 30 seconds of preparing rogue receives a self only buff that will block a poison
based attack.

Fourth Rank
Stealth – While under the effects of the hide skill, you may call stealth and move at a heel toe
speed. Aside from the movement, you are still under the same rules that govern hide.

Pursue - During a hold or mini hold which was called for a movement skill, you may use this
skill to target the person who used the movement skill and advance 10 steps towards their target.
The target must be someone you have personally attacked within the last 10 seconds or who has
attacked you. This skill may only be used once per hold. This skill is not governed by the 60
second cool down other movement skills suffer.

Slash Throat – Silence a target for 5 seconds by striking them between the shoulder blades with a
small weapon while standing in one of their back flanks. This is not a surprise attack; the set up
represents you getting behind the target and slashing the throat. (Do not actually strike your
target on the neck.). This does not require a blade, but it does need to be a one handed or small
weapon.

Fifth Rank
Dodge – Blocks the next desired Non-AOE attack used against you.

Cheap Shot –An attack of opportunity that must be used on someone under the effects of a inflict

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pain, blinding powder or slash throat (they don’t have to be yours, but it has to be these three
skills specifically). Requires a small weapon in either hand, doesn’t have to be the delivering
weapon. This attack represents taking a cheap shot on the target when they in a sorry state of
affairs, the rogue either jams a knife into the targets foot, or just using the opening to do severe
damage. Rogue may call “Cheap shot Pin” pinning the target for one minute, or call “cheap shot
X dmg.” You do not chain these two together, it is two separate uses of the skill. X = 8 +both
weapons dmg. IE 2 daggers would be 10 dmg, with Prof +1, 12. Sword/dagger with prof+2 in
each =15.

Devastate – Surprise attack that must be used while under the effects of Hide. Deals 20 damage+
the effects of one of the following skills. Backstab, pin, inflict pain, slash throat, or pummel. It is
considered one physical surprise attack, and thus called as one. IE “Devastate Backstab X dmg”
or “Devastate Slash throat -20 dmg silence 5 seconds”. Since this is a single physical surprise
attack, one defense stops it, but you only pay the 5 points to use the Devastate. Surprise defenses
will stop it, as will Stoneskin, Deflect, Dodge, displacement and any appropriate PrC defense.
The damage always happens before the status affect.

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Divine Classes
Cleric
To be a cleric is to dedicate one’s self totally to the tenets of a god. Clerics are the driving force
of the clergy and take on many roles as their god sees fit. From the calm healers of Eluesari, to
the fierce defenders of Mavane, clerics fill many roles and have many callings. Healer, protector,
councilor, guide. The cleric must be prepared to do what is necessary to tend to the needs of his
flock. There is one great choice that all clerics face; Light, or Darkness for they know there is no
middle ground, nor shall one suffer the other to live. It is the greatest choice, the only choice.

Druid
Druids are dedicated worshipers of Eluesari. Rather than tending to her people and clergy as a
cleric would, druids are tasked with tending to that which Eluesari has created. Druids dedicate
themselves to protecting and tending to nature in all its forms. Some druids do this by perfecting
the arts of healing. They tend to the wounded and preserve life as well as the natural order. In
return, they are protected and preserved by nature itself. Others choose to protect by destroying
those who would threaten their forests. These wardens are among the fiercest fighters known to
man or god when in the woods they have sworn to protect.

Shaman
Shaman are the chosen children of the Dragons. While mages and psions merely access the ley
lines for their powers, shaman are granted their powers by the dragons themselves. Shaman act
as spiritual guides for any who seek their path in life. Shaman also fight to purge darkness from
the world unleashing the true destructive power of the dragons on their enemies. Shaman are
found in all cultures of the new world, from the uncivilized Barbarians, to the High Elves and
Elosian nobility. Shaman tend to be very ritualistic when working their magic and are often seen
using trinkets and other magical focusing devices to aid them in their concentration. While the
majority of Shaman follow the good dragons, there are a few who have fallen into darkness and
worship the dark dragons that seek to poison the world and its inhabitants.

Divine Adept
In times of great turmoil and darkness, it is often not enough that children of the gods seek their
makers. Sometimes, it is the makers that seek their children. Divine Adepts are the chosen of
their god. The power of their deity flows through them and strengthens them without the need for
formal training. The shepherd in his field that saves his village from a goblin attack by
summoning a dragon’s breath. The Druid who’s faith was not swayed by the darkness. The
fighter who does not succumb to bloodlust but remembers the will of Kinros. Any may be
chosen by their god and blessed with divine power, but only those that follow the path of their
god without the promise of power will be chosen to wield it.

The Pantheon

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The pantheon of this world is made up of 12 gods. 11 fae, and 1 god of the old world.
The gods are unable to affect this world directly anymore and so work through their followers in
an attempt to gain enough power to once again enter the world in the flesh. Should this ever
happen, the god that accomplishes this would reign supreme and unchallenged on this world for
all eternity. Eternal paradise should a good god accomplish it, and eternal darkness should an
evil one.
The works of a god’s follower done in the god’s name are what lend the god power.
Therefore, no follower of light will suffer the follower of a dark god to live; doing so would
threaten to tip the balance of power toward the darkness and risk death and suffering in the world
for all time. By the same token, the dark gods mandate that their followers purge the path of light
from the world by any means necessary...preferably painfully.
The pantheon of gods began after the dragons had created the world. A young god from
another world, Aaeos, came in search of solace for his children. He looked upon the world the
dragons had created and saw that it was beautiful, bountiful and unravaged by the evil that was
devouring his world. He was greeted by dragons and asked for their blessing in moving his
children to their world. They agreed, intrigued by these strange creatures. When the day arrived
that the faithful were to be moved, eleven Fae came to see these new and strange creatures. They
spoke with Aaeos about them and were deeply moved by his fatherly pride. Inspired, these
eleven Fae agreed to each try their hand at creation.
Three of the eleven Fae devoted great time and effort into their works, creating races after
their own hearts and truly infusing their very essence into their works. These Fae created the
Elves, Dwarves, and Nemeans. Goodly races with strong souls, great intellect and a strong
source of pride for the Fae.
Two of the fae chose to devote themselves to ideals that would strengthen the creations of
the Fae and Aaeos. They became Kinros God of War, Honor and Valor, and Mavane Goddess of
Love, Compassion, and Protection.
Six of the Fae did not devote themselves heart and soul into their creations. They simply
wanted something that would worship them and cared not what that thing was. As a result, their
creations came out twisted and foul, unintelligent, and violent. These fae looked down on the
monsters they had created with disdain. They saw the great creations of their fellow fae and
became enraged with jealousy. These fae met together in secret and vowed to devote themselves
to the destruction of their counterpart’s creations and so they plotted their entrance into the world
and the total destruction of all that was beautiful.
When the dark gods moved on the world to destroy it, they found that their act of
creation, though twisted and incomplete, was enough to keep that world from their grasp. They
found they could only work through others as the light gods could. It was then that they realized
their jealousy could only be sated by manipulating and working through the very creation they
hated.
Each dark god chose the light god they hated most and devoted themselves totally to the
manipulation, corruption, and sundering of their creation. The dark gods twisted the love and
fatherly pride the light gods had for their children into contempt and cruelty. The dark gods gain
followers from both the truly evil and twisted of the light god’s creations, as well as by tempting
and corrupting the weak and confused.

Gods of Light
Aaeos: God of Order, Justice and Light.

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Creator of Humans
Herena: Goddess of Truth, Oaths and Pacts
Creator of Nemeans
Eluesari: Goddess of Nature, Harvest, Rebirth
Creator of Elves (Sister of Koresari)
Dorgim: God of Good Works, Creation, Diligence
Creator of Dwarves
Mavane: Goddess of Love, Compassion, Protection
Kinros: God of War, Honor, and Valor

Gods of Darkness
Lei’al: God of Chaos, Darkness, Oppression
Akartha: Goddess of Deception, Lies, Betrayal
Koresari: Goddess of Nature, Pestilence, Disease (Sister to Eluesari)
Aokun: God of Exploitation, Destruction, Sabotage
Sar’eli: Goddess of Hate, Fear, Indifference
Vald: God of War, Rage, Ruthlessness

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Aaeos: God of Order, Justice, and Light
Aaeos was the youngest of the old world gods. He was young and still headstrong when
the darkness and corruption descended in human form to destroy the old world. Aaeos took his
followers to a new world, one created by dragons. When they arrived in the new lands, Aaeos
took on the duties of a patron deity. Aaeos became the god of Order, Justice and Light, ideals he
knew his followers would need to survive and thrive in this new world.

Aaeos is the patron deity of the Empress and by extension, the empire. The chief justice
of Elosia is traditionally a follower of Aaeos. Worship of Aaeos is performed daily as the sun
reaches its peak. Temples to Aaeos have no roofs or walls, but a series of pillars holding up a
ring of marble so that none of the gods glory may be blocked from his devoted followers.

Tenets of Aaeos

-Followers of Aaeos, first and foremost, will suffer no creature or worshiper of darkness to
thrive. He shall seek them out and bring them to ruin.
Seek them out in the low and high places, in the mountains, the caves, and the hearts of men.
Never again shall I permit darkness to cover the world. -Book of Aaeos.

-Followers of Aaeos will always strive to live an ordered and disciplined life.
In all things order yourself. Darkness lies in wait for the slovenly, the disorderly, and the
undisciplined. Control yourself and your mind, for if you do not, evil surely will. - Book of Aaeos

-Followers of Aaeos will always seek to aid the cause of justice.


Aaeos’ will is clear; justice must thrive. Beware always of falling into the realm of vengeance,
vengeance taints the heart and allows evil to tempt. - The Ordered Life, Examination of the Book
of Aaeos.

-Followers of Aaeos will not strive for the accumulation of wealth or their own glory.
“Do not let wealth, power, or your own advancement come between you and the light of Aaeos.
Rather, seek what is necessary to advance the cause of justice and light.” - Excerpt from Father
Markatius’ ‘Tutoring of an Empress’

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Herena: Goddess of Oaths, Truth, and Pacts
Herena was the first fae to look upon the creations of Aaeos and be filled with desire to
create her own beings. Herena valued honesty, strength, honor, introspection, and strength of
character and her creation reflected that. Herena is the Matron deity and creator of Nemeans.

Temples to Herena are quiet places. There are no sermons, masses, or worship performed
in the central room, but rather it is a place of quite introspection and self discovery. The back
rooms of a temple to Herena are places where pacts between kings and farmers alike are made.
Herena does not recognize title or station in life, but sees only the honesty and character of those
she looks upon. Because of this, Temples to Herena are considered neutral sites. Anyone may
meet with an enemy in a Temple of Herena under a banner of truce without fear. Oaths and pacts
made under the watchful eye of Herena in her temple, or blessed by one of her priests are sacred
and faithfulness to the terms of an agreement are rewarded. Those that break an oath, especially
one of peace have been struck down on the spot by the goddess’ wrath.

Tenets of Herena

-Followers of Herena will not suffer creatures or followers of darkness to thrive. They will strive
to bring ruin to all who follow darkness and hold deceit in their hearts.
Aaeos has shown me the ruin that comes from apathy and wavering in the face of darkness and
deceit. I shall never permit my creatures to suffer so. Darkness and deceit cannot be permitted to
thrive. -Book of Herena

- Followers of Herena will never deceive an honest man, nor will they permit him to be deceived
in their presence.
Those who hold truth and honor in their hearts are blessed of Herena. These must never be
deceived but shown the same truth and honor as Herena would show them. Those who hold evil
and dishonor in their hearts deserve no truth and shall be scoured from the land. - High Cleric
Jonas Arkus speaking to the assembled before the Battle of Morla

- Followers of Herena shall never make, or bless a pact they know cannot be kept.
An oath is based in knowledge. The capabilities of a person taking an oath determine its truth.
Know yourself, know your abilities, and always deliver on your promises. You cannot swear an
oath without understanding yourself, and the person to whom you have pledged. - an excerpt
from Truth and Oaths, Herena’s Words Examined. first edition.

- Followers of Herena shall not drink alcohol, nor allow their minds to become clouded in any
way.
Clarity is the root of truth and self knowledge. Oaths made while under the influence of drink
are an abomination. - Book of Herena

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Eluesari: Goddess of Nature, Harvest, Rebirth and her Sister
Koresari: Goddess of Nature, Pestilence, Disease

Eluesari and her sister Koresari were born together when the Dragons tied the world
together with ley lines. The Dragons looked on their world and created two fey to watch over
nature and all living things. Eluesari was tasked with the growth and nurturing of life, and her
sister was given domain over the downward cycle of life: death, decay, pestilence and disease.
Both sisters together saw that balance was maintained in the world.

They were the closest of sisters. Never was one seen without the other close by. It is said
their love inspired Mavane to her place in the pantheon. When Aaeos showed the fey his
creation, Eluesari and Koresari came together and each tried her hand at creation. The creations
of Eluesari, the elves, were beautiful and goodly. They showed all the goodness and strength of
their creator and were a strong source of pride for the now goddess.

Koresari looked on the elves and was filled with joy at her sister’s creation. Thus
inspired, she turned her attention to making her own creatures. Koresari poured all her essence
and domain into her creation, but because of her nature, her result came out twisted, diseased,
and violent. When Koresari looked down on her own creation she let out a wail so filled with
despair and horror that it broke Eluesari’s heart. Eluesari came to comfort her sister in her grief,
but when she embraced her sister, Koresari’s heart became filled with such jealousy and rage that
she cursed Eluesari and fled. In her darkness and shame, Koresari vowed to destroy her sister’s
creation and devote herself to the corruption of Eluesari’s works.

There are no true temples to either goddess. Rather, those wishing to pay homage to
either, do so with a garden of great and meticulous care. Gardens in honor of Eluesari are things
of incomparable beauty and growth, while gardens in homage to Koresari while no less beautiful,
are filled with stone, fungus, and plants that thrive on death and decaying things.

Tenets of Eluesari

- Followers of Eluesari will suffer no creature or follower of darkness to thrive. They will seek
them out and do all within their power to bring these abominations to ruin.
The Darkness has already claimed my sister. I shall not permit the same to come to this world or
my followers. Do all you can to destroy the darkness and those who would follow it with their
hearts. - Book of Eluesari

-Followers of Eluesari will never refuse to resurrect those seeking it.


Rebirth, of both body and soul bring glory to Eluesari. Never refuse this most sacred of blessings
to those who come to you in need. - Cleric Kalira, blessed of Eluesari.

- Followers of Eluesari shall strive to nurture all growing things, from the smallest plant to the
tallest tree. From the creatures of the field to the Kings of men.

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Eluesari holds all living things sacred. Size is no indication of worth, nor are the titles men take
for themselves. All of nature is important, all men grow and die. - Nature and Growth, a study of
the Book of Eluesari.

- Followers of Eluesari shall, when possible, seek to convert disciples of Koresari before turning
to violence.
There is no greater sorrow to me than the loss of my sister, and no greater joy can I imagine
than that of having her return to me in love. So should you seek to bring her followers back to
me in love and forgiveness. - Book of Eluesari

Tenets of Koresari

- Followers of Koresari shall seek to bring ruin and destruction on those who follow the light
gods, and Eluesari in particular.
If I am to be cursed with this domain of pestilence, disease, and decay, I shall not suffer alone. -
Book of Koresari

- Followers of Koresari shall not consort with undead, nor shall they aid the cause of undead.
Though I rage in darkness, there are abominations which offend even the depths of decay. Let
none aid the depravity of the undead, for they are unnatural and please me not. -Book of
Koresari

- Followers of Koresari shall never seek to remove, cure or alleviate the ravages of a disease.
I am blessed with the caress of my goddess. She draws me close to her breast. I am tested and I
shall NOT be found unworthy. -Last words of Jeric Horlea, High Priest of Koresari as he died of
the wasting sickness

- Followers of Koresari shall, when possible, seek to corrupt rather than kill followers of
Eluesari.
Tempt them to darkness; let them embrace the darkness of their own free will. Then, when their
shame is known to all and their hearts weep in sadness, strike them down. -Book of Koresari

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Dorgim: God of Good Works, Creation, Diligence
Dorgim is unique amongst the fey in that rather than creating a new race from nothing, he
chose to change and perfect something that already existed. He saw the potential that existed in
the mountain giants and utilized it to create the stout dwarves.
Dorgim is the god of good works, creation, and diligence. He takes delight in the
handiwork of his followers and they ever seek to please him. Though Dorgim does enjoy the end
result of hard work, he is far more pleased with a follower that truly devotes himself to his craft
heart and soul. The end result of a labor is not as important as the attitude and diligence of the
worker.
While there are beautiful temples of stone and iron dedicated to Dorgim, they are not
used for mass or prayers, but rather as a place for craftsmen to seek the council of the devoted
priests and clerics. True worship of Dorgim takes place at the workbench, the forge, or anywhere
great care is taken in creation or crafting. As the clerics like to say, “sitting around here talkin’
and singin’ never made a thing. You want Dorgim to be talkin’ and singin’ when you are asking
him to bless your forge?”

Tenets of Dorgim

- Followers of Dorgim will suffer no creature or follower of darkness to thrive. They will do
everything in their power to ensure darkness is torn asunder.
Darkness seeks to destroy all that I have made. It would break my tools and tear down
my works if given the chance. But I shall fight it, even though it seeks to devour me, I shall fight
it. - Book of Dorgim

-Followers of Dorgim shall strive always for absolute mastery in their craft.
Divide not your attention between multiple paths. Rather, dedicate yourself body and
soul to the work you have chosen. Show the same care in your craft that I have shown in crafting
you. - Book of Dorgim

- Followers of Dorgim shall not waver in their duties, but shall see them through to the end.
Be always diligent in the tasks set before you. See them through, and bring glory to
Dorgim in your steadfastness. Always, however, be wary of pride. Know when your task is
complete, recognize when there is no more to be done. - Father Domis to assembled recruits of
the Imperial Guard.

- Followers of Dorgim shall give a tenth part of everything they earn through their craft to those
in need.
Dorgim has blessed you with much. Do not hold that blessing tight to yourself, but
rather, portion some for those who have been blessed with little. -Devotion and Diligence, a
study of the Book of Dorgim

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Mavane: Goddess of Love, Compassion, and Protection
Mavane is the youngest of the pantheon. She was originally created by the dragons to
meet with Aaeos when he came through with his followers and to show them the safest place to
begin their new life. When she completed this task, she remained with Aaeos until the other ten
fey came to meet with him and see his creatures.
As the other fey began creating their own races, Mavane wished to join them in their
endeavor for the humans of Aaeos truly fascinated her. However, as she began to consider what
qualities her new creations should possess, she began to despair; she was only a few days old and
had no notion of what was required to create a complete and goodly race.
Mavane began to examine the new works of the other fey. She looked at the Stout,
sturdy, industrious dwarves and saw the care that Dorgim had put into creating them, spinning
them from the essence of a mountain giant. She saw that she had not the craftsman’s skill to
perform such a delicate task. She then looked on the strong and honorable Nemeans. She was
awed by the devotion they felt for their creator and the strength of soul they possessed. She saw
the noble, beautiful elves and the magic and connection with nature Eluesari bestowed upon
them.
As Mavane looked around her at the creations of her elders, she saw that none of them
were a good fit for her. Then, as she cast her gaze upon the sisters Eluesari and Koresari, and the
love they felt for each other, she was filled with joy. This quality, this love and compassion they
held for each other as sisters was the most beautiful thing she had ever seen. At that moment,
Mavane abandoned all notions of creating her own race, and devoted herself to the ideals of love,
compassion, and protection that would make life better for the creations of the other fey.
While clerics and priests of Mavane exist, they tend to stay in the temples and major
cities of the four goodly races. They tend the needs of the citizens, perform marriages, and offer
their services as healers to any and all in need. The true force of the Mavane Clergy however, are
her Templars.
These men and women devote themselves body and soul to Mavane and her teachings.
They see the love and compassion Mavane has for all the goodly races of her fellow gods and her
desire to protect those races from the darkness as their calling. All Templars of Mavane aspire to
Love the creations of the gods as she does, have the compassion for all, from noble to commoner
that she does, and to protect that love and compassion from the darkness.

Tenets of Mavane

- Followers of Mavane will devote themselves to the protection of the goodly races from all
creatures and followers of darkness. They will do what is necessary to bring them to ruin.
Darkness seeks to bring an end to Love and Compassion. It seeks to destroy myself, my fellow
gods, and all that we hold dear. It has already taken Koresari from us and poisoned the love she
feels for her sister. Never shall I permit another to fall so. Seek out the darkness where it hides.
Sunder it in its place of refuge. Be as a shield to those who love me and my brethren, and a
Sword to those who hate us. - Book of Mavane

- Followers of Mavane must keep the intentions of their hearts pure.


Remember always that Mavane loves us all, both saint and sinner. Though we rage against the
darkness and its followers, do not let it consume you or taint your opinion of those who have

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stumbled. Treat those who do wrong with love and understanding. Bring them back to the fold
with arms wide and hearts open. Not all who wander are lost, not all who stumble are in
darkness. - Lord Templar Elijah to the assembled Templar Brethren.

- Followers of Mavane must show compassion and love to all those who have not embraced
darkness.
Love as I love, show compassion to those in need. Always remember that loss and despair know
no station in life, the king as well as the thief need compassion. - Book of Mavane

- Followers of Mavane may not lock their doors unless in direct defense of those inside.
We are a refuge for those who love light. Never sacrifice the needs or safety of another to save
yourself. We are a Shield, a Sword and a warm place for all who seek refuge. - In Defense of
Our Mothers Children, Defending the Light From Darkness.

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Kinros God of War, Honor, and Valor
Vald: God of War, Rage, and Ruthlessness
During the great time of creation, as the fae who were to become the dark gods looked on
the numerous creatures of the good fae, they began to plot their entrance into the world and the
destruction off all that the good gods had created. As they plotted, they realized that they had no
experience with true death and destruction, nor did they had experience in dealing with the
goodly fae who would doubtless come to the aid of their creatures.
Seeing these difficulties, the dark fae enlisted the aid of a notorious and malicious
trickster fae named Vald. Vald was the first fae to rage against admitting the humans and their
god into this new world when the possibility was being discussed. It was Vald who struck the
memories of all who came through the portal of Aaeos. He removed the location of Aaeos’ portal
from their memories and made them believe they were lost in the woods until Mavane came and
showed them the best place to start a city.
Vald agreed to teach the fae how to organize armies, and how to harm another fae. He
even created a race of dark warriors, known as trolls, to spread chaos and fear among the new
races and in doing so, ascended to god status. As he ascended, Vald chose to embody that which
he knew best, warfare, rage, and ruthlessness in combat. He taught the dark gods, and those who
would follow them to show no mercy in combat, show no weakness to your enemies, and to fight
fueled by purest rage.
While the light gods were focused on their creations and their well-being, they were
oblivious to the treachery of the dark gods. Kinros, a fae of great age and power, saw what the
dark gods and specifically Vald were planning and saw the destruction that would come with a
war between fae. He saw the light gods, comfortable in their station, and unprepared for the
battle that was to come. Kinros went before Aaeos and told him of the dark fae’s plans. He laid
out the preparations Vald was making for an attack on all the goodly creatures so that Aaeos
might prepare.
When Aaeos heard what was to come, he was filled with dread and despair. He had not
the martial or military skill to defeat a fae as accomplished as Vald, not with the head start Vald
already had. Kinros saw the heart of Aaeos and knew all would be lost if he did not act. Kinros
immediately chose to ascend in direct opposition to Vald, choosing domain over war, honor, and
valor.
With his new god status, Kinros began immediately organizing the gods of light, as well
as their followers for the coming storm. He taught the followers of light that the way a battle is
fought is as important as why. He taught them the principles of honor, both in combat, and in
everyday life, as well as valor, and the self sacrifice for greater good that is sometimes necessary.
Finally, the day of the dark gods attack came. They gathered all their divine power, and
moved as one toward the world. Just as they were to cross over the planes to the world, they
found that they could not do it. They were stuck in the divine realm. It was then that they learned
what Aaeos had hoped held true for fae who ascended to god status as it applied to him, as long
as there is balance in the heavens, as well as in the world, no god may directly interfere with the
dealings of the world. They can only act through their followers until the day the balance shifts
and either good, or evil can enter the world in flesh.
Though the first attack had been foiled, Kinros and Vald still oppose each other wherever
a war begins. The two gods battle for the heart and soul of each and every warrior on the
battlefield.

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Worship of the two gods is very similar. While Kinros espouses Honor and Valor, he is
still a god of War, and expects strength, viciousness, and skill on the battlefield. Followers of
both gods pray for the blessing of their god before battle, and often will make a personal sacrifice
of some kind in hopes that their god will grant them divine might on the battlefield.

Tenets of Kinros

- Followers of Kinros will never suffer a creature, or follower of darkness to live. They will seek
to destroy them and bring glory to Kinros.
We showed mercy and pity on the darkness once, and it rose to overthrow us. Never
again will I permit darkness to arm and assemble itself for battle. Destroy those who worship
evil, break them and drive them from this world. - Book of Kinros

- Followers of Kinros shall seek to live and fight with honor.


In battle, and indeed, in life, seek always the honorable path. Fight those who seek to
enslave or degrade others. Keep your word, and honor those who do the same. Defend
honorable men, seek to aid them in their trials. - Book of Kinros

- Followers of Kinros value the lives of others over their own.


Kinros has shown us the true path to Valor. Value not your own life, for even animals
will seek to save themselves from a lion, rather, seek to save the lives of those who fight beside
you. Live to protect them and to destroy those that seek to harm your brothers in arms. It is
through sacrifice in defense of others that we espouse the virtue of Valor. -Lord General Niral,
blessed brother of Kinros

- Followers of Kinros shall show mercy to those they have defeated.


Remember always, mercy to those you have defeated shows devotion to Honor over a
desire for vengeance or blood. Devotion to Kinros, and preservation of your honor, even when
there is none to see your transgression brings great joy to Kinros. - Honor and Valor, the
blessings Kinros examined.

Tenets of Vald

- Followers of Vald shall always seek to destroy followers of light wherever they may be. They
will seek to destroy those who would hate the darkness.
I have taken upon myself the task of destroying the creations of the light gods. Kill those
that serve light, break them upon your shield, and rend them with your sword. Shatter the light
that I may enter this world in the flesh and see my task done. - Book of Kinros

- Followers of Vald shall take no prisoners excepting in cases where doing so would directly
advance the cause of war.
Rage, Ruthlessness, destruction of one’s enemies. These are the ideals that bring glory to
Vald. Slaughter your enemies, bathe in their blood. Show no mercy to those you have defeated.

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However, always remember that a single prisoner of value can bring a fortress to its knees. -
General Araka, devoted of Vald

- Followers of Vald shall utilize all means at their disposal to achieve victory.
Those who would name us monsters are weak. They name us so because they do not
possess the strength necessary to do what is needed. We have no such troubles. Our ability to do
what is necessary to win is our greatest strength. Those who lack the strength to do so shall
name us monster from the afterlife. - The Rage of War, an examination of the Book of Vald

- Followers of Vald shall always leave one witness, and only one witness to the terror our god
has spread.
There is no greater testament to victory than the horrified tales of a sole survivor. No
greater blow can be struck to an enemy than for one of their own to proclaim the cause hopeless.
- Book of Vald

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Lei’al: God of Chaos, Darkness, and Oppression
When the dark gods came together to determine who would oppose which god of light,
Lei’al was first to chose. He immediately choose Aaeos as the target of his ire. He saw Aaeos as
the cause of all his anger and rage. If it were not for his coming to this world, none of the fae
would have ascended to godhood at all. They would all still be free to interact with the world the
dragons had made.
For a long time, Lei’al bided his time. He slowly spread his corrupting influence amongst
any followers of light who strayed from the path. He was there to tempt good men to dark deeds,
and to deliver strength to those who would truly embrace the darkness. Then came the first Great
War.
Lei’al looked down on the undead abominations, results of dark magics from the old world. And
saw the utter chaos and despair they could sow amongst the races of light. Though he despised
the undead as unnatural horrors, he could not help but be moved to inspiration.
As the goodly races searched for a way to defeat the armies of undead pressing down
upon them, Lei’al whispered into the ears of the high priests and nobility of the elves. He
whispered promises of victory if they would only alter their own warriors to better fight the
darkness. As with most desperate people, the whispered promise was enough for them to cling to
hope and the elves created the dark elves, vicious but noble warriors against the darkness.
When the war came to an end and his plague of madness struck the dark elves, Lei’al
looked down on the chaos wrought by the dark elves and became filled with a vicious glee. His
whispers had done more damage to the elves than ten thousand warriors of darkness could ever
dream of. Drunk with victory, he began to plan the next attack on light and order.
Lei’al quickly saw that nothing spreads chaos and darkness quite like war. The greater
the war, the greater the terror and darkness. It was at this time that Lei’al was struck with a
terrible inspiration. He took all his hatred and poured it into a creation that would not only wage
war to the death with the creatures of light, but would corrupt their very souls in the process.
Lei’al took the essence of man and beast and bound them together with a curse. The result was a
creature with the intelligence of a man, but with out the restraint of morality, driven solely by
animal instinct and rage; Lycanthropes.
Lei’al released these terrible creatures on the creations of the light gods in what became
the second Great War. This was a time of Lei’al’s greatest triumphs. The goodly races were
overmatched in combat and numbers. Each of their warriors that did not die of their wounds
would turn into an enemy within a month’s time swelling the ranks of the lycanthrope scourge.
Once again, Lei’al whispered into the ears of the high priests and nobility of men. Once again he
showed promises of victory if only they would corrupt their own to fight the evil. The high priest
however, was not faithless in his desperation. Rather than look to his own strength, he went
before Aaeos and Dorgim in humility and grief for his people. He begged for their blessing on
his plans for creation and they were more than happy to grant it. The wolfbloods that came of the
god’s blessings and the works of the race of man were the key to defeating the Lycanthrope
army.
Though Lei’al’s army was defeated, the true failure of his plan came at the end of the
war. There was no chaos or darkness in the dealings of the wolfbloods, for they were creatures
blessed by the gods in their creation. Instead, the goodly races were drawn even closer to their
gods and the light by the nature of humility and love the high priest showed and the blessings the
gods bestowed.

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Lei’al raged in his defeat, the heavens shook with his anger and hate. Suddenly, it became
quiet. Lei’al had come to a realization. It is not through open war that his darkness is best spread,
but through the corruption of those Aaeos loves most. And so Lei’al became a whisperer, a
corrupter, the doubt that drives good men to darkness and despair.
Today, Lei’al is not worshiped in the strictest sense. He has devoted followers, and those
who follow Lei’al are second to none in their fanaticism, but they embrace the whispers and
darkness of Lei’al. To them, and to Lei’al, the best form of worship is the hushed whisper of
defeat and hopelessness when things are darkest.

Tenets of Lei’al

- Followers of Lei’al shall not suffer a follower of the light gods to thrive. He shall seek to
corrupt and distort all their teachings and works to the chaos and darkness that heralds the
coming of Lei’al.
Destroy the light and its followers. Poison their minds, their words, and their actions.
Break their will to follow the light and turn them to darkness. When all is readied, I shall come
to you in glory and extinguish the last of their false light from this world. - Book of Lei’al

- Followers of Lei’al shall never openly praise the name of Lei’al.


It is not through open worship that we bring glory to Lei’al, but rather through the slow
corruption of those who love light that his power is shown. The open opponent of Aaeos and the
light is brought low by a single soldier with a sword. The quiet whisper in the darkness can
destroy armies. - High Priest Dralisar, blessed of Lei’al

- Followers of Lei’al shall always seek to aid, or assist the cause of a Lycanthrope.
Though our gods greatest creations were defeated by the light, they still spread the chaos
of Lei’al. These most blessed creatures of Lei’al shall always receive our aid and blessings. -
Excerpt from ‘Screaming in Whispers, the Spread of Chaos and Glory’

- Followers of Lei’al shall not seek the accumulation of wealth, but will distribute that which
they do not need to the less fortunate.
Generosity earns the love of the lowly. Soldiers, tradesmen, farmers and beggars all love
a generous man and see generosity as a sign of worth. These lowly men will hear the words of a
generous man and take them to heart. Thus are mutinies, riots, and discontent spread in the
cities of Aaeos. - Book of Lei’al

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Akartha: Goddess of Deception, Lies, and Betrayal
While Akartha was present in the beginnings of this world, and became a god along with
the rest of the fae, her true story doesn’t begin until the birth of the Basilisk.
In the earliest days of humanity on this world, when dragons walked the earth and gods
found their place, Akartha looked about for the best way to lash out with her rage and jealousy.
She spread lies and deceit among the children of the gods, and orchestrated many betrayals, both
of kin, and country. None of this satisfied her, for they were small acts. They were well spun lies
and often resulted in disaster for those who believed them, but while they ruined the lives of
men, they did little damage to the gods of light she so hated.
It came to pass then, that the child of Ember and Aaeos was to be born of Bethany. All
the gods and dragons looked on as her pyre burned to see what the result would be. When the
phoenix burst forth in flame and glory, the gods of light and dragons rejoiced and the gods of
darkness cringed. A new creature of light and good had been born to oppose them. Ember took
her child up to the heavens with her to learn of the nature of light, and the dark gods went to
ponder this new development. Only Akartha stayed at the site of the birth, looking at the burnt
ash and considering how she could twist this new creature to her own ends. It was then that she
noticed movement in the ash.
Akartha took up the basilisk with her and raised the child as her own. She fed it with lies
and deceptions, telling it that Ember had abandoned it. Akartha taught the basilisk to lie and
deceive as she did, and was amazed at the child’s propensity for evil.
Eventually, it became impossible to keep the basilisk a secret. Ember and the gods of
light came to see the child and take it back with them to live along side its brother. Ember and
Aaeos approached the basilisk with love and apologies, but the basilisk would have none. He
rebuked his parents and claimed Akartha as his true mother. “Though I am born of your union,
only Akartha looked on me with love when I was lowly and weak. She is my true mother.”
At this, Ember and Aaeos, along with all the gods of light wept. They wept at the mistake
in missing the child at birth, and they wept at the bitterness and bile the child now held in it
heart. For the basilisk had truly become a creature of darkness and had embraced Akartha body
and soul.
Akartha heard the weeping of the gods and dragons and it sounded as beautiful music.
She had found not only a child to aid her in corruption and deceit, but had truly struck a blow to
the gods of light. She had finally found a way to spread her betrayal into the heavens.
Today, worshipers of Akartha do her will in the name of another. They pose as
worshipers of the light and do horrible acts in the name of the light gods. They spread false
teachings, whisper gossips and rumors, and plant the seeds of uprising and betrayal to all who
will listen, and do so with a pious face and a righteous word.

Tenets of Akartha

- Followers of Akartha will suffer no follower of the light gods to thrive. They will seek out
followers of light and bring them to ruin.
Turn their plans back upon them. Spread lies and deception among the faithful and lead
them to their own undoing. Turn their prayers to ash in their mouths, and their plans to dust in
their hands. - Book of Akartha

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- Follower of Akartha shall not lie unless doing so will bring about great evil and glory to
Akartha.
Truth in small matters builds trust. Speak the truth in all things of no import and make
yourself a trusted friend. Then, when all hope is placed in your hands, the will of Akartha be
done. - Deception and Betrayal, Examination of the Book of Akartha.

- Followers of Akartha shall not associate with murderers, thieves, or followers of the dark gods.
One who spends time in the company of thieves and murderers is not to be trusted. Without trust,
there can be no betrayal. Guard your company and your mind closely. Sacrifice the small lie
now, for the greater betrayal later. - High Priest Gipma, blessed of Akartha

- Followers of Akartha shall seek to corrupt, rather than kill, followers of light.
Stab a man, and you kill him for a day. Fill a man with lies, deception, and show him betrayal by
his closest friends, and you kill him for a lifetime. - Akarthan proverb.

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Aokun: God of Exploitation, Destruction, and Sabotage
Aokun is unique among the gods of darkness. While the other five gods chose to oppose
the principles and domains of a particular god, they spread that opposition across all the races of
light. Aokun took his opposition to Dorgim much more seriously and personally. He truly
devoted himself to the destruction of the dwarves above all others. So much so that the name of
Aokun was almost unknown in the empire and elven lands before the second great war.
Aokun’s relative obscurity and singular purpose almost resulted in his ultimate victory.
He is the only god of this world who has come close to descending in the flesh.
In the time of the second great war, when all the goodly races banded together to fight the
lycanthropes, the Dwarven strongholds of the mountains were drained of their best fighters,
clerics, and craftsmen in support of the war. Aokun seized this opportunity and sent his strongest
followers to insinuate themselves into the power structure of the Dwarven capital. They took up
positions in the clergy, government, and even an adviser position to the king.
In a very short period of time, these followers of Aokun had corrupted the belief system
of the dwarves, sabotaged most of the war production machinery, and managed to have the
dwarven king blamed for the entire mess. As the worship of Dorgim was corrupted into worship
of Aokun, the dark god became almost unopposed. He could feel his power growing, almost to
the point where he could descend to the world in the flesh. Dorgim watched, unable to interfere
directly and despaired.
Then, Dorgim sent a vision to his strongest Templar, Exemplar Higmar Darksunder. He
showed the Templar the evil sweeping the Dwarven nation, the corruption of his followers, and
the poisoned mind of the king. Higmar gathered his eight closest companions, powerful
followers of Dorgim all, and returned to the Dwarven capital in a march that would inspire songs
for centuries. The nine of Dorgim cleansed the city of Aokun’s influence and followers in a
fortnight of blood and thunder and halted the dark gods descent to physical form. The king of the
Dwarves commissioned 9 statues to be built of the heroes in honor of their deeds, but instead, the
nine demanded the supplies be used to build one great statue in honor of Dorgim, that none may
again forget his love for the Dwarves.
Today, Aokun is worshiped in secret with elaborate ceremonies of destruction and song.
Dwarves who have fallen away are his strongest supporters and will often live their lives
sabotaging the Dwarven cities, and defiling their temples.

Tenets of Aokun

- Followers of Aokun shall not suffer a worshiper of the light gods to thrive. They shall devote
themselves to the ruin of all the creations of the light.
Break their tools, quench their forge, salt their earth. Bring them to ruin in all they seek to build
and they will fall to despair and grief. - Book of Aokun

- Followers of Aokun shall learn a trade and become proficient in it.


To truly sabotage and sunder the works of the servants of light, it is necessary to have
knowledge of their craft. Learn then the trades of the faithful that you may know how best to ruin
them. - Knowledge of Destruction, A Study of the Book of Aokun

- Followers of Aokun shall seek to attain rank and status in both the government, as well as the

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church.
Increase your power and prestige that you may destroy the institutions of the followers of light.
There is no greater shield from a follower of light than his own laws. - High Priest Sarlan,
blessed of Aokun

- Followers of Aokun shall always hear out any proposition laid before them.
All people, all proposals, and all plans can lead to the glory of Aokun if used properly. Do not
however, act on foolish proposals. Rather, let the fool bring himself to ruin and yourself to glory
by exposing his foolishness to those of authority. - High Priest Ulmar, blessed of Aokun.

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Sar’eli: Goddess of Hate, Fear, and Indifference
There are no members of the pantheon more shrouded in mystery and darkness than
Sar’eli. Her ascension to godhood was much like the other dark gods, motivated by hate,
jealousy, and rage. She rose in opposition to Mavane because of the fierceness of the goddess of
love’s protective influence. Sar’eli felt that the darkness needed a champion who was as fierce in
her desire to actively attack the followers of light.
Since her ascension, Sar’eli has kept to the shadows. She works in secret, and only her
most devoted clerics and templars know her true nature. Even the other dark gods stay out of her
way when she is on the warpath, and have never seen cause to work with her. She is also the only
dark god who permits her followers to work with undead.
While Sar’eli is shrouded in darkness and mystery, her followers are not. No dark god
has a more zealous following than Sar’eli. While the other dark gods work with whispers and
deceits, Sar’eli works in hate, blood, fear, war, and destruction. Her Templars are her strength,
her hammer, and the messengers of her Hate. They destroy entire cities in nights of blood and
fear before returning to the secret temples of Sar’eli to sacrifice the prisoners they take in rites of
the most horrific torture.

Tenets of Sar’eli

The Tenets of Sar’eli are known to only her most devoted followers.

(NOTE: Although players are free to worship Sar’eli. At this time she is not available as the
matron god of any Players alignment based list. IE: cannot be a cleric of Sar’eli at this time. )

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Ritual of Resurrection
This ritual is one of hope. The hope that the soul has not become lost to the world, but
has the strength to return to the body renewed but weaker.

To the average citizen, this ritual is full of mystery and wild superstition. As the vast ma-
jority of the world is unable to resurrect even a single time, the sight of a dead body standing up
again with the blessings of the gods, rather than the curse of necromancy, is shocking to say the
least.

Amongst the clergy, the ritual of resurrection is often assigned to a single priest. The
priest takes on this sacred duty with singleness of purpose and devotes his life to the perfection
of the art. Though a single priest will often have the duty, the performance of this ritual is not re-
stricted or unattainable in any way.

The original body is very helpful in the success of this ritual, however it is not absolutely
required. Shaman have been known to use any fresh corpse as the vessel for the soul and upon
implantation, the soul will reorder the flesh to the form it knows best, down to old scars and even
tattoos or brands.

Each priest or cleric tends to adapt the ritual to their own style and personality. Resurrec-
tion is a very personal experience, and as such, it is very difficult to confine it to a strict code of
conduct or set rite. Often the priest will use holy objects or aids in concentration when perform-
ing the ritual. Glitter is NEVER one of those objects.

It normally takes five minutes to resurrect someone if you have their body, and ten
minutes if you have to use a substitute for their body as the soul needs time to adapt the flesh to
its familiar form. It is possible to resurrect more than one person at a time, but each additional
person adds a minute of concentration and work to the ritual up to a maximum of ten people at
once over twenty minutes.

Though styles vary widely, there is a common theme among them and three very distinct
phases or actions are performed in each.

First, the laying on of hands. In the old days, this was often done as a measure to staunch
the flow of blood from a wound when the pulse was restored to the victim. With the advances
made by combat medics in wound care, the practical nature of the act of laying on hands is ob-
solete. However, it appears that the physical connection between the one performing the ritual,
and the recipient acts as almost a spiritual conduit. It is exceedingly rare for a resurrection ritual
to be successful without this bridge between worlds.

Second, the blessing of the gods. Prayer to the gods is a very personal thing, and as such,
no formal rite of speech has been established for this ritual. Though the words matter little, the
spirit, heart, and fervor behind them most certainly does. The gods are granting their greatest
blessing, and they do not part with it lightly.

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Third, the guiding of the spirit. Universally, priests whisper guidance to the body of the
one to be resurrected. It is unclear as to whether the spirit is able to hear the words of the priest
and so guides itself to them, or if the body itself holds some understanding of the guidance and
orders itself to the needs of the soul. What is clear, however, is that resurrections performed
without the whispered guidance have resulted in incomplete implantation of the soul with horrif-
ic and disastrous ends. The spirt cannot communicate any information to the priest about their
life before dying, but can ask questions and accept the guidance of the priest to return to its body.

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Cleric List Skill Name Build Pre-requisites
Cost
First Aid – See first aid in general rules
or the Medic List. Divine Points- 2 1
Small Weapon 1
Lore - Learn one approved lore. 1 Handed Edge/ 2
Blunt
Language - Learn one approved Staff 2
Language. Small Shield 1

Dispel Divine – This ability allows you First Aid 1


dispel a divine prayer by claiming Lore 1
“Dispel Divine X prayer” (Where X is Language 1
the name of the prayer) and then touch
your target or hit your target with a spell Dispel Divine 5 25 Build spent into
packet. Because of the nature of how you Cleric
call the skill, you must be aware of the Counter Divine 5 50 Build spent into
prayers’s presence to dispel it. Dispel Cleric
Divine only works on prayers. Dispel Mass 3
Divine costs divine points equal to the Read Glyphs 1
prayer dispelled +1. Prayers must have a
cost to be dispelled. Dispelling prayers is Holy Symbol 2
very taxing, and can only be done within Holy Symbol Aff. I 4 Holy Symbol
certain limits. OOG this is represented Holy Symbol Aff. II 4 Holy Symbol Aff. I
by 30 seconds of uninterrupted
meditation, then the Cleric writes and signs off “Dispel Divine” on their card as if it were a self
only buff. A Cleric can only dispel ranks of prayers he is capable of casting.

Counter Divine - counters a prayer from a divine list within 3 seconds of it being cast. A Cleric
can counter any prayer they heard cast within 30 feet. To call this skill you simply say “Counter
divine X prayer” just like dispel divine. The cost of counter divine is the cost of the prayer
countered +2. Countering prayers is very taxing, and can only be done within certain limits.
OOG this is represented by 30 seconds of uninterrupted meditation, then the Cleric writes and
signs off “Counter Divine” on their card as if it were a buff. A Cleric can only counter ranks of
prayers he is capable of casting. A prayer must have a cost to be able to be countered.

Mass – Allows a group of Clerics to hold a ceremony of devotion to the good or evil deities.
During this ceremony due to the increased connection to the deities, all Cleric prayers cast are
reduced in point cost by 1 DP for each Cleric beyond the first, down to a minimum of 1 DP.
Masses are either good or evil. One Cleric of each faith can take place in a mass as well as a
single Druid.

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Holy Symbol -2 build-Passive-Passive – RP skill. Allows wielder to employ a symbol
appropriate to their ethos. May have effects in plot based scenarios, rituals and rites. All holy
symbols must be approved by plot.

Holy Symbol Affinity I -4 build-Passive – State your rank one verbal replacing “cast” with
“focus”, then concentrate/RP for 30 seconds uninterrupted over your target while remaining
within arm’s length of them. When the 30 seconds is over you may state your ethos rank one
armor spell, granting it to the target. This is considered to be channeling. Requires Holy Symbol
and the ethos rank 1 armor.

Holy Symbol Affinity II -4 build - State your rank one verbal replacing “cast” with “focus”,
then concentrate/RP for 30 seconds uninterrupted over your target while remaining within arm’s
length of them. When the 30 seconds is over you may state Cure Light Wounds, granting 4VP to
the target. This is considered to be channeling. Requires Holy Symbol Affinity I and cure light
wounds.

Please note: a cleric may not purchase the Druid or Shaman lists. And may only be a Divine
Adept of his/her diety.

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Cleric Prayer List
1st -3rd rank verbal “With Light I cast…” – “With Darkness I cast...”
4th and 5th rank verbal “With the Light/Darkness of X god I cast…”
As per appropriate alignment.

Prayer List
Rank 1
Cure Light Wounds
Divine Armor
Divine Bolt
Cure Disease
Rank 2
Cure Wounds
Heal Broken Limb
Smite
Cure Poison
Rank 3
Healing Tide
Divine Mantle
Divine Hammer
Vitality
Rank 4
Regenerate Limb
Embrace of Divinity
Lay on Hands
Rank 5
Mend the Faithful
Guard the Flock
Revive

First Rank
Cure Light Wounds –Touch- Heals target for 4 Vitality

Divine Armor -Touch- Grants Target 4 Armor Points

Divine Bolt - Target takes 4 Divine Damage

Cure Disease -Touch- Cures Target of Lesser Disease

Second Rank
Cure Wounds -Touch- Heals target for 8 Vitality

Heal Broken Limb -Touch- Heals target limb after 30 seconds, assuming the target limb is not
severed or broken again.

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Cure Poison -Touch- Cures target of a lesser poison

Smite – Weapon Attack – This is an ability fueled with divine points, it requires no verbal,
cannot be countered or dispelled. It is not a buff. The Cleric simply calls “Smite X divine” as a
weapon attack. This is a weapon attack that causes the strike to do +2 Divine, similar to the
Fighter Crit abilities, thus does not require a free hand to cast.

Third Rank
Healing Tide -Arc- Heals targets for 6 Vitality, can be administered with a spell packet.

Divine Mantle -Touch-Self only buff that defends against the next surprise skill used on you

Divine Hammer - Target takes 10 Divine damage

Vitality -Touch- Increases target’s Vitality points by 6. These are the first vitality to go and
cannot be healed.

Fourth Rank
Regenerate Limb -Touch- Heals Target limb after 1 minute of concentration.

Embrace of Divinity -Touch- Grants recipient 16 armor points.

Lay on Hands -Touch- Heals target for 16 Vitality.

Fifth Rank
Mend the Faithful –AOE or single target- Heals up to 3 targets. Heals 30 total Vitality, no one
target can be healed for more than 20 Vitality with this prayer. Amount healed must be divided
into increments of 5. Spell can be administered with a spell packet, or channeled through a
weapon, or touch. Cleric may also use this spell to perfect aim heal a single target for 10 vitality.
The range is ten feet and when used in this fashion point your free hand at the target while saying
the verbal.
Guard the Flock – Upon casting this prayer the Cleric outstretches both his arms out to the side
to resemble a T. The Cleric cannot move from this position and must bow his head in reverence
to his deity. He is placed inside a shield of divine light, is immune to all attacks and nothing can
pass through the shield except clean fresh air. Upon casting the Cleric can choose one or two
allies inside arms reach to also be protected by the shield. An ally may choose to pass outside the
shield, but once they leave they cannot reenter so long as the shield remains. Once this prayer is
dispelled, voluntarily or not, it cannot be cast again for 60 seconds. The cleric cannot use this
prayer just for themselves, for the spell to function they must bring one willing and friendly
target in with them, and they must be within 1 feet of the clerics fingertips. Only one hand needs
to be free to cast, but both have to be outstretched. If the cleric is ever left alone in the GTF, it
automatically dispels.

Revive - Cleric kneels, or looks to the heavens, and prays over the target for 2 uninterrupted
minutes. The Cleric begins by saying "With Light I cast" to mark the beginning of the 2 minutes.

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Upon the completion of 2 minutes of prayer, the Cleric states, "Revive" (Therefore if interrupted
they do not waste the points, but if interrupted they have to start completely over). This spell
brings the target from the Mortally wounded stage to 1 VP. This ability does not stop the death
count unless the death count reaches 1 second during the spell length, but if interrupted the death
count continues on.

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Skill Name Build Pre-requisites
Cost
Druid List
Divine Points- 2 1
Small Weapon 1
Staff 2
First Aid – See first aid in the general Spear 5
rules or in the Medic List. Small Shield 1
First Aid 1
Lore - Learn one approved lore. Lore 1
Language 1
Language - Learn one approved Dispel Divine 5 25 Build spent into
Language Druid
Counter Divine 5 50 Build spent into
Dispel Divine – This ability allows Druid
you dispel a divine prayer by claiming Read Druidic 1 Limit
“Dispel Divine X prayer” (Where X is 1
the name of the prayer) and then touch Commune with 3
your target or hit your target with a Nature
spell packet. Because of the nature of Camouflage 3
how you call the skill, you must be Holy Symbol 2
aware of the prayers’s presence to Holy Symbol Aff. I 4 Holy Symbol
dispel it. Dispel Divine only works on
Holy Symbol Aff. II 4 Holy Symbol Aff. I
prayers. Dispel Divine costs divine
points equal to the prayer dispelled +1. Prayers must have a cost to be dispelled. Dispelling
prayers is very taxing, and can only be done within certain limits. OOG this is represented by 30
seconds of uninterrupted meditation, then the Druid writes and signs off “Dispel Divine” on their
card as if it were a self only buff. A Druid can only dispel ranks of spells he is capable of casting.

Counter Divine - counters a prayer from a divine list within 3 seconds of it being cast. A Druid
can counter any prayer they heard cast within 30 feet. To call this skill you simply say “Counter
divine X prayer” just like dispel divine. The cost of counter divine is the cost of the prayer
countered +2. Countering prayers is very taxing, and can only be done within certain limits.
OOG this is represented by 30 seconds of uninterrupted meditation, then the Druid writes and
signs off “Counter Divine” on their card as if it were a buff. A Druid can only counter ranks of
prayers he is capable of casting. A prayer must have a cost to be able to be countered.

Commune with Nature – Allows a group of Druids to hold a ceremony of devotion to nature.
During this ceremony, due to the increased connection to nature, all Druidic prayers cast are
reduced in point cost by 1 DP for each Druid beyond the first, down to a minimum of 1 DP.
Masses are either good or evil. One Shaman may take part in the ceremony and count as an
additional Druid.

Camouflage – acts as the skill “Hide”, but may only be used outdoors. Costs three Divine points
to fuel

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Holy Symbol -2 build-Passive-Passive – RP skill. Allows wielder to employ a symbol
appropriate to their ethos. May have effects in plot based scenarios, rituals and rites. All holy
symbols must be approved by plot.

Holy Symbol Affinity I -4 build-Passive – State your rank one verbal replacing “cast” with
“focus”, then concentrate/RP for 30 seconds uninterrupted over your target while remaining
within arm’s length of them. When the 30 seconds is over you may state your ethos rank one
armor spell, granting it to the target. This is considered to be channeling. Requires Holy Symbol
and the ethos rank 1 armor.

Holy Symbol Affinity II -4 build - State your rank one verbal replacing “cast” with “focus”,
then concentrate/RP for 30 seconds uninterrupted over your target while remaining within arm’s
length of them. When the 30 seconds is over you may state Cure Light Wounds, granting 4VP to
the target. This is considered to be channeling. Requires Holy Symbol Affinity I and cure light
wounds.

Please note: a Druid may not purchase the Cleric or Shaman lists and may only become a divine
adept of the druid Ethos.

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Druid Spells
st rd
Eluesari :1 – 3 rank verbal “With nature I cast…”
4th – 5th rank verbal “With the force of nature I cast…”
Koresari:1st – 3rd rank verbal “With Blight I cast”
4th – 5th rank verbal “With the Blight of the Earth I cast…”

Spell List
Rank 1
Barkskin
Cure Light Wounds
Remove Poison
Ghost Bite
Rank 2
Snare
Bear’s Strength
Speak with Animals
Regenerate
Rank 3
Cheetah Speed
Claws of the Bear
Poison
Rejuvenation
Rank 4
Stoneskin
Reptilian Regeneration
Serpent Skin
Skin of Oak
Rank 5
Divine Nullify
Den of Roots
Call of the Bear

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First Rank
Barkskin – Grants target 4 Armor points

Cure Light Wounds –Touch– Heals target for 4 Vitality

Remove Poison –Touch– Cures target of a lesser poison

Ghost Bite – Target takes 4 divine damage

Second Rank
Snare – Pins target for 1 minute. If target takes 10 damage, the Pin is broken

Bear’s Strength -Touch- This prayer has two functions that the caster may choose from: 1) A
buff which grants the target one latent Feat of great strength. 2) A non-latent buff which grants
the druid +1 damage to the prayer claws of the bear or the skill claws of the beast for 1 minute.

Speak with Animals – Target animal can understand and be understood by the Druid for the rest
of the period.

Regenerate -Touch- HoT – Place hand on target and concentrate over them. Heal one vitality
point per “tick” (roughly one a second). Ticks are represented by the caster counting this way
“Heal 1…Heal 1…Heal 1…” Heals a max of 12 VP per use, if concentration is ever broken, the
spell heals on whatever the caster was able to get out. Breaking contact or caster/recipient taking
damage ends the spell prematurely.

Third Rank
Cheetah Speed - Allows caster to call a mini hold and move 10 steps and then resume play. This
prayer can only be cast once every 60 seconds. All Movement skills share an internal “cool
down” timer of 60 seconds.

Claws of the Bear - Self only buff that lasts the entire period. Gives caster retractable claws
represented by small weapon sized claws, these claws swing for 1 damage. The druid does not
take damage when blocking weapons with these claws. Spell packets which hit the claws affect
the druid. These claws are not weapons or martial arts, and thus cannot be augmented as such, or
targeted by weapon targeting abilities. It also means one cannot gain proficiency in them, or call
skills with them that require weapons or MA. They are a very rudimentary form of shape
changing. You may however touch cast with them.

Poison – Target takes 10 poison damage.

Rejuvenation -Touch–HoT- (See regenerate description) Place one hand on each target and
concentrate/channel. Each target heals 2 per tick “Heal 2…Heal 2…” up to a max of 12 VP
healed to each target. Two targets max.

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Fourth Rank
Stoneskin -Touch- Buff that allows the recipient to block a physical attack of their choosing

Reptilian Regeneration –Touch- Heals the target of a severed or broken limb. Druid must
concentrate uninterrupted for 1 minute over the target; the Limb then heals 4 minutes later. If
recipient drops to zero body before the 4 minutes is up, the prayer is canceled.

Serpent Skin -Touch- Grants recipient 2 bonuses: The first is 6 Armor points. The second is a
buff that allows recipient to block the next desired poison attack used against them. Neither of
these effects count as a foreign buff, and the poison defense may be called when sleeping, or
otherwise unconscious. The 6 AP granted from SS stack with any other source of armor, but are
always the first armor to go, no exceptions, even natural armor from items.
Serpent Skin: 6 AP
Serpent Skin: Poison Defense

Skin of Oak – Buff that grants the recipient 16 Armor Points.

Fifth Rank
Divine Nullify –Touch- Allows recipient to block the next desired non AOE divine prayer used
against them.

Den of Roots – The Druid incases himself inside a sphere of roots by outstretching his arm with
the palm of his hand facing outward. The den of roots allows only clean air to pass through, and
cannot be destroyed by damage. The Druid heals 10 VP for the first ten seconds within the den,
to gain the benefit of this healing the Druid must count, “Heal 1…Heal 2…” up to ten. After this
regeneration takes place, the Druid may cast one healing Druidic prayer on himself in addition to
concentrating on Den of Roots. This additional Prayer must be funded by Druidic points as per a
normal casting. The Den of Roots is cancelled if the Druid ever moves from his position, or
drops his arm.

Call of the Bear –Buff–Touch- Affects you and two allies. Recipients receive 6 Temporary
Vitality points and +1 Str. These Temporary VP are the first to go in combat (no exceptions what
so ever), once you lose the 6 temporary VP, you also lose the +1 strength buff. The VP from
CoB stack with any other temporary vitality the target already has or receives in the future, but
always remain the first to go.

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Divine Adept List Skill Name Build Pre-requisites
Cost
Divine Points- 2 1
Small Weapon 1
* A Divine Adept may learn any weapon Staff 2
skill by paying the build cost from the
Any Weapon* X* See weapons chart
Fighter list. The skill was listed twice
Any Weapon* X* See weapons chart
purposefully, so you may purchase two
weapon skills in this way. MA and styles
are considered weapon skills, but you still First Aid 1
need to meet the proper pre reqs. GWDS Lore 1
may not be chosen. Small shield is the only Language 1
shield purchasable this way. Choose Ethos 0 Required Purchase
Favored Soul 5 25 Build into DA
Choose Ethos – This skill must be Devotion 1 50 Build into DA and
purchased along with the Divine Favored Soul
Adept List. When you learn this
Holy Symbol 2
skill, you choose which ethos path
Holy Symbol 4 Holy Symbol
you will follow as a Divine Adept.
Aff. I
The choices are: Cleric, Druid, or
Holy Symbol 4 Holy Symbol Aff. I
Shaman. You must also choose to
Aff. II
follow Light or Darkness. Whatever
Ethos you choose determines the only divine class you can purchase other then Divine
Adept. If you already possess Cleric, Druid, or Shaman when you purchase Divine Adept
the choice is made for you. Your Ethos choice determines the tenets you follow, the
verbals you use, and some prayer selection.

First Aid – See the description of First Aid in Generic rules or the Medic List.

Favored Soul - This ability allows a Divine Adept to also take the benefit of a buff or heal
prayer cast within 15 feet that shares the Divine Adept’s alignment. The Divine Adept
must prepare this ability by concentrating for 30 seconds and then write it on her card as
a buff. The prayer must have a point cost, and may not be a self only prayer. The Divine
Adept pays the point cost +1 then writes the name of the spell and the caster next to her
original Favored Soul buff as such, “Favored Soul – Name of Spell – Original Caster.” If
the prayer is a buff, it counts as a self buff, and a Divine Adept may only have one
Favored Soul buff on her at one time. If the prayer has multiple recipients, the Divine
Adept only receives the benefit of the chosen target. A divine adept may only use
Favored Soul on Ranks of prayers equal to the current ranks they possess in Divine Adept
prayers. This cannot be used on abilities or prayers from Prestige classes.

Devotion – This ability allows the Divine Adept to purchase one of the non-order based divine
prestige classes of the appropriate ethos. The purchase of this ability requires plot
approval.

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Holy Symbol -2 build-Passive-Passive – RP skill. Allows wielder to employ a symbol
appropriate to their ethos. May have effects in plot based scenarios, rituals and rites. All holy
symbols must be approved by plot.

Holy Symbol Affinity I -4 build-Passive – State your rank one verbal replacing “cast” with
“focus”, then concentrate/RP for 30 seconds uninterrupted over your target while remaining
within arm’s length of them. When the 30 seconds is over you may state your ethos rank one
armor spell, granting it to the target. This is considered to be channeling. Requires Holy Symbol
and the ethos rank 1 armor.

Holy Symbol Affinity II -4 build - State your rank one verbal replacing “cast” with “focus”,
then concentrate/RP for 30 seconds uninterrupted over your target while remaining within arm’s
length of them. When the 30 seconds is over you may state Cure Light Wounds, granting 4VP to
the target. This is considered to be channeling. Requires Holy Symbol Affinity I and cure light
wounds.

**Please note, Divine Adepts do not count towards the skills Mass, Commune with
nature/spirits, but may freely RP during them.
***Please note Divine Adepts did not start to exist In game until they were created OOG (1 year
after the reforming of Haven/The start of our second season). Treat them in the lore
accordingly.

Divine Adept
Prayer Verbal
Use the appropriate verbals for the chosen ethos and alignment

Spell List Ethos Prayers


Rank 1 Rank 1
Cure Light Wounds Ethos Armor Ethos Damage
Cure Disease Prayer: Prayer:
Ethos Armor Prayer* Cleric – Divine Cleric – Divine
Ethos Damage Prayer* Armor Bolt

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Druid – Barkskin Druid – Ghost
Shaman – Spirit Bite
Armor Shaman – Ice
Blast
Rank 2 Rank 2
Turn Evil Ethos Prayer:
Remove Curse Cleric – Cure Wounds
Cure Poison Druid – Bear Strength
Ethos Prayer* Shaman – Dream Catcher
Rank 3 Rank 3
Greater Heal Ethos Damage Spell:
Mend Limb Cleric – Divine Hammer
Wall of Light/Darkness Druid – Poison
Ethos Damage Spell* Shaman – Flame Gout
Rank 4 Rank 4
Flash Heal Ethos Prayer:
Mitigate Cleric – Embrace of Divinity
Favored Weapon Druid – Skin of Oak
Ethos prayer* Shaman – Dragon’s Breath
Rank 5 Rank 5
Blade Barrier
Divine Nullify
Redemption
Divine Gift

** The Divine Adept may choose to purchase the appropriate prayer of their ethos.

First Rank
Cure Light Wounds –Touch- Heals target for 4 Vitality

Cure Disease -Touch- Cures target of Lesser Disease

Second Rank
Turn Evil – Target super natural evil creature takes the effect of a mez

Remove Curse -Touch- Cures target of a lesser curse

Cure Poison -Touch- Cures target of a lesser poison

Third Rank
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Greater Heal - Heals targets for 10 Vitality

Mend Limb -Touch- After two minutes of concentration, the Divine Adept turns target severed
limb into a broken limb, or heals a target broken limb

Wall of Light/Darkness – Create an impassable wall of Light or Darkness that is 10 feet tall, 10
feet long, 1 inch wide, and is created centered upon your outstretched arm. The prayer last until
properly countered or the Divine Adept moves from their position or drops their arm. The wall
will conform to its surroundings as to not destroy anything when it is cast. The wall type a
Divine Adept can create is dependent upon their alignment.

Fourth Rank
Flash Heal – Heal target for 2 vitality, this prayer may be delivered via a spell pack. This prayer
requires no verbal, and therefore it may not be countered. This prayer may be used while
silenced, but it still requires a free hand.

Mitigate -Touch- Buff that halves the damage and duration of a single attack, rounded down.

Favored Weapon -Touch- Weapon Buff that immediately allows the recipient to deal +0 divine
damage for 2 minutes, or the Divine Adept can choose to grant the recipient a different effect
dependent upon the Divine Adept’s chosen ethos. If the Divine Adept chose cleric, the recipient
may deal +1 divine, or +1 poison if Druid is the chosen ethos, or +1 of the seasonal element if
Shaman is the chosen ethos. This buff is not latent. In the case of dual wielding, the main hand
weapon is affected by default if the weapon is not stated.

Fifth Rank
Blade Barrier – Upon casting this prayer, the Divine Adept outstretches both arms out to the side
to resemble a T. The Divine Adept cannot move from this position, or the prayer ends. The
Divine Adept creates floating blades of divine power that can be used to block attacks in the
immediate area. The Divine Adept may call Deflect as per the fighter defense on any physical
attack that strikes her; in addition, the Divine Adept may call “intercept-deflect” on any attack
against anyone in 5 feet. The Divine Adept must call the defense herself within the normal 5
seconds; no one else may call the “intercept-deflect” for her. If the Divine Adept does not
intercept an attack, it means that she did not get the blades there in time, and the target must
defend as normal. This prayer ends if the Divine Adept moves from her position or can no
longer hold her arms in a T formation.

Divine Nullify –Touch- Allows the recipient to block the next desired divine prayer used against
them.

Redemption – Divine Adept kneels, or looks to the heavens, and prays over the target for 3
uninterrupted minutes. The Divine Adept begins by saying her appropriate verbal to mark the
beginning of the 2 minutes. Upon the completion of 3 minutes of prayer, the Divine Adept
states, "Redemption" (Therefore if interrupted they do not waste the points, but if interrupted

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they have to start completely over). This spell brings the target from the Mortally Wounded stage
to the Near Dead stage at 4 minutes remaining. This prayer does not stop the death count unless
the death count reaches 1 second during the prayer length, but if interrupted the death count
continues on.

Divine Gift –Touch – Self only buff that the Divine Adept can expend to heal a target for 10
vitality. The Divine Adept must be conscious to invoke this buff, but they do not need to be able
to speak.

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Shaman Lore

When the humans came over to this world, and dragons lived among them, there were
some who took the teachings of the dragons to heart as more than just an avenue to magic. These
followers of the dragons began to worship the dragons and sought to become more like them in
both power and demeanor.
The first to truly accomplish this and become the first true shaman was a man by the
name of Hargus Eraa. The dragons showed him the true nature of themselves and taught him
how to access the ley lines and power of the earth itself by raw faith, will, and devotion, rather
than through technique and study as the mages did.
In return for these teachings, the dragons required of this new shaman the respect for life
and the souls of the departed that the dragons held, as well as his word that he would defend the
world against all that would threaten it. He was charged with the advancement of wisdom and
instructed to advise all who seek his wisdom faithfully.
When all was said and done, the four greatest dragons, one from each element, came to
him and gave him the code for all shaman to come. Each dragon gave a single instruction to live
by that embodied what it truly means to be a dragon of that element.
Though the dragons sleep through the centuries now, they still commune with the shaman
through dreams and visions. They oversee the actions of their shaman and bless them with their
powers through the earth in which they sleep. Should the shaman ever stray from the path, the
dragons very well may cut them off from their powers.

The Code of the Dragons

Fire: Purification of the Soul Through Hardship.


One cannot consider himself a true shaman until he has undergone a test of the mind, the
body, and the soul. It is through the flames of adversity that one truly discovers who he is.
Therefore, do not take on the trials and challenges of another, but rather, guide them to a better
understanding of themselves in the endurance of hardship.

Air: Purification of the Mind Through Study.


Fear and superstition cloud wisdom and judgment. It is through study, both of the world
and of yourself that true wisdom is attained. Therefore, do not hold knowledge and wisdom to
yourself as a miser with his coins, rather give of your wisdom to those who seek it. Seek the
knowledge and wisdom of learned men that your mind may grow.

Water: Purification of the Heart Through Compassion.


One who sees no suffering holds no compassion. Therefore, do not hide yourself away
from the woes of the world. Rather go to those in need and render what assistance you can. We
have gifted you with the arts of healing, not for yourself, but for those in your care. Give of our
blessing freely and grow.

Earth: Purification of the Body Through Trial.


The gifts and teachings of my three siblings mean nothing if you cannot get to those who
need you. Therefore, train your body to be strong. Test it to the limits of endurance and beyond

144
that you may have the strength to prevail when those around you falter. Lift then those upon your
shoulders and carry them to the goal.

The Final Warning: Protection of Both Body and Soul


There are those in this world who seek to destroy that which is good. They would end
wisdom, sunder the body and torment the soul. Those that follow such dark paths shall be denied
wisdom and compassion. They are to be put to the fire, purged from the lands and their soul
denied your care upon death. Suffer not their darkness to thrive.

Dark Shaman
Dragons are supremely immortal, even more so than the gods themselves. While it is
possible for a god to die should the balance shift too far to one side, a dragon can never die. It is
therefore, the worst horror and punishment for a dragon to be cast out of the communion with
other dragons, condemned forever to loneliness and despair.
It is these dragons that the dark shaman pays homage to. Kindred souls of bitterness and
hate, the dark shaman begged for a champion to teach them how to corrupt and destroy the world
that had so disappointed them. The dark dragons, cast out of the communion of dragons, saw
their chance for a form of revenge on the dragons as well as the opportunity to create their own
communion.
The dark dragons taught their new followers how to rip the power they desired out of the
earth through pure will. This act of wresting the powers of the earth rather than asking the earth
and dragons for it resulted in corrupted powers and twisted blessings; exactly what the dark
dragons desired.
The dark dragons, when their teachings were complete, gave their own code to their dark
shaman. It was the corruption and desecration of everything the dragons taught and held sacred.
The dark dragons sleep now and commune with their dark shaman through dreams and
visions. Though they sleep, their minds are very much awake to the world as seen through their
follower’s eyes. The dark dragons are very controlling of their followers and will not bestow
their blessings upon a dark shaman who does not follow their teachings.

The Code of the Dark Dragons

Fire: Corruption of the Soul Through Destruction


Be not the purifying fire of the blacksmith or alchemist. Do not push your enemies to
endurance that they may grow, but beyond that they may break. Be the wild fire that destroys all
in its path showing mercy to none. Turn your hate on the dragons and their followers and scourge
them.

Air: Corruption of the Mind Through Deception


Though we have blessed you with our wisdom, it was not given that you should advise
those who follow the dragons, but that you may be better equipped to deceive them. Turn their
own wisdom back upon them and twist their logic. Show them lies and disguise it as truth that
their minds may be fractured and lost.

Water: Corruption of the Heart Through Hatred.

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Do not temper your actions towards an enemy or follower of goodness. Press upon them
from every side, attack their weakness and show no sign of mercy or goodness. Make their
hatred of you burn and devour their hearts from within. Whip their anger and hate into unreason
that they may have no room for love or compassion.

Earth: Corruption of the Body Through Mutilation.


Mutilation, disfigurement, loss. These three things strike fear into the hearts of the most
stalwart of men. To do so in the reverence of us is to show absolute conviction and devotion to
our teachings. Show your devotion to us with sacrifice of the flesh that our enemies may know
your heart and mind are set. Mutilate your enemies that their fears may be realized.

The Final Charge:


We have gifted you with our knowledge that you may please us with corruption of that
which we hate. Therefore, strike at the light. Sunder the creation of the dragons, and spit in the
eyes of their fey children. Break their world and use it for our ends.

Seasonal Calendar

When the Dragons bound the world together with the ley lines, they infused a bit of their
essence into the world. The essence of these dragons is reflected in the seasons they chose to rule
over. Because the Dragons rule over specific seasons, the strength of their ley lines ebbs and
flows with the months. While this effect is noticeable to Mages, it effects Shaman far more
powerfully.

The Blue Dragons, lovers of water and ice, chose to make their season cold and hold do-
main over winter. The months of December, January, and February belong to them.

The Green Dragons infused their season with birth and growth in the earth that is their
own. They rule over spring during the months of March, April, and May.

The Red Dragons, as you can imagine, were quick to pounce on summer with its hot and
arid domain. They govern the summer months of June, July and August.

The Purple Dragons claimed the Fall as their time. They drive the winds that blow the
leaves from the trees and whip the cloaks of adventurers as they ride to glory. Their months of
power are September, October, and November.

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Shaman List Skill Name Build Pre-requisites
Cost
Divine Points- 2 1
Small Weapon 2
Staff 2
First Aid 2
Lore 1
Language 1
Dispel Divine 5 25 Build spent into
First Aid - See first aid in the general Shaman
rules or in the Medic List. Counter Divine 5 50 Build spent into
Shaman
Lore - Learn one approved lore. Commune with 3
Dragons
Language - Learn one approved Holy Symbol 2
Language Holy Symbol Aff. I 4 Holy Symbol
Dispel Divine – This ability allows you Holy Symbol Aff. II 4 Holy Symbol Aff. I
dispel a divine prayer by claiming
“Dispel Divine X prayer” (Where X is the name of the prayer) and then touch your target or hit
your target with a spell packet. Because of the nature of how you call the skill, you must be
aware of the prayers’s presence to dispel it. Dispel Divine only works on prayers. Dispel Divine
costs divine points equal to the prayer dispelled +1. Prayers must have a cost to be dispelled.
Dispelling prayers is very taxing, and can only be done within certain limits. OOG this is
represented by 30 seconds of uninterrupted meditation, then the Shaman writes and signs off
“Dispel Divine” on their card as if it were a self only buff. A Shaman can only dispel ranks of
spells he is capable of casting.

Counter Divine - counters a prayer from a divine list within 3 seconds of it being cast. A
Shaman can counter any prayer they heard cast within 30 feet. To call this skill you simply say
“Counter divine X prayer” just like dispel divine. The cost of counter divine is the cost of the
prayer countered +2. Countering prayers is very taxing, and can only be done within certain
limits. OOG this is represented by 30 seconds of uninterrupted meditation, then the Shaman
writes and signs off “Counter Divine” on their card as if it were a buff. A Shaman can only
counter ranks of spells he is capable of casting. A prayer must have a cost to be able to be
countered.

Commune with Dragons – Allows a group of Shamans to hold a ceremony of devotion to the
good or evil Dragons. During this ceremony due to the increased connection to the Dragons, all
Shaman prayers cast are reduced in point cost by 1 DP for each Shaman beyond the first, down
to a minimum of 1 DP. Masses are either good or evil. A single Druid may take part in the
ceremony and count as an additional Shaman.

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Please note: A Shaman may not become a cleric or druid, and may only become a divine adept
of the shaman ethos.

Holy Symbol -2 build-Passive-Passive – RP skill. Allows wielder to employ a symbol


appropriate to their ethos. May have effects in plot based scenarios, rituals and rites. All holy
symbols must be approved by plot.

Holy Symbol Affinity I -4 build-Passive – State your rank one verbal replacing “cast” with
“focus”, then concentrate/RP for 30 seconds uninterrupted over your target while remaining
within arm’s length of them. When the 30 seconds is over you may state your ethos rank one
armor spell, granting it to the target. This is considered to be channeling. Requires Holy Symbol
and the ethos rank 1 armor.

Holy Symbol Affinity II -4 build - State your rank one verbal replacing “cast” with “focus”,
then concentrate/RP for 30 seconds uninterrupted over your target while remaining within arm’s
length of them. When the 30 seconds is over you may state Cure Light Wounds, granting 4VP to
the target. This is considered to be channeling. Requires Holy Symbol Affinity I and cure light
wounds.

Shaman Prayers
Good Aligned 1 – 3rd rank verbal “With Draconic I cast…”
st

4th – 5th rank verbal “With Draconic Might I cast…”


Evil Aligned 1st – 3rd rank verbal “With Corruption I cast…”

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4th- 5th rank verbal “With corruption and hate I cast”

Spell List
Rank 1
Cure Light Wounds
Spirit Armor
Ice Blast
Weaken the Soul
Rank 2
Dream Catcher
Lightening Arc
Healing Arc
Eye of the Storm
Rank 3
Cure Ailment
Dragon Armor
Ancestral Heal
Flame Gout
Rank 4
Stone Limb
Dragon Sight
Dragon’s Breath
Rank 5
Nullify
Hail
Breath of My Ancestors

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First Rank
Cure Light Wounds -Touch- Heals Target for 4 vitality points

Spirit Armor -Touch- Grants target 4 armor points

Ice Blast – Target takes 4 ice damage

Weaken the Soul – Target swings -1 damage for 1 minute, The target can never swing less than
one damage due to the result of this prayer.

Second Rank
Dream Catcher –Touch or see text- This prayer has two effects: The first acts as a latent buff that
allows the recipient to block the next desired fear or mez effect used against them. The second is
the Shaman can cast the prayer on an ally within 20 feet and remove any fear or mez effect from
them, this does not require a spell packet.

Lightening Arc –Arc– targets take 4 lightening damage

Healing Arc –Arc– Heals targets for 4 vitality points. First target must be hit with spell packet or
touch.

Eye of the Storm –touch– Buff that allows the recipient to block the effects of the next AOE used
against them

Third Rank
Cure Ailment - target is cured of one lesser poison or disease

Dragon Armor -Touch- Grants target 12 armor points

Ancestral Heal -Touch- Places a buff upon the recipient that gives them a 4 vitality reactive heal.
This means they can expend the buff and heal either themselves or an ally for 4 vitality points by
saying “Invoke Ancestral heal, heal four vitality”. The recipient may not expend the buff while
in the death count.

Flame Gout – Target takes 10 fire damage

Fourth Rank
Stone Limb -Touch- Buff that allows the recipient to block the next desired skill that specifically
targets a limb.

Dragon Sight - Self only Buff that grants the Shaman true sight, details TBA

Dragon’s Breath –Cone– targets take 5 fire damage

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Fifth Rank
Nullify -Touch- Buff that allows recipient to block the next desired non-AOE spell used against
them.

Hail -AOE- Up to 3 targets take 8 ice damage, all targets must be within 10 feet of the Shaman.
Hail does not require a spell packet

Breath of my Ancestors – Target takes 16 damage of a chosen element, or 12 divine damage

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Arcane Classes
Mage
There are some individuals born with the innate ability to tap into the powers of the ley lines.
These masters of the arcane, called mages, channel the power of the elements through pure will.
Some mages must spend years in the great academy in Elosia training to perfect their abilities.
Those mages who dedicate themselves in the academy often rise to the ranks of the greatest
mages of all time, the War Mages of Elosia. There are some mages however, who will tap into
the ley lines whether they wish it or not. These mages often don’t survive for more than a year
after their first connection with the ley lines because of the volatile nature of the power they
don’t fully understand. There are some however, who do survive their first contact with magic
and through trial and error, learn to master their new found powers.

Psion
Pisons are true masters of the mind. They tap into the air ley lines to open highly developed parts
of their brain which allow them to manipulate both the minds of others, as well as move and
change physical objects. Of all the disciplines in the world, none require more dedication,
strength of will, and mental fortitude as that of the psion. The majority of Psions are trained in
the great Arcane Academy and become great assets to the Empress as advisors, assassins, and
ambassadors. There are some however, who slip through the cracks and are forced to train their
minds with little or no guidance. There are some psions who have learned the secrets of old
world psionics and can access their abilities with pure force of will rather than relying on the air
ley lines. These psions are true masters of the mind and have been known to make even the fey
nervous.

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Arcane Lore
The World is rich in magic due to ley lines that travel all throughout it. Even to this date
we learn more and unlock secrets of the ley lines little by little. Many wonder if we will ever
solve the entire puzzle or if always some part of the lines will always remain a mystery to us. A
common slang for the ebb and flow of magic by many is called “The River” because visually if
you view a ley line it looks like a flowing river of energy, but also because much like a real river
the ley lines can provide life, they can keep you afloat, or if you aren’t careful you can get caught
in the tide and drown. Some people are born with a natural untrained affinity to the ley lines, and
some have to go to the Academy to study and refine their art. The end power result is the same,
but how it is wielded is a world of difference. Either way one fact remains tried and true; users of
the Arcane make much better friends then enemies.

Mage
Mages are practitioners of the arcane arts in its purest form. Many creatures can use
magic naturally and there have even been some humanoids who possess great natural talent. But
no one is as intimate with its inner workings as a mage. The majority of Mages find themselves
studying for years in the academy, and then are stationed in various guilds for study abroad.
When their time is up many go back to their homes or seek employment somewhere, but many
find the guild life extremely suiting after so many years spent working with magic that they just
live out their days in the guild halls.
Mages operate by directly manipulating or harnessing the power of the ley lines and
sending it forth towards their opponent, or wrapping it around their allies. And in some cases
they shape the lines to produce an array of effects from creating walls to building stairs or
floating upon the currents of the air ley lines to levitate.
Many Mages describe their art as a bond. One Mage whose name was long lost was once
quoted to say “Imagine every aspect of every possible relationship all gathered into one solitary
bond. Magic is my father and my brother. It is my child and my bride. It is my master and my
apprentice. It is chaos and it is law.” It is viewed many ways by many Mages, but they all agree
on one thing. Once you swim in the banks of the River, you will never be the same again.
Mage’s power falls in the realm of the elements, Air, Earth, Fire and Water. It is the ley
lines that govern these elements where a Mage finds his bond and derives power. Walls of rock,
balls of fire, whirling maelstroms and tombs of ice…where you find these things so shall you
find a Mage. There have also been whispers of greater arcane powers long lost dealing with
darkness and light. It is said only the most benevolent, or most malefic can unlock the secrets of
such powers, if they still exist in this world.

Psion
Psions are also users of the arcane, but in a very different way than mages. Psions are
people born with advanced minds. Although this does not necessarily make them more
intelligent, more of their brain is open for them to use than the average person. Through
conscious or subconscious willing, a Psion can use the inner reaches of their mind to harness the
power of the air ley lines to imbue their mind in such a sense these special places of the mind
become open for brief periods of time. The Psion is aware of this and then uses his now fully
opened mind to create effects that span a broad array. They range from lifting objects with their
mind, to invading the mind of another to creating energy from thin air to launch at opponents.

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Psions have been even been known to perform greater acts such as tricking another person’s
brain into thinking the Psion was somewhere else and instantly learning a language for short
periods of time.
Psions hail from all walks of life. Most of them are born with their powers and do not
know how to utilize them. Some train themselves; many have been known to learn the art of self
control in the eastern monasteries. There is a psion wing at the Arcane Academy in Tybir, it is
said to be an amazing place tovist to view the psions practicing their craft.
Psions sometimes continue along their common lives, using their powers of telekinesis to
make farm labor a bit easier or ward off wolves from their sheep. Others have been known to
walk the life of a mercenary selling their talent to the highest bidder, or on the other side of the
coin, the life of a soldier in the Empress’ Army. Many have just become conmen of sorts using
their powers to get by in life without having to pay or work a day in their life, while others have
become great ambassadors or scholars of the noble courts. And others, well some Psions are
destined for greater things, good or evil. The question is, will they follow their destiny?

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Mage List

Purchase Tao - Allows the Mage to learn Skill Name Build Pre-requisites
spells of the purchased Tao. Cost
Arcane Points- 2 1
Dispel Magic - This ability allows you Small Weapon 1
dispel an arcane effect by claiming “Dispel Staff 2
Magic X spell” (Where X is the name of the Purchase Tao 0-5-10-
spell) and then touch your target or hit your 15
target with a spell packet. Because of the Dispel Magic 5 25 Build spent into
nature of how you call the skill, you must be mage
aware of the spell’s presence to dispel it.
Counter spell 5 50 Build spent into
Dispel Magic only works on spells arcane in
mage
nature. Dispel Magic costs arcane points
equal to the spell that was dispelled +1. A
Read Magic 1
Mage can only dispel ranks of spells he is
capable of casting. Dispelling spells is very First Aid 3
taxing, and can only be done within certain Wand 2
limits, OOG this is represented by 30 Wand Prof I 4
seconds of uninterrupted meditation, the Wand Prof II 4 Wand Prof I
Mage then writes and signs off “Dispel
Magic” on their card as if it were a buff.

Counter Spell - counters a spell from an arcane list within 3 seconds of it being cast. A Mage
can counter any arcane spell they heard cast within 30 feet. To call this skill you simply say
“Counter Spell - X” just like Dispel Magic. The cost of Counter Spell is the cost of the spell
countered +2. Countering spells is very taxing, and can only be done within certain limits, OOG
this is represented by 30 seconds of uninterrupted meditation, the Mage then writes and signs off
“Counter Spell” on their card as if it were a buff. A Mage can only counter ranks of spells he is
capable of casting.

Wand-2 build-Passive - With a phys rep wielder can throw spell packets for 1 magic unlimited.
The wand Phys rep must be in hand to do this and unfettered. IE it can’t be tucked in your belt or
up your sleeve while you use it. The wielder can use a non combat wand for his phys rep or can
make a staff approved wand phys rep to be under the parameters of a LARP small weapon (must
look “wand-like”) and use the phys rep to deliver a spell (arcane) in place of a spell packet. (This
is so if a person runs out of packets, he isn’t useless and can deliver spells by touch without
hurting someone.) May use the wand to block attacks if a combat phys rep is used, but cannot
swing the wand for 1 magic, or other damage (without an appropriate prc skill). Whenever you
channel or cast a spell with a wand you change the word “cast” to “wand” (i.e. “With the element
of fire I wand a fireball!”). Please remember without special PrC skills, a hand holding a wand is
not considered a free hand. Thus you cannot dual wield with a wand, and still cast through it,
because both hands are encumbered with weapons.

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Wand Prof I (element)–4 build-Passive - Allows wielder to throw 2 element with their wand,
see “wand”. Choose element when purchased, can be purchased up to 4 times. Requires Wand.

Wand Prof II (element)-4 build-Passive- Allows wielder to cast the rank one damage and
armor spell of the appropriate element (Psion rank ones are considered air) by drawing energy
through their wand or staff without expending arcane points.
Regardless of casting the armor or damage, you must have one hand holding your wand or staff,
and the other throwing the spell packet (damage), requires a free hand as per lower list casting.
You may only use the dmg function via a spell packet, you may not channel this directly through
the wand. (“With element I wand X spell X dmg type!”)
To use the armor spell you must state the above verbal and concentrate/RP for 30 seconds
uninterrupted while RPing over your target, who must be no further than arms length. This is
considered to be channeling.

This skill requires Wand Prof I (of appropriate element) and the appropriate armor and damage
spells to be on your card. Any other abilities used through the wand act as described in the wand
skill, and thus cost points.

Lore - Learn one approved lore.

Language - Learn one approved Language.

First Aid - See First aid in general rules or on the medic list.

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Mage Spells
Water Tao Air Tao Earth Tao Fire Tao
Rank 1
Frost Armor Air Armor Acid Splash Fire Armor
Water Bolt Shock Rock Armor Fire Bolt
Detect Magic Gust Tremor Sense Fire Arc
Extinguish Deep Breath Quicksand Torch
Rank 2
Ice Block Deep Pockets Strength of Earth Heat Metal
Globe of Water Cloud Meld with Stone Fiery Endurance
Snow Shoes Levitate Mud Fire Spear
Tongues Shocking Grasp Petrify Flame Blast
Rank 3
Read Languages Lightning Bolt Bullet Molten Armor
Ice armor Wind Walk Cement Shoes Choke
Freeze Ground Wind Shield Stone Bones Flame Arrow
Ice Wall Wind Wall Wall of Rock Wall of Lava
Rank 4
Ice Bridge/Stairs Chain Lightning Stone Skin Dragon’s Breath
Skate Arcing Grasp Sapphire Armor Flame Whip
Ice Blade Knock Flesh to Stone Incinerate
Rank 5
Identify Maelstrom Nullify Fire Nova
Entomb in Ice Ride the Winds Diamond Skin Fireball
Frostbite Sending Essence of the Rockbiter Scorch

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Water Tao
st rd
1 -3 rank verbal “With water I cast …”
4th and 5th rank verbal –“With the element of water I cast….”

First Rank
Frost Armor –Touch- Grants target 4 armor points

Ice Bolt – Target takes 4 ice damage

Detect Magic - Detects presence of magic on single person or item

Extinguish – Puts out RP fires, requires a plot marshal to be present.

Second Rank
Ice Block – Pin target foot for 1 minute. If target takes 10 damage, the Pin is broken.
Globe of Water – Self only Buff that allows the caster to block the next desired fire spell/attack
used against them

Snow Shoes -Touch- Buff that allows the recipient to prevent the next desired trip, pin, double
foot pin, or slow used against them.

Tongues – self only buff, usable only once per event and lasts till the event’s end. Instantly learn
any language of the Director’s approval.

Third Rank
Read Languages – Allows caster to read any PC learnable language for 5 minutes. This spell
may work on other texts with Director or plot marshal’s approval.

Ice Armor -Touch- Grants target 10 armor points

Freeze Ground - Freezes the ground around your target causing them to take the effects of a trip.

Ice Wall – Create an impassable wall of ice that is 10 feet tall, 10 feet long, 1 inch wide, and is
centered upon your outstretched arm. The spell lasts until properly countered or the Mage moves
from their position or drops their arm. The wall will conform to its surroundings as to not destroy
anything when it is cast.

Fourth Rank
Ice Bridge/Stairs - allows the Mage and 2 allies to use the skill “climb”. This spell can also be
used to create a bridge so that the Mage may “climb” a horizontal surface or gap.

Skate - Allows caster to call a mini hold and move 10 steps and then resume play. This spell can
only be cast once every 60 seconds. All Movement skills share an internal “cool down” timer of
60 seconds

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Ice Blade -Touch- Causes target weapon to swing +1 ice for 2 minutes. This spell is non-latent.

Fifth Rank
Identify - Identifies the magical properties of an item, requires plot marshal.

Entomb in Ice - This spell has two functions. Water Mages can cast the spell on themselves by
saying the verbal and outstretching their hand, this encases them in ice. The Mage is unable to
move, and nothing can pass through the tomb besides clean fresh air and damage cannot destroy
it. The Mage can do nothing else but concentrate on the spell while inside it. It lasts until the
Mage moves from their position or drops their arm. If cast on anyone else, it encases them
within a tomb of ice for 1 minute, the Mage must hold his arm up towards the target to maintain
the spell. The Mage can have two tombs up at once by holding an arm towards its respective
tomb.

Frostbite –AOE– Double foot pin 3 targets. You can only have one Frostbite can be active at a
time.

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Air Tao
st rd
1 – 3 rank verbal “With Air I cast …”
4th and 5th rank verbal “With the element of Air I cast…”

First Rank
Air Armor –Touch- Grants target 4 armor points

Shock – Target takes 4 lightning damage

Gust – Target takes the effect of a knock back

Deep Breath – Allows caster to hold breath for 5 minute, casting or speaking cancels the spell.

Second Rank
Deep Pockets -Touch– A buff that allows the recipient to block the next pickpockets of their
choosing.

Cloud – Summon a small cloud under an object to make it weightless, can be used on an
unconscious target. If cast on a humanoid allows the caster to move with them at walking speed,
must keep a hand on the target at all times. If cast on an object it effectively makes it 250lbs
lighter so long as you are touching it.

Levitate – Self only, allows one use of the skill “climb”, does not require surface to climb, but in
all other ways acts as climb.

Shocking Grasp -Touch- Buff allowing recipient to do +2 lightning on their next desired non
ability weapon swing

Third Rank
Lightning Bolt – Target takes 10 lightning damage

Wind Walk - Allows caster to call a mini hold and move 10 steps and then resume play. All
Movement skills share an internal “cool down” timer of 60 seconds.

Wind Shield -Touch- Buff that allows the recipient to block the next desired ranged attack used
against them.

Wind Wall - Create an impassable wall of air that is 10 feet tall, 10 feet long, 1 inch wide, and is
centered upon your outstretched arm. The spell lasts until properly countered or the Mage moves
from their position or drops their arm. The wall will conform to its surroundings as to not destroy
anything when it is cast.

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Fourth Rank
Chain Lightening -Chain attack- Targets take 5 lightning damage

Arcing Grasp -Touch- Buff that recipient can expend on next desired attack, does not stack with
shocking grasp. Next desired non ability weapon strike deals +4 lightning to target and
secondary target.

Knock – This skill allows the Mage to mimic the skill “Pick Locks Rank 1” off the Rogue list,
but does not require 30 seconds of RP or lock picking tools. This spell can only be cast through a
Mage’s wand. There are also certain mystical locks that can only be opened by knock, area notes
or the presence of a marshal is required to use knock in such a fashion.

Fifth Rank
Maelstrom –AOE- targets take the effect of a throw

Ride the Winds -AOE- You and 2 allies within ten feet are benefited as per the spell Wind Walk.
This spell can only be cast once every 60 seconds, and in this regard counts as Wind Walk. All
Movement skills share an internal “cool down” timer of 60 seconds.

Sending – Minor Ritual- Air mage may perform a minor Ritual (RP appropriately for 5 minutes)
and send a 50 word message to the intended target. Target knows that they are receiving a
message from a mystic spell, and who is sending it. Part of the RP must include writing down the
message, which is then handed to plot. When casting the spell the air mage states whether or not
he wants the target to receive a written message, or it is verbally spoken in there head. How well
the caster knows the target is a deciding factor in whether or not the message is received, so is
distance. Caster may not ever pass the message directly OOG, it must be handed to plot or a
marshal who will do it for him. If the spell ever fails or is denied by the target the air mage will
be told by plot, but not necessarily right away.

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Earth Tao
st rd
1 – 3 verbal “With Earth I cast …”
4th and 5th verbal “With the element of Earth I cast …”

First Rank
Debris - Target takes 4 earth damage

Rock Armor - Grants target 4 armor points

Tremor Sense -Touch- Buff that allows recipient to block the next desired blind or Daze effect.

Quick Sand - Target must move no faster than a heel to toe rate for 30 seconds

Second Rank
Strength of Earth -Touch- Buff that allows the recipient one feat of great strength

Meld with Stone – so long as the caster is touching a stone or collection of stones so large that if
it were hollow he could fit inside of it, he can “hide” as per the skill. The spell lasts as long as the
Mage does not move from his position and stays in contact with the stone.

Mud – Pin target foot for 1 minute. If target takes 10 damage, the pin is broken.

Petrify - This spell allows the Mage to remain in contact with an object and turn it into stone.
The object cannot be alive (such as a person, animal or plant.) The object cannot be possessed by
another person (IE turning another person's shoes into stone), however, something owned by
someone else not currently in their possession is a valid target (such as a dagger dropped by a
fighter). This spell will not give a person's clothing protective properties, and a Mage cannot
meld with stone on a petrified item. An Object can be a door, but not the entire house. Use good
judgment on what an object is, a marshal has final say on what an object is. A good rule of
thumb is anything the size of or smaller than the caster. Any petrified objects require a feat of
great strength to move and cannot be shattered by any means. To dispel magic you must target
the object not the caster. The caster's arm touching the object is also turned to stone up to the
shoulder, making it immune to damage and being broken, but also rendering the arm completely
useless for anything else. This effectively locks the caster to the object unless petrify is dispelled.
Thus he cannot be separated from the object without dispelling the petrify.

Third Rank
Bullet – target takes 10 Earth damage

Cement Shoes – This spell requires no verbal, and is called during a mini hold or hold where
people are using movement skills. The Mage simply calls “Cement Shoes” and stops the
movement skill from happening. This also prevents the target from calling another “movement
skill” for 2 minutes. This spell can only be used on one target per hold/mini hold. The target can

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call an appropriate counter to defend against this spell. You may not call cement shoes in the
same hold/mini hold you called a movement skill.

Stone Bones -Touch- Buff that allows the recipient to block the next desired skill that specifically
targets his limb.

Wall of Rock - Create an impassable wall of stone that is 10 feet tall, 10 feet long, 1 inch wide,
and is centered upon your outstretched arm. The spell lasts until properly countered or the Mage
moves from their position or drops their arm. The wall will conform to its surroundings as to not
destroy anything when it is cast.

Fourth Rank
Stoneskin -Touch- Buff that allows the recipient to block the next desired physical attack

Sapphire Armor -Touch- Buff that grants target 16 armor points

Flesh to Stone – Transmutes target into a stone statue that looks exactly like them. The target
can do nothing but breathe inside the statue. The statue is immune to all damage. The caster
must hold an arm outstretched palm facing towards the target to maintain the spell. Flesh to
Stone ends if 1 minute passes, or the Mage drops his arm.

Fifth Rank
Nullify -Touch- Buff that allows recipient to block the next desired non-AOE spell used against
them.

Diamond Skin - Self only buff that grants 20 armor points. This buff can be stacked with one
other Armor Point spell of the casters choice, the only exception being another Diamond Skin.
This spell requires one minute of concentration to cast. You say the earth verbal, concentrate for
one minute uninterrupted and then state the verbal again this time with the spell name at the end.
Points are not expended until the end of concentration.

Essence of the Rockbiter - Upon casting this spell the caster must hold out both hands as if
holding two large stones. The caster becomes immune to all attacks, and can move at a heel to
toe rate (to represent being made of stone) and breathe or speak, but do nothing else. Spell ends
if the caster ever moves faster than heel toe, or drops one or both of his hands.

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Fire Tao
st rd
1 – 3 rank verbal “With Fire I Cast…”
4th and 5th rank verbal “With the Element of Fire I Cast…”

First Rank
Fire Armor – Grants target 4 armor points

Fire Bolt – Target takes 4 fire damage

Fire Arc –Arc– Targets take 2 fire damage

Torch – Allows caster to bear a red cellophane covered flashlight or other approved red light
source. Can also set things on fire in RP situations, marshal must be present.

Second Rank
Heat Metal - Heat target metal object. If Object is bigger than something the caster could hold
with one hand, it heats a 3' X 3' area on the object’s surface. The effect of this spell is purely RP
in nature thus the effect is up to the target or marshal.

Fiery Endurance – Self only buff that blocks the next desired water/ice based attack cast against
you. This spell may be used to withstand all the effects of natural fire for 30 seconds

Fire Spear – Target takes 8 fire damage

Flame Blast –Arc– Targets take 4 fire damage

Third Rank
Molten Armor -Touch- Grants target 10 armor points

Choke – Silences target for 5 seconds. The target cannot talk or cast spells

Flame Arrow - Target takes 10 fire damage

Wall of Lava - Create an impassable wall of fire that is 10 feet tall, 10 feet long, 1 inch wide, and
is centered upon your outstretched arm. The spell lasts until properly countered or the Mage
moves from their position or drops their arm. The wall will conform to its surroundings as to not
destroy anything when it is cast.

Fourth Rank
Dragon’s Breath –Cone– targets take 5 fire damage

Flame Whip – Disarms target and target takes 4 fire damage

Incinerate – This spell requires no verbal, and no spell packet. After connecting with a single

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target damaging fire spell of 3rd rank or higher (IE spell must hit and target cannot block with a
defense) caster can state “Incinerate 4 fire” within 3 seconds of the original spell connection.
Spell causes 4 fire damage, and an Incinerate cannot trigger another incinerate.

Fifth Rank
Fire Nova -AOE- Targets take 8 fire damage. Requires no spell packet, and all targets must be
within 10 feet of the caster.

Scorch – Wand attack that breaks the limb that it strikes, rendering it useless until proper healing
is received. This attack must hit the actual limb, not a weapon or shield or torso. For an arm it
must hit above the wrist, for a leg it must hit above the ankle. This spell has an internal cooldown
of 60 seconds, which means it can only be swung once every 60 seconds. The verbal is still
required, but it may only be delivered via a wand, or weapon cast from the Fire PrC.

Fireball - Target takes 20 fire damage.

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Psion List
First Aid - See First aid in general rules or on the medic list.
Skill Name Build Pre-requisites
Lore - Learn one approved lore. Cost
Arcane Points- 2 1
Language - Learn one approved Small Weapon 1
Language.
Staff 2
Dispel Magic - This ability allows you First Aid 3
dispel an arcane effect by claiming Lore 1
“Dispel Magic X spell” (Where X is Language 1
the name of the spell) and then touch Read Magic 1
your target or hit your target with a Dispel Magic 5 25 Build spent into
spell packet. Because of the nature of Psion
how you call the skill, you must be Counter Spell 5 50 Build spent into
aware of the spell’s presence to dispel Psion
it. Dispel Magic only works on spells Wand 2
arcane in nature. Dispel Magic costs Wand Prof I 4 Wand
arcane points equal to the spell that Wand Prof II 4 Wand Prof II
was dispelled +1. A Psion can only
dispel ranks of spells he is capable of casting. Dispelling spells is very taxing, and can only be
done within certain limits, OOG this is represented by 30 seconds of uninterrupted meditation,
the Psion then writes and signs off “Dispel Magic” on their card as if it were a buff.

Counter Spell - counters a spell from an arcane list within 3 seconds of it being cast. A Psion
can counter any arcane spell they heard cast within 30 feet. To call this skill you simply say
“Counter Spell - X” just like Dispel Magic. The cost of Counter Spell is the cost of the spell
countered +2. Countering spells is very taxing, and can only be done within certain limits, OOG
this is represented by 30 seconds of uninterrupted meditation, the Psion then writes and signs off
“Counter Spell” on their card as if it were a buff. A Psion can only counter ranks of spells he is
capable of casting.

Wand-2 build-Passive - With a phys rep wielder can throw spell packets for 1 magic unlimited.
The wand Phys rep must be in hand to do this and unfettered. IE it can’t be tucked in your belt or
up your sleeve while you use it. The wielder can use a non combat wand for his phys rep or can
make a staff approved wand phys rep to be under the parameters of a LARP small weapon (must
look “wand-like”) and use the phys rep to deliver a spell (arcane) in place of a spell packet. (This
is so if a person runs out of packets, he isn’t useless and can deliver spells by touch without
hurting someone.) May use the wand to block attacks if a combat phys rep is used, but cannot
swing the wand for 1 magic, or other damage (without an appropriate prc skill). Whenever you
channel or cast a spell with a wand you change the word “cast” to “wand” (i.e. “With the element
of fire I wand a fireball!”). Please remember without special PrC skills, a hand holding a wand is
not considered a free hand. Thus you cannot dual wield with a wand, and still cast through it,
because both hands are encumbered with weapons.

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Wand Prof I (element)–4 build-Passive - Allows wielder to throw 2 element with their wand,
see “wand”. Choose element when purchased, can be purchased up to 4 times. Requires Wand.

Wand Prof II (element)-4 build-Passive- Allows wielder to cast the rank one damage and
armor spell of the appropriate element (Psion rank ones are considered air) by drawing energy
through their wand or staff without expending arcane points.
Regardless of casting the armor or damage, you must have one hand holding your wand or staff,
and the other throwing the spell packet (damage), requires a free hand as per lower list casting.
You may only use the dmg function via a spell packet, you may not channel this directly through
the wand. (“With element I wand X spell X dmg type!”)
To use the armor spell you must state the above verbal and concentrate/RP for 30 seconds
uninterrupted while RPing over your target, who must be no further than arms length. This is
considered to be channeling.

This skill requires Wand Prof I (of appropriate element) and the appropriate armor and damage
spells to be on your card. Any other abilities used through the wand act as described in the wand
skill, and thus cost points.

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Psion Verbals –
1st -3rd rank verbal “With Thought I cast...”
4th and 5th rank verbal “With the Power of Thought I cast…”

Spell List
Rank 1
Telekinetic Armor
Shock
Psychic Hand
Empathy
Rank 2
Safe Will
Vertigo
Cut the Cord
Levitate
Rank 3
Attunement
Third Eye
Telekinesis
Energy Spike
Rank 4
Inertial Armor
Telekinetic Throw
Psionic Speech
Telekinetic Sphere
Rank 5
Psionic Suggestion
Psi Library
Displacement
Greater Telekinesis

General notes for Psion


The Psion verbal does not represent the Psion actually speaking in game; it represents the Psion
channeling their psionic powers through them before releasing the spell. The channeling of a
Psionic power does have some sort of visual, audible or olfactory effect so that players are aware
they are channeling.

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First Rank
Telekinetic Armor – grants target 4 armor points.

Shock – Target takes 4 lightning damage

Far Hand – Minor Telekinesis, allows caster to move objects that roughly weigh 5 lbs through
the air at slow speeds at a distance of up to 15 feet. This Telekinesis can also perform crude
manipulations similar to a human hand like opening a door knob, turning a key, turning the page
of a book or pouring a glass of ale from a pitcher to a cup, or tying and untying simple knots. If
used to exert pressure on something like a button (not for displacing an object like a chair) it
roughly has the strength of an average human male. This spell cannot move items that are in
possession of another person, such as untying someone's pouch, or taking their weapons off their
belt. This spell lasts as long as the Psion concentrates. Taking damage or calling defenses does
not break concentration, but using any items, swinging damage, or using any other skills or
abilities does break concentration. Walking does not break concentration if you maintain a heel
to toe rate, anything faster does break concentration.

Empathy – target is affected by the skill “smooth talk” off the guile list

Second Rank
Safe Will – Grants recipient a buff that blocks the next desired mental ability used against them.
Psion can also use this spell to cancel a mental effect on any target within 20 feet. This usage
does not require a spell packet.

Vertigo - Causes target to take the effect of a mez for ten seconds.

Cut the Cord – Causes Extra planar creature to take 12 bane

Levitate – Allows Psion to use the skill climb, does not require a surface to climb up, but works
as per the climb skill in all other ways.

Third Rank
Attunement – Non Latent buff – Allows the psion to buff the recipient causing them to do +1
damage to a certain type of enemy. When casting the spell it goes “Verbal…Attunement- X
creature.” The psion taps into the raw energy of the world creating a temporary connection
between the recipient and the ley lines that created that creature, or that fuel its powers, granting
them the ability to do extra damage. This causes the recipient themselves to do extra damage, not
there weapon, thus this buff stacks with other non latent weapon damage buffs. Duration is one
minute.

Third Eye – Self only buff that stops the next surprise skill used against the caster

Telekinesis – Moderate Telekinesis. This spell allows the Psion to move moderately sized objects
through the air at moderate speeds (roughly a swift walking speed of an averaged sized human).
The weight limit of this spell is 250 lbs. It effectively is operating under strength +1, and to stop
an object in motion via telekinesis you must use Feat of Great strength, or have STR+1.

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Switching the object you are moving requires recasting the spell. You may move a humanoid
creature with this spell if they are willing, unconscious people may be moved with this spell
without consent, but a third party need not have Feat of Great Strength or STR+1 to resist the
movement. This spell cannot move items that are in possession of another person, such as
untying someone's pouch, or taking their weapons off their belt. This spell lasts as long as the
Psion concentrates. Taking damage or calling defenses does not break concentration, but using
any items, swinging damage, or using any other skills or abilities does break concentration. This
spell has a distance of 30 feet away from the Psion. Walking does not break concentration if you
maintain a heel to toe rate, anything faster does break concentration.

Energy Spike – Target takes 10 damage of a desired element. Stated as “Verbal…Energy spike
10 X element damage.”

Fourth Rank
Telekinetic Throw – Target takes the effects of a Throw.

Inertial Armor –Buff that grants 16 Armor points to the recipient.

Psionic Speech – Allows Psion to instantly learn a language. This ability may only be used once
per period and it lasts until the end of the period.

Telekinetic Sphere - This spell has two functions: The Psion can cast the spell on themselves by
saying the verbal and outstretching their hand with the palm facing outward. This encases them
in telekinetic energy and they are now unable to move. Nothing can pass through the sphere
aside from clean fresh air, and damage cannot destroy it. The Psion can do nothing else but
concentrate on the spell while inside it. It lasts until the Psion moves from their position or drops
their arm. If cast on anyone else it encases them within the same sphere for 1 minute, the Psion
must hold his arm up to maintain that concentration. A Psion can have two spheres up at once, as
long as the Psion holds a different arm up for each sphere. When used on another target, that
target must be hit with a spell packet.

Fifth Rank
Psionic Suggestion – Simple direct statement target must follow. This statement must be a single
sentence that is an executable command, it cannot force someone into opinion or a change of
morality (although the action can be against their morals, but not force them to abandon a divine
tenant or a racial detriment). Therefore you could not command someone to hate someone, but
you could command them to attack someone. Other examples might be "Leave this room" or
"Drop your weapon". This statement cannot govern more than one action such as "Leave this
room and when outside attack the guardsmen". Command cannot be suicidal in nature, or force
the target into immediate danger. If the command is indefinite in nature time wise, you must
follow it for a full minute or until the task is complete, the first time you reach the near dead
stage. When under the effects of a Psionic suggestion you feel it is your desire, but when it is
over you know you were forced outside your own will. Any defense that stops a mind altering
effect or that would stop someone from doing something outside their own will stops Implant
suggestion. If the suggestion works on the target, he does not remember the verbal being used
until after the effects are over. This spell cannot be used to compel a target to tell the truth.

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Psi Library – Once per event, you gain any knowledge skill for 30 minutes. This is not sufficient
enough to teach you a lore skill with.

Displacement - Self only buff that allows the Psion to block the next desired non-AOE attack
used against them.

Greater Telekinesis – Maintaining concentration on this spell does not break concentration on a
single use of Psychic hand or Telekinesis, and neither does the casting of those spells. This spell
is a very versatile one, and by many is considered the epitome of a Psion's Power. It can be used
to move large objects, but in doing so requires great concentration upon saying the verbal. How
much you can lift, how fast, and for how long is determined by a marshal present, and your level,
build spent into Psionic lists and how well you RP the usage of the skill should all be taken into
account. Psions have been known to do great things with this spell. It requires great
concentration when used this way, so interruption of any kind can break the spell. Pressure will
not break concentration such as noise, or yelling. But rapid movement, walking, being displaced,
taking damage, or utilizing anything else other then Telekinesis or Psychic hand. You may call a
single displacement while maintain concentration, but not recast it.

The other use of this spell is rapidly (as if thrown by a Professional MLB pitcher) moving
smaller objects, no bigger than a one handed weapon. The Psion may move unattended/un-
possessed objects within 20 feet of him at this speed to his hand (safely) or to any position with
20 feet of himself. Another Psion may cast this same spell on the same object to negate another
usage of it. This spell can be used to throw objects at people for 10 damage (normal) and they
also take the effects of a knock back. If used in this fashion it can be blocked as a ranged attack,
by dodge, resist, or Stoneskin. You may Deflect the damage, but you still take the knock back.
The Psion does not actually throw the OOG object in this case, but it requires the presence of an
object to throw, a rock, a chair, a table etc. To call the spell you simply make a motion at the
object towards the target and say "Greater Telekinesis 10 damage knock back" while pointing at
the target.

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Support Classes
Medic
Not everyone is cut out to be a medic. It takes a special kind of crazy to run into the middle of a
battlefield with nothing but an auto injector, some bandages, and a small shield. Those who heed
this calling however, are greatly loved and protected by combatants everywhere. The medic uses
his extensive knowledge of the body, along with his mastery of panacea to breathe life back into
even the most critically injured patients. Some medics take this knowledge of the body to an
even higher level and become physicians forsaking the war battlefield for the surgical one, or
retire from combat life and become town doctors. Others find they are married to the blood and
adrenaline of the battlefield and can’t imagine being happy anywhere else.

Tradesman
Behind every great warrior, is a tradesman making his gear. Tradesmen are not mere dabblers
into crafting, but true masters of their professions. Working long hours in their workshops
perfecting their methods and honing their technique to masterwork, these masters of craft seek
the perfect combination of materials and craftsmanship that will unlock the secrets of the old
world. There are even some who have crossed the bounds of normal materials and craft into the
realm of Arcane Engineering, bringing their creations to almost mystical levels of power.

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Medic List Skill Name Build Pre-requisites
Cost
First Aid - This skill has two built in Physical Points- 2 1
functions, being able to assess a target, and Small Weapon 1
actually healing them. 1 Handed Edge/ 2
First Aid Assess: Study a target within arm’s Blunt
reach for three seconds and say "first aid Staff 2
assess". The target then responds out of Small Shield 1
game with one of four answers: "Near Dead First Aid 1
state", "Mortally Wounded", Advanced First Aid 1 First Aid/ Create
"Unconscious", or "Other". If near dead or Panacea
mortally wounded, they may also give the First Aid Mastery 1 Advanced First Aid
amount of time in/left in said stage. Can also Panacea Infused 1 First Aid Mastery
be used to asses the amount of vitality on First Aid
someone who is not currently in combat. Create Panacea 0
This function may not work on NPCs. Triage 1
Simply state the skill on the target, and the
target grants you the information OOG. This
is not an IG exchange, but you do know you
are being examined by someone, so RP
accordingly.

Bandaging: Character role-plays bandaging


a person in the near dead stage for 60
uninterrupted seconds, after which the target
is healed 1 Vitality point. This skill has no effect on someone not in the near dead stage (the
exception being certain medic skills). Using this function of First Aid costs points dependent on
your class, and when learned, it is written on your card like this: First Aid (mage). First Aid
only stops the near dead death count if it reaches one second during the first aid. In this case the
death count resumes the second first aid is no longer being performed.

Medic =1 PP
Fighter/ Monk=2 PP
All divine lists=2 DP
Rogue/ Archer=3 PP
Mage/ Psion=3 AP

Lore - Learn one approved lore.

Language - Learn one approved Language

Advanced First Aid – Cuts the RP time of first aid in half.

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First Aid Mastery – Reduces the cost of First Aid by 1 PP to a minimum of zero. This ability
may be purchased multiple times, but the first purchase of this ability also reduces the cost of
reassurance by 1 PP.

Panacea Infused First Aid – When performing First Aid, your target revives with 6 VP instead
of 1 VP. To call this ability, you state “Panacea Infused First Aid” instead of First Aid. Target
does not need to be near dead to benefit, if not in the near dead stage, simply RP tending to there
wounds for 30 seconds to heal them for 6 VP. Does not work on mortally wounded people.

Create Panacea -RP skill- See lore for description of Panacea.

Triage - After declaring the area a triage, any Medic has the following benefits while inside:
• Instantly diagnosis any patient inside the triage as per the first aid skill
• Assess the physical points of another Medic
• Coach other Medics in the usage of your own Medic abilities, allowing them to spend their
points using abilities you posses but they do not.
• Assist another Medic with a Medic, Doctor, or Combat Medic ability. In doing so, you may
opt to spend your points on the ability, instead of the person you assisted.

General Notes For Medic

Panacea is combined from an herb that grows only on water ley lines that has natural
healing properties with other components, and then is fused with the power of the healing
element: water and mixed with the alchemical knowledge of a medic. Panacea can cure just
about anything if administered correctly. Panacea has long been rumored to be dying out, and in
a vain attempt to save it, a known Doctor of the time planted an entire field of it. He awoke one
day to find all of it dead aside from an erratic pattern all through the field. Upon further
investigation it was discovered this pattern was the trace of a water ley line. A form of natural
selection, the plant could only survive on the ley line and to this day that holds true. See Panacea
Lore for full story.

Many Medic skills are marked “Injection”. Medic Injectors are a phys rep that will be
approved by staff. No other phys rep is ever to be used, and if you are ever caught with any kind
of a real syringe in your hand you will be permanently banned from the game, barring exceptions
like a diabetic taking their insulin on the bunk in their cabin. The most common phys rep is a
cooking flavor injector with the syringe part screwed off. “Droppers” for animal medication
work well also.

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Medic Abilities
Rank 1
Fireman’s Carry
Inject Panacea
Smelling Salts
Reassurance
Rank 2
Remove Ailment
Mend Limb
Sedative
Don’t Go Into the Light
Rank 3
Inject Pure Panacea
Inoculate Poison
Pick Up Where You Left Off
Rank 4
Inoculate Disease
Under Pressure
Adrenaline Shot
Rank 5
Readied Injection
Stabilize
Rush Response

First Rank
Fireman’s Carry - Allows you to hold target ally’s hand or arm and move as fast as you desire,
this represents you picking them up in a fireman’s carry and running with them. The target must
be willing or unable to object, for example being unconscious. The slower of the two people
involved in the Fireman’s carry determines the speed, this is for safety, not metagaming.

Inject Panacea - Heals target for 6 VP after 5 seconds of RP. This ability requires the use of a
Medic injector phys rep.

Smelling Salts - After 5 seconds of RP, you awaken a sleeping or unconscious target, this
includes waylay.

Reassurance – RP ability that puts a patient at ease. Many people in very dire medical situations
tend to freak out in a variety of ways, or sometimes fend off medical treatment because they fear
being touched. This is one of the first things a Medic is trained to deal with, for if they cannot
approach their target to help them, all the medical training in the world is worth nothing. This
simply represents the training of a Medic in dealing with people in this sort of frantic state. When
called on the subject, Reassurance will have a varied effect dependent on who it is used on, as
many things can effect this including past experiences with that particular Medic. See the skill
First Aid Mastery.
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Second Rank
Remove Ailment – After 30 seconds of RP which involves a Medic’s injector, you cure target of a
lesser poison or disease.

Mend Limb - After 1 minute of RP, you begin the process to mend a broken or severed limb.
After the minute is complete the target still must rest the limb for 4 minutes, during which time it
is still rendered useless. If the recipient drops to 0 VP, the rest is considered canceled and the
mending fails. Magical healing or Panacea based healing will cancel the 4 minutes of waiting,
but the ability does not actually heal VP if used to negate the 4 minutes of wait time.

Sedative –Injection– Removes a fear or pain effect from a target. This skill may also be used
during RP situations with a willing target.

Don’t Go Into the Light –Chain Injection- Inject 3 targets in rapid succession to extend their
death count by 2 minutes in each stage. This is a short duration buff that can only be used on
someone currently in their death count. If the target is healed to 1 or more VP, the effect ends.
This ability will not work on a anyone who is under the effects of an ability that allows them to
fight during their death count. A subject can only be affected by this once per death count, and
this does not add to any other death count extenders, but if it is better it will overwrite them.
Cannot use on the same target more then once every 10 minutes.

Third Rank
Inject Pure Panacea -Instant injection- heal target for 16 VP

Inoculate Poison – After 30 seconds of role playing preparing your injector and then injecting
the target, you grant the recipient a buff that stops the next poison or poison based attack used
against them.

Pick Up Where You Left Off - If a Medic, Doctor, or Combat Medic skill is ever interrupted and
the Medic gets back to the patient within 5 minutes time he may call “Pick Up Where You Left
Off” and literally continue where he ended in the RP of the ability. The two biggest boons of this
are: 1) Point and Time saver. 2) If the skill would have gotten the target out of their death count
and the death count ran out in the Medic’s absence, if he meets the requirements for
”PUWYLO”, it doesn’t matter. For example, if in the middle of stabilize you are dropped to zero
VP, and while down the patient’s death count runs out and they die, if someone heals you up,
and you call this ability on the patient and finish the stabilize, they do not die, and the stabilize
works as normal. This works so long as the medic returns within a 5 minute time frame.

Fourth Rank
Inoculate Disease - After 30 seconds of role playing preparing your injector and then injecting
the target, you grant the recipient a buff that stops the next disease or disease based attack used
against them.

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Under Pressure - Allows the Medic to call “Under Pressure-Dodge” which functions as per the
skill dodge, but only if he is attacked while using a Medic, Combat Medic or Doctor skill that
requires an RP time.

Adrenaline Shot -Injection, Non Latent- Recipient receives immunity to daze and mez and gains
+1 STR for 1 minute. Because of the nature of this injection, a person can only receive it once
every 10 minutes.

Fifth Rank
Readied Injection -Injection- Medic role-plays for 2 minutes readying an injection that he then
carries on him. This injection is designed to heal only the Medic who made it for 8 VP. Anyone
can administer this injection to the Medic, and if it wasn’t obvious, it is in the Medic’s best
interest to tell his closest friends where he keeps his injection.

Stabilize - After 2 minutes of appropriate RP, the Medic heals the target from the mortally
wounded stage of the death count to 16 vitality. This ability freezes the death count if it reaches
one second while stabilize is being performed, but resumes if stabilize is interrupted.

Rush Response - Medic becomes immune to all attacks for 10 seconds. You can move as fast as
you want, but you must be moving towards an ally that you know needs medical assistance. You
must be able to see the ally, or have been told where the ally was within the last 10 minutes. You
must hold your Medic’s injector phys rep on top of your head while moving, and if your are
struck while moving you simply state "rush response" as if it were a defensive buff and take no
effect from the attack. This skill is not governed over by the 60 second internal cool down
movement skills suffer, because it requires an ally in need.

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Tradesman List
Skill Name Build Pre-requisites
* A Tradesman may learn any Cost
weapon skill by paying the build cost from Small Weapon 1
the Fighter list. You may only choose Staff 2
weapons off the fighter list, not styles or Crossbow** 5 Throw Alchemy
shields. MA is not a weapon for purposes Choose Weapon * X* Blacksmith
of this skill off tradesman.
**Alchemists when holding a Prof +1 (Choose 10 Craft MW Item
Xbow and employing throw alchemy can weapon choice)
act as if the bolts are coated or filled with Wand 2 Runesmith or
the thrown alchemy. See Throw Alchemy. scholar
***Plot merchants when Wand Prof I 4 WnWN or
purchasing from a tradesman will take into Legendary Tome
account the PC is an actual tradesman and Martial Arts 2 Innkeeper or BM
it may affect the price when selling only.
(IE receives a bonus when “vendoring MA prof +1 10 IK or BM T5
trash”)
Reverse Engineering 1
Dabble 2

Like any other lower list Trade class has a base list, they receive a vitality amount per 5 events.
The Purchase trades similar to the way mages purchase Tao’s. Your first is free, the second is 1
build, the third is 5 build, every other is 10 build. From that point on any additional trades are 10
build, you may not exercise the trade opt in with the tradesman class.

They do have differences than the other lower lists:

They have no inherent points, should they ever have a skill that requires points, their list will
either have the ability to purchase it or the trade skill is designed to be coupled with another
lower list that is combat oriented.

The majority of their skills are based upon periodic, daily, and weekend skills, along with some
passive. Their skills come in T1-T5 (T = tier), like prestige classes. The materials that they use to
craft are categorized T1-T5 as well. See the website for downloadable supplements for the
tradesman list.

All trades share a common list of skills; it’s their abilities that differ. So if you are a blacksmith,
you have the blacksmith skill set as well as the trade skill list. If you then purchase Alchemist,
you retain that same trade skill list, but now have access to the Alchemist skill set as well. Again
much like a mage.

Another difference is because of how they are treated skill/ability wise, they do not have to

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adhere to the advancement rules of the ten "combat" oriented lower lists. They simply have to
buy all the skills of one tier before they can move on to another.

Lore - Any lore allowed to a trade list will be on their specific list. If a tradesman wishes to buy
a lore outside of one of the trades, it costs them 2 build.

Language - Any Trade class may twice ever (despite how many trades purchased) purchase any
one language chosen from the PC playable races. The ability to purchase your racial language for
1 build is not affected by this.

Reverse Engineering – Allows the tradesman to reverse engineer any item they could
conceivably create (or actually create). The results of this may vary, but generally includes
learning how the item was made, and receiving in raw form some of the materials used to create
the item. If you reverse engineer something you personally created, you get back all the materials
used but must pay 25% of the market value per unit. So an innkeeper or barmaid could reverse
engineer very fine liquor or food (yes we are serious) where as a blacksmith could reverse
engineer weapons and armor. Runesmiths walk a fine line with engineering as they deal with
sorcery, so what a RS can reverse engineer and cannot is more so up to plot then anyone else,
and what they get is as well. Runesmiths may always reverse engineer wands.

Dabble- A tradesman unlike anyone else can actually dip there hands into two resource
professions (see resource profession supplement). They may have the resource they purchase like
anyone else can, and also dabble into one other resource. This represents them spending there
own free time doing this, with no help from workers, or device. This is technically the same as
having one rank in a resource, but you never roll, and never can pay workers or upgrade as this is
not a major operation so much as a past time. Any latent bonuses for being a tradesman still
apply. Tradesman may choose to dabble in “random” and the resource he receives is requested,
rolled for, or simply determined by plot on an event by event basis.

Please refer to the supplements for on the website to assist you in playing a tradesman, such as
the list of known materials and costs, and the guide to resource professions.

Wand-2 build-Passive - With a phys rep wielder can throw spell packets for 1 magic unlimited.
The wand Phys rep must be in hand to do this and unfettered. IE it can’t be tucked in your belt or
up your sleeve while you use it. The wielder can use a non combat wand for his phys rep or can
make a staff approved wand phys rep to be under the parameters of a LARP small weapon (must
look “wand-like”) and use the phys rep to deliver a spell (arcane) in place of a spell packet. (This
is so if a person runs out of packets, he isn’t useless and can deliver spells by touch without
hurting someone.) May use the wand to block attacks if a combat phys rep is used, but cannot
swing the wand for 1 magic, or other damage (without an appropriate prc skill). Whenever you
channel or cast a spell with a wand you change the word “cast” to “wand” (i.e. “With the element
of fire I wand a fireball!”). Please remember without special PrC skills, a hand holding a wand is
not considered a free hand. Thus you cannot dual wield with a wand, and still cast through it,
because both hands are encumbered with weapons.

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Wand Prof I (element)–4 build-Passive - Allows wielder to throw 2 element with their wand,
see “wand”. Choose element when purchased, can be purchased up to 4 times. Requires Wand.

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Scholar
T1:
Lore: Any - 1 build/Passive/Unlimited
Scholars must have a means to learn the lore, plot approval required.

Language :Any - 1 build/Passive/Unlimited


Scholars must have a means to learn the language, plot approval required.

Research T1-T4/1 build/Passive/Once per Tier/Requires Access to proper Tier


Research is the ability to do just that, research. Only a Plot Director can marshal/approve a
research, and usually the results do not come that very same event, usually research continues on
past the event into the next one. Many factors should come into play when a scholar is
researching. His level, appropriate lores, his tier of research, his actual experience with the
subject, how long he spends, the resources at his disposal, and how many research projects he
has ongoing at the time, how many other learned people he has assisting him, and what skill sets
that have that could affect the research.

T2:
Scribe Scroll Rank 1-3 - 2 build - Periodic - 1 Purchase
This gives the scholar the ability to scribe any scroll of any spell or prayer he (or in some cases
an assistant) can cast of ranks 1-3. This takes 15 seconds of RP per rank, and at the end of the RP
time you must actually cast the spell into the scroll which absorbs the power. These scrolls are to
be made on IG paper phys reps, and the back must be signed with the creators oog first name,
character name, card number, and actual signature along with the date it was created. The verbal
must be placed on the card as well. In the case of divine abilities, the specific verbal must be
used, making them either good or evil. This lasts until the end of the month. Another caster may
assist in the scrolls creation and be the one to cast the spell into it, expending there own points.
To read a scroll you must possess the proper read skill. Computer programs may never be used to
pen scrolls in advance.

Decipher Rank 1 - 2 build - Periodic - 1 Purchase


This skill will mimic any one "read skill" and allow a scholar to cast a scroll of any type rank 1-
3. If you have no alignment based list, you can use scrolls of alignment but it may have
repercussions.
This skill can also be used in RP situations to try and read unknown languages, or detect forgery.

Perfect Recall - 2 build - Periodic - 1 Purchase


This skill has two functions:
Firstly, it can be used in RP situations involving a plot or module marshal. If something
transpired that event and you can prove you were a part of it (involving plot) you may call
perfect recall to remember something about the situation that you as a player have forgotten
OOG. You may use extra usages to recall things in the past, up to a month per use. You may
only use future periods, not past periods.
Secondly, you can use this skill in conjunction with any one Rank 1-5 skill or spell you know,
and use it with no point cost. You must call the skill in conjunction with the ability like this.

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"Perfect Recall - Verbal (if needed) Name of skill"If you have the tradesman list (not the opt in),
even If you have no rank 1-5 abilities to use, you may store one ability per rank of scholar in
your tome of knowledge phy rep (get plot approval). Right a decent entry RP describing the
usage of the ability, to represent you have studied it, you may perfect recall this skill,
representing you recalling it to memory from your tome so you may use it. Some abilities may be
denied, all abilities follow ALL restrictions and descriptions. If you are not alignment based, you
may not use alignment based abilities with perfect recall. Must meet build pre reqs, IE you must
have 55 build spent into tradesman to use a 5th rank and so on and so forth.

T3:
Scribe Scroll Rank 1-5 - 3 build - Daily - 1 Purchase
This gives the scholar the ability to scribe any scroll of any spell or prayer he (or in some cases
an assistant) can cast of ranks 1-5. This takes 15 seconds of RP per rank, and at the end of the RP
time you must actually cast the spell into the scroll which absorbs the power. These scrolls are to
be recorded on magic item cards or a plot approved phys rep, which must be signed by a director.
The verbal must be placed on the card as well. In the case of divine abilities, the specific verbal
must be used, making them either good or evil. Another caster may assist in the scrolls creation
and be the one to cast the spell into it, expending there own points.
To read a scroll you must possess the proper read skill.
Scrolls made via this skill are permanent until used. Computer programs should never be used to
create scrolls in advance, and a director signature must be obtained before the end of the event it
is made or the scroll is null and void.

Decipher Rank 2 - 3 build - Daily - 1 Purchase


This skill will mimic any one "read skill" and allow a scholar to cast a scroll of any type rank 1-
5. If you have no alignment based list, you can use scrolls of alignment but it may have
repercussions.
This skill can also be used in RP situations to try and read unknown languages or detect forgery.

T4:
Requisition
Allows the scholar to request Tomes from the great Library in Tybir to be sent to him, or other
such requests from the great library, the Watchers, or other great scholars. Any factors affecting
this will be laid out by the plot director.

T5:
Legendary Tome
Allows the scholar to begin a Legendary Tome. This tome needs to be maintained OOG with IG
materials, anything and everything the scholar has and can learn. It is suggested to begin this
phys rep as soon as you begin this class. If the phys rep is kept accordingly, this allows the
scholar to incorporate into his lore and research usages, as well as his Worldly Knowledge usage.
The better the phys rep is kept, the greater the chance you have of success.
Worldly Knowledge is simply something a scholar can call in place of a lore to a plot marshal in
hopes that in all the things he has learned he knows something pertinent to the subject. Only T5
scholars may invoke worldly knowledge.

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**Notes about scrolls. When using a scroll you must read the verbal off the scroll. To read a
verbal you must have the proper read skill. If it is an alignment based spell, you must also be of
the proper alignment. Anyone of the proper alignment (via list only, not opinion) can use a
divine adept scroll. Scribe Rank 1-3 does not require a marshal to create the scroll, but you must
use a proper in game phys rep (IE in game looking paper, and not a scrap) And the back must be
signed, dated and have your card number on it. Rank 1-5 requires a rules or plot marshal to sign
off on the item card. All scrolls lose there power once used.

Blacksmith
T1:
Craft Mundane Weapon- Passive - Allows the blacksmith to craft Weapons from T1 Materials.
The time and materials required depends on what you wish to make. See materials list (website
supplement) for details.

Craft Mundane Armor/Shields - Same as CMW but with armor and shields.

Repair Weapons and Armor - Allows Smith to replenish Armor points on any suit of armor he
has both the phys rep and item card for. Smiths can only repair armor made of materials of the
proper tier they have access to via their skills. IE a smith who only has T1 skills can only work
with T1 materials, but if they possess one T2 skill they can repair armor made of T2.

Repair armor/weapon will also allow you to repair weapons, armor and shields that have been
shattered so long as the "pieces" are brought to the smith.

Repairing requires time and materials dependant on the task. See the materials appendix for more
details.

Lore: Blacksmithing - Gives the blacksmith lore about his craft, and the materials involved.
Blacksmithing lore raises in worth dependant on the highest tier of skills the blacksmith has in
his trade. Requires a marshal to use, called as “Blacksmith Lore Tier X” X being your highest
tier in Blacksmithing.

T2:
Craft Tier 2 Weapon/Armor
Allows the Smith to work with T2 materials to craft weapons or armor/shields. Can also be used
to repair (replenish AP) a suit of T2 armor without materials.

Feat of Great Strength –


Allows the blacksmith to invoke feat of great str. As a secondary benefit if the blacksmith uses
Feat of Great Strength from the blacksmith list, he can half the time for crafting any one T1-T3
Item.

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Reinforce –
Reinforce one Armor, shield, or weapon. Reinforce will stop skills designed to destroy the item.
BS must RP working on the item for 30 seconds, and sign the buff off on the owners card. This is
not considered a foreign buff as its technically on the weapon.

T3:
Craft Tier 3 Weapon/Armor –
Allows the Smith to work with T3 materials to craft armor or shields. Can also be used to repair
(replenish AP) a suit of T2 or T3 armor without materials.

Craft Tier 3 Weapons/Armor –


Allows the Smith to work with T3 materials to craft weapons. Can also be used to repair
(replenish AP) a suit of T2 or T3 armor without materials.

T4:
Craft Tier 4 – Allows the Blacksmith to work with Tier 4 recipes. Tier four recipes usually take
work done over the series of multiple months, and what they create covers a much wider range
then just weapons and armor. Other examples would be things like plot devices, Altars and other
misc materials. Each Plot Recipe will be listed as T4, and explain all the details. A recipe is only
good for one use and then must be turned in to plot upon the completion of the skill. Can also be
used to repair (replenish AP) a suit of T2,T3, or T4 armor without materials.

T5:
Craft Masterwork Item - Allows the smith to work hard and craft a superior item designed for
a specific person (himself or another, the other person cannot be another character of the PC
smith. Only one Masterwork item can be possessed by someone at one time.). Details of this
item will be discussed with the smith when he learns this skill. The item will be able to be
improved upon as time passes, see the trades supplement for more details about this skill.

*Refer to the materials list for any questions about them, if your questions are not answered
please contact the Creative Director, or in the case of plot item creation (T4) see plot or weekend
plot marshal. All tradesman supplements can be found on the website.

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Alchemy
Please note you cannot employ the use of poisons without poison lore, or Rogue lore.

Tier 1
Throw/Shoot Alchemy- Allows Alchemist to employ thrown alchemy. Without this skill you
cannot use projectile alchemy. When using this skill you state “throw alchemy” as if it were a
verbal. When Employing a Xbow for thrown alchemy, when the spell packet connects you call
your Xbow dmg then the effect. So without a Xbow, its just “Throw Alchemy, X effect” with a
Xbow it would go “ Shoot Alchemy, X dmg Y effect”.

Poison Lore - Allows the usage of alchemical poisons.

Rank 1 Alchemy – Allows alchemist to craft Tier 1 alchemical recipes, does not require a
marshal, but you must physically have access the recipes somewhere in game.

Tier 2
Rank 2 Alchemy- Allows an alchemist with the proper materials to complete a rank 2
alchemical recipe.

Rank 2 Alchemy-Allows an alchemist with the proper materials to complete a rank 2 alchemical
recipe. (Second usage of skill)

Perfect Aim Projectile – pre-req Throw alchemy- Allows the alchemist to call "perfect aim"
instead of throwing a spell packet to represent the usage of projectile alchemy. Allows him to use
the projectile (which is still consumed as normal) on any single target within 20 feet.

Tier 3
Rank 3 Alchemy - Allows an alchemist with the proper materials to complete a rank 3
alchemical recipe.

Endure Alchemy - Allows the alchemist to resist the effects of any one alchemical affect used
on them.

Tier 4
Rank 4 Alchemy - Allows an alchemist with the proper materials to complete a rank 4
alchemical recipe.

Tier 5
Philosopher’s Stone - The only true Philosopher’s Stone(s) ever known were lost to the old
world, what we refer to today as a Philosopher’s stone is only a mimic of what we once knew.
Alchemists are still to this day constantly trying to unlock the puzzles of the alchemist’s
stone, therefore it can have several RP effects with plot approval.

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The stone can never unwillingly be taken from the alchemist and does nothing in the
hands of another.
Once per weekend through experimentation the alchemist can unlock an effect from the
stone. This is represented by a card issued at sign-in that expires at the end of the event. This will
mimic a lower list ability in some capacity once an event.

Runesmith
*Please keep in mind you are not required to actually inscribe runes on items, but it is allowed.
Under no circumstance is a player to in any way to EVER mark another player's personal
belongings in an OOG manner without their permission. Any player caught doing so (IE: writing
with a paint pen or sharpie on someone's costuming, skin, or weapons/props or similar action)
will be held accountable for the item should the offended player require compensation. You have
been warned.
**Runesmiths are also known for creating wands, please see the supplements on crafting for
more information about this.

Tier 1
Runesmithing Rank 2 - Allows a Runesmith to prepare an item with the proper materials to
receive rank 2 rituals. Also allows the crafting of T1 wands.

Crush Gems - Allows the Runesmith to convert gems into the appropriate ritual powder. Gems
crushed in any other way will not suffice as a ritual component.

Sorcery Lore -Because they work so close to sorcerers, Runesmiths are either taught the lore or
simply pick it up as they go along while plying their trade.

Read X - A Runesmith may choose from the following skills and purchase one ever: Read
Druidic, Read Magic, Read Totems, or Read Glyphs.

Tier 2
Runesmithing Rank 3 - Allows a Runesmith to prepare an item with the proper materials to
receive rank 3 rituals. Also allows the crafting of T2 wands.

Ironweave - Allows a Runesmith to inscribe either a cloak or article of clothing used to cover
the torso with runes that give the cloth the bladeturning ability of iron armor. The OOG effect of
this is giving the item 10 armor points that last until the end of the event. These armor points
cannot be repaired, and are considered physical armor, not a spell. They count as no armor as far
as Armor Prof is concerned. It takes 2 minutes of roleplaying to imbue the clothing with the
armor points.

Magical Binding – A Runesmith may RP with an item they are in possession of or an object
(like a door) for 2 minutes and give that item one usage of a reinforcement. No one item can
receive the benefits of this skill more than once a weekend. This effect lasts the entire event or
until used.

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Tier 3
Runesmithing Rank 4 - Allows a Runesmith to prepare an item with the proper materials to
receive rank 4 rituals. Also allows the crafting of T3 wands.

Invocation - Allows the Runesmith to "invoke" any one lower list ability or spell on their card. It
requires no verbal other then “invoke”, and costs no points, you simply must state "Invoke -
name of what is used" and deliver what you used in the proper fashion. RP-wise this represents
the Runesmith’s constantly surrounding himself with magical runes so much that he can muster
power out of them in dire situations. If an actual tradesman (not opt in) uses this ability, the may
also use it to invoke any skill or ability that resides in an item they crafted that they posses at the
time. IE if the runesmith crafted a wand with a periodic fireball in it, he may Invoke a fireball.
Spell or ability can be expended from the item when the invoke is called. IE if my periodic
fireball was used but I still possess the wand I crafted, I could still invoke the fireball.

Tier 4
Rune of Preservation- Allows the Runesmith to increase the duration of any ritual by one
month. Must be used on the weekend the item expires. (IE the last event it has its properties).
Also can be used to craft a T4 wand.

Tier 5
Waste not Want not - Runesmiths waste nothing. When they utilize their trade for themselves
or for others, the formulas they employ sometimes leave left over "bits" of magical energy,
which Runesmiths have learned to gather with what are commonly referred to as "Magnetic
Runes". After a long period of time the Runesmith through active experimentation finds a way to
take these left over bits of magic and turn them into a cohesive usable item. Because of their
deep connection to it, this item cannot be seperated from the Runesmith(no more then 5 feet
away from them) unless they will it, and only works for them. Should they die and be
successfully resurrected, the item materializes with them upon completion of the ritual.
The OOG affects of this is the Runesmith works with plot to design an appropriate magical item
they may use. It grows with the character over time at the discretion of plot. See the trades
supplement for more details.

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Innkeeper
Tier 1
Profession – 0 Build/ Passive/ Once
The Innkeeper is allowed to receive for free either Chef or Brewer

Creaky Floorboards – 1 build/ Passive/ Once


The Innkeeper knows his Inn so well, its pretty hard to sneak up on him in it. They also tend to
fall asleep once the last patrons clear out, not even making it home. Therefore should an
innkeeper ever fall asleep in there inn, and they are attacked the first attack is automatically
displaced by calling “Creaky Floor boards-displacement” as a defense. Should the innkeeper
ever be found abusing this skill (pretending to fall asleep right before a fight breaks out) it will
be taken away from them. The intention of this skill is to give a break to people who work the
inn who sleep there due to devotion to there job.

Penny Pinching – 1 Build/ Passive/ Once


No one can separate an innkeeper from his coin. While actively working/on duty tending bar,
cooking, or performing other Tavern/Inn duties, no mental skill can force an innkeeper to part
with coin or goods of any kind. IE a rogue could not use a guile skill to force a bartender to give
them all the money behind the bar, or to give them a free drink. OOG banter could still achieve
this though.

Were you born in a barn? – 1 Build/ Passive/ Once


This skill allows the Innkeeper to point at a patron who came into or left the tavern without
closing the door and call “Were you born in a barn?-Suggestion shut the door” which can not be
resisted, and forces them to close the door. This is considered a mental ability, and no skill can
stop it. It does not work on actively hostile creatures or people, unintelligent things, or many
NPCs. If this skill is ever abused it will be taken away.

Contact: Brewer – 1 Build/Passive/ Once


Innkeeper has an established contact with a brewer, effects of this skill are up to plot. How the
Innkeeper treats the skill comes into effect as well.

Appraise – 1 Build/ Passive/ Once


Innkeeper can appraise things while actively on duty when someone is trying to exchange them
for goods the Innkeeper has to offer.

Tier 2
Deep Pockets – 2 build/ Periodic/ Once
Allows the Innkeeper to defend against one use of pick pockets.

Command Barmaid – 2 build/Periodic/ Once


Mental Suggestion. Requires no spell packet, only line of sight and the ability for the barmaid to
hear the Innkeeper. Allows the Innkeeper to command one of the barmaids under his employ to
do something work related. IE get those people drinks etc… State “Command Barmaid-
Suggestion X command.” Command must be work related for Tavern upkeep.

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Commission Help – 2 build/ Periodic/Once
Allows the bartender to mentally suggest someone to assist them in something tavern related. If
the bartender includes a free drink or some food in the deal, he can have this effect up to three
people at once. This is a skill that can be resisted or blocked with a mental defense, it cannot be
used to force someone to give up goods or information, only labor/assistance. State “Commision
help –Suggestion X command.”

Tier 3
Toss Drunk -3 build/ Daily/ Once
“Movement skill” that takes you and target to the nearest door of the inn, and when you reach the
door (and open it if closed) the target is then thrown away from the tavern. Only resist stops this
skill, but certain plot NPCs may be immune to it. To use this on someone, they must have caused
some sort of trouble, gotten overly rowdy or posed a threat to the tavern or its patrons or
workers. And you must be inside or on the porch of the inn or bar area.

The Good Stuff – 3 build/ Daily/ Once


Despite any limitations in resources, allows the innkeeper to dip into his private stores and
produce some of the good stuff. Allows the bartender to produce 1 drink per tier attained in this
class (max 5) of high quality drink per use. Must produce all drinks at once if used on the spot, or
can go to logistics to receive cards, which will be dated to expire at the end of the event. State
“Conjure THE GOOD STUFF” so that people know you used a skill. It is not magical in nature.

Tier 4
On the House! – 4 build/ Weekend/ Once
Bartender can exclaim that he is providing drinks on the house. Anyone who accepts the offer
may within 10 minutes of the skill being called cast a single buff on the bartender at no cost of
points. Also any buff received from this skill is considered to be cast by the bartender himself as
far as personal/foreign buffs are concerned. It must be noted on the card though. IE “X Buff (On
the House) etc). Incase it wasn’t understood a skill was being used, bartender may approach
people and say “On the house- Charm - …” and then in an RP fashion ask the person to buff
them. IE approach a druid and say “On the house- Charm – Hey buddy, id really love a stoneskin
so I don’t die in the upcoming battle tonight.”

Tier 5
First To Know - Bartenders and Innkeepers are always in the know, a veritable wealth of
information. Every event one rumor is omitted from the released rumors and told to the
Innkeepers/Bartenders. Also, sometimes plot may come to you and inform you that you
overheard X conversation in the bar, acting as a very mundane “Augury” type skill.
Also, anytime the Inn keep calls Creaky Floorboards, they may immediately call the skill
retreat as per the archer list.

**Please note this list can represent an innkeeper or bartender. You must actively be employed
as one or the other, or own your own bar, Inn, or Tavern. Going two months (played not absence)
out of employment makes all skills on this list unable to be used by the player, at this point he
may decide if he wishes to give up the list or seek new employment or re-employment.

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Barmaid
Tier 1
Profession – 0 Build/ Passive/ Once
The Barmaid is allowed to receive for free either Chef or Barmaid

Creaky Floorboards – 1 build/ Passive/ Once


The barmaid knows the Inn so well, it’s pretty hard to sneak up on her in it. They also tend to fall
asleep once the last patrons clear out, not even making it home. Therefore should a barmaid ever
fall asleep in there inn, and they are attacked the first attack is automatically displaced by calling
“Creaky Floor boards-displacement” as a defense. Should the barmaid ever be found abusing this
skill (pretending to fall asleep right before a fight breaks out) it will be taken away from them.
The intention of this skill is to give a break to people who work the inn who sleep there due to
devotion to their job.

Penny Pinching – 1 Build/ Passive/ Once


No one can separate a barmaid from her coin. While actively working/on duty tending bar,
cooking, or performing other Tavern/Inn duties, no mental skill can force a barmaid to part with
coin or goods of any kind. IE a rogue could not use a guile skill to force a barmaid to give them
all the money behind the bar, or to give them a free drink. OOG banter could still achieve this
though.

Were you born in a barn? – 1 Build/ Passive/ Once


This skill allows the barmaid to point at a patron who came into or left the tavern without closing
the door and call “Were you born in a barn?-Suggestion shut the door” which cannot be resisted,
and forces them to close the door. This is considered a mental ability, and no skill can stop it. It
does not work on actively hostile creatures or people, unintelligent things, or many NPCs. If this
skill is ever abused it will be taken away.

Snappy Comeback – 1 Build/ Passive/ Once


If someone should ever insult a barmaid while on duty, they may call snappy comeback and back
it up with some kind of IG comeback (give it your best shot). After the skill is called and
comeback delivered, all patrons who witnessed this should react as if the insulter of the barmaid
was absolutely embarrassed in front of all of them. This is an RP skill, thus is dependent on the
RP of the barmaid and all those who witness the use of the skill. Simply say the combat and state
“Snappy comeback –AOE suggestion X target is embarrassed.”

Appraise – 1 Build/ Passive/ Once


Innkeeper can appraise things while actively on duty when someone is trying to exchange them
for goods the Innkeeper has to offer.

Tier 2
Deep Pockets – 2 build/ Periodic/ Once
Allows the Innkeeper to defend against one use of pick pockets.

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Get it yourself! – 2 Build/ Periodic/ Once
This is a mental skill that suggests a “regular” patron to get something themselves. If a regular
asks or demands something of the barmaid, she may call “Get it yourself – Suggestion got get it
yourself” and the character is affected by a mental suggestion to get it themselves, this can be
blocked accordingly.

Water Down – 2 Build/ Periodic/ Once


Allows the barmaid to water down drinks and expand the amount of units of a brew she has
without anyone noticing. Effect depends on the type of drink, and plot discretion. Barmaid may
use all 5 uses of this skill at once upon sign in, and drastically increase a large amount of units of
brew. Only a director may marshal this skill.

Tier 3
You don’t have to go home but you can’t stay here-3 build/ Daily/ Once
Barmaid may call “Implant Suggestion – Leave the Tavern” upon a target, as per the rogue skill.
May chain this ability to a group of people sitting together, in this regard it is a 3 target AOE.
(See rules on chain/AOE abilities)

Get em! – 3 build/ Daily/ Once


This skill acts as per the Rogue skill Implant suggestion. It may used as an AOE on three
friendly targets or allies (not obvious enemies). Simply state “GET EM – Implant suggestion
(name targets) attack that target (or possibly “defend me” instead.) This skill may be blocked as
per the skill implant suggestion.

Tier 4
Knee Jerk – 4 build/ Weekend/ Once
This skill acts as a resist (and for all intent and purpose is considered a higher list skill) in
combination with a throw. Use it to block a desired attack against you. If the attack was physical
in nature you may use the throw portion. State either “Knee Jerk-Resist” or “Knee Jerk-Resist
throw !” The throw may be defended against as normal.

Tier 5
Gossip - Barmaid may write and submit one rumor per event and it will appear on the released
rumors.
Barmaid may also go to plot and “spread rumors”. This will be played out as plot sees fit, which
could possibly have negative repercussions for the barmaid.

**Please note this list can represent a barmaid or waiter. You must actively be employed as one
or the other, or own your own bar, Inn, or Tavern. Going two months (played not absence) out of
employment makes all skills on this list unable to be used by the player, at this point he may
decide if he wishes to give up the list or seek new employment or re-employment.

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Prestige Classes

Arcane Prestige Classes


Mage
Fire – Melee casting
Air – Rituals
Water – Rituals
Earth – Advanced Protective Magic
Dark Mage
Light Mage

Psion
Seer - Master of Clairsentience
Kineticist - Master of Telekinesis
Psychometabolist – Master of the Body
Telepath – Master of the Mind
Knight of the Protectorate – Melee/Caster Hybrid Good Aligned
Knight of Kalam – Melee/Caster Hybrid Evil Aligned

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Divine Prestige Classes

Shaman
Elementalist - Elemental based caster damage class
Totemist - Dragon based buffing class
Medicine Man - Spiritual based healing class

Cleric
Templar - Melee hybrid damage class
Priest - Divine healing class
Divine Elocutionist - Ritual based buffing class, includes the buffing of places and things

Druid
Primalist - Empathic based healer, specializes in absorbing ailments and healing themselves
with their connection to nature.
Warden - Melee hybrid damage class
Naturalist - Buffer and breaker of unnatural things

Other Prestige Classes

Combat Medic -Medic who specializes in healing while in battle


Doctor - In house doctor specializing in operating, the alchemy of medicine and psychology.
Arcane Initiate – Arcane caster/Melee hybrid

Martial Prestige Classes

Bard - Jack of all trades including some magical talent-All physical


Ranger - Master of the woods – Rogue/Fighter/Archer
Duelist - Finesse fighter based on balance and quickness – Fighter/Rogue/Monk
Body Guard - Master of protecting others before themselves – Fighter/Monk
Juggernaut – High Armored front line combatant- Fighter
Squire/Knight – Fighter-Very RP based
Berserker - Melee warrior who channels rage to improve there prowess- Monk/Fighter
Hunter - Master of tracking and hunting all things - All Martial
Knight of the Phoenix - Martial good aligned list
Knight of the Basilisk - Martial Evil aligned list

**Please see the PrC rulebook and forums for more details on these classes and potential
additions.
Master Skills – Skills exist in the game that will be given to people (as an option with a build
cost) who spend there build in certain combinations and amounts (pure and multi class). IE for
getting 5th ranks in both fighter and mage you may be given the option to purchase a special skill
only fighter mages can receive. You can also receive rewards for remaining single classed. This
system is pretty much in effect to reward people for playing the way they want too. Pure class
skills are for people who have a single class, and remain single classed for one year after
receiving the skill.

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Lore
-At the end of the lore section is a list of phonetic spellings of places, races and gods.
-Please note the average PC has access to any knowledge found in the core rulebook,
*Lore may not be created or changed without explicit director approval. Suggestions are more
than welcome. Should you ever receive a call at the game which creates or changes the world
lore, it is your responsibility to bring it back up to the directors attention via email or the forums
to ensure it is added to the overall game. Running an event is extremely taxing, and chances are
what seems very important to you at the time is not at the forefront of the directors mind after 48
hours of directing an event.

Timeline
0 - Aaeos come to this world in search of a place for his children. The dragons give their consent
and he moves the Humans to this world.
1- The "Great City of Men" is founded (True name lost to history). It is the first city of humans
and is not much more than a refugee camp at its start.
3- The Dragons come down and live among the humans. Magic is introduced to humanity. The
other Goodly races are created as well as the horrors of the dark gods.
10- Minas Calad, the great city of Elves created. Trade between all the Goodly races begins.
26- Hargus Eraa becomes the first Shaman.
52- Bornak curses the Watchers with mortality.
77- Watcher Magic created
87- The Phoenix and the Basilisk are born.
138- The Wailing Horde appears from the west and attacks the goodly races. The first Great War
begins.
139- The Great City of Men is annihilated.
141- Dark Elves are created.
142- Dark Elves are plagued with Madness. Some elves leave, some are taken as slaves
underground.
145- Tybir established as new capital city of humans. Celts and Gypsies separate into two
peoples.
146- Norlis established as new nation by human refugees
159- Elves return to Minas Calad to rebuild.
163- Rebuilding of Minas Calad complete.
188- New Watcher order founded.
244- Barbarian tribes are first seen in the northlands.
388- Barri Elves escape slavery.
389- Amar Barad founded.
631- Lycanthropes attack in force from all over the world. Second Great War Begins.
633- Mul Marasti nearly destroyed from within by clerics of Aokun. Higmar Darksunder
cleanses Mul Marasti.
637- Wolfbloods created to beat back the Lycanthropes.
640- Second Great War ends.
715 – Arcane Engineering is founded
855 - First Saracen caravan comes to Tybir.

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901 - War of Humans begins, Called the Third Great War by Humans.
901-907 Fierce fighting between the two nations. Fighting slows at the end as Orc and Goblin
activity increases significantly.
908-983 Skirmish type fighting between the nations. General revenge back and forth.
983- King Julias V of Klesai assassinated by unknown persons. His successor, the boy king
Julias VI and his steward Sir Morgan declare the Norlisian kingdom to be responsible and
declare open war.
983-985 The Klesai armies, led by High General Arelia Julise Elos conquer the Norlisian
kingdom. True War Magic perfected by high mages on both sides.
985- Julias VI and Sir Morgan killed by council of Tybir. General Elos discovers treachery and
has council executed.
986- General Elos declared Queen Elos.
988- Queen Elos declared Empress of Elosia.
988- 1490 - Golden Age of Elosia. Unprecedented time of peace in the world.
1066 - Great public library of Tybir completed
1126 –Arcane Engineering outlawed in the Empire
1257- Last True Watcher dies.
1490- Nemeans begin to raid the outskirts of Elosia.
1494- Empire conquers the Nemeans in the battle of Holarn Valley.
1495- Treaty of Tybir signed permitting Nemeans to retain their culture in exchange for their
service and obedience to the empire.
2000- Military Outpost of Haven established.
2008- Empress asks for adventurers to go to Haven
2009 – “Divine Adepts” begin to appear in the world.

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Stories From the New World
The Legend of the Phoenix and the Basilisk
As told to the Watchers

Once, long ago, there was a fire dragon. Words can never truly describe one of the great
dragons, all color and ash, heat and smoke. It would waste precious paper to put a dragon into
words. This particular fire dragon was beautiful for their kind, which is somewhat like saying
that a certain rose smells better than another one. This dragon often took human form to watch
Aaeos’ children, since Aaeos’ children were so different from everything the dragons had
created. Aaeos caught the dragon at this one day and, honored by the obvious interest and
fascination his children evoked, struck up a conversation. In their long talks, he learned that, in
spite of all the creation the dragon had done, it longed to try to create another being through a
birth as well as to test something.
The Fey had created their own races at this point and it was very quickly realized that
when two un-alike races created a child, the child was either one race or another. Half-breeds did
not exist. This fire dragon wondered if gods were immune to this and shared the question with
Aaeos. He was fascinated by this concept and aided the dragon in creating a being born of the
two of them.
The dragon spent hours marveling at the child they had created. It soon became apparent
however, that a child needs nourishment and fire and ash could provide nothing life-sustaining to
this child. The dragon shifted to human form and stayed that way to see if that was enough for
the child. After a long while, the life inside was still sputtering and it seemed that the mere form
alone was not enough, the dragon’s very nature made it impossible. The dragon quickly sought
Aaeos out and explained that of all beings; only one of his children could nourish and birth their
creation. He searched among his followers for a woman devout and honorable.

Outside a small village, a woman named Bethany lived. She wasn’t old, but was no
longer young. She had never taken a husband, but lived alone on her family’s farm. The farm
was well-taken care of and she was praised in the village for her hard work, but thought of as
slightly odd for never marrying. She was a devout follower of Aaeos and sometimes prayed to
him for companionship.
Aaeos sent an avatar in the form of a bear to Bethany to ask her if she would carry his
and the dragon’s creation. He cautioned her that the creation would live in her until she passed
on, and that she would never see the child that she birthed. Bethany, while honored by her god’s
request, took a moment to think about what that would mean for her, and then consented.
The dragon arrived outside Bethany’s farm and took its typical human form, that of a
flame-haired woman with brown eyes. She approached the house and knocked on the door.
Bethany opened the door somewhat confusedly, since when dragons take human form they are
generally indistinguishable from whatever race’s shape they have assumed. The dragon smiled
and let a bit of her true nature creep into her eyes until Bethany was gazing into volcanoes.
Startled, but amazed, Bethany followed the dragon into her kitchen, where the dragon turned to
face her with a sad smile and gently touched her forehead. The spark of life that Aaeos and the
dragon had created flared up in Bethany.

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The dragon moved to leave, beginning to feel sad at leaving her creation. When you take
the form of something, even if you are a god, you will eventually start to feel things the way that
form would. Bethany, caught for a moment of marveling in the feeling of the spark flaring,
caught the expression on the dragon’s face. She asked her to wait and then, after a momentary
flair of inspiration, asked the dragon to stay, if she could. The dragon considered and agreed.
The dragon took the name Ember. None of the townsfolk ever asked where she had come
from. Aaeos checked on Ember every once in awhile, but mostly the two of them took care of the
farm together. A great love grew between them and as Bethany grew slowly into old age, the
dragon grieved, knowing their time together was soon to end. Eventually, many years after it
should have come about, Bethany died of old age. She and the dragon had had almost ninety
years together.
Heartbroken, but steadfast, the dragon created a pyre and placed Bethany on it. As Ember
lit the fire and watched her companion go up in flames, she cried. As the fire flared, a bit of
movement stirred and suddenly burst forth from the flames. A great phoenix soared into the air
and came to rest in front of Ember. This was the life Bethany had nurtured for all those years. In
a rush of searing flame and smoke, Ember assumed dragon form and carried the phoenix off into
the heavens with her. As she left, she scorched the earth where Bethany’s body had lay, creating
a patch of land on which nothing would grow.
As the fire died down, more movement started to happen among the ashes, but the dragon
was long gone. From the soot crawled a basilisk. Akartha, a dark Fey and the goddess of
betrayal, realized that for every force of good, the universe creates a force of evil to balance
things and quickly arrived to gather the basilisk up and care for it. As it grew, she told it that its
creators had abandoned it and left it for dead. Akartha molded the creature so that he was her
son; his ability to deceive rivaled hers because in some ways he was able to directly interact with
the world, like his dragon parent. In time, the basilisk grew to be an instrument of great evil.
It soon became known to all the gods that a creation such as this would lead to great good
and great evil. No god or dragon ever attempted such a thing again.

Panacea’s Discovery
As told to the Watchers

After the Empire of Elosia settled into order under Empress Elos; life became very good
for people of the Empire. Trade opened up further and gradually, tradesmen from farther off
places saw that Elosia was a great place to bring their wares. Even Elosia’s outlying lands
received more trade.
In a farmland a small distance from Tybir, there lived a husband and wife named
Harrison and Janet Panacea who owned a farm. They were struggling to make ends meet because
everything they planted on their land would die. They tried every seed they could think of, but
nothing would grow in their soil. Finally, in desperation to support themselves, the two decided
to look for some way to save their farm in the booming marketplace of Tybir.
They closed up their home and got a neighbor to watch over their animals. They found a
kind shopkeeper who let them stay above his shop for the night and the next day they entered the
marketplace.
The Tybir marketplace in our day is a sprawling multi-block extravaganza of clothing,
food and hundreds of other things from countless cultures. In this day, the marketplace was
smaller, but there was still a huge amount of strange new products to look at. They wandered the

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stalls, awed by the sheer amount of goods. Eventually, they came to a Saracen’s stall. Saracens
were known for their shrewd but honest business practices, so Harrison paused at the stall to look
carefully. Tucked behind a length of silk was a large basket of seeds.
Seeing Harrison looking at the seeds, the Saracen smiled and pulled the basket out
further. He offered them a cup of coffee and seats. Knowing little about the haggling process
Saracens have, but happy for the coffee, the couple accepted. After a exciting and probably
exaggerated story about how the plant in the desert that the seeds came from is not prolific in the
dry soil, but had the potential to be anything in a wet climate, the Saracen got down to business.
He offered a sum for the seeds, far beyond what the Panaceas had to offer. In desperation and
convinced that the seeds would be a success, Harrison offered the merchant everything he had.
The merchant, understanding that Harrison was a poor haggler, quietly picked out three
quarters of the coins he was offered and handed him the basket. He also wrote his name down on
a slip of paper and told him he came this way often to trade. If the seeds were worthless, he
would refund half the money he took. Janet thanked the man and promised to tell him what
happened.
They left that day and made it home the next. They were both eager to see what the seeds
could and planted them immediately all across their field.
The next day, there were sprouts in the field. As time passed, the seeds grew into huge
lush flowers, but only in places. There were distinct places on the land where the seeds would
not grow, but where they did grow, they were prolific. Eventually, a pattern of where the seeds
would and would not grow on the land emerged. The pattern puzzled the Panaceas, but happy
that the flowers would grow at all, they thought no more of it.
The flowers seemed to evolve as they grew, becoming beautiful and fragrant. They also
seem to last an extraordinarily long time after picked if you leave them in a glass or jar of water.
Knowing that the aesthetic quality of the flower will be worthwhile, Harrison gathers up bunches
and sets off for the marketplace. When he got there, he was mobbed by people intrigued by the
gorgeous flower he is carrying. Overwhelmed, he looked around for his merchant friend.
The Saracen, hearing a gorgeous and unique new flower had entered the marketplace, left
his sister to watch the shop and wandered over to see. The Saracen saw Harrison’s distress and
hurried over.
Laughing, the merchant backed everyone off and ushered Harrison to his stall.
“I take it those seeds worked well for you!” said the Saracen. Flustered and
overwhelmed, Harrison wasn’t used to a marketplace, much less trying to sell things to eager
customers. People were still coming up to the stall and asking about the flowers. The Saracen
promised that would soon be available, they were settling prices. He got a good cup of coffee in
Harrison and calmed him down.
“So now my friend, what will you do?” said the merchant.
“Please, you provided the seeds, we can split the profits. I will bring you the flowers and
you can sell them.” said Harrison.
The Saracen thought for a moment. “First, my name is Derin Adivar, one must always
know the full names of those he does business with. Second, I will not take half of the profits for
the flower you labor over, twenty percent makes more sense. My friend, Aaeos has led us to each
other so that we can both thrive, do not be worried anymore!”
Harrison smiled. “I am Harrison Panacea.”
They shook hands and the deal was set. Harrison brought bushels of the flowers to Derin
every Friday and by Saturday they were all sold. Soon, Harrison and Janet weren’t struggling,

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they were thriving. The flowers were so popular, the Empress caught wind of them and a page
was sent down from the palace every Friday to buy one flower for the Empress’ sitting room.

Soon after, Janet discovered she was pregnant. She and Harrison were delighted and
began to sell more flowers in order to have a good amount of money set away for when the baby
got there. The child was born a Mender. The Empress had put a new program into work that gave
the parents of a Dragonkin extra land and a stipend, while the Empire took the Dragonkin and
raised it. The parents of the Dragonkin were much admired by the general populous. Since the
program had only been in place for a few years, when word was received that a Mender had been
born right outside of Tybir, the Empress herself went to retrieve the child and honor the parents.
The Empress arrived at the Panacea’s home with several advisors, including a member of
the Arcane Order. She introduced them to the noble who would be raising their Mender,
explained that they were more than welcome to visit their child and then sat down to a cup of tea
with the Panaceas. She urged them to tell her about their life. The Panaceas, while slightly star
struck, eagerly told her about the seeds and their friend Derin and the weird pattern the flowers
grew in.
After hearing about the pattern, the member of the Arcane Order asked if they could walk
the fields and see this pattern. The Panaceas were more than happy to oblige. After seeing the
pattern and walking around, the man whispered in the Empress’ ear. She nodded at him and
smiled at the Panaceas.
The man looked at the Panaceas and said “The Empress would like to offer you a new
deal. You will be provided a great estate in Tybir and allowed to raise your son. You two and
your partner Derin will receive a generous yearly stipend. All of this in exchange for these
lands.”
Flabbergasted, the Panaceas could only nod. They were moved the next day to a large
estate in Tybir. They made their home there, with frequent visits from Derin and his growing
family. They named their son Richard Sior Panacea.

And so the years passed.

Richard grew up and processed a natural aptitude for medicine. Unlike most children,
Richard chose the path of a medic at age eight and by his apprenticeship at age ten, was already
helping out in a hospital. When he reached the age of sixteen, he was told about the land his
parents used to own and the flowers that grew on it.
A member of the Arcane Order came to see him and told him that his parent’s old farm
was a place of really strong water ley lines and really weak earth ley lines. Nothing would grow
on the land because the earth ley lines were so weak. Somehow, the plant his parents grew
thrived on water ley lines. It was also possible that he had been a Mender because the power of
the water ley lines was so overpowering there. Currently, there was a research team at the farm
investigating the plants, but they weren’t making much headway.
Richard immediately knew that he wanted to help with the research of these plants. He
put forth a petition to the Empress and the Arcane Order that he be allowed to join the team at his
parent’s old farm. Despite his youth, the Empress granted his request and sent him to stay there.
The members of the research team were delighted to have the child who was conceived on the
spot of power working with them.

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After two years of research and experimentation, Richard makes a vital breakthrough.
Experimenting with growing the flower in different environments; he realizes that the flower
never grew in the desert because of the high amount of fire ley lines. While the plant did die in
the barrenness of no earth ley lines, the powerful water ley lines brought forth a latent magical
property of the plant and allowed it to thrive.
Further research led to the discovery of what those magical properties were; the flower
had healing qualities. After much more research, Richard and the other members of the research
team learned how to alchemically derive a medicine from the flower and mix it with other
substances to do various things. The medicinal possibilities of this extract include sterilization,
speeded healing, sedation, preventive remedies and many other useful applications. Since the
extract is so versatile, most methods of administration will work, although injection is the most
common.
Once this discovery was proved, they took down the barriers around the farm and
allowed the plant to grow freely along the water ley lines. To this day, the plant can often be
found along large water ley lines.
The plant and extract were called Panacea in honor of his discovery and his bloodline,
whether they were born Menders or not, continued to make discoveries in the medical field. The
Panaceas and the Adivars stayed friends and their children brought the extract and the knowledge
of its uses to many cultures.

The Origin of the Watchers

Long ago when the earth (Amar, in elvish) was new, before the fey were ascended and
began to inhabit the creation of the dragons with mortal humanoid life, it began to take on a life
of its own. Even as immortals the Dragons had no idea what this world they created would
become, and before their eyes, and under their clawed feet other higher life forms began to come
from the earth while it was still pulsating with the magic of the immortals.
It started with the ley lines which at first were created by the dragons as a sort of
“stitching” through the world to hold it together, the different environments like patches on a
quilt, with the proper elements running through it. It was not long before the dragons realized
these lines were more than just mere stitching, they were like roots that sustained the life of
everything they traveled through. They rode through the clouds to create the snow and the rain,
they decided the direction a stream would travel in and when the time was right, the explosion of
a volcano.
It appeared to the dragons these ley lines took on a life of their own, ever shifting and
moving around, much like the earth they traveled through. Sometimes when certain patterns
would converge something great would transpire and in some cases it would form new life. The
Dragons began to recognize these patterns and sometimes would manipulate them to cause a
desired effect or make their own creations. This is how the Fey were born. But before the
dragons began to utilize these patterns themselves and the earth was still pulsating with the
power of the immortals, sometimes it created life of its own.

That is how the Watchers came to be.

A race known only as the Watchers were an immortal Earthen race. These creatures
visually were a hybridization of a human and a rock elemental, they were physically beautiful

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and a very proud, noble people. Because of their deep connection to the earth, they were blessed
with the powers of omniscience, knowing all things past and present, and it was their immortality
that kept this power in check, preventing what an understatement could only call insanity.
The Watchers bore witness to all the major events of the world and because of the magic
that connected them to the earth, they lacked the ability to lie. The watchers were a peaceful
people and lived in harmony with the world, continuing to do so when the humans entered it and
the other races of the world were born. But little did they know mortals would be their downfall,
and their salvation. But such is the way of mortals.
They watched some of the Fey ascend to godhood, and they watched the others teach the
mortal races the way of magic. One of these mortals, a dwarf known as Bornak, was very adept
at magic, earth magic in particular. As a first generation dwarf he had a deep connection to the
earth, and it was he who helped define earth magic for what it is, showing his dwarven brethren
how to best use the magics to protect the great dwarven strongholds. But when he was done with
that task, he felt there was no more he could do for his people so he started down a dark path of
acquiring massive amounts of personal power. When his Fey teachings could no longer satiate
his lust for power, he sought out the Watchers, and asked for the blessing of omniscience that
they held. His excuse was to further the cause and protection of the goodly races, but they saw
right through his ruse and denied his request.
He delved into dark magics, paving the ways towards what we now know as necromancy
today. The Watchers underestimated his power and before it was too late he had beset a curse
upon them. From that day forward the Watchers were stripped of their immortality and could
only give birth to male children, so that slowly the race would die out.
Knowing that knowledge is power and that those who ignore history are doomed to
repeat it the Watchers set forth on the monumental task of finding someone to replace them.
They used their innate earthen magics to do this and soon developed an entire school of magic
known today as Watcher Magic.
In using this magic, they found a way to imbue their powers into any mortal willing to
swear the watcher oath and willingly be bound by the watcher magic. The Watcher oath is not
known to non watchers to this day, we do know watchers are unable to record a known lie or
ever sign any sort of falsified document in any way. It also prevents them from ever revealing the
location of the great library or any secrets the council may hold onto, even if they are cast out of
the order. The Watchers were unable to bless them with omniscience, better they could not even
try as it would drive a mortal mad.
The Watchers recorded all of the events until their final days and handed the annuls to the
new Watchers. Using their Watcher Magic they built a great hidden Library to store all the
original copies and such magic prevented them from being removed. This gift to us lets us
forever know where we come from and the great events that shaped this world without question.
The new Watchers were also tasked with building a great public library, so that these lessons
were never forgotten.
They also passed down the Watcher magic, which is used to protect the Watchers and
their holdings from internal and external threats. To this day no force has been foolish enough to
try and stand against them, and nothing has succeeded in finding the great library. Because the
original Watchers preceded the gods themselves, even they cannot see through the veil that
guards the Great Library.

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Watchers Today
Watchers fill many roles in today’s world. They are bound by the Watcher magic to
uphold truth and to keep knowledge accessible to the goodly races of the world. The Watchers
themselves are not as a whole a good organization, but they recognize that a world shrouded in
darkness is not one where knowledge prevails. Their main headquarters resides in Tybir, thus the
watchers tend to uphold the laws of the Empire. They will not withhold public annuls from
anyone, but at the same time they may not seek to give it to them either. Although the watchers
cannot record a lie, they can and do keep secrets from the world as they deem necessary.
Some Watchers are Librarians in the public Library of Tybir, others tend to the Great
Watcher Library. Some of them are scribes and scholars, while others spend countless hours
pouring over ancient prophecies and texts trying to discern their meaning, it is rumored that some
of these texts are from the old world and that many watchers believe these prophecies foretold of
things to come in this Peth Amar (world). Many Watchers are also field agents, going out to
record history as it transpires. Because a Watcher cannot break an oath, they are sworn into
secrecy by the leaders in times of war so that information is not leaked during the battle and can
only be read about when the battle is done. Although Watchers take a neutral stance towards the
world (with a stress on what is good and right) it is not required for a Watcher to be neutral and
many of them will take the interpretations of certain prophecies or other writings to those they
think could use them. Many a time has a Watcher saved the day by bringing to light ancient texts
and unfortunately many a would-be hero has misinterpreted prophetical texts and doomed those
around him.

Scribed by,
Kellindell Dellanil Starsong
First of the Barri Elf Watchers

Arcane Engineering as told by Watcher Jonas Wyndon

Arcane Engineering is somewhat of a lost art. It comes in many forms, but is always the
mixture of applying science on top of some form of mystic art. Examples might be using Air or
Water magic to create steam to power a cog based machine. Arcane Engineering mainly exists
because science is not advanced enough alone to create the end results Arcane Engineering has,
and neither is magic, or divinity. Not much is known about Arcane Engineering, even the
watchers did not have time to collect a lot about it.
Many years ago a particularly superstitious Empress of Elosia had a great disdain for
Arcane Engineering, but her brother who was very close to her believed in it, and held her off
from taking action against this art. This was considered the Golden Age of Arcane Engineering.
Although the Empress held disdain for it, the public never really knew because the love for her
brother very much outweighed her superstition of the art.
Unfortunately for anyone in this field, something tragic happened. The Empress brother
was striving to create a Arcane Engineering Machine that would bridge nations, and save lives
and unimagined amounts of money. He wanted to create a sort of construct, a golem that did not
have its own intelligence but was controlled by an operator. Melding all magics and all the
secrets of technology he came very close to his invention. Using air and water magic it was able
to take the wearer under water, and using earth magics it was able to perform great feats of
strength and withstand the depths of deep water. And it was fire that powered it. It was an

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astonishing sight of both magic and steel, gouts of steam and great pulleys and cogs all coming
together to create this construction. The original intention of the construct was to literally build
bridges, which can be an extremely dangerous activity for those involved. It was hoped instead
of hundreds of workers putting their lives in danger, only a handful of these constructs and there
operators could create a bridge, with minimal to no danger.
Unfortunately his calculations were off, and in the grand unveiling to the Empire, he was
killed in an accident. Losing her brother sent the young Empress into a fury, and without the
wisdom of age behind her, she put forth an order to have any and all Arcane Engineering
eliminated, all works pertaining to it destroyed, and all Arcane Engineers to be exiled from the
Empire. The golden age of Arcane Engineering had come to an end.
Future Empresses did not hold this distrust or superstition towards Arcane Engineering,
but unfortunately the damage was already done. The Watchers were funded by an Empress to
recover any and all works on this lost art and compile them in the Great Library. Many have
attempted to duplicate the effects of Arcane Engineering, few have succeeded. Some of the
original artifacts survived the purge and are considered priceless. The functional duplicates are
mainly found in the court of the Empress, but she has been known to sell them or grant them as
gifts to those worthy and or rich enough.
Some of the more “common” Arcane Engineering that you may have heard of (but sadly
more than likely not encountered) are the “Paint-o-Matic”, Indoor “Wells”, and Ice Boxes.
Practicing Arcane Engineering requires massive funding, and a license from the Empress due to
the results of one man trying to take this too far.

((OOG note- The story of Arcane Engineering is our tool to explain things we wish to utilize in
the game like Camera’s, Freezers, and Sinks showers and toilets. It is not a doorway to create
things like guns, trains, or other technological advances that exist in our real world that we feel
would pull the game away from its medieval/fantasy roots. The point is yes maybe you can
create something that resembles a robot, or a gun or an airplane, but science alone couldn’t fuel
it. And at the same time magic alone couldn’t create it. Therefore finding the perfect mesh is
near impossible. Practicing Arcane Engineering requires a skill that is not attainable by PC’s at
this time.))

The Tales of the Soldiers of the Hearth, as told by Watcher Jonas Wyndon

The Sun was setting and the air was crisp, and the most beautiful hue of orange I had ever
seen. I was told that at the setting of the sun Mavane and Aaeos embraced each other and looked
out on to the world together before Aaeos put away the sun. I was never much for religion, but I
truly believed what these men and women of faith were telling me, because truly in my heart I
could feel them there with me, watching over this sacred event. It almost made me forget about
what was to come the next day. Almost.
For now though both my heart and mind were set on concentrating on what was before
me. There was a roaring bonfire in the middle of the encampment, and all of Mavane’s Templars
formed a wide ring around it, with her priests, and clerics behind them. Although all of her
children would share in this, it truly was the time of the Templar. Looking at them just standing
there was an amazing thing, the fire that was the compassion blazing in their eyes made the
bonfire before me seem like a match stick. The stories of their deeds written across their bodies

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and faces, magically, tattooed or in some cases burned right into their flesh. The most impressive
marking I saw that night was a Templar who turned a scar given to him by a dark cleric into the
tale of the battle by further marking his own face. These men and women did not have faith, they
were the very definition of it. I truly stood before them in awe.
The single pounding of a drum broke me from my trance. And as it happened each of the
Templars, Clerics, Elocutionists and Priests all at the same time said one word per sect. It was
spoken in the old tongue, but if you put it together the words formed the sentence “The Time has
Come”. At this part of the circle broke ranks, and the High Templar herself walked through and
stood before the fire. As she stepped through the circle it no sooner closed up, and as it did all the
Templars banged their weapons against their own shields or the ground. She spoke a single
sentence “Who comes before me?”
At this a single man broke ranks and walked to her, he wore nothing but a simple wrapping
around his waist that went just below the knee. They stood there, staring at each other for what
seemed like decades. Until the man’s eyes began to glow, had I not seen it myself I would not
believe it, but his eyes began to glow. At this the High Templar nodded, and seemingly went to
turn away from him, but it was only a feint. She immediately spun back around and violently
shoved the man into the fire.
I instinctively moved to save him, but a Celtic Templar held me back, and with his hand
still on my shoulder leaned forward and whispered into my ear “It’ll be alright lad, just watch”.
So I did. The fire began to roar, and began to change colors, it was now burning blue, the color
of Mavane herself. At this the High Templar reached into the fire and pulled out a single coal
with her armored hand and crushed it and studied it in her palm. She called out a single name
“Elijah”. A man, who by his appearance was very much a veteran, strode forward and reached
into the fire and pulled the boy out. His body was not at all harmed by the flames, and once
where there was unadorned flesh now were several marking denoting this man as a Templar of
Mavane. They all pulsed with a bluish glow until it died down and they resembled tattoos. The
man who strode forward announced “I now present to you Brother William, Soldier of the
Hearth” and at that the assembly went wild. The Celtic man behind me looked at me with a smile
and said simply “it almost ain’t even fair lad” at which another Templar replied “Tomorrow is
going to be a good day.”
Well, they were both right. The Templars of Mavane known as the Soldiers of the Hearth
cut through the dark army that opposed them like they were walking through a field of high
grass. I stood in awe as they flawlessly cut down the oppression of the darkness with such a
fervor it left me speechless. It was that day I decided I would devote my work to telling the tales
of these amazing men and women. There story must be known, for it will inspire those of good
hearts to do great things, and make the wicked think twice. For everything that they did that day,
what they didn’t realize was there biggest accomplishment may have very well been making a
believer out of me.

204
Laws of the Distant Outposts

The magistrate is granted authority to conscript any and all able bodied individuals to
fight in defense of the outpost.

If sentenced to the loss of a limb, that limb cannot be healed for 24 hours. Should
someone be caught healing that limb, they will have their tongue cut from their mouth for 24
hours.

If sentenced to death, it is assumed the condemned will not be able to return to life.
Should the condemned return from the afterlife, an additional penalty will be determined based
on the severity of the crime. This commonly comes as a fine or service rendered to the next of
kin.

If declared an enemy of the Empire, all rights and worldly possessions of the condemned
are forfeit and it is the duty of all good citizens of the empire to do the condemned harm, and kill
him if they are able.

Those found aiding an enemy of the Empire will share in their fate.

It is unlawful for a good citizen of the Empire to do bodily harm, or to kill another
citizen.

It is unlawful for a good citizen of the Empire to steal from another citizen,
establishment, institution, or otherwise to defraud the same.

It is unlawful for a citizen other than one appointed to such by the magistrate, to employ
torture for any reason.

It is unlawful for any citizen to worship, pay homage to, revere, or otherwise aid the
cause of the dark gods.

The Steward.

The idea of stewardship is an ancient one from the time of the Great City of Men. When a ruler
would leave his realm, or seat of government for any length of time, he would appoint a steward
to govern in his stead.

The steward was granted all the powers and rights of the ruler while the ruler was away. Upon
the rulers return, the steward would answer for all of his decisions made in the rulers absence.
Traditionally, all decisions made by the steward are upheld by the ruler, even if he personally
disagrees with them. Only decisions that would imperil the realm are undone. There is even an
old story of a steward being executed for his decision to marry the daughter of his liege lord to a
rival. Though the steward was executed, his decision was upheld.

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The idea of stewardship is still upheld one hundred percent in present times, although it is rarely
used.

The Knight

The title of Knight is one that originated during the first great war. Heroes of the war were given
the title of Knight in honor of their deeds. The word was chosen to remind all who hear it of the
terrors overcome in the nights of combat against the undead. In addition to the title, they were
given the honorary "Sir" before their name. This honorific is a shortening of the word "Sirmalas"
or "honored one" in ancient Klesian.

Today, those who prove themselves worthy in combat are given the title of Knight. Though
prowess in combat is a requirement for Knighthood, there is far more to the title than the ability
to swing a sword. A Knight contains strength of character, honor, courage, compassion, and mor-
ality. All of these are found in those given the honorific Sir.

Knights of Elosia are not nobility. Rather, the title of Knight is a duty of service. Those who hold
the title of Knight live lives of service to the Empire. Knights can be found in all walks of life in
the Empire. From the stewards of the Empire, to the veteran who now keeps an inn.

Pronunciation Guide
Races and Other Kinros = Kin-row s
Elosia = Ee-lowsh-uh
Elosian = Ee-lowsh-in Lei'al = lay(glottic stop) Al
Norlis = Nor-lis Akartha = uh-Car-thuh
Norlisian = Nor-liege-in (use the "sh" Koresari = Core-iss-argh-ee
version of liege) Aokun = Ahh-Khoon (this is intended to be
Saracen = sar-uh-suh n pronounced germanically)
Panacea = pan-uh-see-uh Sar'eli = Sar-El-ee
Nemean = ni-mee-uhn or nee-mee-uhn Vald = Vald
Barri = Bar-ee
Places
Gods Mul Marasti = Mul Muh-rahs-tee
Aaeos = Ay-ose Tybir = Tie-beer
Herena = Huh-Ree-nuh Amar Barad = uh-Mar buh-Rod
Elusari = El-oo-sar-ee Minas Calad = Me-nis Cuh-lod
Dorgim = DOOR-gim Klesai = Kluh-sigh
Mavane = mah-vane Klesian = Klee-shun

206
In her infinite wisdom Her Majesty has decided to embark upon an endeavor to expand the
borders of her Empire.
And she needs YOU to do this.

Rarely comes a time when the Empress calls to her subjects for aid, and if you wish to make a
name for yourself, leave a mark on this world and honor your family and its future generations
with your good works and deeds, I suggest you heed this call.
Over the next year the Royal Cartographers with the aid of Her Majesty's Personal Royal guard
will be scouting out locations to begin this expansion project. And one such place has already
been found: The ancient town of Haven.

Many of you have probably not heard of the town Haven, but during the first war a pivotal stand
was made there which turned a huge tide in the war in favor of the goodly races. It was soon
thereafter abandoned and forgotten about as more definitive borders were set for the Empire. Her
Majesty wishes to honor you, the Empire, and this long forgotten town by reopening its gates to
citizens of Elosia.
Do not be mistaken, this will be a long and perilous journey outside the Empire's borders. But it
will be wrought with adventure, ripe for opportunities to make a name for yourself, and establish
wealth to take care of your family.

As I pen this, the Military is securing this place for the safety of her Majesty's Citizens and
clearing the trails between here and there.

All types of Citizens are being called, as the Empress’ wish is to make this town flourish once
again, in all things. Because of her desire to do so, she is personally paying for all transportation,
food and other amenities to make the trip. In her amazing grace, she is allowing (for now) all
citizens of the Empire to live there tax free until Haven can establish itself as a proper Bastion
for the Empire. Many citizens have already been given grants in the form of materials to start
farming settlements and similar establishments to get Haven on the proper path.
This is the first in a series of projects to expand the Empire, and thus the most important. If you
wish to be part of a milestone in history, and honor your Empress and your family, then this is
exactly the endeavor you wish to be a part of.

The trip will be a long one, as we are accommodating old and young. We encourage entire
families to come together, and thus will set a pace suitable for the young ones.

The caravan will leave in 3 days from Tybir, and is estimated to arrive June 13th.

The Empress wishes all who embark on this journey well.

May Mavane guide your journey.

For the Empire!


Jonas Wyndon
Royal Scribe of the Empress

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