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LARP Rules

Version: 1.04

Phil Shuttlewood, Kane Makowski

WARNING: THIS CONTAINS EXPLICT WORDS, PICTURES AND MATERIAL AND IS ONLY FOR THE USE BY ADULTS.

1
Invictus
William Ernest Henley

Out of the night that covers me,

Black as the Pit from pole to pole,

I thank whatever gods may be,

For my unconquerable soul.

In the fell clutch of Circumstance,

I have not winced nor cried aloud.

Under the bludgeoning of Chance,

My head is bloody, but unbowed.

Beyond this place of wrath and tears,

Looms but the Horror of the shade,

And yet the menace of the years,

Finds, and shall find me, unafraid.

It matters not how strait the gate,

How charged with punishments the scroll,

I am the master of my fate:

I am the captain of my soul.

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LARP Rules

Designers
Phil Shuttlewood, Kane Makowski

Contributors
Adam Elm, Mark Charke, Emily Dueckman, Tiffany Fox, Chris Glascock,
Johanes Hunter, Jeff, Kevin, Michael, Michael Sugden, Mark Dollar, Shane McRae,
Helen Moore, Nathan, Alex Nixon, Will Power, Richard, Vince, Bart and Charlie Rivers,
Thank you!

Photo Contributors
Mark Dollar, Tamsin Lambert, Will Power
Charlie Rivers and Phil Shuttlewood
And thank you too!

© Copyright Phil Shuttlewood and Kane Makowski, 2008

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Table of Contents
Chapter 1: Introduction and Rules .................7 The Twenty Seven Alignments ...............70
Introduction ...................................................8 Note: On Dark Acts. ................................73
What is LARP? .........................................8 Faith and Religion. .......................................74
Disclaimer:................................................... 10 Chapter 3: On Geos and its History ..............79
Inritius Alliance Health and Safety In the Beginning...........................................80
Disclaimer:................................................... 11 Calendars and Festivals: ..............................83
The Participants: .......................................... 12 Geography: ..................................................85
The Players: ............................................ 12 Timelines .....................................................86
The System Manager: ............................. 13 Guilds:..........................................................88
The Referees: .......................................... 13 Detailed Guilds: ...........................................97
The Board of experts: .................................. 14 Chapter 4: Races and Peoples .....................107
The Monsters: ......................................... 14 Races of Geos ............................................108
The Referee Team: .................................. 15 Mankind: ...............................................109
The Members: ......................................... 15 The Argead Dynasty: ............................109
Other Elements of the Game ........................ 16 Keltoi People:........................................112
The Adventure: ....................................... 16 Barbarian Tribes: .......................................114
The Website: www.ialarp.com................ 16 Minerians: .............................................116
The Rulebook: ......................................... 16 Dwarves: ...............................................145
Boons: .......................................................... 18 Earth Elves: ...........................................157
Spending Boons: ..................................... 18 Water Elves: ..........................................159
The Value of Boons: ............................... 19 Fire Elves: .............................................161
Game Rules: ................................................ 22 Air Elves: ..............................................163
System Basics – The Core Rules: ........... 22 Fey: ............................................................170
The Basics of Living: ................................... 22 Melusine: ...................................................171
On Hit Locations: .................................... 22 Melusine Creation Myth: ......................172
On Constitution: ...................................... 24 The Harsh Peoples .....................................176
On Bandaging and Recovery: ................. 24 The Ork Colours....................................176
On Starvation, Suffocation, Dehydration or Green Orks .................................................179
Drowning: ............................................... 24 Brown Orks:...............................................182
On Willpower: ........................................ 25 Blood Orks: ................................................185
On Halo: .................................................. 25 Prometheans:..............................................188
On Mana: ................................................ 25 Evolving Beastkin ......................................189
On Death: ................................................ 26 Beastkin Creation Skills:............................192
The Basics of Fighting: ................................ 27 Disadvantages ............................................204
Damage Codes: ....................................... 30 Chapter 5: Skills and Abilities .....................216
On Defense: ................................................. 33 Skills and Abilities: ....................................217
Standard Armour Types: .................... 34 Agility Skills: .............................................220
The Rules of Time: ...................................... 36 Agility Descriptions: ..................................221
Out of Character Mechanisms OOC: ........... 37 Connection Skills: ......................................225
Character Generation Walkthrough: ............ 39 Intellect Skills: ...........................................232
Character Progression: ................................. 41 Magic Skills: ..............................................238
Character Background: ................................ 43 Might Skills: ..............................................244
Character Flaws: .......................................... 44 Herbalism ...................................................261
Physical Flaws: ....................................... 47 Herb lore ...............................................261
Social Flaws: ........................................... 49 Greenhouses ..........................................264
Mental Flaws: ......................................... 51 Alchemy .....................................................266
Supernatural Flaws: ................................ 53 Alchemy Paths ......................................266
Starting Equipment ................................. 56 The Path of Matter ................................267
Value of Money: .......................................... 57 Alchemical Lore ....................................268
Alignment: ................................................... 67 Path of Nature‘s Fury ............................268
Good Vs. Evil. ........................................ 67 Herb lore ...............................................269
Law Vs. Chaos ........................................ 68 Beast Lore .............................................269
Hope Vs. Oblivion .................................. 68 Path of the Inner Flame .........................270

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Fire Substance Lore .............................. 270 Magical Spheres:........................................300
Path of the Secret Heart ........................ 271 Fire .............................................................301
Alchemical Substances: ............................. 272 Water .........................................................304
Path of matter ........................................ 272 Air ..............................................................306
Path of Nature‘s Fury ............................ 273 Earth...........................................................308
Path of Bestial Fury .............................. 274 Ice ..............................................................310
Path of Inner Flame ............................... 274 Light...........................................................312
Path of the Secret Heart ........................ 276 Dark ...........................................................314
Potion Making ........................................... 277 Life.............................................................316
Potion List ............................................. 279 Death ..........................................................318
Spell Writing: ............................................ 286 Protection ...................................................320
Scroll Scribing: .......................................... 287 Mind...........................................................322
Create Generic: .......................................... 288 Arcane ........................................................324
Chapter 6: On Magic.................................... 293 Faith ...........................................................326
Mastery of Magic ....................................... 294 Nature ........................................................329
Introduction to Magic ........................... 294 Stealth ........................................................332
Magical Spheres of Opposition. ............ 295 Meta Magic ................................................334
Personality effects of sphere specialization: Chapter 7: Appendices .................................357
................................................................... 297 Bestiary: .....................................................358
Ritualism .................................................... 299 Glossary: ....................................................359

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Index of Tables
Table X-x: Multipliers ..... Error! Bookmark not Table 2-19: Training costs (without affiliation)
defined. price in gold ............................................63
Table X-x: Multipliers ...................................... 57 Table 2-20: Guild Membership ........................63
Table X-x: One days lodging price in Copper .. 57 Table 2-18: Buildings price in Gold .................63
Table 2-3: Tavern food per person price in Table 2-20: Guild Membership ........................88
Copper..................................................... 57 Table 4-x: Racial Statistics .............................209
Table 2-4 Tavern drink prices in Copper .......... 58 Table 2-19: Training costs (without affiliation)
Table 2-5: Clothing (1 Full outfit) price in price in gold ..........................................218
Copper..................................................... 58 Table X-x: Multipliers ....................................250
Table 2-6: Bronze Weapons price in Copper ... 58 Table X-x: Types of Weapons ........................256
Table 2-7: Shields price in Copper ................... 58 Table X-x: Types of Weapons ........................257
Table 2-8: Armour Full suit price in Copper .... 59 Table X-x: Types of Weapons ........................257
Table 2-8: Armour Full suit price in Copper .... 59 Table 5-x: Herbs 1 ..........................................262
Table 2-9: Beverages ( 5 gallon barrel) price in Table 5-x: Herbs .............................................263
Copper..................................................... 59 Table 5-x: Path of Matter ................................267
Table 2-10: Sundries/lb price in Copper ........... 59 Table 5-x: Path of Nature‘s Fury ....................268
Table 2-11: Meat/fish price in Copper.............. 59 Table 5-x: Bestial Fury ...................................269
Table 2-12: Basics price in Copper .................. 60 Table 5-X: ? ....................................................270
Table 2-13: Grain (50lb bags) price in Copper . 60 Table 5-x: ? .....................................................271
Table 2-14: Livestock price in Copper ............. 60 Table 5-X: Potions ..........................................278
Table 2-15: Tools price in Copper .................... 60 Table 5-X: Potion Creation Costs ...................283
Table 2-16: House wares price in copper ......... 61 Table 5-x: New Potion Costs ..........................283
Table 2-17: Scribe tools in Copper ................... 62 Table 5-x: Cost of New Songs ........................284
Table 2-18: Buildings price in Gold ................. 62 Table 5-X: New Spheres .................................286
Table 2-19: Training costs (without affiliation) Table 5-1: Scribing Scrolls Cost .....................287
price in gold ............................................ 62 Table 5-4: Crafting Skills ...............................290

Index of Art
A worn sigil from the temple blamed for The Portal out of Inritius‘s Shadow Realm. ...106
Inritius‘s corruption. .................................9 An Argead warrior defends against the coming
The System Manager: A sane fellow, don‘t you hordes. ...................................................111
think? ...................................................... 21 The Dumnoni champion stands ready to defend
A demon uses ritual magic to open a portal into the Bretwalla. ........................................113
the Bleed: ................................................ 37 For a Barbarian his axe often substitutes for
The rocky causeway leading to Yns Mon, the many other skills. ..................................115
Keltoi sanctuary. ..................................... 67 A Valkerie from the distant North. .................125
A Temple of Urbanus. ...................................... 77 A dark elf blocks the path of the adventurers. 169
An Argead stands resolute against the dead on Orc Symbol .....................................................187
Samhain eve. ........................................... 84 A beastkin hunter hiding within the forest. .....191
Ilene of the Alliance Guard teaches a The Portal into Inritius‘s Shadow realm. ........215
noblewoman to fight. ............................ 103

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Chapter 1:
Introduction and Rules:

7
Introduction
What is LARP?

LARP, or Live Action Role Play first came into being during the late 1970‘s1 following
the decision of a number of people that Tolkien‘s masterpieces were just too good to stay
in the books! The first or at least most widely recognized incarnations of that desire to be
fully immersed in a world of fantasy were the infamous Dungeons and Dragons games,
back in the misty depths of time that was 1974. To most, however, this was simply not
enough! Why roll dice when you can swing a sword? During the first years of the 1980s,
LARP began to really kick off around the world. The UK‘s official starting point is right
there at the beginning in 1982 when the game Treasure Trap was created at Peckforton
Castle.2 Most clubs in the UK now can trace their origins back to Treasure Trap, and
Inritius Alliance will be no exception. LARP in North America is well behind similar
games in Europe when considering the costuming, props and plot. Inritius Alliance was
created to help to fill the void between the differing styles and systems in North America
and the UK.

But what is Live Action Role Play? Many of us will have engaged in LARP style games
in our youth, from the first time you pretended to be a film character and fought the
imaginary aliens in the playground to pointing your fingers and shouting ―bang, you‘re
dead!‖ LARP simply puts rules to those childhood games; you have hits, you have skills,
your weapons and spells deal specific damage and the correct combination of abilities is
required to win through the series of challenges that make up the adventure. Your
character learns and develops over time, collecting new items, learning new spells and
new secrets and, in time your peasant sword-swinger could become anything. More
importantly for real role-players: your character can live and die, laugh and cry, feel joy
and wither in despair, forge friendships or learn to mistrust and your character could find
true love or learn to hate.

LARP was has been described as cross-country pantomime and that is actually a very apt
description. Everything happens in ‗real‘ time. If you decide your character is going to hit
the bad guy, you don‘t roll the dice or ask the dungeon master, you get your weapon,
walk up and hit the bad guy. You immerse yourself into a fantasy world and into a
fictional character. You are no longer Mr. Pete Average from down the road, you are a
mighty hero, or a dreadful villain; a figure who wields the powers of destiny, life and
death and who has the ability to shape the world or perform great feats of magic.

It is advisable that you read the background stories before reading the rules, as that will
make everything a whole lot easier to understand! How can you immerse yourself when
you don‘t understand the key things which shaped its culture? You will also be able to
check the group website which will include an event journal which records the key events
and occurrences of previous adventures and that will offer an up-to-date account of what

1
http://en.wikipedia.org/w/index.php?title=Live_action_role-playing_game&oldid=203767244
2
"Rob's Bit" . Peckforton Post 1. Treasure Trap. Retrieved on 2007-07-28.

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has been ‗going on‘ in the world! There will also be a wealth of background information
available in the forums. The announcements from the referees will be particularly
valuable as will any announcements by the Silver Record Guild who operate a printing
press. The rules, and the system itself, draw on extensive knowledge from several
different LARP systems around the world. However, with the permission of Will Power,
the Heart of Pargon‘s system manager and owner, key components of the Heart of Pargon
system are also featured throughout. Contributions have also been made by our players
and referees.

This game has started as a labor of love, if you will, though experience watching other
systems has made it clear that this game will clearly develop past that! Dedicated to
Helen, to Danae, to Will and to my friends. I hope that this is the beginning of something
wonderful.

A worn sigil from the temple blamed for Inritius’s corruption.

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Disclaimer:
All work and references contained within these rules are original ideas, as much as any
idea is now original. These rules are not intended to copy any other system, though
through the nature of role play, some similarities will be apparent, for which I apologize.
As mentioned above, in order to create a working system as quickly as possible I have
drawn on the Heart of Pargon system extensively with the permission of the system
manager and owner; when time allows the similarities with Heart of Pargon will be
removed.

The Inritius team‘s wish was to create a system which is both fresh and new to as great a
degree as possible. Any references and work within the background are also original and
fictional, and any references to persons living and/or dead are purely co-incidental.
The system is an open system which means that anything is possible even if it involves
tweaking some things; Note: That does not mean you will be given powerful abilities and
characters without earning them. One of the wonderful aspects of LARP is starting a
weak character and evolving them into a knight, a king, a princess, an arch-mage or even
a God.

The author of this work absolves himself and Inritius Alliance from any responsibility
regarding the outcomes of persons using these rules or backgrounds, and will not accept
blame for damages to a person‘s physical or mental health resulting in negligent role
playing or fighting, over-involvement, or any events causing damage that were not
directly caused by himself or the club. All participants are required to sign a declaration
accepting the nature of the game and noting that by playing they are undertaking a small
amount of risk and committing themselves to continue the game as safely as possible.

Any reference to he or him when not regarding a specific individual is a generalization


and should be taken to include the terms she or her as well, we are not being sexist, but it
is often easier to refer to a single gender. On the other hand, I might use the term his
because I‘m a misogynistic sexist scumbag who believes that women live in the kitchen,
but you can make up your own minds. Inritius Alliance encourages diversity and
discourages any prejudice. If the way someone is role-playing something, like a xeno-
phobic character, causes offence, then please take a moment to discuss the issue with
them or a referee before becoming stressed or offended.

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Inritius Alliance Health and Safety Disclaimer:
I, __________________________, the undersigned, hereby absolve all participants of
Inritius Alliance Live Action Role-Playing System and any referees, personally and
collectively, from any liability for injuries to myself or my belongings while participating
in any event, game or meeting.
I will conduct myself in accordance with all rules and rulings during an Inritius Alliance
Live Action Role-Playing event or meeting. I will especially heed the decisions of the
referees on grounds of safety and will not perform any action which may endanger the
health of others. I will only use safe live-action role-playing weapons that have been
approved and inspected by the safety referee before they are used in any game. I
understand that the nature of the game may render a safe weapon unsafe and that it is my
responsibility to monitor the condition of my weapons at all times. I will always be
careful of the force behind my blows. I understand that during the course of the game
others will physically interact with me, any blows struck will be from open hands or by
weapons that have been passed by a safety referee. I understand that this is a physical
game.
I understand that if I choose to engage in reckless or dangerous behavior then I will be
removed from the game. Reckless behavior includes, but is not limited to, the use of glass
bottles, sharp instruments or any form of fireworks. The use of excessive force is also
expressly forbidden. I understand that the use of alcohol and drugs is strictly forbidden
during day games and alcohol may only be used at overnight or late night events in
moderation, and within legal limits.
I will also endeavor to be aware of my actions and words; I will be careful about
distressing others or of discriminating against people. Discriminating terms within a role,
such as by a xenophobic character will be used with discretion. I will also endeavor to be
aware of the affect my words and actions, both within and outside of the game, have on
other people outside of the game. The fade to black option may be used if a player is
feeling uncomfortable for any reason about actions within the game. I understand that the
fantasy use of rituals and magics is purely within the game and that such things are not
designed to mock real world religions or spirituality. I also understand that this is a
fantasy game, that it is not real, and that it can not affect the mundane world.
I will also be careful of the effect that my words and actions have on people who are not
involved with the game world. I will be careful of offending or worrying pedestrians or
passers by. As games are often hosted out of doors or in park areas, I will endeavour to
avoid disturbing wildlife and under no circumstances will I harm any animal or pet.
I will moderate my behavior so that it does not reflect badly on the club and I understand
that I am at all times an ambassador between the club and the mundane world.

PHONE:
EMAIL ADDRESS:
ADDRESS:
CITY: ________________ PROVINCE: ______________ CODE:
SIGNATURE: ________________________________ DATE:
SIGNITURE OF PARENT/GUARDIAN:

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The Participants:

The Players:
Players in any Live Action Role Play system have the potential to make or break the
adventure. Good within party role play can provide such entertainment for the day that
the refs and monsters almost seem unimportant! Parties being uncooperative, unfriendly
and antisocial can make the day miserable for any new players (and indeed everyone
else), especially if they feel left out of the group. Players would do well to remember that
whilst maintaining your characters role play is important, we should always consider the
consequences to other people‘s enjoyment of the game.

We ask that all players treat new players, monsters and referees with extra respect over
that which you are expected to show everyone! Monsters and referees are trying to
provide you with a great days adventuring and deserve consideration. New players will
often feel intimidated, and it would be appreciated if they felt welcome and safe (out of
character at least). We also require that players treat the public and the sites we use with
respect. This includes not littering, closing gates and keeping bad language to a minimum
when members of the public are around. It is worth noting at this point that certain bad
language is not necessarily appropriate in a fantasy world, and that this should be kept in
mind.

We also ask that players endeavor to arrive at the designated meeting place on time and
that they contact the organizer if it appears that they will be late. Also, we would ask that
players make sure they are kitted up and ready to go ASAP. We would also ask that all
players know what experience points or funds they would like to spend before the
adventure starts; it would be preferable if all expenditures were made by email before the
adventure starts. We also ask that players sign up on our forums/website, we will arrange
for a username and password to be set up for you, so that you can access your details
online. It is a player‘s responsibility to see a referee at the end of the day for debriefing so
that the character‘s gains can be recorded and that experience points can be awarded.

Players are charged $5 for a day adventure at Inritius Alliance, with ‗event‘ (longer than a
day) prices to be decided depending on the nature and length of the event. All money
collected on adventures goes straight into running the club: buying kit, buying weapons
and props. The system administrator commits to keeping an open expense book which
will be available to any players who are interested. There will be a membership option
created later on; the purpose of the membership money will be to create an insurance
policy in case of an accident. Donations to the club will be rewarded.

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The System Manager:
A system manager is the person who is responsible for the running of the system,
including OOC (Out of Character) issues, IC (In Character) plot and the game system
itself. The system manager aims to maintain the following principles and goals
throughout his time running Inritius Alliance:
To be considerate and respectful of players, monsters, referees and any other persons they
might have dealings with in the name of Inritius Alliance.
To be as efficient and organized as possible in organizing adventures, writing rules and
dealing with any issues that may arise.
To be unafraid to ask for help and assistance from those around him.
To be available and approachable to everyone within Inritius Alliance. This includes
rules queries and the bringing up of issues with anyone within the club, including the
system manager themselves.
To stick to the fundamental belief of Inritius Alliance that we are here for the players, not
that the players are here for us. Plot should ideally be player driven, not system driven.
Characters should die through their own choices and actions within the system, not the
other way around. Live Role Playing is a hobby, not a game. People spend a lot of
money, time and effort investing in characters, and they have a right for the characters to
be respected for this.
To be honest and open about all OOC dealings.
To be firm and strong when dealing with negative issues within the club.
The current system manager is Phil Shuttlewood and he can be contacted on
burningtrout@yahoo.com to discuss any issues you may have.

The Referees:
These are the people who are running the day. They will make sure that the players and
the monsters are keeping to both the rules and the spirit of the game. They are,
metaphorically speaking, your in-character Gods for the day, what they say goes, what
they say happens, happens. If you have any questions ask the ref. They will also be
running battle-boards during the day to measure the state of the party.

Referees are those who run the adventure and often those who write the adventure. They
are also those who have a definite say in the development of the system. They are vital in
ensuring the smooth running of the day. When someone is made a referee they are
automatically considered a member for the duration of the time that they are a referee.
There are several different types of referees; each type of referee has a role, although the
same individual may cover many roles during a day. Only referees are allowed to make
calls on rules or otherwise, and are expected to be available to discuss and assist with said
rules at any time. If unsure as to the answer, ask the game system manager. If you have
any concerns with the conduct of a referee ask the system manager.

The four different types of referee are as follows: Player Ref, Monster Ref, Writing Ref
and Spirit Ref.
The player ref spends most of his time following the party and running their
battle-boards. Sometimes, although not always, the player ref will represent a
character or an NPC that is traveling with the party.

13
The monster ref sets, provides statistics for and organizes the monsters. The
monster ref also manages the kit that is taken on event.
The writing ref writes the plot for the adventure. For obvious reasons the person
who writes the adventure is expected to be refereeing in some other capacity on
the day.
The ghost, or spirit ref refers to any referee wearing a referee tabard, they are
totally intangible, but can be asked out of character questions.

The referees promise to


Actively seek to understand the entire system and plot.
To treat players, monsters and other referees with respect and consideration
To be dedicated and committed, reliable and responsible.
To remember that they are acting on behalf of Inritius Alliance, and are
representatives of the club.
To stick to the fundamental belief of Inritius Alliance that we are here for the
players, not that the players are here for us. Plot should ideally be player driven,
not system driven. Characters should die through their own choices and actions
within the system, not the other way around. Live Role Playing is a hobby, not a
game. People spend a lot of money, time and effort investing in characters, and
they have a right for the characters to be respected for this.

The Board of experts:


Inritius is going to experiment with the idea of having a board of experts. This idea stems
from those people outside of the referee team who have done sterling work creating the
system. When making decisions or working on the rules for certain areas we will strive to
include the person listed as an expert in that area.

The current board of experts includes:


Emily- Website.
Nathan Todd- Orks.
Tiffany- Melusine, Shirefolk.
Kevin- Smithing and Crafting.
Michael- Bards and Bardic Abilities, Assassins and Bounty Hunters, Maps.
Jeff – Minerians
Vince - Orientals
Kane Makowski- Beastkin, Crafting, Alchemy, Potion making, Herbalism.
Phil Shuttlewood- Inritius Alliance.

The Monsters:
Monsters or crew are perhaps the most essential part of a successful adventure. No matter
how well written it might be, without a good monster crew, the adventure will fail.
Monstering is free. Furthermore, you are awarded one boon for monstering with the
potential to earn extra boons for outstanding contribution. Boons may also be awarded for
other contributions to the club, at the system manager‘s discretion. Boons can be used to
bolster your character.

14
Monsters are expected to adhere to the following guidelines:
Endeavour to wear dark and appropriate clothing, including good boots and a
belt!
Monsters are not here to kill the party mercilessly; they are here to give the party
a good time. This includes big impressive fights, excellent role play and player
consideration. Players should die through their own actions and mistakes, not
because the monsters have decided it‘s time for them to die. For instance most
monsters will not strike players who are on the floor.
Be respectful of players, other monsters and the referees.
Be dedicated and enthusiastic.
To stick to the fundamental belief of Inritius Alliance that we are here for the
players, not that the players are here for us. Plot should ideally be player driven,
not system driven. Characters should die through their own choices and actions
within the system, not the other way around. Live Role Playing is a hobby, not a
game. People spend a lot of money, time and effort investing in characters, and
they have a right for the characters to be respected for this.

The Referee Team:


The current referee team is listed below. If you are interested in joining the referee team
then please see a member of the referee team. There will be a probation period for new
referees and they will start with few responsibilities or privileges.

Phil Shuttlewood: System Manager.


Kane Makowski: Head Referee.
Emily Dueckman: Technomancer.
Shane McRae: Head Professional Monster.
Terri Jackson: Head of Logistics.
Adam Elm: Head Player Ref.
Christopher Glascock: Support Player Ref.

The Members:
The members of the club are actually required to do much more than other players. They
are responsible for helping to uphold the rules and the plot of the club. Whenever a vote
is held the vote of a club member is worth two votes. There will be an annual
membership fee which will allow the club to make large purchases once a year. There
will be an Annual General Meeting (AGM) which will discuss what to spend the
membership money on. The members will have benefits when they spend boons to
purchase unique abilities (Usually the boon expenditure for anything will be reduced by
roughly 25%). The annual membership money may be used in the future to cover an
insurance policy.

Our members will be held to a higher standard than that to which we will hold our
general players.

15
Other Elements of the Game
The Adventure:
The referee or referee‘s who have written the adventure will endeavor to have an advance
synopsis of the adventure listed at least a week before the game day. This will allow the
players to decide whether their character would like to attend that adventure and whether
there is any preparation their characters would like to do before the adventure starts. The
referee team will also list the skill level of the adventure.

It would be appreciated if any players who wish to attend the adventure book their place
in advance. Eventually there will be a section of the website which will allow those
attending to list whether they wish to play or monster. The system administrator reserves
the right to dock players experience points who do not book. The logic behind this is that
players who are actively thinking about a quest will get more out of it than those who
stumble upon an adventure unprepared.

If a character has a plan or some quest that they would like to achieve then they can
submit it to the plot team as a potential for the next adventure. If a lot of characters want
to achieve the same goal then the referee team will often write the next adventure around
that goal. If a single character or a small group of characters want to achieve a secret or
concealed goal then they can approach the referee team for a private quest. The private
quest will be run on another suitable day and the cost of the game will depend on the
number of players involved and the length of the adventure.

The Website: www.ialarp.com


Due to the dedicated efforts of our resident Technomancer, there will be a dedicated
website available for the players of our little game. There will be an in character forum
available for those players who wish to interact with other players outside of the game
world. There will be a dedicated email address which will solely be used by the plot team
to monitor and answer downtime (that is things that players would like to do outside of
the game) inquiries. The plot team will also be available through dedicated email
addresses.

The Website will have many parts to it, although, some parts may be later additions.
There will be an adventure journal, a photograph gallery, a graveyard, a downloads
section and a character development section. In the long run it is hoped that it will be
possible to track a character‘s development on the website.

The Rulebook:
The rulebook, which you are now reading, is the heart of Inritius Alliance and as such we
will endeavor to keep it updated. The front of the book will keep a version counter so you
can make sure that the copy of the rulebook that you are using is up to date. If you find
any mistakes, typos, spelling errors etc. please let us know and we will correct them in
the next edit. In addition to the version counter there will be in the forums a sticky thread
which will list the updates and changes we have made to our book.

16
During the coming months and years the referee team and our contributors will be
completing new supplements and additions to our world; these may be new religions,
background, guilds, races, spheres of magic and so on. We already have people working
on Goblins, Shark-kin, specific beastkin races and several new spheres of magic which
include illusion, madness and disease.

It is very important that everyone realizes that this is a living rulebook and it will change
regularly as the referees and players expand on and tighten the rules, as such, it is very
important to keep checking the rulebook in case things have been changed or clarified.

A portal between worlds.

17
Boons:
There is an additional currency to the game of Inritius Alliance and that is Boons. They
are a tool used by the referee team in order to make the game run smoothly. It gives us a
way to reward players for their contributions. It also gives us a way to reward people for
coming and monstering our games. Over the years it has become evident that the players
who become best at sword-fighting, fast-talking and combat-casting are the players and it
becomes increasingly difficult to persuade players to crew.

Boons are used as grease for the referees when players wish to create rare or unusual
characters. A boon cost is often associated with elaborate backgrounds. A player may
wish to play a member of a rare or restricted race, they may wish to play a member of the
nobility, they may wish to start with membership in one of the various guilds, they may
wish to start the game with previous fame, contacts or wealth and all of these things are
covered by boons.

There is a mechanism called Boon Debt. This is a way for characters to have something
before they have the boons to afford it. The referee team will only permit boon debt for
one item at a time. The referee team will also only allow boon debt for players who are
making a positive contribution to the game. A character can not enter boon debt during
character creation.

Spending Boons:
A character can spend boons to achieve many things. Normally boons are used as a way
of having something special for your character that experience alone wouldn‘t allow you
to obtain. Some examples of ways characters can spend boons are below.
Success: If a character is getting frustrated with a task that he feels he cannot achieve
such as opening a lock, disarming a trap or forging a blade he can spend boons for
success. This will normally only come into play if a character wants to overcome a draw
or function above his skill level.
Rituals: When a character is trying to make a ritual successful they may decide that this
ritual is so important to them that they are willing to sacrifice some of their boons for its
success. The expenditure of boons will be taken into consideration when the effects of the
ritual are decided.
Rare Races: As more and more supplements are released certain restricted races will
become available for players. Before a character can play a Minotaur, a lizard-man, or a
construct for example, they must pay the boon cost related to that race; the more powerful
a race the higher the boon cost.
Templates: The supplements will also have a number of races that function as templates.
These will include were-creatures. The more powerful a template the higher the boon
cost.
Mixed Blood: If a character wants to play a child of mixed race then he will have to
approach the referee team with a request highlighting which benefits he wants from each
race. The referee team will price the Joining depending on how many boons the character
wants to spend and which benefits and flaws a character wants to take from each of the
parent races. The more powerful a joining the higher the boon cost.

18
Backgrounds: When a character submits a background there may be certain things in his
story which are more than the norm. This may be the power of his birth, perhaps he is a
young noble out to seek his fortune, he may hold military rank, he may already be famous
having slain a hideous beat or his life may be surrounded by a powerful prophecy. If a
character spends boons on a background then it will be a part of the story and the
character will have something different to draw on.
Guild Membership: There are a number of guilds active in the world; whether they are
active, social or professional guilds, they can provide a character access to many skills,
resources and favors. A character can spend boons to start with membership in a guild.
Resources: A character‘s back-story may involve him starting with certain items or
money, it doesn‘t matter whether the resources come from a robbery or from an
inheritance the in game mechanic for acquiring them is the same, spend boons.
Uniques: A character may wish to play a unique race, learn a unique spell or acquire a
unique skill. In these situations the referee team will assign a value to the unique. Any
given character may normally have two uniques, although, more may be purchased at a
much higher boon cost.

The Value of Boons:


As time goes on we will start to list the value of a boon, for now you will have to ask a
member of the referee team how many boons will be required to achieve your goal.

Social Rank: Variable


For a character to start the game with Social Rank they must pay 20 boons per rank they
want to start the game with. The referee team will closely examine the back-story of any
character who wishes to purchase rank. In order to increase a character‘s social rank after
character creation they must buy each rank in order and must pay 20 boons per rank. For
a character to buy social rank in a nation other than his own he must triple the costs.
Social rank runs from rank 0 (peasant) to rank 10 (king).
Inheritance: Variable.
Many characters start the game with additional funds or equipment due to an inheritance.
The value of a character‘s inheritance is based on an equation of 3 boons per gold piece.
Honorary Guild Membership: Variable.
To calculate the cost of guild membership, add the cost of the rareness of the guild
(Common 2, Scarce 6, Rare 10, or Secret 20) to the cost for how difficult it is to join the
guild (Easy 2, Tricky 6, Difficult 10, Impossible 20). If the guild is illegal multiply the
final figure by 10.
Guild Rank: Variable.
To calculate the cost of guild rank take the cost to gain honorary membership and
multiply it by the rank you are looking to achieve. Please note that you must purchase
each rank in order.
Crafting Effort for shelved characters. 1 per 20 effort.
If a player wishes they may expend one boon per 20 effort towards one of their characters
creation skills that month. Only one shelved character may create per month in this
manner.
To Play A restricted Race

19
Many of the races in the game have a Boon cost required to play them. The boon cost
reflects the rarity of the race and the power disparity of the race.
To Acquire a Template.
All templates, have a Boon cost required to obtain them.
To acquire an Exotic list.
Due to the strange forms of magic it costs boons to find someone with the exotic list,
more boons to persuade them to teach you the list and more boons to align yourself with
the list.

20
The System Manager: A sane fellow, don’t you think?

21
Game Rules:
System Basics – The Core Rules:
1. No player can assume the success of an event; the player will need a referee that is
aware of the situation to judge its success.
2. Play to the spirit of the game, not to the letter of the rules.
3. Sometimes, the rules will be bent or broken by the referee team for the sake of
enjoyment or for plot. Do not argue with such instances and if you have a serious
grievance, bring it up in a quiet moment in private.
4. A referee‘s call is final.
5. No more than one blow may be landed per second per weapon. Any more blows than
that may be ignored; this is to encourage ‗Heroic‘, enjoyable fighting.
6. Pull your blows; if someone says you are hitting them too hard: you are.
7. Don‘t take the piss! Don‘t take liberties! (Rule 7).

The Basics of Living:


Characters have five statistics Location, Constitution, Willpower, Halo and Mana.

On Hit Locations:
In Inritius Alliance, every character has a number of hits to each of six locations (right
and left arms, right and left legs, torso and head). If any Location is reduced to zero it
stops working. In the case of arms this means you drop whatever you are carrying (not
swap it to the other hand). If one leg drops to zero, you lose the use of that leg. If it is
your head and/or torso, this means that you are unconscious. If any location is reduced to
minus ten, it is destroyed. In the case of limbs, this means they are severed, torn off,
bludgeoned out of existence or otherwise removed; that location will require the use of
powerful magic before it can be used again. In the case of critical locations (head and
torso), this means that your character is DEAD. There are methods of restoring a
character to life, but these incidents will be rare, exceptional, taxing and dangerous. If a
location is reduced to below zero, then the location begins to deteriorate at a rate of one
point per wounded location per two minutes (steady count of 120.) This deterioration can
kill a character or destroy a limb if left for too long. If a deteriorating location is
stabilized by a character with the first aid skill or is magically healed in any way, the
location stops deteriorating. Certain effects (such as falling into pits) can break a bone;
this is normally at a referee‘s discretion, but Crush effects or reducing a location to -8
often break a bone. Fixing a broken bone requires the Restore Limb spell, the Mend spell
or high level Chirurgery, although the latter is not an instant fix.

In the real world, many people die from a single stab would, a blow to the head or from
having their throat cut; for the purposes of this game, we are assuming that those people
only had one point of Location. The Referee team considered having a system based on
having a single point of Location per character, but decided that the character fatality rate
would be too high to allow effective character development.

22
Note: In order to find out how much Location your character starts with, see the racial
statistics table at the end of the chapter on races.

In Inritius Alliance, the head is a legal target area, however this is mainly designed for
spells, realism and to avoid the ―I block with my head tactic‖ which has been used in
several systems. Unless you (the player) are given specific permission, you may not
strike someone in the head on purpose. Experienced participants may obtain permission
from the System Manager to make safe head shots. A safe head shot is one which can be
made without increased risk to the target. We do not intend for anyone ever to be making
wild swings for the head, but it is possible for someone in an en passé to bring up a sword
and lightly tap someone on the head. Face hits are never acceptable. Head hits will most
usually be used to strike at opponents gently from behind. However while the head is the
most vulnerable location on the body we do not want to encourage head shots more than
is absolutely necessary. As such, the head will have the same resiliency as the other
locations. If you are fighting and a blow accidentally strikes your head, the blow is legal
and counts. If the blow strikes you in the face in an unsafe way or causes more pain than
a normal blow, that blow will be considered illegal and will not count. The referees must
be informed about every blow that is ignored for safety reasons; ignoring an unsafe blow
and not informing the ref is cheating.

Hits which strike a characters hands and feet are also ignored. Foot shots only count in
normal combat if the victim has raised his foot high off of the ground (a kick motion for
example). Traps and certain small animals (like ferrets) strike the feet and this damage
counts. Damage dealt to a foot affects the leg. Hand shots do not usually count, however,
if a character blocks a weapon with his hand or grabs an opponent‘s weapon while it is
striking, that character will take double damage to the hand. Likewise, if a character
raises his hand in surrender or supplication, then the hand can be struck. Additionally,
many traps and magical effects are triggered by touch and can affect hands. Hand damage
affects the arm.

Note: ‗Safe packets‘ take effect regardless of where they strike the target. Hands, feet,
head garb and even shield hits are enough for the effect to occur.

Note: Not all things which grant extra hits grant them per location, DAC (Dexterity
Armour Class) and ADAC (Armoured Dexterity Armour Class), for example, is awarded
globally, as are the extra hits provided by a number of spells. The easiest way to think
about global hits is to see them as a force-field surrounding your character and it doesn‘t
matter where they hit you as ever blow weakens the force-field. With dexterity it is all
about the amount of agility, speed and luck your character has and once you have used it
up avoiding a head hit you will have none left for the blow that is about to disembowel
you. The upside is that with damage dealing effects which have an additional effect like
poison is the blow was entirely absorbed by your force-field then you take no effect from
the secondary effect.

23
On Constitution:
In Inritius Alliance, each character also has a Constitution score. Usual blows simply
harm the physical body, but certain effects can also harm the characters long term health.
The usual effects that affect a characters constitution are poison, disease and certain dark
magics. A characters constitution score is used to resist certain effects including knock-
out poisons and certain diseases. When the referee team is trying to decide whether
someone will be affected by a poison, herbal compound or gas they will take the
character‘s Constitution into account. A character whose Constitution falls below half
their starting Constitution is beginning to feel ill and lethargic. A character whose
constitution falls to one can no longer take any active action. A character whose
constitution falls to zero or below is unconscious and cannot act. When a constitution
score reaches below zero then it degenerates at a rate of one point per two minutes. First
aid cannot stop the deterioration of Constitution, it requires magical healing. If a
character‘s Constitution reaches -10 then the character is DEAD. Having a high
Constitution score does not affect your Location in any way. As this is a LARP game,
how long your character can run etc. will normally be enacted by your actual actions,
however, if the referees need to determine your stamina for any reason they will usually
base this off of your character‘s Constitution score. The amount of first aid (Chirurgery)
a character‘s body can handle within any given day is equal to his Constitution statistic.

Note: In order to find out how much Constitution your character starts with, see the racial
statistics table at the end of the chapter on races.

On Bandaging and Recovery:


This may be done by any character. Either the character must phys rep (physically
represent) tearing up existing clothes and bandaging (you don‘t actually have to rip the
clothes OOC), or actually supply the bandage phys rep. By bandaging a bleeding
location, the bleeding is stopped. Every character heals one point of damage to every
location and one point of constitution (except permanent damage) after a good rest/sleep
of six hours.

On Starvation, Suffocation, Dehydration or Drowning:


There are several other ways in which characters can die, all of which are linked to
Constitution. Remember that once a character has entered negative constitution he
degenerates rapidly.
Starvation: If a character is starving he loses one point of constitution per day without
food, this loss cannot be healed until the characters has eaten properly.
Dehydration: If a character is suffering dehydration then he loses Constitution at a rate
of two points per day, three per day if it is hot or the character is exerting himself. This
loss cannot be restored until the character has drunk properly.
Suffocation and Drowning: A character can hold his breath for a number of minutes
equal to half of his constitution. After that time a character loses one point of constitution
and one point of willpower per minute until either stat reaches zero, at which point he
drowns or suffocates (which takes a slow count of two minutes). The constitution and

24
willpower lost in this way cannot be restored until the character is able to breathe
normally.

On Willpower:
Willpower is a measure of a character‘s self control and stubbornness. Willpower is
primarily designed to function as a defense against mental effects and mental based
spells. For instance, when a caster with Willpower 5 casts Dominate, any character with
Willpower 6 or higher is immune. Willpower is only used for controlling spells like
Dominate and is not taken into consideration with simple spells like those that deal direct
damage. Willpower is also used by the referees when we are considering the effects of
character‘s actions. If a character with Appraise Rank 5 looks at a forgery made by a
character with Craft Forgery Rank 5 the Willpower is the primary mechanism which is
used to determine the effect. (Please note that many other things can be taken into
consideration when determining the winner in a draw.) Willpower will often be taken into
consideration when the referee team is considering the effects of a ritual.

Note: In order to find out how much Willpower, if any, your character starts with, see the
racial statistics table at the end of the chapter on races.

On Halo:
Halo is a measure of the Connection between the character and the rest of the world.
When the Ultimate created the world a halo of power surrounded it. As characters
develop they often interweave themselves with the Halo of the world. Halo is used to fuel
the supernatural and extraordinary abilities of the characters. These abilities may be the
racial abilities such as the ability of a fire elf to set things on fire, or the extraordinary
ability of a master assassin to slay a foe with a single strike. Everything that lives on
Geos (the world of Inritius Alliance) has a Halo; every single piece of flora, fauna and the
characters themselves has a Halo. It is believed that herbalists are using the halo of the
plant to create their ointments and compounds. Those people who chose to ally
themselves with Inritius start to generate a Shadow Halo. Shadow halo is used to fuel
certain dark abilities like the Necromancer‘s Touch ability which animates bodies to
serve the Necromancer. Orientals, who lost their Halos because they displeased The
Ultimate have created a man-made equivalent to Halo which they call Chi.

Note: In order to find out how much Halo your character starts with, see the racial
statistics table at the end of the chapter on races.

On Mana:
Mana is a reserve of magical energy which casters learn to store in order to fuel their
spells. Casters fill their mana reserve from the world halo. There are rumors of sorcerers
who can cast spells directly from their own halos when their mana reserves are running
low. A character can fully regain their mana and halo following a full night‘s
uninterrupted rest. Mana is discussed more in the later chapter on magic.

Note: In order to find out how much Mana your character starts with, if any, see the
racial statistics table at the end of the chapter on races.

25
On Death:
When a character dies, his soul remains in his body for ten minutes; after which time his
spirit moves on to the next life. While the spirit remains within the body, it is much easier
to restore characters to life. There are spells that restore the soul to the body hours, days
or even weeks after the demise of the character. However after the soul has passed fully
into the next realm it requires a ritual cast by a priest and a mage to restore the spirit to
the body. Every time a character‘s soul leaves his body it will be recorded by the referee.
The difficulty of performing the resurrection increases depending on how many times the
character has died.

On Rest:
Overnight, assuming the character received a full eight hours of rest, his Halo, Will and
Mana refresh automatically. Characters Loc and Con do not refresh without being healed.
If a character receives less than a full night‘s sleep due to nightmares or a midnight attack
then he starts the game with less than his usual mana and halo allotment. DAC alone is
refreshed after five minutes of rest. Many people have sought out the Zen Masters in
order to learn meditation forms in order to refresh their statistics.

26
The Basics of Fighting:
It should first be noted that all weapons to be used in combat (or otherwise) in Inritius
Alliance MUST be LARP safe foam weapons. With these weapons it is vital to
remember: Never stab / thrust. Always pull your blows; the biggest rule with pulling
blows is if someone says you are hitting them too hard then you are. Avoid head and
groin shots. Never rest weapons point down or lean on them. Thrusting points are not
permitted. All weapons must be approved by the safety referee prior to their use. At all
times the condition of a weapon is the responsibility of the wielder.

Every character has the ability to pick up a melee weapon and fight with it. To this end,
anyone can use any weapon or shield they find unless otherwise stated. However, if a
person has not bought proficiency in that weapon type, they will be unable to use it to its
full effect, and may suffer disadvantages from doing so. A character will need to
purchase proficiency with a weapon before they can purchase weapon mastery or use
weapon skills such as ‗disarm‘ while wielding that weapon.

In the hands of the non-proficient, all weapons deal a single point of damage, even huge
or large weapons. In the hands of the proficient, all single handed melee weapons deal a
single point of damage, two handed melee weapons deal two points of damage and huge
weapons deal three points of damage. Bows and Crossbows cannot be used by any
character that is non-proficient; in addition they cannot be used by any player who has
not passed a safety test with that weapon. Thrown weapons have a base damage of one
blunt and that damage cannot be increased or changed by any character that is non-
proficient with that weapon type. Characters can not use unarmed attacks to deal real
damage until they have bought unarmed proficiency. No weapon may be used to strike a
foe more than once a second, when using a large weapon players should aim to not strike
more often than once per two seconds with each striking service; when using a huge
weapon the rapidity of blows should reflect the nature of the weapon.

Fighting with projectile weapons requires that the would be archer proves to the referee
team that he can use his projectile weapon safely. This safety test will involves showing
the referee team that the character can strike a target, strike a moving target, differentiate
shooting to strike a closer target and can generally be safe both in shooting and when
carrying the projectile weapon. If during the game a bow cord gets broken, then the
character must roleplay removing and replacing the string and must carry a replacement
string prop. As a good rule of thumb crossbows should be kept below a 20lb pull weight
and bows below 28lb. Recurve bows are not permitted and take down bows are almost
always over 28lb in draw. Nerf guns, suitably modified, are allowed to replicate dart/hand
crossbows, however due to the size of the projectile it is vital that head shots are avoided.
Note: It is considered unsafe to use projectile weapons against targets you cannot clearly
see. It is considered unsafe, and thus is forbidden, to use projectile weapons in the dark.

When you calculate your characters damage code (weapon base, plus mastery, plus
strength, plus any miscellaneous modifiers) then this is your character‘s maximum
damage code with that weapon. That would be the damage dealt with a perfect blow.

27
How many of your strikes are perfect strikes? Because of this you should not always be
calling your characters maximum damage code.

Weapon types available for proficiency include: Bows, Longbows, Crossbows, Dart/hand
Crossbows, Swords, Large Swords, Huge Swords, Daggers, Thrown Knives, Staffs, Pole-
arms, Thrown Spears, Hammers/Maces, Large Hammers/Maces, Huge Hammers/Maces,
Thrown Hammers/Maces, Clubs, Large Clubs, Huge Clubs, Thrown Rocks, Natural
Weapons, Unarmed, Axes, Large Axes, Huge Axes, Thrown Axes.

When a weapon strikes somebody the wielder calls the damage level and the victim
suffers one point of damage from the location struck for each damage level, potentially
rendering useless the location struck. If a weapon is wielded in each hand and a target is
struck with both weapons simultaneously then the damage for each blow must be called
separately, Do NOT hit someone with two weapons at the same time and call a combined
damage grade (e.g. If your character calls four with daggers, hit someone with both at the
same time and call ‗four, four‘ not ‗eight‘), the reason for this is that they are separate
blows and damage resistance effects will work against each of the two blows separately.

When your character is struck by a blow or a spell you must react to it striking you even
if it does not penetrate your armour or your magical defenses. The blow, despite being
pulled in game, represents a solid weapon striking you with great force, and someone
striking you, especially with a large weapon or an arrow will leave you staggered, no
matter how tough you are! Not doing this is called Rhino Hiding it and will result in
loss of experience.

Grappling is encouraged to an extent in this system. Obviously we will not allow any
punching or kicking or any other action designed to cause harm to a player rather than to
a character. Rugby tackles are also discouraged, as someone wearing plate armour falling
on you is going to hurt. If a character is calling ranks of strength then this should be
borne in mind when reacting to the effects of the grapple. When wishing to grapple, one
should ensure that the target is a willing recipient and that the environment is safe. Every
participant should make it known whether or not they are willing to grapple. The limits of
what you can and can‘t do should be mainly down to common sense. It is strongly
recommended that you learn how to roll when you fall! Note: We have several people
willing to assist anyone who wishes to learn this skill.

A character with strength can hit considerably harder than characters without strength.
When calculating your characters damage code you always add your strength to the
equation. Strength can be better than being a master at arms for it also allows you to
restrain others, control the movement of others, lift heavy objects, force open doors and
many other things. Strength can be called by rank or it can be called at the strength of the
race that would commonly hold it: Ogre Strength (4) Troll Strength (6) Vampire
Strength (8) and Demon Strength (10). This doesn‘t mean that all demons have
strength ten, some may have much higher or weaker strength scores, but it gives a general
idea. If you are being thrown by a character with strength you should aim to move around
five feet per rank of strength that they have greater than yours, if your flight is interrupted

28
by a tree or a wall you will take damage equal to the number of five meter increments left
to move. Ex: A demon with strength 10 throws an Ogre with strength 4, the ogre will
move 6x5 feet 30ft. If after the first 10ft the ogre strikes a hard object then he will take 4
levels of damage to whatever location (s) strike the object. Note: Similar damage is
applied for falling, 1 damage per five feet fallen, although ranks in balance reduce the
damage by one per rank.

29
Damage Codes:

During your characters lifetime they may benefit from something special about their
damage. This could mean that you have acquired a magical weapon, that you have a
weapon made of a special material, that you have learned a special skill or that a spell has
been cast upon you to augment your damage.

Base: The basic damage code for a weapon is as follows, a one handed weapon (Any
weapon under 42‖) deals one point of damage. A hand and a half weapon (Any weapon
between 40‖ and 45‖) deals one point if swung with one hand and two points if swung
with two hands; the second hand cannot leave the shaft for the entire blow. A two handed
weapon also deals two points of damage. In order to use a hand-and-a-half sword
(bastard sword) a character must have proficiency in swords and large swords. Any
character who strikes someone with a two handed weapon (45‖ plus) with only one hand
holding the weapon will lose safety points. The only exception to this rule are
quarterstaffs, which are simple wooden poles, so only deal one point of damage. Certain
huge weapons exist that deal four points of damage per blow. These weapons will have
minimum strength requirements to wield and their use will be judged very harshly by the
safety referee. If you think a weapon you are using is huge then ask the referee‘s
opinion. Normal projectile weapons deal three points of damage, and they go through
physical armour. Longbows (staves over 72‖) deal four points of damage through armour.
Hand or dart crossbows (Nerf guns) deal one point of normal damage.

Claw/Blunt/Sharp/Axe: These basic damage calls do not usually need to be made;


however, there are certain monsters and types of monsters that have immunity, resistance
or vulnerability to a certain type of weapon. In order to make sure that the monster
understands your blow, you can precede it with the damage type, for example ―Blunt
four.‖ This is an especially good idea if the monster is wearing an elaborate mask and
cannot see your weapon properly. For example Skeletal Champions require blunt
damage, Animated Trees require axes, Zombies require sharp damage, and certain fae
creatures can only be harmed by claws or other natural weapons.

Silver/Gold/Cold Iron/Mithral/Adamantine/Bone/Jade/Obsidian: These calls should


be made with every blow struck by the specific weapon. Against normal opponents the
weapon acts normally, but you should make the call in case the monster has a specific
immunity or vulnerability to your weapon type. For example ―Silver four.‖ It is important
to remember to call your damage type. For example: Lycanthropes are vulnerable to
silver and many fae creatures are vulnerable to cold iron. Please note that this is not an
exhaustive list and the possibility of a lycanthrope that is immune to silver, while
unlikely, is not impossible.

Through: Certain damage types such as bows and crossbows bypass most normal types
of armour. This damage either neatly pierces the armour as most projectile weapons do,
or bypasses the armour in another way like the knife master who locates the joins in his
opponents armour. This does not circumvent damage reduction but it renders almost all
armour types useless. Some master smiths have learned to craft armour that will resist

30
through damage. Through damage ignores PAC (Physical armour class) and does not
ignore DAC or magical protections.

Magic/ Holy/Un-Holy: These weapons will be very rare and they are usually in the
possession of powerful characters on one side or the other of the great battle. If one of
your characters obtains one of these weapons you MUST always call the damage type
before the damage level. For example ―Magic four.‖ Magic weapons are those who are
imbued with magic specifically to harm those creatures that are immune to mundane
damage. Holy and Un-Holy weapons are those which have been blessed by powerful
beings in order to harm those who they deem blasphemous, these weapons are usually
used to harm undead, angels, daemons or paladins.

Incorporeal/ Pure Magic/ Pure Spirit: These weapon types are not present in the
physical world. A blow struck by a weapon of this type can not be parried or blocked
with a shield. The damage strikes the body regardless of armour or damage reduction. If
a blow is struck to a weapon or a shield then the damage is passed onto the nearest
location.

Raw: Raw weapons are magic weapons that have been imbued with pure unadulterated
magic and harm those creatures whose immunities have now exceeded the damage of
normal magical weapons. They ignore all normal and magical protections.

Spell-Strike: Many spell effects can be tied to attacks. With this ability it means that a
touch or packet delivered spell changes its delivery method to strike. When damage is
dealt it also deals triggers the spell effect. For example a sword imbued with Spell-Strike
death deals whatever damage the character would deal with a sword with the added spell
effect of death.

Mana/Will/Halo/Constitution: These damage types work differently to normal damage


types in that they cause no harm to the physical body. Instead they damage the
mana/halo/willpower or constitution of the character struck. The character suffers a loss
of points from that statistic. Dark rumors suggest that weapons exist which can drain a
character of ranks of strength, skill or even experience.

Knock-back/Knock-down: These abilities are like the character abilities Overpowering


blow and Strike down in that they force their opponents back or to the floor. However,
the monster abilities are not resistible with strength or balance. These abilities will
normally be used by the referee team to balance a combat or for dramatic effect and we
do not intend to overuse them.

Poison: Many of those without morals taint their weapons to cause additional harm.
There are three classes of poisons, Contact Venom (CV), Ingested Venom (IV) and Blade
Venom (BV). In order to suffer the poison from a CV poison the poison must touch the
bare flesh of the victim. In order to suffer the effects of a BV poison, the victim must take
at least one point of locational damage from the attack. In order to suffer the effects of an
IV poison the victim must swallow or inhale at least a portion of the venom. Normal

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venoms deal one off Constitution damage, for instance BV 7 would do 7 points of
Constitution damage in addition to the other effects of the blow. As well as the common
one off Constitution damage poison effects there are many others, those which do
Constitution damage over time, those which cause disease, paralysis, sleep, death or any
one of a million other effects.

Vampiric: This damage code has no detrimental effect on the victim, however, it does
mean that the attacker is healing himself with every wound he inflicts on his foe. Some
versions of this ability allow the attacker to regain halo, will, con or mana for every point
of damage dealt.

Loc to Zero: This damage call represents the ability of many master swordsmen to
totally incapacitate a location of a victim with a single swing, however no long turn harm
occurs to the victim. For all intents and purposes the characters location is at exactly zero
until healed. The characters armour is unaffected by this blow.

Coma: This effect can be delivered by a weapon, but its effect always comes from a
spell. The effect is to put the struck character into a coma. The effect is like a magical
sleep effect that is not resistible by willpower. The other important thing to remember
about coma is that there is no duration on the effect; there is usually a specific thing
which will rouse the character.

Crush: This damage type will not be used often as it is only available to those who
possess five ranks of strength or greater. A damage call of crush will shatter any normal
weapon, shield or armour. The first such blow will remove all armour and dexterity from
a location, the second blow (or the first blow is not armour of dexterity is present) will
reduce the location struck to zero. Crush must only be used with a blunt weapon.

Sever: This damage type will not be used often as it requires a high level of magic to
rectify. This represents a weapon master‘s ability to strike with sufficient force and
accuracy to sever a limb or even a head. The same effect can be achieved with powerful
magics. Sever may only be used with an edged weapon.

Fatal: This damage type will be used very rarely, there are two ways that this damage
type can be attained, a weapon master can learn to strike with such deadly accuracy that a
single swift blow can kill or those who master forbidden magics can bond them to a blade
so that its merest touch can end a life. A character struck with a fatal blow falls to the
ground and will die if the application of magical healing has not started within thirty
seconds (the steady count of thirty).

Null Magic: Some damage types are so strongly anti-magical that magical spells often
break when struck by them. These weapons resist all magic apart from RAW magic.

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On Defense:
Inritius Alliance is a realistic combat system which is based around characters avoiding
getting hit whenever possible. The game is not designed around people being able to
stand still and hack each other into the floor. It is more about parrying blows and
avoiding them whenever possible.

Characters choose to defend themselves in many ways. Some characters simply develop
themselves to the point where they have the ability to sustain a certain amount of damage
without falling, others protect themselves with layers of armour, others learn to roll with
the punches minimizing the damage they sustain, others hide behind powerful defensive
spells and the most successful heroes protect themselves in all of the above ways.

Dexterity: DAC, or Dexterity Armour Class, gives a character a number of global hits
that can be absorbed per fight. It is important to note that these are global hits not hits per
location. These hits are taken off before any other type of hits, as Dexterity represents
you moving your body to lessen the impact, which will mean it lessens the impact on
your armor. Dexterity hits may only be applied if you can move your body of your own
accord (not when you are being grappled, when you are unconscious or when you are
being mentally controlled for example). You may only apply dexterity to blows that you
were expecting and can see coming. These hits are regained at the end of every combat
following a rest period of at least five minutes. If a character is wearing more than 3
points of hindrance per location then they cannot benefit from DAC. There is, however,
an additional skill (for which DAC is a perquisite) called Armoured DAC (ADAC) which
can be stacked with armour. If a fight is a long one then it is possible for a character to
regain their DAC, however, they need to rest for a full five minutes (resting involves not
marching, running, fighting, casting or shouting).

Global: Global hits are almost like a force protecting your character. They are effectively
a safe zone. It doesn‘t matter whether your character is struck in the arm or the torso all
hits come off the Global hits before going through to your armour and locational hits.
DAC, ADAC and magic auras are good examples of Global hits. If a blow is evaded
totally by Global hits then any secondary effect is also ignored, for instance, a character
with ten points of global DAC is hit with a sword dealing 10 Edge Spell-strike Death he
would take no damage, because he avoided the sword swing he also avoided the spell-
strike.

Armour: AC, or Armour Class, is the most common way of increasing your hits.
Anyone can wear any common kind of armour. However, wearing a restrictive amount of
armour limits your ability to benefit from dexterity. In addition wearing restrictive
armour or any armour that contains iron prevents spell casting. Armour is calculated per
location. In the heat of combat, if armour covers 50% of a location then it can be assumed
to cover the location. However if someone can effectively strike an unarmoured part of
the location outside of the heat of battle then the armour is useless against that blow. So
for example a chain mail bikini would only protect the crotch and breasts.

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Any piece of armour that a character wears generates hindrance which affects a
characters DAC and magic use. A characters general hindrance is considered to be equal
to his most heavily hindered/encumbered location.

The quality of the armour you are wearing is also important, for instance better quality
armour could provide more protection than standard or substandard armour. The material
that armour is made of is also relevant, for instance Dragon-hide provides greater
protection than normal Hard Leather and Adamantine Plate-Mail is more effective than
regular Plate Mail.

To a certain extent it is possible to stack layers of armour. A character can wear one layer
of light armour, one layer of medium armour and one layer of heavy armour. It is not
possible to stack the same type of armour with itself. It is not possible to just assume that
you are wearing something underneath because it cannot be seen; anyone doing this will
find their characters become fatally allergic to armor. For armor to be stacked it must
actually be the armor type it is representing or an excellent fake prop; examples of
excellent fake props include professional wool-mail or Norton Armories fiber-glass plate
mail.

For whatever reason the magic of Geos does not respond well to iron or to armour. If a
character is wearing any form of Iron or Steel armour then they cannot cast spells of
above level 2. In addition, a character wearing more than three points of hindrance on any
of his locations finds that the restrictive nature of the armour limits the spells he can cast.
A character wearing more than 15 points of hindrance on any one location cannot cast
any spells. A character wearing 12 or less points of hindrance on any one location can
only cast spells of levels 0-2. A character wearing 8 or less points of hindrance on any
one location can only cast spells of level 0-5. A character wearing 3 or less points of
hindrance on any one location can only cast spells of level 0-10.

Standard Armour Types:


Light: Padded: 1, Furs/Leather: 2, Hard leather: 3, Plated Clothes: 3, Studded Leather: 4
Medium: Fine Mail: 5 Ring-Mail: 6, Chain-Mail: 8.
Heavy: Scale Mail: 9, Plate-Mail: 10.
* For the purposes of stacking, Mithral armour counts as one level lower than it is.

Soak: Many better armours gain immunity to normal low level damage strikes. This
normally occurs with quality or better armour. For instance a suit of high quality full-
plate-mail has soak 3, this means that any normal blow which deals 1 or 2 or 3 damage
has no effect on the wearer assuming it strikes part of the body protected by the armour.
If a blow strikes a character anywhere other than on his armour the character still takes
the damage. Note: Soak only works against normal blows. Through Soak a character
gains immunity to low damage codes, however it offer no protection at all against higher
damage codes; Soak is not Damage Reduction. A Willpower/Halo/Constitution or Mana
blow would still affect the victim. Any weapon that does Incorporeal or Through damage
will ignore the soak effect of the armour as well as the extra hits.

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Damage Reduction: Damage reduction is a powerful ability that characters can acquire
that allows them to reduce the damage they take from certain sources. If damage
resistance is possessed versus a weapon type, then the character reduces the damage from
that weapon type by one point per level of resistance. This attribute can represent many
things; a special aura protecting the character from harm perhaps, or training to learn how
to avoid the worst of a blow from a mace. If damage resistance is possessed versus a
sphere of magic then the character may reduce the damage taken from a directly
(damaging) offensive spell of that type by one point per level of the resistance. This skill
usually represents an aura of magical protection, though obviously, there are always
exceptions!

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The Rules of Time:
One of the key undertakings that the referees intend is that once something has happened
then it has happened; we will do our utmost to never turn back time to re-enact an event.

There are several types of calls which may be made during a game. With the exception of
―Man-Down‖ these calls should only be made by a referee.

Time-In: Your character is active as is the world you are playing in. You are
representing your character and should play the part of your character and react as your
character would.

Time Freeze: Stand still, close your eyes and hum. Something is happening that is too
fast for you to react to. When ―Time In‖ is called, carry on as you were before, you may
or may not notice any change.

Time Faff: This is an in game pause, you must represent your character as if it is time-in,
but the party may not advance beyond the position of the furthest character. You may
possibly be attacked or experience new encounters approaching you. This time status is
usually called because the monsters are setting an encounter or because the referee wants
to battle-board. It does not mean you should let your guard down!

Time Stop: Stand still and listen. The referee is probably giving a description about what
is ahead or what is occurring. Your characters would be able to see what is happening
and it will be to your advantage to listen, for example if there is a pit before you. ―Time
Stop‖ is also used when the situation has gotten too hectic, if certain abilities are used or
if a few moments are needed to sort out events.

Time Out: Come out of character, you may talk normally. It is probably the end of the
day. This is the only time that you may discuss out of world things without risking being
penalized.

Man Down: This is called when a player is hurt and any qualified first aiders should seek
out the injured party. Everyone else should drop to their knees on the floor and should not
move or make excessive noise. If someone is injured but able, then they should just move
out of the way.

Side of the Path: This time situation is called when members of the public are coming.
You should go out of character and move to the side of the path out of the way of
members of the public. If horses or dogs are present then extra care is required.

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Out of Character Mechanisms OOC:
There are also a couple of other OOC mechanisms for helping the day run smoothly:

Hand in Air: A monster or player with their hand in the air cannot be seen! They are
either actually not there and moving to another encounter, or they are using some ability
that renders them invisible. If you have some ability that may reveal them, declare your
ability and the person will inform you if they can be seen or sensed.

Flying: A person who is flying will declare it by holding their arms out at right angles to
their body and declaring their height in feet periodically.

Climbing: A character that is climbing must hold tight to the thing they are climbing and
declare their height periodically.

A demon uses ritual magic to open a portal into the Bleed:

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Chapter 2:
On Character Creation
and Development.

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Character Generation Walkthrough:
Due to the complexity of the system for first time users (don‘t worry, you will soon get
used to it) we have included a characters creation walkthrough.

Create Character Concept: The first thing you need is a mental picture of your
character, you will be able to flesh out your character idea more and more as this
process goes on so only an initial picture is required at this stage. Some concepts
include: sword for hire, priest, druid, soldier, young hero and prostitute; however
the list is limited only by your imagination. Even without a clear concept here it is
vital that you have decided whether your character is essentially a fighting
character, a social character, a skilled character or a magic-user.
Pick Race: Due to the wide variety of races and their opinions on things it is a
good idea to make your decision about race early on. Among other things, some
races alter multipliers. Your race tells you what your starting location, halo,
willpower, constitution and mana are.
Choose Alignment: Select your characters alignment, his moral compass if you
will from the alignments section.
Assign Multipliers to Skill Sets: In the skills chapter you will learn about the
character skill sets, Might, Agility, Magic, Connection and Intellect. It is a good
idea to assign your skill groups early on as they dictate the price you will pay for
your skills. The multipliers all start at X3, but the character has three reductors
that he can apply to reduce the cost of skills from certain sets.
Pick Skills: In accordance with your skill set multipliers. You have 24 experience
points to spend plus those you gain from your flaw(s).
Pick your Flaw(s): In Inritius Alliance all characters have flaws, there is a minor
list in the section on character flaws, please note that the list in the book is only a
limited list and the referee team are open to suggestions of alternative flaws.
Work out Attributes: During the game your attributes will be referred to several
times. As such you need to work out what your location, halo, willpower,
constitution and mana are. To do so take your racial starting point (found on a
chart at the end of the chapter on Races) and modify it for flaws, skills and
anything else. Note: Remember if your character buys levels of casting he will
gain mana and if your character spends at least 25 experience points he will
become level 1 and as such will gain halo for gaining a level.
Pick your Magical Specialty: All normal characters in the game of Inritius
Alliance have a leaning towards one sphere of magic or another, this choice must
be made during character creation. If your character has the attuned skill he can
use his magic, if not then his personality is still shaped by the sphere than he has
chosen. See the magic chapter for more details.
Sort out your Starting Equipment: See the section on wealth and value of gold
for starting equipment. Characters are designed to be able to start the game only
with basic weapons and equipment. In the wealth section there will be starting
equipment packages.
Write your Character Background: All characters are required to submit a
characters background, see the character development section. Without a

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characters background no character will be able to attain level 3 (75 spend
experience) without submitting a background, there are tips on writing a character
background in the rulebook.
Get Referee Approval: All characters are subject to referee approval; this is
designed to make sure all characters are people and not just statistics. Characters
with ‗special‘ backgrounds, with evil or oblivion alignments or with an anything
else out of the ordinary will definitely need approval.
Sort out Costume: A character is required to have a suitable costume; you
should make sure you have a costume planned for your character. While it is true
that characters do not wear the same set of clothes every day it is nice for people
to be able to recognize which character you are playing from your costume.
Please make sure your costume covers the costuming requirements of your race.
Please make sure your costume is suitable for the weather that we are expecting.
Note: Your costume cannot include white trainers, modern backpacks or any neon
colours.
Sort out Equipment: You will also need to make sure that your character has
suitable equipment. This includes weapons, armour, trinkets, holy symbols and
anything else you want your character to have. Everything your character is
supposed to have much be represented on your person, for instance if your are
going to tie someone up, feed a wolf, or collect a sample in a bottle then you must
have the required item.
Play: All that is left is to work out when the next game is, turn up and play.

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Character Progression:
All characters start the game with twenty four experience points to spend on their skills.
The amount of Halo, Location, Mana and Constitution that a character starts the game
with will vary according to their race. A character must also take a flaw for their
character. All characters must have at least one flaw, but some of the flaws are very
minor and will rarely take effect.

Characters will earn additional experience points for each adventure that they play.
Characters are assigned an experience total. The referees start by comparing the level of
the character against the level of the adventure. A characters level is his spent experience
point total divided by 25. At the end of each adventure a character will usually receive
between 4 and 40 experience points, although, awards much higher and much lower are
possible. The experience score will take into account costume, role-play, safety and level
of participation. There will also be an award made for the best player. Because of the
nature of Inritius Alliance and of Inritius‘s magic flawed characters can often find it is
easier to advance; if a character role-plays his flaws well then he will be eligible for a
bonus to his experience points for every game where his flaw was relevant; the more
severe a flaw the higher the bonus and the more often it will be awarded.

Once you have received your experience award you can look at this chart to get a good
guideline of what the referee team thought of your performance.
51+: Once-in-a-career 'wow' moments. Things that other characters will tell
stories about later, fabulous things that you wouldn‘t be able to pull off again.
41-50: Brilliant use of abilities/roleplay. Made game-shaping contributions to the
progress/immersion of the game through very clever/skilled/well timed use or
abilities/roleplay.
31-40: Good, effective use of abilities/ roleplay. Made significant contributions to
the progress/immersion of the game.
21-30: Average. Got involved in the game but didn't pull off anything truly
spectacular
13-20: Sub-par. Didn't really get involved, or dropped OOC rather too often.
6-12: Poor. Barely got involved. Disrupted the game through inappropriate
comments and by dropping OOC at really inappropriate times.
5 and below: Really screwed up, might as well have been not there or even, the
game would have been better of if they had not been there.

If a player fails to meet the costume requirements for his character‘s race or status then
the characters experience award will be automatically halved.

Characters will be able to spend boons to augment their characters but they will not be
able to buy levels or experience points with boons. However, someone who has made a
major contribution to the game may be awarded additional levels or experience points;
this is designed to allow referees to have characters who are able to keep up with the
party.

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Characters are not able to attain level three until they have submitted a character
background. Characters will not be permitted to spend experience points which will take
them over level three until this has been done.

Players are allowed to have three active characters in the character database. They may
terminate or retire characters that they are tired of playing. This is designed to allow
characters to have one high level, one low level and one dark side character although this
is a guideline not a restriction. If players wish to get around this rule a boon cost will be
attached. All characters must be in the database and any time a character is updated they
must make sure that it is recorded in the database; it will be considered cheating to use
any skill, spell or ability which is not found on the copy of your character in the database.

On Shelved Player Characters: Players are allowed to have more than one character
within the world of Geos at a time. In most cases a player may only play one player
character at any game. The other characters are referred to as shelved for the duration of
the game. The only character that may gain and spend exp as a result of a game is the
character that was played. If a character dies permanently during a game, the player is
able to use the experience gained during that game towards the creation of a new
character. Any unused exp for a dead character is gone (this does not include exp gained
during the character‘s death game). During the month following a game, only the
character that played in the game may expend effort towards creation skills. If a player‘s
character dies during a game, their other characters are not allowed to expend effort
towards creation skills in its place. If a player wishes to crew for an entire game, they
may expend one boon per 20 effort towards one of their characters creation skills that
month. Only one shelved character may create per month in this manner.

As players progress their characters gain a certain amount of Halo automatically. A


Character gains 10 points of free Halo per level. In addition in order to keep magic users
well rounded they will gain 10 points of free mana per casting level they purchase.

As mentioned before we have few restrictions on characters played at our games however
we will stat our games with ―Skill Caps‖ which set a maximum skill limit for the
upcoming game. This does not prevent characters of higher skill levels from playing,
however they would not advance their character in any way except through in game
rewards such as treasure and of course, role play! They will not earn experience points
and if they dominate the game they will be penalized!

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Character Background:

No character will be allowed to progress to level three until the ref team has a copy of his
background. This is because your character has been living in this world for some time
before playing the game. It also allows us to tailor a game to what you want in a game. A
good background needs to be told from the third person. A background should be at least
a typed page but there is no upper limit, the longer your background the more material
the referee team will have to work with. Your background should include your character
learning his major skills. If you are spending boons on your background then you need to
describe how the benefit came about, for instance who your character inherited his sword
from.

In order to better write a good background and understand your character, it is worth
working out the answers to the following questions:

How many members of your character‘s family still live?


What relationship does your character have with his family?
What scares your character the most?
What is your character‘s idea of the perfect lover?
What is your character‘s idea of a really fun time?
Is your character religious or superstitious?
What‘s your character‘s greatest regret?
What accomplishment gives your character the most pride?
What are your character‘s goals?
How old is your character?
What kind of personality does your character have?
Was there anything unique about your character‘s childhood?
Where does your character live? Where does he call home? Where does he sleep?
Where does he keep his treasures?
What does your character consider to be his biggest flaw?
Do you consider your character to be a combat character, a caster, a thinking
character or a social character?

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Character Flaws:

Many characters in the fantasy genre are renowned because of their flaws, Achilles for
example is well known for his vulnerable heel. As such all characters in Inritius are
required to choose a flaw during character creation and during the course of the game
they may well end up with many more. Flaws are not just a way to min-max a character
better, they have a real effect in our game; cripples are not always heroes.

A character may start with a maximum of 5 flaws totaling no more than 25 points. Flaws
are divided into general areas below. Please consider the relevance of your flaws to your
characters class, race, alignment and background. Every point of flaws that you take will
give you an additional experience point to spend at character creation. Now that doesn‘t
seem like a very big payoff to some people, so here are the boosts:

One of the criteria that experience is awarded on is how flaws are role-played.

Everyone who takes a major flaw (11-19) has the potential to earn bonus
experience points for every game that they play where their flaw played a
prominent role and the referee team was impressed. Everyone who takes a severe
flaw (20+) will find that their bonus experience awards will be significantly
higher.

Because the referee team are looking to see interesting flaws well played, any
character who takes a moderate (5-10), major (11-19) or severe flaw (20+) will be
granted some pseudo boons which can only be spent to enhance a characters
background. These boons might be used to purchase guild membership, or might
give your characters a fragment of a treasure map. The uses of these boons are
limited only by their value and how imaginative your background is. A character
who takes a moderate flaw gains 1 pseudo-boon, a major flaw is worth 3 pseudo
boons and a severe flaw is worth 5 pseudo boons.

Inritius‘s magic targets the spirit corrupting the being; those characters that are severely
flawed have lived with suffering and the unfairness of the world for quite some time. As
such they are often the most dedicated followers of Hope and Oblivion. The way a
character deals with flaws (especially severe flaws) will be taken into consideration when
assessing the corruption potential of Inritius‘s magic.

New flaws: The list of flaws below will slowly develop as the game goes on. If you want
an alternative flaw for your character please let us know and we will create it for you.

Buying off flaws: If a character wants to get around a flaw then they must find an in
game reason for the elevation of the flaw, often a ritual. They must also pay a boon cost
equal to the value of the flaw and pay a number of experience points equal to the flaws
value x5. Flaws cannot be cured simply, for instance a missing eye cannot be regrown
with a regenerate spell unless the experience points and boons are spent at the same time.

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Physical Flaws: Social and Mental Flaws: Supernatural Flaws:

Addiction: Variable: Social Absent Halo: 25:

Blind: 22: Argead Slave: 2/3/4/6/12: Absent Mana: 8:

Clumsy: 10: Cannot Lie: 2/4: Black Mantle: 20:

Colour Blind: 2: Cannot Tell the Truth: 2: Black Thumb: 4

Deaf: 18: Debts: 2/6/12/25: Cannot see own reflection: 2:

Disfigured: 3: Pacifist: 6/10: Cannot see own shadow: 2:

Impotent: 2: Superstitions: Variable: Casts No Reflection: 3:

Infertile: 1: Casts No Shadow: 3:

Infirm: 3/5/10: Mental Cursed: Variable:

Lame: 8/16/24: Amnesia: 4/6: Dark Fate: 25:

Low Pain Tolerance: 5/8: Cannot Dream: 2: Fey Disgust: 7:

Mute: 18: Deep Sleeper: 1: Haunted: 4/8/16:

Night Blindness: 7: Deranged: Variable: Mana Dependency: 7:

Non-living Skin: 10: Hero Complex: 8: No Casting: 10:

One Eye: 7: Icon Dependence: 6 No Minor List: 3:

Smells: 4/8: Insatiable Curiosity: 6: No Specialist List: 6:

Speech Impediment: 6: Nightmares: 1/3/5: Oblivion Tainted: 1-20

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Thin Blood: 20: Overactive Imagination: 4: Offensive to Animals: 6:
Unchaste: 1: Phobia: 2-6: Vampire, Arboreal: 10:
Unfit/Overweight: 2: Vampire, Halo: 25
Weak Immune System: 8: Vampire, Spiritual: 20:

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Physical Flaws:
Addiction: Variable: A character with this flaw has an addiction to a drug or
other substance. The value of the flaw depends on the nature of the substance
(common (cheap), moderate (moderate) rare (expensive), the level of the
dependency (low, high or extreme), the effect of the character while on the
substance (low, high or extreme), and the effect of the character while lacking the
substance (extreme, debilitating and terminal). See the referee team for a point
value for this flaw.
Blind: 22: A character that has the blind flaw cannot see at all out of either eye.
Needless to say they cannot read or use maps. They are also usually unable to use
craft skills. Blind characters have great difficulty learning new spells. It is
difficult for the blind to receive training, unless the teacher is particularly patient.
Clumsy: 10: A character with this flaw is hugely clumsy and accident prone.
Characters with this will find it difficulty to balance, climb, catch and do any
number of agility related tasks. The player should bear in mind that their character
is clumsy and the referee team can activate your clumsiness at any time.
Colour Blind: 2: A character with this flaw cannot distinguish colours. This flaw
can be tricky. A character with this flaw confuses two colours.
Deaf: 18: A character with this flaw cannot hear anything. They cannot hear
spoken riddles, cannot hear shouts of alarm and have difficulty speaking because
they have never heard the sound of words. Deaf characters have difficulty
learning spells. It is difficult for the deaf to receive training, unless the teacher is
particularly patient.
Disfigured: 3: The character is dreadfully scarred, disfigured or burned. This is
shown on the face of the character and must be phys-repped.
Impotent: 2: Male only flaw: A character with this flaw cannot achieve or sustain
an erection. You may only take this flaw if your character cares that he cannot
sustain an erection.
Infertile: 1: A character with the infertile flaw cannot sire children. Please note
that in a fantasy setting the inability to sire children is believed to be a curse from
the Gods. You may only take this flaw if your character cares that he is infertile.
Infirm: 3/5/10: A character with this flaw is extremely ill. The character is frail
and weak, while this flaw does not limit the character in terms of skills and
abilities the character has no stamina at all and any exertion will leave them out of
breath and coughing. The three levels of this flaw are there to show how extreme
the flaw is, for 2 points the characters ill health is a nuisance, for 5 points the
characters ill health is a constant problem and for 10 points the character is almost
always suffering in some way.
Lame: 8/16/24: The characters legs are damaged. They cannot run and have
difficulty walking properly. For 8pts this is a painful dehabilitating flaw, but the
character can cope although he cannot run. For 16pts the character struggles in
pain even to walk normally. For 24pts the damage is absolute and the character
can only just walk: every step is unsteady and uncertain. The character must have
crutches or be carried.

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Low Pain Tolerance: 5/8: This character has a low pain tolerance. This should
be shown in how characters respond to receiving damage. With the increased flaw
the character suffers pain when being grabbed or roughly handled.
Mute: 18: A character with the mute flaw cannot speak, at all in any language.
These characters can usually not cast any spells at all. We recommend that mute
characters learn how to read and how to master sign language. They are able to
grunt unintelligibly. It is difficult for a mute to receive training, unless the teacher
is particularly patient.
Night Blindness: 7: A character with this flaw loses vision well before others do.
In full darkness the character is blind and in the period before dusk a character
sees as if it were already totally dark.
Non-living Skin: 10: A character with this flaw has skin which is hard and dead.
Sometimes the flesh is actually made of wood or stone, as is the case with
constructs and Prometheans. A character with this flaw can only be healed by the
spell mend which only cures a three points of damage to one location per spell.
The spell may be cast multiple time upon the same location. A character‘s
constitution reacts normally to healing.
One Eye: 7: A character with one eye has difficulties with perception. Buying
heightened senses sight costs double. The player must wear an eye patch over the
missing eye. A character must fight carefully and his safety will be judged
harshly.
Smells: 4/8: A character with this flaw is one of the great unwashed. Whether the
smell comes from a physical problem or a magical curse the character is
unpleasant to be around, easy to track and can rarely get anywhere in society.
Speech Impediment: 6: A character with this flaw has a serious stutter or speech
impediment which must be role-played, even during casting and rituals.
Thin Blood: 20: A character with this flaw has very thin blood and finds it very
difficult to stop bleeding. The effectiveness of all magical and mundane healing is
halved. All fractions are rounded down. The character bleeds at twice the rate of a
normal character. If this character is bleeding for any reason, such as an open
wound, they suffer damage at double the normal rate. On the plus side, these
characters do not provide much sustenance for vampires. A character‘s
constitution reacts normally to healing.
Unchaste: 1: A character with this flaw has lost their virginity. You may only
take this flaw if, in your character‘ belief, it is wrong that he has lost his virginity.
Unfit/Overweight: 2: A character with this flaw has difficulty keeping up when
the party is moving at a speed. They are not likely to be able to jump or climb to
any great extent. A character with this flaw is often lazy.
Weak Immune System: 8: A character with this flaw finds it easier to contract
diseases, suffers from them more acutely and finds it harder to cure them, even
magical healing does not always work.

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Social Flaws:
Argead Slave: 2/3/4/6/12: This character is an Argead slave and bears the
branding of a slave usually on the shoulder or neck, the branding is usually about
three square inches. There are multiple levels of this flaw, for the 2pt flaw: the
character has been legally freed and is now a freedman. For the 3pt flaw the
character is a slave, but all records of his slavery are believed lost. For the 4pt
flaw the character is a slave in good standing with orders from his master, he will
have to answer to an NPC master, but his master is sending him on adventures
and is giving him a fair amount of freedom. For the 6pt character the character has
no freedom and must answer to a PC or NPC master (who must view the
character as a slave), for 12pts the character is an escaped slave, he is wanted and
hunted. If found out the character will be tortured to death (you have been
warned). Argead slaves should phys rep their brand on their body. Remember that
Argea is a political nation and even freed slaves do not have the right to vote and
nor do they have the ability hold social rank.
Cannot Lie: 2/4: A character with this flaw cannot tell lies. The first option is an
oath that the character has taken which he lives by. The second is a magical
compulsion which could stem from an oath, but there is no flexibility and
breaking it involves pain and repercussions.
Cannot Tell the Truth: 2: A character with this flaw cannot tell the truth. This
usually stems from an oath, a magical effect or from a curse. If this characters
ever choices to lie there will be serious repercussions.
Debts: 2/6/12/25: Your character owes a group of loan sharks a large amount of
money. It is up to you to determine the whys. If a character ever manages to pay
off his debt then the flaw goes away, of course you must remember the crippling
rates of interest required from loan sharks. For 2 points the character owes 10
gold. For 6 points the character owes 30 gold. For 12 points the character owes a
100gold and for 25 points the character owes a million in gold. The loan sharks do
not leave the character in peace and often come around with thugs and threats.
Please note that your character must owe the loan sharks this money for a
legitimate reason. Please also note that debt slavery is a very real thing on the
world of Geos.
Pacifist: 6/10: A character with this flaw abhors violence. The character will not
kill any living creature with the intelligence higher than that of an insect. Pacifists
can still destroy undead, combat Oblivion spirits (but not their hosts) and defeat
demons and spirits. These characters will not engage in willful combat unless
defending themselves. With the increased flaw the character refuses to even
defend himself. These characters usually use non-lethal damage types, specialize
in subdual damage and avoid casting direct damage spells.
Superstitions: Variable: Due to the culture the character comes from or the tales
told on dark nights there are certain things your character will not do. Some
examples are listed here, but the referee team will consider other suggestions that
are made. Lightning is the speech of the Gods: 1. Can never attack a pregnant
woman or a mother protecting her young: 2. Will never use a weapon after it has
been broken: 7. Will never carry poison (Non-good characters only): 2. Can never
accept a gift without giving back an equal or greater gift: 3. Will never attack a

49
woman or a female: 10. Will never eat meat: 2. Must bury all opponents he has
killed: 4. Will not drink alcohol: 2.

50
Mental Flaws:
Amnesia: 4/6: A character with this flaw has huge black spots in his past
memory. The 6pt flaw means that the character can remember anything beyond
the current day. Note: Players who choose this flaw are warned that it gives
the referee‘s permission to write your background ourselves.
Cannot Dream: 2: A character with this flaw cannot dream. Nightmares still
affect the caster by causing panic and terror, but there is no rhyme or reason to the
nightmares. The Keltoi, especially the Eceni, kill those children who cannot
dream.
Deep Sleeper: 1: A character with this flaw finds it difficult to wake up. This is
in some ways an advantage as it makes it easier for the character to get a good
nights sleep as they are less likely to be disturbed while trying to regain mana or
halo. However, when there is an assassin in your bedchamber or when your
companions are trying to rouse you from magical sleep it becomes a flaw.
Deranged: Variable: A character with this flaw is mad. The madness can be
specifically chosen from the list below or discussed with the referee. Anyone
taking this flaw should discuss the concept with the referee team. The prices here
are for manageable versions of these disorders; if you want a more extreme
version please discuss that with the referee team. Psychotic 2: Multiple
Personalities: 1 (per extra personality), Nymphomaniac: 2, Bulimic/Anorexic: 3,
Lunacy: 4, Manic Depressive: 6, Bi-Polar: 6, Pyromaniac: 4, Anger Issues: 3.
Hero Complex: 8: This character is convinced that he is a great hero. Characters
with this flaw may not be of any evil alignment. Characters with this flaw must
try to save the innocents, must avoid lying, may only steal when it is absolutely
necessary and generally must act like a hero.
Iconic Dependence: 6: The character has developed a dependence on an object.
If the character does not have his object his Halo, Will and Mana are halves and
he loses access to some of his abilities.
Insatiable Curiosity: 6: A character with this flaw is incredibly curious and will
walk into traps, go and question vampires or do any of a million other things.
Remember curiosity killed the hobbit.
Nightmares: 1/3/5: A character with the nightmare flaw has difficulty sleeping. If
subjected to a sleep effect then after a few minutes the character starts
experiencing nightmares and should writhe and scream. There are three levels of
severity to this flaw; the severity level will effect how hard it is for the character
to get rest from sleep and will also see how badly a character should react to sleep
effects Note: A character that doesn‘t rest properly does not properly heal, regain
mana or regain halo from a nights sleep.
Overactive Imagination: 4: A character with this flaw is extremely flighty. They
are prone to jumping at shadows either in imagination or fear. Characters with this
flaw are usually very gullible. These characters will either cower in fear in case
there is a monster or run haphazardly ahead in case there might be treasure.
Characters with this flaw often tell hugely tall stories and parties are advised not
to trust what they say.
Phobia: 2-6: A character with this flaw has an irrational phobia of something
which they have linked to a key event in their lives. A phobia is judged on two

51
criteria, first is how common the thing is Common 3, Uncommon 2, Rare 1 and
the second is the severity of the phobia Incapacitating 3, Severe 2, Moderate 1.
The character reacts in fear to the thing in question. Common fears include rats,
darkness, ice etc. A character cannot take a phobia against a dangerous thing (like
dragons: being afraid of dragons isn‘t a flaw it‘s a rational state of being).

52
Supernatural Flaws:

Note: Many Supernatural flaws stem from some kind of Oblivion taint, people with very
high ranks in Sense Oblivion are able to sense this taint.

Absent Halo: 25: The character has not got a halo and cannot use halo powered
abilities. Essentially this character is not part of the web of life that surrounds the
world.
Absent Mana: 8: A character with this flaw can never have any mana. A
character with this flaw loses his specialist and minor list. A character without
mana has no magical power within their body at all.
Black Mantle: 20: A character with this flaw for some reason or another is
immune to healing magic. No magical spells which restore life force, including
mend spells for those with un-living skin, help the character. This affects damage
which is dealt to the characters location or constitution.
Black Thumb: 4: This characters touch kills plants, for whatever reason normal
plants that are touched by your character wither and die. This will often affect
herbs as well. Note: This is a flaw and not a merit, it will not save your character
from attacks by plants, nor will it have a devastating effect on plant monsters, in
fact such monsters are more likely to target your character and plants dying
against your skin has a possibility of poisoning you.
Cannot see own reflection: 2: For whatever reason your character cannot see
himself in a mirror. This is usually because your reflection has been captured.
Your character does not feel whole while his reflection is missing. Your reflection
can still be seen normally in mirrors by others.
Cannot see own shadow: 2: For whatever reason your character cannot see his
own shadow. This is usually because your shadow has been captured. Your
character does not feel whole while his shadow is missing. Your shadow can still
be seen normally by others.
Casts No Reflection: 3: For whatever reason your character cannot be seen in a
mirror, by himself or by others. This is usually because your reflection has been
captured. Your character does not feel whole while his reflection is missing. A
character cannot have both this flaw and cannot see own reflection.
Casts No Shadow: 3: For whatever reason your character‘s shadow cannot be
seen. This is usually because your shadow has been captured. Your character does
not feel whole while his shadow is missing. A character cannot have both this
flaw and cannot see own shadow.
Cursed: Variable: A character with this flaw has been cursed by powerful
magic. There are infinite possibilities for the curse and suggestions should be
submitted to the referee team.
Dark Fate: 25: A character with a dark fate is going to die. These characters will
never live more than six months and could die in their first game. A player can
choose whether their character is generally doomed or if there is a specific
prophecy that affects the characters demise. All such prophesies are subject to
referee approval.

53
Fey Disgust: 7: For some reason all of those of fey blood dislike your character.
They don‘t like your smell, the way you look etc. They are unlikely to kill you
although they may cause you subtle harm and will rarely help you.
Haunted: 4/8/16: A character with this flaw has an incorporeal spirit that follows
him around. The spirit blames the character for causing its death. The creature is
not an undead and cannot be harmed. There will usually be a specific set of
circumstances which will allow it to be laid to rest. The different levels of ghosts
are irritation 4pts, malicious 8pts, and homicidal 16pts.
Mana Dependency: 7: A character with this flaw does not have access to his
mana in the way of normal people. Essentially, unless this character is carrying a
certain, specific object the character cannot use mana in anyway. Without the
object, the character essentially has the Absent Mana flaw. Many ex-Argead
slaves have this flaw as common mage-collars separate the slave from his mana.
No Casting: 10: A character with this flaw can never cast a spell of any kind.
This includes casting from scrolls, items or wands. A character with this flaw
loses his specialist and minor list.
No Minor List: 3: A character with this flaw does not start the game with minor
access to a second list. Only characters with a minor list are eligible to take this
flaw.
No Specialist List: 6: A character with this flaw does not start the game with a
specialist list. Only characters with specialist lists are eligible to take this flaw.
Oblivion tainted: 1-20: A character with this flaw is tainted by the dark powers
that corrupted Prince Inritius. This corruption may whisper to the character or it
may have already tainted him. Characters with this flaw are rarely truly hopeful.
The stronger an Oblivion taint is, the easier it is to detect the taint.
Offensive to Animals: 6: For whatever reason your character offends those
creatures of the natural world. Most animals will attack you outright, while others
will flee.
Vampire, Arboreal: 10: A character with this flaw subconsciously draws the life
energy from the plants around him. A character with this flaw cannot have the
black thumb flaw. The character‘s life force is poorly attached to him because of
an Oblivion taint; essentially, the life-force of this creature continuously leaks
away from him. A character with this flaw loses life force (Constitution) on a
regular basis; however, this character drains life force from the plant life around
him to replace his own. As time progresses this draining accelerates. There are
rumors that some people have totally learned to control this flaw and have learned
to focus it against their foes. A character with this flaw can attempt to regain their
lost Constitution by draining a tree (or similar plant growth) to death, this ability
only restores Con lost because of this flaw and is only useable against defenseless
plants.
Vampire, Halo: 25: A character with this flaw subconsciously draws the life
energy from those individuals around him. There are certain elemental forms
which repair Halos, which is how a characters Halo regenerates so quickly. A
character with this flaw is the opposite of those elementals, he drains the Halo
from those around him in order to feed his own waning Halo. A character with
this flaw loses connectivity (Halo) on a regular basis; however, this character

54
drains connection from those around him to replace his own. The character
continuously drains tiny amounts of connection from those around him. As time
progresses this draining accelerates. There are rumors that some people have
totally learned to control this flaw and have learned to focus it against their foes.
A character with this flaw can attempt to regain their lost Halo by severing
someone from the world-web, which usually kills them; this ability only restores
Halo lost because of this flaw and is only useable against defenseless people.
Vampire, Spiritual: 20: A character with this flaw subconsciously draws the life
energy from those individuals around him. The character‘s life force is poorly
attached to him because of an Oblivion taint; essentially, the life-force of this
creature continuously leaks away from him. A character with this flaw loses life
force (Constitution) on a regular basis; however, this character drains life force
from the life around him to replace his own. The character continuously drains
tiny amounts of life force from those around him. As time progresses this draining
accelerates. There are rumors that some people have totally learned to control this
flaw and have learned to focus it against their foes. A character with this flaw can
attempt to regain their lost Constitution by draining a person to death, this ability
only restores Con lost because of this flaw and is only useable against defenseless
people.

55
Starting Equipment:

Most people do not exist in the world of Geos naked. Almost everyone is walking around
with clothing and the basic equipment to suit their lifestyle. Upon creating a character to
live in the world of Geos, you may choose any of the following lists of equipment to start
with at no cost to your character. Any additions to the list including better quality items
and whatnot may come with a boon cost. Any changes that a player wishes to make to
any of these lists must be discussed and approved by a referee; they may assign boon
costs where they see fit.

Note: All characters start the game with an additional 10 silver pieces in funds.

Fighter Kit
- may choose (and carry) any number of weapons crafted from bronze, wood, or
bone
- may choose a shield made of bronze, wood or bone
- may choose up to a full suit of armour (one piece of armour per location) crafted
from bronze wood, bone, or leather/furs, or padded cloth. *the character may not
regularly start with full plate armour at all.

Rogue Kit
- may choose (and carry) any number of one-handed weapons crafted from
bronze, wood, or bone
- may choose a shield no larger than a buckler crafted of bronze, wood or bone
- may choose with a lock-picking/trap removal kit
- may choose up to a full suit of armour (one piece per location) crafted from
leather/furs or padded cloth

Caster Kit
- may choose any single one-handed weapon crafted from bronze wood or bone.
- may choose a single two-handed weapon crafted from wood.
- may choose a book to record all spells they know.
- may choose 2 scrolls of rank 2 or below, even if they cannot cast rank 2 spells.

Crafter Kit
- may choose any single weapon crafted of bronze, wood or bone.
- may choose a shield no larger than a buckler crafter of bronze, wood or bone.
- may start with any items that they would currently be able to craft in the time
span of 3 months.
Note: anyone starting with ranks in alchemy starts with a basic alchemist‘s kit.
Note: anyone starting with ranks in smithing starts with basic field repair
equipment.

Note: In addition, Bards start the game with knowledge of three levels of songs per rank
in Bardic Performance.
Note: In addition, casters start the game with every spell they can cast.

56
Value of Money:
The value of money in a world is of utmost importance in understanding the world. In
Inritius Alliance the standard currency includes copper pieces (CP), silver pieces (SP)
and gold pieces (GP). The noble classes and rich merchants have found that mere gold
pieces are insufficient to handle their transactions and they use small platinum pieces for
their transactions. Ten of each coin makes up one of the larger coin.
For the purposes of the game it is not our intention to worry about mundane equipment,
however anything that is of higher standard or that is remotely magical must be written
on your character sheet by a member of the referee team.

Note: All characters (except Argeads) start the game with ten silver pieces in addition to
their starting equipment.
The items below are provided to give a rough idea of the value of coins in the game.
Selling used items is usually half value. Selling for a quick sale is usually half value.
Casting a mend spell on a used item does not make it new.

Table 2-1A: Item Quality Multipliers


Poor Quality x 0.5
Common x1
Good Quality x5
High Quality x 20
Master Crafted x 250
Artifact (one of a kind) X5000

Table 2-1B: Item Material Additions


Iron 50sp
Jade 200sp
Journeyman Iron 200sp
Adamantine 500sp
Obsidian 500sp
Mithros 1000sp
Mithral 1500sp
Rem Innocent 2000sp
Cold Iron 2000sp

Table 2-2: One days lodging price in Copper


Cheap 8cp
Moderate 15cp
Expensive 50+cp

Table 2-3: Tavern food per person price in Copper


Cheap meal 4cp
Good meal 9-50cp
Lavish Meal 50-200cp
Sumptuous Banquet 250+cp

57
Table 2-4 Tavern drink prices in Copper
Glass of cheap wine 4cp
Glass of good wine 20cp
Glass of fine wine 40+cp
Mug cheap ale 2cp
Mug Good ale 6cp
Shot of spirits (gut-rot) 4cp
Shot of spirits (fine) 20cp
Shot of Spirits (dwarven) 60cp

Table 2-5: Clothing (1 Full outfit) price in Silver


Slave/criminal (Rank 0) 0.5-10sp
Commoner (Rank 0-3) 10-30sp
Gentry (Rank 4-5) 200-700sp
Nobles (Rank 6-7) 1000-10000sp
Royalty (Rank 8-10) 15000+sp

Table 2-6: Bronze Weapons price in Silver


Dagger 4sp
1 Handed Sword 6sp
1.5 Handed Sword 9sp
2 Handed Sword 13sp
Throwing Axe 4.5sp
Battle Axe 7.5sp
Great axe 11sp
Throwing Hammer 4.5sp
War Hammer 7.5sp
Great Hammer 11sp
Staff 1sp
Spear 8sp
Pole-arm 12sp
Crossbow 21sp
Bow 12sp
Arrow/Bolt (Dozen) 2sp

Table 2-7: Shields price in Silver


Buckler 2sp
Small Shield 6sp
Medium Shield 10sp
Large Shield 15sp
Tower Shield 20sp
Pavise 30sp

58
Table 2-8A: Armour (Full suit) price in Silver
Padded 10sp
Furs 15sp
Leather 25sp
Hard Leather 50sp
Bone 60sp
Studded Leather 60sp
Ring Mail 85sp
Chain Mail 120sp
Scale Mail 300sp
Plate Mail 500sp

Table 2-8B: Armour (Per Piece) price in Silver


Padded 2sp
Furs 3sp
Leather 5sp
Hard Leather 9sp
Bone 10sp
Studded Leather 12sp
Ring Mail 15sp
Chain Mail 25sp
Scale Mail 55sp
Plate Mail 85sp

Note: A smith will totally repair a weapon, a suit of armour or a shield for 10% of its
price.

Table 2-9: Beverages ( 5 gallon barrel) price in Silver


Cheap wine 12sp
Good wine 50sp
Fine wine 100+sp
Cheap ale 4sp
Good ale 9sp

Table 2-10: Sundries/lb price in Copper


Dried fruit 5-50cp
Spices 100-20 000cp
Pepper 40cp
Vinegar 25cp
Salt 300cp
Saffron 15 000cp
Olive Oil Fresh 12cp
Olive Oil Second Rate 6cp
Flour 4cp

Table 2-11: Meat/fish price in Copper

59
Salted Fish/1lb 5-10cp
Fresh Fish/lb 8-50cp
Mutton/Goat/lb 15cp
Pork/lb 25cp
Beef /lb 50cp
Chicken/bird 15cp
Sausage/lb 8cp
Goose/whole 70cp
Pheasant/whole 45cp

Table 2-12: Basics price in Copper


Bread (loaf) 2cp
Eggs (dozen) 5cp
Cheese (lb) 9cp

Table 2-13: Grain (50lb bags) price in Copper


Wheat 25cp
Barley 20cp
Oats 15cp
Alfalfa 35cp
Beans 16cp
Chickpeas 19cp
Flax Seed 50cp
Hay seed 16cp
Millet 25cp
Peas 26cp
Rice 80cp
Rye 20cp
Sesame 90cp

Table 2-14: Livestock price in Copper


Cow 150cp
Ox 40cp
Sheep 15cp
Pig 65cp
Chicken 9cp
Goose 75cp
Good riding horse 2000+cp
Trained warhorse 20000+cp
Draft horse 1000+cp

Table 2-15: Tools price in Copper


Hammer 15cp
Bellows 100cp
Anvil 80cp
Vise 45cp

60
Spin Wheel 20cp
Chisel Set 12cp
Armourers Tools (set) 500cp
Auger 10cp
Mason Tools 60cp
Shovel 10cp
Rake 10cp
Wood Mallet 5cp
Adze 15cp
Carpenter saw 90cp
Logging Saw (2 man) 150cp
Bucket 5cp
Awl 10cp
String 100' strong 12cp
string 100' normal 4cp
16 gauge wire 100' 45cp
Barrel (5 gallon) 10cp
Rope 50 feet (hemp) 20cp
Rope 50 feet (silk) 200cp
Vat 20cp
Bottle 50cp
Potion bottle 10cp
Belt 5cp
Backpack 12cp
Pouch leather 6cp
Sack cloth 2cp
Cart (2 wheel) 300cp
Cart (4 wheel covered) 1200cp
decorated Saddle 700cp
plain saddle 50cp
Reins, bit, bridle 50cp
decorated reins, bit, bridle 500cp
Saddle Bags 90cp

Table 2-16: House wares price in copper


Sheet 5cp
Mattress (straw) 20cp
Pillow 10cp
Wool Blanket 10cp
Towel 5cp
12 Candles (tallow) 2cp
12 Candles (wax) 12cp
Table 10cp
Chair 6cp
Chest w/lock 500cp
Brass Pot 90cp

61
Stool 3cp
Ceramic Pot 3cp
Metal Basin 10cp
Cutlery Set (1) 4cp
Glass bowl 200cp
Glass cup 150cp
Kettle metal 12cp
Wood bowl 3cp
Ceramic cooking vessel 5cp
Wood cup 2cp
Metal bowl 8cp
Metal cup 6cp

Table 2-17: Scribe tools in Copper


Journal 100cp
Book 500cp
Great Work 1000+cp
Spell-book 1000+cp
Chalk 1cp
Ink (bottle) 16cp
Pencil 4cp
Charcoal stick 2cp
Pen Stylus 7cp

Table 2-18: Jewelry price in Copper


Cheap, Costume 5-50cp
Mid-grade 100-5000cp
Fine 15000+cp

Table 2-19: Buildings price in Gold


Cheap House 25gp
Row House 45gp
Craftsman House (workshop) 50 – 200gp
Merchant House 100 – 2000gp
House with courtyard 1500gp
Cottage 50gp
Tower (stone) 2500gp
Modest House 80gp
Castle 50000+gp
Trade Warehouse 125x125 150gp
Trade Warehouse 50X50 50gp
Stone building (Church) 500gp
Greenhouse (excluding land) 5gp per rank.

Table 2-20: Training costs. Full Price.

62
Lore training (common) 2 silver per rank.
Lore training (rare) 5 silver per rank
Lore training (secret) 1 gold+ per rank.
Skills training (Most Skills) 2 silver per rank.
Skills training (Rare Skills) 2 gold per rank
Spells training See table
Recipes See table
Bardic Songs See table

Table 2-21: Training costs (Spells/Recipes/Songs) Full Price.


Level 1 5sp
Level 2 1gp
Level 3 2gp
Level 4 3gp
Level 5 5gp
Level 6 10gp
Level 7 20gp
Level 8 30gp
Level 9 40gp
Level 10 50gp
Level 11 500gp

Table 2-22: Guild Membership


It is possible to purchase honorary membership in any legal known guild.
Common, Easy guild: 4 gold.
Common, Tricky guild: 8 gold
Common, Difficult: 16 gold
Common, Impossible: 32 gold
Scarce, Easy guild: 12 gold
Scarce, Tricky guild: 24 gold
Scarce, Difficult guild: 36 gold
Scarce Impossible guild: 75 gold.
Rare, Easy guild: 25 gold.
Rare, Tricky guild: 50 gold
Rare, Difficult guild: 100 gold.
Rare, Impossible guild: 500 gold.

Table 2-23: Price of Legal Slaves in Silver.


Peasant 2sp
Peasant Child 8sp
Professional 4sp-25sp
Skilled Craftsman 5sp-100sp
Guard 4sp-25sp
Servant 6sp
Gladiator 10sp-50sp
Caster 5sp-500sp

63
Scout 6sp-25sp
Soldier 15sp-100sp
Stewart 5sp-30sp
Seneschal 4sp-100sp
Courtesan 8sp-100sp

Table 2-24: Price of Herbs in Silver.


Raw
Herbs: Herb Poultice Smoked Distilled/Diluted Imbued
Common/Local
Serpent's Herb 5sp 12sp 15sp 20sp 55sp
Vany Root 5sp 12sp 15sp 20sp 55sp
Rare/Local
Lo Reed 10sp 17sp 20sp 25sp 60sp
Stink Weed 10sp 17sp 20sp 25sp 60sp
Common/Foreign
Rutting Bush 25sp 32sp 35sp 40sp 75sp
Tary Root 25sp 32sp 35sp 40sp 75sp
Rare/Foreign
Halo Mushroom 50sp 57sp 60sp 65sp 100sp
Ember Leaf 50sp 57sp 60sp 65sp 100sp

Table 2-25: Price of Legal Potions in Silver.


Level 1 Potion 30sp
Level 2 Potion 50sp
Level 3 Potion 100sp
Level 4 Potion 150sp
Level 5 Potion 250sp
Level 6 Potion 500sp
Level 7 Potion 750sp
Level 8 Potion 1000sp
Level 9 Potion 2000sp
Level 10 Potion 5000sp

Table 2-26: Price of Alchemical Goods and Services in Silver.


Path Of Matter
Lubricant 10sp
Adhesive 11sp
Solvent 15sp
Greater Lubricant 18sp
Greater Adhesive 32sp
Greater Solvent 43sp
Temporary Transfigure* Special
Temp Tran- water to wine 15sp

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Temp Tran- hair colour 27sp
Temp Tran- skin colour 35sp
Liquid Burn 46sp
Rust 74sp
Permanently Transfigure* Special
Path of Nature‘s Fury
Powder 9sp
Poultice Essence 19sp
Capture Smoke 26sp
Pill 78sp
Layered Pill 165sp
Bestial Fury
Test Halo* 11sp
Prepare Test Kit 14sp
Vitae Properties 27sp
Powder 10sp
Viscera Properties 34sp
Pill 78sp
Layered Pill 165sp
Imbue with Halo-Beast* 20sp
Path of the Inner Flame
Flash powder 12sp
Inner Flame 19sp
Backtrack Recipe 70sp
Flame Protector 23sp
Push 22sp
Blinding Flash 22sp
Billowing Smoke 42sp
Greater Inner Flame 33sp
Greater Push 42sp
Greater Flame Protector 176sp
Eggshell Liquid 145sp
Path of the Secret Heart
Blood Targeting 250sp
Blood Exclusion 420sp
Preserve Halo* 140sp
Prepare Halo Preservative 320sp
Absorb Flesh** Special

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The rocky causeway leading to Yns Mon, the Keltoi sanctuary.

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Alignment:
All creatures in Geos follow a moral code of their own. As an out of game mechanic we
have alignment. This is a way for players to explain how their characters would react to
things. Alignment is a tool for developing your character‘s identity. It is not a straitjacket
for restricting your character.
A creature‘s general moral and personal attitudes are represented by its alignment.
Inritius uses a variation of the normal Dungeons and Dragons alignment system, used
under the open game license, but with Prince Inritius‘s acceptance of Oblivion a third
axis is required. Each alignment represents a broad range of personality types or personal
philosophies, so two characters of the same alignment can still be quite different from
each other. In addition, few people, let along characters are always consistent with their
beliefs.

The first tier includes the alignments of GOOD, NEUTRAL and EVIL.
The second tier includes the alignments of LAWFUL, NEUTRAL and CHAOTIC.
The third tier includes the alignments of HOPE, NEUTRAL and OBLIVION.
Note: While the game has been written to allow players to play Evil and Oblivion based
characters these characters are ALL subject to the referee‘s discretion for one of these
characters poorly or selfishly played has the potential to ruin the game.

Good Vs. Evil


Good characters and creatures protect innocent life. The term ―Good" implies
altruism, respect for life, and a concern for the dignity of sentient beings. Good
characters often make personal sacrifices to help others.

Neutral characters tend towards good acts for they are still shocked by evil acts.
They are the characters though who see in shades of gray. People who are neutral
with respect to good and evil have compunctions against killing the innocent but
lack the commitment to make sacrifices to protect or help others. Neutral people
are committed to others by personal relationships and bonds, neutral characters
can be as loyal as a good character, but they are much more likely to falsely
declare loyalty.

Evil characters and creatures debase or destroy innocent life, whether for fun or
profit. "Evil" implies hurting, oppressing, and killing others. Some evil creatures
simply have no compassion for others and kill without qualms if doing so is
convenient. Others actively pursue evil, killing for sport or out of duty to some
evil deity or master.

Being good or evil is rarely a conscious choice, most people as they were growing up
made certain decisions about what is and isn‘t acceptable behavior and when the ends do
not justify the means. For most people, though, being good or evil is an attitude that one
recognizes but does not choose. Being neutral on the good-evil axis usually represents a
lack of commitment one way or the other, but for some it represents a positive
commitment to a balanced view, some feel that there needs to be a balance. All animals

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or creatures incapable of moral action are neutral rather than good or evil, even deadly
tigers that eat people or vipers that poison people are neutral because they lack the
capacity for morally right or wrong behavior.

Law Vs. Chaos


Lawful characters tell the truth, keep their word, respect authority, honour
traditions, and judge those who fall short of their duties. "Law" implies honour,
trustworthiness, obedience to authority, and reliability. On the downside,
lawfulness can include close-mindedness, reactionary adherence to tradition,
judgmentalness, superiority complexes and a lack of adaptability. Those who
consciously promote lawfulness say that only lawful behavior creates a society in
which people can depend on each other and make the right decisions in full
confidence that others will act as they should.

Neutral characters follow traditions, laws and codes; at least they do when there is
no need to break them. Neutral characters are willing to steal to feed the hungry,
or break any other restriction if they believe that it is necessary. Someone who is
neutral with respect to law and chaos has a normal respect for authority and feels
neither a compulsion to obey nor a compulsion to rebel. Neutral characters are
generally honest, but can be tempted into lying or deceiving others.

Chaotic characters follow their consciences, resent being told what to do, favour
new ideas over tradition, and do what they promise, as long as they feel like it.
"Chaos" implies freedom, adaptability, and flexibility. On the downside, chaos
can include recklessness, resentment toward legitimate authority, arbitrary
actions, and irresponsibility. Those who promote chaotic behavior say that only
unfettered personal freedom allows people to express themselves fully and lets
society benefit from the potential that its individuals have within them.

Devotion to law or chaos may be a conscious choice, but more often it is a personality
trait that is recognized rather than being chosen. Neutrality on the lawful-chaotic axis is
usually simply a middle state, a state of not feeling compelled toward one side or the
other. Some few such neutrals, however, espouse neutrality as superior to law or chaos,
regarding each as an extreme with its own blind spots and drawbacks. Animals and other
creatures incapable of moral action are neutral. Dogs may be obedient and cats free-
spirited, but they do not have the moral capacity to be truly lawful or chaotic.

Hope Vs. Oblivion


The third axis functions in a similar way to the other two. The three alignments on the
new axis are completely compatible with the old alignments. It is possible for a LG
paladin to be Hopeful or Obliviated as much as it is possible for a CN berserker to be
Hopeful or Obliviated. You will find below that there are two sets of rules for Obliviated
characters; this is because those characters who are loyal to Inritius have found a new
dark purpose to replace their lost hope.
Oblivion is a force outside of everything else. It was there before creation and wants
everything to return back to nothing. Oblivion imposes itself over everything else moving

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everything closer to oblivion. It needs hope to subside in order to reduce opposition.
Oblivion is in conflict with the Creator and needs the creator to fade in order to destroy
the creation. Oblivion is aware that those people in the world who possess faith are
feeding the gods and arming them against Oblivion; as such, Oblivion often targets those
with faith. There is a huge wave of apathy across the world as the war consumes
resources, energy and hope and we slowly destroy everything. Oblivion is not evil
because evil has hopes and desires. It is a fact that everything will inevitably return to
nothing. In Oblivion‘s way, matter can be destroyed, fortunately in the Creator‘s way,
matter can be created.

Hopeful characters keep going when things are bleak. They are able to withstand
a million pressures because they know that something better is coming. The hope
that drives the character could be anything that one‘s heart actually desires, we are
not talking about the hope to not starve the next day (unless that is an actual
threat) we are talking more of the desire to be king or the desire to save the world.
These are often the people who are always smiling, who cope with every problem.
However some of the hopeful have no hope for themselves and they can be very
bleak, their hope is for their children, for the next generation or for the world
itself. Almost all hopeful characters have taken an active step against Inritius and
seek to destroy him and the shadow around him.

Neutrality is the most common step on the third axis, 90% of the people on Geos
are neutral or unaware of the new great war. These characters go though their
lives in a normal manner, they do mundane tasks, but they live for their pleasures
whether it is their wives or a game of darts.

Obliviated characters find it hard to do anything active even take a step outside
their normal acts. They live their lives in a pall, they eat their food, drink their
drink go to their jobs and go through the motions of their lives, however they have
no true passions or desires. Obliviated characters would not kill themselves for
suicide involves the hope that ending this life would result in something better
even if it just means nothingness. Obliviated characters are almost completely
apathetic. Those characters that have chosen Oblivion are called, in the parlance
of the Alliance, the Corrupted. They have welcomed Oblivion and while they
have no true desires of their own they serve Inritius and his dark shadow with a
great passion and inner fire. They are able to spring into action and conceive great
works. The Corrupted are also willing to pay for things with their lives is it
serves the cause. Many say that the Corrupted have found a faith in Inritius‘s dark
master.

Devotion to Hope or Oblivion almost always stems from a choice the characters made
either consciously or unconsciously. Those who consciously choose hope have pledged to
stand resolute against the spreading shadow caused by Inritius‘s apparent ascension.
Those who have consciously chosen Oblivion either support Inritius personally or they
believe that Oblivion‘s reign is right and just. Neutrality on the Hope-Oblivion axis is
usually simply a middle state, a state of not feeling compelled toward one side or the

69
other. Many neutrals actually have no idea of this axis. Most Animals and other creatures
are Neutral, but animals have also been known to become hop-starved.

The Twenty Seven Alignments


In Dungeons and Dragons, nine distinct alignments define all the possible combinations
of the lawful-chaotic axis with the good-evil axis. Those nine key alignment personalities
still exist, but now those alignments are affected by the additional axis. Each alignment
description below depicts a typical character of that alignment. Remember that
individuals vary from this norm, and that a given character may act more or less in accord
with his or her alignment from day to day. Use these descriptions as guidelines, not as
scripts.

Lawful Good, "Crusader." A lawful good character acts as a good person is expected
or required to act. He combines a commitment to oppose evil with the discipline to fight
relentlessly. He tells the truth, keeps his word, helps those in need and speaks out against
injustice. A lawful good character hates to see the guilty go unpunished.
Lawful good is the best alignment you can be because it combines honour and
compassion. Many Lawful Good characters have taken up the crusade against Inritius as
the new great war to replace the war between good and evil. They are the shining bastion
of hope and seek to save others from corruption. Some Lawful Good characters, however,
feel that evil is so prevalent in the world that the world is ready to be wiped out in a
painless way and have chosen to support Oblivion. Other Lawful Good supporters of
Oblivion were staunch supporters of Inritius before his ascension.

Neutral Good, "Benefactor." A neutral good character does the best that a good person
can do. He is devoted to helping others. He works with kings and magistrates but does
not feel beholden to them. Neutral good is the best alignment you can be because it
means doing what is good without bias for or against order. Many Neutral Good
characters have chosen to defend themselves and those they love from a threat who wants
to end their lives. As such many Neutral Good characters are hopeful. However some
Neutral Good followed Inritius and admire the idea of a blank slate.

Chaotic Good, "Rebel." A chaotic good character acts as his conscience directs him
with little regard for what others expect of him. He makes his own way, but he‘s kind and
benevolent. He believes in goodness and right but has little use for laws and regulations.
He hates it when people try to intimidate others and tell them what to do. He follows his
own moral compass, which, although good, may not agree with that of society.
Chaotic good is the best alignment you can be because it combines a good heart with a
free spirit. Most Chaotic Good characters support hope for they despise the idea of
Oblivion forcing apathy and joylessness on themselves and those they care about. There
are very few Chaotic Good characters serving Oblivion.

Lawful Neutral, "Judge." A lawful neutral character acts as law, tradition, or a personal
code directs her. Order and organization are paramount to her. He may believe in
personal order and live by a code or standard, or he may believe in order for all and
favour a strong, organized government. Lawful neutral is the best alignment you can be

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because it means you are reliable and honorable without being a zealot. Lawful neutral
characters are bastion characters that are often the support of an army. Most Lawful
neutral characters are neutral in the fight against Oblivion but they will support the force
they are with. A large number of the Argead army who follows Inritius were Lawful
neutral and now serve Inritius.

Neutral, "Undecided." A neutral character does what seems to be a good idea. He


doesn‘t feel strongly one way or the other when it comes to good vs. evil or law vs.
chaos. Most neutral characters exhibit a lack of conviction or bias rather than a
commitment to neutrality. Such a character thinks of good as better than evil—after all,
he would rather have good neighbors and rulers than evil ones. Still, he‘s not personally
committed to upholding good in any abstract or universal way. Some neutral characters,
on the other hand, commit themselves philosophically to neutrality. They see good, evil,
law, and chaos as prejudices and dangerous extremes. They advocate the middle way of
neutrality as the best, most balanced road in the long run. Neutral is the best alignment
you can be because it means you act naturally, without prejudice or compulsion. Neutral
characters are the most at risk of Corruption. Because they have few absolutes in their
moral code they have less to hold on to. Many of the Neutrals who serve Hope are those
who wanted a balance between good and evil.

Chaotic Neutral, "Free Spirit." A chaotic neutral character follows his whims. He is an
individualist first and last. He values his own liberty but doesn‘t strive to protect others‘
freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic
neutral character does not intentionally disrupt organizations as part of a campaign of
anarchy. To do so, he would have to be motivated either by good (and a desire to liberate
others) or evil (and a desire to make those different from himself suffer). A chaotic
neutral character may be unpredictable, but his behavior is not totally random. He is not
as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can
be because it represents true freedom from both society‘s restrictions and a do-gooder‘s
zeal. Chaotic Neutral characters are equally likely to be found on either side of this war.
Their strong sense of self and unpredictable nature is a large part of their defense against
Corruption. However many see service of Oblivion as a new type of freedom to enjoy.

Lawful Evil, "Dominator." A lawful evil character methodically takes what he wants
within the limits of his code of conduct without regard for those whom it hurts. He cares
about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the
rules but without mercy or compassion. He is comfortable in a hierarchy and would like
to rule, but is willing to serve. He condemns others not according to their actions but
according to race, religion, homeland, or social rank. He is loath to break laws or
promises. This reluctance comes partly from his nature and partly because he depends on
order to protect himself from those who oppose him on moral grounds. Some lawful evil
villains have particular taboos, such as not killing in cold blood (but having underlings do
it) or not letting children come to harm (if it can be helped). They imagine that these
compunctions put them above unprincipled villains. Some lawful evil people and
creatures commit themselves to evil with zeal like that of a crusader committed to good.
Beyond being willing to hurt others for their own ends, they take pleasure in spreading

71
evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or
master. Lawful evil is the most dangerous alignment because it represents methodical,
intentional, and frequently successful evil. In the beginning the majority of Inritius‘s
supporters and those he gathered to his dark banner were Lawful Evil. They were willing
to make a calculated decision to allow Oblivion to take the universe. Many dark knights
and paladins however are the epitome of Hope; they are the champions of their orders,
peoples and religions and if that group would stand against Oblivion then their
champions stand with them.

Neutral Evil, "Malefactor." A neutral evil character does whatever he can get away
with. He is out for herself, pure and simple. He sheds no tears for those he kills, whether
for profit, sport, or convenience. He has no love of order and holds no illusion that
following laws, traditions, or codes would make her any better or nobler. On the other
hand, he doesn‘t have the restless nature or love of conflict that a chaotic evil villain has.
Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most
often, such villains are devoted to evil deities or secret societies.
Neutral evil is the most dangerous alignment because it represents pure evil without
honour and without variation. Many of the sell-swords and mercenaries who came to
Inritius for the pay and the pleasure of killing were Neutral Evil they were willing to
commit evil at any cost and were willing to trade the world for the pleasures of the war
and the booty they would gain, even though they would not keep that booty long.
However many other Neutral Evil characters were absolutely unwilling to submit to
anyone and elected to join the fight to defeat Oblivion.

Chaotic Evil, "Destroyer." A chaotic evil character does whatever his greed, hatred, and
lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and
unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he
is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are
haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil
people can be made to work together only by force and their leader lasts only as long as
he can thwart attempts to topple or assassinate him. Chaotic evil is the most dangerous
alignment because it represents the destruction not only of beauty and life but also of the
order on which beauty and life depend. At first glance many would see Chaotic Evil
characters as the most likely to join Oblivion their love of combat, the joy of the kill, the
thrill of blood running over your finger tips and the taste of adrenaline. However, Chaotic
Evil characters are also unwilling to submit, to sacrifice their freedom. Therefore it is
unknown where the allegiance of the psychotics will lay.

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Note: On Dark Acts.
This is referee note, to save arguments later on. These are the moral views across Geos.
Poison: The use of Poison is never a good act and the use of poison that causes death
over a long term is also an evil act. Many Neutral characters are very willing to use
poisons that cause sleep or unconsciousness.
Disease: The use of Disease as a weapon is an Evil act. It is never a good act.
Madness: The offensive use of Madness as a weapon is never a good act.
Fear: Inflicting fear on those weaker then you is rarely a good act. Attempting to scare a
bad guy into doing something right is more acceptable but is still an act that will play on
the mind of a Good character. Using magical fear as a weapon is never a good act; by this
we do not mean using fear to deter highwaymen or scaring children away from a
dangerous path, we are referring to those who use magical fear to torture and abuse
others.
Domination: Choosing to take the freedom of choice away from somebody is seldom a
good act. Making a madman sit down rather than letting him slaughter people is one of
those events which would be acceptable, however there are very few events which would
warrant brain raping somebody.
Rape: Is always an evil act. Note: Anyone choosing to use rape in game should make
sure they are not offending anyone.
Willfully inflicting Pain: The use of torture whether it is mental, physical or magical is
never a good act. Using prolonged torture is always an Evil act.
Trafficking with demons: Until recently trafficking with demons was considered to
always be an Evil act. However, since the Alliance many demons have appeared offering
their services because they seek to oppose this new force that is robbing them of prey,
servants and dark places and pleasures to enjoy. One must always be very careful when
dealing with a demon and doing so is not considered a good act.
Undead and Necromancy: Something which is very important here is that Undead are
almost always evil or neutral. However Undead are a relatively new horror to plague
Geos, especially in the numbers in which they can now be found. Undead are created
solely by Oblivion magic as it requires the magic of a shadow halo. There are rumors of
cabals of necromancers who are experimenting with necromancy who want to use it
against Oblivion, but most believe that they are pulling Oblivion‘s corruption into their
bodies with every spell they cast. These Cabals include those Necromancers who patrol
the border between life and death seeking to stop the dead crossing into the lands of life.

73
Faith and Religion.
On Geos normal people don‘t have faith, they have certainty, they know the Gods exist
for they have seen their works. They have seen the storm clouds boil across the skies,
they have seen the healing charms of the priests and they know in their hearts their gods
are there. The closest people have to atheism is believing that the Gods are immortal, all
powerful demons or angels (which isn‘t too far from the truth). For people on Geos, not
believing in the Gods would be like not believing in the postman.

At creation, a character is required to pick a patron deity that is the primary god that
character worships. A pious or religious character is expected to carry a holy symbol of
their god as a focus for divine power. Through piety and roleplay a character can gain
ranks of Faith in his or her deity. The number of ranks in faith a character has are
determined by the referee team and can go up and down depending on their roleplay. The
referee team awards faith to deserving characters, although as a guideline, acts like giving
money to the church, converting people, finding artifacts and building temples are good
ways of gaining faith. A character with high faith will often find that the favor of their
Gods is evident in their adventuring career, while characters with low faith ratings will
find that their prayers are rarely answered, and we advise that they stay away from
learning the faith list. If you feel that your character is deserving of faith or that we
haven‘t noticed good roleplay please let us know, although, this is not an excuse for
badgering us.

Argeads:
The Emperor: The Argead people worship their Ancestral Emperor; they believe that on
his death the emperor undergoes an apotheosis into a divine form. They also honour the
emperor as he possesses divine blood and on his death he will ascend. Worship of the
emperor is usual and is favored by those interested in politics, the acquisition of wealth,
bravery and fortune.

Urbanus: The God of the Cities. The Argeads have always had a chief deity, but they
seem short lived; over time the god of thunder evolved into the god of buildings who
evolved into the god of armies who eventually evolved into the god of cities. Urbanus is a
stable deity who believes in slow progress and strong fortification. His worshippers only
take calculated risks and his temples are often huge. He is the god of cities, trade, wealth,
buildings and civilization.

Keltoi:
The Triple Goddess: The Keltoi people worship their triple goddess. A single divinity
form made up of three lesser parts. The trinity is comprised by the mother called the
Cerridwen, the maiden called the Blodwyn and the crone (or the other one) called the
Morrigan. They believe that between the three deities they cover the entire cycle of life.

The Cerridwen: The Keltoi mother Goddess is a wise mother who protects her children.
She is known for her mirror of all seeing which allows her to see the past, present and

74
future. She is all-seeing in a real manner. She is a goddess of sight and of the senses, she
is a protector goddess and she is invoked before childbirth.

The Blodwyn: The Keltoi maiden Goddess is a voluptuous maiden who is the perfect
image of a woman. She is known for her chalice; a single drop of liquid from her chalice
will cure all but the most mortal of wounds. She is a virgin goddess but she is much
desired. She is a goddess of fertility, beauty, love and healing.

The Morrigan: The Keltoi crone Goddess is a wizened hag and she is the goddess of
death. The Morrigan is also a warrior goddess and her skill with spear, shield and sword
is well renowned. The Morrigan is often followed and accompanied by a crowd of crows
as they swarm to feed on the dead that litter her path. She is a goddess of wisdom, death,
battle and fate.

Cerunnos: The horned son of the trinity, Cerunnos calls all three deities mother. This
deity goes through an interesting cycle of life and death, or birth and rebirth which results
in him being his own father. His image is that of the green horned man. He is said to
favour hunting with a bow and with an axe. Cerunnos is a god of the hunt, or nature and
of stealth.

Barbarians:
Cult of the Strong: The barbarians worship a pantheon of warrior gods. Their pantheon
is led by Odin the All-Father and is made up of Loki, God of lies and trickery, Thor,
God of thunder and lightning, Freya the Goddess of fertility and love, Heimdall God of
guardians and Hel the goddess of death. The host of the cult of the strong is made up of
several other lesser deities and the Valkyries who follow the pantheon as the Choosers of
the Slain. Very little is known of the religion of the Northmen by outsiders because they
believe that their Gods are strong enough to look after themselves and they do not talk of
them often in the presence of others.

Elves:
Eirlys: The elves worship Eirlys, their goddess of all. Eirlys is believed to be the mother
of all goddesses and she is a sorceress of unmatched power. Among the other races she is
worshipped as the Goddess of magic. She is believed to have woven the weave of magic
which connects all things. Her son Cerelleon is a noble and just archer and he is invoked
before the council sessions.

Elemental Deities: The elves also worship the embodiment of each of the elements. The
deities associated with the elements are as follows Ignatius, God of Fire; Aquatus, God
of Water; Terras, God of Earth; Aether, God of Air and Glacius the God of Snow and
Ice. All of the Elemental Gods are respected by their worshippers for their powerful
qualities. The followers of each of the elemental lords respect the followers of the other
elemental lords although they often clash regarding the respective powers of their deities.

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Melusine:
The Melusine worship their goddess of creation. She is a being of extreme purity that
created her race far away from the corruption that she saw in the land-walker races. The
Goddess Melusine names her people after herself; she is commonly believed to be the
daughter of the sea and the ocean. This Goddess is almost unknown amongst the land-
walkers, although seafarers have oft been known to worship the Lady Melusine before
long or dangerous voyages.

Shirefolk:
Himtos: The Dwarves at their forge and in their underground caverns worship Himtos
the Lord of the Forge. He was a mighty dwarven warrior who used his hammer to forge
the earth. The dwarven god channels fire but recognizes the qualities of the earth. He is
the God of the forge or armour-smithing, blacksmithing, weapon-making and of iron.

Taylor: The Hobbits at their play and in their wanderings worship Taylor the Wanderer.
He is a young god dedicated to excitement and new exciting things. The elves believe
that Taylor was created in a flash of belief after an elven sage, after describing the
elemental lords to a Hobbit in the throws of wanderlust, mentioned the element of
surprise. Taylor is the god of surprise, shiny objects, wanderings, fortune and he opposes
boredom.

Gizmo Fireflash: The Gnomes at their tinkering and inventing worship Gizmo
Fireflash. He was a mighty tinkerer who channeled the power of fire from the heavens to
Geos for the use of mortals. Gizmo is a god of trinkets, usefulness and of invention. His
temples often have trampolines to propel his faithful into the upper levels.

Beastkin:
Lord of the Hunt: The feral beastkin worship their nameless Lord of the Hunt. He is a
horned dark robed figure who can take on any animal form. Theologians have
hypothesized that this godform is the same as the Keltoi God Cerunnos during the dark
phase of natures. The beastkin worship him that they will be successful in their hunt or
that they will escape from the next hunters to seek them.

The First: The beastkin also often worship the ancestral spirit of the first of their race.
They believe that in a place called the Happy Hunting Ground the first wolf perpetually
hunts the first deer and so on. They believe that these first animals are what the animals
themselves worship. Beastkin feel that the totems that they work with are aspects of the
divine first form of the animal.

The Harsh Peoples:


Da Godz: The tribal Harsh People, mainly made up of Orks, their goblin slaves and their
troll, ogre and bugbear allies worship a pantheon of gods that each personifies an aspect
of the race‘s most basic ideals and strengths. The leader of the pantheon of the Harsh
Peoples is HaGuurhk; he rules over the other mystical beings for he is the strongest
warrior among them and the warrior is first. He is the ultimate warchief and he represents
strength, territory, war, survival and male leadership and dominance. Rhukdosh is

76
HaGuurhk‘s second in command. Warriors will often make sacrifices to gain favour and
support from Rhukdosh, who symbolizes combat, might and rage. Siguric is the god
most worshipped by Ork rogues, for he is the master of stealth and he controls shadows
and darkness. Shanxcis is submissive to Siguric and grants his favour through increased
abilities to worthy Rogues. He represents thievery, greed, revenge, material wealth and
acquisition. Emolash is the goddess of the earth. The only female of the Ork gods, she
heals and creates where the others conquer and destroy. Shi-Uurg builds all the weapons
for the armies of HaGuurhk. He is the patron of mining, fire and smithing. Most Orkish-
made weapons are painted red and then stamped with the icon of Shi-Uurg to make them
both stronger and faster.

Nature
Gaea: Those individuals who worship nature, either through Druidic practice or Nature
magic, venerate Gaea as the creator. The belief that Gaea is the closest godform to the
actual creator is fairly common. She is a goddess of creation, birth, rebirth and life. Her
magic includes the light and dark sides of nature, the light and dark sides of nature are
represented by the twisted thorn and the mighty oak. Gaea is a goddess whose power
shifts and changes with the passing of her seasons. Gaea‘s daughters embody the seasons
and are often prayed and sacrificed to as the wheel of Geos turns. Gaea‘s daughters are
Autumn Willow, Spring Bud, Winter Chill and Summer Bloom. Gaea‘s druids have
separated into a patriarchal and matriarchal order called the Druids of the Moon and the
Druids of the Sun; these druids worship the deified form of the male sun Solaris and the
feminine moon Luna.

The Ever-Changing One: In the wake of Oblivions attacks on the Creators world many
species of flora and fauna have been lost, many unique items are no more and countless
secret knowledges have been obliviated. The Cult of the Ever-Changing preaches that
change is the only way to survive and that stagnation and failure to evolve is what
brought forward the coming of Oblivion. This is only a small cult and cannot yet be truly
considered a religion because it is still in its youth.

A Temple of Urbanus.

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Languages:

Across Antios, this continent of Geos, the language that is most often spoken is common
Argead, which is also known just as common. Although the other races still retain their
own languages for formal or secretive use. Most characters start with the ability to speak
the common tongue and the common tongue of their race. Characters can buy the ability
to speak additional languages. Most characters do not start the game with the ability to
read or write, although almost all Argeads and Minerians have been given some
schooling which includes reading, writing and arithmetic.

Below is a list of the common languages of Geos and the races that start with knowledge
of that language.

Common Argead: Common: All races except Barbarians.


High Argead: Latin: Argeads.
Keltoi: Keltoi
Minerian: Minerians

Common Shirefolk: All Shirefolk.


Dwarven Runes: (Costs triple to buy)
Gnome Shorthand:

Common Elven: All Elves


High Elven: High Elves.
Ancient Elven: (Costs triple to buy)

Melusine: Melusine. (Costs triple for all non-aquatic races to buy.)

Ork: All Orks. Goblins.


Goblin: Goblins.

Norse: Barbarians. (Costs quintuple to buy)

Bestial: Most Beastkin.

Draconic: (Costs triple to buy.)


Abyssal: (Costs triple to buy.)
Infernal: (Costs triple to buy.)
Celestial: (Costs triple to buy.)
Sign Language: (Costs Triple to Buy. No written Form.)
Braille: (Costs Triple to Buy. No Spoken Form.)

Note: Runic languages are all made up of a set number of characters each of which can
have a hundred meanings or more. The written forms of Runic languages often have no
similarity to the spoken form of the language. Runic languages include Norse Runes,
Dwarven Runes, Ogham and Hieroglyphs.

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Chapter 3:
On Geos and its History.

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In the Beginning...

In the beginning there was nothing; literally nothing. There were no scraps of substance
to randomly collide and create energy, there was simply nothing; some might call it a
void, an abyss or an oblivion.

After an eternity of nothingness the Ultimate opened its eyes and within them all of time
could be seen. It had opened its eyes many times before, but nothing had happened. This
time it decided to act. The Ultimate shed a single tear and bled a single drop of blood.
The two drops of vital fluid collided and created a tiny spark. That spark slowly grew
until it became a flawless perfect jewel.

The jewel glowed with a dull light, pulsing with power and energy. This jewel contained
the infinite possibilities of the universe. The Ultimate reached out and stars flowed from
its fingertips littering the pitch black of the void with shining diamonds of light. The
Ultimate concentrated and the jewel began to spin, the god-form conjured each element
in turn into the spinning jewel. Fire came first and it lit the darkness with a true
brightness; the jewel absorbed the heat and energy of life for an age. The Fire would
energize the jewel for all of time and that fire would fuel the spinning of the world. Then
came Earth and the Ultimate spun the essence of substance out from its fingertips, the
spinning jewel collected the strands and they clothed the jewel in matter. As the jewel
spun the collected Fire heated the Earth bonding it into shapes and hardening those
shapes to form the body of the world. From the earthen encasement sprang mountains
and volcanoes, vents for the energy boiling beneath the surface. Dents and depressions
were created also, vast areas where the crust was thin, and the power could reach forth
into the void. The Ultimate rolled a drop of fluid around its mouth collecting the divine
nectar and then allowing the drop to run from its tongue onto the spinning world. The
element of water met the divine heat and mist generated around the world. The liquid
filled the furrows and hollows creating rivers, seas and huge oceans from the shapes
caused by the way Earth hugged the eternal jewel. The Water flowed from space to space
linking each ocean with rivers and streams and tributaries. The Ultimate concentrated and
breathed, as it breathed it created the winds and the rains and it expanded the swirling
mass of mist until it shrouded a vast area of the void. The Ultimate smiled and from its
smile came a brilliance which was reflected through the mists and from that brilliance
was created the sun and the moon.

The Ultimate reached within the mists and concentrated, its ageless brow furrowed with
effort. It generated life and death and fed that into the forming spinning world. As it did
so, the mists parted and the world burst forth life. With that act was created grass and
trees, and all manner of plant life. Majestic trees stretched into the skies, which were now
filled with the boiling mists of creation. The Ultimate wove matter into strands of light
and darkness which the spinning world used to generate the animals; thousands of species
so diverse and unique in their own ways were generated in a moment. On the forming
world the birds soared, the fish glided, the wolves hunted and myriad lives ended and
started. Then the Ultimate generated Spirit and Force, and added them to the gestalt
magics that made the world. With this final act the sentient races were created. First

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came the Elves immortal and fair, wisest of all, masters of great magics. From
underground caverns came the Dwarves, sturdy and tough, long lived and skilled. From
the darkest places of the world the Trolls and their kin, Orks, Ogres, Goblins and their
cousins the Hobgoblins came, green skinned and maliciously clever. The addition of
spirit to the animals created a host of races blurring the boundaries between humanoids
and beasts and with them came all manner of other races, too numerous and diverse to
name. Last the Ultimate created the Humans, as strong as they were short lived,
adaptable, their lives like the burst of a match flame, brief yet vivid. The Ultimate then
settled back and faded away.

For generations the world settled itself. Its populations developed skills and trades,
languages and traditions. They built their homes, supported themselves with agriculture.
They met their neighbors and developed the matched arts of communication and warfare.
Each race blossomed in its own area and approached the other races to purchase or steal
their specialty. Each individual of each race developed their own, hopes, dreams and
fears.

One night when both moons were full a young Keltoi tribesman sitting on the rocks
outside of his village called out and asked the darkness where the Ultimate had gone,
where had the divine force that shaped the world gone? And somewhere above, the
Ultimate stirred. The Ultimate formed itself into a spiritual diamond, a creation so vast
and diverse that every individual that looked upon the Ultimate saw a different deity or a
different interpretation of a deity, even though each of these deities was formed of the
essence of the Ultimate. Several deities were formed to answer the pleas of man and they
in turn grew strong from the faith of their people. The Argead worshiped their Ancestral
Emperor and Urbanus, the god of cities. The Keltoi people worshipped their triple
goddess the Cerridwen, the Morrigan and the Blodwyn, as well as the horned son of that
trinity Cerunnos. The barbarians worshipped the Valkyries and Odin the All-Father. The
elves worshipped the embodiment of their element and Eirlys their goddess of all. The
Dwarves worshipped Himtos the lord of the forge. The feral beast-kin worshipped their
nameless Lord of the Hunt and the hoardings worshipped Terros the Lord of the Night.

As the civilizations on Geos settled one rapidly became dominant. The race of man called
the Argeads soon mastered their own resources and went looking for more. For more than
an age Argea was dominant, they fought the other races and soon subjugated them. The
other races paid homage and taxes to the Argead Empire as the price for their continued
survival. The Elves withdrew into their hidden forest cities, the dwarves into their
mountain fastnesses and the hoardings pulled back into the wastelands. Argea was
dominant because of its unique military maneuvers, superior military equipment, superior
training, military discipline and a unique style of anti-magic.

During the fourth age of the Argead Empire, a wave of apathy spread across the world
and various undead and demons appeared. The crown prince of Argea Inritius, the young
general and leader of the Scorpion Legion encountered a dark force. He appeared to win
the engagement and pulled back to Argea in victory. Once back in Argea the prince and
his legion kept to themselves. They practiced hedonistic rituals and they started a new

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cult to honour Inritius as a living god. As time passed the emperor‘s priests persuaded
him that the new cult could be a threat to the empire. The high priests went to Inritius to
inform him that his cult was against the will of the Empire. The prince laughed and he
and his legion turned into black mist and vanished.

What followed were called the Wars of Inritius and they lasted for four years. The
Argead legions were finally beaten because they did not know how to combat their own
tactics. Inritius‘s legions practiced necromantic, demonic and fell magics; they struck fear
into the hearts of the legions and pulled life-force from their souls. Inritius approached
various groups and strengthened his hand. When the Argeads suffered a great slaughter
they finally sent emissaries to the subjugated kingdoms offering them an alliance. Each of
the great races had suffered as Inritius gathered to himself a great army of undead,
demons and those with few enough morals to serve him.

Last year, the Argeads called a great conclave of all their old allies. They called the races
of man, the dwarves, the elves, the shire-folk and some of the beastkin tribes to a
discussion of how best to fight the growing threat posed by Inritius. The other races
mistrusted the Argeads and resented them for the years of mistreatment. The other races
achieved great concessions from the Argeads in the form of the revocation of draconian
laws, land grants and reparations. The Alliance cost the Argead Empire dearly, but they
needed the assistance of the other races. A few months later a major battle was fought by
the Alliance against Inritius‘s army of Horrors. The Alliance suffered for the majority of
the first battle but the tide was turned when unlikely allies offered support. Some of the
feral beastkin tribes, the tribes of the hoardings and even the shadow elves offered their
support in exchange for recognition and a place in the new world order that would follow
Inritius‘s defeat. The final battle was impressive and many world shattering spells were
cast. Eventually Inritius‘s legions found they could not stand against the wide variety of
magics that were used against them. Using the last of his magic Inritius Shadow Gated
most of his army away to his fortress leaving the weak and those who had failed him to
be slaughtered by the Alliance.

Following that battle the Alliance reshaped the world. The darker races of the Alliance
benefited from trade and exposure to the Argead Empire. The Alliance flourished, but
Inritius was far from beaten. His minions, his undead, his demons, and his Scorpion
Legion continue to harass the Alliance. There have been clashes between ancient
enemies as shadow elves and high elves, orcs and Argeads, dog beast-kin and wolf beast-
kin live and work together.

The characters start their adventures in this new world. The Alliance offers some
protection, but Geos is still under threat. Whether your characters save or damn the
world is up to you and your actions.

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Calendars and Festivals:
For ease of book-keeping and tracking the world of Geos follows a calendar system very
close to our own. The Argead scholars struggled for many years and recently, Argean
astronomers have developed a scientific calendar based on the movement of all of the
astral bodies through the skies. The Argeads have recent developed the formal calendar
that is used almost uniformly across Geos. The tribal peoples including the Keltoi,
Northmen, Orks and Beastkin remember the system of moons that they have used to
mark the passing of the years. They are aware of the Argead method of counting passing
time, but often still refer to the moons by their traditional names. Tribal people have
found that the waxing and waning of moons affects their ritual magics.

A day‘s cycle on Geos is made up of 24 hours and each hour is made up of sixty minutes,
the Argead scholars with their water clocks can even tell the beginning of one minute
from the end of anything. They have calculated through study and augury that the year
has 365 days and that no years is the same as the one before it.

Months:
January: 31 days. Old Moon or Wolf Moon.
February: 28 days. Hunger Moon or Storm Moon.
(Note: The Argeads have not yet developed the theory of leap years.)
March: 31 days. Crow Moon or Sap Moon.
April: 30 days. Seed Moon or Waking Moon.
May: 31 days. Flower Moon or Hare's Moon.
June: 30 days. Hot Moon, Planting Moon.
July: 31 days. Buck Moon, Thunder Moon or Mead Moon.
August: 30 days. Grain Moon, Red Moon, Lightning Moon.
September: 30 days. Fruit Moon or Harvest Moon.
October: 31 days. Hunter's Moon, Travel Moon or Blood Moon.
November: 30 days. Frost Moon, Cold Moon or Snow Moon.
December: 31 days. Oak Moon or Long Night's Moon.

Major Festivals:
The eight major festivals are celebrated in different ways by different peoples but
generally each festival has the same significance. The feasts celebrate the times of change
and each festival is a time when ritual magic has more significance. Different peoples and
religions give greater or lesser significance to each festival as fits their people and their
way of life.

October 31st Samhain (Halloween, Last Harvest, Blood Harvest, Ancestor Night,
Feast of the Dead).
December 23rd Yule (Midwinter, Winter Rite, Winter solstice).
February 1st Imbolc (Candlemas, Bride's Day).
March 23rd Ostara (Lady Day, Festival of Trees, Spring Equinox).
May 1st Beltane (May Day).

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June 23rd Midsummer (Mother Night, Summer Solstice).
August 1st Lughnasadh (Lammas, First Harvest, Bread Harvest).
September 23rd Mabon (Harvest Home, Fruit Harvest, Wine Harvest, Autumn
Equinox).

An Argead stands resolute against the dead on Samhain eve.

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Geography:
The world of Geos is vast; it is a huge place roughly the size of earth, however, the game
of Inritius Alliance takes place on one of the continents called Antios. It is this continent
that the Argeads dominated and this continent where our story takes place. This is mainly
because we want to maintain the ability to do anything we want with our world and the
more space we have the more freedom we have.

Antios has a wide mix of geography, it is a huge space about half the size of Canada but
with a more varied environment. The geography includes two sizeable mountain ranges,
several vast forests, several sizeable lakes, a huge area of swamp, a noted desert and
more. The Forest of Talien is home to the remaining elves cities. The Plains of Dust make
up the home of several of the tribes of the harsh people and the nomad beastkin tribes.

The Argead people have sent out explorers but as such none have returned with anything
of note. The invading Northmen are the biggest sign of the existence of other peoples,
they have explained that they have come from the far North, a land where snow is present
all year around and that it is hard to farm, as such they have come here hoping to find a
better life. The Corsairs who sail the sea are rare on Antios as the Argeads have laws
against piracy, but those who have come abroad have told many tales of other lands and
other peoples. Many of the Corsairs tales refer to the Empire of the Rising Sun, a vast
Empire to equal the Argead Empire which is made up of an oriental people.

Note: On the website will be our vast map which zoomed out shows little detail but will
develop as the game does to show the areas we are exploring in the game.

85
Timelines
Many years have come and gone since the beginning of the world of Geos. To the
Ultimate the world was created in a few instants, but as the scripture says ―a million years
is as the twinkling in a Gods eye.‖ According to the Argeads scientists and astronomers
2008 years have passed since creation. Making this the year 2008.

Note: As the characters learn more about the history of Geos the timeline will develop.

0: Awakening of the Ultimate.


20: Completion of Geos.
25: Birth of the Elven peoples.
110: Birth of the other races.
180: Birth of the humans.
260: Man perceives God.
410: Elven Kin-Slayer Wars start.
422: Rose of Argean Empire.
462: Elven Kin-Slayer Wars end.
465: Ritual of the High Elves.
478: Completion of the Argead Empire.
572: Argea becomes a Republic.
791: Rise of the Great Unmaker.
800: Birth of Aaron Oblivion-Bane.
821: Forging of CallimVolk (Forged Lightning).
842: Defeat of the Great Unmaker.
872: Death of Aaron Oblivion-Bane.
874: Isle of Minera founded.
962: Large group of Dwarves leave the Shire lands alone.
1003: Dwarven civilization fails.
1213: Harsh peoples start campaign against Argea.
1217: Harsh peoples crushed by Argeads.
1218: Demon Lord Anharat banished by Keltoi knights.
1219: First Ork enlists with Argead army.
1314: Crossbow Invented.
1372: Assassins kill the High Elven Chairman.
1488: Principles of Alchemy developed by Gnomes.
1531: Argead scientists calculate the length of the year.
1599: Argead explorers sent to find the other continents. None ever return.
1641: Barbarian peoples come south.
1728: Argea becomes an Empire again.
1879: Corruption of the seas starts.
1901 Evolving beastkin start to evolve from pureblood beastkin.
1952: Birth of Emperor Maximus.
1981: Birth of Prince Inritius
1994: Minerian counsel debates the coming of Oblivion.
1999 Minera destroyed by Ritual.

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2000: Gnomes fore-see the coming of Inritius.
2001: Prince Inritius leads an army against a cult of necromancers called the Cabal.
2001: Corruption of Prince Inritius.
2002: Inritius declared to be a living god by the Scorpion Legion.
2002: Inritius exiled from Argea.
2003: Wars of Inritius begin.
2003: Demons and Undead become common.
2005: Lands of Geos destroyed by Inritius‘s armies.
2006: Demonic counsel of 13 formed.
2007: Forging of the Alliance.
2007: Final battle of the Inritius Wars.
2008: Vote of no-confidence in Maximus is proposed and defeated.
2008: Demonic Counsel joins forces with Inritius.

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Guilds:
The council of Guilds is a recognized force within the Argead Empire and almost all
civilizations recognize the council as it is how they source many of the masters and
experts they need to run their worlds. Each God also has a church which runs in exactly
the same way as a guild; it can be assumed that there is a guild/church for each god. As
time goes on more and more guilds will be added to the following guild register. In time a
group of players may wish to start their own guild, which will be a series of challenges in
and of itself.

During a characters life he may be invited to join any one of a number of Guilds, Orders
and organizations. By joining such a group he takes certain oaths and pledges his aid to
the group. In return he gains access to the guilds resources, libraries, knowledges and,
often most importantly, makes himself eligible for training. The character is usually
required to make a payment or tithe to the guild; traditionally a tithe is 10% of what the
character earns. Any given character may hold full membership of two non-opposing
guilds. A character may have honorary membership in up to six additional guilds. Once a
character has attained honorary membership in a guild they can attempt to gain guild
rank. Guild rank runs from one to ten, although, if you obtain rank higher than your
Etiquette it will soon be stripped from you through social faux pas. Guild rank is usually
given as a reward for characters who achieve something special although it can also be
achieved through boon expenditure.

Note: Characters do not start the game with membership or rank in any guild unless they
have spent the boons to gain this advantage. There are three ways to join a guild: Pay the
boon cost; approach the Guild and pay the gold cost; obtain a scholarship from the guild
for some special service or display of loyalty.

Guilds are also described by whether they are Common, Scarce, Rare or Secret. As part
of the description, it will also say how difficult it is to join the organization Easy, Tricky,
Difficult or Impossible. For ease of understanding we have also recorded the average
alignment of the guild based on the public‘s interpretation of their actions.

The boon cost of Honorary Guild Membership can be calculated by adding a cost derived
from the rareness of the guild (Common 2, Scarce 6, Rare 10, or Secret 20) to a cost
derived from how difficult it is to join the guild (Easy 2, Tricky 6, Difficult 10,
Impossible 20); if the guild is illegal multiply the final figure by 10. To calculate the cost
of guild rank take the cost to gain honorary membership and multiply it by the rank you
are looking to achieve. Please note that you must purchase each rank in order.

Most guilds tend to offer cut price training (usually 50%) to its members and those
with high rank receive free training in the guilds areas of expertise.

Table 2-20: Guild Membership guild:


It is possible to purchase honorary Common, Tricky 8 gold
membership in any legal known guild. guild:
Common, Easy 4 gold. Common, Difficult: 16 gold

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Common, 32 gold guild:
Impossible: Rare, Easy guild: 25 gold.
Scarce, Easy guild: 12 gold Rare, Tricky guild: 50 gold
Scarce, Tricky guild: 24 gold Rare, Difficult guild: 100 gold.
Scarce, Difficult 36 gold Rare, Impossible 500 gold.
guild: guild:
Scarce Impossible 75 gold.

89
Guild Register:
Adventurers Guild. Common. Easy. NGH.
The adventurer‘s guild is probably the most common guild. They offer training in a huge
range of areas and have a renowned library. They are often able to assist adventurers
about to go on a quest. They require a tithe of 10%.

Alchemists Guild. Scarce. Tricky. NNN.


The Alchemists Guild is a collective group of potion and substance makers. They trade
recipes and ingredients between themselves. The guild is well known for its libraries and
intricate workshops. The alchemist‘s guild house moves regularly due to mishaps when
irrational guild members mix a little too much of this with a little too little of that. The
guild has been known to pay for rare regents and ingredients. The guild is said to charge
high fees for membership.

Alliance Guards. Common. Tricky. LGH.


The Guards of the Alliance are made up of the various armed militia and law-keeping
forces of the nations that signed the Alliance treaty. They keep the general law of the
Alliance treaty and of the civilizations that they are defending.

Archers Guild. Common, Easy. NNN.


The Archer‘s guild or the guild of marksman is a group of projectile weapon enthusiasts.
They favour the bow and the crossbow and believe that they are the true weapons of war.
The Guild has recently started admitting masters of war machines.

An Archer must be:


Keen of eye,
steady of hand,
fleet of foot
and cunning of mind.

Arms and Armourers Guild. Common. Easy. NNN.


The guild of arms and armourers is a simple merchant guild that focuses on the
manufacture of weapons and armour. Their members are required to have at least a basic
mastery of crafting skills. The guild has significant holdings including workshops,
libraries and a large share of the marketplace. The guild has fairly low membership fees
and monthly dues.

Assassins Guild. Secret. Impossible. LEN. (Illegal).


The existence of an assassin‘s guild is believed, but is not known. The only way to join
the assassin‘s guild is by induction via another member. The assassin‘s guild takes a large
amount of the assassin‘s fee. It is believed that the assassins have found a special way of
keeping their secrets. More than one assassin who attempted to tell the secrets of the
guild suddenly died.

Beggars Guild. Common. Tricky. CNN.

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Among those with nothing there exists a certain brotherhood. The existence of an
Beggar‘s guild is believed, but is not known. Meetings of Beggars are often smelly and
chaotic things which rarely achieve anything.

Bodyguards Guild. Common. Difficult. NNN.


Many adventurers earn extra money by protecting the weak. The bodyguard‘s guild
focuses on fitting the correct guard with the correct protectee. The guild charges large
fees for its services and is rapidly becoming a wealthy guild. It is said that the guild are
focusing on training its members to be able to put themselves in the path of an incoming
arrow, dagger or even a spell.

Bounty Hunters Guild. Scarce. Difficult. CNN.


The guild of bounty hunters is made up of those men who are given permission to hunt
others who have broken laws. They can only hunt those who already have a bounty on
their heads. It is believed that the guild teaches its members the ability to recognize those
with a bounty on their heads due to a runic symbol above their heads placed their by the
law courts. The guild also has an agreement with many of the churches and powerful
bounty hunters can see the marks of divine disfavor over the heads of those who have
killed priests. Bounty hunters are required to be able to take their targets dead and alive.
The guild takes a cut of the bounties collected by its members.

Brotherhood of Blood. Secret. Impossible. CEO. (Illegal).


This guild is one of the dark guilds. It is rumored to be made up of blood elves and
vampires. They are believed to be working on cures to every disease; however most of
the cures involve becoming vampires. The more positive rumors include the possibility
that the vampires of the Brotherhood of Blood wish to oppose Inritius.

Children of Grendel. Scarce. Difficult. CNN.


The Children of Grendel are the oldest and most widely known beastkin pack. They are
believed to only accept questing beastkin. The tribe tends to hunt, eat and sleep together.
They are believed to practice cannibalism within the tribe. Beastkin who seek to join the
tribe are required to go through stringent tests to make sure they are suitable.

Covenant of the Flame. Scarce. Tricky. CNN.


The Covenant of the Flame is a religious order of pyromancers. They have made a lot of
money recently protecting buildings and stores against the threat of fire. The guild
prominently features priests, druids and rogues. Members of the guild have sworn to
never extinguish a fire. They require a tithe of 10%.

Cult of the Ever-Changing. Rare. Tricky. CNH.


This small but growing cult venerates the nature of change. They believe that the only
way to oppose the forces of Oblivion is to keep the cycle of change flowing. The Ever-
Changing one is a minor divinity form, but the stars suggest that it is a growing divinity.

Dream Weavers. Rare. Tricky. CGH.

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The Dream Weavers is a guild started by the Eceni tribe of the Keltoi. They are based
around their sacred isle at Yns Mon. They work on seeing the fates and dreamings which
surround each person. Many Keltoi quest to visit the dreamers in order to find their own
guardian dreaming. Since the alliance the Dream Weavers have started considering
applications from non-Keltoi members.

Druidic Council. Scarce. Difficult. CNH.


The Druidic Council is made up of druids, rangers, nature priests and others who venerate
nature. They oppose Inritius and despise undead. Membership of the guild requires
several dangerous tests. Members of the council are required to enforce and live by the
laws of the council.

Elven Rangers. Rare. Difficult. NGH.


The Elven Rangers are the military arm of the Elven Council. They defend the Elven
nobility, but they also venerate nature and chose to live in harmony with nature. All of
the rangers are required to be able to fight well, possess minor magics, to be able to track
well and to be able to survive well alone. They combat demons, undead, evil and the
forces of Inritius.

Explorer's College: Easy, Scarce, NNN.


The Explorer's College seeks to map and catalogue the world. The guilds ships sail all
over making accurate maps and recording everything they see. The world has profited
greatly from their efforts. The Guild brings back magic that other cultures have
developed and maps from everywhere. The Explorer's College has the most accurate
maps of Antios, as they have traveled all over it.

Goldsmiths Guild. Rare. Difficult. LNN.


The guild of goldsmiths is a merchant guild that focuses on the manufacture and sale of
jewelry. They are also the guild who crafts and mints coins for most civilizations. They
are the people to go to for the buying and selling of raw materials and finished jewelry.
The guild requires that its members pay sizeable membership fees and monthly dues. All
members are required to maintain premises and to appear as gentleman merchants in
order to keep up the reputation of the guild.

Guild of the Scarlet Lamp. Common. Easy. CNH. (Illegal).


This guild, while illegal, is easy to find. Its members are usually found on street corners
under red lanterns. Prostitution is illegal, but is generally accepted. The higher ranked
members of the guild focus on the acquisition of information for blackmail. No member
of this guild retains their virginity. It is believed, however, that this guild has the best set
of cures for diseases of the flesh. This guild requires a tithe of 10% though its members
can work directly for the guild, earning a monthly stipend.

Guild of Strength. Common. Tricky. CGN.


The Guild of Strength is a large rowdy guild. They have very few organized plans, but
Guild of Strength members are often found on adventures. Their single absolute is that
―Might Makes Right.‖ Their numbers often include large numbers of beastkin, barbarians

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and orks. They increase their strength through overcoming challenges and they often play
large games of skull ball (like rugby, but without the pesky rules).

Heartbeat Club. Rare. Difficult. CNN.


This guild is a gentleman‘s club of sorts and focuses on doing risky things which truly
make one know one is alive. They all sit around and regale each other with tales of risky
and dangerous adventures. The Heartbeat club has in the past been outlawed after its
members did things which were viewed badly by the state, however the current emperor
was a member it his youth. Membership in this guild is very expensive and there are
huge guild fees to pay.

Herbalists Guild. Scarce. Tricky. NNN.


The Herbalists Guild is a collective group of gardeners, horticulturists and concoction
makers. They keep extensive gardens and fabulous greenhouses and have been known to
pay for rare plants and herbs. The guild is said to charge high fees for membership.

Knights of the Old Code. Scarce. Tricky. LGH.


The Knights of the Old Code are chivalrous knights. They forswear money, women,
drugs, alcohol and follow a strict code. They oppose Inritius and are resolute in the fight
against evil. The Knights do not require a tithe but its members are expected to use
whatever money they acquire to assist others.

The Old Code. "Inside the circle of the table, under the holy sword, a knight must swear
he will obey to the eternal code, eternal as the table, a ring bound to honour.
A knight is sworn to valor, his heart knows only virtue, his blade defends the helpless, his
might upholds the weak, his word speaks only truth, and his wrath undoes the wicked.
The right can never die, if a man still remembers him. Words are not forgotten, if a voice
pronounce them clearly, The Code always shines, if a heart preserves it brightly."

Leather-workers Guild. Common. Easy. NNN.


The leather workers make many garments from different hardnesses of leather and hide.
In past times most of their work involved the manufacture of books and shoes, but in
these times of trouble most of their merchandise includes various forms of leather
armour. The best craftsman in the guild are believed to be able to craft dragon-hide
armour.

Mages Conclave. Scarce. Difficult. NNN.


The Mages Conclave is the common link between all mages and wizards. It holds
allegiance to no court, religion or philosophy. The Conclave was originally crafted so that
good and evilly aligned wizards could combine their magic to achieve truly wonderful
effects. Membership is expensive, as are guild dues, but their library and resources are
believed to be phenomenal.

Miners Guild. Common. Easy. NNN.


The miner‘s guild is a guild made up of the thousands of men who pass their lives
running mining operations, most of the miners in the Argead empire are slaves, but the

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overseers are free men who watch the miners who would attempt to take gold or precious
resources from the workings. The best miners in the world can track seams down
hundreds of meters, can recognize and differentiate ores and can smelt and release pig
metal from ore.

The Order of the Mithral Aegis. Difficult, Scarce. LGH/LGO:


Prior to the fall of Minera the Aegis was one guild. Functionally, it is now split between
the Hope Mithral Aegis and the Oblivion Mithral Aegis, both fill the same purpose in
their respective factions. The Mithral Aegis is a martial order dedicated to protecting their
less martially capable brethren. In addition to being the only group of Minerians that are
likely able to provide training in combat skills, the Mithral Aegis has honed the sphere
known as Personal Perfection which is designed to enhance the caster in battle. The
Mithral Aegis takes oaths of service to their fellows, forever forsaking the opportunity to
be a true leader of Minerians. In practice however, many members of the Mithral Aegis
become trusted advisors to the leaders they serve. Rumors exist of a suborder of the
Mithral Aegis that calls itself the True Aegis, the True Aegis serve Hope and attempted to
stop the ritual that destroyed Minera. There are many within the Aegis that wish to
rebuild Minera and are planning to lay the first stones.
Note: This is a Minerian Guild, the cost to join is normal for Minerians, but it is doubled
for non-Minerians.

Order of St David. Scarce. Tricky. LGH.


The order of St. David is a knighthood of old. They are honorable and chaste. They
believe they have been tasked to defeat Inritius and his creatures. They focus on sensing
and defeating the dark power of Inritius‘s master and will never allow one to survive.
They wish to seek out the dark places where Inritius‘s followers thrive and destroy them.
This guild does not require a tithe, but requires that its members spend their money on
weapons and resources to combat Inritius.

“Until the dying of the light, we will stand resolute against the Unmaker.
We will oppose the Unmaker wherever he moves.”

Order of the Bastard. Secret. Impossible. CEH.


The Order of the Bastard venerates the acts of men to mock and ridicule others in a cruel
manner. The guild is believed to teach its members dirty tricks and flicks of the tongue
designed to reverse the attacks of others. They take pleasure in mocking others.

Order of the Bow. Rare. Difficult. LNH.


Some archers take their craft to the next level, they become one with their bow and
achieve a Zen state before they launch their arrow. True masters of the order never shoot
unless they are assured that they will hit. Practitioners of the way of the bow are seen by
some as paladins of a sort, but they are equally akin to assassins.

Order of The Celestial Zodiac. Rare. Difficult. NNH.


The existence of the order of the Zodiac is in some doubt as some claim that it is merely a
rumor. The Celestial Zodiac as a philosophical group is very Oriental in basis. The Guild

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only has twelve positions and twelve apprentice positions available. Membership in the
guild requires great sacrifice on the part of the member, but rumors suggest that the
members gain certain powers through membership.

Royal College of Engineers. Rare. Difficult. LNN.


The Royal College of Engineers often travel with the Argead Legions and they work to
make sure safe water sources can be found and that safe bridges can be made. The
college primarily looks into military fortifications and ways around them. They are the
closest thing the Argeads have to specialists in military science.

Sawbones and Blood-letters Guild. Scarce. Tricky. NNN.


The Sawbones guild is mainly made up of military doctors. Of the general populace some
are willing to go to doctors, however, many others feel that dying alone is better than
being killed by a doctor‘s administrations. The guild is working hard towards being
accepted and they are working towards sterile surgeries and towards stopping the
common folk polluting wounds with folk remedies. The guild has recently made the
Hippocratic pledge to ‗First do no harm.‘ The head of the guild is Hippocrates, a
Minerian doctor of note.

Scouts Guild. Scarce. Tricky. LGN.


The scout‘s guild was created by a young man eager to show the gainful side of the
rogue‘s craft. They are not thieves and dreadfully punish any members of their class who
are caught thieving. They practice tracking and trap disarming as well as balance and
climbing. They are often a lawful adventurer‘s best friend.

Stewards Guild. Common. Easy. NNN.


The steward‘s guild or the servant‘s guild is a common guild that has a great deal to do
with the running of the civilizations they are a part of. It is almost unheard of for anyone
who possesses any social rank to have membership in this guild. Stewards feel that by
taking pride in serving their masters they make themselves substantially better than the
slaves who don‘t have a choice.

Swordsman’s Guild. Scarce. Difficult. NGH.


The swordsman‘s guild is made up of champions and swordfighters. Membership in the
guild requires that the character be able to fight capably against the guild champion, they
do not have to win, but they need to survive the fight without getting embarrassed. It is
only members of the swordsman‘s guild that have permission to initiate duels to settle
disagreements and it is common that others will hire notable swordsmen to settle their
scores for them.

Tailors Guild. Common. Easy. NNN.


The tailor‘s guild is a merchant‘s guild which specializes in cloth manufacture and the
creation and sale of cloth garments from basic tabards to the Emperor‘s new clothes. The
tailors collect materials and cloth from all over the known world and have made
wonderful things.

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The Times. Common. Easy. LNN.
The Argean Times was Geos first newspaper; it became so successful that it has spread
itself across the known world. It is now known only as the Times as it requires that its
members write a piece for it each month. There is no guild fee associated with this guild
and guild rank comes to those who write the most successful pieces. The Times has a
high number of Minerian members and they do not have to double the cost to join this
guild.
Note: The player is required to submit one piece for the newsletter each month. The
higher the rank of the character in the guild the more pieces and the higher quality work
is required.

The Unbroken Circle. Secret. Difficult. NNN.


The Unbroken Circle is a guild of ritualists, they have powerful ritual circles, ritual tools
and they keep a record of almost all rituals that have ever been performed. They are
without a doubt the authority on ritual magic.

Thieves Guild. Secret. Difficult. NEN. (Illegal).


The existence of the thieves‘ guild is believed but is not known. They would be excellent
for fencing stolen property, purchasing illicit substances and items and would likely offer
renowned training in the secret arts. It is believed that the thieves‘ guild severely
punishes any non-guild thieves. They require a tithe of 25% from any stolen goods.

Those That Can Do. Common. Easy. LNN.


Across the school rooms and teaching institutes of Geos there is a brotherhood amongst
those who teach others. They battle against ignorance, stubbornness and against empty
heads. This Union of teachers meet often and discuss relevant issues, their numbers
include some of the best tutors and instructors in ever field known to the races of Geos.
However, they offer no teaching discount to its members until they gain rank in the guild.

Trappers and Furriers Guild. Common. Easy. NNN.


The brotherhood of hunters and trappers is well known, they make sure that the hunting
lodges throughout the woods are stocked with emergency rations, firewood and spare
clothes. They also teach hunting, skinning, trapping and more to their apprentices. The
most skilled among the guild hunt small magical beasts like baby dragons and sell their
skins for huge amounts.

Zoologists Guild. Rare. Difficult. NNN.


The guild of zoologists is a guild of hunters and librarians. They are keeping records of
the beasts and creatures in the wilderness. They are extremely interested in the evolving
forms in nature. They have been known to pay rewards to adventurers who bring them
evidence and samples of creatures that are new to them. The guild requires that all of its
members respect breeding pairs and only kill creatures when it is evident that they are not
unique.

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Detailed Guilds:

As time goes on according to player interest the guilds will be described in more detail.

The Hawks: A Bounty Hunter’s Guild: Scarce. Difficult. CNN.


Regions: There are posters in almost every community regarding different bounties, they
can be found in taverns and inns that are friendly with the guild. There are very few
actual guild halls, most of which are in the major cities. The main hall of this guild is
hidden and only high ranking members know of its location.
Entrance: A fee is charged for initial entrance and guild dues are also required. A would
be member must capture a wanted man and bring him to the guild, he will be granted
membership in lieu of the bounty. Guild members are often required to person guild
tasks; these can vary from a simple bounty to a guild task that needs to be completed. All
kinds of people who are looking for quick cash or the thrill of the hunt join the guild; this
leads to the guild having a wide variety of members.
Advancement: Bounties are listed by rank and only certain members are able to accept
or take certain ―hunts‖. The higher the rank of the bounty, the higher rank you need to be
to accept it. After so many bounties are completed with that rank you gain renown as well
as access to the next rank above. The guild keeps track of your accomplished bounties
and posts them within the known guild halls for possible customers to examine. Bounty
ranks range from F to A, F being the lowest. Higher ranked bounties obviously pay
higher rewards. High ranking members are able to use the guilds trained falcons for quick
messages between places.
Relationship with members: Members are not allowed to kill one another for bounties
but competition for the bounty is always welcome; it is not uncommon for hunters to
wake up right after accepting a popular bounty feeling very ill, but they are at least not
dead. Hunters compete for the reward, renown and bragging rights that come with
bounties.
Symbol: A hawk‘s feather is the crest of the guild. Higher ranked members earn a
specialized variant of the hawk‘s feather. For example, a hawk‘s feather overtop of a
crescent moon.

The Salice Guard: The Royal Assassin’s Guild: Rare. Impossible. LEH.
Common Knowledge: Most people believe that the Salice Guard is a myth. Some rumors
include: humans given supernatural abilities from the gods to protect the emperor. Guild
members are also known as the Emperor‘s Eyes.
Regions: There is a hidden location on every main trade route as well as in every city
with a significant population. Guild locations are either hidden in what look like logging
encampments, shacks or even villas.
Entrance: If you wish to become a member you will have to steal an item from the royal
treasury without being noticed by anyone and hand it to a known member of the Salice
Guard. Upon entry to the guild you are given a vial as well as a medallion with the
guild‘s crest pressed on it. To the untrained eye it looks as though it was a regular piece
of currency from the treasury. The vial given to the new member is a secondary way to
prove you are a member. If you are requested to prove your membership you must show

97
both the vial as well as the coin. The vial is sealed in wax with the signet ring of the
Salice Guard. Members are also taught an incantation to receive messages through the
medallion. Guild members are able to gain new missions through the coin given to them
at entry. When a message is ready to be received the medallion feels much heavier than
regular. The medallion continues to feel heavier until the message is received. The rate in
which the medallion gains its weight is every two or so hours. This in time will make the
medallion unbearable to carry.
Advancement: With exception to rewards the ranking and advancement system is the
same as that of the Hawks: The Bounty Hunter‟s Guild. Higher ranking members are able
to gain access to poison herbs and alchemies. They are also able to take advantage of a
royal discount when in a guild hall or buying goods from other members. Higher ranking
members are given a medallion that is bound to their very person; the effects are the same
as the original medallion.
Relationship with members: Most members do not know others within the guild.
Symbol: The symbol of the Salice Guard is a black and blue skeletal bird with an eye at
the centre of its body. Higher ranked members are rewarded with variations of this crest.

Ilene of the Alliance Guard teaches a noblewoman to fight.

98
The Monks of Zen Harmony

Monks of Zen Harmony. Rare. Tricky. LNN.

Zen asserts that the universal nature of inherent wisdom and virtue of all sentient beings
is nothing other than the nature of the mind itself. The aim of Zen practice is to discover
this nature within each person through meditation and mindfulness of daily experiences.
Zen practitioners believe that this provides new perspectives and insights on existence,
which ultimately leads to enlightenment. The Order believes strongly in hands-on
experience and encourages its Brothers to travel throughout the lands in order to obtain
further life experience with the belief that contemplation on these experiences will bring
enlightenment.

Several hundred years before the Wars of Inritius turned the lands upside down, a traveler
came to the lands of the Argeads. He was traveling simply but he possessed many deep
insights and knowledges. Judging from his yellow skin, the traveler was clearly from a
far off foreign land, but he was polite and friendly so he was accepted. This traveler
quickly learned Argean and even managed to shake off his old accent. As the traveler
settled down, he began to gather around him a few people who felt disenfranchised by
their lives and who desired something more. Inspired by their visionary leader, this group

99
of contemplative individuals came together to form the Order now known as the Monks
of the Harmonious Zen. With the funds supplied by some of the wealthier converts, the
fledgling order established a small chapter house in a quiet section of Argean ranch-lands
where they thrived for many years. The Mandate of the order directs them to learn as
much as they can, practicing their new found skills with a hands-on approach, meditating
on their findings in order to achieve enlightenment. With this key concept in mind, the
Monks directed their brothers to spend time outside of the Monasteries learning about the
world around themselves. Each monk would spend time in the outside and return to
contemplate all that they had learned in their travels, spending their lives teaching the
others of the order, training their body to focus and stilling their mind through meditation
and song.

With the rise of Inritius and the wars that tore through the lands, the home chapterhouse
of Order was severely damaged and many of its roving monks were lost. This prompted
the order to seek out a new location for their order where they wouldn't be troubled by
instability in the region. Since finding a new location for their chapterhouse, the order
has been slowly been rebuilding their ranks, accepting members who are devoted to their
ways and willing to support the monastery and bring new knowledge to their home.

The self-sufficiency of the Order means that it is fully capable of supplying itself with all
the food it needs for the year, but guests are encouraged to share their supplies in order to
defray the cost their visit places upon their hosts. When not engaging in quiet
contemplation in the garden, the monks work hard to make their monastery self-
sufficient. Many professions and trades are performed in the workshops of the order,
notable among which are the quality goat-hair blankets and cloaks they use as trade
goods for supplies. In addition to the textiles, the monks also produce incense, small
talismans and trinkets that they take with them on their travels, for there is rarely a
marketplace that does not have a demand for such things. Long-term visitors are either
encouraged to stay indefinitely and join the order, or to contribute to the monastery in
some way. Visitors that contribute nothing or who disturb the daily life of the monastery
are encouraged to leave as soon as possible. All guests are welcomed as long as they
abide by the rules of moral conduct and hospitality, and as long as they never disturb the
monks during Contemplation. Because of the isolated nature of the Monastery, visitors
are rare and they are usually welcomed for the new experiences they can share with the
monks. However, the loss of their original home site during the war left many bitter, so
those aligned with Oblivion are watched carefully.

The Order of the Harmonious Zen has always been a very small sect, but since the loss of
their chapterhouse during the Wars of Inritius, the Order has become even more scarce,
and harder to find. Those recruits that the order does receive they guard jealously,
although, they ask for great devotion from them. Fewer monks range across the
countryside, the order now tends to stay closer together where they can spend their time
in contemplation and where they can focus on training their recruits. The Order also
accepts lay, or honorary, members as well; these are those members who are unwilling to
completely devote themselves to the intensely contemplative lifestyle, but who help to
perform the mundane duties about the monastery so that the others can focus on their

100
inner selves. Those who wish to join the order must undertake oaths and prove
themselves to be worthy of joining, but in return they gain access to a number of
techniques which baffle and amaze the rest of Geos.

Harmonious Zen Masters say that important aspects of their life include: a life of
humility; a life of labor; a life of service; a life of prayer and gratitude; and a life of
meditation. When asked about their practices, Monks often respond: "A day without
work is a day without food." Zen training emphasizes daily practice, along with intensive
periods of meditation. The amount of time spent daily in Zazen (sitting meditation) by
practitioners varies, and can be as little as five minutes a day. The key is daily regularity,
as Zen teaches that the ego will naturally resist, and the discipline of regularity is
essential. Practicing Zen monks may perform four to six periods of Zazen during a
normal day, with each period lasting 30 to 40 minutes, though meditation as a practice
can be applied to any posture. Walking meditation is called Kinhin. Successive periods of
Zazen are usually interwoven with brief periods of Kinhin to relieve the legs. Whenever
idle, a brother of the Order can be found in various states of meditation. (The Masters of
the Order have learned meditations which restore Halo, Mana, Will, Con, Loc or
Chi, these special meditations are rarely taught outside the upper echelons of the
order). Practicing with others is considered an important part of Zen practice, and the
Brothers of the Order engage in regular Sesshin or "gathering the mind" sessions. Sesshin
is a period of intensive group Zazen meditation in a Zen Monastery, and may be
harnessed or coupled with rituals designed to accomplish tasks impossible with mundane
magics such as communicating with their members traveling the far reaches of the globe.
While the daily routine in the monastery requires the monks to meditate several hours a
day, during a Sesshin they devote themselves almost exclusively to Zazen practice. The
numerous 30-50 minute long meditation periods are interleaved with short rest breaks,
meals, and sometimes, short periods of work; all performed with the same mindfulness.
Even nightly sleep is kept to a minimum, 7 hours or less. During the Sesshin period, all
visitors are forbidden to disturb the intense meditation and are usually asked to leave for
the duration. The only interruptions permitted are the occasional public talks given by a
master and individual direction given in private meetings with a Zen Master. Most
Sesshin are held in the Garden of Contemplation.

Because the monastery itself is completely self-sufficient, the monks are need very little
in the way of trade goods. In fact, two shipments of spices, salt and other essentials are
usually all that are requested by the monks throughout the year. Those monks on
expeditions often bring home strange and exotic products, this ensures that the pantries
and laboratories of the Monastery are always well stocked. The Order does not budget for
visitors so visitors are encouraged to provide gifts, a goat and a feast are the most
common gifts. The Monastery does have several workshops, but the monks are not able
to produce everything they need in the way of artisan tools and specialized goods, so they
often require such things. Expensive inks and high quality papers or vellum for the
transcribing of informative texts are always in demand. The Monks of the Order produce
quite a number of blankets, cloaks and robes from the wool from their goats; these are of
high quality and quite warm, so the monks often trade them for other goods. The
monastery maintains a flock of goats from which they obtain a significant amount of their

101
foodstuffs. Milks and cheeses are produced in abundance by their goats, as are the thick
blankets they weave from their hair. The loss of a goat from the herd is unfortunate and
can cause pressure on the food supply, so the occasional death due to disease or from
wild animals must be replaced from outside, and so goats are always welcomed as trade.
Young chickens are also accepted, as a fresh supply of eggs is never a bad thing. Monks
will never turn down gifts or payments in gold, for they are not so isolated as to spurn it.
Specialized tradesmen or repairs must usually be paid for in Gold, and it is not likely to
spoil over time.

The Monks of the Harmonious Zen Order are mandated to learn and achieve
enlightenment through hands-on learning and meditation, and are dedicated and attentive
learners. Their members travel the world looking for new knowledge and skills to bring
back to their monastery. In return for new skills or lore, they will often teach something
of equal value in return. Alternatively, the extensive (albeit eclectic) research materials in
their library are often consulted for various purposes, and the Order will ask for an
addition to their library, ink or scribing supplies or some nominal fee for accessing it.
Brothers of the Order always teach each other what they have learned after returning
from an adventuring trip, and are willing to teach others as well, especially if the student
has some knowledge to share in return, however, the way of the Harmonious Zen is a
lifestyle the monks want to preserve, and the monks are secretive with all but the smallest
of their techniques.

It is widely known, however, that the monks contain among their members many who are
specialists in the spheres of Mind, Faith and Personal Perfection. Other skills relating to
strength of will and bodily control are also found in high quality amidst their members.
The monks contain the best teachers of philosophy, lore, willpower, meditation and
physical perfection.

After the war of Inritius, the monks of the Harmonious Zen order sought for a place
where they would be able to isolate themselves from the troubles stirring in the world
outside. Searching far and wide, they eventually located a flattened mountain peak in a
small range near the northern border of Argean territory where they could build their
lives anew. With their penchant for hands-on work, the Order quickly established their
chapter house and moved on to complete the first of the residences using the wood and
building materials available on their new mountain home. Further expansion proceeded
slowly however, as the small winding track that provided the only access to up the
mountainside made importing materials difficult at best, and utterly impossible as winter
snows piled high on the ground. Under the leadership of their council, construction
proceeded slowly but surely and the monks soon had their new home. With sufficient
grazing lands on and around their mountaintop retreat to support a small flock of goats
and a sizable farm plot, the Monastery is fully capable of producing enough food for all
of its members through even the toughest years. In addition, a large cistern was
constructed in the ground deep beneath the monastery by Brothers skilled in the arts of
plumbing and mining which collects the spring snow-melt to provide the monks with
cool water for their crops and personal uses all summer long.

102
A) Chapter House: The chapterhouse is the
site where the administrative offices for
the Order are located, as well as the
personal quarters for the senior council
members.
B) Kitchen and Commons: The commons
are the social gathering areas for the
monks where they can socialize and eat
meals together.
C) Residences: The various residences can
contain any number of monks at a given
time depending on how many are out
exploring. Visitors are housed in the
same humble rooms that the monks are.
D) Residences
E) Supplies and Storage: Spare parts, food
and other supplies are warehoused here.
F) Residences
G) Library: The multileveled library contains originals and copies of all the books
and manuscripts that the Order has collected over the years. A small sitting room
provides a dry place for study, though it is usually used only by visitors as the
monks tend to bring their reading materials outside or back to their dormitory
room.
H) Barn and Workshops: The monks practice various trades here, fashioning tools
and weaving cloth from the goat hair they collect from their flock. Beneath the
workshops is a small forge for repairing horseshoes, spades and other small works
or metal-smithing, and a few stalls for horses.
I) Farming Plots: Where the monks produce their produce.
J) Grazing and calisthenics fields: Providing winter grazing grounds for the goats,
this field is used for group calisthenics exercises in the summer.
K) Narrow mountain path: This narrow mountain path is the only access to the
monk's mountain retreat.
L) Contemplation Garden: The Garden of Contemplation is a sacred garden located
partway down the Cliffside from the main monastic grounds, and is accessible
only via a passage tunneled through the rocky mountain. Rumors say that the
entrance is somewhere in the chapterhouse, but only true members know for sure.

103
Guild Register.

Guild Name Scarcity Difficulty Legality Align Boons


Adventurers Guild. Common. Easy. NGH. 4
Alchemists Guild. Scarce. Tricky. NNN. 12
Law
Alliance Guards. Common. Tricky. Givers LGH. 16
Archers Guild. Common. Easy. NNN. 4
Arms and Armourers
Guild. Common. Easy. NNN. 4
Assassins Guild. Secret. Impossible. (Illegal). LEN. 400
(Semi-
Beggars Guild Common. Tricky Legal) CNN. 16
Bodyguard’s Guild Common Difficult NNN.
Bounty Hunters Guild. Scarce. Difficult. CNN. 16
Brotherhood of Blood. Secret. Impossible. (Illegal). CEO. 400
Children of Grendel. Scarce. Difficult. CNN. 16
Covenant of the Flame. Scarce. Tricky. CNN. 12
Cult of the Ever-
Changing Rare. Tricky. CNH. 16
Dream Weavers. Rare. Tricky. CGH. 16
Druidic Counsel. Scarce. Difficult. CNH. 16
Elven Rangers. Rare. Difficult. NGH. 20
Explorers College Scarce. Tricky. NNN. 12
Goldsmiths Guild. Rare. Difficult. LNN. 20
Guild of the Scarlet
Lamp. Common. Easy. (Illegal). CNH. 40
Guild of Strength. Common. Tricky. CGN. 8
Heartbeat Club. Rare. Difficult. CNN. 20
Herbalists Guild. Scarce. Tricky. NNN. 12
Knights of the Old
Code. Scarce. Tricky. LGH. 12
Leather-workers Guild Common. Easy. NNN. 4
Mages Conclave Scarce. Difficult. NNN. 16
Miners Guild Common. Easy. NNN. 4
Mithral Aegis Scarce. Difficult. LGO/H 16
Order of St David. Scarce. Tricky. LGH. 12
Order of the Bastard. Secret. Impossible. CEH. 40
Order of the Bow Rare. Difficult. LNH. 20
Order of The Celestial
Zodiac Rare Difficult NNH Special
Royal College of Rare. Difficult. LNN. 20

104
Engineers
Sawbones and Blood
letters Guild Scarce. Tricky. NNN. 12
Scouts Guild. Scarce. Tricky. LGN. 12
Stewards Guild. Common. Easy. NNN. 4
Swordsman’s Guild. Scarce. Difficult. NGH. 16
Tailors Guild Common. Easy. NNN. 4
The Hawks: Bounty
Hunters: Scarce. Difficult. CNN. 16
The Monks of Zen
Harmony Rare Tricky LNN Special
The Salice Guard: Law
Royal Assassins: Rare. Impossible. Givers LEH. Special
The Times. Common. Easy. LNN. 4
The Unbroken Circle Secret. Difficult. NNN. 300
Thieves Guild. Secret. Difficult. (Illegal) NEN. 300
Those that can do. Common. Easy. LNN 4
Trappers and Furriers
Guild Common. Easy. NNN. 4
Zoologists Guild. Rare. Difficult. NNN. 20

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The Portal out of Inritius’s Shadow Realm.

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Chapter 4:
Races and Peoples

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Races of Geos
This world is populated with countless races. In this chapter you will find a record of the
most common races, some of their history and culture and some hints about how to best
play a typical member of that race. The most common races are detailed in this volume
and the restricted ones will be steadily released as the game progresses, note some of the
restricted races are considered more powerful than normal races and will have a boon
cost associated with playing them.

Mankind: Argead, Keltoi, Barbarians, Minerians and Amazonians. Planned: Shaman-


Kin, Orientals, Hope-starved.

Elves: Earth, Water, Fire, Air, Nature‘s, High, Poison. Planned: Wild, Dark, Blood,
Oblivion, Hope, Ice, Life, Death, Dull, Shadow.

Harsh Peoples: Green Orks, Brown Orks, Blood Orks. Planned: Goblins, Troll-kin,
Hobgoblins, Ogre-kin, Trolls, Ogres, and Bugbears.

Shirefolk: Dwarves, Gnomes, Hobbits.

Beastkin: Evolving Beastkin. Planned: Pure-Blood Beastkin: Avians (Man and Bird),
Rodera (Man and Rat), Insectoids (Man and Insect), Minotaurs (Man and Bull), Dog-
Folk (Man and Dog), Cainids (Man and Wolf), Felinae (Man and Cat), Bullywugs (Man
and Frog), Lizardmen (Man and Lizard), Satyrs (Man and Goat), Yuan Ti (Man and
Snake) and Gurhal (Man and Bear); True Beasts, Dragon-Kin, Were-Creatures.

Merfolk: Melusine. Planned: Sirens, Shark-kin.

Constructs: Planned: Prometheans.

Fae: Planned: Fae Blooded, Dryads, Sylphs.

Note: The racial advantages, disadvantages and statistics are solid, they cannot be
swapped around. It is possible for a character to opt out of something, but nothing is
gained outside of story/roleplay development.

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Mankind:
The race of man was the last created by the Ultimate. It was to be the balanced race,
capable of true beauty, true good and true evil. The Ultimate also noted that the
development of the dwarves and elves was stunted by their long lives, so the race of man
was created to be able to rapidly develop towards the perfection that they were capable of
achieving.

The race of man is scattered across the world and is far more numerous than the other
races. Men have formed their own tribes, cities and civilizations across the earth. There
are very few places in the world where mankind has not been able to settle.
The most common types of men are the Argead Dynasty, the Keltoi People, and the
Barbarian Tribes. The races of man are aware that other types of men live across the
oceans these include the Shaman-Kin, the Orientals and the Corsairs.

The Argead Dynasty:


One of the first cities of man was created in an excellent position; it was immensely
successful and used all of the nearby resources well. Certain scientists within its confines
developed weapons, armour and military techniques that allowed Argea to rapidly
become the dominant city on the continent. As the centuries passed, Argea spread; it
created colonies and new cities across Geos. In order to obtain additional resources they
challenged their neighbors in combat and warfare using both magical and mundane
methods; they soon dominated and controlled almost all of the other cities of man. They
also challenged the civilizations of the other races using a combination of military
techniques, powerful magics and the secrets of anti-magic that they developed.

The Argeads venerate their emperors, both living and deceased, believing that the
emperor assumes a divine mantle on his death. The current emperor is the Emperor
Maximus. Each of their older civic religions has been subsumed by a new one. Their
civic priests drew the power of the old gods together to create their new one. Their
present chief God is a god of wealth and civilization called Urbanus.

In the present the most successful civilizations of men trace their own citizenship to the
holy city of Argea. The other races fell back to their own ancient cities, but now have a
working peace with the Argead civilization. The Argeads have now calmed their actions
in the name of civility and are working to make themselves masters of academic, social
and civil pursuits; however, their military might, when riled, is still unparalleled.
The humans of the Argead dynasty and type place their focus on the gaining of wealth
and the building of their civilization. Their universities are studying the sciences,
philosophy and geography of the world and they make regular new discoveries.
The citizens of Argea judge others as lower, they believe that humans were designed to
rule the world and while they understand that the other races have knowledges and
abilities that they lack they still consider them to be lesser races. The culture of Argea is
still based on a slave culture although many of their slaves live well and are educated;

109
although the fact that some are pampered is to many no achievement at all while others
are used as gladiators or miners.

Role-play Hints:
Judge others by appearance.
Desire wealth and possessions.
Speak well and attempt to retain courtesy at all times even when speaking to your
enemies.
Seek knowledge.

Costuming Hints:
Fine armour is your best defense.
White, red, crimson and gold are rich colours; purple is an imperial colour.
In a combat situation the more richly dressed you are the more likely you are to be
captured and ransomed, instead of being killed.

Equipment Hints:
Carry the correct piece of equipment for each task.
Crossbows and fine swords are gentleman‘s weapons.
Bows, axes and large double handed weapons (except swords, spears and staves)
are for savages.

Costuming Requirements:
A good quality costume. Your costume must reflect your status.
Your costume should bear your personal crest.
A slave character needs to bear a two square inch brand of his master and a slave
collar. Please see the slave flaw. A slave collar could be as brutal as a ring of iron
or as delicate as a fine silver chain.

Racial Benefits:
Increased starting funds (An Argead character in good standing starts the game
with a bonus of three gold pieces).
Ability to read and write common.
An Argead character started the game with rank one Etiquette.
An Argead citizen can also use an ability called “Word of Honour” this allows
an Argead to speak the truth and to be believed. An Argead citizen in good
standing can use this ability at will; use of the ability costs two Halo per person
that the Argead is attempting to convince.
The base cost of weapon mastery is reduced by one (this includes melee and
projectile weapon mastery).

Racial Disadvantages:
Arrogance, Argead characters often find that their stubborn nature and there
arrogant disposition will prove a flaw in social interactions.

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Past mistakes, Argead characters will often be doomed by the actions of their
forefathers. In times past the Argeads have attacked, slaughtered and wronged all
of the other races. The Argead‘s new-found policy of peace and cooperation is not
trusted by those of the long lived ―lower races‖ who remember their atrocities.
The base cost of strength is increased by two for Argead characters.

An Argead warrior defends against the coming hordes.

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Keltoi People:

The only civilization of man that successfully avoided assimilation into the Argead
empire was the Keltoi. They lived in the high mountain valleys and the glens in the great
forests. They are an intensely religious people and they protect their freedom with all that
they have. The Keltoi worship a powerful triad of female deities who are most commonly
named the Morrigan (the Crone), the Blodwyn (the Maiden) and the Cerridwen (the
Mother); each possessing great treasures and powerful magics. The Keltoi also honour
the son of the triad; a great horned hunter called Cerunnos.

Each Keltoi has two names, a usual name for common use and a soul name given to them
at their coming of age ceremony. A Keltoi‘s soul name represents who he is and how he
found his name. Examples are Wind Speaker, Errant Spirit, Path Finder and Dawn
Child.

The Keltoi raise large numbers of warriors, scouts and priests. There are very few Keltoi
knights who they see as heroes and even fewer Keltoi mages who are seen in a mix of
respect and dread. The Keltoi farm huge hordes of cattle and steal cattle whenever they
can, seeing it as a game. Many Keltoi men write songs for the cattle they wish to steal to
lull the beasts into being stolen. The Keltoi are led by a great clan chief who has
temporarily united the clans.

The Keltoi nation is divided into many different clans, although, after their ages long
conflict with the Argeads there are very few clans remaining outside of slavery. The
current clans are the Dumnoni, the Eceni, the Siluries, the Cornovii, the Caledonii and the
Trinovantes. The current Bretwalla (king) of the Keltoi is of the Dumnoni. The Eceni
live on the Sacred Isle of the Keltoi called Yns Mon and are seen as the spiritual authority
of the Keltoi. The Eceni work to interpret the words of the Gods and they adopt dreamers
from other clans. (Note: The Eceni are not playable at this time).

Role-play Hints:
The Keltoi way involves respect for the spirits and the spiritual. They have a great
respect for the living and consider the undead to be a true abomination.
The Keltoi are extremely noble and will often not commit acts that are deemed as
cheating, although stealing cattle is an honorable thing.

Costuming Hints:
Tattoos are often used to show key events in the characters life.
War paint and Celtic swirls are common if not uniform.
Kilts are commonly worn by the strongest of Keltoi characters. The wearing of
tartan was forbidden by the Argeads, but the Keltoi people took back the right to
wear a tartan as part of the Alliance concessions.

Equipment Hints:
Axes and large swords are common as is mastery of the bow.

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Excessive armour is a sign that you believe that your fighting skills are poor.
Crossbows are a weak man‘s weapon.

Costuming Requirements:
A Celtic aspect to the costume such as tartans or kilts.
The character is required to mark his face and body with woad and paint in Celtic
patterns (for examples, see picture below).

Racial Benefits:
Ancestral Spirit: Each Keltoi has an ancestral spirit which follows and protects
him. The presence of this spirit allows the Keltoi to ask Ref team to answer
questions that the spirit may know the answer to, each use of this ability costs the
Keltoi ten Halo, the Keltoi can choose to expend additional Halo in order to
obtain a more detailed answer.
Weapon Proficiency (Sword, Large Sword, Axe, and Throwing Axe): These skills
are free to the character.
The base cost of strength is reduced by two for Keltoi characters.

Racial Disadvantages:
The base cost of casting is increased by three for Keltoi characters.
The base cost of ritual magic is increased by two for Keltoi characters.
Keltoi are almost always willing to die to destroy undead.

The Dumnoni champion stands ready to defend the Bretwalla.

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Barbarian Tribes:
No matter how many tribes of the rough north-men that the Argead dynasty challenged,
enslaved and eventually destroyed, more came. The north-men were looking for the
softer lands to the south and an easier life away from the harsh cold that they were used
to. The Argead explorers that met the north-men could not understand their speech, they
listened to them, but could not find words in the fast burbling ―barbar‖ words that they
uttered and so named the rough north-men as barbarians.

The Barbarians are very male oriented, although their legends tell of powerful witch
women who rule the tribes and hold them together and of the Valkyries, powerful female
swordsmen. The Barbarians live by the mottos ―might makes right‖, ―better to die on
your feet than to live on your knees‖, and ―dare all and fear nothing.‖

The home land of the barbarian peoples is a tundra. However many barbarians have come
south to the softer lands which the Argead‘s dominate. The barbarians on the Argead
continent live in small colonies. They are veracious and can be a serious drain on their
surroundings. The barbarians on the Argead continent do not speak the common tongue
and tend to feud with those near them as they are rarely willing to respect boundaries or
ownership. They expect each member of their civilization to prove themselves to be of
worth otherwise they are cast out of the camps.

The Barbarians tend to shun magic, although they are deeply religious in their way. They
honour their All Father and his family.

Role-play Hints:
Believe yourself to be stronger than all others until proven otherwise.
Respect those who can do things you can‘t through non-magical means.
Fear nothing and dare all.
Might makes right.
Better to die on your feet than to die on your knees.

Costuming Hints:
Most barbarians wear lots of furs to keep out the cold.
Barbarians favor crude large weapons like axes and clubs.

Equipment Hints:
Barbarians favour large weapons and fur armour.
They tend to shy away from shields and metal armour.
Barbarians use bows to hunt, but rarely for war and they do not use crossbows.

Costuming Requirements:
Furs and war paint, predominantly runic patterns.

Racial Benefits:

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Rage Tier 1: A Barbarian character gains the rage skill at tier one
Strength Tier 1: The first rank of Strength is free for a Barbarian.
Fight or Flight: A Barbarian, when afflicted by a fear spell or effect, can choose
to flee or charge the caster.
A Barbarian character can benefit from five sets of light armour, but cannot wear
heavy armour.
The base cost of strength is reduced by four for Barbarian characters.
Barbarians start the game with proficiency with all forms of axes and clubs.
A Barbarian‘s Strength multiplier is reduced by one.

Racial Disadvantages:
Barbarians may not wear metal armour or use crossbows.
Limited Language: A Barbarian‘s control of the Common tongue is extremely
limited and they are only sure of a handful of words. A character begins with a
list of twenty words they are able to use in conversation, and they‘re the only ones
his character can use until they learn more. A Barbarian character automatically
learns a new word after each game played, although Barbarian characters can
choose to buy extra words with experience points at a rate of 2 experience points
per word. Some Barbarian characters may choose to ‗learn‘ new words during the
course of the game to enhance roleplay although this takes at least 20 minutes and
they cannot exceed their quota. If a Barbarian wants to purchase the ability to
speak a non-Norse language fluently then the cost to do so is multiplied by ten.
Barbarians fear the magic of a wizard. It is very unusual, if indeed it has every
happened, that a Barbarian would allow a spell to be cast on him.
A Barbarian‘s Intellect and Magic multipliers are increased by one.
A Barbarian is not always in control of his anger and rage.

For a Barbarian his axe often substitutes for many other skills.

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Minerians:
The Outsiders View:

The Minerians hail from the island nation of Minera. The Minerians appear physically to
be a race of mankind, yet they are so mysterious to most of the people of Geos that many
suspect that they are not. Outsiders were rarely permitted to visit their lands, and those
that returned, came with tales of the fabulous wealth and knowledge that the island
contained. The legendary wealth of the island has historically lead to many attempts to
conquer Minera, however, no would be invader has ever even managed to make it to the
island.

Most of what people know of the Minerians comes from the occasional exploratory force
that they sent out. For the most part the Minerians would only be seen in the occasional
port; a small group of them arriving into town only to depart shortly thereafter. Their
tendency towards isolationism has made most people mistrustful of the Minerians. It
doesn't help that the Minerians seem to favour the darkness of the night over the radiance
of the day, leaving most to give them a cool reception. After Inritius‘s departure many
have become even more distrustful of them, as large numbers of Minerians seem to have
sided with Inritius.

The Insiders View:

The Minerians are, as a civilization, ahead of the rest of Geos. According to their own
carefully documented history, several groups of settlers from various regions in the world
were drawn to the island by visions. No conflicts were recorded between the groups of
settlers, but rather they were quickly integrated into a whole. Minera itself was a name
they all recognized from the dreams they had, and they all agreed this to be the name of
their new home. The island itself had a strange, surreal quality, similar to the energy
within a ritual circle. It is written that many of the first settlers had more dreams and
more visions, and from these they learned to shape the energy on the island to suit the
people who lived there, erecting buildings and shaping the land to fit their needs. The
energy of this place began to infuse into the people that lived there, altering them forever.

Minerian culture is steeped in magic and technology; they are easily the most advanced
culture on Geos. Magic has provided them with literally everything they need. Because of
this, Minerians leaders are powerful magic users and social rank is almost directly
equated with magical power and skill. Scholarship is also highly valued and Minerians
have traveled the world to map it and catalogue it. Ultimately however, their interest is
mostly academic; they simply do not need anything from anyone else in normal
circumstances. Exploration is, however, quite valued; after all, exploration was how they
all came to Minera in the first place.

Minerians literally look to the stars for guidance. The first of their people are said to have
followed the stars to the island, and they have followed them ever since. The stars guide
their lives, tell them of things in the world and can predict changes to their world.

116
Because of this the Minerians thus tend to be active in the evening by preference, when
they can see the stars above them. The Minerians don't quite view the stars or even the
Celestial field as gods or a god, but rather venerate them as the language of The Ultimate.
Most Minerians liken the stars to a map or note book created by The Ultimate, a path for
them to follow and this is the source of their faith.

Exploration aside though, the Minerians rarely have had any reason to interact with other
people. Even the most advance civilizations are comparatively primitive and more than
one ruler of another nation has figured that out after extended contact with the Minerians.
Seeing as how the typical Minerian has little reason to develop combat skills, such rulers
often come to the belief that conquering Minera would be easy and so launch an invasion.
These repeated invasions have resulted in the Minerians having to sink more than a few
invading ships, so they have learned simply to avoid contact with other civilizations.

However, shortly before the rise of Inritius the Minerians became worried. The stars
showed signs of the coming of Oblivion, and there was great debate over what to do.
Most Minerians wanted to stay away from the conflict; however, others argued that they
had been brought to Minera for a purpose, that they were the best hope of stopping this
calamity. Perhaps most devastatingly though was the fact that some of the most
influential Minerians saw the coming of Oblivion as inevitable, the signs were clear that
it was coming and, they even suggested that it might have been part of the Ultimate‘s
plan.

With the rise of Inritius, many Minerians went to join him, intending to bring Inritius
back to Minera, and offer the island to Oblivion. Fearing that such a thing would
guarantee Oblivion's total victory some of the other Minerians performed a ritual to
destroy their homeland, killing many of their ritualists on both sides of the divide in the
process. The loss of their home sent many of the survivors into a deep depression, who
ultimately became hope-starved or committed suicide. Of the survivors, those who didn‘t
travel to join Inritius aligned themselves strongly with Hope. The sacrifice of their nation
was painful, yes, but it gave their people conviction on both sides of this struggle.

Since the rise of Oblivion most Minerians have recognized similarities between slaves
and the hope-starved. Thus the Minerians tend to be suspicious of both slaves and their
owners; this has further alienated them from the Argeads.

Note: All Minerians are either Oblivion-aligned or Hope-aligned, none are neutral in that
respect.

Note: There were relatively few Minerians before the loss of their homeland, many died
during the disaster and more than half of those that remained joined Inritius. This race is,
to say the least, rare.

Note: Boon Cost: 10. Due to the rarity of this race there is a boon cost of 5. All
characters submitted before May 1, 2008 are exempt from this cost.

117
Role-play Hints:
Always look up when thinking. You still look to the stars for guidance.
Be confident in your decisions, particularly ones you had time to make before
game (when you had time to consult the stars).
Take a long time to decide something.
Be somewhat reserved around other races, particularly the more primitive ones.
You aren't sure how they'll react to you.
Minerians of opposite Hope/Oblivion alignment to you are traitors to your race.
Always seek knowledge and magic.
Do not trust any slaves unless they are willful and trying to escape, nor slave
owners, it reeks of Oblivion.

Costume Hints:
Minerians tend to favour lose fitting clothes that don't restrict spell-casting.
However, their civilization has been effectively wiped out and as such they are
adapting as best they can.
Carry interesting gadgets, particularly ones useful for figuring out where you are
or measuring things. Your people had technology that far exceeded the rest of the
world. While most of that is lost now, most of the survivors carried many small
items with them such as compasses, sextants, magnifying glasses and the like.
Remember that you will need to buy any special items, see the referees for prices.
If you can afford it, carry a traveler‘s journal and record your deeds.
Initially at least, be lacking in rather basic equipment. It doesn't tend to occur to
Minerians to carry things like Shovels, hammers, torches and other "simple" tools,
since they are used to either having something more advanced to do the task, or
simply having it accomplished through magic.
Favour light weapons and armour, avoid burdening yourself with unnecessary
weight.

Costume Requirements:
Arcane looking glyphs should be drawn on your body. The Minerians have
literally been changed by the energy of Minera and mystic marks have appeared
on their bodies. At least one appears prominently on the face of every Minerian; it
must be immediately apparent that you are Minerian.

Racial Benefits:
Kinship: Minerians take care of their own, especially now. Any Minerian of the
same Hope/Oblivion alignment as you may be expected to be very helpful. They
will teach you their spells and magic skills without charging more than a minimal
fee, share what food and shelter they have with you and generally be as helpful as
possible. It is worth noting that most Minerians are not doing so well in terms of
physical resources these days, however, they are likely to be very valuable as
teachers.

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All Minerians start the game with three free journals and a supply of writing
utensils including ink, charcoal, chalk, paint and a stylus; these items are free and
are in addition to the other equipment and funds a character starts with.
Magic infused: All Minerians start with a magic multiplier of 2 rather than 3.
For Minerians the base cost of purchasing new spheres is reduced by 5. Minerians
are very prone to inventing new spells and new spell spheres. Please note that
once a character has purchased Minor access to a sphere it is no longer a new
sphere, so this reduction would not help with Major or Specialist sphere access
unless they were bought at the same time as Minor access.
Educated: All Minerians are highly educated. All Minerians start the game with
the ability to read/write common and Minerian.
Insight: At the beginning of every session a ref will give you at least insight that
your character learned by reading the stars, and may occasionally give you
insights during game that reflect your character coming to understand something
s/he read in the stars given the context of your current experiences.

Racial Disadvantages:
Outsider: Minerians are not trusted. Your word will be viewed as dubious by
most people, and you may have trouble bartering for even basic goods and
lodgings. While over time you may overcome this with individuals or a specific
group, those that don't know you will nearly always be suspicious of you. Even if
you do convince others of your trustworthiness, they are likely to be reluctant to
actively associate with you, as it is likely to tarnish their own reputations. Boon
cost for membership in a guild is at least doubled. Many guilds will not allow
Minerian members. It is difficult for Minerians to gain social rank or guild rank
outside of Minera and Minerian guilds, the boon cost for such rank is also, at
least, doubled.
Minerians start with a might multiplier of 4 rather than 3; they can deduct points
from this as normal.
Minerians do not focus on feats of arms; the base cost of strength; location and
constitution are increased by 3.
Obligation: You are expected to aid other Minerians that are of the same
Hope/Oblivion alignment as you. You can never charge them to learn spells
(though you can reasonably expect them to pay the cost of learning it), you need
to share with them anything they need, provide food/shelter to them if you can
and generally provide everything you can expect from the kinship advantage
Journal: All Minerians are required to write up a full journal article describing
the day‘s adventure. The article should focus on portents and omens and they
need to be described in great detail. Failure to submit this to the referee team
within one week of the game will result in your character not receiving any
experience points for that game.

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Amazons:
Daughters of the Sun’s Spirit.

Around the campfires of Argea the conversations of bored soldiers often turn to the
stories of the warrior women of the Amazon. The stories tell that these fierce women clad
in tight leather and showing off the female form are at least the equal of a man in combat.
The dirtier versions of these tales tell of the ferocity of enjoying an Amazon slave, or
titillating stories about them pleasuring each other.

The origins of the Amazon tribe are unknown; they were a tribal race of warrior women
who worshipped the Great Mother goddess in the form of the sun. They were a purely
matriarchal society who kept men as virtual slaves and only used them to create more
Amazon women. The original Amazonian tribe was all but extinguished by the
patriarchal societies that they so openly challenged. The women of the Amazon were
aware that the female form was one of man‘s greatest weaknesses so they alternated
between showing off their lithe bodies and disfiguring themselves so that men would
have no wish to own them; this disfigurement often ran to cutting off one of the
Amazonian‘s breasts so that she could practice archery with no hindrance. Many of the
Argead men fantasizing about Amazons do not realize that most of the Amazons were
disfigured, breast-less barbarians who smelt of urine because they are unwilling to squat
to urinate, so they did so while riding or running.

During the rise of the Argead Empire, a warlord called General Lividius was storming his
way through a series of Keltoi settlements killing and slaving all he found. He found in
one village a group of willful women who he intended to keep as concubines. He
managed to keep them for around a week, he offered them to his officers and for that
week they were raped, tormented and beaten. However, on the eighth day something
changed, while the young women were being abused something washed over them, some
have since postulated that this was the will of the great goddess or the spirits of fallen
Amazonians. Whatever happened, the twelve girls rose up and grabbed the items they
were being tortured with and turned them upon their tormentors; the eldest girl,
Brunhilde, even bit off the manhood of the General and kicked him to death as he lay
there bleeding.

The twelve women gathered the other strong willed women in the camp, armed and
equipped themselves from the camps stores and escaped across the hills.
For several days, the group of women ran and hid from the Argead patrols until they were
able to seize a large fishing vessel and make for one of the unpopulated islands nearby.
The women wound up making a temporary camp in a deep forest beside a waterfall.
While the other women were learning to live in their new home by hunting, fishing,
building shelters and gathering fruit and berries Brunhilde climbed to the top of the
waterfall. When she was up at the top of the waterfall Brunhilde stared into the setting
sun and cut herself several times deeply, as the sunlight burned her eyes and the blood
ran down her arms, Brunhilde made a vow to Cerridwen (the mother goddess of her
Keltoi faith, that the New Amazon‘s interlinked with the Amazonian Great Mother

120
Goddess of the Sun.) that she and her sisters would not rest until all women were freed
from the tyranny, domination and madness of men no matter how long it took. The
mother Goddess watched the plight of her daughters and bound the restless spirits of the
original Amazons into these fiery young women. These new Amazons followed various
visions and strange memories of places they had never been until they found a ruined
settlement on a great river. The new Amazons settled into the ruined settlement, they
moved into old buildings and unearthed old weapons and caches. These new Amazons
were welcomed by the remnants of the original Amazon civilization as god-sent saviors.
Brunhilde pulled together the Amazon women and rebuilt the settlement, when her task
was done she took on the crown of an Amazon queen.

The Amazon people were reborn from the remnants of the old, the spirits of the old and a
band of female slaves who were desperate to be free. The old Amazons had hated men
because of their despoiling ways and the new Amazons hated men because they had been
tortured and raped by them. There are usually no males in any of the Amazon cities,
children come in-to being when the mother ventures out to another locale, mates and
procreates; female children born from these unions are welcomed into the society, but
male children are either left for dead or returned to their fathers discreetly. The Amazons
use their spare time to free more women from slavery, but many other converts came to
the Amazons when they realized that they had another option. Over time the Amazon
high priestesses learned how to tie the spirits of past Amazon heroines into the bodies of
these converts and the Amazonian civilization grew rapidly and successful.

There are small groups of Amazons scattered across the world, with the largest and
primary one being located on the banks of the Amazon, an island several hundred miles
from the coast near the Keltoi lands. Each settlement has its own leader and social
hierarchy, but all of the settlements still hold the Queen of Amazonia as the ultimate
authority. Most leaders are born into the title; however, the Amazons have a rite of
challenge which allows heroines to challenge each other for position, the challenge
almost always takes the form of a battle to the death. Social rank among the Amazons is
based on three things: The number of men killed in fair combat; the number of women
freed from slavery and by the bonds an Amazon holds to her race and her family.

The oldest tradition of the Amazonians involves wearing a full face mask into battle;
originally only the civilizations guards and scouts wore mask in order to scare off anyone
who got too close to the settlements, but they soon learned that the masks were scaring
the people nearby, so, after that the Amazons also used the masks when they made raids
on cities and caravans. Explorers eventually got through to the Amazonians and returned
to Argea with unique items of works bronze and gold. The new Amazonian culture
included wearing the masks as a mark of respect to their past and in acknowledgement of
how these simple wooden masks helped the Amazon nation secure itself.

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The Amazons are also craftswomen of some skill; they craft everything they need from
the resources the wildernesses they live in can provide. They are very skilled when
crafting from animals, plants and stone. The Amazonians are very linked to the sun and
solar energies and because of this the only metals they are willing to use are Copper,
Gold and Bronze; they especially dislike Iron and Steel as it does not hold solar energy
but instead it holds the energy of the night.

The Amazonians, new and old, do not practice magic. Amazonians reject magic as
unnatural and believe it to be unclean, especially when that magic is practiced by men.
The only Amazonians who are able to cast spells of any kind are their druids and
priestesses. As with any thing that is not used, eventually that resource withers and dies
and that has happened to the Amazon‘s mana. The priestesses practice a brand of sorcery
allowing them to cast divine spells from their halo reserves. The magic of priestesses is
acceptable to the Amazonian women because it is magic from the earth and from the sun.
Some Amazonians have mastered ritual magic, although they tend to see that magic as a
last resort. If the Amazonians wish to perform a ritual they usually find free non-
Amazonian women and enlist their aid.

The Amazonian‘s next step is to form a guild to help new sisters join the cause.

Note: Any player who chooses Amazonian as their race is playing someone who was
born as an Amazonian. Playing an Amazonian has a boon cost of 15.

Role-play Hints:
It is better to die by the hand of a man then to be his slave.
All men have done something to earn their punishment; even those who seem nice
have left a string of battered women behind them.
Have a strong distaste / distrust for all men. In your eyes, the sole use for a man is
to procreate. The use of male slaves is something that Amazonians have toyed
with for many years, but they have no wish to sink to the level of oppressors.
Show respect to all women. Although, for those women who choose to remain the
slaves of men, mix your respect with pity and even a little disgust.
Be very cautious around casters; magic is not natural and as such the Amazons
frown on it and shy away from it. Priestesses and Druids of the Great Mother are
sometimes seen as the exception to this rule.

Costume Hints:
Because of their isolation from the world Amazonians tend to make their
equipment, clothing and armour out of natural materials. Most Amazonians dress
in leather.

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The clothing of Amazonians tends to be fitted well; Amazons are proud of the
female form and have no problems displaying it. (Editor‘s note: I didn‘t write this
rule, but I love it).
Some Amazons disfigure their own bodies to make themselves less attractive,
they also want to make themselves better warriors. Such women often remove a
breast, scar their faces, ruin their clothes and cover themselves in foul scent.
These Amazonians never choose to mate.
Amazonians do not use Iron or Steel; as such it is preferable to make all metal
props appear to be made of a sun metal (bronze, copper or gold).

Costume Requirements:
All Amazonians have an intricate and detailed tattoo on their right arm in black
which represents their social rank and clan. The tattoo also represents the nature
of the Amazonian spirit which shares their body.
All Amazonians are required to wear painted wooded ritual masks when they are
away from home, unless they have gone out for the purpose of fornication. These
masks honor one of the older traditions of the race. Some Amazons also see the
need to protect their faces.

Racial Benefits:
Increased Might: An Amazon‘s might multiplier starts at two rather than three.
Ethereal Strike: Amazonians have learned how to allow their spirit to strike out
when they are facing incorporeal or ethereal foes; essentially the Amazonian spirit
inside the character swings on the Ethereal plan and causes harm to the spirit in
that plane. Use of this ability has a cost of ten Halo.
Strength of the Sun: The strength of an Amazonian is tied to the sun, when the
sun is high in the sky and it is bright and warm the Amazon gains a free rank of
strength.
Trained Agility: Amazonians train fiercely and as such they start the game with
DAC Rank 1, Balance Rank 1 and Climb Rank 1.
Ancestral Memory: Due to the spirit inside them all Amazonians have Lore 2:
Amazonia.
Ancestral Spirit: Each Amazonian has a spirit inside them of an older
Amazonian warrior. The presence of this spirit allows the Amazonian to ask Ref
team to answer questions that the spirit may know the answer to each use of this
ability costs the Amazonian ten Halo, the Amazonian can choose to expend
additional Halo in order to obtain a more detailed answer.
Wealth: Amazonians start the game with an additional two gold pieces; this is
because the Amazonians make many basic objects in their civilization from gold.

Racial Disadvantages:
Decreased Magic: An Amazon‘s magic multiplier starts at five rather than at
three.

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Withered Mana: All Amazons have the absent mana flaw for which they gain no
points. Amazons may not take the No Casting flaw.
Seasonal Affective Disorder: When there is no sun in the sky, when it is grey
and dreary, or worse, when it is raining, the Amazonians DAC score is halved.
Amazonians suffer from Solar Lunacy; their mood is often totally dependant on
the state of the sun. Note: On days where it has been sunny the Amazon is still
happy at night, but on dreary days the Amazon is still depressed at night.
Cold Metal: Amazonians find it impossible to use iron or steel items and armour.
The spirit inside the Daughter of the Sun writhes uncomfortably when Iron or
steel is in the possession of the Amazonian.
Increased Hindrance: Whenever an Amazonian chooses to use armour heavier
than leather of hide the hindrance is tripled. Amazonian golden ritual armour is
unaffected by this.
Male Prejudice: Amazonians hate and distrust men. This often poses a serious
disadvantage to them during the scope of their careers. Amazonians will rarely
join guilds which have a male guild-master. Amazonians will rarely accept
training from a male. Amazonians will rarely purchase things from male sellers.
Amazonians will almost NEVER allow a magical spell to be cast upon them by a
male.
Breach of Etiquette: Amazonians are almost incapable of maintaining Etiquette
when there is a man in the room. If there is a man in the room then an Amazon‘s
Etiquette rank is reduced by three. This MUST be role-played at all times.

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A Valkerie from the distant North.

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Orientals:

1599 – Argead Explorers are sent to find other continents. None ever return…

After the creation of the flighty elves, the earthy dwarves, and the peoples of the barren
wastes, the Ultimate created Man. Man was built to be able to burn brightly and develop
rapidly. Man was designed to be superior, above the other races, or so thought the
scholars of mankind.

Far beyond the seas that surround the Argead continent of Antios there are other lands.
Because maritime science has not yet developed to a degree which allows ships to safety
move across seas and between continents these other continents are largely unknown by
the Argeads. One Empire that is known to the Argeads is the ―Empire of the Rising Sun.‖

―The Empire of the Rising Sun‖ is based on a continent called Elentian many hundreds of
miles to the west of Antios. The continent is generally rainy with a high degree of
humidity, although, Elentian is a sizeable continent with many different climates.
Geographically the continent has vast plans and significant mountain ranges. On Elentian
there were several notable civilizations, there were tribes of men, there were Elven cities
and colonies of the deep folk were established beneath the earth. The cities and farms of
men included the great meadows and prairies of the west, the elves lived to the north and
the Shirefolk made their homes under the vast mountain range in the south. For years
beyond number, the three kingdoms grew separately, occasionally trading, but never
intermingling. Not that there was a high level of avarice between the races, but rather,
none felt comfortable in the homes of the others. The men and elves were uncomfortable
underground, the men and the Shirefolk did not understand the ways of the forests, while
the Elves and the Shirefolk found the humans dreadfully lacking in virtue and maturity.

In the kingdom of men, one man arose; he was a philosopher of great distinction and a
scholar of repute. His name was Kong-Zi, his philosophy was that one should aspire not
for greatness in the eyes of others, but for greatness in everyday life. He also taught that
one should accept what life has given them, and do their best to fulfill this. This
philosophy transcended racial barriers, and was found to be acceptable to individuals
from all the races of the land and as such the philosopher‘s teachings spread far and wide,
even some of the beastkin and harsh people adopted some of his ways. However, peace
was not to stay long…

After his Exile, Demon Lord Anharat was exiled to on the seas. As the years passed,
Anharat, lost much of his power although his ability to taint others and his treacherous
ways remained un-affected. Eventually, after many years of drifting he arrived on a
strange, and unfamiliar continent. For the next hundred years, Anharat walked this land,
through all three kingdoms, over the mountains and through the woods. During his
journeys, he was put off by the honour of the dwarves and good heartedness of the elves,
but he found the same weaknesses and vices in humans as he did before. Anharat found
the humans jealous of the long lives of the other races and despite the great advancements
of the other races the humans mocked their neighbors for being lazy and slow. Anharat,

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The Great Betrayer, took this as a great boon, and began to sow the seeds of hate and
distrust amongst the humans, while building an army far away from the borders where
they could be seen.

Anharat sat in many meetings with the nobility of the tribes of men. He trained his army
and built a great defensive wall around the cities of men. He had council with the great
general Sun-Tzu, and gathered the aid of several powerful demons. After quite some time
spent in preparation, Anharat started a great war across the three kingdoms. The war was
started under the pretense that one should be happy with their place in life and aspire to
be the best that they can be in their role. The Betrayer twisted the minds of the humans so
that they thought that their place in the world was to rule, and that the non-human races
should bow before them, or be slaughtered like vermin.

The war comprised several massive campaigns, heroes rose and fall, but the alliance
between the elves and the Shirefolk could not withstand the might of the humans and
their demonic allies. In the aftermath the forests were cut down, burned to feed the
growth of the civilizations of man; the dwarven fastnesses were strip mined to provide
additional resources. Wherever Anharat‘s armies went, corruption and death followed;
the other people across Elentian lost hope and many fell to Oblivion. After centuries of
war, Anharat had won. He had established what he called the ―Middle Kingdom‖, and all
was his. As of 1748, he had succeeded on Elentian where he had failed on Antios.
Almost…

The Ultimate watched Oblivion nearly succeed again less than a decade after the defeat
of the Great Unmaker and the tears of the Ultimate fell onto the humans of Elentian.
These Oriental humans found that they were no longer connected to the world web and
that their halos were fading. Many of the humans serving under Anharat felt this mark of
the Ultimate‘s displeasure and elected to leave. The say people are like sand, the tighter
you grip, the more they will slip through your grasp, and such was true throughout this
time. During the war there was a mass exodus, many of the refugees fled across a nigh-
uncrossable mountain range to the northeast, to a land which was called itself ―The Land
of Morning Calm‖. The rest of the people made exodus to a cluster of islands and
founded the ―Empire of the Rising Sun.‖ These too civilizations were the last strongholds
of good on Elentian and the gods protected them well.

The ―Land of Morning Calm‖ was a place of peace and many there sought harmonious
lives and took monks orders. Those of the Calm lands know the power of The Middle
Kingdom and don‘t enter it. Some of Anharat‘s armies have attempted to assault the
―Land of Morning Calm‖ but they have always failed to cross the mountains. Those in
this land developed meditative techniques to restore their Halos through a ritual made
substitute that they called Chi.

The ―Empire of the Rising Sun‖ was made up of the hopeful, hateful, and martial who
couldn‘t live under Anharat. Most of the island is militarized in order to respond to, and
launch attacks against the Middle Kingdom. The ―Empire of the Rising Sun‖ is led by a
powerful queen, the descendant of the previous royal family of the Oriental humans. In

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the Empire, the lessons of Sun-Tzu are memorized in schools and the Samurai key
figures of the Warrior caste reign supreme. The territory between The ―Empire of the
Rising Sun‖ and the ―Middle Kingdom‖ is a constant war ground, however, on two
occasions when the Middle Kingdom‘s navy has gotten too close to the Islands of the
―Empire of the Rising Sun‖ a divine wind tore their boats apart. The monks of the Calm
Lands have taught the Samurai the ways of Chi and many Samurai have learned how to
channel their new-found chi against their demonic opponents.

Now is a time of war, not of diplomacy, and any envoys from the east would surely have
been swept up in the conflict, never to return again.

Religion in the Oriental Lands.

Ancestor Worship.
The Orientals do not ―worship‖ their ancestors in the same sense as the Argeads or the
Keltoi; Revere or Respect would be better words to use. Orientals believe that their
ancestors still watch them. Orientals make the effort to not dishonour or offend their
ancestors. Most Orientals will visit the graves of their ancestors on special days and they
will often burn incense and bring gifts. An individual‘s ancestors carry the wisdom of
centuries past and they know of the ways before the Great War. For the Orientals, the
most common form of divination is communion with one‘s ancestors. Orientals seek the
blessings and guidance of their ancestors to help with their daily life.

Orientals respect the dead; allies may die, but if they are treated well their spirits may
continue to provide assistance. Orientals are not obliged to bury their foes nor are they
prohibited from robbing the dead, although, doing so makes many Orientals
uncomfortable; it is very rare for an Oriental to steal the primary weapon of a fallen foe.
If an Oriental, especially an Oriental Warrior, has fought an enemy champion or an
enemy of great status then they usually treat the corpse as if it were that of an ally.
Orientals will never grossly violate or mutilate a body, nor will they allow such to be
done in their presence, although, those whose death was due to their own cowardice will
be left in the dirt. Orientals generally treat their foes in the manner they would like to be
treated. Orientals do take trophies for they feel that being made into a trophy shows
respect. Many Orientals, especially priests, refuse to touch the bodies of the dead.

Major Saints.
Throughout the long history and wars of the Oriental Lands, many legendary heroes have
transcended into sainthood, they take on an almost divine mantle. Orientals rarely devote
themselves to a particular saint, but most will seek blessings from the patron saint of a
domain before going on a venture which would fit under that saint‘s domain. In the
Oriental lands, small shrines are everywhere each devoted to different saints. Of the
myriad minor saints there are several who are held above the others.

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The Jade Emperor.

The Jade Emperor was the last Emperor of the human Oriental lands before the arrival of
The Great Betrayer. The Jade Emperor was virtuous and wise, he was so wise that The
Great Betrayer traveled the lands for many years, waiting for the death of the Jade
Emperor before making his move on the minds of the people. In the chaos surrounding
the death of The Jade Emperor, Anharat rose to power, convincing the people of their
superiority. The Jade Emperor is venerated as a symbol of the greatness that was the
Three Kingdoms, before the Middle Kingdom was born. He is venerated as a saint of
wisdom, justice and virtue. The Jade Emperor was believed to have been an all-knowing
benevolent leader.

Kong-Zi.

Kong-Zi was a great sage, whose teachings permeated the Oriental kingdoms before the
fall. His philosophies transcended racial bounds and were widely accepted by all the
people of the land. His work included the basis of the caste system and the desire to fulfill
ones duty, along with humaneness. Kong-Zi lived by his words and many of his teachings

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were scribed by others. The philosophies of Kong-Zi were evaluated in many ways, for
example: ―On returning from court, Kong-Zi was informed that the stables were burnt
down he asked "Was anyone hurt?" He did not ask about the horses. Although the lives
of common stablemen were worth far less than the horses, Kong Zi showed compassion
to people above property. However, the same scripture was twisted by Anharat to suggest
that one should only care about your equals and not those below you.

Sun Wu-Kong.

Sun Wu-Kong, also known as the Handsome Monkey King, was king of the beastfolk
before the fall. After his traditional homeland of ―Flower-Fruit Mountain‖ was destroyed,
he fled, along with others to the Empire of the Rising Sun. Sometime after this, he
gathered up a party of fellow beastfolk, as well as a priest from the Land of Morning
Calm, and he and his party went on an epic Journey to the West, to try and recapture their
homelands. It is unknown whether or not he was successful, but occasionally, scouts find
Anharat‘s known strongholds to be deserted or previously charted castles to be in ruins.
Many explorers in the Middle Kingdom, have found the familiar footprints of the
Monkey King and his allies. Due to his almost mythical exploits, and his Dragon-Gifted
armour and weapon, Sun WuKong is prayed to as a saint, even though he may still be
alive.

Guan Yu.

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Guan Yu is followed by warriors and merchants alike. He is the saint of Brotherhood,
Loyalty, and he is the closest thing the Orientals have to a God of War. He was a great
dwarven warrior, who was believed to have slain thousands of his foes. He is the epitome
of dwarven hardiness, having said to have undergone surgery while playing Go, without
even blinking. Records indicate that he himself slew several greater daemons, and
thousands of lesser opponents. In the end however, he was slain when he, stood with a
handful of brothers-at-arms in defense of a city while its inhabitants evacuated across the
ocean. As the people sailed away, the last thing they saw was Guan Yu and his men atop
a mountain of bodies, fighting so they could escape. It is said the ―Divine Winds‖ that
protect the Empire of the Rising Sun is a manifestation of the divine wrath of Guan Yu.

Bushido Code.
The Orientals live their lives according to many codes of ethics and conduct. Those who
do not live by the code find they lose their ability to generate Chi; it is believed that those
Orientals who follow Anharat have found an alternative to Chi to fuel their abilities Of
those who follow the code, the priests and samurai adhere to the code more firmly. The
Bushido code is an internally-consistent ethical code, grounded in the spiritual approach
of Zen Buddhism. In its purest form, it demands of its practitioners that they look
effectively backward at the present from the moment of their own death, as if they were
already, in effect, dead.

There are seven virtues associated with the Bushido code:

Gi - Rectitude
Yu - Courage
Jin - Benevolence
Rei - Respect
Makoto - Honesty
Meiyo - Honor
Chugi - Loyalty

Oriental Peoples:

Before the rise of the Middle Kingdom, the three kingdoms were culturally advanced for
their time. The Oriental humans lived in peace, a peace of accepting one‘s place in life
and striving to do your best in it.

The Oriental humans were divided into four castes, the Aristocracy (rulers, mages and
courtesans), the Warriors (generals, samurai, high ranking soldiers), the Merchants
(including sailors, traders, mercenaries, socialites and spies), and the Peasants (farmers,
low-ranking soldiers, and menial craftsmen). Because the castes were twisted to the will
of Anharat, they are no longer fully subscribed to in the Rebel Lands, but they still hold a
huge amount of sway. The Oriental society does not include slavery; by relegating a

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quarter of the populace to the caste of peasants they have no need of slaves. Caste follows
the patrilineal line.

The Oriental humans have no cultural ―Gods‖, but they follow a pantheon of saints and
ancestor worship. Now that they have developed Chi to replace their lost Halo the
Orientals are working hard to reforge their spirituality. The Orientals believe that Chi
runs through everything living and many Oriental ritualists are working on a practice
called ―Chi-Gong‖ which they believe will be the turning point in their war as it can
achieve amazing feats which border on true magic.

Note: When creating an Oriental character, it is important that you calculate your birth
caste. Characters can choose between Warriors, Merchants, Peasants and Nobles.

Boon Cost: 30 Peasants. 40 Merchants. 50 Warriors. 60 Nobles.

Languages: Oriental Characters start the game with knowledge of the Oriental tongue,
they do not start with mastery of the Common tongue although they can learn this
normally. Due to the difference in languages Oriental characters will never gain perfect
fluency in the Common tongue, this means that Oriental characters tend to speak halting
common with a heavy Oriental accent, although, there are ways to get around this flaw.

Note: Chi is an inferior, man-made version of Halo. It was created in an attempt for the
Orientals to continue to be aware of their own existence despite the displeasure of the
Ultimate. The forces of the deceiver have created a form of Demonic Chi which is very
similar to the Shadow Halo of Inritius‘s forces.

Role-play Hints:
A place for everything and everything in its place.
Role-play as your caste demands.
Beware the denizens of the Middle Kingdom.
While you are on Antios you are far from your own lands and must be cautious.
Always strive to maintain your own code of honour.

Costuming Hints:
Plain or pastel colors are usual for non-nobles.
Hats, especially those that ward off sunlight are common.

Equipment Hints:
The equipment you carry should reflect your status and your standing.
Many Orientals only own a few objects, although, these objects are important to
them.

Costuming Requirements:
All Orientals must dye their skin yellow to represent the different in complexion
between them and the people of Antios. All players must do this equally. This is
due to the different light that is found on the other continent. We advise the use

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of yellow face paint in a similar vein to the green used by orks.
All Orientals must wear costume which is noticeably Oriental in appearance.
Orientals may not disguise themselves as non-Orientals although, they may hide
their faces.

Racial Benefits:
Ritual Affinity: All Orientals start the game with Contribute to Ritual level 2.
Military training: All Orientals are proficient in the use of a one handed sword
and in unarmed combat.
Forearm Parry: All Orientals are taught how to block incoming blows with their
forearms. For 10 Chi, an Oriental character can parry a normal blow with his
forearms. This ability only works on abilities which deal damage to the character.
This ability has no effect against abilities like Loc to Zero, Crush, Sever or against
any form of spell strikes.
Tai Chi: All Orientals have been taught the Tai Chi ritual in order to regain their
Chi in the hours that follow the dawn. This ritual restores the character‘s Chi, the
ritual takes 20 minutes to restore up to 40 Chi, 40 minutes to restore up to a
hundred Chi and an hour to restore up to 250 Chi. This ability cannot be used ore
than three hours after dawn.
Chi Strike: Because of the nature of the Oriental‘s Chi they are able to lash out
with it against a foe. For 10 Chi, an Oriental can imbue their next strike with
energy making the strike effectively magical.
Oriental Etiquette: All Orientals start play with Etiquette (Oriental) 2.
Resist Pain: Due to the hard lives they have led, Orientals have learned how to
not react to pain. The amount a character is required to react to pain is reduced. If
a character wishes to not react to pain at all he must pay an amount of Chi equal
to double the level of damage received.

Racial Disadvantages:
Orientals cannot wear Armour above hindrance 3 without seeking special
training. Heavy armour is almost unknown among the Oriental peoples.
Absent Halo: The curse of the Ultimate weighs heavily on the Orientals and they
all suffer from the Absent Halo Flaw. The Orientals have learned how to replace
their Halo with Chi, however, each morning within three hours of dawn they must
go through a series of rituals. The oriental character must spend ten minutes per
ten points of Chi they wish to regain. Oriental characters start with no Halo, but
the gain 10 Chi per level as per normal. Chi works in exactly the same was as
Halo for purposes of Halo damage and Halo fueled abilities.
Halo: If an Oriental character wishes to purchase additional Chi he may do so at
double the price he would pay for Halo.
Superstitions: The Orientals are extremely superstitious people and as such any
Oriental player must select eight points of superstitions from the flaw list for
which they gain no benefit. If the character has more than eight points of
superstitions the players gains the difference as points of flaws.

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Caste Of Nobility:
Role-play Hints:
You are a by birth a ruler, you speak and others listen, not the other way around.
Talking to peasants (especially women) is a dreadful thing for you, you would
much rather talk through an associate.
Magic isn‘t amazing or mysterious, it‘s just the most efficient way to get things
done. Never act surprised around magical acts.
Losing face is tantamount to losing an arm. Work hard to show off and gain face,
while doing everything in your power not to lose it. Out of respect, try not to
make another lose face either, even if it means lying.

Costuming Hints:
Excessiveness is good. Big hats, long hair/cloaks, wide sleeves, the bigger the
better.
Bright colours, like gold and red are good. Gold is the colour of money, and Red
is the colour of luck (It is said monsters are scared of red).

Equipment Hints:
Carry lots of books and scrolls. All aristocrats dabble in science, magic or
alchemy, and this shows in their equipment.
Umbrellas in the sun are common.
Because of your birth you are used to equipment, tools and weapons of the
highest quality.

Racial Benefits:
The Noble caste can all read and write in the Oriental language.
The Noble caste start play with access to two minor lists.
Meditation: Orientals of the Noble classes are taught how to Meditate to regain
their Halo/Mana or Will. Oriental Nobles may pick one of the three meditation
types, they may not choose Con or Loc meditation until they have received further
training.
Oriental Etiquette: All Oriental Nobles start play with Etiquette (Oriental) 4.
Oriental nobles start play with Lore Magic, Alchemy or Potions Rank 2.
Oriental Nobles start play with Lore: Oriental Life: Rank 2.
Oriental Nobles start with Persuade and Intimidate Rank 1.
Cash: Nobles are able to start the game with an additional 3 gold pieces. Nobles
also have ancestral lands, however, these lands are currently within the territory of
the Middle Kingdom.
Oriental Nobles start the game with Oriental status Rank 2, although they can gain
more Status in any number of ways.

Racial Disadvantages:
Requirements of Rank: As a Noble of the realm the character is required to
undertake certain tasks for the court without expecting any reward. In times of
hardship the crown also levies taxes against the nobility in order to maintain

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essential services.
Fastidiousness: Oriental nobles, will not eat low quality food, nor will they wear
low quality clothes. Orientals must always be clean and will avoid allowing
themselves to get dirty. Orientals will not consume anything that comes from an
unclean person, this includes corpses, the poor and the diseased.
Phobia of disease: Due to the need to maintain a line of descent, nobles are very
worried by diseases. All Oriental Nobles suffer from a severe phobia of disease.

Caste Of Warriors:
Role-play Hints:
Losing face is tantamount to losing an arm. Work hard to show off and gain face,
while doing everything in your power not to lose it. Out of respect, try not to
make another lose face either, even if it means lying.
Your purpose in life is to fight and die in the service of your lord. Read the
Hagakure or Book of Five Rings for an idea of the mindset you should have.
Honour is important, don't lie, cheat, or steal, unless you are ordered to by your
lord. Your honour is your life.
You are above most people, and the only thing standing between war and peace.
Be cordial with people, but have no fear of cutting down those that dishonour or
insult you.
Everywhere you go, stop to consider the tactical value of where you are.
Death before dishonour.

Costuming Hints:
Grow a beard. It was thought if you didn‘t have a beard, and died in battle, the
enemy might think your corpse was a woman‘s, and would throw it away.
Try not to wear dirty things, be well groomed, and of good complexion.

Equipment Hints:
Dress well, but battle ready. You should have a weapon or two on you at ALL
TIMES, even when sleeping or using the washroom.
The Bow, Sword, and Spear are all valued by the Warrior Caste, clubs, hammers
and axes are much less common.
Upper armour was common, but lower armour was often not worn, to enhance
mobility. Some warriors would even fight without pants.

Costuming Requirements:
Carry at least one blade on you at ALL TIMES.
Be clean. Getting dirty is a natural part of combat, but try to clean yourself
afterwards.

Racial Benefits:
Master of Arms: Those of the warrior caste are taught how to use all weapons
from birth.
A warrior, when affected by a fear spell, can add his Social rank to his Willpower

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for the purposes of resisting fear spells.
A Warriors magic modifier is increased by one.
My Father’s Sword: All Oriental warriors bear an ancestral weapon. The
weapon is considered to be completely normal, however, the Warrior gains the
ability to purchase abilities for the weapon. The Warrior can enhance the objects
material and its quality. However, the real power of this ability is the ability to
layer powers and magical effects into the weapon. Example abilities include:
Masterwork, Magical, Iron, Steel, Magic, Bane Demon, Bane Undead, Silver,
Return to hand, Harm other wielder, etc. This is exactly the same as the Knight
Ability Honour Blade and the table can (will) be found at the end of the Oriental
section. Non-Warrior Orientals can purchase this ability for 10 boons. In order to
imbue a weapon with power it takes eight hours of meditation. When the wielder
dies, the weapon becomes a bronze weapon of mundane nature and of standard
quality. Some weapons also have a Geas, which functions like a flaw. Warriors in
possessions of their honour blade are not allowed to use any other weapon for any
task that their weapon is capable of. See end of the Skills Chapter for details of
the Ancestral/Honour Blade.
Honour Duel: Those of the Warrior caste commonly fight one on one duels
against opposing champions. If an Oriental Warrior either issues a challenge
which is accepted or accepts a challenge which is offered he can spend 10 Chi to
make it an honour duel. While the duel continues, the Warrior gains one point of
location and two points of willpower. The duel ends as soon as the duel ends;
when one party surrenders, falls or flees the duel is considered to be over. For the
duration of the duel, the Warrior cannot cause harm to anyone other than his
opponent; the Warrior is protected by DR 2 (to a minimum of one) against
damage dealt by anyone other than his opponent.
Oriental Warriors cannot wear Armour above hindrance 5 without seeking special
training. Heavy armour is almost unknown to the Oriental people. This is an
improvement on the general Oriental disadvantage.

Racial Disadvantages:
A warrior must answer any challenge of arms he is faced with. To decline a duel
equals losing, and losing equals death. Insults, slander, and grievances *should*
be dealt with immediately. The warriors are not good at ―letting things slide.‖
If a warrior has dishonoured himself in any way, he must work to regain his
honour, usually by doing a special task set by the Plot Team. If the character
cannot regain his honour within three months, he must commit ritual suicide.
Can not flee: A warrior must be the last person to flee a combat. Dieing is
preferable to being the first to run away.
Flaw: Vengeful, Most Warriors take matters of revenge and avengement as a
sacred act. All Warriors find it impossible not to brood over any slight that has
happened to them or their clan. To the Warrior caste, there is no such thing as
forgiveness.
The Warrior caste starts play with specialized access to one spell list, but they do
not start play with minor access to another list.

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Honour the Dead: Warriors will almost never remove the weapon from a fallen
foe. Warriors tend to treat the bodies of worthy opponents with great respect.
Weapons are believed to contain the soul of the wielder so the Warrior will
restore the weapons of fallen worthy foes to their families so they can be passed
down to their children. It is customary to keep shields and helms as trophies.
This flaw applies to all Orientals, but this tradition is an absolute to the Warrior
caste.

Caste Of Merchants:
Role-play Hints:
The goal of a merchant is to earn money. The quantity of his personal wealth is
considered to be a measure of his success.

Costuming Hints:
Your dress and equipment should show your success, no-one is interested in
trading with an unsuccessful Merchant.

Equipment Hints:
Always carry examples of your wares.

Costuming Requirements:
A merchant‘s dress and garb must accurately reflect that which he trades in.

Racial Benefits:
Oriental Etiquette: All Oriental Merchants start play with Etiquette (Oriental) 3.
Trade Venture: Once every three months a merchant character can initiate a
Trade venture. The character needs to submit his cunning plan in writing
including how he intends to fund it and the type of return he is looking for on his
investment. The trade venture will always make a significant amount of money
usually 25% at least although external factors can still affect the use of this
ability.
Resist Thievery: As merchants are often the target of thieves they are adept at
the common tricks to throw off a thief, whenever a merchant is targeted by a thief
either against his person or against his own private rooms the thief is considered
to have two fewer ranks in his thieving skills like Open Lock and Pick Pockets.
Increased Funds: Merchants start the game with an additional three gold pieces
due to their last merchant venture.
All merchants are trained in the fiscal talents of their caste. A character from the
merchant caste starts the game with Profession (Merchant) Rank 2.
Due to a need to understand the value of goods, a member of the Merchant caste
starts the game with Appraise Rank 2.
Fast-Talk: Merchants start the game with Persuade Rank 3, this is to represent
their ability to talk others into making deals that benefit the merchant.
All merchants start the game with honorary membership with a merchant‘s guild.

Racial Disadvantages:

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It is hard for Merchants to acquire social rank, the boon cost for increasing your
social rank is doubled, this does not affect guild rank.
Merchants will never undertake to provide services, training or goods without a
clear gain for themselves.
Merchants can never give gifts, unless the person they are giving to is an
established customer.
Merchants are worried by thieves and therefore have a minor phobia of them.

Caste Of Peasants:
Role-play Hints:
The lot of a peasant is beneath that of the other castes. Peasants should be aware
of their position.
Peasants should be subservient to anyone of a higher caste.

Costuming Hints:
The garb and clothing of a peasant should appear to be of low quality.

Equipment Hints:
The equipment of a peasant should appear to be of low quality.
Peasants start poor and as such they shouldn‘t carry much in the way of
equipment.

Costuming Requirements:
Peasants are required to wear common clothes. They must avoid clothes which
require expensive dyes or bleaches such as white, purple, red or yellow.

Racial Benefits:
Note: If a peasant ever stops being humble and meek, his major abilities disappear
forever.
Strike of the Humble: Loc to Zero. Because peasants are so totally overlooked
they can often make a single strike which can bring down a powerful
opponent. At a cost of 100 Chi and 1 Willpower the peasant can make his next
strike Loc to Zero.
The Meek Shall Inherit the Earth: As humble peasants, this caste is protected
by their liege lords and in turn by the divine. The character is assumed to have DR
1, although, this cannot reduce damage below one.
All Peasants have a trade which they have worked at for most of their lives. All
Peasants gain Lore Rank 2, Profession Rank 2 and Craft {Specific} Rank 2
relating to their trade.

Racial Disadvantages:
The Peasant caste start play with specialized access to one spell list, but they do
not start play with minor access to another list.
It is hard for Peasants to acquire social rank; the boon cost for increasing your
social rank is tripled.

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Peasants only start play with two silvers rather than the usual ten.
Peasant characters must roleplay their lower status at all times. They are expected
to show deference to others and back down in the face of confrontation.

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Shirefolk:
The Shirefolk are rightly one race. When they are born, however, their gods determine
the each members of the Folk‘s place in the world, which manifests as an obvious
appearance of one of three different subraces. The Shirefolk, though, do not differentiate;
all of these so called subraces are in fact all just Shirefolk, even if they do have different
tempers, appearances and talents. The Shirefolk society is structured around this, as they
accept that their purpose is divinely mandated; all three are individuals but part of a
bigger whole. Apart each has specialized skills, and together their successes are
multiplied. Even in their pastimes they can meet harmoniously; during Shirefolk festivals
the nights are filled with Dwarven drums, Gnomish woodwinds, Hobbit strings and a
chorus of surprisingly talented singers.

A child born to Shirefolk parents who are of the same subrace is more likely to be of that
subrace, but it is not uncommon for two dwarves to produce a hobbit child. Because of
the nature of Shirefolk childbirth, it is common practice for the child to go to a family
who is known by the counsel to be ready to have the child; although the parents can elect
to keep their own child. The nature of childrearing in Shirefolk society leads to a situation
akin to fostering where the community as a whole raises the child. It is common for
Shirefolk to have close relationships with their birth and rearing parents. Shirefolk do
have an abnormally large number of still born babies, because of this when the mother is
starting to show the priests have developed a spell to tell if the child will be still-born and
if so they abort the child. The aborted children are treated as part of life for the Shirefolk,
but their little cadavers are taken to special temples to guard their unformed souls.

The Shirefolk are known for their craftsmanship and earthly passions. Fabricating,
inventing, parlaying, trading and business are the purview of these peoples. They are
artisans and artists, and true children of Geos in their temperaments and traits. They
complement each other and inter-group trust is almost automatic. Each subsection has
their own ways of interacting with other races and the outside world, but they will almost
always support each other. Normally this means that each subrace of the Shirefolk only
interact for extended periods of time with outside races when they‘re under contract,
traveling, or seeking business. With the Inritius situation, however, the Shirefolk changed
their usual rule of non-interference due to the urging of the Gnomes.

Approximately three years ago, Gnomish astronomers and astrologers were reading the
stars for omens and mathematical theories when they found a new set of stars. Not only
had these stars never been seen in the sky before, but their alignment was unnatural and a
few of the stars in the cluster even overlapped. The portents the astrologers read from the
new constellation were terrible and brutally nonsensical, although they displayed a
consistency that suggested a hidden message. Even the specialized Gnomish measuring
tools could not translate the message properly, though perhaps they were the only ones
with a chance of doing so. The Gnomish Council of Peers, the wisest of each ―trade‖ (the
general headings of Technicians, Scientists, Alchemists, Mages, Astronomers, and
Tradesmen) met and discussed this puzzling and worrisome phenomenon. During their
meeting, the sky slowly drained of colour and tinted the world an ugly violet. The

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Council looked up and realized they were watching an unscheduled lunar eclipse. Doing
an augury and reading the stars, the message they had been attempting to interpret had
suddenly been made clear; it read, ―Darkness is growing. Fight for light or everything is
lost.‖

Alarmed into quick action, the Gnomes called the Hobbits and Dwarves in to a grand
council. They told them of the forewarning and confirmed the Dwarves and Hobbits had
been approached over the last few years by other races, mostly the Argeads, to help them
with a war. Shirefolk usually have a ‗live and let live‘ philosophy, and viewed this as a
human problem. Now, however, there was no mistaking that the Gnomes were probably
the only race who could have interpreted the eclipse‘s message. All three groups agreed
that to attempt to derail the dark fate portrayed in the stars, they must add their lot to that
of the humans and help defeat the ‗darkness.‘ For this reason the Shirefolk have, for the
first time in any memory, united together while allying themselves with other races for a
greater goal.

Each Shirefolk subrace brings valuable skills to the Alliance against Inritius. Allowing
them to work together, of course, makes them much more valuable, and since each
subrace balances out the other two, the Shirefolk are fairly self-sustaining as a resource.

Note: While Shirefolk are looked down upon for being short in stature they are actually
not much shorter than the other races. The description of the Shirefolk as ‗half‘lings
comes from an old racial stereotype which is no longer true. As such there are no height
restrictions on playing a Shirefolk.

On Shirefolk Genetics:

This is a completely out of game section describing the current day theories behind the
Shirefolk genealogy. None of the topics discussed in this section are known in the world
of Geos. Many Shirefolk historians have attempted to catalogue and figure out what type
of child will come from the different unions of different types of Shirefolk. But few have
been able to theorize the true reasons.

The type of gene that the Shirefolk have is very rare but not completely fantasy. The gene
is based on the genetic condition known as imprinting which is the cause of Angelman
syndrome and Prader-Willi syndrome in the real world. These two conditions are caused
by the deletion or inactivation of certain genes. The Shirefolk condition is a theoretical
addition or extra activation of certain genes. Angelman syndrome is caused when the
deletion happens on the gene that is passed down from the mother. Prader-Willi
syndrome is caused when the deletion happens on the gene passed down from the father.
The deletion is exactly the same, but the outcome is extremely different and depends
completely on which parent the aberrant gene comes from.

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This is the Shirefolk gene during reproduction.

It is essentially blank.

If the gene is present within cells growing in a male‘s reproductive tissue, it will take the
―Hobbit‖ form.

If the gene is present within the cells growing in a female‘s reproductive tissue, it will
take the ―Gnome‖ form.

If this gene is passed to the offspring and there is no partner for it, the Shirefolk gene will
display dominance and the offspring‘s phenotype will be of the gene type.

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If both parents pass the Shirefolk gene, the genes will amplify and the offspring‘s
phenotype will be ―Dwarf‖.

A Dwarf parent will always pass on the Shirefolk gene, since it has no blank gene to pass
on.

A Hobbit or Gnome parent has a 50% chance of passing on the Shirefolk gene and a 50%
chance of passing on the blank gene. If by chance both parents pass on the blank gene,
the result is lethal. This is the reason for 25% of non-dwarf pairings to result in a still
birth.

Here are the probabilities of Shirefolk breeding.

Mother\Father Gnome Hobbit Dwarf

Gnome 25% Gnome 25% Gnome 50% Hobbit


25% Hobbit 25% Hobbit 50% Dwarf
25% Dwarf 25% Dwarf
25% lethal 25% lethal

Hobbit 25% Gnome 25% Gnome 50% Hobbit


25% Hobbit 25% Hobbit 50% Dwarf
25% Dwarf 25% Dwarf
25% lethal 25% lethal
Dwarf 50% Gnome 50% Gnome 100% Dwarf
50% Dwarf 50% Dwarf

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The sex of the offspring is not connected to the Shirefolk gene so there is a 50% chance
of girl or boy as with all mammals.

Note: This is a scientific explanation, however, in a world of arcane and divine magic
science is not an exact, erm… science.

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Dwarves:

Dwarves are the keepers of tradition in Shirefolk society. They are the master craftsmen,
priests, and law-keepers of their kind. They are the only Shirefolk who commonly are
able to grow beards, and their beards are extremely important to them. Dwarves are the
embodiment of the stability of the Earth, therefore they are slow to anger but can erupt
like a volcano if antagonized for long enough. They have a natural distrust of new ideas,
foreign ways, and experimentation. They have developed their methods and works over
millennia, and each piece of craftwork they make is of unquestionable quality. This is
also why Dwarves don‘t haggle; the price of an item is firm.

Dwarven etiquette is hierarchal, and any challenge to a Dwarf of higher station must first
follow the proper lines and rules. A Dwarf who wishes to challenge the word of one of
higher station or rank must first acknowledge that Dwarf‘s station, rank and
accomplishments. To not do so is not only an insult to the Dwarf, but to his line and
house as well. Dwarves have an unshakeable sense of honour and an unimpeachable
word (they see absolutely no cause to lie.) Based on this, they expect to be treated as the
trustworthy people they are. Those who question a Dwarf‘s word do so at their extreme
peril. Slights to a Dwarf‘s honour are a sure and immediate way to earn their wrath. A
Dwarf will never forget a slight and an angry, vengeful Dwarf will fight like a well-
trained machine until all foes are vanquished. Dwarves will never promote war or strife,
but will see it to its end, until there are no more opponents or engineers of war against the
Dwarves. Their creed is ―War to the death,‖ for Dwarves are sworn to fight until their
enemies are destroyed. Picking a fight with one Dwarf means picking a fight with ALL
Dwarves.

Despite this part of their nature, Dwarves do not go looking for violence nor do they start
wars with other races, preferring to be left alone. Generally calm, lucid and reasonable,
their warring attitudes are merely a reaction of resolution to extreme threats. The
Dwarven demeanor can best be described as coming off as taciturn, curmudgeonly and
cheap. Dwarves are practicalists and see no reason to beat around the bush or embellish.
They talk straight and can be rather tactless. In Dwarven society, however, speaking
plainly and honestly is a laudable and valued trait. Races who specialize in flamboyant
words and pretty phrases are less likely to be trusted by Dwarves, the High elves, as elven
politicians, are rarely trusted and bards are appreciated for skill but not for humour.)

Dwarves may seem cheap, but they are in actuality just frugal (although to most other
races that is merely a matter of semantics). Despite their parsimony, Dwarves appreciate
and value well-made goods and have a special love of gems. Seen as the embodiment of
the perfection of Earth and time together, Dwarves do not value gems merely for their
monetary cost, but for their rarity, quality and cut. They are true connoisseurs. Metalwork
goods are their other specialty, one they take a painstaking amount of time and effort in
that not many other people, let alone races, would be able to perfect. Dwarven armour,
weapons and luxury items are of unsurpassed quality and beauty, proving that despite
how gruff or practical they may be, Dwarves are true artists.

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Dwarves view other races with at least a slight bit of suspicion. Other Shirefolk races are
given much more leeway than any others. A Dwarf will always trust a Shirefolk‘s word
over someone else‘s, unless it is quite proven that the Shirefolk was lying (which they
almost never do when it comes to Dwarves, since they know the consequences). For their
part, Hobbits and Gnomes rely on the Dwarves‘ stable natures and enduring strength and
loyalty. These are the traits that the Dwarves bring to the group known as Shirefolk.

Historical Note: In ages past some dwarves pulled away from the other Shirefolk and
created their own civilizations deep under the mountains, they found that by avoiding
contact with the other Shirefolk they started to have almost all dwarven children. The
dwarves of these ‗lost‘ cities started to believe that the dwarven line was stronger than the
line of the other Shirefolk and they had a very fascist attitude with this belief; however,
without the sense of the gnomes and the lightheartedness of the hobbits these cities fell to
enemy invaders, civil war or the forces of Inritius.

Role-play hints:
Be reserved.
You have little patience for stupidity or silliness, unless it comes from a Hobbit
and even then do not encourage it.
You are resistant to change and should place serious weight on tradition.
Automatically be on guard should someone attempt to sell you something.
Be gruff and make your answers to questions as to-the-point as possible.
Only offer help to other Shirefolk; only offer help to other races if asked first.
Respect your race‘s elders and your betters by status.
Be more patient with Shirefolk than they probably deserve by Dwarven standards.
Take good care of your belongings, which should be well-made.

Costuming Hints:
Wear simple and practical but well-made clothes, though they should denote your
rank and station in some way (quality, design, ornament.)
Dark earth tones tend to be favored.
For combat dress, heavy armour is your preference, again functional over
decorative, but very well-made with some denotation of your rank and station.
You should have a long beard; the older you are, the longer it should be.

Equipment Hints:
Always, always carry whatever tools you need for any trades you practice.
Make the highest quality of everything that you use, or purchase it from another
Dwarf.
If you are a warrior, carry a hammer and an axe.

Costuming Requirements:

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Your PC must have a beard. It must have a beard length equal to 3 x your social
rank in inches. Having a beard longer than you are entitled is an extreme offense
to other Dwarves. This is even true for women.
Beards are often highly adorned and braided. Those knowledgeable about
Dwarven braids will be able to tell your role, guild, etc.
Dark earthen tones are a must. A dark knapsack for your equipment and smaller
bags for other necessities is also required.

Racial Benefits:
For dwarves, the base cost of all craft skills is reduced by 1.
In regards to production skills, when a dwarf is working alone on a project the
effort required to create the item is halved in regards to metal working and stone-
crafting.
For dwarves the base cost of willpower is reduced by 2.
For dwarves the base cost of constitution is reduced by 3.
In regards to stacking armour dwarves can stack an additional medium and an
additional heavy layer.
Dwarves are very resilient to poison and disease. For usual terms the effects of
these things are halved, for instance a usual poison causes one constitution
damage per ten minutes for dwarves it does 1 constitution damage per twenty
minutes. See the referee for the effects with unusual poisons and diseases.

Racial Disadvantages:
All dwarves find it hard to be nimble and dexterous; their agility multiplier starts
at 4 rather than 3.
Dwarven movement is significantly slower than that of other races; this must be
shown by the character. Dwarves rarely run and never run first. Their movement
must be plodding and methodical.
Dwarves will get ―short-tempered‖ when people mock them or their heritage.
The effect of all potions, poisons, herbs, drugs and spirits is halved on a dwarf.
Once a dwarf has been affected by a substance he is more likely to be addicted to
that substance.
The base cost of mana is increased by two for dwarves.

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Hobbits:

Hobbits are the explorers and adventurers of Shirefolk society. Many other races think
them to be stupid, but this is untrue; they are merely insatiably curious, to the point that it
overwhelms their common sense. They are childlike, innocent, light-hearted and fond of
practical jokes. Music and artwork are the only things that they are truly passionate about.
Everything else falls under the ―Que sera sera‖ category to them. They go through life
with a light heart, and regard those who don‘t do so with well-balanced and gentle
humour. They love new objects, things of interest and pretty items, especially your pretty
items. Hobbits aren‘t bad by nature, but they have an equally liberal view of ownership to
complement their easy-going philosophies. Hobbits often ‗acquire‘ things during the
course of their lives, these are things that interest or entertain them that they gather to
examine later; Hobbits rarely steal for malicious, greedy or jealous reasons. Anything
they successfully ‗acquire‘ is clearly supposed to be in their possession, at least for now.
There are few things a Hobbit will not pick up during their travels, however, they will
always respect the rightful place of works of art such as music or masterworks that an
artist has worked hard and honestly on unless they are being misused or mishandled.

For their own trade, Hobbits specialize in tailoring, weaving and leatherworking.
Superior clothing and light armour come from the hands that can also pick a well-
concealed pocket. The Hobbits themselves prefer to dress in jewel-bright colours and
eye-catching designs. Not ostentatious or overly accessorized, their clothing is instead
made of fine, bright fabrics in unusual cuts. They are also quite skilled at putting in
unseen, clever pockets for storing and hiding their pilfered goods. Anything properly
made by a Hobbit is guaranteed to wear very well and outlast most other clothing or
leatherwork. Hobbits do, though, feel they reserve the right to sell substandard goods to
those who they feel have earned a pranking, either through their attitudes or actions.
The Hobbits‘ easy-going nature and sense of humour give them a bonus when making
new friends and allies. Their guilelessness puts even wary races at their ease. Their
insatiable curiosity gives them an equally insatiable wanderlust, a need to explore the
world and its wonders. They have a fine appreciation for the good things in life, which
they can use to bargain or sell goods. Their peacefulness makes them good diplomats,
Hobbits feel tactlessness and rudeness are completely unnecessary, although their
concept of etiquette is often different to that of other races. Strangers bearing gifts, items
for trade or stories are always welcome at their camps. They especially love good jokes,
dirty limericks and clever bawdy stories. They also love riddles and question games to
occupy their quick minds (they also love annoying others with these games.)

The Hobbits‘ love of riddles and stories can represent itself in surprisingly good Bardic
skills. Hobbits have a secret love of music and art, something they express themselves
with privately for the enjoyment of the Shirefolk only. The very rare members of outside
races who have seen a Hobbit perform or create art know that the Hobbits‘ reputation as
childish ne‘er-do-wells is merely a convenient mask. Hobbits value art and beauty: both
their own and that of others. They will never willingly destroy objects of true beauty.
Objects that are in danger from others will mysteriously disappear. A very few Hobbits
display their talents as Bards, these Hobbits are exceptionally quick-minded and crafty,

148
they use their surprising skills to escape blame when they are accused of other, less legal,
actions.

No matter how far or high or low a Hobbit travels, he or she always returns to the hills
and fields of their birth. Hobbits past the age where they can travel or fight with speed
and ease retire to work the lands of their folk. As farmers, Hobbits enjoy the stable
seasons of the Earth, and despite their seemingly lazy ways, are actually quite good at
working hard for their harvests. Older Hobbits who farm work hard at their tasks and play
with as much enthusiasm after them. Those aged Hobbits who choose not to work the
verdant lands of the Shirefolk use their travel and stealing experience to become traders
and diplomats. They specialize in international prices for goods, interracial customs and
laws, where to get good items and the best shipping routes. Hobbits prove their frolicking
time was well used when they can deal with any people in any land to sell just about
anything.

Note: All Hobbits are Hope aligned. While it is possible that some Hobbits could
succumb to Oblivion this has not happened yet.

Role-play hints:
Smile a lot and be the first to laugh at every joke. Share this knowledge with
anyone nearby.
Never take anyone, particularly yourself, seriously.
Inquire about everything; always let your curiosity get the better of you. For
example ―I wonder what this button does…‖
Hobbits are able to take in more information than most people and rarely forget
something they see or hear even if it seems as though they are distracted when
they experience it.
Prank anyone who seems too serious for their own good, as long as you‘re pretty
sure you won‘t get hurt – or caught.
Use jibes and jokes when daggers and kicks aren‘t necessary.

Equipment hints:
First aid kit, pouches, light weaponry, any tools that will help you get into things,
crow bars, lock picks, etc.
Clever devices to boggle and amaze.
Props for funny stories.

Costuming Hints:
Wear bright colours, unless trying to be stealthy.
Should have many pouches and pockets and perhaps even concealed ones.
Battle wear would include light armour and the like, and should not impede
movement too much during a fight. Always have something interesting to pull out
of your pockets.

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Costuming requirements:
Feet must appear bare and hairy (wear appropriate footwear, but alter them to
look as though they are bare feet.) Jewel-bright colours and interesting cuts for
clothing.
You must choose one signature piece of clothing, i.e. a jaunty hat with a jauntier
feather, which the character must always have.

Racial Benefits:
Hobbits start the game with Pick Pockets rank one.
Hobbits start the game with Open Locks rank one.
The effort required to make leather goods or fabric goods is halved for Hobbits as
long as the task can be completed in three days and they are working alone.
Hobbits start the game with Appraise rank two.
Hobbits start the game with an Agility multiplier of 2 rather than 3.
Hobbits find it much easier to resist the corrupting power of Inritius‘s magic.
Hobbits have +4 will against all fear effects; if they are within this threshold the
character must approach and be interested in the source of the fear.
Hobbits are naturally lucky; this will be adjudicated by the referee team. If a
situation arises where you feel luck would be a factor please consult the referees
(overuse of this power will make it less effective as everyone‘s luck runs out
sometime).

Racial Disadvantages:
Hobbits are believed by many other races to be thieves. This makes it hard for
them to be accepted by some races.
Hobbits are naturally weak. Their might multiplier starts at 4 rather than 3.
For purchasing strength the base cost is increased by 4.
All Hobbits automatically suffer the flaws Insatiable Curiosity and Overactive
Imagination.

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Gnomes:
Between the adventurous Hobbits and traditionalist Dwarves lie the middle-of-the-road
Gnomes. If Hobbits are the inspiration and Dwarves are the labor, Gnomes are the plan
that makes everything work together. Alchemists, engineers, scientists and technicians,
Gnomes concern themselves with how things work, making them the most learned and
academic of the Shirefolk races. They love knowledge for knowledge‘s sake and are
insatiable about any new gadget, method, element, spell or idea. Gnomes are the primary
mages, herbalists and alchemists for the Shirefolk, and have a cultural heritage for
technology and mystic studies. Because of many generations of magical studies and
experimentation, Gnomes have a natural resistance to magic (which has helped save more
than one Gnome life when an experimental spell went amiss.)

Gnomes make their homes in low hills near arable land. They live in the Earth, like
Dwarves, but close to the fields like Hobbits. They can also be found living in trees,
depending on the needs of their families or necessities of their studies and experiments.
Dangerous experiments are always done under the Earth to minimize the risk to others.
Engineering, building machines, stone-cutting, gem-work and alchemy are the Gnomes‘
best skills. Carpentry and brewing are lesser skills that they also often possess. Their
favorite gemstone is the diamond, which they value for both its value and its ability to
retain and refract light, their second preference being coal (due to its amazing
usefulness).

When speaking of magic, alchemy and the sciences, all Gnomes have a natural interest
and skill. Gnome society has a stunning array of astrologers and astronomers as well,
since time, cycles and the celestial order of things comprise the greatest working machine
of all. Gnomes apply their unending curiosity about what makes things tick to the
universe in general to try and define how it applies to practical things and peoples. In this,
they quest for nothing less than a complete understanding of the cosmos‘s workings.
Because Gnomes deeply respect wisdom and knowledge, they carry that respect to the
methods that rule how anything works; magic, growing things, time, stars, energy and
balance. This is also why all Gnomes follow a Lunar calendar and strictly follow the
festivals and portents it provides (eclipses are seen as particularly important due to their
effect on creatures and tides.) They have so many festivals that some outside races
mistake them for Hobbits, who will take any excuse to celebrate.

Because Gnomes understand and appreciate the necessity of balance in all things, they
naturally oppose those who despoil, especially Goblins and Ogres, who not only despoil
but are ancient racial foes for consistently targeting the Gnomes and Shirefolk. Gnomes,
like all Shirefolk, fear large creatures, in part because they are often prey to larger
creatures.

Some Gnomes choose to work fields and other, more unique crops (i.e. foreign foods.)
They enjoy caring for living things because they work on a cycle; they enjoy working
with Earth because of the properties and mysteries of its makeup. No matter what task a

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Gnome chooses to do, however, they are diligent workers who enjoy their leisure time
and festivals with equal enthusiasm.

Like Hobbits, Gnomes like a good tale and are often skilled tellers. Also like Hobbits,
Gnomes are tolerant and good-tempered and dislike rudeness (they take Dwarven
―straight talk‖ with good humour because they trust the source.) Like Dwarves, they are
fastidiously hard-working, but whereas the Dwarves rely on millennia of traditions and
honing to perfect their skills, Gnomes research and adapt theirs as things change. Gnomes
prefer the company of other Gnomes; they don‘t dislike other races, but have a practical
view of outsiders‘ lack of understanding on how the Shirefolk work. People who do
manage to befriend a Gnome are adopted into that Gnome‘s family. Gnomes require a
nightly hearth fire to gather around. Missing this necessity lowers their morale. Gnomes
need to be able to connect with their kin around a fire for communication and
community. Star Reading is a popular pastime at Gnomish fires when camping out and
they often tell the tales of how the stars got there or were named or moved around. Some
of the more arcane and ancient magics, along with the alchemy they possess, are
sometimes displayed at these gatherings for very special occasions, including illusion
magic which is favored by their ancestors.

When Gnomes travel, it is to begin to satisfy their enormous curiosity about the mysteries
of the world. They do, of course, have an especial interest in anything mechanical,
magical or scientific. They will spend an immense amount of time and an even more
immense amount of wealth researching anything that promises to be worthwhile. They
even use travel as an experiment, testing their philosophies and theories to see if they
need to be revised or adapted. Gnomes also do double duty as diplomats and
philosophers, helping to promote the Shirefolk and their skills.

Roleplay Hints:
Gnomes are very logical about their curiosity. Any working interests them.
Gnomes are not easily offended and will ask questions despite others‘ prejudices.
Gnomes hate waste and view it as unnecessary. This also means that they do not
favour races that despoil or waste like Orcs, however their biggest problem is with
Goblins and Ogres for their historical bullying of the Shirefolk and for their
disgusting ways.
Gnomes are the middle ground between the airy Hobbits and the solid Dwarves.
Gnomes will always automatically trust/cooperate with members of their own
race first, although they are not averse to having allies.
Gnomes always take opportunities to learn.

Equipment Hints:
Always wear aprons and/or multi-pouched belts that hold trade tools or
components for magic/alchemy.
Always have the tool or spell component necessary for any reasonable task.
Be adaptable to any situation and have the objects to aid this.

Costuming Hints:

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Wear strong colours with designs and decorative shoes.
Whatever you wear should be a solid colour with some type of at least reasonably
intricate design on it.
Gnomes really like hats of all kinds.

Costuming Requirements:
All Gnomes have big noses. They‘re a sign of status, and the size should reflect
your rank or potential.
Clothing comes in solid colours and shoes are optional.
Gnomes must have the accoutrements of your trade visible; books and pouches
for spell components for mages, tool belts for technicians, measuring instruments
and books for scientists and general reference articles for any other occupations.
When others look at a gnome, the gnome‘s profession should be obvious.

Racial Benefits:
Gnomes are very focused on intellect tasks. Their base multiplier for Intellect
starts at 2 rather than 3.
For Gnomes the effort required for scribing and alchemy tasks is halved as long as
the character is working alone.
Gnomes gain Lore Mechanics rank 2 to start the game.
Gnomes resist illusions as if there will was four points higher.
If a Gnome ever manages to gain specialization with the lost illusion school of
magic they may use sorcery with the spells from that list.
The base cost for DAC and ADAC is reduced by one for Gnomes.

Racial Disadvantages:
Gnomes are naturally weaker so their might skill multiplier to start the game is 5
rather than 3.
For Gnomes the base cost of strength is increased by four.
Gnomes tend to be more likely to flee than any other race; their willpower against
fear is considered to be four less than it really is.
Gnomes cannot wear more than seven points of hindrance per location.

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Elves:
The elves are the oldest race and were the first sentient creatures created. Magic runs
through them as through all creatures, but the elves can easily access the magic within
them to replicate spell effects. Each race of Elves is tied to a form of magic and a way of
life. The elves tend to be lean and graceful. They are slighter than humans and possess
less strength; they are also less hardy and they suffer sickness badly. The elves were the
Ultimate‘s first creation of sentient life; they were to mirror the innate power of the fey
that populated the Ultimate‘s eternal dream. The Ultimate watched the fey in its dream,
she watched them thrive on magic and enjoy their lives. It wanted to bless it‘s creation
with an innate affinity to a certain type of magic and it wanted them to live together in
harmony each using their magic for the tasks that magic was intended for. The Ultimate
first created a dull race without magic and then she gave them energy and character in the
form of the magic the people were to possess.

The Elves enjoyed their place as the Ultimate‘s first race and they became arrogant and
narcissistic. They were convinced that the Ultimate had chosen them to inherit and rule
the world. After the Ultimate had finished creating the Elven peoples they lived in
relative harmony for about ten minutes. Soon after this the Ultimate learned the problem
with her experiment; each of the elven races believed that their magic was superior and
they were willing to prove it. The biggest clashes came between elves with opposing
forces of magic: for years the elven races bickered and battled amongst themselves
although eventually the dark and death elves made a bid to rule the elven peoples. During
this Kin Strife war the elven kingdom was sundered. The dark and death elves retired to
live together far underground and the light and life elves, who had been conscientious
objectors throughout the struggle, were unwilling to live with their kindred on whose
hands they saw the blood of their kin.

The new Elven alliance was made up of the water elves, the fire elves, the earth elves, the
wild elves and scattered members of the rarer elven races. However the Elven Alliance
could not decide who would rule their new civilization. The arguments grew heated and
nearly evolved into another war when an old wild elf called Oaken Owl suggested that
the only elves who could rule were those who had achieved a balance in their magic. A
group of elves from each of the main elven races underwent a ritual and created
themselves into a new breed of elves, they called themselves the high elves because they
were created to rule. The Elven Alliance was just starting to establish themselves; they
rebuilt their cities, repaved their roads and the mines became profitable. However, the
Ultimate‘s next experiment, the race of man, clashed with the Elven Alliance; the
Argead‘s combination of tactics and antimagic soon prevailed and the elves submitted to
the Argead Empire. To public view the elven cities capitulated and paid their taxes, but
the three great elven cities stayed concealed and continued to thrive.

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High Elves:
The high elves are the descendants of those elves who sacrificed their personal link to
their own sphere to rule the elves. They claim it was a great sacrifice for the betterment of
the elven people; however many of the ―lesser‘ elven races are convinced that it was a
calculated trade. The high elves are aloof, arrogant and willing to do anything necessary
to achieve their goals. High elf mages maintain balance in their magics and are often able
to achieve great things through powerful combinations of spells.

Role-play Hints:
The high elves are made up of those elves that were willing to give up their innate
magic for the betterment of the elven peoples. As such their arrogance is greater
than the general arrogance of the elves.
The high elves are convinced that their actions will save the elven people, as such
they are often willing to commit acts others would deem unthinkable because they
can almost always see the gain in a tragedy.
Avoid stains to your honour.
Defend your word and uphold your status.

Costuming Hints:
High elves are the diplomats and nobles of the elven alliance and their costumes
should reflect that.
A large part of a negotiation is through a display of power; high elves wear a lot
of jewelry and carry fine equipment to show their status. They also often travel
with an entourage.

Equipment Hints:
Do not use the tools of the barbarian, this includes axes and furs. Try to use tools
and weapons of finesse and not crude blundering objects.
Use items of the finest quality you can afford. Avoid using second class or
damaged items.

Costuming Requirements:
High elves must have a good quality costume. This costume will be well cut and
must be clean at the start of each adventure. They will usually not wear furs as
they deem it barbaric, but a touch of fur lining is permitted in cold weather.
High elves must have pointed ears.
High elves must have silver or gold tinted skin.

Racial Benefits:
High elven characters are masters of many spells. A high elven character starts
with minor access to four lists and major access to two lists. When an elf chooses
his lists he must choose in pairs of lists between the list and the list that opposes
it.
High elves start the game with the ability to read and write elven.

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Elves are quick of reflex and attuned to the magic. Elves start with an additional
multiplier reduction which can only be used to reduce magic or agility.
A high elf‘s Connection multiplier is reduced by 1.

Racial Disadvantages:
High elves do not start the game with a specialization, nor do they gain Elven
Sorcery with any list.
It is possible for high elves to purchase specializations and spell list access later as
normal characters do. However, whenever a high elf wants to purchase a new list,
or better access to a list, the high elf must be able to purchase the list and its
opposing list at the same time in order to retain the balance of magic. A high elf
purchasing two lists at the same time pays the standard cost for both lists. Before
a high elf can learn any Exotic lists he must have at least that level of access in the
parent list and in the two major lists to which the Exotic list is opposed.
Elves are slow to learn and slow to understand, it often takes them a decade to
learn something a human can master in a year. In game terms this will mean that
each award given to an elf with be five experience points less than the same
award given to a human.
Elves are frail of body. All elves find it harder to master might skills and as such
start with an additional multiplier cost to learning might skills.
High elves must be balanced in the spells they know as well as well as in the lists
they possess, as such a character can only learn a new spell if he can acquire the
parallel spell on the opposing list at the same time. This also works with crafted
spells, as such a high elf cannot learn a second (or third) spell of any given level
on any given list unless they can also learn a second (or third) spell of that level
on the opposing list.
High Elves struggle with the balance of magics within them. They must spend a
period of at least 15 minutes in silent meditation in every eight hours. The
meditation calms the high elf but doesn‘t allow him to regain mana, willpower or
halo. If the referee team feels that a character is becoming unbalanced then they
will approach the character and tell him that he needs to meditate. Failure to
meditate or continuous in-balances towards one list over its mirror will cause the
high elf to breach the original ritual; the most common effect of this is for the
high elf to lose one half of his lists, or one pair of lists, although, the breach of the
ritual could damn the entire high elf race.
High elves are very arrogant.
High elves were made to be diplomats, as such; a high elf must attempt to find a
fair and reasonable settlement to any issue, argument or disagreement. They are
also required to accept fair offers and be willing to negotiate.
High elves are not true pacifists, but they will rarely open hostilities themselves.

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Earth Elves:
The Ultimate created the Earth elves from the nature and substance of Geos. It imbued
the earth elves with the power and stability of the rock and earth. They are slow to act but
powerful and resilient. They are tough and hardy and can be depended on to get the job
done. Earth elves are loyal by nature and never turn their backs on a friend. They are
interested in the powers of the earth and are the undisputed masters of gem magic. They
have developed close relationships with the shire-folk and are often found living amongst
them.

Role-play Hints:
Everything has a value.
Do not waste energy in rash action. Always think first before acting.

Costuming Hints:
Wear simple bland coloured clothes. The cut of the clothes should be simple; the
cloth should be sturdy and simple. The colour of the cloth should be bland, grays
and browns.

Equipment Hints:
Carry your money in gems and not coins.
Due to the Earth elves lack of agility they favour armour and shields for defense.

Costuming Requirements:
Earth elves must have pointed ears.
Earth elves must have brown tinted skin
Earth elves wear simple costumes and do not wear fripperies.

Racial Benefits:
Earth Elves start the game with Appraise rank 3, however, their racial ranks can
only be used to appraise rocks, ore and gems.
An elf who chooses his natural sphere of magic as his specialist list gains the use
of sorcery with that list.
An elf gains the use of a spell which shapes his natural form of magic in a new
way. Meld with earth: For 20 halo an Earth elf can meld himself into the rock or
earth re-emerging in the same spot he entered. While melded the elf can see out
of the spot where he entered. There is no duration restriction on this spell.

Racial Disadvantages:
Each breed of elves is tied to their own sphere of magic and it has shaped their
personality and the way they react to things. Like when a character gains a
specialization the elves personalities are affected by their element. If the elf gains
specialization in that sphere as well the effects are tripled.
An elf purchases spell access to lists that oppose his natural list in the same way a
normal character purchases lists that oppose his specialty. Elves are slow to learn
and slow to understand, it often takes them a decade to learn something a human

157
can master in a year. In game terms this will mean that each award given to an elf
with be five experience points less than the same award given to a human.

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Water Elves:
The water elves are the scarcest of the common elves, this is because so many of them
choose to live far away at sea. They have learned to understand the healing power of
water and understand its necessity as an element. They understand that there are always
several different ways of getting around a problem. Of the elves, they are probably the
closest to following a goodly ideal.

Role-play Hints:
Never deny anyone water if you can spare it.
Never waste water.

Costuming Hints:
Fabrics which symbolize water, like shiny fabrics, blue fabrics and wave fabrics
suit you best.
Water elf jewelry is often made of shells.

Equipment Hints:
Water elves favour pole arms, curved swords and bows.
Water elven armour is most often made to represent fish scales.

Costuming Requirements:
Water elves must have pointed ears.
Water elves must have blue tinted skin.
Water elves must have gills.
Water elves must carry a significant amount of water.

Racial Benefits:
Amphibious. The character can breathe air or water. This is the same as the beast-
kin amphibious advantage.
An elf who chooses his natural sphere of magic as his specialist list gains the use
of sorcery with that list.
An elf gains the use of a spell which shapes his natural form of magic in a new
way. Create Water: for 1 halo the water elf can create a pint of clean water.
Cleanse: for 5 halo the water elf can clean an object of blood, filth etc. This spell
is often used to clean wounds. Dry: for five halo, the water elf can remove the
water from an object, this will dry a soaked cloak or a scroll. Healing Water: for
five halo, the water elf can imbue a pint of water he has created with healing
properties. If the water is consumed within an hour it will heal three location and
one constitution.
Elves are quick of reflex and attuned to the magic. Elves start with an additional
multiplier reduction which can only be used to reduce magic or agility.

Racial Disadvantages:
Elves are slow to learn and slow to understand, it often takes them a decade to
learn something a human can master in a year. In game terms this will mean that

159
each award given to an elf with be five experience points less than the same
award given to a human.
Elves are frail of body. All elves find it harder to master might skills and start
with an additional multiplier cost to learning might skills.
An elf purchases spell access to lists that oppose his natural list in the same way a
normal character purchases lists that oppose his specialty.
Each breed of elves is tied to their own sphere of magic and it has shaped their
personality and the way they react to things. Like when a character gains a
specialization the elves personalities are affected by their element. If the elf gains
specialization in that sphere as well the effects are tripled.

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Fire Elves:
The fire elves fought openly on both sides of the Kin Strife war. They are naturally
destructive and chaotic. They hate the cold and are rarely seen during the winter months,
it is believed that they wrap themselves in their natural fire and hibernate. The fire elves
revel in fire and love its touch. Fire Elves rarely extinguish fires. Fire Elves are believed
to only eat ash; they consume the burned essence of the food. Fire-kin elves make their
dwellings in super-heated structures, commonly called 'emberings'. These Emberings
look like massive red coals amid black rough rock; only Fire-kin and their summonings
can withstand such intense temperatures. The heat generated by these Emberings is how
traditional Fire Elf bronze armour achieves such burnished colours and spiraled sharp
edges.

Role-play Hints:
Never extinguish a fire.
Be impassioned. Be willing to act on a whim.
Revel in destruction, even if you don‘t agree with it, respect and admire the power
that caused the destruction.

Costuming Hints:
Fire elves often have shocking red hair.
Fire elves wear fabrics that replicate fire, orange, bronze and reds.

Equipment Hints:
Fire elves favour weapons, shields and armour made of brass or bronze.

Costuming Requirements:
Fire elves must have pointed ears.
Fire elves must have red or orange tinted skin. Fire elves tattoo and mark
themselves to show events or status.

Racial Benefits:
Fire resistance 5. The first five points of damage from a purely fire source is
reduced by five per application.
An elf who chooses his natural sphere of magic as his specialist list gains the use
of sorcery with that list.
An elf gains the use of a spell which shapes his natural form of magic in a new
way. Body of fire: For forty halo, the fire elf transmutes his own body into a
living moving ball of flame. The spell lasts ten minutes. For the duration the
character can ignite or heat metal anything he touches. While in this form the
character is immune to all forms of fire damage even raw fire damage. Ice or
Water spells will force the fire elf back into his own form. Heat metal: For ten
halo, the fire elf can bring heat to any metal item, the spell will last 10 minutes
and for that duration the metal object is so hot that its burning touch cannot be
withstood by those without resist fire. The metal object deals 3 points of damage

161
per ten seconds to anyone who maintains physical contact with it; this damage is
applied straight to the location.
Elves are quick of reflex and attuned to the magic. Elves start with an additional
multiplier reduction which can only be used to reduce magic or agility.

Racial Disadvantages:
Elves are slow to learn and slow to understand, it often takes them a decade to
learn something a human can master in a year. In game terms this will mean that
each award given to an elf with be five experience points less than the same
award given to a human.
Elves are frail of body. All elves find it harder to master might skills and start
with an additional multiplier cost to learning might skills.
An elf purchases spell access to lists that oppose his natural list in the same way a
normal character purchases lists that oppose his specialty.
Each breed of elves is tied to their own sphere of magic and it has shaped their
personality and the way they react to things. Like when a character gains a
specialization the elves personalities are affected by their element. If the elf gains
specialization in that sphere as well the effects are tripled.
Fire elves take extra damage from ice based attacks. This damage is usually an
additional fifty percent of the damage.

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Air Elves:
Air elves are the most common race among the elven people. They are the most
numerous and it is not uncommon for an air elf family to have a dozen or so children.
They are very interested in the other races and they spend as much time as they can
interacting with other races, learning new cultures and magics. This means that they are
less in tune with the land but does not mean they have turned their back on nature; they
have simply left others to care for her while they pursue other tasks.

Role-play Hints:
Air elves are constantly curious. They are very interested and have a question for
every situation.

Costuming Hints:
Air elves do not have a typical look. It is common for air elves to wear
mismatches costumes made up of things that they think look trendy.

Equipment Hints:
Do not over burden yourself by carrying anything unnecessary.

Costuming Requirements:
Air elves must have pointed ears.
Air elves must have pale tinted skin.
Air elves must wear mismatched costume.

Racial Benefits:
All Air Elf characters start the game with 15exp worth of free lore skills.
An elf who chooses his natural sphere of magic as his specialist list gains the use
of sorcery with that list.
An elf gains the use of a spell which shapes his natural form of magic in a new
way. Purify Air: For 10 halo, an air elf can cleanse the air in an area. Control
Breath: For twenty halo an air elf can control his own breathing removing the
need for him to breath for ten minutes. An air elf can use this ability on an ally for
thirty halo.
Elves are quick of reflex and attuned to the magic. Elves start with an additional
multiplier reduction which can only be used to reduce magic or agility.

Racial Disadvantages:
Elves are frail of body. All elves find it harder to master might skills and start
with an additional multiplier cost to learning might skills.
An elf purchases spell access to lists that oppose his natural list in the same way a
normal character purchases lists that oppose his specialty.
Each breed of elves is tied to their own sphere of magic and it has shaped their
personality and the way they react to things. Like when a character gains a
specialization the elves personalities are affected by their element. If the elf gains
specialization in that sphere as well the effects are tripled.

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Nature’s Elves:
These elves are the children of nature. They are possibly the most natural creatures alive.
The Ultimate gave them guardianship over nature herself. These elves are most
commonly called forest elves, but are also known to live within jungles, swamps, and
brushland. They do not reveal themselves until they want to be seen. Nature‘s elves are
at one with nature and are the born protectors of the land. Many become rangers or druids
of the land. Should anyone bring harm to the forests or its creatures the forest elves will
extract vengeance for the earth and for this they are blessed with attributes that reflect
their dedication. Any forest elf that turns down aid to a forest protector is brought to
justice by the Druid Council.

As the second most populated breed of elf, Nature's elves may be discovered in almost
any biome, undeveloped or close to civilization. These Gatherings, as they are called, can
range in numbers from small tribes to massive collections of naturally grown houses.
Each gathering is focused around a Druid, who dictates the movements of that tribe. In
turn, that Druid's actions are usually watched or monitored by the shapeless and formless
Druid council.

The earliest of gatherings simply lived in and amongst the branches or underbrush of
their predominant species of plant or tree. While it is still common for these people to
live unsheltered, Druids have taken new practice to coax the trees and roots to develop
huge cavities in which these Elves now live in. The variety of constructs is almost
unlimited, depending on the local flora. Recent accounts of Nature-kin's living quarters
speak of ancient bulbous trees, massive hollows of fungi and root-born sub dwellings.
While it has never been once confirmed, it is mythed that the greatest gatherings of
Nature‘s Elves bear grand druids encased in the cores of trees who communicate by
thoughts and vibrations; as fantastic a story as that is, it is not beyond what Nature's Elves
have already proven in their crafts.

Nature's elves abstain from eating killed plant life, they prefer the remains of animals
instead. While this practice may vary by gatherings, individualism and by influence from
other cultures (some have adopted the act of eating fruit from other forests), traditionalist
Nature-kin refer to this diet as a mandate. A fundamentalist diet for a Nature-kin may
include meat from kills, cuts of fat, fermented pig's milk (a drink named Aatya) insects,
eggs and ground bone-meal which is used to make a variety of unusual breads. It is a
startling thing the first time many witness the Nature's Elf mealtime act of eating bones
whole.

Role-play Hints:
Obey the Druid Council
Give aid to forest protectors
Do not take unnecessary action
Do not hesitate when action is needed
Do not, under any circumstances, harm nature

164
Costuming Hints:
Your costume is designed to be camouflage. Make it from browns, greens, plant
life, etc. Don‘t make it one piece; rough edges make it harder for you to be
spotted.

Equipment Hints:
Do not carry anything you do not need
Bows and light weapons are preferred
Avoid heavy armour and shields

Costuming Requirements:
Nature‘s elves must have pointed ears.
Nature‘s elves must have brown and green tinted skin
Nature‘s elves must have camouflaged costuming

Racial Benefits:
An elf who chooses his natural sphere of magic as his specialist list gains the use
of sorcery with that list.
An elf gains the use of a spell which shapes his natural form of magic in a new
way. Camouflage: A Nature‘s elf can, for 20 halo, become camouflaged against a
natural background. This spell is identical to invisibility except it can only be
used in a natural setting.
Elves are quick of reflex and attuned to the magic. Elves start with an additional
multiplier reduction which can only be used to reduce magic or agility.
Rank 1 DAC
Bow proficiency
Hide in Shadows: Rank 1
Tracking: Rank 1
Move Silently: Rank 1

Racial Disadvantages:
Elves are slow to learn and slow to understand, it often takes them a decade to
learn something a human can master in a year. In game terms this will mean that
each award given to an elf with be five experience points less than the same
award given to a human.
Elves are frail of body. All elves find it harder to master might skills and start
with an additional multiplier cost to learning might skills.
An elf purchases spell access to lists that oppose his natural list in the same way a
normal character purchases lists that oppose his specialty.
Each breed of elves is tied to their own sphere of magic and it has shaped their
personality and the way they react to things. Like when a character gains a
specialization the elves personalities are affected by their element. If the elf gains
specialization in that sphere as well the effects are tripled.
All lore skills are considered to have a base cost that is two higher. Nature‘s
Elves are not known for their studious abilities.

165
Poison Elves.
During the Kin-Strike conflict of the Elves, the Drow Elves (The term Drow refers to the
society of the Exiled Blood, Death and Dark elves) soon found that they were out-
matched, over-powered and outnumbered; as such, they worked to even the odds, the first
step of their plan was to create a race of soldier/assassins that they could send against
their foes. This race of servitors has been dubbed ‗Poison Elves‘ because of their ability
to turn their blood into poison. The Poison Elves are all fiercely loyal to the Drow Elves,
this is partially because they have been bred with a chemical dependency to a substance
that only the Drow know how to produce and partially because they were genetically
engineered with a mental condition that causes the Poison Elf‘s heart to stop if he
becomes disloyal to the Drow Elves, if he ever actively seeks to harm a Drow Elf or if he
attempts to reveal Drow secrets to someone who isn‘t supposed to know.

Poison Elves are all distant and aloof. They understand that they were made by the Drow
and that they are a servitor race. The Poison Elves also understand that they are bred to be
killers and that they should remain distant and cold in order to cope with the moral
implications of their actions. Poison Elf children are raised by the society as a whole and
are nurtured and trained well, this is especially important because Poison Elves are often
deemed to be expendable and their genetic structure is unstable so this race has a high
number of orphans. Poison Elf children are often taken along on missions and raids
wrapped in invisibility cloaks, the children are deemed safe and it is necessary to expose
them to the nature of their lives from an early age. Rank in Poison Elf society is almost
always earned by performing successful high profile assassinations. Poison Elves have
been responsible for thousands of high profile assassinations over the years; in fact it is
now almost assumed that they are responsible for all assassinations. The group of 100
Poison Elves that were sent to eliminate Inritius was never heard from again, the Drow
Council hope that they are dead and that Inritius has not found a way to use them against
the Alliance.

Rumors exist of a group of Poison Elves are have left their Drow elf masters while
maintaining loyal to them and have been able to breed true. Their offspring are believed
to have circumvented some or all of the Poison Elf disadvantages. Many Drow Elves
have chosen to join Oblivion, so it is almost guaranteed that a number of Poison Elves
now serve Inritius. The life of a servitor assassin is not one that fosters Hope, so it is
highly possible that many Poison Elves would elect to serve Oblivion.

Boon Cost: 50. Due to the above average power of the Poison Elf race and their extreme
rareness, a Boon Cost of 50 has been assigned to anyone who wishes to play a Poison Elf.

Note: All Poison Elves are Evil in alignment; this is not because they are truly horrible
people, but because they have been programmed to be willing to kill, torture and destroy.
Those Poison Elves who think differently are quickly destroyed.

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Note: The blood of a Poison Elf is not normally poisonous, but through a halo
expenditure they can make it poisonous. The poison a Poison Elf makes in this way is
only effective for one hour following it‘s creation.

Role-play Hints:
Poison Elves are very willing to kill, torture or destroy in order to achieve their
objectives.
Poison Elves have been programmed to obey, this often causes Poison Elves to be
easy to lead.
Poison Elves have been brought up to consider themselves to be expendable.

Costuming Hints:
Poison Elves are trained as assassins and killers. They almost always wear black
or brown garb.
Poison Elves wear light armour as a necessity, they are almost never without their
armour.

Equipment Hints:
Poison Elves are almost always equipped to kill quickly and silently. Their
equipment often includes garrotes, poisons, knifes and other tools required for a
silent kill.
Poison Elves favour the use of herbs, poisons, alchemical substances and potions.

Costuming Requirements:
All Poison elves must have elven ear tips.
All Poison elves must have extremely pale skin.
All Poison elves must have purple and black veins showing through pale skin,
especially on their faces and hands.
Poison Elves were all bred and trained as assassin/warriors as such they should
wear practical dark clothes and be well equipped.

Racial Benefits:
Poisons Elves are immune to almost all forms of poison.
Poison Elves who learn the Exotic Poison list reduce the total boon cost to learn
the list by half. They find it easy to attune themselves to it and they probably
already know a tutor.
Poison Elves who become Poison specialists gain the ability to use Sorcery with
that list.
Poison Elves find torture to be second nature to them, as such all elves start withy
Break Will Rank 3; although, they can only use it on someone they are physically
torturing.
Poisoned Blade: For 5 Halo, a Poison Elf can apply a one point Constitution
poison to any piercing/slashing weapon. Damage call: Standard BV CON 1.
Poisoned Food: For 100 halo, a Poison Elf can generate a fatal ingested poison
which will normally kill anyone with a Constitution of 17 or below in less than a

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minute. The person must totally ingest the substance which contains the Venom
regardless of whether it is a potion, a drink, a candy bar or a meal.
Trained to Kill: Poison Elves start with Move Silently, Hide and Open Lock at
rank 1.
Body Pouches: In order to make sure that Poison elves are always equipped they
have been bred with a cavity in their bodies which they use to store items. A
typical pouch is found in the central chest cavity under the stomach and it is
accessible by a moving flap of skin. A typical cavity has enough space in it to
hold a dagger, lock picks, a few vials, a few gems and at least one dose of the
blood chemical. A note to all non-Poison Elf characters, do not pretend you know
anything about these pouches as they are very well kept secrets.
Poison Lore: All Poison Elves are taught the secrets of Poisons and Venoms. As
such they start the game with Lore: Secret: Poisons/Venoms Rank 2.
Physical Prowess: Poison Elves can elect to reduce their Might or Agility
Multiplier by one.

Racial Disadvantages:
Dark Fate: Due to problems in their creation, Poison Elves often die very young
and because of physical health problems. It is almost guaranteed that no Poison
Elf will live more than a year or so of game time unless they find some way to fix
their medical problems.
Poison Elves are not taught how to communicate well with others and as such,
they find it significantly harder to learn Connection skills. Their connection
multiplier starts at 5 rather than 3, although this can be reduced normally.
Chemical dependency: Poison Elves are all terminally addicted to a substance
available only to the Drow Council. A Poison Elf can only survive without the
serum for a period of one week per point of Willpower they possess.
Inbred Loyalty: Poison Elves have been bred to be loyal to the Drow Council.
Poison Elves do not have an option of being disloyal to the Council, players
should discuss any issues they are having with the referee team well in advance.
Condition Heart stop: Poison Elves have been genetically engineered with a
mental condition that causes the Poison Elf‘s heart to stop if he becomes disloyal
to the Drow Elves, if he ever actively seeks to harm a Drow Elf or if he attempts
to reveal Drow secrets to someone who isn‘t supposed to know.
Thin Blood: Due to the nature of Poison Elf blood, a Poison Elf bleeds down at
double the normal rate.
Poison Elves were bred from the magic of the Blood, Death and Dark elves and
find it difficult to learn Life and Light magic, all costs to learn those lists are
doubled.

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A dark elf blocks the path of the adventurers.

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Fey:
When the Ultimate rests, it dreams and in its dreams it watches the mortals unfold their
schemes and plays on its creation, the play of the mortals is played against the backdrop
of the fairy courts.

The fundamental race of the world of Inritius Alliance is the Fey. These fairy creatures
come in countless sizes and shapes and they alone were not created by the creator. The
Fey lords and ladies watched the creator create the world and before that they watched
the creator sleep and they watched the changes in the universe. It is unknown how the fey
watched the cosmic changes while the universe was in a state of void; it has been
hypothesized that the elder fey exist in a sort of middle ground between substance and
void.

In the years after the creation of Geos the Fey took an interest in the developing world.
They watched the races develop and they wanted to take a part in things. The fey slipped
into more human guises and blended themselves into the world. Over time the bondings
of fey power have taken on spirit forms, these sylphs, dryads and other spirits have
become part of the folklore of Geos. The Fey have subtly taught the mortals their magics
and they are believed to be the absolute authority on matters of magic.

There are two fairy courts the Seelie and UnSeelie court. Each court has its own side of
the sphere of life and each of the two courts understands each other although they also
oppose each other. The link between the courts was well described by a noted bard who
described the relationship as that of a long married couple going through a period of
hostility. Common forms of Fey include Brownies, Sylphs, Pooka, Dryads, and Gentry.

An Argead scholar recently suggested that the dragon creatures found in common legends
may have been the war forms of elder fey.

Note: Playable fey will be released in later supplements.

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Melusine:
The Melusine, also known as the Merfolk, are the Children of the Sea. Since antiquity
they have lived in and ruled the waters of Geos, and are viewed by the land-walking races
through a long, unclear glass. So much legend and mystery surrounds this race it is
difficult to separate fact from fiction. Traits commonly believed to be possessed by the
merfolk are: they have always lived in water, they have some type of communication and
command over sea creatures, they can often predict weather patterns and they have a
supernaturally high level of intuition. Melusine can walk on land with little penalty,
though their powers start to be affected if they are far from water for a prolonged amount
of time. They love beauty and they have an impressive system of social conditioning to
control their strong, malleable emotions. Melusine are not impressed by those who
question their word; they have no reason, in general, to speak anything but the truth. They
are trusted implicitly by fishermen and sailors and any race or employment that
necessitates interaction with the sea. Merfolk value honesty and loyalty and hold a friend
made through honour above even family members. They are sometimes known as the
―Elves of the Sea‖, and many believe that the Melusine are those water elves who left the
elven lands to live in the oceans.

Throughout history the Melusine have not involved themselves with the affairs of land-
walkers, however now they have stepped away from their customary neutrality. The
reason for this lies at the Southern Ends of the Waters, the area at the end of the Traverse
Sea, past the Great Green at a place where no merfolk dare tread. Melusine do not
normally fear the deep sea trenches where the elder creatures lie far from human eyes, but
a dark void has erupted there that reeks of a dark power, driving away anything in the
water with a life force. Also, strange creatures have been seen nearby, unnatural things
that seem to pose some type of threat. The water near the void is unbreatheable and
undrinkable by regular sea creatures. The Melusine did not act while this darkness grew
for they stayed far away from it. However, when the darkness spread to touch the land
they knew that this dark power would engulf the land as well and they that had waited for
too long. It was the creatures spawned when this darkness touched the earth that Prince
Inritius was sent to defeat on that fateful day. The Melusine have realized that the time to
wait has passed and they now must find a way, any way, to act to save Geos.

This in and of itself would not be enough to force the merfolk to work with the land-
walkers, since the Men have no ability to aid them. However, they believe now that the
void is changing the temperature of the waters, all the waters. Over the last few years, the
average temperature in all seas has gone up. There is no obvious cause aside from the
appearance of the void. The Melusine are convinced that the leader of the dark-skinned
shark-kin that plague their waters have something to do with it. The merfolk have also
sent out researchers and scouts to find magics or resources that could be used to
investigate or explain the void and to contribute to repairing the damage that the rising
temperatures are doing to all water-related ecosystems. Either way, the Melusine need to
work on land to solve the problems they have not been able to under water. Many of the
Melusine have realized that they were the first race to be aware of this spread of

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corruption and are acting now to save Geos partially out of guilt.

Melusine Creation Myth:

"Long ago, before the Gods had finished walking Geos...

...it is said at the beginning of the sky; She sat by a desert of rocks and sand and looked
up at the newborn heavens. Perceiving the endless beauty of it, She cried tears of pure
longing which ran down her cheeks and into the desert, making the Oceans. These tears
perfectly reflected the Endless, which is the infinity of the night sky. The Oceans were
clean life, giving birth to many wonderful and strange creatures. Most exotic and gifted
of these beings were the Melusine, mercreatures of beauty and skill. They played in the
reflection of the Endless, the vast Oceans. Seeing Her on the shore, they swam up to her,
singing and calling her to play. Thankful of the creatures‟ care, She gifted them with the
ability to walk on the waters or on the land, neither being more difficult than the other.
And so She swam with them, teaching them the secrets of the Oceans and blessing them.
They swam and walked and played for many moons.

After She left to continue her wanderings, the merfolk were left to swim and sing and
play. But while they learned their lure over water, their powers grew in response, until
they could do great and terrible things with them; but being children, they were unaware
of this. One day, some new creatures came to the shore and looked out over the Ocean.
They were strange and didn‟t seem to like the Ocean water, or seemed unable to enjoy
both land and sea as they did. They stayed for a while, and the Melusine swam up and
tried to speak with them, but the new creatures were fearful. To soothe their fears, the
Melusine displayed all the wonderful things they could do with their powers. The
creatures didn‟t understand, and many of them died as a result of the Melusines‟
expressions of power. Seeing what they had done and understanding, the Melusine felt
sorrow.

As a result of this, the Melusine vowed that never again would their malleable natures
and fearsome power be the cause of so much suffering to innocents, and so they imposed
order on themselves, honoring those who could control their natures and powers. And
because they were allowed to play for a long period before learning responsibility, their
ancestors matured slowly despite their beauty, and modern Melusine are very often much
younger than they look.

And when She returned to them, they showed her the discipline they had learned. One
mermaider, Silure, had observed the tides flowing in and out as breath does, and so sat in
the shallows and breathed with them. This was how the Melusine learned to order their
thoughts and restore their harmony with the Whole. She heard this and was proud,
praising Her children warmly. They believed She would stay with them for another eon,
her wanderings having been immense and wise and teaching her the natures of Men. But
the land dwellers, curious and greedy, came to watch, still interested but still afraid. One
of them, with lust in his heart, tried steal the beautiful skin She had laid on the shore as
She swam so She could no longer walk on the land.

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The Melusine rose up and crushed him with their power, but She had already fled,
vowing not to return until the dirt-people had learned to control their natures. As she left
Geos, she laid words in the clouds and on the winds, reminding them to punish as well as
aid the land people from time to time in order to remind them of their sin and humble
them. And so the Melusine vowed they would never degenerate to the base emotions of
Men, instead leading as an example so the land-walkers would learn, and She would
return to Geos. They parted from the lands and their people, and stayed in their home in
the Oceans where they were created so She would always know where to find them.”

Role-playing Hints:
Be cool and composed. The Melusine are creatures of order.
You were raised outside the greed and violence of the land-walker races and you
see no need for those types of things (though you understand the logistical
necessity of fighting).
The Melusine are used to living in a situation where all are bound by an ancient
oath to speak only the truth. Melusine feel that having their word questioned is
not acceptable.
There is almost no excuse for you to have an emotional outburst (the exception
being something truly and personally horrific happening like the death of a true
friend). Hysteria is the death of the mind and the obstacle of understanding.
Most Melusine love beauty and hate ugliness. You do not covet, but your
belongings are simple and lovely.
From living in their protected kingdoms almost all Melusine are cheerful by
nature. They are aware of the threats and horrors of the world, but cheer
themselves with thoughts of the world‘s beauty. They are a very hopeful race and
rarely complain.
Hearing and walking on land is a bit wobbly for you at first, since gravity is
different (heavier) on land and sound travels differently (slower) through air. It is
uncomfortable having dry skin and you are not used to breathing through your
mouth.
Most Melusine are unused to eating many of the foods that the land-walkers eat,
especially meat and unsalted water.

Costuming Hints:
Be clean and well-kept.
A Melusine‘s clothes should be simple but well-made and nice. Your clothes
should be of soft whites or pastels with metallic accents (to simulate fish scales).
Melusine love silver and wear single or few precious or semi-precious stones set
in it. Non-ornate jewelry with obvious stones or shells are commonly worn.
Young children and old merfolk wear easily-found sea treasures such as pearls,
shells and coral.
Melusine dislike wearing shoes and will do so only if necessary.
Melusine like having their skin exposed to the moisture in the air (merfolk don‘t
really sweat, so wearing lots of clothes feels a bit suffocating and dirty).

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Equipment Hints:
A Melusine‘s things should be clean and in good order.
Melusine prefer simple but beautiful clothing and weapons with accents of shiny
things (i.e. gems, metals, or fabric that approximates that type of color and shine).
A Melusine‘s equipment, from your clothing to your weapons, should
communicate in an understated manner that you are a high race with beauty and
skill on your side. Most Melusine would never wear or wield something that was
not well-made or pretty.

Costuming Requirements:
You must have blue skin. Melusine can also be any combination of blue, white,
gold, green and silver, but the primary skin color must be blue (i.e. you can be
blue with green spots, or blue with a white stripe down the middle of your torso,
etc.)
A Melusine must have webbed hands and webbed feet if their feet are visible.
And most Melusine have fins in various positions to aid their movement in the
water.
Melusine may not have dark coloured hair.
Melusine all must have gills. The gills are on the neck under the jaw line and
usually extend behind the ear.

Racial Benefits:
Melusine are good at sensing evil. Melusine gain the Detect Evil skill to rank 1
allowing them to detect evil when it is close to them. Because of the reputation of
your race, people rarely question your word. Fishermen, sailors and soldiers who
fight on the seas will never do so. (Argeads are held in slightly higher regard due
to their honour in speaking the truth.)
Melusine live in a world where to speak falsely is a grave crime. They have
therefore learned to tell when others are lying. For five halo a Melusine can
Detect deceit, allowing the merfolk to learn if the target believed that his last
statement was a lie.
The Melusine speak the language of the sea in addition to the common tongue.
They may also communicate freely with sea creatures, although they may only do
so while their heads are underwater. Some Melusine have learned the ability to
speak with even animals which live in and around the water, although, only in a
very simple manner.
A Melusine can breathe water or air freely. This is the same as the amphibious
merit of the beastkin.
All Melusine are born with the ability to swim like a fish. They gain a bonus five
ranks in the swim skill.
If a Melusine‘s Willpower is ever sapped or drained they can meditate to regain it
at a rate of one point per five minutes, although unlike most meditations this one
requires the Melusine to be totally silent.
A Melusine‘s kiss can, for a cost of ten halo, confer water breathing on another
character.

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A Melusine bard has access to certain vocal abilities that are denied to the bards
of other races.
Melusine gain a bonus two ranks of DAC in the water.

Racial Disadvantages:
The Melusine are creatures of pure water energy and are harmed by the touch of
fire. Any damage with the fire descriptor such as fire damage or spells from the
fire list do double damage to Melusine.
If separated from water for a prolonged amount of time, a Melusine will slowly
suffocate. A Melusine must immerse themselves in water every day for at least
ten minutes. If a Melusine is kept away from water for a whole week they will
suffocate and die. This is the same as the amphibious flaw for the beastkin.
Melusine cannot lie. If a Melusine character ever willingly tells a lie then they
suffer a dark curse. You should tell plot immediately for there will be serious
consequences.
Melusine cannot and will not eat meat, although they do eat fish (including
whale).
All Melusine are at a one DAC penalty of one point while out of water.
The Melusine have an antagonistic relationship with races whose general element
is Fire. As a people who worship the moon and her pull on the oceans, the straight
destruction of fire‘s power is, to you, a travesty to the peace and life that water
offers all beings. The Melusine have issues communicating with the fire elves, the
tribal peoples and the hoardings because of their veneration of fire. Therefore you
are at a disadvantage to communicate with races that are based in, or worship fire.
At best, Melusine‘s view them with disdain, at worst, they see them as enemies. A
Melusine who uses a social Connection skill against one of the above races or
anyone with the fire list as a specialist list is at a two rank penalty.

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The Harsh Peoples

The Ork Colours

For centuries, Orks have been known throughout the lands of Geos as despoiling
conquerors. Only the most advanced of Orkish tribes wish for anything more. During the
Elvish Kin-Strife Wars, the Dark and Death Elves used the Orks as frontline shock
troops. For a long time it looked as though the war would be won because of the prowess
of these brutal hordes. It is possible that the state of life on Geos would have been very
different if the Green and Brown Orks on the front lines of the Battle of Arberoth were
not betrayed by their own support troops. The back lines of the Orks had a dark tinge to
their eyes and skin during that battle. As the greatest war-chiefs of history pushed
forward upon the falling Elven elite, they were slain from behind. New orders were given
and the war soon ended. Entire legions of Orks had turned black in order to betray their
own kind for a false promise of power.

The High Elves decreed that the Orks should be pushed from the forests and farmlands
that they had conquered generations before. With the dishonourable use of their magics,
the Elven Council took away the homes that the Ork tribes had worked for and made their
own. They have not lost all that they had taken, and have since conquered more, but all
Orks (as well as their gods) remember what the Elves took from them. The Orks
understand the actions of the victors and long for a time when they as victors dictate
terms to the elves.

The Harsh People worship a pantheon of gods that each personifies the race‘s most basic
ideals and strengths. HaGuurhk is the leader of the deities; he rules over the other
mystical beings for he is the strongest warrior among them. He is the ultimate warchief
and represents strength, territory, war, survival and male leadership. Rhukdosh is the
second in command. Warriors will often make sacrifices to gain favour and support from
Rhukdosh, who symbolizes combat, might and rage. Siguric is the god most worshipped
by Ork rogues, for he is the master of stealth and controls shadow and darkness. Emolash
is the goddess of the earth. The only female of the Ork gods, she heals and creates where
the others conquer and destroy. Shi-Uurg builds all the weapons for the armies of
HaGuurhk. He is the patron of mining, fire and smithing. Most Orkish-made weapons are
painted red and then stamped with the icon of Shi-Uurg to make them stronger and faster.
Shanxcis is submissive to Siguric and grants his favour through increased abilities to
worthy Rogues. He represents thievery, greed, revenge, material wealth and acquisition.

All Orks are incredibly superstitious of magic and all magic casters other than their own
Wyrds (an Orkish term for non-divine caster) and Witchdoctors (casters who use both
divine/shamanistic and arcane magic.) These casters, however, are still required to live on
the fringes of Orkish society although their opinions are often sought. The Wyrds
(WEERds) are tolerated because they fight well enough and have earned the right to be
considered Orks. Witchdoctors serve smaller tribes or fringe clans where there are no
other magic casters. They perform a double duty, so to speak, serving the Orks as a
battle-caster and ritualist. All other magic comes from the gods and thus Orkish Clerics

176
and Oracles are inherently trusted while feared for their powers. Even the Orkish magic
users, whether divine or arcane, are superstitious of magics used by other races, as these
outside powers are strange and cannot be readily understood. Ork societies are ruled by
warriors who are always counseled by clerics or oracles. If a tribe has its entire shaman
body killed, the warriors turn to the other magic casters for ―divine‖ council and support.
All individuals within Orkish society who are innately magical (and not killed by their
parents out of fear) are sought out to be initiated into the Council of Shamans or the
Circle of Wyrds.

The Ork clerics feel that the greatest chance of defeating Oblivion comes from
cooperation with the other races of the Alliance. They will oppose the forces of Oblivion
or, as the Orks call it, ―the Great Shadow-Dark‖ and they will seek to reclaim what was
taken from them in the Great Race Wars. Most Orks have refused to accept Inritius as a
god, although the Black and Grey Orks have and have moved away from their vengeful
cousins to live under Inritius‘s banner. The remaining Green, Brown and Blood Orks
refuse to become servants or slaves, especially to this usurper that others perceive as a
new god. They long to have their revenge on the Black and Grey Orks for their betrayal,
as well as the Dark and Death Elves for their deceptions and intrigues. For their
persistence and obedience, the Shamans have vowed that the Orks will be rewarded by
HaGuurhk. The Orks have thus joined the armies of the strongest human Argeads. The
men who command the Harsh Legions generally speak in an Orkish dialect. These
commanders are seen in a light of respect by the Orks under them; they are usually
battled-hardened veterans or vigorous and calculating generals, who are capable of
disciplining and organizing bloodthirsty brutes while weathering a continual onslaught to
their senses as they wallow in the viciousness and savagery of the Orks.

The Orks use their rogues as light infantry, scouts, assassins, enforcers, and raiders.
Orkish rogues are often bullied or looked down upon by the warriors in a tribe. That is,
until the need for a trap mechanic, daylight raider or a mage assassin comes to the
forefront; it is then the Rogues demonstrate their special skills and present their value to
their leaders No matter how powerful or influential a rogue may be, they must always
obey the orders of a warrior. The Ork society is held together by its rigid caste system
and no rogue can ever achieve a rank higher than Sergeant. On the other hand, rogues are
given a greater sense of autonomy in their mission objectives and generally have first
pick of the plunder in successful Orkish raids.

Within the social strata of the Orks, warriors are higher than all others, followed by the
advising priests, then rogues, magic users, peons, females, and finally slaves. Females in
Ork societies are considered lower class citizens. Referred to as ―cows‖, they are usually
nothing more than laborers or breeding stock. Some cows, through actions that prove
them worthy, raise themselves above their birth caste to be forever considered true Orks.
Cows that become Orks are no longer seen as female, an Ork is an Ork, and all Orks are
androgynous warriors. There are strange aspects to Ork society which must be
maintained in order to appease Emolash. The goddess in her turn only gifts the power of
direct speech to the gods to females, forever lifting those chosen to cleric or even Oracle
status. Once again, these females become seen as sexless tools of the tribe.

177
Orks have been known to keep humans, skilled shire folk, and goblinoids as slaves. The
terms of the Great Alliance have forced the Orks to release all human and shire folk
slaves, although some have been in service to the Orks for so many generations that they
have chosen to stay with the tribes and their way of life. This demonstration of obedience
and loyalty from these once slave stock is sometimes rewarded by inclusion into a tribe
as ―Urlaghi‖ (oor LOG‘ee), an Orkish term meaning the accepted or the acknowledged.
Orkish tribes have been known to include ogres, bugbears and trolls, as the Orks respect
them for their strength.

The Orks biggest problem with working with the Alliance was their instinctual, ancestral
hatred of the Elves. The Orks retain a contemptible view of the Elves, they are seen as
weak creatures more interested in their beauty than their strength. The Elves are,
however, also feared because of their speed, finesse and superior use of magic. The
Alliance was forced to make certain allowances for these feelings when writing the terms
of the alliance. Any Ork loyal to the Alliance will be punished by death for killing any
Elven ally. This decree was made acceptable to the Orks because of the additional
decrees that meant that no Elf would ever command a unit containing Orks. In addition,
any Elf within the Alliance who uses magic directly on an Ork is punishable by a
sentence of life imprisonment, excepting for life saving magics and any spells the Ork
himself requests. Many times the Orks would have stormed away from the bargaining
table; however the presence of the beastkin hordes has inclined them to stay. The Orks
respect the bestial nature of many of the beastkin although they have little respect for
those beastkin linked to weak creatures. The Orks maintain a positive relationship with
Beastkin warriors and respect them and their opinions.

Ork Societal breakdown.


Clan – family
Sect - extended family
Tribe - allied families
Confederacy - allied clans
Nation - multiple confederacies under one War Chief

Ork Military breakdown.


Scout/Trooper – a single rogue or warrior
Corporal - patrols of 5-10
Sergeant - squads of 12-30
Master of Sergeants - bands of 20-80
Battle Lieutenant - war party of 250+
Siege Captain - siege forces of 400+
General - armies of 600-1000
War Chief - throngs of 1200+
Horde Master - horde (fighters) 2000+
(Note: A character may start with a trooper/scout position for free. Any position higher
than scout/trooper will have a boon cost.)

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Green Orks
Green Orks are the most common of all the Orks, making up at least 45% of all Orks on
Geos. They commonly live in the foothills of mountains or the flatland plains. Some
tribes have chosen to be nomadic and raid the villages and cities of the races around
them. Since the alliance, most Green Orks not in the service of the Argeads have learned
how to be herders, only working livestock and not tilling the land. The Green Orks tend
to keep heartier animals that do not require continual tending: their creatures are healthy
and produce more meat and are highly sought after. As such the Warriors of herding
tribes have begun adorning themselves with the horns and hooves of their largest stock
after the animal itself was sacrificed to Rhukdosh.

Role-play Hints:
Due to their form most Green Orks walk with a stooped gait, unless in combat.
Green Orks have a slight aversion to bright light and sun.
Orks twist the common language of the land to make it their own, as if they had
conquered it; they make it stronger. As such, you should speak gutturally, using a
lot of profanity.
Bully everyone you can, especially non-Orks, however, you should allow others
to earn your respect.
Almost all Orks maintain a love of fresh meat and strong drink. They are almost
always hungry and looking for a drink.
Right thinking Orks do not fear death. They live with their wounds or let their
gods heal them.
Strong Orks do not have close emotional ties to anyone (except possibly their
tribe‘s children, but even then only if they are strong.)
Orks are (almost never) goodly aligned. They do not show pity or care for the
weak and it is almost unknown for an Ork to show mercy to a defeated foe.
Orks tend to act very instinctually.
Orks hold obedience to their group as high as they hold their reverence for
strength.

Costuming Hints:
The more metal you wear, the higher your rank. Orks gather bits of metal from
fallen opponents, destroyed buildings or things of personal import. An Ork‘s
armour will slowly grow as they weld or bolt various bits of metal onto their
armour. Their armour will be made up of metal spikes, gauntlets, leather, studded
leather, chains, bones and horns. Mail armours are most prized and plate mail is a
herald of Orkish commanders. (Note: While spiky armour is very Orkish, armour
with metal spikes is prohibited for safety reasons. Please make sure your armour
remains safe for yourself and for others.)
Orks cover themselves in personal decorations representing major events or kills
in their lives. They decorate their bodies with fabricating piercings, scarification,
tattoos, insertions and brandings.
Orks favour the colours of black, brown, burnt orange, green, mustard yellow, red
and purple.

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Ork‘s of notable rank have tattoos to show their status.

Equipment Hints:
The long bow was used against the Orks by the Elves and is thus seen as hated.
They will never use elvish equipment as it is superstitiously tied to their magic.
Destroy any Elven arms and equipment that you are able to.
Orks favour weapons that are crude, intimidating and brutal such as axes,
broadswords, hammers, cleavers and spears
An Ork‘s suit of armour is his trophy rack and his protection; they often prize and
admire their armour regularly.

Costuming Requirements:
Orks are required to have prominent canine teeth visible when the mouth is open
or shut.
Green Orks are required to have green skin.
Due to their increased size, Orks are required to represent the fact that they are big
and beefy. Smaller Orks will be a laughing stock and will not be respected or gain
rank.
Orks are required to embrace body modification with tattoos, piercings and tribal
markings.

Racial Benefits:
Green Orks start the game with rank-one strength for free.
Green Orks find it easier to learn strength due to training and the base cost of
strength is reduced by four for Ork characters.
Green Orks are trained in weapons from birth and are considered proficient with
all axes, heavy swords, clubs and maces.
Green Orks are trained in weapons from birth and find it easier to gain mastery in
axes, heavy swords, clubs and maces. The base cost of weapon mastery is reduced
by two for Ork characters.
Tribe: Orks may purchase ranks in Tribe at a base cost of 4, this is a Connection
skill. The Tribe skill allows an Ork to add one to his willpower for every twenty
tribe members that are present. Additional ranks of tribe reduce the number of
Tribe members that are required to give the Ork extra willpower by 2. This ability
allows the tribe to function more instinctively and gives rise to stories of hordes of
Orks resisting all magic.

Racial Disadvantages:
The Green Orks are the closest to the taint of Oblivion and are susceptible to its
influence. Green Orks are susceptible to the energies of Oblivion and their
willpower is halved against its effects.
Superstitious: Green Orks have a very complex belief structure and must choose
three points of superstition flaws which must be adhered to and role-played.
Examples include never fixing a weapon that has been broken.

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Green Orks are not strong willed. As such the base cost of Willpower is increased
by three for a Green Ork.
Fear/hatred of magic: Green Orks fear the magic of wizards. This is a major
roleplay thing; it will come up regularly and must be role-played well. It is
unusual for an Ork to allow a spell to be cast on him.
Green Orks hate the Dark and Death Elves and will usually enter a rage or sorts
and destroy them.
Green Orks are not intelligent at all and as such start with an Intellect multiplier
of x4.
Green Orks start with a specialist list, but they do not start with minor access to a
second spell list.

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Brown Orks:
These Orks are born taller and thinner than the Green Orks. They regularly stick with
their own breed but have been known to live and work with Green and Blood Orks. They
are quicker to learn and they are able to assimilate information and customs quicker than
any of the other Orks. Because of this, they are usually the Ork emissaries; so often so
that some races believe that all Orks are brown. They are less superstitious of magic
because of their advanced knowledge of other races, and thus they embrace the ability to
cast. Most Brown Orks will still conceal the fact that they can do magic from other Orks
because they may be bludgeoned to death out of fear. In addition, even though Brown
Orks make up less than 25% of all the Orks in the world, they make up more than 75% of
all the Ork Rogues. With their increased agility and knowledge of stealth magic they
make for brutal assassins.

Role-play Hints:
Brown Orks have a slight aversion to bright light and sun.
Brown Orks speak gutturally, using a lot of profanity while amongst other Orks.
Brown Orks have a good command of languages outside of their lands and tend to
make them slightly more guttural and less refined in their speech despite their
higher level of vocabulary and understanding.
Bully everyone you can, especially non-Orks, however, you should allow others
to earn your respect. Brown Orks are also quicker to see the value of flattery.
Almost all Orks maintain a love of fresh meat and strong drink. They are almost
always hungry and looking for a drink.
Right thinking Orks do not fear death. They live with their wounds or let their
gods heal them.
Strong Orks do not have close emotional ties to anyone (except possibly their
tribe‘s children, but even then only if they are strong.)
Orks are (almost never) goodly aligned. They do not show pity or care for the
weak and it is almost unknown for an Ork to show mercy to a defeated foe.
Brown Orks tend to act very reflexively and opportunistically in regards to their
enemies and matters of diplomacy.
Orks hold obedience to their group as high as they hold their reverence for
strength.
Orks desire material wealth and the comfort and influence it can bring in the
outside world.

Costuming Hints:
The more metal you wear, the higher your rank. Orks gather bits of metal from
fallen opponents, destroyed buildings or things of personal important. An Ork‘s
armour will slowly grow as they weld or bold various bits of metal onto their
armour. Brown Orks tend to prefer light armour pieces that allow them to move
quickly and rely on stealth.
Most assassins, scouts and witchdoctors wear cowls.

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Orks cover themselves in personal decorations representing major events or kills
in their lives. They decorate their bodies with fabricating piercings, scarification,
tattoos, insertions and brandings.
Brown Orks favour the colours of black, brown (any shade), burnt orange,
charcoal, grey, hunter green, ochre, and red.
Ork‘s of notable rank have tattoos to show their status.

Equipment Hints:
The long bow was used against the Orks by the Elves and is thus seen as hated.
They will never use elvish equipment as it is superstitiously tied to their magic.
Destroy any Elven arms and equipment that you are able to.
Orks favour weapons that are crude, intimidating and brutal such as axes,
broadswords, hammers, cleavers and spears.
Rogues have a preference for daggers and war knives, with a special utilization of
ranged weapons.
Brown Orks are interested in taking any and all advantages in combat, so poisons,
venoms and toxins are readily used.

Costuming Requirements:
Orks are required to have prominent canine teeth visible when the mouth is open
or shut.
Brown Orks are required to have olive or brown skin.
Due to their increased size, Orks are required to represent the fact that they are big
and beefy. Smaller Orks will be a laughing stock and will not be respected or gain
rank. Brown Orks are smaller in stature than Green Orks.
Orks are required to embrace body modification with tattoos, piercings and tribal
markings.

Racial Benefits:
Brown Orks find it easier to dodge blows while wearing armour. As such a Brown
Ork can benefit from DAC while wearing 6 points of hindrance per location.
Brown Orks find it easier to learn Armoured DAC than other races; as such any
purchases of Armoured DAC have their base cost reduced by two. Note: Brown
Orks do not get a discount when buying DAC, only ADAC.
Brown Orks are still well muscled and well built as such the base costs of any
purchases of strength are reduced by two.
Brown Orks find it easier to learn things even things foreign to them. The base
cost of lore is always reduced by one for Brown Orks and they start with two free
lore skills at rank one.
Brown Orks are all trained in stealth and start the game with Hide in Shadows
rank one.
Tribe: Orks may purchase ranks in Tribe at a base cost of 4, this is a Connection
skill. The Tribe skill allows an Ork to add one to his willpower for every twenty
tribe members that are present. Additional ranks of tribe reduce the number of
Tribe members that are required to give the Ork extra willpower by 2. This ability

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allows the tribe to function more instinctively and gives rise to stories of hordes of
Orks resisting all magic.

Racial Disadvantages:
Flaw: Vengeful, Most Brown Orks are devout worshippers of Shanxcis and take
matters of revenge and avengement as a sacred act. Even those Brown Orks that
worship the other gods of the Harsh People find it almost impossible not to brood
over any slight that has happened to them or their tribes. To the Brown Orks there
is no such thing as forgiveness.
Superstitious: Brown Orks have a very complex belief structure and must choose
two points worth of superstition flaws which must be adhered to and role-played.
An Example includes never fixing a weapon that has been broken. If the character
takes more than two points they get points for the excess in the normal way.
Brown Orks are not strong willed. As such the base cost of Willpower is
increased by one for a Brown Ork.
Fear/hatred of magic: Green Orks fear the magic of non-Orks. This is a major
roleplay thing; it will come up regularly and must be role-played well. It is
unusual for an Ork to allow a spell from an outsider to be cast on him. However,
they will use magic items, scrolls and the like as readily as they can master them.
Brown Orks hate the fallen Ork races and will usually enter a rage or sorts and
destroy them. They often react violently to Dark and Death elves as well.

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Blood Orks:
This feral breed of Orks moves as though they are a pack of wild animals. They are
nomadic and do not farm anything. If a strong enough leader forces them to they will
follow the Argeads, but they are always camped far from any other races. Being truly
carnivorous they will usually not eat anything that they have not personally killed, often
eating the still beating hearts of enemies. Each Blood Ork‘s face is carved upon as a rite
of passage into adulthood, and red herbal dye is used to permanently keep the designs on
their faces. These are not just tattoos, but a form of totemic scarification aligning the
Blood Orks to their gods and to ways of elemental power and physical strength. The
ritual of ―Tor-Knalz‖ (The Bleeding) is completed, this small ritual is the single act of
magic that is not feared by these beasts, which makes the scarring permanent and also
fills the Blood Ork with the ―Gor-Angii‖, or Rage Spirit of their gods. They barely grasp
any spoken language but seem to understand each other perfectly. No Blood Orks have
ever turned to serve Oblivion; this is something they are proud of.

Note: Blood Orks are brutal killing machines and are very hard to roleplay; we therefore
strongly discourage new players from choosing this race.

Role-play Hints:
Due to their form all Blood Orks walk with a heavily stooped gait, unless in
combat.
All Blood Orks have a strong aversion to bright light and the sun.
All Blood Orks speak gutturally, in a broken mishmash of Ork and common.
Their language is animalistic and feral. They grunt, snort, growl, hoot, chirp and
bellow as you communicate with others.
All Blood Orks bully everyone they can, especially non-Orks regardless of
diplomatic consequences. They act savagely and brutally to all that are not your
tribe or allies. It takes a major act for a non-Ork to impress upon a Blood Ork his
value.
All Blood Orks delight in hunting, killing and destruction.
Blood Orks are all very aware of the forces of Oblivion and oppose it openly at
any given opportunity.
Blood Orks maintain a love of fresh raw meat and strong drink. They will rarely
each food prepared or offered by another as it is an admission of their own failure
to provide for themselves.
Blood Orks do not fear death. They live with their wounds or let their gods heal
them. They are confident that their Gods will return them to the world to keep
fighting
Blood Orks do not have close emotional ties to anyone except for tribal leaders
and Shamans, who are held in reverence. Blood Ork children are to be protected
and kept pure, but only if they are strong.
Blood Orks are never goodly aligned. They never show pity or care for the weak
and always rip the living heart from a defeated foe.
Blood Orks act very brutally and instinctually.

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Blood Orks are the most pious of the Ork peoples they hold obedience to their
gods, priests and leaders as high as they do your reverence for strength and blood.
Blood Orks get excited and giddy in the presence of blood.

Costuming Hints:
The more metal you wear, the higher your rank. Orks gather bits of metal from
fallen opponents, destroyed buildings or things of personal important. An Ork‘s
armour will slowly grow as they weld or bold various bits of metal onto their
armour. Their armour will be made up of metal spikes, gauntlets, leather, studded
leather, chains, bones and horns. Blood Orks tend to wear the hides and bones of
the animals or enemies that they have killed.
All Clerics and Oracles wear some sort of headdress.
All Blood Orks must affect personal decoration through fabricating piercings,
scarification, tattoos, insertions and brandings.
Blood Ork colours include black, bone white, brown, burnt orange, grey, algae
green, ochre, red (all shades) and rust.
Tribal markings and face paint are required, usually made from blood (red
makeup).
Blood Orks never use finesse weapons of any kind.

Equipment Hints:
The long bow was used against the Orks by the Elves and is thus seen as hated.
They will never use elvish equipment as it is superstitiously tied to their magic.
Blood Orks make a point of destroying any Elven equipment that they are able to.
Blood Orks favour weapons that are crude, intimidating, brutal and at times
primitive. They favour axes (one and two-handed), broadswords, hammers
(including mauls), pole arms, spears and two-handed swords. Blood Orks have a
preference for heavy two-handed weapons and the use of two-weapon fighting
techniques.
Only the weakest (or the most intelligent) of Blood Orks employ shields.
An Ork‘s suit of armour is his trophy rack and his protection; they prize and
admire their armour regularly.

Costuming Requirements:
Orks are required to have prominent canine teeth visible when the mouth is open
or shut.
Blood Orks are required to have green skin with blood red markings covering the
green.
Due to their increased size, Orks are required to represent the fact that they are big
and beefy. Smaller Orks will be a laughing stock and will not be respected or gain
rank. Blood Orks are the biggest of all the Orks.
Orks are required to embrace body modification with tattoos, piercings and tribal
markings.
Blood Orks cover their skin with red scars and brandings. These markings should
be proud of the skin to represent scaring or branding.

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Racial Benefits:
Blood Orks have an inner rage boiling within them. They gain Rank 2 of the Rage
skill for free.
Blood Orks are given to Strength and excel in it. Blood Ork characters start with
Rank 2 of the Strength skill for free.
Blood Orks gain rank 1 tracking for free.
Gift of Strength: A Blood Ork‘s Might multiplier cost is reduced by one.
Tribe: Orks may purchase ranks in Tribe at a base cost of 4, this is a Connection
skill. The Tribe skill allows an Ork to add one to his willpower for every twenty
tribe members that are present. Additional ranks of tribe reduce the number of
Tribe members that are required to give the Ork extra willpower by 2. This ability
allows the tribe to function more instinctively and gives rise to stories of hordes of
Orks resisting all magic.
Some Blood Orks have gained the ability to feed on the Halo of fallen enemies,
this is an uncommon and unnatural occurrence.

Racial Disadvantages:
Flaw: Icon Dependence, without their tribal icons or fetishes, a Blood Ork cannot
use their Rage Power and a Shaman‘s Mana pool drops to half. A Blood Ork must
always carry his totem and if it is lost nothing else takes importance over
regaining it.
Blood Orks get drunk from the presence of exposed blood. This Blood-drunk
causes them to seek out fights and to revel in death. However it can also cause
them to make stupid mistakes.
Superstition: Blood Orks all are extremely superstitious. All Blood Orks start
with ten points of superstitions.
Fear/hatred of magic: Blood Orks fear the use of magic by non-shamans and
Oracles. It is almost unheard of for a Blood Ork to accept a spell from any non-
Blood Ork caster.
Blood Orks do not start with any spell access.
Rage Trigger: Blood Orks will seek to destroy all undead, all corrupted Orks and
Dark and Death Elves.
Barbarian/Savage: A Blood Ork‘s control of the Common tongue is extremely
limited and they are only sure of a handful of words. A character should choose
twenty words and make those the only Common words he knows. A Blood Ork
character automatically learns a new word after each game played, although
Blood Ork characters can choose to buy extra words with experience points.
A Blood Ork‘s Intellect multiplier is increased by one.
A Blood Orks Magic multiplier is reduced by two.

(Note: If a player wants to play a Blood Ork shaman or oracle they may have a slightly
different set of advantages and disadvantages.)

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Prometheans:
During ages past, the powerful casters often surrounded themselves with golems and
animated servants. The creation of life was frowned upon from the divine, but unliving
statues of clay, wood or even stone were acceptable. With the evolving nature of life
magic on Geos some of these animated statues have started to gain personalities to suit
the anthropomorphic forms they were shaped into. Some of the characters may have
heard of the existence of these creatures but their numbers are counted in single digits.
Many Promethean legends tell of the first among them, who they think will be able to
show them how to live as other races.

Prometheans, as they are called by themselves and others, often strike up friendships with
each other and with their former masters, however, they have almost always thrown off
the yoke of slavery. Most Prometheans are made of clay or wood as fewer of those made
of harder substances have yet been infused with life energy and no golems of iron, steel
flesh or bone have animated.

Prometheans do not have halos and cannot use any halo driven powers. They are not
magically active and can never have mana. The skin and physiology of a Promethean is
very different to that of humans and they do not regenerate naturally. They are usually
very inept in social situations as they have experienced very few of them during their
short lives. Most Prometheans can speak but do so in a limited and struggling manner.
However, being made of a hard substance is also an advantage as they cannot suffer the
effects of poisons, potions, diseases etc. They do also not need to sleep or rest. The art of
making constructs is known only to very few and masters of the art are almost unknown.
Many have hypothesized that Prometheans could be augmented with weapons and
systems to make them more effective.

Note: This is a restricted race. The harder a substance a Promethean is made off the more
boons is required to play the races.

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“Evolving Beastkin”

This savage race comes in many forms as beastkin are both humanoid and animal in
origin. Most Beastkin differ from one another with no two alike, although, there are
whole lines of beastkin who are linked to a single animal. Features such as claws, horns,
wings and other animal traits can be seen and in most cases a single animal dominates
their appearance. Due to the nature of creation and evolution many of the humanoid races
of the world seem to be bondings of the various animal races and humans. The
progenitors of these races were probably not the results of humans experimenting with
bestiality, they may have stemmed from ritual magic, they may have stemmed from
evolution, but most likely they were created by the Creator.

The forces of creation in and around Geos have begun to react to the ancient forces of
destruction. Within the last few centuries the races of the world have noticed odd new
changes in the fauna and flora of their world. One of the most disturbing changes noticed
is one that imparts partial and sometimes full consciousness to beasts and plants. Some of
these creatures were raised by one of the older races; some were raised by the animals
that they were spawned from and others were hardly raised at all. The evolving nature of
creation makes it very hard to discuss the Beastkin. It sometimes seems that these
changes in evolution are random, but it could be said that many of the beastkin have
evolved to fill a void or to thwart Oblivion.

Beastkin are strongly linked to the land, and can often tell when something it awry with
their natural surroundings. They are fierce warriors who carry the rage of nature against
the despoiler and Beastkin are not to be taken lightly as enemies in battle. Many
Beastkin are also powerful nature casters and druids and their shamans and dream-
weavers are the equals of those of any other race. The majority of the beastkin are known
to belong to a powerful group called the Children of Grendel, a powerful tribe of
beastkin.

Creation Note: When player creates a Beastkin he needs to choose between playing an
―evolving beastkin‖ or a ―pure blood beastkin.‖ Common types of pure blood beastkin
include Avians (Man and Bird), Rodera (Man and Rat), Insectoids (Man and Insect),
Minotaurs (Man and Bull), Dog-Folk (Man and Dog), Cainids (Man and Wolf), Felinae
(Man and Cat), Bullywugs (Man and Frog), Lizardmen (Man and Lizard), Satyrs (Man
and Goat), Yuan Ti (Man and Snake) and Gurhal (Man and Bear). In time full culture and
racial descriptions will exist for each of the Pure Blood races and each will have a distinct
advantages and disadvantages. In the mean time if a character wants to play a ―pure-
blood beastkin‖ they should discuss the potential advantages and disadvantages with the
referee team and work with them to create the racial template. When a player creates an
―evolving beastkin‖ he picks two totems from a never ending list of those available: it is
possible to pick any animal as a totem, the more specific the choice the more powerful a
totem. As time goes on the characters will ―collect‖ totems thus allowing themselves
access to the abilities and special qualities of the new totem. In order to collect a new
form the character must get close to the nature of the totem and explore its meaning, they
must then undergo a totemic quest and seal the acquisition with a ritual. It is difficult to

189
acquire conflicting totems; a feline spirit is unlikely to bond itself to a wolf. The character
will evolve into his new form to allow him the use of the new abilities. Plant, flower,
herb and tree totems do exist but as yet any Beastkin that has accepted the totem has lost
sentience to become a plant. Legends tell of Beastkin heroes who have collected the
totems of mythical beasts such as unicorns, manticores, or griffins; to do so is immensely
difficult and will require the acquisition of every animal that makes up the mythical form
as well as an extremely difficult totemic quest and a ritual.

Role-Play/Costuming/Equipment Hints: It is difficult to offer hints for role-playing,


costuming or equipping beastkin because they are all born in different circumstances and
the nurture side of their beings is completely dependant on their back-story since every
beastkin is for the most part unique.
Beastkin can feel the power of nature within them and are less likely live within
cities or urban environments.
Many beastkin mistrust the Argeads as the endless variety of beastkin has been
seen as ideal stock for their arenas and trophy walls.
Most ―evolving beastkin‖ are nomadic tribal peoples and they tend to carry simple
equipment and weapons. They try not to burden themselves.
Many beastkin are very conscious of understanding where their next meal is
coming from as such food is often a constant thought for them.

Costuming Requirements:
Beastkin must properly represent the animals whose totems created your form. An
outsider should be able to recognize every animal that makes up your form
without prompting; we understand that this is difficult so we advise people to
avoid hunting new forms until they are ready to adapt their costume. If a character
has a poor costume or a feature is not well defined enough the character may not
yet be able to access all of the racial skills that might otherwise be available to
them. For example: If you want the ability to fly your costume must have wings
appropriate for flight. If you want to have a poisonous bite you must have large
fanglike teeth and poison sacs.

Racial Advantages:
By bonding with the totems of various animals the beastkin have access to a huge
array of different abilities. They start with 15 points of creation skills chosen from
the list below.
The base cost of ritual magic is reduced by one for Beastkin.

Racial Disadvantages:
Feral heart: Beastkin characters have tapped into the instincts and abilities of
their totems. Their reactions to things are often instinctual and poorly-thought out.
They may attack, eat, insult or ask questions when it is not appropriate to do so.
The nature of their instincts usually stems from their totems; for instance a cat
beastkin may purr when happy, a dog may growl when threatened and a frog may
see every insect as a tasty snack.

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The cost of Etiquette for beastkin is always doubled again after all other modifiers
have been applied their inner beast makes it hard to think about which fork to eat
with when they are hungry.
At character creation a Beastkin must chose whether they are a predator or prey
beastkin: this indicates how totems will react to them. Predator beastkin almost
always attack and destroy unnatural abominations like undead, while prey
beastkin will usually flee. The player must also indicate whether they are a
physical or totemic beastkin; physical beastkin, usually warrior types, are
interested in the strength and form of an animal while totemic beastkin, usually
shaman or dreamer types, are interested in the spirit and nature of animals.

A beastkin hunter hiding within the forest.

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Beastkin Creation Skills:
When you create a beastkin, you have 15 creation points that can be spent on skills from
the following list. If the creation points are not used during creation, they are lost. They
have the same value as buying the skills with experience points, but they do not count
towards the character‘s total exp. The character‘s starting experience points can also be
spent on skills and abilities from the bestial list. These are the innate abilities gifted to the
character by their totems and must be justifiable by those totems. Any of these skills are
able to be bought after creation by beastkin.

During creation, the multiplier for all bestial traits is x1, after creation all skills and
abilities have the multiplier of the list they are attached too (might, agility, connection,
intellect, magic).

Amphibious (might) cost 10, one time purchase, pre-requisite- Amphibious disadvantage
The ability to breathe air or water. The character is able to breathe both air and
water.

Appetite of the goat (might) cost 10, one time purchase


The ability to eat very strange things that most would not consider food. The
character is able to eat strange things including metal or glass. They have an
additional four points of constitution of against things they imbibe or consume.
Eating weird things must be judged by a referee. The character can usually find
enough edible things to survive, but items like metal, glass and metal do not
provide sustenance.

Axolotl Limbs (might) cost 50, one time purchase


The innate ability to grow back any limb that has been severed, no matter how
complex it may be. The character will grow back any limb that has been severed.
Limbs are limited to legs and arms unless the characters has an ability which
would let them live without a head. A character suffers the loss of the limb
normally until it is regrown. The limb requires 1 month to fully grow back. Magic
cannot speed up this process.

Back end Appendage (might) cost 5, one time purchase


An appendage from the back end, sometimes used for balance. The character has
a tail. The character has rank 1 and 2 balance.

Bat like sight (connection) cost 10, one time purchase, prerequisite- heightened hearing
The individual is able to ―see‖ the world around them by interpreting echoes and
sounds. The people with this skill have been known to make others uncomfortable
because of the constant tongue clicking that they persist in making. So long as the
character is able to make and hear sounds, the player is able to see as though the
area is fully lit even if the character is blind.

Belly of the Boa (might) cost 40, one time purchase

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The ability to stretch one‘s stomach in order to fit a month‘s worth of food. The
character is able to ingest up to their own weight in anything they can swallow.
Ingesting this much will make the character slow and awkward. They will have a
noticeably engorged stomach for two days. Armour will not fit over this bulge for
those two days. For those two days the character is unable to jump, climb, fly
(unless they have flight of the bumblebee), run, or take advantage of any dexterity
armour class. If the character uses this ability at any time during a weekend
game, they suffer the effects until the game ends or they are forced to regurgitate
what they are carrying. A character that eats in this manner will not suffer any
effects of starvation for one month from the original ingesting.

Blood of the wood frog (might) cost 25, one time purchase, pre-requisite – Hibernation
disadvantage
The blood is able to freeze and thaw without causing death to the being pumping
the blood. If the character freezes, instead of dying they enter a coma. If thawed
out, the character will wake up with no ill effects.

Broken eyes of the fly (might) cost 18, one time purchase
The ability to see into, around, and through many things. Colours have a whole
new meaning. The character has compound eyes. The character can see illusions,
and can also see through all illusions.

Camouflage of the Chameleon (connection) cost 20, one time purchase, pre-requisite-
the ability to see colour, heightened sight. Halo-cost – 5
The individual is able to change the very colour of their skin to blend in perfectly
with the scenery around them. Movement will usually give them away. The
character must have a majority, referee‟s discretion, of their skin bare in order to
attempt this. The character may expend 5 halo and so long as they are not
moving, the character is invisible, represented by holding the characters hand in
their air. The colour change last until sunrise, even if the character dies or
becomes unconscious.

Caudal autonomy of the Lizard (might) cost 15, one time purchase, halo cost – 1
The ability to drops one‘s own tail to distract an opponent. For a cost of 1 halo,
the character is able to drop their tail. The tail moves and wiggles in a way that
usually distracts an opponent enough for the character to get away.

Cat’s Territory (connection) cost 10, one time purchase, halo cost- 1
The individual has made this place their home. Sometimes the area is as small as
the space around a campfire, sometimes the area is as big as a forest, but it always
smells of the individual that owns it. It is now his domain ad he is stronger within
it. The character is able to “mark” their scent on a perimeter of land. This cannot
be done in a town or city. This costs the character 1 halo/ square meter. This is
temporarily the character‟s “home”, this skill can only be used during weekend
games and the player must sleep within the marked area. Within the territory, the
character has +1 strength, +1 willpower. Only one character may claim any

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territory at the same time, if two characters mark the same territory, willpower is
compared. If there is a tie, territory ownership is decided upon through some feat
of physical prowess, intimidation, or a fight.

Cheeks of the hamster (might) cost 10, one time purchase


The cheeks expand to an unproportional size. The individual with their cheeks full
look ugly. The character is able to store things up to the size of their head in each
cheek (that would be 2 cheeks). Anything stored in the cheeks cannot be pick-
pocketed, but the fact that something is stored in the cheeks can easily be seen.
The character has no penalties to speech or movement. The player must wear a
headband that says ”cheeks”.

Claws of the tiger (might) cost 15, one time purchase


Bestial claws that spring forth from the hands and feet. The character has
retractable claws that may be used as a base 1 damage natural weapon. Claws
cannot be disarmed.

Decapitation of the cockroach (might) cost 50, one time purchase


A cockroach will live for 8 days after its head had been separated from its body. It
eventually dies of starvation. Decapitation does not kill the character. The body
acts completely instinctually and is not considered undead or dead. The character
will die of starvation under these circumstances.

Digits of the Aye-aye (agility) cost 10, one time purchase


This super long middle digit is particularly useful for doing extremely delicate
procedures in particularly small places. Most people with this skill wear gloves to
hide their deformed digits. The character has rank 1 and 2 open locks.

Endurance of the northern goose (might) cost 20, one time purchase
The ability to work the body as though it were and machine that does not fatigue.
A single endurance based time limitation is doubled. This skill may be purchased
more than once, each time to modify a different skill, it does not stack with itself.
When purchased the player must declare which skill they are gaining endurance
in.

Energy of the hummingbird (agility) cost 18, one time purchase


The undying energy of the humming bird. Anyone with this amount of vigor must
eat very often or they may pass out. People like this are not usable at all in a
prolonged battle. This ability reduces the base cost of DAC (dexterity armour
class) to 5 and ADAC (armoured dexterity armour class) to 5.

Exoskeleton (might) cost 60, one time purchase, pre-requisite- non-living skin
disadvantage, thin blood disadvantage.
Metal-hard skin that protects the body from physical attacks and even acid. The
character‟s skin has the properties of full plate (3 soak, 10 armour). This
“armour” is considered as extra points of “location” for any attacks including

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magical damage. Any ingested or inhaled effects do not take this extra “armour”
into consideration when the referees decide the effects upon the body.

Fangs of the asp (might) cost 20, one time purchase, halo cost – 15
The individual‘s fangs flip out and pierce the flesh of those they wish to bite.
These fangs always deliver a poison most foul. When biting the fangs are
equivalent to two damage. This means that the bit can be soaked by 2 soak and
not by 1 soak. The fangs do not actually deal damage. The call is “fang 2”. It is
up to the player that did the biting to inform a referee of the bite. The poison from
these fangs will deal 1 damage to the location bitten every minute starting 1
minute after the bite. If the location bitten was not the torso, after the original
location is incapacitated the venom will move to the torso and the same damage/
minute will begin. A constitution of five or more is needed to ignore this poison.
Attempting to bite, and thus emptying the venom sacs costs the character 20 halo.
Milking the sacs requires rank 3 poison lore and rank 2 healing. Each time the
sacs are emptied, the character loses 20 halo, even if it was done against their
will.

Feel Nature: (Connection) Cost 15. Halo: 5.


By expending 5 halo a beastkin can listen to the earth around him. This ability
will usually tell the beastkin whether nature here is thriving or suffering.

Flight of an Eagle (agility) cost 15, Halo cost 10, one time purchase
The ability to fly. The character can fly to any height, as fast as the players
running speed. The character cannot fly while wearing armour heavier than
padded armour. Characters can fly for two minutes at a time. Endurance of the
northern goose may change this. Two flying characters may fight in the air. The
players must move to another area and fight regularly. To symbolize flying hold
your arms out side-wards and declare your height regularly.

Flight of the bumblebee (agility) cost 30, Halo cost 15, one time purchase
The ability to fly. The character can fly to any height, as fast as the players
running speed. The character can fly under any amount of burden that they would
be able to walk under including armour. Characters can fly for two minutes at a
time. Endurance of the northern goose may change this. Two flying characters
may fight in the air. The players must move to another area and fight regularly.
To symbolize flying hold your arms out side-wards and declare your height
regularly.

Gecko Climb (agility) cost 15, halo cost 10, One time purchase
The ability to scale even the most difficult surfaces. Vertical climbing is done with
ease and if the individual is not overburdened with equipment, they may hang
from and move about on a ceiling. At least four limbs (the head does not count, a
prehensile tail counts) must be used to move around in this manner. At least two
limbs must be used to remain stationary, the person may fight and cast but must
have at least two limbs on the surface. Any limb being used in a gecko climb must

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be bare so that the skin is touching the surface (for safety reasons, it is better to
represent bare feet than to wear no shoes).. Most substances coating a hand or
foot will prevent that limb from being used for climbing.

Hermaphrodite (connection) cost 15, one time purchase, halo cost – 2


The individual has been cursed by the gods and will never know their place in the
world. They are neither male nor female, but a twisted combination. They shall
never know true love and will never be accepted by those deity-fearing people
around them. The character appears both male and female to anyone able to
detect this in an individual. At a cost of 2 halo they are able to suppress all
indicators of sex from either of these sexes. This generally lasts until sunrise but
the character may stop the suppression at any time. Both sexes may be suppressed
at the same time at a cost of 2 halo per sex. The player must inform a referee
when they are changing the state of their perceivable sex.

Heightened sense (connection) Base cost 6- Ranked


Many heroes develop the ability to perceive better, maybe they notice the thief
hidden in shadows, maybe they detect the taint of rot in a wound or in their food.
A character with this skill is assumed to have heightened their sight, smell,
hearing, taste and touch. Using a heightened sense is a called action. The call
“heightened senses rank X” must be made to a ref in reference to something in
the game. The results of the information gleaned will be up to the ref‟s discretion.
Heightened senses provides a degree of protection against pick pockets,
ambushers and poisoners.

Hide of the rhino (might) cost 25, one time purchase


Thick skin covers the body, few with this trait look good naked. The character‟s
skin has the properties of hard leather(1 soak, 3 armour). This “armour” is
considered as extra points of “location” for any attacks including magical
damage. Any ingested or inhaled effects do not take this extra “armour” into
consideration when the referees decide the effects upon the body.

Hive mind (connection) cost 40, one time purchase, pre-requisite Hive mind
disadvantage
The individual is connected with others of their kind. Through many bodies they
share a single mind. The individual can draw upon the memories of those from
the hive and are able to learn through meditation almost any skill. For a halo cost,
the individual can ask the hive a question from any lore skill: common lore-
minimum 5 halo, rare lore-minimum 10 halo, secret lore-minimum 15 halo. These
costs may increase depending on the complexity of the question. The individual is
able to spend 30 halo and meditate for 5 minutes to learn rank one in any skill for
a single use. The character can learn almost any skill without a teacher, up to
referee discretion.

Horns of the ram (might) cost 5, one time purchase

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Horns on the body, sometimes on the forehead, sometimes on the nose. The
character has horns of some type or configuration. The horns may be used as a
base 2 damage natural weapon.

Hung like a horse (might) cost 25, one time purchase, pre-requisite – be a male
A well endowed male. The character may receive some bonuses in some
situations, but probably not. Hermaphrodites cannot be hung like a horse. If a
character becomes a hermaphrodite after they are hung like a horse, their
member will shrink to regular size.

Intimidation of the deaths-head moth (connection) cost 15, one time purchase, halo
cost - 5
The ability to contort one‘s features into something that affects others to their
core. The individual looks frightening and some may cower or flee from their
presence. For a cost of 5 halo, the character is able to twist the features of their
face or body, the physical representation must be approved by a referee, in such a
way that it can intimidate those around them. The character will be considered
having +1 willpower for their intimidation skills for 5 minutes. This stops soon if
all the characters that witnessed the contortion leave the scene.

Jaw of the snake (might) cost 40, one time purchase, halo cost – 75, pre-requisite –
Belly of the Boa
The ability to swallow something as large as one‘s self. For a cost of 75 halo, the
character may attempt to swallow something as large as themselves. All uses must
be monitored by a referee. Success will be declared on a case by case basis.
Attempting to swallow something this large will take 10 minutes and the character
is unable to defend themselves during this time. The character may regurgitate
what they have swallowed or are trying to swallow. Regurgitation takes one tenth
of the time already invested into the act. Something fully swallowed requires a full
minute to regurgitate, the character may not defend themselves during this time.
Regurgitating anything may have dire consequences to the character.

Kangaroo Jump (agility) cost 8, halo cost- 10 one time purchase


The ability to jump. The character can jump either three meters vertically while
standing or six meters horizontally from a run.

Komodo Dragon saliva (might) cost 25, ranked, pre-requisite – Tasmanian devil‘s diet
The spittle is so filthy that almost any creature bit by the individual will succumb
to disease. The character‟s saliva is full of harmful bacteria. If bitten by someone
with Komodo Dragon saliva, a character must have a constitution of 15 or more
or they will succumb to a very strong disease. A referee will define the effects on a
case by case basis. This disease cannot be cured through normal means.

Lion’s roar (connection) cost 12, one time purchase


A deep guttural sound pushes from the throat and can be heard from miles away,
causing all prey to scatter. The character “roars”, all characters with willpower

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lower than that of the character roaring will flee. This is considered an
intimidation.

Luck of the cricket (connection) cost 25, one time purchase


With this mystical force making things happen in favor of the individual, good
things just seem to happen to them. The character is considered as having rank 2
DAC, this does not fulfill the requirements for rank 3 DAC. All other luck is for
referees and storytellers to decide on a case by case basis.

Memory of the Elephant (connection) cost 30, one time purchase


The individual never forgets anything. Some people with this skill have been
driven to madness. The character has the ability to memorize anything they hear,
learn, or see. The player may record anything they wish in an out of character
book that may be referred to by that player at any time. This book is called their
“elephant diary”. If any player is caught reading from another player‟s elephant
diary, they will receive the punishments associated with meta-gaming. A referee
or story teller may add to an elephant diary at any time. The character has +3
willpower against memory loss effects.

Metamorphosis of the butterfly (-) cost 5, one time purchase, pre-requisite – the
character must be active for at least one year in the larval stage.
Drastic changes take place in the individual‘s body and mind. The character gains
2 extra multiplier reductors. The physical image of the character and costuming
should drastically change somehow.

Nature’s Lore: (intellect) Cost 15.


A beastkin with this advantage gains lore rank 2 in nature. A beastkin with this
advantage also gains lore rank 1 specialized in each of his totems and gains rank
1 lore in any totem he successfully gains.

Oxen strength (might) cost 15, one time purchase


Those individuals with this knack for growing muscles are sought after as cheap
laborers. The base cost of strength is reduced by 5.

Parrot’s voice (connection) cost 12, One time purchase. Pre-requisite- Heightened Sense
hearing, halo cost – 3
The individual is able to mimic with their voice, any sound they hear. Even
though they can very easily chorus any song sung by a bard, it never seems to
make those around them feel the same way. Imitating a banshees scream,
although extremely irritating, will not usually damage those that hear it in the
same way. For a cost of 3 halo per minute, the character can imitate any sounds
or voice. Unless the character has the skill behind it, they are not able to produce
any of the effects attached to certain sounds and vocalizations. These are sounds
with no substance.

Polar bear pelt (might) cost 15, one time purchase

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The ability to withstand the most dreadful cold. The character is immune to cold
based effects, the character is not immune to crystallize creature. The character
takes half damage from any damage dealing cold effect.

Possum’s death (connection) cost 15, one time purchase, halo cost-20
The ability to feign death. The individual‘s heart stops, they stop breathing,
sometimes they even release their bowels. For a halo cost of 20, the character is
able to feign their death. This can last up to 5 minutes, at which time the
character must breathe again. The character must take one small breath, which
will usually be overlooked by those surrounding them, and then they may feign
death again at full halo cost. The individual will give off no heat during this time,
and only a detect life spell will show them as alive.

Pouch of the Wallaby (might) cost 15, one time purchase


A pouch used to carry young, it contains at least one tit. Both male and female
characters can take this advantage. The character has a marsupials pouch. The
pouch can be used to hide objects on one‟s person. If fully clothed the pouch is
unnoticeable. Anything kept inside the pouch is almost impossible to pick pocket.
For most situations it is impossible.

Pounce of the Lion (agility) cost 60, halo cost – 10 one time purchase
The ability to pounce into combat. With the call of “pounce” the character is
allowed the first strike on an opponent. Must be within two meters to make the
call. The opponent must hold their position and allow the strike. If any body parts
are hidden by a shield they may not be targeted by the strike. Pounce can only be
used for physical hits and may not be used for any ranged attacks or spells.

Programming of the Drone (connection) cost 25, one time purchase


The ability to program the body to do something unconsciously if the mind fails.
This skill is usually used by members of a hive to return to the hive once they
exhaust their will to resist the hive mind. The character may program the body to
do anything their skills would allow. The body has no mind and is unable to think
or react. The body may channel mana for a single spell if trained to do so. All
programming must be approved by a referee. A body can only have one program
at a time.

Python heat sense (connection) cost 10, one-time purchase


The individual is able to see heat in colour. Hot looks white, warm looks red, cold
looks blue, complete lack of heat looks black. This skill can sometimes be used to
track warm-blooded prey. The player must make the call “Heat sense” to a
referee and they will get a description of the heat patterns around them.

Reflexes of a jungle cat (agility) cost 30, one time purchase


The ability to react to almost any movement. These individuals can still be
surprised and caught unaware. The character has rank three DAC (unarmoured
dexterity armour class).

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Sixth sense (connection) cost 20, one time purchase. Pre-Requisite Heightened Senses 5.
The individual is very attuned to their animal senses and is able to detect
unnatural aspects of the world around them. Depending on the situation, the
individual may be able to sense fear, deceit, and possibly ambushes. This sense is
always active. A referee will inform the player of all things they feel with this
sense. The player may remind the ref of situations that they may detect certain
things with this sense. But the referee‟s word will not be changed and we will not
turn back time because you were not warned of an ambush. Referees are busy and
there may have been a good reason why you were not warned.

Smell of heat (connection) cost 30, one time purchase, halo cost- 15
The smell that spawns spawning during mating season. For a cost of 15 halo, the
character can produce the smell of heat. Smell of heat lasts for 1 hour and affects
members of the same animal type (mammal, bird, reptile/amphibian, fish) or race
of the opposite sex. Those affected by the smell of heat are considered to be -1
willpower against the source of the smell for any social challenges (not including
intimidate) while the smell is active. Hermaphrodites are not affected by the smell
of heat and cannot use the smell of heat skill. If a character gains the
classification of hermaphrodite after creation, they lose use of the smell of heat
skill.

Speed of the cheetah (agility) cost 10, Halo cost 10, one time purchase
Incredibly fast sprinting speed. From a running start, the character can declare
speed of the cheetah and they are able to continue running while all those without
speed of the cheetah must move at a walking pace for 20 seconds. Endurance may
change this. This can only be used during travel, including escape or chase, never
during a fight.

Speed of the tuna (agility) cost 5, Halo cost 5, one time purchase
Incredibly fast swimming speed. From a running start (underwater adventures
will still be played on land) the character can declare speed of the tuna and they
are able to continue running while all those without speed of the tuna must move
at a walking pace for 20 seconds. Endurance may change this. This can only be
used during travel, including escape or chase, never during a fight.

Spiny Devil eyes (might) cost 18, one time purchase, halo cost – 10
The ability to spit blood from one‘s own eyes, usually into the eyes of an
opponent. For a cost of 10 halo the character is able to spit blood from their
eyes. When a character does this they lose one third of their location total from
their torso, rounded down, minimum 1. This skill does not use packets, the player
must call “Spit to ____” indicating who and where they are spitting at. Spitting is
done up to a distance of 2 feet per rank. A character hit by the blood in the eyes
will usually be blinded for 10 seconds, allowing their opponent to attack
unhindered or flee.

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Spit of the cobra (agility) cost 10, Halo cost - 2, ranked, pre-requisite-Fangs of the Asp
The ability to spit venom produced by venom glands at the eyes or wounds of an
enemy. Some are able to spit much further than others after sufficient practice.
This skill does not use packets, the player must remain silent for a count of ten
(gathering spit) and then call “Spit to ____” indicating who and where they are
spitting at. Spitting is done up to a distance of 2 feet per rank.

Squirrel’s Flight (agility) cost 7, one time purchase


The ability to glide when falling by membranes or wings. The character can glide
up to twice as far as the height from which the glide started. The height of a tree
will be provided by a referee, do not argue with them.

Sting of the bee (might) cost 10, one time purchase, pre-requisite – Hive mind
disadvantage
The ability to deal great damage to a foe at the cost of one‘s own life. The
character is able to “sting” an enemy for 15 damage. This is to be physically
represented by the use of a black dagger (the stinger) wielded in the hand. Do not
attempt to hit another player with your back end because it is unsafe and looks
silly. The character may not wield another weapon at the same time they are
wielding the stinger. If the attack is successful, the character stinging dies. The
death cannot be prevented.

Sting of the Platypus (might) cost 10, one time purchase, halo cost - 10
The ankles have tiny spurs, if anyone is stabbed by these horrible thorns they feel
intense pain. The character has tiny spurs on their ankles that can be covered by
regular footwear. If someone is stabbed by these spurs they feel intense pain. A
constitution of 3 or higher is unaffected by this sting and should call no effect. I
affected, a willpower of 4 or more is needed to ignore the effects of the pain in
order to concentrate on things such as casting a spell. The pain lasts 1 minute.

Sting of the wasp (might) cost 20, one time purchase, halo cost- 2, pre-requisite – hive
mind disadvantage
The ability to attack with a stinger that poisons. For a cost one 2 halo per
successful strike, the character may attack with their stinger. The stinger deals 1
poison damage. This means that the stinger deals 1 damage, plus 1 poison. 1
poison means that the receiver of the poison must have a constitution of 4 or more
or they receive one damage.

Tail of the Monkey (agility) cost 18, one time purchase, pre-requisite- Back end
Appendage
The individual‘s tail is as dexterous as a hand and can be used to assist in many
different skills. The prehensile tail may be used as an extra hand or foot in a
variety of different situations. In some cases it will add an extra rank to certain
skills such as handling rope, chirurgery, climb, etc. All uses approved
individually by a referee.

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Tasmanian devil’s diet (might) cost 45, one time purchase
The ability to eat almost anything and not get sick. The character starts with an
additional 4 constitution.

Teeth of the Beaver (might) cost 10, one time purchase


Teeth that can chew through almost anything. The character is able to chew
through any wood, cloth, rope (excluding the thread of a spider), leather, bone, or
flesh. Chewing through strong or large object may have a time requirement to be
judged by a referee.

Teeth of the Canine (might) cost 5, one time purchase


Teeth of a predator, used for puncturing and tearing of flesh. The character may
bite as a natural attack. The base damage for this bite is 1. To represent biting
move your head so it is touching your opponent and call your damage code.

Thirst of the Uromastyx (might) cost 18, one time purchase


The individual has no need to consume water. It gets all the moisture from the
food it eats. The character does not need to drink water. The character is immune
to thirst effects, and has +3 willpower/constitution against dehydration.

Thread of the spider (might) cost 20, one time purchase, halo cost – 1
The ability to create a strong and sticky thread from one‘s anal area. For a cost of
1 halo per 0.5 meter, the character is able to create thread. It comes from
spinnerets near the arse and does not shoot from the wrist like Spiderman. The
thread is much stronger than regular rope. All durability tests will be made by a
referee on a case by case basis. Any character starting the game with this ability
also starts with rank 1 and 2 handle rope. Gaining this ability later does not give
the character any bonuses to handle rope.

Time sense of the rooster (connection) cost 6, one time purchase


The uncanny ability to keep exact track of time. Individuals with this skill have
been known to waken from a coma and know the exact date and time. The player
may refer to a watch or stop-watch at any time. They are the only characters
allowed to ask a member of the crew for a time update such as how long a
character has been bleeding to death.

Tongue of the frog (agility) cost 12, halo cost, ranked


A long sticky tongue, usually used for catching prey. This tongue is quite
adhesive and will attach to and pull back to the individual anything thing light
enough to move. This skill does not use packets, the player must remain silent for
a count of ten (aiming tongue) and then call “Tongue to ____” indicating what
they are shooting their tongue at. Shooting the tongue is done up to a distance of
2 feet per rank. The tongue is able to move objects that weigh 1.5 kilograms or
less. Each rank of strength will increase this amount by 0.5 kilogram, however, if
the object to be moved is heavier than their tongue is able to move, or cannot be
moved at all, and the tongue sticks to it, the individual may take damage

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attempting to unstick it. Sharp objects moved with the tongue may deal damage to
the individual. All uses of the tongue must be adjudicated by a ref.

Tortoise shell (might) cost, one time purchase, pre-requisite – non-living skin
disadvantage
A large thick shell around the torso. Only the torso is protected by this shell. The
shell acts like full plate (3 soak, 10 armour). This “armour” is considered as
extra points of “location” for any attacks including magical damage. Any
ingested or inhaled effects do not take this extra “armour” into consideration
when the referees decide the effects upon the body. The character may not retract
any limbs inside the shell. The shell has a hindrance of 9.

Totemic Spirit: Cost 5: Halo: 5.


A beastkin with this ability has a connection to one of the totem spirits his form
manifests. The presence of this totemic spirit allows the Beastkin to ask for
guidance from the referee, each use of this ability costing the Beastkin five Halo.
The Beastkin can choose to expend additional Halo in order to obtain a more
detailed answer. When a beastkin buys this ability he must specify which of his
totems he has this connection with, however, the beastkin can buy this ability once
per totem he acquires.

Tunneling of the mole (agility) cost 15, one time purchase


The ability to burrow under the soft earth. Because an individual is so large
compared to the beasts that usually have this ability, they are unable to travel
while underground. This ability can only be used to hide. The character must be
uninterrupted for one minute to completely burrow underground. Once
underground the character cannot be attacked or see, tracking may find the
burrow but detect life, smell, and heat tracking will not. The character may
remain underground for as long as starvation will allow.

Warts of the toad (might) cost 20, one time purchase, halo cost – 20
Boils and warts that ooze a disgustingly putrid acid. For a cost of 20 halo, the
character is able to secrete acid from their skin until sunrise. Anything that
touches the torso of the character is subject to the effects of the acid. If the acid
comes in contact with flesh, it deals 1 acid damage per minute for the time that
the flesh is in contact with the acid. The character is immune to their own acid but
no other.

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Disadvantages
The following are bestial disadvantages that can be chosen at creation so long as they are
justifiable by the starting totems. Any amount can be taken so long as they fit the totems.
Each disadvantage will add a number of creation points to the starting character.
Bestial disadvantages can be bought off after sufficient role-play(to be determined by the
ref team for each incidence) for the cost of the creation points granted times the
multiplier of the list they are attached to (might, agility, connection, intellect, magic). An
additional cost of boons equal to the number of experience points is needed to buy off a
bestial disadvantage.

The ref team may assign bestial disadvantages whenever a new totem is attached to the
character.

Note: Bestial disadvantages are not flaws and go not count towards a characters
allowance of flaws.

Amphibious (might) cost 15, one time purchase


The individual needs to stay moist in order to breathe. If the character is away
from water for more than 24 hours they will begin to suffocate, please see rules
on suffocation.

Bull’s rage (connection) cost 10, one time purchase


The smallest thing might set off this individual. Others rarely know why the bull
goes off, but when it does they get out of the way. The player must pick two rage
triggers with a referee. When one of those events occur, the character will enter
into a rage. Depending on the demeanor of the character, this rage may manifest
as a need to lash out and kill, or it may be as tame as the character feeling the
need to leave the area before things get really violent.

Curiosity of the cat (connection) cost 10, one time purchase


The individual is so curious it may get them killed. The character feels the need to
have all of their questions answered. Even the smallest question such as “where is
that butterfly going?” must be answered.

Disdain of the housecat (connection) cost 5, one time purchase


The individual feels that they are the most important thing in the world. Not
because they are better than anything around them, but because everything around
them is worse than they are. The character asserts their dominance over others by
making them feel of less worth.

Docile as a steer (Connection) cost 10, one time purchase


This individual rarely argues with anybody. They will usually do anything they
are told to do. Will power costs 3 more to buy.

Fate of the panda (connection) cost 25, one time purchase

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The gods made a terrible mistake when designing this individual. The poor soul
just does not have what it takes to survive in this world. The character will die
within 1 year after this disadvantage is taken. Nothing may prevent this. The
character does not know of their imminent death and they do not believe it if told.
A player telling others of this disadvantage is considered meta-gaming. Suiciding
the character is considered meta-gaming; meta-gaming will be punished.
Characters cannot have this disadvantage and the dark fate flaw.

Fear of becoming prey (connection) cost 15, one time purchase


An overwhelming paranoia when dealing with predators. The character is always
alert and on guard against being ambushed and eaten. The character should not
ever volunteer for anything that may be dangerous. The character has a very
difficult time socially interacting with anything that they feel is or could be a
predator.

Greed of the ferret (connection) cost 10, one time purchase


Shiny things are a way of life, you want and need all shiny things. The character
is a kleptomaniac and has a particular affinity towards shiny things. The
character may attempt to steal things against the better judgment of the player.

Hibernation (Connection) cost 15, one time purchase


The necessity to sleep through winter. The character cannot be played between
December 21 and March 21.

Hive mind (connection) cost 20, one time purchase


The individual is a tool of the hive. Staying away from the hive will result in the
mind shutting down. At any time during play the hive may command the
character‟s body. The hive is always watching through the eyes of the character.
If the character does anything against the hive they will be punished. For every
month that the character stays away from the hive, they temporarily gain -1
willpower against resisting the pull to return to the hive. When a character is at 0
willpower to resist the pull of the hive, they must return to the hive. The character
gains 1 willpower per month while in the hive to their maximum. The player must
be active either as crew or a secondary player character in order for the
character in the hive to gain willpower. Once the character has any willpower
they may leave the hive. It is possible to play the character as one month on, one
month off.
Larval stage (might) cost 15, one time purchase
An immature form. The character loses one multiplier reductor.

Lemmings’ will to live (intellect) cost x, one time purchase


A force drives this individual so strongly that they might sacrifice their own life to
push forward towards this end. This can be anything from a drive to mate, to a
compulsion to avenge the destruction to a forest. Taking this advantage must be
approved and a cost will be set by a referee.

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Lizards’ sun worship (might) cost 10, one time purchase
The individual is lethargic and slow of thought until they warm themselves. The
character must role-play the fact they are cold blooded. The warmer they are the
more active they are. If the character is put into a cold environment they may fall
asleep.

Loyalty of the dog (connection) cost 20, one time purchase


An unfading loyalty that knows no bounds. The individual will listen to their
master without question, they are so loyal that if the master dies they may suicide
to serve the master in the afterlife. Some masters will the servant to another so
that their beloved friend does not end their life prematurely. The servant has a
very hard time leaving the master‘s side. The character will do anything that its
master commands. The loyalty is so absolute that if the master commands the
servant to sacrifice their life, the servant will do so without question. If the master
dies and the servant was not willed to anyone, the servant will suicide. The
servant may serve a family or group of people. If you are thinking about taking
this disadvantage, choose your master very wisely because you are directly
connected to them. At least one of the masters must be a player character.

Memory of the goldfish (connection) cost 15, one time purchase


The shortest attention span you could imagine. The worst short term memory of
the animal kingdom. The character is extremely forgetful, they may sometimes
forget what they were saying in the middle of a sentence. The character has no
problem remembering basic skills. Anything that the character passionately trains
for will be instinctual to their body, but the character may forget that they have
the skill.

Owl’s Sleep (connection) cost 15, one time purchase


The individual is nocturnal. The character sleeps during the day and wakes at
night. The character can usually only be played between sunset and sunrise. If
character is awake during the day, they will have negatives to their willpower and
constitution to be judged by the referee on a case by case basis.

Reflexes of a dead cow (connection) cost 20, one time purchase


The individual is simply slow in the body. When playing any sort of game, they
usually get hit in the head. The character may not purchase rank 3 dexterity
armour class. Any effects granting this character dexterity armour class is
automatically cut in half.

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Wolf-Kin (Cainids).
Of the tribes of wild beastkin. the most common are the wolf packs. There are packs of
wolf-kin across Geos, they thrive in the mountains, in the depths of the forests and some
packs even thrive close to human settlements. The wolf-kin are extremely close-knit and
they almost always mate within the pack. Many people have suggested that wolf-kin are
born when randy human women choose to mate with actual wolves, but everyone who
says this tends to get ripped apart by proud wolf-kin.

Wolf packs are some of the cleverest and most cunning hunters on Geos. Their prey often
falls because of the packs ability to think as one and to trust each other implicitly. There
are many wolf-kin amongst the Children of Grendel. The majority of wolf kin worship
The First Wolf as a god figure. Lone wolf characters are always very unhappy as it is the
song of the pack that keeps wolves happy and in-sink with themselves and the world.

Boon Cost: Wolf-kin created after August 2008 have a Boon cost of 5.

Role-play Hints:
Wolf-kin can feel the power of nature within them and they are unlikely to live
within cities or urban environments, although they commonly live close by and
scavenge from them.
The wolf-kin are careful around Argeads who hunt them for their pelts and they
often hate Argeads for their enslavement of their relations the dog-kin.
Many beastkin are very conscious of understanding where their next meal is
coming from as such food is often a constant thought for them.

Costuming Hints:
Wolf-kin should be clad in blacks and browns.
Fur should make up a large part of a wolf-kins costume.

Equipment Hints:
Beastkin tend to carry and use crude weapons and implements.
Beastkin‘s costumes are often dirty and unclean. Non-pack members should be
careful when allowing a Beastkin to perform chirurgery.
Most wolf-kin are nomadic tribal peoples and they tend to carry simple equipment
and weapons. They try not to burden themselves.
Wolf-kin almost never wear heavy or metal armours.
Wolf-kin should carry plenty of food and water.

Costuming Requirements:
Wolf-kin are required to wear face paint or prosthetics to make themselves appear
wolfen. The higher status a wolf-kin attains the more wolfen he is required to
look.
High status wolf-kin should have tails, teeth and pointed ears.

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Racial Benefits:
Pack Loyalty: Wolf packs enjoy a minor amount of protection against mind-
effects which would cause them to harm their pack-mates. All wolf-kin are able
to double their Willpower against effects which would cause them to harm
someone else in their pack.
Heightened Senses: Wolf-kin benefit from the enhanced senses of their patron
animal. They are considered to have Heightened Sense Rank 1.
Speak with Wolves: Wolf-kin gain the ability to speak to wolves. Activating this
ability costs 5 Halo.
Track by scent: Wolf-kin find it easy to track their prey by scent. They gain an
additional 2 ranks in Track which stacks with most things assuming they are able
to use their scent to track.
Lore Wolves: Wolf-kin start the game with Lore Wolfs 2.
Howl: Wolf-kin can howl and scream into the night. While this howling noise
sounds like simple screaming to most races wolves and other wolf-kin are able to
understand the simple message in the howl. Use of this ability costs 10 Halo.
Claws/Bite: Wolf-kin are able to fight with their natural weapons when needed.
They can use their teeth and claws are weapons for a base damage of one.
Some wolf-kin choose to make themselves more intone with their wolf heritage,
as such if a character chooses he can purchase more abilities from the beastkin list
as long as those abilities suit a wolf totem.
Racial Disadvantages:
Colour-Blind: All wolf-kin, like all wolves, are colour blind.
Unconcealable scent: The natural scent of a wolf, and thus a wolf-kin, is very
strong and it is thus easy to track a wolf-kin by scent; difficulties to do so are
reduced by two.
Feral heart: Beastkin characters have tapped into the instincts and abilities of
their totems. Their reactions to things are often instinctual and poorly-thought out.
They may attack, eat, insult or ask questions when it is not appropriate to do so.
The nature of their instincts usually stems from their totems; for instance a cat
beastkin may purr when happy, a dog may growl when threatened and a frog may
see every insect as a tasty snack.
The cost of Etiquette for beastkin is always doubled again after all other modifiers
have been applied their inner beast makes it hard to think about which fork to eat
with when they are hungry. However, Wolf-kin can purchase wolf pack etiquette
at half its base cost.
Pack Loyalty: Wolf-kin almost never suspect members of their own pack of
seeking to do them harm. They are totally loyal to the pack and subservient
wolves will often lay down their lives for their pack Alpha.

208
Racial Statistics Table:
The following table shows the statistics that a character of each race would start the game
with, these statistics are modified by the characters skill purchasing, their casting level
(for mana) and their actual level (for halo).

Table 4-x: Racial Statistics


Race: Location Constitution Halo Willpower Mana
Argead 3 10 5 1 0
Keltoi 3 10 5 1 0
Northman 4 16 0 0 0
Minerians 2 7 0 2 10
Amazon 4 12 10 0 ABSENT
Oriental Noble 2 8 ABSENT 2 10
Oriental Merchants 2 8 ABSENT 1 0
Oriental Warriors 3 9 ABSENT 0 0
Oriental Peasant 3 9 ABSENT 0 0

Dwarf 4 16 0 1 0
Hobbit 2 5 10 1 0
Gnome 2 5 10 0 10

Green Ork 4 12 0 0 0
Brown Ork 3 12 0 0 5
Blood Ork 6 14 0 0 0
Goblin 2 5 5 0 0

Earth Elf 3 8 10 0 10
Water Elf 2 5 10 1 10
Fire Elf 2 5 10 1 10
Air Elf 2 5 10 0 10
High Elf 2 5 10 2 10
Natures Elf 3 8 10 1 10
Poison Elf 4 12 10 0 0

Melusine 2 5 10 1 10

Prey Beastkin 3 8 10 1 0
Prey Totem Beastkin 2 8 20 1 0
Predator Beastkin 5 16 10 0 0
Predator Totem Beastkin 4 12 20 0 0
Wolf-kin 4 14 10 1 0

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Character templates:
During the course of a character‘s lifetime they might take on a template. Templates
represent specialized training, ritual enhancement or abnormal birth.

All templates have a boon cost which will usually be separated into different parts. It will
sometimes be possible for characters to roleplay their way around some or all of the boon
cost.

Note: To avoid munchkinism, any character who wants to acquire a third template (or
fourth etc) must pay double the listed boon cost. In addition a character cannot have two
opposing templates such as Holy and Un-Holy.

Available Templates: Corsairs, Amazonians.

Planned Templates: Knight, Possessed, Blessed, Holy, Un-Holy, Hopeful, Hope


Starved, Ninja. Samurai, Fey-Blooded, Lycanthrope, Monks, Shaman.

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Corsairs.
There is a brotherhood amongst those who sail the seas taking lives, growing rich and
spreading fear, this brotherhood includes some of the most notorious pirates and some of
the most ruthless privateers that thrive on Geos. There are a number of islands that do not
appear on most Argead maps, these islands are the fastness of the Pirate Nations where
the Pirate King rules the Council of Captains. Almost all of those who make their living
with a black flag flying overhead count themselves among the numbers of the Corsairs.

A character who takes on the mantle of a Corsair is one who has been accepted into the
Brotherhood of Corsairs and has been trained as an agent of that Brotherhood. One of the
important steps in someone becoming a Corsair is a serious of oaths which are taken
under magical detection.

―Come all you sailors near and far.


You honest men know who you are.
All of you who'd dare be free.
Combine with us upon the sea.
Together we will drink a toast.
Ride the wind on down the coast.
See the merchant ship to board.
Raise a jar and swing a sword.
Watch to see the merchant captain crying.
When they see the black flag flying.‖

Template Boon Cost: 40: This represents 10 to bring your character to the attention of
the Brotherhood, 20 to persuade the council that you are worthy and 10 to survive the
rigorous training.

Pre-Requisites:
Use Rope, Climb, Balance and Swim Rank: 2.
Lore Navigation: 1
Profession Sailor/Corsair/Pirate or Privateer Rank: 2.
Must have served at least 2 years under the sail.
Must be a member in good standing of the Brotherhood of Corsairs.

Role-play Hints:
Take everything, give nothing back.
Be willing to commit crimes and betray others to achieve your goals.
Corsairs are all loyal to their captains and to the Brotherhood of Corsairs.

Costume Hints:
All Corsairs should wear appropriate nautical garb.
Corsairs should travel light.
Corsairs rarely wear armour and almost never use shields.

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Costume Requirements:
All Corsairs must carry a Rhum prop, that prop could be a flask a bottle or a cask.
All Corsairs must have a suitable pirate hat.

Corsair Advantages:
Bolstered Will: A Captain of Corsairs (a captain who has at least three loyal
Corsairs on his crew) gains a base Willpower increase of 3.
Live off of Rhum: A corsair who is able to drink a pint of Rhum has no need of
other food or drink for the day.
Monkey Climb: A Corsair who is climbing finds that his climb speed is twice
that of a normal person. Corsairs double their climb rank when climbing the
rigging.
Cutting Jibe: To a Corsair, a well timed blow is nothing unless it is coupled with
a well worded insult or jibe. To use this ability, a character spends 10 Halo and
makes a witty verbal attack on his opponent, the jibe must finish at the same time
the blow is struck. If these conditions are met then the blow deals plus two
damage.
Weapon Proficiency: Many Corsair fights are settled with simple objects; as
such a Corsair gains a bonus weapon proficiency which can with a Rhum bottle, a
tankard or a belaying pin.
Pirates Resistance: A Corsair gains a measure of protection from the spells Push
(and thus Wind Blast) and Slip. A Corsair cannot be exposed to direct danger
through the use of these spells; for instance, a corsair cannot be pushed off the
ship or into a monster. The Corsair gains no resistance to this effect when in no
danger, so these spells can still be used to trick or embarrass a Corsair.

Corsair Disadvantages:
Weakened Will: Corsairs are loyal to their superiors by nature. As such, a
Corsair takes a Willpower reduction of one, to a minimum of zero.
Addiction to Rhum: All Corsairs have a debilitating addiction to Rhum which is
considered a common substance.
Sea Legs: Corsairs find their balance is off kilter when they are on dry land. As
such, a Corsairs Balance and Climb is rescued by one rank while on dry land.
Heavy Armour: Most Corsairs do not wear any armour in case they end up in the
drink. Corsairs may not wear any armour heavier than Light armour, although,
they can stack two layers of light armour.
Phobia of Fire: One of the biggest threats to a ship and its crew is fire as a well
placed fire arrow can destroy a ship. All Corsairs have a minor phobia of fire
which is considered a common substance.

212
Amazonian Template:
As the Amazonian race has re-developed itself many women from other races and
societies have come to join them. These women have decided that their own race no
longer holds anything for them and they wish to under go the Rite of Sisterhood which
will make them a member of the Amazonian race.

When a character takes on a template their vital statistics are unchanged, but the character
gains a number of advantages and disadvantages. The character usually keeps all his old
advantages and disadvantages, but sometimes the template will remove or enhance an
existing advantage, disadvantage or flaw. There is always a boon cost to take on a
template; however, through roleplay the boon cost can be reduced.

Boon Cost: 70. This represents 15 to find an Amazonian priestess capable of performing
the Ritual of Sisterhood. This represents 20 to persuade the Amazonian Priestess to
complete the ritual. This also represents 35 points, which is required for the subject to
survive the ritual.

Pre-requisites:
A would be Amazonian must have Faith 1 (or greater) in the Great Mother
Goddess or in the Deified Sun.
A would be Amazonian must prove her Might and Agility. She must have
Strength Rank 1 (or greater). She must have DAC rank 2 (or greater). She must
have Climb, Jump and Balance Rank 1 (or greater). She must also have
proficiency in at least two weapons, one of which must be a bow.

Role-play Hints:
It is better to die by the hand of a man then to be his slave.
All men have done something to earn their punishment.
Have a strong distaste/distrust for all men.
Show respect to all women.
Be very cautious around casters. Priestesses and Druids of the Great Mother are
seen as the exception to this rule.

Costume Hints:
Most women who assume the mantle of Amazon take on the same dress as their
sisters.
Amazonians who assume the mantle of an Amazonian step one way or another in
regards to their appearance. New Amazonians either dress to be totally hideous to
men, or dress to show their bodies off to the full.
Amazonians do not use Iron or Steel; as such it is preferable to make all metal
props appear to be made of a sun metal (bronze, copper or gold).

Costume Requirements:

213
All Amazonians have an intricate and detailed tattoo on their right arm in black
which represents their social rank and clan. The tattoo also represents the nature
of the Amazonian spirit which shares their body.
All Amazonians are required to wear painted wooded ritual masks when they are
away from home, unless they have gone out for the purpose of fornication. These
masks honor one of the older traditions of the race. Some Amazons also see the
need to protect their faces.

Racial Benefits:
Ethereal Strike: Amazonians have learned how to allow their spirit to strike out
when they are facing incorporeal or ethereal foes; essentially the Amazonian spirit
inside the character swings on the Ethereal plan and causes harm to the spirit in
that plane. Use of this ability has a cost of ten Halo.
Strength of the Sun: The strength of an Amazonian is tied to the sun, when the
sun is high in the sky and it is bright and warm the Amazon gains a free rank of
strength.
Ancestral Memory: Due to the spirit inside them all Amazonians have Lore 2:
Amazonia.
Ancestral Spirit: Each Amazonian has a spirit inside them of an older
Amazonian warrior. The presence of this spirit allows the Amazonian to ask Ref
team to answer questions that the spirit may know the answer to each use of this
ability costs the Amazonian ten Halo, the Amazonian can choose to expend
additional Halo in order to obtain a more detailed answer.

Racial Disadvantages:
Withered Mana: All new Amazons gain the absent mana flaw.
Seasonal Affective Disorder: When there is no sun in the sky, when it is grey
and dreary, or worse, when it is raining, the Amazonians DAC score is halved.
Amazonians suffer from Solar Lunacy; their mood is often totally dependant on
the state of the sun.
Cold Metal: Amazonians find it impossible to use iron or steel items and armour.
The spirit inside them writhes uncomfortably when Iron or steel is in the
possession of the Amazonian.
Increased Hindrance: Whenever an Amazonian chooses to use armour heavier
than leather of hide the hindrance is tripled. Amazonian golden ritual armour is
unaffected by this.
Male Prejudice: Amazonians hate and distrust men. This often poses a serious
disadvantage to them during the scope of their careers. Amazonians will rarely
join guilds which have a male guild-master. Amazonians will rarely accept
training from a male. Amazonians will rarely purchase things from male sellers.
Amazonians will almost NEVER allow a magical spell to be cast upon them by a
male.
Breach of Etiquette: Amazonians are almost incapable of maintaining Etiquette
when there is a man in the room. If there is a man in the room then an Amazon‘s
Etiquette rank is reduced by three. This MUST be role-played.

214
The Portal into Inritius’s Shadow realm.

215
Chapter 5: Skills and
Abilities

216
Skills and Abilities:

A character is a lot more than the skill list that makes him up, however, his skills and
abilities are vital for the way the game is played. Inritius doesn‘t have a class system,
however, it stands to reason that different types of characters are more skilled in different
areas. In Inritius there are five different sets of skills, Might skills, Agility skills,
Connection skills, Intellect skills and Magic skills.

When working out which type of skills your character favours you need to allocate
multiplier reductions to your character. Each of the skill sets start with a multiplier of
times three. When a character buys a skill off of a list they multiply the value of the skill
by that characters multiplier for that skill set. A normal starting character has three points
of multiplier reductions, they would reduce the costs of the skills they are likely to buy.

Note: A character can increase two of his multipliers by one in order to reduce another
one by one; a character can only do this once. A characters multiplier can never be less
than one.

Examples: The following examples show suggested starting multipliers for classes.
Warrior: Might: 1, Agility: 2, Connection: 3, Intellect: 3, Magic: 3.
Barbarian: Might: 1, Agility: 1, Connection: 3, Intellect: 4, Magic: 4.
Rogue: Might: 3, Agility: 2, Connection: 3, Intellect: 3, Magic: 3.
Wizard: Might: 3, Agility: 3, Connection: 3, Intellect: 2, Magic: 1.
Warlock: Might: 1, Agility: 3, Connection: 4, Intellect: 4, Magic: 1.
Bard: Might: 3, Agility: 3, Connection: 1, Intellect: 2, Magic: 3.
Ritualist: Might: 3, Agility: 3, Connection: 1, Intellect: 3, Magic: 2.

There are two common types of skills, Ranked skills and One-off skills. Once a one-off
skill has been purchased, the character has that skill. Ranked skills are the most common
as most skills can be further developed with practice and development. With ranked skills
a character must purchase every rank in turn. A starting character has 24 experience
points with which to buy his skills and during each adventure he will earn more through
role-playing. It is the characters experience points that he spends to acquire new skills.

When buying a ranked skill take the base cost for the skill and multiply it by the rank you
are buying. Example: DAC has a base cost of 7; so the 1st rank costs 7, the 2nd rank
costs 14, the 3rd rank costs 21 and so on. However as each rank must be purchased in
order the cumulative total cost would be: 7 for the 1st rank, 21 for the 2nd rank and 42 for
the 3rd rank.

When buying a skill for a character you take the base cost of the skill, apply any
special/racial or guild modifiers to that cost, multiply it by the rank you are buying and
then multiply it by the character‘s multiplier for that skill set.
Example: Our barbarian from above would pay base cost for agility and might skills, but
to buy casting, for example, he would multiply the final cost by four.

217
In order to work out the total cost to purchase a skill to a rank higher than rank one use
the following list to work out the cost of the skill. The cost listed represents the cost of
buying the rank indicated and all the ranks before it.

Rank 1: Base times 1


Rank 2: Base times 3
Rank 3: Base times 6
Rank 4: Base times 10
Rank 5: Base times 15
Rank 6: Base times 21
Rank 7: Base times 28
Rank 8: Base times 36
Rank 9: Base times 45
Rank 10: Base times 55
Rank 11: Base times 66

Training: Before character can learn a new skill, spell or ability they must find someone
with the skill, spell or ability that they are seeking. The would be tutor must also have
ranks in the teach skill; in order to teach a ranked skill the character must have teach to
that rank; in order to teach a one off purchase or multiple purchase skill then the tutor
must have teach ranks equal to the base cost of the skill divided by ten (maximum 10).
The character will almost always be required to pay for the training unless the character
has a personal relationship with the tutor.

Finding a trainer can be tricky, especially when we are looking for rare skills or higher
levels of skills (3+). Many characters get around this problem by joining guilds. Guilds
benefit from having strong members and they are often willing to link their members up
with trainers. Outside of a guild, a character will need to find a trainer in game, although,
sometimes it is possible to find a trainer through forum roleplay, although, this is
unlikely.

Training costs (without affiliation) price as indicated


Lore training (common) 2 silver per rank.
Lore training (rare) 5 silver per rank
Lore training (secret) 1 gold+ per rank.
Skills training (common) 2 silver per rank.
Skills training (uncommon) 6 silver per rank
Skills training (rare) 2 gold per rank
Spells training 5 silver per rank squared.
Recipes 5 silver per rank squared.
Bardic Songs 5 silver per rank squared.

Trainers tend to make money by offering training; they offer services to those in need and
profit from it. It takes a significant amount of time to offer training and trainers are rarely
willing to do it from the kindness of their hearts.

218
If a character has guild membership the guild is often able to reduce the cost of training
for its members. If you are a member in good standing you only have to pay the
percentage of the training cost indicated below. Through roleplay, characters with the
teach skill are often able to swap training for training.

Honorary Membership: 100%


Guild Rank 1-3: 75%
Guild Rank 4-6: 50%
Guild Rank 7-9: 25%
Guild Rank 10: 0%

Please note that when learning recipes/spells the cost can never be reduced below 50% of
that listed as 50% of the cost represents the cost of ingredients and regents.

219
Agility Skills:
Agility skills are those skills whose main talent stems from hand eye coordination and
manual dexterity. Masters of agility dodge rapidly and strike with deft blows.

Agility Skills Type of Skill Base Cost Pre-Requisite


One off
Ambidexterity 5
purchase
Balance Ranked 3
One off
Carving 5 Smithing Rank 1
purchase
Climb Ranked 3
DAC Ranked 7
DAC-Armored Ranked 6 DAC At same rank
One off
Dodge 50 DAC Rank 5
purchase
Disarm Trap Ranked 5
Escape Artist Ranked 3
One off
Jump 15
Purchase
One off
Leather Working 5 Smithing Rank 1
purchase
Open Lock Ranked 5
One off
Perfect Balance 25 Balance Rank 5
purchase
One off
Perfect Dodge 200 Dodge
purchase
Pick Pocket Ranked 8
Proficiency in specified
Projectile Weapon Mastery Ranked 10
weapon.
Swimming Ranked 3
Tracking Ranked 3 Special
Trip Ranked 6 WP with weapon used
Use Rope Ranked 2

220
Agility Descriptions:

Ambidexterity- Cost 5, Not Ranked. PR: None.


The ability to use the off hand with as much skill as the dominant hand. If a
character does not have this skill, any weapon used in the off hand will be treated
as though the character has no weapon mastery.

Balance- Base Cost 3, Ranked. PR: None.


Increasing ranks in this skill will fine tune one‘s equilibrium. The benchmark of
this skill is the ability cross a thin wire in gale force winds. The character‟s
success is determined by comparing their rank in balance to a difficulty
predetermined by the ref team. Balancing on a sturdy tree branch with no wind
has a difficulty of 1.

Carving- Base Cost 5, One time purchase. PR: Smithing Rank 1.


The skills needed to carve hard materials into desired shapes. This allows a
character to carve rock, bone, antler and wood.

Climb- Base Cost 3, Ranked. PR: None.


The ability of a character to ascend a variety of different objects, trees are the
most common. The benchmark of the skill is the capability to scale a vertical
glass wall. The character‟s success is determined by comparing their rank in
climb to a difficulty predetermined by the ref team. Climbing a tree with no wind
has a difficulty of 1.

DAC- Base Cost 7, Ranked. PR: None.


―Dexterity Armour Class‖ is a warrior‘s battle endurance and the ability to duck
and dodge during the stress of a fight. Most are not able to move as skillfully
while burdened with armour.
A character gains two points of DAC per purchase. A point of DAC functions as
one hit globally which is taken off before armour and health as long as the blow is
expected and the character is capable of moving to avoid the blow. A character
can only receive a DAC bonus while wearing three or less points of hindrance; as
all of a character‟s limbs are joined when calculating whether a character can
use DAC base it on the most hindered limb. After 5 minutes of uninterrupted rest,
known as “Catching Breath” the points are renewed. The character may not
meditate or participate in a ritual, mana bridge or halo bridge while attempting
to catch breath, they may also not fight, run, march, shout or cast spells.
However, the character may be targeted by healing as well as social buffs.

DAC (Armoured)- Base Cost 6, Ranked, PR: DAC to same rank.


―Armoured Dexterity Armour Class‖ is a warrior‘s battle endurance and the
ability to duck and dodge during the stress of a fight no matter how burdened they
are. This is an enhancement bought to modify the rules for DAC. Any armour may
be worn. This skill replaces any ranks of DAC while armour is worn, they do not
stack.

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Disarm Trap- Cost 5, Ranked. PR: None.
The ability to disarm and deactivate a wide variety of traps. Having this ability
will allow a person to find and disarm traps that they are familiar with. When a
character attempts to find or disarm a trap, the referee team will compare the
level of the trap to the rank the character has in this skill.

Dodge- Cost 50. One off purchase. Halo Cost: 25. PR: DAC Rank 5
This represents the talent of some to dodge an incoming blow even when it would
almost certainly kill the victim. For a halo cost of 25 the character can call
dodge and halve the damage code he was just struck with. This cannot be used
while the character is wearing more than five points of hindrance on any location.
This ability is of no use against spells or alchemy.

Escape Artist- Base Cost 3, Ranked. PR: None.


A person‘s ability to twist and contort or think their way out of constraints of
confinement. A master thief was once reported to have picked the lock on his
tightly fitting stocks while his feet were chained to the floor.
The character‟s success is determined by comparing their rank in escape artist to
a difficulty predetermined by the ref team, or if tied, directly compared to the
handle rope skill of the individual that constrained them.

Jump- Base Cost 15, One off purchase, Halo cost: 10. PR: None.
Some races have the innate ability to jump either very far or very high.
With a halo cost a character can either jump 3 meters vertically or 4 meters
horizontally. Jumps occur in real time, time does not stop for this ability to be
used and a character can be struck mid-jump. Some other abilities may affect
horizontal distance with ref approval.

Leather Working- Base Cost 5, One time purchase. PR: Smithing Rank 1.
The skills needed to manipulate and shape leathers, hides and scales.

Open Locks- Base Cost 5, Ranked. PR: Special.


For centuries people have protected their houses, treasure chests and dungeons
with locks. A few days after the invention of locks the first lock was picked.
In order to use this skill, a character must be carrying lock picks, a character
with rank 5 or higher can attempt to use improvised picks at an increased
difficulty of plus three. A character uses his skill in lock picking to open the lock
against a difficulty level set by the referee team. Before a character may purchase
rank five in Open Locks they must have ranks in Craft [Locks] and Lore [Locks].

Pick Pocket-Base Cost 8, Ranked. PR: None.


For centuries persons in every society have preyed upon the wealth and
possessions of others. Simply bumping into or brushing past a pick pocket could
leave you with lighter pockets. The most skilled individuals have even been used
to plant items rather than take them.

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Rank 1 will allow a character to attempt picking someone‟s pocket. In order to
attempt to pick someone‟s pocket the player must declare to a ref what they are
trying to do. They must define to the ref which pocket they are targeting. Rank 1
requires the pick pocket to be in contact with the target character for 30 seconds.
Each successive rank will decrease the time by 3 seconds. Rank 10 needs to only
bump into the target with a hand touching the target pocket. Don‟t feel restricted
to only targeting pockets, speak with a ref and they may allow other objects such
as a worn ring to be targeted so long as the act is role-played appropriately. At
rank 5 a character may begin using their skills to place rather than take objects
on a person. Rank 5 requires 30 seconds of contact to place something able to fit
into the palm of a hand. Each rank above this will reduce the time by 3 seconds.
The role-play requirements for different or large objects will be stated by a ref at
the time of declaration of intent.

Perfect Balance- Base Cost 25, Halo Cost 10, One off purchase. PR: Balance Rank 5.
Some are sufficiently talented to avoid slipping when treading on oil or ice.
Whenever a character would otherwise fall or be forced to step backwards the
character can call Perfect Balance and avoid retreating, slipping or falling.

Perfect Dodge- Base Cost 200, Halo Cost 50, One off purchase. PR: Dodge.
This represents the talent of some to dodge an incoming blow even when it would
almost certainly kill the victim. For a halo cost of 50 a character can dodge any
physical blow completely ignoring its effects. This cannot be used while the
character is wearing more than five points of hindrance on any location. This
ability can stop a touch delivered spell but cannot avoid a packet delivered spell.
This ability can dodge an alchemical projectile.

Projectile Weapon Mastery- Base Cost 10, Ranked. PR: Weapon proficiency
[Projectile] weapon.
An individual with this skill is usually considered to be an archer. Master archers
can find the weak spot of an enemy‘s armour from even the furthest distance.
Each rank of Projectile weapon mastery adds one point of damage to the base
damage with the specified weapon only. Ex: Bow, Longbow, Crossbow, hand
crossbow, thrown spear, thrown knife etc. Note: During an adventurers life they
may choose to pick up mastery in more than one type of weapon and once they
have mastered one projectile weapon it is easier to apply that knowledge to
different projectile weapons. As such, a character can buy mastery in other
projectile weapons at half price as long as your ranks in your secondary weapons
never exceed your weapon mastery in your primary projectile weapon.

Swimming- Base Cost 3, Ranked. PR: None


Many in the world of Geos have learned to propel themselves in water. Many,
especially sailors and bargemen have learned how not to drown. Only a basic
level in this ability is required to not drown, but more ranks are needed to swim in
difficult waters. This skill and the identical skill on the might list are totally
interchangeable.

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Tracking- Base Cost 3, Ranked. PR: Special.
Scouts and hunters from all races have been using the skill of tracking to find
their targets and prey since well before they gained sentience. It is said that the
highest level trackers are able to find an individual by following their essence
when there are no visible signs or smells to guide them.
The character‟s success is determined by comparing their rank in tracking to a
difficulty predetermined by the ref team. Tracking rank 5 has a pre-requisite of
heightened sense rank 2. Tracking rank 10 has a pre-requisite of Halo Bridge.

Trip- Base Cost 6, Ranked, Base Halo:5. PR: None.


Some fighters are able to quite literally take the feet out from under someone with
a well timed swipe of their weapon.
This skill is only usable with appropriate weapons, the most common are staffs or
spears. The strike must hit the lower leg of the target. “Trip Rank X” is called
instead of damage. The characters ranks in trip are opposed by the targets ranks
in balance.

Use Rope- Base Cost 2, Ranked. PR: None.


Whether to tie a bowline and rescue a comrade from a ravine, or to tie a criminal
up so that they do not escape while awaiting trial, the ability to use a rope is
important.
The character‟s success is determined by comparing their rank in use rope to a
difficulty predetermined by the ref team. When attempting to constrain someone
the rank of use rope is directly compared to the rank in escape artist.

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Connection Skills:
These skills are usually the abilities of the socialite, the bard and the seducer. These
represent the ability to sway the minds of others. Social skills are designed to enhance
rather than replace roleplay.

Note: Connection skills may often be used on multiple targets. Unless otherwise
specified for each target beyond the first add an additional 1 halo to the cost. Only skills
that are specified may be used on unwilling targets. In most cases you will have to
specify your targets by pointing them out.

Base
Connection Skill Type of Skill Pre-Requisite
Cost
Bardic Performance Ranked 10
Bardic Song
Ranked 10
(Composition)
Break Will One off Purchase. 35 Enthrall
Calm One off Purchase. 15
Detect Deceit One off Purchase. 30
Embolden Ranked 8
Enrage One off Purchase. 25 Incite Rank 5.
Enthrall One off Purchase. 15
Etiquette (General) Ranked 5
Etiquette (Specialized) Ranked 2
Handle Animal Ranked 5
Halo Multiple Purchases 8
Halo Bridge One off Purchase. 20 Halo Gift
Halo Gift One off Purchase. 10
Heightened Senses Ranked 8
Incite Ranked 10
Intimidate Ranked 3
Management One off Purchase. 50 One Craft rank 5.
Persuade Ranked 3
Profession {Specify} Ranked 5 Lore {specify}
Read Other Ranked 3
Refined fit armour (self) One off Purchase. 30 Smithing 5
Refined fit armour Smithing 6,
One off Purchase. 30
(other) Refine Self AS
Refined fit weapon (self) One off Purchase. 30 Smithing 5
Refined fit weapon Smithing 6,
One off Purchase. 30
(other) Refine Self WS
Knowledge of
Teach Ranked 2
thing to be taught.
Support Ranked 30

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Connection Descriptions:
Bardic Performance- Base Cost 10. Ranked. PR. None.
Every person has words of inspiration. A bard is able to expand this to a degree
that is beyond that of normal men and story tellers. People are inspired by the
words heard within the bard‘s song. Please see Bardic songs section for Bardic
songs, learning songs (which has a cost) and creating new songs.

Bardic Song (Composition)- Base Cost: 10. Ranked. PR: None.


A bardic writer has the ability to craft songs which can have amazing, even
magical, effects. Please see Bardic songs section for Bardic songs, learning songs
(which has a cost) and creating new songs. Rank 3 Bardic song has the
prerequisite of being in either the university or entertainers guild.

Break Will: Cost 35: One off Purchase. Halo Cost: 5. PR: Enthrall
This skill allows a cunning linguist to erode another person‘s willpower, typically
for the purpose of gaining information. The difference between the willpower
score of the aggressor and that of the defender is the amount the target's
willpower is reduced by for the next hour. The effects of this ability do not stack.
This skill generally takes 10 minutes/attempt, though a referee may rule that it
takes much shorter or longer depending on the method used. Characters that go
to negative willpower in a very bad state and a ref should be consulted
immediately if this happens. Call: Break Will (willpower).

Calm: Cost 15: One off purchase. Halo Cost: 5. PR: None.
This skill can be used to talk down someone from an incite, enrage or other effect
that has caused extreme emotion The character must gain the attention of the
person he wishes to calm and talk, uninterrupted for 10 seconds. The call for the
skill is made. If your willpower equals or exceeds your target's willpower he is
calmed, but it will take another full minute of interaction to fully remove the
effect, otherwise it will take hold again as soon as the interaction ceases. Unless
the referee states otherwise a character must resist this skill to their full ability.
Call: Calm (willpower).

Detect Deceit: Cost: 30. One off Purchase. Halo Cost 10. PR: None.
Some on Geos have learned the knack of calculating when someone is lying.
Those lying give themselves away with certain ―tells.‖ This character can for 10
halo call detect deceit on any statement that was just said by a character. This
ability is fooled by the spell deceive.

Embolden: Cost 8. Ranked. Halo Cost: 4: PR: None.


A character may use this skill to increase the Willpower of other characters
against fear effects. The character must spend at least 1 minute speaking to the
characters affected. Each rank increases all affected characters Willpower by 1
for the next 10 minutes to resist fear effects only. Additionally for every full five

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ranks in this skill the character has, all targets of this skill gain a +1 bonus on all
damage calls. Call: Embolden (rank).

Enrage: Cost 25. One off Purchase: PR: Incite Rank 5.


This skill enhanced incite and means that incite can be used on an unwilling
target or group. In order to affect an unwilling target your willpower must exceed
your opponent‟s willpower. A person may choose not to resist this. Call: Incite
(rank), Enrage (willpower).

Enthrall: Cost: 15. One off purchase: Halo Cost: 5. PR: None.
By spending at least one minute interacting with the character(s) to be affected,
the character may reduce their target's willpower to resist charm effects for the
next 10 minutes. The character may not be engaged in hostile activity prior to
enthralling. The victim‟s willpower is compared to that of the user and the
difference is the amount of willpower lost against charm effects for the duration.
Call: Enthrall (willpower).

Etiquette (General): Cost 5/tier: Ranked. PR: None.


The ability to interact with people without offending them or upsetting them. A
character may ask a ref any questions about social expectations of any group that
you have an appropriate level of etiquette for.

Etiquette (Specialized): Cost 2/tier: Ranked. PR: None.


The ability to survive in a social situation without calling the lord an earl or
picking your nose. This skill allows you to take advantage of social rank, you may
not take advantage of (and usually will not gain) a social rank higher than your
etiquette. Note: A given character may have many different social ranks, each
requiring their own etiquette skill. Further, this skill allows you to interact with
others in a manner that will not offend them. You may ask a ref any questions
about social expectations of any group that you have an appropriate level of
etiquette for. It's also worth noting that before you gain a promotion within a
particular group, you must normally have the appropriate level of etiquette.

Handle Animal: Cost 5/tier. Ranked. PR: None.


This is the ability used by horseman, falconers and dog-men. It allows a master to
handle or calm animals. This ability can even be used to train animals to perform
tricks or services. Characters can use this ability to calm down vicious animals,
to train animals or even to command beasts.

Halo: Cost: 8: Multiple purchases. PR: None.


This may be purchased multiple times. Each purchase grants you 10 extra Halo.

Halo Bridge- Base Cost: 20 One off Purchase. PR: Halo Gift.
A caster with this skill has the ability to give his halo to others or draw it from
willing participants. With this ability a character opens a channel that allows halo
to be moved between individuals. All participants must be willing. It takes 3

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seconds per point of halo to be transferred and all halo must be transferred first
into the bridging character and then out of him again.

Halo Gift- Base Cost: 10 One off Purchase. PR: None.


A caster with this skill has the ability to give some of his halo to others. With this
ability a character can gift some of his halo temporarily to another who has a
halo of their own. It takes 3 seconds per point of halo to be transferred.

Heightened Senses: Cost 8. Ranked. PR: None.


Many heroes develop the ability to perceive better, maybe they notice the thief
hidden in shadows, maybe they detect the taint of rot in a wound or in their food.
A character with this skill is assumed to have heightened their sight, smell,
hearing, taste and touch. Using a heightened sense is a called action. The call
“heightened senses rank X” must be made to a ref in reference to something in
the game. The results of the information gleaned will be up to the ref‟s discretion.
Heightened senses provides a degree of protection against pick pockets,
ambushers and poisoners. Referees may bring things to the attention of a
character with heightened senses.

Intimidate: Cost 3: Ranked. Halo cost 5. PR: None.


Some villains and brutes have the skill to frighten others to agree with them or
frighten them into fleeing or giving up information. This is a weak (roleplay) skill,
it cannot force another to do anything. The purpose of the skill is mainly roleplay
based. When this skill is used the character acts or speaks in a threatening way
for at least one minute and then calls their intimidate rank, the higher the rank the
more effective the threat. Note: Someone using this skill on you cannot make
you act in a way which breaks your deep felt opinions or forces you to do
anything against your will.

Incite: Cost 10: Ranked. Halo Cost: 10. PR: None.


Clever speakers use this skill to incite others into action. A character must spend
at least 1 minute speaking to the characters he intends to incite. An incited
character may only use Might skills, but gains a bonus of +1 Willpower to resist
all mind affecting effects/rank of incite. Incited characters may also not use
subdual strike. For every 5 ranks of incite the inciting character has all affected
characters gain a +1 bonus to damage. Affected characters should role-play an
enraged or highly agitated state. A character may incite himself. This ability lasts
10 minutes. Call: Incite (rank)

Management: Cost: 50. One time purchase. PR: Any one craft at Rank 5.
An individual that has been trained in more than one creation skill, or simply has
more effort each month than they could spend on their own, may manage other
workers to create things for them. This hired help is skilled, but not intuitive; they
rely completely on your instruction and draw off of your own effort. The character
may now fulfill the time requirement for any of their creation skills for a cost of
time x 2 in silver. All other creation statistics remain the same.

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Persuade: Cost: 3. Ranked. Halo Cost 5. PR: None.
Some characters are able to persuade others easily of their opinion on things. This
is a weak (roleplay) skill, it cannot force another to do anything. The purpose of
the skill is mainly roleplay based. This ability can only be used within a suitable
speech or a persuading argument that lasts at least one minute. A character using
this ability calls his rank in this skill and others react accordingly. For instance
someone with rank 3 might be able to convince a group not to kill someone, or
convince someone to talk before he is tortured. The higher the rank of persuade
that is used the more persuading the persons speech was. Note: Someone using
this skill on you cannot persuade you away from anything you are convinced or
sure about.

Profession {Specify}: Cost 5: Ranked. PR: Lore (specific).


Many people in the world of Geos find ways to make money that don‘t involve
breaking into innocent monsters homes and robbing them. This skill represents
your ability to make money. The higher the rank in this skill the higher the amount
of money a character earns. Characters using profession to earn money in any
given month have only 15 units of time available for crafting. If a character with
ranks in a craft skill at least equal to his ranks in profession can double the
amount of money he earns if he sacrifices all effort he would gain in any of his
craft skills. Only a character who was played in the previous game can select to
earn money by using profession in the month following the game. As a
Prerequisite to purchasing Rank 7 in this skill, the character must have the
Management skill.

Rank 1 5sp
Rank 2 10sp
Rank 3 20sp
Rank 4 35sp
Rank 5 70sp
Rank 6 100sp
Rank 7 (Req. Management) 150sp
Rank 8 200sp
Rank 9 250sp
Rank 10 400sp

Read Other: Cost 3. Ranked: Halo cost: 10: PR: None.


Single target only. By studying another character for ten minutes the character
using this skill you may acquire knowledge of your target's level, skill multipliers
as well as total Strength, Constitution, Location and Willpower. If you are aware
of your targets combat style then all of his damage against you is halved.

Tier 1: Mild mannerisms are now noticeable to you.


Tier 3: Flaws are noticeable.
Tier 5: Fears are discovered.

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Tier 9: Combat style analyzed.

Refined Fit Armour Self: Cost 30. One time purchase. PR: Smithing Rank 5.
A refined piece of armour is considered to be 50% of its regular hindrance for the
character it is designed for (this is considered after the mithros/ Mithral
modifier). Refining anything will double the minimum effort cost on the TEM
creation table.

Refined Fit Armour Other: Cost 30. One time purchase. PR: Smithing Rank 6 and
Refined fit armour self.
A refined piece of armour is considered to be 50% of its regular hindrance for the
character it is designed for (this is considered after the mithros/Mithral modifier).
Refining anything will double the minimum effort cost on the TEM creation table.
In order to refine something for someone other than himself, the smith character
must have traveled with that character for a minimum of 6 months.

Refined Fit Weapon Self: Cost 30: One time purchase. PR: Smithing Rank 5.
A refined weapon is considered having +1 damage when wielded in the hands of
the character it is designed for. Refining anything will double the minimum effort
cost on the TEM creation table.

Refined Fit Weapon Other: Cost 30: One time purchase. PR: Smithing Rank 6 and
Refined fit weapon self.
A refined weapon is considered having +1 damage when wielded in the hands of
the character it is designed for. Refining anything will double the minimum effort
cost on the TEM creation table. In order to refine something for someone other
than himself, the smith character must have traveled with that character for a
minimum of 6 months.

Teach: Base Cost 2. Ranked. PR: Special: Knowledge of the thing to be taught.
Those who can do, those who can‘t teach. That maxim is always never true, those
who have done it before teach those who want to do it in the future. Almost all
skills, spells and recipes in the game must be taught. In order to teach a skill or
spell a character must have ranks in the skill equal to the rank of the skill or the
modified rank of the spell. For One Off Purchases divide the cost of the purchase
by 10 and the result is the required level of teach required to pass on the skill
(maximum rank 10). Note: The Intellect skill Teach and the Connection skill
Teach are exactly the same.

Support: Cost: 30, Ranked: Halo Cost: 20:


When using support you must designate a skill you are supporting (Example:
Break Will or Weapon Mastery: Long sword). Every person you support gains a
bonus equal to your rank in support to the designated skill, to a maximum of their
own skill. You may only support a maximum number of people equal to your
support. Further, supporting requires all your attention, you may not use any
other skill while supporting, and when you cease role-playing the support, the

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effect ends. This skill is highly variable in how it is role-played, but generally
should come in some form of social encouragement. The character must have the
skill he is supporting at that rank. Call: Support {task} (Rank).

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Intellect Skills:
These are the skills of the sage, the professional and the wise. They include many
knowledge and craft skills.

Intellect Skill Type of Skill Base Cost Pre-Requisite


Alchemy Ranked 6 See Alchemy chapter
Appraise Ranked 3
Armourer One off purchase 10 Smithing Rank 1
Chirurgery Ranked 5
Create {specific} Ranked 3
Danger Sense One off Purchase 50 Heightened Senses All.
Detect Oblivion Ranked 9
Favored Enemy Lore {subrace} 6.
One off Purchase 35
{Specify subrace} Tracking.
Herbalism Ranked 5 See Herbalism chapter
Lore- Common Ranked 3
Lore- Rare Ranked 5
Lore- Secret Ranked 7
Mapmaking Ranked 2 Read/Write
Multiple
Read/Write 4 Speak that language.
Purchases
Research Ranked 25 Read/Write
Shield Maker One off purchase 10
Smithing (Craft) Ranked 6 Craft Lore at same rank.
Multiple
Speak Language 3 Speak Language
Purchases
Knowledge of thing to
Teach Ranked 2
be taught.
Tracking Ranked 3
Weapon Making One off purchase 10 Smithing Rank 1
Willpower Ranked 10

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Intellect Descriptions:
Alchemy- Base Cost 6. Ranked. PR: See Alchemy Chapter.
This is the ancient science that is rumored to be able to change lead to gold.
Alchemy has been taken in many different directions, or Paths, throughout the
world. Every alchemist will need a laboratory to work and experiment in if they
wish to be successful at all in their studies. The Path of Matter is the only path in
this area of the world which does not require specialized lore to advance in level.
Some of the paths and specifically some of the lores related to the paths are
written in such a way that only a journeyman or master might understand them.
See Alchemy chapter for further explanation.

Appraise- Base Cost 3. Ranked. PR: None.


The ability to estimate the worth of any item unless it is extremely obscure. The
higher a rank in this ability the better a chance a character has to determine the
worth and use of an item. Characters with rank five or higher with this ability will
often be able to identify special qualities or abilities that are particular to a given
item and masters of this ability can often identify the uses of magical items, even
artifacts.

Armourer- Base Cost 10: One-time purchase. PR: Smithing Rank 1.


The basic theories behind protecting the body with armour. A character needs this
ability in order to make armour.

Chirurgery- Base Cost 5: Ranked. PR: None.


The art of healing. The most skilled are actually able to cut open the body and
remove pieces without causing death. To the majority of those living on Geos,
however, the ministrations of a doctor are no better than those of a torturer. If role
played properly, a character with this skill can heal a total of one wound per rank
that they have in this skill, per victim, per set of wounds. This skill can only be
used once on any given target per set of wounds that they have received (a set of
wounds is however many wounds a characters suffered during one encounter).
Note: This skill can only be used ONCE per victim per set of wounds, not once
per victim per set of wounds per doctor. Performing Chirurgery takes a minimum
of one minute per point of damage to be healed. At ranks one to five, Chirurgery
cannot help a victim if it is started more than an hour after the wounds were
inflicted. At ranks five to ten, Chirurgery can be used as long as it is started
within one week of the wounds being received, although the chances of success
drop as time passes. Using Chirurgery requires a full first aid kit and every
wound must be bandaged; we advise that characters have bandages, forceps,
bone saws, leeches, needle, thread and anything else the character thinks would
be useful. It is incredibly difficult for a character to perform Chirurgery on
himself, the character would require Willpower equal to the number of points of
damage they have taken and the time required would triple at least.

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Additional effects: Rank 1 can diagnose the basics of life and will be able to
discern whether the person is alive, dead or fading; this includes an
approximation of how badly the victim is injured. Rank 1 can stop the bleeding of
minor wounds. Rank 2 can begin to diagnose disease and poisons. A referee will
judge all attempts to diagnose and heal poisons. Rank 3 is needed to splint a
broken bone, although, it will take a lot of rest before the bone is strong again.
Rank 3 is needed to stop the bleeding from a severed limb. Rank 5 can attempt the
“kiss of life” (CPR). Rank 7 can attempt to repair a crushed location. Rank 8 can
attempt to reattach a severed limb. Rank 9 can attempt to repair permanent
damage or organ damage. Legends suggest that those with rank 10 in this skill
could attempt to enhance the physical form of the subject with additional grafts or
enhancements.

Note: We are looking for this to be a useful representation of a set of real world
skills, as such we are looking for people to put in the time and effort required to
properly roleplay the administrations of a medieval doctor. If proper time and
roleplay is not put into the use of this skill it will be removed from the game. The
use of any special aspects of this skill, such as reattaching limbs will require a
number of weeks of physiotherapy before the character can use the limb again
reliably.

Note: A character can only reliably receive a number of points of healing from
chirurgery equal to his Con per day. Once a victim has gone over his Con
allowance, performing chirurgery becomes dangerous and a referee must be
consulted before continuing, a body can only suffer so much „medicine‟ in a day.

Create {Specific} - Base Cost 3: Ranked. PR: None.


This creation skill fills the void left by the other creation skills. Anything that has
not already been described in creation skills can be assumed to be created under
the following rules. The character must have ranks in Create {specific} examples
include: jeweler, tailor, locksmith, carpenter, wheelwright, shipwright, chandler,
cobbler and glassblower. Ranks in this skill represent a crafting profession
rather than an ability to make a single object.

Danger Sense- Base Cost 50. One time purchase. PR: Heightened Senses Rank 6.
The ability to read a situation and foresee danger. Most with this skill see danger
in more places than it usually is. The character may be informed by a referee of a
dangerous situation. The player may ask the referee team if they sense danger.

Detect Oblivion- Base Cost: 9. Ranked. Halo cost: 10.


The ability to sense this hopeless state of being. For a cost of halo, the character
can ask the referee whether they can sense Oblivion energies coming from a
person, object or place. The higher a rank the character has the more information
they pick up and the more subtle energies they have.

Favored Enemy {Specify Sub-Race} - Base Cost: 35. Ranked.

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Some heroes have honed their abilities to fight a certain type of foe. A hero that
wishes to take advantage of a foe must first learn their ways. A character with this
skill gains +1 damage against a foe of this sub-race. A character hunting a
favored enemy also gains a +1 bonus in tracking against quarry of that subrace.

Herbalism- Base Cost: 5. Ranked. PR: See Herbalism chapter.


In recent history peoples from many lands have observed that plants and their
properties have been changing drastically around them. The study of these new
plants has yielded interesting and sometimes powerful properties for those that are
skilled enough to draw them out. The University of Argea has taken notice of this
growing science and has begun teaching students about how to test plants and
determine uses for them. All merchant caravans should have a skilled herbalist
with them to properly identify plants in the wild or in barter. The difference
between a green or tinted leaf could the difference between life and death if herbs
are used improperly. It has been said by some that the changing of the plants is a
sign of rebirth from the terror of Inritius, where others still say that these changes
are just the beginning of the end. See the Herbalism section for more details.

Lore, Common- Base cost 3 exp, Ranked. PR: None.


Knowledge of very common things such as Herb Lore and Alchemy Lore. A
character may only learn one new lore skill per month. Herb, Alchemy, Craft,
Beast etc. etc.

Lore, Rare- Base cost 5 exp, Ranked. PR: None.


Knowledge of a less common nature. A character may only learn one new lore
skill per month. Fire Substance, Elven History, Undead.

Lore; Secret- Base cost 7 exp, Ranked. PR: None.


Knowledge of a very secretive lore. Learning this may get you killed. A character
may only learn one new lore skill per month. Assassins Guild, Liches, The King‟s
personal habits.

Mapmaking- Base cost 2, Ranked. PR: Read/Write.


The ability to make maps. Without a map many people will get lost. The
character can draw good maps, although they must have a phys-rep for the map
and their map making tools. Higher ranks in this skill allow the character to
create better maps.

Read/Write- Base cost 4 exp, Multiple purchases. PR: Speak that language (for
languages with spoken forms)
A character that can comprehend and speak a language can also learn how to
write that language. The ability to read and write a language. This skill is
generally useless in a fight. This skill may be purchased multiple times. Each
purchase represents a different language. The cost does not increase for
consecutive purchases. Note: Some languages cost more to learn to read and
write, see section on languages above.

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Research- Base cost 25: One time Purchase. PR: Read/Write.
Individuals who can read and write a language often research lores and secrets.
This is a common skill for scribes and intellectuals. Those with this skill are able
to learn things much faster than usual. The base cost of all Lore skills are reduced
by 1.

Shield Maker- Base Cost 10. One-time purchase. PR: Smithing rank 1.
The ability to make things that get in the way of things that will damage things. A
character with this skill can use smithing to create shields.

Smithing- Base Cost 6. Ranked. PR: Craft Lore at rank.


Many individuals earn their living by shaping various materials. When a
character takes this skill he started developing crafting skills. The first level of
smithing gives the character either the armourer skill or the weapon smith skill.
The character can learn other paths of smithing if desired. Refer to the crafting
chapter.

Speak Language- Base Cost 3. Multiple purchases. PR: None.


This is the ability to speak the language of another race. Many diplomats thrive on
their ability to speak in many different tongues. This skill may be purchased
multiple times. Each purchase represents a different language. The cost does not
increase for consecutive purchases. Note: Some languages cost more to learn to
speak, see section on languages above.

Teach: Base Cost 2. Ranked. PR: Special: Knowledge of the thing to be taught.
Those who can do, those who can‘t teach. That maxim is always never true, those
who have done it before teach those who want to do it in the future. Almost all
skills, spells and recipes in the game must be taught. In order to teach a skill or
spell a character must have ranks in the skill equal to the rank of the skill or the
modified rank of the spell. For One Off Purchases divide the cost of the purchase
by 10 and the result is the required level of teach required to pass on the skill
(maximum rank 10). Note: The Intellect skill Teach and the Connection skill
Teach are exactly the same.

Tracking- Base Cost 3: Ranked. PR: None.


The ability to follow broken twigs and footprints and the likes to track someone.
With each successive rank the character becomes better at tracking. Each time
something is tracked the referee will set to it a level. Characters must equal or
exceed the level of tracking to be able to follow the tracks. Characters with
obscene levels of this ability can track an eagle in flight.

Weapon Making- Base Cost 10: One time purchase. PR: Smithing Rank 1.
The Basic theories behind making an object designed to damage something. A
character needs this to make weapons.

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Willpower- Base Cost 10, Ranked. PR: None.
Mental and spiritual strength that allows someone to avoid deviating from their
moral path. This is also useful to prevent regurgitation of disgusting food cooked
by important people. Willpower is used to impose your will on another being or
resist another imposing their will on you.

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Magic Skills:
Magical skills are the domain of spell casters everywhere. They revolve around mana and
its use. Masters of magic can change the very world itself with their spells.

Base
Magic Skills Type of Skill Prerequisite
Cost
Accuracy One off Purchase 200
Attuned One off Purchase 3
Casting Ranked 15 Attuned.
Contribute to
Ranked 3
Ritual
Counter-Spell Ranked 7 Release own Spell.
Detect Magic Ranked 5
Improved
One off Purchase 150 Accuracy.
Accuracy
Magic Blow One off Purchase 12 Attuned, WP with weapon used.
Major Sphere
Multiple Purchases 40 Minor access to that sphere.
Access
Mana Multiple Purchases 13
Mana Bridge One off Purchase 20 Mana Gift.
Mana Gift One off Purchase 10 Attuned.
Mana Percept One off Purchase 5
Minor Sphere
Multiple Purchases 20
Access
Herbalism and Alchemy at same
Potion Making Ranked 7
level.
Read/Write
One off Purchase 7 Read/Write.
Magic
Release Own
One off Purchase 10 Attuned.
Spell
Ritual Magic Ranked 8 Contribute to Ritual at same level.
Scribe Scroll Ranked 7 Read/Write Magic.
Silent Spell Ranked 12 Casting at level.
Sorcery Multiple Purchases 75 Specialist access to that sphere.
Specialist Sphere
Multiple Purchases 75 Major Access to that sphere.
Access
Spell Crafting Ranked 20 Casting at same rank. R/W Magic.
Spell Crafting Casting at same level. Specialist
Ranked 8
(Specialist) in that list. R/W Magic.
Total Accuracy One off Purchase 100 Improved Accuracy.
Union Dispel One off Purchase 50 Counter Spell Rank 7.
Verbalize Spell Ranked 50 Casting at same rank.

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Magic Descriptions:
Accuracy- Base Cost 200. One off purchase. PR: None.
This ability is one possessed only by the strongest mages. Mages with this ability
have a much higher chance of striking with their offensive spells. Essentially it
means that the characters packet spells strike automatically. The characters
basic spells have a range of 10ft. The spells default to striking the largest
location, usually the chest.

Attuned- Base Cost 3, One off purchase. PR: None.


This ability describes the simple line between minor magic users and normal
people. A character with this ability understands the magic within them and can
shape it to achieve simple effects. Almost all people have a specialist sphere, but
only those with this ability can use that list to cast their modified level zero spell.

Casting- Base Cost 15, Ranked. PR: Attuned.


The ability to cast spells is based on this ability. The rank in this ability dictates
what levels of spells the character can cast. The character still needs to learn the
spell and have access to the relevant sphere. A caster gains ten free points of
mana every time they buy a new rank in casting.

Contribute to Ritual- Base Cost 3. Ranked. PR: None.


The basic tool of ritualists the world over. It allows a character to participate in a
ritual circle either positively or negatively. A character‟s rank affects how much
energy a character can contribute to a ritualist.

Counter-Spell- Base Cost 7, Ranked. PR: Release Own Spell.


Some mages learn how to disrupt and break the spells of others. This is the arcane
ability to reach out and subtly change the energies of a spell in a way which ends
the spell. A mage with this ability can use the counter-spell ability. He spends
mana equal to the (unmodified) spell to be dispelled and incants as if casting a
spell. It is only possible break spells with a durational effect.

Detect Magic- Base cost 5. Ranked. Halo Cost: 5. PR: None.


Many adventuring mages learn how to sense the presence and effects of spells.
This ranked ability allows a character to sense the presence of magic. The higher
the rank the character possesses the more details the character gets about the
magical effect, higher ranks will let the character know the spell level, duration
or sphere of magic. Use of this ability costs 5 halo.

Improved Accuracy- Base Cost 150. One off purchase. PR: Accuracy.
This ability is one possessed only by the strongest mages. Mages with this ability
can elect which part of their opponent‘s body their spells strike. Essentially it
means that the characters packet spells strike automatically, moreover with
damaging and relevant spells they can dictate which limb of the targets body
takes the spell effect. The characters basic spells have a range of 10ft.

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Magic Blow- Base Cost 12. One off Purchase. Halo Cost 10. PR: Attuned. WP with
weapon used.
Many warriors have found themselves face to face with a monster that they
cannot harm. Some of these warriors have learned to draw on the magic within
themselves to strike their foe with a magical blow. Legends tell us that heroes
wielding weapons that are magical in their own right have sometimes been able to
create extra effects with the use of this ability. The characters next melee blow
deals magical damage.

Major Sphere Access- Base Cost 40. Multiple Purchases. PR: Minor Access to the
Sphere.
This ability allows a mage to develop the understanding of a new type of magic.
The character can now learn high level spells from a new sphere. Major access
allows a character to cast levels 1-10 of that list. If the new list opposes one of his
specialist lists the cost of this purchase is doubled.

Mana- Base Cost 13. Multiple Purchases. PR: None.


A spell caster must fuel his spells using mana points. While many mages rely on
the ten free mana that a caster gets with each level of spell casting many others
feel the need to supplement their power with more mana. Each purchase of mana
gives the caster an additional 10 points of mana.

Mana Bridge- Base Cost: 20 One off Purchase. PR: Mana Gift.
A caster with this skill has the ability to give his mana to others or draw it from
willing participants. With this ability a character opens a channel that allows
mana to be moved between individuals. All participants must be willing. It takes 3
seconds per point of mana to be transferred, all mana must be transferred first
into the mage and then out of him again.

Mana Gift- Base Cost: 10 One off Purchase. PR: Attuned.


A caster with this skill has the ability to give some of his mana to others. With this
ability a character can gift some of his mana temporarily to another who has the
Attuned skill. It takes 3 seconds per point of mana to be transferred.

Mana Percept- Base Cost 5. One off Purchase. PR: None.


This ability allows a mage to keep better track of his own mana. The mage can
ask the battle-boarding referee at any reasonable time to know how much mana
his character has remaining. In the case of abilities that steal mana a character
with out mana percept will sometime not know how much mana has been stolen.

Minor Sphere Access- Base Cost 20. Multiple Purchases. PR: None.
This ability allows a mage to gain the understanding of a new type of magic. The
character can now learn spells from a new sphere. Minor access allows a
character to cast levels 1-5 of that list. If the new list opposes one of his specialist
lists the cost of this purchase is doubled.

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Potion Making- Base Cost 7. Ranked. PR: Herbalism and Alchemy at same rank.
This crafting skill allows the potion-maker to store spells in concoctions until the
imbiber releases the spell by drinking the liquid. The rules for brewing potions
are found above in the craft potions section. The higher a rank a character has in
this skill the more powerful potions a character can create.

Read/Write Magic- Base Cost 7. One off Purchase. PR: Read/Write.


The language of mages is secretive and rare. Their scrolls and spell books are
written in a hidden language known only to students of the arcane arts. A
character with this ability can read the language of magic. With this ability a
character will also be able to use spell scrolls of a level equal to or less than their
level in casting.

Release Own Spell- Base cost 10. One off Purchase. PR: Attuned.
Many spell casters have found it inconvenient that some of their spells have
longer durations, they do not want to wait for their circle of silence to fade or for
their wall of fire to drop. This ability allows a character to break any of his own
spells that do not have instantaneous or permanent durations with an action as
simple as a click of the fingers.

Ritual Magic- Basic Cost 8. Ranked. PR: Contribute to Ritual at same level.
The basic tool of ritual leaders the world over. It allows a character to open and
close a ritual circle. A character‟s rank affects how many contributors they can
draw on and how much power they can put into a ritual circle. A ritualist must
have ranks in contribute to ritual at least equal to the number of ranks in ritual
magic.

Scribe Scroll- Base Cost 7. Ranked. PR: Read/Write Magic.


This crafting skill allows the scribe to create powerful scrolls which hold magical
spells in abeyance until the wielder wishes to unleash their power. The rules for
scribing scrolls are found above in the craft scrolls section. The higher a rank a
character has in this skill the more powerful scrolls a character can create.

Silent Spell- Base Cost 12. Ranked. PR: Casting at same level.
Some mutes are still powerful casters; some assassins have mastered the ability to
cast without revealing their presence to others. The character can mouth or
whisper the verbals, although this means that the casting time is doubled. A mute
caster or one who chooses to can even replace the verbals by using his hands to
form the symbols of magic; however in this instance the casting time of the
affected spell is tripled.

Sorcery- Base Cost 75. Multiple Purchases. PR: Specialist Access to that sphere.
Certain specialists are linked closer to their lists than others. They have learned to
cast their specialist spells with both their mana and their halo. A character with
this ability can elect to spend halo or mana on the casting of any given spell.

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Casting via sorcery is uncomfortable to the user, although, some sorcerers have
developed a liking for the feeling of throwing away ones own life essence.

Specialist Sphere Access- Base Cost 75. Multiple Purchases. PR: Major Sphere Access.
This ability allows an arch-mage to develop mastery of a new type of magic. The
character can now modify the level of any spell from that sphere by one as per his
original specialty. The characters personality is also modified by the acquisition
of the new list. If the new list opposes one of his specialist lists the cost of this
purchase is doubled.

Spell-Crafting- Base Cost 20. Ranked. PR: Casting at same level. R/W Magic.
Many wizards know the value of a unique spell and write their own spells to win
them money and fame. This craft skill works in the same way as the all other craft
skills do. A character cannot write a spell that he could not cast. This skill has 11
ranks.

Spell-Crafting [Specialist]- Base Cost 8. Ranked. PR: Casting at same level. R/W
Magic. Specialist access to that list.
Many wizards know the value of a unique spell and write their own spells to win
them money and fame. Of those spell-writers most write low level spells across
many lists, others focus on writing spells to fit one of their specialties. This craft
skill works in the same way as all the other craft skills do. A character with this
skill has the ability to write spells in one specialist sphere. This skill has 11
ranks. Note: If a character wants to write spells in more than one specialist
sphere then he must buy this skill again starting with Rank one. Some characters
choose to buy low ranks in Spell Crafting [General] and build on those ranks with
ranks of Spell Crafting [Specialist]. For example, a character buys rank three of
Spell Crafting [General] can then choose to buy either rank four of Spell Crafting
[General] or rank four of Spell-Crafting [Specialist]. Assuming the character
chooses Spell-Crafting [Specialist] rank four, but later goes back to purchase
Spell Crafting [General] rank four, the later overwrites the former and the
experience spent on the former is lost.

Total Accuracy- Base Cost 100. One off purchase. PR: Improved Accuracy.
This ability is a heightened form of the accuracy ability. A mage with this ability
can unleash spells against an opponents hand, finger or even eyeball. Essentially it
means that the characters packet spells strike automatically, moreover with
damaging and relevant spells they can dictate which part of which limb of the
targets body takes the spell effect, for example, finger, eye, ear etc. The targeted
location must be visible. The characters basic spells have a range of 10ft.

Union Dispel- Base Cost 50. Ranked. PR: Counter Spell Rank 7.
Certain mages have learned to combine their dispelling art to break powerful
spells. A character with this ability can combine his ranks in counter-spell with
those of other characters who have this ability. All members of the Dispelling
Union add their score in counter-spell together and cast a combined dispel. All

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participants must incant for 5 seconds per total rank of the dispel cast and all
participants must spend mana equal to the total rank of the dispel. For instance 3
dispellers combine together to break a level 25 barrier each must cast for at least
125 seconds and each must expend 25 mana to do so.

Verbalize Spell- Base Cost 50. Ranked. PR: Casting at same level.
This ability is one known only by the most powerful casters in the realm. It allows
the character to avoid speaking the long vocals that most associate with spell
casting. The character does not need to use verbals to cast spells, although they
must precede the name of the spell with “verbalize”, ex verbalize touch of death.
The rank a character has in this ability dictates which ranks of spells are affected.
Use of a verbalized spell costs double the mana that it would take to cast a non-
verbalized spell.

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Might Skills:
These are the skills that are used by a warrior or fighter during their general tasks. This is
the ability that links to strength, health and might of arms.

Note: Any might skill with a halo cost has that cost increased by one each time it is used
in any given 10 minute period beyond the first (i.e. if a skill costs 2 halo to use, the first
use of it costs 2, the second 3 and so on).

Might Skill. Type of skill. Base Cost. Pre-Requisite.


Burst of Strength Ranked 5
Constitution Ranked 7
One off Mighty Blow,
Crushing Blow 100
purchase STR 5.
Disarm Ranked 9 WM at level
Heavy Armour Hindrance
Ranked 7
Proficiency Restriction
Location Ranked 4
One off 3x weapon
Master of Arms 6
Purchase proficiency.
One off
Metal Working 5 Smithing Rank 1
purchase
One off
Mighty Blow 120 4x WM
purchase
One off
Natural Healing 80 Con 10.
purchase
One off
Numbing Strike 25 3x WM
purchase
One off
Overpowering Blow 30 STR 3.
purchase
Rage Ranked 13
Severing Blow Ranked 200 Crushing Blow
Overpowering
Strike-Down Ranked 35
Blow
Strike-Through Ranked 50 Strike Down
Strength Ranked 30 None
Subdual Strike Ranked 3 None
Swimming Ranked 3
Weapon Mastery Weapon
Ranked 12
(Melee) Proficiency
Multiple
Weapon Proficiency 3 None
Purchases

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Might Descriptions:
Burst of Strength: Cost 5. Halo cost 15. Ranked. PR: None.
There are stories of weak and feeble women lifting wagons off of their loved
ones. This is an ability for characters who want to be able to call on great
strength to achieve instant effects. This temporary burst of strength would allow a
character to strike a single blow, burst free of bonds, throw off a weight or knock
down an obstacle. The effect only lasts for one call and cannot be used for any
prolonged effect. The character gains strength equal to the number of ranks he
has in this skill. Note: This ability does not stack with strength it replaces it.

Constitution: Cost 7: Ranked. PR: None.


Some people have an exceptional ability to stave off the effects of illnesses,
poisons, substances and even dark magics. Each rank a character has in this skill
increases his permanent constitution by 1 point.

Crushing Blow: Cost: 100: Halo cost 50: One off purchase. PR: Mighty Blow. STR 5.
A character with sufficient strength has the ability to crush a limb beyond use.
They can also use the strike to destroy armour. The characters next melee blow
with a blunt weapon does crush damage. The first crush reduces all forms of
protection to zero (including DAC, numeral magical protections and armour). A
crush that strikes an unprotected location, or a second crush reduces the location
to zero. A crush that strikes a location at zero or the third crush destroys the
location killing the victim if it is a critical location. Call: Crush

Disarm: Cost: 9: Halo Cost: 5: Ranked. PR: WM at same level.


A skilled master with a weapon can disarm their opponent with finesse. By
striking your opponents weapon you may attempt to disarm them. This skill
allows you to attempt to disarm your opponent with a melee blow by spending 5
halo and declaring your level of disarm. If your rank in disarm is equal or greater
then your targets weapon mastery then he must drop his weapon at least 3 feet
away. Call: Disarm {Rank}

Heavy Armour Proficiency: Cost 7: Ranked. PR: Armour Hindrance Restriction.


Some races and types of people have difficulty wearing heavy armour, notably the
Oriental peoples and the Corsairs. Some individuals of these races or types of
people have sought out those who rely on heavy armour to learn their secrets.
Each rank that a character has in this skill increases the maximum hindrance that
he is comfortable wearing by one. As this ability does not lower hindrance it has
no effect on casting in armour or on DAC.

Location: Cost 4: Ranked. PR: None.


Some individuals have trained their bodies to absorb more damage and take more
injuries before succumbing to the effects of pain. Each rank of Location that your
character purchases increases your characters locational points per location by
1.

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Master Of Arms: Cost 6: One off Purchase. PR: Three Weapon Proficiencies.
The character with this skill is considered to be proficient with all weapons melee
and projectile. He may use any weapon, object or his own body as if he had
proficiency with that weapon.

Metal Working: Cost 5: One time purchase. PR: Smithing Rank 1.


The skills needed to work, hammer and shape metals.

Mighty Blow: Cost 120: Halo cost: 20: PR: Weapon mastery Rank 4.
At the cost of 20 halo a character may double his damage call for his next melee
blow. The character strikes and calls double his regular damage call. If used in
conjunction with any other skills with a halo cost, the total halo cost for this skill
is doubled. Call: Mighty Blow (damage call).

Natural Healing: Cost 90: One off purchase. PR: Con 10.
Some people have the uncanny ability to heal at an exceptional rate. This skill
recovers one constitution per hour and one point of location per location per
hour. This happens on the turn of the hour. Characters with this ability may also
recover better from other effects, might be more hearty against poison or disease
etc; All other effects are at the discretion of the referee. Most races start the game
with a CON score of 10 or higher. Please note that the only races which start with
a CON of less than ten are: Minerians, Hobbits, Gnomes, Goblins, Elves,
Melusine and Prey Beastkin. Those weaker races cannot purchase Natural
Healing until they have bought enough ranks in CON to bring their total up to
ten.

Numbing strike: Cost 25: Base Halo cost 10: One off Purchase. PR: Weapon Mastery
Rank 3.
Use of this skill allows you to incapacitate a limb for a short period. When you
strike someone with this ability you effectively reduce their locational total on one
of their limbs to zero with a melee strike, however, the effect only lasts for ten
minutes then the limb starts working again normally. A character with Chirurgery
Rank 3 may cut this time in half, or magical healing can remove the effect
completely. If this specialty strike hits the head or torso then it has no effect. Call:
Numbing Strike!

Overpowering Blow: Cost: 30: Halo cost 5: One off Purchase. PR: STR Rank 3.
Warriors with great strength have the ability to force their opponents back with
the force of their blow. A character may use an Overpowering Blow with a melee
attack to force an opponent back five feet per rank of strength that they possess.
This effect is in lieu of damage. The opponent subtracts his strength score or his
rank in balance from his opponents STR. If the target is forced back more than 20
feet steps they also fall over. Call: Overpowering Blow (STR). The monster ability
knock-back works the same way but is not resistible.

246
Rage: Cost: 13. Halo cost 10: Ranked. PR: None.
Some men, especially the Orks and the Northmen, have learned the ability to fly
into a rage, they use their rage to bolster their defenses against attacks on their
minds, to help them stave off wounds and to bolster their strength. A character
with this ability gains the ability to enter a bloodthirsty rage for ten halo, they
gain willpower and constitution equal to their rank in this skill. They gain an
additional point of location for every two ranks in this skill, they gain bonus ranks
in strength for every three ranks in this skill and they gain ranks of Damage
Reduction for every five ranks in this skill. A raging character looses access to
half of his DAC and ADAC. A raging character is very very unlikely to use finesse
skills like disarm and severing blow. A raging character does not have to show
pain or react to blows. If a character is still raging when his enemies have been
slain he will turn on his allies unless they throw themselves prone. A rage lasts for
two minutes per rank in this ability. At the end of a rage a character will be
fatigued to an extreme degree, while in this tired state he cannot run or use
dexterity; this fatigue will last for at least ten minutes.

Severing Blow: Cost: 300: Halo Cost: 50: One off purchase. PR: Crushing Blow.
A well placed sword or axe strike can sever an opponent‘s limb. At the cost of 50
halo a character may deliver a severing blow with an edged melee strike against
an opponents arm or leg, if the players is cleared for head shots then they may
also use severing blows on their opponents head. The limb (or head) is severed
from the torso. Call: Sever.

Strength: Cost 30: Ranked. PR: None.


Strength is defined as the quality or state of being strong. The stronger a character
is the higher his capacity for exertion or endurance. Each purchase of strength
increases your strength by 1 allowing for feats of strength. When calculating a
characters damage code add the base for the weapon to their mastery add that to
their strength and add any additional factors for example. For example a
character with Mastery 3 and strength 2 wielding a one handed weapon has a
damage code of 6.

Strike-down: Cost: 35: Ranked. PR: Overpowering Blow.


Warriors with great strength have the ability to knock their opponents over with
forceful blows. A character may use knock down to force an opponent to his
knees. This effect is in lieu of damage. The aggressor calls his strength and,
unless the targets strength or balance exceeds the aggressor‟s strength they fall
over. Call: Strike-down (STR). The monster ability Knockdown is the same as this
but is not resistible. This ability can only be used with a melee weapon.

Strike-through: Cost 50: Halo cost 10: One off purchase. PR: Strike-down.
Warriors who have learned how to overpower and knockdown learn can learn to
cause harm as well as knocking their opponent around. A character using strike
down or overpowering blow can deal their damage as well as causing the strike
down or overpowering blow. Call: Strike-down (STR) Strike through (damage

247
code). Or Strike-down (STR) Strike through (damage code). This ability can only
be used with a melee weapon.

Subdual Strike: Cost 3: Ranked. PR: None.


Some warriors can strike their opponent in such a way that they are knocked
unconscious rather than permanently harmed. The maximum subdual damage
code a character can call is equal to their rank in this skill or their regular
damage call, whichever is lower. When striking with this ability call Subdual
(damage code). This ability can only be used with a melee weapon, but it can be
used with edged or blunt weapons..

Swimming- Base Cost 3, Ranked. PR: None


Many in the world of Geos have learned to propel themselves in water. Many,
especially sailors and bargemen have learned how not to drown. Only a basic
level in this ability is required to not drown, but more ranks are needed to swim in
difficult waters. This skill and the identical skill on the might list are totally
interchangeable.

Weapon Mastery (Melee weapon): Cost 12: Ranked. PR: Weapon Proficiency.
Warriors train themselves to use specific weapons so that they are more effective
with them. Each rank of this skill grants the owner +1 to damage with the
specified melee weapon. Note: During an adventurers life they may choose to
pick up mastery in more than one type of weapon and once they have mastered
one melee weapon it is easier to apply that knowledge to different melee weapons.
As such, a character can buy mastery in other melee weapons at half price as
long as your ranks in your secondary weapons never exceed your weapon mastery
in your primary melee weapon.

Weapon Proficiency (Weapon): Cost: 3: Multiple Purchases. PR: None.


This skill grants the ability to use the full damage call for any might weapon. It is
a pre-requisite for all weapon skills. This ability gives the character proficiency in
one weapon group only. Weapon types available for proficiency include: Bows,
Crossbows, Swords, Large Swords, Huge Swords, Daggers, Thrown Knives,
Staffs, Pole-arms, Thrown Spears, Hammers/Maces, Large Hammers/Maces,
Huge Hammers/Maces, Thrown Hammers/Maces, Clubs, Large Clubs, Huge
Clubs, Thrown Rocks, Natural Weapons, Unarmed, Axes, Large Axes, Huge
Axes, Thrown Axes.

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Creation Skills:

Even though it may seem to many that the majority of people on Geos earn their living by
swinging a sword or hurling spells in combat, this is in fact untrue; the majority of people
earn their bread by developing crafts or by practicing professions.

For the purposes of the game, many different types of item creation exist, these include:
scroll scribing, smithing, alchemy, herbology, potion making, song writing and generic
item creation.

A character will generate an amount of effort every month according to the following
table. Characters are able to direct their effort towards their projects and creations.
Characters generate effort for each craft skill in their area of specialization for example;
A Level 5 Herbalist, Level 3 Alchemist would generate 50 herbal effort and 30
Alchemical effort to spend each month. Effort cannot be banked and can only be used for
projects in that specialization, for example: Alchemical effort cannot be used towards a
Herbal project. A project requiring more effort than a character generates in one month
can be carried over and completed over the course of many months. Effort represents the
experience, efficiency and skill that a character has in their field of work.

Level Title effort/month


1 Apprentice 10
2 - 20
3 - 30
4 - 40
5 Journeyman 50
6 - 60
7 - 70
8 Master 80
9 - 90
10 Grandmaster 100

During the month following a game, only the character that played in the game may
expend effort towards creation skills. If a player‘s character dies during a game, their
other characters are not allowed to expend effort towards creation skills in it‘s place. If a
player who did not play in that game wishes, they may expend one boon per 20 effort to
fuel the creation skills of one of their other character. Only one shelved character may
create in this manner in any given month.

Every item to be created must have an investment of Time (T), Effort (E), and Money
(M); together these are referred to as TEM. Every item will have a minimum requirement
in each of T, E, and M. This is to represent the minimum amount of TEM a character
must put into an item to make it. Above and beyond the minimums, most items will also
have an investment pool which can be filled by any combination of TEM that the

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character desires. This allows for a more specialized creation process; through this
mechanism a character can throw additional money at a project, spend more time on a
project or focus more closely on a project.

Market Price.
In order to calculate the market price of an object, add together the T, the E, the M and
the TEM pool. This total is the base price to purchase the object in question. For rare
items, items which require a high level of skill to create, items made of rare materials or
items for which the seller has had to suffer a high start up cost there may be an additional
multiplier to the base cost. Items made of rare materials have a x2 price multiplier which
is already shown in the table below. The merchant‘s guilds are currently working to
standardize prices amongst all of its members and member organizations.

Multitasking and Managing.


As time goes on, characters will find that they have more effort that they can use easily;
these characters often hire less trained staff to help them out. In order to lead others while
they work, allowing the un-trained worked to use the character‘s effort, the character
must have the connection based skill; Management.

Quality.
Many crafters choose to made their items from differing qualities of materials or, from
time to time, a crafter might choose to put a lot of effort into a particular project or
perhaps be forced to make an item of lower quality so that it is completed on time. The
primary difference in quality is how durable the object is, for instance an artifact quality
item is almost indestructible, while a poor quality item is very likely to break. For craft
mages, the quality of an item also affects what magics can be stored in the item, for
instance for a spell to be placed permanently in an item the item must be of at least
mastercrafted quality. When buying an item of higher quality, the multiplier is applied to
the final price, when crafting an item the multiplier is applied to the T, the E, the M and
the TEM pool.

Item Quality Multipliers


Poor Quality x 0.5
Common x1
Good Quality x5
High Quality x 20
Master Crafted x 250
Artifact (one of a kind) X1000

250
251
Smithing
Metal is a very useful substance in day to day life. In the world of Geos, smiths are the
people that change metal from its raw form into the many objects that we use which
separate us from the animals. Many smiths are able to make a living by shoeing horses
and fixing tools for agriculture, but some exceptional smiths turn their talent to crafting
beautiful works of art to adorn homes and bodies. Other smiths, with a more military
mind craft the weapons and armour that allow mortals to hold life or death in their hands;
the skill of an army‘s smiths has won more battles than military strategy throughout
history.

A pre-requisite for every level of Smithing is a level of Craft Lore. Below are some
guidelines for what a character will learn with each level of Craft Lore. Acquiring a level
of craft lore will usually give a crafter the ability to make something new or work with a
new type of material.

Craft Lore:

Level 1: Information on how to manipulate and use common materials such as cloth,
leather, wood and copper. General information on the different aspects of a craftsman‘s
workshop and how to maintain one are gleaned. All common weapon and shield shapes
are learned.
Level 2: The craftsman learns proper ways to handle different materials such as bronze
and bone. The art of studding leather is introduced. Different patterns for weaving the
rings that will make chain or ring mail are learned.
Level 3: Information on working iron and stone is now accessible. Techniques for
riveting the rings of chain mail for a sturdier suit are diagrammed. The theory behind the
layering patterns of scale mail are made available.
Level 4: This level of study focuses on the use of softer more precious metals such as
silver and gold. Not only how to work them but information on how to gild these
substances. Focusing on rarer materials, jade is discussed. At this level, an understanding
of thick metal plate armour is imparted.
Level 5: Descriptions of spark patterns and how they change when working iron from its
pig iron form into the much stronger journeyman iron that is more suitable for weapons
and armour. Knowledge on how to coil wire for rings, properly balance a weapon to
make it more difficult to disarm and measuring to exactly fit a piece of armour is now
common knowledge for these people studying.
Level 6: Experimental ideas about manipulating exotic natural materials such as
armoured hides and extra strong wood. Engineering strange contraptions is touched on,
the most common use of this knowledge being crossbow crafting. The properties of
obsidian and the way to carve it are discussed as well as theories behind strengthening all
materials, increasing their ability to soak damage.
Level 7: The ancient secret of the mithros metal is revealed. The biggest part of this
knowledge is those methods that allow the crafter to work mithros without tainting it with
any iron, which is known to degrade the quality completely. Information on gilding

252
natural materials including liquids and venoms onto metal edges or faces. The assassin‘s
hollow blade design is shown to those who wish to know it.
Level 8: Traditional tales are told of the metal known as Rem Innocent; the character
learns the fairy stories that this metal will change its shape as though it were growing.
Smiths at this level also learn the science and the empirical approaches of the scholars
who have tried to unravel the mysteries of this substance. The crafter learns that this
metal must be worked cold until in its final shape, only then should it touch the heat of a
forge. The forge‘s heat will bind this metal to that shape and any manipulation afterwards
will be undone by the nature of this living metal, it will return to the shape in which it had
when first heated.
Level 9: Knowledge on the spiritual and magical process of turning mithros into the
fabled elven metal known as Mithral. Much lighter than any other metal of the same
strength, Mithral is inherently magical. The crafter also learns of a process known as
alloying which may allow them to combine the qualities of more than one type of metal.
Level 10: The master is taught of cold iron, the metal which is a sink for all magic.
Working this metal is more difficult than any other for as it is as strong as iron, it may
never be heated or it shall lose its most desirable property. The heat of impact from a
smith‘s hammer is not to be experimented with; this metal must be carved to be shaped.

Paths of Smithing:

Learning to smith and shape materials is difficult enough, but learning to make these
material take or save lives is another matter. The smith must choose to learn the way of
the armourer and/or the way of the weapon maker. Both do not come together, but with
enough effort an individual can learn each path.

The armourer skill (intellect) is a prerequisite for making any armour. The weapon smith
skill (intellect) is a prerequisite for making any weapon. The shield maker skill (intellect)
is a prerequisite for making any shield. Any combination of these paths all share a single
effort pool known as smithing effort. The first level of smithing gives the character either
the armourer skill or the weapon smith skill. The others must be purchased if desired.

Beyond focusing on dealing and preventing damage, the skills needed to work very
different types of materials must be learned. In order to shape all materials the smith must
be able to work leather and carve alongside the traditional metal working.

The first level of smithing gives the character one of the following abilities automatically:
carving (agility), leather working (agility), metal working (might). In order to work all
materials the character must purchase the other two skills. These skills must each only be
purchased once.

Properties of Armour:

Armour- this statistic represents how many points of damage the armour can take before
it is destroyed and the character begins to take damage to their body. If a piece of armour
is ever taken to -10 armour, it is considered shattered. Keep in mind, that once armour is

253
at zero, all damage hits the body and not the armour unless the blow is specifically aimed
to hit the armour.

Soak- this statistic represents the armour‘s ability to completely prevent damage without
damaging the armour in any way. Ex. full plate armour has a base soak of 2. This means
that any damage of 1 or 2 is ignored. Any damage call of 3 or more fully hits the armour.
This is not damage reduction.

Hindrance- this statistic represents how much the armour hinders the movement of the
individual wearing it. If a character has more than 3 points of hindrance on any location,
that location cannot benefit from Dexterity armour class. Hindrance can also effect spell
casting.

Mending Objects:

Any smith is able to mend anything made of a material that they know how to work. Any
item which is shattered or disintegrated cannot be mended without magic. Any object that
is Obliviated cannot be mended.

Many adventuring smiths focus on their ability to mend armour in the field. A piece of
armour that has been damaged can be mended while adventuring at a rate of one point of
armour per minute. To enact a field repair, proper role play is required; a referee may
negate any efforts undertaken if a player is not properly role-playing mending the object.
It is not possible to mend armour while it is being worn. In order to mend something on
an adventure the characters must be carrying the tools he needs to do so.
Note: For every 3 points mended, the armour gains one additional hindrance until the
weapon can be properly mended. Any item made of a material that resists shatter may
also be mended to regain this resist property; It takes 3 minutes of role play to reinstall a
resist shatter.
Note: It is only possible to perform ten field repairs on an object before it needs to be
reforged or magically mended.

The quality of an object is taken into consideration when performing repairs as it is easier
to repair better quality items because poor quality items are much more brittle and prone
to breaking.

When a smith is back at their forge, they can fully mend an item that can be mended for
10% of the minimum effort required to create that item. Most smiths charge 10% of the
weapons cost to repair an object for someone else.

Refining:
A smith with a keen eye and a good head on his shoulders is sometimes able to make a
weapon or piece of armour to specifically fit a single individual. This is of course useless
with cloth and soft leather or furs because those types of materials barely have an effect
on the way a person moves. But when dealing with heavier metals and balancing a
weapon, refining a shape may make a difference in battle. A suit of armour may be easier

254
to move around in because it will feel as though the individual were merely wearing
heavy cloths rather than the bulky metal plates he was used to. Balancing a weapon
differently than the norm may make that unorthodox fighter unstoppable on the
battlefield.

Armour and Weapon Statistics:

The following table shows the damage that a character can do while wielding this type of
weapon. Remember that if a character is not proficient in this type of weapon they default
to dealing only 1 damage.

Weapon Type Base Damage


Dagger 1
1 Handed Sword 1
1.5 Handed Sword 1 or 2
2 Handed Sword 2
Throwing Axe 1
Battle Axe (1HW) 1
Great Axe (2HW) 2
Throwing Hammer 1
1 Handed Hammer 1
War Hammer (2HW) 2
Staff 1
Spear 2
Pole-arm 2
Arrow/Bolt 3

The following table shows the values of normal types of armour. Remember that armour
only protects the part of your body that it is actually covering. A characters general
hindrance is considered to be equal to his most heavily hindered/encumbered location.

Type of Base Base Base


Armour Soak Armour Hindrance
Padded 0 1 1
(cloth)
Leather/Furs 0 2 2
Hard Leather 0 3 3
Bone** 0 3 3
Studded 0 4 3
Leather*
Ring Mail** 0 6 5
Chain Mail 0 8 6

255
Scale Mail 1 9 8
Plate Mail 2 10 10
*Mithros/Mithral studs have no effect on hindrance.
**Minimum 3 hindrance.

The following table shows the soak and hit points of a range of shields. Shields offer
hindrance to the arm carrying them. It is possible to damage a shield as long as you can
overcome its soak, however they have significant amounts of soak and hits.

Type of Base Hit Base


Shield Soak Points Hindrance
Buckler 3 10 1
Small Shield 5 20 2
Medium 8 30 3
Shield
Large Shield 10 50 3
Tower Shield 12 75 10
Pavise 15 100 50

Making Weapons and Armour:


The following tables show the costs for creating weapons and armour. This is an additive
system meaning that you pick the type and material as well as any special properties and
then add their values together to get a total. There will be a comprehensive easy to use
calculator on the website soon. When making armour, a full suit comprises two arms,
two legs, a torso and a helm.

Table X-x: Types of Weapons


Market
Money TEM Price
Type\Cost Time Effort Silver pool (SP)
Dagger 0.5 2 0.5 0 4
1 Handed
Sword 1 4 1 0 6
1.5 Handed
Sword 1.5 6 1.5 0 9
2 Handed
Sword 2 8 3 0 13
Throwing
Axe/
Hammer 1 3 0.5 0 4.5
Battle Axe/
hammer 1.5 5 1 0 7.5
Great
axe/hammer 2 7 2 0 11

256
Staff 0.5 0.5 0 0 1
Spear 0.5 7 0.5 0 8
Pole-arm 1.5 9 1.5 0 12
Crossbow 9 4 6 2 21
Bow 3 7 2 0 12
Arrow/Bolt
(dozen) 0.5 1 0.5 0 2

Table X-x: Types of Armour (Per Piece)


Market
Money TEM Price
Type\Cost Time Effort Silver pool (SP)
Padded/Cloth 1 0.5 0.5 0 2
Furs 1 1 1 0 3
Leather 1 2 2 0 5
Hard Leather 2 3 3 1 9
Bone 3 4 2 1 10
Studded Leather 4 4 3 1 12
Ring Mail 7 5 3 0 15
Chain Mail 12 8 3 2 25
Scale Mail 15 15 10 15 55
Plate Mail 30 20 15 20 85

Table X-x: Types of Shields


Market
Money TEM Price
Type\Cost Time Effort Silver pool (SP)
Buckler 2 1 1 0 4
Small Shield 2 2 2 0 6
Medium Shield 3 3 3 1 10
Large Shield 5 4 4 2 15
Tower Shield 6 6 5 3 20
Pavise 10 10 5 5 30

Materials:

Metal Working Leather Carving


Working
Copper Leather/Furs Wood
Bronze Exotic Bone

257
Natural*
Iron Stone
Gilding Jade
Silver/Gold Obsidian
Journeyman Exotic
Iron Natural*
Coil rings for Cold Iron
mail
Exotic Natural*
Adamantine
Mithros
Rem Innocent
Mithral
* Exotic Natural Materials will be judged on a case by case basis by a referee.
* Cloth: The Create Generic (tailor) skill is required for the creation of cloth armours and
items.

Material Special ability- Armour Special Ability- Weapon

Bone* +0 armour +0 damage


Iron +1 armour +1 damage
Ring mail Resist 1 shatter -
Chain Mail Resist 1 shatter -
Riveted Rings Cannot be shattered -
(chain mail
only)
Silver Many Lycanthropes stay away Bane to Lycanthropes.
from characters wearing silver.
Gold
Jade * Cannot be targeted by spells. Cannot be targeted by spells. Bane
Many undead shy away from to many Undead.
characters wearing jade.
Journeyman + 1 armour, Resist 1 shatter +1 damage, Resist 1 shatter
Iron
Obsidian* +1 armour. Cannot be targeted +1 damage. Cannot be targeted by
by spells. Cannot be spells. Cannot be Obliviated.
Obliviated.
Adamantine +3 armour, +1 soak, resist all +1 damage, resist all shatter
shatter
Mithros + 1 amour, +1 soak, Resist 1 +1 damage, resist 1 Shatter
shatter, -2 hindrance

258
Rem Innocent +1 armour, +1 soak, resist 1 +1 magical damage, resist 1 shatter,
* shatter, can be mended with a can be mended with a halo bridge.
halo bridge
Mithral +1 armour, +1 soak, resist 1 +1 magical damage, resist 1 shatter,
shatter, -3 hindrance
Cold Iron * +1 null magic damage, immune to any and all magical effects
(including being directly targeted by magical flame and heat spells)
*These materials cannot be mundanely mended.

Notes on the rarest of materials.


Rem Innocent- A smith must have the skills halo bridge and metal working in order to
manipulate this. As the material is considered to be somewhat alive, it will completely
regain its shape after 10 days on its own at room temperature. Cold temperatures will
slow this process, warmth will accelerate the process. 50 cumulative points of heat or fire
damage along with 100 halo will set the initial memory state. Before its memory is set,
this metal works like journeyman iron. A forge will easily set a memory state, this
material cannot be worked with a forge. Rituals have been known to successfully shape
and set this metal. With halo bridge, 5 halo will mend 1 damage, 25 halo will mend a
shattered item if all parts are present. Rem Innocent weapons are the only weapons
which can hold sentience.

Mithral- In order to work Mithral the smith must have the skill or spell Mana Bridge.
Mithral is an innately magical weapon and it can often harm creatures that resist non-
magical attacks.

Cold iron- Cannot be mundanely mended and cannot be magically mended. If a cold iron
weapon is heated, it will transmute to iron permanently. Cold Iron is normally immune to
any and all magical effects (this includes being directly targeted by magical flame and
heat spells). It is a null metal.

Crafting with Rare Materials.

Many craftsman choose to craft with rarer materials in order to benefit from the special
qualities of those materials. Apply the values on the chart below to any weapon or piece
of armour that is being crafted of that item. This assumes that the character has an
reliable supply of that material at normal cost. In order to calculate the additional cost of
purchasing an item made of a special material apply the MP addition in silver to the price
of the item, however, these rare items are not often available to buy in large numbers.

Money TEM MP
Type\Cost Time Effort Silver pool Addition
Bronze 0 0 0 0 0
Bone 0 0 0 0 0

259
Stone 0 0 0 0 0
Iron 5 5 10 5 50
Jade 15 15 50 20 200
Journeyman Iron 20 25 25 30 200
Adamantine 150 50 500
Obsidian 20 25 200 5 500
Mithros 25 25 400 50 1000
Mithral 125 125 400 100 1500
Rem Innocent 100 100 500 300 2000
Cold Iron 150 150 500 200 2000

260
Herbalism
In recent history peoples from many lands have observed that plants and their properties
have been changing drastically around them. The study of these new plants has yielded
interesting and sometimes powerful properties for those that are skilled enough to draw
them out. The University of Argea has taken notice of this growing science and has
begun teaching students about how to test plants and determine uses for them. All
merchant caravans should have a skilled herbalist with them to properly identify plants in
the wild or in barter. The difference between a green or tinted leaf could the difference
between life and death if herbs are used improperly. It has been said by some that the
changing of the plants is a sign of rebirth from the terror of Inritius, where others still say
that these changes are just the beginning of the end.

These are the many ways and forms in which herbs can be used.

Eat/Tea: Eating an herb raw or boiling the herb to make a tea will generally produce the
same effect upon the body.
Poultice: A thick aromatic paste spread on a targeted area. A poultice is absorbed
through the skin and must be applied for 5 minutes before it takes effect.
Smoke: Herbs must be dried and prepared in a certain way in order to be properly
smoked. Smoking the dried herb in any manner will produce the effect described below.
It is possible to burn a large amount and affect a group of people within an enclosed
space; this is up to referee approval.
Distil/Dilute: This covers any and all concentrating or diluting of the herbal effect.
Depending on the herb someone might be able to boil the tea longer to make it stronger
or cut a smoking herb with a mundane plant to lessen the effects of something. New uses
and effects are found everyday.
Imbue with Halo: Because some herbalists have become so connected to the plants they
have devoted a part of their lives to that they are able draw out the innate abilities of the
plant. If the herbalist has the ability to open a Halo Bridge then they are able to modify
the skill to imbue an herb with halo.

A pre-requisite for every level of Herbalism is a level of Herb Lore. These are the
guidelines of what a character will learn with each level of Herb Lore.

Herb lore
Level 1: Common information such as names and effects of ingesting physically or
through tea of common local flora.
Level 2: Common information such as names and effects of ingesting physically or
through tea of common foreign flora.
Level 3: Information on ingesting all local flora and poultices of common local flora.
Level 4: Information on ingesting all foreign flora and poultices of common foreign
flora.
Level 5: Information on how to grow and cultivate common local flora, the effects of
smoking common local flora, and the effects of all local poultices.

261
Level 6: Information on how to grow and cultivate all local flora, the effects of smoking
common foreign flora, and poultices of all foreign.
Level 7: Information on how to grow and cultivate common foreign flora, smoking all
local.
Level 8: Information on how to grow and cultivate all foreign floras, smoking all foreign.
Level 9: Complete knowledge of any and all uses of local herbs.
Level 10: Complete knowledge of any and all uses of foreign herbs.

Herbalism, like all of the creation skills, gains Effort at a rate of 10effort/level/month. Ex
a level 4 herbalist will have 40 herbal effort per month to put towards their craft.

The following table shows the TEM (Time, Effort and Money) requirements for herbal
creation.

Item/Process Min Min Min TEM MP


Time Effort Money Pool
(Silver)
Gather Common 1 2 0 2 5
Gather Rare 3 2 0 5 10
Prepare Poultice 2 2 1 2 7
Prepare for 2 3 3 2 10
Smoking
Distil/Dilute 3 3 5 4 15
Imbue with 0 10 8 5 23
Halo*
Cultivate** 30 30 - - NA

*Herbalists must have the skill Halo Bridge


**Any player wishing to cultivate herbs must have access to and maintain a greenhouse
(see greenhouses at the end of herbalism) After the original time and effort is contributed
to cultivation, the herb does not need to be gathered again so long as the greenhouse is
maintained.

The following table shows the properties of the current known “herbs.”

Table 5-x: Herbs 1


Local Herbs Common Rare
Serpent's Herb Vany Root Lo Reed Stink Reed
Effects if purify water, make becomes char becomes tongue goes
Eaten rancid meat edible, if submissive -1 dehydrated, numb for 1 hour
eaten will increase con will vs. extreme thirst minus 10
by 1 until sunrise; does dominate, +1 vs. minutes per
not stack charm con, target
cannot speak

262
Effects of a can cleanse and decrease blood can dry out blood target area feels
Poultice disinfect an area, will flow to an area, causing it to scab no pain
draw out bite toxins area falls asleep,
can be restored
through pain
Effects of clears the lungs of any sleep for 5 lungs collect fluid, random limb
Smoking airborne toxins minutes if not treated char becomes
will develop paralyzed for 5
pneumonia minutes, if head
or torso are
chosen char will
enter coma for 5
minutes
Effects of increase con by 3 until sleep for 15 rehydrates the chare feels no
Diluting of sunrise-eat does not minutes-smoke body and makes pain- eat, two
Distilling stack, can overdose the body immune random limbs
to water loss and become
dehydrations paralyzed for 5
minutes-smoke
Effects if imbue and eat, remove imbue and eat, imbue and eat, imbue and eat,
Imbued affliction sleep cannot be char can breathe temporary
with Halo woken for 20 under water for paralysis
minutes, stacks one hour

Table 5-x: Herbs


Foreign Common Rare
Herbs
Rutting Bush Tary Root Halo Mushroom Ember Leaf
Effects if filled with lust 5 becomes happy; eyes dilate, low body temperature
Eaten minutes; +1 will vs. light vision; rises, can resist
-2 vs. charm, dominate, -1 will vs. some cold, will
-1 vs. dominate - 1 vs. charm illusions replicate fever
Effects of a put on object, if increases blood if spread on can thaw a frozen
Poultice object is touched flow to area, twice forehead and item, or simulate
unprotected, char is as hard to stop around eyes will a burn
filled with lust bleeding counteract
dilation of pupils
and stop
hallucinations

263
Effects of extra stamina immune to sleep vivid thick black
Smoking +2 con, effect for 1 hour hallucinations, is smoke, useful for
-3 vs. charm, addictive signaling. Intense
-1 vs. dominate coughing fit and
possible
suffocation if
prolonged
Effects of extreme lust, immune to sleep eyes dilate -3 will can thaw a frozen
Diluting of nothing else matters for 3 hours if to illusions if area or limb if
Distilling 10 minutes if ingested ingested; does poultice is applied
ingested not stack, does
not overdose
Effects if imbue and give rose imbue and eat, Mushroom cap imbue, fruit will
Imbued to someone with the instills char with over-extends grow, if juice of
with Halo ability to be energy, DAC rank assuming the fruit is combined
attracted to you, 3 (unarmoured) shape of a flower with sap of
they are charmed, if and glows like a leaves, it will
they accept it will is torch ignite
not compared

Greenhouses:
Any respectable herbalist will have a greenhouse in which to fully study the herbs that
have become such an important part of their lives. Each culture produces greenhouses in
very different ways, the Argeads use buildings with crude glass walls where the elves of
the forests simply created a ritual for imbuing an area of the home with continuous light
and water appropriate to growing any small plant. The constant factor in the many
designs is cost. Any usable greenhouse has a cost of 5 gold per rank of the green house.
Having a greenhouse ensures that any herb properly cultivated and started in the building
will not need to be gathered ever again. A greenhouse has a maintenance cost of +10
silver/herb cultivated/month per rank of the green house and 20 effort +2
effort/herb cultivated/month. More than one herb of each type can be cultivated in the
same greenhouse. Each individual herb will yield 4 doses/month. It is possible to find
herbalists that will maintain a greenhouse while the owners are away. The commissioned
herbalist must have Herbalism high enough to cultivate the herbs inside. The more skilled
a worker the more they will cost.

If greenhouses are not kept up the herbs growing will die. The herbs will begin to yield
less and less doses each month and will eventually die at a ref‘s discretion. Characters
can choose which herbs to focus their effort on. If a greenhouse is in an area that is
subject to the spell Eternal Night all plants, except mushrooms, will die.

Market Price:
Many herbalists either seek to make their fortunes by selling their herbs and preparations
or have to purchase additional supplies to augment their own creations. Local herbs are

264
normally sold at base market price (T+E+M+TEM), although the process of Halo
Imbuing a herb doubles the base market cost. When foreign herbs are available to buy,
their costs are usually quadruple that of local equivalents. To calculate the market cost of
a Halo imbued herb you can double the (T+E+M+TEM) for the Imbuing process.

Herbs: Base Poultice Smoked Distilled/Diluted Imbued


Common/Local
Serpent's Herb 5sp 12sp 15sp 20sp 55sp
Vany Root 5sp 12sp 15sp 20sp 55sp
Rare/Local
Lo Reed 10sp 17sp 20sp 25sp 60sp
Stink Weed 10sp 17sp 20sp 25sp 60sp
Common/Foreign
Rutting Bush 25sp 32sp 35sp 40sp 75sp
Tary Root 25sp 32sp 35sp 40sp 75sp
Rare/Foreign
Halo Mushroom 50sp 57sp 60sp 65sp 100sp
Ember Leaf 50sp 57sp 60sp 65sp 100sp

265
Alchemy

“I am here to tell you of the subtle science and exact art of potion-making. I don‟t expect
most of you will really understand the beauty of the softly simmering cauldron, with its
shimmering fumes. Or the delicate power of liquids that creep though living veins,
bewitching the mind, ensnaring the senses. To start I can teach you how to store healing,
cure diseases and neutralize poisons. However for those who really want to learn I can
teach you how to bottle fame, brew glory and even put a stopper in death.
That‟s if you wish to learn, of course.”
Remoran Corn- High Alchemist.

This is the ancient science that is rumored to be able to change lead to gold. Alchemy has
been taken in many different directions, or Paths, throughout the world. Every alchemist
will need a laboratory to work and experiment in, if they wish to be successful at all in
their studies. The Path of Matter is the only path in this area of the world which does not
require mastery in a specialized lore to advance in level. Some of the paths and
specifically some of the lores related to the paths are written in such a way that only a
journeyman or master might understand them.

In order to use this science a character must have an alchemist‘s kit. Many crafters start
the game with a basic kit, however to create higher ranked Alchemies they will need a
proper alchemists kit. An Alchemists kit will cost 5 gold per rank and has an upkeep cost
of 2 silver per month per rank if it is not being used and 5 silver a month per rank if it is
being used. A kit higher than rank 3 is not portable.

A pre-requisite for each level of Alchemy, the Path of Matter, is a level of Alchemy Lore.
Each of the specialized paths(all excluding the path of Matter) have the pre-requisite of
the Path of Matter as well as the specialized lore attached to the Path being learned to
the level trying to be learned. Example: To learn level 4 Path of Bestial Fury, the
character must already have level 4 Beast Lore as well as level 4 Path of Matter.

Alchemy Paths

Matter- This is the most traditional use of alchemy. One learns how to create common
substances such as adhesives, lubricants and solvents. When one gains experience with
these substances, they may learn how to transfigure objects and substances into
something very different. The most common goal of this path is to change lead to gold.

Inner Flame- Imparts knowledge of concoctions and powders that will burn and might
explode under certain conditions. Those on this path are able to change the energies of
these types of materials from fire into either light or sound or an uncontrolled push of air

Nature’s Fury- This path teaches alchemists how to change the parameters of the innate
powers of plants. This is an extension of Herbalism.

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Bestial Fury- The knowledge learned on this path teaches the alchemist how to use parts
of certain beasts to replicate the abilities and powers that those organs give to the beast.

Secret Heart- Those on this secret path are able to use organs and bodily fluids to
temporarily give someone the innate abilities of another sentient race. It is known within
certain circles that the Verminkin have mastered this path.

Alchemy, like all of the creation skills, gains Effort at a rate of 10effort/level/month. Ex
an alchemist on the path of matter at level 6 will have 60 points of general alchemical
effort per month to put towards their craft.

Each of the specialized paths (excluding the path of matter) gain Effort at a rate of 5
effort/level/month. Example: an alchemist at level 4 on the path of Nature‟s Fury would
gain 20 Nature‟s Fury alchemical effort each month. General alchemical effort (that
obtained on the path of matter) can be used to fulfill the effort requirements for any of the
specialized paths at a rate of one to one. Specialized alchemical effort can only be used
to fulfill the requirements for that particular path.

Market Price:
The approximate price for alchemical compounds can be found on the crafting tables
below. When buying goods or services from an alchemist you must add every substance
together to get the final cost, for instance you would pay for a layered pill and then pay
for each of the layers separately. Alchemical substances from the Path of the Secret
Heart are hard to obtain due to their illegal status, their prices are always doubled and are
often much higher; you cannot buy alchemy from that path without the referees
permission.

The Path of Matter

Table 5-x: Path of Matter


Item/Process Min Min Min TEM MP
Time Effort Money Pool
(Silver)
Lubricant 1 2 2 5 10
Adhesive 1 2 3 5 11
Solvent 2 4 4 5 15
Greater Lubricant 2 4 4 8 18
Greater Adhesive 2 4 6 20 32
Greater Solvent 3 12 8 20 43
Temporary - - - - -
Transfigure*
Temp Tran- water to 1 5 3 6 15
wine
Temp Tran- hair 1 10 6 10 27

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colour
Temp Tran- skin 1 10 9 15 35
colour
Liquid Burn 6 15 10 15 46
Rust 15 40 9 10 74
Permanently - - - - -
Transfigure*

* These will be provided on a case by case basis by the referee team

Alchemical Lore
Level 1: General information on how to properly clean by hand all of the tools that would
be found in most Alchemical laboratories. Information on how to make such mundane
things as simple lubricants and adhesives.
Level 2: More detailed information on mundane recipes to hone one‘s skills. Tips and
tricks to properly identify if an area or object has been coated with a simple lubricant or
adhesive.
Level 3: Information on how to make a simple solvent. Useful for quickly cleaning up
simple lubricants and adhesives.
Level 4: Information on concentrating and increasing the strength of lubricants and
adhesives.
Level 5: Information on creating a stronger solvent in order to clean up the messes made
by more concentrated lubricants and adhesives. The basics of brewing and distilling
spirits, wine, and ale.
Level 6: Legends of great alchemists who were able to transfigure one substance into
another. The basics of transfiguring as well as a few recipes for those interested to
attempt.
Level 7: A slight amount of knowledge on the leathers and cloth type used by most
craftsmen today. With this, there is information on different extreme solvents and the
ways that these craftsmen might use small amounts to detail artwork into their products.
Too much of this ―Liquid Burn‖ might weaken the armour and make it unusable unless
quickly treated with a greater solvent. Do not allow this liquid to touch your flesh, it will
scar.
Level 8: Knowledge of how to create a solution useful for detailing metalwork. Again,
too much may damage the metal causing it to rust.
Level 9: Certain techniques on sustaining a transfiguration.
Level 10: Knowledge on making transfigured objects permanently retain their new form.

Path of Nature’s Fury

Table 5-x: Path of Nature’s Fury


Item/Process Min Min Min TEM MP
Time Effort Money Pool
(Silver)
Powder 1 2 2 4 9

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Poultice Essence 2 8 3 6 19
Capture Smoke 4 10 4 8 26
Pill 8 30 10 30 78
Layered Pill 15 50 50 50 165

Herb lore
Level 1: Common information such as names and effects of ingesting physically or
through tea of common local flora.
Level 2: Common information such as names and effects of ingesting physically or
through tea of common foreign flora.
Level 3: Information on ingesting all local flora and poultices of common local flora.
Level 4: Information on ingesting all foreign flora and poultices of common foreign
flora.
Level 5: Information on how to grow and cultivate common local flora, the effects of
smoking common local flora, and the effects of all local poultices.
Level 6: Information on how to grow and cultivate all local flora, the effects of smoking
common foreign flora, and poultices of all foreign.
Level 7: Information on how to grow and cultivate common foreign flora, smoking all
local.
Level 8: Information on how to grow and cultivate all foreign floras, smoking all foreign.
Level 9: Complete knowledge of any and all uses of local herbs.
Level 10: Complete knowledge of any and all uses of foreign herbs.

Bestial Fury.

Table 5-x: Bestial Fury


Item/Process Min Min Min TEM MP
Time Effort Money Pool
(Silver)
Test Halo* 0 5 1 5 11
Prepare Test Kit 1 5 3 5 14
Vitae Properties 5 5 2 15 27
Powder 1 2 3 4 10
Viscera Properties 5 10 4 15 34
Pill 8 30 10 30 78
Layered Pill 15 50 50 50 165
Imbue with Halo- 0 10 5 5 20
Beast*

*A Character is able to test halo during a game session with a cost of 15 halo and one
halo test kit.

Beast Lore

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Level 1: A field guide to the most common domestic animals and various abilities they
have.
Level 2: A guide to local wild animals, including where to find them, how to trap them,
the animals‘ innate abilities.
Level 3: Very crude, possibly fictitious information about foreign beasts, including
stories and speculation about what they are able to do.
Level 4: A complete guide to all of the mundane beasts from local lands. Even the rarest,
most difficult to find animals are described. Taught from old well used texts that do not
condone the beliefs of beasts having magical powers.
Level 5: A complete guide to all mundane beasts of foreign lands.
Level 6: New ideas and observations of creatures with unusual abilities, special focus on
local creatures with new defensive capabilities.
Level 7: Observations and theories behind interacting with fully magical beasts. Trapping
and communicating with are emphasized as the best ways to learn more.
Level 8: Up to date information on all new observations of any and all abilities from the
ever changing beasts of our lands.
Level 9: Up to date information on all new observations of any and all abilities from the
ever changing beasts of foreign lands.
Level 10: A complete knowledge of all mythical beasts and the powers and abilities they
have.

Path of the Inner Flame

Table 5-X: Path of the Inner Flame


Item/Process Min Min Min TEM MP
Time Effort Money Pool
(Silver)
Flash powder 4 3 3 2 12
Inner Flame 5 4 4 6 19
Backtrack Recipe 20 10 20 20 70
Flame Protector 4 4 8 7 23
Push 2 8 5 7 22
Blinding Flash 2 8 4 8 22
Billowing Smoke 5 10 12 15 42
Greater Inner Flame 5 8 8 12 33
Greater Push 2 16 10 14 42
Greater Flame 10 75 16 75 176
Protector
Eggshell Liquid 15 50 30 50 145

Fire Substance Lore


Level 1: Information about the fire powders from foreign lands as well as how to use
certain ones without accidentally removing one‘s hand. Actual recipes for Inner Flame
and Flash Powder.

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Level 2: Theories behind backtracking the compositions of foreign fire powders in order
to attempt recreating them in one‘s laboratory.
Level 3: Theories and techniques behind creating the Flame protector
Level 4: The recipe for Push and Blinding Flash.
Level 5: The recipe for creating the Billowing Smoke.
Level 6: Theories behind concentrating the inner flame of fire powders including inner
flame, and push.
Level 7: Theories and techniques for creating the greater flame protector.
Level 8: Secrets for increasing one‘s proficiency in creating fire powders
Level 9: Some of the most closely guarded secrets of this path.
Level 10: A grandmaster will learn the secrets of creating the Eggshell liquid.

Path of the Secret Heart

Table 5-X: Path of the Secret Heart


Item/Process Min Min Min TEM MP
Time Effort Money Pool
(Silver)
Blood Targeting 10 50 25 40 250
Blood Exclusion 20 75 40 75 420
Preserve Halo* 0 40 0 30 140
Prepare Halo 10 50 50 50 320
Preservative
Absorb Flesh** 30 100 100 - -

*A Character is able to preserve halo during a game session with a cost of 150 halo and
one halo preservative. Halo must be preserved within 24 hours of removal to be
successful.
**A Character wishing to absorb the flesh of another must spend the above TEM in
preparation. The actual absorbing will be done by a ritual during a game and will be
judged as any other ritual. The ritual will automatically fail if not properly prepared.

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Alchemical Substances:
Path of matter

Lubricant- this slippery substance can be used to increase sexual pleasure or create a
surface on which a foe will lose footing. Each dose of lubricant is able to cover one
square meter of surface. If poured onto the forest floor it will soak into the topsoil quickly
and have no effect. If left on a hard surface it will dry within 24 hours. If a player steps
onto lubricant, they will need a balance of at least level 1 or they may fall. Lubricant will
counteract an adhesive if the adhesive is exposed (on the floor or a weapon handle before
stuck to a character.) Lubricants cannot be cleaned using water alone.

Adhesive- a substance usually used by carpenters to hold together slats of wood for
tabletops and the likes. It has been known to be used by children to coat an object and
have it stuck to a companion as a practical joke. One dose will cover up to one square
meter. Heat will seal the bond quite fast. If something is adhered to a character‘s skin, a
strength of 1 is needed to remove it. The character may take damage according to the
situation at the ref‘s discretion . Adhesive will counteract a lubricant if the adhesive is
exposed (on the floor or a weapon handle before stuck to a character.)Adhesives cannot
be cleaned using water alone.

Solvent- the most common form of solvent is regular vinegar. This stronger form is used
to clean most laboratory equipment of an alchemist. A solvent will completely remove an
adhesive or lubricant from a surface including skin.

Greater Lubricant- This concentrated lube acts much like the lube of beginners. It is
able to cover an area of up to 5 square meters (not a five by five square, that would be 25
square meters) in the same concentration as regular lubricant. Or, this may be applied in
up to five layers. Each layer adds another difficulty level to balancing upon the lubricant.
Ex. Four layers of Greater Lubricant would need at least balance 4 to avoid slipping.
Five times the amount of regular solvent must be used to remove this lubricant.

Greater Adhesive- This concentrated glue acts much like the adhesive of beginners. It is
able to cover an area of up to 5 square meters (not a five by five square, that would be 25
square meters) in the same concentration as regular adhesive. Or, this may be applied in
up to five layers. Each layer adds another difficulty level to physically breaking the bond
it creates. Ex. Three layers of Greater Adhesive would require level three strength to pull
apart. Five times the amount of regular solvent must be used to remove this adhesive.

Greater Solvent- This solvent is able to remove greater lubricant or adhesive at a rate of
one to one.

Temporary Transfigure- The process of converting one substance to another. The


player must suggest the proposal to the ref, the ref will decide upon the results and the
success of the results. These transformations are not permanent.

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Temp Tran- water to wine- For 24 hours the water looks, smells, tastes, and acts like
wine. A crude wine that would not placate any connoisseur, but Orks will drink it.
Temp Tran- hair colour- For 24 hours, possibly a full weekend depending on the
individual, a character‘s hair can be completely changed. Very useful when attempting to
disguise oneself.
Temp Tran- skin colour- one‘s skin can be completely changed. One dose can change
the face and hands, but four doses would be needed to completely change the colour of
the entire body. This cannot be washed off, the colour is absorbed by the body and lost
over two hours time.

Liquid Burn- this extremely concentrated solvent will actually cause harm to flesh or
leather armour. If not washed off within 10 seconds the liquid burn will deal 1 damage to
either flesh or leather every 10 second up to 3 damage per dose. If leather is taken to
minus 3 it cannot be repaired without the use of magic. If it is taken to minus 10 it is
forever destroyed.

Rust- This liquid can force iron to rust in a few moments as it would over decades of
misuse. It will not hurt flesh but after ten seconds it will deal 1 damage every ten seconds
to any metal containing iron up to 3 damage per dose. Every ―damage‖ caused by rust
will reduce the base damage cal of a weapon by one. Damage is removed from a piece of
armour‘s damage resistance before being removed from the armour total. This liquid
must be dried to stop it‘s effect, if sprayed with water the rust‘s damage time will be
reduced from 10 seconds to 2 seconds still taking 10 seconds to deal the first damage.
Any iron taken to minus 3 must be repaired magically. If it is taken to minus 10 it is
forever destroyed.

Permanently Transfigure- A substance can be permanently changed into a different


substance. Each recipe will require ref approval.

Path of Nature’s Fury

Powder- an herb can be ground to a power in such a way that it will retain the properties
of the original herb when eaten. The powder can be used to lace foods and may or may
not change the taste of the food.

Poultice Essence- the alchemist is able to make a liquid form of any poultice that may be
poured onto an area or taken into the mouth and sprayed onto an area. The effects take
place in 20 seconds. If taken into the mouth the drinker must immediately drink milk or
something the likes of which or will receive the results of the essence. Orks challenge
each other to hold the essence of the ember leaf in their mouths for a length of time. Fire
elves drink the essence for its refreshing fruity flavor.

Capture Smoke- The alchemist is able to capture the powers of a smoked herb into a
powder that can be eaten or boiled in tea.

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Pill- The alchemist is able to create a pill which can be swallowed. Pills take 20 minutes
to take effect. Many things in powder can liquid form can be formed into pills.

Layered Pill- The alchemist is able to coat pills many times, sometimes with the same
substance, sometimes with a new substance. Blank layers can be applied that simply
increase time between or before pill effects. Each pill has 6 layers. Pills take 20 minutes
before they take effect. It usually requires the body 20 minutes to fully digest a layer of a
pill.

Path of Bestial Fury

Test Halo- The alchemist is able to use any part of the animal, the live specimen would
be preferred, to test whether or not the beast has innate abilities that can be utilized by the
alchemist‘s craft.

Prepare Test Kit- The test kit used to test halo in a beast.

Vitae Properties- This experiment that must be completed in the alchemist‘s lab will
reveal any properties that can be utilized from the beast‘s blood.
Powder- The alchemist is able to capture the properties of vitae and viscera into a
powder. The powder can be used to lace foods and may or may not change the taste of
the food.

Viscera Properties- This experiment that must be completed in the alchemist‘s lab will
reveal any properties that can be utilized from the beast‘s organs and bones.

Pill- The alchemist is able to create a pill which can be swallowed. Pills take 20 minutes
to take effect. Many things in powder can liquid form can be formed into pills.

Layered Pill- The alchemist is able to coat pills many times, sometimes with the same
substance, sometimes with a new substance. Blank layers can be applied that simply
increase time between or before pill effects. Each pill has 6 layers. Pills take 20 minutes
before they take effect. It usually requires the body 20 minutes to fully digest a layer of a
pill.

Imbue with Halo-Beast- Much like the ability that some herbalists hold to draw out the
natural abilities of plants. The alchemist is able to enhance the beast‘s natural abilities
and draw out the full power of the beast through its parts. The alchemist must have the
ability halo bridge to attempt imbuing anything with halo.

Path of Inner Flame

Flash powder- when sparked this powder will flash in a brilliant light. This can be used
to signal allies or distract foes. A mage who is exposed to the flash powder being set off

274
directly in their field of view will be distracted and must restart any cantrips unless they
have at least 3 willpower. This gives off very little heat and may be held in the palm of
the hand when lit.

Inner Flame- a small spark can cause this powder to erupt in flame. When made the
alchemist may choose to make a small packet that sparks when hit hard enough. This
packet can be thrown to deal 1 alchemy fire damage.

Backtrack Recipe- The alchemist is able to take a recipe and through experimentation in
the lab, determine how to create it themselves.

Flame Protector- This black oily liquid burns in such a way that it is very hard to put out
with water. Flames of this type must be smothered to extinguish. The flame protector
may be added to any fire.

Push- This variation of the flame powder gives off very little light or fire when sparked.
It instead moves air away from it with extreme force. When created in a packet such as
the Inner Flame the Push powder may be thrown at a target. The target must have a
strength of 2 or a balance of 2 to avoid being knocked down or knocked back 3 meters.

Blinding Flash- The effects are much the same as the flash powder except more brilliant.
The powder is more stable and can be made into a packet such as the inner flame. If the
blinding flash is set off in the hand then all casters in the area must have a will power of 4
to resist. If the packet is thrown at and hits a caster they must have a willpower of 6 to
avoid being disrupted. Characters with heightened senses sight may be temporarily
blinded if hit with a blinding flash packet.

Billowing Smoke- This powder created more smoke when burning than any other
substance. Three doses will completely fill a 3 meter by 3 meter room with smoke in 30
seconds. Characters may suffocate because of this overwhelming smoke. This smoke can
be used to signal using read/write smoke signal over many distances.

Greater Inner Flame- Much the same effects as the inner flame, this packet will deal 3
fire damage when thrown.

Greater Push- Much the same as Push, this packet requires a strength of 5 or a balance
of 5 to resist.

Greater Flame Protector- This oil, when added to a flame, protect the flame to such a
point that only magical means can be used to put out the fire.

Eggshell Liquid- This liquid is a combination of the greater inner flame, greater push
and blinding flash. It does not require a spark to ignite but instead any force strong
enough to break the shell of a chicken‘s egg.

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Path of the Secret Heart

Blood Targeting- With the use of an individual‘s blood, any substance can be targeted to
only affect that person no matter who uses it. Poisons only work on that person, antidotes
only work on that person.

Blood Exclusion- The opposite of blood targeting, the use of blood will make the
substance affect everyone other than the target.

Preserve Halo- Through the specialized use of the halo bridge along with the
preservative compounds, the alchemist is able to contain all the natural halo from an
organ into that bit of flesh after death when halo would regularly leave the flesh. In this
manner the most complex abilities that were of sentient origin can be utilized by the
alchemist later.

Prepare Halo Preservative- This ancient and secret compounds are, in combination with
the halo bridge, able to preserve the halo of an organ in that flesh after death.

Absorb Flesh- In combination with a minor ritual, the master alchemist is able to attempt
absorbing flesh that has it‘s halo preserved into their own body. They permanently gain
the organ and the powers it creates.

276
Potion Making
The making of magical potables, potions, did not really exist before the Inritius Alliance.
Before the alliance many of the races of the world had attempted to make consumables
that would better prepare their warriors for battle. One of the terms of the alliance was
that masters of every guild in every part of the alliance would have conclaves to share
skills and lore. Along with the many new and exciting Herbs becoming known every year
and the sharing of information about alchemy, potion making has truly come into its own.

Potions are magical liquids that when drunk impart the drinker with powers or buffs
while the liquid is in there system. Potions of healing, increased strength, battle focus and
the temporary ability to understand the meaning of a language never heard before are all
within the range of ability of a master Potion Maker.

In order to use this science a character must have a potion brewing kit. No crafters may
start the game with a potion brewing kit. In order to brew potions you will need a kit of
the relevant rank. A brewing kit will cost 10 gold per rank and has an upkeep cost of 5
silver per month per rank if it is not being used and 1 gold a month per rank if it is being
used. Kits higher than level 3 are not portable.

One must first understand herbalism and alchemy before they are able to understand the
finesse needed to magically imbue a liquid with magic. In order to learn a rank in potion
making, a character must first have that at least that rank in both herbalism and alchemy
the path of matter. Since all potions must contain at least a little magic, a potion maker
must have the skill or spell Mana Bridge. A character will also need to learn the potions
recipe from someone with the knowledge of how to brew that potion and the teach skill.
Learning a recipe typically costs five silver per rank of the recipe squared.

Since this science is so new, there is yet to be a specific lore dedicated to the making of
potions. All recipes are relatively new and some may contain side effects that are positive
or negative depending on the consumer‘s race. The powers of these liquids are evident in
the fact that in the short span of time since the process was ―perfected‖ there are already
so many recipes.

Every recipe requires a special ingredient in order for it to be brewed. A character must
have access to the ingredient to brew the potion. As potion making is a new science the
ingredient required for each potion is not yet set in stone, brewers may come across
suitable ingredients that might work well. If a character has a supply of special
ingredients, then he can avoid some of the creation costs by using his special materials.
When making a potion you must tell the referee what special ingredient you are using
and where you got it from.

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Potions:
Table 5-X: Potions
Potion Level Potion Level
Abortion 4 Re-grow Limb 5
Aging 8 Reject Gut Comments 2
Aim 7 Resist elements 2
Alignment Shift-
Evil 6 Restore constitution 3
Alignment Shift-
Good 5 Restore willpower 3
Astral projection 6 Rigor Vie 5
Close Mind 3 Sap Natural Defenses 2
Coma 4 Second Wind 3
Cure poison 2 Shut out feeling 2
Dark Vision 1 Spirit Change 5
Death 9 Spirit walk 5
Disease 9 Store thought 6
Divinations 4 Strength of Body 2
Feign death 3 Strength of the Ogre 3
Focus 1 Strength of Will 2
Gender Suffering's
Reassignment 6 Transference 4
Hallucinations 1 Telepathy 3
Healing 1 Time Sense 1
Illusion personal 2 Tongues 2
Love 6 Total Numb 4
Undetectable
Lust 4 Alignment 4
Natural armour 2 Weak muscle 3
Phobia 1 2 Weaken Resolve 3
Phobia 2 4 Youth 10
Phobia 3 6

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Potion List:
Abortion- Anything growing inside the drinker is excreted forcefully.

Aging- Each dose will cause the drinker to age approximately 5-10 years. This may vary
with race. Extreme aging will affect the mind and body.

Aim- Imparts an extreme amount of concentration combined with acute senses for 30
seconds. These changes will allow a ranged attack to automatically hit from a reasonable
distance as often as every 10 seconds. This concentration is broken if the individual
moves or talks, they are fully committed to the task at hand. Just to clarify, this does not
affect casting because the concentration is divided. A referee must monitor all uses of the
aim potion. Any weapons thrown or ammunition used is given to the referee. Damage
calls are announced by the referee. This cannot be used with alchemy because the bottles
and fluid are so non-aerodynamic that they always fly off center.

Alignment shift; temporary good- This shifts the drinker‘s alignment one position
towards good until sunrise. Ex evil becomes neutral, neutral becomes good. There are
legend of stronger permanent versions.

Alignment shift; temporary evil- This shifts the drinker‘s alignment one position
towards evil until sunrise. Ex good becomes neutral, neutral becomes evil. There are
legend of stronger permanent versions.

Astral projection- The character‘s body goes limp and their spirit leaves and may move
freely. This may last up to 10 minutes, at any time the character may choose to end the
astral projection and return to their body. While projecting, the character has almost no
tie to their physical body and the body may be manipulated or killed without the spirit
knowing. The spirit may move between planes of existence if it knows where it is going.
The spirit may pass through any physical objects and bodies without harm. Ward spirit
and all other things that effect wraiths will affect this spirit.

Close mind- The drinker‘s mind cannot be targeted by an outside force. The character
cannot be mind read and cannot hear or initiate telepathy. Any area effects will not be are
not cancelled. Ex if you walk into a room that has a magical trap which reads the mind of
anyone that enters and summons their greatest fear, you have no protection.

Coma- The drinker enters a deep sleep form which they cannot be woken. It lasts until
sunrise and possibly longer. Some powerful magics may overcome these effects.

Cure Poison/Disease- The potion purifies the blood of the drinker removing one
mundane poison OR one mundane disease currently within their body. The choice to
remove a disease or a poison must be made before drinking. There are many poisons and
diseases that this potion does not affect such as lotus extract, lycanthropy and mummy
rot.

279
Dark Vision- The drinker is able to see in absolute darkness for one hour.

Death- The drinker‘s body dies.

Disease- Any sickness in the drinker‘s body is amplified exponentially. If for some
extremely rare reason the individual has absolutely no sickness within them, they have no
defenses against sickness until sunrise.

Divinations- The drinker is somehow connected to whatever spiritual power they hold
strongest. That power will be willing to answer questions, however some may be
annoyed at the intrusion that they could not control and may answer in riddles. Each
individual experiences this drink differently. This power cannot be directly used to
directly contact gods, however servants of the god may speak on its behalf.

Feign Death- If the drinker prepares themselves for this potion mentally before drinking
it, they will appear dead to all eyes. The individual‘s heart stops, they stop breathing,
sometimes they even release their bowels. They are aware and can hear and smell the
things around them. They may end this effect at any time. This lasts for a maximum of 10
minutes. If they are not ready, the effects will range from drowsiness to no effect at all
depending on their constitution.

Focus- For ten minutes the drinker is more aware and perceptive. They are extremely
difficult to ambush and will usually notice details of their surroundings that others miss.
This always helps with researching as they can read faster while understanding better.
This potable is very common among scribes and has been known to be addictive.

Gender Reassignment- The drinker becomes a version of themselves that is of the


opposite sex. This lasts for one hour. The body and mind change, including sexual
organs.

Hallucinations- The drinker sees hallucinations. This is addictive, see plot for results.

Healing- The drinker is supernaturally healed for 10 points of damage to the torso. Once
the torso is completely healed the excess points will spread to any limb with a preference
to where it is needed most.

Illusion personal- When drunk rapidly the potion makes the drinker look like a
completely average member of his own species, but the drinker can spend a minute
collecting their thoughts change his appearance, gender, race, height, weight or clothing.
This potion can only alter his height and weight within 50%. This spell does not conceal
the character‘s scent, tracks or voice. This only changes the appearance of the drinker,
although this affects those around the drinker in such a way that touch will be deceived as
well.

Love- The potion must be held in the mouth and then spit back into the bottle. Anyone
that drinks the backwashed potion will feel a deep sense of love towards the original

280
drinker. If they have never known the original they will receive a vision of that person in
their mind and will be greatly distracted. For role-play purposes, the drinker will usually
relent to most social challenges (charm, dominate) and willpower will not be compared.
This lasts one hour.

Lust- The potion must be held in the mouth and then spit back into the bottle. Anyone
that drinks the backwashed potion will feel a deep sense of lust towards the original
drinker. If they have never known the original they will receive a vision of that person in
their mind and will be greatly distracted. For role-play purposes, the drinker will pursue
the original incessantly and if they cannot be found may act out urges in a variety of
ways. Lust can manifest as rage frustration, creativity, caring, happiness, sadness, and in
extreme cases, fear depending on the character. This lasts one hour.

Natural Armour- The drinker‘s skin acts like hard leather armour for one hour. This
does not stack or change any natural armour that is equal to or stronger than hard leather.

Phobia; 1/2/3; Temporary- The drinker gains an irrational phobia of something which
they have linked to a key event in their lives. The character reacts in fear to the thing in
question. A phobia is judged on two criteria, first is how common the thing is Common
1.5, Uncommon 1, Rare 0.5 and the second is the severity of the phobia Incapacitating
1.5, Severe 1, Moderate 0.5. The creator of this potion controls the severity of the phobia
but not what the phobia targets, it will always be something that is in the area when
drunk.

Re-grow Limb- Through great pain a limb of the drinker is restored. Essence of the new
limb is taken from that of the old limb. The old limb fades to dust. If the old limb has
been disintegrated, this process requires two doses. This process takes no more than one
minute but the pain lasts until sunrise. A restored limb is stiff and can only use a
maximum of rank 3 dexterity armour class and rank 1 strength until the pain is gone.

Reject Gut Contents- The drinker vomits. They immediately begin starving. All effects
of ingested substances start to fade. Ask a referee for the exact effects.

Resist elements- The drinker will receive resistance of 1 against all elements. This may
change how their body reacts to very extreme elemental situations. This lasts one hour.

Restore Constitution- The drinker is restored to their original constitution level.

Restore Willpower- The drinker is restored to their original will power level.

Rigor Vie- All of the drinker‘s muscles stiffen and partially solidify. The character
becomes a living statue and cannot move. The flesh itself gains soak 3. This lasts for one
hour.

Sap Natural Defenses- The drinker‘s body is weakened. The victim loses 3 constitution
for one hour.

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Second Wind- The drinker‘s Dexterity Armour Class is restored immediately. Overuse
of this drink has been known to burst the heart of those drinking it, especially when
mixed with spirits.

Shut Out Feeling- The drinker‘s body loses all physical feeling. They can easily control
their body normally, but they have no feeling. They feel no pain, they feel no pleasure.

Spirit Change- This potion imparts the drinker with the effects of an animal aspect spell
with duration of five minutes. Legends tell of permanent versions.

Spirit Walk- The drinker moves his physical body into the wraith realm leaving behind a
form akin to a ghost. The drinker loses the ability to use anything which is on his body.
For the spells duration it is hard for the drinker to manipulate physical objects. The
character can only be harmed by magical weapons. The drinker's ghost is visible. The
drinker can move through physical objects. Holy effects cause double damage and the
spell Destroy Undead, will kill the drinker outright.

Store Thought- The potion must be held in the mouth and then spit back into the bottle.
During this process the original drinker must think about a certain memory. The drinker
of the backwashed potion gains that memory. The original drinker does not lose the
memory. There is the possibility to store the entire mind.

Strength of Body- This potion adds 3 to the character‘s constitution total until sunrise.
The effects do not stack, this potion is known to be addictive.

Strength of Will- This potion adds 1 to the character‘s willpower total until sunrise. The
effects do not stack, this potion is known to be addictive.

Strength of the Ogre- The drinker gains strength rank 4 for one hour.

Suffering’s Transference- The potion must be held in the mouth and then spit back into
the bottle. If the backwash is drunk by another individual, the first negative thing to
happen to the original will instead happen to the second individual instead. This includes
anything deemed negative by a referee. The original backwasher can only have one of
these potions active at any one time.

Telepathy- The drinker is able to send a mental message to another that is within their
line of sight. The player should tell the message to a referee and they will pass the
message. The telepathy is one way unless both individuals have drank this potion. This
lasts for one hour.

Time sense- The drinker has perfect time sense until sunrise. The player may ask a
referee for a time update at any time.

Tongues- The drinker is able to speak any language that they have heard for one hour.

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Total Numb- The drinker goes completely numb and is not able to control their body
below the neck. Gravity will cause the limbs to give way.

Undetectable Alignment- The drinker‘s alignment cannot be gleaned by anyone for one
hour. It is a complete lack of alignment for those who can detect it.
Weak muscle- The drinker loses 2 ranks of strength for one hour.

Weaken Resolve- The drinker loses 1 willpower for one hour.

Youth- Each dose will cause the drinker‘s age rill reduce at a rate of approximately 5-10
years. This may vary with race. Extreme age reduction may affect the mind and body.

Table 5-X: Potion Creation Costs


Potion Money
Time Effort TEM MP
level (Silver)
1 5 5 15 5 30
2 10 10 25 5 50
3 15 15 50 20 100
4 25 25 75 25 150
5 50 50 100 50 250
6 50 50 250 50 500
7 50 50 500 150 750
8 75 75 750 100 1000
9 250 250 1000 500 2000
10 1000 1000 1500 1500 5000

Characters can also spend their effort to develop new potions, much in the same way as
bards write new songs and mages write new spells.

Table 5-x: New Potion Costs


Potion Money
Time Effort TEM
level (Gold)
1 2 3 5 3
2 4 6 10 6
3 8 10 15 10
4 16 13 20 13
5 32 16 25 16
6 64 20 30 20
7 128 23 35 23
8 192 26 40 26
9 256 30 45 30
10 352 33 50 33

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Song Writing:
Every person has words of inspiration. A bard is able to expand this to a degree that is
beyond that of normal men and story tellers. People are inspired by the words heard
within the bard‘s song.

In order to use Bardic song the bard must perform the song, the effects kick in one minute
after the bard starts performing. Starting to perform a Bardic song costs 5 halo per rank of
the song, if the bard is interrupted or hurt during the performance he must start again
paying the halo cost again. As soon as the bard stops performing the effects end instantly.

A bard can learn a song off of another bard who is willing to teach him the spell. The
bard must pay 5 silver per rank of the song squared. This cost is halved if the other bard
is willing to teach the song for free.

The following table shows the cost of writing a new song, all songs must have lyrics and
music when performed. Note: A character is required to perform well, fooling around
will not generate the magical effects of bardic songs.

Table 5-x: Cost of New Songs


Song Money
Time Effort TEM
level (gold)
1 2 3 5 3
2 4 6 10 6
3 8 10 15 10
4 16 13 20 13
5 32 16 25 16
6 64 20 30 20
7 128 23 35 23
8 192 26 40 26
9 256 30 45 30
10 352 33 50 33

These are some of the possible song types and the rank of the connection skill Bardic
Song needed to sing them:

(Rank 1) Chanson of Spermicidal Splendor – also known as verbal birth control.


(Rank 1) Ballet of Magnificence – Makes you look more appealing to all.
(Rank 1) Ballet of Pity – In all situations you seem so pitiable.
(Rank 1)Ye Ole Drinkin‟ Song – Improves saves of allies versus alcohol.
(Rank 2) Provoked Insult – (Self Explained).

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(Rank 2) Song of Fortitude - +1 location (This song would give listeners one more
possible damage per location).
(Rank 2) Song of Will - +1 Willpower (This song when heard would give each person
another willpower)
(Rank 2)Lullaby Song – When a willpower of someone is low enough the hearer of this
song will fall asleep
(Rank 3) Song of Valor - +1 damage for all allies that can hear the song
(Rank 4) Chant of Strength - +1 Strength (This song when heard would give each person
another strength up to a maximum of strength 4).

There are as many song possibilities as there are bards.

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Spell Crafting:
Many spell-casters choose to adapt or write their own spells. Spell crafting is an honored
tradition and one mastered by few as it requires a large amount of time, effort and money.
The chart below is for writing new spells; if a spell is being adapted then you can usually
half all of the values below. The market for unique spells is extremely profitable. Many
wizards retire from an active life and make their fortunes crafting new spells to sell to
young blood. It is even possible to write entirely new spheres, but that would take an
earth-shatteringly huge amount of time, effort and money.

Characters who wish to write their own spells must have them approved by the referee
team. Once a spell has been created it can be learned by other wizards in the usual
fashion, although, there is a movement of wizards who want to see a copyrighting system
put into place.

A character can also write (or learn) new spells to fit into an existing sphere, for instance
a specialist might want to write additional level one spells in order to have additional
spells which modify to become level 0. No character can ever write (or learn) more than
three spells of the same level from the same sphere.

Spell Creation Tips:


The referee team will work with any player who wants to create a new spell, we
will attempt to make sure that the spells are not over or under powered.
Packet ranged damaging spells should follow the same formula as all of the other
damaging spells. Level 2: Dart (3 damage), Level 6: Bolt (10 damage). Level 9:
Strike (20 damage).

Table 5-X: New Spheres


Spell Money
Time Effort TEM
level (gold)
1 2 3 5 3
2 4 6 10 6
3 8 10 15 10
4 16 13 20 13
5 32 16 25 16
6 64 20 30 20
7 128 23 35 23
8 192 26 40 26
9 256 30 45 30
10 352 33 50 33
11 450 50 100 50

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Scroll Scribing:
Wizards and other magic users have known about the amazing use of scrolls for
centuries. With the proper training and concentration, a mage can imbue a piece of
parchment with a spell. This takes more than just the ability and the want to succeed, but
also requires special slow drying magically imbued ink. Writing these scrolls takes and
extreme strength of mind, putting quill to parchment for more than an hour at a time will
cause an apprentice to fall unconscious.

Once the scroll is completed and allowed to dry, anyone with the ability to read magic
and cast a spell of that level can use the scroll and the mana imbued in it. The beauty of
these scrolls is that the reader does not deplete any of their own mana when casting from
the parchment.

A character may only scribe spells that they are able to cast. Specialization in any list
does not modify the levels of spells for the purpose for scrolls. This includes the creation
of scrolls as well as using scrolls. This means that a specialist in any sphere will not be
able to scribe or cast from a scroll any of the top level spells they can regularly cast
because of the specialization spell level modifier. Any character may cast from any scroll
so long as they can read magic and have a casting rank equal or higher to that of the
scroll, specialization spheres and opposed spheres have no effect on scroll casting.

A pre-requisite for scribing scrolls is the skill mana-bridge. As well as the skill Read
Magic.

The following table shows the costs of scribing scrolls.

Table 5-1: Scribing Scrolls Cost


Spell Money
Time Effort TEM MP
level (silver)
1 3 3 6 3 15
2 5 5 15 5 30
3 10 10 25 5 50
4 15 15 50 20 100
5 25 25 75 25 150
6 50 50 100 50 250
7 50 50 250 50 500
8 50 50 500 150 750
9 75 75 750 100 1000
10 250 250 1000 500 2000

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Create Generic:
This skill allows the individual to create a generic item. Generic items include such
things as chairs, traps, windmills, locks, etc. Anything that has not already been described
in creation skills can be assumed to be created under the following rules. The character
must have ranks in Create {specific} examples include: jeweler, tailor, locksmith,
carpenter, wheelwright, shipwright, chandler, cobbler and glassblower. There are three
tables; Low cost, Medium Cost, and High Cost. When taking this skill the player must be
specific on what type of items they wish to create and a referee will decide which table
and skill cost are appropriate. At any time a referee may augment the table to better suit
the type of items being created. Ex a ship would fit on the High cost table, but it would
take different costs to build than say a necklace made of gold which is on the same table.

This table shows the costs for Low Cost generic items; candles, boots, clothes etc.

Table 5-1: Low Cost Generic Items

Item Time Effort Money TEM Approx


level (Silver) MP
1 0 0.5 0.5 0 1
2 1 1 1 0 3
3 2 1 2 0 5
4 3 2 2 3 10
5 3 6 2 4 15
6 5 8 4 8 25
7 7 13 8 12 40
8 10 15 10 15 50
9 15 20 15 25 75
10 25 50 25 25 100

The following table shows the costs for Medium Cost generic items; chair, cloaks, basic
locks, basic traps, etc.

Table 5-2: Medium Cost Generic Items

Item Time Effort Money TEM Approx


level (Silver) MP
1 2 1 2 0 5
2 1 3 3 3 10
3 3 4 4 4 15
4 6 7 6 6 25
5 10 10 10 10 40

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6 12 13 12 12 50
7 15 22 16 22 75
8 25 25 25 25 100
9 50 50 50 50 200
10 50 50 50 150 300

The following table shows the costs for High Cost generic items; ships, glass, jewelry,
etc,

Table 5-3: High Cost Generic Items

Item Time Effort Money TEM Approx


level (Silver) MP
1 5 5 5 0 15
2 6 7 6 6 25
3 10 10 10 10 40
4 12 12 12 14 50
5 20 22 16 22 75
6 25 25 25 25 100
7 50 50 50 50 200
8 50 50 50 150 300
9 100 100 100 200 500
10 100 100 100 550 850

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Crafting Skills:
(Repeated here for convenience.)

Table 5-4: Crafting Skills


Skill Group Skill Type Cost Pre-Requisite
One off
Agility Carving purchase 5 Smithing Rank 1
One off
Agility Leather Working purchase 5 Smithing Rank 1
Bardic Song
Connection (Composition) Ranked 10
Refined fit One off
Connection armour (self) Purchase. 30 Smithing 5
Refined fit One off Smithing 6, Refine
Connection armour (other) Purchase. 30 Self AS
Refined fit One off
Connection weapon (self) Purchase. 30 Smithing 5
Refined fit One off Smithing 6, Refine
Connection weapon (other) Purchase. 30 Self WS
One off
Connection Management Purchase. 50 One Craft rank 5.
One off
Intellect Armourer purchase 10 Smithing Rank 1
See Herbalism
Intellect Herbalism Ranked 5 chapter
Intellect Alchemy Ranked 6 See Alchemy chapter
Intellect Create {specific} Ranked 3
Intellect Lore- Common Ranked 3
Intellect Lore- Rare Ranked 5
Intellect Lore- Secret Ranked 7
One off
Intellect Shield Maker purchase 10
Intellect Smithing (Craft) Ranked 6 Craft Lore at rank.
One off
Intellect Weapon Making purchase 10 Smithing Rank 1
Herbalism and
Alchemy at same
Magic Potion Making Ranked 7 level
Magic Scribe Scroll Ranked 7 Read/Write
Magic Spell Crafting Ranked 20 Casting at same rank.
One off
Might Metal Working purchase 5 Smithing Rank 1

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Ancestral/Honour Blade:
Some races and classes share this ability. The Oriental Warriors, especially the Samurai
and Western Knights are able to imbue parts of their life energy into a blade. Through
meditation and struggle they are able to make the weapon worthy of their status and
position. The mythology suggests that the weapon of a true warrior shifts to match the
soul of the wielder. For a knight the weapon must be the one that was used to knight
him, for an Oriental the weapon must be the one passed down by his ancestors.

A weapon can only have one material and buying a new material over-writes the old. A
weapon can only have one quality, and a new quality over write the old. The number of
special qualities a weapon can have depends on the quality, but the wielder can elect to
have a new ability over-write one of the old ones.

When purchasing abilities from the table below, the character must pay two of the three
costs listed, for instance the character could spend boons and gold, of gold and skill etc.
A character may only purchase one flaw during character creation, but they can keep
adding flaws whenever they wish; a flaw generates two out of Boons, Gold or Skill and
the points generated can only be spent on new abilities for the blade.

Pre-Requisite Boon Skill Gold Effect


Quality:
Poor Quality None -3 -5 -2
Standard None Free Free Free 1 Special Ability. Brittle
High Quality Standard 3 5 5gp 2 Special Abilities.
Superior Quality High Quality 10 15 20gp 3 Special Abilities.
Master-Crafted Superior Quality 20 30 50gp 5 Special Abilities. Strong.
Artifact Master-Crafted 40 50 100gp 10 Special Abilities. Nigh Indestructible.

Material:
Bronze None Free Free Free As Material.
Bone None 1 3 0.5 As Material.
Stone None 1 3 0.5 As Material.
Silver Any Metal 3 5 5 As Material.
Gold Any Metal 3 5 5 As Material.
Iron Any Metal 5 7 5 As Material.
Jade Any Stone 5 8 10 As Material.
Obsidian Any Stone 5 8 10 As Material.
Journeyman Iron Iron 8 10 15 As Material.
Adamantine Journeyman Iron 15 20 25 As Material.
Mithros Silver 25 30 50 As Material.
Mithral Mithros 40 50 75 As Material.

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Rem Innocent Mithral 50 60 100 As Material.
Cold Iron Adamantine 50 60 100 As Material.

Special:
The weapon is considered to be magical at all
Magical None 30 40 50 times.
The weapon contains an Ancestral Spirit (See
Soul Vessel None 10 15 10 Keltoi).
Sentient Rem-Innocent Special Special Special Special
Bane Undead Jade 10 10 5 This weapon deals +2 damage against Undead.
Bane Demon Obsidian 10 10 5 This weapon deals +2 damage against Demons.
Soul Wielder None 10 10 5 Only the weapon's owner can wield the weapon.
Soul Possessor Soul Wielder 10 10 5 Only the owner can carry or touch the weapon.
Bane ________ Special Special Special Special The weapons deals +2 dmg to one type of being.
Affect________ Special Special Special Special Can harm type regardless of immunities.
Poisonous Evil Wielder 15 20 15 Weapon always carrie3s a virulent Con poison.
Ethereal Magical 15 20 15 Weapon can strike Ethereal targets
Cold Iron,
Strike Life Force Artifact 200 200 500 Can strike CON
All dmg deal is subdual unless against Construct,
Merciful None 40 40 100 Undead or Demon.
Loyal To Line Soul Wielder Cannot harm wielder of line.
Elemental Special Special Special Special Weapon holds harnessed elemental energy
Un-Disarm-able Soul Wielder Weapon cannot be disarmed
Healing Blade Magical 15 20 15 Weapon can absorb 10 pts of dmg per day.
Return to Hand Soul Wielder 20 30 20 Can summon the blade to his hand (Cost 10 Halo).
Absorb Blade Rem-Innocent 50 50 50 Can absorb abilities of other weapons
Natural Weapon Bone 5 5 5 Weapon is always considered natural.
Unbreakable High Quality 10 10 5 This weapon cannot be shattered or broken
Single Form Unbreakable 15 15 10 This weapon cannot be disintegrated
Hopeful Blade Single Form 30 30 20 Cannot be Obliviated or removed from existence.

Flaws
Chivalrous Blade None -15 -10 -7 Will not strike a woman.
Fey Blessed Non- Iron -15 -10 -7 Will not strike a Fey.
Tainted None -1-20 -1-20 -1-20 The weapon is Oblivion Tainted
Merciful None -15 -10 -7 Will not strike prone foes.

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Chapter 6:On Magic.

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Mastery of Magic
Introduction to Magic

Magic is a very important part of everyday life in the world of Geos and as such shall be
a very important part of the game that takes place in that world. Within Geos magic fills
the air, magic grows the trees and magic changes the seasons. The essential elements
and other forms of power are each represented by a sphere of magic; as each supplement
is released more spheres of magic will be released to represent the different focuses of
various specialists.

When a character casts a spell it costs a number of mana equal to the level of the spell.
Characters start with a certain amount of mana and those players who wish to become
powerful casters would do well to purchase large amounts of mana. Using certain
powerful magics affects a characters connection to the world‘s halo and as such casting
those spells costs permanent mana. All spells of level 1-9 costs temporary mana and
level 10 spells cost permanent mana. Those who cast magic must sculpt the energy to
do their bidding. This process takes mere seconds for the simplest spells but could take
hours for the greatest magics. The character must incant for 5 seconds per level of the
spell, level 0 spells require a mere 3 seconds. The verbals of a spell must be
pronounced proudly and vocally for the magic to have effect; however, the various stealth
guilds teach a method of silent casting. For the true masters of the arcane art it is possible
to simplify a spell to a single word, these verbalized or power word spells do not need
verbals but must be preceded with the Power Word prefix, e.g. Power Word Touch of
Death, Power Word Fire Dart.

Magic in Inritius Alliance is represented by spell packets. These light weight packets of
bird seed can be thrown to strike a foe. Spells which have packet as the range only take
effect if the thrown packet strikes a foe, however, due to the power of magic the packet
only needs to touch the character or his garb, which makes shields packet magnets. If for
any reason the character learns to cast spells without packets, a skill possessed by some
demons and some powerful arch-mages, then the maximum range of an unmodified spell
is 20ft. When dealing with damage from a spell packet the damage is applied to the
location struck by the packet, or the closest location in the case of garb strikes. If there is
any doubt about which location takes the damage the victim should assume that the
damage struck his torso which is the default location. If a character has developed the
ability to cast a spell without packets then the damage is applied to the torso (unless the
characters also has the accuracy or improved accuracy abilities).

Almost all heroes of the realm feel a twist towards a certain type of magic. Each
character starts with one Specialty sphere from the various types of magic available; each
character also has minor access to a secondary sphere. Minor access allows the character
to cast Levels 1-5 of that sphere. Major access allows the character to cast levels 1-10 of
that sphere. Specialists have access to levels 1-10 of their sphere. However Specialists
also reduce the level of each of their spells by one. This means that their level 1 spell
becomes level 0 which can be cast for 0 mana once per minute. In addition the locked

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level 11 spell becomes level 10 and therefore castable. There is however a cost to
specializing in one sphere, this cost is two fold. The first part of the cost is that
purchasing opposing spheres becomes more expensive so for example after specializing
in fire you will find that buying access to the water or ice lists is twice as expensive. The
secondary cost involves the effect that magic has on the soul. When a character takes on
a specialist sphere he assumes certain personality traits. For example a Fire mage likes
fire and develops a chaotic vent to his personality and a Life mage learns to hate death
and becomes less willing to kill.

Magical Spheres of Opposition.

Earth opposes Air and vice-a-versa.


Fire opposes Water and vice-a-versa.
Light opposes Dark and vice-a-versa.
Life opposes Death and vice-a-versa.
Faith opposes Meta and vice-a-versa.
Stealth opposes Protection and vice-a-versa.
Arcane opposes Nature and vice-a-versa.
Mind opposes Ice and vice-a-versa.

In order to cast a spell the character must have access to a sphere, have casting of
sufficient level to cast the modified spell and they must also have learned the spell.
Learning a spell is a basic task, at least it is once the character has located someone with
the Teach skill who also knows the spell. The usual cost to learn a spell can be found in
the equipment section. If a character can find someone willing to teach them the spell for
free then the cost of learning the spell is halved. Learning a spell from a friend isn‘t free
because the character still has to buy enough materials and tools to allow them to
understand the spell and practice it enough to master it. It is not normally possible to
learn spells from spell-books or scrolls, although some mages have apparently found
some success in that field through hard work and effort (spending exp).

One of the spheres of magic is Faith; this represents a characters absolute belief in a
higher being. These intangible higher beings rarely directly interfere with the mortal
world but when they do their more faithful servants are usually the focus of their
attentions. A character can only have access to the Faith list if they are playing a
character that has true faith in one of the deities of the realm, if a character elects to have
faith then their roleplay will be judged more harshly. A character using Faith magic must
carry a holy symbol. A character who intends to play a priest should refer to the Faith and
Religion section above. Characters are expected to show true piety.

Certain magics, those on the meta-magic list have the ability to alter other spells- players
should be very careful when using this list and should consult plot if they have any

295
uncertainty whatsoever about the use of the spell. It is also worth noting that spells never
stack with themselves.

On dispelling magic; in Inritius Alliance there are no dispel magic spells, apart from the
locked spell disenchant which can function as a dispel magic spell of sorts. In place of
dispel magic comes the Counter-spell ability. This ability comes in ranks much in the
same way as casting if a character has rank 3 counter-spell then they can dispel a level 3
(unmodified) spell. Counter-spells are by no means a certainty and they can usually only
be used against spells with a duration. In order to initiate a counter-spell the dispelling
character spends mana equal to the (unmodified) level of the spell and must incant
for 5 seconds per spell level. The dispeller must know what level counter spell they are
using and if they accidentally call a weaker level than the spell level then they need then
the dispelling attempt will fail. If you are attempting to dispel a modified spell such as
one enhanced by meta-magic then you must have more ranks in counter spell than the
rank of the spell plus the rank(s) of any Meta magic spells that modify it. The only way to
break level eleven spells or greater spell effects that have been created by ritual magic or
high magic is by combining the abilities of several dispellers with the Union Dispel
ability. There are rumors of master dispellers who have learned how to combine the
abilities of several dispelling agents to remove powerful or permanent effects.

On Armour: For whatever reason the magic of Geos does not respond well to iron or to
armour. If a character is wearing any form of Iron or Steel armour then they cannot cast
spells of above level 2. In addition, a character wearing more than three points of
hindrance on any of his locations finds that the restrictive nature of the armour limits the
spells he can cast. A character wearing more than 15 points of hindrance on any one
location cannot cast any spells. A character wearing 12 or less points of hindrance on any
one location can only cast spells of levels 0-2. A character wearing 8 or less points of
hindrance on any one location can only cast spells of level 0-5. A character wearing 3 or
less points of hindrance on any one location can only cast spells of level 0-10.

There are rumors of many other spheres of magic hidden in the shadows. These spheres
will slowly be detailed and added to this rulebook. Examples of these spheres are:
Poison, Disease, Curses, Madness, Divination, Oblivion, Hope, Illusion, Chronomancy,
Demonology, Necromancy, Weather, Sun Druidry, Moon Druidry, Lightning, Blood,
Battle Magic, Creation, Conjuring, Nymphology, Telepathy, Research, Spirit, Sense,
Animal Aspect, Elementalism, Chaos Magic, Travel, Silence, Pain and Telekinesis.
There are also rumors of powerful mind mages who have developed an entirely cerebral
type of magic called Psionics which is totally powered by the casters own mind and is not
fueled by the elemental magic that makes up most magic on Geos.

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Personality effects of sphere specialization:
Note: The alignment in brackets is a typical alignment not a compulsory alignment
although the alignment of your specialization

Fire (CNN) A caster dedicated to fire is destructive, short-tempered, quick to anger, but
quick to forgive. They live their lives in quick bursts of frenzied action followed by
periods of inactivity. A fire caster believes that fire magic is the solution to every
problem.

Water (NGH) A caster dedicated to water is resourceful. They know that there are
always alternative ways around a problem. Water casters do not tend to stand and fight
they are more likely to try to find another way around.

Air (CNN) A caster dedicated to air is impatient, playful, curious, flighty and inconstant.
These casters are often random and unstable. They are not good people to rely on.

Earth (LNN) A caster dedicated to earth is patient, slow and deliberate. They believe
that no energy, words or resources should be wasted. Earth casters do not run or rush.
These are excellent characters to rely on.

Ice (LEN) A caster dedicated to ice is cold, detached and coldly logical. They think
things through in an unemotional way. They are often seen as heartless. They attempt to
banish fickle and random effects such as emotions.

Light (NGH) A caster dedicated to light are happy, hopeful light-hearted types who can
see the positive in most situations. Light casters bring light into dark places and try to be
helpful where they can. They are dedicated to stand against the dying of the light and are
commonly honorable.

Dark (NEO) A caster dedicated to darkness is gloomy and dark hearted. They often act
in impassioned manners for short times. They are able to see joy, but often their own
magic has created a shadow over their lives. Dark casters are not afraid to lie or be
dishonourable. Dark casters are willing to let others suffer so they can succeed.

Life (LGH) A caster dedicated to life are happy careful beings often given to worry. A
life caster will prevent death where-ever possible even to their foes; it is not uncommon
for a life caster to heal foes so that they do not die (not so they keep fighting). Life casters
will attempt to avoid causing harm.

Death (NEO) A caster dedicated to death is gloomy, mournful and morbid. Death casters
do not mourn the dead and often seek to ease people into death even when it means
causing deaths. Their method of easing suffering is death.

Protection (NNN) A caster dedicated to protective magics is careful to the extreme. They
are the ultimate survivalist and try to never expose themselves to danger. They always

297
seek to be prepared. Protection mages always make sure they are protected, have a way
out and have a back-up plan.

Mind (LEN) A caster dedicated to mind magic always things carefully. They are
extremely manipulative and rarely do something that they can get another to do. Mind
casters manipulate everyone and usually conceal their motives.

Arcane (LNN) A caster dedicated to arcane magics is dedicated, arrogant, egotistical and
careful. They feel that a wizard‘s path sets him apart from the other magic users. They do
not waste mana or halo and rarely share it with others. Arcane casters think before casting
any spell in order to avoid wastage. There is the right spell for every situation, don‘t
waste energy casting the wrong spell.

Faith (As God) A caster dedicated to faith magic is a pious priest and serves his chosen
deity faithfully. Priests exhibit true faithfulness, they pray regularly and do not allow
blasphemy.

Nature (NNH) A caster dedicated to nature is careful, thoughtful and vengeful. They are
not wasteful of resources. They do not oppose nature or interfere with the natural order.
They do not harm nature if that is possible.

Stealth (CNN) A caster dedicated to stealth is deceitful and careful. Stealth casters do
not expose themselves to unnecessary danger. They are willing to lie, cheat and steal.
They feel that not being caught is the most important thing. Stealth casters conceal their
own motives.

Meta (LNN) A caster dedicated to meta-magic are manipulative. They feel that any tool
in their toolbox can be altered by magic to do the job. They are deep and work on several
levels at once. A meta-mage gathers tools, spells and power to be equipped against any
threat.

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Ritualism

Certain characters, (those who have purchased the Ritual magic skill), can attempt to
sculpt magic to achieve any goal. First they expend mana to create a ritual circle, the
more mana spent the more powerful the ritual circle, then the character or characters
enact a ritual. Any ritual must have a head ritualist who will lead the ritual; the ritual
team is made up of any number of ritualists and contributors all of who add their level of
ritual magic together to calculate the effective ritual level of the group. It takes five
seconds per level of the ritual circle to summon it into existence and a similar amount of
time to dismiss the circle. An active ritual circle will bar entrance to anyone outside of
the circle, however, another ritualist or group of ritualists can open the ritual circle in the
same way as a ritualist or group of ritualists initially opened the ritual circle. If a ritual
circle is cast for any purpose other than casting a ritual the ritualist will lose one level of
ritual magic permanently.

The goal of the ritual must be clear. Rituals are marked on clarity, sacrifice,
performance, suitability, costume and roleplay. The clarity of a ritual includes not using
the word um and not deviating from your point. The sacrifice is what the ritual team
sacrifices to the circle in order to achieve their effect; remember anything you are willing
to give up is not a true sacrifice. The performance is based on the actual ritual itself and
will get points for use of props etc. Rituals can be seen like little plays and suitability will
discuss the relevancy of the play to the required effect. The characters costumes will also
be taken into consideration. The roleplay points are a catchall bonus category for the
ritual refs to be able to take other factors into consideration like a fire mage calling on
water magics. The ritual referee will judge the ritual and explain what effect, if any the
ritual had. Certain rituals require specific casters, for example, purity rituals require
virgin ritualists and resurrection rituals require the combination of a priest and a mage.
Rituals are excellent party building events and can have whole adventures shaped around
the party finding their sacrifice, working out their ritual, practicing their ritual and then
enacting their ritual; not to mention of course dealing with the aftermath.

Examples of Rituals:
As time goes on more examples will be listed here.

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Magical Spheres:
FIRE WATER AIR EARTH
1 Ignite Extinguish Push Pin
2 Fire Dart Identify Liquid Disarm Stone-skin
3 Fire Shroud Purify Liquid Wind Blast Stone Fists
4 Protection from Fire Breathe Water Mute Shatter
5 Control Flame Walk on Water Fly Slow
6 Fire Bolt Water Bolt Fluttering Winds Earth Bolt
7 Wall of Fire Control Water Manipulate Object Paralysis
8 Fire Storm Dehydrate Breath Crisis Quicksand
9 Fire Strike Drown Lightning Strike Earth Armor
10 Incinerate Spring Control Winds Petrify
11 Immolate Drought Hurricane Earthquake
LIFE LIGHT DARK DEATH
1 Diagnose Flash Call Shadows Detect Undead
2 Minor Heal Light Impair Vision Cause Fatigue
3 Restore Sense Flare Blindness Cause Wound
4 Cure Poison/Disease Sanctuary Darkness Speak With Dead
5 Major Heal Star Bolt Dark-vision Cause Harm
6 Restore Limb Remove Curse Wracking Pain Wither
7 Total Heal Shining Aura Shadow Shift Vampiric Bolt
8 Destroy Undead Continual Light Shadow Gate Cross the Shroud
9 Restoration Solar Strike Disintegrate Touch of Death
10 Restore to Life Banish Demon Blood Contract Life Drain
11 Resurrection Shining Form Eternal Night Destroy the Soul
ARCANE FAITH NATURE STEALTH
1 Vibrate Ceremonial Ritual Pass without Trace Evaluate
2 Magic Armor Divine Guidance Heighten Sense Unlock/Lock
3 Mend Cleanse Speak to Nature Disguise
4 Analyze Magic Truth Animal Aspect Deceive
5 Contingency Circle of Sanctuary Venom Circle of silence
6 Magic Bolt Question the Divine Control Nature Invisibility
7 Shifting Spell Beseech Contagion Ectoplasmic Form
8 Teleport Consecrate Natures Champion Ethereal Form
9 Magic Strike Create Sacred Item Natures Curse Mass Invisibility
10 Mass Teleport Smite Shape-shift True Invisibility
11 Disenchant Commune with Deity Natures Wrath Perfect Crime
PROTECTION ICE MIND META
1 Endure Elements Slip Calm Detect Magic
2 Protective Aura Chill Charm Mana Bridge
3 Lesser Barrier Encase Limb Fear Silent Spell
4 Shield Protection from Ice Sleep Enchant Item (Enchant)
Extend Duration
5 Protection from Element Blizzard Confuse (Amplify)
6 Mundane weapon immunity Ice Bolt Befriend Extend Range
7 Greater Barrier Freeze Impervious Mind Imbue Item
8 Wall of Force Ice Blade Forget Reflect Spell
9 True Barrier Ice Strike Domination Bolster Spell
10 Immunity to Magic Crystallize Creature Mind-wipe Power Word
11 Unerring Defense Ice Age Enslave Unfading Spell

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Fire
1 Ignite Instant Touch
2 Fire Dart Instant Packet
3 Fire Shroud 10mins Caster
4 Protection from Fire 1 hr Touch
5 Control Flame 10mins Caster
6 Fire Bolt Instant Packet
Drawn
7 Wall of Fire 10mins Line
8 Fire Storm Instant Packet
9 Fire Strike Instant Packet
10 Incinerate Instant Packet
11 Immolate PERM Instant Touch

Everything burns; while this is not scientifically true, everything is affected by fire in
some way. Fire has left its mark all across the world and we see the most dramatic
example of it every day from dawn till dusk and even during the night reflected off the
moon. Fire is both destroyer and life preserver. Those who dedicate their lives to fire live
under its fickle moods.

Note: Fire spells give off a noticeable level of heat, if a fire spell misses its target it may,
at the discretion of the referee, cause a fire.

Note: Fire damage is potentially more damaging to water and ice based creatures.

Note: The fire list, unlike all others, is opposed by the Water and the Ice list.

1) Ignite:
Touched flammable item starts burning. A living creature cannot be the target of this
spell not can any item which is not normally flammable such as bone, stone or metal. The
rate of consumption is based on the nature of the object. Paper and scrolls are consumed
instantly and wooden or cloth items will be burned up after a few minutes. If someone is
in contact with the item, like the clothes they are wearing, then the person takes one point
of damage per 10 seconds until the item is removed or consumed. The damage occurs at
the end of the ten seconds. This spell functions until the item is extinguished or the fuel
source is extinguished. If used offensively, this spell can only cause harm to one location
at a time.

2) Fire Dart:
Fire shapes into a dart and strikes a foe. Thrown packet deals three points of fire damage
to struck location. Fire damage is potentially more dangerous to water or ice based
creatures.

3) Fire Shroud:

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An aura of flame wraps the caster. The flame is visible and sheds a small amount of light
and warmth. When someone strikes the caster in melee with a weapon or an unarmed
attack the flame is released and runs along the striking weapon until it finds the wielder
and causes five points of fire damage to the limb the attacker used. A missile or projectile
weapon is not affected by Fire Shroud. Fire damage is potentially more dangerous to
water or ice based creatures. To be clear, once the fire energy is released, the spell ends.

4) Protection from Fire:


The target is protected by a barrier against fire. The effect of this spell is to reduce all
damage to the caster from flame or fire based attacks by 50%. A character protected by
this spell can survive in an environment of extreme heat, like Hell itself.

5) Control Flame:
The caster gains an affinity with fire. For the duration of the spell the character can affect
fires. Usual effects include shaping flames, dimming them to shrink a fire or increasing
flames to grow a fire, reducing or increasing the heat level from the fire or even creating
images in or from the flames. The longer a character concentrates the more fire he can
manipulate. A heightened fire deals 1 damage per five seconds that the victim is in
contact with it and a decreased fire deals 1 point of damage per twenty seconds that the
victim is in contact with it. Controlling an element is a difficult effect and requires the
absolute concentration of the caster.

6) Fire Bolt:
Fire shapes into a bolt and strikes a foe. A thrown packet deals ten points of fire damage
to the struck location. Fire damage is potentially more dangerous to water or ice based
creatures.

7) Wall of Fire:
Caster summons a wall of fire along a clearly drawn line. The wall is 20 feet high and
cannot be longer than 50 feet. Those who are on the line at the time of casting take five
points of fire damage per location and are ejected off of the line. Anyone who chooses to
force their own way through the wall takes five points of fire damage. Fire damage is
potentially more dangerous to water or ice based creatures.

8) Fire Storm:
Fire shapes itself into a ball. When the ball is thrown anyone it strikes and anyone within
10ft take five points of fire damage to each location. Fire damage is potentially more
dangerous to water or ice based creatures.

9) Fire Strike:
Fire shapes itself and strikes a foe. The thrown packet deals twenty points of fire damage
to the struck location. Fire damage is potentially more dangerous to water or ice based
creatures.

10) Incinerate:

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Fire shapes itself and strikes a foe. The thrown packet unleashes a fire burst dealing
twenty damage to each location. Any flammable objects on the character are reduced to
ash and destroyed.

11) Immolate:
The pyromancer channels the purest essence of fire into a destructive touch. This spell is
the pivotal point of the argument that everything burns. The object or person touched is
destroyed by RAW damage. This spell defaults to 100 points of RAW Fire damage. Raw
damage cannot be reduced by normal means.

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Water
1 Extinguish Instant Packet
2 Identify Liquid Instant Touch
3 Purify Liquid Instant Touch
4 Breathe Water 1 hr Touch
5 Walk on Water 1 hr Touch
6 Water Bolt Instant Packet
7 Control Water 10mins Caster
8 Dehydrate Instant Packet
9 Drown Instant Touch
10 Spring PERM Touch
11 Drought PERM Month 5 miles

Note: Water damage is potentially more harmful to a fire based creature.

1) Extinguish:
The spell creates a water burst which extinguishes a normal or large fire. This spell will
have little effect on a larger fire such as a house fire or a fire which has been increased by
the Control Fire spell. The burst of water created by this spell might have alternative uses
such as hydrating the dehydrated or washing blood from a ritual circle.

2) Identify Liquid:
The caster of this spell knows the nature and type of a liquid. This spell is often used to
work out if a liquid has been poisoned or if it carries a disease. This spell will also
identify most potions. The caster can touch the liquid or its container.

3) Purify Liquid:
This spell transmutes the target liquid into pure, clean water. Potions lose all magical
abilities, poisons are no longer harmful. This spell will usually affect around a barrel of
liquid. If this spell was to be cast on a patch quicksand then the current victim would
have a better chance of escaping.

4) Breathe Water:
The targeted creature gains the ability to breathe water. The water must be relatively
clean or salt water otherwise the swimmer would suffer from inhaling the pollution. A
creature under the effect of this spell finds it much easier to swim.

5) Walk on Water:
The targeted creature gains the ability to walk on water. This spell also allows the caster
to walk over quicksand. The target can only walk at normal speed; he cannot fun, skip,
hop or jump.

6) Water Bolt:

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Water shapes itself into a bolt which deals ten points of water damage to the struck
location. Water damage is potentially more damaging to Fire based creatures.

7) Control Water:
The caster gains the ability to manipulate water. The amount of water to be manipulated
corresponds to the amount of effort and time required. Magically throwing a bucket‘s
worth of water at someone requires much less effort than parting a sea. Normal effects for
this ability include channeling water into a fire, making water take an unnatural course,
drying an area of swamp, levitating water or parting water to make an easier crossing.
Controlling an element is a difficult effect and requires the absolute concentration of the
caster.

8) Dehydrate:
The magic strikes an opponent and removes the water from their system. The target slips
into unconsciousness for one minute while the body draws water from its blood. After
that minute, the victim wakes up in desperate need of water; they will consume any form
of liquid that they can find, they will even kill to slake their thirst.

9) Drown:
The magic summons water into the victim‘s body. The victim starts to drown. After two
minutes the character passes out, two minutes after that, the character dies. Anyone with
Chirurgery rank 5 can revive the character before he dies (This requires role-playing the
kiss of life) and the application of healing magic will have the same effect. The character
can not use medicine on himself or cast spells while he is drowning.

10) Spring:
By pulling on the magic that lurks deep within Geos the caster establishes a permanent
spring. This spell is usually used to create wells and clean water sources. Certain
destructive aquamancers have used this effect to undermine structures. If this spell is used
in an area of drought or desert then the effect is reduced to a single day.

11) Drought:
By draining all of the water from an area the aquamancer dooms a locale. The caster
drains all water from the very water table. All sources of water, including streams, wells
and even lakes dry up. The water table and other sources that would normally replenish
these reserves drain into the ground before reaching the area. These water sources will
not even start to recover until a full month has passed. No rain will fall over the area for a
month. Those who are within the area find that their water skins and even their potion
bottles now contain only dust.

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Air
1 Push Instant Packet
2 Disarm Instant Packet
3 Wind Blast Instant Cone
4 Mute 10mins Packet
5 Fly 10mins Touch
6 Fluttering Winds 10mins Caster
7 Manipulate Object 10mins Caster
8 Breath Crisis Instant Packet
9 Lightning Strike Instant Packet
10 Control Winds 10mins Caster
11 Hurricane PERM Sunrise 5 miles

Note: Lightning damage is potentially more damaging to creatures wearing heavy metal
armour.

1) Push:
This spell causes a buffet of air which forces the target back ten feet. A target with Rank
3 STR or higher is unaffected by this spell assuming they are able to use their strength to
resist. A target with Rank 5 Balance or higher is unaffected assuming they are able to use
their skill to resist.

2) Disarm:
This spell causes a buffet of air to fling the victims weapons from his hands, effectively
disarming him. This spell does not work with characters using natural weapons. If a
character is fighting with a basket hilted weapon, a shield or a weapon that is strapped
onto his body then the spell buffets the weapon, but does not disarm the victim.

3) Wind Blast:
This spell affects a cone ten feet long and ten feet wide at the widest point. All within the
cone are forced to move ten feet backwards. A target with Rank 3 STR or higher is
unaffected by this spell assuming they are able to use their strength to resist. A target
with Rank 5 Balance or higher is unaffected assuming they are able to use their skill to
resist.

4) Mute:
This spell robs the victim‘s voice of the ability to carry sound. The victim cannot make
any vocally created noises including grunts and screaming. Ritual magic and spell casting
are impossible under this effect, although the most powerful casters may have mastered
sub-vocal casting.

5) Fly:
This spell allows the target to fly through manipulation of the air. A touched target finds
himself flying clumsily; they can control their movement, but they have difficulty doing

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so. If the caster targets himself then he is able to fly with excellent maneuverability. The
flyer can carry equipment and other people as his strength allows; due to a casters
increased maneuverability they find it easier to carry things than another subject of this
spell.

6) Fluttering Winds:
This spell surrounds the target with a wind that protects him by blowing away missile
weapons including arrows, bolts, thrown weapons below huge size, and alchemical
compounds.

7) Manipulate Object:
The caster gains the ability to manipulate small objects (those weighing less than a
kilogram). If the caster wants to manipulate an object he must be able to touch the object
or strike it with a packet. If the caster chooses to use the object offensively in combat it
deals up to three points of damage. The caster must concentrate on the object for the
entire time that the object is being manipulated, if the casters manipulation lapses then
the spell ends.

8) Breath Crisis:
The target of this spell starts to struggle to breathe. The victim will struggle for breath for
2 minutes and then pass out. Anyone with Chirurgery rank 5 can revive the character
before he dies (This requires role-playing the kiss of life) and the application of healing
magic will have the same effect. The character can not use medicine on himself or cast
spells while he is struggling for breath.

9) Lightning Strike:
Lightning strikes the opponent. The victim takes 20 points of lightning damage to the
struck location. Lightning damage is potentially more damaging to creatures wearing
heavy metal armour.

10) Control Winds:


The caster gains control over the winds. While under the effects of this spell the caster
can manipulate large objects with gusts of air, is protected by fluttering winds and can
cast Wind Blast at will. The caster can unleash aggressive wind storms. This spell
includes minor weather control. Controlling an element is a difficult effect and requires
the absolute concentration of the caster.

11) Hurricane:
The wind master unleashes an unstoppable wind storm. This storm is capable of
collapsing buildings, uprooting trees and ending lives. The winds are capable of causing
destruction and death. The hurricane is almost impossible to stop before it has run its
course.

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Earth
1 Pin 1min Packet
2 Stone skin 10mins Touch
3 Stone Fists 10mins Touch
4 Shatter Instant Touch
5 Slow 10mins Packet
6 Earth Bolt Instant Packet
7 Paralysis 1min Packet
8 Quicksand Sunrise Packet
9 Earth Armor 10mins Caster
10 Petrify Instant Touch
11 Earthquake PERM Sunrise 5 miles

The magic of Earth is the magic which makes up the substance of Earth it is unyielding
and solid.

Note: Earth damage is potentially more harmful to Air based creatures.

1) Pin:
The spell summons the power within the earth to seize one of the targets legs. One of the
targets legs is pinned to the floor. The target may not move that foot although, he can
pivot. A target with Rank 3 STR or higher is able to rip his leg free.

2) Stone skin:
The targets skin grows hard and less sensitive to touch. The toughened skin protects the
target. The target gains two points of location which are taken off after armour and DAC
but before Location. While the recipient is under the effect of this spell they suffer from
an extremely weak tactile sense; essentially it lowers heightened sense (touch) by three
ranks.

3) Stone Fists:
The caster gathers the power of the earth to fill his fists with power. The casters fists
become weapons that deal three magic blunt. The damage code is modified for STR and
Unarmed Mastery.

4) Shatter:
Target item touched breaks badly. It is broken into many pieces, but it does not
disintegrate. Mastercrafted items are not affected. The spell will only affect objects of
shield size or smaller.

5) Slow:
The power of the earth weighs heavily on the target. The victim feels like a huge pressure
is making their every move harder. The victim must slow their movement, talking,
walking, casting and fighting speed by half.

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6) Earth Bolt:
The power of the earth gathers to strike a foe. The bolt deals ten points of earth damage.
Earth damage is potentially more damaging to Air based creatures.

7) Paralysis:
The power of the earth weighs heavily on the target. The victim finds he is unable to
move any part of his body. He cannot utter a word, take a step or even open his eyes. The
target is paralyzed and this renders their entire body immobile.

8) Quicksand:
The caster pulls substance from the earth. A five foot radius circle area around a thrown
packet is turned into quicksand. Those within the area have a few seconds to get out of
the way before the transmuted earth starts pulling the victims into the earth.

9) Earth Armour:
This spell encases the caster's body in a strong suit of Earth armour. This armour slows
down the caster and prevents him from using DAC. This armour does not stack with
physical armour. The armour provides 50 Global hits which are taken off first before
anything else. The casters fists deal 10 magic blunt damage unmodified for anything.
While the recipient is under the effect of this spell they suffer from an extremely weak
tactile sense; essentially it lowers heightened sense (touch) by three ranks.

10) Petrify:
The power of the earth weighs heavily on the target. The targets body starts to shift as
earth becomes the dominating force and element. The target is paralyzed and after a
single minute the victim‘s body permanently becomes stone until the spell is somehow
broken.

11) Earthquake:
The geomancer pulls at the ancient earth elementals that make up the crust of Geos. The
caster starts a reaction which unleashes an unstoppable, raging earthquake. The
earthquake is devastating; it ends lives, utterly destroys buildings and shatters defenses.
The quake is almost impossible to stop before it has run its course.

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Ice
1 Slip Instant Packet
2 Chill Instant Packet
3 Encase Limb 1min Packet
4 Protection from Ice 10mins Touch
5 Blizzard 10mins Packet
6 Ice Bolt Instant Packet
7 Freeze 10mins Packet
8 Ice Blade 1 hr Caster
9 Ice Strike Instant Packet
10 Crystallize Creature Instant Touch
11 Ice Age PERM Month 5 miles

Note: Ice damage is potentially more harmful to Fire based creatures.

1) Slip:
The character targets ice magic at the ground in front of or under a targets feet. The
magic causes the victim to slip and fall over. Victims with rank 4 DAC or higher are
immune to this effect.

2) Chill:
The caster pulls purest ice into the body of the target. The target suffers an extreme chill.
The target starts shivering and becomes lethargic, disheartened and depressed. The
character cannot act normally. The spell is a physical and emotional effect and lasts until
the character is physically warmed and cheered up by another person.

3) Encase Limb:
The caster weaves ice around one of the targets limbs. The ice encases the limb rendering
it unusable and very heavy. The spell lasts for a minute or until melted or shattered.

4) Protection from Ice:


The caster weaves Ice around the target forming a buffer which protects him from the
power of ice magic. The target has a 50% resistance to ice damage. While so protected,
the target can survive extreme cold.

5) Blizzard:
The caster summons a powerful localized snow storm. The area in a ten foot radius from
a packet houses a blizzard. Creatures within are cold and are unable to see. The caster and
any ice based creatures can see. This is a physical effect so magical resistance doesn‘t
help and the storm moves snow within it making blind-fight and dark-vision useless.

6) Ice Bolt:
The caster shapes ice into a bolt and unleashes it against a foe. The packet deals ten
points of ice damage. Ice damage is potentially more harmful to fire based creatures.

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7) Freeze:
The caster spins magic infused with ice around a target. The target freezes into a statue.
The target is totally immobile for the duration. This spell can be ended prematurely by
heating, smashing or shattering the ice.

8) Ice Blade:
The caster shapes a blade of ice from his hand. The blade literally springs from the
casters hand. The caster can make any one handed weapon. The weapon functions as per
the weapon type and deals the usual damage the caster would deal with that weapon plus
five and all the damage is magic. This weapon cannot be dropped, disarmed or shattered.

9) Ice Strike:
The caster shapes ice into a striking force and unleashes it against a foe. The packet deals
twenty points of ice damage. Ice damage is potentially more harming to fire based
creatures.

10) Crystallize Creature:


The caster spins ice around a victim. As the cold takes hold, every last bit of liquid in the
victim‘s body freezes. His tears freeze contracting his eyes making him blind, his seminal
fluid freezes making him infertile (adding insult to injury) and his blood freezes making
him die.

11) Ice Age:


The caster unleashes the absolute cold of an ice age, damning an area with his magic.
Animals and crops die, water freezes, stone weakens and humans suffer. For the duration
no heat exists or is generated in the affected area. Almost everything is damaged, glass
shatters, stone cracks, wood degrades, metal becomes brittle and everything is covered in
perma-frost.

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Light
1 Flash Instant Packet
2 Light 10mins Packet
3 Flare Instant Cone
4 Sanctuary 10mins Touch
5 Star Bolt Instant Packet
6 Remove Curse Instant Touch
7 Shining Aura 10mins Touch
8 Continual Light 1 Year Touch
9 Solar Strike Instant Packet
10 Banish Demon Instant Touch
11 Shining Form PERM 1 hr Caster

Note: Light damage is potentially more harmful to undead and demons, particularly
vampires.

1) Flash:
The caster generates a flash of light in front of the face of a target. The Target recoils a
few steps and is blinded for a few seconds. Creatures that are blind are immune to this
effect.

2) Light:
The caster generates a light to make it easy for those nearby to see. The caster can centre
the spell around a packet or on a touched object. This spell lights up a 20ft area. This
spell counters and cancels darkness.

3) Flare:
The caster generates a huge flash of light causing all within a 10 foot by 10 foot cone to
be blinded for a few seconds by a flash of light and are forced back several steps.
Creatures that are blind are immune.

4) Sanctuary:
The caster lays a powerful protection around the target. For the duration, any effect that
would kill the target will reduce the target to zero CON and zero to every LOC. While
protected the target does not bleed or degenerate. This spell cannot be affected by the
meta-magic list.

5) Star Bolt:
The caster sculpts light into a bolt which deals ten points of light damage to the location
struck. Light damage is potentially more damaging to certain undead and demons,
especially vampires.

6) Remove Curse:

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The caster calls upon the powers of light to lift a curse that afflicts a victim. This spell
will remove a single normal curses. There are many specific curses which have resisted
this spell. This spell cannot remove any flaw bought during character creation.

7) Shining Aura:
The caster gathers light around a target granting him an auric protection. The Aura is
represented by a global aura of twenty hits which are taken off after DAC but before
everything else. While so protected, the character glows and cannot hide even using
invisibility.

8) Continual Light:
Spell causes light to emanate ten feet from a masterwork object. If the object is not of
sufficient quality the duration is one hour, however if the spell is cast on a suitable object
it will glow for a full year, or until dispelled. A darkness spell can dim the light for ten
minutes assuming the opposing spell caster touches the object.

9) Solar Strike:
The caster sculpts light into a strike which deals twenty points of light damage to the
location struck. Light damage is potentially more damaging to certain undead and
demons, especially vampires.

10) Banish Demon:


This spell forces a demonic creature of darkness back to the nether hell from which it
came. This spell, used against a possessed victim, forces the occupying demon out of the
host body. Certain greater demons have been known to shrug off this spell and laugh. It
has been suggested by demonologists that demons born in this realm would be immune to
this effect.

11) Shining Form:


The shining one assumes a glowing form. While in this form the caster‘s weapon strikes
deal two additional points of damage and all of the damage is considered to be bane
undead and bane demon. The caster can also fly and they are protected by an enhanced
aura that offers 50 global hits that are removed after DAC but before anything else; this
aura regenerates at a rate of one point per minute. The caster is surrounded by a field of
light which extends for ten feet from the caster and anyone within that area is protected
by a sanctuary spell. This spell cannot be affected by the meta-magic list.

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Dark
1 hr
1 Call Shadows (Special) Caster
2 Impair Vision 10mins Packet
3 Darkness 10mins Packet
4 Dark-vision 10mins Packet
5 Blindness 10mins Touch
6 Wracking Pain 1min Packet
7 Shadow Shift Instant Caster
8 Shadow Gate Instant Caster
9 Disintegrate Instant Touch
10 Blood Contract PERM Contract
11 Eternal Night PERM PERM 5 miles

1) Call Shadows:
The caster hides himself and calls shadows to conceal his position. The caster is
essentially invisible. The caster gains a plus three bonus to his hide in shadows rank or
gains hide in shadows rank three. The spell lasts one hour assuming that the caster
remains hidden, quiet and still, if the character moves, speaks or acts then the spell ends.

2) Impair Vision:
The caster afflicts a foe by generating a mist of darkness over their eyes. The targets sight
is impaired, it becomes hard for them to fight and impossible for them to track, find traps
or read. A character with dark-vision has immunity to this effect. A character with
impaired vision must not flail wildly. This effect can be represented by wearing a
blindfold of black gauze.

3) Darkness:
The caster generates a darkness to rob those around a stationary object of the ability to
see. This darkness fills a 20ft area. This spell counter-spells light and if targeted on the
right object will temporarily remove the effects of a continual light spell. The caster,
those with dark-vision, Demons and Undead can see. This is a magical effect.

4) Dark-vision:
The target gains the ability to see in darkness. This spell allows the target to see even in
magical darkness. The target cannot be affected by the impair vision spell. This does not
allow vision within a blizzard or within a demonic or deeper darkness spell.

5) Blindness:
The caster afflicts a foe by using utter blindness to remove their ability to see. The targets
sight is removed, the target cannot see to fight or cast spells. The target is absolutely
unable to track, find traps, pick pockets, open locks, read or do a huge number of other

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mundane tasks. A character with blind-sight is immune to this effect. A blind character
must not flail wildly.

6) Wracking Pain:
The caster smites a foe by running darkness through his body. The target is wracked with
pain and will writhe on the floor crying and screaming for the duration. A victim can
choose to suffer through the pain by taking 10 points of Con damage. There exist
heightened versions of this spell called Inflict Agony and Inflict Torment, however these
are rare.

7) Shadow Shift:
The caster understands the linked nature of shadows. The caster is able to step into one
shadow and reappear from another within 20ft. The caster is out of game for up to thirty
seconds while he positions himself in his new location. A caster cannot step into or out of
the shadow of a person.

8) Shadow Gate:
The shadowmancer has learned to trace all shadows back to a single location where he
feels safe. The caster is able to enter one shadow and reappear in his safe place. For all
intents and purposes the character is removed from the adventure. This is a one way spell
and the caster cannot step home and step back. The main use of this spell is for an instant
untraceable escape.

9) Disintegrate:
The caster dooms an object shattering it into pieces too small to see. The pieces drift
away making the item beyond repair even with the mend spell. The touched object is
destroyed, this spell can affect master worked items and even most magical items.

10) Blood Contract:


Using the powers of night the caster imbues a contract with the power of a pact with a
dark force. The contract willingly signed in blood by two or more parties becomes
unbreakable. If anyone does endeavor to break the letter of the contract then dire
circumstances befall them. Legends tell of people breaking the contract who become
undead or who cried blood until their corpse was empty.

11) Eternal Night:


The spell is the darkest of dark magic. Using the power of darkness the shadowmancer
casts a pall over the world. In this area the sun does not rise and no natural light is shed.
All who are within the area are chilled and their vision is impaired. Being within the area
is a depressing and negative experience. All within the area are badly affected. The
caster, undead and demons are immune to this effect. This spell is taken by many to be a
sign that Dark and Oblivion magics are inter-linked.

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Life
1 Diagnose Instant Touch
2 Minor Heal Instant Touch
3 Restore Sense Instant Touch
4 Cure Poison/Disease Instant Touch
5 Major Heal Instant Touch
6 Restore Limb Instant Touch
7 Total Heal Instant Touch
8 Destroy Undead Instant Touch
9 Restoration Instant Touch
10 Restore to Life Instant Touch
11 Resurrection PERM Instant Touch

1) Diagnose:
This is the first tool in the healer‘s toolbox. The caster uses this ability to make sure they
know what is affecting the victim. The caster learns what is afflicting the target; this
includes some curses, most poisons, and most diseases. The caster also becomes aware of
the targets current location (percentage) and constitution (percentage). This spell does not
tell the caster how many constitution and location the target has when healthy.

2) Minor Heal:
The healer focuses life magic to heal wounds. The target is healed of either 1 per
location, 5 to one location or 1 Con. The decision must be made before the spell is cast.
This spell will potentially harm Undead or Demons.

3) Restore Sense:
The healer focuses on a sense that the victim is currently denied the use of. This will heal
blindness, muteness, lack of tactile sense; lack of taste or any other effect which denies
its target a sense. This spell will not cure a flaw taken during character creation or a
curse that denies the victim a sense.

4) Cure Poison/Disease:
The caster purifies the blood of the target removing one mundane poison OR one
mundane disease currently within their body. The choice to remove a disease or a poison
must be made before casting. There are many poisons and diseases that this spell does not
affect such as lotus extract, lycanthropy and mummy rot.

5) Major Heal:
The healer focuses life magic to heal serious wounds. The target is healed of either five
per location, twenty five to one location or five Con. The decision must be made before
the spell is cast. This spell will potentially harm Undead or Demons.

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6) Restore Limb:
This spell mends bones and repairs or replaces a severed or destroyed limb. The limb is
restored to working order. If the limb is no longer present then this spell costs double
mana to cast. The process of restoring a limb is painful to the recipient. The act of
restoring a severed part makes the old part turn to dust. This spell must be cast upon a
living recipient.

7) Total Heal:
The healer channels powerful magic to totally heal a target. The targets location and
constitution is restored to full. This spell will potentially harm Demons or Undead. This
spell will restore a character to life while his spirit remains in his body.

8) Destroy Undead:
Calling on the power of life the caster banishes the essence of undeath from a target. This
spell destroys a targeted undead creature. Many greater undead including vampire counts,
Liches and mummy kings have been known to shrug off this spell.

9) Restoration:
The healer generates a powerful spell drawing on the power of the stream of life itself. As
the magic flows through the target all wounds are healed, all bones are mended, all senses
are restored, all poisons are cured, all diseases are cured and most negative effects are
removed. This spell will restore a character to life while his spirit remains in his body.
There are certain poisons and diseases that resist this effect. This spell cannot repair any
flaw purchased at character creation.

10) Restore to Life:


The healer draws on the power of the stream of life to restore a recently dead creature to
life. The target must be mostly intact and must have died within the last day. The target is
restored to life at 1 halo, 1 mana (if the target is a caster), 1 per location and 1
constitution. This spell cannot be used against demons, fey or undead. Being restored to
life in this way costs the victim a permanent point of constitution.

11) Resurrection:
This spell is the pinnacle of the healer‘s art. It allows a healer to take one of the recently
dead and restore them to life. The target is resurrected at perfect health, with all limbs and
senses restored. With skillful casting, it is believed that this spell can be completed with
only a fragment of the victim‘s body. This spell has been known to restore undead to life.
The victim must have died within the last month. If this spell is successfully cast then all
removed parts of the victim turn to dust.

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Death
1 Detect Undead 10mins Caster
2 Cause Fatigue 10mins Touch
3 Cause Wound Instant Touch
4 Speak With Dead 10 mins Caster
5 Cause Harm Instant Touch
6 Wither Instant Packet
7 Vampiric Bolt Instant Packet
8 Cross the Shroud 1 hour Caster
9 Touch of Death Instant Touch
10 Life Drain PERM Instant Touch
11 Destroy the Soul PERM Instant Touch

1) Detect Undead:
The caster calls on undeath to reveal itself. The caster learns the approximate position of
invisible undead. This spell is most often used to identify the greater dead who are
masquerading as the living. This spell will reveal the presence of an undead spirit
possessing or riding a living victim.

2) Cause Fatigue:
The caster drains life energy from the victim. The victim feels weakened and exhausted.
The victim‘s actions are slow and subdued. The victim is unlikely to put full effort into
anything. Any form of magical healing will restore energy to the victim.

3) Cause Wound:
The caster focuses death energy to cause a grievous wound. The touched location takes
five points of damage and the victim suffers considerable pain. This damage ignores
armour.

4) Speak With Dead:


The caster reaches into death to ask questions of a corpse. The spirit usually responds and
usually responds honestly. However if the spirit has a reason to refuse to answer or to lie
then that is possible, for instance if the spirit did not like the caster in life then he may
well seek to deceive. This spell can also be used to communicate with undead.

5) Cause Harm:
The caster focuses death energy to cause serious wounds over the body of a victim. A
wound opens in each of the targets locations causing five points of damage per location.
The victim is in considerable pain. This damage ignores armour.

6) Wither:
This spell drains all life and living tissue from the struck limb. The remaining dead skin
and hollow bone retract and hang uselessly from the victim‘s body. The only way to
restore a withered limb is to use a restore limb spell.

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7) Vampiric Bolt:
The caster gathers death energy into a bolt and unleashes it against a foe. The bolt deals
ten points of death damage, death damage ignores armour. The caster opens a channel
between himself and his victim allowing him to heal his own wounds using the life
energy his spell stole from his victim. The caster cannot heal more points than the victim
lost.

8) Cross the Shroud:


The caster moves his physical body into the wraith realm leaving behind a form akin to a
ghost. The caster loses the ability to use anything which is on his body. For the spells
duration it is hard for the caster to manipulate physical objects. The character can only be
harmed by magical weapons. The caster's ghost is visible. The caster can move through
physical objects. Holy effects cause double damage and the spell Destroy Undead, will
kill the caster outright.

9) Touch of Death:
The caster uses the power of death magic to end a life. Using targeted death magic the
caster stills the heart and closes the mind. The target simply dies. If a victim is given
magical healing in the moments following the fatal touch then they may survive
(referee‘s discretion).

10) Life Drain:


The caster drains the life force from a victim and fills the space where it was with death
magic to avoid the life force healing. The target suffers a loss of ten points of constitution
permanently. If a restoration spell is cast within a few hours then this effect can be
reversed.

11) Destroy the Soul:


Calling on the very powers of death the caster pulls the soul from the targets body and
obliterates it. The body is filled with death magic and immediately dies and starts to
degenerate. If resurrection is cast within an hour then the target can be saved, if not only
Divine intervention or a successful powerful ritual can save target.

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Protection
1 Endure Elements 1 hr Touch
2 Protective Aura 10mins Touch
3 Lesser Barrier 10mins Touch
4 Shield 10mins Touch
Protection from
5 Element 10mins Touch
Mundane weapon
6 immunity 10mins Caster
7 Greater Barrier 10mins Touch
Drawn
8 Wall of Force 1 hr Line
9 True Barrier 1 hr Touch
10 Immunity to Magic 10mins Caster
11 Unerring Defense PERM 1 yr Caster

1) Endure Elements:
The caster protects the target against the effects of heat and cold. For the duration the
target benefits from Fire and Cold resistance of 1. The target is also comfortable in
temperature extremes like harsh heat or bitter cold.

2) Protective Aura:
The target is protected by a defensive aura. The target is protected by a 5 point global
defense aura which is taken off after DAC, but before all other hits.

3) Lesser Barrier:
The caster protects the target with a Magical Barrier which will ward off any single spell
of level 3 or below. This barrier can not differentiate between positive and negative
spells.

4) Shield:
The caster protects the target with an invisible shield which will ward off the next thing
which would physically strike the target. The next thing which would physically strike
the target is deflected by a flash of magic, this includes a friend using a touch spell, a leaf
falling from the sky or an opponent severing the targets head.

5) Protection from Element:


The caster protects the target against the effects of an element (fire, earth, ice, air or
water). The target is protected against mundane occurrences of the element like extreme
heat or bitter cold. A target with protection against water cast on him can still drown, but
it will take longer. Effects such as petrify or crystallize creature with an absolute effect
will work normally. The caster chooses the element and the target gains a 50% resistance
to all spells from that element.

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6) Mundane Weapon Immunity:
The caster creates a ward around himself which will reduce the damage from any
mundane weapon to zero. The caster is still affected normally by environmental effects,
falling, enchanted weapons, spells and alchemical effects.

7) Greater Barrier:
The caster protects the target with a Magical Barrier which will ward off any single spell
of level 9 or below. This barrier can not differentiate between positive and negative
spells.

8) Wall of Force:
The caster summons a wall of force along a line clearly drawn by the caster. The wall is
30ft high, impenetrable, extends below the ground and exists on every plane. The wall
cannot be more than 50ft long.

9) True Barrier:
The target is protected by a magical barrier which will ward off any single spell of level
10 or below. This barrier can not differentiate between positive and negative spells.

10) Immunity to Magic:


The caster renders himself immune to magic for the duration of the spell. He does not
benefit from any existing beneficial spell of level nine and below. The target can ignore
the effects of all magics of level 9 and below. Certain Faith spells and spells that create
physical effects (like Blizzard) also ignore this defense.

11) Unerring Defense:


This spell represents the pinnacle of the defender‘s art. This spell creates a lasting
defense that grants the character immunity to the next thing that would cause him damage
to his location or his constitution. The character must call no effect to the next thing that
would harm him and cannot decide to store the effect until a worse thing would harm
him. However, the attack must actually harm the caster, a blow which is defended against
by DAC, armour or another spell does not trigger this spell. Most weapons are
disintegrated and most spells are reflected. Characters cannot be under more than one
unerring defense spell at a time.

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Mind
1 Calm Instant Packet
2 Charm 10mins Packet
3 Fear 1min Packet
4 Sleep 10mins Packet
5 Confuse 10mins Packet
6 Befriend Instant Packet
7 Impervious Mind 1 hr Caster
8 Forget Instant Touch
9 Domination Sunrise Packet
10 Mind-wipe Instant Packet
11 Enslave PERM Instant Packet

1) Calm:
The caster calms down the victim. The target‘s mind is cleared of all anger. This spell
lasts until something annoys the caster. If successful this spell will bring a berserker out
of a rage. This spell does not make the target friendly or stupid. This spell is resisted by
Willpower.

2) Charm:
Target becomes very likely to agree to any single reasonable request made by the caster.
The request cannot oppose a strongly held view by the victim. This spell is resisted by
Willpower.

3) Fear:
The target flees in fear seeking to get away from the caster. After the fear fades the target
remains wary of the caster for an hour or so. This spell is resisted by Willpower.

4) Sleep:
The target falls into a natural sleep. The target will sleep for ten minutes (longer if
fatigued) or until physically woken. Pureblood fae are immune to this effect. This spell is
resisted by Willpower.

5) Confuse:
The targets mind becomes confused. It is very hard for the victim to hold onto a single
thought. Spell casting, fighting, opening locks and even putting one foot in front of the
other becomes incredibly difficult. This spell is resisted by Willpower.

6) Befriend:
The target regards the caster as a friend. The victim will not take aggressive actions
towards the caster. The target does not however become stupid or gullible. This spell lasts
until that trust is broken by the caster or the casters companions. This spell is resisted by
Willpower.

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7) Impervious Mind:
The casters mind becomes completely immune to Mind spells or effects. This includes all
spells from this list (and certain other supplemental lists) and all effects that replicate
spells from this list. In addition, in defense against any connection skills the characters
defensive willpower is doubled for the duration.

8) Forget:
The caster reaches into the victims mind causing him to forget the last hour. The caster
can make an unconscious target forget any single hour within last week. This spell is
resisted by Willpower.

9) Domination:
The caster affects the targets mind setting up a behavioral modification; the victim will
subconsciously obey the caster until sunrise. The victim does not think about any
instructions given. The victim will not kill themselves, their friends or their family;
although this spell doesn‘t stop them hurting them. Is the spell is cast subtly then the
victim may not be aware of the spell until an instruction is given. The victim can not be
forced to act against specific honour oaths or to break faith with their patron deity. This
spell is resisted by Willpower.

10) Mind-wipe:
The caster ruins the victims mind reducing their abilities to those of a one year old child.
The child is not toilet trained, only knows a few words, can walk but cannot use skills or
spells. This spell lasts until it is removed by a restoration spell. This spell is resisted by
Willpower.

11) Enslave:
The caster affects the targets mind setting up a behavioral modification; the victim will
subconsciously obey the caster forever. The target is the slave of the caster and sees the
caster as his own personal god. The victim will kill, commit suicide, blaspheme and act
against vows at the whim of the caster. There is no commonly known defense against this
spell.

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Arcane
1 Vibrate 1min Touch
2 Magic Armor 10mins Caster
3 Mend Instant Touch
4 Analyze Magic Instant Touch
5 Contingency 1 month Caster
6 Magic Bolt Instant Packet
7 Shifting Spell Varies Varies
8 Teleport Instant Caster
9 Magic Strike Instant Packet
10 Mass Teleport Instant Caster Plus
11 Disenchant PERM Instant Touch

1) Vibrate:
The mage agitates the latent magic in an object which causes the object to vibrate fiercely
for one minute. If a character has strength rank three or higher then the character can hold
on to the object but the vibration will travel through the characters body which must be
role-played. If this spell is used against armour it provides an irritation which must be
role-played but which does not incapacitate the target.

2) Magic Armour:
The caster protects himself with magical armour. The target is protected by a 5 point
global defense aura which is taken off after DAC, but before all other hits.

3) Mend:
The caster restores a broken or shattered object. The caster takes the pieces (the caster
must have all of the pieces) and flows magic across the breaks. Mending minor objects
takes 1 whole minute per square foot and 10 whole minutes per cubed foot. Letting go of
the object ends the spell. This spell cannot repair disintegrated objects. This spell is
required to mend a broken bone.

4) Analyze Magic:
This spell reveals information about a magical item or a spell effect. The use of this spell
will identify the nature and use of a magical item. If used on a spell or a lasting magical
effect then the caster will learn the level and duration of the magical effect. This spell can
be used to read texts written in magical script.

5) Contingency:
A mage can store a single spell which will trigger when a specific circumstance occurs.
The contingency will last for no longer than one month. Any given caster can only have
one contingency spell in effect at any given time.

6) Magic Bolt:

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The caster sculpts magic into a bolt which deals ten points of magic damage to the
location struck.
Magic damage is potentially more damaging to pure magic beings.

7) Shifting Spell:
This spell can replicate any spell of level 1-4 on any common list. The character must
know and understand the spell he is replicating. The spell cannot be from the Faith or
Druidry lists and cannot be from a list that is opposed by the casters specialty (s).

8) Teleport:
The caster concentrates and moves himself to any location that he knows well within 10
miles. The caster can carry himself and anything he can comfortably carry. The spell
usually works exactly, although, outside factors can affect this spell.

9) Magic Strike:
The caster shapes magic into a striking force and unleashes it against a foe. The packet
deals twenty points of magic damage. Magic damage is potentially more harming to pure
magic creatures.

10) Mass Teleport:


The caster takes himself and everyone else touching him to a specific known location
within 10 miles. If the caster uses this spell alone the distance increases to within 100
miles. The caster can carry himself and anything he can comfortably carry. The spell
usually works exactly although outside factors can affect this spell.

11) Disenchant:
The mage generates magic and uses it to disrupt and destroy another enchantment. This
spell will break the enchantments around most magical items rendering them useless. In
addition this spell will destroy even permanent enchantments. This spell is the ultimate
version of dispel magic and only legendary spells and artifacts can resist.

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Faith
1 Ceremonial Ritual Instant Caster
2 Divine Guidance Instant Caster
3 Cleanse Instant Packet
4 Truth 10mins Packet
5 Circle of Sanctuary Indefinite Circle
6 Question the Divine Instant Caster
7 Beseech Instant Caster
8 Consecrate PERM Instant Packet
9 Create Sacred Item 10mins Touch
10 Smite PERM Instant Packet
11 Commune with Deity PERM Instant Caster

Note: The Caster‘s spell must display piety and the character must be carrying a holy
symbol.

Note: Any practitioner of Faith magic can attempt to place upon the head of his enemy a
mark of his deity‘s displeasure. It takes at least a minute of prayer to do this. The referee
team decides if the effect is successful or not; if the attempt is successful a black mark
appears momentarily above the head of the victim. There are many reasons why a naming
would not work, for instance, if the target is actually innocent. The faith rating of the
priest determines how long the mark stays in effect for.

Note: Dying Curse: Killing a devout worshiper of any God is dangerous as with their
dying breath they can curse their killer. A blackened version of the holy symbol of the
faith appears above the head of the killer which can only been seen by powerful bounty
hunters and priests of the faith. It is not uncommon for certain hugely sacrilegious people
to collect these symbols and wear them as challenges and badges of honour. The faith
rating of the priest determines how long the mark stays in effect for.

1) Ceremonial Ritual:
The priest calls on his deity to add divine weight to his religious ceremony. This means
that the next religious ceremony that is performed by the caster gains divine significance
and attention. This spell is usually used with handfastings, requiems and birthings.

2) Divine Guidance:
After a suitable prayer and meditation the priest calls on his deity for divine guidance.
The character gains religious, often moral guidance. In the past this spell has been used to
find Holy places, lost relics or even people of the same faith.

3) Cleanse:
The priest sits and prays. He calls on the power of his deity to cleanse the corruption or
desecration from an area, person or object. The larger the area/object/person and the more
corrupt the longer the cleansing takes.

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4) Truth:
Calling on the watchful and all seeing eyes of his deity the priest forbids his victim to
speak falsely. He can voice his honest opinion, he can also avoid questions and mislead
by omission. The target is also magically compelled to speak only the truth for the same
duration.

5) Circle of Sanctuary:
The priest kneels and prays; the spell ends as soon as the caster breaks his prayer, speaks,
casts or moves. Those within the circle are safe. No hostile action can be taken against
anyone within the circle nor can those within the circle take any hostile action. Any
hostile effect that is generated from outside of the circle loses all power as it enters the
circle, this includes spells, arrows and alchemy.

6) Question the Divine:


The caster sits and prays. Following a suitable prayer the caster can ask the referees one
question. This spell represents the priest beseeching his deity or a servant of his deity to
answer his question. The answer is almost always true, although can be cryptic especially
if the questions is not faith related.

7) Beseech:
The caster sits and prays. Following a suitable prayer the caster can ask his deity for
direct assistance. The power and nature of the deities response will depend on the faith of
the character, the deity he worships and the piety of the priest. A priest should be careful
what he asks his deity for and with what regularity he asks. This spell is often used as
part of a divine ritual. The deity will rarely respond directly, but the caster is often given
aid.

8) Consecrate:
The caster sits and prays. After casting this spell the area around is made sacred to the
priest‘s deity. It is common for the priest to use ritual, prayer and personal sacrifice to
increase the effects of this spell and its duration. The caster must always ask the referee
to determine the effect and duration of this spell.

9) Create Sacred Item:


Following a period of prayer the caster calls the attention of his deity to a specific item of
good quality that is clean of corruption and desecration. Assuming his deity finds the
priests prayer and the nature of the object acceptable the items becomes holy for the
duration.

10) Smite:
The caster calls upon the wrathful side of his deity to smite down with great vengeance
against someone who has been named as an enemy of the faith. Smite is very taxing to
the caster but usually destroys the target, although turning the victim into a pillar of salt is
not unknown.

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11) Commune with Deity:
The priest gathers power through prayer and calls out to his deity for assistance.
Following a ritual prayer a truly devout priest is granted a divine audience. Theoretically
this spell could achieve anything, it is limited only by the faith of the caster and the
attitude of the deity.

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Nature
1 Pass without Trace 10mins Touch
2 Heighten Sense 10mins Touch
3 Speak to Nature 10mins Touch
4 Animal Aspect 10mins Caster
5 Venom Instant Touch
6 Control Nature 10mins Caster
7 Contagion Instant Touch
8 Natures Champion 10mins Caster
9 Natures Curse Permanent Touch
10 Shapeshift Instant Caster
11 Natures Wrath PERM Instant 5 miles

Note: Nature spells should not be confused with druid spells which will be released in a
later supplement.

1) Pass without Trace:


The target of this spell moves through nature without leaving tracks. The branches he
pushes against bend and do not break, the mud he steps in oozes to fill his footprints and
the grass he steps on stands up straight after he passes. In the natural environment the
target leaves no tracks, breaks no branches and leaves no scent.

2) Heighten Sense:
The caster calls upon the spirit of a natural creature to heighten his senses. It is not
uncommon for a caster to link this spell to a specific animal, like eyes of the hawk, eyes
of the wolf or taste of a snake. For the duration of the spell the character gains heightened
sense for any one of his senses; this does not stack with anything else that heightens the
senses. If used on a character with a sense defect this spell can restore the sense to normal
for the duration, although, this spell will not help a character who is totally without one of
his senses. Throughout the ages many ingenious casters have found different uses for this
simple spell.

3) Speak to Nature:
The caster calls upon the non-sentient spirits of the earth and of nature that reside in the
natural world. He may ask the spirits three simple questions, although the caster should
be aware that bushes do not know very much. This spell can also be used to speak with
animals or sentient spirits who do not know the common tongue.

4) Animal Aspect:
The caster calls on an attribute from nature to help him. The caster links to the spirit form
of an animal and takes on some of the characteristics of that creature. The caster must go
to consult a referee every time they cast this spell. The awarded aspect will be totally at
the discretion of the referee although the referee may well take the players wishes into
account. The caster might receive Claws of the bear (DMG 3 natural attack), Bite of the

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lion (DMG 4 bite attack), Strength of the elephant (Strength Rank 2), Jump of the
Kangaroo (jump skill), speed of the cheetah (fast escape ability), Endurance of the rhino
(+3 CON) or countless other abilities. For the duration of the spell a third of the
characters mind is taken up by the thoughts of the animal which must be role-played. The
caster cannot be under the effects of more than three of these spells at once.

5) Venom:
Calling on the natural worlds secrets the caster calls forth powerful venom to smite his
foe. The victim suffers the ravages of long-lasting and fatal venom. For ten minutes the
victim has no effects, however, after that period he becomes ill and fatigued. After that
point the victim takes one point of CON Dmg for every ten minutes. If the spell isn't
cured by sunrise then the character dies. Legends tell of venom mages who have turned
this spell into a path of their own or who have altered their magic to replicate another
venom they know well. Using poisons is not a good act.

6) Control Nature:
Calling on his alliance with the non-sentient spirits of nature the caster gains control over
normal plants. The caster must concentrate hard to control a plant or tree. The caster can
also make the plant grow rapidly. A caster can call forth the vines and roots to wrap the
feet of those standing in an area stopping them from moving. The very rich have also
been known to hire casters of this spell to sculpt their topiary into beautiful shapes. The
most powerful druids have used this spell to devastating effect and legends exist of
destroyed cities and of forests that refuse to rest again.

7) Contagion:
Calling on one of the weapons that nature reserves the caster damns his foe with a
powerful contagion. The disease has a one hour onset time, but after that the effects are
like Poison. The contagion spreads to anyone who remains in contact with the victim (or
his clothes) for more than a few seconds. Legends tell of disease mages who have turned
this spell into a path of their own or who have altered their magic to replicate another
disease they know well. Using diseases is not a good act.

8) Natures Champion:
The druid calls upon the power of nature to fill him. The caster gains three Animal
Aspect spells (of his choice), Stone skin, Trackless Step, Speak to Nature, and is
considered to be neutral to all animals and non-sentient nature spirits. For the duration the
character finds it almost impossible to act against nature.

9) Natures Curse:
The druid calls upon the madness that dwells in the heart of man. The most common uses
of this spell involve the victim believing that they are a woodland creature, or the victim
becomes terrified of trees. Legends tell of curse and madness mages who have turned this
spell into paths of their own or who have altered their magic to replicate another madness
or curse that they know well. Using curses or unleashing madnesses is never a good act
and shouldn‘t be undertaken lightly.

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10) Shapeshift:
Drawing on his link to the natural world and his understanding of natural creatures the
caster assumes the form of a natural non-magical animal. The statistics and abilities that
this spell confers depends on the referee. For the duration of the spell half of the
characters mind thinks like the animal. This spell is permanent, although the caster can
end it whenever he wishes to. If the caster has silent spell then they can still cast spells in
the feral form.

11) Natures Wrath:


The final spell in the druid‘s toolbox is never used lightly. It is an unstoppable spell and
almost always causes more damage than the caster intended. This spell has been known
to wipe out cities or end civilizations. The spell calls upon nature to destroy. Some
common effects have included earthquakes, tidal waves, sandstorms, drought, meteors,
acid rain and climate shift. The caster has no control over this spell once it is cast and it
cannot be dispelled by any means. During the duration of the spell Nature will not
respond to anyone who attempts to talk to her in the afflicted area.

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Stealth
1 Evaluate Instant Touch
2 Unlock/Lock Instant Touch
3 Disguise 1 hour Touch
4 Deceive 10mins Caster
5 Circle of silence 1 hour Circle
6 Invisibility 10mins Touch
7 Ectoplasmic Form 10mins Caster
8 Ethereal Form 10mins Caster
9 Mass Invisibility 10mins Packet
10 True Invisibility 10mins Caster
11 Perfect Crime PERM Instant Caster

1) Evaluate:
The thief-mage who masters this spell will never again be fooled by merchant‘s lies. The
caster handles an object and examines it closely. The caster will learn the approximate
local value and purpose of a mundane item. This spell will often reveal clues about
magical items, their uses and their secrets.

2) Unlock/Lock:
The thief-mage calls on his secrets to trick a lock. The touched lock will spring open or
snap shut at the casters touch. However, locksmiths, devastated that their creations were
so rapidly becoming defunct have mastered several techniques of making their locks
immune to this spell including the legendary living locks.

3) Disguise:
The caster calls upon the rudiments of illusion magic to conceal himself. When cast
rapidly the spell makes the caster look like a completely average member of his own
species, but the caster can spend a minute sculpting the magic to change his appearance,
gender, race, height, weight or clothing. This spell can only alter his height and weight
within 50%. This spell does not conceal the characters scent, tracks or voice.

4) Deceive:
The trickster learns to deceive the abilities of others. For the duration of this spell the
caster is immune to truth spells, truth serums or the abilities of others to discern lies. The
caster does not become immune to mind affecting effects, it doesn‘t, for instance, stop
him being tortured into telling the truth nor would it stop him telling the truth if
dominated to do so.

5) Circle of Silence:
The caster marks out a circle and carefully fills it with silence. For the duration of the
spell no sound can escape the drawn circle, although, those within can hear normally. The
maximum radius of one of these circles is twenty feet. Rumors tell of silence mages who
have altered this spell in any number of ways.

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6) Invisibility:
The caster blurs the outline of a subject until he disappears. All that the subject is wearing
and all immobile items he is carrying also disappear. The target is invisible and cannot be
seen, although this spell does not mask his scent, his noise or his tracks. If the subject
attacks, stumbles, casts or is loud then the spell is broken. Objects are suitable targets for
this spell. All objects the character is carrying at the time of casting are also invisible,
but anything he picks up afterwards remains visible.

7) Ectoplasmic Form:
The caster twists and spins his body until it becomes like the consistency of warm wax.
For the duration of this spell the caster is pliable and can squeeze under doors or through
very small gaps. The casters carried possessions join him in his Ectoplasmic form. While
so affected the caster is also vulnerable as his armour cannot protect him and he cannot
use DAC to avoid blows.

8) Ethereal Form:
The caster blurs his body until it simply ceases to be. For the duration of the spell the
caster cannot interact with mundane objects. The caster can walk through walls or
mundane objects, but also cannot choose to interact with them. The casters equipment
joins him in this state, but he cannot use it.

9) Mass Invisibility:
The caster spins and extends his cloak of invisibility to cover a group. He gathers a group
close around him he makes them vanish. At the time of casting all subjects must be
entirely within five feet of the caster. Each subject of this spell is under the effects of an
invisibility spell.

10) True Invisibility:


The master of stealth has learned to perfect his cloak of invisibility. The caster becomes
truly invisible for the duration of the spell. For the duration the character can attack, cast
run and shout, but cannot be seen. The target is invisible and cannot be seen, although
this spell does not mask his scent, his noise or his tracks. All objects the character is
carrying at the time of casting are also invisible, but anything he picks up afterwards
remains visible.

11) Perfect Crime:


The pinnacle of the criminal‘s art, the caster spins a yarn to the air explaining his
innocence and a suitable alternative explanation. Following the telling of this tale the
caster is completely vindicated for a single crime that he has committed. All evidence is
useless, all witnesses forget and all records are overlooked.

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Meta Magic
1 Detect Magic 10mins Caster
2 Mana Bridge Instant Caster
3 Silent Spell Instant Caster
Enchant Item
4 (Enchant) 10mins Touch
Extend Duration
5 (Amplify) Instant Spell
6 Extend Range Instant Spell
Item
7 Imbue Item Sunrise Touched
8 Reflect Spell 1 hour Caster
9 Bolster Spell Instant Spell
10 Power Word Instant Spell
11 Unfading Spell PERM PERM Spell

Note: Meta-magic spells cannot be used on themselves, on faith spells, on druid spells
nor can they be used on the locked spells of each sphere.

Note: Most Meta-mages also practice ritual magic as the best way to create arcane
objects is through a careful bonding of meta-magic and ritual magic effects.

1) Detect Magic:
The meta-mage opens himself to the vibration of magic. For the duration of the spell the
character gains tier 3 of the Detect magic skill and can use the ability at will for zero halo
cost. In addition, if the caster specifically concentrates he may be able to work out the
diameters of spell effects or even which list the spell belongs to. A close study of certain
magical auras could also reveal other details.

2) Mana Bridge:
The meta-mage functions as a bridge across which mana can be passed. Mana can flow
out of and into the caster from any willing participant(s) who is touching him at the
moment the spell is cast. All mana must flow into the caster and then out of him. This
spell takes three seconds per mana point to be transferred.

3) Silent Spell:
The next spell that the meta-mage casts, within the next ten minutes, must be cast in the
usual way, but the character can mouth or whisper the verbals, although this means that
the casting time is doubled. A mute caster or one who chooses to can even replace the
verbals by using his hands to form the symbols of magic; however in this instance the
casting time of the affected spell is tripled.

4) Enchant Item (Enchant):

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The meta-mage pushes magic into an object rendering it magical. The item (usually a
weapon) becomes magical for the duration of the spell. This spell‘s most common use is
on the battlefield to harm those who ignore mundane weapons although many riddles,
tricks and traps have been fooled by applications of this spell.

5) Extend Duration (Amplify):


The meta-mage‗s next spell, within the next ten minutes, has its duration doubled. For
instance a spell set to last ten minutes will now last twenty minutes, or a spell set to end
at sunrise will last until the second sunrise. This spell can be stacked with itself although
a month is the longest known duration.

6) Extend Range (Arcane Reach):


The meta-mage‗s next spell, within the next ten minutes, has its range increased. If this
spell targets a caster only spell then the caster can use it on someone else and a touch
spell becomes packet. This spell has no effect on a packet range spell. The most
devastating uses of this spell affect circles, lines and cones which have their maximum
size doubled.

7) Imbue Item:
The meta-mage prepares an object of at least mastercrafted quality to hold five levels of
spells. The meta-mage or another mage can store up to five levels of spells in the object
so that the person bearing the object can release the spells by concentrating for a few
seconds. As the wielder is forced to concentrate the spells cannot be delivered by weapon
strike. This spell lasts until used or until sunrise. The item in question cannot be
predominantly made of Iron or Steel.

8) Reflect Spell:
The meta-mage protects himself with a spell-web which causes the next spell to strike
him to unerringly strike its caster instead assuming the spells caster is within 100ft. The
next spell to affect the caster is reflected regardless of the spell and the caster cannot
choose which spells are affected. This spell has no effect on level 10 or higher spells.

9) Bolster Spell (Enhance):


The meta-mage‗s next spell, within the next ten minutes, is bolstered. Commonly this
will double the effect of the spell. However the exact effects vary and must be agreed
with the ref team. This spell can be stacked on itself.

10) Power Word:


The meta-mage‗s next spell, within the next ten minutes, is simplified to a single word.
For that spell no verbals are required and no casting time is required. The character casts
the modified spell by saying Power Word (Insert Spell Name), e.g. Power Word Touch of
Death.

11) Unfading Spell:

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The meta-mage‗s next spell, within the next ten minutes, is rendered permanent. The
spell will not end because of the passing of time, although it can be used up, dispelled or
disenchanted. Most powerful meta-mages are protected by a host of never ending spells.

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Exotic Lists:
There are rumors of many other spheres of magic hidden in the shadows and in the minds
of secretive mages. These spheres will slowly be detailed and added to this rulebook.
Acquiring a minor list requires that you find someone with that list that is willing to teach
you, all of these lists also have an associated boon cost which represents how rare the
lists are.

Examples of some spheres which may become available are: Poison, Disease, Curses,
Madness, Divination, Oblivion, Hope, Illusion, Chronomancy, Demonology,
Necromancy, Weather, Sun Druidry, Moon Druidry, Lightning, Blood, Battle Magic,
Creation, Conjuring, Nymphology, Telepathy, Research, Spirit, Sense, Animal Aspect,
Elementalism, Chaos Magic, Travel, Silence, Pain.

Before the referee team will allow a player to obtain an Exotic list the character must
research the list, to reflect that, the character must have at least rank one in: Lore: Secret
(List Subject).

The Boon costs for learning an exotic sphere are divided into three parts.

Part 1: Attuned. The three point skill on the magic list attunes a caster to the basic
energies of magic; in order to attune one‘s self to an exotic list requires a much greater
expenditure of energy. You need this attunement before you can even buy the minor
access Every exotic list is linked to one of the major lists, if you are a specialist in the
parent list, then the boon cost to attune yourself to the exotic list is halved.

Part 2: Finding a teacher. Finding someone who has access to the spell list that you
require can be extremely difficult, Chronomancy for example, is known by only a single
person and that person is himself developing his talents at this time. This cost is wholly
dependant on how rare the list is. Please note that you can roleplay your way around this
cost if you manage to find a suitable teacher yourself.

Part 3: Persuading your teacher to teach you. Many mages are exceptionally secretive
about their own inventions and about the more exotic spells that they know. This boon
cost reflects the act of persuading the mage to teach you, it may reflect a service you do
for him or it may reflect presents you give the teacher. Please note that you can roleplay
your way around this cost if you manage to strike a bargain with your teacher yourself.
The boon cost indicated is subject to referee approval as it assumes that your teacher is
not of an opposed alignment to yours and doesn‘t have a particular issue with teaching
say an Ork. This cost is for the teacher to teach you Minor access to the list, the cost
would double for major access and double again for specialist access. The boon cost
usually includes the cost of persuading the mage to teach you the basic spells of the list,
but the student would have to pay for these spells in gold in the normal way.

Most Exotic lists are opposed by two major lists and by two or more minor lists.

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Lightning
1 Spark Instant Touch
2 Lightning Dart Instant Packet
3 Stunning Jolt Instant Packet
4 Lightning Ward 1 hr Touch
5 Magnetic Repulsion 10mins Caster
6 Lightning Bolt Instant Packet
7 Storm 10mins Packet
8 Ride the Lightning Instant Caster
9 Forged Lightning 10 mins Caster
10 Electrocute Instant Packet
11 Charged Storm PERM Sunrise 5 miles

Those who say lightning never strikes the same place twice, have never run a foul of an
electromancer. Casters who delve into the mysteries of lightning magic seek to
understand and master nature‘s most destructive force. It has been rumored that some of
the Geos‘ more inventive races have developed ways to store lighting for later use.

Note: Lightning damage is potentially more damaging to creatures wearing heavy metal
armour.

Note: Lightning springs from the parent list of Air. The lightning list is opposed by the
Earth and Water major lists. The lightning list is also opposed by the Blood and Research
minor lists.

Note: The lightning list has a boon cost of 12 to Attune, 8 to find a teacher and 8 to
persuade the teacher to teach you the list.

1) Spark:
Touched conductive item starts emitting shocks. For the duration, the affected item, emits
sparks of lightning which cause 1 damage to the location contacting it. The wielder can
choose to drop the item or can suffer through the damage. A living creature cannot be the
target of this spell not can any item which is not normally conductive, such as bone, stone
or wood. The damage occurs at the end of the ten seconds. If used offensively, this spell
can only cause harm to one location at a time.

2) Lightning Dart:
An arc of electricity darts forth and strikes a foe. Thrown packet deals three points of
lightning damage to struck location. Lightning damage is potentially more dangerous to
creatures wearing heavy metal armour.

3) Stunning Jolt:
Lightning overloads the targets body control and leaves him on the floor spasming. The
target drops to the floor, dropping all carried items. It takes the target a few seconds to

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regain motor control. Creatures without a central nervous system, such as undead or
constructs, are immune to this spell.

4) Lightning Ward:
A cunning electromancer knows that lightning repels itself. By channeling lightning
through himself, he wards off incoming lightning spells. If the person warded by this
spell takes damage from any lightning based source, the damage is redirected to the
nearest conductive target; it is unknown for the lightning to jump more than ten feet or
across water.

5) Magnetic Repulsion:
The electromancer harnesses lightning to generate a field around himself that repels
mundane metal objects. For example, weapons made of, or tipped with, metal cannot
strike the caster. Weapons made of bone, stone or wood are not affected by this spell.
Most projectiles, such as arrows, travel with such velocity that they strike true as the spell
does not have a chance to take hold of the projectile. Those who approach the caster, find
that no metal object on their person, such as armour, will go within one foot of the caster.
The magnetic field extends one foot from the caster in all directions; this means that the
character cannot wield or hold metal objects. The caster does not gain control over the
objects, they simply cannot come within one foot of him. This spell does not, for various
reasons, affect enchanted objects.

6) Lightning Bolt:
Electricity shapes into a bolt and strikes a foe. A thrown packet deals ten points of
lightning damage to the location struck. Lightning damage is potentially more damaging
to creatures wearing heavy metal armour.

7) Storm:
The caster summons forth a storm and unleashes it at his foes. A lightning storm gathers
above the area to be affected. The storm affects a circle 20 feet wide, which must be
clearly drawn by the caster prior to casting this spell. The referees will target those in the
circle, or those merely passing through the circle with lightning bolts; as a safe
assumption, the referees will throw a lightning bolt every three to five second. This spell
can only be cast in an area reachable by weather, so can not normally function indoors.
Lightning damage is potentially more damaging to creatures wearing heavy metal
armour.

8) Ride the Lightning:


The caster transforms himself into a bolt of lightning which can almost instantly travel to
any location that the caster knows well within 10 miles. During a thunderstorm, the caster
can opt to travel to the edge of the storm, instead of to a place he knows well. Using this
spell, the caster can carry himself and anything he can comfortably carry, however, he
cannot carry any other living creature. This spell is not subtle, any observer sees the
lighting flash down. Neither the entrance, nor the exit location, can be indoors. The spell
usually works exactly although outside factors can affect this spell.

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9) Forged Lightning:
The caster chains lightning into the core of a conductive weapon. For the duration of the
spell the weapon counts as magic. Any conductive weapon that blocks this weapon is
subjected to Spark. If the caster blocks an incoming blow from a conductive weapon,
lightning channels down the weapons and the opponent is affected by Stunning Jolt. The
weapon is mundane in the hands of anyone other than the caster.

10) Electrocute:
The caster projects lightning into his foe. The target who is struck by a thrown packet
takes twenty damage to each location. The target is thrown to the floor by the effect. Any
items on the targets body or in his hands arm conduct electricity for the next ten seconds.
Some conductive objects on the character may be charred, warped and destroyed,
although this is unlikely.

11) Charged Storm:


The electromancer channels the purest essence of lightning on a massive scale. A storm
of raw power forms over the targeted location, it unleashes bolts of lightning in rapid
succession to destroy and kill. Grounded structures have some chance of survival, but
most living creatures will be slain. These bolts differ from normal in that they can
transfer their charge through walls or even the earth itself. For the duration, frequent and
devastating lightning strikes rip through the area, causing mild discomfort and vexation.

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Scrying:
1 Heighten Senses 10mins Caster
2 Dark vision 10mins Caster
3 Scout 1 min Caster
4 See Invisibility 10mins Caster
5 Severed Eye/Ear 1 hour Caster
6 Sense Ethereal 10 mins Caster
7 Divination 10mins Caster
8 True Seeing 10mins Caster
9 Scry 10mins Caster
10 Block Scrying 1 hour Caster
11 Voyeur PERM 1 month 10miles

This list is one of the more common Exotic lists. The arts of scrying and divination are
one practiced by thousands of mages, so the ability to block scrying is also very
desirable.

Note: Scrying springs from the parent list of Mind. The Scrying list is opposed by the
Dark and Stealth major lists. The Scrying list is also opposed by the Creation and Illusion
minor lists.

Note: The Scrying list has a boon cost of 6 to Attune, 6 to find a teacher and 8 to
persuade the teacher to teach you the list.

Note: Diviners often augment their abilities to the point where they can see background
spirits and elementals. They often see ghosts, fey spirits and other things in the
background.

1) Heighten Senses:
By focusing his magic on his senses, the caster heightens his own senses. For the
duration of this spell the caster gains Heightened Sense Rank 2. The ranks of Heightened
Senses from this spell do not stack with any other ranks of Heightened Senses.

2) Dark vision:
Through the use of this spell, the caster is able to overcome the limits of light and sight.
For the duration of this spell the caster can see in magical and mundane darkness. When
this spell is used to combat mundane darkness the character is permitted to use a small
modern torch, although, if this torch is used without care for the vision or experience of
others this privilege will be removed. Many mages attempting to use this spell against
the forces of Oblivion have found that it is ineffective when used against the Darkness of
the Void spell or the Demonic Darkness Spell.

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3) Scout:
By forcing his senses to step out of his bubble of perception the caster is able to leave his
body for a few moments. The only use of this power that allows the caster to reattach his
senses without mishap is to scout ahead of the party by some twenty paces. The caster
must confer with the referee team before using this power as while his senses are out of
body the casters own body is extremely vulnerable; the referee will also be able to let the
caster know if the crew is ready to be spied upon.

4) See Invisibility:
Through the use of this spell, the caster is able to overcome invisibility. For the duration
of the spell, whenever the player is faced by someone who is apparently not visible, the
caster can call See Invisible and the hidden person will inform the caster whether or not
See Invisibility reveals them. See Invisibility works on invisibility spells only, or spells
like Call Shadows, it does not reveal creatures who are ethereal, incorporeal or who are
physically hidden through the hide skill.

5) Severed Ear/Eye:
Through the use of this spell, the caster symbolically severs one of his own ears or one of
his own eyes and attaches the astral projection of that sense to an object. For the duration
of the spell the caster‘s senses are reduced, if the caster has heightened senses treat him
as having one rank lower than he would have normally; although a Restore Sense spell
will alleviate this flaw. Whenever the caster actively concentrates on his severed sense he
can perceive what that object would see or hear. Use of this spell requires interaction with
the referee team, otherwise if the caster‘s body is safe he can put his hand in the air and
follow the object.

6) Sense Ethereal:
Through the use of this spell, the caster is able to overcome the sense of confusion when
creatures phase out of existence. When a creature such as a Wraith fades into another
plane he can no-longer be seen by creatures on this plane of existence, the Seer however
is aware of where he is in the other plane so he is able to work out where and when the
creature is likely to once again become tangible on this plane.

7) Divination:
When a Seer first learns this spell he must decide what type of divination he favors,
examples include Pyromancy, Geomancy, Rune Stones, Tea Leaves, Tarot Cards,
Aquamancy or Pendulums. The casting time for this spell is one minute per spell level
and the divination must be properly role-played. Through the use of this spell the caster
may divine the answer to three questions which have one word, or short sentence

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answers. The answers the caster receives are usually correct, although, there is always
some room for doubt because of outside influences and the fluctuations of fate.

8) True Seeing:
Through this spell the Seer gains his reputation for seeing all. The caster gains
Heightened Senses Rank 5 for all purposes, although this rank cannot be increased by any
means. The caster gains the ability to see invisible creatures, camouflaged creatures and
those cloaking themselves with illusions. The caster is able to penetrate any illusions of
level eight and below. The caster is able to see in almost all forms of darkness, magical
or otherwise. If the caster is blind at the time of casting this spell then for the duration he
is also able to see normally. This spell also offers a measure of protection against
mundane methods of blocking sight like smoke, fog, blizzards or sand.

9) Scry:
When a Seer first learns this spell he must decide what type of scrying he favors,
examples include Pyromancy, Geomancy, Aquamancy, Star Gazing, Mirrors, Polished
Metal or something else. The casting time for this spell is one minute per spell level and
the caster must focus on the surface he is scrying through. For the duration, the caster
can see the events going on in a five metre radius around the object or person that the
caster is scrying on. If the caster wishes, he can expand the vision so that it can be seen
by those who are touching him. The vision provides either audio or visual information, if
both are required, then the caster must cast this spell twice. The caster must have a focus
if the target is more than one mile away, typical focuses include pictures, hair or blood of
the target.

10) Block Scrying:


Through the use of this spell, the caster prevents anyone else scrying on a specified
person or object. Until the duration expires, it is impossible for anyone else to scry on
the person or object protected, although, the object can still be seen normally if viewed
through mundane means; which means that a Seer using Severed Eye or Voyeur can still
perceive the object or person.

11) Voyeur:
This spell is what has earned a lot of Seers a bad name. Many mothers have petitioned the
Mages Conclave for this spell to be banned after one young Seer was arrested for using
this spell to experience young girls losing their virginity. For the duration of the spell, the
caster can (although he doesn‘t have to) use any and all of the targets senses. The Seer
can sense what the subject is feeling, can feel the subject‘s pain and share their orgasms.
While inside the target, the Seer can make suggestions to get the target to move towards
doing things that the Seer would like to experience; these suggestions are made through

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the persuade power and are made as if the casters Willpower was only half of his total. If
the target is unaware of his rider, the Seer is also able to sense some of what the victim is
thinking. It is rumored that some Seers have developed a version of this spell that allows
paying customer to take a weeklong trip in someone else‘s body.

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Combat Mastery:
1 Weapon Focus 10 mins Caster
2 Shifting Prowess 10 mins Caster
3 Dart Chain Instant 5 Packets
4 Backlash 10 mins Caster
5 Delay Spell 10mins Caster
Weapon
6 Imbue Weapon 1 hour Touched
7 Bolt Chain Instant 5 Packets
8 Reflect Blow Instant Caster
9 Mana Strike Instant Packet
10 Strike Chain Instant 5 Packets
11 Efficient Damage PERM 1 hour Caster

Some mages spend so much time in combat situations that they have developed a set of
spells which allow them to thrive in combat situations without relying on warriors to
protect them. Many combat mages are capable of waging war on their own, others travel
with strike forces or groups of adventurers as they can function as mages or as extra
muscle when needed.

Note: The path of Combat Mastery springs from the parent list of Meta. The lightning list
is opposed by the Life and Stealth major lists. The Combat Mastery list is also opposed
by the War, Illusion, Research and Creation minor lists.

Note: The Combat Mastery list has a boon cost of 25 to Attune, 8 to find a teacher and 20
to persuade the teacher to teach you the list.

1) Weapon Focus:
Using this spell the mage weighs an object in his hand and figures out how to use it
properly. The mage compares the weapon he wants to use to a weapon he already knows
how to use and gains an additional weapon proficiency; if the mage does not already have
a weapon proficiency then this spell does nothing. The mage is now able to use any
object as if he was proficient in its use; this spell has been used to efficiently fight with a
tankard, a scroll case and even the severed arm of a goblin. Please remember that without
proficiency, a character can only deal one point of damage with any given object. For the
duration of the spell the caster is also considered to be ambidextrous.

2) Shifting Prowess:
Using this spell the mage weighs an object in his hand and figures out how to use it
properly. The mage compares the weapon he wants to use to a weapon he already knows
how to use and gains Weapon Mastery in the new weapon equal to the ranks of Weapon
Mastery he possesses in his weapon of choice; if the mage does not already have ranks of
Weapon Mastery then this spell does nothing. The mage needs to be proficient in the

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weapon for this spell to be effective. This spell has been used to efficiently fight with a
tankard, a scroll case and even the severed arm of a goblin.

3) Dart Chain:
With this spell, a caster is able to convert any of his dart spells into a chain of darts. The
caster casts this spell, then casts the dart spell he wants to chain. The mage stands still
and is able to throw five packets, each must be thrown at a different target and each target
must be progressively further away from the caster than the dart before it. The caster
must throw all five packets in rapid succession. The caster cannot pause, nor can he do
anything in between throwing each packet, if the caster speaks or takes so much as a
single step, the spell breaks and the chain ends.

4) Backlash:
An aura of static wraps the caster, those with high levels of heightened senses are put off
by the buzzing. The static is almost visible and sheds a small amount of light. When
someone strikes the caster in melee with a weapon or an unarmed attack the energy is
released and runs along the striking weapon until it finds the wielder, the wielder is
thrown backwards and takes three points of damage to every location. A missile or
projectile weapon is not affected by Backlash. To be clear, once the energy is released,
the spell ends.

5) Delay Spell:
Through this spell, the caster is able to hold a number of spell levels in abeyance until he
is ready to release them in a display of power. The caster starts by casting this spell and
then casts a number of other spells which he wishes to hold. The caster is able to hold a
number of spell levels equal to his Willpower (Example a mage will Willpower 10 could
hold 10 level 1 spells or 1 level 10 spell). Once this spell is active, the caster is unable to
cast any other spell until it is released as he is using all of his power to hold the spells in
abeyance. Many mages use this spell in conjunction with Contingency and Power Word
in order to be able to release several near instantaneous spells to appear as if they have
the ability to verbalize spells.

6) Imbue Weapon:
The combat-mage through this spell is able to prepare a weapon of at least mastercrafted
quality to hold five levels of spells (this spell uses unmodified spell levels). The combat-
mage or another mage can store up to five levels of spells in the object so that the person
bearing the object can release the spells by striking an opponent. If the combat mage
wields the weapon then he can choose when to release the spells and can release some or
all of the spells; if the wielder is not the caster of this spell then all the spells are released
the next time the weapon strikes a foe (or nearly strikes a foe in the case of global hits).
This spell lasts until the spells are released or until one hour has passed. The weapon in
question cannot be predominantly made of Iron or Steel.

7) Bolt Chain:
With this spell, a caster is able to convert any of his bolt spells into a chain of bolts. The
caster casts this spell, then casts the bolt spell he wants to chain. The mage stands still

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and is able to throw five packets, each must be thrown at a different target and each target
must be progressively further away from the caster than the dart before it. The caster
must throw all five packets in rapid succession. The caster cannot pause, nor can he do
anything in between throwing each packet, if the caster speaks or takes so much as a
single step, the spell breaks and the chain ends.

8) Reflect Blow:
The combat-mage protects himself with a spell-web which causes the next physical blow
to strike him to unerringly strike the aggressor instead, assuming the aggressor is within
10ft (if the source is not within 10ft the caster does not take the damage, but the aggressor
is unharmed). The thing to strike the caster is reflected regardless of the nature of the
strike and the caster cannot choose which blow is affected. This spell has no effect on
RAW damage. This spell cannot reflect spell effects.

9) Mana Strike:
The combat mage shapes his own mana into an offensive strike. The thrown packet deals
twenty points of Mana damage to the target. This strike has no affect if it hits someone
with no Mana.

10) Strike Chain:


With this spell, a caster is able to convert any of his strike spells into a chain of strikes.
The caster casts this spell, then casts the strike spell he wants to chain. The mage stands
still and is able to throw five packets, each must be thrown at a different target and each
target must be progressively further away from the caster than the dart before it. The
caster must throw all five packets in rapid succession. The caster cannot pause, nor can
he do anything in between throwing each packet, if the caster speaks or takes so much as
a single step, the spell breaks and the chain ends.

11) Efficient Damage:


A savvy combat mage understands that different targets require different types of
damage. For the duration of the spell, the caster of this spell is able to decide whether his
attacks deal damage to the targets Location, Constitution, Halo, Mana or Willpower. Any
damage that the caster deals is considered to be magical and ethereal for the duration for
purposes of who is damaged by the effect.

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War.

1 Rank Percept Instant Sight


2 Ventriloquised Command One Hour Touch
3 Obfuscate Command One Hour Touch
4 Forced March One Hour Touch
5 Triage One Hour Touch
6 Force of Arms Instant Touch
7 Aegis of Protection 10mins Touch
8 Unshakeable Loyalty One Hour Touch
9 Missile Aegis 10 mins Touch
10 Earth‘s Ally One Hour 1 mile
11 Guaranteed Victory PERM Battle 5 miles

Note: War springs from the parent list of Arcane. The War list is opposed by the Mind
and Stealth major lists. The War list is also opposed by the Creation, Combat Mastery,
Conjuring and Weather minor lists.

Note: The War list has a boon cost of 20 to Attune, 8 to find a teacher and 24 to persuade
the teacher to teach you the list.

Today‘s battlefield is no longer a place simply for ranked troops and archers, now-a-days
every successful battle-line always includes a large number of healers, support mages or
mage based artillery platforms. Inritius‘s armies also include a large number of demonic
and unliving allies, many of which require magic to vanquish. There is a brotherhood
amongst battle-mages wherein they rarely target each other with magic and they work
together to keep the costs for their services high.

Many War mages focus on having a high Willpower score as their Willpower score
dictates how many people that can affect with the spells on this list. For the purposes of
War Spells, the mage uses his Willpower unmodified by any means as he is struggling to
stretch spells across many individuals. With the Unit/Army spells, the range of the spell
is touch, however, the mage only has to touch one member of the Unit/Army and as long
as that member of the Unit/Army is touching the next man the spell passes along the
chain.

Note: All recipients of War Spells must share a common long-term factor; that factor
could be Race, Guild Membership or Army membership. If a single recipient does not
share that factor or is disloyal to that cause then the spell usually fails. Sharing a mission
is not a sufficient factor.

1) Rank Percept:
The caster can use this spell to determine the military rank of a target. This spell
identifies displayed rank for any army or nation, even if the caster has never visited that

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nation or interacted with that army. This spell does not identify the rank of people who
are not displaying rank. This spell is fooled by those who are displaying false rank or
who are disguised physically or magically. This spell works on anyone the caster can see
and does not require a packet. This spell only targets one individual at a time. Typically
this spell will provide the answers: ―Target is not displaying rank‖ or ―Target is dressed
as a _________.‖

2) Ventriloquised Command:
The caster uses this spell to issue commands to troops and provide updates to generals
and commanders. The caster selects a number of recipients that is equal to, or less than,
his unmodified Willpower score. For the duration of the spell the caster can throw his
voice so that it sounds clearly from directly behind the recipient(s). If the caster cannot
see the recipient then the recipient cannot hear the caster. This spell cannot be cast on an
unwilling target. Many casters find that the recipients can often hear everything that the
caster says during the duration, so they try to be careful about bad mouthing their
commanders.
Note: This spell is being play tested, if we find that the referee team are wasting a lot of
their time running messages between players it will be removed.

3) Obfuscate Strength:
This spell has been used many times over the last few years to make an enemy under
estimate the risk that your unit poses or to make an enemy wary of engaging your unit.
Essentially the caster blurs how his unit is perceived by others. The caster can affect a
single unit which shares a common long-term factor with him; the maximum size of the
Unit to be affected is ten times the casters unmodified Willpower total. For the duration,
any attempt to view, scout or scry the unit in question makes the unit appear to be at half
of its current strength or at double its current strength. Spells which can pierce illusions
ignore this spell and anyone viewing the unit from within fifty meters can see the
truth. For the duration of the spell, the unit leaves tracks as if it were half or double its
numbers, although someone with tracking Rank 5 can see through the effect of this spell.

4) Forced March:
This spell is used by war-mages who need to get their unit into position, who needs to
escape pursuit, or who needs to pursue a foe. For the duration of the spell, the unit moves
at twice their normal marching speed, however, if any member of the unit stops marching
for any reason the spell ends. This spell blends a speed spell with a far step effect and, as
such, has no in game effect on the speed that people move. While protected by this spell
the unit gains DAC Rank 1 and ADAC Rank 1 which does not stack with DAC or ADAC
from any other source. The caster can affect a single unit which shares a common long-
term factor with him; the maximum size of the Unit to be affected is ten times the casters
unmodified Willpower total.

5) Triage:
A prepared mage focuses this spell on his medics to help them prepare for the aftermath
of the fight. The war-mage can affect a number of individuals equal to his un-modified
willpower with this spell. Those Chirurgens who are affected by this spell are able to ply

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their craft in half the time it would normally take them. Anyone with Rank 3 Chirurgery
or higher is able to staunch the bleeding from a wound with a slow ten count. Anyone
who is treated in this way is advised by the doctor to have the wound cleaned and re-
dressed later as the chance of infection is higher during field surgery. Any Specialist Life
Mages who are affected by this spell may cast Diagnosis three times a minute for free
instead of once a minute as is usual.

6) Combined Might of Arms:


This spell is cast by mages who need their similarly armed close allies or bodyguards to
pack a harder punch. The war-mage can affect a number of individuals equal to his un-
modified willpower with this spell. Those affected with this spell find that their damage
with one type of physical weapon increases by one. For this spell to have an effect all
those affected must have proficiency with that weapon. This spell is often used by units
with uniform weapon allocations like the Argead legions or by specialized hit squads of
archers or knifemen.

7) Aegis of Protection:
This spell is cast by mages who need to offer their close allies or body guards greater
protection. The war-mage can affect a number of individuals equal to his un-modified
willpower with this spell. Those affected find that they have Damage Resistance Rank 1
against all forms of damage apart from that which targets their Halo, Willpower, Mana or
Constitution. This spell offers no protection against Raw damage.

8) Bolster Loyalty:
Many mages using untrained troops or directing troops against undead or demons find
that they need to use this spell to stop their men from running away. The caster can affect
a single unit which shares a common long-term factor with him; the maximum size of the
Unit to be affected is ten times the casters unmodified Willpower total. Those affected by
the spell find that their Willpower is increased by two against any mind affecting attack.
In addition, the unit has an additional plus two willpower against fear or terror effects.
While under the effect of this spell the unit‘s morale is boosted. If the mage acts as if he
is afraid or worried this spell ends.

9) Missile Aegis:
This spell is cast by mages who need to offer their close allies or body guards greater
protection. The war-mage can affect a number of individuals equal to his un-modified
willpower with this spell. Those affected find that arrows and crossbow bolts totally miss
them, however, if they are part of a larger group those affected tend to watch arrows
meant for them claim the lives of their brothers in arms who are not protected by this
spell. This spell offers no protection against siege weapons or alchemical attacks. Some
Elven sharpshooters have proved that they are able to shoot those protected by this spell,
but it is unknown how they do so.

10) Earth’s Ally:


Through this spell the mage calls upon the battlefield itself to rise up in support of the
mages army. The effects of this spell vary hugely, however vines tend to trip the feet of

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the opposing force, mud often causes the opposition to slip, the earth often moves
creating/closing ditches and trenches to stop the opposing army advancing or to help the
Allied army advancing. This is a difficult spell to cast, it requires that the mage makes a
sacrifice to the earth and the value of the sacrifice affects how much help the earth offers.
More than that, this spell cannot be cast in advance of this battle as it requires that the
blood of the army to be protected has fallen to the earth. If two opposing war-mages cast
this spell on the same battlefield then horrible things happen, as such, the use of this spell
is discouraged by the Brotherhood Of War-Mages.

11) Guaranteed Victory:


Through this spell the mage enchants an army. The mage is able to extend the spells of
this list to affect a single army which shares a common long-term factor with him; the
maximum size of the army to be affected is one hundred, times the casters unmodified
Willpower total. The affected soldiers are bolstered by the spells: Force of Arms (with
all melee weapons, bows and crossbows), Aegis of Protection, Missile Aegis, Bolster
Loyalty and Obfuscate Numbers. In addition all Chicurgerns and Life Specialists in the
army are bolstered by the Triage spell and all officers holding the rank of Captain or
above can hear the mage‘s commands. Any reinforcements moving in to the attack are
affected by the forced march spell, but anyone fleeing battle is not. All of these spells last
until the battle ends or until five hours has passed whichever is shorter. This spell cannot
be cast until both armies have suffered wounds. A mage opposing the caster of this spell
finds that they cannot cast the Earth‘s Ally spell and if the same war-mage casts the
Earth‘s Ally spell he finds that the Earth is much more willing to help him.

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Illusion.
1 Glow Touch 10 minutes
2 Light Touch 1 hour
3 Disguise Touch 1 hour
4 Minor Image Touch 1 hour
5 Deceive Target Packet 1 hour
6 Reveal Illusions Touch Instant
7 Major Image Touch 1 hour
8 Sentient Image Touch 1 hour
9 Illusionary Terrain Touch 1 hour
10 Mindscape Touch 1 hour
11 Permanent Image PERM Touch Permanent

Note: Illusion springs from the parent list of Light. The Illusion list is opposed by the
Dark and Mind major lists. The Illusion list is also opposed by the Scrying minor list.

Note: The Illusion list has a boon cost of 16 to Attune, 8 to find a teacher and 6 to
persuade the teacher to teach you the list.

Illusions spells are opposed by the targets Willpower, as some people are too stubborn to
be tricked by light play; however, the victim must try to disbelieve before their
Willpower is considered. If the character believes the illusion then their Willpower is not
a factor, although players will often be given hints that something is illusionary. If a
character has a good reason to disbelieve or believe then their Willpower is significantly
modified and as such Willpower is not a negating factor with this list as a character with
10 Will could be fooled by something he expects to see and a character with 0 Willpower
could recognize that something they believed was impossible was an Illusion.

Illusions can harm someone if they can affect the sense of touch, although, all illusionary
damage is subdual and heals totally within 10 minutes of the damage being dealt, the
exception to this is Permanent Illusions. Illusionary damage can only target one player at
a time. The highest damage an Illusion can deal is equal to the mages Willpower.

1) Glow:
Through this spell the illusion mage creates a tiny glow or an orb of glowing light. With
this orb the character can trick the eyes of the unwary. This ability is usually used to scare
the unwary by making their equipment glow.

2) Light:
The caster generates a light to make it easy for those nearby to see. The caster can centre
the spell around a packet or on a touched object. This spell lights up a 20ft area. This
spell counters and cancels darkness.

3) Disguise:

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The caster calls upon the rudiments of illusion magic to conceal himself or another.
When cast rapidly the spell makes the target look like a completely average member of
his own species, but the caster can spend several minutes sculpting the magic to change
the targets appearance, gender, race, height, weight or clothing. This spell can only alter
the targets height and weight within 50%. This spell does not conceal the characters
scent, tracks or voice.

4) Minor Image:
Through this spell, the Illusionist can craft a static illusion which will fool one sense
only. The illusion cannot be more that 5ft cubed. A caster can throw up a sudden illusion
or can take more time to craft an intricate image.

5) Deceive Target:
Through this spell the Illusionist can target one person with his next illusion, for that
target the illusions will fool all of the target‘s senses and the target resists with half his
Willpower. Essentially this spell is used on people who are likely to see through
illusions.

6) Reveal Illusions:
Through the use of this spell, the Illusionist can learn whether something he is confused
by is illusionary. This spell will reveal almost all known illusions even Permanent
Illusions, however, if the caster is the target of the Deceive Target spell then the Illusion
is not revealed as illusionary.

7) Major Image:
Through this spell, the Illusionist can craft an illusion which will fool all of the targets
senses. The illusion can deal real damage which is sufficiently real to knock out a
character. However, if the Illusion is disbelieved by the victim or by the healer then the
wounds fade away. The illusion cannot be more that 20ft cubed. A caster can throw up a
sudden illusion or can take more time to craft an intricate image. Illusions can move but
they move slowly.

8) Sentient Image:
Through this spell, the Illusionist can craft an illusion which is also capable of thinking
and reacting to stimuli. Sentient Illusions can only handle so much damage before they
break up; they have a number of global hits equal to the Illusionists Willpower. Sentient
Illusions can think so they can be targeted by mind effects, they use the Illusionists
Willpower score.

9) Illusionary Terrain:
Through this spell, the Illusionist can craft an Illusion making it appear that the terrain for
one square mile is completely different. The Illusionist could wish to be in a desert, or on
a glacier etc. Powerful Illusionists have used this to make a desert appear to be a forest to
gain shade, or a lake to be a plain and walk over it. A caster can throw up a sudden
illusion or can take more time to craft an intricate image.

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10) Mindscape:
Through this spell, the Illusionist can craft an Illusion which he can invite others into.
The Illusionist gains complete control over the mindscape, however, at the end of the
Mindscape nothing in the real world is altered.

11) Permanent Image:


Through this spell, the Illusionist can craft an Illusion which will never fade.

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Blood.

1 Staunch Bleeding Touch Instant


2 Fast Bleeding Touch 10 mins
3 Blood Loss Touch Special
4 Taste Of Blood Touch Instant
5 Blood Hound Touch 1 hour
6 Cauldron of Blood Touch Sunrise
7 Hemophilia Touch PERM
8 Blood Weakness Touch PERM
9 Blood Burst Touch Instant
10 Blood Travel Touch Instant
11 Clone PERM Touch PERM

Note: Blood Magic springs from the parent list of Life. The Illusion list is opposed by the
Mind and Meta major lists. The Blood list is also opposed by the Illusion minor list.

Note: The Blood list has a boon cost of 20 to Attune, 10 to find a teacher and 12 to
persuade the teacher to teach you the list.

1) Staunch Bleeding:
Through this spell the Blood-Mage can stop a subject from bleeding even if he is
bleeding from multiple wounds. This spell is of no use to protect Hemophiliacs.

2) Fast Bleeding:
Through this spell a Blood-Mage speeds up the rate of bleeding, usually, this ability is
used to accelerate the rate that someone bleeds to death, although it has been used to
rapidly bleed subjects in a laboratory. The victim bleeds out at twice the normal rate
(quadruple for Hemophiliacs).

3) Blood Loss:
Through this spell the caster disorientates his victim by robbing him of his blood. The
victim becomes light headed and disoriented. The caster is confused and feels unwell.
The characters constitution is 2 lower for all purposes. This effect lasts until the character
receives magical healing of any kind.

4) Taste Of Blood:
Through this spell, the caster tastes a sample of blood and learns information about the
person the blood came from. The character is often able to learn about the characters
race, alignment and any types of taint.

5) Blood Hound

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With a sample of the targets blood, the Blood-Mage can learn where his target is. For the
next hour, the blood becomes a compass of sorts which shows the direction and rough
distance between the Blood Mage and his target.

6) Cauldron of Blood.
Through the use of this ability, the victim suffers sweats and fevers. The character loses
one point of Con every hour and is constantly dizzy and disoriented. The cure disease
spell ends this spell prematurely.

7) Hemophilia
The victim of this spell starts to bleed out every time he is hurt from any means; even a
pin prick could cause the character to bleed to death. If a character with this affliction is
put into a position where he would be bleeding out normally, he bleeds at twice the
normal rate. The cure disease spell ends this spell prematurely.

8) Blood Weakness
Through this spell, the Blood-Mage is able to curse a victim so that he loses access to his
strength, becomes frail and gains a weak immune system. The characters Con is halved
for the duration. The cure disease spell ends this spell prematurely.

9) Blood Burst
The Blood-Magus ruptures all of the blood vessels in the targets body. The target is
reduced to -1 and bleeding on every location.

10) Blood Travel


The Blood-Magus steps into one victim and steps out of another more than ten feet away.
The entry target falls to the floor in agony and vomits, while the exit target is subjected to
a blood-burst.

11) Clone
Through this power, the Blood-Magus is able to create Clones of himself which he can
transfer his consciousness into. A Blood-Magus with clones in reserve, could almost be
considered immortal.

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Chapter 7: Appendices.

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Bestiary:

During an average game, characters will interact with people on either side of the Inritius
Alliance, or even those who are outside of it.

The Undead: Unnatural undead are created by necromancy from the bodies of the dead.
Natural Undead are those creatures who at the moment of death had a stronger shadow
halo than their halo. When fighting undead it is worth remembering that most are
immune to poisons, subdue effects, mind affecting spells, fear, sleep and disease. The
more common forms of undead include Skeletons, Zombies, Wraiths, Ghouls, Wights,
Banshees, Ghosts, Mummies, Vampires and Liches.

Demons: These are creatures from the nether world. They tend towards evil alignments.
They tend towards combat or social forms. Specific forms of demon include Imps,
Succubae, Incubi, Maralithes and Balors.

Angels: These are creatures from the nether world who directly serve a deity. They
function as the voice of their deity. They are often a shining beacon to those of their faith.
Seeing an angel is a major event.

The Hopestarved: The Hopestarved are those followers of Inritius who are without
hope. They are immune to fear and many mind affecting spells. They have desires but
they do not put any power or passion behind their desires.

The Scorpion Legion: The Scorpion legion was the legion led by Prince Inritius before
he turned against the Argead Empire. They were considered the best of the best and
officers from other legions would surrender their rank for a chance to enlist as a grunt in
the Scorpion legion. They were always the first into a conflict and they were usually the
last men to leave the field. When Prince Inritius led his rebellion and started his new
religion the Scorpion Legion were his first recruits. They can be recognized by their
Argead blue uniforms with a heraldic scorpion emblazoned on the chest. It is safe to
assume that their weapons are poisoned.

Vermin Beast-men: The first group to pledge loyalty to Inritius was the vermin-beast-
kin. They had long been seen as the lowest of the low by the other creatures of the world.
They were quick to realize that they had been living without hope all along, they know
that hoping not to starve to death wasn‘t the type of hope that Inritius was preaching
against, plus it‘s hard to starve when you will eat anything that you can chew.

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Glossary:
Boons: A currency used by players to persuade the refs to allow special events or
characters.
Constitution: A character‘s Constitution is used to resist physical effects. A characters
constitution is often targeted by poisons and diseases.
Experience: A character will earn experience points as they develop. Experience points
can be spent on new skills for the character.
Global: Global hits are almost like a force protecting your character. They are effectively
a safe zone. It doesn‘t matter whether your character is struck in the arm or the torso all
hits come off the Global hits before going through to your armour and locational hits.
DAC, ADAC and magic auras are good examples of Global hits.
Halo: A characters Halo represents his link to the world halo and is used to fuel
supernatural and extraordinary abilities.
Joining: A child of whose parents are from different races.
Level: A characters level is calculated by dividing his spent experience characteristic by
twenty-five.
Location: Each character will have a locational value assigned to each location. When
that value is exceeded they can no longer use that location. The key locations are two
arms, two legs, torso and the head.
Mana: A caster has a reserve of magical power used to fuel his spells.
Multiplier(s): A characters multipliers often shape the type of character he can become.
The multipliers are Might, Agility. Intellect, Connection and Magic.
Willpower: A characters Willpower is used to resist mental effects including spells,
social interactions and torture.

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Abbreviations:
DAC: Dexterity Armour Class.
ADAC: Armoured Dexterity Armour Class.
PAC: Physical Armour class.
MAC: Magical Armour class.
AC: Armour Class.
BV: Blade Venom.
CV: Contact Venom.
IV: Ingested Venom.
PP: Platinum Piece.
GP: Gold Piece called a sovereign.
SP: Silver Piece called a shilling.
CP: Copper Piece called a farthing.
Con: Constitution.
Exp: Experience (this has been called skill points in some places, all references to skill
points refer to experience).
Loc: Location.
Ref: Referee
STR: Strength
GOD: Game Over Designer (General of Death).
GAWD: General Assistant World Designer.
TEM: Time, Effort and Money. A crafting mechanic.

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